Time |
Nick |
Message |
00:21 |
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02:27 |
* jojoa1997 |
is away: Doing homework |
02:27 |
hmmmm |
thank you for telling us |
02:27 |
jojoa1997 |
this is for other channels |
02:27 |
jojoa1997 |
like for VanessaE |
02:28 |
VanessaE |
kaeza: interesting way to reproduce the wield item disappearing: Load up a bunch of map, then hit 'r'. the extra processing time needed for full view seems to disrupt it. |
02:28 |
VanessaE |
jojoa1997: setting your nick, or /away, affects all channels you're in on a particular network |
02:29 |
VanessaE |
(take this to #minetest) |
02:29 |
kaeza |
VanessaE, I see it can happen anytime under heavy load |
02:29 |
kaeza |
for example while loading map |
02:30 |
VanessaE |
yes |
02:30 |
VanessaE |
or rather, while building the meshes I bet |
02:30 |
kaeza |
but why should it affect that? |
02:31 |
kaeza |
I doubt anything related got changed in that commit |
02:31 |
VanessaE |
well, I'd guess meshes before map loading, I mean |
02:31 |
VanessaE |
since displaying full view range surely involves a similar code path |
02:35 |
* jojoa1997 |
is back (gone 00:08:18) |
02:35 |
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02:43 |
VanessaE |
Can someone please add a drawtype or a flag or something that prevents textures from being rotated to follow facedir? |
02:45 |
RealBadAngel |
what for? |
02:46 |
VanessaE |
so that for example slabs, stairs, etc. still look exactly the same as they did before they were converted to use 6d facedir |
02:48 |
RealBadAngel |
whats the difference? |
02:48 |
RealBadAngel |
textures are rotated only by one piece of code |
02:48 |
RealBadAngel |
for all kind of nodes |
02:48 |
VanessaE |
wait |
02:48 |
VanessaE |
lemme explain |
02:49 |
VanessaE |
before 6d, stairs/slabs were defined explicitly - a bottom slab was different from a wall slab, but both were cut from the same texture orientation, so for example wood ran horizontally in both |
02:49 |
VanessaE |
now a wall slab might have wood running vertically, while a bottom slab runs horizontally, while a ceiling one has the textures upside down |
02:49 |
VanessaE |
for stairs/slabs, this is undesirable in practice. |
02:51 |
VanessaE |
the walls of my in-game home were negatively affected by this, because they're made mostly of wall slabs |
02:52 |
RealBadAngel |
apply rotations to flipped nodes then |
02:52 |
VanessaE |
no |
02:53 |
VanessaE |
allow a flag/drawtype/something that does not rotate the textures. |
02:53 |
RealBadAngel |
they were always rotated |
02:53 |
VanessaE |
I think a flag is best, e.g. allow_texture_rotate = bool (default true) |
02:53 |
RealBadAngel |
i mean old facedir |
02:53 |
VanessaE |
sure, for old facedir, but with 6d things get flipped upside down, turned vertically, etc. |
02:55 |
VanessaE |
s/things/textures/ |
02:55 |
RealBadAngel |
so basicaly you dont want disabling but 6d nodebox rotations with old facedir rotations of textures |
02:55 |
VanessaE |
yes, basically. |
02:55 |
VanessaE |
this would mostly only be useful for stairs and slabs and the like, where textures will generally be the same on all sides anyway. |
02:55 |
RealBadAngel |
weird request |
02:56 |
VanessaE |
not relaly |
02:56 |
VanessaE |
not really* |
02:56 |
VanessaE |
in practice, it will improve things considerably, especially for structures built before 6d |
03:25 |
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07:06 |
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08:55 |
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09:45 |
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10:12 |
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10:27 |
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11:03 |
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11:37 |
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11:39 |
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BlockMen joined #minetest-dev |
11:39 |
