Time Nick Message 00:01 RealBadAngel still the same, all the time pos not ok 00:11 RealBadAngel TBC_x, it may look like attachement position is getting corrupted somehow 00:12 RealBadAngel damn idk 00:12 RealBadAngel http://pastie.org/10307053 00:13 RealBadAngel these are coords of all caos that gets lighting updates in my client 00:13 TBC_x do you run it in a debugger? 00:14 RealBadAngel no, im dumping what i need to console 00:14 RealBadAngel notice that there are player coords 00:14 RealBadAngel but there are no similiar coords for attached cao 00:19 TBC_x whoops, It'd be better if it would'nt throw an exception when a server port is in use 00:20 TBC_x now it tries to write 20TB coredump to disk :P 00:29 RealBadAngel trying to get parent of an CAO and get confused 00:29 RealBadAngel error: ‘class ClientActiveObject’ has no member named ‘getParent’ 00:30 RealBadAngel https://github.com/minetest/minetest/blob/master/src/content_cao.h#L125 00:30 RealBadAngel wtf? 00:35 est31 RealBadAngel, thats GenericCAO 00:35 est31 not ClientActiveObject’ 00:36 RealBadAngel class GenericCAO : public ClientActiveObject 00:41 est31 so whats the problem? 00:41 est31 GenericCAO is a ClientActiveObject 00:41 est31 not the other way round 00:41 est31 cast if you are sure you can access the method 00:41 VanessaE RealBadAngel: I wasn't blaming you, I was assigning you ;) 00:44 johnnyjoy I know everyone is busy, but I just wanted to say that I reworked PR 2912. I tried to incorporate ShadowNinja's upsert SQL to combine insert and update, however it was painfully slow compared to the alternative. I also added support for PostgreSQL 9.5(currently in alpha), which should automatically coming insert and update similar to how it's handled by mysql. Once again, thanks for making the world a more fun place. 00:44 RealBadAngel why in content.cao there are includes in the middle of the file? 00:44 est31 RealBadAngel, where? 00:45 RealBadAngel https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L539 00:45 RealBadAngel line 329 too 00:45 est31 thats ... bad 00:45 est31 includes always at top 00:45 est31 perhaps this should be fixed. 00:46 RealBadAngel pretty confusing 00:50 TBC_x if C++ could throw rock 00:50 TBC_x the networking code would have mountains 00:52 TBC_x or even planets 00:52 TBC_x of rocks 01:13 VanessaE est31: I see you and Tesseract have been chewing on that areastore code. Is it safe to re-add the patch (I forgot to re-apply it after the last updates)? 01:13 est31 VanessaE, lemme see 01:14 VanessaE for that matter, whatever patch(es) the areas mod needs, too 01:14 est31 yes, the problem is that I have to get the areas mod up to date 01:15 est31 Tesseract, any ideas, how can I detect existence of a constructor in lua? 01:16 est31 hrmm leme see 01:23 paramat will push these 3 later game#585 game#586 game#587 01:23 ShadowBot https://github.com/minetest/minetest_game/issues/585 -- Flowers: Add mushrooms to mgv6 by paramat 01:23 ShadowBot https://github.com/minetest/minetest_game/issues/586 -- Stairs: Register acacia wood stair and slab by paramat 01:23 ShadowBot https://github.com/minetest/minetest_game/issues/587 -- Default: Add improved mgv5/mgv7 tree schematics by paramat 01:29 RealBadAngel oke doke, killed that damn bug 01:29 RealBadAngel VanessaE, ^ 01:29 VanessaE ? 01:31 RealBadAngel fixed the lighting issues of attached entities 01:31 VanessaE ah 01:31 RealBadAngel http://pastie.org/10307112 01:31 RealBadAngel made all the children use lighting of the parent 01:31 est31 paramat, I dont know if everybody will like it 01:32 est31 can you wait with 587? 01:32 RealBadAngel est31, are you ok with code in pastie? 01:33 est31 RealBadAngel, is that a diff? 01:33 est31 can you show me a diff 01:34 paramat don't worry it's just ongoing improvements to preliminary schems, the current tree schems are not good 01:34 RealBadAngel est31, pastie replaces this function: https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L986 01:35 est31 so will it make stuff like in kilbith's screenshot, completely changing how trees look like? 01:38 paramat fairly subtle changes 01:39 est31 so only leaves placement? 01:40 paramat erm i'll add description of changes 01:40 RealBadAngel maybe some screenies too? 01:42 paramat oh yes =) 01:45 VanessaE paramat: not directly related to that commit, but I don't see where you're allowing them to spread after mapgen time 01:45 VanessaE plus there's no apparent way to farm them 01:45 paramat as with the initial biome system, improvement will be an ongoing and frequent process, so i need freedom to update frequently and freely, based on feedback froom users 01:46 paramat i mean 'fairly freely' no one commit will be the final form 01:46 paramat tree spread? 01:46 VanessaE mushrooms 01:47 paramat oh 01:47 VanessaE sorry, shoulda been more specific :) 01:48 paramat erm, flower spread was a bad idea anyway, it should have been done with seeds 01:49 VanessaE mushrooms mod in plantlife uses spores 01:49 VanessaE (which can be had by digging dirt) 01:49 paramat mushroom farming could be discussed and added, if really wanted 01:50 paramat don't see it as much needed 01:50 paramat nore and pilzadam just requested mushrooms on mapgen 01:51 VanessaE pilzadam would ;) 01:51 VanessaE (given his name) 01:57 est31 VanessaE, the prs are now in a state to re-apply 01:58 VanessaE links? :) 01:58 VanessaE well to the areas one anyway 01:58 est31 number 13 01:59 RealBadAngel est31, checked that code? 01:59 est31 RealBadAngel, can you make a commit and push it to your local repo on the master branch 01:59 est31 ? 01:59 est31 and then put the link to the commit here? 02:00 RealBadAngel sure 02:01 VanessaE est31: ok, got 'em. 02:03 est31 RealBadAngel, the change is ok except style issues 02:03 RealBadAngel like? 02:04 est31 1. if(li != m_last_light) 02:04 RealBadAngel brackets on ifs? 02:04 est31 that too 02:04 est31 and dont do updateLightNoCheck (light_at_pos); 02:04 est31 method calls without space, if with space 02:05 est31 otherwise, perfect. 