Time |
Nick |
Message |
00:28 |
RealBadAngel |
hi hmmmm |
00:28 |
hmmmm |
hello |
00:28 |
RealBadAngel |
saw updated highlighting pull? |
00:28 |
hmmmm |
yup |
00:28 |
RealBadAngel |
and? |
00:28 |
hmmmm |
great stuff |
00:29 |
RealBadAngel |
any objections or suggestions? |
00:30 |
hmmmm |
not really, here https://github.com/RealBadAngel/minetest/commit/876046e4040a91d610b117cd4704212510d1c260#diff-c03ca828c6b8a7695f2cd7e52c316a3cR234 you forgot spaces on the left side of the operator |
00:31 |
RealBadAngel |
ok, anything else? |
00:31 |
hmmmm |
nope |
00:33 |
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00:34 |
RealBadAngel |
ok |
00:34 |
RealBadAngel |
kahrl, ShadowNinja how about you? |
00:34 |
RealBadAngel |
celeron55 ? |
00:39 |
jin_xi |
RealBadAngel: i made some progress but its still off https://www.youtube.com/watch?v=OKxLbNR1Gao |
00:39 |
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00:40 |
RealBadAngel |
jin_xi, you are still using wrong texture coordinates |
00:40 |
VanessaE |
jin_xi: wait, keep that stage of the code! you just invented weather :) |
00:40 |
RealBadAngel |
thats why theyre moving with the camera |
00:40 |
jin_xi |
its 'fixed' with the camera actually |
00:40 |
VanessaE |
jin_xi: fork that off and use it later. imagine if AIR was set to use that code |
00:40 |
jin_xi |
the rest moves |
00:41 |
VanessaE |
ok maybe not :P |
00:42 |
RealBadAngel |
gl_TexCoord[0] = gl_MultiTexCoord0; and gl_Position = mWorldViewProj * gl_Vertex; |
00:42 |
RealBadAngel |
that goes in vertex shader |
00:42 |
jin_xi |
using gl_FragCoord just to get the pattern to show up atm |
00:42 |
jin_xi |
ok ill try |
00:43 |
RealBadAngel |
then gl_TexCoord[0].st are your mapped texture coordinates |
00:43 |
RealBadAngel |
in fragment shader ofc |
00:44 |
RealBadAngel |
see nodes shader for examples |
00:44 |
jin_xi |
well, its no texture but generated by shader |
00:44 |
RealBadAngel |
textures on the model |
00:45 |
RealBadAngel |
use those coords to fill texels with your texture |
01:16 |
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01:26 |
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01:43 |
ShadowNinja |
RealBadAngel: If it looks like the video I saw earlier I think that the highlight box shouldn't be as big, it should be just slightly bigger than what it's selecting. Also, if it's going to be colored the color should be configurable. I haven't looked at the cod yet though. |
01:44 |
RealBadAngel |
ShadowNinja, i strongly suggest trying it ingame |
01:44 |
RealBadAngel |
color is up to texture |
01:44 |
RealBadAngel |
mod or game can set it |
01:44 |
VanessaE |
ShadowNinja: it works really well now, and the color cycles slowly and is very subtle now |
01:45 |
VanessaE |
you just swap out halo.png to change it |
01:46 |
ShadowNinja |
Building... |
01:53 |
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01:53 |
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01:54 |
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01:54 |
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01:54 |
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01:54 |
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02:01 |
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02:19 |
RealBadAngel |
ShadowNinja, still building? ;) |
02:24 |
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02:27 |
paramat |
hmmmm, "hmmmm I wonder if I should make voxel manipulators emerge the exact area specified rather than rounding out to whole blocks" i can't imagine a significant speed increase, any other advantages? i guess it would reduce overlapping voxelmanips |
02:28 |
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02:29 |
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02:38 |
RealBadAngel |
ok, ive made main menu music per game |
02:39 |
RealBadAngel |
lets check how that disco will work in practice |
02:40 |
VanessaE |
hah |
02:41 |
paramat |
hmmmm, i just realised the mapblock shell around a chunk contains much more volume than the chunk itself. For some uses that do not require any volume outside the chunk it would be useful to limit the mapgen object voxelmanip to just the chunk itself |
02:46 |
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02:53 |
paramat |
hmmmm, oh i just remembered the mapgen object vm is just an extension of the core mapgen vm so reducing it's volume might not speed up 'read form map' time, but perhaps it would speed up 'write to map' time? |
02:57 |
hmmmm |
it wouldn't speed up or slow down anything |
02:57 |
hmmmm |
it would just present the exact amount of data that the user requested |
03:18 |
paramat |
okay in that case i'm feeling neutral about this |
03:18 |
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03:18 |
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03:20 |
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03:51 |
VanessaE |
''tell BlockMen http://paste.ubuntu.com/8362420/ |
03:51 |
HLuaBot |
I'll tell that to "BlockMen" next time I see them around. |
03:57 |
TriBlade9 |
Hey people, how does one remove a source file from cmakelists for an ifdef? |
03:59 |
TriBlade9 |
NVM, trying to ifdef the whole file |
03:59 |
TriBlade9 |
*if |
04:05 |
Zeno` |
https://github.com/Zeno-/minetest/blob/refactor_main/src/main.cpp <-- Should I make this a pull request? |
04:05 |
VanessaE |
yes |
04:06 |
Zeno` |
Squash first? |
04:06 |
VanessaE |
21 commits? wow |
04:06 |
VanessaE |
probably not yet |
04:06 |
Zeno` |
well I use commits as backups :D |
04:06 |
VanessaE |
easier to fiddle with stuff if you leave them separate. |
04:09 |
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04:32 |
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04:34 |
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04:47 |
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04:57 |
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04:57 |
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05:07 |
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05:11 |
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05:17 |
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05:30 |
sfan5 |
hmmmm: about .mts: 1) you need to write the node list to file before you know it 2) you need to store all {node_id,probability,param1} data somewhere before writing them to file because they need to be put after eachother in the whole |
05:31 |
hmmmm |
sfan5, perhaps you can maintain an external node list as you go along |
05:31 |
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05:31 |
hmmmm |
keep an internal buffer rather |
05:31 |
hmmmm |
then write the file after you're finished |
05:31 |
sfan5 |
I'm doing that right now |
05:31 |
hmmmm |
that's fine. |
05:32 |
sfan5 |
the main issue is 2) |
05:32 |
hmmmm |
are you saying you'd like the node list to come after the data? |
05:33 |
sfan5 |
that would be a solution for 1) |
05:33 |
hmmmm |
how does that not solve 2) |
05:34 |
sfan5 |
you can't write them node by node |
05:34 |
sfan5 |
s/them/the data/ |
05:34 |
TriBlade9 |
Guys, how does one remove a source from compiling when a compile flag is off? |
05:35 |
TriBlade9 |
I tried and ifdef, but that totally failed |
05:35 |
hmmmm |
what? sure you can, you can randomly access a file |
05:35 |
sfan5 |
you can't randomly access soemthing that goes through zlib |
05:36 |
sfan5 |
TriBlade9: what exactly did you try? |
05:36 |
sfan5 |
(pastebin the code or smth.) |
05:36 |
hmmmm |
ahh zlib |
05:36 |
hmmmm |
forgot about that |
05:37 |
hmmmm |
yeah, that is true, oh well |
05:38 |
TriBlade9 |
I've tried #if USE_FREETYPE to disable the whole file |
05:39 |
sfan5 |
did you include config.h before that |
05:39 |
* sfan5 |
away for unspecified period of time |
05:39 |
hmmmm |
TriBlade9, perhaps you want to include -DUSE_FREETYPE=0 in the command line to cmake |
05:39 |
TriBlade9 |
I have |
05:39 |
TriBlade9 |
The problem is with the colored chat commit |
05:40 |
TriBlade9 |
I need to keep StaticText.cpp from compiling when freetype is disabled |
05:40 |
TriBlade9 |
And I need game.cpp to skip the lines that relate to it. |
05:40 |
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05:40 |
hmmmm |
hrmmm |
05:40 |
hmmmm |
shouldn't you create an issue about this? |
05:41 |
TriBlade9 |
Why? |
05:41 |
TriBlade9 |
I'm the one developing this PR? |
05:41 |
TriBlade9 |
Lemme get a paste |
05:41 |
hmmmm |
well yeah, it's a problem that nobody else noticed first |
05:41 |
hmmmm |
i'd say it's a bug if disabling freetype doesn't actually disable freetype |
05:41 |
TriBlade9 |
... |
05:41 |
TriBlade9 |
That's not the bug |
05:42 |
TriBlade9 |
http://paste.ubuntu.com/8362927/ |
05:43 |
hmmmm |
maybe I misunderstood what you were saying |
05:43 |
TriBlade9 |
Maybe I said it in a way that was hard to understand x] (Common problem of mine) |
