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kyle56 |
YAY i am at 69 mod downloads... nice! |
00:13 |
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00:19 |
Mantar |
what's your mod? |
00:26 |
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00:32 |
MTDiscord |
<warr1024> Only 351 left to go! |
00:40 |
MTDiscord |
<jordan4ibanez> 419.998? |
00:45 |
Mantar |
time to approximately light up? |
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01:24 |
kyle56 |
Mantar: dyed water. which fun fact, i made for the sole purpose of helping make lewd stuff. but since the mod itself is not explicit in any way, it's fine to have on the mod site thing. |
01:25 |
Mantar |
:D |
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04:15 |
alguien |
Where can I find media downloaded from the server? |
04:35 |
Mantar |
$HOME/.minetest/cache |
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04:40 |
alguien |
Mantar, don't have that |
04:41 |
alguien |
I think you mean .cache/minetest |
04:41 |
alguien |
it's all in some chunks T-T |
04:43 |
Mantar |
oh I have both, it must have switched folders at some point, presumably in the 0.4->0.5 transtition |
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alguien |
Mantar, thx anyway, bye |
06:21 |
Mantar |
o/ |
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18:28 |
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18:30 |
citrons |
hello. is it possible to change how lighting works in my game? since there are no sources of light in my game, I'd like to make it so that you can see fairly well even in dark areas |
18:31 |
citrons |
hm, if not, I could just make all the blocks emit light, haha. |
18:32 |
jonadab |
In principle, there are two obvious approaches: make all blocks emit at least a little bit of light, or else make the player emit light. |
18:32 |
citrons |
I think I'll go with the former approach. I don't want people's houses to be cloaked in darkness. |
18:33 |
jonadab |
Right, if you wanna take screenshots at a distance, underground, then you want the former approach. |
18:34 |
jonadab |
_Above_ ground you can just make it always daytime ("the world is tidally locked") by setting the rate at which time advances to a stop. |
18:34 |
jonadab |
But that doesn't work for indoors and underground. |
18:34 |
MTDiscord |
<warr1024> The simplest method WOULD be to just make air emit light (so you don't need paramtype=light on every node) but in practice this messes with cave detection causing skybox issues. |
18:35 |
citrons |
ah, unfortunate. |
18:35 |
MTDiscord |
<warr1024> If you just want EVERYTHING to be fullbright though, then there's no real reason not to just set paramtype=light and light_source=14 on every node. |
18:35 |
MTDiscord |
<warr1024> If you want to have a baseline ambient level but allow brighter light sources, things can be a bit trickier. |
18:36 |
citrons |
I do want to have lighting; I'd just like to allow seeing in the dark |
18:36 |
jonadab |
In which case you probably want a figure lower than 14. |
18:37 |
jonadab |
I haven't played with that sort of setup, so I don't know what pitfalls await. But in theory it should work. |
18:37 |
citrons |
I'm trying it now. |
18:38 |
citrons |
hm, this looks a bit odd. |
18:39 |
MTDiscord |
<warr1024> Piranesi Restoration Project replaces all air nodes with a node called "ambient" which is air with ambient lighting of like level 4 or something. It's because the game was apparently originally designed for a version of MT that didn't have true black level or something, and some room maps rely on faint lighting in the absence of light sources. |
18:39 |
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18:39 |
MTDiscord |
<warr1024> On the other hand, I had tried something very similar in ColourHop, and had the skybox get all jittery on me. I don't know why. I haven't observed that problem in Piranesi, and there IS some open sky in that game. |
18:39 |
citrons |
hmmmm. |
18:40 |
citrons |
do blocks that emit light render differently? |
18:40 |
MTDiscord |
<warr1024> I suppose it might possibly be because Piranesi doesn't replace ALL air, but only those in/adjacent to schematics, so maybe if the game detects air that's not light_source adjacent to the unloaded boundary, then it treats that as non-cave. |
18:41 |
MTDiscord |
<warr1024> Air blocks that emit light do not render any differently. Non-air blocks that emit light seem to lose directional shading, tend to appear brighter than surrounding blocks that don't emit light (since they're the only ones that can get their own FULL brightness) and they also cannot not pass through light from sources behind them. |
18:42 |
citrons |
hm, I see. perhaps I could place invisible light-emitting blocks around player structures |
18:42 |
MTDiscord |
<warr1024> So if you put a node with light_source=4 and have one with light_source=14 behind it, it will always look as if it had light_source=13. The only way to block the incoming light from the other source will also block the light that originates in the node itself. |
18:43 |
MTDiscord |
<warr1024> Replacing only some air but not all might be a lot harder in a sandbox game compared to a schematic game like Piranesi. |
18:44 |
jonadab |
Another option might be to make all blocks _transmit_ light (like e.g. slabs do in MTG). That should work for player buildings on the surface in the daytime, but perhaps not for caves. |
18:44 |
citrons |
oh, interesting. how do I do that? |
18:46 |
jonadab |
