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IRC log for #minetest-dev, 2013-09-18

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All times shown according to UTC.

Time Nick Message
01:14 hmmmm ugh i totally understand how sapier felt when doing the formspec menu
01:15 hmmmm someone should make a VB6-like drag and drop formspec editor
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01:20 VanessaE hmmmm: compounded by having to replicate every last feature of the old C++ menu AND having to rebase about 50 times :)
01:20 hmmmm i can understand how he made so many screwups with it too.
01:21 VanessaE I don't know about a drag-and-drop formspec editor, but I definitely remember seeing something that might make it a *little* easier
01:21 hmmmm thing is, the editor would probably be just as much work.... :/
01:21 VanessaE damned if I can remember what it was, some tables-to-formspec format that was 10x easier to read
01:22 kaeza VanessaE, stress, by thexyz
01:22 kaeza or a similar concept by sfan
01:23 ShadowNinja It would be mice if formspecs were tables. You could add a Lua function that converts strings to the table format. Unfourtunately that would probably break the way they are sent over the network, making the reverse(what sfan did) easier.
01:23 VanessaE http://sfan5.duckdns.org/minetest-formspec-luatable.txt
01:23 VanessaE that ^^^
01:23 VanessaE good call.
01:23 hmmmm i forget exactly what, but there was a heated argument about all this
01:24 hmmmm i agree that lua tables are probably the easiest way to represent this data
01:24 hmmmm the current formspec string format could be used only for serialization
01:24 hmmmm but an end user should not have to work with this crap
01:24 VanessaE agreed
01:25 kaeza could be useful too to simulate e.g. expanders or such controls
01:25 VanessaE that obscure syntax is why I suck at making formspecs.
01:25 proller why not serialize to json?
01:25 VanessaE NO!
01:25 hmmmm there's the json again
01:25 hmmmm i predicted it
01:25 VanessaE jesus, let's just get lamefun in on this (re: everything is HTML5+JS)
01:25 proller JS != JSON
01:26 hmmmm well
01:26 hmmmm if i were doing this all over again from scratch
01:26 hmmmm i'd do JS for the scripting and XML for the formspec serialization
01:27 proller why xml?
01:27 VanessaE proller: I was referencing his undying advocacy for an unwanted language, not the language specifically.
01:27 ShadowNinja XML is a bit bulky.
01:27 hmmmm XML is easily compressible, and can represent hierarchies somewhat better
01:27 hmmmm the tools to work with it might be a little easier as well.... json in syntax might be okay, but libjson is pretty gross
01:28 hmmmm UIs are inherently heriarchical
01:28 proller json can represent hierarchies too
01:29 proller and more unambiguously than xml
01:29 ShadowNinja JSON isn't all that bad, it is somewhat similar to Lua syntax.
01:29 proller and json better compressible
01:30 ShadowNinja s/is/has/
01:30 proller and much faster to [de]serialize
01:31 ShadowNinja Which reminds me that we should have minetest.serialize_json() or similar.
01:31 proller all languages have similar syntax for data represention
01:31 proller i prefer perl way ;)
01:31 ShadowNinja Well, most.
01:33 proller lua->json - its 1-2 days to work or less
01:33 proller already have json->lua
01:33 ShadowNinja Then do it. :-)
01:34 ShadowNinja parse_json should probably be renamed to deserialize_json for consistency.
01:35 PilzAdam if you already want to break formspec compatibilty then use Lua tables and BKVL for network
01:35 proller hmmmm, i'm +1 for js v8 instead lua
01:36 hmmmm hahahaha
01:36 PilzAdam we should ban everyone from the core devs who suggest to replace Lua with JS
01:36 hmmmm i hope you realize that i was speaking hypothetically
01:36 proller js shit too, but less than lua
01:36 hmmmm if you want to change to JS, you're better off starting a whole new project
01:37 proller yes,  too hard
01:37 VanessaE for once I have to agree with PilzAdam
01:38 VanessaE don't use a new language for formspecs, whatever it may be.  either stick with what we have (yuck) or use Lua.
