Time |
Nick |
Message |
00:02 |
PilzAdam |
bye |
00:11 |
NekoGloop |
http://i.imgur.com/6iUWfPp.jpg What could it mean?! |
00:12 |
VanessaE |
an auto-digger? |
00:12 |
NekoGloop |
nope |
00:12 |
VanessaE |
:) |
00:13 |
VanessaE |
you DO return the hammer and saw, I trust? |
00:13 |
NekoGloop |
Nope, they're part of the recipe |
00:14 |
NekoGloop |
(i.e. used up in the recipe) |
00:14 |
VanessaE |
oh ok |
00:14 |
VanessaE |
a workbench maybe? |
00:14 |
NekoGloop |
closer~ |
00:14 |
VanessaE |
no idea |
00:15 |
NekoGloop |
an "upgrade" for the tables that allows the player to encrust gems onto tools in it. |
00:15 |
VanessaE |
ah |
00:17 |
NekoGloop |
you right click a table with it in hand to upgrade the table |
00:22 |
NekoGloop |
(all gems will be usable in the recipe btw) |
00:22 |
VanessaE |
nice idea |
00:22 |
NekoGloop |
which part? |
00:22 |
VanessaE |
the whole thing |
00:22 |
NekoGloop |
heh |
00:23 |
NekoGloop |
the rightclick-a-table-with-a-thing-to-upgrade it was the entire reason I made tables |
00:27 |
NekoGloop |
http://i.imgur.com/LvaZWB4.png the result of 10 Rank V treasure chests. |
00:27 |
VanessaE |
nice |
00:27 |
NekoGloop |
mese tool spam! |
00:29 |
NekoGloop |
I'm mad that I got 3 freakin diamonds and not one mese crystal though (not fragment, crystal) |
00:29 |
NekoGloop |
(diamonds being rarer than mese crystals) |
00:30 |
NekoGloop |
And that diamond hammer has like a 1 in 60 chance of spawning |
00:32 |
NekoGloop |
And one of the chests was -only- like 50 torches |
00:36 |
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00:39 |
MinetestBot |
GIT: RealBadAngel commited to minetest/minetest: Add texture bumpmapping feature. 3f6f327cb9 2013-07-03T17:36:32-07:00 http://git.io/RDvSiQ |
00:39 |
kaeza |
\o/ |
00:40 |
kaeza |
hi all |
00:40 |
VanessaE |
hey |
00:41 |
NekoGloop |
kaeza, http://i.imgur.com/LvaZWB4.png I'd say this is an average-ish collection of crap from 10 Rank V treasure chests, if you're curious. |
00:43 |
kaeza |
O.o |
00:44 |
NekoGloop |
(which are uber rare, only under like -2500 y and a 1 in 2k chance of spawning in the first place |
00:44 |
kaeza |
1 in 2k per node? |
00:44 |
kaeza |
err... mapblock? |
00:45 |
NekoGloop |
1 in 2k of being in a certain node, which has to have been air and above a solid block |
00:46 |
NekoGloop |
which is relatively rare at those heights anyway; and finding it is difficult |
00:48 |
NekoGloop |
http://i.imgur.com/TNu92VT.png welp I think those are a tad on the "OMFG IT'S EVERYWHERE" side... |
00:59 |
NekoGloop |
My gems literally make rainbow caves >.> |
01:07 |
NekoGloop |
lol... VanessaE, make rainbow blocks spawn in caves. RAINBOW CAVES! |
01:07 |
VanessaE |
hah |
01:08 |
VanessaE |
no thanks :) |
01:08 |
NekoGloop |
heh |
01:20 |
NekoGloop |
meh, I'll do the actual encrusting of tools later. |
01:26 |
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01:35 |
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01:45 |
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01:45 |
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01:56 |
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01:57 |
khonkhortisan |
I'd like to see rainbow caves |
01:57 |
khonkhortisan |
I'm sure someone can make it |
01:58 |
khonkhortisan |
actually as simple as aliasing stone to it |
01:58 |
NekoGloop |
hehe |
02:22 |
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02:22 |
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02:35 |
LazyJ |
Has anyone tried the 2013_07_03 (last commit about an hour ago) daily-build of Minetest? |
02:36 |
kaeza |
I'm going to compile right now |
02:36 |
LazyJ |
The "configure" menu isn't working well. |
02:36 |
kaeza |
yeah, the Lua-based menu is busted :/ |
02:36 |
LazyJ |
The modpack type mods aren't green and the output is saying the depends.txt can't be found. |
02:37 |
LazyJ |
After I compiled it, I tried playing a newly created world and the menu tabs disappeared. |
02:38 |
LazyJ |
I know this is all "unstable". Just putting in a report from the front-lines. ;) |
02:38 |
kaeza |
maybe the Lua menu could be reverted until further testing? |
02:39 |
LazyJ |
I see a menu for mapgen options. Hopefully there will be a post explaining what they are (perhaps with screenshots). |
02:40 |
LazyJ |
I'll experiment with them later. Ditching this build and going back to 2013_07_01 build. |
02:40 |
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02:59 |
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03:02 |
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Menche joined #minetest |
03:07 |
Menche |
using webchat on a phone is painful |
03:07 |
NekoGloop |
then.. don't use webchat on a phone? |
03:07 |
VanessaE |
using ANYthing on a phone is painful |
03:08 |
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03:09 |
arkmabat |
i just wanted to say thank you for this game. This is a wonderful, free, creative, multiplayer game. |
03:09 |
arkmabat |
Question: why does my fps get better when I ride in a minecart? |
03:10 |
arkmabat |
Whenever I walk around, the game seems a bit glitchy on this laptop, but I realize it's only a laptop. When I'm in a cart it runs so smoothly! |
03:10 |
NekoGloop |
wat |
03:11 |
arkmabat |
[pilzadam's cart mod] |
03:11 |
Menche |
the cart isn't jumpy? |
03:11 |
arkmabat |
not at all. I can ride in it with a constant fps |
03:11 |
arkmabat |
weird huh |
03:11 |
Menche |
maybe because there's less stuff visible |
03:12 |
arkmabat |
hmm... i can still look around, shouldnt that be more taxing? |
03:12 |
arkmabat |
I'm quite impressed with the cart mod |
03:13 |
Menche |
if you're looking as far away then islands why it would be better |
03:13 |
Menche |
LOL autocorrect |
03:13 |
Menche |
*idk |
03:14 |
arkmabat |
There's something odd with my graphics card, it works great and then sort of gets tired and slower, works great, then gets tired... is that normal? |
03:14 |
arkmabat |
thanks for your time with this :) |
03:16 |
Menche |
Does it heat up and automatically slow down maybe? |
03:16 |
VanessaE |
how do I check if finite water is enabled? |
03:17 |
arkmabat |
possibly, it's just a laptop. i've heard theres a bios "quiet and steady" option i might try turing off. what is finite water? |
03:17 |
NekoGloop |
VanessaE, magic |
03:18 |
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03:18 |
VanessaE |
minetest.setting_getbool("liquid_finite") |
03:19 |
arkmabat |
like, what does it do? |
03:19 |
VanessaE |
arkmabat: makes water finite ;) |
03:19 |
arkmabat |
sorry i mixed up who was talking lol |
03:19 |
VanessaE |
(that is, water nodes won't duplicate, take a chunk of water and the rest will go down a little, etc) |
03:20 |
arkmabat |
neat, you guys have done a great job with this game! |
03:20 |
kaeza |
https://dl.dropboxusercontent.com/u/100008207/happy-oh-stop-it-you.jpg |
03:21 |
kaeza |
VanessaE, I think it's liquids_finite |
03:21 |
arkmabat |
Menche, I'll look into the BIOS quiet thing... I'm guessing that's what it is |
03:21 |
arkmabat |
adios |
03:21 |
kaeza |
wat |
03:25 |
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03:26 |
kaeza |
"Furthermore, modders and users should never use generic programs such as Notepad, but rather Wordpad, (...)" |
03:27 |
kaeza |
Wordpad is a text processor; preferably, people shouldn't use those |
03:29 |
kaeza |
anyway I'm out |
03:29 |
VanessaE |
ask Dan Ducomb-whatever-his-name is. |
03:29 |
VanessaE |
his idea. |
03:29 |
VanessaE |
(the user with the green "ugly troll" avatar) |
04:13 |
VanessaE |
there, pipeworks no longer adds/removes water nodes if it isn't necessary |
04:14 |
VanessaE |
basically mesh processing now goes completely idle after an update cycle is complete, at least with infinite water. |
04:14 |
VanessaE |
(with finite, well...there's little more I can do and still be able to move the water around) |
04:16 |
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04:23 |
MinetestBot |
GIT: kahrl commited to minetest/minetest: Throw exception instead of assert on nested reliable packets a013f762c4 2013-07-03T21:18:50-07:00 http://git.io/bKKu5w |
04:25 |
VanessaE |
kahrl: ^^^^ the pipeworks update may interest you. |
04:26 |
kahrl |
ah, neat |
04:27 |
kahrl |
how does that affect your FPS problems? |
04:27 |
hdastwb |
Wordpad can handle Unix line-endings while Notepad cannot, that may be the reason that it's recommended over Notepad… |
04:27 |
VanessaE |
it gained me about 4 fps on average near the spawn and cut the total idle mesh generation events down by ~50% |
04:29 |
VanessaE |
I'm seeing only about 3 or 4 mesh generation events on average over several seconds now |
04:31 |
VanessaE |
at the spawn that is. |
04:31 |
VanessaE |
some of that might be from mobs or something though, not sure |
04:31 |
kahrl |
or when pipeworks actually needs to change some nodes |
04:32 |
VanessaE |
right |
04:32 |
VanessaE |
I'm pretty sure I've gotten the amount of map-changing activity down to its lowest possible point in that mod |
04:34 |
VanessaE |
too bad the engine can't just send diffs to the video card instead of re-generating meshes from scratch each time |
04:34 |
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04:34 |
* kaeza |
used sleep! |
04:35 |
kaeza |
It's not very effective :/ |
04:35 |
VanessaE |
omg, and it actually .. oh |
04:36 |
khonkhortisan |
that reference seems to work |
04:36 |
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04:36 |
VanessaE |
khonkhortisan: eh? |
04:36 |
kaeza |
hdastwb, good point |
04:37 |
VanessaE |
hdastwb: ahhhhhh |
04:37 |
* kaeza |
still recommends to use editors like Notepad++ or Geany |
04:37 |
kaeza |
inb4 vim ftw |
04:37 |
kahrl |
I prefer cat > |
04:38 |
VanessaE |
vim!? byte your tongue. |
04:38 |
VanessaE |
http://xkcd.com/378/ |
04:38 |
VanessaE |
oblig. |
04:38 |
kaeza |
kahrl, * COPY CON |
04:39 |
kaeza |
DOS is retarded in this sense BTW |
04:39 |
kaeza |
devices exist in every directory -.- |
04:40 |
* NekoGloop |
uses NP++ |
04:41 |
hdastwb |
I use Textadept; it's Lua-configurable like Minetest! |
04:43 |
* Kacey |
uses butterflies |
04:44 |
Kacey |
http://xkcd.com/380/ |
04:57 |
OldCoder |
News: Regrettably, and I sad about this... my worlds will be down for two weeks while my server host is traveling. But I may finally resume work on MT during this period. |
04:58 |
VanessaE |
OldCoder: your kitten pile is overflowing again |
