Time |
Nick |
Message |
00:34 |
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03:39 |
KaadmY |
lel |
06:46 |
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07:38 |
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07:55 |
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07:55 |
tenplus1 |
hi folks |
07:56 |
DS-minetest |
hi |
07:56 |
tenplus1 |
mornin' DS |
08:00 |
tenplus1 |
I received a message last night from a forum user wanting to contribute to my patreon (which I dont have) and I'd feel guilty accepting for something I do as a fun hobby |
08:29 |
tenplus1 |
it seems that security firms arent scared of creating BS stories in the news to advertise there services "how hackers can hijack nhs drug pumps to kill patients" |
09:40 |
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paramat joined #minetest-hub |
09:40 |
tenplus1 |
hi paramat |
09:47 |
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nerzhul joined #minetest-hub |
09:47 |
tenplus1 |
hi nrz |
09:47 |
nerzhul |
hi tenplus1 |
09:48 |
nerzhul |
!tell Krock yeah noted |
09:48 |
ShadowBot |
nerzhul: O.K. |
10:02 |
tenplus1 |
why are there so many flat earth theorists on youtube ?!?! |
10:13 |
DS-minetest |
because the chemtrails make them dumb |
10:13 |
tenplus1 |
lol |
10:32 |
* DS-minetest |
just recognized, that you wrote "theorists" and not "terrorists" |
10:32 |
Shara |
Hello all |
10:32 |
tenplus1 |
flat earth terrorists ? is there such a thing :D |
10:32 |
tenplus1 |
hi shara |
10:32 |
DS-minetest |
hello Shara |
10:32 |
Shara |
DS-minetest: Only one second behind Ten! :D |
10:33 |
DS-minetest |
wow, you are right O0O |
10:33 |
* tenplus1 |
looks through old sci-fi movies :P |
10:33 |
Shara |
And you typed more letters! |
10:34 |
DS-minetest |
well, i used autocomplete |
10:34 |
Shara |
Hehe |
10:34 |
DS-minetest |
and 11 was writing something else before |
10:34 |
Shara |
I'm still impressed :P |
10:38 |
tenplus1 |
good idea, nom time :)) lemmie see what's in fridge |
10:41 |
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Fixer joined #minetest-hub |
10:42 |
tenplus1 |
hi fixer |
10:42 |
* tenplus1 |
makes ebi gyoza |
10:43 |
Fixer |
hi |
10:44 |
tenplus1 |
o/ *noms* |
10:45 |
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Krock joined #minetest-hub |
10:45 |
tenplus1 |
hi Krock |
10:46 |
tenplus1 |
http://mastarosushi.com/images/011-Gyoza.jpg |
10:46 |
Krock |
hi tenplus1 |
10:47 |
tenplus1 |
:P |
10:51 |
tenplus1 |
ooh, I found a good sci-fi... "Colossus - The Forbin Project"... kinda like terminator's skynet in USA and russia's own get together to take over the world :PPPPP |
11:11 |
tenplus1 |
Shara: Mobs Redo API has been updated with better animation checks and (hopefully) smoother turning |
11:11 |
Shara |
Ohhhhh :D |
11:12 |
tenplus1 |
tested with mobs_mc and killed a few hundred skeletons, they fall to the ground and look pretty good :D |
11:13 |
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11:13 |
tenplus1 |
wb DS, how was noms ? |
11:13 |
DS-minetest |
thanks, it was good. |
11:14 |
tenplus1 |
:P |
11:14 |
DS-minetest |
P: |
11:14 |
tenplus1 |
looks like you're licking your eyebrow |
11:15 |
DS-minetest |
turn your head right, not left |
11:15 |
DS-minetest |
parallel to your screen |
11:16 |
tenplus1 |
ahhhh, ehehehe, gotcha |
11:16 |
tenplus1 |
dat smiley |
11:16 |
tenplus1 |
looks like the one in deviantart |
11:17 |
tenplus1 |
http://e.deviantart.net/emoticons/letters/=p.gif |
11:22 |
tenplus1 |
Q. how legal are the mobs_mc models ? |
11:27 |
DS-minetest |
"Minecraft content and materials are trademarks and copyrights of Mojang and its licensors. All rights reserved." |
11:28 |
tenplus1 |
so making a creeper model that looks the same with a new texture is still against copyright? |
11:28 |
DS-minetest |
i don't know |
11:30 |
tenplus1 |
just wondering... I really like the mc mobs mod and I dare say many players will be using it :) but dont want 22i or maiker to get in trouble for it |
11:30 |
DS-minetest |
maybe it's allowed if you call it something like "craper" and make an own model and texture which look not much different to the original |
11:31 |
tenplus1 |
that's the thing though, the models look the same, textures are different though |
11:31 |
tenplus1 |
and yes, they are called same names |
11:32 |
tenplus1 |
https://github.com/maikerumine/mobs_mc |
11:32 |
DS-minetest |
¯\_(ツ)_/¯ |
11:34 |
tenplus1 |
heh |
11:44 |
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cx384 joined #minetest-hub |
11:44 |
tenplus1 |
hi cx384 |
11:44 |
cx384 |
hi |
12:10 |
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Raven262 joined #minetest-hub |
12:11 |
Raven262 |
