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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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16:53 |
paramat |
i closed issue https://github.com/minetest/minetest/issues/1462 and am now neutral about EW faces being brighter because celeron's 3 posts starting here http://irc.minetest.ru/minetest-dev/2014-07-20#i_3823501 make good sense =) |
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18:13 |
ShadowNinja |
PilzAdam: I got this E-mail about the launchpad builds. Do you know how to fix it?: http://pastebin.ubuntu.com/7831616/ |
18:15 |
PilzAdam |
hm? is it enabled or disabled? |
18:24 |
ShadowNinja |
PilzAdam: It's disabled because it uses an old revision, AFAIK. |
18:25 |
ShadowNinja |
A revision before it was enabled. |
18:26 |
PilzAdam |
ah |
18:26 |
PilzAdam |
I can change the recipe |
18:27 |
PilzAdam |
should I trigger new stable builds, too? |
18:29 |
ShadowNinja |
It seems like that's necessary to apply it. |
18:32 |
PilzAdam |
hm... there is a number I need to increase when requesting a new build with the same version number |
18:32 |
PilzAdam |
I wonder which one of this: "0.4.10-0ppa1" |
18:33 |
ShadowNinja |
The -0 part I think... |
18:34 |
ShadowNinja |
Also, I noted that this is old: http://bazaar.launchpad.net/~minetestdevs/minetest-c55/packaging/view/head:/watch#L5 |
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18:38 |
BlockMen |
sfan5, opinion on https://github.com/minetest/minetest_game/pull/277 ? |
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18:42 |
PilzAdam |
ShadowNinja, I better dont touch that now |
18:42 |
PilzAdam |
maybe ask celeron55 |
18:43 |
Krock |
any chance to get some of my pulls merged? |
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20:14 |
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20:15 |
luizrpgluiz |
hi devs :) |
20:17 |
Krock |
hi rpg player |
20:17 |
luizrpgluiz |
:) |
20:19 |
Krock |
congrats, you broke 2 hours of silence |
20:20 |
luizrpgluiz |
:( sorry |
20:21 |
luizrpgluiz |
I have some ideas and maybe some doubts |
20:22 |
luizrpgluiz |
lol, that silence here on chat |
20:23 |
luizrpgluiz |
someone died? |
20:26 |
RealBadAngel |
we are waiting for ur ideas |
20:28 |
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20:42 |
sfan5 |
BlockMen: looks good, except that particles should go through node as you said |
20:42 |
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20:45 |
BlockMen |
sfan5, ok |
20:47 |
BlockMen |
ShadowNinja, if you disable the particle collision you can merge you TNT pull. Personally i would prefer a lower velocity as well (e.g. 8), but thats your decision. |
20:58 |
luizrpgluiz |
first few questions, because the game is done in Lua, what is the advantage of this programming language? |
20:58 |
VanessaE |
easy moddability. |
20:58 |
VanessaE |
easy to change it around any way you want. |
20:59 |
VanessaE |
the game's content is mostly in Lua but the engine is C++ |
20:59 |
Zefram_Fysh |
lua is designed to be an embedded extension language, for exactly this sort of thing |
20:59 |
luizrpgluiz |
what is the engine to generate the blocks? |
21:00 |
VanessaE |
luizrpgluiz: the engine itself is Minetest, using irrlicht for the display part. |
21:00 |
VanessaE |
the game content is called minetest_game if you're using the "default" one. others inclued Carbone, Nodetopia, Dreambuilder, BFG, and a bunch of others. |
21:00 |
VanessaE |
include( |
21:00 |
VanessaE |
... |
21:01 |
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21:02 |
luizrpgluiz |
blocks is done in a modeler? Such as Blender? |
21:04 |
LemonLake |
luizrpgluiz: some people use blender, some use some weird sculpting app, and some use rubenwardy's nodebox editor |
21:05 |
sapier |
nodeboxes are different from models don't mix them up |
21:05 |
VanessaE |
nope. |
21:05 |
VanessaE |
blocks are specified by draw type |
21:05 |
VanessaE |
you tell the engine if you want a cube, or a criss-cross "plantlike" or whatever. |
