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IRC log for #minetest-dev, 2015-03-19

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Time Nick Message
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05:43 Zeno` What's the correct way in C++ to get the current mod directory?
05:43 Zeno` asking because of #2481
05:43 ShadowBot https://github.com/minetest/minetest/issues/2481 -- having trouble registering schematic decorations
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05:58 Zeno` maybe there is no way, currently
05:58 Zeno` hm
06:10 paramat hi hmmmm, here's my PR for fixing dust by dropping it from full_node_max.Y #2512
06:10 ShadowBot https://github.com/minetest/minetest/issues/2512 -- Mgv5/mgv7: Sprinkle dust from full_node_max.Y if chunk above is generated by paramat
06:14 paramat ah just saw your comment zeno, interesting
06:15 est31 Zeno`, you mean when loading the mod, or when its executing?
06:16 est31 because the mod directory is only known when the mod is loaded
06:17 est31 (with "loaded" I mean the "first run" through the file, that registers all functions)
06:17 Zeno` well, it's when it's loading but not really
06:17 Zeno` so there needs to be a mechanism added for prepending the mod path to the schematic filename
06:18 est31 ShadowNinja already had that issue with whitelisting a mod's own directory
06:18 est31 and we didnt find an easy solution
06:18 est31 so only way would be to extend the api in some way
06:19 est31 or to search all schematic dirs
06:19 Zeno` ok well loading schematics as part of mapgen will have to stay broken until a solution is worked out
06:19 est31 (and put that into the doc)
06:19 Zeno` how will it know which world/ dir to look in?
06:19 est31 thats what textures are doing
06:20 est31 getting the world dir is possible
06:20 est31 but no idea how, I would have to read the code, just like you can, but I guess faster :)
06:20 Zeno` I'm not sure it should be in worlds/schems
06:21 Zeno` Well, it certainly shouldn't be in there
06:21 est31 why
06:21 Zeno` Anyone with world edit can overwrite the mapgen schematic
06:21 est31 for a mod?
06:21 est31 yes then I agree it may not be in there
06:21 Zeno` if it's in worlds/schems/ yeah.. so they should be in the mod directory
06:22 est31 yes
06:22 est31 I mean these are two different schematic uses here
06:22 est31 worldedit uses it for, umm editing the world, as power user tool
06:23 est31 and mapgen uses it as part of the "program" the user runs
06:24 est31 so probably the easiest way is loading all schematic files at startup (from all mod dirs) and make it a best practice to prepend "modname_" before the schematic file name
06:24 est31 perhaps even best to check that requirement
06:24 est31 with "loading" I mean adding them to a vector.
06:25 Zeno` what if different mods have a schematic with the same name?
06:25 Zeno` same filename*
06:26 Zeno` sorry, missed your comment
06:28 hmmmm Zeno`, what's going on with that schematic loading issue??
06:28 hmmmm if I recall correctly, the schematic loading differentiates between the header sanity check and file not found
06:28 Zeno` hmmmm, there is no path so it's not opening the file
06:28 hmmmm oh
06:29 hmmmm I need to fix that
06:29 hmmmm hrmm, I wonder why this is all of a sudden broken
06:29 Zeno` in Schematic::loadSchematicFromFile() I don't see much error checking at all :)
06:29 hmmmm [02:17 AM] <Zeno`> so there needs to be a mechanism added for prepending the mod path to the schematic filename
06:29 hmmmm I actually asked this...
06:29 hmmmm there's a lua API to get the path of the current mod
06:30 hmmmm modders use this api to construct the absolute filepath
06:30 Zeno` I don't think that can be called from C++ though
06:31 est31 I don't think its available after the loading step
06:31 hmmmm https://forum.minetest.net/viewtopic.php?f=5&amp;t=10901
06:31 hmmmm 8 people thought it was okay
06:31 paramat months ago i had this bug but just with the 'invalid schematic' error: implying a signature problem
06:31 Zeno` how can it be ok?
