Time |
Nick |
Message |
00:16 |
Hijiri |
are non-player entity nametags compatible with 0.4.13 clients? |
00:24 |
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lezzy joined #minetest-dev |
00:41 |
kaeza |
<gregorycu> My questions/concerns are around mods writing to their folders etc. <-- is this still a problem? |
00:41 |
kaeza |
s/still/really/ |
00:43 |
kaeza |
all big mods specifically write data to the world directory. if it's a problem for some obscure mod, the author should change it |
00:48 |
rubenwardy |
writing to the mod folder isn't good |
01:52 |
kaeza |
hmmmm, looks like it didn't need much change after all. could you review? https://github.com/kaeza/minetest/commit/bda05c527c5ade393a7e163143f6ddfa0495e164 |
01:55 |
sofar |
why are there different mts' for trees vs. trees_from_saplings? |
01:59 |
kaeza |
one note about my commit: I know "kick" is probably another variant, but not bothering to add CDR_KICK to server.h, probably triggering a compilation of everything and their mother |
02:03 |
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02:05 |
paramat |
mapgen trees use per-node force-place for the trunks to allow trunks to replace leaves but not allow leaves to replace trunk. however force-placed trunks break stuff when you grow a sapling, so sapling-grown trees do not force-place trunk |
02:05 |
sofar |
ahh |
02:05 |
sofar |
that's good information for when I add new trees |
02:05 |
paramat |
a growing sapling was able to grief bult structures |
02:06 |
sofar |
paramat: thanks |
02:06 |
paramat |
(built) |
02:06 |
paramat |
so the sapling-grown trees use per-node force-place to only replace the sapling, nothing else |
02:07 |
paramat |
this is all visible in my saveschems mod, which is the source of our trees |
02:10 |
sofar |
paramat: another thing, something that bothers me about default mapgen is the harsh transitions between biomes. Is there a way that could be fixed? |
02:10 |
paramat |
which mapgen? |
02:10 |
sofar |
... perhaps to clarify... fixed without introducing transient in-between biomes |
02:11 |
sofar |
mgv7 with minetest_game |
02:12 |
paramat |
that has a blobby form of mgv6 biome blend |
02:12 |
paramat |
you can customise the mgv7 biome blend to make the transition larger |
02:12 |
sofar |
ok, how? |
02:12 |
sofar |
the _blend noise maps? |
02:12 |
paramat |
yes |
02:13 |
sofar |
I assume increasing scale works? |
02:13 |
paramat |
yes increase the 'scale' |
02:15 |
paramat |
the reason it's fairly low is because there are inevitably areas where the blend covers a large area and that doesn't look so good. you'll find out |
02:16 |
paramat |
in other places that makes the transition rather small, it's a balance |
02:17 |
paramat |
however in MT abrupt biome change is not seen as a problem but a characteristic, some people prefer no biome blend at all |
02:18 |
paramat |
anyway at least in mgv7 the blend distance is settable by players by customising the blend noises |
02:18 |
sofar |
I set both to 5, and I kinda like the result |
02:19 |
paramat |
wow |
02:19 |
paramat |
explore a bit and you'll get huge blobby areas |
02:20 |
sofar |
yes but the transitions are gentle |
02:20 |
sofar |
like, 20-40 meter interspersed tree types |
02:20 |
paramat |
yep |
02:21 |
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02:22 |
gregorycu |
How are we all |
02:23 |
paramat |
i might consider increasing the default very slightly, 2 or so |
02:23 |
paramat |
busy dude |
02:29 |
paramat |
bbl |
02:29 |
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paramat left #minetest-dev |
02:29 |
sofar |
paramat: apart from creating a new biome in mapgen.lua, and adding a tree deco |
02:29 |
sofar |
damn |
02:29 |
sofar |
he left :( |
02:30 |
sofar |
I can't seem to have my new tree spawned. |
02:50 |
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02:59 |
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03:30 |
sofar |
okay, I'm clearly incapable of adding a biome and a new tree decoration for that biome |
03:34 |
sofar |
is that not possible? mgv7, editing mapgen.lua |
03:35 |
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03:35 |
* VanessaE |
staples paramat's pants to his chair |
03:35 |
VanessaE |
hold still G*d damn it :) |
03:35 |
paramat |
i can't move! |
