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08:48 |
* RealBadAngel |
yawns |
08:50 |
VanessaE |
wake up. |
08:53 |
RealBadAngel |
i do have new code rdy, removing now previously added tooltips to elements |
08:53 |
VanessaE |
what'd you replace it with? |
08:54 |
RealBadAngel |
im just restoring all the elements to pre-tooltips age |
08:55 |
RealBadAngel |
tooltips with current approach can be added to any (almost) formspec element |
08:56 |
RealBadAngel |
http://pastebin.com/v8m5X1z8 |
08:56 |
RealBadAngel |
^^ modified UI code for user defined buttons |
08:57 |
RealBadAngel |
as you can see tooltip is added with new formspec element |
08:57 |
RealBadAngel |
tooltip[<gui_element_name>,<tooltip_text>] |
09:00 |
RealBadAngel |
im thinkin also extending tooltip field with color attributes |
09:00 |
RealBadAngel |
like background and text colors |
09:01 |
RealBadAngel |
like ancient indians used to say: hell, why not? :) |
09:01 |
VanessaE |
ah so you're going with sapier's idea after all. |
09:02 |
RealBadAngel |
yup, and i kinda like it |
09:02 |
RealBadAngel |
because i dont have to modify original elements to have tooltips |
09:02 |
RealBadAngel |
even for future added ones |
09:02 |
VanessaE |
you should probably add that method with your code revert |
09:02 |
VanessaE |
(as a separate commit in the same pull) |
09:02 |
VanessaE |
may as well keep the functionality etc |
09:03 |
RealBadAngel |
it cannot be separated, one exludes another |
09:03 |
VanessaE |
right |
09:03 |
VanessaE |
I just meant instead of revert the broken way and then later on adding the new way |
09:03 |
VanessaE |
do it all now |
09:03 |
VanessaE |
just to get it all out of the way in one shot |
09:04 |
RealBadAngel |
also the file was modified meanwhile |
09:04 |
RealBadAngel |
so i cannot simply revert my commits |
09:05 |
VanessaE |
ah |
09:05 |
RealBadAngel |
but the colors i wil leave for another update, it will be optional anyway |
09:05 |
VanessaE |
well by revert I just mean "revert the function", not revert in the sense of reverting an actual commit |
09:05 |
VanessaE |
i.e. do what you're doing now. |
09:06 |
VanessaE |
....and when you do colors, *of course* you will support signs_lib's CGA color scheme ;) |
09:16 |
RealBadAngel |
lol |
09:58 |
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10:15 |
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10:32 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1411 |
10:32 |
RealBadAngel |
^^ tooltips completely reworked, all old code removed |
10:33 |
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10:33 |
RealBadAngel |
tooltips now are separate formspec elements, and can be applied to any GUI element |
10:33 |
RealBadAngel |
previous tooltips related pulls are closed |
10:34 |
VanessaE |
this includes code to delay them also? |
10:34 |
RealBadAngel |
yes |
10:34 |
RealBadAngel |
ofc that does not apply to items, theyre done by separate code |
10:35 |
RealBadAngel |
i may add that feature for them in the future |
10:35 |
VanessaE |
ok, applies clean against HEAD. building. |
10:36 |
RealBadAngel |
for testing you gonna need updated UI, please hold on |
10:36 |
VanessaE |
I think, btw, if you make the item tooltips just not chase the pointer, but otherwise pop up immediately like they already do, that might be suitable to include in your current pull. |
10:38 |
VanessaE |
builds and runs clean. |
10:38 |
VanessaE |
(I'm impatient. Travis is too slow :P ) |
10:39 |
RealBadAngel |
fuck travis, be brave |
10:39 |
RealBadAngel |
meanwhile UI is updated |
10:39 |
VanessaE |
just pull it from mainline? |
10:39 |
RealBadAngel |
yeah |
10:40 |
VanessaE |
ok, lemme get this pull onto the server also. |
10:41 |
RealBadAngel |
old clients should have no problems with new UI |
10:41 |
RealBadAngel |
new element will be just ignored by them |
10:41 |
VanessaE |
right |
10:42 |
RealBadAngel |
i havent tested that, but definition says so ;) |
10:44 |
RealBadAngel |
ShadowNinja, here? |
10:44 |
VanessaE |
ok, let's try it out. |
10:45 |
VanessaE |
my Creative server has the new code. |
10:45 |
VanessaE |
tooltips work as expected |
10:45 |
VanessaE |
(it has updated UI also) |
10:45 |
VanessaE |
