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IRC log for #minetest-dev, 2014-10-26

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All times shown according to UTC.

Time Nick Message
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04:29 kaeza I noticed that due to the freedom you now have with meshnodes, complex wieldmeshes can be (hackily) created, but now I'm running into a problem: the wielditem/camera gets clipped way too close.
04:29 kaeza could that clipping be removed or the distance extended?
04:30 kaeza example: https://mediacru.sh/VssOxcHsrGDI
04:31 kaeza (note: this does not only apply to meshnodes, but nodes in general; 16px extruded images get clipped with a (not too) big wield_scale)
04:31 kaeza ditto for nodeboxes > 1n in size
04:33 kaeza here's the relevant model, for comparison: https://mediacru.sh/HLUjXg3HBmh3
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04:46 joshlemer Hey quick question, what would be some general prereqs to start contributing to minetest?
04:47 kaeza quick answer: none
04:50 kaeza or, well, just the desire (and patience) to do so :P
04:55 joshlemer No C++ or Lua knowledge. Guess it would be a great way to learn :)
05:07 ShadowNinja joshlemer: You can contribute to docs and the like with no speial knowledge, but knowing C++ and/or Lua helps.
05:07 ShadowNinja special*
05:08 ShadowNinja kaeza: Make an issue for that if there isn't one already.  Also, that screenshot looks awesome, if it weren't for the bug.  Horray for flexibility!
05:10 ShadowNinja joshlemer: Oh, and testing.  If you can manage to compile Minetest pull requests and test them that would be great.
05:15 Zeno` unconfirmed bug, hehehe
05:16 Zeno` Now I know why ShadowNinja has the Ninja postfix
05:22 Zeno` ShadowNinja, even if it's unconfirmed should that error crash the server?
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05:43 kaeza here: https://github.com/minetest/minetest/issues/1770
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08:27 Krock 09:27:45: INFO[main]: SourceShaderCache::getOrLoad(): No path found for "nodes_shader\opengl_geometry.glsl"
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08:52 Calinou how do I know a particular map's mapgen? I want to generate snow biomes only on v6
08:52 Calinou minetest.setting_get() will not work because it doesn't return the value of the current map
08:53 kaeza Calinou, register_on_mapgen_init, and check if mp.mgname == "v6"
08:55 Calinou OK
08:55 Calinou thanks
08:56 Calinou no idea how to do that though
08:56 Calinou any example of code being used?
08:56 Calinou http://dev.minetest.net/minetest.register_on_mapgen_init is very vague
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08:57 kaeza local gen_snow = true ; minetest.register_on_mapgen_init(function(mp) if mp.mgname ~= "v6" then gen_snow=false end end) -- Disclaimer: untested
08:58 Calinou cool
08:58 kaeza then in your register_on_generate callback, just bail out if gen_snow is false
09:00 kaeza but I see no reason to disallow generating snow in other mapgens
09:01 Calinou to support yappy well
09:02 Calinou i.e. no snow generation in all singlenode mapgens
09:02 Calinou which are expected to be Lua mapgens, providing their own biome stuff
09:03 Calinou meh, I give up
09:03 Calinou I'll put minetest.conf setting
09:04 Krock Calinou, how about soft depending on a lua mapgen and then disable the biome blend over a global variable?
09:04 Calinou ?
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09:18 Zeno` can somebody please tag #1756 as WIP until I resolve an MSVC issue?
09:18 ShadowBot https://github.com/minetest/minetest/issues/1756 -- Refactor the game by Zeno-
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10:09 Calinou https://github.com/minetest/minetest/pull/1600
10:09 Calinou bump
10:09 Zeno` I agree with that change Calinou
10:10 Zeno` It's little things like that which add polish
10:10 Zeno` can the screen aspect be retrieved at run time though and the "default" adjusted to suit
10:10 Zeno` ?
10:10 sfan5 yes
10:14 Calinou https://github.com/minetest/minetest/pull/1771
10:14 Calinou in before people randomly oppose
10:15 Zeno` Calinou is the pre-ninja ninja
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10:30 Calinou https://github.com/minetest/minetest/pull/1772
10:30 Calinou take or leave
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11:23 Krock Calinou, add a minetest.conf setting!
