Time |
Nick |
Message |
00:08 |
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00:08 |
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00:30 |
khonkhortisan |
Combining worldedit with mesecons with a third mod could create a 3d printer fax machine |
00:44 |
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00:49 |
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00:54 |
khonkhortisan |
worldedit will soon be microcontroller-friendly (except for saving, transpose, and rotate) |
01:45 |
vicscandl |
mepe; |
01:45 |
vicscandl |
wow, fingers |
01:45 |
vicscandl |
meep |
01:47 |
leo_rockway |
bas080: that looks good. It would be better to visualize it with a different texture. Also, like they said, vines. |
01:48 |
bas080 |
I did make a vines mod. You could use those... i could also add vines to the trees. Maybe climbing plants on the tree stem. |
01:49 |
bas080 |
would avoid dependency |
01:50 |
bas080 |
leo_rockway, are you on the forums? |
01:50 |
NekoGloop |
Yes he is |
01:51 |
leo_rockway |
bas080: I am. I do have the vines mod installed too. |
01:55 |
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02:00 |
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02:00 |
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02:00 |
khonkhortisan |
Crisco: you should update your host address to centurylink, it still shows qwest |
02:03 |
* khonkhortisan |
just found a file called "" |
02:03 |
_2cool_ |
O.O |
02:07 |
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02:17 |
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02:23 |
khonkhortisan |
I'm making a tictactoe game. There are nine input buttons and eighteen output wires. Somehow I have to make the button turn the square to the correct symbol based on whose turn it is, and change whose turn it is without going back in a loop and changing the symbol. |
02:23 |
_2cool_ |
interesting |
02:25 |
khonkhortisan |
ah. I need a T-flop. |
02:32 |
khonkhortisan |
haha. new node idea: lightwire! It gives off light and loses power over distance! (feel free to shoot this idea down) |
02:33 |
_2cool_ |
I have destroyed all the redstone in this minecraft map |
02:33 |
khonkhortisan |
why? |
02:33 |
_2cool_ |
I WILL DESTROY YOU KHONK FOR SAYING THAT |
02:33 |
_2cool_ |
anyway, Water got on the water |
02:33 |
khonkhortisan |
I have a house on gameboom |
02:33 |
_2cool_ |
water got on the redstone |
02:33 |
khonkhortisan |
mesecons don't short out yet |
02:33 |
_2cool_ |
I don't have privs in gameboom |
02:34 |
khonkhortisan |
I have a health room filled with apples and strawberries and a pie and doorways made of moreores blocks |
02:34 |
khonkhortisan |
and a papyrus curtain |
02:34 |
_2cool_ |
not bad |
02:34 |
khonkhortisan |
I'm set up for a greifing |
02:34 |
_2cool_ |
put lava under your house |
02:34 |
_2cool_ |
*evilface* |
02:35 |
khonkhortisan |
why? for a moat or to burn the house? |
02:35 |
_2cool_ |
make it and make it look like a mineshaft |
02:35 |
NekoGloop |
No for the griefers |
02:36 |
khonkhortisan |
I like trapgrass |
02:36 |
_2cool_ |
removestone *evilfaceagain* |
02:36 |
khonkhortisan |
haha trapgrass+teleporters = whack-a-mole! |
02:36 |
_2cool_ |
beautiful idea |
02:36 |
khonkhortisan |
there could be a removestone house with a pressure plate inside to frame someone as a greifer because they'll be standing there when the house disappears |
02:37 |
_2cool_ |
I would lol |
02:37 |
_2cool_ |
even if it was me |
02:37 |
Crisco |
khonkhortisan: what? |
02:37 |
Crisco |
I can't control that |
02:37 |
Crisco |
plus I liked quest better :P |
02:38 |
khonkhortisan |
I just know from the commercials they changed the name |
02:58 |
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03:00 |
_2cool_ |
The spice must flow! |
03:08 |
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03:18 |
cornernote |
i finally made my 4-bit decoder |
03:18 |
cornernote |
now all i have to do is hook it to my 7 segment display |
03:18 |
cornernote |
and i have a 1 digit number! =) |
03:18 |
khonkhortisan |
working on mesecons http://www.flickr.com/photos/79516830@N05/7861326182/in/photostream/lightbox/ reminds me of xkcd http://xkcd.com/505/ I feel like I'm going to end up in a desert of infinite rows of insulated mesecons - like the the bottom left picture |
03:19 |
khonkhortisan |
you could have seven digits if you use binary |
03:19 |
cornernote |
wow, thats more impressive than mine |
03:19 |
khonkhortisan |
almost done with it |
03:19 |
cornernote |
what is it ? |
03:19 |
cornernote |
and, does it work ? |
03:20 |
khonkhortisan |
it's the display and the rules that makes it so big. Tic-tac-toe |
03:20 |
khonkhortisan |
I haven't fired it up yet, I have a little bit more to connect |
03:20 |
cornernote |
the display has too many pixels for tic-tac-toe ? |
03:20 |
khonkhortisan |
most likely I'll have a giant bughunt |
03:20 |
cornernote |
oh i see |
03:20 |
cornernote |
3x3 = 1 |
03:20 |
khonkhortisan |
I need to display X or O or blank so it has to be that big |
03:20 |
khonkhortisan |
can't do it in single pixels |
03:21 |
cornernote |
yea, gotchya |
03:21 |
khonkhortisan |
trinary gameboard |
03:21 |
cornernote |
walk me through how the game works... |
03:21 |
cornernote |
eg.. |
03:21 |
cornernote |
player 1 presses a button |
03:22 |
cornernote |
it knows player 1 is X because player1 is always X |
03:22 |
cornernote |
then player 2 pushes... it knows its O's turn ? |
03:22 |
khonkhortisan |
you have to decide who's X and who's O - I still have to make the loser go first |
03:22 |
cornernote |
can it detect a winner ? |
03:22 |
khonkhortisan |
it can detect a win, all 16 ways to win. - aah! I didn't detect a tie! |
03:23 |
cornernote |
if we hook up my machine to your machine, it can have a scoreboard |
03:23 |
khonkhortisan |
yeah |
03:23 |
cornernote |
but yours is way more impressive |
03:23 |
khonkhortisan |
my reset button will be hidden if the people tie |
03:24 |
cornernote |
over the back... |
03:24 |
cornernote |
is that a bank of like 10x10x2 ucs ? |
03:24 |
khonkhortisan |
it blinks the three squares that caused a win, that's what the second slice is for |
03:24 |
khonkhortisan |
18x2x16 I think |
03:25 |
cornernote |
lmao |
03:25 |
cornernote |
all the same program on them ? |
03:25 |
cornernote |
imagine this in redstone |
03:25 |
NekoGloop |
I dont want to |
03:25 |
khonkhortisan |
no most of them pass A to C and B to D, there's other programming sprinkled in |
03:25 |
khonkhortisan |
does redstone have microcontrollers? |
03:26 |
cornernote |
i learned how to make a decoder from wating 10 year olds on minecraft |
03:26 |
khonkhortisan |
I guess you'll just have to press the reset button if you get a tie |
03:26 |
cornernote |
i wasnt sure how it worked, but after watching that, and looking at some wireing diagrams it all started to come together |
03:26 |
khonkhortisan |
there's some way to compress multiple signals on redstone. |
03:27 |
cornernote |
ahh, so kindof a uc |
03:27 |
cornernote |
and they seem to not connect/interact as much as mesecons do |
03:30 |
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03:30 |
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03:31 |
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03:32 |
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03:38 |
cornernote |
sometimes my gates dont switch off when i switch them off |
03:38 |
khonkhortisan |
? |
03:38 |
cornernote |
i dont have even 1/10 of the amount you have |
03:38 |
cornernote |
do all yours work properly ? |
03:39 |
khonkhortisan |
if they're too far away from you they won't function |
03:39 |
cornernote |
mine are closer than yours |
03:39 |
khonkhortisan |
it all works properly, as long as I have it programmed right, which I don't |
03:39 |
cornernote |
i'll ss so you can see |
03:41 |
cornernote |
http://i49.tinypic.com/2ujjmts.png |
03:42 |
cornernote |
its a 4-bit input, and depending on the input, it lights up 1 of the 16 lights |
03:42 |
cornernote |
red lights |
03:42 |
cornernote |
the blue lights are the indicators for the 2 half-adders |
03:43 |
cornernote |
see both blue 0 are on, that means red 0 should be on |
03:43 |
cornernote |
but red-3 stayed on |
03:43 |
khonkhortisan |
the stuff at the top is what I compressed into my µc grid |
03:43 |
khonkhortisan |
I could've made it look like that |
03:43 |
cornernote |
if i punch the buttons again it will go off |
03:44 |
cornernote |
the decoder ? |
03:44 |
cornernote |
you mean the wires running to the red lights ? |
03:44 |
khonkhortisan |
yes where they connect with the blue wires |
03:44 |
cornernote |
so i can make it smaller ? |
03:45 |
khonkhortisan |
yes. |
03:45 |
cornernote |
using the extra bits in the uc ? |
03:45 |
khonkhortisan |
nope just using the ports |
03:45 |
cornernote |
there are only 4 ports tho |
03:45 |
cornernote |
i need to count to 16 (or at least to 10) |
03:45 |
khonkhortisan |
what port is the red on? |
03:46 |
cornernote |
A |
03:46 |
cornernote |
us is like this.. sbi(A,B&D) |
03:47 |
cornernote |
sec, i'll get the diagram |
03:47 |
cornernote |
http://www.matthewlynch.net/multittl/images/4-bit-instruction-decoder.png |
03:48 |
cornernote |
the buttons are backwards tho, so im going to start it again i think |
03:48 |
khonkhortisan |
okay that'll work. flood fill the blue with sbi(C,B)sbi(A,D) then where the yellow wires should connect with the blue wires you put sbi(C,B)sbi(A,D&B) then put an on wire along the opposite side of the red. That way you can have all the reds next to each other. |
03:49 |
khonkhortisan |
sbi(C,B)sbi(A,D) is the part in the diagram where the wire hops over itself. |
03:49 |
khonkhortisan |
sbi(C,B)sbi(A,D&B) is the and |
03:50 |
khonkhortisan |
I might need to build it myself to really show you what I mean. |
03:50 |
cornernote |
yeah, i dont really understand what you mean |
03:50 |
khonkhortisan |
How many switches should I have in my example? |
03:51 |
cornernote |
4 |
03:51 |
cornernote |
4x 1-bit inputs, 16 outputs (always only one active at any time) |
03:51 |
khonkhortisan |
I'll just follow the diagram |
03:52 |
cornernote |
but... i think instead of the 16 outputs, i can have a clever chip |
03:52 |
cornernote |
using 16 ports EFGHIJKLMNOPQRST |
03:53 |
cornernote |
UC has more than 4 bits, it has 255 or 256 i think |
03:53 |
cornernote |
right ? |
03:53 |
khonkhortisan |
something like that |
03:53 |
cornernote |
then the display can read from that chip |
03:53 |
khonkhortisan |
if you dump the metadata you get lots of zeros |
03:53 |
khonkhortisan |
what would you make the display out of? |
03:54 |
cornernote |
pistons or glowstone |
03:54 |
cornernote |
i'll do it long 1st, then i'll try to make it into a smarter chip |
03:54 |
khonkhortisan |
if you store it in one chip how will you get the data out with only four ports? |
03:55 |
cornernote |
lol |
03:55 |
cornernote |
ok, good point |
03:55 |
cornernote |
chips cant talk to each other |
03:55 |
khonkhortisan |
they can, but the ports are one-way communication. |
03:56 |
khonkhortisan |
I tried two-way, it doesn't work without some sort of timer. |
03:56 |
cornernote |
yeah, chip 2 cant ask chip1 the state of port M |
03:56 |
khonkhortisan |
but chip 1 can tell chip 2 the state of port A by using port B |
03:56 |
cornernote |
yep |
03:57 |
cornernote |
my switches are backwards, so im gunna restart |
04:00 |
khonkhortisan |
I really want a µc to have a display so it can have a representation of the programming so you can tell where the different ones are in a grid |
04:00 |
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04:05 |
NekoGloop |
Crafting: microcontroller + lightstone = that color of a display-microcontroller? |
04:09 |
khonkhortisan |
no, a display just like a delayer where the modulus binary representation of the programming string is displayed |
04:10 |
khonkhortisan |
with maybe a 3x3 display, automatic registration and deregistration of nodes, and creation and deletion of the display image |
04:10 |
khonkhortisan |
this adder is confusing |
04:17 |
cornernote |
the one in the diagram ? |
04:17 |
khonkhortisan |
I don't like it |
04:17 |
cornernote |
yeah, its cos its part of the decoder |
04:17 |
cornernote |
u got a better one ? |
04:18 |
khonkhortisan |
no, I'm trying to put the switches together but that makes part of the diagram be upside-down |
04:28 |
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04:28 |
cornernote |
INS4 = bit1 i think |
04:28 |
cornernote |
the way he labled it is strange |
04:29 |
khonkhortisan |
I'm going to copy it exactly, no rotates or flips. |
04:29 |
cornernote |
i did that |
04:29 |
cornernote |
maybe i didnt |
04:30 |
cornernote |
i made ins0 on the right, and ins4 on the left |
04:30 |
cornernote |
and it turned out ins4 was bit1, and should be on the right |
04:30 |
cornernote |
so copy his diagram and it will be right |
04:30 |
cornernote |
just his labels are odd |
04:34 |
khonkhortisan |
my circuits would be easier to read if I had a passthrough wire like this http://www.flickr.com/photos/79516830@N05/7861675528/in/photostream/lightbox/ |
04:34 |
khonkhortisan |
where the two wires are insulated from each other |
04:43 |
* khonkhortisan |
is so glad he made worldedit capable of copying programmed microcontrollers |
04:53 |
khonkhortisan |
I'm done, but I can't make sense of the output. |
04:53 |
khonkhortisan |
Maybe I did the nor wrong |
04:57 |
khonkhortisan |
yep, I did it wrong !A|!B |
04:57 |
khonkhortisan |
cornernote: how did you make a nor? |
04:58 |
khonkhortisan |
oh I know, an and. |
04:59 |
khonkhortisan |
huh. It has a zero light. I'm done! |
05:01 |
khonkhortisan |
cornernote: http://temp-share.com/show/dPf3mq4pW |
05:03 |
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05:03 |
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05:23 |
khonkhortisan |
you must've made a cornernote cloner out of mesecons and must be chasing them down right now |
05:33 |
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05:33 |
bas080 |
http://dl.dropbox.com/u/419967/Screenshot%20-%2008262012%20-%2007%3A25%3A52%20AM.png |
05:34 |
bas080 |
Jungletrees are as good as done. What do you think? |
05:55 |
cornernote |
nor is like |
05:56 |
cornernote |
sbi(A,!B&!C) |
05:56 |
khonkhortisan |
I fixed it, there's my world |
05:57 |
khonkhortisan |
really looks like a forest |
06:07 |
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06:21 |
leo_rockway |
is there a noteblock mod? |
06:42 |
VanessaE |
leo_rockway: in mesecons, yes. |
06:42 |
VanessaE |
also good morning all. |
06:42 |
leo_rockway |
VanessaE: neat =] |
07:02 |
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07:38 |
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07:45 |
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08:01 |
VanessaE |
zzz |
08:01 |
jin_xi |
sup |
08:02 |
VanessaE |
not much. kinda bored :-) |
08:02 |
jin_xi |
well. learn c++! |
08:09 |
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08:09 |
rubenwardy |
hi guys |
08:10 |
rubenwardy |
Good Morning (well, for me anyway) |
08:15 |
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08:21 |
jin_xi |
VanessaE: main.cpp, #1296: set mipmaps to true... looks way better here |
08:23 |
VanessaE |
oh? |
08:23 |
* VanessaE |
tries |
08:24 |
VanessaE |
need AF in the other file also? |
08:25 |
jin_xi |
i still have trilin and af in |
08:25 |
* jin_xi |
checks |
08:26 |
* VanessaE |
tries with AF and mipmap turned on |
08:26 |
leo_rockway |
where's AF? |
08:26 |
VanessaE |
over there ------> |
08:26 |
leo_rockway |
>.> |
08:26 |
leo_rockway |
I don't see it |
08:27 |
VanessaE |
WOW! |
08:27 |
jin_xi |
no more moiree |
08:27 |
VanessaE |
jin_xi: NOW THAT'S WHAT I'M TALKING ABOUT!!! |
08:27 |
VanessaE |
and zero effect on the rendering speed |
08:27 |
VanessaE |
(actually it seems faster?) |
08:27 |
VanessaE |
why isn't this the default? |
08:28 |
leo_rockway |
hey, don't spoil! >.< |
08:28 |
leo_rockway |
I'm building with mipmaps now |
08:29 |
VanessaE |
leo_rockway: at line 469 of src/clientmap.cpp, add this right between the scene:: and const video:: lines: buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, true); |
08:29 |
rubenwardy |
hi |
08:29 |
VanessaE |
and do the mipmap thing jin_xi just posted |
08:29 |
VanessaE |
the result is beautiful! |
08:29 |
VanessaE |
and 16px textures still look sharp\ |
08:29 |
