Time |
Nick |
Message |
00:00 |
RhineDevil |
Would be bad, of course |
00:00 |
Gustavo6046 |
It's not inherently bad, it's just too dangerous, because of what it can do as a tool if it gets in the hands of the wrong people. |
00:00 |
Gustavo6046 |
All tools are like that. |
00:00 |
RhineDevil |
Yeah I get what you think |
00:00 |
Gustavo6046 |
Computers too can do pretty iffy stuff in the hands of the wrong people. Then again that didn't stop us from making a lot of good things using computers too. |
00:00 |
RhineDevil |
But I still believe in his potential, like I believe in the potential of all things if they are in proper hands |
00:02 |
Gustavo6046 |
Yeah. |
00:02 |
RhineDevil |
Anyway I don't have any faith |
00:02 |
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00:03 |
RhineDevil |
And I think anyone saying the gears of history are bringing us to an era of collectivism is an utter fool |
00:05 |
RhineDevil |
Gustavo6046: but you know what gave me the idea that there's no hope? |
00:05 |
RhineDevil |
*do you know |
00:07 |
Gustavo6046 |
Hm? |
00:07 |
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00:07 |
Gustavo6046 |
<RhineDevil> And I think anyone saying the gears of history are bringing us to an era of collectivism is an utter fool |
00:07 |
Gustavo6046 |
It only takes revolt. But the people won't wake up. |
00:07 |
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00:08 |
RhineDevil |
Gustavo6046: people won't even revolt, or at least not for stuff that matters and not for long time |
00:08 |
RhineDevil |
And that is because the human brain is fundamentally flawed |
00:08 |
RhineDevil |
We're not so different from chimps |
00:08 |
Gustavo6046 |
I disagree |
00:08 |
Gustavo6046 |
I think it's because the modern system requires people's time and energy be spent into it in order for them to make a living. |
00:09 |
Gustavo6046 |
So they never EVEN get the opportunity to learn about why we should revolt to begin with. |
00:09 |
Gustavo6046 |
And when others revolt, they see it as an unnecessary disruption of the order and peace. "Why don't they just, you know, vote or something?" |
00:10 |
Gustavo6046 |
It'll never occur to them that the system is deeply, deeply flawed. And it's not their fault. They just have no energy to think deeply and research about these things. |
00:10 |
RhineDevil |
Gustavo6046: My idea is that you think like this because the situation in your country is different |
00:10 |
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00:10 |
Gustavo6046 |
Uh, not really. If anything, Brazil is becoming more and more like the US. |
00:10 |
Gustavo6046 |
We used to be more in the left. |
00:10 |
RhineDevil |
Well, Lula wasn't a great example of left in first place... |
00:11 |
RhineDevil |
By the way I'm not from US |
00:11 |
RhineDevil |
But I know what you mean about slowly transformating in US |
00:11 |
Gustavo6046 |
I'm sure he tried. |
00:11 |
Gustavo6046 |
And he's still, like, leagues better than Bolsonaro;. |
00:11 |
RhineDevil |
I'm not so sure about it |
00:12 |
RhineDevil |
And anyway being better than Bolsonaro doesn't require great effort |
00:12 |
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00:14 |
RhineDevil |
By the way Gustavo6046, you think like this because your country is more plagued by insane working rhythms than consumerism |
00:15 |
RhineDevil |
If and when Brazil will become more wealthy, you'll see people's minds being plagued more by the new useless product than working fatigue |
00:15 |
RhineDevil |
But they won't listen anyway |
00:16 |
Gustavo6046 |
RhineDevil, we have consumerism too |
00:16 |
Gustavo6046 |
the United States has the same issues though |
00:16 |
Gustavo6046 |
shitty work conditions and consumerism |
00:16 |
Gustavo6046 |
but they're worse there |
00:16 |
