Time |
Nick |
Message |
00:07 |
|
doserj joined #minetest-dev |
01:51 |
|
doserj joined #minetest-dev |
02:20 |
|
doserj left #minetest-dev |
02:54 |
|
bnd joined #minetest-dev |
03:12 |
|
iqualfragile1 joined #minetest-dev |
03:30 |
VanessaE |
celeron55: is there any movement on that damn EmergeThread bug? It's making it all but impossible to run a decent server now. :-/ |
03:36 |
|
VanessaE joined #minetest-dev |
04:10 |
|
TB`oFF|Vibe-X joined #minetest-dev |
06:12 |
hmmmm |
eh, no movement, sorry |
06:12 |
hmmmm |
he made the fix for it, it's his problem now ;) |
06:54 |
celeron55 |
VanessaE: the same reason for any complicated bug |
06:55 |
celeron55 |
debugging it is almost like killing oneself |
06:55 |
celeron55 |
nobody wants to do it as a hobby |
06:55 |
celeron55 |
s/for/as for/ |
06:58 |
celeron55 |
VanessaE: if you want to help, you could try doing a slow and painful bisect |
06:58 |
celeron55 |
dunno if there is anything to be found that way, but as the problem hasn't existed always, it's likely |
07:13 |
hmmmm |
i should probably add that it'll disappear when I add the multithread support |
07:14 |
hmmmm |
...and it's likely that new bugs will appear in its place! |
07:43 |
hmmmm |
ugh, I just realized why mapgen_ aliases can't be used with the biome definitions in lua... nodedef aliases are updated after the lua scripts are initially run |
07:44 |
hmmmm |
maybe someday in the future, nodedef aliases will be updated as soon as they are registered |
07:56 |
|
SpeedProg joined #minetest-dev |
08:13 |
|
jin_xi joined #minetest-dev |
08:37 |
|
darkrose joined #minetest-dev |
08:59 |
|
SpeedProg joined #minetest-dev |
09:09 |
|
kaeza joined #minetest-dev |
10:00 |
|
TB`oFF|Vibe-X joined #minetest-dev |
10:01 |
|
sfan5 joined #minetest-dev |
10:05 |
|
darkrose joined #minetest-dev |
10:19 |
|
Calinou joined #minetest-dev |
11:14 |
|
bnd joined #minetest-dev |
11:28 |
|
serengeor joined #minetest-dev |
11:50 |
|
SpeedProg joined #minetest-dev |
11:52 |
|
SpeedProg joined #minetest-dev |
12:02 |
|
Taoki joined #minetest-dev |
12:04 |
|
SpeedProg joined #minetest-dev |
12:05 |
|
jin_xi joined #minetest-dev |
12:22 |
|
Taoki joined #minetest-dev |
12:29 |
|
PilzAdam joined #minetest-dev |
13:14 |
|
Exio joined #minetest-dev |
13:23 |
|
Taoki joined #minetest-dev |
13:33 |
|
VanessaE joined #minetest-dev |
13:56 |
|
Exio joined #minetest-dev |
14:01 |
|
sapier joined #minetest-dev |
14:18 |
PilzAdam |
thexyz, https://github.com/PilzAdam/minetest/commit/a27cdf16f40e3a3f4772b944ead8f1e4e5618359 |
14:19 |
sapier |
@celeron55 button handling isn't working for lua formspecs. I've simplified them too much. I've created a fix to make them work again but it'll require a new protocol version and new message number. If not using a new number it'll break compatibility. |
14:20 |
sapier |
could anyone plz review this commit?: https://github.com/sapier/minetest/commit/e159443daa5fd328c9f92100b51d619dc5ed8d0a |
14:22 |
PilzAdam |
why do you put so many whitespaces in front of the "="s? |
14:23 |
sapier |
its to make assignments in one line to make them more readable |
14:23 |
sapier |
I'll change |
14:25 |
sapier |
oops .. no its a typo |
14:26 |
PilzAdam |
just one " = " is enough |
14:26 |
sapier |
are tabs allowed before =? |
14:27 |
PilzAdam |
never saw this before |
14:27 |
sapier |
e.g. scriptapi.cpp changes those whitespaces are tabs not blanks |
14:28 |
sapier |
in order to make = verticaly aligned for those 3 values |
14:28 |
PilzAdam |
http://www.minetest.net/wiki/doku.php?id=contrib see "Coding Style" |
14:28 |
sapier |
hmm seems to be not common coding style in minetest I'll change it too |
14:30 |
VanessaE |
