Time |
Nick |
Message |
00:22 |
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EvergreenTree joined #minetest-hub |
02:04 |
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EvergreenTree joined #minetest-hub |
02:06 |
benrob0329 |
!tell sofar I think this mod is unmaintained, but its a neat old mod that could be adopted by mt-mods: https://forum.minetest.net/viewtopic.php?id=2588 |
02:06 |
MinetestBot |
benrob0329: I'll pass that on when sofar is around |
02:18 |
benrob0329 |
VanessaE: coloredwood doesn't support other types of wood, is this intentional? |
02:18 |
VanessaE |
yes, sorta |
02:19 |
VanessaE |
when it was first written, all we had was jungle wood and plain wood, and only the latter made sens |
02:19 |
VanessaE |
e |
02:20 |
benrob0329 |
hmm |
02:20 |
benrob0329 |
VanessaE: would other types of wood be wanted? |
02:21 |
VanessaE |
possibly |
02:21 |
VanessaE |
maybe pine |
02:21 |
VanessaE |
i.e. light colors that make sense to be dyed |
02:22 |
benrob0329 |
idk, dying dark wood could be interesting |
02:22 |
Sokomine |
i've tried adding support for more wood types in my morecolors mod. some textures look better than others with color applied. the price for having the color is very small |
02:22 |
Sokomine |
in general, white textures are best |
02:22 |
Sokomine |
that's why i'm after colored clay/chalk/cement etc |
02:27 |
benrob0329 |
Sokomine: link? |
02:27 |
Sokomine |
benrob0329: er..https://github.com/Sokomine/morecolor |
02:28 |
Sokomine |
benrob0329: not the latest version and no real way to color them yet. but hardware coloring is very powerful. the mod can add color to already defined nodes |
02:28 |
Sokomine |
my local version changes color by punching the node. which i also allowed for dirt. some of my worlds look a bit odd now |
02:54 |
paramat |
aspen wood is even more white so ideal for dyeing |
02:59 |
Sokomine |
paramat: vanessae has white wood for her coloredwood mod. that's even better :-) |
02:59 |
Sokomine |
ah yes. the corals are also excellent for coloring |
02:59 |
VanessaE |
pull requests welcome :) |
03:00 |
VanessaE |
coral could be colorized in gloopblocks, good place for it. |
03:01 |
Sokomine |
no, not necessarily. coloring blocks is so easy. all it takes is adding two entries to the node definitions and a nice palette |
03:01 |
Sokomine |
and, of course, a way to actually color things |
03:01 |
VanessaE |
as soon 0.4.17 is out (and its TODO satisfied, I'll begin working on proper handling of crafting/placing/digging colored blocks in unified dyes, instead of place-and-punch |
03:02 |
VanessaE |
s/d,/d\),/ |
03:02 |
Sokomine |
i really need to get the colormachine work properly again |
03:02 |
Sokomine |
the main issue i have with the colors is diffrent from yours. the information i need is...mapping of colors from one palette to another. that's needed when dealing with moreblocks shapes |
03:02 |
VanessaE |
wait |
03:03 |
VanessaE |
wait for me to do that 0.4.17 unified dyes change |
03:03 |
Sokomine |
what will you do in that change? |
03:03 |
* Sokomine |
looks curious |
03:03 |
Sokomine |
for my problem with color mapping i'd need an update of the lua api i'm afraid...or add a lua library for reading .png files |
03:04 |
VanessaE |
slow down |
03:04 |
Sokomine |
i've tried it manually but it is a very tedious job |
03:04 |
VanessaE |
let me answer |
03:04 |
Sokomine |
ok :-) |
03:04 |
VanessaE |
I'll use the API calls judnahad added to craft and handle colored directly. |
03:04 |
* Sokomine |
distracts vanessae a bit more, grabs some unprotected sweets and runs away :-) |
03:05 |
VanessaE |
unified dyes has some stubs of code in one branch to do it, it just can't be deployed yet |
03:06 |
Sokomine |
good to know that it's all prepared |
03:06 |
Sokomine |
hardware coloring is great. adds a lot of nice blocks without any real overhead |
03:14 |
VanessaE |
UD has a recipe builder helper as well as general block handling updates, just waiting. |
03:14 |
TommyTreasure |
quick question. how often is 'max_lag' calculated? |
03:14 |
VanessaE |
in theory, merge in that one branch and it's ready to go, just needs mods to use the new function |
03:14 |
TommyTreasure |
or, averaged |
03:16 |
VanessaE |
no idea, TommyTreasure |
03:16 |
TommyTreasure |
ty. oh, hi btw :) |
03:18 |
VanessaE |
hi |
03:25 |
benrob0329 |
brb, switching to laptop |
03:29 |
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benrob0329 joined #minetest-hub |
03:32 |
benrob0329 |
Idea for double chests: don't add double chests |
03:32 |
rubenwardy |
loool |
03:32 |
benrob0329 |
we can do better |
03:32 |
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paramat joined #minetest-hub |
03:33 |
benrob0329 |
multi-chests, that way you're not restricted to 2 nodes wide (ofc the server admin could set a limit) |
03:33 |
rubenwardy |
hi paramat |
03:33 |
benrob0329 |
if you right-click a chest's side while holding another chest, it will combine the chests |
03:33 |
benrob0329 |
facing the direction of the first |
03:34 |
benrob0329 |
I suppose having more than a double inv could be a problem..unless you do pages, but at that point it get's silly |
03:35 |
benrob0329 |
so maybe, limit it to 3 nodes (even or odd choices)? |
03:35 |
benrob0329 |
and use vmanip to open the chests all at the same time |
03:36 |
rubenwardy |
looool |
03:36 |
benrob0329 |
I mean, it's that or add another craftitem |
03:37 |
benrob0329 |
I do wonder though,could we do other chest-placing combinations? |
03:38 |
benrob0329 |
like, placing a chest on top of another chest makes a vertical storage bin (think a cupboard) |
03:40 |
benrob0329 |
rubenwardy: its not that insane of an idea, it'd solve the problem of having 30 chests of one type of item |
03:48 |
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04:44 |
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lumberJ joined #minetest-hub |
05:07 |
Sokomine |
"don't add double chests" sounds best. we really don't need them. we have better chests (locked ones) than in mc |
05:08 |
Sokomine |
benrob0329: if you want vertical chests combined, just take a nice refrigerator from homedecor. it will also keep your ores and ingots cold |
05:17 |
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sniper338 joined #minetest-hub |
07:58 |
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tumeninodes joined #minetest-hub |
07:58 |
MinetestBot |
tumeninodes: Jan-09 04:39 UTC <paramat> no but you can set the object property 'step height' per player, to 1.1 nodes or whatever |
07:59 |
tumeninodes |
!tell paramat thank you related to step height |
07:59 |
MinetestBot |
tumeninodes: I'll pass that on when paramat is around |
08:00 |
tumeninodes |
this > https://github.com/minetest/minetest_game/issues/1973#issuecomment-357166611 in case anyone cares. I am very tired and going to bed. :D |
08:14 |
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08:18 |
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08:26 |
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08:28 |
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08:28 |
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08:41 |
tumeninodes |
wooops. should probably log out before going to bed |
08:41 |
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08:43 |
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CWz joined #minetest-hub |
10:00 |
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IhrFussel joined #minetest-hub |
10:01 |
IhrFussel |
The stopping of the entity when attaching a player to it and going at faster speed must be an engine bug, it even happens with zero lag |
10:05 |
IhrFussel |
Will test in 0.4.17 singleplayer before confirming |
10:14 |
IhrFussel |
CONFIRMED |
10:15 |
IhrFussel |
The game tells me I "crashed" into AIR after a few secs...video with proof coming |
10:22 |
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Raven262 joined #minetest-hub |
10:46 |
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nerzhul joined #minetest-hub |
11:14 |
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Fixer joined #minetest-hub |
