Time |
Nick |
Message |
00:37 |
|
iqualfragile joined #minetest-dev |
03:22 |
|
hmmmm joined #minetest-dev |
07:41 |
|
Calinou joined #minetest-dev |
07:45 |
celeron55 |
hmmmm: there is some really odd stuff in kwolekr/no_mgv7 |
07:45 |
celeron55 |
eg. https://github.com/kwolekr/minetest/commit/02c15321ba58f40a45bbfbe88039adc39bdb33fe |
07:47 |
celeron55 |
i think i'll edit these commits to something reasonable |
07:50 |
celeron55 |
this isn't very useful, as it doesn't even output any errors so the end result is likely only that the server jams due to trying to write too much stuff all the time: https://github.com/kwolekr/minetest/commit/556291100b689d6bfc0185fb37380757f8dd1087 |
07:50 |
celeron55 |
if it warned in errorstream, it would be a bit useful |
07:51 |
* celeron55 |
edits |
08:11 |
hmmmm |
weird... i could've sworn i actually added a line in guiFormSpecMenu.cpp in the former commit. since a lot of time has passed since I first branched it, that could be the result of doing the rebase.. if you're wondering about the casts, those are there to stop warnings |
08:12 |
hmmmm |
as for the latter commit, sorry, I didn't realize it would jam the server, but something needs to be done about that since I believe that was the root of the problem someone was having a while back where some blocks would be replaced |
08:12 |
hmmmm |
if the disk was too full and the writes evidently failed |
08:14 |
|
SiegeWizard joined #minetest-dev |
08:14 |
celeron55 |
i'm also squashing serieses of fixup commits from here so the list of commits isn't so awfully long (and to reduce the amount of broken commits) |
08:14 |
hmmmm |
yes, that would be great |
08:14 |
hmmmm |
i wasn't really sure how to do that so to prevent breaking it all |
08:14 |
hmmmm |
i just left it as-is |
08:16 |
SiegeWizard |
http://minetest.net/wiki/doku.php?id=dev_index is this actual? it's at the description of the chat |
08:18 |
celeron55 |
oh it's the old wiki |
08:19 |
SiegeWizard |
that was my first guess |
08:19 |
SiegeWizard |
should it be changed for the actual wiki? |
08:19 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
08:20 |
SiegeWizard |
:) |
08:22 |
celeron55 |
hmmmm: https://github.com/celeron55/minetest/commits/kwolekr_mg_r1 |
08:27 |
hmmmm |
looks great |
08:27 |
hmmmm |
i need to get to sleep seriously |
08:27 |
hmmmm |
no more of this 4am stuff |
08:27 |
hmmmm |
sorry |
08:31 |
celeron55 |
8) |
08:32 |
Calinou |
https://github.com/celeron55/minetest/commit/25689e0c37ad6485ce2f73a60c800298f0b201e8 <= will it make the player spawn buried in ground? |
08:32 |
celeron55 |
eh, what kind of a fix would that be? |
09:11 |
Calinou |
wow, there is way too much jungle grass IMO |
09:12 |
celeron55 |
i think it's dumb being everywhere |
09:12 |
Calinou |
it should be made rarer and maybe have a shorter texture |
09:12 |
celeron55 |
jungle grass should only be in jungles |
09:12 |
celeron55 |
there could be other grass in some field-like places |
09:13 |
Calinou |
then change the texture to a fieldgrass-like texture :P |
09:13 |
celeron55 |
of course not? |
09:13 |
celeron55 |
it's JUNGLE GRASS |
09:15 |
celeron55 |
and jungle grass is meant to be just long enough to annoyingly block the player's vision if the player is not standing in a higher place |
09:16 |
celeron55 |
i think it doesn't currently do that though |
09:19 |
Calinou |
it's about 1.5 block high visually |
09:19 |
Calinou |
player eye is 1.6 block high |
09:19 |
celeron55 |
too short then 8) |
09:35 |
SiegeWizard |
about the jungle, youll need biomes for that |
09:37 |
celeron55 |
............and? |
09:42 |
celeron55 |
do you even know what a biome means, coding-wise, in practice? |
10:16 |
|
BackupCoder joined #minetest-dev |
10:16 |
SiegeWizard |
mmm |
10:17 |
SiegeWizard |
a variable for each node? |
10:17 |
SiegeWizard |
maybe? |
10:17 |
SiegeWizard |
or you could make for each sector |
10:17 |
SiegeWizard |
and make the border ones transitioning sectors |
10:18 |
SiegeWizard |
i think that would be the simplest aproach to biomes codewise |
10:19 |
SiegeWizard |
but the problem is that, you dont have biomes yet, do you? weren't they planned for the next release of mapgen? |
10:22 |
celeron55 |
a non-moddable biome basically requires only a single line of code |
10:23 |
celeron55 |
so "you need biomes" is quite a dumb thing to say |
10:23 |
celeron55 |
we don't need practically anything for jungles, but we don't want to make them in the simple way |
10:57 |
SiegeWizard |
i wasn't trying to say that |
10:57 |
SiegeWizard |
i was trying to point out that, iirc, biomes were planned for v7 of mapgen |
10:57 |
SiegeWizard |
and when that comes, you can create different types of grass depending of the biomes |
10:58 |
SiegeWizard |
the jungle grass idea of blocking the player vision is a very good idea |
11:02 |
celeron55 |
it's so in 0.3 |
11:03 |
celeron55 |
and about v7: yes, it is our (=hmmmm's) first attempt at definable biomes; it's still somewhat far from being actually usable though |
11:03 |
SiegeWizard |
i think i may try to help him with that |
11:04 |
SiegeWizard |
as I don't have time to read/understand the full minetest code for now |
12:02 |
|
BackupCoder joined #minetest-dev |
12:36 |
|
darkrose joined #minetest-dev |
12:36 |
|
darkrose joined #minetest-dev |
12:45 |
SiegeWizard |
does he have a github account with the project of the new mapgen? |
12:45 |
SiegeWizard |
i haven't been able to find him |
12:49 |
|
Progers joined #minetest-dev |
12:51 |
Progers |
Hi :D |
13:04 |
celeron55 |
SiegeWizard: this is my edit of his latest version: https://github.com/celeron55/minetest/commits/kwolekr_mg_r1 |
13:05 |
celeron55 |
(kwolekr is his github account) |
13:09 |
SiegeWizard |
ok |
13:10 |
SiegeWizard |
ill try to takje a look at mapgen.{cpp/h} from that fork and see if i can hel him with something |
13:11 |
celeron55 |
you probably want to look at this though https://github.com/kwolekr/minetest/tree/yay_new_branch |
13:11 |
celeron55 |
it has the code of the v7 generator included |
13:11 |
celeron55 |
(kwolekr_mg_r1 is just the framework and optimizations and stuff) |
13:17 |
SiegeWizard |
i found that by myself but thx |
13:18 |
SiegeWizard |
well not that branch actually |
13:18 |
