Time |
Nick |
Message |
00:02 |
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01:41 |
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01:53 |
hmmmm |
okay, approved |
02:00 |
yunfan |
so anyone can explain me the lag on local server? |
02:01 |
yunfan |
i want to know which reason caused so much lag |
02:06 |
est31 |
celeron55, we could add a pagage to the ppa to override the memory using the ldpreload trick. server owners who want to use it could install it. |
02:06 |
est31 |
but I don't think it should be included in official packages, because I've heard that luajit's garbage collector doesn't handle such large piles, so the limit is there for two reasons, solving one doesnt help alot. |
02:54 |
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03:00 |
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03:06 |
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03:07 |
paramat |
ok rebased will merge 3418 after checks |
03:08 |
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03:10 |
yunfan |
hey, could minetest.register_chatcommand accept chatcommand that take paramaters? |
03:11 |
yunfan |
like /sethome blah |
03:15 |
paramat |
yes i think so, that's a subject for #minetest channel not here. now merging 3418 |
03:18 |
yunfan |
what? so i should go to #minetest for mod relavant questions? |
03:18 |
yunfan |
i thought that was for player :[ |
03:25 |
yunfan |
ok there is any question, is the lighting problem caused by the irr engine or just a configure problem? paramat |
03:27 |
paramat |
yes mod stuff goes to #minetest. which lighting problem? we have several |
03:28 |
paramat |
now merged, a kick-ass commit |
03:31 |
yunfan |
paramat: the light effects looks too weak in night |
03:32 |
yunfan |
campared to other block build game i have saw |
03:34 |
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03:35 |
paramat |
light spread is limited to 16 nodes, as in MC |
03:35 |
paramat |
that's engine design, not irrlicht |
03:38 |
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03:43 |
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03:44 |
yunfan |
then why i feel scene much lighter in MC than MT? |
04:04 |
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04:04 |
kaeza |
kinda important(ish): https://github.com/minetest/minetest/pull/3433 |
04:05 |
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04:30 |
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sofar joined #minetest-dev |
04:31 |
sofar |
well bummer, I just learned the hard way that you can't minetest.register_craftitem after the server has finished initializing |
04:35 |
sofar |
I had hopes I could use it to make books appear in the inventory with custom descriptions for each book |
04:42 |
sofar |
ohh wait, maybe not entirely |
04:43 |
sofar |
oh wow I think that actually worked, somehow |
04:52 |
sofar |
if only the server would send new craftitems to the clients |
04:55 |
hmmmm |
please don't do this |
04:55 |
sofar |
well, the alternative is that all the books are written before the server is started |
04:56 |
hmmmm |
the alternative is subtle race conditions |
04:56 |
sofar |
otherwise all in-game books have the same description |
04:56 |
sofar |
a race condition? |
04:56 |
hmmmm |
maybe you can't really notice it because of the current threading setup, but registering things after mod initialization is bad |
04:57 |
hmmmm |
in fact, i should make the register_* functions error if it's called outside of initialization |
04:57 |
sofar |
yeah, I realize after I wrote the code that its not going to work |
04:57 |
sofar |
the core can't handle it |
04:57 |
sofar |
but it exposes something I'd like to see changed |
04:58 |
sofar |
"prefer" |
04:58 |
sofar |
let's say I get that it's not meant to be right now |
04:58 |
sofar |
but it severely makes my plans for having an interesting subgame with lots of books pretty much... impossible |
04:58 |
sofar |
since every book will be ... identical from the inventory view |
04:59 |
sofar |
unless I make all books ahead of time, in which case it's ... well, that's just a cop-out ;^) |
05:04 |
sofar |
hmmm: actually it's close to working: a second client connected to that server was able to grab the item from the creative inventory and sees the new name |
