Time |
Nick |
Message |
00:10 |
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08:20 |
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08:48 |
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Krock joined #minetest-hub |
08:56 |
Krock |
Oh. Not much going on this Sunday morning :| |
09:14 |
IcyDiamond |
o/ Krock |
09:15 |
nerzhul |
hi Krock |
09:15 |
nerzhul |
don't worry there are many PR to review :p |
09:16 |
nerzhul |
question to -hub, what do you think about a meteo communication rendered by client only ? |
09:16 |
nerzhul |
i thought about a protocol for this, and then we will need a client part (yeah client should think by itself sometimes, and it's less consuming than spamming particles server side :p) |
09:17 |
nerzhul |
s/meteo/weather |
09:18 |
IcyDiamond |
server should just say current weather and then client does the rest |
09:18 |
IcyDiamond |
:P |
09:18 |
nerzhul |
IcyDiamond it's the idea |
09:19 |
nerzhul |
i'm not familiar with client about this, but i think we can do some software render (based on some current mods, but optimized, maybe), and maybe have shaders for this too if someone has skills |
09:19 |
nerzhul |
you push an event to client to say the current weather and that's all |
09:20 |
nerzhul |
maybe an optional texture to make it coherent with the global world theme |
09:47 |
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Fixer joined #minetest-hub |
10:11 |
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shivajiva joined #minetest-hub |
10:24 |
nerzhul |
IcyDiamond, the first PoC is here: #7519 |
10:24 |
nerzhul |
currently no rendering but server can send the state to the client |
10:37 |
IcyDiamond |
Cool |
11:02 |
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Gael-de-Sailly joined #minetest-hub |
11:03 |
ANAND |
Are the registered_on_* callbacks triggered in lua or in C++? |
11:04 |
nerzhul |
it's the minetest.register_on_* lua call |
11:04 |
ANAND |
Yes, but I'd like to know how they're actually executed |
11:05 |
red-001 |
C++ |
11:05 |
red-001 |
nothing stops Lua code from also calling them ofc |
11:05 |
ANAND |
Ah, I see |
11:06 |
red-001 |
see the (undocument?) `callback` function |
11:07 |
red-001 |
oh |
11:07 |
red-001 |
looks like it's documented correctly now |
11:09 |
red-001 |
I guess I was wrong |
11:09 |
ANAND |
Which callback function? |
11:09 |
ANAND |
C++ or lua? |
11:10 |
red-001 |
core.run_callbacks |
11:10 |
red-001 |
it's what c++ calls |
11:10 |
ANAND |
ah... |
11:10 |
red-001 |
https://github.com/minetest/minetest/blob/eef62c82a2e58700fc1216b0b8c03e421bc77995/src/script/cpp_api/s_base.cpp#L232 |
11:10 |
red-001 |
https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L399 |
11:13 |
ANAND |
Where is this documented though? This seems to be a very useful function... |
11:13 |
red-001 |
it's not |
11:13 |
red-001 |
it's just in the right namespace |
11:13 |
ANAND |
oh |
11:13 |
nerzhul |
it's not, and only core can write on it |
11:14 |
red-001 |
that's what through me off |
11:14 |
red-001 |
nerzhul, don't think so? |
11:14 |
red-001 |
it's in the main minetest namespace and registered from lua |
11:14 |
nerzhul |
not sure, but only MT should write on the registered_* ref |
11:15 |
red-001 |
not in some hidden Lua index like the unsecure environment |
11:16 |
red-001 |
#7520 |
11:16 |
red-001 |
shadowbot would be useful here |
11:17 |
red-001 |
ShadowBot, #7520 |
11:17 |
red-001 |
ShadowBot, title https://github.com/minetest/minetest/issues/7520 |
11:17 |
ANAND |
ShadowBot has been unvoiced |
11:17 |
ANAND |
for some strange reason... |
11:17 |
red-001 |
could an op voice it? |
11:18 |
red-001 |
it's quite useful |
11:18 |
ANAND |
true |
11:18 |
red-001 |
unless that would break it or something |
11:21 |
ANAND |
