Time |
Nick |
Message |
00:00 |
VanessaE |
UGH, this half-double-click shit has to GO. |
00:01 |
sapier |
atm doubleclick is issued if you click twice within 500ms |
00:03 |
VanessaE |
sapier: it happens even with a single click sometimes. |
00:03 |
VanessaE |
sapier: also, cursor keys no longer function in the list |
00:03 |
VanessaE |
(used to be you could move the highlight bar up/down) |
00:03 |
sapier |
yes I don't think they will work anytime soon |
00:05 |
sapier |
I don't think it's a showstopper issue |
00:05 |
VanessaE |
no, but with that mis-handling of click/double-click, it is. |
00:05 |
VanessaE |
the menu is less usable now than before because of it. |
00:06 |
sapier |
two possibilitys disable doubleclick completely or force irrlicht guys to add that doubleclick patch someone wrote years ago |
00:06 |
VanessaE |
then disable it completely. |
00:06 |
VanessaE |
especially if "enter" is sufficient to get into a world. |
00:07 |
sapier |
it's working for most ppl you know? |
00:07 |
VanessaE |
consistency. If a basic function like a double click doesn't work properly for someone, the problem needs to be fixed or the function needs to be disabled. |
00:08 |
VanessaE |
I can't be the only one who has this trouble - I'm just the only one who's reported it. |
00:08 |
PilzAdam |
chat doesnt work on sfan5's phone, lets disable it until its fixed |
00:08 |
VanessaE |
PilzAdam: non sequitur. |
00:08 |
VanessaE |
chat isn't a "basic function". a double-click is. |
00:09 |
VanessaE |
I'm talking about from a user interface standpoint, not something application-specific |
00:09 |
sapier |
vanessa normaly ppl complaining are overrepresentet due to those not having problems dont bother to report ;-) |
00:10 |
VanessaE |
sapier: standard rule of communication: for every one person who has a complaint, there are 10 more who have the same problem but won't bother to say anything. |
00:18 |
sapier |
and 100 who don't have a problem ... but I don't wanna discuss the problem away I just don't understand why it's that worse for you |
00:20 |
VanessaE |
I wish I knew |
00:21 |
VanessaE |
it's always been glitchy like that for me, but without those cursor keys, it's that much worse |
00:37 |
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01:40 |
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02:07 |
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02:09 |
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02:13 |
hmmmm |
aghk |
02:13 |
hmmmm |
i never thought placing some nodes on top of some other nodes could be so freaking difficult |
02:14 |
hmmmm |
then again, mapgen v6 had two distinct advantages that made this incredibly easy: |
02:14 |
hmmmm |
1). no terrain overlapped, and 2). the terrain never went above 48 nodes high |
02:15 |
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02:17 |
VanessaE |
in plants_lib I had to resort to manually scanning the whole block for targets, then extracting the surface from that |
02:17 |
VanessaE |
s/block/chunk/ |
02:18 |
VanessaE |
(both were done in 1 step, but in a somewhat naive way) |
02:18 |
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02:20 |
VanessaE |
once I have the surface map, then I just blindly assume ;) that the next node above each is the real target (except in a certain mode) and the object gets placed there. |
02:27 |
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02:27 |
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03:09 |
hmmmm |
i can't assume things or else it'll look wrong |
03:09 |
VanessaE |
well you've got a lot more data to work with than I had at the time, so you'll surely figure it out |
03:09 |
hmmmm |
yeah i know what to do... |
03:12 |
VanessaE |
well have fun :) |
03:12 |
VanessaE |
I'm gonna try to get some sleep. |
03:12 |
hmmmm |
i have to do a check against the noise for that height |
03:12 |
hmmmm |
that point* |
03:13 |
hmmmm |
i have to preserve the heightmap that i get from generating the terrain, not the one i recalculate |
04:09 |
ShadowNinja |
Does this look good? http://ix.io/6wP |
04:10 |
ShadowNinja |
(Untested) |
04:16 |
kaeza |
ShadowNinja, can you add metamethods to it? |
04:17 |
ShadowNinja |
kaeza: What do you mean? v:add(v2)? |
04:17 |
kaeza |
no |
04:17 |
kaeza |
