Time Nick Message 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 09:34 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 10:12 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, 10:53 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 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 minetest@Minetest:~$ 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 minetest@Minetest:~/MinetestBin$ du -ms ../MinetestBin/ 11:50 Megaf 16 ../MinetestBin/ 11:50 Megaf we still at 16 MB 11:50 Megaf minetest@Minetest:~/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 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 13:52 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 14:17 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 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 :) 15:06 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 15:42 bodqhrohro Are glowing entities already supported? 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! 18:23 Krock merging somewhat trivial #7668 in 5 mins 18:23 ShadowBot https://github.com/minetest/minetest/issues/7668 -- Fixed comment by crazyBaboon 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 18:31 Krock merging 18:32 Krock done 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