05:04 |
sofar |
remember it's a crafitem, not a node |
05:05 |
sofar |
hmmmm: would it be possible to make some sort of a "child craftitem" ? one that is mostly identical to the client but has a different metadata, description ? |
05:06 |
hmmmm |
don't think so |
05:06 |
sofar |
that would allow things like named gear items, enchanted weapons, books written during runtime, etc.. |
05:06 |
hmmmm |
minetest is an open source game, so.. |
05:11 |
sofar |
you know what, I think this could all be implemented in metadata |
05:11 |
sofar |
have a custom_description entry in metadata |
05:11 |
sofar |
client displays the custom_description in the metadata if present, otherwise just the regular description |
05:12 |
sofar |
and then the books mod can handle the content |
05:12 |
sofar |
that way you could literally rename anything in game |
05:12 |
sofar |
and no new registration would ever take place |
05:12 |
sofar |
since it's all just part of the metadata |
05:20 |
sofar |
https://forum.minetest.net/viewtopic.php?f=5&t=13629 looks like I wasn't the only person with this thought |
05:48 |
sofar |
ahh yes, that would totally work, the client creates the tooltips every time the formspec is opened |
06:03 |
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06:04 |
est31 |
<hmmmm> in fact, i should make the register_* functions error if it's called outside of initialization |
06:04 |
sofar |
reading backlog? |
06:04 |
est31 |
^ please do that |
06:04 |
sofar |
agreed |
06:04 |
est31 |
yes sofar |
06:05 |
sofar |
but, help me modify https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L1489 too so it deserializes the itemstack metadata, fetches a custom_description field and displays that as a tooltip too |
06:05 |
sofar |
lol |
06:05 |
sofar |
I think it's all possible |
06:05 |
sofar |
and it wouldn't be a protocol change |
06:06 |
sofar |
custom craftitem names! |
06:06 |
est31 |
Name can already be customized, can't it? |
06:06 |
est31 |
I would agree to the idea |
06:06 |
sofar |
"description" is what shows in the tooltip |
06:06 |
est31 |
just wondering what name it should have |
06:07 |
sofar |
item name would declare a new name, or change the itemstack to a different item |
06:07 |
est31 |
"custom_description" is good but its always better to get an overview over other used names |
06:08 |
sofar |
right, that was a quick pitch |
06:08 |
sofar |
we could just re-use "description" |
06:08 |
sofar |
which would be even more clear to the modder |
06:08 |
sofar |
naming items would become very easy - we could simply implement name tags |
06:09 |
sofar |
punch a nametag in the air to attach a name to that nametag, then craft a nametag and a craftitem in the craft grid to transfer that to the craftitem |
06:10 |
est31 |
well game designers could |
06:10 |
est31 |
minetest shuould be more general |
06:10 |
sofar |
right, I intend to use it to make named books appear with their name in book cases |
06:10 |
sofar |
or to enchant armor and weapons |
06:11 |
sofar |
I'm specifically not interested in naming mobs/entities |
06:11 |
sofar |
or even nodes |
06:11 |
sofar |
(which doesn't make sense to me atm) |
06:11 |
est31 |
well yeah |
06:11 |
est31 |
minetest tries to be generic |
06:11 |
sofar |
I did read #1118 |
06:11 |
est31 |
making stuff easy equally for all |
06:12 |
sofar |
I don't think it applies |
06:12 |
est31 |
that doesnt apply |
06:12 |
sofar |
one could "on_place" transfer the metadata to a node |
06:12 |
sofar |
anyway, I think that's orthogonal |
06:13 |
est31 |
the whole concept of how meta set nodedef is done is wrong IMO |
06:13 |
est31 |
totally broken |
06:13 |
sofar |
let's ignore that for this discussion ;) |
06:14 |
est31 |
not a bad feature, but it should be done differently |
06:14 |
est31 |
more efficiently |
06:14 |
sofar |
not sure what's more efficiently than having the client parse the ItemStack metadata when they look at it in a formspec? |
06:15 |
est31 |
well thats okay I think for our purposes |
06:15 |
est31 |
so go on, implement a PR I agree to the general idea |
06:15 |
est31 |
I now try to find out where the engine uses item metadata names |
06:15 |
est31 |
bc lua_api.txt is silent about it |
06:16 |
sofar |
well this is where I have an issue |
