Time |
Nick |
Message |
00:23 |
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00:49 |
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00:55 |
hmmmmm |
anyway i should probably show you guys this https://github.com/kwolekr/minetest/commit/11ebe50f3d63cfac3b419ff8eb94e4b5b4415a06 |
00:56 |
hmmmmm |
ahk.. i just modified minetest.conf.example btw |
00:58 |
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01:13 |
hmmmmmm |
and also this https://github.com/kwolekr/minetest/commit/6352ac6c4a6f3f7dc338752a962c9931535deedb |
01:19 |
hmmmmmm |
so in summary there's a new mapgen flag, nolight, which completely disables lighting calculations |
01:20 |
hmmmmmm |
regular players wouldn't probably want to set this ever, it's intended for mods that add their own mapgen |
01:21 |
hmmmmmm |
mapgen parameters such as mgname, seed, water_level, and flags can be set through a new minetest.set_mapgen_params function; i specifically left out chunksize because the results of letting a mod touch that would be.... devastating |
01:22 |
hmmmmmm |
thing is, because of the way everything works, set_mapgen_params can *only* be used within an on_mapgen_init callback |
01:23 |
hmmmmmm |
so let's say a mod wants to take over the mapgen completely; what it'd do is: minetest.register_on_mapgen_init(function(mgparams) minetest.set_mapgen_params({mgname="singlenode, flags="nolight", flagmask="nolight"})) |
01:24 |
hmmmmmm |
likewise, you can disable/forcibly enable trees, caves, dungeons, jungles. or any variation this way |
01:46 |
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01:56 |
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02:03 |
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02:26 |
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02:27 |
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02:31 |
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02:31 |
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02:46 |
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02:55 |
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03:11 |
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03:12 |
sweetbomber |
hmmmmmm: have you implemented the biome-map? |
03:13 |
hmmmmmm |
currently, only mapgen v7 implements it |
03:14 |
hmmmmmm |
i don't think it's currently very useful with biome ids alone, unless you're the only mod to register biomes |
03:15 |
hmmmmmm |
(then you'd be able to keep track of what id is for what, based on what order you registered them in) |
03:16 |
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03:18 |
sweetbomber |
v7 has a biome map? |
03:18 |
sweetbomber |
let me check the last version |
03:18 |
sweetbomber |
the last time i checked, it only used calcBiome and did no storage |
03:22 |
sweetbomber |
i just asked because once you said you may implement such map |
03:22 |
sweetbomber |
*getBiome |
03:22 |
hmmmmmm |
if i said that i must've meant biome lookup table |
03:22 |
hmmmmmm |
or biome cache |
03:23 |
sweetbomber |
ok, i guess i found it |
03:25 |
sweetbomber |
ok,nice |
03:26 |
sweetbomber |
maybe ill add a function getBiomeId(std::string name) |
03:26 |
hmmmmmm |
um |
03:26 |
hmmmmmm |
BiomeDefManager::getBiomeIdByName() |
03:30 |
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03:33 |
sweetbomber |
what do you think? |
03:34 |
hmmmmmm |
about what? |
03:34 |
sweetbomber |
sorry, i lost my connection. only saw your answer now in the log |
03:34 |
sweetbomber |
that function already exists? |
03:34 |
sweetbomber |
or you were just suggesting the name for it? |
03:36 |
sweetbomber |
ok, it does not exist...i was afraid it missed my eye |
03:36 |
sweetbomber |
ill implement it then |
03:36 |
hmmmmmm |
erm |
03:36 |
hmmmmmm |
it'd have to be a lua api, i already have plans for it |
03:37 |
hmmmmmm |
actually no, it can be entirely done in lua, so it ought to be put there instead |
03:37 |
sweetbomber |
why implement it entirely in lua? |
03:38 |
hmmmmmm |
because if it can be done completely in lua and there's no downside to this, it should |
03:38 |
hmmmmmm |
no need for yet another api in the core |
03:39 |
