Time |
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02:33 |
* VanessaE |
pokes sofar with some pending PRs |
02:36 |
sofar |
links? |
02:42 |
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02:46 |
VanessaE |
https://github.com/minetest-mods/blox/pull/4 |
02:46 |
VanessaE |
https://github.com/minetest-mods/unifiedbricks/pull/6 |
02:46 |
VanessaE |
https://github.com/minetest-mods/BobBlocks/pull/2 |
02:50 |
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04:02 |
VanessaE |
thanks, sofar :) |
04:03 |
sofar |
np |
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05:17 |
* ANAND |
pokes sofar with one pending PR |
05:17 |
ANAND |
https://github.com/minetest-mods/filter/pull/10 |
06:57 |
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08:32 |
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08:32 |
tenplus1 |
hi folksx |
08:33 |
* VanessaE |
pokes tenplus1 with a lag spike ;) |
08:33 |
tenplus1 |
lol, hi Vanessa |
08:33 |
VanessaE |
hi |
08:33 |
tenplus1 |
what's lagging today ? |
08:33 |
VanessaE |
you didn't see my msg? |
08:34 |
tenplus1 |
? what message ? |
08:34 |
VanessaE |
tenplus1: Sep-29 03:03 UTC <VanessaE> "which call is lagging in bees now" --"ABM #2, same as [before]" i.e. wild hives take anywhere from 5 seconds to as much as 30 to spawn |
08:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/2 -- Burned wood |
08:34 |
VanessaE |
shaddup, bot. |
08:35 |
VanessaE |
and said time is spent lagging/hanging the server |
08:35 |
VanessaE |
i.e. when the ABM hits, it takes an ice age to finish |
08:35 |
tenplus1 |
checking |
08:36 |
tenplus1 |
oh yeah, I tried making it an lbm but because it doesnt have neighbors the manual check made it lag even more |
08:37 |
VanessaE |
ew |
08:37 |
tenplus1 |
I know... it's the find_node_near for other hives that's causing the issue |
08:37 |
VanessaE |
how wide a range is the code checking? |
08:38 |
tenplus1 |
40 nodes, could replace it withj 20 maybe ? |
08:38 |
VanessaE |
holy shit |
08:38 |
VanessaE |
that's a huge range to check |
08:39 |
VanessaE |
sounds like the code should be checking a perlin map or evenly divisible coords or something instead. |
08:39 |
tenplus1 |
abm looks for leaves, will change it so neighbor is "air" to reduce the amount |
08:39 |
VanessaE |
that will help. |
08:39 |
tenplus1 |
ald will only check a radius of 20 instead of 40 |
08:42 |
VanessaE |
well that may put them too close together. |
08:42 |
VanessaE |
how about checking if the target coords are evenly divisible by 40, and then a radius of 10? |
08:43 |
VanessaE |
and then finally, pick a random position within 10m of the target |
08:43 |
VanessaE |
make sense? |
08:44 |
tenplus1 |
sounds like it would be more intensive |
08:44 |
VanessaE |
hm. |
08:44 |
tenplus1 |
would still need to add another find_nodes_near ir find_nodes_in_area for random end |
08:44 |
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08:44 |
jas_ |
hi |
08:44 |
VanessaE |
hence the 10m radius check. |
08:45 |
tenplus1 |
but the divisible by 40 sounds ideal |
08:46 |
tenplus1 |
saves the findnodenear check if it's spread out already |
08:46 |
VanessaE |
divisible by 40 would be super cheap |
08:46 |
VanessaE |
and no one will be able to see the difference in-world. |
08:46 |
tenplus1 |
lemmie rmember what math function does that... too early in morning for mayth :D |
08:46 |
VanessaE |
if math.floor(x/40) = x/40 then..... |
08:47 |
tenplus1 |
lol yeah |
08:47 |
VanessaE |
then the same with z, but not y |
08:48 |
tenplus1 |
will give it a chance to be >- 5 nodes from the initial 40 check |
08:48 |
VanessaE |
ok |
08:48 |
tenplus1 |
bneing too specific limits the chance of a hive at all |
08:53 |
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08:54 |
tenplus1 |
unless I reduce the abm time from 1600 to 60 and it can check for the 40 divide and return if not found... will only place a hive at the exact location which solves it |
08:55 |
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08:55 |
VanessaE |
that's why I suggested find_nodes_near and picking a random spot near the target coords |
08:56 |
tenplus1 |
the final find_node_near would need to be looking for leaves and I'd have to add another check below it for air... so that's 2 additional |
08:57 |
tenplus1 |
lemmie run a test world and see how often hives spawn with current 40 limit |
09:00 |
tenplus1 |
wow, works surprisingly well |
09:00 |
VanessaE |
:) |
09:01 |
tenplus1 |
thanks for the suggestion... the /40 places enough hives spaced apart it doesnt need the check... alos, it can be made into an lbm a lot easier so they appear once only |
09:01 |
VanessaE |
maybe keep it an ABM |
09:01 |
VanessaE |
otherwise eventually no hives |
09:02 |
tenplus1 |
keep them respawning... gotcha |
09:02 |
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09:02 |
tenplus1 |
