Time |
Nick |
Message |
00:40 |
RealBadAngel |
sapier: +minetest.remove_craft(reciep) |
00:40 |
RealBadAngel |
theres a typo |
00:43 |
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dexter0 joined #minetest-dev |
00:51 |
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jojoa1997 joined #minetest-dev |
03:37 |
kahrl_ |
right now common mods are loaded in the order specified in the game configuration, and ignore dependencies. Is there a specific reason for that? |
03:37 |
kahrl_ |
Or just because it was easier to code? |
03:38 |
kahrl_ |
(I need to know if I can make them check dependencies, or if that would break stuff) |
03:38 |
|
drjoe joined #minetest-dev |
03:38 |
drjoe |
hi |
03:43 |
kahrl_ |
doctor doctor, can't you see I'm coding, coding? |
03:58 |
hmmmmmm |
people seem to be upset over the suggestion to change the name of the core |
03:58 |
VanessaE |
quite so. |
03:58 |
hmmmmmm |
and celeron isn't supportive like i sort of imagined |
03:59 |
VanessaE |
maybe I'll just delete that whole thread then |
03:59 |
RealBadAngel |
i think he found it actually funny |
03:59 |
hmmmmmm |
nooo.... |
03:59 |
VanessaE |
seeing as how the trend is to keep the existing name |
03:59 |
RealBadAngel |
he plays with some generator to get funny names ;) |
04:00 |
drjoe |
why change the name anyway |
04:00 |
hmmmmmm |
it should be a topic open to debate |
04:00 |
RealBadAngel |
hmmmmmm, have you seen what i did to sky? |
04:00 |
hmmmmmm |
don't just delete the thread |
04:00 |
hmmmmmm |
RealBadAngel i have not |
04:00 |
RealBadAngel |
http://i.imgur.com/JmuHeve.png |
04:00 |
VanessaE |
drjoe: to keep noobs from confusing the engine for minetest_game, e.g. the content thereof |
04:00 |
VanessaE |
hmmmmmm: ok, |
04:00 |
hmmmmmm |
woah |
04:00 |
VanessaE |
it stays open. |
04:00 |
VanessaE |
hmmmmmm: he has the sun done, too :) |
04:00 |
hmmmmmm |
that's something i can't get used to, but i like the concept |
04:00 |
hmmmmmm |
needs to be way smaller |
04:00 |
VanessaE |
http://i.imgur.com/hVGQqi3.jpg |
04:01 |
drjoe |
so the game it self is still gonna be minetest? |
04:01 |
hmmmmmm |
unless you're trying to look like GTA vice city |
04:01 |
hmmmmmm |
drjoe, yes |
04:01 |
drjoe |
but minetest_game is gonna be freemine? |
04:01 |
hmmmmmm |
other way around |
04:01 |
VanessaE |
drjoe: "the game" is one of four standard games available for the engine from the standard repositories. |
04:01 |
RealBadAngel |
hmmmmmm, im just playing with settings |
04:01 |
hmmmmmm |
as for the banners and what not |
04:01 |
VanessaE |
(counting "minimal" as a game) |
04:01 |
drjoe |
i msuper confues as long as the whole pakage is called minetest i dont care |
04:01 |
hmmmmmm |
we need to figure some way to change those based on game |
04:01 |
RealBadAngel |
i think moon_size and sun_size shall be exposed for modding |
04:02 |
VanessaE |
RealBadAngel: yes |
04:02 |
hmmmmmm |
lol |
04:02 |
hmmmmmm |
shall |
04:02 |
hmmmmmm |
whenever you use the word shall, you sound like technical documentation |
04:02 |
RealBadAngel |
ok, i will just do it :) |
04:02 |
VanessaE |
lol |
04:04 |
VanessaE |
RealBadAngel: <Abe> COOOOOL! (re: texturable sun/moon) |
04:04 |
kahrl_ |
I'm about to add dependency resolving and modpack support to common mods. Any reason not to? |
04:04 |
ShadowNinja |
hmmmmmm: You seem to be thinking unusually long today ;-) |
04:05 |
kahrl_ |
I doubt modpacks will be used much there, but it's good for symmetry I think |
04:05 |
ShadowNinja |
kahrl_: I think that was TODO, at least from PlizAdam's commit messages |
04:06 |
hmmmmmm |
that's because i dropped twice |
04:06 |
drjoe |
well im out peeps |
04:06 |
drjoe |
shadowniinja work on your bot it isnt good you saw yesterday :D |
04:07 |
ShadowNinja |
Hmm? |
04:07 |
RealBadAngel |
texturing moon/sun is just a side effect. i just found sky.cpp as easy sandbox to play with creating and displayin meshes ;) |
04:07 |
kahrl_ |
ShadowNinja: where can I find those messages? |
04:07 |
ShadowNinja |
Also, that should be in #minetest |
04:07 |
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drjoe left #minetest-dev |
04:08 |
ShadowNinja |
kahrl_: look at survival/build/etc |
04:08 |
ShadowNinja |
Webchat un-quieted I see. |
04:09 |
kahrl_ |
ah, that's about dependencies |
04:10 |
* ShadowNinja |
wonders what drjoe was thinking and comes up with a spammer on another channel he is an op in... |
04:10 |
kahrl_ |
I don't believe there is any harm in adding dependency tracking to the core |
04:26 |
RealBadAngel |
btw, take a look at this: http://www.youtube.com/watch?v=u9qVPpeKDFw |
04:26 |
RealBadAngel |
and this: |
04:26 |
RealBadAngel |
http://pin.ic.cz/Water.lua |
04:27 |
VanessaE |
why's it named .lua when that's clearly not a Lua file? |
04:27 |
VanessaE |
still |
04:27 |
kahrl_ |
it is lua |
04:27 |
VanessaE |
void main() ? |
04:28 |
VanessaE |
this isn't Lua as far as I'm aware :-) |
04:28 |
VanessaE |
looks like GLSL |
04:28 |
RealBadAngel |
it looks like big TRY ME ;) |
04:28 |
kahrl_ |
it's in a heredoc |
04:28 |
kahrl_ |
http://www.lua.org/manual/5.1/manual.html#2.1 |
04:29 |
kahrl_ |
long brackets as it's called officially |
04:29 |
VanessaE |
ehm.. does lua have keywords like "uniform" and "varying"? |
04:29 |
kahrl_ |
of course not |
04:29 |
kahrl_ |
that entire thing is a string as far as lua is concerned |
04:30 |
VanessaE |
I'll have to take your word for it :) |
04:31 |
drizz |
VanessaE: imagine there being parantheses around the double square brackets before and after the glsl code |
04:31 |
VanessaE |
ok I can buy that. |
04:31 |
drizz |
Material:SetVertexProgram([[vertex shader]]) |
04:31 |
drizz |
:p |
05:15 |
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BackupCoder joined #minetest-dev |
05:22 |
kahrl_ |
what's the recommended way to loop over a boolean? I'm thinking of bool x=true; do { ...; x = !x; } while (!x); |
05:23 |
kahrl_ |
but that seems like bad style |
05:23 |
hmmmm |
huh |
05:23 |
hmmmm |
i don't get it |
05:24 |
kahrl_ |
I want "for (x in {true,false}) { ... }" |
05:24 |
kahrl_ |
but obviously it doesn't work that way (well, there's something similar in C++11) |
05:24 |
hmmmm |
what on earth |
05:25 |
hmmmm |
well |
05:25 |
hmmmm |
i guess it's understandable |
05:25 |
kahrl_ |
should I loop an integer from 1 to 0? |
05:26 |
hmmmm |
i suppose... what does the C++ standard say about boolean/int conversion exactly? |
05:26 |
kahrl_ |
I don't have one, they're expensive :| |
05:26 |
hmmmm |
oh, what, a copy of the C++ standard? |
05:26 |
kahrl_ |
yeah |
05:26 |
hmmmm |
hold on |
05:29 |
hmmmm |
http://ompldr.org/vaWFkNw |
05:29 |
kahrl_ |
thanks! |
05:32 |
hmmmm |
anyway, i suppose a for loop from 1 to 0 would work, converting to boolean |
05:32 |
kahrl_ |
4.12 An rvalue of arithmetic, enumeration, pointer, or pointer to member type can be converted to an rvalue of |
05:32 |
kahrl_ |
type bool. A zero value, null pointer value, or null member pointer value is converted to false; any |
05:32 |
kahrl_ |
other value is converted to true. |
05:32 |
kahrl_ |
woops, stupid newlines |
05:32 |
hmmmm |
yeah, i figured as much |
05:46 |
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RealBadAngel joined #minetest-dev |
06:09 |
celeron55 |
< hmmmmmm> we need to figure some way to change those based on game |
06:10 |
celeron55 |
i have a branch for this, if i understood it right |
06:10 |
celeron55 |
https://github.com/celeron55/minetest/commits/menubackground |
06:11 |
celeron55 |
hmm, actually i think i misunderstood |
06:11 |
hmmmm |
no, that's correct |
06:11 |
hmmmm |
how long has this code been waiting |
06:12 |
celeron55 |
it's been hanging there for some weeks i think |
06:12 |
celeron55 |
a rebase should be easy |
06:12 |
hmmmm |
if we were to really change the name of the engine and all that, this feature is quite essential |
06:12 |
celeron55 |
i think it's the right thing to do in any case |
06:15 |
celeron55 |
but it didn't really catch at that time so i didn't bother with it further |
06:16 |
hmmmm |
by the way what do you think about the renaming issue |
06:16 |
* VanessaE |
gets the popcorn |
06:16 |
celeron55 |
these things tend to be terribly biased towards whoever naysayer happens to be looking at the discussion |
06:17 |
kahrl_ |
well I'm coding a fancy name conflict resolution scheme so the engine and the game could keep the same name |
06:17 |
celeron55 |
also, kahrl_: common mods are not dependency-resolved because of i was too lazy to implement that |
06:17 |
kahrl_ |
ah |
06:18 |
celeron55 |
hmmmm: i'm don't fully understand what the point is |
06:19 |
celeron55 |
-'m |
06:20 |
hmmmm |
it seems like a lot of people assume that minetest_game is the game and that's it |
06:20 |
celeron55 |
what has always been in my mind is to keep the engine called "minetest", and rename the main distribution and the main game based on that; but things haven't really gone directly towards such |
06:21 |
celeron55 |
i'm mostly hoping someone has a clearer idea of what the aim is here |
06:21 |
hmmmm |
ultimately what i'd like to happen is for minetest to be a game that people install into the core |
06:21 |
kahrl_ |
you could argue that the main games are called survival and build |
06:21 |
hmmmm |
like |
06:22 |
hmmmm |
"oh, in order to play minetest, you need to get the voxel blah blah engine" |
06:22 |
hmmmm |
hrm |
06:22 |
|
emptty joined #minetest-dev |
06:22 |
hmmmm |
no |
06:23 |
hmmmm |
we just need to make it clear somehow that minetest is just one game that can be played among many others |
06:23 |
hmmmm |
to help that, we distribute it with more, different games |
06:23 |
hmmmm |
....or with no games, aside from minimal |
06:23 |
kahrl_ |
I think one issue is that not everyone likes *test, it makes it sound like a tech demo to them |
06:24 |
hmmmm |
that is one issue, but that's not the primary issue |
06:25 |
hmmmm |
i guess it doesn't really matter how it's done; if we can get the users to comprehend that if they don't like minetest_game, they can just play a different game, and having some detail they don't like in that game doesn't mean the entire minetest is crap |
