Time |
Nick |
Message |
00:01 |
luizrpgluiz |
the Paramat said that if you take all the game options in the display settings to a loss of 20% to 70% of FPS losses even with the disabled shaders |
00:03 |
luizrpgluiz |
and he is not wrong, there may be a file or some code that rather than have the player performance, you have losses of FPS |
00:23 |
|
luizrpgluiz left #minetest-dev |
01:00 |
|
eman__ joined #minetest-dev |
01:00 |
|
nolsen joined #minetest-dev |
01:03 |
|
eman__ joined #minetest-dev |
01:18 |
sofar |
http://i.imgur.com/HRN1lIa.png FUCK YEAH |
01:22 |
sofar |
http://i.imgur.com/aUIzAeh.png |
01:26 |
kaadmy |
custom fences? |
01:27 |
sofar |
client-side connected fences. |
01:27 |
sofar |
there's only 1 nodedef per material |
01:27 |
sofar |
the client renders the connections |
01:27 |
sofar |
http://i.imgur.com/HRN1lIa.png has a total of 4 nodedefs |
01:28 |
sofar |
1 for each material (2 stone, 2 wood) |
01:29 |
sofar |
these will be built-in |
01:44 |
RealBadAngel |
how about tubes? |
01:49 |
|
eman__ joined #minetest-dev |
02:33 |
sofar |
RealBadAngel: I just need to make an example nodedef |
02:33 |
sofar |
although transparency is awkward in my tests, somehow |
02:45 |
|
sdzen joined #minetest-dev |
03:06 |
|
paramat joined #minetest-dev |
03:08 |
paramat |
https://github.com/minetest/minetest/pull/3558 'Mgv7/flat/fractal: Place biome top node on tunnel entrance floor' < hmmmm in case you're interested or are happy to approve |
03:08 |
paramat |
lol i like how luiz writes 'the paramat' |
03:09 |
paramat |
will attempt to merge valleys mapgen later |
03:34 |
sofar |
RealBadAngel: http://i.imgur.com/x4VmvKx.png <- connected as pipeworks-style |
03:39 |
paramat |
good work |
03:50 |
sofar |
yeah, I'm really happy with how the patch ended up |
03:50 |
sofar |
I'll push what I have and try and make a nice minetest_game patch |
03:51 |
sofar |
10 files changed, 422 insertions(+), 19 deletions(-) |
03:51 |
sofar |
not even too bad |
03:54 |
sofar |
pushed |
03:54 |
sofar |
only needs API docs now |
03:54 |
sofar |
but I'll get to that after the kids go to bed ;) |
03:54 |
paramat |
bbl |
03:54 |
|
paramat left #minetest-dev |
04:02 |
thePalindrome |
Howdy |
04:32 |
|
Hijiri joined #minetest-dev |
05:05 |
|
paramat joined #minetest-dev |
05:08 |
paramat |
now merging 3508 |
05:10 |
thePalindrome |
Heh, he's added 1337 lines :P |
05:14 |
paramat |
merge failed in emerge.cpp as i suspected, will try again once rebased |
05:22 |
sofar |
PcgRandom() ; rng.next(1,200) fails with "userdata expected for param #1" ??? |
05:23 |
sofar |
rng = .* |
05:23 |
sofar |
nvm : |
05:24 |
sofar |
stuff like that is hard to learn from lua_api.txt |
05:24 |
sofar |
the examples there should really try to write "obj:method(foo)" instead of just saying "method(foo)" |
05:34 |
|
paramat left #minetest-dev |
06:22 |
|
Obani joined #minetest-dev |
06:32 |
|
Hunterz joined #minetest-dev |
06:53 |
sofar |
I made a lightning mod that works surprisingly well |
06:54 |
sofar |
randomly shoots a gargantuan lightning bolt from the ground up to the sky |
06:54 |
sofar |
and plays a thunder sound effect :) |
07:45 |
|
jin_xi joined #minetest-dev |
08:03 |
|
Player-2 joined #minetest-dev |
08:07 |
Fritigern |
sofar: Is there added danger of being struck by lightning? |
08:12 |
|
Player2 joined #minetest-dev |
08:17 |
Fritigern |
Dunno if the WIP mod "mymonths" ( https://forum.minetest.net/viewtopic.php?f=9&t=13639 ) has lightning, but if it dsoesnt, then your lightning could definitely enhance this mod. |
