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09:31 |
celeron55 |
http://c55.me/blog/?p=1465#comment-21107 |
09:32 |
celeron55 |
what are these kinds of people thinking? like, i guess nothing at all |
09:32 |
celeron55 |
(the last comment) |
09:35 |
Calinou |
lol |
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13:12 |
RealBadAngel |
hi all |
13:13 |
RealBadAngel |
hmmmm, shall i pull the code for main menu music (without the tune, just the code) ? |
13:14 |
PilzAdam |
where is the code? |
13:16 |
RealBadAngel |
i can pull it if we agree that folder for sounds of all kinds will be /sounds |
13:17 |
RealBadAngel |
old test code used /testsounds folder |
13:17 |
PilzAdam |
I would prefer client/sounds/ |
13:17 |
RealBadAngel |
/clinent/sounds in the main tree? |
13:18 |
PilzAdam |
hm |
13:18 |
RealBadAngel |
imho not necesary and not consistent |
13:18 |
RealBadAngel |
we do already have /textures |
13:18 |
PilzAdam |
well, maybe client/sounds isnt good |
13:19 |
RealBadAngel |
so /sounds sounds logic ;) |
13:20 |
RealBadAngel |
so agree to use /sounds ? |
13:21 |
PilzAdam |
we should move all the folders in client/ into the root of directory of client |
13:21 |
PilzAdam |
*minetest |
13:21 |
sfan5 |
oh no |
13:21 |
sfan5 |
that'll create a folder mess |
13:22 |
Exio |
? what |
13:22 |
Exio |
i'd prefer client/sounds and client/textures instead |
13:22 |
PilzAdam |
c55 and kahrl had the intention to not split everything into server/ and client/ |
13:23 |
RealBadAngel |
we do already have /textures folder |
13:23 |
RealBadAngel |
/sounds shall be on the same level imho |
13:25 |
RealBadAngel |
PilzAdam, code is here: https://github.com/RealBadAngel/minetest/commit/ae60aa55f1421966f4a0b03ca2b5e0ca262091aa |
13:26 |
PilzAdam |
why do you change the camera angle there? |
13:28 |
PilzAdam |
and you just copy the GameOnDemandSoundFetcher from game.cpp? |
13:41 |
RealBadAngel |
a) this is unrelated change,its made to fit certain backround image |
13:41 |
RealBadAngel |
b) yes, i need to move the code to sound.h propably |
13:41 |
RealBadAngel |
and modify both game.cpp and main.cpp |
13:42 |
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13:44 |
RealBadAngel |
acording to a). download whole tree, compile and see the menu |
13:46 |
Exio |
RealBadAngel: learn to use branches |
13:46 |
Exio |
please |
13:46 |
RealBadAngel |
im using branches for technic |
13:46 |
RealBadAngel |
branches handling sucks big time |
13:47 |
RealBadAngel |
sorry, but no |
13:47 |
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13:50 |
RealBadAngel |
all those problems with squashing, rebasing, cherry picking (wtf?) and all related |
13:51 |
RealBadAngel |
github is shit |
13:51 |
RealBadAngel |
simple diff is way better and more usable |
13:51 |
Exio |
github is just a "git" interface |
13:51 |
Exio |
and i suck at git, but it is very useful |
13:52 |
RealBadAngel |
as uploading space, yes |
13:52 |
RealBadAngel |
then suck while downloading |
13:52 |
RealBadAngel |
sorry git, im not your fan at all |
13:52 |
Exio |
switch to svn |
13:55 |
RealBadAngel |
dont you guys have enough with renaming downloaded folder again and again? |
13:56 |
RealBadAngel |
github fails at even such simple thing |
13:56 |
Exio |
? |
13:57 |
PilzAdam |
RealBadAngel, normally you clone and pull |
13:57 |
RealBadAngel |
adding extra content to folders name |
13:57 |
PilzAdam |
github is only a git repo hosting service |
13:57 |
Exio |
the basic usage what i do to it, git makes the stuff way easier |
13:58 |
RealBadAngel |
git makes stuff way more complicated as it should be |
13:58 |
Exio |
you don't need to rename dirs, you can have git log, git status, branches, etc |
13:58 |
Exio |
RealBadAngel: i'd say it makes the stuff simpler |
13:58 |
RealBadAngel |
exio, try to download any mod |
13:58 |
Exio |
? and |
13:58 |
Exio |
did, with git and stuff |
13:58 |
RealBadAngel |
and see forums, the mod is not working |
13:58 |
Exio |
git clone |
13:59 |
Exio |
i don't understand your problem, really |
13:59 |
RealBadAngel |
git feels like it have to add -master to folders name |
13:59 |
Exio |
in any case, can we move this to #mt? |
13:59 |
RealBadAngel |
or some other random shit |
