Time |
Nick |
Message |
00:42 |
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00:50 |
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01:01 |
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02:48 |
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02:52 |
hmmmm |
alright we need to come up with some kind of plan |
02:53 |
hmmmm |
sapier's huge scriptapi modification screws up a lot of the pull requests there |
02:53 |
hmmmm |
but i'd like to add it |
02:53 |
hmmmm |
i guess i should wait for him to come around so we can work something out |
02:53 |
hmmmm |
also, same with the memory leak fixes |
02:53 |
kaeza |
https://github.com/minetest/minetest/pull/593 |
02:54 |
hmmmm |
i can see that |
03:44 |
hmmmm |
i think i'm going to remove the height clamps for biomes and just separate the map into height regions with their own biome sets |
03:45 |
hmmmm |
each height region gets its own generateTerrain() |
03:46 |
hmmmm |
the normal region gets the plain mapgen v7 terrain generation, hell region gets terrain generated purely by negative 3d noise, sky region gets positive 3d noise. simple as shit and works very well |
04:11 |
VanessaE |
can someone explain why this started happening recently with nodeboxes: |
04:11 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_3544032450.png |
04:11 |
VanessaE |
(the transparent one) |
04:11 |
VanessaE |
why are those internal faces showing? |
04:12 |
* ShadowNinja |
assumed it was always that way |
04:12 |
VanessaE |
it wasn't up until a while back. |
04:12 |
ShadowNinja |
probably RBA's 6d facedir |
04:12 |
VanessaE |
no, it started before that patch |
04:13 |
VanessaE |
glass doors in homedecor exhibit this same issue, which wasn't the case when I first made them. |
05:12 |
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05:26 |
hmmmm |
i updated code style guidelines a little http://dev.minetest.net/Code_style_guidelines#Miscellaneous |
05:36 |
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05:37 |
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08:59 |
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09:34 |
Taoki |
Does the "new damage system" in GIT include moving the health system in LUA? Been wanting to see that for some time |
09:54 |
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proller joined #minetest-dev |
09:55 |
thexyz |
proller: REGISTER ALREADY |
09:55 |
thexyz |
you won't see cats anymore |
09:57 |
proller |
шь фдкуфвн |
09:57 |
proller |
Im already, BUT I SEE CATS WHILE REGISTERING\ |
10:04 |
thexyz |
that's the last time you'll see 'em |
10:24 |
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10:26 |
Taoki |
cats? |
10:39 |
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10:52 |
thexyz |
Taoki: yes, those fluffy things |
10:53 |
Taoki |
What is it about cats and registering on the forum tho? |
11:06 |
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11:37 |
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Calinou joined #minetest-dev |
11:40 |
Taoki |
Anyone know when the mob framework is going to be part of games/common? |
11:43 |
Calinou |
"no: too laggy at current" |
11:43 |
Calinou |
http://dev.minetest.net/TODO |
11:45 |
Taoki |
ahh, ok. |
11:46 |
Taoki |
I hope soon they can be ready |
12:26 |
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12:41 |
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13:18 |
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13:19 |
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13:21 |
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14:03 |
thexyz |
hmmmm: how about creating separate repo for .po files? |
14:03 |
thexyz |
just so you won't bitch about number of commits weblate makes |
14:03 |
thexyz |
and then making it a submodule |
14:08 |
RealBadAngel |
hi all |
14:09 |
RealBadAngel |
PilzAdam: i have a suggestion about creative. ok for hand, but you should not modify tools |
14:10 |
RealBadAngel |
1) diamond sword can dig stones and does it way faster than diamond pick (sic!) |
14:10 |
RealBadAngel |
2) it makes impossible for players to play legacy style on creative servers |
14:11 |
RealBadAngel |
3) makes impossible to test anything in creative |
14:40 |
Exio |
