Time Nick Message 00:05 Taoki What the? In minetest.sound_play, toplayer is being ignored 00:05 Taoki A sound that was supposed to be triggered for another player was triggered for me 00:05 Taoki Any idea what is wrong? 00:06 Taoki minetest.sound_play(def.ambience, {toplayer = name, loop = true}) 00:06 Taoki That didn't loop for player with name "name", also for me 00:09 BlockMen its "to_player" https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L219 00:09 Taoki oh 00:09 Taoki My mistake then, sorry 00:10 Taoki BlockMen: It takes a player name as an argument also, right? Not necessarily the player entity 00:11 Taoki Sorry, the API said that already >.> 00:22 Taoki celeron55: Something caused your server to shut down. I could only see the **Server shutting down** message as an user. But from what I know, that typically happens when it crashes. 00:22 Taoki It wasn't my mod though, honest! It's his fault *points to random other dev* (don't think it was Creatures though, but if it was let me know the error please) 02:46 ShadowNinja sfan5: So, the _game rules are largely identical to the core rules. Mostly just approval changes by the look of it. 04:10 Megaf well, I managed to compile minetest for android here, thing is, I think it compile only the ARM version, how and where I change the CPU architecture I want to support? 05:10 hmmmm I'm wondering how beneficial it would be to check for the presence of a block in the db using a bloom filter 05:11 hmmmm could somebody who has LevelDB and/or Redis check the average amount of time it takes to check the presence of a block (e.g. average time a loadBlock failure takes) 05:12 hmmmm if a similar structure is constructed by the databases and maintained in memory, it wouldn't be beneficial, and instead i should use the database to check for the presence of a block in the db 05:13 hmmmm it'd also be nice to find the amount of blocks popular servers have in their maps. 05:16 hmmmm according to wikipedia, m = (n * ln p) / (ln 2)^2, where p = desired probability, n = number of items, m = optimal array size 05:16 hmmmm given a sane value of n, i can optimize for the perfect compromise between speed and memory usage 06:29 celeron55 Taoki: i didn't have yet time to make a restart script; i'm now making one and it will be soon up again 06:35 celeron55 up 06:36 celeron55 copied error message on #minetest (a bug in worldedit, probably) 07:07 sfan5 ShadowNinja: yes 07:18 BlockMen ShadowNinja, well, sfan5 forgot to mention that _game is maintained (for now) just by nore, him and me. 07:18 * BlockMen adds that to wiki 07:27 VanessaE I'm starting to see the occasional "ERROR[MeshUpdateThread]: Waiting for texture xxxxxxxx timed out." (always seems to be some normalmap, and always different each time) 07:27 VanessaE someone asked the other day if others had seen this happening. I had not... until today. 07:27 VanessaE with these timeouts come HUGE mesh generation lag spikes 07:33 VanessaE (the lag spikes started earlier, but today's the first time I noticed the timeout message) 08:07 RealBadAngel VanessaE, i will move that file access outta meshupdate, same as i did with shaders 08:11 celeron55 could we make a second official download recommended to newcomers which contains carbone instead of minetest_game? does anyone else than me feel that this is a good idea? 08:12 celeron55 granted, it doesn't have much deeper gameplay, but it generally looks better and has more stuff, and isn't broken 08:13 VanessaE RealBadAngel: ok 08:13 celeron55 (and sounds better) 08:13 VanessaE celeron55: seems fine to me; I haven't played it, but from the screenshots, it looks like a good game. for sure, I like the HUD :) 08:14 celeron55 and it's also mostly compatible with minetest_game (most mods work) 08:14 RealBadAngel whats wrong with one download and many games included? 08:15 VanessaE celeron55: there's one caveat: keeping that download up-to-date with upstream Carbone. 08:15 celeron55 RealBadAngel: it doesn't make sense to me because minetest_game and carbone overlap so much 08:16 celeron55 and there is nothing in the engine or in the games to help users understand why there are two and how they differ and why it is so 08:16 celeron55 and the name of the other one is "Minetest" so which are the ones not knowing anything going to choose? 08:16 celeron55 minetest_game of course 08:16 celeron55 so it completely beats the purpose 08:17 RealBadAngel well, there are tooltips, there could be added text area with more detailed game descriptio, kinda "about" 08:17 celeron55 yes, if there was an about screen, it could make me think otherwise 08:18 celeron55 one that new users will see without clicking anything 08:18 RealBadAngel thats pretty easy to add 08:19 RealBadAngel i can agree on carbone and mt being pretty the same, but there are also games to come totally differnt, and those definitely will require some about and how-to 08:19 celeron55 simply anything that is bundled in the official package must make sense to new users - it's the main criterion, because old users know how and where to download a mod or a subgame and what they are and why they would do so and what exacty they