| Time |
Nick |
Message |
| 00:06 |
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| 02:47 |
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| 02:50 |
sapier1 |
I wonder if anyone ever tried to use a [crack texture ... because if someone did she/he would've failed completely as documentation is plain wrong |
| 02:51 |
sapier1 |
Well to be honest code could be wrong too so not sure what has been broken first |
| 02:52 |
sapier1 |
https://github.com/minetest/minetest/blame/master/doc/lua_api.txt#L257 sounds like n=number of different crack images p=selected crack image to me |
| 02:52 |
kaadmy |
i dunno how it works |
| 02:53 |
sapier1 |
I found a way to get it work but imho it's just working around bugs in c++ code |
| 02:54 |
kaadmy |
and i still have no idea how digging times work |
| 02:54 |
sapier1 |
see mob_miner from mobf |
| 02:54 |
kaadmy |
if i use the math in the lua_api.txt then the diamond pick digs like 80 nodes |
| 02:55 |
sapier1 |
just ignore doc and read code |
| 02:55 |
kaadmy |
probably a good idea |
| 02:55 |
sapier1 |
even after finding out how it works from code I can't tell if doc is correct or not as I'm simply unable to understand it's meaning |
| 02:56 |
sapier1 |
https://github.com/sapier/animals_modpack/blob/mobf_2_5_dev/mob_miner/utils.lua#L20 this is basically doing same in lua as time calculation in c++ |
| 02:57 |
kaadmy |
ah |
| 03:05 |
sapier1 |
I'm not sure if crack texture modifier is correct at least I think doc is wrong ... looks to me as if someone tried to explain multiple things at once missing most important parts ... same as digtime calc ;-) |
| 03:05 |
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| 03:06 |
kaadmy |
yep |
| 03:33 |
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| 03:34 |
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| 06:23 |
sofar |
ehmagherd |
| 06:24 |
sofar |
found out why noteblocks are obnoxiously loud |
| 06:49 |
sofar |
https://github.com/Jeija/minetest-mod-mesecons/pull/244 |
| 06:49 |
sofar |
spotted a few more stereo sounds, so I'll send out some more PRs |
| 06:54 |
sofar |
https://github.com/minetest/minetest_game/pull/757 |
| 06:59 |
everamzah |
u prolly already know this but file is a great way to tell what's mono/stereo, or 22050 or 44100, etc. even bitrate. |
| 06:59 |
everamzah |
file(1) |
| 07:01 |
sofar |
$ history | grep file |
| 07:01 |
sofar |
631 find . -name '*.ogg' | xargs file | grep stereo |
| 07:01 |
everamzah |
nice |
| 07:01 |
sofar |
I practically live in a shell ;^) |
| 07:02 |
everamzah |
:D |
| 07:05 |
sofar |
I didn't find any other major offenders besides those |
| 07:07 |
sofar |
a few in carbone and voxelgarden |
| 07:08 |
sofar |
and I didn't realize that unified_inventory plays those day/night break sounds itself... |
| 07:08 |
sofar |
that mod does way too much |
| 07:08 |
sofar |
I'm beginning to dislike it |
| 07:41 |
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| 09:08 |
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| 09:10 |
RealBadAngel |
sofar, why have u failed with makin normalmaps? |
| 09:12 |
* VanessaE |
imagines RealBadAngel holding a gripping hand out in the air, using The Force :P |
| 09:13 |
RealBadAngel |
lol |
| 09:18 |
RealBadAngel |
VanessaE, that script for generating normalmaps shall be updated imho. it doesnt generate heightmaps at all |
| 09:20 |
RealBadAngel |
on the other hand AB provides way better normalmaps than it... |
