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13:19 |
blue42u |
Hi. |
13:21 |
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13:22 |
blue42u |
Hi. |
13:23 |
Exio |
hi :P |
13:23 |
blue42u |
If your interested: |
13:23 |
blue42u |
https://github.com/blue42u/metology/tree/panning_menubg |
13:24 |
RealBadAngel |
nice idea |
13:25 |
RealBadAngel |
but scroll is a bit too fast |
13:25 |
blue42u |
How slow do you want it? |
13:25 |
RealBadAngel |
could look nice with 360deg panorama screenshot |
13:26 |
RealBadAngel |
make a setting for it somwhere inside the code |
13:26 |
RealBadAngel |
so one can play with it |
13:27 |
blue42u |
By define, or use a varible? |
13:27 |
RealBadAngel |
i will make later today sample panoramic screnshot to test it |
13:27 |
RealBadAngel |
make a variable for it |
13:35 |
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13:36 |
blue42u |
Try it now. |
13:37 |
blue42u |
I think you can put a line in minetest.conf: menupan_speed = 16 |
13:38 |
blue42u |
or something like that |
14:03 |
blue42u |
hmmm, did you try out my fork again? |
14:05 |
troller |
can we use "auto" type? |
14:06 |
blue42u |
I thought that auto was implicit if you didn't put anything else. |
14:08 |
hmmmm |
i didn't try it out, i looked at it though |
14:09 |
hmmmm |
just a couple things to point out |
14:09 |
hmmmm |
minor things really |
14:10 |
blue42u |
Like....? |
14:10 |
hmmmm |
you named that struct hud_element, but we use PascalCase to name classes |
14:10 |
hmmmm |
(**it).remove(); <--- what? why not (*it)->remove(); |
14:10 |
blue42u |
Oh. |
14:11 |
hmmmm |
then there's a big bunch of if blah == 1, if blah == 2, ... somewhere |
14:11 |
blue42u |
Is there a better way to do that? |
14:11 |
hmmmm |
a switch statement would be really great there, and you should be comparing against defined values, not just random numbers like that |
14:12 |
hmmmm |
for example, #define STAT_VALUE_POS 0 #define STAT_VALUE_NAME 1 ... so on |
14:12 |
blue42u |
Ah. Where is it? |
14:12 |
hmmmm |
switch (stat) { case STAT_VALUE_POS: e->pos = read_v2f( .... |
14:13 |
hmmmm |
line 780, scriptapi_object.cpp |
14:14 |
hmmmm |
functionally, it looks decent |
14:14 |
hmmmm |
but what's the deal with hud_get_next_id()? don't really understand that |
14:15 |
hmmmm |
also what's going on with the lock/unlock bars |
14:16 |
blue42u |
hud_get_next_id() returns the next empty id that one can use. |
14:16 |
hmmmm |
that's kind of obvious, but why does that even exist is my question |
14:17 |
blue42u |
If you have 5 mods that use this, they can't ALL use id 0, and you can't expect everyone to look for other mods that use the hud. |
14:17 |
blue42u |
This way, they can request an empty id to use. |
14:17 |
hmmmm |
do you realize that lua api can return values? |
14:18 |
blue42u |
Yeah, but C++ is 2x faster. |
14:18 |
hmmmm |
erm.. |
14:19 |
hmmmm |
anyway, what i would do here would have hud_add return the id of the newly created hud |
14:19 |
blue42u |
...And then people would complain about not being able to COMPLEATLY overwrite a hud element. |
14:20 |
blue42u |
...At least not in one line. |
14:20 |
hmmmm |
you see, that's something that i'd really not like |
14:20 |
hmmmm |
it seems that the popular opinion is that mods should be able to screw up others' mods |
14:21 |
blue42u |
Well, I suppose you can use the hud_change stuff to accomplish that... |
14:23 |
hmmmm |
whether it's because the overriding mod believes that it knows what its doing, or because the overriding mod just wishes to 'take over' the game, that's really not a desirable behavior |
14:33 |
blue42u |
Take a look now. |
14:36 |
blue42u |
Is that everything? |
14:39 |
hmmmm |
erm. |
14:39 |
hmmmm |
i'll take it from here if you don't mind |
14:39 |
blue42u |
Ok. |
14:40 |
hmmmm |
