Time |
Nick |
Message |
00:11 |
hmmmm |
oh, sorry |
00:11 |
TBC_x |
better move the tests from src and make them invokable with make |
00:12 |
est31 |
? |
00:12 |
hmmmm |
I didn't realize that didn't get fixed yet |
00:12 |
est31 |
hmmmm? |
00:12 |
hmmmm |
okay, disregard that comment then |
00:12 |
est31 |
ok |
00:13 |
hmmmm |
i'll fix it with typeof() or something later on |
00:13 |
est31 |
about the map.insert thing |
00:13 |
est31 |
its changed now, when you fix it make sure to catch my code too |
00:14 |
est31 |
so map.insert should work in theory, but do I see it right, I have to create an empty value= |
00:14 |
est31 |
? |
00:14 |
est31 |
I have no idea how to do that in the template generic waay |
00:15 |
hmmmm |
V()? |
00:15 |
hmmmm |
whenever you reference std::map::operator[] it does the same thing |
00:15 |
est31 |
well, only on cache misses |
00:16 |
est31 |
thats a new and delete every cache lookup, no? |
00:16 |
hmmmm |
what do you mean |
00:17 |
est31 |
well, V() calls new somewhere, even if its on the stack, no? |
00:18 |
hmmmm |
V() calls new if it calls new |
00:18 |
hmmmm |
so if V were std::string then yeah it'd call new |
00:18 |
hmmmm |
if V were int, or maybe a pointer to something, then not so much |
00:23 |
hmmmm |
mmm looking at it closer, it's creating a default instance of V right now |
00:24 |
est31 |
but only at cache miss |
00:24 |
hmmmm |
right |
00:24 |
est31 |
with your proposal it would create one always |
00:24 |
est31 |
even if succeed |
00:25 |
hmmmm |
yeah i dunno |
00:26 |
hmmmm |
I guess it's fine the way it is |
00:26 |
hmmmm |
just a minor performance tradeoff in either case |
00:27 |
est31 |
yea |
00:28 |
est31 |
all because a missing function in std c++ that would do the job |
00:54 |
est31 |
hrmm some regression here |
00:58 |
est31 |
well will have to find out the cause of unexplained sigsevs for https://github.com/est31/minetest/commit/a27fea5632cd6261957fa6821823059ac10041da |
00:58 |
est31 |
later |
00:58 |
est31 |
im gone now |
01:29 |
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02:14 |
hmmmm |
est31: could it be because str is being allocated with malloc rather than new[]? |
02:41 |
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02:51 |
cornernote |
every day i get a server crash, with the same error - https://github.com/minetest/minetest/issues/2958 |
02:51 |
cornernote |
inventory.cpp:629: InventoryList::getItem: Assertion 'i < m_size' failed. |
02:52 |
cornernote |
could it be because i am deleting bones via an abm ? |
02:53 |
cornernote |
player dies, tries to put inv into bones, but then bones is removed during process |
02:54 |
cornernote |
i'll try remove them with minetest.after timeout |
03:06 |
hmmmm |
maybe you could catch the crash under gdb? |
03:09 |
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03:34 |
cornernote |
hmmmm, im not sure what that means, but i'd be happy to provide more info if you can show me how |
03:35 |
hmmmm |
do you know what gdb is? |
03:35 |
cornernote |
no |
03:35 |
hmmmm |
are you using windows? |
03:35 |
cornernote |
yes |
03:35 |
hmmmm |
ahh |
03:35 |
cornernote |
i can run it on linux too |
03:36 |
hmmmm |
that's not necessary |
03:36 |
hmmmm |
do you happen to see a file in your minetest folder called minetest.dmp? |
03:36 |
cornernote |
no |
03:37 |
cornernote |
i searched all subfolders, nothing with that filename |
03:37 |
hmmmm |
ahh okay, nevermind then |
03:37 |
hmmmm |
thank you for looking |
03:37 |
cornernote |
assuming it is because of removing bones... |
03:37 |
cornernote |
is the error a bug in the engine, or should i not remove bones the way i was ? |
03:38 |
hmmmm |
no, that sort of issue you're seeing should never happen, it is an issue we are concerned about |
03:38 |
hmmmm |
hey, are you running a Debug version of minetest? |
03:39 |
cornernote |
no, just the 64bit download from the site |
03:39 |
hmmmm |
i see |
03:39 |
cornernote |
0.4.12 win64 |
03:39 |
hmmmm |
is it the MinGW build? |
03:40 |
cornernote |
no |
03:40 |
hmmmm |
i think this issue may have already been fixed |
03:41 |
cornernote |
ah-ha... ok, i should probably be running dev-master if i am going to be reporting issues |
03:46 |
hmmmm |
yes, would you mind building and running the most recent version under Linux? |
03:46 |
hmmmm |
i'll give you further instructions on what to do when that is complete |
03:50 |
cornernote |
ok, but i cant recreate the error on demand... have to wait until it happens on its own |
03:50 |
hmmmm |
well you mentioned it happens about once per day, right? |
03:50 |
hmmmm |
that should be good enough |
03:50 |
cornernote |
yes, every day i leave the server on overnight it happens |
03:51 |
cornernote |
3 days in a row |
03:51 |
cornernote |
which is about as long as i've run the server |
04:21 |
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12:00 |
wingless |
Is there a reason minetest isn't rebranded and put on steam? |
12:02 |
VanessaE |
rebranded ..as? |
12:02 |
sfan5 |
it's not put on steam because most(?) people fell like MT is not ready for the userbase steam has |
12:02 |
sfan5 |
especiall as MT is not complete |
12:03 |
sfan5 |
and has some bugs |
12:03 |
Calinou |
being on Steam costs money, also Minecraft isn't on Steam, so it's far from required. |
12:03 |
Krock |
is there a good reason to put an open-source game on steam? I think it costs to have the game published there |
12:03 |
Calinou |
Warsow being on Steam Greenlight was a fiasco |
12:05 |
wingless |
Calinou: being on steam would be a huge plus, and Minecraft is an exception |
12:05 |
wingless |
Krock: of course, more players. |
12:05 |
wingless |
it would also give developers a nice boost in their resumes, if they want |
12:07 |
rubenwardy |
Maybe one day, but in its current state, no |
12:07 |
rubenwardy |