PilzAdam: please stop being so anal about whitespace |
14:30 |
VanessaE |
For some of us, it greatly improves readability to add a few spaces here or there |
14:31 |
PilzAdam |
it has to fit Minetests conventions |
14:32 |
sapier |
@vanessae I'm with pilzadam whitespaces are a big problem if more than one person is working on code |
14:33 |
darkrose |
this isn't twitter, you don't need @ signs, and analness about whitespace is good |
14:33 |
sapier |
i think coding style example needs some additions, the only occurance of multiple assignments is somehow strange as it's accidenally end aligned |
14:34 |
PilzAdam |
"Refer to existing code written by celeron55 in case of stuff not shown here. If that does not help, refer to Irrlicht's code." |
14:34 |
sapier |
I don't even have twitter account ;-) |
14:35 |
VanessaE |
I can understand trying to stick to the conventions used in the main code, but there comes a point when you're being too picky. |
14:35 |
VanessaE |
that's all I'm saying. |
14:39 |
sapier |
is there something like githubs commit view for local usage? |
14:39 |
PilzAdam |
gitk |
14:39 |
PilzAdam |
what distro do you use? |
14:39 |
sapier |
debian |
14:39 |
PilzAdam |
apt-get install gitk should work |
14:40 |
PilzAdam |
gitk without arguments show the current branch history |
14:41 |
darkrose |
`git diff <commit>' |
14:41 |
sapier |
I know ;-) bit it's somehow ... inconveniant |
14:42 |
PilzAdam |
git diff highlights whitespaces at the end of lines wich is pretty useful |
14:42 |
sapier |
ok I think i got the whitespaces correct this time |
14:43 |
sapier |
yes but githubs browser based diff viewer is much more comfortable |
14:44 |
PilzAdam |
gitk is a nice GUI |
14:45 |
sapier |
tcl is just a little bit oldfashioned |
14:45 |
darkrose |
http://www.linuxjournal.com/content/convert-diff-output-colorized-html <- send output of git diff to that, then open in browser |
14:46 |
sapier |
comforable ;-) |
15:02 |
thexyz |
gitg |
15:07 |
thexyz |
PilzAdam: doesn't work at all |
15:08 |
PilzAdam |
what doesnt work? |
15:09 |
thexyz |
hm.. not at all, it works at random moments of time |
15:09 |
thexyz |
screen flashes instead of shaking |
15:10 |
PilzAdam |
the flashing doesnt shake |
15:10 |
PilzAdam |
shaking is just an addition |
15:10 |
celeron55 |
sapier: hmm oh... yeah, indeed, there isn't a way to set callbacks to such temporary forms 8) |
15:10 |
thexyz |
oh, I see, but it's hard (for me) to notice it |
15:11 |
PilzAdam |
yea, maybe make the red less intense |
15:11 |
thexyz |
btw, shouldn't lava be non-renewable? |
15:11 |
PilzAdam |
I noticed that you see nothing when its dark and you get the maximum alpha |
15:12 |
thexyz |
yes |
15:12 |
PilzAdam |
thexyz, its hard to find consensus here |
15:12 |
PilzAdam |
(about the lava thing) |
15:13 |
celeron55 |
why would lava be and water not be; it's inconsistent |
15:13 |
PilzAdam |
lava is rare and shouldnt be that easy to get |
15:14 |
celeron55 |
hmm, well, maybe |
15:15 |
celeron55 |
sapier: your patch is interesting |
15:16 |
sapier |
yes formname was already existing in code for future usage so why not use it |
15:16 |
PilzAdam |
thexyz, https://github.com/PilzAdam/minetest/commit/d2b1210376f6cc52fe031ac41d3bf54720ebd356 |
15:16 |
|
iqualfragile joined #minetest-dev |
15:17 |
celeron55 |
sapier: i think there must be an enforced modname:formname naming convention because they share the namespace |
15:18 |
sapier |
I agree ... I'll have a look how to do this and push again |
15:18 |
celeron55 |
also, don't change the protocol version, it doesn't matter for changes with only a day of time and no releases in between |
15:18 |
sapier |
ok don't skip number too? if reusing it clients may crash |