when you're using a switch statement, you need to break out of it after you're done executing the code in your case, otherwise it'll fall through to the next case |
14:40 |
blue42u |
oohhhh.... |
14:40 |
hmmmm |
so in that example, when stat is HUD_STAT_POS, it actually executes all of those assignments |
14:40 |
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14:41 |
hmmmm |
so there's a huge bug right off |
14:41 |
hmmmm |
i'll take care of it |
14:41 |
hmmmm |
don't worry |
14:41 |
hmmmm |
and now what's with the lock_next_bar and unlock_bar thing? |
14:42 |
blue42u |
So that you can take a statbar position and not let anyone else use it. |
14:42 |
blue42u |
Its not a good implimentation, but at least it worked. |
14:46 |
hmmmm |
there are a bunch of things that i'd like to change, that included, but it'd be easier if i just did them instead of spending just as much time talking about it on irc |
14:46 |
hmmmm |
you don't mind, do you? |
14:46 |
hmmmm |
i don't mean to intrude on your work |
14:50 |
blue42u |
No, I don't mind. |
14:54 |
blue42u |
Do whatever you like to my code. :) |
14:55 |
hmmmm |
image, statbar, text, inv |
14:55 |
hmmmm |
well he just left |
14:55 |
hmmmm |
i wonder if he intended to use the 'text' hud type in order to display numerical counters |
14:55 |
hmmmm |
well, i don't think it matters really |
14:56 |
hmmmm |
if i were doing the bar api exactly the way i was going to, i would've made the counter a type of statbar |
14:57 |
hmmmm |
need to see how complicated changing a string of text is with his protocol... hopefully the HUD_CHANGE packet can do this as well so someone doesn't have to remove and readd the text element |
14:58 |
hmmmm |
lol, using core::vector2df instead of v2f |
15:05 |
Exio |
isn't v2f a typedef to core::vector2df? |
15:08 |
hmmmm |
yes |
15:10 |
Exio |
aw |
15:17 |
RealBadAngel |
hi hmmmm |
15:17 |
hmmmm |
hello |
15:17 |
RealBadAngel |
what do you think about this music for menu: https://www.youtube.com/watch?v=4Tb3Ax7Nt7o |
15:18 |
RealBadAngel |
or this one: https://www.youtube.com/watch?v=9Gly1XleRWE |
15:18 |
RealBadAngel |
imho 2nd fits better |
15:18 |
hmmmm |
the first one almost sounds like it should be the menu music for devil may cry |
15:19 |
RealBadAngel |
neuromancer got author's permission for noncomercial use of it (in minetest ofc) |
15:19 |
hmmmm |
i don't get it, is there a reason why people use pointers to things in ClientEvent? |
15:20 |
emptty |
noncommercial is a too harsh limitation, IMHO |
15:20 |
RealBadAngel |
hold on |
15:20 |
hmmmm |
storing an std::string * i can understand, since if it weren't a pointer that'd make it a non-POD type, but i just don't understand the reasoning behind making v2f and v3f pointers |
15:20 |
emptty |
that would not be acceptable in Debian and ubuntu, for example |
15:20 |
RealBadAngel |
"I can't give you a formal license (legal paperwork) for it, but as long as it's non-commercial I can give you my personal blessing and guarantee that you won't get in trouble for using it :) If that's enough just feel free to use any of my tracks. Please credit the music properly though, and include a link to www.amethystium.com and www.am.mu (it's the same site right now, but the latter will be a label/music store site soon). |
15:20 |
RealBadAngel |
Best regards, |
15:20 |
RealBadAngel |
Øystein Ramfjord" |
15:21 |
hmmmm |
the second song fits really well |
15:21 |
hmmmm |
ask more people about it though |
15:21 |
emptty |
non-commercial is ways too restrictive |
15:22 |
RealBadAngel |
hmmmm, those track were already used in ambience mod long time ago |
15:22 |
emptty |
I'm fine with minetest using it, but I'll have to prune it away from the debian package so that it can stay in the main section of the distro |
15:22 |
RealBadAngel |
