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01:04 |
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01:17 |
rdococ |
I'm working on a mod that rotates certain naturally generated nodes e.g. dirt_with_grass to make them appear more natural and less tiled |
01:17 |
rdococ |
I just converted it to VoxelManip and it worked first try! yay! |
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06:26 |
MinetestBot |
[git] numberZero -> minetest/minetest: Optimize entity-entity collision (#6587) 528908a https://git.io/vxPGI (2018-04-03T06:23:46Z) |
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07:01 |
juli |
hi does anyone know whether i can generate an l-system tree inside an other material then "air" |
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IcyDiamond |
oh cool we're down to 78 PRs already |
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08:11 |
juli |
is it possible to generate an l-system tree inside an other material then "air" |
08:11 |
juli |
sorry i timed out after asking the question the first time ... |
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09:16 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Selected ItemStack: Reduce black magic (#6520) baca933 https://git.io/vxPz7 (2018-04-03T09:15:58Z) |
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11:04 |
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11:10 |
IcyDiamond |
can you override the tooltip used in inventories somehow |
11:13 |
deltasquared |
IcyDiamond: you mean custom tooltip text when you hover on an item? |
11:13 |
deltasquared |
I don't know of such, but I hella want it to be a thing |
11:13 |
IcyDiamond |
yeah |
11:14 |
IcyDiamond |
would be nice if you could give it a texture and put colored text on it too |
11:14 |
deltasquared |
IcyDiamond: oh man, the beginnings of a full enchantment system |
11:14 |
IcyDiamond |
:D |
11:14 |
deltasquared |
we already have tool capability overrides in -dev so |
11:15 |
deltasquared |
https://github.com/minetest/minetest/pull/5848 also |
11:15 |
IcyDiamond |
!title |
11:15 |
MinetestBot |
IcyDiamond: Tooltips: Unify the tooltip[] and list[] description tooltip display functions by SmallJoker · Pull Request #5848 · minetest/minetest · GitHub |
11:15 |
deltasquared |
not sure if this is on the item though |
11:15 |
deltasquared |
it looks like it may be controlled by the formspec |
11:15 |
IcyDiamond |
interesting |
11:16 |
deltasquared |
granted, if you could live with a special "upgrade" formspec where the backing logic read special itemstack properties, then sure |
11:17 |
deltasquared |
"diamond pickaxe +1 speed" |
11:18 |
IcyDiamond |
i want to create a system similar to tinkers construct |
11:18 |
IcyDiamond |
kind of hard to do atm |
11:19 |
IcyDiamond |
xD |
11:20 |
deltasquared |
IcyDiamond: *mock horror* you stole my idea! :P |
11:20 |
deltasquared |
nah jk I'm fine with it |
11:20 |
deltasquared |
but yeah that's precisely what I wanted to go after |
11:21 |
IcyDiamond |
it would appear that you have to register a tool for every single combination right now |
11:21 |
IcyDiamond |
unless you can change inventory image without registering |
11:22 |
IcyDiamond |
but as far as i know, none of the params in *def can be modified |
11:22 |
IcyDiamond |
which sucks |
11:22 |
IcyDiamond |
can't be modified per item is what i mean |
11:23 |
deltasquared |
IcyDiamond: you can do per-itemstack capability overrides but there would be no visual way to distinguish them. |
11:23 |
deltasquared |
*checks for docs* |
11:25 |
deltasquared |
argh, where the hay has that gone |
11:27 |
deltasquared |
IcyDiamond: found it, itemstack_meta:set_tool_capabilities() https://github.com/minetest/minetest/commit/a637107a4e81be88938d68df4deae50e68cf2cd8 |
11:27 |
IcyDiamond |
nice |
11:27 |
IcyDiamond |
however i wish there was a way to set texture |
11:27 |
IcyDiamond |
for a specific tool |
11:27 |
IcyDiamond |
instead of registering a new one or overriding |
11:28 |
IcyDiamond |
there is already texture combining which is awesome for doing something similar to tc |
11:29 |
deltasquared |
IcyDiamond: hmm yeah, for TC-esque combinations you'd need a base tool that could dynamically overlay different part textures (handles, heads etc.) |
11:29 |
IcyDiamond |
yes |
11:29 |
deltasquared |
*and* dynamic setting of the tooltip, or at least the display name |
11:29 |
IcyDiamond |
i think you can change that |
11:29 |
IcyDiamond |
no? |
11:29 |
* deltasquared |
fondly remembers the "RedRedRed pickaxe" from TC's precursor, infinicraft |
11:30 |
deltasquared |
MeseMeseMese pickaxe anyone? |
11:30 |
IcyDiamond |
xD |
11:31 |
deltasquared |
I'ma going to go play around with set_tool_capabilities() myself actually |
11:31 |
IcyDiamond |
cool |
11:31 |
deltasquared |
luacmd remains an essential godsend |
11:32 |
IcyDiamond |
huh? |
11:33 |
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11:34 |
deltasquared |
IcyDiamond: like for playing around with stuff like this |
11:34 |
IcyDiamond |
whats that? |
11:34 |
deltasquared |
what, luacmd? |
11:34 |
IcyDiamond |
ye |
11:34 |
deltasquared |
!mod luacmd |
11:34 |
MinetestBot |
deltasquared: LuaCmd [luacmd] by prestidigitator - https://forum.minetest.net/viewtopic.php?t=9671 |
11:34 |
deltasquared |
tl;dr run lua fragments interactively in-game |
11:34 |
IcyDiamond |
ooh |
11:35 |
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11:35 |
IcyDiamond |
Latest commit 63d0d60 on Jul 5, 2014 |
11:35 |
IcyDiamond |
oof |
11:35 |
deltasquared |
IcyDiamond: it isn't the kind of thing that changes often |
11:35 |
deltasquared |
the basic idea of register_chatcommand etc. hasn't varied much at all |
11:36 |
IcyDiamond |
:P |
11:36 |
deltasquared |
needless to say, one does not lightly /grant $player lua |
11:36 |
IcyDiamond |
:D |
11:38 |
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11:39 |
deltasquared |
huh, where did get_wielded_item() get to |
11:39 |
deltasquared |
oh, oops. there it is |
11:39 |
deltasquared |
interesting that this would be a method on a plain objectref |
11:40 |
IcyDiamond |
lol |
11:41 |
rubenwardy |
IcyDiamond, deltasquared: use the description key in stack meta to change the tool tip |
11:41 |
rubenwardy |
This is in 0.4.16 |
11:41 |
* rubenwardy |
