Time |
Nick |
Message |
00:00 |
cheapie |
I remember that mod, never did get it to do anything |
00:01 |
MTDiscord |
<wsor4035> the author made accusations against cdb, got proven wrong, left anyways or something like that |
00:02 |
cheapie |
I thought that was TenPlus1 that did that, or were there more than one? |
00:03 |
MTDiscord |
<wsor4035> tenplus1 threw a fit because they got caught using copyrighted asseted, rage removed all there mods, community called out there bullshit, and then came back |
00:04 |
MTDiscord |
<wsor4035> read from here https://forum.luanti.org/viewtopic.php?p=415463#p415463 down re loosewheel. i forgot it was that dumb |
00:05 |
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00:05 |
cheapie |
That reminds me, VE-SB still has at least one mod (from ac-minetest, who I think is the same person as rnd?) with texture licensing issues, still need to poke Noah about that one |
00:05 |
cheapie |
Unless the texture was swapped on the server itself, I didn't check |
00:07 |
MTDiscord |
<wsor4035> re tenplus1: https://forum.luanti.org/viewtopic.php?t=28883 |
00:10 |
ireallyhateirc |
I love being paranoid about licensing, that's why I make all assets for my game lol |
00:10 |
ireallyhateirc |
I just remembered that one mod which stole textures from Terraria |
00:11 |
MTDiscord |
<wsor4035> i3? thats been solved |
00:12 |
ireallyhateirc |
no, that cool shield mod or whatever |
00:12 |
cheapie |
ireallyhateirc: I tried to make as much as I could myself for celevator, the textures are all hand-drawn by me and a few of the sounds came from me too. |
00:13 |
wsor4035 |
ireallyhateirc: if you dont mind pm'ing me the name? |
00:13 |
ireallyhateirc |
I don't remember and I believe rubenwardy removed that right after my "report" |
00:14 |
ireallyhateirc |
I could log into CDB and see if there is any trace left |
00:14 |
MTDiscord |
<wsor4035> ah, if its already handled, then good |
00:14 |
ireallyhateirc |
the mod basically provided handheld shields and stuff like that but each and every asset was stolen from other games |
00:17 |
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00:18 |
ireallyhateirc |
wsor4035, btw after the exam session I can do the pipes, 2-3 more weeks |
00:18 |
MTDiscord |
<wsor4035> nice, thanks |
00:24 |
ireallyhateirc |
btw can the textures be flat or do you want grainy textures? |
00:24 |
ireallyhateirc |
I could make a flat prototype first I guess |
00:26 |
MTDiscord |
<wsor4035> probably fine? |
00:34 |
ireallyhateirc |
I actually got to the pipes now because I'm bored. Do you want it to be hollow? |
00:35 |
MTDiscord |
<wsor4035> idrc, probably more efficent if they arent? |
00:36 |
ireallyhateirc |
it's just 16 vertices in the end, still better than what you have now lol |
00:36 |
ireallyhateirc |
I'll do them hollow for now, if that's a problem I can seal the hole in no time |
00:37 |
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00:38 |
OxEFF |
speaking of texture work. i've also been implementing a cartographer compatibility mod for mineclonia. i'm slowly making simple and coloured variants of each biome, but art isn't really my thing. https://i.imgur.com/T6xL5hL.png |
00:40 |
OxEFF |
trying to figure out how to get this rendering in-hand like the default map. might not be possible because cartographer uses a formspec and the mcl map uses a gui element? i'm not sure. i haven't worked with either of those things yet. |
00:47 |
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00:51 |
OxEFF |
i might have to make a custom renderer that mimics what cartographer does but generates a texture instead. |
01:04 |
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01:12 |
ireallyhateirc |
wsor4035, a basic pipe: https://files.catbox.moe/sv34ha.png |
01:12 |
MTDiscord |
<wsor4035> assuming no texture, looks nice |
01:13 |
ireallyhateirc |
it has a flat texture, 3 shades of gray. I could do gradients instead too |
01:14 |
ireallyhateirc |
So should I go in this direction? |
01:14 |
