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IRC log for #minetest-dev, 2013-01-18

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Time Nick Message
01:05 hmmmm what is travis exactly?
01:39 marktraceur hmmmm: It's a continuous integration tool
01:39 marktraceur hmmmm: Basically the idea is, we configure it for a trigger, the trigger fires, and a build happens
01:39 marktraceur hmmmm: In theory, we could build every git commit after it's pushed, but that might be too much
01:39 marktraceur hmmmm: Maybe daily builds would be fine
01:40 hmmmm that sounds like it's discrete, not continuous
01:40 hmmmm there is no such thing as discrete integration, it ought to be called a 'finite series'
01:42 marktraceur hmmmm: The point is, automatic builds.
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17:26 celeron55 thexyz: what kind of backups do you take of the forum?
17:27 thexyz full sql backup ATM
17:27 thexyz shall I add avatars backup?
17:27 thexyz (or any other media punbb has)
17:28 celeron55 that is quite unimportant; the important thing is to have good backups of the sql
17:28 celeron55 (i define "good" as what i did - at least weekly, on a completely different computer)
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17:29 thexyz those are taken every day at 3:10 MSK, gzipped, encrypted, emailed to me and uploaded to hetzner backup ftp
17:29 thexyz is that enough?)
17:29 celeron55 yes 8)
17:30 VanessaE no, you forgot to have them laser-engraved into a marble slab for storage in a retired missile silo ;)
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17:34 celeron55 thexyz: i think i'll set up a simple http page on c55.me at some point to which you can set up uploads too, so two people have access to them (which should be quite catastrophe-safe)
17:34 thexyz ok
17:34 thexyz btw, how should I send you a key?
17:38 celeron55 dunno, somehow safe-ish i guess...
17:38 thexyz well, pm me your public RSA key then
17:50 iqualfragile thexyz: i think it would be a bit safer for him to put it onto his website
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18:54 SiegeWizard Hello
18:54 SiegeWizard Is there anyone online?
18:55 PilzAdam yes?
18:56 sfan5 yes
18:57 SiegeWizard Im new to minetest
18:57 SiegeWizard And i would wonder
18:57 PilzAdam this is the development channel
18:57 SiegeWizard if anyone could tell me how could i contribute
18:58 SiegeWizard i know how to program quite well
18:58 PilzAdam go to #minetest
18:58 SiegeWizard i know its the development channel
18:58 SiegeWizard thats why im in here
18:59 SiegeWizard i was wondering
18:59 SiegeWizard if you were looking for C programmers
18:59 sfan5 https://github.com/celeron55/minetest go there download the repo (best with git)
19:06 marktraceur SiegeWizard: The answer is "absolutely!"
19:06 marktraceur SiegeWizard: We'd love to have someone working with us on the engine, do please play around with the game and work on anything you'd like
19:06 marktraceur There are also bugs listed in the GitHub issue tracker
19:08 SiegeWizard I think that the bug list could be an easy way of playing arround with the code
19:08 SiegeWizard that you all
19:08 Calinou SiegeWizard: documentation is also a good thing to do
19:08 SiegeWizard thank*
19:08 Calinou write tutorials, mod documentation...
19:08 Calinou the core gameplay is documented quite well for now
19:08 Calinou http://wiki.minetest.com (yes, it's .com)
19:08 hmmmm there's a regression that causes a lot of choppiness in gameplay that happened sometime in between 0.4.3's release and the current release
19:09 hmmmm it would be very helpful to find which commit caused this exactly
19:09 Calinou no difference for me
19:09 Calinou hmmmm: shaders?
19:09 hmmmm nah. they
19:09 Calinou make sure you use same video settings and resolution to test
19:09 hmmmm nah, they're cpu spikes*
19:10 Calinou CPU usage is ok when playing minetest for me
19:10 marktraceur SiegeWizard: If you want to document the engine, you can use http://dev.minetest.net
19:10 Calinou (it can only go up to 12.5% anyway :-D)
19:10 hmmmm it is noticably worse for me
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20:10 hmmmm celeron55, everything is completely ready... http://pastebin.com/1FnSr6yR   https://github.com/kwolekr/minetest/commits/no_mgv7
20:12 Calinou mapgen v7 hater :-D
20:13 PilzAdam i spawned like 20 meter above ground
20:23 RealBadAngel hmmm, tried to compile it and got: http://pastebin.com/H0ugkCYM
20:23 hmmmm you gotta be kidding me
20:23 hmmmm #@$#$!@#
20:26 hmmmm RealBadAngel, in porting.h on line 53, try adding #include <stdint.h> and try again
20:26 RealBadAngel ok
20:28 hmmmm i guess for me, stdint.h gets included implicitly through some strange concoction of other includes that doesn't work for linux
20:28 PilzAdam it builds fine for me (kubuntu)
20:28 Calinou you use windows?
