Time |
Nick |
Message |
00:10 |
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00:12 |
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00:23 |
RealBadAngel |
btw we should do something with this fucking need of renaming the mods folders |
00:23 |
RealBadAngel |
this is getting more and more ridiculous |
00:24 |
RealBadAngel |
why there couldnt be a file kinda like depends.txt that could hold mods real name? |
00:24 |
VanessaE |
that has been proposed in the past. |
00:24 |
VanessaE |
imho why does the damn folder name even have to matter at all? |
00:24 |
RealBadAngel |
it has to be done asap |
00:25 |
RealBadAngel |
this is getting folks outta our game |
00:25 |
VanessaE |
except for the problem of resolving dependencies |
00:25 |
RealBadAngel |
all of the newbies have problems with that |
00:25 |
VanessaE |
yes |
00:25 |
RealBadAngel |
instead of reading the folder name read the damn file to get the name |
00:26 |
VanessaE |
read the file, if it's not there, infer the mod name from the folder name as is done now. |
00:26 |
VanessaE |
that's how it could be done |
00:28 |
RealBadAngel |
demand the file |
00:28 |
RealBadAngel |
let it be mandatory |
00:29 |
RealBadAngel |
without that the situation looks like a bad joke |
00:30 |
RealBadAngel |
seeing users for hundreds of times having the very same problem and devs doing nothing bout that |
00:30 |
ShadowNinja |
Here's how much occlusion culling Minetest does. No culling: http://i.imgur.com/BG5XQIK.png Full culling: http://i.imgur.com/dVyLldJ.png |
00:30 |
ShadowNinja |
Not all that bad actually. |
00:30 |
VanessaE |
still less than MC does with that latest bit of code that was proposed |
00:31 |
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00:31 |
ShadowNinja |
Far from optimal though. |
00:31 |
kaeza |
RealBadAngel, VanessaE, https://github.com/minetest/minetest/pull/1062 |
00:32 |
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00:32 |
VanessaE |
kaeza: ah, I *thought* there was some code for that already waiting in the wings |
00:33 |
ShadowNinja |
kaeza: I'd like to have '-' included as an allowed char. And it has to be combined with information.txt of course. (does anyone actually use that?) |
00:33 |
VanessaE |
kaeza: caveat - don't strip everything after the first dash. some projects end up named "Username-foomod-master" |
00:34 |
VanessaE |
ShadowNinja: that reminds me, we still have a problem with textures being loaded to clients when they have a - in their username. |
00:34 |
VanessaE |
ShadowNinja: to the point that such clients hang or crash. seems limited to windows builds. |
00:34 |
ShadowNinja |
VanessaE: Old clients or new ones? |
00:34 |
kaeza |
ShadowNinja, `information.txt`? where's that documented? |
00:34 |
VanessaE |
I am not sure if it's old or current. No one's been clear about that |
00:35 |
VanessaE |
information.txt ?! |
00:35 |
VanessaE |
wut |
00:36 |
ShadowNinja |
kaeza: Nowhere, by the look of it. But the main menu uses/used it for a description I think. |
00:36 |
ShadowNinja |
Hmmm, uses description.txt |
00:37 |
VanessaE |
that name at least makes more sense |
00:37 |
ShadowNinja |
Settings doesn't support multi-line strings yet. |
00:37 |
VanessaE |
I wasn't aware of that file though |
00:40 |
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00:44 |
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00:45 |
kaeza_ |
sorry, modem being stupid again |
00:46 |
kaeza_ |
ShadowNinja, `description.txt` is probably not a good place to put that info |
00:46 |
kaeza_ |
(unless you want something like `-*- modname: foobar -*-`) |
00:47 |
VanessaE |
kaeza_: "again" is redundant here. |
00:47 |
VanessaE |
;) |
00:47 |
ShadowNinja |
kaeza_: Agreed. The description should be a field in mod.conf. But Settings needs to be extended to support it. |
00:47 |
VanessaE |
agreed. |
00:47 |
VanessaE |
there's no reason to spread those kinds of details across several files. |
00:47 |
T4im |
so you want essentially a manifest file? |
00:48 |
VanessaE |
naw |
00:48 |
VanessaE |
that's overkill |
00:48 |
VanessaE |
just key = value |
00:48 |
ShadowNinja |
Just mod settings. |
00:49 |
VanessaE |
description = blahblahblahblah |
00:49 |
kaeza_ |
that would actually be useful |
00:49 |
VanessaE |
modname = foomod |
00:49 |
VanessaE |
that sorta thing |
00:49 |
kaeza_ |
foo = bar\n\tcontinued in next line |
00:49 |
VanessaE |
something basic and extensible later. |
00:49 |
VanessaE |
kaeza_: exactly. |
00:49 |
kaeza_ |
well, that is probably what he meant by "manifest" ;) |
00:49 |
RealBadAngel |
and we should not care bout folder names at all |
00:50 |
T4im |
provides=protection |
00:50 |
T4im |
requires=protection etc ;) |
00:50 |
* kaeza_ |
installs Puppy Linux |
00:50 |
RealBadAngel |
just noticed, sfan5 cloned himself? :) |
00:51 |
RealBadAngel |
good, we need more coders :) |
00:51 |
kaeza_ |
let's see if this thing is enuff to compile MT (or do I have to rebuild basically everything?) |
00:52 |
VanessaE |
kaeza_: to me, a manifest contains a complete listing of every file and directory in a project :) |
00:53 |
kaeza_ |
Java disagrees with you! |
00:54 |
VanessaE |
kaeza_: I believe Debian would like a word with you about that ;) |
00:54 |
kaeza_ |
heh |
00:55 |
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00:56 |
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00:56 |
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00:57 |
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01:00 |
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01:07 |
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proller joined #minetest-dev |
01:21 |
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01:27 |
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01:28 |
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01:43 |