in fact any user can have it own music for intro |
15:22 |
RealBadAngel |
replacing the file will do the trick |
15:22 |
hmmmm |
if debian is really that restrictive, then shouldn't we package the music separately? |
15:22 |
emptty |
some people sell debian CD to others who prefer to buy it instead of burning them themselves and we are fine with it |
15:23 |
PilzAdam |
RealBadAngel, I would feel better if we had real free music |
15:23 |
emptty |
non-commercial is an incredibly restrictive licensing clause |
15:23 |
RealBadAngel |
authors gave us their permissions and blessings |
15:23 |
hmmmm |
i don't feel like minetest is losing anything by not having menu music |
15:23 |
RealBadAngel |
what do we want more? |
15:23 |
PilzAdam |
instead of "I prolly wont sue you" |
15:23 |
hmmmm |
well he can't sue us to begin with for a couple reasons |
15:24 |
hmmmm |
first off he'd have to send a DMCA takedown request |
15:24 |
emptty |
authors didn't give a sufficient blessing: they prevent people to sell somehting using that |
15:26 |
RealBadAngel |
as long we are not selling anything, have permission, we can use it |
15:26 |
RealBadAngel |
simple as that |
15:26 |
emptty |
yes, indeed. You can use that |
15:26 |
emptty |
we can't |
15:26 |
hmmmm |
us using it != others packaging it |
15:26 |
emptty |
http://opensource.org/docs/definition.php -> 6th item |
15:26 |
RealBadAngel |
he gave permission to use it in minetest |
15:26 |
RealBadAngel |
not for personal use |
15:26 |
RealBadAngel |
for the project |
15:27 |
RealBadAngel |
same as Skaven |
15:27 |
emptty |
that's as if the texture were distributed as CC-BY-NC-SA. That would be non-free from the opensource.org definition (which is the one used in debian, ubuntu and a bunch of other linux distros/communities) |
15:28 |
RealBadAngel |
i dont care bout debian at all, its not related to project |
15:28 |
emptty |
sure, get one third of your user community to the trashcan. Why should you care, after all? |
15:29 |
RealBadAngel |
thinkin this way you could say minetest run on propertiary hardware, with licensed parts |
15:29 |
RealBadAngel |
what one has to do with another? |
15:29 |
emptty |
As I said, I'm fine with your decisions, which ever they are. You are the author of the software, you do what you want |
15:29 |
Exio |
if the "music" can be a separated package, i'd ok with it |
15:30 |
hmmmm |
same here ^ |
15:30 |
RealBadAngel |
ok, we can make it separate |
15:30 |
emptty |
we repack the source for debian already, so that will be easy |
15:31 |
emptty |
simply make the source code robust to the fact that the music files can not be there, and we are all set |
15:31 |
hmmmm |
oh my god |
15:31 |
hmmmm |
why do people keep using 'or' instead of || |
15:31 |
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Zeg9 joined #minetest-dev |
15:31 |
hmmmm |
i feel like i want to kill somebody |
15:31 |
RealBadAngel |
adding the music will be as simple as unpack it to /sounds folder |
15:31 |
Exio |
is or valid in C++? |
15:31 |
hmmmm |
unfortunately it is |
15:32 |
emptty |
RealBadAngel: if you could write the license of the source files (and texture?) somewhere, I would be fully completely happy, please |
15:32 |
RealBadAngel |
what source files? what texture? |
15:33 |
emptty |
I meant sound file, not source file, actually. Sorry |
15:34 |
RealBadAngel |
sure |
15:35 |
RealBadAngel |
hmmmm, have you seen panning background by blue42? |
15:36 |
hmmmm |
no |
15:36 |
RealBadAngel |
https://github.com/blue42u/metology/tree/panning_menubg |
15:36 |
hmmmm |
yes, i could've gotten the link if i wanted to |
15:36 |
RealBadAngel |
background image can be scrolled easily |
15:36 |
hmmmm |
i am not looking at it right now |
15:37 |
RealBadAngel |
i will try to make 360deg screenshot for it |
15:37 |
