Time |
Nick |
Message |
00:17 |
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00:25 |
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00:29 |
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00:35 |
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00:39 |
kaeza |
Woah, there's game translations now |
00:40 |
kaeza |
Spanish seems to be at 100% |
00:41 |
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00:56 |
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02:17 |
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02:17 |
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02:19 |
hecks |
sfan5 what happened to the libs on your server? |
02:34 |
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03:16 |
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04:03 |
Wuzzy |
kaeza: no, this is an unofficial fork. official MTG is untranslatable, of course. |
04:05 |
kaeza |
Oh, I see... ☹️ |
04:07 |
kaeza |
I should go now. Good night all. |
05:02 |
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05:31 |
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07:57 |
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08:19 |
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09:03 |
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09:15 |
sfan5 |
hecks: ? |
09:16 |
hecks |
The URLs that wget uses in the build script, they're 404 |
09:17 |
sfan5 |
"GET /irrlicht--win64.zip HTTP/1.1" |
09:18 |
sfan5 |
i'm not sure what's broken with your system, that should say irrlicht-1.8.4-win64.zip |
09:19 |
hecks |
ohhh hold on |
09:19 |
hecks |
my bad |
09:19 |
hecks |
I missed the $irrlicht_version bit |
10:16 |
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10:36 |
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10:56 |
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11:00 |
nerzhul |
Wuzzy, rubenwardy: sorry for the break. Please note it was done in two commits. |
11:00 |
nerzhul |
https://github.com/minetest/minetest/commit/c617526ecae0d147899036e95584489c63b62e56?diff=unified |
11:00 |
nerzhul |
this is the pull from weblate |
11:00 |
nerzhul |
https://github.com/minetest/minetest/commit/c2dabcff6ddd50520669f3a663b782ec28fc0094 this is the updatepo.sh |
11:01 |
nerzhul |
our translation model is quite anoying i think, i know some are attached to weblate but it's not the best integrated thing for translations :( |
11:01 |
hecks |
iconv.h:24:29: error: ISO C++ forbids declaration of '__declspec' with no type [-fpermissive] |
11:01 |
nerzhul |
after the two commits, weblate pulled master on c2dabcff6 |
11:05 |
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11:06 |
hecks |
retrying with master just to see if I'm not going crazy |
11:07 |
hecks |
oh, now it errors on translations |
11:07 |
hecks |
I suppose you guys are talking about this exact problem |
11:09 |
hecks |
oh well I have my branch, that should compile |
11:30 |
hecks |
nope, /src/util/string.cpp just won't compile |
11:31 |
nerzhul |
i should take time to look at this |
11:32 |
nerzhul |
will do it asap |
11:32 |
hecks |
the translation related errors are something recent; the string.cpp thing must be something on my end |
11:34 |
nerzhul |
currently compilation works |
11:35 |
nerzhul |
maybe i should see on gitlab.com |
11:35 |
nerzhul |
https://gitlab.com/minetest/minetest/pipelines/44931091 |
11:35 |
nerzhul |
only windows failed :o |
11:35 |
hecks |
...yup, windows |
11:35 |
nerzhul |
i see why i didn't saw the problem |
11:36 |
hecks |
yup, this is the error I was getting trying to build master |
11:36 |
nerzhul |
it's a weblate failure |
11:36 |
nerzhul |
at this line it's totally wrong |
11:39 |
hecks |
now why does string/iconv crap out the build for me... I'm trying to compile a months old snapshot and it's still hosed |
11:43 |
hecks |
if the bundled build sh doesn't work I'm officially giving up |
11:45 |
sfan5 |
travis runs the buildbot for every commit and it works fine |
11:47 |
sfan5 |
hecks: which mingw-gcc version are you using? |
11:47 |
hecks |
c compiler ident is gnu 8.2.1 |
11:48 |
hecks |
but wait, now it's 8.2.0 |
11:48 |
sfan5 |
i have 7.2.1 here and travis uses 7.1.1, both of which work |
11:49 |
hecks |
I don't get a choice, such is the life on arch |
11:50 |
hecks |
well alright, final attempt |
11:50 |
sfan5 |
try with -fno-permissive or whatever makes gcc stop doing that thing |
11:53 |
hecks |
and where do I provide this magical argument in this cmake business |
11:55 |
sfan5 |
-DCMAKE_C_FLAGS="" or -DCMAKE_CXX_FLAGS="" |
11:58 |
hecks |
well it fixed itself without that |
11:58 |
hecks |
every time i compile minetest https://a.uguu.se/tLZsxM7RTjKM_meseblock.png |
12:01 |
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12:07 |
nerzhul |
i pushed a fix |
12:09 |
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12:11 |
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12:22 |
hecks |
figured out my build issue; toolchain path was incorrectly expanded and I think it was trying to make a linux build with mingw libs |
12:52 |
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13:10 |
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13:20 |