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02:02 |
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02:18 |
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02:23 |
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02:28 |
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02:48 |
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03:00 |
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03:03 |
VanessaE |
RealBadAngel: I noticed a glitch in the highlight boxes... |
03:03 |
VanessaE |
they should not be used when you're inside a node |
03:04 |
VanessaE |
you should switch back to regular selectboxes when you're noclipping |
03:04 |
VanessaE |
otherwise it looks weird and it kinda washes out your underground view |
03:04 |
VanessaE |
sorry I didn't catch it before you merged. |
03:05 |
VanessaE |
(or just don't display a selection box/highlight box at all) |
03:05 |
TriBlade9 |
^ |
03:05 |
TriBlade9 |
Now that he merged, all my commits are broken x] |
03:05 |
TriBlade9 |
Time to patch |
03:06 |
VanessaE |
heh |
03:07 |
TriBlade9 |
So apparently water fall speed is different between minimal and minetest-game, making my changes strange and unnecessarry :C |
03:07 |
VanessaE |
another glitch |
03:07 |
VanessaE |
RealBadAngel: another glitch: dig a small node, like a sign. briefly, you can see a whole cube selection box shown just after the node disappears. |
03:35 |
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03:43 |
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03:45 |
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03:47 |
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04:05 |
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04:29 |
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04:31 |
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05:20 |
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05:44 |
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05:49 |
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05:51 |
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05:56 |
kahrl |
RBA said nethack is not a real game? |
05:57 |
kahrl |
oh... I guess he meant it's a complex game |
06:00 |
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06:09 |
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06:15 |
RealBadAngel |
VanessaE, i can see nothing strange in both situations you have described |
06:15 |
VanessaE |
RealBadAngel: keep trying :) |
06:15 |
RealBadAngel |
i did |
06:16 |
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06:17 |
RealBadAngel |
but i think i can fix the second "glitch" |
06:23 |
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06:24 |
RealBadAngel |
ok, fixed it |
06:24 |
VanessaE |
what way did you go? |
06:25 |
RealBadAngel |
it was 2 lines of code |
06:25 |
RealBadAngel |
well, 1 |
06:25 |
RealBadAngel |
if(n.getContent() != CONTENT_AIR) { |
06:27 |
RealBadAngel |
as for the first glitch just press F1 when using noclip |
06:28 |
RealBadAngel |
and btw this is not highlighting related behaviour |
06:29 |
RealBadAngel |
same applies to selection boxes |
06:30 |
VanessaE |
wait what? |
06:30 |
Zeno` |
can't even dig |
06:30 |
VanessaE |
oh so you DID see the glitch I saw when digging the sign? |
06:32 |
RealBadAngel |
Zeno`, what cant you dig? |
06:33 |
Zeno` |
no clip and f1, I can open stuff but can't dig or see node boxes |
06:33 |
RealBadAngel |
Zeno`, ofc, F1 disables hud |
06:33 |
Zeno` |
I suppose that's intended... I'd just never noticed it before |
06:33 |
RealBadAngel |
but you can still dig |
06:34 |
Zeno` |
yes I see that now |
06:34 |
Zeno` |
no particles when digging stone with shovel though :D (obviously) |
06:40 |
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06:46 |
VanessaE |
I'm off to bed. night. |
07:01 |
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07:08 |
RealBadAngel |
btw, why air has selection boxes in the first place? |
07:09 |
RealBadAngel |
shouldnt that be considered a bug? |
07:22 |
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07:44 |
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07:45 |
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07:45 |
rubenwardy |
minetest.net should support https://. Logging into the website editor is insecure at the moment. |
07:52 |
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07:54 |
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07:59 |
Zeno` |
is it more secure using https? |
07:59 |
Zeno` |
I suppose in general it is |
08:00 |
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08:00 |
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08:03 |
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08:03 |
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08:04 |
rubenwardy |
http:// is unencrypted. The requests can be intercepted. Passwords are only hashed on the server. |
08:04 |
Megaf |
Morning |
08:12 |
Zeno` |
hi |
08:17 |
Megaf |
Zeno`: I'm sorry to botter you, but I submited a but yesterday that I think you are able to correct rather quicly. |
08:18 |
Megaf |
https://github.com/minetest/minetest/issues/1649 |
08:18 |
Megaf |
Maybe is just a matter of ading another if reason |
08:18 |
Megaf |
let me get the right line, hold on |
08:19 |
Megaf |
Here |
08:19 |
Megaf |
https://github.com/minetest/minetest/blob/dec8c43de3afdbd2e257a031f5e053e7f1e74aa0/src/server.cpp#L4329 |
08:23 |
Zeno` |
where is message declared? |
08:23 |
Zeno` |
nvm I see it now |
08:27 |
Zeno` |
I suppose you could add an else |
08:28 |
Megaf |
Whap happened to sapier? |
08:29 |
Megaf |
Zeno`: usually sapier would take care of this |
08:29 |
Zeno` |
e.g. line 4332 } else { message = L" (player not found)"; } or something |
08:29 |
Zeno` |
yeah |
08:29 |
Megaf |
Zeno`: Perhaps is better to wait for sapier to return :P |
08:29 |
Zeno` |
yep |
08:30 |
Zeno` |
