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IRC log for #minetest, 2024-12-30

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Time Nick Message
00:00 MTDiscord <wsor4035> yes
00:01 ireallyhateirc ah, it's here: "This function should be overridden by protection mods. It is highly recommended to grant access to players with the protection_bypass privilege."
00:01 ireallyhateirc this is what I get for speedreading the manual
00:02 MTDiscord <wsor4035> areas for reference https://github.com/minetest-mods/areas/
00:03 ireallyhateirc I'm just trying to make my mod respect protection but using core.is_protected here and there should do the job
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02:11 Blockhead256 ireallyhateirc: Neither do I like the high poly look that VanessaE created in her mods like pipeworks and homedecor
02:11 Blockhead256 but I feel like someone has to play devil's advocate. In the context of Dreambuilder, high poly is an established aesthetic for the nodes of that game
02:13 Blockhead256 so I would say that in terms of VE's mods, an option should continue to be available to play with, say, at least decagons to represent circles, depending on radius
02:13 Blockhead256 and they shouldn't change to squares, hexagons, octagons, etc.
02:14 MTDiscord <wsor4035> meh
02:14 Blockhead256 I would say that the main reason nobody knows about the water pipes in pipeworks is because they do very, very little
02:14 Blockhead256 they can only do one liquid, they duplicate that liquid with no interesting flow mechanics, and about the most exciting thing you can do with them is a shower
02:15 Blockhead256 maybe octagons is enough with smooth shading
02:15 Blockhead256 or you can pipeworks water pipes to turn your hydro on and off if you wanted to
02:16 MTDiscord <wsor4035> what do you think of the terrible example i provided?
02:16 Blockhead256 again, like, if it were up to me, I'd redo all of homedecor with rectangular toilet seats, completely rectangular sink hardware
02:16 MTDiscord <wsor4035> wouldnt get push back from me on that. dunno on other mt-mods members
02:16 Blockhead256 wsor4035: probably good enough with smooth shading actually
02:18 ireallyhateirc in the end I don't care that much, but high-poly doesn't really blend well into voxel aesthetics and wastes resources while not bringing much to gameplay
02:18 Blockhead256 I did say decagons, that's a dodecagon
02:19 Blockhead256 I'd rather see a popular opinion as well, not just technocratic opinions
02:19 MTDiscord <wsor4035> blockhead256: im thinking, though this may be limited by my terrible skill of replacing all the low poly in the mod since no one uses that anyways, and then making that the default, so people can have the old way if they prefer, but have a sensible default that looks decent (current low poly looks bad and isnt really low)
02:20 Blockhead256 if we could try to establish in the context, and it may be different, of (a) MTG and mod soup users and (b) Dreambuilder users -- as to whether each group has a preference that we can poll
02:21 Blockhead256 wait a sec, I have to change the Lua source to enable to low poly models? LUL
02:22 ireallyhateirc btw I think the current high-poly models aren't really the prettiest thing out there. They seem to be using more polygons for the sake of it rather than enabling more shapes
02:22 MTDiscord <wsor4035> blockhead, no, read down, it reads minetest.conf settings in a loop
02:22 MTDiscord <wsor4035> but that was very ve to not use minetest.conf since they didnt exist back then
02:24 Blockhead256 it's a setting that isn't in settingtypes.txt, that's a bug
02:24 ireallyhateirc one reason why I make every 3D model from scratch for my game is that people can't agree on a single artstyle, scale and polygon count
02:25 MTDiscord <wsor4035> blockhead256: not if it isnt officially supported 😛
02:25 Blockhead256 yes I agree the current high-poly models are just excessive. Even if we wanted to keep it an option, we'd want to massively rationalize the poly count
