Time Nick Message 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 :/ 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) 10:25 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 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 14:13 nerzhul erf linking issue with mini-gmp 15:30 nerzhul Krock are you there ? :) 15:30 Krock no, I'm in #-dev 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" 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 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 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