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IRC log for #minetest-dev, 2013-03-01

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Time Nick Message
00:45 BackupCoder joined #minetest-dev
02:55 hmmmm here is what i came up with right now:  http://dev.minetest.net/TODO#TODO_in_minetest_game
02:55 hmmmm also i cleaned up and added more things to that page
02:56 VanessaE hmmmm: "add new ores".  Calinou's More ores mod.  Diamonds mod.  Titanium mod.  Maybe that one that adds uranium.  That's more than enough.
02:57 VanessaE and those are stable now.
02:57 VanessaE fwiw.
02:57 RealBadAngel Copper? - need to find uses for this first, perhaps craft bronze?
02:57 RealBadAngel technic is not enough?
02:57 VanessaE RealBadAngel: yes.  moreores adds bronze tools to that end.
02:57 hmmmm you guys are missing the point totally
02:57 hmmmm these are things to be added to minetest_game
02:57 VanessaE hmmmm: copper is useful in some recipes also
02:57 VanessaE RBA uses it in technic f.ex, I use it in homedecor
02:58 VanessaE tin, too.
02:58 VanessaE and gold+silver
02:58 VanessaE yes Iknow that
02:58 RealBadAngel we are already HEAVILY using all those ores
02:58 VanessaE there are already many uses for these metals
02:59 VanessaE so it's more like you'd be adding them much as you'd add a library of useful functions
02:59 RealBadAngel http://realbadangel.pl/ores.png
02:59 RealBadAngel complete set of ores
03:00 VanessaE hmmmm: "all mese gear"  <-- "mese starter kit" mod.
03:00 VanessaE diamonds mod covers diamond tools also.
03:00 hmmmm don't tell me about a mod that doe sit
03:01 hmmmm i don't care if some mod already does that
03:01 hmmmm i'll tell you what doesn't do it:  minetest_game
03:01 VanessaE well my point is, we already have code that can do this, so the workload to get these things into minetest_game should be far less than it might otherwise be.
03:01 RealBadAngel indeed
03:01 hmmmm obviously
03:01 RealBadAngel and i voted to merge moreores into minetest_game long time ago
03:01 Exio i think, BEFORE every ore or anything, a thing needs to get added, foods/farming
03:02 hmmmm a lot of those moreores are weird though
03:02 VanessaE hmmmm: how so?
03:02 hmmmm like the green ore?  the purple ore?  seriously?
03:02 VanessaE eh?
03:02 hmmmm i have no idea what those things are and they're not real
03:02 VanessaE what green ore?
03:02 VanessaE what purple ore?
03:02 hmmmm i think it's called alol or something
03:02 VanessaE that's gloopores.
03:02 RealBadAngel lol
03:02 VanessaE not moreores.
03:02 hmmmm i don't know, weird made up names
03:02 hmmmm oh
03:02 VanessaE (and it's Arol)
03:03 RealBadAngel you messed up the mods
03:03 VanessaE moreores adds, gold, silver, copper, tin, and mithril
03:03 RealBadAngel http://realbadangel.pl/ores.png
03:03 RealBadAngel can you see here something purple?
03:03 hmmmm no idea about mithril
03:03 VanessaE gloopores/glooptest adds arol, alatro, akalin, talinite, and ...um...I forget the other one.
03:03 VanessaE mithril is the minetest equivalent to lapis lazuli.
03:03 VanessaE more or less.
03:03 hmmmm i see
03:04 RealBadAngel more
03:04 hmmmm but lapis lazuli is real
03:04 VanessaE yes
03:04 hmmmm mithril isn't
03:04 VanessaE but then, mese isn't real is it? :)
03:04 Exio lapis lazuli? the lapis lazuli in MC is used for.. erhm
03:04 RealBadAngel mithril is also real, hobbits can confirm that
03:04 hmmmm hey i didn't come up with mese nor did i like it
03:04 Exio blue wool, blue wool, blue armor, and blue wool
03:04 hmmmm now we just have to roll with it
03:04 Exio ah! and light blue wool!
03:04 hmmmm exio, yeah, need to find more uses for it
03:05 VanessaE hmmmm: I'm glad we have it - Mithril can be just another fictional ore.
