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IRC log for #minetest-dev, 2013-05-24

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All times shown according to UTC.

Time Nick Message
00:00 RealBadAngel PilzAdam, btw it reminds me of one thing... torches under water? do something bout it
00:01 * RealBadAngel is off to sleep a bit
00:01 kahrl you mean make the water wash them away like minecraft?
00:05 PilzAdam kahrl, better? https://github.com/PilzAdam/minetest/commit/66bc626a57cdc49a93f3afa14b9d668d8964daf0
00:06 kahrl looks good
00:06 PilzAdam Im not sure about the param2 <= 5 check
00:07 PilzAdam I guess it can be removed, since there is no way in the code above that it makes greater than 5
00:08 kahrl yeah
00:08 kahrl maybe make it an assert(param2 >= 0 && param2 <= 5);
00:08 kahrl in case somebody screws the part above it up later
00:09 PilzAdam ok
00:11 PilzAdam pushed
00:13 PilzAdam going to sleep now; bye
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16:43 kahrl my personal networking todo list: http://paste.dy.fi/CrA
16:43 kahrl Fun fact: I had partial code for #2-#4 a year ago, but unfortunately seem to have lost it :(
16:44 Calinou there was a patch about ipv6 support already
16:44 kahrl yeah I mention that
16:46 PilzAdam I could do a win build of the IPv6 pull request
16:46 kahrl I actually currently have access to a network of windows 7 machines, I might do some tests
16:51 kahrl what I might do is extract socket.cpp/h into a bundled library, write some test programs based on this library
16:51 kahrl which makes it easier to test this stuff on headless machines (which most of my multi-interface machines are)
16:53 kahrl brb
17:01 RealBadAngel kahrl, why we should take care of ipv6 when we are still stuck in stone age? i mean udp
17:01 RealBadAngel bring there tcp/ip for christ sake
17:02 RealBadAngel tricks with curl are just insane
17:03 celeron55 eh what
17:03 RealBadAngel hi c55
17:03 celeron55 udp is not stone age, it is just one technology (arguably wrong one, but "stone age" is as wrong as you can possibly get it)
17:04 RealBadAngel maybe
17:04 RealBadAngel its just the wrong one
17:04 RealBadAngel mt is suffering because of it
17:05 celeron55 i know and everyone (hopefully) knows
17:05 PilzAdam if anyone is interested: rebased IPv6 branch: https://github.com/PilzAdam/minetest/commits/ipv6
17:05 PilzAdam with all the menu stuff removed
17:08 RealBadAngel i tested today motion blur btw
17:08 RealBadAngel works quite nice
17:09 RealBadAngel i really liked work with shaders
17:11 PilzAdam ok, the IPv6 branch at least doesnt break IPv4
17:12 RealBadAngel PilzAdam, what about my request for moon flower?
17:12 PilzAdam why add exactly this mod? it seems really random to me
17:13 RealBadAngel it adds the flower
17:13 sapier joined #minetest-dev
17:13 RealBadAngel that opens only at night
17:13 PilzAdam and how does that benefit the gameplay? we already have flowers
17:13 RealBadAngel this is  original and really nice addon
17:14 RealBadAngel shall i mention that mc doesnt have such flowers? ;)
17:14 PilzAdam I see no reason to not keep it as an external mod
17:15 RealBadAngel oh, cmon, its just a small flower
17:15 RealBadAngel but you can explore the idea further
17:16 RealBadAngel if it opens only at night, it could give a resource at digging time
17:16 PilzAdam we simply dont add everey random mod into minetest_game
17:16 RealBadAngel its not random, its original
17:16 sapier sapier did not disagree with kahrls changes but only express concerns so everyone is aware of the sideeffects of kahrls changes ;-P
17:17 RealBadAngel enough original to allow it to be a content and open with it a new branch of possibilities
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17:18 RealBadAngel so player will have to wait for night to collect those flowers to get unique item
17:18 RealBadAngel dye or something
17:19 RealBadAngel like glowing dye maybe
17:19 sapier PilzAdam did you find additional issues with formspec mainmenu?
17:19 PilzAdam havent tested since the gist
17:20 RealBadAngel then glowing dye applied to wool or glass nodes could give nodes that produce light
17:21 * sfan5 likes RealBadAngel idea
17:21 sapier did you read my comments?
17:24 RealBadAngel imho such tiny flower open lotsa new possibilities
17:25 RealBadAngel and im not afraid to repeat it once again: is original concept
17:27 RealBadAngel see: atm night is not usefull at all
17:27 RealBadAngel its just dark around
17:28 RealBadAngel with hunt for rare glowing flowers, we can make night more interesting
17:28 RealBadAngel and useful
17:29 RealBadAngel propably in the future with mobs, players will have to think twice
17:29 RealBadAngel am i armoured enough to hunt for flowers? :0
17:33 RealBadAngel PilzAdam, please do something for the whole mankind... merge those cute flowers please :)
17:38 sapier you can kill vombies at night ;-)
17:38 PilzAdam or dirt_monsters
17:38 sapier or just sleep
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17:44 RealBadAngel but lamps are so sweet lookin
17:45 RealBadAngel and glowing dye is so precious
17:45 RealBadAngel not to mention plant some moon flowers around your home
17:46 sapier as I don't have any idea what you're talking about I most likely wouldn't miss it ;-) ... but of course not everyone likes same things
17:47 RealBadAngel hehe
17:47 * RealBadAngel is lookin for a link
17:47 * kahrl throws a vile look at hmmmm
17:47 hmmmm hello
17:47 RealBadAngel http://forum.minetest.net/viewtopic.php?id=5479
17:47 hmmmm what are we talking about now?
