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 |
00:05 |
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02:10 |
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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&is=6772051c&hm=f70248bb2254e3a702431b80909dfc8ebbb73097d79530f4fcd316045dbb8b2b& |
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&is=67720764&hm=ff8122218ea3d3d600e9488037116295cb911e33fdddae77e8f448e8d32ed2de& |
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&is=67720975&hm=39fd6c9ade1602b2cb7af3f1a29a3aa5f53a8aa9b96c7b09dafd56f503051af2& |
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&is=67720c89&hm=100d4cb80d307217db8bbaddf8085a6fab2c782250185b07669ea9c4461ecfc1& |
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 |
03:05 |
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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 |
18:38 |
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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 |
*Â 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! |
19:00 |
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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 |
19:11 |
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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 |
19:16 |
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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 |
20:03 |
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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 |
20:14 |
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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 |
21:03 |
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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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