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IRC log for #minetest-dev, 2013-05-02

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Time Nick Message
00:40 RealBadAngel sapier: +minetest.remove_craft(reciep)
00:40 RealBadAngel theres a typo
00:43 dexter0 joined #minetest-dev
00:51 jojoa1997 joined #minetest-dev
03:37 kahrl_ right now common mods are loaded in the order specified in the game configuration, and ignore dependencies. Is there a specific reason for that?
03:37 kahrl_ Or just because it was easier to code?
03:38 kahrl_ (I need to know if I can make them check dependencies, or if that would break stuff)
03:38 drjoe joined #minetest-dev
03:38 drjoe hi
03:43 kahrl_ doctor doctor, can't you see I'm coding, coding?
03:58 hmmmmmm people seem to be upset over the suggestion to change the name of the core
03:58 VanessaE quite so.
03:58 hmmmmmm and celeron isn't supportive like i sort of imagined
03:59 VanessaE maybe I'll just delete that whole thread then
03:59 RealBadAngel i think he found it actually funny
03:59 hmmmmmm nooo....
03:59 VanessaE seeing as how the trend is to keep the existing name
03:59 RealBadAngel he plays with some generator to get funny names ;)
04:00 drjoe why change the name anyway
04:00 hmmmmmm it should be a topic open to debate
04:00 RealBadAngel hmmmmmm, have you seen what i did to sky?
04:00 hmmmmmm don't just delete the thread
04:00 hmmmmmm RealBadAngel i have not
04:00 RealBadAngel http://i.imgur.com/JmuHeve.png
04:00 VanessaE drjoe: to keep noobs from confusing the engine for minetest_game, e.g. the content thereof
04:00 VanessaE hmmmmmm: ok,
04:00 hmmmmmm woah
04:00 VanessaE it stays open.
04:00 VanessaE hmmmmmm: he has the sun done, too :)
04:00 hmmmmmm that's something i can't get used to, but i like the concept
04:00 hmmmmmm needs to be way smaller
04:00 VanessaE http://i.imgur.com/hVGQqi3.jpg
04:01 drjoe so the game it self is still gonna be minetest?
04:01 hmmmmmm unless you're trying to look like GTA vice city
04:01 hmmmmmm drjoe, yes
04:01 drjoe but minetest_game is gonna be freemine?
04:01 hmmmmmm other way around
04:01 VanessaE drjoe: "the game" is one of four standard games available for the engine from the standard repositories.
04:01 RealBadAngel hmmmmmm, im just playing with settings
04:01 hmmmmmm as for the banners and what not
04:01 VanessaE (counting "minimal" as a game)
04:01 drjoe i msuper confues as long as the whole pakage is called minetest i dont care
04:01 hmmmmmm we need to figure some way to change those based on game
04:01 RealBadAngel i think moon_size and sun_size shall be exposed for modding
04:02 VanessaE RealBadAngel: yes
04:02 hmmmmmm lol
04:02 hmmmmmm shall
04:02 hmmmmmm whenever you use the word shall, you sound like technical documentation
04:02 RealBadAngel ok, i will just do it :)
04:02 VanessaE lol
04:04 VanessaE RealBadAngel: <Abe> COOOOOL! (re: texturable sun/moon)
04:04 kahrl_ I'm about to add dependency resolving and modpack support to common mods. Any reason not to?
04:04 ShadowNinja hmmmmmm: You seem to be thinking unusually long today ;-)
04:05 kahrl_ I doubt modpacks will be used much there, but it's good for symmetry I think
04:05 ShadowNinja kahrl_: I think that was TODO, at least from PlizAdam's commit messages
04:06 hmmmmmm that's because i dropped twice
04:06 drjoe well im out peeps
04:06 drjoe shadowniinja work on your bot it isnt good you saw yesterday :D
04:07 ShadowNinja Hmm?
04:07 RealBadAngel texturing moon/sun is just a side effect. i just found sky.cpp as easy sandbox to play with creating and displayin meshes ;)
04:07 kahrl_ ShadowNinja: where can I find those messages?
04:07 ShadowNinja Also, that should be in #minetest
04:07 drjoe left #minetest-dev
04:08 ShadowNinja kahrl_: look at survival/build/etc
04:08 ShadowNinja Webchat un-quieted I see.
04:09 kahrl_ ah, that's about dependencies
04:10 * ShadowNinja wonders what drjoe was thinking and comes up with a spammer on another channel he is an op in...
04:10 kahrl_ I don't believe there is any harm in adding dependency tracking to the core
04:26 RealBadAngel btw, take a look at this: http://www.youtube.com/watch?v=u9qVPpeKDFw
04:26 RealBadAngel and this:
04:26 RealBadAngel http://pin.ic.cz/Water.lua
04:27 VanessaE why's it named .lua when that's clearly not a Lua file?
04:27 VanessaE still
04:27 kahrl_ it is lua
04:27 VanessaE void main() ?
04:28 VanessaE this isn't Lua as far as I'm aware :-)
04:28 VanessaE looks like GLSL
04:28 RealBadAngel it looks like big TRY ME ;)
04:28 kahrl_ it's in a heredoc
04:28 kahrl_ http://www.lua.org/manual/5.1/manual.html#2.1
04:29 kahrl_ long brackets as it's called officially
04:29 VanessaE ehm..  does lua have keywords like "uniform" and "varying"?
04:29 kahrl_ of course not
04:29 kahrl_ that entire thing is a string as far as lua is concerned
04:30 VanessaE I'll have to take your word for it :)
04:31 drizz VanessaE: imagine there being parantheses around the double square brackets before and after the glsl code
04:31 VanessaE ok I can buy that.
04:31 drizz Material:SetVertexProgram([[vertex shader]])
04:31 drizz :p
05:15 BackupCoder joined #minetest-dev
05:22 kahrl_ what's the recommended way to loop over a boolean? I'm thinking of bool x=true; do { ...; x = !x; } while (!x);
05:23 kahrl_ but that seems like bad style
05:23 hmmmm huh
05:23 hmmmm i don't get it
05:24 kahrl_ I want "for (x in {true,false}) { ... }"
05:24 kahrl_ but obviously it doesn't work that way (well, there's something similar in C++11)
05:24 hmmmm what on earth
05:25 hmmmm well
05:25 hmmmm i guess it's understandable
05:25 kahrl_ should I loop an integer from 1 to 0?
05:26 hmmmm i suppose... what does the C++ standard say about boolean/int conversion exactly?
05:26 kahrl_ I don't have one, they're expensive :|
05:26 hmmmm oh, what, a copy of the C++ standard?
05:26 kahrl_ yeah
05:26 hmmmm hold on
05:29 hmmmm http://ompldr.org/vaWFkNw
05:29 kahrl_ thanks!
05:32 hmmmm anyway, i suppose a for loop from 1 to 0 would work, converting to boolean
05:32 kahrl_ 4.12 An rvalue of arithmetic, enumeration, pointer, or pointer to member type can be converted to an rvalue of
05:32 kahrl_ type bool. A zero value, null pointer value, or null member pointer value is converted to false; any
05:32 kahrl_ other value is converted to true.
05:32 kahrl_ woops, stupid newlines
05:32 hmmmm yeah, i figured as much
05:46 RealBadAngel joined #minetest-dev
06:09 celeron55 < hmmmmmm> we need to figure some way to change those based on game
06:10 celeron55 i have a branch for this, if i understood it right
06:10 celeron55 https://github.com/celeron55/minetest/commits/menubackground
06:11 celeron55 hmm, actually i think i misunderstood
06:11 hmmmm no, that's correct
06:11 hmmmm how long has this code been waiting
06:12 celeron55 it's been hanging there for some weeks i think
06:12 celeron55 a rebase should be easy
06:12 hmmmm if we were to really change the name of the engine and all that, this feature is quite essential
06:12 celeron55 i think it's the right thing to do in any case
06:15 celeron55 but it didn't really catch at that time so i didn't bother with it further
06:16 hmmmm by the way what do you think about the renaming issue
06:16 * VanessaE gets the popcorn
06:16 celeron55 these things tend to be terribly biased towards whoever naysayer happens to be looking at the discussion
06:17 kahrl_ well I'm coding a fancy name conflict resolution scheme so the engine and the game could keep the same name
06:17 celeron55 also, kahrl_: common mods are not dependency-resolved because of i was too lazy to implement that
06:17 kahrl_ ah
06:18 celeron55 hmmmm: i'm don't fully understand what the point is
06:19 celeron55 -'m
06:20 hmmmm it seems like a lot of people assume that minetest_game is the game and that's it
06:20 celeron55 what has always been in my mind is to keep the engine called "minetest", and rename the main distribution and the main game based on that; but things haven't really gone directly towards such
06:21 celeron55 i'm mostly hoping someone has a clearer idea of what the aim is here
06:21 hmmmm ultimately what i'd like to happen is for minetest to be a game that people install into the core
06:21 kahrl_ you could argue that the main games are called survival and build
06:21 hmmmm like
06:22 hmmmm "oh, in order to play minetest, you need to get the voxel blah blah engine"
06:22 hmmmm hrm
06:22 emptty joined #minetest-dev
06:22 hmmmm no
06:23 hmmmm we just need to make it clear somehow that minetest is just one game that can be played among many others
06:23 hmmmm to help that, we distribute it with more, different games
06:23 hmmmm ....or with no games, aside from minimal
06:23 kahrl_ I think one issue is that not everyone likes *test, it makes it sound like a tech demo to them
06:24 hmmmm that is one issue, but that's not the primary issue
06:25 hmmmm i guess it doesn't really matter how it's done; if we can get the users to comprehend that if they don't like minetest_game, they can just play a different game, and having some detail they don't like in that game doesn't mean the entire minetest is crap
06:25 celeron55 i think as an engine we'd be better off as more like a library
06:25 celeron55 think of eg. https://love2d.org/
06:25 hmmmm but what's the host executable then
06:26 kahrl_ the people who complained know that you can make your own game, I'm sure
06:26 kahrl_ it's not a matter of education
06:26 celeron55 it would work more like a script interpreter
06:26 hmmmm i don't get it
06:26 hmmmm what is with those people
06:26 hmmmm what do they want
06:26 kahrl_ I don't know
06:26 hmmmm am i doing something wrong!?
