| Time |
Nick |
Message |
| 00:00 |
oil_boi_minetest |
I like the way the smoke pools up on ceilings like in real life, it's so cool! |
| 00:02 |
p_gimeno |
very nice :) |
| 00:02 |
p_gimeno |
maybe you needed wallmounted_to_dir |
| 00:03 |
p_gimeno |
but yeah for something like that it gives you just the info you need |
| 00:03 |
oil_boi_minetest |
I did! https://github.com/oilboi/alpha/commit/23144b8b8b241b1345d904ab12f9ece2917773c8#diff-bc87fcac213a871cbc0f42480eed21c3R210 |
| 00:03 |
oil_boi_minetest |
It made my life ten times easier |
| 00:04 |
oil_boi_minetest |
Sometimes the api is confusing, sometimes it falls into place like a puzzle piece :D |
| 00:04 |
p_gimeno |
I know right :) |
| 00:05 |
kurtzmusch |
facedir/4 gives you the axis, and mod 4 rotation around it( clockwise if the axis is facing you ) |
| 00:06 |
kurtzmusch |
dealing with matrixes is what is hard |
| 00:07 |
kurtzmusch |
those are black magic |
| 00:08 |
p_gimeno |
I think we'll have to agree to disagree :) |
| 00:10 |
kurtzmusch |
absolutely agreed |
| 00:10 |
p_gimeno |
a matrix gives you three vectors corresponding to where the three axes end up once rotated. facedir_to_dir and wallmounted_to_dir return the z vector of that matrix. Having all three would have advantages. |
| 00:13 |
oil_boi_minetest |
so in add_particlespawner, how would you do attached for a player?? |
| 00:13 |
oil_boi_minetest |
attached = player? |
| 00:14 |
p_gimeno |
not sure if you can, and I think particle spawner rotation is broken in 5.0 |
| 00:15 |
p_gimeno |
scratch "I think". I'm sure. |
| 00:17 |
p_gimeno |
assuming you can, you need to pass a player (e.g. from get_player_by_name) as the object to attach to |
| 00:21 |
p_gimeno |
but if it's centred e.g. on the head of the player, the particle spawner rotation bug won't affect you |
| 00:24 |
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| 00:35 |
oil_boi_minetest |
Where is leafdecay handled? :O |
| 00:40 |
p_gimeno |
default/functions.lua |
| 00:41 |
ssieb |
p_gimeno: you beat me by a few seconds! :-) |
| 00:41 |
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| 00:41 |
p_gimeno |
oops sorry :) |
| 00:42 |
ssieb |
should have just grepped for "decay"... |
| 00:45 |
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| 00:46 |
MinetestBot |
[git] paramat -> minetest/minetest: World start time: Move to first full light (day night ratio = 1000) (… 4d2ad7c https://git.io/fjmqb (2019-04-13T00:46:38Z) |
| 00:52 |
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| 01:12 |
oil_boi_minetest |
I don't understand how leaf decay does the node timer :( |
| 01:12 |
oil_boi_minetest |
How does the timer get started?? |
| 01:13 |
p_gimeno |
it's started in the after_destruct |
| 01:13 |
p_gimeno |
(of the trunk) |
| 01:33 |
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| 03:23 |
Tiktalik |
hey guys, what should I play if I want to have a nice, pleasant minetest experience with industrial stuffs |
| 03:23 |
Emerald2 |
Do you mean singleplayer or on a server? |
| 03:24 |
Tiktalik |
singleplayer |
| 03:25 |
Emerald2 |
There are some different mods. Technic is popular (you tend to get mesecons and pipeworks with that one). |
| 03:25 |
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| 03:26 |
Multi__ |
test |
| 03:26 |
Emerald2 |
There's elepower but I don't know much about it. |
| 03:27 |
Emerald2 |
Basic machines. Digilines. |
| 03:28 |
Emerald2 |
Look them up and see what suits, I guess? |
| 03:29 |
Tiktalik |
oh, I figured out what I really needed to know >_< |
| 03:29 |
Tiktalik |
thanks Emerald2 |
| 03:29 |
Emerald2 |
OK cool. :) |
| 03:35 |
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| 04:03 |
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| 04:04 |
cimbakahn |
What is an ender chest? Is it just like a regular chest that you can store things in, or is it more than that? |
| 04:07 |
Emerald2 |
You can place another ender chest somewhere else and get the items out again. |
| 04:16 |
cimbakahn |
Emerald2: You mean the chests are connected, like through space time? |
| 04:17 |
Emerald2 |
Something like that. |
| 04:17 |
Emerald2 |
Or even just take the original chest and place it somewhere. |
| 04:17 |
Emerald2 |
Your stuff is... somewhere. |
