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IRC log for #minetest-dev, 2015-06-07

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Time Nick Message
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01:22 Zeno` oops. bbl :)
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01:33 paramat good to see you here zeno =)
01:38 paramat hmmmm, zeno, please can the hp bug be fixed soon? its driving me nuts =P
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02:36 paramat will push https://github.com/minetest/minetest_game/pull/530 and https://github.com/minetest/minetest_game/pull/531 soon
02:37 paramat hmmmm do you approve of https://github.com/minetest/minetest_game/pull/527 i can push that too
02:42 paramat is it possible to do multiple 'wget / git am's during one push session?
03:12 paramat i'll read docs to try and find out..
03:17 hmmmm paramat:  sure, I need to dig up the patch, it's somewhere in the logs...
03:17 hmmmm and yes, I approve of 527
03:17 paramat thanks
03:21 hmmmm I don't know about the wget / git am thing though
03:22 paramat okay
03:22 hmmmm by push session you mean pushing to remote?
03:22 hmmmm you have the current working copy, the local checkin, the push to your local branch, and then push to remote branch
03:23 hmmmm your "push session" I think as you refer to it is just what you do before pushing it to the remote branch
03:23 hmmmm in which case yes, you can do any number of operations before pushing it to the remote
03:26 paramat what i mean is i wuld like to push all 3 of these PRs together by: git clone, cd minetest, wget (multiple patches), git am (multiple patches) git push
03:26 paramat it seems possible from docs, just being cautious
03:27 hmmmm yes, you can
03:27 paramat cool
03:32 paramat now pushing those 3 to game
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03:42 paramat complete!
03:47 paramat later i'll update the mapgen.lua of minimal game to use the ores api, and update the simple biomes
03:58 paramat oops what i mean is update claygen to use blob ore
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04:42 paramat https://github.com/minetest/minetest/pull/2763
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05:01 DI3HARD139 anyone here?
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07:11 neoascetic Hi all. Do node timers live only while server works? And after server restart each timer need to be set again?
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07:12 Calinou this is true, I think
07:12 Calinou they don't work while server is down obviously :P
07:14 neoascetic I mean do I need to start them again **manually**? I though state of each timer is saved to node info and in DB
07:17 neoascetic And one more question: why don't everything (auth info, players info, etc) in DB, but only blocks?
07:18 sofar that's an incomplete question
07:18 Calinou good question, maybe because it's easier to read them in plain text
07:18 Calinou (to administer a server)
07:18 Calinou rather than in DB
07:19 neoascetic really
07:20 sofar well, you need to configure the database backend somewhere...
07:20 sofar so that can't go into the DB
07:20 neoascetic world.mt file only
07:21 sofar let's invert the question: why would you want all the options to be in the DB?
07:21 sofar some of them have weird formats and weird structures
07:24 neoascetic unification, and maybe speed (reduce number of file IO [only applicable if redis is used])
07:25 neoascetic anyway, this is not really the problem
07:25 sofar almost all those settings are only read on startup
07:26 neoascetic real problem is: I want to change meta of nodes of some type on regular basis. I tried nodetimers, but they seems don't work after server restart. Any alternative?
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07:51 neoascetic However, seems like something goes to DB: https://github.com/minetest/minetest/blob/10e0cf8b2c27917a3fd45e73a5d835af4313db3b/src/nodetimer.cpp#L46-L73
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14:36 RealBadAngel god, it have to be sunday
14:36 RealBadAngel since morning NULL activity here ;))
14:36 rubenwardy 'tis quiet
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14:37 est31 weather too good
14:37 RealBadAngel stormy here
14:37 rubenwardy I've just finished boring myself to death with 2 past papers for revision.
14:37 rubenwardy What are you up to, RBA?
14:37 est31 had the storm friday night
14:37 RealBadAngel rubenwary, fighting with c++ templates
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14:38 RealBadAngel i just dont get them
14:38 rubenwardy Lol. Sounds like pain. For Minetest?
