Minetest logo

IRC log for #minetest-dev, 2019-06-11

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:07 paramat joined #minetest-dev
00:56 Jordach joined #minetest-dev
01:04 pauloue joined #minetest-dev
01:35 turtleman joined #minetest-dev
01:50 Cornelia joined #minetest-dev
01:56 Nelly joined #minetest-dev
03:16 Foz joined #minetest-dev
07:01 pyrollo_ joined #minetest-dev
08:17 Lone-Star joined #minetest-dev
09:07 T4im joined #minetest-dev
09:53 proller joined #minetest-dev
10:14 proller joined #minetest-dev
10:15 Beton joined #minetest-dev
10:48 proller joined #minetest-dev
11:30 Fixer joined #minetest-dev
11:43 proller joined #minetest-dev
12:01 calcul0n joined #minetest-dev
13:50 proller joined #minetest-dev
14:04 Wuzzy joined #minetest-dev
14:12 calcul0n joined #minetest-dev
15:15 rubenwardy updated #8383
15:15 ShadowBot https://github.com/minetest/minetest/issues/8383 -- Add formspec styling using a style[] tag by rubenwardy
15:23 proller joined #minetest-dev
15:43 pauloue joined #minetest-dev
15:54 rubenwardy #8592
15:54 ShadowBot https://github.com/minetest/minetest/issues/8592 -- Add core.open_url() to main menu API by rubenwardy
16:22 rubenwardy I suggest having a requirements discussion to find out what is blocking having mobs in Minetest Game, and what is stopping mobs being higher quality
16:23 VanessaE a stable MOB API, and good animations
16:23 Calinou do we have yaw interpolation yet?
16:23 Calinou (for players too)
16:23 Calinou that's one of the reasons mob animations don't look great
16:24 VanessaE tenplus1's mobs redo does a good job in the meantime though
16:24 rubenwardy what does a stable mob API mean?
16:24 rubenwardy what is stopping Lua mobs API from doing things well already?
16:24 rubenwardy Calinou: I'm unsure
16:25 VanessaE a stable API?  well you know, as in something any random modder can hook into to create another creature - where it spawns, under what conditions, how its fighting style works, can it be captured and tamed, etc...
16:26 VanessaE like I said, mobs redo does a good job
16:26 rubenwardy what's wrong with mobs redo in that respect?
16:26 VanessaE nothing.
16:27 VanessaE I'm trying to say it's a good example one could follow, but OF COURSE you know perfectly well that whatever makes it into mtg will leave out *just enough* that the mod it's based on (e.g. mobs redo) would still have to exist
16:28 rubenwardy hmm
16:29 VanessaE am I wrong?
16:29 rubenwardy well, it would be good to find out what other games do, and how something should be improved
16:29 rubenwardy also, I'd be for including mobs redo as is
16:29 rubenwardy having ok mobs is better than having no mobs
16:29 VanessaE agreed.
16:29 VanessaE meh, who gives a shit what other games do, though?
16:29 rubenwardy no no
16:29 rubenwardy I'm talking about algorithms
16:29 VanessaE oh
16:30 rubenwardy like, they might have nice algorithms we can be inspired from
16:30 rubenwardy also, created a discussion for dev meeting: https://github.com/orgs/minetest/teams/engine/discussions/18
16:30 rubenwardy also, it would be good to have this somewhere which is public
16:31 VanessaE the only things I ever notice wrong with mobs redo is sometimes a rat will jump on top of a kitten as if to avoid being killed, and monsters will often go nuts rocking back and forth if you fly above or below them (instead of realizing you're out of reach and losing interest).
16:32 VanessaE (kittens will eat rats, it's how you tame one)
16:32 VanessaE I can't access that linmk
16:33 VanessaE (I'm not in the appropriate access group on GH)
16:33 Nelly Hmm... I wonder how hard it would be to implement a hierarchical pathfinding model that can be extended as more chunks are genned
16:33 calcul0n mineclone and lott also do a great job with mobs, but nothing better than mobs_redo imo
16:34 VanessaE rubenwardy: there IS one problem with mobs redo:  as good as it is, it's a tenplus1 project, and ...well..you guys tend to be hard-ass with him.
