Time |
Nick |
Message |
00:22 |
|
Megaf joined #minetest-dev |
00:23 |
Megaf |
Can I speak here? |
00:23 |
Megaf |
Yay! |
00:23 |
Megaf |
celeron55, ping |
00:29 |
Megaf |
celeron55, well, just wanted to pass by and say thanks =) |
00:37 |
VanessaE |
I have to side with pitriss, I don't want the grey chat shadowing feature |
00:37 |
VanessaE |
I'd prefer to be able to turn it off, as I use a bitmapped font that already has built-in shadowing |
00:37 |
VanessaE |
so maybe his idea of mapping to a keypress is best. just put it on F2. Chat off -> Chat on -> Chat on, shaded -> Chat off -> ... |
00:38 |
VanessaE |
simple, elegant, one key. |
00:41 |
VanessaE |
also, the screwdriver mode RBA mentioned was at my insistence by way of what it does, not by way of the code that makes it work (he probably means either mode 1 or 3). |
01:05 |
|
us}0gb joined #minetest-dev |
01:11 |
Megaf |
us}0gb, are you member of Free Software Foundation? |
01:11 |
Megaf |
I'm sorry, let's take this to other channel |
01:12 |
us}0gb |
Megaf: Yes, and which channel? |
01:26 |
kaeza |
Program received signal SIGSEGV, Segmentation fault. |
01:26 |
kaeza |
0x0833337a in ServerMap::~ServerMap (this=0x90603b0, __in_chrg=<optimized out>) at /home/diego/src/minetest/src/map.cpp:2569 |
01:26 |
kaeza |
2569delete m_mgparams; |
01:27 |
kaeza |
anybody else getting this? |
01:28 |
VanessaE |
kaeza: you bwoke it! |
01:28 |
us}0gb |
kaeza: Client or server? |
01:28 |
kaeza |
singleplayer, so both |
01:28 |
us}0gb |
I don't know then, I only have the server. |
01:31 |
kaeza |
lel now it crashes at startup |
01:32 |
kaeza |
http://pastebin.com/mR6LjL9a |
01:35 |
kaeza |
it also seems it's not generating new terrain; already generated terrain is loaded OK |
01:36 |
kaeza |
may be DB corruption |
01:37 |
|
EvergreenTree joined #minetest-dev |
02:05 |
|
e1z0 joined #minetest-dev |
02:12 |
ShadowNinja |
That's silly. If you want to see the chat enable it, if you don't disable it. The chat is invisible when empty, so if you want activity notifications you get them with the text. And adding that bloats a three-line patch to a 50 liner or so. |
02:15 |
VanessaE |
ShadowNinja: I think the problem is that the area will remain shaded long after you've looked at it, and it obscures the width of the screen even if you have five lines of two words each. |
02:16 |
VanessaE |
hence my suggestion to rotate it in/out via F2. |
02:16 |
VanessaE |
if it takes 50 lines of code to do that, someone needs to re-learn how to code :) |
02:17 |
ShadowNinja |
VanessaE: It's mostly transparent. (80/255) And you look mostly at the middle and lower sections if you aren't checking chat. |
02:18 |
VanessaE |
still doesn't address the other issue": |
02:19 |
VanessaE |
some of us have already covered the readability problem by switching to a better font. |
02:19 |
VanessaE |
please, don't put the shaded chat in. it's not wanted if it can't be disabled. |
02:19 |
us}0gb |
I'd have to agree. Any feature becomes a problem if it cannot be disabled. |
02:24 |
ShadowNinja |
VanessaE: It won't conflict, and freetype is the better way... |
02:26 |
ShadowNinja |
us}0gb: You can always modify the code, but adding options for many things, especially little things like this will only give you a 1GB example config, and a really slow step due to config checks. This would have to be checked on every frame, unless you do clever things that make this much longer and confusing. |
02:35 |
VanessaE |
then make it a compile-time flag? |
02:38 |
ShadowNinja |
... |
02:38 |
VanessaE |
freetype is NOT a better way |
02:38 |
VanessaE |
freetype sucks for some of us |
02:38 |
VanessaE |
if you need i18n, fine |
02:39 |
VanessaE |
it's better then and only then |
02:41 |
ShadowNinja |
Then tweak your texture if it looks ugly. |
02:42 |
ShadowNinja |
If something's fixed you remove the workarounds. |
02:52 |
VanessaE |
eh? |
02:53 |
VanessaE |
I'm complaining here because the proposal is to add something that *has already been dealt with in another, better way* with *no option to decline it* |
02:55 |
ShadowNinja |
VanessaE: No it hasn't. Your texture isn't merged and doesn't work with freetype. |
03:12 |
ShadowNinja |
john_minetest: Hmmm, I could set up something to get the URL for #1337. But it would need to guess which repo it was from. perhaps >500 = minetest <500 = minetest_game. |
03:19 |
|
Weedy_lappy joined #minetest-dev |
04:12 |
|
ShadowBot joined #minetest-dev |
04:12 |
ShadowNinja |
#123 |
04:12 |
ShadowBot |
https://github.com/minetest/minetest_game/pull/123 |
04:12 |
ShadowNinja |
!part |
04:12 |
|
ShadowBot left #minetest-dev |
04:13 |
ShadowNinja |
I'll leave it out untill someone agrees. |
04:19 |
ShadowNinja |
That works mid-sentence and has the above minetest/minetest_game selector. Unfourtunately due to what appears to be a python bug it doesn't require a preceding word boundary, so test#1234 works, but #1234test doesnt. |
04:20 |
ShadowNinja |
(The second is intentional) |
04:20 |
VanessaE |
what's the cutoff for autodetecting which repo is being referenced? |
