Time |
Nick |
Message |
00:42 |
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03:03 |
VanessaE |
celeron55_: sicne a generic menusplash no longer works (and since you coded it), there needs to be a way for a texture pack to supply a menusplash image specific to whatever games it wants to cover. |
03:03 |
VanessaE |
e.g. gamename_menusplash.png (as well as footer/header). |
03:04 |
VanessaE |
either that or the client needs to *not* use a custom game-oriented menu theme. Either it's a client/server paradigm or it isn't. |
03:14 |
VanessaE |
also, the game filter buttons should only be displayed in the single player tab |
03:15 |
VanessaE |
maybe also the advanced tab, but definitely NOT in the multiplayer tab |
03:15 |
VanessaE |
or the settings/credits tabs |
03:40 |
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04:07 |
VanessaE |
furthermore, aside from the button image for minetest_game, there should be an overlay identifying it, something like what we had before your change |
04:07 |
VanessaE |
or perhaps those really nice ones cisoun did. |
04:27 |
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04:47 |
celeron55_ |
VanessaE: you're wrong; we have to have some special handling for singleplayer games to make things reasonable |
04:47 |
celeron55_ |
i agree that theming the multiplayer and settings tabs is kind of odd 8) |
04:49 |
celeron55_ |
kahrl, hmmmm: minecraft's nether has a high ambient light |
04:49 |
VanessaE |
quite; I'm working on a custom theme for my game, but I'd still like to be able to override it with HDX |
04:49 |
celeron55_ |
that is, total darkness is still visible |
04:49 |
hmmmm |
right, so what i said |
04:50 |
celeron55_ |
VanessaE: also i agree with the texture pack thing; somebody can implement it |
04:50 |
VanessaE |
you broke, you fix it ;) |
04:50 |
celeron55_ |
hmmmm: the lighting values in nodes are the same as in caves, but the lighting translation table is just different |
04:50 |
hmmmm |
this is a formal call for an addition to the API to set the client's light levels |
04:50 |
celeron55_ |
that should be easy 8) |
04:50 |
hmmmm |
very easy |
04:50 |
hmmmm |
and we'd also be getting a fullbright feature while we're at it |
04:51 |
hmmmm |
i don't understand why this hasn't been done before |
04:51 |
hmmmm |
i would do it, but i feel guilty every time i add some new lua api because that delays sapier's change even more |
04:51 |
hmmmm |
besides, this is more of a schoolwork day |
04:52 |
VanessaE |
are his changes ready to use yet? |
04:52 |
celeron55_ |
well i think such changes should be done at a time when others aren't interested in doing things |
04:53 |
hmmmm |
that's ridiculous, there will never be a time when nobody would like to add something new |
04:54 |
celeron55_ |
sure there has been, if only the script api is considered |
04:54 |
celeron55_ |
for the whole thing, no, but for that part, yes |
04:54 |
hmmmm |
for me at least |
04:55 |
hmmmm |
there's this decoration nonsense that has to go in |
04:55 |
hmmmm |
set client lighting levels |
04:55 |
hmmmm |
mapvoxelmanipulator |
04:55 |
hmmmm |
uhhh |
04:56 |
hmmmm |
oh, the after environment creation callback |
04:56 |
celeron55_ |
well, i think sapier has to come and ask for a scriptapi freeze when he is ready to update it in a few day's time |
04:56 |
celeron55_ |
guessing when he will do something is useless |
04:57 |
hmmmm |
i thought you sorta took over that |
05:00 |
celeron55_ |
i was predicting there wouldn't be much interest in adding anything after your hud stuff, but it turned out that was wrong |
05:01 |
hmmmm |
not my hud stuff |
05:01 |
hmmmm |
i just added polish |
05:05 |
celeron55_ |
your hud commit then |
05:05 |
celeron55_ |
it's not relevant who made it and who polished it :P |
05:05 |
celeron55_ |
(for this discussion) |
05:10 |
kahrl |
what exactly does sapier scriptapi commit do again? I keep forgetting |
05:11 |
kahrl |
+'s |
05:12 |
celeron55_ |
mostly move stuff and files around |
05:12 |
kahrl |
is it the scriptapi_subfolders branch? |
05:13 |
celeron55_ |
i don't even know 8) |
05:13 |
kahrl |
I wonder if he could implement it as a script rather than a set of commits |
05:13 |
kahrl |
so that it could be applied at any time |
05:14 |
kahrl |
high chance of breaking something though |
05:14 |
hmmmm |