21:05 |
VanessaE |
or a nodebox as described above |
21:06 |
VanessaE |
the engine then does all the work of creating the cube/plant/etc. all you have to do then is tell the engine what to *do* with it, and what textures to use. |
21:06 |
VanessaE |
(more or less) |
21:07 |
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21:08 |
VanessaE |
luizrpgluiz: in the case of the predefined drawtypes, you don't have to make any models of any kind, just textures and so forth. in the case of nodeboxes, I guess most people just code the simpler ones directly, without using any kind of modeling app. |
21:13 |
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21:15 |
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21:15 |
RealBadAngel |
BlockMen, have you saw plantlike commit? |
21:17 |
luizrpgluiz |
what is the program you use to write the code? for example, use the microsoft visual studio, eclipse, etc.. |
21:17 |
RealBadAngel |
luizrpgluiz, geany |
21:18 |
VanessaE |
luizrpgluiz: a basic text editor. gedit for me, sometimes nano. |
21:18 |
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21:19 |
VanessaE |
luizrpgluiz: some people get fancy with managing the actual git repository when they're making commits, but editing the code is a job for an ordinary text editor |
21:19 |
RealBadAngel |
geany is not so ordinary ;) |
21:19 |
VanessaE |
maybe not, but gedit is :) |
21:20 |
RealBadAngel |
cmon give it a try |
21:20 |
VanessaE |
luizrpgluiz: when writing for the Lua side of things, your three best tools are gonna be a text editor like geany or gedit, an image editor like The GIMP or photoshop, and rubenwardy's nodebox editor. |
21:21 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1506 |
21:21 |
BlockMen |
RealBadAngel, you mean the texture glitch thing? |
21:21 |
RealBadAngel |
^^ above |
21:21 |
Zefram_Fysh |
or, if you're like me, a text editor like vi, an image editor like vi, and a nodebox editor like vi |
21:21 |
RealBadAngel |
texture glitch is fixed already |
21:23 |
RealBadAngel |
BlockMen, im asking you, because grasses and all other plants have to be added in minetest_game |
21:23 |
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21:23 |
VanessaE |
except for junglegrass. |
21:23 |
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21:23 |
VanessaE |
why IS junglegrass being done in-engine anyways? |
21:23 |
RealBadAngel |
WHO knows ;) |
21:24 |
* VanessaE |
pokes hmmmm |
21:24 |
sapier |
RealBadAngel: BlockMen might be a little bit disapointet because of noone supporting 3dtorch drawtype |
21:24 |
BlockMen |
historical reasons i guess |
21:24 |
RealBadAngel |
lol |
21:24 |
VanessaE |
sapier: nononono, no one supports re-defining the default torch drawtype :) |
21:24 |
RealBadAngel |
for 3d torch i suggest waiting for drawtype mesh |
21:25 |
RealBadAngel |
any other solutions are just workarounds, be it blockmen's or mine |
21:25 |
* BlockMen |
disagrees |
21:25 |
sapier |
why do you all suggest it instead of implementing it? we need a big fat warning not to use it for frequent nodes but at least we wouldn't have to discuss about special drawtypes good for one thing only |
21:26 |
RealBadAngel |
mesh is not simple drawtype just for torches |
21:26 |
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21:26 |
RealBadAngel |
this is fucking revolution |
21:27 |
sapier |
I don't like the part of evolution where incredible amounts of useless things are created to find the best one ... at least if we already know what's best ;-) |
21:28 |
RealBadAngel |
sapier, meshes as drawtype means no limits at all |
21:28 |
sfan5 |
^ |
21:28 |
sapier |
that's wrong ... engine speed is the limit |
21:28 |
RealBadAngel |
i mean creativity |
21:28 |
RealBadAngel |
not box limitations |
21:28 |
sapier |
and? |
21:29 |
VanessaE |
sapier: think of it this way: pipeworks' pipes would have fewer faces if modeled as meshnodes instead of nodeboxes. |
21:29 |
VanessaE |
that means higher performance. |
21:29 |
VanessaE |
