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IRC log for #minetest-hub, 2017-08-06

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All times shown according to UTC.

Time Nick Message
00:00 * Shara eats the bed
00:00 Shara That was food, right?
00:00 paramat https://github.com/minetest/minetes​t/blob/master/doc/lua_api.txt#L453 looks possible
00:02 paramat oh but that's static colour
00:02 paramat but there is a way to colour from palette but have that not apply to certain tiles
00:03 paramat but each tile having a different palette colour is likely not possible because param2 is for the whole node
00:04 paramat https://github.com/minetest/minetes​t/blob/master/doc/lua_api.txt#L558
00:05 paramat "what i need is to apply the palette from colorfacedir and co to a single texture. is there a way to do that?" yes with soft overlays
00:05 * paramat lays on the soft overlay
00:07 paramat looks like ', color = "white"' in a tiledef will disable hardware colouring for that tile
00:08 paramat might be that simple
00:08 * Wayward_One wonders how the bed tasted
00:09 * Wayward_One hands Shara a doughnut instead
00:09 Shara Not as good as the doughnut
00:10 Sokomine paramat: hm. the colors do not necessarily have corresponding names
00:10 Shara Though in Sokomine's defence, there is more to a bed than to a single doughnut, so you might need to give me a few.
00:11 Sokomine no, i don't need each tile to be a diffrent color. i just want to show the texture - ideally the front one - flat but colored
00:11 paramat in a formspec?
00:12 Sokomine i could show inventory cubes (and do that as a fallback). but then the actual block takes up only a small part of the area. it would be better visible if i could show just the texture
00:12 Sokomine yes
00:12 Sokomine do you know my colormachine mod?
00:12 paramat ah that may be different
00:12 paramat no
00:12 Sokomine it's a way to mix, handle and display the results of applying color
00:13 Sokomine the goal is to give the player an overview of what can be colored how - without having to bother with how to mix up the dyes. the amount of colors from unifieddyes is already complicated to handle in that aspect, and that's only a part of the now theoreticly possible 256 colors (guess i won't support so many)
00:13 paramat you probably want to colour an itemstack then
00:14 paramat https://github.com/minetest/minetes​t/blob/master/doc/lua_api.txt#L527
00:14 paramat i know that hardware colouring can colour inventory images
00:14 Sokomine hmm, that would be possible, yes. but i think it looks better (the texture is larger and better visible) if the entire "slot" is filled with the texture
00:14 Sokomine it does work very fine, that hardware coloring
00:14 paramat hmm that may not be possible
00:15 Sokomine digging a colored block gives the right item, placing it places the right thing. very fine so far
00:15 Sokomine i havn't found anything in that regard either. was hoping i had missed something
00:15 paramat juhdanad only added the essentials, i would recommend just displaying the item as it would appear in inventory
00:16 Sokomine in theory coloring parameters added to the texture might help. trouble is that i can have no idea which color each number will actually represent
00:16 Sokomine hm, yes. might have to do that
00:16 paramat ok i missed the colormachine context of your question
00:17 paramat i see now
00:17 Sokomine its a very special context, yes
00:17 Sokomine unlikely to be needed elsewhere
00:18 Sokomine i've also updated morecolor. with that tiny code that just adds the basic color definitions to many nodes in mtg, mtg does get pretty colorful :-)
00:18 paramat itemstacks in inventory/crafting can be hardware coloured, and dropped items can be hardware coloured
00:18 Sokomine your help on creating a palette was very helpful there
00:18 paramat maybe just use 'colourise' on the texture? may have the same result
00:20 Sokomine that'd still need some translation from the color number in the palette to actual rgb values
00:20 paramat we may now have a function for that
00:21 paramat there was a PR, can't remember if merged
00:21 Sokomine oh? where?
00:22 paramat looking
00:22 Sokomine would be very helpful if we'd have such a color number -> rgb values translation. else applying i.e. green dye may have...surprising...results when the palette is diffrent from the one the dye was thinking of
00:22 Sokomine (that is, too diffrent. some small variations are no problem)
00:23 paramat https://github.com/minetest/minetest/pull/6014
00:23 paramat that might be the wrong way around though
00:24 paramat which means there must be a reverse function somewhere, maybe?
00:24 Sokomine looks promising *reading*
00:25 Sokomine reverse functions are always good if possible
00:27 paramat actually, 'colorize' uses colorstring not RGBA
00:28 Sokomine if i read that right it just takes the rgb values and presents them diffrently? what i need is a function that takes the palette set in the nodes definition plus a color value (index to that palette) and returns the actual color that palette index has. colorstring would be fine
00:29 paramat ah
00:29 paramat no idea :]
00:29 Sokomine :-)
00:29 Sokomine thanks for trying anyway
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00:34 paramat i don't know of an API that can get colour from a pixel in a palette texture
00:45 Sokomine might be useful
00:45 Sokomine but maybe not needed. if people don't create massive amounts of palettes but only use some standard ones it can be handled partly manual
00:45 Sokomine as long as nobody really wants all those 256 colors...
