Time |
Nick |
Message |
01:45 |
hmmmm |
can they? *shrug* |
01:45 |
hmmmm |
look at animated torches...... |
01:45 |
hmmmm |
not that i know how any of that works |
01:48 |
hmmmm |
it's funny, the dungeongen could've been made like 100x faster by simply moving two perlin noise calls inside of a conditional... either this was totally overlooked, or someone took a compiler's optimization prowess for granted and thought it would know that noise3d_perlin() is a pure function |
02:56 |
hmmmm |
414-452ms outside if, 5-7ms inside if, 40-43ms perlin map |
02:57 |
hmmmm |
no contest here really |
03:35 |
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04:47 |
VanessaE |
can someone merge this please? |
04:47 |
VanessaE |
https://github.com/minetest/minetest/pull/532 |
04:47 |
VanessaE |
I've tested this pretty thoroughly and it seems to work quite well |
04:54 |
hmmmm |
i was sorta waiting for you guys to finalize it because you didn't seem to have things worked out completely yesterday |
04:55 |
VanessaE |
it's done now afawct |
04:55 |
hmmmm |
also still with the minetest-c55 at the bottom? what's up with that.. that's one logo too many in my opinion |
04:55 |
hmmmm |
minecraft's main menu has the window title, the upper-left-corner info text, and in the large main logo |
04:56 |
VanessaE |
yeah, I say replace that file with a blank 1px image (I dunno if the patch can deal with a missing filew) |
04:56 |
VanessaE |
-w |
04:56 |
hmmmm |
that should be tested first |
04:56 |
VanessaE |
or, replace it with some kind of cutesy little graphic, like a bigger version of that little bit that appears to the right of the 'c55' |
04:57 |
VanessaE |
lemme check |
04:57 |
hmmmm |
dunno i just think that bit is totally unnecessary |
04:57 |
VanessaE |
yeah but it's always sorta been there |
04:57 |
hmmmm |
i don't like the way that looks..... anyway see if it breaks with blank 1px image or a missing file |
04:58 |
VanessaE |
it won't break with a 1px image, I already tested that |
04:58 |
VanessaE |
I'll check about missing images |
04:58 |
hmmmm |
the difference is that in the non-cloud background, there is no large minetest text |
04:58 |
hmmmm |
so the bottom thing works a lot better |
04:59 |
hmmmm |
i mean sure we can change it, but this is going to be the default main menu that everybody will see and connect minetest too |
04:59 |
VanessaE |
right |
05:00 |
VanessaE |
*waits for build to finish* |
05:00 |
VanessaE |
therew e go |
05:00 |
VanessaE |
works fine with missing footer image |
05:01 |
VanessaE |
works fine with missing header image, too |
05:02 |
VanessaE |
so you could just outright delete menufooter.png (that's what I just did) and it'll render without it as expected. |
05:02 |
hmmmm |
heh uhh.. one detail |
05:02 |
VanessaE |
hm/ |
05:02 |
VanessaE |
? |
05:02 |
hmmmm |
i am looking through the actual patch right now and i can't seem to see the file "defaultsettings.cpp" modified |
05:02 |
VanessaE |
that's because it takes no setting. |
05:03 |
hmmmm |
why not? |
05:03 |
VanessaE |
if you wanna disable clouds, supply a menubg.png image somewhere where the engine can find it |
05:03 |
VanessaE |
then it'll render with that bg image, e.g. the old minimal dirt |
05:03 |
hmmmm |
wouldn't you say that's pretty obtuse? |
05:03 |
VanessaE |
well my preference was different than that, but that's what shadow settled on |
05:03 |
VanessaE |
so I didn't want to argue |
05:03 |
hmmmm |
i don't know if that behavior is the desirable behavior |
05:03 |
hmmmm |
we should have a vote on it |
05:04 |
VanessaE |
I'd have preferred a setting to enable/disable clouds, and then have menusplash override menubg.png if both are present |
05:04 |
hmmmm |
i'm not going to merge it right away |
05:04 |
VanessaE |
ok, a vote is fair |
05:05 |
VanessaE |
in that case, you could register mine as "merge, no one will really care of the default menubg.png is no longer seen, it was ugly anyway." or some words to that effect. |
05:05 |
VanessaE |