RhineDevil |
I know that |
00:16 |
Gustavo6046 |
and it's not a different ratio of working fatigue to consumerism that is relveant here |
00:16 |
Gustavo6046 |
although I do agree that consumerism is rising here |
00:17 |
RhineDevil |
But as I said, if they won't listen you for one reason, they won't listen you for another |
00:17 |
RhineDevil |
And that is because human mind is flawed and easily exploitable |
00:20 |
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00:21 |
RhineDevil |
btw Gustavo6046 do you know a bit about how to use latex? |
00:21 |
RhineDevil |
maybe I can kill two birds with one stone... |
00:21 |
Gustavo6046 |
not very |
00:22 |
Gustavo6046 |
<RhineDevil> But as I said, if they won't listen you for one reason, they won't listen you for another |
00:22 |
Gustavo6046 |
they might not listen to you if you invite them to a dance club, but they'll listen if you invite them to get lapdanced |
00:43 |
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05:00 |
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08:00 |
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12:56 |
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12:58 |
kabou |
erlehmann: I have added a comment to wuzzy's PR #11391 as you suggested |
12:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/11391 -- Add support for static boxes in 'leveled' type; add node box types 'leveled_plantlike[_rooted]' by Wuzzy2 |
13:01 |
erlehmann |
yay |
13:03 |
erlehmann |
kabou the texture bit is very useful, because wuzzy only thought of cauldrons |
13:04 |
kabou |
yup |
13:04 |
erlehmann |
still, support for leveled nodeboxes would reduce your composter's node count from 9 (?) to 3 |
13:04 |
erlehmann |
oh btw |
13:04 |
kabou |
and it would be useful to have on the existing leveled nodeboxes as much as on his static version |
13:04 |
erlehmann |
i think mcl_dyes is not an optional dependency |
13:04 |
erlehmann |
because you return white dye a.k.a. bonemeal |
13:05 |
erlehmann |
the whole thing is useless without bonemeal existing |
13:05 |
erlehmann |
i'd make it a hard dependency |
13:05 |
kabou |
hmm |
13:05 |
erlehmann |
oh you did |
13:05 |
erlehmann |
nevermind! |
13:05 |
erlehmann |
only doc is optional |
13:05 |
erlehmann |
sorry |
13:06 |
kabou |
nevermind |
13:06 |
erlehmann |
oh btw |
13:06 |
erlehmann |
_compost_level |
13:06 |
erlehmann |
should be |
13:06 |
erlehmann |
_mcl_compost_level probably |
13:07 |
kabou |
in fact I think that when attributes are prefixed with mcl_ the _ is redundant |
13:07 |
kabou |
minetest is unlikely to add engine native attributes starting with mcl_ |
13:07 |
erlehmann |
look i just looked at the existing ones |
13:08 |
kabou |
so did I, but then I had a think about it |
13:08 |
erlehmann |
consistency is more important in this case |
13:08 |
erlehmann |
*all* existing nodes are prefixed with _mcl_ |
13:09 |
erlehmann |
i mean all existing node attributes |
13:09 |
kabou |
well i will change it then |
13:09 |
erlehmann |
i just checked |
13:09 |
kabou |
but i still think that it ought to be mcl_ everywhere |
13:09 |
erlehmann |
yep, it's all of them |
13:09 |
kabou |
instead of _mcl_ |
13:09 |
erlehmann |
you can think that but … |
13:09 |
erlehmann |
this would ruin compatibility with all mods that rely on this |
13:10 |
erlehmann |
some mods are not in the base games |
13:10 |
erlehmann |
but are on contentdb |
13:10 |
erlehmann |
and work in mcl2 mcla mcl5 for various definitions of work |
13:10 |
erlehmann |
your composter could be on contentdb too, to work with older versions |
13:10 |
erlehmann |
you gain nothing my ripping out the underscore |
13:10 |
erlehmann |
except for incompatibilities |
13:10 |
erlehmann |
it is like referer in web |
13:11 |
erlehmann |
the correct english word is referrer |
13:11 |