| 09:20 |
* VanessaE |
shrugs |
| 09:36 |
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| 10:07 |
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| 10:54 |
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| 11:18 |
lemon |
Is it possible to change time of a particular player without altering the global time? |
| 11:19 |
lemon |
To make timezones mod, for instance? |
| 11:34 |
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| 12:06 |
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| 12:31 |
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| 12:38 |
est31 |
I'd like to merge https://github.com/minetest/minetest/pull/3490 and https://github.com/minetest/minetest/pull/3491 later |
| 12:38 |
est31 |
both very simple PRs |
| 12:43 |
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| 14:01 |
Fixer |
!tell paramat doors_door_close.ogg and doors_door_open.ogg should be in mono to be played in 3D (that is default/doors) |
| 14:01 |
ShadowBot |
Fixer: O.K. |
| 14:03 |
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| 16:14 |
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| 17:12 |
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| 17:22 |
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| 17:25 |
asl97 |
@paramat can't you use vm and run calc_lighting to benchmark it? |
| 17:26 |
paramat |
celeron55 although it is still in development i was considering adding mgwatershed in hidden form, would this help your work on farmap? |
| 17:27 |
paramat |
asl aha i could use the non-mapgen object LVM |
| 17:28 |
paramat |
thanks, that enables testing it for a large volume |
| 17:39 |
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| 17:45 |
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| 17:51 |
paramat |
nore sfan5 any approval for https://github.com/minetest/minetest_game/pull/744 'Add steel trapdoor'? |
| 17:51 |
asl97 |
paramat: i just realize that calc_lighting is to be used only by a vm object from get_mapgen_object... sooo, what did you figure out? |
| 17:54 |
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| 17:54 |
paramat |
true, but the non-mapgen object LVM uses 'update map' instead, which calls 'spreadLight' |
| 17:57 |
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| 18:19 |
paramat |
i'll merge game 757 later as is trivial https://github.com/minetest/minetest_game/pull/757 |
| 18:20 |
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| 18:22 |
paramat |
also i might allow mushrooms to grow on tree logs |
| 18:25 |
cmdskp |
seems sensible |
| 18:25 |
kaadmy |
yeah |
| 18:31 |
RealBadAngel |
paramat, when talkin bout mushrooms, they do grow at night, but it doesnt mean you are going to the woods when theres dark ;) imho you should change the light condition to affect only growing, they shouldnt be destroyed by light |
| 18:33 |
paramat |
well they are removed only with light 15, which is direct sunlight / open to sky, seems reasonable and realistic |
| 18:35 |
RealBadAngel |
have u actually saw mushroms disappearing in sunlight? ;) |
| 18:35 |
sapier |
guess it's more like fixing bugs in spawn algorithm ;-) |
| 18:36 |
sapier |
you wont recognize them spawning wrong if they're removed immediatly |
| 18:37 |
paramat |
yes mapgen does place some under open sky |
| 18:38 |
RealBadAngel |
i mean modfying spawning and move there check for light, so they could pop up only night time |
| 18:38 |
RealBadAngel |