I've never even looked at that code before |
08:30 |
Megaf |
just to be sure that we dont make something bad |
08:30 |
Zeno` |
bad? let's do it anyway |
08:30 |
Zeno` |
heh |
08:30 |
Zeno` |
bad == better! |
08:30 |
Megaf |
lol |
08:30 |
Megaf |
It just looks easy to fix, but I'm not fluent in C/C++ |
08:31 |
Megaf |
I can read but I can't write |
08:31 |
Megaf |
well, I'm supposed to be able to write a whole game in C++, I have actually learned that in University |
08:32 |
Megaf |
A whole year of C++ |
08:34 |
RealBadAngel |
year? lol |
08:34 |
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08:35 |
RealBadAngel |
within a year you can learn to code hello world properly |
08:35 |
Megaf |
lol |
08:35 |
RealBadAngel |
but not for all the platforms |
08:36 |
Megaf |
well, you could be right... Anyway, C++ was just the first discipline we learned, it's not the objective of the course (Computer Engineering) |
08:38 |
RealBadAngel |
Megaf, http://abstrusegoose.com/strips/ars_longa_vita_brevis.png |
08:41 |
Megaf |
RealBadAngel: bad then you existence is no more you and you dont exist because you killed ourself in the past so you would still alive because if you killed yourself you couldnt have killed yourself |
08:41 |
Zeno` |
From what I've seen Universities don't teach C++ (they teach a weird kind of C) |
08:42 |
Zeno` |
which is fine I guess, but better off just teaching C probably |
08:43 |
Zeno` |
And those that DO teach C++ (in full) do it after Java and you end up with multiple inheritance and polymorphism messes |
08:43 |
Zeno` |
and all code written as templates |
08:45 |
Zeno` |
Just my opinion of course |
08:47 |
Megaf |
Well, I learned real C++ with all objects and classes things |
08:48 |
Zeno` |
C has objects |
08:48 |
Zeno` |
No classes of course |
08:50 |
chchjesus |
If you count structs as objects |
08:50 |
chchjesus |
and unions, I guess |
08:50 |
chchjesus |
I should read some more of my K&R |
08:51 |
Zeno` |
I count int i; <--- i is an object of type int as an object |
08:52 |
Zeno` |
structs, unions,arrays, etc are merely aggregate objects |
08:54 |
Zeno` |
I think "type" and "object" may sometimes be confused :( |
08:55 |
chchjesus |
What's the difference between int i in C, and an integer variable in Python? They're both objects? |
08:55 |
Zeno` |
yeah |
08:55 |
chchjesus |
But in python, they say everything is an "object" |
08:55 |
chchjesus |
Whereas in C, an int is a "primitive" |
08:55 |
Zeno` |
int is a type |
08:55 |
chchjesus |
A primitive typ |
08:55 |
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08:55 |
chchjesus |
e |
08:56 |
chchjesus |
But I can see where you're coming from |
08:56 |
Zeno` |
int i; // int is the type, but the 'i' is an object |
08:56 |
Zeno` |
The C standard uses these terms (I'm not just making them up hehe) |
08:56 |
chchjesus |
I see |
08:59 |
Zeno` |
When I learned C they were even then referred to as objects |
08:59 |
Zeno` |
(1989) |
09:01 |
Zeno` |
Before you say I must be old consider the alternative solution: that I learned C before I was born |
09:01 |
Zeno` |
although I guess that's unlikely |
09:04 |
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09:56 |
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10:31 |
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10:59 |
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11:01 |
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11:01 |
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11:41 |
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11:42 |
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12:02 |
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12:03 |
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12:06 |
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12:22 |
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12:28 |
Megaf |
john_minetest: yep, servers.minetest.net is not working |
12:30 |
Megaf |
yep, it could say INFO |
12:31 |
Megaf |
john_minetest: well, that is quite a critical error on the server side actuall |
12:32 |
Megaf |
actually |
12:35 |
Megaf |
john_minetest: I totally agree |
12:36 |
Megaf |
john_minetest: anyway, thats not a critical bug, devs have already tons of critical bugs to fix |
12:50 |
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12:53 |
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12:55 |
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13:35 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1651 |
13:36 |
RealBadAngel |
^^ WIP, but rdy to be tested |
13:37 |
proller |
by removing mods |
13:37 |
T4im |
john_minetest: there is mod profiling support already |
14:01 |
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14:06 |
T4im |
here's an interesting one.. i can crash different applications by trying to paste something from them into minetest… O_o |
14:08 |
rubenwardy |
huh? |
14:08 |
rubenwardy |
You crash the source of the paste, not minetest? |
14:08 |
T4im |
yea.. :D |
14:08 |
rubenwardy |
BTW, pasting only works in Windows. Unless Irrlicht managed to get their act together |
14:08 |
T4im |
though i havent excluded yet that its some x11 quirk locally here.. trying to do that.. but still interesting |
14:08 |
T4im |
uhm |
14:09 |
T4im |
i was pasting around a while ago without problems |
14:09 |
T4im |
and i just managed to paste something from a qt application without crash |
14:09 |
rubenwardy |
surely the text is copied to a temporary location. When pasted it is copied into Minetest. Why would it effect the source at all =-O |
14:10 |
T4im |
it appears they receive some sort of X11 event about the action |
14:12 |
rubenwardy |
"rubenwardy, pasting works only very basic on X11 - sorry, just couldn't figure it out last time I spend a day on that. X11 documentations sucks pretty bad and it simply does _not_ work as described there." |
