Time  Nick        Message
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
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
16:35 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.  :-)
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
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 ;-)