got an old client handy to try it out with? |
10:46 |
RealBadAngel |
trying now with modified |
10:46 |
RealBadAngel |
but yes, i will try older one too |
10:47 |
VanessaE |
only Creative is running up-to-date + #1411. all other servers are up-to-date, without that pull. |
10:47 |
VanessaE |
just fyi. |
10:47 |
VanessaE |
(because they still need a restart) |
10:50 |
VanessaE |
opinions? |
10:51 |
RealBadAngel |
modified one works as expected |
10:51 |
VanessaE |
good |
10:52 |
RealBadAngel |
tryin now old build |
10:54 |
RealBadAngel |
hmm i think i joined another server |
10:54 |
RealBadAngel |
with not updated UI |
10:54 |
VanessaE |
30000 is creative |
10:55 |
VanessaE |
on the others, UI and server are the previous sorta-broken ones |
10:55 |
VanessaE |
but only Creative, Survival and MG-Nore should have UI |
10:55 |
RealBadAngel |
yup |
10:56 |
RealBadAngel |
now connected to creative with old client |
10:56 |
RealBadAngel |
no problems |
10:56 |
VanessaE |
good |
10:56 |
RealBadAngel |
new tooltips are just not shown |
10:57 |
RealBadAngel |
however itemimagebuttons still work, just without delays |
10:57 |
RealBadAngel |
i mean tooltips for them |
10:57 |
RealBadAngel |
"flawless victory" ;) |
10:57 |
VanessaE |
heh |
10:57 |
VanessaE |
now we wait for sapier. |
10:58 |
RealBadAngel |
youre free to deploy UI to other servers |
10:58 |
VanessaE |
just did for MG-nore (assuming it even has it, I tend to forget)( |
10:58 |
VanessaE |
gotta wait for Survival, someone is playing there. |
10:59 |
RealBadAngel |
kick the butt, new is coming into town ;) |
10:59 |
VanessaE |
heh |
10:59 |
VanessaE |
this guy's one of my old-guard, I'll let him play till he signs off. |
11:05 |
RealBadAngel |
hmm, lets see now what i can do about colors |
11:06 |
VanessaE |
#x for x is a hex digit 0 to f, follows the CGA color palette :) |
11:06 |
RealBadAngel |
i do have to wait for sapier anyway, can spend it on adding here some unnecesary eye candies ;) |
11:06 |
VanessaE |
(or #xxxxxx if you MUST have the full HTML color spec) |
11:06 |
RealBadAngel |
color format is already known |
11:07 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L908 |
11:07 |
RealBadAngel |
theres code to set global colors already |
11:08 |
RealBadAngel |
i just want tooltips to override globals |
11:09 |
RealBadAngel |
so you can have different coulored tooltips in same form |
11:11 |
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13:19 |
RealBadAngel |
ok, now im REALLY done with tooltips |
13:19 |
RealBadAngel |
https://www.youtube.com/watch?v=Ug1r81Qg89U |
13:24 |
kaeza |
nice |
13:34 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1411 |
13:34 |
RealBadAngel |
pull updated with colors for tooltips |
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16:40 |
Krock |
http://i.imgur.com/eogIufe.png |
16:40 |
Krock |
built some monutes ago with newest git |
16:40 |
Krock |
*minutes |
16:41 |
Krock |
case closed. forgot to copy builtin folder |
16:42 |
* Krock |
headdesks |
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16:51 |
asl |
does the server or the client handle object movement (throwing item will fall to the ground)? |
16:53 |
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16:57 |
Calinou |
server does velocity and acceleration, interpolated (not predicted) by the client |
16:57 |
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17:25 |
Amaz |
If anyone wants to kick Amaz_ it could get annoying... |
17:26 |
sfan5 |
why would you want Amaz_ kicked? |
17:33 |
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17:45 |
Megaf |
celeron55: congrats for your coding style, pretty well organized. I'm finding it quite easy to change it |
17:49 |
rubenwardy |
Are you sure you are talking about the Minetest source code? |
17:49 |
rubenwardy |
The coding style is very inconsistant |
17:50 |
Megaf |
yep |
17:50 |
Megaf |
at least the lua part of it |
17:50 |
Megaf |
I find it pretty cool and easy to read |
17:52 |
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17:57 |
rubenwardy |
How can I get the height of the terrain at a particular point from within the cpp code? |
17:57 |
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17:57 |
rubenwardy |
ie: Is there a helper function? |
