Time |
Nick |
Message |
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03:52 |
VanessaE |
stupid wireless. |
04:17 |
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11:51 |
VanessaE |
celeron55: when you sign on and see this in the logs, I had some trouble compiling minetest for an old laptop (running Ubuntu Intrepid, because anything newer lacks support for the video device thereon). You have a version check in your CMakeLists.txt that doesn't exist on "old" systems. Further, you are setting a flag in src/CmakeLists.txt regarding warning of unused results. This does not work on older compilers. So t |
11:51 |
VanessaE |
his overall breaks the concept of minetest working well on "old" computers. |
11:51 |
VanessaE |
(I'd give you more exact references if I had them, but they're already long gone) |
11:57 |
VanessaE |
by removing the two offending references I was able to compile and run the game normally. |
12:03 |
VanessaE |
the version check used STREQUAL to look for I think 2.8.x, but that function is not supported on 2.6 |
15:19 |
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15:23 |
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15:38 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commit/22a4e2de99594c7690f8855ce85ba85cba673ac7 |
15:39 |
PilzAdam |
anything against this? |
16:12 |
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17:04 |
thexyz |
celeron55, darkrose: did you see that? https://github.com/celeron55/minetest/pull/288 |
17:06 |
celeron55 |
moving stuff from localplayer.h to player.h does not look like something that should be done at all |
17:11 |
thexyz |
why? |
17:12 |
thexyz |
(in this case) |
17:13 |
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17:13 |
celeron55 |
hmm... i guess it's reasonablish in this case |
17:14 |
celeron55 |
that doesn't allow listening for key clicks though, only continuous presses; those might need to be done some day too |
17:16 |
RealBadAngel |
celeron55, it has to be moved, to synchronize data between local and remote |
17:17 |
RealBadAngel |
that structure was before only for local player |
17:17 |
RealBadAngel |
i moved the definition to player.h so both instaces can have it |
17:17 |
celeron55 |
"PlayerControl control;" looks like it shouldn't be a class instance variable |
17:17 |
RealBadAngel |
then made a bridge |
17:17 |
celeron55 |
it should be in the function |
17:18 |
RealBadAngel |
you mean it should be in protected? |
17:18 |
celeron55 |
no |
17:18 |
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17:18 |
celeron55 |
PlayerControl getPlayerControl(){ PlayerControl control; ... return control; } |
17:19 |
celeron55 |
there is no use for it as an instance variable |
17:19 |
RealBadAngel |
it is |
17:19 |
RealBadAngel |
your old one |
17:19 |
celeron55 |
wat? |
17:19 |
RealBadAngel |
this way it was copied over to it |
17:19 |
RealBadAngel |
pressed keys |
17:20 |
RealBadAngel |
ive added just getPlayerControl to read it |
17:20 |
celeron55 |
oh eh |
17:20 |
celeron55 |
well then your change is just completely messed up |
17:20 |
RealBadAngel |
and on the server side to decompress bit packed data |
17:21 |
RealBadAngel |
i dont think so |
17:21 |
RealBadAngel |
on client side it doesnt change anything |
17:21 |
RealBadAngel |
it doesnt have to |
17:21 |
celeron55 |
remove "u16 keyPressed;" and directly set the PlayerControl control variable in the TOSERVER_PLAYERPOS handler |
17:22 |
RealBadAngel |
i do want both packed and old style variables |
17:22 |
celeron55 |
something like setPlayerControlFromBits(u16 keyPressed) |
