Time |
Nick |
Message |
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03:57 |
VanessaE |
https://forum.minetest.net/viewtopic.php?pid=120769#p120769 |
04:02 |
NakedFury |
you win |
04:02 |
NakedFury |
we wont ever find anything cooler as a product of a glitch or bug |
04:02 |
VanessaE |
lol |
04:03 |
VanessaE |
haha |
05:54 |
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06:08 |
Sokomine |
current version, shaders enabled: all textures in the world (not in the inv) get black. cpu: celeron g1610. integrated gpu |
06:09 |
Sokomine |
(shaders enabled; all sub-options of shaders disabled; no texture pack; older and newer servers make no difference) |
06:11 |
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06:35 |
VanessaE |
it should be noted that cheapie also can't use the shaders anymore either, when previously they worked fine. |
06:36 |
VanessaE |
(though for him, the effect is different, probably owing to different hardware) |
06:41 |
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12:45 |
MrRip |
http://paste.ubuntu.com/6524547/ |
12:46 |
MrRip |
hi i try compile from source code a version of server for dedicate use |
12:46 |
MrRip |
but i stuck. |
12:46 |
MrRip |
i`m* |
12:48 |
MrRip |
i use this cmake option : cmake . -DBUILD_CLIENT=0 -DRUN_IN_PLACE=1 |
12:49 |
MrRip |
i run centos : 2.6.32-431.el6.x86_64 |
12:53 |
thexyz |
MrRip: update your irrlicht |
12:54 |
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12:57 |
MrRip |
hmm i have latest from repo. Ok i will be back ill try manual install too |
13:00 |
thexyz |
eeh |
13:01 |
thexyz |
what irrlicht version do they even use |
13:16 |
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15:39 |
BlockMen |
has someone else problems with current master? |
15:43 |
kaeza |
what kind of problems? |
15:44 |
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15:45 |
kaeza |
heard some folks had probs with segfaults, but that was fixed afaik |
15:50 |
BlockMen |
when trying to start a world it freezes: http://pastie.org/private/olhidhamyvhuvat12oqa |
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16:34 |
BlockMen |
john_minetest, seems related to win builds https://forum.minetest.net/viewtopic.php?pid=120809#p120809 |
16:40 |
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17:01 |
Sokomine |
any clue as to where my shader problem might come from? i don't really need shaders (i'm just curious regarding waving plants), but...completely black textures are strange |
17:21 |
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17:22 |
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17:32 |
Sokomine |
tested it with freeminer. same result: with shaders enabled, textures in the world are black |
17:32 |
Sokomine |
up until recently, i was able to use shaders |
17:54 |
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18:32 |
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18:59 |
sapier |
I plan to create a dynamic spawning mechanism for minetest, prototype is to be implemented in lua https://gist.github.com/sapier/7811148 this is my current API design does anyone have suggestions? |
19:05 |
PilzAdam |
what is "next non environment node"? |
19:05 |
PilzAdam |
ah, you redefine the word "environment" |
19:06 |
sapier |
yes I didn't find a better word for this but if anyone has a good suggestion? |
19:07 |
PilzAdam |
"default:air" <- you might want to think about that again |
19:09 |
sapier |
ok it should be air ... but that's an example anyway |
19:09 |
PilzAdam |
I would call it "spawn_inside" |
19:10 |
sapier |
sounds reasonable |
19:14 |
sapier |
spawn entitys at configurable locations |
19:14 |
PilzAdam |
and you maybe should add that its about object/entity spawning to the description |
19:14 |
PilzAdam |
btw, why only entity spawning? people may want to abuse it for node placement |
19:14 |
sapier |
you could use the code for player too but it's primary usage will be mobs |
19:16 |
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19:17 |
sapier |
I guess that won't be a problem but it's not very usefull to do cyclic spawning for nodes |
19:18 |
sapier |
rain .... sorry but I'm not capable of making your pc a supercomputer ;-P |
19:19 |
sapier |
adv_spawning is not designed for high frequency spawning ... I guess I need to add that information too |
19:22 |
sapier |
that's a completely different usecase, I don't even think this can be done at server |
