Time |
Nick |
Message |
00:09 |
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01:09 |
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02:00 |
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spectator joined #minetest-delta |
02:00 |
spectator |
tada! i'm back |
02:01 |
VanessaE |
wb |
02:02 |
spectator |
what do you think about terasology? |
02:02 |
spectator |
is is another mc-like opensource project |
02:02 |
spectator |
written in java |
02:02 |
VanessaE |
not familar with it |
02:03 |
VanessaE |
familiar* |
02:03 |
spectator |
which is slower but IMHO more complete than MT |
02:03 |
spectator |
https://github.com/MovingBlocks/Terasology |
02:03 |
VanessaE |
eh, pass |
02:04 |
* VanessaE |
does not like Java |
02:05 |
spectator |
yeah me too because I was not able to play it on my computer where minetest works fine (not always) |
02:06 |
spectator |
but graphics and content is better in that project |
02:06 |
VanessaE |
graphics? that's a texture pack issue. |
02:06 |
VanessaE |
content? there are tons of mods. |
02:06 |
VanessaE |
next? :-) |
02:07 |
spectator |
graphics = there are special effects which look awesome (but they should be slow) |
02:07 |
spectator |
it is not possible to implement them with texture packs |
02:07 |
VanessaE |
special effects such as......? |
02:08 |
spectator |
1) particles which appear when you break a node |
02:08 |
VanessaE |
particles mod. |
02:09 |
spectator |
2) vignette effect |
02:10 |
spectator |
3) light from the sky makes "mountains" glow |
02:10 |
spectator |
4) plants move |
02:10 |
NakedFury |
water |
02:11 |
NakedFury |
20 thousand times better |
02:11 |
spectator |
watch this vid: http://www.youtube.com/watch?v=13ha669K88I |
02:11 |
VanessaE |
so raise some github issues about these |
02:11 |
NakedFury |
shadows |
02:11 |
spectator |
c55 wont do this, you know |
02:12 |
VanessaE |
vignette should be fairly easy, just overlay the whole screen with an appropriate image |
02:12 |
VanessaE |
moving plants: see animated water/lava/torches. |
02:12 |
VanessaE |
not sure what you mean by making the mountains glow |
02:12 |
NakedFury |
its the lightning |
02:14 |
NakedFury |
many of those things wont be added by c55 because they wont run on old pcs |
02:15 |
spectator |
this is simply stupid |
02:15 |
NakedFury |
what is? |
02:15 |
spectator |
make the game look like shit only because it will not work on shitty computers |
02:16 |
spectator |
add these features to config file so users with old computers (like me) will be able to turn these nice features off |
02:16 |
VanessaE |
the game doesn't "look like shit" |
02:16 |
NakedFury |
well if you can code in c++ and found a way to add those and more importantly found a way to make them on/off as wanted then c55 would add it for sure |
02:16 |
spectator |
it does |
02:17 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/minetest-screenshot-vanessa512hd-1.png |
02:17 |
VanessaE |
this looks like shit? |
02:18 |
spectator |
it looks a little bit better but that is because you have used a custom texture pack |
02:18 |
VanessaE |
indeed so. |
02:18 |
VanessaE |
used -> made |
02:19 |
spectator |
basically the problem is in the little details |
02:19 |
VanessaE |
little details can be improved as long as they're not just stuff coming from minecraft |
02:19 |
VanessaE |
they need to have merit on their own |
02:19 |
spectator |
* basically^W actually |
02:19 |
spectator |
GUI, font, the light, particles, etc |
02:20 |
spectator |
all stuff like that should be in the minetest build |
02:20 |
VanessaE |
but why 'should' it be is the question? |
02:20 |
spectator |
so people will not have to collect mods from all over the place |
02:20 |
VanessaE |
what would be improved versus leaving them as mods the user can download? |
02:20 |
NakedFury |
it improves |
02:20 |
VanessaE |
