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IRC log for #minetest-dev, 2013-08-02

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Time Nick Message
00:44 * sokomine looks around in search for hmmmm
00:44 VanessaE sokomine: pm please.
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01:13 sokomine ah :-) ah hmmmm :-)
01:15 sokomine hmmm, i'm using your nice place_schematic to spawn a village street on a world with mapgen = flat. problem is: if a schematic is placed in a chunk that contains sand, the sand sometimes drops down 2 nodes
01:17 sokomine also it would be really great to have that node-replacement-routine upon using place_schematic :-) my carefully saved schematics sometimes still have the glass i used for punching and setting the worldedit marks. also, houses of the same style start to look boring eventually
01:18 sokomine the farmers are also complaining that cotton grows too slowly and that they'd prefer to grow carrots, tomatoes and the like :-)
01:19 sokomine plus it seems that sometimes (rarely) the ground isn't replaced at all and stays sand instead of the dirt the scheme contains
01:21 sokomine and i get lighting bugs in this situation. even though there seem to be some bugs/oddities left - the place_schematic *is* great! spawning such a huge road with buildings would not have worked reliably before. and it's breathtaking fast
01:27 kaeza sokomine, see the imageloader mod; placing a 1024x768 image takes only about 10 seconds (mapping one pixel=one node)
01:27 kaeza it uses place_schematic()
01:29 sokomine it's nice that you've written such an image importer for mt. with place_schematic, it all works nicely fast. and the individual buildings are small :-)
01:30 kaeza the same with set_node would take... well, I ain't got the patience to wait for it to finish :P
01:31 sokomine problem is not that it won't finish eventually after several minutes. problem is that add_node does not force load areas
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04:54 BlockMen to the formspec label issue under windows (again):
04:54 BlockMen ok, i found out, that the issue (no labels on ingame formspec elements in win build) must be caused by the new menu, because i dont have this issue with 0.4.7 stable.
04:54 BlockMen i wasn't able to figure out the exact reason, but when i was overriding the label text after the gettext switch it was dislayed normal. so it is not caused by gettext itself, because the issue still appear when gettext is disabled.
04:55 BlockMen maybe someone else could also look what is causing this issue
05:09 RealBadAngel i think that Sapier should take a look on it
05:21 BlockMen RealBadAngel, we talked yesterday about drowning. i finished the change (based on pull #851) -> https://github.com/BlockMen/minetest/commit/f3b9a6ffe9151509245c20cc277fb949c6c5877d
05:21 RealBadAngel reading it now
05:29 RealBadAngel seems fine for me
05:30 RealBadAngel any other dev active atm? i would like to merge Blockmen's patch
05:35 BlockMen ok. i open another pull for the drowning in all nodes then?
05:36 RealBadAngel yes, please do so
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05:46 nore RealBadAngel: https://github.com/minetest/minetest/pull/852
05:47 nore About the cache problem: it looks like g_texturename_to_path_cache is not cleared (but I don't know how to do it)
05:48 RealBadAngel nore, opinion??? its fuckin awesome :)
05:48 RealBadAngel good job
05:49 RealBadAngel at least end of renaming "all" to something else and back
05:51 VanessaE guess I'll have to make screenshots for HDX :P
05:51 nore I don't reckon "all" should be renamed, because it would break compatibility
05:51 nore VanessaE: screenshots are 4x3.7 for the format
05:52 VanessaE nore: any particular resolution?
05:52 nore And the info.txt file contains the text that is displayed below the screenshot
05:52 VanessaE ok
05:52 nore VanessaE: I don't know, it is a just 4x3.7 formspec element
05:54 RealBadAngel nore, it was just my way of switching texture packs. i used to rename "all" to "all_haven" "all_sphax" and back to "all" then
05:54 nore now all texture packs will have to support this  ;)
05:54 RealBadAngel pain in the ass ;)
05:55 nore indeed
05:55 BlockMen RealdBadAngel, ok. Would it be ok if i open when 851 is merged, because it contains 851 and if i just open now 851 would become a dead pull (again =\ )
05:55 nore we will have to make an announcement on the forum ;)
05:56 kaeza OMG Minetest looks like a professional game now :D
05:57 kaeza almost :P
05:57 nore the best is that is was not much to change...
