Time |
Nick |
Message |
01:30 |
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07:45 |
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08:11 |
kaeza |
sofar, in `if obj and obj:get_luaentity() then`, `obj` is guaranteed to be non-nil |
08:11 |
kaeza |
also, `obj:get_luaentity()` could be localized too :P |
08:12 |
kaeza |
(it's used both in the check and below to get the definition) |
08:12 |
kaeza |
s/definition/itemstring/ |
08:13 |
kaeza |
I wonder where's paramat with his insightful comments on performance |
08:19 |
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08:55 |
everamzah |
lotta issues and PRs, holy |
09:08 |
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09:41 |
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09:55 |
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09:55 |
RealBadAngel |
hi |
09:55 |
RealBadAngel |
how do you like it? http://i.imgur.com/dCfPFYq.png |
09:56 |
everamzah |
a lot. first impression: "why is wielditem not blurry" <-- but, details |
09:56 |
everamzah |
looks good |
10:00 |
Calinou |
yay DoF |
10:00 |
Calinou |
it focuses on the wrong thing, and is a bit too strong though. |
10:00 |
Calinou |
be sure to make the blur strength adjustable in minetest.conf |
10:01 |
Fritigern |
"It will be a cpuple of days before I have DoF working".... 6 hours later: "Hey guys, look at my DoF!" :-) |
10:05 |
RealBadAngel |
ive used shader by martinsh, it has shitload of settings |
10:06 |
nrzkt |
RealBadAngel, seem player has drunk |
10:06 |
RealBadAngel |
http://pastebin.com/9QcQruD5 |
10:06 |
RealBadAngel |
who wanna try to configure it? ;) |
10:07 |
RealBadAngel |
Calinou, atm i let it autofocus on the middle of the screen |
10:08 |
Calinou |
RealBadAngel, sounds good, but be sure to add some tweening between values |
10:08 |
Calinou |
so that the change is never instant (it shouldn't be) |
10:08 |
Calinou |
ie. if focus distance goes from 5 units to 10, it should take like 0.2 seconds to interpolate |
10:08 |
Calinou |
ideally in a non-linear (cubic) way |
10:09 |
RealBadAngel |
that would require some c++ code |
10:11 |
RealBadAngel |
that can be developed later on |
10:11 |
RealBadAngel |
right now autofocus is enough |
10:21 |
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10:22 |
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10:23 |
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10:44 |
RealBadAngel |
Calinou, actually it works quite nice without delays |
10:46 |
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10:48 |
RealBadAngel |
ive seen the delays like you described in terasology, thx to that game got sloooow feeling |
10:48 |
Calinou |
it's unrealistic to change focus instantly |
10:48 |
Calinou |
nobody can |
10:49 |
Calinou |
it reminds me of "cheap" DoF 2010 games had |
10:50 |
RealBadAngel |
propably we can fine tune it later on |
10:50 |
RealBadAngel |
meanwhile wanna try how it works? |
10:51 |
Calinou |
yes |
10:51 |
RealBadAngel |
imho thx to this game gets unbeliveable 3d kick in the ass |
10:51 |
Calinou |
needs motion blur too :P |
10:51 |
Calinou |
when it's well done, it works well |
10:51 |
Calinou |
obviously not enabled by default, but it's something |
10:51 |
RealBadAngel |
ok, gimme a moment, i will upload latest changes |
10:52 |
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10:52 |
nrzkt |
this blur could be useful in water |
10:53 |
nrzkt |
and when you take damage |
10:53 |
nrzkt |
maybe add a packet to trigger a blur with a color on client could be useful :D |
10:53 |
nrzkt |
with a timer |
10:53 |
nrzkt |
this permit to add more client side effects :D |
10:55 |
Calinou |
the blur could be strengthened in liquids, indeed. |
10:55 |
RealBadAngel |
Calinou, #3623 |
10:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3623 -- Postprocessing (WIP) by RealBadAngel |
