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rdococ |
I'm making a simple power mod, kinda like mesecons. Do I need a node for each level of signal? |
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15:29 |
everamzah |
game#1188 |
15:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1188 -- Mechanisms (levers & plates) broken |
15:29 |
everamzah |
wow that was a bad title choice |
15:29 |
* T4im |
takes a look |
15:30 |
T4im |
can you add a stacktrace? |
15:30 |
everamzah |
the output of debug.txt? |
15:31 |
T4im |
well if xdecor breaks because of that, it'd be nice to see when that happens |
15:31 |
T4im |
where it happens* |
15:31 |
T4im |
yea, the last lines of debug.txt stack trace |
15:32 |
everamzah |
T4im: done |
15:32 |
T4im |
thanks |
15:33 |
everamzah |
np |
15:44 |
T4im |
ah, missing parameters, gonna do a pr, nice catch |
15:45 |
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15:47 |
everamzah |
glad to help |
16:08 |
T4im |
everamzah: maybe you could test 1189 and see if that fixes it? |
16:08 |
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16:11 |
everamzah |
okie doke, will do |
16:16 |
T4im |
thanks |
16:19 |
paramat |
will review |
16:20 |
rubenwardy |
The massiveness of the default mod makes it hard for a mod to depend on certain independent features (eg: books, mese) and makes it painful to make subgames |
16:21 |
everamzah |
sorry for the delay. yes, T4im that fixes it |
16:21 |
T4im |
alright, thanks |
16:21 |
everamzah |
how can i quickly try out a branch on a different remote? |
16:21 |
everamzah |
i tried remote add t4im git://github.com/t4im/minetest_game |
16:22 |
everamzah |
and then git pull t4im:fix/1188 but that didn't seem to do anything hehe |
16:22 |
T4im |
"git fetch t4im && git checkout t4im/fix/1188" |
16:22 |
T4im |
no need to pull :) |
16:22 |
everamzah |
ooh, i had to fetch the checkout |
16:22 |
everamzah |
okie thanks |
16:22 |
everamzah |
fetch then* checkout |
16:25 |
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16:32 |
rubenwardy |
Definite points: https://forum.minetest.net/viewtopic.php?p=224527#p224527 |
16:33 |
T4im |
my unit tests don't cover _game api yet :/ I should add that, it could have prevented the last issue and might reduce issues when depending on it, like you said |
16:34 |
T4im |
or did you mean just gameplay wise? |
16:35 |
rubenwardy |
Minetest needs to become a game. It's fine to have a basic framework for people to build upon, but that shouldn't be the only game shipped. There should be two subgames, a main one which is actually a game, and another which can act as the foundation of other subgames and mods |
16:35 |
T4im |
ah, yea, minetest_game and minetest_base? |
16:35 |
rubenwardy |
yeah, basically |
16:36 |
rubenwardy |
and minetest_game should derive from minetest_base |
16:36 |
T4im |
the issue that comes up then, is that people seem really afraid of resolving dependencies :D |
16:38 |
T4im |
"now I have to check out two games for it to work?" |
16:38 |
rubenwardy |
The default mod is a mega bloated fucking mess, everything thrown together. And it can't be fixed due to compatibility |
16:38 |
T4im |
I remember you started trying last year, didn't you? |
16:39 |
T4im |
pulling it into individual parts |
16:39 |
rubenwardy |
I opened an issue about it, but that was the wrong method |
16:39 |
everamzah |
same license? |
16:40 |
rubenwardy |
all subgames should be the same license, as it makes things easier |
16:40 |
T4im |
I doubt he meant selling _game :D |
16:40 |
rubenwardy |
well, same license or lesser (such as WTFPL) |
16:40 |
everamzah |
definitely agree it makes it way more difficult to do subgames |
16:42 |
rubenwardy |
I didn't sell the issue on splitting up, as I busy at the time |
16:42 |
T4im |
well you could do it peace by peace; or nyancat for nyancat, rather; why is that even still in default instead of a mod? |
16:42 |
rubenwardy |
nyancat should definitely be a separate mod |
16:42 |
everamzah |
furnace, chests (sorry) |
16:43 |
everamzah |
player |
16:43 |
rubenwardy |
ores in default depend on the furnace to be meaningful |
16:43 |
everamzah |
definitely player.lua. the creatures mod actually requires you to comment out that dofile line |
16:43 |
T4im |
then have default depend on "furnaces" |
16:43 |
everamzah |
https://forum.minetest.net/viewtopic.php?t=9240 |
16:44 |
T4im |
(although I'd say then, that furnaces as part of _base would not actually define a furnace, just provide the api to define one) |
16:44 |
everamzah |
