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IRC log for #minetest-dev, 2016-04-20

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All times shown according to UTC.

Time Nick Message
00:01 Warr1024 I used to love how smoothly minetest ran on very modest hardware
00:05 Zeno` Warr1024, can you try deleting cmake build caches?
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00:06 Warr1024 Zeno`: you mean for the android build test, or for the desktop one?
00:06 Zeno` desktop
00:06 Warr1024 I usually clear those pretty frequently.
00:06 Zeno` ok
00:07 Zeno` brb, rebooting into livecd thingy
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00:15 Zeno` great... have to install android sdk/ndk
00:17 Zeno` I'm really worried about my CPU temperature :/
00:18 Zeno` Warr1024, I need to check CPU cooler and stuff but will try this build on Ubuntu within 8 hours and see what happens
00:18 Zeno` setting up sdk/ndk will take awhile on my internet connection anyway :)
00:22 paramat does anyone actually need the minimal subgame anynore? i've never used it. it would be best to hide it from stable release #4006
00:22 ShadowBot https://github.com/minetest/minetest/issues/4006 -- removal minimal_game of the release build
00:23 paramat it must make a bad impression if a newbie uses it
00:24 paramat or, it looks sloppy for a dev tool to be left in a release
00:25 paramat perhaps it could be in a seperate repo
00:45 sofar I've never even used the tester tool
00:58 paramat ShadowNinja removing milestone from game#978 , but if possible it would be good for release, please discuss with PilzAdam
00:58 ShadowBot https://github.com/minetes​t/minetest_game/issues/978 -- furnaces dont work after rejoin
00:58 paramat only tnt stuff left to do in mtgame :)
01:03 paramat removed #3948 from milestones
01:03 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs
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01:19 sofar paramat: one more timer fix
01:20 paramat ok
01:20 sofar https://github.com/minetest/minetes​t/pull/4003#issuecomment-211059867
01:20 sofar I'll submit that instead of Krock's patch
01:20 paramat a milestone?
01:21 sofar yes, that should go into 0.4.14
01:21 sofar technically a regression
01:21 paramat ok done
01:21 sofar well but it'll be a new PR
01:21 paramat yeah
01:24 paramat corrected
01:25 Zeno` yeah, the removal of the extra branch is what I was getting at the other night
01:25 Zeno` but...
01:25 Zeno` I dunno what happens on overflow lol
01:26 Warr1024 is there some kind of performance profiler available built into MT?
01:26 Zeno` which is why (IIRC) I ended up suggesting init to -1 and leave the conditional
01:27 Zeno` sofar, ^^
01:27 Zeno` Warr1024, not really
01:27 Zeno` Warr1024, only for Lua
01:27 Zeno` (for mods that is)
01:27 Warr1024 I'm wondering where the server is spending all its CPU time
01:27 Warr1024 clients are pretty consistenly mesh-making for me
01:28 Zeno` Warr1024, on Linux?
01:28 Warr1024 no, OpenBSD in my case
01:28 Zeno` I always use valgrind but on a live server that's not really an option
01:29 Zeno` so every single one of my hundreds of performance profiles are somewhat contrived
01:39 Zeno` sofar, is overflow an issue?
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02:40 Zeno` Warr1024, you were right
02:41 Zeno` I cannot build with that commit either
02:41 Warr1024 I'm trying with the one immediately before it to confirm (I only tested revs that touched android proper in my bisect)
02:42 Zeno` I can build by just reverting that single commit
02:48 sofar Zeno`: what kind of overflow?
02:48 sofar the timer thing?
02:49 Zeno` sofar, yeah
02:49 Zeno` can that overflow?
02:49 sofar it's handled properly
02:49 sofar a little bit inaccurately, but still
02:49 Zeno` huh? let me look again (maybe I was looking at something different)
02:49 sofar get_us_time() overflows once every 40 minutes or so I think
02:49 Zeno` oh yeah
02:50 sofar it's not a big deal
02:50 sofar the timer code can handle that fine
02:50 Zeno` sorry I thought you removed a condition but krock had ADDED one
02:50 Zeno` my bad
02:50 Zeno` (serves me right for not looking at the entire file)
02:51 Zeno` lol
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04:10 Zeno` #4005 is not an issue on fedora 21 or fedora 23 but the NDK setup is very different on Fedora
04:10 ShadowBot https://github.com/minetest/minetest/issues/4005 -- Minetest.apk build failure
04:11 Zeno` I'm wondering now if Ubuntu has a difference in $PATH and it's using the wrong NDK toolchain
04:36 Zeno` "No problems were identified. If you know why this problem occurred, please add a suitable Cause for it."
