Time |
Nick |
Message |
00:44 |
* sokomine |
looks around in search for hmmmm |
00:44 |
VanessaE |
sokomine: pm please. |
01:07 |
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diemartin joined #minetest-dev |
01:13 |
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hmmmm joined #minetest-dev |
01:13 |
sokomine |
ah :-) ah hmmmm :-) |
01:15 |
sokomine |
hmmm, i'm using your nice place_schematic to spawn a village street on a world with mapgen = flat. problem is: if a schematic is placed in a chunk that contains sand, the sand sometimes drops down 2 nodes |
01:17 |
sokomine |
also it would be really great to have that node-replacement-routine upon using place_schematic :-) my carefully saved schematics sometimes still have the glass i used for punching and setting the worldedit marks. also, houses of the same style start to look boring eventually |
01:18 |
sokomine |
the farmers are also complaining that cotton grows too slowly and that they'd prefer to grow carrots, tomatoes and the like :-) |
01:19 |
sokomine |
plus it seems that sometimes (rarely) the ground isn't replaced at all and stays sand instead of the dirt the scheme contains |
01:21 |
sokomine |
and i get lighting bugs in this situation. even though there seem to be some bugs/oddities left - the place_schematic *is* great! spawning such a huge road with buildings would not have worked reliably before. and it's breathtaking fast |
01:27 |
kaeza |
sokomine, see the imageloader mod; placing a 1024x768 image takes only about 10 seconds (mapping one pixel=one node) |
01:27 |
kaeza |
it uses place_schematic() |
01:29 |
sokomine |
it's nice that you've written such an image importer for mt. with place_schematic, it all works nicely fast. and the individual buildings are small :-) |
01:30 |
kaeza |
the same with set_node would take... well, I ain't got the patience to wait for it to finish :P |
01:31 |
sokomine |
problem is not that it won't finish eventually after several minutes. problem is that add_node does not force load areas |
03:32 |
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04:01 |
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04:42 |
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04:49 |
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04:54 |
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BlockMen joined #minetest-dev |
04:54 |
BlockMen |
to the formspec label issue under windows (again): |
04:54 |
BlockMen |
ok, i found out, that the issue (no labels on ingame formspec elements in win build) must be caused by the new menu, because i dont have this issue with 0.4.7 stable. |
04:54 |
BlockMen |
i wasn't able to figure out the exact reason, but when i was overriding the label text after the gettext switch it was dislayed normal. so it is not caused by gettext itself, because the issue still appear when gettext is disabled. |
04:55 |
BlockMen |
maybe someone else could also look what is causing this issue |
05:09 |
RealBadAngel |
i think that Sapier should take a look on it |
05:21 |
BlockMen |
RealBadAngel, we talked yesterday about drowning. i finished the change (based on pull #851) -> https://github.com/BlockMen/minetest/commit/f3b9a6ffe9151509245c20cc277fb949c6c5877d |
05:21 |
RealBadAngel |
reading it now |
05:29 |
RealBadAngel |
seems fine for me |
05:30 |
RealBadAngel |
any other dev active atm? i would like to merge Blockmen's patch |
05:35 |
BlockMen |
ok. i open another pull for the drowning in all nodes then? |
05:36 |
RealBadAngel |
yes, please do so |
05:45 |
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nore joined #minetest-dev |
05:46 |
nore |
RealBadAngel: https://github.com/minetest/minetest/pull/852 |
05:47 |
nore |
About the cache problem: it looks like g_texturename_to_path_cache is not cleared (but I don't know how to do it) |
05:48 |
RealBadAngel |
nore, opinion??? its fuckin awesome :) |
05:48 |
RealBadAngel |
good job |
05:49 |
RealBadAngel |
at least end of renaming "all" to something else and back |
05:51 |
VanessaE |
guess I'll have to make screenshots for HDX :P |
05:51 |
nore |
I don't reckon "all" should be renamed, because it would break compatibility |
05:51 |
nore |
VanessaE: screenshots are 4x3.7 for the format |
05:52 |
VanessaE |
nore: any particular resolution? |
05:52 |
nore |
And the info.txt file contains the text that is displayed below the screenshot |