oh totally different but |
05:14 |
hmmmm |
what do you guys think about changing the lighting scheme so that there could be light sources with longer ranges |
05:15 |
celeron55_ |
it also puts the api of minetest.env into minetest (and preserves compatibility) |
05:15 |
celeron55_ |
hmmmm: how would you do that |
05:16 |
hmmmm |
when spreading light sources, don't stop when you hit a greater light value |
05:16 |
hmmmm |
so let's say we have some super torch that spreads for... dunno.... 25 blocks |
05:17 |
kahrl |
that would actually decrease the light and cause glitches, would it not |
05:17 |
hmmmm |
erm |
05:17 |
hmmmm |
not if you do it carefully |
05:17 |
hmmmm |
it's obviously more complex than i'm making it out to be |
05:18 |
hmmmm |
so we have a light source that spreads for 25 nodes; the light values we'll propogate are say, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 |
05:18 |
hmmmm |
for example |
05:18 |
hmmmm |
it doesn't have to be that way |
05:18 |
hmmmm |
which values it duplicates is some implementation specific detail that can be tuned |
05:19 |
hmmmm |
the only problem here would be is if you have that light source with a greater spread 'blocked' by a light source that may be brighter even that has a lesser spread |
05:20 |
hmmmm |
which is why i was saying that we'd have to keep going until the light value decays completely instead of stopping once an equal or greater light is hit |
05:20 |
hmmmm |
obviously this would increase the amount of computation to do lighting |
05:21 |
hmmmm |
but 1). it's a strict enhancement; this could be disabled if preferred, and 2). lighting is already a lot faster than it used to be so the impact might not be noticable |
05:26 |
kahrl |
how would unspreadLight work? |
05:26 |
hmmmm |
i am not really sure what unspreadLight does |
05:26 |
kahrl |
wouldn't it have to check a double radius for other light sources |
05:27 |
hmmmm |
i completely omitted unspreadLight from my optimized version of lighting |
05:27 |
kahrl |
it removes the light emitted by one node |
05:27 |
kahrl |
afaik |
05:28 |
hmmmm |
ahh. yeah, i guess it's necessary if you're modifying existing lights |
05:29 |
hmmmm |
unspreadLight would be more difficult to get working i guess |
05:30 |
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05:31 |
hmmmm |
what's stopping us from adding dynamic lights right now? |
05:34 |
kahrl |
you mean hardware lighting? |
05:35 |
kahrl |
or the dynamic lights implementation from the 0.3 days |
05:35 |
hmmmm |
hardware dynamic lights, yes |
05:35 |
VanessaE |
oooo |
05:35 |
hmmmm |
tell me more about the dynamic lights from 0.3 though |
05:35 |
kahrl |
I don't know much about it |
05:36 |
kahrl |
it added some data to certain mapnodes on the client near the player |
05:36 |
hmmmm |
oh.. |
05:36 |
hmmmm |
dumm |
05:36 |
kahrl |
so that nodes near the player would be illuminated if wielding a torch |
05:36 |
hmmmm |
if we're doing torches like that, it has to be hardware dynamic lighting |
05:36 |
hmmmm |
any other way is really hackish |
05:37 |
kahrl |
hardware lighting would be great but you'd still have to run stuff like (un)spreadLight |
05:38 |
hmmmm |
not fully hardware lighting |
05:40 |
kahrl |
is irrlicht 1.7* still supported by minetest? apparently the shadow volume stuff changed in 1.8 |
05:42 |
hmmmm |
must be supported! |
05:42 |
hmmmm |
absolutely |
05:43 |
hmmmm |
until debian stable and freebsd update to irrlicht 1.8, we must support it |
05:43 |
kahrl |
guessed so, let me check what actually changed |
05:46 |
kahrl |
ok not actually that much |
05:46 |
kahrl |
this was fixed in 1.8 and seems relevant: http://sourceforge.net/p/irrlicht/bugs/379/ |
05:47 |
kahrl |
and "addShadowVolumeSceneNode now replaces an existing shadow" |
05:48 |
hmmmm |
hmm |
05:49 |
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06:47 |
celeron55_ |
i think we could get a nice lighting effect if the shader-brightened side of nodes that have sunlight would be dynamically (and smoothly) varied according to sun position |
06:47 |
celeron55_ |
it's also easy to do |
06:48 |
celeron55_ |
it'll look odd if you have a straight cave down and sunlight in it, but generally it'd be not odd |
06:50 |
celeron55_ |
(imo quite useless though, but people want all kinds of useless things) |
06:50 |
