Time |
Nick |
Message |
00:03 |
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00:13 |
VanessaE |
hmmmm: I DO like how they're specified in that new way |
00:13 |
VanessaE |
it's far easier to read |
00:13 |
VanessaE |
I presume the old way will always be compatible? |
00:13 |
hmmmm |
of course |
00:14 |
VanessaE |
you gonna make those new settings the "default" for v6? I mean, if they look that good and all. |
00:14 |
hmmmm |
and the old way has higher precedence over the lua way too |
00:14 |
hmmmm |
no, v6 is not going to change unless the user explicitly changes it |
00:14 |
hmmmm |
v6 is set in stone right now |
00:14 |
VanessaE |
nonono |
00:14 |
VanessaE |
I mean for NEW maps |
00:14 |
hmmmm |
nah |
00:14 |
VanessaE |
why not? |
00:14 |
VanessaE |
there's no harm then is there? |
00:14 |
hmmmm |
if somebody says "hey there's a really awesome cave at 50, 3, 204 with mapgen v6 with the seed 534503403054" |
00:15 |
hmmmm |
they expect it to work like that |
00:15 |
VanessaE |
meh, we get confusion like that anyway |
00:20 |
VanessaE |
only reason I say it is that people have been clamoring for "better" settings for a while, but until someone puts them into the default game (or into the engine)....well... |
00:21 |
hmmmm |
i was thinking about what a settings 2.0 would look like |
00:21 |
NakedFury |
settings 2.0? |
00:21 |
hmmmm |
type information would be good. also not having to parse the config string each and every time would be cool. not having a lock would be great also. |
00:23 |
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00:23 |
VanessaE |
hmmmm: I don't mean to press, but what's the status of v7? more specifically, that code you shared a while back for the actual *biomes* (else I guess all we'd get is stone and water)? |
00:23 |
VanessaE |
sapier, go to bed, it's late. |
00:23 |
VanessaE |
:P |
00:23 |
hmmmm |
well that doesn't have much to do with v7 really |
00:23 |
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00:23 |
hmmmm |
those are biome definitions for the biome system |
00:24 |
hmmmm |
i was working on the biome system about a month ago before I got sidetracked again... |
00:25 |
hmmmm |
once it's actually decent, I can come up with sane values for each of the biome definitions |
00:26 |
VanessaE |
yes I know |
00:26 |
VanessaE |
but, of v6 is dead, then well I guess everything has to be poured into v7 :P |
00:26 |
VanessaE |
if* |
00:27 |
hmmmm |
what I'm looking at with the biomes is |
00:27 |
VanessaE |
including nice parameters for the terrain. I assume there's at least some basic similarity |
00:27 |
VanessaE |
yes? |
00:27 |
hmmmm |
decaying temperature with height |
00:27 |
VanessaE |
agreed |
00:27 |
hmmmm |
implementing biomecache |
00:27 |
hmmmm |
changing getBiome to read from a LUT, precalculating veroni diagram distances once on biomedefmanager initialization |
00:28 |
hmmmm |
adding a third biome noise called climate that just adds some values onto temperature and humidity (which are the two parameters that ACTUALLY determine the biome) |
00:28 |
VanessaE |
you looked at what paramat's been doing along those lines? |
00:28 |
hmmmm |
and then making those settings configurable |
00:28 |
hmmmm |
no i haven't |
00:28 |
VanessaE |
he seems quite happy with his paragen |
00:29 |
VanessaE |
https://forum.minetest.net/viewtopic.php?id=7366 |
00:29 |
VanessaE |
good overview in the first post |
00:30 |
VanessaE |
one thing: temperature/humidity will use...what..? the same facility that produces those normally-invalid values I see in the debug display? something else? |
00:31 |
VanessaE |
I've been kinda leaving all this climate/biome stuff to you guys because it conflicts kinda badly with plants_lib, so I haven't the foggiest clue where it all stands now :P |
00:33 |
VanessaE |
and quite frankly, proller didn't really do any favors there (sorry proller...) |
00:33 |
hmmmm |
humidity and temperature.... |
00:33 |
hmmmm |
right now there are 3 different kinds |
00:33 |
hmmmm |
it's ridiculous |
00:33 |
hmmmm |
proller's is one, that's only used for weather-related things |
00:34 |
hmmmm |
it's actually dynamic, which means it changes with game time |
00:34 |
hmmmm |
biome heat and humidity is what's used to determine the biome of that node |
00:35 |
