Time |
Nick |
Message |
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01:25 |
luk3yx |
Hi GreenDimond. |
01:27 |
* VanessaE |
waits to see if GreenDimond gets another asskicking from Skyblock, or he reverse :) |
01:28 |
VanessaE |
the* |
01:31 |
GreenDimond |
Er |
01:31 |
GreenDimond |
I'll uh, get on soonish. |
01:32 |
VanessaE |
heh |
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Topic for #minetest-hub is now Keep offtopic short (<50 lines) or use #minetest-chat | http://hub.minetest.net/ | Logs: http://irc.minetest.net/minetest-hub/ |
06:55 |
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09:03 |
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09:03 |
tenplus1 |
hi folks |
09:10 |
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09:34 |
ChimneySwift |
aloha |
09:34 |
tenplus1 |
hi chim chiminy |
09:37 |
ChimneySwift |
XD hey how's it going |
09:37 |
tenplus1 |
heh, not bad, you ? |
09:37 |
tenplus1 |
about to watch Castlevania season 2 anime :D |
09:39 |
ChimneySwift |
good :D I added some more stuff to my Didcord/IRC bot, it's slightly broken though lol. |
09:39 |
ChimneySwift |
nice! |
09:39 |
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09:39 |
tenplus1 |
hi benrob |
09:40 |
benrob0329 |
Hi tenplus1 |
09:40 |
ChimneySwift |
o/ |
09:40 |
benrob0329 |
Hello ChimneySwift |
09:47 |
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09:48 |
tenplus1 |
hi fussel |
09:50 |
IhrFussel |
Hello there tenplus1 and the others |
10:15 |
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10:16 |
tenplus1 |
o/ T4im |
10:16 |
T4im |
hi :D |
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10:32 |
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10:32 |
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10:33 |
tenplus1 |
hi tommy |
10:36 |
longerstaff13 |
o/ |
10:36 |
longerstaff13 |
*peers out of the atic, then falls out of the attic* ow |
10:37 |
tenplus1 |
hi longer :P |
10:45 |
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10:45 |
tenplus1 |
hi calcul0n |
10:46 |
calcul0n |
hello |
10:57 |
tenplus1 |
how did that happen ? |
10:57 |
tenplus1 |
you think they did it for attention ? |
10:58 |
tenplus1 |
we've had thefts on server but protected chest could only be opened by names on list, was a friend that was added who took items and denied all knowledge |
10:58 |
tenplus1 |
gotta love logs |
11:00 |
tenplus1 |
Iremember building an amazing castle and one wrong move with worldedit wiped half of it out :) so made it a ruin instead...eheheh |
11:00 |
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11:01 |
tenplus1 |
so weird... |
11:02 |
tenplus1 |
this is on-topic btw, minetest griefing |
11:02 |
benrob0329 |
Yeah but I didn't want to clutter up the logs :P |
11:02 |
tenplus1 |
it's still logged from what I hear |
11:03 |
benrob0329 |
I have not seen so much damage in such a short amount of time though |
11:03 |
tenplus1 |
ahh, it doesnt appear on logs now, sweet |
11:03 |
tenplus1 |
had to check |
11:04 |
tenplus1 |
I would happily enable lava buckets and fire spreading if I thought players could be trusted with it |
11:04 |
tenplus1 |
but there's always some who take advantage and spoil it for the rest |
11:08 |
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Fixer joined #minetest-hub |
11:08 |
tenplus1 |
wb fixer |
11:09 |
benrob0329 |
I think protector blocks are used more for blockspam than anything else |
11:09 |
tenplus1 |
blockspam ? explain ? |
11:09 |
benrob0329 |
I see them littering the ground, older builds, etc |
11:10 |
tenplus1 |
when they get better at building theyy hide them better :P |
11:11 |
benrob0329 |
No like, builds too old to have protection |
11:11 |
tenplus1 |
that's why we host wrecking crews on Xanadu, if a player has been banned/limited or hasn't been on server in a looooong time, we remove protection and let the other players take what they like :) |
11:12 |
T4im |