Looks like ShadowBot is supposed to be auto-OPed... |
11:28 |
ANAND |
The minetest/core lua table is mapped to 'L' in C++, right? |
11:30 |
sfan5 |
L is the lua state |
11:30 |
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Fixer_ joined #minetest-hub |
11:31 |
ANAND |
Ahh... |
11:44 |
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tenplus1 joined #minetest-hub |
11:44 |
tenplus1 |
hi folks :) |
11:45 |
red-001 |
hello tenplus1 |
11:45 |
tenplus1 |
o/ red, hows things |
11:57 |
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Krock joined #minetest-hub |
11:59 |
tenplus1 |
hey Krock :P |
11:59 |
Krock |
hi tenplus1 |
12:00 |
tenplus1 |
is there any reason the afteruse function for a tool does not work when using a custom on_use ? |
12:00 |
tenplus1 |
or does it rely on the default on_use ? |
12:11 |
Krock |
after_use depends on core.node_dig |
12:11 |
Krock |
i.e. on_dig |
12:11 |
Krock |
(of the node) |
12:15 |
tenplus1 |
ahh, so it's only called for nodes, not for general usage ? |
12:16 |
tenplus1 |
was attempting to get toolranks working for swords and mob attacks, looks like I'll have to do the changes myself then |
12:17 |
IcyDiamond |
nodes really could use a neighbour update callback |
12:17 |
tenplus1 |
hi diamond |
12:17 |
IcyDiamond |
hi |
12:17 |
tenplus1 |
also, neighbor update callback ? explain plz ? |
12:46 |
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behalebabo joined #minetest-hub |
12:47 |
red-001 |
minetest game has progressed nicely |
12:48 |
red-001 |
looks so much nicer than 0.4.14 |
12:54 |
nerzhul |
red-001, in what ? (i'm generally on experimental to dev :p) |
12:54 |
nerzhul |
s/experimental/minimal) |
12:54 |
red-001 |
better biomes |
12:55 |
rdococ |
there's no volcano biome yet |
12:56 |
nerzhul |
volcano can be nice but it's not easy |
12:56 |
nerzhul |
red-001 which biomes ? |
12:56 |
red-001 |
underwater ones and better forest ones |
12:56 |
red-001 |
maybe some other stuff |
13:00 |
nerzhul |
oh it can be nice for underwater |
13:00 |
Calinou |
https://github.com/flathub/net.minetest.Minetest/pull/4 |
13:00 |
Calinou |
did I post that here already? :P |
13:00 |
Calinou |
I forgot |
13:08 |
tenplus1 |
Mobs Redo API updated, now has toolranks support for swords |
13:14 |
nerzhul |
hey guys, you want a rain preview ? :D |
13:15 |
nerzhul |
https://www.youtube.com/watch?v=6Xe09W76EOw |
13:19 |
nerzhul |
it's a pure client side rendering |
13:20 |
tenplus1 |
nice, you using csm |
13:20 |
nerzhul |
no |
13:20 |
nerzhul |
CSM only know when weather is received from server |
13:20 |
nerzhul |
but the server only send player:set_weather("rain") |
13:20 |
nerzhul |
:p |
13:20 |
tenplus1 |
ooh |
13:20 |
nerzhul |
(in SSM side) |
13:21 |
nerzhul |
and after 10° seconds: set_weather("normal") |
13:21 |
nerzhul |
yeah it's simple, but it can be nice |
13:21 |
tenplus1 |
:)) |
13:21 |
nerzhul |
i need to handle many cases but it's the idea |
13:21 |
nerzhul |
at least rain works :p |
13:22 |
tenplus1 |
weather was always something we needed :) |
13:22 |
nerzhul |
i know, and i was a little bit dev crazy today, i found an irrlicht example, tested it with unknown_node texture, now i need to tune it |
13:24 |
nerzhul |
and it uses only irrlicht particles, you can imagine a shader for good machines :p |
13:25 |
tenplus1 |
hardware particles... so not as laggy as addparticle(s) |
13:25 |
nerzhul |
yes |
13:25 |
tenplus1 |
sweet |
13:26 |
nerzhul |
i add an intensity argument to tune the rain |
13:28 |
Sokomine |
sounds very good. some rain now and then makes the game feel more realistic |
13:28 |
tenplus1 |
yeah, sets a good ambience in teh world ripe for exploring :0 |
13:31 |
tenplus1 |
Toolranks updated with sword support for default and moreores |
13:33 |
