Time Nick Message 00:00 RealBadAngel Cybersoft, look in lua_api.txt for examples 00:00 RealBadAngel you need to change visual_scale for node 00:01 RealBadAngel or define nodebox to have different sized node 00:02 RealBadAngel better to define smaller node and apply modified textures to it 00:03 RealBadAngel or if you want just to apply the texture from mc, cut borders in gimp and resize rest to 16x16 again 00:03 SiegeWizard not a good idea to increase images sizes 00:05 Cybersoft I'm using a 128x texture 00:05 Cybersoft the problem is that in mc the cactus is about 80% of a block, and judging from the transparent gaps on all size it seem to be 100% in minetest 00:11 RealBadAngel it is 100% 00:13 RealBadAngel if you want some better textures use those for example: https://github.com/RealBadAngel/HavenTP/archive/master.zip 00:13 RealBadAngel or https://github.com/VanessaE/128px-realistic-textures/archive/master.zip 00:14 RealBadAngel both are 128x, VanessaE has also different sized version of it 00:17 Cybersoft thanks! 01:14 Cybersoft is there a todo list somewhere? 01:14 Cybersoft or a list of bugs? requests? 01:15 Exio in github :P 01:16 Exio a big list of issues 01:22 Cybersoft I'll see if there is something relatively easy I could do before I start throwing ideas around 01:22 Cybersoft and I need to read more on voxels... 01:34 Cybersoft anyway the whole thing about spheres in #minetest was to code dynamic blocks in the engine 01:34 Cybersoft ie: blocks that would be generated on the fly instead of pre-defined 01:35 Cybersoft and which couldn't be destroyed/built without destroying/bulding the whole structure 03:52 Cybersoft would it be useful if I propose a code to change the part where the size of heart.png is hardcoded? so using a 32x heart texture will not work? 09:59 celeron55 so this is today's thing http://forum.minetest.net/viewtopic.php?id=4243 10:00 celeron55 http://dev.minetest.net/MinetestWiki:TODO 10:05 celeron55 #minetest-doc is currently relatively empty and almost everybody in there is also in here, so i'll talk here until a bit more people come on #-doc, as this channel has logs and so (while the other doesn't) 10:06 celeron55 i'm currently considering whether i'd be able to write a more design-oriented "Engine structure" page (compared to the simple "list of things" style of "Core Architecture") 10:07 celeron55 i wonder how much of history it should contain 10:17 SiegeWizard celeron 10:17 SiegeWizard as i said yesterday 10:17 SiegeWizard i think that 10:17 SiegeWizard more important that documenting it on the wiki 10:17 celeron55 i say you should use less lines 10:18 SiegeWizard is documenting it with coments 10:18 SiegeWizard ok 10:18 SiegeWizard someone proposed doxygen-style comenting 10:19 SiegeWizard that would transform the coments inside the code into a wiki too, killing two birds with a single shoot 10:20 celeron55 comments for the sake of comments, only duplicating what the function definitions already say, are useless - and also, i have seen more people ask for overall documentation rather than that of small details 10:21 celeron55 but of course if somebody adds some actually useful doxugen comments, they are then actually useful 8) 10:22 SiegeWizard thats the point i tried to make yesterday, you don't need to be yourself comenting it, at least not what is already coded, but comenting the code you do from now on would be a way of getting things done 10:22 SiegeWizard the rest of us could help comenting the code that is already implemented 10:22 celeron55 i haven't been doing much of minetest in a longish time 10:23 celeron55 you're talking to the wrong guy 8) talk to new contributors 10:23 SiegeWizard PS: i don't know how to add another channel, could you explain so i join the new one? 10:24 celeron55 /join #minetest-doc will get you on that one; it's very very quiet at the moment though 10:25 celeron55 #minetest is the general-purpose channel that is usually very active 10:25 SiegeWizard should we start talking or is better to wait for more of us? 10:26 celeron55 marktraceur is the one organizing most of this, but he's still sleeping; i don't know exactly what he has in mind 10:27 SiegeWizard quoted from http://dev.minetest.net/MinetestWiki:TODO: Engine documentation List here things we need to document, how we will document those things, and more. Maybe use Doxygen-style comments. Yes, do