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01:15 |
kahrl |
VanessaE, rubenwardy: perhaps those hints could be shown on the load screen? |
01:15 |
kahrl |
A lot of games do stuff like that to lessen the boredom of that screen |
01:17 |
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07:57 |
RealBadAngel |
i have fixed cracks missing for meshnodes |
07:57 |
RealBadAngel |
now im thinking what to do with collision boxes |
07:58 |
RealBadAngel |
atm collsion box is taken from nodebox def or set to full node size in case of every other node |
07:58 |
RealBadAngel |
so meshnodes get the last |
07:59 |
RealBadAngel |
imho we should add ability to define collision boxes for nodes the same way we have for entities |
08:01 |
RealBadAngel |
but im not sure if that should be added together with meshnodes or be a subject for separate pull |
08:02 |
RealBadAngel |
hmmmm, kahrl, sfan5, ShadowNinja ? ^^ |
08:07 |
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08:15 |
sfan5 |
RealBadAngel: seperate pull |
08:15 |
RealBadAngel |
i just figured out that API says we do have selection_box for nodes |
08:16 |
RealBadAngel |
selection_box = {type="regular"}, -- See "Node boxes" |
08:16 |
RealBadAngel |
but contentfeatures does not have such property |
08:18 |
RealBadAngel |
wtf? somebody forget to implement it but put that in docs? |
08:19 |
Zeno` |
it's like an Easter egg I suppose |
08:21 |
RealBadAngel |
very funny :) |
08:22 |
RealBadAngel |
damn, i must be blind |
08:22 |
RealBadAngel |
those are selection boxes not the collision ones lmao |
08:22 |
RealBadAngel |
i think i need a nap ;) |
08:32 |
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08:45 |
Zeno` |
https://github.com/Zeno-/minetest/blob/menu_formspec/src/game.cpp#L1039 <-- Does anybody know why the starting position is different for singleplayermode? |
08:46 |
Zeno` |
oh extra button... hmm |
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14:36 |
RealBadAngel |
if we agree that collision have to be a separate pull then https://github.com/minetest/minetest/pull/1738 is complete and rdy |
14:36 |
RealBadAngel |
i will just squash it |
14:36 |
RealBadAngel |
with docs i will wait a bit for native speaker to verify it |
14:38 |
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14:54 |
VanessaE |
seems to behave as intended |
14:55 |
VanessaE |
including cracks on meshes. see? told you it would work :D |
14:57 |
VanessaE |
also, re: collision boxes... separate pull. |
15:22 |
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15:44 |
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15:45 |
luizrpgluiz |
hi |
15:45 |
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15:46 |
luizrpgluiz |
would be too complicated to open a server to change the skins as in Minecraft? |
15:47 |
rubenwardy |
luizrpgluiz, new textures require a server restart |
15:48 |
rubenwardy |
Like new texture files / skins to the server |
15:48 |
rubenwardy |
However you can change the player's skin without a restart |
15:48 |
rubenwardy |
Are you asking about a website where you set your skin globally, or changing skin in day? |
15:48 |
rubenwardy |
in game |
15:49 |
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16:05 |
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16:07 |
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16:15 |
rubenwardy |
Can we use https:// on wiki and minetest.net please? Passwords aren't secure otherwise. |
16:15 |
rubenwardy |
At least when logging in |
16:17 |
ShadowNinja |
rubenwardy: For wiki see xyz, for main site see celeron55. |
16:19 |
celeron55 |
not going to happen on the main site |
16:20 |
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16:21 |
rubenwardy |
Ok. My password for the main site is unique anyway. |
16:29 |
celeron55 |
i recommend for the few people who have an account there to just use a random string and write/type it down somewhere |
16:29 |
celeron55 |
(if not using a password manager of some sort) |
16:35 |
rubenwardy |
Confusing debug options such as camera update should be disabled by default, lots of people accidentally press it |
16:35 |
rubenwardy |
Or at least have a more obscure key shortcut. Can you do Ctrl+F4? |
16:53 |
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16:54 |
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16:55 |
Calinou |
I've suggested removing F4 entirely (comment out the code that does it) |
16:55 |
Calinou |
it's used for cheating |
16:56 |
Calinou |
not being affected by opaque or near-opaque post-process, seeing through walls… |
16:58 |
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17:01 |
exio4 |
if you are removing a feature, just remove the code, don't leave commented and dead code around :( |
17:03 |
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17:04 |
Calinou |
what if someone wants it back? |
17:04 |
Calinou |
mostly developers |
17:04 |
Calinou |
it's like quicktune |
17:04 |
Calinou |