06:27 VanessaE no
06:27 celeron55 well, the problem really is that this project has changed a lot
06:27 hmmmm if they don't like the game, and they know that they can make a new game, i don't understand why they choose to complain about things and cause drama rather than just fix what they wanted to fix
06:28 kahrl_ because complaining is easier?
06:28 hmmmm could this be caused by the mistake that minetest is a community project?
06:29 celeron55 i don't think so
06:29 VanessaE actually,
06:29 VanessaE I've seen people making precisely that argument.
06:29 hmmmm can it be resolved if we define a larger separation between us and them?
06:29 hmmmm we give them something and they better like it, if they don't, then too bad
06:29 hmmmm look at minecraft and all other games for that matter
06:30 VanessaE heh
06:30 hmmmm they're happy because they have no choice
06:30 hmmmm this is completely analogous to the iphone "apps"
06:30 hmmmm and i don't want to do this because minetest is free and libre and all that stuff
06:31 celeron55 i think there are many complicately interrelated reasons 8)
06:31 celeron55 that's one of them
06:31 VanessaE I expect that distancing oneself from the community one develops for could only lead to even more hate from that community
06:31 celeron55 the other one is that people are just getting bored of the genre, and admittably minetest doesn't bring much new to the table for players
06:31 kahrl_ VanessaE: yeah, if that happens, I can see the shitstorm already
06:31 hmmmm i would expect that as well, but as we've seen that may not be the case
06:32 celeron55 some of them want the crummy minetest-c55 made hackily by me with odd surprises and insane things back
06:32 hmmmm if only we were able to test the reactions
06:32 VanessaE hmmmm: I think we just did, that's the thing.
06:32 VanessaE the question isn't, "what was the reaction?".  The question should probably be "what is to be done about that reaction?".
06:33 VanessaE (and I have no answer, unfortunately)
06:33 hmmmm that's assuming we can't change what we're doing though
06:33 VanessaE true
06:33 hmmmm well the reaction to the reaction is to choose something different
06:33 VanessaE well sure - but what?
06:34 hmmmm this is so stupid
06:34 celeron55 you could continue under a different name, state your current goals clearly and build a new community
06:34 celeron55 8)
06:34 VanessaE I mean, the engine's going in a really good direction now, it's the game content that needs the attention
06:34 hmmmm i just want to write some code
06:34 celeron55 that way you'll have people who agree to the goals
06:34 hmmmm and not have people telling me "fuck you"
06:34 hmmmm and all this nonsense
06:34 celeron55 hmmmm: this kind of stuff is the reason why comanies have so many people working in addition to coders
06:35 hmmmm like what the hell did i do to jordan4ibanez
06:35 celeron55 there's so much planning and marketing and shit going on behind your back when you work as a programmer in some firm
06:35 celeron55 +p
06:35 hmmmm i guess
06:36 hmmmm supposedly in a lot of games, you have 2 or 3 elite developers who do the majority of the work
06:36 hmmmm and then there are a crapload of all other kinds of people
06:36 BlockMen joined #minetest-dev
06:36 BlockMen The best reaction is to make clear, that the development of the engine is not community driven. Ofc everyone is free to make suggestions, but that doesnt meant that they are merged, even if the community supports it.
06:37 BlockMen and the new community builds itself (by quitting of those who dont agree) :P
06:37 VanessaE well that raises one question:  why *can't* it be "community driven"?
06:37 VanessaE I don't mean we all go code every last thing the community wants, we'll just end up with another Edsel.
06:37 hmmmm because the majority of the community is completely incompetent
06:37 hmmmm sorry i said it
06:37 celeron55 also the community has too many opinions
06:38 VanessaE arguably true, if harshly-worded.
06:38 celeron55 we're ending up constantly making shitty ball-less compromises
06:38 hmmmm ugh i should get going to sleep
06:38 * hmmmm &
06:38 BlockMen any project needs something like a "leadership", sounds stupid, but thats fact
06:39 celeron55 you know, i actually wanted to see and teach everyone what happens if i don't do the dictator role like i did 8)
06:39 VanessaE *looks at clock* PilzAdam should be showing up any moment now.
06:39 celeron55 i didn't know for sure myself either; this all is quite interesting
06:39 VanessaE celeron55: but, you yourself said that you'd rather code than lead.
06:40 VanessaE kind of a catch-22 there.
06:40 celeron55 i don't think i really understood this at that time
06:41 VanessaE perhaps not, but you have to admit, you were *really* close to burnout.
06:41 celeron55 or maybe you don't get the point in it
06:41 celeron55 it means that i would rather code myself and do the decisions myself rather than try to judge and juggle with all kinds of pull requests
06:42 VanessaE hrm, well that's a little different than the argument you made at the time :-)
06:44 VanessaE either wya you have to admit that the engine has grown and improved in ways that are simply way beyond what you could have done by yourself in the same amount of time.
06:45 VanessaE way*
06:45 celeron55 it has also gone pretty much directly towards what i wanted to strongly avoid in the first year of the project
06:46 VanessaE mmh
06:46 celeron55 i mean, it's a completely different thing now, i'm kind of sorry it still has the same name because it confuses people
06:46 celeron55 that's why i'm open to name discussions
06:46 VanessaE that's the argument I was making before :-)
06:48 BlockMen im against the change of the name
06:48 BlockMen and that it is complete different is not an argument. windows is also not windows anymore, but has still that name
06:48 BlockMen for example
06:49 VanessaE BlockMen: the problem is that even the knowledgeable folks can't always cleanly separate minetest-the-engine from minetest-the-game in their minds,
06:49 VanessaE and if they can't, the rest of the community you never actually hear from probably can't at all.
06:50 BlockMen VanessaE, but changing the name of engine wont change that
06:50 celeron55 it really can't be separated currently; they're so strongly related
06:50 BlockMen because the engine will always come with a default game
06:50 VanessaE there's an axiom in marketing and other population-oriented ideas:  for every 1 person you hear from, there are 10 (or 100) who share the same opinion, that you don't hear from.
06:51 VanessaE BlockMen: the engine doesn't come with a default game, unless you call "minimal" a game.
06:51 VanessaE at least, not in the git repositories.
06:51 VanessaE celeron55: yes I know, but I mean at the packaging level, not at the code level.
06:52 BlockMen VanessaE, not in git, true, but the majority dont use git
06:52 BlockMen so in fact the engine comes with minetest_game, build and survival
06:52 VanessaE we already have a clear and complete separation between the two now, in the upstream repos, it just isn't the case with the 'official' distro packages and builds.
06:53 VanessaE so what's stopping an appropriate party from packaging them separately from now on?
06:53 celeron55 i think clearly separating them will not work until the games really start on their own, just using the engine, rather than you start the engine and then work with the game inside it
06:53 VanessaE hm, maybe
06:54 celeron55 we need to design an easy way for them to do that
06:54 BlockMen i think for the current state that -> https://dl.dropboxusercontent.com/s/am6ulwbsa5vgzaj/start_new_game.png will solve it
06:54 kahrl_ shortcut to minetest.exe --gameid whatever
06:54 VanessaE well if you were to split off the in-game menu into some sort of external client and ship that with the games...