like, if v1 == v2 then ... instead of if v1.compare(v2) |
04:18 |
kaeza |
(or v1 = v1 + v2) |
04:18 |
ShadowNinja |
kaeza: Oh, right, Lua can do that. I will have to look into it. |
04:20 |
kaeza |
you'll need to create a Vector "class" (which would be basically a table plus metamethods) |
04:21 |
ShadowNinja |
Yes, that means the regular pos tables won't work... |
04:22 |
* kaeza |
wonders if that could be added to tables returned by core or would be an overkill |
04:23 |
kaeza |
anyway, the code looks good as-is :) |
04:23 |
kahrl |
ShadowNinja: just an idea, but you could use a (numerically) better algorithm for vector.distance |
04:23 |
hmmmm |
kaeza, i was thinking about doing this for about 5 seconds before i realized how many things use v3fs |
04:24 |
hmmmm |
you'd have to keep doing things like local vec = v3f:new{myplainvec} |
04:25 |
hmmmm |
but it would be cool to use metamethods |
04:25 |
kaeza |
hmmmm, I mean directly in core |
04:25 |
kaeza |
isn't there a Lua helper to create v3f tables? |
04:25 |
hmmmm |
push_v3f? |
04:25 |
kaeza |
yep |
04:25 |
kaeza |
you could just assign a metatable inside that function |
04:26 |
hmmmm |
yeah but the problem is that you'd have to make that a usertype |
04:26 |
hmmmm |
userdata* type rather |
04:26 |
kaeza |
uhh no |
04:26 |
ShadowNinja |
kahrl: Like? What is wrong with it? |
04:26 |
hmmmm |
no? |
04:26 |
kaeza |
tables can have metatables |
04:26 |
kahrl |
ShadowNinja: http://en.wikipedia.org/wiki/Hypot#Implementation |
04:27 |
kahrl |
to extend that to 3 dimensions use hypot(x,y,z) = hypot(x,hypot(y,z)) |
04:40 |
ShadowNinja |
So should I use metatables and add a seperate vector table? |
04:40 |
kaeza |
hmmmm, http://pastebin.com/dPWRXE2M |
04:40 |
kaeza |
(untested) |
04:40 |
hmmmm |
why would you have the add function in C |
04:41 |
kaeza |
so for example player:getpos() already has the metamethods |
04:41 |
hmmmm |
what'd be ideal would be to have the arithmetic things in pure Lua so there's no switching back and forth |
04:45 |
kaeza |
hrm... OTOH, this kind of thing leads to ugly side effects (either in Lua or in C++) |
04:45 |
kaeza |
so I guess the functions are better |
04:57 |
ShadowNinja |
hmmmm: I have a few of these: http://pastebin.ubuntu.com/5848854/ |
04:58 |
hmmmm |
yup |
05:05 |
kahrl |
I think those should be fixed |
05:06 |
kahrl |
the byte order of these literals is implementation-defined and I think on big endian architectures the compilers interpret them differently |
05:07 |
hmmmm |
nonsense |
05:07 |
hmmmm |
the only issue would be if there was a platform we supported that used 16 bit ints |
05:07 |
kahrl |
explain why big endian is not an issue |
05:07 |
hmmmm |
if byte order did matter, then 'a' wouldn't be 'a' on different architectures |
05:08 |
kahrl |
'a' is one byte |
05:08 |
hmmmm |
actually |
05:08 |
hmmmm |
the expression 'a' is of type int |
05:08 |
kahrl |
and yes it can be a different value on different architectures, but we only support ASCII ones |
05:09 |
kahrl |
'a' is 97 on big and little endian architectures (if they use ASCII) |
05:09 |
kahrl |
'MTSM' is not the same |
05:09 |
hmmmm |
i don't believe you at all. |
05:10 |
kahrl |
it's hard to find a reliable source for this (I can't test it myself) but for example http://www.mail-archive.com/palm-dev-forum@news.palmos.com/msg40918.html |
05:11 |
hmmmm |
i'm firing up my sunblade for this |
05:14 |
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05:15 |
kahrl |
https://gist.github.com/kahrl/5938740 (untested) |
05:16 |
hmmmm |
erm, if we're really going to change it, i'd rather just change it to an integer constant |
05:16 |
hmmmm |
#define MT_SCHEM_FILE_SIGNATURE 0x5035904whatevr |
05:16 |
kahrl |
your choice |
05:21 |
ShadowNinja |
kaeza: Metatables aren't working. http://ix.io/6wS |
05:22 |
hmmmm |
kahrl, http://pastebin.com/hTgpkM1f |
05:25 |
kahrl |
prints little endian for me |
05:25 |
hmmmm |
'abcd' prints out 0x64636261? |
05:25 |
kahrl |
0x61626364, &foobar: 0x7ffffe647e00 |
05:25 |
hmmmm |
yeah |
05:26 |
hmmmm |
it's 0x61626364 everywhere |
05:26 |
hmmmm |
even on big endian architectures |
05:26 |
hmmmm |
just tested it |
05:26 |
kahrl |
well some might do it |
05:27 |
kahrl |
but it's not guaranteed by anything |
05:27 |
hmmmm |