VanessaE |
THIS is how it should be!!! |
08:29 |
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08:30 |
leo_rockway |
oh, I just finished building with mipmap and no real change. I'll add the AF |
08:31 |
VanessaE |
you need both and your card needs to support those features |
08:31 |
VanessaE |
(I assume without such support, they do nothing?) |
08:32 |
leo_rockway |
I don't even know what mipmaps are |
08:33 |
VanessaE |
made a very clear and absolute recommendation to celeron55 and showed him exactly what to change. |
08:33 |
VanessaE |
leo_rockway: mipmaps is when the video card or driver or rendering software makes multiple copies of your texture files, scaled to different sizes and aspect ratios, and uses the scaled copies for stuff drawn in the distance |
08:33 |
leo_rockway |
oh, that makes a lot of sense, actually |
08:34 |
VanessaE |
by doing the scaling *before* being sent to the rendering pipeline (instead of in realtime), they can be scaled with much nicer algorithms |
08:34 |
leo_rockway |
mhm |
08:34 |
VanessaE |
e.g. Lanczos or even simple bilinear |
08:34 |
jin_xi |
well, theres that comment, we should ask what looked ugly really |
08:34 |
leo_rockway |
somewhat relevant: http://kdepepo.wordpress.com/2012/08/15/reverse-antialiasing-for-image-scaling/ |
08:35 |
jin_xi |
fuck communication D: |
08:35 |
leo_rockway |
I'm building irrlicht, I'll build with AF in a moment. |
08:36 |
VanessaE |
"what looked ugly"? |
08:36 |
VanessaE |
you mean just before this change? |
08:36 |
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08:36 |
leo_rockway |
something looked ugly to him |
08:36 |
VanessaE |
horrible glittering and moire patterns in anything more than 5 or so blocks away when you walk around or just pan the camera. |
08:36 |
leo_rockway |
so I think he means ask him what looked ugly on his end... |
08:37 |
leo_rockway |
(when enabling mipmaps) |
08:37 |
leo_rockway |
VanessaE: did you see the comment right before that line of code to disable mipmaps? |
08:37 |
jin_xi |
yup, that |
08:37 |
VanessaE |
OH |
08:37 |
VanessaE |
that comment |
08:37 |
VanessaE |
yeah I saw that |
08:37 |
VanessaE |
damned if I know what he meant |
08:38 |
VanessaE |
but I'll bet that's no longer the case. |
08:38 |
leo_rockway |
maybe on certain cards / drivers mipmaps makes things worse |
08:40 |
VanessaE |
perhaps |
08:40 |
leo_rockway |
the default grass texture looks terrible with AF |
08:40 |
VanessaE |
which is why I just told celeron55 that it should be a checkbox. |
08:41 |
leo_rockway |
because you can see the squares of the texture instead of an uninterrupted pattern |
08:41 |
leo_rockway |
things far away look great |
08:41 |
VanessaE |
ah |
08:41 |
leo_rockway |
things up close look like a bad case of gaussian blur |
08:41 |
VanessaE |
well AF is supposed to do that |
08:42 |
leo_rockway |
mhm |
08:42 |
VanessaE |
before, the texture would just turn to garbage far away |
08:42 |
VanessaE |
wait |
08:42 |
leo_rockway |
but I stopped using your texture because of this problem |
08:42 |
VanessaE |
no AF is not supposed to blur up close |
08:42 |
VanessaE |
that's bilinear filtering that does that |
08:42 |
leo_rockway |
VanessaE: well... it's doing that in my case. |
08:43 |
VanessaE |
hence why I say it needs a checkbox :-) |
08:43 |
leo_rockway |
I'll try your texture |
08:43 |
VanessaE |
I just checked by placing a few blocks that still have 16px textures, into my world among the 512px textures. the 16px objects looked normal. |
08:44 |
rubenwardy |
you are adding AF? |
08:44 |
Calinou |
http://minetest.net/forum/viewtopic.php?pid=39645#p39645 |
08:44 |
Calinou |
WTF |
08:44 |
Calinou |
some new guy revives 14 month old topic and does something |
08:44 |
Calinou |
first time this happens on the MT forum (the "does something" part) :P |
08:45 |
VanessaE |
rubenwardy: jin_xi found a setting that turns it on - it's already part of irrlicht |
08:45 |
VanessaE |
there's nothing to add, just change two settings in the code. |
08:45 |
rubenwardy |
i know, i know irrlicht, is it device ok? |
08:45 |
rubenwardy |
as in could it be added to the game? |
08:46 |
leo_rockway |
Calinou: yes. I tested it and it works great for me, so i had to post a reply for him right away. |
08:46 |
* VanessaE |
cranks her video driver up to 16x AF |
08:46 |
VanessaE |
let's see if this has any effect. |
08:47 |
Calinou |
should be added to official game IMO, true |
08:47 |
leo_rockway |
I haven't checked the code of the python one, but it seems to me that if the C++ one is that fast maybe the Python one could've been optimized too. |
08:47 |
Calinou |
I bet it would make windows support easier too |
08:47 |
rubenwardy |
here comes the /generatemap server command... |
08:47 |
leo_rockway |
there's a map mod |
08:47 |
leo_rockway |
I already commented there about this |
08:48 |
leo_rockway |
although it would be great if the map were more like MC o.o |
08:48 |
leo_rockway |
the mod, I mean... |
08:51 |
VanessaE |
hm, video card driver settings don't seem to affect the AF/MM feature. But it still looks just orders of magnitude better than without it. |
08:51 |
* rubenwardy |
gets the shivers at the thought |
08:52 |
leo_rockway |
VanessaE: request for your texture pack to support the snow mod, please o.o |
08:52 |
VanessaE |
sure, I'll look into it. remind me later also, ok? |
08:52 |
rubenwardy |
the snow mod is good :) |
08:52 |
leo_rockway |
okay, will do. Thank you =] |
08:53 |
rubenwardy |
does anyone know why celeron55 unsupported jungles? |
08:53 |
leo_rockway |
no idea. I liked them. |
08:54 |
VanessaE |
now, next is antialiasing. |
08:54 |
VanessaE |
rubenwardy: they were "boring" |
08:54 |
VanessaE |
:( |
08:55 |
rubenwardy |
they are still an enviroment, and they made a difference to the just normal trees... |
08:55 |
rubenwardy |
we need loads of different biomes |
08:55 |
leo_rockway |
snow works great |
08:55 |
rubenwardy |
i know :) |
08:56 |
jin_xi |
can't try AA here on crappy 09 intel integrated it seems |
08:57 |
rubenwardy |
VanessaE: are you going to release your graphics code modifications as a "super minetest version" or as part of the main game |
08:58 |
VanessaE |
there. the AF+MM build is not the default on my machine. |
08:58 |
VanessaE |
rubenwardy: jin_xi already said how above :-) |
08:59 |
VanessaE |
leo_rockway: how fast is the snow biome? |
08:59 |
VanessaE |
(I'm not a big fan of arctic-type biomes, but I'm willing to give it a try) |
08:59 |
VanessaE |
there. the AF+MM build is NOW the default on my machine. |
08:59 |
leo_rockway |
VanessaE: works just fine for me. |
08:59 |
VanessaE |
stupid fingers. |
09:00 |
leo_rockway |
you can pick up snow, throw snowballs... |
09:00 |
leo_rockway |
fire melts the snow |
09:00 |
leo_rockway |
there are snow blocks |
09:00 |
leo_rockway |
if you place a snow block in water, the water starts to freeze |
09:00 |
VanessaE |
stand by. |
09:01 |
leo_rockway |
VanessaE: when I remind you about the snow mod I'll ask for farming mod too, yes? =] |
09:01 |
VanessaE |
uploading an ubuntu 12.04, AMD64 build with the tweaks enabled |
09:01 |
VanessaE |
leo_rockway: er...no. maybe later on the farming mod :-) |
09:01 |
leo_rockway |
okay |
09:02 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/minetestc55_0.4.2-0b1ab41-1_amd64.deb |
09:02 |
VanessaE |
there. |
09:02 |
VanessaE |
standard minetest dependencies. |
09:03 |
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09:03 |
rubenwardy |
I really need to get Ubuntu... |
09:04 |
VanessaE |
that build will probably work on debian, maybe also others by way of alien |
09:04 |
rubenwardy |
Can you build it for windows or give me the code so i can? |
09:04 |
rubenwardy |
Thank you |
09:05 |
VanessaE |
No I can't, but see above for jin_xi's changes. |
09:05 |
VanessaE |
they're simple to apply. |
09:05 |
VanessaE |
[08-26 04:30] <VanessaE> at line 469 of src/clientmap.cpp, add this right between the scene:: and const video:: lines: buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, true); |
09:05 |
VanessaE |
[08-26 04:30] <VanessaE> and in src/main.cpp line 1296: set mipmaps to true |
09:05 |
VanessaE |
(as repeated in -dev, but without celeron55's nick prepended) |
09:06 |
VanessaE |
it should be incredibly trivial to attach those changes to a checkbox in the GUI. |
09:07 |
rubenwardy |
thankds |
09:07 |
rubenwardy |
damn |
09:10 |
Calinou |
jin_xi, my netbook supports AA yet it has an intel gpu :p |
09:10 |
Calinou |
up to 8x iirc |
09:10 |
Calinou |
VanessaE, mipmaps are often faster because they might use less video memory |
09:10 |
VanessaE |
exactly |
09:11 |
Calinou |
rubenwardy, ubuntu sucks. |
09:11 |
jin_xi |
hm idk |
09:11 |
VanessaE |
and they requrie less data to be rednered to the screen |
09:11 |
Calinou |
anyway: I vote for checkbox in menu/setting in minetest.conf :p |
09:11 |
jin_xi |
i'm just playing around with this, i have no clue |
09:11 |
Calinou |
ideally let us choose texturemode in minetest.conf (default is GL_NEAREST, you can use GL_LINEAR_MIPMAP_LINEAR and any other texture mode) |
09:11 |
jin_xi |
usually i play nethack. graphics handled just fine |
09:12 |
rubenwardy |
Calinou, what do you use? |
09:12 |
Calinou |
debian testing |
09:12 |
Calinou |
- not backed by a company |
09:12 |
Calinou |
- base install is 100% free software |
09:12 |
Calinou |
- rolling release (there's a stable version, too) |
09:13 |
Calinou |
- less bloated than noobuntu |
09:13 |
Calinou |
:p |
09:14 |
VanessaE |
Calinou: please go tell that to c55 in -dev |
09:14 |
VanessaE |
EVERYONE who can use this feature PLEASE go bug him |
09:14 |
VanessaE |
he needs to understand how useful this is |
09:15 |
leo_rockway |
jin_xi: lol |
09:15 |
Calinou |
lol, he would kick me :p |
09:16 |
rubenwardy |
celeron55 sounds quite stubburn |
09:17 |
VanessaE |
do it anyway, Calinou |
09:17 |
rubenwardy |
:P |
09:17 |
VanessaE |
if he kicks you it'll be in the log |
09:19 |
rubenwardy |
lol |
09:24 |
jin_xi |
kicked in the log |
09:24 |
Calinou |
no, haven't been kicked for now :) |
09:24 |
VanessaE |
heh |
09:24 |
Calinou |
wtf, I am downloading xonotic git at 289 kb/sec |
09:25 |
jin_xi |
here is an idea: someone should make a forum post with changes for users to report back |
09:25 |
jin_xi |
once you have a lot of positive feedback, discussion and screenies post a link in -dev |
09:25 |
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cornernote joined #minetest |
09:27 |
VanessaE |
jin_xi: can you start the topic? you discovered it, and if I start it c55 will just ignore me :-) |
09:27 |
Calinou |
and get slapped by c55 |
09:27 |
Calinou |
sentence completed :p |
09:28 |
Calinou |
popularity apparently doesn't help, if it did, there would be 150 ores in the default game :p |
09:28 |
VanessaE |
haha |
09:28 |
VanessaE |
popularity might not help, but seniority does |
09:28 |
VanessaE |
I've seen how c55 reacts to that |
09:28 |
VanessaE |
with exceptions ;D |
09:30 |
jin_xi |
ok, will do but later today |
09:30 |
jin_xi |
gotta run now |
09:32 |
VanessaE |
ok |
09:35 |
|
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09:37 |
leo_rockway |
I'm disabling AF. This needs to be a GUI or minetest.conf option, though. For HD textures it _really_ needs to be enabled. |
09:38 |
leo_rockway |
mipmaps should be enabled by default, IMO. |
09:38 |
VanessaE |
why disabling it? |
09:38 |
leo_rockway |
VanessaE: in lowres it looks terrible. |
09:38 |
VanessaE |
it shouldn't affect low-rez textures? |
09:38 |
leo_rockway |
everything's too blurry |
09:38 |
VanessaE |
odd |
09:38 |
VanessaE |
are you sure you're not also using bilnear filtering? |
09:38 |
VanessaE |
(or tei-) |
09:39 |
VanessaE |
(or tri-) |
09:39 |
leo_rockway |
well, if I am, I was before too. |
09:39 |
leo_rockway |
and it didn't look blurry before enabling AF |
09:40 |
VanessaE |
weird |
09:40 |
VanessaE |
must be a driver bug then |
09:40 |
leo_rockway |
there, I just rebuilt without AF and it looks normal again. |
09:40 |
leo_rockway |
VanessaE: could be. |
09:41 |
jin_xi |
which section should that post go in? |
09:41 |
VanessaE |
jin_xi: I think engine development |
09:41 |
VanessaE |
or feature discussion |
09:41 |
jin_xi |
ok |
09:41 |
jin_xi |
oh, what now |
09:42 |
jin_xi |
i'll go for feature discussion |
09:44 |
leo_rockway |
mipmaps does help for me, though. I haven't checked for far rendering before. |
09:45 |
|
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09:45 |
leo_rockway |
I can even enable full viewing range |
09:48 |
jin_xi |
topic created: http://minetest.net/forum/viewtopic.php?pid=39677#p39677 |
09:48 |
jin_xi |
ok later all |
09:52 |
|
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09:53 |
leo_rockway |
yeah, I have to sleep too |
09:53 |
leo_rockway |
bye |
09:54 |
iqualfragile |
bb |
09:54 |
iqualfragile |
(just got up) |
09:55 |
|
q66 joined #minetest |
10:01 |
VanessaE |
mornin iqualfragile |
10:01 |
VanessaE |
and q66 |
10:01 |
VanessaE |
and whoever else I missed. |
10:01 |
q66 |
hi |
10:02 |
Calinou |
<leo_rockway> mipmaps should be enabled by default, IMO. |
10:02 |
Calinou |
they were before 0.3 |
10:02 |
Calinou |
c55 disabled mipmaps "makes textures noisier but better looking" |
10:03 |
VanessaE |
now where was that setting for antialiasing against transparency... |
10:03 |
VanessaE |
*played with it once before) |
10:03 |
iqualfragile |
i have allready asked twice but nobody could help me: im running a server. it seems like the server would have serve problems in sending the chunks to me as a client (conected throught the internet). can somebody help me to either gather an better output or solve the problem |
10:04 |
iqualfragile |
the server has two threads of wich one is using 100 % of one cpu |
10:05 |
RealBadAngel |
hi all |
10:06 |
RealBadAngel |
VanessaE: http://www.youtube.com/watch?v=JUzMJFrciRo&feature=youtu.be |
10:07 |
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rubenwardy joined #minetest |
10:07 |
VanessaE |
woohoo! |
10:07 |
RealBadAngel |
ive solved problem of puttin somethin inside tubes :) |
10:07 |
iqualfragile |
realbadangel: that looks GREAT |
10:07 |
iqualfragile |
have you set up an github-repos? |
10:08 |
RealBadAngel |
not yet, its in very early stage |
10:08 |
VanessaE |
NICE!!! |
10:08 |
VanessaE |
can they turn corners okay? |
10:08 |
RealBadAngel |
now writin the code for items to find inventories and follow the tubes to them |
10:09 |
rubenwardy |
what is it? |
10:09 |
RealBadAngel |
btw, changin the collision box and physical didnt helped |
10:09 |
RealBadAngel |
ive created my own luaentity |
10:10 |
|
izua joined #minetest |
10:10 |
|
izua joined #minetest |
10:10 |
rubenwardy |
link? |
10:10 |
RealBadAngel |
no dowload yet |
10:10 |
rubenwardy |
github page i mean |
10:11 |
rubenwardy |
no |
10:21 |
RealBadAngel |
rubenwardy: ah you joined after i posted video link, here you go http://www.youtube.com/watch?v=JUzMJFrciRo&feature=youtu.be |
10:22 |
rubenwardy |
wow |
10:24 |
rubenwardy |
when the dropped thingys come out the end, do they form a sand block, or just sit there, or disapear, or add to a chest? |
10:25 |
rubenwardy |
RealBadAngel |
10:26 |
RealBadAngel |
will be added to a chest or any other node with inventory |
10:26 |
RealBadAngel |
when there will be no inv, or the tube just ends |
10:26 |
RealBadAngel |
will be dropped on the ground |
10:27 |
rubenwardy |
ok, very cool |
10:27 |
iqualfragile |
can you later add support for the carts mod? |
10:27 |
rubenwardy |
similar to carts transportation, but faster. Is all the sand blocks coming from an inventory in the metal box |
10:28 |
RealBadAngel |
this one by now works on_punch |
10:28 |
rubenwardy |
adm? |
10:28 |
rubenwardy |
inventory on silver box, then call abm |
10:28 |
VanessaE |
RealBadAngel: so, patch soon for pumping water? :-) |
10:29 |
RealBadAngel |
but will be kinda injector, whatever you put inside will be auto inserted in the tube when connected of course |
10:30 |
RealBadAngel |
VanessaE: it may look i am workin on tubes just |
10:30 |
iqualfragile |
vanessae: that wouldn't make sense right now |
10:30 |
iqualfragile |
as the water is still minecraftlike |
10:30 |
RealBadAngel |
but in fact im solvin the very same problems i had with water |
10:31 |
RealBadAngel |
tube, wire, pipe whatever |
10:31 |
RealBadAngel |
the very same routines |
10:31 |
VanessaE |
iqualfragile: eh? |
