Time Nick Message 00:49 VanessaE looking at sapier's latest menu stuff, the servers' flags need to be identified as such, or at least visibly divided from the descriptions. 00:49 VanessaE it looks (literally) like garbage at first 00:51 VanessaE even a simple vertical line would probably be enough. 08:26 sapier I can add a simple line, I already tried that. due to the indention mess it doesn't really look good either. are flags really required in list or could they be moved to description too? 10:48 kahrl oh wow, this actually seems to work 10:49 kahrl I changed CONTENT_IGNORE and CONTENT_AIR back in my patch and added some code to nodedef.cpp to make the vector large enough initially 10:49 kahrl http://paste.dy.fi/F99 10:50 kahrl does anyone dare to test it? 10:50 kahrl for me it works in singleplayer mode and multiplayer and should be compatible with old servers 10:51 kahrl brb 11:44 PilzAdam kahrl, seems to work fine for me 11:45 PilzAdam tested singleplayer, old client new server, old server new client and new server and new client 11:46 kahrl awesome 11:46 PilzAdam (everything local, though) 11:47 kahrl shouldn't matter 11:47 PilzAdam and IPv6 12:41 Exio4 i would change those to 0, 1, 2 in a future when something needs to break though 12:42 PilzAdam why not change it depending on the protocol version? 12:58 proller any objections? https://github.com/proller/minetest/commit/97559798d79d74359566d43bb5f01571f7885414 13:55 RealBadAngel guys. this is how shaders work atm: http://i.imgur.com/cN7LRp9.jpg 14:16 Taoki I love it :) 16:43 sapier proller why do I need to add a node to transforming liquid engine? Isn't this a property of a node? 16:44 proller its queue, 16:44 proller in this branch already working falling liquids 16:45 proller but too buggy falling code 16:45 sapier so this shall replace the add function later? 17:02 VanessaE kahrl: dare I try that patch? :) 17:03 kahrl yes you do :P 17:05 VanessaE couple of whitespace warnings, but it applied.... 17:07 VanessaE well, it compiles.... 17:09 VanessaE here goes nuthin' 17:10 VanessaE seems to work so far 17:10 VanessaE care to try connecting with 0.4.7-stable? 17:11 kahrl it won't work in your case 17:11 VanessaE oh. 17:12 kahrl new servers are only compatible with old clients if the 4096 node limit is not exceeded 17:12 VanessaE oh, well I don't exceed it with mods, just those unknown blocks were doing that. 17:12 kahrl yeah, sadly old clients can't handle that even on a new server 17:12 VanessaE looks like I'm *just* under the limit: 3:32:16: VERBOSE[main]: registerNode: registering content id "4092": name="worldedit:placeholder" 17:14 VanessaE PilzAdam did say it seemed to be cross-compatible though 17:14 kahrl yeah, since he probably stayed far below the limit 17:18 VanessaE well at least the server doesn't crash anymore :P 17:18 kahrl that's good :) 17:18 kahrl so if everything seems fine I will push it 17:19 VanessaE I seem to be able to dig/build okay 17:19 VanessaE nothing looks out-of-the-ordinary 17:19 kahrl or, since I have to go right now, if any dev agrees to push it go ahead 17:19 kahrl this is the link again: http://paste.dy.fi/F99 17:20 kahrl I'll be back in an hour or two 17:22 VanessaE the irony of all this effort is I'm having trouble finding any of those damned unknown nodes :) 17:24 VanessaE hah, finally found one :D 17:48 VanessaE there's still a problem it appears. 17:49 VanessaE I think I just tried to exceed 4096, by accident, and am getting "C++ exception" at startup in a mod I'm not even messing with (I'd renamed a mod to avoid a conflict, since the half a dozen or so register_node() calls therein have colon prefixes, one of which redefines a node) 17:50 proller preparing for leveled snow - https://github.com/proller/minetest/commit/2024a6c92d5710c8684c4dd0b48e8b93c5a49285 17:52 Taoki nice nice 17:52 proller VanessaE, and here ^^ is new function for getting level of liquid or.. 17:53 VanessaE proller: ok. Once you guys are stable on that whole thing, I'll look into using it :) 17:54 hmmmm actually that commit looks pretty good 17:54 hmmmm lol, great abuse of the ternary operator 17:54 hmmmm + return getParam2() & LEVELED_MASK ?: f.leveled > LEVELED_MAX ? LEVELED_MAX : f.leveled; 17:55 hmmmm that bit should be cleaned up, otherwise it looks alright 17:55 proller but how without temp vars? 17:56 hmmmm yes 17:56 celeron55 so i saw the discussion about 0.5.0 17:57 celeron55 i seriously doubt the mob thing will happen almost ever 17:57 celeron55 simply nobody is interested in doing