Time Nick Message 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 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 10:54 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 :) 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? 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 13:08 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 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 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 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 16:40 PilzAdam any objections? https://github.com/minetest/minetest/pull/704 17:48 celeron55_ PilzAdam: no 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 21:16 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?