and mushrooms irl can be found at places with direct sunlight |
| 18:39 |
RealBadAngel |
https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRd2G83TO4hm212Y7gxXPFZY0XWyASR2nQ7BEEAbjV80zy2nPpo |
| 18:39 |
sapier |
spawning is quite a interesting task :-) yet you can do a lot of things wrong without noticing in small scenarios |
| 18:39 |
RealBadAngel |
those are champignons |
| 18:39 |
paramat |
sure, but apparently they prefer shade and don't like sustained exposure |
| 18:40 |
RealBadAngel |
mushrooms grow quite fast, one night is enough to find new young ones |
| 18:41 |
RealBadAngel |
after 3-4 days mushroom is old, getting worms and decaying |
| 18:41 |
sapier |
well maybe we should discuss what's best for gameplay no what's most realistic ;-) |
| 18:42 |
RealBadAngel |
spawn them at night and dont remove imho :) |
| 18:42 |
RealBadAngel |
(or just when its dark enough) |
| 18:43 |
sapier |
ppl just don't need the full spawning and environment features mobf provides |
| 18:43 |
sapier |
I believe this is same in minetest |
| 18:43 |
sapier |
not removing will cause worlds to get flood |
| 18:44 |
RealBadAngel |
nah, i dont mean spawning as with mobs, modify an abm |
| 18:44 |
sapier |
as it's alost happening with flowers atm ... imho it's quite close to the limit |
| 18:44 |
sapier |
Imho abm's are still as bad as they've ever been |
| 18:45 |
sapier |
I see a lot of abm timeouts in default game when testing mobf ...and mobf doesn't even use abms at all! |
| 18:45 |
sapier |
so it's really default game causing it! |
| 18:46 |
RealBadAngel |
paramat, btw, thats good idea to let mushrooms grow on tree logs, they do live in symbiosis with trees |
| 18:46 |
sapier |
RealBadAngel: not all of them but I think it's close enough |
| 18:46 |
RealBadAngel |
that would allow mushroom farms for example, place some logs, cover them and wait for mushrooms to grow |
| 18:47 |
RealBadAngel |
sapier, i think that all of them |
| 18:47 |
sapier |
your champignons are the one example for mushrooms not growing on trees those grow on horse ... hmm looking for the english word |
| 18:47 |
RealBadAngel |
shit |
| 18:48 |
RealBadAngel |
but you got the point |
| 18:48 |
sapier |
horse dung |
| 18:48 |
paramat |
yes i read up on mushroom farming, logs are often used |
| 18:49 |
RealBadAngel |
some kinds are bound to certain trees |
| 18:49 |
sapier |
Well at least the mushrooms sold in germany usually are grown on horse dung and hay |
| 18:49 |
sapier |
At least those wich are actually farmed and not collected in the woods |
| 18:50 |
paramat |
mushrooms have to be placed at mapgen time, not at night, otherwise there would be none the first day and only a very slow increase |
| 18:50 |
sapier |
porcini require trees ... but there are more ... and porcini aren't farmed at all |
| 18:50 |
RealBadAngel |
99% of the kinds require trees |
| 18:51 |
RealBadAngel |
and theres shitload of eatable ones |
| 18:51 |
RealBadAngel |
im picking at least 30-40 kinds here |
| 18:53 |
sapier |
well we don't have to discuss about things where we all are right, guess it's different from location to location how and in which extent mushrooms are actually "farmed" |
| 18:53 |
RealBadAngel |
in germany you propably know only steinpilze, maroonenpilze, champingnons (2 kinds) and Pfifferlingen |
| 18:53 |
RealBadAngel |
most germans do not know other ones ;) |
| 18:53 |
sapier |