13:59 |
PilzAdam |
RealBadAngel, that is not git |
13:59 |
PilzAdam |
thats github |
13:59 |
Exio |
that is the github download service what is not related to git |
13:59 |
Exio |
and how you download a git repo is.. |
13:59 |
PilzAdam |
this shows me that you dont understand git |
14:00 |
Exio |
git clone http://whatever.server/repository |
14:00 |
Exio |
or https, or git, or w/e |
14:00 |
RealBadAngel |
yup, super user friendly, especially for newbie players |
14:00 |
RealBadAngel |
teach them git |
14:01 |
RealBadAngel |
are you nuts/ |
14:01 |
Exio |
are you a newbie player? |
14:01 |
Exio |
ok |
14:01 |
Exio |
git is not for normal-players, is for developing |
14:01 |
RealBadAngel |
this is hardcore system, not even close to user friendly |
14:01 |
PilzAdam |
RealBadAngel, just because you dont understand it doesnt mean git is shit |
14:01 |
RealBadAngel |
I DO UNDERSTAND IT |
14:01 |
RealBadAngel |
and DONT LIKE IT |
14:01 |
RealBadAngel |
thats a difference |
14:02 |
PilzAdam |
then why do you say that git adds -master to downloads? |
14:02 |
RealBadAngel |
github pages download |
14:02 |
RealBadAngel |
i shall say |
14:03 |
Exio |
any real comment about git now? |
14:03 |
Exio |
it makes the life easier for the people who wants to develop |
14:03 |
RealBadAngel |
im developin and git makes my life complicated |
14:04 |
Exio |
ok |
14:04 |
RealBadAngel |
i want to post diff file |
14:04 |
RealBadAngel |
thats all |
14:04 |
Exio |
git push |
14:04 |
RealBadAngel |
AND DONT USE cli |
14:05 |
RealBadAngel |
its 21st century for christ sake |
14:06 |
|
Ristovski joined #minetest-dev |
14:06 |
RealBadAngel |
i just want to compare two folders, clean and modified, produce diff, pull, forget |
14:06 |
Ristovski |
anyone know why I'm getting this at linking? "In function `irr::video::CImageLoaderPng::loadImage(irr::io::IReadFile*) const': (.text+0x1c0): undefined reference to `png_set_gray_1_2_4_to_8'" |
14:06 |
Exio |
git diff |
14:06 |
Ristovski |
I have the dev packages |
14:07 |
Ristovski |
debian wheezy x64 btw, if there is anyone actually using linux here... |
14:08 |
RealBadAngel |
Ristovski, looks like some problem with Irrlicht libraries |
14:08 |
Ristovski |
RealBadAngel: yeah, i have both the normal and dev irrlicht packages tho |
14:08 |
PilzAdam |
Ristovski, everyone here uses Linux |
14:08 |
Ristovski |
PilzAdam: oh, nice |
14:08 |
PilzAdam |
Ristovski, wich version of Irrlicht |
14:09 |
Ristovski |
lemme check |
14:09 |
Ristovski |
1.7 seems like |
14:09 |
RealBadAngel |
try 1.7.3 or 1.8 |
14:09 |
PilzAdam |
1.8 is slower than 1.7.3 |
14:10 |
RealBadAngel |
i havent noticed that |
14:10 |
Ristovski |
is the git version fine? |
14:10 |
Ristovski |
I mean, svn/git/hg w/e they use |
14:10 |
RealBadAngel |
i havent tested it |
14:10 |
RealBadAngel |
using 1.8 here |
14:11 |
RealBadAngel |
and 1.7.3 before |
14:11 |
PilzAdam |
Ristovski, it should work with the Irrlicht version in the debian packages |
14:11 |
Ristovski |
PilzAdam: well, it doesnt, im now uninstalling those and gonna compile irrlicht from source |
14:12 |
RealBadAngel |
whats your distro? |
14:12 |
RealBadAngel |
ah |
14:12 |
RealBadAngel |
nvm |
14:12 |
Ristovski |
:P |
14:12 |
Ristovski |
btw, I hope it doesnt matter what DE I use |
14:12 |
Ristovski |
i had some problems with other games where it did |
14:13 |
iqualfragile |
btw: minetest actualy runs qute well on nouveau |
14:13 |
Exio |
works for me in debian6 |
14:13 |
Ristovski |
hmm, probably gonna get high FPS since I use AwesomeWM |
14:14 |
Ristovski |
RealBadAngel: hmm, how big is the source of irrlicht? |
14:15 |
Ristovski |
gettin ~100kb/s, damn ISP |
14:15 |
PilzAdam |
RealBadAngel, your problem with git is probably that you dont want to use CLI |
14:15 |
PilzAdam |
wich is a typical windows users behaviour |
14:15 |
RealBadAngel |
22.6mb for 1.8 |
14:15 |
Ristovski |
ok |
14:16 |
Ristovski |
RealBadAngel: whats the average FPS people get? |
14:16 |
PilzAdam |
Ristovski, depends on the hardware |
14:16 |
RealBadAngel |
PilzAdam, typical widnows user behaviour... lol, i dont even have windows installed :P |
14:16 |
Ristovski |
PilzAdam: hmm, I mean, I can run other games at around 60 |
14:17 |
