Time |
Nick |
Message |
00:00 |
VanessaE |
savedgames: do it again. |
00:00 |
VanessaE |
sometimes the first command is ignored. |
00:00 |
VanessaE |
or rather, doesn't "complete". |
00:00 |
VanessaE |
now, /grant singleplayer all |
00:00 |
VanessaE |
then tap 'k', then press and hold space until you are up out of the ground, assumign the teleport put you underground. |
00:01 |
Exio |
savedgames: what did you do before "getting" that world? (and what version are you using?) |
00:01 |
savedgames |
I use 0.4.6 from a ppa I think |
00:01 |
VanessaE |
Exio: he's on 0.4.6, and he probably used a trampoline or some other mod that can move a player very fast/ |
00:01 |
Exio |
thinking that |
00:01 |
savedgames |
I had all mods DISABLED |
00:01 |
savedgames |
cause thats what I thought the cause was for the last world getting grey |
00:02 |
VanessaE |
savedgames: he means originally, when the world seemed to go bad,. |
00:02 |
VanessaE |
savedgames: did the teleport work? |
00:02 |
savedgames |
Well, no. |
00:02 |
savedgames |
I first granted all those privs |
00:02 |
savedgames |
then I tried teleporting |
00:03 |
VanessaE |
ok |
00:03 |
VanessaE |
what do your coords read now? |
00:03 |
savedgames |
-214748 |
00:03 |
VanessaE |
shit |
00:03 |
VanessaE |
ok teleport again. |
00:03 |
savedgames |
the middle coords change rapidly |
00:03 |
savedgames |
is that normal? |
00:04 |
VanessaE |
no it isn't. |
00:04 |
VanessaE |
that means you're probably falling like crazy |
00:04 |
VanessaE |
or still being catapulted somewhere. |
00:04 |
VanessaE |
turn on fly. |
00:04 |
VanessaE |
('k') |
00:04 |
VanessaE |
("free move") |
00:04 |
savedgames |
I just press /k? |
00:04 |
VanessaE |
no, just k |
00:04 |
VanessaE |
no slash |
00:04 |
VanessaE |
did you see "free move enabled"? |
00:04 |
VanessaE |
(bottom left corner of the window) |
00:05 |
savedgames |
my laptop got to lots of degrees...Im restarting... |
00:05 |
savedgames |
minetest. |
00:06 |
VanessaE |
ok |
00:06 |
savedgames |
I see again...my coords are about the same but I SEE. |
00:06 |
savedgames |
it must have helped |
00:06 |
VanessaE |
ok wait. |
00:06 |
VanessaE |
you have all privs now. |
00:06 |
VanessaE |
press 'k' to turn free move on. |
00:07 |
savedgames |
when I turned off free move it got all grey |
00:07 |
VanessaE |
that's normal |
00:07 |
savedgames |
but when I turned it on I could see again :D |
00:07 |
VanessaE |
as long as it's OK |
00:07 |
VanessaE |
ON |
00:07 |
VanessaE |
now, /teleport 0,30,0 |
00:07 |
VanessaE |
free move also stops you from accelerating :-) |
00:07 |
savedgames |
worked |
00:07 |
VanessaE |
you're back on familiar ground now? |
00:07 |
savedgames |
and much less cpu is used now. |
00:08 |
savedgames |
well maybe not but I'm thankful for being somewhere, and at least being in my world. :D |
00:08 |
VanessaE |
good, then it worked :D |
00:08 |
VanessaE |
as long as you can see the world around you, you should be good again. |
00:09 |
savedgames |
During the night I can see some lights...so I'll probably see some torches somewhere :D |
00:09 |
VanessaE |
you can use that same trick any time you get teleported out to insane coordinates like that. That bug has since been fixed in git ( |
00:09 |
savedgames |
wow. I'm thankful for all your help |
00:09 |
VanessaE |
(or at least, it's been significantly helped) |
00:09 |
VanessaE |
no problem. |
00:09 |
Exio |
well, no the bug of eating the whole cpu for being in -23472323942384234234 |
00:10 |
Exio |
but yes the main bug what casued you to went to that coords :P |
00:10 |
VanessaE |
well yeah, the bug that causes you to eat massive CPU ain't fixed, just the part that put you there ;) |
00:10 |
savedgames |
Is the information about the bugs stored in a bugtracker or do you communicate the bugs on irc? |
00:11 |
Exio |
http://github.com/minetest/minetest/issues |
00:11 |
Exio |
(iirc the link :P) |
00:11 |
Exio |
but some bugs like that went fixed by just talking here, and throw a pull request then |
00:11 |
VanessaE |