| 04:17 |
cimbakahn |
Emerald2: Thank you very much for your help! |
| 05:33 |
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| 11:56 |
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| 11:57 |
kiwi_12 |
im trying to set up a vps server some friends can connect to with the client |
| 11:58 |
kiwi_12 |
what configs do have to edit for it to show up in the list, i also have nginx running for something else could that be an issue |
| 12:01 |
sfan5 |
server_announce = true in minetest.conf |
| 12:01 |
sfan5 |
that's all (usually) |
| 12:01 |
Krock |
damn these ninjas |
| 12:01 |
Krock |
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1134 |
| 12:02 |
Krock |
also set a server name and description |
| 12:07 |
kiwi_12 |
yes i have |
| 12:07 |
kiwi_12 |
ERROR[CurlFetch]: servers.minetest.net/announce not found (Failed binding local connection end) (response code 0) |
| 12:07 |
kiwi_12 |
nginx? |
| 12:10 |
Calinou |
try disabling IPv6 support in Minetest |
| 12:10 |
Calinou |
`enable_ipv6 = false` in minetest.conf |
| 12:11 |
Calinou |
maybe you'll have to set `bind_address` explicitly too, see https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1154-L1156 |
| 12:11 |
Calinou |
kiwi_12: ^ |
| 12:11 |
kiwi_12 |
to an ip or dns name? |
| 12:14 |
kiwi_12 |
nvm |
| 12:15 |
kiwi_12 |
i think it werks |
| 12:15 |
kiwi_12 |
\o/ |
| 12:18 |
sfan5 |
i've never seen this curl error before, what kind of weird setup do you have? |
| 12:19 |
kiwi_12 |
nginx ubuntu aws |
| 12:19 |
kiwi_12 |
i think it was me putting 127.0.0.1 instead of 0.0.0.0 |
| 12:19 |
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| 12:20 |
p_gimeno |
that may explain one or two things :) |
| 12:32 |
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| 12:50 |
kiwi_12 |
what's a 'world' |
| 12:55 |
Calinou |
kiwi_12: a world is what stores the map data, player information (inventories/positions) and a few specific configuration settings |
| 12:55 |
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| 12:56 |
Calinou |
using --worldname someworld is the easy way to set the world to use (it will be created if it doesn't exist) |
| 12:56 |
kiwi_12 |
is this how you select a game if more than one game dirs are present |
| 12:59 |
kiwi_12 |
or just --gameid |
| 13:02 |
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| 13:04 |
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| 13:05 |
kiwi_12 |
if i kill the server will the game progress be saved? |
| 13:05 |
kiwi_12 |
need to reset |
| 13:10 |
kurtzmusch |
anyone else hear richard stallmans voice in their heads when reading the GPL? |
| 13:13 |
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| 13:15 |
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| 13:16 |
ANAND |
I don't, because I don't know how his voice sounds :P |
| 13:16 |
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| 13:16 |
kurtzmusch |
if you watch him talking its almost like a quote from gpl |
| 13:16 |
kurtzmusch |
or gpl is quoting him |
| 13:17 |
kurtzmusch |
that free software speech again and again |
| 13:18 |
kurtzmusch |
so, gpl2 or MIT ? thats the question |
| 13:19 |
ANAND |
Neither, I'd go to Stanford |
| 13:22 |
fruitsnack |
gpl2 obviously |
| 13:22 |
kurtzmusch |
nice sofar made a thread aobut htis |
| 13:22 |
kurtzmusch |
ill jut trust him and dont even think about it |
| 13:23 |
fruitsnack |
MIT is the least free license regarding software freedom. It gives users way too much freedom, including modifying the software and NOT publishing to modified source code |
| 13:23 |
fruitsnack |
As, compared to GPL, which always requires publishing it |
| 13:23 |
fruitsnack |
Same with apache2 |
| 13:23 |
fruitsnack |
Imagine AOSP was licensed under gpl, not apache |
| 13:24 |
fruitsnack |
How much android phone manufacturers would be forced to publish the source code for their custom roms |
| 13:24 |
fruitsnack |
samsung, asus, xiaomi, huawei, etc |
| 13:24 |
clavi |
that's why Google is developing Fuchsia |
| 13:24 |
fruitsnack |
With their telemetry and data-mining packed roms |
| 13:24 |
clavi |
so they can close it off even more |
| 13:25 |
fruitsnack |
yes, right now android uses linux kernel, which is gplv2 |
| 13:25 |
fruitsnack |