06:54 celeron55 BlockMen: no
06:54 celeron55 BlockMen: that's exactly what's wrong
06:54 celeron55 the selection should happen at the OS level, not inside minetest
06:54 VanessaE (of course I don't mean the current client/server scenario)
06:55 BlockMen celeron55, that for not seperating complete
06:55 celeron55 kahrl_: that plus theming of the menu according to game will be a good step towards it
06:56 kahrl_ of course for multiplayer it all doesn't matter, as the game is specified by the server
06:56 celeron55 but i don't know if it's a wise direction
06:56 celeron55 the separation of them
06:57 VanessaE whatever happens in this regard, remember that a complete idiot has to be able to play it with minimal effort :)
06:57 celeron55 i think it would have catched on better as-is if it would practically have the potential that would be worth it
06:57 BlockMen VanessaE, thats an arguement against spillting it
06:57 VanessaE yes I know
06:57 celeron55 no it isn't
06:58 celeron55 necessarily it isn't
06:58 VanessaE of course any decent distro has good dependency management
06:58 BlockMen celeron55, why you think its not?
06:58 VanessaE so it's not like you can't just depend on "foo-engine" when you download "minetest-game"
06:58 celeron55 it will not be more complicated if minetest is made to be used more like a library, with games handling branding, packaging, shortcuts and whatever
06:59 VanessaE but installing "foo-engine" doesn't have to necessarily drag in "minetest-survival" with it, etc.
06:59 celeron55 it's the requirement for it not being convoluted to the user
06:59 BlockMen but seriously, why the engine then. if i want a complete different game i form minetest
06:59 BlockMen *fork
06:59 VanessaE Windows would be a problem though, dependency hell is still a problem there isn't it?
07:00 kahrl_ VanessaE: Windows would still get a combined package or installer as it does now
07:00 kahrl_ just with the engine being less prominent, I guess
07:00 VanessaE mmm, okay I guess
07:01 celeron55 i think we have exactly two options: either work on the engine as a separate project and hide it behind the game so that it isn't visible, OR re-combine the game and the engine
07:01 celeron55 everything else is just confusing and misses the point of being a game
07:01 VanessaE celeron55: if you re-combine, you're gonna have to add some in-menu options for the build vs. survival vs. "classic" folks.
07:02 celeron55 VanessaE: not necessarily at all
07:02 celeron55 but maybe
07:03 VanessaE well, to use an example you and I can relate to...  suppose you were to recombine the engine with minetest_game, but with elements from "survival" added to it.  How would that affect, let's say, my server, which uses a custom game?
07:03 VanessaE just keep the same mechanism we have now?
07:03 celeron55 well you'd just throw mods at it
07:03 VanessaE or delete mods, as desired
07:04 celeron55 i think the first option is more desirable because it's something new
07:04 celeron55 it may fail spectacularly but then we've learned something even more 8)
07:04 VanessaE that could work, as long as it doesn't change the basic premise of being able to run your own "game" that doesn't necessarily bear any resemblance to minetest_game
07:05 VanessaE heh, true
07:05 VanessaE I think if we (well, you guys anyway) can swing that, it would be the best balance short of the separate engine-as-a-dependency idea.
07:06 kahrl_ how would it work for folks like me? when I play the game (and don't just test something), I generally pick a random server and explore
07:06 kahrl_ I don't want to download whatever game the server has before I connect
07:06 VanessaE kahrl_: I would expect you'd see no real difference from before
07:06 VanessaE since the server still runs the game code
07:07 celeron55 well, i don't think we'll remove the server-based content
07:07 celeron55 part of the vision of 0.4 is to be able to just go on some server that works completely differently than anything that one has seen before
07:08 VanessaE celeron55: well that still holds, actually.
07:08 VanessaE you go on my server, it's an entirely different experience than on redcrab's, for example
07:08 VanessaE so your plan *is* working out, to a degree
07:08 VanessaE s/plan/vision/
07:09 VanessaE that said, there's been a lot of call for client-side modding.  How the hell that would work, I have no idea.
07:09 celeron55 but really the current games-hosted-in-the-engine isn't working like it could have
07:10 celeron55 VanessaE: well, the server would send scripts to be run on the client in a strict sandbox environment; it's trivial actually
07:10 VanessaE celeron55: ok that could work.  I hadn't considered it from that angle.
07:10 celeron55 it's just that if it's actually worth the maintenance effort
07:11 celeron55 it will create even more work in addition to this existing server defined content thing which is quite laborous to develop
07:11 VanessaE some would say it absolutely is - anyone who has ever gotten stung by heavy server lag while trying to use their inventory, for example :-)
07:11 VanessaE but it's too much work to consider right nw
07:11 VanessaE now*
07:11 celeron55 (i have alwyas wondered if this actually gives an amount of benefit that is even close to the amount of work required)
07:13 kahrl_ it's also easy to make design decisions in this that will restrict you later
07:13 kahrl_ say you say you can only have one game, what if you want to add a separate "tutorial" game mode in the default distribution?
07:15 BlockMen I still dont get the point of making an game, that runs the engine in background that user dont notice its minetest. why has that to be done that way and not by forking?
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07:17 kahrl_ it would increase the immersion (is that the right word?) and make it more of a game
07:18 BlockMen kahrl_, the tutorial game mode is a nice idea. and all other games could be get over games.minetest.net
07:20 VanessaE celeron55: getting back to my "deleting" comment for one moment - what I meant by that is in the case of disabling certain components of the default game either for performance reasons, or just because I don't like 'em :-)
07:24 BlockMen for leaving i would like to qoute "Josh" from the forum: "that's the beauty of minetest, if you don't like something you can remove it."
07:24 BlockMen bye
07:24 BlockMen left #minetest-dev
07:27 emptty joined #minetest-dev
07:40 jin_xi joined #minetest-dev
07:41 celeron55 in any case i kind of feel like everyone is waiting for something to happen and that i will probably need to make it happen
07:42 VanessaE not necessarily.
07:42 VanessaE this is a discussion that needs to involve more than just the few of us who were here tonight
07:42 celeron55 *this morning
07:43 VanessaE this morning than :-)
07:43 celeron55 this is one of the reasons we'd also need a mailing list
07:43 VanessaE eh, I'm kinda on the fence about that
07:43 celeron55 it would be way more encouraging for people who actually want to think and reason things rather than just shout every hour on irc
07:43 kahrl_ meh, there's already a forum, that would just cause more fragmentation
07:44 VanessaE I was just about to say the same thing, kahrl_
07:44 VanessaE create a section on the forum for "Official development discussion", closed to new threads except by approved members, etc.
07:44 celeron55 maybe we should have a section on the forum where not everyone can post
07:44 VanessaE the community can watch, and if they wanna participate, that's what IRC is for.
07:45 VanessaE or the various public sections of the forum
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07:48 kahrl_ I don't think this is feasible, but if someone reads a topic in the official dev forum, there could be a button that leads to the corresponding topic in the unofficial forum, or creates one if it doesn't exist
07:49 kahrl_ that way it wouldn't feel as closed off
07:50 VanessaE that's an idea.
07:50 kahrl_ I doubt the forum software has such a feature
07:52 kahrl_ alternatively, if the moderators feel inclined, they could watch both forums and add links to the official forum threads
07:53 kahrl_ but that seems like a lot of work for not much benefit
07:53 kahrl_ *between the official and unofficial
07:54 jin_xi you guys don't like mailing lists?
07:54 VanessaE mailing lists are too slow and too isolated.
07:54 kahrl_ and there's already at least 3 other ways of communication
07:55 jin_xi well, i think that ml has the advantage that it sorts users out and is good for long, uninterrupted discussions.
07:55 celeron55 jin_xi: well, as we don't have mailing list, we have people who don't like mailing lists; if minetest was developed on a mailing list, we'd have people who dislike forums 8)
07:56 celeron55 everything is a consequence!
07:56 jin_xi well, not everyone is on the forum / irc respectively and the dev wiki proposal system is not used too
07:56 kahrl_ I personally prefer newsgroups over mailing lists
07:56 kahrl_ they're easier to work with
07:57 jin_xi i just think irc & logs is bad for long discussions and prone to misunderstandings
07:57 VanessaE jin_xi: even fewer use mailing lists
07:57 VanessaE didn't you know, email is dead!?
07:57 VanessaE :)
07:57 jin_xi VanessaE: thats the point, sort them out
07:57 jin_xi no need for people who have no clue to weigh in on every topic
07:58 VanessaE jin_xi: I'm against that idea because sometimes, those who don't "have a clue" may still have a useful opinion
08:00 jin_xi well, that is a tough one...
08:02 celeron55 i think stuff would sort out iself pretty well if there just was a written-down plan of where upstream is going
08:05 VanessaE bbl
08:05 VanessaE celeron55: maybe so.
08:05 celeron55 how can you argue against that?
08:05 jin_xi i think one point is that mt so far has kinda failed in producing the games it needs. mito551 does one and im sure there are others, but theryre like isolated one-person efforts. i think it would be cool to make periodic mini games on the engine that use (and maybe push) new features of the engine, similar to what blender org does with movies, but in a much smaller scope...
