Time |
Nick |
Message |
00:00 |
Taoki |
PilzAdam: Pushed the fix, see the pull request again. Feel free to squash the last commit into the previous one also |
00:00 |
hmmmm |
something as simple as this https://github.com/minetest/minetest/pull/783 i don't see why it isn't already pulled |
00:01 |
kahrl |
hmmmm: I've been too busy with other stuff lately to work on minetest |
00:01 |
kahrl |
don't know about others |
00:02 |
hmmmm |
nobody else does pull requests |
00:02 |
hmmmm |
i used to but i never got any of my own things done |
00:02 |
PilzAdam |
hmmmm, the problem is to get another core dev agree on things |
00:02 |
PilzAdam |
e.g. I already told arsdragonfly that his 2 pull requests are good, he just needs one more core deb |
00:03 |
PilzAdam |
*dev |
00:03 |
hmmmm |
that rule is only for questionable things |
00:03 |
hmmmm |
do you realize what a drag it'd be if we really waited for somebody else to sign off on a commit? |
00:03 |
Taoki |
PilzAdam: Going to bed soon. Any other problems with the fog code (apart from disagreances of taste on color and intensity) |
00:04 |
Taoki |
Latest commit fixed the rotation when looking up thing |
00:04 |
PilzAdam |
Taoki, Ill test it again later on |
00:04 |
kahrl |
https://github.com/minetest/minetest/pull/790 how big is the new font? |
00:04 |
PilzAdam |
same size AFAIK |
00:04 |
hmmmm |
also what's up with that tiling |
00:05 |
kahrl |
same size and it supports more languages? |
00:05 |
kahrl |
hmmmm: probably unrelated to the commit, I've seen that in other screenshots |
00:05 |
hmmmm |
i thought it was supposed to strech to the largest dimension and crop the other |
00:06 |
VanessaE |
fwiw, that "HDX" icon was drawn as a perfect square... |
00:06 |
kahrl |
the commit should delete liberation{sans,mono}.ttf too |
00:07 |
hmmmm |
e.g., screen size is 1024x768, image is 800x500 or something, it'd scale the 500 to 768 and the 800 to 1229, and crop 1229-1024 pixels |
00:07 |
PilzAdam |
kahrl, yea, I do that and merge it then |
00:08 |
kahrl |
PilzAdam: okay |
00:08 |
PilzAdam |
#783 too |
00:10 |
hmmmm |
now what's the consensus on the formspec based main menu |
00:11 |
kahrl |
PilzAdam: don't know much about the i18n part of minetest but if you think it's good merge it |
00:12 |
PilzAdam |
oh, the font has no ö, ä or ü |
00:12 |
kahrl |
nice |
00:12 |
PilzAdam |
well, the mono one has |
00:16 |
kahrl |
the new font makes the text in the main menu very tiny http://i.imgur.com/uRAQAkH.png |
00:16 |
PilzAdam |
not for me... |
00:16 |
PilzAdam |
have you the changes in defaultsettings.cpp compiled? |
00:17 |
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00:17 |
kahrl |
yeah |
00:17 |
kahrl |
oops |
00:17 |
kahrl |
02:14:23: ERROR[main]: WARNING: Font file was not found. Using default font. |
00:17 |
kahrl |
I wonder why |
00:19 |
kahrl |
for some reason git apply 790.patch didn't add the new font files |
00:19 |
Exio |
about merging |
00:19 |
Exio |
https://github.com/minetest/minetest/pull/789 |
00:20 |
PilzAdam |
kahrl, I have tested #789 and it seems to work perfectly fine |
00:20 |
PilzAdam |
VanessaE tested it too and it seems to work |
00:20 |
VanessaE |
yeah 789 worked fine for me. |
00:21 |
kahrl |
great |
00:21 |
Exio |
you already got the testers and PilzAdam is a coredev like you |
00:21 |
Exio |
merge? :D |
00:21 |
kahrl |
it might cause some minor merge conflicts with the formspec main menu, for example |
00:22 |
kahrl |
but nothing too difficult to fix |
00:22 |
PilzAdam |
we already have conflicts IIRC |
00:22 |
PilzAdam |
;-) |
00:22 |
hmmmm |
the formspec main menu should be our top priority now |
00:22 |
hmmmm |
i am waiting for that to do the mapgen configuration page |
00:23 |
Exio |