might do a Y/10 thing as well, so hives dont spawn under each other |
09:02 |
VanessaE |
good idea |
09:03 |
VanessaE |
maybe y/5 |
09:03 |
tenplus1 |
k, nmew world. check8ing |
09:04 |
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09:11 |
tenplus1 |
how often should be run abm and chance ? |
09:12 |
VanessaE |
I think the original values are fine |
09:12 |
VanessaE |
what was it, 1600 interval and some 40 chancee? |
09:12 |
VanessaE |
- |
09:12 |
VanessaE |
-e |
09:13 |
tenplus1 |
as high ? you wont see hives for a while, especially if it's a specific location now |
09:13 |
VanessaE |
what's your thought? |
09:14 |
tenplus1 |
26 minutes at a chance of 20 could be made maybe 5 minutes and chance of 5 |
09:18 |
tenplus1 |
I'll do a happy medium, 800 time, 10 chance :) |
09:18 |
VanessaE |
ok |
09:20 |
tenplus1 |
git updated :) try this... https://notabug.org/TenPlus1/bees |
09:20 |
tenplus1 |
it's funny, every 500 nodes or so you'll see a pine tree with 2x hives... 1 low down and 1 high up in same xy coord :) ahaha |
09:21 |
tenplus1 |
I like that |
09:27 |
IcyDiamond |
i wonder why decorations do that |
09:27 |
tenplus1 |
hi icy... do what ? |
09:27 |
IcyDiamond |
my crystals also appear one on the ceiling and one on the floor |
09:27 |
IcyDiamond |
on the same xz |
09:28 |
VanessaE |
tenplus1: heh |
09:28 |
IcyDiamond |
i want them to be able to appear on ceiling or floor not both at the same time |
09:28 |
VanessaE |
hence my suggestion to use find_nodes_near with a radius of 10, and pick a random item from the given list |
09:28 |
tenplus1 |
put a random chance in there same as I did with illumishrooms |
09:29 |
tenplus1 |
if math.random(1,2)==1 then return end |
09:30 |
IcyDiamond |
btw i never got my tunneling to work |
09:30 |
IcyDiamond |
i just cant do vector math |
09:30 |
IcyDiamond |
at all |
09:30 |
IcyDiamond |
xD |
09:31 |
IcyDiamond |
i want the tunnel to appear in front of the player regardless of which direction (wallmount dir, not any angle in between) he's looking at |
09:31 |
IcyDiamond |
need to get a minp and maxp from that somehow |
09:32 |
tenplus1 |
local dir = player:get_look_direction() |
09:32 |
tenplus1 |
and work with that |
09:32 |
IcyDiamond |
i did, but "work with that" isn't helping me |
09:32 |
IcyDiamond |
XD |
09:34 |
IcyDiamond |
https://termbin.lunasqu.ee/5svt this is what i had |
09:34 |
IcyDiamond |
didnt work out |
09:34 |
IcyDiamond |
(the t is for testing purposes) |
09:54 |
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10:01 |
* tenplus1 |
steals some raw honey for his coffee :D |
10:03 |
VanessaE |
haha |
10:05 |
tenplus1 |
lemmie know how it runs :) might add it to Xanadu and give players a chance at bee's :D |
10:06 |
VanessaE |
it's ready? |
10:06 |
VanessaE |
did you profile it? :) |
10:06 |
VanessaE |
</nag> |
10:06 |
tenplus1 |
lolol, ran the abm function 10,000 times to test |
10:07 |
* VanessaE |
stages it to her servers |
10:07 |
VanessaE |
hm, no one online |
10:07 |
VanessaE |
guess I'll just deploy it. |
10:07 |
tenplus1 |
monday morning... school and work sadly :P |
10:07 |
VanessaE |
yeah |
10:09 |
tenplus1 |
afk, maiking noms :P |
10:25 |
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10:59 |
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11:00 |
tenplus1 |
hi fixer |
11:04 |
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11:05 |
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11:05 |
tenplus1 |
o/ |
11:08 |
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11:10 |
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11:10 |
tenplus1 |
hi fussel |
11:23 |
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11:24 |
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11:24 |
tenplus1 |
Mobs Redo API updated (added attack_chance) - Teleport Potion updated (fixed drops) |
11:27 |
tenplus1 |
Lucky Blocks updated (tweaks and wellblock drops) - Pie mod updated (can dig whole pie with crystal shovel) - Ethereal NG updated (fixed LB tree schems and tweaks) |
11:29 |
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12:16 |
* tenplus1 |
figured out how to double LUA execution speed |
12:17 |
VanessaE |
load up luajit? ;) |
12:17 |
tenplus1 |
nup, upgrade pc :D |
12:17 |
VanessaE |
heh |
12:17 |
VanessaE |
that works too, I guess :P |
12:18 |
tenplus1 |
already use luajit... if only it would work across multiple cores |
12:18 |
VanessaE |
yeah. |
12:18 |
VanessaE |
or just give us Lua threads anyways. |
12:19 |
tenplus1 |
mind you, if client mods worked and loaded said mods from server-side it would help |
12:19 |
tenplus1 |
but I wouldnt trust it in current form |
12:19 |
VanessaE |
at least then, f.ex, technic or biome_lib can shove their time-consuming code into another thread and not block the other mods. |
12:20 |
VanessaE |
yeah, that could help, too, in limited cases. |