RealBadAngel |
i think it could look nice |
15:42 |
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15:44 |
hmmmm |
khonkortisan, blue42u, and someone else all used or instead of || |
15:44 |
hmmmm |
why |
15:44 |
hmmmm |
what is the driving motivation to do that shit |
15:45 |
hmmmm |
if i don't go through every single line that is going to get committed, something dumb like this will sneak in |
15:46 |
hmmmm |
we would benefit so much with the linux-style chain of command.. |
15:49 |
hmmmm |
instead of constants for direction, he puts a comment that says NOTE: direction 0->left-right, ... in between the function declaration and the body |
15:49 |
hmmmm |
come on, common sense man |
16:02 |
VanessaE |
maybe some folks just consider things like 'or' instead of '||' to be more readable? |
16:04 |
hmmmm |
nobody uses or |
16:04 |
hmmmm |
it's like the single most obscure operator in C++ |
16:07 |
RealBadAngel |
or is more readable by human beings |
16:07 |
hmmmm |
alright i had to add it into the code style guidelines |
16:07 |
hmmmm |
i thought it was obvious to not use or |
16:07 |
RealBadAngel |
im not using it |
16:07 |
RealBadAngel |
i just noticed the fact |
16:08 |
RealBadAngel |
coders are not common human beings tho ;) |
16:08 |
hmmmm |
i guess this is how immigration departments feel when they need to write stuff like "honor killings are not acceptable in this country" |
16:09 |
RealBadAngel |
you know already that im using many hardcdore tricks like bit shifting etc |
16:09 |
RealBadAngel |
and those are obvious to us, but not for everybody |
16:10 |
hmmmm |
that's not hardcore |
16:10 |
RealBadAngel |
well, i mean by that, real coding. trained with asm |
16:10 |
RealBadAngel |
not visual shit |
16:10 |
hmmmm |
there http://dev.minetest.net/Code_style_guidelines#Miscellaneous |
16:10 |
Exio |
l33t-code |
16:11 |
hmmmm |
i hope i made it clear enough |
16:11 |
Exio |
you missed the red |
16:11 |
hmmmm |
i don't know how to do colored text in the wiki |
16:11 |
Exio |
hahaha |
16:12 |
hmmmm |
long story short, every time somebody decides "i need to use 'or'", and we don't catch it before it goes in, compilation breaks |
16:12 |
hmmmm |
and it also looks stupid |
16:15 |
hmmmm |
ah here we go, i got the red text now |
16:17 |
RealBadAngel |
you may link this after red part, we do have permission to use it ;) |
16:17 |
RealBadAngel |
http://www.youtube.com/watch?v=CfBHphE7TVo |
16:20 |
RealBadAngel |
gosh i would love to have such tune as default minetest score :) |
16:20 |
hmmmm |
actually that is a really good track |
16:20 |
hmmmm |
i think i'd prefer to have that as the main menu music |
16:20 |
hmmmm |
but again... not bundled *with* the game |
16:21 |
RealBadAngel |
you know that we can use it |
16:21 |
hmmmm |
maybe we can have a "cool stuff" package that installs that along with some commonly used mods or whatever |
16:21 |
RealBadAngel |
common_sounds package |
16:22 |
RealBadAngel |
we could put there some music, default node sounds etc |
16:22 |
RealBadAngel |
server dont have to send music files, they can be stored on client side |
16:23 |
RealBadAngel |
server could send sounds only when mods want to override default ones |
16:26 |
hmmmm |
ya |
16:27 |
hmmmm |
that makes way more sense, i don't get why the default sounds aren't already cached |
16:27 |
RealBadAngel |
code for this is long time here |
16:28 |
RealBadAngel |
all we have to do is to move sound files to another folder |
16:28 |
RealBadAngel |
nothin more |
16:35 |
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vidplace7 joined #minetest-dev |
16:40 |
hmmmm |
btw the default sounds blow |
16:40 |
hmmmm |
they're all variations of the same 'tap' |
16:41 |
hmmmm |
was wondering if maybe we should get a real sound pack in |
16:42 |
RealBadAngel |