I expect they'd have about half as many faces, if done properly. |
21:29 |
sapier |
we don't limit to box anyway ... we don't encourage ppl to use it that way but it's their own fault if engine isn't fast enough to handle their insane nodes |
21:30 |
sapier |
as usually ppl will abuse it resulting in a lot lower performance VanessaE |
21:30 |
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21:30 |
RealBadAngel |
sapier, its a sandbox. theyre can do even weird things here |
21:30 |
RealBadAngel |
even bring the lag on |
21:31 |
VanessaE |
sapier: of course. |
21:31 |
RealBadAngel |
and you CANT deny it |
21:31 |
sapier |
I don't want to deny anything I just want to warn them about |
21:32 |
sapier |
mesh nodes will be of great benefit if used for decoration only |
21:32 |
RealBadAngel |
there will be lightweight servers and some that will require nasa ones to run |
21:32 |
sapier |
but dangerous if someone wants to do terrain |
21:33 |
RealBadAngel |
wise modder will use the features in proper way |
21:33 |
sapier |
LOL |
21:33 |
RealBadAngel |
some morons will abuse it, for sure |
21:34 |
RealBadAngel |
its not up to us to decide how the tools we made will be used |
21:34 |
BlockMen |
RealBadAngel, but concerning your original question, its a nice addition |
21:34 |
RealBadAngel |
and lightweight, almost no changes needed |
21:35 |
RealBadAngel |
just add param2=math.random(90) to set_node |
21:35 |
BlockMen |
but its junglegras only, right? |
21:35 |
RealBadAngel |
by now, because jungle_grass is an execption, only plant done in core |
21:36 |
BlockMen |
then the random rotation must be done by engine aswell |
21:36 |
BlockMen |
since the jungles are done by the engine |
21:36 |
VanessaE |
sapier: example of what we really want from mesh nodes: https://github.com/VanessaE/homedecor_modpack/commit/f73cfa1cf5a4ba8bb526ac45d17a04a342c14768 |
21:36 |
VanessaE |
sapier: now imagine doing that without having to rely on this sort of hack |
21:37 |
RealBadAngel |
BlockMen, its param2, you can change that on the fly even |
21:37 |
RealBadAngel |
but it should be done on set node, to avoid flickering |
21:37 |
RealBadAngel |
engine just takes that into account |
21:37 |
BlockMen |
that would slow down map generation a lot |
21:38 |
RealBadAngel |
cmon, dont joke |
21:38 |
BlockMen |
either its done by jungle generation or not |
21:38 |
BlockMen |
why joke? you need to check every node for that if its done by the game |
21:38 |
sapier |
I don't consider this to be a hack vanessae |
21:38 |
RealBadAngel |
huh? |
21:38 |
luizrpgluiz |
why not create more mods for minetest without being with mods |
21:38 |
RealBadAngel |
why checkin? |
21:38 |
luizrpgluiz |
ops |
21:38 |
RealBadAngel |
just set the damn param2 on setting the node |
21:38 |
sapier |
it's a self moving object thus it's a entity not a node |
21:39 |
luizrpgluiz |
why not create more mobs to minetest without being with mods |
21:39 |
BlockMen |
the junglegrass is generated by engine |
21:39 |
BlockMen |
not by game |
21:39 |
RealBadAngel |
so what? |
21:39 |
RealBadAngel |
rotation is the very same stuff as facedir |
21:39 |
RealBadAngel |
does it slow the game or what? |
21:39 |
BlockMen |
so how i change the param2 then? you would need to check every node that is generated and then change the param2 |
21:40 |
BlockMen |
that would slow down the generation a lot |
21:40 |
RealBadAngel |
no for christ sake |
21:40 |
RealBadAngel |
just set the node with param2 |
21:40 |
paramat |
0.4.10 stable allows me to test both choices ... smooth lighting on, EW pair brighter > http://i.imgur.com/E4Rlrro.png ... smooth lighting off, EW pair darker > http://i.imgur.com/yzDxCs2.png ... with sun in view EW darker *perhaps* looks better. not an ideal comparison due to smooth lighting difference ;) |
21:41 |
sapier |
paramat: you're missing sunset pictures |
21:41 |
BlockMen |
RealBadAngel, again, the node is not set by the game. proove me im wrong and show me the line where the junglegrass is added by the game |