05:57 VanessaE nore: 4:3.7 can't be right
05:58 nore VanessaE: why?
05:58 VanessaE the image in your screenshot is closer to 4:3.0
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05:59 nore I said a 4:3.7 formspec element, those are perhaps not square...
05:59 VanessaE it's 160x120 - that's exactlt 4:3
05:59 VanessaE exactly*
05:59 nore then formspec elements have a 3.7:3 ratio
05:59 VanessaE leave it where it is anyway
06:00 VanessaE effective 4:3 is a good ratio for a screenshot
06:00 RealBadAngel BlockMen, so 851 shall be merged before this one?
06:00 RealBadAngel maybe you shall combine those two
06:01 nore could one of you make a screenshot for default?
06:01 BlockMen even better, right
06:01 nore I am no artist (and no screenshot artist)
06:02 VanessaE nore: my texture pack test track is good for this purpose
06:02 nore I don't know how to choose a good screenshot
06:02 VanessaE I'll prepare one if you want.
06:02 nore VanessaE: I don't know if a texture pack test track is the best for this purpose
06:02 nore because the image is really small
06:02 RealBadAngel better pick nice landscape
06:03 nore and one would expect a landscape
06:03 BlockMen RealBadAngel, -> https://github.com/minetest/minetest/pull/851
06:03 RealBadAngel good, now just squash it
06:04 nore RealBadAngel: you said that a magazine is going to do a review of minetest, am I right?
06:04 RealBadAngel yes
06:04 BlockMen i will do when it is decided to merge both ;)
06:04 VanessaE I got one...
06:04 RealBadAngel and minetest is going to be bundled with magazine's dvd
06:05 nore VanessaE: nice landscape or test track?
06:05 RealBadAngel landscape!
06:05 VanessaE nice landscape
06:05 nore RBA: how many copies?
06:05 RealBadAngel circa 30k
06:05 nore that will be good for community
06:05 nore and how did you do that?
06:06 RealBadAngel guy that makes reviews is z80 demoscene coder
06:06 VanessaE hm, maybe not
06:06 nore so you spoke to him?
06:06 VanessaE most of my good screenshots show stuff like moretrees et al.
06:06 RealBadAngel hes my former competitor
06:06 RealBadAngel from another demoscene group
06:07 RealBadAngel so i talked to him via "time bridge"
06:08 RealBadAngel 20 yrs
06:08 RealBadAngel he was quite suprised
06:08 nore and how many games are reviewed each month (is minetest one of the few games reviewed, or just one in the 100)?
06:09 RealBadAngel http://www.cdaction.pl/
06:09 RealBadAngel this is site of the magazine
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06:09 nore sorry, I don't speak polish...
06:09 RealBadAngel i know
06:10 RealBadAngel but you can see the cover at least ;)
06:10 nore yes
06:10 RealBadAngel its one of the oldest and best polish gaming magazine
06:10 nore Taoki:  https://github.com/minetest/minetest/pull/852
06:10 VanessaE Nore:   http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/default_screenshot.png
06:11 RealBadAngel VanessaE, thx to this talk about landscape i reminded something
06:11 nore It shows moretrees stuff, do you think it will be OK?
06:11 RealBadAngel you remember my pic with red trees and lens flare?
06:12 RealBadAngel nore, ofc its ok
06:12 VanessaE nore: I would think so, most of it is focused on the default stuff
06:12 VanessaE (I tried to marginalize the moretrees stuff explicitly)
06:12 sfan5 RealBadAngel: have you told the magazine that the _need_ to look at mods/other games for MT? (the main game doesn't have may survival aspects; mobs *cough*)
06:13 RealBadAngel sfan5, im talkin to this guy each evenin explainin him the game
06:14 sfan5 ah, good
06:14 RealBadAngel he is aware bout the stage we are at
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06:14 RealBadAngel he knows the history of minecraft
06:14 VanessaE nore: wtfpl on the screenshot btw.
06:14 RealBadAngel and realize where we are
06:14 nore ok, I just updated the pull request
06:15 RealBadAngel one thing i have to say again
06:15 RealBadAngel he strongly recommended "click to play" rule
06:16 nore that is?
06:16 RealBadAngel so definitely installer is needed
06:16 nore you mean there should not need to install mods?