thexyz: i think the others repos should be available as 'gitmodules' too |
15:07 |
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15:34 |
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Calinou joined #minetest-dev |
15:44 |
celeron55 |
updated 0.4.6 on the download page |
15:45 |
celeron55 |
the 10 year old system disk of c55.me gave up and i had to get a new one 8) |
15:46 |
celeron55 |
something more rarely might not work; if such is found, i want to know |
15:46 |
celeron55 |
more rarely used* |
15:54 |
hmmmm |
hrmmmmm |
15:55 |
hmmmm |
i don't know how the submodule business works really |
15:55 |
hmmmm |
but you should be able to get all the .po files when when you clone the minetest repository |
15:56 |
hmmmm |
so if it works transparently, then i think so |
16:00 |
thexyz |
it doesn't |
16:16 |
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BlockMen joined #minetest-dev |
16:16 |
BlockMen |
celeron55, i think this is not wanted: http://minetest.net/wiki/doku.php?id=running_your_own_server |
16:21 |
celeron55 |
BlockMen: fixed |
16:26 |
celeron55 |
BlockMen: why did you modify the README like this? https://github.com/celeron55/minetest.net_php/pull/4/files#L2L8 |
16:26 |
celeron55 |
you removed the mention of the wiki from there |
16:28 |
BlockMen |
celeron55, oh. that is a mistake |
16:30 |
celeron55 |
also, i don't really like the content changes you've made |
16:30 |
celeron55 |
for example this page, altough it may look a bit messy, is actually quite carefully made and updated http://www.minetest.net/contribute.php |
16:30 |
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16:33 |
BlockMen |
i made this, because the nneded is outdated now (we already have 0.4.6 for mac now) |
16:33 |
BlockMen |
donate is now big under support us |
16:34 |
celeron55 |
also i don't like the way you have reworked the code framework of the site (i wouldn't have believed i'd get to call it a framework :D) |
16:34 |
celeron55 |
also, how can this be good HTML by any standards? https://github.com/celeron55/minetest.net_php/pull/4/files#L28R1 |
16:35 |
Kray |
what :D |
16:36 |
BlockMen |
you mean the divs or the syntax? |
16:38 |
celeron55 |
well, less about that single file, more about something that actually matters: |
16:39 |
celeron55 |
why couldn't you just code this layout and content on the existing framework? |
16:39 |
celeron55 |
i can't really find any good reasons for that "$main =" stuff, for example |
16:39 |
celeron55 |
the old one is bad, this is way worse |
16:41 |
BlockMen |
the $main is caused by the idea to make something like a simple content system |
16:42 |
celeron55 |
it isn't a simple content system, and wasn't one |
16:42 |
celeron55 |
it's just a more horrible hack than before |
16:42 |
BlockMen |
ok, i will close request |
16:42 |
|
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16:43 |
celeron55 |
there are really two alternatives here |
16:43 |
celeron55 |
either keep it like before, or implement it as a proper CMS |
16:44 |
celeron55 |
i suggest the first one because the latter is more work than i would like anyone to do for this |
16:44 |
BlockMen |
because of rubenwardys extensions it would be better to keep current |
16:45 |
celeron55 |
rubenwardy's stuff doesn't need to be taken into account at all |
16:45 |
celeron55 |
we don't know how and what we are going to integrate and where anyway |
16:46 |
BlockMen |
ok, i see |
16:46 |
celeron55 |
one thing i'd love would be to make the main website content editable by the community, but i'm not sure how to go about that |
16:46 |
BlockMen |
request is closed and i will change to old framework |
16:47 |
BlockMen |
hm...and what should the community change? |
16:47 |
celeron55 |
it could be implemented on wordpress or a wiki or it could just scrape the content from somewhere, or it could be a new site implemented in django |
16:47 |
celeron55 |
really just about anything that is a bit less of a hack than current or your pull request |
16:49 |
celeron55 |
what should the community change? <- well, ideally anything except server-side code |
16:49 |
BlockMen |
with moderators or everyone everything? |
16:50 |
celeron55 |
probably a bunch of approved people |
16:50 |
BlockMen |