08:05 celeron55 jin_xi: well, in that spirit i made the dungeon game
08:07 celeron55 but there could be more
08:07 jin_xi well, would be cool to make that so it involves more people, like set a topic and a deadline, make a call for mods and textures and such
08:07 celeron55 what seems to hinder people is that they constantly aim too high
08:08 kahrl_ jin_xi: you mean similar to ludum dare and the like?
08:08 celeron55 dwarves is good; it's a pity the developer doesn't use IRC
08:08 jin_xi yes, but i think the periodic nature of such a thing could help remedy that. because then decisions need not be "forever" and there is gonna be another try
08:09 jin_xi kahrl_: yes, but much smaller in scope
08:09 celeron55 ludum dare's scope is one weekend
08:09 celeron55 ...how much smaller can it be
08:09 jin_xi oh i dont mean time wise
08:10 kahrl_ I like that idea (I also like the mesecons competitions, even though I won't participate)
08:10 jin_xi and not so famous as ld of course
08:10 celeron55 usually nothing else matters than time
08:10 iqualfragile be carefull about periodic things
08:10 jin_xi good points
08:11 iqualfragile do not do them too often, there should at least be ~4 weeks between them
08:11 kahrl_ even that seems too often
08:11 iqualfragile otherwise it might happen that nobody is motivated anymore and thats deadly
08:11 kahrl_ 4 times a year the most
08:12 jin_xi ^ yes, and i think topics should revolve around newish engine features...
08:12 kahrl_ One thing I'm worried about - will this lead to more abandoned mods?
08:13 celeron55 okay so i propose this plan: let's add themeing ability to the menu based on game (my patch pretty much directly applied), make and publish a plan for including some independently developed games in the core (choosing them is going to be hard...) and make those... umm... i'd not call them competitions, more like "minetest game jams"
08:13 celeron55 (not sure if this is a good idea at all)
08:13 jin_xi no need to rush it...
08:13 celeron55 ehm... "in the core" = "in the main distribution"
08:13 iqualfragile we could use a smarter distribution system
08:14 celeron55 i wrote that just so that people have something to talk abut 8)
08:14 iqualfragile especialy if gamemodes are just aggregates of mods i would have an idea
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08:15 celeron55 we have a track record of being slow at doing things, so rush is not something that should be feared :-D
08:16 celeron55 kahrl_: well, a fact is, if you want to differentiate games, they are going to be incompatible with each other
08:16 celeron55 otherwise they are not different
08:20 celeron55 this is exactly what i mean with that we either need to have a strong one game, or we need to separate them further
08:21 celeron55 there's no middle ground that would keep people happy
08:24 jin_xi the current build/survival situation is not optimal imo. i think they should be variants of the same game, and therefore include the same mods and stuff, differing in damage and resource management mostly (and mobs eventually), but not so much content.
08:24 jin_xi idk, but there have been discussions if wool and screwdrivers should be in survival or not..
08:24 jin_xi so id say dont do artificial micro differing
08:25 celeron55 well then there is really no point in having them as different game; it's the same game with different settings
08:26 jin_xi yes, but that does not mean that there is no point in having different games at all, just make them really different.
08:26 jin_xi like one more simple (mc like) and one more realistic (in the dwarfes and dwarf fortress sense)
08:26 celeron55 i'm open to consider build and survival as failed experiments and ditch them
08:26 celeron55 considering*
08:27 kahrl_ it's a somewhat pointless argument but for me wool is deeply associated with the survival game mode
08:27 kahrl_ as I've played super hostile minecraft maps where the point is to collect wool
08:28 kahrl_ so I could say these games do not "cater to me"
08:30 celeron55 is anyone against abandoning build and survival and just throwing all of what they contain into minetest_game?
08:30 celeron55 i think PilzAdam is
08:30 kahrl_ pretty sure he is, yes
08:31 celeron55 otoh, dunno; but it does not seem to be working out at all
08:31 celeron55 if we ditched those and added dvarves in the distribution, that could be interesting
08:31 jin_xi "the floor is lava" could be a cool game mode, you start with some resources (trampolines and rope) in a world with mostly lava and some flying islands, the game only starts when 5 or more players are ready, goal is to be last one surviving... should be doable now that mapgen is pluggable, right?
08:34 kahrl_ yes, I'd love to see a variety of games like that
08:36 celeron55 i'll propose an another combined plan that could work: 1) ditch build and survival and include all that is in them into minetest_game, 2) select a couple of more games that are actually different to be included in the package (umm... well, dvarves, maybe my dungeon thing, make more small distinct ones), 3) start some more wild game projects to be slowly progressed and meant to drag the engine to support a wider variety of things
08:37 celeron55 eg. a game in space with varying gravity; even if it doesn't work well at all until a long time
08:38 celeron55 a game with... vehicles? dunno; we probably need to choose now what things will be supported and what will not be
08:38 kahrl_ these sound like things that would benefit greatly from voxel area entities
08:39 kahrl_ these two games, I mean
08:39 kahrl_ someone code it already :P
08:39 celeron55 this will be quite hard for modders to swallow, but we must accept that they will be sad of all the incompatibility between games
08:40 celeron55 also some people will not understand this at all, because their imagination is limited
08:40 celeron55 they don't see at all what things could be done
08:40 celeron55 and they will complain of new games being made rather than things being included minetest_game
08:42 celeron55 but really, this is the spirit of minetest 0.4
08:42 celeron55 not what we have now
08:43 celeron55 i'm considering making that happen without caring at all what anyone thinks
08:44 kahrl_ go for it. =)
08:44 celeron55 are you in? 8)
08:44 kahrl_ of course
08:44 celeron55 that's 199% enough then
08:46 celeron55 >naysayers gonna naysay
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08:46 celeron55 i'll get started on this this evening, naysay is considered offtopic from now on
08:46 celeron55 8D
08:47 kahrl_ heh I guess cvx wanted to naysay? :P
08:50 Exio i wonder, would anyone upstream a 3 lines changes? https://github.com/Jeija/minetest/commit/14a38b16c6d37a11a5cc00e9ac5c691f5b757301#L2R884
08:51 kahrl_ you mean the game.cpp part?
08:51 Exio yep :P
08:51 Exio the time variable for shaders
08:51 RealBadAngel hi all
08:51 kahrl_ looks good, but I'm not a core dev
08:52 Exio hi RBA
08:52 RealBadAngel celeron55, make shooter as another game, weapons mod is already out there
08:53 Exio RealBadAngel: implement a proper client-side prediction for that stuff
08:53 kahrl_ Exio: agreed, FPSes suck without tons of prediction
08:54 RealBadAngel i just pointed one possible idea, it doesnt mean i like it and wanna code it ;)
08:57 kahrl_ aaanyway I'm about done with the optdepends stuff
08:57 kahrl_ now one unintended consequence of the algorithm changes is that addon mods without dependencies are loaded before common or game mods
08:58 kahrl_ which seems equally correct as the current behaviour but is there any problem with that?
08:58 Exio i don't think that "can be" wrong
08:59 Exio RealBadAngel: in http://pin.ic.cz/Water.lua - what is WaterReflection? (i mean - where is it defined?)
09:00 RealBadAngel if something depends on nothin, shouldnt matter when it is executed
09:01 RealBadAngel uniform sampler2D WaterReflection;
09:01 RealBadAngel looks like a variable
09:01 Exio uniform <stuff>; = variable "defined" in the program
09:02 kahrl_ a texture is this case
09:02 kahrl_ in*
09:02 Exio yep
09:02 Exio but i mean, having all the shaders work out-of-the-box everywhere would be pretty nice, no? :P
09:02 RealBadAngel http://www.opengl.org/wiki/Sampler_%28GLSL%29
09:05 kahrl_ if they have a lightmap it suggests to me that it is prerendered
09:05 kahrl_ could be wrong
09:06 Exio is there any other way for having reflection more than pre-rendering the "blocks"?
09:08 kahrl_ rendering a cube map every few seconds, or screen space reflection shaders
09:08 kahrl_ I'm sure there are others
09:08 kahrl_ s/seconds/frames
09:11 kahrl_ I knew a few quake maps that implemented reflection by essentially duplicating the map and flipping it at the Z axis
09:11 kahrl_ in the BSP geometry itself, I think that counts as prerendering :)
09:18 Exio in those cases it is "easier"
09:18 Exio the map is already know when you need to see the reflections
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09:38 kahrl_ is anyone interested in testing my optional dependencies branch?
09:38 kahrl_ I pushed it here: https://github.com/kahrl/minetest/commits/opt_depends
09:39 kahrl_ it also implements the new mod name conflict resolution described here: http://dev.minetest.net/Mod_name_conflicts
09:40 kahrl_ but more importantly, to mark a line of depends.txt as optional append a question mark
09:40 kahrl_ or put the line in optdepends.txt
09:45 RealBadAngel Exio, i got those shaders compiling in game, but they seem to do nothin ;)
09:45 Exio RealBadAngel: what shaders?