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13:29 |
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13:32 |
nerzhul |
there are many files with this problem, i will push the all fix |
13:36 |
nerzhul |
pushed |
14:08 |
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14:25 |
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14:36 |
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14:42 |
nerzhul |
translation issue fixed :) https://gitlab.com/minetest/minetest/pipelines/45093882 |
14:53 |
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14:59 |
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15:37 |
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15:40 |
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16:20 |
p_gimeno |
good job nerz :) |
16:25 |
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16:37 |
nerzhul |
not exactly because it broke but at least we are up to date and okay |
17:04 |
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17:16 |
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18:11 |
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18:22 |
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18:30 |
paramat |
all 3 CDB-related blocker PRs just need 1 extra approval now |
18:36 |
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18:56 |
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18:56 |
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18:57 |
Wuzzy |
Hi. I just wrote a wiki article about the Minetest version. please roast it: <https://wiki.minetest.net/Version_number> |
19:07 |
sofar |
haha |
19:07 |
sofar |
actually reads just fine, I'd say |
19:24 |
p_gimeno |
in "The full format" I'd note that the hash is not necessarily in increasing order, as it seems to be a natural expectation from a version number |
19:26 |
Wuzzy |
good point |
19:26 |
Wuzzy |
oh |
19:26 |
Wuzzy |
btw |
19:26 |
Wuzzy |
https://hosted.weblate.org/projects/minetest/minetest/#alerts |
19:26 |
Wuzzy |
↑ this might explain the weblate sadness lately... |
19:38 |
p_gimeno |
where's that sed script located? |
19:38 |
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19:42 |
p_gimeno |
there's no sed anywhere in the repo |
19:44 |
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20:05 |
rubenwardy |
all 3 CDB PRs are also pretty trivial |
20:25 |
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20:31 |
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20:49 |
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20:50 |
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21:14 |
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21:20 |
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21:29 |
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21:31 |
sofar |
I'm looking to add an API method to make teleportation more reliable |
21:31 |
sofar |
I need to be able to send some mapblock data to a remote player, essentially |
21:32 |
sofar |
two problems, I'd like to be able to do it per player, so e.g. as a player method (send a player these specific mapblocks) |
21:32 |
sofar |
from lua, since it's a special case |
21:33 |
sofar |
I can add a player method, but marking mapblocks as dirty is in the client class? No idea how to get a backref to it |
21:33 |
sofar |
on top of that, marking a block dirty won't do anything if the server doesn't send it because it's too far |
21:34 |
sofar |
suggestions welcome, I've looked at this before and I think this would really help both ITB and CTF and similar games |
21:47 |
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21:47 |
Wuzzy |
sofar: wait, what? what u mean, "more reliable"? |
21:47 |
Wuzzy |
are you saying that setpos() is broken? |
21:48 |
paramat |
do you mean sending mapblock data of the destination to the client that is about to teleport there? do you mean the client would load in the destination before teleporting? |
21:48 |
sofar |
yes |
21:48 |
Wuzzy |
aaaaahhh |
21:49 |
Wuzzy |
so your problem is... player teleports, but area is completely not loaded yet? |
21:49 |
sofar |
as in, I send a mapblock, wait a small bit of time, then teleport |
21:49 |
sofar |
yep, so player falls and gets stuck in the ground |
21:49 |
Wuzzy |
??? |
21:49 |
Wuzzy |
why should the player fall? isn't ignore walkable? |
21:49 |
sofar |
or just falls in void |
21:50 |
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21:50 |
sofar |
could even be that the area has significantly changed since the last time and you know the client cache of the mapblock is outdated |
21:50 |
sofar |
e.g. map reloads in CTF |
21:50 |
Wuzzy |
sounds tricky. you need to be able to tell the future. :D |
21:50 |
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21:50 |
Wuzzy |
because how do you know when the player *wants* to teleport? |
21:51 |
Wuzzy |
esp. when its an insta-teleport (gameplay-wise) |
21:51 |
sofar |
in both cases for itb and ctf you'd know ahead |
21:51 |
Wuzzy |
let alone /teleport... |
21:51 |
sofar |
this isn't for /teleport |
21:51 |
Wuzzy |
fixed locations? |
21:51 |
sofar |
never fixed |
21:51 |
Wuzzy |
:( |
21:51 |
sofar |
if it was fixed I didn't need this |
21:51 |
Wuzzy |