RealBadAngel |
it will also imply another things can be done easily i think, like shadows, lens flare etc |
06:51 |
celeron55_ |
eh no? |
06:51 |
RealBadAngel |
why not? |
06:51 |
celeron55_ |
what i said is just a single sin and cos added to a shader |
06:51 |
celeron55_ |
that's what i mean by simple |
06:52 |
RealBadAngel |
ah, i thought you were talkin introducing sun as a light source in scene |
06:52 |
RealBadAngel |
hardware one |
06:53 |
RealBadAngel |
seen hmmm talkin about it when i read logs |
06:54 |
celeron55_ |
light sources aren't simple in our case if you ask me |
07:05 |
RealBadAngel |
i dont know nothing about lights yet |
07:06 |
RealBadAngel |
im learnin now how to make day/night transitions to sky |
07:06 |
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07:16 |
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07:16 |
RealBadAngel |
http://www.youtube.com/watch?v=TLhO96jeMc4 |
07:16 |
RealBadAngel |
this is pixelstudio, written in c#, MIT licensed |
07:17 |
RealBadAngel |
how do you like it? |
07:29 |
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08:48 |
celeron55_ |
i think people are too lazy to combine the headers and footers to the game images; i'll add that too when i add texture pack support back |
08:49 |
celeron55_ |
(at least i am too lazy) |
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15:04 |
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15:07 |
PilzAdam |
anyone against better node placement prediction? https://github.com/minetest/minetest/pull/687 |
15:10 |
RealBadAngel |
ok with me |
15:10 |
sfan5 |
seems fine to me |
15:19 |
RealBadAngel |
does anybody know how to pass variables to shaders in minetest? |
15:24 |
Exio |
shaders to the pixel or the vertex shader? |
15:24 |
Exio |
RealBadAngel: ^ |
15:24 |
Exio |
er, variables to the * |
15:25 |
RealBadAngel |
i need to pass textures to shaders |
15:25 |
RealBadAngel |
vertex shader |
15:26 |
RealBadAngel |
i got them loaded but have no idea how to pass them to shader |
15:26 |
celeron55_ |
you mean a few more global shader variables? |
15:26 |
RealBadAngel |
no, not global |
15:26 |
celeron55_ |
or something bound to vertices? |
15:26 |
RealBadAngel |
my own shader variables |
15:26 |
celeron55_ |
those are your options |
15:27 |
celeron55_ |
(and the latter is quite limited with irrlicht) |
15:27 |
RealBadAngel |
http://pastebin.com/wDzmaZnF |
15:27 |
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15:27 |
RealBadAngel |
this is the pixel shader |
15:28 |
RealBadAngel |
it needs to read from 2 textures and get two variables |
15:35 |
sfan5 |
RealBadAngel: https://github.com/minetest/minetest/blob/master/src/shader.cpp#L218 or https://github.com/minetest/minetest/blob/master/src/game.cpp#L762 |
15:37 |
celeron55_ |
RealBadAngel: those are global shader variables, see GameGlobalShaderConstantSetter in game.cpp |
15:37 |
celeron55_ |
altough i don't know how binding textures works in irrlicht |
15:41 |
celeron55_ |
hmm, i think you may need to use SMaterial::setTexture |
15:41 |
celeron55_ |
not sure |
15:41 |
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15:41 |
celeron55_ |
and i don't know by what names those would be in the shader either |
15:44 |
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15:45 |
celeron55_ |
maybe that doesn't even work; i recomemend searching for code that does something similar |
15:46 |
celeron55_ |
this seems to implement such with direct opengl calls: http://code.google.com/p/irrcg/source/browse/trunk/include/IrrCg.h?r=4 http://code.google.com/p/irrcg/source/browse/trunk/source/IrrCg.cpp?r=4 |
15:46 |
Exio |
irrcg? |
15:47 |
serengeor |
celeron55_, to say which textures for shader to use you need to do something like: gpuservices->setPixelShaderConstant("yourTextureSampler", (float*)&TexAddress, 1); |
15:48 |
serengeor |
1 is the texture layer in material |
15:53 |
RealBadAngel |
invalid cast from type ‘irr::video::SMaterial’ to type ‘float*’ |
15:53 |
serengeor |
oh wait |
15:54 |
RealBadAngel |
uh, forgot & |
15:54 |
serengeor |
RealBadAngel, http://ideone.com/UKE1K5 |
15:54 |
RealBadAngel |
now it compiles |
15:55 |
serengeor |
1 is actually the count |
15:55 |
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15:55 |
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15:55 |
