Time |
Nick |
Message |
00:24 |
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01:02 |
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01:02 |
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01:05 |
rubenwardy |
merging game#1713 in 5 mins... |
01:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1713 -- Fix owner not being checked on write to book by rubenwardy |
01:07 |
paramat |
thanks |
01:11 |
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01:12 |
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01:27 |
rubenwardy |
forgot, merged now |
01:45 |
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01:46 |
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02:08 |
sofar |
paramat: squash it, bop it, merge it (#4525) |
02:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/4525 -- Startup boilerplate: fix line breaks by HybridDog |
02:17 |
rubenwardy |
shouldn't it be cerr not cout? Although it doesn't matter much |
02:20 |
sofar |
errorstream? |
02:25 |
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02:27 |
paramat |
nice, the wrapping ASCII bothers me in terminal |
02:33 |
paramat |
typically sloppy PR though |
02:40 |
paramat |
+1 for #3497 |
02:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/3497 -- Allow mesh and nodeboxes to wave like plants or leaves. by sofar |
03:04 |
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03:11 |
VanessaE |
all right G*d damn it, I just had to wipe out a 6GB debug log (and others in 1+ GB range), just one day's worth of log.... and a 136 GB rollback log. |
03:11 |
VanessaE |
will someone PLEASE fix the fucking ghost entities bug and add a way to let a mod NOT record to the rollback log?!? |
03:13 |
VanessaE |
(the former floods the debug log, the latter floods both logs) |
03:15 |
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03:16 |
VanessaE |
rollback is getting so unwieldy now that I'm going to be forced to disable it soon, on the servers that need it the most |
03:16 |
VanessaE |
and yes, I meant GB, not MB. |
03:16 |
paramat |
is there an issue for the mod rollback recording request? |
03:17 |
* sofar |
ashamed to admit he couldn't even get rollback to work the last time he tried |
03:19 |
sofar |
paramat: mind if I push a change to remove the conflicting dye color change to minetest_game? |
03:19 |
sofar |
silly to make a PR and push 500 keys |
03:19 |
sofar |
https://github.com/minetest/minetest_game/blob/master/mods/dye/init.lua#L84 |
03:19 |
sofar |
remove that line |
03:20 |
Calinou |
rollback didn't catch obvious griefing, last time I tried it, it also slowed down the server to a crawl |
03:23 |
sofar |
paramat: I'll push a change in a bit |
03:24 |
VanessaE |
Calinou: it's caught greifers on my servers many times, but because of that insane size, I can't use /rollback <user> <time> to auto-repair the grief, because THAT will usually hang the server for ages. |
03:24 |
VanessaE |
(minutes, even an hour in one case) |
03:26 |
paramat |
a dye PR is fine +1 |
03:26 |
paramat |
i mean, a commit |
03:27 |
sofar |
ae7206c |
03:27 |
paramat |
thanks for that |
03:28 |
sofar |
we've got 3 more weeks where we should be a bit more aggressive merging easy changes and not forgetting them |
03:28 |
garywhite |
VanessaE: What you may want to do is make a script that flushes those files every day at shutdown, at least till they can fix the issues |
03:28 |
VanessaE |
garywhite: the debug logs are rotated out nightly. |
03:28 |
VanessaE |
and rollback is trimmed to only the last month's worth of events |
03:29 |
VanessaE |
yeah, that's right - 136 GB of events in a month |
03:29 |
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03:29 |
paramat |
:O |
03:29 |
VanessaE |
(the rollback trim takes place either nightly or weekly, I forget which I set it for) |
03:30 |
VanessaE |
paramat: it's because there's no way for a mod to exclude some events (think nodebreakers, deployers, certain technic machines) from the rollback log. |
03:31 |
VanessaE |
so you've got some random machine, say a leaves-to-sapling reprocessor, that places a leaves block, waits a bit (a fraction of a second), and then digs it to try to get the sapling out of it, or recycles the dug leaves back to the input to try again at a later cycle |
03:32 |
VanessaE |
now expand that to industrial-scale machines that might do say 30 or 40 of those each cycle, two cycles per second |
03:33 |
VanessaE |
each cycle spams the debug log with "so-and-so placed foo:leaves" and "so-and-so dug foo:leaves", and equivalent events in the rollback log |
03:33 |
VanessaE |
such things do NOT need to be logged, at least to rollback. |
03:41 |
paramat |
indeed |
03:41 |
VanessaE |
also that same machine would have "so-and-so takes foo:stuff from chest" for every cycle |
03:42 |
VanessaE |
(because it would usually involve a "filter-injector" device, which removes an item from its neighboring chest and routes it into a tube) |
03:43 |
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03:44 |
VanessaE |
the most API-friendly way I can think to do this might be an API call one could put ahead of the event that shouldn't be logged, and a similar call to put after it |
03:44 |
VanessaE |
that way you don't have to modify the actual call being logged |
03:44 |
VanessaE |
(at least at the Lua level) |
03:45 |
VanessaE |
then literally anything that sends an event to rollback can be excluded. |
03:45 |
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03:51 |
sofar |
VanessaE: what you want is some sql based logging method |
03:51 |
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03:51 |
VanessaE |
sofar: no (and anyway rollback *is* sql) |
03:52 |
VanessaE |
minetest.disable_rollback_logging() minetest.set_node(pos, {name="foo:stuff"}) minetest.enable_rollback_logging() |
03:52 |
VanessaE |
something like that. |
03:52 |
VanessaE |
well not set_node but rather, place_node. |
03:52 |
VanessaE |
(or both, I forget which one goes to the rollback log) |
04:34 |
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04:35 |
bkeys |
I am trying to print out the JSON the minetest client sends to the master server |
04:35 |
bkeys |
I am in serverlist.cpp and the function in question seems to be sendAnnounce |
04:37 |
sofar |
https://www.youtube.com/watch?v=aYWQcZovMaY |
