Time |
Nick |
Message |
01:12 |
hmmmm |
a date!? |
01:12 |
VanessaE |
who? where? :) |
01:13 |
hmmmm |
well, i'll be temporarily free from school-related stuff on the weekends, so I guess the HUD stuff should be done at the latest by the 22nd |
01:13 |
hmmmm |
it's usable as-is |
01:13 |
VanessaE |
nice |
01:13 |
hmmmm |
but i'd like to get everything working perfectly |
01:22 |
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02:09 |
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03:04 |
hmmmm |
hmm |
03:04 |
hmmmm |
hey guys, just curious |
03:05 |
hmmmm |
why do people have pointers to things in the ClientEvent struct? does it need to be a POD data structure or something? |
03:06 |
hmmmm |
i don't know if this is a subtilety i'm missing or just crappy code |
04:04 |
hmmmm |
this is bad |
04:04 |
hmmmm |
with the api, i bet we'll start seeing ad supported minetest servers |
04:04 |
hmmmm |
(of course, people would be able to hide the banners by hiding the HUD) |
04:06 |
ShadowNinja |
hmmmm: interesting idea, although I am not sure if the advertizers would like that |
05:08 |
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05:46 |
celeron55 |
hmmmm: well, it's because it uses an union |
05:46 |
celeron55 |
and people ended up just using POD in it rather than making it not an union |
05:46 |
celeron55 |
a* |
05:47 |
hmmmm |
i can understand that for std::string, but what about the vector types |
05:48 |
celeron55 |
it probably should be changed to just contain all the things flatly; there are really no concern about performance or memory consumption in there... |
05:49 |
celeron55 |
(and non-POD types are quite light anyway if they aren't actually used) |
05:52 |
hmmmm |
i'm not in the business of changing things that don't really need to be fixed |
05:52 |
hmmmm |
it's just not clean looking because of all the additional copying/deleting/allocating/etc. |
05:53 |
hmmmm |
!_! https://github.com/kwolekr/minetest/commit/20e5e9194cd3b2c3775aaec0e0f99e94671ddb43 |
05:55 |
hmmmm |
christ, 800 additions and 800 deletions for what's really not that huge of a feature |
05:56 |
hmmmm |
any objections before i commit this bunch of crap |
06:08 |
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06:21 |
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06:57 |
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07:41 |
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07:46 |
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08:31 |
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08:31 |
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08:49 |
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09:36 |
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09:43 |
Taoki |
Yay for Lua HUD! |
09:43 |
Taoki |
Maybe health can be fully moved to Lua as well now, and any reference to it in the code removed |
09:52 |
Exio |
Taoki: client-side prediction, that can't be done |
09:52 |
Taoki |
Cl;ient-side prediction? |
09:53 |
Taoki |
What does that have to do with health? |
09:53 |
Exio |
when you fall you see the "red-screen" localy, that is not sent by the server |
09:54 |
Taoki |
Ahh, correct. Though that should be solved by allowing screen effects to be sent by lua too |
09:54 |
Taoki |
eg: A flash color specified as RGB and a camera bump amount. Many circumstances this could be used in |
09:54 |
Taoki |
By custom mods I mean |
09:55 |
Taoki |
Like if someone needs to create plasma damage for a plasma gun, they can send a green flash + bump to the client. Should note the feature somewhere |
09:55 |
Exio |
hm, k |
09:56 |
Exio |
i need to rebase the crosshair-image-stuff, other time |
09:56 |
Exio |
Taoki: ? that can't be solved with that |
09:56 |
Taoki |
hmm? |
09:56 |
Exio |
try falling without blocked damaged, with 5s of lag, or so |
09:57 |
Exio |
the red screen and the damage will be predicted |
09:57 |
Exio |
with adding lua layers to that the player'll need to "wait" for the server sending that |
09:58 |
Exio |
even singleplayer has lag |
10:00 |
Taoki |
Not sure I understand fully. I mean what would keep the server from detecting speed at fall time and just sending the effect via a Lua function? It would be a bit laggier if that's what you mean though, but a bit better on the modding side |
10:00 |
Taoki |
Yes, I think I see what you mean actually. Predicting it client-side reduces lag. That is true |
10:01 |
Exio |
yes, the stuff can be done in lua and would make it moddable |
10:01 |
Exio |
but that, without client-side prediction, will work like doors when you get lag |
10:01 |
Exio |
or buckets, for saying examples |
10:01 |
Exio |
