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IRC log for #minetest-dev, 2014-09-21

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All times shown according to UTC.

Time Nick Message
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00:05 ShadowNinja git log 0.4.10..HEAD "--pretty=format:* %s ''(%aN)''" > Changelog.txt -- Helpfull for updating the changelog.
00:17 ShadowNinja sfan5: If you prefer your nick to be all-lowercase do `git config (--global/--system) user.name sfan5` and update .mailmap.
00:24 ShadowNinja kahrl: ^ Likewise.
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00:45 paramat i have a similar request to Cylus', if no dependancies are set, what order are mods loaded?
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01:09 ShadowNinja paramat: Probably whatever order the OS returns when you recurse through directories looking for mods.
01:09 ShadowNinja And no, you can't make your mod load first, or last for that matter.
01:10 ShadowNinja That brings up the problem of what should really load first if more than one mod specifies that.
01:11 paramat thanks
01:24 ShadowNinja kahrl: The meeting weekday should probably be Saturday, the time should be morning-noon EST, because I think that's when most devs are around.
01:24 ShadowNinja I'll be very busy next Saturday though.
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05:52 sfan5 ShadowNinja: it's already lowercase
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09:34 Krock https://github.com/minetest/minetest/pull/1675
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12:40 rubenwardy How can I get the name of an entity with ClientActiveObject? Like mobf:sheep or what ever.
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12:52 rubenwardy Add name of node pointed at to debug - https://github.com/minetest/minetest/pull/1677
12:54 T4im \o/
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13:07 kahrl we really should get some translation software going...
13:08 kahrl so we don't have to deal with all the translation pull requests by hand, newest one: https://github.com/minetest/minetest/pull/1674
13:09 kahrl (is there anyone here who speaks Japanese by any chance?)
13:10 T4im so, why not just set up pootle?
13:10 kahrl isn't that basically the same as weblate
13:11 T4im yea
13:11 T4im or that one :)
13:11 kahrl haven't had much luck trying to install weblate
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13:12 kahrl I got over a lot of hurdles but then got stuck again
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13:13 kahrl it won't let me register and the log tells me nothing, even with highest debug settings
13:13 T4im o_O swallowing exceptions? urgh
13:14 T4im oh.. weblate got a lot further since the last time i checked it out
13:14 T4im featurewise that is
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13:46 Krock kahrl, would you agree pull 1675 ?
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13:52 Krock also 1605 is waiting.
13:53 BlockMen has someone else agreed on 1605 yet?
13:55 Krock no idea but it's a bugfix
13:56 Krock it's tested and I found no problems
13:57 BlockMen fine, if noone claims anything i gonna merge it in 30 min
14:01 Krock good.
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14:21 kahrl BlockMen: seems hacky but oh well, merge it I guess
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14:22 kahrl I mean what if in the future there's a driver where removing spaces + lowercasing doesn't return the correct setting string
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14:26 Krock I don't expect a new driver - there are enough and there's no faster alternative to OpenGL afaik.
14:26 kahrl mobile platforms have other drivers already
14:27 BlockMen kahrl, when we support in future other drivers we have to change at least the hardcoded list. then we can change that aswell if neccesarry
14:29 kahrl re 1675, I often have to do tests where I have to move 48 nodes away (active_object_send_range_blocks*MAP_BLOCKSIZE) and back again and there again and so on...
14:29 kahrl reducing fast_move speed would make that extremely annoying
14:29 erlehmann are there some performance improvements i can do in config?
14:30 Krock max view distance ^
14:30 Krock *rage
14:30 erlehmann other?
14:30 erlehmann ; lspci | grep Graphics
14:30 erlehmann 00:02.0 VGA compatible controller: Intel Corporation Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller (rev 03)
14:30 erlehmann 00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03)
14:30 erlehmann also am i right that the stuttering i often see is missing client side prediction?
14:31 Krock kahrl, you can change that in your minetest.conf. not all players will do that check like you
14:32 kahrl I expect other people who focus on building like the fast move as it is as well
14:32 Krock well, 20 as fastmoving speed it kinda too much for building
14:33 PenguinDad Krock: it isn't imo
14:33 kahrl depends on how large your builds are, I suppose
14:33 Krock true.
14:33 Amaz I would rather have fast kept as it is.
14:33 Amaz *the speed
14:33 BlockMen im pushing #1605 now
14:34 Krock Amaz, also for building reasons?
