Time |
Nick |
Message |
00:06 |
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ptv joined #minetest-dev |
00:11 |
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kaeza joined #minetest-dev |
00:45 |
octacian |
sofar: kids 12-14 CAN'T write a for loop? :P |
00:46 |
sofar |
for some it's clearly a struggle |
00:46 |
octacian |
huh, well, Lua for loops are simple. |
00:46 |
octacian |
..And I'm 13 : |
00:47 |
sofar |
wow, I didn't expect that |
00:47 |
\o` |
nothing in Lua is simple because Lua has no formal specification :P |
00:47 |
* sofar |
pleasantly surprised |
00:47 |
octacian |
lol OldCoder was quite surprised as well |
00:47 |
sofar |
octacian: you're 13 and you're on IRC and coding minetest with adults. |
00:47 |
octacian |
yeah..? |
00:47 |
sofar |
octacian: congratulations, I have a job for you in ... 5 years! |
00:48 |
* OldCoder |
was not all that surprised |
00:48 |
\o` |
nore was on at the same age |
00:48 |
octacian |
:rotfl: |
00:48 |
sofar |
I was coding at 13 too |
00:48 |
octacian |
OldCoder: well, you acted surprised :P |
00:48 |
OldCoder |
octacian, you told me you were a developer |
00:49 |
sofar |
but I didn't know about IRC until it was invented :P |
00:49 |
OldCoder |
It was natural to assume 20s |
00:49 |
kaeza |
\o`, I'd argue that Lua is one of the simplest languages around |
00:49 |
\o` |
kaeza, not for those of us who don't read |
00:49 |
OldCoder |
Startled briefly when it turned out to be off by a decade |
00:49 |
octacian |
OldCoder: https://endev.xyz (I think I can claim that validly..) |
00:49 |
kaeza |
there's not much that can bite you in the back :P |
00:49 |
octacian |
Yeah. |
00:49 |
OldCoder |
octacian, link noted for later |
00:49 |
\o` |
kaeza, what about that boolean 0 thing being true that you showed me |
00:49 |
OldCoder |
octacian, nothing stops you from contributing patches to the core |
00:50 |
\o` |
that wasn't very obvious |
00:50 |
\o` |
it still isn't :D |
00:50 |
octacian |
OldCoder: Haven't learned C++ yet. However, I've contributed one thing in builtin, and still have another PR open. |
00:50 |
* OldCoder |
started going to early public computers between 1972 and 1973 |
00:50 |
OldCoder |
octacian, very well |
00:50 |
kaeza |
\o`, true, but that... |
00:50 |
kaeza |
can you pls stick with one nick? >:( |
00:51 |
Zeno` |
I have now |
00:51 |
Zeno` |
sorry |
00:51 |
octacian |
:rotfl: was about to say that |
00:51 |
Zeno` |
OldCoder made me do it |
00:51 |
Zeno` |
but I am back onto one nick now |
00:51 |
Zeno` |
I dunno. I think maybe I just think differently to Lua |
00:52 |
Zeno` |
everything in Lua is a struggle for me. I am always fighting syntax :( |
00:52 |
octacian |
huh, well, I'd personally say Lua is even simpler than JS, which I think is pretty easy. |
00:52 |
kaeza |
^ |
00:52 |
octacian |
I know Lua is like an extension of English to me. |
00:52 |
Zeno` |
yes, but I think I must think "lower level". I dunno |
00:53 |
Zeno` |
I know what to write, but syntax tricks me |
00:53 |
sofar |
my uncle told me at age 13 that C64 BASIC was one of the easiest languages to learn |
00:53 |
Zeno` |
sofar it is |
00:53 |
* Zeno` |
went from c64 basic, to 6510 asm, to M68K asm, to C, to x86 asm |
00:54 |
octacian |
you know, on that note, are there any good resources for learning c++? |
00:54 |
kaeza |
Zeno`, syntax-related, the only thing that may bite you is the weird call function with a table or string thing |
00:54 |
Zeno` |
(with fortran and cobol and stuff scattered in there after C) |
00:54 |
sofar |
octacian: hack minetest core code :) |
00:54 |
octacian |
sofar: thought so lol |
00:55 |
sofar |
c64 basic, c64 asm, pascal, modula-2, C, C++(Visual C++), then back to bash, perl, and after that it gets fuzzy |
00:55 |
octacian |
Soon as I finish rewriting a commit on which I spent about 10h then had my HDD fail seconds before pushing, I'll start messing around. |
00:55 |
Zeno` |
kaeza, perhaps. I just don't use it enough is probably the larger problem |
00:55 |
Zeno` |
I love modula-2 (still) |
00:56 |
octacian |
Formspecs really need to be rewritten.. (it's what I'm fighting with now, textarea units are acting differently than those on other elements) |
00:58 |
kaeza |
octacian, https://github.com/minetest/minetest/issues/3872 |
01:00 |
octacian |
kaeza: so, do you know what causes that? Guess that's my problem. Now my dad can quit telling me I'm doing something wrong lol |
01:00 |
kaeza |
no idea, but it's a known problem everyone (and their dad, apparently) hates :P |
01:01 |
octacian |
:rotfl: |
01:01 |
octacian |
Again, formspecs should really just be rewritten. IDK as to how it should really be done though, tables wouldn't really be an improvement. |
01:10 |
Zeno` |
we have been saying "formspecs should be rewritten" for the last 4 years |
01:10 |
Zeno` |
wanna volunteer? |
01:10 |
Zeno` |
SN suggested an XML type format IIRC |
01:11 |
Zeno` |
Qt uses an XML-like format for their "forms" so it does seem reasonable |
01:12 |
octacian |
Zeno`: I'll consider it :P |
01:12 |
octacian |
XML wouldn't be bad.. |
01:12 |
Zeno` |
octacian, find ShadowNinja's PR/Suggestion first |
01:12 |
octacian |
Saw that. |
01:12 |
Zeno` |
it's there... somewhere |
01:12 |
Zeno` |
ok |
01:12 |
octacian |
Using tables, right? |
01:13 |
kaeza |
the FS protocol and API are fine IMHO |
01:13 |
Zeno` |
yes |
01:13 |
octacian |
FS? |
01:13 |
Zeno` |
so lots of fine suggestions |
01:13 |
kaeza |
I don't mind using raw strings or tables or whatever, but that's not the problem |
01:20 |
octacian |
It'd be nice if the not allowing to place CONTENT_IGNORE thing would just tell you that it was an invalid node. |
01:33 |
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01:52 |
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02:08 |
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02:08 |
octacian |
Any further opinions on #4994? ( sofar? ) |
02:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/4994 -- Clear Inventory Chatcommand (/clearinv) by octacian |