10:55 |
RealBadAngel |
build in place, dont try to change screen size when in game ;) |
10:56 |
RealBadAngel |
and start from main folder |
10:56 |
Calinou |
I used "git checkout https://github.com/minetest/minetest/pull/3623" :P |
10:56 |
Calinou |
thanks to hub |
10:56 |
Calinou |
why can't screen size be changed while playing? |
10:57 |
RealBadAngel |
mrt is changing RTT sizes automatically, irrPP not yet |
10:57 |
Calinou |
http://hastebin.com/ojapiqomol.coffee :( |
10:57 |
Calinou |
build error |
10:58 |
RealBadAngel |
lemme try too |
11:01 |
RealBadAngel |
forgot to update irrPP, hold on |
11:03 |
RealBadAngel |
Calinou, try now |
11:04 |
Calinou |
great, I can even git pull on your branch |
11:04 |
nrzkt |
RealBadAngel, except the indent, i don't see any stability problem atm nor performance issue in the coding style |
11:05 |
RealBadAngel |
nrzkt, dont even try to check code style yet, please ;) |
11:05 |
RealBadAngel |
to see why, check irrPP sources |
11:05 |
RealBadAngel |
theyre all formated with spaces lol |
11:06 |
Calinou |
it seems to focus on the wrong thing… |
11:06 |
Calinou |
I'm looking at a cactus, it is very blurry. |
11:06 |
Calinou |
https://lut.im/kYqcqcaP0Z/DIBhtGhZmETFaWFE.png |
11:07 |
Calinou |
your blur is also a bit too strong IMO |
11:08 |
RealBadAngel |
open dof,.frag in /client/shaders/postprocess |
11:08 |
RealBadAngel |
the shader is highly configureable |
11:09 |
RealBadAngel |
(as all others made by martinsh) |
11:09 |
RealBadAngel |
you can play with settings |
11:09 |
Calinou |
"This work is licensed under a Creative Commons Attribution 3.0 Unported License." |
11:09 |
Calinou |
:( |
11:09 |
Calinou |
GPL-incompatible license |
11:09 |
Calinou |
also not suited for code |
11:10 |
Calinou |
I'm aware it is indirectly GPL-compatible since you can upgrade it to CC BY 4.0, but still. |
11:10 |
RealBadAngel |
oops |
11:11 |
RealBadAngel |
i really dont understand all this licensing shit |
11:11 |
RealBadAngel |
"So you are free to share, modify and adapt it for your needs, and even use it for commercial use." |
11:12 |
Calinou |
we can use it legally, but it is tricky |
11:13 |
Calinou |
I suggest you contact the author and tell them to license their shaders under MIT or CC0… |
11:13 |
RealBadAngel |
can you telll whats wrong for us in this sentece? |
11:13 |
Calinou |
attribution. |
11:13 |
Calinou |
it means we might need to add attribution in the game credits |
11:14 |
RealBadAngel |
nah, since i do know how it works i will just write my own |
11:14 |
RealBadAngel |
at least i have tested depth maps with it ;) |
11:17 |
nrzkt |
Calinou, stop drinking vodka |
11:18 |
nrzkt |
i think the blur should be < 5% |
11:18 |
RealBadAngel |
lol |
11:45 |
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12:02 |
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12:06 |
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12:12 |
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12:44 |
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13:05 |
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13:06 |
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13:45 |
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14:08 |
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17:03 |
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17:12 |
RealBadAngel |
hmmmm, the truth maybe something in between. its seems to be like kinda mix of both HW and software, im not sure anymore |
17:13 |
RealBadAngel |
ive put that away to finish postprocessing |
17:15 |
RealBadAngel |
one thing im sure, that mt's disabling/enabling shaders is just changing their/our shaders |
17:17 |
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17:21 |
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17:38 |
