Time |
Nick |
Message |
01:11 |
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05:08 |
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05:09 |
hmmmm |
you know what |
05:09 |
hmmmm |
i wonder if the configuration method change is worth the effort |
05:10 |
hmmmm |
sure it'd take less code to expose a new config setting to lua and the conf file, and reduce the amount of code in total, but maybe it's just change for the sake of change and what we have now is good enough |
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05:53 |
hmmmm |
meh i'm going to do it |
05:53 |
hmmmm |
it's worth it |
05:55 |
hmmmm |
one thing though, the settings names for mapgen stuff. needs to change. i want it to be mg_subcategory_paramname instead of mgmgnamehere smushed together |
05:55 |
hmmmm |
i have an excuse to break reverse compatibility. you think i should do it? the users seem to look forward to compatibility breakages |
06:03 |
nrzkt |
no |
07:03 |
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13:21 |
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13:22 |
naltamur |
Hello, I'm looking for a php developer for a issue tracking project |
13:29 |
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14:21 |
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14:29 |
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14:58 |
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14:59 |
paramat |
hmmmm yes i think go ahead and change mapgen settings names, it's not a huge breakage and i can explain it to modders on the forums |
15:00 |
hmmmm |
i don't really know anymore if this change is necessary |
15:01 |
paramat |
oh ok :] |
15:02 |
hmmmm |
because look |
15:02 |
paramat |
there's other stuff to work on while you consider it |
15:03 |
hmmmm |
i'm saving some lines of code by getting rid of the mapgen settings declarations |
15:03 |
hmmmm |
but i still need to write more code in Settings in order to make this possible |
15:03 |
hmmmm |
so I wonder if there is any net savings |
15:03 |
hmmmm |
or if there is, is it enough to warrant a change like this |
15:04 |
paramat |
functional advantages? despite no less code? |
15:07 |
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15:07 |
paramat |
anyway best delay while considering it. what's next? can we improve dungeon params? i have requests for that |
15:08 |
hmmmm |
no the whole point is to figure out what's going on with params before modifying more params |
15:10 |
nrzkt |
paramat: if you allow this then we can rename lua calls and tell to modders. |
15:10 |
hmmmm |
i was being sarcastic when i said that, by the way |
15:20 |
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15:25 |
paramat |
ok good |
15:25 |
jin_xi |
why not rename lua calls? some could use changing. who cares about mods that don't care to fix such little things? also beats explainig why its still named badly everytime it comes up. |
15:28 |
hmmmm |
it's trivial to add aliases for lua api functions |
15:28 |
paramat |
what i want to do with dungeons i can code myself, but it'll be working with the existing dp system, which of course may be changed now or later. i'll list my ideas: |
15:29 |
hmmmm |
paramat in my experience it's not worth it to work on something different while "thinking" about something else |
15:29 |
hmmmm |
whatever change you had going is just going to stagnate |
15:31 |
paramat |
these are functional improvements, then the param system change can happen later or together with it |
15:31 |
hmmmm |
later |
15:32 |
paramat |
ok |
15:33 |
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15:33 |
paramat |
1. generalise the alternative node so it's not called 'mossycobble' |
15:34 |
paramat |
2. use just 1 point-polled 3D noise for it |
15:34 |
paramat |
3. add dungeon ymin ymax limits |
15:36 |
paramat |
4. the dungeon density noise becomes 'number of dungeons per chunk' so that it's possible to occasionally have multiple dungeons in a chunk, creating complex interpenetrating structures like a fortress |
15:38 |
paramat |
5. max rooms per dungeon becomes a new parameter, or maybe have minrooms and maxrooms |
15:38 |
paramat |
6. ... 7. PROFIT! |
15:42 |
paramat |
i'll leave that there for discussion, won't start yet |
15:47 |
paramat |
yeah of course, best work on what you're thinking about |
15:51 |
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15:54 |
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15:55 |
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15:59 |
hmmmm |
i don't know if i'm going ahead with this change |
16:00 |
hmmmm |
having different kind of FoobarParams are inherently organized into a heirarchy |
16:00 |
hmmmm |
the current setup doesn't require any additional bookkeeping from Settings |
16:01 |
hmmmm |