06:31 hmmmm i don't know actually
06:31 hmmmm modders just think it's okay
06:32 hmmmm this is why i asked
06:32 Zeno` I can run minetest from any directory I want and it won't find the .mts file
06:32 hmmmm so hold on
06:32 hmmmm why was this broken
06:32 hmmmm according to those people this only broke recently
06:32 Zeno` I generally don't cd to the mod directory and ~/minetest/bin/minetest :)
06:32 Zeno` I don't know when or how it was broken
06:33 Zeno` I was just looking through the issues and decided that would be an easy one to trace (and it was)
06:33 paramat heh oops i voted it was okay
06:33 hmmmm well I'd rather figure that out because solving the problem directly will no doubt break reverse compatibility
06:34 Zeno` Maybe the docs should specify that when registering the schematic they should prepend getModPath() (or whatever it's called) to the filename of the .mts
06:34 Zeno` well, not should... must
06:34 Zeno` although that's more of a workaround
06:35 hmmmm like i said... I think that's how most people already do it
06:35 hmmmm I don't know though
06:35 hmmmm I never saw anybody's schematics code tbh
06:35 Zeno` Obviously none of these people were aware of it https://github.com/minetest/minetest/issues/2481 :)
06:36 est31 there isn't a function to get the path of the current mod, but there is one to get one by the mod name
06:36 est31 minetest.get_modpath
06:36 hmmmm i refuse to believe that many people didn't know that schematics were effectively broken until 6 days ago
06:36 est31 (just for the record)
06:36 hmmmm either i'm crazy or something weird is going on
06:36 Zeno` est31, yeah so it could be ... schematic = minetest.getmodpath().."tree.mts",
06:37 est31 minetest.getmodpath("coolmod")
06:37 est31 that method needs a param read my comment
06:37 Zeno` if that's how it works. Pretty ugly though
06:37 est31 but yes
06:37 hmmmm wait
06:37 hmmmm something happened with sanitizing mod names
06:37 hmmmm does it work if that fix is reverted?
06:38 Zeno` which commit?
06:38 hmmmm uhhh it was right before 0.4.12 went out
06:38 hmmmm b0df67d
06:38 Zeno` hmm, ok. I'll look but later. It's my 3 hour break time ;)
06:38 Zeno` feel free to fix it while I'm gone hehe
06:39 hmmmm no wait
06:39 hmmmm that can't be it
06:39 est31 ~tell Zeno` because, after the loading step, we don't know the mod's path anymore. everything else (like taking the first element from the callstack) would also be bad. imagine a mod that acts as a library and calls that schematic function.
06:39 ShadowBot est31: O.K.
06:41 hmmmm yep I dunno
06:41 est31 ow it was me?
06:41 hmmmm maybe somebody can clue me in on how decorations were registered and worked before
06:41 hmmmm and suddenly something broke
06:42 est31 hmmmm, that change is only inside the main menu. If somebody tries to load a world with bad names, it already failed before
06:42 hmmmm paramat:  oh man the dust sprinkling is soo ugly
06:43 hmmmm look at that
06:43 paramat lol i thought so
06:43 hmmmm it's not that you can help it
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06:43 hmmmm we need to come up with a smarter way to do this
06:44 est31 do it like textures.
06:44 hmmmm as it exists, there are too many issues with generating discrete structures that pop into a bordering mapblock
06:44 hmmmm what do you mean 'do it like textures'
06:45 est31 ah ok, you are already at another issue
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06:45 est31 sorry, I thought you were reffering to the path problem
06:45 paramat my PR there is just a first draft that works, but the implementation may be messy
06:45 hmmmm hum i don't know how the texture path works
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06:45 est31 I'm not a mapgen person ;/
06:45 hmmmm paramat:  it works in all cases?