06:25 |
celeron55 |
i think as an engine we'd be better off as more like a library |
06:25 |
celeron55 |
think of eg. https://love2d.org/ |
06:25 |
hmmmm |
but what's the host executable then |
06:26 |
kahrl_ |
the people who complained know that you can make your own game, I'm sure |
06:26 |
kahrl_ |
it's not a matter of education |
06:26 |
celeron55 |
it would work more like a script interpreter |
06:26 |
hmmmm |
i don't get it |
06:26 |
hmmmm |
what is with those people |
06:26 |
hmmmm |
what do they want |
06:26 |
kahrl_ |
I don't know |
06:26 |
hmmmm |
am i doing something wrong!? |
06:27 |
VanessaE |
no |
06:27 |
celeron55 |
well, the problem really is that this project has changed a lot |
06:27 |
hmmmm |
if they don't like the game, and they know that they can make a new game, i don't understand why they choose to complain about things and cause drama rather than just fix what they wanted to fix |
06:28 |
kahrl_ |
because complaining is easier? |
06:28 |
hmmmm |
could this be caused by the mistake that minetest is a community project? |
06:29 |
celeron55 |
i don't think so |
06:29 |
VanessaE |
actually, |
06:29 |
VanessaE |
I've seen people making precisely that argument. |
06:29 |
hmmmm |
can it be resolved if we define a larger separation between us and them? |
06:29 |
hmmmm |
we give them something and they better like it, if they don't, then too bad |
06:29 |
hmmmm |
look at minecraft and all other games for that matter |
06:30 |
VanessaE |
heh |
06:30 |
hmmmm |
they're happy because they have no choice |
06:30 |
hmmmm |
this is completely analogous to the iphone "apps" |
06:30 |
hmmmm |
and i don't want to do this because minetest is free and libre and all that stuff |
06:31 |
celeron55 |
i think there are many complicately interrelated reasons 8) |
06:31 |
celeron55 |
that's one of them |
06:31 |
VanessaE |
I expect that distancing oneself from the community one develops for could only lead to even more hate from that community |
06:31 |
celeron55 |
the other one is that people are just getting bored of the genre, and admittably minetest doesn't bring much new to the table for players |
06:31 |
kahrl_ |
VanessaE: yeah, if that happens, I can see the shitstorm already |
06:31 |
hmmmm |
i would expect that as well, but as we've seen that may not be the case |
06:32 |
celeron55 |
some of them want the crummy minetest-c55 made hackily by me with odd surprises and insane things back |
06:32 |
hmmmm |
if only we were able to test the reactions |
06:32 |
VanessaE |
hmmmm: I think we just did, that's the thing. |
06:32 |
VanessaE |
the question isn't, "what was the reaction?". The question should probably be "what is to be done about that reaction?". |
06:33 |
VanessaE |
(and I have no answer, unfortunately) |
06:33 |
hmmmm |
that's assuming we can't change what we're doing though |
06:33 |
VanessaE |
true |
06:33 |
hmmmm |
well the reaction to the reaction is to choose something different |
06:33 |
VanessaE |
well sure - but what? |
06:34 |
hmmmm |
this is so stupid |
06:34 |
celeron55 |
you could continue under a different name, state your current goals clearly and build a new community |
06:34 |
celeron55 |
8) |
06:34 |
VanessaE |
I mean, the engine's going in a really good direction now, it's the game content that needs the attention |
06:34 |
hmmmm |
i just want to write some code |
06:34 |
celeron55 |
that way you'll have people who agree to the goals |
06:34 |
hmmmm |
and not have people telling me "fuck you" |
06:34 |
hmmmm |
and all this nonsense |
06:34 |
celeron55 |
hmmmm: this kind of stuff is the reason why comanies have so many people working in addition to coders |
06:35 |
hmmmm |
like what the hell did i do to jordan4ibanez |
06:35 |
celeron55 |
there's so much planning and marketing and shit going on behind your back when you work as a programmer in some firm |
06:35 |
celeron55 |
+p |
06:35 |
hmmmm |
i guess |
06:36 |
hmmmm |
supposedly in a lot of games, you have 2 or 3 elite developers who do the majority of the work |
06:36 |
hmmmm |
and then there are a crapload of all other kinds of people |
06:36 |
|
BlockMen joined #minetest-dev |
06:36 |
BlockMen |
The best reaction is to make clear, that the development of the engine is not community driven. Ofc everyone is free to make suggestions, but that doesnt meant that they are merged, even if the community supports it. |
06:37 |
BlockMen |
and the new community builds itself (by quitting of those who dont agree) :P |
06:37 |
VanessaE |
well that raises one question: why *can't* it be "community driven"? |
06:37 |
VanessaE |
I don't mean we all go code every last thing the community wants, we'll just end up with another Edsel. |
06:37 |
hmmmm |
because the majority of the community is completely incompetent |
06:37 |
hmmmm |
sorry i said it |
06:37 |
celeron55 |
also the community has too many opinions |
06:38 |
VanessaE |
arguably true, if harshly-worded. |
06:38 |
celeron55 |
we're ending up constantly making shitty ball-less compromises |
06:38 |
hmmmm |
ugh i should get going to sleep |
06:38 |
* hmmmm |
& |
06:38 |
BlockMen |
any project needs something like a "leadership", sounds stupid, but thats fact |
06:39 |
celeron55 |
you know, i actually wanted to see and teach everyone what happens if i don't do the dictator role like i did 8) |
06:39 |
VanessaE |
*looks at clock* PilzAdam should be showing up any moment now. |
06:39 |
celeron55 |
i didn't know for sure myself either; this all is quite interesting |
06:39 |
VanessaE |
celeron55: but, you yourself said that you'd rather code than lead. |
06:40 |
VanessaE |
kind of a catch-22 there. |
06:40 |
celeron55 |
i don't think i really understood this at that time |
06:41 |
VanessaE |
perhaps not, but you have to admit, you were *really* close to burnout. |
06:41 |
celeron55 |
or maybe you don't get the point in it |
06:41 |
celeron55 |
it means that i would rather code myself and do the decisions myself rather than try to judge and juggle with all kinds of pull requests |
06:42 |
VanessaE |
hrm, well that's a little different than the argument you made at the time :-) |
06:44 |
VanessaE |
either wya you have to admit that the engine has grown and improved in ways that are simply way beyond what you could have done by yourself in the same amount of time. |
06:45 |
VanessaE |
way* |
06:45 |
celeron55 |
it has also gone pretty much directly towards what i wanted to strongly avoid in the first year of the project |
06:46 |
VanessaE |
mmh |
06:46 |
celeron55 |
i mean, it's a completely different thing now, i'm kind of sorry it still has the same name because it confuses people |
06:46 |
celeron55 |
that's why i'm open to name discussions |
06:46 |
VanessaE |
that's the argument I was making before :-) |
06:48 |
BlockMen |
im against the change of the name |
06:48 |
BlockMen |
and that it is complete different is not an argument. windows is also not windows anymore, but has still that name |
06:48 |
BlockMen |
for example |
06:49 |
VanessaE |
BlockMen: the problem is that even the knowledgeable folks can't always cleanly separate minetest-the-engine from minetest-the-game in their minds, |
06:49 |
VanessaE |
and if they can't, the rest of the community you never actually hear from probably can't at all. |
06:50 |
BlockMen |
VanessaE, but changing the name of engine wont change that |
06:50 |
celeron55 |
it really can't be separated currently; they're so strongly related |
06:50 |
BlockMen |
because the engine will always come with a default game |
06:50 |
VanessaE |
there's an axiom in marketing and other population-oriented ideas: for every 1 person you hear from, there are 10 (or 100) who share the same opinion, that you don't hear from. |
06:51 |
VanessaE |
BlockMen: the engine doesn't come with a default game, unless you call "minimal" a game. |
06:51 |
VanessaE |
at least, not in the git repositories. |
06:51 |
VanessaE |
celeron55: yes I know, but I mean at the packaging level, not at the code level. |
06:52 |
BlockMen |
VanessaE, not in git, true, but the majority dont use git |
06:52 |
BlockMen |
so in fact the engine comes with minetest_game, build and survival |
06:52 |
VanessaE |
we already have a clear and complete separation between the two now, in the upstream repos, it just isn't the case with the 'official' distro packages and builds. |
06:53 |
VanessaE |
so what's stopping an appropriate party from packaging them separately from now on? |
06:53 |
celeron55 |
i think clearly separating them will not work until the games really start on their own, just using the engine, rather than you start the engine and then work with the game inside it |
06:53 |
VanessaE |
hm, maybe |
06:54 |
celeron55 |
we need to design an easy way for them to do that |
06:54 |
BlockMen |
i think for the current state that -> https://dl.dropboxusercontent.com/s/am6ulwbsa5vgzaj/start_new_game.png will solve it |
06:54 |
kahrl_ |
shortcut to minetest.exe --gameid whatever |
06:54 |
VanessaE |
well if you were to split off the in-game menu into some sort of external client and ship that with the games... |
06:54 |
celeron55 |
BlockMen: no |
06:54 |
celeron55 |
BlockMen: that's exactly what's wrong |
06:54 |
celeron55 |
the selection should happen at the OS level, not inside minetest |
06:54 |
VanessaE |
(of course I don't mean the current client/server scenario) |
06:55 |
BlockMen |
celeron55, that for not seperating complete |
06:55 |
celeron55 |
kahrl_: that plus theming of the menu according to game will be a good step towards it |
06:56 |
kahrl_ |
of course for multiplayer it all doesn't matter, as the game is specified by the server |
06:56 |
celeron55 |
but i don't know if it's a wise direction |
06:56 |
celeron55 |
the separation of them |
06:57 |
VanessaE |
whatever happens in this regard, remember that a complete idiot has to be able to play it with minimal effort :) |
06:57 |
celeron55 |
i think it would have catched on better as-is if it would practically have the potential that would be worth it |
06:57 |
BlockMen |
VanessaE, thats an arguement against spillting it |
06:57 |
VanessaE |
yes I know |