10:31 |
VanessaE |
RealBadAngel: oh ok |
10:33 |
iqualfragile |
if you pump away one block of water another one will be created at the same place |
10:34 |
RealBadAngel |
but still you can store them |
10:34 |
RealBadAngel |
and later fill the sea if you like |
10:34 |
VanessaE |
RealBadAngel: see my previous msgs? |
10:34 |
RealBadAngel |
yup |
10:35 |
VanessaE |
iqualfragile: solution: fill them with an invisible block, remove it later when it has nothing surrounding it |
10:35 |
iqualfragile |
wonderfull idea -.- |
10:35 |
VanessaE |
the invisible block would be non-selectable, non-walkable |
10:36 |
iqualfragile |
i would rather create realistic water wich rly flows |
10:36 |
VanessaE |
and buildable-to |
10:36 |
VanessaE |
so it would behave like air except where fluids are concerned |
10:37 |
RealBadAngel |
try to add gravity to water node |
10:37 |
RealBadAngel |
like the sand for example |
10:37 |
iqualfragile |
no, but weight |
10:37 |
iqualfragile |
… im gona search a video |
10:37 |
RealBadAngel |
so the water could just fall down |
10:37 |
VanessaE |
iqualfragile: then youi'll have to figure out how to disable infinite water generation |
10:38 |
VanessaE |
or the mod will have to remove water faster than the server can replace it |
10:38 |
iqualfragile |
yeah i would have to compleetly rewrite how water works |
10:38 |
RealBadAngel |
easy to implement, gonna try that |
10:39 |
VanessaE |
what happens if you replace the desired-to-be-taken water_source with water_flowing -- directly I mean? |
10:39 |
VanessaE |
will the game re-flow it? |
10:41 |
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PilzAdam joined #minetest |
10:41 |
theTroy |
Would be fun if the game used dwarf-fortress style of water |
10:41 |
PilzAdam |
Hello everyone! |
10:42 |
theTroy |
Hi PilzAdam :) |
10:43 |
VanessaE |
hey PilzAdam |
10:43 |
rubenwardy |
Hi ;) |
10:44 |
iqualfragile |
Moin |
10:47 |
iqualfragile |
vanessae, realbadangel: thats what i meant with real flowing water: https://www.youtube.com/watch?v=mnbm6u37WtE#t=113s |
10:47 |
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10:48 |
VanessaE |
ha! good luck getting c55 to do anything like THAT |
10:48 |
rubenwardy |
german |
10:48 |
rubenwardy |
what is he saying? |
10:48 |
VanessaE |
no clue, I watch with audio off. |
10:49 |
iqualfragile |
vanessae: actualy i programmed that on my own, so i can do it again in minetest |
10:49 |
VanessaE |
iqualfragile: cool |
10:49 |
VanessaE |
may as well try it |
10:49 |
rubenwardy |
is that by you? |
10:49 |
iqualfragile |
yeah |
10:49 |
PilzAdam |
rubenwardy, hes talking about mountains, lake and snow |
10:49 |
rubenwardy |
cool |
10:50 |
rubenwardy |
a lot of snow... |
10:50 |
RealBadAngel |
http://www.youtube.com/watch?v=EX5hGbfDfm4 |
10:50 |
RealBadAngel |
take a look on finite water mod for mc |
10:53 |
rubenwardy |
that is cool |
10:53 |
iqualfragile |
realbadangel: that water has rounding-mistakes |
10:54 |
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10:55 |
PilzAdam |
RealBadAngel, that should be in default game with a checkbox in the settings |
10:55 |
rubenwardy |
very cool |
10:55 |
rubenwardy |
i would buy mc just for that |
10:55 |
PilzAdam |
dont buy Minecraft! |
10:56 |
rubenwardy |
i know |
10:56 |
Calinou |
<PilzAdam> dont buy Minecraft! |
10:56 |
Calinou |
lol |
10:56 |
RealBadAngel |
write it, you wont have to then |
10:56 |
RealBadAngel |
tried to register water as falling nodes |
10:57 |
RealBadAngel |
doesnt work at all |
10:57 |
PilzAdam |
i think this has to be done in c++ |
10:58 |
rubenwardy |
cant be done in current lua |
10:58 |
rubenwardy |
would be slow in lua |
10:59 |
rubenwardy |
celeron55 should support dll mods, but require them to be open source |
10:59 |
theTroy |
all mods are required to be open source |
10:59 |
theTroy |
by the license of minetest |
10:59 |
theTroy |
including lua mods |
10:59 |
VanessaE |
no they aren't. but it's the standard and people won't look too kindly otherwise |
11:00 |
theTroy |
they are |
11:00 |
VanessaE |
only if you use code from minetest's mods do yours HAVE to be open. |
11:00 |
theTroy |
GPLV2 |
11:00 |
VanessaE |
no, wrong. |
11:00 |
theTroy |
VanessaE: you need to read the GPL then |
11:00 |
PilzAdam |
you can use any open source license |
11:00 |
VanessaE |
you sir are wrong. period. |
11:00 |
theTroy |
denial? |
11:00 |
theTroy |
GPL requires you to use GPL |
11:00 |
VanessaE |
the GPL does not apply to works added by a third-party to a GPL application |
11:00 |
theTroy |
not any other open source licenses |
11:00 |
theTroy |
that is LGPL |
11:00 |
VanessaE |
it only applies if you want to distribute that applications's oruce. |
11:01 |
VanessaE |
sourfce. |
11:01 |
VanessaE |
source. |
11:01 |
theTroy |
GPL requires ANY code linking to GPL source to be also published under GPL |
11:01 |
VanessaE |
mods don't link to minetest. |
11:01 |
VanessaE |
they are run by it like a script. |
11:01 |
theTroy |
linking means that they interface with a program in a particular special way that the program is written |
11:01 |
theTroy |
i.e. a sound file is not linking |
11:01 |
theTroy |
but lua mod is, since it uses the minetests API |
11:01 |
VanessaE |
if you write entirely your own code and design your own textures, you can use any license you like. |
11:02 |
theTroy |
if you link to minetest |
11:02 |
theTroy |
your code has to be GPL |
11:02 |
theTroy |
you textures can be anything |
11:02 |
theTroy |
that is WRITTEN in GPL |
11:02 |
theTroy |
if you read the license |
11:02 |
theTroy |
you seem to be confusing GPL and LGPL |
11:02 |
VanessaE |
the GPl does not govern third-party applications that link to an open-source module or program if that program is distributed separatrely. |
11:02 |
VanessaE |
I have read the license, and you are wrong. |
11:02 |
theTroy |
you are incorrect |
11:02 |
VanessaE |
the GPL is a DISTRIBUTION license, not a EULA. |
11:02 |
theTroy |
if you distribute a third party that REQUIRES minetest to work |
11:03 |
theTroy |
then you have to release under GPL |
11:03 |
theTroy |
btw |
11:03 |
VanessaE |
you have to distribute Minetest binaries in order for minetest's source license to matter. |
11:03 |
theTroy |
anyone who commited to minetest can sue |
11:03 |
theTroy |
that is also incorrect |
11:03 |
VanessaE |
bullshit |
11:03 |
theTroy |
you seem to be confusing LGPL with GPL here |
11:03 |
theTroy |
GPL is extremely viral license |
11:03 |
VanessaE |
no, (and for the record, minetest is LGPL) |
11:04 |
rubenwardy |
bich fight (inside joke) |
11:04 |
theTroy |
minetest is GPL |
11:04 |
VanessaE |
minetest is LGPL. |
11:04 |
theTroy |
unless celeron has transfered the license |
11:04 |
VanessaE |
" Minetest is an infinite-world block sandbox game and a game engine, inspired by InfiniMiner, Minecraft and the like. It has been in development and use since October 2010. |
11:04 |
VanessaE |
It is Free and Open Source Software, released under the LGPL, available for Windows and Linux. |
11:04 |
VanessaE |
Minetest is developed by Perttu "celeron55" Ahola and a number of contributors. " |
11:04 |
theTroy |
and by that I mean he got mutual agreement with all commiters from distro |
11:04 |
VanessaE |
and indeed he did. |
11:04 |
PilzAdam |
Quote from the minetest.net: "It is Free and Open Source Software, released under the LGPL, available for Windows and Linux." |
11:04 |
theTroy |
then ok, he did switch to LGPL |
11:05 |
theTroy |
but VanessaE GPL-wise, my statements were correct with regard to mods |
11:05 |
VanessaE |
and even if he didn't, mods do not have to be gpl/lgpl because they do not link to minetest. |
11:05 |
rubenwardy |
whats the difference? Freer or securer? |
11:05 |
theTroy |
LGPL indeed permits you to have mods with different licenses |
11:05 |
VanessaE |
mods are loaded and executed by lua, not minetest. |
11:05 |
theTroy |
they link to minetest by the very fact that they use minetest API |
11:05 |
VanessaE |
no |
11:05 |
theTroy |
ehh |
11:05 |
theTroy |
springrts.com |
11:06 |
theTroy |
that is where it all started |
11:06 |
theTroy |
ended up with asking FSF |
11:06 |
VanessaE |
the GPl/LGPL is not talking about simple programs/scripts that are being loaded by a program - it's talking about linking in the compiler sense. |
11:06 |
VanessaE |
as in linking in like a shared library |
11:06 |
theTroy |
VanessaE: well, in any case, minetest is LGPL, so I have no need to argue with you. |
11:07 |
PilzAdam |
there is no Minetest article in wikipedia.org |
11:07 |
PilzAdam |
we need to fix that |
11:07 |
theTroy |
if minetest was GPL, I would assume every mod is GPL by nature of it |
11:07 |
rubenwardy |
I think it should still require the mods to be open source, weather WTFPL or completely copyrighted, for player confidence |
11:07 |
theTroy |
rubenwardy: lua will be "open source" in any case |
11:07 |
rubenwardy |
i will make on |
11:07 |
theTroy |
there are binary versions of lua, but you can remove support of that in minetest |
11:07 |
rubenwardy |
but if he added .dll's |
11:08 |
theTroy |
that would be already changing the LGPL code |
11:08 |
theTroy |
unless those dlls would be the ones to run minetest |
11:08 |
theTroy |
and not vice versa >.> |
11:08 |
rubenwardy |
I make english minetest wikipedia, PilzAdam you can help |
11:08 |
iqualfragile |
no fighting please, we are all in the same hurd |
11:08 |
PilzAdam |
rubenwardy, i can translate it into german |
11:09 |
rubenwardy |
ok |
11:09 |
rubenwardy |
i was thinking that :) |
11:09 |
theTroy |
iqualfragile: it makes a huge difference to commit to a project of a different license. I would personally not support an LGPL minetest with any code commits |
11:09 |
theTroy |
since I know my work can be exploited in ways I do not wish |
11:10 |
theTroy |
MIT/BSD projects is like asking for "take my work and make money off it without giving me anything in return" |
11:11 |
theTroy |
minetest.net is down? |
11:12 |
PilzAdam |
theTroy, nope |
11:12 |
rubenwardy |
http://en.wikipedia.org/wiki/Minetest |
11:12 |
theTroy |
rubenwardy: also, if you do make a wiki article, don't forget to link the minecraft article to minetest |
11:12 |
theTroy |
as open source "alternative" |
11:13 |
rubenwardy |
Is that spamming/advertising |
11:13 |
theTroy |
not at all... |
11:13 |
theTroy |
OpenWRT article refers to DDWrt |
11:13 |
theTroy |
and vice versa |
11:13 |
PilzAdam |
rubenwardy, you should add information from here: http://minetest.net/ |
11:14 |
rubenwardy |
i am |
11:17 |
rubenwardy |
i need some people to find sources for me (Minetest and blog indepenent - not from the minetest website or a blog) |
11:17 |
iqualfragile |
minetest is not a minecraf-version |
11:18 |
rubenwardy |
sorry, corrected :) |
11:19 |
PilzAdam |
http://kernelex.sourceforge.net/wiki/Minetest |
11:19 |
rubenwardy |
no, not a correct soure |
11:20 |
PilzAdam |
http://www.foresightlinux.se/wiki-en/index.php?title=Minetest |
11:20 |
PilzAdam |
http://www.lgdb.org/game/minetest_c55 |
11:20 |
VanessaE |
you should not refer to minetest as a "clone" of minecraft. |
11:20 |
VanessaE |
call it an alternative, or "a game similar to". |
11:21 |
PilzAdam |
http://directory.fsf.org/wiki?title=Minetest&diff=14962&oldid=prev |
11:21 |
PilzAdam |
http://4d43.wordpress.com/2011/12/03/minecraft-clones-minetest-in-debian/ |
11:22 |
PilzAdam |
https://www.ohloh.net/p/minetest-c55 |
11:22 |
VanessaE |
also, theTroy, you're half right regarding the GPL. interpreted languages are not governed by the interpreter's license unless they use facilities that are added by the interpreter that link to a GPL'd library or to another piece of interpreted code that is itself GPL. but since it's LGPL anyway, the point is moot. |
11:22 |
VanessaE |
bbiab, |
11:24 |
PilzAdam |
http://linuxgamenews.com/post/21387368393/minetest-free-and-open-source-sandbox-game-inspired-by-m |
11:25 |
rubenwardy |
shall i make a section called "Comparing Minetest to Minecraft" or is that not encyclapedia enough |
11:25 |
PilzAdam |
dont do it |
11:25 |
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11:28 |
PilzAdam |
rubenwardy, the first sentence of Aims has no . |
11:29 |
rubenwardy |
ok |
11:30 |
rubenwardy |
note: anyone can edit the page |
11:30 |
rubenwardy |
even w/o an account |
11:30 |
PilzAdam |
i know |
11:32 |
PilzAdam |
rubenwardy, can you tell me when the article is ready to be translated into german? |
11:33 |
rubenwardy |
ok |
11:37 |
rubenwardy |
added more |
11:38 |
RealBadAngel |
VanessaE: http://www.youtube.com/watch?v=HpShtUiPZbc&feature=youtu.be |
11:39 |
rubenwardy |
Can someone take/find a screen shot of the main 0.4 menu, and of the new creative inventory |
11:40 |
RealBadAngel |
items now, when tube just ends, fall on the ground |
11:43 |
PilzAdam |
rubenwardy, http://ompldr.org/vZjhyeA/Minetest.jpg |
11:45 |
PilzAdam |
rubenwardy, http://ompldr.org/vZjhyeg/Minetest2.jpg |
11:45 |
* PilzAdam |
is away: Busy |
11:48 |
rubenwardy |
Upload process on Wikipedia is way to complex |
11:53 |
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11:54 |
rubenwardy |
Calinou: http://en.wikipedia.org/wiki/Minetest |
11:55 |
Calinou |
lol |
11:55 |
Calinou |
amateur-ish |
11:55 |
Calinou |
VERY |
11:55 |
Calinou |
I'm smelling deletion soon |
11:55 |
Calinou |
nice idea though |
11:57 |
rubenwardy |
i am cleaning up |
11:57 |
Calinou |
I'm improving it right now :p |
11:58 |
rubenwardy |
I will stop, you might need to merge |
11:58 |
Calinou |
lol edit conflict |
11:58 |
rubenwardy |
yeah |
11:58 |
Calinou |
merging? ctrl+a, ctrl+c, in case of edit conflict ctrl+a, ctrl+v |
11:58 |
Calinou |
:3 |
11:59 |
rubenwardy |
just use your version |
12:00 |
rubenwardy |
Calinou: "Minetest is an open source fast C++ and Irrlicht video game[1] , similar to Minecraft, and is a sandbox-building independent video game created by Perttu "celeron55" Ahola and by other contributors." two video game mentions, doe not make sence |
12:01 |
Calinou |
derp, didn't log in to my right account |
12:01 |
Calinou |
it's Calinou1 not Calinou :p |
12:02 |
rubenwardy |
do "Minetest is an open source, sandbox-building independent video game, similar to Minecraft, created by Perttu "celeron55" Ahola and by other contributors." |
12:02 |
rubenwardy |
still not quite right |
12:03 |
Calinou |
I suggest viewing this page: http://en.wikipedia.org/wiki/Cube_2:_Sauerbraten |
12:03 |
rubenwardy |
List of possible resource: |
12:03 |
Calinou |
this is how you should make a pag |
12:03 |
Calinou |
page* |
12:03 |
rubenwardy |
http://directory.fsf.org/wiki?title=Minetest&diff=14962&oldid=prev |
12:03 |
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12:03 |
rubenwardy |
http://www.foresightlinux.se/wiki-en/index.php?title=Minetest |
12:03 |
rubenwardy |
http://linuxgamenews.com/post/21387368393/minetest-free-and-open-source-sandbox-game-inspired-by-m#.UDoHj6BF8gU |
12:04 |
rubenwardy |
minetest.net is not allowed, as well as blogs |
12:04 |
Calinou |
gotta hate wikipedia's dumbed down settings; can't mark my edits as minor by default :/ |
12:04 |
Calinou |
rubenwardy, why? |
12:04 |
Calinou |
it is the official website |
12:04 |
rubenwardy |
see Wikipedia citation guide lines |
12:04 |
rubenwardy |
must be an Independant source |
12:05 |
rubenwardy |
and reliable |
12:05 |
* Calinou |
facepalms |
12:05 |
Calinou |
see sauerbraten page? |
12:05 |
Calinou |
it has a link to official website |
12:05 |
Calinou |
I suggest not reading wikipedia's guidelines and instead looking at other pages |
12:06 |
rubenwardy |
External Link, not a Citation |
12:06 |
rubenwardy |
External Links are allowed |
12:07 |
rubenwardy |
so i does |
12:07 |
rubenwardy |
*it |
12:09 |
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12:09 |
rubenwardy |
_2cool_ for wikipedia: http://en.wikipedia.org/wiki/Minetest |
12:10 |
rubenwardy |
brb |
12:10 |
* rubenwardy |
is away |
12:11 |
Calinou |
hope it won't be removed; let me store a local copy of the wikitext :p |
12:31 |
* PilzAdam |
is back (gone 00:45:43) |
12:38 |
iqualfragile |
Minetest (sometimes called Minetest-c55) is an open source fast C++ and Irrlicht video game[1] , similar to Minecraft, and is a sandbox-building independent video game created by Perttu "celeron55" Ahola and by other contributors. |
12:38 |
iqualfragile |
it feels so wrong |
12:40 |
PilzAdam |