06:46 paramat yes apart from glitch at y = 47
06:46 hmmmm :) ofc
06:46 paramat see description
06:46 paramat yeah hehe
06:46 nrzkt hi, i tested the damage fix i mentionned yesterday, it restore properly all the damage taken for many sources
06:46 paramat concerning schematics, there is also this issue https://github.com/minetest/minetest/issues/2023
06:47 nrzkt without TNT damage me when enable_damage == false, with it works properly
06:47 hmmmm paramat:  i think that bug was fixed already.
06:47 nrzkt i will push this fix now: https://github.com/nerzhul/minetest/commit/d1fa13c83ea855a9c76817e56fd8a5dbf0045246
06:47 paramat okay
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06:48 hmmmm really wish tenplus1 didn't disappear like that
06:48 nrzkt VanessaE: i must take my train, please update you tree with current master for fixing your problems :)
06:52 hmmmm paramat:  LGTM, +2
06:54 paramat i like my method but the implementation is rough
06:55 hmmmm just curious, does anybody have a use for generating a number from a PseudoRandom that fits a normal distribution with non-standard mean and variance?
07:01 paramat not me
07:02 hmmmm i was thinking like maybe you know how certain animals have more variability in intelligence?
07:02 hmmmm what if you could have one particular type of mob that has a different mean but a much greater stddev
07:03 hmmmm and thne another could have a very small stddev so it's very rare to find a mob of that type with that attribute
07:03 hmmmm with an attribute that's considerably higher or lower, i mean
07:04 hmmmm I guess this could be used for anything... HP, probability of finding items in a chest, probability of dropping a certain item when mining a special ore
07:04 hmmmm right now I have a trivial method of estimating a discrete standard normal distribution given some min/max
07:05 hmmmm but in order to get a normal distribution with a standard deviation != 1, i need to use something like the box-mueller transform
07:07 paramat ah just saw your comment, i'll push the dust PR then for the short term, and try to improve it later
07:08 paramat might work on it a bit more before pushing..
07:15 paramat so your 'generate cutoffs' method is no better?
07:15 hmmmm =/
07:15 hmmmm i had an idea
07:16 hmmmm it involves having 2 stages of mapblock generation and 3 distinct states
07:16 hmmmm there'd be an in-between state that's like semi-there
07:16 hmmmm it all made sense when I came up with it, but I forgot the finer details
07:17 paramat i see. any reason why ravines are disabled in cavegen?
07:17 hmmmm I think I disabled them because they were too common
07:18 paramat i think i remember them in early mgv7
07:18 hmmmm and besides, they're not needed anymore because v5's cave generation method naturally creates ravines
07:18 hmmmm which end up looking better too, imho
07:18 paramat okay i might tune the rarity and see if i like them
07:18 hmmmm have a blast..
07:19 paramat for mgv7 only though, and rare =)
07:22 hmmmm what do you think about using noise2d() for deco placement
07:22 hmmmm that would give so much finer control over the distribution than what exists currently
07:24 hmmmm the only reason why it currently uses the pseudorandom method is because it's so computationally cheap
07:24 paramat so calculating for every node?
07:24 hmmmm yeah
07:25 hmmmm that's 6400 per chunk but it's not that bad
07:25 paramat the divlen method seems good though to reduce noise calculations
07:25 hmmmm but look at what happens
07:25 hmmmm if the rarity gets low enough it turns into 1 deco per division
07:25 hmmmm and it ends up looking stupid
07:26 paramat yeah i see
07:26 hmmmm it's a little bit too discrete
07:26 paramat possibly a good idea..
