Time Nick Message 01:58 hmmmm working on a generic "whatever bar" framework to be exposed through Lua 01:59 hmmmm should i have the scripts specify where on the screen it'll be drawn? 02:00 hmmmm i'm gonna have to add a network packet for this actually 02:28 hmmmm people will be able to make breath, hunger, experience, armor, magic power, etc. bars in a mod with this 02:52 hmmmm alright, so how about this: TOCLIENT_HP and TOSERVER_DAMAGE get deprecated, but the functionality still remains 02:53 hmmmm i add some new packets, namely TOCLIENT_BAR_ADD, TOCLIENT_BAR_SET, TOCLIENT_BAR_REMOVE, client sends nothing to server (because the client could be lying, you don't REALLY expect people to not cheat, right?) 02:55 hmmmm TOCLIENT_BAR_ADD specifies the texture name (in the case of health it'll be heart.png, and so on), the position of the bar on the screen, and the number of units per full texture (up to 4). TOCLIENT_BAR_SET specifies a change in the number of units a bar is equal to 02:55 hmmmm TOCLIENT_BAR_REMOVE just removes the bar from the client 02:57 hmmmm as for the implicit dependency on there being a life bar, yes, i know, i'm still figuring out what to do there 02:57 hmmmm but ideally i'd like the hp bar moved out into lua as well 02:57 hmmmm might just be a "statically added bar", much like the static ABMs 03:07 hmmmm oh neato, there's already armor groups in content_sao, no idea what that's about though. 03:07 hmmmm and certainly not implemented 03:07 hmmmm i think i can do better though 16:09 PilzAdam thexyz, what do you think about this? https://github.com/celeron55/minetest/pull/279 16:09 PilzAdam it would be better if there were somehow control were to draw the image 16:09 PilzAdam but it makes more sense than the current way 16:10 RealBadAngel hi 16:11 thexyz PilzAdam: i've already merged it into my fork, that one makes more sense than default 16:11 PilzAdam okay, so ill merge it to upstream 16:12 RealBadAngel okay, so next step will be to scale images properly 16:12 PilzAdam yep 16:12 RealBadAngel and limit them to invsize, btw 16:12 PilzAdam and also maybe add a bool to draw them in front? 16:12 RealBadAngel then automagically nice inventories will become reality 16:13 PilzAdam or a new type: front_image[] 16:13 RealBadAngel no need to 16:13 RealBadAngel old way was just nonsense 16:13 RealBadAngel images covered invetories 16:14 RealBadAngel and even dragged items were invisible 16:14 PilzAdam thats not true 16:14 RealBadAngel because image was drawn later 16:14 PilzAdam actually not 16:14 RealBadAngel or maybe just slots 16:14 PilzAdam yea, slots only 16:14 RealBadAngel not sure right now 16:15 PilzAdam the dragged items were drawn over the image 16:15 RealBadAngel anyway, now its correct 16:15 PilzAdam :-) 16:15 RealBadAngel need to figure out one thing now 16:15 RealBadAngel but in a minute, teachin a newbie to compile on ubuntu 16:16 RealBadAngel ah 63%, so have a while :) 16:16 Calinou 13.10 -- the sinking ship -- impossible to compile anything 16:16 Calinou :P 16:17 RealBadAngel driver->draw2DImage 16:17 RealBadAngel where can i find prototype of this? is this irhlicht? 16:18 RealBadAngel or at least description of parameters 16:19 darkrose http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_i_video_driver.html#ac1f12aefefb24414e03876bca942fb02 16:35 RealBadAngel thx 16:38 RealBadAngel // The important difference between destsize and screensize is 16:38 RealBadAngel // that destsize is rounded to whole scaled pixels. 16:38 RealBadAngel // These formulas use component-wise multiplication and division of v2u32. 16:38 RealBadAngel what is v2u32? 16:38 PilzAdam 2 dimensional vector? 