Time |
Nick |
Message |
00:28 |
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01:28 |
kahrl |
These 'No path found for "/base.txt"' lines are rather stupid |
01:28 |
kahrl |
rebuildShaders calls generate_shader even for the null shader with name "" and id 0 |
01:29 |
kahrl |
if no one objects, I'll fix that and add a missing infostream output in afterContentReceived: https://gist.github.com/kahrl/5931110 |
01:38 |
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03:30 |
hmmmmm |
dafuq |
03:31 |
kahrl |
? |
03:31 |
hmmmmm |
i think there's a nodebox bug or something: http://i39.tinypic.com/2lo17he.png |
03:31 |
hmmmmm |
i'm just placing them, nothing special at all |
03:34 |
kahrl |
what are you placing? default:snow? |
03:35 |
hmmmmm |
yup |
03:35 |
VanessaE |
what am I seeing here? |
03:35 |
VanessaE |
oh the lighting, duh |
03:42 |
hmmmmm |
actually forget that |
03:42 |
hmmmmm |
the hell is going on..... |
03:42 |
hmmmmm |
it's just way more noticable with snow nodes i guess |
03:48 |
kahrl |
I changed mgv6 to generate default:dirt_with_snow with default:snow on top and it has no lighting glitches |
03:49 |
hmmmmm |
yeah, sorry about that, nevermind |
03:50 |
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03:52 |
kahrl |
actually there are occasional patches of snow that are brighter than the rest |
03:52 |
kahrl |
the one I see right now is at the top edge of a cliff |
03:52 |
hmmmmm |
patches... like, on chunk boundaries? |
03:54 |
kahrl |
http://i.imgur.com/ObQUUW1.png |
03:54 |
hmmmmm |
hrmm |
03:55 |
hmmmmm |
that's probably an unrelated bug |
04:07 |
hmmmmm |
woooooooooooooooooooww |
04:07 |
hmmmmm |
turbodumb |
04:08 |
hmmmmm |
i placed this call after calcLighting() |
04:19 |
hmmmmm |
some things i don't really like about the addition of snow things: |
04:19 |
hmmmmm |
1. why can't you throw snowballs like in the snow mod? doesn't make much sense to remove something that adds another dimension to the game |
04:20 |
hmmmmm |
2. why was the alpha channel removed from the ice texture? if it's above 128 it'll register as no transparency, and it'd give the added benefit of being easily enabled later on |
04:20 |
VanessaE |
2. I believe that was because it's slightly glitchy. |
04:20 |
VanessaE |
1. because pilz expected you to only need the nodes for the mapgen |
04:21 |
hmmmmm |
3. why isn't alpha transparency on by default for ice? the other transparent node it'd fight with would be liquid, but it's going *right on top* of water |
04:21 |
hmmmmm |
solid ice looks absolutely horrible. in fact, i'd be ashamed to use this block in my mapgen. |
04:21 |
VanessaE |
3. because of the aforementioned glitchiness |
04:22 |
hmmmmm |
4. when ice is broken, why doesn't it create a water source block like in minecraft? if you don't do it, you'll get water flowing *from the ocean* inside of the gap left by digging a part of the ice sheet |
04:22 |
VanessaE |
now THAT I can't answer :P |
04:23 |
hmmmmm |
so if plizadam doesn't do all of this stuff, i'm going to do it myself. end of story, no discussion. |
04:23 |
hmmmmm |
it's not his own game. |
04:23 |
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04:23 |
hmmmmm |
this would also be my first ever minetest_game commit |
04:24 |
VanessaE |
the general complaint is that he's been treating it as if it were his game. |
04:24 |
VanessaE |
and that a game with lots of features and full configurability is...what was his word |
04:24 |
hmmmmm |
we trust him to make generally sane decisions |
04:24 |
VanessaE |
[07-04 18:16] <PilzAdam> a 100% configureable game would piss me off |
04:24 |
VanessaE |
[07-04 18:16] <PilzAdam> since its against the point of a "game" |
04:25 |
hmmmmm |
and because most of us couldn't be bothered with the content part of minetest |
04:25 |
hmmmmm |
it's just too tedious and it's not as technically intensive, the whole opportunity cost thing |
04:25 |
hmmmmm |
somebody else who doesn't mind spending their time doing it ought to do it |
04:26 |
VanessaE |
but see, there's a different side to consider: without game content, the engine becomes little more than an academic exercise. |
04:26 |
hmmmmm |
but these are things i need to complete my vision of it |
04:26 |
hmmmmm |
not really mine, basically everybody who wants what i want |
04:26 |
hmmmmm |
which is nearly everybody to be honest |
04:27 |
hmmmmm |
(everybody wants it the way minecraft has it, not because we're copying minecraft, but because they made the correct and sane choices for implementing snow things like this) |
04:27 |
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04:27 |
VanessaE |
G*d no, I personally don't want us going necessarily the way of MC |
04:27 |
hmmmmm |
i know that's your knee-jerk reaction just as everybody else |
04:28 |
VanessaE |
well wat |
04:28 |
VanessaE |
wait |
04:28 |
VanessaE |
don't get me wrong |
04:28 |
VanessaE |
MC has stuff that's useful |
04:28 |
hmmmmm |
like their grass is green |
04:28 |
hmmmmm |
that's a sane decision i'd say |
04:28 |
VanessaE |
well surew |
04:28 |
VanessaE |
sure* |
04:28 |
hmmmmm |
ice is translucent and not ugly... sane as well (they have the same problem we do by the way, it's just not completely buggy) |
04:29 |
hmmmmm |
break an ice block, it makes a gap in the water |
04:29 |
hmmmmm |
what's the simple way to fix this? |
04:29 |
hmmmmm |
replace it with a water source |
04:29 |
hmmmmm |
not copying MC, just doing things the sane way |
04:31 |
VanessaE |
that begs the question - when do youbreak it, versus merely collecting it? |
04:33 |
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04:34 |
VanessaE |
but that's trivial really |
04:34 |
hmmmmm |
i'm not good with the graphics stuff, so i'll just ask: |
04:34 |
hmmmmm |
is it possible for *us* to fix the z buffering issue? |
04:35 |
VanessaE |
when last I talked with c55 about it some months ago, it was declared to be ...well... non-trivial |
04:35 |
hmmmmm |
if not, is it possible for *us* to mask out the transparent object like minecraft? |
04:35 |
hmmmmm |
and if not, how plausible is it for us to start shipping a custom version of irrlicht with our own patches? |
04:35 |
VanessaE |
well frankly, |
04:36 |
VanessaE |
I'd opt for that last option, especially after the recent weirdness re: shaders and irrlicht 1.8.x |
04:36 |
hmmmmm |
hohoho :/ |
04:36 |
hmmmmm |
it'd be an absolute last resort to do that |
04:37 |
VanessaE |
I hesitate to comment too much further on this, lest I blow some random detail and bring c55 down on me :-/ |
04:40 |
VanessaE |
aside from the layering glitches, would it have any other benefit? |
04:42 |
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13:55 |
hmmmm |
so i've been thinking about minetest_game |
13:56 |
hmmmm |
right now i'd have to say it's in an abysmal state. there's only an occasional tweak or whatever, i don't see any development going on. |
13:56 |
hmmmm |
let's just take a couple examples of things |
13:56 |
hmmmm |
in default/textures i see tnt-related images - but we don't even have any TNT |
13:56 |
proller |
i want to commit sponge |
13:57 |
hmmmm |
so how about that. we don't have any tnt, which is, to me at least, a pretty basic element of gameplay |
13:57 |
hmmmm |
can't even throw snowballs |
13:58 |
proller |
now tnt mod works and nuke |
13:58 |
hmmmm |
no initiative has been made to add simple mobs to minetest_game |
13:58 |
proller |
nuke hardcore mese very powerful |
13:58 |
proller |
current mobs too stupid |
13:59 |
Zeg9 |
stupid but at least they are here |
13:59 |
Zeg9 |
they would be* |
13:59 |
hmmmm |
it's funny, because there's so much engine development going on and we don't have a very good game to showcase it all |
13:59 |
proller |
rain from mobs in my sky server |
14:01 |
Zeg9 |
I don't know if minetest_game uses half of the available API ;) |
14:02 |
hmmmm |
that's because the new api only exists for the specific modmakers that wanted it for their own mods |
14:02 |
hmmmm |
and everybody else thinks, "my mod works, i shouldn't have to rewrite part of it so it's any better" |
14:03 |
Zeg9 |
by the way, will mgv7 have L-system trees by default? |
14:03 |
proller |
maybe create fork of minetest_game witout PilzAdam ? 8) |
14:03 |
proller |
minetest_pilzadam_free and make all new features to it |
14:04 |
hmmmm |
it'll have whatever decorations you'd like |
14:05 |
proller |
with tnt now possible to destroy locked chests |
14:05 |
hmmmm |
proller, i have other things to do that are bigger issues, it's just that i'm surprised something like minetest_game that's 1). easy to contribute to and 2). has a lot of people that would like to contribute to it has nothing going on at all |
14:05 |
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14:06 |
proller |
we have too small number of players -> small comunity |
14:07 |
Zeg9 |
nothing gets merged so nobody does anything. |
14:08 |
hmmmm |
i think it'd be best if we had a designated minetest_game team to work on it |
14:08 |
hmmmm |
