Time |
Nick |
Message |
00:22 |
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01:19 |
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01:29 |
hdastwb |
tell me what you think about this: https://github.com/minetest/minetest/pull/834 |
01:32 |
sokomine |
sounds good |
01:32 |
khonkhortisan |
but we need more |
01:32 |
khonkhortisan |
a cartesion or spherical vector, or quaternion to (and from) facedir |
02:15 |
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02:46 |
sokomine |
strange bug on redcrabs server: |
02:46 |
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02:47 |
sokomine |
node placement prediction failed for wool:cyan (places wool:cyan) - name not known |
02:48 |
sokomine |
any ideas what that may be? it does not look like the server was updated - it's still running 0.4.4-dev |
02:50 |
sokomine |
tried another, slightly older client, and there the wool posed no problem at all - it was no longer an unkown block (as it is with the current version), and i could dig it without trouble |
02:51 |
Exio4 |
slightly older = ? |
02:52 |
sokomine |
slightly :) by version numbers, it's only 0.0.3 behind. by month, that is...well...a lot :-) |
02:52 |
Exio4 |
i thought you mean a 0.4.7 build but without some new commit |
02:54 |
sokomine |
my client is ...23 hours old. at least the client version that wasn't able to dig the wool:cyan |
02:55 |
sokomine |
the server has the 0.4.4 version running |
02:55 |
Exio4 |
were you able to "dig it" before? |
02:56 |
Exio4 |
i mean, recently, a week ago? |
02:57 |
sokomine |
with the version a few days ago - yes, i even build a house with that kind of wool and discovered yesterday that the block became suddenly unknown. now i checked - took a cyan woll out of a chest, placed it - unkown block. undiggable with recent client (with the error message mentioned). diggable with older client |
02:57 |
sokomine |
the older one's about 12 days old |
02:58 |
sokomine |
(the client) |
02:58 |
Exio4 |
i think i know what happenes |
02:58 |
Exio4 |
the cyan wool is using the "id" of the new "dummy block" used in the change to the vector |
02:59 |
Exio4 |
(dummy node defined for unknown nodes) |
03:00 |
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03:00 |
Exio4 |
happens* |
03:01 |
sokomine |
that may be possible |
03:02 |
MissValeska |
Hiya all |
03:05 |
Exio4 |
sokomine: ask kahrl what you could do, :P |
03:05 |
kahrl |
oh, yeah what Exio4 said is exactly what happens |
03:06 |
sokomine |
using an older version helps. just wanted to report it |
03:06 |
sokomine |
perhaps it ought to be mentioned somewhere |
03:06 |
kahrl |
or you install a mod on the server that runs first and registers 128 unused nodes |
03:06 |
kahrl |
yeah, I kind of forgot about that case when writing the forum post |
03:07 |
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03:11 |
sokomine |
install a mod on the server...on redcrabs? i'm trying to reach him and want him to install my inspector-mod...but currently reaching redcrab is very difficult |
03:11 |
kahrl |
well, that was meant for when you control the server |
03:12 |
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03:13 |
Exio4 |
kahrl: write that mod |
03:13 |
Exio4 |
and upload it to the News |
03:13 |
kahrl |
sokomine: http://forum.minetest.net/viewtopic.php?pid=100342#p100342 |
03:14 |
sokomine |
i've posted in the thread for redcabs server. that ought to do it as well (it's not as if it's a big trouble to keep an older version - you just have to know it to prevent puzzlement) |
03:14 |
kahrl |
Exio4: I will if a server admin asks for it |
03:15 |
Exio4 |
kk |
03:17 |
sokomine |
thanks for the posting! |
03:18 |
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10:19 |
proller |
celeron55_, did you playing if finite_liquids with liquid_update = 0.1 ? default 1 is too slow for it |
10:19 |
proller |
/if/in/ |
10:49 |
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15:08 |
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15:13 |
NakedFury |
hello |
15:43 |
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16:10 |
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16:36 |
Exio4 |