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18:24 |
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20:15 |
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20:16 |
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20:19 |
paramat |
nore sfan5 i might merge this later game#810 |
20:19 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/810 -- Default/mapgen: Add gravel beach in Tundra by paramat |
20:20 |
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20:20 |
sfan5 |
hmm |
20:20 |
sfan5 |
paramat: the gravel texture is ugly |
20:21 |
paramat |
perhaps we can change that later, how could it be improved? |
20:24 |
sofar |
I'd like to to look a bit more like real gravel: have pebble-like pixel clumps that are 2-4-6 pixels or so, and of various colors |
20:24 |
sofar |
black, white, reds, browns |
20:24 |
sofar |
hints of sand texture color, hints of stone color texture |
20:25 |
sofar |
maybe even make it by taking tiny cuts out of other textures |
20:26 |
paramat |
yeah this needs improving |
20:26 |
paramat |
btw there are some game PRs that just need approvals and don't need much code review, please could you lookk through them? |
20:26 |
paramat |
(look) |
20:27 |
paramat |
most of the time we can review code ourselves but i can't approve on my own :) |
20:28 |
paramat |
comments will be appreciated |
20:29 |
sofar |
paramat: happy to. especially if links are spammed in here ;) |
20:29 |
paramat |
hm ok |
20:31 |
paramat |
it's sort of all of them but i'll try to pick some.. |
20:33 |
sofar |
I'll chomp through it from the top |
20:35 |
paramat |
sfan5 game#731 needs another -1 to close |
20:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/731 -- Smooth boat turning to reach player yaw as he accelerates forward by beyondlimits |
20:35 |
paramat |
assuming 3 out of 5 devs against to close |
20:36 |
sofar |
yeah, that one should get closed |
20:36 |
sfan5 |
paramat: agree with your reasons, you can close game#731 |
20:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/731 -- Smooth boat turning to reach player yaw as he accelerates forward by beyondlimits |
20:36 |
paramat |
ok same with game#615 |
20:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/615 -- Replace bronze with gnucydur by FreeLikeGNU |
20:36 |
paramat |
nore and i against |
20:36 |
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20:36 |
sfan5 |
>gnucydur |
20:36 |
sfan5 |
lel |
20:36 |
sfan5 |
-1 from me too |
20:37 |
paramat |
game#778 |
20:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/778 -- ability to dye coloured wool white by tenplus1 |
20:37 |
sofar |
I can't believe people come up with stuff like that. Then again, we have mese X/ |
20:38 |
paramat |
game#743 but i suspect you're against |
20:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/743 -- Create API for fence.register, and use it. by sofar |
20:39 |
red-001 |
game#602 ? |
20:39 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 |
20:39 |
sofar |
I'm not a fan of having to redo the recipe |
20:39 |
red-001 |
I would help server owners |
20:40 |
red-001 |
It* |
20:40 |
paramat |
sofar you mean the fallback recipe suggested by pilzadam? |
20:41 |
paramat |
i agree with you there |
20:42 |
paramat |
sfan5 game#785 i have no idea if this is a good idea |
20:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/785 -- Move character.png to textures. by sofar |
20:42 |
sfan5 |
me neither |
20:44 |
paramat |
sfan5 game#792 just needs a +1, sounds are nicely balanced now |
20:44 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/792 -- Snow footsteps: lower volume by sofar |
20:45 |
sofar |
a fallback recipe would be possible thought, in c++ (I confirmed in the code that it's doable - not easy, but doable) |
20:45 |
paramat |
sloppy idea though |