04:37 |
sofar |
nore: ^^ |
04:39 |
sofar |
bkeys: what are you attempting to do? |
04:39 |
bkeys |
Print out the JSON for hwen the server does a POST |
04:40 |
sofar |
why are you doing that? |
04:40 |
nore |
sofar: nice |
04:40 |
bkeys |
I want to see if I can self host a master server and use it for my non minetest game |
04:40 |
sofar |
you know the master server code is open source |
04:41 |
bkeys |
yes and I have it running on my pi |
04:41 |
nore |
did you try with plain skybox and sky color going from blue to grey, while clouds color go from white to dark grey as well? |
04:41 |
bkeys |
What I am trying to do now is see how the minetest server announces itself so I can try to replicate it |
04:41 |
sofar |
nore: only thing I did was hack the client to not disable clouds (the color tints are from the skybox mod I think) |
04:41 |
bkeys |
Hence I need to see the JSON it POST's so I can do the same |
04:42 |
nore |
yeah, I know, I mean, you can do that just to see what the effect looks like :) |
04:42 |
nore |
(so, using "plain" skyboxes instead of textures) |
04:42 |
sofar |
dunno |
04:42 |
sofar |
I literally want to kill the "clouds are visible in skybox 'plain' only mode" |
04:43 |
sofar |
that's the only thing I'm looking to do now |
04:43 |
nore |
anyway now that we have that cloud API we can kill that indeed |
04:43 |
sofar |
just set density to 0.0 and it should be off |
04:43 |
nore |
I don't know how much backwards compat we want though |
04:43 |
sofar |
that's already a toggle |
04:43 |
nore |
^ yeah, that works |
04:43 |
sofar |
no need to even set much |
04:43 |
sofar |
old clients just have clouds, period |
04:44 |
sofar |
I can't understand how it gets toggled though, lmao |
04:45 |
sofar |
clouds get turned off if you're deep inside caves, sure |
04:45 |
sofar |
but I literally don't see where clouds get disabled when you enable a skybox |
04:45 |
sofar |
it's like I'm making a zero-line patch to do what I want |
04:45 |
sofar |
this does not compute |
04:46 |
sofar |
here's my diff so far: |
04:46 |
sofar |
https://gist.github.com/sofar/d5536194976103c4e5a8119597420028 |
04:46 |
sofar |
that's it |
04:47 |
nore |
hmm |
04:47 |
bkeys |
sofar: I got the log being serialized with the JSON lib; how do I print something to the console? |
04:47 |
nore |
makes me think there's another change we probably want to do for the cloud colors |
04:47 |
sofar |
bkeys: errorstream<< etc |
04:47 |
nore |
which is use a texture for time of day -> color mapping |
04:48 |
nore |
instead of the current hardcoded function for default sky and always the same color otherwise |
04:53 |
sofar |
http://i.imgur.com/3fNlcFo.jpg |
04:53 |
bkeys |
sofar: I have libcurl in the build and everything but sendAnnounce is not working |
04:53 |
sofar |
from minetest? |
04:55 |
paramat |
clouds are not visible with a plain skybox |
04:55 |
sofar |
paramat: seen my latest video? |
04:56 |
sofar |
nore: for other stuff like moon/sun we need to do a major overhaul, but this is trivial |
04:57 |
sofar |
the color for the clouds seems to get applied from the skybox colors properly |
04:57 |
paramat |
yeah seen the video, just the sort of work we need |
04:57 |
sofar |
since it takes the fog colors I think |
04:57 |
nore |
sofar: interesting |
04:57 |
sofar |
all I did was remove an arbitrary restriction |
04:58 |
bkeys |
Got the JSON c: |
04:59 |
nore |
sun/moon need an API I think, and probably an API for arbitrary stellar objects would be good |
04:59 |
sofar |
including ordering :) |
04:59 |
nore |
shouldn't be too difficult either, just need to code it... |
04:59 |
sofar |
so we can have eclipses |
04:59 |
nore |
oooh :) |
04:59 |
sofar |
precession |
05:00 |
sofar |
inclination/obliquenes |
05:00 |
paramat |
celeron55 coded 'set sky', might be interested in developing that |
05:00 |
sofar |
elliptic |
05:00 |
sofar |
so size of objects vary |
05:00 |
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05:00 |
sofar |
nore: right after we finish itb |
05:01 |
nore |
hmmm I was mainly thinking about circular orbits over which you have control, but if we can give 3d positions and some way to control the trajectory it would be nice |
05:01 |
nore |
sofar: yeah, I just thought about making a magic mod where the position of the planets & stuff matters |
05:02 |
nore |
maybe it would be an interesting system for a subgame (or even the next generation mtg?) |
05:06 |
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06:07 |
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07:20 |
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08:49 |
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09:17 |
Fixer |
VanessaE: so with nearly empty servers you get 140gb of rollback? That is insane |
09:19 |
VanessaE |
Fixer: that's what happens when you have an old server with lots of user-built machines that are still operating |
09:19 |
VanessaE |
(also, that server gets a bit more than "empty" activity these days, though it could be better) |
09:20 |
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09:33 |
nerzhul |
merging #5660 in ~10 min |
09:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/5660 -- Fix incorrect formspec-tooltip doc, add detail in 'floodable' & 'on_flood' docs by BluebirdGreycoat |
09:35 |
nerzhul |
also #5649 |
09:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/5649 -- Allow scripts to get the client protocol version in non-debug builds. by red-001 |
09:46 |
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09:50 |
nerzhul |
sofar, are you okay too with #5657 ? |
09:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/5657 -- Search user path for sounds by desttinghim |
09:51 |
nerzhul |
i will push the following trivial diff to ensure we never copy Scripting objects in ~10-15 min |
09:51 |
nerzhul |
https://pastebin.com/ZSUriwht |
10:13 |
nerzhul |
done |
10:14 |
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12:00 |
nerzhul |
oh Zeno` didn't notified about a merge :p |
12:00 |
nerzhul |
168 opened pr; does mt needs so many PR ? :p |
12:05 |
Zeno`` |
silly Zeno` |
12:05 |
Zeno`` |
(he actually did but didn't realise he was not connected LMAO) |
12:08 |
kilbith |
you get too old, that's why |
12:12 |
Zeno`` |
kilbith, that's why I don't think we should use C++11 for the engine... better to stick with Pascal |