04:36 Zeno` Sounds like a Windows error message haha
04:37 paramat hmmmm thanks for the review of #4002 . i've replied to your comments and updated with a fix for ridge terrain
04:37 ShadowBot https://github.com/minetest/minetest/issues/4002 -- Mgv7: Combine mountain terrain generation with base terrain generation by paramat
04:38 hmmmm wait a sec
04:38 hmmmm did you remove the prototypes from the class definition in the original version of that PR?
04:38 hmmmm i could've sworn that particular change was missing
04:57 paramat i did
04:58 hmmmm in regards to the comment thing, did you actually check to verify that baseTerrainLevelAtPoint() and generateBaseTerrain() were the same algorithm?
04:59 paramat ah, no, i'll look
04:59 hmmmm the issue was that i changed one, never changed the other because i forgot, and they were out of date
04:59 paramat ahh
04:59 hmmmm and then it somehow got committed like that
04:59 hmmmm probably because nobody did meaningful code reviews at the time mapgen v7 was under development
05:03 paramat checked, they're identical
05:04 hmmmm now how does this affect getSpawnLevelAtPoint?
05:04 paramat also spawn point depends on that function and works fine
05:04 paramat (spawn works fine)
05:05 hmmmm sure, looks good i guess
05:05 paramat ah i see, it doesn't, spawn still works fine
05:06 paramat ok thanks
05:06 paramat i'm wondering if we should remove minimal subgame from the repo
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05:06 paramat those who use it can grab it from somewhere else
05:07 paramat maybe it should have it's own repo
05:07 hmmmm eh i'd really rather not
05:10 paramat #4006 or at least from build releases
05:10 ShadowBot https://github.com/minetest/minetest/issues/4006 -- removal minimal_game of the release build
05:11 paramat seems sloppy to leave a rarely used dev tool in there
05:12 hmmmm how about hiding it if a config option isn't set
05:12 hmmmm or something like that
05:12 hmmmm that's your main concern, right?  the end user's perspective?
05:13 hmmmm i'm sorry but actually removing minimal screams bad idea to me
05:13 hmmmm -1 on the concept from me.
05:13 sofar why not just leave it and never install it?
05:13 sofar most devs do RUN_IN_PLACE=1
05:14 hmmmm not sure what you mean
05:14 sofar in which case it's automatically found?
05:14 hmmmm oh for installations
05:14 sofar the whole point is to remove it from `make install`
05:14 hmmmm yeah but what about windows, which is almost always built with RUN_IN_PLACE
05:14 sofar I think, at least
05:14 hmmmm i would support that
05:15 hmmmm if you can put up with the inconsistency for windows versions
05:17 * sofar whistles :)
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05:20 paramat yeah hiding it would be fine with me
05:25 paramat i'll merge #3995 and #4002 in 20mins
05:25 ShadowBot https://github.com/minetest/minetest/issues/3995 -- falling: walk 4 additional diagonally down directions. by sofar
05:25 ShadowBot https://github.com/minetest/minetest/issues/4002 -- Mgv7: Combine mountain terrain generation with base terrain generation by paramat
05:35 Zeno` I use RUN_IN_PLACE
05:35 Zeno` I also used it before I was a dev
05:35 Zeno` Why would I want to "install" something?
05:36 Zeno` and we should not remove minimal either
05:37 Zeno` minimal needs to be there if only because it provides a test that can rule out minetest_game as the source of an issue
05:37 Zeno` (or vice-versa)
05:49 paramat now merging those 2
05:50 Zeno` factorio uses 10% CPU when paused
05:50 Zeno` makes our pause look not so bad
05:51 * Zeno` wonders what it's doing
05:52 Zeno` no debug symbols
05:52 Zeno` stupid thing
05:53 Zeno` "Checksum for script /home/crobbins/factorio/temp/c​urrently-playing/control.lua: 393467729"
05:53 Zeno` I wonder what that's for... hmm
05:54 * Zeno` modifies control.lua to see what happens hehe
05:56 paramat merges complete, feels good!