PilzAdam |
60 FPS is not hard to get |
14:17 |
PilzAdam |
I get ~ 250 |
14:17 |
RealBadAngel |
on my hardware (quite old and slowed down) i do get 40-50fps with 128x texture pack and shitload of mods |
14:18 |
RealBadAngel |
dual core 1,8ghz with 4gb of ram |
14:18 |
RealBadAngel |
and some budget radeon |
14:18 |
Ristovski |
RealBadAngel: Oh, seems like we have the same hardware |
14:18 |
Ristovski |
i just have 2.1GhZ |
14:19 |
RealBadAngel |
this was 2.1 |
14:19 |
Ristovski |
oh |
14:19 |
RealBadAngel |
i slowed the machine down, added water cooling |
14:19 |
Exio |
dual core? |
14:19 |
Ristovski |
also, lol @ mojang adding horses |
14:19 |
RealBadAngel |
and its working 24/7 |
14:19 |
Exio |
intel, amd, what the heck? |
14:19 |
Ristovski |
mine is dual core too btw |
14:19 |
RealBadAngel |
i never turn off my box |
14:19 |
Ristovski |
also, amd Athlon x64 Dual Core M320 @ 2.10GhZ |
14:20 |
RealBadAngel |
mine is intel |
14:20 |
Ristovski |
amd's are good for making toasters and ovens |
14:20 |
RealBadAngel |
hehe |
14:20 |
Ristovski |
you get ~80C with < 10V :D |
14:21 |
RealBadAngel |
notice i underclocked it, not overclocked |
14:21 |
Exio |
my cpu is at 30C like |
14:21 |
Ristovski |
yeah |
14:21 |
Exio |
bulldozer 6100 |
14:21 |
RealBadAngel |
it helps for stability, power usage and lifetime |
14:21 |
Ristovski |
my CPU is at 72C now, highest I got it to was 85C |
14:21 |
Exio |
laptop? |
14:21 |
RealBadAngel |
mine is on average 30def |
14:21 |
RealBadAngel |
deg |
14:21 |
PilzAdam |
ok, thats enough offtopic for now |
14:21 |
Ristovski |
yeah, laptop |
14:23 |
Ristovski |
is lua used for config? |
14:23 |
RealBadAngel |
no |
14:23 |
Ristovski |
then what for |
14:23 |
Ristovski |
scripting? |
14:23 |
RealBadAngel |
for mods |
14:23 |
Ristovski |
oh, ok |
14:23 |
RealBadAngel |
ingame scripting |
14:24 |
Ristovski |
well.. better than python |
14:24 |
RealBadAngel |
lately we got there LuaJIT |
14:25 |
RealBadAngel |
you may want to install this library too when you will compile the game |
14:25 |
PilzAdam |
Ristovski, Lua mods basically define the content of the game |
14:26 |
Ristovski |
oh, ok |
14:26 |
RealBadAngel |
it makes all mods run at least 2x faster |
14:26 |
PilzAdam |
i.e. nodes, tools, textures and behaviour of them |
14:26 |
Ristovski |
RealBadAngel: i think I already have that |
14:26 |
Ristovski |
actually.. not in repos |
14:27 |
RealBadAngel |
when you will compile, output will say if its found or not |
14:27 |
RealBadAngel |
hold on then |
14:27 |
PilzAdam |
RealBadAngel, nope, not when you are compiling but when you run cmake |
14:27 |
RealBadAngel |
http://luajit.org/download/LuaJIT-2.0.1.tar.gz |
14:27 |
Ristovski |
lol, Irrlicht still downloading |
14:27 |
RealBadAngel |
unpack, enter /src then make, make install |
14:28 |
Ristovski |
no need, I did it make in root dir and it works |
14:28 |
Ristovski |
did make* |
14:28 |
RealBadAngel |
not opening the door but using key to open the door... |
14:29 |
RealBadAngel |
do you have to be such sarcastic? |
14:29 |
Ristovski |
lol |
14:29 |
Ristovski |
also, whoops |
14:30 |
Ristovski |
RealBadAngel: the svn of irrlicht downloaded like all branches/releases |
14:30 |
RealBadAngel |
rotfl |
14:30 |
RealBadAngel |
lemme copy the link then |
14:30 |
RealBadAngel |
http://downloads.sourceforge.net/irrlicht/irrlicht-1.8.zip |
14:31 |
Ristovski |
hmm, thanks |
14:31 |
RealBadAngel |
this is definitely just 22,6mb and dev with sources |
14:31 |
Ristovski |
I knew it was taking too long for just 20mb |
14:32 |
Ristovski |
RealBadAngel: hmm, wheres the makefile |
14:33 |
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iqualfragile joined #minetest-dev |
14:33 |
Ristovski |
got it |
14:33 |
RealBadAngel |
/source/irrlicht |
14:35 |
Ristovski |
why does it say to NODEBUG=1 when it actually adds -D_DEBUG |
14:36 |
RealBadAngel |
that i dont know |
14:36 |
RealBadAngel |
hmmmm, are you around? |
14:39 |
Ristovski |
RealBadAngel: it errors out on "make install" |
14:39 |
Ristovski |
"cp: cannot stat `../../lib/Linux/libIrrlicht.so.1.8.0': No such file or directory" |
14:40 |
RealBadAngel |
lib shall land in /us/local/lib |
14:41 |
RealBadAngel |
*usr |
14:41 |
