Time |
Nick |
Message |
01:04 |
hmmmm |
wow, KDE sounds like crap |
01:04 |
hmmmm |
why don't you use xfce? |
02:57 |
SitDog |
update: i am around & i am reading the chat logs. i don't have much to add yet, but give me a bit to continue reviewing the codebase. i did get my environment setup and running on windows. i guess the documentation could be the first update :D |
03:44 |
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07:35 |
celeron55 |
hmmmm: i use icewm |
07:36 |
celeron55 |
i have not found another file browser that supports tabs, sftp, image thumbnails and removable storage |
07:37 |
celeron55 |
that is the minimum i require from such software |
07:39 |
darkrose |
tried pcmanfm? |
07:40 |
celeron55 |
it sucks big time |
07:41 |
darkrose |
eh, works for me for the few times I actually use a graphical file manager |
07:58 |
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18:22 |
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18:45 |
PilzAdam |
Idea: Use group fuel instead of minetest.register_craft({type="fuel"...}) |
18:51 |
celeron55 |
too hard to implement |
18:52 |
celeron55 |
...probably |
18:52 |
PilzAdam |
get_craft_result() is in c++? |
18:53 |
celeron55 |
hmm wtf |
18:54 |
celeron55 |
where are the fuel recipes even used |
18:54 |
celeron55 |
only in lua? |
18:54 |
PilzAdam |
I guess so |
18:56 |
celeron55 |
i guess it could be |
18:57 |
celeron55 |
you could try doing that |
18:57 |
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18:58 |
celeron55 |
by just just... rewriting the furnace code |
18:58 |
celeron55 |
-just |
18:58 |
celeron55 |
or is there mods in use that want fuels from get_craft_result? |
19:01 |
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19:03 |
celeron55 |
i guess furnace replacement mods use that |
19:04 |
celeron55 |
is there any plus side in using a group for that? |
19:05 |
PilzAdam |
its less code; easier to understand |
19:05 |
PilzAdam |
and it fits the default style |
19:06 |
celeron55 |
what would the value be |
19:06 |
celeron55 |
burn time in seconds? |
19:07 |
celeron55 |
it would definitely work; the most work is figuring out how to implement backwards compatibility |
19:08 |
celeron55 |
i guess register_craft should add the group if given a fuel, and get_craft_recipe should mimick the current behavior by inspecting if the item has the group |
19:09 |
celeron55 |
so, C++ stuff |
19:09 |
PilzAdam |
got it |
19:09 |
celeron55 |
or alternatively a lua wrapper for the native ones that will steal the fuel behavior |
19:09 |
PilzAdam |
I changed furnace to first check for group and then get_craft_result() |
19:12 |
PilzAdam |
https://gist.github.com/4177830 |
19:14 |
celeron55 |
that can save the string "nil" to fuel_totaltime |
19:14 |
celeron55 |
...maybe |
19:15 |
PilzAdam |
yea, i initialize fuel_time with 0 |
19:16 |
celeron55 |
because it can access an empty result from get_craft_result and put it in fuel_time |
19:16 |
celeron55 |
it should probably be "if not fuel_time or fuel_time <= 0 then" |
19:17 |
PilzAdam |
get_craft_result doesnt return nil |
19:17 |
celeron55 |
but .time can be nil |
19:17 |
PilzAdam |
https://github.com/celeron55/minetest/blob/master/doc/lua_api.txt#L896 |
19:17 |
PilzAdam |
no |
19:17 |
PilzAdam |
only 0 |
19:18 |
celeron55 |
oh |
19:18 |
celeron55 |
well, apparently so |
19:18 |
PilzAdam |
the old code would be crashy otherwise |
19:21 |
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19:26 |
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19:32 |
Taoki |
celeron55: Any progress with that shaders code and hardware lighting? Or any estimation when something about that will be on GIT and possible to test? |
19:33 |
celeron55 |
Taoki: i won't be doing anything related to that |
19:33 |
celeron55 |
and i don't know anyone who would |
19:33 |
Taoki |
ahhh, ok |
19:34 |
Taoki |
Not sure who will then :( |
19:36 |
Taoki |
I tried looking at the lighting code, it's very large and complex. Would probably need to be someone who knows it and can understand it, as well as how shaders work, but I don't know if there's anyone else who does... |
19:37 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commit/8baf0d29e73c43bd55008f5af22f616d50391ff8 |