09:45 Exio (the result you got)
09:45 RealBadAngel from this example
09:46 Exio can you post your vertex and fragment shaders?
09:46 RealBadAngel theyre loading without errors, but they seem to have no effect :)
09:46 Exio exactly
09:46 Exio what did you change?
09:46 kahrl_ how did you create and pass the samplers?
09:46 Exio (test_shader_1, 2 or 3?)
09:46 RealBadAngel i splitted the file into vertex and pixel files
09:46 RealBadAngel pixel == fragment shader
09:47 RealBadAngel but dont know where part with global variables should go
09:47 Exio getting any shader 'compiling' is pretty easy, making it doing what it should do is the hard part
09:48 RealBadAngel with texture the shader should work on
09:48 Exio myTexture is the texture used for the blocks and stuff in default shaders
09:48 Exio s/texture/variable/
09:55 RealBadAngel Material:LoadTextureSlot(2, "Graphics/Texture/Terrain/water_normalmap.jpg")
09:55 RealBadAngel this is the problem i think
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10:08 kahrl_ https://github.com/minetest/minetest/pull/697
10:09 Calinou +1
10:10 Calinou does a warning message appear when starting a mod without one of its optional deps?
10:10 Calinou (in console)
10:10 kahrl_ no
10:11 kahrl_ would that be desired?
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10:29 Calinou maybe?
10:29 Calinou so that people know if they're missing mods, to make a mod run in an optimal way
10:30 celeron55 i don't think spitting warnings to the user is a good idea
10:31 kahrl_ if the mod wants to do it it can
10:31 celeron55 very true
10:35 thexyz ShadowNinja: why do you need it?
10:35 thexyz and I have no idea who have enabled private either
10:36 Exio thexyz: knowing the OPs in case of spam or whatever, for not random highlighting half of the core devs what don't have access
10:38 celeron55 kahrl_: documentation is needed: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L119
10:39 kahrl_ right
10:39 thexyz Exio: okay, removed that flag
10:39 thexyz I hope celeron55 has nothing against it
10:39 kahrl_ should I document only the depends.txt way or both?
10:40 Exio i'd say both
10:41 kahrl_ then we should discuss if and when to remove optdepends.txt support
10:41 celeron55 thexyz: i don't care at all; i'm not interested in figuring out all this freenode stuff
10:41 Exio thexyz: any reason of why dev(s) don't have +o?
10:41 celeron55 kahrl_: in half a year, i say
10:42 kahrl_ sounds good, should that also be in lua_api.txt?
10:42 celeron55 (roughly based on the age of very slowly updated stable servers)
10:42 celeron55 yes
10:43 celeron55 kahrl_: by the way, does the implementation ignore unknown non-modname characters after modnames?
10:43 thexyz Exio: no, I also can't give any reason for them to have it
10:43 celeron55 that must be done so that more things can be added there if needed, without optdepends.txt-kind of hacks
10:44 celeron55 Exio: coders aren't interested in moderating discussions
10:44 celeron55 good moderators tend to be a different group of people
10:45 Exio celeron55: actually, only you and thexyz have +o, i'd add +o here to the ops in #minetest, at least
10:46 celeron55 Exio: there's so much less activity in here that it's not really needed; all we'd need is a bot who'd auto-ban flooders
10:46 Exio that is true
10:48 kahrl_ celeron55: I agree that should be done, but it isn't yet
10:49 kahrl_ what are allowed modname characters?
10:49 Exio <<"Only chararacters [a-z0-9_] are allowed."<<std::endl;
10:50 Exio scriptapi.cpp:83
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10:57 darkrose re: optional dependancies: if there's already a json parser available, why not just make depends.txt into depends.json and have seperate 'required' and 'optional' sections?
11:09 celeron55 kahrl_: there's a function somewhere there for checking it, but [a-z0-9_]
11:10 kahrl_ celeron55: I named it MODNAME_ALLOWED_CHARS
11:11 kahrl_ don't want to duplicate it
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11:22 kahrl_ updated: https://github.com/minetest/minetest/pull/697
11:29 celeron55 i don't see why the ignoring should be limited to only one character 8)
11:30 kahrl_ well I have a reason
11:30 kahrl_ it is that I have to go to bed :P
11:30 Exio good night kahrl_? :P
11:31 kahrl_ good night
11:31 PilzAdam if you are in germany then you have some really strange sleeping times
11:31 celeron55 kahrl_: that's a good reason 8-)
11:32 kahrl_ PilzAdam: yeah.
12:13 celeron55 PilzAdam: you haven't commented at all on abandoning build and survival; will you?
12:14 PilzAdam hm?
12:14 celeron55 oh also, i need to write this down somewhere: i need to implement per-world settings because nobody seems to
12:14 PilzAdam let me read the logs.
12:15 celeron55 (also that includes designing how the hell it would even work usefully)
12:16 Calinou per-world settings make "survival" and "build" games obsolete
12:16 Calinou so, +1
12:21 VanessaE [05-02 04:30] <celeron55> is anyone against abandoning build and survival and just throwing all of what they contain into minetest_game?   <-- seems fine to me.
12:24 VanessaE [05-02 04:05] <celeron55> how can you argue against that?   <-- Remember, some MT users are Americans, some of whom love to argue against pretty much any trivial bullshit. :-)
12:24 celeron55 anyway, before the end of this year i want to be able to say "cloning minecraft is just one thing we do"
12:25 Calinou the game content is in common, not minetest_game
12:25 Calinou minetest_game is only for legacy purposes right now :P
12:25 PilzAdam celeron55, I always thought that the survival game would be better if we dont have that much useless stuff
12:25 PilzAdam but it seems like people dont like this kind of survival game
12:25 celeron55 PilzAdam: i know what you think; we'll get to it again when it seems more suitable
12:26 Calinou the default stuff isn't useless, it's nice currently, not too big or not too small
12:26 PilzAdam so, we do it like Minecraft and just throw everything into one game
12:26 Calinou not everyone wants to install mods to have a playable game
12:26 Calinou ^ do that
12:27 PilzAdam this will lead to discussions like "I want my renewable lava back"
12:27 VanessaE one game is easier on the users, but is it flexible enough?
12:28 VanessaE (I expect so, but the question must be asked)
12:28 celeron55 PilzAdam: that is why i want to implement per-world settings
12:28 PilzAdam I generally dont like settings to change content of games
12:28 celeron55 i don't either, but it's the least bad alternative here
12:30 PilzAdam we could also just say, that minetest_game is mainly survival but also contains lots of build stuff
12:30 PilzAdam everyone who doesnt like this can install a game found in the forums
12:31 PilzAdam and if it isnt possible to have the survival and build way of doing a feature, we just pick the survival variant
12:31 celeron55 i'm not sure about that
12:32 PilzAdam its just not possible to design a game that everyone likes
12:32 celeron55 if you want to make pure survival, i think you should make a game from the ground up for survival purposes and make it clear it is not intended to be used with minetest_game stuff
12:32 celeron55 it has to be from day 1 different enough from minetest_game that people will not associate them with each other
12:33 PilzAdam I want to pick the survival parts only when they conflict with the build game
12:33 PilzAdam everything else will be thrown in
12:33 celeron55 is there an example?
12:33 PilzAdam so we pick not renewable lava
12:34 celeron55 that'll be covered by world settings
12:34 celeron55 next? 8)
12:34 PilzAdam world settings are just an attempt to make a game that everyone likes
12:34 PilzAdam and thats simply not possible
12:34 PilzAdam why would we support different games if we have one game that 100% configureable?
12:35 celeron55 now you're lacking imagination
12:36 celeron55 but hmm
12:36 VanessaE imagination:  creating a mod/game mode that emulates classic DOOM.  kaeza is working on that, to some degree.
12:37 Exio quake3 with 300ms of latency*
12:37 jin_xi problems with that mentioned above, and that would be a game involving many mods i guess
12:37 PilzAdam I think mods can take the part of world settings
12:38 PilzAdam so, there could be a small mod that makes lava renewable
12:38 PilzAdam we could open a section "minetest_game mods" that are only there to change the behaviour of minetest_game
12:38 Exio or "Game tweaks" for making it more general?
12:39 PilzAdam so, instead of settings the users can just install mods to change the games
12:39 PilzAdam Exio, yea
12:39 celeron55 i'm really torn between two ways of thinking here
12:39 celeron55 i mean, a mod is kind of complicated considering it could be just a checkbox
12:39 Exio i'd like settings
12:39 celeron55 no? 8)
12:39 Exio as most of settings are just 2 or 3 lines in code
12:39 VanessaE on the other hand a checkbox means integrating stuff into the default game/engine/whatever that wouldn't otherwise need to be there.
