| Time |
Nick |
Message |
| 00:00 |
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kaadmy joined #minetest-dev |
| 00:16 |
paramat |
i need to work on findSpawnPos soon to make it cope with new mapgens. i also have an idea for a 'spawn_scatter' option setting that will scatter spawns over the 2000x2000 area, so that players must travel to find each other and have the option to be all elusive and mysterious |
| 00:22 |
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| 00:24 |
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| 00:25 |
Fixer |
i did git clone and want to merge something from Pull requests for "testing", how can I do that? |
| 00:31 |
red-001 |
get the diff |
| 00:31 |
red-001 |
by adding .diff to the end of the pr url |
| 00:31 |
red-001 |
and then apply that |
| 00:33 |
Fixer |
ty! |
| 01:05 |
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| 01:10 |
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| 01:13 |
est31 |
About forbidding UTF-8 in C++ source code files (even comments): good idea like it |
| 01:14 |
est31 |
just dunno about names |
| 01:14 |
est31 |
of people |
| 01:21 |
est31 |
and paramat about #3634 you seem to oppose any additional functionality if its about graphics, talking all the time about the "spirit" of minetest, etc. and in #3610 you were against an option to turn HUD item rotation on. Some features you even want to abandon (like the normalmaps). But for mapgen, you want to add options? |
| 01:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/3634 -- Feature suggestion: spawn scatter |
| 01:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel |
| 01:23 |
paramat |
yes =} |
| 01:24 |
Fixer |
btw, i found a little bug in 3610 |
| 01:24 |
Fixer |
screenshot attached |
| 01:24 |
est31 |
saw it |
| 01:24 |
est31 |
edited the comment to fixthe url |
| 01:25 |
est31 |
(link was broken) |
| 01:26 |
Fixer |
btw I've setup my debian vm with cross-compilation |
| 01:26 |
Fixer |
and it even works, looking at filmic hdr and inventory |
| 01:31 |
paramat |
i'll try to be consistent in future and oppose all ideas whether good or bad :] |
| 01:33 |
Fixer |
it is random luck or it feels like there much more jungle in a valleys right now |
| 01:33 |
paramat |
http://i.imgur.com/QdFLeve.png 1/10th scale mgwatershed with floatlands and volcanos |
| 01:33 |
est31 |
well it seems to me that "good" is for you something iff its mapgen related |
| 01:33 |
paramat |
mgvalleys uses the standard biome system so same jungle density as always |
| 01:34 |
Fixer |
must be RNG gods |
| 01:39 |
RealBadAngel |
Fixer, fixed that "little" bug |
| 01:39 |
kaadmy |
clouds?!?! |
| 01:39 |
paramat |
i will oppose a bad mapgen idea, and support a good graphics idea, i just usually dislike RBAs work |
| 01:39 |
paramat |
lowered clouds to 1/10th height |
| 01:41 |
RealBadAngel |
paramat, i afraid that for you there are no good graphics ideas other than makin it as simple as possible, preferably ascii art propably ;) |
| 01:46 |
paramat |
once i confirm no fps drop i'll be ok with 3610, good news it's fast |
| 01:50 |
RealBadAngel |
youre displaying a few k of meshes each frame, and wanna test a few k + eight ;) |
| 01:52 |
RealBadAngel |
ofc impact is next to nothing |
| 01:52 |
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| 01:54 |
VanessaE |
paramat: the irony of your statement is that the inventory is already deliberately slowed down to 20fps or so :) |
| 01:56 |
paramat |
sure, i'm only concerned about in-game hotbar |
| 01:56 |
VanessaE |
right |
| 02:01 |
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| 02:04 |
kaadmy |
VanessaE: why doeb the inventory have slower fps? |
| 02:04 |
kaadmy |
save processing power? |
| 02:04 |
kaadmy |
does* |
| 02:08 |
VanessaE |
I think so. |
| 02:09 |
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| 02:41 |
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| 02:41 |
paramat |
cool, confirmed no fps drop, and inventory items are clearer and better lit |
| 02:41 |
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| 03:03 |
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| 03:16 |
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| 04:03 |
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| 04:36 |
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| 05:00 |
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| 05:05 |
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| 05:12 |
cheapie |
Is there a way to shift where a player appears to be compared to where they actually are? The model I'm trying to use is floating off the ground a bit. |
| 05:18 |
est31 |
there is an old bug in the protocol that the player position is sent with offset one |
| 05:18 |
est31 |
current code has to work around |
| 05:19 |
cheapie |
So all I can really do is see about editing the mesh I'm using so it's lower down? |
| 05:20 |
cheapie |
(and if so, what's the easiest way to do so? It's an obj file, and I don't have the .blend it came from) |
| 05:21 |
est31 |
I think so, yes |
| 05:21 |
est31 |
hmm no idea |
| 05:21 |