actually something like easy to change content is the main idea of $main |
16:53 |
BlockMen |
would a login-system with mysql be ok for the community thing? |
16:53 |
celeron55 |
how would it sound if i wanted you to make a dokuwiki theme/template of your layout? |
16:53 |
celeron55 |
i'd see a custom themed dokuwiki as a very optimal solution |
16:54 |
celeron55 |
(dokuwiki is able to work as a tiny and robust CMS) |
16:54 |
BlockMen |
hmm...i have no experience with dokuwiki yet, but i could try if u prefer that |
16:56 |
sfan5 |
celeron55: could it be that it isn't possible to apply multiple liquid/basic shaders to a tile? |
16:57 |
celeron55 |
sfan5: wut? |
16:58 |
BlockMen |
celeron55: but before i start with that: could you check (on localhost or something) if you are ok with the layout i made now |
16:58 |
sfan5 |
i tried removing the hardcoded test shaders( https://github.com/sfan5/minetest/commit/41921f9d5c26fbeeb0d31600df70d6b06ac8a996) but applying another shader seems to reverse the previous one |
16:58 |
celeron55 |
also, if anyone else has suggestion for the website, please tell |
16:58 |
celeron55 |
we need clever solutions here |
16:59 |
celeron55 |
sfan5: i don't think you can apply more than one shader per material (i don't know what limits it) |
17:00 |
celeron55 |
BlockMen: a moment |
17:02 |
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17:03 |
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17:04 |
celeron55 |
it's now here for a bit for anyone who wants to check: http://c55.me/~celeron55/minetest3/ |
17:04 |
celeron55 |
i think it should be more apparent which links go to an another site and which will stay on the current site |
17:05 |
celeron55 |
also, there is an another problem with navigation: those links at the top which open a submenu shouldn't be links themselves; nobody will click them this way |
17:06 |
BlockMen |
ok. is it ok, that the nav_bar is fixed on top? |
17:08 |
BlockMen |
sry, have to leave now. maybe bbl |
17:08 |
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BlockMen left #minetest-dev |
17:08 |
celeron55 |
overally, the site looks kind of amateurish, which actually isn't a bad thing - as long as it works well |
17:09 |
celeron55 |
the navigation bar being fixed to the top like that is fine - it's better being subtlely backgrounded like that compared to the current one |
17:10 |
rubenwardy |
It looks nice |
17:11 |
rubenwardy |
the minetest title is not centered though, is that intentional? |
17:11 |
rubenwardy |
oh, he has left |
17:11 |
celeron55 |
i think it's good |
17:12 |
rubenwardy |
ok |
17:12 |
rubenwardy |
I can be very flexible with my project |
17:12 |
rubenwardy |
as long as it is html, I can work with it |
17:14 |
celeron55 |
it could be good to have a "minetest VPS" for all the web devs in here |
17:14 |
thexyz |
the current design is better |
17:14 |
celeron55 |
or it could be a disaster |
17:15 |
celeron55 |
thexyz: i think they are so different it's hard to compare them to each other |
17:15 |
rubenwardy |
I think that the current design is much cleaner, but this design has more personality |
17:16 |
thexyz |
celeron55: yes, that's my personal preference |
17:16 |
rubenwardy |
I dont like how the top of grass blocks are rendered on the background |
17:16 |
celeron55 |
does anyone have any experience of setting up dokuwiki as a CMS like i said? or are there better alternatives for similar use? |
17:17 |
celeron55 |
i'd like to avoid this "celeron55's away but we released 0.4.n+1 some days ago" stuff |
17:17 |
hmmmm |
it looks a lot like his pull request for the main menu |
17:17 |
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17:17 |
hmmmm |
and he misspelled "contributors" ... |
17:17 |
hmmmm |
and there's a dash in between core and developers |
17:18 |
hmmmm |
what's with all the odd hyphens? |
17:18 |
celeron55 |
he's probably german |
17:18 |
hmmmm |
development-site |
17:18 |
celeron55 |
they love hyphens and aren't native english speakers |
17:18 |
hmmmm |
i'm-gonna-start-talking-like-this |
17:18 |
rubenwardy |
"Minetest ist still" |
17:19 |
rubenwardy |
ist is german, is not is? |
17:19 |
rubenwardy |
bah |
17:19 |
hmmmm |
"it is Free and Open Source" |
17:19 |
hmmmm |
