Time |
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04:08 |
paramat |
hmmmm, i hope i have the minetest.conf format for heat and humidity noises correct here, please could you check? https://forum.minetest.net/viewtopic.php?f=18&p=164110#p164110 perhaps i should also change the defaults to persist = 0.5 before 0.4.11 |
04:08 |
hmmmm |
no |
04:09 |
hmmmm |
use the new format |
04:09 |
hmmmm |
the single line positional parameter format is old and depreciated, and does not support any new noise parameters |
04:11 |
hmmmm |
also i hope you realize that those noise parameters for biomes aren't the default at all in the future... they're just some BS i made up temporarily and i didn't have any reason to change them |
04:17 |
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04:34 |
paramat |
ah the new format okay |
04:34 |
paramat |
thanks |
04:34 |
hmmmm |
https://github.com/kwolekr/minetest/commit/f2c18511a4a3c3cfdda3671d02f1b7468cb56405 |
04:35 |
hmmmm |
i am really happy with this commit |
04:35 |
hmmmm |
look at all the lines i was able to delete |
04:36 |
paramat |
yes the group format is much better |
04:42 |
hmmmm |
i have the format specified in minetest.conf.examples |
04:44 |
paramat |
yeah found that |
04:44 |
hmmmm |
https://github.com/minetest/minetest/commit/d50878d608fdea2be890ff75b93212f5bba1d6f8 |
04:47 |
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04:49 |
paramat |
nice |
04:52 |
hmmmm |
https://github.com/minetest/minetest/commit/88c28414f4a88c8d66f9cadb150896f9e25527ae |
05:06 |
paramat |
i guess now lacunarity is added the group format is mandatory. i'll make a pull later tonight to change heat and humidity persistences to 0.5 |
05:06 |
hmmmm |
it's not.. why do you say that? |
05:08 |
paramat |
okay. thought lacunarity, being a new noise param, forced the group format |
05:08 |
hmmmm |
only if you want a different lacunarity than the default |
05:08 |
hmmmm |
for people who have been happy with noise so far, this should not make any change |
05:08 |
hmmmm |
don't forget, there's also the new flags parameter |
05:15 |
paramat |
yes looking at those now, absvalue will be very useful |
05:31 |
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05:32 |
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05:38 |
hmmmm |
https://github.com/minetest/minetest/commit/fb2bc956b18bd70a47bff00d5726d4754867856a |
05:38 |
hmmmm |
who would've thought that removing a single asterisk would cause this much trouble |
05:59 |
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06:07 |
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06:10 |
kahrl |
should I merge #1662? apparently it works for some people and there isn't really anything it could break (the code only runs when Ctrl-V is pressed) |
06:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/1662 -- Add paste command (Ctrl-V) in GUIChatConsole by kahrl |
06:11 |
hmmmm |
lgtm |
06:12 |
kahrl |
merging |
06:20 |
hmmmm |
can we get a snowman block or something in before release? |
06:22 |
VanessaE |
a mesh node would be most appropriate for that |
06:32 |
hmmmm |
paramat: https://github.com/minetest/minetest/commit/a89f37bb653eda393d835b9546ec86244d3932b6 |
06:32 |
paramat |
https://github.com/minetest/minetest/pull/1932 someting was merged while i was making this pull, let me know if rebase is necessary |
06:33 |
hmmmm |
i don't think it should conflict with anything |
06:34 |
paramat |
yep good |
06:37 |
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06:38 |
hmmmm |
oh, you don't have commit privleges |
06:40 |
paramat |
not sure i'm qualified for those `=/ |
06:40 |
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06:51 |
paramat |
thanks for the merge |
07:17 |
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07:38 |
kahrl |
kilbith: I like your sketches, unfortunately right now they are not implementable because formspec lacks certain features |
07:38 |
kahrl |
for example #1668 |
07:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/1668 -- Example text for text fields |
07:39 |
kahrl |
kilbith: maybe remind me when 0.4.11 is released? |
07:39 |
kahrl |
for now I'll go with something I can finish today :P |
07:40 |
kahrl |
updated #1891 |
07:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/1891 -- Display serverlist flags as icons by kahrl |
07:40 |
VanessaE |
kahrl: put the icons closer together |
07:40 |
kahrl |
yeah, I meant to do that |
07:40 |
VanessaE |
and I agree with you about getting rid of the vertical labels. |
07:41 |
VanessaE |
kilbith is also right about squashing the player counts down. maybe auto-size the column? |
07:41 |
VanessaE |
(no reason to make it more than 2/2 digits unless it actually needs more) |
07:42 |
kahrl |
well I don't want 1000 to show up as, say, 00 |
07:42 |
kahrl |
but I don't know what to show instead |
07:43 |
VanessaE |
