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IRC log for #minetest-dev, 2013-05-31

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Time Nick Message
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03:52 RealBadAngel lookin at logs it was a very silent day yesterday ;)
03:52 RealBadAngel whats up folks?
04:30 kahrl have to do some image processing coding for work, not much time for minetest currently :(
04:33 RealBadAngel on this weekend im moving to a new flat, so i will be offline for a few days
04:35 RealBadAngel depends on how fast the provider enable the connection for me
04:38 RealBadAngel before i go offline i will post bumpmapping patch, moon flowers and new dye crafting system
04:41 RealBadAngel moon flower will provide brand new fluorescent dye
04:42 RealBadAngel imho way better than torch in crafting recipes to get glowing nodes
04:42 RealBadAngel and mortar+pestle item to craft dyes
04:44 RealBadAngel and to PilzAdam, yes im aware minecraft doesnt do this that way
04:45 RealBadAngel imho we have to stop following mc and go our own way
04:46 RealBadAngel we are already at this point where mc can look at us at copy our ideas. its Jeb's work
04:47 RealBadAngel *and
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04:49 kaeza nice idea about flurescent dyes
04:49 kaeza for example, homedecor lamps (previously from 3dforniture) used torches along with paper
04:50 kaeza *table lamps
04:50 kaeza that would invite trouble IRL :P
04:52 RealBadAngel hehe indeed
04:53 RealBadAngel crafting burnin torch with something else? nothin but fire
04:55 RealBadAngel fluorescent dye could be used for crafting nodes that emits light, mesecons displays, monitors etc
04:55 RealBadAngel and will be logical
04:59 RealBadAngel and when we get hardware light workin, lamp + fluorescent dye + coloured dye
05:00 RealBadAngel to get coloured light source
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05:15 hmmmm hmmmmmm
05:15 hmmmm not a minetest related question but, does anybody know what the GNU make equivalent to bsd's .ifmake is?
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05:37 RealBadAngel no fuckin idea what youre talkin about
05:38 kahrl not sure either but maybe this? http://www.gnu.org/software/make/manual/html_node/Target_002dspecific.html
05:50 hmmmm ahh
05:51 hmmmm thank you actually that does the trick nicely
05:52 RealBadAngel hi hmmmm
05:52 hmmmm hello
05:53 RealBadAngel i will be out for a few days
05:53 RealBadAngel starting tommorow
05:53 RealBadAngel im moving to a new flat
05:53 hmmmm ah nice
05:54 RealBadAngel i will be back as soon as provider connect me in
05:54 hmmmm okay
05:55 RealBadAngel they told me "a few days" but im not sure
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08:14 kahrl any objections? https://github.com/minetest/minetest/pull/742
08:15 kahrl I've seen this bug happen randomly before and didn't know what caused it
08:15 kahrl and I don't think anything could break from initializing SEvent structs properly
08:16 sapier1 why is keyInput moved?
08:17 sapier1 keyInput.key to be exact
08:17 sapier1 ok ok its just resorting for better readability
08:17 kahrl yes, for code symmetry I assume
08:18 sapier1 hmm only a single change of that commit will remain after formspec menu merge
08:19 kahrl ah, I wasn't sure if that collided anywhere
08:19 kahrl good that you checked
08:20 sapier1 guiCreateWorld is removed completely guiFormspec is changed to huge extent ... guiTextInput ... wasn't that the part PlizAdam wanted to remove because it isn't used anymore?
08:20 sapier1 but I'm not sure about later thing
08:21 kahrl last time I checked guiTextInputMenu was still used in your branch for chat input?
08:22 kahrl if it can be replaced with a formspec that could be done
08:24 sapier1 I didn't do any changes on ingame menus I guess the chat menu could completely be replaced by lua implementation
08:25 sapier1 ok somehow the "/" key needs to trigger lua action .... but if this isn't working already I guess lots of moders will be thankfull to the one adding on_key_press(<any key>)
08:27 kahrl that would make opening the chat menu a lot laggier though
08:27 kahrl not sure how annoying that would be
08:27 sapier1 so if you cherry pick the guiTextInput changes this merge will be ok :-) everything else is useless :-)
08:28 sapier1 I add the guiFormspec fix to my patch
08:28 kahrl how close is the next gen main menu to being ready to merge?
08:29 sapier1 I haven't heared any complains for a while so I guess it's (almost) done
08:30 sapier1 only issues left are "game buttons don't look exactly same as before" and "you have to click once to catch mouse after join"
08:30 sapier1 first is a minor issue
08:31 kahrl and my dynamic_cast issues, I'll try to hunt them down again today
08:31 sapier1 yes that's the more obscure 3rd one I thought you already fixed it as you didn't say anything about it
08:31 kahrl I just didn't have time to look at it
08:32 sapier1 quicks solution would be using c casts but I guess that'd hide the real problem
08:32 kahrl I'd rather not do that
08:33 sapier1 me too as that special case is exactly what dynamic_cast's are for
08:38 kahrl when I try to run the current next_gen_main_menu branch it fails on startup
08:38 kahrl http://paste.dy.fi/Soo
08:39 sapier1 curl or non curl mode?
08:39 kahrl curl is compiled in, not sure if that means curl mode
08:40 sapier1 I don't have curl ;-)
08:40 sapier1 but this needs to be fixed of course
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08:45 sapier can you check latest version? I changed the checks for int json values
08:46 sapier but I wonder why this did throw an exception for you this means the max_clients value isn't an int value
08:49 kahrl it works now
08:49 sapier ok wonder why noone did report this before
08:49 kahrl I'll make it print out the JSON to see what might be wrong
08:49 kahrl guess noone checked ;)
08:50 sapier yes that's probably best explanaition
08:52 kahrl I peppered mainmenu.lua with print statements and it used to fail in get_favorites("local")
08:52 kahrl so maybe my local serverlist is somehow broken
08:52 sapier local? hmm
08:52 sapier of course there is no max clients
08:53 sapier ok the previous check was wrong as it checked size of string ... i assumed this'd be 0 in local case
08:53 sapier obviously a missinterpretation
08:53 sapier so the new version is fine
08:54 sapier lol
08:55 sapier in online case l_get_favourites fetches local list
08:55 sapier I guess this is exactly inverted
08:56 kahrl heh indeed
08:56 sapier not a critical bug but anoying :) fixed
08:59 kahrl are there any other places where a unexpected online serverlist can crash the client?
08:59 kahrl such as missing fields or wrong-typed ones
09:01 sapier I changed the two number values in there to "asInt" and fixed their checks, everything else was there in previous minetest versions too
09:02 kahrl ok
09:02 sapier everything else (i know about) are stirng values checked by stringlength
09:02 kahrl I will audit this part a bit after the new menu is merged and try to fix problems I see
09:03 kahrl some of it might be security relevant
09:03 sapier ok thanks ... if you have sparetime try to check the mod and gamemanager too
09:03 sapier they're disabled by default
09:03 kahrl not much currently but I'll try to find some time
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09:05 sapier at least modmanager is most likely to be enabled anytime soon as it's intended to be used as central instance for installing mods including moddb online integration (to be done)
09:14 kahrl I guess I should be happy that you fixed the problem but it makes me feel nervous that I don't understand why it failed ;)
09:14 kahrl this is the JSON it choked on: http://paste.ubuntu.com/5719324/
09:15 kahrl all the "clients" and "clients_max" fields seem to be convertible to int
09:18 kahrl hmm if I read the implementation of isConvertibleTo correctly then isConvertibleTo(intValue) never returns true for a string
09:18 sapier very strange
09:19 sapier great
09:19 kahrl and asInt does not parse a string it just coerces other numeric types
09:19 sapier ok I guess the solution was to easy .. I'll do it manually and push again
09:19 sapier what the hell are those functions for if they don't do anything usefull?
09:20 kahrl they are for giving you a happy fun time developing
09:20 kahrl until the QA department comes to you and says it doesn't work ;)
09:21 sapier imho if you supplie a asInt function for a generic datatype this function should be able to give you any convertable value asInt ... like the name says ;-)
09:23 kahrl why does the online serverlist store some of the numeric fields as string anyway?
09:23 sapier I don't have any idea :-)
09:23 sapier most likely because the one writing it didn't bother about datatypes
09:24 kahrl huh and "damage" is sometimes "1" and sometimes "true"
09:24 kahrl ah, guess that's directly from minetest.conf
09:25 sapier I guess I found next bug ... so damage might be 0/false in server list too am I correct?
09:25 kahrl anything that Setting::getBool can parse, I assume
09:25 kahrl Settings*
09:26 kahrl so use is_yes
09:26 sapier great ... so I need to parse any stupid value ... imho reading is wrong place to fix this ... but it's allmost impossible to revert the errorneous design of serverlist out there
09:27 sapier there is a is_yes function?
09:27 kahrl there is, in util/string.h
09:28 sapier wow :-) good to know I added some helper code to menu to fix this issue ... I'll remove it and use is_yes
09:32 kahrl is guiLuaApi::isMinetestPath used for sandboxing?
09:33 sapier partly
09:33 kahrl I'm asking because it looks like you can circumvent by using a path like /tmp/../etc/passwd
09:33 sapier sandboxing wasn't main issue of formspec menu but where I needed to check paths I did it in a sane way
09:35 sapier fs::AbsolutePath fixes that issue
09:36 sapier a function I've written originaly for security fixes and reused here
09:36 sapier but
09:36 kahrl is fs::AbsolutePath used on the path argument? I don't see it
09:37 sapier yes you're right it's not used for tmp thats an error
09:39 kahrl I think engine.delete_dir("/home/kahrl/minetest/worlds/../..") would also attempt to delete my home directory
09:40 kahrl not going to try it ;)
09:40 sapier no I don't think this would happen
09:41 sapier absolute path for this is /home/kahrl
09:41 sapier and isMinetestPath should return false for this
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09:44 sapier ok json as well as isMinetestPath are fixed
09:51 kahrl ah sorry I didn't see that l_delete_dir already called fs::AbsolutePath
09:51 kahrl just looked at l_create_dir
09:51 sapier no problem I didn't see the tmp error at beginning too
09:52 celeron55 it's not secure enough until you can try delete_dir("/home/kahrl/minetest/worlds/../..") without pissing in your pants :P
09:52 sapier yes create dir doesn't check .. I remember there was a reason for this ... hmm
09:53 kahrl perhaps fs::AbsolutePath fails if the dir doesn't exist?
09:54 kahrl yeah probably because of realpath returing ENOENT
09:55 kahrl returning*
09:57 kahrl one possibly solution for that is to take fs::AbsolutePath of the parent directory... and if that fails try the parent of the parent, and so on
09:58 kahrl and call isMinetestPath on the first ancestor where fs::AbsolutePath works
09:59 kahrl (also fail if the "parent" path component is ..)
10:00 kahrl actually, not sure if the latter check is needed
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10:04 kahrl ok so the only real issue left is being able to create a dir anywhere
10:04 kahrl such as engine.create_dir("/home/kahrl/minetest/worlds/../../PWNED")
10:06 kahrl all the other calls to isMinetestPath use (already used) AbsolutePath
10:06 kahrl and being able to create arbitrary directories isn't that critical
10:16 sfan5 what about disallowing ".."?
10:18 kahrl path_share and path_user are ".." in RUN_IN_PLACE builds
10:19 celeron55 i don't see much problem in checking create_dir paths
10:20 celeron55 just strip the last part and see if the result is a legit path
10:22 kahrl create_dir is like mkdir -p
10:23 kahrl the parent directory doesn't necessarily exist either
10:23 celeron55 well, then try all alternatives :P
10:23 kahrl yup, that's what I'm coding ;)
10:27 sapier I remember reason for not using absolute path in create dir was absolute path failing for non existent paths :-)
10:28 sapier so creating recursive paths fails
10:29 sapier if you strip until it works you may miss ".." ... unless you dissallow ".." completely
10:29 celeron55 well, stripping ".." should probably be disallowed (otherwise it
10:29 celeron55 +'s kind of complicated)
10:30 sapier yes but this will result in a cripled create_dir ... yes it's more secure but to do it that way I need support of some core developers as there will be ppl not accepting that limitation
10:31 celeron55 well, of course it can be done; it basically requires just stripping one legit dir per ..
