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IRC log for #minetest-dev, 2017-08-05

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All times shown according to UTC.

Time Nick Message
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00:41 Grandolf where can i find nathan? or am i on at the wrong time?
00:42 rubenwardy this is very definitely the wrong channel
00:42 rubenwardy #minetest or #-hub
00:42 Grandolf hes not on -hub rn
00:43 Grandolf i cant talk on -hub
00:43 Grandolf nvm, will PM
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10:37 sfan5 merging #6209 (2 approvals)
10:37 ShadowBot https://github.com/minetest/minetest/issues/6209 -- Fix player coordinate rounding in collisionMoveSimple() (#6197) by JRottm
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13:03 Fixer new bug
13:04 Fixer hmm
13:13 Fixer https://github.com/minetest/minetest_game/issues/1866
13:18 Fixer there were collision fixes i want to test, are they client-side?
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16:17 ShadowNinja I probably won't be here for the dev meeting later today.
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18:41 paramat Krock nore rubenwardy sofar maybe we can look at some issues/PRs
18:41 Krock okay, I'd be here
18:41 paramat game#1863 is simple, can anyone good with player api check?
18:41 ShadowBot https://github.com/minetest/minetest_game/issues/1863 -- Player_api: Integrate settable player collisionbox by paramat
18:42 paramat game#1851 seems good if anyone can review, i'll retest it, nice feature
18:42 ShadowBot https://github.com/minetest/minetest_game/issues/1851 -- Make underwater torches drop by ForbiddenJ
18:43 paramat game#1859 simple texture PR
18:43 ShadowBot https://github.com/minetest/minetest_game/issues/1859 -- default_desert_cobble.png with darker mortar by TumeniNodes
18:43 Krock first one looks good but it would be great to have such defaults in the minetest functions, like minetest.defaults.player_collisionbox
18:44 paramat maybe do that in a separate PR?
18:44 Krock actually that request is low-priority because each model can change the collision box int he definition
18:47 paramat no rush for game#1813 but that's ready for consideration, i decided that adding a 2nd density increase can be in a follow-up PR
18:47 ShadowBot https://github.com/minetest/minetest_game/issues/1813 -- Ores (non-mgv6 mapgens): New distributions by paramat
18:47 Krock 1851 is ok too, if tested
18:47 paramat ok i'll test that later
18:47 paramat retest it i mean
18:47 Krock neutral on 1859, as I like more contrast slightly more
18:47 paramat yes it still doesn't look quite right to me
18:48 paramat somehow
18:48 Krock design is a difficult task :P
18:48 paramat mortar too close in colour
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18:50 Krock the change of mese blocks from -1024 to -2048 looks a bit extreme. is reducing the chance of the generated ores not possible?
18:51 paramat that's an added density increase that was missing, upper limit is unchanged
18:51 paramat i should clarify the commit message with old values
18:51 paramat no rush to review that, it will take some time to consider
18:52 paramat you can see my design thoughts there are complex
18:53 paramat mese blocks are the only ores without a 2nd stage so i added one twice as deep
18:53 Krock oh I see, that's where it comes from
18:54 Krock increasing the occurrence of the ores with increasing depth is what players like
18:54 Krock as long it's still possible to get a few ores without mining hundreds of meters down to start on a server
18:55 paramat yeah, i plan to add a 2nd increase in density for all ores much lower
18:55 paramat yes that PR leaves iron and coal unchanged to not change basic gameplay
18:56 rubenwardy reviewed game#1851
18:56 ShadowBot https://github.com/minetest/minetest_game/issues/1851 -- Make underwater torches drop by ForbiddenJ
18:57 rubenwardy game#1863 looks fairly trivial, but I've not checked out the new collision box changes yet
18:57 ShadowBot https://github.com/minetest/minetest_game/issues/1863 -- Player_api: Integrate settable player collisionbox by paramat
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18:58 paramat actually i should give 1863 a quick test, duh
18:59 Krock_ or there would be further params to specify the start chance and end chance, so we 1) don't have to add five registrations per ore and 2) don't need more RAM and time to calculate a perlin noise for each of them
18:59 Krock_ but that's issue number 8XX ;)
19:00 paramat ores don't use perlin noise
19:00 Krock pseudorandom?
19:00 paramat oh isee
19:01 paramat yes PRNG
19:01 paramat but perlin noise is an option in many ores
19:03 paramat however each stage tends to change the cluster size and cluster number of ores too, so i like having separate registrations for each, it's clearer and simpler
19:03 paramat anyway something for later
19:03 Krock merging #6211 in 5 mins
19:03 ShadowBot https://github.com/minetest/minetest/issues/6211 -- Start off newly generated worlds early at sunrise, 5:15am by JRottm
19:04 paramat nice
19:04 paramat a nice difference from MC
19:04 Krock what does happen in MC when a world is created?
19:05 paramat erm middayish
19:05 Krock ah
19:05 paramat i think?