ANAND |
oh that looks very nice indeed, nerzhul! :) |
13:37 |
longerstaff13 |
hi |
13:37 |
ANAND |
o/ |
13:37 |
nerzhul |
it's the beginning, and it's only rain :) |
13:41 |
nerzhul |
https://www.youtube.com/watch?v=gji0v-pUO20&feature=youtu.be |
13:41 |
nerzhul |
with intensity levels |
13:44 |
nerzhul |
bon hesitate to vote on it #7519 |
13:47 |
nerzhul |
s/bon/don't/ |
13:47 |
nerzhul |
https://github.com/minetest/minetest/pull/7519 (bot powa) |
13:55 |
ANAND |
Nub question: If two PRs modify the same file, can one be merged without having to merge the other? |
13:56 |
nerzhul |
yes |
13:56 |
ANAND |
Cool :) |
13:56 |
nerzhul |
the second will need to rebase |
13:56 |
ANAND |
Ah.. |
13:56 |
nerzhul |
(if there is a conflict) |
13:57 |
ANAND |
So there's no need to rebase if both the PRs modify different parts of the same file? |
13:59 |
nerzhul |
no, but it's not an expensive operation generally |
14:01 |
ANAND |
I see... thanks :) |
14:23 |
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CWz joined #minetest-hub |
14:26 |
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AndroBuilder joined #minetest-hub |
14:39 |
rdococ |
It'd be fun to have a game based on In Time. You have a set amount of time left to live, and when it runs out, all of your areas are cleared and you die, but you can trade time with other players, and generate time somehow. |
14:54 |
nerzhul |
okay i think i have the good implementation for snow :D |
15:00 |
nerzhul |
https://www.youtube.com/watch?v=wMsZP1DfNr4 |
15:01 |
nerzhul |
here is the video, i fixed the texture, but it's not perfeect, and i hope someone will find time to generate a good texture after merge :p |
15:08 |
tenplus1 |
wow, getting better each step :D |
15:09 |
nerzhul |
i'm trying to implement wind |
15:14 |
tenplus1 |
Mobs_monster updated with ApireMints new spider model and textures :) |
15:14 |
Krock |
oh nice, tenplus1. Logging deprecated function calls right now and you already seem to have updated your mods :D |
15:15 |
tenplus1 |
I get there eventually :D |
15:15 |
tenplus1 |
the new on_spawn function really saves registering separate models for each spider :) |
15:15 |
Krock |
MTG also has some of these |
15:16 |
Krock |
oh gosh! the boats mod only seems to know deprecated names |
15:17 |
nerzhul |
haha |
15:17 |
tenplus1 |
:P |
15:18 |
Krock |
PR time for MTG again.. for once in a while |
15:18 |
nerzhul |
don't forget builtin :D |
15:19 |
Krock |
ouch |
15:21 |
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Ruslan1 joined #minetest-hub |
15:28 |
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IhrFussel joined #minetest-hub |
15:29 |
IhrFussel |
Hello guys, I need an offset for a text HUD that makes sure that no text is cut-off on the screen...I want the HUD to be displayed pretty close to the edge of the screen...right now I achive it using aligment x = -1 but that makes the HUD move a lot depending on what the text displays |
15:29 |
IhrFussel |
Right edge of the screen* |
15:31 |
IhrFussel |
The text length can be max 30 characters ... so maybe x=-(30*14)? |
15:31 |
IhrFussel |
14 is the default font size I think (not sure) |
15:33 |
tenplus1 |
would be handy if hud and formspec text could select between fixed and variable as well as size |
15:49 |
Krock |
error: The option --mirror mya not combined with Refspecs. |
15:49 |
Krock |
> git push origin deprecated_fix .. what?? |
15:52 |
IcyDiamond |
added a new machine to elepower, the solderer |
15:54 |
IcyDiamond |
sodder |
15:54 |
IcyDiamond |
:D |
16:07 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-07-01-19:06:57.png automatic farm works pretty well :) |
16:08 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-07-01-19:07:56.png been running for a while |
16:08 |
