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IRC log for #minetest, 2025-01-19

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All times shown according to UTC.

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
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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
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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
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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.
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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.
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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
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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
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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
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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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19:43 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?
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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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