15:19 |
celeron55 |
doesn't matter |
15:19 |
sapier |
ok |
15:19 |
celeron55 |
if there was a release, or multiple days, before the last PROTOCOL_VERSION upping, then it would matter; not now |
15:20 |
celeron55 |
s/before/after/ |
15:20 |
celeron55 |
sapier: fix also the "create_detached_formspec_raw" comment above l_show_formspec |
15:21 |
thexyz |
PilzAdam: seems ok |
15:22 |
celeron55 |
hmm, somebody has removed the modname prefix checker from scriptapi.cpp |
15:22 |
celeron55 |
it exists only in builtin/misc_register.lua now |
15:22 |
PilzAdam |
thexyz, both, the shaking and the red screen? |
15:22 |
thexyz |
yes |
15:23 |
celeron55 |
sapier: well, rename minetest.show_formspec to minetest.show_formspec_raw and add a small wrapper that checks it in builtin/misc_register.lua |
15:23 |
sapier |
I was just about to ask :-) |
15:23 |
celeron55 |
it's just like everything else that needs to check the prefix then |
15:23 |
PilzAdam |
celeron55, do you have any comments on this 2 commits: https://github.com/PilzAdam/minetest/commits/camera ? |
15:24 |
celeron55 |
PilzAdam: i'm too lazy to check them |
15:24 |
PilzAdam |
okay, I just push it |
15:25 |
sapier |
is misc_register really correct place for show_formspec function? |
15:25 |
celeron55 |
PilzAdam: you can do that if somebody else has agreed to it 8) |
15:25 |
PilzAdam |
thexyz did |
15:25 |
VanessaE |
damn it and I *just* pulled and built not 5 minutes ago. :) |
15:26 |
celeron55 |
sapier: well, it's kind of odd but it doesn't make any sense to make a new file either or anything |
15:26 |
sapier |
misc.lua maybe? |
15:26 |
celeron55 |
no |
15:27 |
celeron55 |
it's worse :P |
15:27 |
sapier |
:-) ok I'm adding it to misc_register |
15:30 |
celeron55 |
actually, it kind of could belong in builtin/detached_inventory.lua |
15:31 |
thexyz |
celeron55: anything about my STL branch? |
15:31 |
celeron55 |
just add "minetest.check_modname_prefix = check_modname_prefix" after "local function check_modname_prefix" in builtin/misc_register.lua and put it there |
15:31 |
sapier |
ok |
15:31 |
thexyz |
https://github.com/minetest/minetest/commits/stl |
15:32 |
celeron55 |
thexyz: umm... i'm not going to go through that :-D |
15:32 |
thexyz |
why? |
15:33 |
celeron55 |
there's like 100000 lines of diff |
15:33 |
celeron55 |
maybe we should make a competition of finding problems in it |
15:33 |
PilzAdam |
heh |
15:33 |
|
iqualfragile joined #minetest-dev |
15:34 |
thexyz |
so, merge and wait for shitstorms?) |
15:34 |
PilzAdam |
should work |
15:34 |
PilzAdam |
have you tested it on windows? |
15:35 |
celeron55 |
definitely needs a test on mingw and msvc first |
15:35 |
celeron55 |
or, well, mingw is the same as gcc anyway |
15:36 |
PilzAdam |
it works on ubunut 12.10 |
15:37 |
PilzAdam |
*ubuntu |
15:37 |
sapier |
wow :-) you're marvelous i didn't even get my mouse working in ubuntu 12.10 :-) |
15:37 |
thexyz |
huh |
15:38 |
thexyz |
seriously, PilzAdam, why shouldn't it? |
15:38 |
PilzAdam |
dunno |
15:38 |
PilzAdam |
just some random testing ;-) |
15:43 |
|
Calinou joined #minetest-dev |
15:47 |
sapier |
is there any legit reason for get_current_modname not to return a value? |
15:48 |
celeron55 |
it will return non-nil only at the time of the initial run |
15:49 |
sapier |
ok then prefix checking can't be done this way |
15:49 |
celeron55 |
and in that run, it returns "__builtin" for builtin/*.lua sutff |
15:50 |
celeron55 |
hmm... indeed |
15:50 |
sapier |
Im calling show_formspec from chatcommand resulting in an nil concatenation error as get_current_modname returns nil |
15:51 |
celeron55 |
yeah, i didn't realize this 8) |
15:51 |
celeron55 |
