Time Nick Message 00:00 sofar well that took a strange turn 00:30 RealBadAngel sorry for a break 00:32 RealBadAngel but displayin meshes instead of hacky and dirty tricks (see android case) is getting things done correct way 00:34 Fixer texture tear problem 00:34 * Fixer runs 00:36 kahrl render to texture is a hacky and dirty trick?! 00:47 rubenwardy I guess rendering a mesh to a texture, the rendering a mesh with a texture over it as part of drawing is a little ugly 04:01 paramat now merging game 780 04:06 paramat merged 04:14 RealBadAngel kahrl, when you can just set viewport on the current render, set draw material and order to draw meshbuffer? yes 04:16 RealBadAngel its just overengineering 04:18 RealBadAngel http://pastie.org/10684770 04:18 RealBadAngel that code just draws the mesh 04:21 RealBadAngel as you can see, theres no need to set new scenemanager, add scene nodes, set cameras, lighting, draw to the texture, cut texture, store and render it again later on 06:29 sofar anyone around that can help me figure out how to add something specific to script/common/c_content.cpp? 06:29 sofar specifically, I need to add an array of strings 06:29 sofar connects_to = { "string", "string" } 06:30 sofar https://gist.github.com/sofar/b429738f068b06be7ffd came up with that, but I'm not entirely sure 06:31 sofar (actually fairly sure it's not correct) 06:36 RealBadAngel textures are using that? 06:36 RealBadAngel line #150 06:36 sofar I've nosed around, but it's using strange offsets I don't understand 06:37 RealBadAngel special tiles are also accepting strings inside of tables 06:37 RealBadAngel line #306 06:39 RealBadAngel but #422 looks like is doing what you want exactly 06:39 sofar assuming I can ditch the CF_SPECIAL_COUNT section 06:40 sofar so -1 index then 06:40 RealBadAngel if(i==CF_SPECIAL_COUNT) that makes sure you dont have more than 6 tiles here 06:41 sofar yeah, I'm just adding all values 06:41 sofar irregardless of size 06:41 sofar of the array 06:41 RealBadAngel so drop that line 06:42 RealBadAngel or make there some limit like 256 or something 06:42 RealBadAngel just to make sure somebody havent pasted here a book ;) 06:43 sofar only mods can provide the info, so, screw them :) 06:43 RealBadAngel hehe 06:43 sofar ok, that compiles already 06:43 sofar now serialize and deserialize this 06:45 RealBadAngel btw, i saw on the screenie some wires 06:46 RealBadAngel you made them connected to some central spot, right? 06:46 sofar there is a small nodebox in the center for an unconnected node 06:46 sofar just like the pole for a fence 06:46 sofar just, very small 06:46 RealBadAngel i see 06:46 sofar 2x2x1 pixel, in the wire case 06:46 sofar but, it's optional 06:47 RealBadAngel so this kind of connection will be useable for tubes and technic wireing 06:47 sofar you can have any number of fixed nodeboxes that are optional 06:47 RealBadAngel not mesecons 06:47 sofar yes, it's useful for tubes 06:47 RealBadAngel mesecons are kind different 06:47 sofar right, the 10-fold connecting thing 06:47 RealBadAngel they shall "climb" the walls of adjacent nodes 06:48 sofar you can probably still use this nodetype and massively reduce the amount of nodes 06:48 sofar and like I said, maybe later we can add the 4 extra connections as well 06:48 RealBadAngel propably, but it will be still more than just one 06:49 sofar but I want it working with 6x connections first :) 06:49 RealBadAngel but imho you shall stop there 06:49 RealBadAngel wires are way more complicated 06:49 sofar crossing wires with shielding 06:50 sofar I don't think this mod can do that 06:50 sofar this patch* 06:50 RealBadAngel have you actually saw RedPower2's wireing? 