Time |
Nick |
Message |
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01:03 |
crazyR_ |
hi all, is there a reason why the minetest.kick_player function crashes my client client version is 0.4.9-dev20140618 |
01:54 |
kaeza |
what does "crash" mean? segfault? Lua error? other exception? |
02:28 |
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02:46 |
Megaf |
sfan5; Why the bot wont tell us the link anymore when we say like #1411 |
02:53 |
kaeza |
Megaf, it's ShadowBot who parses these links (bot isn't here) |
03:13 |
VanessaE |
Megaf: forget about it and just update to latest git, #1411 has already been merged :P |
03:13 |
VanessaE |
(RBA just forgot to close the PR) |
03:14 |
Megaf |
VanessaE; yup, I just used that as an example for my question :) |
03:16 |
VanessaE |
speaking of crazyR_'s issue, is there some way we can get the server to check if a client can receive kick reasons and if not, pop up a regular dialog box with the reason (ala kaeza's notice mod) ? |
03:29 |
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cg72 |
VanessaE, how about kaeza add 'xkick' to xban to show the notice and on them clicking to close the get kicked |
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09:53 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1415 |
09:54 |
RealBadAngel |
^^ adds setting to configure tooltips show delay. any objections? |
10:08 |
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13:22 |
RealBadAngel |
bump: https://github.com/minetest/minetest/pull/1415 |
13:32 |
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13:37 |
RealBadAngel |
BlockMen, you were right, havent thought about it. fixed |
13:40 |
BlockMen |
RealBadAngel, then you can push it IMO |
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15:14 |
Calinou |
# To reduce lag, block transfers are slowed down when a player is building something. |
15:14 |
Calinou |
# This determines how long they are slowed down after placing or removing a node. |
15:14 |
Calinou |
Is this still relevant with client-side block placement prediction? |
15:17 |
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17:12 |
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17:13 |
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17:13 |
sapier |
https://github.com/minetest/minetest/pull/1417 formspec versioning |
17:21 |
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17:24 |
lemonlake |
Jordach: hoot |
17:30 |
sapier |
BlockMen is papyrus looking from distance like cactus intentional? |
17:31 |
Calinou |
cactus is probably quite darker |
17:31 |
sapier |
possibly |
17:31 |
BlockMen |
sapier: ? |
17:31 |
sapier |
still strange effect |
17:32 |
sapier |
I use minetest_next right now ... if you don't know what I'm talking about maybe RealBadAngel know? |
17:32 |
Calinou |
try with Carbone Textures :) |
17:32 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=4&t=9428 |
17:33 |
sapier |
seen from some distance or flag angle papyrus gets light green and solid |
17:34 |
BlockMen |
sapier, never noticed. can you provide a screenshot? |
17:35 |
BlockMen |
and ofc its not intentional |
17:35 |
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17:39 |
sapier |
I haven't checked by now if this is minetest_next related |
17:42 |
sapier |
http://i59.tinypic.com/5ur97r.png |
17:45 |
BlockMen |
wtf? why is not transperency used for the nodes far away? |
17:47 |
sapier |
hmmm I found out |
17:47 |
sapier |
that's a result of enabling mipmapping |
17:48 |
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17:48 |
cg72 |
minetest-dev on freenode OPPS!! |
17:48 |
BlockMen |
and i found out that the green (when no transperency is present) is in image |
17:48 |
BlockMen |
so its a bad combination of two things ;) |
17:48 |
cg72 |
grrrr stupid iirc changing tabs |
17:50 |
sapier |
who's responsible for rollback manager? |
17:51 |
sapier |
no cleanup no initialization ... nothing in there |
18:05 |
sapier |
why is1409 labeled protocol bump? |
18:07 |
sapier |
https://github.com/minetest/minetest/pull/1379 I'd like to merge this are you ok with the new version ShadowNinja? |