I've never seen those champignon like mushrooms I loved in newzeeland here in germany ... and considering the amount sold in supermarket I'm quite sure those have been farmed |
| 18:54 |
RealBadAngel |
sapier, those you can find on your own are mush more tasty than those farmed |
| 18:54 |
RealBadAngel |
i dont buy champignons at all |
| 18:54 |
sapier |
Well I cant tell the english names of our local special mushrooms :-) in fact those become more and more hard to find |
| 18:55 |
sapier |
most interesting ones are those who look quite similar to poisonous ones :-) ... quite tasty |
| 18:55 |
RealBadAngel |
you have to know what youre picking |
| 18:55 |
sapier |
exactly that's the problem my grandfather did know way more mushrooms then I do |
| 18:56 |
RealBadAngel |
https://upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Macrolepiota-procera.jpg/800px-Macrolepiota-procera.jpg |
| 18:56 |
sapier |
yea that's the one I'm talking about :-) well I'd have to look at it's bottom side to be sure |
| 18:57 |
RealBadAngel |
those for example are my favourite, fried as cutlets |
| 18:57 |
sapier |
same for me |
| 18:57 |
RealBadAngel |
you will propably be afraid then ;) data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBxITEhUTExMWFhUXGBoYGRgYGBgaGRogGhsYGhgaGxgaHSggGiAlGxgYITEhJSkrLi4uGh8zODMtNygtLisBCgoKDg0OGhAQGy0lICUtLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLf/AABEIALcBFAMBIgACEQEDEQH/xAAbAAABBQEBAAAAAAAAAAAAAAADAAECBAUGB//EAD0QAAEDAwIEAwcDAwIGAgMAAAECESEAAzESQQQiUWEFcYEGEzKRobHwQlLRYsHhFCMHM3KCovGywhUkkv/EAB |
| 18:57 |
RealBadAngel |
gBAAMBAQAAAAAAAAAAAAAAAAECAwAE/8QAJBEAAgIDAQACAgIDAAAAAAAAAAECERIhMQMTQVFhMnEiQrH/2gAMAwEAAhEDEQA/APH7twCBnpStBwBIp1AZUXPTH1pskfbalsLY4svCiAOnWh3rABDF3mpXUgEsD8+9IpLx0ej0BAJJaHoy1EEaUt1pItkDU5DU2gtJYkvnbeg+mAp1AlgTTaVluu3brV3UIY+dJ3wzh9prWFFEcOpwcmrFqwQSDD0ZOHkxUOHKXAAk7k/Sg2AgbADjST0bahI4ZYyJ2q2bpBUTSKwZc+m9a6C0C4m3cLJKc7iki2S+QMNUlk9T1an95qI5QGjLN880bNQ/uSp5amu8Myc5y9TWpiQHNK7sXIG8OKW2ZIkm2g9jAemuw3Qb71FCk6sGYA3 |
| 18:57 |
RealBadAngel |
862+D8Atqs+9v3SCXKLSA6uxWTCQTt2oNoKjvRh3U6mOp+gpXbQPrLbVsWfZ0rDJUEnZKuUKgwleAXGFMC4msq/qtK0XLawUuGIYg+eKK3wLTI6NKhpS/d/pRBdYjZ3prV12Ol/L+9PcIVgM3y86whNKzBEHFQvcZjVnypioJZwfSaIhDuwLj93X5VqQUAVCXyHEfxRCskZbtTrXkkAf3NQtLKmBAkP8AWsAKjlktQxMaT6bf4pXjpLmQYEUjddiUzjLOKxhtQDHY/Q7VJN52BLP+ClcSzAHvsZoPEIJU55S4DbCilsPQmsIhgw3pjczpBA86piC/xb9Xo4WE7ZAOZFGgD8NxGQTgO9S4S4lVwajG4eGIyKDfIjs3n/miotAh0nzgVqSMLiFEKIDltwc96ao3bTn4v/IT |
| 18:58 |
RealBadAngel |
T0bMC0sN/WiWre5ECiKIzUgT0pbMQU7+dOlWcedS0FRASCo1fteFkzcIAAwnNC0FKzOUqNJZqhbUl/KA9dAjhEDCR69h3pjw6R+lPcs32ehmhlBnPqWVDSP8fOiISrIk9B23rcMD4RQ/ekbTj/FbIbAx3dOkkuR6RvFMgcukwXjv5Vt2ion4PpVnRqABHKCCA0DG3Wg50DCznblkswBffU8eb4NTCggO4B8orpFcNrPOH6zJbr/JmmR4bbA5rbsMyY+cv9Kyn+Q4Wc6rMDuSd3xULxSTIdWYkBq6G94AkFiVJOmQe4hxpED8NBPgCo5xJ+PSySAPN3ftWzQrizH4e2oktzKMgb/4rY4PwJpuZOUpI85J37Ctfg/DU2gwAmCpgSfWrw4foHHYP96SUykYV0zrXDpQTptgH |
| 18:58 |
RealBadAngel |
sgOwzNS98WYjL7iR3Dwe1aKuHEMThywIAHTv+ZqB4XDjLGMt1+QqeRRRKPvlM7Klmb60lLJdxB657AP23rS/wBMBsWHfEse+KirhX3nIjb8FbIOJg8R4XbVLMeoz61k8V4fcT8CSsdoVjcdPWuyXwxMk/YUJXDltxuaZSJygmcUhQInp+YqNy+rSC5JMPv3re8T8HHxoYKdyCWBb7GsG3dfHnHSrKmSlBoZKyGGl3yaSgBgSBH+KmLZIJUX/O1MoYicdqLEBsFONbTAoJSzhSnHYzVpQkSAxw2fWhXLKXKlFn/BiiFE0pggMJcHtSRYUf3c26tv4oKyokM0R9g1EPDrSSNR7h5rBoH/AKfmPQQ9DuyH6R6UYuxBB23mh |
| 18:58 |
RealBadAngel |
awww shit |
| 18:58 |
sapier |
well there's an additional one I've not found for years now, quite different shape more like porcini but if you cut it there's a white milk |
| 18:58 |