06:50 sofar long time ago 06:51 RealBadAngel once is enough ;) 06:51 RealBadAngel the one youre developing is good for in the centre connections 06:51 RealBadAngel walls have way more fucked up logic 06:53 RealBadAngel but if you wanna look at it, the mod is recreated open source 06:54 RealBadAngel http://projectredwiki.com/wiki/Main_Page 07:00 sofar cool I think I got the lua part reading working. Got the correct amount of entries in my array 07:03 RealBadAngel hah and i found "nice" bug in my code 07:04 RealBadAngel the dragged item under the cursor got streched when moved into the corner of the screen 07:04 RealBadAngel it looks funny :) 07:04 Skyduskguy I just want conveyer belts and auto crafting :( 07:04 RealBadAngel Skyduskguy, install pipeworks and technic just? 07:05 sofar an open conveyor belt would be neat 07:05 sofar one that moves entities 07:05 Skyduskguy there was one >.> but its ded 07:05 Skyduskguy actually it was the first thing i searched for 07:05 Skyduskguy https://forum.minetest.net/viewtopic.php?f=11&t=9277&hilit=conveyor&start=50 07:06 Skyduskguy yeah pipes are not belts sadly 07:06 RealBadAngel it shouldnt be that hard to replace tubes with other GFx 07:06 RealBadAngel and change offset of the items travelling slightly 07:06 sofar yup 07:07 RealBadAngel that could be done propably in less than 10 minutes 07:07 sofar the belt can even use their own entities, but it would be nice if they could be dropped and picked up like normal itemstack entities 07:07 Skyduskguy well yeah 07:08 RealBadAngel ok, 15 minutes ;) 07:08 Skyduskguy if it didnt do that it wouldnt be belts 07:08 Skyduskguy dont tease :o 07:08 RealBadAngel im on my own code, dont try to point at me ;P 07:09 Skyduskguy well yeah im sure ppl who know howto this stuff could 07:09 Skyduskguy but im faaar from that 07:09 Skyduskguy im still trying to learn how not to have my mod fry the poor console 07:10 RealBadAngel learnig lua is quite fun 07:11 exio4 j 07:11 exio4 oops <.< 07:11 RealBadAngel now you do have lotsa examples out here 07:11 RealBadAngel a few yrs ago we were crying out loud to accomplish simple tasks ;) 07:12 Skyduskguy no way id attempt such a task, im certine id get frustraited and quit all together 07:13 Skyduskguy actually a small community im part of is waiting on a threshold for minetest to drop mc alltogether 07:13 RealBadAngel oh cmon, reward (the feeling) when you have it working is better when it wasnt that easy 07:13 Skyduskguy im currently the only one working tword learning modding to make it happen 07:14 Skyduskguy im not good at commiting to long things 07:14 Skyduskguy I drop projects all the time, im not proud of it 07:15 Skyduskguy just personal stuff 07:15 RealBadAngel try to keep focus 07:17 Skyduskguy its a motivation thing 07:18 Skyduskguy I just try to keep my stuff small, its the only way i can see it through 07:20 RealBadAngel good for starters 07:20 RealBadAngel with time each project grows 07:21 RealBadAngel ive started Technic with simple chest modification, now its the most complex mod for mt ever 07:22 RealBadAngel propably minetest_game is a simpler mod than technic alone ;) 07:22 Skyduskguy forum link 07:23 RealBadAngel https://forum.minetest.net/viewtopic.php?t=2538 07:23 sofar ok, deserialization and serialization done too 07:23 sofar now for node matching 07:24 sofar CNodeDefManager::getIds excellent 07:29 RealBadAngel hmm, i think that one callback for collision boxes would be handy, the one triggered on actual collision 07:30 sofar for your meshes? 07:30 RealBadAngel in general i think 07:30 RealBadAngel if player walks into something 07:30 sofar sure 07:30 sofar return what it has walked into 07:30 RealBadAngel atm we are using abms for that 07:30 sofar walk into water => play water splash 07:30 RealBadAngel thats costly 07:31 sofar walk into cactus node => instant death 07:31 sofar walk into lava => melt face 07:31 RealBadAngel it shall be something like on_collide 07:31 RealBadAngel so you can redefine it 07:31 sofar why not on_collision? 