Time |
Nick |
Message |
00:00 |
LMD |
so one could do something like minetest.register_group_alias{"food", "eatable", "munchies"} |
00:00 |
VanessaE |
and my assumption is based on how much code I'd personally have to adapt, versus how lazy I am :P |
00:00 |
nephele |
Yes, but, i am not asking you to adapt anything |
00:00 |
LMD |
and using a metatable all those groups would point to the same value |
00:00 |
LMD |
changing one would change them all |
00:00 |
VanessaE |
and history suggests that code-wise, I'm not any more lazy than the rest of the modding community |
00:01 |
nephele |
Making code compatible is always a burden, it's a set of restrictions really, not everyone is going to bother |
00:01 |
nephele |
but i atleast want to make it feasible to do |
00:01 |
nephele |
Even if only some mods do take the effort |
00:01 |
LMD |
just develop more advanced alias registration methods and you're fine with minimum effort |
00:01 |
nephele |
LMD, ??? |
00:01 |
LMD |
developing an accepted spec and getting modders to accept it will be a matter of years |
00:02 |
VanessaE |
so it's a reasonable assumption that no one who maintains a large project is gonna bother adapting to any such spec. new mods? maybe, perhaps. old code? no chance. |
00:02 |
LMD |
nephele: I'm saying you should be going for register_alias, but more advanced, for example also for groups. |
00:02 |
nephele |
It's more interesting to gamemodes, if it's implemented in one or two afternoons gamemodes may totally do it |
00:02 |
LMD |
actually not |
00:03 |
LMD |
renaming items is not taken lightly as worlds break |
00:03 |
nephele |
It's a bit easier to provide a:sand than it is to make all your glass recipes conform to use a:sand :P |
00:03 |
LMD |
so they'd have to go with aliases, which creates undesirable legacy code |
00:03 |
VanessaE |
a good comparison might be cars that run on natural gas or propane. any gasoline engine can be adapted to run on those. do people bother? no. too much existing tech to use petrol/diesel. and such a conversion would take less time than rewriting a moderately-sized mod. |
00:03 |
nephele |
LMD, you lost me tbh |
00:03 |
LMD |
and then they'll probably start to wonder why it isn't a compat mod registering those aliases |
00:03 |
VanessaE |
do most people, that is. |
00:04 |
GreenXenith |
LMD has been off in the weeds for most of this discussion |
00:04 |
LMD |
X |
00:04 |
LMD |
D |
00:04 |
LMD |
more like off in the sleeps |
00:04 |
LMD |
should probably go to bed |
00:05 |
LMD |
the interesting stuff is always happening at bedtime |
00:05 |
nephele |
Hmm... only 2:05 |
00:05 |
nephele |
:) |
00:05 |
LMD |
because of the timeshift USA vs Europe |
00:05 |
GreenXenith |
Such is life when you live across the pond |
00:05 |
LMD |
Also 2:05 for me nephele |
00:05 |
LMD |
Still late |
00:05 |
LMD |
Depending on how early one got up |
00:05 |
nephele |
LMD, it's not bedtiem, it's "you should have been asleep for hours" time :D |
00:06 |
LMD |
then I guess imma head out |
00:06 |
LMD |
same goes for you nephele :P |
00:06 |
scott_ |
> 90% of all minetest mods depend on `default` It's unreasonable to demand that mineclone2 implement mtg aswell as itself ;) |
00:06 |
scott_ |
^^ this |
00:06 |
nephele |
Not me, i have still flutter apps to develop! |
00:06 |
LMD |
oh, flutter's nice |
00:07 |
LMD |
didn't develop a meaningful thing with it yet tho |
00:07 |
LMD |
seems to be a fresh take at UIs |
00:07 |
nephele |
Yes, except when it keeps pestering you to upgrade to AndroidX |
00:07 |
|
scott_ left #minetest |
00:07 |
LMD |
but TBH I don't think you're gonna be very productive at such late hours nephele :P |
00:08 |
nephele |
Depends really, but i'll see i guess :) |
00:08 |
LMD |
you'll probably get more done if you head to bed now and wake up earlier tomorrow |
00:08 |
LMD |
depends on your sleep cycle tho |
00:10 |
nephele |
VanessaE, Not sure i get that comparison, anyhow. I still think it might be neat, even if only 2 or 3 gamemodes implement it some simpler mods could definetely target it for easerish support |
00:10 |
nephele |
Kind of like the uhm, hud api thingy i made |
00:11 |
GreenXenith |
HUD wrappers are soooo nice |
00:11 |
nephele |
although i have been too lazy to fix mods to use it |
00:11 |
VanessaE |
^ |
00:11 |
nephele |
because i don't actually use those mods : |
00:11 |
nephele |
) |
00:11 |
GreenXenith |
I made a custom HUD object for a game im working on and it makes life so much easier |
00:12 |
nephele |
GreenXenith, well, i just was really bothered by chat spam by mods |
00:12 |
nephele |
