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IRC log for #minetest-dev, 2013-04-18

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All times shown according to UTC.

Time Nick Message
01:12 hmmmm a date!?
01:12 VanessaE who?  where? :)
01:13 hmmmm well, i'll be temporarily free from school-related stuff on the weekends, so I guess the HUD stuff should be done at the latest by the 22nd
01:13 hmmmm it's usable as-is
01:13 VanessaE nice
01:13 hmmmm but i'd like to get everything working perfectly
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03:04 hmmmm hmm
03:04 hmmmm hey guys, just curious
03:05 hmmmm why do people have pointers to things in the ClientEvent struct?  does it need to be a POD data structure or something?
03:06 hmmmm i don't know if this is a subtilety i'm missing or just crappy code
04:04 hmmmm this is bad
04:04 hmmmm with the api, i bet we'll start seeing ad supported minetest servers
04:04 hmmmm (of course, people would be able to hide the banners by hiding the HUD)
04:06 ShadowNinja hmmmm: interesting idea, although I am not sure if the advertizers would like that
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05:46 celeron55 hmmmm: well, it's because it uses an union
05:46 celeron55 and people ended up just using POD in it rather than making it not an union
05:46 celeron55 a*
05:47 hmmmm i can understand that for std::string, but what about the vector types
05:48 celeron55 it probably should be changed to just contain all the things flatly; there are really no concern about performance or memory consumption in there...
05:49 celeron55 (and non-POD types are quite light anyway if they aren't actually used)
05:52 hmmmm i'm not in the business of changing things that don't really need to be fixed
05:52 hmmmm it's just not clean looking because of all the additional copying/deleting/allocating/etc.
05:53 hmmmm !_! https://github.com/kwolekr/minetest/commit/20e5e9194cd3b2c3775aaec0e0f99e94671ddb43
05:55 hmmmm christ, 800 additions and 800 deletions for what's really not that huge of a feature
05:56 hmmmm any objections before i commit this bunch of crap
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09:43 Taoki Yay for Lua HUD!
09:43 Taoki Maybe health can be fully moved to Lua as well now, and any reference to it in the code removed
09:52 Exio Taoki: client-side prediction, that can't be done
09:52 Taoki Cl;ient-side prediction?
09:53 Taoki What does that have to do with health?
09:53 Exio when you fall you see the "red-screen" localy, that is not sent by the server
09:54 Taoki Ahh, correct. Though that should be solved by allowing screen effects to be sent by lua too
09:54 Taoki eg: A flash color specified as RGB and a camera bump amount. Many circumstances this could be used in
09:54 Taoki By custom mods I mean
09:55 Taoki Like if someone needs to create plasma damage for a plasma gun, they can send a green flash + bump to the client. Should note the feature somewhere
09:55 Exio hm, k
09:56 Exio i need to rebase the crosshair-image-stuff, other time
09:56 Exio Taoki: ? that can't be solved with that
09:56 Taoki hmm?
09:56 Exio try falling without blocked damaged, with 5s of lag, or so
09:57 Exio the red screen and the damage will be predicted
09:57 Exio with adding lua layers to that the player'll need to "wait" for the server sending that
09:58 Exio even singleplayer has lag
10:00 Taoki Not sure I understand fully. I mean what would keep the server from detecting speed at fall time and just sending the effect via a Lua function? It would be a bit laggier if that's what you mean though, but a bit better on the modding side
10:00 Taoki Yes, I think I see what you mean actually. Predicting it client-side reduces lag. That is true
10:01 Exio yes, the stuff can be done in lua and would make it moddable
10:01 Exio but that, without client-side prediction, will work like doors when you get lag
10:01 Exio or buckets, for saying examples
10:01 Exio you rightclick/leftclick them, and wait a.. bit, depending of your network + latency for the result
10:02 Taoki Still tempted to choose "more moddable" over "less laggy"
10:02 Exio you never played quake3
10:02 VanessaE choose "more moddable", for one reason:  "less laggy" can be tacked on later in the form of better networking code.
10:03 Exio client-side prediction is the only thing what MT still doesn't have
10:03 Exio it lacks what makes a networked game feel smoother
10:03 VanessaE Exio: it has some client-side prediction, just not as much as maybe it should
10:05 Exio VanessaE: in any case, that seems you never used a network with 300 ms of latency
10:05 VanessaE heh
10:05 VanessaE no, quite the opposite.
10:05 Exio i'll say you would be moving stuff to "People with low-end cpu and 'high-end' networks" ;)
10:05 Exio just saying, bbl now, school
10:05 Exio i'll be back in a bit
10:06 VanessaE well either way it is an unsolvable problem until we have some kind of client-side modding or at least the ability for the client to execute parts of the code the server also executes.
10:07 VanessaE e.g. in the aforementioned door example, the server would need to send a copy of the hypothetical door code to the client so that the client knows what to actually *do* about that door.
10:08 VanessaE both ends execute their respective copies, and the server informs the client of the official result.
10:14 Exio yep
10:14 Exio add that and then move the HP system to lua
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10:28 kahrl about the lua hud client side prediction
10:28 kahrl maybe the server should be able to set the "speed" of a bar?