19:22 |
sapier |
yes but that's not scope of this mod/core prototype |
19:23 |
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19:25 |
sapier |
no |
19:25 |
sapier |
nodes will never be able to do so |
19:25 |
sapier |
but entitys could be |
19:26 |
sapier |
<< looking for something to punch john |
19:27 |
sapier |
do NEVER EVER use that feature for common entities |
19:27 |
sapier |
you WILL kill server performance |
19:28 |
sapier |
any active block needs to be kept in memory of server thus if you add a lot of force active entites that's eqivalent to denial of service attack to server |
19:29 |
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19:29 |
sapier |
imho that feature is a hack for people that don't want to think about suspend/resuming their entities |
19:29 |
sapier |
ok mesecon quys have the one and only reason for their special usecase |
19:30 |
sapier |
why? you can just replace clouds by nodes that cause rain on client this way server doesn't have to do anything |
19:31 |
sapier |
what do you mean with "rain" package? |
19:32 |
PilzAdam |
proller worked on making clouds server side IIRC |
19:33 |
sapier |
proller did a lot of work for this true ... yet it didn't seem to be finished |
19:34 |
sapier |
but at least he has evaluated what might work and what wont |
19:35 |
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19:36 |
proller |
i not working on clouds, only thinking how to make better |
19:37 |
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19:37 |
Sokomine |
any ideas on my shaders/textures in the world all black problem? |
19:38 |
proller |
or maybe client can calculate humidity from seed with noiseparams from server, and draw clouds |
19:39 |
Sokomine |
hm, what i saw so far of weather didn't look particulary good. perhaps that was due to cpu/gpu not beeing fast enough. snow formed...waves. like on a very windy day. and most of the time it didn't snow at all |
19:39 |
Sokomine |
perhaps for some cases (rain), something as simple as what mc classic does might suffice |
19:42 |
Sokomine |
john_minetest: yes, that might have been it. it was unfortionately irritating |
19:42 |
Sokomine |
those roofs might be a problem, yes... |
19:43 |
Sokomine |
hm. how about surface light? that's afaik calculated soemtimes. so if a node gets light from above, it will get weather |
19:44 |
Sokomine |
hm, you're right. light passes through, but weather ought not to |
19:45 |
Sokomine |
sounds like a good idea. don't know if it will really help. but some kind of weather would definitely be fine to have |
19:59 |
sapier |
john did you test this one https://github.com/minetest/minetest/pull/1030 |
20:15 |
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20:17 |
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20:30 |
sapier |
why did I already know that this requirement will be added prior finishing that single commit ... there are already 3 major feature improvements in it |
20:31 |
sapier |
:-) |
20:33 |
sapier |
no it shouldn't as it adds an additional step to download a mod ... adding 50% overhead |
20:34 |
sapier |
there's no information shown in succeeded window you need to know if you don't download that mod |
20:34 |
sapier |
except of partial hidden description but that can be fixed without major changes |
20:36 |
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20:39 |
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20:43 |
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20:53 |
sapier |
no it isn't john |
20:54 |
sapier |
now it is press install, press ok 2 steps |
20:54 |
sapier |
if I show detailed description PRIOR downloading it's 1) install 2) confirm 3) ok |
20:55 |
ShadowNinja |
I like John's idea. |
20:56 |
sapier |
then I can't show a successfull failed message |
20:56 |
sapier |
all necessary information is shown in browse view I don't see any use in repeating that information |
20:57 |
sapier |
and I even hate the idea of adding an additional step to download a mod |
20:57 |
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20:58 |
sapier |
it's still an additional step |
20:58 |
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20:59 |
sapier |
1) press install 2) show detailed info press ok 3) confirm installation is 3 steps while its 2 atm |
21:00 |
sapier |
I can fix the not scrollable description but I wont add an additional step |