"Created in year 2010" |
17:19 |
hmmmm |
hmm |
17:19 |
rubenwardy |
yeah, capitalism |
17:19 |
celeron55 |
hey, i've got a new name for us: Communistcraft |
17:20 |
hmmmm |
i guess it's decent, but someone needs to go through it and fix all the miscaellaenous errors |
17:20 |
celeron55 |
this is going to get some media attention |
17:20 |
hmmmm |
rubenwardy: precisely, capitalism of words that don't need it |
17:20 |
hmmmm |
:p |
17:21 |
rubenwardy |
distraction over, I am now going back to developing a HTML5 game |
17:21 |
hmmmm |
the "download 0.4.5 for Linux" link doesn't work |
17:21 |
hmmmm |
well, it still needs lots of work |
17:22 |
hmmmm |
it looks like a decent starting point |
17:26 |
hmmmm |
oh, uh oh.. |
17:26 |
hmmmm |
i just realized a pretty big problem.. how am i going to store biomes so there isn't any map inconsistency when somebody changes the biome definitions |
17:26 |
hmmmm |
we can't throw all that stuff into map_meta.txt |
17:27 |
celeron55 |
radical idea: have inconsistency if somebody changes them |
17:27 |
rubenwardy |
lol |
17:29 |
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17:32 |
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17:35 |
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17:38 |
salamanderrake |
hay I guess your site got hacked? |
17:38 |
salamanderrake |
its now comunistcraft. |
17:39 |
hmmmm |
uh oh |
17:39 |
rubenwardy |
lol celeron55 |
17:39 |
rubenwardy |
(6:19:32 PM) rubenwardy: yeah, capitalism |
17:39 |
rubenwardy |
(6:19:51 PM) celeron55: hey, i've got a new name for us: Communistcraft |
17:39 |
hmmmm |
it's pretty incredible that people notice things like this so fast |
17:40 |
rubenwardy |
should change logo to a mese pickaxe |
17:40 |
rubenwardy |
and a hammar |
17:40 |
rubenwardy |
hammer |
17:40 |
hmmmm |
Commisar celeron |
17:40 |
rubenwardy |
celeron55 is our dictator |
17:41 |
hmmmm |
general of the block people's army |
17:41 |
jordan4ibanez |
xD |
17:44 |
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17:45 |
jordan4ibanez |
I think I have the perfect thing to celebrate communismcraft |
17:47 |
thexyz |
celeron55: http://upload.wikimedia.org/wikipedia/commons/c/c3/Hammer_and_Sickle_Red_Star_with_Glow.png |
17:48 |
hmmmm |
needs to be a mese pick |
17:50 |
thexyz |
this is even better http://ompldr.org/vaHpsYw/Hammer_and_sickle.svg |
17:50 |
thexyz |
http://ompldr.org/vaHpsZg/Screenshot-About%20-%20Communistcraft%20-%20Chromium.png |
17:51 |
thexyz |
celeron55: ^ |
17:55 |
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18:01 |
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18:02 |
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18:05 |
hmmmm |
well... this is one interesting desert: http://ompldr.org/vaHptMA |
18:05 |
hmmmm |
i think i was right, celeron, i need to take the complete variance of the terrain into account, not just modulating noise parameters |
18:06 |
thexyz |
celeron55: that star actually looks odd because the image has white border |
18:14 |
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18:24 |
Taoki |
I wonder why people say the mob framework is slow. I placed a lot of animals and don't see the slightest slowdown |
18:26 |
hmmmm |
probably because they aren't running it with the latest CPU |
18:27 |
hmmmm |
i'll have to check out mobs myself to make a good judgement on whether or not they're slow enough to need some optimizing (aka placing the worst stuff in the engine) |
18:32 |
Calinou |
too many P4 owners around, Taoki |
18:33 |
Taoki |
heh |
18:33 |
Calinou |
until "technophiles" play FOSS games, there's 150000km to travel |
18:33 |
Calinou |
(for us, not for them) |
18:34 |
Calinou |
Taoki: also, you will notice slowdowns on large worlds with 10+ players. always. |
18:34 |
Calinou |
like with every mod that does dynamic stuff, pretty much |
18:34 |
Calinou |
dtime sucks :P |
18:36 |
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18:36 |
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18:50 |
kaeza |
lol that stunt is creating lots of attention http://forum.minetest.net/viewtopic.php?pid=81397#p81397 |
18:55 |
VanessaE |
all right you nuts, put the website back the right way |
18:55 |
VanessaE |
"communistcraft" indeed. |
