Time |
Nick |
Message |
00:01 |
PilzAdam |
the menu header is not drawn in other tabs than Singleplayer |
00:02 |
PilzAdam |
when I click on a world then the list moves up until the world is at the bottom of the window |
00:04 |
PilzAdam |
when you change the tab and then directly click on a world then a singleclick is enough to start it |
00:05 |
PilzAdam |
mods in the modlist should be sorted alphabetically |
00:06 |
PilzAdam |
creating a world that does already exists only prints an error message to the terminal, but nothing happens in the GUI |
00:07 |
PilzAdam |
the public server list inserts the name of the server into the adress field |
00:07 |
PilzAdam |
the favorite server list only if there is a name set, otherwise it works correctly |
00:08 |
PilzAdam |
creating a new world doesnt work anymore <- !!! important !!! |
00:09 |
PilzAdam |
home/adam/Minetest/minetest/bin/../builtin/mainmenu.lua:1290>MAINMENU ERROR: error: /home/adam/Minetest/minetest/bin/../builtin/mainmenu.lua:586: attempt to index global 'worldlist' (a nil value) |
00:10 |
VanessaE |
eek |
00:11 |
PilzAdam |
the selected world is not always visible at startup since the scrollbar is always at the top |
00:11 |
PilzAdam |
no mouswheel support in lists |
00:12 |
PilzAdam |
it happens sometimes that the selection in a list follows the mouse |
00:12 |
PilzAdam |
(seems to be reprocable by moving the scrollbar slider and then clicking outside of the formspec) |
00:12 |
PilzAdam |
*reproduceable |
00:13 |
VanessaE |
confirmed. |
00:13 |
PilzAdam |
there is some weird debug output printed to the terminal ("cfav: nil") |
00:14 |
PilzAdam |
(and "image name=/home/adam/Minetest/minetest/games/../textures/base/pack/logo.png, pos=(130,225)") |
00:15 |
PilzAdam |
ok. now the windows build :-) |
00:18 |
PilzAdam |
the windows menu is still messed up |
00:18 |
PilzAdam |
(like this: http://mg.viewskew.com/mgoblin_media/media_entries/59/FormspecMenu.png ) |
00:19 |
VanessaE |
ouch |
00:19 |
PilzAdam |
I get errors like this: "01:18:12: ERROR[main]: Invalid pos for element imagebuttonspecified: "-0,25,5.7"" |
00:19 |
PilzAdam |
it works when returning from a world, though |
00:19 |
VanessaE |
PilzAdam: I saw errors like that in unified inventory briefly also |
00:20 |
PilzAdam |
the "selection following the mouse" bug is not reproduceable in wine |
00:20 |
VanessaE |
(though in your case it's pretty obvious |
00:20 |
VanessaE |
I presume 0,25 = 0.25 |
00:21 |
PilzAdam |
creating a world when there is no other works |
00:21 |
PilzAdam |
(also in Linux) |
00:22 |
hmmmm |
ugh |
00:22 |
hmmmm |
you're kidding |
00:22 |
hmmmm |
anyway just to be clear, none of these things are caused by what i did |
00:22 |
hmmmm |
pilzadam, how are you running that, under wine? |
00:22 |
PilzAdam |
ehm, I guess Ill just paste all that into an issue on github |
00:22 |
PilzAdam |
hmmmm, yes |
00:23 |
hmmmm |
we couldn't figure out what wine possibly does to mess up the positioning like that |
00:23 |
hmmmm |
it is a wine problem though |
00:23 |
hmmmm |
and it's not like that under real windows |
00:23 |
hmmmm |
[08:01 PM] <PilzAdam> the menu header is not drawn in other tabs than Singleplayer <--- i am 95% sure this is intentional |
00:24 |
PilzAdam |
it is not |
00:24 |
PilzAdam |
the menuheader in textures/base/ has to be drawn |
00:24 |
ShadowNinja |
Shouldn't the header from base be drawn? |
00:24 |
PilzAdam |
(or textures/all/, if present) |
00:24 |
hmmmm |
that was a problem that's been present from the beginning in that case |
00:24 |
PilzAdam |
hah! |
00:25 |
PilzAdam |
putting os.setlocale("C", "numeric") at the top of mainmenu.lua fixes it |
00:25 |
hmmmm |
(well, then again, i rarely if ever update my minetest_game so it could be that i simply never saw it) |
00:25 |
hmmmm |
fixes what, now? the positioning? |
00:25 |
PilzAdam |
hmmmm, this one should be drawn: https://github.com/minetest/minetest/blob/master/textures/base/pack/menu_header.png |
00:25 |
PilzAdam |
hmmmm, yes |
00:26 |
hmmmm |
hah |
00:26 |
hmmmm |
how is it that you figured that out exactly |
00:26 |
PilzAdam |
I remembered something being broken in builtin/ some time ago too |
