Time |
Nick |
Message |
00:49 |
|
Ritchie joined #minetest-dev |
00:53 |
|
VargaD joined #minetest-dev |
00:59 |
|
zat joined #minetest-dev |
01:22 |
|
Player2 joined #minetest-dev |
01:35 |
|
johnnyjoy joined #minetest-dev |
02:15 |
|
Ritchie joined #minetest-dev |
02:31 |
|
Robby_ joined #minetest-dev |
03:03 |
|
sfan5 joined #minetest-dev |
03:17 |
|
Robby joined #minetest-dev |
03:32 |
|
rom1504 joined #minetest-dev |
03:42 |
|
thatgraemeguy joined #minetest-dev |
03:42 |
|
thatgraemeguy joined #minetest-dev |
03:54 |
|
VanessaE joined #minetest-dev |
04:24 |
|
pozzoni joined #minetest-dev |
04:51 |
|
Robby joined #minetest-dev |
04:58 |
|
Hijiri joined #minetest-dev |
05:20 |
|
rom1504 joined #minetest-dev |
05:54 |
|
Robby joined #minetest-dev |
06:46 |
|
Robby joined #minetest-dev |
06:51 |
|
Hunterz joined #minetest-dev |
07:05 |
|
pozzoni joined #minetest-dev |
07:40 |
|
Robby joined #minetest-dev |
08:11 |
|
Obani joined #minetest-dev |
08:13 |
|
Robby joined #minetest-dev |
08:25 |
|
rom1504 joined #minetest-dev |
09:37 |
|
johnnyjoy joined #minetest-dev |
09:40 |
|
est31 joined #minetest-dev |
09:46 |
|
alket joined #minetest-dev |
09:46 |
alket |
hi est31 , do you plan to provide linux binaries and windows installers ? |
09:53 |
est31 |
I can't provide windows installers |
09:53 |
est31 |
but either way wrong channel |
10:11 |
est31 |
alket, about the windows installer issue, I think we should make it as easy as possible for people to get minetest |
10:11 |
est31 |
and if there are people who are more comforable with a setup.exe |
10:12 |
est31 |
why miss them |
10:12 |
alket |
yep, agreed |
10:12 |
est31 |
I think VanessaE has asked for them too |
10:12 |
VanessaE |
est31: even just a self-dissolving 7z might be good enough |
10:12 |
VanessaE |
well self-extracting they call it now :P |
10:12 |
alket |
well if you're going for a package, it better be setup.exe |
10:13 |
alket |
I have a team of another game, I wanted to show the minetest but they were all confused by zip |
10:13 |
alket |
had hard time explaning that the game launches from bin folder |
10:13 |
VanessaE |
alket: given that minetest is run-in-place, it doesn't need a setup.exe, as such. |
10:14 |
VanessaE |
self-extracting + run bin/minetest after extra (7z can do that) is enough |
10:14 |
alket |
VanessaE: it could be good if it only provides a shortcut in Program Files |
10:14 |
alket |
so it can be detected by MS Win "app search" |
10:14 |
VanessaE |
I don't see why that can't be done too, but idk. I'm no windows person at all |
10:14 |
est31 |
yeah, setup.exe would be more integrated into the windows ecosystem |
10:16 |
VanessaE |
one thing that IS needed though is a predicable location for minetest's worlds/mods/etc |
10:16 |
VanessaE |
users find it difficult to upgrade because of the self-contained nature of the package |
10:16 |
VanessaE |
needed on Windows, that is. |
10:17 |
VanessaE |
so maybe you're right in the need for a setup.exe |
10:18 |
alket |
Calinou has already made a windows installer for his game |
10:31 |
VanessaE |
bbl |
10:51 |
|
alket joined #minetest-dev |
11:04 |
|
Player2 joined #minetest-dev |
11:12 |
|
thePalindrome joined #minetest-dev |
11:15 |
|
nrzkt joined #minetest-dev |
12:02 |
|
Calinou joined #minetest-dev |
12:06 |
|
hmmmm joined #minetest-dev |
12:13 |
|
Darcidride joined #minetest-dev |
12:34 |
|
Fixer joined #minetest-dev |
13:10 |
|
behalebabo joined #minetest-dev |
13:15 |
|
damiel joined #minetest-dev |
13:39 |
|
zat joined #minetest-dev |
13:47 |
|
behalebabo joined #minetest-dev |
14:18 |
|
thePalindrome joined #minetest-dev |
14:35 |
|
Elinvention joined #minetest-dev |
14:51 |
|
VargaD joined #minetest-dev |
14:58 |
|
Calinou joined #minetest-dev |
14:59 |
|
Robby joined #minetest-dev |
15:02 |
|
hmmmm joined #minetest-dev |
15:02 |
|
DFeniks joined #minetest-dev |
15:35 |
|
thatgraemeguy joined #minetest-dev |
15:35 |
|
thatgraemeguy joined #minetest-dev |
15:35 |
|
zat joined #minetest-dev |
15:36 |
|
CraigyDavi joined #minetest-dev |
15:38 |
|
thePalindrome joined #minetest-dev |
15:40 |
|
Robby joined #minetest-dev |
15:41 |
|
johnnyjoy joined #minetest-dev |
16:00 |
|
Darcidride joined #minetest-dev |
16:16 |
|
Obani joined #minetest-dev |
16:30 |
|
loggingbot_ joined #minetest-dev |
16:30 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
