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IRC log for #minetest-dev, 2019-05-03

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All times shown according to UTC.

Time Nick Message
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12:43 sfan5 merging #8511
12:43 ShadowBot https://github.com/minetest/minetest/issues/8511 -- minimal: Fix crash due to assertion fail by ClobberXD
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13:43 ANAND p_gimeno: OK, we can keep that patch separate
13:44 p_gimeno makes sense to me
13:46 p_gimeno but then, Krock's objection probably needs to be addressed, which is somewhat uncomfortable
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16:07 VanessaE suggestion: change mese lamp description to "Mese Lamp/Light" (or without the / ), so that a search for "light" brings up both it and the pole light (and all of homedecor's lighting, too)
16:07 sfan5 perhaps unified_inventory should automatically find light-emitting nodes when you search for light
16:09 p_gimeno that's a great idea; changing the description for MTG wouldn't fix third party mods
16:13 VanessaE true, but that wouldn't help the default inv ;)
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16:18 p_gimeno here's another suggestion: make a paramtype2 that makes param2 select a texture. Imagine e.g. streets mod using an asphalt node; param2=0 means "streets_asphalt.png", param2=1 means streets_asphalt.png^(streets_solid_center_line.png) and so on
16:19 p_gimeno that would allow making lots of node variations without exploding the number of nodes
16:19 VanessaE I asked for that a while back
16:19 VanessaE my idea was rejected.
16:20 p_gimeno do you have a link? I'd like to see the reasoning behind the rejection
16:21 VanessaE lemme look
16:26 VanessaE I can't find the original comment..
16:27 VanessaE only found something that referred to it, "no practical use" was the rejection reason
16:27 p_gimeno o.O
16:28 VanessaE https://github.com/minetest/minetest/issues/6101#issuecomment-318029777
16:28 VanessaE still not the original, but that's the gist of it.
16:29 p_gimeno thanks
16:29 sfan5 the question is what is the advantage of this over just registering multiple nodes
16:29 sfan5 less node IDs being used is one I can think of
16:30 VanessaE same advantage hardware coloring gives us :)
16:31 p_gimeno yes, avoiding exploding of node ids. Imagine also if there was a param2 for the mesh, then think circular saw.
16:31 VanessaE really, we need a few more paramX to do this right :P
16:32 VanessaE (one for a texture list, one for colors, and the existing one for facedir/rotation)
16:32 sfan5 how big would you want the texture list to be?
16:32 VanessaE one byte, so max 256 entries
16:33 sfan5 do you actually need that many, though?
16:33 VanessaE no, but you just know that the moment you set a limit, SOMEONE will want to exceed it :P
16:33 p_gimeno or mixed colours/textures, e.g. 4 bits for each
16:34 VanessaE no
16:34 VanessaE lots of colors has uses
16:34 VanessaE full byte for that,.
16:35 VanessaE you could perhaps use the upper bits of param2 for a texture list index but then you get the same prob we have now, not enough range for that index.
16:35 p_gimeno we don't have param3. We have colorfacedir which allows a few colors and a facedir.
16:35 VanessaE exactly.
16:35 VanessaE look at how Unified Dyes hacks around the problem
16:36 p_gimeno what I was suggesting is paramtype2="colortexture" where colour uses 4 bits and texture uses 4 bits
16:36 VanessaE so 16 textures, 16 colors...
16:37 VanessaE versus UD's method:  nodes that need no facedir get a straight 256 colors, nodes that need a simple X/Z direction exploit wallmounted mode to get 32, and nodes that need full facedir use split palette mode and define 25 copies of the node to get 197 colors
16:39 VanessaE in other words, subdividing a one-byte field to cram in two features ....is a pain in the ass :)
16:40 p_gimeno so what you suggest instead? just 256 textures and no colouring option?
16:42 VanessaE the original proposal was just a texture-list-index equivalent to the three indexed color modes, sharing param2, since no one's willing to add a couple new "paramX" to the map database.  So if a node need facedir, you'd have 3 bits of texture index, 5 of rotation.  wallmounted would be 5 and 3.  no facedir would be all 8 bits for the texture index.
16:44 VanessaE that would avoid a map format update, at the cost of index range similar to what's now the case with color + rotation.
16:44 p_gimeno thinking of asphalt in particular, you can have 4 rotations as texture modifiers, you don't need facedir/wallmount
16:44 VanessaE yes, but we don't have a rotation mode for that.
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16:45 VanessaE and you DO need full facedir:  asphalt can be cut on the table saw.
16:45 VanessaE sorry I think we're getting a little confused here..
16:47 p_gimeno hm, yeah
16:47 p_gimeno so 5 facedir + 3 texture bits
16:47 VanessaE yeah,.
16:47 VanessaE 24 rotations (and some waste), 8 textures.
16:48 VanessaE that wouldn't cut it, in a real setup :)
16:48 p_gimeno up to 10 textures if it was not divided into bits, but using mod 24 and div 24
16:49 VanessaE think minetest_game + moreblocks, there are WAY more than 8 (or 10) materials (=textures) being cut in just that simple setup
16:49 p_gimeno what blocks are you thinking about to make into one single node?
16:49 VanessaE (if I had to guess, there are more like 30 or 40 distinct materials)
16:51 VanessaE well I figures long term, one might use one base node for all of the different kinds of wood planks/blocks and wood tile patterns, another for stone and stone tiles, another for tree trunks, one for glass and glass-ish, ...
16:51 VanessaE figured*
16:51 VanessaE but that would need more than 3 (or 3½) texture index bits, it'd need a whole byte i.e. a param3
16:54 p_gimeno I'm not so sure. I think you'd need all those nodes as distinct. Paintable stuff is the main usage I foresee for this feature.
16:55 p_gimeno I mean, you don't have generic "wood" planks in your inventory when you have acacia planks. It could get messy.
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17:09 p_gimeno If "dirt_with_grass" weren't in such wide use already, grassing dirt would be another potential use.
18:02 VanessaE that's what I mean though
18:03 VanessaE if you have a bunch of wood nodes of different kinds, that are all identical save for texture, wouldn't a texture list be the perfect?  of course that does not address the problem of changing the description (but then, if you had a texture list, you could have a description list, too, taken from the same index)
18:04 VanessaE (of course, then you're only a few steps removed from just having a 32-bit node ID :P )
18:17 p_gimeno yeah, I don't think it's really well suited for wood
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20:34 paramat please can anyone review my mapgen PRs? #8473 #8481 they're well tested so you don't have to. 8473 has a lot of simple and repeated changes so is not as big as it first seems
20:34 ShadowBot https://github.com/minetest/minetest/issues/8473 -- Dungeons: Settable density noise, move number calculation to mapgens by paramat
20:34 ShadowBot https://github.com/minetest/minetest/issues/8481 -- Allow multiple cave liquids in a biome definition by paramat
20:48 VanessaE paramat: re: #6101, did our discussion jar something loose? ;)
20:48 ShadowBot https://github.com/minetest/minetest/issues/6101 -- Do not use signed integer for registering nodes to allow more than 32768 registered nodes
20:50 paramat it did, thanks, that shouldn't have been closed
20:51 VanessaE :)
20:52 paramat will merge game#2361 later after testing
20:52 ShadowBot https://github.com/minetest/minetest_game/issues/2361 -- Fix trapdoor side texture orientations by paramat
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22:48 paramat merging game#2361
22:48 ShadowBot https://github.com/minetest/minetest_game/issues/2361 -- Fix trapdoor side texture orientations by paramat
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