00:26 |
PilzAdam |
and builtin.lua does the same |
00:27 |
hmmmm |
erm anyway, a while back, sapier was talking about how irrlicht's file open dialog changes the current locale with no warning, options, or anything else (which is very bad because this screws atof()) |
00:27 |
hmmmm |
an obvious solution is to surround myatof() calls with setlocale, but obviously horrible as setting locale is slow and atof is used extremely often |
00:28 |
hmmmm |
the only place the irrlicht file dialog is used is in his menu api, which i suggest we avoid until we figure out a real solution to this |
00:28 |
PilzAdam |
Ill push that os.setlocale("C", "numeric") |
00:28 |
hmmmm |
alright |
00:29 |
PilzAdam |
https://github.com/minetest/minetest/commit/9bd5f612f75b3eaf9f981bd76f7fc6081c04d410 |
00:29 |
hmmmm |
it'd be really nice if we could use a custom atof() with istringstream.... no idea if that's possible though |
00:30 |
hmmmm |
i know that, for BSD at least, there's a atof_l() variant where you pass your desired locale (calls to atof(s) are simply atof_l(s, getlocale()) |
00:31 |
hmmmm |
we could use atof_l(s, "C") for myatof() if we can find the correct function for all four platforms |
00:32 |
PilzAdam |
https://github.com/minetest/minetest/issues/814 |
00:35 |
hmmmm |
I'll fix the create a world thing at least |
00:37 |
hmmmm |
so remove that line |
00:37 |
PilzAdam |
Ill remove it if its actually fixed |
00:37 |
hmmmm |
.....it ..is |
00:38 |
PilzAdam |
oh, nice |
00:38 |
hmmmm |
ah |
00:38 |
hmmmm |
great, sapier didn't test out his fixes evidently :).. |
00:39 |
hmmmm |
that was broken in an attempt to prevent duplicate world creation |
00:40 |
PilzAdam |
well, that check works now |
00:41 |
PilzAdam |
updated the issue |
00:42 |
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00:44 |
PilzAdam |
so, everything except the serverlist are "cosmetic" fixes |
00:47 |
hmmmm |
WTF! |
00:47 |
hmmmm |
a newly created world is not selected? i fixed this and now it's re-broken |
00:48 |
hmmmm |
but evidently not, it seems to work fine for me |
00:49 |
PilzAdam |
I created a the world "Pilztest_world_13", and "Pilztest_world_7" is selcted |
00:49 |
PilzAdam |
before that I created "Pilztest_world_12" and no world was selected |
00:49 |
PilzAdam |
(or I havent seen it due to the scrollbar) |
00:50 |
PilzAdam |
ok, by *_14 no world is selected |
00:50 |
hmmmm |
probably the scrollbar is the issue. but it works fine for me |
00:50 |
PilzAdam |
(hitting "Play" does nothing) |
00:50 |
hmmmm |
anyway it seems that modmgr.global_mods is nil |
00:53 |
hmmmm |
get_mods_list, mod_exists, precheck, |
00:54 |
hmmmm |
get_mods_list updates the global mod list which should initialize modmgr.global_mods |
00:54 |
hmmmm |
which is called in the tab function |
00:54 |
hmmmm |
no idea, not looking deeper |
00:55 |
PilzAdam |
modmgr.identify_modname() seems hacky to me |
00:56 |
hmmmm |
the whole thing is hacky because it was done in a day |
01:04 |
hmmmm |
oh right, speaking of the main menu, one of the things on my agenda was to remove the mapgen selection box (or comment it out). it's rather advanced to change the mapgen, and most people aren't going to care for the math mapgen, mapgen v7 i discourage people from using because it's a work in progress, and singlenode is really only of interest to modders |
01:05 |
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01:06 |
Exio |
add a "hide" option? |
01:08 |
hmmmm |
yeah but that would really go along with the enhanced world create option menu. i don't want it to be daunting so there'd definietly need to be a "show/hide advanced" button. the simple dialog would just have world name and seed. |
01:08 |
ShadowNinja |
How about a 'show advanced' option? |
01:09 |
VanessaE |
the ninja got ninja'd :) |
01:10 |
VanessaE |
guys I'm seeing something new: sudden, unexplained, not-logged crashes of the server |
01:10 |
hmmmm |
the map creation menu is something that i've had in mind for quite a while... in the advanced menu i plan on having mapgen selection, the individual noise params settings, water level, chunk size, and so on. presets for certain kinds of worlds would be available too, e.g. for a "waterworld" it'd have maybe a higher water level setting or a larger offset for the noise params |