03:37 |
VanessaE |
sofar: am I to assume you're basically trying to render plantlife modpack and/or biome_lib obsolete? :) |
03:39 |
sofar |
VanessaE: no, just want to see how hard it is to add one new tree |
03:39 |
sofar |
paramat: |
03:39 |
VanessaE |
well I meant between this and the fallen-logs idea |
03:39 |
sofar |
paramat: I tried adding a new biome and tree in mapgen.lua, but I can't ever find it in a map |
03:40 |
sofar |
I did a register_biome(), and added a decoration for it |
03:40 |
sofar |
it's in between coniferous and dedicious temperature wise |
03:40 |
sofar |
... never to be found .... |
03:41 |
sofar |
VanessaE: tbh moretrees adds way too many and way too large trees, plus there's nothing wrong with obsoleting "trunks" |
03:41 |
sofar |
:) |
03:41 |
VanessaE |
heh |
03:42 |
sofar |
btw thanks for joining minetest-mods |
03:43 |
sofar |
VanessaE: this all started as a minetest game. I may decide to keep things I'd like to see as the -game, or push it to minetest_game |
03:43 |
sofar |
and for some stuff I'd like to see I'll just use biome_lib etc. |
03:43 |
VanessaE |
you're welcome |
03:44 |
paramat |
you'll need to shift around the 'biome points' of every biome |
03:44 |
sofar |
is there a minimum separation needed between them? |
03:44 |
VanessaE |
sofar: in any case, you don't *have* to use moretrees ;) |
03:44 |
paramat |
the points create a voronoi diagram of heat against humidity |
03:45 |
sofar |
right, I knew that. Just wondering how I can verify that there's enough separation between the ones defined |
03:45 |
sofar |
they're now 15 heat apart |
03:46 |
paramat |
the points need to be roughly evenly spread. it's a tricky system to tune |
03:46 |
paramat |
there's no minimum separation |
03:47 |
sofar |
well I can see heat_points at 15, 35, 50, 65 |
03:47 |
sofar |
so that looks just fine |
03:48 |
paramat |
best post your definitions somewhere |
03:51 |
sofar |
well basically |
03:51 |
sofar |
I added a heat = 50 humidity = 50 biome called "temperate_forest" |
03:52 |
sofar |
then changed all occurrences of heat_point = 40 to 35 |
03:52 |
sofar |
and changed all heat_point = 60 to 65 |
03:54 |
sofar |
I'm expeting to see my new decoration in between apple trees and pine trees |
03:54 |
sofar |
as those come from adjacent heat_point biomes |
03:56 |
paramat |
hmmmm gregorycu has made map:updateLighting much faster, please could you review? core devs are very elusive at the moment https://github.com/minetest/minetest/pull/3523 |
03:57 |
paramat |
sofar maybe start by using a different surface node to check it's not the deco failing? |
03:57 |
sofar |
yeah, was thinking about that |
03:58 |
sofar |
ah, well, there's my surface |
03:58 |
sofar |
so the decoration borks |
04:00 |
sofar |
ohhhh DERP |
04:02 |
* sofar |
* 0.01 |
05:10 |
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06:05 |
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06:36 |
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07:01 |
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08:21 |
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08:36 |
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08:53 |
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09:34 |
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09:45 |
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09:57 |
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10:03 |
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10:15 |
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10:28 |
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10:38 |
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10:48 |
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11:01 |
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11:12 |
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11:35 |
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11:45 |
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11:48 |
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11:59 |
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12:32 |
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12:56 |
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13:03 |
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13:19 |