06:17 VanessaE ok, HDX has been updated in git for this change
06:17 RealBadAngel im not talkin mods now
06:17 nore that's fast ;)
06:17 RealBadAngel just the game
06:17 nore ah, not need to copy the game somewhere, etc.
06:18 RealBadAngel it has to be as easy as possible
06:18 nore modstore should also be finished by that time
06:18 nore so it will be easier for users
06:18 RealBadAngel we do have 12 days to accomplish that
06:19 RealBadAngel if we fail by that date, we will be delayed by whole month
06:19 nore and if we do an installer, that means that we will still be able to fix bugs/update game after to deadline
06:19 nore if the installers fetches a version on the site
06:20 RealBadAngel it should be offline installer
06:20 RealBadAngel its going to be bundled on dvd
06:20 BlockMen we should merge that before -> https://github.com/minetest/minetest/issues/763
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06:21 RealBadAngel but maybe it could have option to check for updates
06:21 nore yes, that would be better
06:21 nore there are a lot of pull requests that would need to be merged before
06:22 RealBadAngel but definitely it have to work without internet connection
06:22 BlockMen and directx + luajit
06:22 nore the configurability of large amount of objects for instance
06:22 RealBadAngel yes, but we cant merge everyhing
06:22 RealBadAngel we need solid release
06:22 nore https://github.com/minetest/minetest/pull/655
06:23 nore it causes too many bugs for now where there are too many objects in a block
06:23 RealBadAngel so small changes can go in, but nothing revolutionary
06:23 nore yes, of course
06:23 VanessaE the crash issues when chatting and when opening the inventory need fixed first, too
06:24 RealBadAngel bug fixes shall be a priority by now
06:24 * nore wonders if TP selection if a small change...
06:24 RealBadAngel small but lovely ;)
06:24 RealBadAngel and will go in for sure
06:24 BlockMen what would be a big change?
06:25 RealBadAngel thats one of the elements that have to be in game
06:25 nore well, I made it because I saw about this magazine stuff
06:25 nore I thought it would be too difficult for users else
06:25 RealBadAngel exactly
06:25 RealBadAngel and +100 for you for doing that
06:26 nore thanks
06:26 RealBadAngel most of devs just cant see problems of common newbies
06:27 RealBadAngel we are too hardcore to see them
06:27 RealBadAngel most possible players doesnt even know what linux is
06:28 RealBadAngel and we want them to execute some bash commands
06:28 nore 846, 794, and 670 look like bugfixes
06:28 nore these should perhaps be merged
06:28 VanessaE another glitch that needs fixed, btw
06:29 RealBadAngel which one?
06:29 VanessaE is where some levels of flowing water flow the wrong direction
06:29 VanessaE hard to describe without showing you
06:29 RealBadAngel sapier?? move ur ass here ;)
06:29 nore RBA: how would you empty g_texturename_to_path_cache?
06:29 VanessaE can either of you sign onto my server real quick?
06:30 nore that needs to be done for TP selection
06:30 RealBadAngel delete it just
06:31 nore RBA: it won't work, because no other will be created
06:32 RealBadAngel if this is just one instance then keep it
06:32 nore the problem is to delete the content...
06:32 nore It is a MutexedMap class, but I don't know what it is
06:32 RealBadAngel i am not quite sure about it
06:33 nore moreover, it should be removed when leaving a game, no?
06:33 nore if one has a world with technic_game and a world with minetest_game, which have different textures with same name
06:34 nore if will bug if it is not cleared (not tested for now)
06:35 nore VanessaE: I am logging, but it is taking forever since I tried to clear cache/media to fix that TP selection bug...
06:35 VanessaE that's okay
06:35 VanessaE just let it load
06:35 VanessaE is not the cache only used for downloaded media anyway, not texture packs?
06:37 nore yes, but I didn't know that
06:37 VanessaE now you do :P
06:37 nore the problem comes from g_texturename_to_path_cache
06:38 RealBadAngel nore, if renaming the folder (my old way) and restarting game was enough (without even closing it)
06:39 nore yes, because g_texturename_to_path_cache is a cache to the image path
06:39 RealBadAngel switching the pack shall be just trigger the update
06:40 VanessaE nore, stand over by me and look at the flowing water in the channel.   Notice how the flow is 3 nodes wide on each side of it's "middle" point next to the pipe.  See how the the middle row of each is flowing the wrong way?