right, but if a server has 1000 as a value, can't you dynamically widen the column only then? |
07:43 |
kahrl |
let me check if table[] has that feature... I don't think it does |
07:44 |
kahrl |
nope, you can specify a minimum width but not a maximum width or an overridable width |
07:44 |
kahrl |
it would look a bit ugly too |
07:45 |
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07:47 |
kahrl |
I could do the Excel thing and show large numbers as ## |
07:49 |
kahrl |
I'll do that for now until someone finds a better solution |
07:49 |
VanessaE |
meh |
07:50 |
VanessaE |
I'd be more inclined to write 99+ or some such |
07:50 |
VanessaE |
but that still requires three "digits" |
07:50 |
VanessaE |
## will confuse users I think |
07:51 |
kahrl |
let me try 99+ |
07:56 |
kahrl |
well it's of course better than 1000 but the gap still seems big and unsightly |
07:57 |
kahrl |
'lots' is even a bit shorter than '99+' |
07:57 |
VanessaE |
heh |
07:57 |
kahrl |
on the other hand, it would have to be translated |
07:59 |
kahrl |
how about ∞? |
07:59 |
VanessaE |
heh |
07:59 |
realbadangel |
hmmmm, https://forum.minetest.net/viewtopic.php?f=9&t=10701 |
07:59 |
VanessaE |
infinite would probably not work :P |
08:01 |
hmmmm |
nice stuff and all, but i'm looking for just a single node |
08:01 |
hmmmm |
er rather two nodes, a snowman head and a snowman body |
08:01 |
hmmmm |
not meshes, just nodes |
08:02 |
hmmmm |
then they'll randomly start appearing on dirt_with_snow between dec 24 and dec 26th 00:00 UTC |
08:03 |
kahrl |
≈∞ |
08:03 |
kahrl |
that's mathematically not incorrect and also looks like glasses (which you almost need to decipher it) |
08:03 |
VanessaE |
haha |
08:05 |
realbadangel |
hmmmm, http://www.blendswap.com/blends/view/71110 |
08:09 |
hmmmm |
sure, why not |
08:13 |
VanessaE |
kahrl: what about displaying something like "99+" in place of the *whole* xx/yy column? |
08:14 |
VanessaE |
(at that point, is a user gonna care how many players the server claims to accept if it's already claiming to have >99 online at that moment?) |
08:14 |
kahrl |
I think the user cares more about clients than clients_max in most cases |
08:15 |
kahrl |
oh, you mean if clients > 99? |
08:15 |
VanessaE |
yeah |
08:15 |
kahrl |
that doesn't really happen very often |
08:15 |
kahrl |
I'm more concerned with clients_max > 99 |
08:15 |
VanessaE |
oh, hrm |
08:16 |
kahrl |
𓨠<-- the egyptian hieroglyph for 'very large number' (or 1000000) |
08:17 |
kahrl |
aww, not included in the font |
08:17 |
VanessaE |
it's a little box reading [010368] on my end :) |
08:17 |
VanessaE |
er 013068 |
08:18 |
kahrl |
here too ;) |
08:18 |
VanessaE |
maybe just cap it at 99 |
08:19 |
VanessaE |
can it be displayed with, say, an underline or a box around the number or something? |
08:19 |
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08:19 |
kahrl |
not easily, no |
08:19 |
kahrl |
perhaps even ... would get the point across |
08:20 |
VanessaE |
possibly |
08:20 |
VanessaE |
by "box" I mean inverse colors or just a custom background color |
08:20 |
kahrl |
maybe |
08:21 |
VanessaE |
or, |
08:21 |
VanessaE |
there are UTF chars for circled numbers, too |
08:21 |
kilbith |
kahrl: saw my sketch yesterday ? |
08:21 |
VanessaE |
if you wanted to be fancy :) |
08:21 |
kahrl |
I don't like the inverse colors because it encourages people to specify a huge client_max just so their server stands out |
08:21 |
kahrl |
kilbith: yeah |
08:21 |
VanessaE |
U+2460 --> â‘ |
08:21 |
kahrl |
I like it |
08:21 |
VanessaE |
etc. |
08:22 |
kahrl |
kilbith: http://irc.minetest.ru/minetest-dev/2014-12-10#i_4056126 |
08:22 |
kilbith |
the "Favorites:" atop is irrevelant - you should move that as checkbox instead of Public Serverlist |
08:23 |
kilbith |
and extend the list further upward |
08:23 |
kahrl |
kilbith: I think it would be best as a radio button, o Public Serverlist o Favorites |
08:23 |
kahrl |
(of course once that's a valid formspec element) |
08:24 |
kilbith |
just o Favorites can make the sort |
08:24 |
hmmmm |
minimal was part of the minetest repo as of 0.4.4, right? |
08:25 |
kahrl |
hmmmm: easy way to check: git show 0.4.4:games/minimal |
08:25 |
hmmmm |
nevermind actually |
08:25 |
hmmmm |
this was before the CWD fix |
08:32 |
kilbith |
kahrl: not interested for making the clients "loading bar" finally ? |
08:33 |
VanessaE |
bbl |
08:35 |
kahrl |
kilbith: I can't specify a per-row tooltip |
08:36 |
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08:37 |
kilbith |
oh, ok |
08:56 |
kahrl |
#1891 updated again, now trying the freeminer icons for comparison |
08:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1891 -- Display serverlist flags as icons by kahrl |
08:57 |
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08:59 |
kilbith |
better; but a little bit more spacing between clients / icons / serv. names |
09:01 |
kahrl |