you rightclick/leftclick them, and wait a.. bit, depending of your network + latency for the result |
10:02 |
Taoki |
Still tempted to choose "more moddable" over "less laggy" |
10:02 |
Exio |
you never played quake3 |
10:02 |
VanessaE |
choose "more moddable", for one reason: "less laggy" can be tacked on later in the form of better networking code. |
10:03 |
Exio |
client-side prediction is the only thing what MT still doesn't have |
10:03 |
Exio |
it lacks what makes a networked game feel smoother |
10:03 |
VanessaE |
Exio: it has some client-side prediction, just not as much as maybe it should |
10:05 |
Exio |
VanessaE: in any case, that seems you never used a network with 300 ms of latency |
10:05 |
VanessaE |
heh |
10:05 |
VanessaE |
no, quite the opposite. |
10:05 |
Exio |
i'll say you would be moving stuff to "People with low-end cpu and 'high-end' networks" ;) |
10:05 |
Exio |
just saying, bbl now, school |
10:05 |
Exio |
i'll be back in a bit |
10:06 |
VanessaE |
well either way it is an unsolvable problem until we have some kind of client-side modding or at least the ability for the client to execute parts of the code the server also executes. |
10:07 |
VanessaE |
e.g. in the aforementioned door example, the server would need to send a copy of the hypothetical door code to the client so that the client knows what to actually *do* about that door. |
10:08 |
VanessaE |
both ends execute their respective copies, and the server informs the client of the official result. |
10:14 |
Exio |
yep |
10:14 |
Exio |
add that and then move the HP system to lua |
10:14 |
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10:25 |
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10:27 |
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10:28 |
kahrl |
about the lua hud client side prediction |
10:28 |
kahrl |
maybe the server should be able to set the "speed" of a bar? |
10:29 |
kahrl |
say if a player is in water, a mod could set the speed of air bubbles to -0.5/s |
10:30 |
kahrl |
otherwise with lag the bar might deplete in a choppy way |
10:31 |
VanessaE |
morning, kahrl. |
10:31 |
kahrl |
lunchtime :P |
10:31 |
VanessaE |
ok, afternoon then :) |
10:32 |
VanessaE |
think I'll head off to bed myself (6:31 am and I have not slept yet) |
10:32 |
VanessaE |
night |
10:32 |
kahrl |
good night |
10:33 |
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10:37 |
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10:55 |
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11:03 |
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11:28 |
celeron55 |
kahrl: well, being limited to "half things", it's so rough that i guess it's not really noticeable |
11:32 |
celeron55 |
kahrl: there are more serious problems with the thing |
11:32 |
celeron55 |
kahrl: see discussion on #minetest earlier today |
11:33 |
celeron55 |
for example the current HUD cannot be moved to Lua because of current limitations |
11:33 |
celeron55 |
with placement |
12:14 |
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12:20 |
kahrl |
I'm currently trying to make the F10 crash reproducible but not having luck |
12:21 |
kahrl |
(or has that been fixed at some point?) |
12:23 |
kahrl |
Made the client send a dozen chat messages a second, debug.txt is 3.4M after 20 minutes of playing ;) |
12:26 |
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12:37 |
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12:55 |
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14:27 |
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14:43 |
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15:11 |
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15:18 |
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15:18 |
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15:32 |
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15:44 |
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15:45 |
sfan5[Mac] |
any progress on a VoxelMeshManipulator(not sure if it was called so) interface for lua? |
15:46 |
PilzAdam |
its added to the TODO list in the dev wiki :-) |
15:48 |
sfan5[Mac] |
:/ |
15:48 |
hmmmm |
voxel mesh manipulator? |
15:49 |
hmmmm |
if that's what you called it, then you clearly don't know what the feature actually is and you're probably mistaken in looking forward to it |
15:49 |
sfan5[Mac] |
i know what it does and what it is used for, i just forgot the name |
15:51 |
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15:51 |
hmmmm |
you implied that it builds meshes instead of editing things on the map |
15:51 |
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15:51 |
* sfan5[Mac] |
blames his brain |
