Time |
Nick |
Message |
00:23 |
diemartin |
what's your opinion on adding a "crouch" button? |
00:24 |
diemartin |
basically, it only moves the camera to half the height, and reduces speed a bit |
00:24 |
diemartin |
I have a simple (WIP) implementation: https://github.com/kaeza/minetest/tree/crouching |
00:25 |
diemartin |
obviously, I'd also like to get a proper "crouching" animation for the player |
00:26 |
diemartin |
any comments? |
00:44 |
iqualfragile |
diemartin: there is sneaking allready, do you add the crouching to the sneaking function or create a new thing? |
00:44 |
diemartin |
it's a new thing |
00:44 |
iqualfragile |
why? |
00:46 |
diemartin |
beeecause I like it that way? |
00:46 |
diemartin |
sometimes you want to walk slowly without crouching (sneak), while sometimes you may want to crouch |
00:47 |
diemartin |
(as a side effect it gives one more button for mods to do special things) |
00:47 |
iqualfragile |
thats confusing for users and in my opinion stupid, as those functionalities are quite similar |
00:48 |
iqualfragile |
just camera lowering for sneaking would be too litle? |
00:48 |
VanessaE |
I always viewed "sneak" as "slow", not anything at all like crouch |
00:49 |
diemartin |
iqualfragile, [21:46:50] <diemartin> sometimes you want to walk slowly without crouching ... |
00:49 |
VanessaE |
having two separate controls could be useful |
00:49 |
iqualfragile |
i misstranslated it a bit, sorry |
00:50 |
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00:50 |
iqualfragile |
adding another key would make things a bit too complicated i thing but why not make double-sneak into crouching? |
01:02 |
VanessaE |
G*d no! |
01:02 |
VanessaE |
none of this double-tap shit1 |
01:02 |
VanessaE |
does no one realize how much of a pain in the ass that makes the control system, in practice? |
01:02 |
VanessaE |
(e.g. the double-tap-space-to-fly proposal from a while back, for example) |
01:03 |
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01:03 |
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01:31 |
RealBadAngel |
about "meters" problem... what if i add a field with conversion ratio and a suffix ? mods could define their own systems |
01:32 |
RealBadAngel |
based on language or whatever |
01:38 |
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02:02 |
VanessaE |
meh |
02:02 |
VanessaE |
just keep it as meters |
02:03 |
VanessaE |
everyone in the US understands this as ~3 feet |
02:03 |
VanessaE |
(yes yes it's a bit over, but that doesn't matter here) |
02:05 |
us_0gb |
THe world is on the metric system. We United Statesians need to get over it already and make the switch. |
02:06 |
us_0gb |
Metric in a much cleaner system anyway. |
02:07 |
us_0gb |
Also, in the case of Minetest, having it in meters really tells us how many nodes away something is without any math. Having it in feet would be far less useful. |
02:15 |
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02:19 |
diemartin |
wasn't that lighting issue with caves/floating islands fixed ages ago? |
02:21 |
paramat |
Concerning waypoints in meters, see what hmmmm said recently, nodes are only extremely roughly 1m, there should be no unit because the unit is obvious and there is less visual clutter, all you need is distance in nodes stated as an integer |
02:23 |
paramat |
which lighting issue? |
02:24 |
VanessaE |
paramat: random mapblock-sized sqares of darkness appearing in already-generated land |
02:25 |
VanessaE |
e.g. places that were normally lit suddenly and inexplicably going dark |
02:25 |
VanessaE |
as in pitch black, no light at all |
02:25 |
VanessaE |
diemartin and I just fended off about a dozen such black spots on a brand new (as in less than 2 days old) map that runs vanilla minetest_game. |
02:26 |
paramat |
aha ... |
02:26 |
VanessaE |
and these are not those thin, spidery dim spots, but square, pitch black spots. |