06:57 |
celeron55 |
no it isn't |
06:58 |
celeron55 |
necessarily it isn't |
06:58 |
VanessaE |
of course any decent distro has good dependency management |
06:58 |
BlockMen |
celeron55, why you think its not? |
06:58 |
VanessaE |
so it's not like you can't just depend on "foo-engine" when you download "minetest-game" |
06:58 |
celeron55 |
it will not be more complicated if minetest is made to be used more like a library, with games handling branding, packaging, shortcuts and whatever |
06:59 |
VanessaE |
but installing "foo-engine" doesn't have to necessarily drag in "minetest-survival" with it, etc. |
06:59 |
celeron55 |
it's the requirement for it not being convoluted to the user |
06:59 |
BlockMen |
but seriously, why the engine then. if i want a complete different game i form minetest |
06:59 |
BlockMen |
*fork |
06:59 |
VanessaE |
Windows would be a problem though, dependency hell is still a problem there isn't it? |
07:00 |
kahrl_ |
VanessaE: Windows would still get a combined package or installer as it does now |
07:00 |
kahrl_ |
just with the engine being less prominent, I guess |
07:00 |
VanessaE |
mmm, okay I guess |
07:01 |
celeron55 |
i think we have exactly two options: either work on the engine as a separate project and hide it behind the game so that it isn't visible, OR re-combine the game and the engine |
07:01 |
celeron55 |
everything else is just confusing and misses the point of being a game |
07:01 |
VanessaE |
celeron55: if you re-combine, you're gonna have to add some in-menu options for the build vs. survival vs. "classic" folks. |
07:02 |
celeron55 |
VanessaE: not necessarily at all |
07:02 |
celeron55 |
but maybe |
07:03 |
VanessaE |
well, to use an example you and I can relate to... suppose you were to recombine the engine with minetest_game, but with elements from "survival" added to it. How would that affect, let's say, my server, which uses a custom game? |
07:03 |
VanessaE |
just keep the same mechanism we have now? |
07:03 |
celeron55 |
well you'd just throw mods at it |
07:03 |
VanessaE |
or delete mods, as desired |
07:04 |
celeron55 |
i think the first option is more desirable because it's something new |
07:04 |
celeron55 |
it may fail spectacularly but then we've learned something even more 8) |
07:04 |
VanessaE |
that could work, as long as it doesn't change the basic premise of being able to run your own "game" that doesn't necessarily bear any resemblance to minetest_game |
07:05 |
VanessaE |
heh, true |
07:05 |
VanessaE |
I think if we (well, you guys anyway) can swing that, it would be the best balance short of the separate engine-as-a-dependency idea. |
07:06 |
kahrl_ |
how would it work for folks like me? when I play the game (and don't just test something), I generally pick a random server and explore |
07:06 |
kahrl_ |
I don't want to download whatever game the server has before I connect |
07:06 |
VanessaE |
kahrl_: I would expect you'd see no real difference from before |
07:06 |
VanessaE |
since the server still runs the game code |
07:07 |
celeron55 |
well, i don't think we'll remove the server-based content |
07:07 |
celeron55 |
part of the vision of 0.4 is to be able to just go on some server that works completely differently than anything that one has seen before |
07:08 |
VanessaE |
celeron55: well that still holds, actually. |
07:08 |
VanessaE |
you go on my server, it's an entirely different experience than on redcrab's, for example |
07:08 |
VanessaE |
so your plan *is* working out, to a degree |
07:08 |
VanessaE |
s/plan/vision/ |
07:09 |
VanessaE |
that said, there's been a lot of call for client-side modding. How the hell that would work, I have no idea. |
07:09 |
celeron55 |
but really the current games-hosted-in-the-engine isn't working like it could have |
07:10 |
celeron55 |
VanessaE: well, the server would send scripts to be run on the client in a strict sandbox environment; it's trivial actually |
07:10 |
VanessaE |
celeron55: ok that could work. I hadn't considered it from that angle. |
07:10 |
celeron55 |
it's just that if it's actually worth the maintenance effort |
07:11 |
celeron55 |
it will create even more work in addition to this existing server defined content thing which is quite laborous to develop |
07:11 |
VanessaE |
some would say it absolutely is - anyone who has ever gotten stung by heavy server lag while trying to use their inventory, for example :-) |
07:11 |
VanessaE |
but it's too much work to consider right nw |
07:11 |
VanessaE |
now* |
07:11 |
celeron55 |
(i have alwyas wondered if this actually gives an amount of benefit that is even close to the amount of work required) |
07:13 |
kahrl_ |
it's also easy to make design decisions in this that will restrict you later |
07:13 |
kahrl_ |
say you say you can only have one game, what if you want to add a separate "tutorial" game mode in the default distribution? |
07:15 |
BlockMen |
I still dont get the point of making an game, that runs the engine in background that user dont notice its minetest. why has that to be done that way and not by forking? |
07:17 |
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07:17 |
kahrl_ |
it would increase the immersion (is that the right word?) and make it more of a game |
07:18 |
BlockMen |
kahrl_, the tutorial game mode is a nice idea. and all other games could be get over games.minetest.net |
07:20 |
VanessaE |
celeron55: getting back to my "deleting" comment for one moment - what I meant by that is in the case of disabling certain components of the default game either for performance reasons, or just because I don't like 'em :-) |
07:24 |
BlockMen |
for leaving i would like to qoute "Josh" from the forum: "that's the beauty of minetest, if you don't like something you can remove it." |
07:24 |
BlockMen |
bye |
07:24 |
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07:27 |
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07:40 |
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07:41 |
celeron55 |
in any case i kind of feel like everyone is waiting for something to happen and that i will probably need to make it happen |
07:42 |
VanessaE |
not necessarily. |
07:42 |
VanessaE |
this is a discussion that needs to involve more than just the few of us who were here tonight |
07:42 |
celeron55 |
*this morning |
07:43 |
VanessaE |
this morning than :-) |
07:43 |
celeron55 |
this is one of the reasons we'd also need a mailing list |
07:43 |
VanessaE |
eh, I'm kinda on the fence about that |
07:43 |
celeron55 |
it would be way more encouraging for people who actually want to think and reason things rather than just shout every hour on irc |
07:43 |
kahrl_ |
meh, there's already a forum, that would just cause more fragmentation |
07:44 |
VanessaE |
I was just about to say the same thing, kahrl_ |
07:44 |
VanessaE |
create a section on the forum for "Official development discussion", closed to new threads except by approved members, etc. |
07:44 |
celeron55 |
maybe we should have a section on the forum where not everyone can post |
07:44 |
VanessaE |
the community can watch, and if they wanna participate, that's what IRC is for. |
07:45 |
VanessaE |
or the various public sections of the forum |
07:48 |
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07:48 |
kahrl_ |
I don't think this is feasible, but if someone reads a topic in the official dev forum, there could be a button that leads to the corresponding topic in the unofficial forum, or creates one if it doesn't exist |
07:49 |
kahrl_ |
that way it wouldn't feel as closed off |
07:50 |
VanessaE |
that's an idea. |
07:50 |
kahrl_ |
I doubt the forum software has such a feature |
07:52 |
kahrl_ |
alternatively, if the moderators feel inclined, they could watch both forums and add links to the official forum threads |
07:53 |
kahrl_ |
but that seems like a lot of work for not much benefit |
07:53 |
kahrl_ |
*between the official and unofficial |
07:54 |
jin_xi |
you guys don't like mailing lists? |
07:54 |
VanessaE |
mailing lists are too slow and too isolated. |
07:54 |
kahrl_ |
and there's already at least 3 other ways of communication |
07:55 |
jin_xi |
well, i think that ml has the advantage that it sorts users out and is good for long, uninterrupted discussions. |
07:55 |
celeron55 |
jin_xi: well, as we don't have mailing list, we have people who don't like mailing lists; if minetest was developed on a mailing list, we'd have people who dislike forums 8) |
07:56 |
celeron55 |
everything is a consequence! |
07:56 |
jin_xi |
well, not everyone is on the forum / irc respectively and the dev wiki proposal system is not used too |
07:56 |
kahrl_ |
I personally prefer newsgroups over mailing lists |
07:56 |
kahrl_ |
they're easier to work with |
07:57 |
jin_xi |
i just think irc & logs is bad for long discussions and prone to misunderstandings |
07:57 |
VanessaE |
jin_xi: even fewer use mailing lists |
07:57 |
VanessaE |
didn't you know, email is dead!? |
07:57 |
VanessaE |
:) |
07:57 |
jin_xi |
VanessaE: thats the point, sort them out |
07:57 |
jin_xi |
no need for people who have no clue to weigh in on every topic |
07:58 |
VanessaE |
jin_xi: I'm against that idea because sometimes, those who don't "have a clue" may still have a useful opinion |
08:00 |
jin_xi |
well, that is a tough one... |
08:02 |
celeron55 |
i think stuff would sort out iself pretty well if there just was a written-down plan of where upstream is going |
08:05 |
VanessaE |
bbl |
08:05 |
VanessaE |
celeron55: maybe so. |
08:05 |
celeron55 |
how can you argue against that? |
08:05 |
jin_xi |
i think one point is that mt so far has kinda failed in producing the games it needs. mito551 does one and im sure there are others, but theryre like isolated one-person efforts. i think it would be cool to make periodic mini games on the engine that use (and maybe push) new features of the engine, similar to what blender org does with movies, but in a much smaller scope... |
08:05 |
celeron55 |
jin_xi: well, in that spirit i made the dungeon game |
08:07 |
celeron55 |
but there could be more |
08:07 |
jin_xi |