hi tenplus1 |
12:11 |
tenplus1 |
hi raven |
12:11 |
Raven262 |
hehe |
12:11 |
tenplus1 |
snap! |
12:52 |
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lisac joined #minetest-hub |
12:52 |
lisac |
Hi tenplus1 |
12:52 |
lisac |
first! :D |
12:53 |
tenplus1 |
hi lisac :P |
12:53 |
tenplus1 |
working on new mushroom spread function :D |
12:54 |
lisac |
oh. Raven262 likes shrooms |
12:57 |
tenplus1 |
ehehe, it's a few changes so that shrooms dont actively spread through walls and is a little faster |
12:57 |
tenplus1 |
faster is the wrong work, more optimized |
13:02 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1860 |
13:05 |
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DI3HARD139 joined #minetest-hub |
13:05 |
tenplus1 |
hi DI3HARD139 |
13:05 |
DI3HARD139 |
Hello tenplus1 |
13:06 |
Pingus |
tenplus1, What do those three dots in function parameters indicate? |
13:06 |
Krock |
lol tenplus1. These mushrooms would eat glowy nodes |
13:06 |
Krock |
oh nvm, it checks for "area_under_air" |
13:06 |
tenplus1 |
:PPPPPPP |
13:07 |
tenplus1 |
Pingus: to use the same function parameters in the function called inside |
13:07 |
Pingus |
hmm seems a bit useless |
13:07 |
Pingus |
lua has such useless stuff, and is missing i++ |
13:07 |
tenplus1 |
I could add pos and node but ... works just as well :P |
13:07 |
tenplus1 |
agreed, i++ would be great |
13:08 |
tenplus1 |
thispull also separates function same as flower spread and is a bit more optimized than previous |
13:08 |
Krock |
Pingus, if there was ++, for consistency it needs --, which is used for comments |
13:08 |
Pingus |
Krock, comments are also a bit irregular |
13:08 |
tenplus1 |
how about just good point |
13:09 |
Pingus |
why not use // or # for comments? |
13:09 |
Pingus |
I don't even know how to write block comments in lua |
13:09 |
tenplus1 |
--[[ block of commendts ]] |
13:10 |
Pingus |
y |
13:11 |
Krock |
for i = 1, #my_table do |
13:11 |
tenplus1 |
# is needed elsewhere... |
13:11 |
Krock |
double-slash and slash-asterisk would be an option |
13:12 |
tenplus1 |
how about inc(a) |
13:12 |
tenplus1 |
or inc:a |
13:13 |
tenplus1 |
dec:a dec(a) |
13:15 |
Krock |
only if Lua optimizes this to a++/a--, otherwise the overhead would be massive |
13:16 |
tenplus1 |
true |
13:16 |
tenplus1 |
would also like a minetest.find_nodes_in_area_under(pos1, pos2, {nodes}, {under nodes}) |
13:17 |
tenplus1 |
how much easier would it be placing stalagtite if you could get air under stone :D |
13:17 |
* Krock |
wonders if there are any (new) survival servers that don't grant interact by default |
13:19 |
tenplus1 |
there's an australian one called "You can just F off", basically it doesnt exist so it's hard as hell |
13:19 |
Krock |
:/ |
13:20 |
tenplus1 |
lolol |
13:21 |
Raven262 |
Oh, i forgot to ask, tenplus1 |
13:22 |
Raven262 |
On which depth do the caverealms caves spawn on xanadu? |
13:22 |
tenplus1 |
checking |
13:22 |
tenplus1 |
-1500 to -33000 |
13:22 |
Raven262 |
Oh |
13:22 |
Raven262 |
Okay, i guess i'll have to mine as deep as -1500 then |
13:23 |
Raven262 |
hmm |
13:23 |
Raven262 |
-33000? |
13:23 |
Raven262 |
isn't the limit ~ -31000 |
13:24 |
Krock |
somewhere around there, yes. |
13:24 |
tenplus1 |
I know it's weird that crealms goes as deep as -33000 :) gotta change that |
13:24 |
Raven262 |
xD |
13:25 |
tenplus1 |
I wanna add an Aether style'd floating sky lands using paramat's floatland feature and some new biomes |
13:25 |
tenplus1 |
gotta think about that one soon |
13:25 |
Raven262 |
Ohhh nice |
13:25 |
Shara |
That sounds wrong |
13:25 |
Shara |
I thought CRL started higher |
13:26 |
Shara |
Hmm, or not |
13:27 |
Shara |
I don't know why it's -33000 though. I should fix that |
13:28 |
Shara |
Normal caves at -1500, Deep Realms at -7000 seems okay though |
13:29 |
Shara |
DM's Lair is -14k to -16k by default |
13:30 |
tenplus1 |
set bottom level to -30000 |
13:31 |
Shara |
Just wondering if that was how the original was, or if there was some reason for it |
13:31 |
Shara |
But I can't see a reason |
13:31 |
tenplus1 |
it generates per block height but even then -33000 is too deep |
13:32 |
Shara |
Trying to work out updates for mobs and 3d armor on DL now :P |
13:32 |
tenplus1 |
kewl |
13:33 |
tenplus1 |
if shinji is around today we can test the new mushroom spread function on server |
13:33 |
Shara |
:D |
13:33 |
Shara |
Are tool updates live now? |
13:33 |
Shara |
I might jump in a bit later to test if so |
13:34 |
tenplus1 |
oh yes, and we're using moreores rewrite with roolrank support and farming redo hoe support |
13:34 |
Shara |
3d armor is such a pain to update |
13:35 |
tenplus1 |
how so ? |
13:35 |
Shara |