05:52 |
VanessaE |
ok |
05:52 |
nore |
VanessaE: I don't know, it is a just 4x3.7 formspec element |
05:54 |
RealBadAngel |
nore, it was just my way of switching texture packs. i used to rename "all" to "all_haven" "all_sphax" and back to "all" then |
05:54 |
nore |
now all texture packs will have to support this ;) |
05:54 |
RealBadAngel |
pain in the ass ;) |
05:55 |
nore |
indeed |
05:55 |
BlockMen |
RealdBadAngel, ok. Would it be ok if i open when 851 is merged, because it contains 851 and if i just open now 851 would become a dead pull (again =\ ) |
05:55 |
nore |
we will have to make an announcement on the forum ;) |
05:56 |
kaeza |
OMG Minetest looks like a professional game now :D |
05:57 |
kaeza |
almost :P |
05:57 |
nore |
the best is that is was not much to change... |
05:57 |
VanessaE |
nore: 4:3.7 can't be right |
05:58 |
nore |
VanessaE: why? |
05:58 |
VanessaE |
the image in your screenshot is closer to 4:3.0 |
05:58 |
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05:59 |
nore |
I said a 4:3.7 formspec element, those are perhaps not square... |
05:59 |
VanessaE |
it's 160x120 - that's exactlt 4:3 |
05:59 |
VanessaE |
exactly* |
05:59 |
nore |
then formspec elements have a 3.7:3 ratio |
05:59 |
VanessaE |
leave it where it is anyway |
06:00 |
VanessaE |
effective 4:3 is a good ratio for a screenshot |
06:00 |
RealBadAngel |
BlockMen, so 851 shall be merged before this one? |
06:00 |
RealBadAngel |
maybe you shall combine those two |
06:01 |
nore |
could one of you make a screenshot for default? |
06:01 |
BlockMen |
even better, right |
06:01 |
nore |
I am no artist (and no screenshot artist) |
06:02 |
VanessaE |
nore: my texture pack test track is good for this purpose |
06:02 |
nore |
I don't know how to choose a good screenshot |
06:02 |
VanessaE |
I'll prepare one if you want. |
06:02 |
nore |
VanessaE: I don't know if a texture pack test track is the best for this purpose |
06:02 |
nore |
because the image is really small |
06:02 |
RealBadAngel |
better pick nice landscape |
06:03 |
nore |
and one would expect a landscape |
06:03 |
BlockMen |
RealBadAngel, -> https://github.com/minetest/minetest/pull/851 |
06:03 |
RealBadAngel |
good, now just squash it |
06:04 |
nore |
RealBadAngel: you said that a magazine is going to do a review of minetest, am I right? |
06:04 |
RealBadAngel |
yes |
06:04 |
BlockMen |
i will do when it is decided to merge both ;) |
06:04 |
VanessaE |
I got one... |
06:04 |
RealBadAngel |
and minetest is going to be bundled with magazine's dvd |
06:05 |
nore |
VanessaE: nice landscape or test track? |
06:05 |
RealBadAngel |
landscape! |
06:05 |
VanessaE |
nice landscape |
06:05 |
nore |
RBA: how many copies? |
06:05 |
RealBadAngel |
circa 30k |
06:05 |
nore |
that will be good for community |
06:05 |
nore |
and how did you do that? |
06:06 |
RealBadAngel |
guy that makes reviews is z80 demoscene coder |
06:06 |
VanessaE |
hm, maybe not |
06:06 |
nore |
so you spoke to him? |
06:06 |
VanessaE |
most of my good screenshots show stuff like moretrees et al. |
06:06 |
RealBadAngel |
hes my former competitor |
06:06 |
RealBadAngel |
from another demoscene group |
06:07 |
RealBadAngel |
so i talked to him via "time bridge" |
06:08 |
RealBadAngel |
20 yrs |
06:08 |
RealBadAngel |
he was quite suprised |
06:08 |
nore |
and how many games are reviewed each month (is minetest one of the few games reviewed, or just one in the 100)? |
06:09 |
RealBadAngel |
http://www.cdaction.pl/ |
06:09 |
RealBadAngel |
this is site of the magazine |
06:09 |
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06:09 |
nore |
sorry, I don't speak polish... |
06:09 |
RealBadAngel |
i know |
06:10 |
RealBadAngel |
but you can see the cover at least ;) |
06:10 |
nore |
yes |
06:10 |
RealBadAngel |
its one of the oldest and best polish gaming magazine |
06:10 |
nore |
Taoki: https://github.com/minetest/minetest/pull/852 |
06:10 |
VanessaE |
Nore: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/default_screenshot.png |
06:11 |
RealBadAngel |
VanessaE, thx to this talk about landscape i reminded something |
06:11 |
nore |
It shows moretrees stuff, do you think it will be OK? |
06:11 |
RealBadAngel |
you remember my pic with red trees and lens flare? |
06:12 |
RealBadAngel |
nore, ofc its ok |
06:12 |
VanessaE |