added it |
11:41 |
IcyDiamond |
how about inventory image |
11:41 |
deltasquared |
rubenwardy: oooooh I'll try that |
11:42 |
rubenwardy |
Tool capabilities is only in 0.5.0, and needed the work done with custom tooltips to be possible |
11:42 |
rubenwardy |
Inventory image isn't possible yet, but wouldn't be hard to do |
11:42 |
IcyDiamond |
please do it |
11:42 |
IcyDiamond |
i beg you |
11:42 |
rubenwardy |
:D |
11:42 |
deltasquared |
IcyDiamond: file a feature request! :P |
11:42 |
IcyDiamond |
is it not already? |
11:42 |
deltasquared |
if there isn't one already... I didn't look extensively |
11:43 |
rubenwardy |
There will be one |
11:43 |
deltasquared |
rubenwardy: you are correct, I now have a diamond shovel called "lel" |
11:43 |
IcyDiamond |
it didnt work for me |
11:43 |
IcyDiamond |
im in 0.5.0 |
11:43 |
rubenwardy |
IcyDiamond: it's in 0.4.16 |
11:44 |
IcyDiamond |
how about 0.5? |
11:44 |
rubenwardy |
yep |
11:44 |
rubenwardy |
are you actually setting the stack? |
11:44 |
rubenwardy |
stacks aren't by reference |
11:45 |
IcyDiamond |
ahh okay |
11:45 |
IcyDiamond |
cool |
11:45 |
rubenwardy |
so you need to either return the item stack if the function supports ie |
11:46 |
rubenwardy |
*it |
11:46 |
rubenwardy |
or do set_stack |
11:46 |
rubenwardy |
well, requires not supports |
11:46 |
deltasquared |
yeah, the "itemstacks are by value" thing caught me off guard a couple times |
11:47 |
IcyDiamond |
is there no feature request for setting inventory image in meta? |
11:47 |
IcyDiamond |
should i make one then? |
11:47 |
rubenwardy |
there definitely will be |
11:47 |
rubenwardy |
!title https://github.com/minetest/minetest/issues/5686 |
11:47 |
MinetestBot |
rubenwardy: Itemstack Metadata; texture_string · Issue #5686 · minetest/minetest · GitHub |
11:48 |
IcyDiamond |
oh ok |
11:48 |
IcyDiamond |
"Beginner Friendly"? |
11:48 |
rubenwardy |
lol |
11:48 |
rubenwardy |
it is |
11:48 |
IcyDiamond |
i doubt i could do it |
11:48 |
rubenwardy |
it only requires modifying guiFormspecMenu.cpp |
11:48 |
IcyDiamond |
my C++ sucks |
11:48 |
rubenwardy |
you need to look for where it draws iventory lists |
11:49 |
rubenwardy |
then also check meta instead of just the definition |
11:50 |
IcyDiamond |
aw i cant fork multiple times |
11:50 |
IcyDiamond |
my fork of minetest is spheretest |
11:50 |
IcyDiamond |
dammit |
11:50 |
IcyDiamond |
can i un-fork somehow |
11:50 |
IcyDiamond |
XD |
11:50 |
rubenwardy |
sure you can |
11:50 |
rubenwardy |
I think |
11:50 |
rubenwardy |
you can fork to dheh |
11:50 |
rubenwardy |
heh |
11:50 |
rubenwardy |
branches? XD |
11:51 |
IcyDiamond |
hm i guess |
11:51 |
IcyDiamond |
idk lol |
11:53 |
deltasquared |
rubenwardy: right, so where it draws inventory lists, I would assume it would be like "for each slot: look up item in slot; blit item texture to slot position; end" |
11:53 |
IcyDiamond |
i guess i have to duplicate this repo |
11:53 |
deltasquared |
(I haven't looked at source code yet) |
11:53 |
rubenwardy |
yes |
11:53 |
rubenwardy |
ther's a function that does that |
11:53 |
rubenwardy |
so you need to find where it gets the inventory_image from the def |
11:53 |
rubenwardy |
and then read from meta data first |
11:53 |
deltasquared |
to allow for composing textures, you'd a) have to check for the existance of the special item property, then b) modify the draw function to draw each texture over the previous one in order |
11:55 |
deltasquared |
hmm, maybe I should get on with my actual work for the day, because I can see the logical procedure for doing this so clearly it's too tempting to not do right now |
11:57 |
deltasquared |
side note, while playing around with the group caps thing, it'd be really handy if I could lower my player's "minimum time between node digs" thing |
11:57 |
deltasquared |
(without specifying it in the node, I mean.) |
11:58 |
IcyDiamond |
ok i did some repository fuckery and i got a non-fork repo of the spheretest port |
11:58 |
IcyDiamond |
lol |
11:58 |
IcyDiamond |
now i can fork minetest |
11:58 |
IcyDiamond |
XD |
12:00 |
IcyDiamond |
I literally have 4 copies of minetest on my computer |
12:00 |
IcyDiamond |
help |
12:07 |
rubenwardy |
lol |
12:07 |
rubenwardy |
IcyDiamond: one of us! |
12:07 |
IcyDiamond |
:D |
12:11 |
IcyDiamond |
yeah i am too stupid for this |
12:11 |
IcyDiamond |
inventory_texture is part of ClientCached, how would i override that with a meta? |
12:12 |
IcyDiamond |
yeah ill leave this to someone else |
12:12 |
IcyDiamond |
XD |
12:13 |
rubenwardy |
new chapter: https://rubenwardy.com/minetest_modding_book/en/chapters/common_mistakes.html |
12:13 |
Krock |
just tested a few 0.5.0-dev servers and it's amazing how many of them aren't fully compatible with master i.e. outdated |
12:13 |
IcyDiamond |
:P |
12:14 |
Krock |
rubenwardy, how about if test = "yes" then return true end ? |
12:14 |
rubenwardy |
lol |
12:14 |
rubenwardy |
doesn't happen in lua |
12:14 |
rubenwardy |
that won't compile |
12:15 |
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12:16 |
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12:17 |
Krock |
oh nice, it really throws an error :) |
12:20 |
rubenwardy |
I should add "not knowing lua" to that chapter |
12:23 |
IcyDiamond |
lol |
12:25 |
sfan5 |
"Unlike most of the rest of the API, stacks work on a copy of the data rather than the stack in the inventory." |
12:25 |
sfan5 |
hmmm |
12:26 |
sfan5 |
not very accurate if you ask me, e.g. nodes are also copies |
12:26 |
sfan5 |
the only exception I can think of is getting meta at a pos |
12:27 |
rubenwardy |
And inventories |
12:27 |
rubenwardy |
Also nodes aren't references, they're tables |
12:28 |
sfan5 |
yes |
12:28 |
sfan5 |
but the "if you change it without setting it back, it won't change ingame" behaviour matches |
12:28 |
rubenwardy |
I guess there's a distinction between a plain userdata and a Ref |
12:31 |
IcyDiamond |
https://github.com/minetest/minetest/issues/5686 how exactly is this beginner friendly |
12:31 |
IcyDiamond |
i find it extremely unfriendly |
12:32 |
IcyDiamond |
the way images are created and cached is way too difficult to change for a beginner |
12:32 |
IcyDiamond |
xD |
12:41 |
deltasquared |
wait, image caching? o.o |
12:41 |
Krock |
