Time |
Nick |
Message |
00:02 |
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paramat joined #minetest-dev |
00:07 |
paramat |
now pushing game#310 |
00:07 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/310 -- Allow overriding papyrus and cactus grow functions by HybridDog |
00:14 |
paramat |
done |
00:24 |
paramat |
anime time! |
00:24 |
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00:49 |
hmmmm |
ShadowNinja: I don't like how dstream was changed. I want my old dstream back |
00:57 |
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01:01 |
ShadowNinja |
hmmmm: That would involve a big `find src -type f | xargs -IX sed -i 's/dstream/nonestream/g' X` though. |
01:03 |
ShadowNinja |
That's about 160 lines of changes. |
01:03 |
hmmmm |
you mean in your patch? |
01:03 |
ShadowNinja |
Yes. |
01:03 |
hmmmm |
well why'd you change it all to begin with |
01:04 |
ShadowNinja |
hmmmm: Look at the old debug.cpp. It's quite ugly and it uses the C-style FILE* API. |
01:05 |
hmmmm |
C-style isn't necessarily ugly |
01:05 |
ShadowNinja |
dstream was the C++-style public interface for the stderr/file combo. |
01:05 |
ShadowNinja |
hmmmm: Yes, but this was. |
01:05 |
hmmmm |
maybe i'm misunderstanding, lemme look at the patch... |
01:07 |
ShadowNinja |
dstream used to be completely seperate from errorstream, infostream, actionstream, etc. dstream was a much lower-level API. Instead of adding a StreamLogOutput(std::cerr) and a FileLogOutput("debug,txt") you added a StreamLogOutput for either dstream or dstream_no_stderr. |
01:08 |
hmmmm |
different question |
01:08 |
ShadowNinja |
(Although there were two seperate classes for dstream and dstream_no_stderr that were near;y identical, I combined those.) |
01:08 |
hmmmm |
print() in lua is now the system lua print? |
01:08 |
hmmmm |
i.e. it's not being overridden anymore |
01:09 |
ShadowNinja |
hmmmm: Yes, so it goes to stdout like one would expect. |
01:09 |
hmmmm |
okay |
01:11 |
hmmmm |
oh eww |
01:11 |
hmmmm |
why do you need to have a using namespace directive inside of the code block |
01:12 |
ShadowNinja |
I don't need to, but it reduces a lot of nomespace specialization and I don't want to do it globally. |
01:12 |
ShadowNinja |
I'd love to have C++11's using x = y; statement and enum classes though. |
01:13 |
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01:31 |
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03:05 |
hmmmm |
god dammit shadowninja |
03:05 |
hmmmm |
for as much as you bitch about code style, your code is not compliant with the style |
03:06 |
hmmmm |
and then there's the unnecessary operator overloading |
03:23 |
hmmmm |
alright upon closer inspection i don't approve of this commit anymore |
03:24 |
hmmmm |
this adds just as many style issues as it cleans up in terms of style |
03:25 |
hmmmm |
it adds unnecessary added abstractions that don't have any solid benefit |
03:25 |
hmmmm |
I'm getting really weary about these "cleanup" commits |
03:25 |
hmmmm |
they usually don't fix any actual problems aside from preference |
03:29 |
hmmmm |
for example: what is the point of LogOutputEntry? all that does is wrap around ILogOutput and move bool silenced to that instead |
03:29 |
hmmmm |
how does it make it cleaner to add a new wrapper class |
03:29 |
hmmmm |
this is so bloaty |
03:39 |
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04:05 |
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04:24 |
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04:31 |
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05:15 |
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05:25 |
hmmmm |
https://github.com/kwolekr/minetest/commit/cd1d625ab21e741e91be7d2190bb4fd59fab3200 |
05:28 |
est31 |
looks good |
05:28 |
hmmmm |
k coo |
05:44 |
sfan5 |
hmmmm: are you fine with merging #2641 now or do we wait for some reason? |
05:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/2641 -- Revert the upper-case PROJECT_NAME nonsense that was part of #2402 by sfan5 |
05:44 |
hmmmm |
yeah, sure. |
05:44 |
hmmmm |
I agree with it too, even if I don't care too much about it |
05:44 |
hmmmm |
it seems silly to optimize for the uncommon case. |
05:45 |
hmmmm |
the common case is lower |
05:46 |
* est31 |
still waits for reviews for #2620 |
05:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/2620 -- SRP based login by est31 |
05:46 |
hmmmm |
sorry man |
05:46 |
hmmmm |
it's really big and we're busy |
05:46 |
hmmmm |
i'll have to schedule a time to review it |
05:46 |
est31 |
good |
05:46 |
sfan5 |
I'll merge 2641 now the |
05:46 |
hmmmm |
yeah |
05:46 |
sfan5 |
n |
05:46 |
hmmmm |
for larger commits I think we should explicitly allocate time for reviewing |
05:47 |
hmmmm |
because otherwise nobody's gonna do it |
05:47 |
sfan5 |
error: patch failed: misc/winresource.rc:37 (╯°□°)╯︵ â”»â”â”» |
05:47 |
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05:47 |
sfan5 |
guess it's gonna wait until after school... |
05:47 |
* sfan5 |
afk |
05:47 |
hmmmm |
hah okay |
05:47 |
hmmmm |
well that flopped |
05:47 |
hmmmm |
i thought it passed win32 on travis... |
05:49 |
hmmmm |
est31, what time zone are you? |
05:53 |
est31 |
tough question |
05:53 |
est31 |
there are physical time zones and actually lived time zones |
05:53 |
est31 |
my physical is CEST |
05:54 |
hmmmm |
well my actual goal is to find what times I am most likely to catch you around |
05:57 |
est31 |
for today, I think I'll be online in 12 hours again. |
05:58 |
hmmmm |
hmm ok |
05:59 |
hmmmm |
any times after 8:00 PM EST tomorrow?? |
06:03 |
est31 |
ok |
06:03 |
hmmmm |
mostly in case if i have to ask you questions |
06:04 |
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06:04 |
* Zeno` |
glances about |
06:04 |
Zeno` |
prng exception?! |
06:04 |
hmmmm |
i need it for unit tests |
06:05 |
Zeno` |
yuck :( |
06:05 |
Zeno` |
oh well |
06:05 |
hmmmm |
hey got any better ideas |
06:05 |
hmmmm |
apart from 'let's crash it weeeeee' |
06:07 |
Zeno` |
Not really. But I loath exceptions with continuation semantics. But nvm |
06:07 |
est31 |
or no sorry |
06:07 |
est31 |
day after tomorrow would be ok |
06:07 |
hmmmm |
continuation semantics? |
06:08 |
Zeno` |
I'd rather the program just stopped |
06:08 |
hmmmm |
well see |
06:08 |
hmmmm |
this effectively does that |
06:08 |
hmmmm |
nobody else aside from unit tests catch PrngException |
06:09 |
Zeno` |
yet :) |
06:09 |
Zeno` |
anyway, it's too silly to argue about. I just don't like it. Others do. That's how it is :D |
06:10 |
hmmmm |
the only solid excuse i can think of to catch it is in LuaPseudoRandom so you can convert it into a LuaError |
06:11 |
Zeno` |
hmm |
06:12 |
Zeno` |
Why is RANDOM_RANGE so small? Limitation of the algorithm? |
06:13 |
hmmmm |
because it sucks |
06:13 |
Zeno` |
heh |
06:13 |
hmmmm |
lol i don't know |
06:14 |
hmmmm |
there's a better variant of this same exact LCG in glibc |
06:14 |
hmmmm |
it populates all 32 bits |
06:18 |
Zeno` |
hmm |
06:22 |
Zeno` |
So... the range -20, -10 is not valid? |
06:22 |
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06:22 |
hmmmm |
for PseudoRandom::range()? yes of course |
06:24 |
Zeno` |
for inline int range(int min, int max) |
06:25 |
hmmmm |
not sure what you're asking |
06:25 |
Zeno` |
-20 - -10 is 4294967286 isn't it? |
06:25 |
Zeno` |
(when cast to u320 |
06:25 |
Zeno` |
) |
06:26 |
hmmmm |
i'm pretty sure PseudoRandom uses int everywhere |
06:26 |
hmmmm |
oh that cast |
06:26 |
Zeno` |
https://github.com/minetest/minetest/commit/cd1d625ab21e741e91be7d2190bb4fd59fab3200#diff-0adfb87b0afcca4db97b6e67f11ecc91R67 |
06:26 |
Zeno` |
I dunno... I'm probably wrong |
06:28 |
hmmmm |
min = -20, max = -10. -10 - -20 = 10 |
06:29 |
hmmmm |
max - min is always guaranteed to be a non-negative number if min < max |
06:29 |
hmmmm |
that's just how math works |
06:30 |
Zeno` |
lol |
06:31 |
Zeno` |
I was doing -20 - -10 :/ |
06:31 |
Zeno` |
I really need to sleep more often |
06:31 |
hmmmm |
i feel like there is something horribly wrong with randNormalDist() |
06:31 |
hmmmm |
don't think i ever looked at output until now: http://fpaste.org/215691/11594214/ |
06:31 |
* hmmmm |
shudders |
06:32 |
hmmmm |
that my friend does not look like a bell curve to me |
06:32 |
Zeno` |
well a range of 32768/10 seems awfully small to me (the only reason I was really looking at that line in the first place) |
06:33 |
hmmmm |
it's because the algo sucks. if you use PcgRandom this won't happen |
06:33 |
Zeno` |
oh that's the old crappy one? |
06:33 |
* Zeno` |
looks at the whole file |
06:34 |
Zeno` |
