Time Nick Message 01:28 kahrl These 'No path found for "/base.txt"' lines are rather stupid 01:28 kahrl rebuildShaders calls generate_shader even for the null shader with name "" and id 0 01:29 kahrl if no one objects, I'll fix that and add a missing infostream output in afterContentReceived: https://gist.github.com/kahrl/5931110 03:30 hmmmmm dafuq 03:31 kahrl ? 03:31 hmmmmm i think there's a nodebox bug or something: http://i39.tinypic.com/2lo17he.png 03:31 hmmmmm i'm just placing them, nothing special at all 03:34 kahrl what are you placing? default:snow? 03:35 hmmmmm yup 03:35 VanessaE what am I seeing here? 03:35 VanessaE oh the lighting, duh 03:42 hmmmmm actually forget that 03:42 hmmmmm the hell is going on..... 03:42 hmmmmm it's just way more noticable with snow nodes i guess 03:48 kahrl I changed mgv6 to generate default:dirt_with_snow with default:snow on top and it has no lighting glitches 03:49 hmmmmm yeah, sorry about that, nevermind 03:52 kahrl actually there are occasional patches of snow that are brighter than the rest 03:52 kahrl the one I see right now is at the top edge of a cliff 03:52 hmmmmm patches... like, on chunk boundaries? 03:54 kahrl http://i.imgur.com/ObQUUW1.png 03:54 hmmmmm hrmm 03:55 hmmmmm that's probably an unrelated bug 04:07 hmmmmm woooooooooooooooooooww 04:07 hmmmmm turbodumb 04:08 hmmmmm i placed this call after calcLighting() 04:19 hmmmmm some things i don't really like about the addition of snow things: 04:19 hmmmmm 1. why can't you throw snowballs like in the snow mod? doesn't make much sense to remove something that adds another dimension to the game 04:20 hmmmmm 2. why was the alpha channel removed from the ice texture? if it's above 128 it'll register as no transparency, and it'd give the added benefit of being easily enabled later on 04:20 VanessaE 2. I believe that was because it's slightly glitchy. 04:20 VanessaE 1. because pilz expected you to only need the nodes for the mapgen 04:21 hmmmmm 3. why isn't alpha transparency on by default for ice? the other transparent node it'd fight with would be liquid, but it's going *right on top* of water 04:21 hmmmmm solid ice looks absolutely horrible. in fact, i'd be ashamed to use this block in my mapgen. 04:21 VanessaE 3. because of the aforementioned glitchiness 04:22 hmmmmm 4. when ice is broken, why doesn't it create a water source block like in minecraft? if you don't do it, you'll get water flowing *from the ocean* inside of the gap left by digging a part of the ice sheet 04:22 VanessaE now THAT I can't answer :P 04:23 hmmmmm so if plizadam doesn't do all of this stuff, i'm going to do it myself. end of story, no discussion. 04:23 hmmmmm it's not his own game. 04:23 hmmmmm this would also be my first ever minetest_game commit 04:24 VanessaE the general complaint is that he's been treating it as if it were his game. 04:24 VanessaE and that a game with lots of features and full configurability is...what was his word 04:24 hmmmmm we trust him to make generally sane decisions 04:24 VanessaE [07-04 18:16] a 100% configureable game would piss me off 04:24 VanessaE [07-04 18:16] since its against the point of a "game" 04:25 hmmmmm and because most of us couldn't be bothered with the content part of minetest 04:25 hmmmmm it's just too tedious and it's not as technically intensive, the whole opportunity cost thing 04:25 hmmmmm somebody else who doesn't mind spending their time doing it ought to do it 04:26 VanessaE but see, there's a different side to consider: without game content, the engine becomes little more than an academic exercise. 04:26 hmmmmm but these are things i need to complete my vision of it 04:26 hmmmmm not really mine, basically everybody who wants what i want 04:26 hmmmmm which is nearly everybody to be honest 04:27 hmmmmm (everybody wants it the way minecraft has it, not because we're copying minecraft, but because they made the correct and sane choices for implementing snow things like this) 04:27 VanessaE G*d no, I personally don't want us going necessarily the way of MC 04:27 hmmmmm i know that's your knee-jerk reaction just as everybody else 04:28 VanessaE well wat 04:28 VanessaE wait 04:28 VanessaE don't get me wrong 04:28 VanessaE MC has stuff that's useful 04:28 hmmmmm like their grass is green 04:28 hmmmmm that's a sane decision i'd say 04:28 VanessaE well surew 04:28 VanessaE sure* 04:28 hmmmmm ice is translucent and not ugly... sane as well (they have the same problem we do by the way, it's just not completely buggy) 04:29 hmmmmm break an ice block, it makes a gap in the water 04:29 hmmmmm what's the simple way to fix this? 04:29 hmmmmm replace it with a water source 04:29 hmmmmm not copying MC, just doing things the sane way 04:31 VanessaE that begs the question - when do youbreak it, versus merely collecting it? 04:34 VanessaE but that's trivial really 04:34 hmmmmm i'm not good with the graphics stuff, so i'll just ask: 04:34 hmmmmm is it possible for *us* to fix the z buffering issue? 04:35 VanessaE when last I talked with c55 about it some months ago, it was declared to be ...well... non-trivial 04:35 hmmmmm if not, is it possible for *us* to mask out the transparent object like minecraft? 04:35 hmmmmm and if not, how plausible is it for us to start shipping a custom version of irrlicht with our own patches? 04:35 VanessaE well frankly, 04:36 VanessaE I'd opt for that last option, especially after the recent weirdness re: shaders and irrlicht 1.8.x 04:36 hmmmmm hohoho :/ 04:36 hmmmmm it'd be an absolute last resort to do that 04:37 VanessaE I hesitate to comment too much further on this, lest I blow some random detail and bring c55 down on me :-/ 04:40 VanessaE aside from the layering glitches, would it have any other benefit? 13:55 hmmmm so i've been thinking about minetest_game 13:56 hmmmm right now i'd have to say it's in an abysmal state. there's only an occasional tweak or whatever, i don't see any development going on. 13:56 hmmmm let's just take a couple examples of things 13:56 hmmmm in default/textures i see tnt-related images - but we don't even have any TNT 13:56 proller i want to commit sponge 13:57 hmmmm so how about that. we don't have any tnt, which is, to me at least, a pretty basic element of gameplay 13:57 hmmmm can't even throw snowballs 13:58 proller now tnt mod works and nuke 13:58 hmmmm no initiative has been made to add simple mobs to minetest_game 13:58 proller nuke hardcore mese very powerful 13:58 proller current mobs too stupid 13:59 Zeg9 stupid but at least they are here 13:59 Zeg9 they would be* 13:59 hmmmm it's funny, because there's so much engine development going on and we don't have a very good game to showcase it all 13:59 proller rain from mobs in my sky server 14:01 Zeg9 I don't know if minetest_game uses half of the available API ;) 14:02 hmmmm that's because the new api only exists for the specific modmakers that wanted it for their own mods 14:02 hmmmm and everybody else thinks, "my mod works, i shouldn't have to rewrite part of it so it's any better" 14:03 Zeg9 by the way, will mgv7 have L-system trees by default? 14:03 proller maybe create fork of minetest_game witout PilzAdam ? 8) 14:03 proller minetest_pilzadam_free and make all new features to it 14:04 hmmmm it'll have whatever decorations you'd like 14:05 proller with tnt now possible to destroy locked chests 14:05 hmmmm proller, i have other things to do that are bigger issues, it's just that i'm surprised something like minetest_game that's 1). easy to contribute to and 2). has a lot of people that would like to contribute to it has nothing going on at all 14:06 proller we have too small number of players -> small comunity 14:07 Zeg9 nothing gets merged so nobody does anything. 