savedgames: we do both, though github is preferred if this channel is particularly busy. Note that we normally prefer to discuss non-core stuff (e.g. bugs, features) over on #minetest |
00:11 |
savedgames |
Who fixed the bug? |
00:12 |
VanessaE |
I think exio did :) |
00:12 |
savedgames |
aha, bugs on minetest...well then that's where I should have gone in the first place :D |
00:12 |
Exio |
the "fix" is just a limit in the acceleration |
00:13 |
savedgames |
Do any of the developers accept BTC as a donation(?), for the project I mean. |
00:13 |
Exio |
i don't know if any core dev has a BTC for that |
00:14 |
savedgames |
I'm moving now to #minetest, so that this channel can remain about core issues... |
00:14 |
Exio |
would be nice to accept LTC too :D |
00:15 |
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00:42 |
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01:53 |
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02:37 |
hmmmm |
ahhh |
02:37 |
Exio |
what? |
02:38 |
hmmmm |
VanessaE, i finally got some time to look at the large health bar images |
02:38 |
hmmmm |
that's not a bug, that's an enhancement |
02:38 |
VanessaE |
oh cool. |
02:38 |
VanessaE |
so what shall I do in HDX? |
02:38 |
VanessaE |
just reduce them? |
02:38 |
hmmmm |
I guess make the heart textures 16x16 again |
02:38 |
VanessaE |
okay. |
02:39 |
Exio |
make them like a progress bar |
02:39 |
hmmmm |
in order to just draw them at a larger size but not make them cut the inventory list off, i'd need to make assumptions about where it's being placed |
02:40 |
hmmmm |
there's really no clean way to do that |
02:40 |
VanessaE |
then you have to hard-code the images to always be scaled to 16px, lest some mod try to use huge 32+px images and screw everyone else up |
02:41 |
hmmmm |
not hardcoding shit. |
02:41 |
hmmmm |
that's a hack. |
02:42 |
hmmmm |
well |
02:42 |
hmmmm |
vanessa, do you like the bigger hearts? |
02:42 |
VanessaE |
kinda, but they're maybe just a *little* too big now |
03:07 |
VanessaE |
in fact at 800x600, the line of hearts is longer than the hotbar :-) |
03:07 |
VanessaE |
(just now noticed it) |
03:07 |
VanessaE |
so drawing them at either actual size or at a fixed pixel size is probably wrong. |
03:07 |
VanessaE |
they should be scaled relative to the screen, like items in the inventory are. |
03:20 |
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03:20 |
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03:46 |
hmmmm |
hey celeron55, i have an excellent, elegant solution to the HUD layout problem |
03:46 |
hmmmm |
player:get_screen_res() |
03:46 |
hmmmm |
that's the secret to being successful, kids. delegation. |
04:05 |
RealBadAngel |
that maybe useful |
04:05 |
hmmmm |
the idea is to solve all problems by shifting the problems onto the modmaker |
04:06 |
hmmmm |
http://ompldr.org/vaTVseA |
04:06 |
RealBadAngel |
hehehe |
04:07 |
VanessaE |
mmmh |
04:08 |
VanessaE |
heh |
04:12 |
RealBadAngel |
call it total freedom what modder can do, sounds way better ;) |
04:14 |
hmmmm |
modders already have total freedom |
04:14 |
hmmmm |
they can transform minetest into absolutely any program they'd like - they just need to know C/++ |
04:14 |
hmmmm |
they can mod minetest into a calculator if they wanted to. |
05:40 |
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05:49 |
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06:50 |
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07:02 |
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07:03 |
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07:03 |
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07:29 |
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08:08 |
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09:00 |
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09:56 |
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09:57 |
maxdron |
hi. Who maintains wiki? |
09:57 |
PilzAdam |
wich wiki? |
09:57 |
maxdron |
http://wiki.minetest.com |
09:58 |
PilzAdam |