can find in them that isn't found in minetest_game 08:20 celeron55 RealBadAngel: that's kind of a different thing, because a howto for eg. nodetopia or realtest isn't going to fit in an "about" box 8) 08:20 VanessaE hah 08:20 RealBadAngel at least simplified 08:21 VanessaE celeron55: a howto for Realtest wouldn't fit in a FORUM post for that matter :P 08:21 RealBadAngel i have creatures by taoki in mind 08:21 celeron55 of course it could say "you don't know how to play this; please use google now" 08:21 RealBadAngel text area could display pages, thats not problem, just flip the pages if text is bigger 08:22 sfan5 nobody wants to read a 7 page howto in the main menu 08:22 celeron55 well, make a prototype for such a thing with new users in mind and show it here 08:22 celeron55 let's see if we can make it good 08:22 RealBadAngel sfan5, ofc most wont read it, but then you can just say rtfm ;) 08:22 nore well, some kind of in-game tutorial could be made 08:23 nore detecting when a player has "completed" a step, and displaying tutorial for the next one 08:23 celeron55 nore: that's not important for now; the game about text in the menu is important 08:23 RealBadAngel nore, that seems to be related to achievements rather 08:24 nore RBA: it's between a tutorial and achievements :) 08:24 nore celeron55, so in the "about" text, there should be a short description of the game? 08:25 RealBadAngel but info "use pick to mine stone" in main menu would be more than stupid ;) 08:25 celeron55 nore: yes, optimized for new users to understand the difference between minetest_game and carbone 08:25 celeron55 that should be good for many other things too then 08:28 RealBadAngel btw, one could start adding tooltips for main menu 08:29 RealBadAngel that is definitely needed imho, labels and text on buttons is sometimes just not enough 08:31 RealBadAngel i cant for example put in "bumpmapping' label an explanation whats that and what it needs to work 08:34 celeron55 tooltips are fine too, but not that useful for the purpose of making new users understand multiple similar subgames 08:34 RealBadAngel ofc 08:35 RealBadAngel btw, im thinkin where to put button to read info buout subgame 08:35 RealBadAngel any ideas? 08:35 RealBadAngel in world configuration menu? 08:36 celeron55 it might require menu redesign, now that i think of it 08:37 celeron55 like, when opening MT, ideally the user should be faced with a choice between connecting a server, and choosing between locally installed subgames 08:38 celeron55 and then the choice is locked in the next screen 08:38 celeron55 (with a back button) 08:39 celeron55 this is what everyone is already really doing, but the menu just doesn't represent it well at all 08:40 celeron55 the "connect to server" option would have a hardcoded about box explaining it, and the games would have whatever they specify in a file added for this purpose 08:42 RealBadAngel an idea, i could display info bout game on double click its icon 08:42 RealBadAngel then above the games bar open textarea with back button 08:43 celeron55 oh god no, nobody will know how to do that 08:43 RealBadAngel tooltip? 08:44 celeron55 i'm going to say nothing else would really be user-friendly except that i just described 08:44 celeron55 s/that/what/ 08:45 VanessaE bbl 08:56 RealBadAngel celeron55, http://i.imgur.com/r2TpDP6.png 08:57 celeron55 the issue is, new users probably won't go and hover their mouse over those icons 08:57 celeron55 so they just end up with whatever game happened to be selected and be like "oh, this is minetest i guess" 08:58 celeron55 they have to be faced with an explicit choice, then they will take the 5 seconds to read the about box and immediately see what the choice is about 08:58 RealBadAngel its already worthy to click that button, it changes backgroud, could play also subgame music 08:59 celeron55 you don 08:59 celeron55 *you don't understand 08:59 sfan5 new users don't know they can click those buttons 08:59 sfan5 +might 08:59 sfan5 not* 09:00 RealBadAngel oh cmon, users are not as that stupid, then can see those buttons ;) 09:00 celeron55 this is the first thing a user sees in minetest; it must give them as good a start as possible 09:01 celeron55 we can slack in UI design elsewhere 09:04 RealBadAngel so you mean game button bar because user may not know they can click it? 09:04 RealBadAngel *is unusable 09:05 RealBadAngel so what for we do have it? 09:05 sfan5 for people who know how to use it? 09:06 RealBadAngel remove ugly lookin game selection pop up list, and make game button bar common for windows where user can select game 09:07 RealBadAngel that would be way nicer 09:22 celeron55 no, the game selection should only be in a single place 09:22 celeron55 and the place is "at first, before the other UI is entered" 10:23 RealBadAngel celeron55, http://i.imgur.com/GVMSMDC.png 10:23 RealBadAngel what do you think about such way? 10:23 celeron55 those icons are horrible 10:23 sfan5 aside from the icons being horrible it looks ok 10:24 RealBadAngel icons are quick find, just examples 10:24 RealBadAngel but, thx to that we can have lotsa space, tooltips ofc will explain them better for those who cant think ;) 10:25 RealBadAngel also, another buttons like gamebar will become obvious they are clickable too ;) 10:26 celeron55 this does not fix the UI flow problem 10:27 RealBadAngel but allows to add extra button with ? next to another world related buttons 10:28 RealBadAngel and there will be still lotsa place 10:29 RealBadAngel not to mention such buttons would be way better than current ones for android menus imho 12:11 RealBadAngel i do have one thought about that: 12:11 RealBadAngel os<getTextureName(p.tile.texture_id)<<"^[crack"; 12:11 RealBadAngel this means that we are producing new textures by adding cracks to it?? 12:12 RealBadAngel so each texture is multiplied by number of crack frames? 