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IRC log for #minetest-dev, 2013-03-21

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All times shown according to UTC.

Time Nick Message
00:00 hmmmm proller, those two on_generate calls are running all the time
00:00 hmmmm so now air generation for regular maps will take even more time
00:01 PilzAdam we can disable them if we had a interface to read map_meta.txt
00:02 hmmmm why use the old perlin noise functions?
00:02 hmmmm what's wrong with perlin noise maps?
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07:00 celeron55 PilzAdam: it should be relatively obvious that i fully support option 2
07:03 celeron55 just don't let minecraft influence you too much; that doesn't really make any good; mainly because it completely limits Minetest to people who just want Minecraft for free or want FOSS
07:03 celeron55 minetest_game should be something that's worthy on it's own
07:07 celeron55 actually... i guess we could start an another official game and leave minetest_game as-is
07:08 celeron55 i don't know if it's wise
07:08 celeron55 it is a 100% fact that we cannot please everyone at the same time; people should first learn to deal with that
07:09 celeron55 with minetest we kind of can; with a game, nope
07:11 celeron55 so, let's imagine we started a game called "survival"
07:11 celeron55 how would the mod composition of that be? would it contain a mod named "default"?
07:12 celeron55 the initial idea (as designed by me and kahrl) was that a game should mainly contain a mod, the name of which is same as the name of the game
07:13 celeron55 we could take the current default and just put it in the survival game, but we need a way to not need to copy all changes from the default of minetest_game into there
07:14 celeron55 the way could be that the default is just left as-is everywhere and to minetest_game we add a mod called minetest_game, and to survival a mod called survival, which contain the rest of the core things in the games
07:14 celeron55 then default kind of specifies the common base of all games built on minetest
07:15 celeron55 which is a good thing
07:15 celeron55 and very backwards-compatible with everything, without considerable downsides (?)
07:21 celeron55 i also propose that default is rolled backwards a bit, at least making mese as it originally was; it just doesn't seem to work for people now
07:22 celeron55 or at least the original texture is put back
07:22 celeron55 and the mese ore thing is removed
07:22 celeron55 or, well... i don't really know; i feel that if i still actually played minetest, the mese change would have really made me mad
07:26 celeron55 anyway, that isn't as important; the point here is that i suggest that default is never touched anymore, but is rather copied as-is to new games with new features in a game-specific mod (people are free to not use default too, but it will make many mods unable to work)
07:33 celeron55 and i suggest that we put a couple of games in the official distribution, each having a real point in them; the initial games could be "survive" and "build"
07:36 celeron55 the rule for adding games is that there should be as few as possible, but as many as required
07:36 celeron55 8)
07:37 celeron55 if the engine some day supports something like gravitation- and sunlight-less games, then a game called "space_survive" would be added
07:39 celeron55 (that one wouldn't have any use for default)
07:44 celeron55 i would want people to focus on the official games, but making new different kind of ones is encouraged; they may be included in the official distribution if they're good; i could imagine many different games but won't mention any (at least now)
07:45 celeron55 well, actually i will, because the point is much clearer that way: a possible one would be a "roguelike" with the world consisting solely of dungeons and many things being doable with spells
07:48 celeron55 a not possible one is minetest_game with pink graphics and 10 added ores, because there is no point in that
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11:11 celeron55 PilzAdam: log
11:12 PilzAdam already read it
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11:13 celeron55 well, what do you think?
11:14 PilzAdam I generally like the idea of 2 games, "survive" and "build", in the official releases
11:14 PilzAdam but as of now, default isnt read
11:14 celeron55 read?
11:14 PilzAdam *ready
11:15 PilzAdam there is too much content missing that would fit survival and build gameplay
11:15 celeron55 so do you think it should not be included in those games, or that it should be prepared for such usage?
11:16 PilzAdam I think we should develop default in a general direction and add more content that is usefull for both gameplay types
11:17 celeron55 could work
11:19 celeron55 "default" would be defined as the base for minecraft-like games; things in common are certain nodes (especially for the terrain) and world generation
11:20 celeron55 (and something else, probably)
11:23 celeron55 i wonder how the development of default should be organized
11:24 celeron55 i guess just do it in minetest_game for now, and update to other games as the developers of them feel like it
11:30 celeron55 in the long run it might require some mechanism for having common mods between games... something like this: have "common_mods = default, whatever" in game.conf, and have the special gameid "common" so that the engine will grab mods defined in that way from mods/common/<modname>
11:30 celeron55 there are some challenges in this
11:31 celeron55 if default is put in $path_share/mods/common/default, how is that handled in version control?