a lot of the things that people want merged aren't the greatest ideas, and not merging them is justified |
14:09 |
hmmmm |
we need 1). good ideas 2). action |
14:09 |
hmmmm |
right now there's neither |
14:09 |
hmmmm |
well, I am full of good ideas, if I were working on minetest_game i'd have that shit in tip-top shape |
14:10 |
proller |
neither is stealed from minecraft, its good, but we need more underground zones |
14:10 |
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14:10 |
Zeg9 |
+1 |
14:11 |
proller |
and more mobs in every zone |
14:16 |
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14:23 |
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14:33 |
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14:37 |
proller |
maybe select best (useful, ...) mods from forum (maybe via voting) ant push to _game ? like carts |
14:37 |
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14:41 |
hmmmm |
object->playaer collision needs to be disabled |
14:41 |
hmmmm |
sick of this |
14:41 |
Calinou |
why? |
14:41 |
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14:41 |
Calinou |
there needs to be a way to disable it |
14:41 |
Calinou |
but it should be kept on by default |
14:41 |
hmmmm |
stand under sand, dig it |
14:41 |
Calinou |
nodes are walkable by default too |
14:41 |
hmmmm |
and it keeps hopping up and down glitchily |
14:42 |
hmmmm |
same with snow after you cut down a tree and the leaves start decaying |
14:45 |
Zeg9 |
Disabling is so much easier than fixing... |
14:46 |
hmmmm |
are there any circumstances when you'd like a sand node to not just cover the object on the ground? |
14:47 |
Zeg9 |
No, but with mobs or vehicles... |
14:51 |
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15:07 |
PilzAdam |
hmmmm, I have a pull request that disables object <-> object collision for falling and dropped nodes |
15:08 |
PilzAdam |
and re minetest_game: the problem is that we dont have a goal there, and if we set a goal 70% of the people will start a shitstorm because its not what they want |
15:08 |
hmmmm |
yeah fuck them |
15:08 |
PilzAdam |
the problem with minetest_game is that its too central |
15:08 |
hmmmm |
this is a horrible excuse for no progress |
15:09 |
hmmmm |
people don't complain when minecraft gets a new feature they didn't ask for, and they also don't complain when minecraft doesn't add one of their suggestions |
15:10 |
hmmmm |
why should this be different? because of the "community" misconception? (thanks.... celeron) |
15:11 |
proller |
dont disable collision between falling sand! |
15:11 |
proller |
ang gravel |
15:11 |
PilzAdam |
people already say that I am a dictator; if I merge something they say "you only merge what you want!" or "you only copy Minecraft!", and when I dont merge things they say I am an naysayer |
15:11 |
hmmmm |
that's because you seem to be doing it alone |
15:12 |
hmmmm |
if there was a dedicated *team* for minetest_game it'd seem better |
15:12 |
hmmmm |
people don't complain that i'm the emergethread or mapgen dictator |
15:13 |
PilzAdam |
because nobody notices your changes :-p |
15:13 |
hmmmm |
except when it's 5000% faster |
15:13 |
hmmmm |
(hah, i literally mean 5000%) |
15:13 |
PilzAdam |
oh, I hear people complaining about "slow mapgen" once a week |
15:14 |
hmmmm |
not my fault they use shitty mods |
15:16 |
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15:22 |
celeron55_ |
PilzAdam: did you read the discussion a couple of days ago where i talked about gameplay stuff? |
15:23 |
PilzAdam |
yes |
15:23 |
PilzAdam |
I am currently experimenting with a new game |
15:24 |
celeron55_ |
one thing that will solve a lot of "dicatator" accusations is to publish a rough plan for the future so that people know what is coming |
15:24 |
celeron55_ |
the "dictator" feel comes when nobody knows what to expect |
15:50 |
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16:22 |
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16:52 |
sapier |
can someone tell me who decided to use [ for furnace textures? I've got a rocket ready to shoot her/him to moon |
16:56 |
hmmmm |
yeah i heard about that, apparently it broke |
16:56 |
hmmmm |
formspec strings are poorly designed and i wish it could be done over. |
16:57 |
sfan5 |
couldn't formspec use lua tables |
16:57 |
sapier |
of course .... [] are key characters for formspec to make them available for text I had to escape them ... not knowing someone beeing crazy enough to make different parsing style for each single element |
16:58 |
sapier |
formspec could use amost everything but it can't be really cleaned up without breaking compatibility |
16:58 |
hmmmm |
dude you can escape [ and ] with \ |
16:58 |
hmmmm |
i added this a while back. |
16:59 |
sfan5 |
like {{label=true, text="This is a [ text ]", x=0, y=-1}, {listbox=true, items={"foo", "bar"}, x=3, y=0, width=25, height=125}} |
16:59 |
sfan5 |
^ much easier to understand IMO |
16:59 |
hmmmm |
of course |
16:59 |
ShadowNinja |
sfan5: Or better, a type attribute. |
16:59 |
sfan5 |
but that requires every mod to change and after hours of discussion that resolves to "no!" |
17:00 |
sapier |
if you want to blow up syntax I suggest using a language designed for things like that |
17:00 |
hmmmm |
who originally conceived of the idea of formspec |
17:00 |
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17:00 |
sapier |
I hate to say but xml is the way to go in that case |
17:00 |
sapier |
but that won't happen |
17:00 |
hmmmm |
indeed, i was going to say XML here |
17:00 |
hmmmm |
don't see what's wrong with Lua tables though |
17:01 |
sfan5 |
sapier: if it would be added there would a lua function that converts the text format to lua tables format |
17:01 |
hmmmm |
that's what i would've done |
17:01 |
sfan5 |
why would we need to add XML parsing if it can be done with lua tables |
17:01 |
sapier |
it just doesn't fix the problem |
17:02 |
sapier |
problem is the text format beeing not exact enough and sometimes crazy to parse |
17:02 |
hmmmm |
well then what is the problem if that doesn't fix it? |
17:02 |
sapier |
I don't see any use in adding a now format to have even more complexity |
17:02 |
hmmmm |
yes, but why do we need a text format in the first place? |
17:03 |
sfan5 |
lua tables are better since the attributes are named, not like "1;foo;5;12;-1;bar" and you don't know what is what |
17:03 |
sapier |
it's sent as text string from server to client |
17:03 |
hmmmm |
you don't see me running around making text formats for ores, do you? "default:stone_with_coal[1;6;20;default:stone,default:desert_stone]" |
17:03 |
hmmmm |
lel |
17:03 |
sapier |
lua tables just don't help anything as the gui is built in c |
17:03 |
sfan5 |
:D |
17:03 |
sapier |
and I don't want to write a parser for lua tables ... so if you volonteer to write it ;-P |
17:03 |
hmmmm |
sapier, lua tables can be serializes no problem |
17:04 |
hmmmm |
hey hold on a minute |
17:04 |
hmmmm |
we're just saying "what if", nobody is making anything new |
17:04 |
sapier |
I know ;-) |
17:04 |
hmmmm |
but the thing is |
17:04 |
sapier |
I just say problem with lua tables is getting them to c++ |
17:04 |
hmmmm |
in the network protocol we can use binary data |
17:05 |
hmmmm |
we can have all fields present and so on |
17:05 |
sapier |
for xml there are plenty of libs out there that can parse them |
17:05 |
sapier |
wrong issue hmmmm |
17:05 |
hmmmm |
so serialization of fields we expect in a lua table would be trivial |
17:05 |
hmmmm |
well then what is the issue? |
17:05 |
sapier |
not sending is the problem but interpretation |
17:05 |
hmmmm |
because i am seeing literally no issue here |
17:06 |
sapier |
exactly no issue on sending it's no difference if it's a serialized table or a xml file |
17:06 |
hmmmm |
it's no difference |
17:06 |
sapier |
the difference is when you want to really build the gui from it |
17:06 |
hmmmm |
then why add XML to the mix? |
17:06 |
hmmmm |
you're doing it with lua |
17:06 |
hmmmm |
there's no way lua isn't going to be part of the process |
17:06 |
sapier |
did you ever parse a non fixed format table with arbitrary child elements from c++? |
17:07 |
hmmmm |
that's an XML job |
17:07 |
hmmmm |
except we're not parsing it, the lua interpreter is |
17:07 |
hmmmm |
my point is, in no case would we need to do parsing |
17:07 |
sapier |
hmmmm the gui isn't built in lua ;-) |
17:07 |
hmmmm |
minetest relies on lua in a fundamental way |
17:07 |
sapier |
you need to translate img[] to a irrlicht element |
17:08 |
sapier |
we're talking about completely different things |
17:08 |
hmmmm |
still don't see how it's different from using lua tables in any of the existing api |
17:09 |
sapier |
it's not different it just adds a lot of additional parsing effort in c++ |
17:09 |
proller |
pleeeeeeease, never use xml |
17:09 |
proller |
use json |
17:09 |
sfan5 |
not json |
17:09 |
proller |
yaml |
17:10 |
proller |
why not json ? |
17:10 |
sfan5 |