14:38 RealBadAngel i defined a struct with template on one variable
14:38 RealBadAngel so i expected it to be flexible
14:39 RealBadAngel now it demands me to define type of that variable to get even pointer to that struct
14:39 rubenwardy I think of it like this: Imagine you have a load of classes, class_int, class_bool. That's sort of what templates are, but instead of class_int it's class<int>. It's c++, it's not supposed to be straight forward. XD
14:39 RealBadAngel which is pointless
14:40 rubenwardy meh. I have been using C++ for 3 years, still don't get it
14:40 RealBadAngel i think i will make it void*
14:40 RealBadAngel and force my own type
14:41 RealBadAngel that polymorphism is good for aliens not simple coder beings
14:41 est31 hehe
14:41 rubenwardy BTW, if this is for MT, they probably won't like templates or polymorphism
14:41 RealBadAngel it is good ole vertices in meshbuffer
14:42 est31 not if its over complicated
14:42 RealBadAngel c55 simplified it to not accept more vertices type than just regular s3dvertex
14:42 est31 but if its to save memory its good :)
14:42 RealBadAngel i need to go back
14:42 RealBadAngel undo his mind tricks
14:44 rubenwardy lol
14:44 exio4 learning polymorphism in C++ is too hardcore
14:45 exio4 C++'s implementation of parametric polymorphism is one of the worst out there :D
14:46 RealBadAngel est31, ram is cheap. i would rather go for copying whole mapblock_mesh code for each instance of vertex used
14:46 RealBadAngel without any casting or ifs
14:46 exio4 ram is cheap but slow
14:46 RealBadAngel that would be way faster
14:46 exio4 RealBadAngel: anyway, copying code? you'll be the one mantaining it hopefully
14:46 exio4 rubenwardy: there are already a few templates in the code, at least when I looked
14:46 RealBadAngel we were exploding even loops to make code faster, back in 8bits era
14:47 exio4 unrolling loops manually? teach the compiler to do it!
14:48 RealBadAngel no compiler can make such tricks to display text on screen borders
14:49 RealBadAngel that code was really long
14:49 RealBadAngel each tact were counted :)
14:49 exio4 well, that's because the compiler doesn't know enough information
14:50 RealBadAngel compiler is universal
14:50 RealBadAngel cannot make highly specialized code
14:50 RealBadAngel and in fact programmers nowadays dont need that
14:51 est31 yes, templates in c++ are very hard
14:52 est31 and bad
14:57 Calinou <rubenwardy> meh. I have been using C++ for 3 years, still don't get it
14:57 Calinou who actually understands it? :P
14:58 rubenwardy Segfault is the bane of my existance, along with "libblah.so.1.0.6 not found"
14:58 rubenwardy when it exists as libblah.so
14:59 rubenwardy or vis-versa
14:59 Calinou Rust claims it is memory safe; do segfaults exist in Rust?
15:00 technomancy if they do, they're bugs in the compiler/runtime
15:00 Calinou so they are pretty rare?
15:01 technomancy I would guess so
15:01 technomancy probably not as rare two years ago =)
15:01 Calinou too bad it's quite slower than C++
15:01 Calinou and, is garbage collection mandatory, and option, or not available at all?
15:01 Calinou in Rust
15:01 technomancy it's optional
15:02 Calinou enabled by default?
15:02 technomancy I think so
15:02 est31 rust has gc?
15:02 est31 ??
15:02 est31 I've thought it wanted to avoid it
15:02 Calinou gc is the future, when well done, IMO
15:02 technomancy est31: it avoids making it a requirement
15:02 Calinou except if you're self-hurting perhaps
15:03 technomancy Calinou: or writing realtime code
15:03 est31 Calinou, gc is  the future if you dont need the performance
15:03 Calinou performance? http://bytonic.de/html/benchmarks.html
15:03 Calinou our petty garbage collected language performs nearly as well as the low-level, no-GC one :)
15:04 technomancy realtime performance is a very different require from "performance" in general
15:04 technomancy *requirement
15:04 technomancy (also a very rare requirement)
15:04 Calinou yeah, Minetest doesn't require that I believe
15:04 Calinou however you do need a good graphics engine...