14:12 |
rubenwardy |
on #irrlicht |
14:12 |
T4im |
very basic as opposed to? :D |
14:16 |
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14:16 |
Zeno` |
I don't suppose anyone has tested my refactored main() |
14:27 |
RealBadAngel |
john_minetest, MIDI? cmon its 21st century |
14:28 |
* T4im |
looks at the default texture resolutions |
14:28 |
T4im |
:P |
14:28 |
T4im |
oh, i meant to ask you rubenwardy, is there an api in smartfs to return the build formspec as string? for example to add it to the formspec metadata entry? |
14:30 |
rubenwardy |
you have to use dynamic forms |
14:31 |
rubenwardy |
local state = smartfs.dynamic("smartfs:dyn_form", name) |
14:31 |
rubenwardy |
state:load(minetest.get_modpath("smartfs").."/example.smartfs") |
14:31 |
rubenwardy |
state:get("btn"):click(function(self,state) |
14:31 |
rubenwardy |
print("Button clicked!") |
14:31 |
rubenwardy |
end) |
14:31 |
rubenwardy |
local formspec = state:_getFS_(true) |
14:31 |
rubenwardy |
oops |
14:31 |
rubenwardy |
oh well |
14:31 |
rubenwardy |
I pasted the code instead of the link :( |
14:31 |
T4im |
:D |
14:32 |
T4im |
ah, ok, thanks :) |
14:32 |
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14:32 |
rubenwardy |
_getFS_ is a private function, so it is kind of hacky. |
14:32 |
rubenwardy |
But there are no real private functions in Lua, so it is fine |
14:33 |
T4im |
hm i did read about a way for privatization the other day.. via local functions within the created objecttable |
14:34 |
T4im |
http://www.lua.org/pil/16.4.html |
14:34 |
rubenwardy |
That is cool |
14:35 |
T4im |
though i guess it might come with a little readability tradeoff compared to object orientation without it |
14:35 |
T4im |
in lua anyway |
14:39 |
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14:39 |
T4im |
on the other hand, if one views that factory method like a class... hm |
14:40 |
Zeno` |
factory method? What's that? |
14:41 |
T4im |
a method that creates something.. in this case a table with references to local variables and functions withint the scope of the factory method in order to get private functions/variables in object oriented lua |
14:41 |
T4im |
well the referenced functions/variables wont be private, but all the others will be |
14:41 |
RealBadAngel |
nowadays size doesnt matter |
14:41 |
Zeno` |
hmm ok |
14:41 |
RealBadAngel |
and midi is format of the times long past |
14:41 |
Zeno` |
noisetracker! |
14:41 |
T4im |
john_minetest: the main menu music is not downloaded from anywere.. theres no resource dependency on that O_o |
14:42 |
T4im |
resource limit dependency* |
14:42 |
RealBadAngel |
midi was fun to hear on gravis ultrasound, 20 years ago |
14:42 |
RealBadAngel |
not today |
14:43 |
Zeno` |
The RBA abandons noise/soundtracker as well? :( |
14:43 |
RealBadAngel |
Zeno`, those tracks are aviable in technic game |
14:44 |
RealBadAngel |
just build music player and listen to them |
14:44 |
Zeno` |
I don't want soundtracker to go away |
14:44 |
* Zeno` |
weeps |
14:44 |
Zeno` |
ok, I'm better now |
14:45 |
RealBadAngel |
those tunes are not s3m or whatever, theyre oggs |
14:47 |
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14:54 |
Zeno` |
ogg is caveman |
14:54 |
Zeno` |
me ogg |
14:55 |
VanessaE |
good morning. |
14:55 |
Zeno` |
good evening :) |
15:01 |
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15:04 |
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15:08 |
T4im |
btw, is there already any unit testing for minetest mods? like a pre-mocked minetest api or something along those lines? |
15:08 |
rubenwardy |
Minetest has a profiler |
15:08 |
rubenwardy |
Not sure how it is used |
15:09 |
rubenwardy |
see lua api, or ask sapier (he wrote it, iirc) |
15:09 |
rubenwardy |
*lua_api.txt |
15:09 |
T4im |
already used the profiler.. sapier added the hotwo to hte git commit |
15:09 |
T4im |
wondered about unit testing |
15:10 |
T4im |
ie. making sure to notice bug regression or breakage due to changes in dependencies or api implementations, or simply to not have to start minetest for every small change to check if one has missed a bracket or comma ;) |
15:11 |
Zeno` |
there is no minetest Lua unit testing framework |
15:11 |
T4im |
alright, thanks.. |
15:11 |
Zeno` |
you can do it yourself (in a way that's probably better) using assert |
15:12 |
Zeno` |
But I don't think Lua asserts disable for "release" |
15:12 |
T4im |
well, step up from that is probably using some random lua unit testing framework.. like busted or something like that |
15:12 |
T4im |
but that means mocking the minetest api oneself :) |
15:13 |
Zeno` |
yeah and that's not easy (well, I can't imagine it being easy) |
15:14 |
Zeno` |
reloading Lua scripts is possible though |
15:14 |
Zeno` |
(not possible yet) |
15:14 |
Zeno` |
but even that isn't so straightforward though with LuaJIT involved |
15:15 |
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15:16 |
Zeno` |
To be clear I'm not a fan of unit tests. I'd prefer assertions in the code that check pre/post-conditions invariants etc |
15:17 |
rubenwardy |
I might try making such a system, using Minetest's code. You could create a server with a mod installed an then run functions. It would be faster than creating a client and testing it. |
15:17 |
Zeno` |
That's true rubenwardy |
15:18 |
rubenwardy |
Make a python script which would install a debug mod, install the tested mod, run the server in the console, and read debug.txt for errors |
15:18 |
rubenwardy |
I could |
15:18 |
rubenwardy |
not now |
15:18 |
T4im |
well, that would certainly be interesting for integration testing |
15:18 |
rubenwardy |
This is not the correct channel to be discusing this. #minetest-mods would be better. or #minetest |
15:18 |
T4im |
:D |
15:19 |
rubenwardy |
This channel is for Minetest engine and minetest_game development. |