BlockMen |
hi |
11:40 |
VanessaE |
hey |
11:40 |
BlockMen |
the warning of Minetest when two mods with same name are found should be reworked |
11:40 |
BlockMen |
it even appears if the mod is deactivated |
11:40 |
BlockMen |
and it kinda sucks when overriding a default mod |
11:45 |
celeron55 |
it is designed to not say anything if it overrides a default mod |
11:45 |
celeron55 |
dunno if somebody blew it, but it will warn only if there are two on the same level |
11:45 |
celeron55 |
(as per design) |
11:46 |
celeron55 |
there could be a bug in there or a bug when stuff is deactivated |
11:47 |
PilzAdam |
"If mods are not loaded due to name conflicts, warnings will be printed to infostream." seems like its printed to errorstream |
11:49 |
PilzAdam |
https://github.com/minetest/minetest/commit/969d2b3eb1f30e257823d9220697e47735be68e3#L2R310 |
11:51 |
BlockMen |
PilzAdam, exactly that msg i mean |
11:56 |
kahrl |
hi |
11:58 |
kahrl |
I put that message in there in case somebody overrides a mod by mistake, comes to the forum to ask for help, is asked for debug.txt |
11:58 |
kahrl |
it isn't meant to be shown on the screen every time, I forgot errorstream does that |
12:01 |
BlockMen |
kahrl, ah ok |
12:01 |
BlockMen |
can you fix that? |
12:01 |
BlockMen |
PilzAdam, -> https://github.com/minetest/minetest_game/pull/159#issuecomment-18204240 |
12:02 |
PilzAdam |
BlockMen, there is a reason why it works like that |
12:03 |
BlockMen |
and why dont you write that reason then instead of asking "why?" |
12:04 |
PilzAdam |
well, the reason is that there is no reason to remove it |
12:04 |
kahrl |
the thing is that infostream and verbosestream are hidden by default, actionstream doesn't fit because it's not an "action" |
12:04 |
kahrl |
so that leaves errorstream and dstream, and I try to avoid dstream so I used errorstream here |
12:04 |
PilzAdam |
kahrl, its an "action" of the second mod to override the first mod |
12:05 |
PilzAdam |
bbl |
12:05 |
BlockMen |
PilzAdam,huh? what sort of reason is that? what if i place snow and dont want it anymore? your "argument" makes no sense. |
12:05 |
kahrl |
hmm okay |
12:06 |
kahrl |
I see similar things logged to actionstream but mostly it's "played joined" "player digs" "player places" "player punches" |
12:06 |
kahrl |
should I change it to actionstream? |
12:06 |
BlockMen |
kahrl, +1 |
12:08 |
BlockMen |
PilzAdam, and furthermore. the game aims to be a bit realistic. and what is under snow? at least no dirt with snow (or only a few hours). |
12:18 |
BlockMen |
and to the "no difference", here -> https://github.com/minetest/minetest_game/pull/160#issuecomment-18204957 |
12:20 |
PilzAdam |
BlockMen, both ways are good, we (VanessaE and me) decided to choose the current way |
12:20 |
PilzAdam |
changing it just for the sake of changing isnt good |
12:20 |
PilzAdam |
2 weeks later someone else can come along and open a pull request to change it again |
12:21 |
BlockMen |
first. what are you talking about now. the snow or the logo? |
12:21 |
PilzAdam |
snow |
12:22 |
BlockMen |
ok, but tell me. why shouldnt it be a bit realistic? |
12:22 |
BlockMen |
why is lava infinite now? |
12:22 |
BlockMen |
*finite |
12:22 |
PilzAdam |
what is not realistic in the current wy? |
12:22 |
BlockMen |
ok, tell me what is under snow |
12:22 |
BlockMen |
in RL |
12:22 |
PilzAdam |
have looked at the dirt_with_grass block? |
12:23 |
PilzAdam |
its exactly the same |
12:23 |
PilzAdam |
do you also want to turn it into dirt when diggin default:grass on top of it? |
12:23 |
VanessaE |
PilzAdam: farming textures (link in #minetest) |
12:24 |
VanessaE |
BlockMen: typically, either dirt or grass, depending on your particular region of the world. |
12:24 |
BlockMen |
no, its not the same. when u remove grass (like "mähen") thee is still grass (dirt with grass) |
12:24 |
BlockMen |
but under snow is always grass or dirt (but that only if it was grass already) |
12:24 |
BlockMen |
*no grass |
