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 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 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 ? 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? 07:13 cornernote ok, i'll do that 07:29 frozon_ hello 07:29 frozon_ got a stupid question, is there an easy way to display a text alert in the menu? 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 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 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 10:49 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 11:48 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 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) 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. 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 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 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] 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 18:54 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 20:25 jin_xi https://github.com/celeron55/minetest_game/pull/5 fix warnings about deprecated invsize 20:25 jin_xi a minimal patch 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