Time |
Nick |
Message |
00:02 |
RealBadAngel |
hmmmm, have you seen the effect? |
00:11 |
hmmmm |
woah |
00:11 |
hmmmm |
i haven't seen it, but wow, that really looks nice |
00:19 |
RealBadAngel |
hmmm, apply the changes to main.cpp |
00:19 |
RealBadAngel |
and see it live |
00:20 |
hmmmm |
okay |
00:21 |
RealBadAngel |
got the source pictures? |
00:22 |
hmmmm |
no |
00:22 |
hmmmm |
that's alright though |
00:22 |
RealBadAngel |
hold |
00:22 |
RealBadAngel |
http://cisoun.dyndns.org/minetest.png |
00:22 |
hmmmm |
what do i name it as? |
00:22 |
RealBadAngel |
save it in /textures/all/menusplash.png |
00:23 |
hmmmm |
ahh |
00:23 |
hmmmm |
that white effect in the forground isn't a cloud |
00:23 |
VanessaE |
nono menusplash_clouds.png |
00:24 |
RealBadAngel |
http://i.imgur.com/Ub0L0Ky.png |
00:24 |
hmmmm |
doesn't seem to matter to me |
00:24 |
RealBadAngel |
and this into /textures/all/menuheader.png |
00:24 |
hmmmm |
i just renamed menuheader to something else and it did the trick just fine |
00:25 |
RealBadAngel |
so, got it working? |
00:26 |
hmmmm |
yeah |
00:26 |
RealBadAngel |
and? |
00:26 |
hmmmm |
for some reason it's choppy |
00:26 |
hmmmm |
the angle is right though |
00:26 |
RealBadAngel |
ahhh |
00:26 |
RealBadAngel |
i may know why |
00:26 |
hmmmm |
nevermind that |
00:27 |
RealBadAngel |
see khonkhortisan's pull request |
00:27 |
hmmmm |
now that i'm thinking about it, i don't know if we should have this as the default background |
00:27 |
hmmmm |
it gets screwed up if you don't have the same aspect ratio as the image |
00:27 |
hmmmm |
(i don't) |
00:28 |
RealBadAngel |
so fix the scaling just |
00:28 |
hmmmm |
how do we do that? |
00:28 |
RealBadAngel |
dunno yet :) but shouldnt be that hard to keep correct ratio |
00:28 |
hmmmm |
:/ |
00:29 |
hmmmm |
make sure it doesn't look screwed up before it becomes a default part of minetest |
00:29 |
hmmmm |
also this is not going in for 0.4.6 |
00:29 |
RealBadAngel |
i saw how its done |
00:29 |
hmmmm |
feature freeze, seriously |
00:29 |
hmmmm |
just cleaning up some code right now and fixing things |
00:29 |
VanessaE |
feature freeze sounds fine to me also, btw |
00:29 |
RealBadAngel |
it takes picture of any resolution, and fits the screen of given siz |
00:30 |
RealBadAngel |
size |
00:30 |
VanessaE |
(as if you give two shits ;) ) |
00:30 |
RealBadAngel |
without lookin at original size |
00:30 |
hmmmm |
right now i'm going to fix the cave division by zero and whatever |
00:30 |
hmmmm |
ahh |
00:30 |
hmmmm |
i have an idea of how you do it |
00:30 |
hmmmm |
you crop the edges |
00:30 |
VanessaE |
cropping the sides is fine as long as you can avoid cropping too much |
00:31 |
RealBadAngel |
well |
00:32 |
RealBadAngel |
i got another idea |
00:32 |
hmmmm |
(pic_cy/pic_cx) * screen_cy will be the width |
00:32 |
RealBadAngel |
why forcing it to work with one image |
00:32 |
RealBadAngel |
when we can split it as before? |
00:32 |
hmmmm |
so screen_cx - ((pic_cy/pic_cx)*screen_cy) / 2 will be the proper offset |
00:32 |
hmmmm |
horizontal offset |
00:34 |
RealBadAngel |
that should keep proper ratio |
00:34 |
RealBadAngel |
but also "minetest" logo can go for header and landscape for splash |
00:34 |
hmmmm |
yeah |
00:35 |
RealBadAngel |
this way folks can replace one or both |
00:35 |
RealBadAngel |
so same logo different landscape |
00:35 |
RealBadAngel |
maybe even default with time |
00:36 |
RealBadAngel |
like slideshow |
00:37 |
hmmmm |
hmm |
00:37 |
hmmmm |
if you don't have that background, the clouds look weird at that angle |
00:38 |
hmmmm |
if you have just clouds by itself, it needs to have the original angle |
00:38 |
hmmmm |
how are we going to do this |
00:38 |
VanessaE |
the config file idea maybe |
00:38 |
RealBadAngel |
yeah i know, if theres no file specified they shall be reverted to ones before |
00:38 |
hmmmm |
i don't want to overcomplicate adding in a texture pack |
00:38 |
hmmmm |
we don't want the user to have to add a configuration line just to use a texture pack.... |
00:38 |
VanessaE |
something the tex pack maker supplies with the pack |
00:39 |
RealBadAngel |
yup |
00:39 |
hmmmm |
there needs to be some better way |
00:39 |
hmmmm |
oh god, texture_meta.txt |
00:39 |
hmmmm |
:/ |
00:39 |
RealBadAngel |
lol no |
00:39 |
VanessaE |
think of how minetoon works, except a level below that |
00:39 |
hmmmm |
map_meta, env_meta, texture_meta, meta_meta, blah blah |
00:39 |
VanessaE |
nonono the tex pack maker will supply the config file as part of the pack, the engine shall look for it and read it from the same place the texture images come from |
00:39 |
RealBadAngel |
lets just assume two possibilities |
00:40 |
RealBadAngel |
or 3 even |
00:40 |
VanessaE |
that way it's transparent to the user |
00:40 |
hmmmm |
so you want to have a minetest.conf in the texture directory |
00:40 |
hmmmm |
mmmmmm |
00:40 |
RealBadAngel |
menu=clean, clouds, animated |
00:40 |
VanessaE |
naw |
00:40 |
VanessaE |
texturepack.conf |
00:40 |
hmmmm |
that's basically the same thing as texture_meta.txt |
00:40 |
VanessaE |
included right next to e.g. default_stone.png and so on |
00:41 |
hmmmm |
all these .txt and conf files, i'm going mad |
00:41 |
hmmmm |
game.conf |
00:41 |
hmmmm |
conf.conf |
00:41 |
VanessaE |
lol |
00:41 |
RealBadAngel |
just one setting |
00:41 |
hmmmm |
conf_meta.txt |
00:41 |
VanessaE |
wait, you forgot to think of the future: conf.conf.d |
00:41 |
VanessaE |
;) |
00:42 |
hmmmm |
we should use systemd to make sure our configuration for the menu background is correct |
00:42 |
hmmmm |
but seriously |
00:42 |
hmmmm |
is it just me, or is there too much focus being put on a goddamn menu |
00:42 |
VanessaE |
too much focus? no. too much on stuff that isn't really all that important in the grand scheme? maybe a tad so. |
00:42 |
RealBadAngel |
cmon, why do you paint walls at your house? :) |
00:43 |
VanessaE |
for example, if I were making changes to the menu, the first thing I'd do is rip out that stupid 'tape and glue' and other stuff on the left edge of the menu |
00:43 |
hmmmm |
i did that though |
00:43 |
VanessaE |
nope.avi |
00:43 |
hmmmm |
oh, you mean the lettering all together |
00:43 |
VanessaE |
yeah |
00:43 |
hmmmm |
i changed it from tape and glue to singleplayer |
00:44 |
VanessaE |
is that what it says? it's so badly spaced on my screen I can't see the whole thing |
00:44 |
VanessaE |
the tab already says singleplayer, why does the side need to also? |
00:44 |
hmmmm |
yeah, i noticed that with a couple peoples' screenshots |
00:44 |
hmmmm |
i don't know.. |
00:44 |
hmmmm |
celeron put it there, he thought it would look good |
00:44 |
VanessaE |
that's one thing |
00:44 |
VanessaE |
another is menu focus. When I click over to, say, the credits tab, my focus is not on the scroll box, |
00:45 |
VanessaE |
er text box/list |
00:45 |
VanessaE |
so I can't scroll with my mouse wheel until I click on it. |
00:45 |
hmmmm |
that's easily fixable |
00:45 |
VanessaE |
it's the little trivial things that need polished on the menu |
00:45 |
VanessaE |
the big stuff, not so much |
00:45 |
hmmmm |
i can't test it though because my mouse wheel doesn't work anymore |
00:46 |
* Exio |
hands an usb mouse to hmmmm |
00:46 |
hmmmm |
i have one, it's just so worn out |
00:47 |
VanessaE |
multiplayer public list suffers the same issue btw |
00:47 |
VanessaE |
heh |
00:47 |
VanessaE |
time for a new mouse |
00:47 |
hmmmm |
too cheap |
00:47 |
VanessaE |
I like my little wireless one. 13 bucks at wally world I think |
00:47 |
VanessaE |
or 15, something like that |
00:48 |
Exio |
my actual mouse was 35 ARS like a month ago |