04:21 |
ShadowNinja |
VanessaE: 500. |
04:21 |
VanessaE |
(it's a good idea, btw, as long as it doesn't spam the channel.. maybe one de-reference no more often than every 10 mins or something) |
04:21 |
VanessaE |
500 sounds good, yeah |
05:06 |
VanessaE |
sigh |
05:06 |
VanessaE |
more unlogged crashes |
05:07 |
hmmmm |
weeeoow |
05:07 |
hmmmm |
my electricity bill is twice as much this month as it was last month |
05:09 |
hmmmm |
what's the bare minimum code necessary to add items to a chest? |
05:11 |
VanessaE |
no clue |
05:11 |
VanessaE |
check the glooptest mod "treasure chest" module, there's some code there that may be of use |
05:12 |
hmmmm |
well I already have code that works |
05:12 |
hmmmm |
it's just a matter of finding the bare minimum that I have to do in order to make it work |
05:12 |
hmmmm |
http://pastebin.com/1zQ8uzNc |
05:12 |
VanessaE |
https://github.com/GloopMaster/glooptest/blob/master/glooptest/othergen_module/init.lua#L95 |
05:12 |
hmmmm |
ahh that's better |
05:12 |
VanessaE |
I guess that ^^^ is what gloo dpes |
05:13 |
VanessaE |
goop does* |
05:13 |
VanessaE |
... |
05:13 |
hmmmm |
so |
05:13 |
VanessaE |
his code is known to be slow though |
05:13 |
hmmmm |
I think I'm going to fill some chests with treasure stuff |
05:13 |
hmmmm |
what are some good things aside from gear from minetest_game that I could use |
05:13 |
VanessaE |
probably because he iterates through the whole chest whether it needs to be totally full or not |
05:14 |
VanessaE |
diamonds, mese? maybe rare stuff like a nc rainbow? |
05:14 |
VanessaE |
oh wait |
05:14 |
VanessaE |
aside from stuff from* |
05:14 |
VanessaE |
hm... |
05:15 |
hmmmm |
I suppose I could put in gold ingots and diamonds |
05:15 |
hmmmm |
and mese chips or whatever |
05:15 |
hmmmm |
anyway I want to do something for christmas |
05:15 |
VanessaE |
well yeah the basics of course I guess. but if you wanna venture outside of mt_game a bit, maybe stuff from moreores, technic, pipeworks, homedecor, that sorta thing |
05:15 |
|
us_0gb joined #minetest-dev |
05:15 |
|
us_0gb joined #minetest-dev |
05:15 |
hmmmm |
I haven't decided whether it should be a hard coded santa hat on players for christmas eve and christmas day only |
05:16 |
hmmmm |
or like a snowman block that's found in treasure chests |
05:16 |
hmmmm |
or something like that |
05:16 |
VanessaE |
heh |
05:16 |
VanessaE |
cute |
05:17 |
us_0gb |
The day should be configurable. Some of use don't celebrate Christmas. |
05:17 |
hmmmm |
then that's too bad |
05:17 |
us_0gb |
Just a suggestion. I don't mean to get in your way. |
05:17 |
hmmmm |
configurable easter eggs |
05:17 |
hmmmm |
so then they can become kuanza eggs |
05:18 |
VanessaE |
haha |
05:18 |
hmmmm |
they are a specific kind of the superclass holiday eggs, so really we should do class EasterEgg : public HolidayEggs |
05:19 |
hmmmm |
and of course you can configure the date from minetest.conf or from lua |
06:01 |
celeron55 |
it's somewhat hard to do any easter eggs in the minetest main project :P |
06:01 |
celeron55 |
in independent mods and games on the other hand, nobody might notice until they pop up |
06:01 |
VanessaE |
I dunno, some engineers managed to hide a few in the ROM of the old C128 back in the old days :) |
06:02 |
VanessaE |
(well, one) |
06:05 |
celeron55 |
the thing is that from C128 probably nothing else than marketing materials were given to customers |
06:06 |
celeron55 |
but in minetest, basically normal users read the commit logs |
06:07 |
us_0gb |
That and people talk a lot here. Developers and users alike discuss things, so it may slip. |
06:07 |
VanessaE |
nope. it was a credits screen, plus a pleasant wish, something like "link arms, don't make them". you had to SYS some obscure address to make it show up (equivalent to a randomly-named function call) |
06:09 |
VanessaE |
but my point there was they managed to hide it in what was (as I recall) 16k of ROM intended for the OS and debugger/monitor |
06:09 |
VanessaE |
but yeah, I see your point |
06:09 |
VanessaE |
you just have to be more creative (read: sneaky ;) ) |
06:10 |
VanessaE |
(and C128 users were routinely given programming manuals and such with their systems) |
06:15 |
VanessaE |
so....the unlogged error issue... |
06:16 |
VanessaE |
um... |
06:17 |
VanessaE |
too bad hmmmm already signed off, I think his theory that it's EmergeThread triggering them may be correct - they always seem to happen when someone signs on. I've got worlds bugging out that haven't had mods added or changed in months, and which are not logging their crashes anymore. |
06:37 |
|
darkrose joined #minetest-dev |
07:00 |
|
NakedFury joined #minetest-dev |
07:59 |
kaeza |
request for comments: https://github.com/kaeza/minetest/commit/b9985f152f3a72c76da00500a51f9725baaf35e0 |
08:03 |
kaeza |
basically, a set of callbacks (in Lua) are called before the player is actually initialized. possible uses include banning by name, wordlist, IP range, etc |
08:03 |
kaeza |
simple example usage: http://pastebin.com/xQwgnt1y |
08:04 |
VanessaE |