let's just mark it as a suggested convention in lua_api.txt |
15:52 |
sapier |
ok I'm reverting the lua changes too |
15:53 |
celeron55 |
there is no way to know what mod is responsible for some running code in any later part of execution, because everything is callback-driven |
15:53 |
celeron55 |
(except for some cases, but this is not one) |
15:54 |
sapier |
I've already missed this feature for profiling |
15:55 |
celeron55 |
there are some things that could be done for profiling, but they are not useful for doing stuff like this |
16:06 |
sapier |
celeron there's already a notice that any names should be modname:name do we need an additional one? |
16:07 |
sapier |
wait its "registred names" only |
16:20 |
sapier |
https://github.com/sapier/minetest/commit/91ef4df8213e3c99d2d8353a70d7d285dc1fa9d7 |
16:45 |
|
sapier1 joined #minetest-dev |
16:45 |
celeron55 |
nah, don't add it at that part; just add "^ formname should follow "modname:<whatever>" naming convention" |
16:46 |
sapier1 |
ok |
16:47 |
celeron55 |
oh also, you failed the protocol message definition in clientserver.h |
16:47 |
RealBadAngel |
hi all |
16:47 |
celeron55 |
there is supposed to be a "u16 len" before u8[len] formname too |
16:48 |
RealBadAngel |
celeron55, i dont want to argue again bout cave gen but i think you shall see this screenshot http://realbadangel.pl/clouds1.png |
16:48 |
celeron55 |
RealBadAngel: i have already seen it many times |
16:49 |
RealBadAngel |
you still thinkin im "plain against" cave gen? :) |
16:49 |
celeron55 |
yes? |
16:49 |
celeron55 |
i would have noticed you if i thought otherwise |
16:49 |
celeron55 |
noted* |
16:50 |
celeron55 |
umm... whatever word that is supposed to be |
16:50 |
RealBadAngel |
it shall be fixed just imho, thats all |
16:50 |
RealBadAngel |
if you got an idea how, tell. i will code |
16:50 |
celeron55 |
it could be fixed, but not so brutally as you are doing it |
16:50 |
celeron55 |
but i am not sure how |
16:51 |
RealBadAngel |
lemme explain i thought it would be a quick fix before mapgen v7 |
16:51 |
RealBadAngel |
but then hmmm told me he wants to leave cave gen intact |
16:51 |
celeron55 |
that doesn't make any sense |
16:51 |
celeron55 |
what is a good fix good for if it would be replaced anyway? |
16:51 |
RealBadAngel |
so i agree, for a long run, such fixes are not good |
16:51 |
celeron55 |
eh |
16:51 |
celeron55 |
bad fix* |
16:52 |
celeron55 |
and then if it isn't replaced, then it is extra bad |
16:52 |
celeron55 |
anyway |
16:53 |
RealBadAngel |
it just means cave gen shall be fixed with style, not hacks as i tried to do |
16:54 |
celeron55 |
there is no good solution because of a variety of reasons, i just thought of one and just deleted it because it was actually bad |
16:54 |
RealBadAngel |
well, theres one good point to start with |
16:55 |
celeron55 |
as far as i understand, the problem is that the cave generator can mess up trees when it edits ground slightly into nearby generated chunks just over the ground level |
16:55 |
RealBadAngel |
compute avg height in a block based on perlin and some points in cross |
16:55 |
celeron55 |
because trees aren't generated to the main chunk before the cave generator is done |
16:56 |
RealBadAngel |
so allow cavegen replace only air/stone/dirt |
16:56 |
RealBadAngel |
not the added contens |
16:56 |
celeron55 |
so the solution would be to restrict it to not touching nearby chunks trees when it is in the area a bit over ground height where it matters for trees |
16:57 |
celeron55 |
nearby chunks or trees* |
16:57 |
celeron55 |
either or, any of those would work for you |
16:57 |
RealBadAngel |
maybe just two groups of nodes |
16:57 |
celeron55 |
