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IRC log for #minetest-dev, 2012-11-18

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All times shown according to UTC.

Time Nick Message
00:03 M13 joined #minetest-dev
01:11 * M13 says Bye to all
03:54 M13 joined #minetest-dev
04:28 sstrandberg joined #minetest-dev
06:52 Calinou joined #minetest-dev
08:16 celeron55 joined #minetest-dev
08:23 celeron55_ joined #minetest-dev
09:11 RealBadAngel joined #minetest-dev
09:11 RealBadAngel hi
09:12 RealBadAngel just posted a patch to read keyboard from LUA
09:12 RealBadAngel first pretty serious made by me
09:12 RealBadAngel can somebody take a look on it?
09:23 Calinou what if a mod wants to override a key that is already used?
09:23 RealBadAngel im reading keybindings
09:23 RealBadAngel and mouse buttons
09:24 RealBadAngel the patch is on Taoki's request to allow 3d player animations
09:24 Calinou i seen the 3D player thread, looks nice
09:24 Calinou the animation looks weird :p
09:24 RealBadAngel but can be used for more stuff
09:25 RealBadAngel you can detect now if shift was pressed
09:25 RealBadAngel and take another action then
09:25 Calinou you didn't answer my first question ;)
09:25 RealBadAngel i did
09:25 RealBadAngel keybindings
09:25 Calinou does this allow mods to make custom keybindings?
09:26 RealBadAngel it returns state of game defined keys
09:26 Calinou ah
09:26 RealBadAngel not whole keyboard
09:26 RealBadAngel for each player
09:27 RealBadAngel data is being sent together with player pos to the server
09:27 RealBadAngel ive added just 2 extra bytes to it
09:29 Calinou [suggestion] why not add this too: https://github.com/celeron55/minetest/issues/258
09:29 RealBadAngel have to be added imho
09:30 RealBadAngel i will add this when start working on Portals
09:30 Calinou the mese is a lie
09:30 RealBadAngel why?
10:47 celeron55 joined #minetest-dev
10:49 PilzAdam joined #minetest-dev
10:55 PilzAdam joined #minetest-dev
11:54 SpeedProg joined #minetest-dev
12:18 celeron55 joined #minetest-dev
12:39 doserj joined #minetest-dev
14:49 RealBadAngel celeron55, got a question, why set_nodedef branch wasnt merged? im testing it heavily now and it seems to be functional
14:51 celeron55 there might be some problems with future compatibility
14:53 celeron55 the way it stores the data that was originally only intended for network transfer isn't too robust
14:53 celeron55 it'd need more testing
14:54 celeron55 and thinking
14:54 RealBadAngel the bandwith isnt the problem for most of us
14:54 celeron55 i said nothing about bandwidth
14:55 RealBadAngel well, you didnt
14:55 RealBadAngel but this change can improve lots of other things
14:55 RealBadAngel cut the mods size, reduce nodes definitions
14:56 RealBadAngel and allow many other things, like animated nodes
15:04 RealBadAngel so, youre planning to change the way node data is stored?
15:11 celeron55 i'm planning to do nothing
15:15 RealBadAngel i will play with the branch some more, if i can improve something there
15:16 RealBadAngel have you seen my latest patch ive submitted?
15:17 celeron55 haven't had time to look at it
15:19 RealBadAngel please do, when you will have some time. Taoki is waiting for it, its needed for her to finish the work on 3d players
15:20 RealBadAngel i made it on her request
15:20 Calinou joined #minetest-dev
15:22 RealBadAngel hi Calinou, there was an issue with lights and nodeboxes from your stairs+ mod
15:22 hmmmm joined #minetest-dev
15:22 RealBadAngel what have you done exactly to fix it?
15:22 Calinou what issue?
15:22 Calinou they let light pass through, intended
15:22 Calinou it is currently impossible to define lighting "patterns" (eg. letting light pass vertically but not horizontally)
15:23 RealBadAngel so you just let them pass light, yes?
15:23 hmmmm of course not
