Time |
Nick |
Message |
02:15 |
|
NakedFury joined #minetest-dev |
05:04 |
|
OWNSyouAll joined #minetest-dev |
05:11 |
|
nore joined #minetest-dev |
06:27 |
|
celeron55 joined #minetest-dev |
07:32 |
|
Ritchie joined #minetest-dev |
08:10 |
|
Calinou joined #minetest-dev |
08:44 |
|
Akien joined #minetest-dev |
08:58 |
|
PilzAdam joined #minetest-dev |
09:01 |
|
Kray joined #minetest-dev |
09:13 |
troller |
13:13:19: ERROR[main]: ERROR: An unhandled exception occurred: Player::deSerialize(): PlayerArgsEnd of player "_Hawkeye.~mt" not found |
09:14 |
troller |
after no free space lot of *.~mt files |
09:15 |
PilzAdam |
are the real player files corrupted? |
09:18 |
troller |
no |
09:19 |
troller |
real ok, but minetest tries to load all files |
09:19 |
troller |
must skip ~mt |
09:19 |
troller |
and skip 0-sized files |
09:20 |
PilzAdam |
skipping ~mt files should be easy |
09:20 |
PilzAdam |
though I dont see why we should skip empty files, the user should know if files are corrupted |
09:28 |
celeron55 |
the temporary files should definitely be skipped |
09:37 |
|
Jordach joined #minetest-dev |
09:37 |
|
Jordach_ joined #minetest-dev |
09:59 |
|
ImQ009 joined #minetest-dev |
10:25 |
nore |
https://github.com/minetest/minetest/pull/946 |
10:26 |
nore |
could someone check it? |
10:30 |
|
deltib joined #minetest-dev |
11:37 |
|
pitriss joined #minetest-dev |
11:41 |
|
ImQ009 joined #minetest-dev |
13:06 |
|
hmmmm joined #minetest-dev |
13:08 |
|
chlue joined #minetest-dev |
13:13 |
|
Zeitgeist_ joined #minetest-dev |
13:22 |
|
Gethiox2 joined #minetest-dev |
14:17 |
|
zat joined #minetest-dev |
14:22 |
|
iqualfragile joined #minetest-dev |
14:25 |
|
iqualfragile joined #minetest-dev |
14:31 |
|
Calinou joined #minetest-dev |
14:33 |
|
iqualfragile joined #minetest-dev |
14:43 |
|
ImQ009 joined #minetest-dev |
14:47 |
|
iqualfragile joined #minetest-dev |
14:50 |
|
ImQ009 joined #minetest-dev |
15:01 |
|
iqualfragile joined #minetest-dev |
15:41 |
|
OWNSyouAll joined #minetest-dev |
16:09 |
|
mrtux-mobile joined #minetest-dev |
16:10 |
|
mrtux_ joined #minetest-dev |
16:22 |
|
mrtux-mobile joined #minetest-dev |
16:23 |
|
mrtux joined #minetest-dev |
16:36 |
|
OWNSyouAll joined #minetest-dev |
16:38 |
|
Miner_48er joined #minetest-dev |
17:32 |
Sokomine |
while working on https://github.com/minetest/minetest/pull/951, i saw how the diffrent drawtypes are translated into triangles for the graphics engine. i wonder if it might be intresting to add a triangle-like drawtype similar to nodeboxes to the engine |
17:34 |
Sokomine |
such a drawtype would drasticly alter how the game may look like - but that's something players like to do already with blocks from the cnc machine or with the 3d shingles. only exception is that those need to use plenty of nodeboxes to simulate a smooth surface |
17:35 |
Sokomine |
for collusion detection, a standard nodebox-like collision box is more than enough. collusion can be stair-like (=you can move up without jumping), but it would look smooth |
17:35 |
zat |
collusion should be illegal in the game |
17:36 |
Sokomine |
then we'd drop through the ground :-) |
17:36 |
zat |
that would be collision |
17:41 |
PilzAdam |
non-cubic drawtypes are nice and stuff, but I dont really think they are in the scope of a voxel engine |
17:44 |
|
celeron55 joined #minetest-dev |
17:57 |
VanessaE |
then none of the existing plants are either....... |
17:57 |
VanessaE |
:P |
18:03 |
nore |
Could someone check that pull? https://github.com/minetest/minetest/pull/946 |
18:41 |
|
werwerwer_ joined #minetest-dev |
18:58 |
VanessaE |
I'd like to submit this simple bit of 6d facedir code for inclusion in builtin: |
18:58 |
VanessaE |
https://github.com/VanessaE/homedecor/blob/master/lib_6d.lua |
18:58 |
VanessaE |
automatic prediction/rotation of a facedir-capable node to sit on a wall, ceiling, or floor. |
18:58 |
nore |
and about 6d facedir, it should be god if someone could merge this: https://github.com/minetest/minetest/pull/946 |
18:59 |
nore |
(fix for minetest.facedir_to_dir) |
19:11 |
Sokomine |
would be good if it gets merged, yes |
19:12 |
Sokomine |
also: what has to be done in order to get something merged? i'd like my pull request #951 added :-) |
19:12 |
Sokomine |
i hope it meets the standards now? |
19:13 |
Sokomine |
those rotating windmill wings in my singleplayer world look really fine :-) i'd love to see them on servers. but that can only happen when the pull request is merged... |
19:21 |
troller |
Sokomine, my 8xx first! |
19:22 |
celeron55 |
Sokomine: have you tested that the torchlike drawtype doesn't clip through the wall when scaled? |
19:22 |
celeron55 |
or should it do that? |
19:23 |
celeron55 |
this seems like not a trivial decision to me |
