Time |
Nick |
Message |
00:00 |
VanessaE |
oh that reminds me |
00:01 |
VanessaE |
unless you've since fixed this: ERROR[main]: WARNING: invsize is deprecated, use size |
00:01 |
VanessaE |
floods the console every time a chest is used - even in singleplayer mode. ditto for furnaces. |
00:02 |
VanessaE |
(yeah yeah I know, -> github) |
00:02 |
VanessaE |
ha! looks like the last commit fixes those. :-) |
05:14 |
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07:22 |
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07:37 |
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cornernote joined #minetest-dev |
07:38 |
cornernote |
im stuck on a c++ thing... i want to base64_encode a string like this "[inventorycube{default_glass.png{default_glass.png{default_glass.png" .. so i can save it as a file on disk |
07:38 |
cornernote |
<cornernote> heres what i am trying: it compiles, but crashes when the code hits that part (i can see from debug.txt) |
07:38 |
cornernote |
<cornernote> const std::string s = part_of_name; |
07:38 |
cornernote |
<cornernote> std::string se = base64_encode(reinterpret_cast<const unsigned char*>(s.c_str()), s.length()); |
07:38 |
cornernote |
any tips most welcomed =) |
07:43 |
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07:46 |
cornernote |
i think i know.. that part was working... when i try the next line it bombs... |
07:46 |
cornernote |
snprintf(filename, 64, "wikiimage/%s.png", se); |
07:46 |
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07:46 |
cornernote |
my string was longer than 64 =) |
08:07 |
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08:31 |
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10:55 |
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11:27 |
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11:27 |
frozon |
hi |
11:29 |
frozon |
I manage to build & run (with many issue) minetest on OSX |
11:29 |
frozon |
do you have some infos about how to order directories for resources? |
11:29 |
celeron55 |
make a branch on github with your fixes so that people can look at it |
11:30 |
celeron55 |
and people can test it |
11:30 |
celeron55 |
i don't run OS X, i can't |
11:30 |
frozon |
nothing worth testing for the moment, input does not even work but I will create a repo |
11:31 |
celeron55 |
you can't get input work with building with CMake, that is why toabi's xcode project exists |
11:31 |
celeron55 |
+to |
11:31 |
frozon |
I made a new Xcode project, without external build system |
11:32 |
frozon |
anyway that's not the issue, I did not give it a look for input, just wanted to compile it before on mac, been testing for 10min |
11:32 |
frozon |
I discovered your game with this article: http://linuxfr.org/news/minetest-et-les-jeux-3d-par-blocs so wanted to give it a try ;) |
11:34 |
celeron55 |
the last message in this thread says something about input http://irrlicht.sourceforge.net/forum/viewtopic.php?t=36796 |
11:35 |
celeron55 |
but you will want to google more |
11:35 |
frozon |
yes i'll, but that was not my primary question as I could google it and do not bother you with suck a tiny issue |
11:36 |
frozon |
when you compile how do you arrange executable and data? |
11:40 |
chinabootlegmake |
what is different between minetest and minecraft |
12:07 |
celeron55 |
technically everything |
12:07 |
celeron55 |
for what the user sees, not that much |
12:08 |
celeron55 |
for further questions, ask on #minetest-delta |
12:09 |
celeron55 |
(this is not a random Q/A channel; this is a channel for people who have done and do development unofficially approved by me |
12:09 |
celeron55 |
) |
12:11 |
chinabootlegmake |
your a the creator of this game man |
12:11 |
chinabootlegmake |
orsome |
12:11 |
celeron55 |
...go away |
12:12 |
celeron55 |
i could develop if you weren't here saying undecipherable useless things |