08:19 |
|
Alduin_ joined #minetest-dev |
08:43 |
|
nrzkt joined #minetest-dev |
09:07 |
|
Megaf joined #minetest-dev |
09:17 |
|
Lunatrius joined #minetest-dev |
09:31 |
|
blaze joined #minetest-dev |
09:31 |
|
Calinou joined #minetest-dev |
09:37 |
Skyduskguy |
Makin my way to modle movin fast http://i.imgur.com/7IDxO9z.png |
11:23 |
|
Calinou joined #minetest-dev |
12:42 |
|
Fixer joined #minetest-dev |
13:02 |
|
Megaf joined #minetest-dev |
13:03 |
|
Calinou joined #minetest-dev |
13:09 |
|
behalebabo joined #minetest-dev |
13:11 |
|
Hunterz joined #minetest-dev |
13:25 |
|
Obani joined #minetest-dev |
13:37 |
|
sdzen joined #minetest-dev |
13:39 |
|
red-001 joined #minetest-dev |
14:38 |
|
kaadmy joined #minetest-dev |
14:44 |
|
sdzen joined #minetest-dev |
15:13 |
|
H-H-H joined #minetest-dev |
15:17 |
|
hmmmm joined #minetest-dev |
15:29 |
|
Lunatrius joined #minetest-dev |
16:02 |
|
troller joined #minetest-dev |
16:04 |
RealBadAngel |
http://i.imgur.com/XSZFMuP.png |
16:04 |
RealBadAngel |
more things done, its almost complete |
16:07 |
|
jin_xi joined #minetest-dev |
16:08 |
|
void7 joined #minetest-dev |
16:13 |
|
Obani joined #minetest-dev |
16:15 |
Megaf |
RealBadAngel, is that Windows? |
16:15 |
Megaf |
it looks like windows |
16:16 |
RealBadAngel |
what does look like windows here? |
16:16 |
Megaf |
texture bugs |
16:16 |
Megaf |
like the brick block upside down/reversed |
16:16 |
RealBadAngel |
it is rotating |
16:16 |
RealBadAngel |
items selected do rotate |
16:16 |
Megaf |
and also the way it looks |
16:17 |
Megaf |
but, is it windows or I am mistaken? |
16:17 |
RealBadAngel |
https://www.youtube.com/watch?v=lC3SAyiD2UI |
16:17 |
RealBadAngel |
i dont have windows at all |
16:18 |
RealBadAngel |
its linux |
16:18 |
Megaf |
cool, might be artfacts from the compressed screenshot image then |
16:18 |
Megaf |
nevermind |
16:19 |
Megaf |
and why work to make the game more lightweight and less taxing on CPU/GPU if we can add even more eye candy to it? :) |
16:19 |
Megaf |
(but the inventory like that do look good indeed, it is well done) |
16:20 |
RealBadAngel |
thx to that we will get rid of preloading item visuals and also all textures made for inventory |
16:20 |
|
CraigyDavi joined #minetest-dev |
16:20 |
RealBadAngel |
end effect will be less ram needed |
16:21 |
RealBadAngel |
also, theres completely no delay when switching inventory pages |
16:22 |
Megaf |
sounds very good |
16:23 |
Megaf |
I wonder if I will be able to get that to my fork |
16:23 |
RealBadAngel |
i will have patch rdy soon, a day or two |
16:23 |
RealBadAngel |
need to polish things, add some visual effects etc |
16:24 |
Megaf |
and I'm removing JPEG support from my fork too |
16:24 |
Megaf |
for now, it is just disabled on CMakeLists.txt |
16:27 |
|
celeron55 joined #minetest-dev |
16:44 |
|
Lunatrius joined #minetest-dev |
16:47 |
|
Amaz joined #minetest-dev |
16:53 |
|
Lunatrius joined #minetest-dev |
16:58 |
|
DFeniks joined #minetest-dev |
17:00 |
|
Hunterz joined #minetest-dev |
17:03 |
|
Hijiri joined #minetest-dev |
17:12 |
|
Calinou joined #minetest-dev |
17:12 |
|
Obani joined #minetest-dev |
17:25 |
|
luizrpgluiz joined #minetest-dev |
17:41 |
|
luizrpgluiz left #minetest-dev |
17:41 |
|
Krock joined #minetest-dev |
17:44 |
|
Robert_Zenz joined #minetest-dev |
17:46 |
|
void7 joined #minetest-dev |
17:47 |
|
Obani joined #minetest-dev |