the protector mod makes a tradeoff between looks and simplicity there; if you have a more looks oriented server you might consider adding another protection mod.. a lot of servers seem to end up using more than one at the same time after a while to get the best of both worlds |
11:13 |
tenplus1 |
yeah, I do like areas but too many protected areas slow things down and cause lag |
11:13 |
T4im |
of course you gain the draw back of overlap of several prtoection mods not being handled perfectly |
11:13 |
tenplus1 |
I may find a way to hide the protector nodes or add an invisible one that glows when a player is near |
11:13 |
T4im |
are you sure areas slows down that much? isn't it using a special datastructure to avoid that? |
11:14 |
tenplus1 |
if you protect 1000 areas it loops through the 1000 areas to check if what you punched or dug is within that area |
11:14 |
tenplus1 |
*within one of hte areas |
11:14 |
tenplus1 |
do that with every player on server and it gets slow |
11:15 |
T4im |
i haven't looked at the implementation, but i doubt they implemented it that naively |
11:16 |
benrob0329 |
Wouldn't it just see if the area overlaps with a protected are? Essentially a collision check? |
11:16 |
benrob0329 |
*area |
11:16 |
T4im |
yes |
11:16 |
T4im |
that's what i thought as well |
11:17 |
T4im |
and those areas could be retrieved through some kind of tree structure |
11:17 |
T4im |
no need to loop through tables to test every single one individually |
11:17 |
T4im |
but this is all speculation without looking at the code or at least the commit message :p |
11:18 |
tenplus1 |
am checking code now |
11:18 |
tenplus1 |
many loops |
11:19 |
tenplus1 |
https://github.com/ShadowNinja/areas/blob/289d0e623c1d383f26cbc57c94ce9a8a184bf525/api.lua#L71 |
11:19 |
tenplus1 |
which calls this: https://github.com/ShadowNinja/areas/blob/289d0e623c1d383f26cbc57c94ce9a8a184bf525/api.lua#L18 |
11:19 |
tenplus1 |
and unless it's stored in memory already, loops though all areas |
11:20 |
benrob0329 |
Loops through each area, or each block in an area? |
11:20 |
T4im |
that runs once for every area at a postion |
11:20 |
T4im |
so in an optimal case exactly once |
11:20 |
T4im |
ofc only if areastore is available |
11:20 |
tenplus1 |
each area checking POS is within |
11:21 |
tenplus1 |
how big does area store get with every position for each player, |
11:21 |
T4im |
that is the fallback |
11:21 |
benrob0329 |
So, not bad |
11:21 |
T4im |
the fallback doesn't run if you have an areastore |
11:22 |
T4im |
it only really iterates all areas returned for a position (i.e. when several overlap) |
11:22 |
T4im |
which means the actual search is done by the areastore in the engine; that's the code you need to look at |
11:23 |
tenplus1 |
hrm |
11:23 |
T4im |
and provided you compile it with libspatial backend, it seems to be stored in rtrees, which is one option for that kinda thing |
11:24 |
tenplus1 |
whereas protector redo checks pos with radius to find a protection block, get name and see if your on the list |
11:25 |
tenplus1 |
very simple |
11:25 |
T4im |
it is simple; not necessarily faster :) |
11:25 |
tenplus1 |
5.0 has find_node_near with middle bool, that will make it faster still |
11:26 |
tenplus1 |
but I dont have 5.0 dev installed so it'll have to wait until it's implemented in say 0.4.18 |
11:27 |
T4im |
this kind of spatial indexing and retrieving is optimized to hell and back by all those FPS :p imagine how much collision checks are done in those every second for a all those projectiles flying around, all one huge maps with lots of geometry |
11:27 |
T4im |
on* |
11:30 |
T4im |
i don't know what performs better; but at least neither should slow down with more protection needed |
11:30 |
benrob0329 |
Interesting analogy considering Doom is a thing |
11:30 |
tenplus1 |
the faster I can find and check meta the faster the protection mod works :) |
11:30 |
tenplus1 |
so always on the lookout for new methods |
11:31 |
tenplus1 |
and no matter how many protectors are added it's always the same speed for each player |
11:31 |
T4im |
which is the most important thing for a protection mod htere |
