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IRC log for #minetest-hub, 2019-01-04

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All times shown according to UTC.

Time Nick Message
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01:22 benrob0329 paramat: why must you take the random bits of dialog from a previous idea, which led to another idea which led to a feature request as the only use case for said feature? :-)
01:24 benrob0329 I don't understand why world portals themselves are such a low priority when other dimensions has been a topic of interest for years, let along a fairly general purpose feature that happens to help in the creation of them
01:26 benrob0329 But to answer your question, yes the main idea for the use was was world portals. But the initial statement by me was for a different specific use case.
01:31 paramat "why must you take the random bits of dialog from a previous idea" because there was no other use case stated
01:32 benrob0329 Alright, that's fair
01:33 paramat portals are not low priority of course, they're seential and already possible. but having them look like in MC or Portal is
01:33 paramat *essential
01:33 benrob0329 But then when more use cases are given, you don't want them because they weren't thought of with the original idea?
01:35 benrob0329 I'm a modder (ish), and I want to be able to make some cool effects with my mods. So I think of a general purpose feature that can be useful for more things while still having my end goal(s) in mind.
01:36 paramat the uses given by lonewolf were either invalid or very low priority and already doable with particles
01:37 GreenDimond There are plenty of use cases for per-player entities
01:37 benrob0329 being able to see players under certain circumstances can't be done with particles
01:38 GreenDimond Hallucinations, second wield hand, HUD ~~hacks~~ effects with per-player entities
01:38 GreenDimond to name a few
01:38 benrob0329 and technically players are considered entities, just without a few things like set_velocity no?
01:38 rdococ I'd love Portal portals but I doubt they're coming any time soon
01:39 GreenDimond Heck, mobs that are invisible part of the time
01:39 benrob0329 The effect could probably be done client side even, or as a vetted send like we already do with distance
01:39 GreenDimond except this is per-player not visibility settings
01:39 paramat a feature request needs specific use cases, and i expect you have some
01:40 benrob0329 I can make a list, but it'll still just be random ideas
01:40 GreenDimond I realized I have a need for it, two of which are already stated above
01:40 paramat this is nothing to do with players, they're not entities
01:42 GreenDimond I just gave 3 usecases
01:42 benrob0329 My intended use cases are teleportation transitions, world portals and faked perspective
01:43 benrob0329 Heck, if you wanted any kind of effect around something that was only visible to them, this is needed because backface_culling will still show the inside
01:44 benrob0329 Jordach's title screen in Solar Plains would likely benefit from this, as it only needs to be visible to one person
01:45 paramat GreenDimond it's easy to think up vague, random, low priority usecases. hallucinations can be done using particles. 2nd wieldhand would be coded properly as a second wieldhand
01:46 paramat mobs can be made invisible already, globally
01:46 benrob0329 thats the point
01:46 benrob0329 globally doesn't fit every use case
01:46 GreenDimond > Hallucinations as particles
01:46 GreenDimond lol
01:46 GreenDimond make an mob hallucination with particles
01:46 GreenDimond a*
01:47 GreenDimond paramat there are use cases for this and its things like this that make modders mad
01:47 GreenDimond "give me a use case" well I cant now because you asked
01:47 GreenDimond use cases arise in the moment
01:47 GreenDimond and we know there are plenty
01:48 paramat i'll be happy to support once i see a genuine need and very sigificant usefulness, but i don't yet
01:48 benrob0329 what if you wanted a mob to only be visible to a player with night vision goggles, or some kind of clue, or some kind of navigational helper that every player doesn't need to see?
01:49 paramat "doesn't fit every use case" we can't support every use case anyone thinks up, not even a paid dev team would do that
01:50 benrob0329 *sigh*
01:52 paramat GreenDimond you're confusing usecases with significant usefulness. as i already wrote, it's easy to think up a use case for anything however silly
01:52 GreenDimond It is significantly useful
01:53 paramat benrob sorry catching up, we can consider usecases you give, those last 2 may be useful
01:56 benrob0329 Useful is very relative in the gaming world. What one game considers essential may be completely useless to another.