20:46 |
sofar |
it's not so bad. You'd call the recipe lookup code twice - once with a flag "don't use groups" and once with "use groups" if the former didn't return a recipe |
20:46 |
sofar |
no changes in lua needed |
20:47 |
sofar |
and the hit would be minimal |
20:47 |
sofar |
anyway, I think the idea of adding conflicting recipes is problematic by itself |
20:48 |
paramat |
then 2 big changes, comments appreciated game#789 game#793 i provisionally support both |
20:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/789 -- New mesh door models, and extensive door API by sofar |
20:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar |
20:49 |
paramat |
those are still somewhat WIP |
20:49 |
paramat |
and/or waiting on engine PRs |
20:49 |
sofar |
it looks like that timer thing will go through though |
20:49 |
paramat |
yeah |
20:49 |
sofar |
so we can wait for that |
20:50 |
sofar |
was there anything remaining for the door one though? |
20:50 |
sofar |
I even posted changes to mesecons to make it work |
20:50 |
paramat |
backface culling? |
20:50 |
sofar |
hmmmm technically yes |
20:51 |
sofar |
not sure why the last PR is held up at this point. it should be good |
20:51 |
paramat |
lack of devs heh |
20:51 |
sofar |
yeah, I'm not helping either. Pushing more PR's and I'm not an accepted reviewer yet ;) |
20:52 |
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proller joined #minetest-dev |
20:52 |
sofar |
the one PR I'd like to see merged though is the timer one |
20:52 |
sofar |
my bet is that is causing all sorts of perceived server lag |
20:52 |
paramat |
sfan5 apart from those perhaps sometime you can quickly go through all game PRs and state your opinion or +1 -1 |
20:53 |
sofar |
I mean, the connected node boxes one should just get merged as well, it's going to help a ton going forward making servers load faster |
20:53 |
sofar |
but I can hold out |
20:55 |
paramat |
yeah there are PRs i have not mentioned and should have, but again all of them need atention and game devs are very elusive at the moment |
20:57 |
sofar |
#768 should just get merged |
20:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/768 -- Added show_debug to minetest.conf.example by 0gb-us |
20:58 |
sofar |
game 768 |
21:00 |
red-001 |
sofar I would prefer the blast intensity at one node from center to be 1 and not 0.4 recursive |
21:00 |
red-001 |
809 |
21:01 |
red-001 |
that also seems to give nicer number in general |
21:02 |
red-001 |
maybe the number should be rounded? |
21:02 |
sofar |
in any case we should aim for intensity to be [0, 1] at all times |
21:02 |
red-001 |
I agree |
21:02 |
sofar |
we can play with the math |
21:03 |
red-001 |
It has to be relatively fast |
21:03 |
sofar |
math is fast |
21:03 |
paramat |
oh crumbs game 768 my nemesis |
21:04 |
sofar |
paramat: just merge it. |
21:04 |
sofar |
performace overhead is nil |
21:04 |
sofar |
those messages are already there |
21:04 |
paramat |
well just item type might be ok |
21:06 |
paramat |
i should ask a trusted server owner ie VanessaE how useful the extra info is |
21:06 |
sofar |
red-001: intensity = 1 / math.pow(math.min(1, dist), 2) |
21:06 |
sofar |
red-001: just do that, then |
21:07 |
sofar |
damn |
21:07 |
sofar |
red-001: intensity = 1 / math.pow(math.max(1, dist), 2) |
21:07 |
sofar |
always mix min/max :( |
21:07 |
kaadmy |
heh me too |
21:08 |
sofar |
red-001: could scale differently on dist as well |
21:08 |
sofar |
red-001: intensity = 1 / math.pow(math.max(1, dist / 2), 2) |
21:08 |
sofar |
would make blast intensity go double as far |
21:09 |
paramat |
yes intensity 1 at 1 node |
21:09 |
sofar |
yeah, I think that's OK |
21:09 |
sofar |
that would be |
21:09 |
paramat |
as the centre is tnt itself |
21:09 |
sofar |
intensity = 1 / math.pow(math.max(1, dist), 2) |
