Time |
Nick |
Message |
00:00 |
proller |
no, with current hardware you can run 1000+ mobs on any map |
00:01 |
sapier |
only by adding some (more or les sane) constraints |
00:01 |
proller |
but mobs engine must be c++ |
00:01 |
sapier |
all mobs have been separated from mobf for some time |
00:02 |
sapier |
c++ wont help at all as long as map data and calculation has to be done synchronously |
00:02 |
sapier |
if I could do pathfinding in a separate thread just take result it wouldn't be any issue |
00:03 |
sapier |
but it has to be done in main game loop ... that's what causes lag |
00:03 |
sapier |
finding a path for a single mob may just require 20ms for example, but if there are 10 doing this at same time its 200 |
00:04 |
sapier |
bears are 90% complete I just miss a texture ... they will be part of mobf 2.4 |
00:05 |
sapier |
because calculating a path requires map access and map access can only be done within environment lock |
00:05 |
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00:05 |
sapier |
not a mobf issue but a core design issue that is required to be fixed |
00:05 |
sapier |
of course, that's already possible |
00:06 |
sapier |
by the time I wrote lua pathfinding vmanip wasn't available |
00:07 |
sapier |
maybe once async api is available within scriptapi I'll give it a try, I already have map preloading code in that algorithm |
00:07 |
sapier |
loading all nodes at once was superior to loading on demand ... but still lua was slower then core |
00:08 |
sapier |
bear would've been part of 2.3 if I had a texture, it's code is completed |
00:08 |
iqualfragile |
sapier: false: yo do not need to make n^2 lookups to determine the next mob |
00:08 |
iqualfragile |
otherwise it would be prety much impossible to code anything like a physics library |
00:08 |
iqualfragile |
there are more efficient algorythms |
00:09 |
sapier |
I didn't think about a smarter implementation as usually there aren't that much mobs around, any suggestion how to find next one? |
00:10 |
iqualfragile |
sapier: i am not quite sure anymore how it was exactly, but let me do some research |
00:11 |
iqualfragile |
ah, right |
00:11 |
sapier |
ok but you need to consider that there's only a list of objects |
00:11 |
iqualfragile |
it was about splitting the map into some blocks and then only checking within the blocks and around the borders |
00:12 |
sapier |
I only fetch mobs within range I'm interested |
00:12 |
iqualfragile |
is this implemented efficiently inside minetest? |
00:12 |
sapier |
I could do that incrementaly of course |
00:12 |
iqualfragile |
if it is: just do some kind of jump search beginning with a realy small radius |
00:13 |
sapier |
e.g. radius 1 2 3 4 ... end of interest ... but for some things (attraction) I need to do something for all mobs within range |
00:13 |
iqualfragile |
well, that is per definition not optimizable |
00:14 |
sapier |
yes but a very usefull feature ... yet a very specific one so I didn't try to get it to core by now |
00:14 |
iqualfragile |
what exactly do you mean by atraction? |
00:14 |
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00:14 |
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00:15 |
sapier |
e.g. if you are within a certain range you increas your attraction value for that mob once you pass a certain threshold actions are done e.g. attack is started |
00:16 |
sapier |
I know that's a quite heavy feature as of cpu requirement, but it's very usefull for some situations |
00:17 |
iqualfragile |
hmm… does it? which ones? |
00:17 |
iqualfragile |
is it used for e.g. zombies? |
00:17 |
sapier |
e.g. don't attack someone just passing by, but attack him if he's there to stay |
00:17 |
sapier |
no wolf uses it |
00:17 |
sapier |
and trader to decide whom to face |
00:18 |
sapier |
both are meant to be rare mobs ... ok doesn't work for wolf in 2.3 ;-) |
00:18 |
sapier |
attraction in mobf even distinguishes if someone is in front of wolf or at back |
00:20 |
sapier |
yes fixed it in 2.4 ... guess I need to backport that fix to stable |
00:20 |
sapier |
thought it wouldn't happen that often |
00:22 |
sapier |
thanks for your bugreport I'll fix it in 2.3.4 |
00:29 |
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00:33 |
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00:38 |
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01:13 |
VanessaE |
you know what I'd love to see on Minetest? a secondary dialog to ask the user to enter their password. |