10:31 celeron55 8)
10:32 sapier I didn't intend to reimplement realpath ;-)
10:33 sapier you need to consider "/" "\" mixed pathnames too ... so I guess this is a lot more complicated
10:33 celeron55 hmm, actually all it requires is automatically passing the input of create_dir through some path absolutizer
10:33 * celeron55 is stupid
10:34 sapier I'm not sure about that but I guess realpath resolves symlinks too
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10:34 sapier yes it does
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10:35 sapier if filling filesystem with dirs would be only security issue left I guess it'd be worth fixing it :-) but there are much more critical errors
10:36 celeron55 well consuming all space or memory or something can't be taken as a concern
10:36 celeron55 it can be done almost always anyway
10:37 celeron55 you can do that even in web browsers :P
10:38 kahrl hmm CreateAllDirs does something like pos = basepath.rfind(DIR_DELIM_C);
10:38 kahrl to strip off path components
10:38 kahrl which ignores '/' on windows although it shouldn't
10:38 sapier grrr I just realized my last fix for "/tmp" check resulting in inability to create dirs in "/tmp"
10:40 sapier I guess I need to fix the createdir problem to make this work correctly anyway
10:41 kahrl sapier, I'm currently doing some stuff related to create_dir
10:41 kahrl maybe it will already fix the /tmp problem
10:41 sapier ok if doing so be sure that "isMinetestPath" must not be called with non existent directorys (as it's done atm)
10:42 kahrl yeah
10:43 kahrl although, are the calls to fs::AbsolutePath needed outside isMinetestPath?
10:43 kahrl otherwise I might add an argument "bool mustExist" to isMinetestPath
10:43 sapier atm it's not needed
10:44 kahrl and let isMinetestPath handle both situations gracefully
10:45 sapier this needs rewriting of isMinetestPath ... but I guess it's the way to go
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10:46 kahrl isMinetestPath could also return the absolute path somehow but that might not be needed
10:47 sapier I'll do the isMinetestPath changes so createdir only needs to call it with false
10:47 kahrl hang on, I have already started
10:47 sapier I guess we need a "unrelative" function first removing all ".." from a path
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10:48 sapier from this path you can start stripping elements until realpath succeeds
10:49 sapier and we can remove fs::absolutepath from delete dir too if isMinetestPath handles this
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10:55 kahrl brb
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12:38 kahrl back
12:54 kahrl sapier: I wrote RemoveLastPathComponent and RemoveRelativePathComponent functions
12:54 kahrl https://gist.github.com/kahrl/5684778
12:55 kahrl I removed DIR_DELIM_C because it is a bad way of checking if a char is a dir delimiter
12:55 kahrl since in win32 both '/' and '\\' are dir delimiters
12:56 sapier ok I'm gonna merge this today evening thx
12:57 sapier I need to fix the is_yes things too I guess it's better not to add a xth variant checking for yes to core if there already is one
13:01 kahrl sapier: this gist is only the path functions, I've just started working on isMinetestPath again
13:01 sapier oh ok if you want to do this too I wont stop you
13:01 kahrl I can try
13:02 sapier I guess it's good to to the isMinetestPath correct probably at some time it's gona be used to sandbox modding too ... but I doubt this will be anytime soon :-)
13:07 kahrl hmm I just noticed that getAvailableWorlds checks $path_user/world too
13:07 kahrl which is not an allowed path in isMinetestPath
13:08 kahrl so the new menu will probably not be able to delete such a world
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13:19 sapier looks like an error I've not been aware of that location for worlds :-) there are tooo much locations where mintest searches for worlds atm :-). Is this path an old path or a current path?
13:20 kahrl a very old path but still supported
13:20 sapier as no world can be created there maybe this is a chance to drop support?
13:21 sapier I guess nobody would even notice :-)
13:21 celeron55 very old = 0.3
13:21 kahrl it's easy to add a check for ./world in isMinetestPath
13:21 celeron55 so if anyone updates 0.3 to 0.4 in-place, that's what he would stumble upon
13:22 sapier is world format still compatible?
13:22 celeron55 yes
13:22 celeron55 i have an automated test utility to check such too
13:23 sapier what about adding a test on bootup moving worlds to worlds folder?
13:23 sapier of course asking user if he's ok with it
13:23 sapier could be done in lua menu too
13:24 kahrl if it's done in lua you need to add ./world to isMinetestMenu anyway ;)
13:24 kahrl Path*
13:24 sapier didn't think about that
13:25 sapier still imho we need to get rid of some of those old compatibility code
13:25 celeron55 no we don't; it's just a matter of adding a path to a list anyway
13:26 sapier I'd have to look where this path is used too but I guess there need to be other modifications too
13:26 celeron55 i sure hope this does not interfere at all with any server stuff
13:27 celeron55 and the ability of MT to run a world from any location generally
13:27 kahrl sapier: lua should not care where a world is located
13:27 celeron55 actually, i *require* this
13:27 celeron55 not just hope
13:28 kahrl sapier: it gets the path from get_worlds and can assume isMinetestPath accepts the path
13:28 sapier it's only about mainmenu ... I already realized mainmenu will never fit any requirements of any ppl around. imho it should only implement a sane subset
13:28 celeron55 of course the menu can be unable to list such worlds, but the game should work
13:29 celeron55 people may want to eg. associate minetest with world.mt files and run worlds that way
13:29 sapier if it's that simple kahrl I don't have any problem with it I'm just worried some things might not work for worlds stored in world and ppl start complaining "but I can delet it why can't I do that"
13:30 sapier celeron we're only talking about delete not working for worlds stored in "world"
13:31 sapier at leat atm :-) maybe other things fail too
13:32 kahrl if they fail they can be fixed
13:32 sapier yes at cost of adding more complexity to mainmenu ... as always
13:33 kahrl compatibility with old worlds is important
13:33 sapier imho this is not a compatibility usecase
13:34 sapier imho adding a import function keeping base code clean and maintainable is a better way to keep compatibility
13:34 kahrl well if a certain features works with newly created worlds but not with ones created with an earlier version I'd say that's compatibility
13:35 kahrl feature*
13:35 sapier but still let's try if it's ok with just adding this path
13:35 sapier maybe marking those worlds in world list with a different color
13:36 kahrl the world will be called "Old World"
13:36 kahrl getAvailableWorlds does this
13:36 sapier ok good enough
13:37 sapier sorry but I've to go now
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14:54 kahrl ohh
14:54 kahrl I completely interpreted wrong why Old World can't be deleted
14:54 kahrl the real reason is that mainmenu.lua:568 has a < where there should be a <=
14:55 kahrl well I fixed isMinetestPath anyway which is good
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14:58 kahrl well mainmenu.lua:557 actually
15:04 kahrl all my modifications: https://gist.github.com/kahrl/5685589
15:05 kahrl the map.cpp change is the most dangerous one but I'm fairly certain it is safe
15:05 kahrl I will also add unit tests for the new path functions I wrote
15:07 celeron55 by the way, apparently GetTempPath can sometimes return an unusable path: http://stackoverflow.com/questions/2365307/what-determines-the-return-value-of-path-gettemppath
15:08 celeron55 (welcome to windows)
15:09 celeron55 i guess it's not like anyone would expect that a modern OS could reliably spit out a path to store temporary files in 8)
15:13 Zeg9 Modern OS ? Reliability ?
15:13 Calinou you mean, "Modern OS ?"
15:13 Calinou that's enough
15:17 kahrl the reason TempPath is needed at all is for unzipping zip files
15:17 kahrl maybe it can be changed to unzip in place
15:23 kahrl or use cache/tmp maybe
15:25 Calinou https://community.dev.fedoraproject.org/packages/minetest (link to "fedora" on downloads page) => 404
15:26 kahrl Calinou: 502 here
15:27 Jordach http://i.imgur.com/7ufOThB.png
15:28 kahrl Jordach: certificate is for *.fedoraproject.org
15:29 kahrl http://en.wikipedia.org/wiki/Wildcard_certificate "Only a single level of subdomain matching is supported."
15:29 Calinou I just click "proceed" when I see that kind of warning :phoronix rolleyes:
15:34 celeron55 that mostly doesn't matter as long as you consider browsing a https site without a proper certificate equal to http
15:35 celeron55 which mostly means that if some intelligent person is tracking you, he'll know everything you input or view on the site
15:38 celeron55 (altough that means a lot in the light that some people consider http not worth using for any purpose anymore)
15:38 Calinou http is much faster than https
15:39 celeron55 based on what
15:39 Calinou personal tests?
15:39 Calinou I don't have optic fiber *_*
15:39 kahrl perhaps because in your case http got cached and https not?
15:40 Calinou maybe
15:40 Calinou but https still tends to whine when you're not using signing, and that is annoying
15:40 Calinou that means you have to pay $90 to verisign & co to be considered "trusted"
15:40 celeron55 https has a slightly more heavyweight handshake (because it has a handshake and http has not); after that's done, it's not slower at all (the encryption is very lightweight)
15:41 celeron55 Calinou: website certificates are a different thing to https, altough in practice you stumble upon them on the net
15:41 kahrl Calinou: I agree, it'd be nice if there was an option to "just encrypt, don't authenticate"
15:41 Calinou ah ok
15:41 celeron55 browsers are designed to handle certificates like that because it's the most secure way for end users
15:41 celeron55 (that is, they trust only certain signing authorities)
15:43 celeron55 also, yes, http can be cached easily and https cannot, so that'll make a lot of the speed difference most of the time
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16:46 sapier kahrl unzip in place isn't an option as modmanager tries to verify folder name in order to reduce users problems with invalid mod folders .... that's been one of the original reasons doing this thing at all ;-)
16:47 sapier and of course "in place" would add additional problems e.g. how to ensure no current mod is overwritten by unzip, how to make sure a mod doesn't modify another mod by unzipping a file to its folder ... lots of things, fixable but lot of work that can be avoided by temp paths
16:50 sapier kahrl  Calinou encryption without authentification is useless as anyone could claim to be the site you connect to capturing your encrypted traffic reencrypting to destination site
16:59 celeron55 yeah; authentication "as the site you previously used at this url" is quite good though
16:59 celeron55 and browsers do support it; they just warn quite loudly at the first time like in Jordach's screenshot
17:00 sapier yes I read about an addon for firefox checking sites on p2p base too ... roughly if enough ppl think this site/certificate ist trustworthy its assumed to be
17:01 sapier of course some other parameters are used to distinguish too
17:02 sapier large amounts of memory have a big problem too ... they hide memory faults
17:08 RealBadAngel https://github.com/minetest/minetest_game/pull/165
17:08 sapier :-) moonflower
17:09 RealBadAngel im makin now the other part, with dyes
17:10 RealBadAngel and the fluorescent dye of course
17:10 Zeg9 RealBadAngel: can't wait to get this merged
17:11 sapier I guess we need to establish some sort of voting system
17:11 RealBadAngel all the code is by Taoki of course
17:11 RealBadAngel i mean the flower
17:12 Zeg9 sapier: do you mean for settings/kick/mute/ban ?
17:12 RealBadAngel i just found out this flower (which is awesome) can be source of fluorescent dye
17:12 sapier no for what mods shall be added to minetest_game
17:12 RealBadAngel and this can be used to craft glowing nodes
17:13 sapier we don't need voting in game as everyone uses minetest with trustworthy users as far as I have been told ;-)
17:13 Zeg9 true
17:13 Zeg9 Well. There is the forum poll but IIRC it needs to make a new topic for every poll...
17:14 sapier not for core addons for game only
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17:42 sweetbomber hmmm: is any way i can peek on your mapgen_v7 fork? what is your github name?
17:42 sweetbomber i wanted to get up-to-date on that
17:42 celeron55 kwolekr
17:43 celeron55 dunno if he keeps any online version up-to-date though
17:44 celeron55 doesn
17:44 celeron55 +'t look too much like so
17:44 sweetbomber oh
17:44 celeron55 most of it goes directly to upstream afaik
17:45 celeron55 so what you have is probably reasonably recent
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17:57 sweetbomber the thing is that, for example, i have heard that biomedef's are loaded from a config file, but by inspecting biome.cpp and biome.h i cant find anything related.. it seems to only register the biomes, not load data...
17:58 sweetbomber anyway, that was just a detail
17:59 sweetbomber ill structure my ideas based on current release
17:59 celeron55 https://github.com/minetest/minetest/blob/master/src/script/lua_api/luaapi.cpp#L153
17:59 celeron55 this is really all it takes as input, game content wise
18:00 celeron55 it doesn't implement everything (hmmmm's "decoration" stuff will complement it)
18:00 Jordach whats the decorations?
18:01 sweetbomber oh! its called from lua! ok, got it
18:01 celeron55 stuff that the map generator places on ground and inside ground
18:01 Jordach aye.