19:39 |
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19:41 |
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19:52 |
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19:52 |
celeron55 |
stupid adsl brokee down again -_- |
19:52 |
celeron55 |
-e |
19:52 |
celeron55 |
21:38:29 < celeron55> it is one thing i would be interested in doing, but it's not like i would have time for it |
19:52 |
celeron55 |
21:38:45 < celeron55> there is like 10000 things i could do, and i can pick a few per week |
19:52 |
celeron55 |
21:38:53 < celeron55> and less when i do other projects |
19:52 |
celeron55 |
21:38:56 < celeron55> which i want to do too |
19:53 |
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19:53 |
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19:54 |
Taoki |
Power failure. If someone posted something since my last message please re-post |
19:54 |
Sudi |
hey celeron55 how do you guys handle entity creation deletion over the network? |
19:54 |
Sudi |
do you send extra events when a new entity should be created/destroyed |
19:55 |
celeron55 |
Taoki: that's funny; my adsl broke down at the same time 8) see the channel log (topic) for my repost of what i think this channel missed |
19:55 |
Sudi |
or do you let the client figure it out from the received data? |
19:55 |
celeron55 |
the server keeps track of which client knows which entity |
19:55 |
celeron55 |
and sends initialization/deletion commands when it sees them getting in/out of rhange |
19:55 |
celeron55 |
range* |
19:56 |
Sudi |
ah ok |
19:57 |
Taoki |
That log worked :) |
19:57 |
Taoki |
I think this is an important one, but that's understandable. Problem is this is one of the hardest things to do, and I assume someone needs to know the code there well |
19:58 |
celeron55 |
i think it is not an important one |
19:58 |
celeron55 |
there is so much wrong under the hood i just can't work on it until after much other things |
19:58 |
celeron55 |
and no, it is not hard at all |
19:59 |
Taoki |
Well, you surely know what's wrong under the hood more than me. At this day though, there aren't quite that many things I can say are wrong with the MineTest engine. Still many things unoptimized and not done yet, but not that bad I'd say |
19:59 |
celeron55 |
more like laborious and experience-requiring |
19:59 |
celeron55 |
and the latter can be replaced with googling! |
20:00 |
celeron55 |
also it includes planning of what to even try to do |
20:04 |
Taoki |
Should try to get someone helping out on this... |
20:09 |
celeron55 |
i guess the plan is to add a setting that disables the voxel lighting (as it currently is - of course it can use it in it's own way then though) and enables shaders that implement some kind of regular-ish modern lighting |
20:10 |
celeron55 |
i fiddle with it at times, but i don't expect to get anything done |
20:12 |
Taoki |
Yeah, that would be useful |
20:12 |
Taoki |
And thanks, hope you can at least fiddle with it some and maybe you can get somewhere and post that on GIT :) |
20:12 |
Taoki |
Problem is that since meshes can't be copied, the voxel lighting cause the bug where one player's brightness is copied to all |
20:13 |
Taoki |
Well, one problem |
20:18 |
celeron55 |
possibly a shader could be applied to only them in the non-fancy mode |
20:18 |
celeron55 |
just to set the vertex color |
20:19 |
Taoki |
yeah, but it would be sad to have light only for models when it would look so nicely on the whole rodls :P This is also needed for other features I had planned |
20:20 |
Taoki |
One idea to give a starting point however, could be: Get the sun and all light generating entities to work without shaders, even if light shines in caves. Commit that upstream as a fully disabled, experimentan and WIP feature, which can only be enabled if someone wants to by editing the settings file. That might encourage others to work on it than the thing gettinf forgotten |
20:20 |
Taoki |
**getting |
20:22 |
Taoki |
I tried that, but couldn't find how to disable voxel light everywhere, then make the sun and all lights use hardware lighting. So I think I'm giving up there |
20:23 |
Taoki |
