Time |
Nick |
Message |
00:00 |
rubenwardy |
well, I best head off o/ |
00:01 |
benrob0329 |
alright, bye! |
00:10 |
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calculon joined #minetest-hub |
00:49 |
octacian |
How do I change an entities speed? I assume it's related to velocity, but can't figure it out |
00:51 |
octacian |
ATM, I'm calculating velocity by subtracting the entity position from the player position |
00:54 |
Jordach |
~tell rubenwardy http://i.imgur.com/WzCgrhg.png |
00:54 |
ShadowBot |
Jordach: O.K. |
00:54 |
octacian |
sofar: IK you know how, so are you around? xD |
00:54 |
Jordach |
benrob0329, red-001, ^ |
00:54 |
octacian |
Jordach: you messing with a tab-less menu? |
00:54 |
Jordach |
yeeeep |
00:54 |
Jordach |
it actually is a single tab |
00:54 |
Jordach |
but |
00:55 |
octacian |
Cause I've been working on the exact same thing :rotfl: |
00:55 |
Jordach |
it's not mentioned |
00:55 |
Jordach |
fstk requires at least 1 tab in the tree to function |
00:55 |
octacian |
hmmm, Interesting. Might be best to just rewrite fstk. |
00:55 |
Jordach |
don |
00:55 |
Jordach |
t |
00:55 |
octacian |
Why not? |
00:55 |
Jordach |
it's horrible |
00:55 |
Jordach |
trust. me. |
00:56 |
octacian |
So... That mean it should be rewritten :P |
00:56 |
benrob0329 |
^^^ |
00:58 |
Jordach |
might be easier to write a launcher in all honesty |
00:58 |
octacian |
That was the method I was going for though. |
00:58 |
Jordach |
https://www.tcl.tk/about/language.html |
00:58 |
octacian |
I'd personally like to just improve the current "launcher." |
00:58 |
benrob0329 |
Jordach: not tk |
00:59 |
benrob0329 |
Anything but tk |
00:59 |
Jordach |
Tcl is a good language |
00:59 |
benrob0329 |
Yes, but not popular enough to have good libraries |
00:59 |
Jordach |
don't need libraries for a launcher, benrob0329 |
00:59 |
Jordach |
might just write a neat launcher in Python |
01:00 |
Jordach |
intergrated support for a console within it |
01:00 |
benrob0329 |
Besides, a c++ launcher is easier to bundle |
01:00 |
octacian |
I dunno, I was working on a launcher a bit back with Electron, but besides issues with using Electron in the first place, it'd be better to just improve the MT main menu |
01:00 |
Jordach |
>electron |
01:00 |
* Jordach |
looks at discord |
01:00 |
* octacian |
is currently speaking with a friend on Discord :P |
01:01 |
octacian |
No, really though. With some improvements to core, anything that we'd want to do on a launcher could be done right on the main menu. |
01:01 |
octacian |
Did I scare him away? O_o |
01:01 |
octacian |
:rotfl: |
01:01 |
benrob0329 |
Updating would be hard |
01:01 |
octacian |
Yes, but I think it would be worth it. |
01:02 |
benrob0329 |
As well as managing different versions |
01:02 |
octacian |
Again, yes it would. But whatever we do it should be in the same formspec-style as MT's main menu is currently. |
01:03 |
benrob0329 |
formspecs look ugly tbh |
01:03 |
octacian |
And again, it might quite possibly be worth just writing it for the current main menu. |
01:03 |
benrob0329 |
And need to be replaced |
01:03 |
octacian |
Very true, but it should keep in the same style or be a precursor to a new formspec style. |
01:03 |
benrob0329 |
It should be similar, but better |
01:04 |
octacian |
Well, I'm all for the idea. |
01:04 |
octacian |
Cause it is true that version management in current core would be incredibly hard. |
01:05 |
benrob0329 |
imgui ftw |
01:05 |
octacian |
imgui? |
01:06 |
benrob0329 |
Yeah, C++ immediate mode gui |
01:06 |
benrob0329 |
Its pretty much dead simple, but extremely flexible |
01:06 |
octacian |
Ah, I see. |
01:06 |
benrob0329 |
And would be much, much better than current formspecs |
01:07 |
benrob0329 |
Because they are based on functions and if statement (aka if button was pressed, do __) |
01:07 |
benrob0329 |
They can be dynamic |
01:08 |
benrob0329 |
https://github.com/ocornut/imgui/ |
01:12 |
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paramat joined #minetest-hub |
01:19 |
octacian |
paramat: What things in the noise parameters of my decoration registration should I change when the decoration is packed too tightly together. |
01:23 |
paramat |
'offset' and 'scale', which are 1st and 2nd numbers |
01:24 |
octacian |
hmm OK. |
01:24 |
octacian |
So, if I make those number less they won't be packed as thickly? |
01:26 |
octacian |
paramat: ^ |
01:27 |
paramat |
the noise value is 'number of decorations placed per surface node'. offset is the average value, scale is the typical variation either side. for areas of no decorations you can let the noise value fall below 0 |
01:27 |
benrob0329 |
ugg, the foam for my mic arm came off |
01:27 |
benrob0329 |
so i walked in to a mic + mound resting on the floor |
01:30 |
paramat |
so the noise value should be <=1. if offset = 0 then there will be equal areas of world with and without decos |
01:31 |
octacian |
huh, OK. I'll experiment a bit. I'm still vary new to noise in general though. |
01:31 |
paramat |
dense jungle trees are fixed at 0.1, 1 tree per 10 surface nodes |
01:33 |
octacian |
paramat: What defines the per 10 nodes? The fact that the 1 is in the tens place? |
01:34 |
octacian |
Ohk, so that's when using fill_ratio |
01:39 |
paramat |
fill ratio is what you use when you want a fixed value, when you use noise you are getting a variable fill ratio |
01:39 |
octacian |
Yes, that's what I noticed. |
01:40 |
paramat |
if you want 1 deco per 10 nodes, then fill ratio = 'decos per node' = 1 / 10 = 0.1 |
01:40 |
octacian |
Makes sense. |
01:41 |
octacian |
OK, got fill_ratio working satisfactorily, now will attempt to do the same with noise as I'd like variable fill |
01:41 |
octacian |
ended up doing fill_ratio = 0.01 (oak tree decoration) |
01:51 |
paramat |
yeah 1 per 100 so 1 per 10x10 nodes |
01:51 |
octacian |
0.03 seems perfect :D |
01:51 |
octacian |
One thing I'm noticing though, even with fill_ratio the decoration placement is variable |
01:52 |
paramat |
yes, randomness |
01:52 |
paramat |
but the average is 'fill ratio' |
01:52 |
octacian |
hmm, OK. So I could theoretically place all my tree decoration with fill_ratio xD |
01:53 |
paramat |
hang on, hmm |
01:53 |
paramat |
are you using fill ratio and a noise? |
01:53 |
octacian |
just fill_ratio |
01:53 |
paramat |
ok fine |
01:54 |
octacian |
If it's worthwhile though, I'll make a point of learning more about noise before implementing rest of decorations for my subgame |
01:54 |
paramat |
but you'll get a constant tree density throughout the biome |
01:55 |
paramat |
the 'mapgen questions thread' has a lot of useful info, and explains noise |
01:55 |
paramat |
somewhere |
01:55 |
octacian |
Link? I had one sometime ago, lost it though. |
01:56 |
octacian |
Guess I'll be able to find it again though :D |
02:03 |
paramat |
well it's easy. 0.03 seems perfect, so say you want a little variation either side of 0.03? use offset = 0.03 scale = 0.01 |
02:03 |
paramat |
then fill ratio varies from 0.02 to 0.04 |
02:06 |
paramat |
it's a sticky in modding discussion |
02:06 |
paramat |
the 3 numbers in brackets (200, 200, 200) is the 'spread', the scale of variation in nodes |
02:07 |
paramat |
so the dense areas will be of max size 200 very roughly |
02:08 |
paramat |
'spread' is the rough scale of fill ratio variation |
02:09 |
paramat |
in nodes, make sure all 3 numbers are the same |
02:48 |
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halt_ joined #minetest-hub |
02:49 |
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Grandolf joined #minetest-hub |
03:25 |
Sokomine |
er. something seems to be quite broken with the recent version of mt. was just on a server and didn't manage to walk through a 2 node high walk, didn't manage to walk up stairs or anything else half a node high, didn't manage to walk over a ladder (perhaps related to the 2 node high scenario) |
03:26 |
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halt_ joined #minetest-hub |
03:27 |
|
Grandolf joined #minetest-hub |
03:27 |
paramat |
yes these are being fixed |
03:28 |
paramat |
https://github.com/minetest/minetest/pull/5715 is merged |
03:29 |
paramat |
https://github.com/minetest/minetest/pull/5724 i will merge v. soon |
03:30 |
Sokomine |
yes. saw something adressing that in the git log. but: what is mentionned in that pull request is what i'm experiencing now...and that's already merged and compiled in? or is it a fix for the fix? |
03:31 |
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calculon joined #minetest-hub |
03:32 |
paramat |
what commit are you on? |
03:33 |
paramat |
the server you were on may not have the fixing commit |
03:33 |
Sokomine |
c1b3ed4180dea16e2fa77663a7d2bf155595dd60 current git |
03:33 |
paramat |
master has fixed walking through 2 node high spaces |
03:33 |
Sokomine |
that is very likely, yes. most servers will not |
03:34 |
paramat |
yes it's serverside |
03:34 |
Sokomine |
that hometown server allowed me to climb stairs and slabs again. doors still proved obstacles i cannot pass anymore |
03:35 |
paramat |
some PRs were merged on Sat that actually had problems, i've been cleaning up the mess overnight :] |
03:36 |
Sokomine |
ah. thank you :-) |
03:36 |
Sokomine |
errors can happen easily. thanks for fixing them and doing all the work! |
03:36 |
Sokomine |
just write somewhere please that the current version is - just right now - not a particulary good idea :-) (surprisingly often it is) |
03:37 |
paramat |