serengeor |
then again, with new irrlicht I think you can upload ints too |
15:55 |
RealBadAngel |
it blinked with right textures i think (once) |
15:56 |
RealBadAngel |
but then when in rendering still cannot see textures |
15:56 |
serengeor |
should use the callback class I think |
15:57 |
serengeor |
RealBadAngel, take a look at this thread: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=1&t=43398 |
15:59 |
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16:01 |
RealBadAngel |
http://pastebin.com/zxDxVnMp |
16:01 |
RealBadAngel |
ive put that in callback |
16:02 |
RealBadAngel |
last 4 lines |
16:03 |
RealBadAngel |
and shader blink with proper data received then it doesnt see the textures as usual |
16:07 |
serengeor |
RealBadAngel, video::SMaterial texture=m_sky->getMaterial(1); |
16:07 |
serengeor |
you should pass only an int to which layer the texture is assigned |
16:10 |
serengeor |
int layer = 1; services->setPixelShaderConstant("color", (float*)&layer, 1); |
16:10 |
RealBadAngel |
so i should keep the textures inside the same mesh |
16:11 |
serengeor |
inside same material |
16:11 |
RealBadAngel |
shader is supposed to build texture out of given two and coords |
16:11 |
RealBadAngel |
it is set as material layer 0 |
16:11 |
RealBadAngel |
of the mesh |
16:13 |
serengeor |
well if you use more than one material for the same mesh you need to draw it multiple times, don't you :? |
16:13 |
RealBadAngel |
hmmm, its all weird, lets try sending just int there |
16:13 |
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16:15 |
serengeor |
when material gets set, all textures set to that material get bound. In shader you still need to say which sampler should use which texture, so that's where that " services->setPixelShaderConstant("color", (float*)&layer, 1);" comes in |
16:16 |
serengeor |
if multiple materials are used, only textures set to current material are bound |
16:17 |
RealBadAngel |
passing ints didnt changed anythin |
16:18 |
RealBadAngel |
http://pastebin.com/iaGhJRuy |
16:19 |
RealBadAngel |
here are my materials, mesh and shaders |
16:19 |
RealBadAngel |
shader is hapilly working on some random data |
16:20 |
serengeor |
RealBadAngel, why exactly do you use 4 materials? |
16:20 |
RealBadAngel |
those are color maps (at least 2 of them) |
16:21 |
RealBadAngel |
i do not display them at all |
16:21 |
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16:21 |
RealBadAngel |
those are source data (colors array) or something like that |
16:21 |
serengeor |
RealBadAngel, but you only set textures to those? |
16:21 |
RealBadAngel |
i need make shader see them |
16:22 |
RealBadAngel |
shader itself creates displayed texture |
16:22 |
serengeor |
you should not use 4 materials if the only thing that changes are textures |
16:22 |
serengeor |
instead use one material and set textures to it using: http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_s_material.html#a44dc38e7d4a78434d12ffd02e88e3d60 |
16:23 |
serengeor |
only this way multiple textures can be used |
16:23 |
serengeor |
at once in shader |
16:23 |
RealBadAngel |
you mean to index the materia? |
16:23 |
RealBadAngel |
*l |
16:25 |
celeron55 |
umm wat |
16:26 |
celeron55 |
video::SMaterial texture=m_sky->getMaterial(1); |
16:26 |
celeron55 |
you make a copy of the material, then give irrlicht pointers to it, then it goes out of scope and you have pointers to invalid memory 8) |
16:26 |
celeron55 |
(but i'm not sure if that's right in any way in the first place) |
16:27 |
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16:27 |
RealBadAngel |
i havent invented it but using existing minetest code |
16:28 |
BlockMen |
celeron55, here the hill you suggested. are you ok with that -> https://dl.dropboxusercontent.com/s/pemo6gcq20cm081/hp_hill.png ? |
16:28 |
RealBadAngel |
i cannot belive passing pointer or the variable could be so complicated :) |
16:29 |
Exio |
you are passing it to the GPU |
16:29 |
RealBadAngel |
to damn shader |
16:29 |
PilzAdam |
BlockMen, that doesnt look god |
16:29 |
Exio |
nobody said that was easy |
16:29 |
PilzAdam |
*good |
16:30 |
BlockMen |
PilzAdam, why? |
16:30 |
PilzAdam |
the sky and the perspective are wrong |
16:30 |
serengeor |
RealBadAngel, http://ideone.com/kDZLxs |
16:30 |
RealBadAngel |
i just did the same |