02:05 RealBadAngel such things im already changing 02:05 RealBadAngel most of them are from old code, i meant you to check functionality 02:06 est31 so you have fixed them? 02:12 crazyR who runs/maintains http://servers.minetest.net 02:13 est31 sfan 5 does 02:14 RealBadAngel #2949 02:14 ShadowBot https://github.com/minetest/minetest/issues/2949 -- Fix issues with light of attached CAOs by RealBadAngel 02:14 RealBadAngel if i havent messed anything that should be it 02:14 RealBadAngel VanessaE, can you try it? 02:14 VanessaE sure 02:14 RealBadAngel i need to compile it too 02:15 est31 btw its not required to have brackets around if, just if you have them, then they should be on the same line 02:15 crazyR im just wondering, whether there would be any problem in me scraping http://servers.minetest.net/list every ~120 seconds. 02:16 VanessaE crazyR: I thought there was some API access already? 02:16 VanessaE RealBadAngel: does not compile 02:16 VanessaE void GenericCAO::updateLightNoCheck(u8 light_at_pos) 02:16 VanessaE er.. 02:16 VanessaE /home/vanessa/Minetest-related/minetest_core/src/content_cao.cpp:1004:52: error: no ‘void GenericCAO::updateLightNoCheck(irr::u8)’ member function declared in class ‘GenericCAO’ 02:16 est31 RealBadAngel, add it to GenericCAO 02:17 crazyR VanessaE im not sure, in my tests ive just grabbed the json data from http://servers.minetest.net/list and parsed it. but i dont want to end up having my servers blocked if its not allowed 02:17 RealBadAngel i knew i messed something ;) hold on 02:18 RealBadAngel void updateLightNoChek(u8 light_at_pos); 02:18 RealBadAngel lmao 02:22 RealBadAngel VanessaE, est31 updated 02:23 est31 why have you added virtual void updateLightNoCheck(u8 light_at_pos){} into ClientActiveObject? 02:23 VanessaE ok 02:24 RealBadAngel because otherwise i couldnt call it 02:24 RealBadAngel children are ClientActiveObjects 02:24 est31 ah 02:24 est31 ok then 02:24 est31 +1, you can push it 02:24 est31 (if VE reports it works) 02:24 VanessaE I'm still setting up to test :P 02:25 RealBadAngel i hope so, it worked for me 02:26 VanessaE works for me. 02:26 VanessaE +1 02:26 paramat okay screenshot and description added to game#587 02:26 ShadowBot https://github.com/minetest/minetest_game/issues/587 -- Default: Add improved mgv5/mgv7 tree schematics by paramat 02:26 RealBadAngel paramat, can you +1 my pr too? 02:28 est31 RealBadAngel, its a small fix, only needs one +1 02:28 est31 the second person decides 02:28 est31 at least this is consensus I think 02:29 est31 paramat, the apple tree is now much more "flat", no? 02:29 paramat i trust your tests +1 i'm a bit busy 02:30 paramat yes appears flatter due to being at edge of view, actually the same outer dimensions as before 02:31 est31 are you sure? 02:31 paramat very =) 02:32 paramat it has height variation, that one is the shorter one 02:35 paramat remember don't compare to mgv6 trees, these are for mgv5/v7, different designs 02:36 paramat back later 02:49 VanessaE est31: those datastore patches are staged now. should go in at tonight's reboot. 02:57 est31 areastore* 02:58 VanessaE er yeah 02:58 VanessaE that :P 04:09 paramat i'll wait a day for game 587, now pushing game 585 and game 586 04:18 paramat complete! 04:18 VanessaE staged those to my server :) 04:18 VanessaE so if they break, you'll know ;) 04:20 VanessaE bbl 04:20 paramat i will indeed =D 05:03 hmmmm est31, I looked at 2922 05:03 hmmmm looks great overall 05:04 hmmmm don't think I saw any bugs 05:04 est31 nice 05:07 est31 commented on your comments, some need a reply 05:07 hmmmm we're both replying in real time 05:08 est31 is DenyAccessVerCompliant ok too? 05:09 hmmmm yea 05:09 hmmmm 'cause it confused me before you explained it 05:10 hmmmm code written for other people needs to be realllly obvious 05:10 hmmmm @RBA 05:11 est31 yea agreed, I wont be around forever to explain my code, it has to explain itself :) 05:32 hmmmm alright 05:32 hmmmm since that field is a u8 and not strictly a bool, that reconnect field can get changed later on 05:32 hmmmm looks good to me 05:34 est31 can I push 2922? 05:34 hmmmm yeah 05:38 est31 pushed 09:17 yh1986 hi, why sky don't work on android 09:17 yh1986 no sun、moon and stars 10:33 RealBadAngel yh1986, what build are you using? you should fill an issue describing your problem 10:33 RealBadAngel https://github.com/minetest/minetest/issues 10:33 RealBadAngel so devs can solve that 10:45 est31 ok, now I see why kwolekr regarded the minimap updates as wasteful. 10:54 yh1986 Minetest-0.4.12.11-android this 10:55 yh1986 official version also have the issue 10:56 est31 yh1986, what do you mean sky isnt working? 10:56 est31 can you make a screenshot? 11:00 yh1986 sun、moon、and stars can't render success 11:00 yh1986 Sky::render() 11:01 est31 yh1986, screenshots say more than 1000 words 11:02 yh1986 Sky::render() not work on android 11:05 RealBadAngel est31, what do you mean with "wasteful"? 11:05 est31 RealBadAngel, getMinimapNodes is called every time we add a new MapBlockMesh 11:06 est31 and that one scans the whole map 11:06 est31 this generates needless cpu 11:07 RealBadAngel its not quite like that 11:07 RealBadAngel on mesh update you get 16x16x16 scan 11:07 est31 no 11:07 RealBadAngel until this block doesnt change its not triggered anymore 11:07 est31 we call getMinimapNodes 11:08 RealBadAngel yes, on mesh update 11:08 est31 that has xzy loops between 0 and MAP_BLOCKSIZE 11:08 RealBadAngel yes 11:08 est31 and its called on every mesh updat 11:08 est31 e 11:08 RealBadAngel yes 11:09 est31 so there is no 16x16x16 scan at all 11:09 RealBadAngel which happens at worst a few times a second, if you dig in that block 11:09 RealBadAngel its pre-scan 11:09 est31 it happens every time something changes in the block 11:09 RealBadAngel yes, but it one block 11:10 est31 ! 