02:11 |
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02:16 |
Zeno` |
hmm |
02:17 |
Zeno` |
I'm ok with it in principle |
02:17 |
Zeno` |
bit easier than pulverize |
02:21 |
Zeno` |
why is it needed though? |
02:22 |
Zeno` |
I mean the "other player" bit |
02:24 |
octacian |
Zeno`: what do you mean the "other player" bit? (sorry, was AFK) |
02:24 |
Zeno` |
I can understand people wanting to clear their own inventory |
02:24 |
octacian |
I see.. |
02:24 |
Zeno` |
but what is the use case for "description = "Can clear another player's inventory"," |
02:25 |
octacian |
I guess it's not really required, I imagine that a server owner might need to clear another players inv in some circumstances. |
02:25 |
octacian |
Or just in general. |
02:25 |
Zeno` |
I used to all the time when I had a server, but I'd just do it while the server was shutdown for backup |
02:25 |
Zeno` |
hmm |
02:26 |
Zeno` |
I'm not saying there is no use-case at all. Just that I can't think of one that's really 100% necessary |
02:26 |
octacian |
Your saying in general or the ability to clear another's inv? |
02:26 |
Zeno` |
another server op I know has their own mod already to clear a player's inventory |
02:27 |
Zeno` |
I'm just not sure when it's useful that's all |
02:27 |
octacian |
Yeah. Many do already, but it's not necessarily nice that they have to do it themselves. |
02:27 |
Zeno` |
I'm not against it |
02:27 |
octacian |
hmm |
02:28 |
octacian |
I guess. The only use case I can really see would be for a player to clear their own inv, but again, a server op could need it. |
02:28 |
Zeno` |
I'll think about it. It can probably stay |
02:28 |
Zeno` |
yeah so maybe just require server privs |
02:28 |
Zeno` |
instead of adding a new one? |
02:28 |
Zeno` |
I dunno |
02:28 |
octacian |
Personally, I think the killme thing should have had the ability to kill another player too. |
02:29 |
octacian |
I had thought about just using the server priv.. reality is it'd probably be best. |
02:29 |
Zeno` |
that's what I'd do. But *shrug* |
02:29 |
octacian |
'cause, I doubt anybody without the server priv will want to clear another's inventory |
02:30 |
Zeno` |
it's not a big deal I guess |
02:30 |
Zeno` |
yeah, I can't think why either |
02:30 |
octacian |
hmmm, I think I'll change it to just require the server priv. |
02:30 |
Zeno` |
ok |
02:45 |
Zeno` |
octacian, should craft really be deleted as well? |
02:46 |
octacian |
IDK, I think so. |
02:46 |
octacian |
it's part of the inv |
02:46 |
Zeno` |
e.g. in unified inventory I use the craft grid to store things I specifically don't want to be deleted |
02:46 |
Zeno` |
this is tricky |
02:46 |
octacian |
CHEATER! lol :P |
02:46 |
Zeno` |
:D |
02:46 |
octacian |
Yeah, I do the same. |
02:47 |
octacian |
IRDK.. I would assume that if your clearing your inv, chances are you are in creative and are starting a new project or something, and you'd want the grid cleared. In survival, IRDK |
02:47 |
Shara |
I would never want the grid cleared, even though I'd love a command to clear main inventory. |
02:48 |
Zeno` |
I tend to agree with Shara I think |
02:48 |
Shara |
I'll dump tools like screwdriver and so on I'm using for testing mods in the grid when using UI, before I clear inventory. Saves me searching for those things again. |
02:48 |
Zeno` |
that's a good point |
02:48 |
Zeno` |
hmm |
02:48 |
octacian |
hmmm |
02:49 |
Zeno` |
hmm |
02:49 |
Zeno` |
lol |
02:49 |
Shara |
So if this doesn't clear the crafting inv, I'd be able to use it when not using UI... which would be lovely. But if it clears all inventories, it's worth is gone for me. |
02:49 |
octacian |
I mean, the crafting grid is only 9x9, it shouldn't be a problem to move stuff you don't want out of there assuming your aren't purposefully putting stuff there. |
02:50 |
Shara |
Move to where? |
02:50 |
octacian |
^ made no sense. |
02:50 |
octacian |
lol |
02:50 |
Shara |
:D |
02:50 |
octacian |
crafting is only 9x9, so if you actually wanted the stuff there cleared, I don't see that it'd be a problem to move to main. |
02:50 |
Shara |
Yea. |
02:51 |
Shara |
Not really worth typing a command to clear that, though a command to clear the main inv would be nice. |
02:51 |
octacian |
Yeah. |
02:51 |
octacian |
Well, what do you guys think? remove the line to clear crafting grid? |
02:52 |
Shara |
I can't speak for anyone else, but I'd favour that. |
02:52 |
Zeno` |
I think I prefer that. But I really don't know what other devs think |
02:52 |
octacian |
Zeno`? |
02:53 |
Zeno` |
this is why these kinds of PRs are hard to merge even though they're simple |
02:53 |
Zeno` |
PITA I know |
02:53 |
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02:53 |
octacian |
OK, well, I'd like another dev opinion cause I myself am undecided. |
02:53 |
Zeno` |
well my opinion as a dev is that I'd prefer the grid to stay. So I would like a 3rd dev to look at it hehhe |
02:54 |
octacian |
..you mean 2nd? |
02:54 |
Zeno` |
but in principle I +1 in after it's discussed |
02:54 |
Zeno` |
well there is already one approval |
02:54 |
octacian |
'k |
02:54 |
Zeno` |
I could add the second and merge |
02:54 |
Zeno` |
but I will wait I think |
02:54 |
octacian |
I'll update to PR by tomorrow. |
02:55 |
Zeno` |
(no offense I hope, it's just that it's tricky) |
02:55 |
Zeno` |
gameplay and mechanics stuff are always tricky |
02:55 |
octacian |
will change to server priv and remove crafting grid |
02:55 |
octacian |
Yep, it's all fine. |
02:55 |
Zeno` |
ok thank you |
02:56 |
Zeno` |
I'll put WIP label for now and remove it after updates (or get someone else to) |
02:56 |
octacian |
Great. |
02:56 |
octacian |
Why can't I get a branch to fetch.. ugh |
02:57 |
Zeno` |
get a dog |
02:57 |
octacian |
already have one |
02:57 |
octacian |
lol |
02:57 |
Zeno` |
and it doesn't fetch? |
02:57 |
Zeno` |
silly pup |
02:58 |
octacian |
Nope. |
03:02 |
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03:04 |
