Time |
Nick |
Message |
00:17 |
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Sokomine joined #minetest-dev |
00:19 |
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OldCoder joined #minetest-dev |
00:46 |
hmmmm |
sokomine, hi |
00:46 |
hmmmm |
I am trying out travelnet and I'm not sure if elevators are broken or not |
00:48 |
VanessaE |
broken how? |
00:49 |
hmmmm |
nevermind |
00:49 |
hmmmm |
just me being dumb heh |
00:49 |
VanessaE |
heh |
00:50 |
hmmmm |
trying to replicate that error |
00:50 |
VanessaE |
ah |
00:56 |
VanessaE |
you might have better luck if you pull down the latest copy of my "Basic" world (it was just updated this morning), so that you have several networks to try it with |
00:57 |
VanessaE |
( http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worlds/Basic_World.tar.bz2 ) |
00:57 |
hmmmm |
you know what |
00:57 |
hmmmm |
you never got this error, have you vanessae? |
00:57 |
VanessaE |
which error are we fighting with again? |
00:57 |
hmmmm |
error in error handling |
00:57 |
VanessaE |
thought so |
00:58 |
VanessaE |
*thinks* |
00:58 |
VanessaE |
once, maybe, a long time ago. |
00:58 |
VanessaE |
there was one unscheduled reboot yesterday... *checks log* |
00:59 |
VanessaE |
hm, nope. already fell out of the log (I REALLY should add log rotation) |
01:03 |
hmmmm |
interesting |
01:04 |
hmmmm |
your server is one of the largest and you use travelnet |
01:04 |
hmmmm |
i never saw a single "error in error handling" backtrace from you in particular, just OOM errors |
01:11 |
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crazyR joined #minetest-dev |
01:13 |
hmmmm |
VanessaE, do you have a link to the "teleport" mod? |
01:16 |
VanessaE |
you eman teleport request? |
01:16 |
VanessaE |
mean* |
01:16 |
hmmmm |
shrug |
01:16 |
hmmmm |
it's called "teleport" |
01:16 |
VanessaE |
um |
01:16 |
hmmmm |
I just realized something... I remember amadin gave me his list of mods through PM |
01:16 |
hmmmm |
just looked through it now but he didn't have travelnet |
01:16 |
VanessaE |
there's a dozen different "teleporter" mods out there is the problem :-/ |
01:16 |
hmmmm |
but instead he had "teleport" whatever that is |
01:17 |
hmmmm |
hmm |
01:17 |
VanessaE |
there, added a simple log rotate to my backup script. |
01:18 |
hmmmm |
agh about to give up |
01:18 |
VanessaE |
( http://pastebin.com/jD4Pqzzu in case you're curious) |
01:18 |
hmmmm |
really isn't enough info here |
01:18 |
VanessaE |
( ok I'm stupid, I should egrep for moredebug :P ) |
01:20 |
VanessaE |
well you DID say you were gonna try to add something to at least report which mod it dies in |
01:20 |
hmmmm |
yeah |
01:20 |
hmmmm |
it's not totally reliable though which is what I'm scared of |
01:20 |
VanessaE |
well even so, just having the mod name and the API call that died should be enough to find a pattern |
01:20 |
hmmmm |
i don't have the API call either |
01:20 |
VanessaE |
oh. :P |
01:20 |
hmmmm |
that requires a huge overhaul of the way the lua api works |
01:21 |
hmmmm |
i know the callback it died in, and hopefully the mod |
01:21 |
hmmmm |
and nothing else |
01:21 |
VanessaE |
still, that might be enough, given enough time collecting crash reports |
01:21 |
hmmmm |
i highly doubt it |
01:22 |
hmmmm |
this can't be a mod problem |
01:22 |
hmmmm |
if you reproduce an error the way hybriddog mentioned it'll still show a backtrace |
01:22 |
hmmmm |
because any kind of exception gets rethrown as a luaerror |
01:23 |
Sokomine |
hi hmmm |
01:23 |
hmmmm |
sorry sokomine, it's not travelnet |
01:23 |
Sokomine |
that error in error handling seems to happen sometimes, yes |
01:23 |
hmmmm |
i wonder if i could reproduce this kind of error by killing the lua instance while in a mod |
01:24 |
hmmmm |
sokomine, are you saying you've seen it too? |
01:25 |
Sokomine |
yes. but i don't have logs of that anymore. had to delete my debug.txt because it grew too large to be convenient |
01:26 |
hmmmm |
really wish you would've reported it |
01:26 |
hmmmm |
how often does it happen to you, and on what server? |
01:26 |
hmmmm |
have you ever seen it in singleplayer? |
01:32 |
Sokomine |
afaik in singleplayer. i'm sorry to not have more useful information. i just remember that i've seen it - without anything to reproduce it, that's not very helpful i'm afraid |
01:33 |
Sokomine |
it was a while ago |
01:35 |
Sokomine |
that lighting update problem with the voxelmanip (if it includes the shell) does not throw any error message at all except creating a segfault |
01:37 |
VanessaE |
(offtopic: better code for that log rotate --> http://pastebin.com/DUdnJBuk ) |
01:39 |
Sokomine |
hmmmm: ah. found one. even from only a few hours ago. the mod contained an error; i was working on it and don't remember which error in particular it was. if it helps: http://pastebin.com/jWdfmxN4 don't know if that's what you're looking for |
01:39 |
hmmmm |
no unfortunately not quite |
01:39 |
hmmmm |
i'm looking for instances where the error is simply "error in error handling" |
01:41 |
Sokomine |
found further error messages of that kind in the log, but all those instances seem to contain more information |
01:42 |
VanessaE |
here's one I found by googling, hmmmm: http://pastebin.com/ckWXgJ9A |
01:42 |
VanessaE |
no bt though. |
01:47 |
VanessaE |
also, http://pastebin.com/tUZdZDAt |
01:47 |
VanessaE |
and then hybrid dog's bug. |
01:47 |
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Miner_48er joined #minetest-dev |
01:48 |
hmmmm |
hmm the majority of these happened before my callback tracing was added |
02:20 |
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OldCoder joined #minetest-dev |
03:02 |
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cheapie joined #minetest-dev |
03:39 |
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CraigyDavi joined #minetest-dev |
03:47 |
hmmmm |
what is a detached inventory? |
04:56 |
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kahrl joined #minetest-dev |
05:20 |
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selat joined #minetest-dev |
05:27 |
Sokomine |
hmmmm: i.e. a bag. an inventory that is not directly "part" of the player or a node |
05:28 |
hmmmm |
why is this a separate thing |
05:51 |
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Hunterz joined #minetest-dev |
06:36 |
ThatGraemeGuy |
hmmmm: FWIW, I haven't had "error in error handling" happen again for 3 days now |
06:36 |
ThatGraemeGuy |
and while I had travelnet enabled, while that error was occurring, nobody had built any travelnets yet |
06:37 |
ThatGraemeGuy |
its a newish skyblock world, so far there are only 2 travelnet boxes and they were built after the error stopped occurring |
06:46 |
hmmmm |
hrmm |
06:46 |
hmmmm |
i did not notice you idled here |
06:47 |
ThatGraemeGuy |
I'm in south africa, I tend to be chatty when most of you are asleep :) |
06:50 |
hmmmm |
so correct me if i'm wrong but |
06:50 |
hmmmm |
you had this error quite frequently, maybe once every 4 hours, at one point and now you don't have them any longer |
07:01 |
ThatGraemeGuy |
correct |
07:04 |
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nrzkt joined #minetest-dev |
07:04 |
hmmmm |
odd.. |
07:19 |
ThatGraemeGuy |
hmmmm: at some point I added a cron job to check if the server wasn't running when it should be, restart it and email me |
07:20 |
ThatGraemeGuy |
that started emailing me at 21:18 on 6 Aug, and the last one was 7 Aug at 07:50, at which point I obviously updated and recompiled then it stopped |
07:21 |
ThatGraemeGuy |
in that time it emailed me 23 times, sometimes 5 times in 10 minutes and sometimes there were 2 hours between occurrences |
07:21 |
ThatGraemeGuy |
I have all the console output from that period as well if you think it'd help at all |
07:21 |
hmmmm |
so in other words it stopped when you recompiled |
07:21 |
hmmmm |
?? |
07:22 |
ThatGraemeGuy |
yes, I am currently on commit 63b12f1f048d83632069a4d0b3d2649cf9be7904, have not updated since Friday morning |
07:22 |
ThatGraemeGuy |
all times UTC+2 |
07:22 |
hmmmm |
did you update to bcf47bc when i requested it in the github issue? |
07:24 |
ThatGraemeGuy |
I was following #3011, I don't see a comment from you there |
07:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/3011 -- Sometimes, you get "Lua: error in error handling" messages. Is the (non-handling) error caused by the engine? |
07:25 |
hmmmm |
>Try updating to the latest version |
07:25 |
ThatGraemeGuy |
I nitially logged the issue in cornernote's skyblock, because I'd been having several issues there |
07:26 |
ThatGraemeGuy |
oh derp I didn't know that's you :-/ |
07:26 |
ThatGraemeGuy |
but yes, I did update there as stated in my next comment and then I said it happened again |