17:48 kahrl I'm getting rebase errors in scriptapi_separation because of d00e8bd31a
17:48 RealBadAngel about a flower
17:48 kahrl well I think I can fix them, no worries :)
17:48 hmmmm ohh =/
17:48 RealBadAngel that opens only at night, glows then
17:48 hmmmm sorry
17:48 RealBadAngel and can be possibly source of glowing dye
17:48 RealBadAngel only to be collected night time
17:49 hmmmm yeah i think it's about time to do the scriptapi separation
17:49 hmmmm once you're done rebasing it we're merging
17:49 RealBadAngel hmmmm, how do you like the idea of this little bit of content?
17:50 hmmmm the moon flower?
17:50 RealBadAngel yeah
17:50 hmmmm it looks nice, but i'm not sure if it belongs in the default game..
17:50 hmmmm i'm not the person to ask about that though
17:50 RealBadAngel me and sfan are for
17:50 RealBadAngel im lookin for more votes :)
17:51 hmmmm i don't really have much of an opinion on it to be honest
17:51 sapier << doesn't have any voting right .... but wouldn't help you either I' neither support nor deny it
17:51 hmmmm sure you do
17:51 RealBadAngel express yourself just
17:51 hmmmm okay
17:52 hmmmm what if you were to add it, but only certain maps have them
17:52 RealBadAngel or certain biomes?
17:52 RealBadAngel highlands?
17:52 hmmmm eh.
17:53 hmmmm biomes are still a way off
17:53 RealBadAngel oh cmon, we are at doorstep
17:53 hmmmm just something simple like   if (mapseed % 4 == 0) placeMoonFlowers();
17:53 hmmmm er w/e that is in lua
17:54 RealBadAngel by now we could allow it to spawn depending only on height for example
17:54 RealBadAngel later on it could become an element of decorationsdef
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17:55 RealBadAngel for certain biome
17:55 hmmmm sure
17:55 BlockMen The mods should be enabled by default
17:56 RealBadAngel so only highlands biome, only at night
17:56 RealBadAngel mobs around
17:56 ShadowNinja BlockMen: Can you remove the globe next to links in the minetest.net theme?
17:56 RealBadAngel VErY precious flower to catch
17:56 BlockMen ShadowNinja, why? celeron wanted them to show what are external links and what not
17:57 RealBadAngel then player gets glowing dye
17:57 kahrl ugh what did I or git do now http://paste.dy.fi/Ccb
17:57 kahrl src/mapgen.h:148:10: error: ‘virtual Ore::~Ore()’ cannot be overloaded
17:57 RealBadAngel and is able to combine glowing dye with antother nodes to produce lamps
17:57 ShadowNinja BlockMen: It looks ugly to me.
17:58 BlockMen well, you should ask celeron to change. he doesnt like my suggests to improve the current site, so he wont like a suggest for that too iguess
17:58 RealBadAngel or whatever the ideas to use the glowing dye
18:05 BlockMen but back to the mods thing. it kinda sucks to enable all mods each to when i create a new world. and it is btw kinda sensless to disable them by default
18:05 PilzAdam BlockMen, they are disabled to not screw up existing worlds
18:05 PilzAdam and its not really hard to click "Enable all"
18:05 sapier can someone explain to me what "frame blend" parameter means for animation?
18:06 sapier blockman if they were not disabled by default you'd have to delete your worlds once started a game with a new world
18:08 RealBadAngel sapier, http://www.irrlicht3d.org/wiki/index.php?n=Main.HowToUseTheNewAnimationSystem
18:08 BlockMen sapier, whys that? how do new worlds touch old worlds?
18:10 sapier if you "forget" to disable unwanted mods your new world is useless ... if you forget them for old worlds you can still enable them
18:11 kahrl oh the ~Ore thing is actually in sapier's commit
18:11 kahrl why? what does it have to do with it?
18:12 BlockMen sapier, i dont see there a problem. because it is a new world you can delete it and create a new (if you have forgotten)
18:12 sapier most likely I've been anoyed about all those errors ;-)
18:12 BlockMen and who does install mods when not using ??
18:13 sapier maybe I'm biased because I often create new worlds for testing so at least for my usecase default enabled isn't suited very well
18:14 sapier ok setting frame_blend to 2 gives really strange results
18:15 PilzAdam animation blending in Minetest is broken
18:15 BlockMen ya, for developing its something different. but for playing it would make much more sense to enable all for new worlds. the "enable all" button is a help, but not the solution.
18:16 sapier ok so I'm not the only one having that problem
18:16 sapier Blockmen still depends on your usage if you use full featured games you most likely don't want default mods to be enabled
18:17 BlockMen sapier, most are using the default game. so the mods they have installed are mostly used. else they wont install them IMO
18:18 BlockMen *installed themself
18:18 kahrl okay, I think I got the scriptapi_separation rebased
18:18 sapier talk to vanessa she's representing "game centric" minetest fraction
18:19 sapier those differen't oppinions have been reason for creating formspec main menu ;-)
18:19 kahrl what I did was "git diff origin/scriptapi_separation~5 origin/scriptapi_separation > blah.patch" and then remove all the things that cause conflicts from blah.patch
18:19 kahrl git apply blah.patch and then do everything left over by hand
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18:20 sapier I guess we'll find out if something got lost kahrl
18:20 kahrl Holzhammermethode, as we say here
18:20 kahrl okay, one final thing before I push this to my github
18:20 sapier what part of germany are you from kahrl?
