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03:55 |
Hijiri |
why can't I see red-001 in the userlist |
03:55 |
Hijiri |
I didn't see a leave message |
03:55 |
Hijiri |
is this some IRC feature I didn't know about |
03:57 |
Hijiri |
maybe my client is selectively hiding joins/quits (because I see some other quits) |
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09:33 |
Zeno` |
lol paramat |
09:33 |
Zeno` |
do you know how much grief hmmmm gave RBA? |
09:34 |
VanessaE |
paramat doesn't like to talk on IRC. he's a chickenshit ;) |
09:35 |
Zeno` |
I'm sure he sees the conversation ;) |
09:46 |
juhdanad |
Please don't hurt him. He is right, I should make lights better. |
09:47 |
VanessaE |
juhdanad: no one wants to hurt him, but he's just as fair a target in here as anyone else is...and I speak as someone who used to get a lot of shit here. |
09:47 |
VanessaE |
in other words, if I had to grow a thicker skin, then so does he. |
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14:41 |
nrzkt |
merging #5047 |
14:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/5047 -- Improve priv descriptions by Ezhh |
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16:46 |
Thomas-S |
2f56a00d9eef82052614e5854a07b39b087efd0b seems to be backwards incompatible: Older Minetest clients see their chat messages twice. |
16:47 |
red-001 |
how old is your client? |
16:47 |
sfan5 |
older = ? |
16:48 |
sfan5 |
incompatibility between dev versions happens very rarely but is not a bug |
16:49 |
nrzkt |
Thomas-S: protocol v29 declared client only will not receive messages |
16:49 |
nrzkt |
sorry, will receive |
16:50 |
Thomas-S |
ok |
16:50 |
red-001 |
anything older than 52ba1f867e5edb579a59a44fbb8286d4f1e54931 should work correctly |
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18:00 |
sapier |
https://github.com/minetest/minetest/pull/5045 Added screenshots to show what this new modifier can do |
18:03 |
juhdanad |
This is similar to multiplication. |
18:04 |
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18:04 |
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18:04 |
red-001 |
"<Hijiri> why can't I see red-001 in the userlist" maybe your client doesn't show people timing out? |
18:04 |
sapier |
hmm could be true aybe the result would be even better if I tried multiplying it |
18:07 |
sapier |
multiplication would be (255*255 / color * color ) *255 right? |
18:08 |
sapier |
or better c1/255 * c2/255 |
18:08 |
juhdanad |
sapier: dst.r=src.r*dst.r/255 |
18:08 |
sapier |
*255 |
18:09 |
sapier |
ok too simple :-) |
18:09 |
sapier |
thanks :-) |
18:09 |
juhdanad |
My hardware coloring PR also uses multiplication. |
18:10 |
sapier |
yes I heared about it but it can't be used for entities |
18:11 |
juhdanad |
That's true. (for now...) |
18:11 |
sapier |
that's what I actually need it for ... not wool nodes but wool still attached to sheep ;) |
18:12 |
sapier |
ok multiplication result is identicaly to what I did (at least for my eyes) |
18:12 |
juhdanad |
sapier: only if you paint originally white texture! |
18:13 |
sapier |
true but that's what I did target anyway |
18:14 |
sapier |
so better use something well known doing what I want it to do then something special noone expects |
18:18 |
VanessaE |
sapier: I wonder if it wouldn't be better to wedge in a variation on [colorize instead of calling it [paint |
18:18 |
VanessaE |
(like maybe prefix the color with "M" or something) |
18:18 |
VanessaE |
(to imply "multiply") |
18:19 |
sapier |
well by now it's not been multilication and I just changed it to be that way ... renaming it from paint to multiply while doing so |
18:19 |
VanessaE |
oh ok |
18:20 |
sapier |
but as always I don't bother that much about names if someone does suggest a better one |
18:20 |
VanessaE |
just thinking of how it's called in GIMP :) |
18:21 |
sapier |
gimp can do this? |
18:21 |
sapier |
nice to know :-) |
18:21 |
VanessaE |
<right click> Colors -> Colorize |
18:22 |
sapier |
I wonder why this isn't already part of minetest imho the multiplication way of applying colors to textures has way more uses then the current colorize style |
18:22 |
VanessaE |
which as far as my eyes can tell, does a multiply between the image and the HSL |
18:22 |
juhdanad |
Colorize is not multiplication. |
18:23 |
juhdanad |
(in GIMP). |
18:23 |
sapier |
well the colors used in wool mod don't seem to exactly bee what they're named too ;-) |
18:24 |
VanessaE |
juhdanad: it isn't? then I withdraw my comment. |
18:24 |
sapier |
