Time |
Nick |
Message |
00:05 |
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00:09 |
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01:00 |
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02:02 |
ireallyhateirc |
is wield_item some arbitrary scale? The scale doesn't appear to be in nodes |
02:03 |
ireallyhateirc |
wield_item with visual scale 1.0 appears to be almost 2 nodes big |
02:10 |
cheapie |
ireallyhateirc: https://github.com/minetest/minetest/blob/master/doc/lua_api.md?plain=1#L9180-L9181 |
02:10 |
cheapie |
"Wielditems are scaled a bit. If you want a wielditem to appear to be as large as a node, use `0.667` in `visual_size`" |
02:11 |
ireallyhateirc |
thanks, this helps |
02:12 |
cheapie |
I have no idea why this is or if it's really 0.667 or actually 2/3, but celevator uses 0.667 and it looks okay. |
02:15 |
ireallyhateirc |
that scale is great for trolling |
02:16 |
ireallyhateirc |
I just lost 1 hour trying to figure out why math is wrong |
02:16 |
Mantar |
another weird hardcoded value put in the engine for reasons :D |
02:17 |
erle |
referer vs referrer again |
02:17 |
cheapie |
celevator uses it a *lot*, the car and the hoistway doors are both nodes when not moving but get swapped out for "wielditem" entities with a scale of 0.667 and a wield_item of whatever the node was when they start moving. |
02:17 |
erle |
the epoch not being exactly the date of the moon landing |
02:17 |
erle |
unix has failed |
02:17 |
cheapie |
They end up looking... mostly the same, there are some lighting differences as nodes are lit strangely. |
02:17 |
Mantar |
from an evolutionary standpoint, unix has won |
02:19 |
cheapie |
It happens here for the car, which is the more complex of the two since it can take things with it: https://cheapiesystems.com/git/celevator/tree/drive_entity.lua#n260 |
02:20 |
cheapie |
There are a few things in there that are currently hard-coded and I need to make not be, but... meh :P |
02:20 |
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02:21 |
Mantar |
that's what the minetest devs said! |
02:21 |
ireallyhateirc |
not yet an API, but I managed to put books on the shelves: https://files.catbox.moe/jg8peq.png |
02:22 |
cheapie |
One of the fun bits is calling that function via //lua trickery in a command block or whatever - you can actually turn arbitrary nodes into visually-near-identical entities with it, they don't even have to be from the same mod. |
02:22 |
MTDiscord |
<csperson> some of those color combinations look vaguely familiar... |
02:23 |
ireallyhateirc |
I picked the colors at random |
02:23 |
cheapie |
This has a Luacontroller and a few command blocks hidden underground, it's using that function: https://cheapiesystems.com/media/2024-05-17%2023-36-28.webm |
02:24 |
MTDiscord |
<csperson> top middle and middle left stacks, at first glance, look vaguely like trans flags |
02:25 |
MTDiscord |
<csperson> just an observation, and it might look different on a computer monitor than my phone's screen |
02:25 |
erle |
baader meinhof phenomenon but for pride flags |
02:25 |
ireallyhateirc |
yeah, books are gay, don't read them :D |
02:26 |
cheapie |
I suppose a techage movecontroller would have worked for those doors too, but that server doesn't /have/ techage, so *shrug* |
02:32 |
erle |
ireallyhateirc there was once a server breakin (in minecraft) that was found out because someone had a copy of a book called “i am gay” in a server download hehe |
02:33 |
ireallyhateirc |
lol |
02:33 |
ireallyhateirc |
well book colors are not even the gayest part of my game... |
02:34 |
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03:06 |
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03:20 |
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03:28 |
cheapie |
erle: I mentioned your mod ideas to someone else a few days ago, and now he's asking for "digilines poop integration", whatever that means |
03:53 |
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04:00 |
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04:01 |