15:24 hmmmm but i know what you'd need to do in order to make that a reality
15:24 Calinou RealBadAngel: yes, else the texture of the nodebox is darkened
15:24 Calinou looks ugly
15:26 RealBadAngel same issue is with c55 branch set_nodedef
15:26 RealBadAngel nodeboxes are darker
15:34 Calinou they always were
15:51 sstrandberg joined #minetest-dev
15:55 RealBadAngel anybody thought about moving to IrrLicht 1.8?
15:57 PilzAdam Jeija had worked on this IIRC
15:57 RealBadAngel yes, i have his patches needed for minetest to run with 1.8
15:58 RealBadAngel cosmetic changes to edit boxes
15:59 RealBadAngel wonder if he tried to measure the game speed with it
15:59 RealBadAngel dev log says its faster
16:00 PilzAdam any other benefits?
16:02 RealBadAngel http://irrlicht.sourceforge.net/2012/11/irrlicht-1-8-is-released/
16:04 RealBadAngel list of changes is pretty long
16:09 hmmmm is graphical rendering speed really the issue, though?
16:09 hmmmm i mean i gues it can be done
16:10 hmmmm ooh, occlusion culling, a feature i thought was already in irrlicht... apparently not..
16:11 RealBadAngel not the issue, but if it is really faster maybe folks could play with full range view and at a higher framerate
16:11 hmmmm there is no full range view in minetest though, unless you mean a node distance of 31000
16:11 RealBadAngel for me FPS with full range drops to about 20-30fps
16:11 hmmmm 62000 actually
16:11 RealBadAngel i mean pressing R
16:11 hmmmm i see
16:12 RealBadAngel lets just call it this way
16:12 hmmmm no fog enabled
16:12 PilzAdam full range view looks ugly
16:12 PilzAdam there should be fog when mapblocks are not loaded
16:12 RealBadAngel its an option, i do like playing with it
16:12 hmmmm isn't that because of the lack of filtering?
16:12 hmmmm oh
16:12 sstrandberg joined #minetest-dev
16:13 hmmmm well fog on the boundaries where there isn't a loaded block
16:13 PilzAdam that would be nice
16:15 hmmmm - Fix a bunch of off-by one errors in irr::core::string in functions equals_substring_ignore_case, findFirst, findFirstChar, findNext, findLast, findLastChar, replace, remove and removeChars.
16:16 hmmmm wait, irrlicht has its own string functions?
16:16 hmmmm AND something as simple as that was apparently defective?
16:17 celeron55 irrlicht doesn't depend on the STL so... yes?
16:17 celeron55 nice bunch of errors though 8)
16:17 hmmmm this must've been embarassing for them
16:18 hmmmm also notice the inconsistent function naming (unix_style and camelCase) - it's like PHP
16:20 PilzAdam anything against this? https://github.com/celeron55/minetest_game/pull/37
16:21 hmmmm papyrus is misspelled...?
16:22 hmmmm you're missing a ' in Don't?
16:22 PilzAdam something that is not about the grammar/spelling of the commit message?
16:23 hmmmm it works
16:26 Calinou "PilzAdam authored just now"
16:26 Calinou :OP
16:26 Calinou :O*
16:39 RealBadAngel Calinou, could you add copper block to moreores?
16:48 PilzAdam what do you think about this? https://github.com/PilzAdam/minetest_game/commit/165da9348a8061e952d70e1e8c1da944dd00ac44
16:52 Calinou maybe
16:56 RealBadAngel useful, so now other kind of trees can be used
17:40 celeron55 PilzAdam: yes
17:41 celeron55 throw it in 8)
17:41 PilzAdam ok
17:43 RealBadAngel celeron55, what about mine? :)
17:44 Calinou https://github.com/celeron55/minetest/pull/248 < this?
17:48 PilzAdam Calinou, this should be fixed: https://github.com/celeron55/minetest/pull/248#issuecomment-8440992
18:10 sstrandberg joined #minetest-dev
19:03 doserj joined #minetest-dev
19:31 VanessaE looking at this commit for crafting stuff from groups such as wood or stone, as we certain this won't interfere with any existing mods?
19:32 VanessaE s/as/are/
19:33 VanessaE (doesn't appear to be any real risk, but it doesn't hurt to be sure)
20:56 doserj joined #minetest-dev

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