that. 11:02 celeron55 SiegeWizard: you should probably get it started then, so that people can do it 11:02 SiegeWizard and what should i start 11:02 SiegeWizard i was wondering if someone could explain git/github to me as I haven't use them ever 11:03 Calinou SiegeWizard: there is a guide on github ;-) 11:03 Calinou http://github.com/ 11:03 celeron55 i assume doxygen requires some kind of configuration or something, and people require a file that is doxygenized as an example 11:04 SiegeWizard but everyone doesn't need to create the doxygen files 11:05 SiegeWizard they only owuld be created every "semi-important" version 11:05 SiegeWizard people needs to know how to comment it so that doxygen udnerstands the comments 11:05 celeron55 but there needs to be a consistent way of generating it; it's not likely that somebody will personally do it for years to go 11:06 celeron55 people come and go - that is the first rule of libre open source stuff 11:06 celeron55 code stays 11:07 SiegeWizard a guide on how to generate the doxygen documentation could be fine 11:07 Calinou http://paste.ubuntu.com/1548711/ 11:07 celeron55 SiegeWizard: do it! 11:07 Calinou (not perfect at all, feel free to comment :p) 11:09 SiegeWizard ok, but i think it's more important to tell people how to coment first 11:09 SiegeWizard if there are no coments, there's no sense in getting a tutorial on how to make the documentation of those coments 11:09 celeron55 people won't comment before they can see what comes out of the comments 11:10 SiegeWizard that's a good point 11:19 Infinity_69 hi guys :D 11:19 Infinity_69 VanessaE 11:19 Infinity_69 Celeron55 & 56 11:19 Infinity_69 kaeza 11:19 Infinity_69 loggingbot 11:19 Infinity_69 sfan5 11:19 Infinity_69 sfan5|OFF 11:19 Infinity_69 thexyz 11:19 Infinity_69 marktraceur 11:19 celeron55 are you in need of a ban? 11:29 Infinity_69 no 11:30 Infinity_69 Oblivion1500 11:30 Infinity_69 can you do me a favour? 11:30 Oblivion1500 whats that? 11:30 Infinity_69 what os do you run atm? 11:30 Oblivion1500 im running the linux mint 14 distro 11:30 Infinity_69 fuck... 11:31 Oblivion1500 why? 11:31 Infinity_69 Celeron55, do you run Windows? 11:31 Infinity_69 a program doesnt start :/ 11:31 Oblivion1500 what program? 11:32 Infinity_69 a cs 1.6 decal converter 11:32 Infinity_69 wait here 11:32 SiegeWizard he really wants a ban 11:32 Infinity_69 http://forum.minetest.net/viewtopic.php?id=4496 11:32 Infinity_69 no i dont 11:33 SiegeWizard u think the dev IRC is for that kind of support? 12:06 celeron55 i wonder if this is going to the right direction http://dev.minetest.net/Engine_structure 12:17 celeron55 ...at least the wrong channel 16:20 Progers Hi 16:20 sfan5 hi 16:21 Progers I want to ask,MineTest was coded on QT or Eclipse? 16:21 Cybersoft Everyone probably use their own prefered IDE 16:21 Progers I know 16:22 Progers But wanted to know on what IDE minetest was coded 16:23 sfan5 IIRC visual studio 16:23 Progers Ok 16:23 sfan5 but celeron decided to switch to cmake 16:24 Exio I think c55 used notepad at the first! 16:24 Progers :D 16:24 Progers Nano :D 16:24 PilzAdam vim ftw 16:24 sfan5 what about vim? 16:25 celeron55 what 16:26 celeron55 i code in vim 16:26 celeron55 since long before i started minetest 16:26 Progers good 16:27 Progers I started learn C++ 4 month ago =) 16:28 Progers The best language 16:28 Cybersoft that's could be discussed at lenght 16:28 sfan5 ^ i agree 16:28 Cybersoft *that 16:28 sfan5 but c has the fastest compiler (tcc) 16:29 Cybersoft If I want to do something easily I use C#. If I want it to be robust I use C++, if I want to do insanely fast math libs I might use ocaml 16:29 Progers How about java? java is better than C# i think? No? 16:31 Progers sorry for bad english,i am from Russia :D 16:31 darkrose java is better than c# in the same way that horse sh** is better than dog sh** 16:32 Cybersoft I don't think any language is better or worse than any other language. I'm a professionnal C# developper, so for me java would be a worse language because I would have to learn it before I could code with it. C++ is harder because it has pointers and memory management 16:32 Cybersoft and the C++ standard library is currently evolving, so what you learned in school or from book will need updating 16:36 Progers i am now learning (Object Oriented Programming - C++ Lafore) 16:38 Cybersoft and at some point you have to decide what you will learn and what you will not... I'm an ex-linux user so I decided to focus on c++ on .net and microsoft technologies (because I have limited time) 16:39 Cybersoft so if I worked for Oracle it wouldn't be an ideal fit, but working for a microsoft dev shop is a better choice 16:39 Progers You are Expert Linux User? 16:41 Cybersoft No., "ex" means I used it previously, but I don't it anymore 16:41 Cybersoft *I don't use it anymore 16:42 Progers Oh 16:43 Progers What did you use? Kubuntu? or Ubuntu? 