18:27 |
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18:32 |
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18:49 |
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18:54 |
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19:01 |
RealBadAngel |
sapier, m_formspec_version > FORMSPEC_API_VERSION |
19:01 |
RealBadAngel |
shouldnt it be >= ? |
19:01 |
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19:01 |
sapier |
no |
19:02 |
sapier |
for correct versions the upper check is already true |
19:03 |
sapier |
it's supposed to result in errors in case of same formspec version |
19:03 |
sapier |
and superfluss arguments |
19:03 |
sapier |
superfluous |
19:07 |
RealBadAngel |
i see |
19:19 |
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19:25 |
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19:35 |
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19:43 |
RealBadAngel |
mt lately crashes on exit VERY often |
19:43 |
RealBadAngel |
now it crashed for the first time with an error message |
19:43 |
RealBadAngel |
21:42:39: ERROR[main]: RollbackManager::~RollbackManager():Failed to finalize: dbs_insert: rc=21 |
19:43 |
RealBadAngel |
before i had only segfaults |
19:46 |
sapier |
already fixed |
19:46 |
sapier |
update your build |
19:58 |
RealBadAngel |
cant now, coding liquid tanks |
19:58 |
Megaf |
I got a update on rollback.cpp |
20:00 |
RealBadAngel |
http://i.imgur.com/gnP6aoD.png |
20:01 |
sapier |
hmm you remember we wanna do a release soon? |
20:04 |
RealBadAngel |
^^ im fixing now issues within glasslike_framed, and added here just 3rd parameter when at it ;) |
20:07 |
RealBadAngel |
so its not completely new feature, just extending existing one |
20:09 |
sapier |
hmmm once android pull is merged we're gonna do a feature freeze ... means no new no extending ;-) |
20:15 |
RealBadAngel |
we do have time till end of the week |
20:17 |
RealBadAngel |
i was hoping to get mesh drawtype ready by then but i afraid its gonna take a bit longer |
20:18 |
RealBadAngel |
so i focused on smaller things i had lying out there for ages |
20:18 |
RealBadAngel |
water tanks is one of them |
20:18 |
sapier |
there are some issues left ;-) |
20:18 |
RealBadAngel |
im takin care of issues in my area |
20:19 |
RealBadAngel |
glasslike_framed had some issues, theyre fixed now, as bonus will come new funcionality |
20:21 |
RealBadAngel |
theres also one "issue" im gonna fix today, """""pausing""""" shaders ;) |
20:30 |
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20:32 |
ShadowNinja |
sapier: 1379 seems O.K. now. |
20:32 |
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20:51 |
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20:56 |
ShadowNinja |
BTW, I'm trying to clean up the rollback manager, so don't touch it. :-) |
20:59 |
sapier |
well I already touched it today ;-) |
21:00 |
sapier |
fixed the crash ... yet cleanup is extremely necessary in there |
21:02 |
RealBadAngel |
http://i.imgur.com/44sLXHu.png |
21:02 |
cg72 |
nice RBA |
21:02 |
RealBadAngel |
i wonder why the fuck alpha works while wielded and not on the ground... |
21:03 |
sapier |
direction |
21:03 |
sapier |
nodes have 6 sides only not 12 for what I remember |
21:03 |
sapier |
thus looking at bottom texture from top will not work |
21:04 |
cg72 |
RBA alpha works for me on nodes if i add >> use_texture_alpha = true, |
21:04 |
cg72 |
if thats what you meant |
21:04 |
RealBadAngel |
im adding that at engine level, not lua |
21:05 |
cg72 |
oh nice |
21:05 |
sapier |
keep it generic rba ;) |
21:11 |
Megaf |
sapier; after some new update it borked the client |
21:11 |
Megaf |
FPS is really slow now |
21:12 |
Megaf |
and I gto a couple of texture errors |
21:12 |
sapier |
server or client? |
21:12 |
Megaf |
client |
21:12 |
Megaf |
18:10:54: ERROR[MeshUpdateThread]: Waiting for texture disable_img.png timed out |
21:12 |
Megaf |
18:10:55: ERROR[MeshUpdateThread]: Waiting for texture disable_img.png timed out |
21:12 |
sapier |
ment server or singleplayer |
21:12 |
Megaf |
multiplayer |
21:12 |