Minetest is a open source sandbox-building independent video game, similar to Minecraft, programmed in C++ and Irrlicht created by ... |
12:46 |
iqualfragile |
ich übersetzte mal auf deutsch |
12:46 |
PilzAdam |
das wollte ich machen |
12:46 |
PilzAdam |
aber du kannst anfanden :-) |
12:46 |
PilzAdam |
*anfangen |
12:55 |
Calinou |
added redirect: Minetest-c55 redirects to Minetest |
12:55 |
Calinou |
:P |
12:56 |
PilzAdam |
good |
12:59 |
PilzAdam |
Minecraft should redirect to Minetest ;-) |
12:59 |
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13:01 |
rubenwardy |
Calinou |
13:02 |
|
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13:05 |
rubenwardy |
Calinou |
13:05 |
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13:05 |
PilzAdam |
_2cool_, how is the process of the carts video? |
13:05 |
_2cool_ |
Haven't started |
13:06 |
PilzAdam |
:-( |
13:06 |
_2cool_ |
Sowwy |
13:06 |
_2cool_ |
Too bad the forum uses punbb |
13:06 |
PilzAdam |
you need any help? |
13:07 |
VanessaE |
/me grumbles at whatever user or bot keeps adding the "notability" tag to the top of the Minetest article. |
13:07 |
VanessaE |
also hi |
13:07 |
_2cool_ |
Punn |
13:07 |
_2cool_ |
Oops |
13:08 |
rubenwardy |
Yes, i know |
13:08 |
_2cool_ |
PunBB doesn't work with my tapatalk reader |
13:08 |
rubenwardy |
#r |
13:09 |
rubenwardy |
You could use the RSS fead] |
13:09 |
* NekoGloop |
pokes vanessae :3 |
13:09 |
rubenwardy |
I can access the mod forum again! |
13:09 |
VanessaE |
there. minetestc55 redirects to minetest. |
13:10 |
RealBadAngel |
VanessaE: seen that 2nd movie? |
13:10 |
VanessaE |
yes I saw, nice |
13:10 |
VanessaE |
I wanna see the objects turn corners now :-) |
13:10 |
NekoGloop |
I wanna see... :( |
13:10 |
RealBadAngel |
codin it now |
13:10 |
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13:10 |
RealBadAngel |
http://www.youtube.com/watch?v=HpShtUiPZbc&feature=plcp |
13:11 |
VanessaE |
bas080: add vines, make the leaves a little more common. |
13:11 |
VanessaE |
re: jungle trees |
13:11 |
VanessaE |
also, let me know what perlin seed you use so I can adjust Junglegrass mod to match |
13:12 |
bas080 |
VanessaE, what do you mean with common. |
13:12 |
VanessaE |
more of them |
13:12 |
VanessaE |
:-) |
13:12 |
rubenwardy |
VanessaE, we need citations :) there is only one :( |
13:12 |
bas080 |
I'm not using perlin. It uses the plants spawning function |
13:12 |
VanessaE |
bas080: oh ok. use perlin instead. it's better |
13:12 |
VanessaE |
it lets you create biomes |
13:13 |
NekoGloop |
I want pilz's farming mod to use jungle trees instead of rubber ones (have the rubber be obtained from the jungle tree.) |
13:13 |
PilzAdam |
hmmm |
13:13 |
* PilzAdam |
thinks about it |
13:13 |
bas080 |
I wouldn't how to use it. Where is a simple example? |
13:13 |
VanessaE |
bas080: look at junglegrass :-) |
13:14 |
VanessaE |
https://github.com/VanessaE/junglegrass/blob/master/init.lua |
13:14 |
VanessaE |
local SEED = 52453235636 |
13:14 |
bas080 |
VanessaE, ok. thnx |
13:14 |
VanessaE |
inside the ABM, local noise = perlin:get2d({x=p_top.x, y=p_top.z}) |
13:14 |
VanessaE |
if ( noise > ABUNDANCE ) |
13:14 |
VanessaE |
(where p_top is the variable I'm using for my spawn function's coordinates) |
13:14 |
VanessaE |
oops |
13:14 |
VanessaE |
left out a line |
13:14 |
VanessaE |
local perlin = minetest.env:get_perlin(SEED, 3, 0.5, 150 ) -- using numbers suggested by Splizard |
13:14 |
VanessaE |
local noise = perlin:get2d({x=p_top.x, y=p_top.z}) |
13:15 |
PilzAdam |
NekoGloop, nope i leave it as it is |
13:15 |
VanessaE |
then compare "noise" with some value e.g. "ABUNDANCE" above to decide how "thick" each region is from the "center" of the region |
13:15 |
VanessaE |
(the larger the "ABUNDANCE" variable in this code, the smaller the regions are. |
13:17 |
VanessaE |
the SEED and the numbers next to it above is the one I need to match with you if you go with perlin |
13:18 |
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13:18 |
rubenwardy |
Guys: #minetest-wiki |
13:20 |
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13:31 |
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13:31 |
|
Topic for #minetest is now [Please be patient when asking questions; someone may not be around. | Main website: http://minetest.net | Development channel: #minetest-delta] [WikipediaChanel: #minetest-wiki] |
13:31 |
VanessaE |
while get2d() actually gets the value |
13:31 |
VanessaE |
I'm not sure, I just did what someone else told me to do :D |
13:31 |
VanessaE |
jeez my typing is atrocious |
13:33 |
rubenwardy |
At least you can spell atrocious |
13:35 |
VanessaE |
heh |
13:35 |
|
Topic for #minetest is now Please be patient when asking questions; someone may not be around. | Main website: http://minetest.net | Development channel: #minetest-delta] [WikipediaChanel: #minetest-wiki |
13:42 |
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13:48 |
* Calinou |
facepalms |
13:48 |
Calinou |
another stupid channel |
13:48 |
Calinou |
we have three already (not counting -mods) |
13:48 |
Calinou |
we are not ubuntu |
13:49 |
PilzAdam |
Calinou, you can translate the article into french? |
13:50 |
iqualfragile |
calinou: the chanel is just temp |
13:50 |
Calinou |
PilzAdam, not right now |
13:50 |
PilzAdam |
but later? |
13:50 |
rubenwardy |
#minetest-wiki |
13:50 |
Calinou |
k |
13:50 |
rubenwardy |
i will delete after finish |
13:54 |
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14:02 |
bas080 |
VanessaE, jungletrees require some descent spacing. Just perlin noise isn't giving me that effect. Or am i wrong? Will have to combine it with something else. Also the ABM works well for junglegrass but it makes wide trees spawn to close to eachother. Now i'm planning to use my spacing function from plants + perlin noise for smooth biome effect. It should be simpler... |
14:04 |
VanessaE |
use the radius function also |
14:04 |
VanessaE |
if (minetest.env:find_node_near(p_top, RADIUS, JUNGLETREE_NODE) == nil) then spawn one |
14:04 |
VanessaE |
radius is measured in nodes. |
14:05 |
VanessaE |
if ~= nil, don't spawn a tree at all |
14:05 |
VanessaE |
that way you can use both perlin noise and keep the spawn density under control |
14:05 |
bas080 |
and how should i get the surface node value without using abm? |
14:05 |
VanessaE |
this is inside the abm |
14:05 |
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14:06 |
VanessaE |
when the abm fires, do that check. if it comes back nil, then go ahead and spawn a tree the way you're doing now. |
14:06 |
VanessaE |
https://github.com/VanessaE/junglegrass/blob/master/init.lua#L40 |
14:06 |
bas080 |
But i don't want abm's firing or do I? It does make chopped trees grow back. |
14:07 |
VanessaE |
well you can probably do this inside the map generator too |
14:07 |
VanessaE |
I just use an ABM since grass should grow and die over time |
14:08 |
VanessaE |
all you have to do is make sure that you do the perlin noise check and the radius check before you actually generate a tree. |
14:08 |
bas080 |
that's what i would like. As jungletrees take a long time to regenerate. Maybe a really big interval should do the trick. |
14:11 |
bas080 |
Now i remember why i didn't want to use abm's the trees aren't spawned when map generates. You slowly see them popping out the ground. |
14:11 |
bas080 |
I find that not cool |
14:12 |
bas080 |
Could use your code to spawn new saplings but i do want an initial jungle on map gen |
14:13 |
rubenwardy |
^^ Jungles +1 ^^ |
14:13 |
rubenwardy |
VanessaE, does this apply to generating, say, and Orange Tree |
14:15 |
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14:15 |
VanessaE |
it'll work for anything. |
14:16 |
VanessaE |
it's all a matter of what you want to use the noise to do |
14:16 |
VanessaE |
mostly it's just useful for limiting stuff to grow in certain areas instead of just all over. |
14:23 |
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15:04 |
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15:21 |
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15:22 |
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15:24 |
bas080 |
Chess mod now has all pieces thnx to tonyka |
15:25 |
bas080 |
still looking for a better texture so the pieces look more refined. Anyways, you can now play a game of chess. |
15:28 |
rubenwardy |
ok |
15:28 |
rubenwardy |
does the /move rook a43 v8 work? |
15:29 |
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15:30 |
rubenwardy |
bas080 |
15:31 |
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15:34 |
rubenwardy |
VanessaE, do the anti-alaising / AF thing as a issue on Github |
15:40 |
VanessaE |
after we gain some support and commentary |
15:40 |
rubenwardy |
okaydookay |
15:41 |
|
Topic for #minetest is now Please be patient when asking questions; someone may not be around. | Main website: http://minetest.net | Development channel: #minetest-delta | WikipediaChanel: #minetest-wiki |
15:42 |
jinxi |
look, idk if that forum post and stuff is necessary or not, just trying to get some discussion going |
15:42 |
jinxi |
just adding issues or posting requests is no long term solution |
15:42 |
PilzAdam |
jinxi, wheres your _ ? |
15:42 |
jinxi |
__________________________ |
15:43 |
PilzAdam |
in your name? |
15:43 |
jin_xi |
oh well |
15:49 |
jin_xi |
hmm, thinking about stuff moving player around |
15:50 |
jin_xi |
don't the methods of entities all work for players too? |
15:51 |
rubenwardy |
jin_xi: http://minetest.net/forum/viewtopic.php?id=2868 |
16:00 |
Calinou |
http://wiki.minetest.com/wiki/More_Blocks |
16:00 |
Calinou |
started documenting :D |
16:01 |
thexyz |
shouldn't it be here http://wiki.minetest.com/wiki/Mods/More_Blocks ? |
16:02 |
Calinou |
nope, shorter links |
16:02 |
Calinou |
minetest is about modding; thus the "Mods/" thingie is uneeded |
16:02 |
thexyz |
damn |
16:02 |
thexyz |
that means i can't create page for mod named "crafting" |
16:03 |
Calinou |
in case a mod name conflicts with some item in the default game, it will be named "Itemname Mod" (eg. Signs Mod) |
16:03 |
Calinou |
> Crafting Mod |
16:03 |
thexyz |
that's even worse |
16:03 |
Calinou |
why? |
16:03 |
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16:03 |
thexyz |
no naming conventions |
16:03 |
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16:03 |
thexyz |
some mods are named like $modname, some like $modname Mod |
16:03 |
thexyz |
but, anyway |
16:04 |
thexyz |
i'm too lazy to document my mods |
16:04 |
Calinou |
:p |
16:04 |
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16:05 |
jin_xi |
hi TForsman |
16:05 |
TForsman |
howdy |
16:05 |
jin_xi |
whats up? |
16:06 |
TForsman |
not much |
16:07 |
Basstard` |
What's down? |
16:08 |
jin_xi |
a guess: you are |
16:09 |
Basstard` |
Gettin' jiggy wid it. |
16:09 |
jin_xi |
na na na na na na na na! |
16:11 |
Basstard` |
So how we gonna kick it? |
16:12 |
Basstard` |
Gonna kick it root down. |
16:17 |
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16:37 |
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16:39 |
rubenwardy |
hi bas080 |
16:39 |
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16:41 |
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16:43 |
khonkhortisan |
my tictactoe machine keeps having on mesecons with no source for the power |
16:45 |
khonkhortisan |
I press the reset button, the lights go off, I let go of the reset button, one light goes on again as if I pressed its button |
16:46 |
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16:47 |
khonkhortisan |
I need to add in some error checking |
16:50 |
rubenwardy |
Thats an idea bas080, we could make the chess block require mesecon power.... |
16:50 |
rubenwardy |
to do /move /reset |
16:51 |
khonkhortisan |
Are you using a single node for the chessboard and entities for the pieces? |
16:57 |
rubenwardy |
http://minetest.net/forum/viewtopic.php?id=2784 |
17:01 |
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17:04 |
khonkhortisan |
<constructive criticism> If it was a mesecon display for a chess game it would make sense to have rules, but I don't see how it would make sense for a physical board to enforce rules. <missing end tag> |
17:12 |
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17:15 |
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17:20 |
khonkhortisan |
How to I make a recipe where it takes a stack of two items to make one item? |
17:20 |
khonkhortisan |
*do I |
17:20 |
PilzAdam |
i think its "modname:itemname 2" |
17:21 |
rubenwardy |
"<constructive criticism> If it was a mesecon display for a chess game it would make sense to have rules, but I don't see how it would make sense for a physical board to enforce rules. <missing end tag>" I know it is a problem :( |
17:22 |
rubenwardy |
"'modname:itemname' 2" |
17:22 |
rubenwardy |
i think |
17:25 |
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17:27 |
khonkhortisan |
output = '"mesecons_insulated:plus_off" 1', works fine but recipe = {'"mesecons_insulated:insulated_off" 2'}, doesn't |
17:27 |
VanessaE |
lose the excess quotes |
17:27 |
VanessaE |
{"mesecons_insulated:insulated_off 2"} |
17:27 |
VanessaE |
do it that way |
17:27 |
VanessaE |
the double-quoted method is deprecated. |
17:27 |
VanessaE |
(or at least, obsolete) |
17:28 |
VanessaE |
of course you probably don't need the braces either |
17:32 |
khonkhortisan |
the recipe works but only takes one of the input item to make the output with minetest.register_craft({output = "mesecons_insulated:plus_off 1", recipe = {{"mesecons_insulated:insulated_off 2"},},}) |
17:33 |
khonkhortisan |
if I take out either set of braces in the recipe it won't run |
17:33 |
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17:33 |
PilzAdam |
i had the same problem with my farming mod, so i used a shapless recipe with two stacks of the same item |
17:33 |
khonkhortisan |
You couldn't get one stack to craft to half a stack? |
17:34 |
khonkhortisan |
I guess I'll just do the same thing. |
17:35 |
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17:44 |
Calinou |
minetest' page on wikipedia is WAY too biased |
17:44 |
Calinou |
it lacks neutrality and expects you already played the game for a while |
17:44 |
Calinou |
it doesn't have wikipedia's writing style at al |
17:44 |
Calinou |
all* |
17:44 |
VanessaE |
Calinou: we're still working on it |
17:44 |
saschaheylik |
wikipedia has a writing style? |
17:44 |
Calinou |
i know, but be careful |
17:45 |
Calinou |
saschaheylik, neutrality, and beginner-availability |
17:45 |
PilzAdam |
Calinou, you can make it better |
17:45 |
Calinou |
i know. just telling ;) |
17:45 |
VanessaE |
yes, if you can push it more neutral, please do |
17:45 |
VanessaE |
we want this to persist |
17:45 |
Calinou |
see the "texturepacks" section |
17:45 |
Calinou |
it shouldn't contain the username of anyone; that's not neutrality |
17:45 |
VanessaE |
and not be removed by some stupid deletionist |
17:46 |
PilzAdam |
Calinou, this are examples |
17:46 |
Calinou |
VanessaE, this is why articles should always be neutral :p lots of deletionits on wikipedia |
17:46 |
Keegann |
hello |
17:47 |
VanessaE |
there, cleaned out the names from the texture packs |
17:47 |
VanessaE |
hi Keegann |
17:47 |
Calinou |
hi |
17:47 |
VanessaE |
I need a good name for my texture pack |
17:47 |
Keegann |
so glad im back |
17:48 |
khonkhortisan |
VanessaE: an insulated plus wire where the two directions don't connect would serve my purposes better than a µc display. |
17:48 |
VanessaE |
maybe "HDX" ? ("High Definition Expansion") |
17:49 |
VanessaE |
khonkhortisan: not possible unfortunately, says jeija anyway |
17:49 |
khonkhortisan |
really? |
17:49 |
VanessaE |
yeah |
17:49 |
khonkhortisan |
so someone's already tried it. |
17:49 |
VanessaE |
I don't see why it's impossible if a µC can do it |
17:49 |
khonkhortisan |
a µC can't do it. It only goes one-way on both wires. |
17:49 |
VanessaE |
think oyu can code it? |
17:50 |
khonkhortisan |
A goes to C but if C goes to A it'll never turn off |
17:50 |
VanessaE |
I think jeija released a codepaste that does go both ways |
17:50 |
Calinou |
improving the wikipedia page :) |
17:51 |
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17:51 |
VanessaE |
sfan5: you need to make this ycpaste database into an actual database so pastes don't just get lost |
17:51 |
sfan5 |
the won't get lost |
17:51 |
PilzAdam |