12:21 |
tenplus1 |
lua definitely needs this though, limiting to 1 core can really be a pain |
12:22 |
tenplus1 |
am wondering if when you get_node or find_node it scans through map cached in memory or reads from actual mapfile |
12:22 |
tenplus1 |
if it already looks at the in-memory map, how come it's slow |
12:23 |
VanessaE |
yeah, especially if you've already done everything you can to make the code run fast on one core, between optimizations and luajit.. |
12:23 |
VanessaE |
no idea. |
12:23 |
tenplus1 |
reducing the bottlenecks to lua, especially in minetest would help a lot... |
12:25 |
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12:45 |
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12:51 |
rubenwardy |
tenplus1: memory |
12:51 |
rubenwardy |
Unloaded map blocks returns ignore |
12:51 |
rubenwardy |
!book operat |
12:51 |
tenplus1 |
hi ruben, thanks... |
12:51 |
rubenwardy |
MinetestBot! |
12:51 |
MinetestBot |
rubenwardy! |
12:52 |
rubenwardy |
!book map op |
12:52 |
tenplus1 |
am going though c++ code and looking at how the map functions work |
12:52 |
rubenwardy |
https://rubenwardy.com/minetest_modding_book/en/map/environment.html |
12:53 |
tenplus1 |
getting node light still has to get the actual node, so why not return light level inside get_node(pos).light |
12:53 |
rubenwardy |
It does |
12:53 |
MinetestBot |
rubenwardy: Basic Map Operations - https://rubenwardy.com/minetest_modding_book//en/map/environment.html |
12:53 |
rubenwardy |
Param1 |
12:54 |
rubenwardy |
Thanks MinetestBot! |
12:54 |
MinetestBot |
rubenwardy: Basic Map Operations - https://rubenwardy.com/minetest_modding_book//en/map/environment.html |
12:54 |
VanessaE |
heh |
12:54 |
tenplus1 |
so when running an abm say for a street light, the 'node.param1' should already have light level ? |
12:56 |
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12:57 |
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12:58 |
tenplus1 |
param1 always returns 14 be it night or day |
12:58 |
tenplus1 |
wb fixer |
12:59 |
IcyDiamond |
MinetestBot! |
12:59 |
IcyDiamond |
:( |
12:59 |
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12:59 |
tenplus1 |
o/ aerozoic |
13:00 |
aerozoic |
wazup tenplus1 ! stayin busy? |
13:00 |
IcyDiamond |
sock.write('PRIVMSG IcyDiamond :hello\r\n') |
13:01 |
IcyDiamond |
I miss working with IRC bots |
13:01 |
tenplus1 |
lookint at mt engine code to see how it works :D |
13:01 |
IcyDiamond |
Now I don't have a channel anymore |
13:01 |
aerozoic |
or doesn't? XD |
13:01 |
IcyDiamond |
So I don't need to work with IRC bots |
13:01 |
tenplus1 |
:P |
13:04 |
rubenwardy |
tenplus1: the value is constant |
13:05 |
rubenwardy |
You need to get the upper and lower halves of the byte |
13:05 |
tenplus1 |
stores light with and without sun |
13:05 |
rubenwardy |
The upper half is night time |
13:05 |
rubenwardy |
The lower half is day time |
13:05 |
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13:05 |
tenplus1 |
hi ANAND |
13:05 |
rubenwardy |
This is part of the node data, get_light isn't. Get light is calculated from the node data |
13:05 |
ANAND |
Hello :) |
13:06 |
tenplus1 |
ohh, so I cant really do it with param1, I need to use get_light ? |
13:06 |
rubenwardy |
The issue with including get light in get node is ambiguity |
13:06 |
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13:06 |
tenplus1 |
hey tim |
13:06 |
rubenwardy |
What do you read from when doing set node |
13:06 |
timdorohin |
tenplus1: hi |
13:08 |
tenplus1 |
ruben, huh ? |
13:15 |
rubenwardy |
Rhetorical question |
13:16 |
tenplus1 |
lol |
13:16 |
rubenwardy |
If you did set node, and had contradicting values of light and param1, which one do you use? |
13:16 |
tenplus1 |
you mean get_node ? |
13:38 |
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13:39 |
rud0lf |
is Ruslan russian Aslan? |
13:39 |
rud0lf |
:) |
13:40 |
rud0lf |
the witch, the lion, and the bottle of smirnoff |
13:40 |
rud0lf |
sorry for racism :P |
13:40 |
tenplus1 |
lol, hi rud0lf |
13:40 |
rud0lf |
hi tenplus1 :) |
13:55 |
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14:04 |
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14:13 |
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14:19 |
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14:19 |
tenplus1 |
hi lumber |
14:19 |
lumberJ |
hey tenplus1 |
14:20 |
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14:24 |
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14:26 |
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14:31 |
rubenwardy |
No, I mean set node |
14:32 |
tenplus1 |
in that case I dont understand the question, |
14:40 |
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14:52 |
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14:56 |
rubenwardy |