Megaf |
let me try single player |
21:12 |
sapier |
fps on multiplayer depends extremely on location and server |
21:13 |
Megaf |
hm, its better |
21:13 |
Megaf |
but it was much better |
21:13 |
Megaf |
sapier; oh, never mind |
21:13 |
Megaf |
I think I know the problem |
21:13 |
sapier |
do you have other applications in background? |
21:14 |
Megaf |
Segmentation fault |
21:14 |
Megaf |
and I get a lot of that in the last couple of days |
21:14 |
sapier |
could be rollback manager error |
21:14 |
sapier |
most likely happens on leaving game second time |
21:14 |
Megaf |
(all client side) |
21:14 |
RealBadAngel |
sapier, it will be generic, but liquids inside shall be transparent |
21:15 |
RealBadAngel |
but i can live without it |
21:15 |
sapier |
hmm adding a "tank" drawtype doesn't sound generic to me ;-) |
21:15 |
sapier |
well lets see what's gonna be the result ;-) |
21:15 |
RealBadAngel |
it is needed for my next project |
21:16 |
sapier |
you don't expect a special usecase to be a good point to explain it's a generic feature? ;-) |
21:16 |
RealBadAngel |
anyway, it was said that devs shall listen to what modders need. |
21:16 |
RealBadAngel |
im listening to myself ;) |
21:16 |
RealBadAngel |
but seriously |
21:16 |
sapier |
yes but it's not meant to add special features for exactly one mod |
21:17 |
sapier |
we've discussed way more generic ways to do this then adding a special drawtype |
21:17 |
RealBadAngel |
its needed as one of the most important elements while porting Thaumcraft to minetest |
21:18 |
sapier |
imho a single mod is not a reason to add a special drawtype ... but of course that's my personal opinion only |
21:18 |
RealBadAngel |
if you can do such tank without new drawtype i will just shut up |
21:18 |
sapier |
if you could tell some other usecases I might change my opinion |
21:19 |
RealBadAngel |
ofc, water storage for pipeworks |
21:19 |
RealBadAngel |
any liquid |
21:19 |
RealBadAngel |
make a barrel with it, and fill it with buckets |
21:19 |
sapier |
still ... today tank tomorrow pyramid day after bottle next day washing machine ... day after lawn mower |
21:19 |
RealBadAngel |
no |
21:20 |
RealBadAngel |
tommorow there will be glass pane :P |
21:20 |
sapier |
right now I see no other use for a drawtype tank except tank |
21:20 |
sapier |
you can't even use it for a bigger tank |
21:20 |
RealBadAngel |
same apply to rails |
21:20 |
RealBadAngel |
can you give me another usage for railike? |
21:20 |
sapier |
rails are already used for different things |
21:20 |
RealBadAngel |
so glasslike_framed too |
21:20 |
sapier |
e.g. floor |
21:21 |
RealBadAngel |
its not a completely new drawtype |
21:21 |
RealBadAngel |
but a case when user defines 3 textures instead of 2 |
21:21 |
sapier |
as I said I suggest asking for someone to support that drawtype first imho it's way to special |
21:21 |
RealBadAngel |
then interior becomes filled with liquid |
21:21 |
RealBadAngel |
instead of air |
21:21 |
RealBadAngel |
im gonna support it |
21:22 |
sapier |
one isn't enough |
21:22 |
RealBadAngel |
in technic, pipeworks and Thaumcraft clone |
21:22 |
sapier |
ask other coredevs what they think about it |
21:22 |
sapier |
and get some answers ;-) |
21:22 |
RealBadAngel |
im a modder in the first place |
21:23 |
RealBadAngel |
and our projects need that feature |
21:23 |
sapier |
for this decision that's gonna cause you to be biased ;-) |
21:23 |
RealBadAngel |
and you, while such problem raised shall listen to the modder |
21:23 |
sapier |
if I'm wrong about this to be to specific others will support you |
21:24 |
RealBadAngel |
:) |
21:24 |
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21:24 |
RealBadAngel |
and about generic solutions to make such thing |
21:25 |
RealBadAngel |
there are no generic ways to achieve that, sorry |
21:25 |
sapier |
there is |
21:25 |
RealBadAngel |
tell me |
21:25 |
sapier |
exactly that tank thingy was example for why we need mesh nodes ... I still don't support them for performance reason still it'd be a generic solution |
21:26 |
sapier |