kilbith: like this? http://i.imgur.com/192FMD5.png |
09:01 |
kilbith |
yes, perfect |
09:07 |
kahrl |
removed the Favorites label: http://i.imgur.com/1vSj4I7.png |
09:12 |
kilbith |
better - just have to replace Public Serv. checkbox by Favorites and invert its sorting |
09:13 |
kahrl |
not sure that makes a difference in usability |
09:14 |
kilbith |
right |
09:15 |
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09:23 |
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09:54 |
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10:11 |
kilbith |
kahrl, i did the creative icon (2 variants): https://mediacru.sh/ae1a64e6e013 |
10:12 |
kilbith |
quickly made on a crap software on a slow raspberry pi |
10:22 |
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11:01 |
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11:12 |
Zeno` |
https://github.com/Zeno-/minetest/commit/d5e0ed07456f09125ccfe6712fa389d84b332423.patch if anybody wants to test (I haven't tested much at all) |
11:12 |
Zeno` |
Relates to #944 |
11:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/944 -- bug: item loss due to moving items out of output-only inventory to an occupied slot |
11:42 |
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13:02 |
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13:13 |
Zeno` |
#1933 for testing and comments |
13:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/1933 -- Fix item loss due to moving items out of output-only inventory to an occupied slotTesting by Zeno- |
13:24 |
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14:28 |
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14:34 |
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14:37 |
VanessaE |
kahrl: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite-1.png |
14:37 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite-2.png |
14:38 |
VanessaE |
and the gimp file: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite.xcf |
14:38 |
VanessaE |
colors based on kilbith's image |
14:39 |
kilbith |
looks good :+1: |
14:41 |
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14:49 |
kilbith |
VanessaE: those icons are 16x16px - i'm not that 64px can be auto-scaled in the column |
14:49 |
kilbith |
not sure* |
14:50 |
VanessaE |
I can make smaller ones if so desired, however high resolution versions should be preferred here because of the probability of high definition screens. |
14:51 |
VanessaE |
hm, the "infinity" symbol is a tad off-center |
14:52 |
VanessaE |
there, fixed. |
15:05 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16-1.png |
15:05 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16-2.png |
15:05 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16.xcf |
15:05 |
VanessaE |
I'd suggest making use of both resolutions where appropriate. |
15:09 |
VanessaE |
there, made some minor color tweaks to those last three. |
15:12 |
VanessaE |
and... antialiased it. |
15:15 |
VanessaE |
more anti-aliasing, and I'm done. |
15:17 |
Zeno` |
I like it |
15:19 |
* VanessaE |
pokes kahrl |
15:24 |
VanessaE |
anyway, there it is. the 64px one scales down to 32px nicely. |
15:24 |
VanessaE |
so that covers three sizes :P |
15:37 |
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15:50 |
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16:01 |
kilbith |
VanessaE: for 16px, i suggest to move the infinit synbol onto the right-bottom corner |
16:02 |
kilbith |
that'd let the cube's edges visible |
16:03 |
VanessaE |
nah, it'd be too small then |
16:03 |
kilbith |
how so ? |
16:04 |
kilbith |
we can't easily discern the cube behind the symbol actually |
16:04 |
VanessaE |
there's only about 5 or so pixels of space on each of those side faces :P |
16:05 |
VanessaE |
eh? I can see the cube shape just fine |
16:05 |
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16:05 |
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16:05 |
VanessaE |
anyway the original XCF is up there. someone can modify it if so desired. |
16:06 |
kilbith |
look at the quantity number for inventory icons, they are placed in the corner - i suggest the same way for that symbol |
16:07 |
kilbith |
usual sense |
16:07 |
VanessaE |
hrm |
16:08 |
kilbith |
it seems like the infinit symbol is just surrounded by a pentagone |
16:09 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16-3.xcf |
16:09 |
VanessaE |
oops |
16:09 |
kilbith |
hexagone* |
16:09 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16-3.png |
16:09 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16-4.png |
16:09 |
VanessaE |
like this? |
16:10 |
Amaz |
https://cdn.mediacru.sh/l/lW-_3BKiCqBt.png <-- Example with the 16px-1 one. |
16:10 |
Calinou |
today I made a 1024² texture that looks pretty great |
16:10 |
VanessaE |
Amaz: try it with one of those last two I just linked. |
16:10 |
kilbith |
VanessaE: better (IMO) but reduce the infinit symbol |
16:10 |
