Time |
Nick |
Message |
00:33 |
|
bigfoot547 joined #minetest-hub |
01:08 |
|
lumidify_ joined #minetest-hub |
01:15 |
|
DI3HARD139 joined #minetest-hub |
01:23 |
|
paramat joined #minetest-hub |
01:47 |
octacian |
It seems as though it is impossible to set force_place on specific nodes when using minetest.create_schematic? |
02:07 |
|
octacian joined #minetest-hub |
02:37 |
octacian |
KaadmY finally finished his shading PR :DDD https://github.com/minetest/minetest/pull/6165 |
04:16 |
benrob0329 |
octacian: the lighting in that screenshot doesnt look very smooth |
04:17 |
octacian |
benrob0329: What are we talking about? |
04:17 |
octacian |
Oh, the PR? |
04:17 |
benrob0329 |
yes, side of the block |
04:18 |
benrob0329 |
although that could be intentional, as it might be at a sharp enough angle for that to happen |
04:18 |
octacian |
My understanding is that it isn't supposed to be particularly smooth. |
04:18 |
octacian |
If you read the description, it's simply direction lighting based off of the sun and moon positions. |
04:18 |
benrob0329 |
there is a reason its called "smooth lighting" |
04:18 |
benrob0329 |
which you have enables |
04:18 |
benrob0329 |
*enabled |
04:19 |
octacian |
Dunno, KaadmY might not have |
04:19 |
benrob0329 |
i mean, it might be fine..it just looks a little harsh imo |
04:19 |
* octacian |
goes to actually test the PR |
04:19 |
benrob0329 |
directional lighting is a plus, though |
04:19 |
octacian |
IMO it looks great. The edged should be sharp-ish, considering that this is a blocky game |
04:20 |
octacian |
Keep in mind though that the lighting is only directional depending on the sun and moon, I'm not sure if KaadmY has implemented directional lighting based off of other light sources |
04:20 |
benrob0329 |
sharp-ish |
04:20 |
benrob0329 |
the ish being the key |
04:21 |
octacian |
I agree. |
04:21 |
benrob0329 |
you dont want it too look like an old opengl game :PP |
04:21 |
octacian |
This is something I'd suggest you test out first though, and then specifically discuss with KaadmY - I know nothing about the behind-the-scenes of that PR :P |
04:22 |
benrob0329 |
actually, after taking a closer look at the screenshot, looks fine to me |
04:22 |
benrob0329 |
it appears to be early morning |
04:22 |
octacian |
heh, I figured it would :P |
04:23 |
benrob0329 |
so that works fine with the way the shadows look on the hill |
04:23 |
benrob0329 |
now i should probably clone and test the pr myself.. |
04:23 |
benrob0329 |
but its after midnight, and i should probably head to bed if i want to get anything done tomorrow |
04:24 |
benrob0329 |
i've got the whole week off, so i can get some stuff done :PP |
04:24 |
octacian |
I for one just finally researched how to test PRs without entirely cloning the PR repo :D |
04:24 |
benrob0329 |
really? how does one do this? |
04:24 |
octacian |
https://help.github.com/articles/checking-out-pull-requests-locally/ |
04:26 |
benrob0329 |
huh, neat |
04:26 |
* benrob0329 |
is building minetest after git pull |
04:30 |
KaadmY |
benrob0329: yeah it's early morning |
04:30 |
KaadmY |
7:00 or so from the screenshots |
04:40 |
KaadmY |
Also benrob0329 if realtime shadows existed, lighting would be 10x better |
04:40 |
KaadmY |
Since shading could be far less pronounced and have shadows do the actual work |
04:40 |
KaadmY |
Which is the more physically accurate way |
04:40 |
KaadmY |
Right now I made shading a bit sharper than normal to lessen the need to have actual shadows |
04:40 |
KaadmY |
Also blob shadows under players are really, really needed |
04:41 |
KaadmY |
Will probably be my next PR |
04:46 |
benrob0329 |
nice |
05:10 |
|
nerzhul joined #minetest-hub |
05:41 |
Shara |
Any other MT servers taking ddos hits at the moment? |
05:41 |
Shara |
I've had three seperate hits tonight so far |
06:08 |
|
CWz joined #minetest-hub |
07:49 |
|
nerzhul joined #minetest-hub |
08:15 |
|
Calinou joined #minetest-hub |
08:29 |
|
Jordach joined #minetest-hub |
09:10 |
celeron55 |
rubenwardy: can't look up now but the settings are "cache everything as much as possible" |
09:41 |
|
tenplus1 joined #minetest-hub |
09:41 |
tenplus1 |
hifolks |
09:42 |
Shara |
Hi 11 |
09:42 |
tenplus1 |
mornin' Shara :P |
09:42 |
tenplus1 |
ooh, your descriptions got into game :) nice |
09:44 |
Shara |
Had to remove the stone/sand ones though |
09:45 |
tenplus1 |
still a good improvement though :P |
09:45 |
Shara |
So real consistency is impossible now :P |
09:45 |
Shara |
I think the only thing left is the default bush issue |
09:45 |
Shara |
And paramat has a PR up that would deal with that |
09:46 |
tenplus1 |
paramat has a pull for that one already I think |
09:48 |
Shara |
:P |
09:54 |
celeron55 |
Subject: Hey celeron someone says to me the multicraft is super bad but i say lets make a deal you play multicraft i play pixel gun and after play he say multicraft is so bad im gonna report it in playstore and i say im gonna stop you multicraft is not bad |
09:54 |
celeron55 |
And he say okey i will not report it for now and i will not reply to you again |
09:54 |
tenplus1 |
hi celeron |
09:55 |
tenplus1 |
more clone troubles ??? |
09:55 |
celeron55 |
it's a while since i've received an email this ridiculous 8) |
09:55 |
tenplus1 |
lolol |
09:55 |
Shara |
I am struggling to even follow it :D |
09:55 |
tenplus1 |
comes with the territory |
10:25 |
|
CWz joined #minetest-hub |
10:28 |
tenplus1 |
hi CWz |
10:29 |
CWz |
Ello, and welcome to the quickymart |
10:29 |
tenplus1 |
one of your finest hot dogs plz |
10:43 |
|
Raven262 joined #minetest-hub |
10:46 |
tenplus1 |
hi raven |
10:47 |
Raven262 |
Hi ten |
10:49 |
tenplus1 |
Mario Kart got a new character: http://cdn.ebaumsworld.com/mediaFiles/picture/2152390/83542995.jpg |
10:53 |
Raven262 |
It represents GIMP, obviously, they have it in STK too |
10:53 |
tenplus1 |
:PPPPPP |
10:57 |
|
lisac joined #minetest-hub |
10:58 |
tenplus1 |
hi lisac |
10:59 |
lisac |
hey comrade |
10:59 |
tenplus1 |
o/ |
11:00 |
tenplus1 |
for anyone who didnt know yet, lucky blocks has been updated with new traps, blocks and special item |
11:01 |
Raven262 |
I wonder, what kind of evil traps have you set up for poor players |
11:02 |
tenplus1 |
added some new troll blocks, fire/obsidian traps, item blocks and a special Magenta Screwdriver 1500 item drop |
11:02 |
Raven262 |
lol |
11:03 |
tenplus1 |
and just like it's namesake it has 1500 uses |
11:04 |
Raven262 |
It should have more than 2000, cause more than 2000 sounds cooler |
11:04 |
Raven262 |
xD |
11:04 |
tenplus1 |
ehehe... current screwdriver only has 200... so is waaaay better :P |
11:04 |
Raven262 |
yea |
11:05 |
Raven262 |
Super Mega Magenta Ultra Screwdriver 2500 |
11:05 |
Raven262 |
^^ |
11:06 |
tenplus1 |
lolol, ya never know :P |
11:07 |
tenplus1 |
oh wait, I need to add a function check for screwdriver to work since some of the older versions of mt didn't have screwdriver changes needed |
11:09 |
tenplus1 |
how do I split lines in item descriptions ?!? |
11:09 |
Raven262 |
/n |
11:19 |
tenplus1 |
sweet, thanks dude... hope it's the same in 0.4.13/14/15 |
11:20 |
Raven262 |
Only thing that is not the same is that in versions before, the new line might be cut off by the edge of the text display. |
11:22 |
tenplus1 |
k, \n in place and I stole your super long title for screwdriver and upped uses to 2500 :P thx dude |
11:22 |
Raven262 |
What?! You mad?! xD |
11:23 |
tenplus1 |
ehehehe, it's a special item so we may as well go the whole hog |
11:24 |
|
Darcidride joined #minetest-hub |
11:24 |
tenplus1 |
hi Darcidride |
11:24 |
Darcidride |
Hi |
11:25 |
tenplus1 |
any other interesting items you can think of to include :D |
11:26 |
Raven262 |
Ahhh |
11:26 |
Raven262 |
Lemme think |
11:26 |
Raven262 |
Tools or nodes? |
11:26 |
tenplus1 |
anything... all ideas welcome |
11:26 |
Raven262 |
Void mirror? |
11:26 |
Raven262 |
If you like engine bugs |
11:27 |
tenplus1 |
explain ? |
11:28 |
tenplus1 |
https://github.com/tenplus1/lucky_block/blob/master/blocks.lua current list of blocks :D |
11:29 |
Raven262 |
Use a transparent texture on a node but set node's drawtype to normal, rather than allfaces or glasslike |
11:29 |
Raven262 |
you'll be able to see trough walls |
11:29 |
tenplus1 |
ooh, lemmie test that one |
11:30 |
Shara |
I ran into that when making my glass mod :P |
11:30 |
Raven262 |
It is actually not a good thing xD |
11:34 |
|
ThomasMonroe joined #minetest-hub |
11:35 |
tenplus1 |
hi thomas |
11:36 |
tenplus1 |
they may have fixed that bug... isnt working here |
11:37 |
tenplus1 |
do I have to add any other flags ? |
11:38 |
tenplus1 |
added use_texture_alpha, working now |
11:44 |
tenplus1 |
void mirror block ? that sound about right ? |
11:44 |
Raven262 |
"The Void Mirror" |
11:45 |
tenplus1 |
if anyone is lucky enough to get this one it'll help them mine |
11:45 |
Raven262 |
yea |
11:45 |
tenplus1 |
but only during daytime hours when you can see :) and no skyblocks are used |
11:45 |
Raven262 |
xD |
11:51 |
tenplus1 |
hehe, added |
11:52 |
Raven262 |
lol |
11:52 |
|
Fixer joined #minetest-hub |
11:52 |
tenplus1 |
o/ fixer |
11:52 |
Fixer |
\o |
11:52 |
tenplus1 |
~o~ |
11:53 |
tenplus1 |
raven, am surprised that no-one else seems to be making lucky block support for there mods |
11:54 |
|
octacian_ joined #minetest-hub |
11:54 |
Raven262 |
well, i never heard of lucky blocks until now :P |
11:55 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?f=9&t=13284 |
11:55 |
tenplus1 |
they've been available for 2 years now... *wah* |
11:55 |
Raven262 |
lol |
11:57 |
tenplus1 |
you ever seen lucky blocks on minecraft ? |
11:59 |
Raven262 |
Nope |
11:59 |
* Raven262 |
doesn't play Minecraft |
12:00 |
tenplus1 |
https://www.youtube.com/watch?v=gZKf7wcr19k oldie but a goodie |
12:06 |
|
Taya joined #minetest-hub |
12:06 |
tenplus1 |
hi taya |
12:06 |
Taya |
Another attack on RC server. |
12:06 |
tenplus1 |
just then ? |
12:06 |
Taya |
Yes, took out my bouncer and SSH. |
12:07 |
tenplus1 |
damn... who the hell |
12:07 |
Taya |
Provider has triggered mitigation again... so back up I think, but yea... |
12:07 |
tenplus1 |
they got the ip / |
12:07 |
Taya |
They don't tell me. :) |
12:08 |
Taya |
Will sort out bette rlogging and so on if this keeps up. |
12:08 |
Taya |
better* |
12:11 |
Taya |
I guess it's just me getting hit, since no one else has mentioned anything. |
12:12 |
Taya |
It only takes me down for a minute or two, so I don't see the point really. |
12:13 |
tenplus1 |
I hope you find the culprit... |
12:13 |
|
twoelk joined #minetest-hub |
12:13 |
tenplus1 |
hi twoelk |
12:13 |
Taya |
It's not like much can be done |
12:19 |
|
nerzhul joined #minetest-hub |
12:24 |
* twoelk |
returns to keyboard and waves in general direction of irc |
12:24 |
tenplus1 |
o/ |
12:32 |
|
calcul0n joined #minetest-hub |
12:33 |
tenplus1 |
o.O erk... I just watched some vegan dudes dumpster diving for food and have the cheek to give health advice |
12:34 |
Raven262 |
Hell |
12:35 |
tenplus1 |
I see the point if you are homeless and cannot buy food, but damn... you risk getting many diseases |
12:35 |
twoelk |
vegan in a dumpster? lotsa'leggy stuff in there once food arrives |
12:35 |
Raven262 |
Getting dead, eventually. |
12:37 |
tenplus1 |
they found a carton of milk and pointed out that this stuff will kill ya while finding veggie sausages that expired... ahahahaha |
12:38 |
twoelk |
well they got you watching so the plan worked out to get some views :-P |
12:38 |
tenplus1 |
lol true... still shocking tho |
12:44 |
twoelk |
I can easily accept vegetarian as functioning diet and if well done might even be somewhat healthier but I still haven't seen a convincing vegan nutrition plan that would work on a casual everyday basis |
12:46 |
tenplus1 |
too many things the body needs to go fully vegan |
12:48 |
Raven262 |
It is not healthy, no matter how much they say it is. |
12:49 |