new folder, new sounds? :) |
16:43 |
RealBadAngel |
btw, what do you think about this piece? http://realbadangel.pl/technic_mod/music/technic_track5.ogg |
16:46 |
RealBadAngel |
just a thought |
16:47 |
RealBadAngel |
since we do have permissions from two artists |
16:47 |
RealBadAngel |
creating completely differnt kinds of musics |
16:49 |
RealBadAngel |
one soft, slow and another one fast paced, guitars and high bpm |
16:49 |
RealBadAngel |
we can do two music packs for the game |
16:51 |
RealBadAngel |
this way by packagin them seperately we achieve two goals |
16:51 |
hmmmm |
sure, if you'd like |
16:51 |
RealBadAngel |
separating game (and licences) from main game |
16:51 |
RealBadAngel |
*music |
16:52 |
RealBadAngel |
and giving folks variety to choose from |
16:52 |
RealBadAngel |
so i think everybody will be happy then |
17:03 |
emptty |
I'd love this |
17:04 |
Deivan |
RealBadAngel, your circular saw have the same bug than my mod have when get a item and leave over another one in the main inventory the second item disappear. |
17:04 |
Deivan |
:-/ |
17:04 |
Deivan |
Ops, the more blocks is your no? |
17:04 |
Deivan |
:-o |
17:04 |
RealBadAngel |
huh? my circular saw? apage satanas :P |
17:05 |
Deivan |
Ops, wrong name... |
17:05 |
Deivan |
LOL |
17:05 |
Deivan |
I am losting items with the workbench... :-/ |
17:06 |
RealBadAngel |
i will implement another way of getting cutted nodes |
17:06 |
Deivan |
I need help with the "on_metadata_inventory_take" function |
17:06 |
RealBadAngel |
read default chest code |
17:06 |
Deivan |
Roger, roger. |
17:06 |
Deivan |
Thanks. |
17:07 |
RealBadAngel |
wait |
17:07 |
Zeg9 |
RealBadAngel, just listened to technic_track5... Nice music. What about having a map setting for music ? |
17:07 |
RealBadAngel |
go for technic chests |
17:07 |
PilzAdam |
RealBadAngel, do you have a fix for the screwdriver to not allow rotating doors? |
17:07 |
RealBadAngel |
the very same code there is separated |
17:07 |
RealBadAngel |
PilzAdam, yes i do |
17:08 |
RealBadAngel |
will push it this weekend |
17:09 |
RealBadAngel |
(weekend for me started 2 hrs ago, but also includes monday) |
17:20 |
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17:20 |
blue42u |
hmmm, did you have a question for me? |
17:31 |
hmmmm |
ahgh he keeps leaving |
17:31 |
hmmmm |
why not just idle in the channel |
17:32 |
PilzAdam |
hey, hmmmm, I have a question |
17:32 |
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17:32 |
hmmmm |
cute |
17:32 |
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17:33 |
hmmmm |
hmm |
17:33 |
hmmmm |
the non-conflict statbar type.. is displaycenter updated? |
17:33 |
hmmmm |
also what's with the adding and subtracting the same exact number |
17:34 |
hmmmm |
unrelated, but i think this is a good chance to split into a hud.cpp |
17:35 |
hmmmm |
it'd clean up a little bit of game.cpp... |
17:35 |
hmmmm |
plus i'd encapsulate it into a class so you don't need to keep passing around the videodriver object and what not |
17:36 |
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17:36 |
hmmmm |
basically, whenever people expand a very basic feature into something more featureful, like this, it's a decent opportunity to give the entire thing a makeover |
17:36 |
Jollypop |
hey hmmm pm |
17:36 |
hmmmm |
no, please don't pm me. |
17:37 |
hmmmm |
whatever you have to ask, you should be able to ask right here |
17:37 |
PilzAdam |
hmmmm, that just leads people to not add new features |
17:37 |
hmmmm |
what the hell is with people and unsolicited PMs |
17:37 |
Jollypop |
ohh sorry lol |
17:37 |
Jollypop |
i didnt see it |
17:37 |
Jollypop |
gonn paste it here |
17:37 |
hmmmm |
if you're pasting over three lines of text, use pastebin |
17:38 |
Jollypop |
ok |
17:38 |
hmmmm |