21:41 |
luizrpgluiz |
why not create more mobs to minetest without being with mods |
21:41 |
luizrpgluiz |
? |
21:41 |
RealBadAngel |
BlockMen, its not, but then why do you want to alter it? |
21:42 |
BlockMen |
where did i say i want alter it? |
21:42 |
RealBadAngel |
so whats the problem, because im lost :) |
21:43 |
BlockMen |
the problem is: if you want the junglegrass use your addition you need to add that to the engine (in the mapgen) |
21:43 |
BlockMen |
if you not want the generated junglegrass be randomly rotated then there is no problem |
21:44 |
VanessaE |
BlockMen: look in his pull - it *does* rotate the junglegrass on-gen. |
21:44 |
Zefram_Fysh |
it shouldn't be a problem for the engine's mapgen code to initialise a randomised param2 for those nodes |
21:44 |
VanessaE |
BlockMen: he's saying that the same needs to happen for wild grass and so forth, but *those* grasses are only placed by minetest_game, which puts that ball in your court. |
21:44 |
RealBadAngel |
it isnt |
21:45 |
Zefram_Fysh |
the performance effect, which should be small either way, is presumably less for the engine's built-in mapgen than for the game's plugged-in code |
21:45 |
RealBadAngel |
indeed, BlockMen, its your turn to add that to minetest_game |
21:45 |
sapier |
Zefram_Fysh: actally engine mapgen shouldn't have any special handling for a single node |
21:45 |
sapier |
we should talk to hmmmm how to do this in in a more generic wa |
21:45 |
sapier |
y |
21:46 |
Zefram_Fysh |
the engine's mapgen is made of special cases for particular node types |
21:46 |
paramat |
sapier, indeed. i'm actually now neutral about this |
21:46 |
RealBadAngel |
sapier, but since that is solved one liner is no harm |
21:46 |
BlockMen |
VanessaE, why not helping earlier? :P |
21:46 |
BlockMen |
RealBadAngel, got it now |
21:46 |
VanessaE |
BlockMen: I was afk. |
21:46 |
sapier |
for gods sake just because something is a "one-liner" that's not an excuse |
21:46 |
sapier |
adding 1000 one lines will still result in a lot of crap |
21:47 |
RealBadAngel |
sapier, its not a crap |
21:47 |
BlockMen |
RealBadAngel, bump me again when its merged or open an pull for that |
21:47 |
RealBadAngel |
param2 is the thing we use widely |
21:47 |
sapier |
you're doing game development in core RealBadAngel |
21:47 |
RealBadAngel |
if youre not familiar with it just assume we know what we are doing |
21:48 |
RealBadAngel |
ofc i am |
21:48 |
RealBadAngel |
param2 is the most used one by me |
21:48 |
RealBadAngel |
for everything |
21:48 |
sapier |
if you need one special hardcoded node to be changed by mapgen that's crap |
21:48 |
RealBadAngel |
thats another story |
21:48 |
sapier |
I don't have any issues with rotating them by param2 but making mapgen do this based on this special node is crap |
21:49 |
RealBadAngel |
i guess those are remains of hardcoded jungle |
21:49 |
sapier |
yes and they should be removed as fast as possible so don't bloat them even more |
21:49 |
RealBadAngel |
and revivng that without fixing that |
21:49 |
VanessaE |
there's a problem though... aren't grasses et al. added as mapgen "decorations"? |
21:49 |
VanessaE |
(junglegrass aside) |
21:49 |
BlockMen |
sapier, what? have you ever tried to spawn a jungle with lua mapgen? |
21:50 |
BlockMen |
its WAY slower |
21:50 |
sapier |
did I say anything about lua? |
21:50 |
VanessaE |
fastest way to spawn a jungle in Lua is with moretrees ;) |
21:50 |
RealBadAngel |
^^ |
21:50 |
sapier |
a generic mechanism could be in core to ... e.g. the mentioned decorations mechanism |
21:50 |
sapier |
I don't know the details as this is hmmmms realm |
21:51 |
VanessaE |
sapier: I ask about decorations because unless I missed an update, they son't support param2 at all, do they? |
21:51 |
VanessaE |
let alone randomized param2 per node |
21:51 |
BlockMen |
is adding decorations faster than voxelmanip? |
21:51 |
RealBadAngel |
but seriously, i hate when one liner turns into discussion about meaning of life and everythin ;) |