12:39 PilzAdam celeron55, we have checkboxes to set mods per world
12:40 kaeza PilzAdam, making a mod to change a simple setting in another seems a bit hacky
12:41 PilzAdam there will be 2 kinds of mods: 1) what we currently have: mods that add new things 2) little mods that tweak the main game
12:41 PilzAdam mods are able to do both
12:42 PilzAdam its also the least work intensive way, since everything that is needed is already implemented
12:42 celeron55 okay so... instead of having a "build" game, we might possibly have an almost semi-official mod that tweaks it to be a bit more suitable for building
12:43 PilzAdam also all the people that see the main game as a platform to run mods are happy this way too
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12:44 VanessaE PilzAdam: to be fair, until "build" and "survival" came about, that's exactly what the default game served as, if you didn't play it vanilla.
12:44 Calinou VanessaE: wouldn't work, you'll have too much temptation to create room-over-room levels :P
12:44 VanessaE and that's what, a year?
12:44 celeron55 i think PilzAdam has a solid grasp on this 8)
12:45 celeron55 (as for minetest_game)
12:45 VanessaE Calinou: well I said he's working on it, I'll let him decide if it's viable in the long term :)
12:45 Calinou we could have a "game settings" menu for each world, "renewable lava", "finite liquid", "falling nodes", "decaying leaves"...
12:46 celeron55 Calinou: that's a good example of how it'll go totally overboard
12:46 celeron55 but you make a good point in "finite liquid" - it's an engine feature that people will want to set per world
12:47 celeron55 hmm, this is ugly
12:48 celeron55 why is there even such a thing in it
12:50 PilzAdam the finite liquids arent good; they are slow, lag the server and you always lose water if you transport it from one pool to another</offtopic>
12:50 celeron55 there is no good way to handle it
12:50 kaeza what do you think about a separate "Advanced" dialog in world config where mods can be configured? mods could provide a file describing which options can be configured, which type, etc, much like CMake settings
12:50 PilzAdam maybe set that in mods too :-)
12:51 celeron55 PilzAdam: i can't think of any good logic for that
12:51 celeron55 i guess just something like minetest.setting_set_temporary()
12:51 PilzAdam you could simply have a finite_liquid mod, that contains one line to enable it and use this mod with the current per world setting
12:52 celeron55 yes, but i'm wondering what the line should actually do
12:52 iqualfragile i think finite liquids could in fact be … better … then they are now
12:52 PilzAdam it could work like the current minetest.conf in games
12:53 celeron55 iqualfragile: the fact is they are not better than now and we need to deal with it
12:53 celeron55 PilzAdam: hmm, then it'd be minetest.setting_set_default()
12:53 PilzAdam iqualfragile, RBA almost crucified me when I listed all the bad points in the finite liquids pull request
12:53 celeron55 it's reasonablish
12:54 PilzAdam iqualfragile, he said I was a mojang spy that wants to ruin Minetest because I block all new features
12:54 iqualfragile i think that the problem with finite liquids in minetest is that voxels are not weighted in this engine
12:56 celeron55 that doesn't even make any sense
12:56 iqualfragile where does it not make sense?
12:57 celeron55 what are "weighted voxels"? well, don't answer, that's offtopic in this discussion
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13:24 sfan5 any comments to #697?
13:30 kaeza sfan5, I don't see anyone on that channel
13:30 kaeza </troll>
13:52 PilzAdam celeron55, do we actually need common mods anymore when we drop build and survival?
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13:52 PilzAdam minetest_game like games can be redone as mods then; and games that are very different dont include common mods at all
13:53 PilzAdam s/mods/modpacks/
14:00 Exio what about making it "general" then?
14:00 Exio like that pull request for anything_mods=
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14:13 celeron55 PilzAdam: well, considering common was added exactly because of the split, i guess no
14:20 celeron55 i think for the sake of not-having-so-many-goddamn-repos we'll not use common mods? i think there really is no benefit from it with the new plan
14:20 celeron55 or, well
14:21 celeron55 actually more like the old plan; this is all basically going back to the roots of 0.4
14:35 celeron55 ---
14:36 celeron55 okay so, for drawing game-specific backgrounds, how should it choose what is drawn
14:36 celeron55 (in the menu)
14:36 Exio random look at the shader code, rg += light_source * 1.0; // Make light sources brighter
14:36 Exio * 1.0?
14:36 celeron55 clouds were added to it since making of this patch so this is nontrivial to merge
14:37 PilzAdam celeron55, there needs to be a setting to set the camare position and angle relative to the clouds
14:37 PilzAdam *camera
14:40 celeron55 well that's the least of problems
14:41 PilzAdam except this there already is support for things like this: http://forum.minetest.net/viewtopic.php?pid=86085#p86085
14:41 celeron55 do i need to make it so that a game needs to support both, clouded menu and non-clouded menu?
14:41 RealBadAngel thats easy, i mean camera, shall i add it?
14:42 celeron55 don't add anything
14:42 celeron55 i am trying to rebase this https://github.com/celeron55/minetest/commits/menubackground
14:42 RealBadAngel ah so, ok
14:43 RealBadAngel get it done first, then i will make it. im changing this anyways all the time for my personal background
14:44 PilzAdam celeron55, just load the textures "menufooter.png", "menuheader.png" etc. from the game if they are there
14:45 celeron55 joined #minetest-dev
14:45 tupackshajur joined #minetest-dev
14:46 celeron55 wtf are these if (path[0]) checks
14:46 celeron55 is this by RealBadAngel?
14:47 RealBadAngel i dont think so
14:47 RealBadAngel where's that?
14:47 celeron55 in the cloud menu stuff
14:47 PilzAdam they are by ShadowNinja|Away
14:48 tupackshajur celeron55 stfu you filthy stinkin ugly watermelon eatin fat lip wide nose thick skull wild half ape jungle nigger
14:48 Kray wat
14:49 celeron55 okay, this is going to infinitely stay now
14:49 RealBadAngel and good
14:49 celeron55 (what the fuck man?)
14:49 celeron55 yeah now he's spamming in query
14:49 Exio tupackshajur: we love you too
14:50 Exio celeron55: normal spammer :P
14:50 celeron55 now i ignored *!*@gateway/web/freenode* in my client
14:50 celeron55 good luck contacting with webchat; fuck the internet i say
14:50 celeron55 now maybe back to actual coding
14:50 Exio i would have used +R alone ;P
14:51 Kray who is this guy anyway
14:51 celeron55 i have no idea, probably some misguideed kid
14:51 celeron55 -e
14:51 Kray the ultimate sperglord
14:52 celeron55 ---
14:52 celeron55 hmm, i need to write this down somewhere else than irc
14:53 PilzAdam celeron55, http://minetest.net/irc
14:54 celeron55 PilzAdam: ?
14:54 PilzAdam <celeron55> hmm, i need to write this down somewhere else than irc
14:54 celeron55 oh i didn't mean that
14:54 celeron55 i meant what i am going to write now
14:55 PilzAdam lol, <tupackshajur> i need help with my attitude :(
14:57 RealBadAngel best help, cut the cable
14:58 celeron55 ummmm
14:58 celeron55 what exactly is the point of menuheader and menufooter?
14:58 celeron55 ah oh, that was designed so because of the tiled background
14:59 celeron55 well, the tiled background is going to go; i wonder if it's ok to just drop the header and footer
14:59 RealBadAngel header was holding game name
15:00 celeron55 it would be included in the cloud overlay and the regular bg (whichever is used)
15:00 RealBadAngel http://i.imgur.com/xXhOQBz.jpg like in here
15:01 RealBadAngel sure
15:01 celeron55 i know but is it needed
15:02 celeron55 i'll make this super simple and then something can be added to it if it turns out such is actually needed for some odd reason
15:02 RealBadAngel we used what we got, we will get used what we will have ;)
15:02 RealBadAngel 8to
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15:20 sfan5 anything against a commit that reduces the .png sizes of minetest_game?
15:21 iqualfragile finaly, i was allways using pngcrush localy for that
15:22 sfan5 iqualfragile: i used pngcrush -brute
15:25 celeron55 how much of difference does it make, total %?
15:26 celeron55 one really shouldn't modify files in git unless needed, so you should probably do it only for files that get smaller by like >15% and leave the rest alone
15:26 sfan5 celeron55: http://pastie.org/7753387
15:27 sfan5 so any files except the 2. and the second last one
15:28 celeron55 don't do it now though, we're probably going to mess around with minetest_game and common and whatever during the next days
15:28 sfan5 ok
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15:44 celeron55 http://c55.me/random/2013-05/tscrot-2013-05-02_18-43-28.png
15:44 celeron55 8)
15:44 Jordach uhj
15:44 Jordach ugm
15:44 Jordach uhm*
15:48 dexter0 joined #minetest-dev
15:48 celeron55 UGH
15:49 rubenwardy joined #minetest-dev
15:52 hmmmm why would you use scrot and not F12?
15:52 Jordach because thats C55
15:53 jojoa1997 joined #minetest-dev
15:53 celeron55 that's in a menu
15:54 celeron55 also i don't use it otherwise either; i always use my glorious scrot scripts
15:54 celeron55 (except in windows)
15:54 jojoa1997 hi all
16:02 hmmmm [10:46 AM] <celeron55> wtf are these if (path[0]) checks
16:02 hmmmm what?