01:13 |
VanessaE |
i.e. if a server demands one and you forget to enter yours, you get a second chance instead of having to back out, enter it, and reconnect |
01:19 |
ShadowNinja |
VanessaE: That doesn't seem terribly usefull. But I think that a "Confirm password" field on first connect is a must. |
01:19 |
VanessaE |
yes |
01:20 |
VanessaE |
about second-chances, I suggest it because I find myself doing that all too often :) |
01:35 |
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01:44 |
iqualfragile |
can we include the snow mod into the christmas release? |
01:47 |
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01:49 |
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01:49 |
VanessaE |
that would be very nice indeed, but it would be awful slow |
01:49 |
VanessaE |
mapgen v7 can do this natively and very fast but that mapgen is not ready for general use yet |
01:54 |
iqualfragile |
VanessaE: i think it is, but minetest_game would need to be adapted to it |
01:56 |
VanessaE |
hmmmm did have some code "out there" that would add all of the biomes normally seen in mapgen v6, to v7 (as a separate mod that would be perhaps included in mt_game), but why that isn't being "published", idk |
01:57 |
iqualfragile |
well, we should better hurry up finding out, christmas is near |
02:01 |
VanessaE |
indeed so. |
02:01 |
VanessaE |
that WOULD be an appropriate christmas release, to finally add the snow biomes mod, but it would need to be rewritten to use vmanip I think |
02:01 |
VanessaE |
afaik it still uses the old ways with add_node() and the like |
02:02 |
VanessaE |
but I haven't looked at it in months. |
02:04 |
iqualfragile |
well, some release was just uploaded to mmdb so it caught my attention |
02:05 |
iqualfragile |
good night |
02:33 |
ShadowNinja |
IMO we should add something special for christmas, but it shouldn't add nodes or items so that it can be removed. (christmas textures?) |
02:34 |
VanessaE |
well the snow mod uses the default snow/ice nodes now, doesn't it? |
02:34 |
VanessaE |
so if removed, all it would do is cause the engine to stop making new snow biomes |
02:35 |
VanessaE |
though it does add some fir trees and decorated "christmas" trees too |
02:35 |
VanessaE |
so those would have to be aliased to air if removed |
02:47 |
hmmmm |
snowfall can be made fast with voxelmanip |
02:48 |
hmmmm |
I was thinking about it for a while before, probably our best bet is to hard code a santa hat onto player models |
02:49 |
hmmmm |
except we'd have to include the santa hat model |
02:49 |
ShadowNinja |
Hmmm, yes, a air alias would do the trick. |
02:50 |
ShadowNinja |
hmmmm: That could be done by modifying the texture, but a new model would break custom skins. |
02:50 |
hmmmm |
see, no matter what we do, we're going to have to include new files along with the release and it'll be totally obvious to anybody what's there |
02:50 |
hmmmm |
no, the model gets drawn on top of the player model |
02:50 |
hmmmm |
the santa hat is its own model |
02:50 |
ShadowNinja |
(And I'd like to get SamII merged. |
02:51 |
ShadowNinja |
Ah, O.K. |
02:51 |
ShadowNinja |
That seems good. |
02:52 |
hmmmm |
we just need somebody to make the model |
02:52 |
Exio4 |
i think it will still be obvious |
02:52 |
Exio4 |
the commit log is public; and also the log of this channel is public |
02:53 |
VanessaE |
Sam II and the split-limb model, please |
02:53 |
hmmmm |
yeah, no point in trying to hide it |
02:54 |
ShadowNinja |
Most of Minetest's users don't use this channel and use stable builds. |
02:54 |
hmmmm |
still |
02:54 |
Exio4 |
yeah, but i mean about the "and it'll be obvious to anybody what's there"... it would be obvious anyway ;) |
02:54 |
Exio4 |
you can't change that, so you just do it! |
02:54 |
hmmmm |
alright so we make a hat model |
02:54 |
VanessaE |
sapier did a test of converting stu's split-limb model to...um, b3d I think it was. MT loaded it just fine, and it ended up smaller than the default model's .x file (so the argument that it would be bigger, which it would be if kept in its normal .x format, is invalid) |
02:55 |
hmmmm |
we add that along with a tiny bit of code that displays it during christmas week |
02:55 |
hmmmm |
then a week after the release and everything goes through we just revert that commit |
02:55 |
hmmmm |
yes? |
02:55 |
VanessaE |
yes |
02:56 |
Exio4 |
and release 0.4.10 then? |