20:28 Calinou i'm going to try to build it
20:28 hmmmm no.
20:28 Calinou *BSD?
20:28 hmmmm yeah
20:28 Calinou lol
20:28 RealBadAngel it compiles further now
20:29 hmmmm RBA, what's the next error
20:29 RealBadAngel no errors by now
20:29 hmmmm oh okay
20:29 RealBadAngel 62% atm
20:29 hmmmm i thought you meant "it errored again but got further than last time"
20:29 Calinou lol, there is a yay_new_branch
20:29 hmmmm that was celeron's name suggestion
20:30 Calinou compiling
20:30 hmmmm ahh it's going to be so good to have all this crap included so i can finally work on some different things
20:30 hmmmm first on my list is add the new lua crap.
20:31 Calinou finished
20:31 Calinou RealBadAngel: beat you to it
20:31 hmmmm what cpu you got
20:31 PilzAdam hmmmm, I always spawn too high
20:31 hmmmm pilzadam, always?
20:31 PilzAdam 2 times
20:32 hmmmm that's interesting..... nobody else seems to be having that problem... does the terrain look okay?
20:32 PilzAdam 2 out of 2
20:32 hmmmm lemme try a bunch more times and see
20:32 PilzAdam yea, everything else is perfect
20:32 RealBadAngel hmmmm, its ok now, compiled it
20:32 hmmmm great
20:32 hmmmm pilzadam, by "too high" you literally mean 20 blocks
20:32 Calinou hmmmm: i7-2600K (not overclocked)
20:32 hmmmm nodes rather
20:32 Calinou using make -j8
20:33 hmmmm calinou, same here just about :p
20:33 PilzAdam hmmmm, 10 to 20 nodes
20:33 hmmmm try once more
20:33 Calinou hmmmm: what features does that branch bring? it seems to be based on 0.4.3, but nothing really changed
20:33 hmmmm calinou, you mean master?
20:33 Calinou terrain looks "normal" (like it would look with normal minetest)
20:33 Calinou erm sry, i was using master
20:33 Calinou forgot to checkout branch
20:33 PilzAdam hmmmm, and again
20:33 PilzAdam too high
20:33 hmmmm okay
20:33 hmmmm this is very interesting
20:33 hmmmm and you say you were on kubuntu
20:33 Calinou building again..
20:34 Calinou i'm on xubuntu 12.10 btw
20:34 Calinou PilzAdam: 12.10 too?
20:34 PilzAdam yep
20:34 PilzAdam and again too high, 4 out of 4
20:35 hmmmm do you take damage from falling?
20:35 PilzAdam i have disabled it
20:35 PilzAdam lemme try
20:35 Calinou http://paste.ubuntu.com/1546630/ <= I always get these errors with any minetest version when built, at the end
20:35 hmmmm those aren't errors
20:36 PilzAdam hmmmm, yes, i get damage
20:36 Calinou i'm now using the branch, mapgen looks similar.
20:36 hmmmm hmmmm
20:36 Calinou i know, these are warnings, yeah
20:36 Calinou <hmmmm> hmmmm <= lol
20:36 hmmmm calinou, someday we will go through and fix all the warnings
20:36 hmmmm gotta stay focused for now though
20:36 hmmmm man it kills me to ignore all the other problems
20:36 PilzAdam hmmmm, strange, I get no hurt screen and when I relogin the health gets restored
20:37 hmmmm pilzadam, i just turned on damage and i take damage when spawning too
20:37 hmmmm i thought it was "odd" because it seemed like i would only spawn 4-5 blocks above ground
20:37 hmmmm my perception must've been off
20:38 hmmmm okay, i'll change something really quick.
20:39 PilzAdam what about the wrong damage handling?