VanessaE |
right, and that's the one I am interested in most |
00:36 |
hmmmm |
the other humidity is one that's specific to v6 and used only for determining where there's a jungle |
00:36 |
VanessaE |
hm, that's a problem. |
00:36 |
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00:36 |
hmmmm |
this can't be changed to use the biome manager's humidity because it would break reverse compatibility |
00:36 |
VanessaE |
how'd that get in there? didn't those jungled get re-added AFTER the weather/climate stuff was implemented? |
00:36 |
VanessaE |
jungles* |
00:37 |
hmmmm |
probably i should've named it something different to clarify that it was just a v6-specific-thing |
00:37 |
VanessaE |
well I dunno about that....what's the worst it would do? a few mapblock boundaries along the edges of the old map areas, maybe, right? |
00:37 |
hmmmm |
but it was literally called "humidity" in the v6 version that had jungles to start with |
00:38 |
hmmmm |
it doesn't matter, every v6 map has to be node-perfect |
00:38 |
VanessaE |
and only then in jungles if they should cross a boundary |
00:38 |
VanessaE |
mmmh |
00:38 |
hmmmm |
it's been node-perfect since it was last modified in 4.3 |
00:38 |
hmmmm |
nothing changed |
00:38 |
VanessaE |
4.3? *glares* |
00:38 |
VanessaE |
ok, fair enough |
00:38 |
VanessaE |
but you left one out: |
00:39 |
hmmmm |
someone can pick up a map from 0.4.3 and play it with the newest -dev version and it'll generate with no flaws at the boundaries |
00:39 |
VanessaE |
the humidity/temperature system that snow biomes and plants_lib mods use, so that makes four systems... |
00:39 |
hmmmm |
whereas with minecraft it's like they really don't give a solitary crap and you have consistently broken maps with each new version |
00:41 |
hmmmm |
you can't really help it though |
00:41 |
VanessaE |
yeah |
00:41 |
hmmmm |
those mods need to work on all mapgens |
00:41 |
hmmmm |
biomes only work on v7 at the moment |
00:42 |
hmmmm |
maybe someday I'll repurpose indev to be a v6.5 with all the improvements of v7 that would break compatibility but with the same terrain output |
00:42 |
hmmmm |
similar rather |
00:46 |
VanessaE |
hm |
00:46 |
VanessaE |
well you could call THAT result v7 and push all of that which would totally break the terrain into v8 :) |
00:47 |
VanessaE |
(otherwise you'll confuse everyone :) ) |
00:49 |
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01:04 |
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01:04 |
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01:15 |
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01:52 |
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02:08 |
VanessaE |
I'm being told now that the iOS build has been removed from the Apple App Store, but since I have no iOS devices, but a Google search still returns at least one link: |
02:08 |
VanessaE |
https://itunes.apple.com/us/app/buildcraft-multiplayer-block/id740372768?mt=8 |
02:08 |
VanessaE |
I don't have any iOS devices so I can't check this. Anyone? |
02:09 |
VanessaE |
bah, my grammar sucks, but you get the point :P |
02:10 |
VanessaE |
(and their copy of HDX is outdated, too :P ) |
02:37 |
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03:06 |
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03:26 |
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04:19 |
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04:38 |
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05:03 |
* VanessaE |
pokes sfan5 |
06:00 |
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06:38 |
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06:45 |
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06:53 |
sfan5 |
VanessaE: ? |
06:55 |
VanessaE |
sfan5: just wondered about that android build. I just finished resetting-to-factory-default (+rooting) my tablet (and without adding that account switcher). Wanted to know if you'd given any thought on dealing with that two levels of /data/data thing that my tab does. |
06:55 |
sfan5 |
/data/data should be fine |
06:55 |
VanessaE |
(I have not yet re-tried your build, in fact I *just* finished not 5 minutes ago) |
06:56 |
sfan5 |
every device is organized differently |
06:56 |
sfan5 |
also: <VanessaE> I don't have any iOS devices so I can't check this. Anyone? |