02:25 Blockhead256 I wonder if VE even knew how to do smooth shading or just cranked the poly count until it looks smooth anyway
02:26 Blockhead256 of course, VE does not take 100% of modelling credit, there are various authors
02:26 ireallyhateirc the .obj files had smooth shading on by default when I opened them in blender
02:27 MTDiscord <wsor4035> lol
02:27 MTDiscord <wsor4035> https://cdn.discordapp.com/attachments/749727888659447960/1323115259900465232/image.png?ex=6773569c&amp;is=6772051c&amp;hm=f70248bb2254e3a702431b80909dfc8ebbb73097d79530f4fcd316045dbb8b2b&amp;
02:27 ireallyhateirc lol
02:28 Blockhead256 what's a UV lol
02:28 MTDiscord <wsor4035> again, i disclaim that im terrible at 3d modeling. just taking a stab at shape atm. learned i need to make them smaller
02:29 ireallyhateirc this is painful to watch, I'll make some pipes for my game and will let you know
02:30 Blockhead256 I really don't think the ease-of-use of blockbench is worth it against the sheer functionality of Blender
02:30 ireallyhateirc yeah, learning blender is fairly quick with all these free tutorials
02:32 MTDiscord <wsor4035> i dont need a swiss watch to make prototype. not to mention the swiss watch takes 10x as long
02:33 ireallyhateirc using blockbench for that is like smashing milk with a hammer handle to make butter
02:33 ireallyhateirc I could make that pipe for you in 5 minutes
02:33 Blockhead256 Blender gives you an easy way to import the old model and reduce its poly count, and easy ways to measure the dimensions of things
02:33 Blockhead256 but I understand it's nowhere near your specialty
02:34 MTDiscord <csperson> I honestly hate these, for multiple reasons
02:35 MTDiscord <csperson> what's wrong with just making them square
02:35 ireallyhateirc hmm fair point
02:35 MTDiscord <wsor4035> itll look like item transport tubes, and basic. should somewhat look round
02:35 Blockhead256 so there's a clear shape difference between round pipes and square tubes
02:35 ireallyhateirc wsor4035, if you give me some time I could make these pipes
02:35 ireallyhateirc just give me a list of nodes you want replaced
02:37 MTDiscord <wsor4035> am i that bad? lol
02:37 MTDiscord <wsor4035> https://cdn.discordapp.com/attachments/749727888659447960/1323117710980419664/image.png?ex=677358e4&amp;is=67720764&amp;hm=ff8122218ea3d3d600e9488037116295cb911e33fdddae77e8f448e8d32ed2de&amp;
02:37 MTDiscord <wsor4035> actually not bad, if the collars where adjust in one unit instead of being two
02:38 ireallyhateirc the rim is too thick and no UV map makes it look 3 times worse than it really is
02:38 Blockhead256 I've gone and placed the lowpoly models in my singleplayer world.. they look fine?
02:39 ireallyhateirc I'd say they're equally bad to the high-poly counterparts
02:39 MTDiscord <wsor4035> its more that there still high poly, also the weirdo pipes being "round" with octagon joiners. also the square valves are very meh
02:39 ireallyhateirc one pipe shouldn't have more polygons than an entire mapchunk
02:40 MTDiscord <wsor4035> also im not bothering to even attempt uv mapping yet since thats hell for me, and i still havent gotten the shape down yet
02:41 ireallyhateirc you're tempting me to implement pipes as the next thing for my game
02:41 MTDiscord <csperson> also the visual disparity between "world where everything is cubes, even hills" and "hey look at this cylinder that rivals the polycount of garten of banban, now here's a whole line of them"
02:41 MTDiscord <wsor4035> your free to make a pr replacing the water pipe models if you want, im not stopping you
02:41 MTDiscord <wsor4035> im just playing around, learning more
02:42 MTDiscord <wsor4035> and totally not baiting someone into cringing so hard they do it for me
02:42 ireallyhateirc lol
02:42 Blockhead256 the lowpoly models don't have too many polys though, they're just smooth shaded
02:42 Blockhead256 https://files.catbox.moe/0m9nbo.png
02:42 ireallyhateirc uhhh N-gons?