03:05 RealBadAngel if you want to oppose mithril because its not real, then why you can live with mese onboard? :)
03:05 hmmmm i'm not saying we add in moreores as a mod in minetest_game - i'm saying we modify the code in default to have these
03:06 hmmmm i can't, again i don't like mese
03:06 VanessaE why?
03:06 VanessaE what's the point of melding these into default when a mod can just be dropped right in, with only minor tweaks?
03:06 RealBadAngel that is the one of the things you have to live with :)
03:06 RealBadAngel its tradition
03:06 hmmmm it gives the feeling that it's not actually part of the game
03:07 VanessaE hmmmm: naw, not at all.
03:07 hmmmm besides, it's cleaner that way
03:07 VanessaE it's not cleaner at all
03:07 VanessaE because you *must* keep the old node/item names
03:07 hmmmm so now you have two separate on_generates
03:07 RealBadAngel i can agree to add the ores to worldgen
03:07 hmmmm come on =/
03:07 VanessaE in which case it makes sense to keep it as a mod.
03:07 VanessaE ok, sure we have two ore generation routines - so that part could be rewritten
03:08 Exio well, other thing
03:08 Exio what about the "translation" lib of kaeza?
03:08 RealBadAngel but keep in mind almost every mod out there is dependent on moreores
03:08 Exio for mods
03:09 hmmmm so what if we lie to other mods that moreores is already present?
03:09 hmmmm it's not hard to do that
03:09 RealBadAngel sure
03:09 hmmmm or we just have moreores in there as a 'dummy'
03:10 hmmmm and the actual code is cleanly integrated
03:10 VanessaE hmmmm: but what about the node/item names?
03:10 hmmmm what about them
03:10 hmmmm ?
03:10 VanessaE do you really wanna have people rewrite all those dependent mods?
03:10 RealBadAngel no
03:10 hmmmm oh, you mean default:blah moreores:blah?
03:10 VanessaE precisely.
03:10 RealBadAngel keep the namespace
03:10 VanessaE aliases are nice but not meant for this sort of thing.
03:10 hmmmm aren't you able to reference them without the namespace though
03:10 VanessaE no,.
03:10 hmmmm crap
03:10 VanessaE you have to use the namespace.
03:10 hmmmm i could've sworn you could
03:11 VanessaE unless the objects are aliased.
03:11 VanessaE and most stuff is not.
03:11 hmmmm okay that's a problem then
03:11 hmmmm is air aliased?
03:11 VanessaE yep
03:11 hmmmm ah
03:11 VanessaE I think so.
03:11 RealBadAngel all is
03:11 VanessaE ditto for cobble, dirt, etc.
03:11 RealBadAngel thats why you have been fooled
03:11 VanessaE but afaik mostly only the default/legacy stuff is aliased like that
03:11 hmmmm aliasing sucks
03:11 hmmmm we need to fix aliasing so the name id mapping table is updated when an alias is registered
03:11 VanessaE everyone else generally uses aliases for backwards compatibility within the same namespace
03:11 RealBadAngel mese, dirt, cobble all is aliased
03:11 hmmmm not after the mods run initially
03:12 VanessaE hmmmm: this is why RBA and I argue for keeping the mod self-contained.  It's the least amount of work for the perceived benefit.
03:12 hmmmm after i do the ore thing it won't really matter
03:13 VanessaE (even if it needs rewritten to use the default ore generator)
03:13 hmmmm on load, for moreores, it'd just call a couple register_ores()
03:13 VanessaE right
03:13 hmmmm instead of having an on_generated callback
03:13 RealBadAngel genau
03:13 hmmmm also i was thinking that ores should be generalized into 'decorations'
03:13 RealBadAngel take the content and add it new and proper way
03:14 Exio what about just dropping the backward compatibility in some things and doing the things better?
