Time |
Nick |
Message |
00:06 |
MTDiscord |
<luatic> I'm very curious what y'all cooked! |
00:06 |
MTDiscord |
<luatic> One thing is expected though: That it will all be very unexpected :D |
00:06 |
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00:08 |
GreenXenith |
The 2023 Minetest GAME JAM working period has ENDED! However, participants have a 1 hour grace period to finish/submit their packages! (this was planned, not by request); After the grace period, go to https://jam.minetest.net/rating/ to rank submissions! (Or sit back and relax after your hard work). Results in 7 days! |
00:10 |
TampaX |
Thank you so much!!! That is so nice of youe! |
00:15 |
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00:21 |
MinetestBot |
[git] x2048 -> minetest/minetest: Initial implementation of 'Godrays' 04f0d54 https://github.com/minetest/minetest/commit/04f0d545da000dc86a5c9895110f77b3bfecbf9f (2023-12-22T00:21:01Z) |
00:21 |
MinetestBot |
[git] lhofhansl -> minetest/minetest: Make volumetric light effect strength server controllable e0d4a9d https://github.com/minetest/minetest/commit/e0d4a9d5756e66102cfc05dc9a187c5ada8cf0be (2023-12-22T00:21:01Z) |
00:35 |
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00:39 |
MTDiscord |
<wsor4035> this is the public service announcement, if your package hasnt been approved, or seen a comment for myself, reminder to hit the submit for approval button |
00:39 |
MTDiscord |
<wsor4035> (for game jam submission) |
00:43 |
Wuzzy |
thank you very much for saying this |
00:43 |
Wuzzy |
(although I didnt need this info) |
00:45 |
TampaX |
https://content.minetest.net/packages/wsor4035/airgame/ How TF did this get approved? |
00:46 |
MTDiscord |
<jordan4ibanez> Listen, that game changed my life |
00:46 |
MTDiscord |
<luatic> Before there was nothing |
00:46 |
MTDiscord |
<luatic> Now there is AIR |
00:47 |
MTDiscord |
<luatic> TampaX: The "author" is an editor. (Besides, since it's clearly tagged as "joke", much like the air sword mod, I don't really see an issue.) |
00:48 |
MTDiscord |
<wsor4035> also, to be clear, i did mention the concept before hand to make sure that it wasnt to stupid. its also based on an existing community joke thats on cdb |
00:48 |
MTDiscord |
<wsor4035> *internally |
00:49 |
MTDiscord |
<jordan4ibanez> My other idea was: submit like 50 different register nodes as individual mods to contentdb and call it "Assembly Required" but I'm pretty sure that wouldn't have been approved |
00:50 |
MTDiscord |
<wsor4035> lol, if you did it as a modpack, namespaced, or something, probably would have a chance of getting approved |
00:51 |
MTDiscord |
<wsor4035> im am not advocating that you do so, and you still face potential rejection |
00:51 |
MTDiscord |
<wsor4035> state of completion and all that |
00:52 |
MTDiscord |
<jordan4ibanez> What if you just submitted literally nothing? |
00:52 |
MTDiscord |
<luatic> CDB won't let that pass |
00:53 |
TampaX |
so you don't treat evryone equally |
00:53 |
MTDiscord |
<jordan4ibanez> The smol game, one colour, one blouck, one bioume |
00:53 |
TampaX |
If I submitted a game like that I would get permabanned |
00:54 |
MTDiscord |
<luatic> That's bullshit. |
00:54 |
MTDiscord |
<jordan4ibanez> Yes I am |
00:54 |
MTDiscord |
<jordan4ibanez> Oh oh, well I'm sure I'll get banned one day for something dumb on my part |
00:54 |
MTDiscord |
<jordan4ibanez> It happens you know |
00:54 |
MTDiscord |
<wsor4035> it might get rejected at that stage for state of completion, but not banned. |
00:55 |
GreenXenith |
Did you get your game fixed, TampaX? |
00:55 |
TampaX |
If that were true, then why did lestrol get permabanned? |
00:55 |
TampaX |
almost GreenXenith |
00:55 |
TampaX |
just give me a few more mins |
00:56 |
GreenXenith |
You have 4 :) |
00:57 |
MTDiscord |
<jordan4ibanez> 3 |
00:57 |
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00:58 |
MTDiscord |
<luatic> 2 |
00:59 |
MTDiscord |
<jordan4ibanez> ONE |
01:00 |
MTDiscord |
<luatic> 0 |
01:00 |
MTDiscord |
<luatic> That's it folks! |
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09:44 |
MTDiscord |
<jordan4ibanez> So in minetest-rust do you think we should allow the ability to expose all key inputs to the end-modder. But we disable it by default, and trigger a flag where it's along the lines of minetest.enable_all_inputs() and when this gets triggered it could change the window title to minetest - 1.0.1 - ALL INPUTS ENABLED or something? |
09:44 |
MTDiscord |
<jordan4ibanez> This has been a long time thing I've seen multiple people request and I would like to have input on it, taking notes |
10:04 |
celeron55 |
i think ideally the server should just tell the client a list of key mappings with default keys and the user should be able to remap them on the client |
10:05 |
celeron55 |