16:30 |
serengeor |
this is how your material set-up should look like more or less |
16:31 |
BlockMen |
actually the sky and the hill are from one shot, so it should be correct |
16:31 |
BlockMen |
but the main grass and the hill grass not (i see now) |
16:31 |
serengeor |
RealBadAngel, so does it work now? |
16:32 |
RealBadAngel |
same |
16:32 |
RealBadAngel |
how the shader would know to use mat with sky_node mesh? |
16:35 |
RealBadAngel |
http://pastebin.com/3njixfyq |
16:35 |
RealBadAngel |
imho mat and mesh are not connected at all |
16:39 |
celeron55 |
BlockMen: why can't you just leave it as is? :P i don't want to judge these |
16:39 |
celeron55 |
but the perspective changes do make it look bad |
16:39 |
celeron55 |
anyhow, may i request you to... just not do anything? |
16:40 |
BlockMen |
because its too blurry atm. and to the small changes you said: "add a hill or something" |
16:40 |
celeron55 |
it wasn't a request, i just wanted to point out that if you insist on doing something, small color changes aren't useful |
16:42 |
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16:42 |
serengeor |
RealBadAngel, materials are part of node and they get set when node is rendered |
16:42 |
celeron55 |
*irrlicht node |
16:42 |
celeron55 |
(/don't make anyone confuse those with minetest's voxel nodes) |
16:42 |
celeron55 |
-/ |
16:43 |
serengeor |
yeah, don't really know much about minetest code |
16:44 |
BlockMen |
celeron55, in my opinion it should just be a little bit more polished (like that https://dl.dropboxusercontent.com/s/4gznmflv5rdna1d/more_fancy_hp.png). because it looks kinda amateurish (your words :P) and i just want make it a little bit less amateurish. |
16:44 |
BlockMen |
an that can only be small changes... |
16:45 |
celeron55 |
oh by the way, i noticed at some point that the minetest icon isn't really anywhere on the site |
16:45 |
celeron55 |
i wonder if that is a problem or not |
16:46 |
BlockMen |
i would like to have that downloadbox (with the icon) like on my first concept |
16:46 |
BlockMen |
*on mian page |
16:47 |
BlockMen |
-> https://dl.dropboxusercontent.com/s/z2xndupy27oqj3q/concept_hp_2-3.png |
16:50 |
celeron55 |
i think all of those are worse than the current |
16:51 |
celeron55 |
and refuse to continue telling whether things suck or not because i have other things to do |
16:52 |
BlockMen |
fine |
16:54 |
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16:55 |
kahrl |
the only thing I would change about the main page: when you click on the screenshots, display an enlarged version of the screenshot you clicked on (with a link to the screenshots thread) |
16:55 |
kahrl |
instead of going directly to the screenshot thread |
16:56 |
Calinou |
the "bunch of screenshots" thing is nice but very "inequal" |
16:56 |
Calinou |
I'd rather put screenshots in the same way, but with the same video settings for all of them |
16:56 |
Calinou |
gameplay + scenery |
16:56 |
Calinou |
and a few with mods |
16:58 |
BlockMen |
in my opinion the whole screenshot collection (1st pic) looks not good, but w/e |
17:00 |
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17:48 |
sfan5 |
the main menu buttons don't look quite right for me |
17:54 |
Calinou |
they look meh, on top of that, why would you want to play minimal :P |
17:55 |
RealBadAngel |
http://i.imgur.com/xngqHYo.png |
17:55 |
RealBadAngel |
i start to actually see anything :) |
17:55 |
sfan5 |
RealBadAngel: is that shader? |
17:56 |
RealBadAngel |
yup |
17:56 |
sfan5 |
\o/ |
17:56 |
VanessaE |
looking good |
18:01 |
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18:01 |
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18:09 |
celeron55 |
well you're free to improve the screenshot collection; or maybe replace it with a video or something |
18:10 |
celeron55 |
the main point of it is to be representative of everything that you can do with the game |
18:10 |
celeron55 |
or, in more proper words, with minetest |
18:11 |
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18:20 |
serengeor |
RealBadAngel, grats |
18:20 |
RealBadAngel |
thx for help serengeor |
18:26 |
serengeor |
np, haven't used irrlicht myself for quite a while now |
18:32 |
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18:40 |
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18:55 |