no groups |
16:58 |
celeron55 |
the mapgen already knows what is a tree node and what is not |
16:58 |
celeron55 |
it knows because it generates trees |
16:58 |
RealBadAngel |
how? |
16:58 |
celeron55 |
how could it generate a tree if it didn't know what is a tree and what is not 8) |
16:59 |
RealBadAngel |
we could have many kind of trees, plant life etc |
16:59 |
|
hmmmm joined #minetest-dev |
16:59 |
RealBadAngel |
even maybe later some dungeons, other structures |
17:00 |
RealBadAngel |
that if one piece of code uses some nodes doesnt mean other part is aware of it |
17:00 |
celeron55 |
well, then make it such way that it will touch only things it knows is ground |
17:00 |
celeron55 |
that it knows 100% because it is the one who makes all ground |
17:00 |
sapier1 |
https://github.com/sapier/minetest/commit/40578c7fb1cf5480957f77bdc53e87ad6d5ca700 |
17:00 |
RealBadAngel |
most simple? define group mapgen_basic or somethin like that |
17:01 |
celeron55 |
never |
17:01 |
hmmmm |
do a check to see if it's mapgen_stone or mapgen_dirt before replacing the block 8) |
17:01 |
celeron55 |
we don't need any groups |
17:01 |
RealBadAngel |
so we do need multiple checks |
17:01 |
PilzAdam |
hmmmm, also mapgen_desert_{sand, stone} |
17:01 |
hmmmm |
ya |
17:01 |
celeron55 |
yes, just an std::set or something |
17:01 |
RealBadAngel |
for air/stone/dirt/sand/desert sand/desert stone |
17:01 |
RealBadAngel |
like this |
17:02 |
celeron55 |
to which you put the stuff the mapgen knows at the start of the mapgen |
17:02 |
RealBadAngel |
i agree, but then imagine biomes introduced |
17:02 |
celeron55 |
the mapgen knows of them |
17:02 |
RealBadAngel |
with own stuff |
17:03 |
celeron55 |
mapgen always makes the ground |
17:03 |
PilzAdam |
so in mapgen v7 it needs to check every node that is passed to every biome= |
17:03 |
PilzAdam |
*? |
17:03 |
hmmmm |
bool MapgenV6::isGroundNode(content_t cid) { return m_groundnodes.find(cid) != NULL; } would work for Mapgen V6 fine |
17:03 |
PilzAdam |
(as ground node) |
17:03 |
hmmmm |
MapgenV7 on the other hand will definitely do something smarter |
17:04 |
hmmmm |
MapgenV6 already does some relatively dumb stuff that's needlessly complex so I say let it burn |
17:04 |
hmmmm |
muwahah |
17:04 |
RealBadAngel |
:) |
17:05 |
celeron55 |
as long as we don't have any viable alternative to it, maintaining it well is important |
17:05 |
hmmmm |
but mapgen v7 is my problem |
17:06 |
RealBadAngel |
and since all miners loves caves its our common problem ;) |
17:06 |
RealBadAngel |
just got an idea |
17:06 |
hmmmm |
I am going to figure out how to handle the boundary size better |
17:07 |
RealBadAngel |
cave gen already tries to mark air as cave air |
17:07 |
hmmmm |
really that's the core reason for the unlit tree problem, and the problem with the trees getting cut into |
17:07 |
RealBadAngel |
but its not workin right |
17:07 |
celeron55 |
hmmmm: if you want to look into generating caves that are consistently continuable based on the seed with only noise lookup, see 0.3's cave generator |
17:08 |
RealBadAngel |
what if we could introduce to kinds of air simply? |
17:08 |
RealBadAngel |
*two |
17:08 |
hmmmm |
I probably will, but I don't remember 0.3's cave generator well, how nicely were the caves it generated? |
17:08 |
celeron55 |
but there will always be such problems if the world is generated in pieces, UNLESS we do the exact same thing as minecraft does |
17:09 |
hmmmm |
s/nicely/nice/ |
17:09 |
RealBadAngel |
when cavegen will reach regular air it will be forced to stop |
17:09 |
celeron55 |
that is, use very solid seeding, generate everything near the generated area that could touch it and discard everything that does not go into the generated area |
