Time |
Nick |
Message |
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08:34 |
Megaf |
Folks, we need ChromeOS support |
08:35 |
Megaf |
I just learned that some players on my server would like to player form their chromebooks |
09:32 |
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09:34 |
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09:34 |
crazy_baboon |
Hi |
09:36 |
crazy_baboon |
Anyone knows what is the function of wieldmesh.h and wieldmesh.cpp ? |
09:48 |
Megaf |
eh, build without them and see |
09:48 |
Megaf |
I'd guess is related to something to do with something relating the regardness of items and hands and stuff and tools and visual |
09:50 |
crazy_baboon |
thanks! |
09:51 |
crazy_baboon |
the codebase is a right mess without many useful comments |
09:52 |
Megaf |
so, to make myself more clear |
09:52 |
Megaf |
I have no idea what it is for |
09:52 |
Megaf |
though I believe it could be related to items held in hand |
09:52 |
Megaf |
and I agree on the comments |
10:07 |
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10:12 |
shivajiva |
it's undoubtedly related to wielding meshes in the hand, lack of comments in the codebase means you need to follow and understand the code long before you make any changes, I think it's a test :') |
10:24 |
crazy_baboon |
thanks guys! |
10:27 |
crazy_baboon |
also the more recent code 0.5.0 is huge and barerly good to start learning |
10:27 |
crazy_baboon |
I have gone back to previous much older versions |
10:28 |
Megaf |
0.3 was a masterpiece |
10:28 |
Megaf |
very simple code |
10:29 |
crazy_baboon |
cool! |
10:29 |
crazy_baboon |
gonna check that out |
10:29 |
crazy_baboon |
Ive been working with 0.4.2 |
10:31 |
crazy_baboon |
yes, I am looking at it now |
10:32 |
crazy_baboon |
with around 150 source files |
10:32 |
crazy_baboon |
looks neat |
10:35 |
shivajiva |
I'd love to see skybox transitions and audio fade in/out instead of all these abrupt changes we have currently |
10:39 |
shivajiva |
I mean I can play a fade in and time it to introduce the continuation sound and trigger the fade out at the end but holy moly that's a lot of effort to get a sound to fade in and out :/ |
10:43 |
crazy_baboon |
hum when I try to compile 0.3-stable, I get several errors of the type: error: call of overloaded ‘stoi(std::__cxx11::string&)’ is ambiguous |
10:44 |
crazy_baboon |
any idea how to fix this? |
10:44 |
crazy_baboon |
What do you mean by audio fade in/out? we only have digging samples don't we? |
10:45 |
shivajiva |
degrade your gcc version, it compiled at the time |
10:45 |
crazy_baboon |
poop |
10:45 |
crazy_baboon |
I cannot do that |
10:45 |
crazy_baboon |
it's difficult as hell |
10:45 |
shivajiva |
we have play sound, we can set it to loop but that's it |
10:46 |
ANAND |
crazy_baboon: Here's a page from the Dev Wiki which gives a short non-technical explanation about the engine architecture |
10:46 |
ANAND |
https://dev.minetest.net/Core_Architecture |
10:47 |
crazy_baboon |
we need music composer like those of neverball |
10:47 |
crazy_baboon |
thanks ANAND |
10:49 |
crazy_baboon |
it's a shame 0.3-stable won't compile |
10:49 |
shivajiva |
I'd settle for a flag that fades the looped sound in, easy to handle the fadeout, the fadein is where it gets complicated |
10:49 |
crazy_baboon |
0.3-stable: 150 source files, 0.4.1: 500 files |
10:49 |
ANAND |
wow |
10:49 |
crazy_baboon |
what the hell! |
10:52 |
crazy_baboon |
i would much rather have a code that is less efficient but it is easy to follow and well commented, |
10:52 |
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10:53 |
shivajiva |
crazy_baboon: use a vm set up with a suitable version of gcc for 0.3? |
10:53 |
crazy_baboon |
shivajiva I am already using a vm |
10:54 |
crazy_baboon |
but it might be the only solution, thanks! |
10:57 |
crazy_baboon |
gonna try with Ubuntu 12.04 Precise Pangolin! |
11:06 |