04:58 |
VanessaE |
;) |
04:58 |
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04:59 |
NekoGloop |
meow |
05:01 |
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05:02 |
OldCoder |
VanessaE, I will head to the virtual pet store soon to see about translucent kitty supplies |
05:04 |
VanessaE |
heh |
05:04 |
VanessaE |
guess opaque supplies aren't suitable? :) |
05:09 |
OldCoder |
VanessaE, It was an allusion to the nature of what one might purchase for virtual kitties |
05:09 |
VanessaE |
oh ok heh |
05:09 |
kaeza |
and now bumpmapped kittens available too! |
05:09 |
VanessaE |
kaeza: not for oldcoder, he's still stuck at 0.4.5 |
05:09 |
NekoGloop |
http://xkcd.com/393/ lol |
05:09 |
khonkhortisan |
If I update, will I magically have bumpmapped textures? |
05:10 |
VanessaE |
khonkhortisan: only if you use a texture pack that supports it |
05:10 |
VanessaE |
(HDX, Sphax, Haven for now) |
05:10 |
VanessaE |
and you have to turn the feature on in minetest.conf |
05:10 |
kaeza |
and you use enable_bumpmaps = true :) |
05:10 |
kaeza |
ninja'd |
05:10 |
khonkhortisan |
cool - why don't I have it already‽ |
05:10 |
kaeza |
err |
05:10 |
* khonkhortisan |
runs off |
05:10 |
kaeza |
enable_bumpmapping = true |
05:10 |
VanessaE |
khonkhortisan: because it was just committed today |
05:10 |
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05:11 |
VanessaE |
khonkhortisan: enable shaders and add that ^^^^ line to your .conf |
05:11 |
VanessaE |
download the latest HDX256 (or any other size) ;) and prepare to droo; |
05:11 |
VanessaE |
drool* |
05:12 |
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05:12 |
* NekoGloop |
downloads 32x and a build from today |
05:12 |
VanessaE |
kahrl: is there any simple way to find out what nodes are being changed to trigger these last few mesh updates I'm getting? |
05:13 |
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05:13 |
khonkhortisan |
Unless your computer is worse than mine, you can handle 128px |
05:14 |
kahrl |
VanessaE: you could write something to dstream in Map::addNodeAndUpdate |
05:14 |
VanessaE |
kahrl: well I meant from within the Lua side, since I know exactly jack shit about the engine :) |
05:14 |
NekoGloop |
my computer is worse than a brick |
05:14 |
VanessaE |
NekoGloop: if it ain't a laptop, it can probably hack at least 64px anyway |
05:14 |
khonkhortisan |
I have 2GB ram and graphics card memory |
05:14 |
khonkhortisan |
and lots of swap |
05:15 |
NekoGloop |
you presume it's not a laptop |
05:15 |
kahrl |
in builtin: local old_add_node = minetest.add_node; minetest.add_node = function(pos, node) ... |
05:15 |
VanessaE |
ah, I didn't even think of it like that |
05:15 |
NekoGloop |
I've been using a laptop since... last year. |
05:16 |
NekoGloop |
And I don't think I've ever once sat with the thing in my lap |
05:16 |
khonkhortisan |
hehe I'm running make in 2 terminals - think I'll corrupt it? |
05:17 |
khonkhortisan |
couldn't make it to 9, only about 7 |
05:18 |
khonkhortisan |
5% 5% 6% |
05:18 |
khonkhortisan |
whoops |
05:18 |
khonkhortisan |
5% 5% 6% 2% 0% 1% I confused it |
05:22 |
VanessaE |
kahrl: well the good news is it ain't any of my own mods doing it. The bad news it it's a single mesecons' blinky plant somewhere nearby. |
05:22 |
VanessaE |
(I say a single one because the coords are the same on each event) |
05:22 |
VanessaE |
pipeworks is totally idle, which is exactly what I wanted :) |
05:25 |
VanessaE |
there, that nukes the blinkyplant, which had no purpose whatsoever anyway |
05:25 |
* VanessaE |
watches the mesh activity go silent |
05:26 |
VanessaE |
kahrl: how big is a mesh anyway? |
05:27 |
VanessaE |
mapblock-sized, or..? |
05:28 |
khonkhortisan |
-0.5 to 0.5 :P |
05:29 |
VanessaE |
:P |
05:32 |
VanessaE |
hm, pipeworks valves need some tuning. |
05:33 |
* NekoGloop |
just realized that hovering over an xkcd comic shows extra text |
05:36 |
khonkhortisan |
oh yeah I forgot about that |
05:37 |
* khonkhortisan |
is working on printing out http://xkcd.com/381/ - already got it backwards once |
05:38 |
khonkhortisan |
Notice there's no ?&% or @ |
05:41 |
NekoGloop |
is that relevant |
05:42 |
khonkhortisan |
Yes, those characters don't look the same when you flip them over |
05:43 |
NekoGloop |
ah, ok |
05:43 |
NekoGloop |
http://xkcd.com/695/ also this is kind of a sad way to look at it |
05:54 |
kahrl |
VanessaE: yep, meshes are made of mapblocks |
05:55 |
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05:59 |
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06:47 |
khonkhortisan |
what node is really obvious that it has bumpmaps? |
06:47 |
VanessaE |
white wool |
06:48 |
VanessaE |
or plain old wood for that matter |
06:53 |
khonkhortisan |
the world looks smaller in 16px |
06:57 |
khonkhortisan |
I can't tell if it doesn't have it or if I can't tell |
07:04 |
khonkhortisan |
kaeza! |
07:04 |
khonkhortisan |
bumpmapping, not bumpmaps! |
07:06 |
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07:07 |
kaeza |
[02:10:11] <kaeza> enable_bumpmapping = true |
07:10 |
VanessaE |
bbl |
07:10 |
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07:10 |
Nore |
hi |
07:11 |
Nore |
was someone able to enable bumpmapping? |
07:11 |
kaeza |
hi |
07:11 |
kaeza |
yes |
07:11 |
Nore |
even with the setting on, it does not work :( |
07:11 |
Nore |
latest git |
07:11 |
kaeza |
you also need shaders on |
07:11 |
VanessaE |
you need a texture pack that supports it too |
07:11 |
Nore |
they are on too |
07:12 |
Nore |
and I copied HavenTP in my folder |
07:12 |
VanessaE |
Nore: I have a request of you |
07:13 |
Nore |
what? |
07:13 |
VanessaE |
Since you incorporated the item transport logic in pipeworks for the tubes, could you do the same for the pipes, but restricted only to being able to move liquid sources? |
07:14 |
Nore |
what do you mean? |
07:14 |
khonkhortisan |
How thick is bumpmapping? |
07:14 |
Nore |
khonkhortisan: it does not work for me :( |
07:14 |
VanessaE |
well, I'd like the pump to convert a nearby water source (for example) into an entity and send it down a pipeline just as a tube circuit works, and if such an entity reaches a spigot, it turns back into a water source |
07:15 |
khonkhortisan |
I think it doesn't work for me, but I'm not sure |
07:15 |
Nore |
could'nt it be done just by copy-pasting the code of item transport? |
07:15 |
VanessaE |
the existing water flowing logic works but is rather broken in how water is routed and could never possibly work right with finite liquids |
07:15 |
VanessaE |
Nore: I tried looking at that code a few minutes ago and was totally baffled. |
07:15 |
VanessaE |
what you wrote goes way beyond my skills |
07:16 |
VanessaE |
but I figured some variation on item transport would do the trick |
07:16 |
Nore |
the code in itself is quite simple: |
07:16 |
VanessaE |
I just don't know wtf I'm doing :P |
07:16 |
Nore |
it calls the can_go function of the tube the item is in to know where it can go |
07:17 |
Nore |
then it looks at those places |
07:17 |
Nore |
if one is a tubedevice_receiver, it is sent there |
07:17 |
Nore |
else, it is sent in a tube |
07:17 |
Nore |
else, it is ejected |
07:18 |
VanessaE |
first thing that would have to happen is to totally disable ejection for this type of code (because the pump will always check the pipe attached to it to see if there's "room" to send out another entity) |
07:19 |
Nore |
I think the best that could be done would be to use a different system |
07:19 |
VanessaE |
so pumps would work like filters, spigots like deployers, valves ..well not sure what you'd call an equivalent thereof :) .. storage tanks like chests (when I decide to finally implement them), anything else like a pipe, pretty much |
07:19 |
Nore |
where there is a water_level in each pipe (that could be made transparent) |
07:20 |
Nore |
and liquids flow to nearby pipes, only going up is the pipe in which they are is full |
07:20 |
VanessaE |
right |
07:20 |
VanessaE |
and that's almost exactly the system I was thinking of using, if not the item transport method |
07:21 |
VanessaE |
just figured item transport would be more efficient |
07:21 |
Nore |
something like 8 levels of water for each pipe should be enough |
07:21 |
khonkhortisan |
the maximum would be as many levels of water as pixels in the current texture pack |
07:22 |
Nore |
I don't reckon item_transport would be more efficient, since it would involve more entites <- fps killer |
07:22 |
VanessaE |
good point |
07:22 |
VanessaE |
ok, I'll just rewrite it using water levels |
07:22 |
VanessaE |
I'm just concerned about it working 100% properly with finite liquids |
07:22 |
Nore |
512 with HDX??? No, and the problem is that server does not know client TP |
07:23 |
Nore |
VanessaE: it could be done easily if the moving function were attentive not to change water volume |
07:23 |
VanessaE |
right |
07:23 |
VanessaE |
I'll work on it tomorrow then |
07:24 |
VanessaE |
for now, I'm off to bed. |
07:24 |
VanessaE |
night all. |
07:24 |
Nore |
night |
07:41 |
kaeza |
I can't wait until tree schematics are added for mgv7 |
07:41 |
kaeza |
this thing is awesome |
07:41 |
kaeza |
I'll go with moretrees for now |
07:45 |
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08:07 |
Nore |
Calinou: could you help me updating the wiki please? |
08:08 |
Nore |
some articles are *very* outdated |
08:15 |
Calinou |
have to go for now, no |
08:29 |
JamesTait |
Good morning all, happy Upload A Virus To The Alien Mothership Day! :-D |
08:52 |
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09:42 |
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Topic for #minetest is now http://minetest.net | NEWS: Minetest 0.4.7 released | RULES: be patient, respect other users, here and in other channels | CORE DEVS: #minetest-dev | SERVERS: http://minetest.net/servers | IRC LOGS: http://irc.minetest.ru/minetest/ |
09:43 |
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09:51 |
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10:02 |
Nore |
zeg9: I have exactly the same bug as you have about bumpmapping |
10:03 |
Zeg9 |
I'll try software rendering. What's your GPU? |
10:04 |
Nore |
AMD Radeon HD7670M. I just updated to debian jessie, so drivers should be up-to-date (radeon driver+firmware-linux-nonfree) |
10:05 |
Calinou |
Zeg9: software rendering doesn't support shaders, normally |