media caching to keep it general |
12:42 |
IcyDiamond |
ClientCached |
12:42 |
IcyDiamond |
getInventoryTexture takes it from ClientCached |
12:42 |
deltasquared |
> LunaSquee |
12:42 |
deltasquared |
my heart melted |
12:43 |
IcyDiamond |
my old ass nick lol |
12:43 |
deltasquared |
I would not usually think of lua as the squee'ing type but I'll roll with it |
12:43 |
deltasquared |
*luna |
12:43 |
IcyDiamond |
xD |
12:44 |
IcyDiamond |
I really have no idea how to do this |
12:44 |
deltasquared |
where did rubenwardy say to start off with again btw |
12:45 |
IcyDiamond |
guiFormSpecMenu.cpp |
12:45 |
deltasquared |
right, that figures |
12:45 |
IcyDiamond |
That will lead you to client/hud.cpp "drawItemStack" method |
12:45 |
Krock |
altering the textures to draw in the inventory slots |
12:45 |
IcyDiamond |
then you'll be looking at itemdef |
12:46 |
deltasquared |
IcyDiamond: I'll worry about the itemdef info later, just looking at the actual draw logic right now |
12:47 |
deltasquared |
I'm hoping it's not overly complex and is just blitting operations. |
12:47 |
deltasquared |
(conceptually, anyway) |
12:47 |
Krock |
IcyDiamond, you also have access to the itemstack metadata |
12:47 |
IcyDiamond |
it seems to use `ItemMesh *imesh = client->idef()->getWieldMesh(def.name, client);` to draw the item? |
12:48 |
IcyDiamond |
the item mesh? |
12:48 |
IcyDiamond |
i dont see inventory image mentioned here |
12:48 |
rubenwardy |
631 on client/hud.cpp |
12:48 |
IcyDiamond |
but if you created a new texture every time from metadata, wouldn't that be overhead? |
12:49 |
IcyDiamond |
maybe using functions similar to tool capabilities to recache? |
12:51 |
IcyDiamond |
eh, no, that would override all of the same item |
12:51 |
IcyDiamond |
hmm |
12:51 |
deltasquared |
*reads sauce* this is more complex than I had hoped o.o |
12:51 |
IcyDiamond |
ikr |
12:52 |
IcyDiamond |
an idiot like me is unable to comprehend this |
12:52 |
IcyDiamond |
:P |
12:52 |
IcyDiamond |
does getTexture cache? |
12:53 |
Krock |
the problem is that the mesh is per item name, not per texture |
12:53 |
deltasquared |
it would seem the mesh thing is only used in the case that the item is "3D" for whatever reason (I think this is used for e.g. nodes, I spy the orthogonal projection) |
12:53 |
IcyDiamond |
Krock: i know |
12:53 |
deltasquared |
unless... I may be wrang. still readin' |
12:53 |
IcyDiamond |
so please tell me why this is tagged beginner friendly |
12:53 |
IcyDiamond |
xD |
12:53 |
rubenwardy |
it shouldn't be |
12:54 |
deltasquared |
rubenwardy: you put the tag there though! https://github.com/minetest/minetest/issues/5686 |
12:54 |
IcyDiamond |
rubenwardy added the Beginner Friendly label on Oct 16, 2017 |
12:54 |
IcyDiamond |
you thought otherwise |
12:54 |
IcyDiamond |
:D |
12:54 |
IcyDiamond |
dat save |
12:54 |
rubenwardy |
code obviously changed since |
12:54 |
rubenwardy |
\o/ |
12:54 |
IcyDiamond |
:P |
12:54 |
deltasquared |
10/10 bullet dodge |
12:54 |
deltasquared |
:P |
12:54 |
IcyDiamond |
oh god this seems impossible to do |
12:55 |
IcyDiamond |
every implementation i can think of off the top of my head would add overhead |
12:55 |
IcyDiamond |
aka l a g |
12:55 |
deltasquared |
IcyDiamond: erm, if it's all the same would you mind not calling it impossible while I'ma trying to wrap my head around it? :P |
12:55 |
IcyDiamond |
and nobody wants that |
12:55 |
IcyDiamond |
per item is hard |
12:55 |
IcyDiamond |
:( |
12:56 |
deltasquared |
hmm, so it is a mesh in all cases, interesting |
12:56 |
deltasquared |
I would have thought for 2D stuff it'd have been a lot simpler. oh well |
12:57 |
rubenwardy |
drawing 2d things with OGL is still drawing meshes |
12:57 |
IcyDiamond |
:P |
12:57 |
IcyDiamond |
of course it is |
12:57 |
IcyDiamond |
it's textured quads lol |
12:57 |
deltasquared |
rubenwardy: yeah, I guess you are right. darn it |
12:58 |
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12:58 |
Krock |
rubenwardy, oh yes. it's being changed all the time. like two years ago |
12:58 |
Krock |
https://github.com/minetest/minetest/blame/11df7e886/src/hud.cpp#L647 |
12:58 |
deltasquared |
what I don't get is why the hell the Z buffer is cleared every time a single item is drawn, what's up with that |
12:58 |
rubenwardy |
cocidentally that's probably around the last time I read that, before RBA's changes |
12:58 |
IcyDiamond |
Krock: yes thats where im stuck at |
12:59 |
IcyDiamond |
i've got no clue what to do if i wanted to draw from metadata |
12:59 |
deltasquared |
IcyDiamond: well first of all, reduce the problem |
12:59 |
Krock |
the irony behind this code is that if you were 2 years earlier, it would've been like changing 1 line and adding 3 |
12:59 |
Krock |
https://github.com/minetest/minetest/blame/bf884e37a0/src/hud.cpp#L498 |
12:59 |
deltasquared |
the part you are finding hard is not "how to draw from metadata". it's "how do I draw from an abstract list of textures" |
12:59 |
IcyDiamond |
Krock: wow |
12:59 |
rubenwardy |
Krock: I'm not mad! |
12:59 |
rubenwardy |
that's what I thought the code was like |
12:59 |
IcyDiamond |
just wow |
13:00 |
rubenwardy |
see |
13:00 |
rubenwardy |
if it was that, it would be beginner friendly |
13:00 |
IcyDiamond |
yes |
13:00 |
IcyDiamond |
but now it hates beginners |
13:00 |
IcyDiamond |
:P |
13:00 |
rubenwardy |
yup |
13:01 |
rubenwardy |
so: the question is how to cache them properly |
13:01 |
IcyDiamond |
yep |
13:01 |
deltasquared |
my naive brain says an LRU cache |
13:01 |
IcyDiamond |
per texture mesh cache? |
13:02 |
IcyDiamond |
instead of per item name |
13:02 |
IcyDiamond |
idk |
13:02 |
deltasquared |
if it's something you have around a lot (like hotbar) it'd be drawn quite frequently, so recomputing it all the time would be stupid. |
13:02 |
deltasquared |
hash the source texture string and use that as an index into an LRU hashmap |
13:02 |
deltasquared |
if hit, draw using that |
13:02 |
IcyDiamond |
could you do per texture cache |
13:02 |
IcyDiamond |
i think you could |
13:02 |
rubenwardy |
memory leak though |
13:02 |
deltasquared |
rubenwardy: why's that |
13:03 |
IcyDiamond |
rubenwardy: delete old |
13:03 |
rubenwardy |
yeah, define old though |
13:03 |
IcyDiamond |
previous cache instance |
13:03 |