01:21 |
ShadowNinja |
Can someone push this please? https://github.com/minetest/minetest/pull/812 |
01:22 |
VanessaE |
return 0? shouldn't you return false or nil or something? |
01:22 |
VanessaE |
(I'd say NaN but I guess Lua doesn't have that) |
01:46 |
hmmmm |
no, returning 0 is most appropriate here |
01:48 |
VanessaE |
hm, ok |
01:48 |
ShadowNinja |
VanessaE: No, the distance is 0, not undefined. |
01:49 |
VanessaE |
seems like a convoluted way to calculate a hypotenuse, but ok |
01:50 |
ShadowNinja |
VanessaE: http://wikipedia.org/wiki/Hypot |
01:50 |
VanessaE |
hm, good point |
01:50 |
VanessaE |
didn't consider math precision |
01:53 |
hmmmm |
i personally don't think it'd make much of a difference.. a double can store quite a lot, you know. |
01:53 |
hmmmm |
hypot makes sense for limited things |
03:06 |
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13:23 |
Taoki |
http://i.imgur.com/wUSTw9r.jpg - http://i.imgur.com/ISWBBB5.jpg Parallax mapping in Minetest! Credits go to RealBadAngel |
13:27 |
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14:01 |
sfan5 |
Taoki: wow |
14:01 |
Taoki |
indeed :) |
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18:13 |
sapier |
it's still the wine menu Pilzadam not the windows menu ;-) |
18:14 |
sapier |
the imagebutton error is correct >>>-0,25,5.7<<< is a 3d position wich isn't supported ... I guess it should be -0.25,5.7 |
18:14 |
sapier |
oh vanessa already told :-) |
18:27 |
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18:29 |
sapier |
can someone tell me what got merged yesterday? :-/ there are missing lots of fixes |
18:30 |
hmmmm |
uhh, you sure? you might've left some out in that case |
18:31 |
hmmmm |
what i did was revert the last two commits, applied both patches of yours, and then readded the hex color thing on top of that |
18:31 |
hmmmm |
and squashed it all to one commit |
18:31 |
sapier |
I'm rechecking hope it's only a rebase error of my current repository |
18:33 |
sapier |
puhh sorry my fault .. I guess I'm gonna setuo a new repository |
18:34 |
sapier |
did those locale changes fix the wine problem? I didn't quite get it from log |
18:36 |
hmmmm |
they did |
18:37 |
sapier |
great ... so there's only mouswheel and vanessas doubleclick problem left? |
18:37 |
sapier |
at least atm :) |
18:37 |
hmmmm |
a lot more actually |
18:38 |
hmmmm |
pilzadam made an issue with an exhaustive list of everything wrong |
18:38 |
sapier |
great I just wanted to ask for a list |
18:38 |
hmmmm |
modmgr.global_mods is nil in the configure tab for some reason, clicking the checkbox causes lua errors for example |
18:38 |
hmmmm |
when you create a new world, after 14 of them or so they stop getting auto-selected |
18:39 |
hmmmm |
this might be due to the listbox scroll problem |
18:39 |
sapier |
only if 14 would fit into a single screen what I don't think |
18:39 |
sapier |
there must be something else |
18:42 |
sapier |
can someone tell me what pilzadam means with menu header? |
18:43 |
hmmmm |
there's an image in the base texture directory that gets drawn as the header for all screens not specific to a certain game |
18:44 |
sapier |
the "minetest" header? |
18:44 |
hmmmm |
yeah |
18:44 |
sapier |
hmm it's shown for me everywhere except singleplayer :/ |
18:44 |
hmmmm |
hah, it's the opposite for everybody else |
18:44 |
sapier |
very very strange :-) |
18:45 |
hmmmm |
oh by the way, not sure if you saw it or not, that weird listbox concatenation issue was because some constants were missing commas :)... the instances where we didn't think it happened again was our eyes playing tricks on us |
18:46 |
sapier |
:-) |
18:47 |
sapier |
did someone already fix bugs from pilzadams list? |
18:48 |
hmmmm |
anything we fixed between yesterday and now was removed from the list when we fixed it |
18:48 |
sapier |
ok |
18:53 |
celeron55 |
"Also it ought to be possible to use mobs from one mod for the other one. I've done so for mobf on my local server. Problem is that mobf expects the model's orientation to be rotated by 90 degrees, so the mobs move sideways." <- haha, nice luck there |