17:22 |
celeron55 |
it makes zero sense to have both |
17:23 |
RealBadAngel |
for me personally bit packed is more usable |
17:23 |
darkrose |
that'd make it easier to watch for clicks in the future too |
17:23 |
RealBadAngel |
and makes code faster |
17:23 |
RealBadAngel |
bit operations are way faster than on strings |
17:25 |
darkrose |
wtf strings? |
17:25 |
RealBadAngel |
but i can make it this way too |
17:25 |
RealBadAngel |
shall it be called on receive or on demand? |
17:26 |
RealBadAngel |
bit packed is the real stuff that comes from side to side |
17:27 |
RealBadAngel |
now im restoring control only when got demand on reading it |
17:28 |
RealBadAngel |
i thought makin it 5 times a sec is not necesary when no one wants to read it actually |
17:29 |
RealBadAngel |
so made it on demand |
17:30 |
celeron55 |
the performance overhead is so small there is no reason to not make two variables to be one; also, if it is read 10 times a second, yours is slower because it recreates it all of those times while it is received 5 times 8) |
17:30 |
celeron55 |
it'd need a "cache dirty" flag, and then it's even more complicated for no measurable benefit |
17:31 |
RealBadAngel |
so shall i duplicate all the variables received on the server side just when i received them? |
17:31 |
celeron55 |
you spread the u16 to player->control right there (altough make it look like player->setPlayerControlFromBits(keyPressed) or similar |
17:32 |
RealBadAngel |
this way they will be synced, at least to .2 sec |
17:32 |
RealBadAngel |
ok, so i will do that |
17:32 |
RealBadAngel |
but one question |
17:33 |
RealBadAngel |
apart from this |
17:33 |
RealBadAngel |
.2s delay can be too much for animations, dont you think? |
17:33 |
celeron55 |
(it'd help code readability to somehow encapsulate the isKeyDown stuff to a symmetric counterpart to that, but i don't see how that'd go easy enough |
17:33 |
celeron55 |
) |
17:34 |
RealBadAngel |
on the server side kepress donw. hold, released shall be recreated |
17:34 |
celeron55 |
there's no problem of it being suboptimal; this is going to be (at least for now) just the generic way of doing things when there is no other option |
17:35 |
RealBadAngel |
this we shall check in gameplay imho |
17:36 |
RealBadAngel |
maybe .2s will be enough |
17:36 |
RealBadAngel |
on the keys i will apply your suggestions |
17:37 |
celeron55 |
well, you could add a key update packet (transferring that u16) that the client would send always when it sees a press or release |
17:37 |
celeron55 |
but i don't think it's important |
17:37 |
RealBadAngel |
i dont think so too |
17:37 |
RealBadAngel |
0.2 or .1s is enough |
17:38 |
RealBadAngel |
we dont need to raise packets being sent there and back |
17:38 |
RealBadAngel |
2bytes extra doesnt change anythin and thats ok |
17:39 |
RealBadAngel |
im sending 9 bits in fact |
17:40 |
RealBadAngel |
7 left for more keys, more than enough |
17:41 |
RealBadAngel |
if we do have aux1, lets make aux1-8 |
17:41 |
celeron55 |
when doing networking or other serialization stuff, you generally want to oversize everything by orders of magnitude |
17:41 |
RealBadAngel |
all will be more than happy with it |
17:41 |
celeron55 |
but it doesn't really matter in here |
17:41 |
celeron55 |
i would've made that 32 bits though |
17:41 |
RealBadAngel |
this partical change wont affect anything |
17:42 |
RealBadAngel |
those 7 are already transferred |
17:42 |
RealBadAngel |
just could be used |
17:43 |
RealBadAngel |
btw celeron55, i really admire the game code |