SiegeWizard |
im still getting usaed to github |
13:27 |
|
rsiska joined #minetest-dev |
13:34 |
|
ptimatth joined #minetest-dev |
13:35 |
|
ptimatth left #minetest-dev |
14:31 |
SiegeWizard |
could you list the files that take part of the mapgen? so that i can copy them into my iPad and read them while travelling? |
14:32 |
SiegeWizard |
related to the branch and repository you linked |
14:35 |
celeron55 |
SiegeWizard: i am not too familiar with the changes, but mapgen.cpp/h and the headers included in there are a good start |
14:35 |
celeron55 |
also hmmmm wrote this http://pastebin.com/ZhDtdWuQ |
14:35 |
celeron55 |
that describes the changes from 0.4.4 and some of the design |
14:36 |
celeron55 |
i guess i'll merge the server list now |
14:37 |
celeron55 |
as nobody else seems to be doing it |
14:45 |
RealBadAngel |
celeron55, please do that |
14:46 |
RealBadAngel |
this stuff is very useful |
14:46 |
sfan5 |
yeah |
14:46 |
celeron55 |
it's there |
14:46 |
RealBadAngel |
+100 for ya |
14:47 |
sfan5 |
GIT: Jeija commited to celeron55/minetest: Add a list of servers to the "Multiplayer" tab 6f93c01af9 2013-01-21T06:42:56-08:00 http://git.io/QRBMHg |
14:47 |
sfan5 |
time for another minetest build! |
14:47 |
RealBadAngel |
yup |
14:48 |
RealBadAngel |
i like jeija's commits |
14:48 |
RealBadAngel |
particles are great |
14:49 |
RealBadAngel |
and this one is even better |
14:50 |
RealBadAngel |
btw, what timezone is hmm? |
14:50 |
celeron55 |
now i'd like to have someone's input on https://github.com/celeron55/minetest/commits/kwolekr_mg_r1 (description here http://pastebin.com/ZhDtdWuQ) |
14:51 |
celeron55 |
i've browsed through it and changed what i thought needed changing, but it's so large it's a good idea to use a couple of pairs of eyes on it |
14:51 |
RealBadAngel |
i tested this with moretrees and plantlife we are workin on with VanessaE |
14:51 |
RealBadAngel |
its really faster |
14:51 |
celeron55 |
that is the version that does not actually implement any of v7, but sets up the framework |
14:52 |
RealBadAngel |
yes, but the speed of v6 is noticeable |
14:53 |
RealBadAngel |
i tested trees on current tree and his hmmm's build |
14:53 |
RealBadAngel |
it was way way faster |
14:54 |
RealBadAngel |
havent encountered any crashes with it also |
14:54 |
RealBadAngel |
and i by weekend generated like 100+ new worlds |
14:54 |
RealBadAngel |
half of them on hmmm's build |
14:58 |
celeron55 |
now i recall one important thing |
14:59 |
celeron55 |
hmmmm: (hope you read this) in map_meta.txt, the map generator should be referred by a textual name, not a number |
14:59 |
celeron55 |
it is a very good idea to allow more native generators than just some sequential upstream ones |
15:01 |
celeron55 |
the current one could be called "vanilla6", and if your biome one ends up upstream, it is "vanilla7" (currently that name is reserved for whichever first succeeds implementing nice biome support) |
15:04 |
RealBadAngel |
well, we do have ready pretty nice implementation of biomes vs V6 |
15:04 |
RealBadAngel |
but we have to calculate everythin in Lua |
15:04 |
RealBadAngel |
which is slow |
15:05 |
RealBadAngel |
i think hmmm shall finish the work with c++ supported biomes. we can give him contens to fill them up |
15:06 |
RealBadAngel |
for example, we cant really turn off default trees generator |
15:07 |
RealBadAngel |
we can fake it by makin air aliases, but it still is workin, takin time |
15:07 |
celeron55 |
hmm, now where was that mod enable/disable gui stuff |
15:08 |
RealBadAngel |
that idk |
15:09 |
RealBadAngel |
btw, celeron55, would you like to see world with mapgen generated L-system trees? |
15:09 |
RealBadAngel |
11 kinds of trees |
15:09 |
celeron55 |
i'd like to see one that does not have any default trees and only L-system ones |
15:10 |
RealBadAngel |
thats ours |
15:10 |
RealBadAngel |
we do only L-systems |
15:10 |
celeron55 |
but where the hell is that branch |
15:10 |
celeron55 |
i want to see the status of that |
15:10 |
RealBadAngel |
its all Lua except for generator itself |
15:11 |
celeron55 |
< celeron55> hmm, now where was that mod enable/disable gui stuff |
15:11 |
celeron55 |
talking about that |
15:11 |
RealBadAngel |
https://github.com/VanessaE/plantlife |
15:12 |
RealBadAngel |
https://github.com/VanessaE/moretrees |
15:12 |
celeron55 |
ah, it was doserj |
15:12 |
celeron55 |
https://github.com/celeron55/minetest/pull/416 |
15:12 |
RealBadAngel |
celeron55, please install those 2 mods |
15:12 |
RealBadAngel |
and run new world |
15:14 |
RealBadAngel |
you may encounter lags with generation, but it is workin almost fine |
15:14 |
RealBadAngel |
Lua is not good for everythin sadly |
15:20 |
RealBadAngel |
about #416, also pretty nice feature, but more useable for single/local players |
15:20 |
RealBadAngel |
server managers wont use that, or wont need to |
15:23 |
RealBadAngel |
celeron55, http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_1503697289.png |
15:24 |
celeron55 |
... |
15:24 |
celeron55 |
what kind of a "but" is local playing? |
15:25 |
|
PilzAdam joined #minetest-dev |
15:26 |
RealBadAngel |
local player likes to experiment |
15:26 |
RealBadAngel |
and choose which world to play, right? |
15:26 |
RealBadAngel |
server is run with one given set of options once |
15:26 |
celeron55 |
i mean, local playing is obviously what this is for |
15:26 |
RealBadAngel |
indeed |
15:27 |
RealBadAngel |
seen the picture? |
15:28 |
celeron55 |
yes? |
15:29 |
celeron55 |
the size difference in trees is silly |
15:29 |
RealBadAngel |
not when default are replaced with new kind |
15:29 |
RealBadAngel |
beeches |
15:30 |
celeron55 |
that is what i wanted to see, in case you don't remember |
15:30 |
RealBadAngel |
which are slightly bigger than defaults |
15:30 |
RealBadAngel |
i made beeches to be a step |
15:31 |
RealBadAngel |
3-4 nodes higher |
15:31 |
RealBadAngel |
and 1-2 in radius bigger |
15:31 |
RealBadAngel |
with some branches |
15:32 |
RealBadAngel |
but we are hittin a wall, emerge thread |
15:33 |
RealBadAngel |
we pass there our calculations and game is freezing |
15:40 |
PilzAdam |
Could someone review this: https://github.com/PilzAdam/minetest/commit/da0e83b01cd51d0b12742bbac34ef349cb4be599 ? |