16:12 |
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16:41 |
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17:17 |
PilzAdam |
thexyz, I think we can merge this as it is because there is no dutch in weblate yet: https://github.com/minetest/minetest/pull/668 |
17:20 |
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17:48 |
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17:49 |
thexyz |
PilzAdam: okay, do that |
17:56 |
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17:59 |
PilzAdam |
thexyz, done |
18:01 |
thexyz |
well |
18:01 |
thexyz |
now go learn about language codes ^^ |
18:01 |
thexyz |
apparently, Dutch is nl |
18:01 |
thexyz |
PilzAdam: rename plz |
18:01 |
PilzAdam |
oops |
18:02 |
PilzAdam |
I thought the guy who pull requested it acutally knows his language code |
18:03 |
PilzAdam |
done |
18:29 |
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18:30 |
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18:32 |
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18:34 |
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18:47 |
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18:59 |
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19:05 |
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19:12 |
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19:43 |
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19:44 |
jojoa1997|Tablet |
how is mapgen7 coming along. hmmmm are realms like aether and nether anywhere close to being started? |
19:45 |
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19:46 |
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19:52 |
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19:56 |
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20:14 |
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20:25 |
PilzAdam |
hmmmm, you frogot to close Lua HUD pull request |
20:26 |
VanessaE |
hmmmm: can you look into that texture size issue too please? |
20:26 |
VanessaE |
I just need to know if we want to declare it a bug or not, so i can adjust HDX to compensate, if necessary. |
20:26 |
hmmmm |
no, no, and no. |
20:27 |
hmmmm |
it's not important enough for me to halt my schoolwork |
20:27 |
VanessaE |
very well, just look at this screenshot. |
20:27 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_468476054.png |
20:28 |
hmmmm |
and it didn't do that before I changed the hud stuff? |
20:28 |
VanessaE |
nope, impossible - I took that screenshot *after* the HUD stuff went in. |
20:28 |
hmmmm |
mmmmmmmmm.... |
20:28 |
VanessaE |
oh, yeah no. It worked fine before. |
20:28 |
hmmmm |
later |
20:29 |
VanessaE |
do you consider that a bug? |
20:29 |
hmmmm |
yes |
20:29 |
VanessaE |
ok. |
20:29 |
VanessaE |
thank you. |
20:29 |
hmmmm |
it seems like a minor oversight caused from when i moved hud code around |
20:29 |
* VanessaE |
puts her image editor away. |
20:35 |
Taoki |
hmmmm: I was wondering. Would you consider adding a feature to your v7 mapgen to allow in-between nodes when creating hills? So one can define slabs and allow this to happen: http://forum.minetest.net/viewtopic.php?pid=84880 |
20:35 |
Taoki |
Optionally and off by default of course |
20:36 |
VanessaE |
PilzAdam would throw up :D |
20:37 |
PilzAdam |
http://youtu.be/NZkStSdlh3c?t=5s |
20:38 |
VanessaE |
I said throw up, but blow up :) |
20:38 |
VanessaE |
not* |
20:39 |
proller |
why paramat make it on lua, its too slow to use |
20:41 |
Taoki |
proller: It's a good start. But yes in Lua it can be slow... plus it won't work at ground level |
20:41 |
Taoki |
Would rock if a mapgen would optionally allow smoothness nodes |
20:41 |
Taoki |
Or an automatic way to detect slab versions of any material and properly use them as part of hills. Off by default, just for custom games and mods |
20:41 |
proller |
start for total rewrite in c++ after |
20:44 |
hmmmm |
i don't know how your mod currently does it, but i wouldn't even bother looking at it.. clearly, you'd just need to add half slabs for every odd coordinate where dirt is placed |
20:44 |
hmmmm |
and it doesn't need to be tied to a specific mapgen either |
20:46 |
hmmmm |
sure, i'd add that feature after all of what i originally planned to do is done |
22:19 |
ShadowNinja |
Any comments? https://github.com/minetest/minetest/pull/594 |
22:21 |
jojoa1997|AWAY |
i dont like it |
22:21 |
jojoa1997|AWAY |
that means there is no more privacy |
22:24 |
ShadowNinja |
You are giving away your IP anyway, I would like to set my log level to something lower, the debug.txt is for larger than my map and is slowing down the server |
23:05 |
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