Time Nick Message 00:23 RealBadAngel btw we should do something with this fucking need of renaming the mods folders 00:23 RealBadAngel this is getting more and more ridiculous 00:24 RealBadAngel why there couldnt be a file kinda like depends.txt that could hold mods real name? 00:24 VanessaE that has been proposed in the past. 00:24 VanessaE imho why does the damn folder name even have to matter at all? 00:24 RealBadAngel it has to be done asap 00:25 RealBadAngel this is getting folks outta our game 00:25 VanessaE except for the problem of resolving dependencies 00:25 RealBadAngel all of the newbies have problems with that 00:25 VanessaE yes 00:25 RealBadAngel instead of reading the folder name read the damn file to get the name 00:26 VanessaE read the file, if it's not there, infer the mod name from the folder name as is done now. 00:26 VanessaE that's how it could be done 00:28 RealBadAngel demand the file 00:28 RealBadAngel let it be mandatory 00:29 RealBadAngel without that the situation looks like a bad joke 00:30 RealBadAngel seeing users for hundreds of times having the very same problem and devs doing nothing bout that 00:30 ShadowNinja Here's how much occlusion culling Minetest does. No culling: http://i.imgur.com/BG5XQIK.png Full culling: http://i.imgur.com/dVyLldJ.png 00:30 ShadowNinja Not all that bad actually. 00:30 VanessaE still less than MC does with that latest bit of code that was proposed 00:31 ShadowNinja Far from optimal though. 00:31 kaeza RealBadAngel, VanessaE, https://github.com/minetest/minetest/pull/1062 00:32 VanessaE kaeza: ah, I *thought* there was some code for that already waiting in the wings 00:33 ShadowNinja kaeza: I'd like to have '-' included as an allowed char. And it has to be combined with information.txt of course. (does anyone actually use that?) 00:33 VanessaE kaeza: caveat - don't strip everything after the first dash. some projects end up named "Username-foomod-master" 00:34 VanessaE ShadowNinja: that reminds me, we still have a problem with textures being loaded to clients when they have a - in their username. 00:34 VanessaE ShadowNinja: to the point that such clients hang or crash. seems limited to windows builds. 00:34 ShadowNinja VanessaE: Old clients or new ones? 00:34 kaeza ShadowNinja, `information.txt`? where's that documented? 00:34 VanessaE I am not sure if it's old or current. No one's been clear about that 00:35 VanessaE information.txt ?! 00:35 VanessaE wut 00:36 ShadowNinja kaeza: Nowhere, by the look of it. But the main menu uses/used it for a description I think. 00:36 ShadowNinja Hmmm, uses description.txt 00:37 VanessaE that name at least makes more sense 00:37 ShadowNinja Settings doesn't support multi-line strings yet. 00:37 VanessaE I wasn't aware of that file though 00:45 kaeza_ sorry, modem being stupid again 00:46 kaeza_ ShadowNinja, `description.txt` is probably not a good place to put that info 00:46 kaeza_ (unless you want something like `-*- modname: foobar -*-`) 00:47 VanessaE kaeza_: "again" is redundant here. 00:47 VanessaE ;) 00:47 ShadowNinja kaeza_: Agreed. The description should be a field in mod.conf. But Settings needs to be extended to support it. 00:47 VanessaE agreed. 00:47 VanessaE there's no reason to spread those kinds of details across several files. 00:47 T4im so you want essentially a manifest file? 00:48 VanessaE naw 00:48 VanessaE that's overkill 00:48 VanessaE just key = value 00:48 ShadowNinja Just mod settings. 00:49 VanessaE description = blahblahblahblah 00:49 kaeza_ that would actually be useful 00:49 VanessaE modname = foomod 00:49 VanessaE that sorta thing 00:49 kaeza_ foo = bar\n\tcontinued in next line 00:49 VanessaE something basic and extensible later. 00:49 VanessaE kaeza_: exactly. 00:49 kaeza_ well, that is probably what he meant by "manifest" ;) 00:49 RealBadAngel and we should not care bout folder names at all 00:50 T4im provides=protection 00:50 T4im requires=protection etc ;) 00:50 * kaeza_ installs Puppy Linux 00:50 RealBadAngel just noticed, sfan5 cloned himself? :) 00:51 RealBadAngel good, we need more coders :) 00:51 kaeza_ let's see if this thing is enuff to compile MT (or do I have to rebuild basically everything?) 00:52 VanessaE kaeza_: to me, a manifest contains a complete listing of every file and directory in a project :) 00:53 kaeza_ Java disagrees with you! 00:54 VanessaE kaeza_: I believe Debian would like a word with you about that ;) 00:54 kaeza_ heh 03:03 VanessaE RealBadAngel: I noticed a glitch in the highlight boxes... 