MTDiscord |
<wsor4035> probably would make it a bit more white. also needs some sort of indicator on the side if the pipe is full or not like the current ones do |
01:14 |
MTDiscord |
<wsor4035> but to me it looks good |
01:15 |
ireallyhateirc |
like a window? |
01:16 |
MTDiscord |
<wsor4035> sure? iirc currently its just a black circle when empty, and then blue circle when in use on the middle of the pipe |
01:17 |
ireallyhateirc |
how is that changed? node swap? |
01:18 |
MTDiscord |
<wsor4035> iirc yes, with the difference just being textures between the two |
01:20 |
MTDiscord |
<wsor4035> https://github.com/mt-mods/pipeworks/blob/master/textures/pipeworks_pipe_3_empty.png, https://github.com/mt-mods/pipeworks/blob/master/textures/pipeworks_pipe_3_loaded.png, https://github.com/mt-mods/pipeworks/blob/master/textures/pipeworks_pipe_plain.png |
01:21 |
ireallyhateirc |
as for the valve, do you want a wheel-like valve or a directional one similar to the original? |
01:22 |
ireallyhateirc |
the rotatory valve looks more pipe-ish but doesn't show the direction well |
01:22 |
MTDiscord |
<wsor4035> the latter is probably better since you can see at a glance if its open/closed |
01:40 |
ireallyhateirc |
wsor4035, valve design: https://files.catbox.moe/ffbemq.png |
01:42 |
MTDiscord |
<wsor4035> tldr: good enough dunno how to put any crisitism into words about it properly the lever seems kinda small maybe? maybe the "bulge" should be a slightly different color or something so its more obvious? |
01:42 |
ireallyhateirc |
bigger which part exactly? |
01:43 |
MTDiscord |
<wsor4035> for the lever? maybe scale the whole thing up slightly? dunno. might just be a warped perspective from my end due to the angle tho |
01:46 |
cheapie |
Normally I'd expect the "bulge" to just be bare metal (and not bulging), then it would step up away from the pipe a bit and then become red |
01:46 |
cheapie |
https://cdn11.bigcommerce.com/s-rsvmdxl/images/stencil/1280x1280/products/27538/26759/18-9894-Product_Primary_Image__72175.1497051481.jpg?c=2 |
01:47 |
cheapie |
(the bulge on the handle, that is) |
01:47 |
cheapie |
I like the pipe mesh. |
01:50 |
ireallyhateirc |
https://files.catbox.moe/b2s0zu.png |
01:50 |
cheapie |
That's probably a good size but I'd appreciate a more realistic / less "cartoon-looking" handle |
01:51 |
ireallyhateirc |
like the example you just provided or something else? |
01:52 |
cheapie |
Similar to that, yeah. I can provide more examples if you want, or try searching for "industrial ball valve" |
01:52 |
cheapie |
They all seem to have a consistent handle width all the way along, plus that little step up away from the pipe a short distance from where they pivot. |
01:53 |
cheapie |
As far as the bulge in the pipe - it looks like a good size to me, if wsor wants it more obvious then one option could be a bolted connection there. |
01:56 |
cheapie |
(speaking of which, I've never liked how pipeworks does a bolted connection on every single node instead of just at devices/fittings/etc., but that's not new) |
01:57 |
ireallyhateirc |
I noticed they look like that, I just tried to keep the design similar to the ugly original |
01:57 |
* cheapie |
nods |
01:57 |
cheapie |
What you have now is already a huge improvement over the original. |
02:04 |
ireallyhateirc |
cheapie, does this satisfy your pipe needs? https://files.catbox.moe/rthyk0.png |
02:05 |
cheapie |
That looks perfect |
02:06 |
ireallyhateirc |
the original model spent its polygon buget on interpolating nonexistent details |
02:07 |
cheapie |
Somehow I'm not surprised |
02:08 |
ireallyhateirc |
I am surprised, why would anyone do a pipe model with 6K triangles? |
02:08 |
cheapie |
I would be surprised if it wasn't a VE mod |
02:09 |
cheapie |
Most of these have been reminding me of https://www.reddit.com/r/blendermemes/comments/13vursd/beware_of_s_p_h_e_r_e/ :P |
02:10 |
ireallyhateirc |
lol |
02:11 |
ireallyhateirc |
that reminded me I need to do a yanderedev toothbrush replica mod for Luanti |
