Time |
Nick |
Message |
00:25 |
|
sapier left #minetest-dev |
00:29 |
|
kaeza joined #minetest-dev |
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. |
02:00 |
|
kaeza joined #minetest-dev |
02:36 |
|
kaeza joined #minetest-dev |
03:29 |
|
diemartin joined #minetest-dev |
03:55 |
|
khonkhortisan joined #minetest-dev |
04:29 |
|
kaeza joined #minetest-dev |
07:44 |
|
darkrose joined #minetest-dev |
08:09 |
|
AllegedlyDead joined #minetest-dev |
08:24 |
|
Calinou joined #minetest-dev |
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? |
10:01 |
|
serengeor joined #minetest-dev |
10:12 |
|
smoke_fumus joined #minetest-dev |
10:27 |
|
RealBadAngel joined #minetest-dev |
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 |
11:05 |
|
Jordach joined #minetest-dev |
11:18 |
|
PilzAdam joined #minetest-dev |
11:36 |
|
iqualfragile joined #minetest-dev |
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 |
11:48 |
|
Calinou joined #minetest-dev |
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 :) |
14:35 |
|
neko259 joined #minetest-dev |
14:57 |
|
OWNSyouAll_DESKT joined #minetest-dev |
15:38 |
|
Calinou joined #minetest-dev |
16:09 |
|
hmmmm joined #minetest-dev |
16:19 |
|
serengeor joined #minetest-dev |
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.... |
17:06 |
|
NakedFury joined #minetest-dev |
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 |
18:17 |
|
Anchakor joined #minetest-dev |
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 |
18:20 |
|
RealBadAngel joined #minetest-dev |
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 |
18:38 |
|
Anchakor joined #minetest-dev |
18:47 |
|
Anchakor joined #minetest-dev |
18:54 |
|
Anchakor joined #minetest-dev |
18:57 |
|
Jordach joined #minetest-dev |
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 |
20:05 |
|
smoke_fumus joined #minetest-dev |
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 |
20:43 |
|
Jordach joined #minetest-dev |
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 |
21:44 |
|
Taoki joined #minetest-dev |
22:17 |
|
jojoa1997 joined #minetest-dev |
22:17 |
|
jojoa1997 left #minetest-dev |
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 |