crazy_baboon |
it looks like the code base from 0.3-stable to 0.4.1 was inflated a lot |
11:07 |
crazy_baboon |
in terms of single player gaming, I cannot really tell why |
11:18 |
celeron55 |
well, that's the entire modding system and all that |
11:19 |
celeron55 |
it takes a lot of code to make things customizable |
11:20 |
crazy_baboon |
thanks celeron55! |
11:21 |
crazy_baboon |
I would like to ask you a question, I am trying to add irrlicht lighting on minetest |
11:21 |
crazy_baboon |
with shadows |
11:21 |
celeron55 |
it's nice to hear 0.3 being called a masterpiece given that most of it was made by me, lol |
11:21 |
celeron55 |
you need to start that by removing the current lighting, it's incompatible with irrlicht's hardware lighting |
11:22 |
crazy_baboon |
so far i have enabled the physically based lighting system |
11:22 |
celeron55 |
or use some shader techniques |
11:22 |
celeron55 |
(i'm not a shader expert in the slightest so can't really help) |
11:22 |
crazy_baboon |
and managed to add a cube that cast shadows on minetest voxels |
11:23 |
celeron55 |
sounds like a reasonable start |
11:23 |
crazy_baboon |
but the only thing missing is the shadow casting from the voxel cubes - i cannot get it for the life of me |
11:24 |
crazy_baboon |
thanks! |
11:24 |
celeron55 |
the voxels are handled quite specially and the entire voxel world is a single irrlicht scene node |
11:25 |
celeron55 |
that just extends as things are loaded and unloaded |
11:25 |
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11:25 |
ANAND |
celeron55, any specific reason for choosing Irrlicht over others? |
11:25 |
crazy_baboon |
do you know the name of that irrlicht scene node? |
11:25 |
celeron55 |
i guess the class is ClientMap or something like that |
11:26 |
celeron55 |
ANAND: it was the only reasonable choice at the time, i compared it to ogre3d but ogre3d used lgpl at the time |
11:26 |
celeron55 |
we're talking of 2010 here |
11:26 |
celeron55 |
a long time ago |
11:27 |
ANAND |
Ah, I see.. |
11:27 |
crazy_baboon |
thanks! |
11:28 |
celeron55 |
(it might be a bit difficult today to get a good picture of the libraries available in 2010...) |
11:28 |
celeron55 |
(but it wasn't the same) |
11:30 |
ANAND |
Irrlicht doesn't seem to provide the best performance. But I guess it's near-impossible to jump to another one now... :) |
11:31 |
Megaf |
Irrlich is ok |
11:31 |
Megaf |
Minetest is getting to out of hand |
11:31 |
Megaf |
too complex |
11:31 |
ANAND |
I once tried MC (demo). My FPS was pinned to 60 even when I had turned up the graphics settings |
11:32 |
Megaf |
I believe we got to a point where we could have our own engine |
11:32 |
Megaf |
we kinda do already |
11:32 |
Megaf |
because we dont use a lot of stuff from irrlich, we are just using our own stuff |
11:32 |
ANAND |
Irrlicht might be OK, but it probably isn't the best for MT |
11:32 |
celeron55 |
it's entirely possible to strip out irrlicht, but it's a lot of work |
11:33 |
crazy_baboon |
irrlicht is nice so far i can tell, the problem is the added complexity that is being added to the code |
11:34 |
crazy_baboon |
for example, check out the leap from 0.4.17 to 0.5.0 |
11:34 |
celeron55 |
and doesn't really make sense that way; what would make sense is to fork irrlicht, remove the parts MT doesn't use and include the rest within the project |
11:34 |
celeron55 |
and then start developing it alongside |
11:34 |
Megaf |
ok, I have something good to say about MT to contrast my usual complaining behaviour |
11:34 |
shivajiva |
heh sounds like a plan celeron |
11:35 |
Megaf |
I am currently redoing my compiling/updating protocol for my server, and just made a new clean build of minetest server |
11:35 |
Megaf |
minetestMinetest:~$ du -ms MinetestBin/ |
11:35 |
Megaf |
16 MinetestBin/ |
11:35 |
Megaf |
16 Megabytes! |
11:35 |
Megaf |
(with minimal subgame added) |
11:36 |
celeron55 |