21:51 |
VanessaE |
BlockMen: it's supposed to be, yes. |
21:51 |
VanessaE |
RealBadAngel: 42. |
21:52 |
sapier |
well don't flag controversial things as oneliners RealBadAngel ;-) |
21:52 |
RealBadAngel |
VanessaE, its actually 46+some random ;) |
21:52 |
VanessaE |
:P |
21:52 |
BlockMen |
by what factor? (deco vs vmanip) |
21:52 |
sapier |
btw most hacks are one liners too so discussions about one liners are even more likely then about bigger patches ;-P |
21:53 |
VanessaE |
BlockMen: I'm not sure, but with a vmanip, you have to find the surface yourself first, but deco already knows where the surface is. so that's a big speedup there. |
21:53 |
RealBadAngel |
sapier, ik that should be changed. but since its here, jungle grasses should be using the feature also |
21:53 |
RealBadAngel |
just for the time being, until theyre fixed |
21:53 |
sapier |
sorry but I don't think so that's just the "quick and dirty" way of doing things proller used to do it |
21:54 |
BlockMen |
VanessaE, k, makes sense |
21:54 |
VanessaE |
RealBadAngel: imho, push the part about adding rotation support but NOT the one line that randomizes the grasses' rotations on-gen. leave that for later after this is all hashed out. |
21:54 |
RealBadAngel |
code will piss on it if its done by mapgen v6 or mapgen v76, it cares if param2 is set or no |
21:54 |
RealBadAngel |
*not |
21:54 |
sapier |
doing it right causes a lot of work noone will really see and everyone will complain about bugs but it's still the right way to do |
21:55 |
RealBadAngel |
sapier, that one liner generated param2 will stay in maps |
21:55 |
RealBadAngel |
even the code will be moved to proper place |
21:55 |
RealBadAngel |
got the point? |
21:56 |
sapier |
as I said I don't have any issue with using param2 for rotation only with hacking mapgen to set it |
21:56 |
RealBadAngel |
its not hacking |
21:56 |
RealBadAngel |
its using |
21:56 |
sapier |
if you hardcode junglegrass thats hacking |
21:56 |
RealBadAngel |
i didnt |
21:57 |
RealBadAngel |
i use it |
21:57 |
sapier |
no because that doesn't fix regular grass |
21:57 |
sapier |
does it? |
21:57 |
sapier |
or farming wheatß |
21:57 |
RealBadAngel |
ofc it cant, its up to mods |
21:57 |
sapier |
or other plants? |
21:58 |
sapier |
farming is minetest_game |
21:58 |
RealBadAngel |
jungle_grass is an exception |
21:58 |
sapier |
don't waste time on exceptions provide generic solutions |
21:58 |
RealBadAngel |
i cant make a pull for minetest_game without core support :P |
21:59 |
sapier |
you can do both pulls at once |
21:59 |
Zefram_Fysh |
whatever mapgen code puts an affected plant type into the map should set its rotation randomly. for jungle grass that happens to be built-in mapgen code, and for others it happens to be lua mapgen code. having got a split mapgen arrangement, there's nothing wrong in making both halves handle the rotation of their plants |
21:59 |
RealBadAngel |
no i cant |
21:59 |
VanessaE |
ok yeah, there's nothing in the API that allows a decoration to take on a param2 value. |
21:59 |
sapier |
and while you're doing it remove junglegrass and implement it in the new generic way |
21:59 |
VanessaE |
RealBadAngel: you're gonna have to extend the decorations to allow it. |
22:00 |
VanessaE |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2519 |
22:00 |
RealBadAngel |
sapier, i wont do that job, its not my playground |
22:00 |
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22:00 |
sapier |
but adding hacks in someone elses playground is ok? |
22:00 |
BlockMen |
then you should argue against torch exception aswell, RealBadAngel |
22:00 |
RealBadAngel |
shit, thats not a hack |
22:00 |
VanessaE |
schematics can take param2, but grasses aren't schematics. |
22:01 |
RealBadAngel |
since when all the param2 values are hacks? |
22:01 |
RealBadAngel |
call the facedir a hack or shut up |
22:01 |
sapier |
you change things that shouldn't even be there ... and it's not a 2months work to fix it |
22:02 |
sapier |