03:14 hmmmm and maybe i should do the whole DecorationDef ahead of schedule
03:14 VanessaE Exio: no, fuck no
03:14 Exio k
03:15 hmmmm hah such an alive conversation
03:15 VanessaE DecorationDef?  I think I missed that part
03:15 hmmmm you people sure get excited when you talk about game content
03:15 VanessaE *scrolls*
03:15 hmmmm oh
03:15 hmmmm i'll explain it
03:15 RealBadAngel Exio, thx to 6d facedir all major mods will have to be rewritten
03:15 VanessaE please do
03:15 RealBadAngel do you want to piss modders even more? ;)
03:15 hmmmm ores, cacti, papyrus, trees, grass, are all "decorations"
03:16 RealBadAngel wait wait
03:16 hmmmm and coming with the nether, there are going to be those spines coming from the ceiling made of glowstone
03:16 VanessaE hmmmm: right, though personally I prefer to use terrain, foliage, and resources.
03:16 hmmmm that's a decoration too
03:16 RealBadAngel ores are not decoration
03:16 Exio RealBadAngel: in any case, "having" to change that will be just changing where it says "moreores:" to "default:"
03:16 hmmmm they will be
03:16 VanessaE stalactites.
03:16 hmmmm anyway a decoration will have different decoration types
03:16 hmmmm you can define it as ore, which would take in an OreDef as its parameter, and it's generated as an ore
03:17 hmmmm meh that's clumbsy
03:17 hmmmm you're right, ores are separate from decorations
03:17 RealBadAngel thats ground content
03:17 VanessaE ores are resources.
03:18 RealBadAngel when picked
03:18 hmmmm so a decoration can be defined as any discrete structure that is placed within a specific biome
03:18 VanessaE hmmmm: that's fair
03:18 RealBadAngel before it theyre same as stone
03:18 RealBadAngel agreed
03:19 Exio hmmmm: if you call "ores" decoration, will that reduce the code complexity for example, or will be just "nothing"?
03:20 hmmmm the latter of the two
03:20 hmmmm i was just over-classifying things
03:20 Exio ok
03:20 hmmmm it'd make things slightly more complex, too, since i'd have to leave room for "decoration-type specific parameters"
03:20 VanessaE Exio: it's just semantics - a way to describe things for the sake of clarity (in theory ;)  )
03:21 VanessaE hmmmm: about beds...  What purpose would they serve?
03:21 hmmmm but do you guys see how this is coming out?
03:22 hmmmm vanessa, setting spawn
03:22 hmmmm also skipping nighttime
03:22 VanessaE right, I figured that was the idea
03:22 hmmmm also home decor
03:22 hmmmm hey, we can take it from the Home Decor mod
03:22 VanessaE I know how they work in general, just wasn't sure if you had something more...eh..game-like in mind.
03:22 VanessaE homedecor doesn't have beds, but if you wanna use stuff from there, please be my guest.
03:23 RealBadAngel i know some more common bed uses but the game should be rated differently ;)
03:23 VanessaE RealBadAngel: get your mind out of the sewer ;)
03:23 RealBadAngel hehe
03:24 VanessaE hmmmm: if you use something from homedecor, let me know what so I can take it out of upstream to avoid conflicts.
03:24 VanessaE also, the reason I'm so strict re: moreores and friends, is because we don't want a repeat of dyes and wool.
03:24 hmmmm hey hey hold on a minute
03:25 hmmmm i'm not doing anything here
03:25 VanessaE hm?
03:25 VanessaE well you know what I mean
03:25 hmmmm those were just suggestions because i'm tired of our current minetest_game
03:25 VanessaE the royal "you"
03:25 VanessaE i.e. whoever.
03:26 hmmmm and i'm not sure about the bed thing
03:26 hmmmm does anybody here play minecraft?  how do beds work in multiplayer?
03:27 VanessaE never played it.
03:27 VanessaE but I believe they work the same way
03:27 VanessaE you sleep, your spawn point and time are reset.
03:27 hmmmm they can't skip time for all the other players
03:27 VanessaE right of course
03:27 VanessaE that's the confusing part
03:27 VanessaE unless *everyone* sleeps
03:27 VanessaE in which case it makes sense
03:27 Exio the thing is with everybody is sleeping, it skips the night
03:28 hmmmm no idea how easy that'd be to do with a mod
03:28 Exio in singleplayer the "everybody" is one player, and it checks for mobs around
03:28 VanessaE hmmmm: trivial I'd best
03:28 VanessaE bet*
03:28 hmmmm so, off topic, but do you guys like my wiki page? :D
03:28 VanessaE actually yes
03:29 VanessaE it seems pretty straightforward, clean.
