Time |
Nick |
Message |
00:03 |
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02:38 |
Hijiri |
Are the position arguments for formspec elements image and image_button for specifying the upper left corner? |
04:23 |
RealBadAngel |
Hijiri, all the forsmspec elements coords does match inventory slots grid |
04:23 |
RealBadAngel |
and that would be upper left corner |
04:37 |
sofar |
RealBadAngel: uhhh about halo's |
04:37 |
sofar |
RealBadAngel: if a 0.4.13 client connects to a -git HEAD server... |
04:37 |
sofar |
RealBadAngel: the halo turns opaque! |
04:38 |
RealBadAngel |
sofar, nametags.... |
04:39 |
RealBadAngel |
they screw many things. mostly all transparent stuff |
04:39 |
sofar |
well the thing is |
04:39 |
sofar |
it messes up all the halos from there on |
04:39 |
sofar |
even normal node halos remain opaque |
04:40 |
RealBadAngel |
yes |
04:40 |
RealBadAngel |
text scene node is bugged in irrlicht |
04:40 |
sofar |
oh, if the 0.4.13 client disconnects, it's fixed |
04:40 |
RealBadAngel |
its not like that |
04:41 |
RealBadAngel |
when nametag appears in the scene transparent things go mad |
04:41 |
RealBadAngel |
look at water for example |
04:41 |
RealBadAngel |
how old is the client doesnt matter |
04:41 |
RealBadAngel |
its yrs old bug |
04:42 |
sofar |
huh |
04:45 |
RealBadAngel |
fact that i needed them to be removed from scene was one thing, most important was to fix yrs old issue |
04:46 |
RealBadAngel |
since we dont have irr embeeded thats the only solution |
04:47 |
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04:48 |
RealBadAngel |
ok, i will move nametags to camera, the prs are getting overlapping again |
04:48 |
RealBadAngel |
i dont really care if they will be in hud or camera, place as good as others. |
04:49 |
RealBadAngel |
and i still havent fixed sky and clouds |
04:52 |
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04:54 |
paramat |
here's the PR for fixing disappearing world #3724 if others want to look at it, it edits updateDrawList() |
04:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/3724 -- Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16 by paramat |
05:00 |
kahrl |
paramat: the code you edited (v3s16 cam_pos_nodes = ...) is not only in updateDrawList but repeated in renderMap |
05:00 |
kahrl |
I think it needs to be changed there too |
05:00 |
kahrl |
or better, moved to a separate function |
05:01 |
paramat |
ah |
05:01 |
paramat |
thanks |
05:07 |
paramat |
getBlocksInViewRange() or something |
05:11 |
RealBadAngel |
paramat, ive changed fog range again, but i think that it should be drawn a bit earlier than before |
05:12 |
sofar |
paramat: I have an idea you will like |
05:12 |
sofar |
paramat: related to ABMs |
05:12 |
RealBadAngel |
the reson is that before blocks were always shown as whole, now you can see even small part of it (look at appearing blocks with lowest possible range) |
05:13 |
sofar |
paramat: you know how you dislike all the wasteful ABM's firing with low chance to e.g. grow e.g. wheat to full size? |
05:13 |
RealBadAngel |
so i used now 0.85 of draw range - it was 0.9 before |
05:14 |
RealBadAngel |
previously ive used 0.7 and that was indeed too much, altough imho it was blending nicely |
05:14 |
paramat |
RBA i can understand wanting to do that, but i don't think we should because it's effectively less visible stuff, and it's reasonable as it is. i might try it though |
05:14 |
sofar |
paramat: what if we replaced them with node timers. Just schedule a node timer for each plant with exactly the amount of seconds remaining for that one seedling (plus some random jitter) and the timer will only fire once for growing the seedling |
05:15 |
RealBadAngel |
paramat, you can try changed one, will push it in a few minutes |
