| Time |
Nick |
Message |
| 00:11 |
|
Scotty_Trees joined #minetest |
| 00:12 |
|
progysm joined #minetest |
| 00:20 |
|
illwieckz joined #minetest |
| 00:29 |
hecks |
yet another lua puzzle: https://pastebin.com/4ZsTjL4Y |
| 00:32 |
|
Scotty_Trees joined #minetest |
| 00:35 |
|
Hijiri joined #minetest |
| 00:41 |
hecks |
by the gods, I used : instead of . |
| 00:41 |
hecks |
I hate lua |
| 00:41 |
hecks |
least it's not python |
| 00:42 |
timdorohin |
hecks: well, everything is better than python |
| 00:43 |
hecks |
tell that to the blender foundation... |
| 00:43 |
rubenwardy |
python is nice |
| 00:43 |
rubenwardy |
I prefer Lua, C(++), and Kotlin generally |
| 00:44 |
rubenwardy |
but python is nice for web servers and simple scripts |
| 00:44 |
rubenwardy |
I guess this is called subjectivit |
| 00:45 |
hecks |
...significant whitespace |
| 00:46 |
timdorohin |
rubenwardy: python cant be nice, and lua has pretty good fcgi/wsgi bindings for web too |
| 00:46 |
rubenwardy |
ew |
| 00:47 |
timdorohin |
rubenwardy: lua5.1 is simpler and lightweight, and if you want performance you can use blazing-fast luajit with amazing ffi |
| 00:48 |
rubenwardy |
I prefer maintainability and support |
| 00:48 |
timdorohin |
so for scripts lua wins too |
| 00:50 |
timdorohin |
rubenwardy: >significant whitespace |
| 00:50 |
rubenwardy |
so? |
| 00:51 |
rubenwardy |
I like that |
| 00:51 |
timdorohin |
are python creators used lsd or weed? |
| 00:52 |
rubenwardy |
Lua has significant whitespace |
| 00:52 |
timdorohin |
wut |
| 00:52 |
rubenwardy |
oh nevermind |
| 00:54 |
rubenwardy |
Lua has indices starting with 1 |
| 00:54 |
rubenwardy |
that's worse than significant whitespace |
| 00:54 |
rubenwardy |
given that you should be indenting properly anyway |
| 00:55 |
timdorohin |
afaik python has no multi-line lambdas |
| 00:55 |
timdorohin |
rubenwardy: autoindentation in ide |
| 00:56 |
hecks |
1 based arrays make some things easier by equating "count" with "last index" |
| 00:56 |
hecks |
but they make anything with % absolute hell |
| 00:57 |
hecks |
no multiline lambdas would be a showstopper for me |
| 00:58 |
timdorohin |
hecks: well, 1 based arrays just reverting if and else block most times for me |
| 00:58 |
|
progysm joined #minetest |
| 01:01 |
timdorohin |
but yea, it was sometimes painful to rewrite lua mapgen in c++ |
| 01:03 |
|
ChimneySwift joined #minetest |
| 01:04 |
|
ANAND joined #minetest |
| 01:08 |
|
progysm joined #minetest |
| 01:11 |
|
clavi joined #minetest |
| 01:11 |
hecks |
https://a.uguu.se/mzAxlpIG4Jdn_hit.gif woohoo |
| 01:12 |
hecks |
actors now able to hit other actors in melee |
| 01:12 |
hecks |
animation events fixed |
| 01:12 |
clavi |
lewd |
| 01:14 |
hecks |
even RNG knows this is lewd |
| 01:26 |
Cornelia |
hecks: what is you doing? :P |
| 01:26 |
hecks |
Things... |
| 01:27 |
Cornelia |
What thaaangs |
| 01:27 |
hecks |
For now, stabbing undying jellies as a barely clothed elf girl |
| 01:27 |
hecks |
so, business as usual |
| 01:28 |
Cornelia |
Sounds reasonable. :P |
| 01:28 |
Cornelia |
I was personally surprised to see such detailed animations in Minetest. :P |
| 01:28 |
hecks |
https://a.uguu.se/PsvGzfMVITL5_x.png |
| 01:29 |
hecks |
Minetest: I Can't Believe It's Not Unreal Engine(tm)! |
| 01:29 |
Cornelia |
Heheheh |
| 01:30 |
Cornelia |
From what I've heard.. syncing animations in Minetest from Lua is painful. |
| 01:30 |
hecks |
define syncing... |
| 01:31 |
hecks |
if other clients see the animation off its timing, that is a problem, and probably warrants a PR attempt |
