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IRC log for #minetest-dev, 2016-01-13

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All times shown according to UTC.

Time Nick Message
00:01 luizrpgluiz the Paramat said that if you take all the game options in the display settings to a loss of 20% to 70% of FPS losses even with the disabled shaders
00:03 luizrpgluiz and he is not wrong, there may be a file or some code that rather than have the player performance, you have losses of FPS
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01:18 sofar http://i.imgur.com/HRN1lIa.png FUCK YEAH
01:22 sofar http://i.imgur.com/aUIzAeh.png
01:26 kaadmy custom fences?
01:27 sofar client-side connected fences.
01:27 sofar there's only 1 nodedef per material
01:27 sofar the client renders the connections
01:27 sofar http://i.imgur.com/HRN1lIa.png has a total of 4 nodedefs
01:28 sofar 1 for each material (2 stone, 2 wood)
01:29 sofar these will be built-in
01:44 RealBadAngel how about tubes?
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02:33 sofar RealBadAngel: I just need to make an example nodedef
02:33 sofar although transparency is awkward in my tests, somehow
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03:08 paramat https://github.com/minetest/minetest/pull/3558 'Mgv7/flat/fractal: Place biome top node on tunnel entrance floor' < hmmmm in case you're interested or are happy to approve
03:08 paramat lol i like how luiz writes 'the paramat'
03:09 paramat will attempt to merge valleys mapgen later
03:34 sofar RealBadAngel: http://i.imgur.com/x4VmvKx.png <- connected as pipeworks-style
03:39 paramat good work
03:50 sofar yeah, I'm really happy with how the patch ended up
03:50 sofar I'll push what I have and try and make a nice minetest_game patch
03:51 sofar 10 files changed, 422 insertions(+), 19 deletions(-)
03:51 sofar not even too bad
03:54 sofar pushed
03:54 sofar only needs API docs now
03:54 sofar but I'll get to that after the kids go to bed ;)
03:54 paramat bbl
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04:02 thePalindrome Howdy
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05:08 paramat now merging 3508
05:10 thePalindrome Heh, he's added 1337 lines :P
05:14 paramat merge failed in emerge.cpp as i suspected, will try again once rebased
05:22 sofar PcgRandom() ; rng.next(1,200) fails with "userdata expected for param #1" ???
05:23 sofar rng = .*
05:23 sofar nvm :
05:24 sofar stuff like that is hard to learn from lua_api.txt
05:24 sofar the examples there should really try to write "obj:method(foo)" instead of just saying "method(foo)"
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06:53 sofar I made a lightning mod that works surprisingly well
06:54 sofar randomly shoots a gargantuan lightning bolt from the ground up to the sky
06:54 sofar and plays a thunder sound effect :)
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08:07 Fritigern sofar: Is there added danger of being struck by lightning?
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08:17 Fritigern Dunno if the WIP mod "mymonths" ( https://forum.minetest.net/viewtopic.php?f=9&amp;t=13639 ) has lightning, but if it dsoesnt, then your lightning could definitely enhance this mod.
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09:37 Skyduskguy Makin my way to modle movin fast http://i.imgur.com/7IDxO9z.png
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16:04 RealBadAngel http://i.imgur.com/XSZFMuP.png
16:04 RealBadAngel more things done, its almost complete
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16:15 Megaf RealBadAngel, is that Windows?
16:15 Megaf it looks like windows
16:16 RealBadAngel what does look like windows here?
16:16 Megaf texture bugs
16:16 Megaf like the brick block upside down/reversed
16:16 RealBadAngel it is rotating
16:16 RealBadAngel items selected do rotate
16:16 Megaf and also the way it looks
16:17 Megaf but, is it windows or I am mistaken?