But yeah, I think this would be the coolest thing that could happen right now, now that models also exist :D Among those which are possible that is |
20:37 |
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21:00 |
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21:01 |
VanessaE |
celeron55: feature freeze for 0.4.4-release is when? |
21:02 |
celeron55 |
let's say after 48 hours; but nobody should try quickly cramming anything in just because of that |
21:02 |
VanessaE |
celeron55: talking to RBA, he needs more time to get the hooks for unified inventory finished. |
21:03 |
celeron55 |
everything should be quite stable at 48h from now |
21:03 |
celeron55 |
so that there can be a few days of testing |
21:03 |
PilzAdam |
would be nice if farming would be in |
21:03 |
PilzAdam |
but RBA needs to finish the textures first |
21:04 |
celeron55 |
there has been so many additions after 0.4.3 already that nobody has any need to hurry in any way just to get something to 0.4.4 :P |
21:05 |
PilzAdam |
but it is always a nice effect if you are a casual user and install the next version and then there are millions of new features :-) |
21:05 |
celeron55 |
but if something is already good and would be just a matter of merging ready stuff in, those should be cosnidered |
21:05 |
Taoki |
gah... github seems to be down for a bit |
21:05 |
Taoki |
And nice, yay for 0.4.4 going out :) |
21:05 |
PilzAdam |
https://status.github.com/ |
21:06 |
PilzAdam |
only minetest but not minetest_game repo is down |
21:06 |
celeron55 |
PilzAdam: i have experience of trying to do that; it usually leads to many days of patching a very broken game |
21:07 |
celeron55 |
there are two options: don't use unstable versions and don't get surprises, or use stable versions and get large bunches of new stuff at certain times |
21:07 |
celeron55 |
ehm |
21:07 |
celeron55 |
s/don't/do/ |
21:08 |
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21:08 |
RealBadAngel |
hi |
21:09 |
PilzAdam |
sup |
21:09 |
RealBadAngel |
im polishing now the formspec additions |
21:09 |
RealBadAngel |
right coords for tooltips, proper naming and API doc |
21:10 |
RealBadAngel |
i shall be ready soon |
21:10 |
sfan5 |
https://github.com/celeron55/minetest/pull/306 should be merged IMO |
21:10 |
RealBadAngel |
with this i could release Unified Inventory today or tommorow |
21:11 |
VanessaE |
sfan5: a rainbow unicorn? |
21:11 |
VanessaE |
that's a strange thing to push to git master. |
21:11 |
VanessaE |
:D |
21:11 |
sfan5 |
:D |
21:11 |
sfan5 |
you can see a short desc. at https://github.com/celeron55/minetest/pulls |
21:11 |
RealBadAngel |
celeron55, are you here? |
21:12 |
thexyz |
VanessaE: use f5 |
21:12 |
VanessaE |
sfan5: ah, the crosshairs texture idea. |
21:12 |
VanessaE |
thexyz: er, I know that. Actually took three reloads to get the page up. |
21:14 |
celeron55 |
i love the github artist |
21:16 |
VanessaE |
heh |
21:16 |
VanessaE |
celeron55: by far, my favorite "error" page was from torrentz.com or whatever it was. Depicted a playful hamster resting on its back, with a message indicating that their "hamster-powered" servers were overloaded. |
21:17 |
PilzAdam |
youtube: we have currently some monkeys working on this issue |
21:19 |
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21:20 |
VanessaE |
PilzAdam: isn't that always the case with youtube? ;) |
21:21 |
PilzAdam |
since its buyed by google... |
21:21 |
VanessaE |
heh |
21:22 |
celeron55 |
love this: http://misc.minetest.net/tscrot-2012-11-30_23-15-03.png |
21:23 |
VanessaE |
yep, saw that :) |
21:23 |
celeron55 |
RealBadAngel: talk in here |
21:24 |
RealBadAngel |
ok, lemme prepare pastebins first |
21:25 |
VanessaE |
celeron55/sfan5: regarding the crosshair, I'd have to agree with Lord89James, such a patch should allow for an Lua hook to update the texture on-demand, if possible. |
21:25 |
VanessaE |
(not that it's useful to me, but from others talking about what mods they want to write, it would get used eventually) |
21:27 |
RealBadAngel |
celeron55, ive made tooltips for buttons and trying to get proper rect to check later if the mouse pointer is in |
21:27 |
RealBadAngel |
heres the definition of the button: http://pastebin.com/QmrYJpMy |
21:28 |
RealBadAngel |
and rectangle to be passed for drawing it |