05:15 |
sofar |
so if you have a field of 100 wheat with 8 stages |
05:15 |
sofar |
you'd have 700 node timer events total, ever |
05:15 |
sofar |
with ABM's you'd have 700 / chance ABMs |
05:15 |
RealBadAngel |
paramat, im removing now some obsolete variables and calculations |
05:16 |
paramat |
worth considering, est was intending to make ABMs less heavy |
05:16 |
RealBadAngel |
btw, im wondering whats that: |
05:16 |
RealBadAngel |
irr::core::vector3df camera_pos = |
05:16 |
RealBadAngel |
(startMatrix * *translation).getTranslation(); |
05:16 |
sofar |
I'll do a field test |
05:16 |
sofar |
to see if it's worth |
05:17 |
sofar |
it also will make plants not all grow at the same time |
05:17 |
kahrl |
"field" test |
05:17 |
sofar |
since it'll be dependent on planting time, and not abm rhytm |
05:17 |
kahrl |
I see what you did there |
05:17 |
sofar |
kahrl: :) |
05:17 |
RealBadAngel |
kahrl? |
05:17 |
paramat |
for example, if 2 ABMs run in a particular second, do they share a single node search? |
05:17 |
RealBadAngel |
what are those double * ? |
05:18 |
kahrl |
RealBadAngel: the first is a multiplication, the second a pointer dereference |
05:18 |
sofar |
paramat: abm's work per block, one search per abm interval per block |
05:18 |
RealBadAngel |
ah, indeed theres pointer to translation passed |
05:18 |
sofar |
node timers are different |
05:19 |
RealBadAngel |
kahrl, so nvm |
05:23 |
RealBadAngel |
paramat, ok, ive updated camera PR |
05:24 |
RealBadAngel |
kahrl, paramat, about nametags, im gonna move them to camera as est31 wants to get things going. question is shall toggling hud disable them or not? |
05:25 |
paramat |
i'll try it later. perhaps fog at 0.9 will improve FPS because less to 'fog-process'? |
05:26 |
RealBadAngel |
paramat, i havent thought bout that, but i doubt it (at least with shaders enabled no for sure) |
05:26 |
paramat |
i would be happy with HUD toggling nametags, others may not be, but they should be toggleable |
05:26 |
paramat |
ok |
05:26 |
RealBadAngel |
idk how fog is handled by irrlicht (in case of no shaders enabled) |
05:27 |
RealBadAngel |
i will check it out by disabling fog at all, hold on |
05:27 |
paramat |
with changed camera clipping, will nametags only be visible within 'view range'? |
05:28 |
RealBadAngel |
havent checked that yet, those two are overlapping slightly |
05:28 |
paramat |
that's ok by me, players can use 'R' to view distant nametags |
05:29 |
RealBadAngel |
currently i think that theyre not distance dependent |
05:29 |
RealBadAngel |
but i can easily add such clipping |
05:29 |
paramat |
we have a 'player transfer distance' setting |
05:29 |
RealBadAngel |
before nametags wasnt clipped at all |
05:30 |
RealBadAngel |
that setting was used to load entities of far players |
05:30 |
paramat |
i have little multiplayer experience, but do think it's weird seeing nametags at huge distances by default |
05:30 |
RealBadAngel |
i can clip them at 2x view distance or some other factor |
05:31 |
paramat |
it will probably be wanted as an option, which is why 'R' might be the ideal way to control that |
05:32 |
paramat |
i'd clip at view range by default, makes sense |
05:32 |
RealBadAngel |
ok |
05:32 |
paramat |
need input from others though |
05:33 |
RealBadAngel |
sure |
05:33 |
paramat |
^ VanessaE |
05:33 |
RealBadAngel |
i will add clipping, we can later decide on clipping distance |
05:34 |
RealBadAngel |
btw, seems that irrlicht fog have some little impact on performance |
05:35 |
RealBadAngel |
hard to say, it can be a few fps |
05:35 |
paramat |
nametag clipping should respect 'player transfer distance' for dervers that set that for a reason |
05:35 |
paramat |
(servers) |
05:36 |