11:20 |
IhrFussel |
That bug is very very inconsistent, will not be easy to reproduce on demand |
11:21 |
IhrFussel |
Sometimes I can drive for 1+ minutes without stopping, other times I stop with NO boundary near me |
11:23 |
IhrFussel |
Increasing step height from 1.1 to 2.1 seems to have helped |
11:29 |
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Raven262 joined #minetest-hub |
11:34 |
IhrFussel |
1.5 seems to be enough ... I still don't get why step height 1.1 now suddenly causes such problems |
11:39 |
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Raven262 joined #minetest-hub |
12:43 |
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TenPlus1 joined #minetest-hub |
12:43 |
TenPlus1 |
hi folks |
12:44 |
shivajiva |
Hiya tenplus |
12:44 |
TenPlus1 |
hi shiva, and hello from Lubuntu 18.04 alpha 1 :) |
12:44 |
shivajiva |
how's it feel? |
12:45 |
TenPlus1 |
surprisingly the same :) but all new versions in repo and intel fixes/microcode active |
12:46 |
shivajiva |
can you compile latest on it? |
12:47 |
TenPlus1 |
it'll be using 4.15 kernel eventually for final build, but they are working up to that by making everything compatible (nvidia binary) |
12:50 |
shivajiva |
I noticed my system went a bit sluggish for a while after taking the updates for kernel and microcode but within a few minutes it felt 'normal' |
12:50 |
TenPlus1 |
after reboot it all runs fine, tried minetest and getting same speed results, opengl is faster tho so more fps :) |
12:50 |
TenPlus1 |
newer mesa n gfx stuffs :) |
12:51 |
TenPlus1 |
ff 57 is running a lot smoother also |
12:51 |
shivajiva |
heh it's certainly forced their hand |
12:52 |
shivajiva |
57.04 does seem a little more responsive |
12:53 |
TenPlus1 |
ooh, mpv is meant to be a newer build, testin that also |
12:54 |
TenPlus1 |
ooh, new gnome3 front end looks pretty sweet |
13:02 |
TenPlus1 |
nice, they've ported the base install over to python3... no more python 2.6/7 |
13:02 |
TenPlus1 |
only 1 issue, installing minetest from repo NEEDS python2 ?!?!?! |
13:03 |
TenPlus1 |
time to install .deb |
13:05 |
TenPlus1 |
connecting to xanadu :D |
13:08 |
TenPlus1 |
heh, the Spleef! arena is catching on, but still no competition entries for design entered :( |
13:10 |
IhrFussel |
Now Twitch allows "vodcasts"?? Meaning streaming pre-recorded videos as "live stream" ... that's dumb, streamers now can get followers and subs by not even streaming live |
13:10 |
Megaf |
Hi TenPlus1 |
13:10 |
TenPlus1 |
hi fussel, and yeah that sucks... at least do the job that gets you views |
13:10 |
Megaf |
TenPlus1: using capitals now? |
13:10 |
TenPlus1 |
hi Megaf |
13:10 |
* TenPlus1 |
has matured a bit in 2018 ;p |
13:11 |
shivajiva |
LOL |
13:11 |
Megaf |
heh |
13:11 |
shivajiva |
like a cheese? |
13:11 |
TenPlus1 |
more a fine wine, am not too stinky :P |
13:11 |
shivajiva |
:D |
13:12 |
Megaf |
I was born mature |
13:13 |
shivajiva |
Megaf: are you living in reverse? |
13:13 |
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tenplus1 joined #minetest-hub |
13:13 |
shivajiva |
wb 10 |
13:13 |
tenplus1 |
back... turns out open-source noveau driver still has that stall glitch |
13:14 |
tenplus1 |
use the gpu too much for gaming or videos and eventually memory-wise fills up and it stalls desktop... thankfully nvidia-binary works perfectly |
13:14 |
Megaf |
stall glitch? |
13:14 |
Megaf |
oh |
13:14 |
tenplus1 |
yeah, I reported this ages ago in bugtracker |
13:14 |
shivajiva |
ew, they need to fix that |
13:15 |
tenplus1 |
desktop works fine in 2d, just any prolonged gpu usage can cause certain carts to stall (my nvidia ion2 doesnt have much memory) |
13:16 |
tenplus1 |
that's why I love using my old net-top pc... you FEEL every issue |
13:21 |
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srifqi joined #minetest-hub |
13:21 |
tenplus1 |
hi srifqi |
13:21 |
srifqi |
Hi tenplus1 ! |
13:22 |
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EvergreenTree joined #minetest-hub |
13:22 |
tenplus1 |
hi Evergreen |
13:26 |
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Mr_Pardison joined #minetest-hub |
13:28 |
tenplus1 |
hi mister: P |
13:29 |
Mr_Pardison |
morning. |
13:29 |
tenplus1 |
lunch time is upon us... or at least on my end :P brb, making foody |
13:51 |
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compunerd joined #minetest-hub |
14:11 |
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benrob0329 joined #minetest-hub |
14:11 |
tenplus1 |
hi benrob |
14:11 |
benrob0329 |
Hi tenplus1 |
14:11 |
benrob0329 |
Oh, I think DMs are way too common :P |
14:12 |
tenplus1 |
heh :) can increase chance levels prolly |
14:12 |
benrob0329 |
Was trying to mine last night in a decently lit cave, DMs everywhere |
14:13 |
tenplus1 |
they were spawning on the periphary |
14:13 |
Mr-Pardison |
benrob0329: lava and a protected platform. |
14:13 |
Mr-Pardison |
acts a light source and can't be taken out by those pesky DM's. Just be careful of the fireballs. |
14:13 |
benrob0329 |
Mr-Pardison: that doesnt help against fireballs :P |
14:13 |
Mr-Pardison |
ik. |
14:13 |
tenplus1 |
they spawn at 7 light level and below, could make it 5 prolly and increase chance to 9000 |
14:14 |
tenplus1 |
fireballs cannot break through obsidian brick :D |
14:14 |
Mr-Pardison |
the horror. |
14:14 |
* Mr-Pardison |
makes a note of that |
14:14 |
tenplus1 |
should I make changes ? |
14:14 |
Mr-Pardison |
no! |
14:14 |
benrob0329 |
Just obsidian brick? |
14:14 |
Mr-Pardison |
they are already deadly enough as is IMO. |
14:14 |
benrob0329 |
Or obsidian in general? |
14:16 |
benrob0329 |
IMO DMs should be rare and deadly, like a mini-boss |
14:16 |
Mr-Pardison |
that would be nice. |
14:16 |
tenplus1 |
maybe I should reduce spawning light levels to 5 and increase chance to 9000 |
14:16 |
Mr-Pardison |
especially on those deep caves that have a lot of mobs in them. |
14:17 |
benrob0329 |
Or something you run away from on first sight :P |
14:17 |
tenplus1 |
k, ignore what I just said with obsidian... it's an override I add to Xanadu server so that DM's cannot blast through obsidian and obsidian briocks |
14:17 |
tenplus1 |
minetest.override_item("default:obsidian", {on_blast = function() end}) |
14:18 |
benrob0329 |
I wouldn't mind obsidian being DM proof :P |
14:18 |
Mr-Pardison |
same. |
14:18 |
benrob0329 |
But like, obsidian in general |
14:18 |
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Krock joined #minetest-hub |
14:18 |
tenplus1 |
shall I add that to the dungeon master code ? |
14:18 |
tenplus1 |
hi Krock |
14:19 |
Mr-Pardison |
yes. |
14:19 |
benrob0329 |
Bricks, blocks, glass |
14:19 |
benrob0329 |
Please |
14:19 |
tenplus1 |
not glass, that's weak... just blocks and brick |
14:19 |
benrob0329 |
Glass is smelted obsidian :P |
14:19 |
Mr-Pardison |
what about the red and blue colored obsidian (like the one in deep caves on DL)? |
14:19 |
tenplus1 |
yes but being glass it can shatter, so not blast proof :P |
14:20 |
benrob0329 |
Hmm |
14:20 |
Krock |
hi tenplus1 |
14:20 |
Krock |
aagh man, I wasn't prepared again this time |
14:20 |
benrob0329 |
IMO the fireballs should make lava more than explosions :P |
14:21 |
Mr-Pardison |
but that would damage them. |
14:21 |
benrob0329 |
They breath fire tho |
14:21 |
benrob0329 |
Why would lava damage them? |
14:21 |
Mr-Pardison |
I use a platform with a lava source node on the side of it to defeat them (keep building the platform) |
14:21 |
tenplus1 |
so changes are: lower spawning light levels to 5 and below, increase spawn chance to 9000 and make obsidian block/brick blast proof ?? |
14:22 |
benrob0329 |
Please |
14:22 |
* Mr-Pardison |
seconds the motion |
14:22 |
benrob0329 |
I should make my own version of the DM, see what people think :PP |
14:25 |
tenplus1 |
lol, do it :) |
14:58 |
Mr-Pardison |
tenplus1: if you make the DM's fireballs unable to go through obsidian, would you add caverealms:glow_obsidian_2 (hot glowing obsidian) and caverealms:glow_obsidan (glowing obsidain) to the blocks that it could not go through or would it just be default obsidian? |