So manufacturers are forced to publish it's sources |
| 13:25 |
fruitsnack |
but only for kernel |
| 13:25 |
fruitsnack |
Not the rom itself |
| 13:25 |
fruitsnack |
With fuschia, the kernel will be changed to zircon |
| 13:25 |
fruitsnack |
Which is either apache or mit licensed, I don't remember |
| 13:26 |
fruitsnack |
So, manufacturers will be able to conceal lowlevel backdoors, telemetry, etc |
| 13:26 |
fruitsnack |
In their devices |
| 13:26 |
fruitsnack |
on kernel level |
| 13:34 |
kurtzmusch |
oh, i didnt catch that |
| 13:34 |
kurtzmusch |
gpl2 it is |
| 13:35 |
kurtzmusch |
also, i dont understand why you have to put an year in the beginning of the license |
| 13:35 |
kurtzmusch |
what is the year about? publishing data? |
| 13:36 |
kurtzmusch |
if i keep changing the source am i suposed to change the date on the license header too? |
| 13:42 |
kurtzmusch |
publishing date** |
| 13:50 |
p_gimeno |
for MT and mods, MIT is a good choice. It's not as some company is going to come grab your Lua code and incorporate it in your projects. GPL makes compliance harder. |
| 13:51 |
p_gimeno |
the copyright date for YOUR entry is the one you should change |
| 13:52 |
p_gimeno |
if you keep importing more modern versions, you should update the copyright years accordingly |
| 13:54 |
p_gimeno |
in your projects -> in their projects |
| 13:57 |
kiwi_12 |
is there an auto walk forward key? pres once to walk - press again to stop |
| 13:57 |
kurtzmusch |
what do you mean by 'my entry'? |
| 13:59 |
p_gimeno |
e.g. Copyright © 2010-2017 <older contributors>; Copyright © 2019 <your name> |
| 13:59 |
Krock |
kiwi_12: grep "forward" minetest.conf.example or enter the keyword in the Advanced Search box |
| 14:00 |
Krock |
*Advanced Settings dialogue search box |
| 14:02 |
p_gimeno |
is the autoforward key the same as the forward key? |
| 14:02 |
kiwi_12 |
yes in my case |
| 14:02 |
kiwi_12 |
W |
| 14:02 |
kiwi_12 |
works |
| 14:02 |
p_gimeno |
then I think that should be made clearer in minetest.conf.example, and call it the forward key instead of the autoforward key |
| 14:05 |
kiwi_12 |
they are two separate, its just me |
| 14:07 |
p_gimeno |
ahh |
| 14:08 |
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| 14:14 |
kurtzmusch |
huuum |
| 14:14 |
kurtzmusch |
ok thanks |
| 14:25 |
p_gimeno |
kurtzmusch: I could find this example (though I don't claim any copyright) of a file having several authors with different copyright years: https://notabug.org/pgimeno/mmus2mid/src/master/mmus2mid.c |
| 14:25 |
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kurtzmusch |
doom lol |
| 14:52 |
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| 14:57 |
p_gimeno |
bottom line, you own the copyright over your changes, at the date you make them public |
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| 16:27 |
oil_boi_minetest |
Where is the shift item drop (q key) located? |
| 16:27 |
oil_boi_minetest |
I see the minetest.item_drop in the builtin games section but I don't see how the shift key is implimented |
| 16:28 |
ANAND |
oil_boi_minetest: Are you referring to the default item_drop handler? |
| 16:28 |
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| 16:28 |
oil_boi_minetest |
Yes! I'm just trying to see where sneak dropping and regular dropping are! |
| 16:29 |
ANAND |
https://github.com/minetest/minetest/blob/4d2ad7c2b2e91f8a0138fa583f28465278cf0802/builtin/game/item.lua#L438 |
| 16:40 |
oil_boi_minetest |
ANAND, is there a way to check if a player has an inventory open? :T |
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| 16:59 |
oil_boi_minetest |
Where is the default inventory formspec located? |
| 16:59 |
oil_boi_minetest |
I have a lot of questions today :D |
| 17:00 |
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| 18:04 |
p_gimeno |
hm, light doesn't propagate equally upwards and downwards, right? |
| 18:07 |
oil_boi_minetest |
only if light propegates |
| 18:07 |
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| 18:11 |
p_gimeno |
I mean, http://www.formauri.es/personal/pgimeno/temp/screenshot_20190413_200848.png |
| 18:11 |
p_gimeno |
one would think that the light should illuminate the top and the bottom sides equally |
| 18:14 |
Krock |