00:48 |
VanessaE |
hmmmm: that has GOT to irritate the fuck out of you when you browse the web though |
00:48 |
Exio |
(if you wonder, ~6.8 USD) |
00:48 |
VanessaE |
I feel completely helpless without a mouse wheel |
00:48 |
VanessaE |
:) |
00:49 |
RealBadAngel |
shall we donate for a mouse for hmm? |
00:49 |
hmmmm |
not really, i adapted to it |
00:49 |
VanessaE |
playing MT would become a challenge too |
00:49 |
hmmmm |
i click on the middle mouse wheel and go down with my mouse in one motion |
00:49 |
Exio |
for what is the mouse wheel needed in MT? |
00:49 |
hmmmm |
and then let go |
00:49 |
hmmmm |
scrolling down listboxes without having to click on the scrollbars |
00:49 |
RealBadAngel |
i like A4tech mices |
00:50 |
VanessaE |
Exio: it cycles through your hotbar, wield |
00:50 |
RealBadAngel |
theyre rock solid |
00:50 |
Exio |
oh |
00:50 |
Exio |
am i the only who got used to 1-9? :P |
00:50 |
VanessaE |
I guess so :) |
00:51 |
hmmmm |
no |
00:51 |
hmmmm |
i have to use 1-9 too now |
00:51 |
hmmmm |
same with any FPS |
00:51 |
hmmmm |
actually playing games is quite painful for my setup |
00:51 |
hmmmm |
keeps me from wanting to waste my time on them |
00:51 |
Exio |
that is true |
00:52 |
Exio |
when i only had my netbook i was more "useful" in terms of code |
00:52 |
Exio |
and tried to optimize things to the max |
00:52 |
Exio |
now i just play 50% of the time, the other 50% is between irc, irc, irc, irc, vim, irc, irc, and irc |
00:53 |
hmmmm |
i think i'm being more productive but in reality i'm just wasting more time on irc |
00:53 |
RealBadAngel |
solution for better productivity: ban developers in irc |
00:53 |
hmmmm |
mailing lists |
00:53 |
RealBadAngel |
ban |
00:53 |
VanessaE |
I wouldn't say time on IRC is wasted |
00:53 |
VanessaE |
think about how much more you can get done when you can discuss things live |
00:54 |
Exio |
suddenly engine reworked and 95% of the code rewrote in 10 days |
00:54 |
RealBadAngel |
ofc not, just laughing |
00:54 |
VanessaE |
after all, it's easy enough to ctrl-q if you need to avoid the distraction for a while |
00:54 |
VanessaE |
(though no one discourages that of course) |
00:54 |
RealBadAngel |
sharing ideas is also important |
00:54 |
Exio |
VanessaE: it depends, every second you use in IRC "would be" a second in your IDE, or editor |
00:54 |
RealBadAngel |
and discussing them |
00:54 |
VanessaE |
Exio: the same is true for reading/writing emails on a mailing list. |
00:55 |
VanessaE |
the only difference is how much focus you dedicate to an IRC chat versus an email |
00:55 |
Exio |
the chat "eats" more seconds because realtime |
00:56 |
Exio |
outside that, we wasting the time! i should be coding the net-lib for my project and watching videos for the course |
00:56 |
RealBadAngel |
hehehe |
00:56 |
Exio |
we are wasting our time* |
00:56 |
RealBadAngel |
no, we are socializing :P |
00:56 |
RealBadAngel |
use to it :) |
00:57 |
Exio |
a cute and nice way to say "wasting"? :P |
00:57 |
|
VanessaE joined #minetest-dev |
00:57 |
Exio |
welcome back VanessaE :P |
00:57 |
VanessaE |
oops |
00:57 |
VanessaE |
speaking of ctrl-q.. |
00:57 |
Exio |
xD |
00:57 |
RealBadAngel |
lol |
00:57 |
VanessaE |
and rba |
00:58 |
VanessaE |
and rba's right, socializing. |
00:58 |
VanessaE |
anyone who doesn't like to socialize even a little probably needs to rethink their life. |
00:58 |
VanessaE |
(or go get laid, one or the other ;) ) |
00:59 |
Exio |
I just "joke" about that, but the thing is, at some point it is useful |
00:59 |
Exio |
but normally "it gets" just a waste of time |
00:59 |
Exio |
when you were able to be coding, and i know what i'm saying |
00:59 |
RealBadAngel |
i think prestidigator paid the price today for not being socialized |
00:59 |
RealBadAngel |
dont you think hmmmm ? |
00:59 |
Exio |
hehe |
00:59 |
Exio |
that is an extreme |
00:59 |
hmmmm |
not sure |
01:00 |
VanessaE |
no, prestidigitator just didn |
01:00 |
hmmmm |
with his personality, i bet he would've continue on anyway |
01:00 |
VanessaE |
didn't communicate effectively. |
01:00 |
RealBadAngel |
if he could start such massive change with some questions |
01:01 |
VanessaE |
one more thing btw, |
01:01 |
VanessaE |
offtopic: |
01:01 |
hmmmm |
frog in the pot |
01:01 |
hmmmm |
seriously |
01:01 |
VanessaE |
well, no. skip the offtopic part. |
01:01 |
RealBadAngel |
he would end with good code |
01:01 |
hmmmm |
he couldn't start out making small changes first? |
01:01 |
VanessaE |
hmmmm: I agree. |
01:02 |
hmmmm |
anyway what were you going to say |
01:04 |
RealBadAngel |
hmmmm, propably he wanted to finish the task as he was seein it. his error was not to ask other if he is not breakin other things. |
01:04 |
VanessaE |
me? |
01:04 |
hmmmm |
yeah |
01:04 |
hmmmm |
realbadangel, in his eyes he was fixing everything |
01:04 |
VanessaE |
I was going to suggest a new default font and some minor text position tweaks to be inserted after 0.4.6 goes out |
01:04 |
VanessaE |
http://forum.minetest.net/viewtopic.php?id=4436 |
01:04 |
VanessaE |
this. |
01:05 |
hmmmm |
he believed that noise.cpp was horribly broken because it didn't follow his extreme OOP guidelines |
01:05 |
Exio |
full OOP sucks unless you are insane |
01:05 |
Exio |
it is ok at some point |
01:05 |
VanessaE |
you know what? fuck oop. it's not the be-all, end-all of programming |
01:05 |
VanessaE |
we got by just fine without it for what, 40 years? |
01:06 |
Exio |
the OOP-way with objects and "the basic OOP rules" is good for me for very big projects |
01:06 |
hmmmm |
vanessa, what do others think about it? |
01:06 |
VanessaE |
hmmmm: other who have used it do seem to like it |
01:06 |
sapier |
oop is (at least by now) best way to manage complexity ... maybe by some time someone will find a better paradigm |
01:06 |
Exio |
it is not |
01:06 |
sapier |
but as always to much of good is bad again |
01:06 |
Exio |
it is just *other way* to manage the stuff, not the best |
01:07 |
VanessaE |
hmmmm: as you can see on that thread, at least a couple of people saying it belongs as the default. But some UI and formspecs will need text position tweaks, and the engine's default kerning needs adjusted slightly. |
01:07 |
hmmmm |
changing it? especially right before 0.4.6? ehh.. |
01:07 |
sapier |
ok I forgot the imho ;-) |
01:07 |
hmmmm |
sapier, what do you think |
01:07 |
Exio |
ah |
01:07 |
hmmmm |
exio, you? |
01:07 |
VanessaE |
nono, put it in right *after* 0.4.6 |
01:07 |
hmmmm |
oh |
01:07 |
hmmmm |
i didn't read that |
01:07 |
sapier |
think about what? |
01:08 |
hmmmm |
a new default font |
01:08 |
hmmmm |
dejavu sans with a black border for better visibility |
01:08 |
Exio |
i don't bigger fonts really, but i can always change it |
01:08 |
Exio |
with the same size? |
01:08 |
hmmmm |
it looks slightly larger |
01:08 |
hmmmm |
i don't know really |
01:08 |
VanessaE |
Exio: it's slightly bigger than the old default, by maybe two points I guess |
01:08 |
RealBadAngel |
you know what? i think coders that use to code on their own have to pass one test. stop thinkin their ideas are best ever and just ask others |
01:09 |
hmmmm |
yeah, 1px border on each side |
01:09 |
hmmmm |
2 points larger |
01:09 |
Exio |
hm, i should try it |
01:09 |
hmmmm |
i've seen people use it in screenshots |
01:09 |
hmmmm |
i'm not sure if it's better, but it certainly looks different |
01:09 |
Exio |
any screenshot of it? |
01:09 |
VanessaE |
there are some minor kerning issues in the engine - the font itself is perfet :) |
01:09 |
VanessaE |
perfect* too |
01:09 |
hmmmm |
and it would definitely help visibility |
01:09 |
VanessaE |
