Time |
Nick |
Message |
00:17 |
|
kahrl joined #minetest-dev |
00:21 |
|
zllang joined #minetest-dev |
00:39 |
Hijiri |
since minetest-mods is for well-maintained mods, does that mean WIP mods shouldn't be applied for to be added? |
00:41 |
Hijiri |
Also is a mod's description.txt handled specially by minetest? I can't find documentation on it |
00:41 |
Hijiri |
sofar: ping |
00:41 |
sofar |
hey |
00:42 |
sofar |
so if the mod is functional, and you intend to futher improve it, then that's fine for minetest-mods |
00:42 |
Hijiri |
Alright |
00:42 |
sofar |
I don't mind it being a bit too rough around the edges :) |
00:42 |
Hijiri |
What if it's buggy since it's WIP? |
00:42 |
sofar |
description.txt is used by the mod config screen |
00:42 |
Hijiri |
and no stable release yet |
00:42 |
Hijiri |
sofar: Ok, thanks |
00:43 |
sofar |
depends, does it regularly crash the server, or does some stuff not work yet? |
00:43 |
Hijiri |
I'm not sure yet, I guess I should test it more first |
00:43 |
sofar |
:^) |
00:43 |
Hijiri |
The basic functionality is there, but I'm sure there are cases it would crash the server |
00:43 |
sofar |
feel free to discuss minetest-mods stuff in #minetest, too, btw |
00:43 |
Hijiri |
yeah, maybe that would be better |
01:43 |
|
Soni joined #minetest-dev |
01:48 |
|
johnnyjoy joined #minetest-dev |
03:09 |
|
red-001 joined #minetest-dev |
03:16 |
|
Soni joined #minetest-dev |
04:13 |
* sofar |
replaces cat5e with cat6 |
04:13 |
cat5e |
sofar, but cat5e has more puns! |
04:14 |
sofar |
you're a twisted pair |
04:14 |
|
blert joined #minetest-dev |
04:14 |
cat5e |
cat5e, or catse, is better than goatse! |
04:34 |
RealBadAngel |
http://i.imgur.com/Iy7nVEi.png |
04:34 |
RealBadAngel |
ssao, here we come :) |
04:34 |
* RealBadAngel |
yawns |
04:34 |
sofar |
bed, here he comes |
04:35 |
RealBadAngel |
ive coded multiple rendering targets, have now screen normal, depth map |
04:36 |
RealBadAngel |
practically i can now apply any postprocessing effect |
04:39 |
RealBadAngel |
good news is that, that i cant see FPS regression when rendering to 3 targets at the same time |
04:57 |
|
ssieb joined #minetest-dev |
06:31 |
|
blaze joined #minetest-dev |
06:33 |
|
Hunterz joined #minetest-dev |
07:21 |
|
GhostDoge joined #minetest-dev |
07:46 |
|
red-001 joined #minetest-dev |
08:05 |
|
nrzkt joined #minetest-dev |
08:35 |
|
jin_xi joined #minetest-dev |
08:36 |
RealBadAngel |
nrzkt, http://i.imgur.com/E0xt5HS.png |
08:37 |
nrzkt |
RealBadAngel, what should i see ? |
08:37 |
RealBadAngel |
i do have screen space normal map and depth map |
08:38 |
RealBadAngel |
key to SSAO and number of other effects |
08:41 |
RealBadAngel |
up, you can see normals for each visible surface |
08:41 |
RealBadAngel |
below is scene depth map |
08:57 |
|
Amaz joined #minetest-dev |
09:13 |
|
mangeurdenuage joined #minetest-dev |
10:41 |
|
Amaz joined #minetest-dev |
10:44 |
|
Calinou joined #minetest-dev |
11:02 |
|
proller joined #minetest-dev |
11:40 |
|
red-001 joined #minetest-dev |
11:41 |
red-001 |
shouldn't negative damage per second heal the player? |
11:44 |
Calinou |
yeah, except it doesn't |
11:45 |
Calinou |
(damage_per_second is unsigned?) |
11:55 |
red-001 |
sofar you say tnt should use an inverse square root to get block damage? |
12:05 |
|
dfelinto joined #minetest-dev |
12:06 |
|
troller joined #minetest-dev |
12:22 |
|
Obani joined #minetest-dev |
13:00 |
|
Fixer joined #minetest-dev |
13:18 |
|
red-001 joined #minetest-dev |
13:24 |
dfelinto |
could someone add a WIP label to this pull request https://github.com/minetest/minetest/pull/3620 ? thanks |
13:43 |
|
red-001 joined #minetest-dev |
13:48 |
|
Obani joined #minetest-dev |
14:16 |
|
monwarez joined #minetest-dev |