16:38 darkrose you didn't need to flood to ask that 16:39 VanessaE careful, she might pull a thexyz and kick you ;) 16:39 VanessaE for too much text ;) 16:39 RealBadAngel sorry, wanted to make it clear 16:39 darkrose vector 2D unsigned 32 bit 16:39 * PilzAdam has guessed right 16:39 RealBadAngel it says its component wise 16:40 RealBadAngel what kind of component? size of slot? 16:40 darkrose maybe ask an irrlicht dev? 16:40 RealBadAngel no, thats mt 16:40 RealBadAngel images now are scaled only according to slot size 16:41 RealBadAngel spacers are forgotten 16:41 RealBadAngel so 4x4 image is not same sized as 4x4 slots 16:42 PilzAdam RealBadAngel, i guess you have to play arround a bit with the code 16:42 RealBadAngel i guess so 16:44 darkrose that scaling was sorted when I did formspec, look in guiFormSpecMenu.cpp 16:46 RealBadAngel image size is given this way: core::dimension2di(texture->getOriginalSize())) 16:49 darkrose look around line 270ish, that's where formspec image size is calculated 16:49 RealBadAngel k 16:52 RealBadAngel got it, thx 16:55 VanessaE one thing I have to ask: 16:55 darkrose what are you doing anyway? sounds like you're trying to implement something that already is 16:56 VanessaE can we place make sure that whatever method is used to place this new image layer is done so that very high resolution images are not a problem? 16:56 VanessaE s/place/please/ 17:05 RealBadAngel darkrose, im doing scaleable formspec backgrounds 17:05 RealBadAngel its not done 17:06 PilzAdam RealBadAngel, can you please remove this "Left click: move all items.." stuff at the bottom? 17:06 RealBadAngel sure, and somebody hang me for this ;) 17:07 darkrose please don't 17:09 PilzAdam darkrose, why? 17:09 Calinou the inventory help should be kept, it's ok 17:09 Calinou something about middle mouse moving 10 items should be added 17:10 darkrose ^ 17:11 Calinou minetest should be more welcoming to new users than minecraft 17:11 Calinou MC ridiculously fails at this; let's do better 17:11 darkrose it's handled by gettext anyway, can always do your own translation that sets it to an empty string 17:12 Calinou windows build has gettext disabled :p but RealBadAngel switched to linux anyway 17:12 darkrose windows users aren't real people, they don't count 17:15 RealBadAngel Calinou: click with shift modifier would do 17:15 RealBadAngel then take another action 17:15 Calinou it's middle click by default, and it's good. it only requires one hand :p 17:15 Calinou darkrose: so are arch users. :P j/k 17:16 RealBadAngel following this, we dont have keyboard read, shfit click, and secondary right click 17:16 RealBadAngel which makes MANY things impossible 17:19 darkrose RealBadAngel: you're tring to implement something like this? http://stuff.ltmnet.com/images/mt/inv_bg.jpg 17:20 RealBadAngel sort of 17:20 PilzAdam he wants the image[] thing in the formspec to work like this 17:21 darkrose that's what I used to do that 17:21 RealBadAngel lemme show you what i want in the background 17:22 RealBadAngel hold on 17:25 RealBadAngel http://imageshack.us/photo/my-images/42/craftingk.png/ 17:25 RealBadAngel to use something like this image shall be scaled properly 17:26 RealBadAngel doing just a background is easy 17:28 PilzAdam I think I start working on a farming mod for upstream 17:30 RealBadAngel hmmm it doesnt work as it supposed to work 17:31 RealBadAngel int temp1 = stof(f.next(",")); 17:31 RealBadAngel geom.X = temp1 * imgsize.X + (temp1-1)*padding.X; 17:31 RealBadAngel in temp 1 i do have size of image - x 17:31 RealBadAngel imgsize.X is size of the slot, padding.X is space between slots 17:32 RealBadAngel i do get image bigger than expected 17:38 RealBadAngel padding.X seems to be just wrong 17:39 RealBadAngel eh, i think im wrong ;) 17:46 RealBadAngel found the reason why it was not workin right 17:46 RealBadAngel and got the solution 17:47 RealBadAngel spacing.X is not the value of pixels between slots 17:47 RealBadAngel spacin.X equals imgsize.X (ie slot size) PLUS the pixels in between 17:52 RealBadAngel yeah, got it working :) 17:53 RealBadAngel PilzAdam, we got images scaled to fit the inventory slots. 17:53 PilzAdam great! 