11:31 |
tenplus1 |
krocks simple protection works on mapblock, stores the name per block and is easy access so prolly faster than both |
11:32 |
tenplus1 |
but you have no control over placement, like leaving a 1 block gap for farming so players can gather crops but not break anything around it |
11:33 |
T4im |
probably better not to fud areas there tho; as some people might decide to use a protection mod that actually doesn't fit them, only because they thing the other one is a performance liability :p |
11:34 |
T4im |
i think the big protection mods all have their niche and complement each other well there |
11:34 |
T4im |
think* |
11:35 |
T4im |
would be nice if they worked better together :s |
11:35 |
tenplus1 |
I like how each has it's own way of working, benefits but also drawbacks of use |
11:36 |
T4im |
yea |
11:36 |
tenplus1 |
the is_protected function is overidden by them all though so you dont want it too stressed working together |
11:36 |
T4im |
right now you can still protect someone elses area with a different protection mod |
11:36 |
T4im |
although i see how that can be hard to implement right |
11:37 |
tenplus1 |
some servers do areas for huge builds and protectors for little/specific areas |
11:37 |
T4im |
yea |
11:38 |
T4im |
tony's server has all three big ones, landrush, areas and protector :P |
11:38 |
tenplus1 |
oof |
11:38 |
T4im |
oh wait, actually not sure about areas there hmm but landrush and protector as combination definitely |
11:39 |
tenplus1 |
I like whenthey use protector.flip , it annoys griefers :D |
11:39 |
T4im |
:) |
11:48 |
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11:48 |
tenplus1 |
hi shiva :) |
11:51 |
benrob0329 |
Its sad to me how much footage it takes to make on of these videos |
11:52 |
benrob0329 |
I take anywhere from ~ 2-3 1/2 hours of footage and cut it down to just 2-4 minutes |
11:53 |
tenplus1 |
wow, didnt realise you needed so much |
11:54 |
benrob0329 |
Itd probably be about a half hour once I pull all the shots out, then those get sorted, placed, and cut |
11:56 |
tenplus1 |
look forward to seeing final vid :D |
11:56 |
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11:56 |
tenplus1 |
hi DI3HARD139 |
11:56 |
DI3HARD139 |
Hello |
11:57 |
benrob0329 |
*looks outside* oh hey the sun woke up |
11:57 |
benrob0329 |
'Bout time |
11:57 |
tenplus1 |
:P |
12:07 |
shivajiva |
Hiya tenplus :) |
12:07 |
tenplus1 |
o// |
12:10 |
tenplus1 |
long time no see |
12:11 |
shivajiva |
yea, you okay |
12:12 |
tenplus1 |
same old same old :P what's new with you ? |
12:20 |
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CWz joined #minetest-hub |
12:20 |
tenplus1 |
hi CWz |
12:20 |
CWz |
hello |
12:37 |
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12:41 |
IhrFussel |
I use areas without libspatial... globalstep() takes max 10ms average is 34 µs |
12:42 |
IhrFussel |
I have at least 3,000 protections on my server |
12:42 |
tenplus1 |
that's a lot dude |
12:42 |
T4im |
you'd have to instrument its is_protected there; globalstep isn't used for protection checks |
12:43 |
IhrFussel |
globalstep() loops through all areas cause it displays the areas at each player's position |
12:43 |
T4im |
a |
12:43 |
T4im |
ah |
12:43 |
T4im |
fair point |
12:44 |
tenplus1 |
this is the one thing I'duse csm for (buyt server side loaded only) is for protection display |
12:44 |
IhrFussel |
on_protection_violation[1] ........................ | 9 | 1257 | 96 |
12:44 |
IhrFussel |
min | max | avg |
12:44 |
T4im |
kudos for looking at the correct measurements :p |
12:45 |
tenplus1 |
:P |
12:45 |
T4im |
#4343 is replacing the other ones completely, because they are just confusing this way |
12:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/4343 -- Profiler: Better structures, count calls, measure relative usage by t4im |
12:47 |
T4im |
but yea, the avg ain't that bad |
12:50 |
IhrFussel |
lua is very fast with iterating through tables |
12:51 |
* tenplus1 |
likes lua, just wish it used more than one cpu at a time though |