Calinou |
hi |
16:10 |
Amaz |
Just going to :P |
16:10 |
VanessaE |
kilbith: I already reduced it in height by 1 px. |
16:10 |
Calinou |
nice icons and colours |
16:10 |
VanessaE |
for those last two images. |
16:11 |
Calinou |
what is the yellow hexagon icon? |
16:11 |
kilbith |
VanessaE: still again |
16:11 |
Calinou |
creative? |
16:11 |
VanessaE |
Calinou: yeah |
16:11 |
Calinou |
don't put an hexagon around it |
16:11 |
VanessaE |
but it's a wireframe cube with a yellow infinity on it |
16:11 |
Calinou |
just a yellow infinite symbol |
16:12 |
Calinou |
else, it becomes hard to read |
16:12 |
Calinou |
looks like scissors |
16:12 |
Calinou |
the infinite symbol could also be blue-ish |
16:12 |
kilbith |
it's not an hexagon |
16:12 |
Calinou |
try this colour: #55CCFF |
16:12 |
kilbith |
i said that it seems like an hexagon |
16:12 |
Calinou |
kilbith, at first glance it looks like one :) |
16:12 |
kilbith |
and the wireframed cube is your idea btw |
16:13 |
kilbith |
only the infinit symbol would evoke nothing in particular |
16:13 |
VanessaE |
Calinou: with that color, it blends into the gray background of the block too much |
16:13 |
Amaz |
https://cdn.mediacru.sh/b/bZcIUUCESxNE.png <-- With 16-3 |
16:14 |
Calinou |
there would be no background if you removed the cube |
16:14 |
Calinou |
that's what I meant |
16:14 |
Calinou |
oh this one is good, Amaz |
16:14 |
VanessaE |
Amaz: kilbith is right, 16-3 does look better. |
16:14 |
Amaz |
Yep. |
16:14 |
Calinou |
try it in other colours? |
16:14 |
Calinou |
yellow looks like a warning |
16:14 |
Calinou |
that's why I suggested blue-ish |
16:15 |
VanessaE |
try 16-5.png |
16:15 |
VanessaE |
I made it greenm |
16:15 |
VanessaE |
-m |
16:15 |
Calinou |
green sounds good too |
16:15 |
Calinou |
also, try a smaller heart for damage? looks a tad too large |
16:16 |
Zeno` |
I think I like green |
16:16 |
Zeno` |
green suggests "go" |
16:16 |
VanessaE |
yes |
16:16 |
kilbith |
or "core-dev" :P |
16:16 |
Zeno` |
heh |
16:16 |
Zeno` |
blue suggests annoying LED on my monitor |
16:17 |
VanessaE |
16-6.png is up also. blue as Calinou suggested. |
16:17 |
VanessaE |
(not the exact shade but as close as I could make it) |
16:18 |
kilbith |
yeah, this blue looks nice |
16:19 |
VanessaE |
I've updated the xcf to move the infinite symbol to the corner as in the pngs, and to include all three colors in separate layers. |
16:19 |
kilbith |
Amaz: try 16-6.png please |
16:19 |
Amaz |
Coming, coming :P |
16:21 |
Zeno` |
It's hard being green |
16:21 |
Amaz |
https://cdn.mediacru.sh/K/KHXf2sn5ViPT.png <- With 16-5 |
16:22 |
Amaz |
https://cdn.mediacru.sh/x/xOJ0iyWWf3fx.png <- With 16-6 |
16:22 |
Calinou |
your name is green, Zeno` |
16:22 |
kilbith |
VanessaE: make the infinit translucent please |
16:22 |
Calinou |
oh, I meant both the cube and infinite symbol, Amaz |
16:22 |
Calinou |
:/ |
16:22 |
Zeno` |
although now I see that I think blue is better |
16:22 |
VanessaE |
kilbith: which color? |
16:22 |
Calinou |
16-6 looks good enough though |
16:22 |
kilbith |
blue |
16:23 |
Amaz |
Calinou, I don't make the textures.... |
16:23 |
Calinou |
ah |
16:23 |
Amaz |
(Not sure what you're saying though) |
16:23 |
Amaz |
VanessaE does them :) |
16:23 |
Amaz |
I just "model" them. |
16:23 |
VanessaE |
kilbith: 16-7.png, blue. set to 85% opacity |
16:24 |
VanessaE |
also, updated the 64px xcf to include all three colors in separate layers. |
16:24 |
kilbith |
try to 50%, cube edges should be a bit visible |
16:24 |
VanessaE |
kilbith: 50% is too low. can't hardly see it then. |
16:24 |
kilbith |
or more |
16:25 |
VanessaE |
16-8.png, set it to 70% |
16:25 |
kilbith |
75% should be perfect |
16:25 |
VanessaE |
16-9.png . |
16:26 |
kilbith |
Amaz ^ |
16:26 |
kilbith |
thanks Vanessa |
16:27 |
Amaz |
:P |
16:27 |
Amaz |
https://cdn.mediacru.sh/6/66XxI17BQkIr.png <- 7 |
16:27 |
Amaz |
https://cdn.mediacru.sh/v/v5_V40SRnJzI.png <- 8 |
16:29 |
Amaz |
https://cdn.mediacru.sh/I/IgOwctklfo2o.png <- 9 |
16:29 |
VanessaE |
oh, I guess I forgot to turn off the grey background on the block |
16:30 |
VanessaE |
try 16-10.png |
16:30 |
VanessaE |
same as 16-9 but without the grey and black parts. |
16:30 |
Calinou |
make the infinite symbol white, if you want it to be seen in this case |
16:30 |
kilbith |
white will be confused with the cube's edges |
16:31 |
Calinou |
then gray/black cube edges? |
16:32 |
Amaz |
https://cdn.mediacru.sh/T/TzNQWSH0ziL_.png <- 10 |
16:33 |
kilbith |
Calinou: black formspec background, how you'll can see that cube ? |
16:33 |
Calinou |
the cube faces would be transparent gray :P |
16:33 |
Calinou |
or try… green cube, white infinite |
16:33 |
VanessaE |
Amaz: you know, I think I like it better *with* the grey (16-9). |
16:33 |
kilbith |
me too |
16:33 |
Amaz |
VanessaE, same here. |
16:34 |
kilbith |
it gives a visual consistency |
16:34 |
kilbith |