12:12 celeron55 yes; also it causes the mapblock mesh to be regenerated 12:13 celeron55 it's crude but works well in practice 12:13 RealBadAngel but are those textured stored or dropped? 12:14 celeron55 no; minetest has no mechanism for determining whether textures have references to them and it cannot know whether any of them can be safely dropped 12:14 RealBadAngel so thats why our textures demands so much ram, yes? 12:14 celeron55 probably no 12:15 celeron55 you won't be digging most kinds of nodes in a single game session 12:15 RealBadAngel it becomes a real problem for HD textures 12:15 RealBadAngel it multiplies them by 16 12:16 celeron55 of course you can fix it, but it's not going to be easy 12:16 RealBadAngel i think i do have a solution 12:16 celeron55 well it's easy for the shader implementation 12:16 RealBadAngel same as i used for glasslike framed 12:16 celeron55 the other one you probably want to skip 12:16 RealBadAngel add separete mesh with offseted slightly textures 12:17 celeron55 i consider that a worse hack 12:17 RealBadAngel it will work without problems and for sure will remove need to multipy textures 12:18 RealBadAngel and it doesnt look like a hack, just copy vertices of dug node, add them to meshbuffer, with other textures 12:18 celeron55 make sure it works well for partially transparent things like grass 12:18 celeron55 the current implementation is really good for those 12:19 RealBadAngel im rewriting now mapblock_mesh anyway 12:19 RealBadAngel most of things that could be done once (mostly shader stuff) got kicked off there 12:20 celeron55 oh god 12:20 celeron55 i'm so sure there will be awful regressions that you are too lazy to fix 12:20 RealBadAngel rather not 12:22 RealBadAngel last time problems were so hard to fix because there were 4 pieces of code trying to do the same. Plus fucked up open source drivers. 12:45 * VanessaE wonders how the result will perform 13:06 RealBadAngel definitely it will use less memory 13:06 RealBadAngel btw, when digging particles are here, who needs cracks? will code it, its just a side note 13:14 VanessaE RealBadAngel: frankly I like seeing both :) 13:15 VanessaE however, for many people, particles perform poorly, which is probably why they can be turned off in the menu I guess. 13:15 RealBadAngel you dont like current cracks, like really ;) how big grass and dirt texture HDX has? 13:15 VanessaE wat 13:15 RealBadAngel ok, lets say just stone, how big it is? 13:15 VanessaE Grammar FAIL 13:18 RealBadAngel lets see, dirt is 512kb, how many frames crack has? 16? 13:19 RealBadAngel so once you dig a single dirt node, it will 8704kb in memory 13:19 RealBadAngel *take 13:19 sfan5 VanessaE: where was the world I could reproduce this with again? https://github.com/minetest/minetestmapper/issues/8 13:21 VanessaE sfan5: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worlds/Creative_World.tar.bz2 13:21 VanessaE warning, that's a big file 13:21 sfan5 wasn't there a smaller one? 13:21 sfan5 .. 13:21 sfan5 wasn't it the nostalgia map? 13:21 Megaf_ Hi everyone 13:21 VanessaE the Nostalgia map might be enough too, s/Survival/Nostalgia/ 13:21 * Megaf_ roars 13:21 VanessaE it's about 258 MB 13:22 VanessaE fark, s/Creative/Nostalgia/ rather :) 13:22 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worlds/Nostalgia_World.tar.bz2 13:22 * Megaf need to learn to see the chanel he is talking in 13:22 VanessaE really any map that exceeds ±2048 in the Z direction should do it. 13:25 Megaf 1.3G map.sqlite 13:28 Megaf It seems like maps dont get as big now a days as they used to get 13:28 Megaf Was that some optimization or something? 13:29 Megaf I had a server with a 5 GB map 13:30 VanessaE Megaf: my worlds are all leveldb, which is why they're notably smaller than they used to be 13:30 VanessaE maybe levelsb uses some kind of compression, or just that it's database format is more efficient. idk. 13:30 VanessaE leveldb* 13:32 sfan5 VanessaE: GD Warning: product of memory allocation multiplication would exceed INT_MAX, failing operation gracefully 13:32 sfan5 :( 13:33 sfan5 damn libgd 13:33 VanessaE eep 13:33 Megaf VanessaE; indeed leveldb use compression by default, yes 13:33 Megaf VanessaE; but even sqlite maps seems to be smaller 13:33 sfan5 INT_MAX is only 4GB 13:33 sfan5 I have more then 4GB memory.. 