sweetbomber |
hmm..it looks strange. it seems to me it is a function belonging to the biomedefmanager. the biome ID is an abstraction private to biomedefmanager |
03:40 |
sweetbomber |
so its also biomedef manager that should return the name, given an element of the biomemap vector |
03:41 |
sweetbomber |
(which the user does not need to know what that element contains, if it is an ID or something else that biomedefmanager uses to distinguish biomes internally)) |
03:42 |
sweetbomber |
this from a modularity perspective, oc |
03:43 |
hmmmmmm |
perhaps i did make a tiny mistake by not dealing with only biome ids in the core api |
03:44 |
hmmmmmm |
but the functions as a whole would still need to be put in the core to do what it's supposed to |
03:45 |
hmmmmmm |
actually not even... i should've made a global table that contains all of the biome definitions, then on mapgen initialization after the registration phase, get that table and parse everything all at the same time |
03:46 |
sweetbomber |
i think that a global table looks very ugly... |
03:46 |
sweetbomber |
a biome manager is the best option, i think |
03:46 |
sweetbomber |
*the |
03:46 |
sweetbomber |
*the biome manager |
03:46 |
sweetbomber |
it provides abstraction |
03:46 |
hmmmmmm |
this would still use the biome manager, it's just that there'd be no lua -> C++ calls necessary to register biomes |
03:47 |
kahrl |
ABMs use the table approach so there's some precedent for that |
03:47 |
sweetbomber |
what is the problem with those calls? |
03:47 |
hmmmmmm |
i think a leaner API is better |
03:49 |
kaeza |
it's easier to define a table in Lua, and get the fields from C++ when required than creating structures in C++ and passing them back to Lua when required |
03:49 |
kaeza |
I believe that's one of the things why ABMs and registered nodes are stored in Lua |
03:50 |
hmmmmmm |
right, so i should correct that mistake partially and have a wrapper for register_biome that inserts the biomes into the table, and then a lookup on biome information would involve lua only |
03:50 |
kahrl |
nodes use a hybrid approach |
03:50 |
sweetbomber |
the thing is that having biome tables in biomedefs is much faster than accesing lua fields |
03:50 |
kahrl |
classic register_item_raw for most fields but the lua table for callbacks |
03:50 |
hmmmmmm |
let's face it, we don't need dedicated api to do something so dour |
03:51 |
sweetbomber |
what api? |
03:51 |
hmmmmmm |
sweetbomber, you sure? iterating through a bunch of tables is a lot faster than having to parse each table after a Lua -> C++ -> Lua transition |
03:52 |
sweetbomber |
wait a sec, what are we talking about? |
03:52 |
hmmmmmm |
not that it's relevant anyway, since speed is non-critical at server creation time... |
03:52 |
sweetbomber |
what im talking about: adding a function called getBiomeIdByName in biomedefManager for use *solely* within core |
03:53 |
hmmmmmm |
but we already have that |
03:54 |
kahrl |
wouldn't it in fact be possible to delete that function? |
03:54 |
sweetbomber |
let-me check the repo, i dont have it on biomes.* |
03:54 |
sweetbomber |
was it added recently? |
03:54 |
hmmmmmm |
recently, i think a month ago |
03:54 |
hmmmmmm |
i needed it for the decorations |
03:55 |
hmmmmmm |
kahrl, i suppose so.. but you can also delete other lua-only api. if you want to mess things up in the api, it's really easy to do |
03:57 |
sweetbomber |
-.- lol, you added it 11 days ago |
03:57 |
hmmmmmm |
seems like a month |
03:57 |
hmmmmmm |
i've been losing track of time |
03:58 |
sweetbomber |
so, before we were all talking about different things, right? lol |
03:58 |
hmmmmmm |
i suppose so |
03:58 |
kahrl |
hmmmmmm: I meant getBiomeIdByName but it looks like it's still needed |
03:58 |
hmmmmmm |
i was talking about getting the biome information from ID in lua |
03:58 |
sweetbomber |
kahrl: i think that fnction makes sense, even if noone uses it |
03:59 |
sweetbomber |
and as it seems, hmmmmmm is already using it, i suppose |
03:59 |
hmmmmmm |
yeah, see, it may have been different in the past, but we only add functions if we need them... |
03:59 |