18:21 BlockMen i bet bavaria
18:21 sapier me too
18:21 kahrl BaWue
18:21 sapier almost
18:21 BlockMen damn, nearly
18:21 kahrl there's some inconsistency as to how subdirectories are handled in CMakeLists.txt
18:22 BlockMen sapier, but vanessa is no core dev
18:22 kahrl src/script/ and its subdirectories have their own CMakeLists.txt
18:22 sapier I guess she is blockmen ;-)
18:22 kahrl whereas src/util/ doesn't and the source files are added directly in src/CMakeLists.txt
18:22 BlockMen huh? -> https://github.com/minetest?tab=members
18:23 sapier hmm did something change there? I was sure she is
18:23 BlockMen yes, but only kahrl and sfan joined
18:24 kahrl what I heard last was that she had no push access but can support and veto pull requests like a core dev
18:25 BlockMen hmm, ic. but doesnt matter anyway. PilzAdams decides anyway eveything so...
18:25 BlockMen *-s
18:25 kahrl huh?
18:25 sapier no matter whats official state I guess the game perspective shouldn't be forgotton its as legit as mod perspecive
18:26 sapier at least that's my oppinion
18:27 sapier I guess we need some changes in animation processing ... changing animation speed by setting a new animation doesn't really give good results
18:27 BlockMen sapier, thats right i guess. maybe it could be differed between default games and costum games
18:28 kahrl BlockMen: two or more core devs can outvote PilzAdam
18:28 sapier may I note that behaviour can be easyly changed once formspec main menu is added? ;-)
18:28 kahrl BlockMen: of course PilzAdam is the most active in merging pull requests so it might not look that way
18:29 sapier you could even create different menus for those wanting game centric play and others having mod centric view ;-)
18:29 BlockMen sapier, that would be nice. then this could be solved in best way!
18:30 BlockMen kahrl, actually it seems the rest of the core devs only care what Pilz decides about engine, not _game
18:30 sapier that's why I created the formspec main menu changeset ... it's just impossible to create a single main menu suitable for everyone
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18:31 BlockMen sapier, lets say harder :P
18:31 kahrl BlockMen: true to some extent because most devs only work on the engine (or some part of it)
18:31 sapier no it's not possible
18:31 sapier you can't place game and mod view on front same time ;-)
18:32 sapier <<< mod and engine ;-)
18:32 sapier ok main focus to lua related parts :-)
18:32 BlockMen kahrl, then this should be changed. its cant be that its said" core dev decide" and then only PilzAdam decides
18:33 kahrl this is a hobby. you can't force people to care about things they don't want to care about
18:33 BlockMen sapier, nothing is impossible. toyota ;)
18:34 BlockMen kahrl, i dont force anyone. but this game has a core team that gives the project a direction. that i good and i still think so.
18:34 BlockMen but that has to be valid for whole project, not just for parts
18:34 sapier ok I want a toyota in pure green ... but it has to be black everywhere
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18:35 PilzAdam BlockMen, FYI, I always ask VanessaE about changes in minetest_game
18:35 kahrl the thing about minetest_game is that it can be very easily replaced, especially compared to the engine
18:35 sapier blockmen decisions sometimes are done a lot more erratic for minetest :-)
18:35 BlockMen kahrl, and when there are no more of core devs who care bout _game then get someone else in just for _game
18:36 BlockMen maybe zeg9 or some else who commited already a lot
18:36 BlockMen or jordach
18:36 kahrl maybe; I don't decide such things
18:36 sapier you can't separate game from engine blockmen
18:36 BlockMen well, when the rest of core dev dont care bout _game it maybe has to be done
18:36 sapier as engine always provides base for game and game allways will give new challenges to engine
18:37 * BlockMen doesnt talk to vegetable
18:38 sapier btw if the moddb is added to core things most likele will change drasticaly I guess importance of game will drop drasticaly
18:38 kahrl anyway, about CMakeLists.txt: I don't want this inconsistency. Move all to src/CMakeLists.txt or make a src/util/CMakeLists.txt?
18:38 BlockMen sapier, that true. but the current situation cant be right.
18:38 sapier one step after another blockmen
18:39 sapier kahrl util is a lot less work to be done than adding scriptapi to base cmakelistfile
18:39 sapier and imho considering component separation pov it's a lot better to have subcmakelists
18:40 kahrl yeah personally I lean towards src/util/CMakeLists.txt
18:40 kahrl any other opinions?
18:40 BlockMen sapier, IMO that is a topic of higher value. that there is alot conflict potential (_game) you can see at the more and more longer list of ppl that left
18:41 BlockMen i cant say that it was right to leave nor the way they did, but it show. theres a problem, that must be solved
18:41 tswett Ahoy. So I'm trying to compile Minetest on OS X, and I got this error: 'Unknown CMake command "create_search_paths".' I did a Google search, and it looked like I needed to disable OpenGLES.
18:41 sapier blockmen this is an opensource project ... I guess it's quite common to have a rough discussion in ossp
18:41 tswett I wasn't sure how to do that, so I commented out all of cmake/Modules/FindOpenGLES2.cmake. Now I'm getting other errors.