the MT server already uses only some headers from irrlicht, so really not irrlicht at all |
11:36 |
celeron55 |
just some basic types for coordinates and colors |
11:37 |
Megaf |
I have no games folder and of course no minimal subgame there, so where the heck minetestserver is running minimal from? |
11:37 |
celeron55 |
that has meant blocking some suggested features that aren't possible there as it is |
11:38 |
celeron55 |
probably you didn't build a run-in-place version and it's using your global MT files |
11:38 |
Megaf |
OH! /home/minetest/MinetestBin/share/minetest/games/minimal/ |
11:38 |
Megaf |
I knew it! I knew something had changed! |
11:38 |
celeron55 |
or... something weird like that |
11:39 |
Megaf |
thy moved games from mt_root/games to that thing |
11:39 |
Megaf |
WHY!> |
11:39 |
Megaf |
s/>/? |
11:39 |
Megaf |
that's why my server had gone haiwire and my script had stopped working |
11:39 |
Megaf |
(╯°□°)╯︵ ┻━┻ |
11:40 |
celeron55 |
well, they didn't |
11:40 |
Megaf |
how come? Whats the share folder doing there? |
11:40 |
celeron55 |
use RUN_IN_PLACE=1, like i said, just like always |
11:40 |
celeron55 |
and it'll work just like always |
11:41 |
Megaf |
oh my |
11:41 |
* Megaf |
feels ashamed |
11:41 |
Megaf |
I had completely forgotten about run in place |
11:41 |
Megaf |
hold on |
11:41 |
shivajiva |
picnic error |
11:42 |
shivajiva |
as TommyTreasure would say |
11:42 |
Megaf |
In Portuguese we have a saying, error description for that stuff, we call BIOS |
11:42 |
Megaf |
it's a BIOS problem |
11:43 |
Megaf |
BIOS = Bixo Ignorante Operando o Sistema. (Stupid[ignorante] animal[bixo] using[operando] the system) |
11:43 |
shivajiva |
picnic = problem in chair not in computer |
11:44 |
Megaf |
:D |
11:44 |
Megaf |
cmake ../MinetestSource -DCMAKE_BUILD_TYPE=Release -DBUILD_SERVER=1 -DBUILD_CLIENT=0 -DCMAKE_INSTALL_PREFIX=../MinetestBin -DENABLE_SYSTEM_JSONCPP=1 -DRUN_IN_PLACE=1 |
11:44 |
Megaf |
That should do ^^^^ |
11:45 |
shivajiva |
wondered why you mentioned that prefix :) |
11:46 |
Megaf |
what do you mean? |
11:47 |
shivajiva |
simply it didn't reflect the path I use and if it's run in place why is it necessary? |
11:48 |
Megaf |
well, make install will copy the compiled stuff and install in the prefix |
11:48 |
Megaf |
and run from there then |
11:48 |
Megaf |
so I have a clean folder without source or unecessary files |
11:49 |
Megaf |
until know I actually use a script to copy only the bare minimum required to run the server, but i want to be less dependent on my own scripts and use the work from other people |
11:50 |
Megaf |
minetestMinetest:~/MinetestBin$ du -ms ../MinetestBin/ |
11:50 |
Megaf |
16 ../MinetestBin/ |
11:50 |
Megaf |
we still at 16 MB |
11:50 |
Megaf |
minetestMinetest:~/MinetestBin$ ls |
11:50 |
Megaf |
bin builtin client clientmods doc fonts games minetest.conf.example mods textures unix |
11:50 |
Megaf |
and there's my beloved tree |
11:52 |
shivajiva |
ah I see, just seemed complicated given you retain the src anyway for updating and worlds can use worldmods if it's present giving you the separation you want |
11:53 |
shivajiva |
horses for courses |
11:54 |
Megaf |
so basically I had games, mods and worlds folder in a safeplace |
11:55 |
Megaf |
once the server was built and bareminimum copied to the binary folder, a symbolic link would be made from games,mods and worlds to the new binary folder |
11:55 |
Megaf |
and the old source and build files removed |
11:56 |
Megaf |
but now, my plane is keeping mods, games and worlds in a safe place, thou the install is done by make install/local, server is built with make minetestserver and I will actually copy, duplicating everything to the new binary folder |
11:56 |
Megaf |
will also keep the source and build files, as well a compilation cache |
11:57 |
Megaf |
the reason I was so bare minimum before is because at first I had only 4 GB of storage, so source code was actually downloaded to a ram disk, and build was done in ram disk as well |