06:56 |
sfan5 |
the app you linked exists |
06:56 |
VanessaE |
ok |
06:56 |
sfan5 |
oh goddamnit! |
06:56 |
VanessaE |
? |
06:57 |
* VanessaE |
hides |
06:57 |
sfan5 |
sapier broke cross-compiling |
06:57 |
VanessaE |
eep |
06:57 |
sfan5 |
CMake Error: TRY_RUN() invoked in cross-compiling mode, please set the following cache variables appropriately: |
06:57 |
sfan5 |
VALID_LUAJIT_VERSION_EXITCODE (advanced) |
06:58 |
VanessaE |
oh that must have been because of that detection of "broken" beta versions thing he was working on |
06:58 |
VanessaE |
guess he missed a step :P |
06:58 |
sfan5 |
if you try to run something you should check whether you are cross-compiling |
07:00 |
sfan5 |
fix incoming in 5 mins or so |
07:00 |
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07:10 |
sfan5 |
of ffs |
07:10 |
sfan5 |
oh* |
07:10 |
sfan5 |
/home/stefan/mt-build/build/c55/minetest-minetest-4585fba/src/script/lua_api/l_mapgen.cpp:251: error: ‘g_settings’ was not declared in this scope |
07:14 |
sfan5 |
fix incoming in 5 mins |
07:18 |
hmmmm |
weird |
07:18 |
VanessaE |
? |
07:19 |
hmmmm |
wonder how come i get g_settings declared |
07:19 |
hmmmm |
anyway just add a #include "main.h" to that file |
08:23 |
VanessaE |
sfan5: http://pastebin.ubuntu.com/6941934/ |
08:23 |
VanessaE |
look good to you? |
08:23 |
VanessaE |
(the minetest dir was copied over via the regular USB mass storage method) |
08:23 |
VanessaE |
(prior to installing the apk) |
08:43 |
sfan5 |
VanessaE: (assuming /sdcard points to /mnt/sdcard) yes |
08:43 |
VanessaE |
it does. |
08:43 |
sfan5 |
it should work then |
08:43 |
* VanessaE |
tries... |
08:44 |
VanessaE |
nope.avi |
08:44 |
VanessaE |
E/AndroidRuntime( 1691): java.lang.RuntimeException: Unable to start activity ComponentInfo{net.minetest.minetest/android.app.NativeActivity}: java.lang.IllegalArgumentException: Unable to find native library: minetest |
08:44 |
sfan5 |
hm |
08:44 |
sfan5 |
what tablet was it again? |
08:44 |
VanessaE |
Xelio P1001A |
08:46 |
sfan5 |
hm |
08:49 |
VanessaE |
almost seems like I just need whatever Android's equivalent is of ldconfig |
08:49 |
sfan5 |
it seems like something with android is broken |
08:52 |
VanessaE |
or just some variant that you haven't accounted for I think |
09:03 |
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09:04 |
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09:07 |
VanessaE |
sfan5: btw, why is the AndroidManifest.xml full of nulls? |
09:08 |
VanessaE |
every other byte is 0x00 |
09:09 |
VanessaE |
it's not readable in UTF-8, or -16, ISO-8859-1 or -15... |
09:12 |
VanessaE |
all of the other files in the apk seem to be fine except the manifest |
09:12 |
VanessaE |
that's probably why the package errors out for me. |
09:15 |
proller |
in FM get_heat/temp when weather disabled return exactly "biome heat and humidity is what's used to determine the biome of that node" |
09:15 |
VanessaE |
proller, offtopic....... |
09:16 |
proller |
no, port this changes if you need it, only 3-5 lines.. |
09:21 |
VanessaE |
hmm..I guess the manifest.xml is translated into some weird not-truly-xml format when packaged. |
09:26 |
VanessaE |
there we go, apktool made sense of it. |
09:28 |
VanessaE |
not that it did me any good to read it :P but something I found earlier did say that android:hasCode should be set to "true" in cases like this |
09:37 |
VanessaE |
but idk what I'm doing so I'm probably totally wrong :) |
09:47 |
nore |
celeron55_, is the camera fix better now? (I added env access to particles too btw) |
10:43 |
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13:36 |
RealBadAngel |
somebody wanna try #1117 ? |
13:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/1117 -- Normal maps generation on the fly. by RealBadAngel |
13:37 |
RealBadAngel |
ive made the code lotsa faster |
13:42 |
sfan5 |
VanessaE: android:hasCode is supposed to be false because it does not have a single-line (non-autogenerated) java code |
13:50 |
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16:05 |
VanessaE |
sfan5: oh ok. toldya I didn't know wtf I was doing :D |
16:12 |
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17:21 |
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17:23 |
Calinou |