tenplus1 |
yeah... we are essentially carnivores |
12:49 |
Raven262 |
Everybody needs animal proteins that can only be acquired from animal meat |
12:50 |
Raven262 |
I mean you *can* live without them |
12:50 |
Raven262 |
but you won't be as healthy |
12:52 |
tenplus1 |
missing out on fat soluble vitA and D3 and K12... it's also very low in B12 and iron |
12:52 |
Raven262 |
I almost forgot D3 |
12:53 |
tenplus1 |
you can get D2 from shrooms, but D3 s animal based |
12:53 |
Raven262 |
Yep, the converion from D2 to D3 is happening in animals under the sun exposure. |
12:57 |
|
RobbieF joined #minetest-hub |
12:57 |
|
DS-minetest joined #minetest-hub |
12:59 |
tenplus1 |
hi DS |
13:00 |
DS-minetest |
hi |
13:03 |
Wayward_One |
hi all |
13:03 |
tenplus1 |
hi Wayward |
13:05 |
lisac |
Hi Wayward_One |
13:05 |
lisac |
Hi DS-minetest |
13:05 |
lisac |
Hey everyone else too, comrades |
13:05 |
DS-minetest |
hi lisac |
13:05 |
Raven262 |
Hello Wayward_One |
13:05 |
Raven262 |
Hello DS-minetest |
13:05 |
DS-minetest |
yeah, hi all |
13:05 |
DS-minetest |
Hello Raven262 |
13:06 |
lisac |
And then they say hiall mod is bad |
13:06 |
lisac |
:P |
13:06 |
Raven262 |
yea, it would spam |
13:06 |
lisac |
Hi Raven262 |
13:06 |
DS-minetest |
heh |
13:06 |
Raven262 |
Oh, hey lisac |
13:06 |
lisac |
Oh hai Raven262 |
13:07 |
lisac |
anyone got any fancy music, comrades? |
13:07 |
tenplus1 |
what kinda music ? |
13:08 |
lisac |
heh, mostly metal |
13:08 |
lisac |
ex. I listen to Opeth, Amon Amarth, Blind Guardian, Nightwish |
13:08 |
lisac |
So from Power Metal - Death Metal |
13:08 |
lisac |
somewhere inbetween is good too |
13:08 |
lisac |
or above |
13:08 |
lisac |
I did listen to Cannibal Corpse |
13:09 |
lisac |
um |
13:09 |
tenplus1 |
am a trance; techno; goa ; electronica kinda guy |
13:09 |
tenplus1 |
but it's all good if it holds a beat :D |
13:09 |
lisac |
what about cowboy country music? |
13:09 |
lisac |
https://www.youtube.com/watch?v=999RqGZatPs |
13:11 |
Raven262 |
this: https://www.youtube.com/watch?v=LrNDV82DVmc |
13:12 |
* Raven262 |
hides |
13:13 |
tenplus1 |
not bad |
13:15 |
tenplus1 |
https://www.youtube.com/watch?v=WbiRHCWrLPg |
13:41 |
|
octacian joined #minetest-hub |
13:42 |
tenplus1 |
wb octacian |
13:42 |
octacian |
Thx tenplus1! And morning :D |
13:42 |
tenplus1 |
:P |
13:53 |
ThomasMonroe |
hi octacian |
13:54 |
octacian |
Hello ThomasMonroe |
14:12 |
octacian |
Is it possible to escape a ";" in a formspec? |
14:12 |
DS-minetest |
* `minetest.formspec_escape(string)`: returns a string |
14:12 |
DS-minetest |
* escapes the characters "[", "]", "\", "," and ";", which can not be used in formspecs |
14:12 |
octacian |
Yup |
14:13 |
octacian |
That's what I just used, then saw your answer :D Thanks DS |
14:13 |
octacian |
BTW, DS-minetest: Is there any chance that you could just remove oredetect from the forums and GitHub? |
14:13 |
DS-minetest |
it's already removed from the forums |
14:14 |
octacian |
Your little update was absolutely useless (no offence). Nobody updated it. No-one. Now I'm still dealing with more and more nyan cat cheaters on HOMETOWN. |
14:14 |
DS-minetest |
i was just too lazy yet to remove it from github |
14:14 |
octacian |
Good. Chances of it being removed from GitHub? |
14:14 |
octacian |
It literally takes 60 seconds :P |
14:14 |
DS-minetest |
ok |
14:15 |
octacian |
You know, we need a way in CSM, to access world/server specific storage... |
14:15 |
octacian |
Although if CSM does instead take a new direction, it might not be needed |
14:16 |
DS-minetest |
done |
14:16 |
DS-minetest |
that were 2 mins |
14:16 |
DS-minetest |
i've already made csm_worldname |
14:16 |
DS-minetest |
for world specific storage |
14:16 |
DS-minetest |
and it works very well |
14:17 |
|
cx384 joined #minetest-hub |
14:27 |
|
octacian_ joined #minetest-hub |
14:29 |
|
octacian joined #minetest-hub |
14:56 |
KaadmY |
Wow, default MTG has basically only insanely dense forests |
14:57 |
KaadmY |
Of course now I mention that I find an empty area |
14:58 |
twoelk |
biomes get larger farther away from spawn iirc |
14:58 |
KaadmY |
Hmm, why? |
14:59 |
tenplus1 |
laters |
14:59 |
|
tenplus1 left #minetest-hub |
15:00 |
twoelk |
maybe to give an easier start with a bit of everything and vaster landscapes later on |
15:15 |
benrob0329 |
KaadmY: if your PR is mergeble I can record a video if you like |
15:15 |
KaadmY |
benrob0329: sure |
15:15 |
benrob0329 |
Although I could just clone your repo |
15:15 |
KaadmY |
Please use like time_speed = 100000000 or whatever though |
15:15 |
benrob0329 |
Yeah |
15:16 |
KaadmY |
Since everyone else's lighting videos don't do that and they're like 20 minutes long |
15:16 |
benrob0329 |
Maybe find a good mountain to spin around |
15:17 |
benrob0329 |
I'll start that building here in just a few minutes |
15:26 |
KaadmY |
Okay got a video |
15:26 |
KaadmY |
Decent quality, too |
15:26 |
KaadmY |
Since I didn't care about fps |
15:27 |
nerzhul |
nice |
15:27 |
nerzhul |
no we just need a correct render, light on a such change is difficult to view without some movements |
15:27 |
KaadmY |
There are still a few problems I can't do much about |
15:28 |
KaadmY |
Like indoor areas that are brightly lit have the sun shading |
15:28 |
KaadmY |
Right now not enough of that information is passed to the shader(s) |
15:29 |
KaadmY |
https://www.youtube.com/watch?v=9MUDr-AaUkQ |
15:35 |
|
octacian_ joined #minetest-hub |
15:35 |
nerzhul |
okay, i see your changed something, there is a filter applied depending on the time, but no shadows due to lighting, right ? |
15:38 |
KaadmY |
Um |
15:38 |
KaadmY |
What filter...? |
15:38 |
KaadmY |
Also there are no shadows, I never changed that |
15:46 |
Fixer |
KaadmY: nice |
15:47 |
KaadmY |
Now upload a 98mb video that's 15 seconds long o_O |
15:48 |
Fixer |
minetest is doing |
15:49 |
Fixer |
C O M P I L E T I M E |
15:50 |
KaadmY |
Hehe |
15:50 |
KaadmY |
Takes about 10 minutes for a full compile |
15:50 |
KaadmY |
For me at least |
15:51 |
|
behalebabo joined #minetest-hub |
15:53 |
KaadmY |
Who's Video Clips :P |
15:53 |
Fixer |
7 min for me |
15:54 |
benrob0329 |
KaadmY: building your branch |
15:55 |
KaadmY |
Also https://www.youtube.com/watch?v=dU_ukYQO-Ow |
15:55 |
benrob0329 |
aaand done |
15:56 |
nerzhul |
1m15 for me |
15:57 |
Fixer |
69% |
15:58 |
benrob0329 |
what's the setting for making day faster? |
15:58 |
benrob0329 |
ah, time_speed |
15:58 |
KaadmY |
`/set time_speed <large 5-digit number>` |
15:58 |
KaadmY |
Default is 72 |
15:59 |
benrob0329 |
do i have to enable directional lighting? |
15:59 |
benrob0329 |
or did i not build the right branch... |
15:59 |
KaadmY |
Just enable shaders, it should work already |
15:59 |
KaadmY |
t |
16:01 |
benrob0329 |
built the wrong branch XD |
16:01 |
KaadmY |
Hehehe |
16:01 |
KaadmY |
Check advanced settings |
16:01 |
benrob0329 |
it's been a while since i've done anything with git |
16:01 |
KaadmY |
Search for "lighting", it should be listed as "Enable advanced lighting" |
16:01 |
benrob0329 |
anything aside from clone/pull |
16:02 |
Fixer |
*,,,.,.,,,* |
16:03 |
KaadmY |
Use time_speed = 8640 for a 10 second cycle |
16:03 |
Fixer |
KaadmY: looks amazing |
16:03 |
Fixer |
especially at sunset/sunrise |
16:03 |
Fixer |
so good |
16:04 |
KaadmY |
Fixer: thanks :) |
16:04 |
KaadmY |
Right now at night the moon technically has shading too |
16:04 |
KaadmY |
But it's like 2% of the sun light |
16:04 |
KaadmY |
So it's almost invisible |
16:05 |
nerzhul |
do you plan to add shadows ? could be nice |
16:05 |
benrob0329 |
small problem: the hand is not darkened anymore |
16:06 |
KaadmY |
nerzhul: I want to add model shadows at the very least |
16:06 |
KaadmY |
benrob0329: change time of day |
16:06 |
Fixer |
KaadmY: it feels so different |
16:06 |
KaadmY |
It changes with time of day, albeit badly |
16:06 |
KaadmY |
Try Pixture now ;) |
16:06 |
KaadmY |
At adds a huge amount with the cartoon textures |
16:07 |
benrob0329 |
try without advanced lighting |
16:07 |
benrob0329 |
it breaks the hand shading |
16:07 |
benrob0329 |
but with it on UNHOLY CRAP |
16:07 |
KaadmY |
Yeah |
16:07 |
Fixer |
feels so good |
16:07 |
KaadmY |
The hand uses its own world coordinates |
16:08 |
KaadmY |
So I can't change shading depending on view orientation |
16:10 |
benrob0329 |
do we have any mods to make a nice circle around something? |
16:10 |
benrob0329 |
if not i'll have to do some straight shots |
16:12 |
Fixer |
KaadmY: interestingly, torch/meselight itself looks less bright (node itself) |
16:14 |
KaadmY |
Fixer: yeah it is, not sure why |
16:14 |
Fixer |
apart from that it looks damn nice |
16:14 |
KaadmY |
Probably because shading is multiply so it'll typically be darker |
16:15 |
benrob0329 |
Gonna grab a bite to eat then get recording :PP |
16:16 |
Fixer |
KaadmY: still game looks so much better with this |
16:16 |
Fixer |
KaadmY: you can feel the day cycle |
16:16 |
KaadmY |
Yeah |
16:16 |
benrob0329 |
i no longer have to look up to tell the time :_ |
16:16 |
benrob0329 |
:P |
16:16 |
KaadmY |
Needs more red tint at morning/night though >:} |
16:17 |
Fixer |
KaadmY: and fps impact is minimal (at least for me, just minus 2 fps...) |
16:17 |
KaadmY |
Fixer: yeah |
16:17 |
KaadmY |
Fixer: disable enable_specular_lighting |
16:17 |
KaadmY |
I bet that'll bump fps to normal again |
16:17 |
KaadmY |
It's per-pixel shading basically |
16:17 |
KaadmY |
And it drops fps quite a bit for me |
16:17 |
Fixer |
KaadmY: i've tested already, basically same fps with/without |
16:17 |
KaadmY |
About the same as bumpmaps I'd say |
16:17 |
Fixer |
amd hd6870 |
16:18 |
Fixer |
KaadmY: nope, bumpmaps much heavier for me, your shading is very light for my ATI |
16:18 |
KaadmY |
Eh, about 26x faster than my GPU |
16:18 |
Fixer |
from 37 fps to 35 fps in a complex scene, this is minimal |
16:19 |
KaadmY |
Well it's vertex shading |
16:19 |
KaadmY |
Which, if shaders are on, is already done |
16:24 |
Fixer |
i have time privs on vanessa creative-building |
16:24 |
Fixer |
will check it out |
16:25 |
KaadmY |
I messed with it on Xanadu, I couldn't find any really good demos for it |
16:26 |
Wayward_One |
just tried it out, it looks amazing |
16:26 |
KaadmY |
Yeah |
16:26 |
KaadmY |
I think I'll try to get blob shadows next for models |
16:26 |
KaadmY |
Since right now there's no sense of height off the ground for the player |
16:27 |
Fixer |
no wait, i don't have on that server |
16:27 |
KaadmY |
This too https://www.youtube.com/watch?v=jEYjCNMjfNQ |
16:27 |
KaadmY |
Pixture really brings out the shading |
16:30 |
KaadmY |
Also does anybody think it'll be worth it to force a shader-only pipeline? |
16:30 |
KaadmY |
We could have handheld torches then, glowing entities, real shadows (drop the current AO/lighting) |
16:32 |
Fixer |
KaadmY: 12:00 feels a little dark to me |
16:32 |
|
tenplus1 joined #minetest-hub |
16:32 |
tenplus1 |
o/ |
16:32 |
KaadmY |
tenplus1: hi |
16:32 |
tenplus1 |
hi KaadmY |
16:33 |
lisac |
KaadmY, I'll test it on my A8 7600 |
16:33 |
lisac |
just give me a hour to install Linux |
16:33 |
tenplus1 |
ooh, A8's are nice :D |
16:33 |
lisac |
I was unable to get Minetest to compile on Windows |
16:33 |
KaadmY |
lisac: hehe |
16:33 |
tenplus1 |
what distro you putting on ? |
16:33 |
benrob0329 |
KaadmY: I'll vote for depredicating the fixed pipeline any day |
16:33 |
KaadmY |
"One hour to install Arch Linux" |
16:33 |
lisac |
tenplus1, this one is awesome, they even fixed the driver a few months ago so that it no longer segfaults |
16:33 |
KaadmY |
On nvm, misread it |
16:33 |
lisac |
KaadmY, First time I tried to install arch it took me less |
16:34 |
KaadmY |
Yeah |
16:34 |
lisac |
but I wiped my HDD accidentally |
16:34 |
KaadmY |
Debian 8 was actually harder to use than Arch for me |
16:34 |
tenplus1 |
sweet... if you add latest linux kernel you'll get all the new amd grx patches too |