pfft... PseudoRandom |
06:34 |
Zeno` |
pity it cannot be blown up |
06:34 |
Zeno` |
without breaking stuff heh |
06:35 |
hmmmm |
yeah :( |
06:36 |
hmmmm |
man I really have no idea what I'm doing wrong |
06:36 |
hmmmm |
unless I totally 100% misunderstand statistics |
06:36 |
hmmmm |
an improbable amount of values are bunching up in the center |
06:43 |
hmmmm |
i think i know what's going on, it's working normally but the peak is so sharp because i essentially squish the standard deviation so the probability is effectively 0 by the time it gets to either end |
06:46 |
hmmmm |
how on earth do i even address this |
07:02 |
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07:10 |
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07:20 |
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07:44 |
hmmmm |
acually nope, just stretched it and the problem persists |
07:45 |
hmmmm |
http://i.imgur.com/seiPaNr.png |
07:59 |
hmmmm |
ahh this is interesting |
07:59 |
hmmmm |
it only happens if part of the range is negative |
07:59 |
hmmmm |
sounds like i have a bug rather than a flawed algorithm |
07:59 |
hmmmm |
:D i love unit testing. i would've never found this otherwise |
08:03 |
hmmmm |
:( it was the float-to-int truncation in the negative case. |
08:04 |
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08:04 |
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08:08 |
hmmmm |
https://github.com/minetest/minetest/commit/415167b228dea8b4108d7fe164c7fec8c061dcf5 |
09:22 |
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09:43 |
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10:06 |
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10:21 |
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10:34 |
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10:42 |
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11:08 |
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12:20 |
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12:48 |
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13:05 |
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13:25 |
Zeno` |
Anyone want to donate to me $600 to keep my server running? :p |
13:32 |
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13:39 |
exio4 |
I may be able to donate 0.60USD Zeno` |
13:39 |
exio4 |
would it be enough? |
13:42 |
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13:59 |
sfan5 |
Zeno`: what type of server costs $600? |
14:05 |
Zeno` |
VPS |
14:09 |
sfan5 |
Zeno`: i hope you don't mean $600/month |
14:10 |
Zeno` |
no, no, year |
14:11 |
sfan5 |
$50/month is still much.. |
14:19 |
sfan5 |
merging 2641 in 5 minutes, hmmmm agreed to it this morning |
14:36 |
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14:41 |
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15:29 |
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15:37 |
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15:49 |
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16:01 |
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16:04 |
kilbith |
ShadowNinja, can you inflict a penalty to the old versions of MT on the serverlist, please ? |
16:05 |
kilbith |
they're not likely to be maintained anymore and gives a bad impression of MT |
16:05 |
Calinou |
we shouldn't support old versions in master at all, like Red Eclipse does |
16:05 |
Calinou |
let them be played outside of master server but don't show old servers on list at all |
16:06 |
Calinou |
we don't support old versions of software, this is a game |
16:13 |
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16:13 |
est31 |
pushing #2632 |
16:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/2632 -- Add russian translation to minetest.desktop by mich1 |
16:15 |
est31 |
pushed |
16:24 |
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16:24 |
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17:05 |
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17:39 |
Sokomine |
the server list does need some work. it's too long to be convenient for most people. and it's difficult to locate a particular server in the list even though you know how it's called |
17:40 |
Calinou |
fix: remove old servers, prevent them from registering |
17:40 |
Calinou |