RealBadAngel |
that was a link to the image rotfl |
| 18:58 |
RealBadAngel |
http://pu.i.wp.pl/bloog/46724239/722689/DSC02016_3O_medium.jpg |
| 18:58 |
RealBadAngel |
here you can see one from below |
| 18:59 |
sapier |
yes combined to it's smell I'd be quite sure that's the eatable one :-) |
| 19:00 |
RealBadAngel |
better than meat |
| 19:00 |
RealBadAngel |
pity they cannot be frozen at all |
| 19:00 |
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| 19:01 |
RealBadAngel |
anyway, we can make mushrooms growing a bit more interesting thx to such modifications |
| 19:05 |
sofar |
it wouldn't be too hard to have mapgen decorate woods with fallen logs |
| 19:05 |
sofar |
and then modify mushrooms to spawn only on wood that's lying flat (not upright) on top of dirt |
| 19:05 |
sofar |
that would be ultra-realistic |
| 19:11 |
cmdskp |
or only on logs with dirt one block underneath, which allows them to spawn on top of tree stumps(as happens in real-life), but not in mid-air logs or tree tops |
| 19:11 |
sapier |
not exactly there are mushrooms growing on tree sides too ;-) |
| 19:12 |
cmdskp |
you know, I've yet to see mushrooms in minetest =) So I need to go hunt them out in-game more than in real-life! ^_^ |
| 19:12 |
cmdskp |
but you are right, mushrooms do like upright tree sides |
| 19:14 |
cmdskp |
in particular, bracket fungi |
| 19:16 |
sofar |
FYI, if you don't kill mushrooms at light 15, your entire world will get run over by mushrooms slowly night-by-night |
| 19:17 |
cmdskp |
March of the Mushrooms! |
| 19:17 |
sofar |
the default decorator plants them in all mapgens |
| 19:17 |
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| 19:17 |
sofar |
they can be a bit rare, but the're still somewhere |
| 19:17 |
RealBadAngel |
let them grow only on soil in close of tree nodes |
| 19:17 |
RealBadAngel |
so it wont march |
| 19:18 |
sofar |
I don't think killing them in full light is that bad |
| 19:18 |
sofar |
but adding log tweaks sounds like a good idea |
| 19:19 |
sofar |
and I'm interested to see if we can use the default decorator to place logs, it would add some nice variety without adding new nodes |
| 19:21 |
RealBadAngel |
some game was doing that already, logs, lotsa other plants etc |
| 19:21 |
RealBadAngel |
eden? |
| 19:21 |
sofar |
yes, moretrees does it |
| 19:21 |
RealBadAngel |
something like that |
| 19:21 |
sofar |
but that is after mapgen |
| 19:22 |
RealBadAngel |
https://dl.dropboxusercontent.com/s/9vpwv7u0gz69omc/ImmersiveFun3.jpg |
| 19:22 |
sofar |
yup. but if we introduce a game concept based on fallen logs, the default game should also have those placed by the default mapgen |
| 19:23 |
* sofar |
takes a stab at it |
| 19:24 |
sapier |
hmmm I remembering doing things similar to mobs_redo in mobf some time ago too ... prior switching to generic interfaces which can be reused |
| 19:25 |
sapier |
wonder if it's possible to get more then 95% compatibility with a simple definition converter |
| 19:25 |
sofar |
a schematic should do fine for logs... can vary the length nicely |
| 19:27 |
paramat |
the difficulty would be detecting level ground for the log to rest on, the decoration api is too simple for this, it would have to be a lua mod using 'on generated' |
| 19:28 |
sofar |
really? |
| 19:29 |
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| 19:29 |
paramat |
the decoration api would create logs with their centre-point at ground level, depending on slopes the log would be half buried, half in the air most of the time |