18:05 |
|
Darcidride joined #minetest-dev |
18:10 |
|
nrzkt joined #minetest-dev |
18:17 |
|
void7 joined #minetest-dev |
18:31 |
|
kaadmy joined #minetest-dev |
18:33 |
|
void7 joined #minetest-dev |
18:33 |
|
turtleman joined #minetest-dev |
18:42 |
|
louiloui joined #minetest-dev |
18:42 |
louiloui |
Hi |
18:45 |
|
pozzoni joined #minetest-dev |
18:47 |
sofar |
hi |
18:51 |
|
void7 joined #minetest-dev |
18:58 |
louiloui |
very impressive project |
19:03 |
RealBadAngel |
what? mt istelf? |
19:03 |
louiloui |
yes mt |
19:04 |
louiloui |
I had a question, I'm trying to answer myself |
19:04 |
nrzkt |
louiloui, warning this is a dev channel for core developpers, other questions => #minetest |
19:04 |
louiloui |
You use Irrlicht for the engine, and I was wondering if work is being done to enable non OGL (GL ES) devices |
19:04 |
nrzkt |
louiloui, opengl es branch is used for android builds |
19:04 |
louiloui |
this is very much a dev question, I just didn't want to break in and splurge info |
19:05 |
louiloui |
I'm thinking more of Raspberry Pi 2 |
19:05 |
louiloui |
http://ktkr3d.github.io/2015/02/23/Irrlicht-on-Raspberry-Pi-2/ |
19:05 |
nrzkt |
i'm not sure running minetest on RPI2 could work well, but you can tyr :) |
19:06 |
RealBadAngel |
rpi is too slow to run a client |
19:06 |
RealBadAngel |
you can expect a few FPS just |
19:06 |
RealBadAngel |
but it can be used to run home server |
19:07 |
louiloui |
it's not about making a playable game, just for shits and giggles |
19:07 |
louiloui |
wondered if I would be coming into an area anyone is doing any work in currently, or if it's new |
19:07 |
RealBadAngel |
search our forums or just google |
19:07 |
RealBadAngel |
theres plenty of topic about getting mt to run on rpi |
19:14 |
|
H-H-H joined #minetest-dev |
19:16 |
louiloui |
thx RealBadAngel... |
19:24 |
|
void7 joined #minetest-dev |
19:34 |
|
Obani joined #minetest-dev |
19:55 |
|
pozzoni joined #minetest-dev |
20:07 |
exoplanet |
hello, my automatic compiling of MT failes: https://dpaste.de/snX1/raw Can someone explain this issue to me? I don't get the relation between the make file and libjpeg. THank you very much. |
20:08 |
sofar |
linking failed |
20:08 |
sofar |
you may be missing packages, or .so files may be missing |
20:09 |
sofar |
http://dev.minetest.net/Compiling_Minetest may be of help |
20:13 |
|
Megaf joined #minetest-dev |
20:14 |
|
AnotherBrick joined #minetest-dev |
20:18 |
sfan5 |
exoplanet: your libjpeg.so might have changed location, re-run cmake |
20:24 |
exoplanet |
I have only several /usr/lib/x86_64-linux-gnu/libjpeg.so.NUM nothing without suffix. |
20:25 |
|
gravgun joined #minetest-dev |
20:25 |
gravgun |
Yo people, can minetest.find_node_near be used to find any nodes NOT in specified list? I.e. find non-air nodes |
20:26 |
H-H-H |
ive just noticed cmake always builds on my system without ncurses yet it is installed :| |
20:28 |
exoplanet |
sfan5, that was it. Thanks for explaining the meaning behind the error message. |
20:29 |
exoplanet |
Simple fix for the chat log: sudo ln -s /usr/lib/x86_64-linux-gnu/libjpeg.so.8 /usr/lib/x86_64-linux-gnu/libjpeg.so |
20:32 |
thePalindrome |
@gravgun looking at it, not with that method, what's your end result? |
20:32 |
gravgun |
thePalindrome: I'm simply looking for a more efficient alternative to 3 nested for loops to check if a space (within a radius) is effectively empty |
20:33 |
gravgun |
For the skyblock mod |
20:33 |
sfan5 |