07:32 RealBadAngel whatever, just naming :) 07:32 Skyduskguy can i move th eplayer on collision with a particle? 07:32 sofar no, particles can only collide with the environment 07:32 sofar there's no callbacks either 07:32 sofar particles are not entities 07:33 Skyduskguy darn 07:33 RealBadAngel sofar, it shouldnt be hard, theyre already checked (player cant walk into some nodes) 07:33 sofar if you ask me, animated particle textures would be a fantastic addition 07:33 RealBadAngel so just add there callback 07:33 sofar right, should not be insane to code up 07:33 sofar could be costly though 07:34 sofar you'd want that handled client side 07:34 RealBadAngel propably it should be somehow limited 07:34 sofar question is, what are you going to use it for? 07:34 RealBadAngel like first hit or something 07:34 RealBadAngel mainly? 07:34 Skyduskguy fan nodes 07:34 RealBadAngel step in teleporters 07:34 sofar right, but I hope not particle collisions :) 07:35 Skyduskguy well that cant exist 07:35 Skyduskguy you just said right? 07:35 RealBadAngel use cases can be different of course, thats just one i have in mind 07:35 Skyduskguy id imagine drawing line of sight to player along a ray? 07:35 Skyduskguy vector? 07:35 RealBadAngel i was thinkin about stargates being sometimes responding too slow (thx to abms usage) 07:36 Skyduskguy idk what im talkin here 07:36 RealBadAngel Skyduskguy, theres some function bout it in builtin i think 07:37 Skyduskguy yeah there was a fan block mod, moved items players mobs 07:37 Skyduskguy loved a combination with store on hit chests 07:38 Skyduskguy ohhh does anything like hopper exist? 07:38 Skyduskguy I think it does 07:38 sofar pipeworks "filter" 07:38 RealBadAngel Skyduskguy, lua_api.txt line #2063 07:39 Skyduskguy spawn tree? 07:39 RealBadAngel awww 07:40 RealBadAngel https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2065 07:40 Skyduskguy i was on https://github.com/celeron55/minetest/blob/master/doc/lua_api.txt 07:41 Skyduskguy nice anyway 07:44 sofar alright... I think I have a great way to do connecting nodes where you have fine-grained control 07:44 sofar and it won't be slow to match either 07:45 sofar I'll use a std::vector 07:45 sofar actually 07:45 Skyduskguy howdo you change an entity's velocity? 07:46 Skyduskguy ok its just setvelocity 07:46 RealBadAngel http://i.imgur.com/0sIS7vA.png 07:47 sofar gifv that shit 07:47 RealBadAngel items on the left are shown with meshes 07:47 RealBadAngel on the right with usual textures 07:47 RealBadAngel ive added a slight rotations to them 07:47 sofar ahh they're not rotating? 07:48 RealBadAngel they do if selected 07:48 RealBadAngel but im talkin now about still representation 07:48 RealBadAngel theyre rotated and shaded the same way as nodes 07:49 RealBadAngel imho they DO look more 3d now 07:49 RealBadAngel compare mese pickaxe for example 07:53 RealBadAngel uploading now video 07:56 RealBadAngel sofar, https://youtu.be/lC3SAyiD2UI 07:59 sofar cure 07:59 sofar cute* 08:01 Skyduskguy thats very nice 08:02 RealBadAngel imho that brings consistence, items looks the very same way in inventories, on the ground and when wielded 08:03 RealBadAngel if they spin when selected is just a side effect ;) 08:04 Skyduskguy well sofar imade a few pushmits 08:04 Skyduskguy but im about drained and tierd 2am here 08:04 RealBadAngel pushmits? 