16:34 |
|
alket joined #minetest-dev |
16:34 |
|
werwerwer joined #minetest-dev |
16:39 |
|
AnotherBrick joined #minetest-dev |
16:50 |
|
Fixer joined #minetest-dev |
16:55 |
|
gravgun joined #minetest-dev |
16:57 |
gravgun |
Hi there. Uhm, since recent versions of MT now uses SRP for password checking, is there a symmetric API function like minetest.get_password_hash is for old SHA-1 hashes? (of course, a one-way check function) |
17:03 |
|
Hijiri joined #minetest-dev |
17:07 |
|
Hunterz joined #minetest-dev |
17:26 |
|
Krock joined #minetest-dev |
17:53 |
|
crazyR_ joined #minetest-dev |
17:56 |
|
VargaD joined #minetest-dev |
18:07 |
|
nrzkt joined #minetest-dev |
18:20 |
|
zupoman joined #minetest-dev |
18:34 |
sfan5 |
gravgun: i have no idea what a symmetric API is, but no currently there is no way to check SRP passwords from lua |
18:35 |
sfan5 |
and it probably won't get implemented any time soon because that goes against the principle of SRP |
18:35 |
gravgun |
sfan5: By "symmetric" I meant the API just reflects what core does. |
18:35 |
sfan5 |
(the user should not need to send the plaintext pass to the server) |
18:35 |
sfan5 |
adding an API like that would defeat that point |
18:36 |
gravgun |
I know it'd defeat it. But consider cases such as IRC bots |
18:36 |
|
Terusthebird joined #minetest-dev |
18:36 |
gravgun |
which until now were still logged on with logon <usr> <pwd> |
18:37 |
sfan5 |
the suggested solution is to tell the user to run a command in MT that will give him an auth code |
18:37 |
sfan5 |
and then do |
18:37 |
sfan5 |
auth 3896uigu89h45 in irc |
18:37 |
|
troller joined #minetest-dev |
18:38 |
gravgun |
Mg/LeMagnesium/ElectronLibre did that on our servers. |
18:39 |
gravgun |
However Darcidride is still complaining he doesn't like that token-based logon |
18:39 |
gravgun |
(even though IMO it's a better option) |
18:40 |
|
thatgraemeguy joined #minetest-dev |
18:40 |
|
thatgraemeguy joined #minetest-dev |
18:44 |
sfan5 |
gravgun: well .. you'll have to hack your own function in if you want to continue using password logins |
18:44 |
gravgun |
So basically hacking in a whole Lua-based GMP implementation? |
18:46 |
sfan5 |
no |
18:46 |
|
Obani joined #minetest-dev |
18:46 |
sfan5 |
adding a function to the lua api that does the same as the server when checking passwords |
18:53 |
|
proller joined #minetest-dev |
19:13 |
|
est31 joined #minetest-dev |
19:17 |
est31 |
sfan5, gravgun see the code here https://github.com/est31/minetest/tree/addcheckpwd |
19:17 |
est31 |
but wont get merged due to the reasons sfan5 told above |
19:17 |
* est31 |
should probably rebase the thing |
19:17 |
gravgun |
Oh cool |
19:17 |
gravgun |
So I won't have to do that myself >:D |
19:18 |
gravgun |
I'll suggest Darcidride some changes to the build script he uses if that doesn't get eventually merged |
19:18 |
gravgun |
applying this patch before building. |
19:19 |
est31 |
there we go |
19:19 |
est31 |
rebased |
19:29 |
|
rubenwardy joined #minetest-dev |
19:31 |
|
proller joined #minetest-dev |
19:35 |
|
Darcidride joined #minetest-dev |
19:36 |
est31 |
any dev want to look at https://github.com/minetest/minetest/pull/3410 |
19:37 |
est31 |
this at least should go in fast |
19:37 |
est31 |
its only to detect something one doesnt need either way |
19:38 |
est31 |
discussion started here https://forum.minetest.net/viewtopic.php?f=5&t=13631 |
19:38 |
est31 |
merge it if you agree to the pr |
19:38 |
* est31 |
is gone |
19:38 |
est31 |
bye |
19:39 |
|
Fixer joined #minetest-dev |
20:32 |
|
alket joined #minetest-dev |
20:35 |
|
jomat joined #minetest-dev |
20:36 |
jomat |
Hi there :-) |
20:37 |
jomat |
I'm in the decision process of choosing mapgen v6 or v7 for a new game but heard that there are incompabilities with v7 and the moretrees mod… can anyone give me a hint in the direction what those issues are? |
20:42 |
VanessaE |
when using mgv7, the spawn_tree() engine call used by Moretrees creates black, square shadows due to some kind of conflict with lighting versus internal voxel manip code. |
20:43 |
VanessaE |
paramat ^^^^^ |
20:44 |
Fixer |
VanessaE, could be it https://forum.minetest.net/viewtopic.php?f=5&t=13664#p200156 ? |
20:51 |
jomat |
Sooo this is just a matter of appearance? Then I'll try it out to see in which frequency this happens |