tenplus1 |
kewl |
16:08 |
IcyDiamond |
i think i should add a hoe to the planter so its not completely afk |
16:10 |
IcyDiamond |
and the harvester is not completely afk either, when the sludge buffer fills up it wont run anymore |
16:10 |
IcyDiamond |
so that has to be disposed of :P |
16:11 |
tenplus1 |
automated to an extent :) but with repair/cleaning |
16:11 |
IcyDiamond |
yep |
16:12 |
IcyDiamond |
the planter can plant saplings too, so ill probably end up adding an axe slot to the harvester so it can chop trees too |
16:24 |
IhrFussel |
Does font_size 15 for example mean that 1 character is 15 px wide? Or is that just the height? |
16:25 |
tenplus1 |
height |
16:25 |
tenplus1 |
font can have multiple widths depending on dfont |
16:25 |
tenplus1 |
character |
16:27 |
IhrFussel |
Ugh...I guess I will have to accept the "moving" HUD solution for now then |
16:30 |
IhrFussel |
That seems to be the only method to make 100% sure that all players see the whole text...cause it's aligned to the left starting at pos x=1 offset x=-20 |
16:34 |
tenplus1 |
what is the text showing ? |
16:35 |
IhrFussel |
Weekday, time and current event ... all 3 are essential on my server |
16:36 |
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tumeninodes joined #minetest-hub |
16:36 |
tenplus1 |
o/ tumeni |
16:36 |
tumeninodes |
\o hey ten |
16:37 |
tumeninodes |
34c here today :) |
16:37 |
IhrFussel |
Until now they HUD was displayed at x ~ 0.85 which means on large screens it was not at the edge of the screen at all and possibly interrupted gameplay (who likes to have a text HUD near the middle of their view) |
16:38 |
tenplus1 |
that's why I use x = 1.0 - (length of text) |
16:43 |
IcyDiamond |
http://termbin.lunasqu.ee/ayer what |
16:44 |
Krock |
IcyDiamond, omg! Minetest trojan! |
16:44 |
IcyDiamond |
XD |
16:46 |
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srifqi joined #minetest-hub |
16:46 |
tenplus1 |
hi srifqi |
16:47 |
nerzhul |
okay for wind :d |
16:49 |
nerzhul |
https://www.youtube.com/watch?v=w0FeV6S8Zxs |
16:55 |
srifqi |
hi tenplus1 |
16:55 |
tenplus1 |
o/ |
16:56 |
srifqi |
nerzhul: nice! |
16:56 |
tenplus1 |
Xanadu updated with new farming, mobs, toolranks, tnt, creative changes |
16:57 |
* srifqi |
hasn't tried anything about toolranks |
16:57 |
tenplus1 |
ooh, 1.5 is pretty kewl nerzhul |
17:01 |
nerzhul |
it's finished for snow, wind & rain, remaining types are storm and hug eclouds, but i think huge_clouds can be removed because we have a sky API |
17:01 |
nerzhul |
for storm we should think about a storming rendering, and a flash is not suffcient :p |
17:11 |
* rubenwardy |
sighs |
17:11 |
rubenwardy |
just finished moving house |
17:11 |
tenplus1 |
how'd it go ? |
17:15 |
tumeninodes |
0_0 I'm impressed rubenwardy..., houses are extremely heavy |
17:16 |
tenplus1 |
did you use worldedit ? |
17:16 |
tenplus1 |
:P |
17:21 |
rubenwardy |
lol |
17:21 |
rubenwardy |
my parents' car, actually |
17:37 |
IcyDiamond |
you put your house on the car? impressive |
17:38 |
rubenwardy |
ikr |
17:39 |
rubenwardy |
I'm now on the train from Bristol to the city where my internship is |
17:39 |
rubenwardy |
been a long weekend |
17:39 |
rubenwardy |
ovens are a flippin' PITA to clean |
17:39 |
IcyDiamond |
cool |
18:20 |
IhrFussel |
Shouldn't I be able to stop the "HUD dancing" by adding a few spaces to the text so that it always has at least a certain length? |
18:21 |
tenplus1 |
remember that font widths are variable, would work if it were fixed width |
18:22 |
IhrFussel |
But the dancing only happens because the HUD is sometimes shorter other times longer...so the "end" of the HUD varies and makes the display jump from left <-> right |
18:23 |
rubenwardy |
argh |
18:24 |
rubenwardy |