11:32 PilzAdam maybe but it in $path_share/games/common, since only games load them
11:32 celeron55 putting it in the engine repo isn't really an option; it simply isn't meant for such
11:32 PilzAdam (so we have an own repo for it, like minetest_game currently)
11:33 celeron55 ah, yeah, games/common/<modname> is better
11:33 celeron55 ...maybe
11:34 celeron55 actually no
11:35 celeron55 that structure would kind of imply that the mods in there would work as a game when combined
11:35 celeron55 while they can be totally incompatible
11:35 PilzAdam maybe put something in game.conf
11:35 PilzAdam or put no game.conf at all in it
11:36 celeron55 it's probably still better than mods/common because it would be too easy for a user to accidentally delete the common ones
11:36 celeron55 as users generally mess around in mods/ but not in games/
11:37 PilzAdam how does minetest currently handle games that have no game.conf?
11:37 celeron55 that's unimportant; we can now define that such a one is not a game
11:38 celeron55 because there are no compatibility issues in that
11:41 celeron55 more comments from anyone else?
11:42 celeron55 i don't want to force some design that most people disagree with, but i will take silence as agreeing
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12:48 proller maybe try make simple deathmatch mode? with random spawn in area, hiding far players names, and frag counter ?
12:48 proller next step - team DM, and next - CTF
12:50 rsiska proller:  that sounds awesome. we need ace of spades-like mod.
12:52 celeron55 proller: well, assuming somebody makes it and it's actually a fun game, there is no reason why it shouldn't exist
13:04 Exio add guns, and KillerTest \o/
13:04 celeron55 we'll need to define whether survival contains PVP or not, though, and whether it's setting is more modern than MC's or not
13:05 Exio what should be "pvp-only"?
13:05 celeron55 altough, probably for the ace of spades liking people that wouldn't be enough anyway
13:06 celeron55 so something like that could be made too
13:07 proller Exio, http://forum.minetest.net/viewtopic.php?id=4562
13:07 Exio kaeza's guns mod?
13:08 Exio (droid - slow network)
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13:18 proller yes
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16:56 celeron55 https://github.com/minetest/minetest/pull/556
16:56 PilzAdam is that your first pull request to minetest?
16:57 celeron55 it actually is
17:00 celeron55 shall i make the "common" repo on github.com/minetest? there's some documentation and updating to do before it can be actually taken into use though (as you'll need one more repo to make minetest_game work)
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17:00 hmmmm woah, wall of text in the logs
17:00 celeron55 actually, hmm... maybe we could just cram common + all the games in one repo
17:00 celeron55 would be much easier
17:02 hmmmm for the record, i support the recent mese changes, i feel that it makes a lot of sense
17:04 rubenwardy I agree that is does make sense, but it also distorts the personality of Minetest
17:04 rubenwardy maybe
17:05 hmmmm the engine can support sunlight-less games right now thanks to setLighting(), it can be all a uniform level, like pitch black, and you can place some light sources in the generated map that'd light things up, or however you'd like to do it.  if you have a grander idea for alternative lighting, you'd need to be more specific
17:08 hmmmm so, why don't you commit your pull requests on your own?
17:09 hmmmm i agree with the common idea, it makes a lot of sense, but that's almost like builtin but with game content rather than globally-shared functions
17:09 PilzAdam <celeron55> i don't want to force some design that most people disagree with
17:09 hmmmm he took silence as agreeing
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17:12 hmmmm i'll do a quick mockup of what a space mapgen would look like
17:15 celeron55 such a space thing would also require the sun/moon/day turned off, and a good amount of always-present light to make things practical (both could be simple settings transferred from the server to the client)
17:15 celeron55 but... that's not really the problem at hand now
17:15 hmmmm having it permanently set to night should be easy enough
17:19 celeron55 so are people ready for moving default out from minetest_game right now? PilzAdam?
17:19 PilzAdam yea
17:20 PilzAdam fire and bucket could be move too
17:20 PilzAdam since every game will use them
17:20 PilzAdam (doors and stairs too)
17:20 celeron55 well, not every
17:20 PilzAdam but many
17:20 celeron55 but pretty much all that will use default
17:21 RealBadAngel btw, thx to khonkortisian help i got 6d facedir ready and WELL tested. just docs need to be written
17:21 hmmmm awesome :)!
17:21 hmmmm ahh which reminds me, we need to update leveldb stuff.
17:21 RealBadAngel i will write docs tommorow and pull it then
17:24 hmmmm can we get a pull request for luajit too?
17:24 PilzAdam AFAIK noone has managed to create a working cmake file for it
17:24 RealBadAngel youre asking me to do so?