* cheapie |
is looking |
| 05:24 |
cheapie |
This "MeshLab" thing looks like it might do it, but being the kind of software it is, it likely supports every imaginable operation except that one. |
| 05:26 |
est31 |
heh |
| 05:31 |
cheapie |
So far that seems to be the case. |
| 05:32 |
sofar |
blender can import .obj files and .x with a plugin, and then you can edit it again |
| 05:32 |
cheapie |
It does read the file, allow me to move the whole thing downwards, then export it, but it still looks the same in MT. |
| 05:37 |
cheapie |
sofar: Blender seems to be working, although it's taking some trial and error since I've never used it before. I should be able to get it this way. Thanks! |
| 05:40 |
cheapie |
Heh, I went a bit too far and the car has 4 flat tires now :P |
| 05:40 |
sofar |
blender... is a special child |
| 05:41 |
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| 05:42 |
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| 05:42 |
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| 05:42 |
cheapie |
Seems good now... on to the actual code. |
| 05:43 |
cheapie |
(FWIW, I'm trying to make a non-laggy cars mod by basically turning the player into a car) |
| 05:45 |
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| 05:45 |
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| 05:45 |
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| 05:45 |
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| 05:48 |
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| 05:48 |
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| 05:48 |
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| 05:48 |
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| 05:50 |
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| 05:50 |
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| 05:55 |
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| 05:59 |
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| 06:06 |
RealBadAngel |
http://i.imgur.com/gElpzvk.png |
| 06:07 |
RealBadAngel |
added DoF to postprocess chain |
| 06:19 |
cheapie |
RealBadAngel: Now *that's* pretty. |
| 06:19 |
cheapie |
A bit close, but I'm assuming that's by no means final. |
| 06:21 |
RealBadAngel |
needs fine tuning here and there, but its working properly |
| 06:22 |
RealBadAngel |
and when i said "chain" i meant that all the effects can be set on/off via config |
| 06:22 |
RealBadAngel |
and working ok together |
| 06:26 |
RealBadAngel |
also whats good, all the effects together have rather minimal impact on FPS |
| 06:29 |
cheapie |
Meanwhile, my <50-line non-laggy car mod (well, "car" is a bit of a stretch) is about done. |
| 06:33 |
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| 06:42 |
sofar |
and, is it non-laggy? |
| 06:43 |
sofar |
if you can make cars non-laggy, I wonder if we can make non-laggy carts, too |
| 06:44 |
est31 |
yeey supertuxkart done in minetest engine |
| 06:44 |
est31 |
we are networked before they are xD |
| 06:44 |
sofar |
I was thinking railroad minecarts, but hey, the sky is the limit :) |
| 06:45 |
sofar |
cheapie: interested how you do it, I'd want to see for my `camera` mod |
| 06:45 |
cheapie |
This... isn't anything that sophisticated. |
| 06:46 |
cheapie |
This should sum up what I'm doing: set_properties({mesh="cars_car.obj",textures={"cars_car.png"}}) |
| 06:46 |
sofar |
attach car mesh to player, make player sit animation, override speed physics for player? |
| 06:46 |
cheapie |
I could have done that, I suppose, but who needs to actually /see/ a player in the car? :P |
| 06:47 |
RealBadAngel |
depends on the car model |
| 06:48 |
sofar |
do you modify the collision box? |
| 06:48 |
cheapie |
I would have, but VE-Creative (the intended "target") has so many narrow roads and such that I didn't want to. |
| 07:26 |
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| 08:10 |
red-001 |
game#816 |
| 08:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/816 -- Make TNT faster by using `VoxelManip()` for removing nodes. by red-001 |
| 08:11 |
red-001 |
makes tnt 6 times faster with larger radius's |
| 08:16 |
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| 08:16 |
red-001 |
ShadowNinja ^ |
| 08:49 |
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| 09:10 |
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| 09:34 |
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| 09:44 |
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| 10:02 |
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| 11:31 |
Taoki |
RealBadAngel: God... almost can't believe that's Minetest we're looking at, with those awesome fancy effects. Nice :) |
| 11:37 |
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| 11:50 |
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| 11:58 |
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| 12:39 |
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| 12:52 |
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| 12:52 |
TenPlus1 |
hi folks... |
| 12:52 |
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| 12:53 |
TenPlus1 |