a feature-freeze until the formspec main menu gets merged? |
00:23 |
PilzAdam |
ehm, no? |
00:23 |
PilzAdam |
a full feature freeze would be insane |
00:23 |
Exio |
not full |
00:23 |
Exio |
anything that will, can or may cause merge conflicts :P |
00:24 |
kahrl |
nah, we can deal with conflicts |
00:24 |
kahrl |
the point of feature freeze is to avoid introducing new bugs before a release |
00:24 |
PilzAdam |
thexyz, update weblate |
00:24 |
Exio |
one small thing, what about this "cosmetic change" https://github.com/minetest/minetest/pull/539? |
00:25 |
PilzAdam |
thexyz, (i.e. pull master into the weblate repo) |
00:25 |
Exio |
nodes are already infinite, why not tools too? |
00:27 |
PilzAdam |
Exio, I dont have any oppinion on #539 |
00:27 |
PilzAdam |
but I think VanessaE has |
00:27 |
hmmmm |
hmm |
00:27 |
hmmmm |
do you guys have any opinions on varying cave flood liquid by 3d perlin noise |
00:28 |
Exio |
and for bugging around, #763? it doesn't break anything here (linux-opengl) and the docs of irrlicht say it only affects directx |
00:28 |
hmmmm |
i can backport it to V6's cave generator if you guys would like that as well |
00:28 |
Exio |
PilzAdam: iirc she liked it |
00:29 |
VanessaE |
I have no real comment on #539. |
00:29 |
PilzAdam |
re #763, I already told thexyz that he can merge it if he wants since his builds are the only ones that are affected |
00:30 |
PilzAdam |
VanessaE, hm? wouldnt that break your way of using the creative mode? |
00:30 |
VanessaE |
PilzAdam: not really. |
00:30 |
Exio |
haha |
00:31 |
kahrl |
I think #539 makes sense |
00:31 |
PilzAdam |
fine, I merge it then |
00:32 |
kahrl |
also that line minetest.debug("node_dig") can be removed, I remember you asked about that once |
00:37 |
PilzAdam |
Exio, anything else ;-) |
00:38 |
Exio |
#724 ;P |
00:39 |
PilzAdam |
I dont like how sapier puts "---------------" arround the functions, but whatever |
00:41 |
kahrl |
weird |
00:41 |
kahrl |
why does DroidSansFallbackFull.ttf contain ü and ß but not ä or ö |
00:41 |
Exio |
what are those weird chars! :P |
00:41 |
hmmmm |
pilzadam, me neither, but... everybody has their own style eccentricities that i'd rather just overlook |
00:42 |
hmmmm |
as long as it's not absolutely horrid and it's consistent within the source file they're working in |
00:42 |
PilzAdam |
Exio, they are used in German |
00:42 |
hmmmm |
the a and o with omlauts? |
00:43 |
hmmmm |
i thought those were for scandanavian languages only |
00:43 |
RealBadangel |
for german too |
00:43 |
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00:44 |
kahrl |
norwegian uses å, ø, æ afaik |
00:46 |
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00:46 |
hmmmm |
wow :D the more i explore around, the more i like mapgen v7 |
00:46 |
hmmmm |
just need to fix up a couple nagging issues and i think i'll be satisfied |
01:02 |
kahrl |
should I merge the texture atlas removal? |
01:02 |
hmmmm |
yes |
01:02 |
PilzAdam |
yep |
01:02 |
VanessaE |
sure |
01:04 |
RealBadangel |
yeah |
01:08 |
sokomine |
hmmmm: if part of a map ought to be kept (and moved to a diffrent location/inserted in a new map), it ought to be enough to rewrite the indices of the sqlite db if i'm not mistaken? |
01:09 |
hmmmm |
??? |
01:12 |
hmmmm |
sokomine, if you have something to ask, it's much more preferable to talk about it in the channel |
01:12 |
sokomine |
it happens quite often that old server maps are no longer used. it would be nice to copy them together. moving part of a map to another location ought to work by rewriting the pos-value (the index) on database level? |
01:12 |
sokomine |
yes, that was an accident |
01:13 |
hmmmm |
is PMing someone a knee-jerk reaction? |
01:13 |
hmmmm |
do you have a hotkey to start a PM? |