18:00 |
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18:03 |
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18:04 |
Calinou |
Carbone crashes other clients if they connect to the server, too |
18:04 |
Calinou |
need to use old Git again |
18:04 |
Calinou |
I have absolutely no idea why Carbone crashes and not minetest_game |
18:04 |
celeron55 |
Megaf: i'm fairly sure whatever you are looking isn't made by me |
18:05 |
Megaf |
celeron55: at the moment, init.lua of default mod pro minimal |
18:05 |
Megaf |
from minimal* |
18:05 |
celeron55 |
oh, then it might be 8) |
18:06 |
Megaf |
This https://github.com/minetest/minetest/blob/master/games/minimal/mods/default/init.lua |
18:07 |
Megaf |
celeron55 authored on 26 Mar 2012 |
18:07 |
Megaf |
Yours! :) |
18:07 |
celeron55 |
hmm, it actually is a quite good example of a small game |
18:07 |
* celeron55 |
congratulates himself |
18:07 |
Megaf |
celeron55: Yep, the code is so well organized that I'm able to clean it without making the server crash on start |
18:08 |
Megaf |
I removed all tools, falling nodes (dirt/sand), flowing liquids |
18:08 |
Megaf |
and changed a couple of things |
18:08 |
Megaf |
and I don't know lua |
18:09 |
Megaf |
https://github.com/Megaf/Pixel |
18:10 |
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18:14 |
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18:17 |
casimir |
If anybody noticed, in the main menu the game icons are not 48x48 |
18:17 |
casimir |
https://github.com/minetest/minetest/blob/master/builtin/mainmenu/tab_singleplayer.lua#L48 |
18:18 |
casimir |
changing y=1.15 to y=1,18 fixes it |
18:18 |
casimir |
sorry . not , |
18:18 |
casimir |
don't know if this is the right way to do it |
18:18 |
sfan5 |
fixes what? |
18:19 |
casimir |
the icons for the subgames are smaller than they should be |
18:19 |
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18:19 |
casimir |
they look ugly when some pixels are left out |
18:22 |
rubenwardy |
I get "Some exception: Somebody tried to get/set something in a nonexistent position." when using Map::getNode() |
18:22 |
rubenwardy |
How can I see if the node has been loaded by the client yet? |
18:22 |
rubenwardy |
(I am calling it from an instance, not statically, btw) |
18:23 |
rubenwardy |
env->getMap() is the local map, right? |
18:23 |
sapier |
actually you can't at client side |
18:23 |
sapier |
you can't change node client side either |
18:23 |
sapier |
at least not permanent |
18:23 |
rubenwardy |
no, I am trying to read what the nodes are |
18:24 |
sapier |
as you're talking about client side I assume we're talking about c++ code? |
18:24 |
rubenwardy |
yes |
18:25 |
rubenwardy |
Just found client.getEnv().getClientMap(), I should probably be using that instead of env->getMap() |
18:25 |
sapier |
I don't think there's been a usecase for this, if you need it catch the exception |
18:25 |
sapier |
or change behaviour of client side getNode() |
18:26 |
kahrl |
casimir: known issue |
18:27 |
kahrl |
with some arithmetic I worked out that the size should be exactly 1.165,1.175 |
18:27 |
sfan5 |
arithmetic! \o/ |
18:27 |
kahrl |
but when I changed it, the icons were no longer vertically centered, and I was busy so I never got around to fixing it |
18:28 |
kahrl |
sfan5: isn't arithmetic a nice thing? :) |
18:29 |
rubenwardy |
ah! |
18:29 |
sfan5 |
yes |
18:29 |
rubenwardy |
getNodeNoEx -> get node, no exception |
18:29 |
sapier |
*g* kahrl I don't even wanna look at this if gui scaling is active or screens with different dpi values |
18:33 |
casimir |
ok... |
18:37 |
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19:18 |
RealBadAngel |
hi |
19:18 |
RealBadAngel |
sapier, seen tooltips patch? |
19:23 |
sapier |
yes, have you fixed shadowninjas comments? |
19:24 |
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19:27 |
RealBadAngel |
most of them |
19:28 |
RealBadAngel |
i wont be invertin the conditions and adding another break/continue there |
19:28 |
RealBadAngel |
im sick enough for this goto already |
19:28 |
RealBadAngel |
i havent used goto in my code for more than 20 yrs of coding |
19:30 |
RealBadAngel |
also code (conditions) and flow has to be readable for me, fuck the tabs, whole code doesnt occupy even half of my screen width |