02:43 MTDiscord <csperson> that too
02:43 Blockhead256 the triangulation isn't thaaat bad is it?
02:44 MTDiscord <csperson> ?
02:44 Blockhead256 https://files.catbox.moe/7n43lr.png
02:44 ireallyhateirc I'll do a valve like this: https://en.wikipedia.org/wiki/Valve#/media/File:Green_tubes_and_valves.jpg
02:44 Blockhead256 I won't say no to a pipe mod that doesn't suck, that's for sure
02:45 ireallyhateirc pipes in my game are mostly going to be just a decoration
02:45 MTDiscord <csperson> 3d rendering turns literally everything into triangles on a technical level, nothing isn't triangles if you're looking at what a gpu is actually tracing.
02:46 ireallyhateirc csperson, true but for 3D modelling you usually want quad topology. It's easier to do modelling then
02:46 MTDiscord <wsor4035> this doesnt actually look to bad
02:46 MTDiscord <wsor4035> https://cdn.discordapp.com/attachments/749727888659447960/1323119930773733426/image.png?ex=67735af5&amp;is=67720975&amp;hm=39fd6c9ade1602b2cb7af3f1a29a3aa5f53a8aa9b96c7b09dafd56f503051af2&amp;
02:46 Blockhead256 cperson: I know this, hence why I asked, "the triangulation isn't that bad is it?" then posted an image with blender's triangulate operator on it compared to the first image
02:46 ireallyhateirc this starts looking decent-ish, now fix the UV map
02:47 MTDiscord <csperson> blockhead, think i misunderstood, mb
02:47 Blockhead256 wsor4035: That will do well as a replacement for the highpoly models when it has smooth shading and a good UV map
02:47 ireallyhateirc though I believe you're going to have a tough time making a curved pipe consistent with what you've just made
02:47 ireallyhateirc which i could make in 3 minutes in blender
02:48 Blockhead256 > <ireallyhateirc> pipes in my game are mostly going to be just a decoration
02:48 ireallyhateirc I started learning blender 2 years ago to make my game in Luanti
02:48 Blockhead256 they are little more than a decoration in pipeworks as it stands, don't worry
02:48 MTDiscord <wsor4035> ireallyhateirc: if it only takes you 3 minutes, where pr? :juanchi_face:
02:48 ireallyhateirc I'm aware. All I can provide is decent 3D models, the rest of the logic is up to those who care
02:49 ireallyhateirc wsor4035, I'd gladly make it but it's 4 AM and I'm about to go to sleep
02:49 MTDiscord <wsor4035> fair enough
02:49 Blockhead256 yep we're not asking for good Lua code. That's up to someone who cares. But then, I haven't tested all the other liquid transport mods which are probably already better
02:50 Blockhead256 I always thought it would be cool if they could do wate and lava, without duplication, and where water and lava meet the pipe turns into obsidian
02:50 ireallyhateirc if you're patient enough then I'll make the pipes tomorrow
02:50 Blockhead256 people waiting for updates to VE mods are nothing if not patient
02:51 MTDiscord <csperson> Blockhead, logically the water/lava thing would probably permenantly clog the pipes.
02:55 MTDiscord <csperson> granted, it'd make sense as an interaction, but it'd probably frustrate someone if they accidentally had pipes connect that they didn't mean to if that accident resulted in such damages
02:59 MTDiscord <wsor4035> ok, here you go
02:59 MTDiscord <wsor4035> https://cdn.discordapp.com/attachments/749727888659447960/1323123235386163331/image.png?ex=67735e09&amp;is=67720c89&amp;hm=100d4cb80d307217db8bbaddf8085a6fab2c782250185b07669ea9c4461ecfc1&amp;
03:00 MTDiscord <wsor4035> texture kinda hides the "blockyness" of it which is meh
03:00 MTDiscord <wsor4035> also joints
03:01 Blockhead256 csperson: yes but the frustration is a game mechanic, and you'd try to be careful with straight-only pipes and so on
03:02 Blockhead256 not bad
03:03 Blockhead256 with water and lava pipes and spigots, plus a block breaker, you could make an obsidian machine
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03:06 MTDiscord <wsor4035> anyways, i give up on this for now
03:06 Blockhead256 well I hope you had fun and/or learned something
03:09 MTDiscord <wsor4035> i learned im still terrible at this lol
03:11 Blockhead256 you know what they say, practice makes slightly less terrible
03:12 Blockhead256 that and self-teaching everything isn't that great
03:16 MTDiscord <mark.wiemer> sucking at something is the first step to being kinda good at something -- some cartoon dog
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07:20 SwissalpS this mod is using globalstep to export a report file at intervals. Wouldn't it be better to use core.after() for that?
