Time |
Nick |
Message |
00:07 |
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00:18 |
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00:21 |
paramat |
now merging game 774 trivial fix |
00:26 |
paramat |
merged |
00:37 |
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02:39 |
paramat |
https://github.com/minetest/minetest/pull/3545 'Mapgen: Use 'mapgen_air' alias instead of CONTENT_AIR WIP' |
03:07 |
sofar |
paramat: so you gave up on the grass texture? |
03:07 |
sofar |
I can understand... |
03:07 |
sofar |
there's plenty other battles to be had |
03:08 |
paramat |
too soon for a PR, need to consider the options |
03:08 |
sofar |
I have a much better, structural approach to the problem |
03:08 |
paramat |
not given up though |
03:08 |
paramat |
? |
03:09 |
sofar |
I totally think we should do a kickstarter and hire an actual artist |
03:09 |
sofar |
and do *all* the textures at once |
03:10 |
sofar |
similarly, we can do sounds, models in the same way |
03:10 |
sofar |
or all at the same time, even |
03:14 |
paramat |
nooo. that's just not minetest to do that, everyone here is an artist already |
03:14 |
sofar |
hahaha |
03:14 |
sofar |
shuuuure |
03:15 |
sofar |
;) |
03:15 |
kaadmy |
^ |
03:15 |
paramat |
i think the textures are consistent enough, it all evolves organically (chaos development) |
03:15 |
kaadmy |
Mojang did that, imho their textures look kinda ametuerish |
03:16 |
sofar |
actually |
03:16 |
sofar |
a lot of our textures (minetest_game) are done by people, not artists |
03:16 |
sofar |
there's no style |
03:16 |
sofar |
it's just drawn up something |
03:16 |
sofar |
that's not bad per se |
03:16 |
paramat |
what i mean is there's no need for an 'external' 'artist' because we have enough artistic talent in our contributors |
03:17 |
sofar |
but an artist makes it into something coherent |
03:17 |
sofar |
well nothing says we can't hire someone who's already done stuff for minetest |
03:17 |
sofar |
but the core idea is |
03:17 |
sofar |
have ONE person make everything |
03:17 |
sofar |
so that it's all ONE style, one feeling |
03:17 |
sofar |
coherent |
03:17 |
paramat |
external people are external, that's the problem. better to have more amateur internal artists |
03:18 |
paramat |
everything in minetest is done this way |
03:18 |
sofar |
I'm not seeing many people come in and redo the rose texture, or the cotton plant |
03:18 |
sofar |
and we can have said artist make an entirely new texture pack as well |
03:19 |
paramat |
only allowing one person to do textures is against the approach that anyone can contribute |
03:19 |
sofar |
not my intent |
03:19 |
sofar |
so what would be against having an artist making a non-default resource pack? |
03:20 |
paramat |
nothing i guess, this artist is best one of us though |
03:20 |
sofar |
not really. 10 different artists have 10 different styles |
03:21 |
sofar |
they probably do not match |
03:23 |
sofar |
I had to spend a lot of time studying the existing leaf textures before I was happy with my drawing of the aspen leaf |
03:23 |
sofar |
I doubt that others have done that as well before for other aspects |
03:23 |
sofar |
of course, there are exceptions |
03:24 |
sofar |
your log top texture is really well done |
03:25 |
kaadmy |
the leaf textures are especially hard |
03:25 |
paramat |
the textures are consistent enough, everything else about minetest is an organic mess of various contributions, and it seems to work |
03:25 |
sofar |
https://github.com/minetest/minetest_game/pull/775 fyi |
03:25 |
paramat |
i know you see a problem with texture consistency though :) |
03:26 |
paramat |
cool |
03:27 |
paramat |
so i look forward to your optional consistent texture pack |
03:27 |
sofar |
it's been on the backburner a bit |
03:27 |
sofar |
70 textures so far |
03:27 |
sofar |
but this week I had to go back to work again ;) |
03:28 |
paramat |
you know we already have this: texture packs |
03:28 |
sofar |
it is a texture pack |
03:29 |
kaadmy |
already suggested before, but maybe minetest should come with some texture packs/subgamws |
03:29 |
paramat |