sapier: 13:35:52: ERROR[main]: MAINMENU ERROR: error: /home/exio4/sources/minetest/builtin/modmgr.lua:701: attempt to index a nil value |
16:36 |
Exio4 |
i'll pastebin |
16:36 |
Exio4 |
(using your "commits") |
16:36 |
Exio4 |
pull request :P |
16:36 |
Exio4 |
http://dpaste.com/1308520/ |
16:36 |
Exio4 |
that happens if there isn't any mod |
16:36 |
Exio4 |
in the list |
16:37 |
Exio4 |
not using RUN_IN_PLACE, fwiw |
16:37 |
Exio4 |
but i run the game directly, ./bin/minetest from where i compile (i do this for having the files and configs in the same site for all my minetest builds) |
16:38 |
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16:38 |
Exio4 |
even though i have mods in my "mods" folder, btw |
16:43 |
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16:50 |
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16:58 |
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17:51 |
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17:57 |
sapier1 |
Exio4 line 701? that line is empty for me and it's only called on pressing save button in config world dialog what version are you running? |
17:57 |
Exio4 |
wait, the patch didn't apply correctly, it is a bug in the old code |
17:57 |
Exio4 |
maybe you fixed it, already |
17:58 |
sapier1 |
most likely modmanager got a major cleanup |
17:58 |
sapier1 |
but I could have added new bugs of course |
18:03 |
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18:13 |
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18:13 |
Exio4 |
nevermind |
18:14 |
sapier1 |
np does it work with current version or do I need to rebase? |
18:15 |
Exio4 |
sapier1: one thing, the "mod manager for games" isn't working pretty well, i removed some mods and now i can't add them (i can't see them in the list :P) |
18:15 |
Exio4 |
does it just "rm -rfs" the mods? |
18:17 |
sapier1 |
it's a game manager not a modmanager ;-) |
18:18 |
sapier1 |
games contain mods as copys |
18:18 |
sapier1 |
so if you delete them while not having them installed to your modstore they'll be lost |
18:18 |
Exio4 |
ah |
18:18 |
Exio4 |
well, i can't create a "new" game, though :P |
18:18 |
sapier1 |
run in place? |
18:19 |
Exio4 |
=0 |
18:19 |
sapier1 |
strange |
18:19 |
Exio4 |
but running it directly from the source, if it matters, not /usr/bin/something |
18:19 |
sapier1 |
but haven't used gamemgr lately |
18:19 |
sapier1 |
oh =0 ... ok not strange |
18:19 |
Exio4 |
hehe |
18:20 |
Exio4 |
i always use run_in_place for keeping my configs/worlds in the same place |
18:20 |
sapier1 |
I guess I need to switch default game location to userprofile too |
18:20 |
Exio4 |
will try something |
18:23 |
Exio4 |
sapier1: wouldn't be possible to disable the "public list" and stuff that would use the network/curl if you don't enable it when compiling? |
18:24 |
sapier1 |
difficult unless we add some api call |
18:24 |
sapier1 |
e.g. engine.get_curl_enabled() |
18:24 |
Exio4 |
k |
18:24 |
Exio4 |
though you already did some stuff like that |
18:25 |
sapier1 |
no for favorites just local list is provided if no curl is enabled |
18:25 |
hmmmm |
what's wrong with applying some patch to the lua scripts on compile if they're disabled? |
18:26 |
sapier1 |
do you mean a patch as in diff? |
18:26 |
hmmmm |
yes |
18:26 |
hmmmm |
oh windows |
18:26 |
sapier1 |
we'd need to update that if something changes ... and windows is even a better reason for not doing |
18:26 |
hmmmm |
and also that'd create two versions of the file |
18:27 |
hmmmm |
nevermind, bad idea |
18:27 |
sapier1 |
I'd even prefere a engine.get_compiletimeoptions() |
18:27 |
sapier1 |
containing a table e.g. { curl=true,run_in_place=false } |
18:28 |
hmmmm |
probably that's for the best then |
18:28 |
sapier1 |
but are there any issues except of local favorites beeing shown even if public is checked? |
18:28 |
hmmmm |
run_in_place might be useful |
18:29 |
hmmmm |
hey, you don't know that yet - the idea of lua scripting in the main menu is to allow others to write main menus for their own games |
18:29 |
sapier1 |
true |
18:30 |
sapier1 |
I'm gonna put it on my feature request list :-) |
18:30 |
hmmmm |
it takes like 5 minutes to code |
18:31 |
sapier1 |
