Time |
Nick |
Message |
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09:22 |
kahrl |
the poor bugs, they go extinct at this rate https://github.com/minetest/minetest/pull/704 |
09:23 |
VanessaE |
heh, nice commentary |
09:38 |
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09:41 |
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09:57 |
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10:03 |
PilzAdam |
any objections? https://github.com/minetest/minetest/pull/704 |
10:25 |
* Zeg9 |
made a progress bar for "waiting content" screen |
10:26 |
kaeza |
Zeg9, pic or it didn't happen :P |
10:29 |
Zeg9 |
Not releasing yet |
10:29 |
Zeg9 |
But I'll pull request soon :P |
10:29 |
Zeg9 |
For the moment the text is drawn under it, so wait a little |
10:31 |
* Zeg9 |
doesn't know how he could pass the progress text to draw_load_screen while still being an optional argument... |
10:31 |
Zeg9 |
...since you use a "const std::wstring &" |
10:34 |
Zeg9 |
Ok I found out, never mind |
10:35 |
VanessaE |
Zeg9: come on, screenshot |
10:35 |
Zeg9 |
I can't screenshot, I broke it... lol |
10:35 |
Zeg9 |
Wait, it will be ready in a few minutes |
10:36 |
Zeg9 |
game.cpp takes so much time to build compared to other source files |
10:40 |
Zeg9 |
http://ompldr.org/vaWNobQ |
10:40 |
Zeg9 |
kaeza, VanessaE^ |
10:40 |
Zeg9 |
Just need to convert percent to an int |
10:41 |
VanessaE |
NICE |
10:41 |
kaeza |
awesme |
10:41 |
PilzAdam |
how about a proper background? |
10:41 |
kaeza |
^ |
10:41 |
PilzAdam |
(like the menu clouds) |
10:42 |
VanessaE |
use the menu clouds or the tiled "dirt" background on this screen. |
10:42 |
VanessaE |
or the currently selected game, if in singleplayer mode |
10:42 |
* Zeg9 |
needs to get how to draw menu clouds then :P |
10:53 |
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10:54 |
Zeg9 |
Oh, I happened to get clouds. But they were moving totallly randomly... |
10:54 |
Zeg9 |
Are you sure this is needed ? :p |
10:55 |
VanessaE |
yes :) |
10:58 |
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11:02 |
Zeg9 |
Got clouds working and moving, now I need a way to remove them after the loading screen is gone... |
11:02 |
VanessaE |
leave them up until the game starts |
11:02 |
VanessaE |
s/game/world/ |
11:04 |
Zeg9 |
The problem is that, even when I drop them, they are still in the smgr... |
11:05 |
VanessaE |
you'll figure it out I'm sure - just as long as the user never sees anything else but those clouds until the game starts. |
11:05 |
VanessaE |
(i.e. you don't want to drop back to a black frame at any point) |
11:05 |
Zeg9 |
And, if I clear the smgr, it also removes the map nodes... |
11:06 |
Zeg9 |
Is there a way to make a separate scene manager? |
11:07 |
VanessaE |
no clue |
11:09 |
Zeg9 |
I used addToDeletionQueue. testing |
11:09 |
Zeg9 |
Yeah, that worked ! |
11:09 |
Zeg9 |
brb, eating |
11:10 |
VanessaE |
Zeg9: can you make a version of the progress display that works for non-freetype clients? |
11:15 |
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11:33 |
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12:35 |
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12:38 |
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12:41 |
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12:43 |
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12:52 |
Zeg9 |
VanessaE: it should work on without freetype |
12:53 |
Zeg9 |
I'll try it when I'm done with clouds |
12:57 |
Zeg9 |
http://ompldr.org/vaWNqMg |
12:58 |
Zeg9 |
^ Waiting for content with progress bar |
13:04 |
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13:08 |
VanessaE |
Zeg9: nice |
13:08 |
Zeg9 |
Thanks |
13:08 |
VanessaE |
Zeg9: suggestion: when loading items and nodes, display a pickaxe, then a block of dirt, with those words written under |
13:09 |
Zeg9 |
Do you mean when downloading their textures? |
13:09 |
VanessaE |
naw, just for the two lines that say "Item Definitions" and "Node Definitions" |
13:10 |
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13:10 |
VanessaE |
display a greyed-out pickaxe near the "item" line, and a greyed-out block of dirt next to the "nodes" line, turn each to color when that section is done loading. |
13:10 |
VanessaE |
bbiab |
13:11 |
Zeg9 |
Oh, good idea. but well, this is a bit game-specific, and both item definition and node definition are fast to get in |
13:22 |
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13:30 |
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13:37 |
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13:47 |
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14:00 |
VanessaE |
back |
14:01 |
VanessaE |
Zeg9: I was trying to suggest things that pretty much any game is going to have, hence the pick and dirt :-) |
14:12 |
Zeg9 |
Back too |
14:14 |
Zeg9 |
VanessaE: okay, well, there is still a little problem, the loading screen is the same for all operations ("creating server", "waiting content", "shutting down stuff") and the pick and dirt wouldn't fit there |
14:15 |
VanessaE |
fair enough. it was just an idea |
14:16 |
Zeg9 |
That said, I could make another function only for this screen |
14:16 |
Zeg9 |
since my additions are only used there |
14:16 |
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14:42 |
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14:46 |
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14:46 |
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14:56 |
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15:06 |
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15:33 |
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15:45 |
