| Time |
Nick |
Message |
| 00:28 |
|
Fixer joined #minetest-hub |
| 01:44 |
luk3yx |
Now that I've upgraded to IrrlichtMt 1.9.0mt1 the normal crosshair looks fine but the object crosshair is still weird |
| 01:44 |
luk3yx |
https://i.imgur.com/4KIH9dD.png |
| 01:52 |
luk3yx |
And the new "join game" tab is a slightly different size (either bigger or smaller depending on the window size) than every other tab, I'm not sure how easy this would be to fix though |
| 04:00 |
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MTDiscord joined #minetest-hub |
| 08:00 |
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ShadowNinja joined #minetest-hub |
| 09:11 |
sfan5 |
the join game tab has received a different design, so that's intentional |
| 09:11 |
sfan5 |
no idea why the object crosshair isn't fixed yet though |
| 09:17 |
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CWz joined #minetest-hub |
| 09:19 |
CWz |
unable to compile latest minetest git, complains about Irrlicht MT missing. i already compiled the minetest fork of Irrlicht. |
| 09:21 |
sfan5 |
there have been changes recently, you may have to compile it again |
| 09:29 |
CWz |
still getting the not found error |
| 09:31 |
sfan5 |
did you install it after building or are you specifying the paths manually? |
| 09:32 |
CWz |
didn't mention this in Irrlicht git page. |
| 09:32 |
MTDiscord |
<y5nw> Look at (for example) the build script for Minetest on the AUR |
| 09:33 |
sfan5 |
better instructions will be added to the README soon but I don't think it's surprising that CMake cannot "guess" where irrlichtmt is |
| 09:42 |
MTDiscord |
<y5nw> Is it possible to build libIrrlichtMt.so and libIrrlichtMt.a at the same time? |
| 09:43 |
sfan5 |
you can build them after each other |
| 09:45 |
MTDiscord |
<y5nw> Ok. So if I want to make a (for example) irrlicht-minetest package, can/should I build libIrrlichtMt.so and libIrrlichtMt.a separately, install them, and copy the header files to /usr/include? |
| 09:46 |
MTDiscord |
<y5nw> /usr/include/irrlichtmt* |
| 09:47 |
sfan5 |
if you for some reason want both the static and dynamic lib you should `make install` normally once and the second time just copy libIrrlichtMt.a where it belongs |
| 09:48 |
sfan5 |
CWz: in case it doesn't work yet here's what you want to pass to Minetest's cmake: -DIRRLICHT_LIBRARY=/somewhere/irrlicht/lib/Linux/libIrrlichtMt.so -DIRRLICHT_INCLUDE_DIR=/somewhere/irrlicht/include |
| 09:49 |
CWz |
all's good. |
| 10:30 |
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| 10:34 |
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Kimapr joined #minetest-hub |
| 10:39 |
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Fixer joined #minetest-hub |
| 11:26 |
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calcul0n_ joined #minetest-hub |
| 11:38 |
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CWz left #minetest-hub |
| 12:38 |
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hlqkj joined #minetest-hub |
| 13:19 |
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olliy joined #minetest-hub |
| 16:47 |
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Fixer_ joined #minetest-hub |
| 18:06 |
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Peppy joined #minetest-hub |
| 18:24 |
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Sokomine joined #minetest-hub |
| 18:45 |
Jordach |
Krock: I've been up to no good btw |
| 18:47 |
Krock |
Jordach: why not? |
| 18:47 |
Krock |
did something happen to your shooter game or what? |
| 18:48 |
Jordach |
I shall demonstrate https://gfycat.com/plumpdampcardinal |
| 18:48 |
Krock |
looks unreal real |
| 18:50 |
Jordach |
I've also gone as far to support materials |
| 18:50 |
Jordach |
where weapons can be made of constituent textures |
| 18:50 |
Jordach |
rather than say a normal uv map |
| 18:52 |
Jordach |
and in case blender's exporter gets crazy ideas on where the material for the player's arms are |
| 18:52 |
Jordach |
you can also define that |
| 18:52 |
Jordach |
(it should be the first material, not shuffled randomly) |
| 18:53 |
Krock |
mind making the punch animation more jerky? I think that would give it a more "powerful" feeling |
| 18:54 |
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Peppy joined #minetest-hub |
| 18:54 |
Krock |
will you implement a stone age to modernity tech tree as well, when you're already at it? :P |
| 18:55 |
Jordach |
it's somewhere between classic arena shooters like Quake 2 and Battlefield 4 |
| 18:55 |
Jordach |
it takes a lot from old and newer games |
| 18:55 |
Jordach |
but the minetest voxel sandbox was included in balancing decisions |
| 19:12 |
Krock |
nice! |
| 19:46 |
Jordach |
and yes I'm playing with conf settings to optimise player render distance |
| 19:47 |
Jordach |
from testing we've had successful raycasts beyond 700 nodes |
| 19:47 |
Jordach |
and have zero impact on server performance |
| 19:49 |
Krock |
unlimited power |
| 19:50 |
MTDiscord |
<Jordach> what i've found is a lot of API calls lock processing steps |
| 19:50 |
MTDiscord |
<Jordach> and basically put everything to pause while the map is worked on |
| 20:08 |
MTDiscord |
<Jordach> i've also discovered some curious natures of how player-attached entities behav |
| 20:08 |
MTDiscord |
<Jordach> they really dont like it client side when one teleports about |
| 20:09 |
MTDiscord |
<Jordach> they visually disconnect, but still receive set_bone_pos or set_animation just fine |
| 20:09 |
MTDiscord |
<Jordach> setting unlimited_player_transfer_distance fixes this weird-ness |
| 20:22 |
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Fixer joined #minetest-hub |
| 20:35 |
Krock |
@Jordach: that setting is deprecated since like 2016 |
| 20:39 |
MTDiscord |
<Jordach> ? |
| 20:40 |
MTDiscord |
<Jordach> so what am i supposed to replace it with |
| 20:43 |
MTDiscord |
<Jordach> oh i see |
| 22:32 |
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aerozoic joined #minetest-hub |