it 17:57 hmmmm everybody is 17:58 celeron55 it's a good goal, but something has to change for it to be reached 17:58 hmmmm and it will happen simply because it needs to happen, it's the next level in minetest 17:58 Calinou actual C++ AI would be best for mobs 17:58 celeron55 our problem isn't AI 17:58 Calinou and better entity management 17:58 celeron55 our problem is almost everything else than AI 17:59 hmmmm mobf seems to be pretty fast, and with helper functions for mob placement there should be no "lag" problems 17:59 Taoki celeron55: Everyone wants mobs, and there are 2 existing mob systems which are almost ready (even if not quite) 18:00 Taoki I agree with hmmmm on this one 18:00 Calinou >mobf >fast 18:00 hmmmm i am prepared to focus all my effort on making mobs a reality 18:00 Taoki +1 for that :) 18:00 celeron55 hmmmm: well that makes me a bit more convinced 18:01 proller hmmmm, how to return EXPR ?: OTHEREXP without ?: ? 18:02 celeron55 i'm worried because in the end the level of responsibility and other might need client-side scripts or a deeper C++ implementation of mobs 18:02 Taoki hmmmm: You might want to take a look at my highlights in this post: http://forum.minetest.net/viewtopic.php?pid=97878#p97878 18:02 celeron55 eh 18:02 celeron55 responsivity* 18:02 hmmmm honestly i'm not sure what x ?: y does without checking on my own 18:02 hmmmm if i hadn't seen you use that sort of construct, i would've thought it was a malformed statement and would cause a compiler error 18:03 proller a?:b === a?a:b 18:04 hmmmm figured as much 18:05 hmmmm you're not going to be able to turn that into nice code without making it more than 5 lines, i'd say 18:05 hmmmm i'd try something such as: 18:05 Taoki hmmmm: My primary question is, why is it that we can't include SimpleMobs yet. What's still so wrong about it? 18:05 hmmmm u8 level = getParam2() & LEVELED_MASK; 18:05 Taoki Apart from maybe the fact that it's too simple. And of course the things I pointed out in that post and maybe more, but such can be fixed over time 18:05 hmmmm if (level) \n\t return level; 18:05 proller already, 4 lines 8( 18:06 hmmmm return (f.leveled > LEVELED_MX) ? LEVELED_MAX : f.leveled; 18:06 hmmmm proller, more lines of code are better 18:06 hmmmm for something like this anyway 18:06 proller ok. 18:06 proller (i'm from perl 8-) 18:06 hmmmm not sure about others here, but i'm pretty sure everybody else hates nested ternary operators without parentheses 18:07 celeron55 i wonder how many lines some java programmer would make from that 18:07 celeron55 like, i'm sure they never put more than a single variable on a "return" line for example 8) 18:07 hmmmm well they'd need to make a Param2IteratorFactorySingleton class, which would be its own file 18:08 hmmmm i think the GPL license is about 40-50 lines, along with all the necessary doxygen comments, my estimate would be 80 lines total 18:09 Calinou general public license license :D 18:12 hmmmm meant to say GPL comment text 18:12 celeron55 the gnu gpl public license 18:15 proller where to make snow<->water melting abms? i prefer in c++ 18:15 hmmmm i'd leave it out for now at least 18:16 proller leave in core? 18:17 hmmmm people might not want snow to melt into water though 18:18 proller PilzAdam - not, but others - yes 18:18 proller near lava, torch, it must be, in other places - depend on temperature 18:19 hmmmm well, i don't 18:19 hmmmm it'll cause problems if finite liquids aren't enabled 18:19 proller depend on it 18:19 hmmmm maybe only add that abm if finite liquids are on 18:19 proller +1 18:28 Anchakor1 RealBadAngel: do you have pics of the shaders with low-res textures? (perhaps low-res upscaled without anti-aliasing?) 18:29 RealBadAngel i do have with 32x 18:30 RealBadAngel http://i.imgur.com/D7lWBNL.jpg , default technic_game textures, shaders with filtering enabled 18:31 RealBadAngel for 16x theres no point in turnin shaders on 18:31 Calinou there is 18:31 Calinou better lighting, day-night cycle smoothing 18:31 Calinou looks much better 18:32 RealBadAngel ah, yes 18:32 RealBadAngel but thats it. i meant bumpmapping, parallax occlusion and specular 18:32 Anchakor1 doesn't look good 18:33 RealBadAngel because such effects are not for low res textures 18:33 RealBadAngel imho 128x textures are absolute minimum to use bumpmapping 18:34 RealBadAngel and even then filtering has to be enabled 18:35 RealBadAngel http://i.imgur.com/cN7LRp9.jpg 19:05 Taoki RealBadAngel: Is parallax close to merge ready state now? Really curious to be able to enable it ^^ 19:06 RealBadAngel i need a few more days, changes are pretty complex 19:07 VanessaE kahrl: as you figured, old clients can connect to the patched server, but receive this error: http://i.imgur.com/1QLKOCa.png 19:08 VanessaE kahrl: is this fixable at all? 19:09 Anchakor1 hmm all pics of the shaders I saw make things glossy and muddy 19:12 VanessaE you mean the bumpmap stuff? 