07:27 |
hmmmm |
ahh i missed it |
07:27 |
hmmmm |
okay |
07:28 |
hmmmm |
well nothing changed related to that from bcf47bc and 63b12f1 |
07:28 |
hmmmm |
the issue still exists |
07:28 |
ThatGraemeGuy |
weird |
08:00 |
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08:05 |
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nore joined #minetest-dev |
08:09 |
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08:24 |
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08:24 |
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08:26 |
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08:26 |
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08:28 |
rubenwardy |
wow... https://github.com/minetest/minetest/labels/blocker |
08:35 |
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08:36 |
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08:39 |
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09:01 |
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09:03 |
rubenwardy |
https://github.com/rubenwardy/mtpm/commit/16e5214b34f158aeeb5d0e611004daa1fa6c19af |
09:04 |
rubenwardy |
oops |
09:21 |
BlockMen |
For all ppl that care (or are interested in news): I will unsign from minetest_game development since i don't agree will the current development anymore. But since im not around that much currently anymore its more a sidenote :P |
09:22 |
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09:35 |
rubenwardy |
You don't agree with biome additions etc? |
09:37 |
BlockMen |
no, that is good. but something like mushroom spores are ... |
10:05 |
BlockMen |
Has someone Windows 10 and tested the RC builds on it? |
10:08 |
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leat joined #minetest-dev |
10:10 |
sfan5 |
i can fire up a VM |
10:12 |
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10:13 |
BlockMen |
sfan5, would be nice. i guess there will be at least a few user |
10:17 |
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10:25 |
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10:54 |
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11:03 |
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11:07 |
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11:12 |
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11:13 |
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11:36 |
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11:57 |
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12:00 |
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12:26 |
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12:41 |
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12:47 |
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12:50 |
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13:02 |
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13:04 |
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13:05 |
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13:09 |
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13:15 |
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13:20 |
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13:45 |
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13:49 |
est31 |
ok, let's adopt the old policy now, where when sb adds the blocker label, they have to explain why they think its a blocker |
14:38 |
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14:39 |
sfan5 |
BlockMens builds are missing MSVCP100.dll |
14:39 |
sfan5 |
they do not run on a fresh windows 10 installation |
15:01 |
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15:14 |
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15:16 |
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16:10 |
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16:10 |
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16:14 |
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16:22 |
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16:26 |
Krock |
I wonder if we ever had a valid release date. 0.4.13 was announced for yesterday IIRC |
16:27 |
est31 |
yes it was, but some people wanted to stall it |
16:27 |
est31 |
perhaps we release in two weeks, perhaps not |
16:27 |
est31 |
minetest is a crashy piece of shit, it wont magically not become one in two weeks time |
16:30 |
Krock |
I wouldn't agree with the sentence "crashy piece of shit" |
16:31 |
hmmmm |
2 weeks can help |
16:40 |
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16:41 |
RealBadAngel |
its crashy, right, but afteralll its a workin piece of shit |
16:41 |
* VanessaE |
peeks in |
16:41 |
RealBadAngel |
and itrs our shit |
16:43 |
VanessaE |
wtf is going on here? |
16:43 |
VanessaE |
Blockmen wants to give up on mt_game, est31 is all pissy, ...... wtf? |
16:46 |
RealBadAngel |
i dont remember blockmen contributing something |
16:46 |
VanessaE |
textures |
16:46 |
VanessaE |
I forget what else |
16:46 |
RealBadAngel |
hes out |
16:46 |
VanessaE |
and he makes MT builds also |
16:47 |
RealBadAngel |
hes not anylonger active contributor |
16:47 |
RealBadAngel |
thats what i mean |
16:47 |
VanessaE |
oh |
16:47 |
RealBadAngel |
same applies to PA |
16:48 |
RealBadAngel |
watcher status is not the same as active contributor |
16:48 |
Sokomine |
it's sometimes a very beautiful piece of shit :-) |
16:49 |
RealBadAngel |
its lovelely piece of shit |
16:49 |
Sokomine |
rba: certainly :-) |
16:49 |
nore |
pushing this to _game in 5 mins: https://github.com/wischi-chr/sub0815/commit/ea62c801d5b880796d82f871d2ec87445355dfb9 |
16:51 |
nore |
sfan5, ^ |
16:52 |
sfan5 |
um |
16:52 |
sfan5 |
shouldn't that be equal? |
16:53 |
nore |
no, if they are not equal then return (and don't do anything) |
16:53 |
nore |
the problem was that it was like "if (not a) == b then"... |
16:53 |
sfan5 |
thats not what i mean |
16:53 |
nore |
which is not what we wanter |
16:53 |
nore |
s/er/ed/ |
16:53 |
sfan5 |
shouldn't "not a == b" be the same as "a ~= b" |
16:53 |
est31 |
ok what about the following: some day the next two weeks, you do a mtgame 0.4.13 release label |
16:54 |
est31 |
after it we release the engine |
16:54 |
nore |
as explained in the issue : not takes precedence over == |
16:54 |
est31 |
its better done by an mtgame dev, not me |
16:54 |
sfan5 |
wat |
16:54 |
est31 |
otherwise people say i rush things. |
16:54 |
sfan5 |
that makes no sense |
16:54 |
nore |
https://github.com/minetest/minetest_game/issues/609#issuecomment-128136799 |
16:54 |
sfan5 |
anyway, ok with me |
16:54 |
nore |
est31: seems fine |
16:55 |
est31 |
:) |
16:55 |
nore |
sfan5: yes, it is very strange |
16:56 |
sfan5 |
nore: if this is the case then there might be a lot of code that's wrong |
16:56 |
nore |
yeah, I'll look at that later, brb |
16:58 |
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16:59 |
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MinetestForFun joined #minetest-dev |
17:01 |
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paramat joined #minetest-dev |
17:04 |
paramat |
hi nore sfan5 please sometime could you add your opinions to game#560 game#611 game#581 if you haven't already |
17:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/560 -- The need for a new grass texture |
17:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/611 -- Junglewood texture too light, boring |
17:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/581 -- New stairs and slabs discussion |
17:04 |
VanessaE |
paramat: did you come up with a better trunk top? |
17:04 |
VanessaE |
(I liked mine :< ) |
17:04 |
VanessaE |
oh looks like you didn't yet. |
17:04 |
paramat |
aw sorry i didn't |
17:05 |
paramat |
i'll work on it later |
17:06 |
paramat |
hmmmm here's my new proposal for a grass texture, hope it doesn't depress you =) https://cloud.githubusercontent.com/assets/3686677/9176569/044809dc-3f84-11e5-873f-c88016bf267d.png |
17:07 |
VanessaE |
paramat: not bad, seems a bit oversaturated though? |
17:07 |
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17:08 |
VanessaE |
(it does seem to go well with the junglegrass though) |
17:09 |
hmmmm |
hmm honestly I like it a lot |
17:09 |
hmmmm |
we'll see a proper solution for grass coloring in the future |
17:09 |
Calinou |
too saturated |
17:09 |
Calinou |
this isn't Freedoom |
17:10 |
sfan5 |
i like that texture |
17:10 |
VanessaE |
I like it, it just needs a tad less saturation is all |
17:10 |
hmmmm |
you know I've been wondering how to do the coloring |
17:10 |
hmmmm |
maybe when in a certain biome, the entire screen is shaded slightly |
17:11 |
hmmmm |
instead of just the grass |
17:11 |
VanessaE |
noooo |
17:11 |
Calinou |
Real is brown. |
17:11 |
twoelk |
the air too? |
17:11 |
