Time Nick Message 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 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 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 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? 13:05 thexyz celeron55: fixed 13:05 thexyz there are no global parameters afaik 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=&query=Irrlicht&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 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 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 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 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 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. 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()?