RealBadAngel |
i will check in code what that variable really means |
06:03 |
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06:05 |
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06:16 |
sofar |
I just noticed that ABM's are continuously firing for things like fully grown cotton and wheat. ouch. |
06:23 |
RealBadAngel |
last stage should propably have abm removed |
06:25 |
sofar |
the ABM is group abm |
06:25 |
sofar |
I'm just dying to make this into node timers |
06:25 |
sofar |
no more planting a whole field and seeing wheat that's done, and still seeds next to them |
06:25 |
sofar |
that never made much sense to me |
06:26 |
sofar |
I also really don't like the "whooops 20 nodes grew exactly at the same second!" effect every 9 seconds |
06:27 |
sofar |
node timers will make that all a thing of the past |
06:27 |
sofar |
it will seem entirely random with properly made timers |
06:59 |
RealBadAngel |
ha! |
07:00 |
RealBadAngel |
with nametags stored elsewhere (with their world pos) i can add player dots on minimap now |
07:01 |
RealBadAngel |
cool |
08:16 |
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08:20 |
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08:20 |
paramat |
PR updated #3724 |
08:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3724 -- Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16 by paramat |
08:25 |
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08:25 |
kilbith |
paramat, so have you decided for an approx. date for the feature freeze / release ? |
08:27 |
paramat |
oh yeah, roughly freeze in a month, around spring equinox time |
08:29 |
paramat |
devs please let me know (leave a comment in this channel, i'll see it) how much time you need to get your work in order. no fixed dates though this has to be flexible |
08:30 |
paramat |
but if possible aim to get stuff ready in roughly a month |
08:30 |
kilbith |
blockers shall be identified as well |
08:30 |
paramat |
yes |
08:30 |
kilbith |
the settings tab case is one of them for example |
08:31 |
kilbith |
i'm quite wondering if BlockMen is going to rebase and merge his PR |
08:31 |
RealBadAngel |
paramat, what about seeing players on minimap? |
08:32 |
paramat |
and this is a big problem #2759 |
08:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/2759 -- Shadow bug at y = 63 in mgv5/mgv7/mgflat/mgfractal/mgwatershed |
08:32 |
paramat |
i'll have to look into that but its mysterious |
08:33 |
paramat |
RBA meh not bothered either way |
08:34 |
paramat |
i think, is it needed? but then, minimap is not much needed either. it's more a fun thing |
08:34 |
RealBadAngel |
gonna code it anyway, always wanted to see players there (and mobs in the future) |
08:35 |
paramat |
careful not to make minimap too complex and slow stuff down |
08:35 |
RealBadAngel |
fun? i bet many wont agree with you |
08:35 |
RealBadAngel |
lately ive profiled minimap, its not that slow at all |
08:36 |
RealBadAngel |
preparing minimap data is small % of time consumed to prepare mapblock mesh |
08:37 |
RealBadAngel |
more time is spent actually displaying the minimap texture than preparing data for it |
08:38 |
RealBadAngel |
and adding a few dots on it wont slow it down at all |
08:40 |
paramat |
good, it may be popular who knows |
08:41 |
RealBadAngel |
such thing is a common feature of minimaps |
08:41 |
RealBadAngel |
thats not my invention |
08:44 |
RealBadAngel |
lookin at mc minimaps now, they do have also one nice feature |
08:45 |
RealBadAngel |
minimap could show place where you died |
08:45 |
RealBadAngel |
but that makes sense with bones or item drop on death |
08:46 |
RealBadAngel |
so such feature should be moddable, maybe later on |
08:47 |
RealBadAngel |
anyway, ive moved nametags to camera |