18:54 |
hmmmm |
rotations..... wondering where i should put this rotateAlongYAxis(). probably MapNode |
18:54 |
Jordach |
celeron55, theres a fix for that: simple mobs |
18:54 |
hmmmm |
vm->m_data[vi].rotateAlongYAxis(ndef, rot); |
18:55 |
hmmmm |
but to follow suit with other similar things i feel like it ought to be a static function |
18:55 |
sapier |
yea :-) that's the problem with many mods once you have done it in some way you're to lazy to change ;-) |
18:55 |
celeron55 |
http://forum.minetest.net/viewtopic.php?id=3133 <- i was just reading this; it's funny how you immediately see how some people have likely tried *neither* of them at least in a *very* long time 8) |
18:56 |
sapier |
simple mobs isn't even a workaround |
18:57 |
sapier |
once pilzadam starts to workaround all those minor glitches he'll end up same as mobf ;-) |
18:57 |
celeron55 |
Jordach: the issue there was using models from mobf in simple mobs |
18:58 |
sapier |
no that rotation wasn't on purpose ... even if it may look like |
19:10 |
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19:15 |
sapier |
does anyone have a tool to read iqualfragiles json moddb rawdata? |
19:20 |
hmmmm |
Taoki: https://github.com/minetest/minetest/commit/ce955f37ba9f431122ca3c46e5a7dac63ffd65ea |
19:21 |
Taoki |
hmmmm: Awesome! Glad it could be fixed, thanks :) |
19:21 |
Taoki |
I'm sure that will be helpful with several things, not just my mod |
19:22 |
Taoki |
hmmmm: Is the furnace crash fixed too (it's ok if not, not pressuring or telling you what to do). The one that would crash MT to crash when a schematic has a furnace due to the fuel parameter |
19:22 |
hmmmm |
there's that "fixed" again |
19:22 |
hmmmm |
taoki, sounds like a furnace problem |
19:22 |
Taoki |
Erm, resolved... or added :P |
19:22 |
hmmmm |
now that, *THAT* is not my problem at all |
19:23 |
PilzAdam |
Taoki, see logs of a few days ago |
19:23 |
Taoki |
PilzAdam: Awesome, thanks |
19:25 |
PilzAdam |
sapier, the problem in the windows build was that you need to set the numeric locale in Lua to "C" |
19:26 |
sapier |
hmm there's a similar problem for fileselects as hmmmm already mentioned |
19:26 |
PilzAdam |
https://github.com/minetest/minetest/commit/9bd5f612f75b3eaf9f981bd76f7fc6081c04d410 |
19:27 |
proller |
is possible to merge all features from all mob mods to one? and develop one? |
19:28 |
PilzAdam |
proller, I dont see how, the main goal of Simple Mobs is to be _simple_ |
19:29 |
sapier |
proller it isn't possible at all due to diametral design decisions |
19:29 |
proller |
for mobs simple == stupid |
19:29 |
PilzAdam |
yes |
19:29 |
sapier |
simplemos is designed to give only very basics and let modder do everything |
19:29 |
PilzAdam |
but its also faster |
19:30 |
sapier |
while mobf is designed as comprehensive toolkit fixing almost all glitches that a modder may suffer from |
19:30 |
proller |
trees is fastests mobs ;) |
19:30 |
sapier |
and fixing those glitches is what gives speed penalty to mobf |
19:31 |
NakedFury |
what does the F in mobf stand for? |
19:31 |
sapier |
framework |
19:31 |
proller |
maybe try to move all slow functions to core? |
19:32 |
proller |
pathfind already.. |
19:32 |
PilzAdam |
proller, that would be too mod specific |
19:32 |
sapier |
that's already a midrange long range goal |
19:32 |
sapier |
at least for generic features |
19:33 |
sapier |
still main problem with mobs is they'll show up latency ... same as other players in multiplayer would do but there aren't may servers populated that much |
19:35 |
sapier |
question name should not be set to address field for public server list but be shown in list right? |
19:37 |
sapier |
I take that as yes |
19:51 |
hmmmm |
sapier, i wanted to apply some of your pull requests |
19:52 |
hmmmm |
would you like to rebase get_surface()? |
19:52 |
sapier |
on my way |
19:52 |
sapier |
should serverlist show port number for server names? |
19:53 |
hmmmm |
also how do you feel about the automatic face movement direction after 6 months of sitting there (no idea why it was left there...) |
