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IRC log for #minetest-dev, 2013-12-13

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All times shown according to UTC.

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
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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?
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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
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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 :)
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01:44 iqualfragile can we include the snow mod into the christmas release?
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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.
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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
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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
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03:38 hmmmm alright I'm going to get some things psuhed
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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?
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15:35 kaeza proller__, quit with the bitching please, finite liquids are OK in the engine
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15:36 kaeza the only thing we are complaining about is the setting being global (i.e. not per-world)
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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
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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?
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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
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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?
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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
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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
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16:37 thexyz kahrl: is the http fetch ready for merge?
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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
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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
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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)
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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!
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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
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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
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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
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17:32 thexyz I agree, this has to be merged
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18:01 ShadowNinja Remove support for optdepends.txt. Does this look good? http://ix.io/9lT
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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
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19:58 iqualfragile_ why is minetest that fucking slow when it comes to transparency
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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...
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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
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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])
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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: <--
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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
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