i mean what you're suggesting is already being done, various consistent packs by single artists |
03:29 |
sofar |
yes, almost every optional texture pack is done by 1 person |
03:32 |
paramat |
have to go bbl |
03:32 |
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04:42 |
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04:43 |
paramat |
now merging game 775 |
04:46 |
paramat |
merged |
05:57 |
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06:30 |
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07:22 |
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08:03 |
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09:00 |
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13:21 |
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14:00 |
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14:04 |
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14:04 |
dfelinto |
does anyone know if the developer “Sapier†comes in irc? |
14:04 |
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14:06 |
* dfelinto |
assumes he is the current maintainer of the stereo 3d code |
14:09 |
RealBadAngel |
dfelinto, yeah you can meet him here |
14:09 |
dfelinto |
RealBadAngel: thanks, I will set up an alarm then. his nick here is sapier I assume |
14:10 |
RealBadAngel |
whats your problem anyway? |
14:11 |
dfelinto |
RealBadAngel: minetest stereo implementation is based on the Toe-In method |
14:11 |
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14:11 |
dfelinto |
RealBadAngel: as I was saying, minetest stereo implementation is based on the Toe-In method |
14:12 |
dfelinto |
this is considered a poor method, where we simply rotate the cameras towards the convergence point |
14:13 |
dfelinto |
I have a patch that replaces this by the (off-axis) zero-parallax method |
14:13 |
dfelinto |
wip - https://github.com/dfelinto/minetest/tree/offset-axis |
14:14 |
RealBadAngel |
so make a PR with this patch |
14:14 |
dfelinto |
and I wanted to bounce it by someone before sending it for review |
14:14 |
dfelinto |
in fact there are some design decisions that I would like to discuss regardless of the code itself |
14:14 |
RealBadAngel |
you can mark the PR as WIP and discuss it then there |
14:14 |
dfelinto |
okay, I will try that |
14:15 |
RealBadAngel |
as far as i remember those 3d modes were coded by sapier and mirceakitsune |
14:15 |
dfelinto |
I’m just waiting for the pageflip patch to be merged, because the off-axis patch was built on top of it |
14:15 |
dfelinto |
RealBadAngel: and hte original patch is from “xyz†from what I read in the log |
14:16 |
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14:23 |
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14:27 |
Taoki |
dfelinto: I noticed that red-cyan anaglyph in Minetest is not by far as high quality as that in Minecraft (excuse the comparison). As in it doesn't look so detailed, real, immersive, etc. In MC I can focus my eyes on the geometry more correctly. |
14:27 |
Taoki |
So I agree that a better formula for stereoscopy angles would be welcome. Especially with Oculus Rift support as a hope of something that will eventually happen. |
14:27 |
dfelinto |
oculus is another story, since the projection matrix is provided by the SDK itself |
14:28 |
dfelinto |
but yes, the current method (toe-in) is (looking for a nice word) barely usable |
14:28 |
dfelinto |
there are a few cases where you may want it, but it’s mostly for legacy reasons |
14:30 |
dfelinto |
it would be interesting to import a minetest world in Blender (or the other way around), and compare the 3d in both viewports |
14:34 |
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14:34 |
est31 |
can it be that our redis error reporting has been broken all the time? |
14:35 |
est31 |
we directly used reply->str as c-type string |
14:35 |
est31 |
so NULL terminated |
14:35 |
est31 |
but now an user turned up who had a crash that smells of missing NULL termination |
14:36 |
est31 |
https://github.com/minetest/minetest/issues/2610#issuecomment-169936057 |
14:36 |
est31 |
can sb test that |
14:36 |
est31 |