16:43 Progers :D 16:43 Cybersoft Slackware, Redhat, SuSE ... mostly suse when it was an independant company 16:43 darkrose guys, take the chatter elsewhere 16:43 Cybersoft I sometimes use ubuntu in virtual machines 16:43 Progers I liked Kubuntu =) 16:44 Progers But i had some errors with QT 16:44 Progers Who use Eclipse? 16:47 Calinou eclipse for C++? 16:47 Calinou erm, what did I say 16:47 Calinou eclipse for any programming language? 16:47 Progers Yes! 16:48 Calinou Cybersoft: .net is da hell 16:48 Calinou or da shit/the suck/anything 16:50 Cybersoft maybe, maybe not, but it is what I'm paid to do 16:51 Cybersoft so I gotta drink the kool-aid 16:51 Cybersoft when you are paid to code your perspective is different... 16:52 Progers =) 17:08 Calinou i'd write c# only if i was paid for doing that :P 17:13 Progers hehe 17:38 Cybersoft I'd use linux only if I was paid for doing that ;) 17:38 sfan5 :( 17:39 thexyz are you all sure this is appropriate channel to discuss all this minetest-unrelated stuff? 17:43 VanessaE celeron55: is there any chance of getting you to tweak the register_on_generated() call to return 1 mapblock at a time instead of 5x5x5 ? 17:44 VanessaE this adds incredibly huge latency when checking through the returned nodes for something. 17:44 thexyz >Documentation today in #minetest-doc and http://dev.minetest.net 17:44 thexyz you a word 18:00 celeron55 VanessaE: it will cause too much latency anyway; the right thing to do currently is to figure out what kind of functions should be implemented in C++ to facilitate the things that are slow to do in lua 18:02 VanessaE celeron55: mind if I make a suggestion to that end: find_open_spaces(minp, maxp, radius, {list of nodes to avoid}) 18:03 VanessaE should return a list of positions that are more than from all items in {list} within the minp/maxp area 18:04 VanessaE effectively, a density function. 18:04 VanessaE I'd point you to the best lua implementation I've come up with for that, but I assume you have no time now. 18:05 Cybersoft should I put a bug on github before I attempt to fix it? 18:07 thexyz it depends, if that's some urgent security-related issue, better talk to c55 privately 18:09 Cybersoft no, it's just being unable to use a texture with any size for hearts 18:09 Cybersoft because it's hardcoded to be 16x, so if it's bigger it won't resize it and there will be display issues 18:10 thexyz well, if you can (and will) fix it [in reasonable amount of time], then just do that and submit a pull request 18:14 VanessaE actually my suggestion might be useful to some, but it won't help in my particular case :-/ 18:16 Cybersoft VanessaE- that function sounds AIish 18:16 VanessaE Cybersoft: not really. in Lua it's trivial to do, but slow 18:16 Cybersoft it's exactly the kind of function you would use if you wanted an NPC to avoid hazards like holes or lava 18:17 VanessaE hm... I suppose it would be useful for that. 18:17 Cybersoft what is a node in minetest? a block? part of a block? 18:17 VanessaE a 1m cube e.g. a piece of dirt or cobble 18:17 PilzAdam http://dev.minetest.net/terminology 18:18 thexyz how about renaming it to "Terminology"? 18:18 PilzAdam +1 18:18 thexyz done 18:18 Cybersoft how many voxels are there in a block? 18:19 VanessaE depends on how you want to define voxel. 18:19 PilzAdam Cybersoft, http://dev.minetest.net/terminology 18:19 VanessaE commonly it seems to equate to a single node 18:20 VanessaE but if you wanna be picky, you could say it's 4096 per node (since they use 16px textures by default) 18:20 Cybersoft so if I wanted to deform a block in an experiment, I would have control of 4096 voxels for a single block? 18:21 VanessaE nope 18:21 VanessaE you'd control the node as a whole. 18:21 VanessaE it's still one voxel the way it's drawn, it just *looks* like 4096 because of the texture resolution. 