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13:32 |
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14:08 |
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14:24 |
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14:25 |
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14:27 |
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14:42 |
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14:42 |
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14:43 |
kilbith |
i'm trying to run Lua bytecode on MT, and getting "bad chunk in precompiled chunk" on start-up... this is normal ? |
14:44 |
nrzkt |
yes |
14:45 |
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14:48 |
kilbith |
ok nvm, SN prevented it with "mod security"... |
14:53 |
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15:17 |
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15:23 |
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15:24 |
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15:32 |
sfan5 |
this guy is funny https://forum.minetest.net/viewtopic.php?p=203546#p203546 |
15:33 |
* Krock |
prepares the "Noob confirmed" stamp |
15:42 |
H-H-H |
building android is simple lol cd build, cd android make |
15:44 |
Krock |
on linux |
15:44 |
H-H-H |
yeah |
15:49 |
red-001 |
admob??? |
15:50 |
H-H-H |
some advertisment api for android |
15:50 |
red-001 |
what??? |
15:50 |
red-001 |
ohh |
15:50 |
sfan5 |
he wants to compile minetest and add ads so he gets money |
15:50 |
red-001 |
good luck to him |
15:51 |
H-H-H |
from my experience you get a pitifull amount from those add sstems its barely worth the agravation lol |
15:51 |
red-001 |
I doubt he would be able to make a 100 usd back if he did pay someone |
15:52 |
red-001 |
it's not like there are no minecraft clones on play store |
15:52 |
red-001 |
and last time I checked minetest controls on android weren't something that was close to good |
16:05 |
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16:07 |
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16:29 |
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17:02 |
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17:06 |
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17:08 |
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17:09 |
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17:09 |
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17:15 |
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17:26 |
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17:29 |
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17:38 |
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17:39 |
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17:39 |
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17:47 |
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17:47 |
paramat |
celeron55 please could you consider gregorycu for a core dev? he has been here a year and has done good work on fixing/optimising stuff https://github.com/minetest/minetest/commits?author=gregorycu the dev shortage is a problem now |
17:48 |
red-001 |
could someone recommend a good GUI for git on windows? |
17:49 |
rom1504 |
red-001: a vm with a console open on linux in it |
17:49 |
paramat |
it's difficult to get the necessary 2 +1s to merge something |
17:49 |
red-001 |
I know |
17:50 |
red-001 |
but github for windows is just plain bad imo |
17:50 |
Fixer |
paramat, bad sign, if you need to fight to merge code, something is wrong .__. |
17:51 |
rom1504 |
well yes, all git guis are bad if you want to do more than looking at the diff and pressing "commit & push" |
17:52 |
Warr1024 |
red-001: I've used TortoiseGit on windows with some success. |
17:53 |
red-001 |
warr1024 I will check it out |
17:55 |
paramat |
heh Fixer i mean it's difficult to even get 2 core dev reviewers |
17:57 |
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17:57 |
Calinou |
red-001, http://git-for-windows.github.io |
17:57 |
Calinou |
this is command-line, but it's the best libre client |
17:58 |
Calinou |
and it's not restricted to GitHub |
18:04 |
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18:05 |
kilbith |
i agree with paramat, we really need fresh new blood currently, sofar is another serious candidate (at least for managing minetest_game) |
