| Time |
Nick |
Message |
| 00:17 |
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| 00:21 |
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| 00:39 |
Hijiri |
since minetest-mods is for well-maintained mods, does that mean WIP mods shouldn't be applied for to be added? |
| 00:41 |
Hijiri |
Also is a mod's description.txt handled specially by minetest? I can't find documentation on it |
| 00:41 |
Hijiri |
sofar: ping |
| 00:41 |
sofar |
hey |
| 00:42 |
sofar |
so if the mod is functional, and you intend to futher improve it, then that's fine for minetest-mods |
| 00:42 |
Hijiri |
Alright |
| 00:42 |
sofar |
I don't mind it being a bit too rough around the edges :) |
| 00:42 |
Hijiri |
What if it's buggy since it's WIP? |
| 00:42 |
sofar |
description.txt is used by the mod config screen |
| 00:42 |
Hijiri |
and no stable release yet |
| 00:42 |
Hijiri |
sofar: Ok, thanks |
| 00:43 |
sofar |
depends, does it regularly crash the server, or does some stuff not work yet? |
| 00:43 |
Hijiri |
I'm not sure yet, I guess I should test it more first |
| 00:43 |
sofar |
:^) |
| 00:43 |
Hijiri |
The basic functionality is there, but I'm sure there are cases it would crash the server |
| 00:43 |
sofar |
feel free to discuss minetest-mods stuff in #minetest, too, btw |
| 00:43 |
Hijiri |
yeah, maybe that would be better |
| 01:43 |
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| 03:09 |
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| 03:16 |
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| 04:13 |
* sofar |
replaces cat5e with cat6 |
| 04:13 |
cat5e |
sofar, but cat5e has more puns! |
| 04:14 |
sofar |
you're a twisted pair |
| 04:14 |
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| 04:14 |
cat5e |
cat5e, or catse, is better than goatse! |
| 04:34 |
RealBadAngel |
http://i.imgur.com/Iy7nVEi.png |
| 04:34 |
RealBadAngel |
ssao, here we come :) |
| 04:34 |
* RealBadAngel |
yawns |
| 04:34 |
sofar |
bed, here he comes |
| 04:35 |
RealBadAngel |
ive coded multiple rendering targets, have now screen normal, depth map |
| 04:36 |
RealBadAngel |
practically i can now apply any postprocessing effect |
| 04:39 |
RealBadAngel |
good news is that, that i cant see FPS regression when rendering to 3 targets at the same time |
| 04:57 |
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| 06:31 |
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| 06:33 |
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| 07:21 |
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| 07:46 |
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| 08:05 |
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| 08:35 |
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| 08:36 |
RealBadAngel |
nrzkt, http://i.imgur.com/E0xt5HS.png |
| 08:37 |
nrzkt |
RealBadAngel, what should i see ? |
| 08:37 |
RealBadAngel |
i do have screen space normal map and depth map |
| 08:38 |
RealBadAngel |
key to SSAO and number of other effects |
| 08:41 |
RealBadAngel |
up, you can see normals for each visible surface |
| 08:41 |
RealBadAngel |
below is scene depth map |
| 08:57 |
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| 09:13 |
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| 10:41 |
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| 10:44 |
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| 11:02 |
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| 11:40 |
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| 11:41 |
red-001 |
shouldn't negative damage per second heal the player? |
| 11:44 |
Calinou |
yeah, except it doesn't |
| 11:45 |
Calinou |
(damage_per_second is unsigned?) |
| 11:55 |
red-001 |
sofar you say tnt should use an inverse square root to get block damage? |
| 12:05 |
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| 12:06 |
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| 12:22 |