I don't want half the stuff in it, and don't like adding mods to the server that it won't actually be using |
13:35 |
tenplus1 |
just gotta update what you ahve already (3d_armor , 3d_armor_ip, shields, wielditem) |
13:38 |
Shara |
yea, still :P |
13:38 |
tenplus1 |
lol |
13:39 |
Shara |
Maybe I am misunderstanding how it works, but why are the inventory specific mods now included with it only using the specific inventory they for as an optional depend? |
13:39 |
Shara |
they are for* |
13:39 |
Shara |
I mean... |
13:39 |
Shara |
minetest.log("warning", "3d_armor_ui: Mod loaded but unused.") |
13:40 |
Shara |
Why not just make it a hard depend so it doesn't load if it can't be used? |
13:40 |
tenplus1 |
dunno why he set it up that way, but I imagine its for easier code upkeep |
13:40 |
tenplus1 |
splitting inventory ui's into their own mods |
13:40 |
Shara |
Splitting them is fine |
13:40 |
Shara |
But I don't understand why the depends are then optional |
13:41 |
Shara |
If you just use this as is, you ended up loading mods you aren't using |
13:41 |
tenplus1 |
true, but that's up to server owner to disable the one's you dont need I suppose |
13:42 |
Shara |
And that's why it's a pain :P |
14:01 |
paramat |
-33000, i expect that was set to make sure to exceed the maximum possible co-ordinate of -32768, however mapchunks actually don't generate past the set 'max mapgen limit' of -31000 |
14:03 |
tenplus1 |
hi paramat |
14:03 |
paramat |
tenplus1 i've added a mgv7 flag 'biomerepeat', if you enable that then surface biomes will repeat in mgv7 floatlands |
14:04 |
tenplus1 |
I'm hopefully going to set floatland height to say 1000 and have new biomes appear |
14:06 |
paramat |
good |
14:06 |
paramat |
well they're at 1280 by default |
14:06 |
tenplus1 |
http://i1.ytimg.com/vi/Dtl6U4XUNq4/maxresdefault.jpg |
14:07 |
paramat |
and actually, 'biomerepeat' is enabled by default so you'll have to disable it to have special floatland biomes |
14:07 |
paramat |
yeah i found aether a very interesting MC thing |
14:08 |
Shara |
Anyone know where I can find decent armour textur replacements? |
14:08 |
tenplus1 |
aether is more magical, can place many default tree's up there but with schem replacements set for wood/leaves |
14:10 |
tenplus1 |
for all the texture packs that exist for minetest, no-one has done a set of new armor textures it seems |
14:11 |
tenplus1 |
Shara: https://github.com/BrunoMine/macrotex/archive/3d_armor.zip |
14:11 |
Shara |
I keep thinking of making some, but the hours it takes me to do textures... ekk |
14:12 |
Shara |
Hmm, not sure those ones are any better than the default ones sadly |
14:13 |
Shara |
The shields are quite nice though |
14:14 |
tenplus1 |
https://github.com/minetest-texturepacks/Good-Morning-Craft-Minetest |
14:14 |
paramat |
this dungeon feature goes in soon https://github.com/minetest/minetest/pull/6185 |
14:15 |
tenplus1 |
ooh sweet, +1 |
14:15 |
Shara |
Ohh... that looks nice |
14:16 |
Shara |
(the dungeons, not the armour still :P |
14:16 |
tenplus1 |
cant find anymore ;( |
14:16 |
Shara |
I might try and use the shields from that first one though |
14:17 |
tenplus1 |
updated moreores on git |
14:18 |
Shara |
The colours are too off on the second one, though the idea is nice |
14:19 |
paramat |
i'm sure you're fed up with cobble dungeons appearing in your chesse biomes |
14:25 |
tenplus1 |
cheese dungeons would be funny :P |
14:26 |
Shara |
Someone here just asked me if I wanted cheese right before I sat back down and saw that :D |
14:26 |
Shara |
Ten, add super ultra rare cheese biome to ethereal please :P |
14:27 |
tenplus1 |
lol |
14:30 |
Shara |
Hmm, yes, switching to those sheiolds. They are much nicer |
14:30 |
Shara |
shields* |
14:31 |
Shara |
Thanks for finding them :) |
14:31 |
tenplus1 |
still looking for proper armor textures, but looks like it's down to someone editing minecraft textures to suit 3d/-armor mod |
14:31 |
Shara |
I know a couple of servers have some much more detailed ones, but I am guessing they game from MC |
14:34 |
Shara |
came* |
14:34 |
tenplus1 |
https://minecraft.novaskin.me/resourcepacks |
14:35 |
Shara |
Chainmail looks intersting. |
14:35 |
Shara |
My issue with a lot of armour textures is that they hide the player skin... but the skins often look so much better than the armour |
14:36 |
tenplus1 |
yeah |
14:42 |
rdococ |
I'm trying to compile Minetest, and I keep getting this error (which I've never gotten before): |
14:42 |
rdococ |
undefined reference to `Json::Value::Value(Json::Value&&)' |
14:42 |
rdococ |
I know it has something to do with JSON, but the question is: what? |
14:42 |
tenplus1 |
