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Nick |
Message |
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06:01 |
daspork |
im embarrassed to submit my patch :P |
06:06 |
daspork |
im not finished but its coming along. I read through the guidelines about submitting code and its pretty heavy on making sure people in #minetest-dev know what you are working on so you dont waste your time. |
06:11 |
daspork |
So to clearly spell it out: I wanted pipes and wires like those included with the technic stuff via various mods. Upon looking at what was in the modding forum I saw that from the scripting side it seemed people were generating all the combos of pipe/wire and replacing the node with one that looks right whever one is placed next to a like node. I didnt want to have so many block IDs so I wrote a draw type that borrows most of its code from the |
06:11 |
daspork |
nodebox. It determines what segments to draw at runtime, but as far as the server knows its just the same old block. I have been implimenting it as close to the style of the things around it as possibe, and lots of it is copy paste like the texture coords. |
06:11 |
daspork |
Here is what it looks like in its current state: http://i.imgur.com/l9xqPKu.png |
06:12 |
daspork |
Thats just 2 node types one for the pipe and one for the wire. |
06:12 |
daspork |
The collision and picking is the same as NDT_ALLFACES. |
06:14 |
daspork |
Currently how it's used in lua is still rough and ugly. I'm still supplying all the geometry instead of just rotating the pieces: http://putco.de/OTk.lua |
06:14 |
daspork |
Thoughts/comments/suggestions/cease and desist? |
06:20 |
daspork |
for my use it only needs to support normal square wiring and pipe, but I think I can extend it to allow omre complex geometry like the ones in VanessaE's pipeworks mod. I'd like to get a nod from someone that matters before I spend a whole lot more time on it. |
06:21 |
daspork |
I have some questions about how to impliment a coupld of things like `is this ok to put here` etc, but ill wait for that nod |
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15:12 |
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15:40 |
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15:40 |
eraldev |
hello |
15:41 |
daspork |
hi |
15:41 |
eraldev |
help me please |
15:41 |
eraldev |
how to setting up a minetest server on ubuntu? |
15:42 |
daspork |
https://github.com/minetest/minetest/blob/master/README.txt |
15:43 |
eraldev |
compiling on GNU/Linux? |
15:47 |
daspork |
It links the wiki and forums etc at the top |
15:47 |
daspork |
and there is a doc directory |
15:49 |
eraldev |
i have a problem |
15:49 |
eraldev |
loading stop on loading nodes |
15:52 |
daspork |
pastebin the log |
16:24 |
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16:35 |
eraldev |
daspork, http://pastebin.com/cGi43KFc |
16:41 |
ShadowNinja |
eraldev: You should take this to #minetest. |
16:45 |
ShadowNinja |
daspork: Seems good. Bonus points if you get it to work with mesecons routing. :-) |
16:49 |
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16:57 |
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17:12 |
VanessaE |
screw mesecons routing - use extrawires routing instead ;) |
17:16 |
daspork |
Honestly what im working on is `cloning` the parts of the tekkit modpack me and my friends like to play with as faithful as possible. We have been playing it together for years but its old and crusty now. afiak I could get it to work with anything. |
17:18 |
daspork |
extra wires? |
17:20 |
daspork |
ahh google kept mangling my search. |
17:20 |
VanessaE |
one sec, lemme find it |
17:21 |
VanessaE |
https://github.com/Novatux/wires |
17:21 |
VanessaE |
this should be it |
17:21 |
daspork |
Totally possible to use this to simplify that. One of the things I wanted out of this was to have `redwire` |
17:22 |
VanessaE |
this makes mesecons wires crawl up the sides/undersides of blocks, like redpower wires do |
17:22 |
VanessaE |
they go every which way but loose with this mod |
17:22 |
VanessaE |
but it adds like 700 new nodes |
17:22 |
daspork |
yeah. the above does it with a single node in like ~30 lines. |
17:23 |
daspork |
I made it to try and simplify exactly that for errbody |
17:23 |
VanessaE |
*nod* |
17:24 |
VanessaE |
RBA was going to do a drawtype fairly similar to what you've done, so I think you're code is wanted |
17:24 |
VanessaE |
though whether you've done it in the exact way that is wanted is a different matter :) |
17:25 |
daspork |
Yeah thats what I wanted to discuss it. |
17:25 |
VanessaE |
frankly, I like how you've done it - I like the flexibility of being able to specify how each branch of the node should look, but I don't see how that would be applicable to that mesecons wires addon |
17:25 |
daspork |
I nee no resason to just half ass is |
17:26 |
daspork |
it* |
17:27 |
daspork |
id really need to see a screen shot of the mesecon wires. |
17:28 |
VanessaE |
stand by one |
17:29 |
daspork |
Sorry im a little behind stuck using 4g at home.... |
17:29 |
daspork |
the thing it would help is specifying only one node and a smaller amount of geometry. |
17:30 |
daspork |
nobody wants to be using string formatting to pick one of 700 nodes |
17:32 |
VanessaE |
hm, the mod needs a rewrite, nore's pointing mechanics don't work anymore :-/ |
17:33 |
VanessaE |
the wires can't properly turn h->v corners anymore *grumble* |
17:33 |
daspork |
I almost have all the rotation part working so to define it you would just pass the gometry for one half-length wire and it should do the rest |
17:34 |
daspork |
or pipe or w/e |
17:34 |
VanessaE |
pipes also require a center "sphere" to make the bend |
17:35 |
daspork |
aye. as it works now you have a center. havent figured out how I want to group the geometry yet. |
17:35 |
VanessaE |
I would say a half-length segment, a center piece, and a "whole" model for when the node has no connections to it |
17:36 |
VanessaE |
or just build the "whole" model from two opposite "half" segments. |
17:36 |
VanessaE |
(but some coders might prefer a shorter "whole" model that looks like the full length unit, but not quite a whole node in size) |
17:36 |
daspork |
yeah sounds reasonable. |
17:37 |
VanessaE |
ok, so "half", "center" (if not specified, it's transparent/empty), and "whole" (if not specified, the "whole" is built from two mirrored "half" pieces, along the X axis) |
17:39 |
PilzAdam |
hmmmm, https://gist.github.com/PilzAdam/9097207 |
17:40 |
PilzAdam |
also, is there a way to say "clear all flags"? its rather unhandy if you have to put all possible flags there to clear the default of them |
17:52 |
daspork |
VanessaE: Thanks for the input. Ill throw some more work at it in the morning. |
17:52 |
VanessaE |
no prob. hope it helps :) |
17:53 |
VanessaE |
oh |
17:53 |
VanessaE |
s/mirrored/rotated/ |
17:53 |
VanessaE |
but I'm sure you assumed that :) |
17:55 |
daspork |
aye :P |
18:13 |
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23:01 |
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23:20 |
ShadowNinja |
hmmmm: Can you check #706? |
23:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/706 -- HUD Bugfix by blue42u |
23:21 |
ShadowNinja |
Also, I've been waiting on these a while: http://ix.io/atr |
23:29 |
sapier |
scale as absolute size? |
23:30 |
sapier |
if you split the controversial usage of std::cout in the last one you could've already merged it ;-) |
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