Exio: um, first post of the thread? |
01:10 |
VanessaE |
Exio: http://forum.minetest.net/viewtopic.php?id=4436 |
01:10 |
Exio |
grr |
01:10 |
VanessaE |
hmmmm: best part, it's free :) |
01:10 |
VanessaE |
(as in beer and freedom) |
01:10 |
hmmmm |
there is no screenshot of it |
01:11 |
Exio |
in the game |
01:11 |
hmmmm |
that's not a screenshot, that's the actual font file |
01:11 |
VanessaE |
you mean like a screenshot of it in-game, sure |
01:11 |
VanessaE |
hold a sec |
01:11 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2003092013%20-%2001:46:02%20PM.png |
01:11 |
VanessaE |
as it appears in the menu |
01:11 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2002262013%20-%2008:16:56%20PM.png |
01:11 |
VanessaE |
in unified inventory |
01:11 |
hmmmm |
is that the kerning issue you speak of |
01:12 |
hmmmm |
how the r and the p is cut off for example in the tabs |
01:12 |
Exio |
well, i'd personally change it, but i see pretty good :P |
01:12 |
VanessaE |
hmmmm: a few chars lose one pixel off the right edge |
01:12 |
hmmmm |
yeah i see it now |
01:12 |
hmmmm |
hm |
01:12 |
VanessaE |
loke the r in Multiplayer |
01:12 |
VanessaE |
like* |
01:12 |
VanessaE |
the A in Advanced, etc. |
01:13 |
hmmmm |
i would add it if it were as big as the current one is |
01:13 |
Exio |
but i see it * |
01:13 |
hmmmm |
it does look way bigger and it has the kerning issues |
01:14 |
VanessaE |
the current font is just too small imho |
01:14 |
|
jojoa1997|Tablet joined #minetest-dev |
01:14 |
VanessaE |
but my eyes suck and my new glasses still have not arrived yet |
01:16 |
hmmmm |
what do you guys think about this https://github.com/minetest/common/pull/17 |
01:16 |
hmmmm |
i'd tell him to squash it |
01:16 |
hmmmm |
but i mean the actual content |
01:16 |
VanessaE |
bones? ew. |
01:16 |
VanessaE |
save that for survival only. |
01:16 |
hmmmm |
what are bones? |
01:17 |
VanessaE |
give_initial_stuff seems fine to me, though I don't us eit |
01:17 |
jojoa1997|Tablet |
No |
01:17 |
VanessaE |
bones takes away all your stuff on death |
01:17 |
VanessaE |
and puts them in a specially-textures locked chest |
01:17 |
hmmmm |
oh that's definitely survival |
01:17 |
jojoa1997|Tablet |
In build you have safe bonea |
01:17 |
hmmmm |
come on 0gb |
01:17 |
jojoa1997|Tablet |
You could use bones for recipes |
01:17 |
jojoa1997|Tablet |
Like black dye |
01:17 |
Exio |
he, i was late to say "shouldn't it in survival?" :P |
01:17 |
Exio |
like white dye you mean |
01:18 |
VanessaE |
G*d no |
01:18 |
VanessaE |
please no |
01:18 |
VanessaE |
ANYTHING but that |
01:18 |
RealBadAngel |
:) |
01:18 |
VanessaE |
bonemeal to make dye? that's just stupid |
01:19 |
Exio |
i'd like to see flowers in common |
01:19 |
jojoa1997|Tablet |
Same here |
01:19 |
RealBadAngel |
why not? kill some players to get dye |
01:19 |
VanessaE |
Exio: as would I, but plants_lib needs to be ported to C++ first. |
01:19 |
sapier |
kill vombies they give bones ;-) |
01:19 |
* RealBadAngel |
was joking :) |
01:20 |
jojoa1997|Tablet |
What I would like to see is item_pickup and making cheats drop items when dug added |
01:20 |
VanessaE |
I suppose I could take a crash course in C++ and do it myself, but I guarantee you it would not blend well with MT coding style guidelines. |
01:20 |
VanessaE |
jojoa1997|Tablet: I thought someone just added that? |
01:21 |
jojoa1997|Tablet |
No |
01:21 |
Exio |
i think with a "generate-ores" function like in the engine but for that stuff would be pretty good |
01:21 |
jojoa1997|Tablet |
Unless someone shows a commit |
01:21 |
Exio |
then just generate_plant in default :) |
01:22 |
Exio |
in that case |
01:22 |
VanessaE |
hm. it's only 429 lines of code. |
01:22 |
Exio |
i really think before "we" should wait for a biome-based mapgen |
01:22 |
* Exio |
looks around :P |
01:23 |
Exio |
and then do that stuff with the landscaper |
01:23 |
Exio |
and then do that stuff with the landscape * |
01:24 |
VanessaE |
bbl, time to bowl |
01:24 |
jojoa1997|Tablet |
Oh |
01:24 |
hmmmm |
https://github.com/minetest/minetest/commit/c517215bcf3c92ccef1690ad871a234e547c8435 |
01:25 |
jojoa1997|Tablet |
An easy biome definer would be nice |
01:26 |
sapier |
cam someone explain to me what exactly a biome is and what data is in there? |
01:26 |
hmmmm |
a biome |
01:26 |
Exio |
a biome is a biome |
01:26 |
Exio |
like in real life |
01:26 |
jojoa1997|Tablet |
atm there is desert biome and plains biome |
01:26 |
VanessaE |
sapier: which definition of biome? as in mapgen v7, or in plants_lib? |
01:26 |
hmmmm |
it is an area of land that has a certain set of attributes |
01:26 |
jojoa1997|Tablet |
a biome is a general area that is the same |
01:26 |
hmmmm |
such as a snowland, a desert, a mountan range, plains, so on |
01:27 |
hmmmm |
you know |
01:27 |
VanessaE |
hmmmm: hm? |
01:27 |
hmmmm |
it has a specific scientific meaning too |
01:27 |
VanessaE |
oh |
01:27 |
hmmmm |
Biomes are climatically and geographically defined as similar climatic conditions on the Earth, such as communities of plants, animals, and soil organisms,[1] |
01:27 |
hmmmm |
http://en.wikipedia.org/wiki/Biome |
01:28 |
VanessaE |
[citation needed] |
01:28 |
VanessaE |
l( |
01:28 |
VanessaE |
;) |
01:28 |
sapier |
I know I was aiming at the fact that mobf hase something like "environments" defining where a mob should be ... this requires e.g. air to be in there too ... as far as I understood this information isn't within current minetest biome definition ... is it? |
01:28 |
hmmmm |
mm yes |
01:28 |
hmmmm |
for mapgen v7, the intent is to tell lua what area is what biome |
01:29 |
hmmmm |
so you'd be able to spawn mobs in specific biomes |
01:29 |
sapier |
it's not only for spawning i need this information for movement too |
01:29 |
Exio |
with the mapgen v7 there will be a "whatbiome" function for nodes/blocks, etc? :P |
01:29 |
sapier |
e.g. a fish should never swim to air ;-) |
01:30 |
VanessaE |
ok, now I'm off. |
01:30 |
sapier |
great I'm looking forward to it :-) |
01:30 |
Exio |
good night VanessaE |
01:31 |
sapier |
hmm ... wait ... today night clock is skrewd up .... oops I think I should be in bed for an hour now ... gtg :-) |
01:32 |
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01:32 |
Exio |
hahaha |
01:37 |
hmmmm |
what do you guys think about https://github.com/minetest/minetest/pull/579 |
01:38 |
hmmmm |
it looks good enough |
01:38 |
Exio |
if it works, why not? |
01:38 |
hmmmm |
i don't know if it works, i didn't test it.... but it doesn't look from the code like there's any reason for it to not work |
01:39 |
Exio |
it seems to work, for me too |
01:39 |
jojoa1997|Tablet |
hmmmm i would love that |
01:39 |
hmmmm |
most patches, especially small ones like that, it's much less effort to just read the changes rather than test it |
01:39 |
jojoa1997|Tablet |
also |
01:39 |
jojoa1997|Tablet |
how do you give singleplayer all privs |
01:39 |
Exio |
./grant singleplayer all |
01:41 |
hmmmm |
there's a minetest.conf setting so you don't have to keep doing that on new worlds |
01:52 |
Exio |
what is the next thing in your todo list hmmmm? |
01:53 |
hmmmm |
flags field for oregen, base proller's latest modification on that |
01:54 |
VanessaE |
ok, back now. bowled 215 twice in a row. sucky. |
01:55 |
Exio |
hmmmm: some info for you in #mt |
01:56 |
hmmmm |
hm? you mean #minetest? |
01:56 |
hmmmm |
where |
01:56 |
Exio |
he, yep |
01:56 |
VanessaE |
hmmmm: 579, +10000 |
01:57 |
Exio |
i got used to say "#mt" "#mt-dev" "##se" "#fn" and so on :P |
01:57 |
VanessaE |
the code looks benign enough, too |
01:57 |
hmmmm |
i am doing like 8 pull requests at once. |