07:24 MTDiscord <greenxenith> core.after runs in a timed globalstep
07:26 SwissalpS on lua side?
07:27 MTDiscord <greenxenith> Yes https://github.com/minetest/minetest/blob/5.10.0/builtin/common/after.lua
07:27 SwissalpS thank you very much. That is good to know
07:28 SwissalpS !next
07:28 MinetestBot Another satisfied customer. Next!
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11:21 ireallyhateirc t
11:22 ireallyhateirc oh great, IRC loaded a this channel when I was typing in another one. Peak technology
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12:36 SwissalpS is there a luanti badge to use in readme.md that actually checks version compliance?
12:55 SwissalpS and/or is there a code validator that can tell which versions of Luanti a mod will work with?
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15:45 PoochInquisitor https://forum.luanti.org/viewtopic.php?p=441455#p441455 <-- spmmr
15:50 MTDiscord <warr1024> "ChatGPT, please write a generic but verbose response to the following forum post, so that I have an excuse to post on this forum solely to expose people to the link in my forum signature."
15:53 PoochInquisitor xposd!
15:54 ireallyhateirc reverse turing test
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18:04 MinetestBot [git] grorp -> minetest/minetest: TouchControls: More methods instead of static functions (#15602) 27c3aad https://github.com/minetest/minetest/commit/27c3aade5dc689db3e4eaa9c7273584bee6527ee (2024-12-30T18:03:32Z)
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18:29 cheapie I wonder what would happen if I tried setting this 1.1GB PNG file as the texture for something...
18:30 cheapie SwissalpS: I was just thinking about that last night, it would be great if there was a "warn/crash if a mod does something introduced after version X" option
18:35 SwissalpS if there was a db of commands available per version, that would help create such tools more easily
18:36 cheapie That too, notes in the API docs like "core.blah_blah_blah(blah definition) [new in 5.10]" would be helpful
18:37 cheapie FWIW the 1.1GB texture resulted in "ERROR[Main]: Irrlicht: PNG fatal error for creative-20241228.png: Unreasonable size". Fair enough.
18:37 SwissalpS yes that too. I've lately resorted to checking out versions of lua-api doc and then doing a search to see if the command existed in it.
18:37 SwissalpS but that is tiresome manual labour
18:37 cheapie Surprisingly a 6400x6400 20.8MB texture works just fine
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18:39 SwissalpS if you have the hardware for it :)
18:39 cheapie I guess I do
18:40 cheapie This isn't meant to be useful at all and it's not like I'm going to ship it, but it's weird seeing this much detail in a texture in-game: https://cheapiesystems.com/media/images/screenshot_20241230_123912.png
18:40 cheapie https://cheapiesystems.com/media/images/screenshot_20241230_123903.png
18:40 cheapie Image is https://cheapiesystems.com/media/images/ve-maps/creative-20241228-small.png
18:42 SwissalpS way too much detail for a blocky game ;D but sure is fun to see what could be done someday.