15:41 |
RealBadAngel |
http://realbadangel.pl/actual.png |
15:41 |
RealBadAngel |
celeron55, here you go with screenshot WITHOUT default trees |
15:42 |
RealBadAngel |
those smallest ones are beeches. new default ones |
15:43 |
PilzAdam |
RealBadAngel, the small ones are nice |
15:43 |
RealBadAngel |
also some stupid timber mods proof ;) |
15:44 |
RealBadAngel |
they do have branches |
15:44 |
celeron55 |
i'd like to have only reasonably sized trees in the vanilla game until later |
15:45 |
celeron55 |
and those trees are way too varied; in nature trees form forests with large areas of fairly similar species |
15:46 |
celeron55 |
those at the bottom right of the image seem like a good maximum size; they seem generally a bit smaller than large cliffs which is preferable |
15:47 |
RealBadAngel |
heh, lemme find one picture for ya |
15:47 |
celeron55 |
also, there REALLY needs to be more varied leaf colors |
15:48 |
RealBadAngel |
let it be this one |
15:48 |
RealBadAngel |
http://www.rlrouse.com/pic-of-the-day/sequoia-tree.jpg |
15:49 |
RealBadAngel |
do you still think sequoia model is too small? |
15:49 |
celeron55 |
it should be so rare it wouldn't have gotten to that picture even if you tried to find one |
15:49 |
RealBadAngel |
t is an evergreen, long-lived, monoecious tree living for up to 2,000 years, and is commonly considered the tallest tree in the world, reaching up to 115.5 m (378 ft) in height and 7 m (23 ft) diameter at the base. |
15:50 |
celeron55 |
over the years i have found that it gives no benefit to enlarge things more and more |
15:50 |
celeron55 |
for example in the map generator it easily makes very boring landscapes that nobody wants to traverse through |
15:51 |
RealBadAngel |
yup, but thx to voxel world |
15:51 |
celeron55 |
in trees, they just oversize everything and it's not fun to build or do anything anymore because making something larger than them would take so much work |
15:51 |
RealBadAngel |
we need some size to make models look different |
15:51 |
celeron55 |
the thing in games with this large voxels is that it is easy to build large things with some detail |
15:52 |
celeron55 |
if you take that away, you take all that is good away |
15:52 |
RealBadAngel |
oh no |
15:52 |
RealBadAngel |
i have to disagree |
15:52 |
RealBadAngel |
same as with 16x16 textures |
15:53 |
celeron55 |
that i have known forever, and you will have so hard time trying to convince me otherwise it's easier to make a fork of MT |
15:53 |
RealBadAngel |
its damn hard to make good texture with such low level of details |
15:53 |
RealBadAngel |
no, we dont trying you to convince |
15:54 |
RealBadAngel |
all others went already this way |
15:55 |
celeron55 |
anyway; i think i'll merge this mod selection now and then go do something else |
15:55 |
RealBadAngel |
models are subject to change |
15:55 |
celeron55 |
by the way, how much do you play the game? |
15:56 |
* VanessaE |
wanders in |
15:56 |
RealBadAngel |
im not said all are perfect |
15:56 |
RealBadAngel |
but it seems im the only one trying |
15:56 |
celeron55 |
by the way, how much do you play the game? |
15:57 |
RealBadAngel |
last month almost nothing, EU server is down |
15:57 |
celeron55 |
i kind of respect two kinds of people when it comes to minetest: people who think like me, and people who play the game a lot while also developing |
15:57 |
RealBadAngel |
and i cannot play on US servers :( |
15:57 |
dzho |
why, too much lag? |
15:58 |
RealBadAngel |
10-20 seconds lag when tryin to place a node |
15:58 |
RealBadAngel |
impossible to play |
15:58 |
dzho |
yeah |
15:58 |
RealBadAngel |
i played skyblock with that lag |
15:58 |
RealBadAngel |
real hardcore |
15:59 |
RealBadAngel |
if oldcoder wont re-run EU server soon |
15:59 |
RealBadAngel |
im goin to buy new VPS to run the game for EU players like me |
16:00 |
RealBadAngel |
and that, celeron55, should be your answer |
16:01 |
RealBadAngel |
im doing somethin here, but WANT to play it also |
16:01 |
celeron55 |
make sure to use some time thinking what would actually be a thing you would like to play |
16:01 |
celeron55 |
often stretching technical things is NOT it |
16:01 |
celeron55 |
even usually |
16:02 |
RealBadAngel |
but with the trees... |
16:02 |
RealBadAngel |
ask who DONT like them |
16:02 |
VanessaE |
celeron55: the reason the trees seem to be too...mixed.. is because I'm not that good at defining biomes |
16:02 |
celeron55 |
i like them, but way more thought should be spent in thinking how to make them fit with the world and gameplay |
16:03 |
RealBadAngel |
we did |
16:03 |
RealBadAngel |
thats because there are beeches |
16:03 |
RealBadAngel |
easy to plant, easy to chop |
16:04 |
|
doserj joined #minetest-dev |
16:04 |
RealBadAngel |
but hands off from hundreds years olds oaks |
16:04 |
RealBadAngel |
as in real life :) |
16:04 |
celeron55 |
i think they simply don't look nice combined with the world currently, but don't know what it would need |
16:04 |
VanessaE |
celeron55: make the map generator create larger, taller mountains/hills |
16:05 |
celeron55 |
doserj: i merged your stuff; hope that it works 8) |
16:05 |
VanessaE |
that would solve a lot of the problem I think |
16:05 |
doserj |
oh :) |
16:05 |
RealBadAngel |
i think you have never tried to PLAY with them |
16:05 |
RealBadAngel |
did you? |
16:05 |
celeron55 |
VanessaE: such are boring to play with our current generators; requires a lot of work to make them work |
16:05 |
* VanessaE |
shrugs |
16:05 |
RealBadAngel |
celeron55, please answer, have you tried to play with them? |
16:05 |
celeron55 |
i have tried more map generating stuff than you can imagine |
16:06 |
celeron55 |
bored myself to death many many times |
16:06 |
RealBadAngel |
but the trees |
16:06 |
RealBadAngel |
yes or no |
16:06 |
celeron55 |
yes and no |
16:06 |
RealBadAngel |
try to walk around them |
16:06 |
celeron55 |
the answer is "a bit, but i don't play otherwise really at all either" |
16:07 |
RealBadAngel |
if you have never did, please dont talk bout stuff you have never experienced |
16:07 |
RealBadAngel |
HOWGH |
16:08 |
doserj |
celeron55, ah, the mod_selection stuff. I have also a (now proper?) fix for the liquid update issue, if you want to have a look. |