06:41 nore yes, this is strange
06:41 VanessaE I've seen it with lava also, so I presume all liquids display this behavior
06:42 VanessaE it only happens with one or two specific amounts/heights/levels/whatever you call it, no matter which way it should flow, it always goes backward/up-hill
06:42 VanessaE and has been this way pretty much forever
06:46 RealBadAngel https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L207
06:46 RealBadAngel look here
06:47 VanessaE files a github issue anyway
06:48 VanessaE https://github.com/minetest/minetest/issues/853
06:53 sfan5 <RealBadAngel> but definitely it have to work without internet connection
06:53 sfan5 ^ we should set a timeout for the serverlist fetching
06:54 sfan5 otherwise they will wonder: "huh? why did the game hang up?"
06:54 RealBadAngel good point
06:55 VanessaE sfan5: it does time out, after like 60 seconds or something
06:55 sfan5 too high
06:55 VanessaE (which is a ridiculously high setting)
06:55 VanessaE it shouldn't take more than 5 seconds for a server to send a response
06:56 RealBadAngel huh, are we talkin about timeouts for mars citizens?
06:56 VanessaE but when fetching the list, if it takes more than a couple of seconds, a warning/status message is needed.
06:57 RealBadAngel a few seconds is enough for earthlings ;)
06:57 VanessaE RealBadAngel: think crowded/congested networks half-way around the world to servers that might be themselves heavily loaded.
06:57 VanessaE 5 seconds is the upper end of what a good server should be able to achieve even under those conditions
06:57 RealBadAngel so 5
06:58 VanessaE (besides, mars is more like...hm, 11 light-minutes away?)
06:58 VanessaE (at worst case)
06:58 RealBadAngel then show a message "unable to fetch..."
06:58 VanessaE RealBadAngel: yes - and both messages should be displayed in lieu of the public server list
06:58 sfan5 a timeout for moon citizens
06:58 VanessaE sfan5: heh
07:00 RealBadAngel lets just hardcore ban .moon and .mars domain and problem will be solved ;)
07:00 VanessaE lol
07:02 VanessaE sapier did try to do an async download: https://github.com/sapier/minetest/commit/c900051f68fa01cc8e58034f934eb009abbe2885
07:02 VanessaE but I have not tested it
07:04 * sfan5 really wonders how fast internet is on the moon or on the ISS
07:06 VanessaE somewhere around 500 kbps on the ISS, I seem to recall.
07:06 nore a little question: I tried to add delete g_texturename_to_path_cache; to game.cpp, but it says that it is not declared in this scope, event if I move its declaration in tile.h (there is an #include tile.h)
07:06 nore any clues?
07:20 VanessaE sfan5 actually, ISS is 10/3 Mbps (!)
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07:21 sfan5 VanessaE: almost the same as my internet speed
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07:57 celeron55 RealBadAngel: do you know that current main menu does not have proper localization set up?
07:58 celeron55 RealBadAngel: you might want to ask sapier to do it asap
07:58 RealBadAngel celeron55, wheres the problem?
07:58 celeron55 (there's a preliminary design for it)
07:58 RealBadAngel hmmm, that really have to be fixed asap then
07:58 celeron55 RealBadAngel: there's not that much problem, it just hasn't been made and also requires some tricks
07:58 nore celeron55: texture pack selection is done: https://github.com/minetest/minetest/pull/852
07:59 celeron55 RealBadAngel: gettext isn't particularly designed for lua but a way to do it was proposed sometime ago
07:59 RealBadAngel celeron55, can you vote on 852?
08:00 RealBadAngel i will talk to sapier about it
08:00 RealBadAngel this have to be done since magazine release means 30k of possible polish users
08:01 celeron55 about texture pack selection: i think a new tab for that is not good, it should be a setting
08:01 RealBadAngel that would like to have game in polish
08:01 celeron55 we already have an unreasonable number of first-level tabs
08:01 RealBadAngel it is actually reasonable tab
08:02 RealBadAngel and high level setting
08:02 celeron55 but whatever, i don't really care about the UI
08:02 celeron55 i just hope people don't mess it up
08:02 RealBadAngel i bet folks gonna love it
08:02 RealBadAngel i do already
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08:12 celeron55 i added a note about the mainmenu localization here, as it seemed appropriate: http://dev.minetest.net/Dev_Log#Lua_mainmenu_localization_design
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08:22 sfan5 celeron55: can't we just make gettext parse lua?