sweetbomber |
and im needing it too |
03:59 |
hmmmmmm |
just adding things to make a "complete" abstraction is kind of useless |
03:59 |
hmmmmmm |
this way we don't have 50000 variants of the same getter/setter methods |
04:00 |
hmmmmmm |
it's good to focus on the goal, not just making pretty Java-like code |
04:00 |
sweetbomber |
the thing is: deleting things that complete the abstraction, just because they are not used now is different from that |
04:00 |
sweetbomber |
by deleting, i mean code that is already done |
04:00 |
hmmmmmm |
i haven't ever *removed* any functions |
04:01 |
sweetbomber |
i was talking about kahrl's suggestion: "wouldn't it in fact be possible to delete that function?" |
04:02 |
kahrl |
the function would still exist in the git history so it wouldn't really be lost |
04:02 |
sweetbomber |
good point |
04:03 |
sweetbomber |
anyway, if tht function was deleted what was the alternative? |
04:03 |
sweetbomber |
as long there is an alternative to know what is in biomemap given the name, there is no problem |
04:04 |
sweetbomber |
and as long as we dont need to use the name everytime an element in biomemap is to be inspected, as string operations are damn slow... |
04:05 |
hmmmmmm |
yup, string operations are typically avoided. in the past, the people who worked on minetest felt that things were fast enough with all the extraneous string operations and as a result, the code as a whole is slower than it ought to be, but we can't fix it because the slowness is engrained into everything |
04:05 |
kahrl |
"are typically"? tell that to g_settings :P |
04:06 |
hmmmmmm |
i mean nowadays |
04:06 |
hmmmmmm |
i'd love nothing more than to give settings an overhaul, use a fast hashtable, make things lockless, and precache the value based on type instead of parsing everything each and every time |
04:07 |
hmmmmmm |
then go through every single instance and remove it from loops or other places where it really doesn't *have* to be |
04:07 |
kahrl |
it would be cool if C++ had something similar to ruby's symbol data type |
04:08 |
kahrl |
semantically they are like strings but internally (for comparisons etc.) they are integers |
04:08 |
kahrl |
without having to explicitly declare an enum and conversion functions |
04:08 |
hmmmmmm |
kinda surprised that ruby has types |
04:09 |
kahrl |
well, classes |
04:09 |
kahrl |
any instance can have additional (singleton) methods |
04:09 |
sweetbomber |
well, ruby is another level |
04:10 |
sweetbomber |
the "objectization" is far from what is possible in c++ |
04:11 |
sweetbomber |
very nice language, indeed |
04:11 |
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04:11 |
kahrl |
though since everything is dynamic method lookups are damn slow |
04:11 |
kahrl |
might have improved since I last used it |
04:11 |
sweetbomber |
its still slow |
04:12 |
sweetbomber |
but is very used in the industry, for what i know |
04:12 |
hmmmmmm |
what, Ruby? |
04:12 |
hmmmmmm |
not for anything important i'd assume |
04:12 |
sweetbomber |
yes |
04:12 |
sweetbomber |
it depends on what you consider important |
04:12 |
hmmmmmm |
cpu intensive websites would probably use servlets or cgi |
04:12 |
sweetbomber |
if you are refering to performance tasks, oc no |
04:12 |
sweetbomber |
but for testing and other things |
04:13 |
sweetbomber |
equaly important as designing software |
04:13 |
sweetbomber |
it is actively used |
04:13 |
sweetbomber |
alongside cucumber, i guess |
04:13 |
hmmmmmm |
cucumber? |
04:13 |
hmmmmmm |
ah |
04:14 |
hmmmmmm |
software keeps getting crazier and crazier names |
04:14 |
sweetbomber |
lol |
04:14 |
sweetbomber |
know what lua means? |
04:14 |
hmmmmmm |
moon? |
04:14 |
sweetbomber |
yup |
04:14 |
sweetbomber |
it always looks strange when its your language |
04:14 |
hmmmmmm |
heh, true |
04:14 |
sweetbomber |
for you its just a name |
04:14 |
kaeza |
well, Lua at least makes sense :) |
04:15 |
sweetbomber |
for orbiting around the core? |
04:15 |
hmmmmmm |
that's pretty clever |
04:15 |
kaeza |
it's a "satellite" (or "extension") to your host |
04:15 |
hmmmmmm |