why use XML or JSON or YAML(which isn't suited for this case) if we can use Lua tables with fields |
17:10 |
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17:10 |
sapier |
yes of course I'm gonna use a language that I need to write 2 dinA4 pages to get 20 variables .... json is crap unles you write a browser app |
17:10 |
sfan5 |
nah |
17:10 |
sfan5 |
but still, there is no need to use some markup language |
17:11 |
sapier |
sfan5 because there already are librarys to access elements of a xml document while we would have to implement this on our own for lua tables |
17:11 |
proller |
xml is crap everywere |
17:12 |
sapier |
xml is pretty good if you want to descripe gui elements |
17:12 |
hmmmm |
sapier, still not seeing the problem... we do this in literally all of our lua apis |
17:12 |
hmmmm |
it's not difficult at all |
17:12 |
hmmmm |
you're making it out to be the hardest thing ever |
17:12 |
sfan5 |
sapier: thats not a problem, modders won't have to use a markup language but lua tables they can easily work with in many ways |
17:12 |
sapier |
hmm do we have a parser somewhere? |
17:12 |
hmmmm |
by using lua, we: |
17:12 |
hmmmm |
1). reduce bloat |
17:12 |
hmmmm |
2). remove an additional dependency |
17:12 |
hmmmm |
3). increase speed |
17:12 |
hmmmm |
4). make things fit together and look nicer |
17:12 |
sfan5 |
^ |
17:13 |
sapier |
no we don't ... guiFormSpecMenu.cpp will at least tripple size |
17:13 |
hmmmm |
you must be not seeing what i'm thinking of then.... |
17:13 |
sapier |
maybe |
17:13 |
sfan5 |
otherwise we'll end up having XML for formspecs, YAML for world.mt, <Simple conf format> for minetest.conf and JSON for mapgen settings |
17:14 |
sapier |
json in mapgen .... |
17:14 |
hmmmm |
yeah this is ridic. |
17:14 |
hmmmm |
sapier, proller's stuff |
17:14 |
sapier |
as there's no chance to drop current formspec format this discussion is of no use |
17:14 |
sapier |
I neither will implement xml nor will I add lua table format |
17:15 |
sapier |
I'll fix formspec to do exactly same as before no more no less ;-) |
17:17 |
celeron55_ |
XML is quite a bloated format |
17:18 |
sapier |
And I'm completely with you that using lua tables for gui in mod might be an interesting aproach it just doesn't make life more easy on evaluation |
17:18 |
celeron55_ |
also, to some earlier questions: formspecs existed looooong before MT had even heard of Lua |
17:18 |
proller |
json is good for storing stuctured data |
17:19 |
sapier |
is here anyone except proller who likes json? |
17:19 |
hmmmm |
json makes sense because of the whole website thing |
17:19 |
hmmmm |
and since it's already there, why not use it for other things |
17:19 |
hmmmm |
i don't particularily like it though |
17:19 |
sapier |
jes on websites but not within a c++ application |
17:19 |
proller |
players/* can be 146% better with json instead line-position format |
17:20 |
celeron55_ |
sapier: can you suggest a very lightweight XML subset library that you would use? |
17:20 |
sapier |
proller we need to convert your json parameters at least twice once to c++ second to lua and everytime we need to evaluate the generic style json type |
17:21 |
celeron55_ |
sapier: also, make an example formspec |
17:21 |
hmmmm |
lol roflmao |
17:21 |
proller |
xml better than json ? |
17:21 |
sapier |
no celeron55_ as I don't really want to add xml support right now if ever this is a mid/long term change |
17:21 |
hmmmm |
celeron, it was a simple thought experiment, there were never any plans on replacing formspec |
17:21 |
hmmmm |
we just said that formspec was super crappy and were wondering how we would've done it differently |
17:22 |
proller |
once to c++ - its one call |
17:23 |
sfan5 |
I don't think it makes much sense to use json if you have lua and could just use tables |
17:23 |
celeron55_ |
hmmmm: okay, not changing it to anything then i guess |
17:23 |
proller |
lua tables = lua code, its must be runned as program |
17:23 |
celeron55_ |
sfan5: the thing there is that you can't "just use Lua" when you have to put stuff through network and actually handle the data in C++ |
17:23 |
sfan5 |
celeron55_: yeah |
17:23 |
proller |
json - fast parsing format for storing data |
17:24 |
sapier |
proller if this is that easy you may be able to cleanup convert_json.cpp |
17:24 |
celeron55_ |
of course from a mod's standpoint a lua interface could be best, not depending on whatever happens in the background |
17:24 |
proller |
json ok for "through network" |
17:24 |
sapier |
it's 300 lines of code for 13 variables |
17:25 |
sfan5 |
I think we could just have a format that serializes a Lua Table like Minecraft uses NBT |
17:25 |
celeron55_ |
oh also: do you people know that irrlicht's gui system actually supports an XML format of it's own? 8) |
17:26 |
sapier |
a lua table needs to be either parsed on server beeing sent to client in a proprietary binary format |
17:26 |
* sfan5 |
read smth. about that |
17:26 |
celeron55_ |
spoiler: it's super crappy too |
17:26 |
hmmmm |
sapier, tbh convert_json.cpp is written bloatily |
17:26 |
sapier |
or resent to lua engine on client to be parsed into c++ from the lua engine there ... btw we don't even have a lua stack on client while game is running |
17:27 |
hmmmm |
a lot of if (big thing here.size()) { \n some_long_thing = big thing here; \n } \n else { blah = false \n } |
17:27 |
sapier |
hmmmm ok remove 50 lines still 250 lines for 13 variables is way too much |
17:27 |
hmmmm |
which is basically 7 LoC for something that would be done in 2 |
17:28 |
sapier |
can you give an example hmmmm? I didn't find a shorter way to read what I needed |
17:28 |
proller |
sapier, you can make ModStoreModDetails as json::value and delete 300 lines of code. |
17:28 |
sapier |
proller no I can't |
17:28 |
sapier |
as I need to translate it to a lua table |
17:28 |
proller |
like it used in serverlist |
17:29 |
proller |
its simpler |
17:29 |
hmmmm |
well, not putting the else on a separate line as the closing bracket for an if would be a start (and more fitting to minetest's official code style) |
17:29 |
hmmmm |
really a macro would be ideal for this |
17:29 |
sapier |
ok doing all those cosmetic fixes still 200 lines will remain |
17:29 |
proller |
sapier, guiLuaApi.cpp: - lua_pushstring(L,current_mod.description.c_str()); + lua_pushstring(L,current_mod["description"].AsString().c_str()); |
17:30 |
hmmmm |
he needs to fail if it's empty though |
17:30 |
hmmmm |
(for some of them) |
17:30 |
proller |
typedef Json::Value ModStoreModDetails |
17:30 |
sapier |
and I don't want to mix up lua and c++ code again |
17:31 |
proller |
Json::Value - its good dynamic data container |
17:31 |
proller |
you can use in instead of struct |
17:31 |
sapier |
it isn't it doesn't even convert a text to int on its own |
17:32 |
proller |
you can make func text2int and use where needed |
17:32 |
sapier |
AsInt() won't return a int from a text even if it is possible |
17:32 |
proller |
and not use copypaste as now |
17:32 |
sapier |
it's your turn proller you tell this can be cleaned up plz do it |
17:33 |
sapier |
but don't mixup lua and c again |
17:33 |
proller |
ok, but with typedef Json::Value ModStoreModDetails ? |
17:33 |
sapier |
no |
17:33 |
sapier |
purpos was to have correct type information available directly in c++ |
17:34 |
sapier |
typdefing is only moving parser from a to b |
17:34 |
proller |
for what ? |
17:34 |
sapier |
I don't want to bloat another file that already is way to big by "if type is that then" |
17:35 |
kahrl |
why does this stuff have to go through the C++ side at all? why not do this all in lua? |
17:35 |
sapier |
do we have a json lua parser? |
17:35 |
kahrl |
I don't know but it would certainly be useful for lots of things |
17:36 |
sapier |
of course we could add a json xml parser too ;-) |
17:36 |
kahrl |
take json, return lua table |
17:36 |
sapier |
and xml lua |
17:36 |
proller |
universal json=>lua maybe good |
17:36 |
proller |
and not very hard to make |
17:36 |
sapier |
xml => lua will be exactly same ... json and xml are both bloated text formats |
17:37 |
kahrl |
what's up with xml? we already have jsoncpp |
17:37 |
proller |
but xml is fat, stupid and not usable |
17:37 |
sapier |
I prefere files I can read .. |
17:37 |
proller |
you can read xml and cant json ?? |
17:37 |
kahrl |
umm |
17:37 |
proller |
its.. strange.. |
17:37 |
kahrl |
what exactly would change, these things are already in json |
17:38 |
sapier |
at least xml tells what you're closing atm |
17:38 |
kahrl |
vim % command does exactly that |
17:39 |
sapier |
of course I use vim to write big lecture everyday ;-P |
17:39 |
sapier |
I don't like xml guys but I json is worse |
17:39 |
proller |
sapier, you can use json formater in any editor |
17:39 |
proller |
or console |
17:40 |
sapier |
http://json.org/example.html is a very small but speaking example ... the 4th } from below is closing what json element? |
17:40 |
hmmmm |
thaht is such a contrieved example |
17:41 |
sapier |
it's the first one google told me ;-) |