16:17 RealBadAngel https://www.youtube.com/watch?v=lC3SAyiD2UI
16:17 RealBadAngel i dont have windows at all
16:18 RealBadAngel its linux
16:18 Megaf cool, might be artfacts from the compressed screenshot image then
16:18 Megaf nevermind
16:19 Megaf and why work to make the game more lightweight and less taxing on CPU/GPU if we can add even more eye candy to it? :)
16:19 Megaf (but the inventory like that do look good indeed, it is well done)
16:20 RealBadAngel thx to that we will get rid of preloading item visuals and also all textures made for inventory
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16:20 RealBadAngel end effect will be less ram needed
16:21 RealBadAngel also, theres completely no delay when switching inventory pages
16:22 Megaf sounds very good
16:23 Megaf I wonder if I will be able to get that to my fork
16:23 RealBadAngel i will have patch rdy soon, a day or two
16:23 RealBadAngel need to polish things, add some visual effects etc
16:24 Megaf and I'm removing JPEG support from my fork too
16:24 Megaf for now, it is just disabled on CMakeLists.txt
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18:42 louiloui Hi
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18:47 sofar hi
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18:58 louiloui very impressive project
19:03 RealBadAngel what? mt istelf?
19:03 louiloui yes mt
19:04 louiloui I had a question, I'm trying to answer myself
19:04 nrzkt louiloui, warning this is a dev channel for core developpers, other questions => #minetest
19:04 louiloui You use Irrlicht for the engine, and I was wondering if work is being done to enable non OGL (GL ES) devices
19:04 nrzkt louiloui, opengl es branch is used for android builds
19:04 louiloui this is very much a dev question, I just didn't want to break in and splurge info
19:05 louiloui I'm thinking more of Raspberry Pi 2
19:05 louiloui http://ktkr3d.github.io/2015/02/23/Irrlicht-on-Raspberry-Pi-2/
19:05 nrzkt i'm not sure running minetest on RPI2 could work well, but you can tyr :)
19:06 RealBadAngel rpi is too slow to run a client
19:06 RealBadAngel you can expect a few FPS just
19:06 RealBadAngel but it can be used to run home server
19:07 louiloui it's not about making a playable game, just for shits and giggles
19:07 louiloui wondered if I would be coming into an area anyone is doing any work in currently, or if it's new
19:07 RealBadAngel search our forums or just google
19:07 RealBadAngel theres plenty of topic about getting mt to run on rpi
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19:16 louiloui thx RealBadAngel...
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20:07 exoplanet hello, my automatic compiling of MT failes: https://dpaste.de/snX1/raw Can someone explain this issue to me? I don't get the relation between the make file and libjpeg. THank you very much.
20:08 sofar linking failed
20:08 sofar you may be missing packages, or .so files may be missing
20:09 sofar http://dev.minetest.net/Compiling_Minetest may be of help
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20:18 sfan5 exoplanet: your libjpeg.so might have changed location, re-run cmake
20:24 exoplanet I have only several /usr/lib/x86_64-linux-gnu/libjpeg.so.NUM nothing without suffix.
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20:25 gravgun Yo people, can minetest.find_node_near be used to find any nodes NOT in specified list? I.e. find non-air nodes
20:26 H-H-H ive just noticed cmake always builds on my system without ncurses yet it is installed :|
20:28 exoplanet sfan5, that was it. Thanks for explaining the meaning behind the error message.
20:29 exoplanet Simple fix for the chat log: sudo ln -s /usr/lib/x86_64-linux-gnu/libjpeg.so.8 /usr/lib/x86_64-linux-gnu/libjpeg.so
20:32 thePalindrome @gravgun looking at it, not with that method, what's your end result?
20:32 gravgun thePalindrome: I'm simply looking for a more efficient alternative to 3 nested for loops to check if a space (within a radius) is effectively empty
20:33 gravgun For the skyblock mod
20:33 sfan5 exoplanet: no that's not the right way to fix that
20:33 sfan5 you need to re-run cmake so that it finds the new path for libjpeg
20:34 thePalindrome Wouldn't a Voxelmanip let you grab the list? Honestly, the best performance would probably be the 3 for loops
20:34 sfan5 symlinking it to the correct lib is the "duct tape solves everything"-way of solving that
20:35 thePalindrome I agree with that statement, but I don't remember the proper solution
20:58 Robert_Zenz Can somebody have a look again at #3358, please? https://github.com/minetest/minetest/pull/3358
20:58 gravgun Is VoxelManip:read_from_map synchronous?
20:59 Robert_Zenz gravgun, yes.
21:03 thePalindrome Robert_Zenz: just taking a cursoury glance, I'm not seeing the difference between "non-mergable" and "max_stack = 1"
21:04 Robert_Zenz thePalindrome, there is none, except that you might not want to have items merged but still be able to stack them.