well master will be completely fixed (by #5724) in 1 hour after i eat |
03:38 |
Sokomine |
ah. that's quick :-) won't be able to test then |
03:58 |
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03:58 |
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Grandolf joined #minetest-hub |
04:41 |
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paramat joined #minetest-hub |
04:52 |
octacian |
How do I change an entity's speed? I've already set_velocity, but still can't get speed working. |
04:52 |
octacian |
I'd like it to go around twice as fast as it currently is towards the player. |
05:15 |
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05:52 |
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lumidify joined #minetest-hub |
06:17 |
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CWz joined #minetest-hub |
06:19 |
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lumidify_ joined #minetest-hub |
06:21 |
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06:34 |
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kaeza joined #minetest-hub |
07:20 |
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nerzhul joined #minetest-hub |
07:22 |
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tenplus1 joined #minetest-hub |
07:22 |
tenplus1 |
hi folks |
07:46 |
tenplus1 |
Hoppers mod updated to use new animated chest inventories : github.com/tenplus1/hopper |
07:49 |
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Guest73953 joined #minetest-hub |
07:49 |
tenplus1 |
hi amaz |
07:51 |
Amaz |
Hi ten :) |
07:52 |
* tenplus1 |
is very annoyed with animated chest addition... it breaks a lot |
07:53 |
nerzhul |
tenplus1, i agree, it's hacky, because it's a server side cheat shit due to the lack of core engine interaction with client, we should just spot that |
07:53 |
nerzhul |
stop* |
07:54 |
tenplus1 |
personally I'd remove it and bring back the old chest |
07:54 |
nerzhul |
like knockback, like armors, it's standard features which should be added to core and properly dispatched to client, with optimized ways |
07:54 |
nerzhul |
having an opening animation make sense, but just send the client which animation to play on which node seems lgtm more than this hack |
07:55 |
tenplus1 |
also WHY was inventory name changed from 'main' to 'default:chest' ??? that in itself breaks many mods |
07:55 |
nerzhul |
oh ? |
07:55 |
tenplus1 |
the lbm changes everything over |
07:56 |
tenplus1 |
and mods like hoppers dont work anymore... had to patch that |
07:56 |
tenplus1 |
am starting to feel as if the animated chest pull wasn't thought through fully and how it would affect current worlds and mods |
08:06 |
tenplus1 |
fire redo updated to allow for new chest drops on_burn |
08:12 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1730 |
09:10 |
shivajiva |
Morning folks :) |
09:10 |
tenplus1 |
hi shiva |
09:10 |
shivajiva |
Hi tenplus1 |
09:11 |
shivajiva |
does the project have backwards compatibility or is it tenuous dependant on who wants what? |
09:12 |
tenplus1 |
huh ? |
09:12 |
nerzhul |
shivajiva, can you be more precise ? |
09:13 |
shivajiva |
just wondered what the ethos was with changes that break mods |
09:14 |
tenplus1 |
changes should never break current worlds or mods without adding the facility for backwards compatibiltiy |
09:15 |
tenplus1 |
already doors, grass spreading and now chests has messed up compatibility with changes being added to fix them after the fact |
09:15 |
shivajiva |
yea that's what I'd noticed |
09:16 |
shivajiva |
got me to wondering what the rules were :) |
09:19 |
tenplus1 |
I feel that big changes like this shoudl have a poll in the forums for players to agree on as well as devs in git... |
09:20 |
tenplus1 |
Q. Does everyone want animated chests in-game? (yes, no, dont care) |
09:22 |
Amaz |
A. Couldn't care less. (But not at the expense of breaking mods) |
09:22 |
shivajiva |
seems worth asking so there is an awareness of potential changes and a wider consensus |
09:23 |
Amaz |
Yup |
09:23 |
shivajiva |
I managed to break my build last night, patched the visual slide on my current and now it doesn't find world or game :/ |
09:25 |
shivajiva |
how can a few changes produce that, compiled with the same command as last time, did I miss something |
09:25 |
tenplus1 |
visual slide ? |
09:25 |
shivajiva |
the code from #5622 |
09:26 |
Amaz |
Did you make a mistake on the cmake flags or something? |
09:26 |
tenplus1 |
oh the detach thing |
09:26 |
Amaz |
Mainly RUN_IN_PLACE can cause problems like that. |
09:26 |
shivajiva |
didn't touch anything, same compile command |
09:27 |
Amaz |
Hm, no idea |
09:27 |
shivajiva |
but it is a run_in_place build same as before |
09:27 |
Amaz |
Hmmm, no idea |
09:28 |
nerzhul |
i think MT game should use polls sometimes, but i'm not a MT_game dev :) |
09:28 |
nerzhul |
like i did for auto save the screen size |
09:28 |
tenplus1 |
the thing that annoys me is that the chest inventory name was changed... there was no reason to do that... it breaks so many things... |
09:29 |
tenplus1 |
why change 'main' to 'default:chest' |
09:30 |
shivajiva |
I shifted to run in place to test 0.4.15 dev and everything worked fine till this compile...weird |
09:30 |
shivajiva |
Idk tenplus1 it makes no sense |
09:33 |
tenplus1 |
so now anything that transfers to and from chests are essentially broken... that's a lot of mods |
09:34 |
shivajiva |
I do know main didn't make sense on the first read, it wasn't intuitive but I accepted that's what I needed to use so no more thought was given |
09:34 |
tenplus1 |
any container I've seen uses 'main' to hold items... 'src' for working nodes and 'dst' as output... |
09:51 |
tenplus1 |
sofar: you there ? |
10:32 |
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Fixer joined #minetest-hub |
10:32 |
tenplus1 |
hi fixer |
11:00 |
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rubenwardy joined #minetest-hub |
11:01 |
tenplus1 |
hi rubenwardy |
11:02 |
rubenwardy |
hey |
11:25 |
tenplus1 |
what's new ? |
11:26 |
rubenwardy |
submitted a massive piece of coursework 25 minutes ago |
11:26 |
rubenwardy |
closed a tab at each strike of the bell (12 noon) |
11:26 |
tenplus1 |
oof, hope it goes down well :P |
11:26 |
rubenwardy |
then plus some |
11:45 |
Calinou |
hi |
11:45 |
Calinou |
was checking my XonStats profile |
11:45 |
Calinou |
http://stats.xonotic.org/player/1370 |
11:45 |
Calinou |
I spent 15 full days on ranked Xonotic servers :D |
11:45 |
Calinou |
(but in ~5 years) |
11:46 |
Calinou |
that doesn't count servers not in stats, I spent lots of time on them too |
11:46 |
Calinou |
http://stats.xonotic.org/server/11049 |
11:46 |
Calinou |
also, I see my own server in the stats |
11:52 |
nerzhul |
precise stats, it's nice :p |
11:52 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1731 |
11:59 |
Calinou |
nerzhul: yeah, we had XonStats since 2011 |
11:59 |
Calinou |
it does the job well |
12:21 |
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Jordach joined #minetest-hub |
12:22 |
tenplus1 |
hi Jordach |
12:28 |
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CWz joined #minetest-hub |
12:32 |
tenplus1 |
hi CWz |
12:33 |
CWz |
Hey mr 11 |
12:33 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1731 |
12:34 |
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RobbieF joined #minetest-hub |
12:34 |
tenplus1 |
hi robbie |
12:36 |
RobbieF |
Good morning tenplus1 - how you been? |
12:36 |
tenplus1 |
stressed but ok |
12:36 |
tenplus1 |
you ? |
12:38 |
RobbieF |
aww, everything okay? |
12:38 |
tenplus1 |
I'm fine, it's the latest minetest release with some issues that need fixed... compatibility is an issue |
12:39 |
RobbieF |
Yeah I had a bit of a stressful weekend, but managing. We were out in our family van and the brakes stopped working all of a sudden... push to the floor and no brakes. |
12:39 |
RobbieF |
oh is there a new MT version? |
12:39 |
tenplus1 |
ouch, hope you got em sorted dude... |
12:39 |
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kaeza left #minetest-hub |
12:39 |
tenplus1 |
latest dev build has broken chests |
12:39 |
tenplus1 |
many mods wont work with new default chests... a revert is needed |
12:39 |
RobbieF |
We're scrapping the van. Left it on the side of the road and thankfully were able to stop safely (thanks to an incline) |
12:39 |
RobbieF |
so now have to deal with suddenly having to buy a van |
12:39 |
tenplus1 |
glad to hear dude... get a new one with nintendo paint job :P |
12:39 |
RobbieF |
thanks for the heads up re. chests |
12:40 |
RobbieF |
that's no good |
12:40 |
VanessaE |
collision boxes are broken in clients as well |
12:40 |
RobbieF |
ha, yes that's where I'll sink my money :D |
12:40 |
tenplus1 |
that was my next line Vanessa :))) |
12:40 |
VanessaE |
ninja'd :) |
12:40 |
tenplus1 |
heh |
12:40 |
RobbieF |
We'll be looking at a reasonably new (3 years or so) van with whatever color it comes in :p |
12:40 |
tenplus1 |
hope you find a good one dude |
12:41 |
RobbieF |
Thanks |
12:41 |
VanessaE |
3 years? jeez, my car is 25 years old |
12:42 |
RobbieF |
ha |
12:42 |
RobbieF |
yeah our van is nearly 20 |
12:42 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1731 |
12:42 |
RobbieF |
But want to buy one "nearly new" so we can hopefully have it paid off before it starts needing anything serious |
12:42 |
VanessaE |
btw next time the brakes die on a vehicle, use the parking brake. it's cable-operated on most cars and is separate from the main system. |