also, unrelated but new doors break the corrosponding structures mod: |
16:44 |
T4im |
hm? |
16:44 |
everamzah |
https://forum.minetest.net/viewtopic.php?id=5524 <-- i guess that's the schematics? |
16:45 |
everamzah |
oh shoot wrong topic |
16:45 |
everamzah |
no that's it, just weird screenshot |
16:45 |
everamzah |
anyway, the structures are supposed to have doors, but they're the old ones |
16:45 |
everamzah |
so they come up as unknown nodes |
16:46 |
T4im |
yea, doors seems to have had some issues when updating? my old world didn't manage to do that either |
16:46 |
everamzah |
i assumed it was because the old doors were saved in the schematics when the last update was made to that mod, before doors mod was updated |
16:47 |
T4im |
yea, but usually you'd have aliases replacing that then, and this time it was done by lbm, which apparently didn't work as planned (not sure about details) |
16:47 |
everamzah |
i just thought i'd read a discussion about old doors in schems not converting being a known issue |
16:48 |
everamzah |
still kinda bummy. i mean, sad to see unknown nodes when i tried the mod again recently. it's anice one |
16:53 |
everamzah |
i'm not done reading this guy's rant yet, but, does he want his money back or what |
16:56 |
rubenwardy |
game'1190 |
16:56 |
rubenwardy |
game#1190 |
16:56 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1190 -- Move Nyancats into a separate mod by rubenwardy |
17:21 |
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17:21 |
paramat |
shaalazin's post on the forum is stupid :P |
17:22 |
rubenwardy |
it's a bit of an over reaction |
17:22 |
rubenwardy |
I admit |
17:22 |
everamzah |
he's ranting about minetest_game and calling it minetest :( |
17:23 |
rubenwardy |
minetest_game is pretty much Minetest |
17:23 |
rubenwardy |
That's the problem |
17:23 |
Krock |
yes, just about 5 characters away from being minetest |
17:23 |
paramat |
i agree it would be good to have a second more complete game |
17:23 |
rubenwardy |
great :D |
17:26 |
paramat |
that post complains about mods, which are not the dev's responsibility |
17:27 |
rubenwardy |
the post complains that Minetest is not a game, but an engine |
17:27 |
rubenwardy |
the mod thing is more of a side note |
17:27 |
rubenwardy |
Yes Minetest should be an engine - but there should also be a game |
17:28 |
Calinou |
problem is, the game is not happening due to engine devs never playing Minetest as a game |
17:28 |
paramat |
mtgame devs job is to make a base game for modding, we need more dev time to also make a complete game |
17:28 |
rubenwardy |
That's why we need MTG devs that focus on the game play |
17:29 |
paramat |
non-core devs can make new subgames |
17:29 |
Krock |
I don't feel like Minetest goes into the nowhere... |
17:30 |
rubenwardy |
can they though, paramat? |
17:31 |
rubenwardy |
default is such a mega bloat that it's hard to make a game and keep correct compat |
17:31 |
paramat |
heh, the author was bored in 5 mins, they don't realise it's a base for adding modules |
17:31 |
T4im |
yea, discovered minetest in 5minuts, overlooked the modding system :D |
17:32 |
T4im |
learned to drive in 5 minutes, overlooked the ignition |
17:32 |
paramat |
subgames are not impossible to make, many have been made by non core devs |
17:32 |
rubenwardy |
I suggest splitting MTG in two / making two copies it. One we'll call one Minetest Foundation or Minetest Base, and will carry on with the base for modding philosopnd |
17:33 |
rubenwardy |
The other should be Minetest Game and bring real gameplay: progression etc |
17:33 |
paramat |
seems reasonable |
17:33 |
everamzah |
i have always wanted to do a stock minetest_game server, because i like stock minetest_game. but it's impossible without protection and there's always water and lava everywhere. |
17:33 |
T4im |
rubenwardy has a point, the only way right now to make a "good" subgame is to isolate it completely from _game and then ofcourse most other mods |
17:34 |
T4im |
or to fork it |
17:34 |
T4im |
and change it entirely |
17:34 |
everamzah |
and call it a different name? :O |
17:34 |
paramat |
but need new devs, i can barely keep up with managing the base game |
17:35 |
Krock |
just force someone being a dev :P |
17:35 |
Krock |
or let the users vote |
17:35 |
T4im |
from what I'm seeing, you seem to keep up better than your predecessor, or not? ;) |
17:35 |
T4im |
predecessors* |
17:35 |
T4im |
I mean you're having PRs/Issues down to ~30 each |
17:35 |
T4im |
wow! |
17:36 |
everamzah |