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04:06 |
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04:09 |
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04:12 |
runxiyu |
Is there any protection against replay attacks? |
05:00 |
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05:06 |
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05:27 |
erle |
cheapie as i said: you don't hire goblins, you put ideas in their head! |
05:28 |
erle |
cheapie |
05:28 |
erle |
digilines poop integration means PROGRAMMABLE POOP |
05:28 |
erle |
:D |
05:33 |
cheapie |
erle: Maybe I just need to try to get you and vulpine in a channel together somehow and you two can figure out what programmable poop is/does |
05:34 |
erle |
cheapie yes, pls. make us poop buddies! |
05:35 |
cheapie |
He's in ##furry, or he has his own IRC network too ( https://vulpineawoo.macrofox.org/servers.html ) |
05:35 |
cheapie |
The latter has a... more relevant channel, if you feel like connecting I can direct you if desired :P |
05:37 |
erle |
lmao the code of conduct says “follow the law” |
05:37 |
erle |
what a bootlicker!!! |
05:37 |
erle |
:P |
05:38 |
erle |
(i would, of course, never do something illegal!) |
06:34 |
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06:54 |
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07:13 |
MTDiscord |
<et086> and it even has a good use, for holding luacontroller variables (because luacontrollers can only hold so much stuff) and also having 2 luacontrollers far apart doing stuff on the same value |
08:09 |
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08:18 |
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08:31 |
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09:22 |
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10:08 |
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10:19 |
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10:35 |
MinetestBot |
[git] grorp -> minetest/minetest: Implement an editor to customize the touchscreen controls (#14933) 6a1d22b https://github.com/minetest/minetest/commit/6a1d22b2c516abbb9ce9670dedff47451317706f (2024-11-24T10:33:39Z) |
10:59 |
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11:04 |
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11:04 |
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11:11 |
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11:22 |
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11:56 |
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11:57 |
MTDiscord |
<jordan4ibanez> Heblo moderation |
11:57 |
MTDiscord |
<jordan4ibanez> I would of being to send a formality request to get an password resettitation email sent |
11:57 |
MTDiscord |
<jordan4ibanez> thabk u |
11:58 |
MTDiscord |
<jordan4ibanez> No but seriously it says page not found when you try to do it lol |
11:59 |
MTDiscord |
<jordan4ibanez> https://cdn.discordapp.com/attachments/749727888659447960/1310213281423556699/image.png?ex=674466b4&is=67431534&hm=179c8e8af3170326254285b467369fe16f25872a88558e898d806acb4305acf8& |
12:12 |
[MatrxMT] |
<Blockhead256> @jordan4ibanez Do you know how to use inspect element? |
12:12 |
[MatrxMT] |
<Blockhead256> You can right-click on the page, go to the <form> element, and remove one of the `app.php` parts from the path. c55 messed up with phpBB, this is a workaround for reporting and the password reset form |
12:13 |
[MatrxMT] |
<Blockhead256> otherwise you're gonna need to let me know how to PM you your new password. I could send you an email, but it'd be a bit sketchy from a completely random address |
12:18 |
MTDiscord |
<jordan4ibanez> I'll have to wait for sir celeron to join |
12:18 |
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12:25 |
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12:27 |
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12:29 |
ireallyhateirc |
Any wishes for a general shelf API ? |
12:30 |
ireallyhateirc |
basically I took this mod https://content.luanti.org/packages/zorman2000/itemshelf/ and I'm trying to make it general enough to support any game and any shelf |