13:36 sfan5 than* 13:37 sfan5 VanessaE: can't reproduce, can you? 13:37 VanessaE I haven't tried 13:37 VanessaE not since the initial report, I went back to using a different branch just to make sure I had good imagery 13:37 VanessaE different fork( 13:38 VanessaE close it for now, if it crops up again, I'll report it. 13:38 sfan5 I would like you to try too 13:38 VanessaE lemme see.. 13:39 sfan5 VanessaE: https://cdn.mediacru.sh/oJd1LQNj6hDE.png 13:39 VanessaE hm 13:39 VanessaE I seem to be using the official fork already 13:39 VanessaE and the maps generated with it are good 13:39 VanessaE what commit am I at? hm., 13:40 sfan5 GIT: sfan5 commited to minetest/minetestmapper: Fix --drawalpha e85a498 2014-07-08T15:08:07+02:00 http://git.io/dajduw 13:40 sfan5 that one probably fixed it 13:40 VanessaE commit dff45891521b8fd299f68f1ca1c36124e3b6616b 13:40 sfan5 actually let me try 13:40 VanessaE is where I'm at. 13:41 VanessaE I must have bisected it back to this point and stayed here. 13:41 sfan5 hm, no 13:41 VanessaE *scratches head* 13:41 sfan5 it does not happen even with the commit before "Fix --drawalpha" 13:41 VanessaE odd, because I'm also not using --drawalpha 13:42 sfan5 I tried both with and without 13:42 VanessaE well lemme update to HEAD and just see what happens. 13:44 * VanessaE adds --drawalpha and runs the mapper script... 13:48 VanessaE wat 13:48 VanessaE --backend is no longer recognized? 13:49 VanessaE guess it isn't needed anyway 13:49 VanessaE perhaps you should just ignore that switch rather than fail with an error. 13:58 VanessaE ok, it seems good now. 13:58 VanessaE if you reload the Creative World map from the main link, http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worldmaps/Creative_World.png , it looks good. 13:58 VanessaE and that alpha in the water is just plain beautiful 13:58 VanessaE kodus, sfan5 13:59 VanessaE kudos, too :) 13:59 sfan5 :) 13:59 sfan5 and that alpha in the water is just plain beautiful 13:59 sfan5 this why I added that feature 14:06 VanessaE I'd call it good, sfan5. 14:24 BlockMen https://github.com/minetest/minetest/pull/1328#issuecomment-48342751 14:30 VanessaE BlockMen: as long as it's a new drawtype with new texture filenames, I'm okay with it. 14:30 BlockMen VanessaE, yes, as new drawtype 14:31 VanessaE _with new filenames_ 14:31 sfan5 new filenames? 14:31 sfan5 you mean for the textures? 14:32 VanessaE yes 14:32 sfan5 this has nothing to do with the engine changve 14:32 sfan5 change* 14:32 VanessaE sfan5: well from an engine standpoint no, but when it gets applied to the default game, which it will, that's where I'm talking about. 14:34 BlockMen VanessaE, if you want support the new drawtype you need other textures for your pack anyway? 14:34 BlockMen sfan5, nore: what you think about removing this line: https://github.com/minetest/minetest_game/blob/master/minetest.conf#L4 ? 14:35 sfan5 BlockMen: if it fixes the not-being-able-to-jump-place annoyance, yes 14:35 VanessaE BlockMen: correct. I just want to avoid a style conflict. Clearly what works for a flat torch won't work for a 3d torch in most cases. 14:38 BlockMen sfan5, yes it does. pushing it then 14:57 BlockMen VanessaE, ok. new drawtype and other texture name 14:57 VanessaE good :) 14:58 BlockMen more comments on #1328 ? 14:58 VanessaE hyave you decided how you're gonna handle the flames/animation? 14:58 VanessaE have* 14:59 BlockMen by texture. you can set a not animated texture when someone finds a nice way for other kind of flames, e.g. particles 15:00 VanessaE ok 15:00 VanessaE gonna do four separate sides for the texture? 15:01 VanessaE (well four parts of one image, UV map) 15:03 BlockMen i prefer a simple image instead uv nodes. that could be done if we get meshnodes IMO 15:04 BlockMen *uv nodes = uv maps ^^ 15:04 VanessaE well I mean mapped like a fencepost is 15:04 VanessaE you know, 1/4 of the image on one side, another 1/4 on the next side, retc. 15:04 VanessaE etc* 15:05 VanessaE so that the burning flame isn't copied around all four sides + top/bottom ;) 15:05 VanessaE it'd be rather nice to make all four sides of the torch look different. 15:06 BlockMen no. doing that you cant make that for example http://i.imgur.com/e5CGz.png 15:06 BlockMen (the metal on the top of the torch) 15:06 BlockMen for fences it might be nice, but for the torch its done better this way 15:06 VanessaE sure you can 15:07 BlockMen you only have 1/4 for that. with 16px you cant 15:07 VanessaE make the default texture 32px then 15:07 VanessaE there's no law that says it HAS to be 16px is there? 15:07 BlockMen so everything is 16 px and just torches 32px? no 15:07 VanessaE especially in a case like this one 15:08 BlockMen let the uv maps for meshnodes, not this 15:08 VanessaE I dunno... 15:09 VanessaE then give multiple images per side 15:09 VanessaE you know, like any other node 15:09 VanessaE er that reads wrong. 15:09 VanessaE give 6 images, like any other node I mean 15:09 VanessaE it'll keep the 16px resolution for default and give maximum flexibility for texture pack artists. 