sorry but I'm annoyed about everyone adding hacks around minetest and noone really cleaning up the mess |
22:02 |
RealBadAngel |
is facedir a hack? |
22:02 |
RealBadAngel |
simple yes or no |
22:02 |
RealBadAngel |
please |
22:02 |
sapier |
mapgen is hack |
22:02 |
RealBadAngel |
not related |
22:02 |
RealBadAngel |
again |
22:02 |
sapier |
then don't change mapgen to set it and we're fine |
22:03 |
RealBadAngel |
ofc mapgen set facedir |
22:03 |
RealBadAngel |
to 0 |
22:03 |
sapier |
no that's just default |
22:03 |
RealBadAngel |
default is also a value |
22:04 |
sapier |
it's not set but initialized ... small but significant difference |
22:04 |
RealBadAngel |
difference is when the value exists or not |
22:04 |
VanessaE |
RealBadAngel: to repeat.... imho, push the part about adding rotation support but NOT the one line that randomizes the grasses' rotations on-gen. leave that for later after this is all hashed out. |
22:04 |
RealBadAngel |
not being set or not |
22:05 |
RealBadAngel |
i want the jungles to be nicer :P |
22:05 |
RealBadAngel |
https://cloud.githubusercontent.com/assets/2177790/3638763/bde707d0-105f-11e4-8033-99a8811ff03c.png |
22:05 |
BlockMen |
and i the torches. and both wont happen that way... |
22:05 |
sapier |
then cleanup junglegrass like any responsible coder would do instead of messing up already messed up code even more |
22:06 |
RealBadAngel |
is mapgenv6 some religion artifact or what? |
22:06 |
RealBadAngel |
so no1 can even touch it? |
22:06 |
sapier |
do some of the unsatisfying work of cleaning up code too |
22:07 |
RealBadAngel |
nore, paramat, hmmmm are doing in mapgens |
22:07 |
sapier |
that's most likely a small job anyway |
22:07 |
RealBadAngel |
not me |
22:07 |
sapier |
then explain them what you need and support them fixing it |
22:08 |
RealBadAngel |
at this point i would consider hireing paramt to do the right job ;) |
22:08 |
luizrpgluiz |
what you intend to put in version 1.5? |
22:09 |
RealBadAngel |
ok, so remove that mapgen "hack" by now? |
22:09 |
sapier |
I do want things to get nicer to but please do it in a clean way and not by hardcoding special things |
22:09 |
RealBadAngel |
theyre already hardcoded, i had no other way for jungle grass |
22:10 |
RealBadAngel |
otherwise it will remain unsupported for the time some1 will fix it |
22:10 |
sapier |
god damn RealBadAngel I can't hear that crazy excuse any more ... just because god knows how many ppl already jumped from golden gate bridge you wouldn't jump yourself too ... would you? |
22:10 |
RealBadAngel |
adding support for all the other plants in lua mapgen is a matter of a few minutes, i can do that |
22:11 |
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22:11 |
sapier |
wrong things stay wrong no matter how often they already have been done wrong |
22:12 |
luizrpgluiz |
what you intend to put in version 1.5? |
22:12 |
RealBadAngel |
ok, but when i just want to paint a wall yellow it doesnt mean i need to demolish it first |
22:13 |
VanessaE |
luizrpgluiz: 1.5? |
22:13 |
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22:13 |
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22:13 |
sapier |
For what I understand you want a comfortable quick n dirty way and let someone else cleanup the mess you made... |
22:13 |
VanessaE |
luizrpgluiz: we're only in the version 0.4.x series right now. 0.4.11 is the next release. |
22:13 |
RealBadAngel |
sapier, wut? its not my code |
22:13 |
RealBadAngel |
i just added param2 set here |
22:13 |
sapier |
are you a minetest developer or aren't you? |
22:14 |
RealBadAngel |
i havent touched mapgen stuff once in my life :P |
22:14 |
luizrpgluiz |
i am a gamer pc |
22:14 |
sapier |
luizrpgluiz: sorry but could you please go to minetest this is supposed to be development channel |
22:14 |
RealBadAngel |
but lets give a voice to the prophet: |
22:14 |
RealBadAngel |
<VanessaE> but there's a certain...resistance to changing anything having to do with mgv6 |
22:15 |
RealBadAngel |