the usual IRC rules still apply here... |
17:38 |
Jollypop |
http://pastebin.com/uGTu6tMT |
17:38 |
Jollypop |
Pilzadam can you have a look at that too? |
17:39 |
hmmmm |
... you could've just condensed that into one sentence |
17:39 |
Jollypop |
omg |
17:39 |
hmmmm |
no, i don't know where you can find that, sorry |
17:39 |
PilzAdam |
Jollypop, content_cao.cpp_706 |
17:39 |
PilzAdam |
*: |
17:39 |
hmmmm |
he wants to make it bigger probably |
17:39 |
hmmmm |
or vary with distance (like it's supposed to) |
17:40 |
Jollypop |
yes that and i actually saw that some guy on redcrab had a client that showed the coords of the person |
17:40 |
Jollypop |
beside there name |
17:40 |
Jollypop |
do you know how to do that guys? |
17:40 |
hmmmm |
so you want us to tell you how to make a hack for the client |
17:41 |
Jollypop |
well its not for any bad reason |
17:41 |
hmmmm |
so is this a feature request or something? |
17:42 |
hmmmm |
feature requests should go in the github bug tracker, with the label "enhancement", you can provide code to be more helpful |
17:42 |
Jollypop |
no...i just want to know if you guys knew how to do it....if not its ok |
17:42 |
PilzAdam |
I know how to |
17:42 |
hmmmm |
of course we know, but you don't know, you don't even know how to code |
17:42 |
PilzAdam |
but I dont know if I should tell you |
17:43 |
hmmmm |
if you knew how to code it'd be immediately obvious |
17:43 |
Jollypop |
hmmmm i know alittle bit |
17:43 |
Jollypop |
and PilzAdam please do so |
17:43 |
PilzAdam |
that definelty goes into my hacked client :D |
17:43 |
hmmmm |
this is not #minetest-playground, this is #minetest-dev, actual development discussion |
17:44 |
PilzAdam |
Jollypop, Ill just ignore that PM |
17:44 |
Jollypop |
ohh ok |
17:44 |
hmmmm |
this is banworthy behavior |
17:44 |
Jollypop |
can you help me then? |
17:45 |
Exio |
PilzAdam: do you have a hacked client? so l33t! |
17:48 |
Jollypop |
PilzAdam -_- |
17:51 |
emptty |
I get a "Unsupported texture format" from irrlicht. |
17:51 |
emptty |
I cant see what I'm doing wrong with the texture files |
17:51 |
emptty |
can I activate some more debug to see which texture file is faulty? |
17:52 |
emptty |
the line after is "Loaded texture: /usr/share/games/minetest/textures/base/pack/sunrisebg.png" |
17:52 |
emptty |
but I guess that there is more than one texture loaded, actually |
17:53 |
PilzAdam |
I get this "Unsupported texture format" since forever |
17:53 |
PilzAdam |
and everything works fine |
17:54 |
PilzAdam |
debug_log_level = 4 in minetest.conf |
17:54 |
PilzAdam |
then everything gets written to debug.txt |
17:56 |
emptty |
Well, it's all red for me, so I guess I have a real problem with my textures or something |
17:56 |
Exio |
nah, shaders |
17:58 |
emptty |
something like "19:57:06: INFO[main]: SourceShaderCache::getOrLoad(): No path found for "test_shader_1/base.txt"" ? |
17:58 |
emptty |
damn, why that? |
17:58 |
* emptty |
checks the packaging scripts |
18:02 |
emptty |
ok, found it |
18:15 |
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18:15 |
JellyRoll |
PilzAdam |
18:16 |
JellyRoll |
assist me plz |
18:17 |
Exio |
? |
18:18 |
Exio |
JellyRoll: i think you should join to #minetest |
18:19 |
PilzAdam |
JellyRoll, what? |
18:20 |
Exio |
random thingy, wasn't this https://github.com/minetest/minetest/issues/493 fixed with Taoki's commit? |
18:21 |
PilzAdam |
yes |
18:21 |
PilzAdam |
Ill close it |
18:22 |
hmmmm |
ahh man it makes so much organizational sense for Hud to be a class |
18:22 |
hmmmm |
i'm glad i'm doing this |
18:23 |
JellyRoll |
PilzAdam with the name tweak |
18:24 |
JellyRoll |
i cant seem to get it working...im such a noob |
18:24 |
PilzAdam |
no |
18:24 |
JellyRoll |
why? |
18:24 |
PilzAdam |
because its a hack, now please stop talking about it here, its offtopic |