08:23 sfan5 (instead of hoping lua is similar enough to C)
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08:54 Exio4 there is one
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10:29 PilzAdam I got an e-mail from a package maintainer from the "ALT Linux" distro that wants that we add a link to their Minetest package to minetest.net/download
10:29 PilzAdam do we want to add every random distro there?
10:31 kahrl ranking #108 on distrowatch
10:33 celeron55 maybe add a page with a link from there, like "Less common distributions"
10:33 celeron55 then just dump everything in there
10:34 celeron55 i guess it's a bit useful to someone
10:36 Akien kahrl: It would be nice if you can add a mention of Mageia too (here is a link which should stay up-to-date, always showing the latest stable release of Mageia: http://mageia.madb.org/package/show/name/minetest )
10:37 Akien I meant to ping PilzAdam actually
10:38 BlockMen PilzAdam, added
10:38 BlockMen i will squash all commits if its decided to go in
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10:40 kahrl foresight ranks #157 so it should be moved too if the subpage is added
10:41 PilzAdam done: http://minetest.net/download
10:43 kahrl how common is Mageia? distrowatch ranks it at #2, now these are just page hit rankings
10:44 celeron55 i had never heard about mageia before
10:44 kahrl same
10:46 PilzAdam mageia is listed under "Major Distributions" at distrowatch
10:47 celeron55 well let's just use distrowatch's list
10:47 celeron55 they probably know better than us anyway
10:47 celeron55 and don't accept too much bribes
10:51 kahrl somebody could be hitting the distro page on distrowatch repeatedly
10:52 kahrl but I don't know of any better indicators
10:57 proller https://aur.archlinux.org/packages.php?ID=45253
10:57 proller broken link
11:01 kahrl should it be replaced by https://aur.archlinux.org/packages/minetest-git/
11:01 kahrl Kray: ?
11:02 Kray huh?
11:02 Kray most likely
11:02 Kray I don't maintain any minetest packages anymore
11:02 kahrl ah
11:02 Kray the stable was moved to real repositories
11:02 Kray and I orphaned the -git AUR package
11:03 kahrl the stable link works but the unstable link is broken on http://minetest.net/download
11:07 Akien kahrl: Mageia is starting to build its reputation, as the alternative to the old Mandriva (Mageia is a Mandriva fork from 2010, when the company behind Mandriva faced serious issues and let down its employees to relocate in Russia)
11:08 Akien Most of the Mandriva community switch to Mageia, which is 100% community-driven
11:08 celeron55 my first distro was actually mandrake
11:08 Akien Mine too
11:08 celeron55 haven't really touched that series since i quickly switched to debian back then
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14:45 PilzAdam https://gist.github.com/PilzAdam/49689afe8b96c334a4a7
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15:36 celeron55 PilzAdam: lol, are those people completely nuts
15:38 PilzAdam Im going to answer this: https://gist.github.com/PilzAdam/9b4d60e36868be711350
15:40 celeron55 i'd suggest answering nothing
15:40 celeron55 oh god, i got something similar
15:41 celeron55 http://paste.dy.fi/0Yl
15:41 celeron55 my answer is "just go to hell and do not spam me"
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16:17 hmmmm good response
16:18 hmmmm i love how people feel like they're doing us this huge favor by making a mod
16:18 Calinou same thing happen with random linux distros :P
16:18 Calinou happens*
16:20 PilzAdam hm?
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16:23 PilzAdam so should I send an e-mail back to them or not?
16:28 hmmmm ignoring people is probably the most effective way of getting the message through to them to fuck off
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16:28 sfan5 guys!
16:29 sfan5 guys!
16:29 sfan5 http://www.crevis.net/ <- they want to sell it for $5.00
16:29 Calinou they sell the pre-release
16:29 Calinou however, they can expect quite a few problems with Misa 8D
16:29 PilzAdam illegal
16:29 Calinou the crevis guys seem to use the misa pack by default, and misa disallows commercial use of her pack
16:29 Jordach theyre in deep shit
16:29 sfan5 ^
16:30 PilzAdam ^
16:30 sfan5 also Ctrl+F for "Minetest" on the main page returns 0 results
16:30 Calinou look at the "about" page
16:30 sfan5 about page still lists them
16:31 sfan5 "Minetest engine for a basic structure of the game. "
16:31 sfan5 ^ wat
16:31 sokomine hmmmm: most likely, yes. though some people may come back :-)
16:31 hmmmm ?
