Time Nick Message 00:40 RealBadAngel sapier: +minetest.remove_craft(reciep) 00:40 RealBadAngel theres a typo 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 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: 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 04:08 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 05:22 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 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 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 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 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 07:41 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 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 08:15 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 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 ; = 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 09:38 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 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? 10:29 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."< 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] 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 12:44 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 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 13:24 sfan5 any comments to #697? 13:30 kaeza sfan5, I don't see anyone on that channel 13:30 kaeza 13:52 PilzAdam celeron55, do we actually need common mods anymore when we drop build and survival? 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= 14:13 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 14:46 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 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, 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 15:20 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 15:44 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 celeron55 UGH 15:52 hmmmm why would you use scrot and not F12? 15:52 Jordach because thats C55 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] 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 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? 16:20 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 Jordach name suggestion for the engine: minetest_engine 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 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 :-) 16:53 * sfan5 agrees with Zeg9 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 17:08 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 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 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 18:20 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 19:32 sfan5 can i pngcrush common now? 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* 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 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 23:29 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 23:42 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 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