well, would be cool to make that so it involves more people, like set a topic and a deadline, make a call for mods and textures and such |
08:07 |
celeron55 |
what seems to hinder people is that they constantly aim too high |
08:08 |
kahrl_ |
jin_xi: you mean similar to ludum dare and the like? |
08:08 |
celeron55 |
dwarves is good; it's a pity the developer doesn't use IRC |
08:08 |
jin_xi |
yes, but i think the periodic nature of such a thing could help remedy that. because then decisions need not be "forever" and there is gonna be another try |
08:09 |
jin_xi |
kahrl_: yes, but much smaller in scope |
08:09 |
celeron55 |
ludum dare's scope is one weekend |
08:09 |
celeron55 |
...how much smaller can it be |
08:09 |
jin_xi |
oh i dont mean time wise |
08:10 |
kahrl_ |
I like that idea (I also like the mesecons competitions, even though I won't participate) |
08:10 |
jin_xi |
and not so famous as ld of course |
08:10 |
celeron55 |
usually nothing else matters than time |
08:10 |
iqualfragile |
be carefull about periodic things |
08:10 |
jin_xi |
good points |
08:11 |
iqualfragile |
do not do them too often, there should at least be ~4 weeks between them |
08:11 |
kahrl_ |
even that seems too often |
08:11 |
iqualfragile |
otherwise it might happen that nobody is motivated anymore and thats deadly |
08:11 |
kahrl_ |
4 times a year the most |
08:12 |
jin_xi |
^ yes, and i think topics should revolve around newish engine features... |
08:12 |
kahrl_ |
One thing I'm worried about - will this lead to more abandoned mods? |
08:13 |
celeron55 |
okay so i propose this plan: let's add themeing ability to the menu based on game (my patch pretty much directly applied), make and publish a plan for including some independently developed games in the core (choosing them is going to be hard...) and make those... umm... i'd not call them competitions, more like "minetest game jams" |
08:13 |
celeron55 |
(not sure if this is a good idea at all) |
08:13 |
jin_xi |
no need to rush it... |
08:13 |
celeron55 |
ehm... "in the core" = "in the main distribution" |
08:13 |
iqualfragile |
we could use a smarter distribution system |
08:14 |
celeron55 |
i wrote that just so that people have something to talk abut 8) |
08:14 |
iqualfragile |
especialy if gamemodes are just aggregates of mods i would have an idea |
08:14 |
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08:15 |
celeron55 |
we have a track record of being slow at doing things, so rush is not something that should be feared :-D |
08:16 |
celeron55 |
kahrl_: well, a fact is, if you want to differentiate games, they are going to be incompatible with each other |
08:16 |
celeron55 |
otherwise they are not different |
08:20 |
celeron55 |
this is exactly what i mean with that we either need to have a strong one game, or we need to separate them further |
08:21 |
celeron55 |
there's no middle ground that would keep people happy |
08:24 |
jin_xi |
the current build/survival situation is not optimal imo. i think they should be variants of the same game, and therefore include the same mods and stuff, differing in damage and resource management mostly (and mobs eventually), but not so much content. |
08:24 |
jin_xi |
idk, but there have been discussions if wool and screwdrivers should be in survival or not.. |
08:24 |
jin_xi |
so id say dont do artificial micro differing |
08:25 |
celeron55 |
well then there is really no point in having them as different game; it's the same game with different settings |
08:26 |
jin_xi |
yes, but that does not mean that there is no point in having different games at all, just make them really different. |
08:26 |
jin_xi |
like one more simple (mc like) and one more realistic (in the dwarfes and dwarf fortress sense) |
08:26 |
celeron55 |
i'm open to consider build and survival as failed experiments and ditch them |
08:26 |
celeron55 |
considering* |
08:27 |
kahrl_ |
it's a somewhat pointless argument but for me wool is deeply associated with the survival game mode |
08:27 |
kahrl_ |
as I've played super hostile minecraft maps where the point is to collect wool |
08:28 |
kahrl_ |
so I could say these games do not "cater to me" |
08:30 |
celeron55 |
is anyone against abandoning build and survival and just throwing all of what they contain into minetest_game? |
08:30 |
celeron55 |
i think PilzAdam is |
08:30 |
kahrl_ |
pretty sure he is, yes |
08:31 |
celeron55 |
otoh, dunno; but it does not seem to be working out at all |
08:31 |
celeron55 |
if we ditched those and added dvarves in the distribution, that could be interesting |
08:31 |
jin_xi |
"the floor is lava" could be a cool game mode, you start with some resources (trampolines and rope) in a world with mostly lava and some flying islands, the game only starts when 5 or more players are ready, goal is to be last one surviving... should be doable now that mapgen is pluggable, right? |
08:34 |
kahrl_ |
yes, I'd love to see a variety of games like that |
08:36 |
celeron55 |
i'll propose an another combined plan that could work: 1) ditch build and survival and include all that is in them into minetest_game, 2) select a couple of more games that are actually different to be included in the package (umm... well, dvarves, maybe my dungeon thing, make more small distinct ones), 3) start some more wild game projects to be slowly progressed and meant to drag the engine to support a wider variety of things |
08:37 |
celeron55 |
eg. a game in space with varying gravity; even if it doesn't work well at all until a long time |
08:38 |
celeron55 |
a game with... vehicles? dunno; we probably need to choose now what things will be supported and what will not be |
08:38 |
kahrl_ |
these sound like things that would benefit greatly from voxel area entities |
08:39 |
kahrl_ |
these two games, I mean |
08:39 |
kahrl_ |
someone code it already :P |
08:39 |
celeron55 |
this will be quite hard for modders to swallow, but we must accept that they will be sad of all the incompatibility between games |
08:40 |
celeron55 |
also some people will not understand this at all, because their imagination is limited |
08:40 |
celeron55 |
they don't see at all what things could be done |
08:40 |
celeron55 |
and they will complain of new games being made rather than things being included minetest_game |
08:42 |
celeron55 |
but really, this is the spirit of minetest 0.4 |
08:42 |
celeron55 |
not what we have now |
08:43 |
celeron55 |
i'm considering making that happen without caring at all what anyone thinks |
08:44 |
kahrl_ |
go for it. =) |
08:44 |
celeron55 |
are you in? 8) |
08:44 |
kahrl_ |
of course |
08:44 |
celeron55 |
that's 199% enough then |
08:46 |
celeron55 |
>naysayers gonna naysay |
08:46 |
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08:46 |
celeron55 |
i'll get started on this this evening, naysay is considered offtopic from now on |
08:46 |
celeron55 |
8D |
08:47 |
kahrl_ |
heh I guess cvx wanted to naysay? :P |
08:50 |
Exio |
i wonder, would anyone upstream a 3 lines changes? https://github.com/Jeija/minetest/commit/14a38b16c6d37a11a5cc00e9ac5c691f5b757301#L2R884 |
08:51 |
kahrl_ |
you mean the game.cpp part? |
08:51 |
Exio |
yep :P |
08:51 |
Exio |
the time variable for shaders |
08:51 |
RealBadAngel |
hi all |
08:51 |
kahrl_ |
looks good, but I'm not a core dev |
08:52 |
Exio |
hi RBA |
08:52 |
RealBadAngel |
celeron55, make shooter as another game, weapons mod is already out there |
08:53 |
Exio |
RealBadAngel: implement a proper client-side prediction for that stuff |
08:53 |
kahrl_ |
Exio: agreed, FPSes suck without tons of prediction |
08:54 |
RealBadAngel |
i just pointed one possible idea, it doesnt mean i like it and wanna code it ;) |
08:57 |
kahrl_ |
aaanyway I'm about done with the optdepends stuff |
08:57 |
kahrl_ |
now one unintended consequence of the algorithm changes is that addon mods without dependencies are loaded before common or game mods |
08:58 |
kahrl_ |
which seems equally correct as the current behaviour but is there any problem with that? |
08:58 |
Exio |
i don't think that "can be" wrong |
08:59 |
Exio |
RealBadAngel: in http://pin.ic.cz/Water.lua - what is WaterReflection? (i mean - where is it defined?) |
09:00 |
RealBadAngel |
if something depends on nothin, shouldnt matter when it is executed |
09:01 |
RealBadAngel |
uniform sampler2D WaterReflection; |
09:01 |
RealBadAngel |
looks like a variable |
09:01 |
Exio |
uniform <stuff>; = variable "defined" in the program |
09:02 |
kahrl_ |
a texture is this case |
09:02 |
kahrl_ |
in* |
09:02 |
Exio |
yep |
09:02 |
Exio |
but i mean, having all the shaders work out-of-the-box everywhere would be pretty nice, no? :P |
09:02 |
RealBadAngel |
http://www.opengl.org/wiki/Sampler_%28GLSL%29 |
09:05 |
kahrl_ |
if they have a lightmap it suggests to me that it is prerendered |
09:05 |
kahrl_ |
could be wrong |
09:06 |
Exio |
is there any other way for having reflection more than pre-rendering the "blocks"? |
09:08 |
kahrl_ |
rendering a cube map every few seconds, or screen space reflection shaders |
09:08 |
kahrl_ |
I'm sure there are others |
09:08 |
kahrl_ |
s/seconds/frames |
09:11 |
kahrl_ |
I knew a few quake maps that implemented reflection by essentially duplicating the map and flipping it at the Z axis |
09:11 |
kahrl_ |
in the BSP geometry itself, I think that counts as prerendering :) |
09:18 |
Exio |
in those cases it is "easier" |
09:18 |
Exio |
the map is already know when you need to see the reflections |
09:20 |
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09:24 |
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09:38 |
kahrl_ |
is anyone interested in testing my optional dependencies branch? |
09:38 |
kahrl_ |
I pushed it here: https://github.com/kahrl/minetest/commits/opt_depends |
09:39 |
kahrl_ |
it also implements the new mod name conflict resolution described here: http://dev.minetest.net/Mod_name_conflicts |
09:40 |
kahrl_ |
but more importantly, to mark a line of depends.txt as optional append a question mark |
09:40 |
kahrl_ |
or put the line in optdepends.txt |
09:45 |
RealBadAngel |
Exio, i got those shaders compiling in game, but they seem to do nothin ;) |