18:55 |
VanessaE |
April 1 is long over :) |
19:06 |
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19:18 |
celeron55 |
VanessaE: stop being so boring 8) |
19:18 |
VanessaE |
:P |
19:19 |
celeron55 |
go spread the word about the glorious communistcraft |
19:19 |
VanessaE |
have you seen the commentary on #mintest yet? :) |
19:19 |
celeron55 |
it was 5/5 |
19:19 |
VanessaE |
(I'm still catching up over there) |
19:20 |
VanessaE |
someone btw did suggest "CommunityCraft" btw :) |
19:21 |
celeron55 |
that name actually came into my mind roughly 10 minutes ago |
19:21 |
celeron55 |
it's boring though |
19:22 |
VanessaE |
[04-04 13:53] <Hwkiller> CommunityCraft wouldn't be a bad name though |
19:22 |
VanessaE |
there it was. |
19:22 |
VanessaE |
and yeah, that name's not as interesting as it could be...but then "minetest" is a boring name too, in the grand scheme :) |
19:22 |
thexyz |
celeron55: do that http://ompldr.org/vaHpsZg/Screenshot-About%20-%20Communistcraft%20-%20Chromium.png |
19:22 |
celeron55 |
thexyz: i don't like it |
19:23 |
VanessaE |
thexyz: shouldn't that at least appear on the "ground" in the standard MT logo? :) |
19:23 |
thexyz |
well, at least replace this star with something else |
19:23 |
celeron55 |
thexyz: give me a start with no white :P |
19:23 |
celeron55 |
star* |
19:24 |
thexyz |
give a man a fish and you feed him for a day |
19:24 |
thexyz |
so, http://www.gimp.org/ |
19:24 |
celeron55 |
give man a fish with some white pixels and he won't bother fixing it |
19:25 |
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19:25 |
celeron55 |
because men are like that |
19:25 |
celeron55 |
in other news: http://games.slashdot.org/comments.pl?sid=3614899&cid=43357479 |
19:26 |
celeron55 |
minetest's codebase is like a children's book compared to that 8) |
19:26 |
celeron55 |
i need to learn to write more fucks |
19:26 |
thexyz |
looks like copypasta much |
19:28 |
thexyz |
meh, minetest only gives 2 fucks |
19:43 |
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19:45 |
BlockMen |
1.) Yes, im german and my english is kinda bad |
19:45 |
BlockMen |
2.) Communistcraft? o.O wtf? |
19:45 |
BlockMen |
3.) I already tried to improve the grass, but had not updated that in repro: is that better? http://i.imgur.com/Jd2b0iQ.png |
19:45 |
Calinou |
make the grass red for communistcraft |
19:45 |
PilzAdam |
BlockMen, I like the idea of your design, but it needs some polish |
19:47 |
BlockMen |
Calinou, i'm capitalist $.$ , so umm...no |
19:48 |
BlockMen |
PilzAdam, ya, celeron already said its amateurish |
19:48 |
thexyz |
Calinou: shaders + directx |
19:48 |
thexyz |
everything is red! |
19:49 |
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19:50 |
Calinou |
rename "shaders" when using direct3d to "communist sunglasses" |
19:50 |
Calinou |
:D |
19:53 |
celeron55 |
8D |
19:55 |
rarkenin |
I'm sorry, Direct3d only offers 3.5 dimensions. The 3 space dimensions and the limited time diension before a graphics card failure. |
19:55 |
Calinou |
directx 12 will feature direct4d |
19:56 |
BlockMen |
btw shaders: why do they turn all red with direct3d?? |
19:57 |
celeron55 |
BlockMen: day and night and light source light are encoded in different color channels for the shader (which does not exist in d3d) to process into smoothly varying whiteish light |
19:58 |
celeron55 |
try switching between night and day in that mode - the colors won't change |
19:58 |
thexyz |
rarkenin: how's time a dimension if you cannot move in it? |
19:58 |
celeron55 |
just one global shader parameter changes |
19:58 |
BlockMen |
ok, ic. thx |
19:58 |
celeron55 |
but it's a bug that it even tries to operate that way in d3d |
19:58 |
celeron55 |
there's simply no check for whether it actually can do it |
20:04 |
BlockMen |
thexyz, thanks to you changes at rss output i can read out easy the most popular mods ;) http://i.imgur.com/Jd2b0iQ.png |
20:19 |
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20:43 |
BlockMen |
gd n8t everyone |
20:43 |
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BlockMen left #minetest-dev |
20:43 |
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20:59 |
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22:06 |
Taoki |