17:09 |
celeron55 |
it's well multithreadable and needs to touch in only the generated area |
17:09 |
celeron55 |
there is a bit but to that though |
17:09 |
celeron55 |
lighting. |
17:09 |
celeron55 |
big* |
17:10 |
celeron55 |
it's inherently non-linear |
17:11 |
hmmmm |
oh by the way |
17:11 |
hmmmm |
do you mind if i remove the now-redundant m_seed member of ServerMap? |
17:12 |
hmmmm |
i have a MapgenParams * in it |
17:12 |
celeron55 |
why would i care |
17:12 |
hmmmm |
I don't know, maybe you liked it or something |
17:13 |
|
rubenwardy joined #minetest-dev |
17:13 |
RealBadAngel |
celeron55, i will finish today update for l-systems trees and then will start to work on cave gen, im pretty sure now how to do it right |
17:14 |
celeron55 |
RealBadAngel: just remember, the key is to never stop it, just discard results on a node-by-node basis |
17:15 |
RealBadAngel |
yup, cave can end in another cliff |
17:15 |
RealBadAngel |
just skip above ground contens |
17:16 |
RealBadAngel |
btw, completely offtopic |
17:17 |
PilzAdam |
-> #minetest |
17:17 |
RealBadAngel |
i watched recently videos on weekly snapshots of minecraft |
17:18 |
RealBadAngel |
this game is goin general direction of barbie and ken toys |
17:19 |
RealBadAngel |
those guys are tottaly burnt with ideas |
17:20 |
iqualfragile |
just one question: was minetest or minecraft first with give_initial_stuff? |
17:20 |
celeron55 |
RealBadAngel: my intention is to steer clear of that as much as i reasonably can 8) |
17:20 |
RealBadAngel |
celeron55, i understand. and please dont go barbie way ;) |
17:21 |
iqualfragile |
celeron55: do you actualy recive donations? |
17:21 |
RealBadAngel |
yikes i can shoot a firework with a creeper smile on it |
17:22 |
RealBadAngel |
*milions of kids screams loudly* |
17:24 |
celeron55 |
iqualfragile: very little, barely to pay the few tens of dollars of hosting per year |
17:24 |
celeron55 |
i received somewhat more than that in 2011 though |
17:25 |
hmmmm |
minecraft is old and boring |
17:25 |
Calinou |
minecraft is boring and old, +1 |
17:25 |
hmmmm |
i say we all quit minetest and start a call of doody clone |
17:25 |
RealBadAngel |
lol |
17:25 |
RealBadAngel |
no way |
17:26 |
celeron55 |
if somebody feels like quitting minetest to do something else, i have a closed project that could interest such people 8) just ask if interested |
17:26 |
RealBadAngel |
im not askin :P |
17:26 |
RealBadAngel |
stayin here |
17:27 |
iqualfragile |
Calinou: actualy minetest is quite boring to play, but nobody just plays minetest, everybody writes mods/is a server-admin/does some other random stuff |
17:27 |
sapier1 |
celeron is my latest commit fine? |
17:27 |
celeron55 |
(i haven't intended to let any random people work on it though, but i'm open to opportunities :P) |
17:27 |
Calinou |
iqualfragile: redcrab's server has a lot of players |
17:27 |
Calinou |
iqualfragile: if we want a funnier minetest, we need to make it actually hard |
17:28 |
RealBadAngel |
iqualfragile, it needs more contens just |
17:28 |
Calinou |
almost everyone but tablet users like hard games |
17:28 |
Calinou |
we need hard to beat mobs, more dangers |
17:28 |
RealBadAngel |
hard but not to the square |
17:28 |
Calinou |
but of course there should be a mode where there is almost no danger |
17:28 |
Calinou |
(but not creative) |
17:28 |
celeron55 |
one thing that would be interesting would be to make a minetest fork with a non-linear single-shot darf fortress like map generator |
17:28 |
Calinou |
keep 3 separate modes maybe |
17:28 |
celeron55 |
it'd basically just need a good name |
17:28 |
Calinou |