17:43 |
RealBadAngel |
its really self explaining |
17:43 |
RealBadAngel |
had no problems to dive into it |
17:45 |
RealBadAngel |
i believe with my pathches i do follow the same way |
17:46 |
celeron55 |
it's not really good or bad; pretty much average videogame code for most parts |
17:46 |
RealBadAngel |
that 99,5% of humanity wont understand ;) |
17:47 |
celeron55 |
but nice to hear somebody had easy time with it; some princesses just puke at it because they're used to some kind of utter perfection |
17:47 |
RealBadAngel |
i told ya im a coder, but i guess you wouldnt believe just words |
17:48 |
RealBadAngel |
can feel the style of coding |
17:49 |
RealBadAngel |
my personal is a bit messy, i know |
17:49 |
RealBadAngel |
im too much of real low level, with code in mind just |
17:53 |
RealBadAngel |
propably if minetest was written by me you wouldnt get so easy time ;) |
17:53 |
RealBadAngel |
so maybe its better you are the boss hehehe |
17:55 |
RealBadAngel |
i will rewrite patch by tommorow |
17:55 |
celeron55 |
you need to change roughly 3 lines of code 8) |
17:56 |
RealBadAngel |
yup |
17:56 |
RealBadAngel |
but i was thinkin also bout change requested by PilzAdam |
17:56 |
RealBadAngel |
register function called on a key press for a player |
17:57 |
PilzAdam |
i know this kind of callback function from Java ;-) |
17:58 |
RealBadAngel |
but this gonna be extra ones |
17:58 |
celeron55 |
that's not so simple at all; you need a way to move around the events pretty much from the main loop to the server, having a new packet on the way and whatnot |
17:58 |
RealBadAngel |
Taoki and me want just the basic |
17:58 |
celeron55 |
otherwise it's not reliable |
17:58 |
RealBadAngel |
check the current state |
17:59 |
RealBadAngel |
we dont want to wait for callbacks, we just want to know whats going on when we execute our code |
18:00 |
RealBadAngel |
but i guess your way will be very useful for aux 2-8 |
18:01 |
RealBadAngel |
so a mod can define actions for key pressed |
18:02 |
PilzAdam |
fus-ro-dah mod? |
18:03 |
RealBadAngel |
lol |
18:03 |
RealBadAngel |
why not ? :) |
18:03 |
RealBadAngel |
i love this game |
18:03 |
RealBadAngel |
played it a lot |
18:04 |
RealBadAngel |
one of the best RPGs ever made imho |
18:05 |
RealBadAngel |
right next to Gothic series |
18:05 |
PilzAdam |
Gothic 1 is the best game of all times |
18:05 |
RealBadAngel |
they made also another one |
18:05 |
RealBadAngel |
better |
18:06 |
RealBadAngel |
can you recall? |
18:06 |
celeron55 |
to me, chrono trigger is the best rpg of all times |
18:06 |
RealBadAngel |
Risen |
18:06 |
Calinou |
best RPG ever is minecraft, listen to their fanboys and they're making you a RPG |
18:06 |
RealBadAngel |
its gothic^2 |
18:06 |
Calinou |
they'll* |
18:07 |
RealBadAngel |
when the world will be more in finished state |
18:07 |
PilzAdam |
i played Risen, but Gothic is better |
18:07 |
RealBadAngel |
and open to more changes |
18:08 |
RealBadAngel |
players will be able to do anything they want to with it |
18:08 |
jin_xi |
nethack! |
18:08 |
RealBadAngel |
thats a definition of sandbox |
18:09 |
celeron55 |
nethack is an rpg, i guess, yes 8) |
18:09 |
RealBadAngel |
celeron55, have you seen IrrBullet in action? |
18:09 |
celeron55 |
no |
18:09 |
celeron55 |
in fact i hadn't even heard of that |
18:10 |
RealBadAngel |
http://www.youtube.com/watch?v=ScniyBdEUlE |
18:12 |
RealBadAngel |
quite interesting |
18:13 |
PilzAdam |
I dont think minetest needs that |
18:13 |
RealBadAngel |
not really |
18:13 |
RealBadAngel |