15:19 |
Zeno` |
Well, it's not totally offtopic... it could be added to the main src |
15:19 |
T4im |
didn't know about -mods, though unit testing might be a bit more fundamental than typical mod dev :) |
15:20 |
rubenwardy |
true |
15:21 |
Zeno` |
T4im, is there a reason you could not create your own MT Lua framework/harness? |
15:21 |
T4im |
no, just wanted to prevent reinventing the wheel |
15:22 |
Zeno` |
Good point. There is no wheel yet :D |
15:23 |
T4im |
i did stumble over a script in the main repository that starts a server and two clients though |
15:23 |
Zeno` |
If it was good enough I guess it could be added to builtin or even as part of C++ (although I have no say in these decisions) |
15:23 |
T4im |
that might be useful for such an integration test |
15:24 |
Zeno` |
I like the idea of reloading scripts even if it wasn't for unit testing |
15:25 |
rubenwardy |
It wouldn't be too hard to make reloadable mods providing that no new blocks/item are added in the reload |
15:25 |
T4im |
well unit testing can be done outside of the engine as well.. maybe even better.. definitly faster.. but the moment you want to test how it works together with other mods, you increase complexity quite a bit.. question would be then, how to assert post conditions of such a blackbox integration test that just starts the server with a selection of mo |
15:25 |
T4im |
ds |
15:25 |
T4im |
crashing mods being probably the only simple case |
15:28 |
T4im |
is there any way to run lua code against a running server from the outside? maybe via some pipe? |
15:29 |
rubenwardy |
https://gist.github.com/rubenwardy/f1c81d7e95dcff3d9e5e |
15:29 |
T4im |
:D |
15:29 |
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15:31 |
rubenwardy |
would be good for mob mods. ie: heavily function intensive mods |
15:32 |
T4im |
that might actually be a reason to change one's coding of mods a bit.. to separate registrations and their functionality extensivly |
15:32 |
T4im |
but doubt that would be cargoculted over correctly then :/ |
15:34 |
Zeno` |
cargoculted? |
15:34 |
T4im |
https://en.wikipedia.org/wiki/Cargo_cult_programming |
15:35 |
Zeno` |
yes, I just saw that |
15:35 |
Zeno` |
:) |
15:35 |
* Zeno` |
builds a wooden airplane |
15:35 |
T4im |
:D |
15:35 |
T4im |
the strongest development strategy of minetest mods, one can encounter apparently |
15:36 |
T4im |
so strong, that i see sometimes multiple mods with the same bugs |
15:36 |
RealBadAngel |
T4im, copy pasta |
15:36 |
T4im |
:D |
15:37 |
Zeno` |
It's all RealBadAngel's fault really |
15:38 |
Zeno` |
Mainly because he designed Lua |
15:39 |
VanessaE |
haha |
15:39 |
VanessaE |
is that like Al Gore invented the internet? ;) |
15:39 |
Zeno` |
Probably |
15:40 |
Zeno` |
:3 |
15:40 |
Zeno` |
Di he? |
15:40 |
Zeno` |
did* |
15:40 |
* Zeno` |
frantically googles |
15:42 |
Zeno` |
ahh, yes. Here it is. AI Googlor invented the internet in the year 2100. |
15:43 |
Zeno` |
Also invented popcorn according to this page |
15:45 |
VanessaE |
haha |
15:53 |
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16:26 |
sruz25 |
So I'm looking at implementing draw-moving a bit and it seems it will be easiest with EMIE_MOUSE_MOVED event. Is there some catch or has just nobody gotten to doing it? |
16:27 |
rubenwardy |
huh? |
16:27 |
rubenwardy |
What do you mean by draw moving? |
16:28 |
sruz25 |
not having to press right mouse b. every time I want to drop off one item |
16:28 |
sruz25 |
like draw-crafting or what's it called |
16:28 |
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16:28 |
T4im |
gestures? |
16:29 |
PenguinDad |
more minecraft-like inventory? |
16:30 |
rubenwardy |
Like placing blocks by moving the cursor rather than right clicking? |
16:30 |
sruz25 |
yeah |
16:30 |
rubenwardy |
yeah to what? |
16:31 |
sruz25 |
placing blocks by moving cursor while holding rmb |
16:31 |
sruz25 |
it was even in the wiki todo list, but wiki seems to be updated, so I can't find it |
16:32 |
rubenwardy |
Will it place new blocks on top or recently placed boxes, or only when you move to select a new block? |
16:32 |
rubenwardy |
if latter, then you need to detect selection change in the_game() in game.cpp |
16:32 |
rubenwardy |
s/or/of |
16:33 |
sruz25 |
oh, I meant in inventory |
16:35 |
T4im |
well you can pull an item outside the formspec to drop it |
16:35 |
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16:40 |
sruz25 |
http://s1.webmshare.com/346MD.webm |
16:41 |
sruz25 |
like this, only not having to click each time |
16:41 |
proller |
welcome to minetest |
16:42 |
sruz25 |
so the question is: is there some sort of catch, or has just nobody gotten around to do it? |
16:43 |
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16:43 |
_3SidedSquare |
It's probably no one has gotten around to it |
16:44 |
_3SidedSquare |
i found it annoying too, I'll see if I can do something about it once I finish tinkering with movement. |
16:44 |
sruz25 |
I might try to do it then |
16:46 |
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16:47 |
proller |
partially it was fixed in freeminer |
16:49 |
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16:53 |
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16:53 |
Calinou |
node highlighting is much better than I thought |
16:53 |
Calinou |
sadly it doesn't work on entities |
16:54 |
Calinou |
proller, “solved in freeminer†|
16:54 |
proller |
not solved, its impossible in current arch |
16:55 |
proller |
but lag minimized |
16:59 |
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17:50 |
zath |
hello |
17:50 |
RealBadAngel |
Calinou, it will work with nodeboxes too |
17:50 |
zath |
I'm new to the modding API, and just wanted to ask one question you probably know |
17:51 |
zath |
what should be the value of "params" in register_chatcommand? |