512 ^3 11:10 RealBadAngel the one (or its neighbours) youre fiddling with 11:10 est31 !c 512 ^3 11:10 ShadowBot est31: math calc 11:10 RealBadAngel 16^3 11:10 est31 !c 512 * 512 *512 11:10 ShadowBot est31: math calc 11:10 est31 ~c 512 * 512 *512 11:10 ShadowBot est31: math calc 11:10 est31 either way 11:10 RealBadAngel 512^3 != 16^3 :P 11:10 est31 in the worst case, it scans really 512*512*512 nodes 11:10 RealBadAngel who told you that? 11:11 RealBadAngel hmm? 11:11 est31 I see that in the code 11:11 RealBadAngel you can see it wrong then 11:11 RealBadAngel shall i write a book on the idea? ;) 11:11 RealBadAngel if you were right realtime scanning would never be possible 11:11 est31 ah I see 11:11 est31 thats ok 11:12 RealBadAngel whole scan is circa 8,6kk of nodes 11:12 est31 no problem here then 11:12 RealBadAngel ive counted it 11:12 RealBadAngel but thx to mapblock mesh usage, most of the scan is done once 11:12 RealBadAngel or just on update 11:13 RealBadAngel so in general full scan means 8,6kk / mapblock size 11:13 RealBadAngel and thats doable realtime 11:14 RealBadAngel and even most of the fps drop caused is not by scan itself but texture compositioning each frame 11:15 RealBadAngel i could make it faster by further caching areas but.... 11:15 RealBadAngel we dont have one surface level 11:15 RealBadAngel we are supposed to get multilevel worlds 11:15 RealBadAngel minimap has to stay in touch where the player is 11:16 RealBadAngel fly a bit above, youre in next realm, with another surface 11:16 RealBadAngel or you just have met some structures in the sky 11:17 RealBadAngel current code can handle that 11:21 RealBadAngel est31, also 512 is not max scan dimension, its the max resolution of an image 11:22 RealBadAngel hmmm have messed it up 11:22 RealBadAngel max scan (in term of nodes is 256^3 with an option to reduce it by half) 11:23 est31 getMinimapPixel should work on MinimapMapblocks instead of pixels 11:23 est31 you know, retrieve a whole MinimapMapblock 11:24 est31 then cache that one for the later search 11:24 est31 spares you repeated calls to m_blocks_cache 11:24 RealBadAngel thats a real chalenge 11:24 RealBadAngel thats a place we propably waste most cpu power 11:25 RealBadAngel blocks are well, blocks 11:25 RealBadAngel scan needs to check it node by node 11:25 est31 thats perfectly ok 11:25 RealBadAngel we are wasting time here to conver node pos to block pos 11:26 RealBadAngel thats not the problem on Y 11:26 RealBadAngel x and z are the most consuming 11:26 est31 agreed, that can be spared 11:27 RealBadAngel propably precalculatint starting offset, number of full blocks and end offset would help 11:27 RealBadAngel at least in making highly optimized loops 11:28 RealBadAngel atm i cant see a simple and effective solution in mind yet 11:28 est31 also we should cache the scan result 11:28 est31 unless there is actual change 11:28 RealBadAngel you do scan cache already 11:29 est31 yes 11:29 est31 but that cache only has mapblocks 11:29 kilbith est31: why 2922 is still opened ? 11:29 RealBadAngel but notice that raising a node up can change minimap look 11:29 RealBadAngel no matter what in cache is 11:29 RealBadAngel you are working on pre-processed data 11:30 RealBadAngel also moving in each direction 11:30 est31 kilbith, closed 11:32 RealBadAngel i dont think that double caching there would be of any help 11:32 kilbith RealBadAngel: have you reviewed #2946 ? 11:32 ShadowBot https://github.com/minetest/minetest/issues/2946 -- Fixed minimap memory leak by t0suj4 11:32 est31 kilbith, we are waiting for TBC_x to update the pr to hmmmm's suggestions 11:32 RealBadAngel kilbith, yes, that code is broken. i already told him so and requested to stop on that code 11:33 RealBadAngel radar mode is broken thx to hmm's changes. TBC_x following this direction is makin it even worse 11:33 kilbith well that's not surprising, he confused the mapblocks caching with the minimap leak 11:34 RealBadAngel i was delayed by lighting issues of wielded items, but ive already fixed that 11:34 RealBadAngel now im on minimap back again 11:34 RealBadAngel and im going to shoot down anybody else who will attempt to break it 11:35 est31 how is radar mode broken? 11:35 RealBadAngel go on the surface 11:35 RealBadAngel you should see kinda night vision one 11:36 RealBadAngel all you can see now is whole green area 11:36 est31 yea 11:36 est31 is that thanks to hmm's changes? 11:36 est31 interesting 11:36 RealBadAngel yes 11:36 RealBadAngel remember asking me to fix the squares in radar mode? 11:36 est31 yes 11:37 RealBadAngel i found a solution and make it look like real night vision googles style 11:37 RealBadAngel they broke it 11:38 est31 ok 11:43 kilbith we may need to nuke the rendering dropdown in the settings tab, as sfan5 suggested 11:43 kilbith we lack of place in that confined space 11:44 kilbith perhaps replacing it by more useful settings like viewing_range or mouse options 11:46 RealBadAngel kilbith, an external irrlicht app that will just do settings is the solution 11:46 RealBadAngel you could have there books on settings then ;) 11:47 kilbith it's maybe too technical for the regular users 11:47 RealBadAngel while keeping main game menus simple and compact 11:47 RealBadAngel for those shaders on/off will do 11:48 kilbith moving plants/water/etc. can be merged in one setting already 11:48 RealBadAngel if you wanna dig deeper, launch minetest-config and have fun 11:48 RealBadAngel within shaders lotsa things will change soon 11:49 RealBadAngel and there will be tons of new settings 11:49 kilbith so we maybe need a dedicated formspec for shaders 11:49 RealBadAngel such small windows we are having now are of no use for me 11:49 kilbith [advanced graphics] 11:50 RealBadAngel we are talking about lotsa sliders, dozens of options 11:50 RealBadAngel forget it 11:50 RealBadAngel current layout is not enough 11:51 RealBadAngel once im done with current issues i plan to get merged REAL advanced effects 11:51 kilbith yeah 11:51 kilbith everything is tight as pickles in a jar 11:51 RealBadAngel like shadows, reflections, refractions, postprocessing and all the fun 11:52 kilbith irrlicht dynamic lighting, with sun as real source 11:52 RealBadAngel we do have working tangent space now 11:52 RealBadAngel thats a basis for everything 11:53 RealBadAngel no more faking it, weird tricks to get even most simple effects working 11:53 RealBadAngel now we can just squeeze GPU to get them all 11:54 * kilbith excites 11:54 RealBadAngel relief mapping and how it looks right now is just a begining 11:54 Hunterz kilbith: I dont know player who love edit game config using text editor :P 11:55 kilbith me neither, this is why we try to integrate them in the mainmenu 11:58 Hunterz oki 12:31 RealBadAngel kilbith, Hunterz im not talkin bout text one. im talkin about standalone settings oriented one only 12:32 Hunterz ok 12:33 