VanessaE |
imagine the colors shifting whole-screen suddenly as you leave a biome |
17:11 |
VanessaE |
+on |
17:12 |
VanessaE |
hmmmm: remember that map format extension we discussed? this is another use case for it. |
17:12 |
VanessaE |
particularly the indexed color table. |
17:12 |
hmmmm |
yea yea |
17:13 |
hmmmm |
we'll speculate more later |
17:13 |
VanessaE |
apply that color to a monochrome texture in "multiply" mode and it should work pretty well |
17:16 |
paramat |
hm it's perhaps very slightly more saturated than the 0.4.10 texture, i can fix that |
17:17 |
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kaeza joined #minetest-dev |
17:19 |
paramat |
VanessaE, i think you should submit your previous tree top texture for consideration, it was popular with the devs and will be a choice beside mine |
17:20 |
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CraigyDavi joined #minetest-dev |
17:20 |
paramat |
i quite liked it too |
17:20 |
VanessaE |
paramat: I did. that was #619 |
17:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/619 -- fix 3d model mesh leak by sapier |
17:20 |
VanessaE |
damn it |
17:20 |
VanessaE |
game#619 |
17:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/619 -- Better jungle wood and jungle tree top textures by VanessaE |
17:21 |
Sokomine |
just do a nice little further tree. more diffrently colored wood -> primitive huts look less ugly |
17:21 |
VanessaE |
it contained the latest version |
17:21 |
VanessaE |
but as you didn't like it, I closed. |
17:22 |
paramat |
yep i mean the original 619 submission |
17:23 |
paramat |
maybe repost it in the issue |
17:23 |
paramat |
then i'll add mine later |
17:23 |
VanessaE |
maybe you mean this one? http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/default_jungletree_top.png |
17:23 |
VanessaE |
in any case all my attempts are in game#611 also |
17:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/611 -- Junglewood texture too light, boring |
17:24 |
paramat |
yeah that one |
17:24 |
VanessaE |
after kilbith's last pot-shot I just don't care anymore |
17:25 |
paramat |
not surprised, the comments were gross |
17:27 |
est31 |
paramat, what exactly do you want to do with game#620 ? |
17:27 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/620 -- Flowers: Add sporeless mushrooms by paramat |
17:30 |
paramat |
i'm now fairly neutral, sfan5 any input on that? |
17:30 |
paramat |
to be consistent we have the cheat as pilzadam prefers |
17:30 |
RealBadAngel |
meanwhile, can we add some music for the menu? |
17:30 |
paramat |
heh |
17:31 |
RealBadAngel |
im serious |
17:31 |
paramat |
don't get me started again =) |
17:31 |
RealBadAngel |
i do |
17:31 |
est31 |
This can be done with a contest too |
17:31 |
RealBadAngel |
im listenin to the scorees atm |
17:31 |
est31 |
people can submit scores |
17:31 |
est31 |
then we do a forum poll |
17:32 |
RealBadAngel |
folks |
17:32 |
Calinou |
scores? |
17:32 |
est31 |
err pieces |
17:32 |
est31 |
urls to free music |
17:32 |
RealBadAngel |
we wont get better ones we already have |
17:32 |
RealBadAngel |
masters of the demoscene |
17:32 |
est31 |
we dont have any music yet |
17:32 |
RealBadAngel |
google for fairlight |
17:33 |
RealBadAngel |
skaven gave us his permission |
17:33 |
est31 |
I personally like chiptune, question is whether other people like it too. |
17:35 |
* twoelk |
has mt run the old soundtrack from The Settlers videogame on startup. Now nobody can start mt secretly anymore. :-P |
17:35 |
RealBadAngel |
https://www.youtube.com/watch?v=cjHNPzv9sGY |
17:36 |
RealBadAngel |
i especially want this one to be main menu score |
17:36 |
Niebieski |
I like chiptune too. |
17:37 |
RealBadAngel |
this is not chiptune |
17:37 |
RealBadAngel |
make this tune loud, to move the walls |
17:38 |
Niebieski |
It would be good if we make it configurable. |
17:38 |
RealBadAngel |
it is |
17:38 |
RealBadAngel |
since a long time |
17:38 |
Niebieski |
Well done/ |
17:39 |
RealBadAngel |
even each game can have its own tune |
17:39 |
RealBadAngel |
but none have |
17:39 |
RealBadAngel |
c55 and others are deaf just |
17:40 |
RealBadAngel |
im fighting for the music since a yr or more |
17:40 |
Niebieski |
It's alright everyone has different mindset. |
17:40 |
RealBadAngel |
its allright |
17:40 |
twoelk |
https://www.youtube.com/watch?v=rPbfk6Vbqls howabout something like this? :-D |
17:40 |
paramat |
c55 hmmmmm and many devs are opposed for good reason |
17:41 |
RealBadAngel |
but nowadays game without music? |
17:41 |
RealBadAngel |
no go |
17:41 |
paramat |
that's sheep behaviour, to do something because others do |
17:41 |
RealBadAngel |
no |
17:42 |
RealBadAngel |
thats we are morons, while we can use best music out of demoscene and we dont |
17:43 |
paramat |
anyway i've explained ad nauseum the problems here #1651 =) |
17:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/1651 -- Menu music (WIP) by RealBadAngel |
17:44 |
RealBadAngel |
im fixing it now |
17:44 |
RealBadAngel |
hell, we NEED it |
17:45 |
RealBadAngel |
i am responsible for AV here |
17:46 |
RealBadAngel |
you want me to get things going? |
17:46 |
RealBadAngel |
let me do that |
17:47 |
paramat |
as a mtgame dev i would find it almost impossible to choose something to impose on players, most of whom would not like it, not listen to it or mute it |
17:47 |
paramat |
c55 is the AV maintainer, luckily for us |
17:47 |
RealBadAngel |
let them mute it or hate it |
17:48 |
RealBadAngel |
most of them will find that tune as mt one |
17:48 |
RealBadAngel |
olders will recognize it as a piece of one of the most skilled composers for demoscene |
17:48 |
RealBadAngel |
and a reason for mt to be proud to have it |
17:49 |
twoelk |
so as tast my differ - intro music must be easy to change - at the click of a button |
17:49 |
RealBadAngel |
it is |
17:49 |
RealBadAngel |
each game can have its own music |
17:49 |
twoelk |
it is? |
17:50 |
RealBadAngel |
i made commits allowing that more than a yr ago |
17:50 |
RealBadAngel |
since then im fuckin begging to get some music merged |
17:51 |
RealBadAngel |
i get approval of Skaven |
17:51 |
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17:51 |
* twoelk |
quits his running game and studies the main menu |
17:52 |
RealBadAngel |
oh, BlockMen youre alive? |
17:52 |
BlockMen |
could someone stop RBA messing with everything? |
17:52 |
RealBadAngel |
:P |
17:52 |
RealBadAngel |
everything? |
17:52 |
BlockMen |
if you want music, add it to your game |
17:52 |
BlockMen |
or to technic:game |
17:52 |
RealBadAngel |
sorry, i forgot youre deaf |
17:53 |
BlockMen |
you are a dev, so you should be able to do that |
17:53 |
RealBadAngel |
music theme doesnt apply to BlockMen, sorry folks |
17:53 |
BlockMen |
the minimap is shit btw |
17:53 |
RealBadAngel |
oh rly? |
17:53 |
RealBadAngel |
go on |
17:54 |
BlockMen |
not that much time, sry |
17:54 |
RealBadAngel |
so shut the fuck up |
17:54 |
BlockMen |
lel |
17:54 |
twoelk |
I like the way the music is used in mc, only coming up now and then or the taken back style used in Dark-Oberon http://dark-oberon.sourceforge.net/ |
17:54 |
RealBadAngel |
i took my time to code it |
17:54 |
RealBadAngel |
youre just absent |
17:55 |
RealBadAngel |
if you can do it better i will step aside |
17:55 |
RealBadAngel |
if not, fuck off |
17:55 |
BlockMen |
i didnt say i can do better, i just said its shit |
17:56 |
RealBadAngel |
otherwise youre just crude |
17:56 |
BlockMen |
radar mode for everyone |
17:56 |
BlockMen |
yay |
17:56 |
BlockMen |
minetest is a game engine, make it configurable for games |
17:56 |
BlockMen |
stop hardcoding everythink |
17:56 |
BlockMen |
*g |
17:57 |
RealBadAngel |
youre still thinkin that lua can do things? |
17:57 |
kaeza |
being hardcoded does not make it shit. those are different problems |
17:57 |
RealBadAngel |
poor modder :P |
17:57 |
RealBadAngel |
lua is good to mod nodes |
17:58 |
BlockMen |
says the guy that hardcodes "default:water_source" for setting water shaders |
17:58 |
RealBadAngel |
i did |
17:58 |
BlockMen |
thats shit |
17:58 |
RealBadAngel |
on the purpose |
17:58 |
kaeza |
RealBadAngel, you could add a flag to player:set_hud_flags |
17:58 |
BlockMen |
and everyone knows |
17:58 |
RealBadAngel |
water will have own shader |
17:58 |
RealBadAngel |
you saw videos on that |
17:58 |
BlockMen |
since when, two years |
17:58 |
BlockMen |
three? |
17:58 |
BlockMen |
AV master |
17:59 |
RealBadAngel |
we do have tangent space since a month or two |
17:59 |
BlockMen |
oh, and where are your 3d torches? |
17:59 |
BlockMen |
and not this extruded shit |
18:00 |
RealBadAngel |
most of the effects was not being able to achieve without tangent space |
18:01 |