05:56 Zeno` won't build for me
05:57 Zeno` just kidding! :D
05:59 paramat 4 milestones closed :]
05:59 Zeno` paramat, #4005 probably shouldn't be a blocker but...
05:59 ShadowBot https://github.com/minetest/minetest/issues/4005 -- Minetest.apk build failure
05:59 Zeno` but why it's not working on Ubuntu and Debian for 3 users (wayward, warr and me) needs to be worked out
06:00 paramat i added it to milestones to keep it attended to
06:00 Zeno` cool
06:03 Zeno` I just wish I'd checked the $PATH idea before I rebooted the LiveCD :(
06:03 Zeno` maybe I'll install on a VM
06:04 Zeno` I have no idea why I thought LiveCD was a good idea anyway
06:39 paramat #4010
06:39 ShadowBot https://github.com/minetest/minetest/issues/4010 -- Textures: Replace menu background fallback dirt_bg.png with empty sky texture by paramat
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06:44 Zeno` dirt is no good?
06:45 Zeno` I prefer the empty sky though I must admit
06:46 paramat it makes more sense for when menu clouds are turned off, and is subgame universal
06:47 Zeno` it makes more sense, though, if the png had a better name
06:47 Zeno` like background.png
06:47 paramat hm perhaps
06:48 Zeno` maybe that's just me though. But if we change how things work in future it might be nicer to be able to keep the texture name and just update code
06:48 paramat nore sfan5 *** freeze is hopefully this weekend *** (<- some freezer snowflakes)
06:48 paramat yeah
06:48 Zeno` maybe even menu_bg.png ...
06:49 paramat ok will do
06:49 Zeno` ok +1 from me then
06:49 sfan5 can i just put 22th into the topic?
06:49 sfan5 or 23th?
06:50 Zeno` 20 tooth!
06:50 Zeno` my tooth is sore and you just reminded me :(
06:51 paramat best 24th
06:51 Zeno` (but seriously i've never heard of 22th lol)
06:51 Zeno` 24th is good because it's a Sunday :)
06:52 paramat dependent on milestones obviously but it looks possible
06:53 Krock took me a while to understand the connection between "(<- some freezer snowflakes)" and the date numbers
06:53 Krock sunday sounds good
06:54 paramat game#1029 any reviews? simple PR
06:54 ShadowBot https://github.com/minetest​/minetest_game/issues/1029 -- Add: New Heart Texture by KevDoy
06:57 Topic for #minetest-dev is now Minetest core development and maintenance. Feature freeze: 2016-04-24. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/
06:57 paramat thanks!
06:58 hmmmm guys just FYI the "i don't personally use feature X so we should remove it because it might confuse users" is the same exact mentality that got firefox into the mess that it's currently in
06:58 hmmmm I hope minetest has better prospects than that project
06:59 paramat yeah i've changed my mind now :)
07:03 Zeno` related to this, when I refactored thegame.cpp the menu clouds (and their CPU usage) was something I looked at briefly and always meant to return to
07:03 Zeno` I did have some solutions but at the time the PR changed nearly every line in game.cpp and I decided not to mess with how they're rendered, meaning to return to them at a later date and then promptly forgot
07:10 jin_xi ok so i got particles mostly working without using collisionMoveSimple for every single one, but its a mess and way over my head... anyone got some time to help?
07:12 Zeno` umm, I've looked at that code. I think it's a mess
07:12 Zeno` I'd rather hide
07:13 Zeno` jin_xi, are your changes pushed to your local repo somewhere?
07:13 Zeno` I'm sure someone will actually look
07:13 jin_xi if you mean my old pr, its very different, but even more even messier code
07:14 Zeno` nah I wasn't referring to your PR specifically, just the whole "section of code" in general
07:14 Zeno` so you need help cleaning up your code or existing code?
07:15 jin_xi well, the kind of help i need is from someone who got a clue about using frameworks and when/how to do subclasses.
07:15 Zeno` I don't mind looking at your code and helping if I can if that's what you're asking
07:16 jin_xi oh and a couple questions relating to mt internals as well
07:16 Zeno` where's the code? :)
07:16 paramat a good night's work, back after noms
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07:17 Zeno` I'm pretty sure all of us want particle improvements so you'll probably get lots of help
07:18 jin_xi yeah right
07:19 Zeno` well even if not, I'll try
07:19 jin_xi ok, so even if its messy, heres a drop in replacement for particles cpp. very wip and in explorative stage http://paste.ubuntu.com/15942421/
07:20 jin_xi so one of my questions is, do i really need to subclass entire particlesystemscenenode just to change its render function
07:21 jin_xi another one is how to get the updated mesh after digging a node, because i only seem to get the one with the dug node still intact, which obv messes with collision
07:21 jin_xi pls excuse the mess, my computer is very slow and i cant change the *.h
07:22 Zeno` hmm
07:22 Zeno` so what is the filename of this paste?