19:25 |
celeron55 |
i don't care if someone merges it right now even, but i'm too lazy |
19:26 |
Sokomine |
it will go through the wall if scaled. that's something the placer has to worry about. in a way it's even intended to do so - allows to use such rotating textures under water |
19:28 |
Sokomine |
the center of the torchlike- and signlike-nodes scaled to a size larger than one remains at the center of the node. that's a slightly diffrent behaviour from that of plantlike, as i tried to express in the comment for te lua_api.txt |
19:29 |
Sokomine |
what you can do with it is something like this: http://mg.viewskew.com/u/sokomine/m/screenshot-2590584915/ (well, needs another texture for a waterwheel) or this: http://mg.viewskew.com/u/sokomine/m/screenshot-2575464122/ |
19:30 |
Sokomine |
the wings of the windmill rotate, and that improves the impression one gets from the game |
19:30 |
Sokomine |
we do need further textures that use animated images for such drawtypes to add variety. tv screens and other things would also work well |
19:31 |
VanessaE |
<PilzAdam> not boxy enough. The blades should be square. </PilzAdam> |
19:31 |
Sokomine |
troller: 8xx? |
19:32 |
Sokomine |
even the current plantlike-drawtype may have some issues there; i wondered once in a while what those green spots where that shone through a wool house. turned out it was a large plant :-) |
19:33 |
Sokomine |
but that's ok. builders can accomodate for that or live with it |
19:34 |
VanessaE |
celeron55: any opinions on that bit of code I linked to? |
19:49 |
troller |
Sokomine, my oldest ready pull is 882, waiting 2+ months |
19:50 |
Sokomine |
oh. hope mine doesn't take that long. guess your pull request is something more complex? |
19:51 |
Sokomine |
i've talked to vanessa and let her explain where her code already takes effect. servers worth building on do use moreblocks/stairsplus and homedecor, and those two already seem to use the code vanessa pointed to |
19:52 |
|
Miner_48er joined #minetest-dev |
19:52 |
Sokomine |
making it universal so that the behaviour of other nodes that respect 6d facedir can be handled the same way by players sounds reasonable |
19:52 |
VanessaE |
the code I linked to is used in homedecor, technic, moreblocks/stairsplus, steel, and ilights |
19:53 |
Sokomine |
moreblocks/stairsplus most likely has the largest number of nodes (stairs, panels, slabs, ...) that make use of the code |
19:54 |
VanessaE |
homedecor's, ilights, and steel should all be functionally identical. I don't know if the one in technic is different. The one in moreblocks/stairsplus has an extra check for the 'sneak' key to force blocks to be placed as wall-oriented when they otherwise wouldn't do so. |
19:54 |
Sokomine |
and anyone coming into contact with it will most likely do so through moreblocks/stairsplus. if other 6d-facedir-nodes express a diffrent behaviour, that might confuse players |
19:54 |
VanessaE |
-('s) |
19:55 |
VanessaE |
I'm not at all opposed to adding an extra field to that ^^^ code for a force-to-wall function like what is in moreblocks. |
20:11 |
|
Taoki_1 joined #minetest-dev |
20:11 |
* Sokomine |
catches one of those griefers who build cobble structures around peacefully idling people and points him to celeron55 :-) |
20:13 |
Sokomine |
celeron55: feel free to test how that drawtype looks like. you can find a mini-mod that makes usage of it and has a nice animated texture (not done by me) under https://github.com/Sokomine/windmill |
20:13 |
Sokomine |
for mods that do not set visual_scale, nothing changes |
20:14 |
|
zat1 joined #minetest-dev |
20:15 |
Sokomine |
without the pull request applied, the animated texture will not break either - it will only be 1 node in diameter instead of (in my windmill-example) 6 nodes wide |
20:17 |
|
zat2 joined #minetest-dev |
20:18 |
|
celeron55 joined #minetest-dev |
20:20 |
|
djdduty joined #minetest-dev |
20:25 |
|
ImQ009 joined #minetest-dev |
20:37 |
|
neko259 joined #minetest-dev |
20:40 |
|
iqualfragile joined #minetest-dev |
20:56 |
|
Gethiox2 joined #minetest-dev |
21:05 |
troller |
946, 951 added to =next |
21:23 |
|
iqualfragile joined #minetest-dev |
21:33 |
Sokomine |
what does that mean? that it will be part of the upcomming release? or treated later on? |
21:33 |
VanessaE |
that's his fork of my |
21:33 |
VanessaE |
mt* |
21:33 |
Sokomine |
aah |
21:34 |
Sokomine |
fine :-) but it ought to be part of the main branch as well |
21:41 |
troller |
its not fork, its like patch set |
21:43 |
VanessaE |
you can compile and run it independently of upstream, ergo it's still a fork :P |
22:24 |
|
Weedy joined #minetest-dev |
22:26 |
|
Weedy joined #minetest-dev |
23:41 |
|
OWNSuAll joined #minetest-dev |
23:54 |
|
Taoki joined #minetest-dev |