RealBadAngel |
see how the game looks now with default textures |
18:01 |
RealBadAngel |
none of the voxel games has such beatutiful gfx by default |
18:01 |
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18:02 |
BlockMen |
dont forget the lovely redish shit: #2866 |
18:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/2866 -- Graphical regression. |
18:03 |
BlockMen |
its sooo beautiful |
18:03 |
RealBadAngel |
sure |
18:03 |
RealBadAngel |
some old shit is just not capable of doing shaders |
18:03 |
RealBadAngel |
sorry |
18:04 |
RealBadAngel |
we dont support watches, fridges or 9 yrs old hw |
18:04 |
BlockMen |
so you are now giving a shit on integrated graphics |
18:04 |
RealBadAngel |
opengl 2.1 is just too old |
18:04 |
BlockMen |
nice |
18:04 |
BlockMen |
it hapens on 4.2.0 aswell |
18:05 |
BlockMen |
*+p |
18:05 |
RealBadAngel |
nice? im not indiana jones |
18:05 |
RealBadAngel |
im not digging in the jungle to get shit |
18:05 |
BlockMen |
right, you are producing it yourself |
18:05 |
RealBadAngel |
opengl 2.1 has limits |
18:06 |
BlockMen |
cant you read. 4.2.0 has the SAME regressions |
18:06 |
RealBadAngel |
we wont be supporting it |
18:06 |
RealBadAngel |
youre mistaken |
18:06 |
RealBadAngel |
not the same |
18:07 |
RealBadAngel |
red means shader is not compiled |
18:07 |
RealBadAngel |
reasons can be different |
18:07 |
BlockMen |
oh, and could you finally fix the glitched wield item, great AV master? |
18:07 |
BlockMen |
its broken for more than a half year now |
18:08 |
RealBadAngel |
it can be too old hw, or each manufacturer of GPU treating code own way |
18:08 |
RealBadAngel |
sorry, wrong address |
18:08 |
RealBadAngel |
its not my code :P |
18:08 |
RealBadAngel |
call kahrl for that :P |
18:09 |
BlockMen |
but you are the AV maintainer. at least you said that a few minutes ago |
18:09 |
BlockMen |
so its your job then |
18:09 |
RealBadAngel |
i am? |
18:09 |
BlockMen |
http://irc.minetest.ru/minetest-dev/2015-08-11#i_4360515 |
18:09 |
RealBadAngel |
sorry im not |
18:09 |
VanessaE |
[08-11 13:45] <RealBadAngel> i am responsible for AV here |
18:09 |
BlockMen |
well, then dont say you are |
18:09 |
VanessaE |
pretty sure you did :) |
18:09 |
RealBadAngel |
i said im doing things |
18:10 |
RealBadAngel |
but i dont have a job there :P |
18:10 |
RealBadAngel |
and you BlockMen, instead of fooling around get your ass to work |
18:10 |
BlockMen |
ah, so i have a job here? |
18:11 |
BlockMen |
ok, wheres my money? |
18:11 |
RealBadAngel |
youre popping now like jack out of the box and claimin what? |
18:11 |
RealBadAngel |
what have you done recently? |
18:11 |
RealBadAngel |
nothing? |
18:11 |
BlockMen |
that you should stop making the game worse. |
18:11 |
VanessaE |
paramat: so what's your idea then about the jungle tree texture? something based on one of mine? or on the original 0.3.x one? |
18:11 |
RealBadAngel |
oh |
18:11 |
RealBadAngel |
im makin the game worse.... |
18:12 |
RealBadAngel |
youre just fuckin idiot. period. |
18:12 |
Krock |
RealBadAngel, thanks for notifying. Haven't noticed it yet. |
18:13 |
RealBadAngel |
going to make myself a sandwidch and put your precious person on ignore, good bye BlockMen |
18:13 |
BlockMen |
better that you think im an just fukin idiot" than accepting shit without saying anything |
18:13 |
twoelk |
Krock. is that video your suggestion for mt? ;-) |
18:13 |
* Krock |
looks interesed at this dav battle |
18:13 |
Krock |
*dev |
18:13 |
RealBadAngel |
your mods were worth a shit btw |
18:13 |
Krock |
twoelk, yeah. the opening song |
18:13 |
BlockMen |
oh, im really hit now |
18:13 |
twoelk |
hmm daft battle may fit |
18:14 |
BlockMen |
noooo...blease dont ignore me |
18:14 |
BlockMen |
jyou are soooo important to me |
18:14 |
paramat |
something inbetween, a smaller square trunk (10x10) with thicker strangler stems around it, medium brown core |
18:14 |
RealBadAngel |
its not a battle |
18:14 |
RealBadAngel |
its a break to make a sandwich |
18:14 |
VanessaE |
paramat: ok. |
18:15 |
Krock |
RealBadAngel, well, you both insult eachother |
18:15 |
twoelk |
can't you both just join some hungergames server and punch it out? |
18:16 |
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18:16 |
BlockMen |
for the protocol: i was wrong with 4.2.0 and the red error |
18:16 |
BlockMen |
but that changes nothing at the rest i listed |
18:17 |
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18:17 |
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18:17 |
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18:20 |
VanessaE |
BlockMen: I have to say something: you've been virtually absent from here for any discussion for months now. I can't say that your input should have the greatest amount of weight at present. |
18:21 |
BlockMen |
hmm... |
18:22 |
BlockMen |
why you think so? what has actually changed concerning the things i mentioned? |
18:22 |
BlockMen |
e.g. the mainmenu music |
18:22 |
BlockMen |
or the torches? |
18:22 |
VanessaE |
well to be honest, I don't have any problem with adding some kind of "default" main menu music. |
18:23 |
VanessaE |
and you know my opinion on torches. |
18:23 |
BlockMen |
so i repeat my question: what has actually changed= ;) |
18:23 |
* VanessaE |
shrugs |
18:29 |
sfan5 |
<sfan5> BlockMens builds are missing MSVCP100.dll |
18:29 |
sfan5 |
<sfan5> they do not run on a fresh windows 10 installation |
18:29 |
sfan5 |
^ BlockMen |
18:30 |
BlockMen |
sfan5, yeah, i saw it. that was actually the reason why i read the logs |
18:30 |
BlockMen |
and stumpled over the rest ... |
18:30 |
BlockMen |
will add the dll to the release then, thanks for testing. |
18:31 |
sfan5 |
i don't know if there is any other dll missing |
18:31 |
sfan5 |
but it's probably just the msvc runtime |
18:31 |
BlockMen |
did you test it with it? |
18:31 |
sfan5 |
no |
18:32 |
BlockMen |
seems MS doesnt install Microsoft Visual C++ 2010 Redistributable Package by default anymore |
18:32 |
Krock |
sfan5, how about my builds btw? |
18:32 |
sfan5 |
didn't test them |
18:32 |
Krock |
ah okay |
18:32 |
BlockMen |
Krock, wich MSVC version your are using? |
18:32 |
BlockMen |
*+h |
18:32 |
Krock |
BlockMen, the C++ 2010 one |
18:33 |
Krock |
ack, no idea what version number |
18:33 |
RealBadAngel |
Krock, BlockMen is insulting me for doing something, while he doesnt do anything |
18:33 |
RealBadAngel |
thats a slight difference |
18:34 |
BlockMen |
if you do not include the dll aswell, then i guess your wont work aswell |
18:34 |
RealBadAngel |
anyway, i feel tired of such insults |
18:34 |
Krock |
RealBadAngel, I have him on a PM. I try to decrease the noise about this theme. |
18:35 |
RealBadAngel |
hire some other av guy |
18:36 |
Krock |
RealBadAngel, about your minimap thing: Would it be possible for you to add a Lua function to the player object? Right like th set_player_physics one, to disable parts of the engine per-player? |
18:36 |
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18:36 |
BlockMen |
^ hudflag, as kaeza already suggested |
18:36 |
RealBadAngel |
that was the plan for the future, but what fot |
18:36 |
RealBadAngel |
its a shit anywyays |
18:36 |
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18:37 |
BlockMen |
RealBadAngel, when you dont want it called like that, then finish it before pushing |
18:37 |
Krock |
eh. As long it happens before 0.4.13 is released, there's no problem |
18:38 |
VanessaE |
it won't. |
18:38 |
RealBadAngel |
then delete minimap just and give me a break |
18:38 |
VanessaE |
that's a feature and we're in freeze. |
18:38 |
Krock |
VanessaE, too bad :/ |
18:38 |
BlockMen |
thats bugfixing, no feature |
18:38 |
Krock |
it's definitely a feature |
18:38 |
VanessaE |
BlockMen: allowing a mod to disable it, is a feature. |
18:38 |
RealBadAngel |
ive done minimap and i feel like i shouldnt even touch it |
18:39 |
RealBadAngel |
its not related anyway to my work |
18:39 |
BlockMen |
no, its fullfilling the specs of a game engine |
18:39 |
BlockMen |
VanessaE^ |
18:40 |
VanessaE |
BlockMen: the spec when it was created did not allow for a disable option. |
18:40 |
RealBadAngel |
threading is fucked up, most of you are working on dug up 386 or something, dont know if with coprocessors even |
18:40 |
BlockMen |
RealBadAngel, i didnt ment to make this personal. but seeing how you are mainly pushing features and let others fix it / complete it is not a thing i can stand |
18:40 |
RealBadAngel |
i should just have modified client and have a peace of mind |
18:41 |
RealBadAngel |
you did make it personal |
18:41 |
RealBadAngel |
and i respond personal to you |
18:41 |
Krock |
Just don't continue this until we reach the proller-situation. |
18:41 |
RealBadAngel |