17:51 |
zath |
I've seen dev.minetest.net |
17:51 |
zath |
but there's no info on that |
17:51 |
RealBadAngel |
damn, i mean with entities |
17:51 |
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17:52 |
PilzAdam |
zath, this channel is not for modding related questions; go to #minetest-mods or #minetest |
17:53 |
zath |
oh, sorry |
17:53 |
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17:58 |
sfan5_ |
:( |
17:58 |
sfan5_ |
it's much more unique than the old texture |
17:59 |
Krock |
true but it doesn't fit |
17:59 |
Krock |
*submits a disagree message* |
18:03 |
T4im |
it actually reminds me a lot of: http://www.techverticals.com/wp-content/uploads/2013/08/google-chrome-crash.jpg |
18:04 |
T4im |
yea |
18:04 |
T4im |
didnt find the mac one though :p |
18:05 |
TBC_x |
just turn it into a western style missing post |
18:12 |
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18:27 |
Calinou |
http://paste.ubuntu.com/8374147/ |
18:27 |
Calinou |
what about allowing - as a chracter |
18:27 |
Calinou |
to avoid such issues |
18:36 |
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18:37 |
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18:53 |
sruz25 |
is there a way to get info about mouse being pressed down in guiFormSpecMenu (inventory)? There's only the event as far as I can tell... |
18:53 |
Krock |
only if you press on a button or list item |
18:53 |
sruz25 |
like MastEventReceiver's rightMouseDown() |
18:54 |
sruz25 |
damn |
18:55 |
sruz25 |
I guess I could keep the state from receiving pressed/released events |
18:55 |
sruz25 |
but I'm afraid it's not a proper way to do it |
18:56 |
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19:03 |
TBC_x |
sruz25: is there MouseHover()? |
19:06 |
sruz25 |
Not that I know of |
19:06 |
sruz25 |
and there are many things that I do not know of |
19:06 |
jin_xi |
cd src ack hover, it seems there is something like it |
19:06 |
sruz25 |
I started looking at the source just yesterday... |
19:12 |
TBC_x |
if there is such thing, you can just check what buttons are down |
19:13 |
sruz25 |
well, the mastEventReceiver is not there, so I only seem to have events and whatever I save from them |
19:13 |
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19:13 |
sruz25 |
which is doable |
19:13 |
sruz25 |
but I'm afraid that it might lead to bugs |
19:13 |
sruz25 |
like if someone leaves the window with mouse pressed and comes with mouse not pressed |
19:15 |
sruz25 |
of course we could just say that if someone does that, he has nobody to blame but himself, but that's not very clean approach |
19:17 |
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19:46 |
The_NetZ |
howdy o/ |
19:47 |
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20:01 |
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20:12 |
sruz25 |
http://webmshare.com/o8QoL |
20:12 |
sruz25 |
welp, it werks |
20:13 |
sruz25 |
some things about it might be unorthodox, but it werks |
20:14 |
sruz25 |
I did try to keep it somewhat clean though |
20:15 |
TBC_x |
pass it over, so i can break it! :D |
20:18 |
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20:25 |
sruz25 |
http://pastebin.com/ng47yCHD |
20:25 |
sruz25 |
diff |
20:28 |
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20:29 |
sruz25 |
http://pastebin.com/HyyNaHJw here's the header |
20:29 |
sruz25 |
and .cpp: http://pastebin.com/NRmMWWZR |
20:30 |
TBC_x |
use diff -u |
20:31 |
TBC_x |
that way i can patch it |
20:31 |
ShadowNinja |
Or `git diff`. And use sprunge.us or annother good pastebin. |
20:32 |
sruz25 |
ok |
20:33 |
TBC_x |
what does the culling algorithm do? It is very hard to understand from the source |
20:34 |
RealBadAngel |
ShadowNinja, https://github.com/minetest/minetest/pull/1651 |
20:34 |
casimir |
Yay! I knew, now that the Minecrafters are here someone would do it. ;) |
20:34 |
RealBadAngel |
any comments? |
20:34 |
TBC_x |
that one in clientmap.cpp:131 |
20:35 |
TBC_x |
We should add splash messages to MT too |
20:35 |
RealBadAngel |
lol |
20:35 |
TBC_x |
like "We won't sell you out!" |
20:35 |
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20:36 |
sruz25 |
http://sprunge.us/FCRP |
20:37 |
TBC_x |
that looks better |
20:38 |
The_NetZ |
TBC_x: definitly! |
20:40 |
TBC_x |
how do i make with CMake again? |
20:40 |
sruz25 |
I'm not sure how orthodox is saving state from events, but it was the best think I could come up with.... |
20:41 |
sruz25 |
about the bool rmb_down |
20:42 |
TBC_x |
I wanna to implement the same culling algorithm MC uses |
20:42 |
TBC_x |
I'm tweaking it now so it doesn't look behind corners |
20:43 |
TBC_x |
maybe it's horrible idea |
20:53 |
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21:04 |
RealBadAngel |
hmmm? kahrl? ShadowNinja? PilzAdam? what do you think bout #1651 ? |
21:05 |
TBC_x |
sruz25: you should fix some -Wreorder in your code |
21:06 |
ShadowNinja |
RealBadAngel: menu_music_path. Don't invent compound words. |
21:07 |
RealBadAngel |
menuicon_path is ok? |
21:07 |
ShadowNinja |
RealBadAngel: Also no need for + after DIR_DELIM, let the compiler concatenate at compile time. |
21:07 |
ShadowNinja |
RealBadAngel: No. |
21:07 |
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21:07 |
RealBadAngel |
i just followed the style i met there |
21:08 |
RealBadAngel |
i think sapier's |
21:08 |
ShadowNinja |
RealBadAngel: No mixing {} and no-{}. Use something like if(){foo();}else{bar();baz();} |
21:09 |
RealBadAngel |
ooops, youre right |
21:10 |
ShadowNinja |
RealBadAngel: No menu.1-9.ogg support? :-( |
21:10 |
The_NetZ |
TBC_x: mkdir build && cd build && cmake .. |
21:10 |
ShadowNinja |
https://github.com/minetest/minetest/pull/1651/files#diff-fedf6793b764df1083738011f6a0b9feR42 -- Accidental indent. |
21:11 |
RealBadAngel |
ShadowNinja, yes, no .1-9 |
21:11 |
RealBadAngel |