Also it would need to be shipped with a good default subgame |
12:07 |
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12:07 |
wingless |
okay. maybe I should contribute. |
12:08 |
rubenwardy |
That would be awesome |
12:13 |
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12:13 |
Calinou |
it is not an "huge plus" |
12:14 |
Calinou |
at best, you're gaining 3-5 players, at worst you're endorsing a proprietary DRM platform... |
12:14 |
Calinou |
and lots of criticism for being "unfinished" |
12:14 |
Calinou |
(Minetest will never be "finished") |
12:14 |
sfan5 |
but it might be "good enough" at some date in the future |
12:17 |
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12:17 |
wingless |
Calinou: as much as I support FLOSS, I don't have a beef with proprietary |
12:17 |
Calinou |
Steam should just die :-) |
12:18 |
sfan5 |
not really |
12:18 |
sfan5 |
steam is great |
12:18 |
wingless |
I find it really convenient |
12:18 |
sfan5 |
just because something is not F(L)OSS does not mean it sohuld go die |
12:19 |
Calinou |
there are replacements for Steam for "convenience", like Lutris (http://lutris.net) |
12:21 |
rubenwardy |
#2959 |
12:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2959 -- Ability to launch singleplayer game from command line removed by d6cc0d |
12:22 |
rubenwardy |
#2959 |
12:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/2959 -- Ability to launch singleplayer game from command line removed by 'refactor main.cpp' |
12:24 |
rubenwardy |
very annoying - it's required by NBE |
12:27 |
TBC_x |
nbe? |
12:28 |
rubenwardy |
https://github.com/rubenwardy/NodeBoxEditor/ |
12:33 |
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12:40 |
TBC_x |
I think there are some FOSS games on GoG |
12:43 |
Calinou |
there are, same for Lutris |
12:43 |
Calinou |
there are on Steam too, but you need to pay money to be on it |
12:45 |
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12:54 |
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13:05 |
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13:09 |
Krock |
leat3, please rejoin |
13:13 |
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15:51 |
bobombolo |
is it possible to store data in the database? I am working with files in a mod but I'd love abstracted access the game's db to store some variables... |
15:52 |
rubenwardy |
I may have accidentally installed this to my home computer, now I can't compile anything: https://github.com/minetest/minetest/blob/master/util/travis/before_install.sh#L20-L24 |
15:52 |
rubenwardy |
loads of errors like /usr/include/stdlib.h:417:18: error: expected initializer before ‘__mingw_strtod’ |
15:52 |
rubenwardy |
double __cdecl __mingw_strtod (const char * __restrict__, char ** __restrict__); |
15:52 |
rubenwardy |
any ideas how to revert? |
15:54 |
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15:55 |
sfan5 |
bobombolo: nope, you currently can't |
15:55 |
sfan5 |
rubenwardy: >.> |
15:56 |
sfan5 |
rubenwardy: list all the files installed, find the packages those files belong to, re-install those packages, remove the installed files that were not in any packages |
15:56 |
sfan5 |
tl;dr might aswell just reinstall the os |
15:56 |
rubenwardy |
lol |
15:57 |
sfan5 |
but hm |
15:57 |
rubenwardy |
all my data is backed up |
15:57 |
sfan5 |
you must have done something wrong |
15:57 |
sfan5 |
stdlib.h should not contain anything mingw specific |
15:57 |
rubenwardy |
fixed |
15:57 |
rubenwardy |
was really quite easy actually |
15:57 |
rubenwardy |
sudo apt-get purge libc6-dev |
15:57 |
rubenwardy |
sudo apt-get install libc6-dev |
15:58 |
sfan5 |
that might've been the only overwritten package |
15:58 |
sfan5 |
ah yes |
15:58 |
sfan5 |
the mingw.7z is not suppsed to be installed to /usr |
15:59 |
sfan5 |
supposed* |
16:00 |
sfan5 |
the travis script does it anyway ¯\_(ツ)_/¯ |
16:03 |
rubenwardy |
hmmm |
16:03 |
rubenwardy |
make[2]: *** No rule to make target `/usr/lib/x86_64-linux-gnu/libz.so' |
16:04 |
rubenwardy |
it's uninstalled all my c++ libraries :(# |
16:04 |
sfan5 |
libz.so is not c++ |
16:04 |
sfan5 |
thats what happens if you uninstall libc6-dev |
16:05 |
sfan5 |
instead you should've somehow forced apt-get to reinstall libc6-dev w/o removing all the stuff depending on it |
16:05 |
rubenwardy |
too late now :P |
16:06 |
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16:06 |
sfan5 |
enjoy your broken system |
16:07 |
rubenwardy |
lol |
16:07 |
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16:07 |
rubenwardy |
It's pretty worthless - all my code is stored on bitbucket, all my media is on a media server connected to LAN |
16:07 |
rubenwardy |
so I can just wipe my computer |
16:08 |
est31 |
there was this dpkg reconfigure thing |
16:08 |
est31 |
usually helps |
16:09 |
sfan5 |
not if rubenwardy just uninstalled all the libraries that depend on libc6-dev |
16:10 |
est31 |
there is a log somewhere |
16:10 |
est31 |
/var/log/dpkg.log |
16:10 |
est31 |
shows all packages installed and uninstalled |
16:10 |
est31 |
ofc if he cant even install anymore |
16:10 |
est31 |
then more steps are needed |
16:11 |
rubenwardy |
I can still install :P |
16:11 |
est31 |
well then its easy to get back |
16:12 |
TBC_x |
that reminds me when an update broke libc.so |
16:13 |
TBC_x |
It is the worst thing ever, when it happens for the first time |
16:14 |
TBC_x |
then you just boot a live distro and fix that with its package manager |
16:14 |
rubenwardy |
ergh, travis is so slow to start today :( |
16:15 |
est31 |
what does this have to do with travis? |
16:17 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/util/travis/before_install.sh#L20-L24 |
16:18 |
est31 |
I see |
16:25 |
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16:27 |
TBC_x |
gedit really is not what it used to be |