anyway will create a PR that changes the reply str reading |
14:36 |
est31 |
I wont merge it, my time is limited |
14:37 |
nrzkt2 |
no est31 don't die ! |
14:37 |
est31 |
I've said Im doing minetest pause |
14:38 |
est31 |
I want to lower my contributions not highen them |
14:43 |
nrzkt |
i know :p |
14:44 |
est31 |
https://github.com/minetest/minetest/pull/3546 |
14:44 |
est31 |
if it makes sense, merge it |
14:44 |
est31 |
if not comment |
14:48 |
est31 |
either way, its no super urgent issue, otherwise it would have been discovered earlier |
14:52 |
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14:53 |
nrzkt |
est31 seems good |
14:56 |
est31 |
I'll push it then |
14:57 |
est31 |
fine |
14:57 |
est31 |
and I'm gone again |
14:58 |
est31 |
bye all |
15:01 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3547 |
15:02 |
RealBadAngel |
^^ enables infotext for item entities |
15:06 |
sofar |
nice |
15:10 |
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15:12 |
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15:15 |
red-001 |
~webtitle https://github.com/minetest/minetest_game/pull/602 |
15:15 |
red-001 |
~web title https://github.com/minetest/minetest_game/pull/602 |
15:15 |
ShadowBot |
red-001: Allowed players with access priv to access any locked chest, steel door or trapdoor and breck bones they don't own. by red-001 · Pull Request #602 · minetest/minetest_game · GitHub |
15:17 |
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15:17 |
nrzkt |
red-001, it's not necessary to do that here. Thanks |
15:19 |
nrzkt |
RealBadAngel, seems good except the point i sent to you on the PR |
15:20 |
nrzkt |
two comments* |
15:20 |
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15:23 |
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15:28 |
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16:10 |
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16:34 |
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16:36 |
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17:08 |
RealBadAngel |
quick question, why function fgettext(text, ...) is allowed only for mainmenu? |
17:10 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/builtin/common/misc_helpers.lua#L599 |
17:10 |
RealBadAngel |
i would like to use fgettext in item entities code, to display "Count" on infotext, translated |
17:17 |
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17:28 |
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18:20 |
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18:22 |
sofar |
RealBadAngel: I could see someone wanting to prevent using it for localization of in-game messages |
18:23 |
sofar |
but, your use case seems legit |
18:24 |
kaeza |
it still has the same problems as e.g. intllib (server-side translation) |
18:24 |
kaeza |
intllib sucks anyway so... |
18:25 |
RealBadAngel |
i know, but how to make item entity use it and at the same time not allow using it for everybody out there/ |
18:25 |
RealBadAngel |
? |
18:26 |
kaeza |
RealBadAngel, see misc_register.lua; it hides core.register_item_raw, but please don't do that in builtin :) |
18:26 |
RealBadAngel |
i think atm i will just use non-translated "Count" string until its resolved |
18:27 |
RealBadAngel |
or anybody have an idea on how to format items infotext without any text to translate |
18:28 |
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18:29 |
RealBadAngel |
or just dont display count at all? |
18:35 |
kaeza |
something like "Dirt (5)" would be good for now |
18:35 |
sofar |
RealBadAngel: why not add `or INIT == "GAME"` ? |
18:36 |
RealBadAngel |
sofar if i add there init=="GAME" too i could remove that init at all |
18:37 |
sofar |
right |
18:38 |
RealBadAngel |
but that propably wont be enough |
18:38 |
RealBadAngel |
gettext itself is defined within mainmenu api only |
18:39 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_mainmenu.cpp#L1060 |
18:43 |
sofar |
seems trivial enough to make that available to game |
18:43 |
sofar |
a lot easier than the work I'll have to do for ItemStackMetaRef :^) |
18:44 |
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19:00 |