| 01:32 |
Cornelia |
Making it so clients see (roughly) the same thing at the same time. That and/or something about clients having to relay animation frames to and fro the server.. I forget exactly what the issue was I read about. |
| 01:32 |
hecks |
I suppose the clients just start the animation whenever they receive it |
| 01:32 |
hecks |
the solution is to implement "rollback" known from online fighting games |
| 01:33 |
hecks |
that is, starting the animation with an offset depending on the timestamp the server gives you |
| 01:33 |
hecks |
as for other things, well, I just wrote a whole anim system, including a model importer |
| 01:33 |
hecks |
eeeeeeasy |
| 01:33 |
clavi |
hecks: Ore no Irrlicht ga Konna ni Kawaii Wake ga Nai! |
| 01:34 |
hecks |
speak american you terrorist |
| 01:34 |
clavi |
lmao |
| 01:34 |
clavi |
it was an anime reference |
| 01:34 |
hecks |
my little weeaboo can't possibly be this dense |
| 01:35 |
clavi |
some people say "speak american" unironically, so I wasn't sure |
| 01:38 |
hecks |
https://a.uguu.se/Oanjcds8xOBi_waifu.png |
| 01:38 |
clavi |
your character reminds me of ps2 era games |
| 01:43 |
hecks |
https://a.uguu.se/frPuYKrMUgNk_anim.gif |
| 01:45 |
clavi |
neat |
| 01:49 |
hecks |
there are more animations, but minetest's size limit forces me to disable them |
| 01:50 |
rubenwardy |
slightly NSFW |
| 01:51 |
rubenwardy |
as per usual |
| 01:54 |
Cornelia |
hecks: load them in as a separate, hidden model and swap between them as needed? |
| 01:54 |
Cornelia |
I don't know the exact limitations. |
| 01:54 |
hecks |
this.... could almost work |
| 01:55 |
Cornelia |
My inner duct-tape programmer couldn't resist a challenge. :P |
| 01:55 |
hecks |
this thing is 99% duct tape |
| 01:55 |
hecks |
the problem is that I have to do this "preprocessing" step on each .x file, involving parsing it, making changes and writing a new one |
| 01:55 |
Cornelia |
Then it's 99% perfect... :P |
| 01:56 |
hecks |
and minetest imports both; the old and the new |
| 01:56 |
hecks |
while taking quite a bit of its sweet time for each model, this is an engine-agnostic problem I'm afraid |
| 01:56 |
Cornelia |
I haven't done much with Minetest.. |
| 01:56 |
Cornelia |
So I wouldn't know the exact limitations. |
| 01:57 |
hecks |
a hard limit is 16MB per file, I've already opened an issue and if someone fixes it, I won't have this problem anymore |
| 01:57 |
|
ChimneySwift joined #minetest |
| 01:57 |
hecks |
just compressing the damn thing would increase said limit 10x for me |
| 01:58 |
hecks |
20x if it's LZ compression |
| 01:58 |
hecks |
so, say there's 6 alternative anim files, each takes about 2x of its runtime in import time... then you double it for the "rooted" files |
| 01:59 |
hecks |
the server startup time and client's first time import... ouch, it would be a 10 minute loading |
| 01:59 |
hecks |
it already is like 2 minutes every time I change the model, thankfully it's cached |
| 02:00 |
|
nowhereman_ joined #minetest |
| 02:01 |
|
Scotty_Trees joined #minetest |
| 02:04 |
|
Tmanyo joined #minetest |
| 02:05 |
hecks |
alright... time to code -foo-bars |
| 02:12 |
|
ChimneySwift joined #minetest |
| 02:27 |
|
paramat joined #minetest |
| 03:10 |
|
ChimneySwift joined #minetest |
| 03:16 |
|
dabbill joined #minetest |
| 03:19 |
hecks |
runtime error from mod '??' in callback ??(): <no description> |
| 03:19 |
hecks |
lovely |
| 03:21 |
ChimneySwift |
oh wow that's mighty helpful |
| 03:23 |
hecks |
happens when you add a statbar without specifying some properties, thank me later |