exoplanet: no that's not the right way to fix that |
20:33 |
sfan5 |
you need to re-run cmake so that it finds the new path for libjpeg |
20:34 |
thePalindrome |
Wouldn't a Voxelmanip let you grab the list? Honestly, the best performance would probably be the 3 for loops |
20:34 |
sfan5 |
symlinking it to the correct lib is the "duct tape solves everything"-way of solving that |
20:35 |
thePalindrome |
I agree with that statement, but I don't remember the proper solution |
20:58 |
Robert_Zenz |
Can somebody have a look again at #3358, please? https://github.com/minetest/minetest/pull/3358 |
20:58 |
gravgun |
Is VoxelManip:read_from_map synchronous? |
20:59 |
Robert_Zenz |
gravgun, yes. |
21:03 |
thePalindrome |
Robert_Zenz: just taking a cursoury glance, I'm not seeing the difference between "non-mergable" and "max_stack = 1" |
21:04 |
Robert_Zenz |
thePalindrome, there is none, except that you might not want to have items merged but still be able to stack them. |
21:05 |
Robert_Zenz |
thePalindrome, best example is when something is dropped, those drops should not merge as that removes the visual feedback of what you will get. |
21:05 |
thePalindrome |
Ah, so it's a "don't auto merge, but let me manually merge?" |
21:05 |
Robert_Zenz |
thePalindrome, ahm, that flag is only for items which are laying around. |
21:06 |
thePalindrome |
Oh, I see, it's so that one can see how many thousands of cobble they're about to pick up :P |
21:06 |
Robert_Zenz |
thePalindrome, exactly. :) |
21:08 |
sfan5 |
!server players:most |
21:08 |
ShadowBot |
sfan5: server [--{name,address,ip,players,ping,port} <value>] |
21:08 |
sfan5 |
oh wrong channel |
21:18 |
|
est31 joined #minetest-dev |
21:39 |
|
rubenwardy joined #minetest-dev |
21:46 |
H-H-H |
so i guess building minetest with the ncurses console enabled is a bit buggered lol |
21:47 |
est31 |
? |
21:50 |
H-H-H |
will pastebin hold on |
21:51 |
est31 |
what os |
21:53 |
H-H-H |
linux |
21:53 |
H-H-H |
32bit |
21:53 |
H-H-H |
manjaro |
21:54 |
H-H-H |
just doing a completely clean build with the same cmake line i use to see if it is me being a idiot or if it really doesnt like it lol |
22:04 |
H-H-H |
fixed it |
22:05 |
H-H-H |
on archbasedsystems the headers for ncurses are in usr/include however the build setup looks in ${CURSES_INCLUDE_PATH}/ncursesw/ |
22:06 |
H-H-H |
dam spacebar dodgy sorry |
22:07 |
H-H-H |
that path translates as /usr/include/ncursesw/ which doesnt exist and the build fails |
22:17 |
H-H-H |
terminal_chat_console.cpp needs its paths adjusting to so it will build |
22:22 |
sofar |
what would be a good way to document the following: |
22:22 |
sofar |
"a string that can be a node name or group:wood type declaration" |
22:23 |
sofar |
do we have a terminology for that? |
22:26 |
Robert_Zenz |
sofar, I'd simply go with "the value can either be a node name or a group" and an example. |
22:29 |
Soni |
can we get a wii port? |
22:30 |
nrzkt |
Soni, no |
22:31 |
Soni |
why not? |
22:31 |
|
sdzen joined #minetest-dev |
22:41 |
thePalindrome |
Mainly because developing for a console is even more difficult than a mobile port, not to mention where would we get the development tools? |
22:42 |
sofar |
nrzkt: ty for the reviews, excellent comments |
22:43 |
nrzkt |
sofar, no problems :) |
22:43 |
* sofar |
scratches head on some of them :) |
22:43 |
nrzkt |
<3 postgresql 9.5 upsert :D |
22:52 |
sofar |