that doesnt belong into this channel, please go to #minetest |
09:58 |
maxdron |
sorry |
10:28 |
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18:00 |
iqualfragile |
pilzadam: https://github.com/minetest/minetest/pull/648 please merge |
18:01 |
PilzAdam |
have you tested it? |
18:03 |
iqualfragile |
no, but take a look at the commit: https://github.com/Zeg9/minetest/commit/d57f86a52236f5847a46c1d032733441061a5524 its not that big |
18:03 |
hmmmm |
"please merge this" |
18:03 |
hmmmm |
"i haven't tested it at all, but look at how small it is" |
18:04 |
hmmmm |
so basically you want pilzadam to stop what he's doing and go and test something that should've already been done and then merge it |
18:04 |
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18:04 |
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18:04 |
iqualfragile |
yeah, or queue it somewhere on his todo |
18:05 |
Zeg9 |
I tested it, and there is no reason why it shouldn't work. It doesn't need testing, just, verify the "coding style" is okay. |
18:05 |
iqualfragile |
and i did not mean "oh, look its so small" but rather "its small enought for a human do understand compleetly" |
18:05 |
hmmmm |
it does need testing so that, in the event that it doesn't work, there's not a useless commit |
18:07 |
iqualfragile |
im quite shure zeg9 would not have commited it if he had not tested it |
18:08 |
hmmmm |
oh, thought it was you |
18:08 |
Zeg9 |
Wait, I didn't test if this was breaking run_in_place (but there is no reason it could do it). I'll try on my run_in_place version |
18:10 |
Zeg9 |
Compiling... |
18:12 |
Zeg9 |
Tested, it doesn't break run in place |
19:04 |
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19:06 |
emptty |
Hello |
19:06 |
emptty |
could someone edit http://minetest.net/download.php to remove the mention that the version found in debian is outdated? |
19:06 |
emptty |
the provided link brings to 0.4.6 now |
19:07 |
PilzAdam |
done |
19:07 |
emptty |
thx |
19:40 |
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19:55 |
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20:08 |
emptty |
is there any mods that are considered stable enough to be separatly packaged? |
20:09 |
PilzAdam |
why do you want to package mods? |
20:11 |
emptty |
generally speaking, I personally never install stuff that are not packaged on my machine, but I'm new to minetest so I may well be off topic |
20:12 |
emptty |
PilzAdam: are mods intended to get slowly integrated in the game or something? |
20:12 |
PilzAdam |
users should install mods in ~/.minetest/mods/<gamename>/ |
20:13 |
PilzAdam |
they are (little) additions to the default game(s) |
20:13 |
PilzAdam |
and they shouldnt be installed with a package manager or something |
20:14 |
emptty |
the point of integrating into the package manager is that they can be browsed and installed from the common place and the user don't have to track the version releases |
20:14 |
PilzAdam |
mods are unoffical and every can create mods |
20:15 |
ShadowNinja |
emptty: feel like keeping track of a hundred mods? ;-) |
20:15 |
emptty |
the package will be distributed in debian, not inducing any official support from the minetest team (I don't see the point) |
20:15 |
emptty |
ShadowNinja: nope, that's why I was asking which ones worth the packaging (little) effort :-P |
20:16 |
ShadowNinja |
Well then look at the popular mods page |
20:18 |
ShadowNinja |
But I agree with PilzAdam, mods are best left outside the package manager |
20:18 |
emptty |
are you using linux personally? |
20:18 |
emptty |
(curiosity) |
20:19 |
ShadowNinja |
emptty: yes |
20:19 |
emptty |
ok. |
20:19 |
emptty |
I may well be off topic.... |
20:20 |
Exio |
i'd not use packages for mods, or even MT unless you have a nightly-build or similar :P |
20:20 |
ShadowNinja |
And the lisense is wrong, it is LGPLv2.1 or later |
20:20 |
emptty |
is it planned to have a support for in-game mods downloading? |
20:20 |
ShadowNinja |
There are a few managers, but mostly in beta |
20:21 |