im not far from it |
18:41 |
BlockMen |
i think we reached it kinda :\ |
18:41 |
RealBadAngel |
hmmm has pushed it to the limits |
18:42 |
Krock |
oh great <.< |
18:42 |
RealBadAngel |
now blockmen - an insivisible guy - starting the same |
18:43 |
RealBadAngel |
im not a child, im 42 yrs old. i can just say fuck off and go away |
18:43 |
BlockMen |
RealBadAngel, could you stop at least now with these "shiny" addjectives"? |
18:43 |
RealBadAngel |
and i wont feel sorry for that |
18:43 |
RealBadAngel |
shiny, lol |
18:43 |
RealBadAngel |
is a shit shiny with you? |
18:44 |
* twoelk |
knows some very shiny shit |
18:44 |
RealBadAngel |
do something shiny before you attempt to call others work like that |
18:45 |
RealBadAngel |
atm your shit is almost transparent and it doesnt shine |
18:45 |
RealBadAngel |
today youre just a guest here |
18:45 |
BlockMen |
RealBadAngel, fine. when you dont stop i dont see a reason to do |
18:46 |
* twoelk |
actually prefers shiny shit as dry shit sorta hurts when producing it |
18:46 |
RealBadAngel |
you have started it |
18:46 |
Krock |
+1 twoelk |
18:47 |
BlockMen |
and i stopped it. since you dont see: i have not the intention to keep it on this level |
18:47 |
RealBadAngel |
im used to be blamed for earth moving and everythinh |
18:47 |
RealBadAngel |
but callin my work shit? its way beyond limits |
18:48 |
RealBadAngel |
since 3 yrs or something im coding for this project |
18:48 |
BlockMen |
just fix it. again: this is an engine, not a singlegamed project |
18:49 |
RealBadAngel |
fix what? |
18:49 |
RealBadAngel |
a shit? |
18:49 |
RealBadAngel |
disable it with a setting and begone |
18:50 |
* twoelk |
listens to be enlightened on what BlockMen is most annoyed about |
18:50 |
RealBadAngel |
idk, hes obsessed with shit |
18:51 |
BlockMen |
twoelk, hardcoded things that cant be controled by (sub)games |
18:51 |
BlockMen |
like the minimap. this radarmode isnt "cool" for every game |
18:51 |
RealBadAngel |
whats most funny, folks seems to like minimap idea but everybody thinks it can be done better |
18:51 |
RealBadAngel |
yet nobody even tried to make it |
18:51 |
twoelk |
after some scrolling I would have bet on wield-item-glitch |
18:51 |
RealBadAngel |
i made minimap working realtime |
18:52 |
RealBadAngel |
but hmmmm , BlockMen are thinkin its a shit |
18:52 |
RealBadAngel |
so fuck off and do it better |
18:52 |
nore |
RBA, it's not |
18:52 |
RealBadAngel |
if YOU CAN |
18:52 |
RealBadAngel |
otherwise just shut up |
18:52 |
Krock |
I agree, this minimap is a great start. |
18:53 |
nore |
it's good |
18:53 |
BlockMen |
RealBadAngel, you want tell me now that you cant handle hud flags, is that right? |
18:53 |
twoelk |
for what it's worth I really like the minimap, I used gsmapper before but I do agree that the radar mode my breack the intend of some games |
18:53 |
kahrl |
oh how I love being pinged in the middle of a flamefest |
18:54 |
RealBadAngel |
hehe |
18:54 |
Krock |
xD |
18:54 |
RealBadAngel |
BlockMen, if you can do better code, youre welcome |
18:55 |
Krock |
require(Compromise); |
18:55 |
RealBadAngel |
before you will submit something, just diive |
18:55 |
RealBadAngel |
youre just funny |
18:56 |
RealBadAngel |
i made the game look up to the times |
18:57 |
BlockMen |
RealBadAngel, ok. i really tried to keep it calm. but since you are not willing to, i wont either |
18:57 |
twoelk |
argh |
18:57 |
RealBadAngel |
calm? by calling my work shit? |
18:57 |
RealBadAngel |
very original way to be calm |
18:58 |
BlockMen |
srsly? for a 42 year old you behave more than childish |
18:58 |
twoelk |
pfff |
18:58 |
RealBadAngel |
you know what? i could spend this time on coding |
18:58 |
sfan5 |
wat |
18:58 |
RealBadAngel |
i will rather do that now |
18:59 |
kaeza |
<VanessaE> BlockMen: allowing a mod to disable it, is a feature. |
18:59 |
RealBadAngel |
UI needs some improvements |
18:59 |
kaeza |
I would argue it's a trivial feature |
18:59 |
RealBadAngel |
i figured out some things while i was playing on my new tablet |
19:00 |
BlockMen |
ok, fine. since most here agree to this way, keep it as is. |
19:00 |
twoelk |
call it a gameplay breaker of some rare subgames and get it included so some games/serverowners can dissable the radar mode |
19:00 |
BlockMen |
idc anymore. |
19:00 |
BlockMen |
add your music |
19:01 |
BlockMen |
have fun |
19:01 |
Sokomine |
just for the record: i like minimap a lot and often turn it on. it works by far better than any previous lua attempts |
19:03 |
RealBadAngel |
Sokomine, youre turnin on a shit? |
19:03 |
RealBadAngel |
how could it be folks are using a shit? |
19:04 |
VanessaE |
*sigh* |
19:04 |
nore |
RealBadAngel: it's not a shit |
19:04 |
nore |
it's *good* |
19:04 |
VanessaE |
kaeza: trivial it may be but apparently even the most trivial are against the rules *right now* if there's any chance of things breaking (not to say there is, just making a point) |
19:05 |
RealBadAngel |
BlockMen called it a shit |
19:05 |
BlockMen |
cry |
19:05 |
RealBadAngel |
hes a dev, he knows better |
19:05 |
RealBadAngel |
its a shit |
19:05 |
nore |
although it could be a bit improved, it's very good right now |
19:05 |
nore |
RealBadAngel: I am a dev too, I don't call it a shit |
19:06 |
RealBadAngel |
i agree it can work a bit better, theres no perfect code from start |
19:06 |
RealBadAngel |
everything can be improved |
19:06 |
RealBadAngel |
but calling a working solution a shit is just an insult |
19:06 |
nore |
it is |
19:06 |
RealBadAngel |
and for that im overreacting |
19:06 |
nore |
so, just keep calm |
19:07 |
RealBadAngel |
and showing middle finger in general BlockMen direction |
19:07 |
nore |
... |
19:07 |
* BlockMen |
is shocked |
19:07 |
RealBadAngel |
you should be |
19:07 |
BlockMen |
some ppl dont know when to stop... |
19:07 |
BlockMen |
i did 30 minutes ago |
19:07 |
RealBadAngel |
doing nothing, popping up and calling others work a shit |
19:08 |
RealBadAngel |
for minimap thing to work i spent like two weeks coding nonstop |
19:09 |
RealBadAngel |
i started with working but very slow code |
19:09 |
RealBadAngel |
by gsmanner |
19:09 |
RealBadAngel |
out of it i managed to make real time minimapper |
19:10 |
RealBadAngel |
and since then im continously blamed for low quality code |
19:10 |
RealBadAngel |
i WONDER if any of you could make the same |
19:10 |
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19:11 |
RealBadAngel |
atm all of the haters are just full mouths |
19:13 |
ThatGraemeGuy |
o_O |
19:15 |
kaeza |
this is going nowhere |
19:15 |
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19:16 |
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est31 joined #minetest-dev |
19:16 |
est31 |
I agree to making minimap changes inside the feature freeze |
19:16 |
est31 |
it is a feature, but doing it inside freeze is ok IMO |
19:17 |
est31 |
we should think about: 1. making the server be abled to set the minimap modes |
19:17 |
est31 |
and 2. make the server be abled to show a particular minimap mode |
19:17 |
est31 |
with it I mean that its like it would simulate f9/shift-f9 presses |
19:18 |
est31 |
so that we have a solution for android |
19:18 |
est31 |
so you can exit it with f9 |
19:18 |
est31 |
or f9 is disabled while its shown |
19:18 |
est31 |
dunno, but im ok with prolonging the freeze |
19:19 |
est31 |
for such a feature |
19:19 |
kaeza |
I think just an on/off flag would be fine for now, and implement a full system after release, no? |
19:19 |
kaeza |
huh... he left? |
19:20 |
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19:20 |
est31 |
FYI i dont think minimap is shit |
19:20 |
hmmmm |
what is with the enter/leave thing est |
19:25 |
sfan5 |
o.O |
19:29 |
* twoelk |
wonders wether some features of minimap could/should be bound to privs |
19:35 |
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20:13 |
RealBadAngel |
est31 i stated some things before minimap was even in |
20:13 |
RealBadAngel |
i want it to be fully controleable from lua |
20:14 |
RealBadAngel |
to be even a cratfeable thingy |
20:14 |
RealBadAngel |
if a game decide to do so |
20:14 |
RealBadAngel |
but api for that is totally separate thing |
20:15 |
RealBadAngel |
imho first we do need a working code, then we can work it out |
20:15 |
RealBadAngel |
improve it, make it faster, hunt bugs |
20:15 |
RealBadAngel |
but |
20:16 |
RealBadAngel |
we are working on done solution |
20:16 |
RealBadAngel |
not on imaginery "shit" |
20:19 |
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20:19 |
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20:25 |
RealBadAngel |
i can understand requests for better algorithms, or nicer formatting |
20:26 |
RealBadAngel |
thats ok |
20:26 |