if somebody is going to add a new param they already have to modify defaultsettings.cpp, the documentation, and the original code |
16:02 |
hmmmm |
adding a field to a struct and some lua code to read fields from a table shouldn't be asking too much more |
16:02 |
hmmmm |
passing a FoobarParams to a Foobar is more natural and self-explanitory than passing around a Settings |
16:03 |
hmmmm |
i think the original motivation for this idea was that there were too many different kinds of parameters being passed around in too many different ways |
16:03 |
hmmmm |
if i clean up the current mapgenparams setup i don't think there'd really be a problem |
16:03 |
hmmmm |
i mean my biggest rationale is that the amount of code mapgenparams and so on takes up is disproportionate to what it actually does |
16:04 |
hmmmm |
but if i spend time changing the system, testing, bugfixing, maintaining, documenting, ensuring compatibility, etc. that's not too convincing that it's less work in the long run |
16:04 |
hmmmm |
leave well enough alone i say |
16:08 |
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16:10 |
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16:14 |
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16:21 |
paramat |
please can anyone review or comment on #4163 ? you'll need a darkened room to judge it though |
16:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/4163 -- Sky: Darker, bluer sky and improved horizon haze at night by paramat |
16:30 |
Fixer |
paramat: i will try it today |
16:31 |
paramat |
cool |
16:49 |
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16:57 |
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17:29 |
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17:32 |
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17:48 |
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17:53 |
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18:01 |
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18:12 |
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18:20 |
nrzkt |
i miss to deploy app on play store... will do it today or tomorrow from tags |
18:20 |
nrzkt |
i just need to fix my ndk |
18:22 |
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18:36 |
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18:48 |
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18:49 |
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19:01 |
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19:01 |
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19:16 |
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19:21 |
paramat |
nore sfan5 please could you review game#1120 ? |
19:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1120 -- Mossy cobble slab and stairs. by sofar |
19:23 |
VanessaE |
^^^^ and there still needs to be a simple API for that. |
19:24 |
VanessaE |
first it was cobble -> mossy cobble, now stairs and slabs too. recall gloopblocks has been doing this literally for years |
19:25 |
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19:48 |
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20:51 |
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21:04 |
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22:39 |
Zeno` |
lol |
22:39 |
Zeno` |
I have a break for 2 days and there are like a million github messages |
22:45 |
sofar |
I've had a busy/rough 4 days, and ... I'm almost lost |
22:48 |
Fixer |
i added few bugreports |
22:48 |
Fixer |
just for fun |
22:55 |
sofar |
lol, I can see, yes :) |
23:16 |
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23:52 |
Zeno` |
Fixer, I can't see a thing |
23:53 |
Zeno` |
how am I to see the supposed sun? |
23:54 |
Fixer |
Zeno`: what bug, blinking or glow texture? |
23:54 |
Zeno` |
#4194 |
23:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4194 -- Sunrise glow texture is still visible after sunset |
23:55 |
Zeno` |
you mean on the clouds? |
23:55 |
Fixer |
Zeno`: look at horizon, https://i.imgur.com/9Owwyfo.png like on this <<<< |
23:55 |
Zeno` |
I can't see anything there either lol |
23:55 |
* Zeno` |
thinks |
23:55 |
Fixer |
Zeno`: look closer |
23:55 |
Fixer |
Zeno`: much closer |
23:56 |
Zeno` |
I'm opening it in gimp |
23:56 |
Fixer |
Zeno`: right above + |
23:56 |
Zeno` |
looks like a cloud to me, lol |
23:56 |
VanessaE |
I can see it. |
23:56 |
Fixer |
Zeno`: nope, not a cloud, i checked |
23:57 |
VanessaE |
that first star above the crosshairs, you can see an dim yellow/orange haze around it |
23:57 |
Zeno` |
yeah I thought it was a cloud |
23:57 |
Fixer |
it is not |
23:57 |
Zeno` |
maybe I should turn clouds off |
23:57 |
Fixer |
yes, try it, does not matter |
23:57 |
Zeno` |
why are the clouds that colour anyway? |
23:58 |
Zeno` |
I look straight up and the clouds are the colour of baby poop |
23:59 |
Zeno` |
ok with clouds off it's much more apparent |