looking at the sceenshots I added to the pull you see some do match quite fine to what results from multiplication others are way off |
18:25 |
sapier |
especially strange is grey and dark gray for some reason those are inverted |
18:27 |
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18:27 |
sapier |
hopefully get_velocity is just an alias for getvelocity :-/ |
18:28 |
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18:29 |
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18:34 |
sapier |
@rubenwardy are you crazy? |
18:34 |
sapier |
changing api functions present for years without adding aliases? |
18:35 |
est31 |
sapier, which commit |
18:35 |
sapier |
63c892eedfe21cbca2e2369d28e5e4d4e62ca1bd |
18:36 |
sapier |
https://github.com/minetest/minetest/commit/63c892eedfe21cbca2e2369d28e5e4d4e62ca1bd |
18:36 |
sfan5 |
it adds aliases? |
18:36 |
est31 |
yes |
18:36 |
sapier |
but doesn't seem to work |
18:36 |
est31 |
what is the error |
18:37 |
est31 |
is it a deprecation error |
18:37 |
sapier |
let me check if it's just the one missing |
18:37 |
est31 |
(I'm not sure whether it adds a deprecation error) |
18:37 |
sfan5 |
(it doesn't) |
18:37 |
est31 |
it should |
18:37 |
sapier |
attempt to call method 'settexturemod' (a nil value) |
18:37 |
est31 |
otherwise everybody will think they are fine, nobody will change |
18:38 |
sapier |
doesn't sound like deprecation only |
18:38 |
est31 |
sapier, that looks like a genuine error then |
18:38 |
est31 |
the commit wrongly assumes the old name to be set_texturemod |
18:38 |
est31 |
while it is settexturemod |
18:39 |
sapier |
ahh @rubenwardy I appologize, should've looked at it more carefull |
18:39 |
est31 |
it should be easy to fix |
18:39 |
sapier |
true |
18:40 |
sapier |
I'm pushing the fix directly |
18:41 |
est31 |
okay |
18:42 |
est31 |
I had been preparing one myself |
18:42 |
est31 |
but you shoudl do it |
18:42 |
est31 |
should* |
18:42 |
sfan5 |
sapier: also nobody would have approved that if it didn't having working aliases |
18:43 |
sapier |
seems so :-) guess I still have in mind how things have been some time ago ... obviously some things have improved |
18:45 |
est31 |
yeah, more people are convinced of backwards compat |
18:45 |
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18:45 |
sapier |
can someone explain to me why I always end up doing engine work when I just want to do mobf? |
18:45 |
est31 |
xD |
18:46 |
sfan5 |
because the engine is lacking |
18:47 |
sapier |
ok pushed the fix, hope the commit message is ok that way |
18:47 |
est31 |
it is okay |
18:49 |
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18:56 |
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19:01 |
sapier |
seems juhdanad has a return value by parameter fetish ;-) |
19:02 |
juhdanad |
Is it bad? |
19:03 |
sapier |
depends ;-) |
19:03 |
juhdanad |
Feel free to comment and/or contribute to my work. |
19:04 |
sapier |
I didn't want to offend you, you're doing very good work for what I've seen by now |
19:05 |
juhdanad |
In fact I'm not a professional programmer, I have not learned how to format C++ code properly. |
19:05 |
sapier |
it's not a bad thing to provide results by parameters often it's a tradeoff between readability and speed |
19:07 |
sapier |
and believe me if you do ask multiple "professional programmers" you'll get completely different answers on a lot of topics too ... including this topic |
19:07 |
sapier |
there's a reason why it's called "art of computer programming" ;-) |
19:08 |
Krock |
and that's why there are code style guidelines and other instructions to follow |
19:08 |
sapier |
true but even within these guidelines there's quite some room ;-) |
19:12 |
sapier |
great I just discovered the new profiler :-) |
19:13 |
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20:00 |
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20:49 |
red-001 |
updated #4962 |
20:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/4962 -- Save the name of the world in world.mt and remove invalid characters from the directory name by red-001 |
20:52 |
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21:22 |
rubenwardy |
#4806 |
21:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/4806 -- Add search to advanced settings by rubenwardy |
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22:28 |
rubenwardy |
#5064 |
22:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/5064 -- Add minetest.player_exists() by rubenwardy |
22:41 |
red-001 |
could someone review #4468 ? |
22:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/4468 -- Load textures from the subfolders in texturepacks. by red-001 |
