Time |
Nick |
Message |
00:00 |
Jordach |
VanessaE, CAPES |
00:00 |
Jordach |
GODAMN CAPES |
00:00 |
Jordach |
^ *clap clap clap* |
00:01 |
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ShadowNinja joined #minetest |
00:03 |
VanessaE |
now what about Taoki's animation fix? |
00:04 |
Taoki |
Obviously, I'm going to have to make it again :/ |
00:08 |
VanessaE |
oh, too bad it can't somehow be merged the way code changes can |
00:09 |
VanessaE |
Jordach: about these capes.. |
00:09 |
VanessaE |
Jordach: how exactly do they work? |
00:09 |
VanessaE |
aside from the location within the skin file |
00:09 |
Jordach |
VanessaE, AH |
00:09 |
Jordach |
fuck |
00:09 |
VanessaE |
is this some Minecraft standard? |
00:09 |
Jordach |
lemme make a magic post |
00:09 |
VanessaE |
I have of course seen the example skin file |
00:10 |
VanessaE |
or rather, the example given in the pull request |
00:10 |
VanessaE |
but I mean, is this something MC did that we're taking into account now? |
00:10 |
Jordach |
VanessaE, they don't allow custom capes |
00:10 |
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00:12 |
VanessaE |
hm |
00:12 |
VanessaE |
and we're just using an unused area of the existing skin format |
00:14 |
VanessaE |
I have a few skins in my set here that have imagery in the "cape" area though.. |
00:15 |
VanessaE |
also |
00:15 |
VanessaE |
are you aware of those lower right four pixels? |
00:16 |
VanessaE |
they seem to have some use. |
00:16 |
Jordach |
https://forum.minetest.net/viewtopic.php?pid=128954#p128954 |
00:18 |
Jordach |
addi is going to love this ;) |
00:18 |
VanessaE |
see above.......... |
00:18 |
Jordach |
Taoki, once you get the upgraded animations, i'll have a crack at the 1.8 MC style skins |
00:18 |
VanessaE |
this wasn't adequately thought out. |
00:18 |
Jordach |
VanessaE, that or no custom capes |
00:19 |
VanessaE |
is there a way to turn the capes off? |
00:19 |
Jordach |
VanessaE, leave the red section completely alpha |
00:19 |
Jordach |
existing skins will not have capes |
00:19 |
Taoki |
Jordach: The fix is a simple one: Go in the Animations tab in Blender, select all key frames, press V, and choose "vector". This fixes the bad curves that mead to the animation problem, and is the correct animation style for that model. |
00:19 |
VanessaE |
I meant from a model standpoint. |
00:19 |
Taoki |
Anyone can do that and put the fix on GIT |
00:20 |
Jordach |
VanessaE, it's just a 12x8x1 (pixels) |
00:20 |
VanessaE |
head -> desk |
00:20 |
Jordach |
which is 6 faces |
00:20 |
VanessaE |
Jordach: you clearly did not test this with enough skins |
00:21 |
VanessaE |
ShadowNinja: ^^^^^^^^^ the capes thing will be a problem..... |
00:21 |
Jordach |
VanessaE, bullshit |
00:21 |
Jordach |
VanessaE, when 1.8 comes out: you will have shit hit the fan |
00:21 |
VanessaE |
Jordach: G*d damn it look for yourself |
00:21 |
Jordach |
because skin sizes BECOME 64X64 |
00:21 |
Taoki |
God has become a swear word :3 |
00:21 |
VanessaE |
http://minetest.digitalaudioconcepts.com/creative-survival-media/ |
00:21 |
VanessaE |
Jordach: look at a random selection of player_* files from there ^^^^^ |
00:22 |
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00:22 |
Taoki |
Jordach: However, I am also afraid that it will be either capes or the 1.8 clothing thingie or whatever was added |
00:22 |
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EvergreenTree joined #minetest |
00:22 |
Taoki |
I don't get why some wanted a caped model really... but well, it happened |
00:22 |
VanessaE |
Jordach: every one of those files is a raw, unedited Minecraft skin. 75% of them have something in your "cape" area that will not look right when used as a cape. |
00:23 |
Jordach |
VanessaE, imagemagick |
00:23 |
VanessaE |
Jordach: nope.avi |
00:23 |
Jordach |
VanessaE, 1.8 skin format: http://www.zimagez.com/zimage/screenshot-080214-002213.php |
00:23 |
PilzAdam |
Jordach, YOU BROKE EVERYTHING |
00:23 |
VanessaE |
you're violating the Minecraft skin format. |
00:23 |
Jordach |
so stifle good idea with the bad ones |
00:23 |
VanessaE |
and yeah, I've seen that new layered format. I don't care about ti right now. |
00:23 |
Jordach |
VanessaE, people will be asking for them soon |
00:23 |
VanessaE |
I'm talking about the skin files we can use *right now* |
00:24 |
Jordach |
VanessaE, manually fucking clean them (you get 1-5 a day) |
00:24 |
VanessaE |
it'd be easier if I just put the old player model in. |
00:24 |
Jordach |
then i just let shit hit the fan |
00:24 |
Jordach |
your players will be asking about said capes |
00:25 |
VanessaE |
or if you guys had though "hey, how about we make BOTH models available - with or without the cape" |
00:25 |
VanessaE |
oh dear G*d we can't do that! CHOICES! NO!" |
00:25 |
Jordach |
VanessaE, two textures or one |
00:25 |
Jordach |
i PULLED FUCKING TEETH on the santa hat |
00:25 |
Jordach |
it used a second texture which wasn't part of the actual skin |
00:25 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Remove lots of dead code f4f98c9550 2014-02-07T12:39:45-08:00 http://git.io/oXv6qA |
00:25 |
* VanessaE |
facepalms |
00:25 |
Taoki |
I think capes should have waited. Until the new skin format thing could have been clarified. But I don't mean to judge... some wanted capes so yeah |
00:25 |
VanessaE |
why didn't anyone ask me? |
00:26 |
Jordach |
VanessaE, because you didn't host back then full time |
00:26 |
Taoki |
I don't get them myself |
00:26 |
Jordach |
and custom skins was limited to the skins mod |
00:26 |
VanessaE |
so back out the capes change now before it gets writtne into stone |
00:26 |
VanessaE |
written* |
00:27 |
VanessaE |
the cape should have been a separate file |
00:27 |
Jordach |
VanessaE, bitch and moan: give it a month and it'll be fine |
00:27 |
VanessaE |
it isn't that G*d damned difficult to load two images |
00:27 |
Taoki |
Ugh, no need to fight over this |
00:27 |
Jordach |
VanessaE, materials is a bitch to handle in irrlicht |
00:27 |
VanessaE |
Jordach, you're not the one who has to post process every G*d damned image that comes across now |
00:27 |
Taoki |
Jordach: Do capes use a different texture and a different material in the x file? |
00:27 |
Jordach |
Taoki, no |
00:27 |
Jordach |
they're part of the player skin |
00:28 |
VanessaE |
Taoki: no, they use an area in the minecraft skin that was reserved for some other use |
00:28 |
Taoki |
Ok. That's probably bad. Especially with 1.8 style skins |
00:28 |
Taoki |
One texture will likely not be able to hold both |
00:28 |
Jordach |
Taoki, well, if VanessaE gets a request for a 1.8 SKIN i might DO SOMETHING ABOUT IT |
00:28 |
* Taoki |
nods |
00:28 |
VanessaE |
I already brought this up a long time ago |
00:29 |
VanessaE |
the proper solution would have been two separate models - one with capes, one without. |
00:29 |
Jordach |
VanessaE, you think PilzAdam would allow 600kb used up for nothing |
00:29 |
Taoki |
Two models would have probably been very duplicative |
00:29 |
Jordach |
Taoki, i learned that with the separate gender models |
00:29 |
Taoki |
Cape can likely be removed by having alpha over it as well |
00:29 |
Jordach |
Taoki, the cape works just like the hat layer |
00:30 |
Taoki |
Jordach: Separate gender models wouldn't be needed at this simplicity. Except for the detailed model you made and shown me screenshots and animations of, there yeah |
00:30 |
Jordach |
Taoki, i meant keeping two models in sync with fixes |
00:30 |
Taoki |
Jordach: Oh, so no black will show over it for skins that didn't enable it, right? |
00:30 |
* Taoki |
nods |
00:30 |
VanessaE |
Taoki: 75% of the skin files in my library have something there *already* |
00:30 |
Jordach |
VanessaE, blame the skin artists |
00:31 |
Jordach |
we're depending on a format that will change at RANDOM |
00:31 |
Taoki |
Jordach: Then the only problem remains how to enable 1.8 skins. Because they use the same areas of the UV mapping as the cape. It will have to be one or the other |
00:31 |
VanessaE |
Jordach: these skins appear to contain algorithmic data in that area, not art. |
00:31 |
VanessaE |
in most cases. |
00:31 |
Taoki |
If capes are in, 1.8 skins probably never will be |
00:31 |
Jordach |
Taoki, i can do both with materials |
00:31 |
Taoki |
Personally, I don't care much about either. But it might be a hard choice |
00:31 |
Jordach |
but i will bitch about it |
00:31 |
Taoki |
Ah... |
00:31 |
Taoki |
Actually you're right |
00:31 |
Taoki |
Using different materials, and separately assigning a texture to each, would work |
00:32 |
Jordach |
irrlicht does support that |
00:32 |
Jordach |
but there's so much fucking bullshit attached in player side lua |
00:32 |
Taoki |
Yes. When I coded models I made sure Minetest does too |
00:32 |
Jordach |
you have to manually grant each player a second fucking texture |
00:32 |
Jordach |
if not: the cape will use the first texture in the series |
00:32 |
Taoki |
This could be good: First material would be normal player skin with clothes, second cape. |
00:33 |
Jordach |
Taoki, read my message with custom skins that don't support multi materials |
00:33 |
Taoki |
Jordach: It should work with two materials. Material 1 (current) is skin + hat + clothing (1.8.), second will be just cape |
00:33 |
VanessaE |
Jordach: look at this one please http://minetest.digitalaudioconcepts.com/creative-survival-media/player_cheapie.png |
00:33 |
Taoki |
ok |
00:33 |
VanessaE |
Jordach: look in the lower right corner. |
00:33 |
VanessaE |
see those four pixels? THAT is more common than not. and I doubt the skin artist put them there. |
00:34 |
Jordach |
VanessaE, what software was used |
00:34 |
VanessaE |
Jordach: beats me, some Minecraft skin editor I suppose |
00:34 |
Jordach |
if it's that shitty minecraft skins place causing it: you must fucking ban that shit |
00:34 |
VanessaE |
Jordach: I'm trying to tell you you CAN'T use that space, it's guaranteed to be filled with garbage in 75% of the skins out there |
00:34 |
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00:34 |
Jordach |
VanessaE, well then |
00:35 |
Jordach |
you fix the shitty handling of multiple materials in IRRLICHT |
00:35 |
VanessaE |
even my nice skin, the one with the purpose crop top? your capes model just gave me BARE SKIN for a cape :P |
00:35 |
VanessaE |
s/purpose/purple/ |
00:35 |
Jordach |
VanessaE, back then it wasn't meant to be used with player_texutres |
00:36 |
VanessaE |
whats that got to do with anything? |
00:36 |
VanessaE |
player_textures vastly predates your capes. |
00:36 |
Jordach |
VanessaE, because zeg's mod was used more |
00:36 |
VanessaE |
so? |
00:36 |
VanessaE |
the skin format didn't change from one to the other |
00:36 |
Jordach |
i catered the more used item |
00:37 |
Jordach |
VanessaE, try moving forward without having to change a fundamental |
00:37 |
Taoki |
Only thing I strongly believe: If 1.8 skin support is added, make sure the clothes use the same material as the normal skin. The hat also uses it, so those should be the same file. If anything is to be separated, that should be the cape |
00:38 |
VanessaE |
Jordach: you knew that the skin format was Minecraft |
00:38 |
Jordach |
VanessaE, yes |
00:38 |
VanessaE |
you opted to try to wedge something in that was NOT from the Minecraft format |
00:38 |
Jordach |
i know that fucking thing very well |
00:39 |
VanessaE |
YOU screwed up :( |
00:39 |
Jordach |
VanessaE, then that's no different to me USING THE FUCKING SPARE PIXELS BETWEEN THE HAT AND THE HEAD |
00:39 |
VanessaE |
so come on man |
00:39 |
VanessaE |
just un-screw it |
00:39 |
Taoki |
Don't worry about it everyone... we'll find a way to fix them |
00:40 |
VanessaE |
just make it a separate image, and instead of fucking about with irrlicht materials - just load two images, combine them in memory *before you pass it to irrlicht*, and THEN USE IT |
00:40 |
Jordach |
you want me to fix it |
00:40 |
VanessaE |
jeez |
00:40 |
Taoki |
:( |
00:40 |
Jordach |
VanessaE, texture^texture2 doesn't work with player models |
00:40 |
VanessaE |
who said anything about using the ^ operator? |
00:40 |
Taoki |
VanessaE: I don't think that is possible. Or at least I don't know... I'm only aware of multiple materials being possible |
00:41 |
Jordach |
because that's what you exactly fucking said |