12:32 |
[MatrxMT] |
<Blockhead256> "consume 0 cpu" - irrlicht's pre-rendering CPU stuff would like to disagree |
12:34 |
[MatrxMT] |
<Blockhead256> Not much comes to mind, as long as everything renders correctly. |
12:34 |
[MatrxMT] |
<Blockhead256> Mostly param2 stuff - does it support hardware coloured nodes properly? |
12:35 |
ireallyhateirc |
I did not try hardware colored, but items, meshes and ordinary ndoes work |
12:36 |
[MatrxMT] |
<Blockhead256> also itemstacks can have a custom metadata image these days |
12:54 |
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13:11 |
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13:40 |
ireallyhateirc |
Can a formspec detect when items get swapped in the formspec but not between inventories? |
13:59 |
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14:03 |
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14:25 |
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14:27 |
MTDiscord |
<luatic> jordan: The workaround Blockhead suggests should work just fine. I just tried it and you should now have a password reset email in your inbox. |
14:36 |
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14:48 |
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14:52 |
MTDiscord |
<jordan4ibanez> Not working |
14:52 |
MTDiscord |
<luatic> wdym |
14:52 |
MTDiscord |
<luatic> no email? or email is broken? |
14:53 |
MTDiscord |
<jordan4ibanez> I mean, I went through the song and dance of removing one of the app.php elements, did the thing, and it went back to the same "the request could not be found" page |
14:53 |
MTDiscord |
<jordan4ibanez> Then I tried to log in and it didn't change my password |
14:53 |
MTDiscord |
<luatic> so do you have an email in your inbox (or maybe spam) or not? |
14:53 |
MTDiscord |
<jordan4ibanez> Yes, that's what I mean, I went through the steps in that email and it still didn't work |
15:00 |
erle |
so i search for “the library” in the content tab among games |
15:00 |
erle |
and do i find the game “the library”? |
15:00 |
erle |
try it for yourself |
15:18 |
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15:55 |
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15:56 |
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15:56 |
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15:56 |
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16:04 |
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16:04 |
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16:11 |
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16:18 |
[MatrxMT] |
<Blockhead256> erle: I do |
16:27 |
MTDiscord |
<luatic> erle: how old is your mt version |
16:27 |
MTDiscord |
<luatic> mt/luanti* |
16:31 |
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16:33 |
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16:46 |
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16:48 |
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16:50 |
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16:57 |
erle |
luatic no idea. is the filtering done client sied? |
16:57 |
erle |
side |
16:58 |
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17:18 |
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17:42 |
cheapie |
Huh, "requires a Luanti version that was *just* released two weeks ago" is... certainly a choice |
17:43 |
erle |
cheapie which game? |
17:43 |
cheapie |
erle: That "the library" one, it requires 5.10 |
17:43 |
erle |
i wonder why |
17:44 |
erle |
i liked “extra ordinance” and wuzzy eye game most so far |
17:44 |
erle |
extra ordinance even has a very clear “upgrade path” for post-jam improvements |
17:47 |
erle |
e.g. more enemies (minibosses?), interactive environment (barrels that explode? ground that collapses?), more varied weapons (e.g. mine laying, turrets, weapons that slow down or freeze enemies for a time, erecting walls …) |
17:55 |
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18:24 |
MinetestBot |