all over the place? We have a central repository of a sort - the Mod Releases forum. |
02:20 |
NakedFury |
everything |
02:21 |
spectator |
mod forum is just stupid (sorry for talking like that, english is not my native language) |
02:21 |
spectator |
it is not organized at all |
02:21 |
VanessaE |
why? it serves its purpose well |
02:22 |
spectator |
if there would be a website for mods which is _made specifically for minetest_ |
02:22 |
VanessaE |
*facepalm* |
02:22 |
spectator |
forum or blog engine works well only for blogs and forums but not for mods |
02:24 |
spectator |
actually minetest web resources are not organized at all |
02:24 |
spectator |
forum = does not work |
02:24 |
spectator |
blog = c55's blog which is abandoned |
02:24 |
VanessaE |
abandoned? |
02:24 |
VanessaE |
um, no |
02:24 |
VanessaE |
forum, works fine |
02:25 |
spectator |
yep he writes a little in there |
02:25 |
VanessaE |
forum link takes you to the main forums page as usual |
02:25 |
VanessaE |
github link works, about, download, contribute (and -> dev wiki) all work |
02:25 |
spectator |
hm.. it actually works... |
02:26 |
VanessaE |
wiki works too |
02:26 |
VanessaE |
the only one that doesn't "work" is the servers one, because it never got filled out |
02:26 |
VanessaE |
and that's because servers come and go too frequently for c55 to waste his time on that |
02:31 |
VanessaE |
now as for what you want added as default, you need to file issues on github - one issue per feature request |
02:31 |
VanessaE |
but consider this: |
02:31 |
VanessaE |
celeron55 said he will be "adding a lot of content" to the default game in the near future |
02:31 |
VanessaE |
what that consists of, he wasn't clear (or I forgot). |
02:32 |
VanessaE |
right now, what's important is making a kick-ass engine for all of that content to run on |
02:32 |
spectator |
celeron55 said he will be "adding a lot of content" to the default game in the near future <-- i hope it will be something nice |
02:32 |
VanessaE |
it will be stuff pulled from (or inspired by) the modding community. |
02:32 |
VanessaE |
so get over to github and start filing some issues. |
02:32 |
NakedFury |
kick ass engine needs lightning and particles |
02:33 |
VanessaE |
particles is easy |
02:33 |
VanessaE |
the particles mod handles that |
02:33 |
spectator |
and about web resources (forums/blogs/website) - when I said that they are not organized i meant that they are separated "places |
02:34 |
spectator |
particles mod is not a solution |
02:34 |
VanessaE |
why? it works nicely |
02:34 |
VanessaE |
I use it |
02:35 |
spectator |
particles are effects which must be added by renderer |
02:35 |
spectator |
which is written in fast C++ |
02:35 |
spectator |
they must not be implemented in lua mods |
02:36 |
VanessaE |
have you ever USED that mod? |
02:36 |
VanessaE |
they seem plenty fast to me |
02:36 |
NakedFury |
they have to be in source code |
02:36 |
spectator |
you dont understand |
02:36 |
VanessaE |
I've watched smoke rise from something like a thousand torches at once, without apparent slow downs |
02:36 |
spectator |
visual effects must be rendered by the renderer |
02:36 |
VanessaE |
they ARE |
02:37 |
VanessaE |
lua just moves the particles around, but they're still textures, so the rendering engine handles actually drawing them |
02:37 |
VanessaE |
in the default mod, if I remember right, each "particle" is actually a 7x7 texture file with a single pixel of th desired color in the center. |
02:38 |
VanessaE |
in my texture pack, each is 49x49 pixels and drawn to look like a cloud of pixels |
02:38 |
spectator |
*facepalm* renderer must draw visual effects. lua mods should implement content (not visual effects!!!) |
02:38 |
spectator |
i hope you will not suggest some lua mod for new lighting |
02:39 |
VanessaE |
*double facepalm* |
02:39 |
spectator |
and also mod which renders 3d scene differently |