17:26 RealBadAngel i do have workin cmake
17:26 RealBadAngel but its a mess
17:26 RealBadAngel it creates minilua and some other shit too
17:27 RealBadAngel and one thing
17:27 RealBadAngel it comes with kinda asm module
17:28 RealBadAngel im not quite sure but its supposed to translate lua stuff into asm
17:28 RealBadAngel and it is multiplatform
17:29 hmmmm as long as it falls back to something if the platform isn't supported, it's fine
17:29 hmmmm it's not like having assembly in the minetest codebase is the most horrible thing ever
17:30 hmmmm btw i hope you're not trying to compile LuaJIT with your cmake file
17:30 hmmmm it's a dependency that we don't include, like Irrlicht
17:31 celeron55 PilzAdam: https://github.com/minetest/common
17:31 RealBadAngel http://luajit.org/dynasm.html
17:31 hmmmm oh that's different
17:35 PilzAdam wtf, "Logos 75.1%"
17:35 RealBadAngel imho thats a very interesting feature
17:35 celeron55 PilzAdam: lol
17:36 RealBadAngel and btw, VanessaE server running luajit lately means she has this feature enabled too
17:37 RealBadAngel dynasm is a dependency
17:37 PilzAdam celeron55, I cant push to the repo
17:39 celeron55 PilzAdam: now you should be able to
17:40 PilzAdam yep
17:46 PilzAdam https://github.com/minetest/minetest_game/pull/153
17:46 celeron55 added README.txt and buildwin32.sh updates to the pull request
17:47 PilzAdam "1 addition and 10,324 deletions."
17:47 celeron55 that is pretty effective 8)
17:48 PilzAdam also add something to lua-api.txt
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18:04 celeron55 PilzAdam: done
18:06 celeron55 merge now?
18:06 VanessaE *looks at log*...  um, should I be concerned about these changes? :)
18:06 PilzAdam yep
18:06 celeron55 PilzAdam: you merge mine, i merge yours!
18:07 PilzAdam okay
18:09 celeron55 it still works 8)
18:09 PilzAdam why the merge-commit?
18:10 celeron55 because i'm lazy
18:11 celeron55 did i mess up your carefully crafted commit history? :P
18:11 celeron55 well, i'll rebase it
18:11 PilzAdam :D
18:12 celeron55 done!
18:13 celeron55 half a day worth of thinking and coding, and the end result: http://24.media.tumblr.com/tumblr_m5r3mdpY2K1qbaj4uo1_400.jpg
18:14 PilzAdam true, for the end-user, nothing has changed
18:14 celeron55 however, hopefully this will let people organize better
18:14 VanessaE guess I have to tweak my build script...
18:15 PilzAdam I write something into the changelog
18:20 celeron55 so, next is some kind of default configuration overlaying according to a game's predefined settings
18:21 celeron55 that's the single other thing required for making this actually work reasonably in practice
18:24 RealBadAngel celeron55, can you telll me what was the odds for nodes def being able to change on the fly?
18:24 RealBadAngel bkvl or something like this tree
18:25 RealBadAngel data stored in meta
18:26 celeron55 RealBadAngel: it's not ready yet because it requires other changes in order to make it's save format reasonably stable; i have no way of guessing when it will be ready
18:26 celeron55 i do not want any pieces of legacy crap to hang in there because of bad initial decisions
18:27 RealBadAngel so what is the right initial decision?
18:28 RealBadAngel i guess using meta was a shortcut, yes?
18:34 celeron55 using meta is probably the correct way, but the format going into there requires rework
18:36 RealBadAngel one question, what if node is already using meta? by modder
18:38 celeron55 it uses a single field in there
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18:38 RealBadAngel meta is a string
18:38 RealBadAngel many modders treat it like a single value
18:38 celeron55 i don't see a problem
18:39 RealBadAngel i was doing so before: meta=30 (charge=30)
18:40 celeron55 ?
18:40 PilzAdam RealBadAngel, itemstack meta is different from node meta
18:40 RealBadAngel so whole meta served for holding one value
18:40 PilzAdam in itemstack meta you have only 1 string
18:41 RealBadAngel oh, yes, youre right
18:41 RealBadAngel sorry
18:43 RealBadAngel celeron55, so what about the format?
18:43 celeron55 holy hell (once again)... i don't understand how i had the time to even code this; meta_set_nodedef_2 is huge
18:44 celeron55 the format needs to be perfect, and it isn't
18:44 celeron55 not much more to say than that
18:44 RealBadAngel you did that in one evening afaik
18:46 RealBadAngel other way: if you state something is wrong, please do so
18:46 RealBadAngel tell what is wrong
18:49 RealBadAngel 6d facedir will cut textures, nodes defs by half at least. bkvl is another half
18:49 ShadowNinja RealBadAngel: did you see my message about forcefields?