16:31 Jordach i actually downloaded 2.2; it contains minetest_game
16:31 hmmmm sokomine, you said something yesterday iirc but i didn't see it
16:31 sfan5 so.. basic structure == all non-lua code (the most work)
16:32 sfan5 makes sense
16:32 sokomine hmmmm: i've worked on generating a village yesterday. so far i can do a road with houses at both sides. i slowly get tired of the same look of the houses, and there's that accidental glass node i needed for copying and which doesn't fit either. that node replacement list for place_schematic would be really helpful :-)
16:32 hmmmm grr
16:32 PilzAdam sfan5, they did nothing on their own, just installing mods
16:32 hmmmm you realize you can remove the glass node right?
16:32 sokomine :) yes, users are annoying
16:33 hmmmm here's how i made the tree schematics
16:33 sfan5 PilzAdam: that too
16:33 hmmmm you make a tower on one corner of your structure out of sand
16:33 sokomine it's not only that glass node. there are several blueprints that form up the road houses
16:33 hmmmm you put sand at the other end
16:33 hmmmm then you select the two node positions
16:33 hmmmm then dig out the sand underneath the points
16:33 hmmmm so you get the two corners as air nodes
16:34 hmmmm place_schematic isn't supposed to be super convenient to use, it's supposed to be a way to edit a schematic file
16:34 hmmmm "easier ways" are up to the modder
16:36 hmmmm i've been racking my brain and i can't come up with any valid purpose to having a node replacement list other than making things slightly easier to vary in decoration
16:36 hmmmm also you're literally the only person who wants this feature
16:36 PilzAdam this is not true
16:37 PilzAdam if I want to use the schematics of minetest_game in another game, then I have to change all default: to base:
16:38 sokomine but "vary in decoration" is an important point! rotation helps a lot already. mirror might be nice as well. all those things allow to use the same decoration more often without the player getting the feeling that it's all the same
16:38 hmmmm if you think it's a good idea, why not code it up yourself or find someone else?  i'm not the only person able to do this
16:38 hmmmm FOSS has always been about being able to scratch your own itch, not begging people to add a feature for you
16:40 sokomine i know. but i'm also certain that it'd be much easier for you to code because you do know the internals about it, the right place to plug in - whereass i'd have to find the right place first, read into the code, and then convince someone to actually accept the changes (which will most likely be in a diffrent coding style and general style than what you'd expect)
16:42 sokomine the road spawns already pretty fast thanks to your functions. and also with way less code for the actual mod
16:43 hmmmm i'm pretty sure I said in the channel exactly what would need to be done to make this happen
16:46 celeron55 hmmmm: yesterday i created a place to write down stuff like that: http://dev.minetest.net/index.php?title=Dev_Log
16:47 celeron55 the point of that is that important information that isn't linked to any issue doesn't get lost in endless IRC logs
16:48 celeron55 or, well, this one could be too simple for that
16:48 celeron55 or actually no; nothing is too simple for adding a link to a piece of IRC log in there
16:51 celeron55 or maybe that should go on the TODO list
16:51 celeron55 not sure how to draw the line there
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17:02 PilzAdam I fixed the crack overlay for animated textures by simply moving the animation code in front of the crack code in MapBlockMesh::MapBlockMesh(), but the crack still "flickers"
17:02 PilzAdam (its still better than before)
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17:23 PilzAdam any ideas how to fix that?
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18:13 proller trying to transfer cloud_height.. another hell place 8(
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18:53 kahrl PilzAdam: that's an area I know a bit about, let me try something
18:54 kahrl I'm thinking of extending ^[crack and ^[cracko so that they can work with animated textures
18:55 kahrl i.e. draw a crack on top of each frame, not a single one on the combined image
18:57 celeron55 that could break on eg. some kind of plant images or whatever that aren't square?