07:26 hmmmm if the calculated divlen is 2 then it'll place exactly 2 decos in that given area
07:26 hmmmm that does not look random
07:28 paramat the simplification might couteract calculating for every node
07:29 paramat i mean in terms of processing load, your idea may even be faster
07:29 hmmmm oh definitely not
07:29 hmmmm nothing is going to beat the current placement method for speed
07:30 hmmmm like..... i hate to say it but.. add a flag? :/
07:30 hmmmm "making superfluous config options is an excuse for poor engineering"
07:31 paramat i'll think on this =)
07:31 hmmmm the thing is that the pseudorandom division method works fine for decorations with a relatively high distribution
07:32 hmmmm when we discrete-ize the perlin noise into a "number of decorations to place" value, that's the thing that kills it i think
07:33 hmmmm what if we deal with fractions down to a certain resolution by increasing/decreasing the number of decos to place by another pseudorandom choice
07:41 paramat an issue i'm having with schem decos is that even with a high fill ratio, for a dense jungle, there are patchy large areas missing trees, especially on the hills, it's very mysterious
07:41 paramat but the grasses are dense everywhere, they work
07:42 hmmmm ohh
07:42 paramat this can be seen with https://github.com/paramat/biomesdev
07:42 hmmmm either the documentation is inaccurate or you misunderstand
07:43 paramat also, some of the large cacti schems are sunk into the ground in places
07:43 hmmmm fill_ratio is the uniform ratio of the area to fill with decorations, ONLY USED IF there is no noise specified
07:43 paramat yeah i know that =)
07:43 hmmmm so if you have a noise_params specified, fill_ratio doesn't matter at all =]
07:43 hmmmm then wut
07:43 paramat it's either fill ratio or noiseparams
07:44 paramat wut is the perfect term
07:44 paramat anywau i'll make an issue
07:44 paramat (anyway)
07:45 paramat it's almost as if mountain terrain makes schem decos much less dense
07:45 hmmmm ahh jungle trees i see you do use fill_ratio
07:45 hmmmm aaaaahhh
07:45 hmmmm you restrict it to biomes
07:46 paramat yea but patchy within jungle biome
07:46 hmmmm I was wondering :)  I seriously hoped you didn't have dense jungles all over your map
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07:46 paramat and jungle grass is super dense everywhere as it should be
07:46 hmmmm well
07:47 hmmmm there's literally no difference between how the two are placed
07:47 hmmmm i mean you see the code yourself
07:47 paramat try biomesdev in mgv7/mgv5 if you want to see
07:47 paramat yeah i read the schem placing code
07:47 hmmmm is it patchy in a regular pattern?
07:47 paramat nope, not related to altitude, block edges
07:47 paramat etc.
07:48 hmmmm it could just be the result of a crappy rand() implementation
07:48 hmmmm yeah I'll try biomesdev
07:48 paramat but then junglegrass works fine
07:49 paramat you might find some sunken cacti schems too
07:49 paramat seems to be an issue with schems not the placing code, at a guess
07:50 paramat apart from that, mgv7 is looking beautiful, even before i tune the noiseparams, it will be awesome
07:51 paramat i'll add in the mgv6 type cliffs, and make more use of the 3D noise terrain, try to combine the best of mgv5 and mgv6
07:53 paramat try it in mgv7, it's easier to see the problem.. affects all the trees but more noticeable in jungles because jungles have a uniform very high density of trees
07:53 hmmmm what the f..
07:53 paramat often it seems any hills or mountain terrain makes tree density much lower
07:53 hmmmm erm, I can't at the moment
07:53 hmmmm the network code is crashing me
07:53 paramat no prob
07:55 paramat anyway must go
07:55 paramat left #minetest-dev
07:55 hmmmm i've gotta go too
07:55 hmmmm it's 4 am
07:56 hmmmm this is going to have to be a tomorrow thing
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09:11 est31 wow app has > 100 users
09:12 nrzkt i don't look today
09:13 nrzkt 77 users on thursday
09:13 nrzkt tuesday, sorry :)
09:14 est31 play store sais 100-500
09:14 est31 so >= 100 :)
09:14 nrzkt the play store console stats are 2 days in the past, maybe not the main page
09:14 nrzkt 77 users but 17 doesn't update their application.
09:15 nrzkt I will do another release for android this week-end to add some mods to minetest_game.