deltasquared |
rubenwardy: erm, not in the top 20 say? the heuristic would need tweaking |
13:05 |
deltasquared |
there's also the question of whether messing around with LRU updates would affect the rendering hot loop, but I suspect that wouldn't be a major issue unless proven otherwise. |
13:05 |
deltasquared |
(though I don't think this particular part would be called *every* frame) |
13:06 |
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13:07 |
deltasquared |
I'm still puzzled also as to why the Z-buffer would be cleared on every item draw... it doesn't fit with my (admittedly vague) conception of how the Z-buffer works. |
13:08 |
IcyDiamond |
so im guessing this is not happening for a while |
13:08 |
deltasquared |
IcyDiamond: for me in particular I'd have to do a "deep dive" session of sorts |
13:08 |
deltasquared |
it's not the kind of time I can spare what with a dissertation due in three weeks >_> |
13:10 |
IcyDiamond |
ClientCached would have to be re-done in order to make metadata-specified textures work |
13:11 |
IcyDiamond |
I dont think anyone is in the mood for that, ever |
13:16 |
deltasquared |
that previous version in the github blame interface would be a starting point, I think. that kind of code does deserve to be wrapped up in it's own function. |
13:16 |
deltasquared |
but evidently it'd need to preserve the caching semantics. hrm |
13:21 |
rdococ |
Yay~ |
13:29 |
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13:33 |
* rdococ |
gives deltasquared some yay fruit, which is made of marzipan |
13:35 |
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13:35 |
ThomasMonroe |
:O |
13:36 |
IcyDiamond |
lol |
13:37 |
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13:38 |
rdococ |
ThomasMonYay |
13:38 |
rdococ |
The yays will yay~ |
13:41 |
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13:46 |
rdococ |
Ba dum fish |
13:49 |
IcyDiamond |
:D |
13:52 |
Zeth_ |
Is there any "convenient" way to download multiple mods? i.e. a github repository with mods as submodules? |
13:59 |
lumberJ |
specific mods, or you would just like to have a few good mods to try, Zeth_? |
14:00 |
Zeth_ |
Since I'm pretty much noob, I guess a collection of "must have" mods would be fine |
14:00 |
lumberJ |
most mods are individually released, but some mods are showing up in software managers |
14:00 |
lumberJ |
if you are on linux mint or use app grid for example |
14:00 |
Krock |
Zeth_, modpacks and games pretend to be convenient but yet it's still simpler to grab all the mods manually to have them as individual git repos |
14:01 |
Krock |
since players have different interests in what mods they want to use and which one supersede others |
14:01 |
Krock |
^ speaking of forked/re-done mods and such |
14:08 |
Krock |
Zeth_, if you need a random mod, check this out: http://krock-works.16mb.com/MTstuff/modSearch.php?st=2&at=1&q= |
14:11 |
rdococ |
Ooh, |
14:16 |
Zeth_ |
I guess my main "reason" would be that there are servers that already seem to have pretty good thing going with their combination of mods, problem is that issuing /mods command and then going on a hunt in the forums is...Clumsy at best |
14:17 |
rdococ |
https://forum.minetest.net/viewforum.php?f=11 |
14:17 |
Zeth_ |
Since I don't really know what there is to offer, I guess I could just install all the mods available, especially those on github - and just enable them one by one |
14:18 |
Shara |
Best to be selective with your choices. Don't add random mods |
14:18 |
Shara |
You can get all kinds of problems then |
14:18 |
Zeth_ |
I know |
14:19 |
Shara |
You can always add just a few, then add more later as you go |
14:19 |
Shara |
Some good choices to start: https://www.minetest.net/customize/#mods |
14:19 |
Zeth_ |
Had enough fiddling with minecraft server mods to know the pain x-x |
14:21 |
rubenwardy |
There will hopefully be a mod store in 0.5. |
14:21 |
Shara |
Also, installing all the mods available... that could take a really long time :) |
14:21 |
rubenwardy |
But it won't help much with bulk installing |
14:21 |
rdococ |
Shara: it would probably be impossible to enable them all in one world, as some mods may be incompatible |
14:22 |
rdococ |
(with other mods) |
14:22 |
Shara |
Certainly impossible |
14:23 |
rdococ |
in an alternate universe where mods are all compatible with every other mod, then possible |
14:23 |
rdococ |
but that's if you could find a way to get every mod in the first place |
14:39 |
rdococ |
Hm, you can create a NOT gate using only a sticky piston and a power source by moving the power source... |
14:49 |
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14:54 |
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15:02 |
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15:04 |
IcyDiamond |
I'm so bored |
15:05 |
IcyDiamond |
I'd like to mod but my ideas are pretty much impossible to do rn |
15:05 |
Krock |
then play some CTF ^^ |
15:11 |
rdococ |
My ideas are not only possible, but easy, but they've already been done before |
15:12 |
Zeth_ |
Well... |
15:12 |
Zeth_ |
At the very least the mods are hosted on github. |
15:12 |
Zeth_ |
Unlike some un-named game |
15:14 |
rdococ |
what un-named game? |
15:16 |
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15:18 |
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15:20 |
rdococ |
Zeth_: if you mean minetest_game, which is a game you can add to Minetest, so to speak, it's at https://github.com/minetest/minetest_game/ |
15:23 |
rubenwardy |
No, rdococ, he means Minecraft |
15:24 |
rdococ |
oh |
15:24 |
rdococ |
I was confused when he said "un-named" |
15:24 |
rdococ |
Minecraft clearly has a name... |
15:24 |
rdococ |
although I guess you can say it's "un-named" as in people don't want to say its name |
15:24 |
rubenwardy |
It's like Voldemort |
15:25 |
rdococ |
yea |
15:25 |
rubenwardy |
He who shall not be namee |
15:25 |
rubenwardy |
That's exactly what he meant |
15:26 |
Krock |
Minecraft Minecraft Minecraft it's going to hunt me now |
15:26 |
rdococ |
I constructed a NOT gate in mesecons using only a sticky piston, power plant, and ofc mesecon wire |
15:27 |
rdococ |
it's kinda funny that a form of vegetation exists that can power mesecons |
15:27 |
Krock |
inb4 nuclear power plant is a real thing |
