Time |
Nick |
Message |
02:51 |
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celeron55 joined #minetest-dev |
05:45 |
celeron55 |
somebody should add the texture modifiers to lua_api.txt |
09:14 |
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09:14 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest-delta. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://minetest.net/wiki/doku.php?id=dev_index |
09:24 |
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14:05 |
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14:21 |
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15:31 |
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15:48 |
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15:50 |
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16:00 |
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16:07 |
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16:16 |
PilzAdam |
my doors mod is now done: https://github.com/PilzAdam/minetest_game/tree/doors/mods/doors |
16:16 |
PilzAdam |
pull it upstream or not? |
16:17 |
Calinou |
use one nodebox for door top. |
16:18 |
Calinou |
not 6. |
16:18 |
Calinou |
texture pack authors are gonna have an hard time again.. |
16:19 |
PilzAdam |
the current textures have windows |
16:26 |
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17:27 |
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18:19 |
celeron55 |
that's a tough choice |
18:19 |
celeron55 |
i can think of only one possible solution that could work for all |
18:19 |
PilzAdam |
no windows? |
18:20 |
celeron55 |
make the sides of the doors thick, but make the center for most parts so thin that it doesn't need anything special for windows in the nodebox |
18:22 |
PilzAdam |
that would look strange |
18:22 |
celeron55 |
i wouldn't want to take away the possibility of texture pack makers to make different looking windows |
18:23 |
celeron55 |
or the possibility of upstream changing the shape of the windows |
18:23 |
celeron55 |
i'd go for handiness instead of best possible default look |
18:24 |
celeron55 |
a possibility for that includes not changing anything |
18:25 |
celeron55 |
(one from the other end is to make the nodebox mostly like what you have there, but add a very thin box to cover the windows too, so that if somebody wants to have different sized windows, he *can* put solid stuff there too; but that's kind of odd too) |
18:25 |
* PilzAdam |
is trying to use the same nodebox as the bottom part |
18:26 |
PilzAdam |
using the bottom nodebox seems to be what you wanted |
18:26 |
PilzAdam |
you can add windows as you want and still have 3D looking from the side |
18:27 |
celeron55 |
ehm... no? no at all? in the slightest? |
18:27 |
celeron55 |
or umm |
18:27 |
celeron55 |
isn't that the same as the first one, except that instead of having it thin, have it thick? |
18:28 |
PilzAdam |
the window parts look thin |
18:29 |
celeron55 |
emm whatever 8) anyway, i don't want to force anything; i just want to say there are alternatives to being a dick towards texture pack makers 8) |
18:30 |
PilzAdam |
old nodebox: http://www.zimg.eu/i/1855040665 |
18:30 |
PilzAdam |
bottom nodebox at top: http://www.zimg.eu/i/3137374189 |
18:31 |
celeron55 |
(i don't consider myself very capable of choosing stuff because i haven't played the game much in a long time) |
18:32 |
thexyz |
aren't doors in minecraft flat? |
18:32 |
PilzAdam |
i dont care about Minecraft |
18:33 |
thexyz |
you don't care about texture makers either |
18:33 |
PilzAdam |
but the bottom textures at the top dont look that ugly and if it is easy to texture i guess I and others can live with that |
18:34 |
celeron55 |
i do think the flat one looks good |
18:35 |
PilzAdam |
ok |
18:35 |
celeron55 |
no reason to not use it |
18:35 |
darkrose |
flat one means you can texture without windows easily too |
18:38 |
PilzAdam |
ok, I pushed it |
18:39 |
PilzAdam |
any other issues with the mod? |
18:41 |
thexyz |
*_b_1, *_t_1, *_b_2, *_t_2 node definitions are almost the same |
18:42 |
PilzAdam |
i thought of useing a loop to create them but there are some things that would make it too complicated |
18:42 |
thexyz |
why are your functions after_dig_node, on_punch, check_player_priv defined inside doors:register_door? |
18:43 |
PilzAdam |
check_player_priv needs the definiton table |
18:43 |
thexyz |
you probably can transform your _bottom/_top into array |
18:43 |
thexyz |
what about other ones? |
18:44 |
PilzAdam |
if i would define them outside the register_door function they have to be above the function beacause they are local |
18:45 |
PilzAdam |
and that would cause that the API comment wouldnt be at the top of the file |
18:45 |
PilzAdam |
(or it would be there without the function register_door) |
18:45 |
celeron55 |
if creating stuff in a loop is too hard, you could always have them in a table |
18:45 |
PilzAdam |
i just thought about that |
18:46 |
thexyz |
i don't really get it, what does make you to put that comment lower? |
18:46 |
PilzAdam |
only change single fields in the table |
18:47 |
thexyz |
shouldn't only_placer_can_open be put into groups = {}? |
18:47 |
celeron55 |
(and then loop through that table, and add stuff with some complicatedly chosen values taken from the field of the table) |
18:47 |
PilzAdam |
thexyz, the helper functions are local so they need to be above register_door(); and the comment should be at the top of the funtion |
18:48 |
thexyz |
PilzAdam: I still don't get it, just make it look like --doors:register_door(name, def)\n-- Registers a door\n-- name: The name of the door ... |
18:49 |
PilzAdam |
it would be like: Comment about a function\n Some other stuff \n the function that the first comment is about |
19:06 |
PilzAdam |
using a loop to register the door parts makes the code unreadable |
20:01 |
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22:46 |
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23:21 |
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