16:02 hmmmm that's to check if a string is non-empty
16:02 hmmmm what's wrong with that precisely
16:10 celeron55 ot
16:10 celeron55 it's std::string
16:10 hmmmm and?
16:11 celeron55 at least in some version of visual studio, debug builds will crash in an indexing assertion if you do that for an empty string
16:11 celeron55 the standard does not define that an indexed std::string would contain null end byte
16:11 hmmmm that's visual studio's problem, it's valid according to the C++ standard
16:11 celeron55 or does it?
16:11 hmmmm hrm
16:11 hmmmm let's find out for certain
16:12 celeron55 for string.c_str()[0] it would be valid, but i'm not so sure about this case
16:12 celeron55 of course in practice it's the same data, but in theory the thing returned by c_str() might not be the same thing
16:13 celeron55 also it's invalid because std::string can contain valid \0s even at the beginning and it does not imply that the string ends
16:13 celeron55 you'll just run into trouble at some point by doing that
16:13 celeron55 (without always considering case by case)
16:14 hmmmm hrm
16:15 hmmmm regardless, it seems the official way is to check .empty()
16:15 celeron55 yes, altough !="" is kind of more obvious
16:15 celeron55 (or =="")
16:16 celeron55 probably doesn't matter at all speed- or anything-wise
16:17 hmmmm what is charT()?
16:17 Jordach google it.
16:17 hmmmm oh thanks that's so helpful
16:17 celeron55 https://github.com/celeron55/minetest/commits/menubackground_2
16:18 celeron55 anyhow, here's my rebase
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16:18 celeron55 it uses menu/background.png, menu/overlay.png and menu/icon.png under each game (and works kind of sanely if none exist, and works with clouds)
16:19 celeron55 oh gotta fix the old commit message
16:19 hmmmm charT is char type
16:19 hmmmm the templated character type, in this case char
16:19 hmmmm and i guess by charT() they mean the result of the default constructor of a charT?
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16:20 hmmmm is that what they're saying??
16:20 celeron55 yes
16:20 hmmmm but what does the default constructor of a ...char... result in
16:20 celeron55 that's often used in the standard library
16:20 celeron55 it's probably 0 like for integers
16:20 hmmmm right
16:20 celeron55 the standard defines those somewhere 8)
16:20 hmmmm so according to the standard that IS valid
16:21 celeron55 what does it say, exactly?
16:21 hmmmm 21.3.4 basic_string element access
16:21 hmmmm Returns: If pos < size(), returns data()[pos]. Otherwise, if pos == size(), the const
16:21 hmmmm version returns charT(). Otherwise, the behavior is undefined.
16:21 hmmmm how do we _know_ it's calling the const version exactly
16:22 celeron55 i guess it defaults to it? 8)
16:22 hmmmm guessing is bad because this really could be UB
16:23 hmmmm i bet that confusion between the const and non-const version of element access is the reason why the older VC++ messed it up
16:23 celeron55 maybe
16:23 celeron55 or VC++ is just broken otherwise
16:23 hmmmm right
16:23 hmmmm also i believe they claim that VC++ isn't C++
16:23 hmmmm if that's so, then doesn't it stand to reason that they would have a strict compiler mode, like gcc does?
16:24 celeron55 but... how can you cast a string to non-const and use the [0] of it? :P
16:24 celeron55 it's quite an unintuitive to do
16:24 celeron55 -an
16:25 celeron55 well i'll just hope it tends to work; that's how you deal with C++ anyway :-D
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16:28 Jordach name suggestion for the engine: minetest_engine
16:28 rubenwardy joined #minetest-dev
16:28 hmmmm seriously, if we do rename the engine, i'd like it to be either FreeMine or Mesetint
16:28 * celeron55 is waiting for naysayers to naysay about his pull request: https://github.com/minetest/minetest/pull/698
16:28 hmmmm the former is actually nice sounding and doesn't really have any connotations
16:29 hmmmm ugh horrible, i hate it
16:29 celeron55 i think there is absolutely no reason to rename the engine
16:29 Jordach i agree.
16:29 Jordach its just scare tactics
16:29 celeron55 if we want to, we can rename the minecraft-clonish game
16:29 Jordach someone's trying to make the devs look bad
16:30 celeron55 but that isn't needed either
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16:30 Jordach yeah
16:30 hmmmm even if we don't need to rename anything, it's probably still a good idea to give alternative games a bigger spotlight
16:30 celeron55 i recommend everyone to stop worrying about little details like that and just do useful stuff
16:31 Jordach celeron55, well, lets just highlight minetest_game and "hide" the engine in the background
16:31 hmmmm i thought it was a little detail too until i realized what it must entail
16:31 hmmmm we've spent enough energy on it though
16:31 Jordach even though google already autocorrects minet to minetest
16:32 celeron55 it auto-corrects minet to "minetet" ofr me :D
16:32 celeron55 r>>1
16:32 rubenwardy does not auto correct at all for me
16:32 celeron55 ...
16:32 Jordach the next stage development should do is finish mgv7
16:33 celeron55 ehm, that doesn't fix anything, i wonder what this keyboard did
16:33 hmmmm i really don't know how much time i have to work on mgv7
16:33 Jordach hmmmm, it is very beautiful
16:33 hmmmm i'm graduating in 2 weeks, the semester is ending, and i am loaded with all these papers
16:33 celeron55 Jordach: people are too focused on that in my opinion
16:33 Jordach celeron55, 0.3.4 is calling
16:33 celeron55 it's great and all, but not really a game-changer
16:34 hmmmm the only reason why i'm chatting here right now is because i am procrastinating
16:34 hmmmm i don't like some aspects of mgv7's terrain
16:34 * Jordach whips hmmmm
16:34 hmmmm i'd like to fix that later on sometime
16:34 hmmmm i absolutely love my spawn pos for the fixed map seed i use though
16:34 Jordach whats the area like?
16:34 hmmmm which is why i am probably reluctant to change anything about that right away
16:35 hmmmm the one i took the screenshot of
16:35 Jordach at dev.minetest.net/mgv7 right?
16:35 hmmmm a big grassy field surrounded by mountains
16:35 hmmmm yeah
16:35 Jordach nice
16:35 hmmmm but i hate how it has those straight ridges on coasts sometimes
16:36 hmmmm i'm not exactly sure what causes that.. the height function is continuous
16:37 celeron55 does someone think i should squash some of #698 before merging?
16:37 hmmmm naah
16:38 celeron55 hmm, travis build has failed
16:38 * celeron55 looks
16:38 Jordach uhoh
16:38 celeron55 wtfg
16:39 celeron55 ah, server build... ehm, yeah, /me fixes
16:47 celeron55 well, it's in
16:48 celeron55 somebody needs to create and add the relevant images to minetest_game
16:49 celeron55 here's a 48px icon for it: http://c55.me/random/2013-05/minetest_icon.png
16:49 celeron55 i'm wondering when the naysayers will come 8)
16:49 Zeg9 Survival game's image could be sfan5's forum pic :-)
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16:53 * sfan5 agrees with Zeg9
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16:57 Jordach naysayers dont like change
17:03 PilzAdam celeron55, http://c55.me/random/2013-05/tscrot-2013-05-02_18-43-28.png <- that screenshot is by me
17:04 Jordach PilzAdam, you do not own screenshots :)
17:07 celeron55 PilzAdam: i know :P
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17:08 PilzAdam noooooooooooooooooooooo!
17:08 celeron55 it's the only good screenshot of that game :P
17:08 PilzAdam why do you have merged this stupid game filter!?!
17:08 celeron55 because it's highly useful and appropriate for our long-term purposes
17:08 celeron55 it could be configurable if you want though
17:09 celeron55 i seriously think you'll get to like it though, it makes organizing games much easier because the list is smaller
17:11 PilzAdam so, when do we start moving things from common back to minetest_game?
17:12 hmmmm hold on why are we doing that now
17:12 celeron55 i'm waiting if somebody comes up with a valid reason to not to
17:12 hmmmm why does everybody need to keep changing things
17:12 celeron55 we're cancelling a failed experiment, basically
17:13 hmmmm why did it fail again?
17:16 celeron55 it does not bring us anything useful, it is overly convoluted for users and developers and modders and it gives a completely wrong image of what the game system of minetest intends to do
17:16 celeron55 there really is nothing good in it
17:17 Zeg9 Some stuff in it like wool should be kept in
17:17 Zeg9 default mod should be part of each game thouhg -- IMO
17:17 celeron55 everything will be kept in
17:17 Zeg9 s/thouhg/though
17:18 celeron55 >default mod should be part of each game though
17:18 celeron55 lol no
17:18 celeron55 it definitely should not be; otherwise the gameability of minetest is completely wasted
17:19 celeron55 naynaynaynay says the naysayers 8)
17:19 Jordach celeron55, feed they hey
17:19 Jordach them*
17:20 PilzAdam lol
17:20 PilzAdam I read "nyan"
17:21 celeron55 now i'll proceed to making a game on this that is something so different that nobody really even thought of attempting such
17:21 celeron55 and if the engine does not allow me to, i will make the engine come out of the way
17:25 PilzAdam anyone against using the minetest logo for minetest_game?