Calinou, can you come to #minetest-wiki ? |
17:51 |
VanessaE |
khonkhortisan: if(A&!C)off(A)sbi(1,0); if(C&!A)off(C)sbi(1,0); if(D&!B)off(D)sbi(2,0); if(B&!D)off(B)sbi(2,0); if(A&!C&!#1)on(C)sbi(1,1)sbi(2,0); if(C&!A&!#1)on(A)sbi(1,1)sbi(2,0); if(B&!D&!#2)on(D)sbi(1,0)sbi(2,1); if(D&!B&!#2)on(B)sbi(1,0)sbi(2,1); |
17:51 |
VanessaE |
bidirectional crossing |
17:51 |
VanessaE |
sfan5: oh ok. |
17:52 |
VanessaE |
http://sfan.sf.funpic.de/ycpaste/index.php?8fy |
17:55 |
Calinou |
lol minecraft auth servers are down |
17:55 |
Calinou |
huge spam in #minecrafthelp |
17:55 |
Calinou |
(not related, but makes me laugh.) |
17:55 |
Calinou |
^ this can't happen in minetest :) no auth servers |
17:56 |
jin_xi |
/join #minetest-wiki |
17:57 |
jin_xi |
oh fuck it |
17:58 |
khonkhortisan |
does it really repeat like that or is that a double-paste? |
17:59 |
khonkhortisan |
oh. the second half is different. |
18:00 |
VanessaE |
I have to wonder if that code couldn't be shrunk down a bit |
18:00 |
NakedFury |
that is extremely exagerated |
18:00 |
VanessaE |
seems like a lot of code just to do a bidirectional crossing |
18:00 |
khonkhortisan |
so now just to make a µc that can't be programmed and looks like wire |
18:01 |
VanessaE |
khonkhortisan: I wouldn't start with a µC as such. it's better to create a new node |
18:01 |
VanessaE |
and btw it should look like a wire that rises up and over the other |
18:01 |
VanessaE |
otherwise they look like they're connected anyway |
18:01 |
khonkhortisan |
yeah I was going to do that after I got the on/off part working |
18:02 |
VanessaE |
you code it, I'll draw up the textures and nodeboxes. |
18:02 |
khonkhortisan |
I just ^ the side and end textures |
18:03 |
VanessaE |
you should make the crossing automatically appear if there are insulated wires on either side of an insulated line |
18:03 |
VanessaE |
e.g. if I do this: |
18:03 |
VanessaE |
| |
18:03 |
VanessaE |
--| |
18:03 |
VanessaE |
| |
18:03 |
VanessaE |
and then put another wire on the right |
18:03 |
VanessaE |
| |
18:03 |
VanessaE |
-- | -- |
18:03 |
VanessaE |
| |
18:03 |
VanessaE |
it should replace the middle with a crossing wire automatically |
18:04 |
VanessaE |
(and of course automatically replace it with a straight wire if the crossing wire is removed) |
18:04 |
Calinou |
http://c55.me/blog/?p=1274#comments |
18:04 |
Calinou |
rofl @ latest comment |
18:04 |
Calinou |
nyancat is non-free? O_o |
18:05 |
Calinou |
the FOSS d00ds can censor it if they want |
18:08 |
* Calinou |
rates the page |
18:08 |
Calinou |
erm wrong chan |
18:09 |
Calinou |
http://en.wikipedia.org/wiki/Minetest |
18:09 |
Calinou |
everyone vote 5-5-5-5 stars at the end of the page :P |
18:09 |
Calinou |
thanks in advance |
18:17 |
saschaheylik |
how is minetest irrlicht based? |
18:17 |
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18:18 |
saschaheylik |
it's C++ based and irrlicht does only one thing: render |
18:18 |
VanessaE |
there. better? |
18:19 |
saschaheylik |
what is the difference between "based on" and "based around" |
18:19 |
VanessaE |
based around means it uses something |
18:19 |
VanessaE |
based on means it actually IS that something or tries to me |
18:19 |
VanessaE |
be |
18:19 |
saschaheylik |
then how about "using" |
18:20 |
khonkhortisan |
A uses B, A sends signals to B, A loses functionality without B or B's replacement |
18:20 |
VanessaE |
threre. how about that? |
18:21 |
saschaheylik |
yes |
18:22 |
saschaheylik |
VanessaE: add a link to the official facebook page: http://www.facebook.com/pages/MineTest/345371275551444 |
18:23 |
VanessaE |
done. |
18:24 |
Calinou |
should be Minetest not MineTest |
18:24 |
Calinou |
saschaheylik has been SLAPPED |
18:24 |
saschaheylik |
i didnt make the page |
18:24 |
* Calinou |
hates facebook and will never use facebook, too |
18:24 |
saschaheylik |
i hate it too |
18:25 |
saschaheylik |
but do you want to reach an audience or not? |
18:25 |
Calinou |
I wouldn't add a link to the facebook page; is it really official? |
18:25 |
Calinou |
(endorsed by c55; probably not) |
18:25 |
saschaheylik |
does c55 own minetest? |
18:25 |
saschaheylik |
last time i checked its open source |
18:25 |
Calinou |
trademark? no. but he made the game |
18:26 |
Calinou |
there's a "community trademark" though |
18:26 |
saschaheylik |
so anything by the community is pretty official |
18:26 |
Calinou |
it's not legally enforced but still |
18:26 |
Calinou |
it isn't |
18:26 |
Calinou |
go ask him in -dev and see |
18:26 |
saschaheylik |
if a company makes a game, what the company does is considered official |
18:26 |
saschaheylik |
in open source its random coders instead of a company |
18:27 |
saschaheylik |
so what would be considered official if not them |
18:31 |
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18:31 |
VanessaE |
https://www.facebook.com/pages/Minetest/335345033194147 |
18:32 |
VanessaE |
most popular minetest facebook page ^^^^^^ |
18:33 |
Calinou |
we have 8 5-5-5-5 ratings on wikipedia now :D |
18:33 |
Calinou |
(someone voted 4 for "complete" though) |
18:34 |
VanessaE |
"Hello there! |
18:34 |
VanessaE |
The Nyan Cat image is not creative commons, and is in fact both copyrighted and trademarked by me. Did you have any licensing inquiries for it's use?" |
18:34 |
VanessaE |
response from the nyancat guy |
18:35 |
rubenwardy |
not me :) (to Calinou) |
18:39 |
saschaheylik |
VanessaE: im fairly sure i wouldn't have much trouble beating 840 likes |
18:39 |
Calinou |
didn't knew mikeeusa made the nyancat |
18:39 |
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18:40 |
Calinou |
seriously |
18:40 |
Calinou |
16x16 texture copyrighted |
18:40 |
VanessaE |
I wrote back: |
18:40 |
Calinou |
HEY! I CREATED BLACK 1x1 TEXTURE. ITS UNDER COPYRIGHT |
18:40 |
VanessaE |
"We (that is, the community involved with the game) would like some kind of official permission to use Nyancat (or rather, its likeness) in a free, open source video game as an object which can be found and collected under very rare circumstances. The game is LGPL for the code and CC 3.0 for the imagery therein, hence my suggestion of that license. |
18:40 |
VanessaE |
Very small portions of the Nyancat image (small enough to qualify under US fair use guidelines) are already being used, but as I said it's quite rare to find it (rare enough that it almost may as well not exist). |
18:40 |
VanessaE |
I don't want to give the name of the game as I don't want to get its authors in trouble." |
18:40 |
Calinou |
default texture pack is under WTFPL iirc. |
18:40 |
Calinou |
not sure though |
18:40 |
VanessaE |
no |
18:40 |
VanessaE |
CC 3.0 |
18:41 |
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18:41 |
Calinou |
what kind of CC? |
18:41 |
Calinou |
CC BY? |
18:41 |
VanessaE |
cc-by-sa 3.0 |
18:41 |
Calinou |
k |
18:41 |
VanessaE |
https://github.com/celeron55/minetest/blob/master/README.txt#L247 |
18:41 |
saschaheylik |
go copyright the most common jpg artifact patterns |
18:41 |
Calinou |
haha true |
18:41 |
VanessaE |
haha |
18:42 |
Calinou |
I'd be rich if I did that |
18:42 |
VanessaE |
copyright the patterns, overlay them to make the nyancat image :-) |
18:42 |
saschaheylik |
yeah |
18:42 |
VanessaE |
the game does support simple image compositing .... ;-) |
18:42 |
Calinou |
then the nyancat needs to be renamed and changed so that it isn't nyancat anymore, to avoid legal issues |
18:42 |
VanessaE |
it's just "nc" in the filenames |
18:43 |
Calinou |
the node definition is called nyancat |
18:43 |
saschaheylik |
make a nyandog |
18:43 |
VanessaE |
however, legal issues aren't an issue, nyancat is probably not copyrighted in .fi and besides, the image is so small that it no sane country would consider it anything but fair use/fair dealing/etc. |
18:43 |
GTRsdk |
make a block for the fake nyancat! (found at nyan.cat) |
18:43 |
khonkhortisan |
and a nyandog song that plays when you get near it |
18:43 |
VanessaE |
(as applicable to a given country) |
18:44 |
saschaheylik |
VanessaE: show me a sane government |
18:44 |
VanessaE |
good point |
18:44 |
GTRsdk |
wait... it looks like nyan.cat has the real one now |
18:46 |
GTRsdk |
https://encrypted.google.com/search?q=toast+nyan+cat |
18:46 |
Calinou |
encrypted + google |
18:46 |
Calinou |
does not compute |
18:47 |
Calinou |
saschaheylik, mars maybe |
18:47 |
Calinou |
this is why curiosity was launched |
18:47 |
Calinou |
to find a decent government |
18:49 |
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18:50 |
khonkhortisan |
http://en.wikipedia.org/wiki/Minetest#Creative_Mode how do I get the gui on the right? |
18:50 |
Calinou |
play 0.4.2-rc1 or git |
18:50 |
Calinou |
and enable creative mode |
18:51 |
khonkhortisan |
oh. I didn't know I already had that. |
18:53 |
saschaheylik |
Calinou: the mars rover? |
18:53 |
Calinou |
yeah |
18:53 |
saschaheylik |
and there are decent governments on mars? |
18:54 |
Calinou |
maybe |
18:54 |
rubenwardy |
is that even possible? |
18:54 |
Calinou |
given how they spend so much money on curiosity |
18:54 |
Calinou |
real governments don't need air |
18:56 |
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18:56 |
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18:58 |
khonkhortisan |
what do I do when I have wires that don't turn off? |
18:59 |
rubenwardy |
remake them, find bug? |
18:59 |
rubenwardy |
sell it, unlimited energy source |
19:00 |
khonkhortisan |
the bug isn't in my circuit, I have a wire with µcs on each end with the ports off. |
19:00 |
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19:01 |
rubenwardy |
bug in code |
19:08 |
saschaheylik |
jin_xi: thanks for this http://minetest.net/forum/viewtopic.php?pid=39678 |
19:08 |
saschaheylik |
been trying hard to figure out how to make irrlicht obey |
19:09 |
khonkhortisan |
? the button got stuck pushed |
19:10 |
jin_xi |
saschaheylik: pls report back in the thread |
19:10 |
saschaheylik |
guess i didnt look in clientmap.cpp |
19:11 |
saschaheylik |
jin_xi: dont think im signed up on the forum |
19:11 |
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19:11 |
jin_xi |
oh ok |
19:12 |
jin_xi |
i grep the source a lot |
19:12 |
jin_xi |
but i use ack not grep ;) |
19:12 |
saschaheylik |
did you try trilinear filter too? |
19:13 |
VanessaE |
saschaheylik: I use it |
19:13 |
VanessaE |
the result is beautiful on high def textures |
19:13 |
saschaheylik |
in the post it says bilinear |
19:13 |
saschaheylik |
nice |
19:13 |
VanessaE |
you may want to reload the page in case you miss my latest post at the bottom |
19:13 |
VanessaE |
(re: texture filter threshold) |
19:15 |
saschaheylik |
do the default textures have to be that low-res? |
19:15 |
VanessaE |
saschaheylik: yes, "old machines etc" |
19:15 |
saschaheylik |
did anyone actually compare the performance to justify that? |
19:15 |
VanessaE |
on my machine, the 16px textures are only a little faster (maybe 20%) than my 512px ones |
19:16 |
saschaheylik |
faster to load or your fps count in game? |
19:17 |
jin_xi |
saschaheylik: i like your idea of bypassing network layer entirely when playing locally |
19:17 |
VanessaE |
FPS count |
19:17 |
saschaheylik |
either way with that little difference i'd at least use 64px or something |
19:17 |
VanessaE |
the big textures take WAY longer to load but that's understandable to a point |
19:17 |
jin_xi |
local playing and waiting for stuff to download... yuk |
19:18 |
jin_xi |
pissed me off when i installed ambient sound |
19:18 |
saschaheylik |
are you confusing me with celeron55? |
19:18 |
jin_xi |
maybe ;) |
19:18 |
jin_xi |
i thougt it was you who mentioned it in -dev |
19:18 |
saschaheylik |
im a C++ coder too but im relatively new to mt and obviously didnt start it |
19:19 |
saschaheylik |
i dont remember talking about bypassing the network layer |
19:20 |
saschaheylik |
or are you referring to my "localhost-problem-fix" |
19:20 |
saschaheylik |
its on my repo https://github.com/saschaheylik/minetest |
19:21 |
jin_xi |
yes, in the following discussion i believe |
19:22 |
saschaheylik |
VanessaE: can you link me to that HD texture pack please? |
19:22 |
VanessaE |
http://minetest.net/forum/viewtopic.php?pid=19702 |
19:22 |
saschaheylik |
thank you |
19:23 |
thexyz |
that not a fix =( |
19:23 |
VanessaE |
what? |
19:23 |
saschaheylik |
technically the removal of a problem is a fix |
19:23 |
VanessaE |
oh that |
19:23 |
VanessaE |
saschaheylik: it's a kludge. |
19:23 |
saschaheylik |
everything else is your opinion |
19:23 |
VanessaE |
the correct fix is to find out why it doesn't resolve to begin with and fix it there. |
19:24 |
jin_xi |
sorry saschaheylik, it was hmmmm's idea |
19:25 |
saschaheylik |
it's done and it works. which is what the player wants. i am not going to discuss this again. if you want a "better" solution (even though problem.solved? is a boolean variable and there is nothing more true than true). |
19:25 |
jin_xi |
http://irc.minetest.ru/minetest-dev/2012-08-23 here. sorry for the noise |
19:25 |
iqualfragile |
https://www.youtube.com/watch?v=HpShtUiPZbc |
19:26 |
saschaheylik |
jin_xi: the point of this channel is to talk in it. you did just fine. |
19:27 |
saschaheylik |
oh that. |
19:27 |
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19:28 |
* rubenwardy |
is away |
19:28 |
thexyz |
that's not fix because it works only in one particular case |
19:29 |
thexyz |
so the problem is not that player can't sometimes connect to localhost |
19:29 |
thexyz |
the problem is that minetest doesn't work with ipv6 |
19:29 |
saschaheylik |
n problems - n problems = n fixes |
19:29 |
saschaheylik |
no it's not |
19:29 |
saschaheylik |
im not using ipv6 |
19:30 |
saschaheylik |
yet this problem made the game impossible to play |
19:30 |
thexyz |
how can this problem make game impossible to play? |
19:30 |
saschaheylik |
well, if you can't join the server, how are you going to play |
19:30 |
thexyz |
i can't understand you now |
19:30 |
thexyz |
are we talking about "localhost" issue? |
19:31 |
saschaheylik |
yes. |
19:31 |
thexyz |
so |
19:31 |
thexyz |
type 127.0.0.1 instead of localhost |
19:31 |
saschaheylik |
and who is going to tell you that? |
19:31 |
saschaheylik |
noone |
19:31 |
thexyz |
damn |
19:31 |
saschaheylik |
you could put in a pop up that says that |
19:32 |
saschaheylik |
but isnt my solution better than that? |
19:32 |
VanessaE |
to be fair, if you know to know "localhost" means your PC, you probably already know that 127.0.0.1 is the same thing |
19:32 |
thexyz |
no, your "solution" is not solution |
19:32 |
saschaheylik |
you dont understand |
19:32 |
saschaheylik |
the player who enters "localhost" doesnt know that the game doesn't work because he typed "localhost" instead of "127.0.0.1" |
19:32 |
thexyz |
then explain it |
19:33 |
thexyz |
why player need to enter "localhost"? |
19:33 |
saschaheylik |
which will make him quit it without playin |
19:33 |
thexyz |
instead of starting singleplayer game |
19:33 |
saschaheylik |
bugs dont have to be encountered |
19:33 |
saschaheylik |
yet they can be |
19:33 |
thexyz |
well, then, what will happen if i enter my hostname (xyz-pc) instead of ip |
19:33 |
thexyz |
and then it may work |
19:33 |
thexyz |
or may not work |
19:34 |
saschaheylik |
who does that |
19:34 |
thexyz |
will you make another if to handle this? |
19:34 |
thexyz |
yes, I have the same question for you |
19:34 |
saschaheylik |
dude localhost is the same on all machines |
19:34 |
saschaheylik |
while your hostname is unique to you |
19:34 |
saschaheylik |
think, please. |
19:34 |
thexyz |
what do you mean by "same"? |
19:34 |
thexyz |
it can resolve to 127.0.0.1 or ::1 |
19:35 |
thexyz |
is that "same"? |
19:35 |
khonkhortisan |
I've seen that resolving file somewhere |
19:35 |
saschaheylik |
again, i am done leading this useless conversation. |
19:35 |
saschaheylik |
ya its /etc/hosts |
19:36 |
saschaheylik |
thexyz: localhost always points to the local machine |
19:36 |
saschaheylik |
"xyz-pc" only on yours |
19:36 |
saschaheylik |
or your moms |
19:36 |
saschaheylik |
or your dog |
19:36 |
saschaheylik |
s |
19:36 |
saschaheylik |
but not mine |
19:37 |
saschaheylik |
and all other people who entered "localhost" as expected and had no idea whatsoever why they can't play |
19:37 |
thexyz |
ok, then explain one last thing |
19:37 |
|
rubenwardy joined #minetest |
19:37 |
saschaheylik |
well? |
19:37 |