00:46 Shara I really hope 256 is too many for anyone :)
00:47 Shara Sokomine: What's the current state of colormachine anyway? I have actually been battling with my old version for the last few nights now.
00:48 Sokomine shara: it's in the process of learning about the new hardware way of coloring
00:48 paramat best to show the coloured itemstack i think, to show the appearence of the whole node
00:48 Shara I think I can't switch mine over too easily either way sadly
00:48 Sokomine the blocks get a bit tiny that way
00:49 Sokomine shara: i've played with my new morecolor mod that just changes a few definitions of blocks in mtg. it makes use of that new useful coloring feature. basicly you get 8 colors for almost everything that has a sufficiently bright texture - at the cost of one tiny new texture
00:50 Sokomine shara: why not? of course there'd be no point right now as i'm not finished yet and still working on it
00:50 Shara Hmm, sounds nice, though I'm currently trying to get existing mods in order, since ever since I switched to current stable things have been breaking on an almost daily basis
00:50 Shara It still depends on unifieddyes?
00:51 Sokomine that dependency was always optional. it can also mix just the normal dyes
00:51 Shara I don't remember it being optional on the version I had
00:52 Sokomine with the new options it will be slightly diffrent. unifieddyes might still be a good choice - 78 or so colors are better than 256 if you have to manage them
00:52 Shara Though since I run a creative, I'd be happy for it to need no dyes at all
00:52 Sokomine maybe you're using mods that depend on unifieddyes themshelves?
00:52 Shara Maybe. It was such a long time ago when I started ripping all the mods to pieces :)
00:53 Sokomine no problem there. it doesn't in creative mode. and it makes dyes easier to access in survival mode
00:53 Sokomine poor mods :)
00:53 * Sokomine glues some back together
00:53 Shara Hehe
00:53 * rdococ drinks some blended mod
00:53 Shara Well, it might not 'need' the dyes, but the dyes can still be messed about with
00:53 rdococ Ugh, stinks of rotten Lua errors.
00:53 Shara And I've had confused players who don't realise it's not needed
00:53 Sokomine vanessae has switched so many mods to the new (far better) coloring system integrated in mtg. i really have to update the colormachine now :-)
00:54 Sokomine that is, it needs one dye sample of each color
00:54 Shara also overrides are definitely not working as they used... apparently just happening to have a second texture with the same name somewhere is enough to replace the original texture now?
00:54 Sokomine the machine is supposed to give an overview over existing painted nodes and make their handling easier. you really really don't want all those colors to show up in unified_inventory
00:55 Sokomine don't know about that
00:55 Shara Since switching to current stable, overrides that worked correctly since I made the server no longer displayed the correct server.. and no I'm finding things that I didn't override the texture for suddenly have changed textures as well
00:55 Shara the correct texture*
00:56 Sokomine can't help you there. no idea
00:56 Sokomine i'm not on current stable. else i'd have that offset of the player's position on servers
00:57 Shara I'm just finding and deleteing the incorrect textures at the moment
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01:32 VanessaE Sokomine: there's a shortcut you can use for unified dyes palettes if you don't mind doing some math
01:34 VanessaE if you have a pixel number, and it's less than 240, divide it by 24 to get the shade, then the hue is colornumber - (math.floor(colornumber/24))
01:35 VanessaE if it's over 240, just subtract 255 to get the grey scale value
01:35 VanessaE that's for the 256-color palette
01:36 VanessaE the other two palettes are vaguely similar.
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01:49 Sokomine that sounds very useful. i've avoided using the 256 palette as those are way too many colors. i've used colorwallmounted with its 32 colors in that case. at least for morecolor. i've also mapped the 8-color-palette i've created against the corresponding normal 8 dyes. the remaining 7 normal dyes are used for the 32 colorwallmounted palette, but that's not enough in default
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02:11 rdococ Yay.
02:11 rdococ I'm working on a scriptblocks extension to my RMod.
02:11 rdococ http://imgur.com/a/sQTlZ
02:12 rdococ ...Anybody interested?
02:15 rdococ I was hoping people would be here to take a look. Now I'm kinda sad.
02:17 paramat screenshot looks interesting
02:18 rdococ Oh, yay!
02:20 rdococ It's a node-based programming system.
02:20 rdococ Well, if it wasn't obvious already :P
02:28 * benrob0329 returns
02:28 rdococ Ooh, a TARDIS appears from thin air! And out pops... benrob0329!
02:28 benrob0329 ...but i didn't use the tardis
02:29 rdococ Oh. Then who's that?
02:29 benrob0329 idk
02:29 rdococ By the way, take a look at the screenshot above.
02:29 * benrob0329 just paid for a better cloud server
02:29 benrob0329 its a...chat block?
02:30 benrob0329 block/s
02:35 rdococ benrob0329: They're called scriptblocks, and they can be used to make simple programs.