it wasn't intended to be a scripting language when it was named, though, i don't think |
04:15 |
sweetbomber |
well, maybe with cucumber, testing becomes a real salad |
04:16 |
sweetbomber |
idk |
04:16 |
kaeza |
lol |
04:16 |
sweetbomber |
more than it already is |
04:18 |
sweetbomber |
well, im going |
04:18 |
sweetbomber |
good night |
04:52 |
kahrl |
ummmmm |
04:52 |
kahrl |
how did unescape_string ever work? (util/string.h) |
04:53 |
hmmmmmm |
it removes all \ from strings |
04:53 |
kahrl |
i <= |
04:54 |
hmmmmmm |
the entire string escaping is a big hack though |
04:54 |
hmmmmmm |
formspec specifiers should've probably been designed better from the start |
04:54 |
hmmmmmm |
ah, that comparison added an extra null |
04:56 |
kahrl |
ah guiFormSpecMenu always calls c_str immediately after unescape_string |
04:57 |
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04:58 |
hmmmmmm |
i think i know how that bug got there.. this one guy wanted to allow certain characters in formspecs, and he wrote code to do it but it was *really* horrendous |
04:59 |
hmmmmmm |
i had to rewrite practically everything and i guess one of the things i missed was the string length |
04:59 |
hmmmmmm |
that loop condition rather |
05:27 |
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05:52 |
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05:53 |
realbadangel |
hi there |
06:50 |
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07:18 |
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08:23 |
celeron55 |
hmmmm: lua *was* intended to be a scripting language when it was named; also, for example github uses ruby 8) |
08:30 |
celeron55 |
here's the "Evolution of Lua" paper written by the creators of Lua: http://www.lua.org/doc/hopl.pdf |
08:30 |
celeron55 |
it's quite interesting |
08:33 |
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08:34 |
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08:40 |
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08:43 |
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08:50 |
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08:50 |
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09:27 |
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09:39 |
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09:57 |
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10:04 |
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10:05 |
celeron55 |
i think it's odd to put "official" documentation and stuff in Feature Discussion because they get flooded by 100 other things that are basically feature requests |
10:08 |
celeron55 |
i would suggest to post things like this http://forum.minetest.net/viewtopic.php?id=6396 to the more specific topic section, this one going to Modding General |
10:10 |
kaeza |
wouldn't it be better in News? |
10:10 |
celeron55 |
i'll leave it up to hmmmm to request moving it; it really depends on the intentions of the OP |
10:10 |
kaeza |
parhaps not... |
10:12 |
celeron55 |
what would be the purpose of a hypothetical new section that could contain this? |
10:12 |
celeron55 |
it's really hard to even think of that |
10:14 |
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10:16 |
celeron55 |
i think i'm sticking to my original suggestion |
10:17 |
celeron55 |
what about adding a topic in News called "0.4.7 -> 0.4.8" (and similar in between each release) where such things could be posted? |
10:17 |
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10:17 |
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10:17 |
celeron55 |
it's not really good either |
10:18 |
celeron55 |
i guess there's not really any better alternatives for this, i'm fine with how it's now |
11:02 |
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11:37 |
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11:46 |
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12:09 |
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12:18 |
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12:18 |
whirm |
hi all |
12:18 |
whirm |
http://paste.debian.net/13119/ <- I'm getting this when loading my world in single player with a current master's build |