yes but about 1h to find any location in mainmenu it could be used ... and I know for sure right after I added that feature I will be pushed to add all those things ... resulting in new bugs |
18:35 |
Exio4 |
wow, it works pretty well |
18:35 |
Exio4 |
at least tried to download WE, and tested it (enabling it with the menu and so :P) |
18:37 |
sapier1 |
good to hear ... finaly someone tested the features why this was done |
18:37 |
Exio4 |
it is amazing man |
18:37 |
sapier1 |
you should try the install button too ... preferably with a something-master-someone.zip |
18:38 |
Exio4 |
kk |
18:38 |
Exio4 |
something should be the "mod name"? |
18:39 |
sapier1 |
that shouldn't matter |
18:42 |
Exio4 |
it works! :P |
18:42 |
Exio4 |
tried with "testclock.zip" and "nether-master-PilzAdam.zip" |
18:42 |
Exio4 |
both mods working now |
18:42 |
sapier1 |
so automatic modname guessing works too? ... it's only 99% I expected you'd find the one situation where it doesn't work :-) |
18:43 |
Exio4 |
yeah |
18:44 |
sapier1 |
mods without a single minetest.register* or parameters moved to a different line than "register call" can't be detected ... but I don't think there are a lot out there |
18:46 |
Exio4 |
how hard would be reading a file in the .zip that contains that info? for "making it a new standard" |
18:46 |
Exio4 |
if the file doesn't exist, try to to autoguess |
18:46 |
Exio4 |
this is more like a feature request though :P |
18:48 |
sapier1 |
I'd prefere to have that file but as there isn't one in most current mods I needed a fallback |
18:48 |
Exio4 |
yeah, that is what i mean |
18:48 |
Exio4 |
auto-guessing as fallback if not 'proper spec file' is found |
18:49 |
sapier1 |
was my intention but as fallback works very well I guess the pressure upon adding that file is lost |
18:51 |
Exio4 |
i don't think that is good for mods though, will it read the first minetest.register*? |
18:51 |
sapier1 |
yes |
18:52 |
Exio4 |
if the first register is, for example, :default:something, how would it handle that case? |
18:52 |
Exio4 |
(didn't even check the code) |
18:53 |
sapier1 |
then that mod should fail |
18:53 |
sapier1 |
as far as I know you can't register for other mods |
18:53 |
Exio4 |
you can "re-register" nodes from other mods |
18:54 |
sapier1 |
hmm ok so only 95% accuracy |
18:54 |
Exio4 |
sapier1: https://github.com/PilzAdam/nether/blob/voxelmanip/init.lua#L258 |
18:54 |
Exio4 |
an example :P |
18:54 |
sapier1 |
can you re-register entities and items too? |
18:55 |
PilzAdam |
yes |
18:55 |
sapier1 |
ok so prefereing items and entities won't improve |
18:55 |
Exio4 |
wouldn't "that" be just skiping the register* line if it contains :? |
18:56 |
Exio4 |
first char |
18:56 |
sapier1 |
is that a safe option? |
18:56 |
PilzAdam |
just skip the line if the name contains 2 ":" |
18:56 |
Exio4 |
you can't re-register nodes or other things without using : (afaik) |
18:57 |
Exio4 |
PilzAdam: i think checking if : is the first char would work too |
18:57 |
PilzAdam |
although... Exio4's version is even safer, since mods might override air or ignore |
18:58 |
sapier1 |
ok it's a minor change ... and i think if a mod did this right now it would have done bad things either |
19:01 |
hmmmm |
erm |
19:01 |
hmmmm |
https://github.com/PilzAdam/nether/blob/voxelmanip/init.lua#L394 |
19:01 |
hmmmm |
you sure that's a good idea to put ids into a table like that, in speed-critical code? |
19:01 |
PilzAdam |
would it be faster to call minetest.get_content_id() all the time? |
19:01 |
hmmmm |
when you access that you need to check for metamethods and do string comparisons and lookups and all this nonsense |
19:02 |
hmmmm |
the ideal solution is to make them locals |
19:02 |
PilzAdam |
Ill benchmark that later |
19:02 |
hmmmm |
I'd also profile the difference between the two |
19:02 |
hmmmm |
i know the latter is faster, but not sure by how much (probably enough) |
19:03 |
celeron55_ |
luajit optimizes stuff like that quite intensely AFAIK |
19:04 |
celeron55_ |
as it's a table with static content |
19:04 |
sapier1 |
Exio4 gamemgr should work for you now too as well as sane handling for register ":othermod:name" |
19:04 |
