Time |
Nick |
Message |
00:00 |
* Shara |
eats the bed |
00:00 |
Shara |
That was food, right? |
00:00 |
paramat |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L453 looks possible |
00:02 |
paramat |
oh but that's static colour |
00:02 |
paramat |
but there is a way to colour from palette but have that not apply to certain tiles |
00:03 |
paramat |
but each tile having a different palette colour is likely not possible because param2 is for the whole node |
00:04 |
paramat |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L558 |
00:05 |
paramat |
"what i need is to apply the palette from colorfacedir and co to a single texture. is there a way to do that?" yes with soft overlays |
00:05 |
* paramat |
lays on the soft overlay |
00:07 |
paramat |
looks like ', color = "white"' in a tiledef will disable hardware colouring for that tile |
00:08 |
paramat |
might be that simple |
00:08 |
* Wayward_One |
wonders how the bed tasted |
00:09 |
* Wayward_One |
hands Shara a doughnut instead |
00:09 |
Shara |
Not as good as the doughnut |
00:10 |
Sokomine |
paramat: hm. the colors do not necessarily have corresponding names |
00:10 |
Shara |
Though in Sokomine's defence, there is more to a bed than to a single doughnut, so you might need to give me a few. |
00:11 |
Sokomine |
no, i don't need each tile to be a diffrent color. i just want to show the texture - ideally the front one - flat but colored |
00:11 |
paramat |
in a formspec? |
00:12 |
Sokomine |
i could show inventory cubes (and do that as a fallback). but then the actual block takes up only a small part of the area. it would be better visible if i could show just the texture |
00:12 |
Sokomine |
yes |
00:12 |
Sokomine |
do you know my colormachine mod? |
00:12 |
paramat |
ah that may be different |
00:12 |
paramat |
no |
00:12 |
Sokomine |
it's a way to mix, handle and display the results of applying color |
00:13 |
Sokomine |
the goal is to give the player an overview of what can be colored how - without having to bother with how to mix up the dyes. the amount of colors from unifieddyes is already complicated to handle in that aspect, and that's only a part of the now theoreticly possible 256 colors (guess i won't support so many) |
00:13 |
paramat |
you probably want to colour an itemstack then |
00:14 |
paramat |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L527 |
00:14 |
paramat |
i know that hardware colouring can colour inventory images |
00:14 |
Sokomine |
hmm, that would be possible, yes. but i think it looks better (the texture is larger and better visible) if the entire "slot" is filled with the texture |
00:14 |
Sokomine |
it does work very fine, that hardware coloring |
00:14 |
paramat |
hmm that may not be possible |
00:15 |
Sokomine |
digging a colored block gives the right item, placing it places the right thing. very fine so far |
00:15 |
Sokomine |
i havn't found anything in that regard either. was hoping i had missed something |
00:15 |
paramat |
juhdanad only added the essentials, i would recommend just displaying the item as it would appear in inventory |
00:16 |
Sokomine |
in theory coloring parameters added to the texture might help. trouble is that i can have no idea which color each number will actually represent |
00:16 |
Sokomine |
hm, yes. might have to do that |
00:16 |
paramat |
ok i missed the colormachine context of your question |
00:17 |
paramat |
i see now |
00:17 |
Sokomine |
its a very special context, yes |
00:17 |
Sokomine |
unlikely to be needed elsewhere |
00:18 |
Sokomine |
i've also updated morecolor. with that tiny code that just adds the basic color definitions to many nodes in mtg, mtg does get pretty colorful :-) |
00:18 |
paramat |
itemstacks in inventory/crafting can be hardware coloured, and dropped items can be hardware coloured |
00:18 |
Sokomine |
your help on creating a palette was very helpful there |
00:18 |
paramat |
maybe just use 'colourise' on the texture? may have the same result |
00:20 |
Sokomine |
that'd still need some translation from the color number in the palette to actual rgb values |
00:20 |
paramat |
we may now have a function for that |
00:21 |
paramat |
there was a PR, can't remember if merged |
00:21 |
Sokomine |
oh? where? |
00:22 |
paramat |
looking |
00:22 |
Sokomine |
would be very helpful if we'd have such a color number -> rgb values translation. else applying i.e. green dye may have...surprising...results when the palette is diffrent from the one the dye was thinking of |
00:22 |
Sokomine |
(that is, too diffrent. some small variations are no problem) |
