Time Nick Message 04:30 cheapie Overkill? Probably. Fun? Yes :P https://cheapiesystems.com/media/2024-04-11%2023-21-38.webm 07:08 celeron55_ cheapie: nice sounds and acceleration, the inertia is very pronounced 10:31 shaft I know you can remap textures of block faces but can you remap textures by their filename too? 10:32 shaft I forked a texture pack after all and if I wanted to support Mineclone2, I'd have to duplicate every single texture and name it to the Mineclone prefix which is pretty retarded and wasteful. 10:34 shaft I could probably use symlinks but I don't know if that works with contentdb or is crossplatform. 10:35 shaft And it would probably consume more memory 11:02 MTDiscord You can alias in the texture pack configuration. See the docs. Still painful 11:32 shaft texture_pack.conf? 11:42 shaft Which file? Which doc? I can't find it. 11:49 MTDiscord overrides.txt file I believe 11:50 shaft But I'm talking about overriding by filename not by surface of a node. 11:51 shaft So other mods can inherit it. 11:52 shaft If they go looking for "mcl_wood" they need to find the texture even if I didn't override for exactly that node 12:01 shaft help please 12:05 MTDiscord oh, I see I couldn't find anything sadly. I once turned a texturepack into a mod, if that's of any use to you. Though it does cause other issues (I can't remember which exactly). https://github.com/Lemente/rpg16_mod 12:06 rubenwardy You could make a script that duplicates just when releasing a texture pack, and not in the source dir 12:06 rubenwardy There's no support for file name aliases in txps though 12:09 shaft Then add it in 5.9. It's essential. With support for filters please. I've noticed that shit when I wrote color filters for wool. They didn't get inherited by the wool stairs and slabs from the mod. Wasn't a big deal here cause it's just a couple of textures but it's ridiculous for whole games. Preferibly I'd alias the entire prefix and then exclude the couple of textures where I need to do extra work. 12:10 shaft Otherwise Minetest will never get proper texture packs 12:13 celeron55_ texture pack support has never been polished properly, it doesn't seem to get a lot of focus from contributors even though graphics in general have been on the roadmap 12:14 shaft I'm willing to do some work on this 128x128 I picked up. 12:14 shaft But I need aliasing to work 12:14 shaft I'm unwilling to shit out garbage 12:14 celeron55_ yeah the work you'd have to do is program the support you need in C++ 12:16 celeron55_ the good part is, everyone agrees texture packs lack features. a well implemented texture name aliasing feature would probably be merged in no time 12:20 shaft I'm not familiar with the minetest codebase though, have never compiled a bigger project and my C++ is amateurish 12:21 MTDiscord if there isnt an issue already, please make one 12:29 celeron55_ it's this one https://github.com/minetest/minetest/issues/12694 12:30 celeron55_ if you have the hands-on experience with texture packs to come up with the requirements, you could try writing a spec for how exactly it should work 12:30 MTDiscord ironic that i both triage and made that issue and didnt remember 🙃 12:37 shaft I can't log in to github. Fucking piece of shit email provider doesn't accept the 2fa verification email. 12:39 shaft I use gitgud. 12:41 celeron55_ well, you can always pastebin stuff on irc and ask someone to post a link to the irc logs on github 13:02 shaft Yes, I thought of that and just wrote a snippet. https://gitgud.io/-/snippets/2024 13:02 shaft I know this is maybe a little overkill but it would solve all texturepack problems ever 13:04 celeron55_ (i added a link to today's logs in the issue) 13:04 shaft Thank you very much 13:15 shaft I'll also vote for jpeg xl support, since I saw the issue. Why is bmp even supported? I know it doesn't weigh much but it doesn't add anything either. Does anything even use it? I know there's some tga ecoder mod but BMP? 13:17 celeron55_ bmp was deprecated if i recall correctly. it'll be removed some day 13:18 celeron55_ i agree jpeg xl is good, but it's still too new for MT to promise forver support for it 13:18 shaft Check contentdb. If nothing uses it, you can remove it in the next release. No one will miss. 13:18 celeron55_ it'll happen when the time comes 13:20 shaft Maybe it's to early to add jpeg xl but it's never to early to remove bmp 13:22 MTDiscord given jpegli is a thing now, not sure how much adding support for jpegxl will bring 13:24 shaft Jpegli is just Google cope. They also made Jpeg_R for android actually creating a new fucking not fully comptabile jpeg format for Android because AVIF, Webp and Jpeg just can't deliver and Google slaves need to work around it somehow. 13:26 shaft Further Jpeg XL provides good lossless compression which jpeg doesn't do, so the comparision is unfitting. Most textures in Minetest are lossless. I wouldn't vote for it if it was another lossy only format. 13:29 celeron55_ yeah the point of it is that it does everything well and it isn't very complicated compared to what it can do 13:33 shaft Maybe the time is not ripe for jxl but it isn't superseeded by jpegli or AVIF. That's what I want to say. 14:34 MinetestBot 02[git] 04paradust7 -> 03minetest/minetest: CI: Pin CMake to 3.28 because of regression in 3.29.1 1300ef597 https://github.com/minetest/minetest/commit/00ef597639f6c7417a9a43753b16f2a176932644 (152024-04-12T14:34:05Z) 19:20 Mantar tga was wrongly deprecated, then un-deprecated. it serves a purpose that png doesn't, and there are existing mods and servers that use it 21:29 shaft I dumbed down my texture aliasing proposal snippet https://gitgud.io/-/snippets/2024