18:42 kahrl tswett: I saw that error somewhere some time ago
18:42 BlockMen discussions would be nice. but one person that decides alone make no discussions, he makes facts
18:42 sapier did you ever read lkml? sometimes it's just fun to read ppl arguing
18:42 kahrl tswett: FindOpenGLES.cmake was copied from OGRE but not everything it needs
18:43 kahrl tswett: everything it needs is there on Windows and Linux and BSD, I think, but there's things missing on Mac OS X
18:43 * tswett nods.
18:43 BlockMen sapier, lkml?
18:43 jin_xi linux kernel mailing list
18:43 jin_xi its a flame fest
18:43 kahrl tswett: create_search_paths is defined here: https://github.com/blackberry/OGRE/blob/master/src/CMake/Utils/FindPkgMacros.cmake
18:44 kahrl (I assume that's the same as the upstream OGRE FindPkgMacros.cmake)
18:44 tswett kahrl: so would you suggest that I download that and stick it in cmake/Modules?
18:44 BlockMen no, thanks. i had enough "arguments" this week that i was not able to laugh about anymore
18:44 sapier if you wan't to participate to an oss project you will have to be able to cope with flame wars and just ignore some things ;-)
18:44 kahrl try it
18:45 kahrl tswett: you'll also need to include this file from the top CMakeLists.txt (I hope that works)
18:45 sapier e.g. once I mention the word "security" someone will instantly appear telling something bad ;-)
18:46 kahrl I don't know enough about the build system of OGRE to know how to do that
18:47 kahrl alternatively, you could take the definition of create_search_paths and stick it in FindOpenGLES.cmake
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18:48 kahrl sapier: I'm adding the src/util/CMakeLists.txt now
18:48 sapier I'm completely with you kahrl but I don't have any right to decide ;-)
18:48 BlockMen sapier, i know what you mean and i know that from oss. (and minetest has nearly none flames, etc). but i still say: discussion are welcome, thrown facts by 1 person alone, not.
18:49 sapier gob_cmd.... I guess someone really hates inhertiance :-)
18:49 Calinou goal of OSS: win arguments
18:49 Calinou it always was like that
18:49 Calinou people can't afford losing arguments
18:49 Calinou it pisses them off
18:49 BlockMen Calinou, how without a discussion?
18:49 Calinou there are always discussions in OSS
18:50 Calinou look at wayland 8)
18:50 sapier calinou :-) most of time oss is more monarchy than democracy
18:50 kahrl if you don't discuss you can't lose arguments ;)
18:50 Calinou monarchy OSS is fine, and even good
18:50 Calinou OSS projects die because of democracy :P
18:50 BlockMen or if the person that decides alone ignores discussion or dont even make discussion
18:50 Calinou but you shouldn't do too much monarchy, let the people help, but not decide
18:51 sapier I don't think pilzadam ignores discussion ;-) ... wait am I defending pilzadam atm ... i have to stop instantly ...
18:51 PilzAdam sapier, :-)
18:51 Calinou PilzAdam, the Mark Shuttleworth of minetest
18:51 Calinou (without amazon lens and mir)
18:52 tswett Stick an include statement in ./CMakeLists.txt, then? Does it matter where, or can I just stick it wherever?
18:52 BlockMen well, he did. and i know, im the newbie (still) and PilzAdam did a great job here
18:52 tswett I stuck it in the "Included stuff" section, and that seems to have made that error go away, though I still have another one.
18:52 BlockMen so i have a bad stand, but i wont be quiet just of that
18:53 BlockMen *sry i ment does (most time) a great job
18:55 sapier you're not meant to be quiet blockmen ;-) that's what discussions are for
18:55 BlockMen and if you say: "its fine that PilzAdam decides everything on _game" im ok with that. but then stop telling ppl that all is decides by core team
18:55 BlockMen because that is just a lie
18:55 sapier btw doesn anyone have objections against adding a set_animation_speed() function after scriptapi separation is merged? this requires a protocol changes
18:56 PilzAdam sapier, set_animation_speed() for what?
18:56 sapier no it's not blockmen ... core team sometimes is just lazy and allows pilzadam to decide ;-)
18:57 sapier e.g. if a mob changes it's speed and you want to match the animation speed if you do it by setting animation it's reset to start of animation
18:57 BlockMen well, even if it is not official, but when one decides alone (caused by w/e) it is not true...
18:57 sapier if you have fast animation speed this isn't as bad but on slow movement it's just ugly
18:57 BlockMen and it is not simetimes (like kahrl said too)
18:58 BlockMen *-i +o
18:58 kahrl I didn't say that
18:58 kahrl some decisions like the mese change were discussed heavily before they were merged
18:59 sapier i gues if there were some core devs different oppinion pilzadam had to respect their decission ... at least I saw this happen some times ;-)
18:59 BlockMen "[20:34] kahrl: BlockMen: true to some extent because most devs only work on the engine (or some part of it)"
18:59 kahrl "to some extent"
18:59 BlockMen that means most time it is like i said
18:59 sapier but did you realize we're discussing on details of some maybe misunderstandable wording
19:00 PilzAdam BlockMen, there is always the option to revert a commit; merging/pushing something doesnt mean its there forever
19:01 kahrl Linking CXX executable ../../bin/minetestserver; Linking CXX executable ../../bin/minetest
19:01 kahrl ^ hooray, it built!