i think everything is going swimingly personally. make the separate, full game, called "Here's Yer Mobs" |
17:36 |
everamzah |
stock minetest_game is _fun_ i really believe that. if you start a server with no extra mods, it will fill |
17:37 |
T4im |
but that's multiplayer |
17:37 |
everamzah |
it's fast, and that's important. people can build together, whatever, grief together |
17:37 |
T4im |
some people might try out singleplayer first and get bored if there is no challenge, no goal |
17:37 |
everamzah |
oh gosh, it's billed as a multiplayer game. then hopefully they'll try the client tab |
17:37 |
everamzah |
that seems like a logical path |
17:39 |
everamzah |
huh, looks like that description was removed with the new website? i remember it saying it was a multiplayer open sandbox game |
17:39 |
everamzah |
ye, if people only play singleplayer, it should probably come with a second, fuller game with a few mobs |
17:40 |
everamzah |
or just put the mobs in there with a setting |
17:41 |
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17:41 |
rubenwardy |
My personal opinion is that MTG should for the most part aim for singleplayer / small lan games, and that server owners should customise it for their own usage |
17:42 |
everamzah |
someone wanting to play a 2-player game, or more, would either have to go to the client tab or the server tab |
17:42 |
everamzah |
the server tab has that Public checkbox, very tempting |
17:43 |
paramat |
ugh shaalazins posts :P awful, negative, money-obsessed |
17:43 |
everamzah |
the client tab, well you pick whatever one but... a lot of them require you to ask for permission |
17:43 |
everamzah |
or enter a keyword in what may not be your native language |
17:43 |
everamzah |
or is empty. i always considered it very nice that it was so easy to just check "Public" and get a few ppl to play with |
17:43 |
* paramat |
prepares to nuke from orbit |
17:44 |
everamzah |
posterity |
17:44 |
everamzah |
gl hf o/ |
17:44 |
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17:46 |
rubenwardy |
My point was that MTG should have interesting enough content to play singleplayer, and if someone wants to host a creative server with the content removed then can |
17:46 |
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17:47 |
paramat |
yeah having 'base' and 'game' seems ok |
17:48 |
paramat |
we have been asking for additional subgames but it seems nothing suitable has arisen. so perhaps a more complete 'game' could be made more official and closer to a core-dev thing, instead of waiting for modders to do it |
17:49 |
rubenwardy |
I do like sofar's idea: https://forum.minetest.net/viewtopic.php?f=50&t=13677 |
17:49 |
paramat |
as always, we have to wait for those interested to work on this |
17:50 |
rubenwardy |
rebased and updated game#1179 |
17:50 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1179 -- Add simple fast inventory by rubenwardy |
17:51 |
Calinou |
why don't we call the Client tab "Join Server", and Server tab "Host Server" |
17:51 |
Calinou |
it sounds a bit confusing maybe |
17:51 |
rubenwardy |
Yeah |
17:51 |
T4im |
+1 |
17:51 |
Calinou |
everamzah: when you host a base minetest_game server, all you'll hear is "can you add this mod" :) |
17:52 |
T4im |
Or "Play online" |
17:52 |
T4im |
oh wait, that works for lan too, nvm |
17:53 |
rubenwardy |
#4294 |
17:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/4294 -- Add container[] and container_end[] formspec elements by rubenwardy |
17:56 |
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17:58 |
T4im |
hm, rubenwardy, what about making "sfinv.make_formspec" varargs (formspec strings passed to table.concat)? that way people might resort less often to string concat's |
17:59 |
T4im |
although strings.format would be nicer, since that safes a lot of string interning |
18:06 |
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18:08 |
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18:17 |
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18:17 |
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18:21 |
T4im |
does a nyancat count as decoration? |
18:22 |
paramat |
i was just thinking about that, yes but can't be placed by current deco code |
18:22 |
paramat |
not even schematics |
18:24 |
paramat |
could use lvm but so few nodes 'set node' is probably faster |
18:24 |
T4im |
was asking because of https://github.com/minetest/minetest_game/pull/1190#issuecomment-231821022 |
18:24 |
hmmmm |
indeed, implementing nyancat generation in lua using set_node is the optimal solution here. |
18:25 |