well we don't know anything until we actually consult the standard |
05:27 |
hmmmm |
which i'll do right now |
05:27 |
kahrl |
it says implementation defined |
05:27 |
ShadowNinja |
kaeza: Do you know why they aren |
05:27 |
ShadowNinja |
't working? |
05:28 |
kahrl |
C99 says anyway, will check the C++ standard |
05:29 |
kahrl |
A multicharacter literal has type int and implementation-defined value. |
05:30 |
kahrl |
2.13.2 |
05:30 |
hmmmm |
welp |
05:30 |
hmmmm |
alright, i'll change it |
05:30 |
hmmmm |
and i like multicharacter constants |
05:32 |
hmmmm |
this really sucks |
05:32 |
hmmmm |
in my past projects i have mutlicharacter constants everywhere |
05:33 |
kahrl |
it does, I sometimes wish the standard committee wouldn't be so implementation-defined trigger happy |
05:33 |
hmmmm |
if they weren't like that you'd be forced to do unoptimal things on some weirder architectures because of this arbitrary restriction |
05:34 |
hmmmm |
the odd floating point rounding behavior of C reminds me of this |
05:34 |
sfan5 |
hello |
05:35 |
hmmmm |
there's almost always an instruction for round to 0, but C's implementation specifically says round to -inf, so that was really slow for the longest time until an instruction was specifically added for this on x86 |
05:35 |
hmmmm |
so it could be that they're afraid of making bad standardization decisions like that |
05:39 |
kaeza |
ShadowNinja, what's the error? |
05:40 |
kaeza |
ah |
05:40 |
kaeza |
ShadowNinja, you are assigning the fields to nil |
05:40 |
ShadowNinja |
Oh, I see. |
05:41 |
kaeza |
move the vector_meta to after the function defs |
05:41 |
kaeza |
do just "local vector_meta" at the beginning |
05:41 |
kaeza |
and vector_meta = { ... } at the end |
05:42 |
kaeza |
(the second one without the 'local') |
05:44 |
ShadowNinja |
There, at least eq works... |
05:48 |
kaeza |
it's interesting that this way you can get the lenght of a vector with #v |
05:50 |
ShadowNinja |
Yes, I thought of that but it doesn't seem to work. Also add/sub... don't work with ints. Is there any way to fix that kaeza? |
05:54 |
kaeza |
seems to work here |
05:54 |
kaeza |
local v = vector.new({x=2,y=2,z=2}); v = v + 1; print(("x=%d,y=%d,z=%d"):format(v.x, v.y, v.z)) --> x=3,y=3,z=3 |
05:56 |
kaeza |
ShadowNinja, also, small issue, but is hypot() intended to be global? |
05:56 |
ShadowNinja |
kaeza: Not sure. Should it? |
05:57 |
ShadowNinja |
hmmmm, kahrl: ^ |
05:57 |
kaeza |
ShadowNinja, it is now, that's why I ask |
05:58 |
kaeza |
I don't think it is needed as global, since you have vector.lenght() |
05:58 |
kahrl |
it should be called either minetest.hypot or math.hypot if global |
05:58 |
kahrl |
but yeah it probably doesn't have to be |
05:58 |
hmmmm |
huh? |
05:59 |
hmmmm |
i don't get why you're actually computing the hypotnuse of the angle when you could just compare it against the length squared |
05:59 |
hmmmm |
||v||^2 |
06:00 |
hmmmm |
call it 'norm_sq' |
06:02 |
ShadowNinja |
init.lua:14: attempt to perform arithmetic on local 'v1' (a table value) |
06:03 |
ShadowNinja |
Why doesn't it work for me? v1 = v1 + v2 works. |
06:03 |
hmmmm |
because it doesn't have the correct metatable |
06:04 |
kaeza |
you sure you're calling v1 = vector.new(pos) ? |
06:04 |
kaeza |
v2 does not need metatable AFAIK |
06:05 |
ShadowNinja |
Yes. |
06:05 |
kaeza |
can you paste your init.lua? |
06:06 |
kaeza |
(and if possible, the new version of vector.lua) |
06:07 |
ShadowNinja |
http://pastebin.ubuntu.com/5848983/ and http://ix.io/6wV |
06:07 |
ShadowNinja |
kaeza: ^ |
06:08 |
kaeza |
ah! |
06:08 |
kahrl |
small thing: use hypot in vector.length too |
06:08 |
kaeza |
ShadowNinja, the table you return by add/sub/etc does not have a meta |
06:09 |
ShadowNinja |
Ah, ok. |
06:10 |
kaeza |
ShadowNinja, http://pastebin.com/AVHgtD2i |
06:11 |
kahrl |
shouldn't vec * vec be a dot product? |
06:11 |
ShadowNinja |
kaeza: Or return vector.new(...) |
06:11 |
kaeza |
yup |
06:12 |
sfan5 |
could someone tell me how to propely delete an std::istringstream? |
06:12 |
kahrl |
sfan5: let it go out of scope |
06:13 |
sfan5 |
ok |
06:14 |
sfan5 |
thexyz: I made a patch |
06:14 |
sfan5 |
damnit |
06:14 |
sfan5 |
thexyz: I finished the patch that changes from colorkeys to RRGGBB (hex) |
06:16 |