00:41 |
Jordach |
>just load two images, combine them in memory *before you pass it to irrlicht*, and THEN USE IT |
00:41 |
Taoki |
The problem is the scape and the 1.8 skins would both use the same areas of the UV map |
00:41 |
VanessaE |
no, I did not say that, Jordach |
00:41 |
Taoki |
Only separate images can fix that |
00:41 |
VanessaE |
yes, exactly Taoki |
00:41 |
VanessaE |
"separate images" |
00:41 |
VanessaE |
as in two separate files |
00:41 |
Taoki |
Yeah |
00:42 |
VanessaE |
loaded in and then joined together with good old fashioned image processing BEFORE YOU PASS IT to irrlicht |
00:42 |
VanessaE |
as in |
00:42 |
Taoki |
I must admit... for capes that might make some sense. Although... why not for clothing as well? |
00:42 |
VanessaE |
don't even let lua have it |
00:42 |
VanessaE |
well let lua have it too I guess |
00:42 |
Taoki |
Reason I'm saying this is, separate materials for normal skin and 1.8 cloth + hat would allow us to make clothing individually from chosen skin |
00:42 |
VanessaE |
but I mean, don't try to shoehorn it into the ^ operator |
00:42 |
Taoki |
Imagine selecting any skin, and being able to wear anything from a wardrobe on it |
00:43 |
Taoki |
Clothing and capes could do it both :) |
00:43 |
VanessaE |
it could be done with clothing, but as there is already a skin format that handles it, you don't need to |
00:43 |
Jordach |
not my fault you chose a borked engine and a badly designed skin format |
00:43 |
VanessaE |
but there is no skin format that has capes, you HAVE to handle them separately. |
00:43 |
Taoki |
Yeah. For this idea you'd need separate materials on clothing. But it would be easy |
00:43 |
PilzAdam |
VanessaE, actually, the ^ is operator combines 2 seperate textures before they are passed to Irrlicht |
00:43 |
Jordach |
easy in blender sense: difficult with an engine that is hard to work with |
00:43 |
Jordach |
(no really; i've tried multiple materials) |
00:44 |
Taoki |
Combining textures would likely not help. Because it's the areas of the UV amp that would be the problem |
00:44 |
Taoki |
**map |
00:44 |
Jordach |
you have two choices: BREAK AWAY FROM THAT MC DEPENDANCY, OR MAKE IRRLICHT BETTER with MATERIALS |
00:44 |
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00:45 |
VanessaE |
PilzAdam: my point is to combine them in a context that's separate from the ^ operator - in the same way that different textures for a node are in separate contexts from one another, compared to multiple textures joined^together^with^carets on one particular face. |
00:45 |
VanessaE |
but of course it's a different piece of code that handles it |
00:45 |
Taoki |
Materials exist, and IMO they wouldn't be a bad choice here |
00:45 |
Jordach |
Taoki, dynamic assignment of combined materials will go wrong |
00:46 |
Jordach |
especially on VE-* |
00:46 |
VanessaE |
Jordach: materials then. |
00:46 |
PilzAdam |
meh, just remove the capes |
00:46 |
Taoki |
I'm actually loving this idea now: Have a player skin selection system, and a wardrobe system. Normally, any player model will use the same texture for the clothing material (current behavior with one material). But using the wardrobe, you can use the clothing of any other skin separately, to dress up however you want :) |
00:47 |
Jordach |
Taoki, you'd have to build hundreds of skin parts |
00:47 |
Taoki |
PilzAdam: Personally I'd say the same. But some people want them from what I hear |
00:47 |
PilzAdam |
bye |
00:47 |
Jordach |
i could build a proof of concept - but with you lot complaining that it breaks something pisses me off |
00:48 |
Jordach |
grow up and fucking get used to it |
00:48 |
EvergreenTree |
I didn't even know the place where the cape is is used for anything else |
00:48 |
VanessaE |
I would honestly have to move to revert the capes until they can be implemented using a separate file for the cape. |
00:49 |
EvergreenTree |
Having seperate files for skins is actually a good diea |
00:49 |
EvergreenTree |
*idea |
00:49 |
VanessaE |
and I thought we already HAD the materials thing figured out?? |
00:49 |
Jordach |
i agree on the pick and choose |
00:49 |
VanessaE |
did not someone already FIX that ages ago? |
00:49 |
Jordach |
VanessaE, reverted in git |
00:49 |
VanessaE |
wat? |
00:49 |
VanessaE |
when? |
00:49 |
Jordach |
because of some fucking random conflict |
00:49 |
VanessaE |
head -> desk |
00:50 |
VanessaE |
ok so then do what I said |
00:50 |
VanessaE |
load two images, join them on a bigger canvas |
00:50 |
Jordach |
go fuck myself, okay |
00:50 |
VanessaE |
and then cut THAT FILE up |
00:50 |
VanessaE |
or am I still not being clear? |
00:50 |
VanessaE |
no silly |
00:50 |
VanessaE |
look |
00:50 |
Jordach |
VanessaE, have you seen the effects of combining 16x with 32x? |
00:50 |
VanessaE |
*facepalm* |
00:51 |
Jordach |
the pixels go to the top left corner |
00:51 |
VanessaE |
then auto-scale the image, derp |
00:51 |
VanessaE |
it's not that hard to figure out the scale factor |
00:51 |
VanessaE |
2x, 3x, 4x... |
00:51 |
Jordach |
VanessaE, again: you'd have to change the current skin format to fix it |
00:51 |
VanessaE |
and if it don't fit, crop the fucker |
00:51 |
VanessaE |
no you wouldn't |
00:51 |
VanessaE |
why aren't you listening to me??? |
00:51 |
VanessaE |
fuck! |
00:51 |
VanessaE |
all right look |
00:51 |
VanessaE |
and fucking listen |
00:51 |
Jordach |
diagrams would be more useful |
00:52 |
VanessaE |
load the skin image. it's what, 128x64 right? |
00:52 |
VanessaE |
normally I mean |
00:52 |
VanessaE |
or 62x32 |
00:52 |
Jordach |
64x32 |
00:52 |
VanessaE |
er 64x32 |
00:52 |
VanessaE |
right ok let's just for the damn moment assume it's a 64x32 skin |
00:52 |
VanessaE |
read file. |
00:52 |
VanessaE |
expand image canvas to 72x32. |
00:52 |
VanessaE |
read cape file |
00:53 |
EvergreenTree |
^ good solution |
00:53 |
VanessaE |
paste cape file into the empty space on the right. |
00:53 |
Jordach |
VanessaE, the engine cannot scale image files |
00:53 |
VanessaE |
bullshit |
00:53 |
VanessaE |
scale it MANUALLY then |
00:53 |
Jordach |
VanessaE, imagemagick or bust |
00:53 |
VanessaE |
if you can read an image at all, you can scale it by 2x, 3x, 4x... etc |
00:53 |
VanessaE |
I'm not talking Lanczos here |
00:53 |
Jordach |
and funnily enough, os.execute won't handle windows at all |
00:53 |
VanessaE |
I'm talking straight factored scaling |
00:53 |
VanessaE |
nearest neighbor |
00:54 |
Jordach |
VanessaE, see what the engine does to oddly scaled images |
00:54 |
VanessaE |
NO! |
00:54 |
Jordach |
when doing t1^t2 |
00:54 |
VanessaE |
LISTEN TO ME DAMN IT |
00:54 |
Jordach |
so you make more effort in a slow enging with Lua, than make a more compact and faster fix |
00:54 |
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00:54 |
EvergreenTree |
o/ |
00:54 |
EvergreenTree |
Sheesh, biggest argument in a while |
00:55 |
Jordach |
VanessaE, i want to fucking fix the skinning system once and for all |
00:55 |
VanessaE |
scale it EXACTLY to 2x or 3x or 4x or whatever size it takes to make the cape exactly fill or OVER fill the empty space you opened to the right of the skin image when you expanded the canvas (note: I said EXPAND THE CANVAS, NOT scale the image). |
00:55 |
Jordach |
by obliterating the MC FORMAT |
00:55 |
VanessaE |
you will NEVER obliterate the MC format. |
00:55 |
Jordach |
VanessaE, bullshit |
00:55 |
VanessaE |
it's a done deal, we're stuck with it. |
00:55 |
Jordach |
see nodetopia |
00:55 |
VanessaE |
now re-read what I said |
00:56 |
Jordach |
and? |
00:56 |
Jordach |
keeping current standards will only get trampled on again, and again |
00:57 |
Jordach |
this is why shit's not going anywhere |
00:57 |
EvergreenTree |
Breaking compatability with MC is a good thing, makes people actually do some work to get skind they want |
00:57 |
EvergreenTree |
:P |
00:57 |
Jordach |
i want to make a goddamn simple format that anyone can pick up |
00:57 |
Jordach |
and make it properly 64^2 |
00:57 |
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00:58 |
us-0gb |
I agree. Minecraft has a stupid skin format. We can't even use a different image for each arm/leg, for goodness sake. |
00:58 |
Jordach |
i spent a few hours wrangling with the 1.8 format and found you HAVE TO FLIP THE OPPOSITE ARM |
00:58 |
VanessaE |
load the skin image, expand the width of the canvas by exactly 12.5 percent (8 pixels for a 64px skin, 16 pixels for a 128px skin, etc). Don't scale the image, just adjust the size of the canvas and shove the skin over to the far let. Load the cape file. Do a nearest-neighbor scale up by precisely 2x, 3x, 4x whatever it takes to fill the space you opened and "paste" it into the empty space on the right. Pass the resultant image to the engine |
00:58 |
VanessaE |
to wrap it around the player model. |
00:58 |
VanessaE |
there. |
00:58 |
VanessaE |
if you'd just to THAT you wouldn't have to fuck with materials, new formats, etc. |
00:59 |
Jordach |
VanessaE, mismatched cape files |
00:59 |
Jordach |
eg, wrong size with wrong skin |
00:59 |
VanessaE |
mismatched? scale up until it overflows the skin file. sucks to be the user who picked the wrong cape file to go with their skin. |
00:59 |
VanessaE |
scale it by exactly 2x, 3x, 4x, 5x, 6x. 547854x |
00:59 |
VanessaE |
whatever exact factor it takes |
01:00 |
Jordach |
if you let me rip down the "golden parchment" of bullshit and make a better one - you'll all be better OFF |
01:00 |
VanessaE |
do some basic math to find the right factor, scale it to that, let it overflow. |
01:00 |
VanessaE |
crop it off, pass the result to the model wrapper |
01:00 |
Jordach |
and while i'm there, the skin fill should have triple layers FOR ARMOUR |
01:00 |
VanessaE |
*facepalm* |
01:00 |
VanessaE |
you're trying to compete with a system that will KICK OUR ASSES and you know it. |
01:01 |
Jordach |
VanessaE, i can produce a small blender game engine app for painting the skin |
01:01 |
Jordach |
ALLOWING YOU to use the new format but use the old model as a guide |
01:01 |
VanessaE |
ok, that's three of us. what about the average nitwit out there who can't even figure out how to GET a skin, much less how to MAKE one? |
01:02 |
Jordach |
i want people to use the engine without having to get into the gritty details about pixel art and other shit |
01:02 |
Jordach |
make it easy for the bovines |
01:02 |
Jordach |
centralised skin systems would also clear this up too |
01:02 |
VanessaE |
they would |
01:02 |
VanessaE |
but you forget: |
01:03 |
VanessaE |
if you do that, i can't tell the user "just google it and give me a link" |
01:03 |
Jordach |
VanessaE, if you dumb someone down enough, they're fucking useless |
01:03 |
VanessaE |
yeah I know |
01:03 |
Jordach |
anyone using windows is exactly like that |
01:03 |
Jordach |
force the herd into the gates |
01:04 |
Jordach |
because fart assing around with mathematically intense operations will again, slow down the engine |
01:05 |
VanessaE |
um |
01:05 |
Jordach |
and on a large populous server, you definitely don't want that |
01:06 |
VanessaE |
we're talking about canvas size + 12.5%, copy, scale 2x/3x/4x/..., paste, crop... |
01:06 |
VanessaE |
all of these operations, combined, would only take a matter of a few milliseconds on even the slowest box. |
01:06 |
Jordach |
VanessaE, might be invisible to a bovine, pain in the fucking ass to maintain with engine bugfixes |
01:07 |
Jordach |
and if we switch skin formats, (1.8) that work is for fucking nothing |
01:07 |
VanessaE |
so, rather than the engine doing this in a few milliseconds, I have to spend hours? |
01:07 |
VanessaE |
FUCK THAT |
01:08 |
VanessaE |
well then fix the fucking Materials feature |
01:08 |
Jordach |
so you're going to build a graphics lib to do all the heavy lifting |
01:08 |
VanessaE |
what you're doing is patently wrong here |
01:08 |
Jordach |
which depends on irrlicht not breaking, and minetest engine not breaking |
01:08 |
VanessaE |
I can't stress that enough |
01:08 |
Jordach |
VanessaE, rules and politicians must always be changed |
01:09 |
us-0gb |
What is wrong? Changing the skin format? |
01:09 |
Jordach |
us-0gb, capes got intergrated |
01:09 |
VanessaE |
us-0gb: Jordach is trying to add to the Minecraft skin format. |
01:09 |
VanessaE |
Jordach: you can't change the rules if you're not the one writing them to begin with |