19:53 |
sapier |
it may conflict a little bit with pilzadams autorotate (only number doubluse) |
19:54 |
PilzAdam |
hm? what autorotate? |
19:54 |
hmmmm |
do you recommend merging it? |
19:54 |
PilzAdam |
oh, do you mean that one by Jeija? |
19:54 |
sapier |
jeija? ok could be yes |
19:54 |
sapier |
I think both variants are worth adding yes |
19:55 |
sapier |
I'm gonna remove port number from public server list any objections? |
19:55 |
hmmmm |
i think there's another pull request that adds something new to content features serialization and if i merge this, the other will be broken |
19:55 |
hmmmm |
no objections here.. |
19:56 |
sapier |
it's show once you click it so no loss of information |
19:56 |
PilzAdam |
sapier, with #815 I get "21:55:49: ERROR[main]: Kann Spiel nicht finden/laden """ ("cant load game """) when clicking "play" with an empty world list |
19:57 |
sapier |
yes ... I think this is a correct message :-) |
19:57 |
hmmmm |
speaking of contentfeatures, the structure is really bloaty and I was thinking of internally storing all those bools as a single u32 |
19:57 |
hmmmm |
with this we should be able to save several hundreds of KB |
19:57 |
sapier |
uhh ... I hope we never need to access those information concurrently |
19:57 |
PilzAdam |
sapier, I would expect that it has same behaviour as when nothing is selcted |
19:57 |
hmmmm |
sapier, once they're set, they're set |
19:58 |
hmmmm |
after the registration phase anyway |
19:58 |
Taoki |
PilzAdam: Furnace fuel issue still crashes Minetest. Just that it doesn't close it... freezes it in place |
19:58 |
sapier |
ok if they neverever change there's no problem true |
19:58 |
sapier |
PilzAdam but there is something selected I'd have to add a special handling just to detect "" at different locations |
19:58 |
hmmmm |
a similar topic.. things from g_settings (all settings for that matter) are hardly ever set |
19:59 |
PilzAdam |
Taoki, the furnace's on_construct() needs to be called after placing it (same for chests and other nodes that use meta), but this would slow down the whole thing a lot |
19:59 |
hmmmm |
and if they are, it's in a single thread on shutdown or something |
19:59 |
Taoki |
Also: It's not the importing of the schematic that causes it. Even if I log in after, MT crashes as soon as the world loads |
19:59 |
hmmmm |
for an easy performance gain we should be able to remove the locks |
19:59 |
PilzAdam |
sapier, I guess it would be best then to select nothing, if the list is empty |
19:59 |
hmmmm |
someone ought to look into that |
20:00 |
sapier |
I'll have a look I think this should be possible |
20:01 |
hmmmm |
also before you do it, it'd be a good idea to get a general idea of how bad Settings really is.. log how much time is spent in Settings::get* calls globally |
20:02 |
hmmmm |
and maybe log it for a single server tick, along with the total cpu time of a server tick |
20:02 |
sapier |
ok the delete last world bugfix was lost yesterday :) |
20:03 |
Taoki |
Ok, the fix for facedir in create_schematic is almost fully working. Only that torches are still mirrored (edge-wise) at 90* rotation |
20:04 |
Taoki |
Trying 180 and 270 now |
20:04 |
hmmmm |
oh shoot |
20:04 |
Taoki |
At 180* all is good though :) |
20:04 |
hmmmm |
when i tested it i didn't really test it |
20:04 |
PilzAdam |
hmmmm, does it support 6d facedir? or only 0-3? |
20:05 |
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20:05 |
Taoki |
At 270* same torch flipping issue, otherwise all good |
20:05 |
Taoki |
Doors are good at any rotation |
20:05 |
sapier |
PilzAdam I can't stop a player from selecting an empty element but at least it won't be selected after deleting ... ok that way? |
20:05 |
hmmmm |
it supports everything in the way it's supposed to |
20:05 |
Taoki |
So seem to be slabs |
20:05 |
PilzAdam |
sapier, yea |
20:05 |
PilzAdam |
sapier, but how would a player select an empty world? |
20:05 |
sapier |
hmmmm do you want to rebase the rotation thing while merging or shall I rebase it before? |
20:06 |
hmmmm |
the rotation thing doesn't need rebasing from what i see |
20:06 |
Taoki |