we were just lookin (with Taoki) what Irrlicht can offer |
18:14 |
RealBadAngel |
we decided when 3d players are done to go for shaders |
18:15 |
RealBadAngel |
meanwhile i wanted to make Portals |
18:15 |
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18:15 |
darkrose |
didn't someone do shaders ages ago? (or start to anyway) |
18:15 |
RealBadAngel |
we know |
18:15 |
RealBadAngel |
kahrl |
18:16 |
RealBadAngel |
he applied there one primitive shader |
18:16 |
RealBadAngel |
we want to go further |
18:17 |
PilzAdam |
RealBadAngel, add a checkbox to the main menu: "Awesome Mode"; make minetest look like this: https://www.youtube.com/watch?v=1eFVPMYUXfs |
18:17 |
RealBadAngel |
yup, we do have it in mind |
18:17 |
PilzAdam |
or better ;-) |
18:17 |
RealBadAngel |
all extra is by choice |
18:17 |
thexyz |
PilzAdam: you mean, lag as shit on quad-core pc with decent video card? |
18:18 |
thexyz |
i guess i can implement it |
18:18 |
RealBadAngel |
ah, celeron55 i wanted to ask you what do you think bout Portals idea |
18:19 |
RealBadAngel |
lemme explain quick: portals (gates) in the worlds (servers) that when crossed will connect players directly with other (predefined by Portal structure) server |
18:20 |
RealBadAngel |
without need to exit to menu, type address, etc |
18:20 |
RealBadAngel |
just in game |
18:21 |
RealBadAngel |
so players could be able to jump from one server to another |
18:21 |
RealBadAngel |
like for example OldCoders nexus |
18:22 |
RealBadAngel |
one central world with Portals to all the servers |
18:22 |
celeron55 |
that needs one api call from lua that will make the server send a connect-to-somewhere-else command to the client of a player |
18:22 |
celeron55 |
in a "security policy" kind of sense, that's equivalent to a http redirect |
18:22 |
RealBadAngel |
not really |
18:23 |
RealBadAngel |
all code is here already |
18:23 |
RealBadAngel |
and rules are not changing |
18:23 |
RealBadAngel |
its all done as if the player went back to menu |
18:23 |
RealBadAngel |
and typed new ip and port |
18:24 |
RealBadAngel |
just omit that phase |
18:24 |
RealBadAngel |
and directly connect to the server |
18:24 |
celeron55 |
how is that not what i said |
18:24 |
RealBadAngel |
hmmm |
18:25 |
RealBadAngel |
you cannot connect to everywhere else |
18:25 |
RealBadAngel |
just to another minetest server |
18:25 |
celeron55 |
somewhere-else being of course a completely specified address |
18:25 |
celeron55 |
of a minetest server |
18:26 |
RealBadAngel |
if not your character will be back in starting world |
18:26 |
RealBadAngel |
in case of wrong defined portal, or server down etc |
18:26 |
celeron55 |
i assume that requires using the same name+password on all servers |
18:26 |
RealBadAngel |
yes |
18:27 |
RealBadAngel |
which doesnt require central server at all |
18:27 |
RealBadAngel |
when player was logged into target world |
18:28 |
celeron55 |
well, some kind of a public key scheme would work without a central server too, but it's kind of out of scope for now |
18:28 |
celeron55 |
also, a "token" + p2p setup between servers would work too |
18:28 |
celeron55 |
but those have other problems |
18:28 |
RealBadAngel |
forgot pass or somethin, will require to ask this world rulers to allow him to travel to this world (ie reset pass, or something) |
18:29 |
celeron55 |
well, minetest allows replacing the authentication handler with a mod |
18:29 |
RealBadAngel |
key could also work |
18:29 |
celeron55 |
somebody could write one that uses a central database |
18:29 |
celeron55 |
for all of the servers |
18:29 |