18:49 RealBadAngel ShadowNinja, yes. you got rights. feel free to change whats necessary
18:50 RealBadAngel i merged your initial commit
18:50 celeron55 have you tried rebasing meta_set_nodedef_2 on top of current master?
18:51 celeron55 i wonder how much of a PITA that is
18:51 RealBadAngel i guess it will be pain in the ass
18:51 RealBadAngel 2 weeks with my current work costed me 2 days of rebasing thx to ctl
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18:52 * ShadowNinja needs a better way to make backups than cp, maybe something with rsync?
18:53 RealBadAngel ShadowNinja, btw, you should add on/off switch
18:55 ShadowNinja mesecons or setting the range to 0
18:55 RealBadAngel if net is not capable of dealin with needs, user should be able to decide
18:56 RealBadAngel maybe just switch in formspec?
18:56 RealBadAngel im not sure, up to you
18:56 ShadowNinja I also forgot to change something in the node counter, I will have to lower the power requirement a bit
18:56 ShadowNinja I could do that
18:58 RealBadAngel but on the other hand it may end good
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18:58 RealBadAngel look, mv is not ultimate power source
18:59 RealBadAngel user is able to power field but with problems
18:59 RealBadAngel let the user build hv network to get rid of it
19:00 celeron55 so about where i left off when RealBadAngel came asking unrelated things:
19:00 RealBadAngel so in effect mv would be able to power small fields
19:01 RealBadAngel hehe
19:02 RealBadAngel celeron55, ill catch you again when im done with 6dfacedir
19:06 celeron55 "some kind of default configuration overlaying according to a game's predefined settings" <- minetest should work so that a game can provide a settings.conf, that will be used to override the provided default settings on top of what defaultsettings.cpp contains (overriding the default values, but not actual values), so that when a user doesn't specify anything else and you start the awesome whatever game you have made, the game can ...
19:06 ShadowNinja RealBadAngel: technic/ores.lua:71: attempt to call global 'register_stair_slab_panel_micro' (a nil value)
19:06 celeron55 ... set things directly in the server's settings that don't currently happen to be available in any other way (like map generator, map generator parameters, player physics and whatever), but not override any settings the user has made, and not make them to be saved in global configuration
19:08 PilzAdam so basically a minetest.conf for each world, that overrides stuff from minetest.conf at startup?
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19:08 ShadowNinja on, each game
19:09 ShadowNinja like low gravity for a moon game
19:09 PilzAdam and the settings are collected from 1) minetest.conf 2) Lua 3) defaultsettings.cpp
19:09 celeron55 PilzAdam: >overrides stuff from minetest.conf
19:10 celeron55 no, it won't override anything
19:10 celeron55 it just sets the defaults
19:10 PilzAdam I mean if a setting is in minetest.conf and world.conf then the one from world.conf is taken
19:10 celeron55 to understand this, you first need to understand what the Settings class is able to do
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19:11 celeron55 it has two classes (not the programming term) of settings; one is default settings, the other is actual settings
19:12 celeron55 when it is queryed a setting, it will first look up an actual setting and return it; if not, it will give the default one
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19:12 celeron55 the stuff from defaultsettings.cpp gets loaded onto the default settings, and then stuff from minetest.conf gets loaded to the actual settings
19:12 celeron55 this change would add a second step after defaultsettings.cpp, to override it's defaults with whatever the game wants to set them
19:12 PilzAdam ah
19:13 celeron55 defaults are never saved anywhere
19:13 celeron55 actual settings are
19:14 RealBadAngel imho gravity shall be a biome setting
19:15 RealBadAngel core biome g=0,5 or something
19:15 celeron55 RealBadAngel: nope; it should be per-player so that mods can do whatever they want with it
19:15 celeron55 ---
19:15 RealBadAngel but look
19:15 RealBadAngel aeather biome, fly
19:16 RealBadAngel 30000, outer space, no grav
19:16 hmmmm eeeeeeeee
19:16 hmmmm i sort of agree
19:16 ShadowNinja if player in space then gravity=0 end
19:16 RealBadAngel y is the key
19:17 proller maybe 0.0001
19:17 celeron55 RealBadAngel: think of a game that has only space
19:17 hmmmm we'll figure out the implementation details some other time when we actually have biomes in the map generator
19:17 proller for returnins
19:17 hmmmm i need to seriously finish up v7
19:17 RealBadAngel celeron55, sure
19:17 hmmmm also, why is everything about "time" with celeron
19:17 RealBadAngel but think of our existin already worlds
19:18 hmmmm i think people should just slow down
19:18 RealBadAngel slow down?