the MMB table of contents is now longer than a few pages, the front page especially :( |
18:26 |
Sokomine |
rubenwardy: is there a way to see the tags of the content db? so that users can search more specificly for something? |
18:26 |
rubenwardy |
no |
18:26 |
Sokomine |
especially those that are a) either new and clueless or b) search for something specific |
18:26 |
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paramat joined #minetest-hub |
18:26 |
rubenwardy |
tag filtering isn't yet implemented |
18:26 |
tenplus1 |
o/ paramat |
18:26 |
rubenwardy |
well, there's a page at /admin/tags/ which lists tags |
18:27 |
rubenwardy |
but as the URL suggests, it's not user facing |
18:27 |
Sokomine |
oh. that ought to. hope you can find the time for that soon. the db as such is very nice. but you also seem to be busy rl |
18:27 |
rubenwardy |
it's an editor |
18:27 |
rubenwardy |
there's an issue for this :) |
18:27 |
Sokomine |
ah, good :-) |
18:27 |
rubenwardy |
test: cdb#1 |
18:27 |
rubenwardy |
:( |
18:28 |
Krock |
:'( |
18:28 |
|
Ruslan1 joined #minetest-hub |
18:29 |
red-001 |
can someone voice shadowbot? |
18:29 |
rubenwardy |
test: cdb#1 |
18:29 |
red-001 |
#1 |
18:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome |
18:30 |
red-001 |
wtf lint https://travis-ci.org/minetest/minetest/jobs/398818706#L498 |
18:33 |
paramat |
ignore it, add to whitelist |
18:35 |
nerzhul |
paramat, at a point i will finish by leave mt because of you, you know |
18:35 |
tenplus1 |
o.O |
18:36 |
Krock |
inb4 PR for LINT to finally offer more customization possibilities |
18:36 |
red-001 |
inb4 change minetest code style |
18:36 |
paramat |
erm, or add lint on/off lines |
18:37 |
paramat |
whitelisting is just my preference and i am in the minority :) |
18:43 |
CWz |
Hmm seems i need to make a mod that blocks message that cotain username between these two < > this an epidemic on bananaland |
18:44 |
tenplus1 |
what's the problem with username ? |
18:46 |
CWz |
the use exploit which makes it look like another player is talking |
18:46 |
tenplus1 |
ohh, gotcha... kinda like using the admin /say command |
18:46 |
CWz |
yep |
18:52 |
tenplus1 |
... /say *** Freddie_Mercury has joined the game. |
18:53 |
nerzhul |
the new chat system in 5.0 will prevent this |
18:54 |
tenplus1 |
colours in nametags ? |
18:54 |
red-001 |
tenplus1, could work with colour stripping |
18:54 |
red-001 |
otherwise the client can inject colour |
18:55 |
red-001 |
CWz, just remove all duplicate spaces? |
18:55 |
tenplus1 |
yeah, any more than 2 spaces should be stripped |
18:55 |
red-001 |
I thought that was included in core |
18:59 |
red-001 |
nerzhul, why is the chat timestamp sent to the client if it doesn't do anything with it? |
19:08 |
tenplus1 |
does 0.5 allow you to paste text into chat in linux ? |
19:10 |
Krock |
I still need to paste twice to get the right clipboard contents |
19:10 |
Krock |
doubt that anything changed |
19:10 |
tenplus1 |
bah |
19:14 |
* CWz |
now to figure out how to revmove the spaces |
19:15 |
nerzhul |
red-001 the idea was to format it on screen if needed |
19:20 |
Krock |
nerzhul, however, these animations look very good |
19:25 |
tenplus1 |
animation ? |
19:26 |
tumeninodes |
hentai |
19:27 |
tenplus1 |
o.O |
19:27 |
tumeninodes |
:P |
19:31 |
Krock |
tumeninodes, uh well not quite what I meant. It's the weather PR he was working on |
19:31 |
tenplus1 |
olol, 1.5 looked good |
19:35 |
nerzhul |
Krock, yeah but it's not so generic, then i closed it because it requires to rewrite a major part |
19:38 |
nerzhul |
if i get time maybe i will try to have a generic API to use a such partilcle generator but not sure |
19:43 |
tenplus1 |
particles need some lovin' so they dont lag servers :D |
19:48 |
red-001 |