05:44 |
hmmmm |
why do you need to keep statictext.cpp from compiling when freetype is disabled? |
05:44 |
TriBlade9 |
Anyways, StaticText.cpp is compiling |
05:44 |
TriBlade9 |
Because it relies soley on Freetype being there. If it is not, then the compilation fails |
05:45 |
hmmmm |
is StaticText.cpp part of irrlicht or something?? |
05:45 |
TriBlade9 |
No, It's a file added in the colored_chat PR |
05:45 |
TriBlade9 |
I need to give it a better name :P |
05:45 |
ibloat |
sfan5, for the MCEdit filter, did you consider just streaming the two compression streams (outdata1 and outdata2) to disk instead of keeping them in memory? |
05:46 |
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05:48 |
Zeno` |
it looks like it's from irrlicht though |
05:48 |
Zeno` |
judging by the header |
05:49 |
kahrl |
TriBlade9: why not make it work with bitmap fonts? |
05:49 |
TriBlade9 |
It's modified from it Zeno |
05:50 |
kahrl |
small-scale #ifdefs are typically better than large-scale #ifdefs |
05:50 |
TriBlade9 |
kahrl, my C++ skills are terrible |
05:50 |
TriBlade9 |
I haven't used C++ for eight years, and have lost most of what I once new |
05:50 |
TriBlade9 |
*knew |
05:50 |
TriBlade9 |
Right now I just want to get it to compile with bitmap fonts |
06:05 |
TriBlade9 |
Any help hmmmm or kahrl? |
06:05 |
hmmmm |
not really sure where the colored_chat PR is or if we even support that |
06:07 |
kahrl |
hmmmm: found it, https://github.com/minetest/minetest/pull/1636 |
06:08 |
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06:12 |
TriBlade9 |
Why would you not support it? |
06:13 |
hmmmm |
TriBlade9, i'd add if (USE_FREETYPE) LIST(APPEND minetest_SRCS StaticText.cpp) endif (USE_FREETYPE) |
06:13 |
hmmmm |
in CMakeLists.txt |
06:13 |
hmmmm |
look at src/CMakeLists.txt:490 |
06:14 |
TriBlade9 |
Ah, let me try |
06:15 |
TriBlade9 |
Ty |
06:19 |
TriBlade9 |
TY hmm! It seems to be building properly now with freetype enabled |
06:19 |
TriBlade9 |
Testing with it disabled now |
06:22 |
Zeno` |
https://github.com/Zeno-/minetest/commit/ad4e2481912afe05ca694d3560a94afea98982b4 |
06:22 |
Zeno` |
^^^ probable cause of occasional crashes when launching client |
06:23 |
* hmmmm |
scratches head |
06:24 |
TriBlade9 |
Zeno`, Thanks, if that works it would explain (and fix) a lot. |
06:24 |
TriBlade9 |
I get random segfaults frequently |
06:25 |
TriBlade9 |
YESSS!!! hmmmm, I friggin love you. That did it. Both modes work now :D |
06:25 |
hmmmm |
:D |
06:25 |
TriBlade9 |
Time to clean up and commit |
06:25 |
hmmmm |
no problem TriBlade |
06:25 |
hmmmm |
I didn't understand what the problem was at first |
06:26 |
Zeno` |
I'm pretty sure that's it. Well, 99% sure because the loop runs again *after* I click connect |
06:26 |
TriBlade9 |
Sorry, I'm not good at explaining things. :P |
06:26 |
hmmmm |
Zeno`, finished is set to true after the very first iteration is complete |
06:26 |
TriBlade9 |
I work with chinese people 90% of the time for gods sake, rarely speak english. |
06:26 |
Zeno` |
hmm as it should be |
06:26 |
hmmmm |
I'm not sure what this is supposed to do... |
06:26 |
Zeno` |
because mymenu() blocks |
06:26 |
hmmmm |
so what if it blocks? |
06:27 |
Zeno` |
so I suppose I could rid of kill entirely actually |
06:27 |
hmmmm |
hmmmm |
06:27 |
hmmmm |
I'm not sure I understand how your patch solves this |
06:28 |
Zeno` |
the problem is that *kill is occasionally not updated in time to stop the loop running again after the "connect" button is pressed |
06:28 |
Zeno` |
*kill is not needed... I'll get rid of it |
06:28 |
hmmmm |
but how does adding your finished boolean fix that.... |
06:29 |
Zeno` |
because it's set by the same thread |
06:29 |
Zeno` |
not the engine thread |
06:29 |
hmmmm |
wait |
06:29 |
hmmmm |
*kill is set by the engine thread |
06:29 |
hmmmm |
finished is not |
06:29 |
Zeno` |
correct |
06:30 |
hmmmm |
doesn't your patch make it so that loop doesn't work any longer? |
06:30 |
hmmmm |
after finished is set to true, !finished is false and therefore the while condition is no longer satisfied |
06:31 |
hmmmm |
so what's the point of a loop at that point..? |
06:31 |
hmmmm |
i don't know, maybe I'm missing something |
06:31 |
Zeno` |
well there is no point is there |
06:32 |
hmmmm |
so you're saying looping over that code is pointless? |
06:32 |
Zeno` |
atm that is just how it was as copied directly from the original main.cpp before I made it a function |
06:32 |
Zeno` |
I think so... I'd better make sure |
06:33 |
hmmmm |
I don't know either but I would assume it's not pointless otherwise it wouldn't be done in the first place |
06:33 |
Zeno` |
worldpath was originally set twice as well, do I dunno... maybe it wasn't obvious when it was a 1000 line function |
06:33 |
Zeno` |
I'll keep checking |
06:33 |
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06:34 |
hmmmm |
Zeno`, let's assume the loop is required, and thus *kill is needed. |
06:35 |
hmmmm |
in order to actually fix the race condition, you need to read kill in a mutex |
06:35 |
Zeno` |
correct |
06:35 |
Zeno` |
maybe |
06:36 |
hmmmm |
if engine wants to set *kill for that thread, it needs to block until the menu thread is done with processing |
06:37 |
Zeno` |
actually I really don't think the loop is necessary |
06:38 |
kahrl |
Zeno`, if you add actionstream<<"hello\n"; at script/lua_api/l_mainmenu:137 and main.cpp:1626 you can see that both are running in the same thread |
06:38 |
kahrl |
there is no "engine thread" |
06:39 |
kahrl |
there is the whole async infrastructure in GUIEngine but it isn't used for m_kill |
06:39 |
Zeno` |
well I have no idea why the loop occassionally runs twice then |
06:40 |
Zeno` |
I still don't think it needs to be a loop anyway now that hmmm asked me why it was a loop |
06:40 |
kahrl |
it needs to be a loop because if you play a game and exit to menu, the menu needs to be shown again |
06:42 |
Zeno` |
that's not in that loop though |
06:42 |
kahrl |
wait, what loop are you talking about? |
06:42 |
Zeno` |
by restructured loop |
06:42 |
Zeno` |
https://github.com/Zeno-/minetest/commit/ad4e2481912afe05ca694d3560a94afea98982b4 |
06:43 |
Zeno` |
which is a straight copy/paste from the original main.cpp (I haven't actually refactored yet, just broken stuff into functions) |
06:43 |
Zeno` |
So this is the inner loop |
06:43 |
Zeno` |
(in the original file) |
06:44 |
kahrl |
oh, yeah I thought you meant the outer loop |
06:45 |
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06:45 |
kahrl |
the inner loop contains a lot of error checks that end in "continue;" |
06:46 |
kahrl |
without the loop it would go straight to starting the game with invalid parameters |
06:57 |
Zeno` |
well I guess this is an advantage of cleaning it up |
07:15 |
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07:21 |
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07:29 |
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08:34 |
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08:45 |
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08:46 |
Megaf |
Morning |
08:47 |
TriBlade9 |
Mornin |
08:48 |
Megaf |
Can someone explain what does this does? item_entity_ttl = |
08:48 |
TriBlade9 |
Time Till Live or something I assume? |
08:49 |
Megaf |
Yes, but what kind of entity? |
08:49 |
Megaf |
I dont understand this entity thing |
08:49 |
Megaf |
Zeno`: kahrl: help? |
08:50 |
kahrl |
Megaf, where is that from? |
08:50 |
Megaf |
kahrl: minetest.conf |
08:51 |
kahrl |
it specifies how long it takes until an item despawns |
08:51 |
kahrl |
in seconds |
08:52 |
Zeno` |
Is it still used kahrl? |
08:52 |
kahrl |
yes |
08:52 |
Zeno` |
oh it's in builtin |
08:54 |
kahrl |
to be more precise, s/item/dropped item |
08:54 |
Megaf |
kahrl: so now the remove_items = 60 from built it items is useless? |
08:54 |
kahrl |
I don't understand that sentence |
08:55 |
kahrl |
what is remove_items? |
08:56 |
Megaf |
Ok, there's a mod called builtin items |
08:56 |
Megaf |
It's function is to remove droped items.. |
08:56 |
Megaf |
because back then all dropped items would just stay on the ground forever |
08:57 |
Zeno` |
I could use help debugging/testing/etc this main.cpp refactor thing |
08:57 |
Zeno` |
if not direct help some suggestions at least, I guess |
08:57 |
kahrl |
Megaf: oh, in that case yes |
09:11 |
kahrl |
Zeno`: it seems the menu loop now just eats Lua errors instead of displaying them |
09:11 |
kahrl |
try e.g. setting gameid = wat in some world's world.mt |
09:11 |
kahrl |
then start that world in the Server tab |
09:12 |
kahrl |
in master that shows a lua error "... attempt to index local 'game' (a nil value)" |
09:13 |
Zeno` |
run as client? |
09:13 |
kahrl |
in refactor_main, that's only printed to errorstream but not shown in the menu |