03:29 VanessaE easy to read
03:29 hmmmm i put a lot of effort into making it look neat
03:29 hmmmm there used to be a part on the old wiki or maybe the minetest.net page that had an outdated todo list
03:29 hmmmm any idea on where that went?
03:30 VanessaE no clue, the old dev wiki was just a jumbled mess
03:30 Exio one thing
03:30 VanessaE http://dev.minetest.net/MinetestWiki:TODO
03:30 VanessaE this?
03:31 VanessaE no, that's yours I guess
03:31 VanessaE http://minetest.net/wiki/doku.php?id=todo
03:31 VanessaE or this?
03:31 hmmmm that looks like it
03:31 hmmmm *clicks link*
03:31 Exio if something like having ores in decorations makes the code "clean" (the code what does the "hard job") and you can make a wrapper from "generate_ore" to "generate_decoration(ore...)", it doesn't matter
03:31 hmmmm ah yes that's it
03:31 VanessaE ph33r my g00gl3 f00 ;)
03:31 hmmmm exio, no, it would take more work than that
03:31 hmmmm it's a good idea to have them separate
03:32 Exio oh
03:32 VanessaE regarding ore generation...  have we decided what the algorithm will actually be?
03:32 VanessaE purely random, perlin, something else?  I don't remember
03:34 VanessaE hmm, and on another note:  your wiki is 10000x better than that damn dokuwiki thing the old one used.
03:36 hmmmm mm yes
03:36 hmmmm i still have a slight detail to work for that
03:36 hmmmm to work on*
03:37 hmmmm if i just add the perlin noise value to the number of ore clusters, it's going to still be spread throughout the generated chunk
03:37 hmmmm to make it more orderly, i'd have to reduce the granularity on which generateOre works
03:37 VanessaE hm
03:38 VanessaE maybe look at the algo used in moreores now, apparently people are rather happy with the veins of ores being found now
03:38 hmmmm i'll figure it out, i'm sure.  but i'm busy this weekend
03:38 hmmmm nah i know exactly what it does, and that's not how i'm planning on doing it
03:38 VanessaE oh ok
03:38 VanessaE just curious
03:38 hmmmm i'd like to eliminate the need for a perlin noise map if possible
03:40 VanessaE great, so I'm gonna have to rewrite plants_lib ;)
03:43 RealBadAngel modders life
03:43 RealBadAngel hehe
03:44 RealBadAngel im partially done with texturing nodeboxes
03:44 RealBadAngel need to finish lua->core transfer of data
03:45 hmmmm ah!  i just remembered a big feature that i neglected to add to the todo
03:45 VanessaE ?
03:45 Exio what feature?
03:45 hmmmm pre-generate map, pre-load map
03:45 VanessaE ah
03:45 VanessaE yes I think a lot of people will like that.
03:46 VanessaE it would make Echo's map explore mod obsolete
03:46 RealBadAngel that would be useful for game modes
03:46 VanessaE *nod*
03:46 hmmmm yeah, my idea is that you'd be able to trigger this from the command line
03:46 hmmmm as well as an option
03:46 VanessaE hmmmm:  like /genmap xxx to generate a sphere xxx nodes in radius or some such
03:46 hmmmm so you'd be able to do minetest --generate 800x800+0+0  --out map.sqlite
03:47 hmmmm huh?
03:47 VanessaE oh, going with X11-style geometry
03:47 VanessaE that works too
03:47 hmmmm that sounds like a worldedit command
03:47 VanessaE nope, that's an X11 geometry spec
03:47 hmmmm i mean your thing about the sphere
03:47 VanessaE oh
03:47 VanessaE naw, that was just a guess
03:48 hmmmm what mine does is generates an 800x800 area of the map starting at 0, 0
03:48 VanessaE maybe a combo of ideas; when you said command line, I thought the 't' command line.