it's intended to make the node sides easier to differentiate |
| 18:14 |
Krock |
bottom is always a little bit darker |
| 18:15 |
Krock |
the light level is equal on both faces |
| 18:21 |
p_gimeno |
mmmk... thanks |
| 18:22 |
p_gimeno |
I was wondering why the ceiling always looked darker than the floor, at least now I know |
| 18:23 |
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| 18:23 |
Krock |
but yes, the effect could be reduced to be less confusing |
| 18:26 |
oil_boi_minetest |
Krock, can I check if the player has the inventory open? |
| 18:31 |
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| 18:32 |
sofar |
nope |
| 18:35 |
oil_boi_minetest |
Oooof |
| 18:37 |
oil_boi_minetest |
I dunno it was just driving me crazy :T |
| 18:40 |
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| 18:40 |
Krock |
no because the formspec is saved client-side to not suffer from lags when opening |
| 18:47 |
oil_boi_minetest |
Damn :( |
| 18:53 |
sofar |
what are you trying to accomplish? |
| 18:58 |
oil_boi_minetest |
sofar: Trying to check if the inventory is open on minetest.item_drop, and reverse the default of sneak dropping. As in normal throw single, then sneak drop throws stack, but when I do that when you throw out of the inventory it drops a single item |
| 18:59 |
sofar |
ah, yeah, IC |
| 19:00 |
sofar |
could add a "drop item" in the default inventory |
| 19:08 |
oil_boi_minetest |
That's a good idea :T |
| 19:20 |
sofar |
rubenwardy: might consider it for sfinv/mtg, even? |
| 19:22 |
rubenwardy |
I'm not sure how "drop item" is supposed to work |
| 19:22 |
rubenwardy |
also, with nothing selected you can right click to pick up one item from the stack |
| 19:22 |
Daisae |
Has someone played with the Valleys mapgen much? What do you think? |
| 19:23 |
rubenwardy |
hmm, nvm - right click halves |
| 19:23 |
rubenwardy |
aha! |
| 19:23 |
rubenwardy |
to drop a single item, right click rather than left click |
| 19:23 |
rubenwardy |
oil_boi_minetest ^ |
| 19:23 |
sofar |
just have an inventory slot, if you put anything in it, it would drop the item on the ground |
| 19:24 |
rubenwardy |
sofar: not needed at all |
| 19:25 |
rubenwardy |
you can drop a single item the same as putting a single item into another slot - but right clicking |
| 19:25 |
rubenwardy |
*by |
| 19:25 |
sofar |
you mean, right click outside the frame of the inventory formspec? |
| 19:25 |
rubenwardy |
yes |
| 19:26 |
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| 19:26 |
sofar |
well, I'm sure some UI designer would balk about it :) |
| 19:26 |
nri |
cheapie: can you please tell me how to use the digilines touchscreen? |
| 19:27 |
rubenwardy |
sofar: it works the same as moving to another slot |
| 19:27 |
nri |
or rubenwardy? |
| 19:27 |
rubenwardy |
I've not used digilines |
| 19:27 |
nri |
oh ok |
| 19:28 |
cheapie |
nri: It's easiest if you use TSLib: https://cheapiesystems.com/git/TSLib/tree/tslib.lua |
| 19:29 |
nri |
ok thanks cheapie |
| 19:29 |
cheapie |
Should be able to paste that in a LuaC, and then below it do "local screen = tslib:new(channel)", then use the (hopefully mostly self-explanatory) functions to add elements, and screen:draw() to send it to the screen. |
| 19:29 |
rubenwardy |
is shift used anywhere in the inventory? |
| 19:29 |
rubenwardy |
sneak is an in-game action not a formspec action |
| 19:30 |
cheapie |
tslib.colorize() is available too and should work much the same as minetest.colorize() as the latter isn't available in a LuaC. |
| 19:31 |
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| 19:31 |
nri |
thanks |
| 19:56 |
Daisae |
Is there a mod which allows one to place arbitrary images in the game? The more convenient the better. Client side would be good. |
| 19:59 |
AceNovo |
Ooo.... |
| 19:59 |
AceNovo |
That could go bad quickly |
| 20:00 |
Daisae |
I am playing single player. |
| 20:01 |
AceNovo |
For single player or a family server like mine, something like mc paintings would be dope |
| 20:08 |
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| 20:35 |
p_gimeno |
rubenwardy: shift+click moves stuff from one inventory to another |
| 20:36 |
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| 20:36 |
rubenwardy |
ahh yes |
| 20:38 |
p_gimeno |
