| Time |
Nick |
Message |
| 00:04 |
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| 00:24 |
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| 00:32 |
* Fixer |
>_> RealBadAngel |
| 00:33 |
RealBadAngel |
Fixer, what? |
| 00:33 |
Fixer |
RealBadAngel, waiting for some good news :) |
| 00:34 |
RealBadAngel |
ive done 4 out of 6 faces already |
| 00:34 |
RealBadAngel |
but definitely that will fix the issue |
| 00:34 |
Fixer |
i will test it for sure |
| 00:34 |
RealBadAngel |
i know that it works |
| 00:34 |
Fixer |
good luck with it |
| 00:36 |
RealBadAngel |
http://i.imgur.com/3y2onB1.png |
| 00:36 |
RealBadAngel |
as you can see it looks ok |
| 00:37 |
Fixer |
RealBadAngel, do you have some kind of AA on? |
| 00:37 |
RealBadAngel |
thats upscaling |
| 00:38 |
RealBadAngel |
low res render upscaled full screen |
| 00:38 |
Fixer |
hmm, looked at my apple, your apple looks right |
| 00:38 |
RealBadAngel |
btw, that can be used on slower machines |
| 00:39 |
RealBadAngel |
render it in 800x600 for example and upscale to whatever res needed, worse looking but definitely faster |
| 00:40 |
RealBadAngel |
http://i.imgur.com/heaYQ8I.png |
| 00:41 |
Fixer |
yeah |
| 00:41 |
lezzy |
RealBadAngel: is it something easy to maybe add a custom texture to the clouds? |
| 00:42 |
lezzy |
like the sun and moon |
| 00:42 |
RealBadAngel |
lezzy, propably easy |
| 00:42 |
lezzy |
lol rendering is one thing it on trust me i tried a few times |
| 00:42 |
lezzy |
thing im lost on* |
| 00:44 |
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| 01:09 |
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| 03:49 |
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| 04:17 |
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| 05:04 |
RealBadAngel |
kahrl, wanna laugh a bit? fix for wielded item is one liner propably. at least it fixes it for me |
| 05:05 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/camera.cpp#L649 |
| 05:05 |
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| 05:06 |
RealBadAngel |
setting near to 10 instead of 0.1 does the trick |
| 05:11 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3586 |
| 05:11 |
RealBadAngel |
needs to be tested ofc |
| 05:25 |
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| 11:41 |
RealBadAngel |
so, anybody here with wielded item glitch? |
| 12:06 |
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| 13:25 |
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| 13:33 |
EvergreenTree |
Is it expected behavior for /revoke to not revoke certain privileges in singleplayer? |
| 13:34 |
Calinou_ |
EvergreenTree, yes, because the "name" player gets all privileges and can't be revoked |
| 13:34 |
Calinou_ |
except the ones whose "give_to_singleplayer" flag is set to false |
| 13:35 |
EvergreenTree |
Is there any way of revoking said privileges? |
| 13:35 |
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| 13:47 |
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| 14:32 |
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| 15:04 |
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| 15:24 |
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| 15:24 |
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| 15:46 |
RealBadAngel |
hi |
| 15:47 |
RealBadAngel |
had weekend ended already? ;) |
| 15:47 |
RealBadAngel |
kahrl? |
| 16:05 |
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| 16:09 |
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| 16:12 |
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| 16:17 |
kahrl |
RealBadAngel: hi, just came back from work yes |
| 16:18 |
kahrl |
is it really just a Z-fighting issue? that would be a bit... disappointing :P |
| 16:18 |
kahrl |
but nice since it's so simple to fix |
| 16:18 |
|
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| 16:18 |
RealBadAngel |
kahrl, nice, but costed me two nights |
| 16:19 |
RealBadAngel |
as you can see in #minetest its checked already |
| 16:19 |
RealBadAngel |