18:01 celeron55 sweetbomber: yes, all game content is inserted at load-time into the engine by lua
18:01 hmmmm right, i'll have to finally commit that sometime soon
18:04 proller any objections?  https://github.com/proller/minetest/commit/5b4c714a6702cbb66a3a5eade1f0e0dadefd6ce2
18:04 hmmmm hey sweetbomber, if your idea turns out to work correctly, perhaps you could have caves generated in a similar manner so that there's no need for border blocks in a chunk
18:06 sweetbomber hmmm, in fact, i already have hatched an idea...but ill test it first on matlab
18:07 sweetbomber lets rewind to the problem:
18:08 sweetbomber if the PRNG is used to select the initial node/2dcoord of a structure
18:08 sweetbomber and that structure can propagate to several chunks
18:09 sweetbomber then when we are building a chunk it is not trivial to know if in that particular chuck a structure gets to be generated there
18:09 sweetbomber moreover, the same structure must be generated no matter the order in which chunks are generated
18:10 sweetbomber this can be summarized as a non-causality problem
18:10 sweetbomber (imagine the trigger to build a structure as the "cause", and the structure as the "effect")
18:11 hmmmm actually... use noise3d() instead of 2d, since there are overlapping terrain features
18:11 sweetbomber (ill go to that point latter)
18:11 sweetbomber as so, from any place the structure is to be built, we need to know that it is going to be built there
18:12 sweetbomber what i thought was:
18:13 sweetbomber imagine a surface like those built from using perlin noise as height
18:14 hmmmm just so you're aware, this is a really big change
18:15 hmmmm and it will probably degrade generation performance
18:15 sweetbomber and use a certain threshold, above which it is considered that such section can accomodate structures
18:15 sweetbomber this would solve the "know if chunk has structure or not"
18:16 sweetbomber however there is another thing: whatever the chunk-load order, the structure(s) must be the same
18:16 sweetbomber for that, one common feature must be taken from that section
18:16 hmmmm you should keep in mind that with this, you'd still have to calculate every point in a much larger surrounding radius
18:16 sweetbomber and im thinking taking such feature e.g. from the maximum of that function's at that cut
18:17 hmmmm to be exact, the radius would need to be the largest size in all dimensions that a decoration could possibly be
18:17 sweetbomber no, the point is exactly that: you dont have to load what you dont need
18:17 sweetbomber imagine the following:
18:17 sweetbomber you calculate the value of that function for the current chunk
18:17 sweetbomber if it is under the threshold, no prob, there will be no structures in that chunk
18:18 hmmmm are you using perlin noise for this and not plain positional noise?
18:18 sweetbomber (btw, this threshold could be used to set the propability of generating a given type of structure)
18:18 sweetbomber i am not sure yet what would be best for this...
18:18 sweetbomber but continuing:
18:19 sweetbomber if the function is above the threshold, the "common feature" must be extracted
18:19 sweetbomber (this common feature is something that must lead to the same value in a given cut)
18:19 sweetbomber for now, i am thinking of using the local maximum
18:20 sweetbomber that maximum would be used to feed the structure generator
18:20 hmmmm well, i guess it doesn't hurt to try to see if you can come up with something based on that
18:20 sweetbomber that generator would iterate until it gets to nodes inside the current chunk, and then it would effectively commit them
18:20 hmmmm i think the details are vague because they're not trivial to figure out, and when you do it might become more complicated than you thought it would be originally
18:21 hmmmm i still think i'm right though.
18:21 sweetbomber well, i think there are two aspects difficult to assess apriori
18:21 sweetbomber first, the 2d noise function: what to use
18:22 sweetbomber first, the 2d noise function: what to use and what its performance
18:22 hmmmm nevermind the performance aspect
18:22 sweetbomber second: the "virtual" (outside current chunk) structure generation must be fast
18:22 sweetbomber or at least able to jump uncessesary steps
18:23 sweetbomber regarding the use of 2d or 3d noise, i was thinking about the following
18:23 sweetbomber each biome could have as parameters the input to a gaussian function, which would determine the probability of it occuring at a given height
18:23 hmmmm if you're considering perlin noise, a large problem might be dealing with the variance of the steepness of slopes
18:24 sweetbomber i got some matlab perlin-noise generator, and ill test with that
18:25 sweetbomber (sorry about my matlab fetish, but i prefer to experiment with matlab than with something else)
18:25 sweetbomber but using the gaussian curve as height probability would ease a lot of things
18:25 sweetbomber first, each biome only require two more parameters: variance and mean
18:26 sweetbomber and it would simplify e.g. the generation of special floating islands (like hidden paradizes, with hidden treasures)
18:27 sweetbomber or the generation of stuff very deep underground (instead of nether-portals like in mc, it could be possible to dig a lot to the bottom and reach hell
18:27 sweetbomber what do you think about these ideas?
18:28 sweetbomber if you have nothing to note, ill try it and pay special attention to your warnings
18:28 hmmmm pretty complicated and way out there, just don't be disappointed if something doesn't work
18:29 celeron55 i think what you explained in detail about figuring out which chunk contains which structures doesn't really solve anything, or alternatively you're bad at explaining or i am bad at understanding
18:30 hmmmm i understand what he means, i could probably demonstrate it better by drawing a picture but i couldn't be arsed to do that
18:30 celeron55 probably everyone in here agrees about height-specific biomes though
18:30 sweetbomber probably i explained myself wrong
18:31 hmmmm again, if it works out, that's fantastic
18:31 sweetbomber the height i was talking about was not of the game map, but of a f(x,z) function independent to the height
18:31 proller will commit !  https://github.com/proller/minetest/commit/5b4c714a6702cbb66a3a5eade1f0e0dadefd6ce2
18:31 hmmmm proller, looks good
18:32 proller tested ~week on "sky"
18:32 hmmmm just a minor stylistic complaint though, i wish everybody would just put if (foo) return; on separate lines
18:32 sweetbomber the structure generation algorithm is the one that would use all the other parameters already used (heat, humidity and height)
18:32 proller ok
18:32 hmmmm also you misspelled neighbors
18:32 hmmmm but it doesn't really matter
18:33 hmmmm oh sweetbomber, a problem i'm having with the biomes that i wasn't able to solve is that calculating what biome to use is an O(n) operation and i don't like that
18:33 sweetbomber n is the number of biomes, i presume?
18:33 hmmmm yes
18:34 sweetbomber i believe it happens because it is searched what biome is more close to the head/humm/height of the area?
18:34 PilzAdam proller, we have discussed to remove the finite liquid checkbox from the GUI some time ago
18:35 hmmmm yes, finding the least distance
18:35 PilzAdam proller, it just doesnt work so good and many people enable it without knowing what it is
18:35 sweetbomber well, at a first glance, search algoritms can be optimized to something like log2(n)
18:35 proller PilzAdam, and make it default? ;)
18:35 sweetbomber but maybe it can be simplified
18:36 sweetbomber because such optimization is based on tree search
18:36 hmmmm if you could reduce this to nothing more than a searching problem, that'd be a big step in the right direction
18:36 PilzAdam proller, so, what do you think about it?
18:36 hmmmm it's not that simple though, since you'd need to calculate all of the distances from each of the biomes
18:37 hmmmm which is the inherently O(n) part
18:37 celeron55 it's highly likely not an unknown problem in mathematics though
18:37 proller PilzAdam, many peoples like it
18:37 celeron55 so there are some kinds of optimizations for it for sure (involving precalculating some kind of values, most likely)
18:37 PilzAdam proller, many core devs dont like it
18:37 sweetbomber celeron55, you are right
18:37 proller PilzAdam, i use it without checkbox, remove if you want
18:37 PilzAdam compared to the default behaviour the finite liquids suck
18:38 proller default liquid - not liquid
18:38 sweetbomber i think the biomes could be clustered offline
18:38 Jordach with some work, this could be added into default: http://forum.minetest.net/viewtopic.php?id=5429
18:38 proller its blue blocks
18:38 Jordach and use the bone blocks to craft bonemeal
18:38 sweetbomber and then, the distance can be calculated first by looking for the nearest cluster,
18:38 PilzAdam Jordach, we already have regrowing flowers and grass
18:39 sweetbomber and then only look among the biomes in that cluster
18:39 Jordach just 2c
18:39 PilzAdam proller, the good thing in games it that we can define what a liquid is :-)
18:39 hmmmm sweetbomber, i considered breaking the ranges for heat and humidity and elevation into like, 64 discrete values
18:39 PilzAdam proller, also, finite liquids isnt really more realistic, water doesnt disappear
18:39 sweetbomber depending on the number of clusters and biomes per cluster, this would do something inferior to O(n)
18:40 hmmmm but 64x64x64 is 256 kb
18:40 hmmmm and not only that but
18:40 hmmmm you'd lose the precision needed for the elevation part
18:40 sweetbomber yes
18:40 RealBadAngel finite liquids require some more work just to become better
18:40 sweetbomber did you understand my clustering idea?
18:40 PilzAdam RealBadAngel, yes
18:40 hmmmm let me re-read that
18:40 celeron55 could some kind of quad tree kind of thing work
18:40 RealBadAngel but considering removing them at all is wrong
18:40 celeron55 or umm...
18:41 PilzAdam RealBadAngel, but nobody seems to be interested in that (except proller and he thinks its good already)
18:41 RealBadAngel lets talk what shall be done to make it better
18:41 celeron55 was the point that you really only need some of the closest biomes for calculating which biome is actually applied?
18:41 celeron55 (usually)
18:41 PilzAdam RealBadAngel, I could make a list
18:41 RealBadAngel ideas, we need ideas what shall be done
18:41 hmmmm you're clustering them based on height, right?
18:41 proller i think its better than default, and it need more wrk, as whole game
18:41 RealBadAngel go ahead, make it
18:42 hmmmm since that's the thing that needs to be exact
18:42 RealBadAngel proller, ofc, thats the point
18:42 sweetbomber imagine the simplest case: biomes are only defined by heat and humidity
18:42 proller last idea - to make water dropable as sand
18:42 hmmmm that's a simple 2d array
18:42 proller but not finished
18:42 hmmmm which wouldn't be a problem to precalculate at all
18:42 sweetbomber this way, we can pin out the biomes in a plane and its easier to understand the idea (its easily scalable to 3d)
18:42 RealBadAngel proller, PilzAdam maybe you two can make a list together
18:43 proller and now i prepare commit to make liquid a bit better
18:43 sweetbomber then, make clusters from the near biomes
18:43 sweetbomber so, groups of similar biomes are grouped in one cluster, and so on
18:43 RealBadAngel u both represent different points of view at this problem, so an agreement between u two shall be a good solution
18:43 sweetbomber (there are efficient methods to do that, k-means for example)
18:44 sweetbomber in the end, we have, lets say, 3 groups of biomes
18:44 sweetbomber and each group (or cluster) has 3 biomes within
18:44 sweetbomber this is all done offline
18:45 sweetbomber now, to see what is the nearest biome, given heat and humidity
18:45 sweetbomber we first see what is the next cluster
18:45 sweetbomber O(3)
18:45 PilzAdam RealBadAngel, proller, https://gist.github.com/PilzAdam/5687050
18:45 sweetbomber and then within that cluster, we only need to search on 3 biomes
18:45 sweetbomber O(3) again in this cse
18:45 hmmmm well at this point it becomes a storage problem, not a complexity problem
18:45 RealBadAngel btw, about biomes, any chance to define gravity for a biome?
18:46 hmmmm realbadangel, sure, that'll go in with the sky color and other client-side things i guess.
18:46 sweetbomber well, returning to 3d, a cluster would only be a 3d point
18:46 RealBadAngel u know what i mean, outer space biomes for example
18:46 sweetbomber so its quite compact
18:47 Jordach biomes should also appear at certain heights as well as depths
18:47 proller PilzAdam, 4 - its generate water filled caves, or dont join caves with ocean
18:47 sweetbomber outer space like what? i am talking about the biome definitions, not where they should fit in the map
18:47 PilzAdam proller, whatever fixes the problem
18:48 proller but now by default ocean restor 0 level
18:51 celeron55 sweetbomber: if you can make a reference implementation of optimized biome calculation, i figure it'd be very useful
18:51 sweetbomber celeron55: ill give it a shot!
18:52 sweetbomber hmmmm: got the idea?
18:52 RealBadAngel sweetbomber, definin gravity for a biome will allow creating near core biomes with high gravity, aether biomes with antigravity, or space colonies without gravity at all
18:52 celeron55 the input to it is biomes in n-dimensional space and later it is asked the closest biome to a point in the space
18:52 hmmmm sure
18:53 celeron55 n being... umm... 3?
18:53 sweetbomber omg: i completely mixed up the chat
18:53 celeron55 theoretically anything though
18:54 celeron55 sweetbomber: nah, these other people mix it up
18:54 RealBadAngel hehe
18:54 sweetbomber for a moment i tought that RealBadAngel was hmmmm
18:54 RealBadAngel i just throw in some random ideas ;)
18:54 sweetbomber and answered as if it has anything to do with what we were talking about :p
18:55 sweetbomber celeron55: are there any ideas about nether-like world?