16:34 |
lisac |
and was unable to boot |
16:34 |
tenplus1 |
Xubuntu 17.10 <----- |
16:34 |
benrob0329 |
Gentoo (MOstly stable) <------ |
16:34 |
KaadmY |
Arch Linux NO VERSION WOOO <-------- |
16:34 |
lisac |
hm is Kubuntu nice? |
16:34 |
lisac |
I used it before |
16:34 |
lisac |
and Arch |
16:34 |
lisac |
but I don't think I could waste another 10 hours setting arch up |
16:35 |
tenplus1 |
kubuntu is nice and fancy eye candy but a bit top heavy... Xubuntu is the mid range and easy to use... Lubuntu is very light |
16:35 |
benrob0329 |
KaadmY: Gentoo doesnt have a version either, but we're still stable :PP |
16:35 |
KaadmY |
benrob0329: and Gentoo is all source packages :P |
16:35 |
benrob0329 |
yes, which means everything is modular :P |
16:35 |
KaadmY |
I can give you a nightmare by saying "What if you wipe your HDD?" |
16:35 |
tenplus1 |
also if it helps, launchpad supplies daily builds of minetest for ubuntu/mint :))) |
16:36 |
benrob0329 |
KaadmY: you could give me nightmares by saying that to anyone |
16:36 |
tenplus1 |
hi benrob |
16:36 |
KaadmY |
benrob0329: what if you wipe your HDD? |
16:36 |
benrob0329 |
s/give me/give anyone |
16:36 |
benrob0329 |
KaadmY: yes |
16:37 |
benrob0329 |
i have a lot of stuff on it, all my YouTube stuffs, projects, etc |
16:37 |
benrob0329 |
granted, i have most of it backed up |
16:37 |
KaadmY |
Fixer: at noon the sides of nodes are a lot darker |
16:37 |
KaadmY |
I can try making lighting more subtle |
16:37 |
Fixer |
KaadmY: yeah |
16:39 |
* tenplus1 |
makes coffee :P |
16:40 |
|
Krock joined #minetest-hub |
16:40 |
Krock |
hi tenplus1 |
16:41 |
tenplus1 |
hi krock, wanna coffee :P |
16:41 |
Krock |
me? 1 * 0xC0FFEE please :) |
16:42 |
KaadmY |
Hehe |
16:42 |
tenplus1 |
white, with sugar ? |
16:42 |
Fixer |
covfefe |
16:42 |
tenplus1 |
lol |
16:43 |
Krock |
hmm.. sugar doesn't fit into hexadecimal, so I'm afraid I'll have to decline |
16:43 |
KaadmY |
No, sugar fits in hexadecimal: hexasugardecimal |
16:44 |
tenplus1 |
lol |
16:44 |
Krock |
hesaduecgimaalr |
16:44 |
tenplus1 |
heh |
16:45 |
Krock |
oh, I forgot the 'x' |
16:45 |
KaadmY |
Ouch |
16:45 |
Krock |
indeed, it fits.. somehow |
16:45 |
tenplus1 |
1 * 0xC0FFEE:01 |
16:50 |
|
sniper338 joined #minetest-hub |
16:50 |
benrob0329 |
KaadmY: recorded, now i just have to edit it :D |
16:50 |
|
DS-minetest joined #minetest-hub |
16:50 |
benrob0329 |
got some nice shots to showcase the PR |
16:51 |
tenplus1 |
ooh show |
16:51 |
benrob0329 |
https://github.com/minetest/minetest/pull/6165#issuecomment-317455237 |
16:51 |
KaadmY |
Weee |
16:51 |
* benrob0329 |
loads up blender |
16:51 |
benrob0329 |
hmmm, need some nice music |
16:52 |
tenplus1 |
nice one :D |
16:52 |
* benrob0329 |
loads up The Free Music Archive |
16:52 |
tenplus1 |
is there much of a performance hit when using them ? |
16:52 |
KaadmY |
tenplus1: basically none |
16:53 |
tenplus1 |
sweeeeet |
16:53 |
DS-minetest |
nice! |
16:53 |
tenplus1 |
and light levels per node still work ok ? |
16:54 |
KaadmY |
Kinda? :P |
16:54 |
KaadmY |
Still working on indoor stuff |
16:55 |
tenplus1 |
this feature alone will justify upgrading to 0.4.17 when released :D |
16:55 |
tenplus1 |
or 0.5.0... whichever is next in line :D |
16:56 |
benrob0329 |
and will hopefully be enough to get the shader pipeline set to default :PP |
16:56 |
benrob0329 |
(granted it need optimization) |
16:57 |
tenplus1 |
when next release is out and all networking is final and no more breakages, I'll update my mods and server and hope everyone else updates also |
16:59 |
benrob0329 |
omw this song is just, XDD |
16:59 |
benrob0329 |
http://freemusicarchive.org/music/Jahzzar/Tumbling_Dishes_Like_Old-Mans_Wishes/Take_Me_Higher_1626 |
17:00 |
tenplus1 |
rock folk americana ? |
17:01 |
benrob0329 |
dunno, its hilarious though |
17:02 |
tenplus1 |
sounds like it belongs in the 70's with the electronic organ stuff |
17:02 |
benrob0329 |
probably does :P |
17:02 |
tenplus1 |
ehehe |
17:03 |
Raven262 |
I hate windows. |
17:03 |
benrob0329 |
this one is more fitting to the video however: http://freemusicarchive.org/music/Chris_Zabriskie/Vendaface/05_-_Air_Hockey_Saloon |
17:03 |
KaadmY |
+1 |
17:03 |
benrob0329 |
Fixer: we all do |
17:03 |
tenplus1 |
Raven262: http://ih1.redbubble.net/image.14884694.1860/fc,550x550,white.u1.jpg |
17:03 |
Raven262 |
I am trying to make a mod. |
17:03 |
benrob0329 |
er, Raven262 |
17:03 |
benrob0329 |
same nick color |
17:03 |
Raven262 |
And i just created a bunch of .lua.txt |
17:04 |
KaadmY |
Hehe |
17:04 |
Raven262 |
lol |
17:04 |
benrob0329 |
then dont use notepad :PP |
17:04 |
benrob0329 |
use vim :D |
17:04 |
Raven262 |
I use atom, of course |
17:04 |
KaadmY |
Use Atom or something |
17:04 |
tenplus1 |
yeah, better with some sort of IDE instead of a windows text editor |
17:04 |
benrob0329 |
not an IDE, just a proper text editor |
17:04 |
KaadmY |
I personally use Emacs for personal mods |
17:05 |
benrob0329 |
notepad is not a proper text editor |
17:05 |
tenplus1 |
notepad++ is pretty good |
17:05 |
KaadmY |
For modifiying other peoples' mods I use Atom since it doesn't change existing indentation |
17:05 |
Raven262 |
that thing can't even be called a text editor, the wordpad, that thing made a bunch of random newlines in my code last time |
17:05 |
benrob0329 |
KaadmY: Evil mode, or C/M keys? |
17:05 |
KaadmY |
benrob0329: standard keys |
17:05 |
KaadmY |
I have evil mode, but it's currently disabled |
17:06 |
benrob0329 |
yeah, i just couldnt..went back to vim and was a lot faster |
17:06 |
benrob0329 |
might give evil mode another shot though |
17:06 |
KaadmY |
Even in Atom I can't write code as fast |
17:06 |
tenplus1 |
heh... evil mode :P I use Mousepad :D |
17:06 |
KaadmY |
Rectangle replace and copy/paste is really quick and easy in Emacs |
17:06 |
KaadmY |
Atom doesn't even have rectangle replace AFAIK, it's insanely useful |
17:07 |
benrob0329 |
rectangle replace..ah right, now i know what you mean |
17:07 |
benrob0329 |
akin to visual mode, where you dont have to select the whole line |
17:07 |
Krock |
KaadmY, you can code faster by using the Programmer Dvorak keyboard layout |
17:07 |
benrob0329 |
Krock: but muscle memory |
17:07 |
KaadmY |
Krock: then I'd have to learn DVORAK |
17:07 |
Krock |
once you've learnt it... |
17:08 |
benrob0329 |
I'd change a lot if i made my own layout, like making [] into () |
17:08 |
KaadmY |
Then there's the problem of dealing with custom keyboard layouts |
17:08 |
benrob0329 |
because () are used a heck of a lot more than [] |
17:08 |
KaadmY |
Not if you use C or C++ :P |
17:08 |
benrob0329 |
functions |
17:09 |
KaadmY |
arrays |
17:09 |
KaadmY |
arrays |
17:09 |
benrob0329 |
true |
17:09 |
benrob0329 |
i'm playing with Common Lisp ATM |
17:09 |
Krock |
KaadmY, you use { and ( more often in C(++) than indexing |
17:09 |
KaadmY |
Yeah |
17:09 |
Krock |
(((((lisp(((( |
17:09 |
KaadmY |
benrob0329: :sick: |
17:09 |
tenplus1 |
lol |
17:09 |
benrob0329 |
its quite nice, the syntax is simple and amazingly consistent |
17:09 |
KaadmY |
Yah |
17:10 |
benrob0329 |
Krock: meme |
17:10 |
KaadmY |
From an implementation perspective, Lisp is really simple |
17:10 |
KaadmY |
Forth is even better though |
17:10 |
benrob0329 |
but...forth is forth |
17:10 |
KaadmY |
But it doesn't have a lot of practical uses outside of test programs |
17:11 |
benrob0329 |
(format t "Lisp.") |
17:11 |
tenplus1 |
https://img.memecdn.com/dat-lisp_o_241268.jpg |
17:11 |
KaadmY |
." FORTH." |
17:11 |
tenplus1 |
least it isnt cobol :PPP |
17:11 |
benrob0329 |
hehe |
17:11 |
Krock |
to write u_i's api.lua file, Programmer Dvorak is the best with a score of 52.73, followed by Colemak (52.39) |
17:12 |
benrob0329 |
Lua's syntax is a mess though |
17:12 |
Krock |
http://patorjk.com/keyboard-layout-analyzer/ |
17:13 |
benrob0329 |
i mean, funtion({thing {stuff, more_stuff, thing="other thing"}, other_other_thing="1234"}) end |
17:14 |
KaadmY |
Also did you know that QWERTY was orignally designed to be hard to type |
17:14 |
Krock |
the heck? that's not even working, starting with "funtion" seems to be fun, though |
17:15 |
Krock |
KaadmY, to torture all behind the keyboards? |
17:15 |
KaadmY |
Krock: no, to lessen keys jamming on typewriters |
17:15 |
benrob0329 |
(func thing (stuff more-stuff :thing "other-thing") :other-other-thing "1234") |
17:15 |
KaadmY |
So they put the common letters far apart |
17:15 |
benrob0329 |
Krock: nor was your lisp :PP |
17:16 |
Krock |
KaadmY, that's good. less noise. |
17:17 |
Krock |
(from the view of a 3rd person) |
17:17 |
|
paramat joined #minetest-hub |
17:17 |
Krock |
and I'm sure the typewriter was happy too |
17:17 |
tenplus1 |
hi paramat |
17:17 |
Krock |
hi tamarap |
17:18 |
tenplus1 |
somehow reminded me of tamarind there :P |
17:18 |
benrob0329 |
so...much...music@ |
17:18 |
benrob0329 |
idk what to use! |
17:19 |
Krock |
Darude Astley - Shooting Sandstorms |
17:19 |
benrob0329 |
yes...if i want a copyright strike |
17:20 |
paramat |
~tell octacian yes 'create schematic' is missing a 'force place list' which could possibly be integrated into the 'probability list' https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2848 another todo |
17:20 |
ShadowBot |
paramat: O.K. |
17:20 |
tenplus1 |
what are you looking for music for ? |
17:20 |
benrob0329 |
this PR showcase thing |
17:21 |
tenplus1 |
https://creativecommons.org/about/program-areas/arts-culture/arts-culture-resources/legalmusicforvideos/ |
17:21 |
Krock |
just take a random one from NCS and then give the author credits in the descriptions |
17:21 |
tenplus1 |
or convert a MOD tune to mp3 and give a shout out to the author :D |
17:22 |
|
octacian joined #minetest-hub |
17:22 |
tenplus1 |
wb oc |
17:22 |
octacian |
Thanks. |
17:22 |
octacian |
paramat: It seems as though force placement via the probability list is already implemented but not documented |
17:22 |
benrob0329 |
this one https://www.youtube.com/watch?v=bM7SZ5SBzyY |
17:22 |
benrob0329 |
:PP |
17:23 |
KaadmY |
> length: 4:20 |
17:23 |
octacian |
Or maybe not... |
17:23 |
paramat |
lol c55's email :D |
17:23 |
* octacian |
is confused |
17:23 |
paramat |
ahh |
17:24 |
tenplus1 |
the one about other clients ? |
17:24 |
Krock |
benrob0329, naah. find hidden gems |
17:24 |
octacian |
Somehow nodes with a high probability but no force place are still replacing othe blocks |
17:24 |
paramat |
force place is implemented by being encoded in the probability values |
17:24 |
octacian |
And force placement is off in minetest.place_schematic |
17:24 |
octacian |
So, would a probability of 255 be the same as force place? |
17:25 |
tenplus1 |
should be |
17:25 |
paramat |
'create schematic' may not have been updated to compensate for this, i'll check |
17:25 |
benrob0329 |
Krock: thats why i search the FMA :D |
17:25 |
octacian |
Yes, that seems to be the case. A probability of 255 does result in forced placement |
17:26 |
paramat |
i think one of the bits controls force place |
17:26 |
paramat |
so there are actually 127 levels of prob |
17:26 |
paramat |
or 128 |
17:26 |
octacian |
So... anything above 128 is force placed? |
17:27 |
paramat |
no https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1130 |
17:28 |
paramat |
force place is decided by even/odd |
17:28 |
paramat |
it seems |
17:28 |
octacian |
huh? |
17:29 |
paramat |
even/odd prob |
17:30 |
tenplus1 |
the place_schematic function has a force_place option, so why have it in probability also ? |
17:30 |
KaadmY |
tenplus1: so specific nodes in the schematic can specify force_place |
17:31 |
octacian |
Interesting |
17:31 |
octacian |
So, I should just remove the Force place checkbox in my schematic creator and rely only on probabilities |
17:31 |
paramat |
see https://github.com/minetest/minetest/blob/master/src/mg_schematic.h#L55 |
17:32 |
paramat |
no, you need to encode force-place into the probability value |