20:39 hmmmm that's 100% unrelated to my work
20:39 hmmmm that's another bug for another day
20:39 PilzAdam okay, will keep it in mind
20:39 hmmmm okay, in server.cpp:4852, change groundheight+1 to groundheight-2
20:40 hmmmm see how much that helps
20:40 PilzAdam not much
20:41 hmmmm did you take damage in the current master of minetest?  just curious
20:43 PilzAdam nope, I spawn directly on the ground
20:44 hmmmm personally i like it a bit more if you drop onto the ground when starting a new map... it gives you the feeling that you were "dropped" into this piece of land by something
20:44 hmmmm but it's not correct behavior and you take fall damage
20:44 Calinou fake fall damage actually
20:44 PilzAdam I like the idea too
20:44 Calinou it's a bug ;)
20:44 Calinou also, you don't alwyas fall
20:44 Calinou imo you should always spawn at a certain height, like 80
20:45 hmmmm it's better than the alternative, right?  spawning stuck into the ground
20:45 hmmmm alright hold on.
20:46 Calinou never spawned stuck in the ground
20:46 PilzAdam btw, does the minetest.register_biome() function work with your v6?
20:46 hmmmm no, v6 doesn't make use of biomes
20:46 hmmmm sorry i left it in there
20:50 hmmmm okay weird.
20:51 hmmmm i am not seeing the problem
20:58 hmmmm this is very odd.  when i respawn from dying i respawn right on the ground, no falling at all
20:59 hmmmm when i spawn from a new map, i spawn semi-highish
20:59 hmmmm and take fall damage that goes away when i log back on
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22:15 Wuzzy2 Is it currently possible to add a light source which emits (for instance) red light?
22:15 PilzAdam no
22:15 Wuzzy2 darn it :-(
22:15 Wuzzy2 And why is this so?
22:16 PilzAdam only one light value is stored, for every node edge
22:16 PilzAdam if colored light would be added, you have to strore 3 values
22:16 Wuzzy2 so currently there is no RGB stuff, only a "brightness" thing, right?
22:17 PilzAdam yep
22:17 Wuzzy2 oh, I understand
22:17 Wuzzy2 Why was that brightness thing chosen in favor of colored light?
22:18 PilzAdam because its faster to just have on light values
22:18 PilzAdam -s
22:18 Wuzzy2 faster? faster CPU time? faster network? what do you mean
22:19 PilzAdam I dunno if the light calculation is done  in CPU or GPU
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22:20 Wuzzy2 would it be much hassle to add colored light? would there be any drawbacks?
22:22 PilzAdam someone need to make some benchmarking if it really increases the light calculation that much
22:27 doserj lighting is all done on the CPU.
22:29 Wuzzy2 lol so I was right ... by chance :D
22:30 hmmmm someone did colored lighting
22:31 Wuzzy2 WHAT?
22:31 hmmmm somebody said that it's 3x slower...
22:31 hmmmm never verified it though
22:31 Wuzzy2 where do I find it?
22:31 hmmmm http://www.youtube.com/watch?v=1MWZxyCsbv4
22:31 hmmmm "minetest colored light"
22:31 sfan5 wasn't that by kahrl?
22:32 hmmmm looks like Queatz
22:32 Wuzzy2 you are my heroes. I have to d/l this now. :)
22:33 hmmmm http://forum.minetest.net/viewtopic.php?id=1262
22:33 doserj lighting calculations don't influence fps much, so 3 times slower wouldn't be a big deal
22:33 hmmmm "Hmm seems to be so different now.  I tried merging but there's a multitude of conflicts and c55 doesn't even want it so probably not unless it has some type of future."
22:34 doserj it would be a substantial change to the core code, yes
22:34 Wuzzy2 and the link to the github page <https://github.com/Queatz/minetest/tree/colored_light> is 404 -_-
22:46 SiegeWizard guys, you clame that the code is well comented
22:47 SiegeWizard i have to disagree
22:47 PilzAdam who said that?
22:47 SiegeWizard the work is very impresive but the coments are quite random
22:47 SiegeWizard I asked if i could help and i was told to read the code, taht is well comented
22:48 SiegeWizard I seriously think that you need to make a common way of comented things apart from random coments where you think they are necesary
22:49 doserj nobody said the code is well documented, as far as i know
22:49 PilzAdam the only thing i can read in the log is that people have suggested that you can do some documentation
22:49 SiegeWizard <Calinou> the core gameplay is documented quite well for now
22:50 doserj gameplay != code
22:50 PilzAdam <Calinou> SiegeWizard: documentation is also a good thing to do
22:50 PilzAdam <Calinou> write tutorials, mod documentation...
22:50 SiegeWizard he was talking about the dev wiki?