18:22 Cybersoft I think I'm asking the wrong questions 18:23 VanessaE celeron55: if you wanna take a look at how I implemented it in Lua, here: https://github.com/VanessaE/plantlife/blob/mapgenbased/plants_lib/init.lua#L81 18:23 VanessaE the code above this point is as fast as I could have wanted, but from this point to line 88, it's slow for reasons I am sure are obvious. 18:23 VanessaE so what's needed is a way to do that ^^^^ in a single C++ function call. 18:27 Cybersoft I think a better question would be, how much control do I have on the shape of a block from within the c++ code without using lua nodebox with coordinates 18:27 Cybersoft could I do csg operation to remove a sphere from a box for example from within the code if your basic building block is a voxel? 18:51 doserj Cybersoft: in c++ you can do pretty much anything you want, you just have to build the 3d-mesh for it in the client code. 18:52 Cybersoft yeah but more or less work is involved depending on how minetest does thing 18:52 Cybersoft from mesh.cpp I can see that the only kind of basic mesh you use are blocks 18:52 Cybersoft *cubes 18:55 doserj enum NodeDrawType in nodedef.h shows you what kind of things the engine currently knows about 18:56 doserj plantlike, for example, is not a block ;) 18:56 Cybersoft it's a billboard / sprite no? 18:57 Cybersoft I mean the way they look ingame looks like sprites or billboards 18:57 doserj not a billboard 18:58 doserj (billboard always face the camera) 18:59 Cybersoft Well I was under the impression the plants were always facing the camera 19:00 doserj then look again 19:04 Cybersoft hum, but plants are just a texture with alpha on a square mesh no? 19:05 RealBadAngel drawtype plantlike are two textures 90 deg to each other 19:05 RealBadAngel btw, http://ompldr.org/vaDJiMQ/screenshot_907329753.png 19:06 RealBadAngel 4 textures plantlike with 45 deg 19:06 Cybersoft I see 19:29 VanessaE celeron55: I figured out the problem - my mapgen code is now quite fast but I need that stupid above-ground-caves-in-air fix put into place please 19:29 VanessaE it is destroying trees here and there after they're generated. 20:52 iqualfragile "Examples include mobs, dropped items, falling sand or gravel, primed TNT." found on http://dev.minetest.net/terminology. It looks like that was taken from a text describing minecraft, but i might be wrong 21:01 thexyz iqualfragile: → #minetest-doc 22:35 Progers Hm 2:35 AM 22:35 Progers =) 23:03 Taoki RealBadAngel: I like how those leaves look like! 23:05 RealBadAngel Taoki, please wait a few hours 23:05 RealBadAngel VanessaE is finishin the code to place all trees in the world 23:05 Taoki ok. Anyway I'd like to see that change in master 23:05 Taoki awesome 23:06 RealBadAngel before mapgen v7 they will propably stay as a mod 23:06 Taoki ok. Waiting for the LUA-hooked mapgen too :) 23:07 RealBadAngel but i can say i tested out version with 2 kinds of trees 23:07 RealBadAngel it worked just fine 23:07 RealBadAngel now shes having total of 11 trees 23:08 RealBadAngel and tuning map generation for them 23:08 Taoki The change in that screenshot doesn't look related to any mapgen BTW. More like it changes leaves from blocks to X shapes, which looks better 23:08 RealBadAngel its a complete overhaul 23:09 RealBadAngel new trees, trunks, leaves, saplings, planks... 23:09 RealBadAngel and fruits 23:09 RealBadAngel i finished my part today, now VanessaE is makin use of it 23:17 VanessaE I'm slowly getting there... 23:18 VanessaE busy plugging numbers into the biome defs. 23:23 Taoki Still, is there something keeping the current tree leaves from working when set to an X shape instead of a block drawing type (just thatn part)? 23:23 Taoki **that 23:24 VanessaE probably noy 23:24 VanessaE not* 23:24 VanessaE they're just another node 23:24 VanessaE how the fancy/new style leaves would play into that, dunno 23:25 Taoki Maybe they can be set that way for the existing mapgen trees. That would be pretty :) 23:25 VanessaE try it :) 23:44 doserj I would guess plantlike leaves are somewhere between fast and fancy leaves in mesh complexity. fancy leaves-> 6 faces. plantlike -> 2 faces. fast leaves -> anything between 1 and 6 faces on the surface, but 0 faces in the interior. 23:47 doserj oh, the 6 faces for fancy leaves is actually only 3 for interior ones 23:50 doserj Anyways, I am not sure I really like plantlike leaves. 23:52 kaeza night all