a feature that is completely useless unless you change a few things to implement it |
17:04 |
Calinou |
(quicktune lets you change variables while playing) |
17:05 |
exio4 |
Calinou: git is there |
17:05 |
rubenwardy |
Only set the camera update keymap when using a debug build - https://github.com/minetest/minetest/pull/1744 |
17:05 |
Calinou |
not everyone wants to dig through hundreds of commits :/ |
17:06 |
Calinou |
good idea |
17:06 |
Calinou |
I doubt people will build debug builds just to cheat |
17:06 |
Calinou |
(it's way slower) |
17:06 |
exio4 |
Calinou: stop using git, and stop removing code and only comment old code, here, no more commits |
17:06 |
rubenwardy |
Calinou: they can still change the keymap in minetest.conf to use it again |
17:06 |
Calinou |
rubenwardy, but, if you use a non-debug build and add keymap_toggle_update_camera = KEY_F4, you can use it? |
17:06 |
Calinou |
:/ |
17:06 |
Calinou |
that's a problem |
17:07 |
Calinou |
I didn't know you could change these keys |
17:07 |
rubenwardy |
Shall I make it so it disables entirely if it is not a debug build? |
17:07 |
rubenwardy |
As a different pull |
17:07 |
Calinou |
wait for core developer's input |
17:15 |
Krock |
rubenwardy, do only "as debug" compiled builds contain this "feature" with your commit? |
17:16 |
rubenwardy |
If you use a normal build, hitting F4 does nothing. If you use a debug build, it toggles camera updates. You can still set F4 to toggle camera updates in minetest.conf |
17:19 |
Krock |
rubenwardy, oke. |
17:19 |
Krock |
+1 from my side |
17:19 |
PilzAdam |
#1744 is good |
17:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/1744 -- Only set the camera update keymap when using a debug build by rubenwardy |
17:19 |
Krock |
o.o |
17:20 |
PilzAdam |
Calinou, your "anti-cheat" argument is weird |
17:20 |
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17:21 |
Calinou |
most people wanting to cheat don't bother recompiling the game |
17:22 |
PilzAdam |
client-side anti-cheat is basically useless in an open source game |
17:27 |
Calinou |
it's about not tempting people to cheat |
17:27 |
Calinou |
if you let everyone fly by default, do you think most people will never use flight? |
17:28 |
Calinou |
social experiment: grant fast and fly by default but tell people not to use it |
17:28 |
Calinou |
after 15 minutes, at least half of the players use it :P |
17:28 |
Calinou |
this was frequent on 0.3.x |
17:29 |
rubenwardy |
celeron55, changed my password on minetest.net to a random string. I will aim to change it maybe once a month. |
17:29 |
rubenwardy |
XD |
17:31 |
Calinou |
hunter2, then hunter3, then hunter4… |
17:35 |
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18:02 |
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18:06 |
celeron55 |
well changing it doesn't really matter |
18:07 |
celeron55 |
if someone sniffs the password, he probably won't wait for very long until using it |
18:12 |
rubenwardy |
How can I get the texture id which is being pointed to by PointedThing? Like// 0 1 2 3 4 5 |
18:12 |
rubenwardy |
// up down right left back front |
18:12 |
rubenwardy |
s/texture/tile |
18:15 |
Calinou |
you want a number or texture name? |
18:17 |
rubenwardy |
latter |
18:17 |
rubenwardy |
but I can get the texture name from the number |
18:18 |
rubenwardy |
https://github.com/minetest/minetest/commit/87c69a95e01a5a314b8e7e75c539ddd25468c5f5#diff-18513665750ef5adf42b5ec29e14162eR3317 |
18:19 |
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18:21 |
rubenwardy |
Add name of node pointed at to debug - https://github.com/minetest/minetest/pull/1677 |
18:25 |
VanessaE |
oh THAT is handy rubenwardy |
18:25 |
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18:25 |
rubenwardy |
XD |
18:26 |
Calinou |
I have the Infotool for that |
18:26 |
VanessaE |
rubenwardy: does it work on undefined nodes? (e.g. from a mod that's since been deleted) |
18:26 |
Calinou |
https://gitorious.org/calinou/carbone/source/f71432d1335bc2edbc8b18dbdb5464ce1bfa69bc:mods/default/commands.lua#L4 |
18:26 |
Calinou |
:-) |
18:27 |
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18:27 |
rubenwardy |
Not sure |
18:27 |
rubenwardy |
Will try |
18:30 |
rubenwardy |
Says (pointing_to = unknown - ) |
18:30 |
OldCoder |
I am away today but continue to welcome RE-SEND RELIABLE thoughts |
18:31 |
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18:31 |
Calinou |
https://github.com/freeminer/freeminer/commit/b6f639f77e910aff387ed3fda0c174b4dd9eb130 |
18:31 |
rubenwardy |
For nodes with no tiles it is poining_to = mod:name |
18:31 |
Calinou |
we should do the same thing to Minetest (remove only_peaceful_mobs stuff) |
18:31 |
Calinou |
it's deprecated |
18:31 |
geever |
hi |
18:31 |
Calinou |
hi geever |
18:31 |
VanessaE |
rubenwardy: might be a good idea to fix that :) |
18:31 |
rubenwardy |
For unknown? |
18:31 |
VanessaE |
yeah |
18:31 |
VanessaE |
unknown nodes still have names, they can for example be aliased in Lua |
18:33 |
proller |
Calinou, you cant copy things from freeminer! ;) |