Ristovski |
done |
14:43 |
RealBadAngel |
navigate there and check if you have there libirrlicht.so.1.8.0 and libirrlicht.a |
14:43 |
RealBadAngel |
with capital I for Irrlicht |
14:46 |
Ristovski |
libirlicht.a is there |
14:46 |
Ristovski |
linirrlicht.so isnt D: |
14:46 |
Ristovski |
uhh, lib* |
14:46 |
RealBadAngel |
.a is enough |
14:46 |
RealBadAngel |
game will use it |
14:46 |
Ristovski |
ok |
14:47 |
RealBadAngel |
so try to compile the game now |
14:48 |
Ristovski |
arrghh |
14:48 |
Ristovski |
"No rule to make target `/usr/lib/x86_64-linux-gnu/libIrrlicht.a', needed by `bin/minetest'. Stop." |
14:49 |
Ristovski |
hmm, what now |
14:49 |
Ristovski |
lemme re-run cmake . |
14:54 |
PilzAdam |
remove CMakeCache.txt and re-run cmake |
14:55 |
RealBadAngel |
PilzAdam, so what about the folder? |
14:56 |
PilzAdam |
the sound folder? |
14:57 |
RealBadAngel |
yup |
14:58 |
PilzAdam |
didnt I already said that it should go into the root directory of minetest? |
14:58 |
RealBadAngel |
named "sounds" |
14:58 |
RealBadAngel |
yes? |
14:58 |
PilzAdam |
and both, $path_share and $path_usr |
14:59 |
PilzAdam |
and change path_user first, so things in ~/.minetest/sounds/ can override globally installed sounds |
14:59 |
PilzAdam |
*check |
14:59 |
RealBadAngel |
that was supposed to work different way |
14:59 |
RealBadAngel |
one /sounds folder |
14:59 |
RealBadAngel |
that mods can override |
15:00 |
RealBadAngel |
not different installs |
15:00 |
PilzAdam |
were do you want to put that one sound folder? $path_share or $path_user |
15:00 |
RealBadAngel |
so, if mod will redefine sound file it will be used instead of client side stored one |
15:00 |
RealBadAngel |
and thus will be sent by server |
15:01 |
RealBadAngel |
same place as /textures |
15:01 |
Ristovski |
RealBadAngel: pm |
15:04 |
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15:04 |
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Jordach joined #minetest-dev |
15:05 |
RealBadAngel |
PilzAdam, idea was to put there all defaults sounds |
15:05 |
RealBadAngel |
so server wont have to send them to client |
15:05 |
PilzAdam |
can you just answer my question? |
15:05 |
RealBadAngel |
but a mod can decide to override it and use different sound |
15:06 |
RealBadAngel |
std::string base = porting::path_share + DIR_DELIM + "sounds"; |
15:06 |
RealBadAngel |
here |
15:06 |
PilzAdam |
so, for your menu sound it would be in /usr/share/minetest/sounds |
15:07 |
PilzAdam |
users cant override the default menu sound then |
15:07 |
RealBadAngel |
ehhh |
15:07 |
RealBadAngel |
if mod defines the sound |
15:07 |
RealBadAngel |
it is first searched in mods directory |
15:07 |
RealBadAngel |
if found then used |
15:08 |
RealBadAngel |
last instance is that dir |
15:08 |
RealBadAngel |
dont you get it? |
15:08 |
PilzAdam |
but your code doesnt do that |
15:09 |
RealBadAngel |
ofc it fuckin does it |
15:09 |
RealBadAngel |
searching /sounds is the last instance in lookin for sound file |
15:10 |
RealBadAngel |
if mod defined the use of sound file it is searched in mods files first |
15:10 |
RealBadAngel |
if not found then in /sounds |
15:11 |
RealBadAngel |
so, point is default mods define usage of sounds stored already in /sounds |
15:11 |
RealBadAngel |
and those will be default ones |
15:11 |
PilzAdam |
it search main_menu.ogg only in $path_share/sounds |
15:11 |
RealBadAngel |
if mod will supply own sound it will be used in the first place |
15:11 |
PilzAdam |
it doesnt even know about mods when searching main_menu.ogg |
15:12 |
PilzAdam |
I just tested it |
15:12 |
PilzAdam |
$path_share/sounds/main_menu.ogg is the only place were it looks for the main menu sound |
15:12 |
RealBadAngel |
ofc |
15:13 |
RealBadAngel |
because its the only place it can be stored |
15:13 |
RealBadAngel |
now take any sound of default mods |
15:13 |
PilzAdam |
it would be better to check both, $path_user/sounds and $path_share/sounds, so users can have custome client stored sounds |
15:13 |
RealBadAngel |
and move them to this folder |
15:14 |
RealBadAngel |
like walkin sounds, breaking glass etc |
15:14 |
RealBadAngel |
they will become local |
15:14 |
RealBadAngel |
not being sent by server |
15:15 |
RealBadAngel |