02:39 |
VanessaE |
lighting is best handled by the rendering engine, yes. |
02:39 |
VanessaE |
self.object:setacceleration({x=0, y=0.5, z=0}) |
02:39 |
VanessaE |
|
02:40 |
VanessaE |
^^^ that's a game engine feature. |
02:40 |
VanessaE |
lua is NOT moving the object. the C++ code is. |
02:40 |
spectator |
that looks like the mod is connected to... A PHYSICS ENGINE?!?!? |
02:40 |
spectator |
WTF?! |
02:40 |
VanessaE |
beats me how it works, but it's part of the minetest engine code. |
02:41 |
spectator |
"setacceleration"??? |
02:41 |
VanessaE |
all of these use Minetest entities, moved using the setacceleration and setvelocity callbacks. |
02:41 |
VanessaE |
(or are they functions? I never can remember the difference) |
02:42 |
VanessaE |
either way, the game engine handles that stuff, it's not like the lua code is sitting there iterating through every pixel the object moves |
02:42 |
spectator |
particles are not objects - they do not interact with the game world - they are just a visual effect |
02:42 |
VanessaE |
not here, they are actual objects. |
02:42 |
VanessaE |
because that's the easiest way to handle the, |
02:42 |
VanessaE |
them. |
02:42 |
spectator |
and it is a good practice to draw visual effects in final, post-processing, steps of the renderer cycle |
02:43 |
VanessaE |
now that said it's not like you can just click on them and grab them |
02:44 |
spectator |
that is a slowest way (bad one) to handle them. |
02:44 |
spectator |
but of course, it just works |
02:44 |
VanessaE |
it works, and apparently quite well |
02:45 |
spectator |
im quite surprised that c55 spends that much time for designing (not coding) the game an |
02:45 |
VanessaE |
HUH!? |
02:46 |
VanessaE |
https://github.com/celeron55/minetest/commits/master |
02:46 |
VanessaE |
um, c55 would disagree with you. |
02:46 |
VanessaE |
note the date of the latest commit. today. |
02:46 |
spectator |
and after all that he allows this: visual effects implemented with a physics engine |
02:46 |
spectator |
note the date of the latest commit. today. <-- fix a "terrible grammar error in comment" |
02:47 |
spectator |
it's => its |
02:47 |
VanessaE |
ok, look at the commits before that then |
02:47 |
VanessaE |
don't cherry pick |
02:47 |
spectator |
"latest commit" |
02:47 |
VanessaE |
especially yesterday's |
02:47 |
spectator |
but i'm not talking about his commits |
02:47 |
VanessaE |
what then? |
02:48 |
spectator |
there was a gap between my two posts in this irc |
02:48 |
spectator |
im quite surprised that c55 spends that much time for designing (not coding) the game and after all that he allows this: visual effects implemented with a physics engine |
02:48 |
spectator |
^^^ this is what i was talking about |
02:48 |
VanessaE |
oh |
02:49 |
VanessaE |
he codes what he feels is most relevant to getting the game into the state he wants - which is not a minecraft clone. |
02:50 |
VanessaE |
and G*d I hope it never becomes one. |
02:50 |
spectator |
well it is actually _his_ project so he can implement whatever features he wants to |
02:50 |
spectator |
but that does not make a shitty implementation of features a good one |
02:51 |
spectator |
which is not a minecraft clone <-- good idea, we dont need another minecraft because we already have one |
02:52 |
VanessaE |
shitty in YOUR opinion |
02:52 |
VanessaE |
to me, it's a fun game and that's the most important part. |
02:54 |
spectator |
i look on this situation from programmer's point of view |
02:54 |
spectator |
you are looking from player's POV |
02:55 |
spectator |
so, yes, my opinion is that particles are implemented really bad |
02:56 |
VanessaE |
yeah but the stuff you're asking for is really not that useful - it's all eye candy and no function |
02:56 |
VanessaE |
I am looking at it from a coder's point of view. |
02:56 |
NakedFury |
it is important |