17:41 |
kahrl |
why are they mixing spaces and tabs |
17:41 |
sapier |
btw it's from json.org ... I guess they need some advertisement lessons |
17:43 |
proller |
sapier, http://paste.org.ru/?94ybth - its speaking |
17:44 |
proller |
jsoncpp can write formated like in or oneline |
17:44 |
sapier |
I'm still waiting for the name of the tag closed with 4th } from below |
17:44 |
proller |
"GlossList": { |
17:44 |
sapier |
good ;-) |
17:45 |
sapier |
I just don't see any benefit for json ... it's almost same as xml just using different separators and a imho less readable syntax |
17:45 |
proller |
its 30%+ smaller |
17:46 |
proller |
parser much faster |
17:46 |
kahrl |
json is almost 100% like lua tables |
17:46 |
hmmmm |
XML is horrible |
17:46 |
kahrl |
so anyone who knows one can work with the other |
17:46 |
sapier |
30% smaller is bouglt by less readability |
17:46 |
proller |
default libxml have vulnerability |
17:46 |
hmmmm |
if you call MXL more readable... |
17:46 |
hmmmm |
XML* |
17:46 |
sapier |
and parser beeing faster is just something you tell |
17:47 |
hmmmm |
well good thing we don't have plans for this :) |
17:47 |
hmmmm |
but if we were to ever work on something in the future where we have to choose between json and xml, we are sure as hell not using xml |
17:47 |
sapier |
I don't see anything that would explain a difference for equally well written parsers |
17:47 |
proller |
xml have 2+ ways to write one thing (attr, tags, mix) |
17:48 |
sapier |
on the other hand in json you can only decide a document beeing invalid on last char |
17:48 |
proller |
in any program json much simpler than xml |
17:49 |
proller |
in xml you must handle every fucked tag |
17:49 |
sapier |
ok make modders write gui in json I can imagine their reaction ;-) |
17:50 |
kahrl |
what? |
17:50 |
kahrl |
I thought we were talking about the serialization format |
17:50 |
kahrl |
the lua api would be tables |
17:51 |
kahrl |
no one would ever see the json unless they were debugging or working on the formspec engine |
17:51 |
sapier |
converting back and forward 20 times? |
17:51 |
proller |
i will try remake convert_json.cpp but on next week |
17:52 |
sapier |
nonono imho whatever user writes needs to be directly formated to gui elements |
17:52 |
proller |
sapier, no big problem to convert |
17:52 |
sapier |
no hurry proller it's working as is it's just ugly |
17:53 |
proller |
i can make 300% less ugly |
17:53 |
proller |
or not ugly |
17:54 |
sapier |
if you want to transform lua tables to json on server just to transform it to gui elements on client that's just adding an additional error location |
18:04 |
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18:11 |
sapier |
am I really the only one using a debugger to find bugs? |
18:11 |
sfan5 |
no |
18:11 |
sapier |
so how can anyone debug with -O1???? |
18:12 |
sapier |
this debug build option used by minetest is just useless |
18:12 |
sapier |
in best case it's a verbose build but NOT debug |
18:13 |
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18:13 |
sfan5 |
shouldn't ''' ([A-Za-z_0-9]+)\[(<[A-Za-z0-9_ ]+>[,;\]])+ ''' match image[<X>,<Y>;<W>,<H>;<texture name>] and put them all into groups? |
18:14 |
kahrl |
sapier: it still allows me to get a backtrace in case of a crash, which is all I need usually |
18:15 |
sapier |
I usually debug step by step and you can't step if all your variables are optimized and operations are reordered |
18:15 |
kahrl |
step by step debugging is too tedious for me |
18:15 |
sapier |
it's best way to find out whats happening |
18:17 |
sapier |
don't know what you're aiming at sfan5? |
18:18 |
sfan5 |
sapier: I wanted regexes to do something faster for me, but that regex only catches the "texture name" entry instead of all entires |
18:18 |
sfan5 |
entries* |
18:18 |
sapier |
I see |
18:30 |
sapier |
did someone ever try do escape [ by using \? |
18:34 |
sapier |
I'm asking because I don't get any \ passed from lua to c++ |
18:34 |
sfan5 |
maybe lua realizes that \] is not a valid string escape sequence and ignores it? |
18:35 |
sapier |
hmmm ... so we need at least doubleescaping |
18:36 |
sapier |
lol ... "\[" in lua is "[" in c++ but "\\[" in lua is "\\[" in c++ ... any explanations? |
18:37 |
sfan5 |
wat |
18:37 |
sfan5 |
that makes sense |
18:37 |
sapier |
wait ... guess this is special display format by debugger |
18:38 |
sapier |
yes ... stupid eclipse debug notation |
18:48 |
sapier |
PilzAdam are you sure escaping has been done by \ before? |
18:50 |
hmmmm |
\\[ should be \[ in C++ |
18:50 |
hmmmm |
hrmm |
18:50 |
sapier |
it is ... while if using \[ \ is ignored completely |
18:50 |
hmmmm |
yes..... \[ in lua should be [ in C++ |
18:51 |
hmmmm |
that only makes sense |
18:51 |
sapier |
but [ in lua is [ in c too ;-) |
18:51 |
hmmmm |
[ in lua should be part of the formspec identifier |
18:51 |
sapier |
should |
18:51 |
hmmmm |
while \[ is a way to use [ in a string |
18:52 |
sapier |
but someone was as crazy to use [ in texture name too |
18:52 |
sapier |
no it isn't hmm you need to write \\[ to use [ in a string |
18:52 |
hmmmm |
are you sure??? |
18:52 |
hmmmm |
that's not the way it was designed |
18:53 |
hmmmm |
oh |
18:53 |
sapier |
unless we reparse the format string in lua and replace \[ by \\[ |
18:53 |
hmmmm |
i mean the data representation of \[ |
18:53 |
hmmmm |
the actual two characters |
18:53 |
sapier |
I don't see any difference between \[ and [ from c++ |
18:53 |
ShadowNinja |
hmmmm: It might be LuaJIT escapes. |
18:53 |
hmmmm |
yes, those are luajit escapes |
18:53 |
hmmmm |
so you need two levels of escaping here |
18:54 |
hmmmm |
one to escape the backslash from within lua |
18:54 |
sapier |
so a formspec that works on luajit doesn't work on lua? |
18:54 |
hmmmm |
and another to do the actual formspec parsing escape |
18:54 |
ShadowNinja |
Will that work in regular Lua? |
18:54 |
ShadowNinja |
+ |
18:54 |
hmmmm |
yes it should |
18:54 |
sapier |
it'd add an andditional \ |
18:54 |
hmmmm |
why did you say "it might be luajit escapes" then? |
18:55 |
ShadowNinja |
And +1 for table formspecs. |
18:55 |
sapier |
not an option atm shadowninja ;) |
18:55 |
ShadowNinja |
I know some escapes had to be changed in builtin. I think they were \[ and \]. |
18:56 |
ShadowNinja |
s/changed/removed/ |
18:56 |
sapier |
with plain lua I need at least two \ to get a single one to lua |
18:56 |
hmmmm |
that's pretty reasonable |
18:56 |
sapier |
yes but is it same for luajit? |
18:57 |
hmmmm |
it should be. how come you don't know? |
18:57 |
hmmmm |
if it's not, then luajit has a *serious* problem, not following the lua language spec |
18:58 |
sapier |
I don't have lujit installed |
18:58 |
sapier |
I just gave up to check every possible build variant of minetest |
19:01 |
sapier |
ok I'm gonna add a workaround for image[ to support unescaped [ within image name ... that's ugly but possible |
19:02 |
sfan5 |
after spending much time on replacing that regex with a python program that does the same; here is what the regex should have helped me with: http://titanpad.com/oRKZzLBSg7 |
19:03 |
sapier |
ok now start coding the table to json/xml parser and then the json/xml to irrlicht gui interpreter |
19:04 |
sapier |
alternatively just serialize, implement a client side lua stack and then write a lua2irrlicht interpreter ;-) |
19:05 |
sapier |
btw you forgot the more challanging elements |
19:07 |
ShadowNinja |
sfan5: Definitely should be type="foo". How do you handle image=true, list=true? |
19:07 |
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19:08 |
hmmmm |
what on earth did i do :( |
19:08 |
hmmmm |
people are taking this very seriously |
19:08 |
sapier |
if we are redesigning formspec I demand container formats |
19:09 |
sapier |
hmmmm as long as no coder does write it nothing is gonna happen ;-) |
19:09 |
hmmmm |
this is something we don't want |
19:10 |
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19:10 |
sfan5 |
ShadowNinja: the [type]=true thing is a dumb idea |
19:11 |
sfan5 |
hmmmm: we don't want? IMO forspecs would be much easier to make with tables |
19:12 |
thexyz |
make a lua function which converts your table thing into a string |
19:12 |
ShadowNinja |
We can keep the old code for a release or two to give mods a chance to update. |
19:12 |
hmmmm |
great, but, don't change the entire universe because it might be better |
19:12 |
sfan5 |
thexyz: was about to do that |
19:12 |
hmmmm |
formspecs right now are sufficient and it doesn't need messing around with |
19:12 |
sapier |
ShadowNinja I already told you just creating table is only about 5% that needs to be done |
19:13 |
hmmmm |
it's not what minetest 'needs' |
19:14 |
PilzAdam |
hmmmm, re throwing snoballs: for the same reason we dont have mobs (yet), its just too laggy to wait for the server and it wouldnt be usable at all on slightly laggy servers |
19:14 |
hmmmm |
how is it possibly laggy |
19:15 |
PilzAdam |
all object handling is done server side |
