Time |
Nick |
Message |
01:05 |
hmmmm |
what is travis exactly? |
01:39 |
marktraceur |
hmmmm: It's a continuous integration tool |
01:39 |
marktraceur |
hmmmm: Basically the idea is, we configure it for a trigger, the trigger fires, and a build happens |
01:39 |
marktraceur |
hmmmm: In theory, we could build every git commit after it's pushed, but that might be too much |
01:39 |
marktraceur |
hmmmm: Maybe daily builds would be fine |
01:40 |
hmmmm |
that sounds like it's discrete, not continuous |
01:40 |
hmmmm |
there is no such thing as discrete integration, it ought to be called a 'finite series' |
01:42 |
marktraceur |
hmmmm: The point is, automatic builds. |
10:49 |
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17:01 |
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17:26 |
celeron55 |
thexyz: what kind of backups do you take of the forum? |
17:27 |
thexyz |
full sql backup ATM |
17:27 |
thexyz |
shall I add avatars backup? |
17:27 |
thexyz |
(or any other media punbb has) |
17:28 |
celeron55 |
that is quite unimportant; the important thing is to have good backups of the sql |
17:28 |
celeron55 |
(i define "good" as what i did - at least weekly, on a completely different computer) |
17:28 |
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17:29 |
thexyz |
those are taken every day at 3:10 MSK, gzipped, encrypted, emailed to me and uploaded to hetzner backup ftp |
17:29 |
thexyz |
is that enough?) |
17:29 |
celeron55 |
yes 8) |
17:30 |
VanessaE |
no, you forgot to have them laser-engraved into a marble slab for storage in a retired missile silo ;) |
17:32 |
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17:34 |
celeron55 |
thexyz: i think i'll set up a simple http page on c55.me at some point to which you can set up uploads too, so two people have access to them (which should be quite catastrophe-safe) |
17:34 |
thexyz |
ok |
17:34 |
thexyz |
btw, how should I send you a key? |
17:38 |
celeron55 |
dunno, somehow safe-ish i guess... |
17:38 |
thexyz |
well, pm me your public RSA key then |
17:50 |
iqualfragile |
thexyz: i think it would be a bit safer for him to put it onto his website |
18:19 |
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18:35 |
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18:40 |
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18:53 |
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18:54 |
SiegeWizard |
Hello |
18:54 |
SiegeWizard |
Is there anyone online? |
18:55 |
PilzAdam |
yes? |
18:56 |
sfan5 |
yes |
18:57 |
SiegeWizard |
Im new to minetest |
18:57 |
SiegeWizard |
And i would wonder |
18:57 |
PilzAdam |
this is the development channel |
18:57 |
SiegeWizard |
if anyone could tell me how could i contribute |
18:58 |
SiegeWizard |
i know how to program quite well |
18:58 |
PilzAdam |
go to #minetest |
18:58 |
SiegeWizard |
i know its the development channel |
18:58 |
SiegeWizard |
thats why im in here |
18:59 |
SiegeWizard |
i was wondering |
18:59 |
SiegeWizard |
if you were looking for C programmers |
18:59 |
sfan5 |
https://github.com/celeron55/minetest go there download the repo (best with git) |
19:06 |
marktraceur |
SiegeWizard: The answer is "absolutely!" |
19:06 |
marktraceur |
SiegeWizard: We'd love to have someone working with us on the engine, do please play around with the game and work on anything you'd like |
19:06 |
marktraceur |
There are also bugs listed in the GitHub issue tracker |
19:08 |
SiegeWizard |
I think that the bug list could be an easy way of playing arround with the code |
19:08 |
SiegeWizard |
that you all |
19:08 |
Calinou |
SiegeWizard: documentation is also a good thing to do |
19:08 |
SiegeWizard |
thank* |
19:08 |
Calinou |
write tutorials, mod documentation... |
19:08 |
Calinou |
the core gameplay is documented quite well for now |
19:08 |
Calinou |