ShadowNinja |
kaeza: There, but #v always returns 0. |
06:18 |
kaeza |
local v = vector.new({x=2,y=2,z=2}); print(#v) --> 3.4641016151378 |
06:19 |
kahrl |
ShadowNinja: is it intentional that vector.new(table) doesn't copy the table? |
06:21 |
kaeza |
ShadowNinja, maybe you are using # on a regular table (possibly by not setting the metatable before returning in some metamethod) |
06:21 |
sfan5 |
thexyz: https://gist.github.com/sfan5/5938884 |
06:21 |
ShadowNinja |
kahrl: Nope, although it probably leaves one less table for the garbage collector. |
06:22 |
hmmmm |
welp |
06:22 |
hmmmm |
https://github.com/kwolekr/minetest/commit/18d7bc7fa1f2621eb593969b7bcccfeb4918c05f |
06:23 |
hmmmm |
there are some parts that are simply not possible to fix or would be way too slow to do correctly |
06:24 |
ShadowNinja |
sfan5: Instead of ## use \#. |
06:25 |
kahrl |
ShadowNinja: might be confusing that when someone changes the original table it changes the vector, and vice versa |
06:25 |
sfan5 |
ShadowNinja: why? thats complicated because in lua you would need to do "\\#" |
06:26 |
ShadowNinja |
Because '\' is a universal escape character. |
06:26 |
ShadowNinja |
kahrl: Good point. |
06:28 |
ShadowNinja |
kaeza: It definitely has the metatable set. |
06:33 |
kaeza |
ShadowNinja, http://pastebin.com/qkGgRvtS |
06:35 |
ShadowNinja |
http://ix.io/6wV -> 0, 0, false, ..... |
06:36 |
ShadowNinja |
Oops |
06:36 |
ShadowNinja |
http://ix.io/6wW |
06:37 |
ShadowNinja |
kaeza: ^ |
06:38 |
kaeza |
ShadowNinja, crap |
06:38 |
kaeza |
__len does not work with Lua 5.1 |
06:38 |
kahrl |
just leave it out then |
06:38 |
kahrl |
vector:length() is fine |
06:39 |
kaeza |
* vector.lenght(v) |
06:39 |
ShadowNinja |
Why? If/when we upgrade it will work. |
06:40 |
kahrl |
kaeza: maybe __index should be set to vector? |
06:40 |
kaeza |
could be |
06:40 |
kahrl |
ShadowNinja: it's kind of weird (to me) to overload # |
06:41 |
kaeza |
hmm... actually no |
06:41 |
kahrl |
I would assume it would return 3 |
06:41 |
kaeza |
nope |
06:41 |
ShadowNinja |
It isn't very usefull like that. |
06:41 |
kaeza |
the # operator only works for arrays |
06:41 |
kahrl |
I know but that's I would think when I first saw code like that |
06:42 |
kahrl |
that's what* |
06:42 |
kaeza |
there's a small issue here |
06:42 |
ShadowNinja |
What will setting __index = vector do? |
06:43 |
kaeza |
if we go with metamethods, things like v1:add(1) won't work |
06:43 |
kaeza |
if we go with regular methods, things like v1 + 1 won't work |
06:44 |
kaeza |
(unless you make separate metamethods instead of making them point to vector.add, ...) |
06:45 |
kaeza |
that's because one would expect v1:add(x) to modify the table in-place, while the metamethod would return a copied modified table |
06:46 |
ShadowNinja |
You could probably do if self then... |
06:46 |
ShadowNinja |
But that would be ugly. |
06:46 |
kaeza |
It's more complicated than that I guess |
06:47 |
ShadowNinja |
I have a idea... |
06:48 |
kaeza |
if getmetatable(self) == vector_meta then ... |
06:49 |
kaeza |
I'd suggest going the easy way and supporting only one way (either metamethods or regular methods) |
06:50 |
ShadowNinja |
metamethods are cooler. ;-) |
06:51 |
kahrl |
perhaps rename vector.add to vector.sum and vector.subtract to vector.difference |
06:51 |
kahrl |
and make vector.add and vector.subtract the in-place versions |
06:51 |
kaeza |
that could work |
06:52 |
kaeza |
I think you would only need 2 functions |
06:53 |
ShadowNinja |
kahrl: And what about mul/div that is pretty ugly. |
06:53 |
kaeza |
vector.translate() (for + and -) and vector.scale() (for * and /) |
06:53 |
ShadowNinja |
+? |
06:53 |
kaeza |
err... whatever |
06:54 |
ShadowNinja |
Night. |
06:54 |
kahrl |
that sounds good (__unm would have to be added to the metatable too) |
07:01 |
kaeza |
offtopic: if this helps at all, I also have the red screen problem, but only when both enable_shaders and smooth_lighting are on |
07:01 |
kaeza |
if either are off, the prob goes away |
07:21 |
thexyz |
sfan5: sorry, was sleeping |
07:22 |
thexyz |
sfan5: how about optional alpha-channel? |
07:22 |
sfan5 |
thexyz: everyone has to sleep ;) |
07:22 |
sfan5 |
thexyz: not a bad idea |
07:22 |
thexyz |
sfan5: so our color is either rrggbbaa or rrggbb |