if* |
05:06 |
hmmmm |
those two things need to be figured out.. 1). having redundant footer text there by default unless you manually delete that image, and 2). not having a plain-old setting to disable and enable the cloud background, but then expect the user to know to add a certain background tile image in order to disable it |
05:06 |
VanessaE |
I think the theory there, btw, is that most folks know how to copy a file, but people have a hard time figuring out how to edit a config. |
05:07 |
VanessaE |
but your point stands. |
05:07 |
VanessaE |
I'd be glad to draw up some nice pixel art to replace the old footer, but I guarantee c55 will hate it ;-) |
05:08 |
VanessaE |
shall I? |
05:09 |
hmmmm |
hmmm |
05:09 |
hmmmm |
dunno, try it... what i think will happen is that people would rather leave the footer area blank with clouds enabled |
05:10 |
VanessaE |
that'll break my HDX splash. |
05:11 |
VanessaE |
(I use the footer to display an alternate "Minetest" title) |
05:11 |
hmmmm |
well, i mean to say a blank footer area, like you said, a 1x1 transparent image |
05:12 |
VanessaE |
oh right |
05:12 |
VanessaE |
ok |
05:12 |
VanessaE |
what would you display down there with the old tiled background? |
05:13 |
hmmmm |
the old minetest-c55 logo |
05:13 |
VanessaE |
so you'd need another filename then |
05:14 |
hmmmm |
not that hard |
05:14 |
VanessaE |
of course |
05:14 |
VanessaE |
just trying to think of the least possible amount of code that would be needed to facilitate this. |
05:14 |
VanessaE |
(damn it I wish I knew enough C++, I'd just do it myself) |
05:15 |
hmmmm |
menufooter_blank.png, menufooter.png |
05:15 |
VanessaE |
hmm.. |
05:15 |
VanessaE |
no |
05:15 |
hmmmm |
and it'd use menufooter_blank.png on menu_clouds = true |
05:15 |
hmmmm |
why not |
05:15 |
VanessaE |
menufooter.png, menufooter_clouds.png |
05:15 |
hmmmm |
yeah |
05:15 |
hmmmm |
sounds better |
05:15 |
VanessaE |
that way it doesn't imply that it necessarily has to be blank |
05:30 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/menufooter.png |
05:30 |
VanessaE |
how's this look? |
05:30 |
VanessaE |
drawn to the same size and generally the same style as the old one |
05:40 |
VanessaE |
hm |
05:40 |
VanessaE |
it looks good at the bottom there, but it needs to be scaled up to fit the window witch. |
05:40 |
VanessaE |
width. |
05:45 |
VanessaE |
hm, main.cpp line 635, |
05:46 |
VanessaE |
seems to me just take out that 0.6 to fix the issue. |
05:47 |
* VanessaE |
tries it. |
05:48 |
VanessaE |
yep, that fixes the width |
05:48 |
VanessaE |
now why it's being drawn at a fixed 10 px from the bottom edge is curious.. |
05:59 |
VanessaE |
good, that fixes it. |
06:05 |
VanessaE |
https://gist.github.com/VanessaE/5122965 |
06:06 |
VanessaE |
plus this image file: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/menufooter.png |
06:06 |
VanessaE |
(revised from the first time I linked it) |
06:13 |
VanessaE |
this doesn't fix the naming or remove-in-clouds-mode issue of course. |
06:14 |
VanessaE |
just gives us a better looking, better-positioned image that doesn't bear the old "minetest-c55" part. |
06:14 |
VanessaE |
looks good imho. |
06:15 |
VanessaE |
I wonder if I should anti-alias that image |
06:19 |
VanessaE |
interestingly, this requires me to adjust the aspect+size of my HDX footer. *shrug* |
06:24 |
VanessaE |
there, that was easy, just re-crop it to the original 1280px width and it scales perfectly. |
06:25 |
hmmmm |
i see.. |
06:36 |
VanessaE |
"i see" .. . translation: "moron. leave core dev stuff to those of us who can actually code." |
06:36 |
VanessaE |
;) |
06:42 |
hmmmm |
i don't really see the point of the whole multiplying by 0.6 thing |
06:42 |
VanessaE |
neither did I |
06:42 |
VanessaE |
the image size itself should be used to regulate that |
06:42 |
VanessaE |
need blank space around it? make it wider and blank. |
06:42 |
hmmmm |
yeah |
06:43 |
hmmmm |
also notice how getTexturePath("menufooter.png") is called twice |