there is a PR to add a VM for particle spawners |
19:49 |
nerzhul |
yes but it's not a particlespawner here |
19:49 |
nerzhul |
it's more efficient for weather |
19:50 |
nerzhul |
it's attached to player camera, and it spawn many particles, which can be enabled or disabled depending on player state |
19:50 |
nerzhul |
+ affected by wind |
19:50 |
tenplus1 |
if players stand under shelter do particles still appear next to them or only outside / |
19:51 |
nerzhul |
at the beginning it was only outside, but i didn't implemented it. it's not very difficult to verify, check the nodes over the player head and disable the particle effect if there other than air or ignore |
19:52 |
tenplus1 |
kewlio :P |
19:52 |
nerzhul |
but now the PR is closed because it's not generic => it's not mt |
19:53 |
tenplus1 |
aww, how many weather mods are ppl making, this would have been very sueful |
19:53 |
tenplus1 |
*useful |
19:53 |
nerzhul |
my API was judged too high level, you must have shit low level api to do this, sorry :) |
19:54 |
nerzhul |
when i get motivation i will rewrite is as a different thing, i think we need to keep a generic wind because all particles should be affected by it |
19:54 |
nerzhul |
(if the final design is adopted) |
19:55 |
tenplus1 |
<fingers crossed> |
20:00 |
IhrFussel |
Such an "check if above player is only air" check can be quite heavy depending on how high you check...what if the player is inside a cave with 30+ air nodes and then stone ceiling? |
20:01 |
tenplus1 |
coudl check light level above player during daytime and if 15 then show particles :) less intensive |
20:02 |
nerzhul |
Ihrfussel it's easy. iterate for the 100 or 200 nodes over player head, on first found = protected from rain |
20:02 |
nerzhul |
no need to iterate over the whole list |
20:03 |
IhrFussel |
Looping through 100-200 nodes each step/sec isn't that lightweight either I think...at least not in lua |
20:03 |
nerzhul |
no need to check on each step and no need to do it on Lua, this should be done client side and optimized |
20:04 |
tenplus1 |
the light check is a lot lighter cause if it's 15 during day then you know you're outside, node light levels are generally 14 and below |
20:04 |
nerzhul |
just check it every 250 ms is sufficient |
20:05 |
IhrFussel |
I thought you were talking about using a mod rather than coding it in c++ ... cause right now I use a weather mod and I had to reduce pretty much everything to stop the server from lagging |
20:05 |
nerzhul |
i got an idea to make my API generic, but it will be experipmental and no time to code this evening, maybe tomorrow |
20:05 |
nerzhul |
Ihrfussel hopefully no, it's not in Lua :p |
20:06 |
nerzhul |
it's my weather PR |
20:06 |
nerzhul |
https://github.com/minetest/minetest/pull/7519 |
20:06 |
nerzhul |
https://www.youtube.com/watch?v=w0FeV6S8Zxs |
20:07 |
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20:07 |
tenplus1 |
hi gary |
20:07 |
red-001 |
Lua is somewhat needed for the level of customizability people want |
20:07 |
garywhite |
hi |
20:07 |
nerzhul |
yes, but we are too low level in many part |
20:08 |
nerzhul |
then the server lags, whereas it can be blazing fast with the correct API level |
20:08 |
nerzhul |
i know my weather is not generic, but at least it work as intended, and no lag, there is correct GPU offloading, it's nice |
20:08 |
tenplus1 |
:PPP |
20:08 |
nerzhul |
and there is customisable wind, & textures |
20:08 |
nerzhul |
you can use rain with a custom texture and it will just work as you want |
20:09 |
garywhite |
Is it true that now they're talking of making the next MT version 5.0? |
20:09 |
nerzhul |
it's already the case garywhite |
20:09 |
red-001 |
are those hardware particles? |
20:09 |
tenplus1 |
5.0 is a silly version |
20:09 |