this would allow mobile clients to still be useful even if a game has many extra inputs - it could just list them as buttons in a menu or on an automatically generated top layer HUD or whatever. and of course let's not forget accessibility, mobile is a pretty good excercise in that too from the server and protocol perspective |
10:07 |
celeron55 |
so if your game is very specifically about sitting and everyone needs to be able to sit at any moment, you'd add "sit" with the default key "x" or whatever, and then every client and user will be able to deal with that |
10:08 |
MTDiscord |
<jordan4ibanez> A good idea, would you like for me to input this entire idea as a note in __internal_client.lua so I can read it when I get there? |
10:08 |
celeron55 |
this of course could be added to minetest overall |
10:08 |
MTDiscord |
<jordan4ibanez> Well, I already read it, but I'll re-read it in a few weeks |
10:10 |
celeron55 |
dunno, i don't want tell you how to prioritize or organize 8) |
10:11 |
celeron55 |
i would like to emphasize that there's no reason to not have something like that in the current official C++ minetest. there's nothing rust specific in this, or anything that would need ground-up new development |
10:15 |
MTDiscord |
<jordan4ibanez> Well you're the leader of the core dev team, and this is a rebuild of your game. Your opinion has immense weight so I'm trying to follow through as much as I can with this implementation to retain the original vision while making it better than the current C++ implementation. So some buttons that we can map, maybe add in aux2 and aux3 because there's still a little room left on the android touchscreen interface from what I can see |
10:15 |
MTDiscord |
:thonking: |
10:16 |
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10:16 |
MTDiscord |
<jordan4ibanez> Basically the same as current, with 2 more buttons, woo |
10:19 |
grorp |
the touchscreen controls are really bad. what they need is not more buttons, but "sub"game control. "sub"game-defined, context-dependent touchscreen controls. otherwise, the controls will always feel like a low-effort port of the desktop controls. |
10:19 |
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10:22 |
celeron55 |
that would be even better but that would practically require sscsm (or whatever you want to call it) |
10:22 |
celeron55 |
i'm all for it but it's the security that's holding us back |
10:23 |
MTDiscord |
<jordan4ibanez> Luau is sandboxed in so I'm sure I can make that happen without the risk of os and whatnot |
10:24 |
celeron55 |
having the yummy native code written in rust helps for sure, much less likely to have the kind of difficult to find bugs that could allow unsandboxed remote code execution |
10:26 |
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10:27 |
MTDiscord |
<grorp> not really. you can improve a lot in the touchscreen controls area without SSCSM. most games won't need fully custom controls. the ability to customize which buttons are shown, where they are shown and the ability to add custom buttons would already help a lot, and this is possible with a server-side API. |
10:28 |
MTDiscord |
<grorp> IRC won't let me in again... |
10:28 |
MTDiscord |
<jordan4ibanez> Hmm, HMMM. So grorp, what if we combine the ideas: We have a thing in the settings menu where you can move the buttons around like (this ps1 emulator for android that I can't remember the name of at the moment) and then we have the ability for the mod to contextually show/hide the buttons during runtime? |
10:29 |
MTDiscord |
<jordan4ibanez> I think that would be pretty neat |
10:30 |
* mtvisiotr |
is wondering whether the release date of MTE v5.9.0 could be published on the minetest official website in advance. (if possible) |
10:33 |
MTDiscord |
<grorp> you also want games to be able to reposition buttons, though. in different games, different button positions make sense. user customisation could be another level on top of that. |
10:33 |
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10:34 |
MTDiscord |
<jordan4ibanez> So I gave it even more thought, and it could be a 2d AABB, where the finger is the mouse cursor, then when you poke the screen it'd trigger a collision check, and then if you're in one of the buttons, trigger offset calculation to the root of the AABBB, break loop. Then as long as the "mouse cursor" is "held down" wherever the mouse goes the AABB follows, colliding with the edge of the screen to stop someone from losing a button |
10:36 |
MTDiscord |
<jordan4ibanez> Could possibly implement "edge snapping" where you can't overlap AABBs, would make this very fluid to use |
10:36 |
MTDiscord |
<grorp> what problem are you trying to solve now? |
10:36 |
MTDiscord |
<jordan4ibanez> The problem is: the actual implementation of modifiable button positions |
10:37 |
MTDiscord |
<grorp> oh, and I finally need to fix that overriding touchscreen button textures doesn't work |
