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IRC log for #minetest, 2019-10-17

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All times shown according to UTC.

Time Nick Message
00:08 swift110 sup folks
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00:34 mmuller codic: (and anyone else) got my audio worked out.  I do think something in openal wants to grab the control devices, conflicting with pulse, but I now have audio working through pulse again.
00:36 mmuller TL;DR - pulse sucks, eagerly awaiting the day PipeWire can be used as a replacement.
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01:15 sagax what can be built, recommend something, please!
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10:50 norkle crafted environment block!
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13:12 MinetestBot [git] sfan5 -> minetest/minetestmapper: Fix typo in manpage 1d678ff https://git.io/Je4oX (2019-10-17T13:10:04Z)
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14:35 son-goku Hello!
14:35 son-goku I need some help
14:36 son-goku With a server
14:42 Krock not any more I guess
14:54 rubenwardy They don't need help, they went back to using 0.4.14 instead
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14:59 Genshin Hi, is anyone aware that property max hp can only be set to 65555?
15:00 calcul0n hmm, isn't that enough?
15:01 Genshin it is, it's just interesting that max hp can't go any higher than that.
15:02 Genshin if you insert a variable higher than that number, it overrides back to 65555
15:05 calcul0n indeed, that's a weird choice
15:11 Calinou it's like item counts, they can't grow past 65535
15:11 Calinou so when you do /giveme default:apple -1, you get 65535 apples because it overflows
15:11 Calinou (which is quite handy :P)
15:12 Krock Genshin: u16 is the limit indeed
15:12 Krock also for damage and HP in general
15:12 Krock Calinou: no, it underflows
15:13 Krock overflow is the opposite direction
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15:14 Krock damage max in 0.4.x is 255 btw, but you cannot have high HP there anyway (unless mobs)
15:14 Calinou right
15:23 Genshin I was just experimenting with stat increase per level up theory, and came across to finding the core limit for max HP. I'm alright with having 65555 as the full limit. X)
15:24 Genshin Here is the hud experiment if you wish to see
15:25 Genshin https://cdn.discordapp.com/attachments/306667023662841857/634371411858948096/Screenshot_at_2019-10-17_08-45-08.png
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15:39 Krock Dope
15:40 Krock also the wieldhand. not bad man
15:41 Genshin Thanks :)
15:42 Genshin I've also worked on a cooldown feature
15:43 Genshin https://cdn.discordapp.com/attachments/306667023662841857/634371411858948096/Screenshot_at_2019-10-17_08-45-08.png
15:43 Genshin timer is located at top right
15:43 Genshin it's activated when a player uses a item
15:44 Genshin when they relog, the timer is still there till it reaches zero
15:44 Krock btw, it's the same image
15:45 Genshin oops, let me get the right url
15:45 Genshin https://cdn.discordapp.com/attachments/306667023662841857/633725374328602624/Screenshot_at_2019-10-15_13-57-57.png
15:45 Genshin here
15:47 calcul0n so the limit is 65535, not 65555, that's what i was finding weird
15:47 calcul0n 65535 is just the biggest number you can store on 16 bits
15:48 Krock the image needs more contrast, but it seems to work well with the text underneath
15:48 Krock I hope the HUD scaling does not ruin that
15:49 Genshin calcul0n not according to the stat bar X)
15:49 Genshin https://cdn.discordapp.com/attachments/306667023662841857/634370348447694848/Screenshot_at_2019-10-17_08-40-38.png
15:50 Krock error in the statbar
15:50 calcul0n yep, i think so
15:51 Genshin Which I don't understand if current HP is fetching from function player:get_hp ()
15:52 Genshin while debug is telling me another story =/
15:53 Genshin but the hud seem to work correctly though
15:54 calcul0n i guess something is computing get_hp() + 20 without checking the new value
16:01 Genshin I'll set a limit for the hud to override higher values so it posts up to 65535 to avoid significant weirdness X)
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16:13 codic 5.1.0 avaliable for android yet?
16:15 sfan5 not officially
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16:23 Genshin should I work on a hud that tells you the stat information of a mob? (ex. name, level (if integrated), health, and mana (if integrated))?
16:24 Genshin I'm already working on a statbar for bosses
16:28 CopenBra[m] hello
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17:41 Andrey01 what is 'elapsed' param needed for in 'set()' when starting a nodetimer? what does it mean?
17:43 Andrey01 and can I set infinite node timer passing 0 to 'timeout' var?
17:44 codic I dont know xD
17:45 Andrey01 but who knows here?
17:50 codic idk but your best bet would be to ask a dev
17:51 gate32[m] I'm wondering why doesn't minetest have shadows? I checked and Irrlicht engine says it "integrates all state-of-the-art features for visual representation such as dynamic shadows, ...". Does anyone know?
17:53 codic Exactly
17:54 codic Does anybody know how to get shaders with shadows?
17:55 gate32[m] <codic "Does anybody know how to get sha"> Oh. That makes my question stupid, does it?
17:57 gate32[m] I don't have a great idea how shaders work
17:57 codic lol it dosen't
17:58 gate32[m] Was just comparing it to minecraft on videos, and imo that one detail makes such a great difference.
17:59 gate32[m] Ok then)
17:59 gate32[m] Where can I find a dev who may know that?
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18:49 Krock time to read, I guess.
18:50 Krock gate32[m]: they are possible: https://www.youtube.com/watch?v=PBMOG_dTbWo
18:50 Krock but that shader + C++ patch was never published
18:52 Krock less raycasts: https://www.youtube.com/watch?v=cz4WlSUQ79U
18:54 gate32[m] Krock: Wow, this is interesting!
18:56 Krock it indeed is, but the frames drop real hard as soon there's raycasting to do. Who knows - maybe it's entirely C++ based
18:56 Krock i.e. executed on the CPU
19:00 gate32[m] Might be lacking acceleration then, yeah...
19:00 gate32[m] Err, I want this feature!
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19:29 Krock gate32[m]: please make it possible. code it.
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20:32 gate32[m] <Krock "gate32: please make it possible."> Sadly, I don't know much about GPU accelerated shaders, or even how are they properly called... But I'll investigate this.
20:32 Krock so we're at the same level. Good luck!
20:35 gate32[m] <Krock "so we're at the same level. Good"> yeah, likely. Thanks!
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