12:13 |
Zeno`` |
Maybe next release we can port to Modula-2 though... not quite sure yet though, it's a pretty new language |
12:13 |
kilbith |
I thought you were sticking with the punched cards already |
12:17 |
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12:26 |
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12:43 |
Fixer |
sticking to real rocks and sticks |
13:08 |
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14:38 |
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14:38 |
CalebDavis |
i am wondering is there a way to hide the "<player> is connecting" messages in a server |
14:46 |
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14:56 |
kilbith |
2017-04-27 16:55:57: WARNING[Main]: Map::getNodeMetadata(): Block not found |
14:56 |
kilbith |
2017-04-27 16:55:57: WARNING[Main]: Map::removeNodeMetadata(): Block not found |
15:06 |
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15:21 |
ShadowNinja |
About adding better screenshots to the website (https://github.com/minetest/minetest.github.io/issues/78). Good pactures are quite subjective and we'll never do anything if everyone continues adding their own pictures, so I think we should just assign someone (Calinou perhaps?) to decide on some images and add them. |
15:39 |
celeron55 |
i agree with wuzzy's points there |
15:39 |
celeron55 |
it's too easy to fall into the trap of just showing off the map generator |
15:39 |
celeron55 |
there could even be screenshots of a mod being edited |
15:42 |
celeron55 |
and the wiki basically already has all the screenshots needed |
15:43 |
celeron55 |
(http://wiki.minetest.net/Minetest) |
15:52 |
sofar |
I can make some blender screenshots showing model creation |
15:55 |
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17:38 |
Krock |
!tell paramat FYI: Non-member approvals aren't shown as "Approved" in the PR list. Example: https://github.com/minetest/minetest/pull/5622 |
17:38 |
ShadowBot |
Krock: O.K. |
17:43 |
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17:52 |
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17:52 |
Calinou |
ShadowNinja: I'm not sure if I'll really pick any images from that thread |
17:53 |
Calinou |
most of them just scream "I installed 150 mods and I'm happy with it looking utterly inconsistent and ugly" |
17:58 |
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17:58 |
est31 |
<CuteAlien> Also for fun - Irrlicht's emscripten port starting to take form: http://www.irrgheist.com/emscripten/examples/emscripten_testing.html |
17:58 |
est31 |
on #emscripten , mozilla IRC |
17:59 |
sfan5 |
why are they porting to emscripten now |
17:59 |
est31 |
might be an interesting project for minetest. |
17:59 |
sfan5 |
and not wasm? |
17:59 |
est31 |
emscripten can also target wasm |
17:59 |
Krock |
sweet. |
18:00 |
est31 |
emscripten is the SDK created by mozilla, originally for asm.js but now also for wasm |
18:00 |
sfan5 |
oh |
18:00 |
est31 |
not sure though how much of it will be relevant once the llvm/clang wasm backend takes off. |
18:00 |
est31 |
I think you need sort of a runtime as well, which is what emscripten provides |
18:01 |
sfan5 |
you do |
18:01 |
kilbith |
glad to see there est31 |
18:02 |
est31 |
just wanted to share this, maybe minetest can get a web browser demo on the web page like terasology has |
18:02 |
Calinou |
Terasology's uses a Java applet though :P |
18:02 |
Calinou |
also, Minetest on the Web platform is going to be lots of work |
18:02 |
Calinou |
1) we need to have non-buggy OpenGL ES 2 |
18:02 |
est31 |
yeah, and java is going to be geprecated haha |
18:02 |
Calinou |
2) filesystem access (for local worlds) |
18:02 |
Calinou |
3) don't even think about multiplayer |
18:03 |
Calinou |
performance will likely be lackluster, it's not like native Minetest is too fast already |
18:03 |
sfan5 |
Calinou: WebRTC :^) |
18:03 |
est31 |
yeah, performance will be worse, not better |
18:03 |
sfan5 |
i heard it's huge trouble to set up though |
18:03 |
est31 |
yeah |
18:04 |
Calinou |
sfan5: do we have the manpower to rewrite the network protocol? |
18:04 |
sfan5 |
we don't |
18:04 |
sfan5 |
need to |
18:04 |
est31 |
there was a proposal somewhere for a protocol that is less overhead though |
18:04 |
sfan5 |
sctp |
18:04 |
sfan5 |
we're not doing that |
18:04 |
est31 |
but until it arrives in browsers, it takes some time |
18:04 |
sfan5 |
oh you didn't mean that |
18:04 |
Calinou |
I heard WebRTC uses SCTP internally |
18:05 |
est31 |
sfan5: yeah, I'm searching for a link atm |
18:07 |
est31 |
meh no idea |
18:08 |
est31 |
gtg |
18:08 |
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18:20 |
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18:20 |
est31 |
ah yes |
18:20 |
est31 |
http://new.gafferongames.com/post/why_cant_i_send_udp_packets_from_a_browser/ |
18:20 |
est31 |
https://github.com/networkprotocol/netcode.io |
18:20 |
est31 |
but at this stage its useles, as its not implemented by browsers |
18:20 |
est31 |
best bet now is WebRTC |
18:20 |
est31 |
i think the biggest problem will be the missing pthreads support for wasm |
18:21 |
est31 |
minetest has various threads talking to each other. not possible with wasm amt |
18:21 |
est31 |
atm* |
18:21 |
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18:34 |
twoelk |
Java applet in a browser? aren't they sort of blocking that in current browser releases? |
18:39 |
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18:55 |
kilbith |
someone to close this shit please: https://github.com/minetest/minetest/issues/5670 |
19:01 |
Fixer |
hi est31 |
19:04 |
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19:21 |
paramat |
not sure if 5670 is helpful, it's sort of obvious it's a silly name and might just be lengthy debate with nothing done :] |
19:22 |
VanessaE |
we've been down that road at least a couple of times already |
19:22 |
paramat |
perhaps best kept to the forum |
19:22 |
VanessaE |
and like you said, a fruitless discussion, close it. |
19:23 |
red-001 |
close it |
19:24 |
red-001 |
it can be reopened if some sort of conclusion is reached on the forums |
19:24 |
paramat |
added my comment |
19:29 |
paramat |
difficult to choose too, any name most will dislike. if we renamed i would just let c55 choose and save huge amounts of suggestions and discussion, it's bound to be an improvement |