14:34 kahrl I wouldn't be against making normal player movement faster
14:34 kahrl it's kind of slow right now
14:34 Krock but it's walking and not running
14:34 BlockMen ^ that
14:35 Amaz Krock, partly for building reasons.
14:35 Amaz Also, for travel reasons.
14:36 BlockMen we should probably have something different for sprinting and let fast as is
14:36 BlockMen since its usefull as hell when flying
14:36 BlockMen then fast speed 8 is awfull
14:37 Amaz
14:37 Krock I agree.. there's no other way to define fly speed
14:40 T4im some mod could increase/decrease speed dependend on how filled the inventory is.. weight and all that :)
14:41 BlockMen kahrl, opinion on 1672?
14:41 Amaz Best thing to do would be to add another variable with movement speed of 8 by default, which would be used if e was pressed while fast move was disabled, and while fast move was enabled, but e was not being pressed. When fast move was enabled, and e being pressed, then it would be as it is now. For flying, the medium speed could be used when fast move was disabled, and the fast move while it was enabled.
14:41 Amaz (I hope that makes sense!)
14:41 erlehmann hmm, mods. flying.
14:41 erlehmann what about a glider
14:42 erlehmann is there a temperature system?
14:42 erlehmann then one could ride thermals!
14:42 Krock once upon a time, there was a temperature system
14:45 BlockMen i think it needs a change in general. currently "E" is the use key, but used to "sprint"
14:46 Krock some nodes also need E for special functions
14:46 BlockMen i use it in wasteland to pick up items :)
14:54 kahrl BlockMen: why didn't you simply move the screenshot handling above input->clear() in the_game?
14:54 kahrl that way it would work with all kinds of menus and not just formspecs
14:55 BlockMen i need to call it from guifromspec.cpp since formspecs have their own inputhandler
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14:57 kahrl hmm
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14:58 kahrl you're right, if I do that then it works with e.g. the chat console but not formspecs
15:02 BlockMen kahrl, since mm, pause menu, chat window are all formspecs now it also supports them
15:02 BlockMen but i have enabled it for now only for the inventory
15:02 BlockMen *s and costum formspecs
15:04 kahrl I know
15:04 kahrl but where can I find this formspec specific InputHandler?
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15:05 BlockMen guiformspec.cpp onevent
15:06 kahrl oh, not an InputHandler as in the class
15:08 erlehmann i hope you do not hardcode keys
15:08 erlehmann hehe
15:08 erlehmann :D
15:08 Krock kahrl, garfonzo requires you in #minetest
15:08 erlehmann btw, in the german version of 4.10, the title does not show the ü.
15:08 erlehmann but maybe it is my window manager :/
15:08 Krock which title?
15:09 BlockMen erlehmann, in formspecs are escape and enter hardcoded AFAIK
15:09 BlockMen and that a unix only problem
15:09 BlockMen +s
15:10 erlehmann BlockMen elaborate
15:10 BlockMen what?
15:11 erlehmann BlockMen only enter and escape are hardcoded?
15:11 erlehmann good!
15:13 * BlockMen wonders if that is sacarstic
15:22 erlehmann i remember that schnitzel had a weather system
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15:32 rubenwardy Opinions of Add name of node pointed at to debug - https://github.com/minetest/minetest/pull/1677 ?
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15:33 Calinou just add an Infotool to the default game
15:33 rubenwardy Not possible
15:33 Calinou then add texture name to the debug
15:33 Calinou texture name is important for texture pack authors
15:51 T4im "ERROR[main]: ServerError: error in error handling" O_o
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15:59 Calinou caused by LuaJit
15:59 Calinou use Lua to get the full error
16:00 PenguinDad Calinou: that luajit thing was fixed in latest afaik
16:00 PenguinDad s/latest/latest git/
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16:45 erlehmann is there a minimap?
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16:47 erlehmann oh there is https://forum.minetest.net/v​iewtopic.php?f=7&t=8489
16:48 Calinou_ it'll never be merged in (incompatible license)
16:48 Calinou_ it's also buggy
16:48 Calinou_ and old
16:48 erlehmann oh :(
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16:49 Calinou and ugly :P
16:52 ShadowNinja sfan5: Just fix .mailmap then.
16:52 sfan5 ShadowNinja: why fix?