07:22 |
sfan5 |
that wouldn't work |
07:22 |
thexyz |
why? |
07:22 |
sfan5 |
since it needs to know how long the color string is |
07:23 |
sfan5 |
currently: if string.beginswith("#") and string[1] != "#" then set_color(getColor(s.substr(1, 6), foobar) end |
07:24 |
sfan5 |
.. |
07:25 |
thexyz |
oh, they can be prepended with color |
07:25 |
sfan5 |
yep |
07:25 |
thexyz |
what a great idea |
07:25 |
thexyz |
whatever, then just forget about alphas |
07:26 |
sfan5 |
may I push? |
07:26 |
sfan5 |
(compiles and works fine, tested it) |
07:26 |
thexyz |
sfan5: https://gist.github.com/sfan5/5938884#file-gistfile1-diff-L173 why don't you like loops? |
07:27 |
* sfan5 |
likes loops, but a loop wouldn't make the code more compact by that much |
07:27 |
sfan5 |
s/loop/loop there/ |
07:28 |
sfan5 |
should I put a loop there or not? |
07:29 |
thexyz |
no, I mean, even if it "wouldn't make the code more compact by that much"; what was the point of using copypasta instead of it? |
07:29 |
sfan5 |
hm |
07:29 |
sfan5 |
theres no point actually |
07:31 |
thexyz |
right |
07:31 |
thexyz |
also, shouldn't irr::video::SColor GUIFormSpecMenu::getColor(std::string color,bool& valid_color) be something like bool GUIFormSpecMenu::getColor(std::string color,irr::video::SColor &color) ? |
07:31 |
sfan5 |
yeah, probably |
07:32 |
sfan5 |
take a look at the same gist again and tell me if thats better |
07:32 |
thexyz |
it shouldn't be called getColor then, something like parseColor |
07:33 |
thexyz |
sfan5: actually, what's your experience with C/++? |
07:33 |
sfan5 |
thexyz: I work more with C.. |
07:34 |
sfan5 |
(haven't used c++ for some time) |
07:34 |
thexyz |
well, I'd like to stress out that we ain't C89 and you can declare variables inside the loop like `for (int i = 0; i < 6; ++i)` |
07:35 |
kahrl |
sfan5: about the loop, you could use string_allowed |
07:36 |
sfan5 |
why didn't I think of that?... |
07:38 |
kahrl |
on that note, why does string_allowed use a O(n*m) algorithm when it could be O(n+m) |
07:45 |
sfan5 |
thexyz: I renamed the function to parseColor ; -> same gist |
07:57 |
thexyz |
sfan5: I wasn't talking about just renaming.. |
07:58 |
sfan5 |
the arguments too? |
07:58 |
sfan5 |
one sec |
07:59 |
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07:59 |
thexyz |
that was just an idea |
08:00 |
sfan5 |
its more clear to return bool |
08:03 |
sfan5 |
thexyz: gist updated |
08:23 |
thexyz |
sfan5: it's fine now, I think |
08:32 |
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08:32 |
sfan5 |
thexyz: pushing it now |
08:40 |
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08:41 |
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09:16 |
sfan5 |
what about merging #799? |
09:22 |
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09:26 |
kahrl |
the new mapgen v7 crashes when I start a new world |
09:26 |
kahrl |
I've traced it to the contents of the default biome http://paste.dy.fi/LGw |
09:27 |
kahrl |
see those content_t values above 0xfff? |
09:27 |
kahrl |
they cause assertion failures later (when collecting nodes for liquid transform, in my case) |
09:29 |
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10:28 |
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10:30 |
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10:37 |
Taoki |
sfan5: Back. Any news on that pull? |
10:40 |
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10:51 |
sfan5 |
Taoki: n |
10:51 |
sfan5 |
*no |
10:52 |
Taoki |
Probably gonna wait 100 more years again till someone will confirm it :< |
11:01 |
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11:28 |
kahrl |
I tried it earlier and I'm not a fan of it |
11:28 |
kahrl |
it makes it seem like I'm standing in a giant cardboard box |
11:32 |
kahrl |
then again I can't be bothered to care about fog and sky colors, so I'm not going to cast any sort of negative vote |
11:35 |
Jordach |
overall, it's a nice feature graphics wise, but unless we can dynamically change the sky's colour to any colour and at any time of day -- it might get merged (this also includes the overall colour of the sky too) |
11:36 |
Taoki |
Jordach: That is changed dynamically and the fog effect is only meant for the horrizon |
11:36 |
Taoki |