15:05 technomancy it's usually for audio or robotics
15:05 Calinou that exists in Java (LWJGL, jMonkeyEngine perhaps), but Rust? I doubt it
15:05 technomancy rust could use irrlicht
15:07 est31 there is a rust based graphics engine
15:07 est31 and they even have programmed a minecraft clone in it
15:07 Calinou https://github.com/search?o=desc&amp;q=rust&amp;s=stars&amp;type=Repositories&amp;utf8=%E2%9C%93
15:07 Calinou a good start
15:07 est31 would be a fun project to let it speak the minetest protocol
15:07 est31 rust has stupid installers
15:08 est31 their howto on installing: curl -I https://some-website.com/installer.sh | su bash
15:08 technomancy >_<
15:08 Calinou https://github.com/kud1ing/awesome-rust
15:09 est31 https://github.com/PistonDevelopers/hematite
15:09 Calinou oh this is it
15:09 Calinou it uses Piston
15:10 Calinou https://github.com/PistonDevelopers/hematite/blob/master/assets/texture.png
15:10 Calinou haha they package Minecraft game data
15:10 est31 aand they require minecraft graphics :c
15:10 est31 lol
15:13 Calinou it can open Minecraft worlds though!
15:13 est31 but no minetest worlds
15:14 est31 at least microsoft hasnt infested mojang with their "brick the format so that only we support it" strategy they did with their office formats
15:18 RealBadAngel lol :) dependecies: https://github.com/PistonDevelopers/hematite/raw/master/Cargo.png
15:19 est31 yea rust is on the hype with its very own package manager
15:19 est31 every new language, with its own package management
15:20 est31 but better than none ofc
15:25 exio4 Calinou: hard real-time garbage collector is a tough thing
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16:54 neoascetic Do node timers live only while server works? And after server restart each timer need to be set again manuall (i. e. they are not going to be restored from DB)?
16:56 est31 nodetimers?
16:57 neoascetic this thing: http://dev.minetest.net/NodeTimerRef
16:58 est31 dunno
16:58 est31 but when it sais "persistet"...
16:59 neoascetic Seems like them not persistent for me :( Maybe because of migration to redis?
17:02 neoascetic nevermind
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19:40 paramat sfan5 and all, researching biomes i see savanna is really needed to complete the mgv5/v7 system. i would like to add it but will need new nodes: dirt with golden grass, 2-3 lengths of plantlike golden grass, acacia tree, acacia leaves, acacia sapling, acacia wood. this red wood will be good for builds. see https://github.com/minetest/minetest_game/issues/515 seems nore would like more biomes. if given permission i ca
19:40 paramat n do all the work
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19:43 VanessaE you can use the acacia tree textures from moretrees if you want.
19:44 VanessaE for the golden grass I'd suggest 5 sizes, in keeping with the grass used elsewhere
19:44 VanessaE should be trivial to just re-color those grasses
19:46 VanessaE re: 515, Sokomine_'s travelnet mod is rather popular.  Maybe use that.
19:47 kilbith not a fair transportation system for adventurers
19:47 VanessaE perhaps
19:48 VanessaE his post did make the suggestion of some kind of teleporter though
19:48 VanessaE ^^^ that is the nicest one I know of.
19:48 kilbith = refining the carts / entities
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19:49 VanessaE impossible to do until we have client-side scripting :-/
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19:54 paramat yep could do 5 sizes, just thought 3 could be enough if 5 is thought excessive. i'm going to sink some rainforest into water to create swamp biomes too. we're still missing chaparral but that's a minor biome and could be done with existing nodes
19:56 DI3HARD139 .... Someone finally spoke O.O
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20:01 VanessaE paramat: I have to say:  watershed mod (the video you linked to) + cinematic mode really looks GOOD
20:04 est31 hmmmm, when do you plan to start on clientside scriptingß
20:04 est31 ?
20:05 hmmmm very soon.