12:21 |
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12:27 |
whirm |
nm, I'm getting help @ #minetest (corrupt files, not likely minetest's fault) |
12:30 |
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12:31 |
kahrl |
actually it is |
12:32 |
kahrl |
the way it saves these files is not exactly the best way |
12:34 |
kahrl |
to put it diplomatically |
12:34 |
whirm |
heh |
12:34 |
whirm |
is it writing directly to them instead of write->rename |
12:34 |
whirm |
? |
12:34 |
kahrl |
yep |
12:35 |
kahrl |
and writing all the player files all the time, even if they didn't change |
12:37 |
whirm |
:/ |
12:39 |
Exio |
does anyone know where is the VoxelArea lua-interface? :P |
12:45 |
proller |
hmmm* |
12:45 |
Exio |
hehe |
12:51 |
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12:57 |
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13:06 |
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13:08 |
celeron55 |
i have too much donation money |
13:08 |
celeron55 |
i'll pay $20 to someone who fixes the player file saving! |
13:10 |
celeron55 |
(it really is in everyone's interests and nobody appears to have any motivation in doing it otherwise) |
13:11 |
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13:30 |
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13:44 |
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13:45 |
sfan5 |
celeron55: just curious, how many donation money do you have? |
13:46 |
celeron55 |
roughly 200 donation monies, some of which i'm of course keeping for upcoming hosting costs |
13:46 |
sfan5 |
*much |
13:46 |
sfan5 |
ah, ok |
13:47 |
celeron55 |
but really, overally i get more than i spend, and i occasionally try to come up with other stuff that is in the common interests of the community |
13:49 |
PilzAdam |
celeron55, too hacky? https://gist.github.com/PilzAdam/5884807 |
13:50 |
celeron55 |
also, donations are public information since this year, updated on this page: http://www.minetest.net/support |
13:50 |
celeron55 |
or, really, not individual donations but rather the budget |
13:54 |
celeron55 |
PilzAdam: i think that's fine for the "writing them all the time" thing (the $20 bounty requires doing the saving as save-and-move-over though) |
13:55 |
PilzAdam |
I dont want any money |
13:55 |
celeron55 |
thought so 8) |
13:56 |
Taoki |
Started working on a system to set fog + lower horrizon color based on sun position and how the player is looking toward the sun. Hopefully this will allow something close to as beautiful as MC's system |
13:57 |
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13:57 |
Taoki |
Got sky.cpp to read the local player's Pitch and Yaw, so what matters now is to mix that in with time of day and modify horrizon color. Will take a while but shall be doable |
13:58 |
PilzAdam |
celeron55, should I push that upstream then? |
13:58 |
celeron55 |
if you've tested it well, sure |
13:59 |
celeron55 |
(i don't think anyone wants to test it or anything, and it's the simplest solution) |
13:59 |
Taoki |
celeron55: Also, if you have enough donation money: Please give more than 20$ to who gets hardware lighting done ;) (likely won't be me so) |
14:00 |
Exio |
20.1 |
14:00 |
Exio |
;P |
14:00 |
PilzAdam |
celeron55, hm, it writes each file once after startup, should that be fixed? |
14:00 |
Taoki |
If you add a price on something as important as that, it's likely it will motivate someone to do it earlier |
14:00 |
celeron55 |
Taoki: don't expect there to be any kind of bounty unless i specifically say so; as of now there isn't |
14:00 |
Taoki |
I know, just a suggestion |
14:01 |
celeron55 |
i'd prefer using the money for something else than bounties though |
14:01 |
celeron55 |
they're not really fair |
14:01 |
Taoki |
Sadly, even in FOSS, money can be needed to be motivated. The difference is that in any case, money is used farily in FOSS, so nothing wrong in that |
14:01 |
Taoki |
Yeah |
14:01 |
Taoki |
Could be nice to use it to make MT more popular. Like an article in the news about it or so |
14:02 |
celeron55 |