09:45 |
Exio |
RealBadAngel: what shaders? |
09:45 |
Exio |
(the result you got) |
09:45 |
RealBadAngel |
from this example |
09:46 |
Exio |
can you post your vertex and fragment shaders? |
09:46 |
RealBadAngel |
theyre loading without errors, but they seem to have no effect :) |
09:46 |
Exio |
exactly |
09:46 |
Exio |
what did you change? |
09:46 |
kahrl_ |
how did you create and pass the samplers? |
09:46 |
Exio |
(test_shader_1, 2 or 3?) |
09:46 |
RealBadAngel |
i splitted the file into vertex and pixel files |
09:46 |
RealBadAngel |
pixel == fragment shader |
09:47 |
RealBadAngel |
but dont know where part with global variables should go |
09:47 |
Exio |
getting any shader 'compiling' is pretty easy, making it doing what it should do is the hard part |
09:48 |
RealBadAngel |
with texture the shader should work on |
09:48 |
Exio |
myTexture is the texture used for the blocks and stuff in default shaders |
09:48 |
Exio |
s/texture/variable/ |
09:55 |
RealBadAngel |
Material:LoadTextureSlot(2, "Graphics/Texture/Terrain/water_normalmap.jpg") |
09:55 |
RealBadAngel |
this is the problem i think |
09:56 |
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10:08 |
kahrl_ |
https://github.com/minetest/minetest/pull/697 |
10:09 |
Calinou |
+1 |
10:10 |
Calinou |
does a warning message appear when starting a mod without one of its optional deps? |
10:10 |
Calinou |
(in console) |
10:10 |
kahrl_ |
no |
10:11 |
kahrl_ |
would that be desired? |
10:11 |
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10:24 |
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10:29 |
Calinou |
maybe? |
10:29 |
Calinou |
so that people know if they're missing mods, to make a mod run in an optimal way |
10:30 |
celeron55 |
i don't think spitting warnings to the user is a good idea |
10:31 |
kahrl_ |
if the mod wants to do it it can |
10:31 |
celeron55 |
very true |
10:35 |
thexyz |
ShadowNinja: why do you need it? |
10:35 |
thexyz |
and I have no idea who have enabled private either |
10:36 |
Exio |
thexyz: knowing the OPs in case of spam or whatever, for not random highlighting half of the core devs what don't have access |
10:38 |
celeron55 |
kahrl_: documentation is needed: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L119 |
10:39 |
kahrl_ |
right |
10:39 |
thexyz |
Exio: okay, removed that flag |
10:39 |
thexyz |
I hope celeron55 has nothing against it |
10:39 |
kahrl_ |
should I document only the depends.txt way or both? |
10:40 |
Exio |
i'd say both |
10:41 |
kahrl_ |
then we should discuss if and when to remove optdepends.txt support |
10:41 |
celeron55 |
thexyz: i don't care at all; i'm not interested in figuring out all this freenode stuff |
10:41 |
Exio |
thexyz: any reason of why dev(s) don't have +o? |
10:41 |
celeron55 |
kahrl_: in half a year, i say |
10:42 |
kahrl_ |
sounds good, should that also be in lua_api.txt? |
10:42 |
celeron55 |
(roughly based on the age of very slowly updated stable servers) |
10:42 |
celeron55 |
yes |
10:43 |
celeron55 |
kahrl_: by the way, does the implementation ignore unknown non-modname characters after modnames? |
10:43 |
thexyz |
Exio: no, I also can't give any reason for them to have it |
10:43 |
celeron55 |
that must be done so that more things can be added there if needed, without optdepends.txt-kind of hacks |
10:44 |
celeron55 |
Exio: coders aren't interested in moderating discussions |
10:44 |
celeron55 |
good moderators tend to be a different group of people |
10:45 |
Exio |
celeron55: actually, only you and thexyz have +o, i'd add +o here to the ops in #minetest, at least |
10:46 |
celeron55 |
Exio: there's so much less activity in here that it's not really needed; all we'd need is a bot who'd auto-ban flooders |
10:46 |
Exio |
that is true |
10:48 |
kahrl_ |
celeron55: I agree that should be done, but it isn't yet |
10:49 |
kahrl_ |
what are allowed modname characters? |
10:49 |
Exio |
<<"Only chararacters [a-z0-9_] are allowed."<<std::endl; |
10:50 |
Exio |
scriptapi.cpp:83 |
10:56 |
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10:57 |
darkrose |
re: optional dependancies: if there's already a json parser available, why not just make depends.txt into depends.json and have seperate 'required' and 'optional' sections? |
11:09 |
celeron55 |
kahrl_: there's a function somewhere there for checking it, but [a-z0-9_] |
11:10 |
kahrl_ |
celeron55: I named it MODNAME_ALLOWED_CHARS |
11:11 |
kahrl_ |
don't want to duplicate it |
11:17 |
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11:22 |
kahrl_ |
updated: https://github.com/minetest/minetest/pull/697 |
11:29 |
celeron55 |
i don't see why the ignoring should be limited to only one character 8) |
11:30 |
kahrl_ |
well I have a reason |
11:30 |
kahrl_ |
it is that I have to go to bed :P |
11:30 |
Exio |
good night kahrl_? :P |
11:31 |
kahrl_ |
good night |
11:31 |
PilzAdam |
if you are in germany then you have some really strange sleeping times |
11:31 |
celeron55 |
kahrl_: that's a good reason 8-) |
11:32 |
kahrl_ |
PilzAdam: yeah. |
12:13 |
celeron55 |
PilzAdam: you haven't commented at all on abandoning build and survival; will you? |
12:14 |
PilzAdam |
hm? |
12:14 |
celeron55 |
oh also, i need to write this down somewhere: i need to implement per-world settings because nobody seems to |
12:14 |
PilzAdam |
let me read the logs. |
12:15 |
celeron55 |
(also that includes designing how the hell it would even work usefully) |
12:16 |
Calinou |
per-world settings make "survival" and "build" games obsolete |
12:16 |
Calinou |
so, +1 |
12:21 |
VanessaE |
[05-02 04:30] <celeron55> is anyone against abandoning build and survival and just throwing all of what they contain into minetest_game? <-- seems fine to me. |
12:24 |
VanessaE |
[05-02 04:05] <celeron55> how can you argue against that? <-- Remember, some MT users are Americans, some of whom love to argue against pretty much any trivial bullshit. :-) |
12:24 |
celeron55 |
anyway, before the end of this year i want to be able to say "cloning minecraft is just one thing we do" |
12:25 |
Calinou |
the game content is in common, not minetest_game |
12:25 |
Calinou |
minetest_game is only for legacy purposes right now :P |
12:25 |
PilzAdam |
celeron55, I always thought that the survival game would be better if we dont have that much useless stuff |
12:25 |
PilzAdam |
but it seems like people dont like this kind of survival game |
12:25 |
celeron55 |
PilzAdam: i know what you think; we'll get to it again when it seems more suitable |
12:26 |
Calinou |
the default stuff isn't useless, it's nice currently, not too big or not too small |
12:26 |
PilzAdam |
so, we do it like Minecraft and just throw everything into one game |
12:26 |
Calinou |
not everyone wants to install mods to have a playable game |
12:26 |
Calinou |
^ do that |
12:27 |
PilzAdam |
this will lead to discussions like "I want my renewable lava back" |
12:27 |
VanessaE |
one game is easier on the users, but is it flexible enough? |
12:28 |
VanessaE |
(I expect so, but the question must be asked) |
12:28 |
celeron55 |
PilzAdam: that is why i want to implement per-world settings |
12:28 |
PilzAdam |
I generally dont like settings to change content of games |
12:28 |
celeron55 |
i don't either, but it's the least bad alternative here |
12:30 |
PilzAdam |
we could also just say, that minetest_game is mainly survival but also contains lots of build stuff |
12:30 |
PilzAdam |
everyone who doesnt like this can install a game found in the forums |
12:31 |
PilzAdam |
and if it isnt possible to have the survival and build way of doing a feature, we just pick the survival variant |
12:31 |
celeron55 |
i'm not sure about that |
12:32 |
PilzAdam |
its just not possible to design a game that everyone likes |
12:32 |
celeron55 |
if you want to make pure survival, i think you should make a game from the ground up for survival purposes and make it clear it is not intended to be used with minetest_game stuff |
12:32 |
celeron55 |
it has to be from day 1 different enough from minetest_game that people will not associate them with each other |
12:33 |
PilzAdam |
I want to pick the survival parts only when they conflict with the build game |
12:33 |
PilzAdam |
everything else will be thrown in |
12:33 |
celeron55 |
is there an example? |
12:33 |
PilzAdam |
so we pick not renewable lava |
12:34 |
celeron55 |
that'll be covered by world settings |
12:34 |
celeron55 |
next? 8) |
12:34 |
PilzAdam |
world settings are just an attempt to make a game that everyone likes |
12:34 |
PilzAdam |
and thats simply not possible |
12:34 |
PilzAdam |
why would we support different games if we have one game that 100% configureable? |
12:35 |
celeron55 |
now you're lacking imagination |
12:36 |
celeron55 |
but hmm |
12:36 |
VanessaE |
imagination: creating a mod/game mode that emulates classic DOOM. kaeza is working on that, to some degree. |
12:37 |
Exio |
quake3 with 300ms of latency* |
12:37 |
jin_xi |
problems with that mentioned above, and that would be a game involving many mods i guess |
12:37 |
PilzAdam |
I think mods can take the part of world settings |
12:38 |
PilzAdam |
so, there could be a small mod that makes lava renewable |
12:38 |
PilzAdam |
we could open a section "minetest_game mods" that are only there to change the behaviour of minetest_game |
12:38 |
Exio |
or "Game tweaks" for making it more general? |
12:39 |
PilzAdam |
so, instead of settings the users can just install mods to change the games |
12:39 |
PilzAdam |
Exio, yea |
12:39 |
celeron55 |
i'm really torn between two ways of thinking here |
12:39 |
celeron55 |
i mean, a mod is kind of complicated considering it could be just a checkbox |
12:39 |
Exio |
i'd like settings |
12:39 |
celeron55 |
no? 8) |
12:39 |
Exio |
as most of settings are just 2 or 3 lines in code |
12:39 |
VanessaE |
on the other hand a checkbox means integrating stuff into the default game/engine/whatever that wouldn't otherwise need to be there. |
12:39 |
PilzAdam |
celeron55, we have checkboxes to set mods per world |
12:40 |
kaeza |
PilzAdam, making a mod to change a simple setting in another seems a bit hacky |