14:25 |
|
monwarez_ joined #minetest-dev |
14:29 |
|
monwarez joined #minetest-dev |
14:31 |
|
monwarez_ joined #minetest-dev |
14:33 |
|
monwarez__ joined #minetest-dev |
14:40 |
|
monwarez joined #minetest-dev |
14:50 |
|
monwarez joined #minetest-dev |
14:59 |
|
DogePony joined #minetest-dev |
15:05 |
|
monwarez_ joined #minetest-dev |
15:10 |
Taoki |
RealBadAngel: Hi. Any news on the lighting thing please? Curious how that went since last time :) |
15:11 |
Taoki |
http://i.imgur.com/E0xt5HS.png - So you managed to extract those buffers? That is amazing! Most things should be easily possible from here on. |
15:11 |
sofar |
dfelinto_afk: if you insert lines starting with " [ ] - to do item" in the description list, it makes checkboxes |
15:11 |
RealBadAngel |
not really "exctract", had to code rendering to multiple targets |
15:11 |
sofar |
dfelinto_afk: you can use that to let people know you're still working on parts of the change |
15:11 |
Taoki |
I assume green is sun light and red is normal lighting? |
15:11 |
* Taoki |
nods |
15:12 |
|
kaadmy joined #minetest-dev |
15:12 |
RealBadAngel |
the upper one is screen space normal map, you can see there only normal vectors |
15:12 |
|
Calinou joined #minetest-dev |
15:12 |
Taoki |
Cool |
15:13 |
RealBadAngel |
the lower one is ofc scene depth map |
15:13 |
red-001 |
did you add new shadows? |
15:13 |
Taoki |
RealBadAngel: Any thoughts on trying some buffer or volume shadows? |
15:13 |
RealBadAngel |
its dynamic, rendered together with scene |
15:13 |
red-001 |
cool |
15:13 |
RealBadAngel |
not really, im focused now on finishing postprocessing |
15:14 |
RealBadAngel |
light will have to wait a bit |
15:14 |
Taoki |
ok. |
15:14 |
RealBadAngel |
red-001, not yet, i needed those maps in the first place |
15:14 |
RealBadAngel |
now i need to clean the PP code then i can do some shaders |
15:15 |
RealBadAngel |
SSAO in the first place |
15:15 |
RealBadAngel |
then we will have dynamic shadows for everything |
15:16 |
Taoki |
Awesome! |
15:16 |
RealBadAngel |
one thing that scares me are all those 3d modes |
15:17 |
RealBadAngel |
i dont think i can test a single one of them |
15:17 |
Calinou |
anaglyph should just be removed, nobody uses it |
15:17 |
Calinou |
it's not 2002 |
15:17 |
RealBadAngel |
they all do mess with rendering |
15:17 |
RealBadAngel |
and each one in different way |
15:18 |
RealBadAngel |
btw, they all could be made way easier and faster using shaders and multiple targets propably |
15:20 |
RealBadAngel |
Calinou, indeed |
15:20 |
RealBadAngel |
better give mt support for occulus than that |
15:22 |
Calinou |
most VR devices require proprietary SDKs |
15:23 |
RealBadAngel |
theres irrlicht library for Occulus |
15:24 |
RealBadAngel |
anyway, until i get my own, i cant say its useable or not |
15:25 |
RealBadAngel |
so, by now i wont be touching any 3d modes code, i just cant test anything |
15:27 |
|
Obani joined #minetest-dev |
15:30 |
kaadmy |
RealBadAngel: any screenshots of ssao? is that what you're working on? |
15:31 |
RealBadAngel |
kaadmy, no screenshots yet, im coding now things needed to make it possible |
15:34 |
|
Player_2 joined #minetest-dev |
15:35 |
red-001 |
how do you turn anaglyph on? |
15:35 |
red-001 |
I could be fun... |
15:35 |
Calinou |
anaglyph is so bad and fake that it makes any game darker than Doom 3 |
15:35 |
red-001 |
lol |
15:36 |
Calinou |
but so far, nobody got 3D right, which is why VR has so much success... |
15:36 |
Calinou |
what could be fun to have in Minetest is surround support |
15:36 |
Calinou |
ie. run Minetest on 3 monitors, with large FOV |
15:36 |
Calinou |
a few AAA games support this, but almost no FLOSS game does IIRC |
15:36 |
kaadmy |