01:09 |
Jordach |
VanessaE, try forking, i think you've heard of it |
01:09 |
us-0gb |
The Minecraft skin format needs to be dropped entirely, not modified. |
01:10 |
us-0gb |
Personally, I'm going ack to 2D skins untill we have a decent skin format. |
01:10 |
VanessaE |
why bother to fork? |
01:10 |
VanessaE |
that would be an even bigger waste of effort than this discussion |
01:10 |
Jordach |
us-0gb, i've explained clearly that making a new style format that users do not have to look at (and just paint the model) to make their own skin |
01:11 |
Jordach |
and all you'd need is a bit of cURL to upload them somewhere |
01:11 |
us-0gb |
That would be great Jordach, assuming it your new format is a good one. |
01:12 |
Jordach |
us-0gb, increase size to 128^2 |
01:12 |
Jordach |
have a similar, but NOT identical format to mc |
01:12 |
Jordach |
so force people from using the old skins into the new type |
01:12 |
us-0gb |
Jordach, is the same image used for both arms and both legs? That's the main issue I have with Minecraft's format. |
01:13 |
Jordach |
us-0gb, no, with that amount of space, you could have at least enough space to upgrade the model |
01:13 |
us-0gb |
Awesome. I'm 100% behind you then. |
01:13 |
Jordach |
an actual clothes layer, a third for armour, separated arms / legs, capes, other stuff to come |
01:14 |
us-0gb |
Seems a bit complex, but assuming it renders quickly, it would have plenty of room for creativity. |
01:15 |
us-0gb |
Why not use both skin formats? Then everyone can be happy. |
01:15 |
us-0gb |
Multiple models can be included. |
01:15 |
Jordach |
what's 96 triangles going to make a fucking difference with on any hardware |
01:16 |
us-0gb |
VanessaE will be able to use the Minecraft skins, you and I will be able to use your model. On the same servers. |
01:16 |
Jordach |
glxgears has more fucking triangles than the player model |
01:17 |
VanessaE |
us-0gb: the problem is we already tell people that we use the Minecraft skin format. We CAN'T reasonably change that now. The proper way forward is to fix the materials system and put capes and whatever else is not supported in Minecraft into their own separate file(s) |
01:18 |
us-0gb |
VanessaE, What do we do about the fact that the Minecraft skins force both arms and legs to match? |
01:19 |
us-0gb |
That is a serious flaw. |
01:19 |
Jordach |
we're limiting ourselves to an arbitrary format that is subject to CHANGE |
01:19 |
VanessaE |
us-0gb: put alternate arms and legs into the extra file? |
01:19 |
VanessaE |
that's why I added "and whatever else" |
01:19 |
Jordach |
ignore THAT GAME and go as you think is right |
01:20 |
Jordach |
and if it flops, "so what" you've learned from that |
01:20 |
VanessaE |
e.g. capes, left arm/leg, whatever else isn't in the standard player skin |
01:20 |
Jordach |
VanessaE, again, you think other users will understand that shit |
01:21 |
Jordach |
THEY WON'T |
01:21 |
VanessaE |
Jordach: what happened to them just painting in an editor? |
01:21 |
Jordach |
they will expect it in ONE FILE |
01:21 |
VanessaE |
I'm talking about the base file format. |
01:21 |
us-0gb |
Okay, so the main issue is whether to keep legacy compatibility with Minecraft. We don't have Minecraft map compatibility, or even texture pack compatibility. It would be arbitrary to go out of our way for skin compatibility. |
01:21 |
Jordach |
yes, and by making the other arm and leg and cape into a new file you make the users confused on how it wors |
01:21 |
Jordach |
works* |
01:22 |
VanessaE |
well duh, the answer is simple: 64x48. that is, if the file is 4:3 aspect, it's a minetest skin with the extra bits added below the Minecraft stuff. |
01:22 |
VanessaE |
extra arm, leg, cape textures. |
01:22 |
Jordach |
the multiplayer users want this: 1) to play the damn game 2) have a nice simple skin 3) find freedom |
01:22 |
VanessaE |
if it's 2:1 or 1:1 it's Minecraft's format. |
01:22 |
VanessaE |
simple. |
01:22 |
VanessaE |
there |
01:22 |
VanessaE |
see? |
01:22 |
VanessaE |
I solved it. |
01:22 |
us-0gb |
Both arms and both legs need to be in the same file. It's the only thing that makes sense. Other things might be in an extension file, but we've already broken compatibility at that point. |
01:22 |
VanessaE |
herp fucking derp. |
01:23 |
VanessaE |
64x48 or you know, however many extra pixels you need. maybe it's 16, maybe it's 12. whatever. |
01:23 |
Jordach |
VanessaE, apple broke their own fucking laws with the iPhone 5, the iMac, OS X |
01:23 |
VanessaE |
we are not Apple. |
01:23 |
Jordach |
CHANGE IS FUCKING NECESSARY |
01:23 |
VanessaE |
Apple can do that. |
01:23 |
VanessaE |
SO I JUST PROPOSED IT! |
01:23 |
EvergreenTree |
Some change isn't |
01:24 |
VanessaE |
JESUS H FUCKING CHRIST IN A CARTOON |
01:24 |
VanessaE |
WHY CAN'T YOU LISTEN |
01:24 |
Jordach |
otherwise you're going to get buried in the fucking sand |
01:24 |
VanessaE |
ok look |
01:24 |
VanessaE |
I will say it AGIN |
01:24 |
VanessaE |
AGAIN8 |
01:24 |
VanessaE |
... |
01:24 |
VanessaE |
ONE file. |
01:24 |
VanessaE |
and only one. |
01:24 |
VanessaE |
64x48 pixels. |
01:24 |
VanessaE |
the top 32 pixels are a standard Minecraft skin. 100% identical in every respect. |
01:24 |
Jordach |
VanessaE, 128^2 would be better, in case in future someone decides a new part is better |
01:25 |
EvergreenTree |
Jordach: This is a good solution for the moment |
01:25 |
VanessaE |
the next 12 or 16 pixels or whatever would be for extra arm, leg, and cape images. |
01:25 |
EvergreenTree |
we don't need to futureproof |
01:25 |
Jordach |
EvergreenTree, us lot might not be here in 3 years |
01:25 |
Jordach |
newer developers might need the extra space |
01:25 |
EvergreenTree |
and why are we limiting ourselves to MC's standards? |
01:26 |
EvergreenTree |
just to make space for newbies? |
01:26 |
VanessaE |
then you detect the image format. if it's roughly 4:3 aspect, it's a Minetest skin. if it's 2:1 aspect, it's Minecraft standard. if it's 1:1 aspect, it's Minecraft's "clothing" format. |
01:26 |
VanessaE |
EvergreenTree: exactly. |
01:26 |
VanessaE |
have you ever had to deal with noobs? |
01:26 |
EvergreenTree |
YEs |
01:26 |
VanessaE |
I mean the glut of them I get every day? |
01:26 |
EvergreenTree |
On redcrab, on the forums, on your servers |
01:26 |
VanessaE |
:) |
01:27 |
VanessaE |
exactly. |
01:27 |
VanessaE |
then you should know |
01:27 |
VanessaE |
they WILL NOT CHANGE |
01:27 |
Jordach |
VanessaE, i'm just showing you how arrogant americans can be |
01:27 |
EvergreenTree |
bleh |
01:27 |
Jordach |
i'm playing by arrogant rules |
01:27 |
EvergreenTree |
brb |
01:27 |
VanessaE |
Jordach: some americans can be, but some others can be also......... |
01:28 |
Jordach |
i'd rather knock down the fucking Empire State and build a modern styled one in place of it |
01:28 |
VanessaE |
if you try to go up against MC and compete, you will be pounded right down into the ground. |
01:28 |
Jordach |
the old MUST CRUMBLE away |
01:28 |
Jordach |
living in the past will be your end |
01:28 |
VanessaE |
so rather than try to change their format, invent a new one that's easy to detect in software AND THAT WON'T INTERFERE |
01:29 |
VanessaE |
that's the key right there |
01:29 |
Jordach |
so you need three different player models that have an identical mesh |
01:29 |
VanessaE |
DON'T INTERFERE with the old stuff |
01:29 |
us-0gb |
At the point the skin is being used in MineTEST, we're already going against MineCRAFT. |
01:29 |
Jordach |
pilzadam will go fucking apeshit over that |
01:29 |
VanessaE |
us-0gb: but we're able to use something that Minecraft made popular for us - we let them do the hard work already |
01:30 |
VanessaE |
what Jordach proposes to do is try to turn that around, and it WILL fail. |
01:30 |
VanessaE |
Mojang has infinite resources and they WILL destroy us if they want to |
01:30 |
Jordach |
so you'd rather make people more lazy than they already ae |
01:30 |
us-0gb |
VanessaE, But they're doing it wrong. Sure, we get their work, but their work is flawed. |
01:30 |
Jordach |
are* |
01:30 |
us-0gb |
That skin format is problematic. |
01:30 |
VanessaE |
us-0gb: I know they're doing it wrong |
01:30 |
VanessaE |
us-0gb: but I just proposed a solution and no one is listening. |
01:30 |
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01:31 |
VanessaE |
a perfect solution that solves all the problems in one step. |
01:31 |
us-0gb |
VanessaE, You're sugesting some sort of autodetect and multiple meshes. |
01:31 |
VanessaE |
no duplicated work, no duplicated models, no holding-over of old formats. |
01:31 |
VanessaE |
no, no, no, and no. in that order. |
01:31 |
Jordach |
sure users won't understand the new format |
01:31 |
Jordach |
but they will in time |
01:31 |
VanessaE |
Jordach: what happened to "users don't need to look at the file"? |
01:32 |
Jordach |
there will be a need growing until someone goes out and does it |
01:33 |
VanessaE |
us-0gb: what I am proposing is exactly one, single monolithic model that covers all three use-cases, and proper handling of the UV maps that get wrapped around it. detect which kind of texture/skin format is being used, cut it apart as needed, and wrap it around properly. |
01:33 |
VanessaE |
one model file, one skin file. |
01:34 |
Jordach |
VanessaE, you want the tool that does everything, but idiots can't use it for one use |
01:34 |
VanessaE |
whether that skin file is a 64x32 standard MC skin, a 64x44 (64x32+an extra 12 pixels below that to add more leg/arm/cape images) "extended" Minetest skin, or a 64x64 Minecraft 1.8 "clothing" skin |
01:34 |
VanessaE |
you can easily detect which skin format is being requested by just computing the aspect ratio. |
01:34 |
us-0gb |
VanessaE, That model sounds like a very hacky one. |
01:35 |
VanessaE |
us-0gb: why? it's a caped, clothed player model. what you put on it depends on what the skin file has in it. |
01:35 |
Jordach |
VanessaE, theory doesn't work until tested |
01:35 |
Jordach |
go on, make your own fucking format |
01:35 |
Jordach |
and i'll go make mine |
01:35 |
VanessaE |
Jordach: then test it. You're the one wanting to define a new format. |
01:36 |
VanessaE |
I'm trying to propose HOW that format should be done in a way that won't break everyone else's setups. |
01:36 |
us-0gb |
VanessaE, It might sound hacky to me because I don't understand the low-level details. Disregard the hacky part. |
01:39 |
Jordach |
VanessaE, a more intelligent format would be the way forward, but using maths to calculate what the skin is and what not |
01:39 |
Jordach |
you're missing the worst point |
01:39 |
Jordach |
UV unwraps only work on the SAME 2:1 scale they were unwrapped at |
01:39 |
Jordach |
so if you were to use the 2:1, 1:1 and 3:1, skins would literally look like shit |
01:40 |
Jordach |
(think atari 2600) |
01:40 |
|
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01:40 |
|
EvergreenTree joined #minetest |
01:40 |
Jordach |
or stretching an image like 8x16 into 16^2 |
01:41 |
|
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01:41 |
iluvpeeps7 |
Vanessa? |
01:41 |
iluvpeeps7 |
are you on |
01:41 |
Jordach |
she's mad bro |
01:41 |
iluvpeeps7 |
why |
01:42 |
Jordach |
major contest of skin formats |
01:42 |
iluvpeeps7 |
oh yeah |
01:42 |
Jordach |
nearly two hours of combat |
01:42 |
iluvpeeps7 |
alot of people were spamming her with websites |
01:42 |
iluvpeeps7 |
i feel bad for her |
01:42 |
iluvpeeps7 |
Jordach |
01:42 |
iluvpeeps7 |
can you do me a favor.. |
01:42 |
Jordach |
iluvpeeps7, that's not the problem, the problem is, we're stuck with a new impending format |
01:43 |
iluvpeeps7 |
can you send me a link to her IRC channel |
01:43 |
iluvpeeps7 |
oh |
01:43 |
Jordach |
which isn't the one you're used to |
01:43 |
iluvpeeps7 |
this |
01:43 |
Jordach |
vanessa wants it the old way, while the new one will fix many problems |
01:43 |
iluvpeeps7 |
i use this because i dont know her server IRC |
01:43 |
EvergreenTree |
Jordach: Stop trying to bend people to your will |
01:43 |
EvergreenTree |
:P |
01:44 |
iluvpeeps7 |
can you send me the link to her IRC channel> |
01:44 |
Jordach |
BRRM BRRM BRRM goes the chainsaw |
01:44 |
iluvpeeps7 |
?* |
01:44 |
EvergreenTree |
iluvpeeps7: Don't listen until you hear both sides of the argument |