12:43 |
tenplus1 |
or flintstones it :D |
12:43 |
RobbieF |
good to know V, thanks |
12:43 |
RobbieF |
I'm sure I'd have started slamming down on things in a panic if it weren't for the hill :P |
12:43 |
VanessaE |
they don't have much stopping power, but between that and downshifting to 2nd or 1st, or shutting off the engine, should be enough to stop you |
12:43 |
tenplus1 |
glad you stopped safely tho... woulda been a nightmare scenario |
12:44 |
VanessaE |
also, you can throw it into park if you're not worried about trashing the transmission, if it's an emergency |
12:44 |
RobbieF |
I like that last one: when travelling in unstoppable vehicle, turn off the engine so your steering also locks. :p |
12:44 |
* Jordach |
is rebuilding the main menu |
12:44 |
tenplus1 |
any previews Jordach ? |
12:44 |
VanessaE |
RobbieF: turn off the engine, wait for it to die, then switch the key to "on" |
12:44 |
RobbieF |
:p |
12:44 |
VanessaE |
keeps the steering wheel un-locked. |
12:44 |
VanessaE |
you can steer without power steering, it just takes more muscle |
12:44 |
RobbieF |
You and your 25 year old car have been through this then :p |
12:44 |
VanessaE |
thankfully, no |
12:44 |
RobbieF |
Oh, I have plenty of muscle! :D haha |
12:44 |
VanessaE |
I just have a lot of experience with cars. |
12:45 |
Jordach |
alternatively, if you're RWD or AWD/4WD# |
12:45 |
Jordach |
hit the accelerator and spin it out |
12:45 |
RobbieF |
So my reaction to jump out the driver side window and let the van crash through the front of a shopping mall = bad? |
12:46 |
VanessaE |
y-y-yeah. |
12:46 |
tenplus1 |
woulda been fine if it was a bed and beyond store.. plenty of pillows/cusions |
12:46 |
RobbieF |
:p |
12:46 |
Jordach |
tenplus1, http://i.imgur.com/c9wpiI2.png |
12:46 |
Jordach |
http://i.imgur.com/9SJZRSQ.png |
12:46 |
tenplus1 |
ooh, nice Jordach |
12:47 |
Jordach |
if i figure out tab swapping |
12:47 |
Jordach |
how FSTK does it, and patch it |
12:47 |
RobbieF |
Last night I visited my dead van at the side of the road to remove the stereo :p Wonder what the passer-by's thought. |
12:47 |
tenplus1 |
did you wear a dark hoodie ? |
12:48 |
RobbieF |
A black coat, holding a flashlight and a pair of cutters :p |
12:48 |
RobbieF |
just shaved my head that morning too, so I'm sure I looked ultra-tough :p |
12:49 |
tenplus1 |
eheheh, woulda been a sight to see |
12:49 |
Jordach |
VanessaE, kill me |
12:49 |
VanessaE |
why |
12:49 |
Jordach |
fucking builtin is a horrow show |
12:49 |
VanessaE |
oh. |
12:49 |
tenplus1 |
builtin menu ? |
12:49 |
VanessaE |
so fix it and submit PRs then |
12:49 |
Jordach |
VanessaE, axed the tabs system entirely |
12:49 |
Jordach |
http://i.imgur.com/c9wpiI2.png |
12:49 |
VanessaE |
actually that's kinda nice |
12:49 |
VanessaE |
the colors aare a little garish |
12:50 |
Jordach |
you will have to manually replace the files however |
12:50 |
VanessaE |
otherwise, +1 |
12:50 |
tenplus1 |
yeah, I like how simple it looks to use |
12:50 |
Jordach |
VanessaE, same as the loading bar |
12:50 |
VanessaE |
for a menu, they're too bright |
12:50 |
VanessaE |
for the loading bar it's fine |
12:51 |
Jordach |
it's textures/base/pack/ui_button[_push].png |
12:51 |
Jordach |
most of these can be ported to dialog windows (settings, credits etc) |
12:51 |
VanessaE |
looks nice. make a PR. |
12:51 |
Jordach |
some require tabs |
12:51 |
Jordach |
VanessaE, unfortunately windows makes it a bitch to do |
12:52 |
Jordach |
eg: i need to clone a copy and patch directly over it |
12:52 |
VanessaE |
ok, so? |
12:52 |
VanessaE |
:) |
12:52 |
Jordach |
i'll do it when i've solved the major issues, and it should run on android just fine |
12:52 |
VanessaE |
well |
12:52 |
VanessaE |
feature freeze is in like, a week |
12:53 |
VanessaE |
so you have that much time to get it in. |
12:53 |
Jordach |
usability should be exempty from that ;) |
12:53 |
VanessaE |
nope. |
12:54 |
Jordach |
fstk is a horror show, but i'm beginning to understand what's going on now |
12:56 |
VanessaE |
like I said... fix it, make a PR. |
12:56 |
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12:57 |
Jordach |
the new mainmenu is actually a tab according to fstk |
12:59 |
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12:59 |
Jordach |
woooo |
13:00 |
Jordach |
it's working |
13:00 |
Jordach |
estimated time: 30 minutes |
13:00 |
tenplus1 |
<fingers crossed> |
13:01 |
Jordach |
i've moved the tab display about -1000 inventory slots on x and y |
13:02 |
Jordach |
no bastard is finding it unless you've got a literal infinity display |
13:02 |
tenplus1 |
? |
13:03 |
Jordach |
tenplus1, MT needs to be rendered at 100k * 100k |
13:03 |
Jordach |
for it to be even found |
13:03 |
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13:03 |
Jordach |
i've offset it to insane parameters on purpose |
13:03 |
tenplus1 |
hi nathan |
13:03 |
tenplus1 |
that's weird Jordach |
13:03 |
NathanS21 |
hi tenplus1 |
13:04 |
Jordach |
tenplus1, this was -10 on x http://i.imgur.com/0m3t1sU.png |
13:04 |
Jordach |
mfw http://i.imgur.com/0m3t1sU.png |
13:04 |
Jordach |
dammit chroem |
13:04 |
Jordach |
https://forum.minetest.net/viewtopic.php?p=268149#p268149 |
13:04 |
Jordach |
^ ayy lmao |
13:07 |
* Jordach |
has gained understanding of fstk |
13:09 |
nerzhul |
lol forkers wants your interface to be better on android and make money on our work :p |
13:10 |
* Jordach |
autistically screeches |
13:11 |
tenplus1 |
lol |
13:11 |
Jordach |
http://i.imgur.com/S2wYzjs.png |
13:11 |
Jordach |
wat |
13:11 |
Jordach |
the mainmenu has proper UI scaling |
13:11 |
Jordach |
wat |
13:11 |
Jordach |
WAT |
13:12 |
Jordach |
why doesn't this apply in game |
13:14 |
nerzhul |
not the same C++ object |
13:15 |
Jordach |
blob:http://imgur.com/f96f9dd8-163f-4207-9077-2208a4b7aef0 |
13:15 |
Jordach |
http://i.imgur.com/ly7hD72.png |
13:16 |
Jordach |
nerzhul, and that would be the solution to all the shitty problems ingme formspecs have |
13:17 |
Fixer |
hi |
13:17 |
tenplus1 |
hi fixr |
13:19 |
Jordach |
tenplus1, VanessaE where to move the play button |
13:20 |
Jordach |
http://i.imgur.com/owvEz1L.png |
13:20 |
VanessaE |
Jordach: no opinion yet |
13:20 |
VanessaE |
you need to redo more of that screen |
13:20 |
tenplus1 |
keep it in middle |
13:21 |
VanessaE |
but offhand I'd say leave it where it is |
13:21 |
Jordach |
or make it cover all three |
13:21 |
VanessaE |
no |
13:21 |
VanessaE |
that would look bad |
13:21 |
VanessaE |
0. |
13:21 |
VanessaE |
oops |
13:22 |
Jordach |
VanessaE, gimme thoughst |
13:22 |
tenplus1 |
keep play button in middle but up size of text if possible :D |
13:22 |
VanessaE |
tenplus1's idea has merit |
13:22 |
Jordach |
can't change font size |
13:22 |
tenplus1 |
nuuuuuuuuuuu |
13:22 |
VanessaE |
then make it an image button |
13:23 |
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13:23 |
VanessaE |
bake the text into the button |
13:23 |
tenplus1 |
how about - = P L A Y = - |
13:23 |
Jordach |
h o r r i b l e s c a l i n g |
13:23 |
VanessaE |
not if you make the image large and set the target size small |
13:23 |
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13:32 |
Jordach |
wooo |
13:32 |
tenplus1 |
working ? |
13:32 |
Jordach |
multiplayer and the advanced server tab works |
13:32 |
Jordach |
will decorate them eventually |
13:33 |
Jordach |
i've now removed the android menu setup entirely |
13:37 |
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13:37 |
tenplus1 |
hi octacian |
13:37 |
octacian |
hey tenplus1 |
13:38 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1731 |
13:40 |
Jordach |
>mfw core.close() |
13:42 |
octacian |
How can I make an entity unaffected by gravity? |
13:42 |
Jordach |
they already are, octacian |
13:42 |
tenplus1 |
do you mean dropped items octacian ? |
13:42 |
Jordach |
a blank one requires on_step to actually function |
13:43 |
octacian |
I'm confused then. If I set a dropped items velocity to vector.subtract(player:getpos(), object:getpos() and add 1 the the z value of the players position, the item will continually bob up and down as if gravity is pulling it back down |
13:43 |
octacian |
tenplus1: yes. |
13:43 |
tenplus1 |
you'd have to define a new __builtin:item2 entity so that it's unnafected by gravity.... |
13:44 |
tenplus1 |
or have gravity in the dropped item itself |
13:44 |
octacian |
Why? Couldn't I just override the default dropped item? |
13:44 |
octacian |
That's what I already do so as to modify the on_step and such. |
13:46 |
tenplus1 |
you could, yes... could have it default to -10 for gravity or if minetest.registered_item[node].gravity is set then use that :D |
13:46 |
tenplus1 |
that way it acts like normal but lets you set gravity for specific items :D |
13:46 |
octacian |
The way I'm currently overriding the item is the same way as does mtg. |
13:47 |
octacian |
I define local item { ... }, save the previous builtin item to a variable, and then call setmetatable(item, builtin_item) and minetest.register_entity(":__builtin:item", item) |
13:47 |
octacian |
So, I could just set gravity to -10? |
13:47 |
tenplus1 |
that's what i do in my builtin_item redo mod :D |
13:48 |
octacian |
hmm, OK. |
13:48 |
octacian |
I'm just trying to implement nice smooth movement of the item entity towards the player with the least amount of code possible |
13:48 |
tenplus1 |
like the dropped item mod ? |
13:49 |
tenplus1 |
minecraft style pickup |
13:49 |