18:05 |
sofar |
shush, I break stuff |
18:07 |
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18:07 |
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18:13 |
kaadmy |
heh |
18:17 |
sofar |
kilbith: I'm not necessarily managing minetest_game. I have my agenda and I'm conservatively pushing some changes that some may think are a bit radical, so I'm happy to sit from the sidelines and let everyone judge my submissions |
18:18 |
sofar |
however, I'm happy to review others' contributions and will regularly look at open issues and others' PRs |
18:24 |
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18:24 |
RealBadAngel |
hi |
18:24 |
red-001 |
sofar I added support for locked trap doors to my PR |
18:24 |
red-001 |
hi RealBadAngel |
18:25 |
RealBadAngel |
ive took a short break from shaders stuff and coded infotext for entities |
18:25 |
RealBadAngel |
now i do have two questions |
18:25 |
paramat |
this needs review, much needed lighting optimisation https://github.com/minetest/minetest/pull/3523 |
18:26 |
RealBadAngel |
1st shall infotext show number of items in stack too? |
18:27 |
RealBadAngel |
2nd why the fuck theres dead code here: testCAO and itemCAO is not used at all code |
18:27 |
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18:29 |
RealBadAngel |
paramat, what about those textures you made issue for? |
18:29 |
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18:30 |
RealBadAngel |
celeron55, is testcao and itemcao safe to trash in your opinion? |
18:30 |
paramat |
this is infotext for a stack of nodes sitting in the world as an object? what's the other info shown? |
18:31 |
RealBadAngel |
paramat, same way as other infotext |
18:31 |
paramat |
RBA i thought you'd want to host and maintain the texture pack with normalmaps |
18:32 |
sofar |
heh, I was just looking at infotext for entities the other day |
18:32 |
kaadmy |
imo the debug info for the pointed node should be available with mods |
18:32 |
RealBadAngel |
thats obvious |
18:32 |
sofar |
glad I didn't |
18:32 |
RealBadAngel |
question is where |
18:32 |
kaadmy |
the pointed_thing |
18:32 |
sofar |
kaadmy: something like this: https://github.com/minetest-mods/inspector ? |
18:33 |
kaadmy |
sofar: not really |
18:34 |
kaadmy |
i want something like the debug info from F5 available through the mod api |
18:34 |
RealBadAngel |
http://i.imgur.com/5MWQNQC.png |
18:34 |
RealBadAngel |
thats in debug mode, so debug info is also visibkle |
18:34 |
kaadmy |
RealBadAngel: nice |
18:34 |
paramat |
ah item name then, obviously |
18:34 |
sofar |
kaadmy: there's a LOT of info you can display... how much debug info do you want? |
18:35 |
RealBadAngel |
description |
18:35 |
sofar |
kaadmy: my mod shows that it can easily fill out a whole page of text on some items |
18:35 |
sofar |
e.g. chests |
18:35 |
kaadmy |
just the pointed_thing node name |
18:35 |
sofar |
that's already in F5 tho |
18:35 |
sofar |
but, putting it in infotext would be nice |
18:35 |
kaadmy |
it should be available tho |
18:36 |
RealBadAngel |
paramat, where do you want this to be hosted? |
18:36 |
kaadmy |
could be part of infotext, but i was thinking just something like minetest.get_player_by_name(name).get_pointed_thing() |
18:36 |
paramat |
best personally hosted by yourself? so you can access it easily |
18:37 |
paramat |
maybe we could make a copy in an official repo |
18:37 |
RealBadAngel |
paramat, this is essential for default, its not an addon |
18:38 |
RealBadAngel |
you have just deleted textures which are needed for relief mapping to work |
18:38 |
paramat |
well it was decided otherwise, sorry |
18:39 |
RealBadAngel |
not to mention we are about to have shine maps, lightmaps etc |
18:39 |
paramat |
if you personally host the dev version, we could make regular copies into a new official repo? |
18:39 |
RealBadAngel |
in modern games textured surface is not made just with one file |
18:40 |
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18:40 |
RealBadAngel |
i think that there should be an official repo within minetest project |
18:40 |
sofar |
RealBadAngel: one issue you didn't address is that when you added normal maps to the default texture pack, you forced every texture pack maintainer to ALSO make normalmaps, since their textures are different |