17:32 |
paramat |
as bit 7 |
17:32 |
paramat |
and enter prob as having values 0-127 |
17:32 |
paramat |
(bits 0-6) |
17:33 |
octacian |
What is bit 7? |
17:33 |
paramat |
bit 7 of param1 |
17:33 |
paramat |
param1 in binary form |
17:33 |
octacian |
Sorry, how do I do that? |
17:34 |
octacian |
ATM I haven't been modifying param1 at all, just providing the probability_list to minetest.create_schematic |
17:34 |
paramat |
in lua it could be done using normal numbers, erm .. |
17:34 |
|
behalebabo joined #minetest-hub |
17:34 |
benrob0329 |
KaadmY: I just noticed the water... |
17:35 |
tenplus1 |
I gotta recheck all my schems... kinda assumed prob = 0-255 was just that, not forced placement |
17:35 |
paramat |
enter prob as 0-127, multiply it by 2, then add 0 or 1 depending on force-place |
17:35 |
benrob0329 |
and that is dank af |
17:35 |
benrob0329 |
the little reflection from the specular looks pretty neat |
17:35 |
paramat |
not sure yet which way around .. |
17:36 |
paramat |
see the per-node force-place commit https://github.com/minetest/minetest/commit/2b99d904f6b8197931954772b6466d8ee56cafc9 |
17:37 |
octacian |
hmmm. So, before saving the probability and providing it in a table to minetest.create_schematic, multiply it by 2, and add 1 for force place? (i.e. "prob = prob * 2 + 1" <- for force place) |
17:37 |
tenplus1 |
good idea |
17:37 |
tenplus1 |
makes things a lot easier |
17:39 |
KaadmY |
benrob0329: yep :) |
17:39 |
KaadmY |
IMHO the specular is subtle enough to be good on all node roughnesses but be noticeable enough to look better if it's enabled |
17:39 |
paramat |
force-place is a bitwise AND with bit7 so probably bit 7 1 = force place |
17:40 |
paramat |
octacian yes that seems right |
17:40 |
octacian |
..and how do I handle bit 7 in Lua using a normal number? |
17:40 |
octacian |
Ohk, good. |
17:40 |
Krock |
#define MTSCHEM_FORCE_PLACE 0x80 |
17:40 |
Krock |
0x80 |
17:40 |
Krock |
works in Lua just fine |
17:41 |
octacian |
What does? |
17:41 |
KaadmY |
Does Lua even have bitwise operators? |
17:41 |
octacian |
I don't know |
17:41 |
KaadmY |
I don't think it does |
17:41 |
paramat |
maybe |
17:41 |
Krock |
no, you'll have to use pow and multiplications |
17:42 |
calcul0n |
it does, but only in 5.3 afaik |
17:42 |
Krock |
or Lua 5.3, maybe that one supports bitops |
17:42 |
Krock |
always these ninjas... |
17:42 |
paramat |
lua has no bitwise yet |
17:42 |
paramat |
(slow ninja) |
17:43 |
octacian |
Now, I take it that the same thing goes for yslice probabilities? |
17:44 |
paramat |
no, no per-slice force-place |
17:44 |
paramat |
y-slice is simply 0-255 |
17:45 |
tenplus1 |
that's the part I probably read and thought the schem nodes worked the same way :PPP confused :D |
17:47 |
octacian |
Good. |
17:51 |
benrob0329 |
Pro Tip: Blender can do math for you when entering a value |
17:51 |
benrob0329 |
eg 60*0 |
17:51 |
benrob0329 |
60*20 |
17:51 |
tenplus1 |
nice feature |
17:51 |
DS-minetest |
gimp too |
17:51 |
benrob0329 |
for 60 frames times 20 seconds |
17:51 |
benrob0329 |
really handy for stuff |
17:53 |
Krock |
not surprising. they both use python plugins |
17:55 |
tenplus1 |
python is a great little language for an interpreter... some guy made a minecraft clone using it :D |
17:56 |
Krock |
KaadmY, "Yeah :D I'm not sure how to rebase/merge from upstream though". Simply open the terminal/cmd window in the working directory (i.e. local minetest clone) and enter "git fetch upstream", afterwards "git rebase" & done |
17:57 |
KaadmY |
Krock: ah, nice |
17:57 |
KaadmY |
tenplus1: it's literally called "pycraft" or something |
17:57 |
Krock |
well, it's a bit more work, but git will tell you what to do. Look out for "<<<<<<", "======" or ">>>>>>" to find the conflicts |
17:57 |
KaadmY |
Same guy also made the same thing in C |
17:57 |
KaadmY |
Krock: I just fixed the conflicts manually |
17:57 |
sfan5 |
just use git mergetool |
17:58 |
tenplus1 |
https://www.youtube.com/watch?v=NWbovKqaO8M |
17:58 |
KaadmY |
I just had an idea |
17:58 |
KaadmY |
Make emissive nodes have an option to change the light style |
17:58 |
KaadmY |
Ie. make torches flicker |
17:59 |
|
ssieb joined #minetest-hub |
17:59 |
tenplus1 |
hi ssieb |
17:59 |
ssieb |
hi |
18:02 |
* rubenwardy |
compiles KaadmY/minetest:shading |
18:02 |
lisac |
<tenplus1> python is a great little language for an interpreter... some guy made a minecraft clone using it :D |
18:02 |
lisac |
I heard some guy made a Minecraft clone using Irrlicht and C++ |
18:02 |
lisac |
with Lua scripting, even |
18:02 |
rubenwardy |
loool |
18:02 |
tenplus1 |
ehehe |
18:02 |
lisac |
:P |
18:03 |
rubenwardy |
Python isn't very good at being embedded |
18:03 |
lisac |
rubenwardy, compiling MT on windows? |
18:03 |
rubenwardy |
as it'll break package management |
18:03 |
benrob0329 |
rendering the PR showcase :PP |
18:03 |
rubenwardy |
no Linux, for personal use :P |
18:03 |
lisac |
:( I need a windows build |
18:03 |
lisac |
if anyone made one |
18:03 |
lisac |
I can't get it to compile |
18:03 |
Krock |
lisac, https://gitlab.com/minetest/minetest/pipelines |
18:03 |
* DS-minetest |
's computer does the same as rubenwardy |
18:03 |
Krock |
oh. you need a specific one? |
18:03 |
lisac |
Krock, I've got that one, but I was talking about the Pullrequest |
18:03 |
lisac |
yeah |
18:04 |
Krock |
there's a buildbot on Linux you could use to cross-compile |
18:04 |
lisac |
maybe a script would be nice |
18:04 |
lisac |
for compiling |
18:04 |
lisac |
ex. which auto downloads dependencies |
18:04 |
tenplus1 |
minecraft in text only mode: https://i.ytimg.com/vi/Rz9ZncAa5yc/hqdefault.jpg |
18:04 |
lisac |
tenplus1, seems like something a psychologist would ask you what is it |
18:05 |
tenplus1 |
ehehehe, budderfly :P |
18:05 |
Krock |
lisac, perhaps it would work with mingw: https://github.com/minetest/minetest/tree/master/util/buildbot |
18:05 |
|
cx384 joined #minetest-hub |
18:05 |
Krock |
but actually I have no clue. never used that script and set up my build env on Winblows on my own |
18:06 |
cx384 |
hi tenplus1 |
18:06 |
lisac |
hm |
18:06 |
lisac |
I've got bash installed |
18:06 |
lisac |
lemme try and see if it work |
18:06 |
lisac |
s |
18:06 |
rubenwardy |
be careful |
18:07 |
rubenwardy |
last time I used it it override system includes |
18:07 |
Krock |
ouch |
18:08 |
paramat |
octacian it seems that 'create schematic' will simply write the values from the 'probability list' into the file, so if you encode force-place into the 'probability list' as we discussed it will probably work |
18:08 |
paramat |
i guess |
18:09 |
lisac |
C:/MinGW/bin/wget.exe: error while loading shared libraries: ?: cannot open shared object file: No such file or directory |
18:09 |
lisac |
hmm |
18:09 |
benrob0329 |
50% rendered :D |
18:09 |
paramat |
which means i should really update 'create schematic' to also have a 'force place list' and auto-encode |
18:14 |
|
bigfoot547 joined #minetest-hub |
18:14 |
tenplus1 |
hi bigfoot |
18:14 |
|
nerzhul_ joined #minetest-hub |
18:15 |
lisac |
wow some idiot made a Yahoo widget and then made it automatically open OpenSSL page to make the user install it |
18:15 |
lisac |
https://slproweb.com/products/Win32OpenSSL.html |
18:15 |
tenplus1 |
o.O erk |
18:16 |
Raven262 |
Hmmm, can i place an ore and make it rotated when placed? |
18:16 |
DS-minetest |
Raven262, i think there's a default param2 value field in node def |
18:16 |
cx384 |
no you have to change the node definition |
18:17 |
Raven262 |
can i change it to be randomly rotated when placed? |
18:17 |
cx384 |
yes |
18:17 |
Raven262 |
How? |
18:17 |
DS-minetest |
with an on_place maybe |
18:18 |
Raven262 |
okay |
18:18 |
Raven262 |
I'll try |
18:19 |
KaadmY |
on_place and on_construct are ignored for batch placement like schematics and mapgen |
18:19 |
tenplus1 |
wait, schems dont use on_place do they ? it's placed in one mass block isnt it ? |
18:19 |
tenplus1 |
yeh |
18:19 |
Raven262 |
Well, no on_place then |
18:19 |
cx384 |
make paramtype2 == "facedir" |
18:19 |
KaadmY |
For schematics you need to get the schematic BBox and iterate through and manually call on_place etc |
18:19 |
Raven262 |
i did |
18:20 |
Raven262 |
but that will only store node's rotation, which is default still |
18:20 |
cx384 |
oh randomly right |
18:20 |
DS-minetest |
99% |
18:21 |
lisac |
Raven262, isn't there an on_generate function? |
18:21 |
sofar |
if you need to modify something that is placed through a schematic by mapgen, your only option is an ABM |
18:22 |
sofar |
so the best solution I've seen is to make 'marker' blocks and have those placed by mapgen, and then use an ABM to fix it up afterwards |
18:22 |
tenplus1 |
a temp node that once detected via abm can place the node you want at any rotation |
18:22 |
lisac |
* `minetest.register_on_generated(func(minp, maxp, blockseed))` |
18:22 |
Raven262 |
I use oregen to place them, so same i think. |
18:22 |
lisac |
you could search for all nodes inside a generated area |
18:22 |
lisac |
of your type |
18:22 |
lisac |
then manually rotate them |
18:22 |
Raven262 |
i don't want this to lag, really. |
18:22 |
sofar |
sadly, ABM's are very expensive CPU wise |
18:23 |
Raven262 |
i might use schematics then, with rotated nodes already there. |
18:23 |
cx384 |
can't you use lbms? |
18:23 |
lisac |
Raven262, why do you need rotated nodes? |
18:23 |
sofar |
no, you can't use LBMs sadly |
18:23 |
lisac |
why not make several different nodes, which are just rotated differently? |
18:23 |
sofar |
because the nodes are generated after the LBM timestamp |
18:24 |
lisac |
then make them all generate? |
18:24 |
cx384 |
:/ ok |
18:24 |
Raven262 |
i think schematic is a better way, lisac. |
18:24 |
lisac |
but then there is no random rotation |
18:24 |
Raven262 |
i'll compensate by rotating whole schems. |
18:24 |
lisac |
... |
18:24 |
lisac |
well if you think that is best |
18:25 |
Raven262 |
And by making several different ones |
18:25 |
tenplus1 |
that's one thing we DO need... random schem selection on generate, same way we have random decoration on generate |
18:25 |
* tenplus1 |
looks at paramat |
18:26 |
benrob0329 |
KaadmY: mind if i use your screenshot as a thumbnail? |
18:26 |
* Shara |
creeps back in and hides in a corner |
18:27 |
|
RobbieF left #minetest-hub |
18:27 |
* tenplus1 |
sneaks shara some tea and cookies |
18:27 |
Shara |
Yay! |
18:28 |
benrob0329 |
NVM |
18:28 |
rubenwardy |
https://i.rubenwardy.com/UOFJFABkrC.gif |
18:28 |
benrob0329 |
92% uploaded |
18:28 |
rubenwardy |
https://youtu.be/ajv7l2Vd4SU |
18:28 |
rubenwardy |
!title |
18:28 |
ShadowBot |
rubenwardy: Error: That URL appears to have no HTML title within the first 4KB. |
18:29 |
|
Taya left #minetest-hub |
18:29 |
rubenwardy |
sorry the resolution is awful on that gif |
18:30 |
Shara |
rubenwardy: It has a cat, and so you are forgiven :P |
18:30 |
rubenwardy |
I tried using ffmpeg but it wouldn't use the %d argument to the file name |
18:30 |
rubenwardy |
:D |
18:31 |
paramat |
schems set param2 per-node |
18:31 |
rubenwardy |
I tried using ffmpeg -ss 00:00:00 -i ssr.mp4 out%04d.gif |
18:31 |
rubenwardy |
but it made an out%04d.gif file :( |
18:32 |
KaadmY |
benrob0329: sure |
18:32 |
rubenwardy |
also, what's everyone's favourite gif alternative atm? |
18:32 |
tenplus1 |
image = png, video = mp4 |
18:33 |
rubenwardy |
animated image though |
18:33 |
tenplus1 |
apng |
18:33 |
tenplus1 |
msot browsers can handle that :D |
18:33 |
tenplus1 |
*most |
18:34 |
* DS-minetest |
is testing shading PR with time speed 1000000, i don't see much difference to no shading |
18:34 |
paramat |
Raven262 you can place nodes using a lua voxel manipulator, that can set param2 for nodes so could do random rotation per node |
18:35 |
benrob0329 |
KaadmY: https://youtu.be/LhE7-jK6Iu8 |
18:35 |
Raven262 |
paramat, I think schematics might be a better approach to my situation. |