12:16 |
chinabootlegmake |
ok ok I am a programmer too tho I am not a game developer. I am looking for do something with this game mate. |
12:20 |
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12:22 |
celeron55 |
to do anything useful, you need to get yourself familiar with the code; see http://minetest.net/wiki/doku.php?id=dev_index (as is in topic) and browse the codebase ...ehm, well, maybe he reads the log |
12:22 |
celeron55 |
probably not 8) |
12:22 |
celeron55 |
well, too little patience anyway, nothing of value was lost |
13:20 |
frozon |
ok got the latest version running on OS X :D |
13:32 |
frozon |
not working anymore with a git pull on minetest repo :( |
13:37 |
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14:00 |
frozon |
celeron55: sent you a pull request in order to compile under OS X |
14:01 |
frozon |
repo for my osx Xcode project : https://github.com/frozon/minetest-osx |
14:01 |
frozon |
need some tweak but it is working ;) |
14:05 |
darkrose |
a commit that doesn't include the entire of irrlicht would be better |
14:06 |
frozon |
as I said, need many tweak, this is just a functional version for the moment |
14:13 |
celeron55 |
i won't pull any large commits; just make one that tweaks the existing cmake and C++ code as needed; the rest i leave to somebody who will be building the packages and so |
14:14 |
celeron55 |
and just link to wherever the OS X packages are |
14:14 |
frozon |
just commented #include <OpenAL/alext.h> from sound_openal.h |
14:15 |
celeron55 |
i don't even see that change in there |
14:16 |
thexyz |
celeron55: https://github.com/celeron55/minetest/blob/master/src/mapgen.cpp#L1356 |
14:16 |
thexyz |
i'm sorry i forgot to make an issue for that |
14:16 |
thexyz |
> * (blockpos_max.Z - blockpos_max.Z + 1); |
14:16 |
celeron55 |
lol |
14:17 |
frozon |
celeron55 : https://github.com/frozon/minetest/commit/55f544e5a940f76cc1278312c4f4f766e0b4e0c9 |
14:18 |
celeron55 |
that looks appropriate |
14:19 |
celeron55 |
i'll wait if you come up with some other things and so and merge when this OS X situation has stabilized a bit |
14:21 |
frozon |
need to handle version, add the old icon from toabi |
14:26 |
celeron55 |
thexyz: make an issue so it isn't forgotten; i'll not attempt to fix it now because it requires tweaking everything that depends on the value |
14:26 |
thexyz |
ok |
14:44 |
frozon |
found a bug, when you are at the edge of a block you loose what you have in your hand |
14:56 |
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15:30 |
celeron55 |
if somebody dares to take a look at celeron55/master, it has this: http://c55.me/random/2012-07/tscrot-2012-07-25_18-29-37.png |
15:30 |
* VanessaE |
dares |
15:30 |
VanessaE |
OMG! MY EYES!! The glasses do nothing! |
15:30 |
VanessaE |
;-) |
15:30 |
celeron55 |
it's laggy and glitchy, but it's as little laggy and glitchy as i possibly could make it without reworking half a year worth of stuff |
15:31 |
VanessaE |
so this is a proper expanding inventory? |
15:31 |
darkrose |
new creative inventory? |
15:31 |
celeron55 |
it is the new creative mode |
15:32 |
VanessaE |
nice |
15:32 |
celeron55 |
which is, exactly like non-creative but with all items available at the left |
15:32 |
VanessaE |
renders the creative inventory mod redundant |
15:32 |
VanessaE |
I like it |
15:37 |
VanessaE |
I presume the hotbar will be all that remains of the old inventory block? |
15:40 |
celeron55 |
wat? |
15:40 |
celeron55 |
all of the inventory is exactly the same |
15:40 |
VanessaE |
oh ok |
15:40 |
celeron55 |
except the pane at the left |
15:41 |
celeron55 |
now if i'd get some testing for this so that i could call it stable |
15:41 |
VanessaE |
either way it's a nice addition |
15:41 |
celeron55 |
it is exactly like i have wanted it, except the lag and glitches |
15:41 |