My point is that returning the current light level in getdata makes no sense and causes big issues, tenplus1 |
14:57 |
tenplus1 |
okie |
15:02 |
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15:03 |
tenplus1 |
hi tumeni |
15:03 |
tumeninodes |
hey 10+1 |
15:03 |
tumeninodes |
heh... maths |
15:03 |
tenplus1 |
nuuuuuu, not on a monday |
15:03 |
tumeninodes |
especially a groggy Monday |
15:05 |
tenplus1 |
yeah, it doesnt feel like an exciting day... |
15:05 |
tumeninodes |
the extent of my excitement today, is remembering wth I'm doing |
15:06 |
tenplus1 |
am watching youtube vids while going through mod/minetest code |
15:06 |
tenplus1 |
VanessaE: in biomes_lib, does stage 2 merely delete areaas to place new plantlife ??? |
15:06 |
tumeninodes |
See, that's my problem, I get too caught up in the tubes and forget I'm working on stuff :P |
15:07 |
* tenplus1 |
has browser on right, mousepad on left containing code :D |
15:07 |
tumeninodes |
cheat |
15:07 |
tenplus1 |
VanessaE: I have a way to improve area generation |
15:07 |
tenplus1 |
ehehe, HD monitors are handy things to have :D |
15:08 |
tumeninodes |
I just use a bigass lcd tv |
15:08 |
tumeninodes |
too lazy for dual set up |
15:08 |
tenplus1 |
heh, it's all down to whats comfortable for you :) my 24" monitor suits me fine |
15:08 |
tumeninodes |
42" |
15:09 |
tenplus1 |
:P |
15:09 |
tumeninodes |
wall mount to adjust so I don't have to labor the burden of head or max eye movements :D |
15:10 |
tenplus1 |
nice :) |
15:12 |
tumeninodes |
I can't multi-task when working on code |
15:12 |
tenplus1 |
background noise kinda helps here |
15:14 |
tumeninodes |
sirens? 0_o |
15:14 |
tenplus1 |
lol, mostly youtube :D |
15:14 |
tenplus1 |
either music or tutorial.help vid |
15:15 |
tumeninodes |
there are some really dark places on youtube. I've toured a few |
15:15 |
tumeninodes |
hahaha I did 3 tours in youtube = vet |
15:16 |
tumeninodes |
ptytd |
15:16 |
tenplus1 |
lol, "Daz Games" and "SandMan" are the latest vids |
15:16 |
tumeninodes |
trendys |
15:17 |
tenplus1 |
oh wow, biomes_lib changes really do work |
15:17 |
tumeninodes |
the changes you just worked on? |
15:18 |
tenplus1 |
just simple tweaks, but it's increased generation speed |
15:18 |
tenplus1 |
even on my crappy net-top |
15:18 |
tumeninodes |
nice |
15:20 |
tumeninodes |
did you try it using all avail mods that use biomes_lib? |
15:22 |
tenplus1 |
I installed plantlife pack... then just walked around and it generates quicker than I can walk to the next chunk :D |
15:22 |
tenplus1 |
before it would lag and I'd have to wait for the map to load |
15:23 |
tumeninodes |
nice job |
15:24 |
tumeninodes |
?? do any of our avail searches allow finding mods which depend on aanother mod/library? |
15:24 |
ShadowBot |
tumeninodes: Error: You must be registered to use this command. If you are already registered, you must either identify (using the identify command) or add a hostmask matching your current hostmask (using the "hostmask add" command). |
15:25 |
tumeninodes |
you know what Shadowbot? |
15:25 |
tumeninodes |
talk to the hand |
15:26 |
tenplus1 |
ahaha |
15:26 |
tumeninodes |
someone needs to create a bot named Jarvis |
15:27 |
tenplus1 |
!jarvis - coffee, black, 1 suger |
15:27 |
tenplus1 |
aww |
15:27 |
tumeninodes |
would be nice to be able to type in, say "biomes_lib" and it will also show which mods list it as a dep |
15:28 |
tenplus1 |
just need to go through mods tab to show that :D |
15:28 |
tumeninodes |
haha no coffee 4 u |
15:30 |
tumeninodes |
wha? which mods tab, where. you mean in main menu? or online |
15:30 |
tumeninodes |
why am I confused |
15:30 |
tenplus1 |
main menu, click mod, look at dependencies :) and I tend to group them all inside plantlife modpack so I know :D |
15:31 |
tumeninodes |
right but, if you want to find out all the mods which depend on biomes_lib, that is what I mean |
15:32 |
tenplus1 |
a command to list them all |
15:32 |
tumeninodes |
yerp |
15:34 |
tumeninodes |
I think that would be a good idea, for libraries anyway |
15:35 |
tumeninodes |
brb, have to go check on the elderly :P |
15:35 |
tenplus1 |
:P |
16:22 |
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16:41 |
MinetestBot |
Krock: Sep-30 20:06 UTC <rubenwardy> https://i.rubenwardy.com/thX9X.png |
16:41 |
Krock |
hi tenplus1 |
16:41 |
tenplus1 |
hi Krock |
16:41 |
Krock |
rubenwardy: ouch owie. didn't test that yet |
16:42 |
tenplus1 |
lol, seen the link pop up when you came in, clicked it to see what it was :D |
16:43 |
Krock |
err php what are you doing there |
16:47 |
Krock |
!tell rubenwardy Permission issue is fixed now. Thanks for your report |
16:47 |
MinetestBot |
Krock: I'll pass that on when rubenwardy is around |
16:48 |
rubenwardy |
Thanks |
16:48 |
MinetestBot |
rubenwardy: Oct-01 16:47 UTC <Krock> Permission issue is fixed now. Thanks for your report |
16:48 |