21:28 |
RealBadAngel |
and it appears to not be the same for checking for mouse pointer |
21:28 |
RealBadAngel |
http://pastebin.com/XYiUf9b5 |
21:29 |
celeron55 |
VanessaE: what kind of scaling behavior those would need to have, then? i can see people making even armor bars and stuff like that with it using texture modifiers... |
21:29 |
RealBadAngel |
here is check code, same rect is passed to it |
21:30 |
RealBadAngel |
tooltips are show too soon to the left and up |
21:30 |
RealBadAngel |
bigger the screen size difference is greater |
21:30 |
VanessaE |
celeron55: scale up relative to the window size, same way that e.g. the inventory does. |
21:31 |
VanessaE |
simple Lanczos/Sinc aspect-correct scaling - nothing fancy I think. |
21:31 |
VanessaE |
well come to think of it.... |
21:31 |
VanessaE |
yeah, do exactly that |
21:31 |
VanessaE |
then such an armor etc. interface will flow smoothly into the rest of the UI |
21:32 |
VanessaE |
(in which case either keep nearest-neighbor scaling like you do now, or upgrade the whole UI to use Lanczos or some other method) |
21:32 |
VanessaE |
and people could use that for other effects - I've seen demands for player visuals like "player is on fire" (bleah.) and so forth |
21:33 |
Taoki |
Just grepped the code... my anaglyph stereo patch is still not in, and there's a pull request for it too |
21:33 |
Taoki |
https://github.com/celeron55/minetest/pull/285 |
21:33 |
RealBadAngel |
hi Taoki |
21:33 |
Taoki |
hi :) |
21:33 |
VanessaE |
hey taoki :) |
21:35 |
VanessaE |
Taoki: as long as the left/right tinting can be tuned, +1. |
21:35 |
Taoki |
it can |
21:36 |
VanessaE |
(didn't read the code, I just remember it from earlier) |
21:43 |
celeron55 |
VanessaE: ehm, automatic scaling of the crosshair? that doesn't make any sense |
21:43 |
celeron55 |
nobody wants to look at some scaled garbage |
21:43 |
celeron55 |
at the middle of the screen all the time |
21:44 |
VanessaE |
well the problem there is, if you don't scale it, it'll get too small on some people's screens, relative to the window and UI |
21:44 |
celeron55 |
RealBadAngel: i think you can find the problem faster than i can |
21:45 |
RealBadAngel |
formspec is not done by you? |
21:45 |
celeron55 |
RealBadAngel: darkrose implemented stuff to the formspec the last time, you could ask her too |
21:45 |
VanessaE |
celeron55: another option would be to require say two or three images for the crosshair, drawn at different sizes, and just don't scale at all, even if some are missing. |
21:46 |
RealBadAngel |
celeron55, ok i will ask darkrose |
21:46 |
VanessaE |
then the modder can be the one to decide if it should look different at a bigger size than at the "default" size. |
21:47 |
celeron55 |
RealBadAngel: and don't ask in private; nobody likes that |
21:47 |
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21:48 |
RealBadAngel |
celeron55, strange as for me but ok |
21:48 |
RealBadAngel |
darkrose, are you here? |
21:48 |
celeron55 |
i guess darkrose will already answer when there's time |
21:49 |
celeron55 |
VanessaE: can you suggest a practical way of making that happen from the modder's standpoint |
21:49 |
celeron55 |
assuming runtime selection of it too |
21:49 |
RealBadAngel |
so i will leave the question there by now and goin to find the solution meanwhile on my own |
21:49 |
VanessaE |
celeron55: maybe just crosshair_images = {"crosshair_normal", "crosshair_large", "crosshair_huge.png"} |
21:50 |
VanessaE |
I dunno, just a random guess |
21:50 |
celeron55 |
RealBadAngel: either that, or go eat and sleep 8) |
21:50 |
VanessaE |
that's the basic form I would expect without reading an API, anyway |
21:50 |
RealBadAngel |
i woke up an hour ago ;) |
21:50 |
celeron55 |
where would that crosshair_images go |
21:50 |
RealBadAngel |
now its weekend and long coding session |
21:50 |
VanessaE |
mmm..lemme think about that |
21:50 |
PilzAdam |
and texturing |
21:51 |
celeron55 |
it's per-player at least |
21:51 |
VanessaE |
register_crosshair({ blah blah, images = {"crosshair_normal", "crosshair_large", "crosshair_huge.png"}, blah blah}) |
21:51 |
celeron55 |
so i guess it's just a player:set_crosshair({"crosshair_normal", "crosshair_large", "crosshair_huge.png"}) |
