Time Nick Message 05:07 paramat merging games 1153 1162 05:15 paramat done 05:29 paramat nore sfan5 Tesseract i have 3 game PRs ready, any reviews much appreciated game#1149 game#1152 game#1161 05:29 ShadowBot https://github.com/minetest/minetest_game/issues/1149 -- Default: New aspen tree schematics by paramat 05:29 ShadowBot https://github.com/minetest/minetest_game/issues/1152 -- Doors: Add dedicated sounds for glass doors by paramat 05:29 ShadowBot https://github.com/minetest/minetest_game/issues/1161 -- Default: Stone drops stone, cobble is crafted by paramat 09:40 nore ~tell paramat since PilzAdam isn't very active lately, and sofar contributes a lot to _game, would you agree to make him game maintainer as well? 09:40 ShadowBot nore: O.K. 09:40 nore sfan5: ^ 11:07 nore Oh, and of course: sofar, do you want to be maintainer? (Because it is useless to ask the question if you don't want to) 12:46 sfan5 nore: i'd have no problem with sofar being game maintainer 13:01 nore sfan5: ok, good :) Let's wait to know if he wants to be one, then 13:30 T4im is that normal, that the osx build via travis randomly fails? 14:01 nore T4im: it is a well-known, long-standing bug 14:01 nore it is a problem with the threading unit tests 14:11 T4im ah, ok 14:12 T4im btw, who best to talk to regarding travis stuff anyway? I'd like to add CI-driven lua linting to _game 14:13 T4im also related: game#1164 14:13 ShadowBot https://github.com/minetest/minetest_game/issues/1164 -- Variable and Value cleanup to prepare CI-Linting by t4im 14:15 T4im that is, if there's interest for that 14:20 xunto T4im: Hm. There is mess detectors for lua? Or you found all of it manually? 14:21 T4im that stuff up there was found via static code analysis 14:26 T4im I also wrote something nearly a year ago to find minetest-mod specific mess, if you're interested in testing your code: https://github.com/t4im/shakedown#smoketest that also works against _game, but that's somewhat harder to integrate with CI, since it directly runs in minetest (not tested it headless yet) 14:28 xunto Hm. Interesting. 14:28 T4im plus there has been zero interest in quality assurance back then for _game, let's hope that changed by now :) 14:32 T4im before adding anything like that, the remaining issues would have to be fixed first, or people wouldn't take failing tests serious anyway 14:34 xunto I was thinking about suite like this actually. And I like yours. Maybe I'll use it in my development :D 14:35 T4im glad to hear :D 14:37 T4im was kinda frustrating building that, and then have people just ignore it completely; in those 9 months the failed tests against _game alone only reduced from 56 to 52, still containing lots of crashes, that are even explained by the engine on how to reproduce/cause them 14:44 sfan5 T4im: you don't need to talk to anyone for travis 14:45 sfan5 just prepare a pull with the code 15:21 T4im sfan5: I thought one needs to setup repos in the travis-ui first? or has that already been done for _game? anyway game#1165 there you go 15:21 ShadowBot https://github.com/minetest/minetest_game/issues/1165 -- Let Travis-CI automatically lint the lua code of the game. by t4im 15:22 sfan5 somebody with travis permissions needs to do that *after* the pull is merged 15:22 T4im ah 16:59 sofar nore: yeah, of course I'd be up for that 17:10 hmmmm agh this is painful 17:11 hmmmm whose bright idea was it to have fixed_map_seed for the global config file and seed for the map meta file 17:12 hmmmm it's because i never imagined having to unify the two of them in this manner 17:25 nore sofar: then I think it's probably ok, since sfan5 and I agree on this :) 17:25 nore sfan5: ^ 17:27 nore ~tell paramat sfan5 and I agreed to make sofar a _game maintainer as well, so there will be now two active maintainers (sfan5 and I aren't very active now :/) 17:27 ShadowBot nore: O.K. 18:29 hmmmm i hope nobody minds if i start rambling again 18:29 hmmmm so, the new interface for mapgen params deals with everything in strings 18:30 hmmmm you want to set the water level to 5, you set "water_level" to "5" 18:30 hmmmm this way there is no requirement for type information to be associated with particular fields, which means there doesn't need to be any management for the said fields 18:31 hmmmm does anybody agree with this? 18:33 hmmmm it seems to me like this is similar to what LuaSettings does, but it does have a single exception for booleans for whatever reason 18:34 hmmmm another thing i'm having trouble on deciding is how to handle the difference between 'fixed_map_seed' as is found in minetest.conf, and 'seed' as found in map_meta.txt. should they be unified? if so, which version should be used? a new version altogether, like mg_seed? should I make each of the setting names aliases for eachother? 