so i defined an api to use instead |
00:12 |
nephele |
basically this: notify.hud.sendtext(player, “Your " .. tool .. " Has been repaired!", 5), where player is a player, second is the text and third is the timeout |
00:13 |
nephele |
VanessaE, still proves my point that implementing such a thing in a gamemode is easier ;), because i do have an implementation :P |
00:13 |
nephele |
and if i get around to it i might even fix that anvil mod to not spam the chat on ve-banana ;) |
00:14 |
GreenXenith |
Does your notify thing roll it's own chat HUD element(s) to divvy up different chat_sends to? Otherwise it looks the same as chat_send_player .. |
00:14 |
nephele |
GreenXenith, It's not in the chat |
00:14 |
nephele |
it's a hud notification |
00:15 |
VanessaE |
it's only easier if you're writing new mods |
00:15 |
VanessaE |
it's rarely easier to adapt old code. |
00:15 |
GreenXenith |
Ah, yes. That makes sense. notify-send 'n stuff :) |
00:15 |
VanessaE |
anyway I'm gonna bow out of this mess |
00:16 |
nephele |
GreenXenith, yeah, i dont like chat beeing full of "you have been teleported" or "you can go that way" or something ;) |
00:16 |
nephele |
it's only really relevant at that specific moment anyway |
00:17 |
GreenXenith |
I made my HUD object because I wanted to make dynamic HUD elements without the hassle of the HUD API, so its a bit lower level than that sort of thing (notifications) |
00:17 |
nephele |
Ah, i used to have a layouting api thingy for hud elements |
00:17 |
nephele |
but that was in gmod, i don't think i ported it ove |
00:18 |
nephele |
mainly because input apis are missing so i cant do anything interesting with it |
00:18 |
nephele |
GreenXenith, well my implementation for that api is really barebone |
00:18 |
nephele |
Just wanted to have an api to point at, and an easy implemnetation one could take |
00:19 |
GreenXenith |
Right |
00:19 |
GreenXenith |
Speaking of input apis, I also made a controller wrapper because I want clients to have full control (heh) over their controls :] |
00:19 |
nephele |
I want apis to get some key presses, specially kp_enter kp_right kp_up and so on |
00:20 |
nephele |
I want to make a bit nicer item movement... a bit similar to like the uhm, fallout4 quickloot in that you don't need to open a formspec explicitly, and can still use your mosue |
00:20 |
nephele |
but move items with the keyboard |
00:21 |
nephele |
i wanted this initiall for gmod too :P, it has gamemodes full of people trying to kill you, but a very blocking inventory UI, even implemented an inventory api somewhat... but alas gmod changed their EULA so here i am |
00:23 |
GreenXenith |
My goal for the controller wrapper is to provide key-independent bindings that can be used in place of keynames so that any key could be used for any action. I also intend to have easy hooks for key_down and key_up so I can differentiate between keypresses and keytaps. Among other features. |
00:24 |
nephele |
is that a wrapper outside the game? |
00:24 |
GreenXenith |
Nope, ingame |
00:24 |
nephele |
I fear that if an api becomes too generic one can't make good input mappings at all anymore |
00:25 |
nephele |
I do want to use a steam controller in minetest somewhat |
00:25 |
GreenXenith |
However, you have just given me an idea ... |
00:25 |
nephele |
its a bit problematic that binding it to wasd translates the digital range to 4bits of input basically, so you have a fixed move speed, even thought he device could convey much more info |
00:26 |
nephele |
so... native controller integration would be required |
00:26 |
nephele |
linux even has steam controller support since i think 5.0 or something? |
00:26 |
GreenXenith |
I use an external controller mapper for my PS2 controller, and it supports partial keypresses |
00:26 |
GreenXenith |
I think .. I havent used it in a while |
00:26 |
nephele |
do you map that to an xbox360 or so? |
00:27 |
GreenXenith |
Controls just get sent to the mapper which translates it into keyboard/mouse actions |
00:28 |
nephele |
ah, that is a bit imprecise, i hope for more direct compatibility in the future |
00:28 |
nephele |
it could make playing on android nicer maybe... but i wonder if that requires irrlicht support |
00:48 |
|
Miner_48er joined #minetest |
00:48 |
rubenwardy |
sfan5: sfinv isn't MTG specific. MTG wasn't even the first game to get it. https://github.com/rubenwardy/sfinv |
00:48 |
rubenwardy |
mineclone2 shouldn't be expected to have a default mod, and having one would be disadvantageous |
00:49 |
rubenwardy |
the problem is the default mod in the first place |
00:55 |