06:43 |
hmmmm |
duplicate work |
06:43 |
hmmmm |
that is the sort of code that's crappy that i naturally avoid |
06:43 |
hmmmm |
the compiler probably won't optimize that, either |
06:44 |
VanessaE |
*looks* |
06:45 |
VanessaE |
oh yeah, so it is |
06:45 |
VanessaE |
wonder why he didn't cache that. |
06:45 |
hmmmm |
it is cached |
06:45 |
hmmmm |
if you look at what getTexturePath() does |
06:46 |
hmmmm |
but it's still crappy because look, it has to get locked under a mutex and all this crap |
06:46 |
VanessaE |
well I mean something like f=getTexturePath("menufooter.png"); if (f != "")....getTexture(f.c_str()) or some equivalent thereof |
06:46 |
hmmmm |
that would be the appropriate thing to do, yeah. |
06:47 |
hmmmm |
and something like if (f[0]) { ... would be even better |
06:47 |
hmmmm |
that avoids a string comparison call |
06:47 |
VanessaE |
jeez, for a moment there I was starting to actually understand this crap :D |
06:48 |
hmmmm |
it's not like i expect things to be faster by doing all this, but i'm just removing unnecessary effort |
06:48 |
hmmmm |
why would anybody do that when the alternative is less text to type, looks cleaner and code, is slightly faster, and is free in terms of effort? |
06:48 |
hmmmm |
looks cleaner in code* |
06:48 |
VanessaE |
beats me |
06:49 |
hmmmm |
the operator [] on std::string returns the character at the specified position, exactly like a regular string in plain C |
06:49 |
VanessaE |
oh smart |
06:49 |
VanessaE |
compare against a null string instead of empty |
06:49 |
hmmmm |
it's just that with std::string, there's a lot more machinery behind it which you don't see |
06:50 |
hmmmm |
well no, i am comparing if it's empty or not by checking to see if the first character is null |
06:50 |
VanessaE |
(well, compare against null/false rather) |
06:50 |
hmmmm |
if str[0] is null, then it is a blank string |
06:50 |
VanessaE |
oh ok |
06:50 |
hmmmm |
str[0] is a null char i mean to say |
06:51 |
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07:33 |
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07:42 |
hmmmm |
blockseeds are always odd. x,y,z are always even, odd times even is even, even plus even is even, so y and x are even. now z is even and its multiplicand is even too, which makes that entire result even. so it depends on whether the map seed is even or odd, and that'll make ALL blockseeds on the map even or odd based on the parity of the map seed |
07:42 |
hmmmm |
get_blockseed is frigging retarded and has a horribly low enthropy. |
07:42 |
hmmmm |
and we can't fix it either. |
07:43 |
hmmmm |
it's making my PseudoRandom results always return the same number |
09:53 |
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09:53 |
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09:54 |
rubenwardy |
Is it "legal" to post this: http://forum.minetest.net/viewtopic.php?pid=74807#p74807 |
09:54 |
rubenwardy |
damn, wrong topic. |
09:59 |
sfan5 |
wrong topic? |
10:03 |
rubenwardy |
wrong # channel |
10:03 |
rubenwardy |
meant to post it in #minetest |
10:51 |
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10:57 |
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10:57 |
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11:02 |
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11:04 |
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12:19 |
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13:04 |
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13:13 |
rubenwardy_ |
oooh! minetest has a new font in 0.4.5... |
13:37 |
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14:00 |
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14:22 |
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14:39 |
hmmmm |
this is depressing |
14:40 |
hmmmm |
i'm going to have to add a hash() function to noise.cpp/h for better random results, because as it is right now, thanks to the way mapblock is set up, things might never have a chance of happening, ever, based on the map seed |