08:04 Skyduskguy push commits 08:05 Skyduskguy idk im stillg etting the words mixed up 08:05 sofar I'm out. midnight. *poof I'm a pumpkin* 08:05 Fritigern It's been an eventvul day, Skyduskguy 08:06 RealBadAngel sofar, where do you live? (its 9am here lol) 08:06 Skyduskguy I leave you with besige gif 08:06 Skyduskguy http://i.imgur.com/0dbQAd8.webm 10:27 Megaf Hi 10:31 guest365 when will the next major version be released 11:28 Taoki RealBadAngel: Lovely work again! It does work with all drawtypes though, does it? 11:28 Taoki Also, does that mean 3D plants are at last going to be in themselves soon? :) 16:11 RealBadAngel Taoki, yes it will work with all drawtypes. but thats not related to plantlike, it is using provided, regular or extruded one meshes, just like wielded 16:11 RealBadAngel so it is consistent with everythin in game, item looks exactly the same in hand, in inventory or on the ground 16:12 RealBadAngel same meshes, same textures and the shaders 18:06 sfan5 x.x.x.x - - [12/Jan/2016:18:05:56 +0000] "GET /list?proto_version_min=13&proto_version_max=25 HTTP/1.1" 200 185755 "-" "cgcraftingguide/1.0 (Linux/3.4.0+ armv7l)" "-" 18:06 sfan5 so apparently someone named an android ripoff "cgcraftingguide" 18:06 sfan5 these names are only getting bettert 18:07 sfan5 also: "cgbuildahouse" 18:07 sfan5 and "buildavillage" 18:08 sfan5 and someone is trying to announce a server from "modernhousebuild" 18:11 Krock xD 18:14 sfan5 so i just checked 4 random games that are on google play when searching for "build craft" 18:15 sfan5 none of them mention any licensing stuff or provide their modified source 18:16 sofar do you have any significant contributions to minetest gpl parts? 18:17 red-001 I found about 5 minetest builds on google play once and only two even said anything about minetest 18:17 sofar okay hardcode minetest-core C++ devs, I have some questions I could use some help with 18:18 sfan5 sofar: yes but i dont feel like sending a dmca 18:18 sofar who'd be the person to ask? hmmmm? 18:18 sfan5 probably 18:18 sofar I'm attempting to pack a std::set as part of the nodedef 18:18 sofar but I'm having 18:18 sofar some issues regarding when to create the set 18:19 sofar and how to serialize it. apparently writeU16() doesn't work 18:19 sofar plus my iterator hates me 18:19 sfan5 if writeU16() doesn't work then you are using it wrong 18:20 sofar that's what I think to 18:20 sofar mapnode.h:typedef u16 content_t; 18:20 sofar it's... really a u16 though 18:20 sofar content_mapnode.h:extern content_t trans_table_19[21][2]; 18:20 sofar but what is that? 18:21 sofar nvm 18:22 sofar sfan5: no idea... It's a U16 but it hates... 18:23 sofar actually, huh, my bad I fixed that part 18:23 sofar I'm stuck at my iterator hate 18:23 sofar + for (std::set::const_iterator it = ids.begin(); 18:23 sofar + it != ids.end(); it++) 18:23 sofar + connects_to_ids.insert(*it); 18:24 sofar last line throws an error 18:24 sofar error: no matching function for call to 'std::set::insert(const short unsigned int&) const' 18:24 sfan5 try (u16) *it 18:25 sofar already did before 18:26 sofar error: no matching function for call to 'std::set::insert(short unsigned int) const' 18:28 sofar plus, and this is more important than anything 18:28 sfan5 idk 18:28 sofar I need to know that I can serialize and deserialize std::set values as they remain the same on the client and the server 18:30 sofar otherwise I need each client to convert nodenames into content_t themselves 18:30 sofar which means sending node names over the wire, and not ids 18:30 sofar yes, these are pretty core questions :) 18:30 sfan5 sofar: have you tried using clang 18:30 sfan5 maybe it spits out some more useful stuff than gcc 18:31 sofar gheh, ew 18:31 sofar I despise other compilers 18:31 sfan5 clang > gcc 18:32 sofar the messages are very useful in this case, I just follow examples of others that I've found... and they don't work 18:32 sofar besides, I'd have to install and figure out how clang works 18:33 sfan5 apt-get install -y clang 18:33 kahrl sofar: see the const at the end of the error message. the set is const, so you can't modify it 18:33 sfan5 and then re-run cmake with CC=clang CXX=clang++ 18:33 sfan5 not that hard 18:34 kahrl I've been wondering about std::set vs. std::vector performance lately 18:34 kahrl (in the context of ABMs, INodeDefManager::getIds, etc.) 18:34 sofar kahrl: yeah, that's it. do I change the iterator to a non-const iterator then? 18:34 kahrl I expect that std::vector is much faster at least for small-ish sets 18:34 kahrl sofar: no, the set itself 18:35 sofar uhm, it's not const 18:35 kahrl but does anybody know of benchmarks? 