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IRC log for #minetest-dev, 2016-01-26

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All times shown according to UTC.

Time Nick Message
00:50 samuellwn joined #minetest-dev
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02:15 RealBadAngel hmmmm, remember that irrlicht parrallax material code? if there is real hardware lighting, why internal parallax shader is calculating per pixel lighting? for fun? ;)
02:21 RealBadAngel about SSAO, seems to be quite easy to make with postprocessin if we get depth map rendered
02:22 RealBadAngel and normal map ofc
02:22 RealBadAngel both i can propably easily get thx to irrrenderer
02:22 RealBadAngel https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl
02:24 RealBadAngel also, updated #3610 with the setting
02:24 ShadowBot https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel
02:45 RealBadAngel updated #3612 (minor tweaks and some new screenshots)
02:45 ShadowBot https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel
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03:19 sofar did you get rid of the unuseds?
03:24 RealBadAngel you mean that "hoovering" stuff?
03:24 sofar you had 2 unused things. a 'colors' thing and a 'nodedef' thing
03:24 sofar I commented in your PR
03:25 RealBadAngel ouch, checking that now
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03:27 sofar my gcc warns on those
03:27 sofar so, easily spotted
03:29 RealBadAngel i can see the colors, but wheres unused nodedef stuff?
03:30 sofar all the way on top of a very long section of deletes
03:33 RealBadAngel sofar, meanwhile you can retry tonemapping, ive tweaked it a bit
03:39 RealBadAngel ok, removed that unused stuff
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04:49 sofar ok, merged both pulls
04:49 sofar testing now
04:50 sofar RealBadAngel: compile is clean now
04:50 RealBadAngel good
04:55 sofar I'm losing 2-3 fps with those 2 patches
04:55 sofar normally I'd sit at 59-60 fps
04:55 RealBadAngel tonemapping takes a bit GPU time, thats normal
04:55 sofar with the inventory mesh patches and tonemapping, I'm at 56-57
04:56 RealBadAngel meshes can also take a bit of time, ive measured drawing 1 item before, it was slightly slower than displaying texture
04:57 sofar I like the result, though, did you up the values?
04:57 RealBadAngel with tonemapping?
04:58 sofar it feels way brighter and saturated now
04:59 RealBadAngel yes, ive changed filter settings a bit
04:59 RealBadAngel decided to go back to default settings from paper
05:00 sofar oh wow dusk is interesting
05:00 RealBadAngel make a screenshot :)
05:04 RealBadAngel #3616
05:04 ShadowBot https://github.com/minetest/minetest/issues/3616 -- Allow to set shader for a node, add special and normal texture defs f… by RealBadAngel
05:04 RealBadAngel ^basically fixed old PR, rebased and without forcing filtering which was unpopular
05:08 RealBadAngel havent raised protocol, because it was raised a moment before
05:09 RealBadAngel and damn, as usual 2 tabs sneaked in ;)
05:15 sofar http://imgur.com/4o5KpVe
05:16 sofar shoddy video montage, I admit
05:19 sofar wasn't there a way to set day/night speed?
05:20 RealBadAngel time_speed = x i think
05:21 RealBadAngel yeah
05:23 RealBadAngel ok, time to fix #3166 now
05:23 ShadowBot https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel
05:24 RealBadAngel thats gonna hurt ;)
05:28 sofar https://youtu.be/Mt67YSdScz8
05:30 RealBadAngel so i guess you like how it feels now?