03:48 VanessaE right, I know how thos ework
03:48 hmmmm and there's some sort of default height range that it'd generate which you can modify if so desired
03:48 VanessaE yes
03:49 VanessaE maybe WxHxL+X+Z
03:49 hmmmm and by the option thing i mean like upon creating a new world you have a "Pre-generate?" checkbox which will invoke this same thing
03:49 VanessaE AH
03:49 VanessaE ok that makes just as much sense
03:49 hmmmm yeah
03:50 hmmmm also you know when you start up minetest and you need to look around for blocks around you to load
03:50 hmmmm even if they've been generated you have to look EVERYWHERE
03:50 hmmmm i say we have a burst emerge of everything in some radius, behind a loading screen
03:50 VanessaE yes
03:50 VanessaE I agree with that
03:50 VanessaE with one proviso:
03:50 VanessaE there needs to be a progress meter visible somewhere.
03:51 hmmmm duh
03:51 VanessaE duh :)
03:51 hmmmm what do you think i'd do?
03:51 VanessaE well how do I know :)
03:51 VanessaE you mighta chose to draw a screen of purple plasma with yellow polka dots ;)
03:51 hmmmm that is tempting but i won't
03:51 VanessaE if there's one thing I try to remember about this channel, it's never to assume :)
03:52 hmmmm i dunno what do you think
03:52 VanessaE heh
03:52 hmmmm what if we have the background of loading screens filled up with classic demoscene raster effects
03:52 VanessaE hehe
03:52 VanessaE well, you know RBA would love that
03:53 VanessaE :)
03:53 hmmmm the user would be able to disable it of course
03:53 Exio add the trolololol sound as background when the world loads :D
03:53 Exio song*
03:53 hmmmm i was singing that today after i just had my email account set up
03:53 VanessaE heh
03:53 hmmmm all the folders except for inbox are in russian
03:54 hmmmm "tro lo lo lo looooooooooooooooooooooooooooool lol lol loool yaah yaah yaaaaaah yaaaaaah yah yah "
03:55 RealBadAngel btw
03:55 RealBadAngel i will have one request for core
03:55 VanessaE but in all seriousness, something nice on the "waiting media" screen might be nice at some point in the future
03:55 RealBadAngel need desperately to make one thing in c++ instead of lua
03:56 VanessaE what?
03:56 RealBadAngel get all connected nodes of the same kind, starting with given pos
03:57 RealBadAngel it has a name, i mean the method, deep search or something like this
03:57 VanessaE such a thing needs a way to limit how far one can search
03:57 VanessaE either as a count of connected nodes, or as a cuboid range
03:58 RealBadAngel can have a range, sure
03:58 RealBadAngel but it is needed for technic wires, pipes and mesecons
03:59 VanessaE hmmmm: you may wish to add to the todo:  Find a way to speed up falling sand/gravel - large amounts of it can lag a server all to hell.
03:59 hmmmm i'll check it out, i agree, it's very unnatural
03:59 hmmmm <RealBadAngel> get all connected nodes of the same kind, starting with given pos  <------------- you mean flood fill?
03:59 hmmmm well, flood detect :-)
04:00 RealBadAngel no
04:00 RealBadAngel The breadth-first search
04:00 RealBadAngel its graph's method
04:00 VanessaE hmmmm: think of giving the location of a pipeworks pipe, having C++ give you a list of all pipes that are connected to that first one.
04:00 RealBadAngel i need it hardcoded
04:00 hmmmm ya, flood detect.
04:00 hmmmm oh wait
04:01 hmmmm you just want the immediate neighborhood of connected nodes?
04:01 VanessaE yes
04:01 hmmmm von neumann?
04:01 RealBadAngel list of all connections
04:01 RealBadAngel i have it done in Lua
04:01 RealBadAngel i need core one just
04:02 RealBadAngel because of speed, and being called all the time
04:02 RealBadAngel to maintain realtime connections
04:03 RealBadAngel ie if user connects something to the circuit
04:03 RealBadAngel or breaks the circuit and split it into two parts
04:04 RealBadAngel graph easily solves such problems
04:04 hmmmm ya... but von neumann or moore?