Zeno` |
is #5114 windows only? |
03:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5114 -- Fix after hardware node coloring by juhdanad |
03:13 |
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03:33 |
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03:41 |
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05:20 |
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05:49 |
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06:05 |
nore |
Zeno`: wrong about me coding for mt at 13, I wasn't until I was 16 :p |
06:08 |
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06:28 |
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06:34 |
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07:00 |
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07:19 |
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07:24 |
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07:46 |
red-001 |
could someone review #5113? |
07:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/5113 -- [CSM] Add function to get the name of the player and functions to colour chat. by red-001 |
08:41 |
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08:46 |
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09:03 |
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10:34 |
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10:51 |
paramat |
realised i can add nodebox stairs to desert dungeons too. also, dungeongen needs a minor fix |
11:16 |
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11:19 |
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12:19 |
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12:52 |
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12:57 |
juhdanad |
Do you know of mods that use voxel manipulators to modify the map but do not update light? |
13:03 |
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13:09 |
nore |
juhdanad: well, you could take one that does update light and remove the corresponding code |
13:10 |
nore |
(technic and tnt are two mods that use voxel manipulators outside of mapgen I think) |
13:11 |
juhdanad |
I mean that #4967 always updates lighting, when something is written to the map. |
13:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/4967 -- New bulk node light update by juhdanad |
13:11 |
juhdanad |
And such mods might become slower. |
13:11 |
juhdanad |
How should I correct this? |
13:13 |
juhdanad |
The only mod I know of is tnt in minetest_game. It creates two voxel manipulators, but only one (the larger) is updated. |
13:13 |
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13:20 |
sfan5 |
juhdanad: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3346 |
13:20 |
sfan5 |
lighting calculation not being done can only happen at mapgen time |
13:21 |
Fixer |
nrzkt: will client-side modding reduce available luajit ram or it will use another luajit instance for running client-side mods? |
13:21 |
sfan5 |
Fixer: that doesn't matter, that address space is shared by all luajit instances |
13:22 |
Fixer |
so i will get even more OOMs in singleplayer? :S |
13:22 |
sfan5 |
yes |
13:22 |
sfan5 |
an interesting thing to consider would be to make client-side scripting optional |
13:23 |
sfan5 |
that would suck a lot for mod authors though |
13:23 |
juhdanad |
sfan5: and what about the tnt mod? https://github.com/minetest/minetest_game/blob/master/mods/tnt/init.lua#L293 |
13:24 |
sfan5 |
juhdanad: afaik the lighting is always updated for such voxelmanips |
13:24 |
juhdanad |
No, it was not. The TNT mod works because an even bigger voxelmanip is written, ant the lighting is updated for that one. |
13:26 |
sfan5 |
https://github.com/Uberi/Minetest-WorldEdit/blob/master/worldedit/manipulations.lua#L575 |
13:26 |
sfan5 |
this code updates the lighting though |
13:26 |
sfan5 |
i tested that |
13:26 |
sfan5 |
the TNT mod doesn't call update_map huh |
13:27 |
juhdanad |
Yes, this is what I wanted to ask. |
13:30 |
nrzkt |
Fixer: you mean against mainmenu ? |
13:31 |
nrzkt |
CSM is a pure standalone Lua instance, like server or mainmenu, it's normal |
13:32 |
nrzkt |
CSM is purely optional, we will only port some CPP features to CSM builtin and offer an API, mods does what they want with API and are purely optionnal depending on each player, |
13:32 |
paramat |
hm, so you're wondering about write-to-map being done without a need for lighting update, and your implementation moves lighting update from update map into write-to-map |
13:32 |
paramat |
good point |
13:33 |
paramat |
i've seen ore generation mods that use vm but don't do lighting updates because everything is underground |
13:34 |
juhdanad |
I think that there are very few cases when you don't want to update lighting (not at mapgen time). |
13:34 |
paramat |
true |
13:34 |
paramat |
but the option is nice to have |
13:35 |
paramat |
but hmm .. |
13:36 |
paramat |
vms are often used to read the map, without writing |
13:36 |
paramat |
but that wouldn't be a problem with your PR |
13:36 |
juhdanad |
paramat: if you call write_to_map and update_map at the same time (what I did), lighting update can be faster. |
13:37 |
paramat |
yes, which makes the change worth it |
13:37 |
juhdanad |
(because Minetest can assume that the lighting is correct just before re-calculating it). |
13:38 |
juhdanad |
And lighting is still faster after all... (see https://github.com/minetest/minetest/pull/4967#issuecomment-269678518) |
13:38 |
paramat |
yes i think i agree that it's rare to write to map without a lighting update |
13:39 |
paramat |
wow |
13:39 |
paramat |
i think i like your method then, the gains will outweigh any losses |
13:39 |
paramat |
far outweigh |
13:40 |
juhdanad |
I just swithced from recursion to iteration (which consumes more memory, but faster). |
13:42 |
paramat |
i'm not sure the TNT mod needs to write to map the first time as it's only counting TNT nodes |
13:43 |
Zeno` |
juhdanad, what's wrong with adding the asserts? |
13:43 |
juhdanad |