10:05 |
Zeg9 |
The GL's software implementation seems to support a bit of it |
10:05 |
Nore |
calinou: can you explain that: https://github.com/minetest/minetest/issues/807 |
10:06 |
Zeg9 |
He'll say "get a better gpu" :p |
10:06 |
Calinou |
oh there is bumpmapping now |
10:06 |
Calinou |
I'll try |
10:06 |
Nore |
perhaps it is related to the GLSL version (I have 1.2) |
10:07 |
Zeg9 |
Same here. And opengl 2.1... |
10:08 |
Nore |
same |
10:08 |
Calinou |
2.1 :phoronix rolleyes: |
10:09 |
Calinou |
dat menu changes |
10:09 |
Nore |
there are bugs with formspec_escape now... I can't make my mod :( |
10:10 |
Calinou |
I'll make a quick normal map to see |
10:10 |
Zeg9 |
Software rendering has the same problem. |
10:10 |
kaeza |
formspec based menu is fucked up |
10:11 |
Zeg9 |
There is a pull request for fixing a few of it. But probably it should have been done before being merged... |
10:11 |
Calinou |
works for me |
10:11 |
Nore |
the "change keys" menu is not formspec based... and I thought we would at least have control over a "wait for pressed key" |
10:12 |
kaeza |
Calinou, o rly? |
10:12 |
Calinou |
the bumpmapping? |
10:12 |
Calinou |
it does! |
10:12 |
kaeza |
ah :P |
10:12 |
Zeg9 |
bbl |
10:12 |
Calinou |
http://paste.ubuntu.com/5843039/ |
10:13 |
Calinou |
however, these don't bring anything over just adding an effect to the texture |
10:13 |
Calinou |
as in, they're not directional :P |
10:13 |
Calinou |
mining them works fine (crack texture combines properly) |
10:13 |
Nore |
what do you do if you don't have opengl 4.3???? |
10:14 |
kaeza |
http://pastebin.com/n07RiEZB |
10:14 |
kaeza |
:( |
10:14 |
Calinou |
*shrug* |
10:14 |
Calinou |
I bet you need a fairly recent opengl, such as 3.0 |
10:15 |
Calinou |
fun fact: even nouveau supports 3.0 :P |
10:16 |
Nore |
what is nouveau? |
10:16 |
Nore |
and how do you upgrade opengl? |
10:16 |
Calinou |
nvidia open source driver (reverse engineering) |
10:16 |
Calinou |
Nore: by updating your driver, or getting a better one |
10:16 |
Calinou |
fglrx supports opengl 4.2 |
10:17 |
Calinou |
(AMD's proprietary driver) |
10:17 |
Calinou |
try it |
10:17 |
Nore |
with fglrx, I got "GLSL not available"... It was even worse |
10:17 |
Calinou |
weird |
10:17 |
Calinou |
probably enduro f***ing up then |
10:18 |
Calinou |
(switchable graphics) |
10:18 |
Calinou |
bye for now |
10:18 |
Calinou |
(lunch) |
10:25 |
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10:30 |
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10:36 |
anunakki |
crap how long does it take to load the damn public worlds |
10:36 |
anunakki |
havent played in a while |
10:45 |
Zeg9 |
Bugspot: a game with [ ] in its name will make the lua main menu fail (then you can't create new worlds anymore) |
10:47 |
Nore |
It is perhaps related to the fact that minetest.formspec_escape does not work anymore? |
10:47 |
Zeg9 |
I think so |
10:47 |
Zeg9 |
and configure button doesn't work. Guess I'm going to revert the latest commits from my clone... |
10:49 |
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11:13 |
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11:40 |
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11:40 |
PilzAdam |
Hello everyone! |
11:44 |
Calinou |
hi |
11:51 |
Taoki |
hi |
11:59 |
Taoki |
http://www.youtube.com/watch?v=adbUfQjrplk What texture pack is this? Looks like Minetoon but I can tell it's not it |
11:59 |
Taoki |
Also seems to have bump mapping support... good occasion to test |
12:03 |
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12:04 |
Calinou |
bump mapping was added recently, yeah |
12:05 |
Calinou |
it seems to require at least opengl 3.0 |
12:05 |
Calinou |
it works for me |
12:05 |
PilzAdam |
it doesnt work for me |
12:06 |
Calinou |
you need normal map textures and enable_bumpmapping = 1 |
12:06 |
PilzAdam |
wut? |
12:06 |
Calinou |
gimp-normalmap can be used for making normal maps |
12:06 |
Calinou |
name them (texture name)_normal.png |
12:06 |
PilzAdam |
why an extra setting for this? |
12:06 |
Calinou |
it is off by default |
12:06 |
Calinou |
go ask RBA and see |
12:06 |
Calinou |
but personally I think it should be on by default |
12:06 |
Calinou |
since NMs aren't used if there is no texture |
12:08 |
PilzAdam |
yay! error messages |
12:09 |
PilzAdam |
it tries to load the _normal.png textures for overlays (e.g. ores) too |
12:11 |
Zeg9 |
Taoki: that is sphax testbdcraft |
12:11 |
Taoki |
Any links? |
12:11 |
Zeg9 |
but its CC BY NC ND iirc |
12:11 |
Zeg9 |
http://forum.minetest.net/viewtopic.php?id=5427 |
12:12 |
Zeg9 |
With bumpmaps support: https://github.com/RealBadAngel/sphax256/archive/master.zip |
12:13 |
Taoki |
thx |
12:13 |
PilzAdam |
wait |
12:13 |
PilzAdam |
RBA redistributes and -ND pack? |
12:13 |
PilzAdam |
seems legit |
12:13 |
Taoki |
Where was the folder to put custom textures without overriding the normal ones as files? |
12:13 |
Calinou |
PilzAdam: it does, it expects you to have normals for these |
12:13 |
Calinou |
but it looks fine withou |
12:13 |
Calinou |
+t |
12:13 |
Calinou |
tried on stone |
12:14 |
Calinou |
IMO, missing normals should never error, but I'm not sure if it possible |
12:14 |
Taoki |
Ah, textures/all |
12:14 |
Zeg9 |
PilzAdam, noticed that too... |
12:15 |
Taoki |
Wait, textures/all doesn't work... |
12:15 |
Zeg9 |
did you restart minetest ? (not only disconnect/reconnect) |
12:15 |
PilzAdam |
Taoki, point texture_path in minetest.conf to it |
12:16 |
Calinou |
works for me |
12:16 |
Calinou |
I open default_stone.png, make a normal map out of it, save it as default_stone_normal.png |
12:16 |
Calinou |
"enable_bumpmapping = 1" in minetest.conf |
12:16 |
Calinou |
start game and voilà |
12:16 |
Taoki |
Works. Still seeing no bumpmaps though :( |
12:16 |
Calinou |
Taoki: check the console |
12:16 |
Taoki |
Ah, I set it to true, I'll try 1 |
12:17 |
Calinou |
at least 2 people here complain about driver issues :P |
12:17 |
Taoki |
no errors in console |
12:17 |
Calinou |
I seem to be the only guy here who got it working, with RBA of course :P |
12:17 |
Taoki |
fglrx driver and no issues |
12:17 |
PilzAdam |
and you have to manually set enable_shaders to 2 |
12:17 |
Taoki |
shaders are on |
12:17 |
PilzAdam |
the Lua menu sets it to true wich is wrong |
12:17 |
Calinou |
my enable_shaders is what the GUI sets it to |
12:17 |
Calinou |
works for me |
12:17 |
Zeg9 |
Seems to work only with opengl >= 3.0 |
12:17 |
Calinou |
it's at 2 |
12:17 |
Calinou |
but last time I enabled it, it was pre-formspec |
12:18 |
Calinou |
Zeg9: fglrx supports 4.2 |
12:18 |
Calinou |
I highly doubt these bumpmaps require 4.3 :P |
12:18 |
Taoki |
Now I see everything rendering in black |
12:18 |
Taoki |
All nodes that is |
12:18 |
Zeg9 |
See, Taoki has same problem than us :-) |
12:18 |
PilzAdam |
*as |
12:18 |
Taoki |
Still no errors in console tho |
12:19 |
Zeg9 |
+the -us+we |
12:19 |
PilzAdam |
-we +US |
12:19 |
Zeg9 |
-US +we have |
12:20 |
Zeg9 |
...back to topic, probably this only works with nvidia cards (I may totally fail if calinou and RBA have AMD cards...) |
12:21 |
Calinou |
http://paste.ubuntu.com/5843039/ |
12:21 |
Calinou |
https://dl.dropboxusercontent.com/u/82342922/temp/screenshot_2845860851.png |
12:22 |
Calinou |
basically, bumpmaps are just an overlay right now :P |
12:23 |
Zeg9 |
so one could just open the texture in gimp, and put the normal map as an overlay ? (of course, using it as a mask on a black layer) |
12:23 |
Zeg9 |
bumpmap* |
12:23 |
Calinou |
you could use some software to "apply" it, it would do the same thing, yes |
12:24 |
PilzAdam |
there are gimp plugins to create them too, AFAIK |
12:24 |
Zeg9 |
Btw, what texture pack is this? |
12:24 |
PilzAdam |
Zeg9, I would guess Misa |
12:24 |
Calinou |
misa with a generated normal map for stone |
12:24 |
Calinou |
much uglier than not using a normal map IMO :P |
12:25 |
PilzAdam |
yes, normalmaps without hardware lighting are.... not so good |
12:25 |
Calinou |
https://dl.dropboxusercontent.com/u/82342922/minetest/misa_images.html |
12:27 |
PilzAdam |
is that with fancy leaves enabled? |
12:27 |
* Taoki |
isn't interested to see just the normal map effect, but mainly the parallax map. RBA said that exists too |
12:27 |
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12:29 |
Calinou |
PilzAdam: fancy leaves on, view distance 128, shaders on, new style water on |
12:29 |
Calinou |
AA 4×, anisotropic filtering on |
12:29 |
PilzAdam |
how many FPS do you get in that scene? |
12:29 |
Calinou |
Taoki: no idea if you can use alpha as parallax |
12:29 |
Calinou |
unlikely |
12:29 |
Calinou |
PilzAdam: always 60+ |
12:30 |
Calinou |
if not limited, varies between 100 and 200 |
12:30 |
PilzAdam |
with fancy leaves in a jungle my FPS drop to ~30 |
12:30 |
Taoki |
Calinou: I think RBA said it has parallax too. Sure hope it will later at least |
12:30 |
Taoki |
Was hoping for that most |
12:30 |
Calinou |
PilzAdam: they drop to about 40 here, depends on jungle size |
12:30 |
Calinou |
Taoki: I'll try making a normal map with alpha |
12:31 |
Taoki |
ok |
12:31 |
PilzAdam |
Calinou, VBO keeps the FPS at 60+ in a jungle |
12:31 |
Taoki |
Anyway, why is everything black with bumpmaps? There are no errors in console either |
12:31 |
Taoki |
PilzAdam: Stop hurting my feelings! :P |
12:32 |
Zeg9 |
everything is black because the shader returns a black color. end. |
12:33 |
PilzAdam |
anyone created normalmaps for the default textures yet? |
12:33 |
Taoki |
Hm... that means it might not be applying the bump map lighting well |
12:33 |
Taoki |
The fake lighting |
12:33 |
Zeg9 |
I'll read the shaders a bit |
12:33 |
Taoki |
PilzAdam: From what I know now, but hopefully someone can manage it |
12:33 |
Taoki |
Ok. I don't understand GLSL much so no point for me to look there myself |
12:34 |
Taoki |
Erm, *from what I know no |
12:34 |
Taoki |
Damn typos :( |
12:34 |
Calinou |
looks like there isn't |
12:34 |
Zeg9 |
I'm not sure there is a point in normal maps for 16px textures |
12:34 |
Calinou |
Taoki: I'd like to see a setting for VBOs :P |
12:34 |
Taoki |
Calinou: Who doesn't. |
12:35 |
* Taoki |
whispers to Calinou's ear "Let PilzAdam know about it" |
12:36 |
* Zeg9 |
wonders how media loading on singleplayer can be so long |
12:37 |
Taoki |
Zeg9: Minetest still has to pass everything into the cache |