RealBadAngel with it you wont be limited by number of options 12:33 RealBadAngel it will be a config app 12:33 RealBadAngel also, there wont be any formspecs 12:34 RealBadAngel only native irrlicht GUI elements 12:34 Hunterz Im only tried resolve own issue :) 12:34 RealBadAngel main menu should be a kiss one 12:35 RealBadAngel we, as the team, and the community are forgetting bout it 12:35 RealBadAngel game should be able to run as click n go 12:35 kilbith yeah, fool-proof 12:36 RealBadAngel fool is a bit too strong word 12:37 RealBadAngel just a newcomer. clicked, played, satisfied == will come back 12:37 kilbith the ultimate referrence is still MC 12:37 RealBadAngel i was playin mc, having a workin setup of my fav mods was pain in the ass 12:38 RealBadAngel and im a coder 12:38 kilbith it's not meant to be modded either 12:38 kilbith but the menu is just perfect 12:38 RealBadAngel no wonder there are how-to's for it all around 12:39 RealBadAngel we shall avoid giving a reason to write a how-to 12:39 RealBadAngel we are not the pioneers, we cant afford to be comlicated 12:40 RealBadAngel on the very first problem newcomer will call us shitlike and go back to mc 12:41 RealBadAngel even when its much more complicated there, but well documented 12:42 kilbith because MC in an accomplished game, MT is more a playground for coders 12:42 RealBadAngel it is not a finished project 12:42 RealBadAngel sandbox out of its def will never be 12:43 RealBadAngel you will think one day, heck why im not able to fuck an apple? thats so obvious for me ;) 12:43 RealBadAngel well, its a sandbox, you are supposed to do whatever you want to ;) 12:45 Hunterz BFU player want play game, not study Doc iho 12:45 Hunterz imho 12:48 Hunterz As server owner there are lots of missing features for me: server console, privilege groups, chat prefixes depend groups, lua mysql support, multi world support... etc... 12:51 RealBadAngel Hunterz, notice we do start talkin about very game oriented settings 12:52 RealBadAngel that each game would want to have defaulted 12:52 Hunterz sorry 12:52 RealBadAngel thats a quantum leap forward imho 12:54 RealBadAngel Hunterz, ofc you are now defining general features missing 12:54 RealBadAngel sooner or later we will get them all 12:54 RealBadAngel wonder what devs will do then 12:55 RealBadAngel will community fund us at least a weeken on Mallorca? ;) 14:31 TBC_x RBA, I would really appreciate if you would stop blaming me that I broke your radar code 16:46 TBC_x who was messing with wieldmesh lately? 16:47 TBC_x whoever did it, he did a poor job 16:48 TBC_x the code was not leaking there a couple of commits ago 18:17 est31 TBC_x, RBA "messed" with it 18:17 est31 he fixed a bug 18:18 est31 that was the original intention 18:18 TBC_x oh, cmon 18:18 est31 but he also added a shader 18:18 TBC_x I've noticed 3D stick 18:18 est31 ? 18:18 TBC_x if that was the shader 18:18 est31 you mean extrusion? 18:19 est31 it was there before that 18:19 TBC_x yeah, that leaky freak 18:19 est31 no, extrusion in this context means creating a 3d shape from a 2d image 18:20 est31 perhaps you have ideas to fix? 18:20 est31 also, which tools do you use to determine the leaks? 18:20 TBC_x -fsanitizer=address -fsanitizer=undefined 18:20 est31 thanks 18:21 TBC_x in gcc 18:21 TBC_x gcc version 5.1.0 (GCC) 18:21 est31 can you make a bisect to be really sure? 18:21 TBC_x define bisect 18:21 est31 git bisect 18:21 TBC_x oh, I don't know that command 18:23 Krock a git GUI can be useful in this case 18:23 TBC_x well... I know that the leak was not there before I rebased to d569c91f 18:23 TBC_x I am doing final tests on the minimap leak patch 18:24 est31 thats a start 18:24 est31 also I think RealBadAngel blamed hmmmm to break the minimap not you 18:25 TBC_x the game loop needs IMO heavy refactoring 18:25 VanessaE [07-23 07:22] hmmm have messed it up 18:26 TBC_x before I moved on to minetest I was developing entity-component system in C 18:27 TBC_x but i abandoned it because i skipped the first step -> prototyping in interpreted language 18:32 TBC_x though, radar mode quadruples my drawtime 18:32 TBC_x but i shouldn't jum into conlusions with -O0 18:33 TBC_x s/jum/jump/ 18:35 VanessaE weird. 18:35 VanessaE the minimap (any mode) doesn't have a noticeable effect on my fps/drawtime 18:36 VanessaE but then again my machine performs totally sub-par compared to others 18:36 TBC_x what graphics card do you have? 18:36 VanessaE AMD R9 280X. 18:37 TBC_x 00:02.0 VGA compatible controller: Intel Corporation Mobile GM965/GL960 Integrat 18:37 TBC_x ed Graphics Controller (primary) (rev 03) 18:37 TBC_x whoops, line wrapper 18:37 VanessaE ah 18:39 VanessaE maybe it's time to rip the whole rendering pipeline apart and rewrite it :P 18:39 TBC_x got leak in src/util/srp.cpp:810 if anyone wants to take it apart 18:40 VanessaE there's just no legit reason why a single tile floating over the rest of the display should be any slower than, say, adding another isolated node to the scene. 18:40 TBC_x maybe the reason is -O0 18:41 VanessaE I wouldn't think so, really 18:42 TBC_x btw what's up with *NoEx methods? 18:42 VanessaE no idea 18:42 TBC_x shouldn't that get cleaned up? 18:44 TBC_x and i hate MinimapMapblock name 18:44 RealBadAngel lol 18:44 TBC_x i never spell it right the first time 18:45 RealBadAngel me neither ;) 18:45 TBC_x then cut the extra map 18:46 RealBadAngel its derrived from the place where its created 18:47 RealBadAngel i could call it propably "pre-scan data" or something like that, but mapblock mesh and its thread suggested something similiar 18:48 TBC_x MinimapBlock would suffice 18:48 TBC_x or MinimapTile 18:49 RealBadAngel btw, i started to analyze how often its being called 18:49 TBC_x good thing 18:49 TBC_x for me unnecessarily too often 18:49 RealBadAngel and i found out that moving all the toys outta there will be the best idea ever 18:49 TBC_x just wanted to put up this suggestion 18:50 RealBadAngel i figured out why duplicated entries are being deleted from update queue 18:50 TBC_x why? 18:50 RealBadAngel queue is actually flooded with refresh requests 18:51 RealBadAngel loading a block means 7 updates, main + 6ddir 18:51 TBC_x would be better to reduce the amount of updates in the beginning 18:52 TBC_x unless it would break something 18:52 RealBadAngel no can do colonel, addUpdateMeshTaskWithEdge 18:52 RealBadAngel meshes can change if neigbour ones are changing 18:53 RealBadAngel theyre not static 18:53 RealBadAngel also digging triggers the update a few times 18:54 RealBadAngel best solution is to get the toys outa here and run as fast as possible 18:54 TBC_x I think we should find a way to show cracks without touching the mesh 18:54 RealBadAngel i already tried 18:54 TBC_x and? 18:54 RealBadAngel dont even try to do that 18:55 TBC_x what happens? 