21:51 |
VanessaE |
oh, so close! |
21:51 |
VanessaE |
set_crosshair seems better. |
21:52 |
RealBadAngel |
isnt better to set default_crosshair_scale=1.0 ? |
21:52 |
VanessaE |
well set_crosshair for the function name, with my format idea maybe |
21:52 |
RealBadAngel |
and modify it up or down? |
21:53 |
VanessaE |
no, I think c55 is right that a crosshair shouldn't scale |
21:53 |
celeron55 |
player:set_crosshair({640 = "crosshair_normal", 960 = "crosshair_large", 1200 = "crosshair_huge.png"}), with the numbers being vertical resolution and the client picking the closest one |
21:53 |
RealBadAngel |
imho it could be scaled for zoom feature |
21:53 |
VanessaE |
celeron55: +1 |
21:54 |
VanessaE |
or no, that's a bit of a departure from the usual.. |
21:54 |
RealBadAngel |
press and hold Z to zoom, and scale crosshair then |
21:54 |
RealBadAngel |
youre talkin bout feature, im talkin bout using the feature |
21:55 |
VanessaE |
how about player:set_crosshair({ {normal"crosshair_normal", size=640}, {large="crosshair_large", size=960}, {huge="crosshair_huge.png", size=1200}}) |
21:55 |
VanessaE |
er, normal="..... |
21:55 |
celeron55 |
it *is* a departure from the usual, but nobody wants a crosshair with smudgy boundaries or 1px horizontal lines and 2px vertical lines |
21:55 |
VanessaE |
having numbers for index IDs seems a little strange |
21:56 |
celeron55 |
that is horrible |
21:57 |
VanessaE |
meh |
21:57 |
RealBadAngel |
texture shall be one and able to set by user |
21:57 |
celeron55 |
i guess the scaling behavior needs to be configurable too |
21:57 |
VanessaE |
No one ever said I could design an API :) |
21:57 |
RealBadAngel |
with scale |
21:57 |
celeron55 |
RealBadAngel: you aren't taking into account any other uses of it than your gun-whatever-binoculars |
21:57 |
RealBadAngel |
so for example some1 could make mod with night vision googles |
21:57 |
RealBadAngel |
zoomin stuff for weapons |
21:57 |
RealBadAngel |
etc |
21:58 |
RealBadAngel |
nah, im not goin to do that |
21:58 |
RealBadAngel |
but just thought it could be possible then |
21:58 |
celeron55 |
do you understand the default crosshair is going to be a texture too? |
21:58 |
celeron55 |
and can you imagine how it looks randomly scaled |
21:58 |
RealBadAngel |
yes |
21:59 |
RealBadAngel |
should be high res |
21:59 |
RealBadAngel |
and scaled down |
21:59 |
VanessaE |
no, I agree with c55, crosshairs should be drawn 1:1, to the pixel |
21:59 |
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22:00 |
celeron55 |
forced high resolution in minetest? no wai |
22:00 |
RealBadAngel |
nope |
22:00 |
RealBadAngel |
just source crosshair texture |
22:00 |
celeron55 |
yes, and that is what i commented about |
22:00 |
RealBadAngel |
because you wont get good result of upscaling low resolution one |
22:00 |
celeron55 |
we don't do high resolution textures in here |
22:01 |
VanessaE |
celeron55: regarding my set_crosshair() call, maybe it's not as good as it could be, but imo yours having numbers for key IDs looks completely wrong too. |
22:01 |
RealBadAngel |
so leave it up to user |
22:01 |
VanessaE |
so we need a compromise |
22:01 |
RealBadAngel |
if texture!="" then |
22:01 |
RealBadAngel |
all will be happy |
22:02 |
VanessaE |
RealBadAngel: that's what a texture pack is for |
22:02 |
VanessaE |
low rez by default, use a texture pack if you want HD or something |
22:02 |
RealBadAngel |
but first of all texture shall be exposed to the outside |
22:03 |
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22:03 |
RealBadAngel |
so what if the texture for formspec inventory fields is already in the engine? |
22:03 |
RealBadAngel |
if theres no way to use it? |
22:04 |
RealBadAngel |
what for buttons have two possible textures one for default and second for pressed |
22:04 |
RealBadAngel |
if both are set to one? |
22:05 |
celeron55 |
hmm, i think minecraft's crosshair is upscaled from two to three to i guess four times and maybe more, depending on resolution |
22:05 |
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22:06 |
VanessaE |
celeron55: ew. |
22:07 |
celeron55 |
it makes a consistent look with the UI and the world, as they are pixely too |
22:08 |