erlehmann |
but people only noticed after the spec was published |
13:11 |
erlehmann |
so it had to sty |
13:11 |
erlehmann |
stay |
13:11 |
erlehmann |
problem? |
13:11 |
erlehmann |
i think not |
13:11 |
erlehmann |
also: the fact that it is _mcl_ everywhere so far implies that everyone else working on the code found it important to keep it that way. there are many cases in mcl2 for example where code is *not* consistent because people disagree. |
13:12 |
erlehmann |
but this is not one of those cases |
13:12 |
kabou |
just have web 2.0 that fixes all the typos in web 1.0 |
13:12 |
erlehmann |
is it really a typo if it works? |
13:12 |
kabou |
instead of a cess pit of javascript |
13:12 |
erlehmann |
i mean we still have creat() |
13:12 |
erlehmann |
creat sysall is missing an e |
13:13 |
kabou |
that is because of memory scarcity on ancient unix machines |
13:13 |
kabou |
not a typo |
13:30 |
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13:33 |
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13:37 |
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13:48 |
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14:11 |
erlehmann |
https://ubiquity.acm.org/article.cfm?id=1513451 |
14:11 |
erlehmann |
> Observation #6: Software engineers have been led to believe that their time is more valuable than CPU time; therefore, wasting CPU cycles in order to reduce development time is always a win. They've forgotten, however, that the application users' time is more valuable than their time. |
14:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/6 -- Apples on the trees can not be eaten |
14:12 |
erlehmann |
> Observation #8: The most fundamental rule software engineers cite when performance is a concern is "choosing the proper algorithm is far more important than any amount of (micro-) optimization you can do to your code." This ignores the fact that a better algorithm might not be available or may be difficult to discover or implement. In any case, this is not a good excuse for creating a poor implementation of any algorithm. |
14:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/8 -- Saplings + Growing Trees by MarkTraceur |
14:31 |
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15:03 |
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15:16 |
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15:21 |
Gustavo6046 |
Alright, who do I add as a contributor to my MineClone 5 fork so they can work on the branches too? |
15:21 |
Gustavo6046 |
The branches here are item-physics, improve/hoppers, improve/fishing, improve/creepers. |
15:21 |
Gustavo6046 |
See https://git.minetest.land/Gustavo6046/MineClone5 |
15:24 |
Gustavo6046 |
I guess I can add Cora and erlehmann for two. |
15:26 |
kabou |
Gustavo: here's a quick fix for mcl_hoppers/init.lua : use get_item_group(nodename, "container") in 4 places |
15:27 |
kabou |
it now does bare access to eg. minetest.registered_nodes[abovenode.name].groups.container |
15:29 |
Gustavo6046 |
hmm? |
15:30 |
Gustavo6046 |
ahh |
15:30 |
Gustavo6046 |
kabou, what is the difference? |
15:31 |
kabou |
well it is the proper way to do it, using the appropriate accessor method |
15:31 |
kabou |
leaves minetest at liberty to change the groups implementation |
15:32 |
kabou |
mcl_util uses the use_item_group as well |
15:32 |
kabou |
too bad there is no accessor method for the other node def attributes |
15:32 |
kabou |
would be nice if there were |
15:33 |
kabou |
but the groups attribute is special, since minetest engine uses it for all kinds of purposes |
15:33 |
kabou |
then again same can be said for othe attributes |
15:33 |
kabou |
whatever |
15:34 |
Gustavo6046 |
ahh |
15:47 |
erlehmann |
Gustavo6046 i will help you with feedback of course, but ultimately, i am pretty sure cora and me would be happy if this stuff would end up in mineclone2 & mineclonia respectively |