2D minetest? heh :p |
17:29 |
iqualfragile |
thats gona be an interesting discussion (harder minetest, content, game-mechanics) but i dont think that it belongs in here |
17:29 |
celeron55 |
(or, well, it could even just be a separate program to generate a minetest world) |
17:29 |
darkrose |
dwarftest |
17:29 |
iqualfragile |
maybe we should just join -delta and discuss about it for some minutes? |
17:29 |
Calinou |
people use -delta? |
17:30 |
RealBadAngel |
i thought once of makin a game mode, post apocalyptyc map, like in terminator movies, give players lasers, make two teams: humans vs machines, add some freakin music |
17:30 |
RealBadAngel |
and multiplayer team shooter ready |
17:31 |
iqualfragile |
Calinou: no, they dont, that why we could use it for this discussion/brainstorming |
17:33 |
sapier1 |
https://github.com/sapier/minetest/commit/40578c7fb1cf5480957f77bdc53e87ad6d5ca700 sorry for spaming but I've got only about 30 minutes left and would like to have this commit in shape by time being |
17:34 |
RealBadAngel |
sure, lets stop spammin, some are codin here :) |
17:34 |
* RealBadAngel |
signs off, need to rest a bit |
17:39 |
|
doserj joined #minetest-dev |
17:42 |
hmmmm |
celeron, i think i mentioned this sometime before, but I intend to have a mode of minetest that'll just generate the map |
17:43 |
hmmmm |
like minetest --mapcfg map_parameters.conf --outfile map.sqlite |
17:43 |
hmmmm |
it's actually quite trivial to do |
17:44 |
Calinou |
map generation settings in some .conf file would be cool |
17:45 |
Calinou |
sea level, frequency of lava and non-lava caves, terrain height... |
17:45 |
hmmmm |
it kind of already exists with my branch |
17:45 |
Calinou |
setting sea level as minetest.conf setting would be very easy |
17:45 |
Calinou |
i'd just like to see that in default game :p |
17:45 |
hmmmm |
dude calinou |
17:45 |
hmmmm |
i've got that holmes |
17:46 |
hmmmm |
i haven't pushed this to my fork yet but |
17:46 |
hmmmm |
http://ideone.com/CKZJDz all of this is configurable from the .conf |
17:50 |
hmmmm |
i originally had it configurable from lua but i decided to get rid of it completely because it was so complicated and messy |
18:09 |
|
sema4 joined #minetest-dev |
18:14 |
|
doserj joined #minetest-dev |
18:38 |
|
sapier1 left #minetest-dev |
18:50 |
|
doserj joined #minetest-dev |
18:59 |
PilzAdam |
thexyz, https://github.com/PilzAdam/minetest/commit/3acc3df46d6b394643724842985868d8e9193176 |
19:00 |
thexyz |
aww, not this shit again |
19:00 |
thexyz |
PilzAdam: I mean, I dislike that idea in general |
19:00 |
PilzAdam |
its really handy |
19:01 |
thexyz |
at least, you should make it configurable |
19:04 |
iqualfragile |
i have got to admint: i dislike that idea, too |
19:05 |
iqualfragile |
its cloned from minecraft |
19:05 |
PilzAdam |
I actuall copied it from Terasology |
19:05 |
PilzAdam |
*actually |
19:57 |
|
sema4_ joined #minetest-dev |
19:59 |
|
rubenwardy left #minetest-dev |
20:02 |
|
Jeija joined #minetest-dev |
20:34 |
PilzAdam |
thexyz, https://github.com/celeron55/minetest/pull/385 looks ok to me |
20:35 |
celeron55 |
what is the point of such |
20:36 |
PilzAdam |
such little things make minetest look like an real game |
20:36 |
celeron55 |
why does it make it look like a real game |
20:36 |
thexyz |
yes, same thoughts |
20:37 |
celeron55 |
it's not like that would happen when you run, or anything |
20:37 |
PilzAdam |
a static camera makes the game look unfinished |
20:37 |
thexyz |
>Greater FOV when running or using free_move |
20:37 |
celeron55 |
like, in real life |
20:37 |
thexyz |
oh |
20:38 |
PilzAdam |
game creators add such effects to make the animations/camera look more interesting |