21:05 Robert_Zenz thePalindrome, best example is when something is dropped, those drops should not merge as that removes the visual feedback of what you will get.
21:05 thePalindrome Ah, so it's a "don't auto merge, but let me manually merge?"
21:05 Robert_Zenz thePalindrome, ahm, that flag is only for items which are laying around.
21:06 thePalindrome Oh, I see, it's so that one can see how many thousands of cobble they're about to pick up :P
21:06 Robert_Zenz thePalindrome, exactly. :)
21:08 sfan5 !server players:most
21:08 ShadowBot sfan5: server [--{name,address,ip,players,ping,port} <value>]
21:08 sfan5 oh wrong channel
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21:46 H-H-H so i guess building minetest with the ncurses console enabled is a bit buggered lol
21:47 est31 ?
21:50 H-H-H will pastebin hold on
21:51 est31 what os
21:53 H-H-H linux
21:53 H-H-H 32bit
21:53 H-H-H manjaro
21:54 H-H-H just doing a completely clean build with the same cmake line i use to see if it is me being a idiot or if it really doesnt like it lol
22:04 H-H-H fixed it
22:05 H-H-H on archbasedsystems the headers for ncurses are in usr/include however the build setup looks in ${CURSES_INCLUDE_PATH}/ncursesw/
22:06 H-H-H dam spacebar dodgy sorry
22:07 H-H-H that path translates as /usr/include/ncursesw/ which doesnt exist and the build fails
22:17 H-H-H terminal_chat_console.cpp needs its paths adjusting to so it will build
22:22 sofar what would be a good way to document the following:
22:22 sofar "a string that can be a node name or group:wood type declaration"
22:23 sofar do we have a terminology for that?
22:26 Robert_Zenz sofar, I'd simply go with "the value can either be a node name or a group" and an example.
22:29 Soni can we get a wii port?
22:30 nrzkt Soni, no
22:31 Soni why not?
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22:41 thePalindrome Mainly because developing for a console is even more difficult than a mobile port, not to mention where would we get the development tools?
22:42 sofar nrzkt: ty for the reviews, excellent comments
22:43 nrzkt sofar, no problems :)
22:43 * sofar scratches head on some of them :)
22:43 nrzkt <3 postgresql 9.5 upsert :D
22:52 sofar nrzkt: you mean to add a function nodeBox->isConnectedType() right? or something that includes the whole following block that makes the boxes?
22:53 nrzkt seem better to have a function for this yes
22:54 sofar agreed, it's twice the same code
22:54 sofar and all it needs to do is return a list of boxes
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22:55 nrzkt it's a list of aabb3f ? or another stl conainer right ?
22:56 sofar std::vector<aabb3f> boxes
22:57 nrzkt okay
22:57 nrzkt in your function proto, pass this vector as a ref and write to it instead of a return
22:58 nrzkt this prevent memory copy by writing results to the calling function, it's very better to do that for memory performance when you are copying huge memory areas
22:58 sofar actually, the section that you commented on is more simple
22:59 sofar that could just be a u8 nodeBox::findConnectedNeighbors(Mapnode)
22:59 sofar or even pos instead of mapNode
23:00 sofar but, combining it all into one function is probably the best way
23:01 sofar but yes, this can all be wrapped up into nodeBox::makeConnectedBoxes(MapNode, &std::vector<aabb3f> boxes)
23:03 nrzkt :)
23:03 nrzkt could be good
23:03 nrzkt & should be after <aabb3f>
23:03 sofar details ;)
23:04 sofar I'm going over all your comments now that you're here so I understand them and can hack it up later when most likely everyone is asleep
23:08 sofar nrzkt: I don't see aabb3f having a constructor. It's a typedef to aabox3d<f32> and I don't see that having a constructor either
23:09 sofar is that irrlicht? must be...
23:09 sofar http://irrlicht.sourceforge.net/docu/classirr_1_1core_1_1aabbox3d.html
23:10 sofar nrzkt: hmmmm
23:10 sofar aabbox3d (const vector3d< T > &min, const vector3d< T > &max)
23:10 sofar Constructor with min edge and max edge.
23:10 sofar should just work then
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23:11 nrzkt sofar, good
23:12 sofar fixed.push_back(aabb3f(readV3F1000(is), readV3F1000(is)));
23:12 * sofar deletes 40 lines of code
23:12 Soni <thePalindrome> Mainly because developing for a console is even more difficult than a mobile port, not to mention where would we get the development tools?