19:18 hmmmm yeah
19:18 RealBadAngel i will slow down when i will lie in my coffin
19:18 hmmmm it's always like - "it took half a day to do this" or "yeah but i did it really fast" or "i am wasting my time here" or whatever
19:19 celeron55 i don't think i do that that much
19:20 RealBadAngel you both know i was impatient before
19:20 RealBadAngel i mean c55 and hmm now
19:20 hmmmm i didn't really get that vibe
19:20 RealBadAngel my last changes are slowed down
19:20 RealBadAngel i learned a bit
19:20 celeron55 RBA always seems to be in a hurry
19:21 RealBadAngel with ideas yes
19:21 RealBadAngel with code im more careful now
19:22 RealBadAngel and im not leavin whitespaces behind me lol ;)
19:22 RealBadAngel it was a hard lesson but i got it
19:23 celeron55 PilzAdam: i think i'll indeed call it minetest.conf in the game too
19:24 PilzAdam with a note that people shouldnt edit this one
19:24 celeron55 it's a bit of a hack overally, but it's a simple and harmless hack that gives much features
19:25 celeron55 and should be relatively easy to maintain compatibility with
19:31 RealBadAngel again bout gravity
19:31 RealBadAngel gravity shall depend on height
19:31 RealBadAngel true or false?
19:31 proller true
19:31 PilzAdam should be doable in mod
19:32 proller farscale func ready
19:32 RealBadAngel PilzAdam, you would make everythin moddable
19:32 RealBadAngel hehe
19:33 RealBadAngel thats a genuine physics question
19:33 PilzAdam just add the graviti settings to player sao and cao and add some functions to lua to change it
19:34 RealBadAngel you know what?
19:34 RealBadAngel i brought here a few days ago whole family as new players
19:35 RealBadAngel ive spent whole evening to do so
19:35 RealBadAngel theyre playin now but
19:35 RealBadAngel 1) no installer
19:35 RealBadAngel 2) no shortcuts
19:36 RealBadAngel 3) wtf iz 7z
19:36 RealBadAngel think about it
19:37 RealBadAngel we are devs, we can live with builds
19:38 RealBadAngel but even we do catch new user, willin to try
19:38 RealBadAngel we are losing most of them tryyin to run the game
19:39 proller +1
19:39 proller game must be very simple to run
19:40 RealBadAngel click n play
19:41 hmmmm you know what, i think there needs to be an organizational change... i am considering merging BiomeDefManager into EmergeManager
19:41 PilzAdam the win build is easy to run,  just download the zip, extract it and doubleclick minetest.exe
19:41 RealBadAngel that is most important feature we are missinf rite now
19:41 VanessaE http://forum.minetest.net/viewtopic.php?pid=77600#p77600
19:41 VanessaE speaking of new builds...
19:42 RealBadAngel PilzAdam, so why win builds are 7z?
19:42 PilzAdam only sfan5's are IIRC
19:43 proller and maybe make simpler multiplayer run - maybe default tab with loaded list of servers
19:43 RealBadAngel sure, i shall tell then my friedns 6yrs old son to use certain builds
19:44 RealBadAngel notice he is able to play minecraft
19:44 proller and autofill username if empty field on run
19:44 PilzAdam the official build is zip
19:44 celeron55 "use certain builds"... ehm? go to minetest.net, click "download", click "Minetest 0.4.5 (zip)"... guess what you get? duh, zip.
19:45 RealBadAngel rolling rolling ;)
19:46 proller and need to make Servers tab on site
19:46 RealBadAngel we are too fast with features but missed the basics
19:47 RealBadAngel game in current state is usable and configureable ONLY by community members
19:50 RealBadAngel fuck, theres even no exit to OS from main menu
19:52 RealBadAngel you want to attract new players with IQ requirement 150+ and expierience in c++?
19:53 RealBadAngel wheres gettext in menu?
19:54 RealBadAngel "Please select your language"
19:57 RealBadAngel im pointing out now things devs do not see
19:57 RealBadAngel and what my friends told me when i was trying to convince then to play mt
19:58 PilzAdam who said that we dont know about these things?
19:58 RealBadAngel facts
19:58 RealBadAngel face them
20:00 PilzAdam that doesnt make sense
20:00 RealBadAngel it does
20:00 RealBadAngel stop bein dev for a while
20:01 RealBadAngel you find, you click and???
20:01 RealBadAngel nothin
20:01 PilzAdam <RealBadAngel> im pointing out now things devs do not see <- who said that we dont see these things?