14:08 hmmmm i think it'd be best if we had a designated minetest_game team to work on it 14:08 hmmmm a lot of the things that people want merged aren't the greatest ideas, and not merging them is justified 14:09 hmmmm we need 1). good ideas 2). action 14:09 hmmmm right now there's neither 14:09 hmmmm well, I am full of good ideas, if I were working on minetest_game i'd have that shit in tip-top shape 14:10 proller neither is stealed from minecraft, its good, but we need more underground zones 14:10 Zeg9 +1 14:11 proller and more mobs in every zone 14:37 proller maybe select best (useful, ...) mods from forum (maybe via voting) ant push to _game ? like carts 14:41 hmmmm object->playaer collision needs to be disabled 14:41 hmmmm sick of this 14:41 Calinou why? 14:41 Calinou there needs to be a way to disable it 14:41 Calinou but it should be kept on by default 14:41 hmmmm stand under sand, dig it 14:41 Calinou nodes are walkable by default too 14:41 hmmmm and it keeps hopping up and down glitchily 14:42 hmmmm same with snow after you cut down a tree and the leaves start decaying 14:45 Zeg9 Disabling is so much easier than fixing... 14:46 hmmmm are there any circumstances when you'd like a sand node to not just cover the object on the ground? 14:47 Zeg9 No, but with mobs or vehicles... 15:07 PilzAdam hmmmm, I have a pull request that disables object <-> object collision for falling and dropped nodes 15:08 PilzAdam and re minetest_game: the problem is that we dont have a goal there, and if we set a goal 70% of the people will start a shitstorm because its not what they want 15:08 hmmmm yeah fuck them 15:08 PilzAdam the problem with minetest_game is that its too central 15:08 hmmmm this is a horrible excuse for no progress 15:09 hmmmm people don't complain when minecraft gets a new feature they didn't ask for, and they also don't complain when minecraft doesn't add one of their suggestions 15:10 hmmmm why should this be different? because of the "community" misconception? (thanks.... celeron) 15:11 proller dont disable collision between falling sand! 15:11 proller ang gravel 15:11 PilzAdam people already say that I am a dictator; if I merge something they say "you only merge what you want!" or "you only copy Minecraft!", and when I dont merge things they say I am an naysayer 15:11 hmmmm that's because you seem to be doing it alone 15:12 hmmmm if there was a dedicated *team* for minetest_game it'd seem better 15:12 hmmmm people don't complain that i'm the emergethread or mapgen dictator 15:13 PilzAdam because nobody notices your changes :-p 15:13 hmmmm except when it's 5000% faster 15:13 hmmmm (hah, i literally mean 5000%) 15:13 PilzAdam oh, I hear people complaining about "slow mapgen" once a week 15:14 hmmmm not my fault they use shitty mods 15:22 celeron55_ PilzAdam: did you read the discussion a couple of days ago where i talked about gameplay stuff? 15:23 PilzAdam yes 15:23 PilzAdam I am currently experimenting with a new game 15:24 celeron55_ one thing that will solve a lot of "dicatator" accusations is to publish a rough plan for the future so that people know what is coming 15:24 celeron55_ the "dictator" feel comes when nobody knows what to expect 16:52 sapier can someone tell me who decided to use [ for furnace textures? I've got a rocket ready to shoot her/him to moon 16:56 hmmmm yeah i heard about that, apparently it broke 16:56 hmmmm formspec strings are poorly designed and i wish it could be done over. 16:57 sfan5 couldn't formspec use lua tables 16:57 sapier of course .... [] are key characters for formspec to make them available for text I had to escape them ... not knowing someone beeing crazy enough to make different parsing style for each single element 16:58 sapier formspec could use amost everything but it can't be really cleaned up without breaking compatibility 16:58 hmmmm dude you can escape [ and ] with \ 16:58 hmmmm i added this a while back. 16:59 sfan5 like {{label=true, text="This is a [ text ]", x=0, y=-1}, {listbox=true, items={"foo", "bar"}, x=3, y=0, width=25, height=125}} 16:59 sfan5 ^ much easier to understand IMO 16:59 hmmmm of course 16:59 ShadowNinja sfan5: Or better, a type attribute. 16:59 sfan5 but that requires every mod to change and after hours of discussion that resolves to "no!" 17:00 sapier if you want to blow up syntax I suggest using a language designed for things like that 17:00 hmmmm who originally conceived of the idea of formspec 17:00 sapier I hate to say but xml is the way to go in that case 17:00 sapier but that won't happen 17:00 hmmmm indeed, i was going to say XML here 17:00 hmmmm don't see what's wrong with Lua tables though 17:01 sfan5 sapier: if it would be added there would a lua function that converts the text format to lua tables format 17:01 hmmmm that's what i would've done 17:01 sfan5 why would we need to add XML parsing if it can be done with lua tables 17:01 sapier it just doesn't fix the problem 17:02 sapier problem is the text format beeing not exact enough and sometimes crazy to parse 17:02 hmmmm well then what is the problem if that doesn't fix it? 17:02 sapier I don't see any use in adding a now format to have even more complexity 17:02 hmmmm yes, but why do we need a text format in the first place? 17:03 sfan5 lua tables are better since the attributes are named, not like "1;foo;5;12;-1;bar" and you don't know what is what 17:03 sapier it's sent as text string from server to client 17:03 hmmmm you don't see me running around making text formats for ores, do you? "default:stone_with_coal[1;6;20;default:stone,default:desert_stone]" 17:03 hmmmm lel 17:03 sapier lua tables just don't help anything as the gui is built in c 17:03 sfan5 :D 17:03 sapier and I don't want to write a parser for lua tables ... so if you volonteer to write it ;-P 17:03 hmmmm sapier, lua tables can be serializes no problem 17:04 hmmmm hey hold on a minute 17:04 hmmmm we're just saying "what if", nobody is making anything new 17:04 sapier I know ;-) 17:04 hmmmm but the thing is 17:04 sapier I just say problem with lua tables is getting them to c++ 17:04 hmmmm in the network protocol we can use binary data 17:05 hmmmm we can have all fields present and so on 17:05 sapier for xml there are plenty of libs out there that can parse them 17:05 sapier wrong issue hmmmm 17:05 hmmmm so serialization of fields we expect in a lua table would be trivial 17:05 hmmmm well then what is the issue? 17:05 sapier not sending is the problem but interpretation 17:05 hmmmm because i am seeing literally no issue here 17:06 sapier exactly no issue on sending it's no difference if it's a serialized table or a xml file 17:06 hmmmm it's no difference 17:06 sapier the difference is when you want to really build the gui from it 17:06 hmmmm then why add XML to the mix? 17:06 hmmmm you're doing it with lua 17:06 hmmmm there's no way lua isn't going to be part of the process 17:06 sapier did you ever parse a non fixed format table with arbitrary child elements from c++? 17:07 hmmmm that's an XML job 17:07 hmmmm except we're not parsing it, the lua interpreter is 17:07 hmmmm my point is, in no case would we need to do parsing 17:07 sapier hmmmm the gui isn't built in lua ;-) 17:07 hmmmm minetest relies on lua in a fundamental way 17:07 sapier you need to translate img[] to a irrlicht element 17:08 sapier we're talking about completely different things 17:08 hmmmm still don't see how it's different from using lua tables in any of the existing api 17:09 sapier it's not different it just adds a lot of additional parsing effort in c++ 17:09 proller pleeeeeeease, never use xml 17:09 proller use json 17:09 sfan5 not json 17:09 proller yaml 17:10 proller why not json ? 17:10 sfan5 why use XML or JSON or YAML(which isn't suited for this case) if we can use Lua tables with fields 17:10 sapier yes of course I'm gonna use a language that I need to write 2 dinA4 pages to get 20 variables .... json is crap unles you write a browser app 17:10 sfan5 nah 17:10 sfan5 but still, there is no need to use some markup language 17:11 sapier sfan5 because there already are librarys to access elements of a xml document while we would have to implement this on our own for lua tables 17:11 proller xml is crap everywere 17:12 sapier xml is pretty good if you want to descripe gui elements 17:12 hmmmm sapier, still not seeing the problem... we do this in literally all of our lua apis 17:12 hmmmm it's not difficult at all 17:12 hmmmm you're making it out to be the hardest thing ever 17:12 sfan5 sapier: thats not a problem, modders won't have to use a markup language but lua tables they can easily work with in many ways 17:12 sapier hmm do we have a parser somewhere? 