21:01 |
sapier |
especially for no additional information at all |
21:02 |
sapier |
its because of Shortname which is only of interest if you actually installed the mod |
21:03 |
PilzAdam |
I agree to john_minetest |
21:03 |
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21:04 |
sapier1 |
celeron55 requested the shortname to be shown as some mod owners use completely different shortnames then titles ... you can't match those ingame |
21:05 |
sapier1 |
everything else in that screen is decoration only |
21:05 |
PilzAdam |
sapier1, you can show the shortname before the installation too |
21:05 |
sapier1 |
yes at cost of 50% overhead |
21:05 |
sapier1 |
50 |
21:06 |
sapier1 |
1 == 50% of 2 |
21:06 |
sapier1 |
there's not a single information you gain from that additional step |
21:06 |
sapier1 |
it's just loss of time |
21:07 |
sapier1 |
base is 100% .. and base is 2 |
21:07 |
sapier1 |
ALL information is ALREADY SHOWN |
21:08 |
sapier1 |
and I won't add a are you really sure that you're really sure you did realy meen to click that very special mod |
21:08 |
sapier1 |
I wont vistaify minetest |
21:09 |
sapier1 |
we alread SHOW full info |
21:09 |
sapier1 |
there isn't anything I can show more |
21:09 |
ShadowNinja |
Does #744 look good? I rebased it. |
21:09 |
PilzAdam |
ShadowNinja, http://devopsreactions.tumblr.com/post/49248447890/waiting-for-pull-request-approval |
21:11 |
sapier1 |
modstore isn't intended to contain a full multipage moddoku wiki browser |
21:11 |
ShadowNinja |
PilzAdam: Haha. |
21:11 |
sapier1 |
it's meant to be a quick "give me that mod" tool therefore I don't want to add 50% more steps to download |
21:12 |
ShadowNinja |
PilzAdam: So, do you approve? |
21:12 |
sapier1 |
no 100% is current state |
21:12 |
PilzAdam |
ShadowNinja, have you tested it? |
21:12 |
ShadowNinja |
PilzAdam: Waiting for cimpilation to finish... |
21:13 |
PilzAdam |
http://xkcd.com/303/ |
21:13 |
sapier1 |
but if it's the ony way to go I'm gonna remove the infoscreen again |
21:13 |
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21:14 |
sapier1 |
install 20 mods and it's gonna be 20 steps |
21:14 |
sapier1 |
infoscreen is gone ... discussion end ... if you want to add it do it on your own |
21:14 |
PilzAdam |
ShadowNinja, IIRC hmmmm agreed to the code a while ago, so I guess its ok |
21:14 |
sapier1 |
I will not add that much overhead |
21:18 |
sapier1 |
fix it |
21:19 |
ShadowNinja |
PilzAdam: Alright, it works so I'll push it. |
21:19 |
PilzAdam |
does this fix spawning in trees placed with register_deco()? |
21:20 |
ShadowNinja |
PilzAdam: IDK, I tried it will all of the mapgens, but unless you have a seed and some code to test that... |
21:20 |
ShadowNinja |
with* |
21:22 |
ShadowNinja |
I seemed to spawn at 0, y, 0 more concistently too. Before I often spawned somewhere like 500, y, -300. |
21:23 |
PilzAdam |
with https://gist.github.com/PilzAdam/1c0831a32d24055a7231 + Nodetopia game (https://github.com/PilzAdam/nodetopia) you spawn in a jungle |
21:23 |
PilzAdam |
chances are high to spawn in a tree there |
21:24 |
PilzAdam |
(i.e. a jungle is arround (0,y,0)) |
21:27 |
PilzAdam |
wait, forget that, its outping something else now (for some reaons)... |
21:29 |
sapier1 |
https://github.com/minetest/minetest/pull/1030 problem solved ... no decorative successfull screen any longer |
21:30 |
PilzAdam |
what happens if I install a mod that I already have installed? |
21:30 |
sapier |
it's replaced |
21:31 |
PilzAdam |
so selecting a new version and clicking install is enough to upgrade |
21:31 |
sapier |
actually latest version is preselected |
21:31 |
PilzAdam |
is there any way to get the version I have currently installed? |
21:32 |
ShadowNinja |
PilzAdam: I spawned on a beach near 0, y, 0... |
21:32 |
sapier |
as there isn't a definition how mods are versioned no there isn't |
21:33 |
sapier |
if a mod wrote the version in it's description file you could see it im mods tab ... but I don't know of any mod doing this |
21:33 |
PilzAdam |
ShadowNinja, yes, <PilzAdam> wait, forget that, its outping something else now (for some reaons)... |
21:33 |
PilzAdam |
btw, its a desert not a beach |
21:33 |
sapier |
I forgot it myself on last mobf update |
21:35 |
PilzAdam |
ShadowNinja, in nodetopia it happens quite often that you spawn in a tree, maybe create some worlds and test it |
21:35 |
sapier |