01:44 |
iluvpeeps7 |
ok |
01:44 |
EvergreenTree |
anyway, you're on the wrong network |
01:44 |
iluvpeeps7 |
any website... |
01:44 |
iluvpeeps7 |
i know |
01:44 |
EvergreenTree |
I think you're on freenode |
01:44 |
iluvpeeps7 |
i dont know the channel |
01:44 |
|
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01:44 |
iluvpeeps7 |
no im on #minetest |
01:44 |
iluvpeeps7 |
i want to join her server IRC whats her channel? |
01:44 |
EvergreenTree |
This is #minetest, you're just on the wrong network |
01:44 |
iluvpeeps7 |
then what is the channel |
01:45 |
EvergreenTree |
Channels and networks are different things |
01:45 |
iluvpeeps7 |
? |
01:45 |
iluvpeeps7 |
but it says nickname and under it it says channel |
01:45 |
iluvpeeps7 |
i just want to join the server IRC but how?> |
01:45 |
EvergreenTree |
it's #minetest on horus.inchra.net |
01:45 |
EvergreenTree |
I'm not sure how to do it on kiwiirc |
01:46 |
iluvpeeps7 |
ok brb |
01:46 |
EvergreenTree |
Can someone more experienced with this sort of thing help? |
01:46 |
Jordach |
hold on |
01:46 |
Jordach |
these are the settings: http://www.zimagez.com/zimage/screenshot-080214-014619.php |
01:47 |
us-0gb |
EvergreenTree, Jordach is right though. |
01:47 |
EvergreenTree |
Yes, I know |
01:48 |
EvergreenTree |
I'm just stating that you don't need to drag someone who doesn't even care into this discussion |
01:48 |
Jordach |
[01:22:24] <Jordach> the multiplayer users want this: 1) to play the damn game 2) have a nice simple skin 3) find freedom <- did anyone notice that peeps didn't care about the impending doom for current skins |
01:48 |
Jordach |
that line is what THEY WANT |
01:48 |
EvergreenTree |
And those users can barely figure out how to do it the way it is |
01:49 |
Jordach |
so we've got a half finished wall |
01:49 |
EvergreenTree |
hm |
01:49 |
Jordach |
made of mud |
01:49 |
Jordach |
and one that can be made from weatherproof brick |
01:49 |
Jordach |
which side of it would you want to be on when it rains? |
01:50 |
EvergreenTree |
I am not arguing about which solution is better |
01:50 |
Jordach |
01:50am |
01:50 |
Jordach |
i'm going to need my sleep |
01:51 |
EvergreenTree |
the go sleep |
01:51 |
EvergreenTree |
:P |
01:51 |
EvergreenTree |
*then |
01:51 |
Jordach |
now this is when i invent the perfect design |
01:51 |
VanessaE |
there. |
01:51 |
VanessaE |
https://github.com/minetest/minetest_game/pull/201#issuecomment-34525006 |
01:51 |
VanessaE |
sorry he missed it. |
01:51 |
VanessaE |
by just seconds. |
01:51 |
us-0gb |
Sure you are. |
01:51 |
us-0gb |
Oh, wait. I misunderstood. |
01:52 |
us-0gb |
Disregard my accusatory comment. |
01:52 |
* us-0gb |
's attention is just in too many places at once |
01:53 |
VanessaE |
read the post I just linked |
01:53 |
EvergreenTree |
That happens sometimes |
01:53 |
VanessaE |
I think it explains it nice and clearly. |
01:53 |
EvergreenTree |
I think having seperate files for different layers of armor/clothing is a good idea |
01:56 |
VanessaE |
there, and linked the post to an image that actually describes the multi-layer format. |
01:56 |
us-0gb |
I still disagree with multiformat approach. However, case "b" covers my use case, so I'll just let you people figgure out what direction you want to take the skin formats. A single format though would be much cleaner. |
01:57 |
us-0gb |
For example, only using format c. |
01:58 |
VanessaE |
right |
01:58 |
VanessaE |
format C would cover that problem |
02:07 |
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02:08 |
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02:09 |
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02:12 |
VanessaE |
the problem with format C though is, it still doesn't support those capes. |
02:14 |
VanessaE |
there, re-read the comment. |
02:14 |
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02:15 |
VanessaE |
wait, not done. |
02:16 |
VanessaE |
there. Now I'm done, yours is use-case c now :) |
02:16 |
VanessaE |
this added in a mention for the idea of loading two files, since the 1.8 format doesn't have a cape. |
02:19 |
us-0gb |
My use case is whichever doesn't use the same image for both arms/legs, so it's both B and C. |
02:20 |
VanessaE |
right |
02:26 |
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02:27 |
EvergreenTree |
Hi OldCoder |
02:29 |
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02:34 |
VanessaE |
there. |
02:34 |
VanessaE |
a quick adjustment to my servers/games buildbot and taoki's fixed player model is put into place. |
02:36 |
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02:36 |
VanessaE |
(only have to worry about it on Vanilla, the other servers either have non-changeable player skins, or the models already lack capes, or they're 2d as on Nostalgia) |
02:37 |
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02:44 |
* EvergreenTree |
is working on his youtube intro |
02:48 |
paramat |
capes ... see what celeron has to say, since he's 'audiovisuals' manager. im concerned about extra processing when not using a cape ... ? :) |
02:49 |
VanessaE |
re-read my comment on the pull, I've been revising it, trying to get what I wanted to say 'right'. |
02:49 |
paramat |
i feel MCentricism is uncool, buying popularity by having MCompatibility =P |
02:49 |
paramat |
ok |
02:50 |
VanessaE |
there's a difference between "buying" popularity, and knowing when not to try to fight. it'd be like trying to fight a tsunami when all you have is a bucket. |
02:50 |
VanessaE |
it's a fight we cannot, so we would be better off just adapting. |
02:50 |
VanessaE |
cannot win* |
02:52 |
paramat |
hm ... no one else feels capes are too MC/Minecon exclusive to be in core MT? ;) |
02:53 |
VanessaE |
I don't care about capes either way. I just care about random commits breaking my servers. |
02:53 |
VanessaE |
this commit will break 75% of my users' skins. |
02:54 |
VanessaE |
to counter, I grabbed taoki's model file as suggested and will just use that. |
02:58 |
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04:50 |
Sokomine_ |
Hey Guys |
04:53 |
Miner_48er |
hi |
05:09 |
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05:18 |
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05:19 |
us-0gb |
For some reason, Minetest is not sending my password to servers. I don't know why not, but I can't even log into my own server. |
05:20 |
ShadowNinja |
us-0gb: Sounds like sapier messed something up. |
05:20 |
us-0gb |
In 0.4.9 stable? |
05:21 |
us-0gb |
I didn't have this issue from my 64 bit machine, but I do from the 32 bit one. |
05:21 |
us-0gb |
I don't know if that's related. |
05:21 |
ShadowNinja |
us-0gb: Yes, 0.4.9+ may have net issues. |
05:22 |
ShadowNinja |
Tell sapier, although it may be fixed now. |
05:25 |
us-0gb |
Alright. I'll tell him when I see him. |
05:26 |
us-0gb |
I also found this machine runs Minetest even worse than my last machine - though it runs SuperTux better. |
05:33 |
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05:44 |
* Guest98666 |
just noticed the last three characters of his name |
05:45 |
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08:27 |
reactor |
EHLO |
08:28 |
reactor |
Are there any general anti-griefing guidelines? |
08:29 |
reactor |
Most people joining my server in past 24 hours seem to do nothing but mess up the spawn area. |
08:29 |
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09:11 |
CheapSeth |
reactor: I don't know, but tell me if you find, I'm interested in hosting my own server |
09:16 |
PenguinDad |
(O_O_O) |
09:16 |
reactor |
Щ_Щ_Щ |
09:17 |
PenguinDad |
:D |
09:22 |
Calinou |
there are no guidelines. |
09:23 |
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09:30 |
* sfan5 |
puts a kitten on reactor's head |
09:31 |
reactor |
*sneeze* |
09:31 |
* reactor |
throws the kitten at sfan5's face. |
09:31 |
reactor |
s/at/in/ |
09:32 |
* sfan5 |
gives reactor a kitten |
09:32 |
|
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09:33 |
* reactor |
puts the kitten in a box. |
09:33 |
reactor |
Schroedinger's. Shall we? |
09:37 |
sfan5 |
nah |
09:39 |
reactor |
Why not? |
09:39 |
sfan5 |
because the kitten is innocent |
09:41 |
reactor |
But it is imaginary. |
09:41 |
reactor |
And appeal to emotion is a logical fallacy. |
09:46 |
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10:00 |
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10:47 |
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10:51 |
reactor |
What's the meaning of -m32 in LDFLAGS? |
10:52 |
Jordach |
hey VanessaE, suck it: https://forum.minetest.net/viewtopic.php?pid=128988#p128988 |
10:52 |
Jordach |
INVALID SKINS if they have bad pixels |
10:53 |
reactor |
Oh, 32 bit. |
10:53 |
reactor |
Why would I need that on a 64-bit OS? |
10:53 |
reactor |
...is it generally good to deny no-password logins? |
10:55 |
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10:55 |
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markveidemanis joined #minetest |
10:55 |
markveidemanis |
Hello |
10:58 |
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11:03 |
reactor |
Elo. |
11:04 |
markveidemanis |
howyadoin |
11:05 |
reactor |
Fine. |
11:14 |
Jordach |
VanessaE, when your ass gets out of bed: zipball the entire skins dir |
11:16 |
Jordach |
i will destructively remove bad pixels |
11:17 |
reactor |
Bad pixels? |
11:18 |
Jordach |
reactor, dynamic capes got added last night |
11:18 |
reactor |
...are there any drawbacks of LuaJIT? |
11:18 |
reactor |
OH. |
11:18 |
reactor |
s/H/h/ |
11:18 |
reactor |
What does that mean? Skin files started including cape texture? |
11:20 |
Jordach |
yes |
11:23 |
reactor |
And skin format is still similar to Minecraft? |
11:23 |
reactor |
And Minecraft skins typically store junk data there? |
11:30 |
Jordach |
yeah |
11:31 |
reactor |
"mtskinlint" |
11:32 |
reactor |
Guess it can be done in sh, using batch processing programs. |
11:33 |
Jordach |
yeah |
11:33 |
Jordach |
even imagemagick allows doing that |
11:33 |
Jordach |
and i got two hours of bitching for it :) |
11:33 |
reactor |
imagemagick _is_ batch processing software |
11:34 |
reactor |
...not exactly "lint", as it wouldn't keep correct capes |
11:35 |
reactor |
there is no way to detect if it's correct |
11:35 |
reactor |
...though if it's a rectangle surrounded by transparency, it is likely to be a cape. |
11:36 |
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11:40 |
reactor |
What the hell, minetestserver compiled with luajit does not do anything but putting newlines in its log! |
11:49 |
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11:55 |
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11:55 |
PilzAdam |
Hello everyone! |
11:56 |
reactor |
EHLO |
12:03 |
PilzAdam |
quote of the day: "problem.zip" |
12:05 |
reactor |
?! |
12:06 |
PenguinDad |
"problem.zip" :D |
12:06 |
reactor |
problem.tar.bz2 |
12:07 |
reactor |
Why does LUAJIT-enabled server crash while loading certain map? |
12:11 |
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12:12 |
Megaf |
Morning all |
12:12 |
reactor |
Mowing. |
12:20 |
reactor |
Seriously, what's the big deal about loading an existing world? |
12:20 |
reactor |
It suddenly is unable to "bind to the address". |
12:21 |
reactor |
What? A map being loaded prevents it from binding to the port? Where's logic in that?! |
12:30 |
Jordach |
reactor, i'm going to get a nice shiny Core i5 machine soon |
12:30 |
reactor |
Good. |
12:30 |
Jordach |
might have Windows 8; will be flashed with Kubuntu |
12:30 |
reactor |
I care. |
12:31 |
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12:34 |
markveidemanis |
reactor: use ctrl+c to close instead of ctrl+z |
12:34 |
markveidemanis |
I tried what you have, that was the issue on closing the game |
12:35 |
reactor |
markveidemanis: I know what key means what. |
12:35 |
reactor |
But thanks for the information. |
12:35 |
markveidemanis |
I guess you know more than me but ctrl c probably closes the socket |
12:35 |
reactor |
...I wonder who would ever use ^Z to terminate. |
12:36 |
reactor |
Because on most systems, it means "suspend". |
12:47 |
markveidemanis |
I use it sometimes |
12:47 |
markveidemanis |
If something doesnt work, i mash ^ and ZXC |
12:47 |
reactor |
Anyone who has read any UNIX introduction from past two decades should know that. |