18:41 |
sofar |
that's been my biggest issue with normalmaps in the default texture pack |
18:41 |
RealBadAngel |
sofar, i know, but that shouldnt be the reason to remove all the maps |
18:41 |
kaadmy |
imo normalmapping looks bad without dynamic lighting |
18:42 |
RealBadAngel |
im doing now lignhting |
18:42 |
RealBadAngel |
and much much more |
18:42 |
paramat |
nice |
18:42 |
sofar |
RealBadAngel: it would be fine if normal maps were ever only loaded from the same map folder as the active texture location |
18:43 |
sofar |
RealBadAngel: the problem is that minetest happily gets the normal map from default but the texture from an optional folder |
18:43 |
sofar |
it can be fixed in code, and probably still has to |
18:43 |
RealBadAngel |
idk what could be the best solution |
18:44 |
sofar |
if texture from location X and normal map from location Y, do not use normal map |
18:44 |
RealBadAngel |
one thing i know that effects will require at least 3-4 textures |
18:44 |
sofar |
yeah, that I have no qualms with |
18:44 |
sofar |
full speed ahead on light ;) |
18:44 |
RealBadAngel |
light will require all of them |
18:45 |
sofar |
if they're absent, what happens? |
18:45 |
RealBadAngel |
flat, dumb shit |
18:45 |
kaadmy |
heh |
18:45 |
paramat |
the primary reason for removing is because normalmaps make texture creation much more difficult |
18:45 |
sofar |
unplayable or... looks like current? |
18:45 |
kaadmy |
ugly/flat nodes |
18:46 |
RealBadAngel |
paramat, lack of skills is no exuse when creating GFX |
18:46 |
sofar |
most people are just intimidated |
18:47 |
RealBadAngel |
you could say, i cant paint "mona lisa", down with that shit |
18:47 |
paramat |
textures are meant to be simple, core MT principle |
18:47 |
RealBadAngel |
gfx is not simple |
18:47 |
RealBadAngel |
even at 16px |
18:47 |
sofar |
oh there are so many mods with insanly bad textures |
18:47 |
kaadmy |
agree |
18:48 |
RealBadAngel |
leave gfx to folks that know what theyre doing |
18:48 |
paramat |
we can have new lighting without bumpmaps they're not essential |
18:48 |
sofar |
my Aspen tree patch was 5 minutes of coding and 1.5 hours of tweaking texture pixels :) |
18:48 |
kaadmy |
yep |
18:48 |
kaadmy |
trees are especially hard |
18:48 |
sofar |
but, I've come to like making textures |
18:48 |
kaadmy |
so is cobblestone |
18:48 |
sofar |
I'll have a texture pack out soon |
18:48 |
RealBadAngel |
each texture you happily deleted just took me 2-3 days to make |
18:49 |
paramat |
so you want most players to be unable to make textures |
18:49 |
RealBadAngel |
think about it |
18:49 |
RealBadAngel |
PLAYERS are not supposed to do textures |
18:49 |
red-001 |
@paramat most player don't mind |
18:49 |
red-001 |
players* |
18:49 |
paramat |
modders i mean |
18:49 |
RealBadAngel |
modders neither |
18:50 |
RealBadAngel |
they hire artists |
18:50 |
sofar |
I WISH |
18:50 |
sofar |
lol |
18:50 |
red-001 |
'hire' |
18:50 |
sofar |
nah man, nobody hires artists |
18:50 |
RealBadAngel |
or ask them kindly |
18:50 |
sfan5 |
<kaadmy> could be part of infotext, but i was thinking just something like minetest.get_player_by_name(name).get_pointed_thing() |
18:50 |
sofar |
I'd consider it, though |
18:50 |
paramat |
good grief, textures should be beyond modders ability =/ |
18:50 |
sfan5 |
thats difficult because the server doesn't exactly (and not always) know where the player is looking |
18:50 |
sofar |
maybe we should do a gofundme thing |
18:51 |
RealBadAngel |
paramat, shit texture anybody can make |
18:51 |
sfan5 |
this would give modders the ability to say "it will remove the block you point at" |
18:51 |
sfan5 |
then people use that |
18:51 |
kaadmy |
sfan5: that's why i think it should be client-side |
18:51 |
sfan5 |
and say "it doesnt work, it removed a differrent block!!!!" |
18:51 |
RealBadAngel |
good lookin, especially with demand of 16px is REALLY hard to make |
18:51 |
paramat |
these fine detail bumpmaps are hideous, the lead devs dislike them and they're unsuitable for the roadmap |
18:51 |
sfan5 |
kaadmy: that would require client-side modding |
18:52 |
RealBadAngel |
paramat, GFX has nothing to do with roadmap |
18:52 |
RealBadAngel |
as for the roadmap you can talk about code goals, not the look |