01:13 |
hmmmm |
probably like F10 on your keyboard |
01:13 |
sokomine |
no. but i have to write /msg #minetest-dev ... and accidently typed /msg #hmmmm this time. we may need a translater anyway |
01:14 |
hmmmm |
huh?? why would you have to do that? |
01:14 |
sokomine |
else it will land on #minetest |
01:14 |
kahrl |
sokomine: why not use worldedit? |
01:14 |
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01:14 |
hmmmm |
are you using irssi? |
01:14 |
sokomine |
ircII |
01:14 |
hmmmm |
ctrl+P might work there as well to switch to a different channel window |
01:15 |
hmmmm |
anyway, how old are we talking about exactly |
01:15 |
hmmmm |
you can arbitrarily move entire blocks at the map db level by simply changing its key, yes |
01:16 |
sokomine |
even with the new improvements done by hmmm, worldedit would not be suitable for entire towns built by players. it happens frequently that old servers are abandomed or new maps created and good buildings on them lost. worldedit could be used for some of those buildings, but as good builders tend to include the environment, just moving the entire map section might be best |
01:16 |
sokomine |
fine :-) i just wanted that confirmed |
01:16 |
kahrl |
hmmmm: unless some mods stores absolute coordinates if node metadata or something like that |
01:16 |
kahrl |
in* |
01:16 |
kahrl |
store* |
01:16 |
hmmmm |
oh, well, i guess that's true.... |
01:17 |
hmmmm |
you should expect some breakage though no matter what |
01:18 |
hmmmm |
also, you can mix and match serialized block versions in the same DB so there's no problem there, if you're wondering about that |
01:20 |
sokomine |
mods that have such special requirements might be a prolbem, yes. mostly teleporters and mods like that i guess. diffrent mods on old and new maps will be a problem that has to be dealt with no matter what...it's not exactly an everyday-task to merge maps |
01:20 |
sokomine |
has someone already written a tool to merge maps? if so, it ought to be made more public |
01:24 |
hmmmm |
pilzadam, do you know of any mods that have mushrooms |
01:24 |
VanessaE |
hmmmm: reizenpilz is one. |
01:24 |
hmmmm |
haha |
01:24 |
VanessaE |
or however the hell it's spelled. |
01:24 |
kahrl |
riesenpilz* |
01:24 |
VanessaE |
that's the one |
01:24 |
sokomine |
yes, riesenpilz, and also swamps |
01:24 |
VanessaE |
http://forum.minetest.net/viewtopic.php?id=3862 |
01:24 |
hmmmm |
hmm |
01:24 |
sokomine |
there's at least one other |
01:24 |
VanessaE |
more flowers mod also |
01:25 |
hmmmm |
i asked him because i figured he'd know first :P |
01:25 |
VanessaE |
http://forum.minetest.net/viewtopic.php?pid=35266#p35266 |
01:26 |
hmmmm |
the mushrooms in the second link are what i'm looking for |
01:26 |
hmmmm |
can we hijack those and put them in minetest_game? i'll add a decoration definition for mushrooms in caves |
01:26 |
hmmmm |
i also want them for forest biomes in v7 |
01:27 |
VanessaE |
I see nothing against it, no idea what his license was though |
01:28 |
hmmmm |
hmmm! |
01:28 |
hmmmm |
when did jordan4ibanez get banned |
01:28 |
VanessaE |
should be WTFPL though. |
01:28 |
VanessaE |
a couple weeks ago I think |
01:28 |
kahrl |
he asked to be banned |
01:28 |
hmmmm |
... |
01:28 |
VanessaE |
another ragequit; he asked me a couple days ago to delete his forum account in fact. |
01:28 |
sokomine |
unfortionately happens a lot :-( |
01:28 |
VanessaE |
(not that I can) |
01:28 |
hmmmm |
why can't they delete their own accounts? |
01:29 |
VanessaE |
dunno. |
01:29 |
VanessaE |
hmmmm: little mushrooms are fine, but please, not those big huge ones |
01:30 |
hmmmm |
oh yes... those big huge ones.... we'll add mycelium, and have mushroom islands... and bone meal, so we can grow tiny mushrooms into giant ones |