19:31 |
RealBadAngel |
rest of what SN suggested already made |
19:34 |
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19:36 |
sapier |
sounds good ... I had an idea how we can prevent or at least relax things like that in future versions |
19:36 |
sapier |
won't help for now of course |
19:36 |
RealBadAngel |
go on |
19:37 |
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19:37 |
sapier |
well it's not that complicated I mentioned yesterday whole thing is because of formspec missing versioning ... so why not just add it? |
19:38 |
RealBadAngel |
well, since its being sent anyway we can add version field |
19:38 |
sapier |
exactly ... prepending formspec string by formspec_version[1] will not break any client while it can be used in future versions |
19:40 |
RealBadAngel |
lets say version[0,4,10,xxx] |
19:40 |
RealBadAngel |
so the code can separate it easily |
19:40 |
sapier |
why? |
19:40 |
sapier |
what are those numbers good for? |
19:41 |
RealBadAngel |
whatever, just proposal |
19:41 |
sapier |
I'd keep it simple and just count up ... unless someone has a suggestion what to do with other numbers? ;-) |
19:42 |
RealBadAngel |
with exact version numbers one can define since which build the feature is here |
19:42 |
sapier |
but what's this good for? |
19:43 |
sapier |
if you wanna have any chance old clients to interpret it correct you may never change old fields |
19:43 |
RealBadAngel |
keep the version of formspec same as engine? |
19:43 |
sapier |
for what? |
19:44 |
RealBadAngel |
dunno exactly ;) |
19:44 |
sapier |
I'd thought about a quite simple mechanism if version of received formspec is bigger then client version , client will interpret as far as it knows ... quite similar to what you suggested ... the only difference is if you have a matching client version you'll still be able to detect errors in formspecs |
19:45 |
sapier |
client version == client formspec version |
19:45 |
RealBadAngel |
right |
19:45 |
RealBadAngel |
btw, we have tested my code in different setups |
19:46 |
RealBadAngel |
old clients can connect to newer server without any glitches |
19:46 |
sapier |
good ... same should be done to what I propose |
19:46 |
RealBadAngel |
funny is even server doesnt have to be new |
19:47 |
RealBadAngel |
old server can run mods for newer clients |
19:48 |
sapier |
yes that's still gonna work |
19:48 |
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19:48 |
sapier |
well ... server will tell wrong version, but as client will understand those parameters it's gonna work too |
19:49 |
sfan5 |
<sapier> I'd keep it simple and just count up |
19:49 |
sfan5 |
+1 |
19:50 |
sapier |
everytime someone adds a parameter to a existing field we have to count up ... it's a unsigned int I guess we'll never run out of numbers |
19:50 |
RealBadAngel |
who knows... |
19:50 |
sapier |
0.4.10 will be version 1 |
19:51 |
sapier |
everything before is 0 |
19:51 |
RealBadAngel |
ok, travis passed. can i push it? |
19:52 |
sapier |
wait |
19:52 |
sapier |
why to you use , to separate fields? |
19:52 |
RealBadAngel |
where? |
19:53 |
sapier |
tooltip[<gui_element_name>,<tooltip_text>,<bgcolor>,<fontcolor>] |
19:53 |
sapier |
hmm seems to be a doc error only |
19:54 |
RealBadAngel |
hmm, are you sure, i can see ; here |
19:55 |
sapier |
well the string ip is what I did copy |
19:55 |
RealBadAngel |
jokin, pushed and rebased already ;) |
19:55 |
sapier |
ahh :) |
19:55 |
Megaf |
sapier: the heck you did on todays "snapshot"? I reduced max lag from 8 to 1 |
19:55 |
sapier |
hmm guess I need to rebase my version pull prior I even created it ;-) |
19:56 |
Megaf |
even my Raspberry Pi is running fast |
19:56 |
sapier |
I merged the performance improvements I did for android port |
19:57 |
sapier |
rba that was meant as "push it" |
19:57 |
RealBadAngel |
travis is checkin it again |
19:58 |
RealBadAngel |
skip it? |
19:58 |
sapier |
no |
19:58 |
sapier |
I guess it's not gonna fail but just to be sure |
19:58 |
RealBadAngel |
i thought so also |
19:59 |
RealBadAngel |
it could be marked as not checked or something |
20:00 |
sapier |
I don't think so but I guess we can spend those 15 min |
20:00 |
