Time |
Nick |
Message |
00:00 |
celeron55 |
basically for each of your dye you should define a color group from all of the three bunches |
00:01 |
celeron55 |
also the dye group for future things (it can't be used currently at the same time, but currently it's not really a problem, as nothing else than dyes have colors) |
00:01 |
celeron55 |
https://github.com/celeron55/minetest_game/blob/master/mods/dye/init.lua |
00:02 |
VanessaE |
already there. |
00:02 |
VanessaE |
just need to get my head around it (lack of sleep) |
00:09 |
celeron55 |
i'll make the wool mod use color groups appropriately so you have something to test it with |
00:09 |
VanessaE |
ok |
00:14 |
celeron55 |
hmm, darkgrey vs. dark_green is kind of confusing |
00:14 |
celeron55 |
i guess it would be confusing with dark_grey too because it's differently organized |
00:15 |
VanessaE |
I just did that to shorten the name slightly. Probably wasn't my best decision |
00:15 |
celeron55 |
i could name the groups still whatever i like |
00:16 |
celeron55 |
but unless you don't rename your stuff, i won't rename these |
00:16 |
celeron55 |
because currently these would be in sync |
00:16 |
celeron55 |
no extra translations in loops |
00:17 |
VanessaE |
probably not a good idea to rename mine at this point, already got several mods that depend on it. People would, as you say, "be sad" :-) |
00:28 |
celeron55 |
ehm |
00:28 |
celeron55 |
for some reason this does not work at all |
00:28 |
VanessaE |
which part? |
00:30 |
celeron55 |
the part of using a group in a crafting recipe |
00:31 |
VanessaE |
odd, I used it to craft ladders from multiple colors of sticks |
00:31 |
celeron55 |
oh i know why |
00:31 |
celeron55 |
it works only for shaped recipes |
00:31 |
VanessaE |
bugfix time ;-) |
00:32 |
celeron55 |
it's not a bug |
00:32 |
celeron55 |
it's a lack of a feature |
00:32 |
celeron55 |
and not a trivial one |
00:33 |
celeron55 |
http://paste.dy.fi/0DC |
00:33 |
celeron55 |
now, "just" make that support groups, right? |
00:33 |
VanessaE |
hah |
00:33 |
VanessaE |
I never said it'd be easy ;) |
00:33 |
VanessaE |
besides, I was only kidding |
00:34 |
celeron55 |
kahrl has used lisp syntax for documenting some of these functions |
00:34 |
celeron55 |
// (mapcar craftGetItemName itemstrings) |
00:35 |
celeron55 |
:D |
00:35 |
celeron55 |
awesome |
00:35 |
VanessaE |
hm, speaking of groups, I suppose I can't do something of the form: groups = { A..B=1 } where A is a string and B is a variable. |
00:37 |
celeron55 |
> B="foo" |
00:37 |
celeron55 |
> a={["A"..B]=1} |
00:37 |
celeron55 |
> print(a.Afoo) |
00:37 |
celeron55 |
1 |
00:37 |
VanessaE |
ahhhhhh |
00:37 |
VanessaE |
didn't know about the extra brackets. |
00:38 |
celeron55 |
read the lua book. |
00:38 |
celeron55 |
then you know everything |
00:38 |
celeron55 |
it isn't long |
00:39 |
VanessaE |
I'll check into it. lua's easy enough but some stuff is tricky when you come from almost directly the 8-bit world |
00:41 |
VanessaE |
well it doesn't crash now |
00:41 |
VanessaE |
:-) |
00:45 |
VanessaE |
hm, is there a way to get a dump of all groups that have been defined? |
00:47 |
VanessaE |
mm..should be okay the way it is, the syntax looks right anyway |
00:47 |
celeron55 |
nothing tracks defined groups |
00:47 |
celeron55 |
because groups are not defined 8) |
00:48 |
celeron55 |
they are only used |
00:48 |
VanessaE |
good point |
00:55 |
VanessaE |
pushed. |
00:56 |
VanessaE |
<celeron55> no that's wrong. what are you, some kind of idiot? |
00:56 |
VanessaE |
;-) |
01:06 |
celeron55 |
https://github.com/celeron55/minetest_game/commit/937ec64ee621d5943306fe3118e4fd487a62a144 |
01:06 |
celeron55 |
attempted to fix the group shapeless recipes but it didnt' work |
01:06 |
celeron55 |
't* |
01:06 |
celeron55 |
now will sleep |
01:06 |
VanessaE |
ok |
01:06 |
celeron55 |
terribly late again |
01:06 |
celeron55 |
i hate this |
01:07 |
VanessaE |
yeah it's gotta be what, 3am there? |
01:07 |
celeron55 |
4 |
01:07 |
VanessaE |
even worse. |
01:07 |
VanessaE |
well good night. |
01:18 |
VanessaE |
hm, no go. |
01:19 |
VanessaE |
wait.. |
01:19 |
VanessaE |
bingo |