RealBadAngel: poke |
22:09 |
Taoki |
Anyway. Since the new physics, people requested that I add a way in the Lua API to allow changing the gravity per-player, and RBA mentioned he wanted the ability to make jump boots and what not. https://github.com/MirceaKitsune/minetest/commits/physics_override |
22:09 |
Taoki |
Will pull request this soon, but if anyone wants to see the code before that I'm mentioning it here |
22:09 |
Taoki |
I tested and it works, so only issue is if the code or implementation is not to someone's like. I use one function with 3 values to change per-player speed, jump height and gravity |
22:15 |
Taoki |
Hmm, no one's around, I'll make a pull request in that case |
22:17 |
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22:18 |
VanessaE |
Taoki: one thing that badly needs fixed is ladder speed. |
22:18 |
VanessaE |
launching 30m into the air off the top of a ladder is ...wrong. |
22:18 |
Taoki |
Yeah, I'll look into that separately |
22:18 |
Taoki |
VanessaE: Using aux1_descends is wrong too :P |
22:18 |
Taoki |
But I'll see what I can do |
22:22 |
Taoki |
I think I'll disable fast on ladders and in water entirely for people who use aux1_descends. It's really the cleanest and most normal way to deal with the problem |
22:31 |
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mrtux_ joined #minetest-dev |
22:42 |
Taoki |
https://github.com/minetest/minetest/pull/598 |
22:44 |
hmmmm |
sapier1 are you around? |
22:45 |
PilzAdam |
Taoki, why not add a else if(protocol_version == 15) with the old format in content_sao.cpp? |
22:46 |
Taoki |
PilzAdam: I can do that, sure |
22:46 |
Taoki |
PilzAdam: Let me know if there are other problems in the code so I can look at them now if it's nothing majopr |
22:47 |
PilzAdam |
is is backwards compatible? |
22:47 |
Taoki |
Well, old players can still connect to the new server and the other way around. Of course clients will need the code for the overrides to work |
22:48 |
PilzAdam |
good |
22:50 |
Taoki |
PilzAdam: How exactly should I change that protocol version? Do I need to replicate that entire if() statement? |
22:51 |
PilzAdam |
Im not sure about that because it isnt done for the old versions |
22:51 |
Taoki |
Yeah, looks best to leave it as is |
22:52 |
PilzAdam |
ask someone who knows how it should be |
22:52 |
Taoki |
ok. Everything else look ok? |
22:52 |
PilzAdam |
first impression is good |
22:53 |
Taoki |
I only use one function for everything, which I hope is ok. It would be messy to make separate functions for each physics change rather than the overrider as a whole. It will probably need a shortcut function so that eg: A mod adding running boots won't change another mod adding low gravity |
22:54 |
Taoki |
Since calling the function overrides all. But I'm pretty sure that's the cleanest way |
22:54 |
PilzAdam |
why not pass a table with the fields an check if they are ~= nil first? |
22:54 |
Taoki |
If that's fine all else should be good. Only other thing that sucks is that this is sent to all players on the server for each player, although only the player in cause needs it. Can't be helped from what I see though |
22:55 |
Taoki |
Not familiar with that, just followed other examples |
22:55 |
PilzAdam |
so if one mod changes one setting another mod can change another one without overriding the first setting |
22:55 |
Taoki |
Ah, I think I have a ~nil check |
22:56 |
Taoki |
Yes. For each field there's a if(!lua_isnil(L, 2)) |
22:57 |
Taoki |
So what you say should work. I just wasn't familiar with that in LUA |
22:57 |
hmmmm |
all of these additions to scriptapi |
22:57 |
Taoki |
That for example, if a function can take 3 arguments as (1, 2, 3), you could write ( , 2, ) to only modify the middle one. I forgot that |
22:57 |
hmmmm |
and they keep piling on |
22:57 |
hmmmm |
and scriptapi is being completely changed |
22:57 |
Taoki |
hmmmm: Good thing I made everything one function |
22:57 |
Taoki |
It's needed to add new stuff though |
22:57 |
hmmmm |
this is going to be really great for sapier i imagine |
22:58 |
Taoki |
Yeah :) And RealBadAngel :) Who said he wants to make low-gravity space ships and jump boots |
22:58 |
VanessaE |
haha |
22:58 |
hmmmm |
i absolutely *need* to coordinate with him |