03:03 VanessaE they should not be used when you're inside a node 03:04 VanessaE you should switch back to regular selectboxes when you're noclipping 03:04 VanessaE otherwise it looks weird and it kinda washes out your underground view 03:04 VanessaE sorry I didn't catch it before you merged. 03:05 VanessaE (or just don't display a selection box/highlight box at all) 03:05 TriBlade9 ^ 03:05 TriBlade9 Now that he merged, all my commits are broken x] 03:05 TriBlade9 Time to patch 03:06 VanessaE heh 03:07 TriBlade9 So apparently water fall speed is different between minimal and minetest-game, making my changes strange and unnecessarry :C 03:07 VanessaE another glitch 03:07 VanessaE RealBadAngel: another glitch: dig a small node, like a sign. briefly, you can see a whole cube selection box shown just after the node disappears. 05:56 kahrl RBA said nethack is not a real game? 05:57 kahrl oh... I guess he meant it's a complex game 06:15 RealBadAngel VanessaE, i can see nothing strange in both situations you have described 06:15 VanessaE RealBadAngel: keep trying :) 06:15 RealBadAngel i did 06:17 RealBadAngel but i think i can fix the second "glitch" 06:24 RealBadAngel ok, fixed it 06:24 VanessaE what way did you go? 06:25 RealBadAngel it was 2 lines of code 06:25 RealBadAngel well, 1 06:25 RealBadAngel if(n.getContent() != CONTENT_AIR) { 06:27 RealBadAngel as for the first glitch just press F1 when using noclip 06:28 RealBadAngel and btw this is not highlighting related behaviour 06:29 RealBadAngel same applies to selection boxes 06:30 VanessaE wait what? 06:30 Zeno` can't even dig 06:30 VanessaE oh so you DID see the glitch I saw when digging the sign? 06:32 RealBadAngel Zeno`, what cant you dig? 06:33 Zeno` no clip and f1, I can open stuff but can't dig or see node boxes 06:33 RealBadAngel Zeno`, ofc, F1 disables hud 06:33 Zeno` I suppose that's intended... I'd just never noticed it before 06:33 RealBadAngel but you can still dig 06:34 Zeno` yes I see that now 06:34 Zeno` no particles when digging stone with shovel though :D (obviously) 06:46 VanessaE I'm off to bed. night. 07:08 RealBadAngel btw, why air has selection boxes in the first place? 07:09 RealBadAngel shouldnt that be considered a bug? 07:45 rubenwardy minetest.net should support https://. Logging into the website editor is insecure at the moment. 07:59 Zeno` is it more secure using https? 07:59 Zeno` I suppose in general it is 08:04 rubenwardy http:// is unencrypted. The requests can be intercepted. Passwords are only hashed on the server. 08:04 Megaf Morning 08:12 Zeno` hi 08:17 Megaf Zeno`: I'm sorry to botter you, but I submited a but yesterday that I think you are able to correct rather quicly. 08:18 Megaf https://github.com/minetest/minetest/issues/1649 08:18 Megaf Maybe is just a matter of ading another if reason 08:18 Megaf let me get the right line, hold on 08:19 Megaf Here 08:19 Megaf https://github.com/minetest/minetest/blob/dec8c43de3afdbd2e257a031f5e053e7f1e74aa0/src/server.cpp#L4329 08:23 Zeno` where is message declared? 08:23 Zeno` nvm I see it now 08:27 Zeno` I suppose you could add an else 08:28 Megaf Whap happened to sapier? 08:29 Megaf Zeno`: usually sapier would take care of this 08:29 Zeno` e.g. line 4332 } else { message = L" (player not found)"; } or something 08:29 Zeno` yeah 08:29 Megaf Zeno`: Perhaps is better to wait for sapier to return :P 08:29 Zeno` yep 08:30 Zeno` I've never even looked at that code before 08:30 Megaf just to be sure that we dont make something bad 08:30 Zeno` bad? let's do it anyway 08:30 Zeno` heh 08:30 Zeno` bad == better! 08:30 Megaf lol 08:30 Megaf It just looks easy to fix, but I'm not fluent in C/C++ 08:31 Megaf I can read but I can't write 08:31 Megaf well, I'm supposed to be able to write a whole game in C++, I have actually learned that in University 08:32 Megaf A whole year of C++ 08:34 RealBadAngel year? lol 08:35 RealBadAngel within a year you can learn to code hello world properly 08:35 Megaf lol 08:35 RealBadAngel but not for all the platforms 08:36 Megaf well, you could be right... Anyway, C++ was just the first discipline we learned, it's not the objective of the course (Computer Engineering) 08:38 RealBadAngel Megaf, http://abstrusegoose.com/strips/ars_longa_vita_brevis.png 08:41 Megaf RealBadAngel: bad then you existence is no more you and you dont exist because you killed ourself in the past so you would still alive because if you killed yourself you couldnt have killed yourself 08:41 Zeno` From what I've seen Universities don't teach C++ (they teach a weird kind of C) 08:42 Zeno` which is fine I guess, but better off