19:16 |
PilzAdam |
no client prediction at all (when creating, setting velocity, or hitting nodes) |
19:16 |
hmmmm |
yes, that's fine.... |
19:16 |
sapier |
that's wrong pilzadam acceleration is predicted by client |
19:16 |
hmmmm |
ah see, even better |
19:16 |
sapier |
that's nut much of course |
19:17 |
PilzAdam |
sapier, Im talking about the creation and "hitting a node" part |
19:17 |
sapier |
https://github.com/minetest/minetest/pull/806 plz test and merge before mor ppl get upset |
19:17 |
hmmmm |
so? |
19:17 |
hmmmm |
enough with the "it's too laggy" thing |
19:17 |
sapier |
that never can be done client side |
19:17 |
hmmmm |
"it's not even there" is worse |
19:17 |
hmmmm |
you're expecting the impossible out of minetest |
19:17 |
sapier |
mob hitting a node? |
19:18 |
hmmmm |
sapier, he wants object node collision to be predicted as well |
19:18 |
sfan5 |
what? |
19:18 |
sapier |
you can't expect a mob to react within ms if you tell server only every 20s ... neither will any other player react within ms in this case ;-) |
19:18 |
PilzAdam |
hmmmm, also re ice: its not transparent because its just too glitchy, it looks horrible above water; it doesnt create a water source when destroying it because thats illogical, you get the ice block in your inventory and dont melt it |
19:18 |
hmmmm |
all in all, for the people who don't have lag problems or those who play singleplayer, you're preventing them from having decent gameplay |
19:19 |
PilzAdam |
hmmmm, no, I want snowball -> snow node prediction |
19:19 |
sapier |
hmmmm mobf already does predict object collision server side |
19:19 |
sfan5 |
PilzAdam: that'd require it hardcoded, or prediction data sent to the client |
19:19 |
PilzAdam |
or client side Lua |
19:19 |
hmmmm |
creating a water source when destroying an ice node is necessary, so holes of water don't form in the freaking ocean |
19:19 |
hmmmm |
that my friend is what's illogical |
19:19 |
sapier |
we don't even have a on_collision callback on server ;-) but I already was thinking about adding it |
19:19 |
hmmmm |
i said this about 3 times |
19:20 |
PilzAdam |
hmmmm, you can create wholes in frozen seas |
19:20 |
sapier |
sfan5 it's not that impossible it seams |
19:20 |
sapier |
once client side lua is added simple things like that could be done |
19:20 |
sapier |
-seams + seems |
19:21 |
hmmmm |
ice above water, i didn't realize it was that glitchy until i tried it out myself. it seems to flicker between transparent and not transparent within whole mapblocks for some reason which you don't see at all on an individual basis |
19:21 |
hmmmm |
snowballs and the ice thing, there's no excuse for that |
19:21 |
hmmmm |
and if you don't want to do it, i'm going to do it |
19:21 |
sapier |
what's up with snowballs? |
19:22 |
hmmmm |
when you dig a snow node you get a snowball |
19:22 |
hmmmm |
which you can't do anything with |
19:22 |
hmmmm |
normally you'd be able to throw it but this was removed |
19:22 |
sapier |
why not throw? as in throwing mod? |
19:22 |
sfan5 |
; can't be escaped in formspecs, can it? |
19:22 |
sapier |
now it can |
19:22 |
PilzAdam |
hmmmm, go to a frozen sea IRL and break some ice, there is no water magically appearing |
19:22 |
PilzAdam |
hmmmm, there is water _under_ the ice |
19:22 |
sapier |
but I haven't tested |
19:23 |
hmmmm |
yes, when i break part of the ice sheet it doesn't pour in at all |
19:23 |
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VanessaE joined #minetest-dev |
19:23 |
hmmmm |
it doesn't matter if it's realistic or not, it matters so it doesn't make the ocean look odd |
19:24 |
PilzAdam |
it would be interesting to break the first layer of ice, then wait until the water under it freezes and continue that, until you get a nice whole |
19:24 |
PilzAdam |
*hole |
19:26 |
hmmmm |
between the cheddar cheese blocks for copper, american cheese for gold bars, can't mine a cactus, can't throw snowballs because "it's too laggy", breaking ice deforms the freaking ocean, i don't know which i should fix first |
19:26 |
hmmmm |
minetest_game is broken and it seems like you don't care to fix it |
19:27 |
PilzAdam |
ehm, ever punched a cactus with your hand IRL? of course you need an axe |
19:27 |
PilzAdam |
feel free to create better textures, though |
19:28 |
hmmmm |
i really wish i could just do it all myself and get it over with |
19:28 |
hmmmm |
but that takes time and skills that would take even more time to develop |
19:28 |
hmmmm |
and i'm going to start working and have absolutely no time at all for minetest after that |
19:29 |
hmmmm |
so i'd rather spend what i have left on finishing what i immediately have to deal with |
19:30 |
PilzAdam |
you seem to be one of those guys who think that everything that differs from MC is bad |
19:30 |
hmmmm |
no, it doesn't take one of those people to see that what is currently there is shit. |
19:30 |
sapier |
does punching a cactus by hand damage player? |
19:30 |
PilzAdam |
sapier, nope |
19:31 |
hmmmm |
i really wish i could entrust that these things would get fixed by somebody |
19:31 |
PilzAdam |
but punching a rock doesnt damage you either |
19:31 |
hmmmm |
somebody that isn't me |
19:31 |
PilzAdam |
s/fixed/changed |
19:31 |
sapier |
maybe if it did need for an axe would be more straight forward? |
19:31 |
PilzAdam |
since nothing is broken |
19:31 |
hmmmm |
fixed. |
19:31 |
hmmmm |
pilzadam, you can use minimal and nothing is broken |
19:32 |
hmmmm |
pilzadam, this is why people see you as a "dictator", because you're not receptive at all |
19:32 |
hmmmm |
do you not see it in this very conversation? |
19:33 |
hmmmm |
everything i've said so far was shot down for really stupid and irrelevant reasons |
19:33 |
PilzAdam |
what I see is that daily people come and want to change minetest_game in what they think is the best |
19:33 |
hmmmm |
and it's not even your game |
19:33 |
hmmmm |
if this was your own personal game for minetest i'd say that's alright |
19:34 |
PilzAdam |
so broken z-buffering is "no reason"? |
19:34 |
hmmmm |
i recanted that request |
19:34 |
hmmmm |
how about all other 30 |
19:35 |
PilzAdam |
I cant change the textures since I cant draw them |
19:36 |
PilzAdam |
and for the ice -> water source thing I cant see how removing parts of the ice will "deform" the ocea |
19:36 |
PilzAdam |
*ocean |
19:38 |
hmmmm |
i am hereby officially calling for another to work on the minetest_game component |
19:38 |
hmmmm |
anybody interested...? |
19:38 |
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19:40 |
PilzAdam |
hmmmm, celeron55_ asked for more people to work on minetest_game months ago |
19:40 |
hmmmm |
not loud enough apparently |
19:40 |
hmmmm |
i should try the forums |
19:40 |
PilzAdam |
I guess it would be best if you ask them to post their "plans" for minetest_game |
19:41 |
hmmmm |
yes, he wants long term plans, but i'm just talking about a couple of simple fixes (simple for someone who has good enough knowledge of the modding api) |
19:42 |
Taoki |
I kinda do. But not sure how reliably I can work on stuff now |
19:42 |
PilzAdam |
hmmmm, so... you just ignore that I dont see the point in your "fixes" and ask someone else to do it? |
19:43 |
hmmmm |
because i explained it to you as much as i can and you keep saying the same thing |
19:43 |
PilzAdam |
I explained my point too |
19:49 |
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20:00 |
celeron55_ |
wat |
20:02 |
VanessaE |
who? |
20:03 |
celeron55_ |
i'm confused about the tininess of the things you are arguing about like they were everything that exists |
20:04 |
sapier |
I guess those tiny things are only placeholders for the real problems :-/ |
20:06 |
VanessaE |
celeron55_: where I come from, it's a generally accepted fact that it's "the small stuff" that has the heaviest impact on something or someone, versus "the big issues", because "the small stuff" tends to pile up far worse. |
20:11 |
celeron55_ |
but many of the mentioned small stuff is also highly based on preferences of each person |
20:12 |
celeron55_ |
anyway, the situation of minetest_game is quite stuck in every aspect |
20:12 |
sapier |
that's what a moderator is needed to find a common base that everyone is willing to accept |
20:12 |
celeron55_ |
i would solve this if i knew how |
20:13 |
celeron55_ |
no, there isn't anything that everyone would accept |
20:13 |
sapier |
only accept not like |
20:13 |
celeron55_ |
well maybe, except that saying it like that gives too much power to those who don't accept things easily |
20:14 |
sapier |
another option is to find a way to manage differences |
20:14 |
proller |
btw i want to add sponge for liquid_finite- https://github.com/minetest/minetest_game/pull/185/files |
20:14 |
VanessaE |
there's an easy way to fix this. Add every option everyone's been wanting (WITHIN REASON) but leave most of them disabled by default. |
20:14 |
PilzAdam |
VanessaE, ehm, why not keep them as mods then? |
20:15 |
VanessaE |