celeron55 |
doing the Something Different (tm) on minetest is somewhat more laborous than i thought; i'm switching to low gear on this |
18:55 |
celeron55 |
however, it seems to me that voxel area entities would be a real game maker |
18:56 |
Jordach |
celeron55, yup |
18:56 |
celeron55 |
this has been discussed on 4chan before; it's nothing new |
18:56 |
celeron55 |
but anyhow |
18:56 |
Jordach |
and its something we have that mc dont have yet |
18:56 |
Jordach |
(this it futuristically speaking) |
18:56 |
celeron55 |
well, there are reasons why others don't have it |
18:56 |
celeron55 |
it is that they aren't particularly easy to make |
18:57 |
celeron55 |
but anyhow, to someone who can do it and has time for doing it: everyone would love you if you did it |
18:57 |
Jordach |
just give it a 16^3 chunk to play with |
18:59 |
celeron55 |
i'd kind of like to do it myself, but i'm still almost continuously in this half-burnout state regarding to minetest and it'd just break me; i'll probably try to be gone for a while now again |
19:01 |
celeron55 |
but really, if one thinks of voxel area entities in terms of this rather than minetest_game, it makes it kind of totally desirable even in a very crude form: http://c55.me/random/2013-05/screenshot_1726656136.png |
19:03 |
celeron55 |
hmm... |
19:03 |
* celeron55 |
feels the spirit of 0.4 pushing him from the back |
19:12 |
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19:52 |
celeron55 |
hmm, yeah, i won't be continuing right now |
19:53 |
celeron55 |
i seriously have way too many game projects; now i just created like many more 8D |
19:53 |
celeron55 |
i need to learn finshing faster |
19:53 |
celeron55 |
+i |
19:53 |
Jordach |
terandim is waiting |
19:54 |
celeron55 |
yes and an another one in addition to that, and then there are many smaller projects |
19:55 |
celeron55 |
one thing i am wondering now is whether it's too much trouble for the distributions and people that currently like 0.3 that i fork it under a different name |
19:55 |
celeron55 |
i really want to do certain things that do not suit as a direct continuum for the stable 0.3 series |
19:56 |
celeron55 |
first of all, i want to remove all code that is restricted to LGPL, because this just allows it in a barely viable way |
19:57 |
celeron55 |
i rebased the whole thing the one evening and i can mass-rebase authors out of it, and it seems to work surprisingly well |
19:57 |
celeron55 |
(git is magic; it's magic and there is no doubt of it) |
19:58 |
sfan5 |
"git: 'magic' is not a git command. See 'git --help'." |
19:58 |
celeron55 |
it's inherent to all commands! |
19:58 |
sfan5 |
well, that makes sense |
19:59 |
Jordach |
celeron55, My Little Computer: Git is Magic |
20:00 |
celeron55 |
anyhow, i have way too many things to focus on and i am not getting anything done by trying to focus on everything; however, it's incredibly hard to choose which one to develop |
20:01 |
Jordach |
celeron55, russian roulette with the del key |
20:01 |
celeron55 |
in addition to that, everything i do is pretty much designed to last in time very well, so there's not even any kind of "oh no this is getting old" factor |
20:02 |
celeron55 |
in addition to that, i would very much like to develop something in finnish for a finnish audience, but how the hell am i going to find the time for that too?! |
20:03 |
celeron55 |
i need to permanently drop my day job and start working on the thing that is most likely to bring in some money so that i can continue with the others too |
20:03 |
celeron55 |
... |
20:03 |
sfan5 |
seems like you don't have enough time |
20:04 |
Jordach |
celeron55, procrastination FTW |
20:04 |
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20:05 |
celeron55 |
this mandatory army substitute slavery thing has consumed way too much time; i'm glad it ends in... oh, it ends in 7 weeks |
20:06 |
celeron55 |
that brings me to the sad subject that i should go to a dentist before this ends because this makes it free, but who wants that even for free... |
20:07 |
celeron55 |
uhm... this went terribly offtopic |
20:07 |
Jordach |
Chit-chat goes to #minetest. |
20:08 |
Jordach |
celeron55, free dental ftw |
20:08 |
* Jordach |
understands your pain |
20:12 |
celeron55 |
(the good thing is, these are the worst problems i have) |