12:37 |
Calinou |
alpha is just made black by minetest, no parallax mapping |
12:38 |
Taoki |
Ah, ok :< |
12:38 |
Calinou |
and even less relief mapping/tesselation :P |
12:44 |
PilzAdam |
apparently you need a gimp plugin to run the script RBA has packed into utils/ |
12:44 |
Taoki |
I have that GIMP plugin and it doesn't work any more |
12:46 |
Calinou |
gimp-normalmap works for me on 2.8.4 |
12:46 |
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12:46 |
Calinou |
filters > mapping > normalmap |
12:48 |
Taoki |
Says the plugin crashed (lol @ Gimp having plugins that crash on their own) |
12:49 |
Calinou |
works for me |
12:49 |
Taoki |
Gimp >= 2.8.2? And on Linux? |
12:49 |
Taoki |
Would like the working plugin too if so |
12:50 |
Calinou |
xubuntu 13.04 64 bit here |
12:50 |
Calinou |
2.8.4 |
12:50 |
Taoki |
nice. Can you send me the plugin binary please? Means mine is bad |
12:51 |
Calinou |
http://packages.ubuntu.com/raring/gimp-normalmap |
12:51 |
Calinou |
if you want to install it by hand :P |
12:52 |
Calinou |
and this: http://registry.gimp.org/node/69 |
12:52 |
Calinou |
or this: https://code.google.com/p/gimp-normalmap/ |
12:52 |
PilzAdam |
http://mg.viewskew.com/mgoblin_media/media_entries/63/DefaultBumpmapping.png |
12:52 |
Taoki |
uh... deb |
12:52 |
PilzAdam |
LOL |
12:52 |
Taoki |
haha |
12:53 |
Taoki |
Not... quite what I expected |
12:53 |
PilzAdam |
what have you expected from 16px textures? |
12:53 |
Taoki |
Right. I can tell this will be very good for HD packs, but never 16 x 16 textures |
12:55 |
Calinou |
again, they are useless right now because they are not directional |
12:55 |
Calinou |
consider them as detail mapping, but worse |
12:55 |
PilzAdam |
looks somehow like a bad Misa conversion to 16px |
12:55 |
Calinou |
(can you even use a different scale?) |
12:55 |
Calinou |
misa has brighter and less saturated sand, and greener grass and darker cobble :P |
12:55 |
Calinou |
and gravel is totally different |
12:56 |
PilzAdam |
and the jungles look like Hybrid Dog's screenshots |
12:57 |
Calinou |
haha |
12:58 |
Calinou |
Taoki: you need gimp-normalmap 1.2.3 for 2.8.x |
12:58 |
Calinou |
that's probably why |
12:58 |
Calinou |
13.04 has it, but I doubt opensuse has it :P |
12:59 |
Calinou |
so you'll have to install it by hand |
12:59 |
Taoki |
Calinou: Can't find a Linux binary anywhere |
12:59 |
Taoki |
And cant compile it either |
12:59 |
Calinou |
pick it from the .deb? |
13:00 |
Calinou |
a .deb is just a .tar.gz, you know :P |
13:00 |
Taoki |
lol, I admit I didn't know |
13:00 |
Taoki |
Only used to rpm so |
13:01 |
Calinou |
rpm is .tar.xz |
13:01 |
Calinou |
it's still a compressed archive ;) |
13:02 |
Taoki |
HAH! openSUSE's installer (Apper) knows to attempt installing deb files. Even if it's a RPM based distro |
13:02 |
Taoki |
Fun fun |
13:02 |
Calinou |
one more "fun" to replicate a pony taunt |
13:02 |
Calinou |
also, there have been many attempts to make RPMs installable on deb-distros (alien) and the inverse (?) |
13:03 |
Taoki |
It would be nice if someday and RPM distro can work with deb too and vice versa |
13:07 |
Calinou |
that's like asking nvidia to work with AMD |
13:07 |
Calinou |
and vice versa :P |
13:08 |
Taoki |
Well, in a form, rpm and deb are like zip and rar. They are surely different, but a good program can work with both |
13:08 |
Calinou |
the way distros sort their libraries make this very hard |
13:08 |
Taoki |
that yeah |
13:08 |
Calinou |
eg. fedora uses /lib32, /lib64, /usr/lib32 and /usr/lib64, ubuntu uses just /lib or /usr/lib |
13:09 |
Calinou |
there is a better way: for high-level software, offer a package-less way to install, with binaries |
13:09 |
Calinou |
most developers just say "bad practice" but it actually works nicely |
13:09 |
Calinou |
sauerbraten justice edition, compiled in 2010 on some distro (which one?) works perfectly on ubuntu 13.04 and debian wheezy |
13:10 |
Calinou |
and you can compile it yourself if needed |
13:10 |
Calinou |
there's already a makefile :P |
13:12 |
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13:39 |
Calinou |
O_o |
13:39 |
Calinou |
TIL comments are updated "live" |
13:40 |
Calinou |
I just saw Jordach's comment appearing |
13:40 |
Calinou |
(on github) |
13:40 |
Zeg9 |
didn't you know about that? |
13:41 |
Calinou |
nope |
13:41 |
Calinou |
I just knew about commit dates ("x minutes ago"), but not about that |
13:53 |
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13:56 |
sfan5 |
hi |
13:58 |
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14:36 |
hmmmm |
https://images.encyclopediadramatica.se/c/c5/Yifflol.png |
14:36 |
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14:39 |
LazyJ |
hmmmm, that cartoon link - true... sadly, very true. |
14:40 |
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15:13 |
Jordach |
hmmmm, you are my god |
15:13 |
Jordach |
i just saw the rivers screenshot |
15:15 |
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15:15 |
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15:24 |
hmmmm |
ah i just got an idea of how to control that noise a bit better |
15:26 |
hmmmm |
the problem is making the rivers long, or connected together |
15:26 |
hmmmm |
also they too randomly occur in what should be plain fields |
15:27 |
Jordach |
hmmmm, limit their length |
15:27 |
Jordach |
say to 2000 blocks |
15:27 |
Jordach |
(maybe longer?) |
15:27 |
hmmmm |
if i can get it to go that far that'd be awesome |
15:28 |
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15:28 |
PilzAdam |
Jordach, you have replied to my github comment after I deleted it |
15:28 |
Jordach |
hmmmm, dont rely on noise for things that are long and slender |
15:28 |
Nore |
hmmmm, I have an idea about rivers |
15:28 |
Jordach |
it just ends up fat and long |
15:29 |
hmmmm |
fat..... long.... |
15:29 |
Nore |
if you use biomes, so that the river is very limited (perlin limits very close from one another) |
15:30 |
Nore |
wouldn't it make good rivers? |
15:30 |
Jordach |
hmmmm, suggestion? look at paramat's chasm mod |
15:30 |
hmmmm |
uh.... |
15:31 |
Nore |
I have 2 problems with formspecs: |
15:31 |
Nore |
first is that you can't put [, ] or ; in a label |
15:31 |
PilzAdam |
only 2? |
15:31 |
Nore |
second is that there are 2 more problems |
15:32 |
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15:32 |
hmmmm |
try escaping the characters with \ |
15:32 |
Nore |
first of those is that there is no on_formspec_close callback |
15:32 |
PilzAdam |
hmmmm, we have API methods to do that |
15:32 |
Nore |
hmmmm: doesn't work since mainmenu, and never supported ; IIRC |
15:32 |
PilzAdam |
but they seem to not work since Lua menu |
15:33 |
hmmmm |
mm.. |
15:33 |
PilzAdam |
Jordach, bumpmapping build in other/ |
15:33 |
Jordach |
okay |
15:34 |
Jordach |
i'll use RBA's sphax pacj |
15:34 |
Jordach |
pack |
15:34 |
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15:35 |
Nore |
hmmmm: I have an idea about a new param2, I want to know what you think about it before coding it |
15:35 |
Nore |
the idea is that each bit in the param2 controls whether one box of the nodebox is visible |
15:36 |
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15:36 |
hmmmm |
do you understand that there are 8 bits |
15:36 |
Nore |
so that one can use far less nodes (for example, in pipeworks, only 1 instead of 64) |
15:36 |
MaxCZ |
Hello |
15:36 |
Nore |
yes, but 8 bits is enough for lots of things |
15:36 |
PilzAdam |
Nore, 1 pipe currently has ~20 nodeboxes |
15:37 |
hmmmm |
yeah |
15:37 |
PilzAdam |
but I guess mesecons could do something with it |
15:37 |
hmmmm |
i think someone's working on dynamically generating nodebox models or something |
15:37 |
Nore |
PilzAdam: I thought about tubes (6 nodeboxes) |
15:37 |
Nore |
mesecons -> 1 node |
15:37 |
hmmmm |
this would be way better for all of them |
15:37 |
Nore |
staitplus -> 1 node |
15:37 |
Nore |
s/staitplus/stairplus |
15:38 |
PilzAdam |
ehm, I dont think that all these nodes can be reduced to 1 |
15:38 |
PilzAdam |
more like 2 or 3 instead of 20 |
15:38 |
Nore |
stairplus: 1 node for each material |
15:38 |
Nore |
(except quarterslabs, etc.) |
15:38 |
PilzAdam |
straight and curved mesecons already have 6 nodeboxes when joined to one node |
15:39 |
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15:39 |
PilzAdam |
with param2 its limited to 8 |
15:39 |
PilzAdam |
so you could add the not connected one too |
15:39 |
Nore |
mesecons: if you remove the central box with T or X-junctions, you get 8 boxes |
15:39 |
PilzAdam |
and up and down version will probably add another 5 nodes |
15:39 |
PilzAdam |
8 bits is just too limited |
15:40 |
Nore |
PilzAdam: it can allow to use at least 6 times less nodes |
15:41 |
Nore |
about pipeworks, it currently uses 64 nodes for a single tube; with 6d facedir, it can be reduced to 10, with that, to 1. |
15:41 |
PilzAdam |
a proper solution would be changing the node definition at runtime |
15:42 |
Nore |
not possible, because it would affect all nodes, but not just one |
15:42 |
PilzAdam |
since the mesecons node need to change the rules field too |
15:42 |
PilzAdam |
no, Im talking about per-node nodedef changes, e.g. in meta |
15:43 |
Nore |
that can be done, but is it better than param2? |
15:43 |
PilzAdam |
yes, because other things can be done too |
15:43 |
PilzAdam |
not only limited to nodeboxes |
15:43 |
Nore |
it is moreover more complicated |
15:43 |
PilzAdam |
e.g. changing textures |
15:43 |
PilzAdam |
of course, a more generic way is more complicated |
15:44 |
PilzAdam |
c55 already has a branch for that |
15:44 |
PilzAdam |
that needs more work, though |
15:44 |
Nore |
PilzAdam, I have a question about static objects: |
15:44 |
Nore |
do you think the limit should be configurable? |
15:45 |
PilzAdam |
well, if they would work properly then I would say yes |
15:45 |
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15:46 |
PilzAdam |
but there are too many duplication bugs currently |
15:46 |
Nore |
they should this pull request be merged? https://github.com/minetest/minetest/pull/655 |
15:46 |
Nore |
are there still duplication bugs? |
15:46 |
PilzAdam |
more than ever before :-) |
15:46 |
PilzAdam |
bbl |
15:53 |
Jordach |
hmmmm, how about this: connected_nodebox drawtype |
15:53 |
Jordach |
it basically detects the direction and uses the tables for each defined direction of contact |