06:16 |
sofar |
afaics nothing is using the ItemStack metadata in core |
06:16 |
sofar |
so I have no examples how to use it |
06:16 |
sofar |
plus |
06:16 |
sofar |
there could be modules using it wrongly, since it's coded up to be a string |
06:16 |
sofar |
and nobody forces serialization of a nice table |
06:17 |
est31 |
"wrongly"? |
06:17 |
sofar |
true |
06:17 |
est31 |
what precisely do you mean |
06:17 |
sofar |
according to the definition I've seen, ItemStack metadata is "just a string" |
06:17 |
sofar |
so mods could put just that in there |
06:18 |
est31 |
ah |
06:18 |
sofar |
anyway, it's probably moot since if deserialization of metadata fails, it's obviously not serialized metadata and we can fall back to displaying the old description field |
06:18 |
est31 |
well, then its a bit harder |
06:18 |
est31 |
we'd have to have some nodedef flag |
06:19 |
est31 |
and the flag encodes whether to interpret the stack metadata as table or not |
06:19 |
est31 |
defaulting to "don't interpret it as table" |
06:19 |
sofar |
right |
06:19 |
sofar |
but let's see if we can cook something up that just ignores that for now |
06:20 |
sofar |
I'd be interesting to see if I can actually cook something up |
06:20 |
sofar |
(freakishly dangerous think to say at 10pm in the evening for me) |
06:20 |
est31 |
yeah, for simplcicities sake you can just assume the whole metadata contains the description |
06:21 |
est31 |
if its != "", then it should override |
06:21 |
est31 |
later on that can be improved, but good for a first prototype |
06:21 |
sofar |
for a test case, that's indeed enough |
06:28 |
est31 |
merging in 10 minutes: https://github.com/est31/minetest/commit/9a5a538e8d1981fb3c2dd69ca3d37e4f9c426cf5 |
06:37 |
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06:41 |
est31 |
pushed |
06:41 |
est31 |
and bye again |
07:14 |
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07:21 |
asl97 |
can any core developers take a look at https://github.com/minetest/minetest/pull/3417 and finally merge this simple fix? |
07:50 |
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08:16 |
hmmmm |
wtf is this https://github.com/minetest/minetest/commit/a78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4#diff-5c9fad38a1e2b7a0227fd3f5282dcc09R954 |
08:16 |
hmmmm |
who reviewed this shit? |
08:17 |
hmmmm |
noise-based ore is now broken, thanks. |
08:19 |
hmmmm |
BlockMen can fix it |
08:38 |
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08:38 |
est31 |
hmmmm, https://github.com/minetest/minetest/pull/3428 |
08:38 |
est31 |
three devs approved it, including me, and including a mapgen dev. |
08:39 |
est31 |
mistakes are human, thanks for pointing this out. |
08:39 |
est31 |
will push a fix for it |
08:39 |
est31 |
technically blockmen didnt even voice approval |
08:40 |
est31 |
he just merged it, he could argue that he only saw the two votes and then merged the PR |
08:44 |
est31 |
this one PTAL: https://github.com/est31/minetest/commit/49b3fbc7eae31d8618af4f2447523a3b6aa4f7a |
08:45 |
est31 |
(merging it in 10 minutes) |
08:49 |
est31 |
asl97, I have already approved your PR, now a second dev has to approve it too |
08:55 |
hmmmm |
this is an incredibly obvious mistake |
08:55 |
hmmmm |
est, did you actually test your fix? |
08:56 |
est31 |
hmmmm, how can I test it? |
08:56 |
hmmmm |
also the commit message is misleading, it's not a "typo". this is a blatant error. |
08:56 |
hmmmm |
see? wow you don't even test things before you commit them |
08:56 |
hmmmm |
that's all I ask for |
08:56 |
est31 |
I wrote "Fix threshold type" |
08:56 |
est31 |
type not typo :) |
08:57 |
hmmmm |
oh, nevermind |
08:57 |
hmmmm |
"a recent commit to fix a typo has changed.." |
08:57 |
hmmmm |
why not just put in the commit id? |
08:57 |
est31 |
ok |
08:58 |
hmmmm |
so anyway why did you miss this blatant error? |
08:59 |
est31 |
https://github.com/est31/minetest/commit/51e8c2b27786c050f0271eeeaed5eea17d62f0a0 |
08:59 |
est31 |
well, idk, I've looked at it, didnt really check for the type |
08:59 |
est31 |
I confirmed that it actually checked for the old value |
08:59 |
est31 |
thought that it also warns when the deprecated way is used |
09:00 |
hmmmm |
maybe some lua script unit tests should be added in |