not sure if sneak or shift, haven't tried rebinding sneak |
| 20:39 |
p_gimeno |
shift |
| 20:51 |
kurtzmusch |
i dont think that texture scalling is beeing utilized for mipmap |
| 20:53 |
kurtzmusch |
if i set texture_min_size to 1024 i get really long load time with bilinear/trilinear filtering |
| 20:53 |
kurtzmusch |
if i set it to 1024 only with mipmap+aniso i get regualar load time and mipmap are still blurry |
| 20:53 |
sofar |
well yeah, don't do that |
| 20:54 |
kurtzmusch |
i was expecting to get a good mipmap with upscalling |
| 20:54 |
kurtzmusch |
imo mipmap is much better than the other filtering methods |
| 20:54 |
kurtzmusch |
but it gets blurry for low res tex |
| 20:55 |
kurtzmusch |
ill try to upscale some textures manually and see if that helps |
| 20:55 |
kurtzmusch |
sofar: i did that just to push the limit and see how it handles |
| 20:57 |
p_gimeno |
does mipmap have any utility for upscaling? |
| 20:58 |
kurtzmusch |
i thought it would produce less blurry textures |
| 20:58 |
kurtzmusch |
mipmap is killing bright colors to me |
| 20:58 |
kurtzmusch |
all grass that should be bright white turns kinda of a yellow-green |
| 20:58 |
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| 20:59 |
kurtzmusch |
its more noticeble on grasslike |
| 20:59 |
p_gimeno |
AFAIK mipmap use is for textures downscaled to less than 50% their size (as that triggers aliasing) |
| 20:59 |
kurtzmusch |
idk if it even happens with regular nodes |
| 21:00 |
kurtzmusch |
yes, but downscaling a 254 into 16 would produce better results than from 32 to 16, wouldnt it? |
| 21:01 |
kurtzmusch |
256* |
| 21:01 |
p_gimeno |
no, why should it? |
| 21:01 |
kurtzmusch |
it says so on the tooltip |
| 21:01 |
kurtzmusch |
; p |
| 21:01 |
kurtzmusch |
by mipmap i mean: mipmap + aniso |
| 21:01 |
p_gimeno |
which tooltip? |
| 21:02 |
kurtzmusch |
texture_min_size |
| 21:02 |
kurtzmusch |
advanced search: filtering |
| 21:02 |
kurtzmusch |
trilinear is slow and noisy, mipmap is fast and blurry |
| 21:03 |
kurtzmusch |
= ( |
| 21:03 |
kurtzmusch |
ill try the manual upscale and let you know |
| 21:16 |
p_gimeno |
for some reason, I see mipmaps kicking in at a much bigger size than I'd expect (size 64 instead of size 8) |
| 21:18 |
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| 21:23 |
kurtzmusch |
it kicks in no matter the texture size as far as i know |
| 21:32 |
kurtzmusch |
so i upscaled them manually and i dont know if theres is little diference or just placebo lol |
| 21:39 |
kurtzmusch |
na, i guess its pointless to upscale it anyways |
| 22:07 |
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| 22:12 |
oil_boi_minetest |
Hmmm I don't understand what's up with particle spawners |
| 22:13 |
oil_boi_minetest |
On one axis it's perfect https://i.imgur.com/YmzN6jy.png and on the other it's clipping into the blocks even though only one min and max position is set with no variation https://i.imgur.com/kIrr737.png |
| 22:13 |
oil_boi_minetest |
Weird :T |
| 22:14 |
p_gimeno |
what's the horizontal velocity and acceleration? |
| 22:16 |
oil_boi_minetest |
https://github.com/oilboi/alpha/blob/master/mods/aesthetics/init.lua#L184 p_gimeno |
| 22:34 |
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| 23:11 |
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| 23:12 |
cimbakahn |
Can i ask a massively stupid question? |
| 23:12 |
cimbakahn |
How do you get out of the helocopter? |
| 23:13 |
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| 23:15 |
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| 23:24 |
cimbakahn |
How do i get out of the helocopter? |
| 23:33 |
p_gimeno |
the vehicles one? right clicking on the box when it appears should do it |
| 23:35 |
p_gimeno |
for the small one, you may need to rotate a bit so until you see the box appear |
| 23:35 |
p_gimeno |
-so |
| 23:41 |
cimbakahn |
p_gimeno: What box? Are you talking about the transparent box for the helocopter. |
| 23:42 |
p_gimeno |
yes the selection box that looks like a wireframe |
| 23:47 |
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| 23:47 |
cimbakahn |
p_gimeno: I have tryed all that and more, and i still can't get out of it. |
| 23:56 |
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