17:53 RealBadAngel change was trivial 17:53 RealBadAngel using just another variable 17:54 RealBadAngel Original: geom.X = stof(f.next(",")) * (float)imgsize.X; Modified: geom.X = stof(f.next(",")) * (float)spacing.X; 17:54 RealBadAngel same goes for y 17:55 darkrose does it now hang over the slots by a space? 17:56 RealBadAngel lemme do the screenshot how it works now 18:00 darkrose image_button actually has the correct code 18:01 RealBadAngel http://imageshack.us/photo/my-images/577/scrc.png/ 18:01 RealBadAngel 2x2 image now is same size as 2x2 slots 18:03 darkrose that's wrong, it's overhanging 18:03 RealBadAngel no its not wrong. its properly scaled 18:03 darkrose need to do '-(spacing.X-imgsize.X)' at the end 18:03 darkrose same as image_button 18:03 RealBadAngel that wont be good, proportions will go to hell 18:04 RealBadAngel listen, now i place the image on -1,-1 18:04 RealBadAngel with borders on -1 18:04 RealBadAngel and this way i get PERFECTLY fitting frames 18:05 darkrose but it won't draw an image that fits for anything else 18:05 darkrose 2 means 2, not 2 and a bit 18:06 RealBadAngel then imho i shall create new kind for formspec 18:06 RealBadAngel leave image as is 18:06 RealBadAngel and create background type 18:06 darkrose that'd work, correct image while you're at it 18:07 RealBadAngel yeah i will make image as you proposed 18:07 RealBadAngel and will add background my way 18:08 RealBadAngel so image will be scaled by exact way of slot, without spacers 18:08 RealBadAngel and background with spacers 18:12 darkrose yeah, background should probably have space on left and top too, not just bottom and right... if you want it to look right 18:13 RealBadAngel space on left and top will make tile to the left and to the up 18:13 RealBadAngel and this one will hold just the borders 18:14 RealBadAngel btw wonder why image has such error warning: "WARNING: invalid use of button without a size[] element" 18:14 RealBadAngel hehehe 18:14 RealBadAngel fixed it 18:16 darkrose would be awkward to make even that way though, if it adjusted the position so space was even pos.X -= (spacing.X-imgsize.X) and same for Y it'd be simple, a 1x1 background would put an even border around the square it's positioned on 18:17 darkrose then you wouldn't have to fiddle about with transparent sections of an image, and offset postions, to make it fit right 18:18 RealBadAngel from point of view of gfx creator my way will be easier 18:18 RealBadAngel i will just make a grid 8+2x9+2 18:18 RealBadAngel with known places for slots 18:19 RealBadAngel and fill the rest by a few kind of tiles 18:19 darkrose it'll be messy, with bigger images than required 18:19 RealBadAngel to build perfectly fittin inventory backgtound 18:19 RealBadAngel hmmm, lemme think 18:20 RealBadAngel (btw patch done my way is ready) 18:20 VanessaE why not just tile the supplied image? 18:21 RealBadAngel lemme just play a while with gimp 18:21 RealBadAngel i will test it 18:22 darkrose make an image with equal spacing all around and between inv squares, an (my way), or your way, with varying border size because it's not positioned right 18:22 darkrose I know which sounds easier to me 18:35 RealBadAngel yup, but anyway base values to create image shall be know too 18:35 RealBadAngel *known 18:36 RealBadAngel testing them now 18:50 RealBadAngel darkrose, im not quite sure for both cases, what shall be input resolution of image to fit the slots 18:51 RealBadAngel its calculated depending on screen resolution 18:54 darkrose as small as possible? 