09:16 nrzkt a problem reported by a user: The only problems are that the settings are not pointed to at the beginning with some kind of notification, and that the website says that this version does not exist.
09:18 nrzkt can someone update our website ?
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09:22 paramat will push #2512 when checks are done
09:22 ShadowBot https://github.com/minetest/minetest/issues/2512 -- Mgv5/mgv7: Sprinkle dust from full_node_max.Y if chunk above is generated by paramat
09:25 nrzkt okay :). Paramat, can you answer to Zeno on #2429 for making this PR mergeable by him ?
09:25 ShadowBot https://github.com/minetest/minetest/issues/2429 -- Update credits by Zeno-
09:52 nrzkt on the forum we are talking about making an android_game for android, based on minetest_game adding some features for mobile users. What do you think about the creation of a android_game repository in our organization ?
09:54 paramat okay
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10:03 paramat as for an android game repo, i'm neutral :]
10:05 kilbith paramat, i've noticed some large zones of gravel spread over the desert stones recently, this is intentional ?
10:05 kilbith example : https://lut.im/vAZEiGhP/T7E2bhsl
10:06 paramat could be a rare gravel biome, are these common? are they square when seen from above?
10:07 kilbith not common but not ultra-rare either
10:07 paramat i'll check the code..
10:08 kilbith and no, not only squarred - the screenie above shows half the part of that zone
10:08 paramat good
10:09 kilbith the other part is accross the climb on the left
10:10 paramat gravel biomes do occur in deserts, and occur when mud noise goes negative, which is rarely. so i think this is nothing to worry about, as long as they are fairly rare
10:10 kilbith well, this is not looking bad anyhow
10:11 kilbith and adds variety
10:11 paramat these are like nyancats, reason for celebration
10:14 paramat they are dependant on world seed, so certain seeds will create these near world centre
10:15 paramat okay now pushing 2512..
10:16 paramat will take about 15min
10:27 paramat done
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10:48 celeron55 https://forum.minetest.net/viewtopic.php?p=172149#p172149
10:49 celeron55 i wonder if this could be helped in some website-organizational way or something
10:50 celeron55 like, having a page that beginning modders are directed to, which is maintained by experienced modders and contains recommendations on what to use as bases for certain things
10:50 celeron55 because... we don't have any of that
10:52 celeron55 i guess it's doable in the developer wiki as long as people decide it's a useful thing to have
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11:09 neoascetic Hi all. Is there a concept of client-side only mods?
11:10 neoascetic For example, "ambience" mod - there is not need to control it by server since client may done all computations by its own
11:10 est31 neoascetic, not yet, perhaps in future.
11:11 neoascetic I hope this will be implemented soon
11:11 est31 it has high demands on security
11:11 neoascetic By what reason?
11:12 est31 right now, mods on a server can in theory execute any code on that server. If you run minetest as root, they can nuke your system
11:12 est31 it was tolerable for the server side, as you can give the server its own user
11:13 est31 but client shouldn't be patched later on
11:13 est31 it should be secure from the start
11:13 est31 but thats not the blocker issue I think.
11:13 neoascetic Probably we are talking about different things.
11:14 neoascetic Client-side mods running only on client-side and has no access to server at all
11:14 neoascetic I. e. their "server" is client
11:14 neoascetic as a proxy
11:15 est31 yes, but do you want some software that downloads other software onto your computer, and executes it?
11:15 est31 btw. security is more or less done for the server side, and perhaps its suiting (as in secure enough) for client
11:15 neoascetic Currently servers already downloads mods on your computer. Client-side mods are totally controlled by user only
11:16 neoascetic As extra-plugins, server event may not know about them
11:16 est31 tell me about use cases.
11:16 est31 what would such a mod do?