18:36 |
paramat |
tenplus1 selecting a random schematic from a list when placed by the decoration API? |
18:36 |
tenplus1 |
yeah |
18:36 |
tenplus1 |
we can do this with simple decoration with ={"flowers:rose", "flowers:viola"}, |
18:37 |
paramat |
there's an issue, it's a good idea but i don't think i know how to code it |
18:37 |
tenplus1 |
so why not schems... that way we can have random tree schems placed without cluttering up the area |
18:37 |
tenplus1 |
ohh |
18:38 |
tenplus1 |
I somehow assumed it was as easy as = { schem1, schem2 }, but detecting tables easily ... good point |
18:39 |
KaadmY |
benrob0329: nice |
18:39 |
KaadmY |
Maybe too much snow though >:} |
18:39 |
paramat |
maybe i'll look into it |
18:40 |
benrob0329 |
KaadmY: well everyone else was doing grass and land, so i did snow and water :PP |
18:41 |
benrob0329 |
i also spawned int snow, soooo... |
18:41 |
benrob0329 |
*into |
18:46 |
DS-minetest |
https://user-images.githubusercontent.com/7613443/28539177-175c14d6-70b1-11e7-8990-3684d964681d.png |
18:47 |
rubenwardy |
worked out how to export mp4s as gifs, here's a higher res one: https://i.rubenwardy.com/vfTGEIxiSR.gif |
18:47 |
paramat |
tenplus1 on a quick look i think it will be difficult for me to do, lots of stuff i don't understand and will probably mess up, i think you'll need to bug a different dev :] |
18:48 |
tenplus1 |
ehehe, no worries |
18:48 |
rubenwardy |
https://www.youtube.com/watch?v=PBMOG_dTbWo |
18:49 |
rubenwardy |
O_o |
18:49 |
rubenwardy |
"Dynamic shadows with shaders! (proof of concept for Minetest :P) " |
18:49 |
KaadmY |
rubenwardy: that was a while ago |
18:49 |
rubenwardy |
oh great |
18:49 |
tenplus1 |
yeah saw that... nice... try getting the code tho :P |
18:49 |
rubenwardy |
BlockMen is doing is hostily |
18:50 |
rubenwardy |
*it hostiley |
18:52 |
Raven262 |
How do i convert .we to .mts? |
18:52 |
Raven262 |
.we files don't seem to be able to load here. |
18:57 |
KaadmY |
Does the latest 0.4.16 stable MTG have bonemeal, or something that instantly grows trees? |
18:57 |
rubenwardy |
no |
18:58 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?t=16446 <-- Bonemeal mod |
18:58 |
* KaadmY |
decides to add bonemeal to Pixture |
18:58 |
tenplus1 |
:P |
18:59 |
tenplus1 |
has support for default crops/tree's and ethereal crops/trees, farming redo crops and moretree saplings |
18:59 |
lisac |
why is BlockMen such a dick? |
18:59 |
tenplus1 |
what happened ? |
18:59 |
lisac |
He could've just let the source be used by Minetest |
19:00 |
lisac |
https://www.youtube.com/watch?v=PBMOG_dTbWo |
19:00 |
lisac |
comments |
19:01 |
rubenwardy |
related: https://forum.minetest.net/viewtopic.php?f=3&t=14093 |
19:04 |
benrob0329 |
http://imgur.com/a/NhE1b |
19:05 |
KaadmY |
Nice |
19:07 |
paramat |
it's totally reasonable for him to want to keep it for blockplanet and choose the licence he wants |
19:07 |
lisac |
Hehe https://forum.minetest.net/viewtopic.php?p=208144#p208144 |
19:08 |
lisac |
paramat, I thought he needs to license his modifications under a compatible licence? |
19:08 |
KaadmY |
lisac: LGPLv2.1 -> GPLv2.0 -> GPLv3.0 |
19:08 |
sofar |
he can license his code back to minetest |
19:08 |
sofar |
nobody else can |
19:09 |
sofar |
he can take all of minetests' code |
19:09 |
lisac |
KaadmY, so you can't backport from GPL3 to 2? |
19:09 |
tenplus1 |
Bonemeal mod updated to support default bush saplings |
19:09 |
sofar |
so, it's a hostile fork, essentially |
19:09 |
sofar |
lisac: no |
19:09 |
lisac |
then why not change Minetest's licence to GPL3 |
19:09 |
KaadmY |
lisac: no, you can only change to later versions if the license allows |
19:09 |
KaadmY |
Not backwards |
19:09 |
sofar |
lisac: you don't negotiate with terrorists |
19:09 |
paramat |
oh ok, hostile but legal :] |
19:10 |
sofar |
he obviously wants minetest to NOT take his code |
19:10 |
KaadmY |
TBH it does make more sense |
19:10 |
sofar |
why should we give in to his demands? |
19:10 |
KaadmY |
Because tons of existing open source projects have GPLv3.0 |
19:10 |
rubenwardy |
"if the license allows" -> we use LGPL 2.1 or later, which is why it allows it |
19:10 |
KaadmY |
So for example code could be used from Quake then |
19:10 |
lisac |
yeah |
19:10 |
lisac |
those fancy 1999 shaders |
19:10 |
rubenwardy |
plus it would make all the Android clients even more illegal |
19:10 |
lisac |
:P |
19:10 |
KaadmY |
Or existing rendering engines, which are mainly GPLv3.0 |
19:10 |
rubenwardy |
as the ad networks would need to be GPL to |
19:11 |
KaadmY |
Android clients are pretty bad anyway |
19:11 |
rubenwardy |
however, I don't think we should do this |
19:11 |
lisac |
why not? No illegal forks |
19:11 |
rubenwardy |
contradiction there |
19:12 |
sofar |
gplv3 would exclude a whole ton of possible uses |
19:13 |
sofar |
besides, blockmen's fork is just maintained by one guy who can't possibly do it forever |
19:13 |
sofar |
you need a much larger team to support projects like this |
19:13 |
rubenwardy |
^ |
19:13 |
lisac |
sofar, what if he joins OldCoder? |
19:13 |
sofar |
changing it would be unreasonable |
19:13 |
sofar |
oldcoder has produced 0 patches to minetest |
19:13 |
sofar |
in 5 years time |
19:13 |
rubenwardy |
^ |
19:16 |
paramat |
hehe |
19:16 |
lisac |
Hey OldCoder! |
19:16 |
sfan5 |
Raven262: load the .we file and re-save as .mts |
19:17 |
sfan5 |
easier way would be to just solve the problem that hinders you from loading them |
19:25 |
garywhite |
Can we drop the OC thing? |
19:28 |
lisac |
of course. Bye OldCoder. |
19:28 |
benrob0329 |
http://imgur.com/a/6EYyS |
19:28 |
rubenwardy |
Who's "OldCoder"? |
19:28 |
benrob0329 |
this needs to be merged |
19:28 |
benrob0329 |
its too good to not be |
19:29 |
KaadmY |
That first pic looks like the model is broken :P |
19:32 |
benrob0329 |
well, high poly model with a low res texture will do that :PP |
19:32 |
benrob0329 |
but its shadded, like properly shaded |
19:32 |
KaadmY |
s/properly/badly |
19:34 |
benrob0329 |
KaadmY: well, its MUCH better than we had before |
19:35 |
KaadmY |
Well yes :P |
20:04 |
KaadmY |
I'm going a step farther with emissive nodes |
20:05 |
KaadmY |
I'm making the overlay and base texture have seperate light effects |
20:05 |
KaadmY |
So the base layer can be normal and the overlay can be flickering and fullbright |
20:06 |
benrob0329 |
:O |
20:07 |
KaadmY |
Ideally it'd be a seperate glow texture, but this system works |
20:07 |
KaadmY |
Ish |
20:08 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1844 |
20:08 |
KaadmY |
Yas |
20:08 |
KaadmY |
Fullbright is now customized in the mod |
20:09 |
KaadmY |
light_type = "none", "glow", "glow_flicker", "flicker |
20:09 |
tenplus1 |
sofar: the pull explains tnt.boom changes |
20:16 |
octacian |
benrob0329: How'd you get those nice smooth shots seen on your videos for servers like Xanadu and Redcat? |
20:17 |
tenplus1 |
:))) |
20:18 |
octacian |
It's possible using a mod easily, but I assume that's not how he did it there |
20:18 |
tenplus1 |
flying around with cinema mode active |
20:19 |
octacian |
Maybe... |
20:20 |
sofar |
tenplus1: you're modifying a nodedef right? how would that fix the issue for an exploding entity? |
20:20 |
sofar |
tenplus1: I'm sure the PR fixes "a problem" but I think it should fix "the whole problem" in one PR |
20:20 |
tenplus1 |
it's not exploding an actual tnt block at all |
20:20 |
octacian |
hmm, I guess your right. Paying closer attention, it's quite obvious that it could be done very easily that way |
20:21 |
tenplus1 |
tnt.boom simple calls an explosion to happen... |
20:21 |
tenplus1 |
if def.explode_centre is true then it sets radius to 1 automatically, if not it counts tnt blocks in aera |
20:21 |
sofar |
maybe I didn't read through properly, but what 'def' is actually being used? |
20:22 |
tenplus1 |
tnt.boom(pos, def) def.radius def.damage_radius def.disable_drops def.explode_centre etc. |
20:22 |
sofar |
ah, derp |
20:22 |
tenplus1 |
:) |
20:22 |
sofar |
see, I didn't read properly |
20:22 |
sofar |
lol |
20:22 |
tenplus1 |
a simple IF removes middle node and sets explosion count |
20:23 |
tenplus1 |
http://www.funnyjunk.com/Life+uh+finds+a+way/funny-pictures/6341251/ |
20:29 |
benrob0329 |
octacian: just fly in a straight line with fast mode disabled |
20:36 |
octacian |
benrob0329: Yeah, that's what I realized |
20:37 |
KaadmY |
:P |
21:03 |
tenplus1 |
nite folks :P |
21:03 |
|
tenplus1 left #minetest-hub |
21:04 |
KaadmY |
Night |
21:06 |
|
IhrFussel joined #minetest-hub |
21:06 |
Raven262 |
sfan5, I don't know why i can't load .we files, i just get an error "ERROR[Main]: deserializeFromMts: invalid schematic file" |
21:07 |
sfan5 |
how are you loading them? |
21:07 |
Raven262 |
I copied the code from minetest_game, the one that loads trees |
21:07 |
Raven262 |
it is exactly the same |
21:07 |
paramat |
you can't deserialize WE with a function that expects MTS? |
21:07 |
sfan5 |
^ |
21:07 |
sfan5 |
use the worldedit api to load .we files |
21:08 |
IhrFussel |
Can anyone tell me the default MAX player name length (0.4.16)? |
21:08 |
Raven262 |
And then i need worldedit as a dependency, right? |
21:08 |
Raven262 |
How do i save as .mts? |
21:08 |
sfan5 |
yep you'd need that |
21:08 |
sfan5 |
IhrFussel: absolute maximum is 255 chars |
21:09 |
Raven262 |
I would rather not add it, i'm making a lightweight mod. |
21:09 |
sfan5 |
but it's probably limited in some other way |
21:09 |
paramat |
luckily someone is working on a way to replace that worldedit schem creating feature, with something that uses MTS |
21:09 |
sfan5 |
Raven262: use //mtschemcreate |
21:09 |
Raven262 |
okay, thanks. |
21:09 |
sfan5 |
https://github.com/Uberi/Minetest-WorldEdit/blob/master/ChatCommands.md#mtschemcreate-file |
21:09 |
IhrFussel |
I mean the MAX allowed length you can enter into the username field ... I'm guessing 15-20 |
21:10 |
lisac |
hey comrades, anyone else thinks that travelnets aren't nice to have on survival servers? |
21:10 |
paramat |
we should phase out use of WE and replace with MTS |
21:10 |
sfan5 |
what? |
21:10 |
lisac |
I'd much rather build a railway |
21:10 |
lisac |
if the railway works properly |
21:10 |
lisac |
sorry for offtopic |
21:10 |
lisac |
just a note to future servers |
21:13 |
|
Bobr2 joined #minetest-hub |
21:14 |
sofar |
paramat: WE format is fine for worldedit usage, I wouldn't remove it |
21:14 |
garywhite |
MTS? |
21:14 |
sofar |
WE format isn't used in mt/mtg either, so, don't see the issue |
21:14 |
sofar |
mts is the format that minetest uses to place schematics |
21:15 |
sofar |
the worldedit mod can handle both mts and we formats |
21:16 |
|
shivajiva joined #minetest-hub |
21:16 |
IhrFussel |
Found it "minetest/src/player.h:#define PLAYERNAME_SIZE 20" |
21:18 |
nerzhul_ |
yeah |
21:18 |
nerzhul_ |
i think we should drop it with 0.5 |
21:18 |
nerzhul_ |
the new init scheme since SRP take care about this |
21:18 |
nerzhul_ |
before SRP 20 chars for player and pass is the maximum because it's not well handled |
21:19 |
benrob0329 |
rdococ: post the error here |
21:23 |
Raven262 |
My schematic is cut in half when loaded, and there is no other half in the ground |
21:25 |
KaadmY |
Ooh I just had an idea |
21:25 |
KaadmY |
While sneaking the view height is reduced by about 2 pixels |
21:26 |
sofar |
adjust camera offset |
21:27 |
KaadmY |
That's server side, laggy |
21:31 |
|
NatedaGr8 joined #minetest-hub |
21:32 |
KaadmY |
What's a good term to describe how embers glow while smoldering? |
21:33 |
sofar |
the player model may be different, sneak may be a real "crawl" with a different player model entirely, so I'd expect camera offset to be equally changed by a mod, and not client side |
21:33 |
KaadmY |
Yeah |
21:34 |
KaadmY |
In that case my argument would be, why not have a sneak camera offset on the player? |
21:34 |
sofar |