16:53 ShadowNinja sfan5: It maps sfan5 to Sfan5, which isn't how you want it.
16:54 sfan5 "Sfan5 <sfan5@live.de> sfan5 <sfan5@live.de>" -> "sfan5 <sfan5@live.de> Sfan5 <sfan5@live.de>"
16:54 sfan5 correct?
16:55 BlockMen ShadowNinja, #1672 is fixed
16:56 ShadowNinja sfan5: Yep, the first one is what the second one is mapped to.
16:59 ShadowNinja BlockMen: https://github.com/minetest/minetest/pull/1672/f​iles#diff-34f48ad91ac6c202ac60b0348ae90e30R2750  Use `infostream << sstr` (or `infostream << sstr.str()` if that doesn't work) to reduce duplication.
16:59 ShadowNinja BlockMen: Also print errors in writing it to the chat.
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17:00 Krock ShadowNinja, have you got my private message on IRC?
17:00 BlockMen isnt it obvious that its not taken without any msg?
17:00 BlockMen we dont need to spam the chat
17:00 ShadowNinja Krock: Yep, got it now.
17:01 Krock okay
17:01 ShadowNinja BlockMen: Nah, it just looks like it was ignored.
17:02 BlockMen i still think that unnecessary, but meh
17:02 BlockMen will change it
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17:09 ShadowNinja BlockMen: Over-indented: https://github.com/minetest/minetest/pull/1672/f​iles#diff-65f34680878a6bd86f3a59ebc0c06c6dR2918  Otherwise it looks O.K.
17:12 kahrl I'd still prefer a solution that can take screenshots of the main menu and the chat console
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17:16 BlockMen kahrl, you can enable it easily if it turns out to be needed later
17:17 kahrl well, I'm just trying to preempt what will certainly be a feature request later :P
17:18 BlockMen you can add it after i pushed if you want :P
17:18 BlockMen im waiting for travis and then push it
17:28 kahrl the client is now passed to GUIFormSpecMenu thrice :P
17:28 kahrl or five times if you count the TextDest and FormspecFormSource wrappers
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17:59 [Franklin] so would it be feasible? there's already been DOOM ported :)
18:00 Calinou ported where?
18:00 kahrl [Franklin]: I think your first message got lost
18:02 * [Franklin] wonders if a port to Rockbox (C only) is possible
18:02 [Franklin] from [13:53]
18:02 * [Franklin] has a bad connection, so expect some drop-outs
18:02 Calinou why
18:02 Calinou DOOM _is_ C
18:02 Calinou Minetest is not C
18:02 Calinou we use a C++ engine, a C++ game
18:02 * [Franklin] doesn't plan on using minetest code
18:03 [Franklin] maybe a few basic functions here and there, but most from scratch
18:03 [Franklin] *mostly
18:03 kahrl doesn't sound like this belongs in this channel
18:04 erlehmann those damn mobs make my computer slow
18:05 Calinou use a better mobs mod
18:05 proller its 'fast' lua
18:05 proller Calinou, but where to get good mobs ?
18:05 * [Franklin] may need some guidance in the future
18:05 [Franklin] but for now, I'll start writing! :)
18:06 [Franklin] for now, just a basic wireframe 3d-projection engine, perhaps?
18:06 jin_xi [Franklin]: you want to make minetest run on mp3 players?
18:06 Calinou wireframe?!
18:06 [Franklin] yes :)
18:06 [Franklin] just like we made _DOOM_ run!
18:06 jin_xi ok
18:07 Calinou proller, https://forum.minetest.net/v​iewtopic.php?f=11&amp;t=9656
18:07 Calinou good enough
18:07 Calinou as in: stuff to make food of, stuff to be scared of
18:07 proller just beacause its your mob ?
18:11 Calinou you wanted fast yet good mobs
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18:11 proller even with 10 players on server ?
18:12 Calinou try it
18:12 proller here ? https://gitorious.org/calinou/carbone/source/e8b​eed121cc4de500d44967b5b307ba88af1909c:mods/mobs
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18:14 Calinou yes, this is the same
18:14 [Franklin] How would I minimize memory usage?
18:15 [Franklin] assuming 2 bytes for each block, that's 16MB for a 256x256x256 world
18:15 [Franklin] (most of the devices have about 4 MB, the biggest RAM we have is 64MB)
18:16 * [Franklin] assumes that minetest only loads part of the world at a time
18:16 jin_xi in mt a single cube is a node, and a block is 16^3 nodes
18:17 [Franklin] a block?