18:35 sofar nodedef.h: std::set connects_to_ids; 18:35 kahrl sofar: it's const when the object that contains it is const 18:35 sofar kahrl: yeah, I thought of that too. Sets remove duplicates, which is why I picked it 18:36 sfan5 kahrl: isn't std::vector likely faster because it doesn't need to order the items? 18:36 sofar kahrl: hmmmm 18:36 kahrl sfan5: that and fewer allocations needed 18:36 kahrl and better cache locality 18:36 sfan5 no idea about the allocations 18:37 sfan5 it depends on the c++ stdlib 18:37 sfan5 os x and iOS use a different one e.g. 18:37 kahrl doesn't std::set in most implementations allocate each node of the red black tree individually? 18:37 kahrl but yeah idk, that's why I asked for benchmarks 18:37 sfan5 i think freebsd also uses libc++ (from the llvm project) 18:38 kahrl sofar: the method that the erroneous line is in - is it marked as const? 18:38 kahrl sofar: that means it is operating on a const object 18:38 sofar insert? 18:39 kahrl sofar: could you paste the code? it would be easier to talk about then 18:40 sofar sec 18:42 sofar https://gist.github.com/sofar/50c040e78a8f2b691fe1 18:43 sofar the concept is simple 18:43 sfan5 i see nothing wrong with that code 18:43 sofar this is for my connected nodeboxes patch 18:43 sfan5 but then again i don't use C++ that often 18:43 sofar each nodedef has a list of node name matches 18:43 sofar strings 18:43 Taoki RealBadAngel: Nice. Hope they can reach master soon... that spinning effect in inventory is pretty neat :) 18:44 sofar the server converts them with getIds() to content_t numbers 18:44 sofar and serializes them for the client 18:44 kahrl sofar: ContentFeatures::serialize is a const method 18:44 sofar client gets them and knows how to connect each connected node with that set 18:44 kahrl so it operates on a const ContentFeatures 18:44 kahrl which you can't modify the connects_to_ids field of 18:44 rubenwardy (sofar: if you call the file something.patch it adds highlighting) 18:44 sofar right, so my first FIXME is key 18:45 sofar I need to move the segment that converts to ids to another place in the code 18:45 sofar it needs to be *after* lua is done reading nodedefs 18:45 sofar but I haven't found where that would be a great place to put yet 18:45 sofar any ideas? 18:46 sofar I'm assuming at that point the const problem disappears 18:48 * sofar eyeballs game::startup 18:49 sofar um, that's the client 18:49 sofar I need the server startup 18:49 kahrl do it when INodeDefManager::runNodeResolveCallbacks is run? 18:49 RealBadAngel ok, http://pastie.org/10686100 18:49 kahrl either by adding a new NodeResolver or by doing it directly in there 18:49 kahrl the former is clearner 18:49 kahrl cleaner* 18:49 RealBadAngel those are coords (x, y, z) of the simple cube 18:50 RealBadAngel dumped right from the engine 18:50 rubenwardy sofar, search for the texture overrides thing 18:50 rubenwardy 1 sec 18:50 sofar server.cpp has m_nodedef->runNodeResolveCallbacks(); 18:50 rubenwardy https://github.com/minetest/minetest/blob/master/src/server.cpp#L313 18:50 rubenwardy around here 18:50 RealBadAngel kahrl, can you see whats wrong here? 18:50 rubenwardy by that point all nodes have been defined 18:51 sofar ahh yes, this looks like the right context 18:51 sofar -1.5e+37 lol 18:51 RealBadAngel we do have some rounding/conversion problem in the engine 18:51 sofar overflow, possibly? 