19:30 |
VanessaE |
there was a poll a long time ago about this |
19:30 |
VanessaE |
http://www.strawpoll.me/32807 |
19:31 |
paramat |
ugh |
19:31 |
VanessaE |
? |
19:32 |
sfan5 |
someone posted "Poll: Should we rename Minetest? (forum.minetest.net)" to /r/linux |
19:32 |
sfan5 |
lel |
19:32 |
VanessaE |
ohh brother. |
19:32 |
paramat |
not sure any of those in the strawpoll are better :] |
19:33 |
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nerzhul joined #minetest-dev |
19:33 |
paramat |
only the last option makes sense |
19:34 |
VanessaE |
that's the "CowboyNeal" option. |
19:34 |
VanessaE |
(see also, Slashdot) |
19:35 |
rubenwardy |
I agree that issue is pointles |
19:35 |
rubenwardy |
and isn't really linked to development |
19:35 |
rubenwardy |
I like MT Voxel Engine, as it's not a full rename as such |
19:35 |
Fixer |
minetest is silly, i hope most of people will agree with that |
19:35 |
Fixer |
rubenwardy: too long |
19:35 |
VanessaE |
for the sake of disclosure, I opened that poll years ago when the subject first came up (with any serious discussion that is) |
19:36 |
paramat |
i have an aversion to names that are overly FOSSy |
19:36 |
Fixer |
it needs to be pretty short, yet nice |
19:36 |
nerzhul |
closed |
19:36 |
Fixer |
please no this minetest or qtpfsgui or mt voxel engine insanity |
19:36 |
nerzhul |
yetanothervoxelenginewhichroxx |
19:36 |
nerzhul |
YAVLWR for intimates |
19:37 |
VanessaE |
heh |
19:37 |
kilbith |
the hipsters will love it |
19:37 |
kilbith |
like Calinou |
19:37 |
Fixer |
YAVLWR.io |
19:38 |
Fixer |
The OpenMine Engine/TOME, there is already game called TOME |
19:38 |
Fixer |
both freemine is out |
19:39 |
nerzhul |
to answer sfan5 and est31, webrtc is not the best choice, websocket is a better choice :p |
19:39 |
paramat |
i love the idea of FOS software but dislike the militant eliteism |
19:39 |
Fixer |
Voxel is a bit geeky word |
19:39 |
Fixer |
OpenCube |
19:39 |
rubenwardy |
discussions with people usually go: "Oh, it's a voxel game engine that allows you to make any blocky game you like" |
19:39 |
rubenwardy |
"what's it called?" |
19:39 |
rubenwardy |
"Minetest" |
19:39 |
rubenwardy |
"ohh..." frown |
19:40 |
Fixer |
rubenwardy: test......... |
19:40 |
nerzhul |
it's celeron55 fault :p |
19:40 |
rubenwardy |
exactly, "test" |
19:40 |
Fixer |
STOP TESTING |
19:40 |
Fixer |
it is an engine, not related to testing |
19:40 |
Fixer |
of any sort |
19:40 |
paramat |
Meyencandy :] |
19:40 |
Fixer |
people will think it is some kind of debugging of whatever |
19:40 |
VanessaE |
celeron55 should have kept the "mesetint" name :) |
19:41 |
Fixer |
what is mesetint? |
19:42 |
rubenwardy |
Our name could be worse |
19:42 |
VanessaE |
the project was named that for a brief period, early in the 0.4.x series I think it was |
19:42 |
* twoelk |
wonders why Fixer keeps making all those tests if minetest is not related to testing |
19:42 |
VanessaE |
but it was more an internal name than world-facing |
19:43 |
rubenwardy |
VanessaE, I joined when 0.3.1 was the latest, and 0.4 was only previews, and I don't remember it being called that - so maybe it was longer ago |
19:43 |
rubenwardy |
unless it was internal fully |
19:44 |
Fixer |
just name it OpenCube :} |
19:44 |
VanessaE |
in any case yes a new name is needed, has been for years, but there are more important issues than its name. |
19:45 |
rubenwardy |
like our crappy looking unresponsive formspecs |
19:46 |
Calinou |
minetest_game was called Mesetint for a month or so |
19:46 |
nerzhul |
just finish the 0.4.X cycle and we can talk about things and break |
19:46 |
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Tmanyo joined #minetest-dev |
19:46 |
Calinou |
like, in March 2012 |
19:46 |
Calinou |
after the engine-game split |
19:46 |
nerzhul |
just a note, if we rename artifact on android, users won't be notified, it will be a new app |
19:47 |
rubenwardy |
erm |
19:47 |
rubenwardy |
you can't rename the namespace, yes, but you can rename the app |
19:47 |
VanessaE |
rubenwardy: there are more important issues than formspecs :P |
19:47 |
Thomas-S |
Fixer, actually OpenCube sounds good to me, but I think its abbreviation "OC" may lead to confusions. This abbreviation is already used for a well-known person of the Minetest community. |
19:47 |
Fixer |
z-sorting |
19:47 |
nerzhul |
rubenwardy doesn't want us to merge formspec PR :p |
19:48 |
VanessaE |
and you can easily rename the namespace as long as you have an alias to the old one. |
19:48 |
kilbith |
VanessaE: because you don't mess often with that |
19:48 |
rubenwardy |
VanessaE: not android namespaces |
19:48 |
Fixer |
Thomas-S: should not a problem at all |
19:48 |
VanessaE |
rubenwardy: well you say "namespace" I think modding |
19:48 |
rubenwardy |
I was responding to nerzhul :) |
19:49 |
VanessaE |
oh that, didn't see it. |
19:49 |
VanessaE |
kilbith: every time I play I see formspecs in one way or another... yes they're ugly, but at least the're functional |
19:50 |
kilbith |
they're not just ugly, irrlicht 2d tools lack plenty of useful methods |
19:50 |
kilbith |
and it's a PITA to manipulate the irrlicht 2D components on eg. Android |
19:51 |
rubenwardy |
the irrlicht people themselves even said you should use another GUI library |
19:51 |
kilbith |
that's not its primary job |
19:51 |
rubenwardy |
exactly |
19:51 |
VanessaE |
there are still more important things to do than to mess with formspecs. |
19:51 |
rubenwardy |
they focus on being a 3d rendering engine, the GUI is just bonus |
19:52 |
nerzhul |
just design GUI using mapblocks :p |
19:52 |
kilbith |
in the educational world, the GUI area matters a lot |
19:52 |
rubenwardy |
For me the biggest issue are the formspecs, I don't get stuttering and whilst I'd like better performance/view range it's usable. I don't play multiplayer so I don't many of the big bugs |
19:52 |
nerzhul |
not only, ergonomy is part of every good products |
19:54 |
celeron55 |
you can throw name suggestions at me; i haven't completely thrown away the notion of changing the name |
19:55 |
kilbith |
btw, am I the only one to receive some hatred PMs every morning now? |
19:56 |
rubenwardy |
from whom? |
19:56 |
celeron55 |