15:01 |
benrob0329 |
group:obsidian :P |
15:01 |
Mr-Pardison |
yay. |
15:02 |
Mr-Pardison |
then I can use the obsidian I have (and the stuff found down where I have a warp point set) to make a safety cage. |
15:03 |
tenplus1 |
seems to be an issue with tnt mod, it explodes nodes that has the on_blast() end set with nothing inside ?!?! |
15:03 |
tenplus1 |
looking into that before changing |
15:04 |
tenplus1 |
updated monsters and api though with mentioned additions tho |
15:04 |
benrob0329 |
Thank |
15:04 |
benrob0329 |
s |
15:04 |
Mr-Pardison |
I'm willing to wait for something as awesome as this. |
15:05 |
tenplus1 |
a DM fireball will do no damage to surrounding nodes when inside protected area tho, that works fine |
15:05 |
tenplus1 |
is only when it calls tnt:boom we have issue |
15:08 |
tenplus1 |
should DM blasts vapourize node drops ??? |
15:09 |
Mr-Pardison |
no for when a player is going deep mining with another player and one dies, the other picks up there stuff. |
15:09 |
Mr-Pardison |
but if you wanted to make it harder, then add it in. |
15:09 |
tenplus1 |
no no, NODE drops, when the fireball hits a block, the drops are gone... |
15:09 |
tenplus1 |
but if the fireball hits a player and they die they will still drop all items |
15:09 |
tenplus1 |
or bones |
15:10 |
Mr-Pardison |
ah. |
15:11 |
Mr-Pardison |
Well, when I faced them, I collected the node drops and used that for repairing the platform. |
15:11 |
Mr-Pardison |
I think it might be good to add that in. |
15:11 |
tenplus1 |
it's already there :P just curious about removing them |
15:12 |
Mr-Pardison |
try it out then see what others think about it. |
15:20 |
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lumberJ joined #minetest-hub |
15:21 |
tenplus1 |
hi lumber |
15:24 |
lumberJ |
hey tenplus1. hows it going? |
15:24 |
tenplus1 |
good thanks, working with mods today :) you ? |
15:24 |
lumberJ |
not too bad. working on my truck :P |
15:24 |
tenplus1 |
kewl :) |
15:26 |
lumberJ |
i guess. my tensioner pulley just about completely melted until the serpentine belt was about to pop off |
15:27 |
lumberJ |
now i have melted plastic in the grooves of all my pulleys |
15:27 |
tenplus1 |
I hacve no clue what those are :D |
15:27 |
tenplus1 |
ehehehehe |
15:27 |
Mr-Pardison |
sounds bad. |
15:27 |
tenplus1 |
yeah |
15:27 |
lumberJ |
me neither. but i'm to broke to pay mechanics so its youtube and the autoparts store for me :P |
15:27 |
lumberJ |
too* |
15:28 |
tenplus1 |
not the first time I did that with my old car |
15:28 |
Mr-Pardison |
viva youtube for helping those of us too poor to pay for professionals. |
15:28 |
tenplus1 |
although was never as complicated as that sounds :D |
15:28 |
lumberJ |
yep. one time i jumped my car off of a power tool battery on the advice of a jamaican on youtube |
15:30 |
lumberJ |
i shove some steel braces i had laying around in the grooves of the batteries connections and just clamped the jumper cables right on and cranked it up |
15:30 |
benrob0329 |
tenplus1: does mobs_redo have on_spawn and on_death? |
15:30 |
tenplus1 |
yes |
15:30 |
benrob0329 |
Because animations :P |
15:30 |
tenplus1 |
all in the api.txt file :) has on_death animations etc |
15:31 |
benrob0329 |
I'm thinking that the sand monster dissolves into the wind when you kill it :D |
15:31 |
tenplus1 |
would be nice, could easily add a particle effect with sand on death |
15:31 |
benrob0329 |
Indeed |
15:31 |
tenplus1 |
will work on that after I fix the on_blast detection |
15:33 |
benrob0329 |
Also, they could become harder to hit but take fewer hits in the day, as the sand would bake in the sun and become brittle |
15:34 |
tenplus1 |
could use the custom on_punch for that one, check time of day and increase damage |
15:34 |
Wayward_One |
hi all :) |
15:34 |
tenplus1 |
hi wayward |
15:34 |
benrob0329 |
Hi Wayward_One |
15:34 |
Mr-Pardison |
hiya Wayward_One |
15:34 |
benrob0329 |
tenplus1: was thining they become easier at night, extra moisture softens the sand |
15:35 |
tenplus1 |
wouldnt that reduce damage, soft target |
15:36 |
benrob0329 |
So more health but easier to hit at night, less damage but harder to hit during the day? |
15:36 |
tenplus1 |
gotta think about tha tone |
15:37 |
benrob0329 |
Like, you'd need a wood shovel to kill it in the day, but you can do it with your fist at night |
15:37 |
benrob0329 |
Tree monsters should need an axe :^) |
15:38 |
tenplus1 |
can customize item attacks using api... axes do damage where anything else does no harm maybe |
15:38 |
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15:38 |
benrob0329 |
Cant you use the choppy group? |
15:39 |
tenplus1 |
a custom do_punch in mob definition could check for choppuy... if not found then do no damage, just kb |
15:48 |
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15:53 |
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twoelk joined #minetest-hub |
15:54 |
tenplus1 |
hi twoelk |
15:54 |
twoelk |
o/ |
15:55 |
Mr_Pardison |
\o twoelk |
15:55 |
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Krock joined #minetest-hub |
15:56 |
tenplus1 |
okie, sand monsters dissolve when killed... added particle effect |
15:57 |
* twoelk |
works through his channel lists |
15:57 |
twoelk |
hm, some lonely places there ... |
15:58 |
tenplus1 |
tnt thing is still an issue, could hardcode a nodecheck into dm blast for obsidian etc |
15:58 |
tenplus1 |
wow, bananaland is full :P |
15:58 |
twoelk |
well, limited to 30 or so |
15:59 |
rubenwardy |
surprised about the recent resurgence |
15:59 |
tenplus1 |
hi ruben |
15:59 |
twoelk |
which reminds me my hut there is still missing a roof |
15:59 |
rubenwardy |
interesting how servers rise and decline in popularity |
16:00 |
tenplus1 |
yeah, all depends on what the player feels at that moment :D |
16:00 |
* twoelk |
looks in unbelieve as he realises he just wiped his recent channel list |
16:02 |
tenplus1 |
erk |
16:04 |
benrob0329 |
tenplus1: merged? |
16:04 |
tenplus1 |
yeah, updated git already |
16:04 |
benrob0329 |
Neat |
16:04 |
benrob0329 |
Will see if I can think of other things :P |
16:05 |
tenplus1 |
dms spawn changes and sand monster dissolving |
16:08 |
IhrFussel |
"the rules state that you're not allowed to have multiple accounts on this server" "oh sorry i only have 2" |
16:08 |
IhrFussel |
2 is multiple or not? |
16:08 |
Mr_Pardison |
it is multiple. |
16:09 |
rubenwardy |
what about siblings? |
16:09 |
Mr_Pardison |
yeah. |
16:10 |
benrob0329 |
tenplus1: shouldnt it be a desert sand texture? |
16:10 |
benrob0329 |
Since sand monsters are closer to that color |
16:10 |
tenplus1 |
heh |
16:10 |
benrob0329 |
I'll tweak it, and the particles :P |
16:12 |
tenplus1 |
updated |
16:12 |
benrob0329 |
Where does the effect function come from? |
16:12 |
twoelk |
when, family or friends visit we used to sometimes have 4 or 5 pllayers connecting to the same server over a single connection |
16:13 |
tenplus1 |
the mobs_monster mod, sandmonster.lua file, the on_die function calls a particle function I added |
16:13 |
twoelk |
sadly our current setup isn't that good anymore |
16:15 |
benrob0329 |
tenplus1: I feel like it should be single pixels, and more "into the wind" |
16:15 |
twoelk |
anyway how does it work when a school class tries to visit the same server ? |
16:15 |
tenplus1 |
good point twoelk, if they have ip limits then probably 3 kids only |
16:16 |
tenplus1 |
ben, I kinda thought the life dropped out of them so the sand just drops to the gorund when dead :P |
16:18 |
IhrFussel |
rubenwardy, one account per person is allowed not one per IP ... I know it's hard to enforce such a restriction but as soon as we find someone "cheating" by having 2 or more we will punish them |
16:19 |
benrob0329 |
tenplus1: but you've punched the life out of them :P |
16:19 |
Krock |
punishing by slapping them with an air sword |
16:19 |
tenplus1 |
lol |
16:20 |
IhrFussel |
Since my server features a full-fledged level system and accounts that land on the blacklist will lose everything they earned, most players care about losing a single account |