hmmmm: http://i43.tinypic.com/2hd456e.png Other than that it's fully correct and working |
20:06 |
sapier |
PilzAdam just click first slot ... don't know why irrlicht allows to select empty element |
20:06 |
Taoki |
(see the torches there, issue at both 90* and 270*) |
20:07 |
PilzAdam |
Taoki, can you please stop using an image hoster that needs JS? |
20:07 |
hmmmm |
what is he supposed to use |
20:07 |
Taoki |
Ah, didn't know TP needs javascript |
20:07 |
Taoki |
Also, they suck because direct links for an image open a website |
20:07 |
hmmmm |
there's really no other option (for me at least) |
20:07 |
hmmmm |
zimages.eu deletes after like 5 minutes |
20:07 |
PilzAdam |
http://mg.viewskew.com/ <- this is better, hosted by StarBlessed |
20:07 |
Taoki |
Don't know what smartass checks they do to see when you're opening a direct link from a browser to bring you to a HTML page instead |
20:07 |
hmmmm |
ompldr doesn't exist anymore |
20:08 |
hmmmm |
imgur doesn't work for freebsd because it uses some sort of retarded flash thing |
20:08 |
hmmmm |
imageshack is shit |
20:08 |
Taoki |
Back in the day i used imageshack. But I remembe they changed something that pissed me off a lot and I left them |
20:09 |
hmmmm |
and they hosted malware that tried to exploit your browser for a time |
20:09 |
hmmmm |
popup ads everywhere |
20:09 |
hmmmm |
it's so dodgy |
20:13 |
PilzAdam |
sapier, I just discovered that mousewheel works if the focus is on the scrollbar |
20:13 |
PilzAdam |
(i.e. you have clicked it) |
20:14 |
sapier |
I know but that doesn't help very much |
20:15 |
sapier |
if you try to press enter this won't work in that situation :-/ |
20:15 |
sapier |
escape won't work either |
20:15 |
PilzAdam |
well, it helps me; I have a very long world list, and clicking on the scrollbar is better than no mousewheel support |
20:15 |
sapier |
ok glad to hear |
20:16 |
PilzAdam |
(better support for mousewheel would be better, though) |
20:17 |
sapier |
I know I already tried but it's same as the rescroll problem when clicking a listboxentry ... its really annoying especialy in modmanager |
20:17 |
Taoki |
Anyway, why is it so hard to fix this furnace in schematics problem? Now that facedirs are fixed (apart from the torch mirroring) that's the only reason we can't use schematics for villages yet |
20:17 |
Taoki |
(because hhouses will have furnaces too) |
20:18 |
PilzAdam |
sapier, can you push that not selecting and empty entry thing to the #815 branch so I can merge it? |
20:19 |
sapier |
yes once I readded the escape fixes that got lost yesterday |
20:20 |
sapier |
ok I need to check what exactly wasn't merged there is missing something |
20:21 |
* Taoki |
wonders why we can't just ignore the fuel parameter? I assume this is some nil vs 0 issue or something |
20:22 |
PilzAdam |
Taoki, the furnace still wouldnt work, best thing is you manually call on_construct() of it after placing it as schematic |
20:23 |
Taoki |
Isn't on_construct automatically triggered on objects after a schematic generates them? |
20:23 |
PilzAdam |
a simple function that loops through the whole schematic and checks the nodedefs for on_construct ~= nil should work |
20:24 |
PilzAdam |
it decreases performance, thats why its not called automatically |
20:24 |
PilzAdam |
(in many cases its not needed) |
20:24 |
Taoki |
Can someone who has a bit of time and wishes to help pastebin the base of such a Lua function? |
20:25 |
PilzAdam |
sure |
20:25 |
Taoki |
PilzAdam: Still don't see why the fuel parameter can't be ignored, or why it causes a crash |
20:25 |
Taoki |
Ia ssume because fuel is a meta: property, and it's trying to use it when it doesn't exist, right? |
20:26 |
Taoki |
I guess the code could just skip it then or automatically set it to 0 when it notices it wants to use something that's not there |
20:27 |
PilzAdam |
https://gist.github.com/PilzAdam/5952203 |
20:28 |
Taoki |
Thanks. Will add that to my mod at least temporarily, till someday maybe it's fully solved |
20:28 |
PilzAdam |
ehm.. that is the "full solution" |
20:28 |
Taoki |
ok |
20:33 |
PilzAdam |
sapier, also, there seems to be some things broken when using RUN_IN_PLACE=0 |