02:35 benrob0329 ah
02:35 benrob0329 so like mesecons, but less logical
02:36 benrob0329 :P
02:36 rdococ I prefer to say "more abstract". :P
02:37 rdococ It's kinda complicated. :P
02:55 Megaf night all
03:02 rdococ Holy moley, Minetest took up a LOT of memory O_O
03:02 rdococ it was more than half my memory!
03:02 rdococ even weirder was I was sure it was on the main menu...
03:02 rdococ Even then, though, loading a world doesn't spike it up too much.
04:21 benrob0329 Yay new cloud server
04:21 benrob0329 http://cloud.incredible.ninja​/index.php/s/ohqBCV6cekNBNxG
04:21 benrob0329 ^^ Example.pdf
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04:46 rdococ http://imgur.com/a/9iNfR
04:49 benrob0329 But can I control my doors with it?
04:51 rdococ Not...yet.
04:51 rdococ I could add a mesecon sender, though.
04:51 benrob0329 Does it use mesecons, or is it supposed to replace mesecons?
04:52 rdococ Mesecons are used to activate the script itself (buttons and the mesecon detector), but it can do various things on its own.
04:52 rdococ It can perform mathematical operations, you can construct basic RPG games with it, etc.
04:57 rdococ https://github.com/rdococ/rmod if you want to try it.
05:31 rdococ bye paramat
05:59 rdococ has anyone tried it yet?
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14:26 Fixer *,.,,,*
14:33 rdococ >:@@:<
15:07 Sokomine is there a way to make a label text to always show on top of a texture?
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17:19 Krock hi everyone
17:28 Calinou hi Krock
17:28 Sokomine hi calinou. does the circular saw as used in moreblocks support hardware coloring?
18:03 Calinou Sokomine: there's been no code changes about it, that probably means "no"?
18:05 Sokomine calinou: oh. was hoping for "yes" :-)
18:05 Sokomine maybe there ought to be a code change then :-)
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20:31 Calinou http://1amstudios.com/2017/08/01/restful-doom/
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21:17 lisac hey I just got the latest MT version, and everything looks smaller
21:33 Calinou lisac: latest stable or development version?
21:33 Calinou what looks smaller? the HUD/GUI?
21:33 lisac dev version
21:33 Calinou you can tweak the GUI scale with some minetest.conf setting
21:33 lisac the game itself. The camera seems to be at 3 nodes instead of two
21:33 Calinou (it's almost always too small for today's monitors)
21:33 lisac on Craigs server
21:33 Calinou ah, you mean eye height
21:33 lisac y
21:33 Calinou there were some changes done, with possible breakage, IIRC
21:33 paramat oh that again :]
21:33 paramat https://forum.minetest.net/vi​ewtopic.php?f=18&amp;t=18144
21:34 paramat you need to use matching engine and game versions
21:34 lisac oh great
21:34 lisac can I revert the commit?
21:34 paramat and don't play on servers that are incompatible
21:34 Calinou yeah, you have to keep a copy of Minetest 0.4.16 around
21:35 paramat best to use engine and game from just before the breaking commits
21:36 paramat just reverting that commit may not work as other stuff is coded around it
21:37 paramat and there are other breaking changes happening recently
21:37 lisac :( alright
21:38 Wayward_One git reset --hard 5045bdc6d81445ecf600ff9c268886cada935a7f works for me, last compatible version
21:38 paramat also see first post https://forum.minetest.net/vi​ewtopic.php?f=18&amp;t=17929
21:40 Wayward_One (assuming you git pulled)
21:40 paramat latest master is very much '0.5.0pre-dev with breaking changes' now
21:41 rdococ ooh yay, 0.5.0!
21:49 lisac will MT ever reach 1.0?
21:50 lisac or rather, what does it need to become 1.0? A stable API? Good anticheat?
21:52 paramat hehe
21:52 paramat 1.0.0 is meaningless for MT, it's open-ended dev
21:53 lisac y which causes issues such as the view height one
21:53 lisac 0.x sounds a bit unfinished
21:54 paramat well that's just an intentional change due to major changes
21:54 paramat we could call it 5.0.0 instead, changes nothing
21:54 paramat i prefer always being < 1.0.0 so that we don't get lazy or too comfortable :]
21:55 paramat better to always feel like there's much to do
21:58 lisac y but being under 1.0 sounds like it is still in the unplayable alpha phase
22:03 paramat not to me, MC was at it's peak before 1.0.0, people loved it back then
22:27 Calinou the anticheat is mostly as good as it can be in Minetest's current networking model
22:27 Calinou a few things could be added: flight prevention, and noclip prevention, both can have false positives and will cost some processing power
22:52 paramat i have some thoughts on that, i will open a discussion issue for it
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23:11 paramat hmm there is already #3822
23:26 Megaf guys, any version of Minetest for PSP or PSvita?
23:26 Megaf and how do we port it to those?
23:28 bigfoot547 IDK, Megaf :P
23:39 Calinou trying out http://boa.realm667.com/
23:39 Calinou (GZDoom total conversion)
23:39 Calinou looks really good, and plays quite well too

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