[git] veprogames -> minetest/minetest: Doc: Add missing jpeg package for Arch Linux (#15461) 11b19cd https://github.com/minetest/minetest/commit/11b19cd126460ae00fc900cf417183ac2432e343 (2024-11-24T18:23:32Z) |
18:24 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Sanitize invalid particle spawner time (#15465) b77ad82 https://github.com/minetest/minetest/commit/b77ad82fb952e728b43307d1f3fc13671d0f0236 (2024-11-24T18:23:53Z) |
18:25 |
Desour |
@jordan4ibanez: you were interested in luanti stuff in rust, right? https://codeberg.org/Desour/luanti_dsrs screenshot: https://forum.luanti.org/download/file.php?id=30009 |
18:25 |
MTDiscord |
<jordan4ibanez> I used to be. I don't really want to touch rust again lol |
18:26 |
MTDiscord |
<jordan4ibanez> You did very nice work on that, great job |
18:28 |
Desour |
thx, but it looks like more than it is. anyways, you'll be rusted again |
18:28 |
MTDiscord |
<jordan4ibanez> Oh no, doing raw vulkan in fortran is way less of a headache than wgpu in rust |
18:29 |
Desour |
x) |
18:30 |
MTDiscord |
<jordan4ibanez> I finally got my memory pushed from the cpu into the gpu, very excited |
18:30 |
Desour |
nice |
18:31 |
Desour |
last time I tried vulkan (in C++), I lost interest when I saw that I had to use a dependency to manage memory |
18:32 |
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18:33 |
MTDiscord |
<jordan4ibanez> I'm, not sure what told you to do that? |
18:33 |
Desour |
well, maybe not *have* to |
18:33 |
Desour |
but the alternative would be to write an allocator yourself |
18:34 |
MTDiscord |
<jordan4ibanez> Are you talking about the staging buffer to upload vertex data? |
18:34 |
Desour |
about buffers in general |
18:34 |
Desour |
vulkan gives you big chunks, and you have to split them up or so |
18:35 |
MTDiscord |
<jordan4ibanez> I'll just be using a hashmap lol |
18:35 |
MTDiscord |
<jordan4ibanez> I am flabbergasted |
18:35 |
MTDiscord |
<jordan4ibanez> Which tutorial did you use? |
18:36 |
Desour |
it was indeed in the staging buffer chapter of the tutorial: https://vulkan-tutorial.com/Vertex_buffers/Staging_buffer |
18:36 |
Desour |
see Conclusion |
18:37 |
Desour |
it's not just that it gives only big chunks, but number of allocations is limited |
18:38 |
MTDiscord |
<jordan4ibanez> Oh oh, I don't give a crap about that part lol. I'm just shoving things in one at a time and I will write a custom allocator if I need to |
18:38 |
MTDiscord |
<jordan4ibanez> If vulkan can't handle my blocks one by one it's a piece of junk |
18:39 |
Desour |
well, it pushes the responsibility of allocating buffers to the application (or the middleware) |
18:39 |
Desour |
it's like a mmap |
18:42 |
MTDiscord |
<jordan4ibanez> Look at this mess https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/blob/master/include/vk_mem_alloc.h |
18:44 |
Desour |
(btw. this tutorial was not the greatest. it's very code-detailed in places where it could just link to the spec. and it doesn't give enough context of how to use things, i.e. later I was told that keeping command buffers around is useless and you should normally just recreate them each frame) |
18:45 |
MTDiscord |
<jordan4ibanez> Brother |
18:45 |
Desour |
please tell me that 19k line header is a stuffed together one |
18:45 |
MTDiscord |
<jordan4ibanez> This tutorial is a piece of trash |
18:46 |
MTDiscord |
<jordan4ibanez> I am translating the vulkan api as I'm going and that's the only way I can figure out what this person is trying to tell me |
18:46 |
Desour |
you have a good one? |
18:46 |
MTDiscord |
<jordan4ibanez> No, I'm using that one LOL |
18:46 |
Desour |
xD |
18:46 |
Desour |
wait translate the api? |
18:46 |
MTDiscord |
<jordan4ibanez> I broke it up to be functional just to see where the flaws are |
18:47 |
MTDiscord |
<jordan4ibanez> Yeah, I translated the api, types, parameters into fortran 03+ |
18:47 |
Desour |
manually? |
18:47 |
Desour |
sounds like a massive amount of work |
18:48 |
MTDiscord |
<jordan4ibanez> Oh yeah, there's no way I can get any AI to do this lmao |
18:48 |
MTDiscord |
