Time |
Nick |
Message |
00:03 |
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00:05 |
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00:12 |
paramat |
hmmmmm before vertextangents 38fps, after 30fps, fps falls to 79%. view range 320 no fog. i was hoping the drop was small but this supports your tests |
00:15 |
VanessaE |
paramat: RBA is gonna hate you now. :) |
00:50 |
hmmmmm |
paramat: i was hoping it was just me too. type covariance works, the problem was that there's a std::vector of S3DVertexes, in order to make it "work" you'd have to store pointers to the vertexes instead of the vertexes themselves |
00:50 |
hmmmmm |
which would be ok if they're heap allocated which I am not sure if they are |
00:51 |
hmmmmm |
I think it would ultimately help more to find out what it is about s3dvertextangent that makes it so much slower and fix *that* |
00:51 |
paramat |
ok thanks, i hope there's some way to improve performance with shaders disabled |
00:51 |
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00:53 |
paramat |
hopefully RBA can come up with something that makes the fps drop worth it, bumpmaps are not |
00:53 |
hmmmmm |
i hate to say this paramat but it's not likely you will personally be able to solve this, there's a lot of prerequisite knowledge involved in how to profile these sorts of things and it's very likely the issue exists at a lower level of abstraction |
00:54 |
paramat |
i agree i'm sure i won't be able to :) |
01:21 |
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01:32 |
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02:13 |
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02:19 |
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02:49 |
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02:50 |
gregorycu |
Hey kids |
02:53 |
gregorycu |
Anyone else care to comment on https://github.com/minetest/minetest/issues/3204 |
02:59 |
hmmmmm |
what's wrong with extracting it to a temp directory? |
02:59 |
hmmmmm |
fwiw the virtual filesystem is what eduke32 does and it's a total mess |
03:01 |
gregorycu |
Not familiar with eduke32 to be honest |
03:01 |
gregorycu |
I see |
03:02 |
gregorycu |
Thought this would be more correct |
03:02 |
hmmmmm |
the simpler solution that requires less coding is more correct :-) |
03:02 |
gregorycu |
(I was initially thinking of unzipping, but they may not want any/all of the mods in the zip_ |
03:02 |
gregorycu |
) |
03:03 |
hmmmmm |
if that's a concern they can make a PR about it later |
03:03 |
gregorycu |
? |
03:03 |
hmmmmm |
i'm saying that your what-if scenario is scope creep |
03:03 |
gregorycu |
Prefer to avoid the problem in the first place? |
03:04 |
hmmmmm |
right now i'm sure 95% of users would be satisifed with the solution that takes all of 30 lines |
03:06 |
hmmmmm |
yea so i vote for the extract-to-temp-dir solution over the vfs |
03:06 |
gregorycu |
Alright |
03:07 |
hmmmmm |
unless you already coded the VFS thing.. |
03:07 |
gregorycu |
Half way |
03:07 |
hmmmmm |
i feel like that's a lot of unnecessary bloat, though |
03:07 |
hmmmmm |
how did you implement it |
03:07 |
hmmmmm |
i guess you just replaced all the filesystem calls with minetest ones? |
03:08 |
gregorycu |
I've hooked dofile which was simple |
03:08 |
gregorycu |
Then i saw questions around mod security, so I'm not actually sure how far down the rabbit hole I actually need to go |
03:08 |
hmmmmm |
yup there's all that too |
03:08 |
gregorycu |
The vfs is just a map of filepaths to uncompressed data |
03:09 |
hmmmmm |
oh i get it, so you're extracting files on an as-needed basis |
03:10 |
hmmmmm |
are you sure hooking dofile would work as intended? what about all the asset files |
03:11 |
gregorycu |
Yep, they would need special treatment |
03:20 |
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03:23 |
paramat |
floodable PR is updated and tested https://github.com/minetest/minetest/pull/3501 |
03:34 |
gregorycu |
Thanks paramat |
03:35 |
paramat |
don't forget to follow up "decompressZlib(std::istream &is, std::ostream &os) actually looks very broken?" hmmmm is the schematics guy |
03:35 |
gregorycu |
Awesome |
03:38 |
gregorycu |