17:12 hmmmm by using lua, we: 17:12 hmmmm 1). reduce bloat 17:12 hmmmm 2). remove an additional dependency 17:12 hmmmm 3). increase speed 17:12 hmmmm 4). make things fit together and look nicer 17:12 sfan5 ^ 17:13 sapier no we don't ... guiFormSpecMenu.cpp will at least tripple size 17:13 hmmmm you must be not seeing what i'm thinking of then.... 17:13 sapier maybe 17:13 sfan5 otherwise we'll end up having XML for formspecs, YAML for world.mt, for minetest.conf and JSON for mapgen settings 17:14 sapier json in mapgen .... 17:14 hmmmm yeah this is ridic. 17:14 hmmmm sapier, proller's stuff 17:14 sapier as there's no chance to drop current formspec format this discussion is of no use 17:14 sapier I neither will implement xml nor will I add lua table format 17:15 sapier I'll fix formspec to do exactly same as before no more no less ;-) 17:17 celeron55_ XML is quite a bloated format 17:18 sapier And I'm completely with you that using lua tables for gui in mod might be an interesting aproach it just doesn't make life more easy on evaluation 17:18 celeron55_ also, to some earlier questions: formspecs existed looooong before MT had even heard of Lua 17:18 proller json is good for storing stuctured data 17:19 sapier is here anyone except proller who likes json? 17:19 hmmmm json makes sense because of the whole website thing 17:19 hmmmm and since it's already there, why not use it for other things 17:19 hmmmm i don't particularily like it though 17:19 sapier jes on websites but not within a c++ application 17:19 proller players/* can be 146% better with json instead line-position format 17:20 celeron55_ sapier: can you suggest a very lightweight XML subset library that you would use? 17:20 sapier proller we need to convert your json parameters at least twice once to c++ second to lua and everytime we need to evaluate the generic style json type 17:21 celeron55_ sapier: also, make an example formspec 17:21 hmmmm lol roflmao 17:21 proller xml better than json ? 17:21 sapier no celeron55_ as I don't really want to add xml support right now if ever this is a mid/long term change 17:21 hmmmm celeron, it was a simple thought experiment, there were never any plans on replacing formspec 17:21 hmmmm we just said that formspec was super crappy and were wondering how we would've done it differently 17:22 proller once to c++ - its one call 17:23 sfan5 I don't think it makes much sense to use json if you have lua and could just use tables 17:23 celeron55_ hmmmm: okay, not changing it to anything then i guess 17:23 proller lua tables = lua code, its must be runned as program 17:23 celeron55_ sfan5: the thing there is that you can't "just use Lua" when you have to put stuff through network and actually handle the data in C++ 17:23 sfan5 celeron55_: yeah 17:23 proller json - fast parsing format for storing data 17:24 sapier proller if this is that easy you may be able to cleanup convert_json.cpp 17:24 celeron55_ of course from a mod's standpoint a lua interface could be best, not depending on whatever happens in the background 17:24 proller json ok for "through network" 17:24 sapier it's 300 lines of code for 13 variables 17:25 sfan5 I think we could just have a format that serializes a Lua Table like Minecraft uses NBT 17:25 celeron55_ oh also: do you people know that irrlicht's gui system actually supports an XML format of it's own? 8) 17:26 sapier a lua table needs to be either parsed on server beeing sent to client in a proprietary binary format 17:26 * sfan5 read smth. about that 17:26 celeron55_ spoiler: it's super crappy too 17:26 hmmmm sapier, tbh convert_json.cpp is written bloatily 17:26 sapier or resent to lua engine on client to be parsed into c++ from the lua engine there ... btw we don't even have a lua stack on client while game is running 17:27 hmmmm a lot of if (big thing here.size()) { \n some_long_thing = big thing here; \n } \n else { blah = false \n } 17:27 sapier hmmmm ok remove 50 lines still 250 lines for 13 variables is way too much 17:27 hmmmm which is basically 7 LoC for something that would be done in 2 17:28 sapier can you give an example hmmmm? I didn't find a shorter way to read what I needed 17:28 proller sapier, you can make ModStoreModDetails as json::value and delete 300 lines of code. 17:28 sapier proller no I can't 17:28 sapier as I need to translate it to a lua table 17:28 proller like it used in serverlist 17:29 proller its simpler 17:29 hmmmm well, not putting the else on a separate line as the closing bracket for an if would be a start (and more fitting to minetest's official code style) 17:29 hmmmm really a macro would be ideal for this 17:29 sapier ok doing all those cosmetic fixes still 200 lines will remain 17:29 proller sapier, guiLuaApi.cpp: - lua_pushstring(L,current_mod.description.c_str()); + lua_pushstring(L,current_mod["description"].AsString().c_str()); 17:30 hmmmm he needs to fail if it's empty though 17:30 hmmmm (for some of them) 17:30 proller typedef Json::Value ModStoreModDetails 17:30 sapier and I don't want to mix up lua and c++ code again 17:31 proller Json::Value - its good dynamic data container 17:31 proller you can use in instead of struct 17:31 sapier it isn't it doesn't even convert a text to int on its own 17:32 proller you can make func text2int and use where needed 17:32 sapier AsInt() won't return a int from a text even if it is possible 17:32 proller and not use copypaste as now 17:32 sapier it's your turn proller you tell this can be cleaned up plz do it 17:33 sapier but don't mixup lua and c again 17:33 proller ok, but with typedef Json::Value ModStoreModDetails ? 17:33 sapier no 17:33 sapier purpos was to have correct type information available directly in c++ 17:34 sapier typdefing is only moving parser from a to b 17:34 proller for what ? 17:34 sapier I don't want to bloat another file that already is way to big by "if type is that then" 17:35 kahrl why does this stuff have to go through the C++ side at all? why not do this all in lua? 17:35 sapier do we have a json lua parser? 17:35 kahrl I don't know but it would certainly be useful for lots of things 17:36 sapier of course we could add a json xml parser too ;-) 17:36 kahrl take json, return lua table 17:36 sapier and xml lua 17:36 proller universal json=>lua maybe good 17:36 proller and not very hard to make 17:36 sapier xml => lua will be exactly same ... json and xml are both bloated text formats 17:37 kahrl what's up with xml? we already have jsoncpp 17:37 proller but xml is fat, stupid and not usable 17:37 sapier I prefere files I can read .. 17:37 proller you can read xml and cant json ?? 17:37 kahrl umm 17:37 proller its.. strange.. 17:37 kahrl what exactly would change, these things are already in json 17:38 sapier at least xml tells what you're closing atm 17:38 kahrl vim % command does exactly that 17:39 sapier of course I use vim to write big lecture everyday ;-P 17:39 sapier I don't like xml guys but I json is worse 17:39 proller sapier, you can use json formater in any editor 17:39 proller or console 17:40 sapier http://json.org/example.html is a very small but speaking example ... the 4th } from below is closing what json element? 