09:13 |
Zeno` |
yeah ok, thanks |
09:13 |
Zeno` |
looking |
09:13 |
Zeno` |
ok so I do need that loop |
09:20 |
Megaf |
What about this? max_packets_per_iteration = |
09:20 |
Megaf |
I undestand what a TCP packet is |
09:21 |
Megaf |
but that doesnt makes lots of sence to me since minetest uses UDP and theres the word iteration there, |
09:21 |
kahrl |
UDP uses packets too |
09:21 |
RealBadAngel |
hi kahrl, can you take a look on https://github.com/minetest/minetest/pull/1639 ? |
09:23 |
kahrl |
RealBadAngel: why if (p == data->m_highlighted_pos_relative) |
09:24 |
kahrl |
RealBadAngel: why not instead add the mesh at m_highlighted_pos_relative outside the for loop |
09:24 |
TriBlade9 |
RealBadAngel, have you fixed the light level disco glitch? |
09:24 |
RealBadAngel |
TriBlade9, yes |
09:24 |
TriBlade9 |
Yay :D |
09:24 |
TriBlade9 |
Anyone want to take a look at this? https://github.com/minetest/minetest/pull/1645 |
09:24 |
kahrl |
(some people call this the for-if antipattern: http://blogs.msdn.com/b/oldnewthing/archive/2011/12/27/10251210.aspx ) |
09:25 |
Megaf |
item_entity_ttl = This does not cleans dropped items |
09:25 |
RealBadAngel |
kahrl, for that i would need to check if its in block range and iterate through it anyway |
09:25 |
RealBadAngel |
crack is done similar way |
09:26 |
kahrl |
RealBadAngel, I don't understand |
09:26 |
kahrl |
what would you need to iterate over? |
09:27 |
kahrl |
I agree that the cracks are probably not done the optimal way |
09:27 |
kahrl |
but it's a bit more difficult to change tile materials after the fact than add something to the mesh |
09:28 |
TriBlade9 |
Question, is it a good idea to make as many things as possible configurable? Or what is the stance on that? |
09:28 |
TriBlade9 |
For example, if I were to add a config option to change the selection box width |
09:29 |
RealBadAngel |
TriBlade9, we add config options for almost everything, there will be always some1 who doesnt like the feature or would like it workin another way |
09:29 |
TriBlade9 |
So can I add some more config options? x] |
09:30 |
RealBadAngel |
kahrl, pos = selection pos is the condition to show selection, how could i make it outside the loop? |
09:31 |
RealBadAngel |
hmm |
09:32 |
kahrl |
RealBadAngel: v3s16 p = data->m_highlighted_pos_relative |
09:32 |
kahrl |
then the if body |
09:34 |
kahrl |
TriBlade9: some settings are better suited as Lua API functions |
09:34 |
Megaf |
Zeno`: One thing that have to change is the multithreading part of minetest, it's really annoying to se my server totally frozen with 3 100% idles cores left |
09:34 |
TriBlade9 |
kahrl for example? |
09:34 |
TriBlade9 |
Selection box width? |
09:34 |
kahrl |
and if a setting can be set in a way that satisfies everybody, just use that instead of adding a setting |
09:34 |
kahrl |
TriBlade9: no, that's a client thing |
09:34 |
TriBlade9 |
I'm working with selectionboxes right now, 'cause those don't satisfy me :P |
09:35 |
TriBlade9 |
Welp, I guess I'll make a PR and see what people think then |
09:36 |
kahrl |
or for example, if someone made a setting that made selection boxes white, I would probably vote against that because it could be used to cheat (find your way in darkness without torches) |
09:38 |
kahrl |
not a very effective cheat but a cheat nonetheless |
09:38 |
TriBlade9 |
Dude |
09:38 |
TriBlade9 |
That's already in the game afaik |
09:38 |
kahrl |
is it? |
09:38 |
TriBlade9 |
v3f selectionbox_color = g_settings->getV3F("selectionbox_color"); |
09:38 |
TriBlade9 |
That's been there for ages |
09:38 |
kahrl |
haha, it is |
09:38 |
TriBlade9 |
Yep, here: # Selection box border color (R,G,B) |
09:38 |
TriBlade9 |
#selectionbox_color = (0,0,0) |
09:39 |
TriBlade9 |
Oh the irony xP |
09:39 |
kahrl |
well I won't remove it now, but I didn't vote for that :P |
09:40 |
TriBlade9 |
Why on earth are 90% of the C++ files in the same directory? |
09:40 |
TriBlade9 |
Couldn't we sort them into folders a little more? |
09:44 |
TriBlade9 |
Meh, I shouldn't judge, I do the same sort of things |
09:45 |
kahrl |
it was considered when the subsystems were defined |
09:46 |
kahrl |
but it would be change for sake of change and would break all the pull requests |
09:46 |
TriBlade9 |
Unfortunately you have a point :/ |
09:47 |
RealBadAngel |
kahrl, that doesnt work |
09:47 |
RealBadAngel |
condition if the highlight is in the block range is needed anyway |
09:48 |
RealBadAngel |
thx to the way it updates the blocks |
09:48 |
RealBadAngel |
set or unset is made with passing pos to the mesh generation |
09:48 |
kahrl |
RealBadAngel: can't you check that outside the for loop? |
09:49 |
TriBlade9 |
Umm |
09:49 |
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09:51 |
RealBadAngel |
kahrl, i will do that, ok, but later the way the data is passed to mapblock_mesh has to be changed, simple flag passed should be used not idiotic v3s16(-1337, -1337, -1337) |
09:52 |
RealBadAngel |
which doesnt help even, because code dont know if its about setting or unsetting crack or whatever |
09:57 |
TriBlade9 |
u16 vs u32 in configs. Difference is what? |
10:04 |
RealBadAngel |
kahrl, ok, mesh is made outside the loop now |
10:05 |
RealBadAngel |
TriBlade9, all coords ingame are u16 i think |
10:06 |
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10:07 |
TriBlade9 |
Imma use a S16 for this, as I assume it takes a tiny bit less memory than a S32 |
10:07 |
TriBlade9 |
My bad, I meant S16 and 32 |
10:10 |
kahrl |
RealBadAngel: wouldn't it be cleaner code to add a new TILE_MATERIAL_HIGHLIGHT that translates to video::EMT_TRANSPARENT_ADD_COLOR instead of having a flag MATERIAL_FLAG_HIGHLIGHTED |
10:11 |
kahrl |
brb |
10:12 |
Zeno` |
kahrl, fixed |
10:13 |
RealBadAngel |
kahrl, flag is used to animate the selection anyway so its needed |
10:13 |
TriBlade9 |
Alright guys, Imma go eat dinner |
10:13 |
RealBadAngel |
on the other hand adding new material would require new shader for it |
10:14 |
TriBlade9 |
See ya! |
10:14 |
RealBadAngel |
and i dont want that at this point |
10:14 |
Zeno` |
took a long time because I tested heaps of other stuff as well :( |
10:15 |
Zeno` |
had to have dinner as well I think |
10:15 |
Zeno` |
I dunno what I've done today :( |
10:16 |
Zeno` |
I see now why the error message isn't "printed". I'd better fix that comment |
10:17 |
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10:22 |
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10:25 |
Zeno` |
proller, https://github.com/minetest/minetest/pull/1646 |
10:25 |
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10:25 |
Zeno` |
why is it useless? |
10:27 |
proller |
who will change it and why |
10:28 |
Zeno` |
would you change it? |
10:29 |
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10:30 |
Zeno` |
I'd say the people who will change it are similar to people who set crosshair_alpha = 0 |
10:30 |
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10:32 |
Zeno` |
(useful if you've there's something to be displayed right or left of hotbar) no idea what that means though |
10:33 |
Zeno` |
actually it's kind of useless |
10:33 |
Zeno` |
I thought it was able to be set to 0 |
10:43 |
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10:52 |
chchjesus |
So, I'm looking into a bug where, if you double click the scrollbar for a list in the main menu, it will select the item "under" the scrollbar |
10:52 |
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alexxs joined #minetest-dev |
10:52 |
chchjesus |
And I'm assuming that part of the code is C++ |
10:52 |
chchjesus |
in guiFormSpecMenu.cpp |
10:53 |
chchjesus |
So it's to do with double clicking and the scrollbar |
10:53 |
chchjesus |
Anyone got any suggestiobs for what to look at? |
10:53 |
RealBadAngel |
chchjesus, you should propably talk bout it with sapier |
10:54 |
RealBadAngel |
he coded that i think |
10:54 |
chchjesus |
Ah |
10:54 |
chchjesus |
What time do you reckon he'll be in? |
10:54 |
RealBadAngel |
!seen sapier |
10:54 |
RealBadAngel |
wheres that damn bot? |
10:54 |
chchjesus |
lol |
10:55 |
RealBadAngel |
idk, propably evenings cet |
10:56 |
chchjesus |
What would that be UTC? |
10:56 |
chchjesus |
Eh nvm |
10:56 |
chchjesus |
I'll google |
10:57 |
chchjesus |
So he should be here in a few hours |
10:57 |
chchjesus |
wait |
10:57 |
chchjesus |
RealBadAngel: Is that Central European Standard time? |
10:57 |
chchjesus |
It's not like some weird American time is it? |
10:57 |
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10:58 |
RealBadAngel |
no it isnt |
10:58 |
jin_xi |
RealBadAngel: i don't get it, i pasted whole shader again (cleaned up). I cant find good info on what i need to do. basically i need tpos to be x and y of every face on a node http://paste.ubuntu.com/8364293/ |