15:47 |
Gustavo6046 |
hmm |
15:47 |
Gustavo6046 |
you'll have to do cherrypicks then, sorry |
15:47 |
erlehmann |
of course, will do |
15:48 |
erlehmann |
just don't depend on whatever kay27 does too much please |
15:48 |
erlehmann |
he is really all speed lately, making features |
15:48 |
erlehmann |
only wondering if he could, not if he should ^^ |
15:48 |
erlehmann |
i believe his mapgen work is excellent from a technical perspective, but really risky because he uses mod storage |
15:48 |
erlehmann |
he knows the bugs himself |
15:49 |
erlehmann |
i think it would be better if he would work on fixing mapgen in minetest, but i doubt they want him as a core developer |
15:49 |
MTDiscord |
<luatic> which bugs? |
15:49 |
erlehmann |
mapgen griefing for example |
15:49 |
MTDiscord |
<luatic> how's that related to mod storage? |
15:49 |
erlehmann |
or the mapgen invoking lua callbacks several times |
15:49 |
MTDiscord |
<luatic> JSON-based mod storage was pretty sucky, but now with SQLite it should be better |
15:49 |
erlehmann |
griefing existing worlds |
15:50 |
erlehmann |
luatic so kay27 made a mapgen implementation in lua that saves which mapblocks are partially generated in mod storage |
15:50 |
erlehmann |
you probably can see the issue there |
15:50 |
erlehmann |
he has a *very* good grasp of mapgen bugs |
15:51 |
erlehmann |
better than almost everyone i know |
15:51 |
erlehmann |
and he has a solution, but in lua it is slow, dangerous, and if you ever lose mod storage, well, i bet it grinds parts of your world to a fine dust by overwriting |
15:51 |
erlehmann |
he has a few good points with his subgenerator idea |
15:52 |
erlehmann |
but in general, it is hard to get him to take feedback seriously |
15:52 |
erlehmann |
and well, you can look in the “cursed minetest” screenshots thread |
15:52 |
erlehmann |
for the error cases if the server crashes |
15:52 |
erlehmann |
or you lose mod storage |
15:53 |
erlehmann |
luatic look at what he did in mineclone5, it is really impressive from a technical perspective, but super impractical |
15:53 |
erlehmann |
it should be done in minetest engine core tbh |
15:53 |
erlehmann |
i mean he probably agrees, since he is overwriting an engine function with his lua implementnation |
15:53 |
erlehmann |
implementation |
15:53 |
MTDiscord |
<luatic> why would it be particularly slow in Lua? |
15:54 |
MTDiscord |
<luatic> anything at a mapblock level shouldn't really matter for performance in relation to generating the 16^3 nodes for the mapblock |
15:54 |
erlehmann |
just look at the code. you will surely find more bugs than i did. |
15:54 |
MTDiscord |
<luatic> hmm |
15:54 |
erlehmann |
the problem is the mapblock shell chunk grinder feature |
15:54 |
MTDiscord |
<luatic> time to write a database in Lua |
15:54 |
erlehmann |
ever had cavegen dig a hole in your map? |
15:54 |
erlehmann |
or in your bedrock? |
15:54 |
erlehmann |
or in your void lol? |
15:54 |
erlehmann |
or in your house? |
15:55 |
erlehmann |
i believe some time back kay27 made an easy demonstration |
15:55 |
erlehmann |
a lua mapgen that placed some nodes in a regular grid |
15:55 |
erlehmann |
like 8 nodes apart or so |
15:55 |
erlehmann |
you can really easily see when some are missing |
15:55 |
erlehmann |
because of mapgen griefing |
15:58 |
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16:04 |
Gustavo6046 |
<erlehmann> he is really all speed lately, making features |
16:04 |
Gustavo6046 |
<erlehmann> only wondering if he could, not if he should ^^ |
16:05 |
Gustavo6046 |
if it's in Minecraft, then I'd say he should, yes |
16:05 |
Gustavo6046 |
or if it's an addition which does not 'interfere destructively' with existing Minecraft-analogue ones |
16:06 |