hmmmm |
also: you compare d == lava_flowing, not ids.lava_flowing, which i'm sure would cause a nil comparison error if it got to that point |
19:05 |
sapier1 |
why shoud ids be a nil value? |
19:05 |
hmmmm |
no, lava_flowing would be the nil value |
19:06 |
sapier1 |
yes but d can't be nil .. can it |
19:06 |
sapier1 |
= |
19:06 |
celeron55_ |
you can compare it like that |
19:06 |
celeron55_ |
but it won't do what you want it to 8) |
19:07 |
celeron55_ |
d == ids.stone_with_mese |
19:07 |
celeron55_ |
d == lava_flowing |
19:08 |
celeron55_ |
d == ids.stone_with_gold |
19:08 |
celeron55_ |
this probably makes the point clear |
19:09 |
sapier1 |
what is lava_flowing anyway? it's not defined in that file? |
19:09 |
Exio4 |
it is default:lava_flowing |
19:09 |
Exio4 |
lava_flowing = minetest.get_content_id("default:lava_flowing"), |
19:09 |
Exio4 |
... as part of the "ids" table |
19:09 |
sapier1 |
yes? |
19:10 |
sapier1 |
so not defined |
19:10 |
sapier1 |
ids. lava_flowing != lava_flowing those are completely different things ... do I miss something? |
19:10 |
Exio4 |
that is what hmmmm is saying, he is comparing d with nil not the "real" lava_flowing |
19:11 |
celeron55_ |
you miss the point completely |
19:11 |
sapier1 |
ok ok ... didn't see that one :-) its l404 ... by purpose? |
19:12 |
sapier1 |
ohh 405 :-) |
19:59 |
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20:28 |
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20:30 |
NakedFury |
HEY |
20:31 |
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20:32 |
thexyz |
NakedFury: yes? |
20:33 |
NakedFury |
sry about caps lock, just saying hey! |
20:33 |
NakedFury |
hey! |
20:33 |
NakedFury |
how are you? |
20:34 |
sapier1 |
what about #minetest ;-) |
20:41 |
PilzAdam |
hmmmm, ah, thanks, thats a typo |
20:45 |
sapier1 |
anyone to merge https://github.com/minetest/minetest/pull/825 ? |
20:46 |
PilzAdam |
hmmmm, indeed, a speed improvement of about 30 ms, it takes now 100 - 130 ms |
20:46 |
sapier1 |
impressive |
20:48 |
PilzAdam |
thats with LuaJIT, as celeron55_ said the improvement in pure Lua might be even better |
20:49 |
PilzAdam |
sapier1, https://github.com/minetest/minetest/pull/836 ? |
20:49 |
sapier1 |
should merge cleanly after 825 is appliefd |
20:50 |
PilzAdam |
woow, why is 825 so big again? |
20:50 |
sapier1 |
because you(all) requested so many new features |
20:51 |
PilzAdam |
why do you put everything into one pull request? |
20:51 |
PilzAdam |
anyway, I dont even know where to start |
20:51 |
PilzAdam |
+testing |
20:51 |
sapier1 |
some of them depend on each other, especialy the filterlist required to provide your modpack mod hiding feature |
20:52 |
sapier1 |
filterlist replaces 3 different list handlings distributed throughout code |
20:53 |
sapier1 |
the favorites list is left but as it's not filtered there's no need to replace it |
20:53 |
sapier1 |
for modstore search filterlist will be usefull again but that feature isn't added by now |
20:54 |
PilzAdam |
there is debug output left |
20:54 |
PilzAdam |
"current_game = <some dumped table>" |
20:55 |
PilzAdam |
that enable all mods button is way too big, also disable all is missing |
20:55 |
sapier1 |
there's even less use for disable all |
20:55 |
PilzAdam |
and I cant enable or disable single mods now |
20:56 |
PilzAdam |
(there is simply no checkbox for that) |
20:56 |
sapier1 |
you can |
20:56 |
sapier1 |
doubleclick |
20:56 |
PilzAdam |
what? |
20:56 |
sapier1 |
doubleclick the mod |
20:56 |
PilzAdam |
"what" as in "wtf" |
20:57 |
sapier1 |
you wanted another button menue would have gotten way to crowded by adding more and more buttons |
20:57 |
PilzAdam |
that is totally unusable due to the fact that the list moves the selected item to the bottom when selecting |
20:58 |
sapier1 |
you can doubleclick mods too |
20:58 |
PilzAdam |
that needs to be fixed |
20:59 |
sapier1 |
if you mean "get moved" by that talk to irrlicht ppl ;-) |
20:59 |
PilzAdam |
you made it worse than it was before; it was actually usable before this pull request |
21:00 |
sapier1 |
ok then remove it |
21:00 |
PilzAdam |
what commits need to be removed? |
21:00 |
sapier1 |