20:34 |
sapier |
hmm didn't test that |
20:34 |
Taoki |
PilzAdam: Even with that, MT still crashes when a furnace is created |
20:34 |
PilzAdam |
then you are using it wrong |
20:34 |
sapier |
can you be a little bit more precise about "some things"? :-) |
20:35 |
sapier |
no I don't want to mess up my os with applications not built with packet management system |
20:35 |
PilzAdam |
https://github.com/minetest/minetest/issues/813 |
20:36 |
sapier |
this should be fixed by changes merged yesterday |
20:37 |
Taoki |
PilzAdam: Yes, a dumb typo on my end. Fixed it and now furnaces import and don't crash. All is good :) |
20:37 |
sapier |
at least the error message |
20:37 |
Taoki |
I'm going to convert the default structures to MTS and adapt my mod to use it by default |
20:38 |
Taoki |
I know I'm a pest, but will someone look at the torch flipping too? |
20:40 |
PilzAdam |
<hmmmm> oh shoot |
20:41 |
PilzAdam |
^ I guess this means "I made a mistake, will fix it" |
20:41 |
PilzAdam |
^ Taoki |
20:43 |
sapier |
grrr I hate escaping |
20:44 |
sapier |
text = string.gsub(text,"%[","\\[") |
20:44 |
sapier |
shouldn't this line replace all [ by \\[? |
20:50 |
sapier |
did anyone ever check if escaping [] in minetest did work? |
20:51 |
PilzAdam |
you mean before Lua menu? |
20:51 |
sapier |
ye |
20:51 |
sapier |
s |
20:51 |
PilzAdam |
dunno |
20:52 |
sapier |
I use exactly same code as in misc but it wont replace any [ |
20:52 |
Taoki |
hmmmm: A question about schematics: When adding a node with probability -1, is the node written to the schematic file or simply discarded? I use that to ignore some nodes when exporting structures, and it'd be nice if they wouldn't increase file size for nothing |
20:52 |
Taoki |
Obviously if it does add them and there's a reason for that, it's all good. Just asking |
20:53 |
PilzAdam |
Taoki, AFAIK it writes ignore then |
20:53 |
Taoki |
oh, good then |
20:53 |
PilzAdam |
when placing them with place_schematic() air is placed, when placing them with register_decoration() nothing is placed at that position |
20:53 |
PilzAdam |
thats inconsistent and IIRC hmmmm wanted to change that |
20:59 |
Taoki |
Yeah... I'm not sure if it matters to place air blocks. If something is ignore it can just left to be |
21:02 |
PilzAdam |
hmmmm, with the current v7 mapgen I get one layer of stone only and weird lighting errors at y=47 |
21:03 |
hmmmm |
pilzadam, i know. |
21:14 |
Taoki |
Weird. Is there any reason for which setting minetest.after would fail? I seem to have a case where even if I set that it forgets it after a few tries |
21:19 |
Taoki |
Yes. minetest.after seems to have clear failures |
21:21 |
Taoki |
Anyone know what can be causing this?\ |
21:23 |
PilzAdam |
what problems do you have with it? |
21:24 |
Taoki |
PilzAdam: I have a function which calls itself every few seconds using minetest.after(#, itself). At some point however, it simply stops working, although the formula should go on forever |
21:24 |
PilzAdam |
can I see your code? |
21:25 |
Taoki |
Kind of a big code |
21:25 |
Taoki |
And I added a lot of temporary debug prints to be sure it's this |
21:27 |
Taoki |
Wait... I'll try something else. Think it's possible I messed something up |
21:34 |
Taoki |
PilzAdam: Yes, I was failing somewhere. Although the code looked certain, there was a line I was missing... fixed it |
21:34 |
Taoki |
So no bug |
21:35 |
sapier |
ok fixed the header thing too ... plz check and merge ... I doubt serverlist is completely fixed, at least it works while there's no server with [] in list |
21:36 |
PilzAdam |
whats 73c1192 for? |
21:37 |
PilzAdam |
also, it shouldnt use the default header when the game doesnt provide one |
21:37 |
PilzAdam |
just draw nothing in this case |
21:38 |
sapier |
what the ... grrr |
21:38 |
sapier |
I guss theres a merge error |
21:46 |
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21:48 |
sapier |
ok now it's sane |
21:48 |
sapier |
sometimes I wonder how a vcs like git could become that popular |
21:51 |
PilzAdam |
now the name is removed from favoriteservers.txt |
21:51 |
PilzAdam |
thats not good |
21:55 |