celeron55 |
of course some people want to screw up everything with high resolution and i need to figure out a way to do it in MT 8) |
22:08 |
celeron55 |
silly people |
22:08 |
PilzAdam |
-1 for HD |
22:08 |
Taoki |
I like HD textures. Hope MT will always work well with them |
22:08 |
Taoki |
As in, 512px or higher |
22:08 |
sfan5[iPod] |
it will |
22:09 |
sfan5[iPod] |
unless some base engine change will get done |
22:09 |
Taoki |
yeah |
22:09 |
Taoki |
I don't believe MT is meant to be limited to a certain resolution like MC... as in having a purpose off that |
22:10 |
PilzAdam |
someone created a 4K texture pack? |
22:10 |
RealBadAngel |
its targeted to work with low res |
22:10 |
RealBadAngel |
but that should mean goin with higher would be impossible |
22:10 |
RealBadAngel |
not |
22:12 |
VanessaE |
I use the 256px version of HDX, I get 50-60 fpx with it when I don't go insane with view distance (when I do, 40-50 fps) |
22:13 |
VanessaE |
fps* |
22:15 |
celeron55 |
some guy is contacting me as he wants to use minetest for some commercial project and he admits to be clueless about how to go about using minetest with propietary code and asks how to do it according to the law |
22:16 |
celeron55 |
hmm, should've made that two sentences |
22:16 |
celeron55 |
well whatever |
22:16 |
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22:16 |
celeron55 |
i'm not especially eager to answer anything but "go google" |
22:17 |
celeron55 |
as i already explained the options briefly |
22:17 |
Taoki |
GPL is a good license. It makes sure that even if you use it commercially, the MT code does stay open source :) |
22:18 |
celeron55 |
if somebody is, i'll let you answer... i doubt anyone wants to explain that to some random CEO of some random startup though |
22:18 |
Taoki |
Hard to imagien how MT could be used commercially at all. But it can be used for many interesting things once it gets better |
22:18 |
Taoki |
"Virtual space" is one word that comes to mind... after Second Life in that sense |
22:18 |
celeron55 |
the fun thing about being the lead of MT is to feel enormously superior to CEOs of startups :-------D |
22:18 |
Taoki |
lol |
22:19 |
celeron55 |
i've gotten many of these over times |
22:19 |
RealBadAngel |
well, i think the open source community already knows the default answers to the corporation folks |
22:19 |
celeron55 |
they never end up doing anything |
22:19 |
RealBadAngel |
two words usally |
22:19 |
RealBadAngel |
one on F, second on Y |
22:19 |
Taoki |
Corporations? Well they usually do anything that yields them money. We however, do whatever is best for the project and everyone :) |
22:20 |
Taoki |
RBA: Righty :D |
22:21 |
RealBadAngel |
funny fact: some1 made shaders mod and huge improvements to the engine |
22:21 |
RealBadAngel |
all in one |
22:21 |
RealBadAngel |
mojang tried to buy the code to get it merged |
22:22 |
Taoki |
RealBadAngel: Was talking with c55 earlier about using shaders to get hardware lighting. I consider that the next important feature (feature, excluding bugfixes in terms of importance). But not sure who can contribute |
22:22 |
RealBadAngel |
author laughed at money they proposed and showed them a finger |
22:22 |
celeron55 |
http://paste.dy.fi/Ao4 |
22:22 |
celeron55 |
there went the answer |
22:23 |
Taoki |
sounds nice |
22:23 |
RealBadAngel |
Taoki, i will help ya for sure, im getting used to the game code |
22:24 |
RealBadAngel |
still, im figthin some "flowers" on my way, but still, i get some effects |
22:24 |
Taoki |
Ahhh... that feeling of being open source, and grabbing evil proprietary businessmen by the back of the head. Usually it's the other way around sadly, since those with money have more power. But when someone makes something FOSS that is good and better, then they can also have more power :) |
22:25 |
Taoki |
RealBadAngel: That would be nice! Would be great if you could help implement lighting with the shaders. It's a hard task though... the lighting code is big |
22:25 |
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22:26 |
Taoki |
Sadly I don't know if I can help here. Should be someone who knows the lighting code well. c55 is prolly the only dev who does but he probably can't work on this primarily |