07:22 jin_xi and finally, the bane of my existence, fucking camera offset. Zeno its particles.cpp, should drop right into src and 'work'
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07:23 jin_xi oh and of course, we get particles bouncing on water when using the mesh, idk if there is a solution to this one
07:24 Zeno` so you want ISceneNode to behave differently (have a different render)?
07:24 jin_xi yes, to add the camera_offset to vertexes
07:24 Zeno` ok then the answer to that question is that yes you would normally have to subclass it as you've done
07:25 Zeno` but you can call (or use) members of the parent class -- i.e. you don't have to reimplement things unless you need to
07:26 Zeno` but from what I've looked at you're on the right track (after some cleaning up) regarding that particular question
07:26 jin_xi ok that should cut code down a little. so i'd just write using parent::foo() for such cases
07:27 Zeno` yeah
07:28 jin_xi my c++ sucks and i only did oop in SuperCollider really, which is very different. C++ oop seems to me like a device for verbosity and redundancy :(
07:29 Zeno` well if something in the base class doesn't need changing you don't have to change it at all in the subclass or anywhere else
07:31 jin_xi ok another question i think needs answering by experts is if we want to use collisionMoveSimple for particles or something else. I think its the bottleneck as its suitable for player movement and overkill for particles
07:32 jin_xi maybe it would be better making a fast, but not soo accurate collisionMoveReallySimple for use with particles
07:32 sofar sure
07:33 sofar but take a look at the particles I added for tnt... they would look horrible without collision detection
07:33 sofar also, I'd like a "remove on collision" as well, but I couldn't get that to properly work yet
07:33 jin_xi hey im not talking about removing collision detection
07:33 sofar I sent a PR, maybe you can look at that and see what is wrong with it :)
07:33 jin_xi just making it faster. im sure you have noted how slow mt gets with only few colliding particles
07:34 sofar yes, it's slow
07:34 sofar but the patch I added seems to get called 20x per particle
07:34 sofar as if the removal doesn't happen
07:34 jin_xi like a homedecor shower brings my comp to boiling temp
07:34 sofar hehehe
07:34 sofar well maybe it can just collide with nodes, not entities?
07:34 jin_xi sofar look at my paste or the code of CParticleSystemSceneNode
07:35 jin_xi it switches particle order to only ever delete the last one
07:35 jin_xi comment says its faster this way
07:35 sofar anyway, I need to get some sleep
07:36 sofar sorry, maybe tomorrow I can take a deeper look
07:36 jin_xi 'night. but as long as collisionMoveSimple is used for every particle its gonna be slow
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07:46 Zeno` jin_xi, may I PM you?
07:46 jin_xi sure
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07:55 Zeno` thanks jin_xi
07:59 nrzkt hi Zeno`
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08:03 Zeno` hi :)
08:04 Zeno` I'm only 50% here (cooking dinner)
08:04 Zeno` quiche!
08:04 Krock I hope your better half is cooking
08:06 Zeno` nah, I only have one half
08:08 Zeno` makes walking in a straight line difficult but I just have to deal with it
08:08 Krock ok.