btw by now your screenshots don't show anything that can't be done by now |
21:26 |
RealBadAngel |
mesh nodes are not meant for such things |
21:26 |
RealBadAngel |
oh, really? |
21:27 |
RealBadAngel |
make animated water cube inside of glass tank |
21:27 |
sapier |
I can't see any animation ;-P |
21:27 |
RealBadAngel |
come back with lua code for that, plz |
21:27 |
sapier |
animated water in tank? |
21:27 |
RealBadAngel |
i do :P |
21:27 |
sapier |
have you ever seen a tank in real life? ;-P |
21:28 |
RealBadAngel |
have you seen Thaumcraft? |
21:28 |
sapier |
no but someone doing it wrong is not a reason to do it wrong to .. in general ;) |
21:28 |
RealBadAngel |
btw, its not a real life ;) |
21:28 |
cg72 |
RBA annimated water in the tank shouldnt be to hard cureently in the game |
21:29 |
sapier |
still this sounds as strange as see waves in fountains |
21:29 |
RealBadAngel |
no waves, silly :P |
21:29 |
RealBadAngel |
just texture animation |
21:29 |
sapier |
don't we already have texture animation? |
21:29 |
cg72 |
waves in a tank lol if its still and no wind why have waves |
21:30 |
RealBadAngel |
sapier, please take a look at screenshot again |
21:30 |
RealBadAngel |
and THINK |
21:30 |
RealBadAngel |
if you can really do such a thing with nodeboxes |
21:30 |
RealBadAngel |
we do have here in fact 3 complete nodes displayed at one position |
21:31 |
RealBadAngel |
each with different textures |
21:31 |
sapier |
most likely not still this is as specific I don't think it should be added ... e.g next time someone wants a little bit more thik frames |
21:31 |
sapier |
or one solid side |
21:31 |
RealBadAngel |
nodeboxed frames, glass node and animated (and leveled) liquid node inside |
21:32 |
cg72 |
in fact jordach has a tank mod on his bfd that looks almost the same but could have a nodebox added to look like yours RBA |
21:32 |
cg72 |
but no waves |
21:32 |
RealBadAngel |
what waves for christ sake?? |
21:32 |
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21:32 |
RealBadAngel |
cg72, show me that mod, plz :P |
21:32 |
sapier |
forget about a waves cg72 that's been an example from somewhere else |
21:32 |
cg72 |
um ill get jordach hold on |
21:32 |
Jordach |
wat |
21:33 |
sapier |
I'll have a look at final result rba but chances I'll support this aren't very big |
21:33 |
RealBadAngel |
you both simply dont know what you are talkin about, whats possible in game |
21:33 |
Jordach |
RealBadAngel, https://github.com/Jordach/big_freaking_dig/tree/master/mods/tanks |
21:33 |
Jordach |
RealBadAngel, get on with the mesh nodes ;3 |
21:33 |
cg72 |
jordach i hate you lol |
21:34 |
cg72 |
im to slow |
21:34 |
RealBadAngel |
sorry Jordach, this isnt even close to functionality of glasslike_framed |
21:34 |
Jordach |
RealBadAngel, my logic works |
21:34 |
RealBadAngel |
ofc |
21:34 |
RealBadAngel |
but its not the same thing |
21:35 |
Jordach |
and frankly nobody here *ideally* cares for graphics; that's why i made the nodebox that way in particular |
21:35 |
RealBadAngel |
i do care for things to look like properly |
21:35 |
Jordach |
and B) glasslike_framed under certain conditions z-fights and doesn't sort correctly |
21:36 |
RealBadAngel |
thats engine bug, not the drawtype |
21:36 |
sapier |
rba if you really want to make frame drawtype call it frame not tank, you'd have to make frame size configurable as well as frame and side textures |
21:36 |
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21:36 |
RealBadAngel |
sapier, you seem to forget we are talking about existing drawtype... |
21:37 |
sapier |
I haven't seen any code so I don't know what you're doing |
21:37 |
Jordach |
RealBadAngel, that is your problem, you devised the code |
21:37 |
Jordach |
RealBadAngel, all of this is avoidable with meshnodes |
21:37 |
RealBadAngel |
no |
21:37 |
sapier |
well useless to talk about just complete your work and please have in mind that this may not be accepted |
21:38 |
RealBadAngel |
we dont have proper z-buffer sorting for transparent things |
21:38 |
sapier |
we can't really judge it without code |
21:38 |
RealBadAngel |