hi rdococ, wish I knew, never compiled before :P |
14:42 |
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Jordach joined #minetest-hub |
14:42 |
rdococ |
It doesn't just happen once - I presume it happens every time Json::Value::Value(Json::Value&&) is used in the code. |
14:42 |
tenplus1 |
hi Jordach |
14:43 |
rdococ |
Does anyone know of any way to fix it? Is there a missing dependency? |
14:43 |
Krock |
we have bundled Json |
14:44 |
Krock |
disable system JSON and try again |
14:44 |
tenplus1 |
hrm, just found out that minecraft RAIN is basically 1 long particle texture that drops down every .5 seconds |
14:45 |
paramat |
see https://github.com/minetest/minetest/issues/4306 seems similar |
14:45 |
tenplus1 |
shame minetest slows down when using larger textures |
14:45 |
rdococ |
tenplus1: You didn't know?! |
14:45 |
tenplus1 |
nah, going through resource pack just now :DDD |
14:45 |
paramat |
^ rdococ but that issue was supposedly fixed |
14:46 |
rdococ |
ah. |
14:46 |
rdococ |
paramat: I'm gonna try using -DENABLE_SYSTEM_JSONCPP=0 just in case anyway. |
14:48 |
rdococ |
Wait. |
14:49 |
rdococ |
There's one solved issue I found where -DENABLE_SYSTEM_JSONCPP=1 was the correct solution. And another where -DENABLE_SYSTEM_JSONCPP=0 was. |
14:49 |
rdococ |
meh, I'll use =0 like Krock said. |
14:51 |
benrob0329 |
rdococ: did you pull origin shading ? |
14:51 |
benrob0329 |
Or just git pull |
14:51 |
tenplus1 |
hi benrob |
14:51 |
benrob0329 |
Hi ten |
14:52 |
benrob0329 |
http://artifex.com/products-mupdf-overview/ |
14:52 |
benrob0329 |
Pretty beat lightweight viewer, AGPL license |
14:52 |
rdococ |
I'm not trying the shading mod yet, but I might. |
14:52 |
rdococ |
Turns out the problem wasn't with the shading mod. |
14:53 |
benrob0329 |
Well, you should |
14:53 |
benrob0329 |
Because its awesome :P |
14:53 |
rdococ |
For the moment, I need to test a new feature of my mod which uses the new storage system. |
14:54 |
tenplus1 |
lol Krock, liked your get_bool true/false comment |
14:55 |
Krock |
thanks for your feedback |
14:58 |
rdococ |
tenplus1, can I see it? |
14:58 |
tenplus1 |
saves changing a command when it can be shown to work normally |
14:58 |
tenplus1 |
https://github.com/minetest/minetest/pull/6188 end comment |
14:59 |
rdococ |
default parameters!!! |
15:00 |
paramat |
i seem to remember someone else mentioning a json error .. |
15:00 |
Shara |
I had issues with it |
15:00 |
rdococ |
agh, =0 doesn't work. |
15:00 |
rdococ |
I'll try =1. |
15:00 |
Shara |
I couldn't get it to compile using bundled json |
15:01 |
Shara |
Had to use system json instead and set that to = 1 |
15:01 |
Shara |
Seems like a lot of people have had problems with it |
15:02 |
paramat |
needs an issue i think |
15:02 |
Shara |
There was one I think |
15:02 |
Shara |
Kilbith opened it quite some time back and it got closed |
15:04 |
rdococ |
heh |
15:05 |
Shara |
Don't know if it was the exact same thing, but the solution was the same |
15:13 |
rdococ |
I compiled again with =1. It /still/ doesn't work. |
15:14 |
Shara |
Error? |
15:14 |
rdococ |
Same as before. |
15:14 |
Shara |
I'm assuming you actually have json on your own system? |
15:15 |
rdococ |
I did install libjson just to make sure. It's worked before. |
15:16 |
Shara |
No clue then sorry. That worked for me. |
15:17 |
rdococ |
Now I don't know whether to use =0 or =1. |
15:17 |
rdococ |
I'm gonna say =1. |
15:19 |
rdococ |
I'm tempted to just straight up wine it. |
15:19 |
paramat |
the closest issue is https://github.com/minetest/minetest/issues/4306 are you on debian? |
15:20 |
rdococ |
yes, I'm on debian. |
15:20 |
rdococ |
not Debian 9.x, but debian. |
15:20 |
paramat |
ok could you comment in that issue? i re-opened it |
15:21 |
paramat |
and see if your error message is similar |
15:22 |
paramat |
nice github avatar |
15:23 |
rdococ |
It seems to be the same error. |
15:24 |
paramat |
see latest comment |
15:25 |
rdococ |
seen it |
15:27 |
Shara |
paramat: I use debian and = 1 was the fix for me |
15:27 |
|
rdococ joined #minetest-hub |
15:29 |
|
rdococ joined #minetest-hub |
15:30 |
rdococ |
O-O |
15:33 |
Fixer |
*,,,* |
15:36 |
rdococ |
YAY IT WORKED! |
15:36 |
tenplus1 |
w00t |
15:36 |
rdococ |
I used karamel's solution of installing libjsoncpp-dev. |
15:38 |
|
Krock joined #minetest-hub |
15:39 |
tenplus1 |
wb dude |
15:40 |
Krock |
ty dude |
15:59 |
rdococ |
...er...yay dude? |
16:00 |
tenplus1 |
? |
16:00 |
rdococ |
idk :P |
16:00 |
tenplus1 |
lol |
16:04 |
Krock |
rescued from K-Line, rdococ? |
16:06 |
KaadmY |
What did you do rdococ |
16:07 |
|
nerzhul joined #minetest-hub |
16:07 |
tenplus1 |
wb nrz |
16:14 |
rdococ |
lol |
16:15 |
rdococ |