octacian |
Probably :D |
13:49 |
octacian |
Seems to be working a bit betting, item still bobbing up and down a bit. |
13:50 |
octacian |
What I just can't figure out though, is how do I make the item move faster? Velocity doesn't seem to affect that, seems only to affect where the item moves to. |
13:50 |
tenplus1 |
acceleration ? |
13:51 |
octacian |
tenplus1: can you send me a link to your builtin_item mod? I can't seem to find it. |
13:51 |
tenplus1 |
github.com/tenplus1/builtin_item |
13:51 |
octacian |
Yes, I'd assume it's acceleration. I just have absolutely no clue as to how to get it working. |
13:51 |
tenplus1 |
it has water pushing items around and ice sliding in it |
13:54 |
octacian |
hmm, Just reviewed that code, it's very interesting. I may just use your code with some slight modifications to lock a few things in. |
13:54 |
tenplus1 |
yeah go for it :) it's MIT |
13:54 |
tenplus1 |
if you wanna see it in action check out Xanadu... |
13:54 |
octacian |
Good, I'm using LGPLv2 in my subgame. |
13:54 |
tenplus1 |
players have mob spawning with water pushing dropped items into hoppers |
13:54 |
octacian |
I'll just D/L and test on MTG :D |
13:55 |
octacian |
Yeah, I really like that concept. |
13:55 |
octacian |
now, here's a question. With those neat things in mind, why hasn't anybody made a mod to add sneak animations and hide the nametag on sneak? |
13:55 |
octacian |
..cause I'm just about to do it for my subgame anyways :rotfl: |
13:56 |
tenplus1 |
they woudl have to add sneak, sneak walk, sneak mine animations to model which would increase size |
13:56 |
Jordach |
don't look at me |
13:56 |
octacian |
IK, but how much more would it really increase it? |
13:56 |
tenplus1 |
no idea :P |
13:56 |
octacian |
lol |
13:57 |
octacian |
Well, my friend's gonna attempt to do it today, so I guess we'll find out :P |
13:57 |
tenplus1 |
but yeah, sneak animations and nametag hide would be amazing |
13:57 |
tenplus1 |
invisibility mod can handle removing nametag |
13:57 |
octacian |
Also, you should add mod.conf to builtin item mod |
13:57 |
octacian |
Well, removing nametag is simple - just one line. |
13:57 |
tenplus1 |
it's only meant to replace default builtin items... shouldnt need .conf |
13:57 |
octacian |
Reminds me, I need to update a few things in my invisibility mod |
13:58 |
octacian |
Would still make it more convenient, wouldn't it? |
13:58 |
benrob0329 |
Hello |
13:58 |
tenplus1 |
hi benrob |
13:58 |
octacian |
Cause it's still a mod, and would prevent having to remove the -master from the downloaded file :P |
13:59 |
benrob0329 |
I should see if imgui has an Irrlicht backend |
13:59 |
octacian |
I currently have so many mods that a search feature in the configuration could be incredibly useful :rotfl: |
14:01 |
tenplus1 |
k, builtin_item updated |
14:02 |
octacian |
tenplus1: Does builtin_item not support automatically adding the inventory? |
14:02 |
octacian |
In short, I'd like minecraft-like dropped items lol |
14:03 |
tenplus1 |
I never added that cause it's in another mod already... but I could look into it sometime, if player stands within 1 block it'll suck in item |
14:04 |
octacian |
Yeah. |
14:04 |
octacian |
Well, I'll just pick and choose stuff from your mod in that case. |
14:04 |
* octacian |
still has to learn about acceleration then.... |
14:04 |
tenplus1 |
ehehe |
14:05 |
tenplus1 |
the merge function already checks surrounding for entities so I could add a player check into that to suck in item |
14:06 |
octacian |
Wouldn't you just use on_step? |
14:06 |
Jordach |
http://i.imgur.com/5EYKYhS.png |
14:06 |
tenplus1 |
ncie one Jordach |
14:07 |
tenplus1 |
octacian: I *could* but I dont like adding unless necessary... the merge check should be enough to push it towards player |
14:07 |
octacian |
hmm, OK. I'll mess around. |
14:07 |
benrob0329 |
Jordach: nice, needs a new button texture though |
14:07 |
Jordach |
benrob0329, later ;) |
14:07 |
octacian |
Jordach: Yeah, new texture and it'll be pretty nice. |
14:08 |
Jordach |
http://i.imgur.com/5azOnAR.png |
14:08 |
Jordach |
may change to a completely different icon |
14:13 |
octacian |
tenplus1: shouldn't core.spawn_item be redefined as minetest.spawn_item? |
14:13 |
octacian |
It's not recommended to use the core namespace at all in mods to my knowledge |
14:13 |
Sokomine |
octacian: please don't add such a feature. item drop on dig is extremly annoying. it just adds load and unwanted movement. the mt solution is the better one |
14:13 |
tenplus1 |
I'm replacing a system function, so I left it core. |
14:13 |
tenplus1 |
agreed Sokomine, prefer punching items to pickup |
14:13 |
octacian |
Sokomine: This is just for my subgame. I'd like it to be smooth and, well, slightly annoying. |
14:14 |
octacian |
It means that you have to put in a little more effort to get items because you can't just punch it if it's in range. |
14:14 |
Sokomine |
octacian: as long as it doesn't show up on good servers... |
14:14 |
octacian |
My previous solution was to just add the entity to the inventory if within a block of it with no animation, and I may actually stick to that. |
14:14 |
tenplus1 |
octacian: use this: https://github.com/jordan4ibanez/item_drop |
14:15 |
octacian |
Nope, it's an entirely different subgame. |
14:15 |
octacian |
That's what it's based off, except probably was PilzAdam's older version/ |
14:15 |
benrob0329 |
https://github.com/ZahlGraf/IrrIMGUI |
14:15 |
Sokomine |
it's not punch, it's dig...and usually i do get items when i put my hand around them and take them. throwing them to the floor first would be an accident |
14:15 |
octacian |
One thing I'm definitely implementing though, is moving with water etc... |
14:15 |
benrob0329 |
^^^Irrlicht imgui backend |
14:16 |
octacian |
I honestly don't quite agree, it makes sense for the items to be sitting where you dug them until you come close enough to pick up |
14:17 |
tenplus1 |
the mod I posted from jordan4bainez does just what u ask... drops items on floor and picks them up when you walk near |
14:17 |
Sokomine |
no problem as long as it's in your subgame and not mtg. that's the nice part after all: we can all create the games we want |
14:17 |
Fixer |
in minecraft item drop makes a big sense, in gameplay, water transfer, hoppers, icy, etc |
14:17 |
Fixer |
in minetest - there is no such mechanic in game |
14:18 |
octacian |
Definitely going to use a combination of jordan4ibenez's item_drop and your builtin_item. |
14:21 |
octacian |
tenplus1: you are aware the core.spawn_item isn't a function already? It's core.add_item. |
14:23 |
tenplus1 |
it's been deprecated alresdy ? |
14:23 |
Jordach |
http://i.imgur.com/tRe6X3s.png |
14:23 |
Jordach |
m e o w |
14:23 |
CWz |
I think stairs are broken in latest build |
14:23 |
Jordach |
it's no longer misaligned and everything |
14:23 |
CWz |
at least glass stairs |
14:24 |
tenplus1 |
core.spawn_item is in latest defeault dev |
14:24 |
tenplus1 |
which is why I replace core. function cause if it's copied into a local function like minetest.add_item then it still workd |
14:24 |
tenplus1 |
https://github.com/minetest/minetest/blob/master/builtin/game/item_entity.lua#L3 |
14:29 |
Jordach |
http://i.imgur.com/WjUd9So.png |
14:29 |
Jordach |
tenplus1, almost there :D |
14:31 |
tenplus1 |
looking good |
14:35 |
shivajiva |
ugh this is driving me nuts |
14:35 |
tenplus1 |
whassup shiva? |
14:36 |
shivajiva |
using /usr/local/bin/minetestserver --port 30001 --config ~/.minetest/skyblock.conf --gameid march --logfile ~/.minetest/logs/server/${TIMESTAMP}.txt --worldname skyblock |
14:36 |
shivajiva |
2017-05-08 16:32:00: WARNING[Main]: Couldn't find a locale directory! |
14:36 |
shivajiva |
2017-05-08 16:32:00: [Main]: World 'skyblock' not available. Available worlds: |
14:36 |
shivajiva |
2017-05-08 16:32:00: ERROR[Main]: Game "march" not found |
14:36 |
shivajiva |
2017-05-08 16:32:00: ERROR[Main]: ServerError: Failed to initialize world |
14:36 |
tenplus1 |
still not finding world |
14:36 |
shivajiva |
nope n that's from an full installation |
14:37 |
shivajiva |
all folders exist, it's like it doesn't know the path anymore |
14:37 |
tenplus1 |
erk! |
14:38 |
Jordach |
:thinking: |
14:38 |
shivajiva |
doesn't matter what version I compile n install, always the same result |
14:39 |
Jordach |
thoughts? blob:http://imgur.com/08923134-ffed-4437-8b03-61325f651149 |
14:39 |
Jordach |
http://i.imgur.com/3Mu9ViQ.png |
14:39 |
Jordach |
*REEEEEEE* |
14:40 |
tenplus1 |
erk |
14:40 |
tenplus1 |
if you increase the texture sizes does it still scale ok ? |
14:40 |
Jordach |
tenplus1, no |
14:40 |
Jordach |
Minetest is crap at it |
14:40 |
Jordach |
MT doesn't even filter that result |
14:40 |
tenplus1 |
dammit |
14:40 |
Jordach |
let alone think about common sense |
14:40 |
tenplus1 |
I would have assumed the img formspec item would have resized it inside boundaries |
14:41 |
Jordach |
the muted green works for now |
14:54 |
tenplus1 |
I wonder how the green would look with a grass pattern |
14:55 |
benrob0329 |
Needs to have a nice retro flat theme |
14:59 |
tenplus1 |
:P |
15:10 |
tenplus1 |
if the main menu could use the same texture pack as in-game formspecs that would be great :) would add a nice front-end to the game, but I suppose it has to be scalable |
15:19 |
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15:28 |
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15:38 |
Fixer |
VanessaE: collision boxes are server side it seems, so server should update too |