01:30 |
kahrl |
don't forget the giant oceans that the mushroom islands are found in |
01:31 |
hmmmm |
but seriously |
01:33 |
hmmmm |
what do you guys think of atmospheric sounds |
01:33 |
hmmmm |
thinking like the kind of stuff minecraft does in caves |
01:34 |
VanessaE |
atmospheric sounds? |
01:34 |
VanessaE |
you mean like dripping water or bats or so? |
01:34 |
hmmmm |
that too |
01:34 |
VanessaE |
or just an echo? |
01:34 |
hmmmm |
all of that |
01:35 |
VanessaE |
hm |
01:35 |
kahrl |
VanessaE: http://www.youtube.com/watch?v=HLr4ZcYKHrI |
01:35 |
VanessaE |
well if they can be done without killing the CPU or eating a ton of network bandwidth, and if they can be disabled, then sure |
01:35 |
VanessaE |
(disabled e.g. on an alien planet) |
01:35 |
* VanessaE |
listens |
01:36 |
VanessaE |
oh I dunno... |
01:36 |
VanessaE |
that's... |
01:36 |
VanessaE |
*shakes head* |
01:36 |
VanessaE |
I ... |
01:37 |
VanessaE |
I'd have to say no, not if they're anything like *those* |
01:38 |
VanessaE |
but say an echo of your footsteps/digging activities, occasional bats chittering, water dripping if it's nearby, those sounds seem okay |
01:38 |
VanessaE |
(the former would be hard, I expect) |
01:40 |
VanessaE |
</flood> |
01:41 |
RealBadangel |
all this things are in ambience mod |
01:41 |
RealBadangel |
including bats |
01:43 |
RealBadangel |
hmmmm, try it, http://realbadangel.pl/technic_ambience.zip |
01:43 |
VanessaE |
such sounds would definitely need to be shipped with the client. |
01:43 |
VanessaE |
any good quality sound is gonna kill your network bandwidth. |
01:43 |
RealBadangel |
just move them to /sounds |
01:43 |
VanessaE |
RealBadangel: I mean for hmmmm's proposed built-in stuff. |
01:44 |
RealBadangel |
so i said, move the sound files to /sounds folder and start using them |
01:46 |
VanessaE |
*pokes hmmmm* that's not such a bad idea really. |
01:46 |
sokomine |
yes, that is kind of a problem with the ambience mod. very few people have the patience to wait up to 20 minutes to connect to a server. maybe some media data ought to be available for download as a seperate package |
01:46 |
VanessaE |
since the client plays the sound files even when stored locally, a server need not actually send any media. it just has to issue the playback instructions when needed. |
01:47 |
RealBadangel |
VanessaE, for example you can install ambience mod on your server WITHOUT sounds, then if the client will have sounds files in /sounds folder he will hear them |
01:47 |
VanessaE |
right, that's exactly what I was just saying :) |
01:49 |
RealBadangel |
this way minetest should deal with music and any sounds imho |
01:50 |
hmmmm |
yeah, short small sounds |
01:51 |
hmmmm |
not big ones like your mod has |
01:51 |
hmmmm |
also i wonder if i should take over the TCP thing since it seems nobody else is going to do it |
01:52 |
VanessaE |
glwt, hmmmm |
01:52 |
VanessaE |
c55 did say it was...not entirely usable |
01:52 |
RealBadangel |
hmmmm, when sounds are stored only on client side size doesnt matter |
01:53 |
RealBadangel |
its only one time game download |
01:53 |
kahrl |
curl might still download faster than a builtin TCP connection |
01:53 |
hmmmm |
we also want TCP for block sending though. |
01:53 |
VanessaE |
kahrl: only if the TCP is done wrongly. If you can avoid HTTP overhead, why not? |
01:53 |
RealBadangel |
but not everybody can setup a media server |
01:54 |
kahrl |
VanessaE: HTTP clients tend to open multiple TCP streams in order to circumvent congestion control limits |
01:54 |
VanessaE |
true |
01:54 |
VanessaE |
but I'm thinking protocol overhead specific to http - surely one could make something specific to MT that needs less? |