There was a minor problem, causing a few people like me to get K-Lined. |
16:15 |
rdococ |
It's solved, now, though. :P |
16:15 |
rdococ |
KaadmY: Moo. I heard your fork was really good. I'll have to try it. |
16:20 |
* rdococ |
compiles KaadmY's fork |
16:23 |
tenplus1 |
what's the major differences ? |
16:23 |
benrob0329 |
rdococ: did you git pull origin shading? |
16:24 |
benrob0329 |
tenplus1: directional shading :P |
16:24 |
tenplus1 |
ooh, nice |
16:24 |
tenplus1 |
does everything work ok with it ? |
16:25 |
KaadmY |
tenplus1: not quite |
16:25 |
tenplus1 |
aww... what's not working ? |
16:25 |
rdococ |
yas |
16:25 |
KaadmY |
Models and the wielditem are still lit from the sunangle even underground |
16:26 |
tenplus1 |
that can be fixed right ? |
16:26 |
rdococ |
What do you call a Github using griefer? |
16:26 |
benrob0329 |
Everything can be fixed |
16:26 |
rdococ |
a Git. |
16:26 |
benrob0329 |
But its the effort involved |
16:26 |
rdococ |
KaadmY: even in the darkness, or only near light sources? |
16:27 |
rdococ |
benrob0329: I have a broken halting problem solver here. can you fix it? |
16:27 |
benrob0329 |
Wut |
16:27 |
rdococ |
...nvm. |
16:28 |
tenplus1 |
does blockmens version of shading work on modela ? |
16:28 |
benrob0329 |
Blockmen used real shadows, and probably not well optimised ones |
16:28 |
tenplus1 |
ooh |
16:29 |
benrob0329 |
This is directional light levels |
16:29 |
benrob0329 |
Afaik |
16:30 |
tenplus1 |
I wish blockmen would share his code with mt devs |
16:32 |
rdococ |
which setting? |
16:33 |
rdococ |
benrob0329, which setting do I have to enable? |
16:34 |
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16:35 |
KaadmY |
rdococ: only near light sources |
16:35 |
rdococ |
Do I need to enable a setting? |
16:35 |
KaadmY |
rdococ: yeah |
16:35 |
KaadmY |
Shaders on, directional shading on |
16:35 |
KaadmY |
It should be a menu option |
16:35 |
rdococ |
I don't see it... |
16:36 |
KaadmY |
rdococ: should be in the settings menu |
16:36 |
KaadmY |
You might have the wrong version |
16:36 |
rdococ |
??? |
16:36 |
rdococ |
I did both git clone https://github.com/kaadmy/minetest.git; and git pull origin shading;... |
16:37 |
KaadmY |
What does `git log` show as the last commit? |
16:37 |
rdococ |
"Fog effect when camera is inside cloud" |
16:38 |
rdococ |
well, and the carp-whatever mapgen |
16:38 |
KaadmY |
That's like 2 weeks old.. |
16:38 |
rdococ |
Mapgen: Add Carpathian mapgen (#6015) |
16:38 |
KaadmY |
That was July 6 |
16:38 |
rdococ |
it's the latest commit according to github. |
16:39 |
rdococ |
what kind of black magic did you do now? |
16:39 |
KaadmY |
Nothing... |
16:39 |
tenplus1 |
lol |
16:39 |
KaadmY |
`git clone https://github.com/kaadmy/minetest.git kaadmy_minetest; cd kaadmy_minetest; git checkout shading` |
16:39 |
rdococ |
god damn it |
16:39 |
rdococ |
I knew I did something wrong |
16:40 |
rdococ |
should I still git pull origin shading? |
16:40 |
rdococ |
and if so, where? |
16:41 |
KaadmY |
I don't think that's needed at all |
16:41 |
* rdococ |
facepalms |
16:41 |
KaadmY |
I think that just updates the shading branch, it doesn' switch to it |
16:45 |
rdococ |
well, meh. |
16:45 |
rdococ |
I'm new and I'm confused. |
16:46 |
KaadmY |
Hehe |
16:56 |
rdococ |
well, it worked |
16:56 |
rdococ |
I enabled the settings |
16:56 |
rdococ |
drumroll |
16:57 |
tenplus1 |
heh |
17:05 |
rdococ |
holy crap |
17:05 |
* rdococ |
's mind exploded |
17:08 |
rdococ |
next is directional lighting towards light sources :P |
17:08 |
tenplus1 |
ehe, post video |
17:09 |
rdococ |
you mean post a video of the shading? |
17:10 |
rdococ |
no, I'll just end up killing my computer |
17:10 |
tenplus1 |
:P |
17:10 |
rdococ |
:P |
17:12 |
rubenwardy |
alternatively: git remote add kaadmy https://github.com/kaadmy/minetest.git; git checkout HEAD~100; git checkout -b shading; git pull kaadmy shading |
17:12 |
rubenwardy |
there's also a way to pull without adding a remote, but I forget the syntax |
17:13 |
rubenwardy |
"pull" pulls any changes from a remote branch |
17:13 |
rubenwardy |
by default it fast forwards, which bascially just adds commits |
17:14 |
rubenwardy |
if there's a conflict, by default it does a merge commit |
17:14 |
rubenwardy |
if you do git checkout -b shading when kaadmy is origin, it automagically pulls for you |
17:17 |
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17:18 |
tenplus1 |
wb paramat |
17:21 |
KaadmY |
wb |
17:27 |
rubenwardy |
errr... no. https://i.rubenwardy.com/ZisG67E6X4.jpg |
17:27 |
Shara |
Ewwww |
17:27 |
tenplus1 |
nooooooooooooooooooooooooooooooo |
17:27 |
Shara |
Run away! |
17:28 |
rdococ |
what is it? |
17:30 |