http://wiki.minetest.com (yes, it's .com) |
19:08 |
hmmmm |
there's a regression that causes a lot of choppiness in gameplay that happened sometime in between 0.4.3's release and the current release |
19:09 |
hmmmm |
it would be very helpful to find which commit caused this exactly |
19:09 |
Calinou |
no difference for me |
19:09 |
Calinou |
hmmmm: shaders? |
19:09 |
hmmmm |
nah. they |
19:09 |
Calinou |
make sure you use same video settings and resolution to test |
19:09 |
hmmmm |
nah, they're cpu spikes* |
19:10 |
Calinou |
CPU usage is ok when playing minetest for me |
19:10 |
marktraceur |
SiegeWizard: If you want to document the engine, you can use http://dev.minetest.net |
19:10 |
Calinou |
(it can only go up to 12.5% anyway :-D) |
19:10 |
hmmmm |
it is noticably worse for me |
19:20 |
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19:22 |
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19:23 |
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20:10 |
hmmmm |
celeron55, everything is completely ready... http://pastebin.com/1FnSr6yR https://github.com/kwolekr/minetest/commits/no_mgv7 |
20:12 |
Calinou |
mapgen v7 hater :-D |
20:13 |
PilzAdam |
i spawned like 20 meter above ground |
20:23 |
RealBadAngel |
hmmm, tried to compile it and got: http://pastebin.com/H0ugkCYM |
20:23 |
hmmmm |
you gotta be kidding me |
20:23 |
hmmmm |
#@$#$!@# |
20:26 |
hmmmm |
RealBadAngel, in porting.h on line 53, try adding #include <stdint.h> and try again |
20:26 |
RealBadAngel |
ok |
20:28 |
hmmmm |
i guess for me, stdint.h gets included implicitly through some strange concoction of other includes that doesn't work for linux |
20:28 |
PilzAdam |
it builds fine for me (kubuntu) |
20:28 |
Calinou |
you use windows? |
20:28 |
Calinou |
i'm going to try to build it |
20:28 |
hmmmm |
no. |
20:28 |
Calinou |
*BSD? |
20:28 |
hmmmm |
yeah |
20:28 |
Calinou |
lol |
20:28 |
RealBadAngel |
it compiles further now |
20:29 |
hmmmm |
RBA, what's the next error |
20:29 |
RealBadAngel |
no errors by now |
20:29 |
hmmmm |
oh okay |
20:29 |
RealBadAngel |
62% atm |
20:29 |
hmmmm |
i thought you meant "it errored again but got further than last time" |
20:29 |
Calinou |
lol, there is a yay_new_branch |
20:29 |
hmmmm |
that was celeron's name suggestion |
20:30 |
Calinou |
compiling |
20:30 |
hmmmm |
ahh it's going to be so good to have all this crap included so i can finally work on some different things |
20:30 |
hmmmm |
first on my list is add the new lua crap. |
20:31 |
Calinou |
finished |
20:31 |
Calinou |
RealBadAngel: beat you to it |
20:31 |
hmmmm |
what cpu you got |
20:31 |
PilzAdam |
hmmmm, I always spawn too high |
20:31 |
hmmmm |
pilzadam, always? |
20:31 |
PilzAdam |
2 times |
20:32 |
hmmmm |
that's interesting..... nobody else seems to be having that problem... does the terrain look okay? |
20:32 |
PilzAdam |
2 out of 2 |
20:32 |
hmmmm |
lemme try a bunch more times and see |
20:32 |
PilzAdam |
yea, everything else is perfect |
20:32 |
RealBadAngel |
hmmmm, its ok now, compiled it |
20:32 |
hmmmm |
great |
20:32 |
hmmmm |
pilzadam, by "too high" you literally mean 20 blocks |
20:32 |
Calinou |
hmmmm: i7-2600K (not overclocked) |
20:32 |
hmmmm |
nodes rather |
20:32 |
Calinou |
using make -j8 |
20:33 |
hmmmm |
calinou, same here just about :p |
20:33 |
PilzAdam |
hmmmm, 10 to 20 nodes |
20:33 |
hmmmm |
try once more |
20:33 |
Calinou |
hmmmm: what features does that branch bring? it seems to be based on 0.4.3, but nothing really changed |
20:33 |
hmmmm |
calinou, you mean master? |
20:33 |
Calinou |
terrain looks "normal" (like it would look with normal minetest) |
20:33 |
Calinou |
erm sry, i was using master |
20:33 |
Calinou |
forgot to checkout branch |
20:33 |
PilzAdam |
hmmmm, and again |
20:33 |
PilzAdam |
too high |
20:33 |
hmmmm |
okay |
20:33 |
hmmmm |