22:58 |
hmmmm |
as in, none of this will be able to get done without him around |
22:58 |
Taoki |
After this is in I think I'll look into fixing the adders thing. Not now cuz I don't want a GIT conflict |
22:59 |
hmmmm |
there are going to be so many git conflicts |
22:59 |
hmmmm |
with everything |
22:59 |
hmmmm |
and not just this, but what i'm working on too and his memory leak fix |
23:05 |
Taoki |
PilzAdam: Think anyone else needs to check my code? If you could push it upstream now I could get latest master and also fix the ladders without worrying about a conflict :P But if you're sure the code is ok and doesn't need someone else checking |
23:06 |
PilzAdam |
I dont know what to do with the serialization, I would tend to add a else if(version == 15) |
23:07 |
Taoki |
PilzAdam: And re-copy the entire code in that if statement? |
23:07 |
PilzAdam |
yea |
23:07 |
Taoki |
That's kind of nasty. What If I add that only to the new line I added? |
23:08 |
Taoki |
The os<<serializeLongString |
23:08 |
Taoki |
Also, not == but >=, or protocol updates would disable my feature |
23:09 |
Taoki |
It's only meant to check for older clients not newer |
23:09 |
Taoki |
I think |
23:09 |
PilzAdam |
what is this function used for? |
23:09 |
Taoki |
The one my code ads? |
23:09 |
PilzAdam |
no |
23:10 |
Taoki |
ah, serializing? I think it puts multiple bits in one string to send them over the network |
23:10 |
PilzAdam |
PlayerSAO::getClientInitializationData() is called and the string it returns is send to the client? |
23:10 |
PilzAdam |
where is it deserialized? |
23:10 |
Taoki |
Ah, yes. Basically, when an entity or player is first loaded, that sends its data to the client |
23:10 |
Taoki |
Dunno exactly |
23:11 |
Taoki |
I didn't make major changes there though, just added the new function following how all others are done |
23:11 |
Taoki |
So I'm pretty sure it should be ok like that |
23:15 |
PilzAdam |
it is read in GenericCAO::initialize() |
23:15 |
Taoki |
I think anything that ads a new lua function does the same thing |
23:16 |
PilzAdam |
it is not compatible as you have done it |
23:16 |
Taoki |
IIRC it's what I did last time when I added the models. c55 only said to bump the protocol version up |
23:16 |
Taoki |
hmm |
23:16 |
PilzAdam |
you need to read the setting in initialize(); the way you have done it is completly useless |
23:17 |
Taoki |
setting? |
23:18 |
Taoki |
It's a Lua value more of, and a per-player option, so it's the only way that seemed to make sense |
23:18 |
PilzAdam |
oh, wait a second |
23:20 |
PilzAdam |
you should increase the number of messages |
23:20 |
PilzAdam |
line 1023 in content_sao.cpp |
23:21 |
Taoki |
I did |
23:21 |
PilzAdam |
oh, yes, sry |
23:21 |
Taoki |
It was 4, and with my change I added a 5th. Otherwise it wouldn't have even worked since it would have stopped adding me message |
23:22 |
PilzAdam |
ok |
23:22 |
PilzAdam |
but I think you should write the old stuff if version == 15 |
23:22 |
PilzAdam |
so either copy everything or just put an if arround the new things |
23:23 |
Taoki |
Not a change I can decide on, and I don't think that's related to my addition. If code needs to be changed more there it probably needs to separately |
23:23 |
Taoki |
I'd rather c55 does further changes there if needed, he's likely know best. To my understanding that's good as it is with the current way, although the overall code there is somewhat odd |
23:24 |
Taoki |
But I'm not in a position to modify it, could likely break stuff |
23:24 |
PilzAdam |
with your addition you loose functionality if an old client connects to a new server |
23:24 |
PilzAdam |
and that is not good |
23:25 |
PilzAdam |
you basically change the data that is send to a client with version 15 |
23:25 |
Taoki |
yeah, that's the point. Allow new clients to connect to old servers, but you can't expect them to run a code the client doesn't have |
23:25 |
Taoki |
hmm |
23:25 |
Taoki |
Can you modify that as you see fit and push your changed version upstream? If I'd change that I could likely break stuff |
23:26 |
PilzAdam |
new client to old server is completly unrelated here |
23:26 |
Taoki |