20:16 |
Jordach |
celeron55, i have this bitch of a wisdom tooth |
20:19 |
celeron55 |
(i don't have much problems with my teeth, altough they are likely to recommend pulling out more than the one removed widsom tooth just because... they like to remove teeth i guess) |
20:20 |
Jordach |
i've always thought of making a tiny piano from the teeth ive lost |
20:27 |
celeron55 |
Jordach: might you be interested if i create a channel just for all of my other projects? :P |
20:27 |
Jordach |
sure. |
20:27 |
Jordach |
i still play JSBombers |
20:28 |
celeron55 |
does it still work? where is it even... |
20:28 |
Jordach |
celeron55, last time i played, it did |
20:31 |
celeron55 |
it has always needed the node.js server to be running and i don't think i have started it up since a reboot sometime 2011 or 2012 |
20:32 |
sfan5 |
http://jsbombers.mine.bz/ -> "It works! foo bar ..." |
20:32 |
* sfan5 |
would really like to try out jsbombers |
20:36 |
celeron55 |
started it :P |
20:36 |
celeron55 |
hmm, it doesn't seem to work |
20:36 |
sfan5 |
celeron55: XMLHttpRequest cannot load http://jsbombers.mine.bz:8081/socket.io/1/?t=1367613405850. Origin http://jsbombers.mine.bz is not allowed by Access-Control-Allow-Origin. |
20:37 |
celeron55 |
let's move this on to #8dromeda |
20:44 |
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20:54 |
sfan5 |
anyone against me commiting what is described here: http://forum.minetest.net/viewtopic.php?pid=88123#p88123 |
20:54 |
sfan5 |
(fixes the favorite server list on win) |
21:00 |
sapier |
where's the commit? |
21:01 |
kahrl |
sfan5: should I do the same with the code that reads modpack.txt/depends.txt/optdepends.txt? |
21:01 |
sfan5 |
does that code also use std::ios::binary? |
21:01 |
kahrl |
yeah |
21:02 |
sfan5 |
do that |
21:02 |
kahrl |
ok |
21:02 |
kahrl |
also how do I squash commits on an existing pull request? |
21:02 |
sapier |
git reset HEAD~(number of commits) |
21:02 |
sapier |
git add (every file) |
21:02 |
sapier |
git commit |
21:03 |
sapier |
git push origin --force |
21:03 |
sfan5 |
git rebase -i HEAD~2; change "pick" line of the commit that fixed something to "fixup"; git push -f |
21:03 |
kahrl |
hmm |
21:03 |
sfan5 |
^ thats how I do it |
21:03 |
kahrl |
okay I wasn't sure if I should force push something that others have already pulled |
21:03 |
sapier |
hmm sounds even more easy than the way I do it :) |
21:04 |
kahrl |
s/have/might have/ |
21:05 |
sapier |
https://github.com/minetest/minetest/pull/635 is still to be merged to fix memory leaks |
21:05 |
sfan5 |
random thing: core devs should have a special title on the forums |
21:05 |
sapier |
I know I'm telling this almost every day |
21:06 |
sapier |
why? |
21:08 |
sapier |
a title doesn't make a better coder or man ;-) |
21:10 |
sfan5 |
to be regognised easier |
21:11 |
sapier |
and why does a "core dev" have to be recognized on forum? |
21:11 |
sfan5 |
umm... |
21:12 |
sapier |
:-) I see .. .seams to me a mertitocracy thing |
21:13 |
sapier |
btw is there a schedule for 0.4.7? |
21:14 |
Calinou |
1) wait for 0gb.us to sleep, 2) make lava even less renewable, 3) release 0.4.7 |
21:14 |
Calinou |
<c-fifty-five> and there it is <c-fifty-five> our little release process |
21:14 |
Calinou |
:-) |
21:15 |
sapier |
:-( not quite convenient to make mods for |
21:16 |
hmmmm |
what?? who cares if someone's a core dev or not |
21:16 |
sapier |
I've tried to use some mods last days it's been very anoying to find out which one work with what version. As I do mobf myself I know it's not only modders to blame as it's very difficult to do mods for a specific version |
21:17 |
hmmmm |
if a core dev is really worthy of respect on the forum, they'd show it in the quality of their responses and what not |
21:17 |
hmmmm |
there's no schedule for 0.4.7 |
21:17 |
hmmmm |
but this time around, the feature freeze is going to be for an ENTIRE WEEK |
21:18 |
hmmmm |
i'll merge that itemdef thing later, gotta pass out for a couple hours |
21:18 |
sapier |
I know this discussion has been here for some time maybe a schedule would make life easier for modders |
21:18 |
hmmmm |
RBA, that screenshot looks pretty awesome |
21:19 |
* sfan5 |
waits for opinons whether "Optional dependencies" #697 should be merged |
21:20 |
hmmmm |
