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IRC log for #minetest-dev, 2013-04-22

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Time Nick Message
00:09 Taoki joined #minetest-dev
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00:45 Exio just by looking in the pull request pages - https://github.com/minetest/minetest/pull/670 a fix what i don't see any "why not"
00:45 hmmmm can we edit cguittfont?
00:46 hmmmm ah, it's an irrlicht addition
00:57 kahrl joined #minetest-dev
00:57 Exio hi kaeza!
00:57 kaeza wut
00:58 kahrl there should be a repeating beep when on low health
00:58 Exio fail kaeza - tab fail
00:58 kaeza kahrl, for god's sake no
00:58 kahrl and a fairy that follows you
00:58 kaeza lol
00:58 Exio hahaha
00:58 kaeza HEY! LISTEN!
00:59 Exio kahrl: what do you think about changing the color of the crosshair based on the health?
01:00 kahrl could be good if the lua hud allows doing such a thing
01:00 Exio i don't like the idea of those things based on the luahud being server-sidely
01:01 ShadowNinja Exio is our crosshair person
01:01 Exio the only thing what i can do!
01:01 Exio :P
01:01 Exio i don't play MT, i play with its crosshair ^^
01:02 kahrl putting it in lua would allow people to disable it without overcomplicating the core
01:02 Exio well, that is true
01:03 Exio - as true is if you make it with the luahud it is going to be equal for all the players
01:03 Exio (OR will need the server to know configs in/on the client, the actual crosshair_color, for example)
01:05 kahrl maybe use an "animated" texture, but select a frame determined by health instead of time
01:05 kahrl players who don't want the color to change can just use a 1-frame texture then
01:07 Exio hm
01:09 kahrl crosshair_argb would still work if you pass it to draw2DImage, I think
01:10 Exio yes, it works for colorizing images
01:39 Exio there should be a new hud type, what would be dynamic and managed with C++ code but tweak-able in/with lua (or being able to remove it, even)
01:40 kahrl what do you mean by dynamic?
01:41 Exio by "managed by client-side stuff"
01:42 Exio i don't know a proper name, - or how would be a proper implementation of that
01:42 Exio like a crosshair "lua"hud item, but what is colorized with a crosshair_color/argb option in the client
01:44 Exio i don't know how would be a proper generic implementation of that
01:54 Exio things what can be changed on the client but defined in the server - just like said before
01:54 Exio if anyone thinks a proper, or decent way, i'm happy to code that
02:11 hmmmm who was saying before that irrlicht can't do proper translucency?
02:12 Exio where?
02:12 hmmmm you clearly do this with liquid
02:12 hmmmm ...no pun intended
02:13 hmmmm who wanted tinted glass again?
02:14 hmmmm anyway in order to do ice properly, i need to add a new node attribute so it can be drawn transparently but not be a liquid
02:14 Exio i have no idea about that
02:15 hmmmm or what happens if i define it as a liquid with some transparency but 0 viscocity
02:15 Exio - i only know draw3Dbox doesn't like alpha much | or at least did |
02:15 Exio hmmmm: it needs to be a "source" block"
02:15 Exio (and flow and so)
02:15 Exio just tried yesterday
02:16 hmmmm erm
02:16 hmmmm lava viscocity is 7
02:16 hmmmm alright, how do i do this
02:16 hmmmm do i make a higher viscocity with no movement, or do i just make a new attribute
02:17 Exio a new attribute
02:18 hmmmm oh right, because if it's liquid, then it isn't a solid node
02:18 hmmmm but you can change that with is_walkable=false
02:18 hmmmm hmm
02:18 Exio and will "be tweaked" with new_style_water
02:18 hmmmm oh
02:18 kahrl does clientmap do transparency sorting?
02:18 Exio and the shaders will be different, and well, other stuff
02:18 hmmmm no idea.
02:18 hmmmm i don't think it does
02:19 ShadowNinja kahrl: no, minetest doesn't do it, there are a few issues on github about that
02:19 hmmmm oh right, the clouds &)
02:21 kahrl minecraft "solves" it by hiding transparent things that are behind other transparent things
02:21 kaeza kahrl, as do most PS2 games
02:21 kaeza I guess it's a problem in older OpenGLs {{cn}}
02:22 VanessaE hmmmm: I wanted foggy/translucent glass.
02:22 kahrl I think it's just easier to implement than proper transparency sorting
02:22 VanessaE celeron55 said it needs major rework to implement z-buffering or sorting or somethin to that effect
02:23 VanessaE oh hell I'm late to the party again.
02:23 hmmmm what about liquids
02:24 VanessaE that's been tried before.