I could easily modify the main sky color with a few lines of code too, but that would look bad |
11:42 |
Taoki |
Well, I'm trying it now.Seems slightly modifying main sky color too looks indeed better |
11:43 |
Jordach |
Taoki, you know how the player's movement is a defined variables |
11:44 |
Jordach |
(well. ther keyframes..) |
11:44 |
Jordach |
do that with time of day, as well as colour |
11:44 |
Jordach |
sky.lua |
11:45 |
Taoki |
I don't know about that nor can do any extreme changes to the code now |
11:45 |
Jordach |
minetest is about modding. |
11:45 |
Jordach |
not to mention custom skies will make paramat faint. |
11:46 |
Taoki |
Custom skies are what I want too, but it must be done later on |
11:46 |
Taoki |
And this system will be adapted then |
12:22 |
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12:36 |
Taoki |
Jordach: Force pull from my branch again. I amended the comit and made sky color also influenced a bit |
12:36 |
Jordach |
<- not using *nix |
12:37 |
Jordach |
you might wanna ask PilzAdam or sfan5 |
12:37 |
sfan5 |
Jordach: delivering |
12:38 |
Taoki |
No point in asking PilzAdam, he'll find reasons to ask me to do more no matter what else I'll change |
12:38 |
Taoki |
sfan5 yes, curious what you think |
12:39 |
Taoki |
sfan5: Note that I only amended the squashed comit (no new one), so you might have to do a force pull to update it |
12:46 |
ironzorg |
https://0fps.wordpress.com/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/ |
12:46 |
Calinou |
\o/ |
12:46 |
Calinou |
this guy used a gif from me |
12:46 |
* Calinou |
sues them for commercial use |
12:47 |
Jordach |
OMFG |
12:48 |
Taoki |
ironzorg: Nice! We need that as well, totally :D |
12:48 |
Taoki |
But first hardware lighting |
12:49 |
Calinou |
there is already ambient occlusion, but no SSAO |
12:49 |
Calinou |
some guy made a SSAO shader for minecraft a while ago |
12:49 |
Taoki |
oh, nice |
12:49 |
Calinou |
Taoki: you've been playing without it all time :P |
12:49 |
Taoki |
Calinou: In Minetest? Without which? |
12:50 |
Calinou |
in most of the screenshots you do of minetest, you have smooth lighting off |
12:50 |
Taoki |
And yes, looking now I can see there is ambient occlusion in Minetest too. Though apparently not as strong and correct |
12:50 |
Calinou |
there is since march 2011 :P |
12:50 |
Taoki |
No, smooth lighting is enabled |
12:50 |
Calinou |
smooth lighting == ambient occlusion |
12:51 |
Calinou |
mojang went silly and renamed it |
12:59 |
Taoki |
Amended the gof color comit again to fix some junk (adding empty spaces and the like, no functionality or code change) |
12:59 |
Taoki |
**fog color |
13:08 |
ironzorg |
In thread 7fdc4d442700: |
13:08 |
ironzorg |
/home/lenorm_f/games/minetest/src/nodedef.cpp:434: virtual const ContentFeatures& CNodeDefManager::get(content_t) const: Assertion 'c <= 0xfff' failed |
13:08 |
ironzorg |
yer boi |
13:08 |
PilzAdam |
ironzorg, your mods register too many items |
13:08 |
ironzorg |
I don't have mods |
13:12 |
kahrl |
ironzorg: using mgv7? |
13:13 |
ironzorg |
yes kahrl |
13:14 |
kahrl |
these assertion failures are a new feature added in the latest mgv7 commit |
13:14 |
ironzorg |
«feature» |
13:14 |
PilzAdam |
I got something else in latest v7: https://gist.github.com/PilzAdam/5939792 |
13:20 |
Taoki |
sfan5: Any news? |
13:20 |
sfan5 |
Taoki: nope |
13:22 |
Taoki |
I love how the new mapgen v7 is looking so far |
13:29 |
kahrl |
ironzorg: this should fix it: https://gist.github.com/kahrl/5939885 |
13:33 |
ironzorg |
kahrl: it's not crashing anymore, and I don't have any warning, but the world is now made of stone and ores :) |
13:33 |
Exio |
you need to register biomes |
13:34 |
ironzorg |
err |
13:48 |
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13:54 |
kaeza |
ironzorg, http://pastebin.com/qQ2uw3Nm |
13:55 |
kaeza |
thank hmmmm about those :) |
13:56 |
ironzorg |
I would have expected the game to do all this by itself |
13:56 |
ironzorg |
but thanks hmmm |
13:56 |
ironzorg |
wherever you are |
13:58 |
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14:00 |
PilzAdam |
ironzorg, the biome definitions would be in minetest_game if v7 will be officialy "released" |
14:01 |
ironzorg |
ok, makes sense |
14:01 |
ironzorg |
I like v7 |
14:01 |