nore: I would think so, most of it is focused on the default stuff |
06:12 |
VanessaE |
(I tried to marginalize the moretrees stuff explicitly) |
06:12 |
sfan5 |
RealBadAngel: have you told the magazine that the _need_ to look at mods/other games for MT? (the main game doesn't have may survival aspects; mobs *cough*) |
06:13 |
RealBadAngel |
sfan5, im talkin to this guy each evenin explainin him the game |
06:14 |
sfan5 |
ah, good |
06:14 |
RealBadAngel |
he is aware bout the stage we are at |
06:14 |
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06:14 |
RealBadAngel |
he knows the history of minecraft |
06:14 |
VanessaE |
nore: wtfpl on the screenshot btw. |
06:14 |
RealBadAngel |
and realize where we are |
06:14 |
nore |
ok, I just updated the pull request |
06:15 |
RealBadAngel |
one thing i have to say again |
06:15 |
RealBadAngel |
he strongly recommended "click to play" rule |
06:16 |
nore |
that is? |
06:16 |
RealBadAngel |
so definitely installer is needed |
06:16 |
nore |
you mean there should not need to install mods? |
06:17 |
VanessaE |
ok, HDX has been updated in git for this change |
06:17 |
RealBadAngel |
im not talkin mods now |
06:17 |
nore |
that's fast ;) |
06:17 |
RealBadAngel |
just the game |
06:17 |
nore |
ah, not need to copy the game somewhere, etc. |
06:18 |
RealBadAngel |
it has to be as easy as possible |
06:18 |
nore |
modstore should also be finished by that time |
06:18 |
nore |
so it will be easier for users |
06:18 |
RealBadAngel |
we do have 12 days to accomplish that |
06:19 |
RealBadAngel |
if we fail by that date, we will be delayed by whole month |
06:19 |
nore |
and if we do an installer, that means that we will still be able to fix bugs/update game after to deadline |
06:19 |
nore |
if the installers fetches a version on the site |
06:20 |
RealBadAngel |
it should be offline installer |
06:20 |
RealBadAngel |
its going to be bundled on dvd |
06:20 |
BlockMen |
we should merge that before -> https://github.com/minetest/minetest/issues/763 |
06:21 |
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06:21 |
RealBadAngel |
but maybe it could have option to check for updates |
06:21 |
nore |
yes, that would be better |
06:21 |
nore |
there are a lot of pull requests that would need to be merged before |
06:22 |
RealBadAngel |
but definitely it have to work without internet connection |
06:22 |
BlockMen |
and directx + luajit |
06:22 |
nore |
the configurability of large amount of objects for instance |
06:22 |
RealBadAngel |
yes, but we cant merge everyhing |
06:22 |
RealBadAngel |
we need solid release |
06:22 |
nore |
https://github.com/minetest/minetest/pull/655 |
06:23 |
nore |
it causes too many bugs for now where there are too many objects in a block |
06:23 |
RealBadAngel |
so small changes can go in, but nothing revolutionary |
06:23 |
nore |
yes, of course |
06:23 |
VanessaE |
the crash issues when chatting and when opening the inventory need fixed first, too |
06:24 |
RealBadAngel |
bug fixes shall be a priority by now |
06:24 |
* nore |
wonders if TP selection if a small change... |
06:24 |
RealBadAngel |
small but lovely ;) |
06:24 |
RealBadAngel |
and will go in for sure |
06:24 |
BlockMen |
what would be a big change? |
06:25 |
RealBadAngel |
thats one of the elements that have to be in game |
06:25 |
nore |
well, I made it because I saw about this magazine stuff |
06:25 |
nore |
I thought it would be too difficult for users else |
06:25 |
RealBadAngel |
exactly |
06:25 |
RealBadAngel |
and +100 for you for doing that |
06:26 |
nore |
thanks |
06:26 |
RealBadAngel |
most of devs just cant see problems of common newbies |
06:27 |
RealBadAngel |
we are too hardcore to see them |
06:27 |
RealBadAngel |
most possible players doesnt even know what linux is |
06:28 |
RealBadAngel |
and we want them to execute some bash commands |
06:28 |
nore |
846, 794, and 670 look like bugfixes |
06:28 |
nore |
these should perhaps be merged |
06:28 |
VanessaE |
another glitch that needs fixed, btw |
06:29 |
RealBadAngel |
which one? |
06:29 |
VanessaE |
is where some levels of flowing water flow the wrong direction |
06:29 |
VanessaE |
hard to describe without showing you |
06:29 |
RealBadAngel |
sapier?? move ur ass here ;) |
06:29 |
nore |
RBA: how would you empty g_texturename_to_path_cache? |
06:29 |
VanessaE |
can either of you sign onto my server real quick? |