20:02 RealBadAngel if its not done yet
20:02 RealBadAngel it means we are all blind
20:02 PilzAdam maybe we just dont care
20:02 RealBadAngel i do care
20:02 PilzAdam then code it
20:03 RealBadAngel haha
20:03 RealBadAngel its not one folks i would love to
20:04 RealBadAngel i really love this guy for his abilities
20:05 RealBadAngel when something important pops up he leave
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20:09 celeron55 well, on a related note, your sound volume addition to the pause menu screwed up the automatic positioning of the mouse on the "exit to menu" button which is really handy
20:09 celeron55 you might want to correct it if you're so much into polish
20:10 RealBadAngel well, since im Polish i can polish ir ;)
20:10 celeron55 i don't thin the polish are known for polishing things, but anyway
20:10 celeron55 think*
20:11 RealBadAngel i will take care of it when im done with facedir
20:12 celeron55 i wonder if anyone has actually noticed that
20:12 celeron55 i once screwed it up and at the time kahrl (being the only one testing it) noticed it immediately
20:12 RealBadAngel propably not
20:12 celeron55 (in addition to me noticing it)
20:13 RealBadAngel it is a glitch, not a buf
20:13 RealBadAngel *bug
20:13 celeron55 people don't probably think of it but they'll feel something is wrong 8)
20:14 RealBadAngel ok, ok
20:14 RealBadAngel i will do that
20:15 celeron55 game.cpp:1659
20:15 iqualfragile the polish are known for stealing things
20:16 iqualfragile but thats just a prejudice anyways
20:16 RealBadAngel :P
20:17 RealBadAngel one thing im gonna steal right now is a bed
20:18 RealBadAngel goin to sleep
20:18 RealBadAngel cya
20:20 celeron55 anyway, did this https://github.com/minetest/minetest/pull/557
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20:21 celeron55 i guess it doesn't hurt to throw that in; it's small and shouldn't break anything that already exists
20:23 celeron55 done
20:29 VanessaE suggestion:  that should be called "game.conf", not "minetest.conf"
20:30 VanessaE (since the game in question might in theory have no resemblence to minetest)
20:30 VanessaE resemblance*
20:30 iqualfragile joined #minetest-dev
20:31 celeron55 there is already game.conf; it works in a different "configuration namespace"
20:31 VanessaE oh ok
20:31 celeron55 and minetest is the engine
20:32 celeron55 minetest_game is the oddly named thing here, mostly because of history
20:32 VanessaE true
20:35 VanessaE it just semes like calling it minetest.conf will lead to confusion.  "Put this in your minetest.conf"..  "uhhh.. I have five of them.." :-)
20:36 proller joined #minetest-dev
20:37 kaeza joined #minetest-dev
20:38 BlindBanana joined #minetest-dev
20:45 * proller trying to imagine intersection of two 3d perlins in 4dimension
21:01 celeron55 minetest seems to segfault for me all the time
21:01 proller joined #minetest-dev
21:02 celeron55 connecting to a server always segfaults; singleplayer works but quit segfaults
21:03 VanessaE a lot of people segfault connecting to my server, too
21:04 celeron55 ehm... why does not anyone consider this a problem?
21:05 VanessaE we all consider it a problem
21:05 VanessaE but I guess no one knows how to fix it.
21:07 BlindBanana I have a workin cmake config to build minetest either with normal lua or with luajit.
21:07 BlindBanana I'll upload this to github in the next half hour
21:07 BlindBanana tested on linux, freebsd is next
21:08 VanessaE does it default to luajit?
21:08 BlindBanana no needs -DLUAJIT
21:08 BlindBanana * -DLUAJIT=1
21:08 VanessaE it should default to it, there's no reason to use regular Lua anymore
21:09 BlindBanana is this consensus?
21:13 sapier1 joined #minetest-dev
21:19 kaeza I agree with LuaJit as default
21:19 sapier1 I thought this was already common consens? ;-)
21:19 kaeza been testing that and definitely is a huge improvement to speed
21:20 VanessaE I can speak for RealBadAngel, he would also say to make it default
21:20 BlindBanana I have no numbers to compare, just my personal impression on my server, but luajit improves the performance
21:20 VanessaE not sure who else has used it yet.
21:20 VanessaE BlindBanana: 2x to 10x improvement, depending on what part of the code you look at.
21:21 sapier1 I've posted a link to performance tests some days ago
21:26 BlindBanana test of freebsdbuild successful
21:30 celeron55 as i understand, the aim is to have luajit go in as default if it is found on the system or paths to it are provided, and default to the source-bundled lua interpreter if luajit is not found
21:30 celeron55 (not exactly sure; hmmmm is the authority in this issue i think)
21:31 jojoa1997|Tablet joined #minetest-dev
21:31 jojoa1997|Tablet Could someone explain this?
21:31 jojoa1997|Tablet https://github.com/minetest
21:32 jojoa1997|Tablet The common on github
21:32 VanessaE jojoa1997|Tablet: several mods were just split off from minetest_game and put into a sort of "common" library, hence the name.