02:56 |
NakedFury |
the sooner it is done the better |
02:56 |
* VanessaE |
<-- 25 years' worth of programming. |
02:57 |
spectator |
wow |
02:57 |
spectator |
that is a lot! |
02:58 |
spectator |
organizing stuff is very important and c55 understands that |
02:58 |
VanessaE |
it's enough anyway. |
02:59 |
VanessaE |
I just don't do much with modern languages except bash and lua (and still learning those because I don't actually like modern languages :-) ) |
02:59 |
spectator |
but i was just surprised when he said nothing about THAT way of a visual effect implementation |
02:59 |
VanessaE |
where'd you expect such to appear? |
02:59 |
VanessaE |
if you don't file issues on github about these features, he won't comment on them. |
02:59 |
spectator |
as i've already said, in renderer subsystem |
03:00 |
VanessaE |
I meant the comments, not the code. |
03:00 |
spectator |
i'm not going to to that because i know what will happen: he will call me an idiot |
03:00 |
VanessaE |
not if you word your posts properly. |
03:00 |
VanessaE |
give examples, use cases, clear reasoning |
03:01 |
NakedFury |
no |
03:01 |
NakedFury |
he will |
03:01 |
VanessaE |
not so much anymore, I've been talking with him |
03:01 |
VanessaE |
I'll pass your comments on to him. |
03:08 |
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03:08 |
VanessaE |
also keep this in mind: |
03:09 |
VanessaE |
the only machine c55 has that's any good for gaming, if I understand him correctly, is his laptop. |
03:09 |
VanessaE |
so whatever he codes HAS to work on that. |
03:16 |
NakedFury |
a good GUI works on any laptop |
03:17 |
VanessaE |
only if the GUI uses only those features the laptop can handle. |
03:17 |
VanessaE |
if a GUI or the game needs something a modern laptop can't handle, then the laptop either can't play the game or the feature has to be toned down |
03:18 |
VanessaE |
either way it can't be tested then. |
03:18 |
NakedFury |
the gui just needs textures we can change |
03:18 |
VanessaE |
well the game is more than just its GUI |
03:19 |
MiJyn |
NO! The reason why I play this game is because of it's GUI! Why else? :P |
03:37 |
VanessaE |
zzz |
04:02 |
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04:41 |
spectator |
ok bye |
04:44 |
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10:27 |
Kray |
https://aur.archlinux.org/packages.php?ID=51142 AUR package now 0.4.1 |
10:46 |
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11:56 |
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11:57 |
EdB |
hello |
11:57 |
VanessaE |
hi |
11:58 |
EdB |
I would be intersed in some code contribution |
11:58 |
EdB |
what is the best way to applies ? |
11:58 |
VanessaE |
make a fork of minetest/minetest_game and start uploading changes to it |
11:58 |
VanessaE |
one change/feature/fix per commit |
11:59 |
VanessaE |
then create pull requests against celeron55's main branch. he'll look at the changes, and if they're good, they may be incorporated. |
11:59 |
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11:59 |
VanessaE |
the rest comes down to just reading through the code and trying to gain an understanding of it |
12:00 |
EdB |
is there a list of welcomed change and the opposite . |
12:00 |
VanessaE |
well there is the game's roadmap, |
12:01 |
darkrose |
http://minetest.net/wiki/doku.php?id=roadmap:roadmap might help |
12:01 |
VanessaE |
I'll get the link in a .... |
12:01 |
VanessaE |
yeah, that ^^^^^ |
12:01 |
darkrose |
:p |
12:01 |
VanessaE |
beyond that - don't try to implement changes that only serve to make the game more like minecraft |
12:01 |
VanessaE |
instead, focus on stuff everyone is likely to use |
12:01 |
VanessaE |
and make sure your changes are functional - that they do something useful in the context of the ga,e |
12:01 |
VanessaE |
game* |
12:02 |
EdB |
not my purpose i'm more a terraria player :o) |