22:26 |
RealBadAngel |
Taoki ive read several Irrlicht threads. the problem is not so scary imho |
22:27 |
Taoki |
RealBadAngel: Using light entities is easy. But we need shaders to mask them, so light doesn't shine in caves |
22:27 |
Taoki |
I have no experience with shaders however |
22:27 |
Taoki |
Also, I don't know where to replace the sun and lights everywhere in the code, and make an optional setting that disables the lightmaps |
22:27 |
RealBadAngel |
me neither but its still just a piece of code |
22:27 |
celeron55 |
the bigness of the lighting code is not a problem at all |
22:28 |
Taoki |
Only a problem when learning it for the first time, but yeah |
22:28 |
celeron55 |
the result can be just ingored |
22:28 |
RealBadAngel |
i need to know just the right formulas |
22:28 |
celeron55 |
i wan write a shader that ignores the result 8) |
22:28 |
celeron55 |
can* |
22:29 |
RealBadAngel |
all is just math |
22:29 |
Taoki |
celeron55: Well, it's a feature I'd really really like, so I can't help asking you to work on it if you get the time please. But I don't wanna be one of them annoying users who beg the devs to do features for them, and it's obviously your choice. |
22:29 |
Taoki |
If you can and have time to of course. Just not sure who else can |
22:30 |
Sudi |
hey celeron55 how much data is minetest sending for a single player? |
22:31 |
celeron55 |
dunno |
22:31 |
celeron55 |
somebody else knows better than me (from experience) |
22:31 |
celeron55 |
i can only say "not much" |
22:32 |
VanessaE |
sudi: it varies, but anywhere from about 2kB/sec on up depending on the server and players' available bandwidth. Seems to float around 3kB/sec nominally. |
22:33 |
RealBadAngel |
celeron55, one question: is virtual screen size for buttons, fields etc being fixed when passing pos and rectangles to Irrlicht? |
22:34 |
RealBadAngel |
and then scaled to actual screen resolution by minetest? |
22:35 |
* Taoki |
wonders if the hotbar on the HUD will become possible to texture as well, not just menus |
22:35 |
RealBadAngel |
HUD display management shall be passed to LUA |
22:36 |
RealBadAngel |
and defined there |
22:37 |
Taoki |
agreed |
22:38 |
Sudi |
VanessaE: how many updates does it send per second? |
22:38 |
Taoki |
Would be nice if all hud items could be defined in lua. And if possible, even the inventory menu when you press i, so that games can customize it |
22:38 |
Taoki |
Now that lua can read player keys that should be easy to do already, just needs someone to remove the c++ inventory screen afterward |
22:39 |
VanessaE |
Sudi: not sure. Given a packet size of 500-odd bytes, I guess that works out to 6-8 a second or something. |
22:40 |
celeron55 |
this guy sends e-mails like a machine |
22:40 |
celeron55 |
two new already |
22:40 |
RealBadAngel |
lol |
22:40 |
celeron55 |
no doubt he's a CEO |
22:40 |
VanessaE |
heh' |
22:40 |
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22:41 |
RealBadAngel |
corporation freak at his best |
22:41 |
RealBadAngel |
"buy that damn c55 for me son" "i will, boss, you can count on me" |
22:42 |
celeron55 |
oh, this went interesting |
22:43 |
celeron55 |
not as interesting as you are thinking now though |
22:43 |
VanessaE |
haha |
22:43 |
RealBadAngel |
so? |
22:44 |
celeron55 |
http://paste.dy.fi/A3s |
22:44 |
celeron55 |
wtf does that even mean |
22:45 |
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22:45 |
celeron55 |
should i ask him to fire up an irc client and come to #minetest so he can start modding for fun? :D |
22:45 |
celeron55 |
this is random |
22:45 |
VanessaE |
sure, why the hell not :-) |
22:46 |
Taoki |
Actually, do it! Let's see if he does ;] |
22:46 |
VanessaE |
let him prove how dumb (or not) he is :D |
22:46 |
Taoki |
can't call him dumb yet since i haven't seen him still |
22:46 |
RealBadAngel |
tekkit is compilation of technic like mods for minecraft |
22:46 |
VanessaE |
Taoki: old stereotype - CEOs tend to be dumber than you would expect for their positions. |
22:47 |
RealBadAngel |
bunch of them |
22:47 |
Taoki |
yeah |
22:47 |
Taoki |
I'm more concerned about those who are crooked rather than dumb... |
22:48 |
RealBadAngel |
dayz mod: |
22:48 |
RealBadAngel |
