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. 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) 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 ;) 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 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 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 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 <= 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 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 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 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 the core gameplay is documented quite well for now 22:50 doserj gameplay != code 22:50 PilzAdam SiegeWizard: documentation is also a good thing to do 22:50 PilzAdam 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: 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 /* 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 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