22:50 SiegeWizard sorry then missunderstood
22:51 SiegeWizard still think that the code need to reach an agreement on how to coment
22:51 hmmmm most of the code is celeron's, the disagreement is basically all his
22:52 hmmmm in general, /**/ type comments are "topic comments", they're supposed to separate chunks of code, while // comments are just commenting on some bit of code
22:52 SiegeWizard yes ive seen that
22:53 SiegeWizard some separation coments with /**/ and random coments on //
22:53 SiegeWizard what i was trying to say is comments like this one:
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22:54 Cybersoft hi, where would I start if I wanted to use curves and slopes in blocks? does it require code changes or the current code supports it%
22:55 hmmmm it would require huge code changes.
22:55 SiegeWizard what i was trying to say was:
22:56 SiegeWizard it doesnt allow me to wirte it
22:56 PilzAdam hmmmm, http://forum.minetest.net/viewtopic.php?id=4297
22:56 hmmmm ah neato
22:56 Cybersoft so the engine already support it
22:56 Cybersoft I think I can delete minecraft now
22:56 SiegeWizard /* funtion(param1,param2)
22:57 SiegeWizard * param1:
22:57 SiegeWizard * param2:
22:57 SiegeWizard * return:
22:57 SiegeWizard * description:
22:57 SiegeWizard */
22:57 hmmmm microsoft style?
22:57 hmmmm i think that's a bit too overkill
22:58 hmmmm a lot of the code is self-documenting, as in, anybody can understand the code to a reasonable extent
22:58 SiegeWizard commenting on an opensoruce project is never an overkill
22:58 doserj I'm all for doxygen-style docs
22:58 SiegeWizard doxygen.style?
22:58 hmmmm instead of crapping up the code like that, it should be part of a wiki instead
22:58 hmmmm definitely
23:00 SiegeWizard well
23:00 SiegeWizard it still should be comented somehow
23:00 SiegeWizard and what i proposed is accepted as doxygen
23:01 SiegeWizard http://www.stack.nl/~dimitri/doxygen/manual/docblocks.html
23:03 SiegeWizard you only have to add an ! after the /*
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23:18 Cybersoft world generation is handled with a lua script, right?
23:18 Cybersoft I noticed that the underground seem to be completly opaque with no caves/etc in vanilla, are there random structures generated or is it landscape only in vanilla?
23:20 doserj world generation is done in c++, not lua. and there are caves, but no random structures like dungeons etc.
23:21 Cybersoft and as I understand it mods are lua + textures/models, but not c++ right?
23:22 doserj yes
23:22 Exio well, ore generation is in lua
23:23 Cybersoft so if someone does things in c++ there will be an issue with svn and/or doing a fork right?
23:26 RealBadAngel there is some dungeons generations code in mapgen.cpp
23:26 RealBadAngel but its not used
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23:41 Cybersoft so what's the dev situation? what features are being worked on and how many peoples is there on the project?
23:47 RealBadAngel im workin now on L-systems treegen
23:48 RealBadAngel im pretty close to finish the task, now adding just textures, extra objects like saplings, planks etc
23:49 Cybersoft yeah the trees and the lack of curves/slopes is one of the reason I switched off from minecraft
23:49 Cybersoft I saw the trees in mythruna, would L-system trees be similar to that?
23:49 RealBadAngel http://forum.minetest.net/viewtopic.php?id=4218
23:49 Cybersoft ie: with curved branches and the like?
23:50 RealBadAngel look for my posts in this topic to see some screenshots
23:51 Cybersoft yeah those are nice, btw it seems when I mine some ore I don't get the ore neither do I get a drop from the ore block - is that normal?
23:52 RealBadAngel you get the lump from mining ore block
23:53 RealBadAngel install moreores mod to get some more ores btw
23:53 RealBadAngel many other mods depends on it
23:56 SiegeWizard RBA
23:56 SiegeWizard did u finish your L-system algorithm?
23:58 SiegeWizard if you haven't: http://www.nbb.cornell.edu/neurobio/land/OldStudentProjects/cs490-94to95/hwchen/
23:58 SiegeWizard if you have: nvm
23:58 RealBadAngel engine part of generator is done
23:58 RealBadAngel now im makin use of it
23:59 SiegeWizard ok
23:59 Cybersoft where are the block definition/model stored? I used a cactus texture from minecraft, but it seems the cactus block in minetest is larger because I'm getting transparency from the texture and I'd like to adjust it
23:59 RealBadAngel there are already 12 tree models done

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