01:55 |
kahrl |
the overhead is really not much but it can be reduced of course |
01:55 |
VanessaE |
(even just the control commands like GET could be reduced by a couple of bytes, if it's a binary protocol) |
01:55 |
VanessaE |
but you're right I guess |
01:56 |
VanessaE |
probably not worth the extra effort |
02:20 |
hmmmm |
there's a binary version of http that some browsers and webservers support nowadays |
02:20 |
hmmmm |
chrome is really big on it |
02:20 |
hmmmm |
forget what it's called - made by google though |
02:20 |
VanessaE |
SPDY or something? |
02:20 |
hmmmm |
yeah |
02:20 |
hmmmm |
really should be used more |
02:20 |
hmmmm |
i can't stand inefficiency |
02:21 |
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02:21 |
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02:21 |
VanessaE |
damn it |
02:21 |
VanessaE |
what moron decided that ctrl-w should close a window instead of erasing a word? |
02:21 |
VanessaE |
anyway |
02:21 |
VanessaE |
I looked into it briefly, but it just felt too...proprietary |
02:41 |
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07:29 |
hmmmm |
alright, i've found the formula for perfect terrain generation |
07:30 |
hmmmm |
this revamp i'm doing to mapgen v7's terrain generation addresses all problems it had before; oceans can be *very*, mountains aren't only of the 2d perlin noise slope variety, no more height discontinuities |
07:31 |
hmmmm |
of course i demolished basically everything it had before in the process |
07:33 |
hmmmm |
oceans can be very deep* |
08:20 |
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12:32 |
PilzAdam |
<RealBadAngel> but not everybody can setup a media server <- StarBlessed has a public media server that contains many mods, any server can point to it (http://forum.minetest.net/viewtopic.php?id=6411) |
12:41 |
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18:22 |
hmmmm |
how's the bumpmapping coming along? |
18:22 |
hmmmm |
how about the colored fog? |
18:22 |
hmmmm |
how about the hardware lighting? |
18:22 |
Exio |
no idea :D |
18:22 |
hmmmm |
we need to get shit on the road |
18:23 |
hmmmm |
but nevermind any of that |
18:23 |
hmmmm |
i think right now is a good time to start the release process for 0.4.8 |
18:23 |
hmmmm |
anybody have any objections to starting the week long feature freeze tomorrow? |
18:24 |
Exio |
the main menu |
18:24 |
Exio |
sapier is right |
18:24 |
hmmmm |
yeah but what does it matter.... it's just a patch version level |
18:24 |
hmmmm |
if we'd like we can release that with 0.4.9 a week later |
18:44 |
sapier |
ok rebased mainmenu |
18:44 |
sapier |
btw I always have to do this manualy so plz have a look if I missed something |
19:03 |
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19:35 |
hmmmm |
alright so i apply 65c0b36 first, then 364410e? |
19:35 |
hmmmm |
of course |
19:38 |
hmmmm |
wow lol it looks almost exactly the same |
19:39 |
hmmmm |
is it normal for the minetest header logo to show up when i check the creative mode checkbox, and disappear when left unchecked? |
19:40 |
PilzAdam |
no? |
19:40 |
hmmmm |
does it do that currently? |
19:40 |
hmmmm |
erm |
19:40 |
hmmmm |
maybe it's because my minetest_game is very very out of date |
19:42 |
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19:44 |
Jordach |
hmmmm, how about we merge mt_game 184 |
19:44 |
hmmmm |
how about we do this first without interruptions |
19:44 |
Jordach |
alrighty |
19:51 |
hmmmm |
anyway, yeah, updating minetest_game fixed the issue. but it still switches between the "generic minetest" and "minetest_game" when the checkboxes are clicked, oddly. |
19:51 |
hmmmm |