rubenwardy |
I've raised cross-game compatibility a long time ago - it sucks currently |
00:55 |
rubenwardy |
forcing every game to have a default mod which a set of nodes isn't helpful |
00:56 |
rubenwardy |
what's more helpful is to stop mods from depending on default at all |
00:56 |
rubenwardy |
so, as said - use groups for items |
00:56 |
rubenwardy |
another big dependency are sounds - service location would be much better |
00:57 |
rubenwardy |
VanessaE: mod developers will need to port their mods to work on games other than MTG. MTG makes cross-compatibility very difficult |
00:58 |
rubenwardy |
a compat layer would be a good solution |
01:00 |
rubenwardy |
...and I've caught up |
01:02 |
rubenwardy |
re: sounds - sounds would be registered and searched using a bunch of labels. For example: minetest.find_sound({ "granite", "stone", "snappy" }) |
01:02 |
rubenwardy |
the labels would increase in genericity |
01:02 |
rubenwardy |
the aim being to allow fallbacks |
01:03 |
rubenwardy |
this avoids default.glass_sounds_defaults() |
01:13 |
nephele |
ah, so sound categories if you will? going down from "default walking" to "walking on glass" in steps? |
01:29 |
|
erlehmann_ joined #minetest |
01:39 |
|
AntumDeluge joined #minetest |
01:43 |
|
ANAND joined #minetest |
01:51 |
|
nephele_ joined #minetest |
02:06 |
|
argyle joined #minetest |
02:07 |
argyle |
So, I'm playing with mg_villages, mobs_redo, etc... Q- Anyone dealing with npc who float about their beds and don't ever get up? |
02:09 |
argyle |
about = above |
03:08 |
|
DrFrankenstone joined #minetest |
03:32 |
tf2ftw |
It seems like the V6 map gen is not utilized much or is not compatible with many mods. Why is that? |
03:37 |
|
Extex joined #minetest |
03:59 |
DrFrankenstone |
V6 doesn't use the biome system exposed to the API |
04:00 |
|
argyle joined #minetest |
04:01 |
DrFrankenstone |
Wuzzy made a biomeinfo mod that makes it easier to support some aspects of V6, but you still need make special effort to support it |
04:01 |
VanessaE |
plantlife + moretrees + biome_lib ftw ;) |
04:02 |
VanessaE |
(at least, for mgv6) |
04:23 |
|
tf2ftw joined #minetest |
04:27 |
|
TomTom joined #minetest |
04:36 |
|
tf2ftw joined #minetest |
04:41 |
|
el joined #minetest |
04:49 |
|
BillyS joined #minetest |
04:54 |
|
BillyS joined #minetest |
05:20 |
MinetestBot |
[git] EvidenceBKidscode -> minetest/minetest: Add server side translations capability (#9733) cee3c5e https://git.io/JfLhO (2020-04-25T05:20:00Z) |
05:27 |
|
calcul0n joined #minetest |
05:39 |
|
calcul0n_ joined #minetest |
05:49 |
MinetestBot |
[git] pyrollo -> minetest/minetest: Simplify how parseElement splits element string (#9726) 6cc5c7c https://git.io/JfLhu (2020-04-25T05:48:04Z) |
06:49 |
|
calcul0n__ joined #minetest |
07:37 |
|
karamel joined #minetest |
07:42 |
MinetestBot |
[git] pauloue -> minetest/minetest: Ensure game is shutdown if server throws exception (#9742) 49ed0ca https://git.io/Jfted (2020-04-25T07:42:18Z) |
08:20 |
|
macc24 joined #minetest |
08:24 |
|
Seirdy joined #minetest |
08:28 |
|
Zughy joined #minetest |
08:38 |
|
ShadowNinja joined #minetest |
08:50 |
|
Fixer joined #minetest |
09:29 |
jas_ |
ye v6 is nice |
09:45 |
|
YuGiOhJCJ joined #minetest |
09:50 |
jas_ |
oh there's a new option to sound_play, smh. this bool makes it so minetest doesn't run out of memory playing sounds? just kidding around... seriously sound and keys, just do 'em over hahahah just kidding again ok back to it |
10:32 |
|
Beton joined #minetest |
10:39 |
|
appguru joined #minetest |
10:41 |
MinetestBot |
[git] sfan5 -> minetest/minetest: mapblock_mesh: Optimize a few things (#9713) 73180a7 https://git.io/JftUk (2020-04-25T10:39:17Z) |
11:04 |
|
AndDT_ joined #minetest |
11:07 |
|
erlehmann joined #minetest |
11:11 |
|
Wuzzy joined #minetest |
11:30 |
|
galex-713 joined #minetest |
11:39 |
|
testman joined #minetest |
11:51 |
|
proller joined #minetest |
11:58 |
jas_ |
!mod |
11:58 |
MinetestBot |
jas_: Kill Spikes by nirasa - https://forum.minetest.net/viewtopic.php?t=19028 - https://github.com/nirasa1957/kill_spikes |
11:58 |
jas_ |
nice i'm glad i got a second url |
11:58 |
jas_ |
hmmmm, very interesting |
11:59 |
appguru |
!mod |
11:59 |
MinetestBot |
appguru: Not So Simple Buildings [nssb] by npx - https://forum.minetest.net/viewtopic.php?t=14135 - https://github.com/NPXcoot/nssb |
12:00 |
appguru |
doesn't work in PMs :/ |
12:00 |
appguru |
oh wait |
12:00 |
jas_ |
i like to issue !mod to see a sort of "mod of the day" |
12:00 |
jas_ |
!server |
12:00 |
MinetestBot |