02:56 |
hmmmm |
we go onto 0.5.0 then |
02:56 |
ShadowNinja |
Jordach will probably be willing to make the model. |
02:56 |
hmmmm |
alright well |
02:56 |
Exio4 |
the 0.5.x? and remove all the compability shit? |
02:56 |
VanessaE |
0.4.9 --> 0.5.0? ehm... |
02:56 |
hmmmm |
exio4, there will be no compatibility issues to begin with |
02:57 |
ShadowNinja |
Wait, this is rather minor release. 0.4.9? |
02:57 |
Exio4 |
all the code for mantaining the compability in-0.4.x |
02:57 |
Exio4 |
you can connect to 0.4.6 servers (and even 0.4.4 iirc) right now with 0.4.8 |
02:57 |
ShadowNinja |
Next we can add bkvl and remove support and all sorts of wacky things. |
02:58 |
hmmmm |
never really looked into bkvl |
02:58 |
ShadowNinja |
But this is minor, so 0.4.9. |
02:58 |
Exio4 |
it is the "fuck the actual way to serialize shit and make it properly" thing was talked about before |
02:58 |
hmmmm |
I think our way of serializing things is just fine |
02:59 |
Exio4 |
try to add fields |
02:59 |
Exio4 |
and still have 'compatibility' with older things |
02:59 |
Exio4 |
(and newer) |
02:59 |
hmmmm |
we do what we were doing the whole while |
03:00 |
hmmmm |
it's better than having to do key lookups every time |
03:00 |
Exio4 |
the one suggesting this at first was c55 |
03:00 |
hmmmm |
why not just make the protocol use XML |
03:00 |
hmmmm |
pffffff |
03:03 |
ShadowNinja |
AFAIK BKVL is a custom implementation of messagepack. |
03:04 |
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03:05 |
* VanessaE |
fear the crazy talk going on in here..... *shudder* |
03:06 |
hmmmm |
well I'm looking at messagepack right now |
03:06 |
hmmmm |
I'd say it's cute but I could do better |
03:06 |
VanessaE |
+s |
03:17 |
hmmmm |
so what if we had whizzdles |
03:18 |
hmmmm |
except instead of bloaty XML and bloaty SOAP bullshit, it's sane |
03:18 |
hmmmm |
right after the initial connection handshake, a description of the protocol is exchanged |
03:19 |
hmmmm |
and then there, we have the compactness of the current protocol except we have extensibility |
03:19 |
hmmmm |
you pay a penalty with BKVL and I'd rather pay no size penalty at all |
03:24 |
VanessaE |
is anyone else seeing sudden, inexplicably large memory usage of the server followed by out-of-memory crashes? |
03:24 |
ShadowNinja |
hmmmm: whizzdles? But sending a initial description rather than keys in every message sounds good. |
03:24 |
hmmmm |
WSDL |
03:24 |
hmmmm |
I got into calling it "whizzdle" |
03:26 |
ShadowNinja |
I like the idea, but not the XML and SOAP. |
03:26 |
hmmmm |
I explicitly said "no XML or SOAP" |
03:28 |
ShadowNinja |
Yes, I saw. What do you intend to replace it with? JSON? BKVL/messagepack? |
03:29 |
hmmmm |
no |
03:29 |
hmmmm |
god dammit |
03:29 |
hmmmm |
I said we send the messages the same exact way we do right now, except the protocol is described right after the initial handshake |
03:29 |
hmmmm |
e.g. in some binary description it'd say |
03:30 |
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03:30 |
hmmmm |
"for packet 0x47 we have a string followed by a float and then an integer, and these are the offsets to each member inside the struct they're deserialized into" |
03:30 |
thexyz |
protobuf |
03:31 |
hmmmm |
sure, protobuf |
03:31 |
ShadowNinja |
Yes, I got that. |
03:31 |
hmmmm |
except without the need to compile template code |
03:31 |
thexyz |
https://developers.google.com/protocol-buffers/docs/reference/cpp/google.protobuf.dynamic_message |
03:33 |
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03:38 |
hmmmm |
alright I'm going to get some things psuhed |
03:41 |
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07:57 |
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08:26 |
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08:30 |
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08:30 |
xyz|real |
someone herped a derp here https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L1650 |
08:32 |
VanessaE |
what's that do? |
08:33 |
xyz|real |
celeron55: you fine with me fixing it by adding "else readF1000(is)"? |
08:34 |
xyz|real |
VanessaE: well, the idea is to not update yaw when automatic_rotate is too low it seems |
08:34 |
xyz|real |
but the problem is that because of how wrong it's done the do_interpolate, is_end_position and update_interval are filled with trash |
08:35 |
xyz|real |
when automatic_rotate is not too low |
08:35 |
xyz|real |