splitscreen 3d would be nice |
15:36 |
red-001 |
that could be nice |
15:36 |
kaadmy |
heh doom supports 3 monitors |
15:37 |
kaadmy |
vanilla doom |
15:37 |
Calinou |
you need an hefty graphics card for this though |
15:37 |
red-001 |
yeah |
15:37 |
red-001 |
doom? |
15:37 |
kaadmy |
srsly, yds |
15:37 |
red-001 |
like doom 1? |
15:37 |
kaadmy |
yes* |
15:37 |
kaadmy |
yep |
15:37 |
sfan5 |
<Calinou> a few AAA games support this, but almost no FLOSS game does IIRC |
15:37 |
red-001 |
wow |
15:37 |
sfan5 |
can't you just make the window larger? |
15:37 |
Calinou |
I haven't tried, since I don't have 3 monitors :( |
15:37 |
Calinou |
I'll have 2 soon but since my graphics card does not have 3 outputs, I can only use 2 |
15:38 |
sfan5 |
>not 3 outputs |
15:38 |
sfan5 |
wat |
15:38 |
Calinou |
it should be supported both on Windows and GNU/Linux by the way :P |
15:38 |
Calinou |
sfan5, GTX 570 |
15:38 |
kaadmy |
http://www.chocolate-doom.org/wiki/index.php/Three_screen_mode |
15:38 |
sfan5 |
mine has 4 |
15:38 |
sfan5 |
2 dvi, 1 hdmi, 1 displayport iirc |
15:38 |
kaadmy |
^ kinda hacky, but DOOM WITH 3 MONITORS |
15:39 |
sfan5 |
Calinou: gtx 950 |
15:39 |
Calinou |
kaadmy, yeah, extremely hacky, it spawns 3 players |
15:39 |
kaadmy |
yup |
15:39 |
kaadmy |
was removed in vanilla 1.2 up |
15:40 |
red-001 |
are two of them hidden somehow? |
15:42 |
kaadmy |
no idea ;) |
15:45 |
|
monwarez joined #minetest-dev |
15:45 |
RealBadAngel |
#3623 |
15:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/3623 -- Multiple render target (MRT) support class by RealBadAngel |
15:47 |
nrzkt |
RealBadAngel, what is the interest of this class, it's not used. |
15:47 |
RealBadAngel |
it will be used |
15:47 |
RealBadAngel |
its a important part of postprocessing |
15:48 |
RealBadAngel |
SSAO, DOF etc will use it |
15:48 |
nrzkt |
then add a usage with your PR, i didn't like unused code :p |
15:49 |
RealBadAngel |
im not sure bout that, plz wait for next related PRs |
15:49 |
RealBadAngel |
theres shitload more to come |
15:50 |
RealBadAngel |
next one is going to be even more interesting ;) |
15:57 |
|
proller joined #minetest-dev |
15:57 |
nrzkt |
maybe combine this code with next using it. The PR seems fine, but without application i cannot tell +1 in MT because it doesn't affect it |
15:59 |
|
Fixer_ joined #minetest-dev |
16:01 |
|
hmmmm joined #minetest-dev |
16:03 |
RealBadAngel |
#3624 |
16:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/3624 -- Include irrPP post processing addon for Irrlicht by RealBadAngel |
16:03 |
RealBadAngel |
nrzkt, this need some revieving definitely |
16:03 |
RealBadAngel |
+s |
16:04 |
RealBadAngel |
nrzkt, i do have way too many complex parts of code to be used to mixed in single commit |
16:04 |
RealBadAngel |
*to be mixed |
16:11 |
red-001 |
sofar is this what you meant when you said tnt should use inverse square? https://github.com/red-001/minetest_game/commit/d38f227abf3e6df789ed5af24329d180a30352e4 |
16:19 |
|
Calinou_ joined #minetest-dev |
16:30 |
|
CraigyDavi joined #minetest-dev |
16:33 |
sofar |
red-001: that's not an inverse square :) |
16:33 |
sofar |
red-001: 1 / (x * x) is inverse square |
16:34 |
sofar |
although it should be inverse cubed |
16:34 |
sofar |
1 / (x*x*x) |
16:34 |
sofar |
that whole routine is messed up anyway |
16:34 |
red-001 |
x being? |
16:35 |
sofar |
distance |
16:35 |
red-001 |
ohh |
16:36 |
red-001 |
well that makes sense |
16:36 |
red-001 |
so it should be inverse distance cubed? |
16:37 |
sofar |
I mean, physics, I think it attenuates inverse cubed |
16:37 |
sofar |
hmmm |
16:38 |
|
proller joined #minetest-dev |
16:38 |
|
Amaz joined #minetest-dev |
16:38 |
|
Krock joined #minetest-dev |
16:38 |
sofar |
no |
16:39 |