12:51 |
T4im |
well you are still using the areastore, even without libspatial |
12:51 |
T4im |
so the iteration is still done in c++ there i assume |
12:52 |
T4im |
just no fancy tree structure for faster collision checks |
12:54 |
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12:55 |
tenplus1 |
hi Gael |
12:55 |
Gael-de-Sailly |
hi tenplus1 :) |
13:01 |
T4im |
the thing some people might not be aware of is that optimized tail calls are even faster than table iterations :P which is likely why is_protected is the way it is instead of being registered into a table |
13:02 |
tenplus1 |
T4im: explain ? or example ? |
13:02 |
T4im |
well, usually function calls add a small overhead; but when they are down as the last statement in a return, they can be optimized away |
13:03 |
T4im |
meaning once everything is compiled; rn minetest.is_protected() is one huge function containing the code of all individual is_protected from the mods |
13:03 |
T4im |
which is faster than going through a table and calling each chunk individually |
13:04 |
tenplus1 |
will lookinto that, big speed increase hopefuly |
13:04 |
T4im |
it's great when you do recursion stuff |
13:05 |
T4im |
specifically tail call recursion can be faster in some cases than loops |
13:05 |
tenplus1 |
it's something I've never looked into |
13:06 |
T4im |
it can sadly make some code harder to read, which is probably why one shouldn't be replacing everything with it :p |
13:07 |
T4im |
but it's a good tool to know about |
13:08 |
T4im |
it's one reason why the profiler barely adds any overhead |
13:12 |
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13:13 |
tenplus1 |
hi aerozoic |
13:13 |
aerozoic |
wazup tenplus1 ! |
13:14 |
aerozoic |
rainy day today |
13:15 |
tenplus1 |
sun out here,but cold |
13:42 |
Fixer |
2018 @ Still no proper z-sorting in minetest :( |
13:46 |
tenplus1 |
hoping for miracles here :D |
13:50 |
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13:57 |
tenplus1 |
heh kewl |
13:59 |
benrob0329 |
tenplus1: not cool |
13:59 |
benrob0329 |
Damage |
13:59 |
tenplus1 |
oh is that the griefing ??? thought you were building a factory |
14:00 |
VanessaE |
we cleaned it all up though, as best we could anyway |
14:00 |
VanessaE |
and the griefer has since been banned. |
14:00 |
VanessaE |
also hi. |
14:00 |
tenplus1 |
hi Vanessa :) |
14:00 |
tenplus1 |
vines working ok ? |
14:01 |
VanessaE |
idk, I haven't seen it in action |
14:01 |
VanessaE |
but, no complaints so far |
14:01 |
VanessaE |
and no crashes. |
14:01 |
benrob0329 |
o/ VanessaE |
14:02 |
CWz |
there was a new griefer? |
14:03 |
VanessaE |
when isn't there? |
14:03 |
tenplus1 |
lol |
14:03 |
CWz |
wonder what creative username it had |
14:04 |
VanessaE |
Liam12 or something like that. |
14:04 |
CWz |
well that griefer gives Liams bad names |
14:05 |
CWz |
the Liam community shall put him in Liam court where he will be tried by jury of his Liam peers |
14:05 |
VanessaE |
heh |
14:05 |
tenplus1 |
lol |
14:06 |
CWz |
It a shame that a Liam was behind a such a heinous crime |
14:07 |
CWz |
I'd expect something like that from a CJ or a Walter, but a Liam? |
14:07 |
* benrob0329 |
uploads a video, and makes another one public |
14:08 |
tenplus1 |
we've had worse griefings than that :D |
14:08 |
CWz |
Walters are mad because the origin of the name was just adding l to water |
14:09 |
CWz |
tenplus1, and their usenames were? |
14:09 |
tenplus1 |
cant remember to be fair, was a while ago before xanadu had /limit and border control |
14:10 |
CWz |
Border control? an immigration issue? |
14:12 |
CWz |
griefing is a result of parents letting computer games babysit their childs |
14:12 |
CWz |
or done by players who feel like that lives are out of control |
14:12 |
CWz |
so they take control via Cyberspace |
14:13 |
CWz |
either that, it an alien plot to take over the world as we know it |
14:17 |
VanessaE |
heh |
14:17 |
tenplus1 |
:P |
14:19 |
benrob0329 |
Oh VanessaE, there is crap under the road over there |
14:20 |
benrob0329 |