rubenwardy |
Thanks |
16:48 |
Krock |
<3 MinetestBot |
16:48 |
MinetestBot |
<3 Krock |
16:48 |
tenplus1 |
lol |
16:49 |
tenplus1 |
is that what the php is for ? |
16:50 |
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16:52 |
rud0lf |
php was intended to be template system |
16:52 |
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16:52 |
tenplus1 |
ahh |
16:52 |
tenplus1 |
never really used it |
16:52 |
Krock |
rud0lf: still using as such for page building |
17:23 |
Shara |
Why does MTG berry bush PR keep needing to be complicated? |
17:23 |
tenplus1 |
lol |
17:23 |
tenplus1 |
o/ shara |
17:24 |
Shara |
This is why I made up new types of berry for my game. |
17:25 |
rubenwardy |
PHP is a very bad template system |
17:25 |
Shara |
No one can tell me they are the wrong size/colour/distance up a mountain/taste |
17:26 |
tenplus1 |
the Huckleberry pull was fine in itself, then it somehow turns into a huge blueberry bush that's oversized |
17:26 |
Shara |
I was fine with huckleberry to be honest |
17:27 |
tenplus1 |
paramat suggested he was fine with blueberry/bilberry and it instantly changed |
17:30 |
* tumeninodes |
suddenly reconsiders the two PRs I was thinking of doing XP |
17:30 |
Calinou |
using PHP templates directly is uncommon these days, you just use Twig/Blade or similar |
17:31 |
tenplus1 |
made up bushes were the better idea Shara |
17:31 |
Shara |
Doubt anyone would support that for MTG though :P |
17:32 |
tumeninodes |
you can't eat pretend berries... you'll pretend starve |
17:32 |
tenplus1 |
lol |
17:32 |
Shara |
More like you'd actually starve, if you did it in the actual world :P |
17:33 |
Shara |
whereas in the pretend world they're real :P |
17:33 |
tumeninodes |
well, all I know is, my kid made me pretend cupcakes once when he was little... and they were horrible |
17:33 |
Shara |
So you won't actually pretend starve in the pretend world, unless you pretend to pretend starve while actually you are fine :P |
17:34 |
longerstaff13 |
o/ |
17:34 |
tenplus1 |
hi longer |
17:34 |
Shara |
Hi longer :) |
17:34 |
longerstaff13 |
hey 11, Shara |
17:34 |
tenplus1 |
speaking of food, ethereal's golden apples heals all health, even when using hunger mods |
17:34 |
* Shara |
could do with an actually not pretend doughnut. |
17:34 |
longerstaff13 |
mmm doughnut |
17:34 |
tenplus1 |
donut with choccy sprinkes and custard inside :D |
17:34 |
tumeninodes |
see, longerstaff pretends too |
17:35 |
longerstaff13 |
? |
17:35 |
lumberJ |
have you ever had a hertz donut? |
17:35 |
tumeninodes |
[disappointed sigh over old joke] |
17:35 |
lumberJ |
:P |
17:35 |
Shara |
:D |
17:36 |
lumberJ |
its not my fault your old like me |
17:36 |
tumeninodes |
0_0 so my hair colouring shampoo isn;t working afterall... I knew it |
17:37 |
lumberJ |
do i recall correctly that joke being used in the simpsons? |
17:37 |
tumeninodes |
giveme refund |
17:43 |
tumeninodes |
complicate mod for MTG hmmm would that bring up the game only in command line? |
17:44 |
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17:44 |
tenplus1 |
o/ paramat |
17:45 |
paramat |
IcyDiamond see https://github.com/minetest/minetest/blob/a29bc8e8babd9320b629e67dee753a08d18799d3/doc/lua_api.txt#L6436 |
17:46 |
IcyDiamond |
paramat: oh, so i need to register floor and ceiling separately? |
17:46 |
IcyDiamond |
must've missed that line |
17:46 |
tenplus1 |
good to know paramat, any chance of decorations on walls happening ? |
17:47 |
tumeninodes |
like creeping vines? |
17:47 |
tenplus1 |
yup |
17:47 |
tumeninodes |
not a chance |
17:47 |
tumeninodes |
XD |
17:47 |
tenplus1 |
aww |
17:47 |
tumeninodes |
seriously though, creeping vines and wall roses would be pretty nice |
17:49 |
tumeninodes |
notice I don't do anything related to improving performance, I just like to add to the load |
17:50 |
paramat |
yes for unaligned, use separate decoration registrations |
17:50 |
paramat |
wall decos ... 'ahahaha' |
17:51 |
tumeninodes |
probably better just done, added to an existing plant mod though, cuz it requires abm |
17:55 |
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17:57 |
Shara |
tumeninodes: I have been thinking about wall plants actually. |
17:57 |
Shara |
But probably not for MTG :P |
17:58 |
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17:58 |
tenplus1 |
wb fussel |
17:58 |
IhrFussel |
Thanks and hi =) |
17:58 |
tumeninodes |
sounds good to me |
17:58 |
Shara |
I'd really like wall plants that handle themselves nicely around corners Just not sure of the best way to do it yet |
18:00 |
tumeninodes |
a plethora of textures |
18:01 |
tumeninodes |
gotta step afk again for a few |
18:05 |
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18:16 |
IcyDiamond |
can i make a node that clings to walls of any node, kind of like fire but without the flowerlike part when on the surface |