and code will find them |
15:15 |
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15:17 |
PilzAdam |
yes, but users should be able to save sounds in the client like that without messing arround in $path_share |
15:18 |
RealBadAngel |
what messing? |
15:18 |
RealBadAngel |
/sounds/ then store files there |
15:19 |
PilzAdam |
in a globally installed minetest $path_share is at /usr/share/minetest/ and you need to be root to modify it |
15:19 |
RealBadAngel |
you are messing with paths now |
15:19 |
RealBadAngel |
and you havent understood it at all |
15:19 |
PilzAdam |
what you think works for run_in_place only |
15:20 |
RealBadAngel |
default sounds will come with game |
15:20 |
RealBadAngel |
already stored there |
15:20 |
RealBadAngel |
in this exact folder |
15:20 |
PilzAdam |
that stupid |
15:20 |
PilzAdam |
you want to ship all ambient soundtracks with minetest? |
15:20 |
RealBadAngel |
so every client will have local sounds |
15:21 |
PilzAdam |
and all other music that every mod uses? |
15:21 |
RealBadAngel |
but if a mod will override it |
15:21 |
RealBadAngel |
it will be sent to client |
15:21 |
RealBadAngel |
and handled old way |
15:21 |
RealBadAngel |
this way we reduce bandwith needed |
15:22 |
PilzAdam |
it would be better to tell users to put sounds in ~/.minetest/sounds/ of the dont want to download them all the time |
15:22 |
RealBadAngel |
because all default sounds will be already on the client side |
15:22 |
PilzAdam |
shipping minetest with all these sounds is ridiculous |
15:22 |
RealBadAngel |
you already do so |
15:22 |
PilzAdam |
I mean sounds of 3rd party mods |
15:22 |
RealBadAngel |
and call it stupid? |
15:23 |
RealBadAngel |
you are forcing sending all the sounds each time |
15:23 |
PilzAdam |
I think you simply dont want to understand what I want to tell you |
15:24 |
RealBadAngel |
i do, you are thinkin old way, and want them to be lua sent |
15:24 |
RealBadAngel |
like they are now |
15:24 |
PilzAdam |
nope |
15:24 |
RealBadAngel |
so server have to send them |
15:24 |
PilzAdam |
I want users to put them into a folder so that they are not send |
15:24 |
PilzAdam |
but I dont want to preinstall the sounds with the engine |
15:25 |
PilzAdam |
because the engine doesnt know wich games/mods the users will use |
15:25 |
RealBadAngel |
preinstall it with game mod then |
15:25 |
PilzAdam |
so you want to force users to be root to intsall games in Minetest? |
15:26 |
RealBadAngel |
ok, i can agree to move them to users folder |
15:26 |
RealBadAngel |
got your point |
15:26 |
Ristovski |
RealBadAngel: hmm, I get "PNG warning: Interlace handling should be turned on when using png_read_image" and it freezes when joining the sandbox server |
15:27 |
PilzAdam |
Ristovski, I guess the dev channel is the wrong channel for that |
15:27 |
PilzAdam |
RealBadAngel, use $path_user first, then $path_share and then download it from server |
15:28 |
RealBadAngel |
in reverse order... |
15:29 |
RealBadAngel |
if server supplies it then use it |
15:29 |
RealBadAngel |
this is not textures system |
15:29 |
RealBadAngel |
local are supposed to be primary |
15:30 |
RealBadAngel |
so you check for overrides first |
15:30 |
RealBadAngel |
not the last |
15:31 |
PilzAdam |
it should be only downloaded from server if the version on the server differs from the locally stored |
15:31 |
RealBadAngel |
in fact im not sure how it should be handled |
15:32 |
RealBadAngel |
my vote is to ship some very basic and default sounds together with the engine |
15:32 |
RealBadAngel |
and move commons to builtin |
15:34 |
PilzAdam |
1) check if the sound is locally present (path_user first, path_share if the sounds are not in path_user); 2) check if the server offers the same files, if not use the local file; break; 3) check if the local file and the file on the server differ; if yes: download from server; if no: use local file |
15:34 |
PilzAdam |
no, thats wrong |
15:35 |
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15:35 |
PilzAdam |
1) get filename from server; 2) check if its locally; 3) check if the server file and local file differ; download from server if yes; use local file else |
15:35 |
PilzAdam |
this could also work for textures |