<jordan4ibanez> I suppose so, it's getting there though |
18:48 |
Desour |
why not a script? |
18:48 |
Desour |
also, why are you using fortran again? |
18:48 |
MTDiscord |
<jordan4ibanez> There's no way a script will be able to do this, the header files are all over the place |
18:48 |
MTDiscord |
<jordan4ibanez> Fortran is an awesome language |
18:49 |
* Desour |
is not sure if that's actually your standpoint, or if you just do this because you found out that rust is not challenging enough |
18:50 |
MTDiscord |
<jordan4ibanez> Oh no bro, I'm not joking, it's much more enjoyable to program with |
18:51 |
MTDiscord |
<jordan4ibanez> There were some components I had gotten used to that were not there or performed very badly. So I combined Fortran with C and wrote some higher performance libraries |
18:53 |
Desour |
3.6k commits O_o |
18:53 |
MTDiscord |
<jordan4ibanez> Well, I had to learn fortran and write the libraries as I went before I broke them off lol |
19:00 |
Desour |
well, I wish you fun and success! so many ambitious projects by you! |
19:09 |
MTDiscord |
<jordan4ibanez> Thank you very much. Yes I am having a bit of fun with this one |
19:25 |
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19:30 |
MTDiscord |
<luatic> erle: yep, the filtering is done client side, and there was a slight improvement to it in 5.10 (terms are ANDed instead of ORed, but "the" and "library" will probably still match many things and i suppose we don't have something like an "exact match" special case there yet |
19:32 |
erle |
special casing this would be as wrong as the special cases in the PNG encoder are |
19:32 |
erle |
only responding to the specific critcism does not fix the general problem |
19:32 |
erle |
luatic i think more of like, order by levensthein distance |
19:32 |
erle |
https://en.wikipedia.org/wiki/Levenshtein_distance |
19:33 |
erle |
i agree though that “the library” is probably a really bad case lol |
19:34 |
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19:38 |
erle |
lua |
19:38 |
erle |
luatic what is the scoring rn that you prefer? |
19:50 |
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19:59 |
MTDiscord |
<jordan4ibanez> Desour: that vulkan allocator thing by amd actually looks very ergonomic and nice |
19:59 |
MTDiscord |
<jordan4ibanez> It's single header like stb with C bindings |
19:59 |
MTDiscord |
<jordan4ibanez> Needless to say, GIMME DAT NOW |
20:00 |
MTDiscord |
<jordan4ibanez> But seriously, I will let you know how it goes when I get to the point where I can reverse and implement it |
20:00 |
erle |
Desour what is your experience with fortran? |
20:00 |
Desour |
but it's not written in fortran. isn't that cheating? ;) |
20:00 |
Desour |
erle: *very* little, almost none |
20:00 |
MTDiscord |
<jordan4ibanez> Neither is the vulkan api, that's why we have bind c |
20:01 |
Krock |
@jordan4ibanez How many LOC is that header in question? 10k? |
20:01 |
MTDiscord |
<jordan4ibanez> It's gonna be a quarter of its initial size when I purge all those comments out |
20:02 |
erle |
Desour then maybe stop making fun of jordan4ibanez using something that works for him? |
20:02 |
erle |
i see this “oh, it's not the hip thing all the orange website users do” way too much and it's demotivating |
20:02 |
MTDiscord |
<jordan4ibanez> 19111 LOC |
20:02 |
MTDiscord |
<jordan4ibanez> Holy shit LOL |
20:03 |
erle |
to immediately appear like a hypocrite: how many punch cards is that? https://de.wikipedia.org/wiki/Datei:Lochkarte_FORTRAN.jpg |
20:03 |
Krock |
19k? that's.... impressive. |
20:04 |
MTDiscord |
<jordan4ibanez> https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/blob/master/include/vk_mem_alloc.h it's like 60% comments |
20:05 |
erle |
jordan4ibanez sounds like a good ratio |
20:05 |
Desour |
erle: I did not mean to make fun of him. :P him doing it for more challenge was in the range of possibilities. btw, if you think of rust as just a hip thing, it's definitely not |
20:06 |
erle |
ok |
20:07 |
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21:15 |