18:50 |
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18:53 |
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18:56 |
Taoki |
Exio: I fixed the fast in wated and on ladders issue |
19:16 |
emptty |
Is my packaging still faulty, or is it expected that the block name is not translated when I move the cursor over them in the inventory? |
19:16 |
Exio |
that is still "not finished and WIP" |
19:17 |
Exio |
there was a branch for that, and some work around it |
19:17 |
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19:17 |
emptty |
Exio: I'm interested in helping this feature, if you remember the branch |
19:17 |
emptty |
I'm quite experienced in internationalizing weird code |
19:18 |
BlockMen |
celeron55, would you be ok with a little change at layout? from current https://dl.dropboxusercontent.com/s/zeejwm5q7e7f0dw/current.png to this: https://dl.dropboxusercontent.com/s/cezlnn2fmzlramv/small_change.png ? |
19:19 |
RealBadAngel |
emptty, are you tryin to call minetest code weird? ;) |
19:19 |
emptty |
nope, but getting lua using the same translation catalog than the C++ code will end up being ... unusal |
19:20 |
emptty |
'coz I guess that this is what's to be done? |
19:21 |
emptty |
RealBadAngel: sorry for declining your troll ;) |
19:22 |
RealBadAngel |
hehe |
19:23 |
Exio |
i can't recall it |
19:23 |
Exio |
lemme check in logs |
19:26 |
Exio |
damn, i can't find it :/ |
19:26 |
emptty |
there is no emergency |
19:26 |
emptty |
can you remember of how it was attempted? |
19:28 |
Exio |
it was changing the "node name" to a table with the translations, and some work for a "library" doing that automagicaly with a nice-format like kaeza's i18n library |
19:28 |
emptty |
the easiest, in my mind, is to get a script generating a fake .cpp file with all the strings of the lua source, in something like >>>char *str = gettext("the lua string")<<< and then feed it to the gettext extractor. |
19:28 |
emptty |
in the C++, then, you use the gettext function on the string that you get from lua, and gettext will find it in the catalog |
19:29 |
emptty |
the fake cpp don't even have to be valid in CPP, it won't get compiled. It's just to feed the strings to the gettext mechanism |
19:30 |
Exio |
https://github.com/kaeza/minetest-intllib |
19:30 |
emptty |
what's your favorite scripting language for compilation assistants, people? perl, python or something else? |
19:31 |
Exio |
assistants of what? i'd use perl for most of that stuff (as this is a personal preference and i'm not part of the core devs and i'm a random coder, so... :P) |
19:35 |
emptty |
Mmm, yeah, the mods are distributed separatly. off course. |
19:39 |
Exio |
http://irc.minetest.ru/minetest-dev/2013-03-16#i_2933287 .. but the link is "broken" |
19:43 |
emptty |
I think that using http://lua-users.org/lists/lua-l/2010-04/msg00005.html is a much better idea, as it allows to use gettext based tools to translate the mods too. Just like the main game |
19:45 |
Exio |
that would work pretty well |
19:47 |
emptty |
the solution proposed by kaeza will certainly reveal very very difficult to maintain on the long run |
19:48 |
emptty |
translations will desynchronize with the english text, and detecting (and fixing) this will be a nightmare |
19:48 |
emptty |
to solve these issues, you'll have to reinvent the gettext tools |
19:49 |
emptty |
so it sounds better to just use them right away :) |
19:49 |
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19:57 |
emptty |
Hop, I opened an issue onto kaeza. Thanks Exio for the pointer |
20:04 |
emptty |
I think that the gettext approach could be implemented on the client only, but I'm not expert enough in minetest to be sure |
20:11 |
BlockMen |
am i doing something wrong or is it a bug, that the game is in 4:3 when fullscreen = true? |