04:05 RealBadAngel http://en.wikipedia.org/wiki/Breadth-first_search
04:05 RealBadAngel this one
04:05 hmmmm :|
04:06 VanessaE two other functions that would be incredibly useful:  a function I can call that always returns a list of the highest-elevation nodes in the given range, of the given type.
04:06 hmmmm you need to know which nodes are connected in order to create a graph
04:06 hmmmm to find out what is connected you need to find which nodes are of the same type in that neighborhood
04:06 RealBadAngel input is just the first one
04:06 RealBadAngel to be checked
04:06 VanessaE and a function that'll return a randomized list of positions within a given range that are all between A and B number of nodes apart from one another.
04:07 RealBadAngel goal is to find all connected
04:07 hmmmm whatever i'll just look at your code and do that
04:07 RealBadAngel no need, i will write it
04:08 RealBadAngel just said it should be merged
04:08 hmmmm oh.  i thought you wanted me to do that
04:08 RealBadAngel :)
04:09 RealBadAngel also this will be useful for mobs AI
04:09 RealBadAngel to find a path
04:09 RealBadAngel when given a graph, reverse from point B to A
04:09 RealBadAngel and cause mob to follow graph
04:10 RealBadAngel in this case path will be check for two nodes
04:10 RealBadAngel ie dirt and air above
04:11 RealBadAngel or "walkable" and air above
04:11 VanessaE RealBadAngel: the function I just suggested would be useful for that
04:11 VanessaE (the one to search for a list of the highest-elevation nodes of the given type)
04:12 RealBadAngel gtg
04:12 RealBadAngel bbl
04:14 VanessaE basically, the two largest functions in plants_lib that add the most CPU are my surface-searching algorithm and the one that finds places thereon to put stuff
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06:27 hmmmm i would honestly rather implement A*
06:27 VanessaE I think RBA was looking into that one also
06:28 hmmmm otherwise the mobs would move stupid (but at least not try to move through unwalkable land)
06:28 VanessaE he looked at about half a dozen or so algorithms before deciding on breadth-first
06:29 hmmmm breadth-first isn't like some sort of algorithm that can be used as an alternative to A*
06:29 VanessaE but if A* makes more sense, go for it
06:29 hmmmm you're comparing apples and toilet bowls
06:29 VanessaE lol
06:29 VanessaE well I'm just going by the terminology as it was thrown about when he and I were discussing it a while back
06:31 hmmmm well from what i understood, when were talking before, he wanted an api to get neighbor nodes of a specific type
06:31 hmmmm or of the same type rather
06:31 hmmmm and i asked him what neighborhood do you want to use and he probably misunderstood
06:32 VanessaE oh, well I'm thinking months ago, private chat
06:32 VanessaE we went over a bunch of algorithms for figuring out pipe/tube routing
06:33 hmmmm indeed, you're going to want the api i just talked about and maintain a graph data structure too
06:33 hmmmm that'll create the graph of the pipeline
06:33 hmmmm see, this sort of shit is why we need luajit
06:33 VanessaE yup
06:33 VanessaE here's a question:
06:34 VanessaE the last time anyone (thexyz) tried luajit, there was no apparent speed advantage, but that was before the advent of things like moretrees vis a vis plants_lib.
06:34 VanessaE so I wonder,
06:34 VanessaE what would happen if you put it to task with those two mods?
06:34 hmmmm yeah, i mentioned that in the wiki TODO
06:34 VanessaE and others of that ilk e.g. snow
06:35 hmmmm i don't really care about what speed improvement happens with some selected mods
06:35 VanessaE *looks at wiki again*
06:35 hmmmm the point is that it's faster than it otherwise would've been with any sort of lua mods
06:35 VanessaE oh I know that, I'm just thinking in terms of what I know to be fairly CPU-intensive mods (as mods go)
06:36 hmmmm the more you'd be able to do in lua without having to switch to C, the better
06:36 VanessaE yes
06:37 VanessaE ah there it is
06:38 VanessaE note to self:  try reading the whole page and not just the referenced section.