06:30 |
nore |
that needs to be done for TP selection |
06:30 |
RealBadAngel |
delete it just |
06:31 |
nore |
RBA: it won't work, because no other will be created |
06:32 |
RealBadAngel |
if this is just one instance then keep it |
06:32 |
nore |
the problem is to delete the content... |
06:32 |
nore |
It is a MutexedMap class, but I don't know what it is |
06:32 |
RealBadAngel |
i am not quite sure about it |
06:33 |
nore |
moreover, it should be removed when leaving a game, no? |
06:33 |
nore |
if one has a world with technic_game and a world with minetest_game, which have different textures with same name |
06:34 |
nore |
if will bug if it is not cleared (not tested for now) |
06:35 |
nore |
VanessaE: I am logging, but it is taking forever since I tried to clear cache/media to fix that TP selection bug... |
06:35 |
VanessaE |
that's okay |
06:35 |
VanessaE |
just let it load |
06:35 |
VanessaE |
is not the cache only used for downloaded media anyway, not texture packs? |
06:37 |
nore |
yes, but I didn't know that |
06:37 |
VanessaE |
now you do :P |
06:37 |
nore |
the problem comes from g_texturename_to_path_cache |
06:38 |
RealBadAngel |
nore, if renaming the folder (my old way) and restarting game was enough (without even closing it) |
06:39 |
nore |
yes, because g_texturename_to_path_cache is a cache to the image path |
06:39 |
RealBadAngel |
switching the pack shall be just trigger the update |
06:40 |
VanessaE |
nore, stand over by me and look at the flowing water in the channel. Notice how the flow is 3 nodes wide on each side of it's "middle" point next to the pipe. See how the the middle row of each is flowing the wrong way? |
06:41 |
nore |
yes, this is strange |
06:41 |
VanessaE |
I've seen it with lava also, so I presume all liquids display this behavior |
06:42 |
VanessaE |
it only happens with one or two specific amounts/heights/levels/whatever you call it, no matter which way it should flow, it always goes backward/up-hill |
06:42 |
VanessaE |
and has been this way pretty much forever |
06:46 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L207 |
06:46 |
RealBadAngel |
look here |
06:47 |
VanessaE |
files a github issue anyway |
06:48 |
VanessaE |
https://github.com/minetest/minetest/issues/853 |
06:53 |
sfan5 |
<RealBadAngel> but definitely it have to work without internet connection |
06:53 |
sfan5 |
^ we should set a timeout for the serverlist fetching |
06:54 |
sfan5 |
otherwise they will wonder: "huh? why did the game hang up?" |
06:54 |
RealBadAngel |
good point |
06:55 |
VanessaE |
sfan5: it does time out, after like 60 seconds or something |
06:55 |
sfan5 |
too high |
06:55 |
VanessaE |
(which is a ridiculously high setting) |
06:55 |
VanessaE |
it shouldn't take more than 5 seconds for a server to send a response |
06:56 |
RealBadAngel |
huh, are we talkin about timeouts for mars citizens? |
06:56 |
VanessaE |
but when fetching the list, if it takes more than a couple of seconds, a warning/status message is needed. |
06:57 |
RealBadAngel |
a few seconds is enough for earthlings ;) |
06:57 |
VanessaE |
RealBadAngel: think crowded/congested networks half-way around the world to servers that might be themselves heavily loaded. |
06:57 |
VanessaE |
5 seconds is the upper end of what a good server should be able to achieve even under those conditions |
06:57 |
RealBadAngel |
so 5 |
06:58 |
VanessaE |
(besides, mars is more like...hm, 11 light-minutes away?) |
06:58 |
VanessaE |
(at worst case) |
06:58 |
RealBadAngel |
then show a message "unable to fetch..." |
06:58 |
VanessaE |
RealBadAngel: yes - and both messages should be displayed in lieu of the public server list |
06:58 |
sfan5 |
a timeout for moon citizens |
06:58 |
VanessaE |
sfan5: heh |
07:00 |
RealBadAngel |
lets just hardcore ban .moon and .mars domain and problem will be solved ;) |
07:00 |
VanessaE |
lol |
07:02 |
VanessaE |
sapier did try to do an async download: https://github.com/sapier/minetest/commit/c900051f68fa01cc8e58034f934eb009abbe2885 |
07:02 |
VanessaE |
but I have not tested it |
07:04 |
* sfan5 |
really wonders how fast internet is on the moon or on the ISS |
07:06 |
VanessaE |
somewhere around 500 kbps on the ISS, I seem to recall. |
07:06 |
nore |
a little question: I tried to add delete g_texturename_to_path_cache; to game.cpp, but it says that it is not declared in this scope, event if I move its declaration in tile.h (there is an #include tile.h) |