RealBadAngel |
seen the vid? |
20:02 |
sapier |
particles video? yes |
20:02 |
RealBadAngel |
no, the tooltips |
20:03 |
RealBadAngel |
https://www.youtube.com/watch?feature=player_detailpage&v=Ug1r81Qg89U#t=29 |
20:04 |
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20:05 |
sapier |
you should think about white on green ;-) |
20:05 |
sapier |
really nice |
20:06 |
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20:08 |
RealBadAngel |
ok, travis passed, pushing |
20:13 |
RealBadAngel |
done, whats next? :) |
20:14 |
sapier |
dll fix? |
20:15 |
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20:15 |
RealBadAngel |
nah, not my area |
20:16 |
RealBadAngel |
got it |
20:16 |
RealBadAngel |
most annoying thing in UI ever |
20:17 |
RealBadAngel |
pressing enter in search filter edit box closes the formspec |
20:17 |
RealBadAngel |
like VanessaE says 'this shit HAS to end!" |
20:18 |
cg72 |
RBA fix that and i will love you forever :) |
20:20 |
RealBadAngel |
sapier, see? :) |
20:20 |
RealBadAngel |
cg72, on it |
20:21 |
sapier |
yes ... why isn't there an issue for it? |
20:21 |
RealBadAngel |
i tried once, it ended with big argue over the chan ;) |
20:23 |
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20:23 |
RealBadAngel |
some are thinkin that original formspec usage, edit the sign with editbox just is the most important thing in the universe so pressing enter should close all the forms ;) |
20:24 |
sapier |
hmm wait ... does this mean you have to change general behaviour? |
20:24 |
RealBadAngel |
i will try not to |
20:25 |
RealBadAngel |
which doesnt change my opionion default behaviour is just plain stupid |
20:25 |
RealBadAngel |
to close you have added automagically button |
20:34 |
sapier |
yes but in case it involves changing default behaviour we'll have a lot more discussion |
20:35 |
sapier |
megaf did you have minetest installed at that device before? |
20:35 |
Megaf |
sapier: nope |
20:36 |
sapier |
hmm I can reprocude that issue |
20:36 |
sapier |
seems I've broken something recently |
20:37 |
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20:38 |
Megaf |
sapier: just don't touch the x86 thing |
20:39 |
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20:46 |
cg72 |
i got a dev question, is there any way to thread the server without a huge rewrite? i have a 10+ nope VM and i was told in the current state it wouldnt help any |
20:46 |
cg72 |
nope = node |
20:47 |
sapier |
it helps but not as much as it could help ... no you can't change it without a lots of changes ... but we're on it |
20:47 |
sapier |
yet don't expect it to be done soon |
20:48 |
cg72 |
i also got 4 tesla gpus in 1 server so if you can rewrite it all in cuda ;) i would love it lol |
20:48 |
sapier |
don't expect them to help at all |
20:49 |
cg72 |
im not i was just joking around :P |
20:49 |
cg72 |
they are for autocad and my solidworks |
20:49 |
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20:49 |
sapier |
I guess there'd not even a lot of benefit if we did have resources to do so ... gpu's are good for simd operations ... quite rare on minetest server |
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21:20 |
sapier |
megaf can you try rebooting your device and start minetest? |
21:21 |
sapier |
on my ideos x3 I can start it once per boot |
21:43 |
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21:45 |
Megaf_ |
sapier; ok, hold on |
21:48 |
sapier |
great the patch fixing vivante textures breaks texts on adreno |
21:49 |
Megaf_ |
sapier; not it took longer to get to the grey screen |
21:49 |
Megaf_ |
now* |
21:50 |
sapier |
sad ... guess 256 mb are that hard at limit it sometimes works sometimes not dependent on apps in background |
21:51 |
sapier |
you can look for cyanogen mod for that device ... at least on ideos it's way more fast |
21:51 |
Megaf_ |
sapier; there's not really much on minetest c lient that should use that much ram... |
21:51 |
Megaf_ |
really |
21:52 |
sapier |
there is |
21:52 |
Megaf_ |
I'm sure you can slim it down a lot |
21:52 |
Megaf_ |
maybe by 90% |
21:52 |
sapier |
java vm, c libraries, textures |
21:58 |
RealBadAngel |
textures^2 |
21:58 |
RealBadAngel |
thx to modifiers |
21:59 |
RealBadAngel |
