Time |
Nick |
Message |
00:01 |
Warr1024 |
I used to love how smoothly minetest ran on very modest hardware |
00:05 |
Zeno` |
Warr1024, can you try deleting cmake build caches? |
00:05 |
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00:06 |
Warr1024 |
Zeno`: you mean for the android build test, or for the desktop one? |
00:06 |
Zeno` |
desktop |
00:06 |
Warr1024 |
I usually clear those pretty frequently. |
00:06 |
Zeno` |
ok |
00:07 |
Zeno` |
brb, rebooting into livecd thingy |
00:14 |
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Zeno` joined #minetest-dev |
00:15 |
Zeno` |
great... have to install android sdk/ndk |
00:17 |
Zeno` |
I'm really worried about my CPU temperature :/ |
00:18 |
Zeno` |
Warr1024, I need to check CPU cooler and stuff but will try this build on Ubuntu within 8 hours and see what happens |
00:18 |
Zeno` |
setting up sdk/ndk will take awhile on my internet connection anyway :) |
00:22 |
paramat |
does anyone actually need the minimal subgame anynore? i've never used it. it would be best to hide it from stable release #4006 |
00:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/4006 -- removal minimal_game of the release build |
00:23 |
paramat |
it must make a bad impression if a newbie uses it |
00:24 |
paramat |
or, it looks sloppy for a dev tool to be left in a release |
00:25 |
paramat |
perhaps it could be in a seperate repo |
00:45 |
sofar |
I've never even used the tester tool |
00:58 |
paramat |
ShadowNinja removing milestone from game#978 , but if possible it would be good for release, please discuss with PilzAdam |
00:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/978 -- furnaces dont work after rejoin |
00:58 |
paramat |
only tnt stuff left to do in mtgame :) |
01:03 |
paramat |
removed #3948 from milestones |
01:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
01:05 |
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01:19 |
sofar |
paramat: one more timer fix |
01:20 |
paramat |
ok |
01:20 |
sofar |
https://github.com/minetest/minetest/pull/4003#issuecomment-211059867 |
01:20 |
sofar |
I'll submit that instead of Krock's patch |
01:20 |
paramat |
a milestone? |
01:21 |
sofar |
yes, that should go into 0.4.14 |
01:21 |
sofar |
technically a regression |
01:21 |
paramat |
ok done |
01:21 |
sofar |
well but it'll be a new PR |
01:21 |
paramat |
yeah |
01:24 |
paramat |
corrected |
01:25 |
Zeno` |
yeah, the removal of the extra branch is what I was getting at the other night |
01:25 |
Zeno` |
but... |
01:25 |
Zeno` |
I dunno what happens on overflow lol |
01:26 |
Warr1024 |
is there some kind of performance profiler available built into MT? |
01:26 |
Zeno` |
which is why (IIRC) I ended up suggesting init to -1 and leave the conditional |
01:27 |
Zeno` |
sofar, ^^ |
01:27 |
Zeno` |
Warr1024, not really |
01:27 |
Zeno` |
Warr1024, only for Lua |
01:27 |
Zeno` |
(for mods that is) |
01:27 |
Warr1024 |
I'm wondering where the server is spending all its CPU time |
01:27 |
Warr1024 |
clients are pretty consistenly mesh-making for me |
01:28 |
Zeno` |
Warr1024, on Linux? |
01:28 |
Warr1024 |
no, OpenBSD in my case |
01:28 |
Zeno` |
I always use valgrind but on a live server that's not really an option |
01:29 |
Zeno` |
so every single one of my hundreds of performance profiles are somewhat contrived |
01:39 |
Zeno` |
sofar, is overflow an issue? |
01:53 |
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02:38 |
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02:40 |
Zeno` |
Warr1024, you were right |
02:41 |
Zeno` |
I cannot build with that commit either |
02:41 |
Warr1024 |
I'm trying with the one immediately before it to confirm (I only tested revs that touched android proper in my bisect) |
02:42 |
Zeno` |
I can build by just reverting that single commit |
02:48 |
sofar |
Zeno`: what kind of overflow? |
02:48 |
sofar |
the timer thing? |
02:49 |
Zeno` |
sofar, yeah |
02:49 |
Zeno` |
can that overflow? |
02:49 |
sofar |
it's handled properly |
02:49 |
sofar |
a little bit inaccurately, but still |
02:49 |
Zeno` |
huh? let me look again (maybe I was looking at something different) |
02:49 |
sofar |
get_us_time() overflows once every 40 minutes or so I think |