16:34 |
TBC_x |
Is anybody here with dev wiki access? |
16:34 |
est31 |
why |
16:34 |
est31 |
I cant give you an account |
16:34 |
est31 |
perhaps celeron55 can |
16:36 |
rubenwardy |
Calinou |
16:37 |
celeron55 |
i'm here |
16:37 |
TBC_x |
cool |
16:37 |
TBC_x |
could you please make wiki account for me? |
16:38 |
Krock |
send username and email to Calinou, TBC_x |
16:38 |
Krock |
I think he's the one you should ask |
16:38 |
TBC_x |
he is the only one? |
16:39 |
est31 |
<celeron55> i'm here <----- just /msg mail address to him |
16:40 |
Calinou |
celeron55, do you do it, or should I? |
16:40 |
celeron55 |
i've never created any accounts in mediawiki but i guess i could try |
16:40 |
Calinou |
TBC_x, regular wiki or developer wiki? |
16:40 |
TBC_x |
dev |
16:40 |
celeron55 |
Calinou: whatever, you do it then |
16:41 |
Calinou |
ok |
16:41 |
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16:41 |
Calinou |
TBC_x, PM me your e-mail address and desired username -- password will be generated automatically |
16:44 |
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17:00 |
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17:04 |
bobombolo |
could core expose some image functionality to lua? particularly reading and writing images (png)? |
17:04 |
bobombolo |
and sockets |
17:04 |
est31 |
whats your usecase |
17:05 |
est31 |
for sockets, try luasocket |
17:05 |
bobombolo |
i don't want insecure or the struggle of adding libs |
17:05 |
bobombolo |
for users |
17:05 |
est31 |
sockets are insecure |
17:05 |
est31 |
per definition |
17:06 |
bobombolo |
ok, forget sockets that was an afterthought... |
17:06 |
bobombolo |
want to be able to read an image pixel by pixel, and build raster in lua and save it as a png or other format |
17:06 |
est31 |
for what use case |
17:06 |
bobombolo |
for map generation, map representation |
17:06 |
est31 |
our engine doesnt even support dynamic image loading |
17:06 |
rubenwardy |
I'd also like to see LuaFileSystem style functionality |
17:07 |
bobombolo |
realterrain mod, read elevation raster into mapgen mod |
17:07 |
est31 |
thats a better usecase I think |
17:07 |
bobombolo |
and output derived map images, such as slope or aspect rasters. |
17:07 |
bobombolo |
i know they won't be loadable into the game on the fly, but as an output product |
17:08 |
bobombolo |
and in the hope that someday they will be loadable on the fly. haha |
17:08 |
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17:08 |
bobombolo |
not as a constantly updated minimap, just as a formspec. |
17:08 |
bobombolo |
or frankly, as a way TO create an image on the fly, pixel by pixel, by abusing the formspec somehow |
17:09 |
bobombolo |
but at least, to read images pixel by pixel, that is the most basic use case. |
17:09 |
rubenwardy |
bobombolo: are you aware of the current minimap / mapper in Minetest's core? |
17:10 |
bobombolo |
maybe not. the python one? |
17:10 |
rubenwardy |
eventually you'll be able to add that to formspecs |
17:10 |
rubenwardy |
no |
17:10 |
bobombolo |
the one you need to compile? |
17:10 |
rubenwardy |
the C++ one which is part of the minetest code |
17:10 |
bobombolo |
i guess not! |
17:11 |
rubenwardy |
https://github.com/minetest/minetest/pull/2814 |
17:11 |
bobombolo |
that requires a compile no? |
17:11 |
rubenwardy |
it's been merged |
17:11 |
rubenwardy |
it's part of minetest |
17:11 |
bobombolo |
oh i'm out of date. |
17:11 |
rubenwardy |
not a separate tool |
17:12 |
bobombolo |
how do you activate it? |
17:12 |
bobombolo |
how can mods play with it? |
17:12 |
Amaz |
If you're using a dev build, f9 |
17:12 |
Amaz |
And mods can't do anything with it atm. (afaik) |
17:13 |
rubenwardy |
#2959 |
17:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/2959 -- Ability to launch singleplayer game from command line removed by 'refactor main.cpp' |
17:17 |
est31 |
rubenwardy, that one seems easy to fix wanna pr? |
17:17 |
rubenwardy |
I don't know how Client Launcher works |
17:18 |
rubenwardy |
I've got too many PRs to maintain :P |
17:19 |
est31 |
I'll have a look at it, and sfan5 will perhaps too, and then it can be merged, within hours after creation |
17:20 |
bobombolo |
well if this minimap could be exposed to mods that would be great |
17:20 |
est31 |
bobombolo, agreed |
17:21 |
bobombolo |
but anyway a few image functions that all other languages have would be nice in lua... |
17:21 |
bobombolo |
or bindings to GD or whatever is popular now |
17:21 |
TBC_x |
It would be cool if #2946 could get finally merged |
17:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2946 -- Fixed minimap memory leak by t0suj4 |
17:24 |
est31 |
why did you remove the = NULL? |
17:25 |
crazyR |
it would be nice if "image_button" formspecs had the option to supply on_hover img. anyone willing to try and implement it? |
17:25 |
bobombolo |
is formspec going to be overhauled soon? |
17:26 |
est31 |
bobombolo, not before the release |
17:27 |
crazyR |
which means that older servers that dont or cant upgrade to the next release wont be able to benefit from the overhaul. unless there is plans to add migration systems ?? |
17:29 |
est31 |
crazyR, my position is that we can break modding API, but can't abandon old clients. If we get an overhaul, we should add a way to generate legacy formspecs |
17:29 |
est31 |
but IMO its to be done after we have clientside scripting |
17:29 |
est31 |
and that cant be replaced by legacy methods |
17:29 |
est31 |
so there old clients will just miss functionality |
17:30 |
crazyR |
what i mean is, how hard is it going to be for a server to migrate to the new release? |
17:30 |
est31 |
to 0.4.13? |
17:30 |
est31 |
fairly easy |
17:30 |
est31 |
no big breakages here |
17:31 |
est31 |
the only point where we did break was that we have more secure, but also more complicated auth. |