| 19:29 |
sofar |
that doesn't seem like a problem |
| 19:30 |
RealBadAngel |
indeed |
| 19:30 |
sofar |
logs fall in any orientation ... I have quite a few myself that are half sticking out of the slope :) |
| 19:30 |
sofar |
(I have a 10acre forest property) |
| 19:31 |
sofar |
I'm just gonna try something |
| 19:34 |
paramat |
i guess it would look ok sometimes, sometimes not, like on sides of steep cliffs. anyway do experiment :) |
| 19:36 |
sofar |
I'll have you review my noise_params, I seem to suck at tweaking those |
| 19:45 |
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| 19:46 |
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| 19:53 |
sofar |
paramat: it's putting the logs only ever to the *side*... does the schematic need a dirt block at the base? |
| 19:56 |
paramat |
you need the schematic flags 'place centre x' 'place centre z' for the log centre to be at ground level |
| 19:56 |
sofar |
I have those already |
| 19:57 |
paramat |
force-place flag? |
| 19:57 |
sofar |
it's not placing them on flat dirt, only sticking them against the side of exposed dirt sides |
| 19:57 |
sofar |
I'm just putting a layer of dirt underneath to see how that looks |
| 19:57 |
paramat |
ah schems are placed at ground level, not above |
| 19:57 |
sofar |
yes |
| 19:57 |
paramat |
perhaps a 2-high schem with air as the lower layer |
| 19:57 |
sofar |
yup |
| 19:58 |
paramat |
then don't force-place |
| 19:58 |
sofar |
well I'll do air, dirt, dirt, air (the outer blocks are lower prob) |
| 19:58 |
paramat |
ah yes |
| 19:59 |
sofar |
whoah, xyz ordering |
| 20:00 |
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| 20:00 |
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| 20:01 |
sofar |
ok, that doesn't look half-bad |
| 20:01 |
sofar |
lets find some slopes |
| 20:02 |
sofar |
... not as pretty |
| 20:02 |
cmdskp |
:D |
| 20:03 |
cmdskp |
somehow I can visualise that |
| 20:03 |
sofar |
tbh it's fine on 45 degree slopes, actually |
| 20:04 |
sofar |
vertical cliffs are weird |
| 20:04 |
sofar |
http://i.imgur.com/q6qjeim.png |
| 20:05 |
cmdskp |
quite nice on the flat |
| 20:05 |
sofar |
http://i.imgur.com/lVy8tCH.jpg |
| 20:05 |
cmdskp |
give or take an intersection - that rarifying will help the chances of |
| 20:06 |
sofar |
http://i.imgur.com/kN2ifWM.png |
| 20:06 |
sofar |
yeah I'm planting too many just to make them easy to compare |
| 20:07 |
cmdskp |
It's not so bad - quite realistic for fallen logs to project out over edges like that |
| 20:07 |
Krock |
sofar, looks like there was a whirlwind a while ago |
| 20:07 |
sofar |
Krock: you farted |
| 20:08 |
Krock |
No, then wouldn't be any trees be standing |
| 20:09 |
* paramat |
looks |
| 20:17 |
sofar |
I.... have no clue how to reduce the amount of logs |
| 20:19 |
paramat |
use a lower 'fill ratio' or for noise a lower 'scale' |
| 20:21 |
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| 20:26 |
sofar |
ok, I'll just use fill_ratio which works great |
| 20:26 |
sofar |
I'll make a PR out of this so people can try |
| 20:32 |
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| 20:38 |
sofar |
hmm, fill_ratio works great except for acacia |
| 20:52 |
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| 21:00 |
sofar |
https://github.com/minetest/minetest_game/pull/759 |
| 21:08 |
cmdskp |
now for the mushrooms on top! =) |
| 21:08 |
