Time Nick Message 05:01 hmmmm should WATER_LEVEL really be a constant? 05:02 hmmmm hrmm 05:02 hmmmm i guess i'll use WATER_LEVEL and replace it with g_water_level or something later on 05:03 hmmmm I want it really to be a member of a Mapgen object, but it's used in server.cpp and farmesh.cpp too 05:04 hmmmm server for finding the spawn pos, that can be easily remedied, and Farmesh for some farmesh stuff. farmesh is quite useless. 05:17 OldCoder All developers: I am accepting MT server or client patches in diff -ruN format. 05:17 OldCoder This is not quite a fork. I will try to remain synchronized with upstream and possibly some of the forks. 17:39 hmmmm A future enhancement, I think it'd be way better if textures were externally stored in one big image and cut while being loaded 17:40 hmmmm it'd be faster of course because less filesystem work 17:40 hmmmm also faster transmission over the network because there's the potential for a png to compress better if it had more information to compress 17:40 Calinou suddenly: mods 17:40 hmmmm of course, there will be some utilities to coalese/extract/set the images 17:40 Calinou suddenly: texture packs have to be remade 17:41 hmmmm calinou, the beauty of this is that a texture pack now only consists of a single .png image 17:42 thexyz that can be done by server once at startup 17:42 hmmmm the coalese? sure 17:42 hmmmm but the client still needs to cut it 18:03 Calinou hmmmm: I said: "mods" 18:04 Calinou also faster transmission over the network because there's the potential for a png to compress better if it had more information to compress 18:04 Calinou not if it's not "8-bit able" 18:04 Calinou a full set of textures is rarely 8-bit-able 18:04 Calinou a single 16x16 texture always is :P 18:04 hmmmm huh? 18:04 Calinou and not all of them would require an alpha layer 18:04 hmmmm WTF is "8 bit able" 18:04 Calinou tried optipng? 18:04 hmmmm no idea what that is 18:04 Calinou if a texture has < 256 colors, it can be turned to 8 bit color 18:04 Calinou > less size 18:05 hmmmm you mean 8 bit color palette 18:07 hmmmm alright, you made your case 18:07 hmmmm i personally just think it's messier with all these texture files, and you can't deny that it takes longer to load from disk 18:11 Calinou remember: what if a mod needs a lot of textures... hardware texture size might be reached 18:11 Calinou especially with HD textures 18:12 Calinou old GPUs have 4096 limit, today's have 16384 limit 18:12 Calinou or 8192 18:14 hmmmm you'd make a texture out of the chopped up images, not the entire texture image 18:14 hmmmm besides, 16384 what? 18:15 Calinou pixels :P 18:15 hmmmm usually 3d engines will have an 'x, y, width, height' version of load_texture so you can do exactly this except even more easily 18:15 hmmmm idk if irrlicht does 18:15 Calinou I think individual textures are better for moddability too 18:16 Calinou less bitchiness when there are missing textures 18:16 Calinou I bet you want to make one "texture sheet" per mod? 18:16 Calinou you'd have to specify the locations of textures by hand too in the mods 18:16 Calinou :| 18:16 hmmmm alright well here's the problem 18:16 hmmmm mods are messy 18:17 hmmmm at the very least somebody ought to make a script to register changes in default textures 18:17 hmmmm well the script would take care of the entire mod "installation" and "deinstallation" process 18:17 hmmmm rename the original textures, move them somewhere, put in the new textures from the mod, have a file that tracks which mods changed what to what 18:19 Calinou too complicated, IMO, the current way mods work is just fine, the only thing I don't like is the over-zealousness of mod folder names, they must be named correctly but there's no enforcement for modpack names... 18:19 Calinou I call INCONSISTENCY 18:32 OldCoder http://oldcoder.org/general/minetest/mineinfo.html 18:33 OldCoder Windows clients updated today. I wish to build Linux clients now. I have done so often but have a question... 18:33 OldCoder Can anybody tell me how to make a deb that forces installs of dependencies? I can make a deb but it doesn't do that. 18:34 hmmmm that has nothing to do with engine development, take it to #minetest-delta 18:34 sfan5 OldCoder: change the control file of your .deb 18:39 OldCoder sfan5, Obviously. The question is how. I lack the time to learn Debian intricacies. But ty. 18:40 sfan5 OldCoder: "Depends:libirrlicht,abcde" should do it 18:40 OldCoder I have lines like that. They don't force automatic installs. Thank you and I'll research the matter further. 18:41 thexyz OldCoder: did you read the channel /topic? 18:41 OldCoder I thought I was told the topic elsewhere. Hold on. 18:41 OldCoder Core. Packaging is not considered core, then? 18:42 OldCoder If not, fine. This was not clear to me. 18:43 hmmmm PLEASE go away. 18:43 OldCoder I'll raise a definite core issue in a few minutes. That one is interesting and possibly fun. Be back in a bit. 18:56 OldCoder Question about core. I'd like to give every player their own avatar. I've got a good character in my worlds but we need more than one. content_sao.cpp IIRC chooses player.png. Can nick be retrieved in that code? If so I may try to do the following: 18:56 OldCoder nick = getnicksomehow(); 18:56 OldCoder usepng = "player.png"; 18:56 OldCoder altpng = sprintf whatever player_%s.png, nick 18:56 OldCoder if (fileexists (altpng)) usepng = altpng; 18:57 OldCoder If this works, then we can have dragons and warriors and nekos and not just one minetoons kid 18:57 OldCoder Opinions Oh Core Devs? 18:57 OldCoder :-) 18:58 hmmmm it's simple, but useless because we plan to put in 3d models for players some time soon 19:09 thexyz hmmmm: i thought he ignored you 19:09 thexyz OldCoder: that could be done by a mod, afaik 19:10 sfan5 thexyz: can mods change the player image? 19:11 hmmmm thexyz, he still did? ignoring people over irc is not a good solution because you miss out on context in conversations 19:11 thexyz hmmmm: dunno 19:11 hmmmm i don't really understand why he ignored me in the first place anyway 19:11 hmmmm he's being pretty childish. 19:12 thexyz sfan5: at least, for some time there was a mod included in minimal which repeatedly swapped player's sprite with cube and vice versa 19:13 sfan5 right 19:14 OldCoder thexyz, sfan5 I believe they can 19:14 OldCoder But FWIW this looks like about just 10 lines of C code 19:19 OldCoder thexyz, sfan5 Do any copies of the old mod exist? 19:19 OldCoder I count that as a "core" question because I am considering changes to content_sao.cpp 19:20 thexyz if that could be made as a mod, that should be made as a mod 19:25 OldCoder thexyz, I agree 19:26 OldCoder Hence the question but perhaps not appropriate for the core dev channel; does anybody recall the name of the old mod? 19:26 sfan5 OldCoder, thexyz: https://github.com/celeron55/minetest/blob/master/games/minimal/mods/experimental/init.lua#L14 19:26 OldCoder sfan5, I thank you 19:26 hmmmm also, OldCoder talks way too much 19:27 sfan5 if it can change the drawtype it should be able to change the image 19:27 OldCoder Yes 19:27 OldCoder But it may be simpler just to override player.png at startup time 19:27 OldCoder and player_back.png 19:40 sfan5 umm 19:44 OldCoder It's fine; this will work out over time 19:44 OldCoder Though it would be fun to be able to say /me dragon at runtime :-)