...or perhaps displaying a message to the user such as a notice that this server rejects "Guest" names. |
08:04 |
kaeza |
that too |
08:05 |
VanessaE |
(I can predict that nearly every server operator in the community will install such a mod in a heartbeat :D ) |
08:05 |
kaeza |
hah |
08:05 |
kaeza |
I know for sure the inchra network will be very please |
08:05 |
kaeza |
+d |
08:05 |
VanessaE |
G*d yes |
08:37 |
|
djdduty joined #minetest-dev |
08:48 |
|
darkrose joined #minetest-dev |
08:59 |
|
ecube joined #minetest-dev |
10:08 |
|
john_minetest joined #minetest-dev |
10:10 |
|
zweipktfkt joined #minetest-dev |
10:19 |
|
proller joined #minetest-dev |
10:28 |
|
troller joined #minetest-dev |
10:48 |
|
Megaf joined #minetest-dev |
10:51 |
|
Megaf joined #minetest-dev |
10:56 |
|
zweipktfkt joined #minetest-dev |
10:59 |
|
Gethiox3 joined #minetest-dev |
11:12 |
|
proller__ joined #minetest-dev |
11:34 |
|
iqualfragile joined #minetest-dev |
11:36 |
|
EdB joined #minetest-dev |
11:42 |
|
specing joined #minetest-dev |
11:51 |
|
smoke_fumus joined #minetest-dev |
11:53 |
|
EdB_ joined #minetest-dev |
11:58 |
|
NakedFury joined #minetest-dev |
12:36 |
|
ImQ009 joined #minetest-dev |
13:00 |
|
zat joined #minetest-dev |
13:08 |
|
hmmmm joined #minetest-dev |
13:10 |
|
jojoa1997 joined #minetest-dev |
13:19 |
proller__ |
https://play.google.com/store/apps/details?id=com.vicono.zombie |
13:30 |
|
emptty joined #minetest-dev |
13:31 |
emptty |
Hello there. |
13:32 |
emptty |
I just stumbled over https://github.com/fogleman/Craft and it seems to me that the rendering engine is faster than in minetest |
13:32 |
emptty |
you may want to get inspiration or something |
13:43 |
kaeza |
I've tested it, and seems quite unresponsive on my hardware |
13:43 |
kaeza |
didn't have time to fiddle much with it though |
13:45 |
emptty |
strange. It really stresses le my machine than minetest |
13:45 |
emptty |
it may be because it leverages my GPU? I've no idea at all |
13:45 |
emptty |
*stress less than minetest |
13:46 |
kaeza |
could be |
13:46 |
kaeza |
my CPU is mid-to-low-end (Intel E5700 @ 3GHz x2), but the gfxx card is crap (Intel integrated) |
13:46 |
kaeza |
-x |
13:48 |
emptty |
I don't even know what GPU I have. nvidia or something. The machine is 3+ years old so that's all rather well supported now |
13:49 |
kaeza |
"Intel Corporation 4 Series Chipset Integrated Graphics Controller (rev 03)", says lspci |
13:50 |
emptty |
Chipset: "NVIDIA NVa8" says the nouveau driver in X.log |
13:51 |
emptty |
so, it may well be the case that the GPU code of Craft is better than the one of minetest, but that the comparison is otherwise when the CPU must be used because the GPU is not enough |
13:56 |
iqualfragile |
proller__: https://play.google.com/store/apps/details?id=com.vicono.hungry https://play.google.com/store/apps/details?id=com.vicono.build |
13:57 |
proller__ |
we neeed sooources! |
13:58 |
emptty |
that's a clear GPL violation, yep |
14:00 |
emptty |
or not, maybe that's just a game on top of minetest without any change to the engine |
14:01 |
proller__ |
its have lot of changes about porting to android. disabling settings and optimize |
14:03 |
emptty |
did you guys ask for the sources already? |
14:04 |
kaeza |
one thing I just noticed is I get consistent low FPS (I'd say about 20FPS) in Craft no matter where I look (even at the sky), while in minetest it varies |
14:04 |
kaeza |
and still it isn't using even 10% of ONE CPU |
14:05 |
kaeza |
err core or whatever |
14:14 |
|
PilzAdam joined #minetest-dev |
14:15 |
emptty |
that too uses only 5% of my CPU. They are leveraging the GPU in a very impressive way |
14:19 |
emptty |
iqualfragile: proller__: did you ask for the sources of hungrygame and everything already? |
14:21 |
proller__ |
im not, but somebod y ask |
14:25 |
iqualfragile |
emptty: no |
14:25 |
thexyz |
emptty: I did ask |
14:26 |
thexyz |
celeron55: you got any reply from google? |
14:26 |
emptty |
thexyz: what was the answer? |
14:26 |
thexyz |
no answer yet |
14:27 |
emptty |
when did you ask? |
14:27 |
emptty |
(Im wondering of wether I should ask myself too, trying to be candid) |
14:27 |
thexyz |
emptty: yesterday; I've also asked celeron55 to submit a copyright violation to Google |
14:32 |
celeron55 |
i have thrown a DMCA notice to google about com.vicono.build and com.vicono.hungry |
14:32 |
celeron55 |
others shouldn't do it for now |
14:32 |
celeron55 |
we'll leave that for later if google doesn't care about my notice |
14:33 |
emptty |
but google will remove it. We would love to have it instead, wouldn't we? |
14:33 |
celeron55 |
also, the devs of those know for sure that they are breaking the law (they previously replied to an e-mail where i said it to them) |
14:34 |
celeron55 |
so don't expect anything on that side |
14:35 |
emptty |
I fail to see whether they sell it or give it for free (because I have no compatible device myself) |
14:35 |
proller__ |
just save apk + cache |
14:35 |
thexyz |
emptty: yes, we've already tried to contact them in the past |