19:05 rubenwardy does it matter
19:05 rubenwardy what MC does, that is :)
19:05 Krock the chance is high that they have midday, like our current code is
19:06 Krock inspired by MC ;)
19:06 rubenwardy +1 for concept on that PR
19:06 paramat not much but i prefer to not copy MC if there's no reason to :]
19:06 rubenwardy in that case, evaluate features without thinking about MC.
19:07 rubenwardy although not sure how you'd counter the bias of people suggesting MC things
19:08 rubenwardy but yeah, that's fair
19:08 rubenwardy so, about underground decorations
19:08 rubenwardy it may be useful to decide on what to add, and how it would fit together
19:09 rubenwardy I like the idea of adding some sort of glowing fungi to be used in mese lamps
19:11 paramat yes i'll code the feature soon
19:11 paramat but don't have much inspiration for creating decorations
19:12 paramat however Shara has done a lot of good work with underground decorations so i will to ask for her help
19:12 paramat glowing fungi stuff which looks lovely
19:15 Shara :)
19:18 paramat i want to add the new sandstones to mapgen, but there isn't an oregen that is continuos over mapchunk borders, for a nice strata effect, so i'm thinking of adding a 'strataore' type that uses 1 2D noise for a gentle wavelike variation
19:19 paramat for a visible band of alternative nodes, should look nice cutting through mountains and cliffs
19:19 paramat maybe we can get this merged finally? #4703
19:20 ShadowBot https://github.com/minetest/minetest/issues/4703 -- Rename “Use” key to “Special” by Wuzzy2
19:21 paramat possible close? #5654
19:21 ShadowBot https://github.com/minetest/minetest/issues/5654 -- Add the ability to toggle camera mode backwards by bigfoot547
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19:24 rubenwardy paramat, yeah, not really needed
19:25 paramat ok, and #6049 seems pointless
19:25 ShadowBot https://github.com/minetest/minetest/issues/6049 -- noclip: Avoid pointing the node which contains the camera position
19:26 rubenwardy it would be better to avoid going into walls
19:27 rubenwardy even Tomb Raider I could do that
19:27 rubenwardy iirc
19:30 paramat well with noclip you want the camera to pass through solids
19:31 paramat and without noclip the player doesn't pass through solids
19:31 paramat :]
19:32 paramat i should mention, serverside validation of noclip/fly, improvement of anticheat, it's a very big issue for server owners, shivajiva has shut down a server over this
19:32 paramat c55 might work on this but it might be a while, i might ask nerzhul if he's interested on working on it
19:52 paramat thanks for being around, i'll merge some MTG stuff later
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20:33 paramat anyone agree with this simplification https://github.com/minetest/minetest/pull/6202#discussion_r131450803 to #6202 ?
20:33 ShadowBot https://github.com/minetest/minetest/issues/6202 -- Remove cloud_height setting by bendeutsch
20:33 paramat the clouds would just look a little higher in menu
20:39 paramat +1 for #6213
20:39 ShadowBot https://github.com/minetest/minetest/issues/6213 -- Leaner minimap arrow makes it easier to see the direction by JRottm
20:45 Noxarivis[m] paramat: hey
20:59 Wayward_One What else needs to be updated to build Android? My build environment's been broken since the recent breaking changes. FWIW, the Linux version builds okay on the same machine.
21:00 rubenwardy what's the error
21:01 Wayward_One one sec
21:06 Wayward_One https://pastebin.com/8s9F3cYL
21:07 rubenwardy you need to update gcc to one which supports c++ 11
21:12 Wayward_One that's the thing, it's already updated. normal minetest compiles fine
21:14 Wayward_One i'm pretty sure it may be the ndk or something else android-specific that needs updating, but there's been no mention of it that i'm aware of
21:16 rubenwardy the error is thrown in one of the NDK files
21:16 paramat Monte48 from MultiCraft has said that C++11 changes broke Android
21:17 rubenwardy note: C++11 'constexpr' only available with -std=c++11 or -std=gnu++11
21:17 paramat meaning he cannot update and keep up with MT
21:17 rubenwardy maybe the Android makefiles do not include the flags?
21:19 Wayward_One i tried fiddling with the flags, to no avail
21:20 rubenwardy does gcc 4.9 support C++11
21:20 Wayward_One i hope android isn't completely broken..
21:20 Wayward_One i don't think so, but that machine has 5.4.0
21:20 rubenwardy it's using 4.9
21:21 rubenwardy according to the logs
21:21 rubenwardy and also https://github.com/minetest/minetest/blob/master/build/android/Makefile#L37
21:21 rubenwardy maybe try changing that line to 5.4?
21:21 Wayward_One i tried that already :/
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21:28 Wayward_One that makes it try to use /home/home/android-ndk-r11c/toolchains/arm-linux-androideabi-5.4, which doesn't exist. only folders with the 4.9 ending. not sure how i'd go about updating that, if possible
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