15:38 |
VanessaE |
no |
15:39 |
VanessaE |
it broke in the client. |
15:39 |
VanessaE |
fix it there. |
15:39 |
Fixer |
VanessaE: parking brake and downshifting (if possible), it seems |
15:40 |
VanessaE |
Fixer: to stop a runaway vehicle? yes. |
15:40 |
VanessaE |
if you can get it to slam into "park", you'll probably kill the transmission, but that'll also add more drag |
15:41 |
red-001 |
isn't the issue that way for the server to set it was added but it used the wrong default vaule? |
15:41 |
red-001 |
so the server has to be updated for it to work on new clients? |
15:41 |
VanessaE |
red-001: no idea, all I know is it broke it for users on my servers whose clients are too new, and for that matter EVERY other server out there |
15:42 |
red-001 |
I think a fix was pushed |
15:42 |
VanessaE |
it wasn't. |
15:43 |
red-001 |
https://github.com/minetest/minetest/commit/2d5bd7f414f8b8107254490af2360d6e29f1a8d2 |
15:43 |
red-001 |
or was that a diffrent issue? |
15:43 |
VanessaE |
still broken for clients when playing on a server that has some mod that modifies the collision box |
15:43 |
red-001 |
that sounds like a mod issue |
15:43 |
Fixer |
Sokomine: when you blow up some tnt... you then realise some autopick up is needed %) |
15:44 |
VanessaE |
it worked fine until this collision box change, red-001 |
15:44 |
tenplus1 |
oh crap...... invisibility mod no longer works properly |
15:44 |
red-001 |
wait I though you couldn't chnage the collision box before? |
15:44 |
VanessaE |
red-001: apparently it's mods that change some other player property |
15:44 |
Fixer |
CWz: stairs are broken if you play on newest client and older server |
15:44 |
red-001 |
selection box? |
15:44 |
VanessaE |
idk what |
15:45 |
Fixer |
Jordach: crappy texture |
15:45 |
VanessaE |
Fixer: you're lagging. |
15:45 |
VanessaE |
(or responding to old scrollback anyway) |
15:45 |
Fixer |
VanessaE: i don't drive much but what is park? We have manual transm everywhere |
15:45 |
red-001 |
^ |
15:46 |
benrob0329 |
Fixer: quit using Internet Explorer to view irc |
15:46 |
Fixer |
confused |
15:46 |
VanessaE |
Fixer: most cars in my country are Automatic |
15:46 |
VanessaE |
they have a "park" setting that engages a locking pawl on the transmission output shaft |
15:47 |
VanessaE |
it's basically "neutral" + locked output shaft |
15:47 |
VanessaE |
that's about all |
15:47 |
red-001 |
looks like some mods used the collision box as a selection box |
15:47 |
Fixer |
VanessaE: oh ok, i'm reading old chat, yes |
15:47 |
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15:48 |
Fixer |
on May 6 or 7 there was change related to collision boxes |
15:48 |
VanessaE |
the only mod I have that I can think of that would possibly affect this is cheapie's player_textures mod, but it doesn't change anything except the visual size, mesh, and texture (to get around the "flat skin" bug) |
15:49 |
tenplus1 |
woah... I just fell through solid world with collisionbox change |
15:49 |
tenplus1 |
it's flawed |
15:49 |
benrob0329 |
VanessaE: overlay chest textures just need to be fixed/combined, thats not hard... |
15:50 |
VanessaE |
benrob0329: requires separate textures. |
15:50 |
benrob0329 |
Heck, technic chest can be converted |
15:50 |
benrob0329 |
why would it? |
15:50 |
VanessaE |
you can't do a combine operation on a texture that has some larger version in a texture pack. |
15:50 |
benrob0329 |
No...you would precombine it |
15:50 |
benrob0329 |
Like..with gimp |
15:50 |
VanessaE |
oh, in an image editor, sure. |
15:50 |
VanessaE |
but the way the chests are done now is just stupid, I'm sorry to say |
15:51 |
VanessaE |
there was zero legit reason to use a UV-mapped all-in-one texture |
15:51 |
VanessaE |
it broke EVERY texture pack in existence. |
15:51 |
benrob0329 |
so are fromspecs, which are even worse |
15:52 |
tenplus1 |
agreed, chests should be left alone and use original textures |
15:52 |
benrob0329 |
having a multi image uv map isn't easy last I checked. |
15:52 |
VanessaE |
benrob0329: it's quite simple regardless of how many tiles are in the UV map |
15:52 |
VanessaE |
I'd submit a pull request to fix this the right way, but it'll just be rejected |
15:52 |
VanessaE |
so fuck it |
15:52 |
benrob0329 |
unless each material has its own uv |
15:53 |
VanessaE |
benrob0329: yeah, you can do that too. each side of the chest can have its own material, with the left/right sharing one image, and the inside-top/inside-bottom having a separate image with two tiles in it |
15:53 |
benrob0329 |
But you'd still have to redo some code |
15:54 |
VanessaE |
but noooooooo that wouldn't follow the usual texture order in tiles={} and some texture maker might want asymmetric handles or some crap |
15:54 |
benrob0329 |
You could have seperate side textures |
15:54 |
VanessaE |
nope. |
15:54 |
VanessaE |
you can only have six materials |
15:54 |
benrob0329 |
shit |
15:55 |
VanessaE |
so five for the outside - top, bottom, left/right, front, back |
15:55 |
VanessaE |
a sixth one containing top-inside and bottom-inside textures for the open chest |
15:55 |
benrob0329 |
yeah, thatd work |
15:55 |
VanessaE |
you can assign the left/right image such that it's X-flipped on one side (via the UV map). totally trivial |
15:55 |
benrob0329 |
or |
15:56 |
benrob0329 |
You could just combine the textures |
15:56 |
benrob0329 |
And call it a day |
15:56 |
VanessaE |
again, |
15:56 |
benrob0329 |
Again you think ots stupid |
15:56 |
VanessaE |
that breaks EVERY texture pack ever made, and a number of mods too. |
15:57 |
benrob0329 |
If breaking changes can't be made, we wont move anywhere |
15:57 |
VanessaE |
but we don't NEED to make a breaking change here |
15:57 |
VanessaE |
that's the point |
15:57 |
benrob0329 |
but the breaking change is more flexible |
15:58 |
VanessaE |
that flexibility is kinda useless imho |
15:58 |
benrob0329 |
but what if its not for someone else? |
15:58 |
VanessaE |
well then they're wrong ;) |
16:00 |
tenplus1 |
when setting player collisionbox, do you have to add the -1 offset manually or does it do taht for you ??? |
16:00 |
|
wayward1[m] joined #minetest-hub |
16:00 |
benrob0329 |
even if it is objectively better to seperate a meshes textures for the sake of saving 5 minutes of work, why break it again? |
16:00 |
benrob0329 |
You have to break it either way |
16:01 |
VanessaE |
it isn't objectively better |
16:01 |
benrob0329 |
So why not break it in a way that simplifies code? |
16:01 |
VanessaE |
there's no difference in the code |
16:01 |
benrob0329 |
Yes there is |
16:01 |
tenplus1 |
keep default textures that are used by other mods and texture packs... |
16:01 |
VanessaE |
this can entirely be handled in the tiles={} field and a proper model |
16:02 |
benrob0329 |
Combining 6, vs 1 tile |
16:02 |
VanessaE |
no |
16:02 |
tenplus1 |
would rather have 6 tiles so other mods can use them |
16:02 |
tenplus1 |
instead of 1 |
16:02 |
VanessaE |
that's not really "code" |
16:02 |
benrob0329 |
If that's not code, then all of imagemagic is just random text |
16:03 |
VanessaE |
this ain't imagemagick :) |
16:03 |
benrob0329 |
No, its a voxek game engine, with a game built on top |
16:03 |
benrob0329 |
And mods built on top of a developing game |
16:04 |
VanessaE |
which is exactly why one should not break things this badly. |
16:04 |
benrob0329 |
notice "developing" |
16:04 |
benrob0329 |
Things will break, it just happens |
16:04 |
VanessaE |
no |
16:04 |
VanessaE |
this takes that concept too far |
16:05 |
benrob0329 |
its a single gosh darn texture |
16:05 |
tenplus1 |
yup... we have to at least try to keep compatibility for mod makers and current worlds |
16:05 |
VanessaE |
breakage should only happen when there's no other viable way to get something done. |
16:05 |
VanessaE |
it's not a single texture, it's half a dozen textures, times every mod and texture pack that modifies them |
16:05 |
sofar |
what the actual, same discussion in here? |
16:05 |
VanessaE |
do you realize how many man-hours that's gonna cost? |
16:05 |
VanessaE |
sofar: |
16:05 |
sofar |
the PR was open for a year |
16:05 |
sofar |
the PR was open for a year |
16:05 |
VanessaE |
so five for the outside - top, bottom, left/right, front, back |
16:05 |
VanessaE |
a sixth one containing top-inside and bottom-inside textures for the open chest |
16:06 |
VanessaE |
that is how it should have been mapped. |
16:06 |
sofar |
bullcrap |
16:06 |
sofar |
fuck no |
16:06 |
benrob0329 |
And a lot more complex code |
16:06 |
VanessaE |
benrob0329: NO! |
16:06 |
VanessaE |
it's not complex code, jeez |
16:06 |
benrob0329 |
For the pipeworks overlay it is, and that's whats broken atm |
16:06 |
benrob0329 |
One thing at least |
16:07 |
tenplus1 |
sofar: is there any reason you changed chest inventory from 'main' to 'default:game' ??? |
16:07 |
VanessaE |
https://github.com/minetest-mods/pipeworks/blob/master/compat-chests.lua#L38-L45 |
16:07 |
VanessaE |
this is complex to you, benrob0329 ? |
16:07 |
VanessaE |
sofar: so, why exactly? |
16:07 |
VanessaE |
"fuck no" and "bullcrap" aren't especially good arguments here. |
16:07 |
benrob0329 |
I thought it used an overlay modifier |
16:08 |
benrob0329 |
I guess I was wrong |
16:08 |
VanessaE |
benrob0329: it does. the modifier is defined in the "tube_entry" variable a bit up |
16:08 |
* Fixer |
dives out of chat |
16:08 |
benrob0329 |
But still, is combining a texture really all that hard? |
16:08 |
VanessaE |