PilzAdam |
here is a WIP game from me that uses v7: https://github.com/PilzAdam/pilztest |
14:03 |
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18:56 |
hmmmm |
schematic file signature, vmanip updateliquid for non-mapgen, schematic rotation facedirs, sokomine's thing, remove mapgen selection from menu |
18:56 |
hmmmm |
alright this is today's agenda |
18:56 |
hmmmm |
after this i think i'm going to slow down a bit |
19:04 |
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19:08 |
hmmmm |
erm sfan5, you *removed* the three-character color specifiers? |
19:08 |
sfan5 |
hmmmm: yes, thexyz confirmed it was fine |
19:08 |
hmmmm |
were you supposed to do that? doesn't that break other previous formspec things that used them? |
19:08 |
hmmmm |
if nothing other than the main menu used them, then it'd be fine |
19:09 |
sfan5 |
[yesterday 13:16] <thexyz> no one uses it now, just make it #rrggbb before anyone notices |
19:09 |
sfan5 |
*23 |
19:09 |
hmmmm |
alright, that's good |
19:09 |
PilzAdam |
hmmmm, I got something for you: https://gist.github.com/PilzAdam/5939792 |
19:09 |
PilzAdam |
this happens after generating some terrain with v7 |
19:09 |
hmmmm |
sorta wish you could do #define BLK .. "#000000" .. in lua |
19:10 |
kahrl |
btw there's still stuff in the main menu that uses the color constants |
19:10 |
* sfan5 |
also wants #define in LUA |
19:10 |
kahrl |
credits tab for example |
19:10 |
sfan5 |
kahrl: must've missed that |
19:10 |
sfan5 |
I grepped for "box[" |
19:10 |
hmmmm |
yes, and is it intentional to have the game selection area at the bottom green? |
19:11 |
sfan5 |
its grey |
19:11 |
hmmmm |
seems pretty green to me |
19:11 |
kahrl |
it's green for me too |
19:11 |
thexyz |
depends on irrlicht version IIRC |
19:11 |
PilzAdam |
its _sometimes_ green for me |
19:11 |
hmmmm |
yes, this qualifies as a "bug" |
19:11 |
thexyz |
it should always be green |
19:11 |
hmmmm |
....:/ |
19:11 |
PilzAdam |
or rather, it was green once |
19:11 |
thexyz |
right? right! |
19:11 |
PilzAdam |
thexyz, we are not talking about textboxes |
19:12 |
thexyz |
oh, well, okay |
19:15 |
hmmmm |
oh shoot, thanks pilzadam |
19:17 |
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19:17 |
xrogaan |
heh |
19:17 |
xrogaan |
don't you think that this one looks a lot like minetest? https://play.google.com/store/apps/details?id=com.br4mmie.minebuilder&feature=apps_topselling_paid_game |
19:17 |
kahrl |
hmmmm: also if no biomes are defined, mgv7 sets bogus node IDs because c_water and other members of the default biome are uninitialized |
19:18 |
kahrl |
this causes assertion failures later |
19:18 |
thexyz |
wait, why does Minetest use left handed coordinate system? |
19:18 |
xrogaan |
(i've got this window open for month, but didn't notice that i was kicked) |
19:18 |
hmmmm |
oh shooot |
19:18 |
kahrl |
my attempt to fix it: https://gist.github.com/kahrl/5939885 |
19:18 |
hmmmm |
yeah, i added all those new node parameters and i forgot to add them to the default |
19:20 |
hmmmm |
but the default biome node names don't need to be set, because they're skipped over in resolveNodeNames() |
19:21 |
hmmmm |
maybe i shouldn't do that and let them resolve, just setting the names and letting them fall back to air on failure |
19:21 |
hmmmm |
this way i can use water for biome water content |
19:21 |
kahrl |
I did it for completeness's sake, to be on the safe side |
19:22 |
hmmmm |
that's what i'll do |
19:23 |
thexyz |
well, whatever, I guess there's a good reason |
19:24 |
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19:24 |
mikolalysenko |
hi |
19:24 |
mikolalysenko |
saw this channel and wondered if it had anything to do with minecraft/voxel games |
19:25 |
sfan5 |
mikolalysenko: this channel is for Minetest(a voxel game), not Minecraft |
19:25 |
mikolalysenko |
ah, cool |
19:25 |
mikolalysenko |
I have a blog, and I've written a bit about voxel games in the past as kind of a hobby. |
19:25 |
kahrl |
thexyz: why does *irrlicht use left handed coordinate system |
19:26 |
sfan5 |
mikolalysenko: "Minetest core development and maintenance. Chit-chat goes to #minetest. " --Topic |
19:26 |
PilzAdam |
mikolalysenko, this is the development channel, please go to #minetest |
19:26 |
mikolalysenko |
ah, ok |