18:55 sweetbomber *about any
18:55 celeron55 depends on who you ask :P
18:56 sweetbomber lol, i mean as a long-term goal
18:56 PilzAdam sweetbomber, there is a nether mod ;-)
18:56 RealBadAngel PA have already a vision
18:57 RealBadAngel hehe
18:57 sweetbomber you know, there are things that people could just want to avoid, because it would look like too much like mc...
18:57 sweetbomber so i like to be cautious about that
18:57 celeron55 it's really hard to see who is even doing decisions here these days, but PilzAdam is used to making final decisions on game content these days
18:57 celeron55 sweetbomber: for sure it shouldn't be the exact same
18:58 sweetbomber the only thing i tought about different worlds, was to make it more physical: instead of magic portals, why not be possible to go there just by digging or making a giant tower?
18:59 RealBadAngel lets make a topic asking for ideas
18:59 RealBadAngel and collect best of them
18:59 celeron55 RealBadAngel: is that a joke? :-D
18:59 RealBadAngel no, not at all
18:59 PilzAdam sweetbomber, thats exactly what you can do in my nether mod ;-)
18:59 hmmmm everybody forgot about the alternative generateTerrain()s =/
18:59 sweetbomber nice, got to try it
18:59 celeron55 just browse the "feature discussion" section on the forum, you'll have year's worth of ideas for nether there :D
18:59 RealBadAngel ofc most of ideas will be worth shit
18:59 hmmmm nether is supposed to occur at -4000 and aether is supposed to occur at 4000
19:00 celeron55 hmmmm: supposed to according to what?
19:00 hmmmm nether will be nothing more complicated than negative 3d noise, and the opposite with aether
19:00 RealBadAngel but surely there will pop up some good ones
19:00 hmmmm my original plans :/
19:00 celeron55 4000 is ridiculous from a gameplay perspective
19:00 hmmmm remember, we decided against the alternative realms idea?
19:01 celeron55 more like 800
19:01 hmmmm err
19:01 hmmmm the intent was to have portals for this
19:01 hmmmm being able to dig down into it is just a neat side-effect
19:01 sweetbomber 4k  would make that a nice challenge :)
19:01 celeron55 oh whatever; i just hope someone has a clear idea of what they are doing and by some magic chance it will also be good
19:01 RealBadAngel heh i wanted Portal name for inter server connections ;)
19:01 proller dig 4k not a big problem
19:01 sweetbomber loads of cobble need to be digged - clearly a proof of work
19:02 hmmmm having the alternative realms would require modifying practically all of the Map::getNode/getBlock-type functions
19:02 proller 4k tower - much harder
19:02 sweetbomber oh! and there is a good thing: after digging 4k for going to nether, the next step would be to spend those 4k nodes in building the tower, lol :)
19:02 hmmmm everybody thinks that digging seems to be the way to go
19:03 RealBadAngel possible way
19:03 hmmmm it's only possible because it's the easiest way to implement it
19:03 RealBadAngel hard one, but still working
19:03 hmmmm portals were intended from the start
19:04 celeron55 hmmmm: the original point of sweetbomber is that nether could be just an another kind of cave
19:04 PilzAdam well, the easiest way is just remove the mapgen part of my nether mod and use it
19:04 RealBadAngel imho digging your way to helll shall also be possible (and not eliminated)
19:04 hmmmm well perhaps so
19:04 hmmmm but i don't like it
19:04 hmmmm the nether should be negative 3d noise like in minecraft
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19:05 RealBadAngel imagine stairways to hell, or going there with cart
19:05 RealBadAngel mc CANT do that
19:05 PilzAdam hmmmm, what will be under the nether?
19:05 RealBadAngel core
19:05 hmmmm more nether
19:05 RealBadAngel no
19:06 RealBadAngel gravity that will not allow player to move
19:06 celeron55 well, i think there could be much more different levels than only one nether
19:06 RealBadAngel too high
19:06 hmmmm you can't put a liquid underneath that or else it'll constantly try to transform and update the lighting, causing Server to become unresponsive
19:06 hmmmm so perhaps at the very bottom there's bedrock
19:06 RealBadAngel use physics to make the border
19:06 RealBadAngel instead of some stupid bedrock
19:06 hmmmm i'm trying to change as little as possible to other non-mapgen things
19:07 RealBadAngel make a gravity trap
19:07 PilzAdam hmmmm, you want a MC like nether; so thats maybe 100-200 nodes high; you want to have the full area under -4200 full of bedrock?
19:07 hmmmm pilzadam, no, just bedrock starting at -30000 or something
19:08 proller -30890
19:08 PilzAdam the MC nether is just one big cave
19:08 hmmmm well, the exact number at which map generation cuts off depends on the chunksize setting
19:08 PilzAdam do you want to have several of these caves?
19:08 hmmmm probably, yeah.
19:08 hmmmm we'll have different levels of nether
19:09 proller and increasing lava -30000 -> -30890  (like 100% lava at -30800)
19:09 sweetbomber well, on thing is sure, something must be done near the coordinates' overflow
19:10 PilzAdam I like how its currently: just content_ignore
19:10 sweetbomber i heard (i guess in the forum) something about bending the coord. system
19:10 hmmmm no idea about that
19:10 hmmmm no idea how it could even be done
19:10 hmmmm and obviously it can't be done on the y axis even if it were possible
19:10 sweetbomber and that would have a nice effect: digging a hole very low would take us to the sky!
19:11 celeron55 falling out from 31000 would be quite a choppy experience
19:11 hmmmm enough with the chatter... too much talk, not enough doing
19:11 PilzAdam assume one of the nether caves is 500 nodes high, that would make 52 caves from -4000 to -30000
19:11 sweetbomber you're right
19:11 hmmmm all these ideas flying around are worthless unless they're actually put into code
19:11 PilzAdam thats definetly not good
19:11 hmmmm let's first have the nether and then we'll decide on the fine details later
19:11 celeron55 hmmmm: their actual viability of being fun is also completely unknown
19:12 celeron55 (until tried)
19:12 hmmmm right
19:12 hmmmm well
19:12 PilzAdam we could also step away from the MC like nether and make it how I do it in my nether mod
19:12 hmmmm honestly nothing is much fun without mobs
19:12 PilzAdam just the normal cave system with netherrack that is really hard to break
19:12 hmmmm pilzadam, that's not very fun
19:12 PilzAdam have you tried it?
19:13 celeron55 someone get drunk or something and just put mobs into upstream
19:13 celeron55 i
19:13 celeron55 i'm starting to see that the only way 8D
19:13 hmmmm i haven't played minetest in about 6 months pilz
19:13 Jordach put simple mobs in master
19:13 hmmmm pilzadam rather
19:13 Jordach EVERYONE WILL BE HAPPY
19:13 hmmmm let's forget about the mobs right now
19:13 hmmmm let's just work on what we're currently working on
19:14 hmmmm getting too far ahead of things and it's distracting
19:14 celeron55 hmmmm: there are enough devs in here for one being able to focus on eg. getting mobs done while you work on whatever mapgen stuff you do
19:15 hmmmm decorations are useful for mob placement
19:15 celeron55 just don't attempt to try to understand everything that is going on
19:15 sweetbomber want to know my idea of mobs: if we had infinite computer resources they should not exist. They should just be bots of players, where some could have wool, or leather, etc...
19:15 sweetbomber and oc, could breed
19:15 RealBadAngel PilzAdam, i answered your post about flower being useless
19:17 sweetbomber hmmmm: returning to serious business: where can i find your biome-search code?
19:17 sweetbomber ill pick that first to try my idea
19:17 hmmmm BiomeDefManager::getBiome()
19:17 RealBadAngel what others think about moon flower and fluorescent dye in default game?
19:17 sweetbomber oh, its already commited, sorry...i couldve searched for it if i knew it
19:18 RealBadAngel hmmmm, celeron55 ?
19:19 PilzAdam RealBadAngel, see github
19:19 hmmmm realbadangel, i don't really have much of an opinion on it
19:19 hmmmm sorry
19:19 PilzAdam it basically bloats the minetest_game with useless stuff
19:20 PilzAdam if people like it then they can install the mod
19:20 PilzAdam there is no need to put this into the game
19:20 celeron55 RealBadAngel: i think it's quite a slim idea until proven otherwise by people building some actually interesting mechanic on it
19:20 RealBadAngel i have the code that uses it
19:20 Jordach celeron55, it could be used for glowing mese picksa
19:21 Jordach which are 2x as strong as a mese pick
19:21 RealBadAngel but for make it work i need the source
19:21 celeron55 well that
19:21 celeron55 +'s useless
19:21 celeron55 and if not useless, boring at least
19:21 PilzAdam Jordach, you cant make tools much more faster than the current diamond pick
19:21 Jordach PilzAdam, you can: instant
19:21 sweetbomber lol
19:21 RealBadAngel i wanted the flower to be the source of all glowing things
19:22 celeron55 since when has "glowing things" been interesting at all 8D
19:22 RealBadAngel so flower -> dye -> combine it with other thigs
19:22 PilzAdam RealBadAngel, we will maybe have glowstone from the nether
19:22 PilzAdam wich is much more original than a flower
19:22 RealBadAngel why the fuck you want the root pull to deliver all the possible uses of it??
19:23 RealBadAngel fuck the glowstone
19:23 PilzAdam fuck the flower
19:23 RealBadAngel we are not mojang empleyees
19:23 sweetbomber err...
19:23 celeron55 :D
19:23 hmmmm #shit-that-belongs-in-minetest-delta
19:23 RealBadAngel i wont agree for glowstone at all
19:23 PilzAdam why do discussions with RealBadAngel always end like this? :-)
19:23 RealBadAngel because you are too minecrafty
19:23 ssieb joined #minetest-dev
19:23 celeron55 the minetest chaos development scheme (tm)
19:24 celeron55 i think the flower is better than glowstone
19:24 RealBadAngel we can do something different and you always go mc
19:24 celeron55 because minecraft
19:24 RealBadAngel thats why i get angry
19:24 celeron55 but really, why not eg. glow mushroom and put it only in caves
19:24 celeron55 or something remotely less random than a glowing flower
19:25 PilzAdam btw: Pilz == Mushroom in german, so I like the idea :-)
19:25 hmmmm in order for that glow flower to work right we need to improve lighting, seriously
19:25 RealBadAngel i made complete new dye system btw
19:25 celeron55 hmmmm: not really
19:25 hmmmm not really?
19:25 hmmmm it's completely dull
19:25 RealBadAngel and wanted to introduce it with parts
19:25 hmmmm it's hardly a light at all
19:25 RealBadAngel no cooking, but crafting
19:25 hmmmm if you want to make a light seem to be small, you need to have it very bright at the center and die out quickly
19:25 PilzAdam RealBadAngel, why not put the whole thing into one pull request?
19:25 RealBadAngel mortar + pestle item
19:25 celeron55 it aims at being a usable gameplay mechanic more than something realistic or particularly pretty
19:26 PilzAdam so we actually see what you plan
19:26 celeron55 and it's good at it
19:26 hmmmm w/e
19:26 hmmmm all that really needs to be figured out is unspreadLight(), and we'd be able to have light with a variable amount of spread
19:26 RealBadAngel PilzAdam, i cannot do such thing. it requires changes to lotsa mods.
19:27 PilzAdam RealBadAngel, so you want to introduce new way of producing things
19:27 RealBadAngel i wanted to make it step by step
19:27 RealBadAngel dyes
19:27 PilzAdam like MC brewing and enchanting
19:27 celeron55 really eg. dull lighting is just something on top of the underlying stuff; people all the time confuse the dullness of underlying mechanics with the dullness of look
19:27 RealBadAngel not all the things
19:27 celeron55 the mechanics don't get better by improving the looks
19:27 celeron55 and so doesn't the play experience; people will be just more disappointed
19:27 PilzAdam a basic element of MT and MC alpha + early beta was that there are only crafting and cooking
19:27 PilzAdam this limitation makes it so interesting and fun
19:28 RealBadAngel we dont know how to get something? lets cook it
19:28 RealBadAngel for christ sake
19:28 PilzAdam adding new things like brewing or what RBA wants just destroys this feeling
19:28 RealBadAngel this is not mc
19:28 RealBadAngel destroy mc feelin
19:28 RealBadAngel is what i want
19:28 PilzAdam I dont agree on bloating minetest_game with shiny new stuff
19:29 PilzAdam RealBadAngel, I see minetest as a fork of MC
19:29 Jordach PilzAdam, they werent complaining because they got decent updates worth playing
19:29 Jordach and paying for
19:29 RealBadAngel seriously? are you on mojang's pay list or what?