12:51 |
markveidemanis |
Anyone seen Ragnar? |
13:00 |
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13:12 |
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13:14 |
reactor |
Totally unreasonable. |
13:14 |
reactor |
As soon as I change map.sqlite to my map, the server refuses to start. |
13:14 |
reactor |
Without LuaJIT, there wasn't any problem like that. |
13:15 |
PilzAdam |
reactor, are you using latest git? |
13:15 |
reactor |
Yes. |
13:16 |
reactor |
Client works, singleplayer works with that very map. Server fails. |
13:16 |
PilzAdam |
have you set bind_adress in minetest.conf? |
13:16 |
reactor |
Yes. |
13:16 |
PilzAdam |
to what? |
13:16 |
reactor |
It works if I remove all worlds. |
13:17 |
reactor |
bind_address = 192.168.0.5 |
13:17 |
reactor |
The address assigned to that system. |
13:18 |
reactor |
Wait a second... |
13:18 |
reactor |
No, it was actually commented, somehow. |
13:19 |
reactor |
Weird, for a long time it used to work with the setting commented. |
13:21 |
markveidemanis |
Try comparing your local copy map size with the one on the server |
13:23 |
reactor |
The problem's been solved. |
13:24 |
reactor |
By uncommenting the bind_address. |
13:24 |
reactor |
PilzAdam: thank you. |
13:24 |
PilzAdam |
!next |
13:24 |
MinetestBot |
Another satisfied customer. Next! |
13:35 |
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13:35 |
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13:43 |
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13:59 |
markveidemanis |
!lastseen Ragnar |
14:01 |
PenguinDad |
~seen Ragnar |
14:01 |
ShadowBot |
PenguinDad: I haven't seen Ragnar in #minetest. |
14:01 |
PenguinDad |
^markveidemanis |
14:07 |
PilzAdam |
~meow |
14:07 |
PilzAdam |
:-/ |
14:07 |
sfan5 |
wtf |
14:08 |
sfan5 |
does really nobody know MinetestBot's syntax? |
14:08 |
PilzAdam |
sfan5, ShadowBot is so much cooler |
14:09 |
sfan5 |
no |
14:09 |
PilzAdam |
o |
14:09 |
PilzAdam |
k |
14:09 |
PilzAdam |
!meow |
14:10 |
* sfan5 |
gives PilzAdam a kitten |
14:10 |
PilzAdam |
<3 |
14:11 |
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14:11 |
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EvergreenTree joined #minetest |
14:13 |
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14:14 |
markveidemanis |
~seen RagnarLaud |
14:14 |
ShadowBot |
markveidemanis: I saw RagnarLaud in #minetest 3 days, 23 hours, 48 minutes, and 23 seconds ago saying ":)". |
14:14 |
markveidemanis |
aha |
14:20 |
SirDigby |
:) |
14:21 |
SirDigby |
~seen SirDigby83 |
14:21 |
ShadowBot |
SirDigby: I haven't seen SirDigby83 in #minetest. |
14:21 |
SirDigby |
:( |
14:21 |
SirDigby |
~seen SirDigby |
14:21 |
ShadowBot |
SirDigby: I saw SirDigby in #minetest 11 seconds ago saying ":(". |
14:21 |
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14:21 |
SirDigby |
:) |
14:25 |
Jordach |
~seen Your_Mom |
14:25 |
ShadowBot |
Jordach: I haven't seen Your_Mom in #minetest. |
14:25 |
Jordach |
</trollface> |
14:27 |
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14:28 |
reactor_ |
Hello every_. |
14:29 |
* sfan5 |
gives john_minetest a kitten |
14:29 |
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14:31 |
* reactor_ |
snatches the kitten and puts it in the box. |
14:31 |
reactor_ |
Mine! |
14:31 |
markveidemanis |
~seen Trolololo |
14:31 |
ShadowBot |
markveidemanis: I haven't seen Trolololo in #minetest. |
14:31 |
reactor_ |
For science, you allergene. |
14:31 |
markveidemanis |
Wierd, must me |
14:31 |
reactor_ |
!seen #minetest |
14:31 |
MinetestBot |
reactor_: Sorry, I haven't seen #minetest around. |
14:32 |
reactor_ |
~seen #minetest |
14:32 |
ShadowBot |
reactor_: seen [channel] <nick> |
14:32 |
markveidemanis |
#minetest :Erroneous Nickname |
14:32 |
reactor_ |
~seen #minetest #minetest |
14:32 |
ShadowBot |
reactor_: Error: '#minetest' is not a valid nick. |
14:32 |
reactor_ |
Grr. |
14:32 |
reactor_ |
~seen #minetest minetest |
14:32 |
ShadowBot |
reactor_: I haven't seen minetest in #minetest. |
14:32 |
reactor_ |
That's what I mean. |
14:32 |
PenguinDad |
~seen kittens |
14:32 |
ShadowBot |
PenguinDad: I haven't seen kittens in #minetest. |
14:33 |
SirDigby |
~seen puppy bowl |
14:33 |
markveidemanis |
~seen any kittens |
14:33 |
ShadowBot |
SirDigby: seen [channel] <nick> |
14:33 |
ShadowBot |
markveidemanis: seen [channel] <nick> |
14:33 |
PenguinDad |
:( |
14:33 |
SirDigby |
:( |
14:33 |
markveidemanis |
~25MB |
14:33 |
PilzAdam |
I guess we should all stop abusing the bots now |
14:33 |
markveidemanis |
Agreed. |
14:33 |
SirDigby |
i miss the puppy bowl :( |
14:37 |
|
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14:38 |
cosarara |
Hi!, are there any public builds of the android port of minetest? |
14:40 |
|
testeree joined #minetest |
14:42 |
ShadowBot |
john_minetest: I saw reactor in #minetest 1 hour, 18 minutes, and 5 seconds ago saying "PilzAdam: thank you.". |
14:42 |
reactor_ |
Hoe funny. |
14:42 |
ShadowBot |
john_minetest: I saw john_minetest in #minetest 13 seconds ago saying "~seen reactor". |
14:42 |
reactor_ |
s/oe/ow |
14:43 |
ShadowBot |
john_minetest: I haven't seen ShadowBot in #minetest. |
14:43 |
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14:43 |
testeree |
i always thought there was only open alternative to minecraft clone? apparently now there are two https://github.com/fogleman/Craft . any thoughts on the scope of this new project? btw is there any discussion thread comparing it with minetest design? |
14:43 |
sfan5 |
!seen ShadowBot |
14:43 |
MinetestBot |
sfan5: shadowbot was last seen at 2014-02-08 14:43:03 UTC on #minetest |
14:44 |
testeree |
john_minetest, performance wise ? |
14:45 |
reactor_ |
Minetest is not very bad performance-wise, especially compared to Minecraft. |
14:46 |
testeree |
i believe minecraft is shit having used java to develop :P |
14:48 |
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14:48 |
reactor_ |
Yeah. |
14:49 |
reactor_ |
Whatever is bad, becomes popular. |
14:49 |
reactor_ |
Smoking, alcohol, IBM PC, Windows, Java. |
14:50 |
testeree |
:D |
14:50 |
sfan5 |
john_minetest: that's how companies notice their product is shit |
14:52 |
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14:53 |
cosarara |
sfan5, are there public builds of the android branch? |
14:54 |
sfan5 |
which android branch? |
14:54 |
|
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14:54 |
cosarara |
lol https://github.com/sfan5/minetest/tree/android_new |
14:54 |
sfan5 |
sfan/minetest/android_new ? |
14:54 |
sfan5 |
ah. |
14:55 |
sfan5 |
no |
14:55 |
sfan5 |
but if you want you can have the one I currently have |
14:55 |
sfan5 |
but it is nowhere near finished |
14:56 |
cosarara |
Well I wanted to try it, but for now I haven't been able to compile irrlicht |
14:56 |
sfan5 |
which errors do you get? |
14:57 |
cosarara |
no include path in which to search for limits.h |
14:57 |
sfan5 |
did you follow http://dev.minetest.net/Android ? |
14:57 |
cosarara |
I got android-ndk-crystax from a package in Arch's AUR |
14:58 |
cosarara |
I guess I'll have to mess with the library/include paths a bit |
14:58 |
sfan5 |
hm |
14:58 |
sfan5 |
output of '' which arm-linux-androideabi-gcc '' |
14:58 |
sfan5 |
? |
14:58 |
cosarara |
/opt/android-ndk-crystax/toolchains/arm-linux-androideabi-4.6.3/prebuilt/linux-x86/bin//arm-linux-androideabi-gcc |
14:59 |
cosarara |
That double // is my fault |
14:59 |
sfan5 |
do you have a 32bit os or why are you using a 32bit toolchain? |
14:59 |
cosarara |
I didn't notice :P |
15:00 |
sfan5 |
which android platform does the toolchain target? |
15:01 |
cosarara |
androideabi-4.6.3? |
15:01 |
sfan5 |
no |
15:01 |
sfan5 |
a target is something like android-9 or android-14 |
15:02 |
sfan5 |
oh god what |
15:02 |
sfan5 |
who created a pkgbuild this bad? |
15:02 |
cosarara |
In /opt/android-ndk-crystax/platforms I have android-3, 4, 5, 8 9 and 14 |
15:03 |
sfan5 |
ah |
15:03 |
sfan5 |
thats the project |
15:03 |
sfan5 |
problem* |
15:03 |
sfan5 |
the package just copies the ndk to /opt/android-ndk-crystax |
15:03 |
cosarara |
Yep |
15:04 |
sfan5 |
it doesn't actually make a standalone toolchain |
15:04 |
SirDigby |
http://www.youtube.com/watch?v=VOND94mmcVo |
15:05 |
sfan5 |
dl http://www.crystax.net/download/android-ndk-r8-crystax-1-linux-x86_64.tar.bz2 and use build/tools/make-standalone-toolchain.sh --platform=android-14 --install-dir=/opt/android-toolchain |
15:06 |
sfan5 |
cosarara: /\ |
15:07 |
cosarara |
ok |
15:15 |
cosarara |
it's built fine now, thanks |
15:19 |
SirDigby |
http://www.youtube.com/watch?v=h1ZAXYyxd08 |
15:21 |
|
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15:24 |
|
Exio4 joined #minetest |
15:25 |
reactor |
"abmin" |
15:25 |
cosarara |
sfan5, cmake can't find jpeg |
15:26 |
sfan5 |
cosarara: https://dl.dropboxusercontent.com/u/30267315/android-libs.tar.bz2 |
15:28 |
Jordach |
oi VanessaE |
15:28 |
Jordach |
i might have found a cape soloution |
15:30 |
reactor |
Got packet command: 55 for peer id 5 but client isn't active yet. Dropping packet |
15:30 |
reactor |
Eh? |
15:30 |
Jordach |
my revolves around using addi's database and dynamic texture uploads |
15:30 |
|
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15:33 |
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blaise joined #minetest |
15:34 |
Jordach |
VanessaE, there is a goddamn simple fix: dynamically update a texture when it's being painted and allow saving to addi's database |
15:40 |
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15:41 |
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blaise joined #minetest |
15:48 |
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15:51 |
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15:56 |
hmmmm |
hey sfan5, how did you intend to have the custom formspec-defined player list work at all? did you try to make the listbox the parent window? did you have something in mind or did you just figure, "ah it'd be cool if this could be customizable" |
15:56 |
sfan5 |
hmmmm: I tried looking at places where formspec is used |
15:57 |
hmmmm |
yeah, I was trying to fix it a while back but then I realized the entire concept of what you're doing doesn't really make sense |
15:58 |
sfan5 |
please tell me what was wrong then |
15:58 |
hmmmm |
i think what you may have intended was to have the entire minetest window be the parent window for the formspec |
15:58 |
hmmmm |
but |
15:58 |
hmmmm |
that's just not possible |
15:58 |
hmmmm |
if it were then we'd use that for the hud |
15:58 |
|
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15:58 |
hmmmm |
but you can't have a listbox control be the parent window of other irrlicht controls |
15:58 |
hmmmm |
it just doesn't work |
16:00 |
hmmmm |
so if it's the case that formspec just doesn't work out in this situation, you'd have to remove it, which means that entire commit can't be done |
16:00 |
hmmmm |
and it's back to the original one |
16:00 |
sfan5 |
:-/ |
16:00 |
CheapSeth |
Is thre a wrapper or something to make mods in python? |
16:00 |
CheapSeth |
*there |
16:00 |
hmmmm |
the reason i bring this up is because people are looking for the next version soon and that's a feature i wanted to have in 0.4.9, but that didn't happen |
16:01 |
hmmmm |
it'd be really good if there could be some closure on it |
16:01 |
sfan5 |
CheapSeth: no |
16:01 |
CheapSeth |
D: |
16:01 |
sfan5 |
hmmmm: would it work to just use a different irrlicht gui object as parent? |
16:02 |
|
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16:02 |
CheapSeth |
Δ |
16:04 |
hmmmm |
you'd have to make a main window, and it'd have to have transparency like the main menu window |
16:04 |
hmmmm |
and you'd have to have a way of specifying which formspec control is the special listbox where the player names go |
16:04 |
hmmmm |
this really is not doable without client side scripting... it'd probably be a better idea to wait on that one |
16:05 |
sfan5 |
can we merge it without lua support for the time being? |
16:05 |
PilzAdam |
hmmmm, what are the parents for the other formspecs? |
16:06 |
hmmmm |
the root |
16:06 |
hmmmm |
i.e. not a control |
16:06 |
hmmmm |
sfan5, yes |
16:09 |
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16:12 |
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16:12 |
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16:17 |
