Time Nick Message 13:19 blue42u Hi. 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 13:36 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 14:41 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 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 15:44 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 16:40 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 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 hmmmm cute 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 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 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 18:56 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 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 :) 19:57 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? 20:52 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 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