you can merge it |
| 16:19 |
Fixer |
kahrl, weild item bug is fixed for me on Win7 + ATI |
| 16:20 |
kahrl |
so I guess the only ones that ran into the problem were those with low Z-buffer bit depth |
| 16:20 |
kahrl |
if the fix still doesn't fix it for everyone, another thing we could try is polygon offset |
| 16:22 |
RealBadAngel |
kahrl, ive tried everything incuding rewriting extruded meshes from scratch |
| 16:23 |
kahrl |
oh wow |
| 16:23 |
|
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| 16:23 |
kahrl |
btw, (in case you checked:) at what near value does the wield mesh start getting cut off? |
| 16:23 |
RealBadAngel |
ive made them able to turn off backface culling |
| 16:23 |
RealBadAngel |
so it can be point for another patch |
| 16:23 |
RealBadAngel |
oops, turn ON |
| 16:24 |
RealBadAngel |
1.0 is quite enough |
| 16:24 |
RealBadAngel |
but you can see then glitches of your mesh |
| 16:24 |
RealBadAngel |
x faces edges are sometimes visible on y planes |
| 16:25 |
RealBadAngel |
so i moved it further |
| 16:25 |
RealBadAngel |
10 makes the glitches gone |
| 16:25 |
kahrl |
ah, with near value = 100 it already cuts off the front of the mesh |
| 16:26 |
kahrl |
so 10 is probably the best |
| 16:26 |
jin_xi |
is that BS or coincidence? |
| 16:27 |
RealBadAngel |
no |
| 16:27 |
kahrl |
I'm not sure, the wield mesh has a lot of weird transformations applied to it |
| 16:27 |
paramat |
RealBadAngel #3547 have you fixed nerzhul's issue? if so i can merge it once it's rebased |
| 16:27 |
RealBadAngel |
i get best result with 100 (near) 1000 (far) |
| 16:27 |
RealBadAngel |
but i didnt wanted to push it that far |
| 16:27 |
|
Alduin_ joined #minetest-dev |
| 16:28 |
kahrl |
RealBadAngel: do you? I can't see the whole wield mesh then |
| 16:28 |
RealBadAngel |
paramat, i was about to ask you why you have removed "will merge later" comment |
| 16:28 |
RealBadAngel |
and yes, its rebased with inlining |
| 16:29 |
paramat |
i wasn't sure if you had fixed nerzhul's issue |
| 16:29 |
paramat |
ok cool |
| 16:29 |
RealBadAngel |
kahrl, transformation are only applied in 3d modes |
| 16:29 |
RealBadAngel |
to shift the mesh |
| 16:30 |
RealBadAngel |
in regular mode you could delete that code without any side effects |
| 16:30 |
kahrl |
RealBadAngel: I meant that scaling by WIELD_SCALE_FACTOR and the rotation, and I can't remember if there's other stuff |
| 16:31 |
RealBadAngel |
kahrl, for testing ive made that mesh displayed with smgr |
| 16:31 |
RealBadAngel |
not in derrived scene manager |
| 16:32 |
RealBadAngel |
also i was testing it with different renderer |
| 16:32 |
RealBadAngel |
everything seems fine |
| 16:32 |
RealBadAngel |
we do have fixer and rubenwardy reports that fix works in regular enviroment |
| 16:33 |
RealBadAngel |
btw, wielded case is the only one that changed "near" value of the camera |
| 16:33 |
kahrl |
it was originally drawn in the same scene as everything else, but the problem was that the wield mesh then gets clipped by nearby nodes |
| 16:33 |
paramat |
i could merge this too then later |
| 16:33 |
RealBadAngel |
default is 1.0 |
| 16:34 |
RealBadAngel |
when you create scene manager |
| 16:34 |
RealBadAngel |
only one that dared to change it is wielded one |
| 16:34 |
RealBadAngel |
1.0 is enough to say that glitch is gone |
| 16:34 |
RealBadAngel |
but i wanted to hide wielded mesh faults |
| 16:35 |
RealBadAngel |
so 10 works just great |
| 16:35 |
RealBadAngel |
ive made about 300 of screenshots, shall i upload them all as a prove? |
| 16:36 |
kahrl |
RealBadAngel: what matters is the quotient far / near, and 1000 / 0.1 is really not that far off from the default 3000 / 1 |
| 16:36 |
RealBadAngel |
kahrl, i can provide you with code to test it |
| 16:36 |
kahrl |
it only got problematic because there are many (non-connected) vertices very close to each other in the wield mesh |
| 16:37 |
RealBadAngel |
idk what caused problem, ive found out what solves it |
| 16:37 |
|