nrzkt: you mean to add a function nodeBox->isConnectedType() right? or something that includes the whole following block that makes the boxes? |
22:53 |
nrzkt |
seem better to have a function for this yes |
22:54 |
sofar |
agreed, it's twice the same code |
22:54 |
sofar |
and all it needs to do is return a list of boxes |
22:54 |
|
void7 joined #minetest-dev |
22:55 |
nrzkt |
it's a list of aabb3f ? or another stl conainer right ? |
22:56 |
sofar |
std::vector<aabb3f> boxes |
22:57 |
nrzkt |
okay |
22:57 |
nrzkt |
in your function proto, pass this vector as a ref and write to it instead of a return |
22:58 |
nrzkt |
this prevent memory copy by writing results to the calling function, it's very better to do that for memory performance when you are copying huge memory areas |
22:58 |
sofar |
actually, the section that you commented on is more simple |
22:59 |
sofar |
that could just be a u8 nodeBox::findConnectedNeighbors(Mapnode) |
22:59 |
sofar |
or even pos instead of mapNode |
23:00 |
sofar |
but, combining it all into one function is probably the best way |
23:01 |
sofar |
but yes, this can all be wrapped up into nodeBox::makeConnectedBoxes(MapNode, &std::vector<aabb3f> boxes) |
23:03 |
nrzkt |
:) |
23:03 |
nrzkt |
could be good |
23:03 |
nrzkt |
& should be after <aabb3f> |
23:03 |
sofar |
details ;) |
23:04 |
sofar |
I'm going over all your comments now that you're here so I understand them and can hack it up later when most likely everyone is asleep |
23:08 |
sofar |
nrzkt: I don't see aabb3f having a constructor. It's a typedef to aabox3d<f32> and I don't see that having a constructor either |
23:09 |
sofar |
is that irrlicht? must be... |
23:09 |
sofar |
http://irrlicht.sourceforge.net/docu/classirr_1_1core_1_1aabbox3d.html |
23:10 |
sofar |
nrzkt: hmmmm |
23:10 |
sofar |
aabbox3d (const vector3d< T > &min, const vector3d< T > &max) |
23:10 |
sofar |
Constructor with min edge and max edge. |
23:10 |
sofar |
should just work then |
23:11 |
|
nrzkt joined #minetest-dev |
23:11 |
nrzkt |
sofar, good |
23:12 |
sofar |
fixed.push_back(aabb3f(readV3F1000(is), readV3F1000(is))); |
23:12 |
* sofar |
deletes 40 lines of code |
23:12 |
Soni |
<thePalindrome> Mainly because developing for a console is even more difficult than a mobile port, not to mention where would we get the development tools? |
23:12 |
Soni |
tried homebrew? |
23:12 |
Soni |
I just want wiimote support really |
23:13 |
nrzkt |
plug your wiimote on your computer using bluetooth |
23:14 |
thePalindrome |
^ |
23:14 |
|
void7 joined #minetest-dev |
23:14 |
|
red-001 joined #minetest-dev |
23:23 |
Soni |
can minetest take input from a wiimote directly? |
23:25 |
thePalindrome |
I don't believe so, but you'd need a driver anyhow |
23:25 |
thePalindrome |
iirc, there's only two axes on the wiimote, so that'd get a tad tricky for precise movement/control |
23:34 |
|
RealBadAngel joined #minetest-dev |
23:40 |
Soni |
thePalindrome, dpad for movement, a to break stuff, - to place/access stuff, b to crouch, + for inventory, IR for mouse/looking around, 1 to select previous hotbar item, 2 to select next hotbar item |
23:41 |
Soni |
(no need for a dedicated drop key, just allow dropping from inventory) |
23:41 |
thePalindrome |
Oh, so minetest wouldn't need to do anything, that's all your driver |
23:41 |
Soni |
thePalindrome, yes but no |
23:42 |
|
void7 joined #minetest-dev |
23:42 |
RealBadAngel |
sofar, have you made PR with those connecting nodeboxes? |
23:43 |
Soni |