nerzhul |
red-001 i think it is because i didn't hear my CPU fan :p |
20:09 |
garywhite |
But 5.0 means that you already have 4 stable major versions behind it |
20:09 |
tenplus1 |
exactly, should be 0.5 |
20:09 |
nerzhul |
we have |
20:09 |
garywhite |
even 1.0 would be more suitable |
20:10 |
nerzhul |
0.1, 0.2, 0.3 and 0.4 |
20:10 |
nerzhul |
also 5.0.0 is the real version |
20:10 |
nerzhul |
sorry guys but there is no discussion. All discussion has been done on github, voted and accepted. |
20:10 |
IhrFussel |
The zero had to be dropped because we entered "patch" releases ... 0.4.17.1 0.4.17.2 etc |
20:10 |
red-001 |
nerzhul, have you considered fixing that old PR for hardware particles? |
20:10 |
nerzhul |
i don't want to use that PR |
20:10 |
red-001 |
iirc it's issue was that they didn't seem to do gravity right |
20:10 |
nerzhul |
unmaintanable diff, and i prefer to use my model if i wanted to be generic |
20:11 |
nerzhul |
gravity is embedded in my thing, |
20:11 |
nerzhul |
with the direction affector i use for wind |
20:11 |
nerzhul |
we can plug a rotation affector too |
20:11 |
nerzhul |
and any other custom affector we want to add (color affector for example) |
20:12 |
tenplus1 |
will it need shaders enabled to work ? |
20:12 |
nerzhul |
no |
20:12 |
tenplus1 |
*phew* |
20:12 |
nerzhul |
but my idea behind a high level weather was to permit switching between this render and a shader render |
20:12 |
nerzhul |
shader render for rain & snow can be great |
20:12 |
nerzhul |
with a generic API bye bye shaders for powerful GPUs |
20:13 |
red-001 |
it's just not very generic |
20:14 |
nerzhul |
yes, but it is a little bit |
20:14 |
nerzhul |
it doesn't permit multiple weather at the same time |
20:14 |
* tenplus1 |
has 20 pet spiders thanks to AspireMint... teh new models are very cute |
20:14 |
nerzhul |
but you can already use rain, change the texture and the parameters of wind, rain |
20:14 |
nerzhul |
the direction, |
20:15 |
nerzhul |
then it's nearly generic, just there is the WEATHER name |
20:15 |
nerzhul |
and it's a singleton model |
20:15 |
red-001 |
what happened to the guy that was writing better pathfinding? |
20:16 |
nerzhul |
maybe i can change that to make server register WEATHER (or any other name) models, when the client connects, he fetches the models, and then the weather API permits to enable/customize each "weather" |
20:16 |
tenplus1 |
pathfinding needs a whitelist of nodes it can go through |
20:16 |
nerzhul |
i think is algorithm was not good and the path throw him into lava |
20:19 |
nerzhul |
i added notice on my PR permitting to modify it to make it generic , now i need to re-code the whole server -> client communication + make client part generic and more powerful |
20:19 |
tenplus1 |
minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm, whitelist) |
20:28 |
tenplus1 |
nite all o// |
20:28 |
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20:32 |
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20:33 |
paramat |
we have caves in MT that are several hundred nodes high (and can be customised to be much larger), so the light check is the best way to know the player is under open sky, much more lightweight too |
20:36 |
red-001 |
so many issues from LMD |
20:36 |
red-001 |
or is it his brother? |
20:37 |
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20:37 |
paramat |
writes like LMD, KGM is crazy :) |
20:38 |
red-001 |
paramat, is there a reason to mark feature requests as possible close just before a core dev doesn't want to implement it? |
20:38 |
paramat |
do you mean very old requests with no interest? |
20:39 |
paramat |
any with no core dev support for over 2 years are marked 'possible close' |
20:39 |
paramat |
