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IRC log for #minetest-dev, 2013-07-13

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All times shown according to UTC.

Time Nick Message
00:25 sapier left #minetest-dev
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00:49 VanessaE looking at sapier's latest menu stuff, the servers' flags need to be identified as such, or at least visibly divided from the descriptions.
00:49 VanessaE it looks (literally) like garbage at first
00:51 VanessaE even a simple vertical line would probably be enough.
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08:25 sapier joined #minetest-dev
08:26 sapier I can add a simple line, I already tried that. due to the indention mess it doesn't really look good either. are flags really required in list or could they be moved to description too?
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10:48 kahrl oh wow, this actually seems to work
10:49 kahrl I changed CONTENT_IGNORE and CONTENT_AIR back in my patch and added some code to nodedef.cpp to make the vector large enough initially
10:49 kahrl http://paste.dy.fi/F99
10:50 kahrl does anyone dare to test it?
10:50 kahrl for me it works in singleplayer mode and multiplayer and should be compatible with old servers
10:51 kahrl brb
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11:44 PilzAdam kahrl, seems to work fine for me
11:45 PilzAdam tested singleplayer, old client new server, old server new client and new server and new client
11:46 kahrl awesome
11:46 PilzAdam (everything local, though)
11:47 kahrl shouldn't matter
11:47 PilzAdam and IPv6
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12:41 Exio4 i would change those to 0, 1, 2 in a future when something needs to break though
12:42 PilzAdam why not change it depending on the protocol version?
12:58 proller any objections? https://github.com/proller/minetest/commit/97559798d79d74359566d43bb5f01571f7885414
13:55 RealBadAngel guys. this is how shaders work atm: http://i.imgur.com/cN7LRp9.jpg
14:16 Taoki I love it :)
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16:41 sapier joined #minetest-dev
16:43 sapier proller why do I need to add a node to transforming liquid engine? Isn't this a property of a node?
16:44 proller its queue,
16:44 proller in this branch already working falling liquids
16:45 proller but too buggy falling code
16:45 sapier so this shall replace the add function later?
16:47 sapier left #minetest-dev
17:02 VanessaE kahrl: dare I try that patch? :)
17:03 kahrl yes you do :P
17:05 VanessaE couple of whitespace warnings, but it applied....
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17:07 VanessaE well, it compiles....
17:09 VanessaE here goes nuthin'
17:10 VanessaE seems to work so far
17:10 VanessaE care to try connecting with 0.4.7-stable?
17:11 kahrl it won't work in your case
17:11 VanessaE oh.
17:12 kahrl new servers are only compatible with old clients if the 4096 node limit is not exceeded
17:12 VanessaE oh, well I don't exceed it with mods, just those unknown blocks were doing that.
17:12 kahrl yeah, sadly old clients can't handle that even on a new server
17:12 VanessaE looks like I'm *just* under the limit:  3:32:16: VERBOSE[main]: registerNode: registering content id "4092": name="worldedit:placeholder"
17:14 VanessaE PilzAdam did say it seemed to be cross-compatible though
17:14 kahrl yeah, since he probably stayed far below the limit
17:18 VanessaE well at least the server doesn't crash anymore :P
17:18 kahrl that's good :)
17:18 kahrl so if everything seems fine I will push it
17:19 VanessaE I seem to be able to dig/build okay
17:19 VanessaE nothing looks out-of-the-ordinary
17:19 kahrl or, since I have to go right now, if any dev agrees to push it go ahead
17:19 kahrl this is the link again: http://paste.dy.fi/F99
17:20 kahrl I'll be back</terminator> in an hour or two
17:22 VanessaE the irony of all this effort is I'm having trouble finding any of those damned unknown nodes :)
17:24 VanessaE hah, finally found one :D
17:48 VanessaE there's still a problem it appears.
17:49 VanessaE I think I just tried to exceed 4096, by accident, and am getting "C++ exception" at startup in a mod I'm not even messing with (I'd renamed a mod to avoid a conflict, since the half a dozen or so register_node() calls therein have colon prefixes, one of which redefines a node)
17:50 proller preparing for leveled snow - https://github.com/proller/minetest/commit/2024a6c92d5710c8684c4dd0b48e8b93c5a49285
17:52 Taoki nice nice
17:52 proller VanessaE, and here ^^ is new function for getting level of liquid or..
17:53 VanessaE proller: ok.  Once you guys are stable on that whole thing, I'll look into using it :)
17:54 hmmmm actually that commit looks pretty good
17:54 hmmmm lol, great abuse of the ternary operator
17:54 hmmmm +     return getParam2() & LEVELED_MASK ?: f.leveled > LEVELED_MAX ? LEVELED_MAX : f.leveled;
17:55 hmmmm that bit should be cleaned up, otherwise it looks alright
17:55 proller but how without temp vars?