07:06 |
nore |
any clues? |
07:20 |
VanessaE |
sfan5 actually, ISS is 10/3 Mbps (!) |
07:20 |
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07:21 |
sfan5 |
VanessaE: almost the same as my internet speed |
07:35 |
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07:57 |
celeron55 |
RealBadAngel: do you know that current main menu does not have proper localization set up? |
07:58 |
celeron55 |
RealBadAngel: you might want to ask sapier to do it asap |
07:58 |
RealBadAngel |
celeron55, wheres the problem? |
07:58 |
celeron55 |
(there's a preliminary design for it) |
07:58 |
RealBadAngel |
hmmm, that really have to be fixed asap then |
07:58 |
celeron55 |
RealBadAngel: there's not that much problem, it just hasn't been made and also requires some tricks |
07:58 |
nore |
celeron55: texture pack selection is done: https://github.com/minetest/minetest/pull/852 |
07:59 |
celeron55 |
RealBadAngel: gettext isn't particularly designed for lua but a way to do it was proposed sometime ago |
07:59 |
RealBadAngel |
celeron55, can you vote on 852? |
08:00 |
RealBadAngel |
i will talk to sapier about it |
08:00 |
RealBadAngel |
this have to be done since magazine release means 30k of possible polish users |
08:01 |
celeron55 |
about texture pack selection: i think a new tab for that is not good, it should be a setting |
08:01 |
RealBadAngel |
that would like to have game in polish |
08:01 |
celeron55 |
we already have an unreasonable number of first-level tabs |
08:01 |
RealBadAngel |
it is actually reasonable tab |
08:02 |
RealBadAngel |
and high level setting |
08:02 |
celeron55 |
but whatever, i don't really care about the UI |
08:02 |
celeron55 |
i just hope people don't mess it up |
08:02 |
RealBadAngel |
i bet folks gonna love it |
08:02 |
RealBadAngel |
i do already |
08:08 |
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08:10 |
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08:12 |
celeron55 |
i added a note about the mainmenu localization here, as it seemed appropriate: http://dev.minetest.net/Dev_Log#Lua_mainmenu_localization_design |
08:20 |
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08:22 |
sfan5 |
celeron55: can't we just make gettext parse lua? |
08:23 |
sfan5 |
(instead of hoping lua is similar enough to C) |
08:34 |
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08:35 |
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08:54 |
Exio4 |
there is one |
08:57 |
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09:37 |
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09:51 |
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09:55 |
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10:16 |
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10:19 |
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10:23 |
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10:23 |
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10:26 |
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10:29 |
PilzAdam |
I got an e-mail from a package maintainer from the "ALT Linux" distro that wants that we add a link to their Minetest package to minetest.net/download |
10:29 |
PilzAdam |
do we want to add every random distro there? |
10:31 |
kahrl |
ranking #108 on distrowatch |
10:33 |
celeron55 |
maybe add a page with a link from there, like "Less common distributions" |
10:33 |
celeron55 |
then just dump everything in there |
10:34 |
celeron55 |
i guess it's a bit useful to someone |
10:36 |
Akien |
kahrl: It would be nice if you can add a mention of Mageia too (here is a link which should stay up-to-date, always showing the latest stable release of Mageia: http://mageia.madb.org/package/show/name/minetest ) |
10:37 |
Akien |
I meant to ping PilzAdam actually |
10:38 |
BlockMen |
PilzAdam, added |
10:38 |
BlockMen |
i will squash all commits if its decided to go in |
10:39 |
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10:40 |
kahrl |
foresight ranks #157 so it should be moved too if the subpage is added |
10:41 |
PilzAdam |
done: http://minetest.net/download |
10:43 |
kahrl |
how common is Mageia? distrowatch ranks it at #2, now these are just page hit rankings |
10:44 |
celeron55 |
i had never heard about mageia before |
10:44 |
kahrl |
same |
10:46 |