for example, this resulted in falling items jerking in space |
08:36 |
xyz|real |
oh wow this bug is 1.5 years or so |
08:36 |
xyz|real |
and no one noticed? |
08:37 |
VanessaE |
welcome to minetest :) |
08:37 |
xyz|real |
no, wait, it's even older but I'm too lazy to look into it and that's not important |
09:10 |
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09:10 |
celeron55 |
xyz|imaginary: wtf are these nicks |
09:11 |
xyz|imaginary |
what can i do |
09:11 |
xyz|imaginary |
all ports blocked in uni |
09:11 |
xyz|imaginary |
anyway, that's getting offtopic, is the fix correct? |
09:12 |
celeron55 |
the fix seems to be correct |
09:13 |
xyz|imaginary |
okay, i'm pushing it then |
09:15 |
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14:07 |
Taoki |
Hi RealBadAngel |
14:11 |
RealBadAngel |
hi |
14:12 |
Taoki |
RealBadAngel: Tested the shaders now in master. All working very well... on Mesa / Gallium even. Great work ^^ |
14:14 |
RealBadAngel |
i suggest to try also other small commit |
14:14 |
Taoki |
Which? |
14:14 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/d56214cb097ff0297e479501dd21d6d86c573b6d.patch |
14:14 |
RealBadAngel |
add it and recompile |
14:14 |
Taoki |
What's it do? |
14:15 |
RealBadAngel |
you will see, i will give you a file to test it with |
14:15 |
Taoki |
What was the GIT command to apply patches? |
14:16 |
RealBadAngel |
git apply |
14:16 |
RealBadAngel |
and file name |
14:17 |
Taoki |
Applied and compiled. What's the file? |
14:17 |
RealBadAngel |
now create new folder in /textures |
14:17 |
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14:17 |
RealBadAngel |
as for new texture pack |
14:18 |
Taoki |
done |
14:18 |
RealBadAngel |
and throw it in: http://www.sendspace.pl/file/1e7afafb6c681bb232d7606/override-normal |
14:19 |
Taoki |
hah... I see what it's meant to do now. Ok, will test |
14:20 |
Taoki |
So far it's not working. What should the file name be? |
14:20 |
RealBadAngel |
override_normal.png |
14:20 |
RealBadAngel |
shaders enabled, bumpmapping enabled and this texture pack selected |
14:20 |
Taoki |
Strange, doesn't work with default texture pack (but the texture pack with this file in it selected) |
14:21 |
Taoki |
Ah wait, works now |
14:21 |
Taoki |
Had the wrong file |
14:22 |
RealBadAngel |
and? |
14:23 |
Taoki |
http://i43.tinypic.com/2j2gpw8.png |
14:23 |
Taoki |
A discrete bump map could be used to add bumpiness to the default texture pack :) |
14:24 |
RealBadAngel |
i have such feature ready |
14:24 |
sfan5 |
Taoki: use imgur, tinypic does not load for me |
14:24 |
RealBadAngel |
its a sobel 3x3 operator |
14:24 |
Taoki |
oh? What feature? |
14:25 |
RealBadAngel |
this is how it looks right now: http://i.imgur.com/ntnJJWm.png |
14:25 |
Taoki |
Ohh, awesome |
14:25 |
Taoki |
Will it be added by default? |
14:25 |
Taoki |
Looks great to me BTW |
14:26 |
RealBadAngel |
its gonna be an option for default 16x textures |
14:26 |
Taoki |
Sweet! |
14:26 |
Taoki |
Can't wait ^_^ |
14:26 |
RealBadAngel |
it doesnt need anything but just default textures |
14:26 |
Taoki |
yeah |
14:27 |
RealBadAngel |
i am working now on another version of sobel that would outline not only small surfaces |
14:27 |
Taoki |
But option means it won't be included automatically? |
14:27 |
RealBadAngel |
but as in terasology, blocks of same kind |
14:27 |
Taoki |
Erm, by default in Minetest |
14:27 |
Taoki |
nice |
14:27 |
Taoki |
Yeah... you could perhaps add it per-type. Wood, stone, glass, etc |
14:28 |
Taoki |
Until then this is good too though |
14:28 |
Taoki |
Can I have the normal map for that? |
14:28 |
RealBadAngel |
for what? sobel? |
14:28 |
Taoki |
Yeah. The one to get the effect in your screenshot |
14:28 |
Taoki |
Rathger than the lego one you linked |
14:29 |
RealBadAngel |
there are no normal maps for that |
14:29 |
RealBadAngel |
;) |
14:29 |
Taoki |
Ahh, I see |
14:29 |
RealBadAngel |
its just code |
14:29 |
Taoki |
I thought that's just a normal map for the 16x resolution :) |
14:29 |
Taoki |
cool |
14:30 |
RealBadAngel |
wait a minute, i will copy you that |
14:30 |
Taoki |
RealBadAngel: I heard water reflections were discarded from the shaders that got into master. Why do, and will they be fixed? |
14:30 |
Taoki |
Thanks |
14:31 |
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14:36 |
RealBadAngel |
http://pastebin.com/h85QCxT3 |
14:36 |
RealBadAngel |
replace solids fragment shader with it |