Nothing! Just give me some minutes... |
13:43 |
Zeno` |
I don't want to read code to see pre-conditions |
13:43 |
Zeno` |
nobody does :) |
13:44 |
Zeno` |
k |
13:44 |
paramat |
if param1 (light) can cope with 255 is assert needed when light is always 0-15? |
13:45 |
juhdanad |
param 1 contains night light (4 bits) and day light (4 bits). |
13:45 |
paramat |
oops |
13:47 |
paramat |
*:] |
13:47 |
juhdanad |
Is that an "I have an idea" smiley? |
13:50 |
Zeno` |
it's needed |
13:50 |
Zeno` |
so we don't have to look at hundreds of lines of code |
13:50 |
Zeno` |
it costs nothing for a release build |
13:51 |
Zeno` |
and is good practice |
13:51 |
nrzkt |
Zeno`: it costs a beer, it's the minimum |
13:51 |
juhdanad |
Okay, I see (I'm just inverting *_light_incomplete). |
13:52 |
Zeno` |
juhdanad, you don't have to do that if you don't agree with me. I just think that it's kind of strange (as I said... almost a double negative) |
13:53 |
juhdanad |
I chose incomplete because this is when I actually have to do something. But complete makes more sense. |
13:54 |
Zeno` |
I think so... |
13:56 |
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13:58 |
paramat |
it's an embarrassment or explody-head smiley |
13:59 |
paramat |
but could also be an idea smiley |
14:01 |
juhdanad |
Successfully inverted, now re-debuggign... |
14:02 |
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14:02 |
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14:02 |
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14:07 |
Fixer |
nrzkt: client-side mobs will be possible with CSM? |
14:11 |
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14:12 |
juhdanad |
I just got this: WARNING[Main]: createPlayingSoundAt: out of memory |
14:13 |
paramat |
any fire nearby? |
14:13 |
sfan5 |
Fixer: why would you want client-side mobs |
14:13 |
juhdanad |
Yes, a huge lawa cast. |
14:14 |
juhdanad |
*lava |
14:14 |
Fixer |
sfan5: less laggy :) |
14:14 |
paramat |
lava cooling in huge amounts might do that |
14:25 |
juhdanad |
Zeno`: pushed! |
14:31 |
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14:37 |
paramat |
i support a height setting for #3956 any more opinions? |
14:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/3956 -- F10 console covers the entire viewport/screen |
14:39 |
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14:40 |
juhdanad |
paramat: you can use the mouse wheel to roll the chat. If you rolled to the last entry, the char window should begin to roll upwards. |
14:40 |
juhdanad |
*chat |
14:41 |
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14:46 |
Shara |
I don't think the mouse wheel has anything to do with this. |
14:46 |
Shara |
But unless anyone voices strong objections, will look at something for it. |
14:47 |
onez` |
the point is that f10 opening a chat "screen" at full height of the monitor is stupid |
14:47 |
onez` |
I have said this for a long time |
14:47 |
onez` |
so has VanessaE |
14:47 |
Shara |
It's one I have been wanting to work on. |
14:47 |
onez` |
it's ridiculous |
14:48 |
* VanessaE |
mumbles |
14:48 |
onez` |
Shara, please work on it |
14:48 |
onez` |
nobody sane liked the change in the first place |
14:49 |
VanessaE |
imho both f10 and t / should just open a 1/4 to 1/3 height console and be done with it. |
14:49 |
VanessaE |
i.e. make them all do the same thing |
14:49 |
Shara |
I simply want an option for the old height. |
14:49 |
* paramat |
just realises who onez is |
14:50 |
Shara |
Which was 60% |
14:50 |
Shara |
t also seems ridiculously tiny to me, but then I never use it. |
14:51 |
onez` |
60% is what is was before? |
14:51 |
Shara |
Yes |
14:51 |
onez` |
ok, put it back |
14:51 |
Shara |
Put it back or make it an option? |
14:51 |
onez` |
either |
14:51 |
onez` |
I don't care if it's an option but I don't care if it's just 60% hard coded either |
14:52 |
onez` |
I've always hated this change |
14:52 |
Shara |
I expect people would groan/moan/shake fists if it was simply reverted now, because people get used to things. |
14:52 |
Shara |
And people with small screens might love it... |
14:52 |
Shara |
So I think option is better. |
14:52 |
onez` |
yeah well, option is easy enough to add |
14:53 |
Shara |
Will look at it then. |
14:53 |
onez` |
thanks |
14:54 |
paramat |
yeah a setting has support |
14:55 |
juhdanad |
Could someone review #5114 to prevent compiler warnings? (6 lines) |
14:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5114 -- Fix after hardware node coloring by juhdanad |
14:56 |
onez` |
juhdanad, how about I just merge it? |
14:56 |
onez` |
if there are no objections I will in 10 minutes |
14:57 |
juhdanad |
That would cause conflicts amongst devs... |
14:57 |
onez` |
would it? We don't have conflicts! |
14:58 |
onez` |
none of us compile using MSVC |
14:58 |
onez` |
on Linux it makes no apparent difference |
14:58 |
onez` |
so it's trivial imo |
14:59 |
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15:00 |
onez` |
paramat, any objections? |
15:00 |
paramat |
looking |
15:01 |
juhdanad |
(I meant that you will argue again that someone merged something without asking others) |
15:01 |
paramat |
seems ok to me |
15:01 |
onez` |
I did ask though :) |
15:01 |
onez` |
ok paramat I'll merge in 10 mins |
15:01 |
paramat |
+1 |
15:03 |
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15:06 |
paramat |
onez` please could you add your approval to the PR so it looks approved? |
15:10 |
onez` |
merging now |
15:13 |
paramat |
thanks |
15:14 |
juhdanad |
Me thanks! I should have been more cautious. |
15:15 |
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15:17 |
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15:39 |
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15:45 |
paramat |
#5122 is fairly trivial might merge later |
15:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/5122 -- Dungeongen: Fix selection of diagonal corridors by paramat |
15:48 |
paramat |
now to add stairs to desert dungeons i need to add a mapgen alias to mtgame |