15:28 |
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15:30 |
ThomasMonroe |
lol |
15:33 |
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15:34 |
Fixer |
make MTG great again |
15:34 |
Fixer |
without again, just make it great |
15:37 |
IcyDiamond |
I just /really/ need metadata-defined item textures |
15:37 |
IcyDiamond |
Like, I really REALLY need it |
15:38 |
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15:39 |
IcyDiamond |
Feature request has been sitting around for like a year |
15:40 |
IcyDiamond |
And it would open up a long of possibilities for items and tools |
15:40 |
IcyDiamond |
Lot* |
15:48 |
rdococ |
IcyDiamond: We need metadata-defined everything, item textures, node textures, etc. |
15:48 |
rdococ |
I hope it gets added to 0.5.0-dev |
15:48 |
IcyDiamond |
+100000000 to that |
15:48 |
IcyDiamond |
That's the dream |
15:51 |
IcyDiamond |
I have a suggestion: cache textures /per texture/ instead of per node/item |
15:51 |
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15:51 |
IcyDiamond |
And free them from memory when they're overridden |
15:59 |
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16:00 |
rubenwardy |
IcyDiamond: a year isn't that long for a feature request XD |
16:05 |
IcyDiamond |
rubenwardy: it is when you really really want it |
16:17 |
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16:18 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix various clang-tidy reported performance-type-promotion-in-math-fn 67a4cb7 https://git.io/vxXl3 (2018-04-03T16:16:17Z) |
16:30 |
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16:45 |
juli |
is it possible to generate an l-system tree inside an other material then "air" |
16:47 |
juli |
has nobody an idea on this? :) |
16:52 |
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17:16 |
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17:20 |
juli |
did anyone read my question? |
17:20 |
sfan5 |
yes |
17:21 |
juli |
hmm ... |
17:22 |
juli |
and you have no idea too? |
17:24 |
paramat |
looking at code .. |
17:26 |
juli |
ok thank you! |
17:27 |
paramat |
it's hardcoded so that only air or ignore are replaceable |
17:27 |
paramat |
however trunk nodes can replace leaf or fruit nodes |
17:28 |
juli |
ok hmm thats bad |
17:28 |
sfan5 |
that's terrible |
17:28 |
sfan5 |
all airlike nodes should be replaceable |
17:29 |
paramat |
l-tree code is a bit messy and neglected |
17:30 |
juli |
hmm would it be possible to "translate" the c code into lua so that i can make a mod which can generate l-system trees also inside other materials? |
17:30 |
paramat |
it has been intended for years to make l-system structures placeable using the Biome API, and multiple placements without each one doing a lightiing update |
17:30 |
paramat |
yes possible |
17:31 |
juli |
but would it then make much lag? |
17:32 |
paramat |
lag depends on the structure you are creating, but yes it will cause some server lag |
17:32 |
paramat |
might not be a problem though |
17:33 |
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17:33 |
juli |
ok hmm maybe i will do it then, it seems i need voxel manips for it ... |
17:37 |
juli |
paramat or will there be a change on this in the 0.5 minetest? |
17:41 |
IcyDiamond |
I beg you to refactor textures |
17:44 |
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17:45 |
IcyDiamond |
I feel like I'm getting banned soon |
17:45 |
rubenwardy |
lol |
17:45 |
paramat |
juli not sure, it's low priority |
17:45 |
rubenwardy |
paramat wouldn't work on that anyway |
17:45 |
rubenwardy |
not his area :) |
17:45 |
rubenwardy |
(feel free to take that as a challenge) |
17:46 |
IcyDiamond |
Then who's area is it |
17:46 |
paramat |
juli please do open an issue though |
17:47 |
paramat |
lol |
17:47 |
IcyDiamond |
Lol |
17:47 |
paramat |
it is my area ^_^ |
17:47 |
IcyDiamond |
paramat: "I advocate for a refactoring regarding textures. They should be able to be defined in the metadata of nodes and items." |
17:48 |
IcyDiamond |
That's what I wish |
17:48 |
juli |
ok i will open an issue |
17:48 |
rubenwardy |
they're referring to the ClientCache code which is used by huds and formspecs |
17:48 |
IcyDiamond |
It'd be so amazing |
17:48 |
rubenwardy |
they want to be able to set the inventory_image using meta data |
17:48 |
rubenwardy |
which isn't very easy after RBA did his thing |
17:48 |
IcyDiamond |
Unfortunately |
17:48 |
juli |
if i have finished translating it into lua it is maybe possible that i can translate it back to c so that i can also fix the issue but i don't know ... |
17:49 |
juli |
*c++ |
17:52 |
IcyDiamond |
I really beg you to do it, it'd be very helpful in a number of scenarios. But I understand if there's more important things to do, I'll just go back into my cave |
17:54 |
IcyDiamond |
Power to the modders!! |
17:54 |
paramat |
juli don't bother translating it back, as the best implementation would likely differ. also the person who works on l-system could just look at your lua code anyway, and if useful translate it themselves |
17:54 |
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17:54 |
juli |
ok |
17:55 |
juli |
well but the translation into lua won' |
17:55 |
juli |
t be so fast too, because i'am not a c++ pro ;) |
17:55 |
paramat |
icy yes ok, there is an issue for it, enough IRC spamming :] |
17:55 |
IcyDiamond |
Denied |
17:55 |
IcyDiamond |
XD |
17:55 |
IcyDiamond |
Ok I'll shut up |
17:57 |
rdococ |
Concept: Redstone-inspired circuitry system where you have to use a sticky piston or its equivalent along with a power source to create a not gate |
17:58 |
IcyDiamond |
Can't you do it in mesecons? |
17:59 |
rdococ |
yes but mesecons is too easy to use |
18:10 |
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18:43 |
IcyDiamond |
the shortest join message i have ever seen |
18:43 |
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18:45 |
juli |
paramat: here is the issue: https://github.com/minetest/minetest/issues/7190 |
18:47 |
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18:49 |
rdococ |
Minetest is yay |
18:50 |
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18:51 |
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18:54 |
Zeth_ |
Minetest is |
18:54 |