e.g. dolphin-emu doesn't use a driver, it kinda *is* the driver, it also runs 100% in userspace, doesn't integrate with X and doesn't affect external programs |
23:43 |
Soni |
(provides a better experience overall) |
23:43 |
|
sofar joined #minetest-dev |
23:43 |
thePalindrome |
I'd say that's really only because the Xinput system kindof flops at times |
23:43 |
sofar |
RealBadAngel: yes #3503 |
23:43 |
sofar |
RealBadAngel: it's close to being done |
23:44 |
thePalindrome |
Like my DS3 for example, not all of my games recognize every input, which causes a multitude of issues |
23:44 |
thePalindrome |
In this instance, I'd say mapping the controller inputs to keyboard keys would work nicely, the wiimote driver itself would be the tricky bit |
23:45 |
Soni |
thePalindrome, what about IR? |
23:46 |
thePalindrome |
The wiimote driver *should* expose that as two axes |
23:47 |
RealBadAngel |
sofar, can you make it having some central spot, a junction, for the wires if there are more connections than just 2? |
23:49 |
Soni |
thePalindrome, usually it exposes that as screen position |
23:49 |
Soni |
any way to make minetest map screen position to rotation? |
23:49 |
sofar |
RealBadAngel: not sure what you're looking for |
23:50 |
sofar |
RealBadAngel: how does the fixed nodeboxes not work for you? those are always drawn |
23:51 |
thePalindrome |
Soni: I'd almost try a wrapper that translates screen position to a vector, to simulate mouse speed |
23:52 |
Soni |
thePalindrome, that's not what I want |
23:52 |
Soni |
I like more "raw" input |
23:53 |
RealBadAngel |
sofar, http://i.imgur.com/r5Rt6H6.png |
23:53 |
|
Ardonel joined #minetest-dev |
23:53 |
sofar |
ahh yes, mesecons |
23:54 |
thePalindrome |
Soni: The issue I'm seeing with that is that it's a very niche scenario, seeing as most input devices wouldn't provide that sort of data |
23:54 |
Soni |
thePalindrome, you can get the cursor position from the system |
23:54 |
Soni |
the IR sensor on the wiimote provides IR position |
23:55 |
sofar |
RealBadAngel: I'd scoff at that... I'm not close to emulating mesecons at all yet due to the diagonal-up connections it makes right now |
23:55 |
Soni |
(and then the wii calculates rotation and stuff based on that) |
23:55 |
sofar |
RealBadAngel: and might as well just have that junction box always show up |
23:55 |
sofar |
RealBadAngel: after all, each 1m node section of mesecons wire is a separate cable |
23:56 |
RealBadAngel |
sofar, mesecons propably cant be done directly with your drawtype, but such junctions can be used with technic wireing |
23:56 |
sofar |
logic like that is really hard |
23:56 |
RealBadAngel |
just to show crossings |
23:56 |
sofar |
I'd rather not |
23:56 |
sofar |
just make a bigger central fixed nodebox set |
23:56 |
RealBadAngel |
not really imho |
23:56 |
RealBadAngel |
you do check how many nodes are adjacent, no? |
23:56 |
sofar |
but, like I said before, let's wait with that stuff |
23:57 |
sofar |
counting is easy, yes, it could be done |
23:57 |
RealBadAngel |
if more than just 2 then use junction box |
23:57 |
sofar |
it could be used for walls as well |
23:57 |
sofar |
after v1 |
23:58 |
RealBadAngel |
propably, i just had in mine cables |
23:58 |
sofar |
I still have some overhauling to do |
23:58 |
RealBadAngel |
*in mind |
23:58 |
sofar |
oh walls are inverse, if > 2 then don't draw fixed but draw something else |
23:59 |
Hijiri |
what's a static mesh? |
23:59 |
RealBadAngel |
non animated one |
23:59 |
Hijiri |
ok, thanks |