11:17 neoascetic Ambience mod. What the reason to track each user and decide which sound to play on server-side? It is pure client-side problem IMO
11:17 neoascetic Music/sounds/etc
11:18 Calinou there's no client-side API for playing sounds
11:18 Calinou and even less client-side Lua
11:18 neoascetic And mods may be executed in sandbox, as far as I know it is pretty easy in lua
11:18 Calinou the problem of client-side Lua is similar to the JavaScript trap
11:18 Calinou ie. server might download non-free code and run it without your consent
11:18 Calinou this can be fixed with checking license headers, but people will have to add such headers
11:18 Calinou (like LibreJS does)
11:18 est31 ow please no fsf flame
11:18 neoascetic Oh
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11:19 Calinou est31, it's a real problem :(
11:19 Calinou here we can easily fix it
11:19 neoascetic that's trap
11:19 Calinou if client-side Lua is ever implemented, this is to be done, ideally officially
11:19 est31 Calinou, so you are executing closed source microcode right now, and, are you hurt?
11:19 Calinou est31, just shut up if you're flaming
11:20 nrzkt celeron55 legitimate
11:20 est31 ok Calinou you too please.
11:20 neoascetic Anyway, I think it would be a great "feature"
11:20 est31 the problem for client mods is that you get into the situation of having different versions or servers require them
11:20 Calinou est31, else we might end up in Quake land where lots of mods have proprietary game logic running on your side…
11:20 est31 and that isnt a situation you want to start with.
11:20 neoascetic Put some execution on client-side (even from server-provided mods) and will improve client performance in some cases
11:21 Calinou and there's absolutely nothing you can do against it, except not playing on these servers
11:21 Calinou that game logic comes in .so format by the way
11:21 Calinou so it's binary
11:21 Calinou thankfully Lua is not compiled usually
11:21 Calinou but it's still a problem nonetheless
11:21 Calinou neoascetic, we'll talk about it once we have proper sandboxed Lua :p
11:25 neoascetic Calinou what problems are with Lua sandboxing?
11:25 Calinou none, we just need to do it
11:25 est31 its done and the PR is "in labor"
11:26 est31 aka short before merge
11:26 Calinou as for license check: http://paste.ubuntu.com/10626866/
11:26 Calinou feel free to make it disabled by default, but I'd like such a thing anyway
11:27 est31 neoascetic, here: https://github.com/ShadowNinja/minetest/commits/security-2
11:28 est31 PR is #1606 but outdated.
11:28 ShadowBot https://github.com/minetest/minetest/issues/1606 -- Add mod security by ShadowNinja
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12:47 Zeno` whoa, just reading the logs.
12:47 Zeno` celeron55 says that buildcraft is a minecraft "ripoff"?
12:48 Zeno` how?
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12:50 est31 no, he said its a mine*test* "ripoff". :P
12:50 Zeno` is it though?
12:51 neoascetic I am trying to fight agains #1614. Even small window resize cause all "click targets" move a few pixels above (as I may guess something about window bar size). Where I have to look at first?
12:51 ShadowBot https://github.com/minetest/minetest/issues/1614 -- [OSX] Resizing window makes mouse input stop
12:53 est31 https://en.wiktionary.org/wiki/rip-off#English
12:53 est31 "A copy, especially one that is illegal or inferior."
12:54 est31 I'm not sure about the illegal part, but for inferiority you can say that it doesn't use most recent engine and has ads
12:54 est31 it has nicer controls though
12:55 est31 perhaps they can be merged.
12:55 * est31 wonders how the've solved the input problem
12:55 est31 currently its solved bad ofc
12:55 est31 (inside minetest master)
12:56 est31 you tap on a text input field, it opens a native android one. no keyboard appears, you have to tap it again.
12:57 est31 then you press on "go" on the keyboard, and you are back at the native input
12:57 est31 then you have to figure out a way how to exit that one
12:57 est31 and then you're back to formspec
12:58 Zeno` hmm
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13:02 Zeno` the current android controls are terrible
13:03 nrzkt +1
13:03 Zeno` I really have nfi how anyone can even play for more than 5 minutes hehe
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14:38 kilbith est31, the PPA builds are still in Debug mode
14:40 est31 ppa stable or unstable?