same for players attached to a mount/vehicle |
21:34 |
KaadmY |
Since the first person model's sneak animation is client side |
21:34 |
sofar |
sneak offset may be a good idea |
21:34 |
IhrFussel |
nerzhul_, you don't plan to REMOVE the char limit though right?? You mean increase it? |
21:35 |
KaadmY |
At least have a very hight sane name length limit |
21:35 |
KaadmY |
Like 50 |
21:35 |
KaadmY |
Just so people don't have names that overflow the screen |
21:35 |
IhrFussel |
Servers need a char limit for player names otherwise we might see names like "wow_what_a_cool_username_i_got_here_my_dear_folks_lol" |
21:36 |
KaadmY |
+1 |
21:36 |
Raven262 |
I just tried |
21:36 |
IhrFussel |
No 50 is too high IMO...think about the HUD displays that use player names like the areas mod |
21:36 |
Raven262 |
You get player name too long |
21:36 |
sofar |
or just filling the entire screen |
21:36 |
KaadmY |
Okay, 32 or so |
21:36 |
KaadmY |
But there should be a length limit anyhow |
21:37 |
KaadmY |
Even Twitter has like 15 character limit on their usernames |
21:37 |
IhrFussel |
There is one right now it's 20 |
21:38 |
KaadmY |
IMO 20 character player name is fine |
21:38 |
IhrFussel |
Unless SRP doesn't use PLAYERNAME_SIZE |
21:38 |
KaadmY |
Having a limited password to 20 characters though... |
21:38 |
nerzhul_ |
IhrFussel, remove it with a limit, just a better protocol thing |
21:38 |
KaadmY |
minetest.conf:max_player_name_length = 20 |
21:39 |
lisac |
<nerzhul_> before SRP 20 chars for player and pass is the maximum because it's not well handled |
21:39 |
lisac |
at least we are not enforcing an exact length |
21:39 |
lisac |
without any signs |
21:39 |
lisac |
at specifically without " |
21:39 |
KaadmY |
Yea :cringe: |
21:40 |
KaadmY |
https://github.com/SirCmpwn/evilpass |
21:41 |
IhrFussel |
nerzhul_, I don't follow you...what do you mean now? How long can a name be with the new system? I surely hope it will not be more than 32 chars |
21:41 |
lisac |
I should stop reusing passwords |
21:41 |
lisac |
and install a password store |
21:42 |
KaadmY |
Heh |
21:42 |
nerzhul_ |
currently i cannot remember |
21:43 |
paramat |
er i mean remove usage of WE outside of worldedit |
21:43 |
Calinou |
relevant: https://xkcd.com/1820/ |
21:45 |
Raven262 |
How do i make my schematic to generate one node above the ground? |
21:45 |
Raven262 |
I keep getting them stuck in the ground |
21:46 |
sfan5 |
paramat: you do know that .we has more features than .mts |
21:46 |
sfan5 |
? |
21:46 |
KaadmY |
Someone start a petition to get Calinou to change his nickname to XKCDBot |
21:46 |
paramat |
did you set global force-place true for the schematic? (concerning cut in half) |
21:46 |
KaadmY |
Raven262: for decorations or place_schematic? |
21:46 |
Raven262 |
decorations |
21:46 |
paramat |
sfan i didn't but it doesn't surprise me |
21:47 |
KaadmY |
Is center_y set? |
21:47 |
Raven262 |
yep |
21:47 |
Raven262 |
its false |
21:47 |
Raven262 |
but it still makes them one node inside ground |
21:47 |
KaadmY |
You should just remove that |
21:47 |
paramat |
schem decos are placed sunk 1 node into the ground |
21:47 |
KaadmY |
It's default to false anyway |
21:48 |
Raven262 |
well, i'm getting them in the ground |
21:48 |
KaadmY |
paramat: ah, didn't know that |
21:48 |
paramat |
only way to avoid is to recreate the schem with a layer of not-placed air at the bottom |
21:48 |
KaadmY |
Actually I think I dealt with that already |
21:48 |
Raven262 |
how do i make the air "ignored"? |
21:49 |
paramat |
"air" prob = 0 |
21:49 |
Raven262 |
ah |
21:49 |
paramat |
prob 0 is never placed whatever the global force-place is set to |
21:50 |
Raven262 |
I'm currently looking where to add that, i never used this before. |
21:54 |
paramat |
of course .. you can only add that if you create your schem using a lua table |
21:54 |
paramat |
which is recommended, much more flexible |
21:55 |
paramat |
link coming |
21:55 |
paramat |
https://github.com/minetest-mods/saveschems like that |
21:56 |
Raven262 |
can this mod be used to create lua table from .mts? |
21:56 |
paramat |
then you can set per-node force place too if needed |
21:56 |
paramat |
no but a MT function exists for that |
21:56 |
Raven262 |
how do i make lua table out of a schematic? |
21:57 |
paramat |
someone has code somewhere that does that .. |
21:58 |
Raven262 |
Can worldedit do that? |
21:58 |
paramat |
trying to remember where that code is |
21:58 |
paramat |
not sure |
21:58 |
Raven262 |
I also have the builds that i later saved as schematics, so i could save them again if its possible in this way. |
22:00 |
KaadmY |
Any node can now specify fullbright and flickering |
22:01 |
octacian |
KaadmY: Nice! So we can now have more realistic torch and fire lighting? |
22:02 |
KaadmY |
octacian: yis |
22:02 |
KaadmY |
Oh, and guess what |
22:02 |
KaadmY |
Fullbright/flicker is per-layer |
22:02 |
octacian |
Nice! :D |
22:02 |
KaadmY |
Meaning the overlay can flicker |
22:02 |
KaadmY |
While the base is normal |
22:02 |
|
DI3HARD139 joined #minetest-hub |
22:02 |
octacian |
Woah! Nice! |
22:02 |
KaadmY |
And vice-versa |
22:02 |
KaadmY |
Real lava and embers, here I come! |
22:03 |
octacian |
Yay! |
22:03 |
KaadmY |
Should work on ANY node, plants too |
22:03 |
paramat |
but we already do flicker with animated textures? |
22:03 |
KaadmY |
paramat: slowly though |
22:03 |
KaadmY |
I'll add more types later, right now I just have fullbright, fullbright+flicker, and flicker |
22:03 |
nerzhul_ |
KaadmY, video needed heh |
22:03 |
nerzhul_ |
i hope shadow can be possible too |
22:04 |
nerzhul_ |
i need to review your code in terms of performance penalty too |
22:04 |
KaadmY |
And I want to add stuff like smoldering and pulsing |
22:04 |
octacian |
Out of curiosity, why is a video needed when you can just test the PR? :P |
22:04 |
KaadmY |
My code probably has some dumb stuff I overlooked |
22:04 |
KaadmY |
Just a warning |
22:04 |
octacian |
from my testing both now and when KaadmY had just started, performance seems the same although I didn't do any really technical testing |
22:04 |
rubenwardy |
KaadmY, any reason you don't support search in pixture? |
22:04 |
KaadmY |
rubenwardy: I just haven't added it :P |
22:05 |
rubenwardy |
fair |
22:05 |
KaadmY |
And since I found out that you can search in any list already in formspecs... |
22:05 |
octacian |
For what, crafting guide? |
22:05 |
KaadmY |
octacian: yeah |
22:05 |
rubenwardy |
crafting |
22:05 |
paramat |
well animation speed is settable so it can be fast if needed. flicker should be created using animated textures as currently, no need for another way |
22:05 |
octacian |
Ah, right. |
22:05 |
KaadmY |
paramat: animated flickering is very costly though, isn't it? |
22:05 |
octacian |
paramat: We're not saying a flickering texture, but flickering light source AFAIK |
22:05 |
rubenwardy |
also, you should be able to click ingredients to select their item in the list view |
22:06 |
* octacian |
still needs to implement a crafting guide in Eden before he goes |
22:06 |
KaadmY |
rubenwardy: like how? |
22:06 |
rubenwardy |
there's ingredients on the left of the list |
22:06 |
paramat |
no flickering illumination is not what he means |
22:06 |
rubenwardy |
clicking eg: wood should go to the item in the list to craft wood |
22:06 |
rubenwardy |
also, what is the name of wood |
22:06 |
KaadmY |
octacian: just the node itself flickers |
22:06 |
rubenwardy |
aaahh |
22:06 |
rubenwardy |
planks |
22:07 |
octacian |
KaadmY: Ah, got it. |
22:07 |
octacian |
Although flickering illumination would be cool :D |
22:08 |
KaadmY |
Yeah |
22:08 |
KaadmY |
I'd need a full realtime shader-only pipeline for that |
22:08 |
rubenwardy |
I really like how craft items go to the main inventory on inventory close |
22:08 |
KaadmY |
Since the lighting curves would be all off |
22:08 |
KaadmY |
rubenwardy: fun fact: dying also drops your armor and crafting inventory |
22:08 |
KaadmY |
So stop trying to save items that way |
22:08 |
octacian |
I honestly far prefer just dropping crafting items on the ground |
22:08 |
rubenwardy |
I've never actually played a game with armour |
22:08 |
octacian |
On close inventory I mean |
22:09 |
KaadmY |
octacian: that seems strange though |
22:09 |
rubenwardy |
Minetest subgame I mean |
22:09 |
KaadmY |
But is more realistic |
22:09 |
KaadmY |
Also, cactus armor actually is pretty realistic probably |
22:09 |
octacian |
It's quite nice IMO. Reinforces the idea of not leaving stuff in places in order to try and protect it from being lost, and also gives other players the ability to grab stuff if you're not careful |
22:10 |
KaadmY |
Yeah |
22:10 |
KaadmY |
I have to fix a few more things too |
22:10 |
KaadmY |
Like making jeweling benches drop items when they're dug up |
22:10 |
KaadmY |
Also with the new item coloring I have an awesome idea |
22:10 |
KaadmY |
Have a dye bench |
22:10 |
octacian |
I think I'm going to make all nodes with an inventory just drop stuff on the ground when broken in Eden.. |
22:11 |
KaadmY |
That can color any item an arbitrary color |
22:11 |
octacian |
That'd be awesome! It could replace dyeing wool in the inventory too, which makes no sence |
22:11 |
KaadmY |
Yeah |
22:11 |
KaadmY |
Still got lots of ideas for Pixture :) |
22:11 |
octacian |
Wait, doesn't hardware colouring require some addition to supported item definitions, or does it work on anything? |
22:11 |
rubenwardy |
what's your aims for it? |
22:12 |
rubenwardy |
apart from being playable without mods |
22:13 |
* rubenwardy |
was wondering why it was still day |
22:13 |
* rubenwardy |
time_speed was 0 |
22:14 |
octacian |
I really dislike it when people make subgames that are just a bunch of mods |
22:14 |
rubenwardy |
^ |
22:14 |
octacian |
That's what modpacks are for |
22:14 |
rubenwardy |
or MTG + mods |
22:14 |
octacian |
Yeah |
22:14 |
rubenwardy |
the beauty of Minetest is its subgames |
22:14 |
rubenwardy |
the ability to make your own polish game play experience |
22:15 |
octacian |
I started working on a subgame a few months back, and so far, I've copied absolutely no code (except for a bit from the players part of default) |
22:15 |
rubenwardy |
it's pretty cool having that artistic license |
22:15 |
octacian |
It's not all that hard, and gives a much nicer result |
22:15 |
octacian |
Yeah |
22:15 |
rubenwardy |
ew |
22:15 |
rubenwardy |
although |
22:15 |
rubenwardy |
meh |
22:15 |
rubenwardy |
MTG sucks for intergame support |
22:15 |
octacian |
Yes, it does. |
22:15 |
octacian |
"ew" about what? |
22:15 |
rubenwardy |
it makes mod dev hell |
22:16 |
rubenwardy |
my initial reaction was ew to reimplementation, but then I remembered |
22:16 |
octacian |
Ah, I see. |
22:16 |
rubenwardy |
*remembered what MTG was like |
22:17 |
octacian |
You know, the ability for subgames to customize formspecs themselves without providing custom APIs would really improve things |
22:17 |
octacian |
e.g. background, tooltip colour, button background, etc... |
22:17 |
rubenwardy |
you can kind of do that using default.blah |
22:18 |
rubenwardy |
although not before they start to be used |
22:18 |
octacian |
default.blah? |
22:18 |
rubenwardy |
really we need a CSS like thing |
22:18 |
octacian |
Yeah, something of the likes would be nice. |
22:18 |
rubenwardy |
default.bg_slots and default.background |
22:18 |
rubenwardy |
I think |
22:18 |
octacian |
Right. But that's still subgame specific |
22:18 |
rubenwardy |
true |
22:18 |
octacian |
What if the subgame doesn't have a default mod? Mine doesn't. |
22:18 |
rubenwardy |
no subgame should have a default mod |
22:19 |
paramat |
seems a bad mod name |
22:19 |
octacian |
My subgame Eden has an "eden" mod for some basic stuff like item drops that I couldn't think of where else to put, but the rest is essentially organized by category |
22:19 |
rubenwardy |