02:11 |
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02:12 |
cheapie |
I should see sometime what the maximum texture size is, now that I think about it... |
02:13 |
cheapie |
6400x6400 worked, 64000x64000 did not |
02:22 |
ireallyhateirc |
enough pipes for today, more tomorrow maybe |
02:24 |
ireallyhateirc |
what's left is the curved variant and flow sensor |
02:25 |
ireallyhateirc |
this mod is a disgusting asset soup by the way and I'm taking part in this for some reason |
02:27 |
ireallyhateirc |
I'm going to have pipes for my game though |
03:02 |
cheapie |
I know they left, but for anyone else watching - this (red box on the right) is what comes to mind for me when I think of a flow switch: https://static.wixstatic.com/media/f33db7_eaee5334aa3a460a99f2b8ccbc7f552c~mv2.png/v1/fill/w_335,h_501,al_c,lg_1,q_85/f33db7_eaee5334aa3a460a99f2b8ccbc7f552c~mv2.png |
03:03 |
cheapie |
The pipeworks one is really a pressure switch instead, but those often look similar. The red color in the picture there is just because it's a fire sprinkler system part, often it would be gray otherwise but some other color may work better in-game |
03:05 |
OxEFF |
mushroom island graphics for my cartographer minecraftia support mod. https://imgur.com/a/95idoX1 |
03:45 |
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04:26 |
diemartin |
cheapie: IIRC, libpng has a default compile-time maximum of 16000x16000 px |
04:27 |
diemartin |
also, hello! |
04:37 |
cheapie |
o/ |
04:38 |
cheapie |
Time to run all of the MTG textures through waifu2x a bunch of times until they hit 16000x16000 and see what happens |
05:00 |
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08:07 |
Oblomov |
one more reason to switch to jxl |
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17:41 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix map rendering glitches on camera offset update 9423915 https://github.com/minetest/minetest/commit/94239153b5e393d09cc8a317dd2d1d98018d5144 (2025-01-19T17:39:32Z) |
17:41 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Apply some minor code cleanups e5f276e https://github.com/minetest/minetest/commit/e5f276ecee3c523c8dc61dc606570c2a7aeb2ddf (2025-01-19T17:39:32Z) |
17:41 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Move camera offset to consistent point in game loop a262be6 https://github.com/minetest/minetest/commit/a262be6a47c2349f84b64c78a1d610eb60c79158 (2025-01-19T17:39:32Z) |
17:41 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Add limited game auto-selection to dedicated server 3cb07d5 https://github.com/minetest/minetest/commit/3cb07d5fb6bec4556ee11009ac4590b486e1eab0 (2025-01-19T17:39:32Z) |
18:07 |
MinetestBot |
[git] grorp -> minetest/minetest: In-game settings menu using separate Lua environment (#15614) eeb6cab https://github.com/minetest/minetest/commit/eeb6cab4c4304cba92a77c2e759fcdde9dc0bcd1 (2025-01-19T18:07:04Z) |
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MinetestBot |
[git] appgurueu -> minetest/minetest: Allow overriding fonts via media files (#15606) 547e147 https://github.com/minetest/minetest/commit/547e1476bbfab8b986c799bf2686ad184ef03bb1 (2025-01-19T19:42:40Z) |
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21:25 |
jemius |
Aloha. Are there any mod packs similar to the old Buildcraft or IndustrialCraft2 from minecraft? |
21:47 |
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21:51 |
ireallyhateirc |
jemius, there's techage https://content.luanti.org/packages/joe7575/techage_modpack/ |
21:51 |
ireallyhateirc |
probably some other mods too |
21:55 |
jemius |
ireallyhateirc, I think I saw that one, yes. But wasn't sure how similar it is |
21:55 |
jemius |
Once a mod is added, you can't remove it from an existing world anymore, can you? |
21:56 |
jemius |
I'm asking because I'm wondering for how long you could operate a server with a set of mods. In case one day one of them doesn't provide updates anymore and the like |
21:56 |
ireallyhateirc |