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| 13:00 |
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| 13:18 |
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| 13:24 |
dfelinto |
could someone add a WIP label to this pull request https://github.com/minetest/minetest/pull/3620 ? thanks |
| 13:43 |
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| 13:48 |
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| 14:16 |
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| 14:25 |
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| 14:29 |
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| 14:31 |
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| 14:33 |
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| 14:40 |
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| 14:50 |
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| 14:59 |
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| 15:05 |
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| 15:10 |
Taoki |
RealBadAngel: Hi. Any news on the lighting thing please? Curious how that went since last time :) |
| 15:11 |
Taoki |
http://i.imgur.com/E0xt5HS.png - So you managed to extract those buffers? That is amazing! Most things should be easily possible from here on. |
| 15:11 |
sofar |
dfelinto_afk: if you insert lines starting with " [ ] - to do item" in the description list, it makes checkboxes |
| 15:11 |
RealBadAngel |
not really "exctract", had to code rendering to multiple targets |
| 15:11 |
sofar |
dfelinto_afk: you can use that to let people know you're still working on parts of the change |
| 15:11 |
Taoki |
I assume green is sun light and red is normal lighting? |
| 15:11 |
* Taoki |
nods |
| 15:12 |
|
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| 15:12 |
RealBadAngel |
the upper one is screen space normal map, you can see there only normal vectors |
| 15:12 |
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| 15:12 |
Taoki |
Cool |
| 15:13 |
RealBadAngel |
the lower one is ofc scene depth map |
| 15:13 |
red-001 |
did you add new shadows? |
| 15:13 |
Taoki |
RealBadAngel: Any thoughts on trying some buffer or volume shadows? |
| 15:13 |
RealBadAngel |
its dynamic, rendered together with scene |
| 15:13 |
red-001 |
cool |
| 15:13 |
RealBadAngel |
not really, im focused now on finishing postprocessing |
| 15:14 |
RealBadAngel |
light will have to wait a bit |
| 15:14 |
Taoki |
ok. |
| 15:14 |
RealBadAngel |
red-001, not yet, i needed those maps in the first place |
| 15:14 |
RealBadAngel |
now i need to clean the PP code then i can do some shaders |
| 15:15 |
RealBadAngel |
SSAO in the first place |
| 15:15 |
RealBadAngel |
then we will have dynamic shadows for everything |
| 15:16 |
Taoki |
Awesome! |
| 15:16 |
RealBadAngel |
one thing that scares me are all those 3d modes |
| 15:17 |
RealBadAngel |
i dont think i can test a single one of them |
| 15:17 |
Calinou |
anaglyph should just be removed, nobody uses it |
| 15:17 |
Calinou |
it's not 2002 |
| 15:17 |
RealBadAngel |
they all do mess with rendering |
| 15:17 |
RealBadAngel |
and each one in different way |
| 15:18 |
RealBadAngel |
btw, they all could be made way easier and faster using shaders and multiple targets propably |
| 15:20 |
RealBadAngel |
Calinou, indeed |
| 15:20 |
RealBadAngel |
better give mt support for occulus than that |
| 15:22 |
Calinou |
most VR devices require proprietary SDKs |
| 15:23 |
RealBadAngel |
theres irrlicht library for Occulus |
| 15:24 |
RealBadAngel |
anyway, until i get my own, i cant say its useable or not |
| 15:25 |
RealBadAngel |
so, by now i wont be touching any 3d modes code, i just cant test anything |
| 15:27 |
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| 15:30 |
kaadmy |
RealBadAngel: any screenshots of ssao? is that what you're working on? |
| 15:31 |
RealBadAngel |