this is very interesting |
20:33 |
hmmmm |
and you say you were on kubuntu |
20:33 |
Calinou |
building again.. |
20:34 |
Calinou |
i'm on xubuntu 12.10 btw |
20:34 |
Calinou |
PilzAdam: 12.10 too? |
20:34 |
PilzAdam |
yep |
20:34 |
PilzAdam |
and again too high, 4 out of 4 |
20:35 |
hmmmm |
do you take damage from falling? |
20:35 |
PilzAdam |
i have disabled it |
20:35 |
PilzAdam |
lemme try |
20:35 |
Calinou |
http://paste.ubuntu.com/1546630/ <= I always get these errors with any minetest version when built, at the end |
20:35 |
hmmmm |
those aren't errors |
20:36 |
PilzAdam |
hmmmm, yes, i get damage |
20:36 |
Calinou |
i'm now using the branch, mapgen looks similar. |
20:36 |
hmmmm |
hmmmm |
20:36 |
Calinou |
i know, these are warnings, yeah |
20:36 |
Calinou |
<hmmmm> hmmmm <= lol |
20:36 |
hmmmm |
calinou, someday we will go through and fix all the warnings |
20:36 |
hmmmm |
gotta stay focused for now though |
20:36 |
hmmmm |
man it kills me to ignore all the other problems |
20:36 |
PilzAdam |
hmmmm, strange, I get no hurt screen and when I relogin the health gets restored |
20:37 |
hmmmm |
pilzadam, i just turned on damage and i take damage when spawning too |
20:37 |
hmmmm |
i thought it was "odd" because it seemed like i would only spawn 4-5 blocks above ground |
20:37 |
hmmmm |
my perception must've been off |
20:38 |
hmmmm |
okay, i'll change something really quick. |
20:39 |
PilzAdam |
what about the wrong damage handling? |
20:39 |
hmmmm |
that's 100% unrelated to my work |
20:39 |
hmmmm |
that's another bug for another day |
20:39 |
PilzAdam |
okay, will keep it in mind |
20:39 |
hmmmm |
okay, in server.cpp:4852, change groundheight+1 to groundheight-2 |
20:40 |
hmmmm |
see how much that helps |
20:40 |
PilzAdam |
not much |
20:41 |
hmmmm |
did you take damage in the current master of minetest? just curious |
20:43 |
PilzAdam |
nope, I spawn directly on the ground |
20:44 |
hmmmm |
personally i like it a bit more if you drop onto the ground when starting a new map... it gives you the feeling that you were "dropped" into this piece of land by something |
20:44 |
hmmmm |
but it's not correct behavior and you take fall damage |
20:44 |
Calinou |
fake fall damage actually |
20:44 |
PilzAdam |
I like the idea too |
20:44 |
Calinou |
it's a bug ;) |
20:44 |
Calinou |
also, you don't alwyas fall |
20:44 |
Calinou |
imo you should always spawn at a certain height, like 80 |
20:45 |
hmmmm |
it's better than the alternative, right? spawning stuck into the ground |
20:45 |
hmmmm |
alright hold on. |
20:46 |
Calinou |
never spawned stuck in the ground |
20:46 |
PilzAdam |
btw, does the minetest.register_biome() function work with your v6? |
20:46 |
hmmmm |
no, v6 doesn't make use of biomes |
20:46 |
hmmmm |
sorry i left it in there |
20:50 |
hmmmm |
okay weird. |
20:51 |
hmmmm |
i am not seeing the problem |
20:58 |
hmmmm |
this is very odd. when i respawn from dying i respawn right on the ground, no falling at all |
20:59 |
hmmmm |
when i spawn from a new map, i spawn semi-highish |
20:59 |
hmmmm |
and take fall damage that goes away when i log back on |
21:21 |
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21:51 |
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21:52 |
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21:52 |
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22:15 |
Wuzzy2 |
Is it currently possible to add a light source which emits (for instance) red light? |
22:15 |
PilzAdam |
no |
22:15 |
Wuzzy2 |
darn it :-( |
22:15 |
Wuzzy2 |
And why is this so? |
22:16 |
PilzAdam |
only one light value is stored, for every node edge |
22:16 |
PilzAdam |
if colored light would be added, you have to strore 3 values |
22:16 |
Wuzzy2 |
so currently there is no RGB stuff, only a "brightness" thing, right? |
22:17 |
PilzAdam |
yep |
22:17 |
Wuzzy2 |