14:42 |
hmmmm |
s/mapblock/blockseed/ |
15:50 |
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15:50 |
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16:16 |
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17:17 |
rubenwardy |
"Added support for downloading mods from a server using cURL which is faster, disabled by default (Ilya Zhuravlev & sfan5)" |
17:17 |
rubenwardy |
? |
17:19 |
sfan5 |
where did that came from? |
17:19 |
sfan5 |
*come |
17:26 |
rubenwardy |
changelog |
17:26 |
sfan5 |
link? |
17:27 |
rubenwardy |
http://dev.minetest.net/Changelog |
17:30 |
rubenwardy |
I restructured the change log a bit: http://dev.minetest.net/User:Rubenwardy/changelog |
17:30 |
rubenwardy |
Note: that is in my namespace |
17:31 |
rubenwardy |
sfan ^^ |
17:33 |
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17:34 |
rubenwardy |
Calinou: |
17:34 |
rubenwardy |
<rubenwardy> I restructured the change log a bit: http://dev.minetest.net/User:Rubenwardy/changelog |
17:34 |
rubenwardy |
<rubenwardy> Note: that is in my namespace |
17:34 |
PilzAdam |
we have 3 different changelogs for 0.4.5 now, can someone just make a good one? |
17:35 |
Calinou |
mine* |
17:35 |
hmmmm |
i asked people to flesh out mine but nobody bothered |
17:35 |
hmmmm |
and now it's deleted |
17:35 |
Calinou |
commented out* |
17:37 |
rubenwardy |
hmmmm: where is yours? |
17:37 |
rubenwardy |
any comments on mine? I just restructured it |
17:37 |
hmmmm |
-100, -150, -148it's commented out |
17:37 |
hmmmm |
whoops |
17:37 |
PilzAdam |
rubenwardy, see the source of the changelog, hmmmm's is commented out |
17:38 |
rubenwardy |
the one with #"Big features:" |
17:41 |
rubenwardy |
changed it: http://dev.minetest.net/User:Rubenwardy/changelog |
17:44 |
rubenwardy |
so, how do i use ""Added support for downloading mods from a server using cURL which is faster, disabled by default (Ilya Zhuravlev & sfan5)" |
17:45 |
PilzAdam |
you need a server and a client compiled with cURL support (official build has that) |
17:46 |
PilzAdam |
then you set up a web server with all the media (textures, sounds, etc.) and set the setting in the server to this url |
17:46 |
PilzAdam |
then clients with curl support will download the media from the web server |
17:46 |
rubenwardy |
? |
17:46 |
rubenwardy |
"downloading mod" |
17:47 |
PilzAdam |
should be "downloading media" |
17:47 |
rubenwardy |
ah |
17:47 |
PilzAdam |
the client doesnt download mods |
17:47 |
PilzAdam |
it would be too insecure |
17:48 |
rubenwardy |
I thought it meant there was a mod manager |
17:49 |
PilzAdam |
there is a mod manager (the "Configure" button in world selection), but you cant download anything there |
17:49 |
rubenwardy |
yeah |
17:56 |
rubenwardy |
I have changed a lot since I last posted: http://dev.minetest.net/User:Rubenwardy/changelog |
17:57 |
rubenwardy |
PilzAdam, hmmmm, Calinou |
17:59 |
PilzAdam |
rubenwardy, finite liquids are disabled by default and experimental |
17:59 |
rubenwardy |
ok |
17:59 |
rubenwardy |
changed |
18:00 |
sfan5 |
rubenwardy: i don't have to do anything with curl |
18:00 |
sfan5 |
but i should be listed as translator |
18:00 |
hmmmm |
probably shouldn't separate mapgen changes from core changes |
18:00 |
hmmmm |
oh wait, there is no distinction between core and game changes now.. |
18:01 |
rubenwardy |
"game" -> "game play" |
18:01 |
hmmmm |
also the EmergeThread stuff wasn't a bugfix, it just so happened that a bug was fixed when changing all that stuff |
18:02 |
hmmmm |
that change in particular was pretty huge |
18:02 |
hmmmm |
also i didn't fix caves having dead ends |
18:02 |
rubenwardy |
who did? |
18:02 |
rubenwardy |
wasn't it realbadangel? |
18:03 |
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18:03 |
hmmmm |
i don't know why that was added in the first place.. to the contrary, i introduced the bug of caves having flat walls but only when there is more than one emergethread running |