02:49 |
Zeno` |
oh yeah |
02:50 |
sofar |
it's not a big deal |
02:50 |
sofar |
the timer code can handle that fine |
02:50 |
Zeno` |
sorry I thought you removed a condition but krock had ADDED one |
02:50 |
Zeno` |
my bad |
02:50 |
Zeno` |
(serves me right for not looking at the entire file) |
02:51 |
Zeno` |
lol |
03:18 |
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03:20 |
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Zeno` joined #minetest-dev |
04:10 |
Zeno` |
#4005 is not an issue on fedora 21 or fedora 23 but the NDK setup is very different on Fedora |
04:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/4005 -- Minetest.apk build failure |
04:11 |
Zeno` |
I'm wondering now if Ubuntu has a difference in $PATH and it's using the wrong NDK toolchain |
04:36 |
Zeno` |
"No problems were identified. If you know why this problem occurred, please add a suitable Cause for it." |
04:36 |
Zeno` |
Sounds like a Windows error message haha |
04:37 |
paramat |
hmmmm thanks for the review of #4002 . i've replied to your comments and updated with a fix for ridge terrain |
04:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/4002 -- Mgv7: Combine mountain terrain generation with base terrain generation by paramat |
04:38 |
hmmmm |
wait a sec |
04:38 |
hmmmm |
did you remove the prototypes from the class definition in the original version of that PR? |
04:38 |
hmmmm |
i could've sworn that particular change was missing |
04:57 |
paramat |
i did |
04:58 |
hmmmm |
in regards to the comment thing, did you actually check to verify that baseTerrainLevelAtPoint() and generateBaseTerrain() were the same algorithm? |
04:59 |
paramat |
ah, no, i'll look |
04:59 |
hmmmm |
the issue was that i changed one, never changed the other because i forgot, and they were out of date |
04:59 |
paramat |
ahh |
04:59 |
hmmmm |
and then it somehow got committed like that |
04:59 |
hmmmm |
probably because nobody did meaningful code reviews at the time mapgen v7 was under development |
05:03 |
paramat |
checked, they're identical |
05:04 |
hmmmm |
now how does this affect getSpawnLevelAtPoint? |
05:04 |
paramat |
also spawn point depends on that function and works fine |
05:04 |
paramat |
(spawn works fine) |
05:05 |
hmmmm |
sure, looks good i guess |
05:05 |
paramat |
ah i see, it doesn't, spawn still works fine |
05:06 |
paramat |
ok thanks |
05:06 |
paramat |
i'm wondering if we should remove minimal subgame from the repo |
05:06 |
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05:06 |
paramat |
those who use it can grab it from somewhere else |
05:07 |
paramat |
maybe it should have it's own repo |
05:07 |
hmmmm |
eh i'd really rather not |
05:10 |
paramat |
#4006 or at least from build releases |
05:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/4006 -- removal minimal_game of the release build |
05:11 |
paramat |
seems sloppy to leave a rarely used dev tool in there |
05:12 |
hmmmm |
how about hiding it if a config option isn't set |
05:12 |
hmmmm |
or something like that |
05:12 |
hmmmm |
that's your main concern, right? the end user's perspective? |
05:13 |
hmmmm |
i'm sorry but actually removing minimal screams bad idea to me |
05:13 |
hmmmm |
-1 on the concept from me. |
05:13 |
sofar |
why not just leave it and never install it? |
05:13 |
sofar |
most devs do RUN_IN_PLACE=1 |
05:14 |
hmmmm |
not sure what you mean |
05:14 |
sofar |
in which case it's automatically found? |
05:14 |
hmmmm |
oh for installations |
05:14 |
sofar |
the whole point is to remove it from `make install` |
05:14 |
hmmmm |
yeah but what about windows, which is almost always built with RUN_IN_PLACE |
05:14 |
sofar |
I think, at least |
05:14 |
hmmmm |
i would support that |
05:15 |
hmmmm |
if you can put up with the inconsistency for windows versions |
05:17 |
* sofar |
whistles :) |
05:18 |
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05:20 |
paramat |
yeah hiding it would be fine with me |
05:25 |
paramat |
i'll merge #3995 and #4002 in 20mins |
05:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/3995 -- falling: walk 4 additional diagonally down directions. by sofar |
05:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/4002 -- Mgv7: Combine mountain terrain generation with base terrain generation by paramat |
05:35 |
Zeno` |
I use RUN_IN_PLACE |
05:35 |
Zeno` |
I also used it before I was a dev |
05:35 |
Zeno` |
Why would I want to "install" something? |
05:36 |
Zeno` |
and we should not remove minimal either |
05:37 |
Zeno` |
minimal needs to be there if only because it provides a test that can rule out minetest_game as the source of an issue |
05:37 |
Zeno` |
(or vice-versa) |
05:49 |
paramat |
now merging those 2 |
05:50 |
Zeno` |
factorio uses 10% CPU when paused |
05:50 |
Zeno` |
makes our pause look not so bad |
05:51 |
* Zeno` |
wonders what it's doing |
05:52 |
Zeno` |
no debug symbols |
05:52 |
Zeno` |
stupid thing |
05:53 |
Zeno` |
"Checksum for script /home/crobbins/factorio/temp/currently-playing/control.lua: 393467729" |
05:53 |
Zeno` |
I wonder what that's for... hmm |
05:54 |
* Zeno` |
modifies control.lua to see what happens hehe |
05:56 |
paramat |
merges complete, feels good! |
05:56 |
Zeno` |
won't build for me |
05:57 |
Zeno` |
just kidding! :D |
05:59 |
paramat |
4 milestones closed :] |
05:59 |
Zeno` |
paramat, #4005 probably shouldn't be a blocker but... |
05:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/4005 -- Minetest.apk build failure |
05:59 |
Zeno` |
but why it's not working on Ubuntu and Debian for 3 users (wayward, warr and me) needs to be worked out |
06:00 |
paramat |
i added it to milestones to keep it attended to |
06:00 |
Zeno` |
cool |
06:03 |
Zeno` |
I just wish I'd checked the $PATH idea before I rebooted the LiveCD :( |
06:03 |
Zeno` |
maybe I'll install on a VM |
06:04 |
Zeno` |
I have no idea why I thought LiveCD was a good idea anyway |
06:39 |
paramat |
#4010 |
06:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/4010 -- Textures: Replace menu background fallback dirt_bg.png with empty sky texture by paramat |
06:43 |
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06:44 |
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Krock joined #minetest-dev |
06:44 |
Zeno` |
dirt is no good? |
06:45 |
Zeno` |
I prefer the empty sky though I must admit |
06:46 |
paramat |
it makes more sense for when menu clouds are turned off, and is subgame universal |
06:47 |
Zeno` |
it makes more sense, though, if the png had a better name |
06:47 |
Zeno` |
like background.png |
06:47 |
paramat |
hm perhaps |
06:48 |
Zeno` |
maybe that's just me though. But if we change how things work in future it might be nicer to be able to keep the texture name and just update code |
06:48 |
paramat |
nore sfan5 *** freeze is hopefully this weekend *** (<- some freezer snowflakes) |
06:48 |
paramat |
yeah |
06:48 |
Zeno` |
maybe even menu_bg.png ... |
06:49 |
paramat |
ok will do |
06:49 |
Zeno` |
ok +1 from me then |
06:49 |
sfan5 |
can i just put 22th into the topic? |
06:49 |
sfan5 |
or 23th? |
06:50 |
Zeno` |
20 tooth! |
06:50 |
Zeno` |
my tooth is sore and you just reminded me :( |
06:51 |
paramat |
best 24th |
06:51 |
Zeno` |
(but seriously i've never heard of 22th lol) |
06:51 |
Zeno` |
24th is good because it's a Sunday :) |
06:52 |
paramat |
dependent on milestones obviously but it looks possible |
06:53 |
Krock |
took me a while to understand the connection between "(<- some freezer snowflakes)" and the date numbers |
06:53 |
Krock |
sunday sounds good |
06:54 |
paramat |
game#1029 any reviews? simple PR |
06:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1029 -- Add: New Heart Texture by KevDoy |
06:57 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Feature freeze: 2016-04-24. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
06:57 |
paramat |
thanks! |
06:58 |
hmmmm |
guys just FYI the "i don't personally use feature X so we should remove it because it might confuse users" is the same exact mentality that got firefox into the mess that it's currently in |
06:58 |
hmmmm |
I hope minetest has better prospects than that project |
06:59 |
paramat |
yeah i've changed my mind now :) |
07:03 |
Zeno` |
related to this, when I refactored thegame.cpp the menu clouds (and their CPU usage) was something I looked at briefly and always meant to return to |
07:03 |
Zeno` |