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22:04 |
MTDiscord |
<jordan4ibanez> I don't think he was making fun of me erle. When you say fortran people think of fortran 2 and fortran 66 running through an IBM 1401 from punch cards. No one really knows about fortran 2003 to 2023 |
22:04 |
MTDiscord |
<jordan4ibanez> Hell half of my learning was from IBM reading their documentation lol |
22:06 |
MTDiscord |
<jordan4ibanez> Rust seems to get some of its semantics and intrinsics from fortran as well. You cannot dispose of a function return, you call a subroutine, the only difference is one returns. I use this to create if let some style rust functions in fortran |
22:24 |
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23:07 |
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23:10 |
ireallyhateirc |
I'm waiting for the Next Big Thing(TM) in Luanti |
23:13 |
cheapie |
ireallyhateirc: You could always go make the Next Big Thing™ :D |
23:13 |
ireallyhateirc |
I'm working on my horror game but that will take ~3 years to be playable |
23:14 |
cheapie |
There's also the option to make the next "erm... WTF?" thing instead, which takes less effort (*cough*digilines attached SCSI*cough*) |
23:14 |
ireallyhateirc |
I was talking about engine stuff though, like sfan5 descending from Olympus with another mapgen feature |
23:15 |
cheapie |
A mapgen feature to make actually realistic maps would be nice |
23:16 |
* cheapie |
tries not to go on a rant again about how bad the current ones are to build on |
23:17 |
MTDiscord |
<greenxenith> Sounds like a terrible engine feature. Mods should be capable of creating mapgens to your desired standard. |
23:17 |
ireallyhateirc |
more than anything I'd like this bug fixed lol: https://github.com/minetest/minetest/issues/9357 |
23:17 |
ireallyhateirc |
so I can use more than 1 emerge threads with the mapgen env without getting ugly slices |
23:18 |
ireallyhateirc |
and yeah, custom lua mapgens |
23:21 |
cheapie |
Are there any good ones? ContentDB has a tag for these but only 24 results, most of which are assorted fantasy things or add-ons to /existing/ mapgens |
23:23 |
MTDiscord |
<wsor4035> well now there is one more |
23:24 |
cheapie |
Citygen looks interesting for other reasons, I'm tempted to try to shove some extra mods into the generation of something like that. |
23:24 |
ireallyhateirc |
uh oh |
23:24 |
MTDiscord |
<wsor4035> pretty sure dokmi has some abandoned mapgens on the forum |
23:24 |
ireallyhateirc |
I'm writing city generator for my game |
23:25 |
ireallyhateirc |
but I'm stuck at road generation |
23:25 |
* cheapie |
imagines a procedurally-generated city *with traffic lights* |
23:25 |
cheapie |
(speaking of which.... L5 project.... someday. hopefully.) |
23:26 |
MTDiscord |
<wsor4035> cheapie: https://github.com/DokimiCU |
23:26 |
ireallyhateirc |
for now my thing does this: https://files.catbox.moe/njug89.png |
23:26 |
ireallyhateirc |
but I'm yet to write decent collision handling and self-avoiding algorithm |
23:29 |
ireallyhateirc |
the road generator gave me headaches so I switched to character design |
23:30 |
cheapie |
The problem with L5 is that I keep spending more time thinking about how cool it would be when done than I do actually working on it (so far, none) :P |
23:30 |
ireallyhateirc |
then I finished a character but animation looks hard so I switched to modelling furniture |
23:30 |
ireallyhateirc |
cheapie, what's L5 ? |
23:30 |
cheapie |
Traffic signal controller to replace the LTC-4000E, haven't actually started any work on it but I do have plans for the general architecture. |
23:31 |
ireallyhateirc |
do you work with that kind of stuff irl? your projects look really detailec |
23:31 |
ireallyhateirc |
detailed* |
23:31 |
cheapie |
I do not. The factory I work at happens to make some elevator parts, but not the full controllers and we don't design any of it (we're just a contract manufacturer) |
23:32 |
ireallyhateirc |
hmmm interesting, the fact that you learned all that yourself makes you even more powerful/scary :D |