16:20 |
twoelk |
hehe, I do have an emergency second account on jt2 to get me out of holes that I sometimes end up with without tools and the ability to teleport ( like too close to spawn ) |
16:24 |
twoelk |
you may sometimes see a sillyname player running to a hole and dropping a rescue kit down a seemingly random hole |
16:24 |
IhrFussel |
That's no reason on my server, there are lots of options for teleporting ... the only reasons I can think of for having more than 1 account are bad ones that could potentially damage the server gameplay |
16:25 |
benrob0329 |
IhrFussel: filming account? :P |
16:25 |
Wayward_One |
or forgetting your login info :P |
16:26 |
twoelk |
indeed, the only halfway valid reason I could think of would be to take a nice selfie |
16:27 |
IhrFussel |
That's an exception then...if the new account really just joins to let staff know they forgot their password then we will check if the IPs match and change the main account one before we put that "emergency" one on the blacklist |
16:28 |
IhrFussel |
It gets very tricky though if the IPs don't match (for example cause of dynamic IP) |
16:29 |
IhrFussel |
Then I usually try to find things only the real person could know and ask them about it to confirm the identity |
16:29 |
twoelk |
hehe, maybe something like <my id card is in yonder chest and has the following message on it> |
16:30 |
Sokomine |
there may be very rare reasons for a second account. i used one when thesting the android client. was much safer that way than dealing with the normal player with more powerful tools and privs |
16:30 |
twoelk |
hm, might have some books somewhere that one put notes into |
16:30 |
tenplus1 |
ooh nice... |
16:31 |
tenplus1 |
am still testing lubuntu 18.04 but using nvidia gfx binary now to skip open source issues |
16:31 |
Sokomine |
also, on the adventuretest server, it sometimes proved useful to have a second character just to be able to actually meet people and help new players. travelling is/was very restricted there |
16:32 |
* rubenwardy |
wishes people would stop naming things *test |
16:32 |
Sokomine |
twoelk: books might be a good idea :-) except that everybody could read them |
16:32 |
tenplus1 |
hi Sokomine |
16:32 |
benrob0329 |
rubentest |
16:32 |
benrob0329 |
:P |
16:32 |
* rubenwardy |
kicks benrob0329 |
16:32 |
Sokomine |
hi ten |
16:32 |
twoelk |
the book could be in a locked place |
16:32 |
* benrob0329 |
dodges |
16:32 |
Wayward_One |
lol xD |
16:33 |
rubenwardy |
saying that, I tend to surfix all my projects with either Prototype or Project |
16:33 |
Sokomine |
tenplus1: btw, it ought to be possible to tame the dms :) they can't just shoot fireballs all day. put on a cloak that lets you look like one and have a nice chat with one of them :-) |
16:33 |
rubenwardy |
my largest ever c++ project was originally called Ruben's Virtual World Prototype (RVWP) |
16:33 |
rubenwardy |
it's now been renamed to Ruben's Virtual World Project (RVWP) |
16:33 |
tenplus1 |
that's what the invisibility mod is for... if you are invisible they leave you alone so you can chat :D |
16:33 |
rubenwardy |
prototype code is here to stay |
16:34 |
Sokomine |
also, sandmobs ought to be more peaceful. the village_sandcity mod exists just for them :-) |
16:34 |
rubenwardy |
https://blog.rubenwardy.com/2017/08/13/multiplayer-topdown-sandbox-game/ |
16:34 |
twoelk |
can one hire a DM for tunnel blasting? |
16:34 |
twoelk |
;-D |
16:34 |
Sokomine |
that would be a good idea as well, twoelk :-) |
16:34 |
tenplus1 |
I could reduce the sand monster attack range so they wander about and only attack if you get too close |
16:35 |
Sokomine |
maybe that's what they're secretly working at when there's no player present :-) |
16:35 |
Sokomine |
that sounds like a good idea, ten. it's such a pity if they come racing towards you, running with open arms into your sword. looks far better if they wander around in the distance |
16:35 |
twoelk |
actually luring a dm to blast a certain area is pretty much fun |
16:36 |
twoelk |
maybe sandmonsters could react to eyecontact like them longlegged guys on mc |
16:37 |
twoelk |
I always thought that was a really fun feature |
16:37 |
tenplus1 |
heh, so in close range and staring at them |
16:40 |
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16:41 |
twoelk |
sandmonsters could also protect their home and go after people stealing sand close by |
16:42 |
tenplus1 |
sounds good but would be a lot of checking |
16:42 |
tenplus1 |
reducing attack range though would be a thing so they could be more peaceful ? no ? |
16:43 |
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rubenwardy left #minetest-hub |
16:43 |
twoelk |
Indeed I often think mobs are too aggresive without cause |
16:44 |
tenplus1 |
anyone else agree ? |
16:44 |
Krock |
partial agreement. not all should be "neutral" |
16:45 |
tenplus1 |
heh... sand monsters have an 8 block view range, could reduce to 5 so you have to be close for them to attack |
16:45 |
tenplus1 |
suggestions welcome |
16:45 |
Raven262 |
Most of the time they are too aggressive for their own good. |
16:45 |
tenplus1 |
o/ raven |
16:45 |
Raven262 |
Hi ten |
16:45 |
Krock |
o/ Raven262 |
16:45 |
twoelk |
hehe they could gang up before they attack |
16:45 |
Raven262 |
Hello Krock |
16:46 |
benrob0329 |
tenplus1: i'd be for it |
16:46 |
Mr-Pardison |
I just drown them. |
16:46 |
tenplus1 |
lolol |
16:46 |
benrob0329 |
I run past them most of the time anyways |
16:46 |
twoelk |
drowning is my weapon of choice for dm - always good to have a bucket of water with you |
16:46 |
benrob0329 |
I'd also be for reducing the drops low level mobs give you |
16:47 |
benrob0329 |
There's plenty of sand in the desert :P |
16:47 |
tenplus1 |
heh, so sand monsters should maybe drop 1-3 sand only ? |
16:48 |
Mr-Pardison |
twoelk: I prefer lava. |
16:48 |
tenplus1 |
yeah, they die quicker in lava :D |
16:48 |
twoelk |
no, I think the drops are logical and are useful for teaching newbies to go for the more powerfull mobs |
16:49 |
tenplus1 |
so for sand monster view range drop to 5, keep drops same ? |
16:49 |
twoelk |
lava spills can be dangerous and if you hurt other players or such can get you easily banned |
16:52 |
benrob0329 |
Hmm, how could you make a mobs eyes glow.. |
16:52 |
tenplus1 |
I'd have to add particles to the eyes, but calulating rotation and position would slow things down |
16:53 |
benrob0329 |
Attatched entities |
16:54 |
tenplus1 |
api is 0.4.16 compatible... cant add new features just yet until 0.5 is out |
16:54 |
* twoelk |
imagines exploring a dark cave with lots of eyes glowing at one |
16:54 |
tenplus1 |
glowing particles can be done on 0.4.16 but not entities |
16:54 |
benrob0329 |
Unfortunately |
16:54 |
Raven262 |
tenplus1, is there a special spawner for the mobs to appear in the dungeons? (in mobs_redo) |
16:55 |
tenplus1 |
you can give yourself mobs:spawner and configure it to specific mobs and settings, yes |
16:55 |
benrob0329 |
I mean, if that was the only thing that needed 0.5 it wouldn't be bad |
16:55 |
Raven262 |
I'm working on a lua dungeon mod and I would like to add some mobs into them. |
16:55 |
twoelk |
add a spawner on generating? |
16:55 |
Mr-Pardison |
twoelk: this is deep down and I make sure to warn the others in the hunting party about it. |
16:56 |
tenplus1 |
spawners can be hidden and settings given for player range, mob, number, light levels, y value and radius |
16:56 |
tenplus1 |
spawners arent added to mapgen, it's up to map makers to use them |
16:56 |
Raven262 |
So I can't place them with voxelmanip? |
16:57 |
twoelk |
making mobs spawn on mossy cobble would probably be the easiest way to add them to dungeons |
16:57 |
* benrob0329 |
imagines a DM who's glowing eyes open in the dark, letting you know |
16:57 |
benrob0329 |
Run. |
16:57 |
tenplus1 |
nope, they need metadata contained for settings, otherwise they dont do anything |
16:57 |
Raven262 |
And if i place a node and then use an abm to activate it? |
16:58 |
Raven262 |
Like I did with the particle spawners some time ago. |
16:58 |