hmmmm |
your only real option is lsystem, but that doesn't exist as a decoration yet |
18:25 |
hmmmm |
implementing it as a schematic would simply be ... too complicated for little gain |
18:26 |
T4im |
deco code can just place single nodes? |
18:27 |
T4im |
expansion on_construct? |
18:27 |
paramat |
the schematic per-node randomness can't vary tail length anyway |
18:29 |
hmmmm |
the way to do what you're looking for would be to register a simple decoration that places unforcibly places a single node of air (or ignore, i think you can also use here??) and then receive notifications for that decoration using generate notifier |
18:29 |
hmmmm |
register_gen_notify() i think it is |
18:29 |
paramat |
+1 for game1189 i might merge as trivial since it's tested and simple |
18:29 |
hmmmm |
but i mean what's the point |
18:30 |
hmmmm |
at that point the only reason you'd be using decorations is for the engine to do the perlin noise, biome filtering, and vector randomization for you |
18:30 |
hmmmm |
well i guess that does have a bit of value |
18:30 |
paramat |
it's for easier clearing of that decoration when a mod changes mapgen |
18:31 |
hmmmm |
game#1189 |
18:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1189 -- Doors: Fix missing node parameter passing. by t4im |
18:31 |
paramat |
https://github.com/minetest/minetest_game/pull/1190#issuecomment-231817669 |
18:31 |
hmmmm |
aahhh |
18:32 |
hmmmm |
yeah, i agree with separating nyancat into its own mod |
18:33 |
hmmmm |
now just some code review... |
18:35 |
paramat |
so i'm closing #4164 since we decided mods will clear and re-register stuff when changing mapgen |
18:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/4164 -- Setting mapgen in a mod can result in incorrect ore/biome/decoration/nyancat registrations |
18:51 |
hmmmm |
well, an action that can be taken for that issue is to clarify documentation that the onus is on the mods changing the mapgen to clear out any decorations others might have added, or possibly add and document a wrapper to changing the mapgen to builtin |
18:54 |
paramat |
hm yeah |
18:55 |
paramat |
github's font seems to have changed |
18:56 |
hmmmm |
yeah it did |
18:56 |
hmmmm |
it's wider. |
18:56 |
hmmmm |
Cantarell Regular |
19:08 |
rubenwardy |
celeron55, https://github.com/minetest/minetest/pull/4297/files#r70316104 |
19:10 |
celeron55 |
huh, what a well commented and documented piece of code we have here |
19:10 |
rubenwardy |
Lol |
19:10 |
rubenwardy |
I saw that code, and thought "that's c55's work from the early days" |
19:10 |
rubenwardy |
:D |
19:12 |
rubenwardy |
Well, it wasn't bad enough to be sapier's |
19:12 |
celeron55 |
i guess it's the code that makes the tool raise up at a speed that visualizes the punch interval |
19:13 |
celeron55 |
...when being used as a weapon |
19:13 |
hmmmm |
sorta reminds me of the shakespearian assert i just saw the other day in the codebase at my job |
19:14 |
hmmmm |
DCHECK(loaded || !loaded); |
19:14 |
hmmmm |
to be or not to be... that is the question |
19:14 |
celeron55 |
it's an assert that clearly states that anything goes |
19:14 |
celeron55 |
otherwise you might not know that it is the case |
19:15 |
rubenwardy |
the wield item goes in a circle - lower on the way back - is that what the reload animation is? |
19:16 |
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19:19 |
celeron55 |
possibly |
19:19 |
Krock |
lol, that's a very good check, hmmmm :) |
19:19 |
rubenwardy |
light bulb: let's disable that code and see what happens |
19:20 |
rubenwardy |
and by us, I mean me |
19:25 |
hmmmm |
i don't think sapier is bad at coding per se |
19:25 |
hmmmm |
it's just that he goes so fast |
19:26 |
rubenwardy |
He's good at coding, it's just his code style |
19:26 |
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19:27 |
hmmmm |
i've noticed that the 'code ninjas' who seem to crank out enormous amounts of code really fast make the majority of these boneheaded mistakes |
19:29 |
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20:17 |
Fixer |
for 99% of people minetest_game = minetest, right now it is sandbox without ambience, survival, mobs, CARTS, whatever... |
20:24 |
Fixer |
!tell paramat "i agree it would be good to have a second more complete game" ----- rename minetest_game to "minimal dev test", merge all really good stuff (best mods) in minetest_game, ???, maintain! |
20:24 |
ShadowBot |
Fixer: O.K. |
20:25 |
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20:27 |
Fixer |