01:20 |
VanessaE |
unifieddyes via the groups= function works, at least red does anyway |
01:22 |
VanessaE |
note: unifieddyes requires crafting glass bottles to store the dyes, so crafting a colored wool block should return an empty bottle. |
01:22 |
VanessaE |
(at least if unifieddyes was used to color it) |
01:29 |
VanessaE |
fixed black. All colors seem to work with wool. |
02:47 |
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02:47 |
cornernote |
hi, yesterday i was able to extract some of the images i needed - basically the inventorycube |
02:48 |
cornernote |
i'd like to extract the node_box, but i can't see where that is converted to an Image object |
02:49 |
cornernote |
also, sorry to ask in the dev room, i just thought everyone here will have more c++ skill than the main room |
03:07 |
cornernote |
im starting to think it doesnt get converted to an image... node_box is some fancy thing that can only be rendered ingame ? |
04:01 |
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05:33 |
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05:40 |
cornernote |
i think i got it =) |
05:41 |
jin_xi |
morning |
06:38 |
cornernote |
hi jin_xi |
06:38 |
cornernote |
here is the code i use to extract the 3d image: |
06:38 |
cornernote |
http://pastebin.com/GrGef1dK |
06:38 |
cornernote |
search for // BEGIN WIKI IMAGE EXTRACT |
06:39 |
cornernote |
problem is it dies like this: |
06:39 |
cornernote |
http://pastebin.com/eAjK0GcQ |
06:40 |
cornernote |
the one it dies on depends on which mods i have... but it always dies in the same place if i run it again with same mods |
06:41 |
cornernote |
the line it fails on is: |
06:41 |
cornernote |
snprintf(filename, 1024, "wikiimage/%s.png", se); // this fails after about the 14th image |
06:54 |
jin_xi |
let's move this to #minetest-delta, ok? |
06:56 |
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07:13 |
cornernote |
ok, i'll do that |
07:21 |
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07:28 |
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07:29 |
frozon_ |
hello |
07:29 |
frozon_ |
got a stupid question, is there an easy way to display a text alert in the menu? |
07:38 |
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08:10 |
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08:23 |
frozon_ |
could someone review my last 3 commit on my repo plz, https://github.com/frozon/minetest/commits/ , in key menu, you can't assign a key already assigned |
08:25 |
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09:20 |
sfan5 |
celeron55: https://github.com/celeron55/minetest/pull/176 |
09:23 |
frozon_ |
brb |
09:24 |
celeron55 |
sfan5: nope. |
09:24 |
celeron55 |
i don't do anything distro-specific |
09:24 |
celeron55 |
period. |
09:24 |
sfan5 |
hmm ok |
10:15 |
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10:15 |
frozon_ |
back |
10:17 |
frozon_ |
celeron55: can you have a look to my 3 last commit https://github.com/frozon/minetest/commits/master in key configuration windows, you can't assign an already assigned key and it display a message |
10:18 |
celeron55 |
don't spam |
10:19 |
frozon_ |
sorry did not attend to spam |
10:20 |
celeron55 |
if you look at the topic, there is a channel log in there, which everyone can look at and which means nobody has to say the same thing more than once |
10:20 |
celeron55 |
which means nobody is allowed to say the same thing more than once |
10:23 |
frozon_ |
did not know about this feature, sorry won't do it twice |
10:24 |
celeron55 |
i have other things to do at the moment, maybe somebody will look at it or i will at some point |
10:42 |
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10:49 |
celeron55 |
VanessaE: https://github.com/celeron55/minetest_game/commit/32ee20ebe7d1a64aefa0bfd6ff3a29f6c4b94e89 |
10:50 |
celeron55 |
https://github.com/celeron55/minetest/commit/0c91a0d59db70f3f502004d4c37fecd4e10c9401 |
11:11 |
celeron55 |
i am wishing to release the current git as stable and for that i need people to test it in their own ways and report back any problems |
11:18 |
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11:27 |