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18:54 |
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18:54 |
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18:54 |
Zeth_ |
Well I got to admit that I was skeptical when I saw it at first...Because I believe my first encounter with minetest was on Android play store |
18:55 |
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18:55 |
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18:55 |
deltasquared |
Zeth_: I for one find touchscreen controls to be incrediby limiting |
18:55 |
deltasquared |
*incredibly. damnit |
18:56 |
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18:56 |
deltasquared |
it'll never quite compare to desktop controls |
18:57 |
Zeth_ |
Yeah |
18:58 |
Zeth_ |
Touchscreen controls are just clumsy. They only make sense if you play let's say an RTS or like card game |
18:58 |
Zeth_ |
not first-person |
18:58 |
Zeth_ |
Credit to those who can make do with what they have tho |
19:00 |
deltasquared |
I personally think touch controls would be much more suited to overhead views where you tap to move to a cell. |
19:00 |
deltasquared |
but it'd be a fundamentally different feel, no escaping that |
19:01 |
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19:01 |
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19:06 |
Zeth_ |
It's good for swiping and tapping... |
19:06 |
Zeth_ |
Good for strategy games, or CCGs for example |
19:06 |
Zeth_ |
or...you know...angry birbs |
19:08 |
rdococ |
Angry yays |
19:09 |
deltasquared |
the yays are infectious it seems |
19:17 |
Edgy1 |
yayzw |
19:18 |
Zeth_ |
I've got some trouble with keybindings though. Minetest doesn't want to play nice with international keyboard it seems |
19:21 |
deltasquared |
Zeth_: certain keys not working if you try to rebind them? |
19:22 |
deltasquared |
(it is a general peeve of mine that keybinds are based on the effective symbols instead of scan codes... means I have to switch layout when playing muh games) |
19:22 |
IcyDiamond |
deltasquared: i begged some more and i was told to shut up essentially |
19:22 |
IcyDiamond |
welp |
19:22 |
deltasquared |
IcyDiamond: shouldn't have pushed it *too* hard :P |
19:22 |
IcyDiamond |
:D |
19:22 |
deltasquared |
there's asking, and then there's being annoying |
19:22 |
deltasquared |
;) |
19:22 |
IcyDiamond |
there's also begging |
19:22 |
deltasquared |
with big puppy eyes? :P |
19:23 |
IcyDiamond |
annoying and begging are different only depending on person |
19:23 |
IcyDiamond |
:PP |
19:26 |
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19:27 |
Zeth_ |
Beggars can't be choosers |
19:28 |
deltasquared |
Zeth_: normally I'd agree with you but it was a rather annoying thing at the time |
19:28 |
deltasquared |
looking at adding a certain feature but the relevant source code is... non-trivial |
19:28 |
IcyDiamond |
ye |
19:28 |
deltasquared |
I suspect there aren't many people who understand said code right now |
19:29 |
IcyDiamond |
except the one who wrote it |
19:29 |
IcyDiamond |
:P |
19:29 |
Zeth_ |
There are instances when even the one who wrote it had no idea wtf he just did |
19:29 |
Zeth_ |
That's why it's apparently a good practise to document your code |
19:30 |
IcyDiamond |
:D |
19:30 |
IcyDiamond |
well the code was approved so i guess it isnt that bad |
19:30 |
IcyDiamond |
just that nobody thought anyone would ever want to change textures based on metadata |
19:30 |
deltasquared |
well, tinker's construct says otherwise |
19:30 |
IcyDiamond |
:P |
19:33 |
rubenwardy |
IcyDiamond: the guy that wrote it died |
19:33 |
IcyDiamond |
O.o? |
19:33 |
IcyDiamond |
is that.. true? |
19:33 |
rubenwardy |
he was our graphics guy |
19:33 |
IcyDiamond |
oh fuck.. now i feel bad |
19:34 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?t=14228 |
19:34 |
IcyDiamond |
oh, thats so sad |
19:34 |
IcyDiamond |
:( |
19:35 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-04-03-22:35:35.png oh yeah i never noticed that.. |
19:35 |
IcyDiamond |
damn :/ |
19:36 |
rubenwardy |
0.4.14 was dedicated to him |
19:36 |
rubenwardy |
anyway |
19:36 |
rubenwardy |
so no asking the author for help |
19:36 |
IcyDiamond |
i legit feel bad now |
19:38 |
deltasquared |
rubenwardy: I see. well, I fall back to plan B. if you can't ask the author... learn by refactoring |
19:39 |
rubenwardy |
XD |
19:39 |
deltasquared |
but not now, alas I don't have much time for the next few weeks |
19:39 |
IcyDiamond |
xD |
19:39 |
deltasquared |
I'm not kidding, code clean-up is a great warmup exercise! :P |
19:39 |
rdococ |
IcyYayBlobâ„¢ |
19:39 |
IcyDiamond |
wot |
19:39 |
deltasquared |
“The trouble with working on the internet is that if someone goes off-line, we may never know what happened.†<-- I remember this with eloraam, the developer of the minecraft mod Redpower 2. |
19:40 |
deltasquared |
she just kinda disappeared |
19:40 |
rubenwardy |
rdococ likes saying yay |
19:40 |
IcyDiamond |
eloraam is working on a voxel game as well |
19:40 |
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19:40 |
IcyDiamond |
https://twitter.com/TheRealEloraam |
19:41 |
deltasquared |
IcyDiamond: now I actually do feel bad in a different way. some pleb had told me she'd been run over |
19:41 |
rdococ |
rubenwardy: Saying yay is fun to do |
19:41 |
IcyDiamond |
deltasquared: wow what |
19:42 |
rdococ |
Yays |
19:42 |
deltasquared |
IcyDiamond: I never got a citation for that in all fairness |
19:42 |
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19:42 |
IcyDiamond |
we have a yay guy |
19:43 |
deltasquared |
BillyS: argh you *are* on here!? |
19:43 |
deltasquared |
^ he's another one |
19:43 |
deltasquared |
inb4 he's muted on this channel, wouldn't put it past him :P |
19:44 |
IcyDiamond |
XD |
19:44 |
IcyDiamond |
i have only mentions notifications |
19:44 |
IcyDiamond |
not that anyone ever mentions me |
19:44 |
IcyDiamond |
im irrelevant |
19:44 |
IcyDiamond |
:D |
19:45 |
rubenwardy |
IcyDiamond |
19:45 |
IcyDiamond |
<3 |
19:45 |
rubenwardy |
you're irrelevant |
19:45 |
IcyDiamond |
</3 |
19:45 |
rubenwardy |
XD |
19:45 |
deltasquared |
don't mind me, I'm just a s***poster programmer |
19:45 |
deltasquared |
rubenwardy: 10/10 |
19:45 |
* IcyDiamond |
cri |
19:46 |
IcyDiamond |