19:01 sapier another thing, I've done a lot of cleanup to formspec system but imho mid term range we need to rethink whole concept of formspecs
19:02 PilzAdam kahrl, now test the functionality of every single function :-p
19:03 sapier and don't forget a single one kahrl ;-) I realized forgetting a complete function more than two weeks after finishing the separation
19:03 kahrl yay fun
19:03 PilzAdam thats why nobody wanted to merge it :-)
19:03 BlockMen PilzAdam, you throw facts in the discussion by using you position. ofc it can (theoretical) reverted, but it was spitting in face.
19:03 kahrl sapier: ohh so you have a testsuite, codes pl0x ;)
19:04 BlockMen and the best part was you said you and me decided that
19:04 kahrl or don't you?
19:05 PilzAdam BlockMen, wut? you are against falling apples?
19:05 sapier no I don't considering what incomplete changes have been merged the last months .. .and that some of the commiters didn't do any fixes for them I guess risk of scriptapi separation is quite minor ;-) I tend to fix the mess I made
19:05 tswett All right, I just built Irrlicht. Now where do I need to put it so that Minetest knows where it is?
19:06 tswett Do I only need to copy the .a file over, or do I need the header file too?
19:06 kahrl 0.4.7 won't be released immediately after the merge, so any missing functions can be added if they are found
19:06 PilzAdam -DIRRLICHT_SOURCE_DIR=/your/path/
19:06 PilzAdam (in cmake)
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19:06 BlockMen PilzAdam, you still dont get it? fine. reread the log if you really interested in my opinion.
19:07 tswett The source directory, eh? All right.
19:08 BlockMen so, it seems that the rest is fine that pilzadam decides everything on _game. ok. but please, stop telling it is decided by core devs. this is just unfair for ppl who think they could contribute.
19:08 sapier tsweet if you managed to fix it for osx would you mind to post a howto in forum and post your fixes for inclusion?
19:10 sapier blockmen calm down your concerns have been heared don't expect everything to change at once ;-)
19:10 sapier try again in a few days
19:10 tswett I don't know if I'm qualified to tell anyone else how to do it, but I can certainly write about how I did it. :)
19:11 sapier if you managed to do it you're more qualified than a lot others (including me) are ;-)
19:11 tswett All right, here's my error o' the day: http://pastie.org/7954654
19:11 tswett The core message seems to be "install FILES given no DESTINATION!"
19:13 tswett I saw something that mentioned a Mac fork of Minetest, by the way. Maybe I should give that a shot if this doesn't work out.
19:14 BlockMen sapier, there is nothing to calm down. and it is obvious that most think it is ok, so why should i ran against walls?
19:14 PilzAdam tswett, what is line 162 of your CMakeLists.txt?
19:14 BlockMen sapier, but thanks for that discussion. at least someone who does know how to discuss ;)
19:15 tswett PilzAdam: install(FILES "misc/minetest.desktop" DESTINATION "${XDG_APPS_DIR}")
19:15 tswett So lemme guess, XDG_APPS_DIR is empty or unset for some reason.
19:15 PilzAdam seems so
19:16 kahrl ah yeah, APPLE is set but UNIX is also set
19:17 kahrl so it goes into the elseif at line 62 but not into the one at line 70
19:17 sapier I don't want apple i preferr orange :-)
19:17 PilzAdam badum tsss
19:18 tswett Unfortunately, Orange Inc. doesn't seem to exist.
19:18 tswett When I type it into Google Finance, it just gives me Berkshire Hathaway (class A, stock price $165,900 per share).
19:18 sapier wasn't orange a cellular phone provider some time ago?
19:19 Jordach yes it was
19:19 Jordach well done sapier
19:19 tswett Looks like at least part of them has merged into France Télécom?
19:19 sapier what did I do jordach?
19:19 tswett Anyway, I don't think I have any use for a .desktop file, so I can just get rid of that line or something, right?
19:21 tswett Oh no I didn't get any error messages now I have no way of knowing what went wrong.
19:21 tswett But no, I guess cmake ran successfully that time.
19:22 kahrl sapier, others: https://github.com/kahrl/minetest/commit/c637806a059736a91283b4b43872a4c12b666a3a
19:22 kahrl something weird I noticed is that it seems to break node placement prediction
19:23 sapier I wonder how this is related to separation ... maybe some lost commit when rebasing the separation?
19:23 PilzAdam is every "minetest.env" replaced by "minetest."?
19:24 sapier it's been rebased more than once
19:24 sapier yes pilzadam but for some time minetest.env will work too
19:25 kahrl some stuff in builtin still uses minetest.env:
19:25 PilzAdam hm.. there are some files without a newline at the end
19:26 PilzAdam kahrl, I can update everything if its merged
19:26 PilzAdam i.e. s/minetest.env:/minetest./g
19:27 PilzAdam I guess minetest.env.add_rat and add_firefly can be dropped now
19:27 PilzAdam I know no mod that use it
19:27 sapier i think this has already been done
19:27 Taoki joined #minetest-dev
19:27 PilzAdam nope, builtin/deprecated.lua:49
19:28 sapier You're right just saw it too
19:29 kahrl games/minimal/mods/legacy uses it
19:29 PilzAdam how is that https://github.com/kahrl/minetest/commit/c637806a059736a91283b4b43872a4c12b666a3a#L2L505 related at all?