18:52 |
paramat |
wrong |
18:52 |
sfan5 |
RealBadAngel: it does, but afaik the roadmap does not say wheter we should have better graphics/bumpmaps/etc. or not |
18:53 |
RealBadAngel |
thats my opinion ofc |
18:53 |
paramat |
'not about making fancy looking things at the expense of freedom' |
18:53 |
paramat |
'don't mind the lesser visuals..' |
18:53 |
sofar |
there's some middle ground here... |
18:54 |
sofar |
let's not try and see the worst of both ends |
18:54 |
RealBadAngel |
youre minimalist guy paramat |
18:54 |
paramat |
new lighting with flat textures is fine and much wanted |
18:54 |
RealBadAngel |
some wants the world to look better |
18:54 |
sofar |
and RBA is maximalist |
18:54 |
sofar |
you guys are like salt'n'peppa |
18:54 |
paramat |
i'm quoting the roadmap |
18:54 |
RealBadAngel |
im just waiting for my VR headset |
18:55 |
RealBadAngel |
we will see how the world will look like then |
18:55 |
sofar |
we need both - minetest development should stay fast paced, but we also need some major changes to the core engine (lighting) |
18:55 |
kaadmy |
;) |
18:55 |
sofar |
the obvious choice is branched development |
18:55 |
kaadmy |
imho the two most needed changes right now are faster networking, and better lighting |
18:56 |
paramat |
your normalmaps are wanted, but independently maintained by you |
18:56 |
sofar |
there's much more than that |
18:56 |
RealBadAngel |
ive ordered occulus rift googles, cant wait to put my hands on them :) |
18:56 |
sofar |
RealBadAngel: selfie with them when you get them or we don't believe you |
18:56 |
RealBadAngel |
paramat, but you are pushing this content out of the mainstream |
18:56 |
paramat |
you should fork, you will get frustrated and blocked otherwise |
18:57 |
kaadmy |
"occulus rift googles" sounds wrong :) |
18:57 |
RealBadAngel |
i can fork, sure |
18:57 |
paramat |
however much or your work will still be welcome in MT |
18:57 |
paramat |
(of) |
18:57 |
RealBadAngel |
i will end up with HD mt, and you will get shit without shaders |
18:57 |
RealBadAngel |
deal? |
18:57 |
kaadmy |
personally i wouldn't mind, others might |
18:58 |
kaadmy |
shaders are too slow for me, i play withiut |
18:58 |
paramat |
you can still contribute suitable stuff to MT, we want you to, you so some good stuff |
18:58 |
RealBadAngel |
thats no excuse also |
18:58 |
sofar |
RealBadAngel: the trick is to branch and get others to help you review/write code, I think |
18:59 |
kaadmy |
tho it does seem like RBA's stuff keeps getting rejected |
18:59 |
red-001 |
sofar so fragment minetest even more? |
18:59 |
RealBadAngel |
lemme manage official branch within mt |
18:59 |
RealBadAngel |
not an obscure fork |
19:00 |
sfan5 |
^ |
19:00 |
RealBadAngel |
this way i can handle all the code and needed resources |
19:00 |
sofar |
RealBadAngel: I agree you should attempt to make it a branch in the official git tree |
19:00 |
paramat |
i don't think you'll be accepted as a core dev again |
19:01 |
RealBadAngel |
paramt, if not i will ultimately create my own fork, and move away |
19:01 |
RealBadAngel |
but then you wont get anything from me back |
19:02 |
paramat |
well you could share some stuff if you want, that's up to you |
19:02 |
RealBadAngel |
nvm |
19:03 |
RealBadAngel |
i will just code things for my own pleasure |
19:03 |
sofar |
never anything wrong with that |
19:03 |
paramat |
some of your stuff is much wanted and appreciated in MT |
19:03 |
sofar |
but I'd prefer a more collaborative location |
19:05 |
Fixer |
who wants to be hero and fix liquid over gnore, texture tear problem and stutter insp and mp problem? %) |
19:05 |
RealBadAngel |
me too |
19:06 |
red-001 |
anyone is welcome to fix the liquid over ignore |
19:06 |
red-001 |
I might work on it if no else does |
19:07 |
red-001 |
but I'm not good at c++ |
19:08 |
paramat |
gregorycu might be working on liquid/ignore soon |
19:09 |
paramat |
also i'm working on that function currently so conflicts would arise |
19:14 |
sofar |
I'd be very happy just seeing https://github.com/minetest/minetest/issues/3529 fixed at this point |
19:16 |
paramat |
well i'm studying water flow right now, but don't get your hopes up it's complex |
19:16 |
red-001 |
very |
19:18 |
red-001 |