16:09 |
doserj |
(saving nodes to update in the mapblock) |
16:09 |
celeron55 |
now i hope somebody else takes control if this chaos and go do something else ->A |
16:09 |
celeron55 |
-A |
16:09 |
VanessaE |
celeron55: under what conditions is the new server list/multiplayer tab supposed to save where you've connected to? |
16:10 |
doserj |
Also, are people interested in having new_style_water work? I have a fix for that, but it may need changes to minetest_game to use the proper textures |
16:11 |
RealBadAngel |
celeron55, as you can see all of us gettin specialized |
16:12 |
|
hmmmm joined #minetest-dev |
16:12 |
RealBadAngel |
hi hmmm |
16:12 |
hmmmm |
hi |
16:12 |
Progers |
hi |
16:13 |
VanessaE |
good morning (etc), hmmmm. |
16:13 |
hmmmm |
hi |
16:13 |
doserj |
(by "I have a fix" i mean: "it may need some more work to get the details right, but I am only going to o it if people are interested) |
16:13 |
Progers |
celeron55 you are on windows 7? |
16:13 |
hmmmm |
lel |
16:13 |
hmmmm |
i am pretty sure he'd shoot himself if he had to live with windows |
16:14 |
Progers |
hehe) |
16:16 |
Progers |
i think he is on ubuntu |
16:17 |
hmmmm |
no, he's not |
16:17 |
Progers |
Hm |
16:17 |
hmmmm |
but what does it have to do with development of the core engine |
16:17 |
Progers |
and how do you know? |
16:18 |
hmmmm |
i've seen a screenshot of his desktop before |
16:18 |
Progers |
show me |
16:18 |
hmmmm |
it's one of those awesomewm arch l33t h4x0r sort of setups |
16:18 |
Progers |
the screen shot |
16:19 |
hmmmm |
you really want to know a lot about celeron don't you |
16:19 |
hmmmm |
i don't have the screenshot on-hand.... |
16:19 |
Progers |
yes :D |
16:19 |
hmmmm |
who would?> |
16:19 |
hmmmm |
and again; what does it have to do with development of the minetest core? |
16:23 |
PilzAdam |
celeron55, the mod selection handles empty modpacks like mods; this means that you can enable/disable the "Add-on" thing at the top of the list if you have no mods installed, wich produces a warning at startup |
16:28 |
doserj |
lol, I didn't think of that case... |
16:36 |
|
iqualfragile joined #minetest-dev |
16:38 |
|
rubenwardy joined #minetest-dev |
16:40 |
doserj |
for anyone who is interested: https://github.com/doserj/minetest/tree/new_style_water |
16:41 |
doserj |
basically works but still has a slight lighting glitch |
16:42 |
VanessaE |
screenshot? |
17:01 |
|
doserj joined #minetest-dev |
17:03 |
doserj |
damn internet. lighting glitch is fixed. screennshot of working version: http://imgur.com/3wAKDuw |
17:04 |
VanessaE |
doserj: how does this differ from the effect caused by using shaders? |
17:04 |
* VanessaE |
is comparing current git against the screenshot |
17:05 |
VanessaE |
or yours lowers the water level without using shaders I guess? |
17:05 |
|
Calinou joined #minetest-dev |
17:07 |
doserj |
yes |
17:07 |
VanessaE |
ah |
17:07 |
doserj |
i didn't test this version with shaders on... |
17:10 |
doserj |
that lowers the water level by twice the amount, as one could guess :) |
17:10 |
VanessaE |
I'd say that needs...tweaked. |
17:10 |
VanessaE |
:-) |
17:11 |
doserj |
tweaking is not the problem. The problem is deciding what is the right behaviour |
17:13 |
doserj |
another issue: how should it behave if two different liquid sources are on top of each other. What should the liquid level of the lower one be? |
17:13 |
VanessaE |
full height. |
17:13 |
VanessaE |
otherwise it looks weird with a gap between the two |
17:14 |
VanessaE |
or, lower the bottom surface of the upper liquid |
17:14 |
doserj |
probably: should a face still be drawn? |
17:14 |
VanessaE |
yes. what if there were two translucent liquids atop one another? |
17:14 |
Calinou |
oh no, transparency sorting discussion |
17:14 |
VanessaE |
a boundary layer should be visible then, if possible. |
17:18 |
doserj |
and then we come to the issue i was originally trying to solve today: flowing liquids don't show their bottom face currently. |
17:21 |
doserj |
http://imgur.com/bWrFLrW |
17:21 |
VanessaE |
ah yeah I've seen that effect. |
17:33 |
Calinou |
without shaders, they do |
17:37 |
doserj |
what? |
17:45 |
celeron55 |
hmmmm: did you see my request? |
17:45 |
hmmmm |
what no |
17:46 |
hmmmm |
let me check the channel logs |
17:46 |
celeron55 |
15:00 UTC today |
17:49 |
hmmmm |
okay |
17:49 |
hmmmm |
yeah no problem, just a little changing |
17:49 |
hmmmm |
how about we abbreviate "vanilla6" as "v6"? 8) |
17:50 |
celeron55 |
i think no; using a long name encourages other people to use long names too |
17:50 |
hmmmm |
vanilla implies we're boring though |
17:50 |
celeron55 |
v6 sounds like "version 6" and the next guy is going to think they are just version numbers |
17:52 |
celeron55 |
well, use v6 then |
17:52 |
celeron55 |
i don't see how that is "less boring" than vanilla6 though |
17:52 |
darkrose |
builtin6, default6, doesn't have to be 'vanilla' |
17:53 |
celeron55 |
as long as if i make an experimental mapgen, i can call it "celeron55_mountains_1" or something |
17:53 |
PilzAdam |
what about 6.gen? |
17:53 |
celeron55 |
PilzAdam: eh, no? ".gen" is completely redundant |
17:54 |
hmmmm |
i'd prefer either vanilla6 or v6, really would like v6 since it could be interpreted as a version or vanilla depend on how you see it |
17:54 |
hmmmm |
it sounds cooler too |
17:54 |
hmmmm |
and i don't have to change any of the class names in the code |
17:54 |
celeron55 |
< celeron55> well, use v6 then |
17:54 |
hmmmm |
yaaaaaaaaaaaah |
17:56 |
celeron55 |
we probably want to reserve the possibility of some day having a large collection of unique native generators |
17:56 |
celeron55 |
might not happen, but i don't want to be changing any file formats if it happens |
17:57 |
celeron55 |
the order of importance in getting things right the first time goes like 1) file formats, 2) lua interfaces, 3) internal interfaces, 4) network protocol |
17:57 |
celeron55 |
or, well, 3 and 4 might go the other way around |
17:57 |
celeron55 |
depends |
17:57 |
celeron55 |
point is, file formats are very persistent |
18:03 |
hmmmm |
no i totally agree |
18:04 |
hmmmm |
for some reason i have a feeling that the 'large collection of unique native generators' is going to consist of 3 liner changes |