one thing i've thought about is publishing minetest under many names, at the same time |
19:56 |
kilbith |
looks like OldDick |
19:56 |
rubenwardy |
red-001, |
19:56 |
* Fixer |
throws OpenCube at celeron55 |
19:56 |
VanessaE |
kilbith: offtopic for here, and no you aren't the only one. |
19:57 |
celeron55 |
opencube is like a million things already |
19:57 |
paramat |
nerzhul please could you address the line comment in the clouds.api PR so the author can finish it? #4524 |
19:57 |
VanessaE |
celeron55: OpenMiner sounds good to me. |
19:57 |
kilbith |
don't care whether it's offtopic |
19:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/4524 -- Clouds api by bendeutsch |
19:57 |
celeron55 |
probably many companies even |
19:57 |
VanessaE |
meh, can't use that name |
19:57 |
Fixer |
crap, can confirm |
19:57 |
Fixer |
OpenCube - Responsive Menus |
19:57 |
celeron55 |
openminer is a million things also |
19:57 |
Fixer |
suggestive as hell |
19:57 |
celeron55 |
you can't use simple names like that |
19:58 |
Fixer |
openvoxel is taken |
19:58 |
VanessaE |
Mesecrafter |
19:58 |
rubenwardy |
I suggest posting a criteria/your opinion on here: https://forum.minetest.net/viewtopic.php?f=5&t=17133 |
19:58 |
Fixer |
opencraft also taken |
19:58 |
VanessaE |
only 11 google results for "Mesecrafter", most of which are minetest related |
19:58 |
twoelk |
you can craft mese? |
19:58 |
Fixer |
VanessaE: retarded |
19:59 |
VanessaE |
twoelk: you can craft stuff with it :) |
19:59 |
VanessaE |
Fixer: well suggest a better one then |
19:59 |
celeron55 |
if you put mese in the name, it's certainly usable |
19:59 |
celeron55 |
one option is pulling the name from the project i tried to make in 2015, buildat |
19:59 |
Fixer |
CeleCraft |
20:00 |
VanessaE |
nah, buildat is overly-generic also, no offense. |
20:00 |
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20:00 |
celeron55 |
i still think the april 1st prank was good |
20:00 |
celeron55 |
i don't remember the year, but |
20:00 |
celeron55 |
communismcraft |
20:00 |
VanessaE |
what was it? I kinda tried to avoid th.... oh. :P |
20:00 |
Fixer |
PepeCraft |
20:00 |
Fixer |
that will be massive win |
20:00 |
paramat |
buildat has some charm though, unlike the suggestions in the strawpoll |
20:00 |
twoelk |
I don't think the name should be related to cubes, voxels or mining as it seems the engine aims at not being restricted to that |
20:01 |
Fixer |
introduce pepe instead of nyancat |
20:01 |
VanessaE |
twoelk: the engine may aim to be generic but at the end of the day it's still a voxel grid |
20:01 |
red-001 |
why did you call me rubenwardy ? |
20:01 |
Fixer |
Pepecraft | SpigotMC - High Performance Minecraft |
20:01 |
celeron55 |
it's a voxel engine, that's not going to change; but crafting or so isn't really a focus |
20:01 |
twoelk |
rather node grid in respect to unvoxely dreambuilder |
20:01 |
Fixer |
yeah |
20:02 |
Fixer |
but voxel itself is kinda creepy |
20:03 |
kilbith |
where, in the nickname? |
20:03 |
VanessaE |
kilbith: the userhost |
20:03 |
kilbith |
ah, noted |
20:03 |
kilbith |
but it's kinda fun 8) |
20:03 |
red-001 |
get's old after a while |
20:03 |
celeron55 |
this was one of my crazy name lists in 2013 https://gist.github.com/celeron55/5494364 |
20:04 |
celeron55 |
i actually took buildat from that list |
20:04 |
Fixer |
voxelness |
20:04 |
Fixer |
KEK |
20:04 |
paramat |
Mined the gap |
20:04 |
Fixer |
that list is insane |
20:05 |
paramat |
Voxpants |
20:05 |
VanessaE |
all of those names are terrible :P |
20:05 |
shivajiva |
bump https://github.com/minetest/minetest/pull/5622 |
20:05 |
Fixer |
VolumetricPixel3D |
20:05 |
celeron55 |
it's possible to have much longer names too |
20:05 |
Fixer |
.io |
20:06 |
celeron55 |
like, we could have a sentence as a project name |
20:06 |
Fixer |
Volumetric Pixel 3D 2017 engine |
20:07 |
VanessaE |
that's just horrible |
20:07 |
celeron55 |
in 2010 a game called VVVVVV was released |
20:07 |
Fixer |
roguelike one iirc |
20:07 |
Fixer |
there is vvv program |
20:08 |
paramat |
those crazy names actually have charm, which is why i would let c55 choose |
20:08 |
Fixer |
Volumetric Pixel Simulator 2017 |
20:08 |
celeron55 |
i'd change the name to mesetint any day that more than like 1 person said they like it |
20:09 |
shivajiva |
lol |
20:09 |
celeron55 |
These Voxels Might Have Names |
20:09 |
* celeron55 |
the name artist |
20:09 |
Fixer |
rename it to just "Pepe" and it will be a huge hit |
20:10 |
VanessaE |
heh |
20:10 |
Fixer |
will be in first results in google search |
20:10 |
VanessaE |
Meseland |
20:10 |
twoelk |
with "mesetint" the typicall reaction to hearing the name first time will be a "what?" instead of the usual frown at minetest |
20:11 |
Fixer |
MinePepe, that is just silly |
20:12 |
Fixer |
twoelk: minetest is worse than what |
20:12 |
Fixer |
VanessaE: mese is just a block from a subgame(game) |
20:12 |
celeron55 |
i think "what?" is a good reaction |
20:12 |
VanessaE |
Fixer: it's also something you won't find in any other game |
20:13 |
VanessaE |
and no matter how you slice it, to the average person, Minetest Engine == minetest_game ... so capitalize on it. |
20:13 |
shivajiva |
^ |
20:13 |
twoelk |
I don't think the "-tint" part of mesetint works well though - at least not in english |
20:14 |
Fixer |
engine is supposed to be independant |
20:15 |
VanessaE |
Fixer: to the average person, it doesn't matter |
20:15 |
VanessaE |
they. don't. care. |
20:15 |
VanessaE |
so instead of trying to fight that, capitalize on it. |
20:15 |
Fixer |
VanessaE: minetest_game is kinda crippled and may need a reborning |
20:15 |
Fixer |
capitalize crippled sandbox subgame? |
20:16 |
VanessaE |
Fixer: no, silly. capitalize on the connection between engine and game. |
20:16 |
VanessaE |
no engine install comes without _game |
20:16 |
Fixer |
VanessaE: but there should be more games included with this engine |
20:16 |
VanessaE |
(in normal packaged installs that is) |
20:16 |
VanessaE |
yes there should |
20:16 |
VanessaE |
but there aren't. |
20:17 |
* twoelk |
doesn't think mtg is beyond repair |
20:17 |
VanessaE |
and I'm saying capitalize on the good things mt_game has, or the things unique to it |
20:17 |
VanessaE |
i.e. mese or whatever else |
20:17 |
nerzhul |
