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IRC log for #minetest-dev, 2013-10-13

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All times shown according to UTC.

Time Nick Message
02:15 NakedFury joined #minetest-dev
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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
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10:25 nore https://github.com/minetest/minetest/pull/946
10:26 nore could someone check it?
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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
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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
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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
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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.
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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
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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
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21:05 troller 946, 951 added to =next
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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
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