02:24 hmmmm that doesn't seem to be a problem though
02:24 Exio they are buggy
02:24 VanessaE water_alpha works, but makes neighboring nodes transparent.
02:24 VanessaE lemme see if I can find the screenshot that explains it
02:24 Exio well, that "would be" fixed with the backculing patch of doserj, no?
02:28 VanessaE hmmmm: http://dl.dropbox.com/u/57504822/LOL.png
02:28 hmmmm is this the bugginess you're talking about?  http://ompldr.org/vaTZoYQ
02:28 VanessaE see how the nodes behind/under the translucent block are transparent?  missing faces I guess, even though the alpha actually does down
02:29 VanessaE down?  work*
02:29 hmmmm i can't see anything, it's not loading for me
02:29 VanessaE the same, yes.
02:29 VanessaE http://i64.photobucket.com/albums/h195/rabbibob/Minetest/Fullscreencapture43201262346AM.jpg
02:29 VanessaE another showing the same effect
02:29 VanessaE alpha clearly works, but the neighboring faces are being deleted
02:30 hmmmm and again, how do liquids solve this problem?
02:30 kahrl setting the drawtype to allfaces or glasslike might fix it
02:30 hmmmm yeah i figured as much^
02:30 VanessaE I don't expect that they would.
02:30 hmmmm i'll try both
02:30 VanessaE drawtype has no effect, already been there and done that
02:30 VanessaE at least months ago I did :)
02:30 hmmmm glasslike should work
02:31 VanessaE hmmmm: nope.avi -->  https://github.com/minetest/minetest/issues/100
02:31 VanessaE (sorry, the screenshots are dead, but the text should be pretty clear)
02:31 hmmmm yeah, black
02:31 VanessaE HAH!  same issue :-)
02:32 hmmmm you opened an issue for this?
02:32 VanessaE ages ago.
02:32 VanessaE "
02:32 VanessaE VanessaE opened this issue 11 months ago"
02:32 hmmmm but this isn't a bug
02:32 hmmmm i modified the source for this
02:33 VanessaE *shrug* just showing what happens is all.
02:33 VanessaE trying to save you a little time
02:34 kahrl example of lack of transparency sorting: http://www.upl.co/upload/h7Lq3Pa2B http://www.upl.co/upload/i6Up2Hb4C
02:35 hmmmm well hold on a minute
02:35 hmmmm if this is already an issue that's present in the game, what's horrible about adding a drawtype with the same kind of issue that would be solved at the same time that issue is solved
02:37 VanessaE I don't think there's any problem with doing that, personally
02:37 VanessaE but is there a point to adding a new drawtype if the issue will eventually be fixed the "right" way?
02:38 VanessaE or did I miss something?
02:38 hmmmm er you missed something
02:38 hmmmm right now it's impossible for the alpha parameter to have effect unless your node is a liquid
02:38 VanessaE figures :P
02:39 VanessaE right.
02:42 hmmmm yuck
02:43 VanessaE ?
02:45 VanessaE guess it changed.  It used to be that if you used alpha = WATER_ALPHA (or I guess any sane number), it worked even with non-liquid nodes, but it was still as broken as you just saw.
02:48 hmmmm just hacking something together quickly that uses the liquid type drawing but not liquid
02:51 hmmmm dafuq
02:51 hmmmm you can't mine cacti with a mese pick
02:52 VanessaE ??
02:52 hmmmm unless i'm going insane
02:52 ShadowNinja PilzAdam removed that :-(
02:52 hmmmm it's a freaking cactus
02:52 VanessaE I'll be damned!
02:52 VanessaE wen did that change??
02:52 VanessaE when*
02:52 hmmmm i don't know but i better start building inpenetrable fortresses with cactuses
02:53 ShadowNinja When he added diamonds
02:53 VanessaE works with a Mese Axe though
02:53 hmmmm dumb
02:53 hmmmm should be changed back
02:53 VanessaE maybe it's because we have mese and diamond axes, swords, etc.
03:01 hmmmm ugh
03:01 hmmmm alright, getting somewhere
03:01 hmmmm i managed to get the faces to draw but now it's not drawing the texture
03:01 hmmmm :(
03:03 VanessaE well it's a start
03:04 hmmmm god it
03:04 hmmmm got it*
03:04 VanessaE \o/
03:05 hmmmm f->solidness = 1, f->backface_culling = false, steal water's mesh generation routine
03:05 VanessaE now, can you overlay an opaque item onto it?  (that way the glass can have a frame)
03:05 hmmmm what do you mean
03:05 hmmmm oh
03:06 hmmmm nope
03:06 hmmmm that my friend, is even more complicated
03:06 hmmmm with this you can have ghost blocks at least
03:06 hmmmm i don't think i'd be able to pull that off at all, with my limited knowledge of how this works, let alone hack it together like i did this
03:07 VanessaE hrm
03:08 VanessaE without being able to draw an opaque frame, the usefulness will be limited...