02:00 paramat yeah. but following that we would have to add everything anyone thinks of, but we can't =) we have to look for general and significant usefulness
02:00 GreenDimond I mean
02:00 GreenDimond per-player entities sounds pretty significantly useful
02:01 paramat anyway, it's fine as long as you add usecases to your request, 'it would be nice' just isn't good enough ;)
02:01 benrob0329 I'll compile a list of the most useful ones
02:01 paramat 'sounds' proves nothing
02:03 paramat sorry to appear grumpy, but consider you are asking unpaid volunteers with near-zero time to code something complex, it's considerate to state a significant use or need
02:04 paramat one thing that irritates core devs is being treated like we're mojang, as if we can do all the things professional games do. MT has to be simpler due to it being unpaid work
02:05 paramat not necessarily saying you're doing this, but it happens generally
02:06 benrob0329 I don't ever expect anything I request to get implemented unless I do it myself. That's the trade off with open source. I'd have to be putting large bounties on all of my issues for that :P
02:08 paramat it's even worse in open source because absolutely everyone can request features, so inevitably we have to say 'no' a lot
02:11 paramat compared to a professional game we have far less core dev time, but also far higher numbers of requests. it's very hard to deal with this without disappointing people. being a FOSS core dev is extremely difficult =)
02:11 GreenDimond I mean
02:11 GreenDimond sounds like this is a relatively simple addition
02:11 GreenDimond Considering particles already have this function
02:18 GreenDimond paramat: I keep going back to mobs visible to specific players
02:19 paramat then there's the choice between attending to requests and having to say no, or ignoring requests. in this situation the better core dev becomes the less popular core dev. it's very tempting to ignore requests to be more popular, but i put a lot of effort into attending to issues. meh
02:19 GreenDimond That can be used for numerous things, not just hallucinations
02:20 GreenDimond benrob0329: I already added one thing to entities, maybe Ill do this one myself too :/
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09:30 nerzhul @channel : i just pushed to master a commit which fixed the performance problem on sqlite3, we had a bug which write player on each save instead of saving them only if modified
09:30 nerzhul (same problem on postgres but less visible)
10:24 Krock joined #minetest-hub
10:25 Krock hi imaginary tenplus1
10:28 nerzhul Krock :o
10:29 nerzhul Krock: did you see my commit on master this morning, fixing some anoying save bugs ?
10:29 Krock yes. wrong named function
10:29 Krock but seems functionally OK
10:30 nerzhul which ?
10:31 Krock https://github.com/minetest/minetest/commit/c1d7dbfc38e8f48b42d957afad2696a8e56b740b#diff-867322eb97b1d96001510bc7dfaf4225R227
10:31 nerzhul you mean onSuccessfulSave ?
10:31 Krock camelCase
10:31 Krock yes
10:31 nerzhul okay fixing
10:31 Krock no it's ok
10:32 Krock just tiny things
10:33 nerzhul too late :p
10:34 nerzhul i am very happy to find this because of the sqlite3 default backend PR, else we would have found it after release i think :(
10:34 nerzhul yeah i'm enthusiast this morning :D
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13:20 nerzhul @channel is there anybody with android 5 or older device ?
13:20 nerzhul i will generate an apk with a libgmp fix (if possible) i need to ensure it works
13:24 jas_ paramat: and it's appreciated.
13:31 rubenwardy Emulator?
13:32 nerzhul rubenwardy i don't have that on my machine at work
13:32 nerzhul and at home the GL abstraction layer is not working on 3D engines :(
13:32 rubenwardy Ah right
13:47 Krock Android/CyanogenMod 4.1.2/10
13:47 Krock is that supported, nerzhul ?
13:48 Calinou 4.1 is very old, I doubt it
13:48 Krock thus I'm asking
13:49 nerzhul in stable-0.4 it should
13:49 nerzhul Krock : https://github.com/minetest/minetest/releases/download/0.4.17.1/Minetest-0.4.17.3.apk
13:49 nerzhul take that
13:49 nerzhul it should crash
13:49 nerzhul (with libgmp error)
13:50 nerzhul i'm building the new version
13:53 Krock yes, it crashes before loading the main screen
13:53 Krock I expected more debug info though
14:01 nerzhul let me some minutes to generate with mini gmp
14:01 nerzhul i'm fighting with the global Android.mk to replace gmp :p
14:02 nerzhul it's compiling we will see if we can get an apk
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14:13 nerzhul erf linking issue with mini-gmp
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15:30 nerzhul Krock are you there  ? :)
15:30 Krock no, I'm in #-dev
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16:32 benrob0329 Krock: I keep being told that things like particles (and other things) can be used to impliment some of these use cases, but I have yet to be told conceptually how the heck that would work
16:33 Krock 1) spawn particle spawner
16:33 Krock 2) profit
16:34 benrob0329 But like, particles can't use animated textures or change textures iirc
16:34 Krock you can specify a texture and lifespan. basics for temporary visual effects
16:34 benrob0329 and if you want to have anything three-dimentional it goes out the window immediately
16:35 Krock they can't because you cannot index the particles. they're just sent to display client-side
16:35 Krock yes, possibly just 2D-shape. Dunno whether other stuff is available
16:35 * Krock points at docs
16:36 * benrob0329 double checks
16:37 benrob0329 ok, so they can use animated textures
16:37 benrob0329 but that's about it
16:37 benrob0329 that doesn't really help if you want say, a GPS-style navigational display or something
16:38 benrob0329 which would be really cool for some servers
16:38 benrob0329 or if you wanted anything other than sprites for effects
16:59 Fixer I have android 4.0 """mediaplayer" that I never used due to shitty wifi signal, now it is outdated AF and I have no devices to hook it since it is hdmi (apart from TV), and seems like hdmi adapters are much more ... complex shit
17:01 nerzhul i think i will rework my particle weather PR , i don't know how, for 5.1
17:02 nerzhul to permit use irrlicht particle generators
17:02 nerzhul with that server owners can generate lasers, flamethrowers and more haha
17:03 Fixer remember that epic bug with explosions causing large fps drops for everyone on the server? i member
17:03 Fixer sometimes i'm not exactly useless
17:04 benrob0329 nerzhul: what happened to the general PR for irrlicht particles?