18:17 [Franklin] what's loaded from disk
18:17 [Franklin] ?
18:18 Krock http://dev.minetest.net/Basic_data_structures
18:18 ShadowNinja Blocks are 16^3, nodes are 1.  Each node takes up about 4 bytes I think, pus the node definition for it.
18:18 Krock and a mapgen mapblock is usually 5*16x5*16x5*16
18:19 ShadowNinja Node defilitions are probably closer to 100 bytes.
18:19 Calinou https://github.com/minetest/minetest/pull/1671
18:19 Calinou :'(
18:19 Calinou I think I could be added as a contributor
18:19 Calinou especially if Krock's on it
18:19 * [Franklin] is limited to max 4 bytes/node/cube/whatever
18:20 Krock Calinou, gimme the log of your pull requests >:)
18:20 ShadowNinja Calinou: Have you made more than one commit to the core within the past few months?
18:20 [Franklin] and for now, I'm just gonna load everything into RAM
18:20 [Franklin] though adding disk cache will be made easier with some abstraction
18:20 erlehmann if the fps is low, could the server just rate-limit the mods?
18:20 ShadowNinja (Or rather one set of commits, since one PR can have multiple commits)
18:21 Calinou probably not then
18:21 Calinou erlehmann, rate-limit?
18:21 Calinou but contributing isn't only doing PRs
18:21 Krock everybody can submit issues
18:22 erlehmann Calinou do not execute the code as often
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18:22 Krock so it would be crazy if everybody with an issue thingy comes on the list
18:22 ShadowNinja Calinou: Yes, but from what I understand this list only counts coding.  It could be changed though.
18:22 erlehmann hey all of you
18:22 Calinou erlehmann, this is already the case, on_step executes on every step
18:22 erlehmann i wanted to change the log names http://dev.minetest.net/Basic_data_structures
18:22 Calinou dtime is the difference between 2 steps in seconds
18:23 ShadowNinja Calinou: Feel free to think up a reasonable definition that doesn't result in losting more than ~32 people.
18:23 erlehmann http://2pktfkt.de/irc/mine​test-delta/2011-11-07.html http://2pktfkt.de/irc/mine​test-delta/2011-11-08.html
18:23 erlehmann it is now logs.2pktfkt.de
18:23 ShadowNinja listing*
18:23 erlehmann i know it for fact!
18:23 erlehmann can someone change it?
18:23 erlehmann it does not let me edit!^
18:23 erlehmann change to http://logs.2pktfkt.de/mine​test-delta/2011-11-07.html
18:24 Calinou OK
18:24 erlehmann and http://logs.2pktfkt.de/mine​test-delta/2011-11-08.html
18:24 Calinou try now
18:24 erlehmann Calinou the irc prefix is now gone
18:24 erlehmann but still on the page
18:25 erlehmann mobf is slow
18:25 erlehmann Calinou thanks for fixing!
18:25 erlehmann can you remove the irc path component?
18:25 Calinou where?
18:25 Calinou <erlehmann> mobf is slow
18:25 Calinou mobf is a whole program in itself
18:25 Calinou that's the problem
18:26 Calinou a mod should never be such a thing
18:26 Calinou it uses… Doxygen
18:26 erlehmann Calinou http://logs.2pktfkt.de/irc/mi​netest-delta/2011-11-07.html http://logs.2pktfkt.de/irc/mi​netest-delta/2011-11-08.html
18:26 erlehmann remove irc/
18:26 erlehmann from both
18:26 erlehmann then links work again!
18:26 Calinou OK
18:26 T4im Krock: you are SmallJoker on github, right? i cant find anything of you in https://github.com/minetest/​minetest/graphs/contributors btw..
18:26 shadowzone ShadowNinja, can I get kick on your server, I would have asked on the other #minetest but you weren't responding.
18:26 Krock T4im, that's for merging pull requests
18:27 Krock hmm
18:27 T4im hm?
18:27 Krock "excluding merge commits"
18:28 Krock good find. I can't find myself
18:29 Amaz https://github.com/minetes​t/minetest/commits/master ← 3rd down is Krock.