oh, I understand |
22:17 |
Wuzzy2 |
Why was that brightness thing chosen in favor of colored light? |
22:18 |
PilzAdam |
because its faster to just have on light values |
22:18 |
PilzAdam |
-s |
22:18 |
Wuzzy2 |
faster? faster CPU time? faster network? what do you mean |
22:19 |
PilzAdam |
I dunno if the light calculation is done in CPU or GPU |
22:20 |
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22:20 |
Wuzzy2 |
would it be much hassle to add colored light? would there be any drawbacks? |
22:22 |
PilzAdam |
someone need to make some benchmarking if it really increases the light calculation that much |
22:27 |
doserj |
lighting is all done on the CPU. |
22:29 |
Wuzzy2 |
lol so I was right ... by chance :D |
22:30 |
hmmmm |
someone did colored lighting |
22:31 |
Wuzzy2 |
WHAT? |
22:31 |
hmmmm |
somebody said that it's 3x slower... |
22:31 |
hmmmm |
never verified it though |
22:31 |
Wuzzy2 |
where do I find it? |
22:31 |
hmmmm |
http://www.youtube.com/watch?v=1MWZxyCsbv4 |
22:31 |
hmmmm |
"minetest colored light" |
22:31 |
sfan5 |
wasn't that by kahrl? |
22:32 |
hmmmm |
looks like Queatz |
22:32 |
Wuzzy2 |
you are my heroes. I have to d/l this now. :) |
22:33 |
hmmmm |
http://forum.minetest.net/viewtopic.php?id=1262 |
22:33 |
doserj |
lighting calculations don't influence fps much, so 3 times slower wouldn't be a big deal |
22:33 |
hmmmm |
"Hmm seems to be so different now. I tried merging but there's a multitude of conflicts and c55 doesn't even want it so probably not unless it has some type of future." |
22:34 |
doserj |
it would be a substantial change to the core code, yes |
22:34 |
Wuzzy2 |
and the link to the github page <https://github.com/Queatz/minetest/tree/colored_light> is 404 -_- |
22:46 |
SiegeWizard |
guys, you clame that the code is well comented |
22:47 |
SiegeWizard |
i have to disagree |
22:47 |
PilzAdam |
who said that? |
22:47 |
SiegeWizard |
the work is very impresive but the coments are quite random |
22:47 |
SiegeWizard |
I asked if i could help and i was told to read the code, taht is well comented |
22:48 |
SiegeWizard |
I seriously think that you need to make a common way of comented things apart from random coments where you think they are necesary |
22:49 |
doserj |
nobody said the code is well documented, as far as i know |
22:49 |
PilzAdam |
the only thing i can read in the log is that people have suggested that you can do some documentation |
22:49 |
SiegeWizard |
<Calinou> the core gameplay is documented quite well for now |
22:50 |
doserj |
gameplay != code |
22:50 |
PilzAdam |
<Calinou> SiegeWizard: documentation is also a good thing to do |
22:50 |
PilzAdam |
<Calinou> write tutorials, mod documentation... |
22:50 |
SiegeWizard |
he was talking about the dev wiki? |
22:50 |
SiegeWizard |
sorry then missunderstood |
22:51 |
SiegeWizard |
still think that the code need to reach an agreement on how to coment |
22:51 |
hmmmm |
most of the code is celeron's, the disagreement is basically all his |
22:52 |
hmmmm |
in general, /**/ type comments are "topic comments", they're supposed to separate chunks of code, while // comments are just commenting on some bit of code |
22:52 |
SiegeWizard |
yes ive seen that |
22:53 |
SiegeWizard |
some separation coments with /**/ and random coments on // |
22:53 |
SiegeWizard |
what i was trying to say is comments like this one: |
22:54 |
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22:54 |
Cybersoft |
hi, where would I start if I wanted to use curves and slopes in blocks? does it require code changes or the current code supports it% |
22:55 |
hmmmm |
it would require huge code changes. |
22:55 |
SiegeWizard |
what i was trying to say was: |
22:56 |
SiegeWizard |
it doesnt allow me to wirte it |
22:56 |
PilzAdam |
hmmmm, http://forum.minetest.net/viewtopic.php?id=4297 |
22:56 |
hmmmm |