11:57 |
Megaf |
and backups were transfered to other computers |
12:15 |
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13:04 |
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13:05 |
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13:22 |
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13:45 |
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13:45 |
crazy_baboon |
voxelands compiles fine and has got around 350 source files |
13:46 |
crazy_baboon |
not quite as good as minetest 0.3-dev |
13:46 |
crazy_baboon |
but much better than minetest 0.5.0 |
13:46 |
rubenwardy |
Would you really prefer less files but longer? |
13:47 |
rubenwardy |
Minetest is a pretty small project really |
13:47 |
rubenwardy |
Compared to things like the Linux kernel |
13:47 |
crazy_baboon |
now it's getting over to 1000 files |
13:47 |
crazy_baboon |
everything is relativ ei know |
13:48 |
rubenwardy |
For me, it would make it easier if everything was in directories like server, client, then common components |
13:48 |
rubenwardy |
It's heading that way |
13:48 |
rubenwardy |
Not quite though |
13:49 |
crazy_baboon |
everything would be easier if the code was at least commented decently and some of the key variables have nonsense names |
13:50 |
crazy_baboon |
but i agree with you |
13:50 |
crazy_baboon |
for example, rendering code is scattered all over the place! |
13:50 |
crazy_baboon |
camera.cpp, mapblock_mesh.cpp, tile.h, ... you name it |
13:51 |
rubenwardy |
That's because rendering is a pipeline, not a single operation |
13:51 |
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13:52 |
rubenwardy |
That's because rendering is a pipeline, not a single operation |
13:52 |
crazy_baboon |
it looks way too convoluted, especially in 0.5.0 |
13:53 |
rubenwardy |
Rendering is complicated |
13:53 |
crazy_baboon |
but that's my opinion, hardly worth anything as I have never contributed a single line to minetest! |
13:53 |
rubenwardy |
And 5.0 has made some improvements |
13:54 |
crazy_baboon |
like what for example? |
13:54 |
rubenwardy |
But really it would be good to have more up to date overarching documentation for structure |
13:54 |
rubenwardy |
Splitting up the server mega class for example |
13:56 |
crazy_baboon |
splitting up classes, is that a good thing? |
13:56 |
crazy_baboon |
hum... |
13:56 |
crazy_baboon |
ok |
13:56 |
rubenwardy |
Yes |
13:56 |
rubenwardy |
*hmmm |
13:57 |
rubenwardy |
Read up on coupling and cohesion |
13:58 |
rubenwardy |
Your approach to lighting is unlikely to work |
13:58 |
rubenwardy |
Lighting is a massive part of rendering |
13:58 |
rubenwardy |
It's probably worth making a separate program and testing out different rendering algorithms |
13:58 |
rubenwardy |
Maybe even in raw opengl |
14:00 |
crazy_baboon |
IMO, the easier solution to get shadows is probably to go back to 0.3-stable and work from there |
14:01 |
crazy_baboon |
nowadays, the codebase is just reaching a unpleasant degree of complexity |
14:01 |
rubenwardy |
More features means more complexity, unfortunately |
14:03 |
crazy_baboon |
yep, I understand, but, personally, I never got into the modding thing |
14:04 |
crazy_baboon |
but I understand those that like that, of course, the code has to be larger to accomodate that |
14:06 |
rubenwardy |
As a game engine, that's what we aim for |
14:13 |
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14:14 |
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14:17 |
crazy_baboon |
does anyone know which is the most recent version of gcc that can compile minetest 0.3-stable? |
14:17 |
Megaf |
hold on |
14:19 |
crazy_baboon |
ok |
14:21 |
rubenwardy |
alternatively, you could fix the issue |
14:22 |
Megaf |
I will try to build it here now |
14:23 |
crazy_baboon |
I tried to fix it, unsuccessfully ;) |
14:23 |
crazy_baboon |