tenplus1 |
if you place spawner it does nothing until you right click and enter settings |
16:58 |
Raven262 |
Oh |
16:58 |
tenplus1 |
it's more an admin thing and not really for players |
16:58 |
tenplus1 |
I use it in Xanadu shop area to spawn traders |
16:58 |
Raven262 |
Then I need to register mobs that spawn on the materials that my dungeon is made of? |
16:59 |
tenplus1 |
spawners let you spawn any entity with specific settings (how close player is, how many entities are in area already etc.).. doesnt matter what node they spawn on |
17:00 |
Raven262 |
Yea but I can't use those when generating the dungeon. |
17:00 |
Raven262 |
So the other way^ |
17:00 |
tenplus1 |
then why not register a mob using mob:spawn to spawn at the dungeon levels on dungeon stone |
17:01 |
Raven262 |
I thought that using mob spawners was the way you add mobs. |
17:01 |
Raven262 |
In specific areas |
17:01 |
Raven262 |
Like dungeon rooms |
17:01 |
Raven262 |
But I guess this works the same anyway |
17:01 |
tenplus1 |
you can have mobs spawn in dungeons on a certain node type etc. using the main abm... I use spawners for small areas where you want mobs to detect players and spawn |
17:02 |
Raven262 |
Okay, I'll look into it when i reach that part. Currently I'm trying to write the code that places the dungeon elements. |
17:02 |
tenplus1 |
:) |
17:02 |
Raven262 |
And that should be easy... as soon as I start writing it :P |
17:05 |
tenplus1 |
gotta work on the spawner formspec a little more tho :) it's 1 line with 6 settings.. ahah |
17:05 |
Raven262 |
lol |
17:08 |
benrob0329 |
tenplus1: how hard would it be to make a squirt/flame/shoot attack type? |
17:08 |
benrob0329 |
Like, think.flamethrower |
17:09 |
tenplus1 |
you can do that just now... have a fireball with flame texture and add trails so it looks like flamethrower :D |
17:09 |
benrob0329 |
The particles are doable, but idk about the node damage |
17:09 |
benrob0329 |
Hmm |
17:09 |
tenplus1 |
you can turn off node damage for specific arrow types in mobs api :) |
17:10 |
benrob0329 |
I'm talking like, a semi-solid stream |
17:10 |
benrob0329 |
Within reason, we can only do so much with particles |
17:10 |
tenplus1 |
yup, the more tails you add the more solid it looks :) |
17:10 |
tenplus1 |
it's in api |
17:10 |
benrob0329 |
"Firin' ma lazers" :P |
17:11 |
tenplus1 |
weird, github no longer shows me when I have issues/pulls for mods |
17:11 |
Sokomine |
twoelk: no, please no copying of that mc function. distance seems far more intresting. they could be shy |
17:11 |
benrob0329 |
I'll look into trails, thanks |
17:12 |
twoelk |
shy monsters :-D |
17:12 |
benrob0329 |
Sokomine: just distance is boring, something could spice it up a bit |
17:12 |
benrob0329 |
Maybe you have to run at them |
17:12 |
Sokomine |
no, reducing the drop of sand mobs wouldn't be good. they're a good source of renewable sand (hm...now that i say it...it does sound a bit brutal towards these harmless guys) |
17:13 |
tenplus1 |
:P |
17:13 |
benrob0329 |
They're made of sand, and you just punched them out of existance..where does the sand come from? |
17:13 |
tenplus1 |
could change it to 1-3 drops and a very rare random item maybe ? |
17:13 |
tenplus1 |
from them ben |
17:14 |
benrob0329 |
"This building is build on your people's corpses" |
17:14 |
benrob0329 |
That sounds morbid 🤔 |
17:14 |
* benrob0329 |
thinks how we could make this interesting |
17:15 |
benrob0329 |
The desert is their home |
17:16 |
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17:16 |
Sokomine |
oh. i thought they just had the sand with them |
17:17 |
tenplus1 |
'ehehe, sad but they are the sand |
17:17 |
tenplus1 |
I like my sand monster textures on xanadu, they look more evil :D |
17:17 |
benrob0329 |
Take 1 block of sand, add some Mese spoopieness and boom, sand monster |
17:17 |
Sokomine |
i think of sandguys more like of inhabitants of the desert. not monsters...just...not very friendly "people" who live there. monsters, especially magic ones, are not really what i like to see |
17:17 |
tenplus1 |
a mystic material that makes the monsters possible |
17:18 |
benrob0329 |
Maybe we should rename them, something less generic |
17:18 |
benrob0329 |
The Desert Dwellers |
17:18 |
benrob0329 |
Sand People :P |
17:18 |
tenplus1 |
star wars reference... still bad |
17:19 |
benrob0329 |
Whats a foreign word for sand? |
17:19 |
tenplus1 |
desert dweller sounds good tho :D |
17:19 |
Sokomine |
german doesn't help there. same word |
17:19 |
Sokomine |
yes, desert dwellers would be fine |
17:19 |
Mr-Pardison |
In Romanian it's nisip. |
17:20 |
benrob0329 |
The Nisip |
17:20 |
Mr-Pardison |
and 12 other words. |
17:20 |
Sokomine |
sounds fine :-) |
17:20 |
benrob0329 |
What people though |
17:20 |
Sokomine |
they could have a story behind them |
17:20 |
Sokomine |
just people in general. who happen to live in the desert |
17:20 |
Mr-Pardison |
backstory! |
17:20 |
Mr-Pardison |
sounds.... |
17:20 |
benrob0329 |
People of the Desert, translated |
17:21 |
Mr-Pardison |
into which language? |
17:21 |
twoelk |
sandlang |
17:21 |
Raven262 |
Hey, in Serbian it would be Sand People -> Пешчани људи |
17:21 |
Raven262 |
Now to switch back to latin keyboard before i forget. |
17:21 |
benrob0329 |
Lidé pouště |
17:22 |
benrob0329 |
Czech |
17:22 |
Raven262 |
Let me guess, half of the people didn't see anything written there :P |
17:22 |
tenplus1 |
lol, i saw it |
17:22 |
Raven262 |
Nice |
17:22 |
Mr-Pardison |
I saw it. |
17:22 |
benrob0329 |
Aavikon ihmiset in Finnish |
17:23 |
Raven262 |
Finnish does look so alien to me. |
17:23 |
twoelk |
hm, sand in latin is <arena>, could be missleading |
17:24 |
benrob0329 |
Mutanen hamada: Hausa |
17:24 |
Raven262 |
You know what, maybe remove the "people" part and make some giant scarabs. People love killing bugs. |
17:25 |
benrob0329 |
But they are people, the People of the Desert :P |
17:25 |
tenplus1 |
ooh, scarab mod, like starship trooper |
17:25 |
Raven262 |
I'll add some scarabs to my amber mod when i feel like doing it, eventually. |
17:26 |
twoelk |
scarabs in amber? |
17:26 |
Raven262 |
Well, amber insects |
17:26 |
Raven262 |
Thats the general idea |
17:26 |
benrob0329 |
I think I liked Finnish the best |
17:27 |
Mr-Pardison |
same. |
17:27 |
benrob0329 |
Aavikon ihmiset, People of the Sand. |
17:27 |
tenplus1 |
what about oerkki drops ? |
17:27 |
benrob0329 |
Er, Desert |
17:28 |
benrob0329 |
Hiekkaiset ihmiset would be people of the sand |
17:28 |
Raven262 |
That sounds scary and confusing^ |
17:28 |
Raven262 |
I like it. |
17:29 |
benrob0329 |
I think people of the sand sounds better than people of the desert |
17:29 |
benrob0329 |
More...mysterious |
17:29 |
benrob0329 |
Hiekkaiset ihmiset, People of the Sand |
17:29 |
tenplus1 |
The Bobs |
17:29 |
benrob0329 |
Lol |
17:29 |
benrob0329 |
Freds |
17:29 |
Mr-Pardison |
no no no. |
17:29 |
Mr-Pardison |
the Kevins. |
17:29 |
tenplus1 |
hah |
17:30 |
benrob0329 |
Heh |
17:30 |
twoelk |
hm, ben-ramadi? |
17:31 |
benrob0329 |
What is it? |
17:31 |
Raven262 |
How about "Sand Stalkers"? |
17:31 |
benrob0329 |
They dont really stalk though |
17:31 |
twoelk |
pseudo arab for sons-of-the-sand |
17:31 |
Raven262 |
And give them an ability "Fade to Sands" that makes them invisible |
17:31 |
tenplus1 |
I do like the nssm sand worms :) those are creepy |
17:32 |
Raven262 |
Also, "Sandstorm" that makes a Sandstorm and blinds the player |
17:32 |
Raven262 |
Well, these would be OP |
17:33 |
* Mr-Pardison |
would just jump in the water |
17:35 |
benrob0329 |
Alright, whatms everyone's vote then I guess |
17:36 |
benrob0329 |
Mine is "Hiekkaiset ihmiset", People of the Sand |
17:36 |
tenplus1 |
sounds good... +1 ... also, coffee time :DDD |
17:39 |
* Wayward_One |
votes for Sand People, A.K.A. Tusken Raiders :P |
17:39 |
* Mr-Pardison |
votes for Raiders of the Lost Sand |
17:40 |
tenplus1 |
lolol |
17:48 |
benrob0329 |
Hehe |
17:49 |
benrob0329 |
Oh, tenplus1 (bear with me here, i'm an idea person :P) |
17:49 |
twoelk |
considering their droppings I wonder if the could be viewed as silicium based lifeforms |