15:35 |
PilzAdam |
and it would save a lot of time for many people |
15:36 |
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15:37 |
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15:38 |
jojoa1997_Tablet |
is it possible for minetest to colorize blocks.(one file texture and multiple nodes that hve different colors) |
15:38 |
Calinou |
no |
15:38 |
Exio |
did you read the TODO list |
15:38 |
jojoa1997_Tablet |
there is a TODO list?!?! |
15:38 |
Calinou |
http://dev.minetest.net/TODO <= inb4 "TODO" |
15:38 |
Calinou |
well, inafter "TODO" |
15:40 |
PilzAdam |
thats hmmmm's TODO list |
15:40 |
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15:40 |
PilzAdam |
hmmmm, you should move it to your userspace in the wiki |
15:40 |
jojoa1997_Tablet |
PilzAdam do you have a todo list? |
15:40 |
jojoa1997_Tablet |
is there an official one? |
15:41 |
PilzAdam |
yes, I have a TODO list |
15:41 |
jojoa1997_Tablet |
where is it |
15:41 |
PilzAdam |
in my head |
15:41 |
Jordach |
ehm |
15:41 |
Jordach |
http://dev.minetest.net/Mapgen_V7 |
15:41 |
* jojoa1997_Tablet |
connects a mind reading machine to PilzAdam's head |
15:42 |
Jordach |
Mapgen V7 is fully described here |
15:42 |
Jordach |
well that's any help |
15:42 |
Jordach |
its just a picture. :) |
15:42 |
jojoa1997_Tablet |
yes very described |
15:45 |
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16:03 |
RealBadAngel |
PilzAdam, way easier: 1) check if file is sent by server, if so use it. 2) if no use local one 3) file is missing ;) |
16:04 |
RealBadAngel |
more, adaptin all current default mods to use it will be just copy them to client |
16:05 |
RealBadAngel |
all is about cache |
16:05 |
RealBadAngel |
if file is in cache it means it was sent by the server |
16:06 |
PilzAdam |
this wouldnt help much in first login |
16:06 |
PilzAdam |
you are still downloading everything |
16:06 |
RealBadAngel |
you still are missing the point |
16:06 |
PilzAdam |
the goal is to not download things that are locally present |
16:06 |
PilzAdam |
what you suggest is same as textures/all |
16:07 |
RealBadAngel |
move that damn common things to game |
16:07 |
RealBadAngel |
so each and every client will have them by definition |
16:07 |
PilzAdam |
you would simply break backwards compatibility by not having the textures on the server |
16:07 |
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16:08 |
RealBadAngel |
it wont break anything |
16:08 |
RealBadAngel |
for christ sake |
16:08 |
RealBadAngel |
turn logic on |
16:08 |
PilzAdam |
you would rely on the fact that every client has all the texture in it |
16:08 |
PilzAdam |
so old clients cant connect to new servers |
16:09 |
PilzAdam |
it isnt like you move sounds to the engine and magically every client on the world has them |
16:09 |
RealBadAngel |
first of all worst case just textures will be missing |
16:09 |
RealBadAngel |
so old crap user will have to update the game |
16:09 |
RealBadAngel |
nothing special |
16:09 |
PilzAdam |
see? you break compatibility |
16:10 |
RealBadAngel |
see? we are DEVELOPING the game |
16:10 |
RealBadAngel |
not maintainin national museum of minetest :P |
16:11 |
Exio |
g |
16:12 |
Jordach |
now that;s a nice signiture right there |
16:12 |
RealBadAngel |
ofc new versions of the game will be incopatible with older ones |
16:12 |
RealBadAngel |
we do that every few weeks |
16:13 |
RealBadAngel |
for minor changes even |
16:13 |
PilzAdam |
ehm |
16:14 |
PilzAdam |
you can connect with a 0.4.4 client to a 0.4.6 server IIRC |
16:14 |
RealBadAngel |
so what |
16:14 |
RealBadAngel |
many things wont work |
16:14 |
PilzAdam |
only the new features wont work then |
16:14 |
RealBadAngel |
is that a succes or cheating yourself? |
16:15 |
PilzAdam |
but what you suggest is break one of the most important parts of the game |
16:15 |
RealBadAngel |
yeah? |
16:15 |
RealBadAngel |
try to use 6d facedir with old client with enabled atlas |
16:15 |
RealBadAngel |
good luck |
16:16 |
PilzAdam |
you are comparing new features with basic things like textures |
16:16 |
PilzAdam |
your point is not valid |
16:16 |
RealBadAngel |
treat is as new feature |
16:16 |
RealBadAngel |
"decrease bandwith needed to connect" |