08:48 |
RealBadAngel |
#3712 |
08:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/3712 -- Move object nametags to camera by RealBadAngel |
08:49 |
RealBadAngel |
can anybody review/vote on it? |
08:50 |
RealBadAngel |
hmmmm, kahrl, nore, sfan5 ? |
09:08 |
paramat |
i'll look later today after sleep |
09:08 |
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10:46 |
est31 |
RealBadAngel, which editor do you use |
10:47 |
RealBadAngel |
est31, geany, why you askin? |
10:48 |
est31 |
I wonder whether it has an option to auto remove trailing spaces |
10:48 |
RealBadAngel |
it has, but then i will modify whole files im touchin |
10:49 |
est31 |
thats no problem |
10:49 |
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10:50 |
est31 |
aand he's gone |
10:50 |
est31 |
:'( |
10:50 |
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10:51 |
RealBadAngel |
oops, upgrade day on freenode |
10:51 |
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10:51 |
est31 |
<est31> thats no problem |
10:51 |
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10:51 |
est31 |
minetest's files have only very few trailing spaces in them |
10:51 |
RealBadAngel |
ok, i will try how it works |
10:51 |
est31 |
and even if you encounter a file with many trailing spaces, once they are gone, nobody will add them |
10:51 |
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10:51 |
RealBadAngel |
meanwhile you propably asking because ive smuggled some again somwhere? |
10:52 |
est31 |
yes, I've commented on one of your PRs |
10:52 |
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10:52 |
RealBadAngel |
hehe ok |
10:52 |
est31 |
btw, I've changed my opinion about whether HUD is a good place for it or not |
10:52 |
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10:52 |
RealBadAngel |
and? |
10:52 |
est31 |
I'm fine with it being inside HUD now |
10:52 |
RealBadAngel |
im gonna kick your ass now ;) |
10:52 |
est31 |
the important part was that the nametags were drawn last |
10:52 |
est31 |
so get displayed always |
10:52 |
RealBadAngel |
you know why? |
10:53 |
est31 |
lol dont kick too hard or I change my opinion again :) |
10:53 |
RealBadAngel |
i just moved everything to camera |
10:53 |
est31 |
hahhhh |
10:53 |
RealBadAngel |
see pr |
10:54 |
est31 |
btw on a side note, found another open source repo with age old PRs: https://github.com/geany/geany/pulls |
10:54 |
est31 |
minetest not the only ones :) |
10:54 |
RealBadAngel |
;) |
10:54 |
RealBadAngel |
so, what we gonna do now? |
10:55 |
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10:55 |
est31 |
you decide |
10:56 |
RealBadAngel |
it doesnt really matter, either cases i have to pass to client gamedef something, be it hud or camera |
10:57 |
RealBadAngel |
where the code lands is in fact cosmetic |
10:57 |
jin_xi |
are nametags visible when HUD is turned off? that would be an argument for putting it there, but i agree with RBA it does not matter much |
10:58 |
RealBadAngel |
HUD imho was more suitable because of plain text usage |
10:58 |
RealBadAngel |
jin_xi, ive made them toggleable together with HUD |
10:59 |
jin_xi |
which makes sense |
10:59 |
RealBadAngel |
also im coding atm player markers visible on minimap |
11:00 |
RealBadAngel |
est31, shall i make it a part of this pr or make another one? |
11:06 |
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11:07 |
est31 |
RealBadAngel, better done in another PR |
11:07 |
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11:08 |
est31 |
it would need more development |
11:08 |
est31 |
e.g. ability to control from server |
11:08 |
RealBadAngel |
what? showing markers? |
11:08 |
RealBadAngel |
servers already control minimap |
11:09 |
RealBadAngel |