benrob0329: baking a combined texture in GIMP or so is easy enough, but that isn't the point |
16:09 |
benrob0329 |
Anyone can do it for a texture pack, **anyone** |
16:10 |
benrob0329 |
Mod developers need to change a few lines of code |
16:10 |
benrob0329 |
This is noy |
16:10 |
benrob0329 |
i repeatis not |
16:10 |
benrob0329 |
That bad |
16:10 |
VanessaE |
that's the whole point, benrob0329. change it in one mod, rather than 100 texture packs. |
16:10 |
sofar |
VanessaE: fuck no, and bullcrap, are perfectly reasonable responses to waking up monday morning and seeng a waterfall of people bitch and moan to a pull request that has been pending for twelve months |
16:11 |
sofar |
excuse me while I foam to the mouth for a few days |
16:11 |
VanessaE |
sofar: to be fair, I don't recall having heard about the chests thing until shortly before it went in. |
16:11 |
tenplus1 |
same |
16:11 |
VanessaE |
and you know full well how easy it is for people to forget something like that exists at all |
16:11 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1731 |
16:11 |
benrob0329 |
I've been bring it up for months |
16:11 |
VanessaE |
so, again... let's just fix the fucking thing the right way |
16:12 |
benrob0329 |
Begging to have it merged, and you tell me you've only heard about it recently? |
16:12 |
sofar |
well, I aint going to look at it until I have time wednsesday, maybe later |
16:12 |
sofar |
I'm also moving this week and I might not even have my computer or internet working for a week |
16:12 |
VanessaE |
benrob0329: actually, yeah. I don't pay too-close attention to dev because this ^^^ sort of thing always happens. |
16:13 |
VanessaE |
sofar: well that sucks |
16:13 |
VanessaE |
sofar: if I could have been sure you'd give it a fair shake (considering you're obviously pissed), I would make a PR right now to fix it the right way |
16:13 |
VanessaE |
but since I know it'll just be rejected by either you or paramat, fuck it |
16:13 |
tenplus1 |
o.O Vanessa, if you can fix it please do... |
16:14 |
sofar |
eh I have to talk to corporate IT folks for 3 days, maybe better to wait until that's all done |
16:14 |
sofar |
not a good motivator |
16:16 |
VanessaE |
sofar: let's put it this way: my five- or six-image idea above got a "fuck no" and "bullcrap". Why should I even try now? |
16:16 |
benrob0329 |
VanessaE: your complaining about a change, after its already been commited |
16:17 |
sofar |
just wait until I'm more agreeable |
16:17 |
sofar |
like, after I get a few sips of tea in |
16:17 |
* tenplus1 |
got invisibility mod working ok with new collisionbox changes |
16:17 |
VanessaE |
sofar: just FYI if things have to wait until after your move, it'll be too late. feature freeze soon |
16:18 |
benrob0329 |
This, is, exactly, the problem. |
16:18 |
red-001 |
just call it a fix then |
16:18 |
benrob0329 |
We can't change anything because someone wont be happy |
16:18 |
sofar |
well more importantly the `main` thing is likely something we don't need |
16:18 |
tenplus1 |
dude, you just broke compatibility with many mods in changing it |
16:18 |
tenplus1 |
that's why I put up a pull to revert it back |
16:19 |
benrob0329 |
oh hell no, do not remove a feature. Fix it. |
16:19 |
benrob0329 |
And if you wont.fix it |
16:20 |
benrob0329 |
idk, I can make a good argument atm |
16:20 |
tenplus1 |
ben, the 'main' inventory was changed to 'default:chest' which breaks many mods... it's not a feature |
16:20 |
red-001 |
^ |
16:20 |
benrob0329 |
opening chests is something that should have been done a long time ago |
16:21 |
sofar |
tenplus1: fuck off if you want me to +1 your PR |
16:21 |
tenplus1 |
it's a nice bit of eye candy, but it could easily have been done using current textures and not removing them and adding a new one entirely... |
16:21 |
tenplus1 |
sofar: manners please |
16:22 |
red-001 |
hasn't this already been discussed in the issue? |
16:22 |
benrob0329 |
yes |
16:22 |
benrob0329 |
Extensively |
16:22 |
benrob0329 |
For a year |
16:22 |
sofar |
tenplus1: https://github.com/minetest/minetest_game/pull/1731 |
16:22 |
red-001 |
why was then inventory renamed anyway? |
16:23 |
sofar |
a mistake, by me |
16:24 |
red-001 |
as for texture packs wouldn't the front face be broken anyway? |
16:24 |
sofar |
look I'm not angry at being pointed out mistakes |
16:24 |
sofar |
I'm angry that it took a year |
16:24 |
sofar |
first mistake is already solved |
16:24 |
sofar |
thanks to good observance by tenplus1 |
16:24 |
tenplus1 |
if the inv name is reverted then that's half the battle... |
16:24 |
tenplus1 |
old textures re-added for compatibility, great |
16:24 |
sofar |
I just +1'd it and tested it |
16:24 |
red-001 |
in fairness someone did point out the inventory thing last year |
16:25 |
red-001 |
well some issues are to be expected with a major change |
16:25 |
sofar |
I don't understand the need for the texture changes yet, though |
16:26 |
tenplus1 |
texture packs mostly... |
16:26 |
tenplus1 |
none will work without a lot of re-editing |
16:27 |
VanessaE |
and I pointed out in IRC before it was merged, how I hate the texture usage |
16:28 |
sofar |
that's a ball-and-chain argument |
16:29 |
VanessaE |
? |
16:29 |
sofar |
the type of argument that ends up slowing everyone down to maintain backwards compatibility |
16:29 |
VanessaE |
well that's not the intent |
16:30 |
sofar |
I'm aware it's not the intent |
16:30 |
sofar |
but it's the effect |
16:31 |
sofar |
I really don't like the idea to make left/right sides identical |
16:31 |
sofar |
same for insides |
16:32 |
sofar |
there's 8 square parts to the UV map, not 5 |
16:32 |
sofar |
or 6 |
16:32 |
VanessaE |
wait no |
16:32 |
VanessaE |
that's not what I said |
16:32 |
sofar |
I can only imagine that the best way to UV map it is to allow all sides to be textured arbitrarily |
16:32 |
sofar |
which is what it does right now |
16:33 |
VanessaE |
on the closed chest, top, bottom, front, left, and back would be unique. right would be the left image X-flipped via UV map. top-inside and bottom-inside would be taken from the sixth texture entry, two tiles in it, UV mapped. |
16:33 |
VanessaE |
so you get the effect of having 8 images while only using six image slots. |
16:34 |
VanessaE |
100% compatible with existing textures, save for the unavoidable problem of where the chest top/bottom split is, of course. |
16:35 |
sofar |
wouldn't that break old chests with new texture packs? |
16:35 |
VanessaE |
nope. |
16:35 |
sofar |
also, it sounds like gymnastics |
16:35 |
VanessaE |
as long as the filenames are the same |
16:36 |
sofar |
but most importantly, it breaks the possibility of texturing the insides differently as well as the left being different than the right |
16:36 |
VanessaE |
mp |
16:36 |
VanessaE |
no |
16:36 |
VanessaE |
it doesn't. |
16:36 |
sofar |
yes |
16:36 |
sofar |
it does |
16:36 |
VanessaE |
no. |
16:36 |
sofar |
mirroring isn't the same thing |
16:36 |
VanessaE |
two images in that tile entry |
16:36 |
VanessaE |
UV-mapped. |
16:37 |
VanessaE |
you can have arbitrary UV mapping per tile |
16:37 |
sofar |
I can't write "left" on the left side and "right" on the right hand side if the right hand side is a mirrored version of the left side |
16:37 |
Jordach |
*extreme autistic screeching* |
16:37 |
sofar |
Jordach: go make pretty pixels |
16:37 |
VanessaE |
sofar: no, you couldn't. why would you even try to do so? |
16:37 |
VanessaE |
I mean really |
16:38 |
Jordach |
sofar, http://i.imgur.com/9xRosJr.png :D |
16:38 |
VanessaE |
in practice, who's gonna make left and right be anything other than mirror images of one another? |
16:38 |
sofar |
Jordach: keep going |
16:38 |
sofar |
VanessaE: right now, nobody, because it's not possible |
16:38 |
Jordach |
sofar, will need a by hand merge into existing code, then need an android run |
16:38 |
VanessaE |
sofar: and since it isn't possible, why add that possibility at the expense of compatibility? |
16:39 |
sofar |
because fixing a texture pack takes less time than this discussion |
16:39 |
VanessaE |
um |
16:39 |
VanessaE |
try it. |
16:39 |
VanessaE |
especially HDX :P |
16:39 |
sofar |
gimp |
16:39 |
sofar |
canvas size |
16:39 |
sofar |
4x wider |
16:39 |
Jordach |
VanessaE, sofar, easier solution: go take the MC chest unwrap and use that :^) |
16:39 |
sofar |
2x higher |
16:39 |
Jordach |
Kappa |
16:39 |
sofar |
open tiles |
16:39 |
VanessaE |
now do it again, and again, for every one of the however many texture packs there are out there |
16:40 |
sofar |
copy + paste 6x |
16:40 |
sofar |
meuh an imagemagick script could automate it |
16:40 |
sofar |
convert -tile .... |
16:40 |
benrob0329 |
^^ someone write a script |
16:40 |
VanessaE |
remember that you can't just fix one texture set, you have to fix it for every set of textures that go with any mod that redefines the chest. |
16:41 |
Jordach |
sofar, old settings; http://i.imgur.com/KTxc8lf.png |
16:41 |
Jordach |
new settings http://i.imgur.com/WjUd9So.png |
16:41 |
VanessaE |
or I should say, any mod that copies the chest and makes some new one out of it |
16:41 |
sofar |
most chest modifications I've seen were verbatim copies of the entire code |
16:41 |
nore |
sofar: your opinion on this please? https://github.com/minetest/minetest_game/pull/1731/files#r115290672 :/ |
16:42 |
sofar |
Jordach: still not enough pretty ... lol |
16:42 |
benrob0329 |
MT needs a retro flat theme imo |
16:42 |
Jordach |
sofar, what, you expect me to produce a background? |