19:30 kahrl and games/minetest_game/mods/legacy does too
19:30 kahrl PilzAdam: sapier did that ;)
19:30 kahrl I will revert it
19:30 tswett All righty, errors from make: http://pastie.org/7954732 Apparently CLOCK_REALTIME and clock_gettime aren't declared.
19:31 sapier damn they found it ;-)
19:31 tswett Uh, StackOverflow says clock_gettime is defined by POSIX, and I know OS X is a Unix system, so...
19:31 PilzAdam sapier, btw: can you write a bit in the dev wiki how cpp_api and lua_api work?
19:31 tswett Yeah, Wikipedia says OS X is "fully POSIX-compliant".
19:32 sapier no :-) just kidding ... wasn't by purpose it's just first thing I do on debugging things as debugging -O1 is useless
19:32 sapier if I manage to get post cat test I think I can do that :)
19:33 sapier I always wonder how you guys debug with -O1 ?
19:34 PilzAdam sapier, run gdb until you see optimized out and then recompile with -O0 ;-)
19:34 sapier ok thats always first breakpoint  ... so useless to start gdb with -O1 ;-)
19:34 PilzAdam c55's comment on that was everyone who wants to debug Minetest knows how to set it to -O0
19:35 sapier yea but it's a DEBUG build :-)
19:35 sapier a debug build not beeing debuggable just doesn't seem to be right
19:35 PilzAdam I always run a debug build, because its more than just debug symbols
19:36 PilzAdam and with -O0 it would be too slow, I guess
19:36 sapier I don't have any speed problems with -O0 .. of course it's not as fast as release
19:36 kahrl Cmake has CMAKE_BUILD_TYPE=RelWithDebugInfo
19:36 PilzAdam havent really tested it, though
19:37 kahrl RelWithDebInfo*
19:37 kahrl which is optimized like a release build but has a symbol database
19:37 sapier hmm that maybe what ppl intend to have when using debug atm
19:39 sapier I'm always anoyed at work when I have to reimplement debug faciltys for each new project again because some ppl thought they didn't have time to set up propper debug environment at start of project
19:42 kahrl PilzAdam: would a RelWithDebInfo build be what you need?
19:42 PilzAdam hm? I dont need anything
19:43 PilzAdam Im fine with running a debug build, even with -O0
19:43 kahrl ah okay
19:46 tswett Woohoo, this one gave me linker errors. _ov_fopen, _ov_info, _ov_read, _createDeviceEx, irr:core::IdentityMatrix, irr:video::IdentityMaterial, and _ov_clear, all not found.
19:47 sapier seems you miss to link at least a irrlicht lib
19:48 tswett Well, my cmake command was this: cmake -G Xcode . -DIRRLICHT_INCLUDE_DIR=/Users/tswett/Downloads/irrlicht-1.8/include -DIRRLICHT_LIBRARY=/Users/tswett/Downloads/irrlicht-1.8/source/Irrlicht/MacOSX/build/Debug/libIrrlicht.a
19:48 tswett Maybe I'll just rustle up a Linux machine.
19:51 BlockMen left #minetest-dev
19:53 tswett Or perhaps I'll just use a different Minecraft clone for the time being. My goal at the moment is to implement a certain physics idea I came up with.
19:53 Calinou inb4 terasology
19:54 tswett Hm. "Moving blocks", it says? Like, do the blocks move?
19:54 Calinou no they don't
19:54 * tswett nods.
19:54 Calinou but there are some physics with dropped items
19:55 PilzAdam AFAIK they use a bullet engine
19:55 tswett My idea is essentially "blocks that move, like Redpower's frames, but way better".
19:55 tswett Here's the spec: https://docs.google.com/document/d/1fCzWBbXgNttQEcw07d5-fwMB0cv9SFRClsi_fhId4NU/edit?usp=sharing
19:56 sapier I guess this'd be more a rewrite than a modification ;-)
19:58 sapier and theres a big problem with this tswett how to calculate pressing paths to infinity
20:00 Calinou PilzAdam: you remember someone who said they wanted "bullet engine" for guns on minetest forums? ;D
20:01 kahrl PilzAdam, sapier: https://github.com/kahrl/minetest/commit/f953eae29ec163a87b728aaebe39e6562493c9f4 and https://github.com/kahrl/minetest/commit/528ec04763c52b2284cccce55c8fc6c3e8541c45
20:04 kahrl oops, I didn't mean to remove minetest.env.add_rat/firefly
20:04 kahrl at least not without removing the calls from minimal
20:05 kahrl so - should they stay?
20:05 PilzAdam remove them
20:05 sapier I'm same oppinion
20:05 sapier ... I've git same oppinion
20:05 PilzAdam yay!
20:05 Calinou SVN the same opinion
20:06 sapier lol
20:06 PilzAdam compiled, entered world -> error
20:06 Calinou svn co http://sameopini.on
20:06 PilzAdam ServerError: LuaError: error: /home/adam/Minetest/minetest/bin/../builtin/deprecated.lua:41: bad argument #1 to 'unpack' (table expected, got nil)
20:07 kahrl done https://github.com/kahrl/minetest/commit/f9282aaa1bc4022bf4a987afd440fd8f2da78502
20:07 PilzAdam maybe this helps: https://github.com/minetest/minetest/commit/d6026a5fee11722798ddcb1e4d0b5638f16ba9ce
20:09 kahrl return func(unpack(arg or {}))
20:09 kahrl ^ would that work?