17:05 nerzhul yeah but the problem is not particles it's the mapblock updates
17:05 nerzhul https://github.com/minetest/minetest/pull/7519
17:05 benrob0329 that seems like it'd be fairly high-priority considering how bad our current particles perform
17:06 benrob0329 doing anything even remotely complex with them results in a massive drop in performance
17:06 nerzhul benrob0329 i think i will make this PR different on 5.1
17:06 nerzhul but yes
17:07 benrob0329 nerzhul: there was a PR for it a while ago, was abondoned though iirc
17:08 nerzhul benrob0329 we are trying to close the merge windows of 5.0.0 and it's nearly done :)
17:10 benrob0329 nerzhul: 5.0 or the Irrlicht Particles PR?
17:10 nerzhul 5.0
17:10 benrob0329 both sound nice to have in a stable form
17:11 nerzhul i'm pushing for releasing 5.0.0 before end of the month
17:11 benrob0329 wow
17:11 nerzhul but other devs are very busy
17:11 nerzhul Here is the current milestone form https://github.com/minetest/minetest/milestone/9
17:18 benrob0329 You know, it'd be cool if someone made a good commertial game using the MT engine and used the money towards paying the core devs
17:29 rubenwardy like Multicraft?
17:29 rubenwardy already happens
17:30 rubenwardy not much though
17:30 benrob0329 "good"
17:30 benrob0329 not "same crap again, slightly different"
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18:27 BillyS Is there a program to export a minetest map to some other file like a .obj, .x, or .blend?
18:34 BillyS Apparently not
18:36 benrob0329 BillyS: there was
18:36 BillyS It wasn't updated for new map formats I suppose?
18:37 benrob0329 dunno, I'd have to dig for it at this point
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19:19 celeron55 this one, but it's 4 years old https://github.com/prestidigitator/minetest-mod-blockexport/
19:19 celeron55 i think it's designed for 3d printing so probably not suitable for whatever else target you have
19:20 celeron55 https://www.instructables.com/id/Minetest-and-3D-Printing/
19:21 VanessaE related, https://www.thingiverse.com/thing:2640546
19:21 VanessaE :)
19:25 benrob0329 wasn't there some Minetest merch as well that supported the devs?
19:29 nerzhul a wild celeron55 appears => master ball
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20:31 Fixer he uses teleport and then sleeps for few years
20:34 nerzhul fuck it was a abra
20:43 Sokomine hm :-) printing out houses might be fun. except that...well...the textures would be missing. and we'd run into the same problem that exists rl: the houses take up space. hard discs or ssds can accomodate far more buildings i'm afraid...
20:43 * Sokomine secretly prints some houses on VanessaEs printer and stores them there
20:51 Calinou benrob0329: it's not listed anymore on https://www.minetest.net/development/#donate
20:52 Calinou but yeah, mugs were up for sale a while ago (printed by Cafepress)
21:05 benrob0329 I'd buy a T Shirt
21:09 Calinou I would too, if it was shippable for cheap to France
21:11 Krock really? where's the opensource philosophy there? Buy an image to burn it onto any shirt you like. make -jIRON
21:12 Calinou heh
21:12 Calinou you can do that too, but it's probably more expensive
21:12 Krock ./burn shirt.iso -o empty_shirt
21:12 Calinou mktshirt -DCOLOR=white
21:12 Krock mktshirt -DCOLOR=white | burn minetest_logo.iso
21:15 benrob0329 I mean, you could use those printable inkjet iron on things, but they don't work very well in my experience
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