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21:56 |
sapier |
yes but escaping [] doesn't work ... sadly that server disappeared |
21:57 |
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22:01 |
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22:42 |
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22:43 |
Taoki |
hmmmm: How would I use the voxel manipulator to clear a cube area between two points (set everything to air if that's the way)? |
22:43 |
PilzAdam |
... set everything to air |
22:45 |
Taoki |
Sorry, I still can't understand the whole data system. Can you define two corners and just fill with air? |
22:46 |
hmmmm |
agh i finally got the wallmounted rotations right |
22:46 |
hmmmm |
the whole system is a bunch of crap.. |
22:46 |
hmmmm |
pure guesswork |
22:46 |
VanessaE |
sure you don't wanna have RBA change to match the rest of 6dfacedir? ;) |
22:47 |
Taoki |
hmmmm: Been through that when I did my structures mod too |
22:47 |
hmmmm |
i still don't get how you'd do that without breaking backwards compatibility |
22:47 |
Taoki |
VanessaE: Schematics will only support 4 dirs which makes sense |
22:47 |
PilzAdam |
Taoki, maybe look at existing examples that use the vmanip |
22:48 |
VanessaE |
hmmmm: I don't think you can really. |
22:48 |
hmmmm |
then why is he presenting it to me as some sort of option |
22:49 |
VanessaE |
maybe just for consistency |
22:49 |
VanessaE |
(frankly I'd have done the same, contingent upon finding a backward-compatibility solution) |
22:50 |
Taoki |
Anyone know of a good example on how to fill an area with vmanip? |
22:50 |
VanessaE |
if there were some way to guarantee a node has not been "loaded" before, one could very easily pass the old data through a table or some simple math to translate it to the right values |
22:50 |
hmmmm |
taoki, plenty of mods use it already. |
22:50 |
VanessaE |
s/loaded/converted/ |
22:51 |
hmmmm |
i know the nuke mod uses it |
22:51 |
PilzAdam |
the nether mod uses it for mapgen |
22:51 |
hmmmm |
right |
22:51 |
hmmmm |
so guys, if everybody's on board with it, i'd like to change the schematic probability thing |
22:51 |
hmmmm |
the problem is that i don't know how many mods use it the way it is already |
22:53 |
Taoki |
Nether mod on github is 1 year old *sighs* |
22:53 |
PilzAdam |
Taoki, my nether mod, also its in a seperate branch |
22:54 |
PilzAdam |
hmmmm, just dont place air where nodes with probability of -1 are should be good, I think |
22:54 |
Taoki |
link please? |
22:54 |
hmmmm |
no, i want to change it all |
22:54 |
hmmmm |
0 should be never place, 255 should be always place |
22:55 |
PilzAdam |
yea that makes more sense, but breaks mods |
22:55 |
hmmmm |
instead 0 is always place because 0 is the default value, and -1 is -1 so it doesn't break compatibility |
22:55 |
Taoki |
Any link to the nuke or nether mod that use voxelmanip (or any example on how to fill a cube in world)? |
22:56 |
hmmmm |
it'd really make my day if i were able to change this |
22:56 |
PilzAdam |
Taoki, ... my github account... "nether" repo |
22:56 |
PilzAdam |
... not hard to find |
22:56 |
hmmmm |
so there ought to be a way to talk to these modders who already used it and tell them to change it |
22:58 |
Taoki |
PilzAdam: https://github.com/PilzAdam/nether/blob/master/init.lua Nothing about voxelmanip there |
22:58 |
PilzAdam |
<PilzAdam> Taoki, my nether mod, also its in a seperate branch |
23:00 |
Taoki |
... |
23:00 |
Taoki |
I can't find it in your minetest_game or common branch |
23:00 |
hmmmm |
lol |
23:01 |
Taoki |
AH... a different branch ON the nether mod |
23:01 |
Taoki |
NVM think I found it |
23:04 |
sokomine |
there's a small but very annoying problem with the locked chests since some versions: they do not show their content client-side but ask the server. this may take ages if there's lag. whoever introduced that to the game - please turn it back to the old behaviour! not wanting to show the inv to non-owners of that chest is no excuse for that amount of lag. it can be turned on again once and if the lag is reduced to 1-2 seconds (pe |
23:14 |
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