just teaching C probably 08:43 Zeno` And those that DO teach C++ (in full) do it after Java and you end up with multiple inheritance and polymorphism messes 08:43 Zeno` and all code written as templates 08:45 Zeno` Just my opinion of course 08:47 Megaf Well, I learned real C++ with all objects and classes things 08:48 Zeno` C has objects 08:48 Zeno` No classes of course 08:50 chchjesus If you count structs as objects 08:50 chchjesus and unions, I guess 08:50 chchjesus I should read some more of my K&R 08:51 Zeno` I count int i; <--- i is an object of type int as an object 08:52 Zeno` structs, unions,arrays, etc are merely aggregate objects 08:54 Zeno` I think "type" and "object" may sometimes be confused :( 08:55 chchjesus What's the difference between int i in C, and an integer variable in Python? They're both objects? 08:55 Zeno` yeah 08:55 chchjesus But in python, they say everything is an "object" 08:55 chchjesus Whereas in C, an int is a "primitive" 08:55 Zeno` int is a type 08:55 chchjesus A primitive typ 08:55 chchjesus e 08:56 chchjesus But I can see where you're coming from 08:56 Zeno` int i; // int is the type, but the 'i' is an object 08:56 Zeno` The C standard uses these terms (I'm not just making them up hehe) 08:56 chchjesus I see 08:59 Zeno` When I learned C they were even then referred to as objects 08:59 Zeno` (1989) 09:01 Zeno` Before you say I must be old consider the alternative solution: that I learned C before I was born 09:01 Zeno` although I guess that's unlikely 12:28 Megaf john_minetest: yep, servers.minetest.net is not working 12:30 Megaf yep, it could say INFO 12:31 Megaf john_minetest: well, that is quite a critical error on the server side actuall 12:32 Megaf actually 12:35 Megaf john_minetest: I totally agree 12:36 Megaf john_minetest: anyway, thats not a critical bug, devs have already tons of critical bugs to fix 13:35 RealBadAngel https://github.com/minetest/minetest/pull/1651 13:36 RealBadAngel ^^ WIP, but rdy to be tested 13:37 proller by removing mods 13:37 T4im john_minetest: there is mod profiling support already 14:06 T4im here's an interesting one.. i can crash different applications by trying to paste something from them into minetest… O_o 14:08 rubenwardy huh? 14:08 rubenwardy You crash the source of the paste, not minetest? 14:08 T4im yea.. :D 14:08 rubenwardy BTW, pasting only works in Windows. Unless Irrlicht managed to get their act together 14:08 T4im though i havent excluded yet that its some x11 quirk locally here.. trying to do that.. but still interesting 14:08 T4im uhm 14:09 T4im i was pasting around a while ago without problems 14:09 T4im and i just managed to paste something from a qt application without crash 14:09 rubenwardy surely the text is copied to a temporary location. When pasted it is copied into Minetest. Why would it effect the source at all =-O 14:10 T4im it appears they receive some sort of X11 event about the action 14:12 rubenwardy "rubenwardy, pasting works only very basic on X11 - sorry, just couldn't figure it out last time I spend a day on that. X11 documentations sucks pretty bad and it simply does _not_ work as described there." 14:12 rubenwardy on #irrlicht 14:12 T4im very basic as opposed to? :D 14:16 Zeno` I don't suppose anyone has tested my refactored main() 14:27 RealBadAngel john_minetest, MIDI? cmon its 21st century 14:28 * T4im looks at the default texture resolutions 14:28 T4im :P 14:28 T4im oh, i meant to ask you rubenwardy, is there an api in smartfs to return the build formspec as string? for example to add it to the formspec metadata entry? 14:30 rubenwardy you have to use dynamic forms 14:31 rubenwardy local state = smartfs.dynamic("smartfs:dyn_form", name) 14:31 rubenwardy state:load(minetest.get_modpath("smartfs").."/example.smartfs") 14:31 rubenwardy state:get("btn"):click(function(self,state) 14:31 rubenwardy print("Button clicked!") 14:31 rubenwardy end) 14:31 rubenwardy local formspec = state:_getFS_(true) 14:31 rubenwardy oops 14:31 rubenwardy oh well 14:31 rubenwardy I pasted the code instead of the link :( 14:31 T4im :D 14:32 T4im ah, ok, thanks :) 14:32 rubenwardy _getFS_ is a private function, so it is kind of hacky. 