rubenwardy |
rdococ, that's a review on my app |
17:32 |
rdococ |
I see a blank page |
17:33 |
rubenwardy |
your browser's being funky :P |
17:34 |
rdococ |
ah, yay for caches |
17:46 |
rdococ |
I deleted my entire cache too, and it still doesn't seem to work. |
17:49 |
Krock |
rubenwardy, about the webpage issue: I think he wants to write a russian Minetest site and had problems while setting up after clone |
17:51 |
CWz |
Who loves orange soda? |
17:51 |
Krock |
me? |
17:53 |
tenplus1 |
who loves Irn-Bru ? |
17:53 |
CWz |
No idea what that is |
17:53 |
tenplus1 |
eheheh |
17:53 |
tenplus1 |
http://www.irn-bru.co.uk/all/xtra |
17:54 |
Fuchs |
tenplus1: I do, I tend to take tons across the border after UK visits |
17:54 |
tenplus1 |
w0000t! hi Fuchs... and yeah, it's awesome stuff... |
17:55 |
tenplus1 |
shame they stopped selling the Irn-Bru Fiery... that was nice |
17:58 |
* tenplus1 |
watches "Colossus - The Forbin Project (1970)" |
17:59 |
rdococ |
yaaAAAAAAAAAAAaaay |
17:59 |
tenplus1 |
? |
18:00 |
|
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18:00 |
tenplus1 |
wb behalebabo |
18:00 |
behalebabo |
ty |
18:01 |
Calinou |
https://www.youtube.com/watch?v=b6XBi4_N5YM |
18:01 |
Calinou |
my first YouTube video! :D |
18:02 |
tenplus1 |
le lcick |
18:02 |
Calinou |
1440p60 goodness |
18:02 |
tenplus1 |
godot ? |
18:03 |
Calinou |
yeah |
18:03 |
tenplus1 |
nciely done :) you think it's better than irrlicht ? |
18:03 |
Calinou |
yes, by far |
18:03 |
Calinou |
Irrlicht doesn't have PBR (physically-based rendering) |
18:03 |
tenplus1 |
you gonna move minetest to godot ? |
18:03 |
Calinou |
no :P |
18:03 |
tenplus1 |
lol |
18:04 |
rubenwardy |
It's possible to do good stuff in Irrlicht |
18:04 |
rubenwardy |
it's just a wrapper over directx and opengl |
18:04 |
tenplus1 |
just up to the engine to make good use of it ? |
18:04 |
rubenwardy |
https://www.buildaworld.net/show-me |
18:04 |
Calinou |
yeah, but it's not "out of the box" |
18:05 |
Calinou |
Godot has all the rendering features you need for 99% of games, out of the box |
18:05 |
rubenwardy |
true, just thought I'd point that out |
18:05 |
Calinou |
it even has cel shading now |
18:05 |
Calinou |
with customizable outline color/thickness, per material |
18:05 |
tenplus1 |
open-source ? |
18:05 |
Calinou |
yeah, everything is MIT-licensed |
18:05 |
tenplus1 |
sweet... |
18:09 |
Calinou |
also, an high-level multiplayer API was added, and will be available in 3.0 |
18:09 |
Calinou |
(uses ENet, supports IPv6) |
18:13 |
|
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18:22 |
rdococ |
yay. |
18:23 |
|
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18:26 |
|
Megaf joined #minetest-hub |
18:26 |
tenplus1 |
hi Megaf |
18:26 |
Megaf |
Hello onetyplusone |
18:26 |
Megaf |
tenplus1, you beat me for 10 seconds, I was searching fot your name in the list |
18:27 |
tenplus1 |
ehe |
18:31 |
tenplus1 |
whats new ? |
18:34 |
rdococ |
Er, you'll find that it's actually sevententhtythreeaddtenthty. |
18:35 |
tenplus1 |
fuzzy numbers |
18:50 |
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18:52 |
|
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18:56 |
Pingus |
Megaf, type in ten and press tab |
18:56 |
Pingus |
it will only autocomplete if tenplus1 is here |
18:56 |
* Pingus |
said Hi to tenplus1 first today |
18:56 |
tenplus1 |
you may get texmex |
18:56 |
Pingus |
nope x is later in the alphabet |
18:56 |
Pingus |
try it |
18:57 |
tenplus1 |
it comes up 2 names on list, gotta type that N :P |
19:02 |
|
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19:14 |
rdococ |
How can I force a mod to load after every other mod? |
19:14 |
tenplus1 |
alphabetical order... start with Z |
19:14 |
tenplus1 |
what are you trying to do exactly ? |
19:15 |
rdococ |
a very hacky fix to the areas mod thing |
19:15 |
rdococ |
where you can glitch through walls even if they're protected |
19:16 |
tenplus1 |
what are ya hacking ? |
19:16 |
rdococ |
actually, it's in the form of a mod of its own |
19:16 |
rdococ |
so I could use the z trick if it comes down to it |
19:16 |
rdococ |
so I could use the z trick if it comes down to it/i m[=#oi |
19:17 |
rdococ |
mum just spammed my keyboard for some reason |
19:17 |
tenplus1 |
ehe... I mean what hacky trick you doing to stop players breaking through protected walls ? |
19:18 |
rdococ |
creating an indestructible version of each node, and replacing it when a player punches a protected node |
19:18 |
rdococ |
of course, it also sets a timer that replaces the node back |
19:18 |
tenplus1 |
that's a LOT of nodes |
19:19 |
rdococ |
ik |
19:19 |
tenplus1 |
why not use the protect_flip option I use on protector redo ? |