17:31 |
TBC_x |
est31: Where did I remove what = NULL? |
17:31 |
est31 |
https://github.com/minetest/minetest/pull/2946/files#diff-34f48ad91ac6c202ac60b0348ae90e30L548 |
17:31 |
est31 |
https://github.com/minetest/minetest/pull/2946/files#diff-34f48ad91ac6c202ac60b0348ae90e30L555 |
17:31 |
est31 |
TBC_x, ^ |
17:32 |
TBC_x |
that is simple |
17:32 |
est31 |
so crazyR if you have common authentication for forums and servers, you will need to update to work together with srp based auth. |
17:33 |
crazyR |
will you be releaseing some info on how it works and how it works with minetest? |
17:33 |
est31 |
ofc. |
17:33 |
est31 |
good idea, will write a wiki page |
17:34 |
TBC_x |
if you look at the entire file, it is already set to NULL |
17:35 |
TBC_x |
no need to set it twice |
17:35 |
est31 |
perhaps rename the method to giveMinimapMapblock? |
17:35 |
est31 |
move sounds like "move it here please" |
17:36 |
crazyR |
hmm has any thought gone into ssl support? |
17:36 |
TBC_x |
hmm... how does work std::move()? |
17:36 |
crazyR |
or tls |
17:36 |
est31 |
crazyR, yes, we wont use either |
17:36 |
est31 |
if we use dtls |
17:37 |
crazyR |
im not familiar with dtls lol |
17:37 |
TBC_x |
well... at least server commands could use some encryption |
17:38 |
crazyR |
il do some reading up later |
17:38 |
est31 |
tls requires tcp |
17:38 |
est31 |
dtls is tls without requirement for tcp, allowing us to use udp |
17:38 |
crazyR |
ahh nice.. |
17:40 |
est31 |
TBC_x, I still think its better to call it "give" |
17:40 |
TBC_x |
btw, the method signature gives a hint about what goes where |
17:40 |
est31 |
also can you fix spaces for the method signarure |
17:40 |
Calinou |
Xonotic supports AES |
17:40 |
est31 |
MinimapMapblock* moveMinimapMapblock -----> MinimapMapblock *moveMinimapMapblock |
17:40 |
Calinou |
but no one uses that :P |
17:40 |
Calinou |
it was added in 0.1 |
17:40 |
est31 |
bare AES is bad |
17:41 |
est31 |
it allows replay, and others |
17:41 |
Calinou |
games don't need encryption anyway... not even chat, since it's all logged on server |
17:41 |
Calinou |
it's not an instant messaging service |
17:41 |
TBC_x |
well... game servers needs encryption to prevent server command spoofing |
17:42 |
est31 |
Calinou, we're talking transport encryption here |
17:42 |
est31 |
not end to end |
17:42 |
Calinou |
we could have a secure RCON or something |
17:43 |
est31 |
whats RCON |
17:44 |
Calinou |
remote control |
17:44 |
TBC_x |
because if someone decides to spoof //pos1 31000 31000 31000 //pos2 -310000 -31000 -31000 //set default:stone you're screwed |
17:44 |
Calinou |
most Quake-based games have some sort of rcon |
17:44 |
Calinou |
how can that spoofing happen, TBC_x? |
17:44 |
Calinou |
prove us it's possible :P |
17:44 |
est31 |
Calinou, it is possible |
17:44 |
est31 |
if the person can manipulate the connection |
17:44 |
est31 |
e.g. inside a wifi network |
17:45 |
est31 |
(WPA 2 personal encryption, not the corporate one) |
17:45 |
TBC_x |
it is enough to listen on wires |
17:45 |
TBC_x |
then you know peer_id |
17:46 |
est31 |
no |
17:46 |
est31 |
thats wrong |
17:46 |
TBC_x |
no? |
17:47 |
est31 |
TBC_x, read from here https://github.com/minetest/minetest/blob/master/src/network/connection.cpp#L2155 |
17:47 |
est31 |
better, from here https://github.com/minetest/minetest/blob/master/src/network/connection.cpp#L2146 |
17:47 |
est31 |
if indeed the peer_id would be fakeable, it would be horrible |
17:47 |
est31 |
but we also use the address to confirm |
17:48 |
TBC_x |
and that is an obstacle? |
17:48 |
est31 |
usually yes |
17:48 |
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17:48 |
est31 |
listening wont be enough here |
17:49 |
est31 |
unless I understood something wrongly about how udp is routed in the internet |
17:51 |
TBC_x |
I don't understand, why peer_id is there at all |
17:52 |
est31 |
me neither |
17:52 |
est31 |
but thats a different issue |
17:59 |
TBC_x |
I put a suggestion on dev wiki http://dev.minetest.net/Spatial_location so far just IRC log |
18:00 |
TBC_x |
If anyone wants to rewrite it in a full article, feel free |
18:02 |
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18:03 |
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18:17 |
est31 |
rcon is NIH of ssh IMHO |
18:17 |
est31 |
use the terminal mode for the server, and learn ssh and screen |
18:20 |
hmmmm |
we don't need a key exchange mechanism, that already exists by virtue of SRP |
18:21 |
hmmmm |
really it's just the crypt part |
18:21 |
est31 |
^ |
18:32 |
est31 |
kahrl, you argued that instead of using passwords for things like irc, we should use auth tokens |
18:32 |
est31 |
but what to do with the whole auth handler story? we dont need that level of abstraction then anymore, we save everything ourselves then, no? |
18:32 |
Calinou |
est31, we have no terminal mode in Minetest server currently |
18:32 |
Calinou |
make one? :-) |
18:32 |
rubenwardy |
est31 is, iirc |
18:32 |
rubenwardy |
ncurses |
18:33 |
est31 |
Calinou, https://github.com/est31/minetest/tree/ncurses-console |
18:33 |
Calinou |
can you input regular commands? what is the username used by server? |
18:35 |
est31 |
the username is set by the "name" config setting |
18:35 |
est31 |
yes you can input regular commands |
18:35 |
est31 |
/privs is working |
18:35 |
est31 |
and you can chat |
18:35 |
est31 |
special characters (äöü) arent working yet |
18:36 |
est31 |
its the same console as the f10 one |
18:39 |
hmmmm |
i think minetest should support PAM |
18:40 |
hmmmm |
</sarcasm> |
18:40 |
* est31 |
is relieved :<hmmmm> </sarcasm> |
18:41 |
hmmmm |
i thought for a second that people might not pick up on the sarcasm there |
18:41 |
Warr1024 |
</Warr1024> |
18:50 |
Krock |
W3C is gonna hate you for leaving a <hmmmm> tag open |