18:55 RealBadAngel fanatics of the cracks religion will hunt you down 18:55 TBC_x haha 18:55 RealBadAngel i tried to replace cracks with highlighting animations and some particles already 18:56 TBC_x sounds dumb 18:56 Calinou cracks are still useful, we shall keep them 18:56 RealBadAngel see? they started it already ;) 18:56 jin_xi you fool 18:56 RealBadAngel better hide ;) 18:56 TBC_x I had in mind drawing the crack animation over the block being dug 18:57 RealBadAngel no can do 18:57 RealBadAngel it works for whole blocks 18:57 Calinou that'd double the polycount for any mesh 18:57 RealBadAngel but you will fail on plantlike for example 18:58 TBC_x plantlikes don't have their own meshes? 18:58 RealBadAngel plantlike are just 2 planes 18:58 RealBadAngel to make cracks with outer mesh you shall have it double 18:58 TBC_x apparently I haven't wrapped my head around mesh concept 18:59 RealBadAngel a plane before one plant plane, one behin it 18:59 RealBadAngel and the same for another one 18:59 TBC_x does the block highlight box update the mesh? 19:00 RealBadAngel yup, but thats already coded and moved to separate scene node 19:00 RealBadAngel so highlighting needs to call mesh update thread only once and only for single mesh 19:00 TBC_x so the minimap mesh is updated every time i highlight another node? 19:01 RealBadAngel after receiving the mesh it pisses on it 19:01 jin_xi taking a leak 19:01 * jin_xi hides 19:02 RealBadAngel TBC_x, its not as bad 19:02 TBC_x depends 19:02 RealBadAngel digging whole node causes 5-6 mesh updates to the block 19:02 RealBadAngel just put some dstream <<"Here!" into the code and you will see 19:03 TBC_x so dstream 19:03 TBC_x someone suggested errorstream to me 19:03 RealBadAngel errorstream slows it even more, because it writes to the screen 19:03 VanessaE you take away my cracks animation and I take an admin pick to your ass :) 19:04 RealBadAngel not only the console 19:04 TBC_x who was talking about taking away cracks? 19:04 RealBadAngel dstream is safer 19:04 RealBadAngel TBC_x, lemme find a vid on that 19:04 VanessaE I'm just a little behind, TBC :P 19:04 TBC_x vid on what? 19:06 RealBadAngel https://www.youtube.com/watch?v=wjG1bUBFPB0 19:06 TBC_x I suggest to compile at least with -fsanitizer=leak before anyone pushes their changes 19:07 TBC_x oh, that weird animation 19:08 TBC_x I think i saw it somewhere already 19:10 RealBadAngel https://www.youtube.com/watch?v=hGv6k3-2D3s 19:10 RealBadAngel i just reminded myself that 19:10 RealBadAngel that has to be done sooner or later 19:11 RealBadAngel but for that we would need VBO running 19:11 RealBadAngel its too costly 19:11 VanessaE imagine that ^^^^ extruded video, but with HDX torches. 19:11 paramat hi nore, sfan5, please can i push game#587 later? 19:11 ShadowBot https://github.com/minetest/minetest_game/issues/587 -- Default: Add improved mgv5/mgv7 tree schematics by paramat 19:11 VanessaE talk about mesh abuse :P 19:11 RealBadAngel paramat, +1 19:11 VanessaE paramat: wait, I wanted to say, 19:12 VanessaE paramat: I think the pines would look better if you could round them off a bit, as seen from above 19:12 paramat yes, i can reduce the probability of the corner nodes 19:12 RealBadAngel VanessaE, there are different kind of pines 19:12 RealBadAngel he could follow more trees one too 19:13 VanessaE RealBadAngel: yeah, and no pine I've ever seen has a square appearance from above ;) 19:13 VanessaE paramat: ok. 19:13 TBC_x why mods can't define their own drawtypes anyway? 19:13 RealBadAngel TBC_x, do you actually examined what a drawtype means for the engine? 19:13 paramat it's deliberately a bit squarish and naive to be similar to mgv6 pines 19:14 TBC_x i did not, so I am asking 19:14 RealBadAngel content_mapblock.cpp 19:14 VanessaE paramat: oh wait, I was thinking of the mgv6 pines. 19:14 RealBadAngel and dont ask again if mods can do that ;) 19:15 RealBadAngel only engine level mods - patches to the code are able to do such gimmicks ;) 19:16 paramat well anyway i checked my schematic code, the pine needs a little work anyway, and the corners do need less probability, so i'll update 19:16 RealBadAngel paramat, you can tweak the schematics later on based on feedback 19:17 RealBadAngel dont even try to have best possible one with the initial commit 19:21 RealBadAngel TBC_x, btw, https://www.youtube.com/watch?v=2x6w0wspmPo 19:22 RealBadAngel and https://www.youtube.com/watch?v=hubBBzh_190 19:22 RealBadAngel these were faulty before, no tangent space aviable 19:23 VanessaE bah, we have other more important things to work on 19:23 RealBadAngel VanessaE, i know, thats why i do wait with those for next stable 19:23 RealBadAngel after that we will have water with reflections 19:25 RealBadAngel adding new shaders is now dumb easy, tangent space is here 19:25 RealBadAngel i just have to add double buffering and rendering passes 19:28 RealBadAngel mt will be able to use most advanced rendering thingies out there 19:28 VanessaE > wants to use super-advanced rendering 19:28 RealBadAngel nearly out the box 19:28 VanessaE > engine stuck in single-threaded GPU access 19:29 RealBadAngel oh cmon, remember first games for c64 or zx spectrum? 19:29 VanessaE of course. 