I did have some solutions but at the time the PR changed nearly every line in game.cpp and I decided not to mess with how they're rendered, meaning to return to them at a later date and then promptly forgot |
07:10 |
jin_xi |
ok so i got particles mostly working without using collisionMoveSimple for every single one, but its a mess and way over my head... anyone got some time to help? |
07:12 |
Zeno` |
umm, I've looked at that code. I think it's a mess |
07:12 |
Zeno` |
I'd rather hide |
07:13 |
Zeno` |
jin_xi, are your changes pushed to your local repo somewhere? |
07:13 |
Zeno` |
I'm sure someone will actually look |
07:13 |
jin_xi |
if you mean my old pr, its very different, but even more even messier code |
07:14 |
Zeno` |
nah I wasn't referring to your PR specifically, just the whole "section of code" in general |
07:14 |
Zeno` |
so you need help cleaning up your code or existing code? |
07:15 |
jin_xi |
well, the kind of help i need is from someone who got a clue about using frameworks and when/how to do subclasses. |
07:15 |
Zeno` |
I don't mind looking at your code and helping if I can if that's what you're asking |
07:16 |
jin_xi |
oh and a couple questions relating to mt internals as well |
07:16 |
Zeno` |
where's the code? :) |
07:16 |
paramat |
a good night's work, back after noms |
07:16 |
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07:17 |
Zeno` |
I'm pretty sure all of us want particle improvements so you'll probably get lots of help |
07:18 |
jin_xi |
yeah right |
07:19 |
Zeno` |
well even if not, I'll try |
07:19 |
jin_xi |
ok, so even if its messy, heres a drop in replacement for particles cpp. very wip and in explorative stage http://paste.ubuntu.com/15942421/ |
07:20 |
jin_xi |
so one of my questions is, do i really need to subclass entire particlesystemscenenode just to change its render function |
07:21 |
jin_xi |
another one is how to get the updated mesh after digging a node, because i only seem to get the one with the dug node still intact, which obv messes with collision |
07:21 |
jin_xi |
pls excuse the mess, my computer is very slow and i cant change the *.h |
07:22 |
Zeno` |
hmm |
07:22 |
Zeno` |
so what is the filename of this paste? |
07:22 |
jin_xi |
and finally, the bane of my existence, fucking camera offset. Zeno its particles.cpp, should drop right into src and 'work' |
07:23 |
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07:23 |
jin_xi |
oh and of course, we get particles bouncing on water when using the mesh, idk if there is a solution to this one |
07:24 |
Zeno` |
so you want ISceneNode to behave differently (have a different render)? |
07:24 |
jin_xi |
yes, to add the camera_offset to vertexes |
07:24 |
Zeno` |
ok then the answer to that question is that yes you would normally have to subclass it as you've done |
07:25 |
Zeno` |
but you can call (or use) members of the parent class -- i.e. you don't have to reimplement things unless you need to |
07:26 |
Zeno` |
but from what I've looked at you're on the right track (after some cleaning up) regarding that particular question |
07:26 |
jin_xi |
ok that should cut code down a little. so i'd just write using parent::foo() for such cases |
07:27 |
Zeno` |
yeah |
07:28 |
jin_xi |
my c++ sucks and i only did oop in SuperCollider really, which is very different. C++ oop seems to me like a device for verbosity and redundancy :( |
07:29 |
Zeno` |
well if something in the base class doesn't need changing you don't have to change it at all in the subclass or anywhere else |
07:31 |
jin_xi |
ok another question i think needs answering by experts is if we want to use collisionMoveSimple for particles or something else. I think its the bottleneck as its suitable for player movement and overkill for particles |
07:32 |
jin_xi |
maybe it would be better making a fast, but not soo accurate collisionMoveReallySimple for use with particles |
07:32 |
sofar |
sure |
07:33 |
sofar |
but take a look at the particles I added for tnt... they would look horrible without collision detection |
07:33 |
sofar |
also, I'd like a "remove on collision" as well, but I couldn't get that to properly work yet |
07:33 |
jin_xi |
hey im not talking about removing collision detection |