18:35 hmmmm as a Lua modder, which version would you like to use? 18:58 nore hmmmm: as modders, we still have get_worldseed, haven't we? 18:58 nore I consider it to be the only reliable seed source 18:59 nore so I'd say, do as your want, as long as get_worldseed continues to work 19:18 Calinou https://github.com/minetest/minetest/issues/1409 19:18 Calinou can't we implement Opus audio and be done with it? :p 19:18 Calinou Opus @ 64 Kb/s should sound good and be very lightweight 19:21 Fixer midi is crap, use mod :trollface: 19:22 Calinou prboom-plus's music is horrible on Linux here :| 19:22 Calinou the Doom music sounds like it's being played by a 12 year old in flute class 19:31 MillersMan For those that are interested: I've updated the canyon mapgen: https://forum.minetest.net/viewtopic.php?f=14&t=14380 19:31 MillersMan It is now based on the current trunk and got a few improvements 19:31 Fixer https://www.youtube.com/watch?v=0NvXLaokV7A \m/ 19:31 Fixer use mod/xm/s3m/it 19:34 Fixer https://www.youtube.com/watch?v=OQBBNpq7DBE (xm) 19:38 Fixer or even AHX 19:38 Fixer it gives sid like music 19:51 Fixer MillersMan: looks nice 19:55 tenplus1 Hi folks 19:56 tenplus1 to any devs listening, could you please check out mt-game-pulls #1108, #1102, #1101, #1097, #1085, #1081, #669 and especially #965 (disable bones) 19:56 ShadowBot https://github.com/minetest/minetest/issues/1108 -- /home/megaf/minetest/src/inventory.cpp:624: ItemStack& InventoryList::getItem(irr::u32): Assertion 'i < m_size' failed. 19:56 ShadowBot https://github.com/minetest/minetest/issues/1102 -- Fix win32 reading semaphore count not working (broke all queues) by sapier 19:56 ShadowBot https://github.com/minetest/minetest/issues/1101 -- 0.4.9-36-g574ed6a Minetest Client /mainmenu.lua:562: in function 'handle_multiplayer_buttons' 19:56 ShadowBot https://github.com/minetest/minetest/issues/1097 -- /home/megaf/minetest/src/connection.cpp:1164: virtual void* con::ConnectionSendThread::Thread(): Assertion '0' failed. 19:56 ShadowBot https://github.com/minetest/minetest/issues/1085 -- Serverlist is broken as of b031355 19:56 ShadowBot https://github.com/minetest/minetest/issues/1081 -- Add option to link to OpenGL ES by sfan5 19:56 ShadowBot https://github.com/minetest/minetest/issues/669 -- Lua HUD: bigger textures are at the same scale 19:56 ShadowBot https://github.com/minetest/minetest/issues/965 -- Portability fixes for OpenBSD (and possibly NetBSD and others). by Warr1024 19:57 rubenwardy use game#1108 to link to game PRs 19:57 ShadowBot https://github.com/minetest/minetest_game/issues/1108 -- added new locked chest and mese crystal craft by tenplus1 19:57 tenplus1 much :))) appreciated 19:57 Fixer eh, wrong links 19:58 tenplus1 yup... I specifically said mt-game but shadowbot cant read 20:04 T4im it's game#id then 20:05 tenplus1 to any devs listening, could you please check out pulls game#1108, game#1102, game#1101, game#1097, game#1085, game#1081, game#669 and especially game#965 (disable bones) 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/1108 -- added new locked chest and mese crystal craft by tenplus1 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/1102 -- Read bed spawns once on load by tenplus1 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/1101 -- save respawn entering bed, remove constant read_spawns by tenplus1 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/1097 -- added creative.formspec_add info by tenplus1 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/1085 -- Disabling TNT by tenplus1 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/1081 -- Placing liquid in protected area fixed by tenplus1 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/669 -- Tidy sethome code, add global functions, round coords to 1 decimal by tenplus1 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/965 -- Ability to Disable bones, code tidy. by tenplus1 20:06 T4im tenplus1: why didn't you put 1101 and 1102 into the same pr? 20:06 tenplus1 cause I dont use git console, only website and dunno how to merge them on site 20:07 Fixer MillersMan: how is water reflow pr going? 20:16 tenplus1 nite all 20:18 est31 hi T4im how are you doing 20:19 T4im hey est31 :) long time no see, fine and yourself? :D 20:19 est31 fine too 20:19 T4im thanks for the quick review you did the other day, sorry for forcepushing over it; but your mentioned issues were addressed 20:20 T4im the build fail confused me that moment, but heard earlier there seem to be threading issues 20:25 MillersMan Fixer: currently not working on it, i have to rethink the details and than start over the implementation, it's a little bit more complicated than originally thought 20:26 MillersMan but it is still on my list 20:41 paramat sfan5 any opinion on game#1161 to bring that to a resolution? 