14:32 rubenwardy But there are no real private functions in Lua, so it is fine 14:33 T4im hm i did read about a way for privatization the other day.. via local functions within the created objecttable 14:34 T4im http://www.lua.org/pil/16.4.html 14:34 rubenwardy That is cool 14:35 T4im though i guess it might come with a little readability tradeoff compared to object orientation without it 14:35 T4im in lua anyway 14:39 T4im on the other hand, if one views that factory method like a class... hm 14:40 Zeno` factory method? What's that? 14:41 T4im a method that creates something.. in this case a table with references to local variables and functions withint the scope of the factory method in order to get private functions/variables in object oriented lua 14:41 T4im well the referenced functions/variables wont be private, but all the others will be 14:41 RealBadAngel nowadays size doesnt matter 14:41 Zeno` hmm ok 14:41 RealBadAngel and midi is format of the times long past 14:41 Zeno` noisetracker! 14:41 T4im john_minetest: the main menu music is not downloaded from anywere.. theres no resource dependency on that O_o 14:42 T4im resource limit dependency* 14:42 RealBadAngel midi was fun to hear on gravis ultrasound, 20 years ago 14:42 RealBadAngel not today 14:43 Zeno` The RBA abandons noise/soundtracker as well? :( 14:43 RealBadAngel Zeno`, those tracks are aviable in technic game 14:44 RealBadAngel just build music player and listen to them 14:44 Zeno` I don't want soundtracker to go away 14:44 * Zeno` weeps 14:44 Zeno` ok, I'm better now 14:45 RealBadAngel those tunes are not s3m or whatever, theyre oggs 14:54 Zeno` ogg is caveman 14:54 Zeno` me ogg 14:55 VanessaE good morning. 14:55 Zeno` good evening :) 15:08 T4im btw, is there already any unit testing for minetest mods? like a pre-mocked minetest api or something along those lines? 15:08 rubenwardy Minetest has a profiler 15:08 rubenwardy Not sure how it is used 15:09 rubenwardy see lua api, or ask sapier (he wrote it, iirc) 15:09 rubenwardy *lua_api.txt 15:09 T4im already used the profiler.. sapier added the hotwo to hte git commit 15:09 T4im wondered about unit testing 15:10 T4im ie. making sure to notice bug regression or breakage due to changes in dependencies or api implementations, or simply to not have to start minetest for every small change to check if one has missed a bracket or comma ;) 15:11 Zeno` there is no minetest Lua unit testing framework 15:11 T4im alright, thanks.. 15:11 Zeno` you can do it yourself (in a way that's probably better) using assert 15:12 Zeno` But I don't think Lua asserts disable for "release" 15:12 T4im well, step up from that is probably using some random lua unit testing framework.. like busted or something like that 15:12 T4im but that means mocking the minetest api oneself :) 15:13 Zeno` yeah and that's not easy (well, I can't imagine it being easy) 15:14 Zeno` reloading Lua scripts is possible though 15:14 Zeno` (not possible yet) 15:14 Zeno` but even that isn't so straightforward though with LuaJIT involved 15:16 Zeno` To be clear I'm not a fan of unit tests. I'd prefer assertions in the code that check pre/post-conditions invariants etc 15:17 rubenwardy I might try making such a system, using Minetest's code. You could create a server with a mod installed an then run functions. It would be faster than creating a client and testing it. 15:17 Zeno` That's true rubenwardy 15:18 rubenwardy Make a python script which would install a debug mod, install the tested mod, run the server in the console, and read debug.txt for errors 15:18 rubenwardy I could 15:18 rubenwardy not now 15:18 T4im well, that would certainly be interesting for integration testing 15:18 rubenwardy This is not the correct channel to be discusing this. #minetest-mods would be better. or #minetest 15:18 T4im :D 15:19 rubenwardy This channel is for Minetest engine and minetest_game development. 15:19 Zeno` Well, it's not totally offtopic... it could be added to the main src 15:19 T4im didn't know about -mods, though unit testing might be a bit more fundamental than typical mod dev :) 15:20 rubenwardy true 15:21 Zeno` T4im, is there a reason you could not create your own MT Lua framework/harness? 15:21 T4im no, just wanted to prevent reinventing the wheel 15:22 Zeno` Good point. There is no wheel yet :D 15:23 T4im i did stumble over a script in the main repository that starts a server and two clients though 15:23 Zeno` If it was good enough I guess it could be added to builtin or even as part of C++ (although I have no say in these decisions) 15:23 T4im that might be useful for such an integration test 15:24 Zeno` I like the idea of reloading scripts even if it wasn't for unit testing 15:25 rubenwardy It wouldn't be too hard to make reloadable mods providing that no new blocks/item are added in the reload 15:25 T4im well unit testing can be done outside of the engine as well.. maybe even better.. definitly faster.. but