00:23 |
paramat |
https://github.com/minetest/minetest/pull/6014 |
00:23 |
paramat |
that might be the wrong way around though |
00:24 |
paramat |
which means there must be a reverse function somewhere, maybe? |
00:24 |
Sokomine |
looks promising *reading* |
00:25 |
Sokomine |
reverse functions are always good if possible |
00:27 |
paramat |
actually, 'colorize' uses colorstring not RGBA |
00:28 |
Sokomine |
if i read that right it just takes the rgb values and presents them diffrently? what i need is a function that takes the palette set in the nodes definition plus a color value (index to that palette) and returns the actual color that palette index has. colorstring would be fine |
00:29 |
paramat |
ah |
00:29 |
paramat |
no idea :] |
00:29 |
Sokomine |
:-) |
00:29 |
Sokomine |
thanks for trying anyway |
00:30 |
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00:30 |
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00:34 |
paramat |
i don't know of an API that can get colour from a pixel in a palette texture |
00:45 |
Sokomine |
might be useful |
00:45 |
Sokomine |
but maybe not needed. if people don't create massive amounts of palettes but only use some standard ones it can be handled partly manual |
00:45 |
Sokomine |
as long as nobody really wants all those 256 colors... |
00:46 |
Shara |
I really hope 256 is too many for anyone :) |
00:47 |
Shara |
Sokomine: What's the current state of colormachine anyway? I have actually been battling with my old version for the last few nights now. |
00:48 |
Sokomine |
shara: it's in the process of learning about the new hardware way of coloring |
00:48 |
paramat |
best to show the coloured itemstack i think, to show the appearence of the whole node |
00:48 |
Shara |
I think I can't switch mine over too easily either way sadly |
00:48 |
Sokomine |
the blocks get a bit tiny that way |
00:49 |
Sokomine |
shara: i've played with my new morecolor mod that just changes a few definitions of blocks in mtg. it makes use of that new useful coloring feature. basicly you get 8 colors for almost everything that has a sufficiently bright texture - at the cost of one tiny new texture |
00:50 |
Sokomine |
shara: why not? of course there'd be no point right now as i'm not finished yet and still working on it |
00:50 |
Shara |
Hmm, sounds nice, though I'm currently trying to get existing mods in order, since ever since I switched to current stable things have been breaking on an almost daily basis |
00:50 |
Shara |
It still depends on unifieddyes? |
00:51 |
Sokomine |
that dependency was always optional. it can also mix just the normal dyes |
00:51 |
Shara |
I don't remember it being optional on the version I had |
00:52 |
Sokomine |
with the new options it will be slightly diffrent. unifieddyes might still be a good choice - 78 or so colors are better than 256 if you have to manage them |
00:52 |
Shara |
Though since I run a creative, I'd be happy for it to need no dyes at all |
00:52 |
Sokomine |
maybe you're using mods that depend on unifieddyes themshelves? |
00:52 |
Shara |
Maybe. It was such a long time ago when I started ripping all the mods to pieces :) |
00:53 |
Sokomine |
no problem there. it doesn't in creative mode. and it makes dyes easier to access in survival mode |
00:53 |
Sokomine |
poor mods :) |
00:53 |
* Sokomine |
glues some back together |
00:53 |
Shara |
Hehe |
00:53 |
* rdococ |
drinks some blended mod |
00:53 |
Shara |
Well, it might not 'need' the dyes, but the dyes can still be messed about with |
00:53 |
rdococ |
Ugh, stinks of rotten Lua errors. |
00:53 |
Shara |
And I've had confused players who don't realise it's not needed |
00:53 |
Sokomine |
vanessae has switched so many mods to the new (far better) coloring system integrated in mtg. i really have to update the colormachine now :-) |
00:54 |
Sokomine |
that is, it needs one dye sample of each color |
00:54 |
Shara |
also overrides are definitely not working as they used... apparently just happening to have a second texture with the same name somewhere is enough to replace the original texture now? |
00:54 |
Sokomine |
the machine is supposed to give an overview over existing painted nodes and make their handling easier. you really really don't want all those colors to show up in unified_inventory |
00:55 |
Sokomine |
don't know about that |
00:55 |
Shara |
Since switching to current stable, overrides that worked correctly since I made the server no longer displayed the correct server.. and no I'm finding things that I didn't override the texture for suddenly have changed textures as well |