01:38 VanessaE er Lua tables.
01:40 ShadowNinja But how should we serialize it to send to clients? The current system is terrible, JSON would probably be best IMO as we don't need annother lib and it may be easier to convert.
01:41 PilzAdam ShadowNinja, BKVL
01:41 proller messagepack?
01:42 proller but for rare transfers json can be good
01:42 ShadowNinja PilzAdam: Do we have BKVL? Is someone going to actually merge it if not?
01:43 proller http://msgpack.org/
01:43 PilzAdam its on the TODO list for 0.5
01:43 ShadowNinja messagepack would be good, but we need another lib.
01:43 hmmmm so this is what things are looking like so far
01:43 hmmmm http://picpaste.com/pics/2013-09-17-214118_802x626_scrot-8XHQ0f0M.1379468577.png
01:43 hmmmm http://picpaste.com/pics/2013-09-17-214131_802x626_scrot-W75CmsNp.1379468596.png
01:43 PilzAdam and celeron55 already has some basic BKVL implemented
01:43 proller but whole protocol must be switched to this
01:44 proller hmmmm, cool! need this for updated math 8)
01:45 VanessaE hmmmm: nice
01:45 PilzAdam hmmmm, I would like to see more support for games setting the mapgen
01:45 VanessaE that's just what we've been needing
01:45 hmmmm there's plenty of support.
01:46 ShadowNinja hmmmm: Is there a way to get the water level from a mod?
01:46 hmmmm yes
01:46 PilzAdam e.g. I want to set settings that are not overrideable by the user
01:46 ShadowNinja How? setting_get won't work.
01:47 ShadowNinja The menu looks good BTW.
01:47 PilzAdam ShadowNinja, on_mapgen_init()
01:47 hmmmm ShadowNinja, minetest.register_on_mapgen_init
01:49 ShadowNinja Alright, because some mods (Like nether) may break if you change that.
01:50 hmmmm i can break the nether mod if i alias all the nodes to air
01:50 hmmmm ..if you do crazy things with the settings, crazy things will happen... that's the way the world is
01:51 ShadowNinja If you add a setting to the GUI like that then mods should be prepared for users that change it.
01:52 ShadowNinja Even if it is just if water_level ~= 1 then minetest.log("error", "This only wouks with a water level of 1") end
01:52 ShadowNinja works*
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02:23 thexyz VanessaE: I prefer my format, it has more abstraction https://github.com/xyzz/minetest-stress/blob/master/tests/test_formspice.lua
02:24 thexyz i.e. you don't really need "invsize" element
02:24 thexyz you don't really need to differ label and vertlabel, it's hard to remember all those names, just add "vertical=true"
02:25 thexyz sfan5's formspecs is just another way to write string-based formspecs, it's easier, yeah, since you don't need to do escaping and can write arguments in any order but it could be even better
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05:42 sfan5 "PANIC: unprotected error in call to Lua API (bad argument #3 to '?' (table expected, got nil))" what is this?
05:57 kahrl sfan5: when did it happen?
05:57 sfan5 some hours ago on my hungergames server while it(hungry_games) was filling the chests
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06:53 hmmmmm i need a hyperlink and an option button element for formspec
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07:06 hmmmmm and there's no way to make a label wider..... great.
07:13 hmmmmm what do you guys feel about adding a hyperlink formspec element, for windows it'll use ShellExecute and for everything else it'll use xdg-open
07:13 hmmmmm er how do you do it in Mac?
07:14 hmmmmm ah, "open"
07:14 Jordach hmmmmm, people could abuse the hyperlink
07:15 hmmmmm yeah, of course there should be an option to disable them, and they'll display as plain labels
07:15 hmmmmm also there shouldn't be any text, just the href
07:16 Jordach hmmmmm, a server-side disabling of them would be more effective than a client side (people would possibly still click it)
07:17 hmmmmm http://picpaste.com/pics/2013-09-18-031633_800x600_scrot-fOIgQ3RA.1379488614.png
07:17 Jordach HOLY FUCK THAT'S AWESOME
07:18 Jordach no seed entry?