that'll prune 50 % of the servers at least, whose admins can't be bothered to use git pull |
17:44 |
rubenwardy |
old meaning before stable, of course |
17:45 |
Calinou |
yeah, < 0.4.12 |
17:45 |
kilbith |
and if the versionning is broken like now ? |
17:46 |
kilbith |
i still have 0.4.11 after compiling |
17:46 |
Krock |
it's not broken, use use dev |
17:46 |
sfan5 |
in other words, you want to throw 14 server off the list? |
17:46 |
sfan5 |
Krock: it is |
17:46 |
sfan5 |
the 0.4.12 isn't on the master branch |
17:46 |
Krock |
ummm.. okay, if you say so, it must be that way. |
17:46 |
sfan5 |
which is why git detects 0.4.11 |
17:46 |
est31 |
Calinou, what about forks? |
17:46 |
Calinou |
the Minetest master server is for Minetest, not other games. |
17:46 |
Calinou |
— eihrul (edited) |
17:47 |
sfan5 |
(stefanstefan-pc) /tmp/mtof % git describe --tags --always --dirty |
17:47 |
sfan5 |
0.4.11-501-g4ea5a96 |
17:47 |
Calinou |
yeah, Git versioning is broken |
17:47 |
Calinou |
so we might have to keep supporting 0.4.11 |
17:47 |
Krock |
The master server doesn't need a change but the mainmenu does. A search box or a filter would help a lot |
17:47 |
est31 |
there is the favourite list |
17:48 |
est31 |
but yes there needs to be improvement |
17:48 |
rubenwardy |
See freeminer's server menu |
17:49 |
Krock |
Not connection should be added to the favourite list, let's do it manually like bookmarks in the browser. |
17:49 |
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17:49 |
Krock |
Sometimes I have trouble finding a server again because there are just 10 new on top |
17:50 |
est31 |
yes thats good |
17:50 |
est31 |
when encryption gets added, servers can get unique id numbers |
17:52 |
sfan5 |
yay making a _game_ server as complicated to maintain as a banking app |
17:53 |
est31 |
there are things in between |
17:53 |
est31 |
banking apps are corporate world |
17:54 |
est31 |
I don't see any reasonable argument here sfan5. You don't even know what I propose |
17:54 |
est31 |
is ssh as difficult to maintain like a banking app |
17:54 |
est31 |
? |
17:55 |
sfan5 |
anytzhing with uniquite id sounds complicated |
17:55 |
sfan5 |
wtf |
17:55 |
sfan5 |
anything* unique* |
17:55 |
sfan5 |
it's going to be pub |
17:55 |
sfan5 |
it's going to be public key crypto, right? |
17:55 |
est31 |
yes |
17:55 |
est31 |
or like with onion addresses a part of the hash |
17:56 |
est31 |
nobody likes a 60 character base64 string as id |
17:56 |
sfan5 |
ssh is more complicated to maintain than ssh |
17:56 |
sfan5 |
uh |
17:56 |
sfan5 |
telnet |
17:56 |
est31 |
for me it isnt |
17:56 |
est31 |
I have to remember pesky passwords for telnet |
17:57 |
est31 |
(ok admit its unrelated) |
17:59 |
est31 |
the issue is, if we ever want to do some reliable storing for the master list, we need unique ids |
18:00 |
est31 |
so for example verify a server's age |
18:02 |
sfan5 |
this is exactly what i mean |
18:02 |
sfan5 |
this is _game_ |
18:02 |
sfan5 |
we don't need verification of the servers "age", number of players or any of those other things |
18:03 |
Sokomine |
kilbith: same here. my version doesn't grow over 0.4.11 for some unknown reason |
18:03 |
kilbith |
it happened during the last releasing |
18:04 |
est31 |
sfan5, perhaps one day we can show statistics for the servers together with how many users connected etc? |
18:04 |
Sokomine |
i don't think throwing servers off the list is a solution. what we need is more structure so that players can find servers that fit to their needs |
18:04 |
sfan5 |
est31: we can do that already, there jist isn't any code that does that |
18:04 |
Sokomine |
builders have diffrent requirements than tablet players who just want to peek in |
18:05 |
est31 |
sfan5, so how identify a server? by its address? |
18:05 |
est31 |
address can change |
18:05 |
est31 |
by the name? |
18:05 |
est31 |
"there is no name" |
18:05 |
Sokomine |
just counting locally how often a player connected to a server and showing that in the favorite tab might help a bit |
18:05 |
sfan5 |
i would identify the server by hostname and port |
18:05 |
est31 |
that can change |
18:05 |
Sokomine |
at least for long-time players. new ones still have a problem |
18:06 |
sfan5 |
but it's less likely to change than any other thing |
18:06 |
est31 |
in the current list yes |