14:37 |
RealBadAngel |
water will be done later, i need to make some serious changes to rendering first |
14:38 |
Taoki |
RealBadAngel: Doing that breaks all colors |
14:38 |
RealBadAngel |
screnshot? |
14:38 |
Taoki |
hold on |
14:39 |
Taoki |
http://i42.tinypic.com/2rrarf8.png |
14:39 |
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14:39 |
Taoki |
Willing to bed the verdict will be "because you're using the free video drivers on Linux and / or a Radeon card instead of Nvidia" :P |
14:40 |
RealBadAngel |
it failed to compile |
14:40 |
RealBadAngel |
what are the errors? |
14:40 |
Taoki |
I'll start from console and see |
14:40 |
Taoki |
http://pastebin.com/raw.php?i=Rmj0y96F |
14:41 |
RealBadAngel |
i see, hold on |
14:42 |
Taoki |
Probably need to change something on one line |
14:42 |
Taoki |
Mesa is more picky about GLSL shaders being written perfectly BTW |
14:42 |
Taoki |
Inm a sense it's good, I can find more bugs that way :) Which don't show up on proprietary drivers |
14:42 |
RealBadAngel |
edit line #76 and change "1" to "true" |
14:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/76 |
14:43 |
RealBadAngel |
each duckin version of opengl works differently, thats odd :) |
14:43 |
Taoki |
RealBadAngel: Awesome, works great now! |
14:43 |
Taoki |
Getting the same affect as in your screenshot :) |
14:44 |
RealBadAngel |
how do you find it? |
14:44 |
Taoki |
RealBadAngel: Will this new shader be added by default soon? |
14:45 |
Taoki |
BTW. It also works nicely with the 16x textures with filtering enabled. It's less discrete, but realistically follows |
14:46 |
RealBadAngel |
imho it should be used without filtering |
14:46 |
Taoki |
Yea, it works best without it. But still ok with it too |
14:46 |
RealBadAngel |
i would like to add some other operators, not only Sobel's |
14:46 |
Taoki |
ok |
14:47 |
RealBadAngel |
sobel is kinda cartoonish, i want to make one thats smooth |
14:47 |
Taoki |
True too |
14:48 |
RealBadAngel |
sobel will always produce strong shadows |
14:48 |
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14:48 |
RealBadAngel |
i am lookin for one that will make them smoother |
14:51 |
Taoki |
Do / will these do parallax too, or only bumping? At this resolution it's hard to tell |
15:00 |
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15:03 |
Taoki |
RealBadAngel: Anyway, when you have a few minutes, please don't forget about my colored fog. Really looking to see that added to master. Can go as-is for now if you agree with it, and of course it can be adapted when you add tone mapping (the gradient texture). |
15:04 |
RealBadAngel |
Taoki, parallax mapping reqiures way more data than 16x can offer |
15:04 |
Taoki |
Right. Thinking better, it would be useless on 16x entirely, since there wouldn't be much to offset :) |
15:12 |
Taoki |
PilzAdam: I was wondering if you're still working on the simple mobs system. Noticed there are no more updates on its GIT. Still following that interested |
15:13 |
PilzAdam |
Taoki, I dont think this belongs in this channel... |
15:13 |
Taoki |
Ah |
15:15 |
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15:18 |
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15:20 |
Megaf |
Folks, how stuff is sent to clients? |
15:20 |
Megaf |
I mean, it is FIFO? |
15:23 |
kaeza |
I think the finite liquids setting should be moved out of the settings page into world configuration |
15:23 |
kaeza |
it has the potential to break existing worlds |
15:23 |
Megaf |
yep, it almost broke mine |
15:23 |
PilzAdam |
kaeza, I suggested that a while ago too |
15:23 |
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15:24 |
proller__ |
or remove finite from core |
15:25 |
kaeza |
proller__, naw, some users seem to like it |
15:25 |
proller__ |
who? me? |
15:26 |
proller__ |
PilzAdam, you? |
15:26 |
RealBadAngel |
i do |
15:27 |
proller__ |
but they too slow! |
15:31 |
proller__ |
no, lua is very fast! sometimes faster than c++ |
15:33 |
thexyz |
Megaf: what do you mean? |
15:34 |
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15:35 |
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15:35 |
kaeza |
proller__, quit with the bitching please, finite liquids are OK in the engine |
15:36 |
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15:36 |
kaeza |
the only thing we are complaining about is the setting being global (i.e. not per-world) |
15:38 |
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15:38 |
