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 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? 02:33 sofar RealBadAngel: I just need to make an example nodedef 02:33 sofar although transparency is awkward in my tests, somehow 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 04:02 thePalindrome Howdy 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)" 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 :) 08:07 Fritigern sofar: Is there added danger of being struck by lightning? 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. 09:37 Skyduskguy Makin my way to modle movin fast http://i.imgur.com/7IDxO9z.png 16:04 RealBadAngel http://i.imgur.com/XSZFMuP.png 16:04 RealBadAngel more things done, its almost complete 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 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 18:42 louiloui Hi 18:47 sofar hi 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 19:16 louiloui thx RealBadAngel... 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 20:18 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 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} ] 21:08 sfan5 oh wrong channel 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? 22:41 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 22:55 nrzkt it's a list of aabb3f ? or another stl conainer right ? 22:56 sofar std::vector 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 boxes) 23:03 nrzkt :) 23:03 nrzkt could be good 23:03 nrzkt & should be after 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 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 sofar, good 23:12 sofar fixed.push_back(aabb3f(readV3F1000(is), readV3F1000(is))); 23:12 * sofar deletes 40 lines of code 23:12 Soni 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 ^ 23:23 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 23:40 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 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 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 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