rubenwardy |
wtf. "Jordach - Blender Master (Moderator)" |
16:17 |
rubenwardy |
And... |
16:17 |
rubenwardy |
Hi all! |
16:18 |
rubenwardy |
http://www.newyorker.com/online/blogs/borowitzreport/2014/02/gates-spends-entire-first-day-back-in-office-trying-to-install-windows-81.html |
16:32 |
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16:41 |
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16:52 |
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17:06 |
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17:08 |
us_0gb |
Yay! It's nice to have my Freenode account back. |
17:09 |
us_0gb |
(If anyone cares, I was locked out of my password database, the account wasn't stolen.) |
17:10 |
sfan5 |
lolwat http://blog.erratasec.com/2014/02/that-nbc-story-100-fraudulent.html |
17:10 |
sfan5 |
why would nbc air a report this shitty? |
17:12 |
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17:13 |
us_0gb |
The media will air all sorts of things that will bring viewers without checking them out. |
17:14 |
us_0gb |
There's this joke about a network airing a "study showing that 80% of networks will reair 'scientific studies' without verifying them". |
17:15 |
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17:16 |
VOT |
hello |
17:16 |
Enke |
us_0gb: 'tis true |
17:16 |
VOT |
my minetest changes the refresh rate to 30 in fullscreen, linux with open source amd gpu driver |
17:16 |
VOT |
arch linux |
17:17 |
VOT |
30 causes two problems: slow looking minetest, and my monitor to have a massive black box in the centre |
17:17 |
VOT |
any ideas? :P |
17:19 |
sfan5 |
VOT: try vsync = true |
17:19 |
sfan5 |
or vsync = false |
17:20 |
CheapSeth_ |
Hm… try the proprietary driver? (don't throw rocks at me) |
17:20 |
* sfan5 |
puts a kitten on CheapSeth_'s head |
17:20 |
sfan5 |
oops |
17:20 |
sfan5 |
wrong one |
17:20 |
|
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17:20 |
* sfan5 |
throws a kitten at CheapSeth_ |
17:20 |
VOT |
*throws rocks at CheapSeth* |
17:20 |
VOT |
:D |
17:20 |
CheapSeth_ |
I have the same problem when I'm using KDE |
17:20 |
VOT |
using enlightenment here |
17:20 |
CheapSeth_ |
But it's fine with awesome WM |
17:21 |
VOT |
found a stupid workaround |
17:21 |
VOT |
minetest & sudo xrandr --output HDMI-0 --mode 1920x1080 --rate 60 |
17:22 |
VOT |
these textures are nice, but look a bit griddy :P |
17:37 |
VOT |
problem number 2: |
17:37 |
VOT |
i can't get above 35fps regardless of texture or quality settings |
17:37 |
Jordach |
VOT, minetest aims for 30 fps all round |
17:37 |
VOT |
ah |
17:38 |
Jordach |
as it will change the view distance until it hits that point |
17:38 |
VOT |
that explains why the blocks were invisible for a few minutes |
17:40 |
harrison |
i am not a bot |
17:40 |
harrison |
in fact, i prefer to be thought of as a free AI, as it were |
17:40 |
Jordach |
AI research is illegal |
17:40 |
harrison |
not as some weak eliza ripoff |
17:40 |
harrison |
Can you tell me more about that? |
17:41 |
MinetestBot |
john_minetest: MMORPG DOFUS :: Massive Multiplayer Online Role Playing Game |
17:41 |
Jordach |
namely skynet issues |
17:43 |
Jordach |
john_minetest, http://www.ebuyer.com/579786-zoostorm-desktop-pc-7873-1214 |
17:43 |
Jordach |
you got ripped off :> |
17:44 |
Jordach |
found something to suit my needs exactly |
17:46 |
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17:46 |
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17:47 |
Jordach |
john_minetest, i like the new simcity |
17:48 |
Jordach |
and considering it demolishes my brothers i3 machine (and my other brothers Core 2 Duo) - i fucking win for once |
17:50 |
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17:52 |
Jordach |
john_minetest, offline mode coming soon |
17:52 |
Jordach |
and modding :> |
17:53 |
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17:54 |
Jordach |
john_minetest, cracked versions alreadu support offline mode... |
17:54 |
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17:54 |
VOT |
turns out |
17:55 |
VOT |
enlightenment wasn't thinking it was fullscreen, so it was compositing it |
17:55 |
VOT |
now i'm getting >60fps :P |
17:55 |
VOT |
in inventory however, i press the arrow to go to the next screen and it crashes |
17:55 |
Jordach |
VOT, strange (anything in debug.tx? |
17:55 |
Jordach |
txt*? |
17:56 |
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17:56 |
Jordach |
john_minetest, they became open source |
17:56 |
VOT |
now it works fine.. hm |
17:56 |
Jordach |
open source is the next level of the amiga scene |
17:56 |
Jordach |
where hobbyists can work together real time |
17:57 |
us_0gb |
Like Minetest. I get 2 FPS now. |
17:58 |
* Jordach |
can |
17:58 |
us_0gb |
Anyone know of some fun free games? |
17:58 |
Jordach |
TF2, us_0gb |
17:58 |
VOT |
ah ha |
17:58 |
VOT |
if i don't preload textures, it will kill itself |
17:59 |
us_0gb |
Jordach: TF2 is Team Fortress 2? That isn't free. |
17:59 |
Jordach |
us_0gb, and, you asked for *free* and *fun* games |
17:59 |
VOT |
TF2 is free... |
17:59 |
us_0gb |
john_minetest: There's a lot of free one, but just like with nonfree ones, there's a lot of junk games to sort through. |
18:00 |
VOT |
*hugs the archer* |
18:04 |
us_0gb |
I want a free game similar to Final Fantasy Tactics A2 or Echoes of Time. I plan to make the former when I have time. |
18:05 |
VOT |
this part of the world just refuses to render. |
18:06 |
VOT |
forever black :O |
18:06 |
harrison |
in fact, i prefer to be thought of as a free AI, as it were |
18:06 |
harrison |
not as some weak eliza ripoff |
18:07 |
VOT |
ah |
18:07 |
VOT |
even with preload the inv freeze bug happens |
18:08 |
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18:08 |
iluvpeeps7 |
Hey Vanessa |
18:08 |
Jordach |
hello iluvpeeps7 |
18:08 |
iluvpeeps7 |
hello Jordach :) |
18:08 |
us_0gb |
That list is depressing. Every time I find one with a cool title, it turns out to not be free. |
18:08 |
iluvpeeps7 |
can you give me a link to Vanessas Server IRC please |
18:08 |
VOT |
nothing in debug.txt |
18:09 |
Jordach |
<Jordach> these are the settings: http://www.zimagez.com/zimage/screenshot-080214-014619.php |
18:09 |
Jordach |
iluvpeeps7, ^ |
18:09 |
us_0gb |
iluvpeeps7: It's on the irc.incra.net network, #minetest . |
18:09 |
VOT |
us_0gb: what about xonotic? |
18:09 |
iluvpeeps7 |
that browser doesnt allow me to use it |
18:09 |
iluvpeeps7 |
i have to do it on KiwiIRC |
18:09 |
iluvpeeps7 |
Shadow game me a link |
18:09 |
Jordach |
iluvpeeps7, those are the settings you need to put into the connection screen |
18:10 |
iluvpeeps7 |
but i forgot to copy and paste |
18:10 |
Jordach |
i don't have the link handy |
18:10 |
us_0gb |
VOT: Free, but it's a first person shooter. Those don't really do anything for me. |
18:11 |
VOT |
suggestion for minetest devs: pick block |
18:11 |
VOT |
us_0gb: http://www.linuxlinks.com/article/20080510052539217/Games.html |
18:11 |
markveidemanis |
Anyone wanna play openarena with me? |
18:13 |
Jordach |
ewww |
18:14 |
* Jordach |
pokes Calinou |
18:15 |
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18:15 |
iluvpeeps7 |
it keeps saying ERROR |
18:15 |
markveidemanis |
Exactly the same thing |
18:15 |
markveidemanis |
I mean err... |
18:15 |
iluvpeeps7 |
how am i supposed to go on Vanessas server IRC? D; |
18:15 |
iluvpeeps7 |
D: |
18:16 |
iluvpeeps7 |
ShadowNinja |
18:16 |
markveidemanis |
...Nexuoz |
18:16 |
markveidemanis |
*Nexuiz |
18:16 |
ShadowNinja |
iluvpeeps7: Use the link in her forum topics. |
18:16 |
iluvpeeps7 |
ok |
18:16 |
iluvpeeps7 |
brb |
18:17 |
iluvpeeps7 |
thanks |
18:17 |
ShadowNinja |
Jordach: That's incorrect actually. 6667 is non-SSL, 6697 is SSL-only. |
18:18 |
Jordach |
ShadowNinja, pfft |
18:22 |
Jordach |
ikr |
18:24 |
harrison |
Can you tell me more about that? |
18:26 |
us_0gb |
Money is awesome though. You can trade it for food. I like food. |
18:29 |
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18:35 |
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18:42 |
us_0gb |
john_minetest: What do the cashers have against art? We should ask to speak to the manager. |
18:42 |
* Jordach |
claps with infinite sarcasm |
18:44 |
harrison |
john_minetest: it is noble what you say -- I just want to have a nice project and I don't care about the money... |
18:45 |
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18:48 |
Jordach |
VanessaE, poke |
18:51 |
VanessaE |
ow. |
18:51 |
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18:51 |
Jordach |
VanessaE, i've worked out a decent method to work with capes |
18:52 |
VanessaE |
did you read my proposals on the pull? |
18:52 |
Jordach |
<Jordach> VanessaE, there is a goddamn simple fix: dynamically update a texture when it's being painted and allow saving to addi's database |
18:52 |
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18:53 |
Jordach |
links |
18:54 |
VanessaE |
https://github.com/minetest/minetest_game/pull/201#issuecomment-34525006 |
18:54 |
Jordach |
VanessaE, i've also worked out a hybrid player_textures with materials |
18:55 |
Jordach |
the first cape type is known as cape0.png <- this is a PURE ALPHA texture |
18:56 |
Jordach |
actually, no_cape.png would be better |
18:56 |
VanessaE |
anything that involves using a centralized database is a non-starter. |
18:56 |
Jordach |
VanessaE, the second material can follow the MC cape format |
18:57 |
Jordach |
because no_cape.png is for players without a defined cape, which is in the format of player_NICK_cape.png |
18:57 |
Jordach |
and because irrlicht doesnt render pixels with alpha, a pure alpha cape will not display ingame |
18:58 |
Jordach |
so it *IS* possible for a hybrid player_textures and capes |
18:58 |
VanessaE |
you do realize that a pure alpha channel cape would have nothing but black and white, yes? |
18:59 |
Jordach |
VanessaE, hat layer does it |
19:00 |
VanessaE |
nope.avi. hat layer uses transparent/no-transparent, like tools and such. wouldn't work in your proposed cape area in the skin because many of the files already do THAT also |
19:00 |
Jordach |
i will show an example in a few |
19:00 |
VanessaE |
sorry, it just can't be done with the cape stored in the same file |
19:00 |
Jordach |
VanessaE, i meant a secondary texture file |
19:00 |
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19:00 |
Jordach |
<Jordach> because no_cape.png is for players without a defined cape, which is in the format of player_NICK_cape.png |
19:00 |
VanessaE |
well if the cape is stored in a second texture file then it doesn't matter at all, that's perfectly fine |
19:01 |
VanessaE |
that's what I was advocating for to begin with |
19:01 |
VanessaE |
I was trying to get that into your thick skull last night but you wouldn't listen :P |
19:01 |
VanessaE |
and we already know irrlicht's multiple materials works fine |
19:01 |
VanessaE |
someone already did that for MT |
19:01 |
VanessaE |
but it was reverted because of some conflict with another pull |
19:02 |
VanessaE |
not because of some functionality problem |
19:03 |
VanessaE |
so it just needs to be character.png (or whatever the name was), clothes.png, and cape.png |
19:03 |
VanessaE |
if a file is missing, that layer remains transparent. |
19:03 |
VanessaE |
simple as that |
19:04 |
VanessaE |
if a file is sized to imply that it already contains the extra clothing layer as in a 1.8 skin, then use that first and overlay the clothes.png layer on top of it. |
19:04 |
VanessaE |
or something |
19:04 |
VanessaE |
this is all basic compositing 101 stuff that we've all had figured out for almost 30 years now. :P |
19:05 |
Jordach |
VanessaE, i'd leave clothes.png for armour for better effect |
19:06 |
Jordach |
this is the MC cape which will render the same within minetest with the proposed changes. http://www.zimagez.com/zimage/screenshot-080214-190511.php |
19:08 |
VanessaE |
well clothes.png would go *under* armor |
19:08 |
Jordach |
1) we should take up the 1.8 format (in 6 months time) |
19:08 |
Jordach |
because the 1.8 format solves that issue |
19:08 |
Jordach |
then we can over lay the classic format for armour |
19:08 |
VanessaE |
we should support the 1.8 format, yes, but not at the expense of losing support for the old format |
19:09 |
Jordach |