thexyz |
tell me one reason to enter "localhost" in server ip instead of starting singleplayer game |
19:38 |
rubenwardy |
server testing |
19:38 |
saschaheylik |
would you leave a gamebreaking bug in a game just because you know how to avoid it? |
19:39 |
thexyz |
well, that's not "reason" |
19:39 |
rubenwardy |
some people are too stupid and can not be bothered with: 127.0.0.1 |
19:39 |
saschaheylik |
would you rather tell people not to run into bugs instead of fixing them? |
19:39 |
saschaheylik |
rubenwardy: you are the stupid one |
19:39 |
saschaheylik |
why would someone enter 127.0.0.1 rather than localhost |
19:39 |
rubenwardy |
it is very easy to remember though |
19:39 |
khonkhortisan |
if the server is started separately and you want to connect to the one you are hosting you would type localhost |
19:39 |
saschaheylik |
or vice versa |
19:39 |
saschaheylik |
no reason |
19:39 |
saschaheylik |
its random |
19:39 |
rubenwardy |
sascha, i have been c++ coding longer than you |
19:39 |
saschaheylik |
yet if they enter localhost they wont be able to play |
19:40 |
saschaheylik |
lol |
19:40 |
|
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19:40 |
saschaheylik |
and how long have i been coding c++? |
19:41 |
saschaheylik |
also, so? |
19:41 |
saschaheylik |
and, why are you still failing to understand user behaviour? |
19:42 |
rubenwardy |
you said earlier that you were not around long enough to make minetest, minetest was started in oct 2010 |
19:42 |
rubenwardy |
i start c++ in 2009 |
19:43 |
saschaheylik |
lol bs i said |
19:43 |
rubenwardy |
anyway, i do understand user behaviour |
19:43 |
saschaheylik |
i said i was not working _on minetest_ |
19:43 |
rubenwardy |
i will check the log... |
19:43 |
saschaheylik |
ive been using c++ since something like 6 years ago |
19:44 |
saschaheylik |
and not only c++ |
19:44 |
rubenwardy |
oh wait |
19:44 |
saschaheylik |
if you want an (incomplete) list, its on saschaheylik.com/about-me |
19:45 |
rubenwardy |
anyway... |
19:45 |
rubenwardy |
"im a C++ coder too but im relatively new to mt and obviously didnt start it" i read it instead of mt |
19:46 |
rubenwardy |
nice website |
19:47 |
rubenwardy |
i read "it" instead of "mt" |
19:47 |
rubenwardy |
how old are you? |
19:49 |
leo_rockway |
greetings |
19:50 |
rubenwardy |
hi |
19:51 |
leo_rockway |
this world that got generated has a lot of snow! o.o |
19:52 |
|
NekoGloop joined #minetest |
19:53 |
rubenwardy |
sascha: your "offical" page does not even show up in drop down when searched |
19:55 |
leo_rockway |
I just tried MT with the MC textures... MT default textures are prettier =] |
19:55 |
rubenwardy |
what do they mean: "Check the wiki for enough info to make your eyes bleed." |
19:55 |
MiJyn |
yeah |
19:55 |
VanessaE |
bbl |
19:55 |
saschaheylik |
rubenwardy: surprised? |
19:55 |
rubenwardy |
what do they mean? |
19:56 |
saschaheylik |
idk ask them |
19:56 |
saschaheylik |
or spend your time on something useful |
19:56 |
saschaheylik |
your call |
19:57 |
rubenwardy |
they answered me |
19:57 |
saschaheylik |
great |
19:58 |
rubenwardy |
on the "add website link" |
19:58 |
rubenwardy |
why are you so sour on this? |
19:59 |
saschaheylik |
add what link to what |
20:01 |
rubenwardy |
add website link "www.minetest.net" to their page |
20:01 |
saschaheylik |
again something i didn't say |
20:02 |
saschaheylik |
i said they don't even link to minetest.net |
20:02 |
saschaheylik |
so people google "minetest" |
20:02 |
saschaheylik |
then go to wikipedia |
20:02 |
saschaheylik |
then to that page |
20:02 |
rubenwardy |
no, i said www.minetest.net |
20:02 |
rubenwardy |
bit |
20:02 |
saschaheylik |
and then they dont go anywhere |
20:02 |
saschaheylik |
its 2012 |
20:03 |
saschaheylik |
you dont have to type the www. |
20:03 |
|
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20:03 |
rubenwardy |
minetest.net is the first listing in google :) |
20:03 |
saschaheylik |
right now it is |
20:03 |
saschaheylik |
but wikipedia is a huge authority site |
20:04 |
saschaheylik |
they could easily outrank minetest.net |
20:05 |
saschaheylik |
wikipedia quite often outranks the actual product |
20:05 |
rubenwardy |
then celeron should do better ceo |
20:05 |
rubenwardy |
*seo |
20:05 |
saschaheylik |
no he shouldn't |
20:06 |
saschaheylik |
i am the one who is studying seo and internet marketing |
20:06 |
rubenwardy |
and there is no link to face book page in wikipedia |
20:06 |
saschaheylik |
i dont think he is too |
20:06 |
saschaheylik |
ok im really tired of wasting time now |
20:06 |
saschaheylik |
bye |
20:06 |
rubenwardy |
bye |
20:06 |
rubenwardy |
no hard feelings |
20:08 |
rubenwardy |
such an illogical person |
20:08 |
saschaheylik |
me? |
20:08 |
rubenwardy |
huhu |
20:09 |
saschaheylik |
i am a programmer. i live logic. |
20:09 |
NekoGloop |
oh look, winRAR has expired. boo-hoo |
20:09 |
rubenwardy |
i see your reasoning |
20:09 |
rubenwardy |
lol |
20:09 |
rubenwardy |
but it does not apply |
20:09 |
rubenwardy |
any way, topic other |
20:09 |
rubenwardy |
*over |
20:09 |
thexyz |
oh look somebody uses winrar |
20:10 |
NekoGloop |
yes I use winrar |
20:10 |
rubenwardy |
i do too |
20:10 |
NekoGloop |
that expires but doesnt make you buy it |
20:10 |
leo_rockway |
no, it just gets annoying. |
20:11 |
rubenwardy |
i does |
20:11 |
rubenwardy |
*it does |
20:14 |
saschaheylik |
look at http://minetest.com/ |
20:14 |
saschaheylik |
they are doing it right |
20:16 |
rubenwardy |
that site also hosts the wiki |
20:16 |
saschaheylik |
"Welcome to the Minetest Wiki |
20:16 |
saschaheylik |
The official source for information about Minetest." |
20:16 |
saschaheylik |
_official_ |
20:16 |
|
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20:17 |
rubenwardy |
that is just the wiki, not the site |
20:17 |
rubenwardy |
the offical site is minetest.net |
20:17 |
rubenwardy |
the offical wiki it wiki.minetest.com/wiki |
20:17 |
saschaheylik |
not wiki. |
20:17 |
saschaheylik |
"source for information about minetest" |
20:19 |
rubenwardy |
whatever |
20:19 |
NekoGloop |
children, no fighting. |
20:19 |
thexyz |
> We currently have 93 articles and 1 active contributors |
20:20 |
rubenwardy |
wtf? who is it? |
20:21 |
Keegann |
when i try to connect with 0.4.2 r1 it loads mods slow and it dissconnects |
20:22 |
saschaheylik |
more detail pls |
20:22 |
NekoGloop |
hm... should I re-create the jungle biome in a mod? (using snow biome code) |
20:23 |
Keegann |
i got it to work |
20:23 |
saschaheylik |
what? |
20:23 |
jin_xi |
earlier today someone posted some nice jungle trees |
20:23 |
saschaheylik |
i need to know exactly what happened in order to fix it |
20:23 |
khonkhortisan |
huh. My second commit automatically got added to my pull request on github. |
20:24 |
Keegann |
0.4.2 r1 i just keep on joining and it dissconnects to the server and after like 6 times it work |
20:24 |
saschaheylik |
i think pull requests are requesting the whole branch to be pulled |
20:24 |
saschaheylik |
or maybe even the whole repo |
20:25 |
saschaheylik |
Keegann: what server |
20:25 |
Keegann |
my server |
20:25 |
saschaheylik |
your local machine? |
20:25 |
Keegann |
yes |
20:25 |
saschaheylik |
what did you type in the address field |
20:25 |
Keegann |
its working now |
20:25 |
saschaheylik |
what did you type in the address field |
20:25 |
saschaheylik |
was it "localhost" |
20:25 |
saschaheylik |
or was it "127.0.0.1" |
20:25 |
Keegann |
it doesnt load media that good |
20:25 |
rubenwardy |
lol :) |
20:25 |
Keegann |
no my public server |
20:26 |
saschaheylik |
not your local one? |
20:26 |
saschaheylik |
you just said yes when i asked you |
20:26 |
saschaheylik |
<saschaheylik> your local machine? |
20:26 |
saschaheylik |
<Keegann> yes |
20:26 |
saschaheylik |
rubenwardy: i swear i am not the illogical person here |
20:26 |
Keegann |
who has a 0.4.2 r1 server here? |
20:27 |
khonkhortisan |
locally run public server with a public address? |
20:27 |
rubenwardy |
i think we should put our differences aside |
20:27 |
saschaheylik |
Keegann: me |
20:27 |
saschaheylik |
well, i could run it |
20:27 |
saschaheylik |
on the saschaheylik.com server |
20:27 |
saschaheylik |
if theres need |
20:27 |
NekoGloop |
is there an option to turn sound off? I think that might make it run a little faster... |
20:28 |
saschaheylik |
i highly doubt it |
20:28 |
NekoGloop |
aw oh well |
20:28 |
saschaheylik |
or do you mean to load? |
20:28 |
NekoGloop |
hm? |
20:28 |
Keegann |
wow what happend to all of my friends that was on my server |
20:28 |
NekoGloop |
I mean i need to somehow make minetest go about 5 fps faster |
20:29 |
saschaheylik |
oh yeah i will do that in a bit |
20:29 |
saschaheylik |
got a hint from someone i forgot who |
20:29 |
NekoGloop |
from minetest.conf |
20:29 |
Keegann |
anyone know a 0.4.2 r1 server? |
20:30 |
saschaheylik |
Keegann: do you want me to start one? |
20:30 |
rubenwardy |
Hunger Games |
20:30 |
saschaheylik |
do you need one? |
20:30 |
saschaheylik |
then i will |
20:30 |
saschaheylik |
takes just a second |
20:30 |
Keegann |
i just want to test it |
20:30 |
saschaheylik |
ok, give me a moment to start it up |
20:31 |
NekoGloop |
saschaheylik: any ideas on how to make minetest run faster using minetest.conf? |
20:31 |
saschaheylik |
i highly doubt that is possible |
20:31 |
saschaheylik |
since it doesnt seem to make sense to make the game speed variable in a config file.. |
20:31 |
rubenwardy |
disable 3d clouds and enable opaque water? |
20:32 |
saschaheylik |
nor do we have gfx levels |
20:32 |
saschaheylik |
i highly doubt that will have a whole 5 fps impact |
20:32 |
saschaheylik |
but you can try if you want |
20:32 |
NekoGloop |
well I'm running at 15 |
20:32 |
NekoGloop |
(generating new biomes leads to 10 or even 5 fps) |
20:32 |
rubenwardy |
is enable_full_rendering on? |
20:32 |
saschaheylik |
are you using default textures? |
20:32 |
rubenwardy |
check with "r" |
20:33 |
NekoGloop |
yes I'm using default textures, no I dont have full render distance |
20:33 |
NekoGloop |
opaque water was enough |
20:33 |
NekoGloop |
I'm at about 50 now lol |
20:33 |
saschaheylik |
rubenwardy: no its off per default |
20:33 |
rubenwardy |
i know] |
20:34 |
NekoGloop |
he means I might have accidentally hit r |
20:34 |
rubenwardy |
i often accidently press that button |
20:34 |
leo_rockway |
cornernote_: hatches look good! |
20:34 |
rubenwardy |
well, not often |
20:35 |
leo_rockway |
NekoGloop: lower the rendering distance... |
20:35 |
NekoGloop |
ok |
20:35 |
NekoGloop |
lets see... shift + "-"? |
20:36 |
leo_rockway |
I have them remapped, so I don't know |
20:36 |
rubenwardy |
just - |
20:36 |
NekoGloop |
ok |
20:36 |
NekoGloop |
lowering to whatever is lowest but reasonable |
20:36 |
Keegann |
when i join a server it loads to a number and stays there and then it dissconnects after awhile |
20:37 |
thexyz |
NekoGloop: try choosing different driver |
20:37 |
thexyz |
if you're on windows |
20:37 |
NekoGloop |
how do i do that |
20:37 |
thexyz |
video_driver = direct3d9 |
20:37 |
thexyz |
in minetest.conf |
20:37 |
Keegann |
thexyz iis the hunger games server up? |
20:37 |
rubenwardy |
yes |
20:37 |
saschaheylik |
leo_rockway: default is smallest iirc |
20:38 |
NekoGloop |
i dont think i have direct3d... |
20:38 |
NekoGloop |
but attempting anyway |
20:38 |
rubenwardy |
thexyz, can you add my traps mod to the hunger games server? |
20:38 |
thexyz |
NekoGloop: here http://wiki.minetest.com/wiki/Minetest.conf |
20:38 |
thexyz |
direct3d8 directdd9 opengl |
20:38 |
thexyz |
try those all |
20:39 |
thexyz |
rubenwardy: ask infinity for that |
20:39 |
rubenwardy |
i have |
20:39 |
rubenwardy |
http://minetest.net/forum/viewtopic.php?pid=39623#p39623 |
20:39 |
rubenwardy |
he has yet to ask you |
20:39 |
thexyz |
ok, i'm waiting for it |
20:40 |
Keegann |
almost 85% loaded |
20:40 |
saschaheylik |
compiling the server on my server |
20:40 |
saschaheylik |
40% |
20:41 |
thexyz |
saschaheylik: what's your server specs? |
20:41 |
saschaheylik |
its a linode vps |
20:41 |
thexyz |
oh |
20:41 |
saschaheylik |
the 512 plan |
20:41 |
NekoGloop |
there is an enable_sound in the config |
20:42 |
saschaheylik |
does it make it faster? |
20:42 |
thexyz |
just fyi, minetest is very cpu-intensive |
20:42 |
NekoGloop |
the what? |
20:42 |
saschaheylik |
thexyz: its small ram but VERY fast |
20:42 |
thexyz |
i mean, minetestserver |
20:42 |
saschaheylik |
it will do fine |
20:42 |
saschaheylik |
i think |
20:42 |
NekoGloop |
I'm not running a server just a singleplayer |
20:43 |
thexyz |
huh |
20:43 |
khonkhortisan |
singleplayer sort of counts as a server |
20:43 |
NekoGloop |
yeh |
20:43 |
NekoGloop |
but it doesnt have to look for other players |
20:44 |
khonkhortisan |
aw, in other games I can sneak into someone's singleyplayer game and make the bots win |
20:44 |
Keegann |
ii couldnt connect to the hunger games server |
20:44 |
thexyz |
http://minetest.ru/plot_final.png |
20:44 |
NekoGloop |
lol I can completely disable clouds altogether |
20:44 |
leo_rockway |
saschaheylik: default is 50~ I think. Lowest is 5. |
20:44 |
* VanessaE |
is back |
20:45 |
saschaheylik |
sorry, default what? |
20:45 |
* NekoGloop |
is not here. this is the sould of NekoGloop. |
20:45 |
NekoGloop |
soul* |
20:45 |
leo_rockway |
saschaheylik: rendering distance. |
20:45 |
NekoGloop |
augh |
20:45 |
saschaheylik |
oh |
20:45 |
saschaheylik |
ok |
20:46 |
NekoGloop |
i changed something that made minetest not load |
20:46 |
saschaheylik |
yeah thats a good idea |
20:46 |
saschaheylik |
NekoGloop: gj. |
20:46 |
NekoGloop |
i must not have direct3d :P |
20:48 |
NekoGloop |
hrmm... cannot find a snow biome :P |
20:48 |
NekoGloop |
(using this mod: http://minetest.net/forum/viewtopic.php?id=2290&p=3 ) |
20:48 |
leo_rockway |
NekoGloop: it works on latest. |
20:49 |
leo_rockway |
it works very well, IMO. |
20:49 |
NekoGloop |
what does? |
20:49 |
|
rubenwardy joined #minetest |
20:49 |
NekoGloop |
the snow mod? |
20:49 |
leo_rockway |
mhm |
20:49 |
leo_rockway |
yes |
20:49 |
NekoGloop |
i cant find one though |
20:49 |
|
rubenwardy left #minetest |
20:49 |
|
rubenwardy joined #minetest |
20:49 |
leo_rockway |
in my last map the one generated was huge |
20:49 |
VanessaE |
anyone know who Paul.pbm is? |
20:49 |
rubenwardy |
no |
20:50 |
leo_rockway |
NekoGloop: depending on the map generation there might be small ones or bigger ones |
20:50 |
VanessaE |
(someone who wants to 'friend' me on fb) |
20:50 |
NekoGloop |
omg I have like no viewing distance |
20:50 |
NekoGloop |
max view distance should not be 50 :P |
20:51 |
VanessaE |
turn it up :-) |
20:51 |
NekoGloop |
max is 75 min is 5 |
20:51 |
VanessaE |
hit + a few times |
20:52 |
rubenwardy |
on numpad |
20:52 |
NekoGloop |
not applicable |
20:52 |
NekoGloop |
I'm changing -max- view distance not -min- view distance |
20:52 |
VanessaE |
oh |
20:52 |
VanessaE |
um |
20:52 |
leo_rockway |
there's no max and min... |
20:53 |
NekoGloop |
minetest.conf ;) |
20:53 |
leo_rockway |
there's only max |
20:53 |
NekoGloop |
yes there is |
20:53 |
leo_rockway |
min view distance makes no sense... |
20:53 |
NekoGloop |
http://wiki.minetest.com/wiki/Minetest.conf |
20:53 |
leo_rockway |
min view distance is your nose o.o |
20:53 |
NekoGloop |
idk what min changes but it works |
20:53 |
NekoGloop |
min is where fogging starts, max is what's actually loaded |
20:54 |
saschaheylik |
server is live on saschaheylik.com:30000 |
20:54 |
leo_rockway |
NekoGloop: oh, alright. |
20:54 |
saschaheylik |
Keegann: copy that? |
20:55 |
NekoGloop |
ok this is being retarded |
20:55 |
NekoGloop |
gonna go eat dinner, be back in about 2 hours |
20:57 |
Keegann |
its loading |
20:58 |
Keegann |
it work |
20:59 |
leo_rockway |
view_bobbing_amount neat! |
20:59 |
leo_rockway |
I didn't know about this. |
20:59 |
Keegann |
saschaheylik t work |
21:02 |
saschaheylik |
Keegann: https://github.com/saschaheylik/minetest_game |
21:02 |
saschaheylik |
without the _game |
21:02 |
saschaheylik |
https://github.com/saschaheylik/minetest |
21:02 |
leo_rockway |
I just lot the game =[ |
21:02 |
saschaheylik |
there is no game, you are pretending. |
21:03 |
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21:10 |
leo_rockway |
I know what c55 was talking about when he disabled mipmap... |
21:10 |
leo_rockway |
I'll take screenshots |
21:11 |
