Time Nick Message 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 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 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 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 07:17 VanessaE celeron55: remember? we already went over that and the result was...less than desirable ;) 14:57 RealBadAngel hi all 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: ^ 15:40 Tracerneo thexyz: Weblate don't support exotic letters in "Last name", such as "ó" and "ł". ;) 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 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 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? 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 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 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 22:09 kaeza can someone review this so I can start working on 'offset'? https://github.com/kaeza/minetest/commit/0d1a3f9228bbc0fcb5992f641451b48d3b64a598 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