Not much, but some |
14:20 |
VanessaE |
under? like what? |
14:20 |
benrob0329 |
The road over there his basically floating |
14:20 |
VanessaE |
hm |
14:20 |
benrob0329 |
There are random blocks 'n such over there, but it could be old building bits |
14:21 |
benrob0329 |
Didn't look that closely, just noticed it as I filled a missing block |
14:22 |
VanessaE |
given the age of that server, "old building bits" is quite likely. |
14:23 |
benrob0329 |
I feel like a project should be started to clean up some of the mess on VE-C |
14:23 |
tenplus1 |
have a wrecking crew... take a group of players and remove any protection for players over a year old (or banned) and let them keep what they take : |
14:23 |
tenplus1 |
it's fun |
14:23 |
VanessaE |
send them to my server :) |
14:24 |
tenplus1 |
lol |
14:24 |
benrob0329 |
There is just unfinished/broken down builds, unknown nodes, etc |
14:24 |
VanessaE |
well I guess every server needs its ghettos |
14:25 |
tenplus1 |
exactly... |
14:25 |
VanessaE |
:P |
14:43 |
tenplus1 |
:P |
14:49 |
CWz |
Bananaland if full of Gettos but not the bad type |
14:49 |
CWz |
I think slums is the best way to describe them though |
14:52 |
CWz |
tenplus1, xanadu is spawn still a cubical made out of loony padded walls? |
14:53 |
tenplus1 |
lolol, that was the old xanadu mk2... weve been on mk3 for a while now, spawn is a huge build like a castle courtyard :) it's really nice... sign in and check it out |
14:56 |
tenplus1 |
just finished a Ziggurate if anyone wants to see also |
15:17 |
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15:17 |
tenplus1 |
wb |
15:18 |
benrob0329 |
ty |
15:19 |
tenplus1 |
laters all :P |
15:19 |
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15:32 |
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15:37 |
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16:56 |
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17:08 |
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17:25 |
IhrFussel |
"my MT server already has lots of features, not sure if more are really needed" "what is mt?" "Minetest the name of this game" "i dont play minetest" "i use apple" |
17:26 |
Krock |
and i uses potato pc |
17:26 |
IhrFussel |
The 3rd-party apps are washing their brains |
17:26 |
Krock |
and i washing my laptop with soap btw |
17:28 |
IhrFussel |
MT should've used a license that requires any fork to mention that the engine is powere by "Minetest" ... I don't think LGPLv2.1 does that |
17:28 |
Krock |
well, I doubt they changed the ASCII art |
17:29 |
Krock |
and that's still printed to the debug.txt file in 0.4.x AFAIK |
17:29 |
rubenwardy |
the LGPL does require that if they have apps |
17:29 |
rubenwardy |
*adds |
17:29 |
rubenwardy |
-d |
17:29 |
rubenwardy |
if you use the thing with proprietary code then you need to plainly and obviously attribute Minetest |
17:29 |
rubenwardy |
ad code is proprietary |
17:32 |
IhrFussel |
Pretty much every fork on Google Play Store / iTunes implements ads |
17:32 |
IhrFussel |
The attribution is not required on the title screen though right? They can just hide it in some extra menu |
17:33 |
T4im |
or even in a textfile/helpfile section distributed with it :p |
17:34 |
rubenwardy |
I think it needs to be on the download page, ie: play store |
17:34 |
rubenwardy |
at least that's what I thought when I looked at this |
17:34 |
rubenwardy |
the real issue though is that inforcement is painful |
17:34 |
rubenwardy |
*enforcement |
17:35 |
rubenwardy |
collecting the evidence and dealing with google |
17:36 |
T4im |
maybe they are quicker if you point out that it's not their ads included |
17:36 |
T4im |
:x |
17:56 |
IhrFussel |
bgcolor[] question: FF at the end means 0% transparent... so EE should mean ~ 16% transparent correct? |
18:04 |
IhrFussel |
No wait... it's FF, EE, DD, CC , BB, AA, then... 09, 08 etc? |
18:04 |
Krock |
!c (1 - (0xEE / 0xFF)) * 100 |
18:04 |
MinetestBot |
6.666666666666665 |
18:05 |
Krock |
6% transparent |
18:06 |
IhrFussel |
So EE should be 18% |
18:06 |