the intenetion is to bump them for some more attention from core devs |
20:40 |
paramat |
i ask regularly that core devs look through these |
20:41 |
paramat |
*intention |
20:45 |
paramat |
the reason seems obvious |
20:46 |
Sokomine |
how do i run mt in debug mode again? |
21:00 |
red-001 |
https://itunes.apple.com/us/app/is-your-cat-plotting-to-kill-you/id1249158204?ls=1&mt=8 |
21:03 |
paramat |
compile with build type = debug |
21:03 |
paramat |
cmake -DRUN_IN_PLACE=1 -DCMAKE_BUILD_TYPE=Debug |
21:04 |
paramat |
however afterwards you must force a clean build and recompile as a release version |
21:04 |
Sokomine |
ah. i might not have the debug compiled in |
21:05 |
paramat |
debug has F5 info enabled by default |
21:05 |
Sokomine |
the most recent version of mt crashes on me frequently just with Speicherzugriffsfehler (ram access error)...which isn't very helpful |
21:05 |
paramat |
using 'gdb' too? |
21:06 |
paramat |
recent MT does seem to crash a lot .. |
21:06 |
Krock |
yes, please compile a debug build and run it using gdb to get the backtrace |
21:07 |
Sokomine |
even with gdb right now, yes |
21:09 |
Krock |
it gets more helpful when entering "bt" into the gdb command line |
21:09 |
Sokomine |
error shown: https://pastebin.com/jR7HibT5 (quite short) |
21:09 |
Krock |
https://github.com/minetest/minetest/blob/master/src/network/connection.h#L323 |
21:11 |
Sokomine |
i'll try that. compiling.... |
21:26 |
rubenwardy |
Omfg |
21:26 |
rubenwardy |
Why does LMD keep coming up with comedy gold |
21:26 |
nerzhul |
? |
21:26 |
rubenwardy |
https://github.com/minetest/minetest/issues/7524#issuecomment-401633035 |
21:26 |
nerzhul |
oh yeah... |
21:28 |
rubenwardy |
Anyone know a light web app which can serve a website based on a directory of music? |
21:28 |
rubenwardy |
I want to have a place on my website to allow streaming and downloading zips of albums |
21:28 |
rubenwardy |
Ideally with album art |
21:29 |
rubenwardy |
Makes syncing with my phone easier |
21:40 |
rubenwardy |
mega life hack: alias mt="cd ~/dev/minetest; atom ." |
21:41 |
rubenwardy |
I now have this for all my main projects |
21:50 |
tumeninodes |
haha, "mic drop" |
21:55 |
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22:03 |
BakerPrime |
Rubenwardy: Are Ya around tonight? |
22:03 |
rubenwardy |
maybe |
22:03 |
BakerPrime |
lol |
22:03 |
rubenwardy |
:D |
22:03 |
BakerPrime |
Stupid question, how do I USE the models from the Nodebox editor? |
22:04 |
BakerPrime |
Do I copy-paste the coords into a "fixed" drawtype? |
22:04 |
BakerPrime |
Or are there easier ways? |
22:05 |
rubenwardy |
export to Lua gives you a node definition |
22:06 |
BakerPrime |
Okay.... Lemme figure this out. Thanks! |
22:06 |
BakerPrime |
I'll probably be back, though. >_> |
22:06 |
BakerPrime |
:P |
22:06 |
rubenwardy |
!mod draw |
22:06 |
MinetestBot |
rubenwardy: Multinode-gates, drawbridges and garage doors [gates] by addi - https://forum.minetest.net/viewtopic.php?t=9897 |
22:06 |
rubenwardy |
oops |
22:06 |
rubenwardy |
!book draw |
22:06 |
MinetestBot |
rubenwardy: Node Drawtypes - https://rubenwardy.com/minetest_modding_book/en/chapters/node_drawtypes.html |
22:08 |
rubenwardy |
#LMDforCoreDev |
22:16 |
paramat |
lol |
22:23 |
xerox123_ |
Heh |
22:31 |
BakerPrime |
@rubenwardy: Okay, so I don't quite have it figured out, but I'm leaving in a few, so I'll have to figure it out another day. Cya'll! |
22:31 |
BakerPrime |
AFK |
23:09 |
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23:22 |
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23:24 |
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23:44 |
* rubenwardy |
just made something in inkscape |
23:44 |
rubenwardy |
new chapter sneak peak: https://i.rubenwardy.com/RrN85.svg |
23:53 |
paramat |
hmm |