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Nick |
Message |
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11:08 |
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11:18 |
iqualfragile |
mapgen begins to look interesting |
11:43 |
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13:14 |
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14:15 |
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14:19 |
Taoki |
*updates GIT* LUA perlin noise? I wonder if that means we're finally getting that LUA mapgen :) |
14:20 |
Exio |
lua mapgen? what? |
14:25 |
Taoki |
There's a commit about perlin noise and some mapgen stuff |
14:32 |
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14:47 |
RealBadAngel |
hi all |
14:47 |
Taoki |
hi |
14:47 |
RealBadAngel |
Taoki, yes this is all mapgen related stuff |
14:47 |
Taoki |
awesome. I wonder how far that is yet |
14:47 |
RealBadAngel |
Tip: kwolekr is hmmmm |
14:48 |
RealBadAngel |
im gonna push today also one commit: fix missing 2 facedirs |
14:49 |
RealBadAngel |
got it almost rdy, need to define proper rotations of side textures just |
14:50 |
Taoki |
nice |
14:51 |
RealBadAngel |
http://i.imgur.com/f4p9rt9.jpg |
14:52 |
RealBadAngel |
with this we get rid of double definitions of many nodes |
14:52 |
Taoki |
excellent |
14:53 |
Taoki |
Yes, I'm totally against having to define multiple rotations of the same node as various nodes. Very hacky and wrong |
14:53 |
Taoki |
Like stairs facing left, stairs facing right, stairs flipped upside down... all should be one "stairs" node with a flag which specifies how it can be rotated\ |
14:53 |
RealBadAngel |
with the patch 6 facedirs will be aviable |
14:53 |
RealBadAngel |
4=up, 5 down |
14:54 |
RealBadAngel |
i noticed also that with my code vertical mesecons are just here |
14:54 |
RealBadAngel |
without latest jeija's code that added them as extra nodes |
14:55 |
Taoki |
Normally, 16 facedirs should be available. 8 x 8, since X and Y can both be rotated in 4 ways. You don't need to lean any nodes however |
14:55 |
RealBadAngel |
6*4 is not 16 ;) |
14:56 |
RealBadAngel |
each dir can have four directions |
14:56 |
Taoki |
Yeah, not sure why 6 x 4 though |
14:56 |
Taoki |
Ah, actually it would be 2 x 4 if we consider upside down nodes |
14:56 |
RealBadAngel |
put an arrow on front |
14:56 |
RealBadAngel |
and rotate it |
14:57 |
RealBadAngel |
6 possible front sides |
14:57 |
RealBadAngel |
each rotated in 4 directions |
14:57 |
RealBadAngel |
but lets assume just 6 |
14:58 |
RealBadAngel |
way better than 4 anyways ;) |
14:59 |
Taoki |
yeah |
14:59 |
Taoki |
Ah yes, I can see it now |
14:59 |
RealBadAngel |
question to c55 and other with proper rights |
14:59 |
Taoki |
For blocks at least, they can only point in 6 directions fully. Not sure if the same applies to nodeboxes |
15:00 |
RealBadAngel |
what would you think about merging this library into minetest source? http://libz80.sourceforge.net/ |
15:02 |
RealBadAngel |
answer to question "what for?" is "to have real, programmable computer inside the game" |
15:02 |
RealBadAngel |
with own memory, OS and applications |
15:03 |
darkrose |
there's nothing I can say about adding that to minetest that isn't an insult to you |
15:03 |
RealBadAngel |
darkrose: have you seen Minecraft computers? |
15:04 |
RealBadAngel |
and i dont mean redstone ones... |
15:05 |
RealBadAngel |
if you didnt, i suggest watchin that spotlight: http://www.youtube.com/watch?v=vb0Q9htsbBI |
15:10 |
RealBadAngel |
fyi this one is 6502 CPU with up to 64k of memory, with everythin that a computer needs. video memory, interrupts, IO, floppy |
15:10 |
RealBadAngel |
ive chosen Zilog's Z80 because i used to be ZX Spectrum/Sam Coupe demoscene coder |
15:11 |
VanessaE |
fwiw, mesecons has that LuaController object, which is almost the same thing I guess |
15:11 |
RealBadAngel |
not really |
15:11 |
RealBadAngel |
this thing is real computer |
15:11 |
RealBadAngel |
programmable in assembler |
15:12 |
RealBadAngel |
you could port CP/M for it |
15:12 |
RealBadAngel |
real OS |
15:12 |
VanessaE |
now, what MT probably does need, and this would make a little more sense, is a generic C++ modding interface. |
15:12 |
VanessaE |
then a random modder could, for example, add that Z80 emulation library as a mod alongside some Lua or whatever. |
15:13 |
RealBadAngel |
Lua is not capable of doing such things |
15:13 |
VanessaE |