02:27 |
us_0gb |
I wasn't here, I didn't see what was said. I'm not sure how I feel about measurements without units. "A distance of five (full stop)" doesn't make sense. "Five units", "five nodes", "five meters", all would be equally fine. But with or without units or measurement, it's an awesome feature. |
02:28 |
VanessaE |
"five clicks" |
02:28 |
VanessaE |
but that usually means something akin to km or miles or something |
02:28 |
VanessaE |
"steps" maybe? |
02:29 |
us_0gb |
Clicks are fine. Kilometers are fine. I guess miles are sort of okay. Steps might work. Just .... any sensical unit of measure. |
02:30 |
paramat |
blocks or nodes, not metres, MT is not a strict representation of a real world, its an abstract virtual world, therefore scaleless |
02:35 |
us_0gb |
That's a very good point, paramat! Maybe a mixed notation would be good later on too. A block is sixteen nodes, so maybe a distance might look like "1533 blocks 7 nodes". Then again, maybe such a representation is only present in the broken US system. Come to think of it, I haven't seen it anywhere else ... |
02:38 |
paramat |
oh i forgot about mapblocks, personally i would have 'WP3', and below distance as an integer plus unit 'n' for nodes. spelling out 'Waypoint 3' is not needed and just clutter |
02:41 |
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02:44 |
us_0gb |
I prefer to have things spelled out, personally. In another channel, someone just mentioned "FSM". I thought they meant "finite state machines", but they meant "flying spaghetti monster". WAY different concepts. But the waypoint name seems to be set by the user anyway, so it can be set to whatever we like. |
02:47 |
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02:48 |
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02:50 |
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02:50 |
paramat |
ah i misunderstood, its text set by the user thats cool :) |
02:50 |
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02:57 |
RealBadAngel |
so we stay with meters or what? |
02:58 |
ShadowNinja |
Just the distance without any designation or "nodes" I think. |
02:59 |
RealBadAngel |
that would feel stupid imho |
02:59 |
ShadowNinja |
The units are rather obvious if they figre out that it's the distance. |
02:59 |
ShadowNinja |
+u |
02:59 |
RealBadAngel |
i have another idea |
03:00 |
RealBadAngel |
move waypoint name to "name" field and fill "text" field with unit |
03:00 |
ShadowNinja |
Pushing soon: http://ix.io/a2v |
03:00 |
RealBadAngel |
so modder will put there any unit he wants to |
03:01 |
ShadowNinja |
That could be done, with a default of course. But then you could have multiple wayboints using different words for the same thing, which would be even more confusing. |
03:02 |
RealBadAngel |
wonder if user would have multiple waypoints mods |
03:02 |
RealBadAngel |
propably one of aviable, no all of them |
03:02 |
RealBadAngel |
so he will have one system |
03:03 |
ShadowNinja |
There's nothing preventing it. And the admin might install, eg, a spawn waypoint adder in adition to a personal waypoint mod. |
03:03 |
RealBadAngel |
i am doing now waypoints for UI, im almost done with it |
03:04 |
RealBadAngel |
ofc, like theres nothing preventing mods adding zilions of picaxes |
03:04 |
NakedFury |
just call them nodes instead of meters or feet or miles or whatever |
03:05 |
RealBadAngel |
that will rise question again "why the fuck not meters or clicks??" |
03:05 |
RealBadAngel |
let the modder decide is best solution imho |
03:05 |
NakedFury |
well then in crude and rude terms fuck everyone and call it meters. |
03:06 |
NakedFury |
EVERYONE understands 1 node is ameter. its expected |
03:06 |
RealBadAngel |
you know whats funny in this? |
03:06 |
NakedFury |
you went never cared to rename it from meters? |
03:06 |
RealBadAngel |