01:57 |
hmmmm |
get on my level |
01:58 |
VanessaE |
ok fine. 30/56. 99 are correct. Limited 4 and 8 are missing. |
02:08 |
hmmmm |
first things i want to do after 0.4.6 is released is finally add the LuaJIT, then add leveldb, then add sapier's huge change |
02:09 |
hmmmm |
what are your opinions on this https://github.com/ShadowNinja/minetest/commit/e7d9527e5185f647ee376e65190dac3c22b96009 ? |
02:10 |
VanessaE |
hmmmm: seems fair to me. |
02:11 |
hmmmm |
oh woa woa |
02:12 |
hmmmm |
https://github.com/PilzAdam/minetest/commit/38a6a7f5af3572d3100701f1d342e3a9238cce7b pilzadam, do you really mean to do this? you're copying an entire std::list for the sake of copying it again to newlist which probably copies it a third time |
02:13 |
VanessaE |
hmmmm: #minetest, your input is needed |
02:29 |
Exio |
just a random thing, what about this? https://github.com/minetest/minetest/pull/539 |
02:29 |
Exio |
a cosmetic and "just for completeness" change |
02:29 |
Exio |
stacks are already infinite, why not tools too? |
02:30 |
hmmmm |
no idea |
02:30 |
hmmmm |
need more of a consensus on that |
02:30 |
Exio |
yep, i just throw it |
02:30 |
VanessaE |
I would say yes. |
02:30 |
VanessaE |
even if the hand breaks everything in half a second, some tools are still faster |
02:31 |
VanessaE |
when you get used to it, suddenly half a second seems like forever. |
02:31 |
Exio |
i have changed the half second in my "local" repo to 0.1 |
02:34 |
VanessaE |
[03-30 22:30] <sdzen> does anyone think that a server should announce the *** Slowpoke joined the game, after it leaves the loading screen? |
02:34 |
VanessaE |
[03-30 22:33] <VanessaE> sdzen: I agree |
02:34 |
VanessaE |
[03-30 22:33] <VanessaE> it should not announce you have joined or show you in the world to other players until you yourself are able to play |
02:34 |
VanessaE |
(for after 0.4.6 I think) |
02:34 |
Exio |
just looking in the pull requests, https://github.com/minetest/minetest/pull/453 wasn't this already merged? |
02:35 |
VanessaE |
yes |
02:35 |
hmmmm |
plizadam forgot to close that |
02:44 |
Exio |
// WTF is this? It can't be right |
02:44 |
Exio |
lovely comments |
02:56 |
Exio |
lol, started geany for checking something in the config and segfaulted |
03:08 |
Exio |
what the hell? |
03:08 |
Exio |
changed one line in player.h because it didn't compile |
03:08 |
Exio |
now i need to recompile 80% of minetest, other time |
03:10 |
VanessaE |
hmmmm: got a second? |
03:15 |
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03:30 |
Exio |
does anyone like this? https://github.com/EXio4/minetest/commit/b448b431a0e47bc2f5d95bf99435509431eb07b1 |
03:31 |
Exio |
just tested it a bit, and does 95% of what the "optifine zoom" thing does |
03:31 |
VanessaE |
Exio: can you bind that to the middle mouse button? |
03:32 |
VanessaE |
(as in Quake, OpenArena, et.al) |
03:32 |
Exio |
hm... no for what i can see, (i just use the "same way" as other keybinds are working) |
03:32 |
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03:32 |
VanessaE |
ok, well someone can do that later |
03:33 |
jojoa1997|Tablet |
Allowing you to have to be zoomwd in for certain areas would be nicw |
03:33 |
jojoa1997|Tablet |
Like walking in radius of a special node |
03:33 |
VanessaE |
it would be quite handy in fact. |
03:33 |
Exio |
do you mean something like a "set_fov" from lua? |
03:35 |
Exio |
i use it with left control, but i don't see if that key "should be default" for that |
03:35 |
Exio |
i will take two screenshots for jojoa1997|Tablet now :) |
03:41 |
Exio |
jojoa1997|Tablet: http://exio4.com.ar/_/mt/zoom_out.png http://exio4.com.ar/_/mt/zoom_in.png |
03:44 |
jojoa1997|Tablet |
Wow that is a nice zoom distance |
03:44 |
Exio |
now i need to recall how you squash commits |
03:48 |
khonkhortisan |
something like git rebase -i HEAD~5 |
03:51 |
Exio |
k, done |
03:51 |
Exio |
https://github.com/EXio4/minetest/commit/3390906f3aad519c9ac5dbb19f3b407946f52b06 |
03:56 |
Exio |
i https://github.com/minetest/minetest/pull/583 |
03:56 |
Exio |
my work is done * |
03:57 |
Exio |
i'll remote the (like optifine) in the commit message, that is already in the pull request |
03:57 |
VanessaE |
why> |
03:57 |
VanessaE |
? |
03:57 |
VanessaE |
just leave it |
03:58 |
Exio |
for making the commit message "shorter"? |
03:58 |
Exio |
but ok |
03:58 |
VanessaE |
naw |
03:58 |
Exio |
i still didn't do anything :P |
03:59 |
VanessaE |
because your commit will be what gets added, so that part won't be redundant |
03:59 |
Exio |
hehe |
04:03 |
Exio |
the only things what i have coded in C++ for minetest are pure "cosmetic" things |
04:03 |
Exio |
the crosshair/selectionbox color and this |
04:03 |
VanessaE |
that's all I've done too |
04:03 |
VanessaE |
for C++ I mean |
04:04 |
Exio |
kaeza is going to like this change, a bit |
04:05 |
Exio |
s/change/option/ |
04:18 |
jojoa1997|Tablet |
It would be notice for zooming in with his gun mod |
04:20 |
Exio |
a proper way to do that would be with the lua_api, but i will not touch it until sapier's pull request gets implemented |
04:26 |
hmmmm |
yeah? |
04:26 |
hmmmm |
exio, could've sworn you've done more than that |
04:27 |
Exio |
hehe |
04:28 |
hmmmm |
i like that zoom thing |
04:28 |
hmmmm |
someone else had a patch that never got merged where they changed the FOV while running, but that was just weird |
04:28 |
hmmmm |
this is actually useful though |
04:29 |
Exio |
jeija |
04:29 |
Exio |
https://github.com/minetest/minetest/pull/385 |
04:31 |
hmmmm |
yeah... there was never a consensus on people liking it, so.. |
04:31 |
Exio |
well, i like higher FOVs when playing |
04:31 |
hmmmm |
i'll add your zoom though |
04:31 |
Exio |
if it is an option disabled by default (like finite_liquid is actually) |
04:32 |
Exio |
thanks? :P |
04:32 |
hmmmm |
not for 0.4.6, we're in a feature freeze right now |
04:32 |
Exio |
i got that |
04:32 |
Exio |
when 0.4.6 gets released there will be like 10 big changes in MT |
04:33 |
Exio |
the leveldb, luajit, sapier's api change |
04:33 |
hmmmm |
minetest is really developing fast, contrary to what people think |
04:34 |
hmmmm |
it's like we have more than enough material for a version change every month |
04:34 |
kaeza |
hm? |
04:34 |
Exio |
kaeza: https://github.com/minetest/minetest/pull/583 |
04:35 |
Exio |
hmmmm: minetest: http://en.wikipedia.org/wiki/Exponential_function |
04:35 |
hmmmm |
lol |
04:36 |
kaeza |
Exio, that is great |
04:58 |
Exio |
hmmmm: just a random question what i have (and i wonder), what is your age? |
04:58 |
hmmmm |
21 |
04:58 |
Exio |
that makes me feel like a child, |
04:58 |
Exio |
meh :P |
05:03 |
kaeza |
21? /me feels so old now :( |
05:23 |
jojoa1997|Tablet |
Off to bed cya |
05:33 |
hmmmm |
wait a minute |
05:33 |
VanessaE |
? |
05:33 |
hmmmm |
proller, why don't you just register two more ores for your height ranges? why do you need an absolute value anyway |
05:35 |
khonkhortisan |
rainbow skycaves |
05:38 |
RealBadAngel |
eh, cmon |
05:39 |
hmmmm |
well i am still adding it |
05:39 |
RealBadAngel |
diggin shall be fun |
05:39 |
hmmmm |
under the premise of saving another ore registration |
05:39 |
RealBadAngel |
even with 10+ ores caves are not rainbow ones |
05:40 |
RealBadAngel |
ofc with wise conditions |
05:40 |
RealBadAngel |
different heights, rarity etc |
05:42 |
Exio |
well, playing with the new minetest.register_ore |
05:42 |
Exio |
i made pseudo-floating-islands with dirt and so on |
05:45 |
RealBadAngel |
hmmmm, what are the plans for v7? |
05:46 |
hmmmm |
http://dev.minetest.net/Mapgen_V7 |
05:48 |
RealBadAngel |
so we are facin the problens hihglighted now? |