07:33 |
sofar |
I sent a PR, maybe you can look at that and see what is wrong with it :) |
07:33 |
jin_xi |
just making it faster. im sure you have noted how slow mt gets with only few colliding particles |
07:34 |
sofar |
yes, it's slow |
07:34 |
sofar |
but the patch I added seems to get called 20x per particle |
07:34 |
sofar |
as if the removal doesn't happen |
07:34 |
jin_xi |
like a homedecor shower brings my comp to boiling temp |
07:34 |
sofar |
hehehe |
07:34 |
sofar |
well maybe it can just collide with nodes, not entities? |
07:34 |
jin_xi |
sofar look at my paste or the code of CParticleSystemSceneNode |
07:35 |
jin_xi |
it switches particle order to only ever delete the last one |
07:35 |
jin_xi |
comment says its faster this way |
07:35 |
sofar |
anyway, I need to get some sleep |
07:36 |
sofar |
sorry, maybe tomorrow I can take a deeper look |
07:36 |
jin_xi |
'night. but as long as collisionMoveSimple is used for every particle its gonna be slow |
07:42 |
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07:46 |
Zeno` |
jin_xi, may I PM you? |
07:46 |
jin_xi |
sure |
07:48 |
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07:55 |
Zeno` |
thanks jin_xi |
07:59 |
nrzkt |
hi Zeno` |
08:02 |
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08:03 |
Zeno` |
hi :) |
08:04 |
Zeno` |
I'm only 50% here (cooking dinner) |
08:04 |
Zeno` |
quiche! |
08:04 |
Krock |
I hope your better half is cooking |
08:06 |
Zeno` |
nah, I only have one half |
08:08 |
Zeno` |
makes walking in a straight line difficult but I just have to deal with it |
08:08 |
Krock |
ok. |
08:38 |
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08:44 |
nore |
paramat: nrzkt: could you check #3948 again please? (all issues should be fixed now) |
08:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
08:44 |
paramat |
cool |
08:48 |
nore |
also, if you want to see what it will be able to do, check my colored_chat branch ;) |
08:48 |
nore |
I've got colored chat, tooltips and item descriptions |
08:56 |
nrzkt |
nore good, but i think we should wait, as it's a very huge improvement, and this could be a good point to sell 0.4.15 to players :D |
08:56 |
nrzkt |
we have sufficient features for 0.4.14 |
08:56 |
nore |
nrzkt: colored chat will not be in 0.4.14 |
08:56 |
nrzkt |
nice |
08:56 |
nore |
#3948 should be so that we can include #3948 in 0.4.14 |
08:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
08:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
08:56 |
nore |
I mean, colored chat in 0.4.15 |
08:57 |
nore |
Also, if #3948 doesn't go in, escapes sequence will stay as '\v' instead of the better '\x1b' |
08:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
08:58 |
nore |
because it was '\v' in the already-merged code that is only for chat |
08:59 |
nrzkt |
nore seems good but i didn't tested it |
10:09 |
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10:37 |
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11:15 |
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11:21 |
Zeno` |
merging #4007 |
11:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/4007 -- Mainmenu: Unify favorite servers with main serverlist by kilbith |
11:22 |
Zeno` |
these shitty one/two approval labels need to be reviewed |
11:22 |
Zeno` |
they're crazy |
11:22 |
Zeno` |
anyway, it has two approvals plus mine now so will commit very shortly :) |
11:29 |
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11:43 |
nrzkt |
Zeno`: please set three approval label please |
11:43 |
nrzkt |
Zeno`: *joking* |
11:45 |
Zeno` |
I have set 19 approvals |
11:45 |
nrzkt |
xD |
12:14 |
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12:49 |
Warr1024 |
does minetestserver NOT run register_on_shutdown code if it receives a signal? |
12:50 |
Warr1024 |
is there some way I can tell it to gracefully shut down from NOT inside the game? |
13:02 |
Warr1024 |
no, wait, my bad, seems to work correctly, actually... |
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16:50 |
MoNTE48 |
Hey. I can remove simple mainmenu today, it will be fine? Should I do that? |
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17:04 |
hmmmm |