it could be called foobar, it doesn't matter |
22:19 |
rubenwardy |
as Wuzzy likes saying, it's a God class |
22:20 |
octacian |
It'd be preferable to have something in the root level of the subgame to globally define this stuff though |
22:20 |
lisac |
why is it called 'default' in MT game? |
22:20 |
octacian |
And maybe allow extending it to cover (& customize) the main menu at the same time |
22:20 |
lisac |
why not change it into 'stone', 'mapgen', 'wood', etc. |
22:20 |
octacian |
lisac: AFAIK there really is no reason. None worth discussing anyways. |
22:20 |
octacian |
Because it'd supposedly cause too much breakage |
22:20 |
lisac |
but it would be better; player could just remove wood if he doesn't like it |
22:20 |
lisac |
when making his own subgame |
22:21 |
octacian |
I agree fully that it would be better |
22:21 |
octacian |
Especially for a subgame base |
22:21 |
rubenwardy |
lisac, not good |
22:21 |
celeron55 |
it's called default because it contains the stuff MT 0.3 had in C++ that was just moved there |
22:21 |
rubenwardy |
it needs to be modular |
22:21 |
lisac |
wow hi celeron55! |
22:21 |
octacian |
Ah, that makes sense. |
22:21 |
celeron55 |
(hi :P) |
22:21 |
rubenwardy |
ie: env (dirt/stone/core mapgen stuff), books, ores, tools (depending on ores?) |
22:22 |
rubenwardy |
it's hard to split up though |
22:22 |
KaadmY |
Hi celeron55 :) |
22:22 |
octacian |
hmm, Speaking of mods, it would really improve some of the confusing code seen in modmgr and all over the place regarding mod names if we simply required a mod.conf with a name attribute for the mod to be loaded. Thoughts? |
22:22 |
lisac |
:D someone might've asked before, but how did you choose the name 'Minetest'? |
22:22 |
rubenwardy |
as a good game leads to lots of linking together to create polish |
22:22 |
rubenwardy |
octacian, I agree |
22:22 |
Raven262 |
Is there a way to set a probability chance for a schematic to spawn using the decoration api? |
22:22 |
octacian |
PR upcoming as soon as I can get to it. |
22:22 |
octacian |
If I can get to it :rofl: |
22:22 |
rubenwardy |
although practicality is meh |
22:22 |
KaadmY |
octacian: mods should have a mod.conf configuration file for everything |
22:22 |
octacian |
Why's that? |
22:22 |
rubenwardy |
would be good to have depends in mod.conf too |
22:23 |
octacian |
Yes, that's the idea. |
22:23 |
KaadmY |
Or at least make depends smarter |
22:23 |
octacian |
Require mod.conf for the mod to be loaded, and unify all meta-files there |
22:23 |
rubenwardy |
0.5 anyone? |
22:23 |
celeron55 |
lisac: i chose the name minetest-c55, because you have to give some name to a project directory in order to make one, and then the first part stuck |
22:23 |
KaadmY |
And extend depends to ask for specific versions of mods |
22:23 |
octacian |
Definitely something that should be done for 0.5. especially seeing as it'd cause breakage |
22:23 |
KaadmY |
(Semantic versioning anyone...) |
22:23 |
lisac |
lol 'tis a good name |
22:23 |
rubenwardy |
KaadmY++ |
22:24 |
lisac |
why was -c55 dropped? |
22:24 |
KaadmY |
Minetest = my test? |
22:24 |
Raven262 |
No it tests mines |
22:24 |
octacian |
Would be a good time to rework the way information is loaded regarding mods, and most definitely to improve the current dependency hell |
22:24 |
lisac |
Minekampf |
22:24 |
lisac |
:P |
22:24 |
celeron55 |
well, minetest was shorthand for "minecraft test" i guess |
22:25 |
rubenwardy |
> achievements are chat messages |
22:25 |
rubenwardy |
:( |
22:25 |
* KaadmY |
spends hours thinking of project names before giving up on them |
22:25 |
octacian |
Speaking of achievements, why can't we change text size in formspecs and HUDs? |
22:25 |
lisac |
KaadmY, sometimes I'm sad there is no 'randomize name' button |
22:25 |
lisac |
octacian, you could make a bmp font, then place it image by image |
22:25 |
lisac |
using some lua code to do it automatically |
22:26 |
octacian |
Yeah, but would be far better to have in the engine |
22:26 |
lisac |
probably. :P |
22:26 |
octacian |
It's one of those features that I just don't understand why it's non-existent |
22:26 |
octacian |
Plus, if you use a custom image, then the player can't control the font client-side |
22:26 |
Calinou |
relevant: https://videogamena.me/ |
22:26 |
Calinou |
(some results may be NSFW) |
22:27 |
KaadmY |
Well it would be really nice to have a couple client-side fonts to chose from that subgames can use |
22:27 |
lisac |
I think I asked before: why not use html for interface? |
22:27 |
lisac |
it is pretty simple |
22:27 |
rubenwardy |
heavy |
22:27 |
lisac |
and most people know it |
22:28 |
KaadmY |
Calinou: I'm getting cringey flashbacks to some games on Google Play |
22:28 |
KaadmY |
lisac: waaaaaaaaaaaaaaaaay too complicated |
22:28 |
lisac |
hm |
22:28 |
lisac |
well probably |
22:28 |
KaadmY |
And the HTML spec requires CSS and JS to be integrated |
22:28 |
KaadmY |
Which adds almost 100mb to the engine bundle |
22:28 |
lisac |
alright, then something resembling html? |
22:28 |
KaadmY |
XML-like maybe |
22:29 |
KaadmY |
Even then a fully custom interface woule be better |
22:29 |
lisac |
maybe. But something with a tree structure |
22:29 |
KaadmY |
I don't think a tree structure would be required |
22:29 |
lisac |
not just a list of elements |
22:29 |
rubenwardy |
it needs to be responsive |
22:29 |
KaadmY |
Just a flat array of elements is good enough IMO |
22:29 |
octacian |
Maybe. TBH, the current formspec system wouldn't be bad if the units used were unified |
22:29 |
KaadmY |
+1 |
22:29 |
lisac |
and if we had scroll bars |
22:29 |
octacian |
In fact, with several other minor improvements, I'd be quite happy |
22:29 |
octacian |
-ish |
22:30 |
octacian |
It would be nice to be able to more easily and "globally" control styles, e.g. change field background |
22:30 |
KaadmY |
lisac: we do have scroll bars...? |
22:30 |
rubenwardy |
KaadmY, I haven't seen any mobs - is that usual? |
22:30 |
lisac |
KaadmY, we do? |
22:30 |
KaadmY |
rubenwardy: hm, what biomes? |
22:30 |
rubenwardy |
erm |
22:30 |
KaadmY |
They're not *that* common |
22:31 |
KaadmY |
But you should be able to find some in a few minutes |
22:31 |
rubenwardy |
it's grassy with birch and normal trees |
22:31 |
lisac |
moment I'm googling |
22:31 |
KaadmY |
Forest? |
22:31 |
octacian |
lisac: We do, but they can't scroll normal elements. Only tables |
22:31 |
KaadmY |
Tall trees too? |
22:31 |
lisac |
oh |
22:31 |
octacian |
Although I guess there is the scrollbar element, but not very nice... |
22:31 |
lisac |
so I can't make a long formspec with a scrollbar? |
22:31 |
octacian |
Nope. |
22:32 |
lisac |
`scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]` |
22:32 |
lisac |
so I could manually make it |
22:32 |
lisac |
by moving the elements up-down |
22:32 |
lisac |
not very pretty though |
22:33 |
lisac |
just get y change and move the elements pos |
22:33 |
KaadmY |
Egh that's possible but messy :P |
22:34 |
octacian |
paramat: Still having issues regarding probabilities with minetest.create_schematic. I'm limiting prob to 0-127, and multiplying by 2 all the time. Then, if force place is set to true, I also add 1 to the multiplied probability. Did I misunderstand something? |
22:34 |
lisac |
https://hydra-media.cursecdn.com/dota2.gamepedia.com/c/c4/Sven_move_07.mp3 |
22:34 |
KaadmY |
lisac: :P |
22:34 |
lisac |
:P |
22:36 |
KaadmY |
octacian: http://ricilake.blogspot.com/2007/10/iterating-bits-in-lua.html |
22:36 |
KaadmY |
Messh but might work |
22:36 |
lisac |
51% memory usage with ~20 windows on. I like this PC |
22:37 |
octacian |
I have absolutely no clue what to do with that :P |
22:37 |
KaadmY |
Is it possible to have a HUD image element that stretches to fill the entire screen? |
22:37 |
rubenwardy |
yes, I think |
22:37 |
lisac |
KaadmY, it is |
22:37 |
lisac |
I done it accidentally |
22:37 |
lisac |
I think |
22:37 |
rubenwardy |
with negatives for percentages |
22:37 |
KaadmY |
Ah right |
22:37 |
lisac |
or was it an inventory |
22:37 |
KaadmY |
I want to try adding a vignette filter >:} |
22:38 |
lisac |
rubenwardy, negatives for percentages? |
22:38 |
paramat |
"Is there a way to set a probability chance for a schematic to spawn using the decoration api?" that's what 'fill ratio' or 'noise params' is for, altering deco density |
22:38 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1180 |
22:38 |
rubenwardy |
Negative values represent that percentage of the screen it |
22:38 |
rubenwardy |
should take; e.g. `x=-100` means 100% (width). |
22:39 |
lisac |
oh |
22:39 |
octacian |
How hard would it be to normalize formspec units? |
22:39 |
rubenwardy |
very |
22:39 |
octacian |
Why? |
22:39 |
lisac |
but aren't formspec units in 10s of the screen= |
22:39 |
lisac |
*? |
22:39 |
rubenwardy |
backwards compatibility |
22:39 |
octacian |
Forget backwards compatibility, we're moving in to 0.5, this would be the perfect chance |
22:39 |
lisac |
rubenwardy, .5 is the breaking release, right? |
22:39 |
lisac |
yeah! workers of the world unite! |
22:40 |
lisac |
oh wait, wrong chance |
22:41 |
paramat |
octacian that sounds right, but the code suggests it may actually be 0-127 no force place, 128-255 force place, i'm not sure, if so docs are wrong |
22:41 |
octacian |
Got it. So I should only multiply by 2 if force place. Will give it another try |
22:42 |
rubenwardy |
I'm guessing this isn't intentional, KaadmY: https://i.rubenwardy.com/fmXwHybQiv.png |
22:43 |
KaadmY |
rubenwardy: yeah I noticed that too... |
22:43 |
KaadmY |
If you enable collisions on entities as soon as they stop moving it resets acceleration too it seems |
22:43 |
octacian |
What causes the units of formspec elements to be different? |
22:43 |
KaadmY |
So gravity stops |
22:44 |
rubenwardy |
octacian, sloppy coding |
22:44 |
rubenwardy |
no auto testing |
22:44 |
octacian |
Aww, way too complex for me to try and fix considering my small C++ knowledge xD |
22:45 |
rubenwardy |
https://i.rubenwardy.com/qKneQV1L5e.png |
22:45 |
rubenwardy |
pretty mapgen |
22:45 |
rubenwardy |
kudos to paramat |
22:45 |
KaadmY |
yeah |
22:45 |
rubenwardy |
also, spot entrance to the base ;) |
22:45 |
rubenwardy |
I'm so cliche |
22:45 |
KaadmY |
rubenwardy: is that with my lighting shaders? |
22:45 |
rubenwardy |
yes |
22:46 |
KaadmY |
Let me guess: in the waterfall |
22:46 |
rubenwardy |
yup |
22:46 |
KaadmY |
>:} |
22:47 |
paramat |
bool force_place_node = schemdata[i].param1 & MTSCHEM_FORCE_PLACE; |
22:47 |
paramat |
#define MTSCHEM_FORCE_PLACE 0x80 |
22:48 |
rubenwardy |
your shaders make this look quite nice: https://i.rubenwardy.com/oVaOiEhbYS.png |
22:48 |
paramat |
0x80 is 1000000 in binary i think |
22:48 |
KaadmY |
rubenwardy: yep :) |
22:48 |
KaadmY |
Morning is the best |
22:48 |
paramat |
that would make the most significant bit force place |
22:48 |
rubenwardy |
also, in other news: I've found mobs |
22:48 |
KaadmY |
rubenwardy: \o/ |
22:49 |
rubenwardy |
> raw pork chop |
22:49 |
rubenwardy |
swear that was a cow |
22:49 |
KaadmY |
Hehe |
22:49 |
KaadmY |
It's a *Boar* |
22:49 |
paramat |
so it seems the docs are wrong, prob is 0-127, then add 128 if per-node force-place |
22:49 |
KaadmY |
Not a pig >.> |
22:49 |
paramat |
but i need to double check |
22:50 |
octacian |
huh, So just a simple if force_place then prob = prob + 128 end |
22:51 |
paramat |
yes (hopefully) |
22:51 |
octacian |
Multiplying by 2 did it though |
22:51 |
octacian |
Only for high number though... |
22:51 |
octacian |
Yes, add 128 will do it |
22:52 |
octacian |
Testing to be sure... |
22:52 |
|
DI3HARD139 joined #minetest-hub |
22:52 |
rubenwardy |
I wonder how you can show craft recipes based on what the player is likely to do next |
22:52 |
paramat |
i did wonder why hmmmm used the least significant bit for force-place, it seemed odd to do that |
22:53 |
rubenwardy |