PilzAdam |
mageia is listed under "Major Distributions" at distrowatch |
10:47 |
celeron55 |
well let's just use distrowatch's list |
10:47 |
celeron55 |
they probably know better than us anyway |
10:47 |
celeron55 |
and don't accept too much bribes |
10:51 |
kahrl |
somebody could be hitting the distro page on distrowatch repeatedly |
10:52 |
kahrl |
but I don't know of any better indicators |
10:57 |
proller |
https://aur.archlinux.org/packages.php?ID=45253 |
10:57 |
proller |
broken link |
11:01 |
kahrl |
should it be replaced by https://aur.archlinux.org/packages/minetest-git/ |
11:01 |
kahrl |
Kray: ? |
11:02 |
Kray |
huh? |
11:02 |
Kray |
most likely |
11:02 |
Kray |
I don't maintain any minetest packages anymore |
11:02 |
kahrl |
ah |
11:02 |
Kray |
the stable was moved to real repositories |
11:02 |
Kray |
and I orphaned the -git AUR package |
11:03 |
kahrl |
the stable link works but the unstable link is broken on http://minetest.net/download |
11:07 |
Akien |
kahrl: Mageia is starting to build its reputation, as the alternative to the old Mandriva (Mageia is a Mandriva fork from 2010, when the company behind Mandriva faced serious issues and let down its employees to relocate in Russia) |
11:08 |
Akien |
Most of the Mandriva community switch to Mageia, which is 100% community-driven |
11:08 |
celeron55 |
my first distro was actually mandrake |
11:08 |
Akien |
Mine too |
11:08 |
celeron55 |
haven't really touched that series since i quickly switched to debian back then |
11:13 |
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14:45 |
PilzAdam |
https://gist.github.com/PilzAdam/49689afe8b96c334a4a7 |
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15:36 |
celeron55 |
PilzAdam: lol, are those people completely nuts |
15:38 |
PilzAdam |
Im going to answer this: https://gist.github.com/PilzAdam/9b4d60e36868be711350 |
15:40 |
celeron55 |
i'd suggest answering nothing |
15:40 |
celeron55 |
oh god, i got something similar |
15:41 |
celeron55 |
http://paste.dy.fi/0Yl |
15:41 |
celeron55 |
my answer is "just go to hell and do not spam me" |
15:56 |
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16:17 |
hmmmm |
good response |
16:18 |
hmmmm |
i love how people feel like they're doing us this huge favor by making a mod |
16:18 |
Calinou |
same thing happen with random linux distros :P |
16:18 |
Calinou |
happens* |
16:20 |
PilzAdam |
hm? |
16:20 |
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16:23 |
PilzAdam |
so should I send an e-mail back to them or not? |
16:28 |
hmmmm |
ignoring people is probably the most effective way of getting the message through to them to fuck off |
16:28 |
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16:28 |
sfan5 |
guys! |
16:29 |
sfan5 |
guys! |
16:29 |
sfan5 |
http://www.crevis.net/ <- they want to sell it for $5.00 |
16:29 |
Calinou |
they sell the pre-release |
16:29 |
Calinou |
however, they can expect quite a few problems with Misa 8D |
16:29 |
PilzAdam |
illegal |
16:29 |
Calinou |
the crevis guys seem to use the misa pack by default, and misa disallows commercial use of her pack |
16:29 |
Jordach |
theyre in deep shit |
16:29 |
sfan5 |
^ |
16:30 |
PilzAdam |
^ |
16:30 |
sfan5 |
also Ctrl+F for "Minetest" on the main page returns 0 results |
16:30 |
Calinou |
look at the "about" page |
16:30 |
sfan5 |
about page still lists them |
16:31 |
sfan5 |
"Minetest engine for a basic structure of the game. " |
16:31 |
sfan5 |
^ wat |
16:31 |
sokomine |
hmmmm: most likely, yes. though some people may come back :-) |
16:31 |
hmmmm |
? |
16:31 |
Jordach |
i actually downloaded 2.2; it contains minetest_game |
16:31 |
hmmmm |
sokomine, you said something yesterday iirc but i didn't see it |
16:31 |
sfan5 |
so.. basic structure == all non-lua code (the most work) |
16:32 |
sfan5 |
makes sense |
16:32 |
sokomine |
hmmmm: i've worked on generating a village yesterday. so far i can do a road with houses at both sides. i slowly get tired of the same look of the houses, and there's that accidental glass node i needed for copying and which doesn't fit either. that node replacement list for place_schematic would be really helpful :-) |
16:32 |
hmmmm |
grr |
16:32 |
PilzAdam |
sfan5, they did nothing on their own, just installing mods |
16:32 |
hmmmm |
you realize you can remove the glass node right? |
16:32 |
sokomine |
