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IRC log for #minetest-dev, 2015-11-30

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All times shown according to UTC.

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09:46 alket hi est31 , do you plan to provide linux binaries and windows installers ?
09:53 est31 I can't provide windows installers
09:53 est31 but either way wrong channel
10:11 est31 alket, about the windows installer issue, I think we should make it as easy as possible for people to get minetest
10:11 est31 and if there are people who are more comforable with a setup.exe
10:12 est31 why miss them
10:12 alket yep, agreed
10:12 est31 I think VanessaE has asked for them too
10:12 VanessaE est31: even just a self-dissolving 7z might be good enough
10:12 VanessaE well self-extracting they call it now :P
10:12 alket well if you're going for a package, it better be setup.exe
10:13 alket I have a team of another game, I wanted to show the minetest but they were all confused by zip
10:13 alket had hard time explaning that the game launches from bin folder
10:13 VanessaE alket: given that minetest is run-in-place, it doesn't need a setup.exe, as such.
10:14 VanessaE self-extracting + run bin/minetest after extra (7z can do that) is enough
10:14 alket VanessaE: it could be good if it only provides a shortcut in Program Files
10:14 alket so it can be detected by MS Win "app search"
10:14 VanessaE I don't see why that can't be done too, but idk.  I'm no windows person at all
10:14 est31 yeah, setup.exe would be more integrated into the windows ecosystem
10:16 VanessaE one thing that IS needed though is a predicable location for minetest's worlds/mods/etc
10:16 VanessaE users find it difficult to upgrade because of the self-contained nature of the package
10:16 VanessaE needed on Windows, that is.
10:17 VanessaE so maybe you're right in the need for a setup.exe
10:18 alket Calinou has already made a windows installer for his game
10:31 VanessaE bbl
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16:30 Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
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16:57 gravgun Hi there. Uhm, since recent versions of MT now uses SRP for password checking, is there a symmetric API function like minetest.get_password_hash is for old SHA-1 hashes? (of course, a one-way check function)
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18:34 sfan5 gravgun: i have no idea what a symmetric API is, but no currently there is no way to check SRP passwords from lua
18:35 sfan5 and it probably won't get implemented any time soon because that goes against the principle of SRP
18:35 gravgun sfan5: By "symmetric" I meant the API just reflects what core does.
18:35 sfan5 (the user should not need to send the plaintext pass to the server)
18:35 sfan5 adding an API like that would defeat that point
18:36 gravgun I know it'd defeat it. But consider cases such as IRC bots
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18:36 gravgun which until now were still logged on with logon <usr> <pwd>
18:37 sfan5 the suggested solution is to tell the user to run a command in MT that will give him an auth code
18:37 sfan5 and then do
18:37 sfan5 auth 3896uigu89h45 in irc
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18:38 gravgun Mg/LeMagnesium/ElectronLibre did that on our servers.
18:39 gravgun However Darcidride is still complaining he doesn't like that token-based logon
18:39 gravgun (even though IMO it's a better option)
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18:44 sfan5 gravgun: well .. you'll have to hack your own function in if you want to continue using password logins
18:44 gravgun So basically hacking in a whole Lua-based GMP implementation?
18:46 sfan5 no
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18:46 sfan5 adding a function to the lua api that does the same as the server when checking passwords
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19:17 est31 sfan5, gravgun see the code here https://github.com/est31/minetest/tree/addcheckpwd
19:17 est31 but wont get merged due to the reasons sfan5 told above
19:17 * est31 should probably rebase the thing
19:17 gravgun Oh cool
19:17 gravgun So I won't have to do that myself >:D
19:18 gravgun I'll suggest Darcidride some changes to the build script he uses if that doesn't get eventually merged
19:18 gravgun applying this patch before building.
19:19 est31 there we go
19:19 est31 rebased
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19:36 est31 any dev want to look at https://github.com/minetest/minetest/pull/3410
19:37 est31 this at least should go in fast
19:37 est31 its only to detect something one doesnt need either way
19:38 est31 discussion started here https://forum.minetest.net/v​iewtopic.php?f=5&amp;t=13631
19:38 est31 merge it if you agree to the pr