18:33 |
VanessaE |
proller: "clean-room implementation" |
18:35 |
Calinou |
we can certainly remove cruft like that by ourselves |
18:35 |
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18:35 |
Calinou |
it's good to remove on_step stuff to reduce lag |
18:38 |
rubenwardy |
VanessaE, fixed |
18:38 |
VanessaE |
rubenwardy: ah, good |
18:45 |
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18:51 |
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19:06 |
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19:07 |
iqualfragile |
how do you fake server anouncements? does the masterserver check the agent? |
19:07 |
iqualfragile |
because simply using the json i intercepted did not work |
19:21 |
sfan5 |
iqualfragile: the server list checks that 1) the announcement is coming from the server IP and 2) the server is up |
19:21 |
iqualfragile |
how often does it check that sfan5? |
19:21 |
sfan5 |
when you announce |
19:22 |
iqualfragile |
ok, thats acceptable |
19:22 |
iqualfragile |
my plan is to have socket activated servers |
19:22 |
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19:22 |
iqualfragile |
that whole checking buisnes is making that a bit hard |
19:23 |
sfan5 |
iqualfragile: please direct further questions to https://github.com/minetest/master-server/blob/master/server.py |
19:23 |
sfan5 |
;-) |
19:23 |
iqualfragile |
oh… ok... |
19:31 |
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19:34 |
proller |
still missing features from perl version... |
19:49 |
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20:39 |
geever |
someone mentioned perl? :) |
20:40 |
VanessaE |
yeah but given who mentioned it, and the fact that it's perl, can you really expect sanity? ;) |
20:41 |
geever |
nah |
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22:23 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1738 |
22:23 |
RealBadAngel |
ive updated the pull with a bit of docs and rebased it |
22:24 |
VanessaE |
meshes respond to the visual_scale argument? |
22:26 |
PenguinDad |
VanessaE: they do |
22:26 |
RealBadAngel |
yes |
22:26 |
VanessaE |
interesting. that could be rather useful. |
22:27 |
RealBadAngel |
http://i.imgur.com/eKgfuns.png |
22:27 |
RealBadAngel |
same model, different visual_scale |
22:27 |
VanessaE |
ah indeed |
22:33 |
PilzAdam |
RealBadAngel, what formats are supported for models? |
22:33 |
PilzAdam |
could you add that to the docs? |
22:34 |
RealBadAngel |
all that irrlicht is supporting |
22:34 |
RealBadAngel |
this is engine feature not our game |
22:35 |
PilzAdam |
has the number of supported formats changed between our supported irrlicht versions? |
22:35 |
RealBadAngel |
no idea |
22:36 |
PilzAdam |
if yes then add only the formats that are supported by all versions to lua_api.txt to make sure that mods only use formats that are supported by all Minetest clients |
22:38 |
RealBadAngel |
http://irrlicht.sourceforge.net/features/#supportedformats |
22:38 |
VanessaE |
PilzAdam: to the best of my knowledge, no significant changes in supported models have occurred between 1.7.x and 1.8 that we actually care about here |
22:39 |
VanessaE |
RealBadAngel: it would be best to mention that only static/non-animated models will work, btw |
22:39 |
RealBadAngel |
VanessaE, indeed |
22:49 |
RealBadAngel |
updated the docs |
22:53 |
VanessaE |
seems good |
22:58 |
VanessaE |
there is one caveat: on a mesh node, the crack animation seems to be scaled WAY too big in some cases |
22:58 |
VanessaE |
e.g. dig one of the smaller of the two mushrooms in the test mod, using a slow tool like a stone pick. |
22:58 |
VanessaE |
not that this causes an actual problem, per se, but it looks weird graphically. |
22:59 |
VanessaE |
seems to be scaled up by about 3x on that particular node |
22:59 |
VanessaE |
4x actually |
23:00 |
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23:03 |
RealBadAngel |
i said that cracks wont work on meshes |
23:03 |
RealBadAngel |
theres no way to achive that |
23:04 |
RealBadAngel |
theyre meant to be displayed on flat surfaces |
23:04 |
VanessaE |
simple solution: reduce their scale manually by 4x before applying to the mesh? :) |
23:04 |
VanessaE |
anyway they DO work |
23:04 |
VanessaE |
they just look a little weird |
23:04 |
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23:05 |
RealBadAngel |
VanessaE, meshes can use just a bit of a texture |
23:05 |
RealBadAngel |
ie one texture can hold parts for different mesh elements |
23:06 |
RealBadAngel |
see player model textures |
23:06 |
VanessaE |
oh ok |
23:06 |
VanessaE |
well at least it works enough for us luddites ;) |
23:06 |
RealBadAngel |
thats why i want cracks to be optional |
23:07 |
RealBadAngel |
particles are nicer, work faster and better with any kind of node |
23:18 |
RealBadAngel |
anyway i will try to make cracks look a bit better when moving cracked (or highlighted) node into separate scene node |
23:22 |
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