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. :-) 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 heres what i am trying: it compiles, but crashes when the code hits that part (i can see from debug.txt) 07:38 cornernote const std::string s = part_of_name; 07:38 cornernote std::string se = base64_encode(reinterpret_cast(s.c_str()), s.length()); 07:38 cornernote any tips most welcomed =) 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 cornernote my string was longer than 64 =) 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. 12:22 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 :( 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 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 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 frozon back 16:11 VanessaE hrm 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. 16:29 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? 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 ? 17:46 celeron55 wut? 17:47 celeron55 you fail 17:49 VanessaE [07-25 11:32] it is the new creative mode 17:49 VanessaE [07-25 11:32] 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 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 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