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| 16:38 |
RealBadAngel |
ive made even properly mapped extruded meshes with separated materials for each face to test culling |
| 16:38 |
rubenwardy |
Wow, that diff: https://github.com/minetest/minetest/pull/3586/files |
| 16:38 |
RealBadAngel |
your design doesnt care about which side should be displayed |
| 16:39 |
RealBadAngel |
but as you can clearly see it wasnt the cause for the glitch |
| 16:40 |
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| 16:42 |
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| 16:44 |
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| 16:44 |
RealBadAngel |
3 reports that bug is fixed |
| 16:45 |
RealBadAngel |
shall we wait a few weeks to merge it? ;) |
| 16:45 |
paramat |
is kahrl happy with the implementation? if so i'll merge it later |
| 16:45 |
|
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| 16:46 |
kahrl |
paramat: yeah I gave it a +1 |
| 16:46 |
kahrl |
it seems to fix it for a large chunk of people, time will tell if it fixes it for everyone |
| 16:47 |
paramat |
ok +1 then |
| 16:47 |
kahrl |
RBA: good job on finding it btw :) |
| 16:48 |
RealBadAngel |
thx :) |
| 16:49 |
RealBadAngel |
have i earned 1 feature to be merged for killing two bugs? ;) |
| 16:49 |
kahrl |
well you have to ask Megaf |
| 16:49 |
RealBadAngel |
lol |
| 16:50 |
RealBadAngel |
btw, see my comments on backface culling PR by sofar |
| 16:50 |
RealBadAngel |
that PR is not needed |
| 16:53 |
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| 16:54 |
paramat |
is it ok to merge a PR without rebasing first, as long as there are no conflicts? i'm not sure if #3547 needs rebasing |
| 16:55 |
eliemichel |
I was wandering on the wiki and found that: http://dev.minetest.net/Formspec_json |
| 16:55 |
eliemichel |
Don't know exactly what it is about, but why using a JSON file when you could use directly the lua syntax to serialize data? |
| 16:56 |
kahrl |
paramat: how exactly do you merge it? |
| 16:57 |
paramat |
clone minetest, wget patch, git am, git push |
| 16:57 |
kahrl |
I think git am is pretty much a rebase, so that's ok |
| 16:58 |
RealBadAngel |
paramat, get yourself a visual git client |
| 16:59 |
RealBadAngel |
paramat, http://i.imgur.com/5EiPPrv.png |
| 17:00 |
paramat |
yes the method is known as a rebasing method |
| 17:01 |
paramat |
currently i trust when the thread says 'This branch has no conflicts with the base branch' and attempt a merge |
| 17:02 |
RealBadAngel |
with this client you can manually exclude even single lines |
| 17:02 |
RealBadAngel |
so rebasing conflicting PR is child's play |
| 17:04 |
paramat |
ok i will merge 3586 3587 3547 very soon |
| 17:05 |
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| 17:08 |
paramat |
nore sfan5 any comments on https://github.com/minetest/minetest_game/pull/784 'Default: Add vacuum node and mapgen_vacuum alias'? |
| 17:16 |
paramat |
now merging to engine |
| 17:25 |
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| 17:25 |
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| 17:26 |
paramat |
merged |
| 17:35 |
paramat |
simple PR to stop liquids spreading on ignore https://github.com/minetest/minetest/pull/3581 review/approval appreciated |
| 17:39 |
RealBadAngel |
paramt, all i can say that those water looks like shit |
| 17:39 |
RealBadAngel |
no matter where it stops |
| 17:40 |
RealBadAngel |
without shaders and tangent space it will always look so |
| 17:40 |
RealBadAngel |
but thats just "btw" |
| 17:41 |
RealBadAngel |
that applies also to river flow in valleys |
| 17:42 |
RealBadAngel |
good work on making actual flow |
| 17:42 |
RealBadAngel |
but gfx representation of it sux big time |
| 17:51 |
hmmmm |
hrmm paramat, it doesn't seem like the problem hasn't actually been solved with your PR |
| 17:51 |
hmmmm |
it suffers the same issue as the last PR for this |
| 17:53 |
paramat |
yes it only stops the ugly spreading, any possible updating abm can be a later commit in game |