what's worse is that if you're in another game (such as minimal) and you check creative mode, it goes back to the cloud menu with the minetest logo on top |
19:51 |
hmmmm |
and same with enable damage |
19:52 |
hmmmm |
not sure if this is a mod manager bug or a sapier's menu bug |
19:52 |
hmmmm |
i'll leave it for you guys to figure it out. |
19:53 |
hmmmm |
this is even better, click around a bit and the minetest header logo will sometimes be replaced with a blank white rectangle |
19:53 |
PilzAdam |
I cant reproduce it |
19:53 |
PilzAdam |
oh, you have sapiers Lua menu? |
19:53 |
hmmmm |
that's... what we're doing currently, yes. |
19:54 |
hmmmm |
alright |
19:54 |
hmmmm |
provided sapier is going to be around to fix these things, i'll merge it |
19:55 |
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19:55 |
hmmmm |
i'd like to merge it even in its current semi-broken state just so that it doesn't get any more merge conflicts and there's incentive to get it working 100% |
19:55 |
sapier |
ok should be fixed |
19:55 |
hmmmm |
huh |
19:55 |
sapier |
the background toggling |
19:56 |
hmmmm |
there's that, the header texture not loading properly (is a white rectangle a placeholder image? shouldn't it be transparent if it fails to load? maybe texture corruption) |
19:56 |
hmmmm |
and then worlds don't load if you double click on the name in the listbox |
19:58 |
sapier |
I don't have a quick idea how to fix the texure issue, worlds ... hmm this should work I have a look |
19:58 |
hmmmm |
but you at least confirmed the texture issue, yes? |
19:58 |
hmmmm |
it's not a showstopper for me anyway |
19:59 |
sapier |
no not now I can confirm only the worlds issue by now (haven't tested the other one ;-)) |
20:00 |
hmmmm |
now this is really weird.... i looked at the credits box before and two of the entries were on the same line |
20:00 |
hmmmm |
and now i looked again and it's not |
20:00 |
hmmmm |
*very* bad |
20:01 |
sapier |
strange all entries in credits tab are different lines in a listbox |
20:02 |
hmmmm |
this would basically mean there's a huge bug that happens sometimes in the formspec engine |
20:03 |
sapier |
maybe something when parsing the listbox |
20:03 |
hmmmm |
nah |
20:04 |
hmmmm |
i hope i was just hallucinating then |
20:04 |
sapier |
listboxes are new so it's one of main features to test |
20:04 |
hmmmm |
anyway, the header texture blanking is more easily reproduced than i thought, just click on the game button twice |
20:05 |
sapier |
ok I fixed the doubleclick issue ... was result of renaming listbox to fix other errors |
20:06 |
hmmmm |
yeah, saw that |
20:06 |
hmmmm |
actually the texture problem is fixed as well |
20:07 |
sapier |
really? |
20:07 |
hmmmm |
aside from the overly-verbose header/overlay loading messages on the console, everything is fine |
20:09 |
sapier |
I wonder where origin of that messages is |
20:11 |
hmmmm |
heh you're right, it's completely not there |
20:11 |
hmmmm |
it's in the executable though |
20:11 |
sapier |
I guess it's an irrlicht message |
20:11 |
hmmmm |
irrlicht's not statically linked like that, though |
20:11 |
hmmmm |
is it? |
20:11 |
sapier |
no it it isn't it's a shared lib |
20:12 |
sapier |
that's been source of the rtti problems |
20:12 |
hmmmm |
anyway yeah, it's an irrlicht message for sure |
20:13 |
sapier |
maybe I should add a check for the file to exist prior trying to load it |
20:13 |
hmmmm |
well let's see what it's executed by precisely first |
20:14 |
sapier |
but it's not critical as return value is checked |
20:14 |
hmmmm |
so let me get this straight, lua is client-side now as well? |
20:14 |
sapier |
not exactly |
20:14 |
sapier |
mainmenu is run in separate lua engine |
20:15 |
sapier |
it's an almost completely different api and not linked to servers lua stack |