if minimap is disabled you wont see markers neither |
11:11 |
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11:16 |
est31 |
probably true |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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13:41 |
Megaf |
Hello everyone. |
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14:44 |
VanessaE |
paramat, RealBadAngel: clip/fade nametags at twice the current view range, but clip the player models right at the range. Makes it easier to follow someone if they keep going in and out of your view range. |
14:45 |
VanessaE |
game play implication is none, because the user could just hit 'r' to see distant names if they want, but of course doing that costs massive fps |
14:45 |
VanessaE |
(having one player follow another at running speed is quite common in multiplayer, "come look at this thing I made" etc) |
14:45 |
RealBadAngel |
player models got clipped with camera PR |
14:46 |
VanessaE |
good. |
14:46 |
RealBadAngel |
nametags are separate, and i can clip them at other distance |
14:46 |
VanessaE |
^^ just my opinion on the matter, since paramat pinged me |
14:47 |
RealBadAngel |
atm im preparing 3rd related PR, show players on the minimap |
14:47 |
VanessaE |
nice idea. |
14:47 |
VanessaE |
might require a different max minimap range to be useful though |
14:48 |
RealBadAngel |
with farmap we can think of greater distances |
14:48 |
RealBadAngel |
what we do have now is rather maximum |
14:48 |
RealBadAngel |
btw, on the minimap you will be able to see mobs, if you name them ofc |
14:49 |
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14:49 |
VanessaE |
meh, farmap is probably dead. |
14:49 |
VanessaE |
celeron55 waited too long to finish and merge it |
14:50 |
RealBadAngel |
idk, hope not |
15:00 |
nrzkt2 |
VanessaE, is back ? :p |
15:09 |
VanessaE |
not really |
15:09 |
VanessaE |
I'm trying not to comment too much here anymore |
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kaeza |
hmmmm, https://forum.minetest.net/viewtopic.php?f=6&t=14078 |
19:19 |
sofar |
DungeonGen |
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21:07 |
RealBadAngel |
oke doke |
21:07 |
RealBadAngel |
http://i.imgur.com/jVNhbeJ.png |
21:07 |
RealBadAngel |
what do you think about it? |
21:11 |
kaadmy |
RealBadAngel: what's different?.. |
21:11 |
RealBadAngel |
look closer ;) |
21:12 |
kaadmy |
at what -_- |
21:13 |
kaadmy |
minimap waypoints? |
21:13 |
asl97 |
i think they are players |
21:14 |
kaadmy |
maybe? |
21:14 |
RealBadAngel |
yup, they are players :) |
21:14 |
kaadmy |
nice |
21:18 |
Fixer |
RealBadAngel, indicators are too big and need other colour I thinki |
21:19 |
kaadmy |
is there currently a way to have colored chat without mods? |
21:19 |
RealBadAngel |
playing now with colors in fact |
21:19 |
kaadmy |
i don't think so |
21:20 |
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21:20 |
asl97 |
if it stay the same size when zoomed in, it should be small enough |
21:22 |
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21:24 |
Fixer |
RealBadAngel, try yellow with smaller size |
21:24 |
RealBadAngel |
lol |
21:24 |
Fixer |
RealBadAngel, will there be height indicators? |
21:25 |
RealBadAngel |
https://i.imgur.com/LymdcM5.png |
21:25 |
RealBadAngel |
i thought bout yellow a minute before you suggested it :) |
21:26 |
Fixer |
RealBadAngel, brighter yellow |
21:26 |
Fixer |
seems faint |
21:26 |
Fixer |
circles should be slower imo |
21:27 |
sofar |
a color is suggestive, maybe gray or white instead? |
21:27 |
sofar |
player names are already white |
21:28 |
asl97 |
if it's configurable, anything is fine for default. |
21:31 |
RealBadAngel |
its textureable not configureable |
21:31 |
sofar |