15:54 |
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15:55 |
hmmmm |
great idea! now do it |
15:55 |
Jordach |
hmmmm, not really my thing |
15:55 |
Jordach |
this should be for some future version |
15:55 |
hmmmm |
oh, so you're just an idea guy |
15:56 |
Jordach |
hmmmm, but it makes sense, because ABMs are horrible once in their hundredxs |
15:56 |
Jordach |
ds* |
15:56 |
Jordach |
it should have 6 tables: x-, x+, y-, y+, z-, z+ |
15:57 |
Jordach |
and should be in a larger table? |
15:57 |
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15:58 |
Jordach |
hmmmm, there are few things i can contribute; art, textures and spreading the word |
15:58 |
Jordach |
and ideas |
15:58 |
hmmmm |
http://www.bubblefoundry.com/blog/2011/05/idea-guy-looking-for-developer/ |
15:59 |
hmmmm |
replace all instances of "revenue" with "worthwhile" and you'll get the idea |
16:00 |
Jordach |
hmmmm, my ideas are not meant to force you |
16:00 |
Jordach |
im just giving useful ideas to fix ongoing problems with ABM based mods that change |
16:01 |
Jordach |
eg, mesecons, pipeworks |
16:01 |
Jordach |
xpanes |
16:02 |
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16:02 |
Jordach |
hello paramat |
16:03 |
paramat |
Hi there B) |
16:04 |
paramat |
hmmmm, you probably know this method already but ... you can generate long slender connected river systems using perlin noise ... see my 'canyon' mod ;) |
16:05 |
Nore |
paramat, what will your next mod be? |
16:06 |
hmmmm |
paramat, I know how |
16:06 |
hmmmm |
it's just that controlling the noise is more difficult than that |
16:08 |
paramat |
certainly :) |
16:09 |
hmmmm |
thanks anyway though |
16:12 |
Jordach |
paramat, i suggested that a while ago |
16:13 |
sfan5 |
how to choose the right thumbnail for an anime, nautilus edition: http://i.imgur.com/Skgml2U.png |
16:15 |
paramat |
Nore, the next one i know of is a long delyed 'trail' mod, forked from 'desire paths' (?) mod, it creates a trail of square footsteps in 5/6 soft materials, bubbles with a swimming sound in water. |
16:16 |
Nore |
so not a mapgen mod? I like those best... ;) |
16:17 |
* Jordach |
wonders if sfan5's anime is pron |
16:17 |
paramat |
Jordach, yeah i just saw reading the archives so i signed in ... B, |
16:17 |
sfan5 |
Jordach: no |
16:17 |
Jordach |
heh |
16:17 |
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16:17 |
* Jordach |
laughs |
16:17 |
Jordach |
oh shit |
16:17 |
Jordach |
no u |
16:17 |
Calinou |
hi |
16:17 |
sfan5 |
Jordach: google it |
16:17 |
sfan5 |
hi Calinou |
16:17 |
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16:18 |
paramat |
Aquarion is mecha anime. |
16:18 |
Jordach |
!!g trolololololol |
16:22 |
paramat |
Nore, also i have the unreleased 'slabworld' which is a mini-ringworld space colony ... i got distracted by the universal 'slabrealm' mod which will soon branch into a large scale ringworld colony. |
16:23 |
* paramat |
is trying to complete mods faster than having new mod ideas because they build up. |
16:24 |
paramat |
... although the whole mecha concept in Aquarion is very sexual in a three-way sort of way, the show is full of sexual references. |
16:25 |
Nore |
paramat: if you have too many ideas, could you give me a not-too-difficult one? |
16:26 |
Jordach |
paramat, make a voxel mapgen |
16:26 |
Jordach |
(using lua) |
16:26 |
Nore |
my realms mod is for now a bit ambitious |
16:26 |
Jordach |
and configurable |
16:27 |
paramat |
Jordach hahaa ;P |
16:27 |
Nore |
paramat: I'm sure you would be able to do it |
16:28 |
Nore |
paramat: would you be able to create a diskworld mod? |
16:29 |
paramat |
Yes but it would generate slow (<- universal answer) |
16:29 |
Nore |
even with voxelmanipulator? |
16:30 |
paramat |
I only use stable so it's a few days to 0.4.8, then i have to learn how and test it. |
16:31 |
paramat |
WIth voxmanip it will be fast and i will be a happy bunny. |
16:32 |
Nore |
you will have to convert all your mods |
16:32 |
* Calinou |
removes "drugs" mod on paramat's server |
16:32 |
Calinou |
now you're no longer a happy bunny :) |
16:36 |
paramat |
;L |
16:41 |
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16:42 |
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16:43 |
paramat |
Nore, volcanos need doing, once an underground lava lake is generated lava rises to the surface and creates a growing volcano through lava spreading and cooling. |
16:44 |
proller_ |
place lava_source with param2=128 |
16:44 |
proller_ |
to top of volcano |
16:44 |
proller_ |
with liquid_finite |
16:45 |
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16:46 |
paramat |
thanks will try that |
16:49 |
proller_ |
for volcano maybe you need special knowlege about volcano source ( lava_source param2=128), check it in mod, and around not air - spawn source at top in nearest air |
16:52 |
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16:57 |
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17:25 |
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17:35 |
Jordach |
* PilzAnal (~Ralph118.81.99.66) has joined \o/ |
17:36 |
Taoki |
... |
17:36 |
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17:36 |
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17:36 |
Taoki |
It's hard to determine the subtility of such a trolly move :P |
17:37 |
Taoki |
But god forbit I can't stop laughting now |
17:45 |
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17:46 |
sfan5 |
!kick PilzAnal Please choose another nickname |
17:46 |
|
PilzAnal was kicked by MinetestBot: Please choose another nickname |
17:46 |
ShadowBot |
sfan5: Error: I need to be at least halfopped to kick someone. |
17:46 |
sfan5 |
ShadowBot: shut your mouth |
17:47 |
sfan5 |
!ban *Anal*!*@* |
17:48 |
khonkhortisan |
*UniversalAnalysis has joined #minetest |
17:49 |
Nore |
<sfan5> ShadowBot: shut your mouth Does it obeys such commands? |
17:49 |
khonkhortisan |
TheoreticalAnalogy |
17:50 |
khonkhortisan |
AnalogDigital |
17:51 |
Nore |
khonkhortisan: http://github.com/Novatux/forth_computer <- a computer programmable in Forth, will soon have mesecons IO. |
17:51 |
Nore |
what do you think of it? |
17:52 |
khonkhortisan |
More useful than a movestone |
17:52 |
Nore |
advantage over luacontroller is that it can make loops without crashing the server |
17:56 |
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17:56 |
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17:57 |
kaeza |
greetings |
17:57 |
Nore |
hi |
17:58 |
kaeza |
what's up? |
17:59 |
proller_ |
kaeza, for more claustrophobic try mgmath_generator = mengersponge |
18:00 |
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18:00 |
kaeza |
proller_, thanks, will test it later |
18:13 |
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18:13 |
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18:22 |
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18:22 |
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18:26 |
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18:26 |
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18:37 |
Jordach |
i've made the change from Sam I to Sam II: http://imgur.com/a/56phf |
18:37 |
harrison |
http://www.youtube.com/watch?v=Ihm6nv68Tuk |
18:46 |
MaxCZ |
MaxCZ |
18:47 |
SuppositoryAdam |
"<MaxCZ> MaxCZ" I disagree. |
18:47 |
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18:50 |
sfan5 |
SuppositoryAdam: I'm thinking about banning you |
18:52 |
Jordach |
which means you SuppositoryAdamrichard-<IP> |
18:52 |
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18:52 |
Kacey |
hey guys... my laptop decided to stop working... i am back on my netbook now |
18:53 |
Jordach |
btw, anyone want cubic hats? http://i.imgur.com/mzm9REx.png |
18:53 |
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18:53 |
Jordach |
http://i.imgur.com/mzm9REx.png <- NekoGloop |
18:53 |
Jordach |
(and no, it's easy to do in blender. |
18:53 |
Kacey |
can anyone help me? |
18:53 |
SuppositoryAdam |
rtfm |
18:54 |
NekoGloop |
Jordach, ? |
18:54 |
Jordach |
NekoGloop, Sam II has a cubic hat |
18:55 |
Jordach |
instead of the "flat" hat |
18:55 |
Jordach |
its like the 2d tools in mc |
18:55 |
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18:55 |
Jordach |
but this is like 3d dropped tools |
18:55 |
Slain |
so the port forwarding advice i got here helped, but now im confused. |
18:56 |
Slain |
im running minetest on my laptop. im connected to the same network i portforwarded from. What is the address someone types in to connect remotely to my server? |
18:56 |
Slain |
i tried my PC ip but they get stuck at connecting to server... |
18:56 |
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18:57 |
NekoGloop |
Jordach, I have no idea what you're talking abotu |
18:58 |
Slain |
anyone? |
18:58 |
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18:58 |
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18:59 |
Kacey |
can anyone help me? i REALLY need that laptop... |
18:59 |
Slain |
what happened? |
18:59 |
Jordach |
Kacey, explain in detail |
18:59 |
Kacey |
hang on... |
18:59 |
Jordach |
friend of mine came over today: http://i.imgur.com/HG3vZyH.png |
19:00 |
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19:00 |
NekoGloop |
It looks like he wants to leave. |
19:01 |
Jordach |
NekoGloop, i cant pose and use a reference image at the same time |
19:01 |
Jordach |
that's why aerosnap is useful |
19:02 |
Jordach |
(but 240x720 viewport isnt very good.) |
19:03 |
Jordach |
i reported some spam |
19:03 |
Jordach |
but link invalid |
19:03 |
Jordach |
sfan5, ^ :P |
19:04 |
sfan5 |
Jordach: fixing it right now |
19:04 |
Slain |
i have port 30001 forwarded, and i want one of my friends to connect remotely, what IP do i give him? my PC ip? |
19:05 |
Jordach |
the external IP: google: what is my ip and google tells you |
19:05 |
NekoGloop |
So is this "advanced workbench" mod still relatively laggy as far as the formspec is concerned, like darkrose's version? |
19:05 |
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19:06 |
Kacey |
http://i.imgur.com/HGJ4QM4.jpg here is the error it is giving me |
19:07 |
sfan5 |
Kacey: open the bios and make sure the hard drive is the first boot device |
19:07 |
Kacey |
it is under UEFI hardware... |
19:07 |
sfan5 |
damn |
19:07 |
NekoGloop |
it looks like you have an openable brick |