jin_xi |
cool, pls post in thread too |
21:12 |
leo_rockway |
mhm |
21:12 |
leo_rockway |
I know what's better and what's worse... I can't take screenshots of what's better, though. |
21:13 |
leo_rockway |
because it's evident on movement |
21:13 |
leo_rockway |
mmhh... maybe it will still be noticeable in the screenshot, we'll see |
21:15 |
VanessaE |
well take the screenshot already :-) |
21:16 |
leo_rockway |
I have, I'm uploading. |
21:19 |
leo_rockway |
VanessaE: http://minetest.net/forum/viewtopic.php?pid=39764#p39764 |
21:19 |
leo_rockway |
jin_xi: ^ |
21:20 |
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21:20 |
VanessaE |
what's ugly? |
21:21 |
VanessaE |
I must be missing something here :-) |
21:21 |
leo_rockway |
the papyrus kind of disappears |
21:21 |
leo_rockway |
look at the papyrus in the background on the left and in the middle |
21:21 |
VanessaE |
oh yeah I see that |
21:21 |
jin_xi |
are those taken at the same in-game time? second one looks darker |
21:21 |
VanessaE |
did you turn on trilinear filter also? |
21:21 |
VanessaE |
actually no you didn't |
21:21 |
VanessaE |
(or I'd be able to see it :-) ) |
21:21 |
leo_rockway |
jin_xi: no, I should retake the second one |
21:22 |
jin_xi |
would give better comparison |
21:22 |
leo_rockway |
VanessaE: no, it looks terrible with default. |
21:22 |
VanessaE |
leo_rockway: you didn't turn AF on though |
21:22 |
leo_rockway |
AF, bi, tri... all look bad |
21:22 |
VanessaE |
you need mipmapping for AF to look right |
21:22 |
leo_rockway |
it destroys lowres textures... |
21:22 |
VanessaE |
doesn't affect my box? |
21:22 |
leo_rockway |
VanessaE: I tried both together, lowres textures look very very bad. |
21:22 |
leo_rockway |
it does with mine... |
21:23 |
VanessaE |
leo: with AF, with MM, but without bi/trilinear? |
21:23 |
leo_rockway |
VanessaE: correct |
21:23 |
saschaheylik |
VanessaE: your texture pack takes ages to load |
21:23 |
VanessaE |
saschaheylik: blame c55 - my pack triggers as bug in the game. |
21:23 |
VanessaE |
-s |
21:24 |
saschaheylik |
which is? |
21:24 |
khonkhortisan |
want to move full chests? worldedit will be able to next release. |
21:24 |
VanessaE |
dunno, vicscandl was looking into it. |
21:24 |
jin_xi |
khonkhortisan: cool |
21:24 |
VanessaE |
it gets hung up when processing the textures for jungle grass and dry shrubs |
21:24 |
VanessaE |
each hang adds like 15 seconds to the total load time |
21:24 |
leo_rockway |
rebuilding. I'll take the second screenshot at the same time. |
21:24 |
VanessaE |
but the files I supply are no different than anything else, so it's a game bug |
21:25 |
saschaheylik |
you mixed jpg and png files |
21:25 |
VanessaE |
saschaheylik: this was before I did that. |
21:25 |
leo_rockway |
saschaheylik: doesn't matter |
21:25 |
VanessaE |
but yeah it doesn't matter |
21:25 |
leo_rockway |
irrlicht takes them anyway |
21:25 |
saschaheylik |
are the image sizes correct? |
21:25 |
VanessaE |
the game ignores the file extension and uses irrlicht to load them, so you can get away with JPG if your images look okay in it |
21:26 |
VanessaE |
yes, they are all correct |
21:26 |
VanessaE |
verified in multiple ways |
21:26 |
rubenwardy |
Why is the "Unsupported Image Format" message displayed on game load, nothing appears wrong in it. |
21:27 |
VanessaE |
rubenwardy: dunno, happens to me even with default textures. |
21:27 |
saschaheylik |
rubenwardy: not happening if you put it in textures/all/here |
21:27 |
rubenwardy |
ok, i will keep it as it is a sign that the game has completed loading properly |
21:28 |
leo_rockway |
updated the screenshots |
21:28 |
leo_rockway |
check again, jin_xi |
21:28 |
khonkhortisan |
on what axis should the wire go over itself? |
21:28 |
rubenwardy |
if load fails, it is not printed |
21:28 |
VanessaE |
khonkhortisan: I'd use the X axis for the lower wire, Z axis for the one that jumps over |
21:28 |
saschaheylik |
i'll let it load and see if it fails |
21:29 |
saschaheylik |
its loading at maybe 2% per minute |
21:29 |
saschaheylik |
and my pc is not slow |
21:29 |
VanessaE |
saschaheylik: that's one SLOW box |
21:29 |
VanessaE |
on my fast PC it takes roughly 65 seconds to load, with lots of mods installed. |
21:29 |
saschaheylik |
i can play crysis on high without problems |
21:29 |
VanessaE |
(faster when less mods; redcrab's server typically starts in 20 seconds or so) |
21:30 |
saschaheylik |
do you have a ssd? |
21:30 |
VanessaE |
yes I do |
21:30 |
saschaheylik |
duh |
21:30 |
VanessaE |
OCZ Vertex2 60GB |
21:30 |
saschaheylik |
well most people still have hdds |
21:30 |
saschaheylik |
including me |
21:30 |
VanessaE |
but big files shouldn't incur much delay on a spinning rust disk. |
21:30 |
leo_rockway |
I have a laptop HD... slow. |
21:30 |
VanessaE |
their failing point is small files/seeking |
21:30 |
saschaheylik |
actually i could afford a ssd now.. thanks for reminding me |
21:30 |
VanessaE |
besides, |
21:30 |
VanessaE |
the texture pack is only 93MB. |
21:31 |
saschaheylik |
10% now |
21:31 |
saschaheylik |
no 113 |
21:31 |
VanessaE |
even the slowest rotating disks can copy that much in 3-4 seconds |
21:31 |
Basstard` |
I want Minetest on C64. Get to it VanessaE. |
21:31 |
VanessaE |
113? your copy is out of date. |
21:31 |
saschaheylik |
im using the github one |
21:31 |
VanessaE |
vanessarainbird:~/Minetest-Textures-and-mods/texture-packs$ du -h 512px/Vanessa_512HD/ |
21:31 |
VanessaE |
93M512px/Vanessa_512HD/ |
21:31 |
saschaheylik |
oh right |
21:31 |
saschaheylik |
it is 93 |
21:32 |
saschaheylik |
somewhere it said 113 |
21:32 |
VanessaE |
well there was a 260-some MB version before (all PNG). |
21:32 |
saschaheylik |
15% |
21:32 |
VanessaE |
I shrunk that to 240-odd by shaving off all alpha channels where they weren't needed and reducing inventory/craft items to 64px |
21:33 |
VanessaE |
then it dropped to 93MB when I went with JPG where I could. |
21:33 |
VanessaE |
(is there an image format that uses JPEG-like lossy compression but which supports transparency?) |
21:33 |
saschaheylik |
i just calculated an ETA of 22 minutes -.- |
21:33 |
VanessaE |
(and which irrlicht can load?) |
21:33 |
VanessaE |
saschaheylik: how much RAM? |
21:34 |
leo_rockway |
VanessaE: gif? o.o |
21:34 |
saschaheylik |
4GB DDR2-800 |
21:34 |
VanessaE |
leo_rockway: GIF doesn't use JFIF compression or anything even remotely similar. straight L-Z I think |
21:34 |
saschaheylik |
i guess that could be faster too |
21:34 |
VanessaE |
saschaheylik: processor? video card? |
21:34 |
saschaheylik |
but still, this is minetest |
21:34 |
saschaheylik |
ati HD4850 |
21:35 |
saschaheylik |
intel at 3.4ghz i forgot which model this one is since i changed it |
21:35 |
saschaheylik |
dual core |
21:35 |
khonkhortisan |
should crossed wires have facedir? |
21:35 |
VanessaE |
that should be more than enough grunt to load this texture pack |
21:35 |
VanessaE |
khonkhortisan: no |
21:35 |
khonkhortisan |
if it did it would show you how ocd the builder is |
21:35 |
VanessaE |
khonkhortisan: as long as your rules for crossing the signals are compatible either way |
21:36 |
leo_rockway |
VanessaE: jpeg2000, although I don't know if it's compatible with irrlicht (and it's not jfif, but still lossy, and with transparency). |
21:36 |
jin_xi |
argh, i hate my laptop. screen connector flicker so bad i'm installing a screenreader soon |
21:36 |
saschaheylik |
intel E5400 i think |
21:36 |
VanessaE |
leo_rockway: I thought about jpeg2k. hm |
21:36 |
saschaheylik |
from 2.7ghz oced to 3.4 |
21:37 |
VanessaE |
saschaheylik: you sure you aren't thrashing around in swap right now? |
21:37 |
leo_rockway |
I was thrashing around in swap with the 512 texture |
21:37 |
saschaheylik |
hm.. |
21:37 |
saschaheylik |
memory 70% swap 1.4% |
21:38 |
VanessaE |
my machine is an AMD Phenom II X6 1055T (2.8 GHz I think), 4GB RAM, ATI HD6870 video w/1GB, and the aforementioned SSD. |
21:38 |
saschaheylik |
memory 2.2gb/3.1gb swap 109.6mb/7.8gb |
21:39 |
VanessaE |
MT's memory usage usually floats at around 3 to 3.5 GB with this texture pack |
21:39 |
saschaheylik |
what type of ram? |
21:39 |
VanessaE |
DDR..um...shit I'm not sure |
21:39 |
VanessaE |
lemme check |
21:39 |
saschaheylik |
whut?! |
21:39 |
saschaheylik |
how the fuck? |
21:40 |
saschaheylik |
it shouldnt be more than 93mb if its 93mb big |
21:40 |
saschaheylik |
else the textures are being loaded multiple times |
21:40 |
saschaheylik |
or am i missing something |
21:40 |
VanessaE |
well I could see it blowing up to 512MB at the most (the images do have to be converted to raw uncompressed data) |
21:40 |
VanessaE |
but 3.5GB is definitely ridiculous |
21:41 |
VanessaE |
no idea what the RAM is, except it's clocked at 667 MHz |
21:41 |
Basstard` |
I've never liked flashy texture packs, for whatever game. I like 'em small and gritty and bitty and fast. |
21:41 |
saschaheylik |
thats each texture 90 times |
21:41 |
VanessaE |
looks like it takes DDR3 1600 or so |
21:41 |
saschaheylik |
but you also like them loaded exactly one time |
21:42 |
VanessaE |
saschaheylik: I can even try to blame some of it on the extrude process c55 uses to create the objects you wield |
21:42 |
VanessaE |
but still |
21:42 |
saschaheylik |
what does that have to do with the terrain textures? |
21:42 |
saschaheylik |
or is this both? |
21:43 |
VanessaE |
this is everything |
21:43 |
VanessaE |
terrain, tools, mods, it supports a metric assload of stuff |
21:43 |
VanessaE |
all in a tiny 93MB package. |
21:43 |
saschaheylik |
ok |
21:43 |
jin_xi |
that snugly fits into 4 gigas... |
21:43 |
NakedFury |
well flat wielded items would not look as attractive as they are now |
21:44 |
NakedFury |
any other ways it can be done? |
21:45 |
VanessaE |
nope |
21:45 |
VanessaE |
either display flat or extrude the hard way |
21:45 |
VanessaE |
or come up with a tool model standard |
21:45 |
saschaheylik |
well |
21:45 |
NakedFury |
3- code a more clean way that doesnt use too much power |
21:45 |
jin_xi |
license gdl from archisoft? |
21:45 |
saschaheylik |
you could cache the extruded data on disk |
21:46 |
VanessaE |
saschaheylik: I've been bugging c55 for months now to improve it. he has no interest at all. |
21:46 |
VanessaE |
but that's a good idea. |
21:46 |
VanessaE |
wait. |
21:46 |
VanessaE |
better |
21:46 |
saschaheylik |
use proper 3d models |
21:46 |
VanessaE |
extrude the image, then flatten it. store the flattened one to disk. |
21:46 |
saschaheylik |
whats the point of that |
21:46 |
VanessaE |
it'll still look like it's extruded, and the user will never know the difference, but it'll only take up as much space and bandwidth as a plain old image |
21:47 |
khonkhortisan |
teaser image: http://www.flickr.com/photos/79516830@N05/7867482388/in/photostream |
21:47 |
saschaheylik |
hm.. |
21:47 |
VanessaE |
--> no need to add a special loader |
21:47 |
khonkhortisan |
whoops meant for that link to be lightbox |
21:47 |
VanessaE |
khonkhortisan: put some space between the two wires |
21:47 |
VanessaE |
a little gap between the bottom wire and the one jumping over it |
21:47 |
jin_xi |
idk, i think color coded insulation would be cool and look great |
21:47 |
khonkhortisan |
horizontal gap or vertical gap? |
21:48 |
VanessaE |
vertical gap |
21:48 |
saschaheylik |
added anisotropic, trilinear and mipmap to this repo https://github.com/saschaheylik/minetest |
21:48 |
VanessaE |
make it look like the wire jumps up higher to get over the other one |
21:48 |
Keegann |
anyone knows how to crash a server? |
21:48 |
khonkhortisan |
wire height? half height? |
21:48 |
VanessaE |
khonkhortisan: about the height of the wire's thickness |
21:48 |
rubenwardy |
sascha, is that with a check box? |
21:48 |
VanessaE |
so a gap of say 2/16 |
21:49 |
VanessaE |
khonkhortisan: you'll need to use the top/sides texture on all six faces since the ends of this crossover won't ever be visible. |
21:49 |
khonkhortisan |
so five or six boxes |
21:49 |
jin_xi |
here is something else i tried, in case anyone wants to try some more: |
21:49 |
VanessaE |
5 boxes |
21:49 |
VanessaE |
er |
21:49 |
jin_xi |
//buf->getMaterial().AntiAliasing = video::EAAM_QUALITY; |
21:49 |
jin_xi |
//buf->getMaterial().setFlag(video::EMF_ANTI_ALIASING, true); |
21:49 |
VanessaE |
6 boxes :-) |
21:50 |
VanessaE |
jin_xi: I tried that, had no effect on my box oddly |
21:50 |
jin_xi |
also in clientmap, right next to the bi/trilin stuff |
21:50 |
jin_xi |
VanessaE: same here... |
21:50 |
khonkhortisan |
my tiles are two "jeija_insulated_wire_sides.png" and four "jeija_insulated_wire_sides.png^jeija_insulated_wire_ends_off.png" |
21:50 |
VanessaE |
khonkhortisan: one nodebox for the under wire, one each for the ends of the over wire, one each for the little vertical bits, one for the crossover itself |
21:51 |
saschaheylik |
jin_xi: is there a way to set the AA level 1-16= |
21:51 |
VanessaE |
khonkhortisan: naw, just wrap it in "jeija_insulated_wire_sides.png" |
21:51 |
saschaheylik |
? |
21:52 |
saschaheylik |
oh i think video::EAAM_QUALITY; is an enum |
21:53 |
jin_xi |
yes |
21:54 |
VanessaE |
what about my idea of a threshold for texture size? |
21:54 |
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21:54 |
VanessaE |
let the user configure "don't apply bilinear if < 128px" for example |
21:54 |
jin_xi |
http://irrlicht.sourceforge.net/docu/namespaceirr_1_1video.html#aa8647c2a52bdd3bc15ee773e8f2b149d |
21:55 |
leo_rockway |
VanessaE: +1 |
21:55 |
saschaheylik |
VanessaE: yes, noted |
21:55 |
NakedFury |
add that the source with options ingame to turn on or off |
21:55 |
saschaheylik |
later |
21:55 |
NakedFury |
and use the OPTIONS tab in the game too or just remove it entirely |
21:55 |
NakedFury |
wasted space |
21:56 |
jin_xi |
i like the TAPE AND GLUE label |
21:56 |
VanessaE |
ok |
21:58 |
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21:58 |
Basstard` |
_2cool_ |
21:59 |
_2cool_ |
yesh |
22:00 |
VanessaE |
leo_rockway: I just realized, what the problem could be for you with mipmapping is the mode. your drivers might be defaulting to nearest neighbor scaling instead of something like cubic or lanczos |
22:00 |
VanessaE |
jin_xi: how does one change the setting irrlicht uses for the mipmap type? |
22:01 |
leo_rockway |
VanessaE: the Intel drivers used to be really really bad, but they are slowly improving. I wouldn't be surprised if the drivers are at fault here. |
22:01 |
leo_rockway |
s/slowly/quickly |
22:01 |
leo_rockway |
in fact, a lot of work is being put on mesa / intel drivers. |
22:01 |
leo_rockway |
they were slowly improving, now they have picked up momentum. |
22:01 |
jin_xi |
lol i really dont know jack about irrlicht and 3d. |
22:02 |
saschaheylik |
finally antialiasing |
22:02 |
khonkhortisan |
really? in minetest? |
22:03 |
saschaheylik |
yes. |
22:03 |
saschaheylik |
what level should i use as default for now? |
22:03 |
khonkhortisan |
I thought a blocky game just wasn't supposed to have antialiasing |
22:03 |
saschaheylik |
between 1 and 16 |
22:03 |
saschaheylik |
khonkhortisan: thats bs |
22:03 |
khonkhortisan |
:) |
22:03 |
saschaheylik |
since blocks have edges too |
22:03 |
jin_xi |
aa makes blocks more edgy, less jaggy |
22:03 |
Basstard` |
I want grit. |
22:04 |
saschaheylik |
should i put it on 8? 4? |
22:04 |
_2cool_ |
This is going to be like me and neko last night with Mesecons-Git |
22:04 |
jin_xi |
all i know for sure is that irrlicht docs suck |
22:04 |
_2cool_ |
people discovering new features :P |
22:04 |
VanessaE |
saschaheylik: let the user select it, but for now pick a middle-of-the-road setting |
22:04 |
VanessaE |
I guess 8x is good enough |
22:04 |
saschaheylik |
yes but what is a middle of the road settign |
22:04 |
saschaheylik |
ok |
22:04 |
VanessaE |
what is the change you're making? |
22:05 |
VanessaE |
(the code change so I can add it to the forum post) |
22:05 |
khonkhortisan |
the lowest that actually does something if you want to go non-graphics-intensive |
22:06 |
khonkhortisan |
this better? http://www.flickr.com/photos/79516830@N05/7867618750/in/photostream/lightbox/ |
22:06 |
leo_rockway |
the problem with picking a sensible default is that you don't know how drivers take that sensible default: intel, nouveau, nvidia, fglrx, radeon... |
22:06 |
VanessaE |
khonkhortisan: looking better, now can you lengthen the crossover bit a little? |
22:06 |