11:00 |
RealBadAngel |
gl_FragCoord.xy |
11:00 |
RealBadAngel |
why using that? |
11:01 |
RealBadAngel |
i told u what coords to use |
11:02 |
RealBadAngel |
tpos = gl_TexCoord[0].st; |
11:02 |
RealBadAngel |
try that |
11:04 |
jin_xi |
i get transparent nodes doing that |
11:04 |
jin_xi |
so my pixels end up in the wrong place it seems |
11:06 |
RealBadAngel |
do you have a branch with that? |
11:06 |
jin_xi |
no i suck at git |
11:07 |
chchjesus |
git checkout -b "newbranchname" |
11:07 |
chchjesus |
will create a copy of the current branch you are on and name with with the new name |
11:07 |
chchjesus |
Oh, and it will switch you to that branch too |
11:10 |
jin_xi |
ok ill try |
11:13 |
chchjesus |
git checkout branchname switches between branches |
11:14 |
chchjesus |
and when you're done, checkout into the branch you want to merge your other branch into, then do git merge "branchname" |
11:14 |
chchjesus |
But make sure you commit all your changes before merging |
11:14 |
chchjesus |
ofc |
11:28 |
Zeno` |
well, I think the new main() is ok now |
11:29 |
jin_xi |
RealBadAngel: https://github.com/obneq/minetest/tree/nodedefshader sry its a big mess and a hack! im using it with a simple mod named colors, ill paste the init |
11:30 |
jin_xi |
colors init.lua: http://paste.ubuntu.com/8364418/ |
11:31 |
jin_xi |
theres unrelated stuff, like plain rgb nodes and naive haiku nodes (plus whole simple forth in tile.cpp, ignore those). |
11:39 |
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11:41 |
chchjesus |
Wait |
11:41 |
chchjesus |
jin_xi: What is Haiku? Is this some instructions parser or something? |
11:42 |
jin_xi |
yes its this: https://forthsalon.appspot.com/ |
11:43 |
chchjesus |
Why not use glsl or something? |
11:45 |
jin_xi |
well, i do |
11:45 |
jin_xi |
atm im passing just glsl to nodes |
11:46 |
jin_xi |
but i thought it could be a neat way to define procedurally generated textures |
11:47 |
chchjesus |
Interesting |
11:47 |
jin_xi |
this page transpiles the forth into js, optimizes the js slightly and then turns it into glsl. i just take that glsl and put it into my nodedef |
11:47 |
jin_xi |
it all started with an attempt to make plain rgb colored nodes without textures available via nodedef |
11:48 |
chchjesus |
nodedef? Node definition? |
11:48 |
chchjesus |
Oh wait |
11:48 |
jin_xi |
yes |
11:48 |
chchjesus |
node as in node.js? |
11:48 |
jin_xi |
no |
11:48 |
chchjesus |
oh the Minetest nodes |
11:48 |
jin_xi |
a node is a block in mt terminology |
11:48 |
jin_xi |
yes |
11:48 |
chchjesus |
Yeah |
11:49 |
RealBadAngel |
jin_xi, i will check your code later today |
11:50 |
chchjesus |
How many of you guys are engineers? |
11:50 |
chchjesus |
i.e. Elec, Comp or Mech |
11:50 |
RealBadAngel |
idk |
11:51 |
RealBadAngel |
im demoscene coder |
11:51 |
RealBadAngel |
from old days, long past ;) |
11:51 |
jin_xi |
lol im an allround academic failure |
11:51 |
chchjesus |
oh, that's a term I was looking for for a while |
11:51 |
chchjesus |
Thanks |
11:51 |
chchjesus |
I'm a recent CS grad |
11:52 |
chchjesus |
I barely passed Comp graphics |
11:52 |
chchjesus |
and algorithms |
11:52 |
chchjesus |
I'd like to touch up and improve |
11:52 |
chchjesus |
jin_xi: You seem to know what you're doing lol |
11:52 |
jin_xi |
yes, dirty hacks for fun and confusion |
11:52 |
chchjesus |
Well, Forth of all languages... |
11:52 |
chchjesus |
I have a friend who raves about Forth |
11:55 |
jin_xi |
i just use it because it can be so simple... this is no real forth but something vaguely similar |
11:55 |
chchjesus |
Haha |
11:55 |
chchjesus |
Yeah, it seems pretty simple |
11:56 |
chchjesus |
My friend did a forth interpreter in asm |
11:56 |
jin_xi |
thats more like the real thin |
11:56 |
jin_xi |
g |
11:57 |
chchjesus |
Heh |
12:12 |
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12:13 |
TriBlade9 |
Could anyone possible point me to where player movement variables and timing is handled? I checked player.cpp but it didn't seem to change anything. :/ |
12:15 |
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12:17 |
kahrl |
TriBlade9: localplayer.cpp |
12:19 |
TriBlade9 |
Thank you |
12:24 |
TriBlade9 |
What is BS and where is it defined? Weirdest variable name ever x] |
12:24 |
TriBlade9 |
Sorry for all the questions |
12:25 |
RealBadAngel |
BS is BlockSize (confusing a bit) |
12:25 |
RealBadAngel |
BS = 10 |
12:25 |
TriBlade9 |
Ooooh |
12:26 |
TriBlade9 |
That makes a lot more sense |
12:26 |
RealBadAngel |
it converts mt world coordinates to irrlicht ones |
12:26 |
jin_xi |
http://paste.ubuntu.com/8364726/ <- BS |
12:27 |
TriBlade9 |
Makes a lot more sense than multiplying everything times Bull**** |
12:28 |
Zeno` |
maybe it could be called BLOCK_SIZE |
12:29 |
jin_xi |
anyone using a decent IDE can follow the symbol and read the comment above? |
12:29 |
Zeno` |
Every time I see it I think BullShit as well |
12:30 |
TriBlade9 |
I use Geany or Gedit |
12:30 |
TriBlade9 |
Big IDE's with long start times are annoying |
12:30 |
Zeno` |
Why should I have to use an IDE to know what BS is? |
12:30 |
jin_xi |
i like qtcreator for hacking on mt. in fact i could not do anything without it |
12:30 |
RealBadAngel |
BS is so often used that source could grow enormously with it havin longer name lol |
12:30 |
RealBadAngel |
treat it equally as PI for example ;) |
12:30 |
jin_xi |
just open the cmake file and it opens the whole project and it helps sooo much to understand whats going on |
12:31 |
Zeno` |
But PI is known |
12:31 |
RealBadAngel |
BS is our squarish PI ;) |
12:31 |
Zeno` |
BLK_SZ |
12:31 |
TriBlade9 |
BS - The MESE of Minetest Development |
12:31 |
Zeno` |
square pies? |
12:31 |
TriBlade9 |
Makes no sense and is mostly misleading, but still loved by the devs |
12:32 |
Zeno` |
Not sure if I want a square pi. I'd rather a quiche |
12:32 |
RealBadAngel |
you get used to it |
12:33 |
Zeno` |
bullshit |
12:33 |
TriBlade9 |
Anyone else notice when you jump and land on a node, you sort of slowly sink in? |
12:33 |
Zeno` |
:p ;) |
12:33 |
TriBlade9 |
Player movement is terrible |
12:35 |
Zeno` |
even BSZ would be more descriptive than BS hehe |
12:35 |
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12:35 |
Zeno` |
why does BS have parenthesis around it in the #define? |
12:37 |
Zeno` |
I'm gonna add a #define RBA 10.0 |
12:39 |
kahrl |
ughh |
12:40 |
kahrl |
why do I keep coming back to this weblate thing, nothing works |
12:40 |
TriBlade9 |
Which website thing kahrl? |
12:40 |
kahrl |
weblate not website |
12:40 |
TriBlade9 |
The Python thingie? |
12:40 |
TriBlade9 |
My bad |
12:40 |
TriBlade9 |
It's late x] |
12:41 |
TriBlade9 |
Perhaps you could do something else? |
12:41 |
kahrl |
newest episode: the registration form only sporadically sends emails and when you click on the activation link, nothing happens except you get redirected to the login page |
12:41 |
TriBlade9 |
(Like fix the damned player movement), I can't seem to find the right variables |
12:41 |
TriBlade9 |
O-o |
12:43 |
kahrl |
I will watch some Microsoft ® Entertainment |
12:43 |
kahrl |
er, MC video |
12:43 |
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12:44 |
TriBlade9 |
x] |
12:44 |
TriBlade9 |
Player needs to jump a tad bit higher, and about 1/3rd again as fast |
12:44 |
TriBlade9 |
And not immediately cancel jump velocity on collision with the side of a block |
12:45 |
kahrl |
it's difficult to change the player movement as people will shout at you when you change it in the slightest |
12:45 |
kahrl |
not to mention that sneaking (and supporting the sneak glitch) makes everything a thousand times more complicated |
12:45 |
chchjesus |
Micro$haftcraft |
12:46 |
TriBlade9 |
:/ |
12:46 |
chchjesus |
lol |
12:46 |
TriBlade9 |
So mature chch |
12:46 |
TriBlade9 |
So mature >_> |
12:47 |
TriBlade9 |
kahrl, I think I found the sweet spot |
12:48 |
Zeno` |
does git rebase -i HEAD~2 work if you're on a branch? |
12:48 |
TriBlade9 |
movement_speed_jump+5 suddenly makes jumping feel a lot more smooth when jumping into a block O-o |
12:49 |
kahrl |
i.e. settings->setDefault("movement_speed_jump", "11.5")? |
12:49 |
TriBlade9 |
Nope |
12:49 |
TriBlade9 |
Doing that makes it do glitchy weird stuff |
12:50 |
TriBlade9 |
localplayer.cpp, line 532, from this: speedJ.Y = movement_speed_jump * physics_override_jump; to this: speedJ.Y = (movement_speed_jump+5) * physics_override_jump; |
12:50 |
RealBadAngel |
kahrl, i moved mesh generation out of the loop. but material i dont want to touch by now as it requires changes to shaders, i will do that later when adding liquid surface materials |
12:51 |
kahrl |
TriBlade9: k let me try |
12:52 |
RealBadAngel |
kahrl, also one more thing, should highlighting be visible when hud off? cracks are |
12:52 |
RealBadAngel |