RealBadAngel |
thats true, that should be settable only when world is created and not allowed to change it further |
15:39 |
RealBadAngel |
together with creative and damage |
15:39 |
RealBadAngel |
once world is created such things should not be changed anymore |
15:40 |
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15:41 |
PilzAdam |
RealBadAngel, what? |
15:41 |
PilzAdam |
why not change damage or creative in the same world? I do that all the time |
15:42 |
RealBadAngel |
it is simply wrong |
15:42 |
thexyz |
how? |
15:42 |
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15:42 |
RealBadAngel |
if the world is creative it should stay so |
15:42 |
thexyz |
i want the world to have creative so that i can build something something and then take it away so that players don't have it |
15:43 |
thexyz |
(hunger games or how was that called) |
15:43 |
kaeza |
creative is under the user's control, that is, if you accidentally turn on creative and do something like give yourself items or build some stuff you can easily revert it |
15:43 |
kaeza |
and damage does not really affect worlds |
15:44 |
RealBadAngel |
it affect the idea of survival world |
15:44 |
PilzAdam |
RealBadAngel, you are wrong |
15:44 |
RealBadAngel |
am i? |
15:45 |
RealBadAngel |
look at any other game and tell me which one allows such thing |
15:45 |
PilzAdam |
we dont want to restrict users in things like this, we just want to prevent "damage" to the map |
15:46 |
PilzAdam |
games can do that, if they want it (its perfectly doable with the current API) |
15:47 |
RealBadAngel |
im not forcing it, just pointing that it is nonsense and a cheat in fact |
15:47 |
RealBadAngel |
but first time propably in gaming cheat in mainmenu ;) |
15:48 |
PilzAdam |
http://en.wikipedia.org/wiki/Cheating |
15:48 |
PilzAdam |
this is neither immoral, against the "rules" or an "unfair advantage" |
15:48 |
PilzAdam |
so its by definition not a cheat |
15:49 |
RealBadAngel |
if youre playing survival world and have an option to enter creative at any time, its a cheat |
15:49 |
RealBadAngel |
and i dont have to check wiki for that |
15:50 |
PilzAdam |
lol |
15:50 |
RealBadAngel |
choice to cheat |
15:51 |
RealBadAngel |
but as i said, its my personal opinion |
15:56 |
RealBadAngel |
no |
15:57 |
RealBadAngel |
the other folks seems to not like having an option :P |
15:58 |
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15:58 |
rubenwardy |
You should always give the player/server owner a choice |
15:59 |
thexyz |
https://github.com/minetest/minetest/issues/1048 suggestion: add a new API function to return path to $share textures, use it in the menu instead of the current one |
16:00 |
rubenwardy |
Do you agree with this? https://forum.minetest.net/viewtopic.php?id=7998 |
16:08 |
kaeza |
I don't think "Games and projects similar to Minetest" qualify for that section |
16:08 |
kaeza |
but otherwise, seems good |
16:16 |
RealBadAngel |
hmm, funny thing, why one is able to put cacti nodes sideways? |
16:16 |
RealBadAngel |
it is intended? |
16:16 |
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16:27 |
celeron55 |
kaeza: yes, that's potentially a huge category that would flood the section entirely |
16:27 |
celeron55 |
and pointlessly |
16:28 |
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16:29 |
celeron55 |
actually i think it's reasonable to have there for now |
16:30 |
celeron55 |
let's just keep in mind that there's room for disallowing it if needed |
16:32 |
thexyz |
https://github.com/minetest/minetest/pull/1027 this should be merged |
16:32 |
celeron55 |
but it's mostly related to tools that are interoperable with minetest and minetest-inspired games |
16:32 |
celeron55 |
s/related/intended/ |
16:32 |
celeron55 |
for* |
16:33 |
* celeron55 |
can't write valid english |
16:34 |
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16:37 |
thexyz |
kahrl: is the http fetch ready for merge? |
16:38 |
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16:49 |
thexyz |
john_minetest: have you tested it with some remote media server you wrote? |
16:49 |
kahrl |
I quickly looked over sapier's additions and they look good |
16:49 |
kahrl |
so it is ready to merge except for one thing |
16:50 |
kahrl |
apparently some people have a version of curl that doesn't have CURLOPT_PROTOCOLS |
16:52 |
thexyz |
just comment it out then? |
16:52 |
thexyz |
not the most important setting I guess |