06:38 VanessaE fwiw, as I understand all you need to do is link against luajit instead of the regular interpreter.  it's supposed to be a drop-in replacement.
06:39 hmmmm that's a relief
06:39 hmmmm i'm going to try to do that soon as possible then
06:40 VanessaE I'd need to read more about it, that's what I got from ..eh...I think it was some official luajit wiki or so
06:40 VanessaE been too long already since I looked
06:40 hmmmm i was just reading it too
06:40 hmmmm 'night
06:40 VanessaE night
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12:38 celeron55 http://forum.minetest.net/viewtopic.php?id=4936
12:38 celeron55 wasn't this fixed already?
12:38 celeron55 did the masterserver announcement code implement the same thing with no fix?
12:39 celeron55 does curl have some kind of process-global parameters so that this could be avoided completely?
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13:05 thexyz celeron55: fixed
13:05 thexyz there are no global parameters afaik
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13:38 celeron55 proller__: take note ^
13:39 proller__ ?
13:41 proller__ i found And the experimental OpenGL ES driver is here:
13:41 proller__ https://irrlicht.svn.sourceforge.net/svnroot/irrlicht/branches/ogl-es/ but not yet tested
13:43 celeron55 proller__: this fix had to be done on your code: https://github.com/minetest/minetest/commit/fceb465fc9d401aeba901dd59c937a9239bcbb7a
13:43 celeron55 because of http://forum.minetest.net/viewtopic.php?id=4936
13:43 celeron55 just so you know 8)
13:44 celeron55 (it's a common thing with curl and threads)
13:44 celeron55 proller__: how did the performance go with the proper compiling options or whatever you mentioned... yesterday?
13:44 proller__ wow, ok
13:45 proller__ celeron55, not tested, it must be other irrlicht from link ^^^
13:45 proller__ today will test
13:46 proller__ and somebody alreay do it: http://www.pi-fun.com/index.php/search/?search_paths%5B%5D=&amp;query=Irrlicht&amp;submit=Search
13:47 proller__ but pi slower than odroid in 5-15 times
13:50 celeron55 i find it surprising i hadn't yet stumbled on that at all while the main article related to minetest in there was posted 2012-11: http://www.pi-fun.com/index.php/blog/dextrusblogs/minetest-optimisation-begins/
13:50 celeron55 yes; pi is very slow compared to normal computers
13:53 celeron55 ...by the way, who the hell is this guy?
13:53 celeron55 he seems to get surprisingly lot right (while getting things wrong too) about minetest's internals while i don't have any memory of him
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14:15 RealBadAngel hi hmmmm
14:16 hmmmm hi
14:16 RealBadAngel about algorithm, im using BFS with modifications
14:16 RealBadAngel ive added there remembering vertex parent
14:17 RealBadAngel to easily make backwards path
14:18 RealBadAngel so the graphs is not only representation of connected nodes, but serves also for pathfinding
14:18 RealBadAngel simple BFS doesnt tell you how you get from one point to another
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16:53 * Calinou disagrees with debug.txt generation being enabled again
16:53 Calinou not generating it would mean better performance, less disk space and writes done and a more finished feel
16:53 Calinou or maybe it could just log errors (level 1)
16:54 * Jordach agrees with Calinou
16:55 VanessaE what log level is needed to make sure the server just logs crashes?
16:55 VanessaE (e.g. a mod that fails to load/run)
16:56 VanessaE in practice that is really all we need
16:56 PilzAdam 1
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17:44 thexyz hmmmm: I had contacted support, they told me there's no way at the moment to make folders names be in english
17:44 thexyz though they forwarded request to developers
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19:47 proller sfan5, how you fix it source/Irrlicht/CIrrDeviceLinux.cpp:844: undefined reference to `irr::video::createOGLES2Driver( ?
19:47 sfan5 what are you tryting to do?
19:48 sfan5 -t
19:49 proller compile for arm mali gles2
19:49 proller like this ? http://irrlicht.sourceforge.net/forum/viewtopic.php?t=43635
19:49 proller but it 2 years old
19:50 sfan5 well...