19:19 |
rdococ |
protect_flip? |
19:19 |
tenplus1 |
when player breaks a node that's protected it flips them around |
19:20 |
tenplus1 |
so they cannot glitch through walls :D |
19:20 |
rdococ |
okay, now it's trying to register "zareas_noglitch:zareas_noglitch:air". |
19:25 |
rdococ |
wait |
19:25 |
rdococ |
duh |
19:25 |
rdococ |
I could just remove their interact temporarily |
19:27 |
rdococ |
but then I'd need a timer |
19:27 |
rdococ |
hm |
19:27 |
tenplus1 |
*cough* flip |
19:27 |
rdococ |
I'd use an abm, but what if the server crashes? |
19:27 |
rdococ |
wait, an abm? that's node-based |
19:28 |
rdococ |
seriously, minetest needs mod-local timers |
19:28 |
tenplus1 |
minetest.after(seconds, function() ) |
19:28 |
rdococ |
oh my god. I am an idiot :P |
19:28 |
rdococ |
wait, what if server crashes? |
19:29 |
tenplus1 |
then player will complain and ask for interact back :D |
19:29 |
rdococ |
heh. |
19:29 |
tenplus1 |
that's why I flip them around isntead, it's a lot simpler to do |
19:30 |
rdococ |
nah, that's drastic |
19:30 |
tenplus1 |
stops them enteringbuilds though that are protected |
19:31 |
rdococ |
Oooookay, now worldedit is throwing errors. |
19:32 |
tenplus1 |
? |
19:33 |
Fixer |
SOOOO MOOOOVE |
19:33 |
Fixer |
we needs improvement |
19:33 |
tenplus1 |
??? |
19:35 |
Fixer |
tenplus1: https://www.youtube.com/watch?v=cU8HrO7XuiE |
19:37 |
tenplus1 |
? music |
19:38 |
rdococ |
intriguingly enough, yay. |
19:40 |
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19:40 |
tenplus1 |
wb cx384 |
19:41 |
cx384 |
thank you tenplus1 |
19:48 |
Fixer |
compile time |
19:48 |
Fixer |
shading time |
19:50 |
tenplus1 |
nite folks o/ |
19:50 |
|
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19:56 |
rdococ |
shading! |
19:56 |
rdococ |
aw, +c |
20:05 |
Megaf |
nobody will ever be able to say night to tenplus1 before he leaves |
20:06 |
Megaf |
rdococ, Im reading your message right now, meh |
20:06 |
Megaf |
sevententhtythreeaddtenthty |
20:08 |
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20:15 |
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20:45 |
|
Shara joined #minetest-hub |
20:56 |
Fixer |
Kaadmi is here? |
20:56 |
KaadmY |
Yai ima heeeeeeeeeere |
20:57 |
Fixer |
nevermind, I think I've compiled 6165 in a wrong way |
20:57 |
Fixer |
or not |
20:58 |
KaadmY |
Heh |
20:58 |
KaadmY |
What broke this time? |
20:58 |
Fixer |
KaadmY: it does not work completely |
20:58 |
KaadmY |
Fixer: what doesn't work? |
20:59 |
Fixer |
KaadmY: i don't see any changes with time |
20:59 |
Fixer |
KaadmY: same picture |
20:59 |
KaadmY |
Did you actually enable it? |
20:59 |
Fixer |
KaadmY: i think i probably use old settings, let me try it |
20:59 |
KaadmY |
It's in the menu now |
20:59 |
Fixer |
ah yes |
20:59 |
Fixer |
ok |
20:59 |
Fixer |
thats explains it :D |
21:00 |
|
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21:00 |
Fixer |
KaadmY: yeah, it works |
21:00 |
Fixer |
KaadmY: weild thing fixed |
21:01 |
KaadmY |
Yep |
21:01 |
KaadmY |
I had lighting on the wieldhand disabled... |
21:01 |
* KaadmY |
facepalms again |
21:02 |
|
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21:02 |
KaadmY |
Hi paramat |
21:10 |
Fixer |
KaadmY: 6165 does look good to me, don't see any obvious bugs yet, underground works too |
21:10 |
rdococ |
A KaadmY is you ! |
21:13 |
KaadmY |
A wild KaadmY appears! |
21:13 |
KaadmY |
Fixer: only issue(s) are related to model shading |
21:13 |
KaadmY |
Wielditems and models have shading from the sun angle always |
21:13 |
Fixer |
game feels like STALKER with dynamic weather |
21:13 |
KaadmY |
Regardless of indoors/outdoors |
21:15 |
rdococ |
Ah. |
21:15 |
rdococ |
I'd like to see light-source angle lighting for the nodes. |
21:16 |
rdococ |
I was thinking it could be accomplished simply by using the node light levels of the neighboring air node. |
21:17 |
KaadmY |
rdococ: can't use that data in shaders |
21:17 |
KaadmY |
All the data you have per mapblock is the vertex color |
21:17 |
KaadmY |
Without any knowledge of neighboring vertices |
21:17 |
KaadmY |
(And texcoords, position, normal, etc) |
21:22 |
Fixer |
KaadmY: torch light can be quite pronounced when in shaded part |
21:23 |
KaadmY |
Yeah |
21:23 |
KaadmY |
It brightens up everything around it |
21:24 |
rdococ |
hm |
21:24 |
rdococ |
Would it be possible to send any extra data to the shaders then? |
21:25 |
KaadmY |
rdococ: with Irrlicht? Not really |
21:25 |
KaadmY |
With raw OpenGL it's easy |
21:26 |
|
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21:26 |
rdococ |
can we switch to Godot yet? |
21:26 |
KaadmY |
rdococ: hehe no |
21:27 |
KaadmY |