I'm a sh*tty web developer who happens to have clinical depression |
19:46 |
IcyDiamond |
and I also enjoy making minetest mods |
19:46 |
IcyDiamond |
for no apparent reason |
19:46 |
deltasquared |
do you use PHP? that's probably the cause |
19:47 |
IcyDiamond |
hell no |
19:47 |
deltasquared |
wise move :P |
19:47 |
IcyDiamond |
im never touching php |
19:47 |
IcyDiamond |
that thing is hideous |
19:48 |
IcyDiamond |
i use either django, flask or node.js+express |
19:48 |
IcyDiamond |
¯\_(ツ)_/¯ |
19:48 |
IcyDiamond |
node.js for highly dynamic content, django for bigger websites and flask for small web apps |
19:50 |
IcyDiamond |
btw my first contact with lua was because of roblox lol |
19:50 |
IcyDiamond |
like 8 years ago |
19:50 |
deltasquared |
don't worry, we won't judge roblox users in here... most of the time :P |
19:50 |
IcyDiamond |
:D |
19:51 |
IcyDiamond |
i havent played roblox in 2 years |
19:51 |
* rubenwardy |
does |
19:51 |
rubenwardy |
not |
19:51 |
deltasquared |
rubenwardy: is this a common play for you? :P |
19:51 |
rubenwardy |
I have no idea what "roblox" is |
19:51 |
rubenwardy |
probably |
19:51 |
IcyDiamond |
a game platform with an increasingly cancerous community |
19:52 |
deltasquared |
VRChat users seem to like exploiting it's player models |
19:52 |
IcyDiamond |
:P |
19:53 |
IcyDiamond |
I was an active member of a community called lualearners |
19:53 |
IcyDiamond |
it was dedicated to roblox lua |
19:53 |
IcyDiamond |
lol |
19:54 |
deltasquared |
to be fair I got most of my current lua knowledge from minetest, probably for similar reasons |
19:54 |
IcyDiamond |
So you could say I'm no stranger to lua |
19:55 |
deltasquared |
me neither. I've written some... interesting code in it |
19:55 |
IcyDiamond |
xD |
19:56 |
IcyDiamond |
Lua is absolutely brilliant for game scripting |
19:56 |
deltasquared |
coming from a statically typed background, it was unfamiliar at first, but it was a joy not having to write types everywhere. |
19:56 |
deltasquared |
I've had genuine fun programming mods in lua |
19:56 |
IcyDiamond |
I also had fun making my molten metals mod |
19:57 |
IcyDiamond |
I haven't published it though |
19:57 |
IcyDiamond |
I'd like to get the metadata textures before |
19:57 |
IcyDiamond |
:P |
19:59 |
IcyDiamond |
And it's api is also a big undocumented mess |
19:59 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix more clang-tidy reported problems for performance-type-promotion-… 4827f75 https://git.io/vxX9o (2018-04-03T19:58:29Z) |
19:59 |
IcyDiamond |
So yeah |
20:06 |
deltasquared |
mfw realises I had left MT open in another session for a couple hours without realising |
20:09 |
IcyDiamond |
Haha I did the same thing |
20:10 |
IcyDiamond |
You can simply not quit MT |
20:10 |
IcyDiamond |
:D |
20:11 |
rubenwardy |
new feature: Minetest now installs itself as a root kit and cannot be closed or uninstalled |
20:12 |
Krock |
new feature: installs bugs covered as features now automatically |
20:12 |
IcyDiamond |
Haha |
20:13 |
Krock |
<IcyDiamond> You can simply not quit MT |
20:13 |
Krock |
the only app you can't quit is vim |
20:13 |
IcyDiamond |
:q |
20:14 |
IcyDiamond |
I never use vim |
20:14 |
IcyDiamond |
I am a nano noob |
20:14 |
IcyDiamond |
XD |
20:16 |
IcyDiamond |
As far as I'm concerned, minetest has no quit button |
20:16 |
deltasquared |
found the vim user. oh dear. my recent dabblings with emacs aren't going to go down well... :P |
20:17 |
IcyDiamond |
If you have no Esc, there is no escape |
20:17 |
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20:18 |
Krock |
On Windows it's Ctrl+Alt+Del to solve these problems, meanwhile you kill the problems on Linux with (in my system) Ctrl+Alt+Esc xkill |
20:18 |
Krock |
so in your next CTF game prepare xkill to snipe that window |
20:18 |
IcyDiamond |
Ctrl alt del logs out on my system |
20:19 |
deltasquared |
systemd by default interprets ctrl-alt-del to mean reboot >_> |
20:19 |
deltasquared |
needless to say I whacked that pretty fast |
20:19 |
IcyDiamond |
Systemd is a meme |
20:19 |
deltasquared |
it's also a reliable service manager :P |
20:20 |
IcyDiamond |
Now that's a meme |
20:20 |
deltasquared |
well if my everyday computer experience is a meme then that makes me happy :P |
20:20 |
IcyDiamond |
Jk I have no issues with systemd |
20:20 |
IcyDiamond |
I have friends who absolutely despise it |
20:21 |
deltasquared |
if it's all the same, I'd rather not start a, erm, *discussion* about systemd on the minetest channel |
20:21 |
deltasquared |
there are windows users present... probably |
20:21 |
deltasquared |
let's not frighten them :P |
20:21 |
IcyDiamond |
XD |
20:22 |
IcyDiamond |
I'm convinced that most minetest enthusiasts are on Linux |
20:22 |
deltasquared |
it wouldn't surprise me. it's in many distro repositories for starters |
20:23 |
deltasquared |
even runs on my dad's old eee pc netbook... just about |
20:23 |
deltasquared |
that thing barely missed the Great i386 Deprecation |
20:24 |
rubenwardy |
actually, Android |
20:24 |
rubenwardy |
: |
20:24 |
rubenwardy |
:D |
20:24 |
deltasquared |
-_- |
20:24 |
rubenwardy |
I guess it's how you define "enthusiast" |
20:24 |
* deltasquared |
mumbles something about inferior input methods |
20:32 |
BillyS |
deltasquared: No, I am not here. :P |
20:33 |
IcyDiamond |
BillyS: I certainly am |
20:33 |
BillyS |
heh |
20:33 |
IcyDiamond |
I'm important. Notice me |
20:33 |
BillyS |
Hi you. |
20:33 |
IcyDiamond |
Hey |
20:33 |
deltasquared |
you forgot "senpai~" |
20:33 |
IcyDiamond |
Lol |
20:33 |
* deltasquared |
runs away quickly |
20:33 |
* BillyS |
chases deltasquared |
20:33 |
deltasquared |
nooooo |
20:34 |
* IcyDiamond |
ducks |
20:34 |
deltasquared |
go back to your corium pit damnit |
20:34 |
BillyS |
Y0U PingZed M3 |
20:34 |
deltasquared |
yeah, I didn't ask to get *chased* by the mad corium guy :P |
20:34 |
Krock |
sẽñpãĩ |
20:34 |
BillyS |
lol |
20:35 |
IcyDiamond |
What's a corium |
20:35 |
deltasquared |
Krock: needs more zalgo |
20:35 |
deltasquared |
IcyDiamond: corium is something from the technic mod |
20:35 |
BillyS |
technic:corium |
20:35 |
BillyS |
Or |
20:35 |
IcyDiamond |
Cool |
20:35 |
BillyS |
technic:corium_source |
20:35 |
BillyS |
I think |
20:35 |
Krock |