| 17:54 |
hmmmm |
but that makes it worse |
| 17:54 |
hmmmm |
because now the liquid gets stuck |
| 17:54 |
paramat |
it got stuck before |
| 17:54 |
hmmmm |
sorry, i won't approve of this until there's a full solution.. |
| 17:55 |
hmmmm |
huh? |
| 17:55 |
hmmmm |
it did? |
| 17:55 |
sofar |
RealBadAngel: I can't get special_tiles = { "foo.png", backface_culling = true } to work |
| 17:55 |
paramat |
is tested, drop water in floatlands |
| 17:55 |
paramat |
it spreads and gets stuck, now it doesn't spread and gets stuck |
| 17:56 |
hmmmm |
okay |
| 17:56 |
hmmmm |
that being said, as long as it doesn't make anything WORSE i'll support it |
| 17:56 |
paramat |
ok thanks, to be sure i'll test again |
| 17:57 |
hmmmm |
hrmm |
| 17:57 |
hmmmm |
flowing_down = true rather than breaking out of the processing loop early |
| 17:58 |
hmmmm |
does that actually work, if you have flowing_down = true into a solid block? |
| 17:58 |
sofar |
RealBadAngel: no matter where I put backface_culling ... it doesn't do anything for mesh nodes |
| 17:58 |
paramat |
with 'flowing down' it acts as if there is air below and doesn't spread, however ignore is not floodable so it doesn't actually flow down |
| 17:59 |
sofar |
RealBadAngel: my assumption is that disabling it for mesh nodes in nodedef.cpp is what kills it entirely for mesh nodes |
| 17:59 |
RealBadAngel |
sofar, i will test it, but it shout work out of the box |
| 17:59 |
hmmmm |
ahh okay then |
| 17:59 |
paramat |
currrently the problem is it acts as if ignore is solid |
| 17:59 |
RealBadAngel |
anyway, that approch is imho the correct one |
| 17:59 |
sofar |
RealBadAngel: just grab the "newdoor" branch from me from minetest_game, since this is all about making the doors work |
| 17:59 |
RealBadAngel |
at least we went that direction vefore |
| 17:59 |
RealBadAngel |
*before |
| 18:00 |
RealBadAngel |
making another same named flag applying to all the tiles will break existing ones |
| 18:02 |
RealBadAngel |
https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L1097 |
| 18:02 |
RealBadAngel |
see all the water nodes defs |
| 18:05 |
RealBadAngel |
if the other approach is bugged imho it shall be fixed rather than introducing new way |
| 18:12 |
RealBadAngel |
having it defined per tile (material) allows also meshes built out of different kind of materials |
| 18:18 |
|
kaeza joined #minetest-dev |
| 18:27 |
paramat |
hmmmm, in testing: currently water gets stuck when it hits ignore and spreads completely reaching a steady state. if you quickly fly down when you see it start to spread and generate the mapchunk below, the half-spread area of water will start to descend because it's still updating itself |
| 19:15 |
RealBadAngel |
idk what you have done atm, but quick idea is to have separate flowing node with abm that will turn again into regular flowing on detection of something placeable beneath |
| 19:21 |
paramat |
ah yes, will consider |
| 19:21 |
RealBadAngel |
that way you wont have abms on all flowing ones |
| 19:21 |
RealBadAngel |
only those that hit the wall |
| 19:22 |
paramat |
Fixer talk in channel, is on topic and info might be helpful for others |
| 19:23 |
Fixer |
i will copy it to here: |
| 19:23 |
Fixer |
"to make metters worse, start two sources (1 lava and 1 water) near each other on the sides (with 1 nodes space i think), let them flow over ignore, ???, even more, ???, disconnect, reconnect, lots of liquid bugs!" |
| 19:24 |
Fixer |
" when water and lava flow over ignore they start interacting, creating rocks in layers, thing gets even more complex, i've seen it on actual servers, i will try to recreate it too, lava + water can create huge and bad buggy flows that impossible to remove without worldedit" |
| 19:24 |
paramat |
the lack of spreading might help this |
| 19:30 |
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red-001 joined #minetest-dev |
| 19:36 |
red-001 |
~web title https://github.com/minetest/minetest_game/pull/667 |
| 19:36 |
ShadowBot |