12:41 |
PilzAdam |
there will be 2 kinds of mods: 1) what we currently have: mods that add new things 2) little mods that tweak the main game |
12:41 |
PilzAdam |
mods are able to do both |
12:42 |
PilzAdam |
its also the least work intensive way, since everything that is needed is already implemented |
12:42 |
celeron55 |
okay so... instead of having a "build" game, we might possibly have an almost semi-official mod that tweaks it to be a bit more suitable for building |
12:43 |
PilzAdam |
also all the people that see the main game as a platform to run mods are happy this way too |
12:43 |
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12:44 |
VanessaE |
PilzAdam: to be fair, until "build" and "survival" came about, that's exactly what the default game served as, if you didn't play it vanilla. |
12:44 |
Calinou |
VanessaE: wouldn't work, you'll have too much temptation to create room-over-room levels :P |
12:44 |
VanessaE |
and that's what, a year? |
12:44 |
celeron55 |
i think PilzAdam has a solid grasp on this 8) |
12:45 |
celeron55 |
(as for minetest_game) |
12:45 |
VanessaE |
Calinou: well I said he's working on it, I'll let him decide if it's viable in the long term :) |
12:45 |
Calinou |
we could have a "game settings" menu for each world, "renewable lava", "finite liquid", "falling nodes", "decaying leaves"... |
12:46 |
celeron55 |
Calinou: that's a good example of how it'll go totally overboard |
12:46 |
celeron55 |
but you make a good point in "finite liquid" - it's an engine feature that people will want to set per world |
12:47 |
celeron55 |
hmm, this is ugly |
12:48 |
celeron55 |
why is there even such a thing in it |
12:50 |
PilzAdam |
the finite liquids arent good; they are slow, lag the server and you always lose water if you transport it from one pool to another</offtopic> |
12:50 |
celeron55 |
there is no good way to handle it |
12:50 |
kaeza |
what do you think about a separate "Advanced" dialog in world config where mods can be configured? mods could provide a file describing which options can be configured, which type, etc, much like CMake settings |
12:50 |
PilzAdam |
maybe set that in mods too :-) |
12:51 |
celeron55 |
PilzAdam: i can't think of any good logic for that |
12:51 |
celeron55 |
i guess just something like minetest.setting_set_temporary() |
12:51 |
PilzAdam |
you could simply have a finite_liquid mod, that contains one line to enable it and use this mod with the current per world setting |
12:52 |
celeron55 |
yes, but i'm wondering what the line should actually do |
12:52 |
iqualfragile |
i think finite liquids could in fact be … better … then they are now |
12:52 |
PilzAdam |
it could work like the current minetest.conf in games |
12:53 |
celeron55 |
iqualfragile: the fact is they are not better than now and we need to deal with it |
12:53 |
celeron55 |
PilzAdam: hmm, then it'd be minetest.setting_set_default() |
12:53 |
PilzAdam |
iqualfragile, RBA almost crucified me when I listed all the bad points in the finite liquids pull request |
12:53 |
celeron55 |
it's reasonablish |
12:54 |
PilzAdam |
iqualfragile, he said I was a mojang spy that wants to ruin Minetest because I block all new features |
12:54 |
iqualfragile |
i think that the problem with finite liquids in minetest is that voxels are not weighted in this engine |
12:56 |
celeron55 |
that doesn't even make any sense |
12:56 |
iqualfragile |
where does it not make sense? |
12:57 |
celeron55 |
what are "weighted voxels"? well, don't answer, that's offtopic in this discussion |
13:20 |
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13:24 |
sfan5 |
any comments to #697? |
13:30 |
kaeza |
sfan5, I don't see anyone on that channel |
13:30 |
kaeza |
</troll> |
13:52 |
PilzAdam |
celeron55, do we actually need common mods anymore when we drop build and survival? |
13:52 |
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13:52 |
PilzAdam |
minetest_game like games can be redone as mods then; and games that are very different dont include common mods at all |
13:53 |
PilzAdam |
s/mods/modpacks/ |
14:00 |
Exio |
what about making it "general" then? |
14:00 |
Exio |
like that pull request for anything_mods= |
14:11 |
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14:13 |
celeron55 |
PilzAdam: well, considering common was added exactly because of the split, i guess no |
14:20 |
celeron55 |
i think for the sake of not-having-so-many-goddamn-repos we'll not use common mods? i think there really is no benefit from it with the new plan |
14:20 |
celeron55 |
or, well |
14:21 |
celeron55 |
actually more like the old plan; this is all basically going back to the roots of 0.4 |
14:35 |
celeron55 |
--- |
14:36 |
celeron55 |
okay so, for drawing game-specific backgrounds, how should it choose what is drawn |
14:36 |
celeron55 |
(in the menu) |
14:36 |
Exio |
random look at the shader code, rg += light_source * 1.0; // Make light sources brighter |
14:36 |
Exio |
* 1.0? |
14:36 |
celeron55 |
clouds were added to it since making of this patch so this is nontrivial to merge |
14:37 |
PilzAdam |
celeron55, there needs to be a setting to set the camare position and angle relative to the clouds |
14:37 |
PilzAdam |
*camera |
14:40 |
celeron55 |
well that's the least of problems |
14:41 |
PilzAdam |
except this there already is support for things like this: http://forum.minetest.net/viewtopic.php?pid=86085#p86085 |
14:41 |
celeron55 |
do i need to make it so that a game needs to support both, clouded menu and non-clouded menu? |
14:41 |
RealBadAngel |
thats easy, i mean camera, shall i add it? |
14:42 |
celeron55 |
don't add anything |
14:42 |
celeron55 |
i am trying to rebase this https://github.com/celeron55/minetest/commits/menubackground |
14:42 |
RealBadAngel |
ah so, ok |
14:43 |
RealBadAngel |
get it done first, then i will make it. im changing this anyways all the time for my personal background |
14:44 |
PilzAdam |
celeron55, just load the textures "menufooter.png", "menuheader.png" etc. from the game if they are there |
14:45 |
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14:45 |
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14:46 |
celeron55 |
wtf are these if (path[0]) checks |
14:46 |
celeron55 |
is this by RealBadAngel? |
14:47 |
RealBadAngel |
i dont think so |
14:47 |
RealBadAngel |
where's that? |
14:47 |
celeron55 |
in the cloud menu stuff |
14:47 |
PilzAdam |
they are by ShadowNinja|Away |
14:48 |
tupackshajur |
celeron55 stfu you filthy stinkin ugly watermelon eatin fat lip wide nose thick skull wild half ape jungle nigger |
14:48 |
Kray |
wat |
14:49 |
celeron55 |
okay, this is going to infinitely stay now |
14:49 |
RealBadAngel |
and good |
14:49 |
celeron55 |
(what the fuck man?) |
14:49 |
celeron55 |
yeah now he's spamming in query |
14:49 |
Exio |
tupackshajur: we love you too |
14:50 |
Exio |
celeron55: normal spammer :P |
14:50 |
celeron55 |
now i ignored *!*@gateway/web/freenode* in my client |
14:50 |
celeron55 |
good luck contacting with webchat; fuck the internet i say |
14:50 |
celeron55 |
now maybe back to actual coding |
14:50 |
Exio |
i would have used +R alone ;P |
14:51 |
Kray |
who is this guy anyway |
14:51 |
celeron55 |
i have no idea, probably some misguideed kid |
14:51 |
celeron55 |
-e |
14:51 |
Kray |
the ultimate sperglord |
14:52 |
celeron55 |
--- |
14:52 |
celeron55 |
hmm, i need to write this down somewhere else than irc |
14:53 |
PilzAdam |
celeron55, http://minetest.net/irc |
14:54 |
celeron55 |
PilzAdam: ? |
14:54 |
PilzAdam |
<celeron55> hmm, i need to write this down somewhere else than irc |
14:54 |
celeron55 |
oh i didn't mean that |
14:54 |
celeron55 |
i meant what i am going to write now |
14:55 |
PilzAdam |
lol, <tupackshajur> i need help with my attitude :( |
14:57 |
RealBadAngel |
best help, cut the cable |
14:58 |
celeron55 |
ummmm |
14:58 |
celeron55 |
what exactly is the point of menuheader and menufooter? |
14:58 |
celeron55 |
ah oh, that was designed so because of the tiled background |
14:59 |
celeron55 |
well, the tiled background is going to go; i wonder if it's ok to just drop the header and footer |
14:59 |
RealBadAngel |
header was holding game name |
15:00 |
celeron55 |
it would be included in the cloud overlay and the regular bg (whichever is used) |
15:00 |
RealBadAngel |
http://i.imgur.com/xXhOQBz.jpg like in here |
15:01 |
RealBadAngel |
sure |
15:01 |
celeron55 |
i know but is it needed |
15:02 |
celeron55 |
i'll make this super simple and then something can be added to it if it turns out such is actually needed for some odd reason |
15:02 |
RealBadAngel |
we used what we got, we will get used what we will have ;) |
15:02 |
RealBadAngel |
8to |
15:05 |
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15:05 |
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15:20 |
sfan5 |
anything against a commit that reduces the .png sizes of minetest_game? |
15:21 |
iqualfragile |
finaly, i was allways using pngcrush localy for that |
15:22 |
sfan5 |
iqualfragile: i used pngcrush -brute |
15:25 |
celeron55 |
how much of difference does it make, total %? |
15:26 |
celeron55 |
one really shouldn't modify files in git unless needed, so you should probably do it only for files that get smaller by like >15% and leave the rest alone |
15:26 |
sfan5 |
celeron55: http://pastie.org/7753387 |
15:27 |
sfan5 |
so any files except the 2. and the second last one |
15:28 |
celeron55 |
don't do it now though, we're probably going to mess around with minetest_game and common and whatever during the next days |
15:28 |
sfan5 |
ok |
15:36 |
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15:44 |
celeron55 |
http://c55.me/random/2013-05/tscrot-2013-05-02_18-43-28.png |
15:44 |
celeron55 |
8) |
15:44 |
Jordach |
uhj |
15:44 |
Jordach |
ugm |
15:44 |
Jordach |
uhm* |
15:48 |
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15:48 |
celeron55 |
UGH |
15:49 |
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15:52 |
hmmmm |
why would you use scrot and not F12? |
15:52 |
Jordach |
because thats C55 |
15:53 |