while selection boxes are not |
12:52 |
TriBlade9 |
kahrl, change it to 3 or 4, less noticable |
12:52 |
kahrl |
RealBadAngel: ok, the material thing wasn't really that much of a problem anyway |
12:52 |
kahrl |
RealBadAngel: hmm |
12:52 |
kahrl |
I think it should be off like the selection box |
12:52 |
TriBlade9 |
^ |
12:52 |
RealBadAngel |
paramat also said so |
12:53 |
kahrl |
so that people can make close-up screenshots without highlighting if they want to |
12:53 |
RealBadAngel |
ok, i will turn highlighting off the same way as selection boxes are |
12:53 |
RealBadAngel |
anythin more? |
12:53 |
kahrl |
RealBadAngel: nope, didn't notice anything else yet |
12:54 |
TriBlade9 |
RBA, I had something to tell you about highlighting... |
12:54 |
TriBlade9 |
Oh, in dark caves, it becomes really hard to see the texture you're pointing at because the cycling colors make it hard to focus long enough |
12:57 |
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12:57 |
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12:58 |
TriBlade9 |
Now how would one make the player fall faster without increasing gravity? |
12:58 |
TriBlade9 |
(Thinking to myself, don't answer unless you want to x]) |
12:58 |
proller |
increase mass |
12:58 |
TriBlade9 |
Players have a mass? |
12:59 |
ibloat |
add another obscure factor somewhere seemingly unrelated |
12:59 |
proller |
or decrease air viscosity |
13:00 |
TriBlade9 |
That seems like your name's style ibloat xP |
13:00 |
kahrl |
TriBlade9: I like it |
13:00 |
TriBlade9 |
What number did you use? |
13:00 |
kahrl |
it makes jumping up 3-high stairwells in mines less obnoxious |
13:00 |
kahrl |
3 |
13:00 |
TriBlade9 |
Yeah |
13:00 |
ibloat |
yeah i unroll loops manually |
13:00 |
TriBlade9 |
It's also not that noticable kahrl |
13:01 |
kahrl |
I wonder if anyone's workflow is disturbed if the exact jump height changes :P |
13:01 |
kahrl |
(insert xkcd link here) |
13:02 |
Zeno` |
I think mine might be |
13:03 |
Zeno` |
and it's 1172 |
13:03 |
TriBlade9 |
It might break a classic bug that I remember, like water-signs or smth, I forgot what it was |
13:03 |
Zeno` |
http://xkcd.com/1172/ |
13:03 |
TriBlade9 |
That was back on redcrabs server that I used that x] |
13:03 |
kahrl |
the sneak glitch? |
13:04 |
kahrl |
that one still works |
13:04 |
TriBlade9 |
And people love it don't they |
13:05 |
TriBlade9 |
Meh |
13:05 |
TriBlade9 |
I don't understand this code well enough to patch it anyways |
13:05 |
ibloat |
sneak glitch? |
13:07 |
TriBlade9 |
Oooh |
13:07 |
TriBlade9 |
Found how to make gravity faster! |
13:07 |
TriBlade9 |
environment.cpp |
13:08 |
kahrl |
ibloat: it's what allows you to climb this thing: http://i.imgur.com/3gSz7n0.png |
13:08 |
TriBlade9 |
Correction, found how to do some darned weird shit |
13:08 |
kahrl |
stand in the corner, sneak and jump |
13:09 |
kahrl |
it can be disabled though |
13:09 |
TriBlade9 |
Question |
13:10 |
TriBlade9 |
How does one do order-of-operations when accessing a member var? Eg, this->that*2+1, Invalid: this->(that*2)+1 |
13:11 |
kahrl |
huh? |
13:11 |
kahrl |
what do you want to do? |
13:11 |
ibloat |
i see i see |
13:11 |
TriBlade9 |
Multiply that times two |
13:11 |
TriBlade9 |
Which is normally done using (that*2) |
13:11 |
kahrl |
your first version is fine |
13:11 |
TriBlade9 |
Would it be proper to then do (this->that*2)+1? |
13:12 |
kahrl |
yeah that would be okay, if verbose |
13:12 |
jin_xi |
absent operator precedence i think yes, but... |
13:12 |
TriBlade9 |
Okay |
13:12 |
TriBlade9 |
Ty |
13:13 |
TriBlade9 |
Ah, that did it |
13:13 |
TriBlade9 |
It wasn't compiling because I missed a semicolon on the line before. |
13:13 |
TriBlade9 |
#TooUsedToJavaScript |
13:15 |
ibloat |
which technically wants you to use semicoli as well :p |
13:15 |
TriBlade9 |
Hehheee |
13:15 |
TriBlade9 |
Proof that I liberally ignore semicolons: https://github.com/TriBlade9/bots.js |
13:15 |
ibloat |
js is just too damn lenient |
13:15 |
TriBlade9 |
Buttt... |
13:15 |
TriBlade9 |
Objects... |
13:16 |
* ibloat |
goes to coffeescript for his js needs |
13:16 |
* TriBlade9 |
hates CoffeeScript |
13:16 |
* TriBlade9 |
hates it because it keeps him up at night. |
13:19 |
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13:19 |
TriBlade9 |
WB Zeno` |
13:20 |
Zeno` |
thank you |
13:20 |
Zeno` |
I am... in Windows now |
13:20 |
Zeno` |
*shudder* |
13:20 |
TriBlade9 |
Shammmeee |
13:20 |
TriBlade9 |
Play MSCraft :D |
13:21 |
Zeno` |
nah |
13:21 |
Zeno` |
gosh I don't even remember how to start firefox |
13:21 |
TriBlade9 |
Umm |
13:22 |
TriBlade9 |
CTRL+ALT+T |
13:22 |
TriBlade9 |
type firefox |
13:22 |
TriBlade9 |
Press Enter |
13:22 |
TriBlade9 |
Owait, windows doesn't have the command prompt hotkeyed :L |
13:22 |
Zeno` |
doesn't work. I pressed my special Windows key |
13:23 |
TriBlade9 |
What windows version? (Just wonderin) |
13:23 |
Zeno` |
7 |
13:23 |
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13:24 |
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mos_basik joined #minetest-dev |
13:24 |
Zeno` |
I can't watch a TV show I want to using Linux (even after changing the user agent for firefox) |
13:24 |
Zeno` |
Apparently Linux is a mobile device |
13:27 |
RealBadAngel |
TriBlade9, highlighting wont help you see in darkness, you need light for that |
13:28 |
TriBlade9 |
RealBadAngel, but I think the highlighter should be a bit dimmer in the darkness |
13:28 |
TriBlade9 |
Like just enough to be seen, but not glaring |
13:28 |
RealBadAngel |
its so dark enough that sin of amplitude 10 can go below 0 |
13:29 |
RealBadAngel |
thats why there were disco lights effect ;) |
13:29 |
TriBlade9 |
okay then, nvm |
13:29 |
TriBlade9 |
Wanna test something out for me? |
13:29 |
TriBlade9 |
I need an honest opinion before I PR this |
13:29 |
RealBadAngel |
ok |
13:30 |
TriBlade9 |
One sec, tweaking a couple vars a bit before I push |
13:31 |
TriBlade9 |
Pushing... |
13:32 |
TriBlade9 |
Timing out... |
13:33 |
TriBlade9 |
Alright, can you test out https://github.com/TriBlade9/minetest/tree/player_movement? |
13:33 |
TriBlade9 |
It's mainly tweaks to how jumps and gravity work ATM |
13:33 |
TriBlade9 |
But I want to know if jumping and falling feel smoother and less hacky now, or if it's just my imagination. |
13:34 |
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13:34 |
proller |
more magic numbers! |
13:34 |
TriBlade9 |
Exactly proller x] |
13:35 |
proller |
better use bullet engine |
13:35 |
TriBlade9 |
I just tweaked stuff until I didn't have the weird step glitch and didn't feel like I was falling in slow-mo |
13:35 |
proller |
irrbullet or something |
13:35 |
TriBlade9 |
Butwhy? |
13:35 |
Amaz |
TriBlade9, I will test that out once I've finished testing your other pulls! |
13:35 |
TriBlade9 |
Btw, the ratio between those two numbers is related |
13:35 |
TriBlade9 |
Kind of |
13:35 |
TriBlade9 |
Thanks Amaz |
13:36 |
TriBlade9 |
I've been basically changing everything that I felt is lacking/poorly done xP |
13:36 |
Amaz |
They're all great! |
13:36 |
TriBlade9 |
:O |
13:36 |
TriBlade9 |
<3 |
13:36 |
* TriBlade9 |
blushes with pride.. and a bit of gas |
13:36 |
TriBlade9 |
Thanks Amaz |
13:37 |
Amaz |
Only one I'm not sure about is the entity box, but that's just because I'm used to the other one. I like it, it just feels strange :P |
13:37 |
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13:37 |
TriBlade9 |
Indeed it does feel strange, especially since you can't select blocks below entities |
13:37 |
TriBlade9 |
But that behavior would be too complicated to implement per-entity registration |
13:38 |
Amaz |
What would be nice, but probably impossible to do, is to have the selection box around the entity, like it is around a nodebox... |
13:38 |
TriBlade9 |
What would really be best would be mesh-fitting selection boxes like nodeboxes do, that rotate with the entity |
13:38 |
TriBlade9 |
NINJA'D |
13:38 |
Amaz |
XD |
13:38 |
TriBlade9 |
Supposedly RBA is working/going to work on something like that |
13:38 |
Amaz |
:D |
13:39 |
TriBlade9 |
RBA is working on everything x] |
13:39 |
Amaz |
:P |
13:39 |
TriBlade9 |
Oh shit |
13:39 |
TriBlade9 |
I just realized I changed a var that I didn't mean to in the player movement pull |
13:40 |
RealBadAngel |
highlighting for entities is almost rdy, will make a pull for it later today |
13:40 |
TriBlade9 |
Though it didn't affect anything O-o |
13:40 |
TriBlade9 |
Awesome :D |
13:41 |
TriBlade9 |
Does it affect the normal box too? |
13:41 |
TriBlade9 |
(Is that backportable?) |
13:41 |
Amaz |
:D |
13:43 |
TriBlade9 |
Nvm, leave that var as it is, makes jumping a bit less prone to stuttering, as far as I can tell. |
13:45 |
Amaz |
TriBlade9, does the player_movement need to be used on singleplayer, or can it be used on multiplayer? (i.e. is it client side of server side?) |