18:08 |
est31 |
the thing about encryption is that most people will ignore it anyway. so it should be made as easy to ignore as possible. but when somebody likes that feature why take it away? |
18:08 |
est31 |
I mean why do we need passwords the first place? |
18:09 |
est31 |
"its just a game", don't we trust the players? |
18:10 |
Sokomine |
it's all not so much about security. the troublie is that there are more servers than can be memorized. and throwing a long list at people where the list is sorted...some way...just doesn't really help. it's still far better than the old way where there was no list at all |
18:10 |
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18:11 |
Sokomine |
hmm. server imposters are slightly less likely than player imposters. takes more to run a server |
18:11 |
est31 |
yea perhaps we can add some interactivity on the client side |
18:11 |
Sokomine |
maybe make a confirmed id optional? for the larger, well maintained servers? |
18:11 |
Sokomine |
most of this ought to happen client-side, yes |
18:11 |
Sokomine |
maybe a sort-by-name option |
18:12 |
est31 |
uh no |
18:12 |
est31 |
either real search or leaving it this way |
18:12 |
Sokomine |
yes, trouble is that that'd again favor some servers. but right now, finding one again is not easy |
18:12 |
est31 |
because you know its MinetestForFun, but is it [EN] MinetestForFun, or [Fr/En] etc etc |
18:13 |
est31 |
why would that favour severs? |
18:13 |
est31 |
I mean if servers want to game they just themselves AAAAAAAA |
18:13 |
est31 |
or some better variation thereof |
18:14 |
Sokomine |
there's client/serverlist/favoriteservers.txt right now. that's sufficient as a base. it's the presentation that needs change. well, and maybe some more information from the server |
18:14 |
Sokomine |
servers playing mt against each other? :-) |
18:15 |
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18:15 |
est31 |
no game the system |
18:15 |
Sokomine |
tss |
18:15 |
est31 |
I mean its really no effort |
18:15 |
est31 |
the cryptographic id |
18:15 |
est31 |
you just have one file more in the world's dir |
18:16 |
est31 |
is it that painful? |
18:16 |
Sokomine |
anyway. information that's needed is suitability for builders, acceptance of pvp (damage is not an indicator) and suitability for mobile clients i'd say. that would be helpful extra information |
18:16 |
est31 |
suitability for mobile clients? |
18:16 |
est31 |
how would you make that |
18:16 |
est31 |
? |
18:16 |
Sokomine |
just make it optional, est31. a server that provides encrypted information is probably one where the server owner is less clueless than others |
18:17 |
est31 |
why do people think encryption is a hassle? |
18:17 |
kilbith |
also force the line-breaking please : https://lut.im/owEpEgm6/l8J65AE0 so that the row is not shifted |
18:17 |
est31 |
see ^ thats a https url |
18:17 |
Sokomine |
there are a lot of server that don't work well with the android client. they have many mods installed with many complex textures. that's not very phone-friendly |
18:18 |
est31 |
yea perhaps that would be nice, but the issue with that flag is, how set it? |
18:18 |
est31 |
also, perhaps thats rather a workaround than a proper fix |
18:18 |
Sokomine |
est31: some server operators ARE clueless and don't know much. those servers ought to show up on the list as well. it's not bad if it's shown that that server operator did not put too much effort in yet |
18:19 |
Sokomine |
i don't think there's a way to "fix" that. at least not that smartphones and tablets are not entirely equal to high-end-machines. well, except maybe wait a copule of years |
18:20 |
est31 |
so you want to make encryption difficult so that only experienced people enable it? |
18:20 |
Sokomine |
the server could indicate those values, and we could provide an faq explaining which setting would be suitable in which cases |
18:21 |
Sokomine |
est31: no. but if there are complaints that it's too complicated, optional encryption is perfectly fine |
18:22 |
Sokomine |
but all that is of little help regarding the inconvenient current server list |
18:23 |
est31 |
it is related |
18:23 |
est31 |
I mean encryption itself is very lean for users |
18:23 |
Sokomine |
yes. hard to sort somethiing where there are no usful ids |