First off, readsome may return no data, when there is more data to read, secondly z.avail_in is never reset back to 0, which is required for it to read more data... I think |
03:38 |
gregorycu |
hmmmmm: Are you able to take a look to see if I'm crazy or not |
03:38 |
gregorycu |
serialization.cpp line 128 |
03:38 |
hmmmmm |
I dunno man the unit tests work for zlib |
03:40 |
gregorycu |
Maybe I should contrive a failing unit test then? |
03:40 |
hmmmmm |
that would be best yeah |
03:40 |
hmmmmm |
that's the standard procedure at my current workplace |
03:40 |
gregorycu |
Can I ask where you work? |
03:40 |
hmmmmm |
if we find a bug you need to write a unit test that exposes the bug, unless it's really technically implausible to do so |
04:14 |
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05:43 |
gregorycu |
hmmmmm: Naturally that change didn't fucking work |
05:50 |
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06:06 |
gregorycu |
The change is causing uget to fail |
06:07 |
gregorycu |
Not really sure what can be done, to be honest |
06:11 |
hmmmmm |
hrmmm interesting |
06:12 |
sofar |
so forceload_block causes the server to load an area, but is there a way to have a *client* receive map data on demand from lua? |
06:12 |
hmmmmm |
i have no idea why unget would be failing, step through it with a debug version of libstdc++ perhaps? |
06:13 |
hmmmmm |
sofar: not to my knowledge, no, you'd have to mark the block as unsent |
06:14 |
gregorycu |
lol, looking at the code, it may not be |
06:14 |
sofar |
I'm wondering if it may be worth adding - e.g. send predictive map data to clients |
06:15 |
gregorycu |
sofar: I think c55 was looking at stuff in this area |
06:15 |
hmmmmm |
c55 changed a lot of the map sending algorithm with his farblock feature |
06:15 |
sofar |
e.g. teleporters, rails, could really benefit |
06:15 |
hmmmmm |
i would personally wait before adding a new api to do this |
06:16 |
sofar |
obviously |
06:16 |
gregorycu |
I agree with what you're saying, but yeah... wait :) |
06:16 |
sofar |
yeah I've heard the farmesh rumors... lol |
06:32 |
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06:33 |
gregorycu |
hmmmmm: "Errors are signaled by modifying the internal state flags: ... failbit: The construction of sentry failed (such as when the stream state was not good before the call)." |
06:33 |
gregorycu |
not good before the call |
06:34 |
gregorycu |
I'm going to try clearing the eof before calling unget |
06:38 |
hmmmmm |
well the eof bit just means that the last attempted read failed due to eof being reached, and you can unget after reaching the end of the buffer |
06:38 |
hmmmmm |
i think is.clear(); ... for (blah blah blah) { is.unget(); should do the trick |
06:39 |
hmmmmm |
god damn istream |
06:43 |
gregorycu |
The FPS is like 3 with windows debug build |
06:44 |
hmmmmm |
really? |
06:44 |
hmmmmm |
i always run minetest in debug and i seem to get a solid 25 or so fps |
06:44 |
gregorycu |
It's now about 8 |
06:44 |
gregorycu |
Windows? |
06:44 |
hmmmmm |
no |
06:44 |
hmmmmm |
i thought windows was supposed to be better at video games |
06:44 |
gregorycu |
I think I know what the problem is |
06:45 |
gregorycu |
The issue is std::vector<bool> |
06:46 |
gregorycu |
With windows debug, it's very very slow |
06:46 |
hmmmmm |
are there any std::vector<bool>s in minetest even? |
06:47 |
gregorycu |
Yep |
06:47 |
gregorycu |
collisionMoveSimple |
06:47 |
hmmmmm |
ahhh that'd explain it |
06:47 |
hmmmmm |
simple, just don't move around so muhc |
06:47 |
gregorycu |
2/3 of the game loop was spent in that function |
06:48 |
gregorycu |
Move around so much, or at all |
06:49 |
gregorycu |
FPS is like 80 after changing it to vector<char> |
06:49 |
sofar |
bool vs char? |
06:49 |
sofar |
wowsa |
06:49 |
hmmmmm |
i thought the bitmap vector was supposed to be an optimization |
06:49 |
hmmmmm |
oh well |
06:50 |
gregorycu |
It's a size optimisation, with windows debug, it uses a shitload of templates |
06:50 |
gregorycu |
Which it doesn't optimise |
06:50 |
gregorycu |
So you have these crazy fucking callstacks |
06:50 |
gregorycu |
(for sofar's benefit) |
06:51 |
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06:51 |
nrzkt |