18:30 T4im krock: you might want to dobulecheck then, that your email address is confirmed with github
18:30 T4im the email address that is used in the commit that is
18:30 Krock T4im, it's confirmed
18:31 Krock well, I had to change it after github modified something in the configuration
18:31 T4im "st.rentsch@hotmail.com" should be one of the email addresses then
18:31 T4im github allows multiple confirmations
18:31 T4im :)
18:32 T4im thats most likly, why github doesnt know you in the history
18:33 Krock T4im, thanks for sharing, loggingbot_ and google's gonna be happy about it
18:33 T4im krock: it is part of a public gitcommit already
18:33 T4im can't be much more public than that
18:34 T4im though you might be interested then in the github function of replacing your email address with a github dummy for future commits
18:36 T4im krock: http://irc.minetest.ru/min​etest/2014-08-15#i_3869165 <-- for what it's worth ;)
18:36 Krock that's #minetest content and not releated to the core developement
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18:50 ShadowNinja BlockMen, sfan5, kahrl: This O.K? https://github.com/minetest/minetest/pull/1680
18:51 sfan5 ShadowNinja: looks good
18:52 kahrl isn't that a little short
18:52 kahrl where is curl for example?
18:53 sfan5 hm, right
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18:58 ShadowNinja Commented.  What about https://github.com/minetest/minetest/pull/1661
19:00 Krock looks good. (from watching the image) :3
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19:03 * ShadowNinja looks at https://github.com/minetest/minetest/pull/1674, chromeium asks to translate the page.  <3  It looks like the translations are good.
19:04 ShadowNinja sfan5, kahrl: ^  Good to merge?
19:05 kahrl Well, if it's not then Japenese users will complain soon enough ;)
19:05 kahrl so go ahead
19:06 sfan5 ShadowNinja: yep
19:06 ShadowNinja sfan5: Translation one that is?  kahrl: How about the other one?
19:06 sfan5 ShadowNinja: the translation one
19:07 kahrl ShadowNinja: yeah I meant the translation one
19:07 kahrl the other one seems fine too. (Although it could be debated if one should add MC-like features that work different than in MC)
19:12 ShadowNinja sfan5, kahrl: https://github.com/minetest/minetest/pull/1503
19:13 sfan5 ShadowNinja: looks good
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19:17 ShadowNinja sfan5: Are you O.K. with the rmb drag pull too?
19:17 ShadowNinja It seems to work.
19:18 ShadowNinja Also noticed that BlockMen's screenchot commit adds a reorder warning in GCC, I'll fix that.
19:18 sfan5 ShadowNinja: rmb drag is ok too
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19:27 ShadowNinja kahrl, sfan5: https://github.com/minetest/minetest/pull/1534
19:33 RealBadAngel https://github.com/minetest/minetest/pull/1664 thats also good to go imho
19:33 ShadowNinja https://github.com/minetest/minetest/pull/1648
19:34 ShadowNinja RealBadAngel: Testing...
19:36 BlockMen im fine with 1648 except "alwyas_fly_fast"
19:38 jin_xi about this firelike thing: it seems oddly specific to me. we have the issue with signs and similar stuff being done with entities. i wonder if we could have a general 'put something on a node' solution , maybe both with angle and offset
19:38 RealBadAngel jin_xi, it is specific. its a drawtype
19:39 BlockMen and why is that lowered? https://github.com/minetest/minetest/pull/1648/​files#diff-3474ba74d8eb9c72a47c6542f51eb4fcL87
19:39 RealBadAngel for signs we need improved one
19:44 ShadowNinja BlockMen: I've had that disabled since the option was added, I often want to fly without shooting around, it's hard to controll..
19:46 Amaz I would rather that the always_fly_fast remained true by default.
19:46 ShadowNinja Amaz: Why?
19:46 BlockMen same
19:47 BlockMen because fly is used often to move fast large distances
19:47 ShadowNinja BlockMen: So hold the aux key.
19:47 Amaz I use j if I want to fly slow.
19:47 BlockMen very uncomfortable
19:48 BlockMen ShadowNinja, disable fast :P
19:48 Amaz I don't like to have to hold a key to fly fast.
19:48 BlockMen im for keeping it
19:48 ShadowNinja Alright, I'll just fix the preload_item_visuals do then.  BlockMen: What about firelike?
19:52 BlockMen havent checked the code, but in general im fine with firelike
19:52 BlockMen so if you checked it you can merge
19:55 [Franklin] this project seems much more open than the Rockbox project...