16:17 |
RealBadAngel |
voila |
16:17 |
PilzAdam |
so we call texutres a new feature introduced in 0.4.7? |
16:17 |
PilzAdam |
turn logic on |
16:17 |
RealBadAngel |
client side stored media files |
16:18 |
RealBadAngel |
first step to move there default sounds |
16:20 |
RealBadAngel |
but still, lets wait for others, what they may have to say bout the idea, ok? |
16:21 |
RealBadAngel |
2 voices are not enough to vote, especially when theyre quite opposite ;) |
16:29 |
RealBadAngel |
PilzAdam, btw... http://i.imgur.com/OapBLIO.jpg |
16:36 |
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18:24 |
VanessaE |
regarding the sounds/textures debate: We need a whole new way of checking for these things. If the client has a texture or sound, that should absolutely be used regardless of what the server wants to send. The server should send whatever the client doesn't have, BUT the client should always be shipped with sounds+textures/. |
18:24 |
VanessaE |
best of both sides of the argument. |
18:27 |
VanessaE |
the client should always look in the directory the server might normally have if the server were installed on the same machine as the client, that way duplicate images are neither needed nor created in most users' installs. |
18:28 |
VanessaE |
the client and server should both have a pre-cached set of very basic image hashes, something that gives us less than 0.001% chance of a false match. |
18:28 |
VanessaE |
so that client and server can do very fast comparisons at connect time. |
18:29 |
VanessaE |
ditto for sounds of course. |
18:29 |
celeron55 |
<+PilzAdam> c55 and kahrl had the intention to not split everything into server/ and client/ |
18:30 |
celeron55 |
yes, please continue that tradition where possible |
18:31 |
celeron55 |
both of what are under client/ can be dropped out from there |
18:33 |
celeron55 |
(they're there mostly because of laziness of modifying patches) |
18:55 |
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20:01 |
hmmmm |
oh god |
20:01 |
hmmmm |
who wanted to separate client and server |
20:01 |
hmmmm |
[11:40 AM] <PilzAdam> thats hmmmm's TODO list |
20:01 |
hmmmm |
it's not though |
20:02 |
hmmmm |
i shouldn't move it to my "userspace" |
20:02 |
hmmmm |
those are just pressing issues that i personally have to do, and nobody added anything |
20:03 |
PilzAdam |
why are you removing stuff like "weather" from it then? |
20:04 |
hmmmm |
[10:36 AM] <RealBadAngel> hmmmm, are you around? |
20:04 |
hmmmm |
yes i am around |
20:04 |
hmmmm |
because it was poorly written |
20:04 |
hmmmm |
and besides, weather is already possible with mods |
20:05 |
PilzAdam |
ehm |
20:05 |
hmmmm |
i know of a rain mod |
20:05 |
PilzAdam |
yes, but it isnt good |
20:05 |
PilzAdam |
rain was possible since entities were added |
20:05 |
PilzAdam |
but it is 1) too laggy (even with particles) and 2) blocks dont block rain |
20:05 |
hmmmm |
so if someone can actually write what needs to be done (intelligently) in order for "good" weather to happen, then sure add it |
20:06 |
PilzAdam |
if you stay under a node you still get wet |
20:06 |
hmmmm |
and by "what needs to be done" i mean the technical aspects behind it |
20:07 |
proller |
i want to make complete weather system, but have no time now |
20:08 |
hmmmm |
so why is it that people don't seem to care about making things neat |
20:08 |
hmmmm |
not just code, but even wiki pages |
20:08 |
hmmmm |
they haphazardly add in things missing newlines, wrong header, etc. |
20:09 |
hmmmm |
and the actual content they add is practically useless |
20:09 |
hmmmm |
i don't want the TODO page to become a wishlist |
20:09 |
hmmmm |
it's there for devs |
20:10 |
proller |
it was my TODO |
20:11 |
hmmmm |
oh |
20:11 |
hmmmm |
well, please be neater about it |
20:12 |
proller |
ok |
20:16 |
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23:25 |
Pentium44 |
darkrose, you here? |
23:31 |
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23:32 |
savedgames |
I got a serious thing in 0.4.6 like a bug. Everything becomes grey after a certain period. Have many already reported this? |
23:33 |
savedgames |