22:45 |
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22:51 |
sofar |
red-001: you've got one comment from hmmmm open in that pr |
22:54 |
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22:57 |
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22:59 |
zorman2000 |
sapier, while you are at it (doing engine work), it would be awesome if minetest.find_path() could be improved. |
23:02 |
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23:02 |
sapier1 |
well for what I have read there's a controversity what it's supposed to do right now it's been changed to something I didn't intend when writing first version |
23:02 |
sapier1 |
before this ain't settled I see no use in improving anything |
23:03 |
zorman2000 |
It is sad that is the state of thing. I tried using the function in many cases and in all of them just got nil |
23:04 |
zorman2000 |
I ended up using a Lua implementation of A*, but I was only able to do it in 2D, so it works on flat terrain |
23:04 |
zorman2000 |
It would be great to have a 3D built-in implementation |
23:05 |
sapier1 |
I haven't tried it for quite some time, initially it was able do to exactly what you did in lua |
23:05 |
sapier1 |
in fact my first implementation was done in lua |
23:06 |
sapier1 |
it's never been thought to do 3d pathfinding for a very basic reason |
23:06 |
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23:06 |
sapier1 |
it'd not be usefull in 3d at all as it'd have to handle collision boxes too and those are completely broken within minetest |
23:07 |
sapier1 |
right now minetest can't even rotate collisionboxes |
23:07 |
zorman2000 |
I agree on that. I have had the same issue. My solution has been to define a set of "walkable" nodes to go around that |
23:08 |
sapier1 |
which of the felt 200 reinventions of mobs have you written? ;-) |
23:09 |
zorman2000 |
Actually still working on it. It is a WIP NPC mod. |
23:09 |
zorman2000 |
I want them to automatically go to places so first thing I saw was minetest.find_path()... and well, that didn't help at all |
23:09 |
sapier1 |
funny ... if only half of the ppl writing their own mobs would've joined mobf development we'd have ki mobs in between |
23:10 |
zorman2000 |
It is sad for the great fragmentation in mods. I look forward to see activity again in mobf. |
23:10 |
zorman2000 |
Might get involved at some point |
23:11 |
sapier1 |
btw in mobf sheep for example look for grass around find a path to it and walk there |
23:11 |
sofar |
the problem is that all the "frameworks" are templates |
23:11 |
sofar |
not actual frameworks |
23:11 |
sapier1 |
not true |
23:11 |
sapier1 |
mof supports configuration as well as customization |
23:12 |
sofar |
customization is still template |
23:12 |
sofar |
configuration doesn't mean it's actually a nice API to do something completely different with |
23:12 |
sapier1 |
what's your definition of framework |
23:13 |
zorman2000 |
sapier, many mob frameworks has some kind of path-finding, but most of it (at least all mobs_redo and everything based on it) do a on_step() pathfinding, and I didn't wanted that |
23:13 |
sofar |
something where if I wanted to write some custom new code to do one small change that I don't need to copy 300 lines of default mob behavior |
23:13 |
sapier1 |
sofar you don't have to do this in mobf |
23:13 |
sofar |
or somehow magically know about 20 flags and params |
23:13 |
sapier1 |
you don't have to do that either |
23:14 |
zorman2000 |
sapier, did you got to do documentation for mobf? |
23:14 |
sapier1 |
basic set of parameters for a mobf mob is about ... hmmm lets say 20 including the model and texture specification |
23:14 |
sapier1 |
well documentation is the big point |
23:14 |
sapier1 |
there's a doc for a very simple mob |
23:14 |
sapier1 |
most more complex things are not explicitly described but there's a sample mob for almost everything |
23:15 |
zorman2000 |
I see. When I finish my mod, I might actually take a look at the code and see if I can come up with some documentation |
23:16 |
sapier1 |
https://github.com/sapier/animals_modpack/wiki/Mob-creation-tutorial most simple mob you can create |
23:16 |
zorman2000 |
I have always though mobf has big potential but myself I have been unable to use easily |
23:16 |
zorman2000 |
use it* |
23:16 |
sapier1 |
btw it's 13 parameters |
23:16 |
sapier1 |
ok that mob just will stand there and not move at all :-) |
23:17 |
sapier1 |
making it move random is about 5-10 additional parameters |
23:17 |
sapier1 |
or specifying one single callback if you want to implement the movement yourself |