00:55 |
Shara |
the correct texture* |
00:56 |
Sokomine |
can't help you there. no idea |
00:56 |
Sokomine |
i'm not on current stable. else i'd have that offset of the player's position on servers |
00:57 |
Shara |
I'm just finding and deleteing the incorrect textures at the moment |
01:17 |
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01:32 |
VanessaE |
Sokomine: there's a shortcut you can use for unified dyes palettes if you don't mind doing some math |
01:34 |
VanessaE |
if you have a pixel number, and it's less than 240, divide it by 24 to get the shade, then the hue is colornumber - (math.floor(colornumber/24)) |
01:35 |
VanessaE |
if it's over 240, just subtract 255 to get the grey scale value |
01:35 |
VanessaE |
that's for the 256-color palette |
01:36 |
VanessaE |
the other two palettes are vaguely similar. |
01:37 |
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01:49 |
Sokomine |
that sounds very useful. i've avoided using the 256 palette as those are way too many colors. i've used colorwallmounted with its 32 colors in that case. at least for morecolor. i've also mapped the 8-color-palette i've created against the corresponding normal 8 dyes. the remaining 7 normal dyes are used for the 32 colorwallmounted palette, but that's not enough in default |
01:55 |
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02:11 |
rdococ |
Yay. |
02:11 |
rdococ |
I'm working on a scriptblocks extension to my RMod. |
02:11 |
rdococ |
http://imgur.com/a/sQTlZ |
02:12 |
rdococ |
...Anybody interested? |
02:15 |
rdococ |
I was hoping people would be here to take a look. Now I'm kinda sad. |
02:17 |
paramat |
screenshot looks interesting |
02:18 |
rdococ |
Oh, yay! |
02:20 |
rdococ |
It's a node-based programming system. |
02:20 |
rdococ |
Well, if it wasn't obvious already :P |
02:28 |
* benrob0329 |
returns |
02:28 |
rdococ |
Ooh, a TARDIS appears from thin air! And out pops... benrob0329! |
02:28 |
benrob0329 |
...but i didn't use the tardis |
02:29 |
rdococ |
Oh. Then who's that? |
02:29 |
benrob0329 |
idk |
02:29 |
rdococ |
By the way, take a look at the screenshot above. |
02:29 |
* benrob0329 |
just paid for a better cloud server |
02:29 |
benrob0329 |
its a...chat block? |
02:30 |
benrob0329 |
block/s |
02:35 |
rdococ |
benrob0329: They're called scriptblocks, and they can be used to make simple programs. |
02:35 |
benrob0329 |
ah |
02:35 |
benrob0329 |
so like mesecons, but less logical |
02:36 |
benrob0329 |
:P |
02:36 |
rdococ |
I prefer to say "more abstract". :P |
02:37 |
rdococ |
It's kinda complicated. :P |
02:55 |
Megaf |
night all |
03:02 |
rdococ |
Holy moley, Minetest took up a LOT of memory O_O |
03:02 |
rdococ |
it was more than half my memory! |
03:02 |
rdococ |
even weirder was I was sure it was on the main menu... |
03:02 |
rdococ |
Even then, though, loading a world doesn't spike it up too much. |
04:21 |
benrob0329 |
Yay new cloud server |
04:21 |
benrob0329 |
http://cloud.incredible.ninja/index.php/s/ohqBCV6cekNBNxG |
04:21 |
benrob0329 |
^^ Example.pdf |
04:23 |
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04:31 |
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04:46 |
rdococ |
http://imgur.com/a/9iNfR |
04:49 |
benrob0329 |
But can I control my doors with it? |
04:51 |
rdococ |
Not...yet. |
04:51 |
rdococ |
I could add a mesecon sender, though. |
04:51 |
benrob0329 |
Does it use mesecons, or is it supposed to replace mesecons? |
04:52 |
rdococ |
Mesecons are used to activate the script itself (buttons and the mesecon detector), but it can do various things on its own. |
04:52 |
rdococ |
It can perform mathematical operations, you can construct basic RPG games with it, etc. |
04:57 |
rdococ |
https://github.com/rdococ/rmod if you want to try it. |
05:31 |
rdococ |
bye paramat |
05:59 |
rdococ |
has anyone tried it yet? |
06:34 |
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06:43 |
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08:35 |
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10:16 |
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11:10 |
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12:45 |
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13:40 |
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14:25 |
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14:26 |
Fixer |
*,.,,,* |
14:33 |
rdococ |
>:@@:< |
15:07 |
Sokomine |
is there a way to make a label text to always show on top of a texture? |
15:33 |
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16:40 |