Question: does anyone know of a way you can test for "nan" values using Lua ?? |
| 12:57 |
TenPlus1 |
This page kinda helps but code doesnt work in minetest: http://lua-users.org/wiki/InfAndNanComparisons |
| 13:03 |
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| 13:03 |
TenPlus1 |
wb celeron55 |
| 13:13 |
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| 13:24 |
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| 13:47 |
TenPlus1 |
bye folks |
| 14:00 |
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| 14:19 |
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| 15:26 |
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| 15:34 |
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| 15:40 |
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| 16:26 |
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| 16:42 |
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| 16:54 |
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| 18:17 |
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| 18:29 |
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| 18:32 |
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| 18:37 |
red-001 |
what should minetest.is_protected return? |
| 18:39 |
red-001 |
should it return true if a player can build in an area? |
| 19:02 |
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| 19:05 |
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| 19:21 |
RealBadAngel |
red-001, logical should be to return true if theres protection, so no building possible |
| 19:28 |
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| 19:39 |
celeron55 |
maybe you should read the documentation rather than guessing |
| 19:40 |
celeron55 |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2383 |
| 19:42 |
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| 19:50 |
sofar |
folks, I'm travelling for the next week, and might miss any pings on IRC... |
| 19:52 |
Krock |
have a nice travel! |
| 19:53 |
kaadmy |
happy travels! maybe take along a boat or two? |
| 19:55 |
sofar |
it's a flying mod |
| 19:56 |
sofar |
player:set_attach(plane, {33b}) |
| 20:00 |
kaadmy |
no, it's |
| 20:00 |
kaadmy |
default.player_attached[player:get_player_name()] = true |
| 20:00 |
kaadmy |
or does player:set_attach work? |
| 20:08 |
sofar |
lol |
| 20:11 |
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| 20:12 |
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| 20:16 |
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| 20:17 |
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| 20:26 |
* sofar |
goes to board |
| 20:29 |
Hijiri |
I've used player:set_attach when messing around before |
| 20:29 |
Hijiri |
I didn't even know default.player_attached was a thing |
| 20:34 |
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| 20:35 |
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| 20:49 |
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| 20:49 |
paramat |
i'd like to merge #3630 later, is tested and fairly simple. < hmmmm |
| 20:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/3630 -- Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves by paramat |
| 20:51 |
hmmmm |
i'll take a look |
| 20:54 |
paramat |
i'll merge #3635 later as is trivial tweaks to mgvalleys |
| 20:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/3635 -- Mgvalleys: fix riverbeds below sea level by duane-r |
| 21:03 |
Fixer |
!tell est31 https://github.com/minetest/minetest/commit/860d70bd0e228ee542e3e559961bfc7e56888d77 potential problem with server browser, too slow for me, not sure if related, commented in it |
| 21:03 |
ShadowBot |
Fixer: O.K. |
| 21:38 |
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| 21:41 |
paramat |
nore sfan5 i'll merge game 821 822 814 later |
| 22:02 |
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| 22:04 |
paramat |
hmmmm we should consider unhiding singlenode, we now have players asking weekly in #minetest how to enable it, even if it confuses a few newbies it may be worth it |
| 22:04 |
hmmmm |
why does singlenode have any purpose whatsoever other than for mods? |
| 22:05 |
hmmmm |
i think people just see singlenode someplace and they get "curious" |
| 22:05 |
hmmmm |
that doesn't mean they actually want to use it |
| 22:07 |
paramat |
some players want to use worldedit in it |
| 22:07 |
paramat |
i'm not too bothered either way |
| 22:10 |
kaadmy |
maybe have a minetest.conf variable to enable it in the menu? |
| 22:10 |
paramat |
nah :] |
| 22:12 |
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| 22:14 |
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| 22:34 |
red-001 |
sfaan5 could you take a look at game#602 when you have a chance? |
| 22:34 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 |
| 22:34 |
red-001 |
sfan5 |
| 22:35 |
red-001 |
and game#794 and game#667 |
| 22:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 |
| 22:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 |
| 22:40 |
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| 23:09 |
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