18:03 |
sapier |
hello, is anyone interested in cleaning up server class? |
18:03 |
hmmmm |
no |
18:04 |
hmmmm |
oh god leave it alone for now |
18:04 |
rubenwardy |
is emerge thread about multi-threading? |
18:04 |
hmmmm |
that's too much |
18:04 |
rubenwardy |
<rubenwardy> is emerge thread about multi-threading? |
18:04 |
sapier |
I'm trying to add pathfinding but adding functions to access necessary data will increase that mess even more |
18:05 |
hmmmm |
really there are two distinct things that went on with the emerge crap |
18:05 |
hmmmm |
1). the move of all that to emerge.cpp, and the cleanup of a LOT of code |
18:06 |
hmmmm |
2). threads aren't constantly being created and destroyed, and there can be multiple emergethreads |
18:06 |
sapier |
cleanup is always a good idea :-) |
18:06 |
hmmmm |
it's really nice you should check it out |
18:06 |
hmmmm |
you can still see some celeron parts but it's mostly tidy |
18:07 |
VanessaE |
haha |
18:07 |
sapier |
yes but current server.h is crap it's a big monolithic mix of code having nothing in common except of being needed for something a minetest server needs to do |
18:08 |
rubenwardy |
sfan5: fixed |
18:08 |
hmmmm |
i'd really wait on that.. it's way more complicated than you probably think |
18:08 |
rubenwardy |
is that a threat? lol |
18:08 |
rubenwardy |
:P |
18:08 |
hmmmm |
even something that was 'easy', like the scriptapi split, ended up taking much more effort than it was supposed to |
18:08 |
sapier |
I don't think it's easy don't get me wrong :-) sorting that thing out is a big task |
18:09 |
hmmmm |
also i ended up changing them to scriptapi_*, the lua_* implied that it was part of lua or something and it looked wrong |
18:09 |
hmmmm |
sorry |
18:10 |
sfan5 |
rubenwardy: it would make more sense to list me next to pilz because you seem to have listed them in the order of translate.minetest.ru |
18:10 |
rubenwardy |
fixed |
18:10 |
sapier |
no problem ... first I wanted to rename it to this too but I needed to make project explorer to big to distinguish between files with a prefix that big ;-) |
18:11 |
hmmmm |
it's not really that much of a problem, especially if you shorten things like "environment" to "env" |
18:13 |
sapier |
my only requirement to names it that they shall be speaking scriptapi_* is even better considering the lua_* misinterpretation risk |
18:15 |
sapier |
I'd be interested in cleaning up lua <-> server interface currently most of these functions are namend scriptapi_ ... but not all |
18:29 |
hmmmm |
hey i just made this page http://dev.minetest.net/Code_style_guidelines - suggestions? |
18:30 |
sapier |
why not c++? |
18:30 |
hmmmm |
? |
18:30 |
sapier |
Don't use initializer lists unless absolutely necessary (initializing an object inside a class, or initializing a reference) |
18:32 |
hmmmm |
ya |
18:32 |
sapier |
any reason for this? |
18:32 |
hmmmm |
initializer lists are stupid and they offer no advantages over assignment inside the ctor body |
18:33 |
sapier |
they do, you can enable compiler to generate a warning on missing initializers |
18:33 |
hmmmm |
the only reasons that people can come up with to use them are to use dumb C++ features already being avoided and a supposed "performance increase" that's trivially optimized with -O1 |
18:34 |
sapier |
I don't think objects are created that often to make a difference in minetest so performance isn't a issue (in this special case) |
18:35 |
sapier |
but I really appreciate having compiler do those checks |
18:36 |
hmmmm |
well |
18:37 |
PilzAdam |
hmmmm, http://minetest.net/wiki/doku.php?id=contrib |
18:37 |
sapier |
it's a personal preference I know but you asked for comments ;-) |
18:37 |
hmmmm |
yeah those are outdated and dumb guidelines |
18:39 |
sapier |
can we add a "max 80 chars" rule too? |
18:39 |
hmmmm |
definitely not |
18:39 |
hmmmm |
there are so many lines that go over 80 |
18:39 |
sapier |
In most cases you've done something wrong or can split it without problems |