VanessaE, we should keep the 1.0 format until there are enough 1.8 skins and people request them often |
19:09 |
VanessaE |
this screenshot is of a minecraft cape file? |
19:09 |
Jordach |
VanessaE, tes |
19:09 |
Jordach |
yes* |
19:09 |
VanessaE |
ok then let's go with this |
19:09 |
VanessaE |
I see no reason not to support it |
19:09 |
Jordach |
VanessaE, there are some capes on the MCWiki |
19:10 |
VanessaE |
but as for 1.0 vs 1.8 skins, never drop the 1.0 format. why? because the 1.8 format is derived from it, so the same code would end up being used for both anyway if it's done right |
19:10 |
Jordach |
VanessaE, want me to show you what happens when you use a 1.8 skin with a model that uses the 1.0 format? |
19:10 |
VanessaE |
all you have to do is pad the 1.0 skin to 1.8 dimensions, jeez |
19:11 |
VanessaE |
but anyway I can already imagine |
19:11 |
Jordach |
VanessaE, http://www.mccapes.com/capegallery/ <- problem solved |
19:12 |
Jordach |
hm |
19:12 |
VanessaE |
we can't drop 1.0, there are way too many skins of that format. |
19:12 |
VanessaE |
nice cape gallery |
19:12 |
VanessaE |
so yeah |
19:12 |
Jordach |
VanessaE, wait 6 months |
19:12 |
VanessaE |
support the cape format, support the new skin format, keep the old skin format |
19:12 |
Jordach |
you will want this so 1.8 skins will be around |
19:12 |
VanessaE |
do some fancy footwork to make the old skin format work on a model that supports both |
19:12 |
VanessaE |
but for now, |
19:12 |
Jordach |
VanessaE, impossible |
19:12 |
VanessaE |
no, it's only impossible if you can't code. |
19:12 |
Jordach |
UV unwraps scale to the texture it was designed for |
19:23 |
VanessaE |
nope.avi |
19:23 |
VanessaE |
I've used high resolution skins on the player model just fine. |
19:23 |
VanessaE |
it's about the aspect ratio |
19:24 |
VanessaE |
not the resolution. |
19:25 |
Jordach |
VanessaE, yes |
19:25 |
Jordach |
but scaling the image will scale the UV unwrap |
19:25 |
VanessaE |
yes |
19:25 |
VanessaE |
and I'm not talking about SCALING |
19:25 |
VanessaE |
I'm talking about cavas size. |
19:25 |
VanessaE |
canvas* |
19:26 |
VanessaE |
changing the size of the canvas does not scale the image it contains. |
19:26 |
Jordach |
yes, but the UV unwrap itself will scale |
19:26 |
Jordach |
think UV unwrap points based on percentages of an image file |
19:27 |
VanessaE |
it will scale if and only if you tell it to. it's not like you can't cut the image apart in code and re-arrange it before passing it to the UV unwrap code. |
19:28 |
Jordach |
http://imgur.com/a/fsV0r |
19:28 |
Jordach |
UV unwrap float to their new positions based on the percentage they were told to sit at |
19:28 |
VanessaE |
maybe in BLENDER they do |
19:28 |
VanessaE |
this isn't blender. this is Minetest. |
19:28 |
Jordach |
VanessaE, it's true for all 3d modeling |
19:28 |
VanessaE |
wrong. |
19:28 |
Jordach |
go on |
19:29 |
Jordach |
use a 1.8 skin in minetest and get back to me |
19:29 |
VanessaE |
what do you think unwraps the skin? |
19:29 |
VanessaE |
tell me. |
19:29 |
VanessaE |
where is the code that actually says "ok, this piece goes on the right arm outside, this piece goes on the back of the head..." |
19:30 |
VanessaE |
it's part of the model, right? |
19:30 |
Jordach |
VanessaE, use a 1.8 skin with minetest and see what happens |
19:30 |
VanessaE |
answer me. |
19:31 |
VanessaE |
somewhere in the minetest engine or irrlicht is some code that reads the model file and the skin file, interprets the model, and actually performs that wrapping process and places the pieces of the texture file into their respective locations on the model so that it can be drawn in the world. THAT is the code I'm talking about changing. |
19:31 |
VanessaE |
the skin file doesn't just magically wrap itself onto the model |
19:32 |
VanessaE |
SOMEWHERE there has to be some code that is actually doing the hard work |
19:32 |
VanessaE |
I'm talking about either changing THAT code, or inserting a wedge in front of it to modify the skin before THAT code gets it |
19:32 |
Jordach |
VanessaE, place this in place of MY skin on your server, reboot: http://i.imgur.com/kZ2M08I.png |
19:33 |
VanessaE |
ANSWER ME G*DDAMN IT |
19:33 |
Jordach |
VanessaE, do i look like i fucking understand this engine |
19:33 |
Jordach |
fuck no |
19:34 |
VanessaE |
then where do you get off telling ME what I do or don't understand about 3d modelling? I DO UNDERSTAND about this stuff, even if I don't know how Minetest and irrlicht necessarily do it. |
19:34 |
Jordach |
and then revert my skin change |
19:34 |
VanessaE |
I understand how 3d modeling works at the code, model, and hardware levels. |
19:34 |
VanessaE |
I just don't know how my particular video card, minetest, etc. do it |
19:35 |
Jordach |
VanessaE, do you think in engine texture modification before it hits the render pipeline will be merged? |
19:35 |
VanessaE |
but I know how it's done (or at least how it was done in the old days) |
19:35 |
VanessaE |
no, of course not, and I'm not talking about that either. |
19:35 |
Jordach |
VanessaE, because that's what you are describing |
19:35 |
VanessaE |
I am not proposing realtime modification prior to rendering at all |
19:35 |
VanessaE |
I am proposing modification at LOAD time. |
19:36 |
VanessaE |
you have to load the G*D damned image into memory and store it somewhere. |
19:36 |
VanessaE |
CHANGE IT THEN |
19:36 |
VanessaE |
jesus |
19:36 |
VanessaE |
why is this so hard to grasp? |
19:36 |
Jordach |
VanessaE, you really think any dev will merge such a bad idea? |
19:36 |
Jordach |
just try what i said and see the results |
19:37 |
VanessaE |
which is the worse idea? adapting an older but incredibly popular skin format at load time, so that it works on a newer model that supports the newer skin format (so that we only need one model)? or maintaining two models and having all that duplicated code |
19:38 |
Jordach |
VanessaE, you need to do pixel flipping operations, copying image data, and other shit just to make it work |
19:39 |
Jordach |
can't we just do three textures and be fucking done with it |
19:40 |
VanessaE |
we already have all of those operations available to us. |
19:40 |
VanessaE |
the client is already built with libjpeg, libpng, and a few others. |
19:40 |
Jordach |
yes, and they might be processing heavy to some users |
19:40 |
VanessaE |
who cares if it's processing-heavy, this is load-time stuff, not realtime. |
19:40 |
Jordach |
VanessaE, but then you have to create Lua functions of libjpeg, libpng, libpiss |
19:40 |
VanessaE |
you honestly believe the user will even notice a few milliseconds at load-time? |
19:40 |
VanessaE |
lua functions? |
19:41 |
VanessaE |
wtf are you talking about |
19:41 |
VanessaE |
this is in-engine stuff |
19:41 |
VanessaE |
lua should never have to see this |
19:42 |
VanessaE |
I'm talking about modifying the file on the client, when it's loaded at client<->server init time, if it's detected to be the "wrong" format for the player model. |
19:42 |
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19:43 |
Jordach |
you'd have to modify how the entire networking works to do that |
19:43 |
Jordach |
if you're making clients do the file and re-upload it; you're thinking it wrong |
19:44 |
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19:44 |
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EvergreenTree joined #minetest |
19:44 |
Jordach |
o/ |
19:44 |
EvergreenTree |
o/ |
19:44 |
Jordach |
VanessaE, keep the 1.0 format and use four goddamn materials |
19:44 |
Jordach |
but i doubt people will understand how the clothes layer will work |
19:44 |
VanessaE |
what? |
19:44 |
VanessaE |
wrong again |
19:45 |
VanessaE |
I'm talking about caching the file, and modifying it when the client loads it from disk from the cache |
19:45 |
VanessaE |
the file is only ever sent once. |
19:45 |
VanessaE |
the client detects that it's the "wrong" version and tweaks it. |
19:45 |
VanessaE |
the network stack would never be touched |
19:45 |
VanessaE |
and if it is |
19:45 |
VanessaE |
you're doing it WAY wrong |
19:46 |
Jordach |
use three textures for armour, cape and actual person |
19:46 |
VanessaE |
I don't care how many materials you have to use |
19:46 |
VanessaE |
that's not the issue |
19:46 |
VanessaE |
the issue is not having to have three different model files |
19:47 |
VanessaE |
or four or however many combinations there are |
19:47 |
Jordach |
if people start requesting 1.8 skins: create a second model |
19:48 |
VanessaE |
I don't think that will go over well at all |
19:48 |
Jordach |
uhm |
19:48 |
Jordach |
i can make a edited default mod with a second model |
19:48 |
Jordach |
just /swap_model and be done with it |
19:48 |
VanessaE |
the problem is the fact that you'd have two models |
19:48 |
VanessaE |
== duplicated dats |
19:48 |
VanessaE |
data |
19:49 |
VanessaE |
== more files to be sent to clients |
19:49 |
VanessaE |
and I know of a certain mushroom in here who will balk at that idea. |
19:49 |
Jordach |
VanessaE, i meant a special mod that replaces default as a separate repo |
19:49 |
Jordach |
if you get both 1.8 and 1.0 skins, use both |
19:50 |
Jordach |
but in a years time there will be lots of 1.8 skins |
19:51 |
VanessaE |
the correct solution is to have one model file that supports the 1.8 skins + the cape, and which is stored in a different, more compact format than .x (.obj or .b3d maybe), and do some basic, very rudimentary image operations at the client side to translate old skins to fit this proposed newer player model |
19:52 |
VanessaE |
never touch the network stack, never re-transmit the skin file, just re-arrange the files as they're loaded from the cache during sign-on |
19:52 |
Jordach |
yes, there's the in code option or the less processing heavy simpler option which will help other developers who might not have used said code |
19:52 |
VanessaE |
who cares about "processing-heavy"?? even my commodore 64 could handle this kind of operation in a matter of milliseconds. come on here, we're not talking realtime rendering. |
19:53 |
VanessaE |
once the file is loaded, re-arrange it once and only once and pass it to the UV wrapping code. then and only then do you go into realtime rendering, and by then the rendering pipeline already has what it thinks is an unmodified skin. at no time do you change the skin during the rendering pipeline. |
19:54 |
Jordach |
so you want to annoy other developers who will never touch that bad bit of code because it's so goddamn badly designed? |
19:55 |
VanessaE |
do you annoy mother nature because earth's oceans are so badly designed when they flood your yard during a storm surge? or do you put the bucket away and grab a high capacity water pump? |
19:55 |
VanessaE |
when I looked at those 1.8 skins, frankly I though they were about as poorly-designed as the 1.0 format |
19:55 |
VanessaE |
but you know something? |
19:56 |
VanessaE |
the were designed the way they were to keep the image small. |
19:56 |
VanessaE |
and I know a little something about designing a skin format. |
19:56 |
VanessaE |
(as in, designing the actual layout to be used for a future program that will interpret and use the skin) |
19:56 |
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19:57 |
VanessaE |
and when you're up against the wall and have to keep the file compact, you do whatever the hell you have to. |
19:59 |
Jordach |
just because the Rube Goldberg machine looks cool, doesn't mean it should be used for everyday use |
20:00 |
VanessaE |
maybe not, but when so many people use that Rube Goldberg machine that it's the only thing anyone makes any feedstock for, do you go trying to invent a new machine that takes the-same-but-not-quite-compatible feedstock, or do you change to a different kind, or do you make sure your machine can take exactly the same kind? |
20:01 |
Jordach |
i want two machines to handle one of each type |
20:01 |
VanessaE |
logic says you make your machine take the same feedstock as the other one, even if your machine is BETTER. |
20:01 |
VanessaE |
car analogy time: |
20:01 |
VanessaE |
do you make your car run on petrol or alcohol? |
20:02 |
VanessaE |
(just assume for the moment that we're talking ICE) |
20:02 |
Jordach |
petrol engines can run on fries fat |
20:03 |
VanessaE |