Hello, i merged https://github.com/minetest/minetest/pull/3532 because we merge a fix with the wrong test and it's a little bit critical to let this in the repository. It's a trivial fix |
06:52 |
gregorycu |
Thanks for that, and sorry |
06:52 |
gregorycu |
That's was stupid of me |
06:52 |
nrzkt |
no problem the reviewers understand your fix but didn't notice that you test the wrong variable. Sorry from me then :) |
06:53 |
gregorycu |
All good in the end |
07:07 |
gregorycu |
hmmmmm: https://github.com/minetest/minetest/pull/3533 |
07:08 |
hmmmmm |
well? does it work? |
07:09 |
gregorycu |
Yep |
07:09 |
gregorycu |
I mean "of course, I wrote it" |
07:09 |
hmmmmm |
the problem does not happen with readsome because readsome reads *up to* N number of chars or until the end of the buffer, whichever comes first, but it does not set eofbit if it encounters the end of the buffer |
07:10 |
hmmmmm |
by design, readsome will not set eofbit. it either clears eofbit or checks its current position against gcount before performing the read |
07:11 |
gregorycu |
I'm not amazingly familiar with readsome, as you can see |
07:11 |
gregorycu |
Or rather, with that level of detail |
07:14 |
gregorycu |
Thank you |
07:14 |
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07:16 |
kaeza |
remind me, is there a way to tell from Lua if a player disconnected because of timeout or regular disconnection? |
07:16 |
hmmmmm |
no |
07:16 |
hmmmmm |
there's no way to tell from C++ either for that matter |
07:17 |
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07:18 |
kaeza |
:/ |
07:18 |
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07:18 |
kaeza |
still, not that important TBH |
07:18 |
kaeza |
thank you, though |
07:21 |
gregorycu |
Really? |
07:22 |
gregorycu |
That sucks |
07:22 |
hmmmmm |
of course not, that would require saving state for disconnected players |
07:23 |
hmmmmm |
(well, in memory, not talking about the player file) |
07:23 |
hmmmmm |
i suppose you could add a "last_disconnect" in addition to last_connect (wait, do we have that...?) and perhaps last_disconnect_reason or whatever |
07:24 |
kaeza |
but doesn't the engine know when a player times out? can't that be exported somewhere? |
07:24 |
hmmmmm |
I suppose somebody could write a PR for adding last_connect/last_disconnect/last_disconnect_reason/etc. and lua getters if it's really an important issue for them |
07:25 |
hmmmmm |
no, their Player object is destroyed when they are no longer on the server |
07:27 |
kaeza |
sounds too much change for a marginally useful feature |
07:29 |
hmmmmm |
well don't forget you're also getting last_connect/last_disconnect timestamps so you're able to now write a stats mod to see what times/days/length of times players play on your server for |
07:30 |
hmmmmm |
er, no nevermind, you were already able to do that |
07:30 |
hmmmmm |
okay yeah this is pretty useless. |
07:32 |
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07:40 |
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07:45 |
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07:45 |
gregorycu |
Should I replace vector<bool> with vector<char> ? |
07:46 |
Krock |
Hello. Isn't it 'u8' what you need? |
07:46 |
* Krock |
looks at the logs.. |
07:53 |
Hunterz |
congratulations: https://opensource.com/life/15/12/top-5-open-gaming |
07:54 |
gregorycu |
Hooray! We are the best! |
07:55 |
Hunterz |
:) |
07:56 |
Krock |
I expected rank 5 or something.. |
08:01 |
Krock |
supertux cart with dynamic lighting :< |
08:11 |
gregorycu |
http://www.minetest.net/downloads/ |
08:11 |
gregorycu |
Works now |
08:11 |
Krock |
was it broken? :/ |
08:12 |
gregorycu |
Yeah, bad gateway |
08:15 |
gregorycu |
est did those settings fixes didn't he, the perf is way better than i remember now I think about it |
08:53 |
Hunterz |
hmm new landing page... nice |
08:55 |
kaeza |
TBH, the screenshots there look quite shitty |
08:56 |
kaeza |
and the header image or whatever does not quite convey much about the game |
08:56 |
kaeza |
except "caves" |
09:00 |
gregorycu |
Check out the android version screenshots |
09:01 |
gregorycu |
https://lh4.ggpht.com/l3hNcqR_p3HKO9GghbUYDdqq2vcnFLNSW5t8iRjUe9OZaIYFsTuubgH812PsFeSVo1k=h900 |
09:01 |
gregorycu |