05:31 sofar this is a far better graphical enhancement than bumpmapping and normalmaps, IMHO
05:31 sofar gameplay this has actual value
05:31 sofar plus I've always found MT to be dark
05:33 RealBadAngel i can add Reinhard and Burgess tonemaps too, but imho Uncharted2 is way nicer than those
05:34 RealBadAngel Terasology has those 3, but U2 is default
05:34 sofar note that I play without normalmaps and bumpmapping
05:34 RealBadAngel matter of taste
05:35 RealBadAngel on the other hand bumpmapping will work quite different with moving sun
05:35 * sofar scratches head on how to add weapon hitting wear to the game
05:35 RealBadAngel at the moment to see shadows you have to move the camera
05:36 RealBadAngel sun will move shadows on its own
05:36 sofar nod, that's better
05:44 RealBadAngel mmmmm took a break from coding to read a bit
05:44 RealBadAngel void irr::video::CRenderer::createDefaultPipeline()
05:44 RealBadAngel {
05:44 RealBadAngel clearMRTs();
05:44 RealBadAngel createMRT("deferred-mrt-color-dont-use-this-name-thanks", irr::video::ECF_A8R8G8B8);
05:44 RealBadAngel createMRT("deferred-mrt-normal-dont-use-this-name-thanks", irr::video::ECF_A8R8G8B8);
05:44 RealBadAngel createMRT("deferred-mrt-depth-dont-use-this-name-thanks", irr::video::ECF_G16R16F);
05:44 RealBadAngel i like irrrenderer more and more
05:45 RealBadAngel looks like SSAO will be a piece of cake
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06:34 * sofar fiddles more with TNT and doors
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07:22 sofar nrzkt: so I'd like to know, how do I make one function that I can pass different objects into.. :^)
07:23 sofar cuz then I'd be able to A::*getNodeNoEx()
07:23 sofar at least, docs tell me that that is possible
07:26 nrzkt different object ? why ?
07:27 RealBadAngel hmmm, actually rendering to multile RTTs is even easier
07:27 sofar MapNode->getNodeNoEx vs. vmanip->getNodeNoEx
07:27 RealBadAngel *multiple
07:27 nrzkt sofar, it will be difficult then, if there is no inheritance
07:28 sofar yes, that's what the docs tell me as well :)
07:28 sofar plus plenty of stackoverflow pages
07:29 nrzkt where do you need to do that ?
07:30 sofar https://github.com/sofar/minetest/commit/3627faa40011867b78575f270dff199d42c64b9a#diff-746d6155906a987734997d4cad358153L275
07:30 sofar and just below there again
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07:32 nrzkt sofar then maybe a void* could be the solution
07:32 nrzkt a static wrapper which take position + void *
07:32 nrzkt and you pass the object
07:32 nrzkt into the void*
07:33 sofar you know, I totally understand the concepts and what you're saying
07:33 sofar but I just seem to fall over the details ::*of (void)implementing* that&
07:34 sofar hence it taking me forever to zone in on a solution
07:34 sofar I probably already had it all coded up except for some stupid mistake
07:34 sofar and blew it because gcc produced a reproduction of shakespeare's MacBeth
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10:36 Calinou why do such basic issues get so much opposition? https://github.com/minetest/minetest/issues/3615
10:36 Calinou it's things Minecraft had since 2010
10:43 Icedream that's because Minetest isn't equal to Minecraft
10:43 Icedream there will be people who expect things to be different and who want them to be different smh
10:46 Calinou most people already consider Minetest to be a free Minecraft replacement, so why not fill the gap?
10:46 Calinou people shouldn't be ashamed of cloning
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10:52 Icedream Calinou, as much as I prefer the logic from Minecraft regarding swords, there is a difference between "most" and "all" people :P
10:52 Icedream some will just want it to be different after all
10:52 Calinou Minecraft PvP logic is quite bad, it encourages button mashing too much
10:53 Icedream not a fan of Minecraft PvP myself either
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18:10 red-001 does minetest.override_item
18:10 red-001 still work? I can't get it to
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18:26 sofar red-001: about TNT, by having on_blast return an itemstack, the TNT mod can make itemstacks with 3-4 items in it, instead of having 99 separate itemstacks created by each mod that gets called through on_blast
18:26 red-001 yeah good idea
18:31 red-001 does kilbith have a different name in IRC?
18:31 Krock afaik no
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18:31 Krock minetest.override_item("default:tree", {description="not a tree"}) should work fine
18:37 red-001 minetest.override_item("default:stone", {
18:37 red-001 on_blast = stone_on_blast(pos) }) didn't work
18:38 red-001 I'm trying to add an on_blast callback
18:38 Krock is stone_on_blast a function in the place you call it?
18:38 red-001 yes
18:38 Krock how about  "on_blast = stone_on_blast"?
18:39 Krock because pos is nil ni that case
18:39 Krock s/ni/in/
18:40 red-001 sever crash is all I got
18:40 red-001 maybe my function doesn't work
18:40 Krock without any error message? \o/
18:42 red-001 it was an error inside my function
18:42 Krock case solved?