| 03:32 |
|
epony joined #minetest |
| 03:51 |
|
Cornelia joined #minetest |
| 04:33 |
|
ChimneySwift joined #minetest |
| 05:34 |
|
est31 joined #minetest |
| 05:39 |
|
illwieckz_ joined #minetest |
| 06:14 |
|
CWz joined #minetest |
| 06:15 |
|
aheinecke joined #minetest |
| 07:49 |
|
bigfoot547 joined #minetest |
| 08:00 |
|
Lymkwi joined #minetest |
| 08:35 |
|
Lymkwi joined #minetest |
| 08:42 |
|
epony joined #minetest |
| 09:00 |
|
ChimneySwift joined #minetest |
| 09:28 |
|
jluc joined #minetest |
| 10:04 |
|
Fixer joined #minetest |
| 10:26 |
|
Fixer joined #minetest |
| 10:36 |
|
Ruslan1 joined #minetest |
| 11:05 |
|
ChimneySwift joined #minetest |
| 11:34 |
|
SmugLeaf joined #minetest |
| 11:44 |
|
mistnim joined #minetest |
| 11:45 |
mistnim |
hi, is it normal that mt slows down when using nvidia prime (nouvea drivers) compared to just using the integrated card? |
| 12:24 |
ChimneySwift |
I guess it depends what card you have installed? |
| 12:24 |
|
ChimneySwift joined #minetest |
| 12:39 |
|
Fulgen joined #minetest |
| 12:51 |
|
nowhereman_ joined #minetest |
| 12:57 |
|
Darcidride joined #minetest |
| 13:05 |
|
Fulgen joined #minetest |
| 13:10 |
|
Darcidride joined #minetest |
| 13:20 |
|
Darcidride joined #minetest |
| 13:37 |
|
Ruslan1 joined #minetest |
| 13:53 |
|
ANAND joined #minetest |
| 13:58 |
|
Fixer joined #minetest |
| 14:40 |
|
scr267 joined #minetest |
| 14:49 |
|
Darcidride joined #minetest |
| 14:57 |
|
Fixer joined #minetest |
| 15:08 |
|
hecks joined #minetest |
| 15:15 |
|
Fixer joined #minetest |
| 15:20 |
|
ANAND joined #minetest |
| 15:45 |
|
YuGiOhJCJ joined #minetest |
| 15:47 |
|
calcul0n joined #minetest |
| 16:16 |
|
Fixer joined #minetest |
| 16:25 |
|
Krock joined #minetest |
| 16:37 |
|
Fulgen joined #minetest |
| 16:49 |
|
paramat joined #minetest |
| 16:51 |
|
Gael-de-Sailly joined #minetest |
| 17:09 |
|
Viper joined #minetest |
| 17:57 |
|
illwieckz joined #minetest |
| 18:32 |
|
nowhereman_ joined #minetest |
| 18:42 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Fence rail: Only connect to fences. Update map mod README recipe 24900f7 https://git.io/fAAjS (2018-09-25T18:42:19Z) |
| 19:15 |
|
Xio joined #minetest |
| 19:17 |
|
Xio joined #minetest |
| 19:20 |
|
Xio joined #minetest |
| 19:23 |
|
Xio joined #minetest |
| 19:57 |
|
Fixer joined #minetest |
| 20:03 |
|
jluc joined #minetest |
| 20:45 |
|
T4im joined #minetest |
| 21:17 |
clavi |
how can I change the screenshot folder? |
| 21:38 |
calcul0n |
iirc screenshots go in cwd |
| 21:38 |
calcul0n |
so just lauch the game from where you want them |
| 21:38 |
calcul0n |
*launch |
| 21:40 |
Calinou |
yeah, they're placed in cwd by default unless you override screenshot_path in minetest.conf (should be an absolute path |
| 21:40 |
Calinou |
) |
| 22:07 |
Fixer |
spam https://forum.minetest.net/viewtopic.php?f=54&p=331952#p331952 |
| 22:08 |
exio4 |
hello |
| 22:08 |
exio4 |
guys recommend music |
| 22:13 |
|
illwieckz joined #minetest |
| 22:40 |
|
progysm joined #minetest |
| 23:04 |
|
nowhere_man joined #minetest |
| 23:34 |
|
nowhere_man joined #minetest |
| 23:35 |
|
ChimneySwift joined #minetest |
| 23:42 |
|
celeron55 joined #minetest |
| 23:58 |
hecks |
https://a.uguu.se/z2tDO2IMSN0Z_foobars.png |
| 23:58 |
Cornelia |
hecks: what is your goal with this project? |
| 23:59 |
hecks |
To whip this puny engine into submission and make it squeal |
| 23:59 |
hecks |
and to have players dying in stupid ways and having the server broadcast it for everyone to laugh at |
| 23:59 |
Cornelia |
:p |