16:42 |
Jordach |
instead of the current box[] |
16:42 |
Jordach |
sofar, from unbalanced crap to a perfect 33.33% column |
16:43 |
Jordach |
and i've now figured out exactly how fstk works |
16:44 |
|
Krock joined #minetest-hub |
16:44 |
tenplus1 |
hi Krock |
16:44 |
Krock |
hi tenplus1 |
16:44 |
Krock |
uh |
16:44 |
benrob0329 |
Hi Krock |
16:44 |
Krock |
hi benrob0329 |
16:44 |
Jordach |
sofar, i'll improve it as much as humanly possible |
16:47 |
* Jordach |
thinks about adding 1x1 images beside each button describing things |
16:47 |
Krock |
^ likes to play Cards Against Humanity |
16:47 |
tenplus1 |
lol |
16:48 |
Jordach |
is there a way to disable that semi-transparent crap from formspecs or not |
16:48 |
Krock |
give them a new background? |
16:48 |
VanessaE |
sofar: so. am I to assume then, that there'd be no point in making a PR to fix the chest textures as I've described? |
16:51 |
sofar |
I |
16:52 |
sofar |
I'm not going to -1 it, I'll leave it to others to decide |
16:52 |
Krock |
sounds good but the textures won't always fit |
16:53 |
Krock |
either way we'll have 6 textures in total |
16:53 |
VanessaE |
Krock: that's the plan. |
16:53 |
sofar |
Jordach: there's a relatively new commit that allows changing opacity of the menus |
16:53 |
Jordach |
sfan5, build pl0x |
16:53 |
sofar |
I'm just a huge fan of allowing true arbitrary UV mapping |
16:53 |
sofar |
I think it should be the default |
16:53 |
VanessaE |
sofar: so why can't we just increase the number of tiles={} slots? |
16:53 |
sfan5 |
Jordach: sure |
16:54 |
VanessaE |
what fundamentally limits us to 6? |
16:54 |
sofar |
engine, and protocol I think |
16:54 |
VanessaE |
(I realize *why* the limit exists, but well...it's a limit) |
16:54 |
VanessaE |
I know that but I meant, why can't it just be increased? |
16:54 |
VanessaE |
just make it unlimited - the unix way: allow 1, or allow an infinite number |
16:55 |
VanessaE |
if that means a protocol bump, that's fine. 0.4.16 is right around the corner anyway |
16:55 |
VanessaE |
this isn't the first time that having only 6 tiles entries got in the way of a good mesh :) |
16:56 |
VanessaE |
(well maybe it is for mt_game, but I meant for my own mods) |
16:58 |
VanessaE |
if it were bumped up accordingly, you could just map in 8 separate image files, and no one would have to update anything |
16:59 |
Jordach |
sofar, bgcolor[#00000000] |
16:59 |
VanessaE |
(assuming the usual behavior of repeating the last-specified image for all remaining materials/sides in the node, old mods would just show the "back" image for the inside of the chest, if it's even visible in that mod) |
16:59 |
Jordach |
(as string) |
17:00 |
VanessaE |
wouldn't that be the most logical solution? |
17:01 |
Jordach |
http://i.imgur.com/qIUivia.png |
17:01 |
Jordach |
sofar, WOOOOOO |
17:02 |
sofar |
not sure I like plain clouds as a bg myself |
17:02 |
sofar |
but, progress |
17:02 |
sofar |
lime green though? |
17:02 |
Jordach |
sofar, used a modified progress bar |
17:03 |
Jordach |
fun fact, UTF-8 emoji breaks the forum software entirely |
17:05 |
Jordach |
fff |
17:06 |
Krock |
eeks. keep the grayish buttons! |
17:07 |
red-001 |
^ |
17:07 |
Sokomine |
VanessaE: yes, i had that player box collusion issue a few hours ago as well. reverted to an earlier commit and compiled again. singleplayer (which i'm currently needing most) wasn't affected |
17:07 |
VanessaE |
Jordach: toldya the colors were too garish for a menu :) |
17:07 |
Jordach |
VanessaE, it's not like they're placeholder |
17:07 |
VanessaE |
I'd replace them with a much darker green, maybe the color of mt_game grass |
17:08 |
red-001 |
maybe this could be the menu for the android version? and the tabs could be keept of the pc/mac version |
17:08 |
Jordach |
fuck those tabs |
17:08 |
red-001 |
they are faster to use |
17:08 |
Jordach |
"hurr durr i can't take change" |
17:08 |
Sokomine |
Fixer: autopickup is ok. useful for gathering saplings. tnt isn't good - that's banned from my worlds :-) |
17:08 |
red-001 |
"hurr durr too much clicking" |
17:09 |
Jordach |
red-001, yet every other game i've played has had it that way |
17:09 |
red-001 |
I don't care if it's as fast as tabs or faster |
17:10 |
red-001 |
apprently shit menus are an industry standard |
17:10 |
Jordach |
http://i.imgur.com/hpBZEEC.png |
17:10 |
red-001 |
well I don't like tabs that much either |
17:10 |
Jordach |
VanessaE, ^ |
17:11 |
VanessaE |
Jordach: +1 now you just need more contrast around the edges |
17:11 |
red-001 |
just try to minism the number of clicks needed to get to any part of the menu |
17:11 |
VanessaE |
maybe just a darker shadow |
17:11 |
benrob0329 |
(Offtopic) https://youtu.be/CM-CIvMEqUs |
17:11 |
red-001 |
E.g add a way to access advance settings right from the main menu |
17:12 |
VanessaE |
Jordach: though honestly I think I'd go for double the resolution on those images |
17:12 |
VanessaE |
they're a little blocky compared to the font |
17:12 |
Jordach |
VanessaE, like gimme a sec |
17:12 |
benrob0329 |
we need a new font then :P |
17:13 |
benrob0329 |
Not hard to read, just retro looking |
17:13 |
Jordach |
VHS OSD font |
17:13 |
Jordach |
*that* font |
17:13 |
VanessaE |
heh |
17:13 |
* Krock |
reads "[Dubstep]" and quickly uses Ctrl+W |
17:13 |
Krock |
Jordach, comic sans pls :P |
17:14 |
VanessaE |
commodore 64 font :) |
17:14 |
VanessaE |
that's retro :) |
17:15 |
benrob0329 |
Krock: ctrl W? |
17:15 |
Krock |
closes the tab |
17:15 |
Krock |
and Ctrl+Shift+W reopens it |
17:15 |
benrob0329 |
oh, yeah its not a hard dubatep |
17:15 |
Krock |
(warning: may crash your browser) |
17:15 |
benrob0329 |
I dont like most dub |
17:20 |
Jordach |
http://i.imgur.com/Oa5lfE8.png |
17:20 |
Jordach |
VanessaE, |
17:20 |
VanessaE |
much better |
17:20 |
VanessaE |
put the bright/dark on the left/right also |
17:21 |
VanessaE |
and make the font bigger |
17:21 |
VanessaE |
and I think you have a winner |
17:21 |
VanessaE |
I mean put it on the left/right also |
17:22 |
Jordach |
i feel like dropping some flat shaded cubes at the bottom |
17:22 |
VanessaE |
so that it looks like the light source is above and to the left |
17:22 |
garywhite |
Is that gonna be the new start screen for MT? |
17:22 |
Krock |
benrob0329, okay, gave it a try. Definitely not my taste :< |
17:25 |
benrob0329 |
Krock: fair enough |
17:26 |
CWz |
hey VanessaE |
17:26 |
VanessaE |
hi. |
17:26 |
benrob0329 |
(Offtopic, why cant this stuff hapen with FlightGear?) https://youtu.be/LfY5eL6xT6M |
17:26 |
benrob0329 |
Jordach: OH SHOOT |
17:27 |
benrob0329 |
Daz iz comin togathir |
17:27 |
Jordach |
VCR font wen |
17:27 |
Jordach |
blob:http://imgur.com/d4c13489-20a3-4016-9508-d0a0b32c7ec3 |
17:27 |
Jordach |
http://i.imgur.com/GWpWloe.png |
17:27 |
Jordach |
every fucking time |
17:31 |
Jordach |
http://i.imgur.com/Uj2fpgQ.png |
17:31 |
Jordach |
might just build a large texture |
17:31 |
Jordach |
for them specifically |
17:41 |
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17:41 |
tenplus1 |
wb rubenwardy |
17:44 |
rubenwardy |
yo |
17:45 |
Shara |
Hello all |
17:45 |
Krock |
hi Shara |
17:45 |
tenplus1 |
hi Sha |
17:45 |
tenplus1 |
hi Shara |
17:45 |
Shara |
That was qyuick Krock :P |
17:45 |
Shara |
quick* |
17:45 |
Krock |
^^ |
17:45 |
Shara |
Hi Ten |
17:48 |
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17:48 |
tenplus1 |
wb shivajiva |
17:50 |
shivajiva |
thanks |
17:54 |
Sokomine |
VanessaE: hmm. any mod that copies the chest (and it textures) and modifies it somehow? that kind of applies to the majority of my mods. as i can't do textures it's usually the chest that's working as a placeholder |
17:55 |
VanessaE |
sofar: ^^ |
17:55 |
Sokomine |
Jordach, Krock: hm, yes, that semitransparent formspec background is giving me trouble as well. could do with a nice background for citybuilder... |
17:55 |
VanessaE |
see also my expand-past-6 proposal |
17:58 |
* CWz |
wonders what would happen if i were to insert a 1 YB Harddrive into his computer |
17:58 |
Krock |
s/ i / he / |
17:58 |
benrob0329 |
*universe explodes* |
17:58 |
benrob0329 |
*gone wrong* |
17:59 |
Krock |
CWz, no FAT16 partitions :'( |
18:00 |
tenplus1 |
lol |
18:01 |
tenplus1 |
ext4 all the way |
18:02 |
* Sokomine |
takes cwz' extremly large hd and uses it for backups |
18:06 |
red-001 |
ext4 only supports partitions upto one exbibyte |
18:06 |
tenplus1 |
o.O only ? lol |
18:06 |
tenplus1 |
I has 120gb ssd |
18:07 |
red-001 |
zfs is better with 256 quadrillion zebibytes |
18:08 |
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18:10 |
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18:10 |
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18:12 |
tenplus1 |
laters |
18:12 |
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18:14 |
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18:20 |
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18:37 |
CWz |
i wonder if anyones uses ext3 still |
18:38 |
* CWz |
wonders why pendrives use fat32 |
18:39 |
red-001 |
old windows |
18:40 |
red-001 |
well it could use ntfs |
18:40 |
red-001 |
but support for that isn't great on mac |
18:42 |
Krock |
exfat would be quite nice but m$ is lean and mean |
18:43 |
CWz |
howabout ext4 |
18:44 |
red-001 |
you need to install a driver on windows |
18:44 |
Krock |
the only really good working glue between these OS' is FAT32, sadly. |
18:44 |
red-001 |
I know the horror |
18:44 |
red-001 |
plus what about printers and the like? |