saschaheylik |
you can get minetest with 8x AA now at https://github.com/saschaheylik/minetest |
22:06 |
leo_rockway |
it would need testing on all those, different cards, different mesa builds, windows... |
22:06 |
jin_xi |
khonkhortisan: now it needs a gap on the sides too... |
22:06 |
VanessaE |
that is, instead of this: |
22:06 |
khonkhortisan |
If I add a side gap I get exposed wire |
22:07 |
VanessaE |
_ |
22:07 |
VanessaE |
__|.|__ |
22:07 |
VanessaE |
do this: |
22:07 |
VanessaE |
___ |
22:07 |
VanessaE |
_| . |_ |
22:07 |
VanessaE |
that's why I said to wrap it entirely in the jeija_insulated_wire_sides.pngtexture |
22:08 |
jin_xi |
saschaheylik: minor nitpick (and my fault really) but i think you can OR some of those together in one call? |
22:08 |
VanessaE |
khonkhortisan: remember, when the crossover is in use, the ends are, by definition, covered up by neighboring wires, so there's no point in trying to use the ends texture at all |
22:09 |
saschaheylik |
jin_xi: im not sure what you mean |
22:09 |
khonkhortisan |
if insulated turns into crossed insulated, yes. Now what causes the insulated to intersect? Obviously more insulated, but what about microcontrollers or exposed wires? |
22:10 |
VanessaE |
saschaheylik: eek, don't use point smoothing, irrlicht docs say that's software-only usually |
22:10 |
saschaheylik |
no thats level 8 of anti aliasing |
22:10 |
VanessaE |
OH |
22:10 |
VanessaE |
you were asking for the mode |
22:10 |
saschaheylik |
enum E_ANTI_ALIASING_MODE { |
22:10 |
saschaheylik |
EAAM_OFF = 0, EAAM_SIMPLE = 1, EAAM_QUALITY = 3, EAAM_LINE_SMOOTH = 4, |
22:10 |
saschaheylik |
EAAM_POINT_SMOOTH = 8, EAAM_FULL_BASIC = 15, EAAM_ALPHA_TO_COVERAGE = 16 |
22:10 |
saschaheylik |
} |
22:10 |
VanessaE |
I thought that was the 4x/8x/16x oversampling setting od so |
22:10 |
VanessaE |
or so |
22:11 |
VanessaE |
in that case, use mode 16 |
22:11 |
jin_xi |
saschaheylik: nevermind |
22:11 |
saschaheylik |
as a default? |
22:11 |
saschaheylik |
sure everyone can handle that? |
22:11 |
saschaheylik |
well, most |
22:11 |
VanessaE |
no :-) |
22:11 |
saschaheylik |
exactly |
22:11 |
saschaheylik |
thats why i asked |
22:11 |
VanessaE |
ok try simple or quality mode then |
22:11 |
* VanessaE |
gives 16 a try |
22:11 |
saschaheylik |
no i commited 8x |
22:12 |
jin_xi |
i tried quality, did not work for me |
22:12 |
VanessaE |
I checked your changes and patched against my normal vanilla copy |
22:12 |
VanessaE |
er, my normal-already-patched-for-mipmap-and-AF copy ;-) |
22:14 |
_2cool_ |
does anyone think taht the homepage is a bit bland? |
22:14 |
_2cool_ |
that* |
22:14 |
VanessaE |
hm, mode 16 doesn't do anything for me |
22:15 |
saschaheylik |
you wont see much difference in the higher modes |
22:15 |
saschaheylik |
its just cubes, remember? |
22:15 |
VanessaE |
true true |
22:15 |
VanessaE |
now how do we smooth out the edges.. |
22:15 |
VanessaE |
(the edges of the whole cubes that is) |
22:16 |
saschaheylik |
marching cubes |
22:17 |
khonkhortisan |
I tried smoothing everything, it slowed stuff down |
22:17 |
khonkhortisan |
the problem is the diagonal faces on a node |
22:17 |
saschaheylik |
well yeah marching cubes will add polygons |
22:18 |
VanessaE |
wouldn't this just be a matter of telling the driver to supersample the edges? |
22:18 |
saschaheylik |
marchingcubes demonstration: http://www.youtube.com/watch?v=d6_ZaoCfK0o |
22:18 |
NakedFury |
1,0You0,4Tube1,15 Mine Mars ( Marching Cubes ) Teaser 4 Infinite World Loading [2,15User1,15: johndavidfive] [2,15Views1,15: 1796] [3,1571,15] [4,1501,15] [2,15Time1,15: 00:02:361,15] |
22:18 |
NakedFury |
1,0You0,4Tube1,15 Mine Mars ( Marching Cubes ) Teaser 4 Infinite World Loading [2,15User1,15: johndavidfive] [2,15Views1,15: 1796] [3,1571,15] [4,1501,15] [2,15Time1,15: 00:02:361,15] |
22:18 |
VanessaE |
wtf? |
22:18 |
saschaheylik |
o.O |
22:19 |
VanessaE |
oh no I don't mean that |
22:19 |
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22:19 |
VanessaE |
I mean the jaggies along the edge of a cube face |
22:19 |
VanessaE |
look at the sun or clouds, notice the edges |
22:19 |
VanessaE |
that's the next thing to fix |
22:20 |
saschaheylik |
ls |
22:20 |
saschaheylik |
oops |
22:20 |
VanessaE |
bamboo MAME-ROMS |
22:20 |
VanessaE |
burning-flame-video microcontroller |
22:20 |
VanessaE |
celeron55-0.4.1-minetest-e3ddbe8 Minetest-Textures-and-mods |
22:20 |
VanessaE |
... |
22:20 |
VanessaE |
;-) |
22:22 |
saschaheylik |
that may have something to do with the speed or the way the sun/moon/clouds are drawn |
22:23 |
VanessaE |
saschaheylik: it happens on all objects in the game |
22:23 |
saschaheylik |
whatß |
22:23 |
saschaheylik |
? |
22:23 |
VanessaE |
most of the time you don't notice it, but when you di, suddenly you can't take your eyes off it :-) |
22:23 |
VanessaE |
here, look at one of leo's images |
22:23 |
VanessaE |
http://leorockway.com.ar/no_mipmap.png |
22:23 |
VanessaE |
look at the way the papyrus is stairstepped, or the wield hand in the lower right |
22:24 |
VanessaE |
also look at the grass "hole" to the right of the pointer and crodsshairs |
22:24 |
VanessaE |
-d |
22:24 |
khonkhortisan |
http://www.flickr.com/photos/79516830@N05/7867740072/in/photostream/lightbox/ if this would actually work my giant µc grid would be reduced to crossed wires and just a few microcontrollers |
22:24 |
VanessaE |
khonkhortisan: perfect! |
22:24 |
saschaheylik |
VanessaE: even with AA on 16? |
22:24 |
VanessaE |
saschaheylik: yup. no effect. |
22:25 |
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22:25 |
saschaheylik |
how can i spawn papyrus? |
22:25 |
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22:25 |
VanessaE |
(and I know my card supports those features, so there's probably something else we're missing) |
22:25 |
VanessaE |
khonkhortisan: oh, you use my animated torches, I just noticed :-) |
22:25 |
PilzAdam |
Hello everyone! |
22:25 |
VanessaE |
hey PilzAdam |
22:25 |
khonkhortisan |
I think you already noticed that? |
22:25 |
saschaheylik |
PilzAdam: hi |
22:25 |
_2cool_ |
Bahello |
22:25 |
VanessaE |
saschaheylik: /giveme default:papyrus 999 ? :-) |
22:26 |
VanessaE |
khonkhortisan: I forgot :D |
22:26 |
khonkhortisan |
on my keyboard picture |
22:26 |
jin_xi |
a propos antialiasing: |
22:26 |
saschaheylik |
VanessaE: are the cubes antialiased? |
22:26 |
VanessaE |
saschaheylik: in the screenshot I linked? no. |
22:26 |
saschaheylik |
jin_xi's changes that i pushed only apply to the cubes i think |
22:27 |
VanessaE |
(nor in my setup, no setting seems to affect the cube edges) |
22:27 |
jin_xi |
look at main.cpp: 1278 fsaa is used to set drivers AntiAlias |
22:27 |
khonkhortisan |
where can I get this antialiasing? |
22:27 |
VanessaE |
khonkhortisan: here, https://github.com/saschaheylik/minetest |
22:27 |
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22:27 |
jin_xi |
when i set that value in source, and enable aa in clientmap i get "No FSAA available" |
22:27 |
VanessaE |
khonkhortisan: or here, http://minetest.net/forum/viewtopic.php?pid=39686#p39686 |
22:28 |
jin_xi |
i think thats my crappy integrated intel? |
22:28 |
VanessaE |
jin_xi: probably |
22:28 |
VanessaE |
not everything supports antialiasing |
22:28 |
khonkhortisan |
fake it with software rendering |
22:28 |
VanessaE |
khonkhortisan: ew. |
22:29 |
jin_xi |
so someone with better card try and report back? |
22:29 |
VanessaE |
wait, |
22:29 |
jin_xi |
thats why i mentioned that fsaa option earlier... |
22:30 |
saschaheylik |
jin_xi: i set the fsaa setting to 16 and nothing happens |
22:30 |
jin_xi |
and do you get any messages? |
22:31 |
saschaheylik |
nothing happens |
22:31 |
saschaheylik |
no AA no messages |
22:31 |
VanessaE |
saschaheylik: by the way, you don't have to include the "false" setting on bilinear mode - the irrlicht docs say trilinear overrides it |
22:31 |
saschaheylik |
i know |
22:33 |
VanessaE |
there's mine btw: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_1695583769.png |
22:33 |
VanessaE |
(2550 x 1985 pixels) |
22:33 |
khonkhortisan |
that's the center picture on the wiki |
22:34 |
VanessaE |
no |
22:34 |
VanessaE |
but it's the same world. |
22:34 |
khonkhortisan |
well it looks like it |
22:34 |
rubenwardy |
cool marchingcubes demonstration: http://www.youtube.com/watch?v=d6_ZaoCfK0o |
22:34 |
NakedFury |
1,0You0,4Tube1,15 Mine Mars ( Marching Cubes ) Teaser 4 Infinite World Loading [2,15User1,15: johndavidfive] [2,15Views1,15: 1796] [3,1571,15] [4,1501,15] [2,15Time1,15: 00:02:361,15] |
22:34 |
NakedFury |
1,0You0,4Tube1,15 Mine Mars ( Marching Cubes ) Teaser 4 Infinite World Loading [2,15User1,15: johndavidfive] [2,15Views1,15: 1796] [3,1571,15] [4,1501,15] [2,15Time1,15: 00:02:361,15] |
22:34 |
VanessaE |
this one's taken with AF/MM/trilinear turned on, the other one is old |
22:36 |
_2cool_ |
please stop naked |
22:36 |
saschaheylik |
its obviously automatic |
22:37 |
_2cool_ |
Maybe he'll get banned |
22:37 |
VanessaE |
the interesting thing is that with these filtering settings turned on, the glass blocks lose their "streaks" as they get far enough away |
22:37 |
saschaheylik |
no |
22:37 |
VanessaE |
not sure how to prevent that. |
22:37 |
saschaheylik |
hm |
22:38 |
rubenwardy |
http://www.youtube.com/watch?v=Ojo2dFiLtao&feature=related |
22:38 |
rubenwardy |
that is cool |
22:39 |
NakedFury |
it is cool |
22:39 |
rubenwardy |
and i know unity, the game engine |
22:41 |
saschaheylik |
yeah that's pretty much what i'd like to achieve |
22:42 |
rubenwardy |
terriable texture though |
22:42 |
saschaheylik |
yes |
22:43 |
leo_rockway |
is there anything like on_hurtplayer ? |
22:43 |
rubenwardy |
http://forum.unity3d.com/threads/94224-Introducing-Voxelform-voxel-terrain-%28Marching-Cubes%29-with-real-time-deformation. |
22:43 |
leo_rockway |
I can't find anything like it in the Lua API. |
22:44 |
leo_rockway |
I looked for hurt, damage, harm, hit... |
22:44 |
rubenwardy |
it is just a generator though |
22:44 |
rubenwardy |
you could do an on_step that checks the last hp with the current one |
22:45 |
khonkhortisan |
event catching is better than check cycling |
22:46 |
rubenwardy |
is ther an on hurt even catch then? |
22:46 |
khonkhortisan |
dunno, but if there is, I don't think nodes would have it |
22:47 |
rubenwardy |
no, for player |
22:49 |
khonkhortisan |
doesn't look like it |
22:50 |
leo_rockway |
I wanted to add sounds for when the player gets hurt |
22:50 |
leo_rockway |
:S |
22:50 |
khonkhortisan |
If someone wants to make one it could be called on_hp_set(new_hp, old_hp) |
22:50 |
VanessaE |
leo_rockway: periodically check the player's hp (say 5x a second) and then play a sound if it drops by more than some value? |
22:51 |
leo_rockway |
eh... I guess |
22:51 |
leo_rockway |
I don't like having to constantly check... |
22:51 |
leo_rockway |
thank you, though |
22:52 |
VanessaE |
I know but if you're doing it at a low rate, it won't affect the game speed any |
22:52 |
khonkhortisan |
newhp = get_hp() if newhp ~= oldhp then if newhp < oldhp then play_hit_sound() else play_health_sound() end end oldhp = newhp |
22:53 |
khonkhortisan |
so don't do too much in your on_step or you'll have a delay |
22:54 |
VanessaE |
you might want to consider 3 or 4 different "hurt" sound effects, for varying levels of damage taken |
22:54 |
VanessaE |
e.g. a grunt, a louder groan, a yelp, a painful scream |
22:54 |
VanessaE |
sorta like in Quake/OpenArena |
22:54 |
khonkhortisan |
so get hurt twice really fast and break the mod |
22:54 |
leo_rockway |
VanessaE: I have 15 |
22:54 |
VanessaE |
jeez |
22:54 |
VanessaE |
ok :-) |
22:54 |
leo_rockway |
I was just checking which one to keep |
22:55 |
leo_rockway |
http://opengameart.org/content/15-vocal-male-strainhurtpainjump-sounds <--- here |
22:55 |
VanessaE |
need female sounds also :-) |
22:55 |
khonkhortisan |
and you can customize your character to be a tough guy or to go ow. owowow! wAAAA! AIEEE! |
22:55 |
leo_rockway |
VanessaE: I was thinking that. The game should ask for gender maybe. |
22:55 |
khonkhortisan |
or to say oops or it's just a flesh wound |
22:55 |
leo_rockway |
and which hand the player uses >.< |
22:55 |
_2cool_ |
http://minetest.net/forum/viewtopic.php?pid=39792#p39792 |
22:56 |
leo_rockway |
it feels weird using my right hand to mine stuff o.o |
22:56 |
khonkhortisan |
it looks like the 31000 blocks is diameter |
22:57 |
_2cool_ |
The minetest world is circular? |
22:57 |
_2cool_ |
makes sense |
22:57 |
khonkhortisan |
>=31000 blocks every direction |
22:57 |
khonkhortisan |
it should render a curved horizon |
22:58 |
_2cool_ |
so how about my forum topic? |
22:58 |
_2cool_ |
be back sometime |
23:00 |
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23:07 |
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23:10 |
Keegann |
anyone know how to crash a server? |
23:11 |
sdzen |
why do you wanna know? |
23:11 |
Keegann |
cause o want to know |
23:11 |
sdzen |
request denied then |
23:11 |
khonkhortisan |
yes, with mesecons. Don't know if it works anymore. |
23:13 |
Keegann |
how do i get a hack client |
23:13 |
rubenwardy |
you make it your self |
23:14 |
rubenwardy |
wait, you are too stupid too |
23:14 |
rubenwardy |
*2nd too should be to |
23:14 |
khonkhortisan |
god mode/noclip are usually easy to do |
23:22 |
rubenwardy |
noclip? |
23:23 |
khonkhortisan |
when you fly through walls instead of flying into them, the term is usually used for when you are on the observer team |
23:25 |
rubenwardy |
ok |
23:27 |
VanessaE |
Keegann: I believe you've already been told "no" on this subject multiple times. |
23:28 |
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23:28 |
VanessaE |
khonkhortisan: as far as I know, those server crashing issues with mesecons have already been worked out :-) |
23:29 |
rubenwardy |
I think there should be a feature in MT that tells the server weather your build is prebuilt or built by self. This would more easly identify hacked clients] |
23:29 |
VanessaE |
naw |
23:29 |
VanessaE |
I always build mine from source. |
23:30 |
VanessaE |
in fact, technically, I use a hacked client as well, since my copy contains a few changes to add anisotropic filtering and related stuff, as discussed before. |
23:30 |
rubenwardy |
it would at least identify the possibilties |
23:32 |
khonkhortisan |
bzflag has /clientquery which shows build date, os, and version. I always play with a self-compliled client, modified or not. In minetest, I haven't gotten into the game itself yet, but when I do, I'll probably also play modified. |
23:40 |
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23:41 |
NekoGloop |
Hello peeps |
23:41 |
rubenwardy |
hi |
23:42 |
Keegann |
hi |
23:50 |
VanessaE |
guys, |
23:50 |
VanessaE |
http://en.wikipedia.org/wiki/Minetest |
23:50 |
VanessaE |
we need citations. |
23:50 |
VanessaE |
LOTS of them |
23:50 |
VanessaE |
valid ones that don't rely on anything from minetest.net, forums, etc. |
23:50 |
VanessaE |
SPAM the article with good citations please |
23:51 |
VanessaE |
also hit the page ratings at the bottom. set them all to 5 stars |
23:52 |
VanessaE |
let's show this guy who keeps claiming "might not be notable" what "notable" means |
23:55 |
NekoGloop |
I have a question though |
23:55 |
rubenwardy |
ok? |
23:55 |
VanessaE |
hm? |
23:55 |
NekoGloop |
Isnt minecraft's world truly infinite horizontally, unlike minetest? |
23:56 |
NekoGloop |
(actually my friends question i wanna prove him wrong) |
23:56 |
rubenwardy |
no |
23:56 |
VanessaE |
no |
23:56 |
VanessaE |
but it mayas well |
23:56 |
NekoGloop |
Oh? |
23:56 |
VanessaE |
it may as well be |
23:56 |
rubenwardy |
infinite worlds are impossible |
23:56 |
VanessaE |
it goes to like +/- 4 billion or so |
23:56 |
NekoGloop |
Ah i see |
23:57 |
VanessaE |
rubenwardy: I think he means as in a turing machine - infinite until you run out of memory/storage to keep it |
23:57 |
rubenwardy |
minetest is still 64 kilometres in each direction |
23:57 |
NekoGloop |
rubenwardy: Minetest could be adapted to allow that, although filesizes would be horrendous. |
23:57 |
rubenwardy |
yes |
23:58 |
rubenwardy |
smaller than minecrafts? because it uses minisql? |
23:58 |
NekoGloop |
I want that in next update :3 |
23:58 |
rubenwardy |
see jordachs fork |
23:58 |
NekoGloop |
I have no ability to compile code |
23:59 |
NekoGloop |
His fork has infinite generation? |