17:50 |
benrob0329 |
What if orkkies were rarer, and they dropped a cloak you could put on to disguise yourself? |
17:50 |
benrob0329 |
Thus making orrkiies and DMs not attack you |
17:51 |
benrob0329 |
But also hiding your nametag and skin, so player may mistake you |
17:51 |
tenplus1 |
hrmmmmm |
17:51 |
twoelk |
cloaks with the smell of the hive |
17:51 |
benrob0329 |
3D armor integration? |
17:51 |
twoelk |
and hunters dropping lava on you |
17:52 |
tenplus1 |
heh, player model turns you into oerkki :) |
17:53 |
benrob0329 |
Well, idk if it should be that far |
17:53 |
benrob0329 |
That'll break wielditems |
17:54 |
benrob0329 |
Just a skin overlay perhaps, with a near-black overlay on the face to shade it |
17:54 |
Mr-Pardison |
gray works better to blend in in the darkness. |
17:55 |
tenplus1 |
mobs do need many more special items |
17:57 |
benrob0329 |
Hmm, what if we ditched dirt and stone monsters? |
17:57 |
benrob0329 |
We have tree monsters for forests |
17:58 |
benrob0329 |
And DMs/Orkkies for the underground |
17:58 |
tenplus1 |
I like all the monsters :PP |
17:58 |
tenplus1 |
sand monster = sand peple so less of a monster now |
17:58 |
benrob0329 |
True |
17:58 |
benrob0329 |
We should make them more interesting though |
17:58 |
benrob0329 |
More gameplay depth |
17:58 |
tenplus1 |
stone monsters can easily become lizard ppl living beneath the core :D |
17:59 |
benrob0329 |
I'd be OK with lizard people :P |
17:59 |
benrob0329 |
Its more interesting than "its a monster, made if stone" imho |
18:00 |
tenplus1 |
lol |
18:00 |
Raven262 |
A gargoyle, or perhaps a stone golem would do. |
18:00 |
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18:00 |
Raven262 |
Both are made out of stone. |
18:00 |
tenplus1 |
hi aerozoic |
18:00 |
aerozoic |
hey tenplus1 |
18:00 |
Raven262 |
And I have seen many games that make these stone monster varieties drop ores. |
18:01 |
Raven262 |
So that would be nice. |
18:02 |
tenplus1 |
so you'd have stone monsters that when killed drop stone (that they are made of) and maybe an ore which could be inside |
18:03 |
Raven262 |
Yeah, but maybe there could be more varieties of stone monsters. |
18:03 |
Raven262 |
Not to mention that you can make a clay golem that spawns in shallow water. |
18:03 |
Raven262 |
So that would also be a nice new monster |
18:04 |
tenplus1 |
I have clay monsters/golems in xanadu :) 2 of them for mesa biomes |
18:04 |
Raven262 |
Nice |
18:05 |
Raven262 |
From playing World of Warcraft recently, I have noticed how many different monster types you can make with same model, just changing the name and the texture. |
18:06 |
Raven262 |
For example lava spider, that spawns on lava, same as the ordinary one, little more hp and damage plus make some nice red texture for it. |
18:06 |
tenplus1 |
yup, that's how I do it... ehehe... we have many donated textures for mobs redo |
18:07 |
Raven262 |
Thats nice, variety always helps in minetest (cause the game gets boring after a while) |
18:08 |
tenplus1 |
there;'s only so much you can explore and build without a storyline, progression or special features |
18:09 |
benrob0329 |
Mobs progression :P |
18:09 |
benrob0329 |
don't fight a DM too early |
18:09 |
tenplus1 |
they are set at different levels |
18:09 |
tenplus1 |
you have to go deeper to see certain mobs |
18:10 |
benrob0329 |
The problem is that you dont need to go deeper to mine |
18:10 |
Raven262 |
Pretty sure that lisac and I managed to kill a few DM's quite early on Xanadu. |
18:10 |
tenplus1 |
what armor did you have ? |
18:10 |
Raven262 |
Actually, I had steel armor. |
18:10 |
benrob0329 |
-400 is enough to make Mese and diamond fairly common |
18:10 |
Raven262 |
lisac had none IIRC |
18:11 |
benrob0329 |
Its easier with an open space |
18:11 |
benrob0329 |
Wood sword 'll do it there |
18:11 |
Raven262 |
And when you add a mod that gives some more ores that spawn deeper, you have no reason to go back. |
18:11 |
tenplus1 |
if you go below -350 on xanady you come across Dungeon Lords (more powerful, faster firing and plasma balls) |
18:11 |
Raven262 |
Yeah, we did dug quite much of a space down there. |
18:11 |
Raven262 |
*dig |
18:12 |
Raven262 |
I don't remember how deep was our stronghold. |
18:12 |
Fixer |
wonder if DM is really looks like Pedobear from that infamous meme |
18:12 |
Raven262 |
But I saw two different types of DM's, brown and gray ones. |
18:13 |
Calinou |
Fixer: it reminded me a bit of it :P |
18:13 |
benrob0329 |
Fixer: should probably redo the model |
18:13 |
tenplus1 |
yeah, DM's have 3 different skins |
18:13 |
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18:13 |
benrob0329 |
Wb rubenwardy |
18:13 |
Raven262 |
Yea, make him a bit smaller to resemble it better. |
18:13 |
tenplus1 |
wb ruben |
18:13 |
rubenwardy |
hey all |
18:13 |
Calinou |
I remember facing a DM for the first time in October 2011 |
18:13 |
Calinou |
scary times~ |
18:13 |
Raven262 |
tenplus1, forgot the green one heh |
18:13 |
Raven262 |
Hi rubenwardy |
18:14 |
benrob0329 |
3 meter tall fire breathing thing of death. |
18:14 |
benrob0329 |
Or are they 4 meters tall rn.. |
18:14 |
Raven262 |
A destructive ball spawner that comes from the walls :P |
18:14 |
tenplus1 |
thankfully you can see fireballs in teh dark now with the glow particles |
18:15 |
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18:15 |
Fixer |
there is a reason somebody made this pic 5 years ago: https://i.imgur.com/UKkfYaU.jpg |
18:15 |
Raven262 |
Wow |
18:15 |
tenplus1 |
hi hans |
18:16 |
Calinou |
:D |
18:16 |
tenplus1 |
lol |
18:16 |
Raven262 |
Oh the old stone bricks, oh no |
18:16 |
Raven262 |
I hate that texture |
18:16 |
tenplus1 |
hi Cal |
18:16 |
Fixer |
date of saved image: 09.04.2012 |
18:16 |
Raven262 |
Hi Calinou btw |
18:17 |
Raven262 |
Thats about when i started playing MT |
18:17 |
Raven262 |
Or maybe it was 2013? |
18:17 |
Raven262 |
idk |
18:17 |
Calinou |
old stone bricks were meh indeed, at least to me |
18:18 |
Fixer |
Raven262: early 2012 |
18:18 |
Raven262 |
Fixer, I was talking about when I started playing MT :P |
18:19 |
Raven262 |
Not that you could possibly know that, right? |
18:19 |
Fixer |
oh |
18:19 |
Raven262 |
Okay, I got worried for a second there |
18:19 |
Raven262 |
Like how you managed to get that info |
18:19 |
Raven262 |
Oo |
18:19 |
Fixer |
https://forum.minetest.net/viewtopic.php?f=5&t=19412 |
18:22 |
benrob0329 |
Noticed that years ago |
18:22 |
benrob0329 |
MT doesnt scale up very well |
18:23 |
benrob0329 |
I mean, I suppose you can enable more effects on faster hardware |
18:23 |
benrob0329 |
So there is that |
18:25 |
Calinou |
it never ran really fast in the first place |
18:25 |
Calinou |
(even in 2011) |
18:25 |
Calinou |
I could get 30-40 FPS on my laptop with a GeForce 9600M GT in 1440×900 and view range 75 |
18:25 |
rubenwardy |
That's my title btw |
18:25 |
Calinou |
it became a bit faster in early 0.4 (rendering optimizations), it was nice to play and could often reach 60 FPS |
18:25 |
rubenwardy |
the guy necroposted |
18:26 |
rubenwardy |
on a post from early 2013 |
18:26 |
Raven262 |
Necromancers everywhere. |
18:26 |
Calinou |
also, -1 for mentioning PassMark :( that site is very unreliable |
18:26 |
Calinou |
(not you, the OP) |
18:27 |
Raven262 |
Yesterdays I saw somebody resurrected a mod topic from 3 years ago asking why is the download link broken. |
18:27 |
Raven262 |
*-s |
18:27 |
tenplus1 |
ehehe |
18:27 |
Calinou |
also, on my PC with an i7-6700K + GTX 1080, I can reach 200+ FPS easily in most cases in 2560×1440 with view range 256 and 8× MSAA |
18:27 |
Raven262 |
I mean seriously, how do people even get to these old mods? |
18:27 |
Calinou |
sometimes up to 400 FPS, and 600 when looking at the sky |
18:27 |
Fixer |
Calinou: BUT BUT MINETEST IS INTEL FRIENDLY< JUST BUY INTEL CORE I# WITH INTEGRATED AND IT WILL RUN FINE< THERE IS NO NEED FOR DEDICATED GPU< IT IS WIN_WIN |
18:28 |
Calinou |
Fixer: eh, it runs fine on my ultrabook as well |
18:28 |
Calinou |
once I set "undersampling = 2" with view range 192, I can get 40-60 FPS |
18:28 |