18:45 |
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18:45 |
red-001 |
a lot of those only bother to support fat32 |
18:46 |
Krock |
yeah |
18:46 |
CWz |
dang where is FAT64 when you need it |
18:47 |
CWz |
i wonder what format CD/DVD roms use |
18:48 |
benrob0329 |
ZFS ftw |
19:06 |
* Jordach |
silently reworks buttonbar.lua |
19:20 |
* Sokomine |
puts a formspec in front of jordach that cries for a nicer background |
19:20 |
Jordach |
Sokomine, reee |
19:20 |
Sokomine |
:-) |
19:22 |
Jordach |
Sokomine, unfortunately, singleplayer is the area where it doesn't apply |
19:22 |
Jordach |
although.... |
19:23 |
* Jordach |
has an idea cooking |
19:23 |
Sokomine |
er, why not? |
19:24 |
Jordach |
singleplayer games can have backgrounds covering the clouds |
19:24 |
Sokomine |
what i need is a nice background that looks like old paper. that's a very popular background for menus in this kind of game |
19:24 |
Jordach |
ew |
19:24 |
Jordach |
no |
19:24 |
Sokomine |
why not? |
19:24 |
Jordach |
probably will take some soft materials |
19:24 |
Jordach |
eg, a wooden border for most backgrounds on smooth stone |
19:25 |
Sokomine |
ah. yes. for backgrounds in general that might be a good idea |
19:25 |
Sokomine |
i'm looking for a special one for a specific situation |
19:25 |
Jordach |
ah, this concerns the super main menu |
19:26 |
Jordach |
it's based on the old one, using te same stuff |
19:26 |
Jordach |
i've just made it so it resembles a more modern menu |
19:26 |
Sokomine |
that's fine. the menu definitely can use some graphical improvements |
19:27 |
Jordach |
Sokomine, http://i.imgur.com/Uj2fpgQ.png+ |
19:27 |
Jordach |
http://i.imgur.com/Uj2fpgQ.png |
19:27 |
Jordach |
http://i.imgur.com/qIUivia.png |
19:27 |
Jordach |
http://i.imgur.com/uKbrIal.png more upto date |
19:29 |
Sokomine |
jordach: the font seems a bit odd. it's important that it can be easily read |
19:30 |
Sokomine |
maybe black on that green background. or something else with more contrast (dark green? brown?) |
19:31 |
Sokomine |
the last one looks very nice. still a bit low on contrast |
19:32 |
Sokomine |
i like the green buttons :-) just needs to be easier readable |
19:33 |
Jordach |
sofar, given the ping bars better colours to identify ping better http://i.imgur.com/2CwSVUc.png |
19:33 |
Jordach |
(also re-did the icon for PvP, how did the last one even pass?!?) |
19:34 |
Jordach |
likewise, it'll get improved in time |
19:38 |
Jordach |
yay, got em in line properly http://i.imgur.com/Pb0UCkL.png |
19:39 |
benrob0329 |
Noice |
19:41 |
Sokomine |
looks very nice, jordach |
19:49 |
Calinou |
hi |
19:49 |
Calinou |
http://sauerbraten.org/ |
19:49 |
Calinou |
if anyone wants to play, I'm on the Trouble in SauerTown server |
19:49 |
Calinou |
it's a minigame |
19:49 |
Calinou |
:P |
19:53 |
Jordach |
Sokomine, problem is, doing these are a pain http://i.imgur.com/ur1TEax.png |
19:54 |
Jordach |
(and because MT has no filter for scaling...ugh) |
20:07 |
Jordach |
there, old grey box removed from credits http://i.imgur.com/Lz2yfJb.png |
20:19 |
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20:32 |
Sokomine |
what was that option for "no time passes ingame" again? i always forget :-( |
20:33 |
rubenwardy |
time_speed 0 |
20:33 |
Sokomine |
oh! that looks very nice, jordach. i like that blackboard-like style |
20:34 |
Sokomine |
maybe make the green slightly darker for better contrast with the white text? |
20:39 |
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20:48 |
Sokomine |
aah. thanks. i don't know why i never manage to remember that... |
20:59 |
Sokomine |
grr. mod_security is very annoying |
21:00 |
Calinou |
turns out mod_security was created by the guy who made the Windows 10 upgrade offer dialog |
21:04 |
Jordach |
R O A S T E D |
21:04 |
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21:05 |
Jordach |
rubenwardy, ayy lmao |
21:06 |
Jordach |
http://i.imgur.com/Bc76Qr7.png |
21:14 |
Calinou |
put a background, it's not very readable right now |
21:15 |
Calinou |
change the checkbox colors too |
21:15 |
Calinou |
they're horrible |
21:15 |
Calinou |
and have been since 2010… :( |
21:15 |
Jordach |
can't change core irrlicht shit |
21:15 |
Calinou |
you sure? SuperTuxKart did it |
21:18 |
garywhite |
helo |
21:18 |
garywhite |
hello* |
21:18 |
red-001 |
they forked irrl*cht |
21:20 |
Jordach |
i've almost wired up the new mainmenu |
21:22 |
Jordach |
just a few spots that need their changes |
21:23 |
Jordach |
only part i can't touch is core.show_keys_menu() |
21:23 |
Jordach |
aka keybindings |
21:23 |
garywhite |
Jordach: Will this be in 0.4.16? |
21:24 |
garywhite |
or 0.5? |
21:24 |
Jordach |
garywhite, either or |
21:24 |
red-001 |
jordach the c++ gui code is easier to work with then formspecs |
21:24 |
Jordach |
red-001, you don't say |
21:24 |
Jordach |
:^)))) |
21:24 |
red-001 |
it's still a mess ofc |
21:24 |
red-001 |
but less |
21:24 |
Jordach |
i'd write a true UI lib |
21:25 |
Jordach |
but then i'd end up writing CEF |
21:25 |
red-001 |
displaying stuff is more logical but getting input is harder |
21:25 |
Jordach |
a pseudo drop in for formspecs should be in 0.5.x |
21:26 |
red-001 |
formspecs should be rewriten to use lua tables |
21:27 |
Jordach |
no |
21:27 |
Jordach |
just. |
21:27 |
Jordach |
no. |
21:27 |
Jordach |
if you listened carefully, you heard autistic screeching |
21:27 |
red-001 |
so you want to contuin to use strings? |
21:27 |
red-001 |
have fun |
21:44 |
Jordach |
i've even polished advanced settings text dialogs |
21:44 |
Jordach |
http://i.imgur.com/n23ZITV.png |
21:45 |
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21:45 |
Sokomine |
hmm. dirt under a nodebox does loose its grass now...was something changed regarding lighting? or does it only affect dirt? |
21:47 |
benrob0329 |
All for replacing Formspecs with Imgui, say I(mgui) |
21:48 |
Sokomine |
don't really know that, benrob, so i can't tell. what produces most pain in creating formspec is positioning of texts that may be more than one line long |
21:49 |
Hijiri |
also layout |
21:49 |
Hijiri |
GUI shouldn't require manual placement of elements in the common case |
21:49 |
benrob0329 |
Formspecs are a pain in general |
21:49 |
Hijiri |
though some kind of layout manager must be doable on top of formspecs already |
21:50 |
Hijiri |
if someone wanted to write it (I don't, or at least I wouldn't know where to start) |
21:50 |
Jordach |
http://i.imgur.com/EXEL5px.png |
21:50 |
Jordach |
getting there :) |
21:50 |
benrob0329 |
I shouldn't have to wrap my head around a whole new paradigm just to create a text box |
21:50 |
Jordach |
blob:http://imgur.com/a55686d0-5525-46f9-94bd-074ca31b821e |
21:50 |
Jordach |
http://i.imgur.com/QeUp1zN.png |
21:50 |
Jordach |
arrrrg |
21:50 |
Hijiri |
if a new GUI library is put in you would have to learn that new library anyway |
21:51 |
Hijiri |
unless you already knew it |
21:51 |
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21:51 |
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21:55 |
benrob0329 |
Basically the way imgui does things is |
21:55 |
benrob0329 |
Start() |
21:55 |
benrob0329 |
If(Widet) |
21:55 |
benrob0329 |
End() |
21:56 |
benrob0329 |
that's way oversimplified, but that's a generalized rundown of how stupidly simple it is |
21:56 |
* Jordach |
hears the C64 Commando bassline again |
22:00 |
Hijiri |
benrob0329: imgui looks good, and I would support it being used in the engine, but there's no reason something on top of formspecs couldn't be simple |
22:01 |
Hijiri |
I mean, the API |
22:01 |
Hijiri |
formspec is a mess so likely the implementation will still be messy |
22:02 |
benrob0329 |
I would just impliment this to replace formspecs, but keep them around for compatibility in the mean time |
22:06 |
garywhite |
Hmm...I just thought, maybe I'll refer a few people that I know who play MC to MT |
22:07 |
Hijiri |
might be good for feedback |
22:08 |
Jordach |
http://i.imgur.com/daA21t3.png |
22:09 |
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22:09 |
Jordach |
rubenwardy, http://i.imgur.com/daA21t3.png |
22:09 |
Jordach |
:D |
22:10 |
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22:11 |
Jordach |
everything is working except mods and textures |
22:15 |
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22:20 |
Calinou |
rounded corners are evil, btw :P |
22:20 |
Calinou |
at least when not used well |
22:26 |
Jordach |
http://i.imgur.com/E5w820z.png |
22:27 |
Calinou |
still better than deleting the world "NUL" |
22:27 |
Calinou |
;) |
22:27 |
Calinou |
what did you draw in the sky? |
22:28 |
Jordach |
https://github.com/Jordach/Solar_Plains/blob/master/menu/header.png |
22:31 |
Calinou |
looks a bit like a lenny face to me :P |
22:35 |
Jordach |
took a bitch to get these re-centered |
22:35 |
Jordach |
http://i.imgur.com/VqzJMXl.png |
22:38 |
Jordach |
http://i.imgur.com/YwngOL9.png |
22:38 |
Jordach |
hot fire |
22:39 |
* Jordach |
prods VanessaE |
22:46 |
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23:13 |
Jordach |
http://i.imgur.com/Ask83i7.png |
23:13 |
Jordach |
:thonking: |
23:15 |
Calinou |
Never gonna mod the game, never gonna texture it down… |
23:15 |
Jordach |
Calinou, https://cdn.discordapp.com/emojis/304664216672141313.png |
23:17 |
Jordach |
at least i have a working sense of humour |
23:31 |
Jordach |
allllllmost there |
23:31 |
Jordach |
things missing: dialog_configure_world |
23:31 |
Jordach |
tab_mods |