how are you going to preload if you dont know the location? |
21:52 |
sofar |
I know the location |
21:52 |
sofar |
I also know the client doesn't |
21:52 |
sofar |
those are the conditions |
21:52 |
Wuzzy |
thats what i meant with "fixed location". the destination location is fixed to a known position |
21:52 |
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21:53 |
Wuzzy |
heh. funny. i had similar thoughts a long time ago when I messed with riventest... but didnt think it thru |
21:53 |
sofar |
well sure |
21:53 |
Wuzzy |
(riventest has teleporters in form of books) |
21:53 |
Wuzzy |
so i agree the problem is real |
21:53 |
sofar |
in ITB case, player steps on a teleport, gets teleported to newly created box, but the client just sees nothing and falls |
21:54 |
paramat |
player won't fall in unloaded or ungenerated areas, but idea is still valid for other reasons |
21:54 |
Wuzzy |
are you sure you need more API for this? what about anchors? |
21:54 |
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21:54 |
Wuzzy |
e.g. in on_construct of teleporter node (or whatever), force-load destination area? |
21:54 |
sofar |
ITB can't use anchors, anchors are server side |
21:54 |
Wuzzy |
then i cant follow you :( |
21:55 |
Wuzzy |
i thought the server knows where to teleport the players... in ITB |
21:55 |
sofar |
paramat: in the case of ITB, the player falls all the time, irregardless |
21:55 |
sofar |
there's no such thing as a client-side anchor |
21:55 |
Wuzzy |
sofar: thats probably because the destination is not ignore anymore :) |
21:55 |
Wuzzy |
i never claimed theres a client-side anchor. |
21:56 |
sofar |
the server keeps the mapblock loaded so nodetimers tick in it, but that's all server side |
21:56 |
sofar |
teleport to an anchor location and the client still has to load it somehow |
21:56 |
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21:56 |
sofar |
the server doesn't send map updates for anchor blocks to clients |
21:56 |
Wuzzy |
aaaaah |
21:56 |
Wuzzy |
i see it now!! |
21:57 |
Wuzzy |
the server knows the destination but the client doesn't (yet). thats the problem? |
21:57 |
sofar |
even so, I would have anchor blocks all over since ITB can place boxes in any random location |
21:57 |
Wuzzy |
yes :(((( |
21:57 |
sofar |
lol, yes, that's the problem |
21:57 |
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21:58 |
paramat |
ah ok |
21:58 |
Wuzzy |
ITB seems to push Minetest really REALLY hard to the edge tbh. i mean, you basically added a full-blown db in it |
21:59 |
sofar |
we could have done mod_storage but it would be fairly large |
22:00 |
sofar |
going straight to sqlite really helped |
22:00 |
Wuzzy |
do you think it was a limitation of Minetest? |
22:00 |
Wuzzy |
or is this SQLite unique enough to ITB that u dont wanna see it in other games? |
22:00 |
sofar |
no, it was purely a choice for performance |
22:01 |
Wuzzy |
i still have not managed to make ITB run on my machine :( aaanyway |
22:01 |
sofar |
having sqlite available made a lot of things easier |
22:01 |
Wuzzy |
the first question we need to answer maybe is how the client should be educated about "shiny new mapblocks" ... and when... |
22:01 |
sofar |
in the case of ITB it's just when a player goes into a new box |
22:01 |
Wuzzy |
would the client get these mapblocks automagically? via lua callback? or how? |
22:02 |
sofar |
player steps on a series portal, chooses a box, the box gets built by vmanip, mapblocks get sent, then player pos updated to box start spot |
22:02 |
Wuzzy |
btw. how many players can ITB (theoretically) support? |
22:03 |
sofar |
max_players is 25, we've hit 15 but it didn't really bother the server. I don't even know what the limiting factor would be |
22:03 |
sofar |
afk a sec, brb |
22:18 |
sofar |
since ITB doesn't really promote multiplayer, mostly it's a come and go of players at random times |
22:19 |
sofar |
so if you see 5 players online at the same time, it's a lot |
22:19 |
sofar |
I have been toying with the idea of making more games that would need or benefit from some sort of forced mapblock sending |
22:21 |
sofar |
Wuzzy: because of the way that ITB separates players in space when they play or build, there is no real scaling factor since one player causes only updates to that one player |
22:21 |
sofar |
players are always beyond the map_send_distance or whatever the thing is |
22:22 |
sofar |
so the load is lineair per player, and not exponential like normal maps where players can all be in the same mapchunk making changes |
22:25 |
sofar |
Wuzzy: I recently made sure itb runs on 5.0, but I had little setup issues - if you want maybe at some point I can walk you through it |
22:25 |
Wuzzy |
cool |
22:25 |
sofar |
also, maybe at some point I'll publish more data from the database |
22:25 |
Wuzzy |
oh, i HAVE TO use 5.0.0-dev for it to work? |
22:26 |
sofar |
no, 0.4.17 is what it's on right now |
22:26 |
sofar |
both should work. I think the only issue is the worldmods that are required |
22:26 |
sofar |
perhaps I should update docs |
22:26 |
sofar |
afk |
22:52 |
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22:58 |
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