if one wants news coverage, writing a press release about some new feature or about the community or something would be best |
14:02 |
celeron55 |
and mailing it to everywhere |
14:03 |
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14:03 |
PilzAdam |
celeron55, FYI, there was an article in the blog of the biggest german ubuntu community about Minetest |
14:05 |
celeron55 |
one thing i could do with the money is pay for a VPS to host an MT server (or a few), but i wouldn't be moderating it myself so it's really up to someone else to figure out all the details |
14:05 |
celeron55 |
it would be in the interests of many people |
14:06 |
celeron55 |
it's uncomfortable close to the budget though |
14:06 |
celeron55 |
bly* |
14:07 |
PilzAdam |
ok, fixed that "write each player file once at startup" thing too: https://github.com/PilzAdam/minetest/commit/ab98fda68f993d1ab55f7f21a6ee045a2a7693aa |
14:08 |
celeron55 |
what did you change? |
14:08 |
PilzAdam |
setting m_last* in deSerialize() |
14:08 |
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14:09 |
celeron55 |
it would be cleaner to call isModified() in there |
14:09 |
PilzAdam |
true |
14:09 |
celeron55 |
(kind of unintuitive though, and the name is bad... it should be something like checkModified() to imply that it does other than just ask it) |
14:12 |
hmmmm |
what do you guys think of sending a packet every time the user crosses over into a new biome |
14:12 |
celeron55 |
what'd that do? |
14:12 |
hmmmm |
vs. sending all biome definitions, having the clients compute what they're stepping into, and do things based on that |
14:13 |
hmmmm |
eh, client side things like node aftereffects |
14:13 |
hmmmm |
for now i'm just thinking of tinting the color but perhaps other things could be done as well |
14:14 |
celeron55 |
i think having the client calculate stuff allows much smoother effects and things |
14:14 |
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14:15 |
celeron55 |
if something _can_ be done that way, then i think it should be |
14:15 |
hmmmm |
i'd like to try simpler things first and i suspect the first option would work fine, players don't usually move that quickly, this isn't time-critical, etc. |
14:15 |
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14:15 |
celeron55 |
in this case it's up to whether the biome definitions are mature enough to be used that way |
14:15 |
Exio |
does "rename" works on windows? |
14:16 |
celeron55 |
hmmmm: what kind of things are you thinking would happen, then? |
14:16 |
hmmmm |
eh, i think those posix-style file operations end up giving you permission problems, exio, i'd avoid it or maybe #define it to something else (or make a wrapper for it and MoveFile) |
14:17 |
PilzAdam |
https://github.com/minetest/minetest/commit/280946ba836cde9516f9344f47561f3356bdf869 |
14:17 |
hmmmm |
celeron, tinting nodes a different color based on biome, so if you step into a desert, everything looks more arid, along with the sky, maybe the sun can be emphasized, maybe that openarena red blurry outline can be applied |
14:17 |
hmmmm |
for example |
14:18 |
hmmmm |
yes, some scene postprocessing |
14:18 |
hmmmm |
if minetest is going to start looking really nice graphically, i say why not |
14:19 |
PilzAdam |
I dont like changing node colors in different biomes |
14:19 |
hmmmm |
well, good for you |
14:19 |
hmmmm |
don't use biomes then, or disable it |
14:19 |
PilzAdam |
It removes the player's ability to fully change the world |
14:20 |
celeron55 |
i agree with PilzAdam; but it's a different thing whether that's bad or not |
14:20 |
PilzAdam |
it should at least be configureable in the node definition |
14:21 |
hmmmm |
nothing wrong with a setting; enable_biome_effects |
14:21 |
hmmmm |
client side |
14:21 |
Taoki |
PilzAdam: The gradual grass color idea for biomes sounds good to me. Sadly Minetest doesn't have that yet |
14:21 |
hmmmm |
and yes, obviously there's going to be a node definition thing for this, how else do you think it's going to possibly work? |
14:21 |
celeron55 |
you can't do gradual grass colors with the single packet |
14:21 |
celeron55 |
it requires what hmmmm is trying to avoid |
14:22 |
hmmmm |