18:42 cheapie Now I'm tempted to grab a copy of MTG and run all of the textures through waifu2x a bunch of times or something :P
18:43 cheapie ...and I used to think HDX-512 was ridiculous - I mean, I still do, but not because of the size any more
18:43 * SwissalpS is thinking of how to grep all available commands from builtin
18:45 cheapie Also re: way too much detail - this came up recently, apparently there is finally an effort to fix it now: https://github.com/mt-mods/pipeworks/issues/148
18:46 cheapie I personally like the existing "low-poly" mode for the pipes themselves as far as the mesh goes, but the pipe texture and valve mesh are... meh.
18:46 SwissalpS yeah, saw that. I don't see the issue though. More like: let's make pipes impossible to render on low hw
18:47 cheapie Techage just goes all the way and makes the pipes square, I like that option too.
18:47 SwissalpS if the server can send low-poly to clients that want that and higher poly to others, then fine
18:48 cheapie Techage pipes, for comparison: https://content.luanti.org/uploads/5O6sd6ibRT.png
18:48 MTDiscord <luatic> i think any regular n-gon shape is fine tbh
18:48 cheapie luatic: Part of me wants to make them triangular now
18:48 SwissalpS I also don't see why they are actual hollow pipes. All we need is the solid and a texture over it.
18:49 cheapie IIRC the current ones *are* solid
18:49 SwissalpS good
18:49 cheapie I can see the appeal of being able to see down a pipe, but I doubt it's worth the triangles.
18:51 pgimeno a disconnected pipe would look horrible if they were solid
18:52 MTDiscord <luatic> cheapie: i unironically think triangular pipes wouldn't be so bad lol
18:52 MTDiscord <luatic> i mean, i suppose ideally it should be symmetric in the cardinal directions but eh
18:53 cheapie pgimeno: At least the techage one (right) looks fine IMO: https://cheapiesystems.com/media/images/screenshot_20241230_125258.png
18:53 cheapie Both are solid
18:53 pgimeno ahh with a cap, ok
18:54 pgimeno yes, definitely good enough
18:54 cheapie With a cap on pipeworks, just a black void on techage
18:55 cheapie I also kind of like how techage only does bolted connections when the direction changes, instead of /every single node/ like pipeworks
18:55 cheapie Also the techage ones are actually useful, but that's a whole other story :P
18:55 pgimeno yeah but black is a cap in itself, I thought there was no cap and that would look awful
18:55 cheapie What, just like solid yellow? That would indeed be odd.
18:56 sfan5 cheapie, SwissalpS: [api versioning and such] related https://github.com/minetest/minetest/issues/13926
18:56 pgimeno no, just no polygons at the ends, so you can see through and since the normals point outwards, you would see behind the pipe
18:58 SwissalpS was just thinking luadoc could already help parse out a lot
18:58 cheapie pgimeno: Oh, it gets worse than that, the pipeworks ones are double-sided. They do have an inside...
18:58 cheapie (the techage ones do not)
18:58 pgimeno eek
18:59 pgimeno burn these models!
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19:01 cheapie Clipping inside a flow sensor is even worse, you can see the inside of the sensor body, but then also the pipe continues right through it and you can see the outside *and inside* of the pipe.
19:01 cheapie Same with the valve
19:02 cheapie pgimeno: Inside a valve: https://cheapiesystems.com/media/images/screenshot_20241230_130135.png
19:02 cheapie Outside, same angle, for reference: https://cheapiesystems.com/media/images/screenshot_20241230_130139.png
19:03 Krock is this a Steam Valve?
19:03 cheapie The connections at the end have two layers, both have an inside and outside, and the bolt heads have insides too: https://cheapiesystems.com/media/images/screenshot_20241230_130317.png
19:04 pgimeno the horror... that's double the number of triangles for... no good reason
19:04 cheapie No idea about the valve, but sfan5 counted 3600 triangles in a plain straight piece of pipe.
19:05 cheapie Hmm, looks like maybe the 3600 was the valve, ~2000 in the pipe, or something like that
19:06 cheapie The worst offenders were the homedecor bathtubs with 8870 triangles
19:07 Krock not quite the bathtub takes 2 nodes, thus 4435 triangles per "node" if my calculations are correct.