14:35 |
celeron55 |
emptty: the price is a couple of USD |
14:35 |
thexyz |
they give it for free but that doesn't matter |
14:35 |
celeron55 |
oh, it's free now? well whatever; it was paid previously though |
14:35 |
emptty |
so, that's a clear GPL violation |
14:35 |
proller__ |
celeron55, now its free but with lot of adv |
14:35 |
thexyz |
or no? |
14:35 |
emptty |
I feel like I should contact debian's lawyers |
14:36 |
thexyz |
yes, it looks like it's free, and yes, it's LGPL violation |
14:36 |
celeron55 |
emptty: you can do that, but make sure to not spread any rumors; tell only facts |
14:36 |
celeron55 |
and make sure you know what LGPL means |
14:37 |
emptty |
celeron55: :) what you mean? |
14:37 |
celeron55 |
most people are utterly clueless how these licenses work and what is copyright means |
14:37 |
emptty |
for the record, I write LGPL code since 10+ years |
14:37 |
celeron55 |
-is |
14:37 |
celeron55 |
(and i don't know your background) |
14:38 |
emptty |
celeron55: if you can write down a statement, I could get it discussed with lawyers |
14:38 |
emptty |
we have a debian-private mailing list to get advices on such issues without spreading rumors, if you want to go under radar for now |
14:39 |
celeron55 |
emptty: the main issue here is that the minetest engine is distributed under LGPL by it's copyright holders and those things on play.google.com use a modified version of it without distributing modified source code |
14:40 |
thexyz |
I think for now we should wait for Google reply |
14:40 |
celeron55 |
or, that's not 100% sure; but it's very probable |
14:41 |
thexyz |
why's that not 100%? even the description page says it is |
14:42 |
emptty |
you guys downloaded the software? |
14:42 |
emptty |
very simple foresenic on the binary could prove it, to |
14:44 |
emptty |
thexyz: I'm not sure I agree |
14:44 |
emptty |
google will kill that project, and I'd prefer to free that project, and merge it into the main project |
14:46 |
thexyz |
that'd be good; but it's not that important |
14:46 |
thexyz |
the android port already is being developed |
14:46 |
thexyz |
and yes, we've already asked for the source code |
14:47 |
thexyz |
if you missed that my line |
14:47 |
thexyz |
like, a month ago, I guess? |
14:57 |
ShadowNinja |
kaeza: Add "lua_remove(L, -2);" After the second getfield/getglobal. |
14:58 |
emptty |
john_minetest: haha ! :) |
14:58 |
ShadowNinja |
kaeza: Also log the reason. |
14:58 |
emptty |
john_minetest: do you know http://dev.minetest.net/Git_Guidelines ? |
15:04 |
proller__ |
i know one place. where they already merged ;) |
15:05 |
emptty |
john_minetest: I don't have the commit right myself |
15:11 |
proller__ |
john_minetest, we trying to wait 1-3 days before merge, to not fight with rebases and sync once with minetest/master |
15:12 |
Taoki |
Ohh, RBA's shaders are finally in Minetest master! |
15:12 |
Taoki |
I wonder if there's a list on which settings to use to enable the all |
15:15 |
ShadowNinja |
kaeza: Otherwise it looks good. |
15:16 |
ShadowNinja |
Taoki: They're in the settings menu. |
15:16 |
Taoki |
ShadowNinja: Oh, good then |
15:18 |
kaeza |
ShadowNinja, alright |
15:18 |
kaeza |
what about the function name as sapier pointed? |
15:19 |
|
us|0gb joined #minetest-dev |
15:19 |
|
us|0gb joined #minetest-dev |
15:33 |
|
Megaf joined #minetest-dev |
15:35 |
ShadowNinja |
kaeza: prejoin seems right. But you definitely shouldn't be using RUN_CALLBACKS_MODE_FIRST as it only lets the first registered callback disconnect players. Use MODE_OR. |
15:36 |
kaeza |
ShadowNinja, that is intended |
15:36 |
kaeza |
why would you want to call another callback when one errors? |
15:36 |
kaeza |
s/errors/returns a meaningful value/ |
15:36 |
ShadowNinja |
kaeza: Um, so only one mod can disconnect players? (Or builtin) |
15:37 |
kaeza |
oh wait, misread that |
15:37 |
ShadowNinja |
kaeza: You cal log the IP and the like. But the right mode for that is MODE_OR_SC. |
15:40 |
ShadowNinja |
IMO it should be MODE_OR. The first reason will be used but other mods and log and announce things. |
15:40 |
ShadowNinja |
can* |
15:43 |
ShadowNinja |
And this makes a whitelist childishly easy to implement. |
15:44 |
|
ecube joined #minetest-dev |
15:50 |
|
salamanderrake joined #minetest-dev |
15:57 |
|
Calinou joined #minetest-dev |
16:04 |
specing |
Why is minetest constantly stat()ing /etc/localtime? |
16:04 |
specing |
stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=1931, ...}) = 0 |
16:04 |
specing |
stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=1931, ...}) = 0 |
16:04 |
specing |
stat("/etc/localtime", {st_mode=S_IFREG|0644, st_size=1931, ...}) = 0 |
16:05 |
specing |
grep found 34! stat() calls on that file before it crashes |
16:05 |
specing |
write(2, "17:05:29: ERROR[main]: ERROR: An"..., 8817:05:29: ERROR[main]: ERROR: An unhandled exception occurred: Cannot open database file) = 88 |
16:05 |
specing |
Minetest has some weird directory management |
16:05 |
specing |
strace -f ./bin/minetestserver --config minetest.conf --world home --logfile '' |