12:25 |
VanessaE |
I've seen snow atop bare dirt even where said dirt has grass in the summer, and I've seen it atop what looks like fresh, green grass. I've also seen tall grass growing right out of the snow before too. |
12:25 |
VanessaE |
most commonly, it'll be snow atop tan-colored dead grass |
12:26 |
VanessaE |
so if you wanted to be as realistic as possible, you'd need to recolor the dirt-with-snow-and-grass textures to be a bit tan. but that's overkill I thinl |
12:26 |
VanessaE |
think* |
12:26 |
BlockMen |
Vanessa, true. but dirt_with_grass is more realistic than dirt_with_snow |
12:27 |
BlockMen |
*in comparision to tan-colored grass |
12:28 |
BlockMen |
and it just makes no sense to keep the dirt_with_snow when a player diggs the snow |
12:29 |
BlockMen |
because it shows ...the player want to remove (that why he diggs it) |
12:30 |
BlockMen |
another way could be an abm for dirt_with_snow but that would be worse for perfomance |
12:31 |
proller |
i think snow must be leveled as floating water with melt ability |
12:32 |
PilzAdam |
BlockMen, dirt_with_snow is actually exactly like dirt_with_grass but with snow in the grass; its like plowing the snow layer on top a grass field IRL |
12:33 |
PilzAdam |
there will always be snow in the grass that you cant remove |
12:35 |
BlockMen |
PilzAdam,excuse me? where is the grass in the snow exactly? -> https://f.cloud.github.com/assets/3742497/541535/0890e1c6-c20e-11e2-9b05-480a88e74079.png |
12:35 |
BlockMen |
and that way you describe make it to complicated for this game |
12:35 |
BlockMen |
can you clearly say where the problem is to ass this because it kinda sucks to remove the dirt too when i just want to remove the snow? |
12:36 |
VanessaE |
BlockMen: make a mod that includes a heat gun :) |
12:36 |
VanessaE |
melt the snow, get a grass block back. :) |
12:36 |
VanessaE |
but it'll *still* need to be dead grass imho |
12:37 |
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12:37 |
BlockMen |
at least dead grass would make most sense |
12:38 |
BlockMen |
but then it needs an abm (or scriptside like dirt->dirt_with grass) to turn dead->grass |
12:39 |
VanessaE |
isn't dirt -> dirt with grass already handled by an abm? |
12:39 |
iqualfragile |
i think so |
12:40 |
iqualfragile |
where is the code wich makes saplings grow into trees?, i could not find it… |
12:40 |
VanessaE |
then adding one more node to the 'nodenames' param would be entirely trivial |
12:40 |
BlockMen |
VanessaE, no it is somewhere hard coded |
12:40 |
VanessaE |
iqualfragile: hard-coded in C++ somewhere |
12:40 |
BlockMen |
IIRC |
12:40 |
VanessaE |
BlockMen: oh, damn |
12:43 |
BlockMen |
but in my opinion that would get overrealistic for this game. it should be a simplified realistic |
12:43 |
BlockMen |
like digging nodes. try to punch a tree with bare hand in RL |
12:44 |
VanessaE |
BlockMen: it'll break if it's think enough ;-) |
12:44 |
VanessaE |
thin* |
12:45 |
BlockMen |
and where are these thin trees in Minetest :P |
12:46 |
VanessaE |
you haven't coded them yet *ducks* |
12:46 |
BlockMen |
i thought thats your part (more trees)? |
12:48 |
* BlockMen |
is afk |
12:48 |
kahrl |
so, any objections? https://gist.github.com/kahrl/5619535 |
12:53 |
PilzAdam |
kahrl, seems good |
12:53 |
sfan5 |
kahrl: seems fine |
12:55 |
* BlockMen |
bk |
12:56 |
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12:57 |
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12:57 |
BlockMen |
kahrl, very good |
12:57 |
BlockMen |
thx |
13:34 |
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13:56 |
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14:01 |
PilzAdam |
sooooo, the farming mod is ready: https://github.com/PilzAdam/minetest_game/commits/farming |
14:01 |
PilzAdam |
https://gist.github.com/PilzAdam/5613541 |
14:02 |
PilzAdam |
can I push it? |
14:04 |
VanessaE |
you forgot to say 'please' ;) |
14:05 |
ruben|revising |
Give me a piece of cake and I will agree |