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08:44 nore paramat: nrzkt: could you check #3948 again please? (all issues should be fixed now)
08:44 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs
08:44 paramat cool
08:48 nore also, if you want to see what it will be able to do, check my colored_chat branch ;)
08:48 nore I've got colored chat, tooltips and item descriptions
08:56 nrzkt nore good, but i think we should wait, as it's a very huge improvement, and this could be a good point to sell 0.4.15 to players :D
08:56 nrzkt we have sufficient features for 0.4.14
08:56 nore nrzkt: colored chat will not be in 0.4.14
08:56 nrzkt nice
08:56 nore #3948 should be so that we can include #3948 in 0.4.14
08:56 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs
08:56 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs
08:56 nore I mean, colored chat in 0.4.15
08:57 nore Also, if #3948 doesn't go in, escapes sequence will stay as '\v' instead of the better '\x1b'
08:57 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs
08:58 nore because it was '\v' in the already-merged code that is only for chat
08:59 nrzkt nore seems good but i didn't tested it
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11:21 Zeno` merging #4007
11:21 ShadowBot https://github.com/minetest/minetest/issues/4007 -- Mainmenu: Unify favorite servers with main serverlist by kilbith
11:22 Zeno` these shitty one/two approval labels need to be reviewed
11:22 Zeno` they're crazy
11:22 Zeno` anyway, it has two approvals plus mine now so will commit very shortly :)
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11:43 nrzkt Zeno`: please set three approval label please
11:43 nrzkt Zeno`: *joking*
11:45 Zeno` I have set 19 approvals
11:45 nrzkt xD
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12:49 Warr1024 does minetestserver NOT run register_on_shutdown code if it receives a signal?
12:50 Warr1024 is there some way I can tell it to gracefully shut down from NOT inside the game?
13:02 Warr1024 no, wait, my bad, seems to work correctly, actually...
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16:50 MoNTE48 Hey. I can remove simple mainmenu today, it will be fine? Should I do that?
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17:04 hmmmm what..?
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17:08 MoNTE48 hmmmm, simple menu for android
17:08 MoNTE48 is very ugly
17:08 hmmmm i'm sorry i didn't understand your sentence.
17:08 Calinou maybe we'll get a native Java menu someday
17:08 Calinou it sounds like a much better alternative to me, rubenwardy suggested it
17:08 Calinou it can be simpler at first
17:09 hmmmm perhaps, but we need an android developer to work on it :)
17:09 hmmmm i don't even have a smartphone so i'm out
17:09 MoNTE48 Calinou, this is bad idea. I like crosscompile code
17:09 Calinou yes but it doesn't always make sense
17:09 Calinou Irrlicht GUI is just not made to be responsive...
17:09 Calinou it's also very hard to make responsive GUIs for games
17:09 Calinou responsive Web design is easy-ish, responsive native GUI design is almost never done
17:09 Calinou (I've never heard anyone talk about that subject)
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17:10 MoNTE48 Yes, but now I just suggest to remove it https://github.com/minetest/minetest/blob/m​aster/builtin/mainmenu/tab_simple_main.lua
17:10 MoNTE48 Perhaps to 0.5 someone to do what you say, but certainly not today
17:10 sofar I'd prefer a webUI since it actually could replace non-android UI's as well
17:10 sofar it'd seem strange to have 2 UI's. Stranger to have 3
17:11 MoNTE48 The best option is a single interface for all devices. Otherwise, you need a man who will always maintain a separate GUI for Android
17:13 hmmmm maybe that's the easiest option to maintain, but i don't know about 'best'
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17:14 hmmmm microsoft decided that a single interface was the "best" for windows 8, and ubuntu decided that big buttons were right for everybody
17:14 MoNTE48 I want to share what I was doing for MultiCraft now. Where can I send a screenshot?
17:14 hmmmm you know how that backfired
17:15 MoNTE48 I know. But Minetest have much more important work than to rewrite something that works right now. Though not as I would like someone
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17:15 hmmmm uh huh
17:15 hmmmm well, -1 from me
17:15 MoNTE48 -1 = remove simple mainmenu for android?
17:16 hmmmm i don't think it's right to have a single interface for both android and PC, because you'll end up losing at both
17:16 hmmmm absolutely
17:16 hmmmm -1 big time
17:16 sfan5 <sofar> I'd prefer a webUI since it actually could replace non-android UI's as well
17:16 hmmmm i do not agree with the proposed change.
17:16 sfan5 please tell me that by web ui you do not mean html
17:16 hmmmm i would flat out reject it.
17:17 MoNTE48 Why do you limit the android users are not allowing them to have some of the worlds and mixing single and multiplayer? This is silly
17:17 sfan5 the full menu is too compliated for small screens
17:17 sfan5 complicated*
17:17 MoNTE48 Of course, I do not understand this. But MultiCraft players are happy using the PC menu, and there are no problems.