because people are idiots and can't even figure out how to rename a folder to make a given mod work? |
20:15 |
sapier |
adding all options is a big challange to architecture maintenance gets more and more difficult |
20:15 |
PilzAdam |
VanessaE, thats not a good reason |
20:15 |
VanessaE |
I can't begin to count the number of times I've fielded that issue just on the half a dozen or so mods I maintain. |
20:15 |
sfan5 |
thexyz: here you go: http://pastie.org/8113749 |
20:15 |
VanessaE |
it's a perfect reason. It's 100000x easier to click a checkbox than to download, rename, and install a mod. |
20:16 |
sapier |
vanessae that problem is already fixed |
20:16 |
hmmmm |
not only that, but it is kind of a big pain to have to install 50000 mods |
20:16 |
hmmmm |
because the default game is too crap |
20:16 |
hmmmm |
mods should just be "hey that's neat" instead of "i need this in order to play the actual game" |
20:16 |
sapier |
modmanager autorenames mods installed from zip to a sane way |
20:17 |
proller |
its hard to select good and not buggy mods from all, base mods must be more stable |
20:17 |
PilzAdam |
hmmmm, then you are too limited in the way you use mods |
20:17 |
VanessaE |
sapier: we don't have a built-in mod manager though. |
20:17 |
sapier |
we do |
20:17 |
PilzAdam |
also placing water sources when destroying ice isnt something that is really needed to play the game |
20:17 |
sapier |
was added along with formspec menu |
20:18 |
VanessaE |
it was? |
20:18 |
* VanessaE |
looks |
20:18 |
hmmmm |
you also don't need brick nodes to play the game |
20:18 |
hmmmm |
it's simply lacking completeness |
20:18 |
proller |
but melting ice to water when hot - need! |
20:18 |
VanessaE |
again, why does every stinking thing added to the game HAVE to have some active use? |
20:18 |
sapier |
yes it's disabled as it's most advanced feature is moddb integration |
20:18 |
VanessaE |
(i.e. as hmmmm said, bricks) |
20:18 |
sapier |
and moddb isn't ready right now I want |
20:18 |
celeron55_ |
public announcement: celeron55 is looking for someone who has the courage and the time to pull minetest_game forward without stopping at every naysayer including me, /msg me |
20:19 |
celeron55_ |
this design by committee simply does not work |
20:19 |
sapier |
it to be at least helpfull before enabling modmanager by default |
20:19 |
hmmmm |
it's not even design by committee, because if you don't commit it yourself, pilzadam won't commit it |
20:19 |
celeron55_ |
design by naysayers |
20:19 |
VanessaE |
sapier: oh that's seriously busted. "Configure" button doesn't even work. Settings tab erases all other tabs when clicked. |
20:19 |
sapier |
no that's not modmanager vanessae |
20:19 |
hmmmm |
i don't have some kind of "grand plan" for minetest_game |
20:19 |
sapier |
and those bugs are already fixed in 806 |
20:19 |
hmmmm |
i just wanted a couple nagging issues fixed |
20:20 |
proller |
modmanager useles on server |
20:20 |
PilzAdam |
hmmmm, see? you are like everyone else in the forum |
20:20 |
sfan5 |
thexyz: fixed http://pastie.org/8113761 |
20:20 |
VanessaE |
sapier: I know, but I can't even *get* to the mod manager, and I already have #806 installed, unless you've since amended it. |
20:20 |
hmmmm |
like you can't mine a cactus with a mese pick even |
20:20 |
hmmmm |
i'm sorry, that's just retarded |
20:20 |
PilzAdam |
you think that I work on my own, but fact is that I never commit things without at least asking someone else (like VanessaE) |
20:20 |
sapier |
have a look at minetest.conf.example |
20:20 |
sapier |
modmanager != configure |
20:20 |
VanessaE |
PilzAdam: he knows that. |
20:20 |
sapier |
modmanager is a separate tab! |
20:21 |
sfan5 |
sapier: BTW I made a lua thing which converts the lua table thing to the string format http://pastie.org/8113761 |
20:21 |
hmmmm |
pilzadam, if i'm saying it and i'm not even on the forums, could it be that they were right? |
20:21 |
sapier |
wait did you just tell configure doesn't work i 806? |
20:21 |
VanessaE |
sapier: I don't see such a tab on mine, and I'm definitely using #806 (your game selector bar is as we last agreed on) |
20:21 |
sapier |
main_menu_mod_mgr = 1 |
20:21 |
sapier |
in config |
20:21 |
PilzAdam |
hmmmm, no, people on the forums usually dont see the discussion in IRC, and they see only me in the commit log |
20:22 |
sapier |
lol error("Someone started Internet Explorer") |
20:22 |
VanessaE |
Ah, that enabled the manager all right. Good. Configure button for worlds is still busted though. |
20:23 |
sapier |
good idea sfan but now we have three error locations ;-/ |
20:23 |
VanessaE |
sapier: why isn't that mod manager enabled by default? |
20:23 |
sapier |
becaus it's full power is only unleashed after moddb is cleaned up |
20:23 |
VanessaE |
ah |
20:23 |
sapier |
you need modstore_* parameters from example too |
20:24 |
sfan5 |
sapier: I just wanted to make as clear as possible what may be passed as arguments with what type |
20:24 |
sapier |
without those only install works but not download |
20:24 |
VanessaE |
well that solves one issue then of getting mods easily, but it still doesn't fix the main contention about toe overall content of minetest_game |
20:25 |
sapier |
sfan5 thatd be another additional way to do it lua -> old formspec format |
20:25 |
PilzAdam |
sapier, when creating a new world the world should be selected in the list (so you can hit directly hit "Play") </random> |
20:25 |
sapier |
true vanessa .... btw main_menu_game_mgr = 1 could be interesting for you too vanessa |
20:25 |
sfan5 |
sapier: builtin could hook in front of minetest.display_formspec(?) and check type(argument) and convert if necessary |
20:25 |
PilzAdam |
sapier, there is also no error message when a world with that name already exists |
20:26 |
VanessaE |
s/toe/the/ |
20:27 |
sapier |
sfan5 thatd all be possible but still the question is: "Is it worth adding a whole layer adding new errors?" imho it's not but thats a personal preference |
20:27 |
sapier |
ok configure/error/selection |
20:28 |
sfan5 |
sapier: the stuff that is handeled by c++ is usually not so well error-checked, its better when you've got a clear error instead of a segfault/similar |
20:29 |
sapier |
vanessae what exactly happens when you hit configure? |
20:29 |
sapier |
sfan I just cleaned up error handling for formspecs ;-P |
20:30 |
sapier |
configure button works for me vanessae can you show me how it's looking for you? |
20:31 |
VanessaE |
sapier: it switches the background from my currently-selected game to the gemeric "minetest" background. that's it. |
20:31 |
VanessaE |
sapier: if I then click on some tab like "settings", it goes to that menu and all the other tabs disappear until I hit escape. |
20:32 |
thexyz |
sfan5: this code looks really dirty |
20:32 |
VanessaE |
generic* |
20:32 |
sfan5 |
thexyz: where? |
20:32 |
sapier |
hmm sounds like the settings dialog results in some error for you ... windows or linux? |
20:32 |
VanessaE |
sapier: also, you need to fix pressing enter to connect to a server (it doesn't) |
20:33 |
thexyz |
sfan5: everywhere, actually |
20:33 |
sapier |
pilzadam said it's only world connecting ... not a big deal eiter |
20:33 |
sapier |
+h |
20:33 |
VanessaE |
it's a major deal. Enter should commit the main action the user would normally expect, without exception. |
20:33 |
sfan5 |
thexyz: how would you suggest to do it "cleanly"? |
20:34 |
VanessaE |
anything else is inconsistent. |
20:35 |
sapier |
no it's a 3 line fix so no big deal ;-) |
20:35 |
VanessaE |
sapier: THREE LINES!? are you TRYING to bloat out the engine!?! |
20:35 |
VanessaE |
;) |
20:36 |
sapier |
of course didn't you realize I just added 14000 lines ;-P |
20:36 |
thexyz |
sfan5: have templates for each element type, like "size[{x},{y}]" for invsize, "image[{x},{y};{w},{h};{texturename}]" for image, etc |
20:36 |
thexyz |
then make it process those |
20:36 |
thexyz |
well, format obviously can be changed |
20:37 |
* sfan5 |
doesn't like making templates, because it would be less code |
20:37 |
VanessaE |
sapier: :P |
20:38 |
sfan5 |
s/because/just because/ |
20:38 |
sapier |
format can't be changed ;-) we need to support old fomspec at least until minetest 0.7 ;-) |
20:38 |
thexyz |
sapier: you only read my last message, didn't you? |
20:39 |
sapier |
no the last 3 ones |
20:39 |
thexyz |
well, I wasn't talking about formspec specification |
20:39 |
sapier |
but maybe I misinterpreted what you were trying to say |
20:39 |
thexyz |
I mean, sfan5's code is copypasta |
20:39 |
hmmmm |
why are you seriously entertaining the whole formspec idea |
20:39 |
hmmmm |
it was just a "what if" |
20:40 |
hmmmm |
actually carrying that out it misguided effort |
20:40 |
sapier |
and noone is willing to do the real work |
20:40 |
thexyz |
sapier: what "real work" are you talking about? |
20:40 |
sfan5 |
thexyz: he means implementing it into the engine |
20:40 |
sapier |
what sfan5 currently is doing is just adding another layer of indirection |
20:40 |
thexyz |