Calinou |
(so it renders in 1920×1080) |
18:29 |
Fixer |
silly GPU users |
18:29 |
Fixer |
new flightgear installed |
18:30 |
Fixer |
installation itself was quite heavy |
18:30 |
Calinou |
did you get anything else than the UFO to take off? |
18:30 |
Calinou |
I haven't :( |
18:30 |
Fixer |
yes |
18:30 |
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18:30 |
tenplus1 |
hi Darcidride |
18:30 |
Fixer |
i've played flight sims literally since 90s |
18:31 |
Fixer |
one one I've seen was amazing |
18:31 |
Fixer |
UNDER DOS |
18:31 |
Fixer |
IT WAS IMPRESSIVE |
18:31 |
tenplus1 |
dosbox... w00t! |
18:31 |
Fixer |
back then |
18:31 |
Fixer |
like after 2D |
18:31 |
Krock |
Fixer, if going caps, then why don't you use Caps Lock? > IT IS WIN_WIN |
18:31 |
Fixer |
I CHANGE LANGUAGE WITH MY CAPSLOCK |
18:32 |
Krock |
ACK |
18:33 |
Fixer |
i've played countless titles, like smth amazing on DOS, F15 (or 16?), F22 Lighting, IL2, Helicopter-related, MS FSX, flight gear |
18:34 |
tenplus1 |
my first flight sim was on the acorn electron... ahaha |
18:34 |
Fixer |
imagine playing that --y ZX, and suddenly you come around PC with DOS, and it has this amazing THREE_DE graphics, OUTSIDE VIEW, MULTI COLOUR |
18:37 |
Fixer |
at least FlightGear works on my ancient card until that mining crazy dies |
18:38 |
Fixer |
craze* |
18:38 |
Fixer |
you just can't be amazed anymore today |
18:38 |
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18:39 |
Fixer |
back then it was OOOOMMMMGGGG |
18:39 |
Raven262 |
IL2 was so damn good. |
18:39 |
Raven262 |
And hard to master, even play. |
18:39 |
Fixer |
i've played it with joystick my friend had |
18:39 |
Raven262 |
Oo |
18:40 |
Raven262 |
I can't manage all the controls even with a keyboard plus mouse |
18:40 |
Fixer |
very first version |
18:40 |
Fixer |
from 2001 or so |
18:40 |
Raven262 |
Mostly keyboard |
18:40 |
Fixer |
on Radeon 7XXX or so card |
18:40 |
Raven262 |
Yeah, the one with realistic stuff |
18:40 |
Raven262 |
1946 got all futuristic |
18:40 |
Fixer |
flightsims on keyboard is horrible |
18:41 |
tenplus1 |
1946 was a good game tho |
18:41 |
Raven262 |
The worst thing is having 10 keys for engine strength, or using two for raising/lowering it by 5 or so |
18:42 |
Raven262 |
And then you have a joystick that can do that much smoother. |
18:42 |
Fixer |
in flightgear I'm using keyboard + control via mouse |
18:43 |
Fixer |
i play it rarely though |
18:43 |
Raven262 |
In il2 though, you would need 3 hands to use a mouse + keyboard :P |
18:44 |
tenplus1 |
the new steam controller would have been fun for all that :D |
18:44 |
Fixer |
i've played it on keyboard at home |
18:44 |
Mr-Pardison |
Fixer: try playing ACM and not being killed in flight from your own actions. |
18:44 |
Fixer |
IL2 disc I had actually exploded in my CDROM |
18:44 |
Fixer |
the only explosion I had |
18:45 |
Raven262 |
I got my wings to fall off in IL2, but the IL2 itself can fly pretty much with only skeleton left from the wings (from AAA) |
18:45 |
Fixer |
52x cdrom was cancerous |
18:45 |
Raven262 |
Wow. |
18:45 |
Fixer |
everyone used limiter, mostly at 32x |
18:45 |
tenplus1 |
you could tip the whole desktop on it's point and the gyroscopic effect of the cd-rom would hold it up :DDDD |
18:45 |
Fixer |
lol |
18:45 |
Raven262 |
Oo |
18:46 |
Raven262 |
I wonder if I could run IL2 on linux... |
18:46 |
Fixer |
probably do |
18:46 |
Fixer |
it has OGL |
18:46 |
tenplus1 |
you never know... wine 3.0 can run many new things |
18:47 |
tenplus1 |
with enough backwards compatibility |
18:47 |
Raven262 |
SOmetimes one needs to switch to an older version of wine to run certain stuff |
18:47 |
Raven262 |
I have wine 1.7.something for Oblivion |
18:47 |
tenplus1 |
that's there playonlinux comes in handy, can have a gui with specific wine versions to run it all |
18:48 |
Raven262 |
Yeah, I use playonlinux :) |
18:49 |
tenplus1 |
I have wine 2.6 on my other desky with play on linux and steam (for windows) handy, most games work fine :) just those perky .net runtimes that mess with it all |
18:49 |
Fixer |
.net sucks |
18:49 |
Fixer |
in terms of raping hdds |
18:50 |
tenplus1 |
yup, lazy game programming indeed |
18:50 |
Fixer |
disable everything .net related on boot to avoid raping your HDD |
18:50 |
rubenwardy |
err, not appropriate |
18:50 |
Fixer |
according to xperfview they have pretty big impact |
18:50 |
tenplus1 |
they use it for badges and game stats to display while playing... not actually part of the damn game tself |
18:51 |
rubenwardy |
looking forwards to getting an SSD for my personal computer |
18:51 |
tenplus1 |
ooh, what size ? |
18:51 |
Fixer |
rubenwardy: SSD is not proven and matured enough |
18:51 |
benrob0329 |
Do we have a way to grab a random pixel from a texture? |
18:52 |
tenplus1 |
[combine I think, but is different when using 16x 32x textures... |
18:55 |
benrob0329 |
What I'd love to be able to do it make mob blood a random pixel from a texture |
18:55 |
benrob0329 |
Rather than the whole texture |
18:56 |
tenplus1 |
that's why I added a blood droplet, was easier :D |
18:56 |
benrob0329 |
Now, I can use math.random to get a random number between 1 and 16 |
18:57 |
benrob0329 |
But I can't use that for every particle spawned without doing them all individually |
18:58 |
tenplus1 |
better to keep it simple |
18:59 |
benrob0329 |
It doesnt look at nice :-( |
18:59 |
tenplus1 |
true, but you can have a custom droplet texture for any mob, doesnt necessarily have to be parts of a larger one... |
19:00 |
benrob0329 |
But you can't vary said texture |
19:00 |
benrob0329 |
I believe this is more of an engine limitation than anything else |
19:00 |
benrob0329 |
Particle systems dont have texture variety |
19:00 |
tenplus1 |
can we animate particles... ? if so then we could do that |
19:00 |
tenplus1 |
I could add particle variance |
19:01 |
benrob0329 |
Animated texture would change mid air, no? |
19:01 |
benrob0329 |
And probably all be the same |
19:01 |
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19:01 |
tenplus1 |
hi robbie |
19:01 |
RobbieF |
Hi tenplus1 |
19:01 |
RobbieF |
Did you have a nice week? |
19:01 |
tenplus1 |
hows things |
19:02 |
benrob0329 |
He RobbieF |
19:02 |
tenplus1 |
yeah, been fun so far |
19:02 |
benrob0329 |
*hi |
19:02 |
RobbieF |
benrob0329 heya! How have you been |
19:02 |
RobbieF |
good good tenplus1 |
19:02 |
RobbieF |
you all catch our interview this week? Linspire is back! |
19:02 |
benrob0329 |
Good, cold mostly |
19:02 |
RobbieF |
heh |
19:02 |
RobbieF |
been mild here in fact |
19:03 |
RobbieF |
but cooling off this afternoon |
19:03 |
tenplus1 |
hah yeah, surprised it's making a comeback with all the flavours of linux out there |
19:06 |
benrob0329 |
tenplus1: can you change the size of mob blood? |
19:07 |
tenplus1 |
size is set to 1.0, could vary between 0.5 and 1.5 if ya like ? |
19:08 |
benrob0329 |
I'd like it to be settable :P |
19:08 |
benrob0329 |
Grains of sand, ya know? |
19:08 |
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19:08 |
tenplus1 |
that's all down to texture size... if u want sand you make 1x1 pixel texture |
19:09 |
benrob0329 |
I did, it's the same size as before |
19:09 |
benrob0329 |
Particles don't seem to care |
19:10 |
Fixer |
55 FPS in flightgear in air, videocard from 2005 |
19:10 |
tenplus1 |
hold on, lemmie do the random particle 1st then work on size |
19:10 |
Fixer |
and I though FG is slow... |
19:10 |
Fixer |
t |
19:10 |
benrob0329 |
Fixer: only if you up the settings |
19:12 |
Fixer |
yeah, i'm not using ALS, as on my dead card |
19:12 |
Fixer |
what is not running is ETS2 |
19:15 |
Calinou |
Euro Nyancat Simulator when? |
19:16 |
Calinou |
"Fly around the exciting world of Internet memes. Avoid trademark concerns!" |
19:16 |
Wayward_One |
xD |
19:16 |
Fixer |
OGL render starts, BUT, some parts are not rendering, oh well |
19:17 |
Fixer |
Euro Refugee Simulator 2019 |
19:18 |
Fixer |
*does not implie that refugee are bad though |
19:19 |
Fixer |
s |
19:19 |
Fixer |
bestest english, only here, come early |
19:20 |
tenplus1 |