ShadowNinja |
Not top priority right now |
20:21 |
emptty |
ok then forget it for now |
20:21 |
emptty |
I'll reconsider ;) |
20:22 |
emptty |
but sorry, got to go |
20:27 |
celeron55 |
ummmmmmmmm |
20:27 |
celeron55 |
what |
20:27 |
celeron55 |
who says http://packages.debian.org/sid/minetest is updated at all? |
20:28 |
celeron55 |
the title says 0.4.6 but everything else is 0.3.1 |
20:30 |
celeron55 |
i don't know what is going on but it definitely isn't up to date |
20:31 |
ShadowNinja |
The package is but a lot of other stuff is not, like the description and just about every related package |
20:31 |
celeron55 |
so is it useful at all? |
20:31 |
Exio |
dep: minetest-data (= 0.4.6+repack-3) [alpha, sh4] |
20:31 |
Exio |
Package not available |
20:32 |
celeron55 |
i see builds of 0.4 for only two obscure architectures |
20:34 |
celeron55 |
i reverted the download page; it's very misleading to say it wouldn't be outdated |
20:38 |
celeron55 |
the distro links are generally always very outdated... but it's pretty much always the case for everything unless the upstream of a project wants to support a certain distro by themselves |
20:38 |
celeron55 |
(that's why stable releases are important so that an old version will suffice reasonably) |
20:41 |
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21:05 |
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21:06 |
ShadowNinja |
Any comments? https://github.com/minetest/minetest/pull/671 |
21:06 |
PilzAdam |
thats probably good |
21:10 |
RealBadAngel |
http://i.imgur.com/Z7X7kTD.png |
21:10 |
RealBadAngel |
how it looks now? |
21:10 |
hmmmm |
:D omg that looks awesome |
21:11 |
hmmmm |
except... people might need the divisions in between the blocks |
21:11 |
hmmmm |
is it possible for there to be a regular glass block and a merging one? |
21:11 |
RealBadAngel |
sure |
21:12 |
PilzAdam |
RealBadAngel, I want to see the default textures |
21:12 |
RealBadAngel |
this is default texture |
21:12 |
RealBadAngel |
those are nodeboxes generated on the fly, not the regular node |
21:13 |
PilzAdam |
were are the diagonal pixels in the middle of the texture? |
21:14 |
RealBadAngel |
but theres nothing in the middle anymore :) |
21:14 |
RealBadAngel |
but i can add extra boxes on sides to display those |
21:15 |
RealBadAngel |
btw i hate those things in glass textures, prefer clean glass |
21:16 |
PilzAdam |
they are definetly needed |
21:16 |
ShadowNinja |
RealBadAngel: I notice the textures don't line up quite right |
21:17 |
RealBadAngel |
this is not finished yet, i just reached the point that i could make a sample screenshot |
21:17 |
PilzAdam |
RealBadAngel, I hope you dont plan to use nodeboxes for the version you want to merge? |
21:18 |
RealBadAngel |
this is different drawtype |
21:18 |
RealBadAngel |
so user dont have to define anyhing |
21:18 |
PilzAdam |
yes, but dont use "bones" or stuff like that |
21:18 |
RealBadAngel |
same as fences etc |
21:19 |
RealBadAngel |
connections are made realtime |
21:20 |
ShadowNinja |
RealBadAngel: neat! |
21:22 |
RealBadAngel |
PilzAdam, "bones" ? |
21:22 |
PilzAdam |
<RealBadAngel> but i can add extra boxes |
21:22 |
PilzAdam |
s/bones/boxes |
21:23 |
RealBadAngel |
frames are nodeboxes |
21:23 |
RealBadAngel |
how other way could you make 3d frames? |
21:24 |
PilzAdam |
I would expect to use the exact same drawtype as now, but dont draw the 2 pixels at the side if there is another glass block |
21:25 |
RealBadAngel |
following this, why dont use flat images to show fences? |
21:26 |
PilzAdam |
normal nodes also dont use 3D boxes for each side they draw |
21:27 |
RealBadAngel |
this is not a normal node but glasslike node, with proper framing |
21:27 |
RealBadAngel |
which you can see through glass |
21:27 |
RealBadAngel |
old glasslike was a joke |
21:28 |
PilzAdam |
I dont agree on current glasslike being bad |
21:28 |
PilzAdam |
only thing to tweak there is connecting textures |
21:28 |
RealBadAngel |
is it normal that you cannot see through glass? |