as I see it, we should make it easier for modders to make formspecs, the idea of converting table-like formspec into string one without changing anything in the engine seems pretty reasonable |
20:41 |
sfan5 |
I didn't say that code is coming to an use |
20:42 |
sapier |
yes if you are a friend of adding additional error sources thats reasonable |
20:42 |
sfan5 |
<sfan5> sapier: the stuff that is handeled by c++ is usually not so well error-checked, its better when you've got a clear error instead of a segfault/similar |
20:42 |
sapier |
as I already told formspecs are 100% error checked by now |
20:42 |
thexyz |
sapier: that's better than rewriting everything just because |
20:44 |
sfan5 |
can someone tell me how tabheader is supposed to work? |
20:44 |
sapier |
yes but is it really worth adding so many additional error sources for a benefit that even depends on modders personal preference? We didn't even look for the details that make it even worse |
20:44 |
sapier |
l977 in lua_api.txt? |
20:44 |
sapier |
caption is the tab name |
20:45 |
thexyz |
sapier: crap, I don't get what you're talking about so I'll just give up |
20:45 |
sapier |
there are arbitrary number of captions |
20:45 |
sapier |
atm the only thing that can be wrong is the formspec the modder wrote |
20:45 |
thexyz |
right |
20:46 |
sfan5 |
sapier: so "tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>;...;<caption n>;<current_tab>;<transparent>;<draw_border>]" like that? |
20:47 |
sapier |
after adding sfans changes after core detected an error user won't have any idea what is wrong as error message is about something he didn't write |
20:47 |
thexyz |
sapier: then sfan5's code should do all the validation |
20:47 |
sapier |
yes I add caption n in doc |
20:48 |
sapier |
thexyz core just cant rely on it |
20:48 |
thexyz |
core won't crash |
20:48 |
sapier |
if it relied on sfans check it might crash for sure |
20:49 |
sapier |
accessing element 5 of a 3 element vector isn't quite a good idea ;-) |
20:49 |
thexyz |
I'm not saying we should remove all checks |
20:49 |
thexyz |
I'm saying that another layer of abstracion won't hurt |
20:49 |
sapier |
I'm for kiss |
20:50 |
thexyz |
the first S in KISS is for "Simple, IIRC |
20:51 |
sfan5 |
wat, drawborder is uses the first time and draw_border the second time |
20:51 |
sapier |
yes ... more layers are not reducing simplicity ... but I admit that depends on point of view |
20:51 |
thexyz |
it's not "Simple" to write formspecs by hand |
20:52 |
sapier |
it is |
20:52 |
thexyz |
okay |
20:52 |
sapier |
it's just not c++ ;-) |
20:53 |
thexyz |
I guess sleep is more productive than fighting over such argument |
20:53 |
sapier |
formspecs are (except of some inconsistencys) very very simple |
20:53 |
PilzAdam |
sapier, formspec isnt simple |
20:53 |
PilzAdam |
and its a PITA |
20:54 |
sapier |
no it is simple it's just a flat list of gui elements |
20:54 |
sapier |
what can be more simple? |
20:54 |
thexyz |
it's simple in terms of code |
20:54 |
thexyz |
it's hard to use |
20:54 |
PilzAdam |
an layout manager would be simple (see java) |
20:54 |
thexyz |
there's just that long string |
20:54 |
thexyz |
where all the stuff is located |
20:54 |
sapier |
did you ever try to write any gui application without a designer? |
20:55 |
PilzAdam |
sure |
20:55 |
sapier |
what toolkit did you use ? |
20:55 |
PilzAdam |
swing |
20:55 |
sapier |
ok I don't know that one ... java crap ;-P |
20:56 |
sapier |
all c++ toolkits are way more complex than formspec |
20:56 |
Calinou |
suddenly: cube 2 GUIs |
20:56 |
* Calinou |
runs |
20:56 |
thexyz |
sapier: nice way to win an argument |
20:56 |
sapier |
no I just can't say anything about swing and wont learn it just do decide if it's better or even worse |
20:57 |
PilzAdam |
sapier, swing has plenty of layout managers |
20:57 |
sapier |
ok that's a completely different topic |
20:58 |
sapier |
our guis don't have layouts lua table doesn't change that ... of course lua tables would be a way to add it ... but reading sfans changes that doesn't seem to be his intention |
20:59 |
thexyz |
sfan5: I suggest you to release this thing as separate mod |
20:59 |
sfan5 |
sapier: intention to ? |
20:59 |
sapier |
add layout based formspecs |
20:59 |
sapier |
aka container gui elements |
20:59 |
sfan5 |
heres one that works with tabheader: http://pastie.org/8113854 |
20:59 |
sfan5 |
^ sapier: could you confirm that I did it right? |
21:00 |
thexyz |
sfan5: I think you should also rewrite it so there's not so much copypasta |
21:00 |
sfan5 |
..You mean my intention is to add layout based formspecs? no. |
21:00 |
sfan5 |
thexyz: if i release this as a mod, probably nobody will use it |
21:01 |
sapier |
not all elements are required sfan |
21:01 |
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21:01 |
sapier |
tabheader looks correct |
21:02 |
sapier |
you should have a look at 806 I updated docs added missing elements and parameters |
21:02 |
thexyz |
sfan5: well, then I can only hope you won't include it into minetest/minetest without cleaning up this code |
21:02 |
sfan5 |
thexyz: its ok, although I don't like templates I'll clean it up how you want it |
21:03 |
VanessaE |
sapier: please squash your commits on #806 ? |
21:03 |
sapier |
I don't want to squash every 2h vanessae |
21:04 |
VanessaE |
heh |
21:04 |
sapier |
:-) |
21:04 |
sfan5 |
oh, and my current implementation of formspec would require one change in the engine: being able to use #RRGGBB instead of those colorkeys |
21:06 |
sapier |
I used colorkeys to make it easy ;-) |
21:07 |
Calinou |
did sapier implement color codes? :o |
21:07 |
sapier |
as I can't remember what color 27733 is |
21:07 |
Calinou |
well, yey, useless 24 bit :P |
21:07 |
hmmmm |
you should know |
21:07 |
sapier |
tell me ;-) |
21:07 |
hmmmm |
0xFF00FF for example |
21:07 |
hmmmm |
what's a mixture of red and blue |
21:07 |
hmmmm |
hrm.. purple! |
21:08 |
sapier |
and what is 27733 |
21:08 |
VanessaE |
magenta :P |
21:08 |
hmmmm |
is that hex or not? |
21:08 |
VanessaE |
0x027733... a bit greenish-blue :) |
21:08 |
Calinou |
tip: gcolor2 |
21:09 |
sapier |
I don't want to start gimp just to find out what colornumber to use ;-) |
21:09 |
Calinou |
gcolor2 isn't gimp |
21:09 |
hmmmm |
the flexibility ought to be there |
21:09 |
Calinou |
flexibility? |
21:09 |
thexyz |
wow |
21:09 |
sapier |
no it isn't |
21:09 |
thexyz |
crap, how should I phrase it |
21:09 |
sapier |
it's the small issues that make programming a pain |
21:09 |
hmmmm |
well say, if # is prefixing the color, expect an RGB color code |
21:10 |
thexyz |
you mean, there's no way to use a specific color? |
21:10 |
hmmmm |
if the other thing, expect the constant |
21:10 |
sapier |
not an option as # is already used to identify a color key |
21:10 |
hmmmm |
whose bright idea was that.. |
21:10 |
hmmmm |
alright, then, ##? |
21:10 |
sapier |
is used to escape a # |
21:10 |
sapier |
:-) sorry |
21:10 |
hmmmm |
woop woop |
21:10 |
hmmmm |
all the sane options are taken |
21:11 |
hmmmm |
how about $ |
21:11 |
Calinou |
+1 for $ |
21:11 |
sapier |
possible |
21:11 |
Calinou |
but why not 12 bit colors instead of 24 bit |
21:11 |
hmmmm |
that's not too insane, it's a hex identifier for 6502 |
21:11 |
Calinou |
like, $f8f for pink |
21:11 |
Calinou |
that is enough by far |
21:11 |
hmmmm |
because nobody thinks about those... |
21:11 |
sapier |
but I won't code it |
21:11 |
Calinou |
(ideally, we should also have alpha bits :P) |
21:11 |
thexyz |
crap |
21:11 |
Calinou |
eg. $f8f8 for half-transparent pink |
21:11 |
thexyz |
instead of implementing table in lua with those mapping you did color codes in engine |
21:12 |
sapier |
but we need to add $$ to escape $ then |
21:12 |
Calinou |
yes, $$ to escape it |
21:12 |
thexyz |
which don't correspond to any standart |
21:12 |
sfan5 |
IMO it should be like "^ color in Hexadecimal format #RRGGBB" --http://titanpad.com/oRKZzLBSg7 |
21:14 |
sapier |
once all bugs are fixed with formspec menu I may be willing to implement this but not before |
21:14 |
sapier |
so if you have pressing need for it you'll have to add it yourself |
21:14 |
thexyz |
I may sound a bit celeron55-y but that's just fucking stupid |
21:15 |
sapier |
I like the idea even if it requires to add an additional lookup table to make colors usefull in for old style formspecs |
21:16 |
sapier |
vanessae do you play minetest on windows? |
21:16 |
thexyz |
no one uses it now, just make it #rrggbb before anyone notices |
21:16 |
sfan5 |
^ |
21:17 |
VanessaE |
no |
21:17 |
sapier |
I already said I'm not going to add any new feature anyone wants just to get a single bugfix merged |
21:17 |
sapier |
I really wonder why configure is broken for you vanessae |
21:18 |
thexyz |
sfan5: can you do that since sapier is busy with bugfixes? |
21:18 |
sfan5 |
thexyz: after cleaning my code yeah probably |
21:18 |
sfan5 |
s/code /code, / |
21:18 |
thexyz |
sfan5: alright |
21:18 |
sapier |