what..? |
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17:08 |
MoNTE48 |
hmmmm, simple menu for android |
17:08 |
MoNTE48 |
is very ugly |
17:08 |
hmmmm |
i'm sorry i didn't understand your sentence. |
17:08 |
Calinou |
maybe we'll get a native Java menu someday |
17:08 |
Calinou |
it sounds like a much better alternative to me, rubenwardy suggested it |
17:08 |
Calinou |
it can be simpler at first |
17:09 |
hmmmm |
perhaps, but we need an android developer to work on it :) |
17:09 |
hmmmm |
i don't even have a smartphone so i'm out |
17:09 |
MoNTE48 |
Calinou, this is bad idea. I like crosscompile code |
17:09 |
Calinou |
yes but it doesn't always make sense |
17:09 |
Calinou |
Irrlicht GUI is just not made to be responsive... |
17:09 |
Calinou |
it's also very hard to make responsive GUIs for games |
17:09 |
Calinou |
responsive Web design is easy-ish, responsive native GUI design is almost never done |
17:09 |
Calinou |
(I've never heard anyone talk about that subject) |
17:10 |
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17:10 |
MoNTE48 |
Yes, but now I just suggest to remove it https://github.com/minetest/minetest/blob/master/builtin/mainmenu/tab_simple_main.lua |
17:10 |
MoNTE48 |
Perhaps to 0.5 someone to do what you say, but certainly not today |
17:10 |
sofar |
I'd prefer a webUI since it actually could replace non-android UI's as well |
17:10 |
sofar |
it'd seem strange to have 2 UI's. Stranger to have 3 |
17:11 |
MoNTE48 |
The best option is a single interface for all devices. Otherwise, you need a man who will always maintain a separate GUI for Android |
17:13 |
hmmmm |
maybe that's the easiest option to maintain, but i don't know about 'best' |
17:14 |
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17:14 |
hmmmm |
microsoft decided that a single interface was the "best" for windows 8, and ubuntu decided that big buttons were right for everybody |
17:14 |
MoNTE48 |
I want to share what I was doing for MultiCraft now. Where can I send a screenshot? |
17:14 |
hmmmm |
you know how that backfired |
17:15 |
MoNTE48 |
I know. But Minetest have much more important work than to rewrite something that works right now. Though not as I would like someone |
17:15 |
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17:15 |
hmmmm |
uh huh |
17:15 |
hmmmm |
well, -1 from me |
17:15 |
MoNTE48 |
-1 = remove simple mainmenu for android? |
17:16 |
hmmmm |
i don't think it's right to have a single interface for both android and PC, because you'll end up losing at both |
17:16 |
hmmmm |
absolutely |
17:16 |
hmmmm |
-1 big time |
17:16 |
sfan5 |
<sofar> I'd prefer a webUI since it actually could replace non-android UI's as well |
17:16 |
hmmmm |
i do not agree with the proposed change. |
17:16 |
sfan5 |
please tell me that by web ui you do not mean html |
17:16 |
hmmmm |
i would flat out reject it. |
17:17 |
MoNTE48 |
Why do you limit the android users are not allowing them to have some of the worlds and mixing single and multiplayer? This is silly |
17:17 |
sfan5 |
the full menu is too compliated for small screens |
17:17 |
sfan5 |
complicated* |
17:17 |
MoNTE48 |
Of course, I do not understand this. But MultiCraft players are happy using the PC menu, and there are no problems. |
17:19 |
sofar |
sfan5: I wasn't really proposing anything - just the notice that adding a menu for one OS seems futile |
17:20 |
sfan5 |
for an OS yes |
17:20 |
sfan5 |
but not for a platform |
17:20 |
sfan5 |
it makes sense to have different UIs on different platforms |
17:20 |
sfan5 |
os x vs windows vs linux should not be different |
17:20 |
sfan5 |
pc vs android might be different |
17:20 |
sfan5 |
and it makes a lot of sense too |
17:24 |
sofar |
well, sometimes there's no other way |
17:24 |
sofar |
and sometimes there's plenty of other ways |
17:25 |
sofar |
maybe the UI could have tweaks that make it easier to use on android? |
17:25 |
rubenwardy |
The android menu is way too simple atm |
17:25 |
rubenwardy |
Better for touch screens shouldn't mean less useful |
17:25 |
rubenwardy |
as in, com'on, support for only one world? |
17:25 |
MoNTE48 |
rubenwardy +1 |
17:26 |
rubenwardy |