05:48 |
hmmmm |
well my first approach, yeah.. |
05:48 |
hmmmm |
i'm planning on scrapping it |
05:48 |
hmmmm |
the new approach can work out better |
05:48 |
RealBadAngel |
all? |
05:48 |
hmmmm |
yeah |
05:48 |
hmmmm |
i don't think it'll be too hard to come up with something better |
05:48 |
RealBadAngel |
you surely have too much spare time |
05:48 |
RealBadAngel |
lol |
05:49 |
hmmmm |
mapgen v7 is being made to be good |
05:49 |
hmmmm |
i'm going to put the node coloration thing off to the side for now, along with the block sending code |
05:49 |
RealBadAngel |
ok, so now make it PERFECT |
05:49 |
RealBadAngel |
not just good |
05:49 |
hmmmm |
if you're wondering about the node coloration, see the TODO |
05:50 |
hmmmm |
i want to add a new type of node, where you can define a table of colors and change node colors that way |
05:51 |
RealBadAngel |
can you say how would u like to achieve that? |
05:52 |
hmmmm |
i did |
05:52 |
RealBadAngel |
in TODO? |
05:52 |
hmmmm |
yea |
05:52 |
RealBadAngel |
link? |
05:52 |
hmmmm |
lol |
05:52 |
hmmmm |
http://dev.minetest.net/TODO#Add_colorlike_to_node_param_types |
05:53 |
RealBadAngel |
(sorry, bit tired) |
05:53 |
hmmmm |
calinou messed up that page by changing all the occurances of "chunk" to "block" when i really mean "chunk" |
05:53 |
hmmmm |
..grr |
05:54 |
Exio |
chunks -> mapblocks -> nodes |
05:54 |
Exio |
no? i mean, a chunk has mapblocks, and mapblocks "has" nodes? |
05:55 |
hmmmm |
a chunk is an NxNxN cube of mapblocks |
05:55 |
RealBadAngel |
hmmmm, i can see one problem already |
05:55 |
hmmmm |
a sector is a 1xNx1 selection of mapblocks |
05:55 |
hmmmm |
RBA, ? |
05:55 |
RealBadAngel |
new facedir is using more bits now |
05:56 |
hmmmm |
i thought it's only using 3? |
05:56 |
RealBadAngel |
was |
05:56 |
hmmmm |
er 5 |
05:56 |
hmmmm |
how many is it using now |
05:56 |
RealBadAngel |
mask 1F |
05:56 |
RealBadAngel |
0-23 dec |
05:56 |
hmmmm |
that's 5 bits |
05:56 |
hmmmm |
1 | 2 | 4 | 8 | 16 |
05:56 |
RealBadAngel |
yup |
05:57 |
hmmmm |
so yeah, you can still do 8 colors with facedir |
05:57 |
hmmmm |
what are you talking about then |
05:57 |
RealBadAngel |
really? |
05:57 |
hmmmm |
8 bits in a byte |
05:57 |
hmmmm |
you use 5 |
05:57 |
hmmmm |
i use 3 |
05:57 |
RealBadAngel |
its a wrong approach imho |
05:57 |
hmmmm |
what should i do then? |
05:57 |
VanessaE |
8 colors? ew. |
05:57 |
Exio |
how does MT handle the endian-ness in maps / so? |
05:57 |
khonkhortisan |
1F -> 00011111 |
05:57 |
RealBadAngel |
no no no |
05:57 |
hmmmm |
exio, it's big endian |
05:58 |
Exio |
always? |
05:58 |
hmmmm |
yeah |
05:58 |
RealBadAngel |
hold on all of you |
05:58 |
Exio |
ok |
05:58 |
hmmmm |
see serialization.cpp |
05:58 |
khonkhortisan |
holding on... |
05:58 |
Exio |
k, thanks |
05:58 |
RealBadAngel |
store modified data in nodes meta |
05:58 |
hmmmm |
can't do that at all |
05:58 |
hmmmm |
do you realize how heavy node metadata is? |
05:59 |
RealBadAngel |
c55 did that |
05:59 |
hmmmm |
stored node colors in node metadata? |
05:59 |
RealBadAngel |
more |
05:59 |
hmmmm |
node metadata is for things like storing items in chests |
05:59 |
hmmmm |
definitely not this |
05:59 |
hmmmm |
node metadata wouldn't be fast enough for what i want to do either |
06:00 |
RealBadAngel |
seen this code workin? |
06:00 |
hmmmm |
i haven't even started it yet |
06:00 |
hmmmm |
i just wrote on the todo what needs to be done, roughly |
06:00 |
RealBadAngel |
it allows to change textures, nodeboxes on the fly |
06:00 |
hmmmm |
i'll code it up and show you, and prove you wrong |
06:00 |
hmmmm |
it'll work great |
06:01 |
hmmmm |
but not now |
06:01 |
hmmmm |
mapgen v7 needs to get done |
06:01 |
hmmmm |
it's so anticipated |
06:02 |
RealBadAngel |
if you do that ill owe you big johny waker bottle, black labeled. |
06:02 |
hmmmm |
ok :) |
06:02 |
RealBadAngel |
*walker |
06:03 |
RealBadAngel |
deal? |
06:03 |
hmmmm |
deal |
06:03 |
Exio |
haha |
06:03 |
RealBadAngel |
cool :) |
06:06 |
RealBadAngel |
so, by now v7 will be next step yes? |
06:06 |
hmmmm |
yes |
06:07 |
RealBadAngel |
after 046 i mean |
06:07 |
hmmmm |
of course.. i don't know, mapgen v7 is a big thing |
06:07 |
hmmmm |
it'll stay experimental for some time too |
06:07 |
hmmmm |
but if i were to actually sit down and work on it, i'd probably get it finished in less than a week |
06:08 |
RealBadAngel |
so move your lazy ass and get it done ;) |
06:08 |
hmmmm |
i'm going to bed soon |
06:09 |
RealBadAngel |
sleeping time (1 hour) granted |
06:09 |
RealBadAngel |
bonus! youre the winner ;) |
06:10 |
hmmmm |
and i thought i was getting relaxation on my break |
06:10 |
RealBadAngel |
me too, and im rewritting whole technic |
06:12 |
RealBadAngel |
and whats most funny im gettin annoyed seein some parts of it |
06:12 |
Exio |
that happens when you code stuff, always |
06:12 |
Exio |
i've coded stuff a year ago, or just some months ago, and when i see it now |
06:12 |
Exio |
i just say "WTF, HOW CAN THIS EVEN WORK" |
06:12 |
RealBadAngel |
"fuck! who did that???" |
08:24 |
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14:57 |
celeron55_ |
hmmmm: I'll just note this: your approach to management will work, as long as you are around doing stuff - but if you leave (well, probably you will, given infinite timespan), then much more will be dead than with a more liberal approach |
15:01 |
celeron55_ |
i respect you as long as development overally works though |
15:03 |
celeron55_ |
i have seen many people like prestidigitator when i have been in the middle of coding some of my own bigger minetest things |
15:03 |
celeron55_ |
they never understand that communication is key to everything |
15:04 |
celeron55_ |
it's a shame |
15:05 |
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15:27 |
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15:30 |
Rick_ |
Hey guys, could I get a bit of help here? I'm trying to compile my own version of the source and am getting some linker errors. |
15:31 |
Rick_ |
I have the required libraries in a directory called DIR (currently building with sound disabled) but it seems to be having trouble with irrlicht |
15:31 |
Rick_ |
Here is the output I'm getting: |
15:31 |
Rick_ |
Linking CXX executable ..\bin\minetest.exe Creating library file: ..\bin\libminetest.dll.a CMakeFiles\minetest.dir\sky.cpp.obj:sky.cpp:(.text$_ZN3irr5scene10ISceneNode11ge tMaterialEj[__ZN3irr5scene10ISceneNode11getMaterialEj]+0x1): undefined reference to `_imp___ZN3irr5video16IdentityMaterialE' CMakeFiles\minetest.dir\content_cao.cpp.obj:content_cao.cpp:(.text$_ZN10GenericC AO16updateTexturePosEv[__ZN10GenericCAO16updateTextur |
15:31 |
jojoa1997|Tablet |
What are your os |
15:31 |
Rick_ |
I'm running on a windows laptop |
15:31 |
Rick_ |
widowns 7 |
15:33 |
Rick_ |
hmm it seems to have cut off the end of my paste, anyways there are 3 similar messages to that one output after followed by these error messages: |
15:34 |
Rick_ |
collect2.exe: error: ld returned 1 exit status make[2]: *** [bin/minetest.exe] Error 1 make[1]: *** [src/CMakeFiles/minetest.dir/all] Error 2 make: *** [all] Error 2 |
15:36 |
sapier |
the functions written in your error are irrlicht functions maybe library is not correct |
15:36 |
Rick_ |
Thats what I was thinking, so I've been messing with it a little bit |
15:37 |
Rick_ |
I have Irrlicht 1.7.3 in the parent directory of my mintest folder |
15:37 |
Rick_ |
and I've been referring cmake to the Irrlicht.lib in irrlicht's win32-visualstudio folder |
15:38 |
sapier |
:-) if you've been already messing around most likely starting from scratch will be better than trying to find what went wrong ;-) |