15:48 |
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15:59 |
paramat |
game#1529 |
15:59 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1529 -- Dungeons: Add mapgen alias for desert stone stairs by paramat |
16:09 |
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16:10 |
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16:20 |
paramat |
sfan5 and all. ok with stairs in desert stone dungeons too? #5102 updated |
16:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/5102 -- Dungeons: Add nodebox stairs to desert and sandstone dungeons by paramat |
16:21 |
juhdanad |
Yes, it would be good. |
16:47 |
paramat |
game#1528 can anyone approve? then i'll merge it later |
16:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1528 -- Fix smooth lighting by numberZero |
16:48 |
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16:49 |
paramat |
later i'd like to merge games 1479 1528 1529 |
16:50 |
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16:55 |
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17:05 |
sofar |
it does add one more face to the model |
17:06 |
juhdanad |
Yes, to make interpolatio correct. |
17:06 |
juhdanad |
*interpolation |
17:07 |
sofar |
was there a problem with the geometry? |
17:07 |
juhdanad |
I don't think so. |
17:07 |
sofar |
paramat: :+1: for game1528 from me |
17:13 |
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17:25 |
juhdanad |
VanessaE: the paint API is done, any suggestions are welcome. game#1530 |
17:25 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1530 -- Add paint API by juhdanad |
17:26 |
VanessaE |
juhdanad: I'm already working on something like that |
17:26 |
VanessaE |
see unified dyes |
17:27 |
VanessaE |
(or rather, I have a working implementation; I'm working on making coloredwoods mod work right) |
17:27 |
paramat |
ok |
17:29 |
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17:39 |
red-001 |
could someone review #5071? |
17:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/5071 -- Rename functions in the minetest namespace to be more consistent. by red-001 |
17:51 |
paramat |
will merge games 1479 1528 1529 in a moment |
17:53 |
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17:57 |
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17:58 |
paramat |
merging to game |
17:58 |
red-001 |
hi nrzkt |
18:01 |
nrzkt |
hi red-001 |
18:03 |
nrzkt |
red-001, does chat colorization works in #5113 ? |
18:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/5113 -- [CSM] Add function to get the name of the player and functions to colour chat. by red-001 |
18:04 |
paramat |
merged |
18:06 |
red-001 |
it should but I don't have the correct dependences to test it |
18:06 |
nrzkt |
red-001, what is missing ? |
18:07 |
red-001 |
not sure, I think it's freetype |
18:07 |
nrzkt |
you don't have freetype ? |
18:09 |
red-001 |
it's that or gettext |
18:10 |
red-001 |
huh I could add freetype, I have a copy of it but I don't have it set in cmake |
18:20 |
* red-001 |
gives up and decides run an x-server on windows 10 is easier |
18:21 |
* red-001 |
meant to say "running" instead of "run" |
18:27 |
red-001 |
well that worked |
18:30 |
nrzkt |
red-001, can you provide an example and a screenshot on PR ? |
18:30 |
red-001 |
sure as soon as it finishes building |
18:34 |
nrzkt |
oh ! i found a duplicate code on server side mod loading |
18:35 |
nrzkt |
seems we check world.mt mods before loading and do exactly same thing when loading |
18:38 |
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18:41 |
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18:43 |
paramat |
any objections to updated #5102 ? will merge with #5122 in 2 hours |
18:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/5102 -- Dungeons: Add nodebox stairs to desert and sandstone dungeons by paramat |
18:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/5122 -- Dungeongen: Fix selection of diagonal corridors by paramat |
18:53 |
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19:28 |
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19:32 |
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19:36 |
sofar |
https://github.com/minetest/minetest/issues/1367#issuecomment-275489654 |
19:36 |
sofar |
#1367 idea to implement |
19:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/1367 -- Proper display of text on the surface of a node(box) |
19:36 |
sofar |
any takers? bounty! |
19:37 |
sofar |
VanessaE: your comments welcome since you opened that one originally |
19:39 |
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19:39 |
VanessaE |
seems like a good start |
19:43 |
VanessaE |
I think as long as the node type doesn't matter (e.g. a mesh should work the same as a block), then I think you've covered everything |
19:43 |
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19:44 |
VanessaE |
except, "Note: we should only ever use monospaced fonts" signs_lib uses proportional fonts. |
19:44 |
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19:45 |
sofar |
I don't want to go there |
19:45 |
VanessaE |
(though the size scalar can make up for the extra space needed for a mono font) |
19:45 |
sofar |
everyone can understand how simple placing monospaced characters in a grid is |
19:46 |
VanessaE |
yup |
19:46 |
sofar |
with non-monospaced, you won't ever know if stuff people wrote will fit beforehand |
19:46 |
VanessaE |
agreed |
19:46 |
sofar |
could be 25 characters or 88 with proportional |
19:46 |
VanessaE |
it was only a minor point |
19:46 |
sofar |
iiiiiiiiii :) |
19:46 |
VanessaE |
WWWWW :) |
19:47 |
sofar |
I do want a few fonts, though, in the end, to be included |
19:47 |
sofar |
and they can be large for all I care |
19:47 |
sofar |
not sure how to handle that |
19:47 |
sofar |
http://txt.static.1001fonts.net/charmap/ttf/0/pc-senior.regular.character-map-1.png |
19:47 |
sofar |
http://txt.static.1001fonts.net/charmap/ttf/0/november.regular.character-map-1.png |