07:18 hmmmmm that's in the simple settings
07:18 Jordach ah
07:18 Jordach didn't see
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10:53 celeron55 >js shit too, but less than lua
10:53 celeron55 lol, lua is like fixed javascript
10:54 celeron55 anyway nice that someone cares to work on the UI more 8)
10:54 Kray js is bretty good
10:54 Kray 5/5 would recommend
10:55 celeron55 there's no valid reason to think that javascript wouldn't be worse than lua other than if one prefers a C-like syntax
10:56 proller {} better than begin..end
10:56 celeron55 javascript has so many design mishaps that cause very obscure errors to happen
10:58 celeron55 of course it would be a better choice because of availability but anyway, this is the standpoint of the language itself
10:58 celeron55 +from
10:59 celeron55 ha someone tried using moonscript for minetest mods? 8)
10:59 celeron55 +s
10:59 celeron55 http://moonscript.org/
11:00 proller function (function() lalala end) lallaa end
11:02 celeron55 it could make sense to go even so far as to include moonscript in minetest if people like it
11:06 celeron55 (it's not C-like though, but does remove the keyword noise of lua)
11:06 VanessaE heh.  writing in js and compiling it to Lua which is then compiled again into whatever you wanna call LuaJIT's output :D
11:07 Jordach languageception
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12:53 thexyz celeron55: you can't, it uses metatables
12:53 thexyz and metatables are BAD BAD BAD INSECURE
12:54 thexyz anyway, mediawiki has a Lua extension
12:55 thexyz http://www.mediawiki.org/wiki/Extension:Scribunto/Lua_reference_manual#Differences_from_standard_Lua  this has some stuff on how they modified setmetatable, getmetatable
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13:18 celeron55 thexyz: sounds like something minetest could possibly do too; dunno
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17:15 harrison one prefers to have the scripting language == the language that the renderer itself is coded in
17:15 harrison for minetest this may be impossible
17:16 harrison but it is still worth thinking about
17:16 harrison why is it impossible (if it is) ?
17:17 harrison why the separation of language and scripting language?
17:20 Exio4 rewrite minetest in java and you'll have the thing that you are saying
17:20 hmmmm "one prefers to have"?  what?  who is the "one" you're speaking of?  by "one" you mean "you" right?
17:22 harrison such might be surmised
17:22 harrison ugh java
17:23 harrison is the passive voice now deprecated?
17:26 hmmmm I don't know *anybody* who wants the scripting language to be C++
17:27 harrison well, that is not an attractive subjuctive to contemplate, certainly
17:28 harrison subjunctive
17:31 harrison but why is this true? is it necessarily true that a system-programming-level language cannot be its own scripting language?
17:31 hmmmm i dunno, but it's certainly not a #minetest-dev topic
17:53 harrison i defer to your expertise
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18:22 proller цфффте ьууукпу
18:22 proller waaaant meeerge
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19:51 celeron55 is it so that nothing has progressed in terms of getting a wider variety of (larger) trees in the game?
19:51 celeron55 i don't even remember where that was left off last time; was there some technical issue?
19:59 celeron55 i would much rather see that progress rather than for example this proller's weather stuff
19:59 ShadowNinja L-System treespawning uses a older version of the lighting code, which makes bigger trees slow down the mapgen a LOT. I am not sure why, better ask hmmmm.
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20:01 celeron55 a way that works speed-wise is to do trees like pilztest does, but that's a bit hacky (but works extremely well once you just get the trees in the format)
20:08 ShadowNinja MTS is pretty fast I beleive, I don't know if you can generate good-looking big trees with it though.
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20:32 PilzAdam celeron55, hows that hacky?
20:33 ShadowNinja I thought MTS was designed with trees in mind. But I don't know why we couldn't just use L-Systems.
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23:45 kahrl has anybody started working on libmtmap yet?

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