20:45 |
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20:52 |
troller |
math mapgen witout external files - https://github.com/proller/minetest/compare/master...math2 |
20:53 |
troller |
but with only two fractals |
21:08 |
hmmmm |
while i'm working on the HUD stuff, i can't help but wonder about a few things with the ParticleSpawner |
21:09 |
hmmmm |
for example, in the ClientEvent handler of game.cpp, player is declared in each of the particle related handlers when there's already a variable named player in scope |
21:09 |
hmmmm |
and then an object is created with new, but it's never assigned to anything |
21:12 |
hmmmm |
i can barely work in this mess. |
21:13 |
hmmmm |
i really feel it when i need to work in game.cpp |
21:52 |
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22:03 |
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22:09 |
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22:10 |
hmmmm |
hmmm |
22:10 |
hmmmm |
right now there's one drawHotbar() instance in the_game() |
22:10 |
hmmmm |
not right now, but eventually, i'd like to remove that along with all of the health related bullshit |
22:11 |
hmmmm |
it only makes sense to deal with health in lua like the rest of the counters/bars |
22:11 |
hmmmm |
this is 0.4.x! we modular now |
22:11 |
PilzAdam |
the client handles the damage currently |
22:11 |
PilzAdam |
(at least lava, falling) |
22:12 |
PilzAdam |
moving it to server is not possible due to lag |
22:12 |
hmmmm |
perhaps |
22:12 |
hmmmm |
i'd have to say that it's wrong though |
22:12 |
hmmmm |
lag didn't stop anybody from moving inventory things to the server |
22:12 |
PilzAdam |
chests are a PITA |
22:12 |
hmmmm |
look at how horrible it is to simply move an item on a laggy server. it's very frustrating, makes you want to kill something in fact |
22:13 |
PilzAdam |
more than one second lag on a local server |
22:15 |
hmmmm |
if we can find a way to do health without client-side prediction that's fast too, we'll do it |
22:15 |
PilzAdam |
maybe client side Lua code |
22:15 |
hmmmm |
eh |
22:15 |
PilzAdam |
mods can send the client code to predict stuff |
22:15 |
hmmmm |
in all honesty |
22:15 |
PilzAdam |
like opening doors etc. |
22:15 |
hmmmm |
client-side lua is one thing i don't think we're going to ever do |
22:16 |
hmmmm |
at least not anytime soon |
22:16 |
hmmmm |
kinda wonder where we're going to be in a year from now. |
22:17 |
PilzAdam |
client side prediction is one of the things MC is way better than we are |
22:17 |
Exio |
+1 to that |
22:17 |
hmmmm |
but it's not prediction |
22:17 |
Exio |
client-side prediction, even if it is not with lua and is just weird-stuff sent to the player or so |
22:17 |
hmmmm |
you can't compare us to minecraft in that respect, because they have _no_ scripting capabilities whatsoever |
22:17 |
Exio |
yep |
22:18 |
PilzAdam |
Im talking about adding a new function rightclick_prediction() to doors, so the client can open the door while the packages are send to the server |
22:18 |
hmmmm |
they don't have the problems that we do, but then again, they're a lot less powerful than we are |
22:18 |
hmmmm |
you're talking about hardcoding shit for specific types of nodes |
22:18 |
PilzAdam |
yes, I know we cant compare it code wise, but players do because both are games |
22:20 |
hmmmm |
oh fu.. |
22:21 |
hmmmm |
nevermind |
22:21 |
hmmmm |
i almost thought i screwed up something on git |
22:21 |
PilzAdam |
if you want to destroy your work then git will gladly help you |
22:23 |
hmmmm |
https://github.com/kwolekr/minetest/commits/luahud |
22:24 |
hmmmm |
yikes that's a lot now that i'm looking at it |
22:24 |
hmmmm |
and i'm not done |
22:26 |
hmmmm |
and i forgot hud.cpp |
22:54 |
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