why on Earth isolate new subgame from mods, if you can make minetest great again with minetest_game + best suitable mods, fast and mostly easy (no need to develop from start) |
20:30 |
T4im |
_game forces certain decisions on you, that might not be applicable for every subgame/game concept |
20:30 |
Fixer |
right now mtg has no goals, just stupid sandbox :( |
20:30 |
Fixer |
T4im: and it is moddable |
20:31 |
paramat |
the base game is not a minimal dev test, and we already have that. perhaps 'minetest_base' or something. if a player doesn't understand the modular form that's their problem, most do and most use mods |
20:31 |
Fixer |
T4im: it can be made like: fork the game, remove not needed parts, add new parts whatever, modularity |
20:32 |
T4im |
yes, that's one way to make a subgame, but that automatically makes you incomptible with other mods, not modularity |
20:32 |
paramat |
'make minetest great again!' 'build a wall at world edge!' |
20:32 |
Fixer |
"so perhaps a more complete 'game' could be made more official and closer to a core-dev thing, instead of waiting for modders to do it" |
20:32 |
Fixer |
i agree with this |
20:33 |
Fixer |
if you are going to wait for modders to make great subgame, it can happen, but not people will live long enough to see it included |
20:33 |
T4im |
noone up there talked about an either-or, so far I now |
20:33 |
T4im |
the idea was to split it up, into a modular base and a game-play oriented game |
20:34 |
paramat |
'and make mojang pay for it!' |
20:34 |
T4im |
heh |
20:34 |
Fixer |
so 3 games? minimal, base (for modders), game (base + best mods) |
20:34 |
T4im |
minimal is not a game |
20:34 |
Fixer |
not a game ofc |
20:34 |
Fixer |
3 modes of operation* |
20:35 |
T4im |
you don't need to be concerned about minimal, that seems mostly an engine playground for core devs |
20:35 |
paramat |
mtg has a goal of being a base for modding, it's inevitably unexciting |
20:35 |
T4im |
^^ and by splitting up the base for modding with the game you can go crazy with the game and modular with the base, it's a win-win |
20:35 |
celeron55 |
when and by who was that goal set, by the way? |
20:36 |
T4im |
it wasn't set, just proposed |
20:36 |
celeron55 |
paramat just said so |
20:36 |
paramat |
erm |
20:37 |
T4im |
ah, that, well, the entirety of the minetest community by depending on it? |
20:37 |
T4im |
:D |
20:37 |
Fixer |
you can put a vote on forums |
20:37 |
paramat |
mtg devs sort of decided on that goal a year or two ago |
20:38 |
paramat |
but we have been adding lots of new stuff recently |
20:38 |
paramat |
thanks to sofar etc |
20:38 |
paramat |
it seems we're making some effort to make mtg a little more rich in features |
20:39 |
paramat |
because other subgames haven't appeared |
20:39 |
Fixer |
there some subgames, but nobody include them for some reason |
20:39 |
celeron55 |
i'm asking just to make sure you actually have a grounded plan and don't just repeat some phrases out of nowhere 8) |
20:39 |
Fixer |
thats why I said do not wait for it |
20:40 |
paramat |
heh |
20:40 |
paramat |
the goal is rather vague |
20:41 |
paramat |
anyway sofar has lots of ideas so perhaps can manage a new subgame |
20:41 |
rubenwardy |
Afaik, it all started in the dark ages of ever long feature locked MTG |
20:42 |
celeron55 |
this is a bit of a mess in my opinion |
20:43 |
rubenwardy |
I'm willing to help develop MTG and MTBase, as I have more time now (being summer and no uni) |
20:43 |
rubenwardy |
but meh |
20:43 |
celeron55 |
at this point we more like need less subgames, not more |
20:43 |
nrzkt |
celeron55, agree |
20:44 |
paramat |
anyway, we need a basic game as a core for modding, and for low power devices, so mtg has this purpose |
20:44 |
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20:44 |
rubenwardy |
although Voxel Legends / rpgtest is taking up much of my time |
20:45 |
rubenwardy |
and Game of Thrones |
20:46 |
celeron55 |
if i wasn't lazy as fuck, i might just dictate a "minetest: full edition" or something with the sole goal of just integrating as much stuff as possible in a subgame plus a few other subgames as-is |
20:46 |
celeron55 |
but i am, so i am not doing that |
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20:46 |
sofar |
lol |
20:46 |
celeron55 |
so, good luck, lol |
20:46 |
rubenwardy |
more stuff doesn't mean better gameplay :P |
20:47 |
celeron55 |
for some people it does |
20:47 |
KaadmY |
eg. dreambuilder |
20:47 |
celeron55 |
but i specifically chose the word "integrating" |
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20:47 |