21:09 |
sofar |
well everything within 1.0 of the center of the tnt block would be 1 |
21:09 |
paramat |
yes |
21:09 |
sofar |
including the 6 neighboring nodes |
21:10 |
sofar |
that seems reasonable |
21:10 |
paramat |
yes |
21:10 |
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Fixer joined #minetest-dev |
21:10 |
red-001 |
rounding can be done by mods |
21:10 |
sofar |
I put in a comment |
21:12 |
sofar |
somewhere between 3-4 dist it'll drop to below 0.1, which seems ok |
21:12 |
sofar |
I think you want to calculate player damage with the same curve |
21:13 |
sofar |
make it kill at 2 nodes guaranteed, maybe even 3 |
21:13 |
sofar |
damage = 100 * intensity, or something like that, is what you'd end up with |
21:13 |
red-001 |
yes |
21:13 |
sofar |
anyway, I suspect we'll do many more TNT prs |
21:14 |
red-001 |
tnt doesn't check node further then 3 |
21:14 |
sofar |
it should damage players and objects beyond that radius |
21:14 |
red-001 |
it does |
21:14 |
red-001 |
radius 6 for damage |
21:15 |
red-001 |
radius 3 for block damage |
21:15 |
red-001 |
but the second one is also a setting |
21:15 |
red-001 |
so.... |
21:15 |
red-001 |
I need to add support for that |
21:16 |
sofar |
each tnt block should have an intrinsic power |
21:17 |
sofar |
and that should be used for calculating any radius |
21:17 |
red-001 |
? |
21:17 |
red-001 |
what do you mean? |
21:17 |
sofar |
radiuses should not be hardcoded |
21:18 |
sofar |
we should put the radius at the point where 1/dist^2 = 0.05 |
21:19 |
sofar |
or something like that |
21:19 |
red-001 |
thats what I'm doing |
21:19 |
sofar |
so that results in dist = sqrt(20) |
21:20 |
sofar |
so the radius for block breaking would be 1/dist^2 = 5% |
21:20 |
sofar |
and the damage radius would be 2x the block breaking radius |
21:21 |
sofar |
or maybe, 1% -> r=10 |
21:21 |
red-001 |
ohh |
21:21 |
red-001 |
I see |
21:22 |
sofar |
and because you pick 0.01, you can multiply intensity with 100 to get damage == 1 |
21:22 |
sofar |
which is a nice round simple number of damage points at max range |
21:22 |
red-001 |
that might be a bit harder for server owners... |
21:22 |
red-001 |
but idk |
21:22 |
sofar |
math is fast |
21:23 |
red-001 |
it is indeed |
21:23 |
sofar |
so at r=1, damage == 100 (boom, dead) |
21:23 |
sofar |
r = 2, damage == 25 (dead too) |
21:24 |
sofar |
r = 3, damage == 11 (ouch) |
21:24 |
red-001 |
well something to add to tnt api pr |
21:24 |
sofar |
4 -> 6 |
21:24 |
sofar |
5 -> 4 |
21:24 |
red-001 |
but I will add an option to override but radius |
21:25 |
sofar |
(3, 2, 2, 1 ....) |
21:25 |
red-001 |
both |
21:25 |
sofar |
I would make it all use physics only, with the exception of the tnt base power value |
21:26 |
sofar |
I can imagine a firecracker with 0.1 power |
21:26 |
sofar |
it would do 10 damage if you'd stand on top of it :^) |
21:26 |
red-001 |
minetest isn't that relativistic |
21:26 |
sofar |
no reason to avoid these models |
21:28 |
red-001 |
you are right about that |
21:29 |
red-001 |
but what if I want to make highly unrealistic explosion? |
21:29 |
sofar |
large? |
21:29 |
paramat |
math is slow in lua |
21:29 |
sofar |
no problem, just set power to 1000000 |
21:30 |
paramat |
hm i see your point though |
21:31 |
red-001 |
one that only damages blocks for example |
21:32 |
paramat |
with simple inverse square, as tnt power and radius increases intensity remains constant at a cetain distance |
21:33 |
sofar |
intensity = tntpower / sqr(max(1, dist)) |
21:34 |
sofar |
to make things more realistic, you could give blocks a "resistance" value |
21:35 |
sofar |
e.g. stone.resistance = 0.5 |
21:35 |
sofar |
sand.resistance = 0.1 |
21:35 |
red-001 |
so my newest mod? |
21:35 |
sofar |
and you could break blocks way beyond the 2-3 node range |