lol wtf |
09:05 |
kaeza |
so... is that where the MESE aliens are from? :) |
09:06 |
kaeza |
the Android screens look much better, but still quite don't show the beautiful natural landscape :/ |
09:08 |
hmmmmm |
http://i.imgur.com/HBqZDaf.png |
09:09 |
hmmmmm |
that's a nice screenshot I took when I was debugging a mapgen problem with the caverealms mod |
09:12 |
gregorycu |
Do we have beautiful natural landscape? |
09:33 |
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10:46 |
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11:09 |
celeron55 |
frankly i would put OpenTTD in place of Minetest in that top 5 list but i guess whatever |
11:09 |
celeron55 |
maybe i'm too frank |
11:09 |
nrzkt |
no you are celeron55 :) |
11:09 |
nrzkt |
frank is not here :p |
11:20 |
Krock |
lol |
11:43 |
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12:04 |
gregorycu |
I was about to say that joke |
12:04 |
gregorycu |
How come freeminer isn't in the top 5? |
12:47 |
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12:54 |
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13:01 |
Megaf |
(21:54:25) Calinou_: and it has pretty compile output, for once :P with percentage and such |
13:01 |
Megaf |
I totally agree |
13:03 |
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13:08 |
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13:09 |
gregorycu |
I want lambdas dammit |
13:14 |
nrzkt |
gregorycu, top 5 of what ? |
13:15 |
gregorycu |
https://opensource.com/life/15/12/top-5-open-gaming |
13:17 |
nrzkt |
gregorycu, ty |
13:18 |
gregorycu |
c55 and nrzkt: could use your expert opinions |
13:18 |
gregorycu |
Also, bb in 2 hours |
13:21 |
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13:41 |
kahrl |
if the server was linked to irrlicht, you could use IFileSystem which already implements a VFS for archives |
13:52 |
celeron55 |
we can't link the server with irrlicht because most distributions have huge dependencies from irrlicht to graphical and 3D stuff |
13:53 |
kahrl |
yeah, definitely |
13:54 |
kahrl |
but maybe we could simply copy/adapt the CFileSystem source |
13:56 |
celeron55 |
maybe zips would be implemented only in the client? 8) |
13:56 |
celeron55 |
i mean, singleplayer |
13:57 |
kahrl |
talk about confusing :P |
14:04 |
sfan5 |
useful things i did today: https://servers.minetest.net/ now supports HTTPS |
14:06 |
kahrl |
ohh, nice |
14:09 |
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14:15 |
kahrl |
should we change the default of serverlist_url to https://servers.minetest.net/? |
14:16 |
kahrl |
(er, without the trailing /) |
14:16 |
sfan5 |
hell no |
14:17 |
sfan5 |
the mingw windows builds do not support TLS |
14:17 |
sfan5 |
not sure about the msvc ones |
14:17 |
sfan5 |
(i can ofc add tls to libcurl but i don't feel like doing that right now) |
14:18 |
kahrl |
maybe set the default to https or http depending on whether curl is built with tls |
14:19 |
sfan5 |
that'd be possible |
14:19 |
kahrl |
my question was mostly about whether the server is beefy enough to handle lots of tls connections |
14:19 |
sfan5 |
<Hunterz> congratulations: https://opensource.com/life/15/12/top-5-open-gaming |
14:20 |
sfan5 |
i would've put supertuxkart way higher |
14:20 |
kahrl |
agreed |
14:21 |
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14:21 |
gregorycu |
I've already half-written the vfs stuff |
14:21 |
gregorycu |
I can go through a zip archive and identify files |
14:21 |
gregorycu |
Shoudn't be too much work, to be honest |
14:22 |
gregorycu |
My questions/concerns are around mods writing to their folders etc. |
14:23 |
sfan5 |
<kahrl> my question was mostly about whether the server is beefy enough to handle lots of tls connections |
14:23 |
sfan5 |
it will probably be fine |
14:23 |
sfan5 |
it has 4 cores and 4 GB of ram |
14:23 |
kahrl |
ah, great |
14:23 |
sfan5 |
(and 1 gb swap) |
14:24 |
sfan5 |
gregorycu: mods shouldn't write to their folders, i'm not even sure whether the security thingy allows it |
14:24 |
gregorycu |
Gaming is serious business |
14:24 |
gregorycu |
tls |
14:25 |
gregorycu |
Is server performance something that is a problem, in general? |
14:28 |
nrzkt |
yes with > 20 players |