jas_: Nico's World | 185.249.197.68 | Clients: 16/64, 14/29 | Version: 0.4.17.1 / minetest | Ping: 10ms |
12:00 |
jas_ |
nice |
12:01 |
|
testman joined #minetest |
12:01 |
* jas_ |
comments out minetest.register_abm in mobs_redo/api.lua |
12:01 |
Krock |
jas_: there's no such data to sort by |
12:01 |
jas_ |
what? |
12:01 |
appguru |
wait, works in PMs |
12:01 |
jas_ |
Krock: what? |
12:01 |
Krock |
jas_: there's no mod of the day |
12:01 |
jas_ |
there is, in a sense, hence the quotes, for me as i issue !mod every so often, typically once a day |
12:01 |
Krock |
neither a click counter |
12:02 |
jas_ |
same with !server |
12:02 |
jas_ |
it's not your mod of the day, it's mine. anyways, how are things? |
12:03 |
* jas_ |
throws mono_dejavu_sans_10.xml at Krock |
12:03 |
appguru |
the serverlist should probably be styled |
12:04 |
appguru |
i mean, it doesn't matter for me |
12:04 |
sfan5 |
styled? |
12:04 |
appguru |
yeah, a bit more beautiful probably |
12:04 |
Krock |
it is styled in the web view |
12:04 |
appguru |
it should resemble the in-game serverlist in terms of that |
12:04 |
appguru |
yeah, ik |
12:04 |
appguru |
but it should be styled more |
12:05 |
appguru |
https://servers.minetest.net is pretty much a quite plain table |
12:05 |
|
EvergreenTree joined #minetest |
12:05 |
Krock |
that's good as-is. what matters is the content and usability, not how it looks |
12:05 |
jas_ |
(oh, easier just to put a return in mobs:spawn_specific) |
12:06 |
appguru |
Krock: the looks are important, and it wouldn't be much of an effort to improve on that |
12:06 |
Krock |
your PR is welcome |
12:06 |
appguru |
where's the repo? |
12:06 |
Krock |
https://github.com/minetest/master-server/ |
12:07 |
|
tf2ftw joined #minetest |
12:07 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix DPI scaling on Windows 8b45f6a https://git.io/Jftke (2020-04-25T12:00:11Z) |
12:08 |
Zughy |
Krock, the look is as important as the content |
12:09 |
Krock |
opinion1 <-------- 1 km (+/- 100 m) -----> opinion2 |
12:09 |
Zughy |
if I provide the best tool in the world but the interface is horrible, not a lot of people will try it |
12:09 |
jas_ |
ye i like a flat text list |
12:09 |
jas_ |
and don't visit the serverlist on browser too often |
12:09 |
Krock |
it's gotta be simple and easy to use |
12:10 |
Zughy |
yes, and aesthetically pleasant |
12:10 |
jas_ |
what's more aesthetically pleasing than text |
12:10 |
Zughy |
I'm not talking about the server list, I'm talking in general |
12:10 |
jas_ |
mmm sweet text |
12:10 |
Zughy |
so not even about Minetest specifically |
12:10 |
jas_ |
me either, dunno what i'm talking about actually |
12:10 |
jas_ |
but i DO love plain text |
12:11 |
Krock |
me too |
12:11 |
jas_ |
oh you! :D |
12:11 |
jas_ |
i'm putting mob buttons to spawn manually lol |
12:12 |
Zughy |
anyway: there is a texture called default_item_smoke. Where does it get spawned exactly? Torches? |
12:12 |
jas_ |
burn poof |
12:12 |
jas_ |
on_burn, and maybe hmm tnt? |
12:12 |
jas_ |
there's a weird history, i THINK, with smoke.png or something |
12:12 |
jas_ |
gah |
12:13 |
jas_ |
anyway it only appears in the burn poof i believe |
12:13 |
appguru |
Whenever you'd think there'd be smoke |
12:14 |
appguru |
For example items burning in Lava |
12:14 |
appguru |
Or firing guns |
12:14 |
jas_ |
ye i seem to remember another file, maybe smoke.png, or something and it was associated with player death |
12:14 |
jas_ |
or maybe entity punch? |
12:14 |
jas_ |
entity death? |
12:14 |
Krock |
see also: smoke_puff.png |
12:14 |
jas_ |
smoke_puff.png ty |
12:14 |
Zughy |
oh yeah, I found that one already, ty |
12:15 |
|
SwissalpS joined #minetest |
12:15 |
jas_ |
minetest is so weird |
12:16 |
Zughy |
let's make it less weird then (?) |
12:16 |
jas_ |
let's try and mash gpl quake 3 physics into it and see what happens |
12:16 |
jas_ |
i been playing a lot of urban terror |
12:16 |
jas_ |
seriously, i would love to put libpd into minetest though |
12:17 |
jas_ |
and redo keys (input bindings) and sounds |
12:17 |
Zughy |
I'd love some collisions checks |
12:17 |
jas_ |
there you go |
12:17 |
jas_ |
well that was fun |
12:17 |
jas_ |
i'm gonna go back to these dumb mobs |
12:18 |
Zughy |
enjoy it |
12:18 |
Wuzzy |
Anyone on GNU/Linux been compiling Minetest -dev so far? |
12:18 |
Wuzzy |
if yes, do translations work for you? |
12:19 |
Wuzzy |
because they don't for me |
12:22 |
jas_ |
well yes but everything is english so i don't know |
12:22 |
jas_ |
a lot of good that was |
12:24 |
|
EvergreenTree joined #minetest |
12:25 |
Wuzzy |
aha |
12:25 |
Wuzzy |