20:16 |
hmmmm |
yes of course |
20:16 |
hmmmm |
but i mean, there's an instance of a lua interpreter running on the client side |
20:16 |
sapier |
while mainmenu is shown yes |
20:16 |
sapier |
it's closed upon start of game |
20:17 |
hmmmm |
this looks so huge and daunting |
20:17 |
hmmmm |
how long did it take you to code it? |
20:18 |
sapier |
core features about a full day ... bugfixing ... hmm 2 days ... online modstore another days ... did you see online modstore yet? |
20:18 |
hmmmm |
i haven't |
20:18 |
hmmmm |
that's kinda crazy though |
20:18 |
hmmmm |
did you spend your entire day just typing out code? |
20:18 |
sapier |
hmm ah ... it's disabled by default :-) |
20:19 |
sapier |
it's been raining |
20:19 |
Exio |
this is like we need more rain in germany |
20:19 |
Exio |
;P |
20:19 |
sapier |
no no no enough rain ;-) |
20:20 |
hmmmm |
and i feel like i accomplished a lot if i write 500 lines of code in a day |
20:20 |
hmmmm |
...am i slow? |
20:21 |
sapier |
no you aren't |
20:22 |
sapier |
I just sometimes do some extreme programmin sessions just to do nothing at all for days |
20:22 |
hmmmm |
i have this constant fear that when i get a job, my bosses will think i code too slow |
20:22 |
sapier |
if you wanna try modstore have a look at minetest.conf.example and enable the settings at end |
20:23 |
sapier |
if you wan't gamemanager too set it to 1 too |
20:23 |
hmmmm |
hmmm |
20:23 |
hmmmm |
driver->getTexture is the offending call |
20:23 |
hmmmm |
i assume that it's not called if the texture couldn't be stated or something? or it does something else |
20:23 |
sapier |
atm i guess it's always called |
20:24 |
sapier |
guiEngine.cpp line 494 right? |
20:25 |
hmmmm |
yeah |
20:25 |
hmmmm |
well hold on, i'm still looking into it |
20:25 |
celeron55 |
about programming speed: it really depends on what you're doing |
20:25 |
sapier |
it's checked in 496 so behaviour is correct except of showing that noisy output |
20:25 |
celeron55 |
if you're supposed to churn out generic websites, then you're not supposed to look at each line for 10 minutes |
20:26 |
celeron55 |
if you're doing some mission critical server/control software, then you *are* supposed to look each line for 10 minutes 8) |
20:26 |
sapier |
yes and lots of mainmenu code was already exisiting similar to the way I needed it for mainmenu so not much to research |
20:26 |
khonkhortisan |
Testing the code could be more or less complicated |
20:27 |
sapier |
yes but testing can only show presence of errors not absence |
20:27 |
hmmmm |
hmmmmmm |
20:28 |
hmmmm |
it seems that all other code does it this way: |
20:28 |
hmmmm |
create a video::IImage * from the specified file, |
20:28 |
celeron55 |
(also the amount of research one is doing along with coding is an important factor) |
20:28 |
hmmmm |
then IDriverSource::addTexture(img) |
20:29 |
hmmmm |
sapier, try doing that instead of getTexture, and see if it doesn't print that crap |
20:29 |
sapier |
does img pass the filename to driver? |
20:29 |
hmmmm |
hrmm |
20:29 |
hmmmm |
yes, when you make it with createImageFromFile |
20:30 |
hmmmm |
anyway it doesn't seem like there are any texture creation flags you can use to shut getTexture() up |
20:30 |
hmmmm |
if you just stat the texture before calling it, you'll still get the annoying Loaded texture: messages |
20:30 |
hmmmm |
so that's a non-solution at least |
20:33 |
sapier |
I'll hava a look but at first glance I need more information about the image than I have |
20:34 |
sapier |
createImage needs size of image ... no idea where to get it from |
20:35 |
hmmmm |
createImageFromFile does?? |
20:35 |
sapier |
ohhh ... to easy :-) |
20:39 |
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20:43 |