the moment you want to test how it works together with other mods, you increase complexity quite a bit.. question would be then, how to assert post conditions of such a blackbox integration test that just starts the server with a selection of mo 15:25 T4im ds 15:25 T4im crashing mods being probably the only simple case 15:28 T4im is there any way to run lua code against a running server from the outside? maybe via some pipe? 15:29 rubenwardy https://gist.github.com/rubenwardy/f1c81d7e95dcff3d9e5e 15:29 T4im :D 15:31 rubenwardy would be good for mob mods. ie: heavily function intensive mods 15:32 T4im that might actually be a reason to change one's coding of mods a bit.. to separate registrations and their functionality extensivly 15:32 T4im but doubt that would be cargoculted over correctly then :/ 15:34 Zeno` cargoculted? 15:34 T4im https://en.wikipedia.org/wiki/Cargo_cult_programming 15:35 Zeno` yes, I just saw that 15:35 Zeno` :) 15:35 * Zeno` builds a wooden airplane 15:35 T4im :D 15:35 T4im the strongest development strategy of minetest mods, one can encounter apparently 15:36 T4im so strong, that i see sometimes multiple mods with the same bugs 15:36 RealBadAngel T4im, copy pasta 15:36 T4im :D 15:37 Zeno` It's all RealBadAngel's fault really 15:38 Zeno` Mainly because he designed Lua 15:39 VanessaE haha 15:39 VanessaE is that like Al Gore invented the internet? ;) 15:39 Zeno` Probably 15:40 Zeno` :3 15:40 Zeno` Di he? 15:40 Zeno` did* 15:40 * Zeno` frantically googles 15:42 Zeno` ahh, yes. Here it is. AI Googlor invented the internet in the year 2100. 15:43 Zeno` Also invented popcorn according to this page 15:45 VanessaE haha 16:26 sruz25 So I'm looking at implementing draw-moving a bit and it seems it will be easiest with EMIE_MOUSE_MOVED event. Is there some catch or has just nobody gotten to doing it? 16:27 rubenwardy huh? 16:27 rubenwardy What do you mean by draw moving? 16:28 sruz25 not having to press right mouse b. every time I want to drop off one item 16:28 sruz25 like draw-crafting or what's it called 16:28 T4im gestures? 16:29 PenguinDad more minecraft-like inventory? 16:30 rubenwardy Like placing blocks by moving the cursor rather than right clicking? 16:30 sruz25 yeah 16:30 rubenwardy yeah to what? 16:31 sruz25 placing blocks by moving cursor while holding rmb 16:31 sruz25 it was even in the wiki todo list, but wiki seems to be updated, so I can't find it 16:32 rubenwardy Will it place new blocks on top or recently placed boxes, or only when you move to select a new block? 16:32 rubenwardy if latter, then you need to detect selection change in the_game() in game.cpp 16:32 rubenwardy s/or/of 16:33 sruz25 oh, I meant in inventory 16:35 T4im well you can pull an item outside the formspec to drop it 16:40 sruz25 http://s1.webmshare.com/346MD.webm 16:41 sruz25 like this, only not having to click each time 16:41 proller welcome to minetest 16:42 sruz25 so the question is: is there some sort of catch, or has just nobody gotten around to do it? 16:43 _3SidedSquare It's probably no one has gotten around to it 16:44 _3SidedSquare i found it annoying too, I'll see if I can do something about it once I finish tinkering with movement. 16:44 sruz25 I might try to do it then 16:47 proller partially it was fixed in freeminer 16:53 Calinou node highlighting is much better than I thought 16:53 Calinou sadly it doesn't work on entities 16:54 Calinou proller, “solved in freeminer” 16:54 proller not solved, its impossible in current arch 16:55 proller but lag minimized 17:50 zath hello 17:50 RealBadAngel Calinou, it will work with nodeboxes too 17:50 zath I'm new to the modding API, and just wanted to ask one question you probably know 17:51 zath what should be the value of "params" in register_chatcommand? 17:51 zath I've seen dev.minetest.net 17:51 zath but there's no info on that 17:51 RealBadAngel damn, i mean with entities 17:52 PilzAdam zath, this channel is not for modding related questions; go to #minetest-mods or #minetest 17:53 zath oh, sorry 17:58 sfan5_ :( 17:58 sfan5_ it's much more unique than the old texture 17:59 Krock true but it doesn't fit 17:59 Krock *submits a disagree message* 18:03 T4im it actually reminds me a lot of: http://www.techverticals.com/wp-content/uploads/2013/08/google-chrome-crash.jpg 18:04 T4im yea 18:04 T4im didnt find the mac one though :p 18:05 TBC_x just turn it into a western style missing post 18:27 Calinou http://paste.ubuntu.com/8374147/ 18:27 Calinou what about allowing - as a chracter 18:27 Calinou to avoid such issues 18:53 sruz25 is there a way to get info about mouse being pressed down in guiFormSpecMenu (inventory)? There's only the event as far as I can tell... 18:53 Krock only if you press on a button or list item 18:53 sruz25 like MastEventReceiver's rightMouseDown() 18:54 sruz25 damn 18:55 sruz25 I guess I could keep the state from receiving pressed/released events 18:55 sruz25 but I'm afraid it's not a proper way to do it 19:03 TBC_x sruz25: is there MouseHover()? 