its not musicbox |
21:12 |
TBC_x |
The_NetZ: already built it, but ty |
21:12 |
RealBadAngel |
random sounds are for game, not the main menu scores |
21:12 |
kaeza |
RealBadAngel, it means being able to randomly select a song for the menu; I could see some use for it |
21:12 |
ShadowNinja |
RealBadAngel: I think that that should be supported. A random main menu sound is reasonable. |
21:13 |
RealBadAngel |
you want to supply there 10 tracks? |
21:13 |
RealBadAngel |
no problemo, circa 200mb |
21:13 |
RealBadAngel |
i can restore that feature here, but i really see no point |
21:14 |
RealBadAngel |
main title is just main because its the only one and official |
21:14 |
TBC_x |
sruz25: I don't know how closely you want to emulate MC inventory dragging, but the rmb doesn't add up into stacks that already have been modified, it does in the new rmb drag |
21:14 |
casimir |
When you use menu music to be special for a subgame then it is better when there is only one per game. |
21:14 |
RealBadAngel |
game cannot have more than one |
21:15 |
RealBadAngel |
1-9 mechanism does not apply at all |
21:15 |
sruz25 |
http://sprunge.us/KZZL |
21:15 |
casimir |
I know. Just supporting your arguments. |
21:15 |
kaeza |
casimir, RealBadAngel, it's not about what is "better"; it's about what is possible (see MC main menu) |
21:15 |
RealBadAngel |
it checks for the exact file, if its here then game plays it |
21:16 |
kaeza |
if a game wants to ship a songle song, they can do so; if they want 10, they can too! |
21:16 |
sruz25 |
moved initialization down few lines, to the body |
21:16 |
kaeza |
single* |
21:16 |
RealBadAngel |
kaeaza, no way |
21:16 |
RealBadAngel |
there have to be some limits |
21:17 |
RealBadAngel |
theres a slight difference between digging sounds and a few megabytes tracks |
21:17 |
RealBadAngel |
if your game needs multiple tracks it can play them ingame |
21:17 |
RealBadAngel |
but main menu shall have strict rules |
21:17 |
kaeza |
the "size" argument is irrelevant; a "digging sound" can be 1GB(x10) if it wants |
21:18 |
RealBadAngel |
i want music there but not minetest disco |
21:18 |
sruz25 |
TBC_x: I don't want 1 item max, because there's no lmb drag, which allows to drop multiple blocks (and divides them equally on top of that) |
21:18 |
RealBadAngel |
with dozens of tracks per few games |
21:19 |
RealBadAngel |
one engine, one game, one track per each |
21:19 |
TBC_x |
sruz25: maybe use a mod key? |
21:19 |
RealBadAngel |
at least in main menu |
21:20 |
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21:20 |
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21:20 |
kaeza |
alright, I'm fine with it as it is, but just telling you that sometime, somebody *will* want that feature, so why not code it all at once (should be easy to implement) |
21:20 |
kaeza |
+? |
21:20 |
sruz25 |
TBC_x: it would have to bu much fancier if it was to have things like registering which inv. fields were affected in one "drag" |
21:22 |
sruz25 |
there's no such thing as one "drag" as of now, it just looks if you hold rmb and if just "arrived" to the field and sets move_amount to 1 |
21:23 |
RealBadAngel |
its not about implementing that |
21:23 |
RealBadAngel |
actually i removed that feature |
21:24 |
RealBadAngel |
it was here for about a year already and nobody was using it |
21:25 |
RealBadAngel |
nobody even care about it |
21:25 |
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21:25 |
kaeza |
nobody cared about formspec backgrounds either at first <_< |
21:26 |
RealBadAngel |
yup, i had a HARD time to get that merged lol |
21:26 |
kaeza |
and it was a good time after the feature was added before mods started using it |
21:27 |
RealBadAngel |
but music case is kind different |
21:27 |
RealBadAngel |
+a |
21:27 |
RealBadAngel |
i dont wanna overbloat main menu |
21:28 |
RealBadAngel |
and make a music player out of it |
21:29 |
RealBadAngel |
we need new menu layout, better backgrounds, action sounds |
21:29 |
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21:29 |
kaeza |
again, it's not about "bloating" the main menu; if you want one song in the game, you provide one. if a game dev wants to include 10, so be it. |
21:29 |
RealBadAngel |
dont wanna mix that with tons of music tracks |
21:30 |
RealBadAngel |
its not one song per game at all. its one song in menu |
21:31 |
RealBadAngel |
you dont have 10 possible backgrounds, 10 possible game names |
21:31 |
kaeza |
I thought you modified it to be per-game...? |
21:32 |
RealBadAngel |
one for engine, one for each game |
21:32 |
VanessaE |
for "engine" I presume you mean to be played everywhere other than the singleplayer tab? |
21:32 |
VanessaE |
e.g. while in the server tab, and while signed into a server? |
21:33 |
RealBadAngel |
no |
21:33 |
RealBadAngel |
when game starts engine track is played |
21:33 |
VanessaE |
s/server tab/client tab/ |
21:33 |
RealBadAngel |
until you go to singleplayer tab and choose a specific game |
21:33 |
VanessaE |
ehm... that's not a good idea |
21:34 |
VanessaE |
or wait a sec here |
21:34 |
VanessaE |
when you start the client, it's already gonna be focused on a game thoyugh |
21:34 |
VanessaE |
though* |
21:34 |
VanessaE |
so your idea of an "engine" track is problematic there |
21:34 |
kaeza |
speaking of that: say I leave the game with "foo" game selected; when I restart the game, it plays the "default" sound, and not the song for "foo" game? |
21:35 |
RealBadAngel |
by now, yes |
21:35 |
VanessaE |
yeah, tht's wrong |
21:35 |
VanessaE |
it should play the song that matches what's already focused. |
21:35 |
RealBadAngel |
so tell me how to "unfocus" it then :) |
21:35 |
jin_xi |
its more like a first run song this way, no? after that you have probably some game selected |
21:36 |
RealBadAngel |
switching music by tabs is not a good idea either |