sÌ’Í̽͒ͩ̀̌ͯ̈Ì̶̄̈̓͛̎͊ͮ̕͡҉ȇ͋ͬ̓ÌÌ‘ÍÌ‹Ì’Í¯ÍªÌ¸Ì¨Í n͊͆̌̾͆Í̡̛ͮ̾̌̓̓͑p̒̾ͣÍ͂̋ͤ͊ͦ̅Ì̵̵̴̛͑ͯͦͣ̓̚͜à̽Í̵̶̧ͪ͜i̡̢̛̅̓ͧͪ͗̌̓ͫ̒ͥ̚͡ |
20:35 |
Krock |
̎̋ͬ̔Ì̆ͫ̎ÌÌ¢ÍžÍ |
20:35 |
IcyDiamond |
You like corium? |
20:35 |
deltasquared |
IcyDiamond: BillyS here has a rep for making, err, messes with it |
20:35 |
BillyS |
Green radioactive fluid that kills all |
20:35 |
BillyS |
And GriefZ |
20:35 |
IcyDiamond |
Ay |
20:35 |
BillyS |
And DeStr0iZ N0Dez |
20:35 |
deltasquared |
Krock: welp you broke hexchat, well done |
20:36 |
Krock |
deltasquared, I know, I'm a hexchat user too |
20:36 |
Krock |
maxi fuck up doesn't work out too well |
20:36 |
deltasquared |
I can imagine not |
20:36 |
deltasquared |
*sigh* why is unicode still a thing we haven't gotten right yet |
20:37 |
Krock |
one reason is for sure Windows |
20:38 |
BillyS |
Megastupid always did have to have everything their own way |
20:38 |
deltasquared |
Krock: yet I think the above mess would still occur with UTF-16 |
20:38 |
BillyS |
s/Megastupid/Microsoft/ |
20:38 |
deltasquared |
I'm more thinking about the renderers in this case |
20:43 |
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20:48 |
rdococ |
Sincere yays |
20:49 |
rdococ |
What is a Krockodileâ„¢ |
20:49 |
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20:52 |
Krock |
whats a rdocodileâ„¢ |
20:53 |
rdococ |
A rdocodile is a crocodile that has begun the metamorphosis into a yay. |
20:54 |
Krock |
sounds more like a woo than a yay because of the ayy lmao effect |
21:05 |
rdococ |
does get_list() return an array? |
21:06 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix last clang-tidy reported problems for performance-type-promotion-… 05fe3b0 https://git.io/vxXNN (2018-04-03T21:05:22Z) |
21:06 |
rubenwardy |
a table, rdococ |
21:06 |
rubenwardy |
but yeah, indexed by integers |
21:06 |
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21:07 |
rdococ |
rubenwardy: yes, I am aware that in Lua, the closest thing to arrays is tables with integer keys |
21:07 |
rubenwardy |
XD |
21:08 |
Krock |
but they start with 1 |
21:08 |
rubenwardy |
https://rubenwardy.com/minetest_modding_book/en/chapters/inventories.html#lua-tables-for-lists |
21:08 |
rubenwardy |
^ here is an example |
21:12 |
rdococ |
yay |
21:16 |
rdococ |
Does get_list() return a list of item strings or ItemStack objects? |
21:18 |
rubenwardy |
read the page |
21:22 |
rdococ |
I'm reading from lua_api.txt |
21:23 |
Cornelia |
Yea... Looks pretty obvious to me.. |
21:27 |
* rdococ |
had a brain fart |
21:27 |
* rdococ |
clears his brain with Febreze |
21:42 |
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22:01 |
BillyS |
Is there a way for an MT clinet to create a map from mapblocks downloaded from a server? |
22:01 |
BillyS |
Or is that even possible? |
22:01 |
rubenwardy |
yes |
22:01 |
sfan5 |
minetest happens to have this functionality built-in since a few years |
22:01 |
rubenwardy |
search for "saving" there will be a setting |
22:01 |
rubenwardy |
since 0.4.9 easily |
22:01 |
BillyS |
Ooh, nice |
22:01 |
rdococ |
hm |
22:02 |
rubenwardy |
very useful for servers like RC |
22:02 |
BillyS |
Then can I somehow turn that into a singplayer world? |
22:02 |
BillyS |
*singleplayer |
22:02 |
rdococ |
I'm working on a parser for my circuit board mod. Essentially the circuit board has an inventory which acts as a grid for logic circuits |
22:02 |
rubenwardy |
BillyS: yeah |
22:02 |
rubenwardy |
you'll need to replicate any mods, else you;'ll get unknown nodes and stuff |
22:02 |
rdococ |
Should I do it recursively or iteratively? |
22:02 |
rubenwardy |
and you'll need to correct gameid |
22:02 |
rubenwardy |
erm |
22:02 |
rubenwardy |
iteratively |
22:03 |
rubenwardy |
definitely iteratively |
22:03 |
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22:03 |
rubenwardy |
unless you want it to be abused |
22:03 |
rubenwardy |
XD |
22:03 |
rdococ |
true |
22:03 |
rdococ |
even though recursion is fun |
22:03 |
rdococ |
and if I only use tail recursion then it's essentially iteration anyway |
22:04 |
rubenwardy |
well, you should limit the amount it runs per server tick |
22:05 |
BillyS |
Hmm, I'll try that |
22:14 |
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22:18 |
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22:19 |
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22:22 |
rdococ |
Damn, I don't know how to do this without recursion |
22:23 |
rdococ |
I know it's definitely possible but I don't know how to start |
22:23 |
rud0lf |
rdococ: so like microprocessor for minetest? |
22:24 |
rdococ |
rud0lf: It's basically an integrated circuit node |
22:24 |
rud0lf |
you should penalty every element by energy consumption |
22:24 |
rdococ |
rud0lf: You can place mesecon wires in the inventory along with other components |
22:24 |
rud0lf |
so people won't throw too much to it |
22:25 |
rud0lf |
cool |
22:25 |
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22:43 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Optimize a little bit isBlockInSight, adjustDist & collisions (#7193) a90d27e https://git.io/vx1TQ (2018-04-03T22:43:08Z) |
22:44 |
rud0lf |
a bit is good |
22:49 |
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22:49 |
sofar |
I thought all bits were the same size? |
22:49 |
rubenwardy |
no no |
22:50 |
rubenwardy |
there are 8 little bits in a bit |
22:50 |
sofar |
so where are the big bits? |
22:51 |
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22:57 |
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22:58 |
Cornelia |
Oh no.. |
22:58 |
Cornelia |
rdococ beat me to the circuit board mod.. |
22:58 |
Cornelia |
I've been sitting on an idea like that for a couple months. :P |
22:58 |
Cornelia |
Just been too busy to get to it. :( |
22:59 |
rdococ |
don't worry, I'll probably mess it up |
23:00 |
rdococ |
and then give up and just try making a simpler mod |
23:15 |
Cornelia |
Aww.. |
23:15 |
Cornelia |
If you post on le GitHub maybe I could come along at some point and expand on it. :3 |
23:17 |
rud0lf |
what next? rc carS? |
23:17 |
rud0lf |
:) |
23:21 |
Cornelia |
Heh. |
23:22 |
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23:38 |
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23:46 |
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