13:45 |
TriBlade9 |
It should work for both |
13:46 |
Amaz |
Okay. |
13:46 |
TriBlade9 |
But again, that needs to be tested |
13:46 |
TriBlade9 |
It probably won't work well with servers that have a different value |
13:46 |
Amaz |
What does it change? |
13:46 |
Amaz |
Ah. |
13:46 |
TriBlade9 |
Thanks for the reminder though, Let me test on a server |
13:47 |
TriBlade9 |
It changes the percieved gravity and the jump height |
13:47 |
TriBlade9 |
and jump speed |
13:47 |
Amaz |
Okay. |
13:47 |
TriBlade9 |
Dont ask me HOw it changes it, I just know those numbers do it, and they make it "just feel right" |
13:47 |
Amaz |
XD |
13:47 |
TriBlade9 |
Story of my life |
13:48 |
TriBlade9 |
But IMO it REALLY helps the world feel more solid |
13:48 |
Amaz |
Okay. |
13:49 |
TriBlade9 |
Woot |
13:49 |
TriBlade9 |
Just tested on VanessaE's survival server |
13:50 |
TriBlade9 |
No difference from singleplayer as far as I can tell |
13:50 |
TriBlade9 |
Granted I'm probably about to lag out |
13:50 |
Amaz |
XD |
13:51 |
Amaz |
Normally the case for me on mod heavy servers! |
13:51 |
TriBlade9 |
Heh |
13:51 |
TriBlade9 |
Try with China internet |
13:51 |
TriBlade9 |
Anyhow, feel free to test the player movement branch |
13:52 |
TriBlade9 |
I'm not gonna PR tonight, but I might in a couple of days |
13:52 |
Amaz |
Okay. |
13:52 |
Amaz |
That feels a lot smother. |
13:53 |
Amaz |
*smoother |
13:56 |
TriBlade9 |
Like it? |
13:57 |
TriBlade9 |
Alrighty, I'm off to bed. See ya crazy geeks later! (And not crazy geeks.) [And crazy, but not geeks], {And neither crazy nor geeks} |
14:02 |
chchjesus |
Have any of you guys watched the Steam Dev Days? They have some good videos on Game dev there from people in the industry |
14:03 |
chchjesus |
i.e. people from Valve, people from AMD, Nvidia, Intel |
14:05 |
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14:33 |
CraigyDavi |
http://www.downforeveryoneorjustme.com/servers.minetest.net |
14:34 |
jin_xi |
its up for me |
14:35 |
Amaz |
I get It's not just you! http://servers.minetest.net looks down from here. But when I go to it, it displays fine. |
14:35 |
Amaz |
it = server.minetest.net |
14:36 |
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14:37 |
Amaz |
Actually, it looks down now. |
14:39 |
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14:59 |
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15:15 |
VanessaE |
So, seems DDoS attacks have come to Minetest. |
15:15 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/stats.html |
15:15 |
VanessaE |
note the three user count spikes between ~7am and 9am local time |
15:16 |
VanessaE |
logs forwarded to me from when I was asleep show join/part floods typical of such an attack. |
15:17 |
VanessaE |
seems like we need some basic rate limiting now |
15:20 |
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15:20 |
RealBadAngel |
kahrl, here? |
15:26 |
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15:35 |
RealBadAngel |
anyway, https://github.com/minetest/minetest/pull/1639 is again updated, some optimisations and hide highlighting when hud is off |
15:36 |
RealBadAngel |
if there will be no more objections, going to merge it this evening |
15:38 |
Amaz |
Yay! |
15:41 |
* VanessaE |
looks... |
15:48 |
VanessaE |
RealBadAngel: one minor glitch |
15:48 |
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15:48 |
VanessaE |
point at a node, make sure it is highlighted. Press F1 to turn HUD off, then press it again to turn HUD back on. |
15:48 |
VanessaE |
the highlight does not re-appear until you point at another node. |
15:52 |
Calinou |
https://github.com/minetest/master-server → a license should be added to the repository, probably the same as Minetest |
15:52 |
Calinou |
(there doesn't seem to be any currently) |
15:52 |
Calinou |
ShadowNinja, ^ |
15:53 |
ShadowNinja |
Calinou: O.K. I'll add a LGPLv2.1 file. |
15:57 |
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15:58 |
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15:59 |
Calinou |
thanks |
16:01 |
kahrl |
http://stackoverflow.com/questions/5739830/simple-log-to-file-example-for-django-1-3 why the fuck does one have to write 45 fucking lines to log everything to a logfile? |
16:01 |
kahrl |
"simple" indeed |
16:08 |
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16:11 |
kahrl |
and now all this logfile can bring itself to tell me is "Passed captcha for kahrlliebt-dich. info" |
16:11 |
kahrl |
are you kidding me? |
16:11 |
kahrl |
sfan5: OK, I'm done here, if you want to install Weblate have fun |
16:18 |
sfan5 |
yay! |
16:18 |
sfan5 |
how about no? |
16:19 |
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16:23 |
sfan5 |
''tell ibloat no, I didn't consider that |
16:23 |
HLuaBot |
I'll tell that to "ibloat" next time I see them around. |
16:23 |
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16:25 |
rubenwardy |
Modified: http://www.minetest.net/download |
16:27 |
sfan5 |
"Thank you for trying out Minetest. Are you a new user? Have a look at our" "TABLE OF CONTENTS" |
16:27 |
sfan5 |
that lines up perfectly |
16:27 |
rubenwardy |
How can I do <br /> |
16:29 |
rubenwardy |
fixed |
16:40 |
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16:41 |
jin_xi |
RealBadAngel: i think i kind of got it now, thanks! |
17:00 |
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17:24 |
jray541 |
any insight as to what happened to the public list server |
17:27 |
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17:38 |
Megaf |
Yay, more bugs |
17:38 |
Megaf |
http://paste.debian.net/121503/ |
17:40 |
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17:44 |
ShadowNinja |
''tell sfan5 The public server list is down. |
17:44 |
HLuaBot |
I'll tell that to "sfan5" next time I see them around. |
17:45 |
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17:46 |
rubenwardy |
I'd like feedback for this: http://www.minetest.net/playground |
17:46 |
sfan5 |
ShadowNinja: I'm aware |
17:47 |
Krock |
Fehlercode: ERR_CONNECTION_RESET |
17:48 |
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17:49 |
ShadowNinja |
sfan5: Do you know why or when it will be back up? |
17:49 |
sfan5 |
nope |
18:03 |
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18:16 |
RealBadAngel |
VanessaE, fixed |
18:19 |
VanessaE |
ok |
18:19 |
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18:20 |
RealBadAngel |
kahrl, ShadowNinja are you ok with mergeing highlighting now? |
18:22 |
ShadowNinja |
RealBadAngel: I don't really like the color cycling in the dark, but I won't stop it because of that. You're free to merge. |
18:23 |
ShadowNinja |
Oh, I haven't looked at the code though. |
18:23 |
RealBadAngel |
ShadowNinja, i can lower its amplitude depending on total ammount of light, now its same for bright places and dark ones |
18:24 |
ShadowNinja |
RealBadAngel: Yes, I know. It's just more visible in dark places. |
18:24 |
RealBadAngel |
review the code and meanwhile i will code your request then :) |
18:25 |
Calinou |
do you have a video? |
18:26 |
Calinou |
I'm always afraid as RealBadAngel made it |
18:26 |
ShadowNinja |
RealBadAngel: How does it look without any color? |
18:26 |
Calinou |
(it may focus more on fancy-pansyness rather than gameplay looks) |
18:26 |
Calinou |
avoid colour please |
18:26 |
Calinou |
there are colourblinds around |
18:26 |
kaeza |
<-- |
18:26 |
RealBadAngel |
ShadowNinja, plain white (or whatever color your halo.png is) |
18:27 |
ShadowNinja |
RealBadAngel: I'd like to to be fully opaque with the texture determining the transparency, is that possible. |
18:27 |
Calinou |
please avoid transitions too |
18:27 |
RealBadAngel |
transparency is controlle by vertex colors |
18:27 |
Calinou |
they decrease instant-ness |
18:27 |
ShadowNinja |
RealBadAngel: And I noticed some whitespace added to the ends of lenes before, don't know if that's still aplicable. |
18:28 |
RealBadAngel |
texture cannot control transparency with this material |
18:28 |
ShadowNinja |
lines* |
18:28 |
RealBadAngel |
ShadowNinja, i will check whites when mergeing |
18:28 |
ShadowNinja |
RealBadAngel: How do the vertices control the color? |
18:28 |
Calinou |
sorry for the ad hominem |
18:28 |
RealBadAngel |
its light, color of it |
18:29 |
RealBadAngel |
same values for all channels = shades of grey |
18:29 |
RealBadAngel |
so 255,255, 255 full opaque white |
18:29 |
ShadowNinja |
RealBadAngel: Maybe make enable_node_highlighting into node_selection = highlight/wirebox. |
18:30 |
ShadowNinja |
RealBadAngel: and total black is fully transparent? |
18:30 |
RealBadAngel |
yes |
18:31 |
ShadowNinja |
RealBadAngel: But then the box won't show up over black nodes, right? |
18:31 |
RealBadAngel |
whats inside has nothing to do with the halo |