03:08 hmmmm http://ompldr.org/vaTZoZQ
03:08 hmmmm well originally i wanted this for ice
03:08 VanessaE Ah
03:08 VanessaE in that case go for it
03:08 VanessaE haha, nice touch with the bookshelf :D
03:37 * VanessaE looks at hmmmm
03:44 VanessaE nono, that's too dark.  A little more light green there, and turn the alpha up a tad.
03:48 hmmmm huh
03:50 kaeza wrong tab?
03:50 VanessaE that was a joke.
03:50 hmmmm went over my head
03:50 hmmmm hmmmmmmmmmmmmmmmm
03:50 VanessaE hmmmm: I was acting as if I were looking over your shoulder while you're drawing a texture.
03:50 hmmmm this solution of mine is such a hack i feel ashamed to commit it
03:50 hmmmm oh, lol :0
03:51 hmmmm i'm not the one drawing this
03:51 VanessaE commit it anyway.
03:51 VanessaE :)
03:52 hmmmm i'm hardly familiar with this half of minetest, but first, i'd just like to check out what it would take in order to use the alpha channel on textures
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03:53 hmmmm now, fancy leaves already does half of what i'd like to do
03:53 VanessaE hmmmm: please do, G*d knows I've wanted that for almost a year now
03:53 hmmmm so i should start looking there
03:53 VanessaE also:
03:53 VanessaE sprites can already use alpha.
03:53 VanessaE (at least the old player sprites, probably all upright ones)
03:54 VanessaE if that is of any help to you
03:54 hmmmm yeah but this is different these are nodes
03:54 VanessaE yep I know
03:54 VanessaE I just mean, there might be some little hint buried in that code that might make nodes simpler to fix.
03:57 hmmmm and i'd rather wait for RBA to get done with what he's doing so he doesn't have a merge conflict
03:59 VanessaE right.
04:46 hmmmm i know how to do what you'd like
04:46 hmmmm this is going to screw everything else up though
04:49 hmmmm erm
04:49 hmmmm yeah, the transparent texture ordering is ultimately killing this
04:49 hmmmm if you do get your solid borders, some other face is going to draw right over it
04:53 hmmmm further complicating matters, it seems like it won't work unless i make everything EMT_TRANSPARENT_VERTEX_ALPHA
04:54 hmmmm it's solid to other faces with a material that's EMT_TRANSPARENT_ALPHA_CHANNEL_REF
04:54 hmmmm if somebody has time to blow on this and manages to get it working, that's awesome, but as for me, i'm not spending any more time on it
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06:43 celeron55 if one wants regular non-binary transparency (using PNG's alpha channel), one must use EMT_TRANSPARENT_ALPHA_CHANNEL
06:44 celeron55 i think that isn't used anywhere as of now
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07:17 VanessaE celeron55: remember?  we already went over that and the result was...less than desirable ;)
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14:57 RealBadAngel hi all
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15:27 Tracerneo Hi! Can I update translation directly from git?
15:28 PilzAdam http://translate.minetest.ru/projects/minetest/core/
15:28 Tracerneo Or I need to use Weblate?
15:28 PilzAdam if the language exists already, then use weblate
15:29 Tracerneo Ok, thanks.
15:29 PilzAdam what language do you want to translate?
15:29 Tracerneo I want to make some changes in polish translation.
15:30 Tracerneo And second question. Are there any guidelines how game should look? I.e. no water shaders, smoth textures, etc.?
15:31 PilzAdam you mean if there is a rule that disallows water shaders?
15:32 ShadowNinja It should look reasonbly nice without sacrificing performance
15:34 Tracerneo Yeah. For example I have seen that diagonal carts are a bit against voxel conception (or however it was named).
15:35 PilzAdam yea, I dont like diagonal rails
15:35 PilzAdam but lighting shaders, or water waves and reflections are awesome
15:35 Tracerneo BTW, who left "DEBUG = True" in Django on Weblate? I don't think it's safe…
15:37 celeron55 thexyz: ^
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15:40 Tracerneo thexyz: Weblate don't support exotic letters in "Last name", such as "ó" and "ł". ;)
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15:48 thexyz Tracerneo: poor thing
15:48 thexyz I guess that's more schema issue
15:49 thexyz well, that Debug = true was definitely not a good idea
15:49 thexyz although I can't see how can that be exploited
15:50 thexyz disabled now
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15:56 bookwar I expected link to the "super elite minetest dev" channel in the topic here )
15:57 celeron55 for some reason the noobs have learned to stay away from here, which is good!