red-001: Add tnt API. by red-001 · Pull Request #667 · minetest/minetest_game · GitHub |
| 19:37 |
red-001 |
~web title https://github.com/minetest/minetest_game/pull/602 |
| 19:37 |
ShadowBot |
red-001: Add access privilege that allows players to bypass protection. by red-001 · Pull Request #602 · minetest/minetest_game · GitHub |
| 19:52 |
sofar |
when is special_tiles ever used? |
| 19:53 |
sofar |
oh, I see, only glasslike and liquid drawtypes |
| 19:53 |
kaadmy |
and torches |
| 19:54 |
kaadmy |
animated textures, no backface culling(water, maybe glass) |
| 19:54 |
kaadmy |
and iirc it's deprecated |
| 19:54 |
kaadmy |
ah, ignore the above ^ |
| 19:54 |
kaadmy |
it's not deprecated |
| 19:55 |
RealBadAngel |
special_tiles are rarely used |
| 19:55 |
RealBadAngel |
at the start they were used just for water |
| 19:56 |
RealBadAngel |
and didnt have the same count as regular tiles at all |
| 19:56 |
RealBadAngel |
ive raised that to hold 6 too |
| 19:57 |
RealBadAngel |
most intuitive use of special tiles shall be alternative to regular tiles, switched by param2 |
| 19:57 |
RealBadAngel |
this way, all nodes that would require two states, will become single nodedef |
| 19:58 |
sofar |
which doesn't work for facedir paramtype2 |
| 19:58 |
Fixer |
paramat, https://i.imgur.com/3U5mvou.png , https://i.imgur.com/jkULszw.png %) |
| 19:58 |
RealBadAngel |
sofar, param2 doesnt occupy all the bits |
| 19:58 |
Fixer |
paramat, stationary, not moving |
| 19:58 |
* paramat |
looks |
| 19:58 |
RealBadAngel |
MSB of param2 is free in all cases |
| 19:59 |
sofar |
RealBadAngel: yeah, that's not bad. 5 bits for rotation, what bits for special_tiles then? |
| 19:59 |
RealBadAngel |
1 |
| 19:59 |
RealBadAngel |
MSB just |
| 19:59 |
sofar |
&= 128? |
| 19:59 |
sofar |
|= 128? |
| 19:59 |
RealBadAngel |
that can be common for all the drawtypes |
| 20:00 |
RealBadAngel |
MSB == Most Significant Bit |
| 20:00 |
RealBadAngel |
so 7th |
| 20:00 |
paramat |
messy. i just dropped water and lava using my PR, 2 clean columns that just stop and don't spread, no stone |
| 20:00 |
Fixer |
paramat, now, try reactivating it %) |
| 20:01 |
paramat |
that's the hard bit |
| 20:01 |
red-001 |
paramat what do you mean by what hmmmmm tried? |
| 20:01 |
RealBadAngel |
sofar, only glasslike framed is using all the bits, thats why i streched volume params for it |
| 20:01 |
red-001 |
hmmmm didn' comment on my PR |
| 20:02 |
paramat |
https://github.com/minetest/minetest/pull/2977#issuecomment-171904091 |
| 20:02 |
paramat |
hmmmmm == kwolekr |
| 20:02 |
red-001 |
ohhh |
| 20:02 |
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| 20:03 |
* red-001 |
thinks thats confusing |
| 20:03 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1601 |
| 20:03 |
sofar |
unmerged patch |
| 20:03 |
Fixer |
paramat, did you watch my link: https://www.youtube.com/watch?v=j63mDfJ5rww go to 0:30 you will see how it can be |
| 20:04 |
RealBadAngel |
content mapblock changes are fixes for glasslike framed |
| 20:04 |
RealBadAngel |
rest is actual change |
| 20:04 |
paramat |
watching |
| 20:04 |
sofar |
split the PR up |
| 20:04 |
RealBadAngel |
now imagine furnace changing state from active to inactive just by setting a param2 bit |
| 20:04 |
sofar |
don't mix a fix and a feature |
| 20:04 |
paramat |
OMG |
| 20:04 |
|
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| 20:05 |
RealBadAngel |
no more two separate nodedefs and mixing them |
| 20:05 |
RealBadAngel |
single code for both states |
| 20:05 |
RealBadAngel |
and furnace is just a weak example |
| 20:05 |
red-001 |
thats just awesome |
| 20:06 |
RealBadAngel |
see number of mesecons nodedefs |
| 20:06 |
RealBadAngel |
and cut them by half with a few lines of code |
| 20:06 |
red-001 |
how is the connected nodes PR sofar? |
| 20:06 |
sofar |
red-001: I think it'll get merged as-is |
| 20:07 |
sofar |
there's a few more cleanups but nothing stopping the functionality at this point |
| 20:07 |
RealBadAngel |