RealBadAngel |
but this simple idea |
18:29 |
RealBadAngel |
could create World Of Minetest |
18:30 |
RealBadAngel |
with many server connected |
18:30 |
celeron55 |
with a huge amount of servers, it will make serious password stealing problems |
18:30 |
RealBadAngel |
so keys |
18:31 |
RealBadAngel |
instead of passwords |
18:31 |
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18:31 |
celeron55 |
what keys |
18:32 |
celeron55 |
i kind of know how to set up real cryptographic protocols and schemes too (i've worked with those for months now), so those aren't out of the question either; but i don't know if i am going to allocate enough time for doing that |
18:32 |
RealBadAngel |
pgp? |
18:34 |
RealBadAngel |
some will surely find time to do that |
18:34 |
RealBadAngel |
thats what minecraft dont have |
18:34 |
celeron55 |
some diffie-helmann stuff and public keys should do the trick for trusted login and server-to-server authorization |
18:35 |
RealBadAngel |
technic stuff |
18:35 |
RealBadAngel |
surely to be solved |
18:35 |
* darkrose |
seems to recall a patch along those lines too |
18:35 |
RealBadAngel |
think how minetest servers could look like then |
18:35 |
celeron55 |
it was not very related |
18:36 |
RealBadAngel |
come to my world, sure, follow me |
18:36 |
RealBadAngel |
lets visit some sky worlds, or inferno ones |
18:37 |
RealBadAngel |
or play skyblock, or just dig in another world |
18:37 |
RealBadAngel |
just follow me |
18:37 |
RealBadAngel |
THAT minecraft doesnt have |
18:37 |
PilzAdam |
I have a idea: replace the main menu with a local minetest world |
18:38 |
RealBadAngel |
and a Portal to the WoM? |
18:38 |
celeron55 |
if that lua command i mentioned was implemented, that could be done already |
18:39 |
celeron55 |
just make a shortcut that makes it launch to that world directly |
18:39 |
RealBadAngel |
WoM = World of Minetest :) |
18:39 |
celeron55 |
you'd just create portals to servers in there by yourself then |
18:39 |
RealBadAngel |
admins could be able to create Portals |
18:39 |
RealBadAngel |
not the players |
18:40 |
celeron55 |
did you read what PilzAdam said? |
18:40 |
RealBadAngel |
so local player could create a portal to a certain server |
18:40 |
RealBadAngel |
yes |
18:40 |
RealBadAngel |
but for the portal to be functional |
18:40 |
RealBadAngel |
admin of that desired server shall agree to open it |
18:41 |
celeron55 |
that isn't necessary at all |
18:41 |
celeron55 |
completely irrelevant |
18:41 |
celeron55 |
and as for the go-back way, there could be just a back button in the client in case there isn't a way back to the previous server |
18:42 |
RealBadAngel |
in case of fail, land in starting one |
18:42 |
RealBadAngel |
with proper message |
18:42 |
KikaRz |
Mr RealBadAngel |
18:42 |
KikaRz |
I consider that as a mini bad idea. |
18:43 |
KikaRz |
reason: when i want to change to another server, if i dont restart game |
18:43 |
KikaRz |
i get Access Violation |
18:43 |
RealBadAngel |
no, we assume to servers workin |
18:43 |
KikaRz |
... not that |
18:43 |
RealBadAngel |
and smoothly traveling between them |
18:44 |
KikaRz |
Access violation at 0109EF03 write?=0 address=0 |
18:44 |
RealBadAngel |
Minecraft has nether and other dimensions |
18:44 |
KikaRz |
In trans_func. |
18:44 |
KikaRz |
oh |
18:44 |
KikaRz |
thats better. |
18:44 |
KikaRz |
but changing server to other server... |
18:44 |
KikaRz |
its a bit... complicated. |
18:45 |
RealBadAngel |
my idea is to have servers instead of dimensions |
18:45 |
RealBadAngel |
complete different world with different sets of mods |