19:07 sfan5 for reference https://0x0.st/8sJj.txt
19:08 cheapie The bathtub appears to be a single-node thing, I can place another node overlapping with one end
19:08 Krock okay so that's a rendering performance test
19:09 cheapie In addition to being.... offensively round, considering the game it's in, it also has the same problems as pipeworks: https://cheapiesystems.com/media/images/screenshot_20241230_130858.png
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19:15 cheapie I tried WE-ing in about half a million bathtubs out of curiosity, that didn't go well.
19:15 cheapie [3302261.544825] Out of memory: Killed process 474102 (luanti) total-vm:44087188kB, anon-rss:38250608kB, file-rss:10456kB, shmem-rss:0kB, UID:1000 pgtables:82500kB oom_score_adj:0
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19:35 MTDiscord <wsor4035> made an issue for homedecor before i forgot https://github.com/mt-mods/homedecor_modpack/issues/90
19:37 ireallyhateirc2 wsor4035, before touching pipes I need to do something else so you gotta be patient
19:37 MTDiscord <wsor4035> uh, not sure how im impatient?
19:37 ireallyhateirc2 just saying
19:38 ireallyhateirc2 I kinda promised to do it today but such is life
19:39 cheapie wsor4035: May want to perhaps mention the other two (wine rack and pool table) in there as well
19:39 MTDiscord <wsor4035> editted those in
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20:09 ireallyhateirc2 is there a way to control light propagation through water and other transparent nodes?
20:11 ireallyhateirc2 water absorbs too much light, I think 1 light point per node?
20:13 sfan5 there is not
20:14 ireallyhateirc2 hmmm I'll check if there's a feature request for that
20:14 ireallyhateirc2 would be cool to have realistic water games
20:14 ireallyhateirc2 like SOMA or Subnautica
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20:53 parabyte how much ram does minetest consume?
20:53 parabyte a stock install
20:54 sfan5 my current numbers are 200M in the main menu and 500M in game, but this won't be very useful
20:54 MTDiscord <wsor4035> game will be dependant on what game your running
20:55 parabyte okay without the graphics etc loaded into ram, how much does the game engine consume?
20:55 sfan5 hard to answer because nobody uses an engine without graphics
20:56 parabyte im a very sick person, and wish to port minetest if possible to a 16bit platform
20:56 MTDiscord <wsor4035> the best "answer" to your question is install air game, start it up and see how much it uses
20:56 parabyte haha not possible in my instance
20:56 sfan5 16-bit is out of question
20:56 parabyte they got doom engine working on 16bit
20:57 parabyte https://github.com/FrenkelS/Doom8088
20:57 parabyte sigh :(
20:58 parabyte sorry i was unaware of your name change Luanti!
20:59 ireallyhateirc2 on my machine it takes 600MB - 1GB but I have some specific settings enabled (huge mapblock caches and such)
20:59 ireallyhateirc2 at least Minetest Game eats that much
20:59 sfan5 Luanti is very very far from being able to run with 64K
20:59 sfan5 never mind getting itself smaller than 64k
21:00 ireallyhateirc2 with my WIP game there's no upper limit because mapgen can get OOM
21:01 ireallyhateirc2 even terraria runs with 128MB or something like that
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21:09 Yodaa cam?
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21:16 Yodaa there you are
21:16 cam789 Yep
21:16 Yodaa welcome
21:16 cam789 I was in #luanti
21:16 Yodaa oh
21:16 Yodaa these are all the developers
21:17 Yodaa you can send suggestions
21:20 ireallyhateirc2 Hmm also another problem with water: is it possible to control opacity/visibility in water?
21:23 ireallyhateirc2 there's this issue: https://github.com/minetest/minetest/issues/11895
21:25 ireallyhateirc2 also even if you set different fog when the player is under water then the player can still have a long view range when above the surface
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22:18 ireallyhateirc2 Would people be happy with a MTG version of my shelf mod? I address the question to mod soup enjoyers mostly
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