16:52 |
kahrl |
maybe #if LIBCURL_VERSION_NUM >= 0x071304 |
16:54 |
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16:54 |
kahrl |
looks like other projects do the same thing: http://lists.gnu.org/archive/html/qemu-devel/2013-02/msg01820.html |
16:54 |
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16:54 |
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16:56 |
thexyz |
kahrl: will you push it or shall I do this? |
16:56 |
thexyz |
seems everyone's okay with it |
16:56 |
kahrl |
I'll do it |
16:57 |
kahrl |
should I squash any of those commits? |
16:58 |
thexyz |
dunno, I think it's fine the way it is |
16:58 |
thexyz |
(I think merges are fine too but that's another story) |
16:58 |
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16:58 |
kahrl |
I'll squash those commits that fix one or two lines |
17:07 |
kahrl |
oh, I guess I'll remove the curl_global_init from main too |
17:13 |
thexyz |
finally! |
17:13 |
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17:16 |
kahrl |
I'll close #490 too |
17:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/490 |
17:16 |
kahrl |
no not that one |
17:17 |
kahrl |
https://github.com/minetest/minetest/pull/490 |
17:19 |
kahrl |
or well, no, not yet, since the lua api for httpfetch wasn't included in what I pushed |
17:19 |
kahrl |
john_minetest: yeah |
17:20 |
kahrl |
basically that's done by https://github.com/minetest/minetest/pull/920 |
17:21 |
kahrl |
not the icons themselves but a formspec element that supports showing them |
17:21 |
kahrl |
indeed, I have them |
17:21 |
kahrl |
mockup |
17:22 |
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17:25 |
kahrl |
actually I made one real screenshot once: http://i.imgur.com/IPYJ7Xu.png |
17:26 |
PilzAdam |
hmmmm, https://gist.github.com/PilzAdam/7947904 |
17:26 |
kahrl |
that used GUITable, but with a hardcoded serverlist |
17:27 |
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17:27 |
PilzAdam |
hmmmm, it happens when I start a newly created world with v7 |
17:28 |
PilzAdam |
hmmmm, it seems like it simply failed to create an map_meta.txt |
17:30 |
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17:32 |
thexyz |
I agree, this has to be merged |
17:36 |
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18:01 |
ShadowNinja |
Remove support for optdepends.txt. Does this look good? http://ix.io/9lT |
18:06 |
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18:06 |
PilzAdam |
I havent seen a mod who uses it |
18:08 |
ShadowNinja |
PilzAdam: It's scheduled for removal right about now. And is that an agreement? |
18:08 |
PilzAdam |
yes |
18:23 |
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19:58 |
iqualfragile_ |
why is minetest that fucking slow when it comes to transparency |
20:01 |
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20:04 |
iqualfragile_ |
john_minetest: yeah, that, too |
21:05 |
ShadowNinja |
I'm trying to write minetest.write_json. But I'm getting "ServerError: LuaError: invalid key to 'next'". Any ideas? http://ix.io/9m0 |
21:06 |
ShadowNinja |
PilzAdam, kahrl: ^? |
21:06 |
ShadowNinja |
(Yes, half of that's debuging code) |
21:11 |
kaeza |
ShadowNinja, "Pops a key from the stack, and pushes a key-value pair from the table at the given index (the "next" pair after the given key)." |
21:11 |
kaeza |
you are pushing nil just before lua_next |
21:12 |
kaeza |
(int get_json_value) |
21:14 |
ShadowNinja |
kaeza: Yes, that's correct. See the code sample here: http://pgl.yoyo.org/luai/i/lua_next |
21:15 |
ShadowNinja |
We can't have it pop the table. :-) |
21:17 |
ShadowNinja |
The current code works when you have only string keys and values... |
21:19 |
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21:20 |
kaeza |
ShadowNinja, does it happen on the first interation? |
21:21 |
kaeza |
on subsequent iterations? |
21:22 |
kahrl |
ShadowNinja: "While traversing a table, do not call lua_tolstring directly on a key, unless you know that the key is actually a string. Recall that lua_tolstring changes the value at the given index; this confuses the next call to lua_next." |
21:23 |
kahrl |
could that be the problem? |
21:24 |
specing |
Would there be a way for mined ores not to be put in the top inventory row? |
21:24 |
specing |
its kinda annoying, as you can't do anything with it |
21:25 |
PilzAdam |
specing, thats a modding problem, thus it doesnt belong in this channel |