"meters" problem was rised by europeans, americans seems to be ok with it |
03:07 |
RealBadAngel |
rotfl |
03:07 |
NakedFury |
true |
03:08 |
RealBadAngel |
another solution could be to do it another way, hold on for a second |
03:09 |
ShadowNinja |
Nodes could mean something significantly different than a meter in the future. For example if someone made a mod that made the player bigger and made the scale of the mapgen bigger so that you could build things more precisely, nodes would seem smaller. |
03:09 |
paramat |
yes, people understand the node as being roughly the universal human unit: the stride, yard, metre |
03:10 |
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03:11 |
NakedFury |
for the record meter is the sort of universal used distance unit for games. |
03:11 |
ShadowNinja |
diemartin: I would lake if sneaking lowered the camera. Although a sit option would be nice, IIRC the model already has a animation for it. |
03:11 |
ShadowNinja |
like it if* |
03:12 |
RealBadAngel |
http://i.imgur.com/IFej7fF.png |
03:12 |
RealBadAngel |
im not sure if thats better, too much unnecesary text |
03:13 |
ShadowNinja |
Seems good. Does it have TTF support? |
03:13 |
diemartin |
ShadowNinja, I'll take a look at it tomorrow. I'm off to sleep. |
03:13 |
diemartin |
night |
03:13 |
RealBadAngel |
with many waypoints set, and lookin in their direction this will cause mess |
03:13 |
RealBadAngel |
m is short and good |
03:14 |
ShadowNinja |
G'Night. |
03:14 |
RealBadAngel |
night |
03:15 |
RealBadAngel |
ShadowNinja, sneakin would require another animation, like crouching |
03:15 |
RealBadAngel |
and then lower player size to fit 1 node |
03:16 |
RealBadAngel |
and lower the camera then |
03:17 |
RealBadAngel |
but hey, that would be crouching not sneakin in fact :) |
03:17 |
RealBadAngel |
hmm, i like that |
03:41 |
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14:30 |
VanessaE |
christ in a cartoon, CAN WE PLEASE get a proper /kick command? |
14:30 |
VanessaE |
this ban/unban shit is getting old |
14:40 |
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14:47 |
xyz |
did you open an issue? |
15:02 |
VanessaE |
I should need to open an issue for THAT? |
15:06 |
xyz |
yes |
15:06 |
xyz |
or do you expect everyone to read all irc logs? |
15:09 |
VanessaE |
um... |
15:10 |
VanessaE |
isn't that the standard expectation here? and isn't that the sort of command that pretty much anyone who runs a server eventually finds that they need? and that virtually every one of us here has used at least once on IRC? |
15:11 |
PilzAdam |
VanessaE, you should write all that in the issue |
15:13 |
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15:19 |
xyz |
yes, what's obvious to you is not obvious to others |
15:19 |
xyz |
* could be |
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20:53 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1112 |
20:53 |
RealBadAngel |
i have updated waypoints with customizable suffixes. now it can be anything or even blank. |
20:55 |
sapier1 |
I like the waypoints, but why does this have to be a hud element? |
20:55 |
RealBadAngel |
because IT IS generic HUD element? |
20:56 |
sapier1 |
let me be more precise, e.g. if I have a path with lets say 5 waypoints, and I want to show this to 5 players, a mod needs to handle 25 different waypoints |
20:56 |
sapier1 |
make it 2 paths and 10 players and it's 200 |
20:56 |
RealBadAngel |
you dont get the idea of them, better try it |
20:57 |
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20:57 |
sapier1 |
I use waypoints in mobf for guards, and usually I have about 10-20 of waypoints for a single path |
20:57 |
RealBadAngel |
we are talkin bout totally different things... |
20:58 |
sapier1 |
do we? I have implemented a way to show those waypoints in map ... not with this cool distance feature |
20:58 |
RealBadAngel |
my idea is to show on screen distance to defined world position |