sofar, i would like to play with it a bit, would you mind? |
| 20:07 |
sofar |
after that minetest_game will get new fences and I'll add walls too |
| 20:07 |
sofar |
code is up there, please, feel free to play |
| 20:07 |
sofar |
there's a gist linked int he PR with lua code |
| 20:07 |
RealBadAngel |
ok |
| 20:08 |
RealBadAngel |
im more of the modder than the rest of the devs |
| 20:08 |
red-001 |
would it be better if beds where a mesh? |
| 20:08 |
RealBadAngel |
im lookin at actual usage of the code |
| 20:08 |
RealBadAngel |
not the whities |
| 20:08 |
sofar |
two beds in minetest_game is kind of silly |
| 20:08 |
Fixer |
paramat, that is 0.4.12, but notice how many very weird liquid bugs (like that wide water column hanging like a table or 90deg table), not only over ignore (btw all that rock was made with lava+water iirc) |
| 20:08 |
sofar |
I kind of prefer the mesh one |
| 20:09 |
red-001 |
It could be just a nodebox right? |
| 20:09 |
sofar |
no, it can't |
| 20:09 |
sofar |
nodeboxes can't texture outside 1x1x1 |
| 20:09 |
red-001 |
ohh I forgot |
| 20:10 |
sofar |
besides you need to make a decent UV map to make it usable for modders |
| 20:10 |
red-001 |
thats something that should be fixed |
| 20:10 |
paramat |
well my liquids PR is tested enough i'll merge it later |
| 20:10 |
sofar |
can't, really |
| 20:14 |
Fixer |
paramat, have you tried catch_up = true ? %) also remove neighbors = {"air"}, maybe that will help |
| 20:14 |
sofar |
hmm, does anyone know of a way to share sound files ? |
| 20:17 |
sofar |
do we allow CC-BY-NC 3.0 in minetest? |
| 20:19 |
sofar |
or CC0? |
| 20:19 |
sofar |
damn, I may have to find new sound bites |
| 20:19 |
Fixer |
sofar, freesounds? |
| 20:19 |
Fixer |
sofar, http://freesound.org/ |
| 20:19 |
sofar |
that's where I got the sounds from |
| 20:19 |
sofar |
but I don't want to share them forever |
| 20:19 |
sofar |
just to show them to folks for a sec |
| 20:20 |
kaadmy |
CC0 is allowed |
| 20:20 |
kaadmy |
iirc ^ |
| 20:20 |
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| 20:20 |
sofar |
CC0 == technically public domain, which isn't allowed |
| 20:21 |
sofar |
https://clyp.it/fve52azi |
| 20:22 |
sofar |
https://clyp.it/zfveubot |
| 20:22 |
sofar |
I made those 2 sounds for chest open/close sounds |
| 20:22 |
kaadmy |
nice |
| 20:23 |
red-001 |
isn't public domain not allowed beacuse it doesn't exist in all country's? |
| 20:23 |
sofar |
yeah, I have to remix the two sound bites out that are not appropriately licensed |
| 20:24 |
sofar |
I think one will be easy to replace |
| 20:24 |
kaadmy |
https://forum.minetest.net/viewtopic.php?f=11&t=1271 |
| 20:24 |
kaadmy |
it says CC0 is allowed for mods |
| 20:24 |
sofar |
I don't intend to make this a mod |
| 20:24 |
sofar |
I intend to merge it into minetest_game |
| 20:25 |
red-001 |
walking on snow should be a LOT quieter |
| 20:25 |
VanessaE |
CC) is allowed, because "public domain" as a phrase doesn't exist. so CC0 is an explicit declaration of the equivalent as it's defined in e.g. the US. |
| 20:25 |
VanessaE |
CC0* |
| 20:25 |
kaadmy |
"must be compatible with LGPLv2.1 if inclusion to upstream is desired: LGPL, BSD, WTFPL, CC0" |
| 20:25 |
sofar |
VanessaE: ahhh yes, now I see |
| 20:25 |
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| 20:25 |
red-001 |
currently if you use headphones snow is dangerous to your hearing |
| 20:25 |
sofar |
VanessaE: how about the NC? |
| 20:25 |
VanessaE |
that's fine too |
| 20:26 |
VanessaE |
ND is not allowed though |
| 20:26 |
sofar |
red-001: do you suggest making the sound softer? |
| 20:26 |
red-001 |
yes |
| 20:26 |
VanessaE |
actually, strike that, NC might be disallowed |
| 20:26 |
red-001 |
and quieter |
| 20:26 |
VanessaE |
(because MT's license was chosen to explicitly allow commercial use) |
| 20:27 |
sofar |
VanessaE: yeah, NC kind of goes against lgpl spirit |
| 20:27 |
sofar |
VanessaE: I'll replace that one then |
| 20:27 |
VanessaE |
ok. |
| 20:27 |
sofar |