12:02 |
VanessaE |
good :-) |
12:02 |
VanessaE |
too many people want to turn minetest into a straight clone of minecraft, which doesn't sit well with many of us |
12:04 |
EdB |
ok |
12:05 |
VanessaE |
one thing a lot of people have been wanting though is 3d mobs, but c55 wants any such code to be as flexible as possible |
12:05 |
VanessaE |
and clean, and fast |
12:06 |
VanessaE |
and able to run on his laptop :-) |
12:06 |
VanessaE |
one thing I personally would like to see is faster game startup - when you have dozens of mods and huge textures, the extrude function that is run at startup takes forever |
12:06 |
VanessaE |
(it should be done on demand instead) |
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12:14 |
EdB |
reading minetest_game, it all look likes Lua. |
12:14 |
Calinou |
because it is |
12:14 |
EdB |
I'm more a C++ guy, that do the Lua binding |
12:15 |
EdB |
(I already made one of my own :o) ) |
12:16 |
EdB |
sould I consider going directly througt minetest.git or does I've to start with minetest_game ? |
12:16 |
EdB |
I guess I can do both |
12:16 |
VanessaE |
the minetest_game part is all lua yeah |
12:16 |
VanessaE |
the minetest part (sans _game) is the engine and is C++ |
12:16 |
Calinou |
has some lua; see the "builtin" folder |
12:17 |
VanessaE |
well yeah some, but primarily C++ |
12:17 |
EdB |
I guess before been promoted to 'builtin', it have to go to minetest_game before |
12:17 |
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12:20 |
VanessaE |
not sure how that works, but I *think* most stuff is being moved out of the engine and into minetest_game where practical |
12:20 |
VanessaE |
and I think third-party stuff is expected to end up in there too |
12:20 |
VanessaE |
doors did, for example |
12:21 |
darkrose |
builtin is lower leve stuff, not related to gameplay, _game is actual game code |
12:22 |
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15:09 |
EdB |
what does snamppy meens for a node ? |
15:09 |
EdB |
snappy |
15:10 |
EdB |
I got the english definition but doesn't figure it out in minetest context |
15:11 |
EdB |
ok got it |
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17:11 |
cosarara97 |
hello, I'm trying to draw a 2d image to the screen, but can't get it to work :( http://pastebin.com/bUcQ1qka |
17:11 |
cosarara97 |
Can anyone help me? |
17:11 |
jordach |
cosarara97, why not use a direct .png overlay |
17:11 |
cosarara97 |
? |
17:11 |
jordach |
rather than some effects |
17:12 |
jordach |
place it on top like a layer, (gimp wise) |
17:12 |
cosarara97 |
Because I didn't know I could do that :) |
17:12 |
jordach |
you can |
17:12 |
jordach |
thats the thing |
17:12 |
cosarara97 |
So how do I do that? |
17:12 |
jordach |
there is more than one way to code a feature |
17:18 |
cosarara97 |
Then how do I do the png overlay? |
17:18 |
jordach |
thats your job |
17:18 |
jordach |
im just saying, rather than a long and costly way |
17:18 |
jordach |
try and make it simple |
17:19 |
cosarara97 |
well, that's the way I found of doing it |
17:19 |
cosarara97 |
I don't know much about either c++ or irrlicht |
17:20 |
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17:20 |
spectator |
cosarara97, full code pleas |
17:20 |
cosarara97 |
Well, that's inside game.cpp |
17:20 |
spectator |
http://pastebin.com/bUcQ1qka <-- this one will not even compile |
17:21 |
cosarara97 |
https://github.com/cosarara97/minetest |
17:21 |
spectator |
https://github.com/cosarara97/minetest/blob/master/src/game.cpp ? |
17:22 |
cosarara97 |
yes |
17:22 |
spectator |
line 1740 |
17:22 |
cosarara97 |
yes |
17:23 |
spectator |
and what do you want to do? some kind of binocular? |
17:24 |
cosarara97 |
yep |
17:25 |
cosarara97 |
I got it to zoom, but the eyehole doesn't appear |
17:26 |
spectator |
hm |
17:26 |
spectator |
did you test it on smaller textures |