as it stands now, anyone who wants to mod via C++ has to hack the engine, and their code would only run on their copy, not necessarily everyones. |
15:13 |
VanessaE |
everyone's. |
15:14 |
VanessaE |
so a C++ modding API equivalent to the Lua one would make your Z80 library possible without necessarily embedding it into the engine as such. |
15:14 |
RealBadAngel |
it would require kinda DLL's |
15:14 |
VanessaE |
that brings up the question of how one should compile the C++, though. |
15:14 |
VanessaE |
yes, some kind of loadable library system, .DLL or .SO or whatever |
15:15 |
RealBadAngel |
mc mods advantage is that theyre core |
15:15 |
RealBadAngel |
harder to make but core |
15:16 |
RealBadAngel |
mt on the other hand easier to make but dont have power |
15:16 |
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15:16 |
RealBadAngel |
Lua is good for begginers |
15:16 |
VanessaE |
my answer to the compile question is that MT should be able to load a precompiled mod, as well as being able to do some kind of just-in-time compilation of it if the necessary utilities exist on the user's system. Cache the compiled result. |
15:16 |
RealBadAngel |
not real modders |
15:17 |
VanessaE |
(similar to how Lua works now, I guess) |
15:19 |
RealBadAngel |
btw darkrose, if you still think its stupid i will tell you one thing. soon after this mod (programmable computer was done) Notch dropped workin on minecraft, left it to employers, and start to make 0x10c the game with core of a 16bit computer |
15:20 |
RealBadAngel |
which players are supposed to use and programm to control their space ships and explore the universe |
15:21 |
darkrose |
this isn't minecraft |
15:21 |
RealBadAngel |
sure |
15:22 |
RealBadAngel |
but still theres nothin you could say that wouldnt be an insult? |
15:22 |
RealBadAngel |
btw it sounded like one :P |
15:23 |
RealBadAngel |
this is not minecraft, yes, but its a sanbox game. its definition says do whatever you want to |
15:24 |
RealBadAngel |
why not code inside the game? |
15:26 |
RealBadAngel |
it could be fun for hardcore users, with some well chosen interpreter excellent education element for others |
15:26 |
RealBadAngel |
play and learn |
15:28 |
RealBadAngel |
btw i saw yesterday workin FORTH interpreter for minetest |
15:28 |
RealBadAngel |
on top of Lua |
15:37 |
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15:37 |
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15:49 |
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15:53 |
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15:53 |
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15:59 |
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16:14 |
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16:23 |
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16:31 |
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16:42 |
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17:01 |
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18:15 |
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18:15 |
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19:07 |
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19:25 |
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21:00 |
Taoki |
Woot... I'm the first person to test low gravity in MineTest (well, that I know of). It's pretty fun |
21:01 |
Taoki |
If anyone is curious why, I'm working on changing how player physics work in some circumstances, to get rid of the current simple physics and add realistic and correct ones (namely for water and air acceleration) |
21:01 |
VanessaE |
nice |
21:01 |
Taoki |
Also putting physics settings into minetest.cfg so people can change them. Including gravity, normal walk speed, fast speed, gravity, water friction, etc. Custom gametypes can make use of this |
21:02 |
VanessaE |
good thing I made a point to build my bridges et.al safely then - so they don't collapse ;) |
21:05 |
PilzAdam |
Taoki, the server sends these params to the client? |
21:05 |
Taoki |
PilzAdam: No, other way around. Client does them and sends to server |
21:05 |
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21:06 |
Taoki |
They're in localplayer.cpp |
21:06 |
PilzAdam |
so the client sends the gravity to the server? |
21:06 |
PilzAdam |
thats nonsense |
21:07 |
Taoki |
arm no, not the gravity |
21:07 |
Taoki |
Ah, environment.cpp is server-side. Only gravity and water friction are there |
21:08 |
PilzAdam |
the other params should be server side too |
21:08 |
Taoki |