19:01 RealBadAngel i think i got the values, but can test them only in 2 screen resolutions 19:02 RealBadAngel when i make image 24x26 pixels, 5 pixels to the right are spacer, and 3 pixels at the bottom 19:03 RealBadAngel and i do have 1pixel frame around the slot in 800x600 and 1368x768 19:04 RealBadAngel yeah it workin, just resized minetest window to some insane resoutions 19:04 RealBadAngel i got always 1 pixel frame 19:05 RealBadAngel for lower resolution backgrounds 12x13 fixed size shall work 19:06 RealBadAngel nah, its not perfect :( 19:09 RealBadAngel all doesnt depend at all on texture sizes, just the screen resolution 19:21 RealBadAngel huh, doin workaround 19:28 RealBadAngel yikes, it looks cool :) 19:35 RealBadAngel http://imageshack.us/photo/my-images/17/scr2b.png/ 19:36 RealBadAngel how do you like it? 19:39 darkrose border on the right and bottom, but not the top and left? I take it that's done 'your way'? 19:40 RealBadAngel i havent finished it yet 19:40 RealBadAngel ive made list drawn only on phase==1, skipped phase==0 19:41 RealBadAngel and theres a background, simple squares 19:41 RealBadAngel can be of any resolution, but need to be just square field 19:41 RealBadAngel this case i used 72x72 slots 20:04 RealBadAngel darkrose: ok, take a look now: http://realbadangel.pl/inventory.png 20:05 darkrose cool 20:06 RealBadAngel its damn easy to drawn backround my way 20:06 RealBadAngel look, if you have 8x4 inv 20:06 RealBadAngel you create grid 9x5 20:07 RealBadAngel and place it on x-1, y-1 when inventory is on x,y 20:07 RealBadAngel all fields are just squares 20:07 RealBadAngel so you can make it in any resolution 20:07 darkrose my way, an 8x4 inventory would be on 0,0 of an 8x4 grid 20:08 RealBadAngel so whats your proposition exactly 20:08 RealBadAngel lets try it 20:08 RealBadAngel hold on, i will paste you background code 20:09 darkrose your overhang is added to the top and left, and position is adjusted by spacing-imgsize 20:10 darkrose making for an equal sized image 20:10 RealBadAngel http://pastebin.com/uq5SPuEa 20:11 RealBadAngel ive added it to formspec already 20:11 RealBadAngel yes 20:12 RealBadAngel by spacing just, i do not care bout imgsize 20:12 darkrose pos gets '+(spacing-imgsize)' and geom gets '-(spacing-imgsize)' .X/.Y added as appropriate 20:15 RealBadAngel pos should be rather with "-" ? to move it before and over inv? 20:16 darkrose uh yeah, swap what I said 20:16 darkrose pos is minus, geom is plus 20:17 RealBadAngel hmmm 20:17 RealBadAngel look at the screenshot again 20:18 RealBadAngel i think just moving the pos leavin the exact size will do 20:18 RealBadAngel items are already in the corner 20:18 RealBadAngel with just movin along they will be centered in a square 20:19 darkrose no, adjust the size too 20:19 darkrose background would end up being variations of http://stuff.ltmnet.com/images/mt/bg.png 20:20 darkrose equal borders all around 20:21 RealBadAngel if i adjust the size i will lost advantage of squares from my idea 20:21 RealBadAngel remember youre proposing adjustin by a value depending on screen resolution 20:22 RealBadAngel squares work on any screen resolution 20:22 darkrose yeah, and what I just gave you (and prettier versions) would work 20:23 RealBadAngel lemme try with fixin the pos for start 20:30 darkrose in any case, I'll look at it after some sleep 20:33 RealBadAngel you know what? 20:33 RealBadAngel i just realized theres no need to any adjustment 20:34 RealBadAngel just another way of drawing the grid 20:34 RealBadAngel im into it right now 21:53 RealBadAngel well, looks like im ready with background function for formspecs 21:53 RealBadAngel http://realbadangel.pl/inventory3.png 21:53 RealBadAngel how do you like it? 22:48 Doc22 oh cool RealBadAngel 22:48 Doc22 I like 22:49 RealBadAngel just posted the patch 22:50 Doc22 a'ight 22:50 RealBadAngel dunno how to send pull request with 2 files changed 22:51 RealBadAngel it made a fork for me and then i cannot send something back to main tree 22:51 RealBadAngel github is just weird 22:52 RealBadAngel or is it just me ;) 22:52 RealBadAngel had to make 2 patches, one for .cpp and second for .h 22:53 RealBadAngel made it so that using new functions doesnt break anything in old formspecs 22:54 RealBadAngel just when user decides to apply the background items are drawn different way, without rectangles 23:02 Doc22 idk about github