21:29 |
RealBadAngel |
imho, not really |
21:38 |
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22:07 |
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22:12 |
RealBadAngel |
fixed the model a bit, and tried with obsidian glass textures: http://i.imgur.com/eecdPyh.png |
22:12 |
PilzAdam |
Do you see the glitches? |
22:16 |
RealBadAngel |
actually i dont ;) that was incorrect texture |
22:17 |
RealBadAngel |
for those another texture is needed |
22:34 |
ShadowNinja |
RealBadAngel: I noticed ywo things, maybe they are caused by the texture, 1 the edges don't mees properly in some places (to the right of your cursor and up), 2 It doesn't look like a nodebox is added between those two glitched corners |
22:35 |
ShadowNinja |
*two, meet |
22:36 |
PilzAdam |
RealBadAngel, how do you gonna call the new drawtype? |
22:36 |
RealBadAngel |
no idea yet |
22:37 |
RealBadAngel |
i was thinkin bout maybe setting to enable/disable it |
22:37 |
RealBadAngel |
so one can have old style glass or enable fancy one |
22:38 |
PilzAdam |
old == fancy |
22:38 |
RealBadAngel |
if you call that fancy... ;) |
22:38 |
RealBadAngel |
i would rather call it funny |
22:38 |
PilzAdam |
you said you need different texture for your drawtype? it wouldnt work then |
22:39 |
hmmmm |
mmmmmmmmmmm |
22:39 |
hmmmm |
it's fencelike |
22:39 |
hmmmm |
but it's also glasslike |
22:39 |
PilzAdam |
Im still not sure if its worth adding a new drawtyoe |
22:39 |
RealBadAngel |
im not quite sure if new texture is really needed, need to play with it a bit more |
22:40 |
hmmmm |
can these drawtypes be combined? (never used them here) |
22:41 |
RealBadAngel |
later on i would like to add fences with own drawtype |
22:41 |
RealBadAngel |
so fencelike will definitely go for fences |
22:41 |
hmmmm |
oh, so how do fences currently get drawn? |
22:41 |
PilzAdam |
I think we should generally drop drawtypes into add more |
22:41 |
PilzAdam |
s/into/than |
22:42 |
PilzAdam |
s/than/instead |
22:42 |
hmmmm |
s/instead/instead of/ |
22:42 |
hmmmm |
s/add/adding/ |
22:42 |
* PilzAdam |
english fail |
22:42 |
RealBadAngel |
ooops, not fences |
22:42 |
ShadowNinja |
lol, sed efficiency ;-) |
22:42 |
hmmmm |
whatever |
22:43 |
hmmmm |
sed was never efficient. |
22:43 |
RealBadAngel |
i mean glass in sheets like in windows |
22:43 |
PilzAdam |
nodebox should cover fencelike and new glasslike |
22:43 |
PilzAdam |
and also panelike and whatever |
22:43 |
hmmmm |
wait hold up |
22:43 |
hmmmm |
nobody answered me before |
22:43 |
hmmmm |
1). how is this currently working, 2). how do fences work, 3). can drawtypes be combined |
22:43 |
PilzAdam |
hmmmm, basically a hardcoded nodebox, based on other surrounding fences |
22:44 |
hmmmm |
and this is hardcoded? |
22:44 |
hmmmm |
fences? hardcoded? |
22:44 |
PilzAdam |
yes |
22:44 |
hmmmm |
hardcoded things!? |
22:44 |
hmmmm |
where is this |
22:44 |
RealBadAngel |
this is nodebox that is generated on the fly |
22:44 |
PilzAdam |
it could be done with nodeboxes, would require multiple definitions of the same node with different nodebox, though |
22:45 |
PilzAdam |
*Lua nodeboxes |
22:45 |
hmmmm |
yes, it could be... but i'd rather avoid that |
22:45 |
PilzAdam |
hmmmm, Adam/minetest/commits/fencelike |
22:45 |
PilzAdam |
* https://github.com/PilzAdam/minetest/commits/fencelike |
22:46 |
hmmmm |
so fencelike is really its own nodetype |
22:46 |
RealBadAngel |
if two fence nodes are next to each other they form connection by adding extra nodeboxes |
22:46 |
hmmmm |
and you can't combine drawtypes either |
22:47 |
hmmmm |
hrmm... |
22:47 |
RealBadAngel |
no, each node can have just one drawtype |
22:47 |
PilzAdam |
no in the current state |
22:47 |
hmmmm |
this is annoying |
22:47 |
RealBadAngel |
why? |
22:47 |
hmmmm |
because the whole point of colorlike was to reduce node definitions |
22:47 |
RealBadAngel |
its logical imho |
22:47 |
hmmmm |
if you can't be colorlike and you can't be fencelike at the same time |
22:48 |
RealBadAngel |