09:00 |
hmmmm |
register_* things can be as simple as running an embedded string and checking that the data structure is filled out as expected |
09:01 |
est31 |
hrmm how can I test it now |
09:02 |
est31 |
it builds, that works |
09:02 |
hmmmm |
print out the ore structure built and verify it is what you specified in a mod |
09:03 |
est31 |
lol |
09:03 |
est31 |
https://github.com/est31/minetest/commit/a78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4#diff-394cf121b2cc4085d04fc6487fdfadbfL102 |
09:03 |
est31 |
fixed a typo but didnt see the other obvious grammar mistake |
09:04 |
hmmmm |
you, me, and others (kahrl too I think) all looked at that comment a zillion times and we always missed it |
09:04 |
est31 |
but wont touch that comment, you promised to give a better one remember? |
09:04 |
hmmmm |
yeah I guess. |
09:04 |
hmmmm |
I'll do that |
09:13 |
est31 |
okay its even tested now |
09:13 |
est31 |
merging |
09:19 |
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15:43 |
sofar |
est31: https://github.com/minetest/minetest/issues/3435 |
15:43 |
est31 |
thx# |
15:43 |
sofar |
I think we can iron this out... |
15:48 |
est31 |
next step: add a flag to nodedef |
16:03 |
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17:43 |
paramat |
i missed the 'int nthresh' mistake, sorry =s |
17:44 |
paramat |
i was the main approver of that PR |
17:50 |
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18:25 |
paramat |
nore sfan any comments? https://github.com/minetest/minetest_game/pull/735 'Default: Slightly reduce alpha of water post effect colour' |
18:27 |
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18:30 |
paramat |
next i would like to add a "mapgen_air" alias so that games can use a core mapgen but place vacuum or custom atmosphere nodes instead of air |
18:34 |
sofar |
could minetest do this too: https://www.opengl.org/archives/resources/code/samples/mjktips/caustics/ ? |
18:39 |
paramat |
maybe, as a shader. although (of course) personally i feel that's excessive realism :} |
18:40 |
paramat |
RealBadAngel might be interested |
18:42 |
sofar |
hahahaha |
18:42 |
sofar |
well quake 2 had caustics |
18:43 |
sofar |
I suppose you're right about excessive realism if quake 2 had that effect ;^P |
18:46 |
paramat |
well i just dislike most shaders :) |
18:48 |
est31 |
yeah that's paramat's taste... |
18:48 |
est31 |
the water done by this guy looks really great |
18:48 |
est31 |
lemme dig up the link |
18:49 |
paramat |
talk to our shader guy RBA |
18:49 |
sofar |
given the popularity of shaders for minecraft, I'd say I would give them a fair shot in minetest first |
18:49 |
est31 |
https://www.youtube.com/watch?v=gVmtZITs3Ss |
18:49 |
est31 |
and I dont even think he has caustics |
18:49 |
est31 |
(cant really judge it, /me gfx noob) |
18:52 |
Calinou |
<sofar> well quake 2 had caustics |
18:52 |
Calinou |
not that I know of |
18:52 |
Calinou |
maybe some clients had, though |
18:52 |
sofar |
right, I stand corrected, it had a screen wobble under water |
18:52 |
est31 |
Calinou is quake expert |
18:53 |
sofar |
it's been too long since I've played |
18:53 |
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18:53 |
sofar |
I was like half my age when that came out :^) |
18:54 |
sofar |
well, close to |
18:54 |
Calinou |
est31, yes, played all of them :p except Quake 4 |
18:54 |
Calinou |
sofar, Quake 3 had screen wobble, it's just a FOV change :P |
18:54 |
Calinou |
easily doable in Minetest |
18:55 |
sofar |
Calinou: I'd prefer better volumetric fog underwater and caustics |
18:55 |
sofar |
the wobble always felt artificial, but a fov change may be nice |
18:56 |
Calinou |
the problem is, we can't use modern OpenGL |
18:56 |
Calinou |
and Irrlicht is not really made for that I guess, too |
18:57 |
sofar |
but fog is already in the game... |
19:18 |
Calinou |
volumetric fog probably isn't |
19:22 |
Krock |
<sofar>I was like half my age when that came out :^) |
19:22 |
Krock |
Algebra told me that you're ~36 years old now |
19:23 |
Krock |
err. this is #-dev |
19:23 |
sofar |
close enough, 42 |
19:23 |
Krock |
^^ |
19:24 |
sofar |
right, help me implement https://github.com/minetest/minetest/issues/3435 ;^) |
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