19:47 |
sofar |
those are great |
19:48 |
VanessaE |
the first one reminds me of the old VGA ANSI font |
19:49 |
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19:50 |
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20:07 |
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20:09 |
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20:12 |
paramat |
will merge 5102 5122 in a moment |
20:23 |
paramat |
merging to engine |
20:24 |
nrzkt |
#5102 #5122 |
20:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/5102 -- Dungeons: Add nodebox stairs to desert and sandstone dungeons by paramat |
20:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/5122 -- Dungeongen: Fix selection of diagonal corridors by paramat |
20:28 |
paramat |
merged |
20:29 |
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20:31 |
paramat |
the smooth-lit nodeboxes are stunning, i've been standing in dungeons in a state of shock from seeing stairs that actually look part of the world |
20:31 |
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20:37 |
sofar |
same experience for me, I swear I don't recognize scenes anymore |
20:38 |
paramat |
0.4.15 was a great release but already we have made huge improvements, light curve, smooth lighting and hopefully soon most lighting bugs fixed |
20:45 |
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20:57 |
nrzkt |
is this me or github bugs ? |
20:57 |
nrzkt |
https://github.com/minetest/minetest/pull/5123 |
20:57 |
nrzkt |
i opened this PR 2 Mins ago |
20:57 |
sofar |
haha |
20:58 |
rubenwardy |
lol |
20:58 |
rubenwardy |
not a bug - he commented on the commits which are days old |
20:58 |
sfan5 |
nrzkt: nope not a bug |
20:59 |
nrzkt |
sfan5, it's very strange, why sfan5 comment is on this PR as it's not this PR ? |
20:59 |
sfan5 |
the minetest:client_side_modding branch does not have those commits so it shows them when you try to merge into it |
20:59 |
sfan5 |
the comment is on a commit in your pr |
20:59 |
nrzkt |
yes i will rebase master -> csm now and csm -> mypr |
20:59 |
sfan5 |
not on the pr itself |
20:59 |
nrzkt |
very strange behaviour |
20:59 |
rubenwardy |
could use a git pull --rebase |
20:59 |
nrzkt |
not very natural |
20:59 |
rubenwardy |
oh, ^^^^ |
21:00 |
nrzkt |
rubenwardy, pull rebase is useless as CSM branch upstream need rebase |
21:00 |
sfan5 |
you will need to rebase your pr onto minetest:client_side_modding as it seems to have history differences |
21:00 |
rubenwardy |
pull rebase on the branch, not the pr |
21:00 |
nrzkt |
no need to pull rebase, seems you don't understand rebase != pull rebase :p |
21:00 |
rubenwardy |
meh |
21:00 |
sfan5 |
and you definitely need to keep the fixes from master out of the csm branch |
21:01 |
nrzkt |
yeah better, that's good now with everything up to date |
21:02 |
nrzkt |
this PR add clientmods loading |
21:02 |
nrzkt |
i moved prview.lua from builtin to a preview mod to show all works properly as intended |
21:03 |
nrzkt |
i reused our ModConfiguration class to make it an interface for both server and client, sharing massively code |
21:03 |
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21:04 |
nrzkt |
+ little code cleanups, sfan5 if you get time to review to fix that point in #5088 |
21:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul |
21:09 |
nrzkt |
sfan5, nore onez` rubenwardy sofar #5123 is ready to review for a merge in CSM branch |
21:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/5123 -- [CSM] Implement client side mods loading by nerzhul |
21:10 |
nrzkt |
one thing i want with CSM branch is stop working in the branch when security is sufficient, and retrieve the old minetest master workflow, permitting to have better user base and maybe more PR :) |
21:11 |
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21:11 |
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21:16 |
sofar |
nrzkt: so that loads client side mods from ~/.minetest/clientmods/ right? |
21:17 |
sofar |
I don't see it send mods from the server to the client? |
21:17 |
nrzkt |
sofar, shared_dir atm, but it's easily modifiable in ClientModConfiguration to add paths, and this is a good idea |
21:17 |
sofar |
why does it need to parse world.mt? |
21:17 |
nrzkt |
sofar, it's not the goal of this PR, the goal is to have pure client side mod in this pr |
21:17 |
nrzkt |
it doesn't |
21:18 |
nrzkt |
where did you see it ? warning, i added child class for server and client in ModConfiguration to split the loading locations |
21:18 |
rubenwardy |
true client side modding requires subgames/server mods to be able to send code - but it's okay to leave that for later |
21:18 |
rubenwardy |
which is the plan it seems |
21:18 |
sofar |
ok, just making sure i understand how far along this code is getting |
21:19 |
nrzkt |
rubenwardy, making things work properly and after adding features, 5088 is a huge PR atm, adding more things could be done before release after 5088 merge |
21:19 |
nrzkt |
but things should be well discussion and think as it's a very waited feature, and we will need a CSM modstore, it's mandatory |
21:20 |
nrzkt |
a model like ansible galaxy could be interesting, using github repository to fetch mods |
21:20 |
rubenwardy |
I'm working on a mod store again, and it supports client mods |
21:20 |
nrzkt |
okay, whihc language |
21:21 |
rubenwardy |
NodeJS/ES6 due to good support |
21:21 |
nrzkt |
arf |
21:21 |
nrzkt |
nodejs :( |
21:22 |
rubenwardy |
I quite like Flask, but I don't like Python as much as es6 |
21:22 |
nrzkt |
hopefully modstore will not need high traffic |
21:22 |
nrzkt |
flask is very lightweight and easy to use :) |
21:22 |
rubenwardy |
python though |
21:22 |
nrzkt |
and nodejs required thousands of library to do a real thing... |
21:23 |
nrzkt |
like this: https://www.npmjs.com/package/is-nan |
21:23 |
rubenwardy |
you don't need to use that |
21:23 |
nrzkt |
or this: https://www.npmjs.com/package/is-positive |
21:23 |
nrzkt |
xD |
21:23 |