just a note, can we finish the current roadmap, there are 171 PR active, i think it's more important for 0.4.16 cycle than a name :) |
20:17 |
Fixer |
mese is almost useless |
20:17 |
Fixer |
only good part is lamps... |
20:17 |
Fixer |
and tools |
20:18 |
VanessaE |
lamps...and tools...and magical stuff...and power sources....and...and... |
20:18 |
twoelk |
on many servers mese is vital for crafting protection |
20:18 |
nerzhul |
paramat, sorry but none of my last comments were addresses |
20:18 |
VanessaE |
just because it's not well-used in mt_game doesn't mean it's just some random block |
20:18 |
nerzhul |
addressed* |
20:18 |
VanessaE |
the point of mentioning it is that nothing else has Mese. |
20:18 |
celeron55 |
minetest works well for all languages where "test" isn't a native word :P |
20:18 |
celeron55 |
so, just not in the US and UK and such |
20:18 |
Fixer |
use CeleCraft and be done with it :trollface: |
20:18 |
celeron55 |
everywhere else it's surprisingly quite fine |
20:19 |
nerzhul |
google is a native word too, minegoogle can be a good name :p |
20:19 |
VanessaE |
celeron55: actually "test" is a native word in like 40% of the world. |
20:19 |
Fixer |
including my country |
20:20 |
Fixer |
test part is horrifying |
20:20 |
Fixer |
get rid of it |
20:20 |
twoelk |
in german it sounds like my-test |
20:21 |
nerzhul |
Fixer, right, let's call it minekampf |
20:21 |
nerzhul |
:D |
20:21 |
VanessaE |
... |
20:21 |
Fixer |
minekraft |
20:21 |
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20:21 |
nerzhul |
1 point godwin ! |
20:21 |
Fixer |
ms will be pissed |
20:21 |
paramat |
nerzhul the author is asking your advice in a line comment |
20:21 |
Fixer |
nerzhul: new best seller now in 3d /s |
20:22 |
nerzhul |
oh i have missed it no ? can you link it please ? |
20:23 |
celeron55 |
i should have come up with another bad name at the start though |
20:23 |
celeron55 |
if this was called derpxel, nobody would have ever complained |
20:23 |
Fixer |
https://www.reddit.com/r/VoxelGameDev/comments/why8x/the_big_list_of_block_engines/ |
20:23 |
Fixer |
herpexel |
20:23 |
VanessaE |
celeron55: nah, then you'd have people complaining that it's a stupid, even offensive name in the same vein as those who complain about The GIMP. |
20:24 |
celeron55 |
i think derpxel fits fairly well |
20:24 |
paramat |
lol |
20:24 |
Fixer |
gimp still at gtk2 |
20:24 |
VanessaE |
Fixer: thank G*d. |
20:24 |
celeron55 |
who would leave the project if it was renamed to derpxel? nobody? ok good |
20:24 |
VanessaE |
fuck gtk3 |
20:24 |
celeron55 |
i'm going with derpxel |
20:24 |
VanessaE |
fuck gtk3 up the ass with a rust pole, no lube, blunt end first. |
20:24 |
paramat |
nerzhul https://github.com/minetest/minetest/pull/4524#discussion_r113557684 |
20:24 |
Fixer |
https://www.reddit.com/r/VoxelGameDev/wiki/index |
20:25 |
celeron55 |
and it's going to be pronounced "derpkel" just for the sake of it |
20:25 |
shivajiva |
I think Vanessa is just pointing out we need something to tie the game and engine for the public perception even though they are separate entities we shouldn't unlink them totally, that way we have a common search reference |
20:25 |
nerzhul |
paramat, ty |
20:26 |
Fixer |
derpixel ? |
20:26 |
VanessaE |
shivajiva: well perhaps, but that's kinda overstating it. |
20:26 |
Fixer |
celeron55: voxel.io - hipster friendly |
20:26 |
VanessaE |
celeron55: I hope not. that's a horrible name |
20:26 |
celeron55 |
VanessaE: there's no name in existence you wouldn't call horrible; it makes your opinion irrelevant |
20:27 |
VanessaE |
celeron55: that's not true and you know it :P |
20:27 |
celeron55 |
well then say one that isn't taken |
20:27 |
shivajiva |
me overstated nah ;) |
20:27 |
VanessaE |
celeron55: I did. twice. |
20:27 |
paramat |
mesetint is a fine name |
20:27 |
celeron55 |
oh the mese based ones |
20:28 |
VanessaE |
yeah. |
20:28 |
nerzhul |
"nyancatcontroversy the game" |
20:28 |
nerzhul |
#troll |
20:28 |
|
halt_ joined #minetest-dev |
20:28 |
paramat |
the worst names are the unimaginative combinations of 'free open cube voxel miner' |
20:28 |
|
Grandolf joined #minetest-dev |
20:28 |
paramat |
like 'freeminer' :] |
20:29 |
celeron55 |
i'd never use anything like that |
20:29 |
shivajiva |
lol |
20:29 |
|
halt_ joined #minetest-dev |
20:29 |
celeron55 |
even calling the game "sally" would be better like most open source projects seem to be these days |
20:29 |
celeron55 |
just pick a random name, not related in any way |
20:29 |
nerzhul |
openceleron55 |
20:29 |
celeron55 |
you can never recall how to launch programs on the command line as the names are just whatever |
20:30 |
celeron55 |
like, who here even knows what their file browser's executable name is |
20:30 |
Fixer |
Voxel.cpp |
20:30 |
VanessaE |
thunar. :) |
20:31 |
Shara |
'name goes here' |
20:31 |
VanessaE |
(how the fuck it got to be called that? no idea) |
20:31 |
Fixer |
explorer.exe |
20:31 |
celeron55 |
VanessaE: exactly, lol |
20:31 |
Fixer |
and that is most depressing part |
20:32 |
celeron55 |
what if i translate meseland to finnish: mesemaa |
20:32 |
celeron55 |
that sounds funky |
20:33 |
celeron55 |
then put some bad ass funk on the main menu and blow all other game engines out of the water as they don't have funk on their main menus |
20:33 |
VanessaE |
heh |
20:34 |
celeron55 |
mesefunk |
20:34 |
celeron55 |
the branding opportunities are endless |
20:35 |
paramat |
finnish words could work well |
20:35 |
celeron55 |
i'd love it if i could change the name to mesemaa |
20:36 |
paramat |
like 'kuutio' |
20:36 |
VanessaE |
SandVox Engine and meseland_game. there. |
20:36 |
celeron55 |
just calling it kuutio would be fine too |
20:36 |
rubenwardy |
how is that pronounced? |
20:36 |
celeron55 |
there are some IoT products and stuff that have simple finnish words as names and people like them |
20:36 |
VanessaE |
fek, sandvox is taken :( |
20:37 |
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Grandolf joined #minetest-dev |
20:38 |
paramat |
wow so many games have either cube, voxel, craft or mine, so boring |
20:38 |
celeron55 |
rubenwardy: google translate doesn't get it entirely wrong |
20:39 |
nerzhul |
IronVoxel |
20:41 |
shivajiva |
kuutio shows an image of a cube, simple, I kinda like that for some reason |
20:42 |
celeron55 |