18:17 |
rubenwardy |
flowerlike part? |
18:17 |
IcyDiamond |
can i just use connected nodebox type and connect to all nodes? |
18:17 |
IcyDiamond |
but how would i then exclude the node itself |
18:19 |
IcyDiamond |
http://img3.wikia.nocookie.net/__cb20130107042151/thaumcraft-3/images/8/85/Portableholeaction.png this is how thaumcraft's portable hole thing looks like |
18:19 |
IcyDiamond |
is there any way to do that in minetest? the sides of the nodes appear different |
18:19 |
IcyDiamond |
dont need particles |
18:19 |
tenplus1 |
make it connected glasslike |
18:19 |
tenplus1 |
but not walkable |
18:21 |
IcyDiamond |
uh, how would that work |
18:22 |
IcyDiamond |
well it kind of works, except that the entry and exit are blocked too |
18:24 |
IcyDiamond |
i guess its impossible |
18:25 |
IcyDiamond |
all i can think of is to create nodes for each of the different possible configurations.. |
18:25 |
IcyDiamond |
jfc |
18:25 |
tenplus1 |
glasslike would make a border around the gap, but still let you walk through |
18:25 |
tenplus1 |
http://i.imgur.com/VIn2ioK.png |
18:29 |
IcyDiamond |
https://i.lunasqu.ee/2018-10-01_21.28.06.webm |
18:29 |
IcyDiamond |
it's so close to what i want |
18:29 |
IcyDiamond |
XD |
18:29 |
tenplus1 |
that looks pretty kewl dude :D |
18:30 |
IcyDiamond |
SO close |
18:31 |
IcyDiamond |
I want the faces that dont have a node behind them to stay blank |
18:31 |
IcyDiamond |
but i guess thats impossible |
18:31 |
tenplus1 |
make it a water node that dfoesnt flow, like the quicksand I have in ethereal |
18:32 |
tenplus1 |
when inside it looks like that |
18:32 |
tenplus1 |
and you can float through it :D |
18:34 |
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18:34 |
tenplus1 |
hi ssieb |
18:34 |
IcyDiamond |
uh nope |
18:34 |
IcyDiamond |
plus it waves |
18:34 |
IcyDiamond |
XD |
18:34 |
tenplus1 |
it's a portal afterall :D |
18:34 |
IcyDiamond |
eh not really |
18:35 |
tenplus1 |
lol |
18:35 |
IcyDiamond |
guess ill have to stick with glasslike until i figure smth better out |
18:35 |
IcyDiamond |
XD |
18:36 |
IcyDiamond |
idk how one would call this drawtype so i cant even make a feature request |
18:37 |
IcyDiamond |
then again, paramat will probably close it in a few days |
18:37 |
IcyDiamond |
so why bother |
18:37 |
tenplus1 |
:P |
18:37 |
IcyDiamond |
i mean, it could also be used for vines and stuff.. |
18:37 |
IcyDiamond |
kind of |
18:38 |
IcyDiamond |
eh idk |
18:39 |
rdococ |
I want to create a simple platforming game about economics |
18:40 |
tenplus1 |
how would that work ? |
18:46 |
paramat |
lol |
18:48 |
paramat |
connected nodebox might work, without the centre part |
18:48 |
paramat |
hm but then, 'connects to' needs to be everything |
18:50 |
tenplus1 |
unless you make an entity the same size as the nodes removed and walk through it :D |
18:50 |
tenplus1 |
that way it's the right size, colour, solid walls, can walk through etc ? |
18:57 |
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19:07 |
tenplus1 |
nite folks o// |
19:07 |
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19:33 |
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19:35 |
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19:39 |
tumeninodes |
who is credited for default_glass.png ? It must be celeron55, as it is not listed anywhere else |
19:40 |
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19:40 |
Fixer |
IcyDiamond: nice |
19:40 |
tumeninodes |
maybe another pair of eyes will find it |
19:43 |
paramat |
yes anything not credited is c55 (i think) |
19:44 |
tumeninodes |
yeh, that's how it is stated, and I don't see it under anyone else. ok |
19:45 |
paramat |
yeah i can't see it credited either |
19:56 |
tumeninodes |
Shazam! https://github.com/minetest/minetest_game/pull/2226 |
19:56 |
tumeninodes |
!title |
19:56 |
MinetestBot |
tumeninodes: add glass and obsidian glass slabs by TumeniNodes · Pull Request #2226 · minetest/minetest_game · GitHub |
19:56 |
tumeninodes |
no need to bow, mortals. |
20:05 |
paramat |
hm |
20:05 |
paramat |
maybe stairs too is a good idea |
20:05 |
tumeninodes |
I have to test how they look with the new slab textures |
20:06 |
tumeninodes |
please hold |
20:09 |
paramat |
i see. the stairs may have to use the normal glass textures |
20:10 |
paramat |
the glass slab textures should be in the stairs mod as they are only used there |
20:11 |
tumeninodes |
You know, I had them in a new texture folder in the stairs mod, then I thought, "nope, paramat will want them in default" :P |
20:11 |
tumeninodes |
glass stairs look horrible with normal glass textures |
20:12 |
tumeninodes |
they look fine with the new slab textures but the two others, inner and outer..., not so fine |
20:13 |
tumeninodes |
https://imgur.com/a/py5WevR |
20:14 |
tumeninodes |
brb, need to take a phone call |
20:20 |