14:40 kilbith daily-builds
14:41 est31 yes thats the correct term
14:41 kilbith dunno if the stable one is in Debug too
14:41 est31 so why should they be no debug builds anymore?
14:42 kilbith because they're slower than the Release one
14:44 nrzkt but they permit to provide useful informations for debuging. For daily build Debug is better than release. Please keep Release for release.
14:44 est31 yes thats true but aren't daily builds targeted for people who want to contribute to testing?
14:44 nrzkt i think it's the goal est31
14:44 kilbith that's right
14:44 nrzkt people who want stable builds use release, not daily
14:48 kilbith should "minetestc55" package be suppressed on Launchpad ?
14:49 kilbith it can lead to confusion
14:51 VanessaE yes.
14:52 VanessaE (sorry, c55 :) )
14:54 kilbith also that : https://lut.im/MyvIQZft/igDSTbDu
14:54 kilbith to nuke
14:56 VanessaE yeah, get rid of them since no one's updating them
14:59 est31 good idea
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15:26 est31 sfan5, you there?
15:28 est31 sfan5 or any other german speaker: is #2490 ok ?
15:28 ShadowBot https://github.com/minetest/minetest/issues/2490 -- Update and complete German translation and fix mistakes (second try) by Wuzzy2
15:28 est31 for me it is
15:28 sfan5 est31: yes
15:29 sfan5 in yes I'm here
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15:45 est31 kilbith, you sure its also in the repo?
15:45 est31 I cant find the package
15:46 est31 https://launchpad.net/~minetestdevs/+archive/ubuntu/stable/+packages
15:46 est31 https://launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds/+packages
16:26 nrzkt sfan5 if you can make a comment to approve #2490 on github we can push :)
16:26 ShadowBot https://github.com/minetest/minetest/issues/2490 -- Update and complete German translation and fix mistakes (second try) by Wuzzy2
16:30 kilbith est31, on the c55 personal repo
16:31 kilbith oops, too late
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16:42 fz72 Zeno`: Any news on #2382?
16:42 ShadowBot https://github.com/minetest/minetest/issues/2382 -- Remap Mouse and Key Buttons by fz72
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18:29 est31 kilbith, so, which repo do you use exactly?
18:29 est31 I don't see any PPAs directly assigned to c55, but perhaps I'm wrong
18:29 kilbith ppa:minetestdevs/daily-builds
18:30 est31 and that shows you those outdated packages?
18:30 kilbith but even without it, you can always see 'minetestc55'
18:30 * est31 adds it myself...
18:33 kilbith https://code.launchpad.net/~minetestdevs/+archive/ubuntu/stable/+packages
18:33 kilbith that package is in the repo
18:34 est31 kilbith, which distro are you on?
18:34 est31 also, which release?
18:34 kilbith lubuntu 14.04
18:35 est31 ok, minetestc55 is there, but none of the other packages you referred to.
18:36 est31 mhh I dont think c55 wants them to be removed
18:36 kilbith why ? they're outdated
18:36 est31 (as they are basically old versions of minetest)
18:36 est31 perhaps make an archive ppa...
18:36 kilbith they're not even stable, just middle in dev
18:38 est31 ?
18:39 kilbith [old stable]--------[minetestc55]--------[new stable]
18:39 kilbith clearer ?
18:39 est31 yes I know what you mean
18:39 est31 but what brings you to the assumption
18:39 est31 the date?
18:40 kilbith minetestc55 : 2013 11 17
18:41 kilbith which was 0.4.7-dev
18:43 est31 btw are you referring to daily builds or to stable?
18:43 kilbith daily-builds PPA
18:46 est31 hm, as it seems only the latest versions are kept tehre
18:46 est31 you are right, those should be removed.