thanks! |
14:25 |
Megaf |
rubenwardy: http://paste.debian.net/plainh/b679b70c |
14:26 |
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14:26 |
Megaf |
any quick fix for that? |
14:32 |
Megaf |
crazy_baboon: libc6 and/or gcc 4.7 should build it |
14:32 |
Megaf |
Minetest 0.3 on Debian Wheezy was built with gcc4.7 https://packages.debian.org/wheezy/minetest |
14:33 |
Krock |
so what's the challenge with chromebooks? can't the compile it? |
14:33 |
crazy_baboon |
thanks! I'll try to find the Ubuntu version that corresponds to that! |
14:33 |
Krock |
*they |
14:33 |
rubenwardy |
Megaf: delete the function in utility |
14:33 |
rubenwardy |
basically, Minetest declared their own stoi function before C++ added it |
14:34 |
rubenwardy |
the order compiler has an order stdliv |
14:34 |
Krock |
shivajiva: sound fading has been implemented already.. |
14:35 |
crazy_baboon |
ubuntu 16.06 should do it |
14:36 |
Krock |
don't you mean 16.04? |
14:37 |
crazy_baboon |
yes, rubenwardy, fixing the issue with minetest03-stable would be so infinitely better! But the commit is like 7 years old, so will it get updated? |
14:37 |
crazy_baboon |
yes |
14:37 |
crazy_baboon |
sorry 16.04 |
14:37 |
crazy_baboon |
i have typing issues ;) |
14:39 |
Krock |
ANAND: switching from irrlicht to something else was already discussed many times and it's just too much effort for the current code base |
14:39 |
Megaf |
now I broke the source o/ |
14:39 |
Krock |
not saying that it's impossible |
14:39 |
Krock |
Megaf: rm -rf, git clone :P |
14:41 |
Megaf |
eh, stoi is declared in lots of files |
14:41 |
Krock |
declared or used? |
14:41 |
Megaf |
why not just add a single stoi header and use it |
14:41 |
Megaf |
Krock: FYI I have no idea what I am talking about |
14:41 |
Megaf |
/dev/shm/minetest/src/inventory.h: In constructor ‘IMoveAction::IMoveAction(std::istream&)’: |
14:41 |
Megaf |
/dev/shm/minetest/src/inventory.h:586:18: error: call of overloaded ‘stoi(std::__cxx11::string&)’ is ambiguous |
14:41 |
Megaf |
count = stoi(ts); |
14:42 |
Krock |
-> PR |
14:42 |
rubenwardy |
no need |
14:42 |
rubenwardy |
0.3.0 isn't supported |
14:42 |
Krock |
oh, we're still talking about 0.3.0 here? |
14:42 |
rubenwardy |
releasing 0.3.2 six years later would be a bit weird |
14:42 |
Krock |
because I see __cxx11 there, which wasn't enabled in 0.3.x |
14:43 |
Megaf |
fixed the code and broke it again |
14:43 |
Megaf |
/dev/shm/minetest/src/inventory.h:581:30: error: expected ‘;’ at end of member declaration |
14:43 |
Megaf |
IMoveAction(std::istream &is) |
14:43 |
Megaf |
o/ |
14:43 |
Megaf |
rubenwardy: it would show commitment |
14:43 |
rubenwardy |
I guess it could be fixed better in CMake |
14:43 |
rubenwardy |
wait |
14:43 |
rubenwardy |
did you clear the cache? |
14:43 |
rubenwardy |
you need to clear the cmake cache when switching between 0.5 and 0.3 |
14:43 |
Megaf |
99,8536% sure I did |
14:43 |
rubenwardy |
rm -rf CMakeFiles CMakeCache.txt |
14:44 |
Megaf |
im building in a different folder |
14:44 |
Megaf |
actually, building mt for the first time here |
14:44 |
Megaf |
in this machine |
14:44 |
Krock |
crazy_baboon: FYI the next release will be 5.0.0 - kinda moving the minor version number to major now |
14:44 |
Megaf |
s/machine/os install |
14:45 |
Megaf |
I can't code |
14:45 |
Megaf |
(╯°□°)╯︵ ┻━┻ |
14:45 |
Megaf |
¯\_(ツ)_/¯ |
14:45 |
Krock |
then just download an ancient windows binary and run it in wine... |
14:45 |
crazy_baboon |
dio porco |
14:45 |
Megaf |
porca putana |
14:45 |
* Megaf |
runs and hides |
14:46 |
crazy_baboon |
dio canne! |
14:46 |
Megaf |
porca troia! |
14:46 |
Krock |
guys, please. |
14:46 |
Krock |
there's #minetest-chat for this |
14:46 |
crazy_baboon |
sorry |
14:46 |
crazy_baboon |
:) |
15:05 |
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15:06 |
crazy_baboon |
ok, I am also having issues with virtualbox |
15:06 |
crazy_baboon |