18:55 |
rubenwardy |
Perfectly legal, Krock |
18:56 |
rubenwardy |
this is the real problem: end tag for element "SARCASM" which is not open |
18:56 |
rubenwardy |
https://validator.w3.org/check |
18:57 |
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18:58 |
Krock |
rubenwardy, did you use a POST request to check it? |
18:58 |
rubenwardy |
yeah |
18:59 |
rubenwardy |
I'm just providing the link :P |
18:59 |
rubenwardy |
see direct input |
18:59 |
rubenwardy |
oops https://validator.w3.org/ |
18:59 |
rubenwardy |
</offtopic> |
19:00 |
Calinou |
+est31> the username is set by the "name" config setting |
19:00 |
Calinou |
there should be the ability to login as a separate user |
19:00 |
Calinou |
remote_name? |
19:01 |
rubenwardy |
maybe use name as a fallback after checking remote_name |
19:01 |
est31 |
I've thought of a command /nick, and everything is laid out, but I dont like making it too easy for server owners to impersonate people |
19:01 |
est31 |
also, the console is in no way remote |
19:01 |
est31 |
its inside the server process. |
19:02 |
rubenwardy |
name is the name of the admin... |
19:15 |
crazyR |
why not just create a seprate exutable to be the console. login is with username and password |
19:16 |
est31 |
should be possible too, but requires change to the protocol |
19:20 |
est31 |
also crazyR there are solutions like screen and ssh which you can use to remotely access a server and close the ssh session, and reconnect afterwards |
19:20 |
est31 |
and it even has encryption |
19:21 |
est31 |
and PAM authentication :p |
19:21 |
crazyR |
est31 i was refering to what i may have miss understaood as your minetest console?? |
19:22 |
est31 |
crazyR, you start e.g. minetest --server --worldname name --terminal |
19:22 |
crazyR |
my servers is started and managed by upstart so screen isnt needed |
19:22 |
est31 |
then it shows you a terminal |
19:22 |
TBC_x |
well yeah, but minetest server could use terminal sessions |
19:24 |
est31 |
the problem is that it requires deep changes in how client and server work |
19:24 |
est31 |
authentication would remain the same, but after that we can't spawn a player, but instead have to take care of it some other way |
19:25 |
crazyR |
why does it, the client does everything we want it todo. all we need to do is remove the GUI side of the client and make it output the result to the console etc |
19:25 |
TBC_x |
making mt more modular would be beneficial |
19:26 |
est31 |
crazyR, clientside its even harder. I've done a test with making a special terminalClient class, but at the end the client timed out |
19:26 |
est31 |
only thing working was "**** player joined the game" |
19:26 |
TBC_x |
but that needs a lot of work |
19:27 |
est31 |
but the terminal I've programmed is very modular, allows you to connect to servers too, if sb codes the client class. |
19:28 |
est31 |
communicates using queues, from an extra thread |
19:29 |
est31 |
standard is 10 fps, but main chat isn't redrawn if there is no activity, and its faster if you enter keys. |
19:29 |
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19:30 |
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19:31 |
est31 |
but interesting, didnt know the demand wasn't for "i want to have a server terminal", it was rather for "I want to have a remote server terminal" |
19:40 |
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19:50 |
est31 |
oh, good I ran valgrind, removeArea has a problem |
19:58 |
TBC_x |
err... what was wrong with that method signature again? |
19:58 |
est31 |
<est31> MinimapMapblock* moveMinimapMapblock -----> MinimapMapblock *moveMinimapMapblock |
19:58 |
TBC_x |
uh... I didn't mess with method signatures |
19:59 |
est31 |
yes, but still you should fix it, its the proper style |
19:59 |
TBC_x |
alright then |
19:59 |
est31 |
if you touch it its your fault if you leave it bad style :) |
20:00 |
TBC_x |
where are the style guidelines? |
20:00 |
est31 |
http://dev.minetest.net/Code_style_guidelines |
20:00 |
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20:03 |
Calinou |
est31, no, I'd still very much appreciate a server terminal |
20:04 |
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20:16 |
est31 |
hmmmm, seems this delete[] data; thingy in the Area destructor is worse than thought. the destructor is called gazillons of times. |
20:16 |
hmmmm |
you store Areas in a Vector, right? |
20:16 |
est31 |
in a map |
20:17 |
est31 |
the vector just has pointers to the areas. |
20:17 |
hmmmm |
whenever some item gets moved it calls the destructor and calls the copy constructor in the new location |
20:17 |
hmmmm |
storing this in an std::string or std::vector<u8> or likewise would solve the issue. |
20:17 |
hmmmm |
but, yeah, it'd copy each time. |
20:18 |
hmmmm |
in C++11 there are move constructors though which don't necessarily create deep copies :) |
20:18 |
TBC_x |
what do you think about this coding style? https://github.com/brho/plan9/blob/master/sys/src/cmd/acme/acme.c |
20:19 |
hmmmm |
it looks like somebody barfed on a source file |
20:19 |
hmmmm |
what's wrong with the Linux kernel style? |
20:19 |
est31 |
dont like it either |
20:20 |
hmmmm |
random, inconsistent whitespace |
20:20 |
est31 |
char *oknotes[] ={ |
20:20 |
hmmmm |
usually when code style is messy and inconsistent the code itself is messy and buggy |
20:20 |
est31 |
then why is void on its own line |
20:20 |
hmmmm |
at least I've noticed |
20:21 |
TBC_x |
bell labs experts wrote it |
20:21 |
hmmmm |
i hope it runs better than it looks |
20:22 |
TBC_x |
well... acme is an awesome editor |
20:22 |
TBC_x |
except that it uses mouse way too much |
20:30 |
est31 |
hmmmm, I'll use std::vector<u8> then |
20:42 |
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20:44 |
TBC_x |
anything before I push this? http://sprunge.us/chPa |