18:39 |
PilzAdam |
"Try to stay under 80 characters per line"? |
18:39 |
hmmmm |
the guideline i follow is like "try to stay under 80, but it's okay if you go over by 2-4 chars, 90 is definitely unacceptable" |
18:40 |
hmmmm |
strictly under 80 causes too many headaches and chops things up |
18:40 |
sapier |
I know we all have big screens but edit window is still limited in current ide's |
18:40 |
sapier |
ok that's what I meant, no matter if its 80 or 81 but not 120 |
18:41 |
hmmmm |
okay thanks for being reasonable |
18:41 |
hmmmm |
there are people who think that it should be strictly under 80 or else, because they use vim and they don't understand how to resize their terminal |
18:43 |
RealBadAngel |
using vim is hardcore already, such folks should know it by definition lol |
18:45 |
sapier |
I once thought screens are big and line size is no issue ... but it is if you're looking for something in code and have to scroll to end of line everytime |
18:45 |
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18:46 |
RealBadAngel |
i can see here circa 150 chars/per line in geany window |
18:46 |
hmmmm |
use that horizontal space for a split window like i do |
18:46 |
sapier |
add project explorer on right side and search window on right ;-) |
18:46 |
sapier |
or start debuging having variable window right ... |
18:47 |
sapier |
many cases where your edit window is somehow limited even on big screens |
18:47 |
RealBadAngel |
and pizza oven in top corner |
18:48 |
hmmmm |
okay, i changed a couple things |
19:04 |
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19:37 |
hmmmm |
hey RealBadAngel, how would i set a MapNode to have a certain facedir? |
19:44 |
thexyz |
can somebody explain what do values in profiler output mean? http://pastebin.com/raw.php?i=Yf5XpKBG |
19:45 |
thexyz |
i set print interval to 60 seconds |
19:46 |
thexyz |
http://pastebin.com/raw.php?i=7vHiAh0f — next one |
20:46 |
sapier1 |
https://github.com/minetest/minetest/pull/535 what do you think about those changes? |
21:24 |
hmmmm |
erm... the singleton thing.. |
21:24 |
hmmmm |
that's the point of GameDef |
21:24 |
hmmmm |
but the environment is part of the GameDef, and lua is a member of the environment |
21:50 |
sapier1 |
yes, having everything within env being part of env woult be best, but if you make everything part of environment you have to add access functions everywhere up ... atm for example getLua is within ServerEnvironment and Server |
21:52 |
hmmmm |
but getLua() is even cleaner than ScriptAPI::getInstance()blah like you'd have people do there |
21:52 |
sapier1 |
but I don't even see mod api being part of environment, yes it can be used to modify environment and is triggered by it |
21:53 |
sapier1 |
my intention was to stopp Server and Environment from passing lua env as neither server nor environment do have any knowledge about lua |
21:54 |
sapier |
if you insist scriptapi being a part of env I'll make it a member of env, thus move initialization to env as well as cleanup |
21:56 |
sapier |
In my opinion scriptapi has grown to a component of minetest everyone uses parts of it or at least interacts with it. |
21:58 |
hmmmm |
it would clearly be better if you get the Lua state from the environment.. i think there is a deeper reason why things were designed in that manner though |
21:58 |
sapier |
lua wasn't part of environment by now |
21:58 |
hmmmm |
for this i would actually ask celeron55 if it's a good idea |
21:58 |
sapier |
it was more part of server |
21:58 |
sapier |
server passed it to environment |
22:00 |
sapier |
Yes knowing celerons55 intention would be interesting but I'm not quite sure if he's up to date with recent changes as original design seems to be lost while features where added |
22:00 |
hmmmm |
the basic layout of these types of major components haven't changed for quite a while... |
22:01 |
sapier |
maybe but I doubt that inventorymanager stuff was intended within scriptapi design |
22:01 |