erlehmann |
have you seen the maps discussion? |
16:06 |
erlehmann |
fleckenstein researched maps, made them cool |
16:06 |
erlehmann |
i made them even better, but kayß27 was like “let's center them on the player” |
16:06 |
erlehmann |
which obviously breaks maps in item frames |
16:06 |
Gustavo6046 |
https://git.minetest.land/MineClone5/MineClone5/pulls/181 |
16:06 |
erlehmann |
he is really uninformed |
16:06 |
Gustavo6046 |
oops |
16:06 |
Gustavo6046 |
wrong window |
16:07 |
Gustavo6046 |
I was talking elsewhere about entity forces |
16:07 |
erlehmann |
https://git.minetest.land/MineClone2/MineClone2/issues/1986 |
16:07 |
Gustavo6046 |
<erlehmann> i made them even better, but kayß27 was like “let's center them on the player” |
16:07 |
Gustavo6046 |
is that the kind of behaviour you'd see in Minecraft? |
16:07 |
Gustavo6046 |
no I don't think it is |
16:08 |
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16:12 |
Gustavo6046 |
erlehmann, if the behaviour is not consistent with what would happen in Minecraft, then it should be changed so that it is; in this case I think it'd be nice to also have two alternative opt-in modes of operation, a "player-centered" one where the map is centered on the player, and a "hybrid" one where it only is that way when it's not on an item frame. |
16:13 |
erlehmann |
Gustavo6046 look, i have done a *lot* of work on mcl_maps and the player-centered thing is really hard to do. |
16:13 |
erlehmann |
you basically can not make map art with it |
16:14 |
Gustavo6046 |
I get what you mean |
16:14 |
Gustavo6046 |
the latter part |
16:14 |
Gustavo6046 |
the former, I'll trust you |
16:14 |
erlehmann |
i mean, yes, would be nice to have, but you can't have both |
16:14 |
erlehmann |
eiher you have map art and maps on walls etc. |
16:14 |
Gustavo6046 |
> <erlehmann> he is really uninformed |
16:14 |
erlehmann |
or you have player centered maps |
16:14 |
Gustavo6046 |
he also is Russian and suffers from a language barrier |
16:15 |
erlehmann |
i know but |
16:15 |
erlehmann |
fleckenstein explained before why the changes to maps are not improvements |
16:15 |
Gustavo6046 |
and I have a feeling he never really invested that much time learning about the technicalities of image formats, for one |
16:15 |
erlehmann |
and it is in this case because minecraft actually has it engineered very carefully |
16:15 |
erlehmann |
haha |
16:15 |
erlehmann |
few people do |
16:16 |
erlehmann |
kay27 sees something that does not make sense immediately and is like “here i make something better” |
16:16 |
Gustavo6046 |
I don't know the technicalities, but I do have a rough overview of which situations certain image formats are best suited for |
16:16 |
Gustavo6046 |
PNG is really good for lossless compression, especially for stuff like pixel art. PNG indexed mode is criminally underrated |
16:16 |
erlehmann |
i am more of a “only remove the thing once you know why it was put there” type of person |
16:16 |
Gustavo6046 |
TGA is an old format but it's probably ok |
16:16 |
erlehmann |
Gustavo6046 read the whole discussion please. what i want from TGA is minimal overhead reding and writing |
16:16 |
Gustavo6046 |
JPEG is good for pictures, though it may be superseded any time now by video-codecs-turned-image-codecs like AV1 or VP9. |
16:17 |
Gustavo6046 |
Why do you even want to use an image format to begin with? |
16:17 |
erlehmann |
jpeg is good enough, see webp (which is advertised as better, but turned out to be a marketing scam) |
16:17 |
Gustavo6046 |
Just store raw. |
16:17 |
erlehmann |
again, TGA is basically an 18 pixel header and then a) raw pixels b) colormap (palette) indexes c) RLE pixels |
16:17 |
erlehmann |
whatever you want |
16:18 |
erlehmann |
it's the easiest format to write and read that is still useful (i.e. has B8G8R8A8 and A1R5G5B5 and colormap support) |