celeron55 |
you either take it, or cry and take it |
15:41 |
celeron55 |
8) |
15:41 |
VanessaE |
haha |
15:42 |
VanessaE |
actually I've been wishing for something like that for a while - I mean the regular inventory is already hammerspace anyway ;-) |
15:46 |
frozon |
brb |
15:47 |
VanessaE |
I guess push it and I'll git it a go. |
15:47 |
celeron55 |
one good thing about this is that you don't need to shut down a server to toggle creative mode, you just need to set it and then it will apply to newly joined players |
15:47 |
celeron55 |
it's pushed already |
15:47 |
celeron55 |
i fearlessly push everything to c55/master now that there is a stable |
15:48 |
celeron55 |
if you use it, take backups, because it will destroy things at times |
15:48 |
VanessaE |
thexyz: I've got lots of crap stored in chests in 30001. Think you can upgrade that server? it'd make for a good test |
15:49 |
thexyz |
wrong channel |
15:49 |
celeron55 |
i have my server running now, in fact; it's at 30001 |
15:50 |
celeron55 |
or, well, not all of the time |
15:50 |
celeron55 |
but for testing |
15:56 |
celeron55 |
(so, yes, people can come there to test this new thing) |
16:01 |
VanessaE |
wow, 65 pages' worth of items with my default "stress" set |
16:03 |
VanessaE |
impressive, c55. |
16:09 |
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16:09 |
frozon |
back |
16:11 |
VanessaE |
hrm |
16:11 |
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16:13 |
VanessaE |
oh. forgot to disable the texture atlas. |
16:13 |
VanessaE |
c55: looks good to me. |
16:17 |
VanessaE |
hm, no, one glitch: Escape doesn't always close the inventory. |
16:26 |
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16:29 |
celeron55 |
hmm, i think you don't have build privileges on the server |
16:29 |
celeron55 |
now you do |
16:31 |
VanessaE |
oh it wasn't necessary, I was just looking around anyway |
16:31 |
VanessaE |
but thanks |
16:39 |
jordach |
is c55.me running again? |
16:40 |
thexyz |
it works for me |
16:40 |
thexyz |
it also seems that this channel was made not for those questions |
16:41 |
jordach |
sorry |
16:43 |
celeron55 |
THE LOG. |
16:43 |
celeron55 |
why is it so hard? |
16:57 |
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17:36 |
celeron55 |
oh, i didn't realize there was a mod with the exact same name i ended up using |
17:36 |
celeron55 |
i'll rename mine to "creative"; i don't need the longer one anyway |
17:37 |
celeron55 |
it doesn't have any registered items so it can just be there with *some* name |
17:38 |
VanessaE |
if I may suggest: you said this will be used for the regular inventory also. Why not call it expanding_inventory ? |
17:43 |
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17:46 |
celeron55 |
wut? |
17:47 |
celeron55 |
you fail |
17:49 |
VanessaE |
[07-25 11:32] <celeron55> it is the new creative mode |
17:49 |
VanessaE |
[07-25 11:32] <celeron55> which is, exactly like non-creative but with all items available at the left |
17:49 |
VanessaE |
sounds like it to me |
17:51 |
VanessaE |
I guess I interpreted it wrong |
17:52 |
VanessaE |
language barrier: to a natural english speaker, "all" can also mean "all rather than just a few" in this context. |
17:53 |
celeron55 |
all items available at the left, compared to no items available at the left, and nothing being at the left at all; in fact, the left does not even exist |
17:53 |
VanessaE |
fair enough. |
17:55 |
VanessaE |
too bad, it would have made for a nice feature in that mode too :-) |
17:57 |
celeron55 |
eh |
17:58 |
celeron55 |
no it wouldn't |
17:58 |
celeron55 |
stop talking about the survival mode, you don't have any viable opinions of it |
17:58 |
VanessaE |
ok. |
18:05 |
VanessaE |
you know what? why not just separate out the current "survival" mode and call it something else, "standard" mode or something, and then go on with your hardcore survival then. |