RealBadAngel |
sofar, but complicated enough to not be a part of infotext PR imho |
19:01 |
sofar |
yeah, I'd split that out into different commits |
19:02 |
sofar |
just submit your infotext one as is, and a second one that adds the needed bits to display count |
19:02 |
RealBadAngel |
so imho infotext pr is now complete |
19:02 |
sofar |
my experience is that once you show a good concept, additional related patches are easier to merge |
19:02 |
sofar |
I agree. I was going to test it this morning but ran out of time |
19:03 |
RealBadAngel |
nrzkt commented it out with some mess about "virtual" stuff but thats rather about overall mess there, not this PR only |
19:03 |
RealBadAngel |
in entities code theres lotsa dead stuff |
19:05 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L280 |
19:05 |
RealBadAngel |
like above, item entities are genericCAOs, that one is not used at all |
19:05 |
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19:07 |
sofar |
I saw that |
19:07 |
sofar |
I wonder if I can make that show up in gcov |
19:08 |
sofar |
http://foo-projects.org/~sofar/minetest_coverage/ |
19:09 |
sofar |
of course, that was a quick run without much in-game interaction |
19:09 |
sofar |
I can likely make that work again and push upstream |
19:24 |
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19:39 |
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19:41 |
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19:55 |
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20:09 |
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20:09 |
Skyduskguy |
did i join ok? |
20:11 |
kaadmy |
? |
20:26 |
Skyduskguy |
seems like i did |
20:44 |
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Player2 joined #minetest-dev |
22:06 |
Skyduskguy |
ohh poop anyone know a free b3d mesh maker? |
22:07 |
kaadmy |
blender.. |
22:08 |
Skyduskguy |
to my knowledge that doesnt export b3d? |
22:09 |
kaadmy |
there's an addon for it |
22:09 |
Skyduskguy |
I was looking for one and that was one of ppls complaints |
22:10 |
Skyduskguy |
what plugin do you use? |
22:10 |
kaadmy |
does this work? http://supertuxkart.sourceforge.net/persistent/images/e/e1/B3d_export.py |
22:10 |
kaadmy |
i THINK that's the one i use |
22:10 |
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22:10 |
Skyduskguy |
I dont know what im looking at, its a txtwith .py |
22:11 |
kaadmy |
right-click, save as |
22:12 |
kaadmy |
on linux, save it in (USER)/.config/blender/<version>/scripts/addons/io_scene_export_b3d.py |
22:19 |
Skyduskguy |
do i have to make that directory |
22:20 |
Skyduskguy |
I tried installing an addon from file but that doesnt seem to make anything new appear |
22:21 |
Skyduskguy |
well i dled a zip form somewhere else and install from file worked, i hope it works |
22:22 |
kaadmy |
are you on linux? |
22:22 |
Skyduskguy |
of course not |
22:23 |
kaadmy |
i dunno where to put it then, it belongs in your addon folder, whereever that is |
22:27 |
Skyduskguy |
well exporting a box and replacing the mesh from a mob didnt work, I need a way to test this |
22:30 |
Skyduskguy |
there is no such thing as a b3d importer.... |
22:32 |
kaadmy |
yeah :( |
22:32 |
Skyduskguy |
maybe i needed to add a texture? |
22:32 |
kaadmy |
does the model just not show up? |
22:32 |
Skyduskguy |
th4e mob showed up in game invisible |
22:32 |
kaadmy |
what's the dimensions of the model? in MT, 10 units is 1m |
22:32 |
Skyduskguy |
ehh its a box |
22:33 |
kaadmy |
hmm, i remember having problems with being invisible |
22:33 |
Skyduskguy |
im looking for dimension info.... |
22:33 |
kaadmy |
in blender, press N. near the top of the panel, scroll up |
22:34 |
Skyduskguy |
1 1 1 |
22:34 |
kaadmy |
scale it 10x in edit mode |
22:34 |
kaadmy |
should work then |
22:34 |
kaadmy |
and try adding a texture, might need it |
22:35 |
Skyduskguy |
yeah im still looking for that part |
22:35 |
kaadmy |
just unwrap it, press U>Reset |
22:35 |
kaadmy |
and export and test again |
22:35 |
Skyduskguy |
this comes up when i press u http://i.imgur.com/O1ImWeu.png |
22:36 |