Right, the server needs to send them to the client :P Otherwise any client can set them |
21:08 |
Taoki |
Indeed. I'll see how I can do that after the rest is finished |
21:09 |
RealBadAngel |
wowsers |
21:10 |
RealBadAngel |
than could be used in aether and space biomes |
21:10 |
RealBadAngel |
yikes! |
21:18 |
Taoki |
RealBadAngel: Indeed. It would work very nicely |
21:18 |
Taoki |
Since IIRC different minetest games can support custom minetest.conf files |
21:18 |
Taoki |
But even if not the server can take care of it |
21:21 |
* Jordach |
's jaw hits the floor |
21:26 |
RealBadAngel |
Taoki, think of any big number |
21:27 |
RealBadAngel |
and add a plus in front of it to see my vote |
21:27 |
Taoki |
:P |
21:27 |
Taoki |
Glad this is going to be useful |
21:27 |
Taoki |
The main purpose though was to implement realistic physics for water and air, since the current ones are very fake and wrong. Both uses will exist however |
21:28 |
PilzAdam |
<Taoki> Since IIRC different minetest games can support custom minetest.conf files <- huh? |
21:29 |
Taoki |
PilzAdam: I remember seeing that individual games can have their own minetest.conf. Not sure if I'm incorrect, just think I saw that |
21:30 |
Taoki |
eg: If you put a minetest.conf in minetest_game the using minetest_game will execute that |
21:30 |
PilzAdam |
never heard of that |
21:48 |
RealBadAngel |
who made on_rightclick? |
21:49 |
RealBadAngel |
or should i ask who made ignore all the changes to player's wielded item? |
21:49 |
RealBadAngel |
and restore the state before action? |
22:00 |
hmmmm |
oh RBA, I was taking a look at the log stuff, it's more difficult than i originally thought because of the order of initialization |
22:08 |
RealBadAngel |
hi hmmmm |
22:08 |
RealBadAngel |
i found the "guilty" already, its lua code |
22:32 |
Taoki |
Yay, just got smooth diving into water to work. This is important to fix, since the biggest problem was how touching the water instantly cuts your speed |
22:32 |
Taoki |
Now you sink to the bottom depending on the speed you fell in the water with, and it decreases smoothly to water friction limit |
22:32 |
Taoki |
Similar to MC |
22:33 |
RealBadAngel |
Taoki, can we try it too? |
22:33 |
Taoki |
RealBadAngel: It will be on GIT soon, not ready yet |
22:33 |
RealBadAngel |
it may crash, eat my cat or whatever |
22:33 |
Taoki |
Likely before I go to bed tonight. I'll give you the GIT link when it's ready. Still around for 1:30 hours |
22:33 |
Taoki |
Likely not, it's simple formulas actually |
22:34 |
Taoki |
Tomorrow I'll fix the settings being loaded by server and not client |
22:34 |
RealBadAngel |
oke, so i will keep my fingers crossed :) |
23:10 |
PilzAdam |
https://github.com/celeron55/minetest/pull/475 |
23:11 |
PilzAdam |
should new_style_water default be true? |
23:22 |
VanessaE |
Someone please answer RealBadAngel's question first. |
23:22 |
VanessaE |
[02-08 16:48] <RealBadAngel> who made on_rightclick? |
23:22 |
VanessaE |
[02-08 16:49] <RealBadAngel> or should i ask who made ignore all the changes to player's wielded item? |
23:22 |
VanessaE |
[02-08 16:50] <RealBadAngel> and restore the state before action? |
23:24 |
RealBadAngel |
yes, please |
23:25 |
VanessaE |
there MUST be a way around this issue |
23:26 |
RealBadAngel |
i use on_rightclick, pick wielded item and make changes to it |
23:26 |
RealBadAngel |
whatever i do to it, all changes are reverted |
23:28 |
RealBadAngel |
tip: if node has defined on_rightclick() action default shall not be executed anymore |
23:28 |
RealBadAngel |
please take care of it |
23:31 |
Taoki |
RealBadAngel: https://github.com/MirceaKitsune/minetest/tree/movement This is what I have so far, will try to do the rest tomorrow. Currently the branch contains removed air acceleration and correct diving / acceleration into water |
23:31 |
Taoki |
Tomorrow I need to make the settings server-side, and also make going up / down when flying or underwater smooth |
23:33 |
RealBadAngel |
thx Taoki |
23:33 |
RealBadAngel |
will try it |
23:33 |
Taoki |
np |
23:34 |
RealBadAngel |
btw |
23:34 |
RealBadAngel |
can you consider propably increased gravity when closer to the core? |
23:35 |
RealBadAngel |
i mean -31000 |
23:35 |
RealBadAngel |
that could make unbreakable barrier (bedrock) and earth's core biome |
23:37 |
RealBadAngel |
so simply reachin that level player could not move any further downwars |
23:38 |
RealBadAngel |
only very slowly up |
23:52 |
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