17:40 hmmmm thaht is such a contrieved example 17:41 sapier it's the first one google told me ;-) 17:41 kahrl why are they mixing spaces and tabs 17:41 sapier btw it's from json.org ... I guess they need some advertisement lessons 17:43 proller sapier, http://paste.org.ru/?94ybth - its speaking 17:44 proller jsoncpp can write formated like in or oneline 17:44 sapier I'm still waiting for the name of the tag closed with 4th } from below 17:44 proller "GlossList": { 17:44 sapier good ;-) 17:45 sapier I just don't see any benefit for json ... it's almost same as xml just using different separators and a imho less readable syntax 17:45 proller its 30%+ smaller 17:46 proller parser much faster 17:46 kahrl json is almost 100% like lua tables 17:46 hmmmm XML is horrible 17:46 kahrl so anyone who knows one can work with the other 17:46 sapier 30% smaller is bouglt by less readability 17:46 proller default libxml have vulnerability 17:46 hmmmm if you call MXL more readable... 17:46 hmmmm XML* 17:46 sapier and parser beeing faster is just something you tell 17:47 hmmmm well good thing we don't have plans for this :) 17:47 hmmmm but if we were to ever work on something in the future where we have to choose between json and xml, we are sure as hell not using xml 17:47 sapier I don't see anything that would explain a difference for equally well written parsers 17:47 proller xml have 2+ ways to write one thing (attr, tags, mix) 17:48 sapier on the other hand in json you can only decide a document beeing invalid on last char 17:48 proller in any program json much simpler than xml 17:49 proller in xml you must handle every fucked tag 17:49 sapier ok make modders write gui in json I can imagine their reaction ;-) 17:50 kahrl what? 17:50 kahrl I thought we were talking about the serialization format 17:50 kahrl the lua api would be tables 17:51 kahrl no one would ever see the json unless they were debugging or working on the formspec engine 17:51 sapier converting back and forward 20 times? 17:51 proller i will try remake convert_json.cpp but on next week 17:52 sapier nonono imho whatever user writes needs to be directly formated to gui elements 17:52 proller sapier, no big problem to convert 17:52 sapier no hurry proller it's working as is it's just ugly 17:53 proller i can make 300% less ugly 17:53 proller or not ugly 17:54 sapier if you want to transform lua tables to json on server just to transform it to gui elements on client that's just adding an additional error location 18:11 sapier am I really the only one using a debugger to find bugs? 18:11 sfan5 no 18:11 sapier so how can anyone debug with -O1???? 18:12 sapier this debug build option used by minetest is just useless 18:12 sapier in best case it's a verbose build but NOT debug 18:13 sfan5 shouldn't ''' ([A-Za-z_0-9]+)\[(<[A-Za-z0-9_ ]+>[,;\]])+ ''' match image[,;,;] and put them all into groups? 18:14 kahrl sapier: it still allows me to get a backtrace in case of a crash, which is all I need usually 18:15 sapier I usually debug step by step and you can't step if all your variables are optimized and operations are reordered 18:15 kahrl step by step debugging is too tedious for me 18:15 sapier it's best way to find out whats happening 18:17 sapier don't know what you're aiming at sfan5? 18:18 sfan5 sapier: I wanted regexes to do something faster for me, but that regex only catches the "texture name" entry instead of all entires 18:18 sfan5 entries* 18:18 sapier I see 18:30 sapier did someone ever try do escape [ by using \? 18:34 sapier I'm asking because I don't get any \ passed from lua to c++ 18:34 sfan5 maybe lua realizes that \] is not a valid string escape sequence and ignores it? 18:35 sapier hmmm ... so we need at least doubleescaping 18:36 sapier lol ... "\[" in lua is "[" in c++ but "\\[" in lua is "\\[" in c++ ... any explanations? 18:37 sfan5 wat 18:37 sfan5 that makes sense 18:37 sapier wait ... guess this is special display format by debugger 18:38 sapier yes ... stupid eclipse debug notation 18:48 sapier PilzAdam are you sure escaping has been done by \ before? 18:50 hmmmm \\[ should be \[ in C++ 18:50 hmmmm hrmm 18:50 sapier it is ... while if using \[ \ is ignored completely 18:50 hmmmm yes..... \[ in lua should be [ in C++ 18:51 hmmmm that only makes sense 18:51 sapier but [ in lua is [ in c too ;-) 18:51 hmmmm [ in lua should be part of the formspec identifier 18:51 sapier should 18:51 hmmmm while \[ is a way to use [ in a string 18:52 sapier but someone was as crazy to use [ in texture name too 18:52 sapier no it isn't hmm you need to write \\[ to use [ in a string 18:52 hmmmm are you sure??? 18:52 hmmmm that's not the way it was designed 18:53 hmmmm oh 18:53 sapier unless we reparse the format string in lua and replace \[ by \\[ 18:53 hmmmm i mean the data representation of \[ 18:53 hmmmm the actual two characters 18:53 sapier I don't see any difference between \[ and [ from c++ 18:53 ShadowNinja hmmmm: It might be LuaJIT escapes. 18:53 hmmmm yes, those are luajit escapes 18:53 hmmmm so you need two levels of escaping here 18:54 hmmmm one to escape the backslash from within lua 18:54 sapier so a formspec that works on luajit doesn't work on lua? 18:54 hmmmm and another to do the actual formspec parsing escape 18:54 ShadowNinja Will that work in regular Lua? 18:54 ShadowNinja + 18:54 hmmmm yes it should 18:54 sapier it'd add an andditional \ 18:54 hmmmm why did you say "it might be luajit escapes" then? 18:55 ShadowNinja And +1 for table formspecs. 18:55 sapier not an option atm shadowninja ;) 18:55 ShadowNinja I know some escapes had to be changed in builtin. I think they were \[ and \]. 18:56 ShadowNinja s/changed/removed/ 18:56 sapier with plain lua I need at least two \ to get a single one to lua 18:56 hmmmm that's pretty reasonable 18:56 sapier yes but is it same for luajit? 18:57 hmmmm it should be. how come you don't know? 18:57 hmmmm if it's not, then luajit has a *serious* problem, not following the lua language spec 18:58 sapier I don't have lujit installed 18:58 sapier I just gave up to check every possible build variant of minetest 19:01 sapier ok I'm gonna add a workaround for image[ to support unescaped [ within image name ... that's ugly but possible 19:02 sfan5 after spending much time on replacing that regex with a python program that does the same; here is what the regex should have helped me with: http://titanpad.com/oRKZzLBSg7 19:03 sapier ok now start coding the table to json/xml parser and then the json/xml to irrlicht gui interpreter 19:04 sapier alternatively just serialize, implement a client side lua stack and then write a lua2irrlicht interpreter ;-) 19:05 sapier btw you forgot the more challanging elements 19:07 ShadowNinja sfan5: Definitely should be type="foo". How do you handle image=true, list=true? 19:08 hmmmm what on earth did i do :( 19:08 hmmmm people are taking this very seriously 19:08 sapier if we are redesigning formspec I demand container formats 19:09 sapier hmmmm as long as no coder does write it nothing is gonna happen ;-) 19:09 hmmmm this is something we don't want 19:10 sfan5 ShadowNinja: the [type]=true thing is a dumb idea 19:11 sfan5 hmmmm: we don't want? IMO forspecs would be much easier to make with tables 19:12 thexyz make a lua function which converts your table thing into a string 19:12 ShadowNinja We can keep the old code for a release or two to give mods a chance to update. 