18:31 |
ShadowNinja |
RealBadAngel: And you can just use one setHighlighted call here by passing show_hud: https://github.com/minetest/minetest/pull/1639/files#diff-18513665750ef5adf42b5ec29e14162eR2107 |
18:32 |
ShadowNinja |
RealBadAngel: So the color of the halo determines the transparency? |
18:32 |
RealBadAngel |
yes |
18:33 |
RealBadAngel |
about code you linked, i dont get it. it is one call? |
18:33 |
ShadowNinja |
RealBadAngel: Hmmm, O.K. I mean one line of code after the conditional. |
18:39 |
ShadowNinja |
"clamp(...,0 ,255)" should be "clamp(..., 0, 255)". Otherwise it looks O.K. |
18:41 |
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18:44 |
ShadowNinja |
sfan5_: http://sprunge.us/NgES?diff |
18:45 |
sfan5_ |
ShadowNinja: looks good |
18:46 |
ShadowNinja |
Pushed. |
18:47 |
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18:47 |
ShadowNinja |
Comments on https://github.com/minetest/minetest/pull/1623 ? (I'll fix the typo in the first commit message) |
18:54 |
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19:06 |
RealBadAngel |
ShadowNinja, check that loop with clamp again |
19:07 |
RealBadAngel |
i made color phasing depending on total light and also rearranged the loop itself (most of the code went out of it) |
19:09 |
RealBadAngel |
ShadowNinja, btw i would like to merge your pull that adds more digging particles |
19:09 |
RealBadAngel |
my next pull will be the setting to disable cracks |
19:10 |
RealBadAngel |
highlighting + digging particles does look way nicer imho than selection boxes + cracks |
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19:15 |
RealBadAngel |
VanessaE, can you play a bit with current highlighting code? just in case |
19:16 |
VanessaE |
ina bit |
19:16 |
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19:17 |
VanessaE |
same branch as before? |
19:17 |
RealBadAngel |
yup |
19:17 |
VanessaE |
compiling. |
19:17 |
VanessaE |
I'll play a bit with the result, shortly |
19:18 |
RealBadAngel |
if everythin is ok i will check for whities and apply the patch |
19:28 |
ShadowNinja |
RealBadAngel: Sure. It should use irrlicht particles though, the burst or entities can cause noticable framerate sags on some computers. |
19:28 |
ShadowNinja |
of* |
19:29 |
ShadowNinja |
That patch is O.L.D. though... |
19:29 |
RealBadAngel |
its time has come then ;) |
19:30 |
RealBadAngel |
on second hand disabling cracks will speed the game a bit and will save some ram |
19:31 |
RealBadAngel |
so you can spend it on some more particles :) |
19:31 |
ShadowNinja |
I think john_minetest worked on adding Irrlicht particles. |
19:31 |
RealBadAngel |
i think it was jin_xi |
19:31 |
RealBadAngel |
i can look for the code |
19:32 |
ShadowNinja |
Oh, and there's a segfault bug in particles that triggers when a mod crashes and you reload the world. |
19:32 |
ShadowNinja |
Didn't look at it closely, but got it in gdb once. |
19:32 |
RealBadAngel |
https://github.com/VanessaE/minetest/commit/87ad2ec5e244fbb29f7d88df0867a525ad94e511 |
19:33 |
RealBadAngel |
here you go with irrlicht particles applied to punching the node |
19:36 |
VanessaE |
yep, I forked jin_xi's code off so that it wouldn't get lost |
19:36 |
ShadowNinja |
Ah, jin_xi it was then. That emits a stream of them I believe. My patch does cause noticable FPS sags sometimes even on my conputer, which is pretty decent (Intel HD 4000 on Ivy Bridge i5 @ 2.5 GHZ or so). |
19:36 |
VanessaE |
even with 5000+ particles on my screen, it just wouldn't drop below 60 fps 240m view range. |
19:37 |
VanessaE |
(10 streamers, with their full height in view) |
19:37 |
ShadowNinja |
I'll see if I can use that. |
19:37 |
VanessaE |
and they are the color (texture?) of the thing you punched, too |
19:37 |
RealBadAngel |
VanessaE, found any issues? |
19:37 |
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19:37 |
VanessaE |
RealBadAngel: I haven't looked yet |
19:38 |
VanessaE |
busy |
19:38 |
ShadowNinja |
Aha! Adding .patch to that URL works. :-) <3 GitHub. |
19:39 |
jin_xi |
digging particles need physics which irrlicht particles cannot do... |
19:40 |
jin_xi |
they're more for rain and smoke or similar effects |
19:42 |
RealBadAngel |
jin_xi, irrlicht particles can do collisions |
19:42 |
ShadowNinja |
jin_xi: I believe they can if you use a partical affector. |
19:42 |
jin_xi |
really? ok |
19:42 |
jin_xi |
there is no collision affector i think |
19:42 |
ShadowNinja |
I saw someone do it with an olber version of irrlicht, they didn't provide code though. |
19:42 |
jin_xi |
well, im sure you can do it |
19:43 |
VanessaE |
there is a collision affector. |
19:43 |
jin_xi |
but it might involve a lot of digging |
19:43 |
ShadowNinja |
They wrote their own affector. Minetest uses a custom colision system. |
19:43 |
VanessaE |
I saw one on the irrlicht forums.. |
19:44 |
jin_xi |
its not in the class reference |
19:45 |
jin_xi |
idk, maybe there is a quick fix, but it would be one reason to think about general physics... |
19:49 |
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19:56 |
Calinou |
https://github.com/minetest/minetest/pull/1645 |
19:56 |
Calinou |
please don't forget this |
19:56 |
Calinou |
I would be sad if selection box was disabled by default |
19:58 |
RealBadAngel |
ok, im done with whities |
19:59 |
VanessaE |
RealBadAngel: what is whities? |
19:59 |
VanessaE |
and what I pulled looks good. |
19:59 |
Megaf |
Coments here please. https://github.com/minetest/minetest/pull/1648 |
20:00 |
RealBadAngel |
white spaces |
20:06 |
RealBadAngel |
ok, will just wait for travis and then merge it |
20:11 |
Megaf |
Ok, Thanks |
20:12 |
RealBadAngel |
Megaf, ? i meant my pull, not yours |
20:12 |
Megaf |
oh |
20:13 |
Megaf |
anyway, my pull request is a little confusing |
20:13 |
Megaf |
theres lots of comments from previous pull requests |
20:15 |
Megaf |
anyways... |
20:26 |
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20:53 |
RealBadAngel |
ok folks, ive made subgames able to play own menu music |
20:53 |
RealBadAngel |
but imho engine itself should also have one |
20:54 |
RealBadAngel |
my idea is to play main score on game start |
20:54 |
RealBadAngel |
and when selecting subgame play its music (if provided) |
20:54 |
RealBadAngel |
otherwise keep playing engine one |
20:55 |
RealBadAngel |
hmmmm, kahrl, sfan5, ShadowNinja do you agree on that? |
20:55 |
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20:55 |
RealBadAngel |
VanessaE ? |
20:56 |
RealBadAngel |
and whoever is reading now too :) |
20:56 |
VanessaE |
hm? |
20:56 |
RealBadAngel |
read above |
20:56 |
VanessaE |
oh |
20:56 |
VanessaE |
the music thing? seems fine to me provided two things: |
20:56 |
VanessaE |
1. the volume level of the music MUST match |
20:57 |
VanessaE |
2. the music should crossfade from one to the other as the user changes from one tab/game/etc to another. |
20:57 |
RealBadAngel |
ad 1. so they should be normalized, not up to engine |
20:57 |
VanessaE |
anything else is open |
20:57 |
RealBadAngel |
ad 2. idk if thats possible at all |
20:57 |
Calinou |
cross-fading is not trivial |
20:58 |
VanessaE |
blah |
20:58 |
VanessaE |
cross fading is easy |
20:58 |
VanessaE |
don't give me that crap |
20:58 |
VanessaE |
I've done it myself in software. |
20:58 |
RealBadAngel |
from what i can see in code its not |
20:58 |
RealBadAngel |
but i will give it a try |
20:58 |
RealBadAngel |
but thats not the main point |
20:59 |
RealBadAngel |
question was quite different |
20:59 |
VanessaE |
you play two streams, both through a volume multiplier, ramp the multiplier for one up the other down, when one of them hits zero you just turn off that stream and remove the multiplier from the output chain from the other. |
20:59 |
VanessaE |
RealBadAngel: those two things will have the biggest effect on whether players like in-game music |
20:59 |
VanessaE |
s/in-game/in-menu/ |
21:00 |
RealBadAngel |
1st thing is not up to engine at all |
21:00 |
RealBadAngel |
its up to files provided |
21:00 |
VanessaE |
Like I said, I've done this myself... in software. UP hill both ways! |
21:00 |
VanessaE |
:) |
21:00 |
VanessaE |
RealBadAngel: that's true but it can still be highly recommended |
21:01 |
VanessaE |
as in tell game authors to normalize their music to -3.0 dB |
21:01 |
VanessaE |
etc. |
21:01 |
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21:01 |
RealBadAngel |
also, http://incompetech.com/music/royalty-free/index.html?keywords=the+descent |
21:02 |
RealBadAngel |
ive picked this score to be Minetest main title |
21:04 |
Calinou |
no consensus? |
21:04 |
RealBadAngel |
you had more than a year to pick the tune |
21:04 |
RealBadAngel |
enough |
21:05 |
RealBadAngel |
and dont try even saying it is not good enough :) |
21:14 |
Calinou |