16:06 |
specing |
[pid 434] open("/data/specing/programs/minetest/minetest/bin/../games/minetest_game/minetest.conf", O_RDONLY) = -1 ENOENT (No such file or directory) |
16:06 |
specing |
Wait what, I give it a config and it can't look into the CWD? |
16:06 |
specing |
open("minetest.conf", O_RDONLY) = 3 |
16:06 |
specing |
open("/data/specing/programs/minetest/minetest/bin/../games/minetest_game/game.conf", O_RDONLY) = 3 |
16:06 |
specing |
[pid 463] open("/data/specing/programs/minetest/minetest/bin/../games/minetest_game/minetest.conf", O_RDONLY) = -1 ENOENT (No such file or directory) |
16:07 |
ShadowNinja |
specing: Pastebin please. |
16:07 |
specing |
I don't understand this game. |
16:09 |
specing |
http://sprunge.us/CiiC |
16:10 |
thexyz |
you are thinking too much |
16:11 |
thexyz |
and in the wrong direction too |
16:12 |
thexyz |
for instance, nothing wrong with it looking for minetest.conf in game's path |
16:12 |
thexyz |
because that's how things work; the game can have minetest.conf too |
16:12 |
thexyz |
so can you please clarify your problem a bit? |
16:16 |
specing |
There is none atm, I was just wondering about those needless stat()s |
16:20 |
|
john_minetest joined #minetest-dev |
16:25 |
specing |
lol @ mod workers |
16:27 |
|
EvergreenTree joined #minetest-dev |
16:27 |
kaeza |
ShadowNinja, are the lua_remove/pop strictly required? I have checked SCRIPTAPI_PRECHECKHEADER, and it seems to handle that stuff conveniently |
16:28 |
ShadowNinja |
celeron55: So what do you think about the #num -> url bot? |
16:30 |
ShadowNinja |
kaeza: You need to remove the minetest table after retrieving it. Unless that resets the stack when the function returns. |
16:31 |
kaeza |
ShadowNinja, SCRIPTAPI_PRECHECKHEADER seems to do that itself, other wise all the other functions would be in error, as none of them bothers to clean up anything |
16:32 |
|
Jordach joined #minetest-dev |
16:32 |
celeron55 |
ShadowNinja: enable it and we'll see what people think |
16:32 |
celeron55 |
i'm sure we know after a few weeks if it's good or not |
16:37 |
|
VanessaE joined #minetest-dev |
16:38 |
|
ShadowBot joined #minetest-dev |
16:40 |
|
Warr1024 joined #minetest-dev |
16:41 |
Warr1024 |
ShadowNinja: looks like that shaded chat commit didn't make it in? |
16:43 |
ShadowNinja |
Warr1024: I haven't pushed it yet. But it's ready as soon as someone else agrees. |
16:46 |
Warr1024 |
oh, ok, I thought you had had the necessary agreements. |
16:47 |
ShadowNinja |
Well, I could push it I guess. But apparently it's a little controversial... |
16:47 |
VanessaE |
"a little" ... |
16:48 |
Warr1024 |
really? I thought there was only 1 against. |
16:48 |
Warr1024 |
we could try to do the text outlining thing. |
16:48 |
emptty |
you guys develop a game using methodologies that would be needed for nuclear power plants :) |
16:49 |
Warr1024 |
I'd hope that making a change to a nuclear power plant requires the agreement from at least 3 core engineers... |
16:49 |
ShadowNinja |
Warr1024: Do you have any ideas on how to do that well that will work with both freetype and bitmaps? |
16:51 |
|
NakedFury joined #minetest-dev |
16:51 |
|
us`0gb joined #minetest-dev |
16:52 |
specing |
Hmm they dont handle lava |
16:57 |
kaeza |
https://dl.dropboxusercontent.com/u/100008207/Screenshot%20from%202013-12-12%2013%3A53%3A51.png <-- 13:13:45: ERROR[main]: Access denied. Reason: Guest accounts are disallowed. Please choose a proper username and try again. |
16:57 |
kaeza |
ShadowNinja, ^ |
16:58 |
kaeza |
related: http://pastebin.com/akMiaR6e |
16:58 |
VanessaE |
someone needs to fix that ^^^ stupid error dialog to be capable of showing more than ~3 lines of text. even with the default font you can see it gets chopped off, despite being hugely oversized. |
16:58 |
VanessaE |
~2* |
16:59 |
|
us^0gb joined #minetest-dev |
16:59 |
Warr1024 |
If you render text into the bounding box (0,0,100,100), it should produce the exact same pixels as if rendered into (1, 1, 101, 101) using any font engine. |
17:00 |
Warr1024 |
so we can outline the text by just rendering it a handful of times with shifted bounding boxes, in black, before rendering the final one in white over top. |
17:00 |
kaeza |
ShadowNinja, also changed to MODE_OR |
17:00 |
VanessaE |
Warr1024: but do that only if freetype is being used. |
17:00 |
Warr1024 |
VanessaE: why? |
17:01 |
VanessaE |
Warr1024: because a bitmap font doesn't need it. https://forum.minetest.net/viewtopic.php?id=4436 |
17:01 |
kaeza |
anything else? |
17:01 |
|
Zeitgeist_ joined #minetest-dev |
17:01 |
Warr1024 |
VanessaE: ah, that's pretty neat, actually. |
17:02 |
Warr1024 |
in that case it sounds like this is only a problem for freetype. |
17:02 |
VanessaE |
nevermind whether that font is actually included with Minetest (it probably never will be because no one can be bothered)...the fact that it can be done without changes to the engine is all that shoudl matter. |
17:02 |
VanessaE |
that font has some kerning issues, but I can't be sure whether the font is the problem or the engine is |