20:10 PilzAdam just tested, doesnt work
20:11 PilzAdam the function complains about getting nil ('get_objects_inside_radius' (number expected, got nil))
20:11 PilzAdam eturn func(unpack({...} or {}))
20:11 PilzAdam this works
20:11 PilzAdam +r
20:12 PilzAdam ok, the "or {}" is useless then
20:15 kahrl done https://github.com/kahrl/minetest/commit/c0ceab8172d544d64beed60e24a43ad7f27fe5eb
20:15 PilzAdam IIRC this is only an issue with LuaJIT
20:16 kahrl ah that's why it didn't happen to me
20:16 kahrl is that a bug in LuaJIT?
20:18 PilzAdam dunno
20:20 kahrl ah it's maybe because LUA_COMPAT_VARARG is set differently
20:20 PilzAdam oh, and please add the build file to .gitignore
20:21 kahrl which one?
20:21 PilzAdam #       src/script/CMakeFiles/
20:21 PilzAdam #       src/script/common/CMakeFiles/
20:21 PilzAdam #       src/script/cpp_api/CMakeFiles/
20:21 PilzAdam #       src/script/lua_api/CMakeFiles/
20:21 PilzAdam #       src/util/CMakeFiles/
20:24 kahrl done https://github.com/kahrl/minetest/commit/5819ae02494f2c412d3291a1a2b97a573ea019c2
20:34 PilzAdam MiniTest seems to work fine with it
20:38 ShadowNinja Someone broke my "Server -!- " prepend commit...
20:41 ShadowNinja I can't figure out why. Was my commit tweaked before it was pushed?
20:42 sapier you mean it's broken in core or in separation branch?
20:42 sapier core/master
21:04 kahrl is the scriptapi_separation_final branch good to merge?
21:04 tswett sapier: hm, good point. I guess that depends on what the landscape looks like.
21:05 PilzAdam Im playing for a while the branch now, and everything seems to work fine
21:05 tswett If the naturally generated landscape contains no movable bricks, then there aren't any infinite pressing paths, so you're good.
21:06 tswett I wonder if Terasology sounds like "teratology" on purpose.
21:06 sapier you simply can't decide if there is an infinite path without loading full map or at least anything that may be affected
21:06 Exio actually3
21:06 Exio oops
21:08 sapier I test it against mobf kahrl
21:08 tswett sapier: yeah, I was hoping I could come up with some fancy data structures and whatnot to make this O(n log whatever) in the number of bricks that move, or similarly efficient.
21:09 sapier did you realize how much data a 32kexp3 world is ? ;-)
21:10 tswett 32,000 cubed? Like, 32,768,000,000,000?
21:10 tswett That's actually kind of a lot.
21:10 tswett But yeah, like I said... data structures.
21:10 sapier yes ... and now calculate about 32 bytes per block ... which isn't quite much
21:10 tswett If you have 32 trillion blocks, but only 6 of them are movable, then surely you can calculate movement without looking at all 32 trillion blocks.
21:11 sapier yes but to decide pressure paths you'll have to calculate full 32 trillion blocks at least once
21:11 sapier and of course calculate deltas on change
21:12 tswett If all blocks that exist initially are fixed, then you don't need to calculate the full 32 trillion blocks right off the bat, because the pressing paths of a fixed block are moot.
21:12 tswett But yeah, it'll be tricky at the very least.
21:16 sapier can a fixed block be changed to a movable one?
21:19 sapier seems to work fine kahrl
21:19 tswett Well, that's outside the scope of the spec. I don't see why not.
21:20 sapier minetest has nodes and entities nodes are stationary a entity can be almost everything
21:20 sapier maybe you already could implement you ideas as lua mod
21:21 sapier not very fast but for testing quite feasable
21:21 tswett Oh yeah, the fact that Minetest has Lua in it totally didn't register in my mind.
21:23 ShadowNinja sapier: Master.
21:24 sapier ok so not related to my changes .... puuuhhh ;-)
21:24 kahrl I tested some basic mesecons and seems to work fine too
21:25 PilzAdam ShadowNinja, no prepending "Server -!-" works fine for me
21:25 sapier vanessaE do you have time to test with your game?
21:25 PilzAdam *not
21:28 sapier kahrl did you find out why dynamic_cast doesn't work for you?
21:29 ShadowNinja Hmmmm, just my server maybe? But why...
21:30 PilzAdam ShadowNinja, whats your chat_send_player() line?
21:31 kahrl sapier: not yet
21:32 sapier I wonder if it's some rtti missmatch
21:32 kahrl also (unrelated), is is the case that the lua main menu takes longer to load than the current main menu?
21:32 kahrl is it*
21:32 kahrl I mean noticeably longer. It seems that way to me
21:35 Exio are you using luajit?
21:36 kahrl no, the bundled lua
21:36 Exio kk
21:39 sapier of course lua is slower than c++ but I didn't realize a big difference
21:40 sapier i didn't realize a difference at all but i didn't look for a difference
21:41 sapier hmm no I don't have any noticable difference .. I guess there is a mesurable somewhere < 0.5s :-)
21:42 sapier but this may depend on number of games/mods/worlds
21:42 kahrl I will take some measurements
21:43 sapier formspec mainmenu prepares some data about worlds games and mods for faster operation once it's shown maybe this can be noticed
21:45 ShadowNinja PilzAdam: minetest.chat_send_player(name, message, false)
21:53 kahrl with https://gist.github.com/kahrl/5646751 I get between 20ms to 40ms in master
22:02 kahrl and with https://gist.github.com/kahrl/5646805 in next_gen_main_menu I got 3977ms on first run and between 100ms and 150ms on subsequent runs
22:03 Exio maybe adding a "C++ screen" what says Loading at the first-first-first? :P
22:03 sapier a screen for 110 ms???