18:23 |
est31 |
its basically just a function which accepts a key, a value and outputs something encrypted |
18:23 |
est31 |
other way round for decryption |
18:24 |
est31 |
and about the keys, we have to bind them somehow onto something else |
18:24 |
est31 |
the way the www does it is with certificates |
18:24 |
est31 |
I agree that is horrible |
18:25 |
est31 |
really, even for that usecase |
18:25 |
est31 |
now we have ssh |
18:25 |
est31 |
there we connect to a certain server, and when we are connecting first time, we are asked whether to store the key, and then never bothered again |
18:27 |
est31 |
what I propose is even simpler than that (no question) |
18:27 |
est31 |
ssh is very easy on the server side |
18:27 |
est31 |
basically you only have to generate keys |
18:27 |
est31 |
but that can be done automatically too |
18:28 |
est31 |
but this discussion is quite unproductive |
18:29 |
est31 |
(about encryption) |
18:30 |
Sokomine |
hm, yes. encryption certainly won't hurt |
18:30 |
est31 |
so, Sokomine you have my support when you want to code a patch that filters the server's name inside the list. |
18:30 |
Sokomine |
just make it optional |
18:30 |
Sokomine |
yes. i'm just not entirely sure how it could be presented in a better way |
18:31 |
Sokomine |
as this is a very visual game, screenshots of servers might be helpful. like what some operation systems or browsers do nowadays...make a tiny screenshot of what you saw last when you visited a world |
18:31 |
Sokomine |
might help identifying a server |
18:33 |
Sokomine |
and servers on the public list could provide a tiny screenshot... |
18:33 |
Calinou |
sounds like a potential security issue |
18:33 |
Calinou |
people could put scary pics or worse |
18:33 |
est31 |
thats no security issue |
18:34 |
rubenwardy |
screenshots would be good |
18:34 |
kilbith |
they still can put scary title/description as well... |
18:34 |
rubenwardy |
They could do that in the game with content, as well |
18:34 |
kilbith |
no reason to scare about the screenshots specifically then |
18:35 |
Sokomine |
mmdb already stores pictures for mods. maybe a similar mechanism could be used? a server sends in a picture, and if one forum dev approves of it, the picture can get used |
18:35 |
Calinou |
no, approving is too cumbersome |
18:35 |
Sokomine |
that'd be a delay of maybe a few days, but that doesn't matter. and there are not *that* many servers |
18:35 |
est31 |
Sokomine, minetest is a game no banking app |
18:35 |
est31 |
sfan5 is right in that point |
18:36 |
est31 |
this just makes making a server even harder |
18:37 |
Sokomine |
i'm pretty sure that tiny screenshots of the server and some more general information might help players. some are pretty young |
18:37 |
Sokomine |
right now, the interface is ok for a banking app as far as usability goes - but not for a game. that's the trouble |
18:38 |
est31 |
the client tab is already very cramped |
18:38 |
Sokomine |
it *is* hard to make a good server. servers which did not yet put that much effort in ought to be listed as well of course |
18:38 |
Sokomine |
it is |
18:38 |
Sokomine |
we need to improve that somehow |
18:39 |
* est31 |
should perhaps better go offline now (I'm tired) |
18:39 |
est31 |
bye |
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19:22 |
paramat |
hmmmm and all, here's my first attempt at a mod that converts a lua table defined schematic into a .mts file and saves it in a schems folder in the mod https://gist.github.com/paramat/78dfd2e44b7839b1f7da it works, thanks for this |
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20:14 |
Sokomine |
i've also written a converter for worldedit .we to .mts, which is part of mg_villages. i've ignored the lua table definition of schematics completely so far. .mts is a good storage format |
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sofar |
Sokomine: MT we or MC we? |
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20:49 |
Sokomine |
sofar: MT we. do you happen to have a documentation for mc we? |
20:56 |
sofar |
Sokomine: no, looked into converting my kids' world from MC to MT, which ended up okay.....ish |
20:56 |
sofar |
but I converted the whole world in the end, not just parts |
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