kaadmy, no screenshots yet, im coding now things needed to make it possible |
| 15:34 |
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| 15:35 |
red-001 |
how do you turn anaglyph on? |
| 15:35 |
red-001 |
I could be fun... |
| 15:35 |
Calinou |
anaglyph is so bad and fake that it makes any game darker than Doom 3 |
| 15:35 |
red-001 |
lol |
| 15:36 |
Calinou |
but so far, nobody got 3D right, which is why VR has so much success... |
| 15:36 |
Calinou |
what could be fun to have in Minetest is surround support |
| 15:36 |
Calinou |
ie. run Minetest on 3 monitors, with large FOV |
| 15:36 |
Calinou |
a few AAA games support this, but almost no FLOSS game does IIRC |
| 15:36 |
kaadmy |
splitscreen 3d would be nice |
| 15:36 |
red-001 |
that could be nice |
| 15:36 |
kaadmy |
heh doom supports 3 monitors |
| 15:37 |
kaadmy |
vanilla doom |
| 15:37 |
Calinou |
you need an hefty graphics card for this though |
| 15:37 |
red-001 |
yeah |
| 15:37 |
red-001 |
doom? |
| 15:37 |
kaadmy |
srsly, yds |
| 15:37 |
red-001 |
like doom 1? |
| 15:37 |
kaadmy |
yes* |
| 15:37 |
kaadmy |
yep |
| 15:37 |
sfan5 |
<Calinou> a few AAA games support this, but almost no FLOSS game does IIRC |
| 15:37 |
red-001 |
wow |
| 15:37 |
sfan5 |
can't you just make the window larger? |
| 15:37 |
Calinou |
I haven't tried, since I don't have 3 monitors :( |
| 15:37 |
Calinou |
I'll have 2 soon but since my graphics card does not have 3 outputs, I can only use 2 |
| 15:38 |
sfan5 |
>not 3 outputs |
| 15:38 |
sfan5 |
wat |
| 15:38 |
Calinou |
it should be supported both on Windows and GNU/Linux by the way :P |
| 15:38 |
Calinou |
sfan5, GTX 570 |
| 15:38 |
kaadmy |
http://www.chocolate-doom.org/wiki/index.php/Three_screen_mode |
| 15:38 |
sfan5 |
mine has 4 |
| 15:38 |
sfan5 |
2 dvi, 1 hdmi, 1 displayport iirc |
| 15:38 |
kaadmy |
^ kinda hacky, but DOOM WITH 3 MONITORS |
| 15:39 |
sfan5 |
Calinou: gtx 950 |
| 15:39 |
Calinou |
kaadmy, yeah, extremely hacky, it spawns 3 players |
| 15:39 |
kaadmy |
yup |
| 15:39 |
kaadmy |
was removed in vanilla 1.2 up |
| 15:40 |
red-001 |
are two of them hidden somehow? |
| 15:42 |
kaadmy |
no idea ;) |
| 15:45 |
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| 15:45 |
RealBadAngel |
#3623 |
| 15:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/3623 -- Multiple render target (MRT) support class by RealBadAngel |
| 15:47 |
nrzkt |
RealBadAngel, what is the interest of this class, it's not used. |
| 15:47 |
RealBadAngel |
it will be used |
| 15:47 |
RealBadAngel |
its a important part of postprocessing |
| 15:48 |
RealBadAngel |
SSAO, DOF etc will use it |
| 15:48 |
nrzkt |
then add a usage with your PR, i didn't like unused code :p |
| 15:49 |
RealBadAngel |
im not sure bout that, plz wait for next related PRs |
| 15:49 |
RealBadAngel |
theres shitload more to come |
| 15:50 |
RealBadAngel |
next one is going to be even more interesting ;) |
| 15:57 |
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| 15:57 |
nrzkt |
maybe combine this code with next using it. The PR seems fine, but without application i cannot tell +1 in MT because it doesn't affect it |
| 15:59 |
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| 16:01 |
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| 16:03 |
RealBadAngel |
#3624 |
| 16:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/3624 -- Include irrPP post processing addon for Irrlicht by RealBadAngel |
| 16:03 |
RealBadAngel |
nrzkt, this need some revieving definitely |
| 16:03 |
RealBadAngel |
+s |
| 16:04 |
RealBadAngel |
nrzkt, i do have way too many complex parts of code to be used to mixed in single commit |
| 16:04 |
RealBadAngel |
*to be mixed |
| 16:11 |
red-001 |
sofar is this what you meant when you said tnt should use inverse square? https://github.com/red-001/minetest_game/commit/d38f227abf3e6df789ed5af24329d180a30352e4 |
| 16:19 |
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| 16:30 |