18:57 celeron55 (altough it's not like the crack will look particularly anything anyway on them)
18:58 kahrl I'm changing it to accept the syntax ^[crack:N:P
18:58 kahrl where N is the frame count and P the progression
18:58 celeron55 that'll work
18:58 kahrl is there anything that still needs the old syntax?
18:59 celeron55 grep in the engine
18:59 celeron55 it's an internal thing
18:59 kahrl the engine definitely not, but any mods?
18:59 celeron55 they aren't allowed to rely on it
19:00 kahrl I was thinking that some might use it because it's documented on http://dev.minetest.net/texture
19:00 celeron55 ...so there is a page like that that does not even mention by a single word that some of them are internal?
19:00 kaeza aww my Zelda mod which uses cracked walls to shows walls you can blow up will break =(
19:00 celeron55 who made this
19:00 celeron55 he's going to personally fix any mods
19:01 kahrl 70.36.129.136 did it
19:01 kahrl bad 70.36.129.136
19:02 celeron55 somebody in CA, US 8)
19:02 celeron55 kaeza: is there no good other way to do anything like that?
19:02 celeron55 or, actually
19:03 celeron55 there is; you should have just made your own overlay texture
19:03 kaeza nah I was just kidding
19:03 kaeza and if I were to attempt that, I can always workaround in some way
19:03 celeron55 anyway that page needs to be fixed
19:03 * celeron55 fixes it
19:06 celeron55 i moved [crackN / [crackoN and [verticalframe:N:I to be engine-internal; is that right? i think it is
19:07 celeron55 [noalpha kind of is too but dunno; that's not going to change to anything else because it's so trivial
19:07 sfan5 why would a mod use [noalpha ?
19:08 celeron55 i can't think of any reason
19:09 kahrl a mod to force opaque leaves regardless of the client's new_style_leaves setting?
19:09 kaeza allfaces_optional has the same effect right? (when fancy leaves is disabled)
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19:09 celeron55 kahrl: but forcing that is useless via textures, because it doesn't give the huge performance boost by removing the geometry
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19:10 celeron55 well, i guess the mod could change the drawtypes too
19:10 celeron55 there's a 0.1% chance of this ever being made though 8)
19:10 kahrl yeah, you'd set drawtype to 'normal' but you still need to change the texture to ^[noalpha
19:11 celeron55 anyway, there's no reason to get rid of it really, let's just leave it
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19:33 kahrl https://github.com/kahrl/minetest/commit/f4b0e9948cd348faa453e008308e3693600952e4
19:33 kahrl PilzAdam: does this work? ^
19:33 kahrl surprisingly, it does for me
19:34 kahrl (for how hacky it is)
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19:54 Jordach the internet is made of hacks, kahrl
20:21 PilzAdam kahrl, it works perfectly fine
20:24 PilzAdam its useful for the buckets in my game, they dig water
20:27 ShadowNinja Hah.
20:39 proller veery long connect to servers 8(
20:45 ShadowNinja https://github.com/ShadowNinja/minetest/compare/protection_support
20:45 ShadowNinja To fix thinks like this: https://github.com/VanessaE/homedecor/blob/master/init.lua#L33
20:47 VanessaE oh sure, single me out :P
20:49 ShadowNinja VanessaE: It isn't that you have ugly code, it is that you were forced to write ugly code because there isn't a standard way of doing this.
20:49 VanessaE just kidding :)
20:50 VanessaE and yeah
20:50 VanessaE that function is pretty hacky
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20:55 celeron55 ShadowNinja: that seems reasonable
20:56 celeron55 (make a pull request so that it doesn't get lost)
20:58 ShadowNinja celeron55: Done.
20:59 sfan5 could we merge that pull now, eventually?
21:04 celeron55 let's let people have a look at it and note if they see something worth noting
21:32 proller https://github.com/proller/minetest/commit/5312a42c3dc2b1dbde9af8f9c81628a3e5817634
21:32 proller ^ trivial addition
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23:12 PilzAdam <hmmmm> i'm pretty sure I said in the channel exactly what would need to be done to make this happen <- anyone can point me to the log?
23:12 PilzAdam (thats about replacement list for schematics)
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23:59 PilzAdam hmmmm, sokomine, https://github.com/PilzAdam/minetest/commit/97e1490d5f88fb97369adfa70d37ba503f035073

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