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11:35 Calinou better idea indeed
11:35 Calinou I think I know how
11:35 Calinou but I'll do that later
11:36 Calinou both should be .conf settings ideally
11:36 Calinou with the defaults I put
11:36 Calinou suggest that in a comment
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14:03 kaeza could somebody test changing camera.cpp:710 to s/100/10000/ or so and test if using this mod works? https://dl.dropboxusercontent.com/u/100008207/sniper.zip
14:03 kaeza ("works" as in, "the model does not get clipped")
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14:13 PenguinDad kaeza: it seems to work
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15:20 kaeza PenguinDad, thank you. could you comment on #1770 ?
15:20 ShadowBot https://github.com/minetest/minetest/issues/1770 -- Remove wield item camera clipping.
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18:00 OldCoder Is it correct that MT server has no switch to set _game directory? If so, I will add such a switch now
18:04 Krock it's possible
18:04 Krock edit world.mt
18:04 OldCoder ah, there seems to be an environment variable
18:04 OldCoder That is convenient!
18:04 OldCoder MINETEST_SUBGAME_PATH ?
18:04 Krock ??
18:05 OldCoder It appears to be just a month old, Krock
18:05 Krock k
18:05 sfan5 yes
18:05 sfan5 it's new
18:05 OldCoder https://github.com/minetest/minetest/pull/1609
18:06 OldCoder Handy!
18:06 Krock I don't like it, since it's not in minetest.conf
18:06 Krock Lel. too late anyway
18:06 OldCoder I could add a setting that is
18:07 OldCoder But this will do for now
18:07 kaeza how is a setting in .conf easier than an env var?
18:08 kaeza (in cases like these, that is)
18:08 OldCoder It is not easier; it can be better or worse
18:08 OldCoder Depends on server framework
18:08 kaeza well, doesn't matter anyway I guess
18:09 * OldCoder is separating world directories entirely from server directories
18:10 OldCoder ShadowNinja seems to do something similar but I will go further
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21:05 Sokomine anyone there? granted, this is more a general mods question, but might also be valid here. so: a variable declared as local in the main body of one mod (*not* inside a function or loop or other statement but rather where it would be a global variable in other languages) - how local is that var? can it be accessed from other mods or not?
21:10 jin_xi local variables have their scope limited to the block where they are declared. A block is the body of a control structure, the body of a function, or a chunk (the file or string with the code where the variable is declared). from pil
21:22 VanessaE_ in simpler terms, the variable is global and can be accessed from another mod unless you explicitly mark it as local
21:23 VanessaE_ (that's why I hate the PiL.  terrible writing style, for engineers instead of normal people)
21:30 jin_xi engineers are people
21:34 VanessaE_ indeed they are, but engineers have a habit of using language and writing style that the average person who, while smart on their own, just does not understand.
21:38 Sokomine jin_xi: say, one mods's init file contains only the line "local bla = true"  - now, will bla be local to *all* init.lua from mt, or only to that particular init.lua file?
21:39 jin_xi that file only
21:39 Sokomine ok
21:40 Sokomine then i wonder why the dye names in the dye mod are made local. that table would be very useful for looping through it inside other mods, and the code even states so. yet it's a local table
21:41 * Sokomine nods to vanessae - that defining and declaring variables anywhere is just plain annoying when doing something slightly more complex than a basic script
21:41 Sokomine admittedly we're talking about minetest_game here
21:45 kilbith in C, does it possible to declare different int variables in the function switch() ?
21:48 ShadowNinja Sokomine: Don't just make it global, namespace it.
21:49 ShadowNinja kilbith: Um, switch is a keyword, not a function.
21:49 kilbith nope
21:49 kilbith it's a C function
21:49 Sokomine ShadowNinja: it is namespaced already. it's a table called "dye" (though what'd help me slightly more in this case is dyelocal)
21:50 ShadowNinja kilbith: No it isn't.  Check some C docs.
21:50 kilbith ShadowNinja : switch() case x: break;
21:50 kilbith genuine funtion
21:50 kilbith function
21:51 ShadowNinja kilbith: No.  If you continue I'll have to assume you're trolling.
21:51 ShadowNinja Sokomine: Make it dye.dye_names or so.
21:52 Sokomine ShadowNinja: whatever. as long as it's not hidden behind a local statement. whom best to contact for minetest_next/game? pilzadam?
21:54 ShadowNinja Sokomine: Nope, BlockMen or sfan5.
21:55 Sokomine ah, ok. thanks. i'll best file an issue then
21:56 kilbith ShadowNinja: I apologize, still a noob in C and I thought that () after switch meant a function.
21:57 ShadowNinja kilbith: NP.  :-)
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