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15:53 |
celeron55 |
that's in a menu |
15:54 |
celeron55 |
also i don't use it otherwise either; i always use my glorious scrot scripts |
15:54 |
celeron55 |
(except in windows) |
15:54 |
jojoa1997 |
hi all |
16:02 |
hmmmm |
[10:46 AM] <celeron55> wtf are these if (path[0]) checks |
16:02 |
hmmmm |
what? |
16:02 |
hmmmm |
that's to check if a string is non-empty |
16:02 |
hmmmm |
what's wrong with that precisely |
16:10 |
celeron55 |
ot |
16:10 |
celeron55 |
it's std::string |
16:10 |
hmmmm |
and? |
16:11 |
celeron55 |
at least in some version of visual studio, debug builds will crash in an indexing assertion if you do that for an empty string |
16:11 |
celeron55 |
the standard does not define that an indexed std::string would contain null end byte |
16:11 |
hmmmm |
that's visual studio's problem, it's valid according to the C++ standard |
16:11 |
celeron55 |
or does it? |
16:11 |
hmmmm |
hrm |
16:11 |
hmmmm |
let's find out for certain |
16:12 |
celeron55 |
for string.c_str()[0] it would be valid, but i'm not so sure about this case |
16:12 |
celeron55 |
of course in practice it's the same data, but in theory the thing returned by c_str() might not be the same thing |
16:13 |
celeron55 |
also it's invalid because std::string can contain valid \0s even at the beginning and it does not imply that the string ends |
16:13 |
celeron55 |
you'll just run into trouble at some point by doing that |
16:13 |
celeron55 |
(without always considering case by case) |
16:14 |
hmmmm |
hrm |
16:15 |
hmmmm |
regardless, it seems the official way is to check .empty() |
16:15 |
celeron55 |
yes, altough !="" is kind of more obvious |
16:15 |
celeron55 |
(or =="") |
16:16 |
celeron55 |
probably doesn't matter at all speed- or anything-wise |
16:17 |
hmmmm |
what is charT()? |
16:17 |
Jordach |
google it. |
16:17 |
hmmmm |
oh thanks that's so helpful |
16:17 |
celeron55 |
https://github.com/celeron55/minetest/commits/menubackground_2 |
16:18 |
celeron55 |
anyhow, here's my rebase |
16:18 |
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16:18 |
celeron55 |
it uses menu/background.png, menu/overlay.png and menu/icon.png under each game (and works kind of sanely if none exist, and works with clouds) |
16:19 |
celeron55 |
oh gotta fix the old commit message |
16:19 |
hmmmm |
charT is char type |
16:19 |
hmmmm |
the templated character type, in this case char |
16:19 |
hmmmm |
and i guess by charT() they mean the result of the default constructor of a charT? |
16:19 |
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16:20 |
hmmmm |
is that what they're saying?? |
16:20 |
celeron55 |
yes |
16:20 |
hmmmm |
but what does the default constructor of a ...char... result in |
16:20 |
celeron55 |
that's often used in the standard library |
16:20 |
celeron55 |
it's probably 0 like for integers |
16:20 |
hmmmm |
right |
16:20 |
celeron55 |
the standard defines those somewhere 8) |
16:20 |
hmmmm |
so according to the standard that IS valid |
16:21 |
celeron55 |
what does it say, exactly? |
16:21 |
hmmmm |
21.3.4 basic_string element access |
16:21 |
hmmmm |
Returns: If pos < size(), returns data()[pos]. Otherwise, if pos == size(), the const |
16:21 |
hmmmm |
version returns charT(). Otherwise, the behavior is undefined. |
16:21 |
hmmmm |
how do we _know_ it's calling the const version exactly |
16:22 |
celeron55 |
i guess it defaults to it? 8) |
16:22 |
hmmmm |
guessing is bad because this really could be UB |
16:23 |
hmmmm |
i bet that confusion between the const and non-const version of element access is the reason why the older VC++ messed it up |
16:23 |
celeron55 |
maybe |
16:23 |
celeron55 |
or VC++ is just broken otherwise |
16:23 |
hmmmm |
right |
16:23 |
hmmmm |
also i believe they claim that VC++ isn't C++ |
16:23 |
hmmmm |
if that's so, then doesn't it stand to reason that they would have a strict compiler mode, like gcc does? |
16:24 |
celeron55 |
but... how can you cast a string to non-const and use the [0] of it? :P |
16:24 |
celeron55 |
it's quite an unintuitive to do |
16:24 |
celeron55 |
-an |
16:25 |
celeron55 |
well i'll just hope it tends to work; that's how you deal with C++ anyway :-D |
16:28 |
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16:28 |
Jordach |
name suggestion for the engine: minetest_engine |
16:28 |
|
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16:28 |
hmmmm |
seriously, if we do rename the engine, i'd like it to be either FreeMine or Mesetint |
16:28 |
* celeron55 |
is waiting for naysayers to naysay about his pull request: https://github.com/minetest/minetest/pull/698 |
16:28 |
hmmmm |
the former is actually nice sounding and doesn't really have any connotations |
16:29 |
hmmmm |
ugh horrible, i hate it |
16:29 |
celeron55 |
i think there is absolutely no reason to rename the engine |
16:29 |
Jordach |
i agree. |
16:29 |
Jordach |
its just scare tactics |
16:29 |
celeron55 |
if we want to, we can rename the minecraft-clonish game |
16:29 |
Jordach |
someone's trying to make the devs look bad |
16:30 |
celeron55 |
but that isn't needed either |
16:30 |
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16:30 |
Jordach |
yeah |
16:30 |
hmmmm |
even if we don't need to rename anything, it's probably still a good idea to give alternative games a bigger spotlight |
16:30 |
celeron55 |
i recommend everyone to stop worrying about little details like that and just do useful stuff |
16:31 |
Jordach |
celeron55, well, lets just highlight minetest_game and "hide" the engine in the background |
16:31 |
hmmmm |
i thought it was a little detail too until i realized what it must entail |
16:31 |
hmmmm |
we've spent enough energy on it though |
16:31 |
Jordach |
even though google already autocorrects minet to minetest |
16:32 |
celeron55 |
it auto-corrects minet to "minetet" ofr me :D |
16:32 |
celeron55 |
r>>1 |
16:32 |
rubenwardy |
does not auto correct at all for me |
16:32 |
celeron55 |
... |
16:32 |
Jordach |
the next stage development should do is finish mgv7 |
16:33 |
celeron55 |
ehm, that doesn't fix anything, i wonder what this keyboard did |
16:33 |
hmmmm |
i really don't know how much time i have to work on mgv7 |
16:33 |
Jordach |
hmmmm, it is very beautiful |
16:33 |
hmmmm |
i'm graduating in 2 weeks, the semester is ending, and i am loaded with all these papers |
16:33 |
celeron55 |
Jordach: people are too focused on that in my opinion |
16:33 |
Jordach |
celeron55, 0.3.4 is calling |
16:33 |
celeron55 |
it's great and all, but not really a game-changer |
16:34 |
hmmmm |
the only reason why i'm chatting here right now is because i am procrastinating |
16:34 |
hmmmm |
i don't like some aspects of mgv7's terrain |
16:34 |
* Jordach |
whips hmmmm |
16:34 |
hmmmm |
i'd like to fix that later on sometime |
16:34 |
hmmmm |
i absolutely love my spawn pos for the fixed map seed i use though |
16:34 |
Jordach |
whats the area like? |
16:34 |
hmmmm |
which is why i am probably reluctant to change anything about that right away |
16:35 |
hmmmm |
the one i took the screenshot of |
16:35 |
Jordach |
at dev.minetest.net/mgv7 right? |
16:35 |
hmmmm |
a big grassy field surrounded by mountains |
16:35 |
hmmmm |
yeah |
16:35 |
Jordach |
nice |
16:35 |
hmmmm |
but i hate how it has those straight ridges on coasts sometimes |
16:36 |
hmmmm |
i'm not exactly sure what causes that.. the height function is continuous |
16:37 |
celeron55 |
does someone think i should squash some of #698 before merging? |
16:37 |
hmmmm |
naah |
16:38 |
celeron55 |
hmm, travis build has failed |
16:38 |
* celeron55 |
looks |
16:38 |
Jordach |
uhoh |
16:38 |
celeron55 |
wtfg |
16:39 |
celeron55 |
ah, server build... ehm, yeah, /me fixes |
16:47 |
celeron55 |
well, it's in |
16:48 |
celeron55 |
somebody needs to create and add the relevant images to minetest_game |
16:49 |
celeron55 |
here's a 48px icon for it: http://c55.me/random/2013-05/minetest_icon.png |
16:49 |
celeron55 |
i'm wondering when the naysayers will come 8) |
16:49 |
Zeg9 |
Survival game's image could be sfan5's forum pic :-) |
16:52 |
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16:53 |
* sfan5 |
agrees with Zeg9 |
16:56 |
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16:57 |
Jordach |
naysayers dont like change |
17:03 |
PilzAdam |
celeron55, http://c55.me/random/2013-05/tscrot-2013-05-02_18-43-28.png <- that screenshot is by me |
17:04 |
Jordach |
PilzAdam, you do not own screenshots :) |
17:07 |
celeron55 |
PilzAdam: i know :P |
17:07 |
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17:08 |
PilzAdam |
noooooooooooooooooooooo! |
17:08 |
celeron55 |
it's the only good screenshot of that game :P |
17:08 |
PilzAdam |
why do you have merged this stupid game filter!?! |
17:08 |
celeron55 |
because it's highly useful and appropriate for our long-term purposes |
17:08 |
celeron55 |
it could be configurable if you want though |
17:09 |
celeron55 |
i seriously think you'll get to like it though, it makes organizing games much easier because the list is smaller |
17:11 |
PilzAdam |
so, when do we start moving things from common back to minetest_game? |
17:12 |
hmmmm |
hold on why are we doing that now |
17:12 |
celeron55 |
i'm waiting if somebody comes up with a valid reason to not to |
17:12 |
hmmmm |
why does everybody need to keep changing things |
17:12 |
celeron55 |
we're cancelling a failed experiment, basically |
17:13 |
hmmmm |
why did it fail again? |
17:16 |
celeron55 |
it does not bring us anything useful, it is overly convoluted for users and developers and modders and it gives a completely wrong image of what the game system of minetest intends to do |
17:16 |
celeron55 |
there really is nothing good in it |
17:17 |
Zeg9 |
Some stuff in it like wool should be kept in |
17:17 |
Zeg9 |
default mod should be part of each game thouhg -- IMO |
17:17 |
celeron55 |
everything will be kept in |
17:17 |
Zeg9 |
s/thouhg/though |
17:18 |
celeron55 |
>default mod should be part of each game though |
17:18 |
celeron55 |
lol no |
17:18 |
celeron55 |
it definitely should not be; otherwise the gameability of minetest is completely wasted |