Mobs Redo API updated, handles multiple blood textures, either use "texture.png" or {"texture1.png", "texture2.png"} in mob definitions |
19:21 |
Fixer |
tenplus1: in my opinion, heart texture animation can be improved a bit *based on long ago gameplay |
19:21 |
Fixer |
the way it is positioned |
19:22 |
tenplus1 |
when breeding ? if you find better settings show me :) willa dd |
19:23 |
benrob0329 |
tenplus1: got a couple things to finish up, then will work on mob effects :P |
19:23 |
tenplus1 |
heh |
19:24 |
benrob0329 |
Need to redo the DM fireball at some point, it looks more like plasma rn |
19:24 |
benrob0329 |
Or an atom of sorts |
19:24 |
tenplus1 |
that's just down to textures thankfully :) |
19:28 |
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19:30 |
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19:34 |
Fixer |
tenplus1: when breeding |
19:35 |
tenplus1 |
the heart particles are this: effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) |
19:35 |
tenplus1 |
(pos, amount, texture, min_size, max_size, radius, gravity, glow) |
19:53 |
benrob0329 |
tenplus1: alright, back to mob things |
19:54 |
tenplus1 |
lol |
19:54 |
benrob0329 |
Not real happy with the death particles yet.. |
19:55 |
tenplus1 |
for sand monster ? |
19:55 |
tenplus1 |
play around with them, lemmie see what you come up with :) |
19:56 |
benrob0329 |
They blend in too much, gonna need to make a texture |
19:56 |
tenplus1 |
that's why I added both normal sand and desert sand textures using new random method |
19:57 |
* benrob0329 |
clones aseprite-gpl |
20:09 |
* tenplus1 |
builds a Sprite instead: https://i.pinimg.com/236x/82/be/1e/82be1e4f7ee05a0a9b4c413d9660e585--perler-food-perler-patterns.jpg |
20:15 |
rubenwardy |
https://np.reddit.com/r/Minecraft/comments/29vrkp/cant_run_minecraft_made_my_own/ciozegx/?st=jccd3n0i&sh=78c98805 |
20:15 |
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20:15 |
tenplus1 |
wow |
20:20 |
tenplus1 |
ahahaha, nice one :P |
20:21 |
tenplus1 |
you seen the new Nuc that's coming out ? Intel i7 with AMD gfx built into same chip ?!?! |
20:27 |
Krock |
Not yet but I guess it'll be again 3 expensive 5 most of the regular users |
20:29 |
tenplus1 |
$699 for base model, $999 for high end model you can overclock cpu/gpu |
20:32 |
benrob0329 |
tenplus1: think I've got something :D |
20:32 |
benrob0329 |
Gonna push to my repo |
20:32 |
tenplus1 |
link me pls |
20:34 |
benrob0329 |
https://github.com/benrob0329/mobs_monster |
20:34 |
benrob0329 |
tenplus1: ^^ |
20:34 |
tenplus1 |
thankies |
20:36 |
benrob0329 |
blood_size would make this even better, then we could have a lot if small particles rather than a few big ones :P |
20:40 |
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20:42 |
tenplus1 |
hi nerzhul |
20:42 |
tenplus1 |
benrob: 200 particles for a death on a server with 30 players will hit gfx lag a bit |
20:43 |
Sokomine |
Raven262: well, that's justified. even old mods may still be made to work in recent mt. if the mod exists and would in theory do what the poster looks for - why not? most of us gather feedback and user wishes through the forum posts in the mods forum. a mod topic is diffrent from how-was-the-weather-today-topics |
20:44 |
nerzhul |
hi tenplus1 |
20:44 |
Mr-Pardison |
someone going to poke Eyeball Kitty (a.k.a $4r@) about the update to mobs_monster? |
20:44 |
tenplus1 |
? |
20:44 |
nerzhul |
tenplus1, in fact 200 particle is low, but our implementation is very slow due to the sync between client and server |
20:45 |
benrob0329 |
tenplus1: will reduce it |
20:46 |
benrob0329 |
Also, I think this fireball looks a little but more..fire like :P |
20:47 |
benrob0329 |
tenplus1: will halving it be ok? |
20:47 |
tenplus1 |
will use new sand particles when mob explodes but keep desertsand default as hit blood |
20:47 |
benrob0329 |
K |
20:49 |
tenplus1 |
updated git with new changes |
20:49 |
benrob0329 |
tenplus1: what of the effect with 100 particles? |
20:49 |
tenplus1 |
lowered to 60 in total (30 each spawner) |
20:49 |
tenplus1 |
looks ok |
20:50 |
benrob0329 |
Alright |
20:50 |
benrob0329 |
Will continue to work on fireball texture |
20:50 |
tenplus1 |
thx for changes :) |
20:50 |
benrob0329 |
Going to keep the same design for now but take colors from default_fire |
20:55 |
benrob0329 |
tenplus1: see github repo for new texture |
20:57 |
tenplus1 |
yeah, that one seems better :P |
20:59 |
benrob0329 |
I'll probably redo the design at some point but for now I think that's better |
20:59 |
tenplus1 |
git updated :) image compressed |
21:00 |
benrob0329 |
Thanks :-) |
21:00 |
benrob0329 |
A better trail might be nice.. |
21:00 |
* benrob0329 |
thinks |
21:00 |
benrob0329 |
Can't do any more right now, will probably do more in the future though |
21:01 |
Mr-Pardison |
leaving now |
21:01 |
Mr-Pardison |
cya tuesday |
21:01 |
tenplus1 |
cya pardison |
21:01 |
tenplus1 |
thanks for the changed benrob :) we've made mobs redo that bit better today |
21:02 |
Raven262 |
Sokomine, yes, but they just asked why isn't the download link working. As if they expected it to work for over 3 years. I understand when people ask for old mods' source to learn from or modify them etc. But this one just asked why isn't the download link working, rather than to ask where can they find the mod. |
21:03 |
Raven262 |
Not that I blame this specific person, but I find many old mods being resurrected and I'm curious how people even reach them. |
21:03 |
benrob0329 |
tenplus1: NP, happy to help :-) |
21:05 |
benrob0329 |
Need to do some character modeling tutorials, maybe redo some animations :P |
21:05 |
tenplus1 |
any changes are welcome :) |
21:05 |
tenplus1 |
mobs api is a community effort :P |
21:12 |
tenplus1 |
:P |
21:20 |
benrob0329 |
tenplus1: would better blood textures be wanted? |
21:20 |
benrob0329 |
I really dont like having the full node texture be the blood :P |
21:20 |
tenplus1 |
if you are up for drawing them :) the current blood texture is more cartoony so it looks ok |
21:21 |
tenplus1 |
I kinda imagined hitting a living pile of sand would dislodge clumps... hence the desertsand default, then it dropping as sand and dust particles flying in the wind like you have now |
21:21 |
benrob0329 |
Perhaps a mask to round the corners? |
21:23 |
benrob0329 |
I feel like we could take the sand/dirt texture and apply a few different modifiers to it |
21:23 |
tenplus1 |
see what you come up with |
21:23 |
benrob0329 |
A mask to round it, size it down a little, another mask to make it look chunky, etc |
21:25 |
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21:32 |
tenplus1 |
nite all o/ |
21:32 |
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21:32 |
rubenwardy |
o/ |
22:15 |
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22:33 |
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22:35 |
IhrFussel |
active_object_send_range_blocks is set to 1 ... could that cause entities that are too fast to stop randomly? |
22:37 |
IhrFussel |
I'll try to set it to 2 and see if it fixes that issue |
22:53 |
Megaf |
Hi? |
23:18 |
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EvergreenTree joined #minetest-hub |
23:18 |
benrob0329 |
Hi Megaf |
23:18 |
Megaf |
Hey man |
23:18 |
Megaf |
hows things? |
23:19 |
Megaf |
It's my last Friday in Brazil, before returning to Ireland |
23:19 |
Megaf |
mixed feelings. |
23:19 |
benrob0329 |
Good, contributed to mobs_monsters a bit today |
23:20 |
Megaf |
That's very nice benrob0329 |
23:20 |
Megaf |
I might get back to do some work with Minetest |
23:20 |
Megaf |
I did some stuff and got nice feedback |
23:21 |
Megaf |
benrob0329: do you even DiscordApp? |
23:32 |
benrob0329 |
Megaf: preferably not |
23:39 |
Sokomine |
hmpf. started a new world - and staring at a tree directly in front of me |
23:50 |
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IhrFussel joined #minetest-hub |
23:50 |
IhrFussel |
Someone said something in another language in the chat and there was a square containing OBJ o.o |
23:51 |
IhrFussel |
But it only displayed in the normal chat, in the console it was gone |