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15:48 |
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15:56 |
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16:04 |
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16:07 |
PilzAdam |
IIRC someone said that its not possible to change the language at runtime |
16:07 |
PilzAdam |
well, this project does it and also uses gettext: https://github.com/Bertram25/ValyriaTear/tree/HEI-Release |
16:09 |
Calinou |
xonotic does, somehow |
16:09 |
Calinou |
but it's full of virtual machines :P |
16:10 |
PilzAdam |
seeems like src/engine/system.cpp:306 does all the magic |
16:11 |
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16:14 |
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16:21 |
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16:21 |
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16:40 |
PilzAdam |
any objections? https://github.com/minetest/minetest/pull/704 |
16:57 |
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16:57 |
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17:04 |
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17:16 |
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17:25 |
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17:48 |
celeron55_ |
PilzAdam: no |
18:26 |
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19:04 |
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19:20 |
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20:02 |
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20:06 |
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20:20 |
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20:23 |
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20:27 |
sapier |
https://github.com/minetest/minetest/pull/677 a friendly reminder to check and comment this pull request |
21:03 |
PilzAdam |
sapier, seems like your latest changes to objects trigger the entity dupliction bug a lot more often |
21:03 |
PilzAdam |
(see Simple Mobs thread) |
21:03 |
PilzAdam |
I noticed that in my test map too |
21:04 |
sapier |
what ar you talking of? |
21:04 |
PilzAdam |
there was a bunch of sand monster that would never spawn in such a huge pile |
21:04 |
PilzAdam |
this one: https://github.com/minetest/minetest/commit/58f036ad1d5f1928d3696730ece463ab1acb046e |
21:05 |
sapier |
maybe you just run into the mob concentration problem with mods running out of active area? |
21:05 |
PilzAdam |
people said that it happens in mobf too |
21:06 |
sapier |
yes but in mobf it's fixed by making mob concentrations die after some seconds |
21:07 |
sapier |
if this is what I'm talking about there is no solution as it's a active/inactive system inhereited problem |
21:07 |
PilzAdam |
they were definetly duplicating |
21:07 |
PilzAdam |
there were over 20 sand monsters in a 10x10 area |
21:07 |
sapier |
what makes you that shure? |
21:08 |
PilzAdam |
they would never spawn like this |
21:08 |
sapier |
they would |
21:08 |
sapier |
if half of the area is inactive |
21:08 |
PilzAdam |
the spawning is limited by 3 in active_object_count_wider passed to the ABM |
21:08 |
PilzAdam |
and I never saw so many mobs before |
21:08 |
sapier |
if half of area is inactive any mob within the inactive area will not be counted |
21:09 |
sapier |
I see them since beginning of mobf development at activity boundarys |
21:10 |
sapier |
still my thesis is same as yours just a guess |
21:10 |
sapier |
I haven't experienced any duplication when traveling carts after adding this pull request while my cart is almost everytime duplicated without it |
21:11 |
sapier |
and I haven't experienced loss of entities due to unload and reload with it |
21:11 |
sapier |
I do not claim I've fixed any duplication bug. |
21:12 |
sapier |
there's a simple check if my activity boundary theory is correct add some notice to on_activate how many mobs ar around |
21:15 |
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21:16 |
sapier |
maybe the problem becomes more obvious becaus of mob entities not getting lost anymore ;-) |
21:17 |
sapier |
pilzadam I plan to add faction support to mobf any interest in co-work? |
21:18 |
PilzAdam |
I am not familiar with mobf's code |
21:18 |
PilzAdam |
and I really dont like the doxygen comments you have there, they bloat everything |
21:18 |
sapier |
faction support won't be part of mobf as it's of most use if any mod can use it |
21:19 |
sapier |
I won't discuss use of comments ;-) |
21:19 |
PilzAdam |
-> #minetest-mods |
21:19 |
sapier |
I asked you because your mod would be one of those mods which would benefit most of it |
21:20 |
PilzAdam |
what are your ideas about it? |
21:21 |
sapier |
if you don't have interest in it and the current faction mod won't be updated to add an additional mod api to it's current chat only api I'll do it my self |
21:21 |
sapier |
just a simple api to create factions |
21:21 |
sapier |
add players as well as entities to it |
21:21 |
sapier |
some administration formspecs |
21:22 |
sapier |
nothing complicated |
21:23 |
PilzAdam |
it actually gets very complicated when I start thinking about it |
21:23 |
PilzAdam |
can you write your concept down somwhere? |
21:24 |
sapier |
writing concept is as much work as writing mod itself but if you have ideas just tell me I'll add them to first prototype |
21:25 |
PilzAdam |
its hard to tell you my ideas when I have no idea what you actually plan to achieve |
21:25 |
sapier |
give me 5 min to write down some basics |
21:30 |
sapier |
http://pastebin.com/2dNRiTKt |
21:45 |
sapier |
any suggestions? |
23:09 |
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