14:30 |
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14:32 |
sfan5 |
kahrl: note that i added TLS becuase we wanted to move www.minetest.net to HTTPS too and that requires servers.minetest.net to have it too |
14:32 |
sfan5 |
IMO serverlist fetches don't actually need TLS |
14:35 |
kahrl |
true. The most someone could do by impersonating servers.minetest.net, I think, is to deliver a serverlist with malicious servers on it |
14:35 |
kahrl |
but they could just as well simply announce their malicious server the normal way |
14:36 |
kahrl |
well, I guess something else they could do is to exploit a bug in the code that parses the serverlist response, if there is one |
14:37 |
gregorycu |
Is >20 a common usecase? |
14:37 |
kahrl |
so using TLS for the serverlist is really more a defense-in-depth thing |
14:38 |
sfan5 |
i suggest making it an options |
14:38 |
sfan5 |
and potentially adding it into some sort of "advanced options" stuff in the menu |
14:38 |
sfan5 |
s/stuff/submenu/ |
14:38 |
kahrl |
well, you can already change serverlist_url to https://... |
14:47 |
nrzkt |
gregorycu, not common in fact, but on the evening 3-4 servers are over this limit |
14:52 |
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14:57 |
gregorycu |
Hmm... |
14:57 |
gregorycu |
Well, I can look at perf stuff for large numbers of players |
15:00 |
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16:30 |
Guest21193 |
Pushing #3432 (Doxyfile inprovement) |
16:31 |
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16:32 |
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17:35 |
red-001 |
https://github.com/minetest/minetest_game/pull/602 |
17:37 |
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19:09 |
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19:33 |
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19:34 |
RealBadAngel |
kahrl, porting piece of irrlicht into our codebase is imho quite good idea, we do already have a few pieces ported |
19:36 |
RealBadAngel |
that will allow certainly both server and the client use it, without server being dependent on irr |
19:37 |
lezzy |
can anyone tell me why the nametag for an object only shows on linxu builds and not windows builds? |
19:37 |
sfan5 |
maybe your windows build is outdated |
19:37 |
lezzy |
it is the latest from the site, tried 4 other users builds as well |
19:38 |
ShadowNinja |
Oops, I apparently forgot to actually add the main page file in that Doxygen commit. |
19:39 |
ShadowNinja |
This is what I have currently, any suggestions for improvement before I push it? : http://ix.io/n9Y |
19:39 |
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19:42 |
celeron55 |
i'm adding rubenwardy to the core team on github so that he can upload installer packages |
19:42 |
celeron55 |
(just so that everyone knows what's going on) |
19:42 |
sfan5 |
people with push rights can't upload files? |
19:42 |
codus |
Hi, is there a way to get the biome for a position? |
19:43 |
celeron55 |
hmm, actually, i think i'll add a "trusted people" team which really isn't the core team but has the same access |
19:46 |
RealBadAngel |
codus, ask paramat bout that |
19:46 |
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19:46 |
codus |
ty |
19:52 |
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20:29 |
sofar |
Posted this: Please help out making mintest mods a big success and redice minetest mod fragmentation, as well as providing a central place for users to look for maintained mods |
20:29 |
sofar |
https://github.com/minetest-mods |
20:30 |
sofar |
I've sent a few of you invite requests to be OWNER of this project, together with me |
20:30 |
sofar |
please read the manifest, and comment |
20:30 |
sofar |
https://github.com/minetest-mods/Manifest |
20:52 |
red-001 |
so what about mod packs ? |
20:52 |
sofar |
I want to keep those out of there, as I wrote in the manifest |
20:55 |
sofar |
the problem with modpacks is that they frequently include stuff that's "oh cool this is somewhat similar" |
20:55 |
sofar |
just look at the biome_lib split out, signs_lib etc. |
20:57 |
sofar |
I've pulled my mods into minetest-mods, I hope many will follow |
20:59 |
rubenwardy |
What about modpacks like food? |