20:44 |
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20:44 |
est31 |
that looks good |
20:45 |
est31 |
still I think it should be called give |
20:45 |
est31 |
perhas I its because I dont know c++11, but I associate it with movement inside the world |
20:45 |
hmmmm |
give implies memory ownership transfer |
20:46 |
hmmmm |
which is indeed what happens here |
20:46 |
est31 |
thats precisely what the method does now |
20:46 |
hmmmm |
i think give or move is both acceptable |
20:46 |
hmmmm |
s/is/are/ |
20:46 |
hmmmm |
they both have similar connotations |
20:47 |
TBC_x |
I would associate move inside world if it would have signature: bool moveMapBlock(v3s16, v3s16) |
20:48 |
TBC_x |
hey, we need this method implemented |
20:48 |
TBC_x |
at least client-side |
20:49 |
TBC_x |
so we can mess with spatial location |
20:52 |
hmmmm |
so why is your name est? |
20:53 |
hmmmm |
what significance does "est" have? |
20:53 |
est |
why is yours hmmmm. |
20:53 |
hmmmm |
because i literally had no idea what to choose as my nick |
20:53 |
hmmmm |
so i was thinking, saying "hmmmmm." to myself |
20:54 |
hmmmm |
and I happened to type that in the text box as i was actually thinking. i figured that was okay so I just clicked Ok and connected |
20:54 |
hmmmm |
do you ever do that? like type "hrmmm...." in a textbox as you're thinking of something? |
20:55 |
est |
lol |
20:55 |
est |
mine is similarly created |
20:55 |
hmmmm |
i wanted to change it at some point but it sorta stuck and now people know me as this |
20:56 |
est |
I didn't get interact on VanessaE's server because of my nick Guest3145. So I deleted some chars, and reconnected. |
20:56 |
hmmmm |
ah |
20:57 |
hmmmm |
i thought it had something to do with Minetest -> M. Test, M. T. Est |
20:58 |
est |
nope, that was I think because est31 was already taken or, 6 character limit, cant remember. |
21:00 |
TBC_x |
est31 was better |
21:00 |
TBC_x |
now pidgin is coloring hmmmm's and your nick with the same color |
21:01 |
est |
my chat program colors all nicks the same. |
21:01 |
est |
except mine, and if I get pinged |
21:11 |
TBC_x |
is #2946 now good enough? |
21:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/2946 -- Fixed minimap memory leak by t0suj4 |
21:16 |
TBC_x |
ugh |
21:16 |
TBC_x |
I looked at Xserver source code |
21:19 |
Calinou |
now you know why people are still waiting for Wayland :P |
21:21 |
TBC_x |
right? |
21:21 |
TBC_x |
minetest loading screen would benefit from wayland too |
21:23 |
Calinou |
how so? |
21:23 |
TBC_x |
mostly when you run minetest with valgrind |
21:23 |
TBC_x |
every pixel is still perfect |
21:23 |
est |
really, its a speedup? |
21:25 |
TBC_x |
when I am running mt with valgrind the loading screen is not redrawn often enough |
21:25 |
est |
that happens without valgrind too |
21:26 |
TBC_x |
yeah |
21:26 |
est |
the loading screen has a varying redraw behaviour, depending on which state we are in |
21:26 |
est |
best would be to have a multithreaded rendering engine |
21:27 |
est |
but we are stuck with irrlicht, no way to improve without a tradeoff in slower loading speed because we are busy rendering clouds |
21:28 |
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21:28 |
TBC_x |
http://trac.openscenegraph.org/projects/osg/ |
21:29 |
TBC_x |
If anyone have the balls to do it |
21:29 |
est |
TBC_x, its not about the whether, its about the who and when |
21:29 |
hmmmm |
somebody is already abstracting irrlicht from the rest of minetest |
21:29 |
est |
at least I think |
21:29 |
hmmmm |
that's the first step |
21:30 |
est |
why does an oil-gas industry need openscenegraph? |
21:30 |
TBC_x |
it was primarily used for simulators |
21:30 |
TBC_x |
afaik |
21:30 |
Calinou |
we could use Antarctica, the SuperTuxKart graphics engine |
21:31 |
est |
or we do what hmmmm said, abstract the engine away |
21:31 |
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21:34 |
TBC_x |
or we could use plain OpenGL and just worry about implementation-defined incompatibilities |
21:34 |
est |
some weeks ago a dude came into this channel, and asked whether he could do it. |
21:34 |
TBC_x |
hehe |
21:34 |
Calinou |
writing your own graphics engine requires great knowledge, that very few people have |
21:35 |
est |
went again without notice |
21:35 |
TBC_x |
jk |
21:36 |
est |
hmmmm, you want me to do (p).X <= (q).X etc ? |
21:37 |
hmmmm |
yes |
21:37 |
est |
ok |
21:37 |
paramat |
hmmmm and all, i would like to disable nyancats in singlenode, as that is often used for unusual mapgens (erm like mine) that have open space throughout the world. in other news, mgv5/v7 biomes go in soon! |
21:42 |
est |
hmmmm, parentherisation gives me error: expected unqualified-id before ‘(’ token |
21:42 |
est |
I push it into the pr |
21:42 |
est |
https://github.com/minetest/minetest/commit/7ba719909b50ccac6d19c75087ceada25efcfb49 |
21:45 |
TBC_x |
would be cool to have a mapgen that doesn't assume that groundlevel = y: 0 |
21:47 |
hmmmm |
est, where? |
21:47 |
hmmmm |
TBC_x, you can make that happen by setting water_level = whatever |
21:47 |
est |
lotsa places |
21:47 |
est |
areastore.cpp:43:52: error: expected unqualified-id before ‘(’ token |
21:47 |
est |
areastore.cpp:33:14: note: in definition of macro ‘AST_OVERLAPS_IN_DIMENSION’ |
21:47 |
est |
areastore.cpp:228:24: note: in expansion of macro ‘AST_AREAS_OVERLAP’ |
21:47 |
est |
areastore.cpp:43:53: error: ‘X’ was not declared in this scope |
21:47 |
est |
areastore.cpp:33:14: note: in definition of macro ‘AST_OVERLAPS_IN_DIMENSION’ |
21:48 |
est |
areastore.cpp:228:24: note: in expansion of macro ‘AST_AREAS_OVERLAP’ |
21:48 |
est |
I stop now |
21:48 |
est |
but there are more |
21:48 |
hmmmm |
ohh |
21:48 |
hmmmm |
okay, remove the parentheses from the X Y and Z |
21:48 |
est |