19:06 sruz25 Not that I know of 19:06 sruz25 and there are many things that I do not know of 19:06 jin_xi cd src ack hover, it seems there is something like it 19:06 sruz25 I started looking at the source just yesterday... 19:12 TBC_x if there is such thing, you can just check what buttons are down 19:13 sruz25 well, the mastEventReceiver is not there, so I only seem to have events and whatever I save from them 19:13 sruz25 which is doable 19:13 sruz25 but I'm afraid that it might lead to bugs 19:13 sruz25 like if someone leaves the window with mouse pressed and comes with mouse not pressed 19:15 sruz25 of course we could just say that if someone does that, he has nobody to blame but himself, but that's not very clean approach 19:46 The_NetZ howdy o/ 20:12 sruz25 http://webmshare.com/o8QoL 20:12 sruz25 welp, it werks 20:13 sruz25 some things about it might be unorthodox, but it werks 20:14 sruz25 I did try to keep it somewhat clean though 20:15 TBC_x pass it over, so i can break it! :D 20:25 sruz25 http://pastebin.com/ng47yCHD 20:25 sruz25 diff 20:29 sruz25 http://pastebin.com/HyyNaHJw here's the header 20:29 sruz25 and .cpp: http://pastebin.com/NRmMWWZR 20:30 TBC_x use diff -u 20:31 TBC_x that way i can patch it 20:31 ShadowNinja Or `git diff`. And use sprunge.us or annother good pastebin. 20:32 sruz25 ok 20:33 TBC_x what does the culling algorithm do? It is very hard to understand from the source 20:34 RealBadAngel ShadowNinja, https://github.com/minetest/minetest/pull/1651 20:34 casimir Yay! I knew, now that the Minecrafters are here someone would do it. ;) 20:34 RealBadAngel any comments? 20:34 TBC_x that one in clientmap.cpp:131 20:35 TBC_x We should add splash messages to MT too 20:35 RealBadAngel lol 20:35 TBC_x like "We won't sell you out!" 20:36 sruz25 http://sprunge.us/FCRP 20:37 TBC_x that looks better 20:38 The_NetZ TBC_x: definitly! 20:40 TBC_x how do i make with CMake again? 20:40 sruz25 I'm not sure how orthodox is saving state from events, but it was the best think I could come up with.... 20:41 sruz25 about the bool rmb_down 20:42 TBC_x I wanna to implement the same culling algorithm MC uses 20:42 TBC_x I'm tweaking it now so it doesn't look behind corners 20:43 TBC_x maybe it's horrible idea 21:04 RealBadAngel hmmm? kahrl? ShadowNinja? PilzAdam? what do you think bout #1651 ? 21:05 TBC_x sruz25: you should fix some -Wreorder in your code 21:06 ShadowNinja RealBadAngel: menu_music_path. Don't invent compound words. 21:07 RealBadAngel menuicon_path is ok? 21:07 ShadowNinja RealBadAngel: Also no need for + after DIR_DELIM, let the compiler concatenate at compile time. 21:07 ShadowNinja RealBadAngel: No. 21:07 RealBadAngel i just followed the style i met there 21:08 RealBadAngel i think sapier's 21:08 ShadowNinja RealBadAngel: No mixing {} and no-{}. Use something like if(){foo();}else{bar();baz();} 21:09 RealBadAngel ooops, youre right 21:10 ShadowNinja RealBadAngel: No menu.1-9.ogg support? :-( 21:10 The_NetZ TBC_x: mkdir build && cd build && cmake .. 21:10 ShadowNinja https://github.com/minetest/minetest/pull/1651/files#diff-fedf6793b764df1083738011f6a0b9feR42 -- Accidental indent. 21:11 RealBadAngel ShadowNinja, yes, no .1-9 21:11 RealBadAngel its not musicbox 21:12 TBC_x The_NetZ: already built it, but ty 21:12 RealBadAngel random sounds are for game, not the main menu scores 21:12 kaeza RealBadAngel, it means being able to randomly select a song for the menu; I could see some use for it 21:12 ShadowNinja RealBadAngel: I think that that should be supported. A random main menu sound is reasonable. 21:13 RealBadAngel you want to supply there 10 tracks? 21:13 RealBadAngel no problemo, circa 200mb 21:13 RealBadAngel i can restore that feature here, but i really see no point 21:14 RealBadAngel main title is just main because its the only one and official 21:14 TBC_x sruz25: I don't know how closely you want to emulate MC inventory dragging, but the rmb doesn't add up into stacks that already have been modified, it does in the new rmb drag 21:14 casimir When you use menu music to be special for a subgame then it is better when there is only one per game. 21:14 RealBadAngel game cannot have more than one 21:15 RealBadAngel 1-9 mechanism does not apply at all 21:15 sruz25 http://sprunge.us/KZZL 21:15 casimir I know. Just supporting your arguments. 