15:09 VanessaE won't add more than 1k or 2k or so to the game 15:10 BlockMen 3 dirs would make sense 15:10 BlockMen top bottom sides 15:10 VanessaE four. top, bottom, N/S, E/W. 15:11 BlockMen different textures on side? 15:11 BlockMen we are talking aabout a torch drawtype ;) 15:11 VanessaE yeah, because at least the flames could be mirrored 15:11 BlockMen they are already mirrored 15:11 VanessaE oh 15:11 VanessaE hm. 15:12 VanessaE well at least make it so that the drawtype can be given a full 6-texture treatment 15:12 VanessaE even if the GAME doesn't do it 15:12 VanessaE then we can decide later if more than 3 textures are needed. 15:34 RealBadAngel VanessaE, here? 15:34 VanessaE yes 15:37 casimir Blockmen, does this replace 2D torches? I don't understand the code. 15:38 sfan5 casimir: no, that code just adds a 2d torch drawtype IIRC 15:38 BlockMen currently yes, but since that wont go in i will change it if other agree to merge (in general) 15:38 BlockMen sfan5, no 15:39 BlockMen casimir, since you use fm, look there 15:39 BlockMen they took my code and gave credit someone else 15:41 casimir I don't use fm, but I'll take a look. 15:48 BlockMen casimir, oh..ok. had in mind your game supports fm 16:03 sfan5 wtf 16:04 sfan5 wtf 16:04 sfan5 each Database class basically duplicated the code from ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load) 16:04 sfan5 who designed this shit? 16:04 sapier I don't know who designed it but I know who committed ;-) 16:05 sfan5 I commited it, and? 16:05 sapier Megaf have a look at top of android makefile 16:05 sapier ok then I meant who wrote it 16:06 sapier VanessaE Waiting for texture xxxxxxxx timed out should actually be a assert cause 16:06 sapier if this happens memory may or may not be corrupted 16:06 sfan5 sapier: don't you dare to make that an assert(0), it happens when using valgrind too 16:07 sapier If I'd wanted to do that I already would've done still if you see this anything happening after it might be result of it 16:07 VanessaE sapier: see what RBA said about it earlier. 16:08 VanessaE it's partly due to normalmap file access while in the middle of a mesh update. it'll be moved out of mesh generation to somewhere else. 16:08 sapier it's just crap to abort an action having passed a stack pointer to some other thread before that pointer returns 16:09 sapier http://i.imgur.com/GVMSMDC.png imho that's extremely ugly 16:10 VanessaE ew. 16:10 sfan5 <RealBadAngel> icons are quick find, just examples 16:10 VanessaE the icons have to fit the theme, too 16:10 VanessaE those don't. 16:11 sapier then it's a quite stupid example 16:11 sapier as this featuee comes and falls with icon quality 16:11 VanessaE yes 16:12 VanessaE but if the icons are clear, simple, and they fit the grey/black/green theme, then they'll work fine 16:12 sapier and increase main menu height 16:12 VanessaE those icons look like the belong in something like LinCity or something. 16:13 sapier ok they don't increase 16:13 sapier problem with bitmap icons is they always have to be scaled 16:13 VanessaE use SVG ;) 16:13 sapier tell irrlicht 16:14 sapier and usually you need tooltips 16:14 sapier no offence RealBadAngel but your inventory is a perferct proof for this 16:14 VanessaE really though, if scaling is an issue, there's only one solution and that's oversized icons. No, I think it may be better to stick to buttons with text. 16:18 sapier https://github.com/minetest/minetest/issues/1455 is because of mainmenu set to fixed size. For what I remember that "workaround" was only there because of formspecs didn't scale correct by that time. So what about dropping that strange fixed size formspec feature and just let mainmenu scale as it's supposed to ? 16:18 sapier ok to be precise as all other formspecs do 16:30 RealBadAngel sapier, those icons were about to show it can be readable, using less space and gaining more space 16:31 RealBadAngel it was not about my f**ing taste ;) 16:31 RealBadAngel i just asked google for some icons 16:31 sapier well I wouldn't understand the "play" button if I didn't know there was one before 16:32 sapier I've never seen the triangle being used for starting a game 16:32 RealBadAngel think about another one then 16:32 sapier to me the triangle is playing audio or video only 16:33 Megaf sapier; Not really, Thanks 16:33 sapier but of course that's personal as any image associations are 16:33 RealBadAngel all can think about it 16:33 celeron55 i think that text-based menu buttons are the best we can have; it's stupid to consciously make things harder to understand 16:33 celeron55 most games have text-based buttons 16:33 RealBadAngel point is that text on buttons are wrong 16:33 celeron55 why? well maybe because they work 16:33 celeron55 in their menu 16:33 RealBadAngel most of translations doesnt fit the provided size anyway :P 16:34 celeron55 why are people discussing these stupid icons instead of my best ever menu modification? 16:34 sapier hmm maybe because that one wasn't even noticed ;-) 16:35 VanessaE celeron55: screenshot of said menu? :) 16:35 celeron55 http://irc.minetest.ru/minetest-dev/2014-07-08#i_3802944 16:35 celeron55 VanessaE: only description 16:35 VanessaE hm 16:36 VanessaE you know, that's not such a bad idea 16:36 sapier sounds like apples workaround single thread pardigma and microsofts metro gui 16:36 celeron55 i think MT needs that before it can bundle multiple games in releases 16:36 RealBadAngel btw, tellin that folks wont use image_buttons because they wont know if theyre clickable is most stupid answer ever 16:36 VanessaE RealBadAngel: people are afraid to click. 