and every time afterwards I load the game it starts in the grey area. Regardless of where I hit with my pickaxe when I'm in the grey no sound is heard, so I'm not hitting anything. |
23:34 |
VanessaE |
this would normally mean you've got a server process that's stuck. |
23:34 |
VanessaE |
(minetest is really a client and a server together) |
23:34 |
VanessaE |
check that you don't have other, hung minetest instances running (look at your task manager or process list) |
23:35 |
VanessaE |
Do you have any mods loaded? |
23:35 |
VanessaE |
(also, this really belongs over on #minetest ) |
23:35 |
ShadowNinja |
looks more like a graphics issue to me |
23:46 |
savedgames |
you are right. I got an extra minetest running. |
23:47 |
savedgames |
ops...no. The world spawns as grey the moment I enter it. |
23:47 |
savedgames |
So the last world that got infected by the "grey disease bug" I stopped using and created a new world which is healthy. |
23:48 |
savedgames |
Though its sad, cause I put work in this world and I don't wanna start from the beginning. About reproducing this bug? Sorry I'm outta luck. In both cases it just happened without explanation... |
23:49 |
VanessaE |
savedgames: you may have to just wait it out |
23:49 |
VanessaE |
try the "broken" world again but give it a minute to try to load |
23:49 |
VanessaE |
sometimes on my server, it takes several seconds before the world starts loading, when I connect. |
23:50 |
savedgames |
Maybe I should just make a little screencast showing what happens...me just describing with words probably doesn't help. What do you think? |
23:50 |
VanessaE |
no need, we know what it is :) |
23:50 |
VanessaE |
a grey screen - the world didn't load. |
23:50 |
VanessaE |
=[ |
23:50 |
VanessaE |
gah, can't type. |
23:50 |
savedgames |
ok . then. I will wait... |
23:50 |
VanessaE |
a grey screen = the world didn't load. |
23:51 |
savedgames |
Yes, but it just became grey while I was playing. Does that happen also? |
23:51 |
savedgames |
that I have to wait ingame for it to do its 'stuff'? |
23:52 |
savedgames |
I also got the feeling that it uses way more cpu in this grey disease mode |
23:53 |
savedgames |
but it's nothing I can confirm. I really think you don't have what I have so what you think about I posting a screencast? |
23:53 |
savedgames |
I think it's enough showing you a comparison of a newly created world and my two other worlds struck by the calamity |
23:54 |
savedgames |
still grey |
23:54 |
VanessaE |
by now it should have loaded. Any errors in your console? |
23:54 |
savedgames |
fps 0? |
23:55 |
savedgames |
ops, didn't notice. That's weird, ain't it? |
23:55 |
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23:55 |
VanessaE |
(the terminal/command line that some installs will show) |
23:55 |
savedgames |
I must start minetest in console mode then, I can start it in a terminal, is that what I should have done? |
23:55 |
VanessaE |
it IS normal for the screen/sky to turn grey at times, particularly if you're looking out over terrain that didn't load. |
23:56 |
VanessaE |
yes, you need to start it from a command line so we can see if there are any errors being thrown |
23:56 |
savedgames |
Everything IS grey |
23:56 |
savedgames |
FPS=0 |
23:56 |
savedgames |
ok, starting soon |
23:56 |
Exio |
savedgames: what are your coords? |
23:57 |
VanessaE |
Oh I forgot to ask that |
23:57 |
savedgames |
How do I find out? |
23:57 |
VanessaE |
savedgames: press F5 and tell us what your coordinates are. |
23:57 |
savedgames |
I pressed F5 |
23:58 |
savedgames |
-214748 |
23:58 |
VanessaE |
OOPS! |
23:58 |
Exio |
got it |
23:58 |
VanessaE |
that's why |
23:58 |
VanessaE |
/teleport 0,0,0 |
23:58 |
VanessaE |
do that. |
23:58 |
savedgames |
how do I do that? |
23:58 |
VanessaE |
he got bit by the insane coordinates bug :D |
23:58 |
VanessaE |
just start typing. |
23:58 |
VanessaE |
the / will open a command line into the progra,/. |
23:58 |
VanessaE |
program* |
23:58 |
Exio |
in the console, but do that a second after you "start" the game |
23:59 |
VanessaE |
Exio: he doesn't have to time it. he can just teleport and then restart the game. |
23:59 |
Exio |
VanessaE: ehm |
23:59 |
Exio |
it didn't work for me in that way |
23:59 |
savedgames |
Server says teleporting to 0,0,0 |