hmmmm |
alright i think i'm about to freaking give up on the dungeon stairs thing. |
22:01 |
sapier |
dimheom stairs? |
22:01 |
sapier |
dungeon |
22:02 |
hmmmm |
there are some staircases with regular cobble blocks and i can't figure out how to orient the blocks correctly |
22:03 |
sapier |
maybe there isn't a correct solution in any cases? |
22:03 |
hmmmm |
http://paste.ubuntu.com/5600290/ |
22:03 |
hmmmm |
i'm sure there's a correct solution, i just can't figure it out.. |
22:05 |
hmmmm |
in this one edge case i'm pretty sure previously placed staircases are getting owned by cobble that's placed by makeFill in the next iteration |
22:05 |
hmmmm |
i don't have the patience for this |
22:06 |
sapier |
:-) calm down take some sleep and try again tomorrow |
22:06 |
hmmmm |
i can spin it off as just having variety.. it's not perfect but it works in most cases, and it's probably more interesting to have some unfinished staircases |
22:07 |
sapier |
you know it'll never be finished ;-) |
22:08 |
hmmmm |
i am actually pretty happy with what i currently have. dungeons are a lot more interesting and complex than they used to be thanks to a couple tweaks |
22:10 |
hmmmm |
i planned on randomly having chests in large dungeon rooms that are randomly filled with loot, but i can't possibly hardcode what each chest gets, that's clearly something best left to the modder to figure out |
22:10 |
sapier |
that's good |
22:10 |
sapier |
what do you think about the idea of making minetest more modular |
22:11 |
hmmmm |
so i started wondering if i really needed chests there at all in the first place. so maybe i could just have dungeon room locations in an array that's passed to lua after for some mod to fill it up with content |
22:11 |
hmmmm |
minetest is really modular as-is |
22:11 |
sapier |
the mods yes |
22:11 |
sapier |
but core isn't |
22:11 |
hmmmm |
i'm not sure if it needs more fixing |
22:12 |
sapier |
currently any new feature need's to be added to server class |
22:12 |
hmmmm |
i'm focusing on things that really need help, the organizational matters are quite secondary |
22:12 |
sapier |
which is already pretty overloaded |
22:12 |
sapier |
yes but you can't stick to the problems if you'll have to search for things 90% of time |
22:13 |
hmmmm |
well the Server class is really supposed to be the game's overall state, stuck into a class so that it can easily be reset |
22:13 |
hmmmm |
so i don't have a problem with "too many things" being a part of Server |
22:14 |
sapier |
I do understand but what would be wrong if server would initialize a list of modules providing different interfaces for example |
22:14 |
sapier |
this wouldn't stop server from do a clean shutdown |
22:14 |
sapier |
but make design of server class much more easy |
22:14 |
hmmmm |
ask celeron about that one |
22:15 |
hmmmm |
personally, i don't think it needs to be done or even should be done since there's way too much work involved and too much of a chance to mess things up |
22:15 |
hmmmm |
from what i see, what we have is working fine |
22:16 |
sapier |
yes there is risk I don't deny that ... but it'd ease maintenance drasticaly |
22:17 |
sapier |
background is that there are lot's of usecases where tasks need to be done multithreaded. emerge thread is one example, jeijas curl feature another, and my pathfinding algorithm would even be extreme multithreaded |
22:18 |
sapier |
while everything is connected that close as server multithreading in such dimensions is almost unfeasable |
22:41 |
sapier |
can someone tell me where to get access to map ? |
22:53 |
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Taoki_1 joined #minetest-dev |
22:56 |
celeron55 |
ha, hmmmm is getting pissed off by my dungeon generating code? 8) |
22:57 |
sapier |
seems to be |
22:58 |
sapier |
is there any straight forward way to access node information? |
22:58 |
sapier |
I don't want to modify it just read |
23:00 |
sapier |
I'd like to avoid m_env->getMap() 10k times |