16:37 VanessaE believe it or not, as stupid as that sounds. 16:37 RealBadAngel sure 16:37 RealBadAngel all the modern OSes are not clicklable then 16:37 RealBadAngel because using of icons 16:37 VanessaE my mom, G*d rest her, used to be afraid of confusing the computer from clicking stuff she didn't understand 16:37 sapier basicaly celerons suggestion is increasing menu depth in order to reduce width (I don't talk about physical dimensions) 16:37 RealBadAngel ROTFL 16:37 celeron55 sapier: yes, you can describe it like that 16:38 sapier as it's formspec there's no reason not to do it 16:38 celeron55 the current menu has zero depth and that makes it kind of convoluted 16:38 VanessaE c55's idea is sound. 16:38 VanessaE too much shit on one screen can confuse people 16:39 celeron55 and i'm not thinking about this only for new users; i would prefer it myself too 16:40 sapier on the other hand switching from one mode to another is less comfortable for experienced users 16:40 sapier but I guess this depends on how good it is made 16:41 celeron55 changing the game should be a matter of hitting esc and clicking another one 16:41 VanessaE now the question is, who gets to refactor the main menu? ;) 16:41 sapier twice escape to get to multiplayer mode 16:42 VanessaE sapier: unintuitive. 16:42 celeron55 that doesn't make sense 16:42 sapier I wont :-) I'm still recovering from last time 16:42 celeron55 but for example "m" in the first screen could go to multiplayer 16:42 celeron55 and 1...9 could be games 16:42 sapier then you need more then mainmenu refactoring 16:42 celeron55 then you can just hit those quickly when you get used to it 16:42 celeron55 well it's something to consider in the future, not a priority 16:43 sapier well someone already asked for having access to all keys from formspec 16:43 RealBadAngel since its lua, and VanessaE has good taste, imho she shall do that 16:43 VanessaE fuck no 16:43 celeron55 lol 16:43 VanessaE I suck at formspecs. 16:43 sapier well if noone wants to do it it's not worth discussing ;-) 16:44 sfan5 VanessaE: no, formspecs suck 16:44 VanessaE sfan5: +1 16:44 sapier that complaint is as old as minetest 16:44 sapier almost 16:44 celeron55 i might try it, but i probably have to prioritize it under a million other things so in practice i won't in the near future 16:44 sfan5 sapier: before you say anything, no I'm currenctly making the Database class not suck; I don't have time to develop better formspecs 16:45 celeron55 could we recruit some non-coredev modder to do it? :3 16:45 sapier I wont tell anyone to replace formspecs because imho they're by far not most important point 16:45 RealBadAngel so maybe different way, VanessaE, could you propably make a set icons we could use? just as proposal, we could see if it could look a bit better 16:45 sapier they do what they're supposed to do ... that's not true for other components 16:47 RealBadAngel its not about formscpecs by now, we already know how to use them 16:47 RealBadAngel now its point how to make clear and nice lookin menu 16:47 RealBadAngel without making players being too scared to click something :) 16:48 sapier why do ppl always wanna do the "visible" stuff only (exept sfan5 right now) ? 16:48 sfan5 RealBadAngel: players are too scared to click things because double clicking somewhere would exit the menu 16:48 * sfan5 looks at sapier 16:48 sfan5 that damn gesture is not needed for PC 16:49 sapier ok next questions why do ppl complain after release if they coudl've complained 6 weeks before? 16:49 sfan5 it only annoyed me today 16:50 celeron55 releases come and go, who cares 16:50 sapier it's in there for about 6 weeks if someone would've told adding a setting would've been a matter of 5 min 16:50 sfan5 <celeron55> [...] who cares 16:50 sapier yes once a year celeron55 ;-) 16:50 celeron55 well... okay, they *should* come and go 16:51 sapier maybe we get twice this year ... anyone against scheduling next release for end of novemer? 16:51 sapier (hoping to get it done till christmas) 16:53 celeron55 i would suggest a month or two earlier 16:54 sapier end of october? 16:55 sapier ok 1st november is saturday, I set milestone 0.4.11 to this date 16:56 Calinou that's about 4 months from now, sounds OK 16:56 Calinou shouldn't be too long to keep community alive 16:57 Calinou I think the ideal is every 3-8 weeks (what Minecraft Alpha/Beta did as well as earlier Minetest versions), but then you need to feature freeze more often 16:57 sapier sfan5 if you want doubleclick changed plz write a issue 16:57 sfan5 sapier: later 16:57 sapier we can't compete to minecraft they have way more manpower 16:58 Calinou current versions of Minecraft have releases every 3-6 months… 16:58 Calinou yes we can. 16:59 Calinou we don't need to pack 15 large new features with each release 16:59 Calinou even having one medium-size feature and a bunch of fixes and tweaks at every release is good enough 16:59 sapier our problem isn't writing features