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11:48 |
celeron55 |
frozon_: you could try to find a solution to the problem of not being able to assign eg. space without a trick (the trick is to click the button and hold a mouse button at the background while pressing space) |
11:48 |
celeron55 |
it's because irrlicht's gui system handles focus very oddly |
11:48 |
celeron55 |
or, more with the way it propagates events |
11:49 |
celeron55 |
it starts from the downmost child element and goes up from there, and the button eats the event |
11:50 |
celeron55 |
oh wait |
11:50 |
celeron55 |
you need to just click the background, which means a simple setFocus after a button press will do |
11:50 |
celeron55 |
why haven't i figured this out before |
11:50 |
frozon_ |
:p |
11:50 |
frozon_ |
didn't do anything and here is the solution, i'm great :D |
11:51 |
celeron55 |
try to add something like that to it: https://github.com/celeron55/minetest/commit/a26a66a8c4f2121bb4693e63310ecc4c4d0c78ea |
11:52 |
frozon_ |
ok, will have a look, but I was wondering of another way to assign keys. In some game if you assign a key already assigned elsewhere, the key you want to assign is unassign to its previous action and then assigned to the action clicked |
11:52 |
celeron55 |
just make it have it assigned to two actions and show a warning |
11:52 |
celeron55 |
-make it |
11:52 |
celeron55 |
no need to try to be wiser than the user |
11:53 |
frozon_ |
in my commit, you can't assign a key already assign, and it display a message |
11:53 |
celeron55 |
i hate software that thinks it's wiser than me |
11:54 |
frozon_ |
I understand, but yesterday I assign Q key (so left key on french keyboard) and it was also assign to the drop key |
11:55 |
celeron55 |
yes, the warning is useful |
11:55 |
frozon_ |
so each time I used Q I turn to the left but also drop my item |
11:56 |
celeron55 |
there are some odd descriptions of keys in the menu |
11:58 |
celeron55 |
"print stacks" prints some debug stuff that nobody probably has any use for (stacks can be confused with... well, something else) and the "use" key is called "special 1" in the code, and it is basically "go fast or down" |
12:00 |
frozon_ |
I just upgraded my work computer to mountain lion and I need to upgrade Xcode before doing some change, as soon as it is up to date, i'll have a look to the space issue |
12:01 |
frozon_ |
And you do not want to stop an user from assigning a key already assigned to another action but let him assign the key and display a waring |
12:02 |
celeron55 |
the menu could use a lot of rework; it's basically awfully repeated code currently, but i guess everyone is too lazy to make it cleaner |
12:03 |
frozon_ |
ok, will try to have a look in the next few day if I find something cleaner |
12:04 |
celeron55 |
ideally it should be just an array of what actions to set, with descriptions, and loops to show and handle them |
12:05 |
celeron55 |
(note that the descriptions need to be set in the constructor, to be able to use gettext) |
12:05 |
frozon_ |
will try to look at it and if I have any doubt or question, I'll ask you about ;) |
13:09 |
frozon_ |
celeron55: you were right about Environment->setFocus(this); for space assignment, it is working like a charm https://github.com/frozon/minetest/commit/45d8bcf27120d8fb37deda3f904eb50e97c13dea |
13:58 |
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14:44 |
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15:37 |
VanessaE |
celeron55: the shapeless recipes seem to work. |
15:43 |
VanessaE |
on an unrelated note: you should take another look at memory management - it's now to the point where enough mods + big textures will crash minetest even on AMD64 builds. |
15:43 |
VanessaE |
(over 4GB RAM usage - workaround is obvious but undesirable of course) |
15:53 |
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16:00 |
VanessaE |
(bug #128 updated with relevant info) |
16:09 |
celeron55 |
i won't take, because i do not expect to see any possible point of improvement |
16:09 |
celeron55 |
just don't use your huge textures |
16:09 |
VanessaE |
heh |