:) yes, users are annoying |
16:33 |
hmmmm |
here's how i made the tree schematics |
16:33 |
sfan5 |
PilzAdam: that too |
16:33 |
hmmmm |
you make a tower on one corner of your structure out of sand |
16:33 |
sokomine |
it's not only that glass node. there are several blueprints that form up the road houses |
16:33 |
hmmmm |
you put sand at the other end |
16:33 |
hmmmm |
then you select the two node positions |
16:33 |
hmmmm |
then dig out the sand underneath the points |
16:33 |
hmmmm |
so you get the two corners as air nodes |
16:34 |
hmmmm |
place_schematic isn't supposed to be super convenient to use, it's supposed to be a way to edit a schematic file |
16:34 |
hmmmm |
"easier ways" are up to the modder |
16:36 |
hmmmm |
i've been racking my brain and i can't come up with any valid purpose to having a node replacement list other than making things slightly easier to vary in decoration |
16:36 |
hmmmm |
also you're literally the only person who wants this feature |
16:36 |
PilzAdam |
this is not true |
16:37 |
PilzAdam |
if I want to use the schematics of minetest_game in another game, then I have to change all default: to base: |
16:38 |
sokomine |
but "vary in decoration" is an important point! rotation helps a lot already. mirror might be nice as well. all those things allow to use the same decoration more often without the player getting the feeling that it's all the same |
16:38 |
hmmmm |
if you think it's a good idea, why not code it up yourself or find someone else? i'm not the only person able to do this |
16:38 |
hmmmm |
FOSS has always been about being able to scratch your own itch, not begging people to add a feature for you |
16:40 |
sokomine |
i know. but i'm also certain that it'd be much easier for you to code because you do know the internals about it, the right place to plug in - whereass i'd have to find the right place first, read into the code, and then convince someone to actually accept the changes (which will most likely be in a diffrent coding style and general style than what you'd expect) |
16:42 |
sokomine |
the road spawns already pretty fast thanks to your functions. and also with way less code for the actual mod |
16:43 |
hmmmm |
i'm pretty sure I said in the channel exactly what would need to be done to make this happen |
16:46 |
celeron55 |
hmmmm: yesterday i created a place to write down stuff like that: http://dev.minetest.net/index.php?title=Dev_Log |
16:47 |
celeron55 |
the point of that is that important information that isn't linked to any issue doesn't get lost in endless IRC logs |
16:48 |
celeron55 |
or, well, this one could be too simple for that |
16:48 |
celeron55 |
or actually no; nothing is too simple for adding a link to a piece of IRC log in there |
16:51 |
celeron55 |
or maybe that should go on the TODO list |
16:51 |
celeron55 |
not sure how to draw the line there |
16:52 |
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17:02 |
PilzAdam |
I fixed the crack overlay for animated textures by simply moving the animation code in front of the crack code in MapBlockMesh::MapBlockMesh(), but the crack still "flickers" |
17:02 |
PilzAdam |
(its still better than before) |
17:02 |
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17:23 |
PilzAdam |
any ideas how to fix that? |
17:56 |
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18:13 |
proller |
trying to transfer cloud_height.. another hell place 8( |
18:39 |
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18:53 |
kahrl |
PilzAdam: that's an area I know a bit about, let me try something |
18:54 |
kahrl |
I'm thinking of extending ^[crack and ^[cracko so that they can work with animated textures |
18:55 |
kahrl |
i.e. draw a crack on top of each frame, not a single one on the combined image |
18:57 |
celeron55 |
that could break on eg. some kind of plant images or whatever that aren't square? |
18:57 |
celeron55 |
(altough it's not like the crack will look particularly anything anyway on them) |
18:58 |
kahrl |
I'm changing it to accept the syntax ^[crack:N:P |
18:58 |
kahrl |
where N is the frame count and P the progression |
18:58 |
celeron55 |
that'll work |
18:58 |
kahrl |
is there anything that still needs the old syntax? |
18:59 |
celeron55 |
grep in the engine |
18:59 |
celeron55 |
it's an internal thing |
18:59 |
kahrl |
the engine definitely not, but any mods? |