I wont add 8 buttons to a single page whith speaking names like "enable all" "enable" "enable something else" |
21:01 |
PilzAdam |
and what is that "Game" tab supposed to be? |
21:01 |
sapier1 |
a game manager |
21:01 |
PilzAdam |
games are created by mod developers, not users |
21:02 |
sapier1 |
no once users have lots of mods localy saved not wanting to enable all everytime they can create their own games easyly |
21:05 |
PilzAdam |
why is "curl_timeout" not documented in minetest.conf.example? |
21:05 |
sapier1 |
because it shouldn't be changed by normal ppl and is only there if we realize 5 seconds isn't enough |
21:06 |
sapier1 |
could be case for download store for example |
21:06 |
PilzAdam |
I dont see any headers at all in singleplayer tab |
21:06 |
sapier1 |
maybe I don't have any game to test |
21:07 |
sapier1 |
oops |
21:08 |
sapier1 |
fixed |
21:09 |
PilzAdam |
works |
21:10 |
sapier1 |
ok back to mod selection topic ... yes the moving around issue isn't best but once you realized you need to select from last pos you can cope with it ... at least mouse distance is way shorter than to some wherever checkbox |
21:10 |
sapier1 |
of course I admit a irrlicht solution would be best |
21:11 |
PilzAdam |
even if you know how the bug works, its still unusable |
21:11 |
sapier1 |
it is usable 1) click mod to enable 2) doubleclick mod at last pos |
21:11 |
PilzAdam |
its counter-intuitive |
21:12 |
PilzAdam |
just re-add the selectionbox |
21:12 |
ShadowNinja |
PilzAdam: Normally content ids are prefixed with 'c_'. |
21:12 |
PilzAdam |
also other people will have same trouble as me figuring out to use doubleclick to enable a mod |
21:12 |
sapier1 |
ok but that'll be last change and drop the enable all mods button again |
21:12 |
PilzAdam |
ShadowNinja, normally content ids are only used in core |
21:13 |
PilzAdam |
sapier1, the gamemanger would make a lot more sense if you make a modmanager out of it |
21:13 |
PilzAdam |
*modpackmanger |
21:13 |
sapier1 |
no wouldn't |
21:14 |
sapier1 |
because mods within modpacks still need to be unique |
21:14 |
ShadowNinja |
PilzAdam: Not if you are using LuaVoxelManip... |
21:14 |
sapier1 |
while you can keep old modversion within games |
21:15 |
PilzAdam |
as I said earlier, games are created by game developers, they have a goal and a well-thought set of mods; users are not meant to create games |
21:15 |
PilzAdam |
users can create modpacks, so they can use one modpack per worls if they want to |
21:16 |
sapier1 |
if I did follow all opinions posted here there wouldn't be a modstore to download mods too ... so don't expect me to believe this and let community decide |
21:16 |
sapier1 |
no they can't create a modpack as modpacks conflict |
21:17 |
sapier1 |
you can't create a modpack from farming v1 and a second from farming v3 |
21:18 |
PilzAdam |
it only causes problems if you enable both modpacks in a world |
21:18 |
sapier1 |
no it will skrew up modhandling in gui too |
21:19 |
sapier1 |
and your beloved enable all mods button will be even less usable |
21:19 |
sapier1 |
this whole gui concept is skrewed up and you still try to merge things that don't fit |
21:20 |
PilzAdam |
umm.. I actually just try to restore what we had previously (re: configure window) |
21:21 |
sapier1 |
btw is anyone else here who tested is and has the opinion old "enable" checkbox and "enable all" buttons shall return? |
21:21 |
PilzAdam |
since that worked really well |
21:21 |
sapier1 |
pilzadam this was done on YOUR request |
21:21 |
PilzAdam |
"this"? |
21:21 |
sapier1 |
you wanted enable all button as well as hidable mods |
21:22 |
PilzAdam |
yes, it was so before the Lua menu |
21:22 |
sapier1 |
crap this isn't c++ menu if you've been as ignorant to assume everything will be 100% identical I take that as your fault |
21:23 |
sapier1 |
adding all those special features already got that menu to a level where it's original intention is almost lost |
21:24 |
PilzAdam |
of course the default menu is bloated with functionality, we want to suit as many peoples needs as possible |
21:24 |
PilzAdam |
we cant expect everyone to write their own menu |
21:24 |
sapier1 |