18:04 |
hmmmm |
well, you can't stop people. |
18:06 |
hmmmm |
can you do a switch() statement on std::strings? probably not, right? |
18:07 |
hmmmm |
this is going to require a new way to 'register' mapgens i think |
18:08 |
hmmmm |
you know, to come up with a neat and elegant way to do this, it probably won't be a 5 minute fix.. for now, are numbers okay? |
18:09 |
darkrose |
hash it and switch the hash |
18:09 |
|
rubenwardy1 joined #minetest-dev |
18:09 |
hmmmm |
would do that if there was a convenient hash function laying around |
18:10 |
hmmmm |
alright, i need peoples' opinions then. would you like a "third party mapgen" to have to edit some static array in the code? |
18:13 |
SiegeWizard |
i think that the point of having a mod-able game it's that, being able to mod it, without the need of touching the source code of the game |
18:14 |
SiegeWizard |
so the asnwer is: no, I would prefer if there could exists third-party-mapgens without the need of touching any part of the source |
18:14 |
hmmmm |
how would i do this without resorting to function pointers? for (int i = 0; i != ARRAYLEN(mapgen_list); i++) { if (mgname == mapgen_list[i].name) { mapgen = mapgen_list[i].create(); printf("using %s mapgen\n", mapgen->getName(); ); } } |
18:15 |
doserj |
SiegeWizard: we are talking about c++ mapgens. you don't want to write a mapgen in lua... |
18:16 |
SiegeWizard |
i know |
18:16 |
SiegeWizard |
my previous coment still aplies |
18:16 |
SiegeWizard |
mapgen in lua will be very slow |
18:18 |
hmmmm |
the core mapgen IS game code. |
18:19 |
hmmmm |
i would prefer for it to be completely encapsulated into one source file only, but that's simply impossible |
18:19 |
hmmmm |
so there'll be a mapgen_list array the user adds the mapgen name to and the address of a create function that'll return an instance of itself |
18:20 |
celeron55 |
hmmmm: well umm... the mapgens should be just stored in a std::map<std::string, a function to get an instance of the mapgen> |
18:20 |
SiegeWizard |
mmmmm |
18:20 |
celeron55 |
string being the name |
18:20 |
celeron55 |
or something like that i guess |
18:20 |
hmmmm |
how do you statically define a std::map |
18:20 |
hmmmm |
you can't! |
18:20 |
celeron55 |
statically? |
18:21 |
celeron55 |
oh, yes; you can't |
18:21 |
hmmmm |
mmm. |
18:21 |
celeron55 |
well, just make a plain C array of struct{name, that func}s |
18:21 |
hmmmm |
alright alright so i guess what we do is have Server::Server() call a function which is where we'd have the user write a line of code adding their mapgen to the mapgen list |
18:21 |
celeron55 |
a simple linear search doesn't hurt in that case |
18:21 |
SiegeWizard |
maybe would be easier to make a create funtion that accepts as a param the name and calls the proper funtion |
18:21 |
hmmmm |
that's what I already did, see above |
18:21 |
hmmmm |
but i was afraid it wasn't C++y enough |
18:22 |
SiegeWizard |
instead having all that create funtions in an array |
18:22 |
celeron55 |
hmmmm: you just described how most C++ programs register their internals to abstraction layers :P |
18:22 |
hmmmm |
keep in mind that minetest is my first foray into C++, i've never done C++ before |
18:22 |
rubenwardy1 |
will the map gen be a dll plug in? |
18:22 |
hmmmm |
no. |
18:23 |
SiegeWizard |
hmmmm another thing |
18:23 |
celeron55 |
but seriosuly, i don't really care how this is done now, and whether the C++ side even actually supports anything else than v6; i just want the file format to be more final at this point |
18:24 |
SiegeWizard |
wouldnt it be faster to use: printf("using %s mapgen\n", mapgen_list[i].name ); ? |
18:24 |
hmmmm |
lol |
18:24 |
celeron55 |
:D shut up, that's the most useless advice ever |
18:24 |
hmmmm |
oh that's true, i could just do that. i was sort of thinking in the back of my mind that the getName() would return a more complete, descriptive version |
18:25 |
hmmmm |
while "mgname" would just be the internal name |
18:25 |
hmmmm |
but there doesn't really need to be a difference as long as it's not ridiculous |
18:25 |
hmmmm |
i don't know yet. |
18:25 |
hmmmm |
that's something i'll figure out later |
18:26 |
SiegeWizard |
i know it's just an stupid detail |
18:26 |
SiegeWizard |
but thought i could tell it |
18:26 |
darkrose |
heh, "v6" getName() spits out a 4KB debate on why vanilla is/isn't boring |
18:27 |
hmmmm |
shit you're right |
18:27 |
hmmmm |
alright, getName() won't exist |
18:27 |
hmmmm |
blunder of the century |
18:32 |
celeron55 |
anyway, tell me when the map_meta format has a string as a mapgen name (instead of a numeric version) and i'll probably be lazy enough to not try to find more things to do |
18:33 |
celeron55 |
8) |
18:33 |
hmmmm |
in like 5 minutes |
18:37 |
SiegeWizard |
i wonder why do you choose to have map generator identificators to be non-numerical if that makes you unable to use switch |
18:38 |
hmmmm |
he just explained why above |
18:38 |
hmmmm |
alright works |
18:38 |
hmmmm |
pushing |
18:38 |
SiegeWizard |
isn't it a purely aesthetic change that makes the code a bit more complex? |
18:39 |
hmmmm |
yes, but this aesthetic change is one that changes the minds of others |
18:40 |
SiegeWizard |
I don't get the point sorry |
18:40 |
hmmmm |
https://github.com/kwolekr/minetest/commit/6899e643c043593218dee495f420d3647ca86b33 |
18:40 |
hmmmm |
I'll make it more elegant later on |
18:41 |
hmmmm |
don't worry about it now |
18:43 |
|
PilzAdam joined #minetest-dev |
18:45 |
doserj |
SiegeWizard: one point is that this way nobody has to decide which map generator gets which number assigned. |
18:46 |
celeron55 |
the exact thing as was done for nodes back when 0.4 was designed |
18:46 |
celeron55 |
0.3 uses plain integer enumerations |
18:47 |
celeron55 |
i could've gone for modders guessing some probably free numbers... or just use strings |
18:47 |
hmmmm |
best idea: have them use GUIDs |
18:47 |
hmmmm |
..just kidding |
18:47 |
celeron55 |
internally, the engine still uses numbers for nodes, but they are assigned dynamically at runtime |
18:47 |
Calinou |
how 'bout public-private keys |
18:47 |
Calinou |
...kidding again |
18:48 |
Calinou |
why not just use numbers? |
18:50 |
sfan5 |