so i'm not the only one for whom translations broke again... |
12:25 |
jas_ |
i'd have been surprised if it weren't english |
12:26 |
jas_ |
wasn't? hah! |
12:33 |
Zughy |
uhm, I see there are two keys (skeleton and default) but in the creative inventory I can only find the former. Hhhow so? |
12:37 |
jas_ |
i think the regular silver one you |
12:37 |
jas_ |
well i get it mixed up, but one is the result of use the other |
12:37 |
|
calcul0n_ joined #minetest |
12:37 |
jas_ |
once you use it, it has the information embedded in it, and it turns color? i've only ever used them like once, to try them |
12:37 |
jas_ |
they seem super nifty tho |
12:55 |
|
tf2ftw joined #minetest |
12:56 |
jas_ |
alright, eight mobs to choose from on formspec lol |
12:57 |
jas_ |
!server jastest |
12:57 |
MinetestBot |
jas_: jastest | jastest.duckdns.org | Clients: 0/15, 0/0 | Version: 5.3.0-dev / minetest | Ping: 133ms |
12:59 |
|
Mahjong joined #minetest |
13:01 |
|
macc24 joined #minetest |
13:42 |
|
majochup joined #minetest |
13:56 |
|
AntumD joined #minetest |
14:03 |
|
mizux_ joined #minetest |
14:03 |
|
mizux joined #minetest |
14:32 |
|
erlehmann joined #minetest |
14:37 |
Copenhagen_Bram |
How do I start making a translation mod for minetest? |
14:37 |
Copenhagen_Bram |
I wanna translate minetest stuff to a non-ISO language, namely toki pona |
14:38 |
Copenhagen_Bram |
I was told earlier that I could make a mod for that. So where do I begin? |
14:39 |
|
oil_boi joined #minetest |
14:39 |
jas_ |
https://i.imgur.com/93MfhOS.png |
14:39 |
jas_ |
i dunno copenhagen_bram, there was a intllib mod or some such |
14:40 |
Copenhagen_Bram |
hmm, lemme look into that |
14:41 |
Copenhagen_Bram |
maybe i can cargo cult it or something |
14:41 |
Krock |
does downsampling really improve performance for you? |
14:41 |
jas_ |
i dunno, i will find out some point |
14:41 |
jas_ |
between obs and puredata |
14:41 |
jas_ |
with gem |
14:41 |
oil_boi |
Wuzzy, what are the sources and licenses on fire_extinguish_*.ogg in the mineclone2 fire mod? |
14:42 |
jas_ |
and jack plus pulseaudio |
14:42 |
jas_ |
it churns up quick |
14:42 |
oil_boi |
Wuzzy, is it this? |
14:42 |
oil_boi |
https://freesound.org/people/ReWired/sounds/48693/ |
14:42 |
jas_ |
Krock: it looks sweet at 800x600 lemme tell ya! hahah |
14:42 |
Krock |
Copenhagen_Bram: first of all Minetest needs to know about the language. try adding a po/ directory plus minetest.po file with LANG_CODE=??? so that the client translations can be loaded |
14:42 |
Wuzzy |
see README |
14:42 |
Krock |
of it's about inttlib.. well, check the API of the mod. likely possible to add such support |
14:43 |
Wuzzy |
oil_boi: actually, its copied from MTG... |
14:44 |
jas_ |
i'm hoping to get a solid 60fps at as many conditions as possible |
14:44 |
Wuzzy |
oil_boi: Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55gmail.com> (CC BY-SA 3.0) |
14:45 |
jas_ |
besides right now i'm running the server on the machine i'm playing/developing/streaming on ... but yeah, undersampling to me just looks cool like software quake renderer |
14:54 |
oil_boi |
Wuzzy, thank you |
14:55 |
jas_ |
right now you gotta right click the block (flag) onto yours to cap, but i'll add on_punch too... then just hmm, explode if held more than n seconds or dropped, etc hehe |
14:55 |
jas_ |
minetest so fun |
14:55 |
|
erlehmann joined #minetest |
14:57 |
MinetestBot |
[git] v-rob -> minetest/minetest: Add `animated_image` to clickthrough elements (#9724) bc60e44 https://git.io/Jftt6 (2020-04-25T14:55:21Z) |
15:02 |
|
Fear_ joined #minetest |
15:02 |
|
simon816 joined #minetest |
15:06 |
|
mransom joined #minetest |
15:06 |
|
pozzoni joined #minetest |
15:07 |
|
cheapie joined #minetest |
15:14 |
|
majochup joined #minetest |
15:17 |
|
Taoki joined #minetest |
15:18 |
|
Lone_Wolf joined #minetest |
15:19 |
jas_ |
upon further consideration that idea seems complicated; i'll pin it. instead, ... *mkdir shooter* |
15:20 |
|
Lone_Wolf joined #minetest |
15:20 |
|
turtleman joined #minetest |
15:28 |
|
macc24 joined #minetest |
15:29 |
|
erlehmann joined #minetest |
15:32 |
|
macc24 joined #minetest |
15:34 |
|
erlehmann joined #minetest |
15:36 |
|
erlehmann joined #minetest |
15:38 |
|
erlehmann joined #minetest |
15:42 |
|
erlehmann joined #minetest |
15:50 |
|
BillyS joined #minetest |
15:53 |
|
Extex joined #minetest |
15:53 |
Copenhagen_Bram |
<Krock> Copenhagen_Bram: first of all Minetest needs to know about the language. try adding a po/ directory plus minetest.po file with LANG_CODE=??? so that the client translations can be loaded |
15:53 |