19:08 |
sfan5 |
!g enter bios without os uefi |
19:08 |
MinetestBot |
sfan5: http://en.wikipedia.org/wiki/Unified_Extensible_Firmware_Interface |
19:08 |
ShadowBot |
sfan5: http://en.wikipedia.org/wiki/Unified_Extensible_Firmware_Interface |
19:08 |
NekoGloop |
I've been looking for one of those. |
19:08 |
MaxCZ |
sfan5 super |
19:08 |
sfan5 |
MaxCZ: ? |
19:08 |
Kacey |
i disabled secure boot once though, and it gave me no problem. this is strange, i have rebooted it a few times without secure boot |
19:09 |
sfan5 |
Kacey: is secure boot still off? |
19:09 |
PilzAdam |
sfan5, why isnt ShadowBot op? |
19:09 |
Kacey |
yes |
19:09 |
sfan5 |
PilzAdam: dunno |
19:09 |
sfan5 |
!op ShadowBot |
19:09 |
ShadowBot |
sfan5: Error: I need to be opped to op someone. |
19:09 |
NekoGloop |
lol |
19:09 |
PilzAdam |
ShadowBot, stfu |
19:09 |
ShadowBot |
PilzAdam: The operation succeeded. |
19:09 |
Kacey |
sfan5, it is still off |
19:09 |
NekoGloop |
xD |
19:10 |
sfan5 |
Kacey: you might have a chance to boot it from a recovery cd |
19:10 |
MaxCZ |
wtf XD |
19:10 |
Kacey |
it doesnt have a cd drive... and i dont have a recovery cd |
19:10 |
NekoGloop |
that's your first problem |
19:10 |
sfan5 |
Kacey: usb stick maybe? |
19:10 |
Calinou |
today's manufacturers (aka. cheap guys) use recovery partitions on the HDD |
19:10 |
Calinou |
you can make a DVD out of a recovery partition, but it's too late |
19:11 |
Calinou |
stick with linux or send it back to asus :P |
19:11 |
Calinou |
(note that the windows 8 key isn't on the laptop anymore, unlike windows 7) |
19:11 |
MaxCZ |
HHHHHmmmmm |
19:11 |
Kacey |
Calinou, one problem with that, i need the computer for school... |
19:11 |
Calinou |
blame your school then. |
19:11 |
Calinou |
you can use windows in a VM too |
19:11 |
NekoGloop |
or y'know, get a real laptop |
19:12 |
Calinou |
^ |
19:12 |
Kacey |
i bought it with my own money. it was the best i could afford |
19:12 |
Calinou |
eg. clevo, system76 :P |
19:12 |
MaxCZ |
real laptop XD |
19:12 |
NekoGloop |
hell, even get a Dell. This one has been doing great and it was relatively cheap. |
19:12 |
NekoGloop |
*is on a dell laptop right now* |
19:12 |
Calinou |
dell is meh |
19:12 |
Kacey |
it was either the asus or the netbook, which cant go 3 feet from an outlet |
19:13 |
Calinou |
but at least they sell some of their machines without windows |
19:13 |
Calinou |
better drink, smoke, play AAA games, right |
19:13 |
Calinou |
:-) |
19:14 |
Kacey |
my school rents out computers, but they run windows xp, 1 Gb of RAM, really crappy graphic cards... |
19:14 |
NekoGloop |
I wonder if it's possible to change the player's crafting grid size when you enter a formspec... |
19:14 |
NekoGloop |
and then shrink it again when you leave it |
19:15 |
Kacey |
and the asus has 4GB RAM, windows 8, pretty good graphic cards... |
19:15 |
Jordach |
http://i.imgur.com/IaYExwn.png |
19:15 |
Jordach |
^ Taoki |
19:15 |
NekoGloop |
That would need lua hooks for when you leave a formspec which "lol adding things for modders lol not going to do it" |
19:15 |
Jordach |
enjoy your new cubic hats with knees + elbows |
19:15 |
Calinou |
transparency in blender: hard to get working since 2009 |
19:16 |
Calinou |
Kacey, pretty good graphic card? which one? :3 |
19:16 |
NekoGloop |
I'm pretty sure that's meant to be black. |
19:16 |
Kacey |
AMD Vision E1 |
19:16 |
Kacey |
better than anything i have had... |
19:16 |
Jordach |
NekoGloop, correct: blender doesnt do transparencies |
19:16 |
NekoGloop |
PilzAdam, hey, is there ever going to be a lua hook for when you leave a formspec that's linked to a node? |
19:16 |
NekoGloop |
like, when you leave the formspec of a chest. |
19:17 |
SuppositoryAdam |
No. |
19:17 |
NekoGloop |
or are you going to take your usual stance. |
19:17 |
PilzAdam |
its not impossible |
19:17 |
NekoGloop |
SuppositoryAdam, Shut up richard. |
19:18 |
Jordach |
/kick SuppositoryAdam stfu |
19:18 |
kaeza |
^ |
19:18 |
NekoGloop |
PilzAdam, well, I'm just thinking of how to make a more lag-less crafting bench. Changing the player's crafting grid size when you open and close it's formspec should make it less laggy. |
19:19 |
kaeza |
aww yeah |
19:19 |
PilzAdam |
NekoGloop, I already have an absolute lag free way in MiniTest |
19:19 |
PilzAdam |
even less lag than your plan |
19:19 |
kaeza |
my game crashes with corrupted double linked list in glibc, and the traceback points to nowhere |
19:19 |
Calinou |
Kacey, lol |
19:19 |
Calinou |
E1s are jokes :-D |
19:20 |
Calinou |
Jordach, I can do transparent renders (eg. glass) |
19:20 |
Calinou |
but antialiasing doesn't seem to work well on them, and I can't overlay textures (have to do that by hand with GIMP) |
19:20 |
Kacey |
just leave it alone... i can figure this out on my own |
19:21 |
NekoGloop |
huh, that actually works? |
19:21 |
kaeza |
ragequit? |
19:21 |
* Calinou |
makes the not-dualbooting dance |
19:21 |
Calinou |
(and the BIOS dance too) |
19:21 |
kaeza |
PilzAdam, also, is it possible/wanted to add on_punch and on_rightclick to players? |
19:21 |
LazyJ |
Throwing in another question.... |
19:21 |
LazyJ |
Is there a way to arrange the wolds listed in the singleplayer tab in alphabetical order |
19:22 |
PilzAdam |
kaeza, it is possible and AFAIK quite trivial |
19:22 |
PilzAdam |
well, maybe not the Lua interface part |
19:22 |
NekoGloop |
Is it possible to make an item have an on_rightclick? |
19:23 |
kaeza |
yes |
19:23 |
NekoGloop |
on_place doesn't count |
19:23 |
NekoGloop |
on_place needs you to look at a node to activate. |
19:23 |
kaeza |
we aren't talking about the same thing then :) |
19:23 |
NekoGloop |
on_rightclick would activate regardless |
19:24 |
PilzAdam |
well, the proper way would be that on_place() is called when pointing at nothing |
19:24 |
NekoGloop |
And it would just say pointed_thing = nil then? |
19:25 |
PilzAdam |
no pointed_thing = {type="none"} |
19:25 |
NekoGloop |
or that. |
19:27 |
Jordach |
im having to make a custom skin entirely just to make sure i got the points right on my model |
19:28 |
NekoGloop |
is this your way of forcing Pilz to put Sam II in? :P |
19:29 |
Jordach |
NekoGloop, no, im making a cubic hat player |
19:29 |
Jordach |
where the hat is 3d |
19:29 |
Jordach |
instead of a flat sprite |
19:29 |
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19:30 |
Taoki |
Jordach: nice |
19:30 |
SuppositoryAdam |
RealBadAngel has joined \o/ |
19:30 |
Taoki |
RealBadAngel: Hi, WB :) |
19:31 |
Jordach |
Taoki, i've almost done as well; needs actual testing |
19:31 |
Calinou |
finally we're at least two to have working bumpmapping |
19:31 |
Calinou |
in this channel |
19:32 |
NekoGloop |
what |
19:32 |
Calinou |
the |
19:32 |
NekoGloop |
kitten |
19:32 |
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19:33 |
Taoki |
Slightly busy now, playing with ponies on a MC server :) Will be ready soonish tho, still here for hours |
19:33 |
Taoki |
So we can sort out my sky fog code and why bupmapping is black for me |
19:34 |
|
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19:34 |
* Calinou |
kills ponies on MC servers instead, he mostly plays PvP |
19:34 |
Calinou |
pony vs pony |
19:34 |
RealBadAngel |
hi all |
19:34 |
NekoGloop |
Oh, pipes actually do something now. |
19:34 |
PilzAdam |
Calinou, I prefer COD |
19:34 |
PilzAdam |
Call Of Derpy |
19:35 |
Taoki |
Hah... just realized I'm racist - I hade my bumpmaps because they're black >:o |
19:35 |
Taoki |
**hate |
19:35 |
RealBadAngel |
rotfl |
19:35 |
PilzAdam |
RealBadAngel, you do realise that you redistribute an ND texture pack? |
19:35 |
khonkhortisan |
What fractal is mg_name = math; mgmath_generator = mengersponge? |
19:35 |
RealBadAngel |
ND? |
19:36 |
Taoki |
ND is ok to distribute, just not modify |
19:36 |
Calinou |
^ |
19:36 |
Calinou |
but he's modifying it |
19:36 |
NekoGloop |
I thought he discontinued his texture pack. |
19:36 |
Taoki |
yah. I heard RBA got permission for that |
19:36 |
Calinou |
>Gambit >permission |
19:36 |
Calinou |
yeah sure :3 |
19:37 |
NekoGloop |
what? |
19:38 |
Jordach_ |
anyways; they changed the DirectX exported in 2.67b |
19:38 |
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19:38 |
RealBadAngel |
whats "ND" anyways? because im not sure what pack are u refering to |
19:38 |
Taoki |
RealBadAngel: A creative commons license attribute which means you can't modify textures |
19:38 |
PilzAdam |
sphax' |
19:38 |
Taoki |
Well, any work... in THIS case textures |
19:39 |
Calinou |
ND = no derivatives |
19:39 |
NekoGloop |
the hell are we talking about |
19:39 |
RealBadAngel |
PilzAdam, who let you use my private repos?? :P |
19:39 |
RealBadAngel |
;) |
19:39 |
Calinou |
Taoki, by definition, you are not even allowed to bundle a texture with eg. one of your mods, even if it's unmodified |
19:39 |
Calinou |
ND is just legal hell |
19:39 |
Calinou |
(so is NC :D) |
19:39 |
Taoki |
Calinou: No, that you are allowed. As long as you don't modify it |
19:40 |
Calinou |
some people say you aren't |
19:40 |
PilzAdam |
"you are free [...] to copy, distribute and transmit the work for private use only or by redirecting to http://bdcraft.net" |
19:40 |
RealBadAngel |
anyways i can just supply normal textures with it |
19:40 |
PilzAdam |
I guess a public github repo is not private use |
19:40 |
Jordach_ |
!up 217.43.114.192 |
19:40 |
MinetestBot |
217.43.114.192:30000 seems to be down |
19:40 |
Jordach_ |
fuck |
19:41 |
PilzAdam |
also "You may not alter, transform, or build upon this work." |
19:41 |
Calinou |
oh, purebdcraft |
19:41 |
Taoki |
RealBadAngel: Still not allowed to moddify. BUUUUT, if you only post the texture pack amoung us here temporarily, no one will really care ;) |
19:41 |
Taoki |
To test bumpaps and the like |
19:41 |
Taoki |
Just don't distribute it publicly |
19:41 |
Calinou |
*minecraft texture pack maker shrug* |
19:42 |
PilzAdam |
Taoki, a github repo and link in the forums is distributing publicily |
19:42 |
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19:42 |
RealBadAngel |
hold on a second, he may make textures for my own nodes, right? |
19:42 |
* khonkhortisan |
is offended by the "mengersponge" mapgen |
19:43 |
RealBadAngel |
i havent let him to alter or modify neither use in anyway my own nodes without permission |
19:43 |
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19:43 |