we were discussing how to pass variables to shaders in like a week ago, you might want to look up that conversation |
21:21 |
hmmmm |
i am going to need to pass along the color to mix with the node as well |
21:23 |
hmmmm |
why does straybytes keep CTCPing us |
21:23 |
sfan5 |
technically he CTCP PINGED #minetest-dev |
21:25 |
kahrl |
sfan5: I still have to remove std::ios::binary, make it ignore multiple symbols at the end of lines in (opt)depends.txt, and squash the commits |
21:25 |
sapier |
did you discuss irrlicht shader resource problem too? |
21:27 |
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21:27 |
sapier |
irrlicht doesn't support unloading of shaders |
21:31 |
PilzAdam |
<sfan5> anyone against me commiting what is described here: http://forum.minetest.net/viewtopic.php?pid=88123#p88123 <- definetly needed; you need to test this first, though |
22:01 |
kahrl |
sfan5, others: update https://github.com/minetest/minetest/pull/697 |
22:01 |
kahrl |
updated* |
22:04 |
* PilzAdam |
tests |
22:05 |
PilzAdam |
ummm... I will not test any cases of this patch |
22:06 |
PilzAdam |
oh, nice, it fixes the dependencies to game mods |
22:10 |
PilzAdam |
it seems to work fine |
22:13 |
PilzAdam |
kahrl, has another core dev already agreed to this? if yes then I can merge it now |
22:13 |
kahrl |
I think sfan5 did |
22:14 |
kahrl |
not to the newest version yet though |
22:14 |
PilzAdam |
yea, but you have only fixed the code |
22:14 |
PilzAdam |
I guess that counts ;-) |
22:30 |
PilzAdam |
also tested this: https://github.com/minetest/minetest/pull/686 |
22:31 |
PilzAdam |
I have set some mapblocks full of leaves with worldedit++ and it works fine |
22:31 |
PilzAdam |
(althought the saplings from the decaying leaves crashed my server...) |
22:31 |
PilzAdam |
-t |
22:32 |
kahrl |
heh |
22:35 |
Exio |
lol |
22:39 |
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22:46 |
PilzAdam |
these 2 seem to be fine too: https://github.com/minetest/minetest/pull/674 https://github.com/minetest/minetest/pull/627 |
22:54 |
PilzAdam |
ok, tested the first one: I spawned 1326 sand nodes in the air dug one of them, and all fall down correctly |
22:55 |
kahrl |
nice |
22:55 |
PilzAdam |
umm.. actually that works also without the patch |
22:56 |
* PilzAdam |
needs more sand |
22:56 |
Exio |
lol |
22:56 |
sapier |
there's a simple test for first one |
22:56 |
PilzAdam |
I already tried flying away and come back |
22:56 |
PilzAdam |
that one works |
22:56 |
sapier |
place an entity e.g. a cart somewhere and walk away until it's unloaded |
22:57 |
sapier |
then walk back to where the cart should be |
22:57 |
sapier |
ok |
22:58 |
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23:00 |
PilzAdam |
4725 sand nodes doesnt work in current master but it works fine with your patch |
23:01 |
sapier |
wow :-) didn't assume this patch helps in increasing numbers |
23:01 |
PilzAdam |
(except the FPS drop to 5, but thats unrelated) |
23:01 |
sapier |
lol |
23:01 |
kahrl |
huh, in clientserver.h the documentation for protocol version 20 has wrong message names |
23:01 |
kahrl |
I guess it wasn't updated when they were changed |
23:04 |
PilzAdam |
fixed |
23:06 |
Exio |
as you are trying pull requests PilzAdam, would you look at https://github.com/minetest/minetest/pull/439 ? |
23:07 |
PilzAdam |
we already have merged number 2 of this |
23:07 |
PilzAdam |
this needs a rebase |
23:09 |
PilzAdam |
number 1 is non trivial to merge since I have rewritten the new_style_water; and IIRC there is an easier way for 3 |
23:09 |
PilzAdam |
(enable a commented out line again IIRC) |
23:10 |
Exio |
ah |
23:10 |
PilzAdam |
this also only effects new_style_water |
23:10 |
PilzAdam |
oh, and flowing liquids |
23:12 |
PilzAdam |
hm, actually only flowing liquids are effected by number 1; so forget what I said about it |
23:12 |
PilzAdam |
it still needs a proper rebase |
23:13 |
PilzAdam |
it doesnt have a high priority though, since thats are only some minor visual changes |
23:14 |
PilzAdam |
-s |
23:16 |
Exio |
- what about closing https://github.com/minetest/minetest/pull/216 ? |
23:18 |
PilzAdam |
done |
23:19 |
PilzAdam |
Exio, anything else :-) |
23:19 |
Exio |
hehe |
23:20 |
PilzAdam |
I guess Im going to sleep now |
23:20 |
PilzAdam |
bye |
23:38 |
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