sapier |
hmmmm loading from image doesn't seem to change anything except the message now tells : "Could not open file of image:" |
20:44 |
sapier |
best thing to do is stating before loading and at least skip the error message |
20:47 |
hmmmm |
weird.... |
20:47 |
hmmmm |
hold on a minute, does it still give a "Loaded image: " message? |
20:48 |
sapier |
no still a loaded Texture |
20:48 |
hmmmm |
oh |
20:48 |
sapier |
I guess this is same for all other textures too it just doesn't show up that obvious because of those are not added using full path as texture name |
20:49 |
Taoki |
http://www.youtube.com/watch?v=RM5PRtDrbW8 There are lessons to be learned from here. |
20:50 |
hmmmm |
are you 100% sure? 'cause you'd definitely notice all the messages scrolling when starting a game |
20:51 |
Taoki |
PilzAdam: Got around to trying the latest fog code? |
20:51 |
hmmmm |
hundreds, ranging into the thousands |
20:51 |
sapier |
no I'm not 100 % sure ... but I remember seeing texture loaded messages at some info level |
20:58 |
hmmmm |
<Neirdan> device->getLogger()->setLogLevel(ELL_WARNING); |
20:58 |
hmmmm |
aha |
20:58 |
hmmmm |
i guess the irrlicht loglevel isn't set early enough |
20:58 |
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20:59 |
sapier |
yes that's a good explanation |
20:59 |
sapier |
is it set anywhere? |
21:00 |
hmmmm |
shrug |
21:00 |
hmmmm |
can't check now, hand is greasy |
21:02 |
sapier |
lol logger seems to be used for font only |
21:03 |
hmmmm |
i'd look more but i'm eating dinner |
21:06 |
celeron55 |
thexyz: fix the forum guest posting |
21:06 |
celeron55 |
thexyz: it's annoying and unusable |
21:06 |
celeron55 |
either disable it or fix it |
21:06 |
celeron55 |
(there's some bot detector detecting everyone as bots, no matter what) |
21:07 |
celeron55 |
...actually, i think i can do that |
21:08 |
sapier |
whoever changed the inventory item textures added a huge texture leak |
21:08 |
celeron55 |
(i'm assuming nobody cares to fix the bot thing) |
21:10 |
VanessaE |
sapier: define "huge" |
21:10 |
sapier |
none are removed at all |
21:11 |
sapier |
http://pastebin.com/MVrYzQpU first logout |
21:11 |
sapier |
http://pastebin.com/5gibxMvF second |
21:15 |
sapier |
hmmmm I fixed at least the "not found" error messages I don't have an idea how to fix the others |
21:31 |
hmmmm |
does it work with ELL_ERROR? |
21:31 |
hmmmm |
instead of ELL_WARNING |
21:31 |
hmmmm |
hmm |
21:34 |
sapier |
anyone to check in a fix right now ? http://pastebin.com/1e6ZHyQM |
21:34 |
sapier |
fixes the texture leak ... extruded textures aren't cleaned up correctly atm |
21:41 |
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22:55 |
kahrl |
sapier: that patch is wrong |
22:56 |
kahrl |
it shouldn't be added to the list if cc->inventory_texture came from tsrc |
22:58 |
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23:00 |
kahrl |
really that whole m_extruded_textures hack should be removed and generateTextureFromMesh moved to ITextureSource |
23:00 |
kahrl |
so that ITextureSource is responsible for deleting the textures |
23:14 |
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23:45 |
hmmmm |
you know, we need some more basic usability things, like being able to draw out craft recepies by holding down the mouse and dragging it |
23:47 |
hmmmm |
when you have a chest formspec open, right clicking should move everything from that stack to the opposite pane |
23:48 |
PilzAdam |
rightclicking is already used to take half of the stack |
23:48 |
hmmmm |
maybe double clicking then |
23:48 |
PilzAdam |
this would be require some "doubleclick_to_list" field in the list[ element |
23:49 |
hmmmm |
then that's next on the list |