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17:01 |
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17:04 |
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17:10 |
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17:19 |
Krock |
hi everyone |
17:28 |
Calinou |
hi Krock |
17:28 |
Sokomine |
hi calinou. does the circular saw as used in moreblocks support hardware coloring? |
18:03 |
Calinou |
Sokomine: there's been no code changes about it, that probably means "no"? |
18:05 |
Sokomine |
calinou: oh. was hoping for "yes" :-) |
18:05 |
Sokomine |
maybe there ought to be a code change then :-) |
18:06 |
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18:10 |
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19:08 |
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19:11 |
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19:46 |
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19:48 |
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20:02 |
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20:31 |
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20:31 |
Calinou |
http://1amstudios.com/2017/08/01/restful-doom/ |
21:00 |
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21:16 |
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21:17 |
lisac |
hey I just got the latest MT version, and everything looks smaller |
21:33 |
Calinou |
lisac: latest stable or development version? |
21:33 |
Calinou |
what looks smaller? the HUD/GUI? |
21:33 |
lisac |
dev version |
21:33 |
Calinou |
you can tweak the GUI scale with some minetest.conf setting |
21:33 |
lisac |
the game itself. The camera seems to be at 3 nodes instead of two |
21:33 |
Calinou |
(it's almost always too small for today's monitors) |
21:33 |
lisac |
on Craigs server |
21:33 |
Calinou |
ah, you mean eye height |
21:33 |
lisac |
y |
21:33 |
Calinou |
there were some changes done, with possible breakage, IIRC |
21:33 |
paramat |
oh that again :] |
21:33 |
paramat |
https://forum.minetest.net/viewtopic.php?f=18&t=18144 |
21:34 |
paramat |
you need to use matching engine and game versions |
21:34 |
lisac |
oh great |
21:34 |
lisac |
can I revert the commit? |
21:34 |
paramat |
and don't play on servers that are incompatible |
21:34 |
Calinou |
yeah, you have to keep a copy of Minetest 0.4.16 around |
21:35 |
paramat |
best to use engine and game from just before the breaking commits |
21:36 |
paramat |
just reverting that commit may not work as other stuff is coded around it |
21:37 |
paramat |
and there are other breaking changes happening recently |
21:37 |
lisac |
:( alright |
21:38 |
Wayward_One |
git reset --hard 5045bdc6d81445ecf600ff9c268886cada935a7f works for me, last compatible version |
21:38 |
paramat |
also see first post https://forum.minetest.net/viewtopic.php?f=18&t=17929 |
21:40 |
Wayward_One |
(assuming you git pulled) |
21:40 |
paramat |
latest master is very much '0.5.0pre-dev with breaking changes' now |
21:41 |
rdococ |
ooh yay, 0.5.0! |
21:49 |
lisac |
will MT ever reach 1.0? |
21:50 |
lisac |
or rather, what does it need to become 1.0? A stable API? Good anticheat? |
21:52 |
paramat |
hehe |
21:52 |
paramat |
1.0.0 is meaningless for MT, it's open-ended dev |
21:53 |
lisac |
y which causes issues such as the view height one |
21:53 |
lisac |
0.x sounds a bit unfinished |
21:54 |
paramat |
well that's just an intentional change due to major changes |
21:54 |
paramat |
we could call it 5.0.0 instead, changes nothing |
21:54 |
paramat |
i prefer always being < 1.0.0 so that we don't get lazy or too comfortable :] |
21:55 |
paramat |
better to always feel like there's much to do |
21:58 |
lisac |
y but being under 1.0 sounds like it is still in the unplayable alpha phase |
22:03 |
paramat |
not to me, MC was at it's peak before 1.0.0, people loved it back then |
22:27 |
Calinou |
the anticheat is mostly as good as it can be in Minetest's current networking model |
22:27 |
Calinou |
a few things could be added: flight prevention, and noclip prevention, both can have false positives and will cost some processing power |
22:52 |
paramat |
i have some thoughts on that, i will open a discussion issue for it |
23:02 |
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23:11 |
paramat |
hmm there is already #3822 |
23:26 |
Megaf |
guys, any version of Minetest for PSP or PSvita? |
23:26 |
Megaf |
and how do we port it to those? |
23:39 |
Calinou |
trying out http://boa.realm667.com/ |
23:39 |
Calinou |
(GZDoom total conversion) |
23:39 |
Calinou |
looks really good, and plays quite well too |