18:59 |
celeron55 |
they aren't allowed to rely on it |
19:00 |
kahrl |
I was thinking that some might use it because it's documented on http://dev.minetest.net/texture |
19:00 |
celeron55 |
...so there is a page like that that does not even mention by a single word that some of them are internal? |
19:00 |
kaeza |
aww my Zelda mod which uses cracked walls to shows walls you can blow up will break =( |
19:00 |
celeron55 |
who made this |
19:00 |
celeron55 |
he's going to personally fix any mods |
19:01 |
kahrl |
70.36.129.136 did it |
19:01 |
kahrl |
bad 70.36.129.136 |
19:02 |
celeron55 |
somebody in CA, US 8) |
19:02 |
celeron55 |
kaeza: is there no good other way to do anything like that? |
19:02 |
celeron55 |
or, actually |
19:03 |
celeron55 |
there is; you should have just made your own overlay texture |
19:03 |
kaeza |
nah I was just kidding |
19:03 |
kaeza |
and if I were to attempt that, I can always workaround in some way |
19:03 |
celeron55 |
anyway that page needs to be fixed |
19:03 |
* celeron55 |
fixes it |
19:06 |
celeron55 |
i moved [crackN / [crackoN and [verticalframe:N:I to be engine-internal; is that right? i think it is |
19:07 |
celeron55 |
[noalpha kind of is too but dunno; that's not going to change to anything else because it's so trivial |
19:07 |
sfan5 |
why would a mod use [noalpha ? |
19:08 |
celeron55 |
i can't think of any reason |
19:09 |
kahrl |
a mod to force opaque leaves regardless of the client's new_style_leaves setting? |
19:09 |
kaeza |
allfaces_optional has the same effect right? (when fancy leaves is disabled) |
19:09 |
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19:09 |
celeron55 |
kahrl: but forcing that is useless via textures, because it doesn't give the huge performance boost by removing the geometry |
19:10 |
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19:10 |
celeron55 |
well, i guess the mod could change the drawtypes too |
19:10 |
celeron55 |
there's a 0.1% chance of this ever being made though 8) |
19:10 |
kahrl |
yeah, you'd set drawtype to 'normal' but you still need to change the texture to ^[noalpha |
19:11 |
celeron55 |
anyway, there's no reason to get rid of it really, let's just leave it |
19:13 |
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19:33 |
kahrl |
https://github.com/kahrl/minetest/commit/f4b0e9948cd348faa453e008308e3693600952e4 |
19:33 |
kahrl |
PilzAdam: does this work? ^ |
19:33 |
kahrl |
surprisingly, it does for me |
19:34 |
kahrl |
(for how hacky it is) |
19:52 |
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19:54 |
Jordach |
the internet is made of hacks, kahrl |
20:21 |
PilzAdam |
kahrl, it works perfectly fine |
20:24 |
PilzAdam |
its useful for the buckets in my game, they dig water |
20:27 |
ShadowNinja |
Hah. |
20:39 |
proller |
veery long connect to servers 8( |
20:45 |
ShadowNinja |
https://github.com/ShadowNinja/minetest/compare/protection_support |
20:45 |
ShadowNinja |
To fix thinks like this: https://github.com/VanessaE/homedecor/blob/master/init.lua#L33 |
20:47 |
VanessaE |
oh sure, single me out :P |
20:49 |
ShadowNinja |
VanessaE: It isn't that you have ugly code, it is that you were forced to write ugly code because there isn't a standard way of doing this. |
20:49 |
VanessaE |
just kidding :) |
20:50 |
VanessaE |
and yeah |
20:50 |
VanessaE |
that function is pretty hacky |
20:51 |
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20:55 |
celeron55 |
ShadowNinja: that seems reasonable |
20:56 |
celeron55 |
(make a pull request so that it doesn't get lost) |
20:58 |
ShadowNinja |
celeron55: Done. |
20:59 |
sfan5 |
could we merge that pull now, eventually? |
21:04 |
celeron55 |
let's let people have a look at it and note if they see something worth noting |
21:32 |
proller |
https://github.com/proller/minetest/commit/5312a42c3dc2b1dbde9af8f9c81628a3e5817634 |
21:32 |
proller |
^ trivial addition |
21:36 |
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23:12 |
PilzAdam |
<hmmmm> i'm pretty sure I said in the channel exactly what would need to be done to make this happen <- anyone can point me to the log? |
23:12 |
PilzAdam |
(thats about replacement list for schematics) |
23:28 |
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23:59 |
PilzAdam |
hmmmm, sokomine, https://github.com/PilzAdam/minetest/commit/97e1490d5f88fb97369adfa70d37ba503f035073 |