16:13 |
VanessaE |
I'd attempt to point out how it would improve, but my argument will be shot down. |
16:57 |
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17:05 |
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17:21 |
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17:31 |
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17:34 |
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17:42 |
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17:45 |
frozon |
celeron55: I worked a bit on guiKeyCodeMenu, dropped about 300 lines, https://github.com/frozon/minetest/blob/master/src/guiKeyChangeMenu.cpp , it should be easy to add new keys if needed |
17:46 |
frozon |
dunno if it match what you except and/or how you thought it could be after talking a bit about this topic earlier |
17:51 |
celeron55 |
by a quick glance, it looks fairly good |
17:51 |
celeron55 |
you seem to have screwed up the indentation though |
17:54 |
celeron55 |
this should be of help: http://minetest.net/wiki/doku.php?id=contrib#coding_style |
17:54 |
celeron55 |
it's not absolutely strict, but you shouldn't got too far from it |
17:54 |
celeron55 |
s/got/go/ |
17:55 |
frozon |
ok, just saw a bit of code to clean again, and going to go throughout the coding style guide lines |
17:58 |
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18:04 |
VanessaE |
celeron55: can you add a replacements= line to mods/wool/init.lua to give back the empty dye bottle? "People keep smuggling Cokes into the Easter Sector and not returning the empties." ;-) |
18:05 |
VanessaE |
Eastern* |
18:06 |
celeron55 |
no |
18:06 |
celeron55 |
patch welcome |
18:08 |
VanessaE |
pfft |
18:11 |
EdB |
would it be hard to change minetest to generate colored item instead of having to make a png for every possible color ? |
18:18 |
frozon |
celeron55: a little bit cleaner, sorry for tabs indent, not used to it https://github.com/frozon/minetest/blob/master/src/guiKeyChangeMenu.cpp |
18:19 |
celeron55 |
EdB: depends on the details |
18:21 |
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18:21 |
VanessaE |
celeron55: patched. https://github.com/celeron55/minetest_game/pull/4 |
18:22 |
celeron55 |
ehm... wat |
18:23 |
celeron55 |
no that's nonsense |
18:23 |
celeron55 |
i am not going to put random references to other mods in upstream ones |
18:23 |
VanessaE |
well then your wool mod wastes glass. |
18:23 |
celeron55 |
there needs to be a clean way |
18:24 |
VanessaE |
unless there's a way to add a replacement recipe to an existing mod, I see no other way to do it. |
18:24 |
VanessaE |
(add, after the fact I mean) |
18:27 |
EdB_ |
I was thinking base_item.png + dye --> colored_item texture |
18:30 |
EdB |
base_item may have to specified wich part could be colord with a special color (like the one used to specify alpha in png times ago) or by giving the color value to be change |
18:31 |
celeron55 |
i am not going to include any engine feature to make the same item have a different look, but i can consider adding a feature of generating a modified texture based on a base one at runtime by using the engine |
18:31 |
celeron55 |
(it already has such features, which are badly documented, but there is none for coloring things) |
18:32 |
EdB |
i was thing of some thing like that, modified the base texture to by blen with the provided dye |
18:33 |
EdB |
blend |
18:34 |
celeron55 |
but i am not a fan of a hundred dyes, know that |
18:35 |
EdB |
ok, I guess the already present dye should be enought |
18:36 |
VanessaE |
c55: you mentioned some days ago how you wished I would take over managing the project. I assumed you were not serious, but THIS sorta argument is exactly why I won't even consider the idea. |
18:40 |
frozon |
question: if you hard quit the game (alt+f4, option+q, …) configuration is not saved, is it possible to add settings->setConfigFilePath(configpath); and being able to to settings->updateConfig(); when configuration is modified and saved? |
18:40 |
celeron55 |
VanessaE: i don't even remember, but i would guess it was kind of speculative |
18:40 |
frozon |
*to do |
18:41 |
VanessaE |