17:56 hmmmm yes
17:56 celeron55 so i saw the discussion about 0.5.0
17:57 celeron55 i seriously doubt the mob thing will happen almost ever
17:57 celeron55 simply nobody is interested in doing it
17:57 hmmmm everybody is
17:58 celeron55 it's a good goal, but something has to change for it to be reached
17:58 hmmmm and it will happen simply because it needs to happen, it's the next level in minetest
17:58 Calinou actual C++ AI would be best for mobs
17:58 celeron55 our problem isn't AI
17:58 Calinou and better entity management
17:58 celeron55 our problem is almost everything else than AI
17:59 hmmmm mobf seems to be pretty fast, and with helper functions for mob placement there should be no "lag" problems
17:59 Taoki celeron55: Everyone wants mobs, and there are 2 existing mob systems which are almost ready (even if not quite)
18:00 Taoki I agree with hmmmm on this one
18:00 Calinou >mobf >fast
18:00 hmmmm i am prepared to focus all my effort on making mobs a reality
18:00 Taoki +1 for that :)
18:00 celeron55 hmmmm: well that makes me a bit more convinced
18:01 proller hmmmm, how to return EXPR ?: OTHEREXP   without ?:  ?
18:02 celeron55 i'm worried because in the end the level of responsibility and other might need client-side scripts or a deeper C++ implementation of mobs
18:02 Taoki hmmmm: You might want to take a look at my highlights in this post: http://forum.minetest.net/viewtopic.php?pid=97878#p97878
18:02 celeron55 eh
18:02 celeron55 responsivity*
18:02 hmmmm honestly i'm not sure what x ?: y does without checking on my own
18:02 hmmmm if i hadn't seen you use that sort of construct, i would've thought it was a malformed statement and would cause a compiler error
18:03 proller a?:b  === a?a:b
18:04 hmmmm figured as much
18:05 hmmmm you're not going to be able to turn that into nice code without making it more than 5 lines, i'd say
18:05 hmmmm i'd try something such as:
18:05 Taoki hmmmm: My primary question is, why is it that we can't include SimpleMobs yet. What's still so wrong about it?
18:05 hmmmm u8 level = getParam2() & LEVELED_MASK;
18:05 Taoki Apart from maybe the fact that it's too simple. And of course the things I pointed out in that post and maybe more, but such can be fixed over time
18:05 hmmmm if (level) \n\t return level;
18:05 proller already, 4 lines 8(
18:06 hmmmm return (f.leveled > LEVELED_MX) ? LEVELED_MAX : f.leveled;
18:06 hmmmm proller, more lines of code are better
18:06 hmmmm for something like this anyway
18:06 proller ok.
18:06 proller (i'm from perl 8-)
18:06 hmmmm not sure about others here, but i'm pretty sure everybody else hates nested ternary operators without parentheses
18:07 celeron55 i wonder how many lines some java programmer would make from that
18:07 celeron55 like, i'm sure they never put more than a single variable on a "return" line for example 8)
18:07 hmmmm well they'd need to make a Param2IteratorFactorySingleton class, which would be its own file
18:08 hmmmm i think the GPL license is about 40-50 lines, along with all the necessary doxygen comments, my estimate would be 80 lines total
18:09 Calinou general public license license :D
18:12 hmmmm meant to say GPL comment text
18:12 celeron55 the gnu gpl public license
18:15 proller where to make snow<->water melting abms? i prefer in c++
18:15 hmmmm i'd leave it out for now at least
18:16 proller leave in core?
18:17 hmmmm people might not want snow to melt into water though
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18:18 proller PilzAdam - not, but others - yes
18:18 proller near lava, torch, it must be, in other places - depend on temperature
18:19 hmmmm well, i don't
18:19 hmmmm it'll cause problems if finite liquids aren't enabled
18:19 proller depend on it
18:19 hmmmm maybe only add that abm if finite liquids are on
18:19 proller +1
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18:28 Anchakor1 RealBadAngel: do you have pics of the shaders with low-res textures? (perhaps low-res upscaled without anti-aliasing?)
18:29 RealBadAngel i do have with 32x
18:30 RealBadAngel http://i.imgur.com/D7lWBNL.jpg , default technic_game textures, shaders with filtering enabled
18:31 RealBadAngel for 16x theres no point in turnin shaders on
18:31 Calinou there is
18:31 Calinou better lighting, day-night cycle smoothing
18:31 Calinou looks much better
18:32 RealBadAngel ah, yes
18:32 RealBadAngel but thats it. i meant bumpmapping, parallax occlusion and specular
18:32 Anchakor1 doesn't look good
18:33 RealBadAngel because such effects are not for low res textures
18:33 RealBadAngel imho 128x textures are absolute minimum to use bumpmapping
18:34 RealBadAngel and even then filtering has to be enabled
18:35 RealBadAngel http://i.imgur.com/cN7LRp9.jpg
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19:05 Taoki RealBadAngel: Is parallax close to merge ready state now? Really curious to be able to enable it ^^
19:06 RealBadAngel i need a few more days, changes are pretty complex
19:07 VanessaE kahrl: as you figured, old clients can connect to the patched server, but receive this error:  http://i.imgur.com/1QLKOCa.png
19:08 VanessaE kahrl: is this fixable at all?