17:28 sfan5 no
17:31 Zeg9 What about the background?
17:32 PilzAdam clouds are fine for now
17:36 celeron55 PilzAdam: i think we can abandon build and survival (not delete (yet)), but leave the common mod scheme in for a little while until we are sure what to do to it
17:36 celeron55 altough, that can't be done until everything is included in minetest_game...
17:37 celeron55 well, you're free to do that, there are no other viable alternatives
17:37 * PilzAdam copies all common mods to minetest_game/mods
17:38 celeron55 well you could just include them from there for now
17:40 PilzAdam what about chaning the name in game.conf to "Minetest Game" and display that in the [] at the end of worlds in the world list?
17:40 celeron55 it's not useful at all to append it to every world in there unless the list actually shows worlds from different games
17:40 celeron55 but you can change the top left corner to show the game.conf name
17:41 PilzAdam oh, right
17:41 * PilzAdam forgot about this new game filter
17:41 celeron55 8)
17:42 PilzAdam I noticed one thing: if you click on "New" you can still choose the game, but the filter doesnt switch to that game after that, so you dont see the world if the selected game is different
17:43 PilzAdam so either always use the game that is selected in the filter in world creation or switch the filter to the selected game
17:48 celeron55 oh true
17:56 celeron55 first thing that gets in the way: there's no way to modify the skybox in a game
17:56 celeron55 did RealBadAngel have some work on this?
17:57 RealBadAngel im working but not using skybox but skydome
17:58 RealBadAngel http://i.imgur.com/W9vgYNr.jpg
18:00 kaeza RealBadAngel, WOW that looks very realistic
18:00 * sfan5 agrees with kaeza
18:00 PilzAdam celeron55, https://github.com/PilzAdam/minetest/commit/41a758872ce214224bcb2a7e6fbd471f2a4ed682
18:01 celeron55 umm i fixed that using a single line that just selects the selected game in the menu 8)
18:02 RealBadAngel http://i.imgur.com/JmuHeve.png http://i.imgur.com/i692bUl.jpg http://i.imgur.com/lsmgMF3.jpg
18:02 celeron55 (just pushed)
18:02 Jordach RealBadAngel, FUCK YEAH
18:02 celeron55 PilzAdam: this is slightly simpler 8) https://github.com/minetest/minetest/commit/ee8067f7cfa5b25e12a166bd5d306a905630ee92
18:02 celeron55 oh that's a different thing
18:02 * celeron55 is stupid
18:02 Jordach celeron55, nope.avi
18:04 RealBadAngel and two funny ones: http://i.imgur.com/ETkhTnV.png http://i.imgur.com/3Ap14GZ.png :)
18:04 celeron55 PilzAdam: it looks good enough
18:04 celeron55 (assuming it works)
18:04 Jordach i would accept the death star any day of the week
18:05 Jordach i would texture the sun: It's day. the moon: It's night dumbass
18:05 RealBadAngel i would like to make animated skydome, with clouds, stars etc
18:05 celeron55 RealBadAngel: are you implementing that as a thing that a mod or a game will set?
18:05 PilzAdam pushed
18:06 celeron55 because i immediately need something that will allow me to set the skybox from Lua
18:06 RealBadAngel it can be easily textureable, just by replacing the files
18:06 PilzAdam what about a rain mod?
18:07 PilzAdam that wants to change the texture to clouds or sun or whatever the current weather is
18:07 RealBadAngel celeron55, i just started to play with it yesterday
18:07 RealBadAngel but adding a skydome with texture to scene is trivial
18:07 RealBadAngel hold on a sec
18:08 celeron55 i don't want skydome, it's hard to texture properly for my use case
18:09 celeron55 maybe i'll add player:set_sky("box", {top, bottom, side1, side2, side3, side4})
18:09 celeron55 it can be extended then in whatever way
18:10 RealBadAngel adding skydome is singleliner
18:10 RealBadAngel scene::ISceneNode* skydome=SceneManager->addSkyDomeSceneNode(driver->getTexture(
18:10 RealBadAngel getTexturePath("skydome.png").c_str()),16,8,0.95f,2.0f);
18:10 RealBadAngel
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18:10 BlockMen RealBadAngel, that looks great.
18:10 RealBadAngel and there are plenty fine textures out there
18:10 celeron55 so is skybox, altough it doesn't really fit on a single line because it has six textures
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18:15 RealBadAngel http://www.philohome.com/skycollec/skycollec.htm
18:15 BlockMen http://c55.me/random/2013-05/tscrot-2013-05-02_18-43-28.png <- for what are the buttons on the bottom left?
18:16 RealBadAngel to select games
18:16 PilzAdam its a game filter
18:16 BlockMen nice
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18:20 PilzAdam celeron55_, its hard to detect what worldnames already exist
18:21 PilzAdam I have 6 games in my minetest copy installed, and I dont want to go through them all the time to find out what the next worldname is
18:22 celeron55_ that means there should be clear indication of whether one exists or not... some "world of this name already exists!" text in the creation dialog?
18:22 celeron55_ having multiple worlds with the same name isn't really an option
18:23 celeron55_ and i mean, "world of this name already exists!" should appear and disappear when typing the name
18:23 celeron55_ otherwise it's a pain
18:43 hmmmm gahh
18:44 hmmmm okay i finally fixed mgv7's getGroundLevelAtPoint
18:44 hmmmm just my retardation at work... i had a non-zero offset for ridge noise that was never applied to the perlin noise map but is applied to the point value
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19:32 sfan5 can i pngcrush common now?
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20:26 celeron55_ http://c55.me/random/2013-05/screenshot_1726683685.png
20:26 celeron55_ here's something different (tm)
20:29 celeron55_ Something Different*
20:57 jojoa1997 joined #minetest-dev
21:10 proller celeron55_, like math mapgen
21:51 PilzAdam sfan5, I can only reduce the size of mods/ by 0.1 MiB with pngcrush -brute
21:54 sapier if you have .x models in there using b3d models is way more effective
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23:12 hmmmm celeron, about space settings and other things that have no directional lighting
23:13 hmmmm what would you say to adding another kind of air that's a light source
23:13 hmmmm and simply not calculating sunlight at all
23:25 kahrl joined #minetest-dev
23:29 kahrl hmmmm: you still would need to propagate that when you dig straight down into a cave, or when you close a cave off from the sky
23:30 kahrl in a space game you could set air's (and all nodes') sunlight_propagates = false
23:33 hmmmm it strikes me as such a bad solution though
23:33 kahrl why?
23:33 hmmmm another kind of air?  really?
23:33 hmmmm you've played minecraft, right?
23:34 kahrl technically the main transparent node in a space game shouldn't be air but vacuum
23:34 hmmmm what happens when you dig a hole in the terrain in the nether realm and then cover yourself over?
23:35 kahrl I don't know how it is coded but the entire nether is shielded by a bedrock ceiling
23:35 kahrl what happens if you remove that in creative? I haven't tried
23:35 Exio nothing weird
23:36 Exio there is no sun or moon or outside-light
23:36 Exio in the top of that "nether roof" there is: nothing but bedrock and void
23:37 hmmmm kahrl, the answer to my question tells us whether or not they just lighten the actual color shades that each value is mapped to
23:38 hmmmm which is something else very plausible
23:39 kahrl hang on let me check
23:40 kaeza joined #minetest-dev
23:42 kahrl ok, it's a bit weird
23:42 kahrl anything in the nether you can access normally in survival has sl: 0 (sunlight)
23:43 hmmmm so it's like i said?
23:43 kahrl the ceiling is at y=128, but since the world height is now 256, you can build above it if you get there
23:44 kahrl the chunks above y=128 are generated with sl=15
23:44 hmmmm i'm not really concerned about the sunlight propogation, it's quite obvious that it doesn't happen for nether/end
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23:44 kahrl after I placed some blocks, the sl in the affected chunks was recalculated to 0
23:44 hmmmm ah
23:44 kahrl it didn't change the appearance in any way
23:46 Exio there are light glitches in the top of the nether
23:46 Exio at least in survival
23:46 kahrl I didn't see any of those but I didn't look very far
23:47 Exio well, not glitches
23:47 Exio just you place a torch and you have "half" of the stuff what you light up darker than the other half
23:48 kahrl oh yeah
23:49 kahrl I had placed a nether portal above y=128 which created some light, when I just loaded the world again it didn't illuminate a part of the area
23:51 Exio MC has a lot of light glitches ;P
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