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| 16:33 |
sofar |
red-001: that's not an inverse square :) |
| 16:33 |
sofar |
red-001: 1 / (x * x) is inverse square |
| 16:34 |
sofar |
although it should be inverse cubed |
| 16:34 |
sofar |
1 / (x*x*x) |
| 16:34 |
sofar |
that whole routine is messed up anyway |
| 16:34 |
red-001 |
x being? |
| 16:35 |
sofar |
distance |
| 16:35 |
red-001 |
ohh |
| 16:36 |
red-001 |
well that makes sense |
| 16:36 |
red-001 |
so it should be inverse distance cubed? |
| 16:37 |
sofar |
I mean, physics, I think it attenuates inverse cubed |
| 16:37 |
sofar |
hmmm |
| 16:38 |
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| 16:38 |
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| 16:38 |
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| 16:38 |
sofar |
no |
| 16:39 |
sofar |
I'm wholly mistaken with the cube |
| 16:39 |
sofar |
it's inverse square |
| 16:39 |
sofar |
1 / (dist * dist) |
| 16:42 |
red-001 |
if I want to add diffirent blast strengths would it be 1/ (d * d) * strength ? |
| 16:42 |
sofar |
right. initial intensity is a constant |
| 16:42 |
sofar |
strength / ( d * d ) |
| 16:42 |
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| 16:43 |
red-001 |
ok |
| 16:43 |
red-001 |
making a new PR for this |
| 16:44 |
red-001 |
unless you want to add it to your one |
| 16:44 |
sofar |
the entity_physics routine is full of errors as well |
| 16:44 |
red-001 |
minetest is full of errors |
| 16:44 |
sofar |
nah, it's just cobbled up code that doesn't even do what it attempts to do |
| 16:44 |
sofar |
if you'd delete all of that, nobody would notice |
| 16:45 |
red-001 |
lol |
| 16:45 |
red-001 |
I didn't try to read it yet |
| 16:47 |
red-001 |
I think you could save the name of the player that activates the tnt as meatdata |
| 16:47 |
red-001 |
and use the entity punch |
| 16:47 |
red-001 |
that way mobs will attack you if you hurt them with tnt |
| 16:54 |
sofar |
you could store the placer in node metadata |
| 16:54 |
sofar |
can mesecons activate tnt? |
| 16:57 |
Hijiri |
I think so |
| 17:06 |
sofar |
yeah, then you want to store the placer. If you can determine the lighter later, you use that, but if not, use the placer :) |
| 17:16 |
red-001 |
maybe |
| 17:16 |
red-001 |
yes storing the placer would be good too |
| 17:17 |
red-001 |
and make sure there is a fallback that doesn't use punch |
| 17:21 |
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| 17:26 |
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| 17:44 |
sofar |
yet another github bugreport filed |
| 17:50 |
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| 17:53 |
red-001 |
sofar game#809 |
| 17:53 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/809 -- Fix TNT mod not calculating blast intensity. by red-001 |
| 17:54 |
red-001 |
thanks for the help |
| 18:46 |
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| 23:02 |
Taoki |
RealBadAngel: Any new screenshots to share, from both postprocessing and new lighting? They seem to be advancing so fast, I'm uncontrollably wondering what is there now :D |
| 23:03 |
RealBadAngel |
a few last hours nothing advanced. i was sleeping ;) |
| 23:03 |
Taoki |
Speaking of DoF: As long as you have the depth buffer, it should literally take a few couple of minutes to add that in. As you basically blur the final render with the z-buffer :) |
| 23:03 |
Taoki |
Ahh, ok ^^ |
| 23:05 |
RealBadAngel |
DOF will be in fact easy to add, but i need to cleanup the code first |
| 23:05 |
RealBadAngel |
in day or two, there will be a branch with my current work aviable |
| 23:07 |
RealBadAngel |
so you will be able to test some stuff |
| 23:07 |
Taoki |
Awesome |
| 23:08 |
Fixer |
hmm |
| 23:08 |
Fixer |
i will test it on later stage (to not beg too much about win binaries from sfan or krock) |
| 23:20 |
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