how to change game language on Windows? |
17:23 |
Calinou |
without changing system language |
17:23 |
PilzAdam |
language in minetest.conf |
17:25 |
sapier |
but expect issues on doing so ... windows and i18n is a nightmare |
17:26 |
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17:26 |
Calinou |
why? |
17:26 |
Calinou |
it would be the same as other games |
17:29 |
sapier |
other games don't use gettext on windows |
17:30 |
sapier |
there are various ways to do i18n on windows, but allmost all of them are non portable |
17:31 |
Calinou |
Xonotic uses gettext on Windows |
17:31 |
Calinou |
it does work |
17:31 |
Calinou |
TONS of programs do |
17:31 |
Calinou |
really |
17:31 |
sapier |
those who work use either gtk or qt |
17:31 |
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17:31 |
sapier |
or did implement i18n on their own |
17:32 |
Calinou |
Xonotic doesn't use GTK or Qt |
17:33 |
sapier |
feel free to try to fix it ;-) multiple people tried noone with full success |
18:01 |
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18:42 |
rambomedic |
sfan5 PilzAdam #1149 |
18:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/1149 -- Add AppData file by davidgumberg |
18:49 |
rambomedic |
? |
19:25 |
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20:03 |
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20:16 |
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20:26 |
EvergreenTree |
https://github.com/minetest/minetest_game/pull/240 |
20:26 |
EvergreenTree |
Anyone willing to test? |
20:27 |
EvergreenTree |
"Add animated texture for the front of default:furnace_active" |
20:29 |
VanessaE |
works fine, EvergreenTree |
20:29 |
VanessaE |
I might suggest adding a flare to the fire though |
20:29 |
EvergreenTree |
Any other core devs want to test this? |
20:29 |
VanessaE |
make it look bright |
20:30 |
EvergreenTree |
Well, that's just the texture. Also, I forgot how to add commits to a fork without adding unnecesarry commits to the pull request |
20:30 |
EvergreenTree |
I can change it fairly easily |
20:31 |
VanessaE |
change your files, git add . ; git commit --amend; git push -f |
20:31 |
EvergreenTree |
Thanks |
20:31 |
EvergreenTree |
So a more saturated and somewhat deeper flame? |
20:32 |
VanessaE |
I was thinking a simple white-->yellow--> transparent gradient starting at the core of the fire |
20:32 |
VanessaE |
something to make the front look like it's genuinely hot |
20:33 |
EvergreenTree |
Gah, why is it I have to go at the most incovenient times? >:( |
20:33 |
VanessaE |
don't worry about it |
20:33 |
EvergreenTree |
Well, bbl |
20:33 |
VanessaE |
the texture can be imprved later |
20:33 |
VanessaE |
+o |
20:44 |
sapier |
does anyone know how number keyboard presses are translated to hotbar changes? |
20:48 |
VanessaE |
left to right. |
20:48 |
VanessaE |
:) |
20:49 |
sapier |
well I meant code wise ... I can't find the location where that event is handled |
20:49 |
VanessaE |
(sorry, just being a smartass ;) ) |
20:51 |
sapier |
:-) I'm looking for this for about 2 hours know ... minetests event handling is quite strange ... and what those android ports did is even more strange ... took me a day to realize how messed up this is |
20:52 |
sapier |
its basicaly place an adapter behind an adapter keeping boths internal data but using data from one sometimes and sometimes from the other one |
20:54 |
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22:53 |
EvergreenTree |
About #240 on minetest_game: A better texture is welcome, I can do a better one if necessary though |
22:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/240 -- Creative inventory |
22:53 |
EvergreenTree |
https://github.com/minetest/minetest_game/pull/240 |
22:53 |
khonkhortisan |
ninja'd |
22:54 |
EvergreenTree |
lol |
22:54 |
EvergreenTree |
Not the right link though |
22:54 |
EvergreenTree |
:P |
22:54 |
khonkhortisan |
oh |
22:54 |
EvergreenTree |
It's on minetest_game |
23:11 |
EvergreenTree |
*cough* I need a better texture for https://github.com/minetest/minetest_game/pull/240 |
23:11 |
EvergreenTree |
I can make one if necessary |
23:19 |
* khonkhortisan |
suggests using http://www.livestream.com/fireplacetv as the texture |
23:20 |
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