IhrFussel |
CC* |
18:07 |
Krock |
!c (1 - (0xCC / 0xFF)) * 100 |
18:07 |
MinetestBot |
19.999999999999996 |
18:10 |
IhrFussel |
20... will have to check if that's enough...cause I want my formspec to be just as transparent enough to see kinda what's happening in the background but not enough to max the chat text with my formspec text |
18:10 |
IhrFussel |
to mix* |
18:11 |
IhrFussel |
What's the default for bgcolor[]? Anyone knows? |
18:11 |
rubenwardy |
No, it's: FF FE FD FC FB FA F9 F8 F7 F6... |
18:14 |
IhrFussel |
rubenwardy, I know I didn't want to list every single hex value so I turned it into "chunks" |
18:15 |
rubenwardy |
That makes no sense |
18:15 |
rubenwardy |
The numbers you gave were inconsistently spaces |
18:15 |
Krock |
reverse-calculate it if you want a certain percentage value |
18:15 |
rubenwardy |
Which is why you were getting wrong percentages |
18:15 |
T4im |
in that case, after A0 would come 9F not 09 |
18:16 |
Krock |
just like decimal system, but with letters too |
18:16 |
T4im |
your typical 0-F range |
18:18 |
IhrFussel |
At first I thought the values just got from AA - FF so every "chunk" (AA-BB for example) would have been ~ 16% but then I realized it's 00 - FF so a chunk is ~ 6% |
18:18 |
IhrFussel |
I have no better word than "chunk" |
18:20 |
IhrFussel |
But wait that is false too...kinda? That means 00-AA is just 1 chunk |
18:21 |
IhrFussel |
I'm confused and really bad at math...I'll just try CC for now and see if it looks good |
18:23 |
rubenwardy |
Every first digit is 16 of the second digit |
18:24 |
rubenwardy |
So CC=C*16+C=12*16+12 |
18:26 |
rubenwardy |
Actually, there's always 17 between each double digit |
18:26 |
rubenwardy |
So yeah, 6.66% |
18:32 |
IhrFussel |
Okay so the "chunks" are 00,11,22,33,44,55,66,77,88,99,AA,BB,CC,DD,EE,FF ... then CC should mean 20% and it's solved |
19:09 |
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19:36 |
Krock |
o/ Calinou |
20:33 |
Fixer |
do our textures suck? |
20:34 |
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20:35 |
Krock |
Fixer: many opinions. Glass looks way too blue IMO |
20:36 |
Shara |
MTG glass always looked ikky to me |
20:36 |
Shara |
Krock should now fix it :) |
20:36 |
Krock |
whereas "now" = tomorrow _._ |
20:36 |
Krock |
good suggestions, will adapt. |
20:36 |
Shara |
Tomorrow works :) |
20:37 |
Shara |
But yea, it'll have my support then. And I'll probably even do a dance or something, because it will be one less terrible texture. |
20:38 |
Shara |
I also think snow and gravel textures are pretty bad, and I know others have hated on those as well. |
20:38 |
Shara |
Though I think snow was improved at some point |
20:38 |
Shara |
Not staring at current dev right now so not sure |
20:39 |
Krock |
old brown gravel is a long-time content of my texture pack.. maybe I'm not the only one who's doing that? .D |
20:39 |
Shara |
The gravel was much nicer |
20:39 |
Shara |
I regret not switching back to it on my server |
20:39 |
Shara |
I think I still have old snow at least |
20:40 |
Fixer |
does terrain look dull, muted? |
20:40 |
benrob0329 |
Crazy idea: you can't transport water source blocks |
20:40 |
Shara |
Fixer: Don't know really. I just find MTG textures a bit whatever |
20:40 |
benrob0329 |
Pipeworks' pumps are actually useful as a result |
20:41 |
Krock |
you can transport filled buckets |
20:42 |
benrob0329 |
What if buckets only pour flowing water? |
20:42 |
Fixer |
do textures need a bit more saturation? |
20:43 |
Shara |
I did a side by side comparison of MTG and HW (game I'm working on) textures textures the other day. MTG colours seemed like those you'd find in some toy building set... not quite real colours of anything. They felt fake. |
20:43 |
Shara |
-textures* |
20:43 |
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20:44 |
Shara |
But of course the textures in my game are going to look better to me, because I've made sure they are what I like, even when I'm not the one making them |
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