19:12 hmmmm great, but, don't change the entire universe because it might be better 19:12 sfan5 thexyz: was about to do that 19:12 hmmmm formspecs right now are sufficient and it doesn't need messing around with 19:12 sapier ShadowNinja I already told you just creating table is only about 5% that needs to be done 19:13 hmmmm it's not what minetest 'needs' 19:14 PilzAdam hmmmm, re throwing snoballs: for the same reason we dont have mobs (yet), its just too laggy to wait for the server and it wouldnt be usable at all on slightly laggy servers 19:14 hmmmm how is it possibly laggy 19:15 PilzAdam all object handling is done server side 19:16 PilzAdam no client prediction at all (when creating, setting velocity, or hitting nodes) 19:16 hmmmm yes, that's fine.... 19:16 sapier that's wrong pilzadam acceleration is predicted by client 19:16 hmmmm ah see, even better 19:16 sapier that's nut much of course 19:17 PilzAdam sapier, Im talking about the creation and "hitting a node" part 19:17 sapier https://github.com/minetest/minetest/pull/806 plz test and merge before mor ppl get upset 19:17 hmmmm so? 19:17 hmmmm enough with the "it's too laggy" thing 19:17 sapier that never can be done client side 19:17 hmmmm "it's not even there" is worse 19:17 hmmmm you're expecting the impossible out of minetest 19:17 sapier mob hitting a node? 19:18 hmmmm sapier, he wants object node collision to be predicted as well 19:18 sfan5 what? 19:18 sapier you can't expect a mob to react within ms if you tell server only every 20s ... neither will any other player react within ms in this case ;-) 19:18 PilzAdam hmmmm, also re ice: its not transparent because its just too glitchy, it looks horrible above water; it doesnt create a water source when destroying it because thats illogical, you get the ice block in your inventory and dont melt it 19:18 hmmmm all in all, for the people who don't have lag problems or those who play singleplayer, you're preventing them from having decent gameplay 19:19 PilzAdam hmmmm, no, I want snowball -> snow node prediction 19:19 sapier hmmmm mobf already does predict object collision server side 19:19 sfan5 PilzAdam: that'd require it hardcoded, or prediction data sent to the client 19:19 PilzAdam or client side Lua 19:19 hmmmm creating a water source when destroying an ice node is necessary, so holes of water don't form in the freaking ocean 19:19 hmmmm that my friend is what's illogical 19:19 sapier we don't even have a on_collision callback on server ;-) but I already was thinking about adding it 19:19 hmmmm i said this about 3 times 19:20 PilzAdam hmmmm, you can create wholes in frozen seas 19:20 sapier sfan5 it's not that impossible it seams 19:20 sapier once client side lua is added simple things like that could be done 19:20 sapier -seams + seems 19:21 hmmmm ice above water, i didn't realize it was that glitchy until i tried it out myself. it seems to flicker between transparent and not transparent within whole mapblocks for some reason which you don't see at all on an individual basis 19:21 hmmmm snowballs and the ice thing, there's no excuse for that 19:21 hmmmm and if you don't want to do it, i'm going to do it 19:21 sapier what's up with snowballs? 19:22 hmmmm when you dig a snow node you get a snowball 19:22 hmmmm which you can't do anything with 19:22 hmmmm normally you'd be able to throw it but this was removed 19:22 sapier why not throw? as in throwing mod? 19:22 sfan5 ; can't be escaped in formspecs, can it? 19:22 sapier now it can 19:22 PilzAdam hmmmm, go to a frozen sea IRL and break some ice, there is no water magically appearing 19:22 PilzAdam hmmmm, there is water _under_ the ice 19:22 sapier but I haven't tested 19:23 hmmmm yes, when i break part of the ice sheet it doesn't pour in at all 19:23 hmmmm it doesn't matter if it's realistic or not, it matters so it doesn't make the ocean look odd 19:24 PilzAdam it would be interesting to break the first layer of ice, then wait until the water under it freezes and continue that, until you get a nice whole 19:24 PilzAdam *hole 19:26 hmmmm between the cheddar cheese blocks for copper, american cheese for gold bars, can't mine a cactus, can't throw snowballs because "it's too laggy", breaking ice deforms the freaking ocean, i don't know which i should fix first 19:26 hmmmm minetest_game is broken and it seems like you don't care to fix it 19:27 PilzAdam ehm, ever punched a cactus with your hand IRL? of course you need an axe 19:27 PilzAdam feel free to create better textures, though 19:28 hmmmm i really wish i could just do it all myself and get it over with 19:28 hmmmm but that takes time and skills that would take even more time to develop 19:28 hmmmm and i'm going to start working and have absolutely no time at all for minetest after that 19:29 hmmmm so i'd rather spend what i have left on finishing what i immediately have to deal with 19:30 PilzAdam you seem to be one of those guys who think that everything that differs from MC is bad 19:30 hmmmm no, it doesn't take one of those people to see that what is currently there is shit. 19:30 sapier does punching a cactus by hand damage player? 19:30 PilzAdam sapier, nope 19:31 hmmmm i really wish i could entrust that these things would get fixed by somebody 19:31 PilzAdam but punching a rock doesnt damage you either 19:31 hmmmm somebody that isn't me 19:31 PilzAdam s/fixed/changed 19:31 sapier maybe if it did need for an axe would be more straight forward? 19:31 PilzAdam since nothing is broken 19:31 hmmmm fixed. 19:31 hmmmm pilzadam, you can use minimal and nothing is broken 19:32 hmmmm pilzadam, this is why people see you as a "dictator", because you're not receptive at all 19:32 hmmmm do you not see it in this very conversation? 19:33 hmmmm everything i've said so far was shot down for really stupid and irrelevant reasons 19:33 PilzAdam what I see is that daily people come and want to change minetest_game in what they think is the best 19:33 hmmmm and it's not even your game 19:33 hmmmm if this was your own personal game for minetest i'd say that's alright 19:34 PilzAdam so broken z-buffering is "no reason"? 19:34 hmmmm i recanted that request 19:34 hmmmm how about all other 30 19:35 PilzAdam I cant change the textures since I cant draw them 19:36 PilzAdam and for the ice -> water source thing I cant see how removing parts of the ice will "deform" the ocea 19:36 PilzAdam *ocean 19:38 hmmmm i am hereby officially calling for another to work on the minetest_game component 19:38 hmmmm anybody interested...? 19:40 PilzAdam hmmmm, celeron55_ asked for more people to work on minetest_game months ago 19:40 hmmmm not loud enough apparently 19:40 hmmmm i should try the forums 19:40 PilzAdam I guess it would be best if you ask them to post their "plans" for minetest_game 19:41 hmmmm yes, he wants long term plans, but i'm just talking about a couple of simple fixes (simple for someone who has good enough knowledge of the modding api) 19:42 Taoki I kinda do. But not sure how reliably I can work on stuff now 19:42 PilzAdam hmmmm, so... you just ignore that I dont see the point in your "fixes" and ask someone else to do it? 19:43 hmmmm because i explained it to you as much as i can and you keep saying the same thing 19:43 PilzAdam I explained my point too 20:00 celeron55_ wat 20:02 VanessaE who? 20:03 celeron55_ i'm confused about the tininess of the things you are arguing about like they were everything that exists 20:04 sapier I guess those tiny things are only placeholders for the real problems :-/ 20:06 VanessaE celeron55_: where I come from, it's a generally accepted fact that it's "the small stuff" that has the heaviest impact on something or someone, versus "the big issues", because "the small stuff" tends to pile up far worse. 20:11 celeron55_ but many of the mentioned small stuff is also highly based on preferences of each person 20:12 celeron55_ anyway, the situation of minetest_game is quite stuck in every aspect 20:12 sapier that's what a moderator is needed to find a common base that everyone is willing to accept 20:12 celeron55_ i would solve this if i knew how 20:13 celeron55_ no, there isn't anything that everyone would accept 20:13 sapier only accept not like 20:13 celeron55_ well maybe, except that saying it like that gives too much power to those who don't accept things easily 20:14 sapier another option is to find a way to manage differences 20:14 proller btw i want to add sponge for liquid_finite- https://github.com/minetest/minetest_game/pull/185/files 20:14 VanessaE there's an easy way to fix this. Add every option everyone's been wanting (WITHIN REASON) but leave most of them disabled by default. 20:14 PilzAdam VanessaE, ehm, why not keep them as mods then? 20:15 VanessaE because people are idiots and can't even figure out how to rename a folder to make a given mod work? 20:15 sapier adding all options is a big challange to architecture maintenance gets more and more difficult 20:15 PilzAdam VanessaE, thats not a good reason 20:15 VanessaE I can't begin to count the number of times I've fielded that issue just on the half a dozen or so mods I maintain. 