17:03 |
VanessaE |
and no one seems to be bothered enough to look into it |
17:03 |
Warr1024 |
I'd love to have a nice narrow sans monospace font as the standard... |
17:03 |
Warr1024 |
unfortunately it looks like a lot of UI elements aren't sized right for that font. |
17:04 |
VanessaE |
yeah I know |
17:05 |
VanessaE |
between the kerning glitches (which I think are somewhere in the engine) and the fact that its i18n support is limited, it will probably never be merged |
17:05 |
VanessaE |
but that font is, imho, the best look minetest's fonts will ever get short of your idea of multiple drawing passes. |
17:06 |
thexyz |
https://github.com/minetest/minetest/issues/1048 |
17:06 |
Warr1024 |
hm, yeah, I forgot about i18n. |
17:06 |
thexyz |
i18n matters. |
17:06 |
Warr1024 |
yeah, maybe freetype font outlining is the best long-term approach. |
17:07 |
Warr1024 |
projects that undervalue i18n are f4d. |
17:07 |
ShadowNinja |
Warr1024: Yes, but that's a extremely hacky and slow way to do it. It isn't a good way. |
17:07 |
Warr1024 |
yes. There are no good ways. |
17:07 |
VanessaE |
thexyz: I'm sure it does, to a large part of the minetest userbase for sure, but a much larger part of the userbase doesn't, honestly, give two shits about it :) |
17:08 |
thexyz |
I personally think that bitmap fonts should be dropped |
17:09 |
Warr1024 |
ShadowNinja: so what would be the non-hacky way? |
17:09 |
VanessaE |
freetype has outlining effects avaailable. |
17:09 |
VanessaE |
-a |
17:09 |
VanessaE |
you could draw in two passes |
17:09 |
Warr1024 |
oh? that'd be pretty neat |
17:09 |
VanessaE |
one in black, outlined mode, one in white, normal mode on top of that |
17:09 |
thexyz |
VanessaE: where? |
17:09 |
ShadowNinja |
^ Or the background. |
17:09 |
VanessaE |
http://www.wildfiregames.com/forum/index.php?showtopic=17365 |
17:09 |
VanessaE |
saw it on this page |
17:09 |
VanessaE |
"Glyph outline" mode |
17:09 |
Warr1024 |
I don't know if irrlicht exposes anything like that in its interfaces, and I definitely don't know the engine well enough to end-run around irrlicht to access freetype directly... |
17:10 |
kaeza |
https://github.com/kaeza/minetest/commit/e7a9468cd907a3b44eb34c0ddbec5499290f94dd |
17:11 |
thexyz |
VanessaE: I think font shadow will look better, tbh |
17:11 |
VanessaE |
indeed so. |
17:12 |
Warr1024 |
stroke effect would be the most readable. |
17:12 |
Warr1024 |
unless the shadow is tunable |
17:12 |
Warr1024 |
i.e. so we can have some shadow in the upper-left, even if it's heavier in the lower-right. |
17:12 |
|
OldCoder joined #minetest-dev |
17:16 |
Warr1024 |
also, VanessaE, it looks like your example is using shaders. |
17:17 |
VanessaE |
what example? |
17:17 |
Warr1024 |
your wildfiregames link. |
17:17 |
VanessaE |
wildfiregames? |
17:17 |
VanessaE |
o.O |
17:17 |
Warr1024 |
(12:09:35) VanessaE: http://www.wildfiregames.com/forum/index.php?showtopic=17365 |
17:17 |
VanessaE |
oh that |
17:18 |
VanessaE |
oh right, well pay that no mind anyway |
17:18 |
VanessaE |
there are freetype calls to do the job too |
17:18 |
Warr1024 |
ah, ok |
17:18 |
VanessaE |
http://www.freetype.org/freetype2/docs/reference/ft2-glyph_stroker.html |
17:18 |
VanessaE |
http://www.freetype.org/freetype2/docs/reference/ft2-outline_processing.html |
17:18 |
VanessaE |
probably more |
17:18 |
Warr1024 |
I guess that would mean using freetype to do text instead of irrlicht, though, which could be a bit bigger of a task... |
17:19 |
VanessaE |
bbl |
17:19 |
thexyz |
we already use CGUITTFont |
17:19 |
thexyz |
I feel like modifying it won't be a hard task |
17:19 |
Warr1024 |
feel like taking a shot at it? |
17:20 |
thexyz |
playing with it right now |
17:20 |
Warr1024 |
sweet |
17:20 |
Warr1024 |
maybe we can have readable chat AND keep spacebar heating :-) |
17:20 |
Warr1024 |
bbl |
17:20 |
VanessaE |
http://xkcd.com/1172/ |
17:20 |
VanessaE |
oblig. |
17:25 |
thexyz |
after hacking into cguittfont sources http://i.imgur.com/swRRhjy.png |
17:25 |
NakedFury |
so much better |
17:25 |
NakedFury |
how is it ingame? |
17:26 |
thexyz |
http://i.imgur.com/9PTeUZb.png |
17:26 |
NakedFury |
yeah thats much better |
17:27 |
thexyz |
sun http://i.imgur.com/VDd6iTn.png |
17:27 |
VanessaE |
indeed that is better |
17:27 |
VanessaE |
what method did you use? |
17:28 |
thexyz |
ok, then I'll add a setting and submit a pull |
17:28 |
thexyz |
just draw it twice |
17:28 |
thexyz |
https://gist.github.com/xyzz/e465463d2834a390bca0/raw/e77b56cd2dbf673863b762a12011042b546acdcc/gistfile1.txt |
17:28 |
pitriss |
thexyz: please can you try screenshot with bigger font? :) |
17:29 |
thexyz |
shadow offest's gonna be configurable; anyway, here's a patch, you can test it yourself |
17:31 |
pitriss |
thexyz: okay.. if it will be configurable, then ok.. and if it will be offset setting then offset = 0,0 is "no effect" in fact.. so great for me:) |
17:31 |
ShadowNinja |
Irrlicht and CGUITTFont don't seem to provide any methods to draw a outline. |
17:32 |
|
jin_xi joined #minetest-dev |
17:32 |