20:38 |
celeron55 |
but whatever, as long as you don't add cotton, i'm good with things you both agree to 8) |
20:38 |
PilzAdam |
such as blur when turning arround and such things |
20:38 |
hmmmm |
yeah, i think you're thinking of motion blur close to the corners of the screen |
20:39 |
hmmmm |
not changing the fov |
20:39 |
hmmmm |
i personally think it's ridiculous |
20:40 |
PilzAdam |
Terasology has it and it looks nice |
20:40 |
PilzAdam |
(only for free_move though) |
20:42 |
hmmmm |
terasology's mapgen looks sort of similar to that of minetest |
20:42 |
* hmmmm |
investigates |
20:42 |
PilzAdam |
they have 4 different types of mapgen IIRC |
20:43 |
hmmmm |
and it's java of course |
20:43 |
|
doserj joined #minetest-dev |
20:43 |
celeron55 |
what's this trend for java and C# these days |
20:43 |
hmmmm |
man.... OOP already decreases the signal to noise ratio enough, but when you use java, it's way worse |
20:44 |
celeron55 |
can't people code in native languages anymore |
20:44 |
hmmmm |
it's like 20% of the code in the codebase actually does stuff |
20:44 |
hmmmm |
i mean look at this https://github.com/MovingBlocks/Terasology/blob/develop/src/main/java/org/terasology/world/WorldProvider.java |
20:44 |
hmmmm |
they use an entire file and 120 LoC for basically nothing |
20:44 |
celeron55 |
i started laughingg at "WorldProvider" |
20:45 |
celeron55 |
-g |
20:45 |
hmmmm |
that's the same terminology that Minecraft uses |
20:45 |
hmmmm |
it's likely they just used the decompiled classes from Minecraft |
20:46 |
celeron55 |
WorldProviderCore |
20:46 |
thexyz |
and AbstractWorldProviderDecorator.java |
20:46 |
hmmmm |
"I had a problem, so I thought to use Java..." |
20:46 |
celeron55 |
WorldProviderFactoryAbstractorCore |
20:47 |
celeron55 |
EnterpriseCodeFactoryFactoryFactoryFactory |
20:47 |
hmmmm |
we use factory methods in minetest |
20:47 |
celeron55 |
i don't see any factories there though |
20:47 |
celeron55 |
i know, but not excessively :P |
20:48 |
hmmmm |
the problem with Java is that it encourages the bullshitty parts of OOP; that is, overengineering your program that's actually about as complex as the little clicky thing on the end of ink pens |
20:48 |
celeron55 |
but yeah, java is designed for making huuuuuuuge corporate programs using stupid code monkeys |
20:48 |
celeron55 |
and you can see it in everything java does |
20:48 |
hmmmm |
it turns out a couple months later that those abstractions you made weren't too efficient and you end up having to recode it all |
20:48 |
hmmmm |
so how much work does that save in the long run. hah. |
20:49 |
hmmmm |
you know why unsigned types were excluded from java? |
20:49 |
celeron55 |
i think that is one of the few good things |
20:49 |
hmmmm |
gosling himself said "they would confuse programmers" |
20:50 |
celeron55 |
they remove the stupid implicit unsigned-signed conversion bugs that C(++) programs are full of |
20:50 |
hmmmm |
for a language like C/++, though, a lack of unsigned types is simply unacceptable |
20:50 |
celeron55 |
unsigned types are needed for bit operations |
20:50 |
hmmmm |
of course |
20:51 |
celeron55 |
for anything else, not *that* much |
20:51 |
celeron55 |
or, that one goes without the ** too |
21:00 |
hmmmm |
oh wow wait a minute, did you actually have a "generate the whole thing at once" generator in previous versions when ServerMap.m_chunksize == 0? |
21:08 |
celeron55 |
nope |
21:30 |
|
Jeija left #minetest-dev |
21:35 |
|
SpeedProg joined #minetest-dev |
21:40 |
|
sfan5[iPod] joined #minetest-dev |
21:49 |
|
sema4 joined #minetest-dev |
22:01 |
|
Jeija joined #minetest-dev |
22:14 |
|
nyuszika7h joined #minetest-dev |