but testing them 17:00 sapier especially the background changes are hard to get done 17:02 BlockMen Calinou, nodeboxes are not usable for wallmounted 3d torches 17:06 Calinou why not? it's predicted client-side and is not any heavier 17:06 Calinou this is fully Lua, no C++ change required 17:10 celeron55 yes the issue with fast releases is feature freezes when software grows and it needs more time for testing and fixing 17:10 celeron55 things like web browsers have multiple versions being developed at the same time so that they can have a steady flow of releases despite the huge workload and delay 17:11 celeron55 no feature freeze in the development branch 17:11 celeron55 just a snapshot and then fixes in a separate to-be-stable branch 17:11 sapier that'd require ppl to do fixes too 17:12 RealBadAngel BlockMen, think about extruding torch and use it as model 17:12 celeron55 we don't have so many developers that we could be making new features and fixing things in an another branch at the same time 17:12 RealBadAngel thist would work for any texture given 17:14 BlockMen RealBadAngel, IMO it doesnt look that good. furthermore a blocky torch makes sense in a block world ;) 17:14 sapier and to be honest I'm a little bit disapointed about last release, there's beeon only hmmmm and celeron who did help finding the database issue all other bugs have been left untouched 17:14 sapier and there are some other core devs who could've fixed in between 17:15 sapier +them 17:15 celeron55 well i also fixed the lighting issue that paramat reported 17:15 celeron55 but yes, people weren't very active 17:15 sapier yes and you did help for the other bug too 17:15 RealBadAngel BlockMen, you pick a texture pack and drop whole stack of torches on the ground 17:15 RealBadAngel you will see 3d model 17:16 celeron55 bug fixing is idel for large teams to do 17:16 BlockMen RealBadAngel, ik what you mean 17:16 celeron55 features not 17:16 celeron55 ideal* 17:16 sapier as of 30th june there's been no bugfix form team (except docs) 17:16 sapier oh 2nd july 17:16 BlockMen but IMO torches should be blocky node, not a texture with deepth 17:17 RealBadAngel but that approach makes 3d model out of any texture 17:17 RealBadAngel if you want better one just make a stick 3d and use irrlicht particles to make fire 17:17 celeron55 "this device makes nuclear waste from absolutely anything you feed in!" 17:17 celeron55 it's not always such a great idea 8) 17:17 sapier and with this support I really fear doing a release branch could result in "me or noone" fixing rrelease branch bugs 17:19 BlockMen RealBadAngel, my torches pull dont hinder anyone from adding irrlicht particles (and use them as flames) 17:19 BlockMen it will be still useable/extendable with that 17:20 RealBadAngel if done 3d, should come with particles 17:20 RealBadAngel do it right or dont touch 17:20 BlockMen ^ y? are we minecraft? 17:20 RealBadAngel no, they dont have such nice particles 17:20 BlockMen they use particles for flaes 17:20 BlockMen *flames 17:20 RealBadAngel have you seen irrlicht ones? 17:21 BlockMen yes 17:21 BlockMen implement it if you want it 17:21 BlockMen also those can be added later aswell 17:21 RealBadAngel ok 17:22 RealBadAngel btw, i posted yesterday some pics, but not here 17:22 RealBadAngel http://i.imgur.com/T8wf2tp.png 17:22 RealBadAngel http://i.imgur.com/b3usu4B.png 17:24 sapier sfan5 do you have experience with sqlite3? 17:25 sfan5 RealBadAngel: add shadows, then everyone will love you 17:25 sfan5 sapier: no 17:25 sapier sad ... I'd really wanna know why REPLACE fails on android 17:25 RealBadAngel btw, irrlicht lights can be of any color 17:25 sfan5 ask the sqlite3 devs 17:25 sfan5 19:25:44: ERROR[EmergeThread0]: Invalid block data in database (-122,1,-32) (SerializationError): MapBlock::deSerialize: no enough input data 17:25 sfan5 lol 17:25 sfan5 my rewrite is coming along good 17:27 sapier didn't someone else do a rewrite of sqlite db backend too? 17:28 sfan5 note to self: don't do sqlite3_reset before data is copied somewhere 17:29 sfan5 oh god what 17:29 sfan5 I think it's broken 17:30 sapier fix it :-Ü 17:30 sfan5 I think I should backup my worlds before letting this code touch them... 17:32 sfan5 ok, yes it is broken 17:34 sfan5 19:34:00: INFO[EmergeThread0]: WARNING: Could not bind block position for load: library routine called out of sequence 17:34 sfan5 wat 17:34 sfan5 why does this go to infostream 17:34 sapier I'd guess you didn't reset the prepared statement before 17:34 sfan5 it's a fatal error 17:35 sfan5 maybe I deleted that code 17:35 sapier good morning sfan 17:35 * sfan5 looks at git digg 17:35 sfan5 diff* 17:35 sapier I've been searching for two days because of that sort of error beeing warning only ;-Ü 17:35 sapier -Ü+P 17:37 sfan5 I didn't delete a single sqlite3_ statement 17:39 sfan5 do we have a warnstream? 17:39 sfan5 I don't think we do.. 17:39 sapier no 17:42 sfan5 doing s/infostream/errorstream/ seems to have fixed it 17:42 sfan5 I think database-sqlite3.cpp is cursed.. 