17:19 |
celeron55 |
naynaynaynay says the naysayers 8) |
17:19 |
Jordach |
celeron55, feed they hey |
17:19 |
Jordach |
them* |
17:20 |
PilzAdam |
lol |
17:20 |
PilzAdam |
I read "nyan" |
17:21 |
celeron55 |
now i'll proceed to making a game on this that is something so different that nobody really even thought of attempting such |
17:21 |
celeron55 |
and if the engine does not allow me to, i will make the engine come out of the way |
17:25 |
PilzAdam |
anyone against using the minetest logo for minetest_game? |
17:28 |
sfan5 |
no |
17:31 |
Zeg9 |
What about the background? |
17:32 |
PilzAdam |
clouds are fine for now |
17:36 |
celeron55 |
PilzAdam: i think we can abandon build and survival (not delete (yet)), but leave the common mod scheme in for a little while until we are sure what to do to it |
17:36 |
celeron55 |
altough, that can't be done until everything is included in minetest_game... |
17:37 |
celeron55 |
well, you're free to do that, there are no other viable alternatives |
17:37 |
* PilzAdam |
copies all common mods to minetest_game/mods |
17:38 |
celeron55 |
well you could just include them from there for now |
17:40 |
PilzAdam |
what about chaning the name in game.conf to "Minetest Game" and display that in the [] at the end of worlds in the world list? |
17:40 |
celeron55 |
it's not useful at all to append it to every world in there unless the list actually shows worlds from different games |
17:40 |
celeron55 |
but you can change the top left corner to show the game.conf name |
17:41 |
PilzAdam |
oh, right |
17:41 |
* PilzAdam |
forgot about this new game filter |
17:41 |
celeron55 |
8) |
17:42 |
PilzAdam |
I noticed one thing: if you click on "New" you can still choose the game, but the filter doesnt switch to that game after that, so you dont see the world if the selected game is different |
17:43 |
PilzAdam |
so either always use the game that is selected in the filter in world creation or switch the filter to the selected game |
17:48 |
celeron55 |
oh true |
17:56 |
celeron55 |
first thing that gets in the way: there's no way to modify the skybox in a game |
17:56 |
celeron55 |
did RealBadAngel have some work on this? |
17:57 |
RealBadAngel |
im working but not using skybox but skydome |
17:58 |
RealBadAngel |
http://i.imgur.com/W9vgYNr.jpg |
18:00 |
kaeza |
RealBadAngel, WOW that looks very realistic |
18:00 |
* sfan5 |
agrees with kaeza |
18:00 |
PilzAdam |
celeron55, https://github.com/PilzAdam/minetest/commit/41a758872ce214224bcb2a7e6fbd471f2a4ed682 |
18:01 |
celeron55 |
umm i fixed that using a single line that just selects the selected game in the menu 8) |
18:02 |
RealBadAngel |
http://i.imgur.com/JmuHeve.png http://i.imgur.com/i692bUl.jpg http://i.imgur.com/lsmgMF3.jpg |
18:02 |
celeron55 |
(just pushed) |
18:02 |
Jordach |
RealBadAngel, FUCK YEAH |
18:02 |
celeron55 |
PilzAdam: this is slightly simpler 8) https://github.com/minetest/minetest/commit/ee8067f7cfa5b25e12a166bd5d306a905630ee92 |
18:02 |
celeron55 |
oh that's a different thing |
18:02 |
* celeron55 |
is stupid |
18:02 |
Jordach |
celeron55, nope.avi |
18:04 |
RealBadAngel |
and two funny ones: http://i.imgur.com/ETkhTnV.png http://i.imgur.com/3Ap14GZ.png :) |
18:04 |
celeron55 |
PilzAdam: it looks good enough |
18:04 |
celeron55 |
(assuming it works) |
18:04 |
Jordach |
i would accept the death star any day of the week |
18:05 |
Jordach |
i would texture the sun: It's day. the moon: It's night dumbass |
18:05 |
RealBadAngel |
i would like to make animated skydome, with clouds, stars etc |
18:05 |
celeron55 |
RealBadAngel: are you implementing that as a thing that a mod or a game will set? |
18:05 |
PilzAdam |
pushed |
18:06 |
celeron55 |
because i immediately need something that will allow me to set the skybox from Lua |
18:06 |
RealBadAngel |
it can be easily textureable, just by replacing the files |
18:06 |
PilzAdam |
what about a rain mod? |
18:07 |
PilzAdam |
that wants to change the texture to clouds or sun or whatever the current weather is |
18:07 |
RealBadAngel |
celeron55, i just started to play with it yesterday |
18:07 |
RealBadAngel |
but adding a skydome with texture to scene is trivial |
18:07 |
RealBadAngel |
hold on a sec |
18:08 |
celeron55 |
i don't want skydome, it's hard to texture properly for my use case |
18:09 |
celeron55 |
maybe i'll add player:set_sky("box", {top, bottom, side1, side2, side3, side4}) |
18:09 |
celeron55 |
it can be extended then in whatever way |
18:10 |
RealBadAngel |
adding skydome is singleliner |
18:10 |
RealBadAngel |
scene::ISceneNode* skydome=SceneManager->addSkyDomeSceneNode(driver->getTexture( |
18:10 |
RealBadAngel |
getTexturePath("skydome.png").c_str()),16,8,0.95f,2.0f); |
18:10 |
RealBadAngel |
|
18:10 |
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18:10 |
BlockMen |
RealBadAngel, that looks great. |
18:10 |
RealBadAngel |
and there are plenty fine textures out there |
18:10 |
celeron55 |
so is skybox, altough it doesn't really fit on a single line because it has six textures |
18:15 |
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18:15 |
RealBadAngel |
http://www.philohome.com/skycollec/skycollec.htm |
18:15 |
BlockMen |
http://c55.me/random/2013-05/tscrot-2013-05-02_18-43-28.png <- for what are the buttons on the bottom left? |
18:16 |
RealBadAngel |
to select games |
18:16 |
PilzAdam |
its a game filter |
18:16 |
BlockMen |
nice |
18:17 |
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18:20 |
PilzAdam |
celeron55_, its hard to detect what worldnames already exist |
18:21 |
PilzAdam |
I have 6 games in my minetest copy installed, and I dont want to go through them all the time to find out what the next worldname is |
18:22 |
celeron55_ |
that means there should be clear indication of whether one exists or not... some "world of this name already exists!" text in the creation dialog? |
18:22 |
celeron55_ |
having multiple worlds with the same name isn't really an option |
18:23 |
celeron55_ |
and i mean, "world of this name already exists!" should appear and disappear when typing the name |
18:23 |
celeron55_ |
otherwise it's a pain |
18:43 |
hmmmm |
gahh |
18:44 |
hmmmm |
okay i finally fixed mgv7's getGroundLevelAtPoint |
18:44 |
hmmmm |
just my retardation at work... i had a non-zero offset for ridge noise that was never applied to the perlin noise map but is applied to the point value |
18:54 |
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19:32 |
sfan5 |
can i pngcrush common now? |
19:35 |
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20:02 |
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20:26 |
celeron55_ |
http://c55.me/random/2013-05/screenshot_1726683685.png |
20:26 |
celeron55_ |
here's something different (tm) |
20:29 |
celeron55_ |
Something Different* |
20:57 |
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21:10 |
proller |
celeron55_, like math mapgen |
21:51 |
PilzAdam |
sfan5, I can only reduce the size of mods/ by 0.1 MiB with pngcrush -brute |
21:54 |
sapier |
if you have .x models in there using b3d models is way more effective |
22:16 |
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23:12 |
hmmmm |
celeron, about space settings and other things that have no directional lighting |
23:13 |
hmmmm |
what would you say to adding another kind of air that's a light source |
23:13 |
hmmmm |
and simply not calculating sunlight at all |
23:25 |
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23:29 |
kahrl |
hmmmm: you still would need to propagate that when you dig straight down into a cave, or when you close a cave off from the sky |
23:30 |
kahrl |
in a space game you could set air's (and all nodes') sunlight_propagates = false |
23:33 |
hmmmm |
it strikes me as such a bad solution though |
23:33 |
kahrl |
why? |
23:33 |
hmmmm |
another kind of air? really? |
23:33 |
hmmmm |
you've played minecraft, right? |
23:34 |
kahrl |
technically the main transparent node in a space game shouldn't be air but vacuum |
23:34 |
hmmmm |
what happens when you dig a hole in the terrain in the nether realm and then cover yourself over? |
23:35 |
kahrl |
I don't know how it is coded but the entire nether is shielded by a bedrock ceiling |
23:35 |
kahrl |
what happens if you remove that in creative? I haven't tried |
23:35 |
Exio |
nothing weird |
23:36 |
Exio |
there is no sun or moon or outside-light |
23:36 |
Exio |
in the top of that "nether roof" there is: nothing but bedrock and void |
23:37 |
hmmmm |
kahrl, the answer to my question tells us whether or not they just lighten the actual color shades that each value is mapped to |
23:38 |
hmmmm |
which is something else very plausible |
23:39 |
kahrl |
hang on let me check |
23:40 |
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23:42 |
kahrl |
ok, it's a bit weird |
23:42 |
kahrl |
anything in the nether you can access normally in survival has sl: 0 (sunlight) |
23:43 |
hmmmm |
so it's like i said? |
23:43 |
kahrl |
the ceiling is at y=128, but since the world height is now 256, you can build above it if you get there |
23:44 |
kahrl |
the chunks above y=128 are generated with sl=15 |
23:44 |
hmmmm |
i'm not really concerned about the sunlight propogation, it's quite obvious that it doesn't happen for nether/end |
23:44 |
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23:44 |
kahrl |
after I placed some blocks, the sl in the affected chunks was recalculated to 0 |
23:44 |
hmmmm |
ah |
23:44 |
kahrl |
it didn't change the appearance in any way |
23:46 |
Exio |
there are light glitches in the top of the nether |
23:46 |
Exio |
at least in survival |
23:46 |
kahrl |
I didn't see any of those but I didn't look very far |
23:47 |
Exio |
well, not glitches |
23:47 |
Exio |
just you place a torch and you have "half" of the stuff what you light up darker than the other half |
23:48 |
kahrl |
oh yeah |
23:49 |
kahrl |
I had placed a nether portal above y=128 which created some light, when I just loaded the world again it didn't illuminate a part of the area |
23:51 |
Exio |
MC has a lot of light glitches ;P |
23:54 |
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