any objections to merging 1030? |
21:54 |
sapier |
iqualfragile |
21:54 |
iqualfragile |
yay, thats me! |
21:54 |
iqualfragile |
but that information is wrong |
21:55 |
iqualfragile |
the interface was mainly made by jeija |
21:55 |
PandemoniuM |
jajajajaja |
21:55 |
sapier |
following options: 1) total redesign of modstore (I won't do that) 2) add a tab named "close" 3) add a text "press escape to close" 4) don't change anything |
21:57 |
sapier |
user can choos any image from galery as titlepic |
21:57 |
sapier |
imho better option would be generating a thumbnail form all uploaded pics and send thumbnail as titlepic |
21:58 |
sapier |
john_minetest which option do you choose? |
21:58 |
sapier |
following options: 1) total redesign of modstore (I won't do that) 2) add a tab named "close" 3) add a text "press escape to close" 4) don't change anything |
21:59 |
sapier |
maybe 5) increase modstore show button below ... yet that's ugly |
22:00 |
sapier |
because forspec doesn't allow placing buttons outside of grey area |
22:00 |
sapier |
to the bottom |
22:00 |
sapier |
that was option 5 |
22:01 |
sapier |
best but still ugly |
22:01 |
sapier |
adds a lot of wasted space to store |
22:02 |
sapier |
another one is silly if I do that I move the upper one |
22:02 |
sapier |
the problem is buttons have fixed y size so I have to really add a lot of room |
22:06 |
sapier |
NO |
22:06 |
sapier |
that makes 3 on search page |
22:07 |
sapier |
*iriony* why not show each mod on its own ... *irony off* |
22:09 |
sapier |
we have search because browsing 100 pages if you already know name of mod you want to install is silly |
22:09 |
sapier |
ppl who want to know what mods are available |
22:11 |
sapier |
I mod per page is a huge difference |
22:12 |
sapier |
btw search tab showing mods without search is a bug |
22:14 |
sapier |
john I don't know what gui's you usually use but I'm really sorry for you if your that used to usability pain to not even notice it any longer |
22:16 |
sapier |
in gui small differences make difference between good and bad ... a single additional element is a huge difference |
22:17 |
sapier |
button below is good enough |
22:18 |
sapier |
that's the way I used |
22:27 |
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22:27 |
Sokomine |
regarding the mod database in mt: right now it seems a bit complicated to find mods because they're not really sorted. would it be possible to introduce basic categories? and perhaps sort alphabetically (and maybe by time) |
22:28 |
Sokomine |
new players unfortionately will be overwhelmed |
22:28 |
Sokomine |
even now at this early stage with only few mods added |
22:29 |
sapier |
last updated is on top |
22:30 |
sapier |
at least that's what I think :) |
22:31 |
Sokomine |
the ingame modmanager ought to offer these categories as well in a future version |
22:32 |
Sokomine |
it's fine to have the modmanager integrated at all. if it gets even more improved, more players will be able to install mods |
22:32 |
sapier |
if ever it might be an additional option on search tab |
22:45 |
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22:53 |
sapier |
ok pushed fix ... will upload screenshot soon |
22:58 |
sapier |
have a look |
23:01 |
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23:17 |
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23:17 |
BrianT |
Hello |
23:18 |
BrianT |
I was interested in helping with the core, but don't really know what needs to be done |
23:18 |
sapier |
as usual testing and bugfixing ;-) |
23:20 |
BrianT |
As always, but I'm not sure where the bug list is or anything. |
23:20 |
sapier |
issuelist is on github |
23:20 |
BrianT |
okay |
23:21 |
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23:21 |
BrianT |
oh, I found it, thanks. |
23:25 |
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23:45 |
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23:45 |
ShadowNinja |
BrianT: There's also a TODO list on the dev wiki (dev.minetest.net) but it may be a bit outdated. |
23:46 |
BrianT |
Thanks ShadowNinja, I was considering refactoring the main |
23:46 |
BrianT |
Would be a good way to figure out the inner workings |
23:47 |
ShadowNinja |
BrianT: That sounds great! Good luck! :-) |
23:47 |
BrianT |
Thanks |
23:56 |
sapier |
while refactoring main is something that needs to be done ... I'd not recommend this for someone not knowing code |