Time |
Nick |
Message |
00:12 |
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01:22 |
Zeno` |
oops. bbl :) |
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01:32 |
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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 |
01:47 |
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02:36 |
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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 |
03:38 |
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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 |
04:35 |
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04:42 |
paramat |
https://github.com/minetest/minetest/pull/2763 |
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05:01 |
DI3HARD139 |
anyone here? |
06:11 |
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07:09 |
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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? |
07:12 |
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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? |
07:32 |
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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 |
07:54 |
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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 |
14:36 |
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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 |
14:37 |
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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&q=rust&s=stars&type=Repositories&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 |
15:29 |
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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 |
17:51 |
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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 |
19:40 |
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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 |
19:48 |
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19:49 |
VanessaE |
impossible to do until we have client-side scripting :-/ |
19:51 |
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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 |
20:00 |
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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? |
20:08 |
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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 |
21:21 |
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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 |
22:01 |
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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 |
22:27 |
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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 |
23:02 |
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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 |
23:10 |
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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 |
23:39 |
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23:40 |
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est joined #minetest-dev |
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 =) |
23:55 |
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