| Time |
Nick |
Message |
| 00:07 |
red-001 |
whats the gliche? |
| 00:09 |
Zeno` |
lighting glitch |
| 00:09 |
Zeno` |
http://tinypic.com/view.php?pic=2isijnr&s=9#.WHQVkGcvA18 |
| 00:09 |
red-001 |
does it affect windows pages only or something? |
| 00:10 |
red-001 |
players** |
| 00:10 |
red-001 |
not pages |
| 00:10 |
Zeno` |
no |
| 00:10 |
Zeno` |
I use Linux |
| 00:10 |
Zeno` |
I'm just saying that most windows players can't and don't compile their own clients |
| 00:10 |
red-001 |
since you said that very few windows players build their client |
| 00:10 |
red-001 |
ok |
| 00:11 |
Zeno` |
so they can't get HEAD |
| 00:11 |
Zeno` |
if that makes sense |
| 00:11 |
red-001 |
oh I see |
| 00:11 |
red-001 |
I though the windows build was broken or something |
| 00:11 |
Zeno` |
It's an old bug anyway so will probably stay there until next release |
| 00:12 |
Zeno` |
nah, 0.4.15 is :) |
| 00:12 |
Zeno` |
then the glitch was accidentally fixed since that release |
| 00:12 |
red-001 |
well they can always get builds form the builds section of the forums |
| 00:12 |
Zeno` |
true |
| 00:12 |
Zeno` |
who builds them? sfan5? |
| 00:12 |
Zeno` |
does krock still do builds? |
| 00:13 |
red-001 |
dunno |
| 00:13 |
red-001 |
krock was the only person that did MSVC builds right? |
| 00:16 |
Zeno` |
that I know of |
| 00:21 |
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| 01:12 |
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| 01:13 |
paramat |
nah we don't need an emergency release. i expect those lighting bugs will continue elsewhere |
| 01:14 |
paramat |
i can't see how the light curve fixed that glitch, weird |
| 01:24 |
Zeno` |
neither can I, but it does :/ |
| 01:34 |
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| 01:59 |
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| 02:10 |
sofar |
Zeno`: for crying out loud can you NOT use tinypic? |
| 02:10 |
sofar |
Zeno`: 30 seconds of loading ADS and IT STILL DOESN"T LOAD THE IMAGE |
| 02:11 |
VanessaE |
imgur is your friend :) |
| 02:12 |
Zeno` |
sofar, it's not my link |
| 02:12 |
Zeno` |
that was from a player when I said I couldn't see the glitch (I couldn't because I was using HEAD at the time) |
| 02:16 |
Zeno` |
here |
| 02:16 |
Zeno` |
http://oi64.tinypic.com/2isijnr.jpg |
| 02:16 |
Zeno` |
it's still not my screenshot though :P |
| 02:21 |
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| 07:51 |
Zeno` |
where is hmmm? |
| 07:51 |
VanessaE |
[01-08 04:45] * hmmmm has quit (Remote host closed the connection) |
| 07:52 |
Zeno` |
odd |
| 08:08 |
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| 08:13 |
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| 08:17 |
juhdanad |
sofar: you wrote to #4986 that the palette would be a bad idea. Here is how I think it could be implemented: |
| 08:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/4986 -- Hardware node coloring by juhdanad |
| 08:17 |
juhdanad |
You define color palettes as 16*16 pixel images. These are sent with the other textures to the client. |
| 08:18 |
juhdanad |
This way modders don't have to type many color codes per node, but they can directly edit their palette in an editor. |
| 08:19 |
juhdanad |
Then in the nodedef the server sends the name of the texture. This makes palettes reusable. |
| 08:20 |
juhdanad |
Since you can define a custom palette, even wallmounted, facedir etc. nodes could have 8 color variations with a repetitive palette. |
| 08:21 |
juhdanad |
Would that be acceptable for you? |
| 08:23 |
VanessaE |
as long as the "palette" image can go beyond 16px (and hence the color depth increases accordingly), sure |
| 08:25 |
juhdanad |
VanessaE: the palette image can not have more than 256 pixels, since param2 is 8 bit long. |
| 08:25 |
VanessaE |
(though a 16px image would provide 256 color entries, if I understand you right) |
| 08:25 |
VanessaE |
oh so you're proposing param2 be an index into the palette image |
| 08:25 |
juhdanad |
Yes! |
| 08:25 |
VanessaE |
sorta like gif. |
| 08:25 |
VanessaE |
that's not a bad idea, but can it be done? |
| 08:25 |
juhdanad |
I hope so. |
| 08:26 |
VanessaE |
I could get behind that idea. |
| 08:26 |
VanessaE |
and I assume one would supply the "standard" 256-color palette with MT. |
| 08:26 |
VanessaE |
(the 8-bit VGA one, I think it was) |
| 08:26 |
red-001 |
could someone review #5000 ? |
| 08:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/5000 -- Simpler serverlist search by red-001 |
| 08:37 |
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| 21:13 |
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| 21:16 |
paramat |
no hmmmm again :( well, it could be a good thing in that he doesn't feel obliged to always be in channel, i like to be absent sometimes too |
| 21:17 |
paramat |
any more comments on #5014 ? might merge later |
| 21:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/5014 -- Sky: Do not darken in dark places when above water_level by paramat |
| 21:30 |
Fixer |
paramat: I think it needs another approval. Why so few people care to comment on it? Thats a big problem for floatlands and in some other areas, yet nobody comments much |
| 21:37 |
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| 22:10 |
paramat |
it's understandable, people are busy and there are lots of PRS waiting for review :] |
| 22:11 |
VanessaE |
so review them :) |
| 22:12 |
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| 22:13 |
sfan5 |
I did already, that's the problem |
| 22:26 |
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| 22:58 |
nore |
sofar: what would be the problem with using a 16x16 texture as a palette? |
| 22:59 |
nore |
storing the palette would require as much as memory as the texture anyway |
| 22:59 |
nore |
so what's the problem with using a texture for that? |
| 23:00 |
sofar |
ah, I was wondering about that idea |
| 23:00 |
sofar |
it would certainly be space efficient |
| 23:00 |
sofar |
how would you declare a tiledef then? |
| 23:00 |
sofar |
tiles = {{name = "foo.png", palette = "modname_palette.png"}}, ? |
| 23:01 |
sofar |
it would remove the need to make a new packet, sure |
| 23:01 |
sofar |
but the server would still have to add the asset to the list of textures to send to the clients |
| 23:02 |
sofar |
it feels "hacky" |
| 23:23 |
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