kaadmy |
yum ;) |
| 21:15 |
sofar |
cmdskp: yes, the nice thing is that it can be done *in* the same decoration |
| 21:17 |
cmdskp |
=D great! |
| 21:17 |
sofar |
we just place mushrooms on top of the log in the schematic with a low probability |
| 21:20 |
* sofar |
watches snow fall outside |
| 21:22 |
cmdskp |
what's 'its' 'probability' at? I really think I need a higher one here outside. |
| 21:22 |
sofar |
probability for snow? |
| 21:23 |
sofar |
friends of mine at 1000ft elevation had 3 inches or so, but in the valley here it's almost none |
| 21:23 |
cmdskp |
yes, how much is outside - a few flakes, 0.01 or a blizzard 0.1? =D |
| 21:23 |
cmdskp |
shame |
| 21:23 |
sofar |
big flakes on wet soil, it's not gonna stick much |
| 21:24 |
cmdskp |
we had that here on Yule-eve |
| 21:25 |
sofar |
http://i.imgur.com/d2rer1p.png - for those following the grass texture PR |
| 21:28 |
cmdskp |
I see |
| 21:29 |
kaadmy |
grass looks smoother |
| 21:29 |
kaadmy |
not rough enough imo |
| 21:34 |
sofar |
that's the issue, some people like rough looks, some like smoother looks |
| 21:34 |
sofar |
tbh the problem isn't either |
| 21:35 |
sofar |
it's just that the default minetest textures are a non coherent set of cobbled up textures with no consistency |
| 21:35 |
sofar |
it needs "styling" |
| 21:35 |
kaadmy |
i agree |
| 21:35 |
sofar |
any "style" will improve it, just as long as it's the same style |
| 21:36 |
sofar |
I've been overhauling textures myself |
| 21:36 |
sofar |
and just putting in my own style seems to work really well |
| 21:57 |
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| 23:43 |
Fixer |
sofar, ast one looks fuzzy |
| 23:44 |
VanessaE |
it lacks "contast" I guess |
| 23:44 |
VanessaE |
looks too much like a perfectly-mowed golf green or so |
| 23:47 |
sapier |
https://github.com/minetest/minetest/pull/3493 ... i remember this bugging me for ages ... now I finaly found out why I couldn't feed mobs with apples |
| 23:47 |
sapier |
hmm wait ... argh ... still can#t do it |
| 23:47 |
sapier |
well at least I can use bucket to get milk now :-) |
| 23:52 |
sapier |
TenPlus1 did rewrite parts of mobf quite close ... converting mobs_redo mobs definitions to mobf on the fly takes less then 1000k lua codelines ... well about 80% of their features ... guess I need to read a little bit more about the combat mode which is in some parts superior to what mobf provides atm |
| 23:53 |
sapier |
wait ... not 1000k .... 1k :-) |
| 23:54 |
cmdskp |
yeah, I was wondering about that 'cause I looked through mobs_redo recently when I added a new feature =) |
| 23:54 |
cmdskp |
It would've taken me much longer at 1000k lua codelines |
| 23:55 |
sapier |
well most code was to translate the harvesting things to mobf .. mobf does already provide harvesting by adding a few parameters while you have to implement it in mobs_redo yourself |
| 23:56 |
sapier |
evaluating if someone did program this took about 250 lines on its own |
| 23:56 |
sapier |
almost everything else is plain resorting of mob definition |
| 23:57 |
sapier |
a small amount of features is missing in mobf ... guess I'm gonna add those to mobf 2.6 .. yet those aren't really big things |
| 23:58 |
sapier |
it's a pitty such a waste of time to write code doing same ... even the same way |
| 23:59 |
sofar |
Fixer: VanessaE: that's the problem with relative perception - it's "less than the current one", but nobody can draw up a style |