17:43 sapier then don't touch it 17:44 sfan5 I can't not touch it if I change the Database class methods 17:44 sapier well you just started ... I already spent 2 full days at db code so you've got some time left to finish ;-) 17:45 sfan5 I'm already finished with code 17:45 sfan5 I just need to test it now 17:45 sapier please don't break the android fix or merge it 17:46 sapier hmm of course I meant you should merge it if you can't stop from breaking ;-) 17:48 sapier btw I don't know how you changed but >begin< .... a lot of operations ... >commit< is way more fast then >begin< one operation >commit< ... or even doing the ops without begin 17:48 sfan5 I changed something? 17:48 sapier I don't know I haven't seen your code by now 17:49 sfan5 I only changed functions args and deduplicated code 17:49 sapier I just mention because shadowninja suggested using begin commit 17:49 sfan5 we use that 17:49 sfan5 beginSave() and endSave() do that 17:50 sapier yes he suggested using it within save block .. which doesn't work because of beeing a nested transaction in this case 17:50 sfan5 why within saveBlock() ? 17:50 sapier https://github.com/minetest/minetest/pull/1457 this fix 17:51 sapier didn't you have a look to pull requests prior changing code beeing worked on by others the last days? 17:51 sfan5 ShadowNinja's suggestion is not about speed 17:51 sapier no but mine was 17:51 sfan5 no 17:51 sapier that's something you should do in cases like that 17:53 sapier as long as noone finds out why REPLACE doesn't work I need that fix for android 18:11 sfan5 Database_SQLite3::listAllLoadableBlocks is broken 18:11 sfan5 noooo 18:11 sfan5 and I didn't even touch it 18:11 sapier lol did anyone use it before? 18:11 sfan5 yes 18:11 sfan5 it is used for migrating from sqlite3 18:12 sapier then you most likely changed something 18:12 sfan5 I did not 18:13 sfan5 sapier: https://github.com/sfan5/minetest/commit/537e63005a5f1da1907bcb0d5b1a1b73fa49c5be 18:13 sfan5 I did not even touch that function 18:17 sfan5 WAT 18:17 sfan5 oh 18:17 sfan5 --world did not do what I expected it to do 18:19 sfan5 ok, migrating works 18:23 sfan5 please test: https://github.com/minetest/minetest/pull/1461 21:23 ShadowNinja There are a lot of assert(0)s in Minetest. These may cause issues in release builds if we remove our custom assert. 21:26 ShadowNinja BlockMen, sfan5, nore: Why only you maintaining _game? Why isn't it under a seperate _game team or under a seperate organization/user if only you can change it? 21:32 celeron55 ShadowNinja: why are you rambling about that 21:33 celeron55 ShadowNinja: this team proved by _next that they can handle it better than it was handled previously 21:33 celeron55 ShadowNinja: you have no basis for your whining at all 21:35 celeron55 ShadowNinja: show some respect 21:35 ShadowNinja celeron55: As far as I can tell there's no difference other than that it isn't considered frozen and the approval isn't nearly as thorough. 21:35 ShadowNinja celeron55: And I'm not whining. 21:36 celeron55 and why is that automatically considered worse? 21:36 ShadowNinja hmmmm: My server has about 8171422 blocks in it's DB. 21:36 ShadowNinja celeron55: Bad code is let in. 21:36 celeron55 the approval is different but works in practice; i'm going to whine if i start seeing bad results 21:39 ShadowNinja Also, TNT shouldn't be enabled by default. It's a huge greifing tool. And BlockMen, sfan5, nore: check this please http://ix.io/dhK/diff It cleans up the TNT mod a lot and disables it by default. 21:39 ShadowNinja My server's running that now. 21:41 ShadowNinja Some of the code is lifted from my unpublished nuke mod. It can make 256-wide holes in a minute, but this will be much slower because of drops. 21:41 ShadowNinja I might be able to speed it up by using the VM more, but I'd need content IDs for all nodes. 21:43 ShadowNinja I also overwrote the entity physics code without looking at it too closely. It should be better, but the damage calculation is different, which you may or may not like. 21:46 ShadowNinja Converting from set_node to the VM will break rollback's rollback scope though, like with trees (hence why I removed treegen from my server). 21:48 proller ... and you kill main idea of freeminer's modifications.. 21:51 hmmmm celeron55, I asked the other day if there was any rationale behind the design decision to place mapblocks into the map before the map has actually been generated 21:52 ShadowNinja proller: Which was? 21:53 hmmmm which was to break out of calculations every X amount of loops to "improve" performance 21:53 hmmmm :\ 21:53 proller ShadowNinja, you like rewriting anything without understanding what it does 23:05 ShadowNinja http://i.imgur.com/UTGmV1y.png This is what the tnt mod's explosions look like now. It might be a bit big though... 23:06 crazyR not big enough lol 23:06 ShadowNinja Explosion time is roughly 0.03 seconds for a filled area like that. Airy areas are faster. 23:08 ShadowNinja crazyR: http://shadowninja.minetest.net/mods/nuke.tgz A bit old, but if you modify it you can get explosions with a radius of 128 to work in about a minute. For comparison the above shot is with a radius of 4. 23:09 crazyR lol, was joking. i kinda had a play with tnt in sp world, they are quite fun, especially when you stack hundreds fo them