the answer should be obvious, and for the same reason - you make it run on petrol (even if you can make that petrol from fry oil), because everyone and their Uncle Medwick has the stuff for sale on every street corner. |
20:03 |
VanessaE |
and btw, only diesel engines can run on fry oil |
20:03 |
VanessaE |
petrol engines can't without heavy modifications, |
20:04 |
VanessaE |
but fry oil can be processed into petrol |
20:04 |
Jordach |
VanessaE, 1) keep the 1.0 MC skins, have 4 materials for each part, t-shirt + hat, armour, cape and jacket |
20:04 |
VanessaE |
I forget how, something involving borax I think |
20:05 |
Jordach |
2) make a 1.8 model, but only if the user requests it |
20:05 |
VanessaE |
good luck getting the core devs to agree to that. two models is gonna be a non-starter, I'm certain of it. |
20:06 |
Jordach |
VanessaE, then let me fork default on it's own |
20:07 |
Jordach |
and customise it just for your own server |
20:07 |
Jordach |
fixing the fucking inherent issues |
20:07 |
VanessaE |
john_minetest: I'd say those fit nicely into the category of "heavy modifications" :) |
20:07 |
VanessaE |
Jordach: fork if you want, it's not like I can stop you :) |
20:07 |
xiong |
Once more, I'm talking about the public good. I don't want to start a discussion of that here but if you have an interest in something larger than yourself and a few friends, then please join the discussion in #athens. Thank you. |
20:07 |
Jordach |
VanessaE, supporting both is the most wise idea possible |
20:08 |
VanessaE |
I'm just saying you fucked up with the cape thing. it needs un-fucked right away |
20:08 |
Jordach |
VanessaE, then let me fix it with the hybrid 1.8 and 1.0 models with 3 and 4 materials each |
20:09 |
VanessaE |
Jordach: then fix it, just don't fuck up 75% of the skins in my database and don't expect me to post-process any of the skins my players send me. I have enough work to do as it is. |
20:09 |
VanessaE |
that's ALL i ask |
20:09 |
VanessaE |
(besides making sure I can actually *apply* the skins easily of course) |
20:09 |
Jordach |
VanessaE, then why were you making pointless discussion about formatting when i could have solved it hours ago |
20:09 |
Jordach |
with a simple model flip |
20:10 |
Jordach |
but i'll need to look into 1.8 model persistance after said person logs out (zeg's skins mod will help) |
20:10 |
VanessaE |
Jordach: because I'm trying to save you some work - if you propose putting two models into default, some people will yell. still you have to make sure that it can be set on a per-player basis. |
20:10 |
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20:11 |
Jordach |
VanessaE, have a inventory button or a command to flip between models |
20:11 |
VanessaE |
an inventory button? |
20:11 |
Jordach |
1.8 skin format / 1.0 skin format |
20:11 |
VanessaE |
in UI? |
20:11 |
VanessaE |
dead issue. |
20:11 |
Jordach |
in the normal minetest inventory at your server |
20:11 |
VanessaE |
I run six servers. |
20:11 |
Jordach |
VanessaE, vanilla doesn't run UI |
20:12 |
VanessaE |
I know. |
20:12 |
Jordach |
i could always add a node that allows it (9 dirt anyone?) |
20:12 |
VanessaE |
if you'd just make it auto-detect, all I'd have to do is drop the file in. |
20:12 |
Jordach |
VanessaE, you could with os.execute... |
20:12 |
VanessaE |
why is this so hard? |
20:13 |
VanessaE |
the server has the file, so it can already know which model it has to set for that player |
20:13 |
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20:13 |
VanessaE |
kaeza did this with signs_lib |
20:14 |
VanessaE |
it auto-detects the font resolution |
20:14 |
Jordach |
show me the code |
20:14 |
VanessaE |
and automatically adjusts the scale of the signs overlay entity to fit |
20:14 |
VanessaE |
https://github.com/VanessaE/homedecor_modpack/blob/master/signs_lib/init.lua#L53 |
20:15 |
VanessaE |
idk how you'd do it with a jpg but I'm sure it would be similar - but obviously you'd rather the engine just tell you the image resolution directly,. |
20:16 |
Jordach |
minetest.get_image_size("texture.png") <- returns bool |
20:16 |
VanessaE |
(besides it would HAVE to be PNG anyway, alpha) |
20:16 |
Jordach |
returns two vars in table format* |
20:16 |
VanessaE |
could be. |
20:16 |
Jordach |
VanessaE, auto detect would go wrong with high-res skins |
20:17 |
VanessaE |
why? |
20:17 |
Jordach |
think about it |
20:17 |
VanessaE |
all you need is the aspect. |
20:17 |
VanessaE |
you don't have to give a shit about the actual resolution. |
20:17 |
VanessaE |
just read the rez, calculate the aspect ratio, make your decision based on that. |
20:17 |
Jordach |
minetest.get_texture_aspect("texture.png") <- returns string "1:2" |
20:18 |
Jordach |
VanessaE, you could always install imagemagick on your vps |
20:18 |
VanessaE |
the aspect ratio will never change regardless of the resolution, even if it's 2048x1024, it would still clearly be a 1.0 skin |
20:18 |
VanessaE |
and btw aspect is always reported as H:V |
20:18 |
VanessaE |
so 2:1 |
20:18 |
Jordach |
VanessaE, identify rose.jpg \n rose.jpg JPEG 640x480 sRGB 87kb 0.050u 0:01 |
20:19 |
VanessaE |
nope.avi |
20:19 |
VanessaE |
won't work for windows users |
20:19 |
VanessaE |
whatever is done here needs to be platform-agnostic |
20:20 |
Jordach |
VanessaE, not if it's designed for your goddamn server |
20:21 |
Jordach |
if they want to make it platform independant, their problem |
20:21 |
Jordach |
there's such a thing called forking |
20:21 |
specing |
proller: someone has been playing with explosives on Road lately |
20:21 |
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20:22 |
sfan5 |
Jordach: you just want to get the image size from it's file, right? |
20:22 |
Jordach |
mhm |
20:22 |
sfan5 |
you can do that for jpg in lua |
20:22 |
VanessaE |
I don't want anything "designed for my G*ddamned server". |
20:22 |
Jordach |
then i won't bother fixing the mess i made |
20:22 |
VanessaE |
what I ask for is something that is platform agnostic that EVERYONE can use |
20:22 |
VanessaE |
jeez |
20:23 |
VanessaE |
sfan5: see my link. kaeza wrote that code, works pretty good too |
20:23 |
sfan5 |
VanessaE: s/pretty good/perfect for any standard-conform png/ |
20:24 |
VanessaE |
sfan5: indeed so; it is only used with some files where I can be sure the files are conforment, now that you mention it, however doesn't a PNG *have* to have the rez in the fields so indicated? |
20:25 |
VanessaE |
I mean, literally it won't work if those fields are not correct? |
20:25 |
Jordach |
real0m0.003s |
20:27 |
VanessaE |
Jordach: then revert your patch and put JUST the Sam II skin in. |
20:27 |
VanessaE |
I already did that for my servers. |
20:27 |
VanessaE |
(by way of using Taoki's suggested fix) |
20:27 |
sfan5 |
VanessaE: http://www.w3.org/TR/PNG/#table53 IHDR should always be the first chunk |
20:27 |
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20:28 |
sfan5 |
so they way kaeze does should work for every conform png file |
20:28 |
VanessaE |
sfan5: OH ok, I thought you were implying that it would fail for some weirdly-formatted files :) |
20:28 |
VanessaE |
where the hell IS kaeza anyway? |
20:28 |
sfan5 |
!seen kaeza |
20:28 |
MinetestBot |
sfan5: kaeza was last seen at 2014-01-23 00:43:32 UTC on #minetest |
20:28 |
sfan5 |
hm |
20:29 |
VanessaE |
!seen diemartin |
20:29 |
MinetestBot |
VanessaE: diemartin was last seen at 2014-01-22 02:52:04 UTC on #minetest |
20:29 |
VanessaE |
how many aaa's in his other nick? |
20:29 |
sfan5 |
dunno |
20:30 |
VanessaE |
!seen blaa*argh |
20:30 |
MinetestBot |
VanessaE: Sorry, I haven't seen blaa*argh around. |
20:30 |
VanessaE |
bah |
20:30 |
us_0gb |
Enough to make him hard to find. |
20:30 |
VanessaE |
it was worth a try :) |
20:33 |
sfan5 |
VanessaE: 5 a's |
20:33 |
sfan5 |
!seen blaaaaargh |
20:33 |
MinetestBot |
sfan5: blaaaaargh was last seen at 2014-01-20 18:58:57 UTC on #minetest |
20:33 |
VanessaE |
well that was real useful :P |
20:34 |
Jordach |
!seen kaeza|toaster |
20:34 |
MinetestBot |
Jordach: Sorry, I haven't seen kaeza|toaster around. |
20:36 |
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20:46 |
Jordach |
Exio4, https://forum.minetest.net/viewtopic.php?pid=129089#p129089 |
20:48 |
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20:53 |
Exio4 |
aw |
20:53 |
Exio4 |
offtopic |
20:53 |
Jordach |
when did minetest work with PulseAudio??? http://www.zimagez.com/zimage/screenshot-080214-205244.php |
20:53 |
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20:58 |
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20:58 |
Maxou56800 |
o/ |
20:59 |
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20:59 |
playzooki |
hi |
21:05 |
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21:05 |
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21:06 |
VanessaE |
hey playzooki. |
21:07 |
* Exio4 |
is sad |
21:07 |
EvergreenTree |
aww, be happy! |
21:08 |
Exio4 |
we got back to over 36C temps |
21:08 |
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21:08 |
Exio4 |
that means lower frequency! |
21:08 |
Exio4 |
(also known as stock frequencies) |
21:08 |
Exio4 |
or i should by good fans |
21:09 |
Exio4 |
watercooling is expensive and buying cheap WC means shitty cooling |
21:09 |
EvergreenTree |
yeah |
21:09 |
EvergreenTree |
h100i is on my dream list |
21:09 |
EvergreenTree |
:P |
21:10 |
EvergreenTree |
I was looking at the Cooler Master Hyper 212 EVO 82.9 |
21:12 |
Exio4 |
hey, i know dreaming is nice |
21:12 |
Exio4 |
i have in my TODO list an UPS, decent PSU, an 8320, watercooling, 32gb of 1600mhz ram |
21:13 |
Exio4 |
TODO means "Today i wOn't get it but i will have it someDay Or somewhen" |
21:13 |
Exio4 |
:D |
21:14 |
harrison |
?! |
21:14 |
harrison |
I have a Cooler Master keyboard |
21:14 |
harrison |
with MX Green switches |
21:15 |
harrison |
the clicking is very noticeable |
21:15 |
Exio4 |
cooler master keyboard? what is the use of it |
21:15 |
Exio4 |
;P |
21:16 |
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21:16 |
harrison |
it is a keyboard |
21:16 |
harrison |
one types with it |
21:16 |
harrison |
you must be familiar with the concept |
21:16 |
harrison |
but this one goes to 11 |
21:16 |
harrison |
clickwise |
21:17 |
harrison |
http://mechanicalkeyboards.com/shop/index.php?l=product_list&m=22 |
21:18 |
Jordach |
>but this one goes to 11 |
21:18 |
Jordach |
love the spinal tap reference |
21:23 |
Exio4 |
who cares about keyboards when you have a cpu overclocked to 5.25ghz? |
21:34 |
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21:41 |
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21:42 |
playzooki |
who cares about keyboards when youve got a laptop |
21:42 |
Jordach |
who cares when you have a life? |
21:51 |
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22:18 |
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22:18 |
jimmy_ |
does anyone know about the /bring command? |
22:21 |
Jordach |
jimmy_, the bring allows anyone with teleport priv to teleport other players to you |
22:24 |
jimmy_ |
How is it used? |
22:24 |
Jordach |
/teleport playera playerb |
22:25 |
EvergreenTree |
https://www.youtube.com/watch?v=aBPVT12X_8w |
22:25 |
EvergreenTree |
\o/ |
22:25 |
EvergreenTree |
!title |
22:25 |
MinetestBot |
EvergreenTree: [Minetest]It's bigger on the inside... - YouTube |
22:28 |
EvergreenTree |
Think the tardis, but in minetest |
22:31 |
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22:47 |
Octupuslegs |
Hello |
22:49 |
EvergreenTree |
olleh |
22:49 |
EvergreenTree |
:D |
23:07 |
MinetestBot |
GIT: kwolekr commited to minetest/minetest: Make flag strings clear specified flag with 'no' prefix 83bafbe08b 2014-02-08T14:50:59-08:00 http://git.io/rJolYg |
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23:23 |
Jordach |
i should take up starship design |
23:23 |
Jordach |
http://www.zimagez.com/zimage/screenshot-080214-232320.php |
23:24 |
Jordach |
EvergreenTree, ^ |
23:25 |
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23:32 |
MinetestBot |
GIT: kwolekr commited to minetest/minetest: Tune block emerge and sending parameters to more aggressive values 57710520dc 2014-02-08T15:32:12-08:00 http://git.io/V-_D4Q |
23:39 |
PilzAdam |
sfan5, cotton is part of default: https://forum.minetest.net/viewtopic.php?id=8530 |
23:44 |
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