http://www.minecraftforum.net/topic/1304383-145sspsmp-minecraft-dayz-mod-70-pre-release/ |
22:50 |
RealBadAngel |
heh |
22:50 |
RealBadAngel |
hes asking to do tekkit and dayz mod for minetest for free? or i do get it wrong? |
22:58 |
celeron55 |
i don't even know, but here is my answer: http://paste.dy.fi/AwR |
23:00 |
RealBadAngel |
good one |
23:03 |
celeron55 |
by the way; the way you recognize a succesful kernel update is that it cannot find your hard disk in the next boot |
23:04 |
celeron55 |
also, the usb dongle that is supposed to have an archlinux image on it will show a "debian" screen on boot |
23:05 |
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23:06 |
* Taoki |
hopes a kernel update will never break the os |
23:07 |
celeron55 |
broken kernels are fun, if you're paid for fixing it or don't have anything else to do! |
23:07 |
celeron55 |
this case isn't either one though |
23:09 |
Taoki |
I like to know since I install all updates when they're on my repository's stable branch. I only did one kernel update so far, but it worked perfectly well |
23:09 |
Taoki |
I don't have more than one distro installed however. Just Windows and openSUSE |
23:09 |
celeron55 |
his answer is "Thank you." |
23:10 |
Taoki |
BTW... to everyone who said openSUSE is a bad distro (RealBadAngel was on the list IIRC): You should note that MineTest is one of the default games distributed with it. Not installed by default, but it comes with its repositories. Wonder what Linux distros have it by default |
23:10 |
celeron55 |
debian has had 0.3 since a long ago |
23:10 |
Taoki |
I have it installed from Yast as well, though I only run the GIT one |
23:10 |
Taoki |
nice |
23:11 |
RealBadAngel |
me??? |
23:11 |
Taoki |
RealBadAngel: Maybe I'm confusing you then, ignore that if so |
23:11 |
RealBadAngel |
nope. ive never said so |
23:11 |
Taoki |
Ok. There was some debate about that a few weeks ago :P |
23:11 |
celeron55 |
the first package of minetest was on archlinux's AUR |
23:11 |
RealBadAngel |
im debian btw |
23:11 |
celeron55 |
by far |
23:12 |
Taoki |
Many went like "openSUSE is so bad, why would you use a distro like that:". Though it's 2 months since I switched to it, and it works so well it's impressive |
23:12 |
Taoki |
nice |
23:12 |
RealBadAngel |
if i named linux distro some bad words it was ubuntu then |
23:12 |
celeron55 |
(it has been there since Kray set up his server, which is since forever) |
23:13 |
Taoki |
Ubuntu is bad because it uses gnome (for me at least). Kubuntu is ok. But I wouldn't use it, since there's a lot of commercial software mixed with the free one, and it's heavily corporation-dependent |
23:13 |
celeron55 |
my first distro was mandrake, but since then i haven't use any red hat based distro |
23:13 |
celeron55 |
(fedora, suse and the like are the red hat aka rpm genre of distros) |
23:14 |
Taoki |
Well, as inflexible as that sounds, openSUSE iwas pretty much my first and currently only distro. I only try others on VirtualBox out of curiosity. The first distro I sEEN however, was Knoppix when a computer friend booted a live CD on my machine |
23:14 |
celeron55 |
then there are the debian based ones, and then... some oddballs like gentoo and arch and slackware (the old one) |
23:14 |
Taoki |
I think Fedora is #2 for me, from those I personally know of |
23:15 |
Taoki |
I heard nice things about MINT linux too, might try that on a virtual machine as well |
23:15 |
celeron55 |
mint is basically ubuntu with different default settings |
23:15 |
celeron55 |
it even uses ubuntu's repos afaik |
23:17 |
RealBadAngel |
i think i found the reason coords are incopatible |
23:17 |
RealBadAngel |
i mean in formspec |
23:19 |
RealBadAngel |
compiling now |
23:25 |
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23:28 |
Taoki |
heading off for now, later |
23:33 |
RealBadAngel |
padding value seems to be not there |
23:34 |
RealBadAngel |
thats why i do get proper geometry but everything seems to be moved depending on screen resolution |
23:34 |
RealBadAngel |
padding.x and padding.y is just always zero valued |
23:45 |
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23:53 |
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