20:15 sfan5 thexyz: here you go: http://pastie.org/8113749 20:15 VanessaE it's a perfect reason. It's 100000x easier to click a checkbox than to download, rename, and install a mod. 20:16 sapier vanessae that problem is already fixed 20:16 hmmmm not only that, but it is kind of a big pain to have to install 50000 mods 20:16 hmmmm because the default game is too crap 20:16 hmmmm mods should just be "hey that's neat" instead of "i need this in order to play the actual game" 20:16 sapier modmanager autorenames mods installed from zip to a sane way 20:17 proller its hard to select good and not buggy mods from all, base mods must be more stable 20:17 PilzAdam hmmmm, then you are too limited in the way you use mods 20:17 VanessaE sapier: we don't have a built-in mod manager though. 20:17 sapier we do 20:17 PilzAdam also placing water sources when destroying ice isnt something that is really needed to play the game 20:17 sapier was added along with formspec menu 20:18 VanessaE it was? 20:18 * VanessaE looks 20:18 hmmmm you also don't need brick nodes to play the game 20:18 hmmmm it's simply lacking completeness 20:18 proller but melting ice to water when hot - need! 20:18 VanessaE again, why does every stinking thing added to the game HAVE to have some active use? 20:18 sapier yes it's disabled as it's most advanced feature is moddb integration 20:18 VanessaE (i.e. as hmmmm said, bricks) 20:18 sapier and moddb isn't ready right now I want 20:18 celeron55_ public announcement: celeron55 is looking for someone who has the courage and the time to pull minetest_game forward without stopping at every naysayer including me, /msg me 20:19 celeron55_ this design by committee simply does not work 20:19 sapier it to be at least helpfull before enabling modmanager by default 20:19 hmmmm it's not even design by committee, because if you don't commit it yourself, pilzadam won't commit it 20:19 celeron55_ design by naysayers 20:19 VanessaE sapier: oh that's seriously busted. "Configure" button doesn't even work. Settings tab erases all other tabs when clicked. 20:19 sapier no that's not modmanager vanessae 20:19 hmmmm i don't have some kind of "grand plan" for minetest_game 20:19 sapier and those bugs are already fixed in 806 20:19 hmmmm i just wanted a couple nagging issues fixed 20:20 proller modmanager useles on server 20:20 PilzAdam hmmmm, see? you are like everyone else in the forum 20:20 sfan5 thexyz: fixed http://pastie.org/8113761 20:20 VanessaE sapier: I know, but I can't even *get* to the mod manager, and I already have #806 installed, unless you've since amended it. 20:20 hmmmm like you can't mine a cactus with a mese pick even 20:20 hmmmm i'm sorry, that's just retarded 20:20 PilzAdam you think that I work on my own, but fact is that I never commit things without at least asking someone else (like VanessaE) 20:20 sapier have a look at minetest.conf.example 20:20 sapier modmanager != configure 20:20 VanessaE PilzAdam: he knows that. 20:20 sapier modmanager is a separate tab! 20:21 sfan5 sapier: BTW I made a lua thing which converts the lua table thing to the string format http://pastie.org/8113761 20:21 hmmmm pilzadam, if i'm saying it and i'm not even on the forums, could it be that they were right? 20:21 sapier wait did you just tell configure doesn't work i 806? 20:21 VanessaE sapier: I don't see such a tab on mine, and I'm definitely using #806 (your game selector bar is as we last agreed on) 20:21 sapier main_menu_mod_mgr = 1 20:21 sapier in config 20:21 PilzAdam hmmmm, no, people on the forums usually dont see the discussion in IRC, and they see only me in the commit log 20:22 sapier lol error("Someone started Internet Explorer") 20:22 VanessaE Ah, that enabled the manager all right. Good. Configure button for worlds is still busted though. 20:23 sapier good idea sfan but now we have three error locations ;-/ 20:23 VanessaE sapier: why isn't that mod manager enabled by default? 20:23 sapier becaus it's full power is only unleashed after moddb is cleaned up 20:23 VanessaE ah 20:23 sapier you need modstore_* parameters from example too 20:24 sfan5 sapier: I just wanted to make as clear as possible what may be passed as arguments with what type 20:24 sapier without those only install works but not download 20:24 VanessaE well that solves one issue then of getting mods easily, but it still doesn't fix the main contention about toe overall content of minetest_game 20:25 sapier sfan5 thatd be another additional way to do it lua -> old formspec format 20:25 PilzAdam sapier, when creating a new world the world should be selected in the list (so you can hit directly hit "Play") 20:25 sapier true vanessa .... btw main_menu_game_mgr = 1 could be interesting for you too vanessa 20:25 sfan5 sapier: builtin could hook in front of minetest.display_formspec(?) and check type(argument) and convert if necessary 20:25 PilzAdam sapier, there is also no error message when a world with that name already exists 20:26 VanessaE s/toe/the/ 20:27 sapier sfan5 thatd all be possible but still the question is: "Is it worth adding a whole layer adding new errors?" imho it's not but thats a personal preference 20:27 sapier ok configure/error/selection 20:28 sfan5 sapier: the stuff that is handeled by c++ is usually not so well error-checked, its better when you've got a clear error instead of a segfault/similar 20:29 sapier vanessae what exactly happens when you hit configure? 20:29 sapier sfan I just cleaned up error handling for formspecs ;-P 20:30 sapier configure button works for me vanessae can you show me how it's looking for you? 20:31 VanessaE sapier: it switches the background from my currently-selected game to the gemeric "minetest" background. that's it. 20:31 VanessaE sapier: if I then click on some tab like "settings", it goes to that menu and all the other tabs disappear until I hit escape. 20:32 thexyz sfan5: this code looks really dirty 20:32 VanessaE generic* 20:32 sfan5 thexyz: where? 20:32 sapier hmm sounds like the settings dialog results in some error for you ... windows or linux? 20:32 VanessaE sapier: also, you need to fix pressing enter to connect to a server (it doesn't) 20:33 thexyz sfan5: everywhere, actually 20:33 sapier pilzadam said it's only world connecting ... not a big deal eiter 20:33 sapier +h 20:33 VanessaE it's a major deal. Enter should commit the main action the user would normally expect, without exception. 20:33 sfan5 thexyz: how would you suggest to do it "cleanly"? 20:34 VanessaE anything else is inconsistent. 20:35 sapier no it's a 3 line fix so no big deal ;-) 20:35 VanessaE sapier: THREE LINES!? are you TRYING to bloat out the engine!?! 20:35 VanessaE ;) 20:36 sapier of course didn't you realize I just added 14000 lines ;-P 20:36 thexyz sfan5: have templates for each element type, like "size[{x},{y}]" for invsize, "image[{x},{y};{w},{h};{texturename}]" for image, etc 20:36 thexyz then make it process those 20:36 thexyz well, format obviously can be changed 20:37 * sfan5 doesn't like making templates, because it would be less code 20:37 VanessaE sapier: :P 20:38 sfan5 s/because/just because/ 20:38 sapier format can't be changed ;-) we need to support old fomspec at least until minetest 0.7 ;-) 20:38 thexyz sapier: you only read my last message, didn't you? 20:39 sapier no the last 3 ones 20:39 thexyz well, I wasn't talking about formspec specification 20:39 sapier but maybe I misinterpreted what you were trying to say 20:39 thexyz I mean, sfan5's code is copypasta 20:39 hmmmm why are you seriously entertaining the whole formspec idea 20:39 hmmmm it was just a "what if" 20:40 hmmmm actually carrying that out it misguided effort 20:40 sapier and noone is willing to do the real work 20:40 thexyz sapier: what "real work" are you talking about? 