replacing current color scheme by rgb colors isn't quite a challenging task but still some time to do it right |
21:20 |
sapier |
vanessae do you have that configure bug for all worlds or only for special ones? |
21:21 |
VanessaE |
sapier: I just picked a random world from my (somewhat short) list |
21:21 |
ShadowNinja |
sapier: minetest.dig_node is broken. I think you were the last to touch it. |
21:22 |
sapier |
are you sure? |
21:22 |
ShadowNinja |
Yes, it fails with an obscure error message and commenting it out fixes it. |
21:23 |
sapier |
can you post the error message? |
21:23 |
ShadowNinja |
I did, in #minetest. |
21:23 |
ShadowNinja |
Basically error:error:... (null) |
21:25 |
sapier |
minetest.dig_node or minetest.env:dig_node()? |
21:27 |
VanessaE |
PilzAdam: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/default_stone_broken.png |
21:27 |
VanessaE |
how's that look? |
21:27 |
VanessaE |
er, wrong channel |
21:27 |
VanessaE |
meh. |
21:29 |
ShadowNinja |
sapier: Both. |
21:31 |
sapier |
I don't see any error in there |
21:33 |
sapier |
how is it called from lua? |
21:35 |
sapier |
VanessaE i pushed some minor fixes for modmanager that might be related to your problem ... could you post debug log of config button press somewhere? |
21:35 |
VanessaE |
wait, lemme get the latest commits in first |
21:38 |
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21:53 |
VanessaE |
hrm, perhaps I should have moved that over here. |
21:54 |
VanessaE |
sapier: "failed to initialize world" happens for most of my worlds, here's debug.txt (log level 4) for one such instance: http://pastebin.com/CDELAVEa |
21:55 |
VanessaE |
sapier: also, I like the window-in-window thing for the file browser for installing a mod. nicely done. Note that you should make it possible to install a mod from an already-extracted folder (I presume it expects zip/tgz/etc archives?) |
21:55 |
sapier |
yes it does |
21:55 |
sapier |
zip |
21:56 |
VanessaE |
sapier: and here's a log from one run where it misinterpreted a single click as a double and started the world without my say-so: http://pastebin.com/K8hGPD0e |
22:00 |
sapier |
VanessaE I don't have any hope to fix it I'm not deciding if it's a single or double click this is done by irrlicht |
22:01 |
VanessaE |
ok |
22:01 |
sapier |
unless there is some irrlicht setting I don't know about to make it less sensitive I don't see any place to change right now |
22:01 |
VanessaE |
there probably is |
22:02 |
VanessaE |
it's a pretty basic function to set the double-click threshold, or so I've always seen elsewhere anyway |
22:02 |
VanessaE |
(usually for accessibility reasons) |
22:04 |
sfan5 |
thexyz: does this looks alright? http://pastie.org/8113971 |
22:10 |
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22:11 |
VanessaE |
sapier: also, it keeps forgetting the IP of the last server I connected to. |
22:15 |
sapier |
already fixed |
22:15 |
sapier |
I'm currently working on pwd for enter btn |
22:16 |
VanessaE |
it ain't fixed. |
22:16 |
sapier |
not pushed yes ;-) |
22:16 |
VanessaE |
so push :) |
22:18 |
sapier |
once I fixed the password issue |
22:18 |
VanessaE |
k |
22:18 |
VanessaE |
ok |
22:18 |
VanessaE |
great, now ALL worlds are failing to initialize |
22:18 |
VanessaE |
even on my server |
22:19 |
sapier |
:-) don't know what you're doing :-) |
22:20 |
VanessaE |
18:19:01: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: Failed to initialize world |
22:20 |
sapier |
great |
22:20 |
sapier |
unhandled :-) I guess some information is missing |
22:21 |
VanessaE |
sapier: the server was running fine a few mins ago. I just did a routine restart to install a texture file. |
22:22 |
sapier |
strange |
22:23 |
VanessaE |
lemme re-clone without your extra patches. |
22:26 |
VanessaE |
sapier: yep, it works fine without #806 in place. |
22:26 |
VanessaE |
you bwoke it :( |
22:27 |
sapier |
great / |
22:30 |
VanessaE |
I wonder if it's 3bda6aa that did it. |
22:31 |
sapier |
the escape changes? |
22:32 |
VanessaE |
possibly |
22:32 |
VanessaE |
grasping at straws here |
22:36 |
VanessaE |
I just know that the first two commits in there seemed okay (no actual functional issues), and I don't see how the mod manager crash fix or the enter-for-multiplayer (which still didn't help anyway) would be the cause. |
22:37 |
sapier |
do you connect by enter or button? |
22:37 |
VanessaE |
by the button, because as I said, enter does not work |
22:38 |
sapier |
ok ok :-) |
22:39 |
VanessaE |
bbl |
22:43 |
sapier |
ok at least I can reproduce |
22:48 |
sapier |
argh |
22:56 |
sapier |
VanessaE should be fixed |
23:11 |
hmmmm |
hmm |
23:11 |
hmmmm |
https://github.com/minetest/minetest/blob/922a30ee47edbd6255cd6cbea0f89f21c607094c/src/mesh.cpp#L295 |
23:11 |
hmmmm |
sapier, did you touch this last?? or who did |
23:12 |
hmmmm |
if it fails to create the second image, the function won't fail but mesh will be null |
23:12 |
PilzAdam |
hmmmm, click on the "blame" button at the top |
23:12 |
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23:12 |
PilzAdam |
it was kahrl |
23:12 |
PilzAdam |
https://github.com/minetest/minetest/commit/6a76c226e10e92c3e3339096f07f8ab065e2098b |
23:12 |
hmmmm |
kahrl, you! |
23:15 |
hmmmm |
really the appropriate thing to do here, if img2 == NULL, is to drop img1 and return null |
23:19 |
VanessaE |
sapier: please squash those commits |
23:20 |
sapier |
once they work I'll do that vanessa |
23:22 |
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23:25 |
VanessaE |
sapier: worlds seem to work now (no more failed-to-initialize errors) |
23:26 |
sapier |
I know it's been a regression due to adding duplicated worldname ... didn't realize a world is always tried to create if it's started |
23:28 |
VanessaE |
now, fix the shaders checkbox |
23:28 |
VanessaE |
when "true", it should write a '2', not 'true' to the config. |
23:29 |
PilzAdam |
wasnt it consensus that enable_shaders will be changed to a bool? |
23:29 |
sapier |
I won't add 2 instead of true for sure either it's gonna be a dropdown or shaders will be enabled disabled by true/false |
23:29 |
VanessaE |
PilzAdam: sure - when the rest of the system can handle it being a bool. right now, that is not the case. |
23:29 |
hmmmm |
this is supposed to be a stopgap solution to fix the broken behavior until the new shader system is in place... |
23:29 |
PilzAdam |
well, there are only one or two places that needs to be changed |
23:30 |
VanessaE |
sapier: fix it. 0 or 2 or gtfo |
23:30 |
sapier |
definitivly not |
23:31 |
PilzAdam |
lol, german_word + ly != english word, sapier |
23:31 |
VanessaE |
either way, the checkbox does not work, and if used even once, shaders are disabled until I manually edit the config. |
23:31 |
hmmmm |
be sure to fix all the shader levels if you're going to make it a bool |
23:31 |
hmmmm |
not writing a 2 will break everything as it is right now |
23:31 |
sapier |
ok ok .. not in my lifetime I'll make a checkbox switch something to 2 |
23:31 |
PilzAdam |
hmmmm, the only shaders we have currently check if enable_shaders >= 2 |
23:32 |
hmmmm |
yes, but he wants it to write a bool |
23:32 |
PilzAdam |
so, changing the checks would be perfectly fine |
23:32 |
hmmmm |
which checks |
23:32 |
hmmmm |
he'd need to change *all* of the checks for enable_shaders |
23:33 |
VanessaE |
sapier: enter on multiplayer tab still doesn't work right - "No world selected and no address provided. Nothing to do." (yes, all four fields were filled out as usual) |
23:33 |
hmmmm |
it doesn't really matter, RBA is going to change all of that in a little while, but just make sure that it actually works |
23:33 |
VanessaE |
sapier: connect button works though. |
23:33 |
PilzAdam |
that are only about 9 lines to change |
23:38 |
sapier |
VanessaE i was wrong about the doubleclick ... it's even worse irrlicht doesn't support doubleclick at all |
23:39 |
sapier |
changed shaders to be a bool setting |
23:41 |
VanessaE |
sapier: one of those conflicts with something else |
23:43 |
VanessaE |
aa57afe does. |
23:44 |
sapier |
who changed shaders recently? |
23:44 |
PilzAdam |
RBA |
23:44 |
PilzAdam |
he added bumpmapping |
23:45 |
sapier |
I guess it's a minor collision to his changes |
23:50 |
sapier |
ok rebased and squashed vanessa |
23:50 |
VanessaE |
ok |
23:51 |
VanessaE |
rebuilding... |
23:57 |
VanessaE |
sapier: enter works correctly now, shader checkbox also works as expected now |
23:57 |
Exio |
what? |
23:57 |
VanessaE |
sapier: minor glitch: the "Configure" button should not change the background. |
23:57 |
Exio |
bumpmapping? some tweaks to lights too or just with fake-lights? |
23:57 |
sapier |
yes I'm gonna fix this tomorrow |
23:57 |
VanessaE |
(it changes from the background for the currently-selected game to the default one |
23:57 |
VanessaE |
) |
23:57 |
PilzAdam |
Exio, fake lights |
23:57 |
Exio |
ok |
23:58 |
VanessaE |
sapier: it still keeps forgetting the last server address I typed in. |
23:59 |
sapier |
ok same thin :-) tomorrow |