Time Nick Message 01:47 octacian It seems as though it is impossible to set force_place on specific nodes when using minetest.create_schematic? 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 05:41 Shara Any other MT servers taking ddos hits at the moment? 05:41 Shara I've had three seperate hits tonight so far 09:10 celeron55 rubenwardy: can't look up now but the settings are "cache everything as much as possible" 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 10:28 tenplus1 hi CWz 10:29 CWz Ello, and welcome to the quickymart 10:29 tenplus1 one of your finest hot dogs plz 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 10:58 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 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 11:35 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 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 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 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 tenplus1 hi twoelk 12:13 Taya It's not like much can be done 12:24 * twoelk returns to keyboard and waves in general direction of irc 12:24 tenplus1 o/ 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. 12:59 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 13:42 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 14:56 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 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 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 15:53 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 ` 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 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 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 benrob0329 KaadmY: recorded, now i just have to edit it :D 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 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 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 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 tenplus1 hi ssieb 17:59 ssieb hi 18:02 * rubenwardy compiles KaadmY/minetest:shading 18:02 lisac 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 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 tenplus1 hi bigfoot 18:14 bigfoot547 Hi tenplus1 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 * 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 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 21:04 KaadmY Night 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 21:14 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 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 21:32 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 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 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[,;,;;;]` 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 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. 23:17 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 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 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 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!