18:50 est31 (I was assuming you talked about the stable repo, sorry)
18:51 Calinou by the way, Debian package has been updated to 0.4.12 recently
18:51 Calinou sid users can enjoy 0.4.12 :)
18:51 est31 yes, very nice :)
18:51 est31 I guess it came too late for ubuntu 15.04 though
18:52 kilbith yes, it's frozen right now
18:52 Calinou so is jessie
19:21 sfan5 uhh
19:21 sfan5 the packages should be called "minetest"
19:22 est31 I'll remove the minetestc55 packages from the daily ppa
19:27 est31 kilbith, sfan5, the cleaned list: https://launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds
19:28 sfan5 looks better
19:28 kilbith https://launchpad.net/~minetestdevs/+archive/ubuntu/stable
19:29 kilbith ^ clean-up needed
19:29 kilbith oh, nvm
19:29 sfan5 do we still support saucy & quantal?
19:30 est31 both of them are EOLed
19:30 est31 officially.
19:30 kilbith 10.04 ends up the next month afaik
19:30 est31 server, yes desktop no, that ended in 2012
19:31 kilbith nobody uses it anyway
19:31 est31 we don't offer precise packages
19:32 est31 that was already since 0.4.11 though, and perhaps before too
19:32 est31 (precise is currently still getting security updates)
19:35 Calinou saucy is EOL, quantal is EOL
19:35 Calinou 10.04 server ends in april 30 (client has already ended)
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19:35 Calinou we should offer precise packages until 2017
19:35 est31 problem is that the build is failing
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19:37 est31 This for example: https://launchpad.net/~minetestdevs/+archive/ubuntu/stable/+build/7090191
19:37 est31 undefined reference to `snappy::RawCompress(char const*, unsigned int, char*, unsigned int*)'
19:38 kilbith this is related with leveldb
19:38 est31 hm, you suggest removing leveldb for precise?
19:39 Calinou try it
19:40 kilbith est31, look what i see when i remove the daily-builds PPA right now : https://lut.im/sZSZ79Af/65XBMCZs
19:41 kilbith oops, sorry, forget to add the stable PPA
19:42 kilbith although those outdated mods still needs to go
19:42 sfan5 est31: leveldb is broken in precise, remove it
19:42 est31 kilbith, can you do "apt-cache policy minetest-mod-worldedit"?
19:42 Calinou I'm not sure if they would accept deletion requests of packages
19:42 Calinou but they definitely look unmaintained by the original maintainer
19:42 Calinou so someone either has to take them over, or remove them
19:42 kilbith est31: nvm, just missed to add the PPA
19:42 est31 Calinou, we first need to find out which PPA hosts them.
19:43 Calinou https://packages.debian.org/sid/minetest-mod-moreblocks
19:43 Calinou it's in Debian packages
19:43 Calinou it's almost 2 years old now
19:44 est31 sfan5, trying right now to disable leveldb
19:44 Calinou can you disable it only for precise?
19:44 est31 yes
19:44 est31 thats my goal
19:44 est31 it makes stuff harder though
19:45 est31 I know of that hammer method we dont want, then a duplication method thats horribly ugly, and now I wonder whether there is another method...
19:47 est31 sorry found a RL bug...
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20:07 * est31 wonders how all that stuff worked in the past
20:08 est31 two different changelogs
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20:58 est31 Calinou, kilbith, sfan5: https://code.launchpad.net/~minetestdevs/+archive/ubuntu/stable/+recipebuild/891102
20:58 est31 build is triggered lets view what happens
20:58 est31 (with leveldb disabled)
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22:06 est31 so builds should work now
22:06 VanessaE what's broken about leveldb in precise?
22:06 est31 VanessaE, https://launchpad.net/~minetestdevs/+archive/ubuntu/stable/+build/7090191
22:07 VanessaE oh, broken like that eh
22:08 VanessaE (misread the channel backscroll)
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23:33 Sokomine does anyone know how that color filter for textures work? how to change a texture in color without having to add a new one?
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