23:18 |
sapier1 |
but I agree missing documentation is a big issue in mobf |
23:18 |
zorman2000 |
I see. So you can define states. Well that is really good in my opinion |
23:19 |
zorman2000 |
It gives a lot of flexibility |
23:19 |
sapier1 |
yes you can attach a specific visual to a state too but don't have to then default states visual is used |
23:20 |
zorman2000 |
Yes I see. That is cool |
23:21 |
zorman2000 |
Do you plan to further develop mobf? |
23:21 |
sapier1 |
in folder mobf_core/doc/ there's a file called mob_template.lua I use it do document all config parameters a mob definition may have |
23:22 |
sapier1 |
right now I'm rewriting the probabilistic movement generator ... (almost done) ... I finally accepted my approach of using acceleration to generate movement doesn't work well for ground bound animals |
23:25 |
sapier1 |
I hope to fix one of the main complains "jumpy mobs" ;-) |
23:27 |
zorman2000 |
Ohh, nice, so that's where the parameters are defined! |
23:28 |
zorman2000 |
Well, they didn't moved so bad either, but yeah, could use improvement |
23:28 |
sapier1 |
well not defined just written in a way my automatic documentation generator provides readable output |
23:28 |
zorman2000 |
Heh, at least is some kind of hint |
23:28 |
zorman2000 |
What is this probabilistic movement generator? |
23:29 |
sapier1 |
any state can have a movement generator attached to it. probabilistic movement generator is the one generating some random pattern |
23:29 |
sapier1 |
well it makes sure mob stays within his "habitat" doesn't drop or drown ... things like that |
23:30 |
zorman2000 |
That is indeed a needed feature |
23:30 |
sapier1 |
the habitat is what you specify with "envid" |
23:31 |
zorman2000 |
I remember having chickens going very far away and falling into water and dying |
23:31 |
sapier1 |
Well I spent a lot of time making the movgen try to avoid this |
23:32 |
sapier1 |
When I recently implemented water flow to have an effect on mobf mobs It's been difficult to get them into water they always did jump out way to soon |
23:33 |
sapier1 |
or drown |
23:33 |
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23:34 |
zorman2000 |
It is good to see you back and still willing to maintain that mod. It really has potential |
23:36 |
sapier1 |
well I don't believe it's gonna reduce the amount of mob mods but to be honest I don't see a reason to reimplement all those things I already fixed in other mob implementations |
23:36 |
sapier1 |
I might have a look at my simple_mobs converter I remember it was able to use 90% of all simple mobs without even changing their definition |
23:37 |
sapier1 |
converter isn't correct it didn't convert them it just ran them ... so actualy some sort of emulator |
23:38 |
zorman2000 |
That is the current state of things with mobs_redo, which is actually some improvement to simple_mobs |
23:38 |
zorman2000 |
Most mob mods actually use mobs_redo |
23:38 |
zorman2000 |
Not all of them though |
23:38 |
zorman2000 |
But from what I see mobf definetely has more features than mobs_redo |
23:38 |
sapier1 |
yes but for mobs_redo and simplemobs what sofar said is really true those are really template |
23:38 |
sapier1 |
s |
23:38 |
zorman2000 |
That's right |
23:39 |
sapier1 |
mobf from the beginning was designed to just create a simple mob definition and then use or don't use the features mobf provides |
23:40 |
sapier1 |
that's why I even split the mobs from the core on github ... mobf itself doesn't contain any mob |
23:43 |
zorman2000 |
Yes, I saw that. To many new players, unfortunately that causes confusion. Maybe you should add a link to the forum post that points to a whole zip file with everything |
23:43 |
zorman2000 |
Not saying that you are wrong |
23:43 |
zorman2000 |
Just that it would help new players |
23:44 |
sapier1 |
for what I remember I had a package containing both in the forum post, but not sure about it |
23:44 |
sapier1 |
animals_modpack usually contains everything |
23:44 |
sapier1 |
but I agree there's quite some reason for confusion |
23:46 |
zorman2000 |
Last time I downlaoded it I had to tweak it a bit. Can't remember right now what it was |
23:46 |
zorman2000 |
I can check and post it in the forums |
23:54 |
crazyR |
Does anyone know of a way to make sounds fade in and out.. is there a way to adjust the volume of sound tracks after they have started playing without stopping them and starting them again?? |
23:54 |
sapier1 |
not for what I know |
23:56 |
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