RealBadAngel |
so we are even :P |
19:43 |
NekoGloop |
"TestBDCraft" what |
19:44 |
|
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19:44 |
Calinou |
a minetest port of PBDC |
19:44 |
PilzAdam |
RealBadAngel, he only made the textures, _you_ use them in your software |
19:44 |
RealBadAngel |
but seriously sphax's was used just for testing purposes |
19:44 |
Calinou |
use another pack then :P |
19:44 |
RealBadAngel |
i do have my own texture pack |
19:44 |
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19:44 |
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Kacey joined #minetest |
19:45 |
RealBadAngel |
i wanted to show with it just the possibilities |
19:45 |
* Kacey |
is about to break things... |
19:45 |
* NekoGloop |
breaks Kacey |
19:45 |
Kacey |
can someone please give me a link to a program that can create a live usb from linux? |
19:45 |
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19:45 |
RealBadAngel |
and im not interested in maintainin any version of it in the long run |
19:46 |
kaeza |
Kacey, universal USB installer |
19:46 |
Kacey |
link? |
19:46 |
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19:46 |
kaeza |
http://google.com/ |
19:46 |
Calinou |
Unetbootin (best for ubuntu-based distros) |
19:46 |
Calinou |
http://unetbootin.sf.net |
19:46 |
PilzAdam |
RealBadAngel, well, you are not allowed, too |
19:46 |
RealBadAngel |
i guess i will give ashenk what i made already and hope he will make some use of it |
19:46 |
Calinou |
works on windows, OS X and linux |
19:46 |
RealBadAngel |
PilzAdam, i do not fucking care about it |
19:47 |
PilzAdam |
RealBadAngel, if I were you I would just silently delete the repo and dont talk about it anymore |
19:47 |
RealBadAngel |
rotfl |
19:47 |
SuppositoryAdam |
I disagree. |
19:47 |
RealBadAngel |
sue me for that |
19:47 |
Kacey |
chromium could not find the webpage... can someone DCC unetbootin to me? |
19:47 |
Calinou |
O_o |
19:48 |
Calinou |
works for me |
19:48 |
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19:48 |
Calinou |
fix your firewall? |
19:48 |
Kacey |
it worked on my laptop |
19:48 |
Calinou |
"download for linux" |
19:48 |
* Calinou |
didn't realize they reached 2000 posts on the forum |
19:48 |
Calinou |
2,009 right now |
19:48 |
NekoGloop |
I thought your laptop was broken |
19:49 |
Kacey |
it is |
19:49 |
kaeza |
your definition of "broken" is confusing |
19:49 |
RealBadAngel |
PilzAdam, i will say it once again. Im not interested in maintanin this fork of texture pack. It was just made for testing purposes. |
19:50 |
Kacey |
when my laptop worked, i could load webpages |
19:50 |
RealBadAngel |
in fact thx to my and Vanessae's code you can create exact copy of the repo by using script |
19:50 |
RealBadAngel |
run over original texture pack folder |
19:50 |
proller |
khonkhortisan, mengersponge ! but inverted |
19:51 |
Calinou |
kaeza, don't worry, debian has a even worse definition of it |
19:51 |
RealBadAngel |
Haven TP is a bit different. i used GIMP to alter every normalmap |
19:51 |
RealBadAngel |
and fine tune them |
19:52 |
kaeza |
Calinou, lol |
19:52 |
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19:52 |
khonkhortisan |
then it shouldn't be called mengersponge. |
19:52 |
RealBadAngel |
Sphax's one, thx to its cartoonish look is a great input for just a script |
19:52 |
khonkhortisan |
mengersponge and noninvertedmengersponge |
19:53 |
Kacey |
i got it finally |
19:55 |
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19:56 |
proller |
khonkhortisan, its exactly mengersponge agorithm. but we not agreed in way to comfigure math mapgen |
19:56 |
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19:56 |
proller |
invert - its just one of many params |
19:56 |
khonkhortisan |
No menger sponge has diagonal surfaces |
19:56 |
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19:57 |
proller |
its maybe caves, you can disable it |
19:57 |
proller |
or show screenshot |
19:57 |
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19:57 |
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20:00 |
Jordach_ |
!up 217.43.114.192 |
20:00 |
MinetestBot |
217.43.114.192:30000 seems to be down |
20:00 |
Jordach_ |
!up 217.43.114.192 |
20:00 |
MinetestBot |
217.43.114.192:30000 is up (136ms) |
20:00 |
Jordach_ |
PilzAdam, can you test the above address |
20:00 |
khonkhortisan |
http://postimg.org/image/vfa3cnd8l/ it gets wider as it joins the wall on the right |
20:01 |
Jordach_ |
RealBadAngel, you about |
20:01 |
Jordach_ |
right |
20:01 |
Jordach_ |
PilzAdam, okay |
20:02 |
RealBadAngel |
anways folks, whoever tested bumpmapping feature, with success or not, i need feedback |
20:02 |
RealBadAngel |
in case of any problems |
20:03 |
PilzAdam |
RealBadAngel, works for me, nvidia geforce GTX 460 |
20:03 |
RealBadAngel |
this is first time MT is using advanced shaders |
20:03 |
khonkhortisan |
I can't turn it on |
20:03 |
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20:03 |
RealBadAngel |
i will make forum topic for it right away |
20:03 |
proller |
khonkhortisan, you can adjust and disable this diagonals, or make all holes round |
20:04 |
khonkhortisan |
With both the regular and inverted menger sponge, at the smallest level of detail, the holes should be the same size as the non-holes |
20:04 |
proller |
khonkhortisan, but now only by changing source |
20:04 |
RealBadAngel |
i will need debug outputs with GPU, os and version of drivers used |
20:04 |
Jordach_ |
RealBadAngel, can you zip your textures folder |
20:04 |
proller |
khonkhortisan, you can do it |
20:04 |
khonkhortisan |
How do I un-invert it? |
20:04 |
RealBadAngel |
Jordach_, which ones? |
20:04 |
Jordach_ |
sphax |
20:05 |
Calinou |
RealBadAngel, works for me, GTX 570 + nvidia 319.17 |
20:05 |
Jordach_ |
if bumpmapping works on OpenGL 2.1.2 |
20:05 |
Jordach_ |
then it should be fine |
20:05 |
RealBadAngel |
Jordach, there's a script in /util |
20:05 |
Calinou |
it looks like it doesn't work with fglrx and radeon |
20:05 |
RealBadAngel |
generate_texture_normals.sh |
20:05 |
Calinou |
[tomorrow: minetest gets PhysX support] |
20:05 |
Calinou |
:3 |
20:05 |
RealBadAngel |
copy it to your texture folder and run it |
20:05 |
Jordach_ |
RealBadAngel, windows over here |
20:06 |
RealBadAngel |
time to get real os ;) |
20:06 |
RealBadAngel |
get it from git |
20:06 |
NekoGloop |
s/real/shitty/ |
20:07 |
proller |
khonkhortisan, mapgen_math.cpp if (params["generator"].asString() == "mengersponge") { .... |
20:07 |
RealBadAngel |
https://github.com/RealBadAngel/sphax256/archive/master.zip |
20:07 |
Kacey |
linux is cool and all, but there are some things it just cant do... |
20:07 |
proller |
invert = 0; |
20:09 |
proller |
khonkhortisan, iterations size scale distance - try to tune |
20:09 |
FreeFull |
Kacey: For example? |
20:09 |
kaeza |
Kacey, same for Windows |
20:10 |
Calinou |
Kacey, it can do them if you're actually wanting to do them. |
20:10 |
Kacey |
exactly... windows can natively run .exe files while linux must use an emulator which in my case can almost break a computer |
20:10 |
Calinou |
wine is not a nemulator |
20:10 |
Calinou |
also, it does not |
20:10 |
Calinou |
also, windows cannot run linux bins at all, aside from virtualization |
20:11 |
Kacey |
but windows must use outside programs to open certain files. |
20:11 |
kaeza |
wat |
20:11 |
Jordach_ |
GOOD NEWS |
20:11 |
sfan5 |
meow |
20:11 |
Kacey |
now if someone were to combine DOS and UNIX i would be the first in line for the OS |
20:11 |
Kacey |
</rant> |
20:11 |
Jordach_ |
bumpmaps with with OpenGL 2.1.2 |
20:11 |
NekoGloop |
what the hell sfan, that's my line |
20:12 |
Calinou |
Jordach_, it would have been strange if it required an higher version |
20:12 |
MinetestBot |
GIT: prollergithub.com commited to minetest/minetest: Improve finite liquid distribution, fix small bug 92833a07d1 2013-07-04T13:11:11-07:00 http://git.io/JgCVnw |
20:12 |
Calinou |
bumpmapping requiring 4.3? I don't think so :phoronix rolleyes: |
20:13 |
sfan5 |
NekoGloop: I may meow too, right MinetestBot? |
20:13 |
MinetestBot |
Yes. |
20:14 |
* Kacey |
needs to find his old live usb |
20:14 |
Jordach_ |
BOOM! http://i.imgur.com/QM1SKCG.png |
20:15 |
Jordach_ |
we have proof! |
20:15 |
Calinou |
nyuszika7h approves |
20:15 |
Calinou |
Jordach_ has watched bumpmaps |
20:16 |
Jordach_ |
brb - posting to github to piss on the pull |
20:16 |
Jordach_ |
(issue) |
20:16 |
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20:16 |
Jordach_ |
https://github.com/minetest/minetest/issues/807#issuecomment-20492296 |
20:17 |
Jordach_ |
enjoy. |
20:18 |
kaeza |
random: WTF? Wikipedia has this: http://en.wikipedia.org/wiki/Editor_war but refuses to add Minetest? |
20:19 |
PilzAdam |
the german wikipedia has Minetest |
20:19 |
Kacey |
brb |
20:19 |
Calinou |
kaeza, wikipedia even has pron |
20:19 |
Calinou |
but they don't have minetest :-) |
20:19 |
Calinou |
night now |
20:20 |
kaeza |
PilzAdam, http://fuuu.us/408.png |
20:20 |
NekoGloop |
ff7 is on steam |
20:20 |
|
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20:20 |
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Kacey joined #minetest |
20:20 |
kaeza |
NekoGloop, ZOMFG |
20:20 |
SuppositoryAdam |
Perhaps if minetest had pr0n, Wikipedia would include? |
20:21 |
sfan5 |
nah |
20:21 |
kaeza |
rule 32: if it exists, there's pr0n of it. No exceptions |
20:21 |
kaeza |
34* |
20:21 |
kaeza |
wtf keyboard |
20:22 |
sfan5 |
I don't think /r/rule32 exists |
20:22 |
kaeza |
-.- |
20:23 |
PilzAdam |
rule 32 is "You must have pictures to prove your statements" |
20:23 |
PilzAdam |
this is my picture: http://knowyourmeme.com/photos/30662 |
20:23 |
PilzAdam |
:D |
20:23 |
Kacey |
remind me to never change my boot order again... |
20:27 |
NekoGloop |
rule 32. EVEN WITH CRUISE CONTROL YOU STILL HAVE TO STEER. |
20:27 |
NekoGloop |
http://www.urbandictionary.com/define.php?term=Rules%20Of%20The%20Internet |
20:27 |
kahrl |
the one who uploaded that list to knowyourmeme didn't follow rule 32 with regards to rule 34 |
20:28 |
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20:28 |
PilzAdam |
NekoGloop, where is your picture to proof that? |
20:28 |
NekoGloop |
yep |
20:28 |
NekoGloop |
Rule 0: There are no rules. |
20:29 |
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20:30 |
kaeza |