and i think that 85% opacity for infinit is the best |
16:36 |
VanessaE |
16-11.png is calinou's green/white idea. |
16:36 |
kilbith |
yep, much better |
16:38 |
VanessaE |
I don't really like it though. the grey block with a colored infinity looks better imho |
16:39 |
kilbith |
VanessaE: same as 11 but in blue please |
16:39 |
VanessaE |
the block in blue? |
16:39 |
kilbith |
yes |
16:39 |
VanessaE |
16-12.png |
16:40 |
kilbith |
-11 is better for infinit contrast |
16:41 |
kilbith |
Amaz ^ |
16:41 |
VanessaE |
re-saved -12, with 85% on the infinity. |
16:41 |
VanessaE |
er 80% |
16:41 |
Calinou |
16-11 looks good and readable |
16:42 |
kilbith |
16-11 is perhaps too "acid-ish" or so |
16:45 |
VanessaE |
both xcf's updated to add the blue/white theme as new layers. |
16:45 |
kilbith |
plus there's already green clients numbers next to that icon |
16:47 |
Amaz |
11: https://cdn.mediacru.sh/_/_cQi14vDNvz1.png |
16:47 |
Amaz |
12: https://cdn.mediacru.sh/u/ujaZz_KyL9jz.png |
16:47 |
Calinou |
blue + white is good too |
16:48 |
VanessaE |
I like the blue/white also. |
16:48 |
kilbith |
ok, my definitive vote is for 12 |
16:48 |
kilbith |
blue |
16:48 |
VanessaE |
I think we have a winner |
16:48 |
Amaz |
12 does seem good. |
16:49 |
Calinou |
12 too |
16:50 |
kilbith |
kahrl, here the winner: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16-12.png |
16:50 |
Zeno` |
yep |
16:51 |
VanessaE |
kahrl: and the xcf for that, with some interim layers: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16.xcf |
16:51 |
Amaz |
Screenshot of it in action: https://cdn.mediacru.sh/u/ujaZz_KyL9jz.png |
16:51 |
VanessaE |
64 px xcf, http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite.xcf |
16:54 |
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16:54 |
VanessaE |
I passed it by Abe, he says it looks fine, and he interprets it as "infinite materials" |
16:54 |
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16:54 |
VanessaE |
so its meaning is good. |
16:54 |
VanessaE |
(I usually run icons and such by him at least once. since he doesn't play, he makes for a good, neutral opinion) |
16:55 |
kilbith |
now i'm wondering for a gold-ish one :/ |
16:55 |
VanessaE |
I can do gold. one moment, |
17:00 |
VanessaE |
16-13.png |
17:01 |
kilbith |
hmm, i meant the same style of cube with gold color |
17:01 |
VanessaE |
can't be done without a gradient. |
17:01 |
VanessaE |
otherwise, it looks like this: |
17:02 |
VanessaE |
16-14.png |
17:02 |
kilbith |
ah yeah... bad |
17:02 |
kilbith |
so stay on the blue then |
17:03 |
VanessaE |
yeah |
17:03 |
VanessaE |
I think 16-12.png is the best. |
17:05 |
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17:10 |
VanessaE |
16-15.png looks much more like gold. |
17:10 |
VanessaE |
but 16-12 blue/white is still better |
17:22 |
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17:24 |
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17:27 |
kilbith |
yes |
17:39 |
VanessaE |
let's just go with 16-12 |
17:40 |
* VanessaE |
saves the final xcf's and closes the files. |
17:41 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite.xcf |
17:41 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16.xcf |
17:41 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/infinite16-12.png |
17:42 |
kilbith |
amen. |
17:54 |
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17:55 |
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17:57 |
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18:05 |
kaeza |
will #1862 be merged before release? |
18:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/1862 -- Add minetest.global_exists() by ShadowNinja |
18:07 |
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18:10 |
VanessaE |
Amaz: check the log. |
18:12 |
Amaz |
Yep. Do you want screenshots with the others? |
18:12 |
kaeza |
I still see no point in that pull, though |
18:12 |
VanessaE |
Amaz: sure, what the hell :P |
18:12 |
Amaz |
:P |
18:18 |
Amaz |
13: https://cdn.mediacru.sh/-/-3AERrzyaDyn.png |
18:18 |
Amaz |
14: https://cdn.mediacru.sh/9/994IB58d6gfX.png |
18:18 |
Amaz |
15: https://mediacru.sh/gLZo7QKnkrXc |
18:20 |
kilbith |
horrible |
18:21 |
kilbith |
that's all i can say |
18:21 |
Amaz |
^ |
18:21 |
VanessaE |
yeah, the gold looks nice by itself but it just doesn't work at all in practice. |
18:22 |
Krock |
I prefer a pen. |
18:22 |
Krock |
Like "Free edit" |
18:22 |
Calinou |
pen looks like “Interact granted by default†|
18:22 |
Amaz |
^ |
18:23 |
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18:23 |
Krock |
Calinou, ah right. That's almost a default for me :3 |
18:23 |
Krock |
nvm. Bad idea with the pen |
18:24 |
Krock |
Amaz, use the dirt textures |
18:24 |
Amaz |
? |
18:24 |
Krock |
As cubes in the background of that infinite sign |
18:24 |
kilbith |
we've already choosen the icon, Krock |
18:24 |
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18:24 |