<doserj> SiegeWizard: one point is that this way nobody has to decide which map generator gets which number assigned. |
18:50 |
sfan5 |
^ Calinou |
18:52 |
doserj |
i can see several different map generators in the near future: PilzAdam's flat map generator, a very simple one that only generates air (useful for skyblock maps), and I may actually try to write a skygrid map generator. |
18:52 |
doserj |
and there is hmmm's v7, of course |
18:53 |
hmmmm |
actually you can generate flat maps right now with v6 |
18:53 |
sfan5 |
a skygrid mapgen should be easy |
18:53 |
SiegeWizard |
okey so you want them just to have to assign a name and a funtion? |
18:53 |
hmmmm |
you just need to set np_mgv6_terrain_base.scale = 0 and np_mgv6_terrain_higher.scale = 0 |
18:53 |
hmmmm |
:-) |
18:54 |
hmmmm |
this is what i'm afraid of.... people are going to start making mapgens for things that you could already do with an existing mapgen that just needs a settings tweak |
18:54 |
sfan5 |
SiegeWizard: actually a ame and a class |
18:54 |
sfan5 |
*name |
18:56 |
Calinou |
I segfault when clicking "connect" when no server is selected (and the list is empty, too) |
18:56 |
Calinou |
:P |
18:57 |
Calinou |
"Delete" button does that too |
18:57 |
sfan5 |
the functions should check the length of the list |
18:59 |
PilzAdam |
doserj, my flat mapgnerator does not create air only; it creates a flat map with 2 dirt layers and stone |
18:59 |
Calinou |
I still segfualt |
18:59 |
doserj |
PilzAdam: I know, i was listing different map generators |
19:00 |
sfan5 |
Calinou: segfualt is that a new type of exception? ;) |
19:00 |
PilzAdam |
oh, I thought you described mine :-) |
19:01 |
doserj |
I thought it was self-explanatory :) |
19:02 |
darkrose |
SIG_SPELLCHECK |
19:02 |
sfan5 |
haha |
19:06 |
hmmmm |
i'm going to have to make up some "presets" for V6 mapgen params |
19:06 |
hmmmm |
one would be "superflat", another would be "plains", another would be "plains with mountains", another would be "large features", another would be "waterworld", another would be "no water", etc. |
19:07 |
hmmmm |
"lots of desert" |
19:07 |
PilzAdam |
super flat: http://forum.minetest.net/viewtopic.php?id=4412 |
19:08 |
hmmmm |
none of these presets i'm talking about require any change of the source code whatsoever |
19:08 |
sfan5 |
thats good |
19:09 |
sfan5 |
celeron55: i made some modification to the cross-compiling script (like curl support and only-download-files-if-they-don't-exist or manual download if automatic download fails) /msg if you're interested |
19:12 |
celeron55 |
it doesn't really hurt at all if people try making map generators (which i actually doubt); it's actually a good thing because they'll be introduced to the C++ side that way |
19:12 |
thexyz |
sfan5: pull request |
19:12 |
celeron55 |
there is a lot of space for different generators that are not just variations of existing ones |
19:12 |
celeron55 |
for example the 0.3.1 generator is almost completely different in every possible way |
19:13 |
celeron55 |
it shares like nothing with v6 |
19:14 |
thexyz |
sfan5: 23:12 thexyz: sfan5: pull request |
19:14 |
thexyz |
in case you missed that part |
19:15 |
sfan5 |
i didn't miss it, your bouncer was so nice to tell me |
19:15 |
sfan5 |
<thexyz> [01:12:33] sfan5: pull request |
19:16 |
thexyz |
great, now do that ^^ |
19:16 |
sfan5 |
i'll do that |
19:24 |
celeron55 |
thexyz: do you wish to complain about https://github.com/celeron55/minetest/commits/kwolekr_mg_r1 before merging |
19:24 |
sfan5 |
celeron55: is it ok if i add a dropbox link to buildbot, you can't find libvorbis-1.3.2-[dev,dll].7z anywhere i had to convert an .rpm package to get it |
19:26 |
celeron55 |
maybe thexyz could host them? i would if i had a proper host but currently i don't |
19:27 |
thexyz |
celeron55: how can I complain about hmmmm's code? it's beatiful |
19:27 |
thexyz |
yes, I can |
19:27 |
thexyz |
sfan5: PM me those files |
19:27 |
rubenwardy |
so you are adding map gen modifications? |
19:27 |
rubenwardy |
(but not with plugins) |
19:28 |
hmmmm |
the way i'm going to have it set up, in the future if somebody writes a simple dll/so loader then it's possible to really have a plugin |
19:28 |
hmmmm |
they'd just need to call EmergeManager::registerMapgen() on DllLoad |
19:28 |
hmmmm |
DllMain or whatever |
19:28 |
sfan5 |
what about the mac users, there needs to be a dylib loader for that case |
19:29 |
hmmmm |
doesn't mac use .so? |
19:29 |
hmmmm |
i should be able to dlopen() it the same |
19:29 |
|
loggingbot_ joined #minetest-dev |
19:29 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
19:29 |
thexyz |
done |
19:30 |
thexyz |
oops, wrong channel |
19:31 |
sfan5 |
thexyz: sfan.sf.funpic.de/libvorbis-1.3.3-pkgs.zip |
19:31 |
PilzAdam |
celeron55, the settings should be added to minetest.conf.example |
19:31 |
celeron55 |
what settings |
19:32 |
PilzAdam |
https://github.com/celeron55/minetest/compare/master...kwolekr_mg_r1#L5R176 |
19:36 |
celeron55 |
doing |
19:37 |
celeron55 |
hmm, mg_flags is bad |
19:38 |
celeron55 |
it should expand the bits to a list of strings, or something |
19:39 |
celeron55 |
whatever, i hope hmmmm makes this better before it's too late, merging now 8) |
19:39 |
celeron55 |
we're going to end up with horrible hacks to support old parameter formats anyway i guess |
19:40 |
* celeron55 |
is ah so positive |
19:43 |
celeron55 |
"release early, release broken" or whatever they say |
19:43 |
celeron55 |
8)))) |
19:43 |
PilzAdam |
thats what ruined Gothic 3 |
19:45 |
celeron55 |
technically this isn't a release though |
19:45 |
celeron55 |
but in practice it is, because active users will get an early build of it an use it anyway |
19:45 |
|
sapier joined #minetest-dev |
19:45 |
celeron55 |
it's pushed |
19:47 |
VanessaE |
oh boy. |
19:47 |
VanessaE |
*looks at list of commits* |
19:47 |
celeron55 |
thexyz: what is the state of the db abstraction layer |
19:47 |
VanessaE |
I'm afraid to build this ;) |
19:48 |
PilzAdam |
VanessaE, only takes 10 sec. |
19:48 |
celeron55 |
i would be afraid too |
19:48 |
thexyz |
celeron55: the same as before, it works |
19:48 |
celeron55 |
master is somewhat experimental now |
19:48 |
VanessaE |
PilzAdam: read "build" as in "build and deploy" |
19:48 |
thexyz |
what's its state should be? |