do you believe i'm going to start hardcoding node names or something? |
14:23 |
celeron55 |
i think it's important to figure out what we want to achieve and what not |
14:23 |
celeron55 |
otherwise efforts will be focused wrongly |
14:23 |
celeron55 |
someone could make a wiki page of things that biomes might do, so there would be a base for that |
14:24 |
hmmmm |
the gradual biome change... it's not what minecraft does, and it's undoubtably more technically challenging |
14:25 |
celeron55 |
if you're going to drastically modify how nodes look simply based on where the player is standing, a desert is going to look very odd when one looks it from some other biome, and so on |
14:25 |
hmmmm |
every single step the player takes, we're going to have to have the client scan some largeish radius for a new biome and then change the color *if the player's yaw is in that direction* |
14:26 |
hmmmm |
i'd rather have an option for that too |
14:26 |
celeron55 |
this "options for everything and add things that are generally bad" won't work here |
14:27 |
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14:30 |
hmmmm |
i can't come up with any good way to do that. what i described is basically what's required to make a gradual change |
14:31 |
hmmmm |
and by the way, this isn't something i want to do *right now* |
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14:50 |
proller |
celeron55, and save player files to json format |
14:55 |
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18:02 |
Exio |
just checking, couldn't https://github.com/minetest/minetest/pull/771 get closed? |
18:03 |
Taoki |
Exio: Should be. Probably commenting re-opened it by mistake |
18:05 |
Exio |
and, why isn't https://github.com/minetest/minetest/issues/763 merged yet? |
18:10 |
thexyz |
> No idea if it breaks anything. |
18:11 |
thexyz |
also, we should enable freetype by default |
18:14 |
celeron55 |
definitely |
18:14 |
celeron55 |
(when it's found) |
18:18 |
Calinou |
same for gettext? |
18:19 |
celeron55 |
that is already done i think |
18:20 |
thexyz |
nope |
18:20 |
thexyz |
if(GETTEXT_FOUND AND ENABLE_GETTEXT) |
18:22 |
khonkhortisan_ |
I'd suggest the other order for short-circuiting :) |
18:23 |
Calinou |
should be default imo |
19:29 |
PilzAdam |
thexyz, re 769: Irrlicht docs say it only affects directx, and your builds are the only one that have support for it |
19:30 |
thexyz |
yes, and? |
19:30 |
thexyz |
I already know that |
19:30 |
thexyz |
but could it be that it causes other problems |
19:30 |
PilzAdam |
0.4.7 build has this, right? |
19:31 |
thexyz |
yes |
19:32 |
PilzAdam |
are there any known problems with it? |
19:36 |
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19:39 |
celeron55 |
put it in, we'll find out 8) |
19:41 |
PilzAdam |
http://forum.minetest.net/viewtopic.php?id=6213 |
19:44 |
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20:11 |
Exio |
when i tried it here, opengl / linux, i didn't see any problem |
20:11 |
Exio |
but for checking if something is bug-free in corner cases you need to talk with VanessaE :P |
20:19 |
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20:31 |
thexyz |
what about http://techwhack.co/google-random-animal-names-anonymous-viewers-google-drive-files-44046/ |
20:32 |
PilzAdam |
I would prefer to just leave it empty, so the user has to choose a name |
20:33 |
thexyz |
okay |
20:33 |
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20:46 |
celeron55 |
is it possible to die to mobs in the dwarves game, or any game currently available? |
20:48 |
celeron55 |
i've been standing in a dark cave for quite some time and nothing has thus far happened |
20:49 |
celeron55 |
oh, a sound |
20:50 |
celeron55 |
a.. sheep, that i can't find |
20:50 |
celeron55 |
well this is lame |
20:51 |
Exio |
who would even use mods with those entity big-bugs around |
20:52 |
PilzAdam |
AFAIK dwarves uses simple mobs? |
20:54 |
celeron55 |
it does |
20:54 |
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20:54 |
celeron55 |
i'm not too familiar with simple mobs' configuration |
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