sofar |
I'm wholly mistaken with the cube |
16:39 |
sofar |
it's inverse square |
16:39 |
sofar |
1 / (dist * dist) |
16:42 |
red-001 |
if I want to add diffirent blast strengths would it be 1/ (d * d) * strength ? |
16:42 |
sofar |
right. initial intensity is a constant |
16:42 |
sofar |
strength / ( d * d ) |
16:42 |
|
DFeniks joined #minetest-dev |
16:43 |
red-001 |
ok |
16:43 |
red-001 |
making a new PR for this |
16:44 |
red-001 |
unless you want to add it to your one |
16:44 |
sofar |
the entity_physics routine is full of errors as well |
16:44 |
red-001 |
minetest is full of errors |
16:44 |
sofar |
nah, it's just cobbled up code that doesn't even do what it attempts to do |
16:44 |
sofar |
if you'd delete all of that, nobody would notice |
16:45 |
red-001 |
lol |
16:45 |
red-001 |
I didn't try to read it yet |
16:47 |
red-001 |
I think you could save the name of the player that activates the tnt as meatdata |
16:47 |
red-001 |
and use the entity punch |
16:47 |
red-001 |
that way mobs will attack you if you hurt them with tnt |
16:54 |
sofar |
you could store the placer in node metadata |
16:54 |
sofar |
can mesecons activate tnt? |
16:57 |
Hijiri |
I think so |
17:06 |
sofar |
yeah, then you want to store the placer. If you can determine the lighter later, you use that, but if not, use the placer :) |
17:16 |
red-001 |
maybe |
17:16 |
red-001 |
yes storing the placer would be good too |
17:17 |
red-001 |
and make sure there is a fallback that doesn't use punch |
17:21 |
|
Calinou joined #minetest-dev |
17:26 |
|
Hunterz joined #minetest-dev |
17:44 |
sofar |
yet another github bugreport filed |
17:50 |
|
red-001 joined #minetest-dev |
17:53 |
red-001 |
sofar game#809 |
17:53 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/809 -- Fix TNT mod not calculating blast intensity. by red-001 |
17:54 |
red-001 |
thanks for the help |
18:46 |
|
ssieb joined #minetest-dev |
18:47 |
|
johnnyjoy joined #minetest-dev |
18:54 |
|
Calinou joined #minetest-dev |
19:14 |
|
rubenwardy joined #minetest-dev |
19:23 |
|
H-H-H joined #minetest-dev |
19:51 |
|
red-001 joined #minetest-dev |
19:58 |
|
Calinou joined #minetest-dev |
20:02 |
|
proller joined #minetest-dev |
20:03 |
|
red-001 joined #minetest-dev |
20:06 |
|
ElectronLibre joined #minetest-dev |
20:11 |
|
red-001 joined #minetest-dev |
20:23 |
|
red-001 joined #minetest-dev |
20:34 |
|
est31 joined #minetest-dev |
20:45 |
|
leat joined #minetest-dev |
20:50 |
|
Robert_Zenz joined #minetest-dev |
21:20 |
|
turtleman joined #minetest-dev |
21:38 |
|
Robert_Zenz joined #minetest-dev |
22:18 |
|
proller joined #minetest-dev |
22:25 |
|
GabeN joined #minetest-dev |
22:34 |
|
kaeza joined #minetest-dev |
22:42 |
|
Dragonop joined #minetest-dev |
22:49 |
|
Dragonop1 joined #minetest-dev |
23:02 |
Taoki |
RealBadAngel: Any new screenshots to share, from both postprocessing and new lighting? They seem to be advancing so fast, I'm uncontrollably wondering what is there now :D |
23:03 |
RealBadAngel |
a few last hours nothing advanced. i was sleeping ;) |
23:03 |
Taoki |
Speaking of DoF: As long as you have the depth buffer, it should literally take a few couple of minutes to add that in. As you basically blur the final render with the z-buffer :) |
23:03 |
Taoki |
Ahh, ok ^^ |
23:05 |
RealBadAngel |
DOF will be in fact easy to add, but i need to cleanup the code first |
23:05 |
RealBadAngel |
in day or two, there will be a branch with my current work aviable |
23:07 |
RealBadAngel |
so you will be able to test some stuff |
23:07 |
Taoki |
Awesome |
23:08 |
Fixer |
hmm |
23:08 |
Fixer |
i will test it on later stage (to not beg too much about win binaries from sfan or krock) |
23:20 |
|
thePalindrome joined #minetest-dev |