20:58 |
RealBadAngel |
position on screen will change |
20:59 |
xyz |
lol @ customizable suffix |
20:59 |
sapier1 |
don't get me wrong I like those waypoints they're quit usefull for some cases. |
20:59 |
RealBadAngel |
so you have to look in waypoint direction to see it |
20:59 |
RealBadAngel |
and you can easily go into its direction |
21:00 |
sapier1 |
but when I think about managing those waypoints for 10-20 players each showing a 20 point path it's a nightmare |
21:00 |
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21:00 |
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21:00 |
RealBadAngel |
xyz, i had to. europeans were screaming that americans would be confused with "meters" ;) |
21:01 |
RealBadAngel |
sapier1, those waypoint do not form any path |
21:01 |
xyz |
haha |
21:01 |
sapier1 |
of course not |
21:01 |
sapier1 |
but It'd be cool to be able to use that distance feature |
21:01 |
RealBadAngel |
an theyre handled only client side |
21:01 |
RealBadAngel |
server just sends definition |
21:02 |
sapier1 |
yes and server has to store it to be able to remove them or do I have to remove all at once? |
21:02 |
ShadowNinja |
sapier1: The waypoints are per-player intentionally. A mod will add personal waypoints like "Home". |
21:02 |
RealBadAngel |
im adding now waypoints tab to Unified Inventory |
21:02 |
ShadowNinja |
And storing a few hundred doubles isn't that bad. |
21:02 |
xyz |
RealBadAngel: i think you could've used getScreenCoordinatesFrom3DPosition instead of math |
21:02 |
RealBadAngel |
you will be able to see how it works |
21:02 |
sapier1 |
it is |
21:03 |
RealBadAngel |
xyz, ive tried but i took its code instead and applied some changes to it |
21:03 |
sapier1 |
ok I'll have a look at it by time |
21:03 |
RealBadAngel |
most of the code comes from that function |
21:03 |
xyz |
ah okay then |
21:04 |
RealBadAngel |
first of all it returned absolute screen coords |
21:04 |
RealBadAngel |
and i need at some point 0-1 range |
21:04 |
RealBadAngel |
not yet, but in the future, for minimap |
21:05 |
sapier1 |
I'd have prefered this to be a Show text above entitiy but I guess this is a completely different usecase |
21:06 |
RealBadAngel |
what for an entity?? |
21:06 |
xyz |
well i'm not following you now but i guess it's fine |
21:06 |
sapier1 |
did you ever see the mob lifebars? |
21:07 |
sapier1 |
they're quite hacky but something like that beeing feature of an entity itself would be cool |
21:07 |
RealBadAngel |
sapier, first of all, if player were inside a small cave |
21:07 |
RealBadAngel |
lets say 1x2 nodes |
21:07 |
RealBadAngel |
how would you show entities with waypoints to him? |
21:07 |
sapier1 |
yes the entity based things wouldn't help as they'd been hidden |
21:09 |
RealBadAngel |
exactly |
21:09 |
RealBadAngel |
and on the other hand we can allow waypoints to have also images in future |
21:09 |
sapier1 |
the other way round the bound to screen waypoints don't help to show complex paths as screen will be full ... so both are usefull for different things |
21:10 |
RealBadAngel |
and for example scale the image when player gets closer to a waypoint |
21:10 |
sapier1 |
I'd consider some usecases for this waipoints to be "cheating" ;-) |
21:11 |
xyz |
it's time to say something about client-side Lua api! |
21:12 |
RealBadAngel |
i can say something |
21:12 |
RealBadAngel |
it would be great to have it |
21:13 |
sapier1 |
You're welcome to do it xyz, right now I've got enough about beeing criticized for doing work. And client side lua api will be an issue to stand a lot of critizism no matter how you do it. |
21:13 |
RealBadAngel |
btw, somebody mentioned i should use there try-catch for new hud parameter. its not needed at all. |
21:14 |
xyz |
i bet you'll be the first one to criticize it for being insecure |
21:14 |
xyz |
i'm currently busy with reworking protocol |