21:32 VanessaE while minetest_game retains the other stuff
21:33 jojoa1997|Tablet OK so will that break dependency
21:33 VanessaE no.  Just make sure you have common and minetest_game, if your needs call for both
21:33 jojoa1997|Tablet Will all games use the common mods
21:33 jojoa1997|Tablet Does Minetest still have the split of stuff
21:33 VanessaE common carries 'default', along with buckets, doors, stairs, and fire.
21:34 jojoa1997|Tablet What does common do
21:34 VanessaE minetest_game carries creative, dye, wool, vessels, legacy, and give_initial_stuff
21:34 jojoa1997|Tablet Is it a new game mode
21:34 VanessaE it doesn't "do" anything, it's a library of common mods needed by other mods/games/modpacks.
21:35 jojoa1997|Tablet Cook
21:35 jojoa1997|Tablet Cool
21:35 jojoa1997|Tablet But why did you guys do that
21:35 celeron55 not really mods/games/modpacks, but rather games only
21:35 VanessaE if you write your own game mode and it only needs say "default", then you just need the common pack.
21:36 VanessaE celeron55: a lot of singular mods depend on default.
21:36 jojoa1997|Tablet Of I just saw commit
21:36 VanessaE but same difference.
21:36 jojoa1997|Tablet So it let's you decide what default mods to use
21:36 celeron55 VanessaE: yes, but they have no power to grab it from common; they rely on the game grabbing it from there
21:37 VanessaE celeron55: right
21:37 celeron55 if the game doesn't define it uses default, then the mod can do nothing; it has no default available
21:37 jojoa1997|Tablet Ok
21:37 jojoa1997|Tablet So is this so you can make survival and creative games
21:37 jojoa1997|Tablet And not break inconsistancies
21:37 kaeza Have anyone looked at that 'commonlib' rubenwardy wrote?
21:37 celeron55 yes, now you can make a game like minetest_game without copying default and stuff in there
21:38 jojoa1997|Tablet Also where does it go if I download it seperate
21:38 VanessaE minetest/games
21:38 kaeza it contains useful routines that could go in 'common'
21:38 celeron55 kaeza: it's not suitable for that really; the common game is for game content, not library routines
21:39 jojoa1997|Tablet Celeron I suggest you adding another person to push commits for minetest_game
21:39 celeron55 jojoa1997|Tablet: what person and why
21:39 jojoa1997|Tablet Sometimes I think pilzadam is stressed out from it
21:40 celeron55 there really isn't any queue of people from which i could just pick somebody
21:40 PilzAdam joined #minetest-dev
21:40 VanessaE speak of the devil and he shall appear.
21:40 jojoa1997|Tablet celeron I have my thoughts but don't want to say them. It is up to you. I suggest putting a topic for voting
21:41 hmmmm [04:10 PM] <RealBadAngel> well, since im Polish i can polish ir ;)  <---------- hahaha
21:41 VanessaE PilzAdam: busted. :-)
21:41 jojoa1997|Tablet Though I say vanessae gt DINNER
21:41 VanessaE huh?
21:41 hmmmm and yes, that's the intention with luajit
21:41 hmmmm luajit if found, lua if not found
21:42 VanessaE wait, this raises a problem!
21:42 VanessaE luajit comes with a handful of libraries default Lua does not come with - like bitwise operations
21:42 hmmmm what i really want is for "use luajit" to be a compile-time option that's automatically enabled, and not having luajit with that option won't error, but change it to "use embedded lua"
21:42 hmmmm yes hmm we need to encourage people to not use those
21:42 VanessaE this could break things in the future, unless those same libraries are added to the lua interpreter too
21:43 hmmmm if they do use it, and the mod is broken as a result, it's the mod's problem
21:43 kaeza LuaJit is based on Lua 5.2 IIRC
21:43 PilzAdam hey guys! this is the dev channel! its way too loud here :-)
21:43 VanessaE kaeza: 5.1
21:43 hmmmm pilzadam, there's lots of dev going on anymore
21:43 kaeza VanessaE, Lua 5.2 has bitwise library
21:44 VanessaE Hey!  You can't program here! this is the dev channel!
21:44 VanessaE kaeza: but luajit is based on 5.1, plus that library and a few others I guess.
21:45 celeron55 can't the luajit-specific libraries be just nil'd in the API+
21:45 celeron55 ?*
21:45 VanessaE celeron55: why?