19:48 |
sfan5 |
celeron55, thexyz: https://github.com/celeron55/minetest/pull/433 |
19:48 |
celeron55 |
thexyz: compatible with hmmmm's changes? |
19:48 |
celeron55 |
probably not perfectly |
19:48 |
thexyz |
sfan5: meld ur in one commit |
19:48 |
thexyz |
*it |
19:49 |
thexyz |
celeron55: ok, I'll update it to work with latest master |
19:49 |
thexyz |
tomorrow maybe |
19:49 |
sfan5 |
...ok |
19:50 |
PilzAdam |
minetest crashes when no world is selected and you click on "Configure" |
19:50 |
thexyz |
don't do this |
19:50 |
hmmmm |
what |
19:50 |
hmmmm |
the mg_flags things |
19:51 |
hmmmm |
well in my defense that's only internal |
19:52 |
hmmmm |
the user, if they'd like to tinker with it, will have to construct the correct flag values on their own, or wait until the configuration GUI gets finished |
19:57 |
PilzAdam |
celeron55, you missed cloud_height |
19:59 |
sfan5 |
https://github.com/celeron55/minetest/pull/433 is ready for merging |
20:11 |
thexyz |
btw, PilzAdam, better fill an issue |
20:11 |
thexyz |
regarding that crash |
20:12 |
celeron55 |
hmmmm: servers are configured from files |
20:12 |
celeron55 |
and always will be |
20:13 |
hmmmm |
people who run servers are smart enough, right? can't we just give them a list of the values of each flag and tell them to put the "summation of all attributes you'd like" |
20:13 |
thexyz |
msvc2010 build is broken |
20:14 |
thexyz |
http://pastebin.com/raw.php?i=iLYPUuKb |
20:14 |
celeron55 |
hmmmm: no; it's just dumb to not have clear values in a textual file |
20:14 |
thexyz |
wait, i'm not really sure if it's minetest fault |
20:14 |
celeron55 |
the reason why it is text in the first place is that it can be user-edited |
20:14 |
hmmmm |
yeah man your SDK looks busted |
20:17 |
celeron55 |
sfan5: testing |
20:18 |
thexyz |
hmmmm: nope |
20:18 |
hmmmm |
can you show a bit more of the compile? |
20:20 |
thexyz |
it fails at #include <winsock2.h> #include <windows.h> |
20:20 |
thexyz |
oops |
20:20 |
thexyz |
at porting.cpp |
20:20 |
hmmmm |
this is related to my changes i guess |
20:21 |
thexyz |
relevant (probably) http://stackoverflow.com/questions/1372480/c-redefinition-header-files |
20:22 |
hmmmm |
the only two places where winsock2 is included are jmutex.h and socket.cpp |
20:22 |
hmmmm |
winsock2 really doesn't have a header guard for windows 7? |
20:22 |
hmmmm |
you can't be serious |
20:22 |
celeron55 |
sfan5: hmm, i guess thexyz should host openal_stripped.zip too |
20:23 |
thexyz |
of course it has |
20:23 |
hmmmm |
thexyz, try commenting out #include <windows.h> in porting.cpp:95 |
20:23 |
sfan5 |
celeron55: yeah |
20:24 |
celeron55 |
...and mingwm10.dll |
20:25 |
celeron55 |
thexyz: throw these on the server too http://c55.me/random/2012-04/mingwm10.dll http://c55.me/random/2012-04/openal_stripped.zip |
20:25 |
sapier |
https://github.com/celeron55/minetest/pull/391 any chance to get this into core? |
20:25 |
celeron55 |
openal_stripped.zip should have oal_wrap.dll or whatever it was added too though |
20:26 |
celeron55 |
actually, wrap_oal.dll i think |
20:26 |
celeron55 |
(to actually have all that openal needs) |
20:26 |
thexyz |
celeron55: done |
20:27 |
thexyz |
hmmmm: nope |
20:27 |
celeron55 |
hmm where i'd find that now |
20:27 |
thexyz |
minetest.ru/bin |
20:27 |
celeron55 |
download wrap_oal.dll from some shady google search result to there too |
20:28 |
celeron55 |
then we have all that we will need |
20:28 |
hmmmm |
shoot |
20:28 |
hmmmm |
i have no clue to be honest |
20:38 |
celeron55 |
sfan5: i don't have a suitable system to try this completely right now |
20:39 |
PilzAdam |
the script works for me, but I get some errors while compiling |
20:41 |
sfan5 |
PilzAdam: which errors? |
20:41 |
PilzAdam |
https://gist.github.com/4589151 |
20:42 |
sfan5 |
do you have 64 bit? |
20:43 |
PilzAdam |
yes |
20:43 |
sfan5 |
it may not work correctly on 64bit systems |
20:47 |
thexyz |
celeron55: i do have some d494267bc169604fac5e3679b9a97fed wrap_oal.dll |
20:48 |
celeron55 |
thexyz: that's the same as in the official 0.4.4 package |
20:49 |
thexyz |
hmmmm: oh. there's also #include <windows.h> at line 27 |
20:49 |
thexyz |
commenting both seems to work |
20:50 |
celeron55 |
it's funny how robustly windows handles all kinds of binaries... you can use the same old 32-bit x86 DLL for like tens of years |
20:51 |
celeron55 |
on the other hand, they obviously cannot afford ever breaking any compatibility 8) |
20:57 |
thexyz |
celeron55: this patch fixed the build issue i was talking about http://bpaste.net/show/71906/ |
20:57 |
thexyz |
funny header hell |
20:57 |
sfan5 |
uh-oh! |
20:58 |
sfan5 |
the new mapgen broke crosscompilng, its not an 64 bit issue PilzAdam |
20:58 |
sfan5 |
*cross-compiling |
20:59 |
sfan5 |
celeron55: i updated the pull request for auto-downloading of openal_stripped.zip and mingwm10.dll |
20:59 |
sapier |
auto downloading binary code? |
21:00 |
sfan5 |
yes |
21:00 |
sapier |
I hope you do at least ask user if you're allowed to to malicious things like that? |
21:01 |
sfan5 |
it is required to download libs for cross-compiling? |
21:01 |
sfan5 |
-? |
21:02 |
thexyz |
sapier: user? you mean, developer? |
21:02 |
sapier |
where's the difference? |
21:02 |
thexyz |
those guys who build win releases are smart enough to figure it themselves |
21:03 |
sapier |
I don't like programms/scripts downloading anything without asking me |
21:03 |
thexyz |
why? |
21:03 |
thexyz |
what's the problem with downloading? it's not like downloaded code will be executed |
21:03 |
sapier |
because any download can harm your system, if an applicatio doesn't even tell me its suspicious |
21:03 |
thexyz |
how can it harm your system? |
21:03 |
sapier |
a dll is binary code thus can be executed |
21:04 |
sfan5 |
the downloaded lib will only be used for linking, as long as you don't run the resulting minetest.exe or minetestserver.exe othing can happen |
21:04 |
sfan5 |
*libs |
21:04 |
sfan5 |
*nothing |
21:04 |
thexyz |
shall it be like >downloading lib[Y/n], >creating file [Y/n], >making dir[Y/n], >compiling file[Y/n] ? |
21:04 |
thexyz |
damn, this conversation is pointless |
21:05 |
sapier |
no it isn't it's a matter of trust |
21:05 |
celeron55 |
eh |
21:05 |