https://travis-ci.org/minetest/minetest/jobs/72749590#L486 |
21:49 |
hmmmm |
those are not macro variables, those are literal identifiers |
21:49 |
est |
ah yes |
21:49 |
est |
now it works |
21:50 |
hmmmm |
see, whenever you define macros it's best practice to parenthesize the variables |
21:51 |
paramat |
actually all mapgens have the surface centered around y = 0, changing water level makes it more or less covered by water |
21:51 |
hmmmm |
otherwise what if you did AST_AREAS_OVERLAP(pmin - v3s16(1,1,1)) |
21:51 |
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21:51 |
est |
paramat, I think he wants horizontal groundlevels |
21:51 |
hmmmm |
that would error in fact |
21:52 |
est |
e.g. for earth like mapgen, where you live on a sphere |
21:53 |
est |
ah disregard that |
21:54 |
hmmmm |
paramat: that is more correct, but there's no functional benefit whatsoever if you make the mapgen centered around a different y coordinate |
21:54 |
TBC_x |
just wild groundlevels, so flat area at 800, -600 is at y -200 and another flat area somewhere else is at y 350 |
21:55 |
paramat |
interesting |
21:55 |
TBC_x |
and give people very good reason to build bridges |
21:55 |
TBC_x |
spanning over deep canyon |
21:56 |
paramat |
i get asked regularly for multiple realm levels, this will be a strength of MT, once we fix the shadow problem |
21:57 |
TBC_x |
minecraft needs to be centered around certain ground level because it has 256 meters high world |
21:57 |
TBC_x |
we do not |
21:57 |
paramat |
i have considered an empty world full of cubic planets of different sizes |
21:57 |
paramat |
might try editing my flexrealm mod to do this in lua |
21:58 |
TBC_x |
just start doing some crazy shit already |
21:58 |
est |
areastore is a point we can use here |
21:58 |
TBC_x |
;) |
21:58 |
paramat |
heh yeah |
21:58 |
est |
for overlapping gravitational contexts |
21:58 |
TBC_x |
having varying gravity in MT would be a +1 |
21:59 |
kilbith |
paired with varying skies ofc |
21:59 |
est |
we just need a set_acceleration call. |
21:59 |
est |
also we need to adjust the player if we have differing concepts of "down" |
22:00 |
TBC_x |
I wanted to have this for a long time |
22:00 |
paramat |
6 possible gravity directions would be very good |
22:01 |
TBC_x |
we need something that we can proudly present as minetest 1.0.0 |
22:01 |
paramat |
again MT is ideal for this due to it's cubic world |
22:01 |
TBC_x |
6 gravity directions would be good, but you need extra 4 bits per block |
22:01 |
est |
meh no |
22:02 |
TBC_x |
per node |
22:02 |
est |
that can be stored into areastores |
22:02 |
est |
just have one for the world, and get the area the player is in |
22:02 |
TBC_x |
hmm... I thought of more crazy stuff than you did |
22:03 |
est |
well you can make them overlap ofc. |
22:03 |
est |
I think you should be abled to specify "gravity sources" |
22:04 |
est |
they have a specified range, and get weaker the farther you get away |
22:04 |
TBC_x |
that would be killer feature for a sandbox game like this |
22:04 |
est |
the range is stored in the area |
22:04 |
est |
and the player's "down" direction is chosen by what "down" is closest |
22:05 |
est |
together with the fall direction |
22:06 |
est |
this would give you a zigzaq fall in certain cases |
22:06 |
paramat |
in the meantime, MT has a 'flat world' cosmology with multiple levels, much like many cultures ancient cosmologies |
22:07 |
TBC_x |
hmm |
22:07 |
TBC_x |
that would also need to redefine sunlight |
22:09 |
est |
if we had voxel area entities, you could even make these things move |
22:10 |
est |
imagine an orbiting moon you can actually visit! |
22:10 |
est |
we would need some way of prerendering it so that the client doesn't die if seen from far away |
22:11 |
TBC_x |
hmm... would also need to rethink mapblock storage |
22:11 |
est |
a giant nyan cat moon, that would be it |
22:12 |
TBC_x |
that is awesome idea! |
22:12 |
TBC_x |
who else has that? |
22:12 |
paramat |
so the current problem is realms casting huge black shadows on realms below |
22:12 |
paramat |
heh |
22:13 |
est |
voxel area entities shouldn't cast shadows |
22:13 |
TBC_x |
the shadow intensity could decrease every mapblock distance |
22:13 |
TBC_x |
if that mapblock is transparent |
22:13 |
est |
and if, they should be dynamic in some way. e.g. we calculate the sunlight, then we scan which VAEs could occlude |
22:14 |
paramat |
yeah we've considered shadow decay, shadow tapering, but then how to keep underground spaces dark? |
22:14 |
est |
^ |
22:14 |
paramat |
perhaps define 'realm partitions' over which shadow does not propagate, placed just below a realm |
22:15 |
TBC_x |
redefine sunlight |
22:15 |
est |
VAEs arent stored in the same map |
22:15 |
TBC_x |
because that will get in our way if we consider different gravity vectors |
22:15 |
est |
wont get |
22:16 |
TBC_x |
imo |
22:16 |
paramat |
adding realm levels has been my central purpose here since 3 years ago |
22:16 |
est |
(correction to my statement not yours TBC_x) |
22:16 |
TBC_x |
ok |
22:17 |
TBC_x |
terraria has simpler solution to their simpler problem |
22:17 |
est |
well, problem with VAEs is that we'd need 4dimensional coordinates in some places |
22:17 |
est |
ofc, not for voxelmanips |
22:17 |
est |
but minetest.get_node and minetest.set_node will need it |
22:18 |
est |
and also mapblock database backends |
22:18 |
est |
if Tesseract splits up coordinates before we add the fourth dimension we'd need to even update the schemes. |
22:19 |
est |
but the great advantage is that the realm can move |
22:19 |
TBC_x |
simpler it would be to have mapblock.get_node and friends |
22:19 |
TBC_x |
or mapmass |
22:19 |
TBC_x |
or whatever |
22:20 |
est |
well we have voxelmanips |
22:20 |
est |
it would be an idea to set a mapmass global variable on every location dependent lua call |