20:59 |
red-001 |
or mesecons |
20:59 |
rubenwardy |
where the API and content is separated |
20:59 |
sofar |
well, for those I'll consider an exception, since they really integrate and splitting them out makes no sense |
21:00 |
sofar |
but I'm weary of things like homedecor |
21:00 |
sofar |
and plantlife_modpack |
21:00 |
* sofar |
looks at food |
21:01 |
sofar |
hmm, food contains a library |
21:01 |
sofar |
see that I don't like... |
21:01 |
sofar |
what if I want other_food that requires food_library |
21:01 |
sofar |
but not food_foods |
21:02 |
rubenwardy |
huh? |
21:02 |
RealBadAngel |
sofar, what about technic? |
21:02 |
rubenwardy |
You mean another mod that wants food and not food_basic? |
21:03 |
sofar |
another mod that uses the food API |
21:03 |
rubenwardy |
They should probably be separated into different repos, and be brought together as a modpack in "releases" |
21:03 |
sofar |
exactly, that |
21:03 |
sofar |
that's why I have issues with modpacks |
21:04 |
RealBadAngel |
technic, pipeworks, mesecons are the most complex mods out there, and propably most popular |
21:04 |
sofar |
mesecons_core wouldn't be a bad thing |
21:04 |
sofar |
food_lib? |
21:04 |
sofar |
mesecons_lib? |
21:04 |
sofar |
technic_lib? |
21:05 |
sofar |
note: see also the note in the manifest about minetest-games and minetest-modpacks |
21:05 |
sofar |
I'm convinced that splitting it out will help |
21:05 |
red-001 |
the note is confusing |
21:05 |
sofar |
it'll be much more enticing for mod developers to use technic_lib if they don't have to pull in the rest |
21:06 |
red-001 |
are you saying you are considering making those? |
21:06 |
sofar |
yes, I would be |
21:06 |
sofar |
-games more than modpacks, tbh |
21:06 |
rubenwardy |
It's a PITA for end-users to download dependencies. |
21:06 |
rubenwardy |
unless they're packaged |
21:07 |
sofar |
I feel games are the better way |
21:07 |
red-001 |
not really |
21:07 |
rubenwardy |
Yes. I believe the power of Minetest is with subgames, not with mods |
21:07 |
sofar |
hehe |
21:07 |
red-001 |
If I want play technic I download technic |
21:07 |
rubenwardy |
(this is tending torwards non-#minetest-dev chatter) |
21:07 |
red-001 |
not a full subgame |
21:07 |
sofar |
rubenwardy: thanks for accepting the invite already |
21:07 |
RealBadAngel |
technic already has game, just a bit abandoned |
21:08 |
sofar |
I'd think we can have this discussion in #minetest just fine |
21:09 |
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23:13 |
lezzy |
ok the nametags still are not showing on the windows build, i just installed win7 ultimate on a vm, got everything and compiled it from todays code. this is not funny, can someone link me a build that is a few days old please or just fix the issue. |
23:20 |
red-001 |
what do you mean? |
23:20 |
red-001 |
In my version they show |
23:20 |
red-001 |
when did this start? |
23:27 |
lezzy |
nametags on players show but not on mobs |
23:27 |
lezzy |
or other entities |
23:28 |
Hijiri |
general entity nametags are in the dev version? |
23:30 |
lezzy |
i compiled dev ver on windows nope lol unix its fine |
23:31 |
red-001 |
is the windows version from git? |
23:33 |
RealBadAngel |
what "nametags" you want to see over entities? |
23:34 |
RealBadAngel |
im not quite sure what do you mean, can you show me a screenshot from that "unix" version showing that? |
23:35 |
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23:38 |
lezzy |
RealBadAngel: the objects have a nametag just like a player if you set the property "nametag = "string-here" that is what im refering to |
23:39 |
lezzy |
red-001: there is a windows build on git? |
23:40 |
red-001 |
lezzy |
23:40 |
red-001 |
I meant did you download the source code from github? |
23:40 |
red-001 |
sorry if that was confusing |
23:40 |
lezzy |
yes i always do, the latest code |
23:42 |
lezzy |
and RealBadAngel the best example is mobs redo, name the nat it showes a nametag that is only on unix builds visiable |
23:43 |
RealBadAngel |
i will check that mod |
23:51 |
est31 |
wanting to push these three commits to the website repo: https://github.com/est31/minetest.github.io/commits/master |
23:52 |
est31 |
I'll create a PR. |