only solution to reduce nodedefs is allowing on the fly ability to change node |
22:48 |
hmmmm |
then people are going to still create 500 different types of fences, all the same thing with slightly different colors |
22:48 |
PilzAdam |
we just need meta nodedef |
22:48 |
hmmmm |
people really need to quit the shit with the colors |
22:48 |
hmmmm |
you want to use node metadata? |
22:48 |
RealBadAngel |
store there nodeboxes definitions and tiles |
22:48 |
PilzAdam |
c55 already had a branch were nodedefinition can be overwritten |
22:48 |
RealBadAngel |
just two tables |
22:48 |
PilzAdam |
and its saved in meta then |
22:49 |
celeron55 |
this thread is a wonderful excercise in not getting pissed off: http://forum.minetest.net/viewtopic.php?pid=85442 |
22:49 |
hmmmm |
if i do this, i am _definitely_ not putting it in node metadata |
22:49 |
hmmmm |
metadata is slow |
22:49 |
hmmmm |
and then same thing with the fencelike/glasslike |
22:49 |
hmmmm |
this may be a good opportunity to make drawtypes not exclusive |
22:49 |
hmmmm |
we need to plan this carefully however |
22:50 |
celeron55 |
according to this, hmmmm should go jump off a cliff |
22:50 |
RealBadAngel |
notice that fencelike, railike and now my glasslike are not about reducing defs or whatever |
22:50 |
RealBadAngel |
theyre to form connections realtime |
22:50 |
hmmmm |
well i'm glad the naysayers have their own fork |
22:50 |
RealBadAngel |
and thats the point |
22:50 |
hmmmm |
they have their own little outlet where they can shit up minetest |
22:50 |
celeron55 |
hmmmm: do they? |
22:51 |
celeron55 |
i think they haven't yet gotten anything done |
22:51 |
hmmmm |
welp |
22:51 |
celeron55 |
lots of nays but i'd be very interested in an actual fork |
22:51 |
hmmmm |
yes, i know, you want your fork of minetest with a reduced feature set more like 0.3.x |
22:51 |
hmmmm |
but that's not what these guys want |
22:52 |
hmmmm |
they want the opposite |
22:52 |
celeron55 |
i didn't mean the fork i talked about a couple of times |
22:52 |
celeron55 |
i mean exactly what these people would create |
22:52 |
celeron55 |
it's becoming quite obvious they won't come here, so it's not a waste of effort if they attempt their own |
22:53 |
hmmmm |
they should probably put that effort they would have wasted into learning the language better or learning how to freaking program better, or learning how minetest works better |
22:53 |
celeron55 |
there has been many MT forks in the past; all have went into oblivion quite rapidly |
22:54 |
PilzAdam |
celeron55, FYI, I play Minetest sometimes (2 times a week for some hours) |
22:56 |
hmmmm |
but anyway |
22:56 |
hmmmm |
i don't think any of us should be the ones to help them with their fork |
22:56 |
hmmmm |
they need to learn why the things we denied are bad on their own |
22:58 |
hmmmm |
i intend on playing minetest someday |
22:58 |
hmmmm |
when all of what i set out on getting done gets done |
23:01 |
celeron55 |
there has been one quite respectable fork in the 0.3 days, but unfortunately i didn't have a place for it in upstream |
23:01 |
celeron55 |
more specifically jachoo's fork of 0.3 |
23:02 |
celeron55 |
it actually existed for a focused reason |
23:04 |
hmmmm |
what was the reason? |
23:05 |
celeron55 |
http://forum.minetest.net/viewtopic.php?id=258 |
23:06 |
celeron55 |
such functionality can be mostly added as a mod these days, but not at that time |
23:10 |
Exio |
did i miss hmmmm jumping off a cliff? :( |
23:10 |
Exio |
hmmmm: do it other time! :P |
23:40 |
celeron55 |
seriously wtf does mauvebic think and why |
23:40 |
celeron55 |
it's like he considers upstream developers his worst enemy |
23:42 |
celeron55 |
mostly because of... umm... because developers attempt to develop something rather than use all their time to talk about nice things? |
23:42 |
celeron55 |
FOSS politics is fucking great |
23:44 |
celeron55 |
i'll try to avoid starting any FOSS projects anymore so that i can spare people from this kind of thing :P |
23:49 |
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