21:15 kaeza casimir, RealBadAngel, it's not about what is "better"; it's about what is possible (see MC main menu) 21:15 RealBadAngel it checks for the exact file, if its here then game plays it 21:16 kaeza if a game wants to ship a songle song, they can do so; if they want 10, they can too! 21:16 sruz25 moved initialization down few lines, to the body 21:16 kaeza single* 21:16 RealBadAngel kaeaza, no way 21:16 RealBadAngel there have to be some limits 21:17 RealBadAngel theres a slight difference between digging sounds and a few megabytes tracks 21:17 RealBadAngel if your game needs multiple tracks it can play them ingame 21:17 RealBadAngel but main menu shall have strict rules 21:17 kaeza the "size" argument is irrelevant; a "digging sound" can be 1GB(x10) if it wants 21:18 RealBadAngel i want music there but not minetest disco 21:18 sruz25 TBC_x: I don't want 1 item max, because there's no lmb drag, which allows to drop multiple blocks (and divides them equally on top of that) 21:18 RealBadAngel with dozens of tracks per few games 21:19 RealBadAngel one engine, one game, one track per each 21:19 TBC_x sruz25: maybe use a mod key? 21:19 RealBadAngel at least in main menu 21:20 kaeza alright, I'm fine with it as it is, but just telling you that sometime, somebody *will* want that feature, so why not code it all at once (should be easy to implement) 21:20 kaeza +? 21:20 sruz25 TBC_x: it would have to bu much fancier if it was to have things like registering which inv. fields were affected in one "drag" 21:22 sruz25 there's no such thing as one "drag" as of now, it just looks if you hold rmb and if just "arrived" to the field and sets move_amount to 1 21:23 RealBadAngel its not about implementing that 21:23 RealBadAngel actually i removed that feature 21:24 RealBadAngel it was here for about a year already and nobody was using it 21:25 RealBadAngel nobody even care about it 21:25 kaeza nobody cared about formspec backgrounds either at first <_< 21:26 RealBadAngel yup, i had a HARD time to get that merged lol 21:26 kaeza and it was a good time after the feature was added before mods started using it 21:27 RealBadAngel but music case is kind different 21:27 RealBadAngel +a 21:27 RealBadAngel i dont wanna overbloat main menu 21:28 RealBadAngel and make a music player out of it 21:29 RealBadAngel we need new menu layout, better backgrounds, action sounds 21:29 kaeza again, it's not about "bloating" the main menu; if you want one song in the game, you provide one. if a game dev wants to include 10, so be it. 21:29 RealBadAngel dont wanna mix that with tons of music tracks 21:30 RealBadAngel its not one song per game at all. its one song in menu 21:31 RealBadAngel you dont have 10 possible backgrounds, 10 possible game names 21:31 kaeza I thought you modified it to be per-game...? 21:32 RealBadAngel one for engine, one for each game 21:32 VanessaE for "engine" I presume you mean to be played everywhere other than the singleplayer tab? 21:32 VanessaE e.g. while in the server tab, and while signed into a server? 21:33 RealBadAngel no 21:33 RealBadAngel when game starts engine track is played 21:33 VanessaE s/server tab/client tab/ 21:33 RealBadAngel until you go to singleplayer tab and choose a specific game 21:33 VanessaE ehm... that's not a good idea 21:34 VanessaE or wait a sec here 21:34 VanessaE when you start the client, it's already gonna be focused on a game thoyugh 21:34 VanessaE though* 21:34 VanessaE so your idea of an "engine" track is problematic there 21:34 kaeza speaking of that: say I leave the game with "foo" game selected; when I restart the game, it plays the "default" sound, and not the song for "foo" game? 21:35 RealBadAngel by now, yes 21:35 VanessaE yeah, tht's wrong 21:35 VanessaE it should play the song that matches what's already focused. 