Copenhagen_Bram |
where? in ~/.minetest? |
15:53 |
|
Flabb joined #minetest |
16:00 |
|
erlehmann joined #minetest |
16:03 |
Krock |
minetest source |
16:03 |
|
EvergreenTree joined #minetest |
16:04 |
|
MarwolTuk joined #minetest |
16:12 |
MarwolTuk |
Moin, someone into modding minerest-games default rails (carts)? Am I right it's impossible to get them connected to non-raillike nodes? I'm currently trying to extend on carts rail-system and some stuff isn't really doable by using raillike. |
16:16 |
|
appguru joined #minetest |
16:17 |
appguru |
did you know that dropping a tool while using it just readds it to your inventory? |
16:17 |
appguru |
Minetest definitely needs more docs :P |
16:18 |
jas_ |
hm, didn't work for me |
16:18 |
rubenwardy |
that's due to how itemstack returns work, it sucks] |
16:19 |
appguru |
jas: you have to hold LMB while wielding a tool and then press Q while still wielding |
16:19 |
jas_ |
i did it dropped it and i kept digging |
16:19 |
jas_ |
with my hand |
16:19 |
appguru |
hmm |
16:20 |
appguru |
works for me |
16:20 |
appguru |
does the item have an on_drop? |
16:20 |
jas_ |
it's just a wood pick |
16:21 |
|
BillyS joined #minetest |
16:22 |
appguru |
worked for me with a dia pick, MT 5.2 and newest MTG |
16:22 |
jas_ |
well when i drop the tool while digging it doesn't re-add it directly back into my inventory, my digging stays fixed on the node |
16:22 |
jas_ |
and the tool slides away |
16:22 |
|
Guest15379 joined #minetest |
16:23 |
jas_ |
maybe it's item_drop mod for auto-pickup? |
16:23 |
appguru |
no, I don't have item_drop installed |
16:23 |
jas_ |
no i mean i do |
16:23 |
|
erlehmann joined #minetest |
16:23 |
jas_ |
https://github.com/jastevenson303/ll_items |
16:24 |
appguru |
eh lol |
16:24 |
jas_ |
is that why it doesn't re-add for me? |
16:24 |
appguru |
I just realized I immediately picked up the item after dropping because my LMB was pressed |
16:24 |
jas_ |
rubenwardy: what's that about then? |
16:24 |
appguru |
Probably the item should not be pointable for the first 0.5 secs :P |
16:24 |
jas_ |
if you don't let go of LMB it's not pointable, because you're still digging whatever node ur digging |
16:25 |
jas_ |
for me, i don't lose focus of the node unless i let go of dig, regardless of item dropping |
16:25 |
jas_ |
and if the node disappears it goes to whatever node, unless i let go of LMB. it always prioritizes the node until i let go of lmb |
16:26 |
appguru |
well, I was not digging anything, just pointing in the air |
16:26 |
jas_ |
and clicked? |
16:26 |
jas_ |
on an item? i guess i just really don't understand sorry |
16:29 |
|
BillyS joined #minetest |
16:30 |
|
BillyS joined #minetest |
16:40 |
rubenwardy |
jas_: some callbacks allow you to return an itemstack to replace the wielded item |
16:41 |
rubenwardy |
the side effect of this is that if you try to set the wielded item in another method, then it won't actually change the weild item |
16:41 |
jas_ |
oh so maybe his tool has an on_drop callback? |
16:41 |
rubenwardy |
as the callback will replace your change when you return from the callback |
16:41 |
rubenwardy |
no, he's already said it's due to holding LMB |
16:41 |
jas_ |
oh |
16:41 |
jas_ |
ok |
16:42 |
jas_ |
the cow looks like a squished spider when it dies now lol |
16:52 |
|
EvergreenTree joined #minetest |
16:53 |
|
erlehmann joined #minetest |
17:00 |
|
erlehmann joined #minetest |
17:06 |
|
erlehmann joined #minetest |
17:10 |
|
Flabb joined #minetest |
17:28 |
|
oil_boi joined #minetest |
17:38 |
|
kamdard joined #minetest |
17:55 |
begui |
What are some of the best mods out there? |
17:55 |
tf2ftw |
are there any cheat sheets as to where to find ores? depths etc |
17:56 |
tf2ftw |
begui, my favorite is item_drop |
17:56 |
tf2ftw |
and illumination |
18:07 |
Krock |
!wiki Mods |
18:07 |
MinetestBot |
"Mods (short for modifications or modules) are user-created modifications to the game in such a way that adds to or alters the gameplay." - http://wiki.minetest.net/Mods |
18:07 |
Krock |
there should be a list of popular ones |
18:07 |
Krock |
on servers - at least. |
18:09 |
begui |
Oh sweet |
18:09 |
begui |
doesn't seem like the page is up |
18:10 |
appguru |
It is though |
18:10 |
appguru |
You just have to be lucky |
18:11 |
begui |
well would you look at that... :D |
18:29 |
|
Hawk777 joined #minetest |
18:47 |
* texmex |
pulls the daily oil_boi commits |
18:53 |
|
Extex joined #minetest |
18:53 |
|
majochup joined #minetest |
19:03 |
|
BillyS joined #minetest |
19:06 |
|
Fear joined #minetest |
19:07 |
|
BillyS joined #minetest |
