Time |
Nick |
Message |
00:00 |
Taoki |
One that comes to mind, if suggestions are ok: Make rain and snow blend, so you get both combined in some circumstances. Namely when temperatures are just around 0C... maybe between -5 and 5 or so |
00:01 |
proller |
density depends on humidity - N1 in my todo (and grow speed) |
00:01 |
proller |
better -2 +2 |
00:02 |
proller |
but need to reduce density |
00:05 |
Taoki |
I'm most concerned about how we could get some good particles working. Possibly which decrease FPS less, and also don't use the player's light position as a trigger |
00:07 |
Taoki |
Even on local server they are lagging and barely following me. But engine changes would likely be needed |
00:10 |
proller |
what use instead of light? |
00:13 |
Taoki |
I was thinking of a way for each particle to detect if that position is under the sky. So even if you're inside your house, you can see it raining / snowing outside. Or if you're outside you don't see weather in your house |
00:18 |
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00:21 |
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00:22 |
proller |
many spawners around - good idea |
00:26 |
Taoki |
Yes. There could be more than one spawner. Perhaps the script can have a number as an option, which dynamically defines a circle of spawners around the player. Each spawner detects the light value at its own X and Z position but the player's Y position |
00:29 |
Taoki |
proller: An additional idea: There could be many spawners from the player's origin toward the radius of the circle. The closer ones spawn more particles, while the further ones less. This could maintain the visual effect while decreasing the performance less |
00:29 |
Taoki |
Sort of a LOD system |
00:30 |
proller |
8 spawners around |
00:31 |
proller |
need to try |
00:32 |
Taoki |
I was thinking something like this: 4 spawners in a circle close to the player. Then, another circle of maybe 6 spawners, further from the player. Then an even larger circle of 48even further. The further ones generate less particles than the closer ones |
00:32 |
Taoki |
and of course, each analyzes the light value at its position |
00:35 |
Taoki |
I'd make the number of circles and the amount of spawners in each a value anyone can tweak, however. Lua can generate the circles using those values |
00:36 |
Taoki |
proller: Biggest other problem is that they still seem to follow the player server-side. I remember the function to attach particle spawners to entities was added some time ago. If that's correct it should be very good news for this |
00:39 |
Taoki |
proller: Lastly, the particles should only face the camera horizontally, not in all directions. For snow it isn't a problem, but for rain it's not the same: When you look forward you see rain falling properly, but when you look straight up you see panels of blue lines coming toward you. |
00:39 |
Taoki |
I hope this helps. Sorry I can't do more than just talk and suggest things, but maybe at least that helps the progress of the mods :) |
00:41 |
proller |
about facing was pull |
00:42 |
Taoki |
Oh. Does the current code allow for particles to optionally face only horizontally? |
00:42 |
proller |
yes |
00:42 |
proller |
https://github.com/Jeija/minetest-mod-weather/commit/b2195be04677ba5a8cd3137c8a6de23780b90ff8 |
00:42 |
Taoki |
Nice! If you can set that in the weather mod it should fix the rain problem :) |
00:42 |
proller |
need to merge it in my mod |
00:42 |
Taoki |
For snow it might look good staying as it is tho |
00:43 |
Taoki |
Which I see is what that commit does... only adds it to rain. Sweet :) |
00:44 |
Taoki |
So if the indoor issue and lag as the particles follow the player can be solved, I'd say it's as good as it can get and totally should be merged :) |
00:45 |
Taoki |
Anyway, need to go now. Good luck with the changes, and congrats on the great work so far! If you add anything new tonight I'll pull again and check tomorrow how it works |
02:43 |
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03:34 |
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03:34 |
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03:34 |
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06:23 |
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07:32 |
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08:43 |
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09:26 |
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10:11 |
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12:13 |
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12:32 |
Taoki |
Anyone know if particle spawners can be attached to entities client-side in latest master? IIRC that feature was added long ago, but I wasn't sure |
12:38 |
Taoki |
Asking for the weather mod. The spawner currently has to follow the player server side, which is horrible for reasons I don't need to mention. Someone merge requested a fix months ago, but I don't remember if it got in. |
12:46 |
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12:51 |
Taoki |
No info on my question at all? Not sure where to look myself since the GIT logs are big and this was a while ago |
13:10 |
Taoki |
Ok, I'm not seeing it documented in lua_api.txt... |
13:15 |
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13:21 |
Taoki |
https://github.com/minetest/minetest/issues/567 Ahhh, not merged yet! D: |
13:22 |
Taoki |
So yeah, that answers the question |
13:23 |
Taoki |
proller: ^ Can you add that to Next please? Not now, but when you have time to work on MT again today |
13:42 |
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20:52 |
VanessaE |
The settings option that disables particles...is that not also supposed to disable particle spawners? |
20:52 |
VanessaE |
or was it meant only to disable digging particles? |
21:02 |
Exio4 |
"I told you to run the latest GitHub" |
21:02 |
Exio4 |
wat |
21:03 |
thexyz |
is this so hard to understand? |
21:03 |
Exio4 |
latest github? makes no sense, latest git .. is other thing :P |
21:04 |
thexyz |
oh so you actually got it and decided to be picky |
21:04 |
Exio4 |
:P |
21:06 |
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23:13 |
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23:35 |
Taoki |
https://forum.minetest.net/viewtopic.php?pid=114007 I'm looking for an experienced programmer to help with a code, for a mode which will likely be pretty awesome if I ever get it done. See post #4 specifically. |
23:35 |
Taoki |
**mod |
23:46 |
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