thexyz |
then don't use it |
21:05 |
sapier |
any trustwothy systema asks even cpan does |
21:05 |
celeron55 |
sapier: the whole point of buildwin32.sh is to DOWNLOAD stuff, and then build |
21:05 |
celeron55 |
if you run it, you agree to what it does |
21:06 |
sapier |
I wouldn't expect a "build" does download |
21:06 |
sfan5 |
as long as you don't run the resulting executeables nothing can happen |
21:06 |
sfan5 |
..how are you going to cross-compile w/o the required libraries? |
21:07 |
sapier |
I've already called a script I can't control what happens afterwards |
21:07 |
thexyz |
celeron55: anything regarding headers issue? |
21:09 |
sapier |
yes I know this seams paranoid ... but doesn't change the fact that downloading without asking is suspicious |
21:10 |
sapier |
usually I download a build environment by myself |
21:10 |
thexyz |
fine |
21:10 |
thexyz |
don't run buildwin32.sh then |
21:11 |
sapier |
i wouldn't mind about a download script either ... but build isn't prepare |
21:11 |
celeron55 |
if you don't want anything unpredictable to happen, you shouldn't run any .sh without first reading it anyway |
21:11 |
celeron55 |
unless it comes from a signed package from your package manager |
21:11 |
sapier |
it's your decision how to do it of course |
21:11 |
celeron55 |
yes it is, and this how we do it |
21:12 |
sfan5 |
sapier: the build script doesn't download any libs if you alread downloaded them manually and put them in place |
21:12 |
celeron55 |
you should take a look at all the tech going on on the web - it's all about automating everything and generously using all resources available 8) |
21:13 |
sapier |
I should read any code to avoid that of course but why doen't cmake autoinstall all dependencys ? |
21:14 |
celeron55 |
eh |
21:14 |
sfan5 |
thats not the point of cmake |
21:14 |
sfan5 |
its a build system |
21:14 |
celeron55 |
thexyz: just fix it, dunno |
21:14 |
sapier |
exactly "build" |
21:14 |
sfan5 |
and not a do-it-all-automagically-system |
21:15 |
sapier |
you wouln't expect make to download anything and so I wouldn't expect build32... to download anything |
21:15 |
sfan5 |
its a buildbot |
21:15 |
celeron55 |
sapier: the script is in the util/buildbot directory |
21:16 |
sfan5 |
bots do things automatic, so ... |
21:16 |
thexyz |
celeron55: ok |
21:16 |
sapier |
as I said asking is a matter of trust |
21:17 |
sapier |
it's not a big deal to ask at begining of script if its allowed but it's a big problem if by some accident you download an infected binary and execute it |
21:17 |
celeron55 |
sapier: does your irc client ask every time if you are sure to send the line? |
21:17 |
celeron55 |
sapier: if not, why? it's a matter of trust |
21:18 |
sapier |
pressing enter approves sending this line and I exactly know this line will be sent |
21:18 |
celeron55 |
okay, now if you continue this, you will receive a kick |
21:18 |
thexyz |
celeron55: also, anything regarding my travis suggestion? i already have working .travis.yml |
21:18 |
celeron55 |
which will be approved by my nice press of enter |
21:19 |
celeron55 |
thexyz: i can't care about everything |
21:20 |
thexyz |
celeron55: i can't enable hook required to integrate with it |
21:20 |
thexyz |
http://about.travis-ci.org/docs/user/getting-started/#Step-one%3A-Sign-in here, steps 1 and 2 |
21:21 |
sapier |
I assume this is how different oppinions are handled in here ... don't worry I'll leave myself. |
21:21 |
celeron55 |
sapier: it's democracy |
21:21 |
|
sapier left #minetest-dev |
21:22 |
celeron55 |
"i am the only one with this opinion but it is the right one" |
21:22 |
celeron55 |
8D |
21:22 |
sfan5 |
:D |
21:23 |
thexyz |
inb4 another "leaving" post? |
21:23 |
celeron55 |
minetest drama |
21:23 |
celeron55 |
your daily dose (tm) |
21:25 |
sfan5 |
"i'm leaving minetest because the others are wrong and i am right" |
21:26 |
thexyz |
that's what happened before |
21:26 |
sfan5 |
yeah |
21:27 |
celeron55 |
seriously, i'm already 100% used to this |
21:27 |
celeron55 |
i'm just laughing :D |
21:27 |
PilzAdam |
I everyone except you leaves you should think about it |
21:29 |
celeron55 |
what is there to think |
21:30 |
PilzAdam |
block the word "leave" in the forum? |
21:30 |
PilzAdam |
:-) |
21:30 |
celeron55 |
nothing, basically - people come and go, and some want to take some kind of a nudge before they feel confident in leaving |
21:31 |
celeron55 |
in small and large time scales |
21:35 |
celeron55 |
thexyz: i need to turn this on for minetest and minetest_game? |
21:36 |
thexyz |
minetest only |
21:36 |
thexyz |
how is it supposed to "build" minetest_game? |
21:36 |
celeron55 |
uhm... guess not 8) |
21:37 |
celeron55 |
it's now supposed to be set up |
21:37 |
thexyz |
great |
21:37 |
celeron55 |
(1 and 2, that is) |
21:38 |
celeron55 |
hmm |
21:38 |
celeron55 |
actually, maybe not; checking... |
21:39 |
thexyz |
ok, now this thing should start building https://travis-ci.org/celeron55/minetest/builds/4291981 |
21:39 |
celeron55 |
i think it's set up |
21:40 |
thexyz |
oh, btw, it'll spam your with emails starting from now |
21:40 |
celeron55 |
and how do i turn that off |
21:40 |
thexyz |
like >The build passed or >The build failed |
21:41 |
celeron55 |
...in no way? |
21:41 |
celeron55 |
well this is bullshit |
21:41 |
celeron55 |
complete, utter |
21:41 |
thexyz |
it can be done! |
21:42 |
thexyz |
like https://github.com/puppetlabs/puppet-webhooks/pull/9/files |
21:42 |
celeron55 |
do that |
21:42 |
celeron55 |
obviously |
21:42 |
celeron55 |
it's not like i would have the slightest of interest to read any kind of travis spam |
21:43 |
thexyz |
one moment |
21:43 |
|
Taoki joined #minetest-dev |
21:45 |
celeron55 |
i already hate the travis web interface |
21:45 |
thexyz |
done |
21:45 |
celeron55 |
this is so unresponsive without any load indicators or anything |
21:46 |
celeron55 |
oh god... *closes page* |
21:47 |
celeron55 |
it's worse than the minetest inventory with bad mapgen mods :-D |
21:48 |
celeron55 |
hopefully the backend works |
21:50 |
VanessaE |
hah |
21:50 |
sfan5 |
good night |
21:50 |
thexyz |
night, sfan5 |
22:00 |
thexyz |
passed https://travis-ci.org/celeron55/minetest/builds/4291981 |
22:49 |
|
rsiska joined #minetest-dev |