19:51 sfan5 that means irrlicht did not get linked with the oglesv2 library for the specific platform
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20:48 proller sfan5, COGLES2Driver missed from irrlicht makefile
20:48 sfan5 that too
20:48 sfan5 the makefile is incomplete
20:48 sfan5 it misses all files for openglesv2
20:52 sfan5 thexyz: @minetest.net addresses available?
20:52 thexyz yes
20:53 thexyz I'm not sure for whom should they be given though
20:53 thexyz celeron55, hmmmm: any ideas?
20:53 Jordach anyone who deserves one
20:54 sfan5 anyone involved with minetest / minetest_game development
21:13 sfan5 it always goes silent
21:15 thexyz ?
21:15 thexyz I asked for hmmmm'
21:15 thexyz s, celeron55's opinions
21:16 thexyz (also, fuck my fingers)
21:16 thexyz waiting for reply now
21:16 thexyz hence silence
21:39 hmmmm yeah what he said
21:39 hmmmm except involved should be a higher standard
21:39 hmmmm like someone who regularly develops, not just contributors who made like 3 changes
21:40 hmmmm but the thing about the folder names doesn't really bug me
21:51 proller looks like nobody tries to compile irrlicht with OGLES2 on linux
21:53 proller lot of errors like gles2-ext.h:439:9: error: ‘khronos_int64_t’ does not name a type
21:55 hmmmm http://i.imgur.com/qaDVDeH.jpg
21:55 VanessaE heh
22:02 thexyz sfan5: what email address do you want?
22:02 sfan5 if i would get one i would use... guess.. right! sfan5@minetest.net
22:21 hmmmm we should set up a mailing list too
22:22 hmmmm or at least an official engine development forum
22:23 hmmmm section
22:24 hmmmm by the way did anybody figure out how to replicate the F10 crash bug (somehow get unicode characters in there)
22:25 sfan5 unicode chars?
22:25 hmmmm need to make sure that if i change that line of code, it'll actually fix the problem
22:26 hmmmm yeah.... based on the backtrace that vanessa pasted it happened in the isspace() of line 333, chat.cpp, and i noticed that it passes a wchar
22:26 hmmmm but i can't actually see if that's the problem or not because i can't type any unicode characters in there
22:28 sfan5 are there any other mail adresses at minetest.net already?
22:28 hmmmm mine
22:29 VanessaE fwiw, I'm not entirely sure that irrlicht was actually a rebug build when I grabbed that trace..
22:29 VanessaE er debug.
22:29 VanessaE (it is NOW though)
22:29 hmmmm no it definitely was a debug build.
22:29 VanessaE oh good
22:29 hmmmm doesn't matter though because that didn't really happen in irrlicht
22:30 VanessaE my system got stupid and tried to half-replace my copy of irrlicht with the one in the ubuntu repo.  No matter.
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22:44 Exio when i install packages outside the repo i always remove the 'official' and create other what --replaces it and --provides it too (with checkinstall :P)
22:44 VanessaE Exio: routine system update decided it was smarter than me :_)
22:45 VanessaE :)
22:45 Exio i blame ubuntu! >:D
22:45 dimeshake i always blame ubuntu
22:48 proller irrlicht compiled! and demos works with ~100fps
22:49 Exio in what hardware?
22:50 proller http://www.hardkernel.com/renewal_2011/products/prdt_info.php?g_code=G135235611947
22:52 Exio damn! i want that!
22:53 proller here is smaller http://www.hardkernel.com/renewal_2011/products/prdt_info.php?g_code=G135341370451
22:58 RealBadAngel nice stuff
23:00 Exio very nice
23:00 Exio i should check if i can get one (more than one really) here :P
23:00 proller i think it first usable arm for desktop
23:01 Exio what about the power usage?
23:02 proller 5v 2a = 10w
23:03 proller segmentation fault in minetest 8(
23:03 Exio aww
23:04 Exio this is nice: "Display (Option) HDMI monitor / LCD panel with RGB or LVDS interface"
23:05 Exio they should release a "how to build your own ARM laptop!" and sell the other parts :P
23:05 proller i use fullhd tv 8)
23:38 ShadowNinja hmmmm: do you think I should add something like minetest.formspec_escape()?

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