17:27 |
spectator |
it looks like you've called driver->draw2DImage() correctly |
17:27 |
cosarara97 |
no, but I got it to appear in the place of hearts |
17:27 |
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17:28 |
spectator |
yep i saw that you've modified hearts code |
17:28 |
spectator |
on line 303 - driver->draw2DImage(heart_texture, rect, //... |
17:29 |
cosarara97 |
huh? |
17:29 |
spectator |
well it should work |
17:29 |
spectator |
but for some reason it does not |
17:29 |
cosarara97 |
I just tried putting the heart texture in place of the eyehole |
17:29 |
spectator |
maybe it works for small textures only (hearts 16x16) because of some bug |
17:30 |
cosarara97 |
it doesn't work either |
17:31 |
spectator |
btw, is a eyehole.png texture at the same folder as heart.png? |
17:31 |
cosarara97 |
yes |
17:31 |
spectator |
hm... |
17:31 |
cosarara97 |
in games/minimal/mods/default/textures |
17:32 |
spectator |
try to replace heart.png texture with something else |
17:32 |
cosarara97 |
If I don't put it, it says it'll generate a dummy image |
17:32 |
spectator |
if hearts will not change in the game - it is the wrong folder |
17:32 |
cosarara97 |
I replaced the heart.png with the eyehole, and it worked |
17:32 |
cosarara97 |
But I don't want eyeholes in the place of hearts :) |
17:33 |
spectator |
ok try to use heart texture instead of eyehole |
17:33 |
spectator |
if your code is good |
17:33 |
cosarara97 |
Already done |
17:33 |
spectator |
you will see a giant heart |
17:33 |
cosarara97 |
It doesn't work |
17:34 |
cosarara97 |
There must be something wrong |
17:34 |
cosarara97 |
I think it'll be something stupid |
17:34 |
cosarara97 |
:/ |
17:36 |
spectator |
can you use guienv->addStaticText() to draw text? |
17:36 |
spectator |
you might want to use it to indicate that texture is actually loaded |
17:37 |
spectator |
after line 1751, where if condition ends, add else one and draw some text with it |
17:37 |
spectator |
you will see this text if texture is not loaded |
17:37 |
cosarara97 |
guienv->addStaticText("foo") ? |
17:38 |
spectator |
no |
17:39 |
spectator |
gui::IGUIStaticText *guitext = guienv->addStaticText(L"Minetest-c55", core::rect<s32>(x1, y1, x2, y2),false, false); |
17:39 |
cosarara97 |
lol |
17:39 |
cosarara97 |
ok |
17:39 |
spectator |
replace x1, y1, x2, y2 with coordinates of the textbox |
17:39 |
spectator |
and Minetest-c55 with the text |
17:40 |
cosarara97 |
0,0,50,50 will do, right? |
17:40 |
spectator |
not really |
17:40 |
cosarara97 |
oh |
17:40 |
spectator |
try to put it somewhere else |
17:41 |
spectator |
the top left corner is already used |
17:41 |
spectator |
by debug text |
17:41 |
spectator |
which is drawn by the same function |
17:41 |
cosarara97 |
50,50,100,100? |
17:41 |
spectator |
yep |
17:42 |
cosarara97 |
gui::IGUIStaticText *guitext = guienv->addStaticText(L"This is not loading", core::rect<s32>(50, 50, 100, 100),false, false); |
17:42 |
spectator |
yep |
17:42 |
spectator |
and if it will not work, try (font->getDimension(L"Random test string").Height + 50) for y2 |
17:42 |
cosarara97 |
/home/jaume/minetest/git/cosarara97/minetest/src/game.cpp:1740:33: error: no matching function for call to ‘irr::gui::IGUIEnvironment::addStaticText(const char [6])’ |
17:43 |
spectator |
that means that you cannot use this function in there |
17:43 |
cosarara97 |
Why? |
17:44 |
spectator |
so i think that you simply wrote your code in the wrong place :) |
17:44 |
spectator |
try to put whole block right after the hearts rendering code |
17:44 |
cosarara97 |
oh |
17:45 |
cosarara97 |
sorry, I hadn't removed the guienv->addStaticText("foo") |
17:45 |
cosarara97 |
lol |
17:45 |
cosarara97 |
well |
17:45 |
cosarara97 |
no text |
17:45 |
cosarara97 |
That means the texture is loading, right? |
17:46 |
spectator |
yep |
17:46 |
spectator |