19:11 |
tf2ftw |
can someon explain to me how to use the areas mod? When to you click twice on a block? |
19:14 |
|
Zughy joined #minetest |
19:27 |
majochup |
tf2ftw the mod that protects with /pos1 or the protection blocks mod? |
19:27 |
tf2ftw |
the one that uses /pos1 |
19:28 |
tf2ftw |
I'll use whichever one is easier though |
19:28 |
majochup |
tf2ftw, you get a area, go down in one corner (as deep as you please) /pos 1, go up on the other corner of the area you want protected (as high as you please) /protect areaname |
19:29 |
majochup |
although iirc there's limitations on how big an area can get |
19:30 |
tf2ftw |
let me try |
19:32 |
tf2ftw |
majochup, thanks for your help. I've placed clear boxes with numbers in them but I'm not sure how the area is defined. hmm |
19:33 |
cheapie |
Is there a "proper way" (like through the engine?) to work with sqlite databases from in a mod, or is the only real way to do this to load some random sqlite library from within the mod? |
19:33 |
majochup |
clear numbers where? |
19:34 |
majochup |
tf2ftw, as far as I know there isn't a need for numbers. |
19:35 |
tf2ftw |
majochup, https://imgur.com/N5dWRda |
19:35 |
majochup |
tf2ftw, did you place both positions? |
19:36 |
tf2ftw |
yes it gives 2 clear boxes like that |
19:36 |
tf2ftw |
but they are placed in the position I'm standing |
19:36 |
majochup |
now you do /protect areaname |
19:36 |
tf2ftw |
ooh |
19:36 |
majochup |
it should protect the area, after that you can remove the 1 and 2 nodes |
19:37 |
tf2ftw |
ok got it. do you know how many blocks the perimeter is? |
19:38 |
majochup |
the max perimiter? |
19:40 |
tf2ftw |
Im confused as to what defines the area. I see placing these 2 blocks but I don't understand what's actually protected and not |
19:41 |
majochup |
let's say you wanna protect a square of 20x20x20, first you go to one corner, dig down 20 blocks, /pos1. You go to the other corner of that 20x20 square, go up 20 blocks and /pos2. Now you /protect areaname |
19:44 |
|
Flabb joined #minetest |
19:45 |
|
Zughy joined #minetest |
19:47 |
majochup |
tf2ftw, did it work? |
19:47 |
tf2ftw |
majochup, ok i understand now. Thanks a lot |
19:48 |
majochup |
Wonderful! |
19:53 |
|
Verticen joined #minetest |
19:57 |
|
fluxflux joined #minetest |
20:01 |
|
Pie-jacker875 joined #minetest |
20:03 |
tf2ftw |
Mahjong, i've figured it all out. It's pretty easy! Thanks again |
20:04 |
Mahjong |
you're welcome xD |
20:07 |
|
Pie-jacker875 joined #minetest |
20:14 |
Wuzzy |
JT2 server's still down ... ? |
20:14 |
Wuzzy |
am I addicted to JT2? ? |
20:14 |
|
galex-713 joined #minetest |
20:15 |
Wuzzy |
Yesterday I lost interact priv on JT2, lol. Apparently I messed with a safe too often. haha |
20:16 |
Wuzzy |
Any JT2 / former Just Test or @test@ players here? ? |
20:27 |
|
erlehmann joined #minetest |
20:32 |
|
erlehmann joined #minetest |
20:33 |
majochup |
b-but |
20:33 |
majochup |
tf2ftw, I'm called Majochup, Mahjong >:c |
20:38 |
|
Miner_48er joined #minetest |
20:55 |
|
erlehmann joined #minetest |
21:10 |
jas_ |
lol |
21:18 |
|
benrob0329 joined #minetest |
21:47 |
|
erlehmann joined #minetest |
21:51 |
|
erlehmann joined #minetest |
22:03 |
|
erlehmann joined #minetest |
22:07 |
|
Pie-jacker875 joined #minetest |
22:14 |
rschulman |
Is there a minimap mod anywhere? |
22:16 |
nephele |
something different than the normal minimap you mean? |
22:17 |
benrob0329 |
(minetest includes a minimap as of, 0.4.16?) |
22:27 |
rschulman |
Well... that was embarassing. |
22:28 |
rschulman |
Though, apparently its been disabled by some mod I'm running right now. :) |
22:31 |
|
Hirato_ joined #minetest |
22:31 |
sfan5 |
https://wiki.minetest.net/Mapping_Kit |
22:36 |
|
Hawk777 joined #minetest |
22:58 |
|
benrob0329 joined #minetest |
23:16 |
cheapie |
This is why you can't let me play with pistons... https://cheapiesystems.com/media/images/screenshot_20200425_181236.png |
23:17 |
cheapie |
(4-bit adder with display, 100% relay logic) |
23:17 |
sagax |
hi all! |
23:17 |
sagax |
how to change software video_driver? |
23:18 |
sagax |
what value must be put to minetest.conf? |
23:18 |
nephele |
cheapie, hmm... doens't seem that bad |
23:18 |
nephele |
i was expecting something worse |
23:19 |
cheapie |
sagax: Not sure why you would want to use the software driver, but "video_driver = software" |
23:19 |
sagax |
thanks |
23:19 |
cheapie |
Just keep in mind software rendering is often buggy and slow. |
23:20 |
sfan5 |
software barely works, I'd suggest "video_driver = burningsvideo" instead |
23:20 |
sfan5 |