18:42 red-001 maybe
18:42 red-001 it was set_node(pos)
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18:43 red-001 but I say yes
18:44 red-001 yeah thanks
18:44 Krock !next
18:44 ShadowBot Another satisfied customer. Next!
18:45 sofar on_blast is (pos, intensity) I believe
18:45 sofar are you trying the on_blast API change?
18:48 red-001 no
18:48 red-001 make a mod
18:48 red-001 the API change would be useful
18:49 red-001 I'm adding changing stone to lava or gravel
18:49 red-001 on blast
18:49 sofar oh haha
18:49 sofar why not stone->cobble?
18:50 red-001 hmm
18:50 red-001 that might be nice
18:51 Krock gravel is what you get when using C4 on stone
18:51 kaadmy lol
18:51 kaadmy or TNT in MT
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18:51 Krock no, TNT is less explosive and will output cobble
18:51 red-001 cobble only if intensity is low
18:52 est31 kaadmy, exploding MT? we'd be without competition thats unfair!
18:52 red-001 well minetest is hardly realistic
18:52 Krock best thing would be to make it range-dependant
18:52 est31 ahh
18:52 est31 MC
18:52 * est31 ruined joke
18:52 * Krock doesn't get the joke
18:52 red-001 one more thing to add to tnt api PR
18:54 sofar so the TNT mod should calculate distance to center, and reduce intensity
18:54 sofar and pass that intensity to each mod
18:54 red-001 does it do that?
18:54 sofar the mod can then decide based on intensity what itemstack to return
18:55 red-001 or not?
18:55 sofar it does already give intensity to the mod
18:55 sofar so the on_blast() needs to look at that value
18:56 red-001 it always set intensity to one
18:56 * red-001 sigh
18:56 sofar yes, that needs to be fixed in the TNT mod
18:57 sofar that 1 needs to change to an inverse cubic function
18:58 sofar plus the destroy function doesn't even get passed the original blast position
18:59 red-001 why pass that if intensity is fixed?
18:59 sofar TNT is a typical pilzadam mod: good idea but half-finished
19:00 sofar forked 5x by other folks that are now keeping it out of tree and have improved it
19:00 sofar ... sorry, but it's a pattern I'm noticing
19:00 red-001 game#677 </self_promotion>
19:00 ShadowBot https://github.com/minetest/minetest_game/issues/677 -- Waterlilies are inappropriately walkable
19:01 red-001 game#667
19:01 ShadowBot https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001
19:01 sofar meanwhile I send a PR to pilzadam's github trees and they just rot away
19:01 sfan5 some people have lifes
19:01 sofar I've asked him if he wants to move his mods to minetest-mods
19:01 sofar no answer
19:02 sofar sfan5: but he responds to minetest PR's in 3 seconds
19:02 sfan5 uh
19:02 sfan5 try s/lifes/priorities/
19:02 sfan5 might still work
19:03 sofar anyway, I offered to help him with that by allowing others to co-maintain some of the mods he's written
19:03 sofar right now nobody can commit in pilzadam/carts or pilzadam/nether e.g.
19:04 sofar I get it, though, this is exactly why I started minetest-mods. I just wish people would let their mod code free
19:04 sofar I don't want to fork it by myself
19:04 sofar people should give it themselves
19:05 sofar sorry, rant, bad. shut up sofar.
19:05 red-001 def.on_blast(vector.new(pos), 1)
19:05 red-001 what does vector.new do?
19:06 Krock creaqtes {x=0,y=0,z=0}
19:06 sofar vector is documented on the dev wiki only
19:06 Krock and or, with an arg, fills it as a copy
19:08 red-001 so that does nothing?
19:08 red-001 aren't positions already vectors?
19:09 Krock yes but it removes the table reference
19:10 red-001 so is that faster?
19:10 Krock t = {x = 1} function test(mytable) mytable.x = 2 end test(t) print(dump(t))
19:10 Krock will return x = 2
19:10 Krock it's more secure
19:11 red-001 ohhh
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19:47 red-001 did glass fragments get removed?
19:47 sofar no
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21:06 paramat will merge game 800 805 in a moment. 805 is trivial, biomes before ores as ores can now be per-biome
21:07 sofar ah, the slab one is trivial too (although more impactful I suppose)
21:30 paramat now merging
21:37 paramat merged
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