21:27 |
PilzAdam |
ShadowNinja, re: json formspec: if we decided to add a Lua table -> json converter for formspecs, we could as well just add an Lua table -> current formspec format converted and not break compatibility |
21:32 |
ShadowNinja |
kahrl: It checks if lua_isstring() and uses lua_tostring(). |
21:33 |
ShadowNinja |
kaeza: Yes, it usually stops at the first. |
21:33 |
ShadowNinja |
kahrl: And tables with only string keys and values work... |
21:33 |
kaeza |
ShadowNinja, see the debug stms |
21:33 |
kaeza |
stmt* |
21:34 |
kaeza |
+dstream << ... << lua_tostring(L, -2) << ... |
21:35 |
ShadowNinja |
kaeza: Hmmm, thanks... |
21:39 |
ShadowNinja |
Still not working: http://pastebin.ubuntu.com/6569062/ |
21:44 |
kahrl |
ShadowNinja: how does the code look now? |
21:46 |
ShadowNinja |
kahrl: Same except I changed lua_tostring(L, -2) in the debug code to (lua_isstring(L, -2) ? lua_tostring(L, -2) : "<Not a string>") |
21:47 |
ShadowNinja |
Commenting it out does the same. |
21:51 |
kaeza |
ShadowNinja, I think get_json_value may not be cleaning up the stack properly, and since it is called recursively, it may lead to that error |
21:52 |
kaeza |
the lua_next docs are not explicit about this, but it may be leaving the last key at the top of the stack |
21:53 |
ShadowNinja |
kaeza: It leaves the value at that index on the stack. But that's intentional. (I may change that) |
21:56 |
kaeza |
ShadowNinja, second get() level leaves a value at the top on return, which is used as key in the next iteration at the first level |
21:56 |
kaeza |
or something like that |
21:59 |
ShadowNinja |
So apparently the type of a number is a string. Rearanging the checks got me a different error... |
22:02 |
kaeza |
ShadowNinja, http://www.lua.org/manual/5.1/manual.html#lua_isstring |
22:03 |
kahrl |
lua_isnumber can return true for some strings as well |
22:04 |
kaeza |
better use lua_type() == LUA_TSTRING |
22:09 |
ShadowNinja |
So in Javascript you can't mix arrays and objects/tables apparently... |
22:12 |
thexyz |
celeron55: no reply from google, I guess? |
22:15 |
thexyz |
i think that if they continue to ignore those requests we can have a good google-hate article |
22:17 |
celeron55 |
thexyz: i wouldn't expect anything in this short time |
22:18 |
thexyz |
ah, I guess there are no time frames defined by law |
22:29 |
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22:29 |
ShadowNinja |
This: http://ix.io/9m4 with this: http://pastebin.ubuntu.com/6569291/ produces this: http://pastebin.ubuntu.com/6569289/ |
22:30 |
ShadowNinja |
Why are the previous numbers dumped? |
22:30 |
ShadowNinja |
(I should have [1.0, 2.0, 3.0]) |
22:33 |
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22:43 |
kaeza |
root[(Json::ArrayIndex) lua_tonumber(L, -2)] = value; |
22:43 |
kaeza |
shouldn't that be -1 ? |
22:43 |
kaeza |
ShadowNinja, ^ |
22:58 |
ShadowNinja |
kaeza: Erm, yes, thanks. |
23:00 |
ShadowNinja |
Alright, now you get [ null, 1.0, 2.0, 3.0, 8268.0 ] because of Lua's one-based indexing, but at least you can resore the table properly. |
23:01 |
ShadowNinja |
This will probably have big issues with {[500]=true} though... |
23:02 |
ShadowNinja |
And I'll have to check for negative indexes. |
23:07 |
kaeza |
well, what is the intended goal of this? |
23:07 |
kaeza |
s/goal of/application for/ |
23:07 |
ShadowNinja |
kaeza: Just about anything that uses minetest.serialize can be replaced with this. |
23:08 |
kaeza |
any why is serialize() unneeded now? |
23:09 |
kaeza |
I'm not saying the feature would be bad, but if it causes too much trouble, maybe it's not worth it |
23:15 |
ShadowNinja |
It's already done. :-) (Other than documentation) The advantage is that JSON is standard and can be read and written in just about any language, which makes moving data easier. |
23:20 |
ShadowNinja |
Um, parse_json converts from zero-indexed to one-indexed... kahrl: <-- |
23:20 |
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23:23 |
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23:29 |
ShadowNinja |
kahrl: I changed that so that it emmits 0-indexed tables. Is that O.K? (The mainmenu may need modification...) |
23:31 |
ShadowNinja |
Turns out the serverlist doesn't use parse_json... |
23:32 |
* VanessaE |
peeks in |
23:36 |
ShadowNinja |
How's this? Anyone to approve? https://gist.github.com/ShadowNinja/7953481 |
23:59 |
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