19:29 RealBadAngel now remind yourself the last titles 19:30 RealBadAngel hardware was not changing 19:30 TBC_x suddendly everything is shit compared to lava 19:30 RealBadAngel TBC_x, btw, that texture is 16px ;) 19:31 TBC_x ikr 19:31 RealBadAngel rest is done with math 19:31 TBC_x when I saw that texture for the first time, it was the most shitty texture in the entire game 19:32 TBC_x apart from grass with dirt in mt 3.x 19:32 RealBadAngel water is even worse, theres no texture for it at all ;) 19:32 TBC_x how many AA passes the lava has? unless it uses something else 19:33 TBC_x I am very unfamiliar with computer graphics unfortunately 19:33 RealBadAngel its single pass 19:33 TBC_x hard to believe it is 16x16 19:34 RealBadAngel adding some bumpmapping makes it look like its more detailed 19:34 RealBadAngel same effect as im using now with relief 19:34 TBC_x try to put arbitrary texture to lava and see how it looks 19:35 TBC_x just 4 fun 19:35 RealBadAngel there are some examples uploaded already 19:35 RealBadAngel hard to say which one is better, 16px or 512px 19:36 RealBadAngel https://www.youtube.com/watch?v=v52f-1YsSAM 19:36 TBC_x this one looks kinda awful 19:37 RealBadAngel https://www.youtube.com/watch?v=3-o1mGWp1A0 19:37 RealBadAngel ^^ 512px 19:40 RealBadAngel https://www.youtube.com/watch?v=vF9FZx2f8Uw 19:40 TBC_x the 16px one looks better IMHO 19:40 RealBadAngel on the last one you can see 2 textures at the same time (upper left corner is simple 16px without bumpmapping) 19:40 RealBadAngel rest is 256px with normalmap 19:57 RealBadAngel anyway, those are for the future, now we have more important things to do 20:07 TBC_x I'll try to add mutex to irr::IReferenceCounted and try to not lock up 20:07 TBC_x that reference counting bugs are bugging me 20:09 TBC_x hmm 20:09 TBC_x or just ignore that indirect leak 20:09 kilbith sorry to say but since latest RBA's commit for shaders on wieldhand, one face is "noised" with lotsa of white-pixels (amost unoticeable) : https://lut.im/BinxM4Kl/rRIBCNQW 20:10 kilbith *almost 20:11 RealBadAngel pixels were here 20:11 kilbith absolutely not 20:11 RealBadAngel wanna bet? ;) 20:11 kilbith i have a good memory 20:11 RealBadAngel shading made it just more visible 20:11 paramat the dots are on the edges of the pixels in the hand texture 20:12 RealBadAngel theyre on edges of a mesh 20:12 kilbith paramat: not on the edges, and they're random 20:12 RealBadAngel theyre not random 20:12 kilbith they cover the whole face, you dont see ? 20:12 RealBadAngel mesh is made out of small cubes 20:13 RealBadAngel cubes are next to each other 20:13 kilbith ah, ok - so whether i'm a fuckin liar or i have hallucination 20:13 kilbith thanks RBA 20:13 RealBadAngel effect is the same killbith 20:13 RealBadAngel but the reason is different 20:13 kilbith do you see the white pixel on the left face ?? 20:13 RealBadAngel we need fine tuned mesh for wielded 20:14 paramat vertically random yes, but they run along 5 equally-spaced vertical lines that separate the 6 columns of pixels 20:14 kilbith ... 20:14 kilbith you just don't see it 20:14 kilbith i'm not talking about straight lined pixels 20:15 kilbith there are pixels covering randomly the left face while i walk 20:15 RealBadAngel kilbith, you just see a plain had texture. i can see 32x32 small CUBES with that texture mapped bit by bit on those 20:15 RealBadAngel connection between those cubes makes those artifacts 20:15 RealBadAngel *hand 20:16 paramat okay i'll check in-game, this is shaders off i guess 20:16 RealBadAngel that is not shaders dependent 20:16 RealBadAngel shaders thx to bumpmapping can make it more visible just 20:17 kilbith https://lut.im/VFysYTKr/6eIFQorG 20:17 kilbith you see better ? 20:17 RealBadAngel ofc i can see it 20:17 kilbith they are ramdomly spread while i walk 20:18 kilbith i swear there was not that before 20:18 RealBadAngel irrlicht rendering accuracy 20:18 VanessaE kilbith: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot_2015-07-19_06-06-32.png 20:18 VanessaE (better example) 20:18 kilbith yes, maybe same problem 20:18 VanessaE I wonder if it's related to bug that causes thousands of small "holes" in the mesh? 20:19 RealBadAngel i can make it smaller, less visible by making mesh having more cubes 20:19 RealBadAngel but at the price of speed 20:20 RealBadAngel wieldmesh.cpp line 37 20:20 RealBadAngel #define MIN_EXTRUSION_MESH_RESOLUTION 16 20:21 RealBadAngel change here 16 to lets say 256 20:21 RealBadAngel and recompile 20:21 RealBadAngel your dots shall be gone 20:22 RealBadAngel btw, i dont have such dots here. somehow its depending on video driver too 20:22 RealBadAngel propably depending on floating point accuracy when rendering 20:22 kilbith that's possible too 20:25 RealBadAngel i wonder if setting 512x just for hand, upscaling then a texture to fit the mesh would do the trick 20:25 RealBadAngel ofc with upscaled texture i could apply the filters 20:25 VanessaE bit of a brute-force way to go about it, isn't it? 20:26 kilbith well that's just cosmetic anywats 20:27 RealBadAngel cosmetic or not, but a bug 20:27 TBC_x It's not that annoying 20:27 TBC_x at night 20:27 RealBadAngel yet we dont have a working replacement for it 20:28 TBC_x make night permanent 20:28 TBC_x problem solved :) 20:28 RealBadAngel lol 20:28 TBC_x next 20:28 RealBadAngel i know the better solution 20:28 RealBadAngel geometry shaders 20:28 kilbith that's more important bug : https://github.com/minetest/minetest/issues/2350 20:28 kilbith (for the wieldhand that is) 20:28 RealBadAngel emit vertex and copy the pixels 20:29 RealBadAngel but thats for shaders only 20:30 VanessaE you know, when I look at that hand and bucket, something comes to mind: I know minetest (or irrlicht?) can't properly deal with ngons that are concave - it tries to "fill-in" the space with additional triangles (or just re-maps what it has)./ 20:30 VanessaE those images look like exactly the same effect 20:30 VanessaE kahrl: ^^^ 20:32 kilbith VanessaE: on Windows this happens on everything that's wielded 20:32 kilbith on linux it's ok 20:33 kilbith so the determining factor may be the drivers used 20:35 RealBadAngel i havent said that. hmmm would kill me for that ;) 20:35 RealBadAngel lol 20:41 TBC_x ok, #2946 is waiting for jenkins and friends 20:41 ShadowBot https://github.com/minetest/minetest/issues/2946 -- Fixed minimap memory leak by t0suj4 20:52 TBC_x anyone have any objections to the pr? 20:58 RealBadAngel TBC_x, in fact you can push it to cover the leaks. what im coding for minimap is gonna take me a week or more even 20:58 TBC_x it's sitting there 20:58 TBC_x not gonna do any modifications 20:58 TBC_x recompiling irrlicht & mt 20:59 RealBadAngel