Warr1024 |
argh with the configuration again |
17:33 |
VanessaE |
ok, bbl for real now. |
17:34 |
Warr1024 |
if I had my way, I'd probably draw a copy to the upper-left as well, semi-transparent |
17:34 |
Warr1024 |
that'd make the text pop out completely, and mean a bit less brain-work decoding certain characters from their shadows |
17:34 |
Warr1024 |
but the way it is right now is already a big improvement |
17:35 |
Warr1024 |
though if I'm feeling particularly picky, I'd probably just maintain a patchset. |
17:36 |
Warr1024 |
damn thexyz, that was some nice work. |
17:37 |
thexyz |
5-lines patch isn't anything remotely nice work |
17:38 |
Warr1024 |
I'd be impressed if you got it to work in 3, but given the time it took you, it's not bad. |
17:40 |
thexyz |
okay |
17:41 |
Warr1024 |
maybe I'll mess around with this thing some time, see if I can come up with some different effects, and maybe a reasonable way to configure the thing without becoming a maint nightmare... |
17:43 |
Warr1024 |
does calling that draw 2d image batch method actually cause freetype to render the text again, or was it already pre-rendered to some off-screen surfaces and it just gets blitted? |
17:50 |
thexyz |
https://github.com/minetest/minetest/pull/1049 |
17:50 |
thexyz |
no, it doesn't call freetype |
17:50 |
Warr1024 |
ah, cool |
17:51 |
Warr1024 |
so you can add more copies of the text at relatively low cost? |
17:51 |
thexyz |
looks like it |
17:53 |
Warr1024 |
It'd be pretty neat if we could configure it by specifying an array of (dx, dy, r, g, b, a) tuples for each additional copy to draw, with some common example(s) in minetest.conf.example. |
17:59 |
|
emptty joined #minetest-dev |
18:08 |
ShadowNinja |
https://github.com/minetest/minetest/pull/1047 looks good. Anyone to agree? |
18:17 |
ShadowNinja |
thexyz: ^ |
18:21 |
specing |
pastebin.com |
18:21 |
specing |
Come on |
18:21 |
specing |
Out of all the pastebins |
18:23 |
|
BlockMen joined #minetest-dev |
18:25 |
BlockMen |
thexyz, the shadow is enabled by default in #1049? |
18:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/1049 |
18:26 |
Warr1024 |
oh, mt issue # -> link converter, nice |
18:27 |
thexyz |
BlockMen: yes |
18:28 |
Warr1024 |
thexyz: wow, you even managed to make it pitriss-compatible. |
18:29 |
BlockMen |
thexyz, i would prefer to leave it disabled by default. |
18:29 |
BlockMen |
and how about an option for the shadow color like for selection box https://github.com/minetest/minetest/blob/master/minetest.conf.example#L150 |
18:29 |
thexyz |
I don't think it should be turned off by default |
18:30 |
Warr1024 |
it's a double-edged sword, without reliable data on what people actually want overall... |
18:30 |
thexyz |
not sure if there should be an option either; having options for every single things isn't the best idea |
18:30 |
thexyz |
people want readable fonts |
18:30 |
thexyz |
this pull gives them readable fonts |
18:30 |
Warr1024 |
disabling it by default could cause people not to know it even exists. |
18:31 |
ShadowNinja |
Whatever is added has to be enabled by default. |
18:32 |
ShadowNinja |
BlockMen: Does #1047 look good? |
18:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/1047 |
18:33 |
ShadowNinja |
Oh, kaeza: The semicolon should be on the last code line, not it's own line. |
18:33 |
celeron55 |
thexyz: throw that in |
18:34 |
kaeza |
ShadowNinja, :I |
18:35 |
ShadowNinja |
kaeza: Or I can do it... |
18:35 |
kaeza |
too late |
18:36 |
thexyz |
celeron55: done |
18:38 |
ShadowNinja |
thexyz, celeron55: Can you check that? |
18:38 |
BlockMen |
ShadowNinja, seem good for me |
18:42 |
thexyz |
uh, I guess it's ok? not sure why are you asking me because I've never worked with lua api |
18:45 |
BlockMen |
i still see not the point of not adding a setting for the shadow color |
18:46 |
thexyz |
add it then |
18:47 |
* BlockMen |
will do |
18:47 |
BlockMen |
*but not now :P |
18:57 |
|
OldCoder joined #minetest-dev |
19:01 |
|
troller joined #minetest-dev |
19:01 |
|
proller joined #minetest-dev |
19:03 |
|
EvergreenTree joined #minetest-dev |
19:11 |
|
djdduty joined #minetest-dev |
19:28 |
* BlockMen |
wonders if color or alpha makes more sense |
19:44 |
pitriss |
BlockMen: and is there any big difference to use RRGGBB or RRGGBBTT ?:) |
19:44 |
troller |
TT |
19:45 |
BlockMen |
he means AA i guess |
19:45 |
pitriss |
TT as transparency leve |
19:45 |
pitriss |
l |
19:45 |
BlockMen |
and yes, but since its a shadow alpha makes more sense |
19:45 |
pitriss |
yep |
19:45 |
BlockMen |
so i will use alpha now |
19:50 |
|
Calinou joined #minetest-dev |
20:06 |
BlockMen |
is that ok? https://github.com/BlockMen/minetest/commit/58ff3aa6468c0b83ebb44e7d12c304e38d1c8924 |
20:07 |
BlockMen |
but i would prefer to make default alpha ~120 instead of 255 |
20:08 |
celeron55 |
why not read the whole color from the file? |
20:08 |
celeron55 |
wasn't a function for that added anyway for some formspec stuff |
20:09 |
BlockMen |
i considered that but then i thought its a shadow so its ment to be dark |
20:09 |
BlockMen |