19:55 * [Franklin] considers contributing when he has more time
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19:59 RealBadAngel BlockMen, for firelike you will have to update minetest_game too
20:00 BlockMen RealBadAngel, obiously ;)
20:03 Calinou joined #minetest-dev
20:11 ShadowNinja BlockMen: https://github.com/minetest/minetest_​game/issues/204#issuecomment-56307474
20:12 BlockMen because the recipe includes no clue
20:12 BlockMen 6 input 6 output, thats fair
20:13 BlockMen Calinou^
20:13 ShadowNinja BlockMen: Also, fire blocks out light...
20:13 ShadowNinja BlockMen: 6 * 1 input, 6 * 3/4 output
20:14 BlockMen make a mod with clue then, then 8 would make sense
20:15 BlockMen 4 sticks from 1 wooden plank is also unrealistic
20:15 BlockMen but 32 (or even more) just kills every gameplay
20:16 BlockMen concerning the fire node, i noticed and decided to not change. it has (sometimes) the effect of burned grass then ;)
20:16 BlockMen *not to change
20:17 ShadowNinja BlockMen: Nah, sticks are already very cheap, getting more of them would anly affect selected cases such as making extremely long ladders or fences.
20:18 ShadowNinja BlockMen: While you're around, can you check https://github.com/minetest/minetest/pull/1534?  Also, firelike is pushed.
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20:22 BlockMen ShadowNinja, sry. i have no idea if mt serialization code. maybe better ask someone else?
20:23 ShadowNinja sfan5, kahrl, celeron55: Can you review that?  ^
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20:24 kahrl ShadowNinja: same here
20:24 kahrl ShadowNinja: also, why did you remove the unit tests? do they fail now? :P
20:25 kahrl (by "same here" I mean what BlockMen said)
20:26 BlockMen ^ but i hope without my typos ;)
20:26 ShadowNinja kahrl: Nah, they were ugly and very basic to begin with, used globals and more functions than needed.  They could be added back, but I'd use a seperate file, make the tests more complete, and add a proper, if basic, unit testing framework.
20:27 kahrl even basic unit tests are better than none, imo
20:27 kahrl and the globals thing could be fixed easily
20:28 BlockMen since we merged some new drawtype, can we finally make a decision here?
20:28 BlockMen https://github.com/minetest/minetest/pull/1328
20:28 BlockMen i will change it to an additional drawtype^
20:28 BlockMen since there were some protest against replacing
20:28 VanessaE BlockMen: as long as the new torch has a new drawtype
20:28 VanessaE and new textures
20:28 VanessaE etc etc etc etc
20:29 BlockMen VanessaE, yes
20:29 VanessaE BlockMen: you DO know people are gonna screw loudly because you don't include a ceiling torch :)
20:29 VanessaE fuck
20:29 VanessaE screAM loudly*
20:30 BlockMen it included a ceiling torch damnit!
20:30 VanessaE oh good
20:30 VanessaE I missed that part :)
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20:30 BlockMen just because i dont like i dont just drop "features" ;)
20:31 BlockMen ShadowNinja, kahrl, sfan5, RealBadAngel ?
20:32 ShadowNinja kahrl: Well, I tested it manually and it worked.
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20:33 kahrl ShadowNinja: well, the point of unit tests it to still be there when there are future changes
20:33 RealBadAngel torches on ceiling are plain dumb
20:33 VanessaE wait a sec here
20:34 VanessaE BlockMen: are you still redefining torchlike, or are you giving the 3d mode a NEW name?
20:34 Calinou <RealBadAngel> torches on ceiling are plain dumb
20:34 Calinou keep them
20:34 Calinou VanessaE, today on a server I saw 3D, sideways-inclined torches
20:34 Calinou was the 3D torch drawtype added?
20:34 BlockMen VanessaE, i havent changed yet since there is no decision made
20:34 BlockMen either it is droped then i just need to close
20:34 Calinou if you remove ceiling torches, you're breaking thousands of builds who rely on them
20:34 kahrl why are ceiling torches dumb?