21:36 |
red-001 |
maybe a radius and pressure parameter for an explosion? |
21:37 |
sofar |
intensity = math.min(tntpower / sqr(max(1, dist)), 1) |
21:37 |
sofar |
hmmm |
21:37 |
red-001 |
not fully realistic but it allows a lot a of different types of tnt |
21:37 |
sofar |
base tnt should just have power = 1 |
21:37 |
red-001 |
yes |
21:37 |
sofar |
no matter what |
21:38 |
red-001 |
well |
21:38 |
sofar |
I don't see why you can't have intensity over 1 |
21:38 |
red-001 |
it has a range parameter |
21:38 |
sofar |
1 just means to break everything |
21:38 |
sofar |
maybe 2 means destroy and do not drop items |
21:38 |
red-001 |
+1 |
21:38 |
sofar |
that would work well I think |
21:38 |
sofar |
you'd get dropped itemstacks at the edges |
21:39 |
red-001 |
yes it would |
21:39 |
sofar |
entity ejection is broken |
21:39 |
sofar |
like I said, tnt is not even half done at this point |
21:39 |
red-001 |
local intensity = (radius / 3 / dist ^ 2)? |
21:40 |
sofar |
why are you putting radius back in? |
21:40 |
sofar |
max_search_radius = math.sqrt(20) * tnt.power |
21:41 |
sofar |
that's how large the "hole" will be |
21:41 |
red-001 |
it should be something that can be overridden |
21:41 |
red-001 |
if you want a tnt api that is |
21:42 |
sofar |
that doesn't make sense |
21:42 |
red-001 |
why not? |
21:42 |
sofar |
bombs don't explode one block and leave the one next to it untouched :) |
21:42 |
sofar |
your formula |
21:42 |
sofar |
local intensity = (radius / 3 / dist ^ 2) |
21:43 |
sofar |
that basically says |
21:43 |
sofar |
tnt.power = radius / 3 |
21:43 |
sofar |
I'm saying, tnt.power = 1 |
21:43 |
sofar |
and from that results |
21:43 |
sofar |
calculated at boom time |
21:43 |
sofar |
that radius = tnt.power * sqrt(20) = 4.47 |
21:43 |
sofar |
(rounded = 4) |
21:44 |
sofar |
and damage radius = tnt.power * sqrt(100) = 10 |
21:44 |
sofar |
then use those radiuses to find entities and blocks |
21:44 |
sofar |
a fire cracker would be tnt.power = 0.01 |
21:44 |
red-001 |
I see your point |
21:45 |
sofar |
a handgrenade would be tnt.power = 0.5 |
21:45 |
sofar |
a stick of C4 would be tnt.power = 5 |
21:45 |
sofar |
only one value ever needed to calculate everything |
21:45 |
red-001 |
would a mod be able to change radius or damage radius? |
21:46 |
red-001 |
or not? |
21:46 |
sofar |
by changing power, yes |
21:47 |
paramat |
yes tnt power is linked to radius so we only ever need 1 value, might as well use radius as this is already used |
21:48 |
sofar |
plus, physics and math are fun when they're used correctly in games |
21:48 |
red-001 |
no as in change radius independent from damage radius to for example create admin tnt that only damages blocks |
21:48 |
red-001 |
after all why not? |
21:49 |
sofar |
because math |
21:49 |
twoelk |
could an explosion that does not kill a player maybe push him? |
21:50 |
sofar |
but adding resistance values to blocks would make sense |
21:50 |
sofar |
twoelk: code is supposed to already do that (but bugged, badly) |
21:50 |
sofar |
I intend to fix that |
21:52 |
red-001 |
decrees modablity for the sake of realism? |
21:53 |
red-001 |
punching trees is a thing |
21:54 |
twoelk |
regarding admin tnt, I wonder wether you could write a list of blocks on paper, add that to an admin tnt block and have it only destroy those blocks listed |
21:54 |
sofar |
decrees modablity? what does that mean? |
21:54 |
red-001 |
make it harder to mod |
21:55 |
sofar |
on the contrary, it would make new tnt types easier to add |
21:55 |
twoelk |
punching trees is the entry portal to this class of video games :-D |
21:55 |
sofar |
since there's now a simple way to make a bigger or smaller blast |
21:56 |
red-001 |
I said to make it possibly to override the vaule |
21:56 |
sofar |
just give a different power value |
21:57 |
sofar |