18:45 |
RealBadAngel |
like travelling through StarGate |
18:46 |
RealBadAngel |
to offworlds |
18:46 |
KikaRz |
but how servers? |
18:46 |
RealBadAngel |
all the servers we do have now |
18:46 |
RealBadAngel |
and in the future |
18:46 |
RealBadAngel |
could be easily connected |
18:47 |
RealBadAngel |
by makin a Portal structure leadin to certain server |
18:47 |
RealBadAngel |
so player just steps in |
18:48 |
KikaRz |
very complicate. |
18:48 |
RealBadAngel |
no |
18:48 |
KikaRz |
the mods are going to be unloaded and loaded... |
18:48 |
KikaRz |
and if we bug |
18:48 |
KikaRz |
we got to get lag in unloading and loading mods |
18:48 |
KikaRz |
and... |
18:48 |
KikaRz |
CONFUSION IN WORKING |
18:48 |
RealBadAngel |
servers shall be reliable |
18:48 |
KikaRz |
ok |
18:49 |
KikaRz |
NEED TO LEARN TO MOD! |
18:49 |
KikaRz |
whats the command of away? |
18:49 |
RealBadAngel |
if not player will get message "theres rebellion at world xxx right now. sorry no travels possible until further notice" |
18:50 |
KikaRz |
lol |
18:50 |
RealBadAngel |
in earth language: servers down ;) |
18:50 |
KikaRz |
http://api.minetest.net/page/view/view/intro.html |
18:50 |
KikaRz |
need to see that |
18:51 |
RealBadAngel |
and of course mods and textures will differ |
18:51 |
* KikaRz |
- KikooBOT - IRC: KikaRz(USER1:ADMMOVI) is now away: Learning to get modding. |
18:51 |
RealBadAngel |
you will travel another world |
18:52 |
RealBadAngel |
real Another World |
18:56 |
RealBadAngel |
celeron55, so i assume youre in general like the idea? |
18:58 |
celeron55 |
i like the fact that the minimal version of it is very simple and small |
18:58 |
RealBadAngel |
hehehe |
18:58 |
celeron55 |
thus it is easy test in practice, and there is no need to try to guess how it'd work beforehand |
18:58 |
celeron55 |
to test* |
18:59 |
RealBadAngel |
but it should be nice to add a feature that minecraft dont have, isnt it? |
19:00 |
KikaRz |
RealBadAngel |
19:00 |
KikaRz |
give me some classes of modding. |
19:00 |
KikaRz |
I'm dieing in Lua |
19:01 |
KikaRz |
*dying |
19:01 |
RealBadAngel |
jeez, i was servin you as a craftin guide whole day yesterday |
19:01 |
KikaRz |
lol |
19:01 |
KikaRz |
sry |
19:01 |
KikaRz |
ill play you! |
19:01 |
KikaRz |
*pay |
19:02 |
KikaRz |
not in money... but better than money :p |
19:02 |
KikaRz |
or not. |
19:02 |
RealBadAngel |
yeah, beer for everybody |
19:02 |
PilzAdam |
+1 |
19:02 |
darkrose |
go away and we'll consider you to have paid in full |
19:02 |
KikaRz |
celeron55, when minetest was offline... i've been asking RealBadAngel for giving me all recipes of Technic |
19:03 |
KikaRz |
ok |
19:04 |
KikaRz |
RealBadAngel, tell me that i'm dying. |
19:08 |
RealBadAngel |
what?? |
19:09 |
RealBadAngel |
ok: "that" |
19:09 |
RealBadAngel |
i told ya, no get us some beer |
19:10 |
RealBadAngel |
*now |
19:11 |
KikaRz |
... |
19:12 |
KikaRz |
RealBadAngel, sorry but now ill not give you beer! |
19:12 |
RealBadAngel |
http://minetest.net/forum/viewtopic.php?id=1378 |
19:12 |
KikaRz |
You are not helping. PilzAdam helped :D |
19:12 |
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KikaRz left #minetest-dev |
19:13 |
RealBadAngel |
PilzAdam, ehh, for whole day of anwsering his questions by me, youre goin to drink the beer? ;) |
19:14 |
PilzAdam |
yep ;-) |
19:14 |
RealBadAngel |
not fair :) |
19:45 |
PilzAdam |
any thoughts about that? https://github.com/celeron55/minetest_game/pull/40 |
21:22 |
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celeron55 joined #minetest-dev |