21:37 |
VanessaE |
RealBadAngel: this needs to go with celeron55's idea of restructuring the main menu |
21:37 |
VanessaE |
so that it serves up a "choose a game, or connect to a server" screen first |
21:38 |
RealBadAngel |
not quite good one |
21:38 |
RealBadAngel |
both ways share rest of the tabs |
21:38 |
VanessaE |
nonono |
21:38 |
VanessaE |
wait |
21:38 |
RealBadAngel |
textures, settings |
21:39 |
VanessaE |
all of those tabs should be moved into a "something else" screen |
21:39 |
VanessaE |
this is where engine music can play |
21:39 |
RealBadAngel |
oh cool idea |
21:39 |
VanessaE |
player sees "choose a singleplayer game, or join a server, or start a LAN game" |
21:39 |
RealBadAngel |
play main title while in settings |
21:39 |
RealBadAngel |
ROTFL |
21:39 |
VanessaE |
and down at the bottom, a button that says "Advanced" or "Something else" or so |
21:40 |
VanessaE |
that button at the bottom would take the user to another screen where they can fiddle with settings, install mods, change texture pack, etc. |
21:41 |
VanessaE |
the screens they'd get after choosing a game, joining a server, or starting a LAN game would just be the contents of the existing "singleplayer", "client", and "server" tabs, each with a "<--- Back" button added that takes the user back to that initial screen. |
21:42 |
VanessaE |
THis is all stuff c55 proposed at one point, mostly. I'm just adding a bit to it |
21:42 |
VanessaE |
but there would BE NO tabs from those screens, to avoid confusing users. |
21:42 |
VanessaE |
they would just be single screens with "Back" to get to the entry screen. |
21:43 |
RealBadAngel |
so |
21:43 |
RealBadAngel |
when entering singleplayer screen, game music shall be played |
21:43 |
VanessaE |
idk how MC does it, but I guess it's not too far from this |
21:43 |
VanessaE |
yes, exactly. |
21:43 |
RealBadAngel |
elsewhere main title |
21:44 |
VanessaE |
but there must be a crossfade from song to song |
21:44 |
VanessaE |
else it will sound horrible, jumping from one to the other |
21:44 |
RealBadAngel |
idk if thats doable at all |
21:44 |
RealBadAngel |
propably not |
21:44 |
RealBadAngel |
at least not now |
21:45 |
RealBadAngel |
anyway, such rules can be applied in the future |
21:45 |
VanessaE |
if I could do it in 6502 assembly language on a Commodore 64, it can be done on a PC too. |
21:45 |
RealBadAngel |
we dont have restructured menu and propably wont have until xmas. yr to be specified |
21:46 |
VanessaE |
but anyway, without restructuring the menu like I described, main-menu-music just won't work |
21:46 |
VanessaE |
it needs to have user-interface "flow" |
21:46 |
RealBadAngel |
it works already |
21:46 |
RealBadAngel |
just compile and try |
21:46 |
VanessaE |
no, I don't mean "it won't function" |
21:46 |
VanessaE |
stop. |
21:47 |
VanessaE |
you're misunderstanding me |
21:47 |
VanessaE |
I mean it won't behave in a way that is pleasing to the ear. |
21:47 |
VanessaE |
this is the sort of thing where the user needs to "flow" through the menu from step to step, just as the music itself flows from measure to measure |
21:47 |
TBC_x |
Just make a game selectable from the main menu, apart from singleplayer and play music for the currently selected game. |
21:47 |
RealBadAngel |
i dont wanna wait another year to use a feature i coded yr ago |
21:48 |
TBC_x |
and let that game music play all the time until the game changes |
21:48 |
RealBadAngel |
TBC_x, its done that way |
21:50 |
TBC_x |
well... what was the one per engine, one per each game about? |
21:50 |
RealBadAngel |
and VanessaE with your demands for "flow" and "ears" i will be forced to remove support for subgames music |
21:51 |
VanessaE |
heh |
21:51 |
VanessaE |
I'm just saying.. |
21:51 |
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21:51 |
RealBadAngel |
why the fuck everybody discuss the subject without tryin the fuckin pull? |
21:51 |
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21:51 |
VanessaE |
you know me, I'll just turn the music off anyway |
21:52 |
RealBadAngel |
who downloaded and applied the patch, hands up plz |
21:52 |
RealBadAngel |
nobody? clearly nobody |
21:52 |
RealBadAngel |
i just love such talks :P |
21:52 |
VanessaE |
heh |
21:53 |
RealBadAngel |
like talkin about highlighting: yuck! suck! i hate! no default in any case! |
21:53 |
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21:53 |
RealBadAngel |
then after merging: <Calinou> node highlighting is much better than I thought |
21:54 |
RealBadAngel |
why the fuck everybody is THINKIN how the feature will work instead of testing it actually? |
21:54 |
TBC_x |
what's the URL? |
21:55 |
RealBadAngel |
good question ;) |
21:55 |
TBC_x |
hehe |
21:55 |
RealBadAngel |
right in time one could say |
21:55 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1651/ |
21:58 |
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22:02 |
TBC_x |
is there a way to quickly apply the pull request? I don't have much experience with github nor git itself |
22:02 |
RealBadAngel |
just download whole branch |
22:03 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/archive/menu_music.zip |
22:04 |
RealBadAngel |
complete source with the patch applied |
22:14 |
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22:34 |
TBC_x |
hmm... the title music isn't bad |
22:39 |
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22:40 |
TBC_x |
nice work RBA |
22:42 |
TBC_x |
it won't work without the fading-in/fading-out effect tho... the music just popped in very loud, it's uncomfortable |
22:43 |
TBC_x |
for the tabs... the "Client" should be renamed to "Join" at least |
22:46 |
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22:54 |
RealBadAngel |
TBC_x, music volume need settings and controls |
23:51 |
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