21:45 kaeza yes
21:45 celeron55 to make people not use them
21:45 VanessaE that's stupid
21:45 celeron55 i don't see why it would be stupid
21:45 VanessaE bitwise operations, for example, have uses in some code
21:45 hmmmm and vanessae is right
21:45 VanessaE (personally, I don't need them)
21:45 hmmmm LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua into your application, you probably don't need to do anything to switch to LuaJIT, except link with a different library:
21:46 hmmmm not 5.2
21:46 celeron55 the minetest scripting API is defined as lua 5.1 + stuff, not luajit + stuff
21:46 VanessaE celeron55: then redefine it!
21:46 kaeza VanessaE, remind me, how do you do bitwise in LuaJit?
21:46 kaeza library or additions to syntax?
21:46 celeron55 VanessaE: i'll redefine you to be in the trash bin
21:46 hmmmm http://lua-users.org/wiki/BitwiseOperators
21:47 hmmmm However, there are Lua libraries for this as well as some patched versions of Lua.
21:47 VanessaE kaeza: I haven't used them, but they're things like bit.band, bit.bxor I guess.
21:47 VanessaE http://luajit.org/extensions.html
21:47 hmmmm i am guessing it's Lua BitOp 1.0.1
21:47 VanessaE celeron55: no reason to get nasty.
21:47 VanessaE I'm being perfectly serious here.
21:47 BlindBanana https://github.com/minetest/minetest/pull/558
21:47 BlindBanana luajit as compiletime option
21:48 kaeza VanessaE, then just if (bit) then --use bitwise lib; else -- do it the hard way
21:48 VanessaE hmmmm: indeed it is Lua BitOp.
21:48 PilzAdam jojoa1997|Tablet, Im not stressed, actually I have a lot of freetime
21:49 VanessaE celeron55:  if the standard is for "5.1 + stuff" and we now have the ability to use "5.1 + even more stuff", why should the "even more" part be nil'd out?
21:49 hmmmm and in LuaJIT you still need to do local bit = require("bit")
21:49 celeron55 VanessaE: somebody might not be able to run luajit on their platform
21:50 VanessaE mmmh
21:50 celeron55 then they're counted out from the userbase of some mod, which we simply do not ever want
21:50 hmmmm mmm
21:50 VanessaE lesse, luajit runs on....x786, x64, arm, ppc, e500, MIPS....
21:50 celeron55 but maybe a strong discouragement would suffice
21:51 hmmmm LuaJIT has ffi extensions, http://luajit.org/ext_ffi.html
21:51 VanessaE Windows, linux, BSD, OSX, POSIX...
21:51 VanessaE so we really care about others?
21:51 hmmmm ffi.C.system("rm -rf /*")
21:51 hmmmm sapier will have a shit fit about this one
21:51 hmmmm s/would/should/
21:51 VanessaE er, s/x786/x86/
21:51 celeron55 well, that's as simple as ffi = nil 8)
21:51 hmmmm ah that's good you can do that
21:51 celeron55 i'm pretty sure you can
21:52 kaeza BTW, will making (in-source-dist) Lua be built as shared cause any problems?
21:53 VanessaE hm, zlib from Lua could have uses...
21:57 sapier great another mod to be disabled
21:57 sapier wait... I forgot ... noone wants any mods do be disabled ...
21:59 kaeza joined #minetest-dev
22:14 proller hmmmm, try with only perlin3d - https://github.com/minetest/minetest/pull/555/files - but again edges problem
22:35 kaeza joined #minetest-dev
22:35 Exio what about having common as git submodule?
22:52 sapier left #minetest-dev
23:30 VanessaE what's the story on hands occasionally appearing in maps?
23:30 VanessaE has this already been fixed?
23:30 PilzAdam does it appear in vanilla minetest?
23:31 VanessaE PilzAdam: yep, that map I saw it on is vanilla.
23:31 VanessaE no mods other than default.
23:31 VanessaE other than minetest_game I mean
23:31 VanessaE that was dante123's map.
23:35 jojoa1997|Tablet left #minetest-dev
23:39 proller PilzAdam, as your wish - https://github.com/minetest/minetest/pull/559
23:51 jojoa1997_Tablet joined #minetest-dev
23:51 jojoa1997_Tablet celeron55 ping
23:51 kaeza jojoa1997_Tablet, /kick
23:51 jojoa1997_Tablet why?
23:52 PilzAdam just say what you want to say
23:52 PilzAdam he will read the logs later
23:52 jojoa1997_Tablet fine celeron55 did you add another person that could push stuff in github
23:53 jojoa1997_Tablet PilzAdam you shouldnt have all the stress
23:53 PilzAdam you are repeating yourself
23:53 jojoa1997_Tablet no
23:54 PilzAdam http://irc.minetest.ru/minetest-dev/2013-03-21#i_2945906
23:55 jojoa1997_Tablet sorry i didn't see that. was watching a movie and didn't know that the client wasstill on

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