that also doesn't really work well, but it works somewhat properly |
23:21 |
cheapie |
nephele: It's a kind of modular setup, I guess - the pistons that look kinda randomly arranged in the top left are a 4-bit adder, the ones in a line at the bottom are the decoder (converts a 4-bit number to one of 16 outputs), and then the mess up top by the display is the character ROM. |
23:21 |
cheapie |
Said ROM is also, yes, built from relays... |
23:24 |
|
AntumDeluge joined #minetest |
23:30 |
nephele |
i wonder why one wants to use a software renderer in the engine above just using llvmpipe or so for the normal video driver to provide opengl, but eh |
23:32 |
appguru |
software rendering could actually have awesome advantages |
23:33 |
sfan5 |
such as? |
23:33 |
appguru |
raytracing |
23:33 |
appguru |
I have to admit that nowadays graphic cards have catched up on this, but if you want to write a raytracer CPU rendering is usually the way to go |
23:34 |
appguru |
And a second thing I thought of would be some sort of extended Z-buffer in order to get rid of the Z-sorting issue |
23:35 |
nephele |
why would you want raytracing on the cpu? |
23:36 |
appguru |
because of the increased flexibilty, GPU programming is very restricted and hardware-specific |
23:36 |
appguru |
and because especially older GPUs can hardly be used for raytracing |
23:36 |
nephele |
GPU's are architecturally designed to process instructions in parralel, they are especially usefull for tasks like raytracing |
23:36 |
nephele |
cpus not so much |
23:37 |
appguru |
I know |
23:37 |
appguru |
But that can't change the fact that the GPUs of many devices just don't support it |
23:37 |
nephele |
In any case, llvmpipe is the fastest software renderer we have |
23:37 |
nephele |
seems kind of pointless to use a different one inside the engine |
23:38 |
appguru |
I'm not speaking of MT at this point |
23:38 |
appguru |
I rather thought about software rendering in general |
23:38 |
nephele |
appguru, sure, but even if you do it in the CPU you won't get nearly the performance you would need for real-time raytracing |
23:38 |
appguru |
depends |
23:38 |
nephele |
if you want to pre-render a scene that would be fine i guess |
23:38 |
appguru |
with reduced resolution one could come pretty close |
23:38 |
nephele |
Yes, but nobody likes 144p ;) |
23:39 |
nephele |
With modern cpus you could do a lot of the work too... the 32 core variants and stuff |
23:39 |
appguru |
^ |
23:39 |
nephele |
maybe do some work on gpu and some on cpu even |
23:39 |
appguru |
yeah |
23:51 |
rubenwardy |
nephele: performance isn't the only thing, software raytracers are much easier to write |
23:51 |
rubenwardy |
They're also useful on machines without GPUs, like servers |
23:52 |
rubenwardy |
I was briefly getting minetest to render on a headless server using a virtual X server |
23:52 |
rubenwardy |
But gave up on that |
23:52 |
rubenwardy |
Two reason I've wanted to do that - for formspec rendering tests, and for automatic screenshots on capture the flag |
23:54 |
nephele |
rubenwardy, well i was arguing mostly with mt in mind, there it does not make much sense to me to build raytracing based on the cpu |
23:55 |
nephele |
minetest on headless X should work fine? although nothing prevents you from plugging a gpu in a server, not that you need to have a high framerate |
23:55 |
rubenwardy |
True |
23:55 |
rubenwardy |
Travis VMs don't have access to GPUs or OpenGL |
23:56 |
nephele |
I'd use llvmpipe if you need software opengl |
23:56 |
nephele |
not the best performance, but still okay |
23:56 |
rubenwardy |
Didn't know about that |
23:56 |
rubenwardy |
I'd still like to do a CTF screenshoter one day |
23:57 |
rubenwardy |
I'd extend the csm API to allow taking screenshots and manipulating the player position |
23:57 |
nephele |
so the server runs a client that teleports around to make screenshots? |
23:57 |
rubenwardy |
And rotation |
23:57 |
rubenwardy |
Yeah |
23:57 |
rubenwardy |
It would be a fun experiment |
23:57 |
nephele |
indeed |
23:57 |
rubenwardy |
Tbh, I could host it on my RPi |
23:58 |
rubenwardy |
I'm not sure how the camera would know what to take photos of |
23:58 |
rubenwardy |
It could have access to events and look for clusters of players |
23:58 |
nephele |
Setting the camer angle in csm is something i've been missing for quite some time btw :P |
23:58 |
rubenwardy |
Then a heightmap could be used to work out optimal placement of the camera |
23:59 |
nephele |
I suppose it depends on the maps you have, if its just fixed maps mostly fixed positions should work fine probably |