20:40 sfan5 thexyz: he means implementing it into the engine 20:40 sapier what sfan5 currently is doing is just adding another layer of indirection 20:40 thexyz as I see it, we should make it easier for modders to make formspecs, the idea of converting table-like formspec into string one without changing anything in the engine seems pretty reasonable 20:41 sfan5 I didn't say that code is coming to an use 20:42 sapier yes if you are a friend of adding additional error sources thats reasonable 20:42 sfan5 sapier: the stuff that is handeled by c++ is usually not so well error-checked, its better when you've got a clear error instead of a segfault/similar 20:42 sapier as I already told formspecs are 100% error checked by now 20:42 thexyz sapier: that's better than rewriting everything just because 20:44 sfan5 can someone tell me how tabheader is supposed to work? 20:44 sapier yes but is it really worth adding so many additional error sources for a benefit that even depends on modders personal preference? We didn't even look for the details that make it even worse 20:44 sapier l977 in lua_api.txt? 20:44 sapier caption is the tab name 20:45 thexyz sapier: crap, I don't get what you're talking about so I'll just give up 20:45 sapier there are arbitrary number of captions 20:45 sapier atm the only thing that can be wrong is the formspec the modder wrote 20:45 thexyz right 20:46 sfan5 sapier: so "tabheader[,;;,;...;;;;]" like that? 20:47 sapier after adding sfans changes after core detected an error user won't have any idea what is wrong as error message is about something he didn't write 20:47 thexyz sapier: then sfan5's code should do all the validation 20:47 sapier yes I add caption n in doc 20:48 sapier thexyz core just cant rely on it 20:48 thexyz core won't crash 20:48 sapier if it relied on sfans check it might crash for sure 20:49 sapier accessing element 5 of a 3 element vector isn't quite a good idea ;-) 20:49 thexyz I'm not saying we should remove all checks 20:49 thexyz I'm saying that another layer of abstracion won't hurt 20:49 sapier I'm for kiss 20:50 thexyz the first S in KISS is for "Simple, IIRC 20:51 sfan5 wat, drawborder is uses the first time and draw_border the second time 20:51 sapier yes ... more layers are not reducing simplicity ... but I admit that depends on point of view 20:51 thexyz it's not "Simple" to write formspecs by hand 20:52 sapier it is 20:52 thexyz okay 20:52 sapier it's just not c++ ;-) 20:53 thexyz I guess sleep is more productive than fighting over such argument 20:53 sapier formspecs are (except of some inconsistencys) very very simple 20:53 PilzAdam sapier, formspec isnt simple 20:53 PilzAdam and its a PITA 20:54 sapier no it is simple it's just a flat list of gui elements 20:54 sapier what can be more simple? 20:54 thexyz it's simple in terms of code 20:54 thexyz it's hard to use 20:54 PilzAdam an layout manager would be simple (see java) 20:54 thexyz there's just that long string 20:54 thexyz where all the stuff is located 20:54 sapier did you ever try to write any gui application without a designer? 20:55 PilzAdam sure 20:55 sapier what toolkit did you use ? 20:55 PilzAdam swing 20:55 sapier ok I don't know that one ... java crap ;-P 20:56 sapier all c++ toolkits are way more complex than formspec 20:56 Calinou suddenly: cube 2 GUIs 20:56 * Calinou runs 20:56 thexyz sapier: nice way to win an argument 20:56 sapier no I just can't say anything about swing and wont learn it just do decide if it's better or even worse 20:57 PilzAdam sapier, swing has plenty of layout managers 20:57 sapier ok that's a completely different topic 20:58 sapier our guis don't have layouts lua table doesn't change that ... of course lua tables would be a way to add it ... but reading sfans changes that doesn't seem to be his intention 20:59 thexyz sfan5: I suggest you to release this thing as separate mod 20:59 sfan5 sapier: intention to ? 20:59 sapier add layout based formspecs 20:59 sapier aka container gui elements 20:59 sfan5 heres one that works with tabheader: http://pastie.org/8113854 20:59 sfan5 ^ sapier: could you confirm that I did it right? 21:00 thexyz sfan5: I think you should also rewrite it so there's not so much copypasta 21:00 sfan5 ..You mean my intention is to add layout based formspecs? no. 21:00 sfan5 thexyz: if i release this as a mod, probably nobody will use it 21:01 sapier not all elements are required sfan 21:01 sapier tabheader looks correct 21:02 sapier you should have a look at 806 I updated docs added missing elements and parameters 21:02 thexyz sfan5: well, then I can only hope you won't include it into minetest/minetest without cleaning up this code 21:02 sfan5 thexyz: its ok, although I don't like templates I'll clean it up how you want it 21:03 VanessaE sapier: please squash your commits on #806 ? 21:03 sapier I don't want to squash every 2h vanessae 21:04 VanessaE heh 21:04 sapier :-) 21:04 sfan5 oh, and my current implementation of formspec would require one change in the engine: being able to use #RRGGBB instead of those colorkeys 21:06 sapier I used colorkeys to make it easy ;-) 21:07 Calinou did sapier implement color codes? :o 21:07 sapier as I can't remember what color 27733 is 21:07 Calinou well, yey, useless 24 bit :P 21:07 hmmmm you should know 21:07 sapier tell me ;-) 21:07 hmmmm 0xFF00FF for example 21:07 hmmmm what's a mixture of red and blue 21:07 hmmmm hrm.. purple! 21:08 sapier and what is 27733 21:08 VanessaE magenta :P 21:08 hmmmm is that hex or not? 21:08 VanessaE 0x027733... a bit greenish-blue :) 21:08 Calinou tip: gcolor2 21:09 sapier I don't want to start gimp just to find out what colornumber to use ;-) 21:09 Calinou gcolor2 isn't gimp 21:09 hmmmm the flexibility ought to be there 21:09 Calinou flexibility? 21:09 thexyz wow 21:09 sapier no it isn't 21:09 thexyz crap, how should I phrase it 21:09 sapier it's the small issues that make programming a pain 21:09 hmmmm well say, if # is prefixing the color, expect an RGB color code 21:10 thexyz you mean, there's no way to use a specific color? 21:10 hmmmm if the other thing, expect the constant 21:10 sapier not an option as # is already used to identify a color key 21:10 hmmmm whose bright idea was that.. 21:10 hmmmm alright, then, ##? 21:10 sapier is used to escape a # 21:10 sapier :-) sorry 21:10 hmmmm woop woop 21:10 hmmmm all the sane options are taken 21:11 hmmmm how about $ 21:11 Calinou +1 for $ 21:11 sapier possible 21:11 Calinou but why not 12 bit colors instead of 24 bit 21:11 hmmmm that's not too insane, it's a hex identifier for 6502 21:11 Calinou like, $f8f for pink 21:11 Calinou that is enough by far 21:11 hmmmm because nobody thinks about those... 21:11 sapier but I won't code it 21:11 Calinou (ideally, we should also have alpha bits :P) 21:11 thexyz crap 21:11 Calinou eg. $f8f8 for half-transparent pink 21:11 thexyz instead of implementing table in lua with those mapping you did color codes in engine 21:12 sapier but we need to add $$ to escape $ then 21:12 Calinou yes, $$ to escape it 21:12 thexyz which don't correspond to any standart 21:12 sfan5 IMO it should be like "^ color in Hexadecimal format #RRGGBB" --http://titanpad.com/oRKZzLBSg7 21:14 sapier once all bugs are fixed with formspec menu I may be willing to implement this but not before 21:14 sapier so if you have pressing need for it you'll have to add it yourself 21:14 thexyz I may sound a bit celeron55-y but that's just fucking stupid 21:15 sapier I like the idea even if it requires to add an additional lookup table to make colors usefull in for old style formspecs 21:16 sapier vanessae do you play minetest on windows? 21:16 thexyz no one uses it now, just make it #rrggbb before anyone notices 21:16 sfan5 ^ 21:17 VanessaE no 21:17 sapier I already said I'm not going to add any new feature anyone wants just to get a single bugfix merged 21:17 sapier I really wonder why configure is broken for you vanessae 21:18 thexyz sfan5: can you do that since sapier is busy with bugfixes? 