21:14 |
sapier1 |
of course if you don't implement it in a ave way |
21:14 |
xyz |
indeed implementing it in unsafe way would be awful |
21:15 |
sapier1 |
I'd even stop contributing to minetest on unsave implementation as I'm not willing to take the risk to download viruses from mientest servers |
21:15 |
xyz |
but in the end it's the definition of "unsafe" that matters |
21:16 |
RealBadAngel |
simply deny client side mods do anything system related |
21:16 |
sapier1 |
beeing unsave is for me that there are known intentionally unfixed issues which are able to destroy modify or transmit non minetest related data from client |
21:16 |
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21:17 |
sapier1 |
xyz please don't forget to write a enet dissector for enet |
21:17 |
xyz |
why? |
21:17 |
sapier1 |
I assume your fixes are based on enet arent they? |
21:17 |
xyz |
well yeah, it includes switch to enet |
21:17 |
sapier1 |
ok then I'd like to have a enet dissector |
21:18 |
sapier1 |
either write it or find it, I haven't found one |
21:18 |
xyz |
ugh? sorry, but it's you who wants it.. |
21:19 |
xyz |
so why should I write one? so confusing… |
21:19 |
sapier1 |
good god you suggested enet because it's standard and you can find issues in communication with enet more simple... right now I can't find any issues because I have no way to look into network packets |
21:20 |
sapier1 |
do you really believe we never ever will have to look at what's really sent from client to server? |
21:20 |
sapier1 |
but I actually wanted to know something completely different |
21:21 |
xyz |
dunno, I just don't care atm |
21:21 |
sapier1 |
I may be able to remove the "conlock" but ... there are two issues |
21:21 |
xyz |
for now it just works and I believe that guys who wrote enet know their stuff better than me anyway |
21:21 |
sapier1 |
1) I'm not absolutely sure that none of those widespread server functions aren't called from emerge thread someway |
21:22 |
sapier1 |
2) if I remove that lock we'll have to revert this in case we ever decide to do lua in a separate thread |
21:23 |
sapier1 |
yxz have you tried to send lots of data through it while other clients are online? |
21:23 |
sapier1 |
that's the one issue I haven't been able to test by now |
21:24 |
sapier1 |
everything else in enet seems to be at least acceptable |
21:24 |
sapier1 |
tcp is way faster of course but enet isn't as bad as I couldn't live with it |
21:24 |
xyz |
not sure what you mean |
21:25 |
sapier1 |
send >30mb of texture data to a connecting client and make sure this doesn't cause lag on already connected clients |
21:26 |
sapier1 |
I don't know if enet can handle this task, I hope so |
21:26 |
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21:28 |
sapier1 |
come on guys this is your chance to decide about removing a lock, yesterday all of you have been that passionate about to many locks? |
21:28 |
xyz |
i think some of those stopped caring |
21:28 |
xyz |
yea, I'll check enet with minetestambience |
21:29 |
sapier1 |
great the easy way (re)starting flame ware every week and then running away when there's some reponsibility to take |
21:29 |
sapier1 |
if you have a server I'll pleased to help |
21:30 |
sapier1 |
do you replace packetformat too? |
21:32 |
xyz |
yup |
21:32 |
xyz |
it's work-in-progress and not really stable yet |
21:32 |
sapier1 |
I know how much work this is ;-) |
21:32 |
sapier1 |
that's why I didn't do it |
21:34 |
sapier1 |
and no matter what packet format you implement if you do it right the low level packet format wont make a difference for it |
21:35 |
xyz |
what do you mean? |
21:36 |
sapier1 |
my legacy/tcp/enet versions don't have exactly same interface to server. Because of low level packet format doesn't interfere to application layer packet format. I assume your application layer format won't interfere to low level format too |