That's like saying "Can we remake CoD in Gamemake Studio" |
21:27 |
KaadmY |
Gamemaker* |
21:27 |
rdococ |
Can we remake Minetest in Gamemaker Studio?! :P |
21:28 |
KaadmY |
rdococ: do it |
21:32 |
DI3HARD139 |
What does the "Rebase Needed" tag on Github mean? |
21:33 |
rdococ |
it means more confusing stuff |
21:33 |
DI3HARD139 |
Mhmmmm makes sense |
21:34 |
rdococ |
see, the github servers run on confusion and perplexion. that's why they're complicated, so they can get the confusion they need to stay online from new git/hub users. |
21:41 |
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21:58 |
Pingus |
KaadmY, can't you send more parameters to the shader? |
21:58 |
* Pingus |
is a shader noob |
22:00 |
benrob0329 |
DI3HARD139: it means the branch that has changes needs to be brought up to speed with master |
22:00 |
DI3HARD139 |
Oh ok |
22:02 |
KaadmY |
Pingus: not custom data per vertex |
22:07 |
Pingus |
:( |
22:30 |
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23:02 |
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23:15 |
|
soupfly joined #minetest-hub |
23:19 |
|
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23:24 |
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23:25 |
rdococ |
do minetest.object_refs include players? |
23:30 |
benrob0329 |
(Offtopic) https://youtu.be/Zcdd5wUwubE |
23:30 |
benrob0329 |
But freaking awesome |
23:31 |
rdococ |
ugh. |
23:31 |
rdococ |
I need to give each object a unique identifier and I don't know how! |
23:31 |
benrob0329 |
Meta? |
23:32 |
rdococ |
...maybe |
23:33 |
rdococ |
how do I get the meta? |
23:34 |
KaadmY |
object:get_meta or something I think |
23:34 |
rdococ |
it's not on the wiki |
23:36 |
|
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23:38 |
rdococ |
get_meta is a nil value! |
23:39 |
rdococ |
KaadmY, get_meta is nil |
23:40 |
rdococ |
for some reason, rubenwardy's website doesn't load AT ALL! it just remains on the last page I was on. |
23:42 |
rdococ |
is there object metadata? lua_api doesn't mention it |
23:43 |
rdococ |
would set/get_properties work? |
23:43 |
|
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23:44 |
|
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23:45 |
KaadmY |
I think that's it |
23:46 |
rdococ |
nope |
23:46 |
KaadmY |
It's for string storage only though |
23:46 |
rubenwardy |
rdococ, browser/version/os? |
23:46 |
sofar |
only players have meta storage, entities do not |
23:46 |
KaadmY |
key = value |
23:46 |
KaadmY |
sofar: darn it |
23:46 |
rubenwardy |
*attributes |
23:46 |
sofar |
you can just store data in the lua object |
23:47 |
rdococ |
the lua object? |
23:47 |
KaadmY |
rdococ: object.randomthingy = 42 |
23:47 |
rdococ |
does that work with players? |
23:47 |
sofar |
no |
23:48 |
rdococ |
seriously? |
23:48 |
rubenwardy |
players aren't "LuaEntities" |
23:48 |
rdococ |
really, I thought they were. /s |
23:48 |
sofar |
players have attributes that are persistent |
23:48 |
rubenwardy |
also, if you do object.foo you need to persist foo in the on_serialise callback |
23:53 |
rubenwardy |
player attributes should be deprecated at some point and replaced with meta |
23:53 |
rubenwardy |
and then meta added to entities |
23:53 |
rdococ |
hm |
23:54 |
rdococ |
get_luaentity apparently doesn't exist |
23:54 |
rubenwardy |
makes for a nicer API as players + mods + items + nodes all have the same API |
23:54 |
rubenwardy |
for storing extra info |
23:54 |
rdococ |
for one, entity.property doesn't work, since entity is userdata |
23:54 |
rdococ |
trying get_luaentity() doesn't work, because the function apparently doesn't exist |
23:54 |
rubenwardy |
what type of thing? |
23:55 |
rdococ |
well, the entity where get_luaentity doesn't exist was in minetest.luaentities |
23:57 |
rubenwardy |
does get_animation() exist in the variable? |
23:57 |
rubenwardy |
does object exist in the variable? |
23:57 |
rdococ |
oh, goodie, now is_player doesn't exist. |
23:57 |
rubenwardy |
is_player won't exist if it's a lua entity |
23:57 |
rubenwardy |
only if it's a player |
23:57 |
rdococ |
oh. |
23:57 |
rdococ |
Duh. |
23:57 |
rubenwardy |
(it's odd as it's a method which only exists for players???) |
23:58 |
KaadmY |
Huh |
23:58 |
KaadmY |
So `if object:is_player then` is the only valid syntax for checking it? |
23:58 |
KaadmY |
Since calling it would be an error since it's nil? |
23:59 |
Donbatman |
if player:get_player_name then |
23:59 |
rdococ |
if object.is_player then |
23:59 |
rubenwardy |
^ |
23:59 |
rdococ |
wait. |
23:59 |
rubenwardy |
also, hi Donbatman |
23:59 |
rdococ |
when I get an entity, can I use entity.object to get an object from it? |
23:59 |
Donbatman |
hi |