18:16 |
celeron55 |
bad idea |
18:19 |
frozon |
ok, mine test run under the latest mac os release 10.8 |
18:45 |
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18:53 |
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18:59 |
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20:00 |
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20:01 |
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20:50 |
sfan5 |
celeron55: why do you not merge my pull request? |
20:51 |
celeron55 |
i don't know if i want it |
20:51 |
celeron55 |
it doesn't matter what the limit is, people will stumble upon it anyway |
20:52 |
celeron55 |
and the ActiveObject system is still buggy, i don't trust it to work |
21:12 |
VanessaE |
what would a modder use then to get the effect done in the paintings mod? |
21:15 |
celeron55 |
what *is* the effect? |
21:15 |
VanessaE |
it uses entities to construct low-resolution wall paintings. |
21:16 |
VanessaE |
256 per. |
21:16 |
VanessaE |
(guess it was the only way he could find to make it work) |
21:17 |
celeron55 |
that is the horriblest thing i have heard |
21:17 |
VanessaE |
yeah I know, "minetest is not a paint program" etc. |
21:18 |
celeron55 |
well minetest has a runtime-image-generating framework, maybe there should be way to just define a whole image as the image string |
21:18 |
VanessaE |
that would be better |
21:19 |
celeron55 |
actually i think there already exists a way to combine a texture from smaller ones |
21:19 |
celeron55 |
not colors, but smaller textures |
21:19 |
celeron55 |
"[combine:WxH:X,Y=filename:X,Y=filename2:..." |
21:20 |
VanessaE |
given his mod has a solid color swatch for every color, the effect would almost be the same anyway |
21:20 |
celeron55 |
if there were 256 filenames of images of 1x1 pixels and WxH is 16x16, that'd make a 16x16 pixel image out of the pixel colors |
21:21 |
celeron55 |
these are not documented anywhere except by looking at tile.cpp, so i don't wonder why he hasn't used it |
21:21 |
VanessaE |
right, that's more or less how he does it now, just with entities to represent the pixels instead of a flat image. |
21:22 |
jin_xi |
i'm reading this |
21:22 |
VanessaE |
oop, there he is :-) |
21:22 |
celeron55 |
of course the size of the string would be like 4kB, but that's a minor problem |
21:22 |
celeron55 |
(compared to 256 entities........) |
21:23 |
sfan5 |
what about: data:image/png;base64, |
21:23 |
celeron55 |
eh, encode an image to png in Lua? go to hell |
21:23 |
VanessaE |
haha no |
21:24 |
celeron55 |
jin_xi: are you trying that? 8) |
21:24 |
jin_xi |
no, but will look at texture combining |
21:24 |
celeron55 |
i mean just that |
21:24 |
jin_xi |
then yes |
21:25 |
celeron55 |
that format i gave should be quite self-explanatory (and yes, there is no closing ] - that is the format of them, having been generally defined as such since minetest got the functionality of showing crack textures) |
21:26 |
jin_xi |
good to know about the missing ], thanks |
21:26 |
celeron55 |
a ^ would close it, and start an another image to be blit on the result, or an another "image modifier" starting with [ 8) |
21:27 |
sfan5 |
a.png^b.png[crack0 |
21:27 |
celeron55 |
yeah, that's valid |
21:27 |
sfan5 |
will crack 0 get applied to a.png^b.png or to b.png |
21:27 |
celeron55 |
a.png will be used as a base, b.png drawn on top of it and crack drawn on top of the result of the first two |
21:29 |
VanessaE |
does the compositor use alpha (for the upper layers) in this case? |
21:29 |
celeron55 |
dunno |
21:29 |
sfan5 |
does it add the alpha or overwrite it? |
21:30 |
celeron55 |
my guess is it is broken like the crack was broken before i fixed it, but i don't know |
21:30 |
sfan5 |
:/ |
21:30 |
VanessaE |
ok |
21:31 |
sfan5 |
is [combine:8x8: valid? |