RealBadAngel |
and i said i will improve code in my area |
20:28 |
RealBadAngel |
but BlockMen, next time you will pop with something like this, i will block any of your work, regardless of its quality |
20:32 |
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20:35 |
hmmmm |
[04:28 PM] <RealBadAngel> but BlockMen, next time you will pop with something like this, i will block any of your work, regardless of its quality |
20:36 |
hmmmm |
that is vindictive and wouldn't stand |
20:36 |
hmmmm |
he'd simply get his work reviewed by other people who aren't biased against him |
20:39 |
RealBadAngel |
hmmmm, how would u feel if i will start to call any of your code shit? |
20:39 |
hmmmm |
depends on how valid the complaints are |
20:39 |
hmmmm |
but i wouldn't block your commits because of it |
20:40 |
RealBadAngel |
my commits are working. have flaws - can be fixed |
20:40 |
hmmmm |
my honest opinion on the minimap is that it's a decent start |
20:40 |
hmmmm |
it does what it needs to, it's stable after my initial modifications |
20:40 |
hmmmm |
but don't be afraid to accept criticism |
20:40 |
hmmmm |
yeah it does suck |
20:40 |
RealBadAngel |
im mature enough to know that i made shitload of work |
20:40 |
hmmmm |
it sucks CPU for something as trivial as scanning downward in a 3d array |
20:41 |
RealBadAngel |
to get it workin at all |
20:41 |
hmmmm |
could be done better but you know that |
20:41 |
hmmmm |
at least it can be disabled |
20:41 |
RealBadAngel |
our next goal is to make it better |
20:41 |
hmmmm |
if something is clearly a work-in-progress, then add a enable/disable option and have it off by default |
20:42 |
hmmmm |
the problem is that the initial commit didn't quite shut off the minimal |
20:42 |
hmmmm |
minimap* |
20:42 |
RealBadAngel |
such feature cannot be hanged forever |
20:42 |
hmmmm |
it was still allocating huge blocks of memory and adding them to a queue |
20:42 |
hmmmm |
more importantly |
20:42 |
hmmmm |
if I say "this looks like it might be leaking memory" |
20:43 |
hmmmm |
don't just say "YEAH IT'S NOT I'M SURE" |
20:43 |
RealBadAngel |
yes |
20:43 |
hmmmm |
"IT'S TOTALLY OK TRUST ME" |
20:43 |
RealBadAngel |
but |
20:43 |
hmmmm |
investigate and come up with an actual answer |
20:43 |
RealBadAngel |
you have cut it |
20:43 |
RealBadAngel |
and broke radar mode :) |
20:43 |
hmmmm |
i don't know how radar mode is supposed to be but it looked fine before and after my modifications |
20:43 |
RealBadAngel |
so right was in the middle |
20:44 |
hmmmm |
it seems to work... fine... |
20:44 |
hmmmm |
don't get what the messup was |
20:44 |
RealBadAngel |
no it does not |
20:44 |
hmmmm |
what's the expected behavior? |
20:44 |
hmmmm |
also maybe this is an indication that you should write unit tests for your code |
20:45 |
RealBadAngel |
kinda night googles vision on the ground |
20:45 |
RealBadAngel |
gfx is not unit tests compliant |
20:45 |
hmmmm |
BS |
20:45 |
RealBadAngel |
it does LOOK or it does not |
20:45 |
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20:45 |
hmmmm |
when you have what you're making perfect, you save the test data as a png or something |
20:46 |
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paramat joined #minetest-dev |
20:46 |
hmmmm |
then compare results rendered in the unit test with what you saved |
20:46 |
RealBadAngel |
i was fighting with parallax code for more than a year |
20:46 |
hmmmm |
so? |
20:46 |
hmmmm |
am i asking for too much? |
20:46 |
RealBadAngel |
it was done before, right? |
20:46 |
RealBadAngel |
but now it does look brilliant |
20:47 |
hmmmm |
and rendering is ass slow :/ |
20:47 |
hmmmm |
i still need to look into that |
20:47 |
RealBadAngel |
no |
20:47 |
RealBadAngel |
that code is faster than autogen |
20:47 |
est31 |
game#621 |
20:47 |
paramat |
sfan5 any comments/approval for the new grass commit? game#622 |
20:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/621 -- Flowers: Revert changes to mushroom drops by paramat |
20:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/622 -- Default: New grass textures, remove grass with footsteps by paramat |
20:47 |
est31 |
whats this stupid shit paramat |
20:47 |
hmmmm |
nvidia GTX 660, nvidia proprietary driver, 20 FPS with shaders disabled and fancy leaves disabled |
20:47 |
hmmmm |
100 block view distance |
20:48 |
hmmmm |
does this sound right to you? |
20:48 |
VanessaE |
paramat: don't remove grass-with-footsteps |
20:48 |
est31 |
you can cheat |
20:48 |
RealBadAngel |
i am aware of that |
20:48 |
est31 |
this is bullshit |
20:48 |
RealBadAngel |
and im in a deadlock |
20:48 |
paramat |
okay Vanessa |
20:48 |
VanessaE |
it's still used in a few places (notably stormchaser's Skyblock server - maybe it ain't the same exact node though) |
20:48 |
RealBadAngel |
since on my box its working fine |
20:48 |
paramat |
'shit' is today's word =) |
20:49 |
RealBadAngel |
im always pretty close to 60 fps |
20:49 |
hmmmm |
RealBadAngel: I'm just saying that "no, it's fine" is the wrong answer |
20:49 |
est31 |
paramat, you want to reintroduce an obvious bug |
20:49 |
hmmmm |
i'm having FPS problems and so is everybody else except for you |
20:49 |
est31 |
its not one of these things that are hidden |
20:49 |
est31 |
or hard to reproduce |
20:49 |
paramat |
est you know what it is, pilzadam has requested and i agree, it's consistent with farming |
20:49 |
hmmmm |
if somebody says there is a problem, then say maybe there is instead of denying it |
20:49 |
est31 |
its a clearly observable, BUG |
20:49 |
VanessaE |
paramat: better to make a translucent "footsteps" overlay and ^ it over the grass texture. |
20:50 |
est31 |
paramat, its not consistent with farming at all |
20:50 |
RealBadAngel |
hmmmm, you may hate me for that but thats obviously something wrong with irr and drivers |
20:50 |
paramat |
aha yes good idea Vanessa |
20:50 |
est31 |
you dig a wheat plant, do you get wheat plant in return? |
20:50 |
est31 |
no |
20:50 |
hmmmm |
see |
20:50 |
hmmmm |
there you do it again |
20:50 |
est31 |
you get wheat |
20:50 |
est31 |
and you get wheat seeds |
20:50 |
hmmmm |
you blame everything that isn't you |
20:50 |
RealBadAngel |
i do have same system as VE does, but NVIDIA and INTEL |
20:50 |
est31 |
if you select the wheat and right click, there IS NO WHEAT PLANT PLACED |
20:50 |
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20:50 |
paramat |
consistent with grasses and junglegrass for seeds |
20:50 |
hmmmm |
a GTX660 gets me 20 fps |
20:51 |
est31 |
paramat, no |
20:51 |
hmmmm |
bone stock textures |
20:51 |
est31 |
you either get grass or you get seeds |
20:51 |
hmmmm |
shaders completely disabled |
20:51 |
est31 |
but you never get both |
20:51 |
hmmmm |
fancy leaves disabled |
20:51 |
est31 |
NEVER |
20:51 |
RealBadAngel |
maybe its time to switch to more modern renderer? |
20:51 |
est31 |
current behaviour is just like grass |
20:51 |
RealBadAngel |
irrlicht seems to be dead |
20:51 |
VanessaE |
in practice, my R9 280x gets me 25 to 40 fps at anywhere from 115 down to 35 meters, depending on the scene, with stock textures |
20:51 |
paramat |
erm so pilzadam is wrong? |
20:51 |
est31 |
RealBadAngel, it is time, but we want to make a release that still can be played with opengl 2.1 |
20:52 |
est31 |
paramat, I dunno if hes wrong, that comment couldnt be understood |
20:52 |
paramat |
i have both PRs ready so can push either =) |
20:52 |
RealBadAngel |
est31, most of shaders effects are not compliant with 2.1 |
20:52 |
RealBadAngel |
by DEFINITION |
20:52 |
est31 |
RealBadAngel, what about making simple shaders |
20:53 |
est31 |
just copy the whole shaders code, before it was your normal fixes |
20:53 |
est31 |
err changes* |
20:53 |
RealBadAngel |
simle means, lighting, waving, nothing more |
20:53 |
est31 |
then put that into a different directory |
20:53 |
RealBadAngel |
literally: NOTHIN more |
20:53 |
est31 |
just take the state as it was before you broke it |
20:53 |
RealBadAngel |
pipeline is too short |
20:53 |
est31 |
as it still worked |
20:53 |
paramat |
"Leaves and grass work the same way" hm leaves seem to have a cheat to get saplings? |
20:54 |
est31 |
no they dont |
20:54 |
est31 |
because you either get saplings, or you get leaves |
20:54 |
est31 |
but never both |
20:54 |
RealBadAngel |
"breaking" is meaning i reached the pipeline max limit |
20:54 |
paramat |
aha |
20:54 |
RealBadAngel |
512 |
20:54 |
RealBadAngel |
i hit that shit with parallax code and unrolling the loops |
20:55 |
est31 |
512 what? |
20:55 |
RealBadAngel |
u cant prevent unrolling |
20:55 |
RealBadAngel |
shaders are compiled runtime |
20:55 |
RealBadAngel |
and loops are unrolled |
20:55 |
est31 |
512 kb code? |
20:55 |
est31 |
or 512 lines of code? |