21:18 sfan5 thexyz: after cleaning my code yeah probably 21:18 sfan5 s/code /code, / 21:18 thexyz sfan5: alright 21:18 sapier replacing current color scheme by rgb colors isn't quite a challenging task but still some time to do it right 21:20 sapier vanessae do you have that configure bug for all worlds or only for special ones? 21:21 VanessaE sapier: I just picked a random world from my (somewhat short) list 21:21 ShadowNinja sapier: minetest.dig_node is broken. I think you were the last to touch it. 21:22 sapier are you sure? 21:22 ShadowNinja Yes, it fails with an obscure error message and commenting it out fixes it. 21:23 sapier can you post the error message? 21:23 ShadowNinja I did, in #minetest. 21:23 ShadowNinja Basically error:error:... (null) 21:25 sapier minetest.dig_node or minetest.env:dig_node()? 21:27 VanessaE PilzAdam: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/default_stone_broken.png 21:27 VanessaE how's that look? 21:27 VanessaE er, wrong channel 21:27 VanessaE meh. 21:29 ShadowNinja sapier: Both. 21:31 sapier I don't see any error in there 21:33 sapier how is it called from lua? 21:35 sapier VanessaE i pushed some minor fixes for modmanager that might be related to your problem ... could you post debug log of config button press somewhere? 21:35 VanessaE wait, lemme get the latest commits in first 21:53 VanessaE hrm, perhaps I should have moved that over here. 21:54 VanessaE sapier: "failed to initialize world" happens for most of my worlds, here's debug.txt (log level 4) for one such instance: http://pastebin.com/CDELAVEa 21:55 VanessaE sapier: also, I like the window-in-window thing for the file browser for installing a mod. nicely done. Note that you should make it possible to install a mod from an already-extracted folder (I presume it expects zip/tgz/etc archives?) 21:55 sapier yes it does 21:55 sapier zip 21:56 VanessaE sapier: and here's a log from one run where it misinterpreted a single click as a double and started the world without my say-so: http://pastebin.com/K8hGPD0e 22:00 sapier VanessaE I don't have any hope to fix it I'm not deciding if it's a single or double click this is done by irrlicht 22:01 VanessaE ok 22:01 sapier unless there is some irrlicht setting I don't know about to make it less sensitive I don't see any place to change right now 22:01 VanessaE there probably is 22:02 VanessaE it's a pretty basic function to set the double-click threshold, or so I've always seen elsewhere anyway 22:02 VanessaE (usually for accessibility reasons) 22:04 sfan5 thexyz: does this looks alright? http://pastie.org/8113971 22:11 VanessaE sapier: also, it keeps forgetting the IP of the last server I connected to. 22:15 sapier already fixed 22:15 sapier I'm currently working on pwd for enter btn 22:16 VanessaE it ain't fixed. 22:16 sapier not pushed yes ;-) 22:16 VanessaE so push :) 22:18 sapier once I fixed the password issue 22:18 VanessaE k 22:18 VanessaE ok 22:18 VanessaE great, now ALL worlds are failing to initialize 22:18 VanessaE even on my server 22:19 sapier :-) don't know what you're doing :-) 22:20 VanessaE 18:19:01: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: Failed to initialize world 22:20 sapier great 22:20 sapier unhandled :-) I guess some information is missing 22:21 VanessaE sapier: the server was running fine a few mins ago. I just did a routine restart to install a texture file. 22:22 sapier strange 22:23 VanessaE lemme re-clone without your extra patches. 22:26 VanessaE sapier: yep, it works fine without #806 in place. 22:26 VanessaE you bwoke it :( 22:27 sapier great / 22:30 VanessaE I wonder if it's 3bda6aa that did it. 22:31 sapier the escape changes? 22:32 VanessaE possibly 22:32 VanessaE grasping at straws here 22:36 VanessaE I just know that the first two commits in there seemed okay (no actual functional issues), and I don't see how the mod manager crash fix or the enter-for-multiplayer (which still didn't help anyway) would be the cause. 22:37 sapier do you connect by enter or button? 22:37 VanessaE by the button, because as I said, enter does not work 22:38 sapier ok ok :-) 22:39 VanessaE bbl 22:43 sapier ok at least I can reproduce 22:48 sapier argh 22:56 sapier VanessaE should be fixed 23:11 hmmmm hmm 23:11 hmmmm https://github.com/minetest/minetest/blob/922a30ee47edbd6255cd6cbea0f89f21c607094c/src/mesh.cpp#L295 23:11 hmmmm sapier, did you touch this last?? or who did 23:12 hmmmm if it fails to create the second image, the function won't fail but mesh will be null 23:12 PilzAdam hmmmm, click on the "blame" button at the top 23:12 PilzAdam it was kahrl 23:12 PilzAdam https://github.com/minetest/minetest/commit/6a76c226e10e92c3e3339096f07f8ab065e2098b 23:12 hmmmm kahrl, you! 23:15 hmmmm really the appropriate thing to do here, if img2 == NULL, is to drop img1 and return null 23:19 VanessaE sapier: please squash those commits 23:20 sapier once they work I'll do that vanessa 23:25 VanessaE sapier: worlds seem to work now (no more failed-to-initialize errors) 23:26 sapier I know it's been a regression due to adding duplicated worldname ... didn't realize a world is always tried to create if it's started 23:28 VanessaE now, fix the shaders checkbox 23:28 VanessaE when "true", it should write a '2', not 'true' to the config. 23:29 PilzAdam wasnt it consensus that enable_shaders will be changed to a bool? 23:29 sapier I won't add 2 instead of true for sure either it's gonna be a dropdown or shaders will be enabled disabled by true/false 23:29 VanessaE PilzAdam: sure - when the rest of the system can handle it being a bool. right now, that is not the case. 23:29 hmmmm this is supposed to be a stopgap solution to fix the broken behavior until the new shader system is in place... 23:29 PilzAdam well, there are only one or two places that needs to be changed 23:30 VanessaE sapier: fix it. 0 or 2 or gtfo 23:30 sapier definitivly not 23:31 PilzAdam lol, german_word + ly != english word, sapier 23:31 VanessaE either way, the checkbox does not work, and if used even once, shaders are disabled until I manually edit the config. 23:31 hmmmm be sure to fix all the shader levels if you're going to make it a bool 23:31 hmmmm not writing a 2 will break everything as it is right now 23:31 sapier ok ok .. not in my lifetime I'll make a checkbox switch something to 2 23:31 PilzAdam hmmmm, the only shaders we have currently check if enable_shaders >= 2 23:32 hmmmm yes, but he wants it to write a bool 23:32 PilzAdam so, changing the checks would be perfectly fine 23:32 hmmmm which checks 23:32 hmmmm he'd need to change *all* of the checks for enable_shaders 23:33 VanessaE sapier: enter on multiplayer tab still doesn't work right - "No world selected and no address provided. Nothing to do." (yes, all four fields were filled out as usual) 23:33 hmmmm it doesn't really matter, RBA is going to change all of that in a little while, but just make sure that it actually works 23:33 VanessaE sapier: connect button works though. 23:33 PilzAdam that are only about 9 lines to change 23:38 sapier VanessaE i was wrong about the doubleclick ... it's even worse irrlicht doesn't support doubleclick at all 23:39 sapier changed shaders to be a bool setting 23:41 VanessaE sapier: one of those conflicts with something else 23:43 VanessaE aa57afe does. 23:44 sapier who changed shaders recently? 23:44 PilzAdam RBA 23:44 PilzAdam he added bumpmapping 23:45 sapier I guess it's a minor collision to his changes 23:50 sapier ok rebased and squashed vanessa 23:50 VanessaE ok 23:51 VanessaE rebuilding... 23:57 VanessaE sapier: enter works correctly now, shader checkbox also works as expected now 23:57 Exio what? 23:57 VanessaE sapier: minor glitch: the "Configure" button should not change the background. 23:57 Exio bumpmapping? some tweaks to lights too or just with fake-lights? 23:57 sapier yes I'm gonna fix this tomorrow 23:57 VanessaE (it changes from the background for the currently-selected game to the default one 23:57 VanessaE ) 23:57 PilzAdam Exio, fake lights 23:57 Exio ok 23:58 VanessaE sapier: it still keeps forgetting the last server address I typed in. 23:59 sapier ok same thin :-) tomorrow