celeron55 |
not "piling up" |
20:49 |
paramat |
we can have a 2nd subgame, we waiting for those who want to work on it |
20:49 |
paramat |
(we're) |
20:49 |
paramat |
i would of course be interested in the mapgen side, but am not interested in directing or managing |
20:51 |
celeron55 |
i could direct it, as long as people somehow magically manage themselves and do all the work |
20:51 |
celeron55 |
but in my opinion that would be kind of ridiculous |
20:52 |
celeron55 |
i mean, i would *certainly* |
20:52 |
celeron55 |
but it involves stuff like me just saying "make carts that actually work well" |
20:52 |
celeron55 |
not going to happen, so who cares |
20:52 |
paramat |
sofar you seem to want to get a new subgame going? |
20:53 |
paramat |
btw we're planning on adding carts to mtg |
20:53 |
celeron55 |
in my opinion the engine isn't ready for those |
20:54 |
paramat |
indeed |
20:54 |
sofar |
I'm not so sure I really need or want a subgame, but it will certainly help to get some items done that are in my list of things that it needs to do |
20:54 |
paramat |
but if they're no worse than boats we're thinking of adding carts anyway |
20:55 |
paramat |
and krock has been perfecting his carts mod for years |
20:55 |
sofar |
I'd consider carts for riding if we add them to the player model |
20:55 |
sofar |
that's the only way I can see it work well |
20:55 |
paramat |
ahh |
20:56 |
sofar |
it'll still lag in corners, but at least straight travel should be better |
20:58 |
T4im |
add the notion of paths to the game? like nodemetadata that the client can use to predict movement, even if not straight? |
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21:02 |
Fixer |
made a simple vote on forum, good enough? https://forum.minetest.net/viewtopic.php?f=3&t=15128 |
21:09 |
rubenwardy |
I find that boost_carts works rather well in singleplayer and on my 1-3 player MT server in a different country |
21:10 |
Fixer |
rubenwardy: try new update of it, i think it fixed reversing direction problem after all |
21:11 |
Fixer |
rubenwardy: it is very usable right now, I play it on server in USA, i live in Europe, PilzMans original carts were jiggling as hell even on a fast server close to me :/ |
21:12 |
Fixer |
some Krock's optimisations helped it seems |
21:12 |
Fixer |
i did a lot of railcarting with it and i was pleased |
21:13 |
paramat |
correction: we do have a grounded plan, it's not vague, mtg is going well |
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21:18 |
Krock |
Fixer, the case is clear. 100% want option 2 |
21:18 |
* Krock |
hides |
21:20 |
Fixer |
as usual 7.5 forum users will vote within first year |
21:20 |
KaadmY |
<Krock> Fixer, the case is clear. 100% want option 2 |
21:20 |
KaadmY |
nah, 67% now |
21:21 |
KaadmY |
i voted for option #4 >:} |
21:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/4 -- cppcheck warnings |
21:26 |
Fixer |
good news everyone!11 |
21:26 |
Fixer |
https://github.com/xeranas/weather_pack/issues/6#issuecomment-231557553 this may help reproduce some updatelight issues |
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22:22 |
est31 |
being late to the discussion, I still want to express my support for rubenwardy's idea of splitting up mtgame into a base for modders and a full complete game |
22:22 |
est31 |
of course quality is important |
22:23 |
est31 |
but as long as that is provided, i think its good if there is a more extended version of mtgame around |
22:23 |
est31 |
it requires more attention thats true, but lacking completeness is one of the main critique points by people judging minetest |
22:24 |
est31 |
if we want to become better in their eyes, we need to add more stuff to a default game |
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22:31 |
T4im |
well spoken |
22:32 |
est31 |
<celeron55> when and by who was that goal set, by the way? |
22:32 |
est31 |
idk, by you? |
22:32 |
est31 |
http://www.voxelands.com/about.html |
22:32 |
est31 |
http://irc.minetest.ru/minetest-dev/2014-01-06#i_3536010 |
22:33 |
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22:33 |
est31 |
(maybe you think different now) |
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22:54 |
est31 |
btw celeron55 do you know whether there is still a weblate hook on github? |
22:54 |
est31 |
if no, I'll tell nijel and ask him what then the cause for the still happening attempts for the merges are |
22:55 |
est31 |
because he said the cause for the updates is the hook |
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