the problem you showed looks like it's easier then the ignore problem |
19:18 |
red-001 |
I solved the problem of water spreading like this on ignore |
19:18 |
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19:18 |
red-001 |
but not how to make the water flow down again |
19:22 |
red-001 |
paramat what part of water are you working on? |
19:22 |
paramat |
https://github.com/minetest/minetest/pull/3501 almost done |
19:23 |
paramat |
finding another core dev to +1 it will be difficult though :} |
19:30 |
sofar |
maybe it'll help to remove the uneeded coding style fixes in that patch, that should make it a bit smaller |
19:31 |
paramat |
RealBadAngel https://github.com/minetest/minetest/issues/3530 any help is much appreciated |
19:31 |
paramat |
nah style fixes are trivial to review |
19:38 |
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19:43 |
blaze |
red-001: tell me how to reproduce your issue |
19:47 |
paramat |
nore sfan5 https://github.com/minetest/minetest_game/pull/759 'Place tree logs as decorations' |
19:48 |
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19:49 |
sfan5 |
paramat: how rare are those logs? |
19:50 |
paramat |
well i'm going to test that again in-game, they have been made rarer on my request |
19:50 |
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19:50 |
paramat |
they can't be too common because too many can make cliffs look weird |
19:52 |
paramat |
if there's too many we can adjust it later |
19:53 |
sofar |
sfan5: common enough to be able to find one in a minute of walking around in the dense forest biomes |
19:53 |
sofar |
sfan5: but rare enough that they're usually far apart |
19:53 |
sfan5 |
ok |
19:53 |
sfan5 |
paramat: i'm ok with the pull |
19:53 |
red-001 |
blaze what issue? |
19:53 |
sofar |
e.g. they're usually 20+ nodes apart easily |
19:54 |
paramat |
thanks for looking |
19:54 |
sofar |
they're even hard to find in jungles, since those are so dense |
19:54 |
red-001 |
this https://github.com/minetest/minetest/issues/3507? |
19:55 |
paramat |
nore sfan5 also https://github.com/minetest/minetest_game/pull/742 https://github.com/minetest/minetest_game/pull/743 |
19:55 |
sofar |
sfan5: quantitatively, trees are at least 10x more common than trunks, I'd say |
19:57 |
sfan5 |
paramat: i'm ok with game#742 |
19:57 |
paramat |
i'll merge game 755 later |
19:57 |
paramat |
ok |
19:58 |
paramat |
fences are more controversial i know |
20:04 |
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20:06 |
paramat |
i'll merge game 772 also since it's a trivial fix |
20:17 |
RealBadAngel |
paramat, ive commented your request out |
20:17 |
RealBadAngel |
still im lacking the motivation to do so |
20:18 |
paramat |
ok no problem |
20:18 |
RealBadAngel |
you want me to fix things but be an outsider at the same time |
20:18 |
RealBadAngel |
gimme HD branch and i will work for both |
20:21 |
RealBadAngel |
this way i can develop HD stuff being close to mainstream |
20:21 |
RealBadAngel |
and if others decide to move stuff to master there wont be any problem |
20:22 |
RealBadAngel |
im with the project for circa 4 yrs already, i know that my ideas can be controversial |
20:23 |
RealBadAngel |
but even you have used to some of them |
20:25 |
paramat |
thanks for the comments. you may be best qualified to help with this, and attempting to fix past work is sort-of expected. anyway if at some point you are happy to do so it will be very appreciated by many players |
20:28 |
red-001 |
the delete mod button in the built in modmanger doesn't work |
20:30 |
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20:32 |
RealBadAngel |
paramat, past, present or the future, its all combined, im developing particular stuff since years |
20:32 |
RealBadAngel |
most of my engine commits are having in mind future stuff |
20:33 |
RealBadAngel |
and many things were on hold until ive solved problems on the way, see water shaders |
20:34 |
RealBadAngel |
commits that make one and the only thing are rare from me |
20:34 |
RealBadAngel |
most of them are just steps |
20:35 |
paramat |
yes |
20:36 |
RealBadAngel |
you are having very simplistic vision, and i on the other hand can see all the future candies |
20:36 |
RealBadAngel |
and work hard for them |
20:39 |
RealBadAngel |