ie: to start with, I should only be shown wood/string/wooden tools/bed |
22:53 |
octacian |
huh, Seems as though it doesn't work... |
22:53 |
rubenwardy |
the rest below those and greyed out |
22:53 |
rubenwardy |
I guess some sort of ordering by tech level |
22:53 |
rubenwardy |
where tech level is an invisible thing unlocked by crafting/obtaining items? meg |
22:53 |
KaadmY |
rubenwardy: I couldn't get graying out to work right |
22:53 |
rubenwardy |
*meh |
22:53 |
octacian |
However, if I just force probability to be 254 for force place, it works fine |
22:54 |
rubenwardy |
KaadmY, color or list tracking issue? |
22:54 |
octacian |
Or wait, I suppose 255 would be more sensible |
22:54 |
KaadmY |
rubenwardy: I forget :thinking: |
22:54 |
rubenwardy |
I did it for awards |
22:54 |
KaadmY |
I think it was more a UX issue |
22:54 |
KaadmY |
Since how does it know what you can craft? |
22:54 |
KaadmY |
Does it use what's in your inventory? |
22:54 |
KaadmY |
Or the input items? |
22:54 |
octacian |
KaadmY: Check what's in the inventory |
22:55 |
KaadmY |
And you can also drop in items from other inventories, like the armor |
22:55 |
KaadmY |
Those are more edge cases, but I think that's why I stopped doing it |
22:56 |
octacian |
paramat: Yes, that does it. Just set prob to 255 for force place, and limit from 0-127 for non-force place |
22:56 |
rubenwardy |
https://i.rubenwardy.com/vMW8mj8y8s.png |
22:57 |
KaadmY |
rubenwardy: ungenerated terrain :sick: |
22:57 |
rubenwardy |
heh |
22:57 |
rubenwardy |
I just think that's fog |
22:57 |
rubenwardy |
to make myself feel better |
22:59 |
rubenwardy |
better? https://i.rubenwardy.com/o2CDGt8hP7.png |
22:59 |
KaadmY |
Yus |
23:10 |
lisac |
hey has anyone seen the hexen lava effects? |
23:12 |
paramat |
octacian prob still needs to be usable with force-place |
23:12 |
lisac |
there are like jumping fireballs |
23:12 |
lisac |
from the lava |
23:12 |
lisac |
might look nice in MT |
23:12 |
octacian |
paramat: You're right... |
23:12 |
paramat |
"place this node 50% of the time, but if it is placed, force-place it" |
23:12 |
KaadmY |
lisac: what Quake/DooM-based DOESN'T have fireballs...? |
23:12 |
lisac |
KaadmY, hm right |
23:12 |
octacian |
ugh, will experiment some more. I think I only thought it failed, but it actually didn't |
23:12 |
lisac |
but Doom and Quake games are the best |
23:13 |
lisac |
and they support Linux |
23:13 |
KaadmY |
Yea <3 |
23:13 |
octacian |
Now for a few itemstack description tweaks, and I should be good to go... |
23:13 |
paramat |
i looked at the code again and i think i'm right. prob 0-127, then add 128 if per-node force-place |
23:14 |
paramat |
testing may be difficult though |
23:14 |
octacian |
Yes, you're right. I was just confused, it didn't occur to me that you could still force place nth% of the time |
23:14 |
KaadmY |
lisac: |
23:14 |
KaadmY |
https://farm3.staticflickr.com/2818/33459192014_2e76a22a09_c.jpg |
23:14 |
paramat |
i've added correcting the docs to my huge TODO list :P |
23:14 |
octacian |
You don't even wanna see mine... :P |
23:15 |
KaadmY |
My TODO list is small |
23:15 |
KaadmY |
1. Make this game |
23:15 |
KaadmY |
2. Make that game |
23:15 |
KaadmY |
3. Finish the broken game |
23:15 |
octacian |
Just in general Minetest (minus my subgame), 43 tasks. And I'd like to get a few of them done before a start on a 2+ months break from Minetest in a few days. |
23:16 |
|
RichardTheTurd joined #minetest-hub |
23:17 |
KaadmY |
Sokomine: do you have a link to the mode in Adventuretest that makes the screen black while sleeping? |
23:23 |
KaadmY |
Yiss vignette works |
23:23 |
KaadmY |
Gonna have in Pixture master |
23:25 |
paramat |
octacian i think i know why the docs are as they are. in a lua table prob is still entered as 0-255, but that gets divided by 2 to get 0-127, then 128 is added for force-place. so docs may be right |
23:25 |
octacian |
So... |
23:25 |
paramat |
need to investigate, it's complex |
23:26 |
octacian |
But how is force place determined from probability_list? |
23:27 |
paramat |
exactly .. |
23:28 |
octacian |
I wonder if that comment only applies to if force_place is set to true as a parameter of place_schematic |
23:30 |
paramat |
like this https://github.com/minetest/minetest/blob/master/src/mg_schematic.cpp#L533 |
23:30 |
paramat |
directly applies the probs in the list |
23:31 |
octacian |
Well, although I don't really understand much of the code itself, that's probably it |
23:31 |
paramat |
so your prob list has to be encoded with force-place |
23:32 |
lisac |
octacian, two months break from minetest? |
23:32 |
lisac |
not any of my business, but may I ask why? |
23:32 |
lisac |
are you finding mt an obligation? |
23:33 |
octacian |
paramat: So, the way I'm doing it? Adding 128 if force place? |
23:33 |
* lisac |
is sorry to have asked |
23:33 |
* lisac |
hides |
23:34 |
octacian |
lisac: It's complicated. I suppose that's a simple way to put it. In short, I find myself spending way too much time on MT and rarely spend any time developing more useful real-world skills (e.g. WordPress) |
23:34 |
octacian |
heh, It's fine :P |
23:34 |
lisac |
okay :) I'm just finding that a lot of people are leaving |
23:35 |
|
DI3HARD139 joined #minetest-hub |
23:35 |
octacian |
Yeah, I'm not leaving leaving though, only temporary until I feel as though I've mastered WP and it's plugin/theme development at least partially |
23:35 |
* KaadmY |
decides to leave Minetest to bother people |
23:35 |
octacian |
heh |
23:36 |
octacian |
KaadmY: You know, sad to say, but I'm not sure that it'd bother many people... I dunno how many active Minetesters actually knew about your existence until now :P |
23:36 |
octacian |
half-jk :PPP |
23:36 |
KaadmY |
Yeah :D |
23:36 |
KaadmY |
Also Pixture has vignette |
23:36 |
lisac |
KaadmY, pls don't leave |
23:37 |
lisac |
who'll make shaders after you leave? :P |
23:37 |
KaadmY |
It works having a stretched HUD image with a radial gradient >:} |
23:37 |
KaadmY |
lisac: nobody :( |
23:37 |
lisac |
and that would be sad :( |
23:38 |
octacian |
paramat: So, can you confirm that 0-127 and add 128 if force place is the proper way to do it with create_schematic and probability_list? |
23:38 |
* octacian |
is really excited to get his schematic creator fully functional and implement a new tree in Eden |
23:39 |
lisac |
schematic creator? |
23:41 |
|
tumeninodes joined #minetest-hub |
23:41 |
octacian |
lisac: A mod that introduces a single block to manage creating schematics based from the position of the block. It supports y-slices and probabilities |
23:41 |
lisac |
oh |
23:41 |
lisac |
I was more thinking of an outside tool in which you set the nodes |
23:41 |
octacian |
It's way easier than trying to hardcode schematics |
23:41 |
octacian |
Outside tool? |
23:41 |
octacian |
Oh, you're saying like an external program? |
23:41 |
lisac |
yeah, like the nodebox creator |
23:42 |
lisac |
yes. |
23:42 |
lisac |
but well, your idea might be better |
23:42 |
octacian |
No need for that complexity IMO when you could just build it in-game and export including probabilities and y-slices |
23:42 |
rubenwardy |
*Node Box Editor |
23:42 |
rubenwardy |
:) |
23:42 |
KaadmY |
Note Bulge Editorial* |
23:43 |
lisac |
lol rubenwardy |
23:43 |
lisac |
hey we are actually rising on Alexa http://www.alexa.com/siteinfo/minetest.net |
23:44 |
|
Raven262 joined #minetest-hub |
23:44 |
rubenwardy |
argh |
23:44 |
rubenwardy |
how do I describe metadata |
23:45 |
octacian |
Woot! Functional! |
23:45 |
lisac |
rubenwardy, 'text' |
23:45 |
lisac |
'Functional text' |
23:45 |
lisac |
um... |
23:45 |
lisac |
'very functional text'? |
23:45 |
lisac |
ah! 'Textual data' |
23:46 |
rubenwardy |
Metadata is used to store data about a thing, which is not the thing itself. |
23:46 |
rubenwardy |
For example, node metadata may contain the owner of a node, but the type of node |
23:46 |
rubenwardy |
and its orientation is not metadata. |
23:46 |
rubenwardy |
hmmm |
23:46 |
lisac |
um. That sounds confusing. |
23:46 |
rubenwardy |
I'm thinking that maybe it shouldn't go generic |
23:46 |
rubenwardy |
so quickly |
23:46 |
lisac |
'Metadata is a storage mechanism, used for storing variables and formspec code inside a node, player, or a file' |
23:46 |
rubenwardy |
like, the node metadata chapter should pretend no other meta exists |
23:46 |
octacian |
What happens when you test a schematic mod for 3+ hours: http://i.imgur.com/xYJuiPg.png |
23:47 |
lisac |
'Metadata is a text-based storage mechanism, tied to a node or a player' |
23:47 |
KaadmY |
Hehe octacian |
23:47 |
rubenwardy |
not true though |
23:47 |
lisac |
octacian, that is awesome |
23:47 |
rubenwardy |
as it can also store inventories |
23:47 |
rubenwardy |
also, players don't have metadata |
23:47 |
rubenwardy |
but items do |
23:47 |
rubenwardy |
but yeah, not the point of the sentence :D |
23:47 |
lisac |
'Metadata is a text-based storage mechanism, tied to a node or a player, or tied to a name' |
23:48 |
lisac |
hm |
23:48 |
KaadmY |
rubenwardy: players have metadata now |
23:48 |
rubenwardy |
nope |
23:48 |
lisac |
'Metadata is a text-based storage mechanism, tied to a node or an item, or tied to a name' |
23:48 |
rubenwardy |
they have attributes |
23:48 |
lisac |
yeah |
23:48 |
rubenwardy |
well, they have metadata in the definition of the word |
23:48 |
KaadmY |
Well yes |
23:48 |
lisac |
just make an attribute named metadata |
23:48 |
rubenwardy |
but not MetaDataRef |
23:48 |
lisac |
then fill it with your data |
23:48 |
lisac |
use serialize and deserialize functions |
23:49 |
lisac |
'Metadata is a text-based storage mechanism, tied to a position, item, or an unique name.' |
23:49 |
lisac |
that sounds the best |
23:49 |
lisac |
I think |
23:49 |
lisac |
maybe add variables into it |
23:49 |
lisac |
'Metadata is a text-based variable storage mechanism, tied to a position, item, or an unique name.' |
23:49 |
octacian |
https://cdn.pbrd.co/images/GCukNRe.png |
23:49 |
lisac |
octacian, whatever you screenshot with that new shader looks fantastic |
23:50 |
octacian |
heh, IKR :DDD |
23:50 |
lisac |
If only I had linux installed to try it out |
23:50 |
octacian |
ATM I'm just running on that branch entirely until it's merged |
23:50 |
octacian |
rubenwardy: How do you have your self-hosted image service running? I'm really hoping it has a nice online GUI to add images... |
23:50 |
Raven262 |
Somehow that new shader make minetest look more 3d imo |
23:50 |
Raven262 |
*makes |
23:50 |
* octacian |
is tired of imgur |
23:50 |
octacian |
Yeah, it does |
23:50 |
rubenwardy |
octacian: https://gist.github.com/rubenwardy/fda7e6cab732e3c30186582e92412d11 |
23:51 |
rubenwardy |
the process for me is right click -> open in Ruben Image Upload |
23:51 |
octacian |
Awww come on.... |
23:51 |
rubenwardy |
after a second a notification appears |
23:51 |
octacian |
Wait, really? |
23:51 |
octacian |
I'm definitely going to set that up |
23:51 |
rubenwardy |
and I can then paste a link |
23:51 |
lisac |
octacian, imgur? The place for uploading reddit images? |
23:51 |
lisac |
:P |
23:51 |
octacian |
uhh, no. |
23:52 |
octacian |
https://imgur.com |
23:52 |
KaadmY |
I know a friend that also has their own VPS with image hosting :D |
23:52 |
octacian |
An absolutely horrifyingly horrible website |
23:52 |
* octacian |
is going to set that up for use with his own VPS :P |
23:52 |
lisac |
how so, octacian? |
23:52 |
octacian |
I dunno, just hate it |
23:52 |
tumeninodes |
KaadmY, shading looks awesome! |
23:52 |
lisac |
heh you wouldn't be one of those 9GAG cancer people, would you? |
23:53 |
* lisac |
hopes not. |
23:53 |
KaadmY |
tumeninodes: thanks :) |
23:54 |
octacian |
Well, no README yet, dunno when I'll get around to it, but https://github.com/octacian/advschem |
23:58 |
rubenwardy |
octacian, https://youtu.be/CqlJ-bOFvJs |
23:59 |
octacian |
rubenwardy: Nice! |