if it's configurable, the default MUST be the most sane option |
21:31 |
sofar |
don't give me a polka-dot purple default and tell me "go set it to gray" |
21:32 |
RealBadAngel |
i think that green is the best |
21:32 |
asl97 |
RealBadAngel: as long as we can change the size and color somehow |
21:32 |
sofar |
it's a texture, right? |
21:32 |
RealBadAngel |
asl97, you can put there naked ass if you wish |
21:33 |
sofar |
so you can provide a texture to override it |
21:33 |
RealBadAngel |
at HD 4k |
21:33 |
sofar |
oooo naked ass |
21:34 |
sofar |
I'll ask VanessaE to make a minetest-HDX texture pack version for it |
21:34 |
sofar |
we can use RBA's ass |
21:34 |
RealBadAngel |
no way, my ass is copyrighted :P |
21:34 |
VanessaE |
that's okay, I don't have good pictures of other peoples' asses anyway, so HDX is out :P |
21:34 |
sofar |
not if you publically expose it, then anyone can photograph it |
21:38 |
kaadmy |
RealBadAngel: can the player markers on radar have an arrow pointing in the player's direction? |
21:40 |
RealBadAngel |
that would be a visual mess |
21:40 |
asl97 |
it probably be better if the player markers rotate in the player's direction |
21:41 |
RealBadAngel |
asl97, what do you mean? |
21:41 |
sofar |
<O O> |
21:41 |
asl97 |
instead of a hard coded arrow point the direction, it just rotate the texture |
21:42 |
RealBadAngel |
excuse me, but what that would show? |
21:42 |
asl97 |
(ie, the texture would have or be the arrow) |
21:42 |
RealBadAngel |
direction the other player is lookin? |
21:43 |
asl97 |
yea, that's what kaadmy is asking about isn't it? |
21:44 |
RealBadAngel |
i cant see any sense in this |
21:44 |
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21:45 |
kaadmy |
could the marker be tinted the color of the player's nametag |
21:45 |
RealBadAngel |
from point of view of minimap is that important which direction object is facing? |
21:46 |
RealBadAngel |
and in the end you will end up with shitload of invisible markers |
21:46 |
RealBadAngel |
guys walking on snow will be using white etc |
21:47 |
RealBadAngel |
too easy to abuse |
21:47 |
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21:47 |
asl97 |
just make it multi color |
21:49 |
RealBadAngel |
Fixer, got ya! https://i.imgur.com/oHZWKkO.png |
21:51 |
RealBadAngel |
green/red seems to be the best one |
21:51 |
asl97 |
it isn't that important to find out which direction an object is facing but people like fancy stuff |
21:51 |
RealBadAngel |
red in the future for hostile mobs |
21:53 |
RealBadAngel |
i really dont think thats a good idea |
21:53 |
RealBadAngel |
minimap is small, such things would make just a mess |
21:53 |
Fixer |
RealBadAngel, green is not bad, but circles could be smaller imo |
21:54 |
sofar |
RealBadAngel: green... grass... |
21:55 |
RealBadAngel |
if i make them smaller theyre hardly noticeable at 800x600 |
21:55 |
sofar |
do they zoom with zoom level? |
21:56 |
asl97 |
they shouldn't zoom |
21:57 |
sofar |
I'm asking, you are opinioning |
21:57 |
RealBadAngel |
sofar, https://i.imgur.com/IGnWVFe.png |
21:58 |
RealBadAngel |
no, their size depends only on screen resolution |
21:58 |
sofar |
damn that rab1 player, all that grass and he's right next to you :) |
21:59 |
Fixer |
RealBadAngel, found new bug with camera thing |
21:59 |
RealBadAngel |
Fixer, yes? |
22:01 |
Fixer |
RealBadAngel, https://i.imgur.com/whY02rk.jpg |
22:02 |
RealBadAngel |
pretty funny |
22:02 |
Fixer |
RealBadAngel, turning full range makes it behind as should be |
22:03 |
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22:05 |
RealBadAngel |
will check it |
22:11 |
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22:13 |
RealBadAngel |
damn snow nodeboxes |
22:13 |
RealBadAngel |