VanessaE: do you like the sounds in general? I think it'll be nice to have them |
| 20:27 |
VanessaE |
I have not listened. |
| 20:27 |
VanessaE |
I'll leave that to others. |
| 20:31 |
sofar |
grrr, how can I listen to sound bites when my son is watching MC videos next to me XD |
| 20:33 |
sofar |
ooo I found a really nice creak sound |
| 20:38 |
red-001 |
http://freesound.org/people/mparsons99/sounds/94619/ |
| 20:38 |
red-001 |
thats a better snow sound imo |
| 20:38 |
red-001 |
it doesn't sound like snow being punched |
| 20:39 |
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| 20:40 |
sofar |
I should have recorder some snow steps last week |
| 20:41 |
sofar |
we had 8" of cracky, frozen snow on our forest lot |
| 20:41 |
red-001 |
so 20 cm? |
| 20:41 |
sofar |
correct :) |
| 20:42 |
red-001 |
thats a lot |
| 20:43 |
red-001 |
or this http://freesound.org/people/mwirth/sounds/137172/ |
| 20:44 |
sofar |
that's terrible, lol |
| 20:44 |
sofar |
the first one isn't bad |
| 21:04 |
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| 21:09 |
celeron55 |
what if i go out there in the -27°C that we have and record some snow sounds |
| 21:10 |
sofar |
celeron55: sounds or it didn't happen! |
| 21:10 |
sofar |
;) |
| 21:10 |
celeron55 |
i guess this might be a case where the sounds people expect are not realistic at all and that would be the wrong way of creating them |
| 21:10 |
sofar |
celeron55: tbh the current snow sounds imho are fine, maybe we should de-amplify them a bit |
| 21:11 |
sofar |
I don't think the sounds should be realistic at all |
| 21:11 |
sofar |
they should be *suggestive* |
| 21:11 |
sofar |
it's more about the atmosphere |
| 21:13 |
celeron55 |
i don't have a world with snow available to me at the moment but IIRC the snow sound in mt_game was fine, maybe too loud like you said though |
| 21:16 |
sofar |
hmmm, they're fairly loud indeed |
| 21:16 |
sofar |
let's try -3dB |
| 21:20 |
sofar |
yeah, that works for me |
| 21:24 |
sofar |
red-001: celeron55: https://github.com/minetest/minetest_game/pull/792 |
| 21:24 |
sofar |
I think 3dB is enough, more would make them too soft, this takes the "edge" off |
| 21:26 |
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| 21:27 |
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| 21:33 |
paramat |
yes snow is too loud, that needed to be done |
| 21:33 |
sofar |
I compared it to an opening door as reference |
| 21:33 |
sofar |
it's noticably softer now |
| 21:33 |
sofar |
I don't want to make it too soft |
| 21:34 |
sofar |
and 3dB is half the sound volume |
| 21:35 |
paramat |
why not reduce volume in the node definition? |
| 21:35 |
paramat |
gain = 0.15 or something |
| 21:36 |
sofar |
hmmm, I never understood the gain value |
| 21:36 |
sofar |
but, that's an option |
| 21:36 |
paramat |
easier to tweak too |
| 21:37 |
sofar |
yeah I'll change my PR |
| 21:38 |
paramat |
i like how our sounds are fairly 'cartoony', unrealistic and humourous, like the ice/glass sound 'ping ping ping' |
| 21:38 |
paramat |
suits the abstract world |
| 21:41 |
paramat |
better quality too to keep the sound file full volume and reduce the gain |
| 21:41 |
sofar |
right |
| 21:41 |
sofar |
plus the digging sounds were ridic loud |
| 21:41 |
sofar |
so, I'll lower those as well |
| 21:43 |
paramat |
yes |
| 22:18 |
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| 22:34 |
Fixer |
!tell paramat https://i.imgur.com/jO6dOFT.png notice right side, it hangs in step-like fashion, not even spread out |
| 22:34 |
ShadowBot |
Fixer: O.K. |
| 22:38 |
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| 22:42 |
red-001 |
fixer afaik that is casued by how every node calls transforming_liquid_add when it updates it self and then the next node does the same |
| 22:42 |
red-001 |
all those nodes are updating each other |
| 22:46 |
Fixer |
red-001, updating? they are not moving |
| 23:38 |
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| 23:57 |
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