if you want to improve that menu help finding a better solution that old c++ menu was but don't expect me to make the lua menu just a worse version of old one |
21:26 |
sapier1 |
yes we can't but we don't need to support any single special feature right from begining ... no one will ever understand how to write anything for it |
21:26 |
sapier1 |
that's exactly what happened to mobf it's 2years old now got 3 complete rewrites and a complexity you need to work almost 2 months with it to understand how it's code works |
21:27 |
sapier1 |
you can create mobs without this knowledge but obviously moders don't want to use libs but write their own code ... same thing as plantlib |
21:28 |
PilzAdam |
you thought that the menu would be simple? |
21:28 |
sapier1 |
it was simple prior adding all special features not really necessary for a mainmenus basic functions |
21:29 |
PilzAdam |
the gamemanager is not needed IMO |
21:29 |
PilzAdam |
you would probably get rid of a lot of code if you remove it |
21:29 |
sapier1 |
yes and gamemanager is by far most simple component |
21:29 |
sapier1 |
no gamemanager is 310 lines including header .... only the buttonbar is smaler |
21:29 |
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21:30 |
sapier1 |
oh sorry texture code is smaller too |
21:30 |
sapier1 |
130 loc to decide what texture to set ;-) |
21:31 |
PilzAdam |
the whole Lua menu thing was always under the condition that no functionality is lost |
21:31 |
sapier1 |
but lets stop that useless discussion ... I want a second oppinion upon doubleclick |
21:32 |
sapier1 |
that depends on what you consider to be a "functionality" |
21:32 |
sapier1 |
VanessaE as you have a lot of problems with doubleclick can you test it? |
21:34 |
hmmmm |
also sapier isn't the only coder in the universe |
21:34 |
hmmmm |
others can add minor main menu details if they feel inclined to |
21:34 |
PilzAdam |
sapier1 is still working on it, so I think it would most likely conflict with his work |
21:35 |
sapier1 |
that's why I try to complete my work atm |
21:35 |
sapier1 |
I'm gonna add your buttons as configurable option .. let community decide what version they want |
21:37 |
hmmmm |
i was under the impression that he was done with the second batch of fixes (not feature requests) |
21:38 |
sapier1 |
I wanted to get modstore ready to a state where it can be used so I consider the current set of fixes as my responsibility too |
21:39 |
sapier1 |
but "bugreports" tend to become feature requests the last days |
21:39 |
celeron55_ |
oh god oh god oh |
21:40 |
celeron55_ |
in the previous discussion i'm completely with PilzAdam |
21:41 |
PilzAdam |
:D |
21:41 |
sapier1 |
on any single issue? |
21:41 |
celeron55_ |
on everything i happened to care to read |
21:41 |
sapier1 |
that's as usefull as saying nothing at all |
21:42 |
celeron55_ |
the doubleclick and game thing at least |
21:44 |
sapier1 |
do you really thing modpacks replace games too? |
21:44 |
celeron55_ |
can you elaborate on how you want to handle games and why? |
21:45 |
celeron55_ |
it seems like something quite different than what i remember thinking 0.4 should work |
21:45 |
sapier1 |
I consider games as a consistent set of mods that shall be used in this combination |
21:45 |
sapier1 |
a modpack is just a collection of mods that should be used together but not exclusively |
21:46 |
celeron55_ |
games also have other stuff than mods; what do you do with that? |
21:46 |
celeron55_ |
also how can you handle sharing worlds then? |
21:46 |
sapier1 |
nothing atm gamemanager is a working prototype supporting basic features ... it can be extended or removed if ppl care about it or not |
21:47 |
celeron55_ |
people will need to sometimes change the game name from the world and sometimes not, seemingly randomly |
21:47 |
sapier1 |
celeron55 if you want to support any possible usecase we need a gui as complex as blender |
21:47 |
sapier1 |
you'll always finde something to not work perfectly |
21:47 |
PilzAdam |
sapier1, trying to create a world: minetest/bin/../builtin/mainmenu.lua:345: attempt to call field 'uid_exists' (a nil value) |
21:48 |
celeron55_ |