20:05 est31 users demand it
20:05 est31 and VanessaE
20:05 DI3HARD139 Vanessa: Would you know how I could go about correcting the "ws2_32_lib is set to NOTFOUND" in Cmake?
20:05 VanessaE no idea, DI3HARD139
20:05 VanessaE est31: well I don't really "demand" it..
20:06 est31 want*
20:06 est31 what are your plans regarding architecture hmmmm?
20:06 hmmmm dunno
20:06 est31 should it run in the same thread? other thread?
20:07 est31 I've thought there is some directory inside a mod folder that contains lua files which get sent to the client at startup
20:07 hmmmm separate from the game thread of course
20:07 hmmmm which is very sensitive to latency
20:07 est31 or other approach?
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20:08 hmmmm yeah that might be a good idea
20:09 hmmmm I was originally going to have a file like depends.txt except it describes which files get executed on the client
20:11 est31 then I guess some API to send data between client lua and server lua.
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21:15 DI3HARD139 Vanessa: What would cause this error: "ERROR: An unhandled exception occurred: ServerEnvironment::LoadMeta(): EnvArgsEnd not found!"
21:16 VanessaE an empty env_meta.txt file for that world.
21:16 VanessaE just copy it from another world.
21:16 DI3HARD139 ok
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21:59 est31 this code is stupid: https://github.com/minetest/minetest/blob/9527984dbcfc0a6cc7aa0470430cb6c3aa4103ba/src/keycode.cpp#L353
21:59 est31 most of the time isnt spent for the conversion, but for the map lookup
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22:01 paramat will push trivial fix/code cleanup soon https://github.com/minetest/minetest_game/pull/534
22:04 kilbith another small patch, but important : game#533
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22:36 RealBadAngel https://imgrush.com/SuHmNhAsofSt https://imgrush.com/6sO8z5UOEU5r
22:37 RealBadAngel ^^modified leaves textures with colors under transparency, so when "fancy trees" disabled theres no black there
22:38 RealBadAngel how do you like them?
22:54 Yepoleb RealBadAngel: how did you make them? i couldn't figure it out with gimp
22:54 paramat i agree the background should be a dark green but i would prefer darker greens than here, to give the leaves more contrast
22:55 RealBadAngel we have tried darker ones but those still feels black
22:56 RealBadAngel also with jungle one i tried different way, made the jungle juicy green, imho it feels way better than old ones
22:57 RealBadAngel Yepoleb, open leaves texture, make all old pixels white, copy it to clipboard
22:57 RealBadAngel now roll back to original colors, select by color transparent area
22:58 RealBadAngel fill it with color
22:58 RealBadAngel now add "Layer mask" and copy there white mask from clipboard
22:59 VanessaE nah that's the hard way.
22:59 VanessaE the easy way:
23:00 VanessaE image -> RGB, select all transparent areas.  Set the pencil color to whatever you want, with an opacity of 0.4 percent.  paint over the transparent area (you won't see it)
23:00 VanessaE save.
23:00 RealBadAngel https://imgrush.com/6ZhIGH1Rebg1.png
23:01 RealBadAngel https://imgrush.com/VgnZ8TfSmeor.png
23:01 RealBadAngel ^^modified textures
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23:08 Yepoleb RealBadAngel: I'm already using a mask, but i think i know what i did wrong
23:09 Yepoleb My textures are ported from minecraft and i'm using a multiply layer to add the color, which probably messes up the transparency
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23:13 RealBadAngel Yepoleb, with mask layer you wont destroy any existing channels
23:13 RealBadAngel and you can copy to mask any image from clipboard
23:16 RealBadAngel thats how i do copy heightmaps to alpha
23:16 Yepoleb RealBadAngel: the problem was that i applied the mask before the coloring
23:18 Yepoleb If you multiply a colored pixel with a transparent one, it outputs a black pixel
23:29 paramat now pushing 534 to game..
23:37 paramat complete
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23:44 paramat wow playing minimal game reminds me we need a brighter grass again
23:50 paramat unhh it's so sunny and bright =)
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