you cant even walk under the trees because of them |
22:13 |
RealBadAngel |
annoying and slowing down game |
22:14 |
RealBadAngel |
paramat, cant you change that? |
22:15 |
sofar |
make them lower so player+snow < 2.0 ? |
22:16 |
Fixer |
sofar, is new doors destructuble by tnt? |
22:16 |
Fixer |
are* |
22:17 |
RealBadAngel |
sofar, idk, but that should be changed |
22:17 |
sofar |
Fixer: https://github.com/minetest/minetest_game/blob/master/mods/doors/init.lua#L280 |
22:18 |
RealBadAngel |
for sake of performance those nodeboxes shall be removed, also on leaves (here replaced with leaves with snow, like dirt with grass) |
22:18 |
sofar |
RealBadAngel: fixed = { {-0.5, -0.5, -0.5, 0.5, -0.25, 0.5}, } |
22:19 |
sofar |
I think we can just lower it, or even make the player just step through |
22:19 |
Fixer |
RealBadAngel, i love snow nodeboxes, you can walk under tree with shift |
22:19 |
sofar |
I like that they're visually higher |
22:19 |
sofar |
but maybe we can lower the collision box so the player visually sinks into it a bit? |
22:20 |
RealBadAngel |
logical even |
22:20 |
sofar |
didn't know about the shift trick |
22:20 |
RealBadAngel |
snow is not that solid surface |
22:21 |
RealBadAngel |
maybe collion box half the height of nodebox? |
22:21 |
RealBadAngel |
you will feel that you step on it still |
22:21 |
sofar |
just low enough so that you can walk in 2.0 height gap |
22:21 |
sofar |
I think the player model is 1.8 |
22:21 |
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22:22 |
sofar |
so the collision box would be -0.3 height instead of -0.25 |
22:22 |
sofar |
you'll "sink" in 0.05 |
22:24 |
Fixer |
sofar, i definetely remember blowing up other people steel doors in 0.4.12, now i can;t even blow up my steel door o_0 wood door is ok though |
22:29 |
RealBadAngel |
Fixer, for steel doors maybe one would need C4 not tnt? ;) |
22:31 |
sofar |
I opted for defaulting to protected = protected |
22:31 |
sofar |
it makes more sense than to allow blowing it up |
22:32 |
sofar |
I don't see how providing a protection mechanism goes in hand with "oh but tnt blows it up" |
22:32 |
sofar |
that's something a specialized subgame should do (door wars!) |
22:34 |
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22:37 |
Fixer |
sofar, i often see flying doors of completely griefed houses, and tnt is good way to get rid of them |
22:38 |
sofar |
Fixer: that's up to server admins to solve, I believe it shouldn't be the default |
23:17 |
RealBadAngel |
ok, looks like i do have minimap addition polished |
23:17 |
RealBadAngel |
need #3712 to go in for it |
23:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/3712 -- Move object nametags to camera by RealBadAngel |
23:18 |
RealBadAngel |
without it i cant even make a PR |
23:25 |
Fixer |
RealBadAngel, so... camera or hud? |
23:26 |
RealBadAngel |
est31 agreed on hud, ive moved it meanwhile to camera ;) |
23:26 |
sofar |
LOL |
23:28 |
Fixer |
RealBadAngel, moving back to hud? |
23:28 |
RealBadAngel |
it doesnt really matter |
23:29 |
RealBadAngel |
i dont wanna rewrite it for 3rd time just for sake of moving |
23:31 |
RealBadAngel |
while in camera it has acess to some its private stuff |
23:31 |
RealBadAngel |
no need to pass offset for example |
23:32 |
RealBadAngel |
also i have next PR build on top of it |
23:35 |
RealBadAngel |
btw, just a thought, imho theres no need to indicate the players height on minimap. that you can easily find out lookin at nametag |
23:41 |
RealBadAngel |
BUG: http://i.imgur.com/d0SonWH.png |
23:42 |
kaadmy |
huuh |
23:45 |
Fixer |
flying bug |
23:50 |
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23:58 |
RealBadAngel |
player may be dead, but his spirit (selection box) is still standing still ;) |