also so loved use of ^ to create new ones |
21:59 |
cg72 |
to same ram is there any way to force a texture pack on th the android clients like 16px not the 32+px the looks of the world on my tablet is too small to see the slight differences and it would cat the textures down greatly |
21:59 |
cg72 |
same=save |
21:59 |
RealBadAngel |
folks seems not understanding that each use of modifier creates new texture in ram |
22:00 |
sapier |
we could choose a texturepack clientside but that would override ALL texture packs |
22:00 |
celeron55 |
ehm |
22:00 |
sapier |
there's a simplified menu on android |
22:01 |
celeron55 |
how about before making any kind of guesses like these you would use valgrind's massif tool to check what actually takes up the memory |
22:01 |
sapier |
celeron55 I already tried to run valgrind on android ... didn't exactly work |
22:01 |
cg72 |
my kids play on our tablet and most driod mt users are kids so i dont tkink they mind about overriding texture packs |
22:01 |
celeron55 |
run it on PC |
22:02 |
celeron55 |
doesn't make a difference |
22:02 |
sapier |
I can send you the report if you want it ;-P |
22:02 |
sapier |
already did this too |
22:02 |
RealBadAngel |
and? |
22:02 |
celeron55 |
why aren't you mentioning the result then |
22:02 |
sapier |
most of memory is now within irrlicht |
22:03 |
RealBadAngel |
textures then? :) |
22:03 |
sapier |
most likely |
22:03 |
sapier |
I answere where memory is used on android |
22:04 |
sapier |
I can't tell massif told me about javavm and c libraries |
22:04 |
sapier |
but 10mb libs for a total of 100mb are significant |
22:07 |
sapier |
and textures are uncompressed memory, 32 instead of 16 increases texture memory by factor 4 |
22:08 |
cg72 |
thats why i sugested a texture override to 16px for most of the textures :) |
22:09 |
sapier |
why force every server to look same? |
22:10 |
sapier |
maybe adding a special settings menu having "low details" configuration |
22:10 |
cg72 |
well most i have seen do now with defaults and it was just an idea to help reduce ram |
22:10 |
cg72 |
a low detail setting might be the answer |
22:10 |
sapier |
but for what I guess ppl wouldn't even recognize "low detail configuration for slow devices" would be suitable for them |
22:11 |
Exio4 |
what about having it enabled by default if X specs aren't meet? |
22:11 |
sapier |
still that'd result in a server having 16x16 texture pack with medival textures to use default textures |
22:11 |
sapier |
there's no clear line to decide |
22:12 |
Exio4 |
how heavy would be to resize textures on load? |
22:12 |
sapier |
I've seen devices having almost same hardware specs having a performance difference about 50% |
22:12 |
cg72 |
the current non-medevil textures can be used but scalled down and still look the same |
22:13 |
sapier |
if you want to scale down a texture you have to load it to memory first |
22:13 |
sapier |
right now I suspect I can't run minetest twice because of memory fragmentation ... same effect would occur if you did this |
22:13 |
cg72 |
well i meant scale it down and add it to the app to use so no ram is used to do it |
22:13 |
sapier |
how many texture packs to add? |
22:13 |
sapier |
how to decide which one to use? |
22:14 |
cg72 |
well the standard default is what 90% of android players use and most servers |
22:14 |
sapier |
I don't have any number about what is used and what not |
22:15 |
sapier |
I didn't even get reasonable feedback about what game to set as default |
22:15 |
sapier |
same is for games to be included in 0.4.10 |
22:15 |
cg72 |
really? |
22:15 |
Exio4 |
some low detail texture pack available right next to the default TP, if people wants to use it, then they use it |
22:16 |
cg72 |
my newest server runs a 8px texture pack to be mobile device friendly |
22:17 |
sapier |
https://forum.minetest.net/viewtopic.php?f=3&t=9385 6 ppl .. not that I wouldn appreciate their opinion ... but that's not very much |
22:18 |
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22:21 |
cg72 |
sapie to be honest i just got our tablet 6 weeks ago so im new to this, i only go on what thw server players on mine and vanessas servers say about how they game on phones and tablets |
22:21 |