kaadmy |
in edit mode :p |
22:36 |
kaadmy |
shoulda mentioned that |
22:36 |
Skyduskguy |
ehh you did |
22:36 |
Skyduskguy |
I dont know what that s |
22:36 |
sofar |
blender is impossible to learn without a tutorial |
22:36 |
Skyduskguy |
i just installed blender... |
22:36 |
kaadmy |
^ |
22:36 |
kaadmy |
ahh |
22:36 |
kaadmy |
i assumed you'd used blender before ;) |
22:37 |
kaadmy |
press Tab |
22:37 |
kaadmy |
that puts you in edit mode |
22:37 |
sofar |
I'm amazed I managed to make this: http://i.imgur.com/pYv3xhN.png myself in it |
22:38 |
Skyduskguy |
how do i add a texture to this thing? |
22:38 |
Skyduskguy |
it just needs to be a color |
22:38 |
sofar |
Skyduskguy: UV mapping |
22:38 |
kaadmy |
Skyduskguy: just unwrap it, doesn't matter how |
22:38 |
Skyduskguy |
doesnt seem to do anything? |
22:38 |
sofar |
you need to add a texture, can't just give a model a color |
22:38 |
Skyduskguy |
I assumed so |
22:38 |
sofar |
unwrapping is sufficient |
22:39 |
sofar |
but then in MT you'll need to add a texture |
22:39 |
Skyduskguy |
im just pasting it over some mob |
22:39 |
Skyduskguy |
replacing the model |
22:39 |
Skyduskguy |
for now to learning |
22:40 |
kaadmy |
check the mob's texture, if the top-left pixel is transparent, it'll show up invisible if you haven't unwrapped the model |
22:40 |
Skyduskguy |
yeah |
22:40 |
Skyduskguy |
\it was |
22:40 |
Skyduskguy |
ima load it in now |
22:41 |
Skyduskguy |
damn still invis |
22:41 |
kaadmy |
:| |
22:43 |
Skyduskguy |
does clickign unwrap, unwrap it? |
22:43 |
Skyduskguy |
\im seeing a unwrap tool to the left |
22:43 |
Skyduskguy |
http://i.imgur.com/TLyY9OZ.png |
22:43 |
kaadmy |
that shows up if you selected an unwrap type when you press U in edit mode |
22:43 |
kaadmy |
just press U again, and select Reset |
22:44 |
Skyduskguy |
so u gets this? http://i.imgur.com/LWzY0Wu.png |
22:44 |
Skyduskguy |
what do i want |
22:44 |
kaadmy |
just click that |
22:44 |
kaadmy |
wait |
22:44 |
Skyduskguy |
I have.. |
22:44 |
Skyduskguy |
what now |
22:45 |
kaadmy |
press A in edit mode until the whole mesh is orange |
22:45 |
kaadmy |
then unwrap |
22:45 |
Skyduskguy |
how do i unwrap it |
22:45 |
sofar |
yeah, you have to select all faces |
22:45 |
kaadmy |
<sofar>blender is impossible to learn without a tutorial |
22:45 |
kaadmy |
wisdon ^ |
22:45 |
sofar |
add a material |
22:45 |
kaadmy |
don't need materials iirc |
22:45 |
Skyduskguy |
http://i.imgur.com/z4LVJoZ.png |
22:45 |
sofar |
hmm |
22:46 |
Skyduskguy |
im just trying to get abox to show up |
22:46 |
Skyduskguy |
ill start the tuts after proving it |
22:46 |
sofar |
this needs to be a minetest-specific tutorial video |
22:46 |
Skyduskguy |
yeah |
22:46 |
Skyduskguy |
nothing on howto make mobs |
22:46 |
Skyduskguy |
i looked |
22:46 |
sofar |
so that it can omit all the random parts you don't care about |
22:46 |
sofar |
just a mesh node |
22:46 |
sofar |
for starters |
22:46 |
sofar |
that's even simpler |
22:47 |
Skyduskguy |
ive made node meshes in lua |
22:47 |
Skyduskguy |
how |
22:47 |
Skyduskguy |
do i unwrap |
22:47 |
RealBadAngel |
Skyduskguy, meshes in lua? you mean nodeboxes rather |
22:47 |
Skyduskguy |
man i idc |
22:47 |
Skyduskguy |
we talkin bout blender n b3ds |
22:48 |
Skyduskguy |
beh |
22:48 |
Skyduskguy |
how is box formed |
22:48 |
Skyduskguy |
so click unwrap |
22:48 |
sofar |
nodeboxes != meshes |
22:48 |
Skyduskguy |
then just export it? |
22:48 |
kaadmy |
yep |
22:48 |
kaadmy |
*should* work |
22:49 |
sofar |
http://i.imgur.com/pYv3xhN.png <- blender-made mesh model |
22:51 |
Skyduskguy |
beautiful |
22:51 |
Skyduskguy |
http://i.imgur.com/F5gyq67.png |
22:51 |
Skyduskguy |
:) |
22:51 |
sofar |
is it just a box? |
22:51 |
Skyduskguy |
yeah |
22:51 |
sofar |
oh, you're making a mob? |
22:51 |
Skyduskguy |
starting the process of learning howto |
22:52 |
Skyduskguy |
I know i needed ot be able to make a model |
22:52 |
Skyduskguy |
now i can make a box ty to you guys |
22:52 |
Skyduskguy |
<3 |
22:52 |
kaadmy |
ty ;) |
23:58 |
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paramat joined #minetest-dev |