21:37 |
sapier1 |
-don't + do |
21:39 |
xyz |
yea just did a quick test and didn't notice any lag increase when connecting another client without cache to server with ~10 mb of data |
21:40 |
sapier1 |
sounds good but 10mb on localnet wouldn't take more then a few seconds to transfer it'd be hard to recognize lag |
21:40 |
xyz |
ah I think I got what you mean |
21:41 |
xyz |
it's not on localhost |
21:41 |
xyz |
server is in germany and localhost is in russia |
21:41 |
sapier1 |
ok not a proof but a quit good hint |
21:42 |
xyz |
oh well what was this for then? |
21:43 |
sapier1 |
If enet couldn't have handled this I'd suggested stopping development ;-) ... hope you didn't transfere media per curl ;-) |
21:46 |
xyz |
ah! i know! |
21:46 |
xyz |
you're just too pessimistic about it for whatever reason |
21:46 |
xyz |
probably because you spent a lot of time fixing the broken implementation and don't like your work being thrown away |
21:46 |
sapier1 |
actually I never intended to merge it |
21:46 |
proller |
revert it now! |
21:47 |
xyz |
why did you code it then? |
21:47 |
sapier1 |
celeron55 wanted it to be merged. My only intention was to proof you're wrong about the protocol itself, minetest protocol isn't bad it's just been a faulty implementation. |
21:48 |
xyz |
oh? |
21:48 |
xyz |
well whatever |
21:48 |
sapier1 |
according to my mesurements enet is only about 10-20% faster, I haven't tried how much of this is caused due to 1500 byte packets instead of 512 |
21:48 |
xyz |
I didn't even look into it so I really can't discuss this subject |
21:49 |
* proller |
faceplam |
21:50 |
sapier1 |
Did you just say you didn't even look at it but suggest a switch because it's "bad"? |
21:55 |
sapier1 |
proller you should learn to live with negaitve side effekts of forking |
21:56 |
proller |
where is negative? |
21:56 |
sapier1 |
considering your even more picky then normal behaviour you know yourself |
21:57 |
proller |
doing something is more positive than doing nothing and speaking about nothing |
21:57 |
proller |
your mobs crashing every day... |
21:58 |
sapier1 |
you didn't post a crash issue by now |
21:58 |
sapier1 |
tell me about it I'm gonna fix as soon as possible |
21:58 |
proller |
and new bug appears |
21:59 |
xyz |
sapier1: btw, in regards to https://github.com/minetest/minetest/issues/1106#issuecomment-32786161 |
22:00 |
xyz |
what's the problem with xp? |
22:00 |
xyz |
and in any case, since irrlicht internally uses wchar-d strings we won't get true unicode support anyway it seems |
22:01 |
xyz |
what we should do is make sure the protocol uses utf-8 |
22:01 |
sapier1 |
didn't know about irrlicht, so there's an additional issue with utf8 usage |
22:01 |
xyz |
and then decode/encode from/to it whenever needed |
22:01 |
sapier1 |
protocol? |
22:01 |
xyz |
yes, protocol |
22:01 |
sapier1 |
what level? |
22:01 |
xyz |
what level? |
22:01 |
sapier1 |
low level protocol doesn't care about what data is sent |
22:02 |
xyz |
every string we send over net/store persistently shall be assumed to be utf-8 |
22:02 |
sapier1 |
imho this is a packet format issue |
22:02 |
xyz |
then you see how your question is incorrect |
22:02 |
sapier1 |
it's perfectly ok to define paket format to contain utf8 data only |
22:02 |
xyz |
right |
22:02 |
xyz |
that's what i was talking about |
22:03 |
sapier1 |
yes on redesigning packetformat I'd encourage and support this completely |
22:04 |
xyz |
relevant code https://github.com/xyzz/freeminer/blob/utf8/src/util/string.cpp#L39 |
22:05 |
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22:06 |
sapier1 |
guess it's gonna be merged automaticaly with your new packet format so no need to do work right now |
22:08 |
xyz |
do work? |
22:09 |
sapier1 |
e.g. merge that code |
22:10 |
xyz |
ah, i doubt it's coming into minetest anyway |
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