kuutio is the direct translation of cube with the same exact meaning |
20:42 |
rubenwardy |
kuut.io is taken though, so we couldn't be hipster |
20:42 |
VanessaE |
286'000 results. |
20:42 |
celeron55 |
it's a common finnish word, you're going to get some results, lol |
20:42 |
Fixer |
went away for a minute, and AAAAAAAAAAAAAA |
20:42 |
VanessaE |
so I assumed :P |
20:42 |
twoelk |
kuuitomaa? |
20:43 |
VanessaE |
"No results found for kuuitomaa" |
20:43 |
VanessaE |
it almost sounds....Japanese |
20:43 |
celeron55 |
that sounds kind of retarded actually (and has a typo on it) |
20:43 |
Fixer |
please no |
20:43 |
celeron55 |
palikkamaa would be the same thing more naturally said |
20:43 |
Fixer |
even worse than minetest |
20:43 |
celeron55 |
palikka is like block |
20:44 |
VanessaE |
taken. |
20:44 |
Fixer |
you can't even remember this |
20:44 |
paramat |
i briefly started work on a mod-base subgame one night recently and called it Kuutiocore |
20:44 |
VanessaE |
(45 results, some kind of LEGO thing) |
20:44 |
rubenwardy |
It needs to be pronounceable and spellable by an English-speaker, really |
20:44 |
VanessaE |
Kuutiocore - "cutey-o-core" |
20:45 |
celeron55 |
rubenwardy: who ares, mese is fine too :D |
20:45 |
celeron55 |
cares* |
20:45 |
celeron55 |
and nobody says it the same |
20:45 |
VanessaE |
MEsecore :) |
20:45 |
celeron55 |
kuutiocore sounds cool to a finnish speaker |
20:45 |
VanessaE |
nah, taken :( |
20:46 |
celeron55 |
very cool actually |
20:46 |
VanessaE |
kuutiocore actually sounds okay to an English speaker too |
20:46 |
Shara |
it is a little long though. |
20:46 |
Shara |
Going to see lots of wonderful mis-spellings with something like that |
20:46 |
celeron55 |
it could be shortened to kcore or kuutioc for file names and stuff |
20:46 |
VanessaE |
"cue-TEE-o-core" is probably how one would want to pronounce it (rather than "CUtie-o-core") |
20:47 |
red-001 |
that makes it sound like part of kde |
20:47 |
paramat |
spellable or obvious pronunciation isn't important, finnish words and/or a japanese sound sound very cool to English speakers |
20:47 |
Fixer |
rubenwardy: not just english speaker |
20:47 |
twoelk |
I don't think finish pronounce it like cute |
20:47 |
celeron55 |
VanessaE: that's correct |
20:47 |
Shara |
Suddenly I worry we'll end up with Cute Cubes somehow... |
20:47 |
celeron55 |
i mean |
20:47 |
twoelk |
probabbly more like cut |
20:47 |
VanessaE |
paramat: marketing. how it sounds/is pronounced is absolutely important |
20:48 |
celeron55 |
long u, like VE said; cue |
20:48 |
paramat |
yeah |
20:48 |
twoelk |
ah |
20:48 |
VanessaE |
(my husband does these at-home surveys. maybe a lot of BS, but you can learn a few things from them) |
20:49 |
paramat |
a word not obvious in it's pronunciation raises interest and people have fun choosing a pronunciation, which is why we love mese :] |
20:49 |
celeron55 |
i guess community members won't mind if the main project steals their name some day... |
20:49 |
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20:49 |
VanessaE |
celeron55: fyi, "uu" is a long-"you" sound in English, as in vacuum |
20:50 |
celeron55 |
the way cue and vacuum is said is like finnish "y" though, which might be the same thing as ü in some languages |
20:51 |
Fixer |
found this https://www.reddit.com/r/gamedev/wiki/block_engines |
20:51 |
VanessaE |
good lord |
20:51 |
VanessaE |
didn't know there were so many |
20:51 |
paramat |
when i googled for the finnish for cube i actually laughed loud at how cool and cute it was |
20:53 |
paramat |
i added core to suggest it is what you add modules to |
20:53 |
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20:54 |
rubenwardy |
terasology was in google summer of code last year O_o |
20:54 |
celeron55 |
there are lots of finnish words that all are weird to pronounce to a foreigner; something like "suorakulma" comes to mind (straight angle; mathematically and as a tool) |
20:55 |
celeron55 |
that would be a funny reference to building |
20:55 |
VanessaE |
"soo-rah-kull-ma" is how one might pronounce that here. |
20:56 |
nerzhul |
fusrohdah ! |
20:57 |
twoelk |
not so'ura.....? |
20:57 |
VanessaE |
goozfrabah... ;) |
20:57 |
VanessaE |
twoelk: it would vary. I could see both./ |
20:58 |
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20:58 |
Hijiri |
I think a new GUI API should be entirely in client-side modding and do stuff on the server by message channels |
20:58 |
VanessaE |
twoelk: think fluorine/fluoride. floor-een, floor-ide |
20:58 |
Hijiri |
(this implies that the server can send client mods to the client) |
20:58 |
celeron55 |
you literally probably just put the word in [] to get the IPA notation |
20:58 |
Amaz |
Some of these sound almost like names Ikea would come up with for their furniture :P |
20:58 |
nerzhul |
Hijiri, nothing new, it was already discussed |
20:58 |
Hijiri |
oh, ok |
20:58 |
VanessaE |
celeron55: whoever came up with IPA apparently doesn't speak English ;) |
20:58 |
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20:59 |
nerzhul |
but we talk we talk and PR are not finished, please review your PR guys, enhance them, and help us to close issues (by sending PR or notify us which issue to close) |
20:59 |
Hijiri |
#5612 |
20:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/5612 -- Allow overriding tool capabilities through itemstack metadata by raymoo |
20:59 |
twoelk |
now english is a pretty bad example for pronounciation code in spelling :-P |
21:00 |
paramat |
Ikea names are very cool |
21:00 |
sfan5 |
can we rename to Björn |
21:00 |
Fixer |
MineCube |
21:00 |
twoelk |
Oerkiimaa? |
21:00 |
paramat |
heh |
21:01 |
VanessaE |
sfan5: what about Agnetha, Benny, Anni-Frid ? |
21:01 |
VanessaE |
:) |
21:01 |
sfan5 |
we will required further included subgames to rename to that |
21:01 |
sfan5 |
s/d / / |
21:02 |
twoelk |
have björn with subgame agnetha and add mod benny with texturpack annifrid |
21:02 |
celeron55 |
all of those sound swedish |
21:02 |
shivajiva |
lol |
21:02 |
VanessaE |
they are. :) |
21:02 |
shivajiva |
brotherhood of man |
21:03 |
paramat |
motherhood of bran |
21:03 |
celeron55 |
naming something finnish with a swedish word would seem like a joke to every finnish person |
21:03 |
VanessaE |
celeron55: they're the names of the band members of ABBA :) |
21:03 |