19:13 VanessaE that's because the bumpmaps themselves are too strong. easily fixed given enough time to tune them (see HDX, they're much more subtle there, though some additional tuning is needed) 19:14 Taoki I like the current looks. Bumpmaps are just a bit useless without real lighting, but parallax is fixing that 19:25 Taoki RealBadAngel: http://forum.minetest.net/viewtopic.php?pid=99492#p99492 This will prolly help with technic_game machines :) 19:29 Taoki RealBadAngel: But it appears you might not be able to set chest inventories via meta:set_string. This really sucks and IMO is a weird system. Hopefully this will work to set any other meta for spawned structures 19:30 Taoki eg: In case of machines, already spawn them pre-configured and functional 19:31 RealBadAngel that is nice 19:55 * VanessaE pokes kahrl 19:56 proller can we use "auto i = f()" ? 19:58 Exio4 auto? isn't that something of the new spec? 19:59 proller yes 20:00 proller c 11 20:15 hmmmm no C11 20:37 kahrl VanessaE: not fixable, at least not without major rework 20:37 VanessaE damn. 20:37 kahrl I assume there were other clients connected to the server before that one 20:37 VanessaE eh? 20:38 kahrl so the server already had to allocate dummy node IDs and the count went over 4096 20:38 VanessaE oh, definitely so. 20:38 kahrl (these are sent to new clients that connect later in the node definition packet) 20:38 kahrl if it was the first client, there would have been no dummy node IDs yet 20:39 VanessaE oh right, I got you now 20:39 kahrl and old clients produce that error message in that case; there is a bug in the old deserialization code by the way 20:39 VanessaE well I guess push that to git and at that point you may as well do whatever protocol revision you need to for other stuff and call it 0.4.8 20:40 kahrl https://github.com/minetest/minetest/blob/master/src/nodedef.cpp#L796 20:40 VanessaE (as long as it's gonna break, you may as well break everything all at once ;) ) 20:40 kahrl if i > MAX_CONTENT, this code reads the node ID but doesn't read the ContentFeatures that follow 20:41 kahrl my patch fixes that as well :) 20:42 kahrl I'm not sure we need a new protocol version 20:42 VanessaE what can old clients do to "clear out" those nodeid's? 20:43 VanessaE or are we just stuck with another divide? 20:43 kahrl most servers should not see any breakage 20:43 VanessaE heh, it figures :P 20:44 kahrl just put a note in your server topic that only dev versions can connect for now 20:44 VanessaE fair enough 20:44 VanessaE what about that C++ exception I mentioned? 20:44 kahrl it's expected 20:44 VanessaE ok 20:45 kahrl caused by the bug I mentioned 20:45 VanessaE ok, gotchya 20:46 VanessaE I'll keep my mod set at its last good set then. 20:46 VanessaE er...yeah 20:47 kahrl brb 22:37 kahrl any word on #822 and my patch? 22:38 VanessaE you should *probably* link your patch to that issue :) 22:39 VanessaE (#791 was also supposed to fix this also, but apparently that one doesn't work) 22:41 kahrl I haven't looked at it in detail but I think #791 is at least missing changes to deSerialize() 22:42 kahrl and doesn't handle unknown nodes properly 22:42 VanessaE I haven't looked either, just happened to notice it the other day while I was thumbing through the issue list 22:42 kahrl I linked it in #822, in fact :) 22:42 VanessaE well that too :) 22:43 VanessaE (but I knew about it before you linked :P ) 22:44 VanessaE I think if you merge that, some kind of announcement that the other server owners will likely see is warranted. 22:45 kahrl Something in the news section? 22:45 kahrl of the forum 22:45 VanessaE mmm...yeah I guess that would make sense 22:48 proller froozen https://github.com/proller/minetest/compare/weather 22:48 VanessaE holy.. 22:48 kahrl proller, that's why you don't merge master into feature branches 22:48 VanessaE oh, hah looked like a huge pull request at first :D 22:49 proller ups 22:49 proller https://github.com/proller/minetest/compare/weather#files_bucket 22:50 proller kahrl, no problem with merge 22:57 kahrl https://github.com/minetest/minetest/pull/827 22:59 proller how to make good rain & snow