19:30 RealBadAngel you kill all the pulls that are not mc like
19:30 PilzAdam adding stuff to not be like MC is ridiculous
19:31 PilzAdam *with the goal to be
19:31 RealBadAngel adding stuff that is only mc like is more ridiculous
19:31 celeron55 what i suggest is this: release a short-lived game where people can test more of your game content stuff
19:31 celeron55 so that you can tell based on comments whether it is good or not as a whole
19:31 celeron55 then if it is, it can be merged upstream
19:31 celeron55 if not, then users are glad it wasn't merged
19:32 RealBadAngel <RealBadAngel> https://github.com/minetest/minetest_game/pull/165
19:32 RealBadAngel <sapier> :-) moonflower
19:32 RealBadAngel <RealBadAngel> im makin now the other part, with dyes
19:32 RealBadAngel <RealBadAngel> and the fluorescent dye of course
19:32 RealBadAngel <Zeg9> RealBadAngel: can't wait to get this merged
19:32 celeron55 so did zeg9 play it?
19:32 PilzAdam celeron55, I fear that many people dont think enough to make such decissions
19:32 celeron55 PilzAdam: that's why you need to have a lot of people test it
19:33 celeron55 the problem with MT has always been that we have way too little game design experience to roll our own stuff
19:33 PilzAdam my experience is that everyone shouts "YESS!!!!"
19:33 celeron55 i included (altough these days i have learned a lot)
19:33 RealBadAngel and you on the opposite shout "NOOOOO"
19:34 RealBadAngel i also learned a bit so im not crying out loud to merge the changes
19:34 sweetbomber if you allow me to express my feelings, i think there should something like a long-term goal and audience
19:34 celeron55 so eg. here's something to read in order to know things game developers generally know: http://gamebalanceconcepts.wordpress.com/
19:34 celeron55 8)
19:34 RealBadAngel i test the code for weeks before makin pull request
19:34 celeron55 (that's a 10 blog post series)
19:34 sweetbomber for example, do you think of making MT a game for which kind of people?
19:35 sweetbomber e.g. redstone in minecraft gave it a geek audience
19:35 sweetbomber where pvp, brewing and enchanting gave it a fps/rpg audience
19:35 celeron55 sweetbomber: there *definitely* should be a long-term goal and an audience; if i was in lead, i would force there to be one, but i have slipped to other projects
19:36 RealBadAngel we need them all
19:36 RealBadAngel its a sandbox
19:36 iqualfragile joined #minetest-dev
19:37 PilzAdam I think we cant really find a long term goal
19:37 PilzAdam there are so many different oppinions out there
19:37 PilzAdam everyone will just start to cry and shout at the others if his vision isnt accepted
19:37 nyuszika7h joined #minetest-dev
19:38 PilzAdam we just had a too long time without a real goal
19:38 sweetbomber RealBadAngel: that would lead to a thing: something like real world. I am not disagreeing, it in fact leads to some interesting things, like doing real business inside MT (much like secondlife)
19:38 RealBadAngel sandbox means everything
19:38 celeron55 this describes MT's development currently: http://en.wikipedia.org/wiki/Design_by_committee
19:38 RealBadAngel even things we would like not to allow
19:39 RealBadAngel thats the freedom of it
19:39 celeron55 "all things" is a thing too; it is very true
19:39 PilzAdam e.g. if we would have made it clear that MT is a MC alpha clone, then many people who want to merge moon flowers wouldnt even came here
19:39 celeron55 as well as some things by themselves are things
19:39 sweetbomber but i think that goals must be chosen with some humility, and something like "everything" is awkward..
19:40 RealBadAngel mt was inspired by mc
19:40 RealBadAngel but we are not limited to it
19:40 RealBadAngel theyre suffering atm from lack of ideas
19:40 celeron55 even if someone got a clear vision, it's quite hard to get MT out of the current design state
19:41 PilzAdam I personally like the idea to make minetest_game a sandbox for mods
19:41 PilzAdam this means not spamming the whole thing with more and more stuff
19:41 PilzAdam celeron55, thats what Im talking about
19:42 RealBadAngel game needs content not only changes to its engine
19:42 celeron55 i don't really know what to do about it, but i want people to understand it
19:42 PilzAdam RealBadAngel, we definetly do have enough ideas
19:42 celeron55 so they can grab at the chance if it arrives
19:42 PilzAdam they are just conflicting with each others
19:42 Jordach 1) Tell them to fuck off
19:42 RealBadAngel PilzAdam, your ideas, no offence, are too minecrafty
19:42 Jordach (forgot what i had in my head)
19:43 RealBadAngel all you do, leads to copy mc
19:43 PilzAdam what does "too minecrafty" mean? is it bad? why?
19:44 RealBadAngel we all have chosen celeron's project for a reason
19:44 sweetbomber well, ive to go. theatre at 21:30
19:44 celeron55 RealBadAngel: it is not, in no way, inherently a bad thing
19:44 sweetbomber bye guys
19:44 celeron55 RealBadAngel: it's only a bad thing if you decide it is a bad thing
19:44 RealBadAngel ofc its not bad to the bone
19:44 celeron55 RealBadAngel: some people agree with you, some not
19:44 celeron55 RealBadAngel: this is not single-dimensional like you think
19:45 RealBadAngel it isnt, right
19:45 PilzAdam I dont want that Minetest turns into a Anti-Minecraft project
19:46 RealBadAngel me neither
19:46 PilzAdam where we add moon flowers just to differ from minecrafts glowstone
19:46 celeron55 minecraft is supposed to build upon minecraft alpha; not run away from it or continue with the path MC took
19:46 celeron55 ...
19:46 celeron55 minetest is*
19:46 RealBadAngel you forced me to say so, in anger
19:46 RealBadAngel dont use it now please
19:47 RealBadAngel i just found it out an awesome looking content
19:47 RealBadAngel and logical source for needed content
19:47 RealBadAngel and i KNEW you will be against it
19:47 RealBadAngel because you are always against
19:48 celeron55 i'm not against it; i'm just worried what kind of a larger concept it is a part of
19:48 RealBadAngel celeron55, not as big as you think
19:48 celeron55 there needs to be a chain of things building towards something in the future, not a random sea of stuff on a blob
19:48 RealBadAngel just way to get glowing things and more sensible way to get dyes
19:49 celeron55 yes, so it's essentially not wanted
19:49 RealBadAngel but please notice i splitted it
19:49 celeron55 it's not bad by itself, but in this context merging it doesn't make sense
19:50 RealBadAngel flower is neutral
19:50 RealBadAngel dye is a needed content
19:50 celeron55 does someone want to hear my longest standing vision for minetest?
19:50 PilzAdam yes
19:50 RealBadAngel dye system i wanted to put on discussion
19:51 celeron55 it's kind of embarrassingly far from most recent development, but not necessarily contradictory
19:51 RealBadAngel thats why i havent made it one commit, and thx to it PA had a chance to call it useles
19:52 Jordach celeron55, sure
19:52 RealBadAngel celeron55, go on
19:56 RealBadAngel have you said so to stop us arguing? ;)
19:57 celeron55 i'm considering how to actually put it in words
19:57 RealBadAngel cmon. shoot
20:02 celeron55 what i wanted to do is build upon minecraft's dungeons in some kind of simplistic roguelike fashion with multi-layer dungeons, somehow sometimes making it necessary to build a smallish fortress to defend you from creatures crawling out of some dungeon
20:03 celeron55 it's pretty far from this yay-lets-put-chairs-in-houses thing
20:03 RealBadAngel as i mentioned before: sanbox
20:03 RealBadAngel *sandbox
20:04 RealBadAngel and we may want our fortresses to look good, our way
20:05 RealBadAngel those things doesnt mean conflict
20:05 celeron55 they mean distraction
20:06 celeron55 people like to focus on some thing
20:06 RealBadAngel let them allow to focus on what they want to
20:06 PilzAdam RealBadAngel, "sandbox" is not the solution for everything
20:06 sweetbomber joined #minetest-dev
20:06 RealBadAngel not force
20:06 RealBadAngel freedom of choice is the key
20:07 PilzAdam a game should give the player some things with limitation, not everything
20:07 RealBadAngel PA, we are developin a game that from definition shall bring player no limitations
20:08 PilzAdam limitation is the key why MC is so popular; the player is limited to cubes and has to build with it
20:08 RealBadAngel but can build ANYTHING
20:08 celeron55 people don't get happy by getting everything in unlimited fashion
20:08 celeron55 nowhere
20:08 PilzAdam RealBadAngel, no, players cant build circles
20:08 celeron55 not in real life, not in art, not in games
20:09 RealBadAngel mc like and thus mt are SO GOOD because its a new gender
20:09 RealBadAngel its not a game anylonger
20:09 RealBadAngel its a world that let you create
20:10 RealBadAngel without predefined targets, goals or whatever
20:10 celeron55 one can think it like that; but it doesn't get me interested at all so you need to find somebody else to make it
20:10 celeron55 that's the problem
20:10 RealBadAngel celeron55, i dont have to look
20:10 PilzAdam RealBadAngel, I dont see Minetest like this
20:11 RealBadAngel it already is so
20:11 PilzAdam if it would be like this then we could stop developing it now :-)
20:11 RealBadAngel hehe true
20:11 RealBadAngel its close to it then :)
20:12 PilzAdam what you mean is is that it has the goal to be like this
20:13 PilzAdam but this is not a good goal
20:13 PilzAdam and it wouldnt make a good game
20:13 RealBadAngel hold on
20:13 RealBadAngel we do have games system
20:13 celeron55 so RBA's goal really is to just dump anything and whatever somebody cares to create into it?
20:13 RealBadAngel no no
20:14 RealBadAngel i havent said so
20:14 celeron55 it could end up being something interesting, but for sure it'd be quite large
20:14 celeron55 we might need to have two distributions, one for that and one for something else
20:14 Jordach actually two games should be nice: one thats worked on by say, the forum community
20:14 Jordach and one by the core devs
20:15 RealBadAngel we tried already with common and minetest_game, partially crossing each other
20:15 PilzAdam "the forum community" isnt on person and doesnt have one goal
20:15 RealBadAngel but what about two DIFFERENT games?
20:16 celeron55 RealBadAngel: we already have such ones; they fare fairly well
20:16 celeron55 they're just not officially distributed
20:16 RealBadAngel may start at one point, but could go different ways
20:16 RealBadAngel so maybe lets start to do so?
20:16 RealBadAngel we wont be arguing then
20:16 celeron55 how should it be done
20:17 RealBadAngel under minetest, lets develop more games just
20:17 celeron55 put everything in one package for windows? how about linux distros? how do we make sure they package the relevant ones
20:17 kahrl celeron55: that's where sapier new main menu comes in, I'd say
20:17 kahrl sapier's*
20:17 celeron55 does it allow downloading games from the menu in the future?
20:18 kahrl not sure if that is planned but I'm sure it could be done
20:18 RealBadAngel PilzAdam can take care of current minetest_game
20:18 kahrl lets say if you start the game and it finds only the minimal game, it asks you to choose one of several games and it downloads it automatically
20:18 RealBadAngel i can take care of some technic one
20:19 celeron55 i think it would be awesome if we wouldn't need to care about distributing anything else on the website to users and distros than the engine, and it would just download stuff from some repository
20:19 RealBadAngel ofc. engine is separate thingy
20:20 RealBadAngel but it should allow to browse aviable content
20:20 celeron55 this is in line with the "spirit of 0.4", which is really what we tend to be following still, albeit maybe a bit too vaguely
20:21 celeron55 and it's confusing to think about because it's really not about a game, but about an underlying system
20:22 celeron55 also, this is the kind of programmer porn that one needs to be very careful about; it can sound good even if it really doesn't make any sense from the standpoint of the end result
20:23 RealBadAngel imho engine shall be developed in manner to allow everything, without goals or limitations
20:24 RealBadAngel games on the other hand, can be everything
20:24 kahrl of course it will continue to allow replacing the game, the question is how that capability will be represented
20:24 celeron55 allowing everything means requiring infinite resources
20:24 celeron55 which is unallowable
20:25 celeron55 so we are going to end up with issues trying to figure out what to put in the engine and what not
20:25 RealBadAngel well, slight limitations then :)
20:26 RealBadAngel into engine shall go tools
20:27 RealBadAngel if i. or some1, finds out that for mod to work good, needs something from the engine
20:27 RealBadAngel thats a good reason to update engine
20:27 RealBadAngel if it can be done without modyfing engine, it means engine works ok
20:28 RealBadAngel an example: hardcoded crafting ways
20:28 celeron55 okay so you want to make millimeter-scale microblocks with volumetric lighting and exact physics
20:29 celeron55 you know, we have to have a rule that makes that an immediate "nope"
20:29 RealBadAngel thats a slight limitation i talked before ;)
20:29 RealBadAngel ofc we wont allow unrealistic things
20:30 celeron55 but seriously, the engine development goals must be written down
20:30 RealBadAngel definitely
20:32 Jordach_ joined #minetest-dev
20:32 Jordach_ joined #minetest-dev
20:32 RealBadAngel and seriously too, can i have a copy of minetest_game in minetest project space to take care of, and being different than source?
