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IRC log for #minetest-mods, 2014-12-07

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All times shown according to UTC.

Time Nick Message
00:37 Miner_48er joined #minetest-mods
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06:51 wolf__ hello
09:07 jin_xi joined #minetest-mods
10:35 PilzAdam joined #minetest-mods
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19:03 thoughtjigs joined #minetest-mods
19:03 thoughtjigs test
19:03 thoughtjigs have a question about changing a nodes textures on the fly (in game)
19:03 thoughtjigs Is that possible?
19:11 PilzAdam no
19:16 thoughtjigs I am working on a cpp mod where I can access directories on my hd from in game and browse images (for now) in something like a book case
19:16 thoughtjigs I would like to create nodes on the fly to represent the images in the directories
19:17 thoughtjigs or change textures on existing nodes
19:17 thoughtjigs I have added lfs to lua to do the directory scanning
19:17 thoughtjigs and I understand the security risks
19:17 thoughtjigs this is proof of concept only not intended for general release
19:18 thoughtjigs I have managed to get register_node to work on the fly with some hacks and can use giveme to give me a new node but the textures don't appear
19:19 thoughtjigs looking for some insight on why it doesn't work and where in the code to start looking to possibly make the change to allow it
19:20 PilzAdam at startup the server sends all textures to the client
19:20 PilzAdam maybe it's possible to send texture at runtime
19:22 thoughtjigs what I am running now is single player
19:22 thoughtjigs not creating a remote server for obvious reasons
19:23 thoughtjigs so what you are saying is that register_node stoers the textures at game start and only sends them to the client once when the game first starts.
19:23 thoughtjigs where in the code is this handled? server.cpp?
19:25 PilzAdam I guess clientiface.cpp/.h
19:27 thoughtjigs do you have time or can you point me to a discussion on how the register_node process works in the context of the server/client?
19:29 PilzAdam hmm... I don't remember any resource on that
19:30 PilzAdam heh, http://dev.minetest.net/Core_Architecture it's under "TODO" in this page
19:30 thoughtjigs trying to get pidgen to connect to irc
19:30 thoughtjigs what is the url for mintest
19:31 PilzAdam hm?
19:32 thoughtjigs like irc.ubuntu.net
19:33 PilzAdam chat.freenode.net
19:35 thoughtjigs1 joined #minetest-mods
19:35 thoughtjigs1 much beter
19:35 thoughtjigs1 better
19:36 thoughtjigs1 thanks for the url pilzadam
19:36 thoughtjigs1 so how does the register_node work with server clients?
19:36 thoughtjigs1 I would be happy to update the wiki after I get a fuller understanding
19:38 thoughtjigs1 also, I can move this to minetest-dev if it is more appropriate
19:42 PilzAdam well, at startup the server runs the Lua scripts, which register a bunch of nodes
19:42 thoughtjigs1 this is on the server side?
19:42 PilzAdam sure, there are no clients yet
19:42 thoughtjigs1 oh sorry
19:42 thoughtjigs1 yup
19:42 PilzAdam when a client connects, the server sends the (then in c++ stored definitions) to the client
19:42 thoughtjigs1 I will read more carefully ;-)
19:43 PilzAdam the client then goes through the textures and requests the ones that aren't cached in the client yet
19:43 thoughtjigs1 where are they cached?
19:43 thoughtjigs1 memory?
19:43 PilzAdam in $user_dir/cache/media/
19:44 thoughtjigs1 ahh
19:44 thoughtjigs1 so an inplace run it would be the build_dir/cached
19:44 thoughtjigs1 cache
19:44 PilzAdam yep
19:45 PilzAdam according to the comment in clientiface.hpp, media (i.e. textures) can only be send to clients at startup when they request it
19:45 thoughtjigs1 cpp?
19:45 thoughtjigs1 I assume
19:46 PilzAdam I meant the header, clientiface.h
19:46 PilzAdam sorry
19:46 thoughtjigs1 ahh just opened the file
19:46 thoughtjigs1 looks like some good comments there
19:47 PilzAdam so I guess you need to modifiy the server, to send a changed texture to the client (after startup, when the client is "Active")
19:47 thoughtjigs1 or new nodedef
19:47 PilzAdam and you need to modify the client, to receive the updated textures and use them instead of the old ones
19:48 PilzAdam yeah, the same goes for nodedef
19:48 thoughtjigs1 do you think this would be something generally useful? I can create a branch and add it if you think people would want it
19:49 PilzAdam there are several problems if you want to do that in stable upstream
19:49 PilzAdam e.g. how are these things saved?
19:49 thoughtjigs1 hmmm, good question
19:50 PilzAdam I guess it would be best for you if you just quickly hack it together for your usecaase ;-)
19:51 thoughtjigs1 what about having the client request a new nodedef when it finds a node in a block it doesn't recognize?
19:51 thoughtjigs1 might speed up client connection
19:51 thoughtjigs1 nodedefs wouldn't be sent until encountered in the workd
19:51 thoughtjigs1 world
19:52 PilzAdam that would lead to noticeable lag while playing, though
19:52 thoughtjigs1 ahh, good point
19:53 thoughtjigs1 I appreciate your help. I will create a patch and once I have a working build I will post it on the forums for discussion about possible other use cases.
19:54 thoughtjigs1 post the patch that is
19:54 thoughtjigs1 oh
19:54 thoughtjigs1 any reason to or not to include lfs with lua in default build?
19:54 PilzAdam lfs?
19:54 thoughtjigs1 there is a security by obscurity advantage with it not being there
19:54 thoughtjigs1 lua fs module
19:55 thoughtjigs1 filesystem
19:55 thoughtjigs1 just two files lfs.cpp/.h
19:55 thoughtjigs1 pretty easy to integrate
19:55 thoughtjigs1 provides agnostic fs commands to lua
19:55 PilzAdam there are plans to restrict mods to not be able to call any io or os functions
19:56 PilzAdam for security reasons
19:56 thoughtjigs1 good idea
19:56 thoughtjigs1 wondered about that
19:56 PilzAdam so this is kinda going in the exactly opposite direction ;-)
19:57 thoughtjigs1 yeah, sure is. What I am exploring is a different kind of desktop for my linux box. ... a MT house with bookshelves representing folders.
19:57 thoughtjigs1 in the beginning stages though
19:58 thoughtjigs1 as I am not sure how it would all fit together ... one idea was that it would be interesting to see what a port analyzer would look like in minetest ... a series of pipes maybe with packets represented by blocks
19:59 PilzAdam thats interesting
19:59 thoughtjigs1 connecting different "app blocks"
19:59 thoughtjigs1 packet info would be stored as metadata
20:00 thoughtjigs1 anyway, you can see why I might want to be able to define nodes on the fly ;-)
20:01 thoughtjigs1 oh, one other thing. I would like to contribute back to the project ,,, are there any high priority bugs that need a cpp developer to work on?
20:02 thoughtjigs1 would be happy to take on a few as I have time
20:02 PilzAdam there are 77 open issues, labeled as "bug" https://github.com/minetest/minetest/is​sues?q=is%3Aopen+is%3Aissue+label%3Abug
20:03 thoughtjigs1 thanks, I will take a look
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