16:18 |
Gustavo6046 |
uh |
16:18 |
erlehmann |
there is no other format that gets you that close to dumping raw pixels |
16:18 |
Gustavo6046 |
a and c both at once? |
16:18 |
erlehmann |
which is still supported |
16:19 |
erlehmann |
Gustavo6046 i have indeed modified my RLE encoder so that it uses rle and raw packets, saves a bit of overhead |
16:19 |
Gustavo6046 |
o.o |
16:19 |
Gustavo6046 |
modifying standard code and hacking everything!!!11one is for nurd weirdos :P |
16:20 |
erlehmann |
i am a bit sick of this discussion, but just look in irrlichtmt at the tga decoder |
16:20 |
erlehmann |
you'll see why it is good for random pixel editing via memset() |
16:20 |
Gustavo6046 |
nurd wierdos who play with making cool computer networks in their homes and write their own bootable kernels for the sake of it!! |
16:20 |
Gustavo6046 |
but yeah |
16:20 |
Gustavo6046 |
I can see why TGA is so workable |
16:20 |
Gustavo6046 |
But why do you need a format... at all? |
16:20 |
Gustavo6046 |
Are you writing to disk??? |
16:21 |
erlehmann |
basically: if your game texture is very small, needs to be edited often or load *really* fast (like memcpy), use TGA. else, use PNG. |
16:21 |
erlehmann |
or if you want to avoid reading and writing overhead |
16:21 |
Gustavo6046 |
the overhead in either case is minimal, so even a difference of 400% is negligible when up to scale |
16:22 |
erlehmann |
not really |
16:22 |
Gustavo6046 |
This would be less negligible if we were talking about mid-90s computers, You know, the kind where you'd need a FPU to be able to even run Quake. |
16:22 |
Gustavo6046 |
But Minetest wasn't made for those, was it now :) |
16:22 |
erlehmann |
look, just read the discussion please |
16:22 |
Gustavo6046 |
You're never going to make it work on very old computers. |
16:23 |
erlehmann |
and then try to write the code yourself |
16:23 |
Gustavo6046 |
Never ever ever ever ever. |
16:23 |
Gustavo6046 |
erlehmann, write what code? |
16:23 |
erlehmann |
to write and read various image formats in lua |
16:24 |
erlehmann |
ofc, fleckenstein. luatic and me have already done that several times |
16:24 |
erlehmann |
but really, it is education to try it at least yourself a bit |
16:24 |
erlehmann |
anyways, i'm off |
16:24 |
Gustavo6046 |
in lua? ehh |
16:24 |
Gustavo6046 |
i think i'll pass. |
16:24 |
erlehmann |
see |
16:24 |
erlehmann |
but we need to do it in lua |
16:24 |
Gustavo6046 |
no we don't |
16:24 |
erlehmann |
how would you write a map? |
16:25 |
Gustavo6046 |
simple, I won't |
16:25 |
erlehmann |
see, but i do. |
16:25 |
erlehmann |
fleck did. |
16:25 |
Gustavo6046 |
good on you, bud |
16:25 |
Gustavo6046 |
good luck with that |
16:25 |
Gustavo6046 |
I have nothing to do with that |
16:25 |
erlehmann |
kay27 did, but differently. |
16:25 |
Gustavo6046 |
then make a pull request on mcl5 |
16:25 |
erlehmann |
i think some other mods did too |
16:25 |
erlehmann |
mcl5 *already* has the changes in that everyone except kay27 thought were not appropriate i think? |
16:25 |
Gustavo6046 |
I think a good MineClone mod should have the target version simply be the latest stable version of Minecraft, but at the same time a better structure of PR approval |
16:25 |
erlehmann |
maybe not |
16:26 |
Gustavo6046 |
inb4 mcl4 lol |
16:26 |
erlehmann |
mineclone42 |
16:26 |
erlehmann |
please can you call your own version mineclone6046 do it |
16:26 |
Gustavo6046 |
xD |
16:26 |
erlehmann |
^^ |
16:26 |
Gustavo6046 |
nah |
16:27 |
Gustavo6046 |
a long time ago when I was a kid I tried to make a YouTube account |
16:27 |
erlehmann |
anyways, look at my maps stuff |
16:27 |
Gustavo6046 |
since Gustavo was taken it suggested me 3 names |
16:27 |
Gustavo6046 |
one of them was Gustavo6046 |
16:27 |
erlehmann |