20:41 ShadowBot https://github.com/minetest/minetest_game/issues/1161 -- Default: Stone drops stone, cobble is crafted by paramat 20:41 sfan5 >stone drops stone 20:41 sfan5 wat 20:41 sfan5 never! 20:41 paramat heh ok 20:41 Fritigern It it April 1st again already? 20:41 paramat will close 20:44 paramat nore please could you review game#1152 ? 20:44 ShadowBot https://github.com/minetest/minetest_game/issues/1152 -- Doors: Add dedicated sounds for glass doors by paramat 20:44 paramat +1 for sofar as mtgame dev 20:45 nore paramat: sorry, already in bed, can't listen 20:45 nore Good night btw 20:49 paramat no problem it has +2 21:04 paramat how about making that PR affect desert stone only, since that dropped itself for years? 21:29 VanessaE paramat: leave it like it is. 21:29 VanessaE *stone -> *cobble just makes sense. 21:29 VanessaE or certainly as much sense as stone_with_* -> *_lump 21:30 paramat yes, but playability over realism 21:31 VanessaE I don't think it negatively affects playability 21:31 VanessaE besides, you'd be taking away one use of the furnaces. 21:31 paramat it's now much more difficult to get desert stone 21:32 VanessaE dig -> cook is difficult? 21:32 paramat yeah, needs fuel and time 21:32 VanessaE meh 21:32 VanessaE leave it be. 21:33 paramat for nice builds, it's harder to build up a large amount of stone bricks or blocks 21:35 paramat anyway, on to other stuff :) 21:56 VanessaE make those lazy-ass users WORK for their stuff :) 23:13 paramat ~tell tenplus1 for games 669 and 1081 we're waiting for you to make the requested improvements 23:13 ShadowBot paramat: O.K. 23:17 paramat hmmmmm i think 'fixed map seed' and 'seed' should be unifed. 'fixed map seed' is afaik only used to choose a particular seed value for a new world, so is just a way to set 'seed' 23:19 paramat i wouldn't bother with messy aliasing 23:23 paramat hmmmmm btw i've made posts in the forum about how 'trees' and 'flat' flags have moved into 'mgv6_spflags', and have advised those who would be affected by the removal of those flags from 'mg flags' to prepare. so i think that can be cleaned up at 0.4.15 23:28 hmmmmm i thought about it a little more and i don't think i actually need to handle the special fixed_map_seed at all 23:29 hmmmmm as long as modders use 'seed' when setting mapgen settings and 'fixed_map_seed' when setting the global config it should be okay 23:29 hmmmmm since the latter stays in its own Settings object instead of getting merged into a new one 23:30 hmmmmm so it'd compare true against g_settings and silently switch over to fixed_map_seed when getting that parameter 23:31 hmmmmm the only issue is that if the mod hasn't explicitly set a value, and the map_meta.txt doesn't exist yet, get_mapgen_setting() won't fall back to the global config setting value 23:32 hmmmmm but that doesn't even matter either since in practice map_meta.txt will always exist now that the global config settings are saved when a new world is being initialized 23:37 hmmmmm actually that's going to be a problem 23:40 paramat i feel it's messy to keep both, good chance to unify them 23:41 hmmmmm for as much chat as we generate about reverse compatibility with the lua API, how effective is it in practice? 23:41 hmmmmm how often do modders find themselves having to apply workarounds for specific broken versions of minetest? 23:50 paramat workarounds are needed sometimes but the effort for reverse compatibility minimises those and is much appreciated. but also, should not block a really good change 23:52 hmmmmm if i were given carte blanc right now, i'd remove on_mapgen_init, get/set_mapgen_params, get/set_noiseparams, change fixed_map_seed to mg_seed, and add mg_ prefixes to the rest of the mapgen settings 23:52 hmmmmm actually nevermind the last part; i'd use a settings group for mapgen settings instead 23:52 paramat with your current big changes i would consider a compat break acceptable if unavoidable 23:52 hmmmmm they're big internal changes 23:53 hmmmmm anyway i just thought of a reason why it won't work unless mods forcibly override map_meta.txt all the time 23:53 hmmmmm because creating a new world populates a map_meta.txt immediately 23:54 hmmmmm the whole point was to have several levels of precedence; if a map_meta.txt hasn't been created yet (that is, new world) it would be able to nudge the mapgen type to what it wants 23:54 hmmmmm and so on and so forth with seed and other parameters 23:57 hmmmmm https://github.com/kwolekr/minetest/commit/224e101ef37dcfe7fd8bdef0e6ca002164081cf3#diff-a3f773aebe1ab61ac758488712d8dd8dR160