19:26 |
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19:27 |
PilzAdam |
kahrl, now the game selection background is blue for me... |
19:28 |
sfan5 |
PilzAdam: it seems to be random |
19:28 |
PilzAdam |
apparently |
19:30 |
hmmmm |
by the way, guys, you can't use the old biomes with mapgen v7 anymore, i changed a bit |
19:30 |
thexyz |
kahrl: oh, right |
19:30 |
hmmmm |
right now there's a problem with grass placement in snow biomes but i need to work on something else in order to get it working the correct way |
19:32 |
hmmmm |
here are the updated biome and decoration definitions: http://pastebin.com/1kjU5tN7 |
19:33 |
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19:44 |
PilzAdam |
hmmmm, so dirt, dirt_with_grass and stone are default nodes now? |
19:45 |
hmmmm |
yes |
19:46 |
hmmmm |
to get a "normal" biome, with dirt and grass and stone, you don't need to do anything |
19:46 |
PilzAdam |
and how would I set a biome with e.g. dirt2 and dirt_with_grass2 ? |
19:46 |
PilzAdam |
(and stone under it) |
19:46 |
hmmmm |
set those to node_top and filler_top |
19:47 |
hmmmm |
seee beaches, deserts, etc. |
19:47 |
PilzAdam |
so its nto possible to use stone2 under that |
19:47 |
PilzAdam |
*not |
19:47 |
hmmmm |
two layers of stones? |
19:47 |
hmmmm |
i guess not |
19:48 |
hmmmm |
i really don't think i'm going to do that either, if i start taking peoples' feature quests, where will it end? |
19:48 |
hmmmm |
i did a bad enough thing by taking the suggestion to let biomes define their own water, no more requests |
19:48 |
PilzAdam |
cant we just pass a table with the different layers? like {"dirt_with_grass", "dirt", "dirt", "dirt", "stone1", "stone1", "stone2"} |
19:49 |
hmmmm |
no, you can't just do that |
20:09 |
hmmmm |
hey guys, what do you think about that? about the pause game idea in #minetest. i think it's doable and would be benefiical; minetest is quite heavy to leave in the background. what if we had it stop rendering and wait on the server/connection threads if in singleplayer with a "halt game on pause" option? |
20:10 |
Exio |
i really would like that idea |
20:11 |
PilzAdam |
but dont pause it when just pressing Esc, there was a pull request that limited the FPS to 3 or so when the Esc menu was open, and it looked horrbile |
20:11 |
hmmmm |
noo, what i'm talking about would completely halt the game. |
20:12 |
hmmmm |
it'd be equivalent to ctrl+Z but in a more controlled manner |
20:22 |
kahrl |
sounds good, just need to make sure it's still possible to leave the game running in the background if one desires to |
20:25 |
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20:28 |
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20:32 |
hmmmm |
hey kahrl, i was talking about this a couple nights ago but i never got any sort of response: |
20:32 |
hmmmm |
are we able to solve the transparency sorting problem on our own (or work around it by hiding transparent things in back of it), or would we need to modify irrlicht? |
20:37 |
kahrl |
I probably didn't answer because I don't know the answer |
20:37 |
kahrl |
give me a bit of time |
20:46 |
celeron55 |
pausing the whole thing in the singleplayer pause menu would be fine, as long as ui responsivity is preserved in some way |
20:47 |
celeron55 |
(when running client-only that doesn't make much sense because one could just shut down the client) |
20:52 |
kahrl |
hmmmm: these are the options that I think would be possible to implement with irrlicht: http://paste.dy.fi/irl |
20:53 |
Jordach |
IRL, is that a IRL paste |
20:54 |
kahrl |
IRL I have to go to bed :P |
20:54 |
Jordach |
kahrl, when the PC tells you to sleep; do it |
20:59 |
PilzAdam |
http://mg.viewskew.com/mgoblin_media/media_entries/64/MapgenV7map1.png |
20:59 |
PilzAdam |
the mountains are cut-off I think, so they are grey |
22:33 |
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23:43 |
hmmmm |
i still need to find better tree perlin noise params |
23:44 |
PilzAdam |
I just use an extra forest biome and fill it with trees with fill_ratio = 0.01 |
23:46 |
hmmmm |
i should make the cave-popping-out-of-ground amount configurable |
23:46 |
hmmmm |
right now it's a 1/10 chance |
23:46 |
hmmmm |
(well, probably not 1/10, the LCG used doesn't seem very random) |