21:35 RealBadAngel so tell me how to "unfocus" it then :) 21:35 jin_xi its more like a first run song this way, no? after that you have probably some game selected 21:36 RealBadAngel switching music by tabs is not a good idea either 21:37 VanessaE RealBadAngel: this needs to go with celeron55's idea of restructuring the main menu 21:37 VanessaE so that it serves up a "choose a game, or connect to a server" screen first 21:38 RealBadAngel not quite good one 21:38 RealBadAngel both ways share rest of the tabs 21:38 VanessaE nonono 21:38 VanessaE wait 21:38 RealBadAngel textures, settings 21:39 VanessaE all of those tabs should be moved into a "something else" screen 21:39 VanessaE this is where engine music can play 21:39 RealBadAngel oh cool idea 21:39 VanessaE player sees "choose a singleplayer game, or join a server, or start a LAN game" 21:39 RealBadAngel play main title while in settings 21:39 RealBadAngel ROTFL 21:39 VanessaE and down at the bottom, a button that says "Advanced" or "Something else" or so 21:40 VanessaE that button at the bottom would take the user to another screen where they can fiddle with settings, install mods, change texture pack, etc. 21:41 VanessaE the screens they'd get after choosing a game, joining a server, or starting a LAN game would just be the contents of the existing "singleplayer", "client", and "server" tabs, each with a "<--- Back" button added that takes the user back to that initial screen. 21:42 VanessaE THis is all stuff c55 proposed at one point, mostly. I'm just adding a bit to it 21:42 VanessaE but there would BE NO tabs from those screens, to avoid confusing users. 21:42 VanessaE they would just be single screens with "Back" to get to the entry screen. 21:43 RealBadAngel so 21:43 RealBadAngel when entering singleplayer screen, game music shall be played 21:43 VanessaE idk how MC does it, but I guess it's not too far from this 21:43 VanessaE yes, exactly. 21:43 RealBadAngel elsewhere main title 21:44 VanessaE but there must be a crossfade from song to song 21:44 VanessaE else it will sound horrible, jumping from one to the other 21:44 RealBadAngel idk if thats doable at all 21:44 RealBadAngel propably not 21:44 RealBadAngel at least not now 21:45 RealBadAngel anyway, such rules can be applied in the future 21:45 VanessaE if I could do it in 6502 assembly language on a Commodore 64, it can be done on a PC too. 21:45 RealBadAngel we dont have restructured menu and propably wont have until xmas. yr to be specified 21:46 VanessaE but anyway, without restructuring the menu like I described, main-menu-music just won't work 21:46 VanessaE it needs to have user-interface "flow" 21:46 RealBadAngel it works already 21:46 RealBadAngel just compile and try 21:46 VanessaE no, I don't mean "it won't function" 21:46 VanessaE stop. 21:47 VanessaE you're misunderstanding me 21:47 VanessaE I mean it won't behave in a way that is pleasing to the ear. 21:47 VanessaE this is the sort of thing where the user needs to "flow" through the menu from step to step, just as the music itself flows from measure to measure 21:47 TBC_x Just make a game selectable from the main menu, apart from singleplayer and play music for the currently selected game. 21:47 RealBadAngel i dont wanna wait another year to use a feature i coded yr ago 21:48 TBC_x and let that game music play all the time until the game changes 21:48 RealBadAngel TBC_x, its done that way 21:50 TBC_x well... what was the one per engine, one per each game about? 21:50 RealBadAngel and VanessaE with your demands for "flow" and "ears" i will be forced to remove support for subgames music 21:51 VanessaE heh 21:51 VanessaE I'm just saying.. 21:51 RealBadAngel why the fuck everybody discuss the subject without tryin the fuckin pull? 21:51 VanessaE you know me, I'll just turn the music off anyway 21:52 RealBadAngel who downloaded and applied the patch, hands up plz 21:52 RealBadAngel nobody? clearly nobody 21:52 RealBadAngel i just love such talks :P 21:52 VanessaE heh 21:53 RealBadAngel like talkin about highlighting: yuck! suck! i hate! no default in any case! 21:53 RealBadAngel then after merging: node highlighting is much better than I thought 21:54 RealBadAngel why the fuck everybody is THINKIN how the feature will work instead of testing it actually? 21:54 TBC_x what's the URL? 21:55 RealBadAngel good question ;) 21:55 TBC_x hehe 21:55 RealBadAngel right in time one could say 21:55 RealBadAngel https://github.com/minetest/minetest/pull/1651/ 22:02 TBC_x is there a way to quickly apply the pull request? I don't have much experience with github nor git itself 22:02 RealBadAngel just download whole branch 22:03 RealBadAngel https://github.com/RealBadAngel/minetest/archive/menu_music.zip 22:04 RealBadAngel complete source with the patch applied 22:34 TBC_x hmm... the title music isn't bad 22:40 TBC_x nice work RBA 22:42 TBC_x it won't work without the fading-in/fading-out effect tho... the music just popped in very loud, it's uncomfortable 22:43 TBC_x for the tabs... the "Client" should be renamed to "Join" at least 22:54 RealBadAngel TBC_x, music volume need settings and controls