23:12 Soni tried homebrew?
23:12 Soni I just want wiimote support really
23:13 nrzkt plug your wiimote on your computer using bluetooth
23:14 thePalindrome ^
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23:23 Soni can minetest take input from a wiimote directly?
23:25 thePalindrome I don't believe so, but you'd need a driver anyhow
23:25 thePalindrome iirc, there's only two axes on the wiimote, so that'd get a tad tricky for precise movement/control
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23:40 Soni thePalindrome, dpad for movement, a to break stuff, - to place/access stuff, b to crouch, + for inventory, IR for mouse/looking around, 1 to select previous hotbar item, 2 to select next hotbar item
23:41 Soni (no need for a dedicated drop key, just allow dropping from inventory)
23:41 thePalindrome Oh, so minetest wouldn't need to do anything, that's all your driver
23:41 Soni thePalindrome, yes but no
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23:42 RealBadAngel sofar, have you made PR with those connecting nodeboxes?
23:43 Soni e.g. dolphin-emu doesn't use a driver, it kinda *is* the driver, it also runs 100% in userspace, doesn't integrate with X and doesn't affect external programs
23:43 Soni (provides a better experience overall)
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23:43 thePalindrome I'd say that's really only because the Xinput system kindof flops at times
23:43 sofar RealBadAngel: yes #3503
23:43 sofar RealBadAngel: it's close to being done
23:44 thePalindrome Like my DS3 for example, not all of my games recognize every input, which causes a multitude of issues
23:44 thePalindrome In this instance, I'd say mapping the controller inputs to keyboard keys would work nicely, the wiimote driver itself would be the tricky bit
23:45 Soni thePalindrome, what about IR?
23:46 thePalindrome The wiimote driver *should* expose that as two axes
23:47 RealBadAngel sofar, can you make it having some central spot, a junction, for the wires if there are more connections than just 2?
23:49 Soni thePalindrome, usually it exposes that as screen position
23:49 Soni any way to make minetest map screen position to rotation?
23:49 sofar RealBadAngel: not sure what you're looking for
23:50 sofar RealBadAngel: how does the fixed nodeboxes not work for you? those are always drawn
23:51 thePalindrome Soni: I'd almost try a wrapper that translates screen position to a vector, to simulate mouse speed
23:52 Soni thePalindrome, that's not what I want
23:52 Soni I like more "raw" input
23:53 RealBadAngel sofar, http://i.imgur.com/r5Rt6H6.png
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23:53 sofar ahh yes, mesecons
23:54 thePalindrome Soni: The issue I'm seeing with that is that it's a very niche scenario, seeing as most input devices wouldn't provide that sort of data
23:54 Soni thePalindrome, you can get the cursor position from the system
23:54 Soni the IR sensor on the wiimote provides IR position
23:55 sofar RealBadAngel: I'd scoff at that... I'm not close to emulating mesecons at all yet due to the diagonal-up connections it makes right now
23:55 Soni (and then the wii calculates rotation and stuff based on that)
23:55 sofar RealBadAngel: and might as well just have that junction box always show up
23:55 sofar RealBadAngel: after all, each 1m node section of mesecons wire is a separate cable
23:56 RealBadAngel sofar, mesecons propably cant be done directly with your drawtype, but such junctions can be used with technic wireing
23:56 sofar logic like that is really hard
23:56 RealBadAngel just to show crossings
23:56 sofar I'd rather not
23:56 sofar just make a bigger central fixed nodebox set
23:56 RealBadAngel not really imho
23:56 RealBadAngel you do check how many nodes are adjacent, no?
23:56 sofar but, like I said before, let's wait with that stuff
23:57 sofar counting is easy, yes, it could be done
23:57 RealBadAngel if more than just 2 then use junction box
23:57 sofar it could be used for walls as well
23:57 sofar after v1
23:58 RealBadAngel propably, i just had in mine cables
23:58 sofar I still have some overhauling to do
23:58 RealBadAngel *in mind
23:58 sofar oh walls are inverse, if > 2 then don't draw fixed but draw something else
23:59 Hijiri what's a static mesh?
23:59 RealBadAngel non animated one
23:59 Hijiri ok, thanks

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