Or old client to new server. Since the client needs the code to run it, otherwise the info from the server is useless and can't be interpreted |
23:28 |
Taoki |
But yeah, I recommend changing that directly. I don't wanna mess with it and cause trouble in the code by breaking what I don't understand :P |
23:28 |
PilzAdam |
also the version you added there is wrong :-= |
23:28 |
PilzAdam |
*:-) |
23:29 |
Taoki |
Change as needed :P |
23:29 |
Taoki |
The protocol thing is confusing yeah |
23:30 |
PilzAdam |
https://github.com/PilzAdam/minetest/commit/f2974dbc1153b0e6ca55f4d20e46b3a12f043536 |
23:31 |
Taoki |
Looks ok |
23:32 |
PilzAdam |
oh, seems like that isnt needed at all |
23:32 |
Taoki |
If no one else needs to test it feel free to merge upstream. Not that there's a huge hurry, but I'm still around for 30 minutes and I can also try to fix the ladder speed before going to bed |
23:33 |
Taoki |
People will prolly appreciate both changes :) |
23:33 |
PilzAdam |
seems like you can just write it and the client doesnt do anything if he doesnt know the message |
23:37 |
PilzAdam |
also fixed a warning that the order of variables was different in the header |
23:37 |
PilzAdam |
https://github.com/PilzAdam/minetest/commit/bf51f962d48345eda5d3ee386f737bf68abb41a2 |
23:38 |
Taoki |
Ah, I remember something like that. That if you mistake the order it gives a warning about that... kinda forgot |
23:38 |
Taoki |
erm, didn't notice where that happened |
23:38 |
PilzAdam |
oops.. this one: https://github.com/PilzAdam/minetest/commit/a4a31b78fa4866f2f9641d412f43d754ce04b347 |
23:38 |
Taoki |
Tired :P |
23:39 |
PilzAdam |
hmmmm, are you ok with that ^ ? |
23:40 |
Taoki |
Sure. Anything if it doesn't change functionality and such |
23:40 |
Taoki |
Sure, that looks good to go |
23:42 |
PilzAdam |
it isnt saved when shutting down the server? |
23:43 |
Taoki |
Nothing to save, so I think not |
23:44 |
Taoki |
Dunno about that. But even if it is that shouldn't cause any harm. I don't think any of the places where I added this are persisted though, at least that I know of |
23:45 |
PilzAdam |
umm, that nil as a parameter to not override the previous setting doesnt work |
23:45 |
Taoki |
Strange, it should |
23:45 |
PilzAdam |
because it is initialised as 1 |
23:46 |
PilzAdam |
why not make the variables in the player object public and edit them directly? |
23:46 |
Taoki |
Oh, right. It doesn't need to be initialized as anything server-side, only in the client |
23:46 |
PilzAdam |
so you only edit them if the setting isnt nil |
23:46 |
Taoki |
Still need to send the package from server to client. Once that happens they are edited directly |
23:47 |
Taoki |
The client-side ones that is. The rest works like all other Lua functions |
23:47 |
PilzAdam |
no, the setting is initialized in the scriptapi |
23:48 |
Taoki |
ah, there. That sounds good too |
23:48 |
Taoki |
Don't think I can currently clone your Github branch though to make changes after your fixes still :/ |
23:48 |
PilzAdam |
I can fix it |
23:49 |
Taoki |
ok. And thanks :0 |
23:49 |
Taoki |
* :) |
23:51 |
RealBadAngel |
hi all |
23:51 |
Taoki |
hi, WB |
23:52 |
RealBadAngel |
Taoki, just seen the code, it looks fine, i will make some tools to test it tommorow |
23:52 |
Taoki |
RealBadAngel: Working with PilzAdam to merge a change which will allow some of the things you wanted. Like low gravity areas |
23:52 |
Taoki |
ok |
23:52 |
RealBadAngel |
that seems to be able to do many tricks |
23:53 |
Taoki |
indeed |
23:53 |
RealBadAngel |
boots, jetpacks, space biomes |
23:53 |
Taoki |
yes |
23:54 |
Taoki |
Less for the jetpacks, those would be a different story. You'd need a way to apply velocity to the player |
23:54 |
Taoki |
My change only allows per-player walking speeds, jump heights and gravities |
23:54 |
Taoki |
But that will allow a lot already :) |
23:54 |
RealBadAngel |
doesnt gravity=0 means free fly? |
23:55 |
PilzAdam |
no, you cant fly down |
23:55 |
Taoki |
The walk speed modifier will allow things like MC's "soul sand" |
23:55 |
Taoki |
RealBadAngel: It means you float away infinitely |
23:55 |
Taoki |
yeah, you can only air strafe horizontally |
23:55 |
Taoki |
So if you jump up at 0 gravity, you go up forever |
23:57 |
Taoki |
Unless you hit another node that is |