20:51 |
jomat |
If it's one Tree in 10k m^2 it's ok for me :-) |
20:52 |
VanessaE |
more like one tree every other mapblock..... |
20:52 |
jomat |
I'll cut those down :-) |
20:53 |
VanessaE |
that won't fix the shadows :) |
20:53 |
jomat |
Oh… I'll bury them whith dirt :-) |
20:54 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot_2015-08-21_18-54-03.png |
20:56 |
jomat |
Uuuh |
20:56 |
VanessaE |
yeah. |
20:56 |
Fixer |
jomat, seen that bug right away at spawn |
20:58 |
|
loggingbot_ joined #minetest-dev |
20:58 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
20:58 |
jomat |
Ok, 1234 also spawns me in a shadow |
20:59 |
Fixer |
jomat, 3916613240110511995 / -147 1 143 |
21:00 |
jomat |
Ok, thats really weird… even the sky darkens if I look at such a tree |
21:14 |
Fixer |
that's the bug with cave fog darkening |
21:17 |
Fixer |
it should work only underground in caves |
22:23 |
|
paramat joined #minetest-dev |
22:24 |
paramat |
ok est31 i'll merge 3410 later +1 |
22:31 |
paramat |
fixer no the shadow problem i mention in the forum is simply the fact that higher realms can cast shadows on lower ones |
22:31 |
Fixer |
oh ok |
22:38 |
sofar |
paramat: is it possible for e.g. floating islands at +10000y to cast shadows at +1y even if 9500y-100y is not loaded/generated? |
22:39 |
paramat |
the shadow bug with moretrees in mgv7 is mostly due to the mod using l-system treegen during mapgen, it shouldn't. better to place saplings that grow later. we need a new version of l-system treegen designed to be used during mapgen |
22:41 |
paramat |
sofar, shadows will only propagate down if the upper realm is generated first and a player then travels down through all mapchunks between to a lower realm |
22:43 |
paramat |
my simple fix is an option to choose whether the shadow in the mapchunk above is propagated into the current mapchunk |
22:43 |
paramat |
so travelling upwards through realms is usually harmless, downwards travel causes infinite shadows |
22:44 |
paramat |
my idea is that at a certain y, just below a realm, shadows are not propagated |
22:46 |
paramat |
this branch has this idea implemented as well as mgv7 floatlands https://github.com/paramat/minetest/tree/mgv7floatlands |
22:51 |
paramat |
mgv7 is so rich in trees it doesn't really need moretrees. other smaller plantlife is good though and doesn't cause those shadows |
22:53 |
paramat |
last night i triggered rare segfault in dungeongen, will merge this bugfix later https://github.com/minetest/minetest/pull/3411 |
22:54 |
|
zat joined #minetest-dev |
23:02 |
|
Fritigern joined #minetest-dev |
23:14 |
|
Fixer joined #minetest-dev |
23:31 |
sofar |
paramat: I'm confused about mgv6 or mgv7 - mgv7's landscape looks terribly artificial every time I try it, is it really going to replace v6 at some point? |
23:33 |
paramat |
i doubt it will become the default mapgen, mgv6 is still best for newbies and has smaller biomes and overall scale |
23:35 |
sofar |
it's incredibly hard to tune mapgen... I like v6's style landscapes better but tuning it is... well, I could post several good meme's describing how it feels to tweak them |
23:35 |
paramat |
mgv7 has stayed mostly true to hmmmmms design, it has a different style yes, large scale and 'cleaner' |
23:36 |
paramat |
yes tuning is hard work, very time consuming |
23:40 |
sofar |
I wish I had a better grasp of mapgens, I so, so, SO want to create a mapgen that incorporates all the knowledge I learned from geology |
23:42 |
sofar |
one of my peeves is missing realistic watershed creation... rivers aren't flat things. And superstructures created by tectonics should be something that can be mimicked in a mapgen too |
23:43 |
paramat |
i'm sure you can do it eventually, by studying lua mapgens |
23:47 |
sofar |
so much on my wishlist |
23:47 |
sofar |
I don't know why I worked on an improved mcimport.py for 3 weeks |
23:48 |
sofar |
the result isn't bad (it's actually pretty decent, e.g. pressure-plate activated doors convert properly, and even a 2-tone doorbell I had made in MC) |
23:48 |
sofar |
but I just don't see many people using it |
23:53 |
sofar |
paramat: I may end up bugging you, but I promise I won't until I'm serious about making a real effort ;^) |
23:54 |
paramat |
ok. best we move this discusson to the other channel |