and is it drawn on the screen |
17:46 |
spectator |
? |
17:46 |
cosarara97 |
no |
17:48 |
spectator |
ok try dump something into errorstream instead of writing a GUI text |
17:48 |
spectator |
like that: { error_message = L"Texture does not work!"; errorstream<<wide_to_narrow(error_message)<<std::endl; } |
17:48 |
cosarara97 |
I tried putting another one of those addStaticText()'s inside the if |
17:48 |
cosarara97 |
and it's working |
17:50 |
spectator |
did you try to put the whole zoom if block after the hearts code? |
17:50 |
cosarara97 |
no, I didn't |
17:51 |
spectator |
lines 1738-1752 move between lines 322 and 323 |
17:51 |
spectator |
^ sounds weird because english is not my native lang, but i hope you understood what i've meant |
17:52 |
cosarara97 |
yes, yes, I'm doing it right now |
17:52 |
cosarara97 |
And I'm catalan, so my native languages are catalan and spanish |
17:55 |
cosarara97 |
Well, I get this putting it below the hearts code, because it can't check if the camera is zooming: game.cpp:323:5: error: ‘camera’ was not declared in this scope |
17:56 |
spectator |
ok then try to separate texture drawing code from camera zooming |
17:56 |
spectator |
so try to draw texture without any if conditions after hearts code |
17:57 |
spectator |
if texture drawing stuff correctly, you will see your eyehole.png texture |
17:57 |
spectator |
* works correctly |
17:57 |
spectator |
and dont try to zoom the camera yet |
17:58 |
cosarara97 |
wow |
17:58 |
cosarara97 |
it's a giant heart |
17:58 |
cosarara97 |
:) |
18:00 |
cosarara97 |
Now I have to connect it with the zooming and make it resize with the screen |
18:00 |
cosarara97 |
So why is it working here and not there? |
18:00 |
spectator |
i think because some variables were not defined there |
18:01 |
spectator |
like camera zooming does not work after hearts because 'camera' var was not defined |
18:01 |
cosarara97 |
But that's different |
18:01 |
cosarara97 |
because camera zooming does not even compile, after hearts |
18:02 |
cosarara97 |
:S |
18:02 |
spectator |
right, it will not because the camera is not kind of 'available' in that place |
18:03 |
spectator |
that happens because 'camera' is defined in namespace/function/block to which hearts code part does not belong |
18:04 |
spectator |
ok so did you replace the giant heart with eyehole texture? |
18:04 |
cosarara97 |
yes |
18:04 |
spectator |
and it works just as it should, right? |
18:04 |
cosarara97 |
Yes |
18:05 |
spectator |
camera zooms and eye texture is drawn? |
18:05 |
cosarara97 |
yep |
18:05 |
cosarara97 |
But the eyehole texture covers the menu |
18:05 |
spectator |
yay :) |
18:05 |
cosarara97 |
I'll have to somehow put it below |
18:06 |
spectator |
that means that you should find a place in code where the gui is not drawn yet |
18:06 |
spectator |
i think hearts are the part of the gui so you should put your code way before it |
18:07 |
cosarara97 |
Heart's are in a function called draw_hotbar() |
18:08 |
cosarara97 |
I think I should write draw_eyehole() :) |
18:08 |
spectator |
yep try to draw texture before the place this function is called |
18:08 |
spectator |
is is on the line 2827 |
18:08 |
spectator |
so you should put your code in there |
18:09 |
spectator |
also, you dont want to put your code into if(showhud){} because eyehole texture will be not visible if player hides hud |
18:10 |
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18:10 |
spectator |
try to put your texture code after line 2781, after wielded tool is drawn |
18:13 |
cosarara97 |
yay! |
18:13 |
cosarara97 |
Hey, thank you |
18:14 |
cosarara97 |
I think I'll manage from here, but I have to go now |
18:14 |
cosarara97 |
bye |
18:14 |
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18:53 |
spectator |
cosarara97, you are welcome :) |
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