21:31 |
celeron55 |
(which is, it'd ignore pixels that have full transparency, and copy the alpha of others) |
21:32 |
celeron55 |
sfan5: on it's own? |
21:32 |
sfan5 |
yes |
21:32 |
celeron55 |
remove the trailing : |
21:32 |
celeron55 |
the end result is probably garbled memory though |
21:33 |
sfan5 |
so it would generate an 8x8 texture with every pixel rgba(0,0,0,0) ? |
21:33 |
sfan5 |
... |
21:33 |
celeron55 |
color is undefined |
21:35 |
celeron55 |
actually, "a.png^b.png[crack0" is not valid |
21:35 |
celeron55 |
"a.png^b.png^[crack0" is |
21:35 |
celeron55 |
i just noticed the missing ^ |
21:37 |
sfan5 |
random textures with "[combine:8x8": http://i.imgur.com/7FKOP.png |
21:39 |
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21:39 |
celeron55 |
jin_xi: the only thing on which you can modify a texture on the fly is a entity though |
21:40 |
celeron55 |
an* |
21:40 |
jin_xi |
i know, i do that for the in game painting |
21:40 |
jin_xi |
first version is with crafting grid, but thats no option for 16x16 |
21:40 |
celeron55 |
and every modification you make will be created a new texture for, never to be deleted (until client restart) 8) |
21:41 |
celeron55 |
the client doesn't do any reference counting for generated or loaded textures for simplicity |
21:41 |
sfan5 |
would "[combine:8x8^[combine:16x16" crash minetest? |
21:42 |
celeron55 |
it will actually leak the first texture, and replace it with the second one, as combine doesn't care about what the base is |
21:43 |
celeron55 |
if it was perfect, it'd blit on the base if it was the right size |
21:43 |
celeron55 |
or actually, if it was perfect, it'd scale the result and blit it on the base |
21:43 |
sfan5 |
i thought ^ takes the base and copies the pixels of image2 |
21:43 |
celeron55 |
it just passes the base to the next one and the next one can do what it wishes |
21:44 |
celeron55 |
eg. just replace the pointer with a new image, like currently with [combine 8) |
21:45 |
celeron55 |
they just usually transform the base |
21:45 |
sfan5 |
so "[combine:8x8^[combine:8x8^[combine:8x8^[combine:8x8^....." will eat yor ram? |
21:46 |
sfan5 |
because the pointer gets deleted and not freed? |
21:46 |
sfan5 |
*overwritten |
21:47 |
celeron55 |
umm... yes, most likely |
21:47 |
sfan5 |
interesti |
21:47 |
celeron55 |
the result is cached though |
21:47 |
sfan5 |
in the filesystem? |
21:47 |
celeron55 |
and for a single image string, only a single image will be leaked |
21:47 |
celeron55 |
in RAM |
21:48 |
celeron55 |
a single image string will be always generated or loaded once after client startup |
21:48 |
celeron55 |
and then it'll just be looked from the cache in memory |
21:50 |
sfan5 |
"[combine:8x8" wouldn't generate the same image 2 times, but the cient keeps it until restart right? |
21:50 |
sfan5 |
+l |
21:51 |
celeron55 |
that is what i said |
21:53 |
sfan5 |
:D |
21:57 |
sfan5 |
idea: [combineresize:WxH:X,Y,W,H,image.png;X,Y,H..... |
23:56 |
celeron55 |
VanessaE: you hve not yet added the color groups to unifieddyes |
23:56 |
VanessaE |
I forgot :-) |
23:57 |
celeron55 |
VanessaE: you should do it in -100 hours and encourage it strongly |
23:57 |
celeron55 |
there is nothing unified in unifieddyes currently |
23:57 |
celeron55 |
and it will make people sad |
23:57 |
VanessaE |
ok. *checks api* |
23:58 |
VanessaE |
ha! not in the api yet :-) |
23:58 |
VanessaE |
guess I'll go to the code |
23:58 |
celeron55 |
it's not an api thing |
23:58 |
celeron55 |
it's a mod, or not really even am od |
23:58 |
celeron55 |
a mod* |
23:58 |
celeron55 |
just group names |
23:58 |
celeron55 |
the best interfaces are ones that don't exist as anything concrete |
23:59 |
celeron55 |
i should update the wool mod to use the groups rather than the specific dyes from the dye mod |
23:59 |
celeron55 |
i have not yet done that |