[07-20 17:45] <celeron55> can you just, like, start leading minetest so that i can forget about it completely? |
18:41 |
VanessaE |
(just for your reference) |
18:41 |
VanessaE |
my memory sucks, but at least my logs are reliable ;-) |
18:44 |
jordach |
VanessaE, http://irc.minetest.ru/minetest-dev/2012-07-20#i_2381424 |
18:44 |
VanessaE |
oh sure, just show all my typos for the rest of the world to see ;) |
18:46 |
VanessaE |
oops, chit-chat again. |
18:46 |
* VanessaE |
shuts up. |
18:47 |
* VanessaE |
un-shuts up. |
18:48 |
VanessaE |
celeron55: the only other solution that makes any sense is for me or someone to create a "vessels" mod and have you merge it upstream, and let unifieddyes use that. then you'd be doing replacements= against that upstream vessels mod. |
18:49 |
VanessaE |
(which would contain recipes for glass and metal cups and bottles at the very most) |
18:49 |
celeron55 |
i am guessing groups is the solution to this like to most things, but i have other things to think about |
18:53 |
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18:54 |
VanessaE |
damn it. c55, it doesn't matter anyway - that line would have given back a bottle on any colored-block craft. |
18:55 |
* VanessaE |
feels stupid now. |
18:58 |
jordach |
celeron55, you said http://irc.minetest.ru/minetest-dev/2012-07-20#i_2381424 me and VanessaE are capable of doing this, and to be even more honest, i visit the forums, blog and github everyday, im willing to help out in any way possible that i can. and i know VanessaE would like this too, in some aspects. |
19:03 |
VanessaE |
... |
19:13 |
jordach |
VanessaE, i might have found where your memory leak sits: Animated nodes point to mesh_make_data instead of the real block data and the list of animated nodes will just be overwritten and i don't know if it will cause memory leaks.(Both things didn't cause problems while testing |
19:13 |
jordach |
do you have 512px animated nodes? |
19:15 |
VanessaE |
yes I do. |
19:15 |
VanessaE |
torches and lava to be exact. |
19:15 |
VanessaE |
take this to #minetest. |
19:15 |
jordach |
ok |
20:04 |
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20:25 |
jin_xi |
https://github.com/celeron55/minetest_game/pull/5 fix warnings about deprecated invsize |
20:25 |
jin_xi |
a minimal patch |
22:20 |
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23:07 |
VanessaE |
celeron55: a suggestion has been put forth on the forums: Mese should be an ore (I presume similar to how coal and iron are depicted), which when mined gives a mese lump, which in turn could be smelted into mese ingots and then from there crafted into mese blocks (which would be the texture we have now, and usable by all mods that need it). |
23:08 |
VanessaE |
obviously mese as an ore would need to be more common. not sure I like the idea, but it *would* be consistent with the way all other ores work in the game |
23:28 |
celeron55 |
https://github.com/celeron55/minetest/commit/0190f9b077dcb2b8cb41c622dd91ffc1e04dacac |
23:29 |
VanessaE |
ooo |
23:29 |
celeron55 |
that should be able to do... stuff |
23:29 |
VanessaE |
lots of people have wantd that |
23:29 |
celeron55 |
not sure of slowdown, glitches or what it will fail to do |
23:29 |
VanessaE |
well whatever it doesn't cover, admins and players can fix manually or restore from backups |
23:29 |
celeron55 |
and now do not distract me |
23:37 |
celeron55 |
it basically is dumb as shit but crunches through the crap at a fair speed becaue it's native code |
23:37 |
celeron55 |
+s |
23:38 |
celeron55 |
and because it is in the engine i could make it grab quite a many things... with a good amount of trouble |
23:39 |
celeron55 |
with the latest commit, you can even rollback worldedit commands 8D |
23:41 |
celeron55 |
it's supposed to be something you can put on a public servers and mind about griefers only afterwards |
23:41 |
VanessaE |
sounds good. |
23:48 |
celeron55 |
liquids need to be tuned for that though; currently you can generate enormous amounts of lava or water by placing relatively few blocks in a certain way |
23:48 |
celeron55 |
and in the same way get infinite source blocks |