22:20 |
TBC_x |
with VAEs world grid and mapblock would be copletely separate |
22:20 |
est |
but I think c55 has said it would require too much additions |
22:21 |
est |
TBC_x, yes and no |
22:21 |
est |
there will still be a "main" world grid |
22:21 |
est |
but you can add other non main worlds to it |
22:21 |
TBC_x |
yeah, but mapblock couldn't depend on worldgrid anymore |
22:21 |
TBC_x |
to keep things generic |
22:22 |
est |
yea |
22:22 |
est |
whatever you mean with worldgrid |
22:22 |
kahrl |
you don't necessarily need a 4th dimension, what I've seen suggested before is to allocate VAEs to coordinates between 31000 and 32768 |
22:23 |
kahrl |
by c55, I think |
22:23 |
est |
yes this thing |
22:23 |
est |
well it is correct that that is possible |
22:23 |
est |
but I think its a hack |
22:23 |
est |
also it makes mods possible to break |
22:23 |
paramat |
yes for small VAEs, use space near the edge |
22:23 |
est |
imagine if you have pistons |
22:24 |
est |
then you put it at the edge of the vaes map |
22:24 |
est |
then you activate it |
22:24 |
est |
boom, piston head is in another vae |
22:24 |
est |
so the checks needed luaside are very similar |
22:24 |
est |
if not more difficult |
22:24 |
kahrl |
well there would obviously be some amount of border between VAEs |
22:24 |
kahrl |
made of CONTENT_IGNORE |
22:25 |
TBC_x |
that is really nasty hack |
22:26 |
est |
that border would help, but only for mods that stay within the border |
22:26 |
est |
imagine e.g. technic forcefield generator |
22:26 |
paramat |
might push later game#592 < hmmmm |
22:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/592 -- Default/mapgen: Disable nyancats in singlenode mapgen by paramat |
22:30 |
est |
also, if we have 16 bits for realm number, it would only be 64k possible VAEs |
22:31 |
est |
I admit that |
22:32 |
TBC_x |
we don't need to limit servers with word width |
22:32 |
est |
also if we still want to use the minetest.hash_node_position function, we'd have to limit even more |
22:32 |
est |
then only 53 bits are possible |
22:32 |
est |
we already use 3*16 |
22:33 |
est |
that would be 32 VAEs, pretty boring |
22:34 |
TBC_x |
we don't have to use absolute numbers |
22:35 |
est |
no |
22:35 |
TBC_x |
for client |
22:35 |
TBC_x |
which is afaik limited by irrlicht |
22:38 |
TBC_x |
unless I'm wrong |
22:41 |
TBC_x |
I think it would be even possible for client to use 8 bit mapblock coordinates |
22:47 |
TBC_x |
that is 68719476736 nodes in a cube |
22:49 |
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proller joined #minetest-dev |
22:51 |
TBC_x |
I accidentaly turned firefox's UI on |
22:51 |
TBC_x |
man, that thing is ugly! |
22:52 |
est |
I agree here with the google guy http://lua-users.org/lists/lua-l/2011-01/msg00885.html |
22:53 |
est |
I don't see why these values shouldnt be used as indexes for tables |
22:58 |
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bobomb joined #minetest-dev |
23:03 |
est |
ok hmmmm updated the pr. |
23:08 |
bobomb |
was talking earlier about image functions getting exposed to lua... |
23:09 |
bobomb |
someone said that you can't load images on the fly, but i just did a test and images can be loaded into a formspec on the fly, which is the use case I am interested in anyway |
23:09 |
est |
can you? |
23:09 |
bobomb |
yes |
23:10 |
bobomb |
formspecs are apparently not pre-loaded or assessed in anyway until show_formspec is called. |
23:10 |
bobomb |
so you can change the name of the image in lua |
23:10 |
est |
interesting, because the skins mod VanessaE uses requires a restart |
23:10 |
est |
and back then when I looked at it I confirmed that images are only loaded once |
23:10 |
est |
bobomb, well that is possible |
23:11 |
est |
bobomb, can you confirm that the following works |
23:11 |
est |
1. make a chatcommand /show_image imagename |
23:11 |
est |
which shows a formspec with the image |
23:11 |
crazyR |
bobomb: whats happening there is the image is loaded when the server starts... all images in each mod folder etc. images can be dynamic but only for the images that get lo0aded on startup |
23:11 |
est |
2. start the server |
23:12 |
est |
3. copy a new image to the texture directory |
23:12 |
est |
4. /show_image name of that image |
23:12 |
est |
if that works, I am wrong, if not, you are |
23:12 |
est |
seems I'm right though |
23:14 |
crazyR |
est you are right. its not possible to load an image after the server has started due to the way the engine works... also the client only uses the image that are sent to it upon connecting to the the server, which would also be a issue for what bobomb suggests has happened |
23:30 |
bobomb |
but i am simply requesting a different image, not changing the image |
23:31 |
bobomb |
which allows me in theory to write a new image, with a new name, and then change the image name |
23:34 |
est |
bobomb, we dont have image updates in the engine either |
23:36 |
est |
while we store the VAEs itself inside the map, I think we should store their location inside an areastore. |
23:37 |
est |
then if a mapblock is loaded, we make a lookup in the areastore, getting a list of VAEs which might have to be loaded |
23:39 |
bobomb |
i'm not sure what you are saying. I am doing a test of this right now, it works. why are you saying it won't work? |
23:40 |
est |
can you show me the code , and say what you do |
23:41 |
bobomb |
onesec |
23:48 |
bobomb |
https://github.com/bobombolo/woolimage/tree/master |
23:48 |
bobomb |
instruction in readme |
23:49 |
bobomb |
that's the easy part, the hard part is building a new image, saving it as a binary file to the textures folder and deleting the old image |
23:49 |
est |
thats precisely what doesnt work |
23:49 |
est |
the part you've tested works ofc |