18:51 sofar or bad typing 18:51 RealBadAngel that may be the reason for rendering artifacts 18:52 kahrl RealBadAngel: can't say without knowing the code that prints that 18:52 RealBadAngel ive put dump in scale mesh code 18:52 RealBadAngel so instead of scaling it dumps actual vertices 18:53 RealBadAngel doing nothing to them 18:54 RealBadAngel http://pastie.org/10686111 18:54 RealBadAngel the code that dumps it 18:55 RealBadAngel if we do have nans, some weird vaules here, that explains those white dots on dark areas 18:55 RealBadAngel or lines between nodes 19:01 kahrl RealBadAngel: can't reproduce. I added the same dstream lines to scaleMesh and it prints reasonable values 19:02 RealBadAngel kahrl, and thats weird 19:02 RealBadAngel irrlicht version related? 19:03 kahrl sounds unlikely 19:03 kahrl though possible of course 19:04 RealBadAngel btw, i was able to reproduce wielded glitch 19:04 RealBadAngel when rendering the whole scene to texture it is always present 19:04 kahrl are you on master or a different branch? because I get no output from scaleMesh after digging default:sand 19:05 RealBadAngel oops, ive put that code elsewhere, on my modified one 19:05 RealBadAngel gimme a few minutes, i will upload the branch with the changes 19:39 * sofar struggles with virtual 19:40 RealBadAngel kahrl, i will test that on embeeded 1.9 irrlicht 20:09 sofar kahrl: rubenwardy: came up with this solution 20:09 sofar https://gist.github.com/sofar/2d12d56ef35a1f6c78d0 20:09 sofar still fighting iterators here, doesn't compile 20:25 sofar oh, type mismatch 20:25 sofar [ 4%] Linking CXX executable ../../bin/minetest 20:25 sofar [100%] Built target minetest 20:25 sofar heh, neat 20:27 Megaf :) 20:27 sofar fracking awesome, that's a major step done 20:27 Megaf It's such a good feeling when you change the code and it compiles 20:27 sofar permitted the order is not changing :) 20:28 Megaf I'd like to understand how the windows zip is generated when compiling using mingw 20:28 Megaf Run CPack packaging tool... 20:28 Megaf CPack: Create package using ZIP 20:28 Megaf this step, I'd like to customize it 21:24 Skyduskguy is a mesh just a b3d? 21:24 Skyduskguy or obj 21:25 sofar can be both 21:25 sofar I think b3d are animated meshes 21:26 sofar obj are just static 21:26 kaadmy .x handles animations but animations are broken 21:26 sofar I usually make blender files (.blend) and then export to obj 21:26 Skyduskguy ok i jusr reg a node with drawtype of mesh n use an obj? 21:26 kaadmy they're warped up in-game 21:26 kaadmy Skyduskguy: that should work afaik 21:26 Skyduskguy kewl ty 21:27 Skyduskguy im about to go play some cards but i got an idea cooking 21:27 sofar Skyduskguy: example mod: github.com/minetest-mods/warps 21:27 Skyduskguy i was lookin at simply slopes for the ref 21:27 Skyduskguy seems legit 21:27 sofar there are many slope mods around, you may not need to make a new model 21:28 Skyduskguy oh not for the model 21:28 Skyduskguy just how the node is regged 23:26 luizrpgluiz hello, put support for colorful chat in minetest? I looked and saw that the github closed the item was opened in github minetest 23:26 luizrpgluiz sorry for my english 23:26 luizrpgluiz :/ 23:27 rubenwardy Colored chat is long overdue 23:28 rubenwardy It's a small feature, but makes a world of difference for server environmets 23:38 luizrpgluiz but it would be possible to put the next version of minetest? 23:48 exio4 hey luizrpgluiz 23:48 exio4 aunts and friends are going to brazil tonight 23:48 luizrpgluiz :) 23:48 exio4 do you live close to the big cities? 23:48 luizrpgluiz no 23:48 exio4 or in the other 90% of brazil? 23:48 exio4 :P 23:54 luizrpgluiz exio4:well, I live in a small town in the state of sao paulo 23:54 exio4 nice :) 23:55 exio4 oh, you aren't in the main channel :( 23:56 luizrpgluiz ? 23:56 luizrpgluiz oh,yes 23:57 luizrpgluiz I came here to take some questions I've seen on github that are still open there