maybe we can add a function for fontcolor, that would make more sense IMO |
20:09 |
BlockMen |
s/function/option |
20:14 |
celeron55 |
eh |
20:15 |
celeron55 |
"dark" does not mean "colorless"; shadows are simply areas that are lit by some other light source than the major light source |
20:15 |
celeron55 |
not that this really matters but you started |
20:21 |
BlockMen |
ok, lets say "natural shadows" are ment to be colorless itself but seem/look like to have different colors depending on their intensity |
20:22 |
BlockMen |
but since there are graphical shadows they can have every color ofc |
20:29 |
BlockMen |
but beside the shadow-definitions...can someone agree? |
20:32 |
ShadowNinja |
Does https://github.com/minetest/minetest/pull/1046 look good? |
20:38 |
BlockMen |
ShadowNinja, seems fine |
20:38 |
|
EvergreenTree joined #minetest-dev |
20:39 |
|
Miner_48er joined #minetest-dev |
20:41 |
celeron55 |
ShadowNinja: i've basically agreed to it already |
20:49 |
BlockMen |
since it seem to need the longer way: https://github.com/minetest/minetest/pull/1050 |
20:51 |
|
BlockMen left #minetest-dev |
21:07 |
|
Miner_48er joined #minetest-dev |
21:10 |
|
proller joined #minetest-dev |
21:19 |
|
us{0gb joined #minetest-dev |
21:20 |
|
Akien joined #minetest-dev |
21:53 |
|
bas080 joined #minetest-dev |
22:04 |
|
Weedy_lappy joined #minetest-dev |
23:10 |
|
book` joined #minetest-dev |
23:11 |
|
werwerwer joined #minetest-dev |
23:24 |
iqualfragile |
feature request function to remove crafting recepies |
23:28 |
|
sapier joined #minetest-dev |
23:29 |
iqualfragile |
sapier, core devs: wouldnt it be a good idea to put most of mobfs code into core? |
23:34 |
VanessaE |
iqualfragile: that general idea has been discussed to death |
23:34 |
iqualfragile |
to which outcome? |
23:34 |
sapier |
iqualfragile not by now |
23:34 |
VanessaE |
to THAT outcome. |
23:35 |
sapier |
I don't want to start that discussion again there's no chance to merge any of the two competing mob implementations for now as both aren't ready for this ... mobf is to complex while sm is to simple |
23:35 |
sapier |
oops forgot , again sorry |
23:36 |
iqualfragile |
ah, ok, just wondering |
23:38 |
sapier |
I try to get mobf's features to core where usefull and possible but it'll take some time ... in best case this process will render mobf useles |
23:38 |
sapier |
+s |
23:39 |
sapier |
but don't expect that to happen within next year ;-) |
23:41 |
|
djdduty_ joined #minetest-dev |
23:42 |
iqualfragile |
but a remove crafting recepie function would be nice |
23:42 |
sapier |
great minetest now is capable of precognition |
23:42 |
sapier |
oh no it isn't |
23:43 |
sapier |
it needs to be cleant up prior merge |
23:44 |
iqualfragile |
sapier: precognition? |
23:45 |
sapier |
right now it's just a proof of concept. Any final version souldn't just duplicate 90% code for remove and add but use same code to do it for both |
23:45 |
sapier |
forget about it :-) |
23:45 |
VanessaE |
cleant? :) |
23:45 |
sapier |
hmmm guess clean isn't a irregular verb? |
23:46 |
sapier |
I don't know how often I did this wrong ... guess I'll never learn it |
23:47 |
VanessaE |
no grammar lessons today :) |
23:48 |
|
bas080 joined #minetest-dev |
23:51 |
sapier |
you don't loose "so much" performance, mobf is quite performant in latest version. at least if you don't use those features that can't be done in a performant way |
23:53 |
|
PandemoniuM joined #minetest-dev |
23:53 |
sapier |
e.g. if you want to have 200 mobs active, each one attacking next available enemy, each mob has to check all other 200 mobs around |
23:54 |
PandemoniuM |
mobs vs mobs = immersion |
23:55 |
sapier |
if you want to have a guard, that's the only way to do |
23:55 |
proller |
20 years ago doom mobs was able to attack other mobs |
23:55 |
PandemoniuM |
TPs are game ruiners imo |
23:55 |
PandemoniuM |
like i said, my opinion lol. not a popular view, i know |
23:56 |
sapier |
of course 200 mobs is a quite extreme usecase, another slow option is lot's of mobs trying to do pathfinding same time |
23:57 |
proller |
sapier, no need to make 200^2 lookups, you can find lot of optimized algorithms |
23:57 |
PandemoniuM |
i really like this project because its so much more developed and well written than Manic Digger, but i threw MT on my 4gb rackspace server and im encountering a lot of lag issues.. |
23:57 |
proller |
some doom2 maps have 1500+ mobs |
23:57 |
sapier |
A* is only good in average case |
23:57 |
sapier |
doom2 is scripted |
23:58 |
sapier |
I've never seen more than a couple of mobs same time there ... and they do have precompiled worlds |
23:58 |
sapier |
btw doom2 is 2d map only |
23:59 |
proller |
2.1d and it can run on 486 |
23:59 |
PandemoniuM |
is there a lifetime on the blocks that havent been picked up? |
23:59 |
proller |
now you have 1000++x more cpu power |
23:59 |
proller |
and lua, it eat all ;) |
23:59 |
sapier |
and a real 3d dynamic map |
23:59 |
sapier |
that's most important thing |
23:59 |
sapier |
doom2 can use precompiled movemaps |