19:38 * est31 is gone
19:38 est31 bye
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20:36 jomat Hi there :-)
20:37 jomat I'm in the decision process of choosing mapgen v6 or v7 for a new game but heard that there are incompabilities with v7 and the moretrees mod… can anyone give me a hint in the direction what those issues are?
20:42 VanessaE when using mgv7, the spawn_tree() engine call used by Moretrees creates black, square shadows due to some kind of conflict with lighting versus internal voxel manip code.
20:43 VanessaE paramat ^^^^^
20:44 Fixer VanessaE, could be it https://forum.minetest.net/viewt​opic.php?f=5&amp;t=13664#p200156 ?
20:51 jomat Sooo this is just a matter of appearance? Then I'll try it out to see in which frequency this happens
20:51 jomat If it's one Tree in 10k m^2 it's ok for me :-)
20:52 VanessaE more like one tree every other mapblock.....
20:52 jomat I'll cut those down :-)
20:53 VanessaE that won't fix the shadows :)
20:53 jomat Oh… I'll bury them whith dirt :-)
20:54 VanessaE http://digitalaudioconcepts.com/vanes​sa/hobbies/minetest/screenshots/rando​m/Screenshot_2015-08-21_18-54-03.png
20:56 jomat Uuuh
20:56 VanessaE yeah.
20:56 Fixer jomat, seen that bug right away at spawn
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20:58 Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
20:58 jomat Ok, 1234 also spawns me in a shadow
20:59 Fixer jomat, 3916613240110511995 / -147 1 143
21:00 jomat Ok, thats really weird… even the sky darkens if I look at such a tree
21:14 Fixer that's the bug with cave fog darkening
21:17 Fixer it should work only underground in caves
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22:24 paramat ok est31 i'll merge 3410 later +1
22:31 paramat fixer no the shadow problem i mention in the forum is simply the fact that higher realms can cast shadows on lower ones
22:31 Fixer oh ok
22:38 sofar paramat: is it possible for e.g. floating islands at +10000y to cast shadows at +1y even if 9500y-100y is not loaded/generated?
22:39 paramat the shadow bug with moretrees in mgv7 is mostly due to the mod using l-system treegen during mapgen, it shouldn't. better to place saplings that grow later. we need a new version of l-system treegen designed to be used during mapgen
22:41 paramat sofar, shadows will only propagate down if the upper realm is generated first and a player then travels down through all mapchunks between to a lower realm
22:43 paramat my simple fix is an option to choose whether the shadow in the mapchunk above is propagated into the current mapchunk
22:43 paramat so travelling upwards through realms is usually harmless, downwards travel causes infinite shadows
22:44 paramat my idea is that at a certain y, just below a realm, shadows are not propagated
22:46 paramat this branch has this idea implemented as well as mgv7 floatlands https://github.com/paramat/m​inetest/tree/mgv7floatlands
22:51 paramat mgv7 is so rich in trees it doesn't really need moretrees. other smaller plantlife is good though and doesn't cause those shadows
22:53 paramat last night i triggered rare segfault in dungeongen, will merge this bugfix later https://github.com/minetest/minetest/pull/3411
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23:31 sofar paramat: I'm confused about mgv6 or mgv7 - mgv7's landscape looks terribly artificial every time I try it, is it really going to replace v6 at some point?
23:33 paramat i doubt it will become the default mapgen, mgv6 is still best for newbies and has smaller biomes and overall scale
23:35 sofar it's incredibly hard to tune mapgen... I like v6's style landscapes better but tuning it is... well, I could post several good meme's describing how it feels to tweak them
23:35 paramat mgv7 has stayed mostly true to hmmmmms design, it has a different style yes, large scale and 'cleaner'
23:36 paramat yes tuning is hard work, very time consuming
23:40 sofar I wish I had a better grasp of mapgens, I so, so, SO want to create a mapgen that incorporates all the knowledge I learned from geology
23:42 sofar one of my peeves is missing realistic watershed creation... rivers aren't flat things. And superstructures created by tectonics should be something that can be mimicked in a mapgen too
23:43 paramat i'm sure you can do it eventually, by studying lua mapgens
23:47 sofar so much on my wishlist
23:47 sofar I don't know why I worked on an improved mcimport.py for 3 weeks
23:48 sofar the result isn't bad (it's actually pretty decent, e.g. pressure-plate activated doors convert properly, and even a 2-tone doorbell I had made in MC)
23:48 sofar but I just don't see many people using it
23:53 sofar paramat: I may end up bugging you, but I promise I won't until I'm serious about making a real effort ;^)
23:54 paramat ok. best we move this discusson to the other channel

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