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20:20 |
paramat |
yes thinking about it, normal glass textures will look bad |
20:20 |
Shara |
Special side textures would probably be needed |
20:23 |
paramat |
inner and outer look reasonable to me. but it's possible to make dedicated textures for certain stair types |
20:33 |
tumeninodes |
would definitely require specific textures. The inner do not look too bad, it's the outer which would require (I think) at least two additional textures... for the front and side of the smaller, upper bit |
20:33 |
tumeninodes |
I can play around with them, and move the new textures into the stair mod, itself |
20:34 |
paramat |
well let's be restrained. after all we have certain textures that are imperfect in stair form, like stone blocks |
20:35 |
tumeninodes |
another thing to thin about (could be done with this PR or with another later) the glass_detail.png for both glass nodes are not required, as they are not even used anymore. |
20:36 |
tumeninodes |
obsidian glass uses none, and glass has the detail on the texture itself but, as I said, just another part of glass to think about |
20:37 |
tumeninodes |
Yeh, I agree on your last comment paramat, also remember, when the inner and outer are place upside down, that would require another two more each. : / definitely overkill |
20:39 |
tumeninodes |
the idea of this was just to add glass slabs, which could be used to make makeshift stairs, as some do. I would be ok if there were a way I could add just "stairs" and leave the inner outer... out but, the way they were coded in, kinda makes that undoable |
20:39 |
paramat |
maybe first apply the glass slab textures to stairs in the PR, then we can test and see how it looks in-game, and take it from there |
20:40 |
paramat |
people will want all stair types in glass |
20:40 |
tumeninodes |
yep I can do that quick. The names will be switched to stairs_glass_slab.png, etc. |
20:41 |
tumeninodes |
yeh, most likely they will |
20:41 |
tumeninodes |
so to be clear, before I do it, do you want stairs added into the code as well, or leave it as just slabs for now? |
20:42 |
paramat |
slabs and all stairs. and all using the glass slab textures |
20:42 |
tumeninodes |
ok, coming up |
20:42 |
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20:42 |
paramat |
anyway good PR, will support |
20:43 |
tumeninodes |
thank you |
20:52 |
Shara |
I support adding slabs, stairs depends how they look. |
20:53 |
xerox123_ |
Yay! https://paste.ubuntu.com/p/Wfvnry4QVh |
21:00 |
tumeninodes |
uh oh... well anyway, changes are in |
21:03 |
tumeninodes |
huh, that's weird. I never noticed that github does not show that a new folder was added. |
21:04 |
paramat |
the 'inner' might look best using the normal glass textures, don't change anyhting yet, just a thought to test |
21:04 |
paramat |
*anything |
21:04 |
paramat |
i'll try that when i test |
21:04 |
tumeninodes |
meaning in the information about files changed in a commit. It just states files were renamed with no changes |
21:06 |
tumeninodes |
yeh, you will need to use all 6 slots for textures then, that upper half of the node will still only pick up 1/2 across the texture though. Now, if there were another texture for each with another 2pixels wide going vertically... maybe that would do for both normal and uppy eyes down placement. not sure |
21:07 |
paramat |
initial code looks ok will test soon |
21:07 |
tumeninodes |
Though, doing so, will impact the slabs : / |
21:07 |
tumeninodes |
ok, I have to step out for a bit. bbs |
21:09 |
tumeninodes |
doh, forgot indents are off when using text editor I need to use 2 tabs, will fix when I get back |
21:11 |
paramat |
no rush could be done on a later PR update |
21:13 |
rud0lf |
i made a snippet (not a full mod), where can i post it? |
21:13 |
rud0lf |
can't find place at forum |
21:13 |
rud0lf |
it measures and/or cuts text in formspec to specified size |
21:14 |
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21:23 |
paramat |
there is a forum thread for short bits of code |
21:23 |
paramat |
finding it is the problem :] |
21:52 |
* Shara |
sighs |
21:52 |
Shara |
http://gingercat.tk/mt/the_thing_about_creative.png |
21:53 |
Shara |
Why do players do these things? |
22:01 |
paramat |
lol |
22:05 |
Shara |
315 of them.... making a walkway all round the building/island |
22:12 |
paramat |
"suspiciously large amount of objects detected" |
22:22 |
Shara |
It's normal to see this madness with carts... first time I saw this though :P |
22:26 |
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22:30 |
tumeninodes |
whaaaat thaaaaa??? boat jam |
22:39 |
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22:43 |
tumeninodes |
Shara: possible to add in some code to remove boats after a specified amount of time, of being left, on the server. |
22:48 |