22:03 Exio (for the 4s)
22:04 Exio is it done only one time?
22:04 sapier oops
22:04 Exio or was it the system cache?
22:04 sapier 4?
22:04 kahrl I do suspect it has to do with the system cache, unless next_gen_main_menu adds some caching I'm not aware of
22:05 sapier I gues some of that 4s will be saved later for not having to load lua libs to memory on game start ;-)
22:05 sapier no it doesn't the only thing cached are world game and mod data
22:05 sapier but those are read on each open of menu
22:12 kahrl when I clear linux's disk cache and retry it takes between 350ms and 400ms, and 629ms one time
22:12 kahrl which is still noticeable but not as drastic as 4s
22:12 Exio what pc?
22:13 Exio (or cpu -lets say :P)
22:14 kahrl i5 CPU 760 @ 2.80GHz, 2 Hitachi HDS72101 disks in RAID 1 configuration
22:14 Exio hm
22:15 Exio it takes 20~40 ms here loading the normal screen so i guess it is the same for here
22:15 sapier how do you mesure the time kahrl?
22:15 Exio i'll try to compile a version for 32bits in my netbook
22:15 Exio for *
22:15 kahrl sapier: see the two gists
22:15 Exio <offtopic>is there any way to just pull "those" commits?</offtopic>
22:15 Exio for not downloading the whole repository
22:16 kahrl Exio: you mean for these time measurements?
22:16 Exio nope
22:16 Exio for the lua-menu-based
22:17 Exio there are like 5, and for not downloading the .patch(s) manually, maybe there is a git-way to do it
22:17 kahrl https://github.com/sapier/minetest/archive/next_gen_main_menu.zip
22:17 sapier hmm that may not be correct position
22:17 sapier wait ...
22:18 sapier ok formspec is updated within base script so it is right position
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22:25 sapier kahrl I've got 60-150 ... considering tests are running before with a 100ms timeout I don't think this is any problem
22:26 kahrl most users run a release build that doesn't run the unit tests
22:26 kahrl (and I disabled them for my measurements)
22:27 sapier I wonder why you have same timings without test :-)
22:28 kahrl the unit tests are run before g_timegetter is initialized
22:28 sapier oh
22:28 PilzAdam so, when do we merge the scritapi split?
22:28 kahrl PilzAdam: as soon as possible
22:28 kahrl are any more tests needed?
22:29 sapier if noone has any issues I'd recommend as soon as possible too so we can start rebasing the pull requests not added by now
22:29 Exio if it works with the most "main-stream" mods i think it "should" work, if not, it is the dev version/whatever! those bugs will get fixed "when found" :P
22:30 Exio i tend to "overuse" the " :D
22:30 PilzAdam I guess we can merge it since we tested the "basic stuff"
22:30 PilzAdam other things can be fixed in upstream too
22:31 kahrl ^ I approve
22:31 sapier lol I get bigger times with release build than with  debug one
22:33 kahrl who will merge the scriptapi split?
22:33 PilzAdam you
22:33 kahrl okay
22:33 kahrl should I squash those last few commits I made?
22:33 PilzAdam yep
22:39 kahrl I will fix those files not ending in a newline too
22:40 PilzAdam Ill update minetest_game when you have pushed
22:40 kahrl is there a unix command to find files not ending in a newline?
22:41 kahrl nvm I did something in ruby
22:42 ecube joined #minetest-dev
22:44 kahrl Dir.glob('src/**/*').each{|n| next if File.directory?(n); data=File.read(n); puts n if data[-1] != ?\n};
22:52 kahrl 87 files changed, 6400 insertions(+), 5583 deletions(-). Here we go.
22:53 sapier wow :-)
22:54 sapier didn't realize this beeing so big
22:54 kahrl a lot of this is stuff that has only been moved of course
22:54 kaeza better have 87 files than 5 or 6
22:55 sapier yes ... formspec menu os "only" about 10k cummulative ... but there's next to no moving
22:56 PilzAdam kahrl, why do you have opened a pull request?
22:57 kahrl to allow myself to grab a .patch and use git am
22:57 PilzAdam there is a better way to squash
22:58 kahrl well I was a bit lazy
23:00 PilzAdam updated minetest_game
23:04 ecube joined #minetest-dev
23:07 PilzAdam is it worth writing something in the "News" forum?
23:08 kahrl I would say so, at least to make modders aware of the minetest.env: -> minetest. change
23:09 kahrl I saw in your commit that legacy still uses add_rat/add_firefly, those need to be removed
23:10 PilzAdam they are still in lua-api.txt
23:11 kahrl really?
23:11 PilzAdam no
23:11 PilzAdam forgot to press F5
23:11 Exio lol
23:16 PilzAdam http://forum.minetest.net/viewtopic.php?pid=91679#p91679
23:16 sapier PilzAdam I improved filter buttons a little bit maybe now they're good enough for a first try
23:20 PilzAdam Ill test it tomorrow
23:20 PilzAdam bye
23:27 ecube joined #minetest-dev
23:39 ssieb joined #minetest-dev

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