15:38 |
sapier |
do you compile with visual studio? |
15:38 |
Rick_ |
Well, all I've changed is a bit in the cmake findIrrlicth file |
15:38 |
Rick_ |
no I am compiling with MinGW |
15:38 |
sapier |
mingw and visual studio libs don't matc |
15:38 |
sapier |
h |
15:39 |
Rick_ |
oh really? |
15:39 |
sapier |
at least they didn't when I was using windows some years ago |
15:39 |
Rick_ |
so I have to compile my own version of the Irrlicht library then? |
15:39 |
celeron55_ |
Rick_: are you using the mingw version of Irrlicht.lib? |
15:39 |
sapier |
or find a precomiled one for mingw |
15:40 |
sapier |
(16:39:15) Rick_: and I've been referring cmake to the Irrlicht.lib in irrlicht's win32-visualstudio folder |
15:40 |
Rick_ |
I dont think that I am. I had wanted to use the precompiled version that came with the irrlicht library to save some time |
15:40 |
celeron55_ |
irrlicht stopped distributing prebuilt mingw versions after 1.7.3 |
15:40 |
celeron55_ |
i mean, after 1.7.2 |
15:40 |
celeron55_ |
just get irrlicht 1.7.2 if you're in a hurry |
15:40 |
Rick_ |
Okay, I'll do that then |
15:41 |
Rick_ |
thanks a lot guys! |
15:41 |
sapier |
good to know too :-) I assume I would have discovered this once updating my win32 build env |
15:41 |
celeron55_ |
http://downloads.sourceforge.net/irrlicht/irrlicht-1.7.2.zip |
15:43 |
celeron55_ |
(all this assuming my memory actually works; i might be a version off or something) |
15:44 |
sapier |
https://github.com/minetest/minetest/pull/585 delete texture once it's rebuilt |
15:44 |
Rick_ |
I just looked in the directory in the zip, the win32-gcc contains a .dll and a .dll.a |
15:44 |
Rick_ |
I'm assuming those are the ones I want |
15:46 |
Zeg9 |
Yeah, that's the ones mingw32 uses (at least under linux...) |
15:46 |
Rick_ |
Actually, theres a Irrlicht.dll in the bin/Win32-gcc, and then which of the lib files do I use? |
15:46 |
VanessaE |
sapier: how much of a fix does that result in? |
15:46 |
Rick_ |
in lib/win32-gcc theres libIrrlicht.dll.a and libIrrlicth.dll |
15:47 |
sapier |
don't know but overwriting a pointer containing an allocated texture is always bad :-) |
15:47 |
celeron55_ |
Rick_: .dll.a = lib |
15:48 |
Rick_ |
ah cool, thanks a lot! Sorry, I'm a bit inexperienced with writing code outside of school, we tend to avoid these kinds of things. |
15:48 |
celeron55_ |
that's why people who come from school are so useless 8) |
15:49 |
celeron55_ |
half of actual coding is not writing code but fighting with all kinds of... things! |
15:49 |
Rick_ |
haha you can look at it that way I guess. |
15:50 |
Rick_ |
I am also much more focused on the embedded space though, debugging microcontrollers and hardware interactions is easy |
15:50 |
Rick_ |
software meanwhile seems to be a hodge podge of random tools and names |
15:51 |
celeron55_ |
well, software is extremely prone to this: http://xkcd.com/927/ |
15:51 |
celeron55_ |
in hardware making something differently usually at least costs something |
15:54 |
sapier |
"debugging microcontrollers and hardware interactions is easy" unless you've got a 20 year old asic with no/wrong documentation :-) |
15:59 |
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16:00 |
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16:00 |
Rick_ |
Haha, thats why you shoot for new versions of certain products. TI microcontrollers are nice, even new SI labs controllers will make you pull your hair out. |
16:07 |
Rick_ |
This makes me so happy =): Linking CXX executable ..\bin\minetest.exe Creating library file: ..\bin\libminetest.dll.a [100%] Built target minetest |
16:08 |
sapier |
you can't use "new" products if you're developing industrial grade embedded devices ;-) |
16:15 |
PilzAdam |
hmmmm, the ore gen of the mese blocks with scarcity=38^3 and num_ores=3 results in: "register_ore: clust_scarcity and clust_num_ores must be greater than 0" |
16:16 |
hmmmm |
ah yes |
16:16 |
hmmmm |
it must be clust_scarcity and clust_num_ores |
16:17 |
hmmmm |
not scarcity and num_ores |
16:17 |
PilzAdam |
ehm, it has it, I just shortened it |
16:17 |
PilzAdam |
it appeard today the first time |
16:17 |
PilzAdam |
(the message) |
16:17 |
hmmmm |
erm, can i see your code? |
16:17 |
PilzAdam |
its the upstream code |
16:18 |
hmmmm |
common? |
16:18 |
PilzAdam |
yes |
16:18 |
PilzAdam |
common/mods/default/mapgen.lua:122 |
16:20 |
hmmmm |
uh oh |
16:20 |
hmmmm |
clust_scarcity is an s16 isn't it |
16:21 |
PilzAdam |
make it an u16 |
16:22 |
hmmmm |
i think it's better to have that as a u32 |
16:22 |
hmmmm |
now why the hell did i do that... |
16:26 |
hmmmm |
https://github.com/minetest/minetest/commit/35ed5198fe45eceb62b33dfb1b85f019ee4016e1 |
16:33 |
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16:33 |
Rick_ |
So after finally linking successfully, I tried to run the produced executable. I put Irrlicht.dll and zlibwapi.dll in the same folder as the executable for it to actually run (compiled without sound). |
16:33 |
Rick_ |
The problem is it only launches a blank window and then crashes |
16:34 |
Rick_ |
crashes right after it prints GLSL version: 0.0 on the cmd it opens when executing |
16:34 |
Rick_ |
Anyone have any helpful hints for me =(? |
16:34 |
sapier |
disable shaders? |
16:35 |
VanessaE |
why are shaders even enabled by default anyway? |
16:35 |
VanessaE |
too many people have trouble with those |
16:35 |
VanessaE |
(and they cost fps for some people, too) |
16:36 |
Rick_ |
umm how do I go about that |
16:36 |
Rick_ |
I'll google it |
16:36 |
VanessaE |
Rick_: in the "Settings" menu of the game |
16:37 |
PilzAdam |
VanessaE, because its a benefit for a lot more people |
16:37 |
VanessaE |
disable it by default anyway |
16:37 |
VanessaE |
for the same reason the filtering stuff I added is disabled by default |
16:37 |
celeron55_ |
enable_shaders = 0 to minetest.conf (how are you going to go to a Settings tab if the window just crashes? 8)) |
16:37 |
VanessaE |
always assume such features will break |
16:38 |
VanessaE |
oh hell, I didn't see that |
16:40 |
celeron55_ |
there should be some kind of autodetection for shaders (http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_i_video_driver.html#adde468368b77441ada246e1603da4f47) |
16:49 |
Rick_ |
So I went to the minetest.conf file in the parent directory to the executable, uncommented and changed to enable_shaders = 0, still getting the same crash though. |
16:49 |
sapier |
did you build RUN_IN_PLACE? |
16:49 |
VanessaE |
Rick_: that wasn't the .example file was it? |
16:50 |
Rick_ |
no, I made sure it was just the minetest.conf |
16:50 |
Rick_ |
yes RUN_IN_PLACE is set true |
16:51 |
hmmmm |
it might be helpful if you compile a debug version and try to get a backtrace |
16:53 |
Rick_ |
ok, just changed build type to Debug, building now. |
17:11 |
Rick_ |
so after the rebuild in debug and running it I get this: |
17:11 |
Rick_ |
11:10:16: ERROR[main]: Test (hand_server.count == 1) failed: UASSERT 11:10:16: ERROR[main]: Test (hand_server.last_id == 2) failed: UASSERT 11:10:17: ERROR[main]: run_tests(): 1 / 12 tests failed. 11:10:17: ERROR[main]: run_tests() aborting. |
17:11 |
PilzAdam |
run it with --disable-unittests |
17:12 |
Rick_ |
when I do that it fails in exactly the same way as it did before |
17:12 |
Rick_ |
this is the full output after running: |
17:12 |
Rick_ |
Irrlicht Engine version 1.7.2 Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601) Using renderer: OpenGL 3.0.0 Intel(R) HD Graphics Family: Intel OpenGL driver version is 1.2 or better. Warning: OpenGL device only has one texture unit. Disabling multitexturing. GLSL version: 0.0 |