20:32 celeron55_ joined #minetest-dev
20:33 RealBadAngel celeron55, you were timed out?
20:33 celeron55_ i feel i need to begin makin releases again because nobody else seems to understand they need to be made at a reasonably small interval
20:34 celeron55_ +g
20:34 RealBadAngel have you seen my question celeron55 ?
20:34 celeron55_ 0.4.6 is ridiculously old considering how bad it is
20:34 celeron55_ no
20:34 RealBadAngel and seriously too, can i have a copy of minetest_game in minetest project space to take care of, and being different than source?
20:35 RealBadAngel ^^ above
20:35 celeron55_ umm wat?
20:35 RealBadAngel i would like to run a different game
20:35 kahrl I'm in favor of releasing 0.4.7 soonish
20:35 celeron55_ the question does not make any sense
20:35 celeron55_ kahrl: i'm in favor of releasing 0.4.7 two months ago
20:36 celeron55_ this is ridiculous
20:36 RealBadAngel it does imho
20:36 RealBadAngel me and pa, and many have different ideas
20:37 kahrl well I think a problem was that nobody knew whether the scriptapi move was going to be merged before or after the release
20:37 kahrl but that is done now
20:37 hmmmm well now that it's done, we don't need to worry
20:37 RealBadAngel im not talkin bout common etc like we tried before
20:37 hmmmm perhaps right here is a good point to release 0.4.7
20:37 RealBadAngel agree
20:37 hmmmm nothing's been committed for about 5 days, right?
20:37 hmmmm there, that's almost a week of feature freeze
20:37 kahrl there are some pull requests on github that fix things broken by the scriptapi move
20:38 hmmmm i was afraid of that
20:38 RealBadAngel i have the code ready to pull
20:38 RealBadAngel but i think it can wait for next release
20:38 RealBadAngel i mean bumpmapping
20:38 celeron55_ okay, only fixes allowed then; throw in all the fixes and that's 0.4.7 then
20:39 hmmmm right
20:39 kahrl I'd have liked to have the new main menu in but it's much too unstable at the moment
20:39 hmmmm i need to stop screwing around and finish what i was working on so i can do more minetest
20:39 celeron55_ kahrl: that's a concern that should not exist
20:39 proller joined #minetest-dev
20:39 RealBadAngel better merge it into indev and try it for a few weeks
20:39 celeron55_ kahrl: releases should be common enough for nobody to think like that
20:40 kahrl well the commit I tried this morning just crashed on startup
20:40 hmmmm right, these are *patch* version levels we're releasing, not minor versions or anything
20:40 hmmmm so it's settled
20:40 hmmmm in 2 days, we'll mark it as 0.4.7 and release it
20:40 RealBadAngel i thought bumpmapping code was ready, then after i made it public i rewrote it a few times thx to reports
20:40 celeron55_ seriously, even having one 0.4.x per week won't be even close to too often
20:41 kahrl celeron55_: I think that's what daily builds are for
20:41 hmmmm celeron wants a rolling release
20:41 hmmmm i don't though
20:41 celeron55_ it depends on the amount of features put in of course
20:41 celeron55_ and fixes
20:41 RealBadAngel hmmmm, something in the middle i think
20:41 RealBadAngel we do have too many changes onboard already
20:41 hmmmm i also don't want to start pumping out new versions on a set date, that's ridiculous
20:42 kahrl I like having at least a week of feature freeze for most releases
20:42 hmmmm by the way, by "freeze" i mean we don't commit anything, but that's not what most other projects do
20:42 RealBadAngel like hmmm noticed 5 days are frozen already
20:43 RealBadAngel lets add weekend to it just
20:43 hmmmm they'd make a stable branch at that point when they think it's good
20:43 hmmmm the reason why we stop all activity is because honestly, nobody focuses on anything except upstream
20:43 celeron55_ well this is quite a small project really
20:44 kahrl a feature freeze is pointless if bug fixes can't be committed
20:44 celeron55_ it doesn't make much sense to wiggle with release candidate branches and backporting of stuff
20:44 kahrl or am I misunderstanding completely?
20:44 hmmmm erm
20:44 hmmmm you're misunderstanding, that's called a code freeze
20:45 hmmmm when i mean don't commit anything, i meant to say no commiting new features
20:45 RealBadAngel brb
20:45 hmmmm s/mean/say/
20:46 kahrl ah ok I agree with that then
20:46 hmmmm make is such a pile of crap.
20:46 hmmmm ugh.
20:46 celeron55_ why do you think so
20:47 celeron55_ i think make is pretty good, altough making certain special things with it tends to be unintuitive
20:47 hmmmm if the whole "tabs and spaces have different meaning" thing isn't enough of a problem, then it's the amount of crypticness
20:47 hmmmm the amount of variance between BSD and GNU make
20:47 hmmmm everything is unintuitive
20:47 celeron55_ oh well that BSD/GNU thing might be a problem
20:48 celeron55_ i've never even tried to use BSD make
20:48 hmmmm ugh, it's like perl at some points
20:48 hmmmm SRCS = {$@%##SRCS:}$@#?/*"}
20:48 kahrl why not use cmake or something like that? I mean it's still cryptic but at least has the same syntax everywhere
20:48 hmmmm see, I've been considering that
20:49 hmmmm adopting cmake for my own projects
20:49 celeron55_ in smaller projects i tend to use gnu make everywhere
20:49 hmmmm i'd have to use something like autotools for projects that are likely to be cross-compiled onto some mobile device though
20:49 celeron55_ (which is, on linux and windows)
20:50 hmmmm oh yeah, there's also NMAKE :/
20:50 celeron55_ cross-compiles are a pain for sure; cmake can sometimes be roughly equal to magic in such cases
20:50 kahrl mingw works well for small projects so no need to mess with nmake
20:50 celeron55_ yes i use mingw
20:50 hmmmm well nmake is pretty useless aside from where it's necessary (drivers)
20:51 hmmmm it's just funny how there's yet another flavor of make
20:52 celeron55_ everyone thinks they're more important than others and that's where it ends up
20:52 celeron55_ it happens in everythin
20:52 celeron55_ +g
20:53 celeron55_ then everyone just hates each other 8)
20:53 kahrl NIH syndrome, or embrace, extend and extinguish
20:53 Exio rewrite minetest hmmmm
20:54 hmmmm i say we nuke it and start all over.
20:54 hmmmm in java.
20:54 Exio or better, C#!
20:54 kahrl whitespace. you said you like significant tabs
20:54 celeron55_ let's make it look like skyrim and be a p2p MMO
20:55 hmmmm it'll be an AAA game and targeted at the "hardcore gaming" crowd, get some endorsements from mtn dew, razer, and have a soundtrack by Skrillez
20:55 hmmmm s/skrillez/skrillex/
20:56 celeron55_ by the way, at this last minute, i declare the troll language of the day to be X++
20:56 celeron55_ it's made by microsoft and it's like C#, except not exactly
20:56 celeron55_ 8D
20:57 celeron55_ (it's 23:57 here now)
20:57 Exio utc+?
20:57 Exio 1, 2?
20:57 celeron55_ 2+DST
20:57 hmmmm probably utc+5?
20:58 celeron55_ =3
20:58 celeron55_ "X++ is part of the MorphX development platform that you use to construct accounting and business management systems"
20:58 hmmmm i remember time zones based off of est
20:58 celeron55_ this probably means it's prefect for gamedev
20:58 kahrl we need timezones in minetest
20:58 RealBadAngel back
20:58 Anchakor hi all :)
20:58 kahrl anyone who uses /time would have to remember them. It would be totally realistic and awesome!
20:59 Anchakor kahrl found his way back? nice
20:59 RealBadAngel kahrl: google for fiatlux.py
20:59 proller joined #minetest-dev
20:59 celeron55_ yes and how about pooping
20:59 RealBadAngel i ported it into engine
21:00 kahrl celeron55_: well irrlicht doesn't support olfactory devices yet so it wouldn't be the full experience
21:00 hmmmm but, seriously
21:01 celeron55_ kahrl: maybe it could be shown two times as big on the screen to compensate
21:01 hmmmm i'd say the reason why I hate something cryptic like make but I love C at the same time is because make is merely a means to an end, you don't really care to spend too much time with make
21:01 celeron55_ are you saying C is some kind of a god
21:01 Anchakor I see MT got relicensed under LGPL, nice
21:01 hmmmm C is amazing
21:01 hmmmm C is the light and the truth
21:02 Anchakor though it isn't library
21:02 celeron55_ by the way, has someone read about rust here? to me it seems quite awesome as long as the infrastructure around it gets more mature: http://www.rust-lang.org/
21:02 celeron55_ it fixes practically all of the issues i know of C and C++
21:02 hmmmm i still never figured out why LGPL was chosen
21:02 celeron55_ ...except compile time
21:03 celeron55_ (partly)
21:03 celeron55_ (compared to golang)
21:04 Anchakor hmmmm: I suggested MPL: http://c55.me/minetest2/wiki/doku.php?id=dev:license_change
21:04 RealBadAngel so what about me running second game (with technical twist) ?
21:05 RealBadAngel i wont yell at PA and would expect the same from him ;)
21:06 RealBadAngel we are thinkin in totally different manners, so the games will be different
21:07 RealBadAngel you all know that some of us are older
21:07 kahrl RealBadAngel: why does it have to be under github.com/minetest/?
21:07 celeron55_ RealBadAngel: there's the issue there that modders will hate you for making stuff that makes it impossible to make some mods compatible with both it and minetest_game
21:08 celeron55_ but i guess haters can hate
21:08 RealBadAngel ofc they will
21:08 RealBadAngel its their job to do so
21:08 RealBadAngel but look at the current state
21:09 RealBadAngel im the developer with ideas i would like to force
21:09 RealBadAngel but PA says no
21:09 proller joined #minetest-dev
21:09 RealBadAngel gimme just another room
21:09 RealBadAngel you know im skilled enough
21:10 celeron55_ i don't see any reason for it to be under minetest
21:10 RealBadAngel i can give you some
21:10 RealBadAngel redstone - mesecons
21:10 RealBadAngel enough?
21:10 celeron55_ wtf?
21:11 RealBadAngel core of minecraft success
21:11 kahrl people will ask why it is under minetest and some already popular games like minitest and realtest not
21:11 celeron55_ the only reason to put things under github.com/minetest is if they are intended to be developed by the core team
21:12 celeron55_ if not, then there is no reason to and they won't be
21:12 RealBadAngel im a dev, but cant push to mintetest_game
21:13 RealBadAngel im representing older part of the community
21:13 RealBadAngel im 40 yrs old
21:13 Anchakor ageism!
21:13 RealBadAngel i like other things than most of you
21:14 RealBadAngel lol, just the truth
21:14 RealBadAngel thats why we have those stupid argues from time to time
21:15 RealBadAngel vanessa, mauvebic, me, and some others who left alredy
21:15 RealBadAngel we need our space
21:15 kahrl I don't think there would be no arguments if we only allowed people of age 25 to talk on IRC ;)
21:15 RealBadAngel hahaha
21:15 RealBadAngel :P
21:16 iqualfragile actualy i think that an agelimit at about 14 would be a good idea
21:16 hmmmm [05:15 PM] <kahrl> I don't think there would be no arguments if we only allowed people of age 25 to talk on IRC ;)
21:16 hmmmm there wouldn't be much talking at all - what is the probability that there are two people exactly 25 years old on the same irc channel at the same time?
21:16 kahrl good point :)
21:16 RealBadAngel i cant see leaving messages
21:17 RealBadAngel all 25's here?
21:17 hmmmm i'm 21
21:18 RealBadAngel so, again, whats wrong in TWO different games...
21:18 * kahrl is of the wrong age but will continue to talk until hit by the banhammer
21:20 RealBadAngel also run by TWO different groups of ppl
21:20 RealBadAngel i mention it because last attempt was run by the very same person
21:20 kahrl seeing as PilzAdam is pretty much the only one committing to minetest_game right now
21:20 RealBadAngel why?
21:20 kahrl I don't think there would be much interest in running a second game by the other devs
21:21 RealBadAngel because we all know our commits will be rejected
21:21 RealBadAngel simple fuckin flower is the evidence
21:21 kahrl so I'd guess you'd be the only one who commits so you can put the repository under your own github account as well
21:22 RealBadAngel no
21:22 RealBadAngel youre completely wrong
21:22 RealBadAngel there are lots of ppl that would like to commit
21:22 RealBadAngel but they know it makes no sense
21:22 celeron55_ so are those people in this list? https://github.com/minetest?tab=members
21:23 RealBadAngel many of them left already
21:23 celeron55_ what's your point then?