there was no forum topic about it |
21:25 |
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21:51 |
Megaf |
I got a new bug for you, one I think it's easy to fix |
21:51 |
Megaf |
https://github.com/minetest/minetest/issues/1649 |
21:54 |
kaeza |
RealBadAngel, the song is nice, but IMHO, it's too dark for MT's theme |
21:59 |
RealBadAngel |
kaeza, too dark, too loud, too much bass, too this and too that, there was a year for all that |
22:00 |
RealBadAngel |
and there always be haters |
22:02 |
RealBadAngel |
but seriously, it has cinematic feel |
22:02 |
RealBadAngel |
and kinda promise that something big gonna happen |
22:02 |
RealBadAngel |
and that fits |
22:11 |
jray541 |
I installed all three curl dev packages and it made it so my server pops back on the server list. |
22:18 |
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22:38 |
paramat |
RealBadAngel, remember that c55 is the audiovisuals manager so you need to get his approval for node highlighting =) |
22:39 |
RealBadAngel |
all i need are votes of devs |
22:39 |
RealBadAngel |
i do have 3 of them |
22:40 |
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22:40 |
RealBadAngel |
besides, celeron55 doesnt code anything related to audiovisuals |
22:42 |
RealBadAngel |
it looks like im the only one here that cares enough bout it to code anything |
22:46 |
RealBadAngel |
paramat, btw, why it seems like you dont like anything smooth and eyecandy? |
22:47 |
paramat |
well he's busy, and obviously does care otherwise he wouldn't take issue with your changes |
22:47 |
paramat |
yeah true i don't like eyecandy :) |
22:48 |
RealBadAngel |
still, all those eyecandies are optional |
22:48 |
RealBadAngel |
so i take being against them simply as a pose, just to be against anything |
22:50 |
paramat |
i think you do need approval of the audiovisuals manager |
22:52 |
RealBadAngel |
point me any other dev that codes audiovisuals |
22:52 |
RealBadAngel |
please? |
22:52 |
paramat |
it's okay to be against an option if it's not needed or isn't suitable for Minetest's character |
22:52 |
paramat |
um ... |
22:54 |
* VanessaE |
hides |
22:54 |
RealBadAngel |
highlighting is needed, and there are way more folks that do love it than haters |
22:54 |
paramat |
yeah cool i'm kinda neutral about that |
22:54 |
RealBadAngel |
so, have you found any audiovisual coder out there? |
22:57 |
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22:59 |
RealBadAngel |
but back to the music, there are a few choices |
23:00 |
RealBadAngel |
maybe we could create a poll to choose one |
23:03 |
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23:08 |
TriBlade9 |
Guys, what Type is getS16? |
23:08 |
paramat |
music for a game should be decided by the game developers, however i feel Minetest game is too neutral to have any one piece of music, music could be good for other more unique games though |
23:09 |
RealBadAngel |
bullshit |
23:09 |
RealBadAngel |
game without music is just a mistake |
23:10 |
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23:10 |
TriBlade9 |
Umm |
23:10 |
VanessaE |
as long as the music can be turned off in the config, I'll be happy. |
23:10 |
TriBlade9 |
At what stage can I set a static const? |
23:10 |
TriBlade9 |
for a setting? |
23:10 |
VanessaE |
(because I frequently have other stuff playing e.g. my own music) |
23:10 |
pitriss |
game without music is 1000 times better than with music.. I preffer to listen my own than some neutral woodoo screaming from game |
23:10 |
TriBlade9 |
^^ |
23:10 |
ShadowNinja |
TriBlade9: It's a "s32 *(getS16)(const std::string &name) const" |
23:11 |
ShadowNinja |
TriBlade9: It *returns* a s32. |
23:11 |
paramat |
^ this is why we need c55 as audiovisuals manager ;) you know his opinion on this and should respect it |
23:11 |
ShadowNinja |
TriBlade9: (Signed 32-bit integer). |
23:11 |
RealBadAngel |
VanessaE, to turn off the music one uses slider in menu |
23:11 |
RealBadAngel |
not a dumb setting |
23:11 |
VanessaE |
good enough. |
23:12 |
ShadowNinja |
I'm O.K. with menu music, but it has to be something very neutral and mellow. |
23:12 |
RealBadAngel |
there wont be music that would fit every one of you |
23:12 |
pitriss |
if there will be different slider than the one for sound effects, good.. |
23:12 |
RealBadAngel |
never |
23:12 |
RealBadAngel |
each one of you have different tastes |
23:13 |
RealBadAngel |
if we will try to fit every taste out there minetest will never have any music |
23:14 |
TriBlade9 |
^ |
23:14 |
pitriss |
yes thats why it is better choice than with music..:) everyone can play its own one |
23:15 |
RealBadAngel |
bullshit again |
23:15 |
VanessaE |
it IS better to have some music than total silence. |
23:15 |
jin_xi |
i think its ok for games to have music but i think engine does not need its own tune |
23:15 |
VanessaE |
choosing the music is the hard part though |
23:15 |
RealBadAngel |
point me ANY game out there without music |
23:15 |
gentoobro |
minesweeper |
23:15 |
jin_xi |
nethack |
23:16 |
RealBadAngel |
yup, thats what im talking about |
23:16 |
RealBadAngel |
real games do have music, sfx etc |
23:16 |
pitriss |
everyone I was playing have possibility or I didn't played it:) |
23:17 |
pitriss |
there was no game with music that was not boring after few hours playing |
23:17 |
TriBlade9 |
Guys, just use Two Steps From Hell or Audiomachine for the main menu music |
23:17 |
TriBlade9 |
It will be so epic that no one could hate it, because they'd be too busy winning a war |
23:17 |
jin_xi |
scummVM does not play engine music i think and its what you expect imo |
23:17 |
jin_xi |
music starts when you start the game you're running |
23:18 |
pitriss |
It just need spossibility to be turned off without turning off sound effects and it will be okay even for me |
23:18 |
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23:19 |
_3SidedSquare |
Might it be usefull to differ music to various mods? |
23:19 |
ShadowNinja |
_3SidedSquare: Mods can play mucis, but this is for the main menu, which doesn't have mods. |
23:19 |
ShadowNinja |
music* |
23:19 |
_3SidedSquare |
Ah, sorry, came into the conversation mid-way |
23:20 |
TriBlade9 |
Quick question |
23:20 |
paramat |
Minetest is an excellent game without music |
23:20 |
TriBlade9 |
Where would be the correct place to put a top-level static variable in game.cpp? Before the function that uses it or at the top? |
23:21 |
pitriss |
paramat: :1 |
23:21 |
pitriss |
+1 |
23:21 |
pitriss |
damn i have typo day again, sorry |
23:22 |
RealBadAngel |
paramat, so especially for you there will be a slider or a checkbox to DISABLE the music :) |
23:22 |
RealBadAngel |
so you can live without music happily ever after ;) |
23:23 |
TriBlade9 |
Imma just guess that you put it on the top then... |
23:23 |
paramat |
thanks! but i'm against even the option hehe |
23:24 |
pitriss |
RealBadAngel: promise that this slider will keep sound effects like digging sound and walk sounds enabled (to keep having audible feedback) |
23:24 |
RealBadAngel |
music and sfx will be separate |
23:24 |
ShadowNinja |
TriBlade9: Uh, why do you need one? |
23:24 |
TriBlade9 |
So that the settings only get loaded once, not once per frame? |
23:24 |
ShadowNinja |
TriBlade9: You should avoid globals if at all possible sanely. |
23:25 |
TriBlade9 |
Oh |
23:25 |
TriBlade9 |
Sorry, my C++ knowledge is dead |
23:25 |
pitriss |
ok.. fine for me.. But still i think it is wasting of your time..:) I know many ppl who don't play on servers due ambience sounds:) |
23:25 |
TriBlade9 |
How exactly would be the best way to do it then ShadowNinja? |
23:25 |
ShadowNinja |
TriBlade9: No, make it a static variable local to that function. static function variables are only initialized once. |
23:25 |
TriBlade9 |
o |
23:25 |
TriBlade9 |
./derp |
23:27 |
ShadowNinja |
TriBlade9: Like void foo() { const static int bar = foo2(); } int foo2() { dstream << "foo2" << std::endl; return 1; } int main() { foo(); foo(); } --> "foo2" printed only once. |
23:28 |
ShadowNinja |
Just make sure it's an initialization and you don't do, eg, static const int x = 0; x = foo(); |
23:29 |
TriBlade9 |
Okay |
23:29 |
TriBlade9 |
const static int or static const int? |
23:29 |
TriBlade9 |
I did static const bool, compiled fine |
23:30 |
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23:34 |
ShadowNinja |
TriBlade9: Doesn't matter. Just make sure it's the right type. |
23:35 |
TriBlade9 |
Okay, fixed it all ShadowNinja, thanks :D |
23:38 |
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23:46 |
VanessaE |
http://pastebin.com/9m9PaTur |
23:46 |
VanessaE |
is this of any use to anyone? |
23:47 |
VanessaE |
(the rest of the "memory map" is available if desired) |
23:50 |
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