20:34 BlockMen or its agreed on and i will change it
20:34 Calinou they are part of this damn game
20:34 VanessaE BlockMen: new name.  because now I use the torchlike drawtype in a new mod
20:35 VanessaE just call it torchlike_3d
20:35 Calinou <BlockMen> 4 sticks from 1 wooden plank is also unrealistic
20:35 Calinou ideally we'd have 9
20:35 RealBadAngel thats just my opinion
20:35 Calinou I'd like to have more sticks from a plank
20:35 BlockMen Calinou, use a mod then
20:35 kahrl you might as well say being able to place wall torches below a wooden roof is dumb because they would ignite the roof
20:35 ShadowNinja kahrl: Yes, but the tests need to be done differently.  Do you agree to it with tests?
20:36 Calinou don't make people install a mod to keep compatibility
20:36 VanessaE kahrl, BlockMen in my "angled walls" mod I use the torchlike drawtype to get the 45 degree effect.  there is no other way in the engine to get that angle.  period.
20:36 kahrl ShadowNinja: I haven't checked the rest
20:36 VanessaE if you change the draw type you will break this mod and make it impossible for me to re-code it.
20:36 BlockMen VanessaE, my pull is NOT up to date.
20:36 VanessaE BlockMen:  ok.
20:39 RealBadAngel btw, Poland just won with Brasil
20:39 BlockMen won what?
20:39 RealBadAngel voleyball world championship
20:41 RealBadAngel we got the gold :)
20:42 BlockMen congrats
20:42 ShadowNinja kahrl: Here's a simple less-leaky version: http://sprunge.us/hFZT
20:44 kahrl ShadowNinja: looks good
20:46 RealBadAngel ShadowNinja, ive played with increased number of particles, imho way better looks increasing punching particles than just digging ones (created after node destruction)
20:48 RealBadAngel ShadowNinja, add a loop for (u16 i = 0; i < 4; i++) here: https://github.com/minetest/minetest​/blob/master/src/particles.cpp#L256
20:56 ShadowNinja RealBadAngel: The digging particles patch can cause noticable framerate drops.  Particles need to be made fater.
20:56 ShadowNinja faster*
20:57 RealBadAngel try the change i proposed
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20:57 ShadowNinja kahrl: The whole patch, or just the tests?
20:57 RealBadAngel ShadowNinja, i cannot see any problems with that, no frame drops
20:58 khonkhortisan joined #minetest-dev
20:58 ShadowNinja RealBadAngel: Sure, that's fine, it spawn very few particles, but digging is what really needs the change.
20:58 RealBadAngel *frame rate
20:58 kahrl ShadowNinja: just the tests
21:00 ShadowNinja kahrl: Alright.  I guess I'll just have to wait a few days looking for people and then merge it if nobody can review it by then and hope it doesn't explode under wider testing.
21:01 RealBadAngel ShadowNinja, adding some more particles at this point is what i need to make digging more visible without crack animations
21:02 ShadowNinja RealBadAngel: Note that particles are optional, so you can't depend on them.
21:03 RealBadAngel ofc
21:03 RealBadAngel that is not only thing i will be using
21:05 RealBadAngel for the effect to be complete im coding the highlighting changes too
21:08 kahrl sfan5: I tried to install pootle now but apparently it won't work with postgres
21:08 kahrl http://sourceforge.net/p/trans​late/mailman/message/32083130/
21:12 kahrl why do all web applications suck so much?
21:21 casimir I just updated my server and wanted to start it with ./minetestserver --worldname world
21:22 casimir Then I got "World '--worldname' not available."
21:23 casimir Starting it with "./minetestserver world" started a completely new world.
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21:35 casimir And the new created world is in /bin
21:35 casimir (^ serious bug)
21:37 VanessaE wat
21:37 Zodsmar left #minetest-dev
21:37 VanessaE why are you running the server as root?
21:39 casimir sorry, I meant minetest/bin
21:40 VanessaE ohh ok
21:40 VanessaE that makes more sense :P
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22:25 ShadowNinja kahrl: If you're around what do you think of this, it works and looks nice in-game.  https://github.com/minetest/minetest/pull/1673
22:27 VanessaE RealBadAngel: around?
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22:34 RealBadAngel yup
22:35 VanessaE RealBadAngel: I've been giving a bit of thought to node faces shading.   I wonder if it would be possible to put shading back onto light sources but ONLY in the daytime?  and only a very subtle shading?
22:36 VanessaE it occurs to be that in the daytime, no light source is brighter than the sun, so there WOULD be at least a small amount of shading on them
22:36 VanessaE (but at night, of course they're correct as they are now)
22:37 RealBadAngel i can add that
22:37 VanessaE ok
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