17:14 |
celeron55_ |
run it under gdb |
17:15 |
celeron55_ |
(i'd have initially suggested just setting full logging and looking at the log first though; dunno why people went directly for a backtrace) |
17:18 |
Rick_ |
seems irrlicht hates me |
17:18 |
Rick_ |
Program received signal SIGSEGV, Segmentation fault. 0x634c9fee in irr::CIrrDeviceWin32::setResizable(bool) () from C:\Users\Ricky\My Documents\Academic\ECEN\Code\DIR\minetest\bin\Irrlicht .dll |
17:18 |
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17:19 |
jojoa1997|Tablet |
Pilzadam good news |
17:19 |
jojoa1997|Tablet |
Oh wrong channel |
17:24 |
Rick_ |
Seems like I'm going to need to compile a 64 bit version myself. Doesn't like the 32 bit .dll I guess? |
17:30 |
hmmmm |
perhaps |
17:31 |
hmmmm |
are you mixing 32 bit and 64 bit binaries? |
17:31 |
hmmmm |
how does that even work |
17:31 |
Exio |
well, https://github.com/minetest/minetest/pull/583 |
17:31 |
hmmmm |
exio, not until 0.4.6 is released |
17:31 |
Exio |
should i add the mouse_sens option with that, too? |
17:31 |
Exio |
hmmmm: yes, not talking about that |
17:31 |
hmmmm |
no idea what that is |
17:31 |
Exio |
mouse sensitivity, when you are zooming it is "slower" now |
17:32 |
hmmmm |
oh yes |
17:32 |
hmmmm |
definitely |
17:33 |
Exio |
actually the value is "real_value / 4" when zooming. i think a "proper fix" should be adding a config and, "by the way" fix this issue and some older one what i don't recall https://github.com/minetest/minetest/issues/517 |
17:33 |
Exio |
but, i should start other pull request or making two commits in that pull request? |
17:33 |
PilzAdam |
Exio, I dont want to handle the zoom in Lua, I just want to tell Lua about it |
17:33 |
Exio |
ah |
17:34 |
hmmmm |
exio, i think there's a point where there's too much configurability |
17:34 |
hmmmm |
the zoom mouse slowdown factor, i think, is the point where it gets crazy |
17:34 |
hmmmm |
just leave it at 4 |
17:34 |
Exio |
i didn't mean that, just the sensibility "raw value", the /4 seems perfect (imo) for this |
17:35 |
PilzAdam |
still, Im kinda against the whole idea |
17:36 |
Exio |
hm |
17:37 |
PilzAdam |
I could agree with it, if the setting was server side |
17:38 |
Exio |
that is what i wanted to avoid by making it fully client-side, i don't like messing with the protocol |
17:38 |
hmmmm |
wait a minute |
17:38 |
hmmmm |
the address of rick's segfault |
17:38 |
hmmmm |
it looks familiar |
17:39 |
Rick_ |
? |
17:40 |
hmmmm |
hrmm, nevermind, unless irrlicht's binary really spans that far |
17:40 |
hmmmm |
https://github.com/minetest/minetest/issues/534 |
17:40 |
hmmmm |
just kinda looked like that, but that's 0x63 and this is 0x69 |
17:41 |
hmmmm |
see, sapier and i figured the address in that issue was openal |
17:41 |
hmmmm |
we don't really know unless we take a look at irrlicht's build script and see if it sets 0x63 or something as its preferred base address |
17:47 |
Rick_ |
I thought the issue was that the dll is 32 bit and I was compiling for 64 bit which doesn't really fly. I dont think that was it though, I think it was using my 32 bit compiler so I'm not sure... |
17:48 |
sapier |
hmm valgrind did show me lots of openal warnings about memcpy with overlapping areas |
17:48 |
sapier |
on linux |
17:49 |
Rick_ |
I actually am not using openal |
17:49 |
Rick_ |
I decided to just do it without sound first |
17:49 |
sapier |
maybe there is something wrong in general with openal |
17:50 |
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18:16 |
hmmmm |
it might be worth investigating the crash deeper and fixing it for irrlicht |
18:17 |
hmmmm |
but first it'd be better to check if 1.8 has the same problem |
18:17 |
hmmmm |
it's rare that we have somebody (like Rick) who can reproduce that problem consistently and has a decent debugging environment |
18:21 |
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18:33 |
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18:35 |
Rick_ |
I'm going to try my own build of Irrlicht when I get a little less lazy and see if for some reason that fixes the problem. I'll get it working eventually =) |
18:38 |
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18:40 |
hmmmm |
sapier, are you still around? |
18:40 |
hmmmm |
you attempted to fix the texture leak i see |
18:41 |
sapier |
yes I am |
18:41 |
hmmmm |
you reference the atlas there, but does that work if the texture atlas is disabled? (it usually is) |
18:41 |
sapier |
it's not fixing the full problem just a small step toward it |
18:42 |
hmmmm |
karhl tried to fix the problem a while back but there was something wrong with it, i forget |
18:42 |
sapier |
not quite I discovered texture attlas structures are used for caching textures too. Don't mix this with texture atlas itself |
18:42 |
sapier |
I only fixed textures being recreated on client connect to server overwriting old ones |
18:43 |
sapier |
obviously the old pointer is lost but not removed |
18:43 |
sapier |
but there hast to be at least another leak |
18:44 |
hmmmm |
okay |
18:45 |
hmmmm |
anyway the check if it already existed was being done in LoadTextureFromFile() or something like that (forget the actual name) |
18:45 |
hmmmm |
er, it was put there, anyway |
18:46 |
sapier |
did I add a duplicate check? |
18:49 |
hmmmm |
hmmm no |
18:50 |
hmmmm |
nevermind, i can't find what i was talking about |
18:50 |
hmmmm |
you should check that t_old is valid before passing it along to removeTexture() like that |
18:50 |
sapier |
deleteTexture with 0 is working fine ... not sure if this is intentionally |
18:50 |
hmmmm |
or are we actually sure it's valid because it's in the cache |
18:51 |
hmmmm |
hrm |
18:51 |
sapier |
and I can't distinguish between valid and invalid memory addresses |
18:51 |
sapier |
so we need to assume it's either 0 or valid |
18:53 |
hmmmm |
passing NULL to removeTexture doesn't seem documented |
18:53 |
sapier |
ok so I better add a check |
18:53 |
hmmmm |
but then again, if it's in the atlas cache, it'd never be NULL to begin with (just need to be sure that it's not getting deleted by something else) |
18:54 |
hmmmm |
i haven't really worked with tile.cpp before so i'm not sure, just being cautious |
18:55 |
sapier |
I've seen 0 when debugging so this seams to be a valid case |
18:55 |
hmmmm |
indeed, it may be NULL, see how t is assigned only if img? |
18:55 |
hmmmm |
so in the case of a texture that couldn't be created, why is it still added to the texture cache? |
18:56 |
hmmmm |
wth |
18:56 |
hmmmm |
could this be the reason why people see screwed up inventory textures if too many nodes are loaded? |
18:57 |
sapier |
maybe |
18:58 |
sapier |
I was about to remove atlas when I discovered this leak |
18:58 |
hmmmm |
evidently, adding NULL textures is intended |
18:58 |
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18:58 |
hmmmm |
where are the textures actually fetched from the atlas cache? |
18:59 |
hmmmm |
we need to make sure everything which calls that actually checks for a NULL texture |
18:59 |
hmmmm |
such as Formspec |
18:59 |
sapier |
yes but that's an addition to fixing the leak |
19:00 |
hmmmm |
true |
19:00 |
sapier |
if pushed the 0 checked version |
19:00 |
hmmmm |
oh yeah.. another thing that probably isn't the problem, but worth looking at: |
19:01 |
hmmmm |
addTexture is never checked for success |
19:01 |
hmmmm |
if addTexture failed, then img should be freed as well, should it not? |
19:01 |
hmmmm |
or is img deleted along with the NULL texture |
19:01 |
hmmmm |
bah nevermind, i'm just spouting nonsense at this point |
19:01 |
hmmmm |