sapier, https://github.com/minetest-technic/framedglass |
21:38 |
RealBadAngel |
i wonder if you ever tried it |
21:39 |
Jordach |
RealBadAngel, people are suffering with the boring meshes that's availible including nodeboxes, and with my skill level, i can do almost infinite changes to the game |
21:39 |
RealBadAngel |
Jordach, i will add mesh drawtype to the game |
21:39 |
RealBadAngel |
but it gonna take time to complete |
21:39 |
Jordach |
RealBadAngel, start with that, then i will redo my tanks with that :P |
21:39 |
RealBadAngel |
its not that easy |
21:40 |
Jordach |
you'll understand why i chose that soon enough :) |
21:40 |
RealBadAngel |
but using meshes for things that should auto merge like tanks, glass, panes |
21:40 |
Megaf |
sapier; weird, everyone timinig out on my server, but me and my girlfriend |
21:40 |
sapier |
well I'm gonna get some sleep now, I can't tell for sure what you're doing tight now rba your screenshots imho don't show something worth to be added ... as you said they'd should be videos so maybe they're missleading |
21:41 |
RealBadAngel |
is like using a rocket to kill a fly |
21:41 |
sapier |
sorry megaf that's gonna have to wait till tomorrow |
21:41 |
Megaf |
ok |
21:41 |
RealBadAngel |
simple things shall be done most simple ways |
21:41 |
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21:42 |
sapier |
yes that's why formspecs have been made without version number to be simple realbadangle ;-) |
21:42 |
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21:42 |
RealBadAngel |
notice also one thing, such drawtypes are very lightweight to the engine |
21:43 |
Jordach |
RealBadAngel, i can have infinite levels in a tank using a Mesh |
21:43 |
Jordach |
even down to 2^4098 |
21:43 |
Jordach |
because of frame interpolation and clever tricks |
21:44 |
RealBadAngel |
for that we will have to wait a while |
21:44 |
RealBadAngel |
and then we will have to pray that meshes wont kill the servers as nodeboxes do |
21:45 |
RealBadAngel |
meanwhile adding 20 lines of code to existing drawtype is more than a good solution |
21:47 |
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21:52 |
Jordach |
RealBadAngel, not really, one mesh could provide it's shape to several liquid types, tank colours, etc |
21:52 |
Jordach |
you've just got to do it right |
21:52 |
RealBadAngel |
ofc, meshes will allow to do many new things |
21:52 |
RealBadAngel |
that could be one of them |
21:53 |
* blaise |
stabs everyone with spice cake |
21:53 |
RealBadAngel |
but we wont have meshes in 0.4.10 for sure |
21:53 |
Jordach |
RealBadAngel, think of the things that are physically impossible with nodeboxes |
21:53 |
Jordach |
and consider the failure of MC's JSON mesh format, neither nodebox or JSON works with existing 3D software |
21:54 |
RealBadAngel |
thats why im adding meshes |
21:54 |
RealBadAngel |
but you both seems to fail with one thing |
21:54 |
RealBadAngel |
im not adding with this tanks new drawtype for christ sake |
21:54 |
blaise |
lmao |
21:55 |
RealBadAngel |
i just want liquid instead of air in current drawtype |
21:55 |
blaise |
who's christ ? |
21:55 |
RealBadAngel |
SIMPLE change, a few liners |
21:55 |
RealBadAngel |
and you have started an argue like i was rewriting whole drawtypes :P |
21:56 |
Jordach |
RealBadAngel, then you've got to define two new nodeboxes, one like leveled, and a normal one |
21:56 |
RealBadAngel |
no, i just need to add one texture to nodedef, set param2 and voila |
21:56 |
Jordach |
that's not making it easy for complex nodeboxes |
21:57 |
Jordach |
param2 should definitely not be designed for things like that |
21:57 |
RealBadAngel |
you cant display 3 nodeboxes (not to mention with different textures) at one pos |
21:57 |
Jordach |
that you're defining is an extension to the current nodebox |
21:57 |
RealBadAngel |
no its not |
21:57 |
RealBadAngel |
its glasslike_framed |
21:58 |
RealBadAngel |
EXISTING drawtype |
21:58 |
Jordach |
which 0 people are using |
21:58 |
RealBadAngel |
i dont think so |
21:58 |
RealBadAngel |
its a part of technic_game |
21:58 |
RealBadAngel |