ah neato |
22:56 |
Cybersoft |
so the engine already support it |
22:56 |
Cybersoft |
I think I can delete minecraft now |
22:56 |
SiegeWizard |
/* funtion(param1,param2) |
22:57 |
SiegeWizard |
* param1: |
22:57 |
SiegeWizard |
* param2: |
22:57 |
SiegeWizard |
* return: |
22:57 |
SiegeWizard |
* description: |
22:57 |
SiegeWizard |
*/ |
22:57 |
hmmmm |
microsoft style? |
22:57 |
hmmmm |
i think that's a bit too overkill |
22:58 |
hmmmm |
a lot of the code is self-documenting, as in, anybody can understand the code to a reasonable extent |
22:58 |
SiegeWizard |
commenting on an opensoruce project is never an overkill |
22:58 |
doserj |
I'm all for doxygen-style docs |
22:58 |
SiegeWizard |
doxygen.style? |
22:58 |
hmmmm |
instead of crapping up the code like that, it should be part of a wiki instead |
22:58 |
hmmmm |
definitely |
23:00 |
SiegeWizard |
well |
23:00 |
SiegeWizard |
it still should be comented somehow |
23:00 |
SiegeWizard |
and what i proposed is accepted as doxygen |
23:01 |
SiegeWizard |
http://www.stack.nl/~dimitri/doxygen/manual/docblocks.html |
23:03 |
SiegeWizard |
you only have to add an ! after the /* |
23:15 |
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23:18 |
Cybersoft |
world generation is handled with a lua script, right? |
23:18 |
Cybersoft |
I noticed that the underground seem to be completly opaque with no caves/etc in vanilla, are there random structures generated or is it landscape only in vanilla? |
23:20 |
doserj |
world generation is done in c++, not lua. and there are caves, but no random structures like dungeons etc. |
23:21 |
Cybersoft |
and as I understand it mods are lua + textures/models, but not c++ right? |
23:22 |
doserj |
yes |
23:22 |
Exio |
well, ore generation is in lua |
23:23 |
Cybersoft |
so if someone does things in c++ there will be an issue with svn and/or doing a fork right? |
23:26 |
RealBadAngel |
there is some dungeons generations code in mapgen.cpp |
23:26 |
RealBadAngel |
but its not used |
23:31 |
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23:41 |
Cybersoft |
so what's the dev situation? what features are being worked on and how many peoples is there on the project? |
23:47 |
RealBadAngel |
im workin now on L-systems treegen |
23:48 |
RealBadAngel |
im pretty close to finish the task, now adding just textures, extra objects like saplings, planks etc |
23:49 |
Cybersoft |
yeah the trees and the lack of curves/slopes is one of the reason I switched off from minecraft |
23:49 |
Cybersoft |
I saw the trees in mythruna, would L-system trees be similar to that? |
23:49 |
RealBadAngel |
http://forum.minetest.net/viewtopic.php?id=4218 |
23:49 |
Cybersoft |
ie: with curved branches and the like? |
23:50 |
RealBadAngel |
look for my posts in this topic to see some screenshots |
23:51 |
Cybersoft |
yeah those are nice, btw it seems when I mine some ore I don't get the ore neither do I get a drop from the ore block - is that normal? |
23:52 |
RealBadAngel |
you get the lump from mining ore block |
23:53 |
RealBadAngel |
install moreores mod to get some more ores btw |
23:53 |
RealBadAngel |
many other mods depends on it |
23:56 |
SiegeWizard |
RBA |
23:56 |
SiegeWizard |
did u finish your L-system algorithm? |
23:58 |
SiegeWizard |
if you haven't: http://www.nbb.cornell.edu/neurobio/land/OldStudentProjects/cs490-94to95/hwchen/ |
23:58 |
SiegeWizard |
if you have: nvm |
23:58 |
RealBadAngel |
engine part of generator is done |
23:58 |
RealBadAngel |
now im makin use of it |
23:59 |
SiegeWizard |
ok |
23:59 |
Cybersoft |
where are the block definition/model stored? I used a cactus texture from minecraft, but it seems the cactus block in minetest is larger because I'm getting transparency from the texture and I'd like to adjust it |
23:59 |
RealBadAngel |
there are already 12 tree models done |