don't listen to me |
19:02 |
sapier |
:-) no its good to have even wrong thoughts so I don't have to sort them out myself ;-) |
19:02 |
hmmmm |
i'm just looking at one line of the source and not the rest |
19:02 |
sapier |
are there any objections to removing texture atlas remainings? |
19:03 |
hmmmm |
eh |
19:03 |
hmmmm |
i'd rather not |
19:03 |
hmmmm |
celeron doesn't care for it though |
19:03 |
Exio |
the only time i used it i had glitches everywhere |
19:04 |
sapier |
you know removing code always results in fixing bugs :-) .... pure statistics :-) |
19:04 |
Exio |
so, unless someone(?) fixes those glitches, i'd like to see it removed :P |
19:04 |
Exio |
just for that, exactly |
19:05 |
troller |
Exio, and not forgot to disable zoom in deathmatch mode (in future) |
19:05 |
Exio |
hehe |
19:06 |
Exio |
my main idea for the zoom-stuff was not "fully that", but i will wait for the sapier's patch with the lua<->core api change for playing with that stuff |
19:06 |
sapier |
I'll create a atlas removal branch maybe I detect the texture leaks while trying to understand what to remove |
19:07 |
troller |
but maybe allow controlled zoom for sniper riffle |
19:07 |
Exio |
yep, set_fov? |
19:23 |
kaeza |
troller, I have the sniper rifle ready, awaiting a set_fov() function :P |
19:24 |
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19:26 |
troller |
cool! |
19:26 |
hmmmm |
there already is a lua set fov function if i recall |
19:26 |
troller |
but for dm its must be only one way to change fov & sens - snipe riffle |
19:27 |
hmmmm |
i really don't want people to get in the habit of changing too many client-side things with lua |
19:30 |
* VanessaE |
peeks in |
19:31 |
troller |
and we need in auto-respawn option |
19:31 |
* troller |
trying to buld tower from self bones 8) |
19:32 |
kaeza |
hah also trying to turn MT into an FPS I see |
19:32 |
* kaeza |
approves |
19:36 |
hmmmm |
for some reason i am having a real mental block on the absolute height ore ranges |
19:36 |
hmmmm |
i need to invert height_min and height_max |
19:36 |
hmmmm |
but i can't come up with a clean way to do this |
19:36 |
hmmmm |
without like 100 if statements |
19:37 |
hmmmm |
proller does the same sort of thing too with his code |
19:37 |
VanessaE |
gevalt! |
19:37 |
VanessaE |
my eyes bleed! |
19:39 |
VanessaE |
hmmmm: well I presume you want some kind of linear falloff in ore density, right? |
19:39 |
hmmmm |
i think proller's intention by making height_abs a signed 8 was for a tri-state, so he can specify 0 for off, -1 for completely inverted coordinates, and 1 for both absolute |
19:39 |
hmmmm |
vanessae, not at all, we dumped that idea, remember? |
19:39 |
VanessaE |
I thought you had, I just wasn't sure. |
19:39 |
VanessaE |
so what then are you trying to do? |
19:40 |
hmmmm |
if (nmin.Y > height_max || nmax.Y < height_min), we don't want to generate the ore |
19:40 |
hmmmm |
but then if we're doing this in terms of absolute height, we want to make sure it's in neither range |
19:40 |
hmmmm |
you can't simply do if (nmin.Y > abs(height_max) || nmax.Y < abs(height_min)) |
19:40 |
hmmmm |
since abs(height_max) < abs(height_min) |
19:41 |
hmmmm |
so you need to flip the two arguments around |
19:41 |
hmmmm |
the obvious solution is to add an && (inverted conditions here) |
19:41 |
hmmmm |
that's ugly though |
19:41 |
hmmmm |
i am looking for a clean, one-liner solution that won't force me to add like 2 more conditions |
19:42 |
VanessaE |
hm, good question. |
19:43 |
hmmmm |
obviously in order to get the abs() to work, i need to flip the inequality signs |
19:43 |
VanessaE |
and all you really want to do is check if min/max are flipped in the calling code? |
19:43 |
hmmmm |
i am looking at taking the difference between the two values and testing if that result is >= 0 |
19:43 |
VanessaE |
s/flipped/out of order/ |
19:44 |
hmmmm |
so if i am comparing signs instead of using different operators, i can negate it |
19:44 |
hmmmm |
look |
19:44 |
sapier |
is there any reason to create a media fetch thread if curl is disabled? |
19:44 |
hmmmm |
if (nmin.Y - height_max > 0 || nmax.Y - height_min < 0) will do the same thing |
19:45 |
hmmmm |
sapier, not really |
19:45 |
sapier |
client does this nevertheless curl is enabled or not :-) |
19:46 |
sapier |
without curl enabled thread count setting most likely is 0 but if not we'll have multiple nonsense threads :-) |
19:47 |
hmmmm |
yeah, i really don't like having nonsense threads.. i felt a lot better after i stopped having emergethreads uselessly being created every time something's queued |
19:48 |
sapier |
I wonder if the USE_CURL define isn't used for to small parts of code ... unless anyone wants to implement another mechanism to fetch data instead of curl maybe whole media fetch thread declaration could be compilerswitched with USE_CURL |
19:53 |
hmmmm |
ugh no good |
19:53 |
hmmmm |
the only solution i can think of requires using a goto and it's more complicated than just adding an extra condition |
19:54 |
sapier |
sometimes I feel like goto is chacing me :-) |
19:56 |
sapier |
whoever added the curl media fetch thread added a lot of additional code even in non curl case |
20:02 |
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21:00 |
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21:04 |
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21:07 |
sapier1 |
argh there are so many missing delete/free/img->drop() in destructors you don't even have a chance to see where memory really is lost :-/ I'll fix them first |
21:08 |
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21:09 |
hmmmm |
i took a 20 minute nap and i came up with a better idea of how to do what i wanted to do |
21:09 |
hmmmm |
you'll see it when i commit |
21:09 |
hmmmm |
i think it's more clever than having 30 if statement conditions |
21:09 |
Exio |
write it before you forget that! :P |
21:10 |
sapier1 |
and don't forget the destructor ;-) |
21:52 |
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21:55 |
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22:18 |
sapier |
can someone plz add a rule to our coding guidelines that allocated memory has to be freed? |
22:24 |
khonkhortisan |
that should be a given, but it's not being followed |
22:25 |
sapier |
it should, but there are so many memory leaks in minetest it's almost impossible to finde the very big one with valgrind |
22:25 |
khonkhortisan |
they just all clump together? |
22:27 |
sapier |
no it's just such a big report you don't see the relevant one ... and you can't run minetest very long within valgrind so it isn't the "big one" in small probes |
22:28 |
sapier |
I'll clean up as much as possible but for some things there's required additional investigation |
22:28 |
VanessaE |
which means they have to be fixed the hard way - one at a time. |
22:29 |
sapier |
ore and biome features are new am I right? |
22:30 |
VanessaE |
ore gen is in the engine, yes, but biome stuff is for mapgen v7 |
22:30 |
sapier |
not even those new features are done in a clean way |
22:36 |
sapier |
at least I'll see parts of minetest I never had a look at |
22:50 |
Exio |
blame hmmmm for those |
22:51 |
Exio |
(yes, i want to blame hmmmm for everything :D) |
22:55 |
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22:55 |
VanessaE |
well considering how much work he's put into the engine, any blame at him is a good compliment anyway :) |
22:56 |
jojoa1997|Tablet |
what is the blame |
22:57 |
Exio |
culpar in spanish |
23:11 |
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23:44 |
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