10:38 |
MTDiscord |
<jordan4ibanez> It's epsxe https://youtu.be/gxNuhub-l3o?feature=shared |
10:40 |
MTDiscord |
<jordan4ibanez> I forgot to include the timestamp https://youtu.be/gxNuhub-l3o?feature=shared&t=82 |
10:41 |
MTDiscord |
<grorp> nice |
10:41 |
MTDiscord |
<jordan4ibanez> That's what I was talking about when I started rambling about the implementatin |
10:41 |
MTDiscord |
<jordan4ibanez> +o |
10:43 |
celeron55 |
you for sure shouldn't go into implementation details without having a proper high level plan first |
10:44 |
celeron55 |
anyway being aware of the fact both the game and the user will want to have a say about touchscreen buttons is probably enough to come up with something useful |
10:44 |
celeron55 |
+that |
10:45 |
celeron55 |
i'd like to add that there needs to be sane defaults that will make a game targeting desktop to be usable on mobile, and a game targeting mobile to be usable on desktop |
10:45 |
celeron55 |
if the developer hasn't cared at all about the other |
10:45 |
celeron55 |
because it will happen |
10:46 |
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10:46 |
celeron55 |
it's not a big issue as long as the system was designed with that in mind |
10:47 |
MTDiscord |
<grorp> I agree. I'd like to work on this as well, maybe I will at some point... |
10:48 |
MTDiscord |
<grorp> what jordan4ibanez is doing is probably about the rust thing only? |
10:48 |
MTDiscord |
<jordan4ibanez> High modularity through composition is my goal so you'll probably be able to swap out this not-currently-existing implementation fairly easily |
10:49 |
MTDiscord |
<jordan4ibanez> Yeah, unfortunately. I'd definitely try to do it, but I don't need to go grey trying to figure out what's happening in the gui code |
10:52 |
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10:53 |
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10:54 |
grorp |
btw, regarding giving games a say on touchscreen controls: #14087 (now in the right channel) |
10:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/14087 -- Touchscreen: Allow mods to swap the meaning of short and long taps by grorp |
10:58 |
MTDiscord |
<jordan4ibanez> My brain instantly went to: long_tap_short_tap short_tap_long_tap because I have no reference on what's happening in that pr |
10:59 |
grorp |
what's happening is usable bows on Android and short tap to punch |
11:00 |
MTDiscord |
<jordan4ibanez> Yeah so I think as a mod developer when I see the literal effects as the "enum" I can better visualize how this will be used before I even test it |
11:03 |
MTDiscord |
<jordan4ibanez> I forgot to ramble something into this channel a few days ago. Clap a bit crazy amazing: https://github.com/jordan4ibanez/minetest-rust/blob/master/src/command_line.rs#L15. So clap is a long time rust CLI interface thing that I found that's just...absurdly powerful. https://github.com/jordan4ibanez/minetest-rust/blob/master/src/main.rs#L17 This is how you'd use it. And when I run cargo run -- -h or cargo run -- --help I get: |
11:03 |
MTDiscord |
Welcome to the minetest help section. Please see below for the list of available options. Usage: minetest-rust [OPTIONS] Options: -s, --server Run minetest as a server -g, --game <GAME> Start server with a specific game [default: minetest] -p, --port <PORT> Start server on a specific port [default: 30001] -h, --help Print help -V, --version Print version |
11:04 |
grorp |
wdym by "see the literal effects as the 'enum'"? |
11:08 |
MTDiscord |
<jordan4ibanez> Like you know how in the particle library we got things like pulse, flicker, attract, point, line, plane? These are descriptors which will give you a literal generalized idea of the effects you're implementing. Like when I hear on_joinplayer I instantly think "this happens when a player joins". Like literal descriptors |
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15:13 |
DeepThgt |
my 5 year old woke up this morning from a bad dream that he was drowining |
15:13 |
DeepThgt |
.... in minetest |
15:24 |
s20 |
At least you spawn back! :P |
15:25 |
s20 |
Heh, my PFP isn't coming right on DC |
15:26 |
ROllerozxa |
the bridge's profile picture detection is a bit hit or miss |
15:26 |
ROllerozxa |
(tho in your case it's because your discord handle isn't "s20") |
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16:23 |
s20 |
Yeah, it's cosmician. I used to think it accounted for /nick changes |
16:23 |
s20 |
I wonder whether I've done that or the `Display name` |
16:24 |
s20 |
Test |
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MinetestBot |
[git] JoseDouglas26 -> minetest/minetest_game: Add brazilian portuguese translation for butterflies (#3085) ff755ee https://github.com/minetest/minetest_game/commit/ff755eed9cc8c003d48b838e3ea3696286490c02 (2023-12-22T22:51:14Z) |
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