19:09 Anchakor1 hmm all pics of the shaders I saw make things glossy and muddy
19:12 VanessaE you mean the bumpmap stuff?
19:13 VanessaE that's because the bumpmaps themselves are too strong.  easily fixed given enough time to tune them (see HDX, they're much more subtle there, though some additional tuning is needed)
19:14 Taoki I like the current looks. Bumpmaps are just a bit useless without real lighting, but parallax is fixing that
19:25 Taoki RealBadAngel: http://forum.minetest.net/viewtopic.php?pid=99492#p99492 This will prolly help with technic_game machines :)
19:29 Taoki RealBadAngel: But it appears you might not be able to set chest inventories via meta:set_string. This really sucks and IMO is a weird system. Hopefully this will work to set any other meta for spawned structures
19:30 Taoki eg: In case of machines, already spawn them pre-configured and functional
19:31 RealBadAngel that is nice
19:55 * VanessaE pokes kahrl
19:56 proller can we use "auto i = f()" ?
19:58 Exio4 auto? isn't that something of the new spec?
19:59 proller yes
20:00 proller c 11
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20:15 hmmmm no C11
20:37 kahrl VanessaE: not fixable, at least not without major rework
20:37 VanessaE damn.
20:37 kahrl I assume there were other clients connected to the server before that one
20:37 VanessaE eh?
20:38 kahrl so the server already had to allocate dummy node IDs and the count went over 4096
20:38 VanessaE oh, definitely so.
20:38 kahrl (these are sent to new clients that connect later in the node definition packet)
20:38 kahrl if it was the first client, there would have been no dummy node IDs yet
20:39 VanessaE oh right, I got you now
20:39 kahrl and old clients produce that error message in that case; there is a bug in the old deserialization code by the way
20:39 VanessaE well I guess push that to git and at that point you may as well do whatever protocol revision you need to for other stuff and call it 0.4.8
20:40 kahrl https://github.com/minetest/minetest/blob/master/src/nodedef.cpp#L796
20:40 VanessaE (as long as it's gonna break, you may as well break everything all at once ;)  )
20:40 kahrl if i > MAX_CONTENT, this code reads the node ID but doesn't read the ContentFeatures that follow
20:41 kahrl my patch fixes that as well :)
20:42 kahrl I'm not sure we need a new protocol version
20:42 VanessaE what can old clients do to "clear out" those nodeid's?
20:43 VanessaE or are we just stuck with another divide?
20:43 kahrl most servers should not see any breakage
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20:43 VanessaE heh, it figures :P
20:44 kahrl just put a note in your server topic that only dev versions can connect for now
20:44 VanessaE fair enough
20:44 VanessaE what about that C++ exception I mentioned?
20:44 kahrl it's expected
20:44 VanessaE ok
20:45 kahrl caused by the bug I mentioned
20:45 VanessaE ok, gotchya
20:46 VanessaE I'll keep my mod set at its last good set then.
20:46 VanessaE er...yeah
20:47 kahrl brb
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22:37 kahrl any word on #822 and my patch?
22:38 VanessaE you should *probably* link your patch to that issue :)
22:39 VanessaE (#791 was also supposed to fix this also, but apparently that one doesn't work)
22:41 kahrl I haven't looked at it in detail but I think #791 is at least missing changes to deSerialize()
22:42 kahrl and doesn't handle unknown nodes properly
22:42 VanessaE I haven't looked either, just happened to notice it the other day while I was thumbing through the issue list
22:42 kahrl I linked it in #822, in fact :)
22:42 VanessaE well that too :)
22:43 VanessaE (but I knew about it before you linked :P )
22:44 VanessaE I think if you merge that, some kind of announcement that the other server owners will likely see is warranted.
22:45 kahrl Something in the news section?
22:45 kahrl of the forum
22:45 VanessaE mmm...yeah I guess that would make sense
22:48 proller froozen https://github.com/proller/minetest/compare/weather
22:48 VanessaE holy..
22:48 kahrl proller, that's why you don't merge master into feature branches
22:48 VanessaE oh, hah looked like a huge pull request at first :D
22:49 proller ups
22:49 proller https://github.com/proller/minetest/compare/weather#files_bucket
22:50 proller kahrl, no problem with merge
22:57 kahrl https://github.com/minetest/minetest/pull/827
22:59 proller how to make good rain & snow

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