I don't remember off the top of my head, but you can probably look at some light-transmitting blocks in MTG (perhaps glass, or stairs) to see how. |
18:46 |
citrons |
alright |
18:46 |
jonadab |
Or in any other game for that matter, but MTG is a handy reference for the basics. |
18:47 |
MTDiscord |
<warr1024> I'd thought about the sunlight_propagates option, but (1) I don't know if cave detection looks for just that, and (2) if you want the lowest light level to be higher than moonlight, but still have a normal day night cycle, you might have to mess with day night ratio yourself... |
18:48 |
MTDiscord |
<warr1024> if you set sunlight_propagates=true and paramtype="light" then you'll get sunlight theoretically penetrating everything |
18:48 |
citrons |
I'll try this |
18:49 |
MTDiscord |
<warr1024> it might also not work right if you teleport deep underground, as MT might use the mapgen heightmap as a heuristic for estimating how far sunlight will penetrate when that height isn't actually loaded, so it might assume that something opaque exists at the surface and not light your deep caves unless you're careful to "bring" sunlight down with you by descending from the top. |
18:50 |
citrons |
this seems to cause some odd behavior. |
18:51 |
citrons |
https://citrons.xyz/files/ewBtVKfD.png |
18:52 |
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18:55 |
citrons |
namely, digging into the ground reveals complete darkness |
18:55 |
citrons |
oh, but actually. |
18:56 |
citrons |
this only seems to affect previously generated chunks. |
18:56 |
jonadab |
Oh, *that* is interesting. |
18:57 |
citrons |
this approach seems to work quite well. it even lights up caves. |
18:57 |
citrons |
oh, wait. it doesn't. |
18:58 |
jonadab |
Perhaps only caves close enough to the surface to be inside render distance? |
18:58 |
citrons |
well, caves can be mysteriously shrouded in darkness for now. |
18:58 |
citrons |
I might make the player emit a bit of light in addition. |
18:59 |
citrons |
hm, but *this* cave is completely lit. |
18:59 |
citrons |
you might be right. |
18:59 |
jonadab |
The engine takes various shortcuts with light propagation, for performance reasons. It has to, really. The world is much too large to handle any other way. |
19:01 |
jonadab |
So it's very difficult to entirely avoid weirdness. One that you notice in most games, including MTG for sure, is that ceiling lighting doesn't always reach the floor in rooms with a high ceiling. |
19:07 |
citrons |
I now have an unrelated question. |
19:07 |
citrons |
is it possible to set the player's reach distance? |
19:08 |
jonadab |
I mean, I know that in MTG it is (or at least used to be) larger in creative than in other modes. |
19:09 |
jonadab |
But I don't know where that's implemented (in MTG, or if the engine is somehow aware of what creative mode is and treats it specially). |
19:09 |
citrons |
oh, I see. |
19:09 |
MTDiscord |
<wsor4035> override ":" and the range param |
19:10 |
citrons |
yes, I just found that in the MTG code |
19:10 |
MTDiscord |
<warr1024> For previously-generated chunk lighting, you probably want szutil_fixhack |
19:10 |
citrons |
I've changed the apparent scale of nodes by making the player larger. the default reach distance has become cramped as a result |
19:12 |
jonadab |
Oh, that is something I have thought about for a while. If nodes were a cubic foot instead of a cubic yard, we wouldn't need slabs and stairs. |
19:12 |
jonadab |
Which would simplify a lot of things. |
19:12 |
jonadab |
The main downside is, very large structures would take more work to build. |
19:13 |
citrons |
I've sort of made a compromise by making the player 3 blocks tall. |
19:13 |
citrons |
they can step over one node, but they still cannot jump over two. |
19:14 |
jonadab |
Oh, I was thinking of making the player more like 5-6 blocks tall. |
19:15 |
jonadab |
But maybe 3 is good enough if you can walk up 1. That allows walking up hills without jumping, as long as their slope doesn't exceed 45 degrees. |
19:16 |
jonadab |
Though if you can't jump up 2, then jumping no longer really has a purpose. Not sure if that is good or bad. Could be some of each I guess. |
19:16 |
citrons |
I'm going to make jump height increase if you jump a lot in a row. |
19:17 |
citrons |
as well as speed |
19:30 |
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20:22 |
MinetestBot |
[git] techno-sam -> minetest/minetest: Add wear bar color API (#13328) 176e674 https://github.com/minetest/minetest/commit/176e674a51bb27f3c239dd217214dca0a2f2a1d1 (2024-02-02T20:21:00Z) |
20:47 |
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21:13 |
MinetestBot |
[git] zmv7 -> minetest/minetest: Add help formspec for CSM commands (#13937) 893594d https://github.com/minetest/minetest/commit/893594d81a3daedc084fefc42ea26b5801772bd2 (2024-02-02T21:12:59Z) |
21:13 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: RemotePlayer: make peer ID always reflect the validity of PlayerSAO (… e7dbd32 https://github.com/minetest/minetest/commit/e7dbd325d2e50e7bc3a509ec6a7eaeee1ec2ae8a (2024-02-02T21:13:24Z) |
21:13 |
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21:20 |
grorp |
Hey. I'll be at FOSDEM tomorrow. Will any others of you Minetest people also be there, in addition to the stand team? |
21:28 |
Krock |
sfan_5 mentioned that he'll be there |
21:29 |
Krock |
nephele might show up too |
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21:43 |
grorp |
cool, thanks Krock |
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