and i saw some mods using that too |
21:58 |
Jordach |
and those aren't oft used (you've got to think of the modder who will use it) |
21:59 |
RealBadAngel |
i do |
21:59 |
RealBadAngel |
im a modder :P |
22:00 |
cg72 |
ive never heard of that draw type yet lol |
22:00 |
RealBadAngel |
and framed glass is used on all vanessa's servers |
22:00 |
RealBadAngel |
https://github.com/minetest-technic/framedglass |
22:01 |
RealBadAngel |
so try this mod |
22:01 |
RealBadAngel |
its quite old |
22:04 |
cg72 |
crap i made a node box for that and it was done already |
22:04 |
cg72 |
looks odd btw lol |
22:05 |
cg72 |
bbl |
22:20 |
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22:36 |
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22:46 |
crazyR_ |
has anyone noticed that formspecs arnt send the quit field when pressing escape now? |
22:47 |
cg72 |
no i havent built in a few days lol been lazy |
22:48 |
crazyR_ |
lol, i just noticed it, esc was working on my local setup, moved it to the server and it wouldnt work, updated my local to the latest build and got the same result as the server lol |
22:49 |
cg72 |
ok well im 12 days old for a build :O |
22:49 |
* cg72 |
hides in shame |
23:12 |
RealBadAngel |
hmm, looks like im quite done with glasslike_framed |
23:12 |
RealBadAngel |
results are quite nice, even without transparent liquids |
23:13 |
RealBadAngel |
and im really suprised how simple it turned out to be |
23:14 |
cg72 |
can i see how it looks RBA? |
23:15 |
RealBadAngel |
in a few minutes, hold on |
23:21 |
RealBadAngel |
https://www.youtube.com/watch?v=RUtrT7UGRMI |
23:22 |
cg72 |
RBA looks great |
23:23 |
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23:27 |
RealBadAngel |
http://pastebin.com/RgfqNQct |
23:27 |
RealBadAngel |
whole tank definition, its a single node |
23:28 |
RealBadAngel |
param2 holds liquid level |
23:28 |
cg72 |
is that builtin now or will it be? |
23:28 |
RealBadAngel |
we will see, i hope so |
23:29 |
cg72 |
i do like it |
23:29 |
cg72 |
ill go for it |
23:29 |
cg72 |
how much code did you add to the game? |
23:29 |
RealBadAngel |
by now i have to clean it up |
23:29 |
RealBadAngel |
but i think it will end with not more than 30 lines |
23:30 |
cg72 |
only 30 lines is great |
23:30 |
RealBadAngel |
but i think i can make it way shorter |
23:30 |
RealBadAngel |
i need to make some optimizations to glasslike_framed anyway |
23:31 |
RealBadAngel |
btw, lua definition that makes tank is different from the one that defines glass only with adding special_tiles |
23:31 |
cg72 |
love it |
23:31 |
RealBadAngel |
so, just 3rd, animated texture |
23:34 |
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23:44 |
ShadowNinja |
celeron55: Why does RollbackManager inherit from IRollbackManager and IRollbackReportSink? IRollbackManager only adds a few pure virtual methods, and ReportSink is (almost) entirely pure virtual functions (it has a real constructor that does nothing). Also, why the 'I' prefix? Irrlicht uses that, but that's because it's *I*rrlicht. |
23:50 |
RealBadAngel |
ShadowNinja, and what do you think about the video? |
23:51 |
RealBadAngel |
btw, transparency for fluids works perfectly, ive just put use_texture_alpha = true in the wrong place ;) |
23:52 |
* ShadowNinja |
reads backlog |
23:53 |
RealBadAngel |
but z-sorting is still there sadly |
23:55 |
ShadowNinja |
RealBadAngel: Looks great, it would work well for storage tanks. Can you set any texture for the inner node? |
23:55 |
RealBadAngel |
any |
23:56 |
RealBadAngel |
it just extends drawtype with one extra texture |
23:56 |
ShadowNinja |
Good. Make rainbow storage tank. ;-) |
23:57 |
RealBadAngel |
http://pastebin.com/RgfqNQct |
23:57 |
ShadowNinja |
+"a " |
23:57 |
RealBadAngel |
whole lua code for such tank |
23:57 |
ShadowNinja |
tiles1? ;-) |
23:58 |
ShadowNinja |
Level is set by param2? |
23:58 |
RealBadAngel |
copy paste |
23:58 |
RealBadAngel |
i had it defined outside previously |
23:58 |
RealBadAngel |
should be just "tiles" |
23:58 |
RealBadAngel |
and yes |
23:59 |
ShadowNinja |
Hmmm, maybe I -> Imaginary. |