21:23 celeron55_ you can cry all you want, but it won't make any difference
21:23 kahrl you can give other people push access to your github repos as well
21:24 RealBadAngel i could
21:24 RealBadAngel but thats not the point
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21:25 RealBadAngel celeron55_,  you would call VanessaE an outsider? mauvebic? cornernote?
21:25 Anchakor what is wrong with running your own repo?
21:25 celeron55_ no? what the fuck man?
21:26 Kray wtf :D
21:26 RealBadAngel i just named folks of the similar age
21:26 Kray all developers having push access to the same repo pretty badly cripples the idea of git
21:26 hmmmm mauvebic is old?
21:26 RealBadAngel and notice we all have different ideas than 20's
21:27 RealBadAngel dont call us old :P
21:27 RealBadAngel middle age :P
21:28 RealBadAngel i just want a space for us
21:28 RealBadAngel not somwhere outside
21:29 celeron55_ hint: you can make organizations on github by yourself too
21:29 proller joined #minetest-dev
21:29 RealBadAngel it is not funny at all celeron
21:30 celeron55_ if you want to have a clear team to work on your game, that's an obvious solution
21:30 RealBadAngel we all are workin on the very same game
21:30 celeron55_ also, i'm not trying to be funny at all
21:30 hmmmm i think yall are taking this way too seriously
21:30 RealBadAngel im trying to find a solution for us all
21:31 hmmmm i haven't really been listening closely, but the problem is that you want to have your own minetest game?
21:31 hmmmm and you want it to be an official one
21:31 RealBadAngel you think its funny to code something and knew in advance that PA will reject it?
21:31 hmmmm hmmmm
21:32 hmmmm PA has his own ideas of how minetest_game ought to be, i'll admit
21:32 RealBadAngel and it is not only my opinion
21:32 hmmmm some of the changes are things that i wouldn't do myself
21:32 Anchakor you want your own MT game, but still be distributed with MT and in its git repo?
21:32 RealBadAngel many folks left the community because of him and his attitude
21:32 celeron55_ minetest's git repo has nothing to with distributing minetest
21:32 hmmmm that is true
21:33 RealBadAngel engine is the engine
21:33 RealBadAngel i say allow multiple official games
21:33 jin_xi idk, but i find the whole idea of a 'default game' quite unnecessary. it obviously leads to much discussion, friction and frustration
21:33 celeron55_ if somebody didn't notice, this turned into some ridiculous drama just after there was a solution to everything, once RBA somehow forgot it
21:33 celeron55_ jin_xi: i do see it, yes
21:34 hmmmm most of this has to do with the idea that the engine is necessarily paired to some certain game by default (well, that game is actually minimal, but whatever)
21:34 iqualfragile jin_xi: a default game is important to have for new players
21:34 celeron55_ jin_xi: but we have no solid means of distributing games for the engine without putting them in by default, so this is really an issue
21:34 iqualfragile as a starting point
21:34 RealBadAngel celeron55_, i havent forgot anythin
21:35 hmmmm if we went with my idea of advertising minetest as its own game and then saying "oh, yeah, you play this using the minetest voxel engine, which you can get here" that might help
21:35 RealBadAngel even game was splitted into parts before
21:35 celeron55_ so how about focusing all efforts on making the engine able to pull games from some central repo (for newbies) and just simply not distribute it ever anymore with any preinstalled game?
21:35 jin_xi i think stuff like minitest and such should be promoted and only have something like 'made with minetest' links on their sites.
21:35 iqualfragile about the direction of minetest_game: i have allready said that but what about publishing an document which clearly states which aims minetest_games wants to reach
21:35 kahrl not the renaming discussion again :)
21:35 kahrl it went nowhere
21:35 hmmmm celeron, yeah, that's something that most people would like
21:35 RealBadAngel there was only one person who decided what can be merged
21:35 iqualfragile i think that would remove a lot of the friction
21:35 RealBadAngel and that was the problem
21:35 celeron55_ if not that way, then the other way is what jin_xi now said
21:35 celeron55_ the "minetest as library" way
21:36 hmmmm what if minetest_game had a different community as minetest
21:36 celeron55_ iqualfragile: who will do it? everyone knows it would help, but there is no authority on it
21:36 kahrl celeron55_: the repo thing sounds like a good goal for 0.4.8
21:36 iqualfragile says celeron55_…
21:36 RealBadAngel tip: rename it to pilzadams_game
21:36 hmmmm i do agree though, only one person with with their territory marked over minetest_game isn't very good
21:37 hmmmm we all have our own territory
21:37 celeron55_ iqualfragile: i don't have any idea what i want from it
21:37 iqualfragile it seems like PA has
21:37 iqualfragile what about forcing him to publish such an document
21:37 hmmmm like mine for example are the mapgens, biome manager, emerge manager, and what not
21:37 iqualfragile it would be a lot easier to discuss about it then
21:37 hmmmm but changes to it aren't mostly subjective and user visible
21:37 hmmmm that's where the problem is
21:37 celeron55_ PilzAdam: write down your plans of minetest_game for the next 2 years and publish it
21:38 RealBadAngel PilzAdam has taken minetest_game, and if somebody cant see it is either blind or stupid
21:38 hmmmm the actual problem is how people decide what becomes what in minetest_game
21:38 celeron55_ PilzAdam: how does that sound like? 8)
21:38 kahrl I wonder what my territory is
21:38 iqualfragile about the central repository for games: i could add that into mmdb quite easily
21:38 hmmmm i feel like a dog pissing on source files, haha :(
21:38 iqualfragile but i would rather wait and see how the modmanaging part works out
21:38 celeron55_ i see kahrl's mission as making minetest 0.4 actually happen somehow like it was originally planned as
21:38 hmmmm err, skunk rather
21:38 * RealBadAngel usually wanders in mapblock_mesh.cpp
21:38 iqualfragile celeron55_: PilzAdam is afk
21:39 hmmmm so there's what we do
21:39 Anchakor seems like a good idea to not have any official minetest game (except minimal) and distribute with like 5 most popular MT games
21:40 Anchakor reduces community friction
21:40 hmmmm either clearly define some democratic way of getting things in minetest_game, OR we add more separation between engine and game
21:40 celeron55_ Anchakor: that's what i am more and more leaning towards
21:40 iqualfragile i am clearly agains havin none or multiple default games
21:40 celeron55_ Anchakor: or alternatively distribute it with nothing and let the game/mod manager do it
21:40 iqualfragile as it will lead to a lot of confusion for newbs
21:40 RealBadAngel which is bad
21:40 hmmmm iqualfragile, it's better to have multiple rather than none
21:41 celeron55_ the only thing that is newbiew-friendly is "minetest as library"
21:41 celeron55_ but it's not very 0.4y
21:41 RealBadAngel a few maintained and official games are better
21:41 hmmmm or at least a "you don't have to read anything" kind of way to set it up if it comes with none
21:41 iqualfragile this is allways an issue in open-source projects: some people are unhappy with an decision and say: make it an option
21:41 Anchakor iqualfragile: it's kinda like the good old Half-Life mods, if there is a clear way how to launch one, there is no problem
21:41 iqualfragile and in the end there are 119919 options and nobody has any idea whats happening anymore
21:42 RealBadAngel notice you gonna get two solid (and opposite) maintainers
21:42 RealBadAngel me and Pa
21:42 Anchakor iqualfragile: you are using a strawman argument
21:42 iqualfragile i am?
21:42 kahrl iqualfragile: that's why I'm in favor of a clear, unconfusing screen that shows up when you first run the client and lets you choose a game to download
21:42 hmmmm we can put CURL to better use this way
21:42 iqualfragile i would rather distribute one game with minetest
21:43 iqualfragile one and only one
21:43 Anchakor why?
21:43 iqualfragile there should be a clear definition of that games goals
21:43 RealBadAngel sandbox
21:43 RealBadAngel we cant
21:43 iqualfragile and then people should have an easy to use and working mechanism of adding new gamemodes
21:43 celeron55_ iqualfragile: your thing can only happen if there is a leader with a clear plan
21:43 celeron55_ i am not willing to work as such for MT anymore
21:43 celeron55_ it's too painful
21:44 iqualfragile no need for a single leader
21:44 celeron55_ then you're responsible for figuring out how to do it
21:44 iqualfragile it would be enought if people would try communicating more
21:44 celeron55_ no it's not
21:44 RealBadAngel thats a price and valor of community project
21:44 celeron55_ people have so different goals it doesn't work
21:45 kahrl I would love to see the dungeon crawler game though :)
21:45 iqualfragile they do? im not shure about that, i just think that people are not communictating well and that increases the percived delta
21:45 Anchakor iqualfragile: you single game is minetest_minimal, happy? :)
21:45 RealBadAngel kahrl, why not?
21:45 celeron55_ iqualfragile: if you read the full discussion today, you can see it clearly between RBA and PilzAdam
21:45 jin_xi i thought about doing a nethack/mt mashup but have not yet implemented anything...
21:45 celeron55_ iqualfragile: their plans for the game are like 90 degrees apart
21:46 iqualfragile Anchakor: no, the single game needs to be playable, its for new players of minetest
21:46 RealBadAngel PA runs something similar to mc, i would like to run enhanced one, with technical twist
21:46 RealBadAngel you can go dungeons
21:46 iqualfragile stop
21:46 iqualfragile write that down into an easy accessible document, please
21:47 iqualfragile perhaps a wiki page
21:47 iqualfragile inclue wich subsystems you would want to add
21:47 iqualfragile i am shure that we will find some kind of acceptable solution
21:47 iqualfragile *sure
21:47 RealBadAngel in fact theres nothing to do
21:47 RealBadAngel just make new folder
21:48 RealBadAngel and make real differnt games with time
21:48 iqualfragile creating a folder and throwing in some mods is not how you make a gamemode
21:48 RealBadAngel time
21:48 Anchakor iqualfragile: I guess you are the naive kind of a guy who thinks people can always work together only if they tried harder to understand each other
21:48 sapier joined #minetest-dev
21:48 iqualfragile a gamemode needs to be more then just its mods, in my oppinion at least
21:49 RealBadAngel of course
21:49 RealBadAngel but time will effect with changes
21:49 RealBadAngel that one would accept and other reject
21:49 RealBadAngel sum of this will produce differnt game
21:50 Anchakor but you can't work together on going different directions... minetest engine allows many game modes, trying to be impartial to the game projects is good
21:50 iqualfragile well, then lets define some criteria for a good game
21:50 jin_xi huh. terminology is not helping us here. cant mod a non existing games... so we should call them components maybe... or plugins even lol. and dont get me started on gamemode, specially in the context of making them more different from each other
21:50 RealBadAngel we will need the same engine still
21:51 RealBadAngel but will differ in usage of it
21:51 kahrl sapier: I added some test cases for the new path functions (only tested in linux so far). Here's all my changes as a diff: https://gist.github.com/kahrl/5688237
21:51 iqualfragile sapier: whats the status of the modmanager?
21:51 RealBadAngel im using many parts of code wrote by PilzAdam
21:51 kahrl the diff also has the new isMinetestPath etc.
21:52 RealBadAngel shit we are all using Minetest :)
21:52 Anchakor iqualfragile: if at start you are preseted with 5 game mode choices in order of the community popularity vote, that gives new players a good idea what is the "main" MT game without it being set in stone and undemocratic
21:52 sapier << reading backlock .... lots of comments since I left
21:52 Anchakor presented*
21:52 sapier iqualfragile local mode is completed
21:52 jin_xi_ joined #minetest-dev
21:52 sapier download only has a button :-)
21:53 iqualfragile when do you estimate that part will be finished?
21:53 celeron55_ i really would want to put good game mode developers at the front line of development, everything else just following their demands
21:54 proller joined #minetest-dev
21:54 celeron55_ if anyone can adjust their work to work like that, please do
21:54 celeron55_ it'll please everyone in the long run
21:54 RealBadAngel we can get our niches, sure
21:55 kahrl sapier: in case it got obscured by the thousands of comments it got decided to make a feature freeze and release 0.4.7 after this weekend
21:55 celeron55_ the problem is, who is good; nobody here really has any merits
21:55 celeron55_ someone like the dwarves developer could be counted as such
21:55 sapier Jordach NOT EVERYONE will be happy with simplemobs ... imho their stupid and buggy ;-P
21:57 RealBadAngel celeron55_, what i proposed was not a total anarchy in creating many default games. but propably two of them to let OLDER CODERS to code
21:57 kahrl so yeah I guess I'll go through the pull requests and check those that claim to be bugfixes
21:57 celeron55_ RealBadAngel: stop that already; nobody is interested
21:57 kahrl also the bug reports
21:58 RealBadAngel nobody is interested?