and besides that, virtualized environments are never good for working |
15:07 |
crazy_baboon |
it would be great if minetest-stable-0.3 was updated to work with modern c++ compilers, IMO |
15:13 |
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15:30 |
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15:42 |
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15:42 |
bodqhrohro |
Are glowing entities already supported? |
15:43 |
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15:46 |
Krock |
kinda, yes. they glow but don't emit light |
15:47 |
Krock |
the camera just lightens it |
15:49 |
bodqhrohro |
Okay, I will try it |
15:50 |
p_gimeno |
crazy_baboon: have you tried the Debian version? they often patch issues that arise in the compilation |
15:51 |
crazy_baboon |
p_gimeno: I have not tried it, can you compile it from source? |
15:51 |
* p_gimeno |
tries |
15:56 |
p_gimeno |
missin jthread, installing... |
15:57 |
p_gimeno |
hm, it aborts there even if I install jthread, maybe it requires a too old version |
16:00 |
p_gimeno |
ok, it searched in the wrong directory, fixed by editing FindJthread.cmake, now going to compile |
16:13 |
p_gimeno |
meh, it errs on JMutex and JMutexAutoLock |
16:21 |
p_gimeno |
maybe this commit fixes the stof issue? https://github.com/minetest/minetest/commit/c8211ceb3 |
16:21 |
p_gimeno |
you may need to apply it by hand |
16:28 |
crazy_baboon |
p_gimeno: yep it looks like it might fix it |
16:29 |
crazy_baboon |
thanks! |
16:40 |
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18:23 |
Krock |
merging somewhat trivial #7668 in 5 mins |
18:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/7668 -- Fixed comment by crazyBaboon |
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18:25 |
Krock |
#7592 too |
18:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/7592 -- get_node_drops: Make empty drop return empty table by tenplus1 |
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18:31 |
Krock |
merging |
18:32 |
Krock |
done |
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20:28 |
shivajiva |
Krock: good to know, any more info on what the float value represents? |
20:28 |
Krock |
sorry.. context please? |
20:29 |
shivajiva |
fade |
20:29 |
Krock |
oh right. it should be documented in the Lua API. It's the volume decrease per second |
20:30 |
Krock |
or increase, if it's positive |
20:30 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L813 |
20:31 |
shivajiva |
thanks not exactly clear in the doc that it relates to per second |
20:35 |
Krock |
!next |
20:35 |
ShadowBot |
Another satisfied customer. Next! |
20:38 |
shivajiva |
not satisfied yet...so if I set it to 0.1 how long to get to full volume, 10s? |
20:39 |
shivajiva |
because that doesn't seem to be the case |
20:40 |
Krock |
checking the source... |
20:42 |
Krock |
linear decrease, a "step" per second https://github.com/minetest/minetest/blob/master/src/client/sound_openal.cpp#L623 |
20:42 |
shivajiva |
and if the sample is shorter than 10s what happens when it loops |
20:43 |
Krock |
oh I see... |
20:43 |
Krock |
fade is actually the amount per second, whereas "gain" notes the final gain |
20:44 |
shivajiva |
so the loop length shouldn't matter I guess |
20:46 |
Krock |
same OpenAL handler/ID, so loops will behave the same as regular sounds |
20:50 |
Krock |
say you play a sound with gain=0.8, then will fade=-0.1, gain=0.2 take 6s to fade out according to what I see in the code |
20:57 |
shivajiva |
thanks for checking it, seems okay, pink noise is a bit hard to discern the change but it has definitely softened the transition |
21:00 |
Krock |
I originally tested the PR with music with large gain changes over a long timespan |
21:00 |
Krock |
and the difference was there. Docs need tweaking however |
21:01 |
shivajiva |
yea, it's far more apparent on a 1Khz tone than a rain sample |
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