you can remove it but you will end up having unknown nodes and items. But there's a mod for removing those https://content.luanti.org/packages/AntumDeluge/cleaner/ |
21:56 |
ireallyhateirc |
You probably should use a fresh world for testing though |
21:57 |
Desour |
deinstalled mods can also leave back other persistent data, e.g. meta, and modstorage |
21:58 |
Desour |
jemius: you may also want to look at pipeworks and technic |
21:58 |
jemius |
Are there even modpack servers, like for Feed the Beast? (I only today learned that MT even exists) |
21:59 |
ireallyhateirc |
you can open the game and look for public servers in the server tab |
21:59 |
Desour |
in luanti, mod compatibility is quite good. there are pretty much no "modpacks" where mods are adjusted to work well together. instead, you can just grab a bunch of mods and cook your own modsoup |
22:00 |
ireallyhateirc |
the mods will be downloaded automatically, no need for manual installation |
22:01 |
jemius |
yes, I saw. One notices that great emphasis was put on fixing the MC mod mess |
22:01 |
jemius |
Also Lua is a great choice |
22:01 |
ireallyhateirc |
Also yeah, don't expect all stuff to be Minecraft-like. Luanti had previously an official base game called the Minetest Game which was retired because it couldn't please everyone and ended up pleasing no one |
22:01 |
ireallyhateirc |
Now there are multiple games for Luanti: https://content.luanti.org/packages/?type=game |
22:01 |
MinetestBot |
[git] appgurueu -> minetest/minetest_game: Fix TNT explosions not removing metadata (#3180) 672b63f https://github.com/minetest/minetest_game/commit/672b63f9dcbfbd2e8cb46658f7e550c8f7eecf47 (2025-01-19T22:00:40Z) |
22:01 |
ireallyhateirc |
mods can be either made for specific games or can be game-agnostic |
22:02 |
jemius |
do all mods work for all games? |
22:02 |
jemius |
ah, k |
22:02 |
ireallyhateirc |
no, that depends if the mod's developer made support for the game(s) |
22:03 |
ireallyhateirc |
some devs make effort to support all mod soup games, other devs pick just a single game and support it well |
22:04 |
jemius |
I guess MT and that MC-Clone thing are the most common bases |
22:06 |
ireallyhateirc |
that's the case |
22:06 |
ireallyhateirc |
we have also several original games |
22:10 |
jemius |
I need to pay some students to port RailCraft |
22:10 |
ireallyhateirc |
writing from scratch sounds like a better solution |
22:11 |
ireallyhateirc |
Also the license is proprietary so that would be illegal: http://railcraft.info/wiki/info:license |
22:11 |
ireallyhateirc |
"You may not distribute modified versions of Railcraft." |
22:12 |
ireallyhateirc |
well unless you of course write it from scratch or reverse engineer it |
22:14 |
jemius |
What is it with MC mods being free but proprietary |
22:14 |
jemius |
I bet those are the microsoft employees gaming ^^' |
22:18 |
ireallyhateirc |
some mods have a license that essentially prohibits you from using them because their developers don't understand copyright and write a crayons license for their work (that's itself illegal) |
22:18 |
ireallyhateirc |
I mean minecraft mods |
22:19 |
jemius |
hm. Maybe I look into modding in my next vacation. Wanted to do some Lua for a while now |
22:20 |
ireallyhateirc |
for complete beginners there's this: https://rubenwardy.com/minetest_modding_book/ |
22:20 |
ireallyhateirc |
then there's the API reference: https://api.luanti.org/ |
22:21 |
ireallyhateirc |
And you can always check the source code of one of the mods and learn from that |
22:22 |
jemius |
thx |
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22:33 |
jemius |
How are the 3D models of new blocks / items created? Blender? |
22:39 |
ireallyhateirc |
normal nodes (cubes) are made by simply providing a texture. Other cuboid nodes can be specified by nodeboxes. For complex shapes you need to use Blender, etc. |
22:39 |
ireallyhateirc |
https://api.luanti.org/nodes/#node-drawtypes |
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