Amaz |
I don't make the icons anyway... |
18:24 |
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18:24 |
Amaz |
http://irc.minetest.ru/minetest-dev/2014-12-10#i_4056597 |
18:26 |
Krock |
ah. the ppl already decided |
18:26 |
Amaz |
Yep. |
18:27 |
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18:31 |
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18:31 |
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18:49 |
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19:00 |
Taoki |
Hmm... I wanted to make a forum thread about this, but I'm not sure what the best section is, so perhaps I should ask here: I've been around and working on Minetest for a while, and I'd like to be able to make things advance faster. Is there a chance that I could join the dev list on Github, so I can have an official vote on accepting pull request and the ability to accept pulls? |
19:00 |
Taoki |
I know there's a rule that a minimum number of developers need to agree to a pull before it's accepted. If there's anything else I need to know, I can probably learn. |
19:02 |
Taoki |
Should I email such a request to a specific address... or create an issue on Github? |
19:03 |
Calinou |
being a core dev requires good C++ knowledge |
19:04 |
Taoki |
Calinou: Mine isn't excellent. But I seem to understand most of Minetest's code, unlike other C++ projects. Perhaps because it's more cleanly or simply done. |
19:05 |
Taoki |
I probably wouldn't ask if I didn't :P After all I got the basis of 3D models coded back in the day... so I can likely figure things out. |
19:09 |
PilzAdam |
Taoki, you can't request this yourself; we will invite you if we think that you are good, would fit the job and would be a benefit for the team |
19:09 |
PilzAdam |
at least that's how it was done in the past |
19:09 |
Taoki |
I see. Ok in that case |
19:10 |
VanessaE |
that said, Taoki WOULD be a benefit, imho. |
19:10 |
Taoki |
PilzAdam: Can I still officially vote on pull requests however? As in, do I count in the rule that "a minimum of X developers must agree for a pull to be accepted"? That's what I'm most interested in... I'd like to be able to test and confirm changes and help things go even faster. |
19:10 |
Taoki |
And thanks VanessaE :) |
19:11 |
PilzAdam |
no, there is no rule that would allow this |
19:11 |
PilzAdam |
you could help us by testing pull requests, though |
19:11 |
Krock |
I'm happy about not being in the merge-privilege-dev list, this ay I can blame others :3 |
19:11 |
Krock |
*way |
19:11 |
Calinou |
Taoki makes a lot of strange or Minecrafty judgments |
19:11 |
Calinou |
but overall would help the team |
19:12 |
Taoki |
PilzAdam: ok |
19:13 |
Taoki |
Could be nice if there was a half-dev status... where you can't accept / reject pulls but can officially weigh down on them. At least if enough people do happen to agree with my ideas :P |
19:14 |
Taoki |
I seem to favor eye candy and some new visual changes more than the average user sometimes |
19:14 |
Amaz |
I think that the half-dev idea is very good. |
19:14 |
kilbith |
you imagine how many people would wants this status if allowed ? |
19:14 |
Calinou |
bureaucracy isn't appreciated much by Minetest devs |
19:15 |
Amaz |
kilbith, yeah... |
19:15 |
Taoki |
kilbith: It could be granted for low level contributors and known users only. Like those who have been around for more than 3 - 6 months, have some knowledge of the code, understand the project's direction, etc. |
19:16 |
Taoki |
I think there are many non-(officially)-devs who would qualify |
19:16 |
Calinou |
there are dozens of people who have been around for 1+ years and know the code a bit :P |
19:16 |
kilbith |
opinions (if logic) are considerate by devs anyways - no need to have an official status for ease the enforcement of your views |
19:16 |
Krock |
^ me |
19:17 |
* Krock |
puts his message above kilbith's |
19:17 |
Taoki |
Calinou: If they're all trusted users who seek to help, having them all count for feature votes would sound like a nice thing to consider :) |
19:17 |
Calinou |
voting should be a last resort |
19:18 |
Calinou |
not a general thing to do |
19:18 |
Calinou |
do you see your country voting on everything? |
19:18 |
Calinou |
use consensus |
19:18 |
Krock |
Not even Switzerland votes for everything |
19:18 |
Calinou |
“+1†shouldn't be worth anything, only arguments should |
19:18 |
jin_xi |
+1 |
19:18 |
* Taoki |
agrees |
19:19 |
Taoki |
Depends who'se count though |
19:20 |
Calinou |
how to fix mods that use globals? |
19:20 |
Calinou |
especially the intllib-supporting ones |
19:20 |
Calinou |
kaeza, ^ |
19:21 |
Calinou |
some server errors out due to globals |
19:21 |
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19:21 |
VanessaE |
I thought someone added a config switch to silence those warnings? |
19:22 |
Krock |
#1862 |
19:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/1862 -- Add minetest.global_exists() by ShadowNinja |
19:22 |
Calinou |
it has lots of warnings, but shuts down due to an error |
19:22 |
Calinou |
http://paste.ubuntu.com/9466167/ |
19:23 |
Krock |
Calinou, interesting. The error couldn't be written completely |
19:23 |
Krock |
> Connexion |
19:23 |
Calinou |
network-related errors are translated |
19:24 |
Calinou |
by the system, probably |
19:27 |
VanessaE |
wow, that's a new one |
19:27 |
VanessaE |
and that's singleplayer?? |
19:27 |
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19:28 |
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19:29 |
Calinou |
no, a server |
19:30 |
Calinou |
#minetestforfun @ InchraNet |
19:30 |
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19:31 |
PilzAdam |
Taoki, how would signs using the mesh drawtype work? |
19:31 |
PilzAdam |
you still can't change textures at runtime |
19:32 |
PilzAdam |
nore, hi, do you have time to look at some pull requests of minetest_game? |
19:32 |
PenguinDad |
Taoki: minetest doesn't use mtl files afaik |
19:32 |
Taoki |
PilzAdam: Yeah, I remember someone mentioning that this is still a limitation for meshnodes. Not for entities though. So a sign could spawn a single entity, containing a plane with a different material for each latter. |
19:32 |
Taoki |
**letter |
19:32 |
VanessaE |
the problem is the texture compositing operations. they slow the client down greatly. |
19:32 |
nore |
sorry, no time now, and my internet connection is crap (that's the problem with my irc client auto-connect) |
19:32 |
Taoki |
Previously I believe signed spawned one entity per letter... that was indeed very ugly. |
19:33 |
VanessaE |
Taoki: no. they spawn one entity per sign. |
19:33 |
Taoki |
VanessaE: Ah... that's good then |
19:33 |
nore |
just very fast: which ones? |
19:34 |
PilzAdam |
nore, https://github.com/minetest/minetest_game/pull/174 https://github.com/minetest/minetest_game/pull/375 https://github.com/minetest/minetest_game/pull/366 https://github.com/minetest/minetest_game/pull/354 https://github.com/minetest/minetest_game/pull/338 |
19:34 |
VanessaE |
the problem is the client apparently does not handle the compositing operations used to build the texture, very well. possibly to the point of iterating through them every video frame. |
19:34 |
Taoki |
If there's one entity per sign, I imagine realtime signs could be accepted in minetest_game. Although not necessarily, as that might still be unstable... I couldn't vore 100% in favor of that either. |
19:34 |
VanessaE |
realbadangel can explain; he has a plan to mitigate the problem. |
19:34 |
PilzAdam |
Taoki, could you elaborate how materials will solve the problem? |
19:34 |
PilzAdam |
I still don't understand it... |
19:35 |
Taoki |
PilzAdam: If there is a flat plane for each letter using a different material, a different letter texture could be assigned for each face. |
19:36 |
Taoki |
A model would simply contain an array of flat planes, each with a material of its own. Then Lua can, for example, assign texture "B" to material "4" to make the 4th later a B. |
19:36 |
VanessaE |
Taoki: that would be potentially thousands of materials per sign. |
19:36 |
PilzAdam |
how can you change the arrangement of letters at runtime? |
19:36 |
PilzAdam |
can you change the textures <-> material assignements at runtime in Lua? |
19:36 |
VanessaE |
no |
19:37 |
Taoki |
PilzAdam: On entities, the texture array can apparently be changed in realtime. It's how skins or the armor mod appear to work... so 3D armor allows you to set your skin then a helmet / chestplate / etc individually. |
19:37 |
nore |
PA: I was ok with #366 |
19:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/366 -- Add a list of servers to the Multiplayer tab by Jeija |
19:37 |
Taoki |
Sadly this doesn't appear to be possible on meshnodes... at least yet. |
19:37 |
nore |
#375 looked good |
19:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/375 -- New tree generator. by RealBadAngel |
19:37 |
nore |
#354 too |
19:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/354 -- Added ability to fetch media from remote server (using cURL library) by xyzz |
19:38 |
VanessaE |
Taoki: realbadangel has a plan for a VGA text drawtype. no fiddling with meshes or materials or entities. |
19:38 |
Taoki |
This is probably part of a different problem: Minetest isn't designed with the idea that a node should be possible to retexture. Texture is considered a static property of each node type. |
19:38 |
Taoki |
This could theoretically be fixed though... |
19:38 |
Taoki |
VanessaE: Nice! That is indeed even better. |
19:38 |
nore |
the two others are good too |
19:38 |
nore |
sorry, can't stay |
19:38 |
PilzAdam |
nore, thanks! :D |
19:39 |
PilzAdam |
I wait for sfan5's vote on these then... |
19:40 |
Taoki |