20:55 |
RealBadAngel |
of instructions |
20:55 |
est31 |
or 512 kb bytecode? |
20:56 |
est31 |
ok, so thats why opengl 2.1 fails? |
20:56 |
est31 |
or is that just a theory |
20:56 |
paramat |
argh all mtgame devs have gone |
20:56 |
RealBadAngel |
not a theory |
20:56 |
RealBadAngel |
ive tested that heavily |
20:57 |
RealBadAngel |
loop with 4 worked ok and compiled |
20:57 |
est31 |
so you have an opengl 2.1 box around where you did the tests? |
20:57 |
RealBadAngel |
with 5, failed to compile |
20:57 |
est31 |
paramat, https://github.com/minetest/minetest_game/blob/master/mods/farming/nodes.lua#L143 |
20:57 |
RealBadAngel |
i was working for a whole day with some1 online to get those things done |
20:57 |
est31 |
you see the "max_items = 1," here? |
20:57 |
est31 |
you NEVER get both |
20:58 |
paramat |
yeah, thanks |
20:58 |
RealBadAngel |
to figure out the real reason while it fails it took several hours |
20:58 |
paramat |
think i'll just push 620 then, i reopened it |
20:59 |
est31 |
what are BlockMen's problems with spores btw? |
20:59 |
RealBadAngel |
imagine the code with loop set to 0 and 24 and the other 0 to 4 |
20:59 |
RealBadAngel |
one fails, one works |
20:59 |
RealBadAngel |
now guess why |
20:59 |
paramat |
heh i don't want to know |
20:59 |
RealBadAngel |
i was removing whole parts of code |
21:00 |
RealBadAngel |
and get different results |
21:00 |
est31 |
so you have the fix for 2.1? |
21:00 |
RealBadAngel |
after a few hours uncle told me that loops are UNCONDITIONALLY unrolled |
21:01 |
RealBadAngel |
i thougt i will throw my seat at the monitor |
21:01 |
RealBadAngel |
literally |
21:01 |
est31 |
lol |
21:02 |
RealBadAngel |
nvidia have some tricks to turn it off |
21:02 |
RealBadAngel |
but amd doesnt |
21:03 |
RealBadAngel |
and yes, i can have a fix for 2.1 |
21:03 |
RealBadAngel |
i just have to cut down the funcionality |
21:03 |
RealBadAngel |
and introduce the LITE shaders |
21:04 |
paramat |
VanessaE, how about i make a new footsteps overlay with a square footprint? |
21:04 |
RealBadAngel |
thats quite easy atm |
21:04 |
VanessaE |
paramat: nah, not too square, it'll look weird |
21:04 |
VanessaE |
then egain the player has square feet. |
21:04 |
VanessaE |
again* |
21:04 |
paramat |
lol but layer's feet |
21:04 |
VanessaE |
ninja'd :) |
21:04 |
paramat |
yeah i'll do that |
21:04 |
VanessaE |
ok |
21:04 |
paramat |
(players) |
21:05 |
RealBadAngel |
some elephants can argue with that :P |
21:05 |
VanessaE |
paramat: how about square, but missing a few of the corner pixels (there would be 8, so lose maybe half of them)? |
21:05 |
RealBadAngel |
and lawyers too ;) |
21:05 |
RealBadAngel |
i do have actually a better idea |
21:05 |
est31 |
RealBadAngel, when can you get those lite shaders ready? |
21:06 |
est31 |
best it should detect whether its running opengl 2.1 or earlier, and then use those |
21:06 |
paramat |
well i'll make it have a rough edge.. |
21:06 |
RealBadAngel |
est31.... if i wont get a shitload of shit on my head, maybe by tommorow? ;) |
21:06 |
VanessaE |
paramat: yeah, that should work. |
21:06 |
RealBadAngel |
wait wait wait |
21:07 |
RealBadAngel |
footsteps |
21:07 |
est31 |
wow thats fast O_o |
21:07 |
VanessaE |
what ware we waiting for, RealBadAngel ? :P |
21:07 |
RealBadAngel |
make it lower the ground |
21:07 |
RealBadAngel |
with a heightmap |
21:07 |
VanessaE |
eh |
21:07 |
paramat |
you can do that later |
21:07 |
RealBadAngel |
its as easy as adding new heightmap |
21:08 |
paramat |
cool idea |
21:08 |
RealBadAngel |
so foosteps will make actually holes in the ground |
21:08 |
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21:08 |
est31 |
good use |
21:08 |
est31 |
thats the "grass" part of "dirt with grass" |
21:09 |
est31 |
being stomped on |
21:09 |
RealBadAngel |
btw i noticed footsteps playing on skyblock server |
21:09 |
VanessaE |
good idea. |
21:09 |
RealBadAngel |
it does update realtime, and you can see footsteps on minimap |
21:09 |
paramat |
will the footstep being an overlay be a problem for you implementing this |
21:10 |
est31 |
overlay? |
21:10 |
paramat |
or better a single texture? |
21:10 |
VanessaE |
nah |
21:10 |
RealBadAngel |
no its not a problen |
21:10 |
paramat |
ok |
21:10 |
est31 |
ah |
21:10 |
RealBadAngel |
im adding the normals |
21:10 |
VanessaE |
normalmap overlays combine the same as the imagery they represent does. |
21:10 |
est31 |
overlay texture |
21:11 |
RealBadAngel |
i shouldnt but for sake of simpilicty i do |
21:11 |
RealBadAngel |
more height takes precedence |
21:11 |
RealBadAngel |
theres no blending |
21:13 |
paramat |
anyway i have enough approval for new grass, nore and sfan5 like it, will push later with footstep stuff |
21:13 |
RealBadAngel |
btw i should make pr for grass (lol) and others |
21:13 |
RealBadAngel |
paramat, just IN TIME :) |
21:14 |
est31 |
paramat, you want to make it even lighter? |
21:15 |
RealBadAngel |
ive made several heightmaps for default textures |
21:15 |
est31 |
you should perhaps get consensus on the even lighter grass texture too |
21:15 |
RealBadAngel |
est31, displacement and bumpmapping code makes textures darker |
21:15 |
RealBadAngel |
thx to shadows |
21:15 |
paramat |
no the PR just has slightly reduced saturation |
21:16 |
RealBadAngel |
im againts making any of the textures darker by default |
21:16 |
RealBadAngel |
lighter - propably ok |
21:16 |
RealBadAngel |
but darker - thats not so obvious |
21:17 |
est31 |
RealBadAngel, bumpmapping and displacement arent always on |
21:17 |
RealBadAngel |
est31, theyre on on modern PCs |
21:17 |
est31 |
they arent on my box |
21:17 |
RealBadAngel |
read: this is how the game looks like |
21:17 |
est31 |
and I've bought it last year |
21:17 |
RealBadAngel |
lol |
21:18 |
est31 |
and they arent on on boxes for people with opengl 2.1 |
21:18 |
paramat |
for mushrooms i'll catch the team tomorrow, i prefer the PR with the sporeless mushrooms, more challenge |
21:19 |
est31 |
I'm ok with any change that doesn't re-introduce the bug |
21:26 |
VanessaE |
paramat: in that ^^^^ case, Dan's mushroom mod also has a spore identifier and dirt-with-grass occasionally drops unidentified spores ;) |
21:26 |
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est joined #minetest-dev |
21:27 |
est |
OK about minimap, what should we do next |
21:27 |
est |
as in: how should we make minimap moddable from lua? |
21:28 |
est |
customizeable etc |
21:28 |
est |
we have multiple use-cases here |
21:28 |
est |
Currently, minimap is activated/mode changed via the f9 and the shift-f9 keys |
21:29 |
VanessaE |
est: minetest.minimap_allow({ visible=true, radar=true, surface=true, craft_requires="default:minimap_item"}); |
21:29 |
est |
craft_requires? |
21:29 |
VanessaE |
yeah, if this item is crafted and used, turn on the minimap. |
21:29 |
est |
and what should visible be? |
21:30 |
VanessaE |
visible=true allows the user to turn the map on without any special privs/crafts |
21:30 |
est |
perhaps no_craft_requires? |
21:30 |
VanessaE |
perhaps. |
21:30 |
VanessaE |
I was just tossing it out there, first thing off the top of my head |
21:31 |
est |
how can you switch modes with the craft_requires? |
21:31 |
est |
use it again? |
21:31 |
VanessaE |
the craft_requires item (or whatever it gets calls) would have an on-use callback |
21:31 |
est |
how to close the minimap? |
21:31 |
VanessaE |
on_rightclick? |
21:33 |
VanessaE |
in either case, the callback would still need to call a function to actually open/switch modes/close the map |
21:35 |
est |
yea, I'm more thinking about this API |
21:35 |
est |
TOCLIENT_MIMIMAP_MODES |
21:35 |
est |
and TOCLIENT_MINIMAP_SETMODE |
21:36 |
est |
with according player:set_minimap_modes and player:select_minimap_mode calls |
21:38 |
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21:39 |
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21:49 |
RealBadAngel |
est, minimap is client side only |
21:50 |
RealBadAngel |
to get it fully controlled we need client side modding |
21:50 |
est |
RealBadAngel, I know, but minimap should become controlled by server |
21:50 |
RealBadAngel |
partially |
21:50 |
est |
we don't "need" it |
21:50 |
RealBadAngel |
to become it an item or so |
21:50 |
est |
we can control the source code |
21:50 |
est |
of client, and server |
21:50 |
est |
and we can control the protocol |
21:51 |
est |
just a small change here, small change there |
21:51 |
est |
done! |
21:51 |
RealBadAngel |
but look, position and the stuff like that its skinning |
21:51 |
est |
position isn't important |
21:51 |
est |
neither is size |
21:51 |
est |
what is important is which mode to allow |
21:51 |
RealBadAngel |
puttint that server side is putting unnecesary load on the server |