I don't get your point. Do you want a bomb that incinerates everything in 5x the radius but never kills players? |
21:57 |
red-001 |
If i want to yes |
21:57 |
sofar |
that's not a tnt bomb then |
21:58 |
sofar |
should be a different weapon imho |
21:58 |
sofar |
maybe add a damage-scale value |
21:58 |
sofar |
tnt would have 100 |
21:58 |
sofar |
and others can override it |
21:59 |
red-001 |
that would be ok |
21:59 |
sofar |
you could make a lethal thing by setting power to 0.1 (unlikely to break a block) but damage scale of 1000 |
21:59 |
red-001 |
yes thats my idea |
22:00 |
sofar |
and I want to fly with my arms on earth |
22:00 |
sofar |
that only happens in my dreams, though :P |
22:00 |
* red-001 |
/grant sofar fly |
22:00 |
red-001 |
;) |
22:02 |
paramat |
KISS |
22:02 |
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22:02 |
sofar |
paramat: you deserve one |
22:02 |
paramat |
lol |
22:03 |
sofar |
looks like 778 is a go-ahead |
22:07 |
paramat |
duane and i are working on developing mgvalleys and since hmmmm is not active i would like to have authority to merge PRs on this for some progress, i hope other devs are okay with this |
22:07 |
sofar |
sfan5: can you close #3626 quickly please? |
22:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/3626 -- Update license year by pra85 |
22:08 |
sofar |
sfan5: ty |
22:08 |
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22:09 |
paramat |
ah nicely caught |
22:09 |
sofar |
too obvious |
22:09 |
sofar |
something I could have come up with ;) |
22:09 |
paramat |
yeah i got a weird vibe from that too |
22:11 |
est31 |
paramat, can you ask hmmmm whether its okay with him |
22:12 |
est31 |
he's the only other mapgen guy, and if you fuck up, I dont really care |
22:12 |
est31 |
but he will |
22:12 |
paramat |
sure |
22:13 |
est31 |
mhhh I could have put it more politely... |
22:13 |
paramat |
no problem :) |
22:14 |
paramat |
i'll continue to ask for 2nd approvals, but might sometimes act on my own, but will be clear and document what i do |
22:14 |
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22:14 |
est31 |
as long as its _only_ about mapgen, its fine with me |
22:15 |
est31 |
emerge manager stuff is no mapgen already for example |
22:15 |
est31 |
(for me) |
22:15 |
paramat |
ok |
22:19 |
paramat |
i actually dislike approving on my own so will be cautious |
22:20 |
paramat |
anyway to get this moving i'll probably merge #3590 later |
22:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3590 -- Add V5 caves to Valleys mapgen. by duane-r |
22:22 |
paramat |
just 1 step in ongoing development, will be refined for sure |
22:22 |
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22:23 |
paramat |
.. in later PRs |
22:23 |
est31 |
okay, what to do with 3534 |
22:24 |
est31 |
Well, I'll do what's allowed, and merge SN's implementation. |
22:25 |
est31 |
if gregorycu has a problem with it, e.g. its still slower than his implementation, he can say something. |
22:25 |
est31 |
("allowed" meaning that I have SN's and my +1) |
22:25 |
est31 |
although I'm not sure about his |
22:26 |
est31 |
ShadowNinja, do you want to merge this: https://github.com/ShadowNinja/minetest/commit/9a3bf97ce0137743640b27fad8208d11fe56b4ea |
22:53 |
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22:57 |
est31 |
paramat, can you have a look at https://github.com/est31/minetest/commit/860d70bd0e228ee542e3e559961bfc7e56888d77 |
23:20 |
paramat |
sure i'll look |
23:21 |
est31 |
To give you context, its about: https://github.com/minetest/minetest/issues/3613 |
23:24 |
paramat |
and if SN's implementation of 3534 tests to be good then do go ahead with that |
23:29 |
paramat |
okay your fix for 3613 seems reasonable to me +1 |
23:33 |
paramat |
merging 3590 will be delayed, it needs improvement |