sapier |
I don't have lot of experience what users use too so any opinion is welcome |
22:22 |
sapier |
right now my knowledge is about following: tablets work mostly fine |
22:22 |
sapier |
while 4" phones seem to have quite little controls |
22:22 |
cg72 |
i would say on the servers connected to #minetest on inchra.net about 70% or more are on mobile devices |
22:22 |
Megaf_ |
sapier; well, now my RPi subgame makes sense... |
22:22 |
Megaf_ |
and so my Raspberry Pi |
22:23 |
Megaf_ |
pff |
22:23 |
cg72 |
Megaf_: mt on a pi? wow |
22:23 |
Megaf_ |
https://forum.minetest.net/viewtopic.php?f=15&t=9192 |
22:23 |
Megaf_ |
cg72; as server, yes |
22:23 |
Megaf_ |
cg72; I can't run the client yet due to, dont know how |
22:23 |
Megaf_ |
need help to get the GLES thing to work |
22:24 |
sapier |
what graphics chip does pi have? |
22:24 |
Megaf_ |
RPi is based on Minimal, and there's a lot of room to make it much smaller |
22:25 |
Megaf_ |
Broadcom VideoCore IV @ 250 MHz from a BCM2835 SoC |
22:26 |
sapier |
hmm no idea how to use that one |
22:26 |
cg72 |
all my graphics knowhow is using lcds or i2c sorry |
22:27 |
sapier |
megaf thank's to your phone I found another graphics card bug ;-) |
22:27 |
Megaf_ |
sapier; is the same GPU several phones use, and the iPhone used to use that GPU too |
22:27 |
sapier |
ok actually it's a bug in a fix for a bug |
22:27 |
sapier |
thought iphonse gave povervrsgx540? |
22:27 |
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22:27 |
cg72 |
bugs in a fix i seem to do that alot myself lol |
22:28 |
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22:31 |
sapier |
well the bug is not clearing an error prior doing something that may fail |
22:31 |
sapier |
seems like previous errors are still there |
22:36 |
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22:38 |
sapier |
megaf what's the x86 device you did test it at? |
22:40 |
Megaf_ |
sapier; runs fine |
22:40 |
Megaf_ |
both single player and multiplayer |
22:40 |
sapier |
yes but what device? |
22:40 |
Megaf_ |
I just dont like the controls |
22:40 |
Megaf_ |
and the fact that I have to hit twice on everything to be able to input text |
22:41 |
Megaf_ |
sapier; Motorola XT890 (Razr I) |
22:41 |
sapier |
well controls most likely wont change for this release but they can be improved for next one |
22:41 |
sapier |
at least not totally change |
22:42 |
Megaf_ |
sapier; the worse thing about the controls is the fact I can control direction and "jump" at the same time |
22:42 |
Megaf_ |
so climbing and swiming is both a hard task |
22:42 |
sapier |
why? |
22:42 |
Megaf_ |
why what? |
22:43 |
sapier |
why is it hard? you can do this on pc too? ;-) |
22:43 |
Megaf_ |
sapier; on pc I can control direction with the mouse and jump pressing space bar |
22:43 |
Megaf_ |
on mobile we control direction draging the finger on the screen |
22:44 |
Megaf_ |
and have to hit a "button" to jumop |
22:44 |
sapier |
sorry don't get it by now |
22:44 |
Megaf_ |
so, left hand thumb on "arrow up" and right hand thumb on screen do control direction |
22:45 |
Megaf_ |
but you have do stop controling direction to hit the "jump" on screen button |
22:45 |
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22:45 |
cg72 |
coolcat im your friend |
22:45 |
sapier |
why? you can control with left hand too? |
22:45 |
cg72 |
crap wrong chat lol |
22:45 |
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22:46 |
Megaf_ |
sapier; then I cant go forward |
22:46 |
sapier |
yes I know mouse control is more comfortable |
22:46 |
Megaf_ |
other clients would use some kind of auto jump feature |
22:47 |
sapier |
yes but that would change whole game mechanics |
22:47 |
sapier |
and is quite hard to implement as controls suddenly have to access map data |
22:49 |
cg72 |
controls and map data i dont like |
22:54 |
sapier |
still controls can be improved for sure ... at least if someone suggest something really better and not just better for one person |
22:54 |
sapier |
guess we'll have to do this by voting then |
22:56 |
cg72 |
i perfer a mouse not touch screen lol |
23:09 |
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23:48 |
VanessaE |
why is #1411 still open if it's already been merged? :P |