i will move minimap outta mapblock mesh anyway 20:59 RealBadAngel updates will be triggered the same place, but threads will be separated 21:01 TBC_x I've noticed that server is sending mapblocks before the mapgen lands finishing touches 21:08 TBC_x It is unbelievable how swift is my compiling without address/undefined sanitizers 21:09 TBC_x s/my/mt/ 21:16 hmmmm so does this mean the minimap is going to finally get cleaned up? 21:20 TBC_x I still can't find out how the refcouting is failing 21:23 TBC_x wow, such harsh words 21:27 RealBadAngel hmmm, ^^ 21:27 kilbith you missed one 'm' 21:28 RealBadAngel to get something better you have to get it in first and got it tested by more users 21:28 RealBadAngel thats is the meaning of "development branch" 21:30 RealBadAngel also nobody has ever wrote a piece of code that was perfect from the very begining 21:33 hmmmm thank goodness 21:34 hmmmm RealBadAngel, I am glad that you're working on improving it 21:37 RealBadAngel hmmmm, also idk if you have read all the logs. i have to admit you were right that mapblock_mesh is not a proper place for minimap calls. its called way to often 21:38 hmmmm not only that, but did you profile the amount of time the scanning takes? 21:38 hmmmm meshmaking takes about ~500us, the scan takes ~130us 21:38 RealBadAngel its not the complete scan, its just cache data feed 21:38 hmmmm that's a 25% increase 21:39 hmmmm I know, the initial scan 21:39 hmmmm this means 21:39 RealBadAngel main place i WANT improved code is getPixel 21:39 RealBadAngel translations between block coords and node's takes way too much 21:40 RealBadAngel its being made 256x256 times 21:40 hmmmm if the original scan took 450-500 us and the new one takes 600-650 us, that's a 25% performance hit on meshmaking throughput 21:40 hmmmm ideally there'd be only one scan 21:41 hmmmm no scan once, then cache in a 3d position, then scan again 21:41 RealBadAngel i tried to limit it 21:41 hmmmm why does it need to be cached in a 3d space if it's only 2d? 21:41 RealBadAngel but results are deleted in a queue 21:41 hmmmm (i realize you do this for caves and stuff, but there is a more clever algorithm) 21:41 RealBadAngel look, theres main problem with mesh making 21:41 hmmmm it's called too often 21:41 hmmmm yes I get that 21:41 RealBadAngel when block arrives it triggering an update 21:42 RealBadAngel but not only for itself 21:42 RealBadAngel but with edges 21:42 RealBadAngel each one of them is causing 7 updates 21:42 RealBadAngel thats a shitload 21:42 TBC_x is that because of lightning? 21:43 hmmmm literally anything 21:43 hmmmm the cursor moving to a new block 21:43 hmmmm a crack being formed in the current block 21:43 RealBadAngel textures connecting, backface culling, lighting, liquids spread 21:43 hmmmm a change in lighting 21:43 hmmmm instead of talking about it we could be fixing it 21:43 hmmmm i'm not going to babble on about this. later 21:44 TBC_x is lock order inversion a good thing? 21:44 RealBadAngel hmmm to get it fixed we have to move out of it literally everything 21:44 RealBadAngel cracks, animations, highlighting 21:44 hmmmm right 21:44 RealBadAngel only pure mesh shall stay here 21:44 hmmmm TBC_x: does that happen somewhere? 21:44 hmmmm it's not a good thing, but it's not necessarily bad 21:45 TBC_x somewhere in createOpenALSoundManager 21:46 TBC_x hmm 21:46 TBC_x it happens in glib 21:46 TBC_x If I am interpreting the results correctly 21:47 hmmmm we don't use glib and i don't think OpenAL does either 21:47 hmmmm i don't think we have any dependency on glib for that matter 21:50 TBC_x #1 g_static_rec_mutex_lock #2 createOpenALSoundManager 21:51 TBC_x #3 GUIEngine::GUIEngine 21:52 TBC_x so far it looks like false alarm 21:52 hmmmm i dunno man 21:52 hmmmm http://www.freshports.org/audio/openal-soft 21:52 hmmmm the only dependency it seems to have is devel/cmake 21:53 TBC_x have to dig in 21:54 hmmmm % pkg info -d openal-soft-1.16.0_2 21:54 hmmmm openal-soft-1.16.0_2: 21:54 hmmmm could it be that your openal was compiled with pulseaudio support 21:55 TBC_x yeah 21:55 TBC_x that's probably the case 21:55 TBC_x let's ignore that 21:57 RealBadAngel speakin of which, there was an issue somwhere? pr? positional audio 21:58 RealBadAngel mumble 21:59 Calinou yes, there's an issue on Mumble positional audio support 21:59 RealBadAngel it seems damn easy to add 21:59 kilbith i remember you wanted to integrate mumble in-game, RBA 22:06 RealBadAngel https://www.youtube.com/watch?v=CHMjBPUmGZk 22:06 RealBadAngel theres a vid on mc using mumble 22:07 RealBadAngel whats nice in mumble it needs only a pos 22:07 RealBadAngel what reminded me of mumble: request on get player velocity 22:08 RealBadAngel if player is falling down he can start to scream 22:08 RealBadAngel if you are using mumble you can hear scream incoming 22:08 RealBadAngel just before the splash ;) 22:14 TBC_x can I enable sw rendering? 22:15 TBC_x for irrlicht 22:15 TBC_x I mean, is it supported? 22:16 RealBadAngel dont even try it 22:16 RealBadAngel its a joke 22:17 TBC_x well... better than GL_OUT_OF_MEMORY 22:18 paramat sfan5 pinetree updated, i'll push game#587 soon 22:18 ShadowBot https://github.com/minetest/minetest_game/issues/587 -- Default: Add improved mgv5/mgv7 tree schematics by paramat 22:20 RealBadAngel TBC_x, opengl is a standard. we shall think on makin it default and only way to display things 22:21 RealBadAngel 2.1 is nine years old 22:21 RealBadAngel and its enough to make sure most basic shaders will work 22:21 RealBadAngel ie lighting stuff, fog and even bumpmapping 22:22 RealBadAngel we shall drop everything else imho 22:22 kilbith sfan5 wants that too 22:23 RealBadAngel nowadays if a device is not able to use opengl it usually means its a microvave or a washin machine 22:23 RealBadAngel but thats not for sure, some models can have support for it ;) 22:24 RealBadAngel ive already saw a watch running minetest 22:24 TBC_x rofl 22:24 kilbith https://www.youtube.com/watch?v=6MItj9AJbP4 22:26 Calinou +1 for dropping everything non-OpenGL/GL ES 22:27 Calinou software rendering is plain obsolete, and Direct3D is broken 22:27 RealBadAngel having shaders (basic version) a default have some more pluses 22:28 RealBadAngel final color blend for whole