21:52 |
est |
I don't say the mapping code should run there |
21:52 |
est |
I only say that the customisation happens on the server |
21:52 |
est |
e.g. to make it a craftable item |
21:52 |
est |
or to make it only show to players with a certain priv |
21:52 |
est |
or so. |
21:53 |
RealBadAngel |
we shall open an issue and discuss there what shall be done |
21:53 |
est |
ok |
21:53 |
RealBadAngel |
meanwhile i found a bug |
21:54 |
VanessaE |
RealBadAngel: a bug in minetest? say it ain't so! :) |
21:54 |
est |
nooooo! |
21:54 |
est |
a bug! |
21:54 |
RealBadAngel |
with highlighting enabled water becomes in whole block non opaque |
21:55 |
RealBadAngel |
i need to fix that before 13 |
21:56 |
VanessaE |
it happens without highlighting too |
21:56 |
VanessaE |
random whole-block-sized patches of opaque and translucent water |
21:56 |
RealBadAngel |
good to know |
21:56 |
VanessaE |
or sometimes just all at once |
21:56 |
VanessaE |
and it flicks between states randomly as well |
21:57 |
RealBadAngel |
actually PLAYIN the game helps |
21:57 |
est |
#1404 |
21:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/1404 -- water opacity bug with irrlicht 1.8.x |
21:57 |
VanessaE |
that's the one |
21:57 |
RealBadAngel |
1.7.3 here |
21:58 |
RealBadAngel |
its a pointed thing bug |
21:58 |
RealBadAngel |
i think |
21:58 |
est |
and my dupes #2780 has further screenshots |
21:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/2780 -- Render bug with shaders enabled |
21:58 |
est |
dupe* |
21:58 |
VanessaE |
looks like 1.8.1 here. |
21:59 |
VanessaE |
est: yep, I get that ^^^ one to. |
21:59 |
VanessaE |
too* |
21:59 |
VanessaE |
I could swear I've seen it *without* shaders though |
21:59 |
RealBadAngel |
its a bit weird |
22:00 |
RealBadAngel |
but definitely not close to syncying the textures |
22:00 |
RealBadAngel |
that would be propably never fixed |
22:01 |
RealBadAngel |
there will be always a delay |
22:02 |
RealBadAngel |
i can see no way to fix such an issue |
22:02 |
VanessaE |
it's not the textures. |
22:02 |
VanessaE |
it's the opacity |
22:02 |
RealBadAngel |
i know |
22:02 |
VanessaE |
the water's opacity changes randomly, for no reason at all |
22:02 |
RealBadAngel |
im adressing the other one |
22:02 |
RealBadAngel |
atm |
22:02 |
est |
#3036 |
22:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/3036 -- Minimap needs to be customizeable by the server |
22:03 |
VanessaE |
which one, RBA? |
22:03 |
RealBadAngel |
textures out of sync, for large areas |
22:03 |
VanessaE |
oh |
22:03 |
VanessaE |
actually that can be fixed |
22:03 |
VanessaE |
there's a flag to force it. |
22:03 |
RealBadAngel |
water is animated, blocks are getting updates with time |
22:04 |
RealBadAngel |
but theres no way to make ALL the water nodes using the very same frame |
22:04 |
VanessaE |
sync is disabled by default because it supposedly costs CPU |
22:04 |
RealBadAngel |
some blocks will get it sooner some later |
22:05 |
RealBadAngel |
sync setting in this case is a bad joke |
22:05 |
RealBadAngel |
by definition it wont work. never. |
22:06 |
VanessaE |
"never is a long time." |
22:06 |
RealBadAngel |
only solution could be something different |
22:06 |
RealBadAngel |
in main thread setting a current animation frame |
22:06 |
RealBadAngel |
and let renderer using just the one frame |
22:07 |
RealBadAngel |
this way sync could be achieved |
22:07 |
RealBadAngel |
letting multiple thread tasks to decide whats current will never work |
22:08 |
est |
what?? |
22:08 |
est |
threads? |
22:08 |
RealBadAngel |
on animate picks the frame to show |
22:08 |
est |
we just have one thread |
22:08 |
RealBadAngel |
its based on dtime |
22:08 |
est |
irrlicht would break otherwise |
22:09 |
RealBadAngel |
thats code next to lighting |
22:09 |
est |
what does dtime have to do with threads |
22:09 |
RealBadAngel |
all animated nodes in a mapblock are marked and pointers to them strored |
22:09 |
RealBadAngel |
*stored |
22:10 |
RealBadAngel |
then each dtime step theyre updated |
22:10 |
est |
thats wasteful |
22:10 |
RealBadAngel |
indeed |
22:10 |
RealBadAngel |
thats our lighting and animation (and digging) system |
22:11 |
RealBadAngel |
for that shit my miimap is blamed for |
22:11 |
est |
the minimap is blamed for animation problems? |
22:11 |
est |
that can't be |
22:11 |
RealBadAngel |
loading single block is causing updates of 17 other blocks |
22:12 |
est |
why 17? |
22:12 |
est |
I've thought only 6 |
22:12 |
RealBadAngel |
something with edge |
22:12 |
RealBadAngel |
its fucked up as hell |
22:13 |
RealBadAngel |
i pointed you an entry line where this shit starts |
22:13 |
est |
you did? |
22:13 |
RealBadAngel |
yes i did |
22:13 |
RealBadAngel |
i told you about mapblock mesh generartion flood |
22:14 |
est |
ah yes, some time ago |
22:15 |
est |
but still we have to do it, e.g. for stairs nodes |
22:15 |
est |
or for connected glass |
22:15 |
est |
err railway nodes, not stair nodes |
22:15 |
RealBadAngel |
updating once is ok |
22:15 |
RealBadAngel |
but letting update all around is wrong |
22:16 |
RealBadAngel |
theres also a race |
22:16 |
RealBadAngel |
if receiver can found duplicates in quee it erases it |
22:17 |
RealBadAngel |
so i wasnt able to make minimap to generate an entry just once |
22:17 |
RealBadAngel |
it ended with an checkerboard |
22:18 |
RealBadAngel |
its simply a huge flood of calls |
22:18 |
RealBadAngel |
why it works only god knows |
22:18 |
RealBadAngel |
theres no way to synchronize it |
22:20 |
est |
we have to update all around |
22:20 |
RealBadAngel |
list of block to update should be prepared server side |
22:20 |
RealBadAngel |
filtered |
22:20 |
RealBadAngel |
then sent |
22:21 |
est |
have you read what I've said |
22:21 |
est |
we need it for connected glass, and raillike |
22:21 |
RealBadAngel |
no |
22:21 |
RealBadAngel |
we need it filtered |
22:21 |
RealBadAngel |
but on the other side |
22:22 |
RealBadAngel |
atm client gets spammed |
22:22 |
RealBadAngel |
also theres no way to say which block was the origin of the update |
22:23 |
RealBadAngel |
because all the other blocks are causing updates too |
22:23 |
est |
what we need is a boolean return value of close updates |
22:23 |
RealBadAngel |
propably |
22:24 |
RealBadAngel |
we do need original block to be not ereaseable from queue |
22:25 |
RealBadAngel |
that will limit also minimap scan callls |
22:25 |
RealBadAngel |
atm, calls for updates are just a lottery |
22:26 |
RealBadAngel |
"lets spam the client, first one wins" |
22:31 |
RealBadAngel |
when i got how this really works my first thought was "i need to get my toys outta here" |
22:31 |
RealBadAngel |
and make mapper be separate task at all |
22:32 |
RealBadAngel |
just be called at the same place, but just once |
22:33 |
RealBadAngel |
but atm im trapped in the system |
22:34 |
RealBadAngel |
c55 suggested that solution and now its a bit hard to get it done other way |
22:35 |
RealBadAngel |
he said that minimap should be able to show everything whats can be rendered |
22:35 |
RealBadAngel |
so mapblock mesh updates were only logical solution |
22:35 |
RealBadAngel |
i just didnt knew, or was aware of the spam problem |
22:36 |
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22:47 |
RealBadAngel |
hmmmm, btw if you havent noticed what you broke: https://imgrush.com/folzWGrfHhCy.png |
22:47 |
RealBadAngel |
this is how radar mode shoud look like |
22:48 |
RealBadAngel |
i believe you never was flying those aircrafts you were making code for |
22:48 |
RealBadAngel |
and thats your exact problem |
22:49 |
RealBadAngel |
"screenshot is enough" you were saying and blaming me for a leaks |
22:49 |
RealBadAngel |
right seems to be something in the middle pal |
22:52 |
RealBadAngel |
to make story short, just start to play minetest |
23:00 |
RealBadAngel |
https://imgrush.com/F7v0Z2fG3veN.png |
23:00 |
RealBadAngel |
just make something close to that |
23:00 |
RealBadAngel |
its made on skyblock server |
23:11 |
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23:13 |
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23:13 |
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23:50 |
est |
hmmmm is the most experienced (active, can't judge all non-active ones) coder minetest has. |
23:51 |
hmmmm |
what |
23:51 |
est |
aren't you |
23:51 |
est |
to my judgement, you know most about c/c++, and how to do things with it |
23:51 |
hmmmm |
i don't know |
23:51 |
hmmmm |
i wouldn't call myself active tbh |
23:52 |
est |
you are more active than kahrl and Zeno. |
23:52 |
est |
who also know lotsa stuff |
23:52 |
est |
(right now) |
23:53 |
hmmmm |
i've been around longer than zeno but not kahrl ^^ |