rubenwardy |
every language is used wrong in some way |
21:23 |
Fixer |
IE6 support? nice |
21:23 |
nrzkt |
Fixer, no, netscape navigator 6 |
21:24 |
nrzkt |
rubenwardy, i don't talk about you, but about maintainer of libs you need :( |
21:24 |
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21:24 |
nrzkt |
rubenwardy, with new modstore can we register mods ourselves ? and is there any rating ? some moderation ? |
21:24 |
nrzkt |
ourselves = users |
21:24 |
nrzkt |
where are modstore specs ? it's a very very very critical feature with CSM |
21:26 |
nrzkt |
sofar, i added misssing path_user/clientmods |
21:26 |
nrzkt |
it's now supported |
21:26 |
nrzkt |
path_share + path_user :) |
21:27 |
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21:32 |
nrzkt |
this is a good one: https://www.npmjs.com/package/mkdirp |
21:32 |
rubenwardy |
...fs |
21:32 |
nrzkt |
1M download per day for a recursive mkdir :p |
21:32 |
rubenwardy |
there is the fs library for that |
21:32 |
nrzkt |
8671 libs depends on it :p |
21:33 |
sfan5 |
rubenwardy: make sure to use left-pad |
21:33 |
nrzkt |
sfan5, exact :p |
21:34 |
rubenwardy |
this project uses C++, yet you don't like Nodejs |
21:36 |
nrzkt |
use libmicrohttpd + jsoncpp and apache :p |
21:37 |
nrzkt |
my IRC bot uses that to read github/gitlab hooks :p |
21:38 |
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21:45 |
nrzkt |
i will squash some common author commits in CSM branch to reduce the branch footprint on rebases, squashing 2 red-001 commits and 3 of mine |
21:49 |
red-001 |
ok |
21:50 |
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21:51 |
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21:52 |
nrzkt |
sfan5, sofar and red-001 (why not you help us :) ) please review at #5123 or add comments to permit merging :) |
21:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/5123 -- [CSM] Implement client side mods loading by nerzhul |
21:56 |
red-001 |
I would prefer for the client sided mods to be in /client/mods |
21:57 |
sofar |
nrzkt: attempting to focus on actual paid work atm ;) |
21:57 |
red-001 |
not that I mind too much |
21:57 |
nrzkt |
it's possible, but what do you want to add in client folder except mods ? |
21:58 |
nrzkt |
sofar, i hope you will share pair work with us as we do many things to make this possible |
21:58 |
sofar |
I wish :) |
21:58 |
nrzkt |
sofar, and i need your review & approval on 5123 instead of adding more and more PR to this pr |
21:59 |
sofar |
well I've been going over it a few times, just not enough to feel confident |
21:59 |
sofar |
i mean, it looks squeekie clean already to me |
21:59 |
sofar |
but that means I got to actually read it |
21:59 |
sofar |
:) |
21:59 |
red-001 |
well the client folder already exists and if some sort of data storage api is added to the client it could be in another folder in /client |
21:59 |
nrzkt |
squeekie ? what is that |
22:00 |
nrzkt |
google translate it in french with squeeze... and that doesn't mean anything in french xD |
22:01 |
red-001 |
squeekie clean means very clean |
22:01 |
nrzkt |
thanks for the translation :p |
22:01 |
nrzkt |
strange word |
22:01 |
red-001 |
it's a figure of speech |
22:01 |
sofar |
it's like when you clean something so well, it squeeks when you rub it afterwards |
22:02 |
red-001 |
^ |
22:02 |
nrzkt |
okay :p |
22:09 |
rom1504 |
http://www.urbandictionary.com/define.php?term=squeekie |
22:14 |
nore |
nrzkt: #5123 looks good to me, but I haven't tested it |
22:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/5123 -- [CSM] Implement client side mods loading by nerzhul |
22:24 |
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22:35 |
paramat |
in the UK we say squeaky clean, spelt 'squeak' |
22:38 |
sofar |
nrzkt: for( if( ... lines 308, 328, 332 |
22:38 |
sofar |
yawn, I can't see anything wrong with the code but really, I don't know this part of the core that well |
22:38 |
sofar |
nrzkt: +1 otherwise |
22:39 |
nrzkt |
sofar, you mean here ? https://github.com/minetest/minetest/pull/5123/files#diff-516797c75a56873a5d67ac35f5bbef2dR308 |
22:39 |
sofar |
yeah that section |
22:40 |
nrzkt |
it's a pure move from ModConfiguration to ServerModConfiguration, algo is strictly same |
22:40 |
sofar |
yes, but you should fix it up anyway :) |
22:43 |
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22:43 |
nrzkt |
code style or something else ? |
22:46 |
rubenwardy |
code style |
22:46 |
rubenwardy |
<sofar> nrzkt: for( if( ... lines 308, 328, 332 |
22:46 |
sofar |
yes, just code style |
22:47 |
nrzkt |
okay i'm fixing it |
22:51 |
nrzkt |
sofar, fixed |
22:54 |
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22:56 |
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23:02 |
nrzkt |
i have a politics question, if CSM is merged and fully operational for next release, can we bump to 0.5 ? it's a real improvement :) |
23:03 |
nrzkt |
or maybe remove the first 0 and call it 5.0 :) |
23:03 |
sofar |
only if you change the coordinate system to be 64bit per axis |
23:03 |
rubenwardy |
we're basically using semvar with a 0. in front |
23:03 |
sofar |
I want to build worlds as large as the universe |
23:03 |
nrzkt |
32b mapblocks coords too ? :p |
23:04 |
nrzkt |
64b is very huge yes :p |
23:04 |
sofar |
that doesn't work? |
23:04 |
nrzkt |
atm we are stuck on a u16 |
23:04 |
sofar |
yup |
23:04 |
nrzkt |
and no that doesn't work out of the box, it breaks many things, especially in net protocol |
23:04 |
sofar |
yes |
23:04 |
nrzkt |
and maybe the map serialization |
23:04 |
sofar |
yes |
23:06 |
nrzkt |
fucking u16 |
23:06 |
nrzkt |
celeron55, is this you ?? |
23:06 |
nrzkt |
:p |
23:07 |
celeron55 |
well for where minetest started, it could be u8 |
23:07 |
nrzkt |
u8 ! ow |
23:07 |
* sofar |
snickers |
23:07 |
nrzkt |
stuck in a tiny room |
23:07 |
sofar |
"virtually endless" |
23:07 |
celeron55 |
don't fret so much you silly |
23:07 |
rubenwardy |
"almost nearly infinite" |
23:08 |
nrzkt |
u64 powa |
23:08 |