the scene 22:28 TBC_x that's ridicilous 22:28 RealBadAngel keeping animated textures in sync 22:28 RealBadAngel TBC_x, its not 22:28 Calinou we could have mandatory shaders 22:28 RealBadAngel shaders are invented more than 10 yrs ago 22:28 Calinou that means we can deprecate the fixed-function pipeline 22:28 TBC_x was talking about the watch 22:29 RealBadAngel lol 22:29 Calinou Sauerbraten and Red Eclipse dropped fixed-function recently 22:29 Calinou however we must make sure the shaders run on Android 22:29 RealBadAngel Calinou, i can do that 22:29 TBC_x and on watch 22:29 TBC_x :) 22:29 RealBadAngel if i do keep it on 2.1 level it can work 22:29 Calinou however the legacy crowd will whine :( 22:29 TBC_x they get software rendering, somehow 22:29 Calinou I can't think of anyone whose device doesn't support shaders here 22:30 RealBadAngel even that intel 945g is able to run 2.1 22:30 RealBadAngel so we are secure 22:30 Calinou requiring 2.1 sounds OK, it's what Sauerbraten/Red Eclipse do 22:30 Calinou even Minecraft's doing it now 22:30 RealBadAngel i wanted to split shaders into three groups 22:31 RealBadAngel basic -- only lightighin, fog and waving 22:31 Calinou we could have a shader-based fog 22:31 RealBadAngel lite - above + bumpmapping and autogen 22:31 Calinou so that it wraps nicely around the player, and can be volumetric 22:31 RealBadAngel full - relief mapping and whatever we can imagine 22:32 kilbith s/lite/normal 22:32 TBC_x So how do I get software rendering going? 22:32 RealBadAngel you really want to see that horror? 22:33 TBC_x I don't care as long as I don't get segfaults 22:33 RealBadAngel im afraid if you will be able to sleep again after experiencin it 22:34 RealBadAngel i cant take such responsibility 22:34 TBC_x tsan is quite picky 22:34 TBC_x and it won't allow opengl 22:36 RealBadAngel we dont need anything other than GL/GL ES 22:37 RealBadAngel DX is platform specific and thus unreliable 22:37 RealBadAngel theres simply no other option 22:37 RealBadAngel software rendering is also a mistake 22:38 RealBadAngel see how lighting works when being care by cpu not the shaders per pixel 22:39 TBC_x I don't care, I want sw rendering 22:42 RealBadAngel excuse me asking, are you a masochist? ;) 22:43 TBC_x whatever 22:43 TBC_x just tell me how 22:43 TBC_x I won't be looking at it 22:43 TBC_x I promise 22:44 RealBadAngel just visit settings tab and choose a renderer 22:44 RealBadAngel then restart mt 22:45 kilbith TBC_x: rtfm : https://github.com/minetest/minetest/blob/master/minetest.conf.example#L127-L129 22:45 RealBadAngel i just did that. omfg 22:45 RealBadAngel bloody hell 22:45 RealBadAngel TBC_x, apage satanas :P 22:47 TBC_x Damn... expected It would be better hidden away 22:47 TBC_x not in a settings menu 22:47 RealBadAngel rotfl 22:47 RealBadAngel i was against putting it there 22:48 RealBadAngel its plain dumb 22:48 kilbith so RBA, 1) take off that dropdown 2) add a dropdown for shaders 22:49 kilbith lot of place gained 22:49 RealBadAngel kilbith, an external app based on mt and irr is a good idea 22:50 RealBadAngel you dont have to run it too often 22:50 kilbith that's a long term goal 22:50 RealBadAngel propably once or twice to get your game fine tuned 22:50 RealBadAngel after that all you need is an nice screen and go button 22:51 RealBadAngel with MUSIC ofc and for christ sake too ;) 22:52 RealBadAngel since im former demoscene coder i think i will write one day a thing that will replace that ugly shit we can all see launching the game 22:54 RealBadAngel one of the greatest composers for demoscene granted us the rights to use his music for our project too 22:55 RealBadAngel we are just constantly shooting our feets imho 22:56 RealBadAngel https://www.youtube.com/watch?v=cjHNPzv9sGY 22:57 kilbith 173 KB for 4.25, that's pretty well compressed 22:57 kilbith *4:25 22:57 RealBadAngel soundtracker 22:58 RealBadAngel i wrote an implementation of it for z80 and A/D made out of bunch of resistors ;) 22:59 RealBadAngel i mean D/A ofc 23:00 TBC_x oh 23:01 kilbith talking about MT on ridiculous devices.. 23:01 kilbith even better : https://www.youtube.com/watch?v=4WKOFg0vCwc 23:02 RealBadAngel lol i saw i already 23:02 RealBadAngel flawless 23:02 RealBadAngel thats what i admire the most 23:02 paramat an external app is bad because it is external, MT launch is not 'ugly shit', you're getting carried away with your ideas again and trying to put down MT 23:03 RealBadAngel paramat, what we do have is neither simple, nice or easy to maintain 23:03 RealBadAngel theres no place for basic settings 23:03 paramat sure it can be improved 23:04 RealBadAngel and looks like done 15 yrs ago 23:04 RealBadAngel wake up 23:04 RealBadAngel its 21st century 23:04 paramat retro/8 bit is cool, and MTs character 23:04 RealBadAngel youre making a video GAME 23:04 kilbith it's not terasology either 23:04 RealBadAngel ofc not 23:05 RealBadAngel terasology is quite nice but went wrong direction 23:05 kilbith it's a fuckin gas industry 23:05 RealBadAngel java? blurp 23:05 TBC_x Just kick the user right into the 'menu' world 23:06 RealBadAngel i will just shut up and code nice, up to the current century count menu 23:06 RealBadAngel before finishing i wont show you anythin 23:08 RealBadAngel i do know still artists from the demoscene 23:08 RealBadAngel most of them are still in the business 23:09 RealBadAngel i was suprised lately that guy that wrote music scores for my 8 bit game, wrote a music for polish president reelection campaign 23:16 RealBadAngel anyway, i will just do it 23:26 TBC_x whoops 23:26 TBC_x I looked at it 23:48 TBC_x client http://sprunge.us/cdFP 23:48 TBC_x server http://sprunge.us/FWIB 23:49 TBC_x also, there are some false positives 23:50 TBC_x mostly when it is somewhere around #0 JThread::TheThread 23:50 TBC_x due to a spinlock 23:56 paramat now pushing game 587 23:58 est31 RealBadAngel, the problem with menu music is that minetest is a sanbox game. We have to find a generic enough piece which isnt shit :) 23:59 est31 but the mercury rain piece is better imo than that medieval styled piece from your pr 23:59 est31 only personal opinion 23:59 est31 also, perhaps we should have "extended settings" menu, reachable by button from settings tab.