15:57 bookwar celeron55: like the Shrek swamp )
15:59 bookwar my registrar has a huge downtime today
15:59 bookwar so i was worried about minetest.net a bit, but fortunately we use external dns servers
16:00 celeron55 freedns.afraid.org pretty much rocks
16:00 Jordach yeah
16:00 celeron55 they have better uptime than any paid ones 8)
16:00 bookwar so I 'll start the transfer tomorrow ( as soon as nic.ru will come back to life)
16:01 celeron55 fine to me
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19:23 sapier Question about scriptapi split, I had to rename all files so there's lots of comment cleanup to do would you prefere to add a preliminary version and get the comment fixes as second step or all at once?
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20:21 celeron55 umm what comment fixes
20:24 hmmmm hey celeron what do you think about the whole using the alpha channel in textures
20:24 sapier e.g. reinclude protections having wrong filenames
20:25 hmmmm ah, EMT_TRANSPARENT_ALPHA_CHANNEL
20:25 hmmmm i'll check it out, i was not aware of that material type
20:25 Exio how would that work?
20:25 Exio (i mean, are they flags? or what?)
20:26 PilzAdam thexyz, do you see any issue in that: https://github.com/minetest/minetest/pull/676 ?
20:29 thexyz PilzAdam: at least, the language code is specified correctly this time
20:29 thexyz no idea about the translation itself
20:30 PilzAdam people can change it later in weblate
20:31 hmmmm i mean how could i know about that one
20:31 PilzAdam thexyz, merged
20:31 hmmmm there must be like 30 different material types in irrlicht
20:32 hmmmm great it works, and it's not hacky
20:32 hmmmm great news vanessa
20:33 PilzAdam do we have to change the texture or alpha in nodedef?
20:33 hmmmm what?
20:33 hmmmm i need to add a new drawtype for this anyway
20:33 hmmmm i'm calling it alpha
20:33 hmmmm like
20:34 hmmmm alphalike
20:34 hmmmm that sounds so dumb but it's the convention
20:34 PilzAdam no, its not the convention
20:34 PilzAdam "allfaces"
20:35 PilzAdam not all drawtypes end with "like"
20:35 PilzAdam and cant we apply it to an already existing drawtype, like glasslike?
20:36 hmmmm no
20:36 hmmmm erm
20:37 hmmmm i guess it *would* work if i make this the new glasslike, but there must be some ramnifications of not having visual_solidness = 1 and setting backface_culling to false
20:37 hmmmm oh also another thing, glasslike has solidness = 0, but i use solidness = 1
20:38 thexyz PilzAdam: ok, added
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20:45 sapier https://github.com/sapier/minetest/commit/b0e10f4f0539993111fe24f33436af36b8be0c01
20:46 sapier new branch with scriptapi moved to subfolder ... plz review I've been as carefull as possible when including new additions but there have been lot of changes
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21:09 proller PilzAdam, can you make snow leveled as water ?
21:11 PilzAdam why?
21:12 sapier1 can someone explain to me why brass s created from steel and copper?
21:12 proller PilzAdam, to grow when snow fall
21:13 PilzAdam it also works without it
21:13 proller and compress full snow block to ice block
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22:09 kaeza can someone review this so I can start working on 'offset'? https://github.com/kaeza/minetest/commit/0d1a3f9228bbc0fcb5992f641451b48d3b64a598
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23:43 hmmmm alright back
23:43 hmmmm and just messing around with the transparent thing
23:44 hmmmm turns out i can use glasslike just fine
23:45 kaeza YAY offset working
23:47 hmmmm http://ompldr.org/vaTZ1aA
23:47 hmmmm need to figure out the inventory thing
23:49 kaeza hmmmm, can I have your comment on this? https://github.com/kaeza/minetest/commit/fa58a504be47257d30f37b08493a2ef3f2ef2b4a
23:50 hmmmm actually that's impossible to fix unless i have the inventory images rendered to the screen instead of texture
23:50 hmmmm uhh, looks good i guess?
23:50 hmmmm what's the point of it again?
23:51 kaeza offset the items an amount of actual pixels
23:51 hmmmm ah
23:51 hmmmm yeah, that's a good idea actually
23:51 kaeza (regardless of res)
23:51 kaeza I will write the docs and make the pull request
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