sofar |
also, for 0.5, I request a better name |
23:08 |
nrzkt |
minetest-finite ? :p |
23:09 |
celeron55 |
how about instead of requesting things just doing things |
23:09 |
nrzkt |
0.5 is good for a big feature but breaking things can wait after CSM i think |
23:09 |
rubenwardy |
Map size is mostly dick waving, anyway |
23:09 |
celeron55 |
the 16-bit map size is perfectly fine; you can only use like 1% of the coordinate space anyway before your disk fills up |
23:10 |
nrzkt |
C++11 could be very good also :( |
23:10 |
nrzkt |
celeron55, this is wrong, especially because of comrpssion, on my server i ask MT to generate all mapblocks it takes 14GB in my pgsql intance |
23:10 |
rubenwardy |
well, currently surface space is more valuable than the whole 31,000 - but still, in singleplayer it's pretty good |
23:11 |
celeron55 |
nrzkt: so how much more do you want it to take? |
23:11 |
sofar |
currently you can't convert e.g. westeros |
23:11 |
nrzkt |
rubenwardy, you can go to world end in less than 1 month of regular playing |
23:11 |
sofar |
since it's too large for MT |
23:11 |
sofar |
so, it's certainly limiting for some players |
23:12 |
nrzkt |
celeron55, i don't want to take all disk ,as it's not possible to generate all, but generating 32b map permit to virtually have infinity of mapblocks if player goes forward |
23:12 |
sofar |
I calculated once that it would take less than 5hrs of play time to walk from -32k to +32k |
23:12 |
nrzkt |
i already saw some players who goes to map limits on my server (and this make server crash sometimes as it's not very well handled |
23:12 |
rubenwardy |
yeah - that's pretty much the only reason I'd want larger maps, to allow world building like that |
23:13 |
rubenwardy |
Although, personally, I think Minetest has bigger problems than map size, however :P |
23:13 |
sofar |
27 days of game days :) |
23:13 |
celeron55 |
well, go ahead and change it and measure performance; we'll see |
23:13 |
nrzkt |
minecraft has larger map and better performance atm |
23:13 |
nrzkt |
not only in rendering |
23:14 |
celeron55 |
is that news to someone |
23:14 |
nrzkt |
no, but that mean we can enhance our code :p |
23:16 |
nrzkt |
i'm off, see you :) |
23:16 |
nrzkt |
thanks sofar for the review |
23:17 |
celeron55 |
switching the versioning to 5.0 is ok to me |
23:18 |
celeron55 |
it's a good single opportunity to gather some attention - which means: do it when there is something to see |
23:19 |
celeron55 |
if client-side scripting or something similar is merged into master for a release, that's a big enough thing |
23:19 |
sofar |
that and the lighting by itself |
23:19 |
celeron55 |
it would be wasteful not to ask for some extra attention |
23:21 |
red-001 |
Well I guess all the people that want 0.5 will finally get their wish fulfilled |
23:24 |
rubenwardy |
I agree with that |
23:25 |
garywhite |
So wait, MT is going to 0.5.0? |
23:25 |
sofar |
it seems people want it to |
23:25 |
sofar |
and nobody opposes |
23:28 |
garywhite |
But #4528 should probably be fixed cause some people might be uneasy with ZIP files, i.e. my security program automatically tells me an EXE is safe or not, but not a ZIP. |
23:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/4528 -- minetest 0.4.14 64bit crashes at startup on Windows 10 Pro 64bit: debug.txt permissions/path problem |
23:30 |
sofar |
we just need a windows developer who can make a decent installer work for us, I think |
23:31 |
garywhite |
Hmm...What about telling it to install to My Documents? |
23:31 |
garywhite |
In M$ Virtual PC, your VMs default to a folder in My Documents |
23:31 |
garywhite |
& that was designed for XP/Vista |
23:32 |
red-001 |
well it shouldn't be that hard |
23:33 |
red-001 |
just make a special build for windows install that uses diffrent paths |
23:33 |
garywhite |
& My Documents has no UAC read/write issues |
23:33 |
garywhite |
Like Program Files does |
23:34 |
rubenwardy |
It would be better for Minetest to do Windows properly |
23:34 |
red-001 |
^ |
23:34 |
rubenwardy |
and be able to be installed to program files |
23:34 |
Calinou |
use the semi-standard C:\Games as a last resort |
23:34 |
rubenwardy |
that way it can be installed in bulk, eg in schools |
23:34 |
garywhite |
rubenwardy: True, but as a temporary fix |
23:34 |
Calinou |
it's better if it goes to %PROGRAMFILES% though :) |
23:35 |
rubenwardy |
currently C://Games/Minetest is the default install dir |
23:35 |
red-001 |
doesn't this already work correctly on linux/unix? |
23:35 |
rubenwardy |
yes |
23:35 |
red-001 |
this sounds like an easy fix |
23:36 |
garywhite |
Or for that matter, do it the Win95 way and just install to C:\Minetest |
23:38 |
sofar |
do it right, or don't do it at all |
23:38 |
red-001 |
^ |
23:38 |
sofar |
let's not half half it |
23:38 |
Calinou |
C:\MINETEST\MINETEST.EXE |
23:38 |
Calinou |
this is actually 8.3 :) |
23:39 |
garywhite |
Yeah, but is there a MT dev who works with WIN and knows how to work with installers? |
23:39 |
rubenwardy |
There is an installer |
23:39 |
rubenwardy |
I used to make one |
23:39 |
rubenwardy |
I just lost access to windows |
23:39 |
rubenwardy |
It just installs to C://games/ to avoid this problem |
23:39 |
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23:40 |
garywhite |
Why'd you lose Windows access? |
23:41 |
rubenwardy |
I blame UEFI |
23:41 |
rubenwardy |
Although it's probably my fault |
23:41 |
rubenwardy |
I corrupted my Windows partition |
23:41 |
garywhite |
No backup disc? |
23:41 |
rubenwardy |
or at least the MBR |
23:41 |
rubenwardy |
Haven't got around to fixing it |
23:42 |
garywhite |
VM works too |
23:44 |
sofar |
I could test it plenty, but I have no idea how to make one |
23:44 |
garywhite |
winworldpc.com has all versions of Windows from 1.0 to 2000 because MS doesn't care about them anymore |
23:48 |
rubenwardy |
sofar: https://gist.github.com/rubenwardy/5397343 |
23:59 |
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