17:19 sofar sfan5: I wasn't really proposing anything - just the notice that adding a menu for one OS seems futile
17:20 sfan5 for an OS yes
17:20 sfan5 but not for a platform
17:20 sfan5 it makes sense to have different UIs on different platforms
17:20 sfan5 os x vs windows vs linux should not be different
17:20 sfan5 pc vs android might be different
17:20 sfan5 and it makes a lot of sense too
17:24 sofar well, sometimes there's no other way
17:24 sofar and sometimes there's plenty of other ways
17:25 sofar maybe the UI could have tweaks that make it easier to use on android?
17:25 rubenwardy The android menu is way too simple atm
17:25 rubenwardy Better for touch screens shouldn't mean less useful
17:25 rubenwardy as in, com'on, support for only one world?
17:25 MoNTE48 rubenwardy +1
17:26 rubenwardy However, it needs to be responsive, you can't just show the same menu at a smaller size.
17:28 MoNTE48 http://i66.tinypic.com/2ngx1ki.png
17:32 MoNTE48 It is not yet ready, it's out of my discussions and my designer. But soon it will be ready and I can show a working version. In theory it should be very comfortable on the small touch screen
17:33 Wayward_One Yes, android needs a main menu at least *closer* to the pc version
17:34 Wayward_One That's one of the main things it's lacking imo
17:34 rubenwardy Three suggestions, MoNTE48: 1. Colors look a bit off 2. Not enough padding 3. How do you do creative/enable pvp?
17:34 sfan5 looks nice
17:35 MoNTE48 Wayward_One: You can use MultiCraft mainmenu for your builds :)
17:35 Wayward_One MoNTE48, awesome, thank you :) I'll try that as soon as 4005 gets resolved :p
17:36 MoNTE48 rubenwardy: 1) this is wip, not done. 2.   yes, thank you. 3) I remove this for MultiCraft. So this choose my players
17:36 rubenwardy Ok. I thought you'd say that XD
17:37 MoNTE48 I write "He is not ready, it's out of my discussions and my designer. But soon he will be ready, and I can show a working version. In theory, it should be very convenient on a small touch screen"
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18:44 luizrpgluiz sofar is doing a good job to try to at least bring back the animals to the world of minetest
18:45 Fixer i think that was for mod, or I"m wrong?
18:45 sofar I have no idea yet
18:46 luizrpgluiz sofar:    I looked your videos on your channel on youtube
18:46 sofar sure, I posted them for people to see :)
18:47 nrzkt sofar, where ?
18:48 sofar my youtube channel - youtube search "sofar minetest development"
18:50 luizrpgluiz sofar: you will be responsible for the development of animals in the new versions of minetest?
18:50 sofar luizrpgluiz: haha, don't get ahead of things
18:51 sofar It's an experiment. I really wanted to learn how to do animals from scratch, and I'm a perfectionist
18:51 luizrpgluiz sofar:    if that key developers accept put back at least a standard minetest pet?
18:52 sofar luizrpgluiz: I have no goals right now, other than to experiment and learn
18:54 sofar I have (as always) many, maaaany thing that I'd like to do with this.
18:54 sofar so it could just become a monstrosity
18:54 luizrpgluiz sofar: I wanted at least minetest again had the animals and the dungeon master back in the game
18:55 sofar yes. Obviously I'm aware that most people would want that.
18:55 sofar and I share that interest, too.
18:56 sofar but that's not my goal
18:56 luizrpgluiz sofar: :D
18:56 sofar not right now, anyway
18:56 nrzkt maybe you could talk with me a day, i have a interesting backend to show you i implemented in my own fork
18:57 sofar right now I just have a sheep model, and some AI script ideas
18:57 sofar sure
18:59 luizrpgluiz sofar: if I had studied a little LUA  and 3D modeling, I put back the animals and monsters in minetest
18:59 sofar well, I'm at the point now where I can make decent looking animations :)
19:03 luizrpgluiz sofar: but you do not need to do an animation so perfect so it's just you talk to one of the key developers and see if they accept to put their sheep as standard minetest
19:04 sofar I don't work like that, it has to knock everyones socks off, or else I won't do it.
19:04 sofar maybe I get bored tomorrow and never finish it :)
19:05 sofar besides, the animation isn't the hard part
19:05 sofar it's the code that drives the sheep that's going to be the hard work
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22:32 Fixer https://github.com/minetest/minetest/issues/3307 wonder why nobody even commented on this, it has full backtrace, I think ESM has this issue too (it is very annoying), seen smth similar in his logs
22:32 OldCoder Has the setting used to announce to the serverlist changed? Sould server_announce=false disable this feature?
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