Reminder that I made a small bugfix also, #1926 It lets footstep sounds work on liquid nodes so swimming sounds can be possible, and also enables climbing sounds for ladders out of the box. |
19:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/1926 -- Liquid & climbing footsteps by MirceaKitsune |
19:40 |
Calinou |
this should really be merged… |
19:41 |
PilzAdam |
Taoki, I wouldn't call that a "bugfix" |
19:41 |
Calinou |
it isn't a bug fix, but it is an improvement |
19:41 |
Taoki |
Right. Sort of, I guess. Footstep sounds on liquids didn't work in the past either. But I'm not sure if that was intended at the time. |
19:41 |
Taoki |
More like an improvement fix... or just an improvement, sure :) |
19:43 |
Calinou |
but this will probably not be merged :( as usual |
19:43 |
PilzAdam |
Taoki, change the comment above the if too |
19:44 |
Calinou |
yes, always keep comments up-to-dae |
19:44 |
Calinou |
I've seen various out of date comments while reading the code |
19:44 |
Taoki |
PilzAdam: What should I change it to? |
19:44 |
PilzAdam |
isn't that obvious? |
19:45 |
PilzAdam |
"If the player seems to be walking on solid ground, swimming or climbing," |
19:45 |
Taoki |
Ok... just wanted to be sure |
19:45 |
PilzAdam |
otherwise this seems fine; needs to be tested, though |
19:47 |
Taoki |
I tested it myself and everything looks and works good. Others should test too of course |
19:55 |
PilzAdam |
realbadangel, have you tested https://github.com/minetest/minetest_game/pull/375 yet? |
19:56 |
Calinou |
Taoki, https://github.com/minetest/minetest_game/pull/312#issuecomment-66511214 |
19:57 |
Calinou |
seems obvious, but I'll clarify it again :) |
19:57 |
Calinou |
I don't like spending hours on a game and not do much |
19:57 |
Taoki |
Calinou: I still think the current default speed is okay. If it's too fast, things well... simply happen too fast. |
19:57 |
Calinou |
Minecraft's is a tad faster for comparison |
19:58 |
Calinou |
the walking speed, not the sprinting one |
19:58 |
Calinou |
my changes would make Minetest's speed between Minecraft's walking and sprinting |
19:58 |
Taoki |
Maybe just a very little bit, but I wouldn't support the walking speed getting much faster otherwise |
19:58 |
Calinou |
also, the speeds I have put are the same as the ones currently used in Carbone… so if you play that subgame, you already use the modified speeds |
19:58 |
Taoki |
Sounds like too much I think |
19:58 |
Calinou |
if you think walking is too fast, you've never played Sauerbraten :P |
19:59 |
Taoki |
I play Xonotic, I know what it's like :3 |
19:59 |
kilbith |
the Carbone's physics are quite hard to handle :/ |
19:59 |
kilbith |
i'm not the only one to think that |
19:59 |
Calinou |
Xonotic is not quite as fast |
19:59 |
Calinou |
seems fine for me |
20:00 |
Calinou |
if you want to walk slowly, sneak |
20:00 |
Calinou |
sneaking is 2× slower, not 3× slower, in Carbone |
20:00 |
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20:00 |
Calinou |
the acceleration values are close to Minecraft's, but the way Minetest handles acceleration is very strange |
20:01 |
kilbith |
in Carbone, you feels like a rocket, especially jump+run from the water |
20:02 |
PenguinDad |
kilbith: in minetest_game I feel like a rock :/ |
20:03 |
Calinou |
jump-run in water is like if you swam IRL |
20:03 |
Calinou |
did you ever watch swimming championships? :D |
20:03 |
kilbith |
no i mean jump+run from water to air |
20:04 |
kilbith |
3-4m of jumping, staying during several seconds in air |
20:04 |
Calinou |
oh, run as in fast_mode |
20:04 |
Calinou |
the point of fast_mode is mostly for admins and testing |
20:04 |
Calinou |
it is intentionally very fast |
20:05 |
kilbith |
also, the skidding is exagerate |
20:05 |
kilbith |
~3m whenever you're ending a run |
20:06 |
Calinou |
not worse than Minetest |
20:06 |
Calinou |
if you keep holding the fast_mode key |
20:06 |
Calinou |
anyway, gtg, bye |
20:10 |
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20:48 |
Megaf |
#1934 |
20:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/1934 -- TAB auto complete will no longer work on console. |
20:48 |
Megaf |
^ |
20:57 |
sfan5 |
PilzAdam: my vote on what? |
20:58 |
PilzAdam |
<PilzAdam> nore, https://github.com/minetest/minetest_game/pull/174 https://github.com/minetest/minetest_game/pull/375 https://github.com/minetest/minetest_game/pull/366 https://github.com/minetest/minetest_game/pull/354 https://github.com/minetest/minetest_game/pull/338 |
20:58 |
PilzAdam |
nore agreed on all of these |
21:06 |
kilbith |
wow, obsidian bricks pull is so old... |
21:06 |
kilbith |
texture is outdated |
21:07 |
kilbith |
the current obsidian is different |
21:11 |
PilzAdam |
textures are not that important, they can be changed later |
21:13 |
kilbith |
and i don't like that trend of making bricks from any material |
21:23 |
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