sapier1: i would trust in you if it wasn't for the kind of stuff like replacing an intuitive way of enabling mods with doubleclick |
21:48 |
celeron55_ |
+more |
21:49 |
celeron55_ |
those things make it hard for me to think you can design a whole menu in a sane way |
21:49 |
celeron55_ |
and a whole way of handling games |
21:49 |
sapier1 |
imho doubleclick is intuitive to select something |
21:49 |
sapier1 |
it's not as oldfashined as using a checkbox at the other end of gui yes |
21:51 |
sapier1 |
did you know the gamemanager is available since first merge of mainmenu? the only difference to yesterday is it's enabled ... if you complain that much I'm going to disable it by default or delete it I don't care enough about this gui to argue any longer |
21:51 |
sapier1 |
my goal was to add an easy way to download mods |
21:52 |
celeron55_ |
just take it easy 8) as long as you can explain stuff, you're good |
21:52 |
sapier1 |
still imho the doubleclick is best option and yes it suffers quite a lot by irrlicht limitations |
21:53 |
sapier1 |
if someone gets this fixed in irrlicht there is no sane reason for a checkbox |
21:54 |
celeron55_ |
PilzAdam: are you okay with going with this and seeing what users think (and letting sapier react to how users think)? |
21:55 |
PilzAdam |
I dont really see a need for this since I am a "user" who reacts to this |
21:55 |
celeron55_ |
well, you are one user, there are some other users of minetest AFAIK 8) |
21:56 |
Exio4 |
i like the double click for enabling mods |
21:57 |
celeron55_ |
i'd prefer to currently give sapier more freedom and then if it ends up as a mess, clean it up afterwards; it's not really like we know yet what is best for it |
21:57 |
Exio4 |
/disabling |
21:57 |
PilzAdam |
I dont like the idea of pushing broken code (exxageration) to upstream and see if users will find it and complain |
21:57 |
celeron55_ |
altough i respect PilzAdam more in this than myself; i use it SO rarely currently that i shouldn't really be even talking now |
21:58 |
Exio4 |
i think 'testing' would work |
21:58 |
celeron55_ |
PilzAdam: as long as it isn't released as stable, it's not really such a problem |
21:58 |
Exio4 |
does anyone recall those common mods? ;) |
21:58 |
PilzAdam |
Exio4, no! |
21:58 |
celeron55_ |
there is an exception to that though: save file breaking code |
22:00 |
Exio4 |
PilzAdam: make a win build + asking in forums |
22:01 |
Exio4 |
that would show how the 'users' react |
22:02 |
Exio4 |
i don't really think that would be needed, i actually see this 'fancy way' very nice and intuitive (imo, of course) |
22:06 |
PilzAdam |
kahrl, are the positions passed to VoxelArea:iterp() relative or absolute? |
22:34 |
sapier1 |
825 added setting for old style mod selection |
22:36 |
sapier1 |
I consider mainmenu as finished now, I'll fix only bugs until things have settled down |
22:41 |
ShadowNinja |
sapier1: Are mods in the configure screen indented based on modpack? |
22:43 |
sapier |
They should be yes but only one level is supported |
22:44 |
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22:45 |
sapier |
Meaning i don't know how it's gonna look like for modpack in modpack |
22:46 |
* ShadowNinja |
has about four levels of modpacks... |
22:47 |
sapier |
No way to get that done with current formspecs |
22:47 |
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23:30 |
kahrl |
PilzAdam: absolute |
23:31 |
kahrl |
hmm, about the menu discussion, I think the menu suffers from limiting ourselves to what the irrlicht GUI can do |
23:31 |
kahrl |
for example if we wrote our own GUI elements, we could have a listbox (or treeview) with a checkbox left of each element |
23:32 |
kahrl |
which would be best for the mod list I think |
23:32 |
PilzAdam |
kahrl, do you see anything wrong in this: https://gist.github.com/PilzAdam/6025502 ? |
23:33 |
kahrl |
shouldn't that be VoxelArea:new{MinEdge=emin, MaxEdge=emax}? |
23:34 |
PilzAdam |
oh |
23:34 |
PilzAdam |
that fixes it, thx |
23:35 |
PilzAdam |
ShadowNinja, caves in nether mod should be fixed now |
23:46 |
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23:59 |
ShadowNinja |
PilzAdam: It is still just search and replace. It should create it's own mapgen. |