http://militaryhumor.net/wp-content/uploads/2012/09/military-humor-funny-tank-tanks-rule-34.jpg |
20:30 |
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20:30 |
sfan5 |
good night |
20:31 |
kaeza |
hi VanessaE |
20:31 |
VanessaE |
hi |
20:31 |
PilzAdam |
kaeza, what do you think where new tanks come from? |
20:36 |
kaeza |
xkcd is no exception: http://i32.tinypic.com/2hmn2g8.png |
20:55 |
drizz |
yeah, fuck taht. |
20:55 |
drizz |
that |
20:55 |
drizz |
even |
20:56 |
VanessaE |
kaeza: you should be ashamed of yourself |
20:56 |
VanessaE |
:) |
20:56 |
VanessaE |
blasphemy. |
21:01 |
|
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21:03 |
proller |
https://github.com/minetest/minetest_game/pull/185 - sponge |
21:10 |
|
StarBlessed joined #minetest |
21:11 |
FreeFull |
john_minetest: That's two xkcd comics spliced together |
22:09 |
|
Gethiox joined #minetest |
22:12 |
PilzAdam |
proller, we wont add new features to minetest_game until we find a suitable way to do it without pissing off 90% of the people |
22:14 |
VanessaE |
PilzAdam: there's a simple solution to that: suck it up, add the features people are asking for, but leave them disabled by default. |
22:14 |
VanessaE |
"There, we solved it. Now let's tackle something hard, like world hunger" ;) |
22:15 |
PilzAdam |
a 100% configureable game would piss me off |
22:15 |
PilzAdam |
since its against the point of a "game" |
22:16 |
PilzAdam |
otherwise we could tell people "go code what you want, Lua is easy" |
22:16 |
VanessaE |
well to be fair, you aren't "90% of the people" :) |
22:16 |
VanessaE |
I'd say closer to 0.05% or so :) |
22:17 |
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22:18 |
PilzAdam |
VanessaE, in case you have not seen: http://mg.viewskew.com/mgoblin_media/media_entries/63/DefaultBumpmapping.png |
22:18 |
PilzAdam |
normalmaps for default textures |
22:18 |
NekoGloop |
Just add whatever the hell you want; you like doing it. |
22:18 |
VanessaE |
not bad. |
22:18 |
VanessaE |
using my script? |
22:19 |
NekoGloop |
what the heck is wrong in that picture |
22:19 |
NekoGloop |
it looks like it failed at whatever it was trying to do |
22:19 |
VanessaE |
you just need to tone down the strength of the effect is all |
22:19 |
NekoGloop |
just like increase the contrast by 50% and call it bumpmapping lol |
22:19 |
PilzAdam |
ehm...... you like that, VanessaE? |
22:20 |
PilzAdam |
its a joke, it looks absolutely horrible |
22:20 |
VanessaE |
PilzAdam: it's okay, but the effect is too strong |
22:20 |
PilzAdam |
OO |
22:20 |
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22:20 |
|
john_cephalopoda joined #minetest |
22:20 |
VanessaE |
use the -s switch, try a value of aroudn 5 |
22:20 |
VanessaE |
(default is 8) |
22:20 |
PilzAdam |
seriously, you need new glasses |
22:20 |
|
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22:21 |
VanessaE |
PilzAdam: where did I say I actually *liked* it? |
22:21 |
VanessaE |
I just said "not bad" with some caveats. |
22:21 |
PilzAdam |
<VanessaE> PilzAdam: it's okay |
22:21 |
VanessaE |
that means if it were to be used, it needs work. |
22:22 |
PilzAdam |
bumpmapping is for HD textures |
22:22 |
VanessaE |
you need a remedial course in English :) |
22:22 |
steven_is_false |
What is the differencce between the different MapGen algorithms? |
22:22 |
VanessaE |
"it's okay" != "I like it" |
22:23 |
PilzAdam |
steven_is_false, singlenode is empty space, math is something obscure, v6 is the mostly used one, indev is a somewhat modified v6 and v7 is currently being worked on |
22:23 |
steven_is_false |
What is the difference between v7, and indev? |
22:24 |
NekoGloop |
indev works |
22:24 |
PilzAdam |
"somewhat modified v6" = flying islands and higher mountains at the edges |
22:24 |
PilzAdam |
steven_is_false, v7 is completly different system than v6 |
22:24 |
steven_is_false |
v7 is a complete rewrite? |
22:24 |
VanessaE |
PilzAdam: seriously though, tone it down some and it would actually be usable. |
22:24 |
PilzAdam |
v6 has 2 hardcoded biomes, while v7 gives mods the ability to define biomes |
22:24 |
PilzAdam |
steven_is_false, yes |
22:25 |
VanessaE |
PilzAdam: 3. don't forget gravel. |
22:25 |
steven_is_false |
Thanks a lot. |
22:25 |
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22:26 |
steven_is_false |
How far down does the map go? I haven't hit bottom yet, and I've been using Minimal mode's hack pickaxe to blow stuff away for a while. |
22:26 |
PilzAdam |
it goes very deep |
22:27 |
steven_is_false |
Okay. |
22:27 |
VanessaE |
steven_is_false: a bit shy of 32000m below sea level |
22:27 |
PilzAdam |
if you plan to dig down then tell your boss that you wont come to work for a week |
22:27 |
steven_is_false |
What does mese mean? |
22:27 |
steven_is_false |
I'm guessing it's a debug item but why mese? |
22:27 |
PilzAdam |
used in finland for MSN Messenger |
22:27 |
Uberi |
Miner Excellence Sensing Element |
22:27 |
VanessaE |
it is a Finn.. heah |
22:27 |
VanessaE |
yeah. |
22:28 |
steven_is_false |
Oh, okay. |
22:29 |
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22:29 |
steven_is_false |
One can get Nyan Cat? |
22:29 |
VanessaE |
you have to search them out |
22:29 |
VanessaE |
they're very rare. |
22:30 |
VanessaE |
(or you can use creative mode :) ) |
22:30 |
NekoGloop |
mese is awesome |
22:30 |
PilzAdam |
there are some coordinates + seed in the forum |
22:30 |
PilzAdam |
but thats cheating |
22:31 |
steven_is_false |
Hoorah! clang's scan-view finished analyzing the build! |
22:31 |
PilzAdam |
and, is it a virus? |
22:32 |
steven_is_false |
Viral capabilities of entertainment uncertain. More playtesting required. |
22:33 |
steven_is_false |
In case you don't know. Clang is a compiler, and scan-view is a friendly interface to it's static analyzer. |
22:35 |
steven_is_false |
Wow! The source managed to crash clang in some places. |
22:36 |
kaeza |
crash? |
22:37 |
kaeza |
that word doesn't mean what you think it means |
22:37 |
steven_is_false |
kaeza: The static analyzer had problems with src/farmesh.cpp |
22:37 |
VanessaE |
forget farmesh |
22:37 |
VanessaE |
that's known to be busted,. |
22:38 |
steven_is_false |
Okay. |
22:38 |
steven_is_false |
So I'm not sure what to do with this static analyzer report. Some of the bugs are probable just false positives but at least a few seem to be valid. |
22:39 |
steven_is_false |
I have 41 bug reports from it. |
22:39 |
VanessaE |
make a github issue |
22:39 |
VanessaE |
https://github.com/minetest/minetest/issues?page=1&state=open |
22:39 |
steven_is_false |
Just one? |
22:40 |
VanessaE |
some of those bugs are probably already covered by individual reports, but one report for now should be sufficient I would think |
22:40 |
steven_is_false |
Okay. |
22:44 |
LazyJ |
Has anyone else had trouble with the menus in the 2013_07_03 buid? |
22:45 |
sokomine |
yes, i've trouble with the public server list with the very newest build. i have to enter the address manually |
22:45 |
VanessaE |
sokomine: same here |
22:45 |
PilzAdam |
<steven_is_false> In case you don't know. Clang is a compiler |
22:45 |
sokomine |
btw...more griefers for free.... |
22:45 |
PilzAdam |
ehm... |
22:46 |
steven_is_false |
PilzAdam: ? |
22:46 |
PilzAdam |
why wouldnt I know that clang is a compiler? |
22:47 |
steven_is_false |
Fair enough. I was just anxious. |
22:48 |
steven_is_false |
I'm not sure how I should attach the report generated by clang's static analyzer. |
22:49 |
steven_is_false |
I'll just see if I can use Gist. |
22:49 |
PilzAdam |
use ``` to mark it as code |
22:49 |
PilzAdam |
so ``` \n <code here> \n ``` |
22:49 |
steven_is_false |
PilzAdam: It's a big directory of HTML files. That's not going to work. |
22:50 |
PilzAdam |
oh, why no raw text? |
22:50 |
Uberi |
steven_is_false: zip it up and upload it somewhere |
22:50 |
steven_is_false |
Uberi: Right, I'm trying to think of where. |
22:50 |
Uberi |
try http://rghost.net/ |
22:50 |
steven_is_false |
Okay, I'll look into thta. |
22:55 |
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22:55 |
NekoGloop |
And corn can hear |
22:55 |
proller |
PilzAdam, but sponge needed for liquids as bucket |
22:56 |
PilzAdam |
we already have a bucket |
23:03 |
NekoGloop |
but we don't have kittens! |
23:05 |
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23:05 |
NekoGloop |
meow |
23:05 |
VanessaE |
bbl |
23:07 |
proller |
PilzAdam, you cant stop water with bucket |
23:13 |
steven_is_false |
Okay, the issue is done. https://github.com/minetest/minetest/issues/808 |
23:17 |
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23:31 |
kaeza |
lol emacs |
23:47 |
sokomine |
regarding the amount of griefers showing up recently - perhaps we ought to do a mod where new players can only interact in a limited area assigend to them...... |
23:47 |
Uberi |
the protection mod does that I think |
23:48 |
PilzAdam |
sokomine, just /teleport 30000,10,30000 |
23:48 |
Uberi |
but mainly there needs to be a better authentication system |
23:48 |
PilzAdam |
lets see what they do then ;-) |
23:48 |
sokomine |
not really. you even get griefers when they have to pay for it like in minecraft |
23:48 |
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23:48 |
Uberi |
yeah they pay for several accounts sometimes too |
23:48 |
Uberi |
it's unbelievable |
23:49 |
sokomine |
pilzadam: perhaps they'd start building because it would be "cool" to be so far out. most seem to be children |
23:49 |
NekoGloop |
nah, they don't pay |
23:49 |
* PilzAdam |
found a therapy for griefers! :D |
23:50 |
* sokomine |
nods to uberi |
23:50 |
NekoGloop |
I have personally used a cracked launcher on an MC server because the admins were assholes. ahem... That's what you use 3 stacks of TNT for, my friends. Admin houses. And TNT cannons. For launching it at the house. |
23:50 |
sokomine |
perhaps we ought to offer them a server where they can pay and grief as much as they like |
23:51 |
Uberi |
nah that defeats their purpose |
23:51 |
sokomine |
what's a cracked launcher? |
23:51 |
PilzAdam |
sokomine, you already offer them a server to grief |
23:51 |
Uberi |
the griefers are specifically after the destruction of people's work |
23:51 |
PilzAdam |
you just dont want them there .-p |
23:51 |
PilzAdam |
*:-p |
23:51 |
sokomine |
no :-) i just want them there and locked away :-) |
23:54 |
NekoGloop |
that's what clouds are for |