very true, im removing that mgv6 stuff |
22:15 |
sapier |
There's been a big resistance to unfreeze minetest_game too ;-) |
22:16 |
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22:16 |
luizrpgluiz |
so dear developers, is that I had some ideas to share among you |
22:16 |
RealBadAngel |
my game has own mapgens, i dont really have to care bout v6 |
22:16 |
sapier |
luizrpgluiz: best way to share ideas is creating an issue on github |
22:16 |
RealBadAngel |
so bye bye funny jungle grasses for the masses ;) |
22:18 |
luizrpgluiz |
Have you seen the lighting Terasology game before? |
22:18 |
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22:18 |
sapier |
luizrpgluiz: could you just write your suggestion? |
22:18 |
sapier |
this isn't "ask the devs"-channel ;-) |
22:19 |
RealBadAngel |
well, it is |
22:19 |
luizrpgluiz |
The first suggestion would be to try this kind of lighting you have in terasology |
22:20 |
RealBadAngel |
luizrpgluiz, we are already on it |
22:20 |
RealBadAngel |
but that will take time, lotsa |
22:21 |
paramat |
heh i do actually have a 'better jungles' mod for mgv6 https://forum.minetest.net/viewtopic.php?f=11&t=8862 =) |
22:24 |
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22:25 |
luizrpgluiz |
why not put existing mods in the game, for example to make this mod as a part of the game? |
22:25 |
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22:25 |
BlockMen |
paramat, already used in Minetest+ :) |
22:26 |
BlockMen |
problem is the slowdown in mapgeneration :\ |
22:27 |
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22:28 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1506 |
22:28 |
RealBadAngel |
updated, no modifications to mgv6 |
22:28 |
RealBadAngel |
can i push that? |
22:28 |
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22:29 |
BlockMen |
RealBadAngel, yes |
22:29 |
RealBadAngel |
thx |
22:31 |
paramat |
cool, nice feature |
22:31 |
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22:32 |
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22:32 |
RealBadAngel |
ok, its in |
22:32 |
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22:35 |
RealBadAngel |
luizrpgluiz, we cant put every mod out there into game |
22:36 |
luizrpgluiz |
but what if they ask the developer of the mod? |
22:36 |
RealBadAngel |
to do what? |
22:39 |
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22:44 |
luizrpgluiz |
talk to one of the developers of the mod and request permission to turn part of your mod game |
22:46 |
VanessaE |
luizrpgluiz: every so often, part of some mod will get imported either into the engine in some generic form, or a mod will get imported in part or whole into the default game |
22:46 |
VanessaE |
for example, recently the xpanes and boats mods made it into minetest_game |
22:46 |
RealBadAngel |
on the other hand, look at definition |
22:47 |
RealBadAngel |
mod means modification |
22:47 |
RealBadAngel |
many mods can modify the same thing |
22:48 |
RealBadAngel |
not all, if any will become part of official game |
22:48 |
VanessaE |
which is why we have the override_item() call |
22:48 |
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22:48 |
RealBadAngel |
its up to players to choose their mods to play with |
22:48 |
VanessaE |
one mod could change a texture a node, let's say dirt, then another mod comes along and adds a new drop to that same dirt, then another mod could change the digging and walking sounds, while yet another mod could add something else, etc. |
22:49 |
VanessaE |
change the texture of a node* |
22:52 |
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23:37 |
gentoobro |
i have a custom mapgen made with register_on_generated. will ores defined with register_ore be placed before my custom function runs or after? |
23:40 |
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23:52 |
RealBadAngel |
gentoobro, i suggest reading moreores code |
23:52 |
RealBadAngel |
this mod does such things |
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