10:29 kahrl say if a player is in water, a mod could set the speed of air bubbles to -0.5/s
10:30 kahrl otherwise with lag the bar might deplete in a choppy way
10:31 VanessaE morning, kahrl.
10:31 kahrl lunchtime :P
10:31 VanessaE ok, afternoon then :)
10:32 VanessaE think I'll head off to bed myself (6:31 am and I have not slept yet)
10:32 VanessaE night
10:32 kahrl good night
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11:28 celeron55 kahrl: well, being limited to "half things", it's so rough that i guess it's not really noticeable
11:32 celeron55 kahrl: there are more serious problems with the thing
11:32 celeron55 kahrl: see discussion on #minetest earlier today
11:33 celeron55 for example the current HUD cannot be moved to Lua because of current limitations
11:33 celeron55 with placement
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12:20 kahrl I'm currently trying to make the F10 crash reproducible but not having luck
12:21 kahrl (or has that been fixed at some point?)
12:23 kahrl Made the client send a dozen chat messages a second, debug.txt is 3.4M after 20 minutes of playing ;)
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15:45 sfan5[Mac] any progress on a VoxelMeshManipulator(not sure if it was called so) interface for lua?
15:46 PilzAdam its added to the TODO list in the dev wiki :-)
15:48 sfan5[Mac] :/
15:48 hmmmm voxel mesh manipulator?
15:49 hmmmm if that's what you called it, then you clearly don't know what the feature actually is and you're probably mistaken in looking forward to it
15:49 sfan5[Mac] i know what it does and what it is used for, i just forgot the name
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15:51 hmmmm you implied that it builds meshes instead of editing things on the map
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15:51 * sfan5[Mac] blames his brain
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17:17 PilzAdam thexyz, I think we can merge this as it is because there is no dutch in weblate yet: https://github.com/minetest/minetest/pull/668
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17:49 thexyz PilzAdam: okay, do that
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17:59 PilzAdam thexyz, done
18:01 thexyz well
18:01 thexyz now go learn about language codes ^^
18:01 thexyz apparently, Dutch is nl
18:01 thexyz PilzAdam: rename plz
18:01 PilzAdam oops
18:02 PilzAdam I thought the guy who pull requested it acutally knows his language code
18:03 PilzAdam done
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19:44 jojoa1997|Tablet how is mapgen7 coming along. hmmmm are realms like aether and nether anywhere close to being started?
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20:25 PilzAdam hmmmm, you frogot to close Lua HUD pull request
20:26 VanessaE hmmmm: can you look into that texture size issue too please?
20:26 VanessaE I just need to know if we want to declare it a bug or not, so i can adjust HDX to compensate, if necessary.
20:26 hmmmm no, no, and no.
20:27 hmmmm it's not important enough for me to halt my schoolwork
20:27 VanessaE very well, just look at this screenshot.
20:27 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_468476054.png
20:28 hmmmm and it didn't do that before I changed the hud stuff?
20:28 VanessaE nope, impossible - I took that screenshot *after* the HUD stuff went in.
20:28 hmmmm mmmmmmmmm....
20:28 VanessaE oh, yeah no.  It worked fine before.
20:28 hmmmm later
20:29 VanessaE do you consider that a bug?
20:29 hmmmm yes
20:29 VanessaE ok.
20:29 VanessaE thank you.
20:29 hmmmm it seems like a minor oversight caused from when i moved hud code around
20:29 * VanessaE puts her image editor away.
20:35 Taoki hmmmm: I was wondering. Would you consider adding a feature to your v7 mapgen to allow in-between nodes when creating hills? So one can define slabs and allow this to happen: http://forum.minetest.net/viewtopic.php?pid=84880
20:35 Taoki Optionally and off by default of course
20:36 VanessaE PilzAdam would throw up :D
20:37 PilzAdam http://youtu.be/NZkStSdlh3c?t=5s
20:38 VanessaE I said throw up, but blow up :)
20:38 VanessaE not*
20:39 proller why paramat make it on lua, its too slow to use
20:41 Taoki proller: It's a good start. But yes in Lua it can be slow... plus it won't work at ground level
20:41 Taoki Would rock if a mapgen would optionally allow smoothness nodes
20:41 Taoki Or an automatic way to detect slab versions of any material and properly use them as part of hills. Off by default, just for custom games and mods
20:41 proller start for total rewrite in c++ after
20:44 hmmmm i don't know how your mod currently does it, but i wouldn't even bother looking at it.. clearly, you'd just need to add half slabs for every odd coordinate where dirt is placed
20:44 hmmmm and it doesn't need to be tied to a specific mapgen either
20:46 hmmmm sure, i'd add that feature after all of what i originally planned to do is done
22:19 ShadowNinja Any comments? https://github.com/minetest/minetest/pull/594
22:21 jojoa1997|AWAY i dont like it
22:21 jojoa1997|AWAY that means there is no more privacy
22:24 ShadowNinja You are giving away your IP anyway, I would like to set my log level to something lower, the debug.txt is for larger than my map and is slowing down the server
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