14:05 |
PilzAdam |
/give ruben|revising food:cake |
14:05 |
* VanessaE |
hands ruben|revising a moretrees acorn muffin |
14:05 |
ruben|revising |
food_cake:choco |
14:05 |
ruben|revising |
:P |
14:06 |
ruben|revising |
Thanks |
14:37 |
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14:41 |
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14:53 |
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15:09 |
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15:10 |
VanessaE |
someone give PilzAdam the go-ahead on that farming code please. he's waiting on whoever, I'm waiting on him so I can push an update to plantlife and my husband's waiting on me to go do stuff :P |
15:11 |
PilzAdam |
VanessaE, can you draw a diagram? |
15:11 |
VanessaE |
heh |
15:11 |
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15:26 |
VanessaE |
bbl |
15:37 |
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15:48 |
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16:16 |
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16:24 |
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16:34 |
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16:48 |
PilzAdam |
I guess I push farming now since nobody is complaining |
17:07 |
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17:20 |
Zeg9 |
oh nice, farming in main game :D |
17:21 |
Zeg9 |
PilzAdam: what about cotton plant and cotton flowers? |
17:23 |
VanessaE |
Zeg9: I already have a commit to plantlife waiting to go up when he pushed farming through |
17:23 |
VanessaE |
pushes* |
17:23 |
VanessaE |
afk |
17:24 |
Zeg9 |
Oh. /me thought cotton was in default flowers, but now that github loaded I saw it was not... |
17:36 |
* iqualfragile |
thinks that the similarity to minecraft might get too big… |
17:37 |
* iqualfragile |
thinks minetest should use the height to create a clear distinction |
17:41 |
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18:06 |
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18:22 |
celeron55 |
iqualfragile: sit down and do it! |
18:22 |
celeron55 |
except that it will probably conflict with some people's long-time development... |
18:28 |
VanessaE |
back |
18:38 |
sapier |
any known issues with formspec mainmenu someone? |
18:38 |
RealBadAngel |
i had two, but you have them fixed |
18:40 |
sapier |
:-) ok so if there's no new issue until tomorrow I'm gonna squash it again in preparation of merge |
18:40 |
sapier |
I'm testing new formspec elements from within game atm it's working quite fine :-) |
18:41 |
RealBadAngel |
do so, i would like to add some video settings and would love to get them easily added |
18:42 |
sapier |
I guess I need to add a new formspec element to set fixed size ingame too |
18:43 |
sapier |
at least for tabs autoscaling formspecs aren't reallly good ... maybe someone has a better idea |
18:51 |
RealBadAngel |
we will see if its any good when tryin to add new content i guess |
18:52 |
sapier |
I've just replaced mobf_settings gui by new elements ... have been able to reduce formsize by 50% |
19:22 |
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19:25 |
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20:10 |
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20:11 |
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20:52 |
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21:38 |
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21:40 |
PilzAdam |
Taoki, http://forum.minetest.net/viewtopic.php?id=6038 |
21:40 |
Taoki |
Normally, they export the material divived and apply multiple textures in Lua like you do on any block |
21:43 |
sapier |
model textures are quite special normaly minetest doesn't find them due to path missmatch |
22:37 |
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22:51 |
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22:57 |
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23:27 |
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