21:58 proller PilzAdam, who dislike finite_liquid except you?
21:58 iqualfragile kahrl: good idea
21:58 kahrl https://github.com/minetest/minetest/pull/237
21:58 celeron55_ proller: people dislike it because it doesn't work too well and noobs enable it without knowing
21:58 iqualfragile i would apreciate it if devs would care more about the pull requests
21:59 kahrl #237 seems badly implemented according to PA's comment so I will leave it
21:59 iqualfragile proller: i dislike finite liquids, it does not work for me
22:00 kahrl also needs a huge rebase probably
22:00 kahrl https://github.com/minetest/minetest/pull/296 bug fix for huge map and add-on of -xmin -xmax -zmin -zmax param (block unit (x 16 cubes))
22:00 RealBadAngel well, if nobody is interested then :P
22:01 iqualfragile kahrl: https://github.com/cyisfor/minetest/commit/45afcec615c35e2bacf3abc7457c791281d9342b#L0R1281
22:01 sapier I guess yesterday silent day is completely fixed now :-)
22:01 proller iqualfragile, does not work what?
22:01 sapier thx kahrl I found it :-)
22:01 iqualfragile on my computer
22:02 sapier proller I don't dislike finite liquid but I think it's far from finished too
22:03 sapier kahrl so formspec mainmenu is for 0.4.8? I guess this gives oportunity to integrate moddb too?
22:03 kahrl iqualfragile: well I haven't seen the bug it claims to fix, the pause menu does not consume more CPU time than the normal game
22:04 kahrl sapier: yep
22:04 iqualfragile kahrl: its just formulated badly
22:04 sapier still I'd prefere integration as soon as possible once 0.4.7 is released to find the bugs ... I guess scriptapi separation will have some errors after 0.4.7 release due to it's late merge
22:04 iqualfragile it would just be smarter to reduce the fps when you are looking at an menue anyways
22:05 sapier did I just miss result of release strategy or wasn't there any ?
22:05 RealBadAngel it will stay the same
22:05 kahrl iqualfragile: guess it makes sense on old hardware though just calling device->sleep(const) isn't the way to do it
22:06 RealBadAngel what pa likes or not
22:06 kahrl anyway this is not a critical fix so I'll leave for after 0.4.7
22:06 RealBadAngel with c55 hidin behind pa's back
22:07 sapier https://github.com/minetest/minetest/pull/741 needs to be merged for 0.4.7
22:08 kahrl sapier: it does
22:08 iqualfragile kahrl: https://github.com/minetest/minetest/pull/744 would be nice to have
22:08 kahrl iqualfragile: that's a feature; it's feature freeze now
22:08 sapier https://github.com/minetest/minetest/pull/739 this one too
22:08 iqualfragile i would rather consider the spawining buggy
22:08 sapier https://github.com/minetest/minetest/pull/740  i guess this one wouldn't be bad too
22:09 celeron55_ stuff can be merged only if they fix critical bugs or fix bugs caused by recent changes
22:09 kahrl did you check the code of #739 and #740 if they are correct?
22:10 iqualfragile it stops people from spawning midair, so its a bugfix :p
22:10 kahrl iqualfragile: has a good chance of introducing new bugs so it'll have to wait in my opinion
22:10 sapier celeron those commits fix scriptapi separation bugs (except last one) that one fixes a generic bug
22:10 iqualfragile well, ok
22:11 sapier I need to reboot my mouse got frozen ... I hate this bug
22:12 kahrl back to going through them back to front
22:13 kahrl https://github.com/minetest/minetest/pull/296 not caused by anything recent
22:13 sapier joined #minetest-dev
22:14 kahrl https://github.com/minetest/minetest/pull/324 same, also looks controversial
22:14 sapier did anyone notice the #pull links in irclog is still pointing to https://github.com/celeron55/minetest/issues
22:14 RealBadAngel there was a pull to remove registered craft recipes
22:15 RealBadAngel imho very needed one
22:15 sapier tba this is a feature addon I don't think this should be added after feature freeze
22:15 sapier -t+r
22:15 kahrl https://github.com/minetest/minetest/pull/409 Fix glitch ladders -- not sure what this does exactly but sounds non critical
22:16 celeron55_ it's also somewhat controversial
22:17 sapier kahrl #740 fixes issues where minetest would crash if those cases happened atm
22:17 sapier #739 fixes a bug I added when adding lua function traces
22:18 kahrl https://github.com/minetest/minetest/pull/426 this seems to change the liquid update code a lot so probably not suitable for a feature freeze
22:18 sapier but I didn't test that code still it's small and looks correct
22:18 smoke_fumus joined #minetest-dev
22:18 RealBadAngel anyways, celeron55_ im goin to start separate game project, whenever you like it or not. im too old for youngster to dictate what i can do. i will publish links for the project and let community decide.
22:19 emptty joined #minetest-dev
22:19 RealBadAngel i think it ends the discussion
22:19 kahrl RealBadAngel, that's what he suggested from the beginning 8)
22:19 RealBadAngel so done
22:19 kahrl sapier: I'll test #739-#741 and merge them if they seem ok
22:20 sapier I'd be sad about you leaving community rba
22:20 kahrl after I go through these other pulls
22:20 kahrl sapier, I didn't understand that comment as leaving the community?
22:20 sapier no?
22:21 sapier ok so I wont be sad
22:21 sapier :-)
22:21 kahrl just building an additional gamemode
22:21 sapier too many ppl left due to stupid issues the last year
22:22 ShadowNinja Feature freeze now? How long? /topic?
22:22 kahrl https://github.com/minetest/minetest/pull/439 needs a rebase
22:22 RealBadAngel kahrl, but that wasnt the real point, i just showed with this once again that we cannot push anything into minetest_game
22:22 sapier until 0.4.7 release shadowninja
22:22 kahrl ShadowNinja: 48 hours
22:22 RealBadAngel sadly i was right
22:23 RealBadAngel but shit, there are many folders in the world
22:23 sapier yes RBA I guess we need improved support for multiple gamemodes
22:23 ShadowNinja Hmmm, sounds too short...
22:23 kahrl ShadowNinja: as hmmmm said there were 5 days without any activity
22:24 sapier there even was a day without comments in minetest-dev ;-)
22:24 kahrl if a really critical bug is found the duration can be extended
22:25 sapier any volonteers for maintaining a stable branch adding critical fixes 2 weeks after release?
22:26 kahrl sapier: it'd be easier to just make another release
22:26 sapier but usually we don't do that ;-) have a look at 0.4.6 there are some critical bugs in
22:27 kahrl yeah that was bad
22:27 sapier but it's only a suggestion
22:28 sapier e.g. releasing 0.4.7 and about two weeks later 0.4.7.1 containing only bugfixes for critical problems missed
22:28 celeron55_ nobody should have any need to think like sapier now said
22:28 celeron55_ a release should always be made if bad bugs are fixed
22:28 celeron55_ and no, that's fucking horrible
22:29 celeron55_ there are already three version levels, the last one is "patch" level which is the one that can be arbitrarily incremented
22:29 sapier I totaly agree with you celeron that it should be ... but most time it isn't
22:29 celeron55_ well then make it not be
22:29 celeron55_ i mean, be
22:30 sapier I don't see how we can do this without having ppl test our versions ... maybe by releasing a 0.4.7 rc1 about a week prior release?
22:30 celeron55_ just release 0.4.8 immediately after if 0.4.7 turns out to be crap
22:30 celeron55_ it's not like we'd run out of integers...
22:30 RealBadAngel most stable code turns out to be unstable when goes public
22:31 sapier my experience is that doesn't happen but maybe I'll be prooven wrong in future ;-)
22:31 RealBadAngel abusers are able to do things simple coders cannot imagine ;)
22:31 celeron55_ sapier: say that to those who released 0.4.6
22:31 Topic for #minetest-dev is now >>> FREEZE until June 2 23:59 UTC (0.4.7) <<< Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
22:32 sapier I assumed those ppl are in here :-)
22:36 kahrl most of the other pull requests are enhancements...
22:36 kahrl next fix: https://github.com/minetest/minetest/pull/670
22:37 kahrl "Fix build on big endian architectures" did anyone test this / look at it?
22:38 kahrl they didn't provide the link celeron asked for :|
22:41 celeron55_ it's stupid because experienced programmers don't care to explain their doings, and noobs don't know what they're doing so they can't explain it, and in the end both look the same
22:42 kahrl I think a better solution would be to use TestBigEndian.cmake in order to not rely on compiler specific things
22:42 sapier 670 only changes #if to #ifdef
22:44 kahrl oh and they change irrUString.h which should ideally be left untouched
22:44 kahrl in case somebody wants to update that file from upstream in the future
22:46 kahrl hmm apparently TestBigEndian.cmake does not handle cross compilation
22:52 kahrl putting #670 on hold for now
22:53 kahrl https://github.com/minetest/minetest/pull/706 HUD Bugfix -- is actually an enhancement
22:56 kahrl https://github.com/minetest/minetest/pull/730 modified print format codes to use platform specific 64-bit codes (mingw)
22:57 kahrl should probably be done but are inttypes.h and the PRIu64 etc. macros available on all supported platforms?
22:58 sapier afaik inttypes.h is standard ... but not sure if all of it's content is standard too
22:59 kahrl perhaps the places that use %llu should use ostringstream instead of sprintf
23:00 sweetbomber joined #minetest-dev
23:11 PilzAdam kahrl, re: fix glitch ladders: last time I mentioned it here people said they want it to stay, although I prefer to fix it
23:12 PilzAdam I cant remember who "people" are, though
23:12 PilzAdam IIRC Jordach
23:18 kahrl it's a controversial thing in any case
23:19 kahrl not suitably for merge during a feature freeze
23:19 kahrl suitable*
23:19 PilzAdam btw: whoever will bump the version, do not forget to update lua-api.txt too
23:20 PilzAdam and maybe update the link at the top of it too
23:23 kahrl any objections? https://gist.github.com/kahrl/5688612
23:24 kahrl this fixes #730 without relying on the existence of certain macros in inttypes.h
23:24 kahrl which might be fine to rely on but I'm not sure
23:25 kahrl hold on this is missing a percent
23:26 sapier std::ios_base::binary? why? (I don't know if it's right or wrong i just don't understand it)
23:26 PilzAdam I really dont know much about strings in c++, but when I look at this then I dont want to learn it :-)
23:27 kahrl sapier: it's used almost everywhere that ostringstream is used and doesn't really hurt
23:27 sapier then this is a wrong conlusion pilzadam strings in c++ are quite powerfull so it's usage is a little bit more difficult than char* ;-)
23:27 kahrl makes the output of the stringstream more predictable in any case
23:28 Exio sapier: it is called "i already know brainfuck, i don't want to learn whitespace"
23:28 PilzAdam sapier, Im used to the java.lang.String class
23:29 sapier I guess it's somehow similar but I don't use java regularly
23:29 Exio lol PilzAdam
23:30 kahrl with the missing percent sign: https://gist.github.com/kahrl/5688630
23:31 PilzAdam its good as long as it works and you dont change the ouput
23:32 PilzAdam does this "std::setprecision()" have any effect outside of the string?
23:32 kahrl only if you append to the same ostringstream afterwards
23:33 kahrl which doesn't happen (the scope is closed a few lines below)
23:33 kahrl I changed a tiny thing in the output
23:33 kahrl "drawtime=" is now "drawtime = "
23:33 kahrl for symmetry with the other variables
23:42 kahrl sapier: are you OK with https://github.com/minetest/minetest/pull/742 being merged into upstream?
23:43 kahrl it will cause rebase conflicts with next_gen_main_menu but they will be easy to fix
23:43 sapier yes add it I'll fix the conflicts
23:44 kahrl ok anyone else any objections (also to https://gist.github.com/kahrl/5688630)
23:45 hmmmm huh?  what's the point of that last one
23:45 Exio fixing warnings
23:45 hmmmm ah
23:46 kahrl hmmmm: mingw's (sn)printf doesn't support %llu
23:46 hmmmm that's a real shame
23:46 kahrl needs annoying compatibility macros instead which I'm not sure exist everywhere
23:46 hmmmm they are standard for POSIX systems
23:46 kahrl mingw needs %I64u
23:49 kahrl I'll merge the gist then and then #742 and then I'll look at #739-#741
23:55 Exio why is #562 won't fix?
23:57 sapier at least scriptapi separation added some changes to mutexes
23:58 Exio kk
23:58 sapier so system wide most likely would break build
23:58 sapier i didin't even know about that issue until now

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