if you want to see better maps |
16:27 |
Gustavo6046 |
and I took it because "there was a bunch of round numbers" |
16:27 |
erlehmann |
with markers (right click on banner) |
16:27 |
Gustavo6046 |
...yeah |
16:28 |
Gustavo6046 |
erlehmann, I'm more concerned with more tangible gameplay mechanics, which can lead to emergent gameplay. For instance, water pushing mobs. Something so simple, and yet it has become vital in an uncountable number of machines and builds over at Minecraft. |
16:28 |
Gustavo6046 |
I think maps are boring. |
16:28 |
Gustavo6046 |
But I don't think they don't deserve to be developed to be consistent with Minecraft as well. |
16:28 |
Gustavo6046 |
They definitely should, all effort is honourable effort. |
16:28 |
Gustavo6046 |
(as long as it's in the right direction) |
16:29 |
Gustavo6046 |
Why should we define a right direction? Why not take all of them? Isn't that just defining some config settings and maintaining multiple versions of the same code, then spending extra hours of pain in front of a debugger when something weird happens in any of them? |
16:29 |
Gustavo6046 |
Imagine switching between different core-gameplay settings in the very middle of a game. |
16:29 |
Gustavo6046 |
That would definitely break stuff lol |
16:29 |
Gustavo6046 |
'kay27 mode activate' |
16:37 |
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16:37 |
erlehmann |
Gustavo6046 https://git.minetest.land/Mineclonia/Mineclonia/pulls/170 |
16:37 |
erlehmann |
try it |
16:39 |
Gustavo6046 |
ehh |
16:39 |
erlehmann |
well then not |
16:39 |
Gustavo6046 |
I'm reading about TIFF and PackBits |
16:39 |
erlehmann |
oh no, you entered the rabbit hole |
16:39 |
erlehmann |
see you in 2 weeks or 3 |
16:39 |
erlehmann |
:P |
16:39 |
erlehmann |
when you know all about image file formats |
16:39 |
Gustavo6046 |
lol |
16:40 |
Gustavo6046 |
o.o |
16:40 |
Gustavo6046 |
TIFF Walsh matrix |
16:40 |
Gustavo6046 |
https://en.wikipedia.org/wiki/File:Aicp_homescreen.0x3333-to-0x3334.rerender.tif |
16:46 |
Gustavo6046 |
oo |
16:46 |
Gustavo6046 |
what if the graphics were SVGs? |
16:47 |
Gustavo6046 |
well, maybe not SVGs per se, having everything be a bunch of tiny XML documents is a bit scary |
16:47 |
Gustavo6046 |
but you know what I mean |
17:15 |
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17:18 |
Gustavo6046 |
erlehmann, still not sure why you want to store map images in disk |
17:39 |
Gustavo6046 |
M E |
17:39 |
Gustavo6046 |
S E |
17:40 |
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17:41 |
MTDiscord |
<Sublayer plank> ME |
17:41 |
MTDiscord |
<Sublayer plank> SE |
17:46 |
definitelya |
Means month in Italian. :P |
17:50 |
MTDiscord |
<Sublayer plank> huh, really? |
17:54 |
definitelya |
yup |
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18:11 |
Gustavo6046 |
in Portuguese it's mês for singular and meses for plural |
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definitelya |
Cool! |
18:15 |
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18:18 |
Gustavo6046 |
:D |
18:19 |
ghoti |
Heya. I use a copy of DiamondPlane/jail that I've had around for a while. The original source disappeared from github; anyone know if it moved to a new home? Or is there now no longer an upstream to push changes to? |
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lagash |
ghoti: perhaps it moved to another forge? |
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23:33 |
erlehmann |
get your gamepads ready, we have rumble support now https://git.minetest.land/Li0n_2/rumble |
23:42 |
erlehmann |
rubenwardy, take note! |
23:42 |
erlehmann |
this works very well so far |
23:43 |
erlehmann |
but it did make my friend go “hit me with an axe” |
23:43 |
erlehmann |
(to test it) |
23:43 |
erlehmann |
our next idea is to synchronize it with tnt explosion |