tumeninodes |
hm, connected glass should work for glass stairs as well... looking into it |
22:49 |
paramat |
i doubt that's possible |
22:50 |
tumeninodes |
https://imgur.com/a/3wsC509 too bad, it would make a world of difference when turned on in settings |
22:51 |
Shara |
tumeninodes: not that it would be worth adding |
22:53 |
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22:53 |
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22:53 |
paramat |
slabs/stairs are nodebox drawtype, framed glass only works for the cubic 'glasslike framed (optional)' drawtypes |
22:54 |
tumeninodes |
yeh, I know... |
22:54 |
tumeninodes |
my magic wand is broked |
22:56 |
tumeninodes |
bummer, oh well. |
22:58 |
tumeninodes |
https://imgur.com/a/rRalDSX |
22:58 |
tumeninodes |
!title |
22:58 |
MinetestBot |
tumeninodes: Some nut will do this someday - Album on Imgur |
23:03 |
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23:14 |
TommyTreasure |
is the github site still the current site for mesecons, or has it moved? |
23:17 |
tumeninodes |
I think it's still under github, in minetest mods |
23:18 |
TommyTreasure |
thanks. all of a sudden, getting server crashes that seem to be related to either mesecons and/or pipeworks |
23:18 |
tumeninodes |
https://github.com/minetest-mods/mesecons |
23:19 |
tumeninodes |
https://github.com/minetest-mods/pipeworks |
23:19 |
tumeninodes |
have fun ; P |
23:19 |
TommyTreasure |
pipeworks has moved to gitlab |
23:19 |
tumeninodes |
what?! |
23:20 |
tumeninodes |
oh wait... Yes I think Vanessa did that |
23:20 |
tumeninodes |
not sure if they're synced up |
23:20 |
TommyTreasure |
https://gitlab.com/VanessaE/pipeworks/ |
23:21 |
TommyTreasure |
but, since you're here. i watched a video by richard jeffries, and it had a water feature. was that your work? trying to find the episode where i saw it |
23:22 |
tumeninodes |
oh... yeh it's just a quick code. can be used alone as it's own mod or added into another mod |
23:22 |
TommyTreasure |
ah, that's why its not in your repo :) |
23:22 |
tumeninodes |
hold on a sec |
23:22 |
TommyTreasure |
that was a water node as a 'slab' style node, right? |
23:23 |
tumeninodes |
https://forum.minetest.net/viewtopic.php?f=47&t=20211&hilit=water+feature |
23:23 |
TommyTreasure |
kewel, and ty. i think Shara would be interested in that too |
23:23 |
tumeninodes |
she hates all my stuff..., she's so mean |
23:23 |
tumeninodes |
:D |
23:24 |
TommyTreasure |
lol |
23:24 |
TommyTreasure |
i've got a few of yours on my server too. if it wasn't infringing on your nick, i'd call my server tumenimods |
23:25 |
tumeninodes |
haha... thanks |
23:26 |
tumeninodes |
I'm infringed upon all the time and I barely ever notice |
23:26 |
TommyTreasure |
somehow, i think 'lagworld' fits mine perfectly |
23:26 |
tumeninodes |
hahaha |
23:27 |
tumeninodes |
I think LagTest was mentioned as a name idea once |
23:27 |
TommyTreasure |
'Lag World' is actually the name of it |
23:27 |
tumeninodes |
bahahahaha |
23:28 |
TommyTreasure |
one player asked if i was trying to get into the Guinness world records for installed mods |
23:28 |
tumeninodes |
at least you can't be accused of being misleading |
23:29 |
tumeninodes |
is that a thing?? 0_0 someone should call Guinness and find out XP |
23:30 |
tumeninodes |
could stick that right up wikipedia's.... 0_0 |
23:30 |
rubenwardy |
what name did you use before your current name, tumeninodes? |
23:31 |
rubenwardy |
because it was changed at one point |
23:31 |
tumeninodes |
me? |
23:31 |
rubenwardy |
yeah |
23:31 |
tumeninodes |
The Great One |
23:31 |
tumeninodes |
:D |
23:31 |
tumeninodes |
after Jackie Gleason, but I realized it was too obnoxious |
23:31 |
rubenwardy |
ah right |
23:32 |
tumeninodes |
even though it's true haha |
23:34 |
TommyTreasure |
fwiw: updating both mesecons and pipeworks seems to have stopped the crash issue |
23:34 |
tumeninodes |
Oooo, while I have you here... can a function be added, so when a one searches biome_lib, or other libraries, they can see a list of all the mods which use it? |
23:35 |
tumeninodes |
glad it was an easy fix |
23:35 |
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23:48 |
TommyTreasure |
the first one was easy, but i'm getting a crash loop with the water feature. hang on, i'll paste the stack trace line |
23:49 |
TommyTreasure |
|
23:49 |
TommyTreasure |
efix required |
23:49 |
TommyTreasure |
|
23:49 |
TommyTreasure |
/usr/share/minetest/builtin/game/register.lua:65: Name water_feature:water_feature does not follow naming conventions: "overrides:" or ":" prefix required |
23:53 |
TommyTreasure |
btw, running 0.4.17.1 |
23:58 |
tumeninodes |
you have it set up as it's own mod? |
23:59 |
tumeninodes |
with a depends.txt and mod.conf ? I built it on 5.0.0dev but, should work with latest stable, nothing fancy about it |