celeron55 |
oh, well that makes sense |
21:05 |
* twoelk |
wonders how well abba tunes might work with mt |
21:05 |
celeron55 |
(joke, kind of like the thing is so bad it can't have a finnish name) |
21:06 |
rubenwardy |
lol |
21:07 |
shivajiva |
when does the mamma mia release come out? |
21:07 |
rubenwardy |
I suggest we name the engine to Kuutio when we Finnish it |
21:07 |
celeron55 |
the bad release?, let's rush it |
21:07 |
shivajiva |
rofl |
21:08 |
Fixer |
finish him |
21:08 |
shivajiva |
nice one ruben |
21:14 |
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21:26 |
Fixer |
name it OpenMinecraft and insult everyone at the same time |
21:26 |
Fixer |
like OpenTTD, OpenRA, OpenXcom |
21:27 |
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21:29 |
sofar |
OpenFreeGNUMineTest |
21:29 |
sofar |
there, we're done now |
21:30 |
VanessaE |
hah |
21:32 |
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21:32 |
paramat |
so shall we merge new chests? nore rubenwardy sfan5 |
21:33 |
sfan5 |
seems fine to me |
21:33 |
VanessaE |
you mean the ones that look open? |
21:33 |
paramat |
game#793 |
21:34 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar |
21:34 |
VanessaE |
yeah. |
21:34 |
paramat |
mods will need to update chest textures? |
21:35 |
paramat |
no, it just breaks texture packs, ok by me |
21:35 |
VanessaE |
it breaks pipeworks too, fwiw |
21:36 |
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21:36 |
paramat |
good chance now to merge it |
21:37 |
paramat |
so probably merge tonight |
21:38 |
rubenwardy |
paramat, +1 for concept, I haven't tested or reviewed |
21:38 |
garywhite |
It doesn't seem like a needed issue, & if it breaks pipeworks, that's gonna screw up a lot of servers |
21:38 |
garywhite |
So I'm gonna have to -1 |
21:38 |
garywhite |
Good idea, but needs the bugs worked out 100% before adding |
21:39 |
VanessaE |
as far as I know it'll only break the textures |
21:39 |
paramat |
there are no bugs |
21:39 |
VanessaE |
pipeworks adds an "tube connection" overlay image. It shouldn't be hard to fix |
21:39 |
garywhite |
So it won't destroy the mod? |
21:39 |
paramat |
nore mentioned a small issue of laggy formspec |
21:39 |
VanessaE |
I don't think so but I have not tried it. |
21:40 |
garywhite |
Then as long as it doesn't destroy the mod, then I change it to a +1 |
21:40 |
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21:40 |
VanessaE |
I can just check the drawtype of the node, if it's mesh, adapt how the overlay is used. |
21:40 |
paramat |
i'm sure the maintainer of pipeworks will quickly update |
21:40 |
VanessaE |
however, there's other stuff |
21:40 |
VanessaE |
the mod basically has to redefine the chests completely |
21:41 |
VanessaE |
because at the time, there wasn't an API that I could override/wedge into |
21:42 |
VanessaE |
in addition to the overlays, pipeworks also adds a little "toggle switch" to the chest's formspec |
21:43 |
VanessaE |
https://github.com/minetest-mods/pipeworks/blob/master/compat-chests.lua |
21:43 |
VanessaE |
off the top of my head, I think you'll just get the old chest behavior |
21:43 |
VanessaE |
but with broken textures |
21:45 |
VanessaE |
this btw is another argument for not using the all-in-one image that's been proposed. |
21:45 |
VanessaE |
(still requires changes to pipeworks though, regardless) |
21:47 |
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21:54 |
VanessaE |
so, can something be added to let me modify the formspec so that I don't have to redefine it so thoroughly? |
21:55 |
VanessaE |
just making the formspec strings and functions global might be enough. |
21:55 |
rubenwardy |
would be awesome to abstract sfinv for this |
21:55 |
rubenwardy |
and also make it better at modifying things |
21:58 |
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23:19 |
Fixer |
detected a new strange bug related to rendering of borders in protected redo which was broken in very recent builds, something changed in engine so that entity disappears when i look in certain direction? |
23:19 |
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23:41 |
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23:41 |
bkeys |
Hello, I got your master server running on my pi and I tried to replicate the JSON that is sent in the POST request |
23:41 |
bkeys |
https://da.gd/ML3o |
23:41 |
bkeys |
This is my python code |
23:42 |
bkeys |
https://da.gd/YHRk |
23:42 |
bkeys |
And this is the JSON it is sending to the web server. I believe all the fields are there |
23:42 |
bkeys |
They are in a different order; but I don't think that matters. The master server sees the request; is there anything else I need to do to register a server? Because it is not showing on on the server list |
23:43 |
bkeys |
I turned on the DEBUG option in the config.py file but it is not giving me any output on why the server is not being registered |
23:45 |
bkeys |
I got it pulling from the master server list no problem (which actually feels really cool). Once I POST and register a master server I would only need to replicate the JSON that deregisters it and I got what I need. I already have the exit JSON documented too. |
23:45 |
bkeys |
Maybe once I have this working in my game I can document in a .md file how to use it; so others can benefit from this master server |
23:48 |
rubenwardy |
You really should read the source, it'll be helpful |
23:49 |
rubenwardy |
also, your address needs to be pointing to a Minetest server |
23:49 |
bkeys |
I am doing that now |
23:49 |
bkeys |
(reading the source) |
23:50 |
bkeys |
I added an IP address and it is the same |
23:50 |
bkeys |
According to the source it should print out an error |
23:51 |
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23:54 |
bkeys |
https://github.com/minetest/master-server/blob/master/server.py#L42 |
23:54 |
bkeys |
It is not getting past line 42 for some reason |
23:55 |
paramat |
Fixer is protected redo using textures with backface culling? wild guess |
23:56 |
Fixer |
paramat: no idea, posted an issue here https://github.com/minetest/minetest/issues/5671 commit in question is betw 17-22 apr |
23:58 |
VanessaE |
Fixer: I've seen the same glitch with Worldedit's selection box. |
23:59 |
Fixer |
VanessaE: it is a new change/bug |
23:59 |
Fixer |
will bisect tommorrow |