However, it needs to be responsive, you can't just show the same menu at a smaller size. |
17:28 |
MoNTE48 |
http://i66.tinypic.com/2ngx1ki.png |
17:32 |
MoNTE48 |
It is not yet ready, it's out of my discussions and my designer. But soon it will be ready and I can show a working version. In theory it should be very comfortable on the small touch screen |
17:33 |
Wayward_One |
Yes, android needs a main menu at least *closer* to the pc version |
17:34 |
Wayward_One |
That's one of the main things it's lacking imo |
17:34 |
rubenwardy |
Three suggestions, MoNTE48: 1. Colors look a bit off 2. Not enough padding 3. How do you do creative/enable pvp? |
17:34 |
sfan5 |
looks nice |
17:35 |
MoNTE48 |
Wayward_One: You can use MultiCraft mainmenu for your builds :) |
17:35 |
Wayward_One |
MoNTE48, awesome, thank you :) I'll try that as soon as 4005 gets resolved :p |
17:36 |
MoNTE48 |
rubenwardy: 1) this is wip, not done. 2. yes, thank you. 3) I remove this for MultiCraft. So this choose my players |
17:36 |
rubenwardy |
Ok. I thought you'd say that XD |
17:37 |
MoNTE48 |
I write "He is not ready, it's out of my discussions and my designer. But soon he will be ready, and I can show a working version. In theory, it should be very convenient on a small touch screen" |
17:50 |
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18:44 |
luizrpgluiz |
sofar is doing a good job to try to at least bring back the animals to the world of minetest |
18:45 |
Fixer |
i think that was for mod, or I"m wrong? |
18:45 |
sofar |
I have no idea yet |
18:46 |
luizrpgluiz |
sofar: I looked your videos on your channel on youtube |
18:46 |
sofar |
sure, I posted them for people to see :) |
18:47 |
nrzkt |
sofar, where ? |
18:48 |
sofar |
my youtube channel - youtube search "sofar minetest development" |
18:50 |
luizrpgluiz |
sofar: you will be responsible for the development of animals in the new versions of minetest? |
18:50 |
sofar |
luizrpgluiz: haha, don't get ahead of things |
18:51 |
sofar |
It's an experiment. I really wanted to learn how to do animals from scratch, and I'm a perfectionist |
18:51 |
luizrpgluiz |
sofar: if that key developers accept put back at least a standard minetest pet? |
18:52 |
sofar |
luizrpgluiz: I have no goals right now, other than to experiment and learn |
18:54 |
sofar |
I have (as always) many, maaaany thing that I'd like to do with this. |
18:54 |
sofar |
so it could just become a monstrosity |
18:54 |
luizrpgluiz |
sofar: I wanted at least minetest again had the animals and the dungeon master back in the game |
18:55 |
sofar |
yes. Obviously I'm aware that most people would want that. |
18:55 |
sofar |
and I share that interest, too. |
18:56 |
sofar |
but that's not my goal |
18:56 |
luizrpgluiz |
sofar: :D |
18:56 |
sofar |
not right now, anyway |
18:56 |
nrzkt |
maybe you could talk with me a day, i have a interesting backend to show you i implemented in my own fork |
18:57 |
sofar |
right now I just have a sheep model, and some AI script ideas |
18:57 |
sofar |
sure |
18:59 |
luizrpgluiz |
sofar: if I had studied a little LUA and 3D modeling, I put back the animals and monsters in minetest |
18:59 |
sofar |
well, I'm at the point now where I can make decent looking animations :) |
19:03 |
luizrpgluiz |
sofar: but you do not need to do an animation so perfect so it's just you talk to one of the key developers and see if they accept to put their sheep as standard minetest |
19:04 |
sofar |
I don't work like that, it has to knock everyones socks off, or else I won't do it. |
19:04 |
sofar |
maybe I get bored tomorrow and never finish it :) |
19:05 |
sofar |
besides, the animation isn't the hard part |
19:05 |
sofar |
it's the code that drives the sheep that's going to be the hard work |
19:05 |
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22:32 |
Fixer |
https://github.com/minetest/minetest/issues/3307 wonder why nobody even commented on this, it has full backtrace, I think ESM has this issue too (it is very annoying), seen smth similar in his logs |
22:32 |
OldCoder |
Has the setting used to announce to the serverlist changed? Sould server_announce=false disable this feature? |
22:41 |
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