23:33 |
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panwolfram joined #minetest |
23:33 |
cheapie |
The plans for L5 (this isn't necessarily a final name by the way, just a sort of codename for now) are... rather ambitious, which is probably why I haven't done anything with it, but celevator was in that state for a while too a bit over a year ago and I did manage to pull out of it there eventually. |
23:35 |
ireallyhateirc |
I had this game idea since ~2014 but started only 2 years ago |
23:35 |
ireallyhateirc |
so I know something about that |
23:36 |
cheapie |
The L5 plans involve making a more or less generic framework for rack-mount electronic devices (where different mods could supply components that could then be mounted into a cabinet and communicate with each other), then implementing the ATC 5301 cabinet standards ( https://www.ite.org/pub/?id=461BB8F9-F29A-E085-D891-F9DD14A0AE82 ) on top of that as closely as possible, and then building a controller vaguely similar to an ASC/3 or Cobalt (UI would |
23:36 |
cheapie |
probably look more like the latter) to go in that. |
23:37 |
ireallyhateirc |
my goal is making a surreal horror game placed in a procedurally generated city of madness |
23:37 |
cheapie |
Here's the RL version of what I want to implement: https://www.youtube.com/watch?v=utQL5zbKnyg |
23:38 |
ireallyhateirc |
the hardest part so far seems to be the city generator |
23:40 |
cheapie |
There are some bits that would have to be tweaked - I'd have to loosen up some timing requirements and convert some stuff to be interrupt-driven instead of polling all the time, and there are few bits like power that I could just leave out entirely. |
23:41 |
ireallyhateirc |
I'm watching the video and see a blinking rack of some hardware. One of these things that exist but most humans don't pay attention |
23:43 |
cheapie |
If you're in the US (or probably many other countries, but not all of them are quite the same), next time you're driving/walking/etc. in a city, look around near traffic signals... you'll find either one of those or one following an older standard at one corner of every intersection that has a signal. |
23:44 |
cheapie |
My current controller (LTC-4000E) is made to look like one of the older standards (NEMA TS2 Type 1) but doesn't actually simulate most of the components and the controller UI is just sort of a fantasy thing that doesn't really match anything IRL. |
23:44 |
ireallyhateirc |
im in Poland |
23:45 |
ireallyhateirc |
I'll look for mysterious boxes |
23:45 |
yezgromafic |
polska gurom |
23:46 |
ireallyhateirc |
samochud |
23:47 |
cheapie |
I have no idea what their standards are like over there, but I've seen different countries use everything from "just use the US standard", to super-clean-looking designs, to "just throw a PLC in there and call it good" |
23:48 |
ireallyhateirc |
the good thing about my game is that the city is as if it was someone's dream |
23:49 |
cheapie |
Of course then over here there are at least 6 different standards, because reasons... |
23:49 |
ireallyhateirc |
so I don't have to implement all the details, or maybe I want to make the game playable in this lifetime |
23:51 |
ireallyhateirc |
this is what happens when you decide to make your own game. Pain and rolling the stone up a hill |
23:52 |
cheapie |
FWIW the other mod I want to redo is the fire alarm one. Much like the traffic lights I already have one and it works, but I'd like to make a successor to it sometime. |
23:53 |
cheapie |
Could put some programmable features in it, then do some enhancements to celevator, connect the two together, and get OEO working. |
23:57 |
ireallyhateirc |
the celevator +60 pages manual is the final boss of my gamedev adventure when I finally get to add elevators |
23:58 |
cheapie |
Maybe by then it'll be longer :P |
23:59 |
ireallyhateirc |
I'd also like to have haunted public transport - Konstal 105Na trams and some busses |
23:59 |
ireallyhateirc |
the machines would move without a driver and take the player all over the city |