some of my ideas may not work (as 3d plants) |
20:40 |
RealBadAngel |
but i would love to make them as fast to be useable |
20:40 |
paramat |
maybe you can convince c55 to give you a HD branch, i'm fairly neutral about that |
20:40 |
RealBadAngel |
im not demanding, but asking |
20:41 |
RealBadAngel |
it could be right solution imho |
20:41 |
RealBadAngel |
easy to sync, easy to grab |
20:42 |
RealBadAngel |
i wont be messing in master |
20:42 |
RealBadAngel |
but if you will want to move something to master it will be far easier for you |
20:44 |
RealBadAngel |
if you (devs) wont agree on that, i will ultimately will make my own fork, but i dont want to |
20:49 |
RealBadAngel |
somebody please close issue #3536 |
20:51 |
sofar |
red-001: <red-001> the delete mod button in the built in modmanger doesn't work |
20:51 |
sofar |
red-001: file an issue? |
20:52 |
red-001 |
I will |
20:53 |
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21:29 |
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21:55 |
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22:27 |
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22:52 |
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22:53 |
paramat |
a HD branch maintained by RBA seems a potentially good idea to me now |
22:56 |
sofar |
glad to hear that! |
23:14 |
Fritigern |
Not that my opinion in this would matter (i'm no dev), but I think I have missed what the purpose of that branch is. The way it sounds to me is that it could incorporate stuff that is considered too demanding of the average user's hardware. If so, then I would be for such a branch because developing those features could lead to finding ways to make those work on lesser specced hardware. |
23:15 |
paramat |
ok will merge game 710 742 755 772 in a moment |
23:22 |
paramat |
see irc logs for the discussion earlier |
23:23 |
rubenwardy |
Even if it doesn't work on lesser hardware, it's good for those with better hardware |
23:24 |
paramat |
now merging to game.. |
23:24 |
RealBadAngel |
see commodore c64 or zx spectrum first titles |
23:25 |
RealBadAngel |
and then whats done later |
23:25 |
RealBadAngel |
hardware was the same, only coders evolved |
23:26 |
RealBadAngel |
so having two branches can be benefit for both of them |
23:27 |
sofar |
it benefits the developers as well as the code |
23:27 |
RealBadAngel |
mainly the code |
23:27 |
sofar |
you'd instantly have 20 developers looking at your branches |
23:28 |
sofar |
at least, much higher chance of that |
23:28 |
RealBadAngel |
code doesnt remember the fights |
23:28 |
RealBadAngel |
more eyes, more opinions and ideas |
23:30 |
RealBadAngel |
but on the theme.... |
23:31 |
RealBadAngel |
what i really hate is comment without any knowledge behind |
23:33 |
RealBadAngel |
but still with 20 voices you can get something helpful, thats absolutely right |
23:34 |
RealBadAngel |
no coder is perfect, no idea is flawless |
23:36 |
RealBadAngel |
im going to take a nap, will push two PRs later on, in the morning, need to play with them a bit, just for testing |
23:37 |
paramat |
merged |
23:39 |
paramat |
phew |
23:40 |
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23:49 |
sofar |
paramat, good work, have a beer |
23:49 |
sofar |
also, go saw some logs while you drink that |
23:52 |
paramat |
i was just now testing logs.. |
23:52 |
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23:54 |
sofar |
FYI, I left the pine tree logs at a slightly higher rate |
23:54 |
sofar |
the geologist in me says: pine trees are colder climate trees |
23:54 |
paramat |
yes noticed |
23:54 |
sofar |
and in colder weather, logs decay slower |
23:54 |
sofar |
so there are more dead trees on the ground naturally |
23:54 |
paramat |
ah i see |
23:55 |
sofar |
that kind of reasoning is all over my sedimentology mod as well |
23:55 |
sofar |
also, recently in Oregon |
23:55 |
sofar |
a study confirmed that fallen logs in pine forests generally don't decay much for the first 70 years |
23:56 |
sofar |
especially in the non-coastal regions behind the cascades |
23:56 |
sofar |
this causes big problems when fires move through, obviously :) |
23:56 |
paramat |
will merge it in a moment |
23:56 |
sofar |
this is relevant, since I live in Oregon and have a 10acre forest property :) |