16:34 rubenwardy really?
16:34 VanessaE yup.
16:34 rubenwardy have I personally?
16:34 VanessaE I don't recall.
16:35 rubenwardy I vaguely recall paramat and 11 falling out
16:35 VanessaE ohohoho...
16:35 rubenwardy Santa?
16:35 VanessaE :P
16:36 VanessaE to say paramat and 11 have a falling out is something of an understatement
16:36 VanessaE but since paramat basically holds the keys to mtg, well..
16:37 rubenwardy :'(
16:40 proller joined #minetest-dev
16:52 LoneWolfHT joined #minetest-dev
17:20 rubenwardy trivial #8593
17:20 ShadowBot https://github.com/minetest/minetest/issues/8593 -- Update Github templates by rubenwardy
17:47 Krock joined #minetest-dev
17:55 Krock rubenwardy: where will SECURITY.md appear?
17:58 rubenwardy In the create an issue page, as a banner asking the user id the issue is a security vuln
17:58 rubenwardy So they'd click that banner, and it would go to the security page
18:15 paramat joined #minetest-dev
18:19 paramat nothing is blocking mobs being in MTG except core dev time. i keep thinking of adding at least an oerkki. having a well designed mob API is the hard part
18:22 VanessaE G*d no.  go with something modern like mobs redo.
18:23 paramat also, i wouldn't trust tenplus1's coding, it's usually very sloppy, so mobs redo would need studying and alteration, might be a good starting point though
18:24 VanessaE no.
18:24 VanessaE no more alterations
18:24 VanessaE no more half-assed imports.
18:27 paramat nothing wrong with oerkkis, they're in most mobs mods, probably in mobs redo too
18:27 VanessaE the CORRECT action here is to take a known, popular implementation and bring it in whole cloth, THEN rewrite it if you want, making sure it never loses compatibility with whatever bits plug into/use it/
18:27 rubenwardy it's better to have something good than have nothing waiting on something perfect
18:29 paramat mobs redo may not be suitable as it is, and is very probably not high enough quality
18:29 VanessaE but it is arguably the most popular.
18:30 rubenwardy then how do we get one which is "high enough" quality?
18:30 rubenwardy why hasn't one been created already?
18:31 VanessaE paramat: I'm just gonna say it:  stop worrying about code quality!
18:31 paramat popular does not make it suitable or sufficient quality. better i think to create a new API
18:31 VanessaE give it a fucking rest
18:32 paramat heh good grief
18:32 fwhcat joined #minetest-dev
18:32 VanessaE code that's trash (In whoever's opinion), but works, is better than none at all
18:32 paramat that's such a ridiculous statement
18:33 VanessaE *facepalm*
18:33 rubenwardy Minetest's code is trash
18:33 rubenwardy it's ridiculous that we have no good mobs 8 years in
18:33 rubenwardy (those are two different statements)
18:36 paramat code is bad in places, but that's not an excuse to write bad code, anything new added is high quality
18:36 DudestOfMen joined #minetest-dev
18:36 Krock VanessaE: I agree that tenplus1's mobs_redo is what MTG needs, but at the same time I think it might need some refactoring
18:36 VanessaE Krock: then refactor *after* adding it, or it'll never get in.
18:36 Krock yes, that can happen in many small steps. Just saying that it might put some off due to that
18:37 Krock question is also whether ten wants to give the "ownership" to MTG
18:37 VanessaE that's a fair question
18:37 paramat mobs redo might be excellent, i don't know yet, but knowing the author's code quality it needs to be studied and understood
18:38 Krock and if there are new changes which aren't accepted in Minetest (API design reasons, for example), then will there be the risk that there will be a mods_redo2 which is just continued as before?
18:38 VanessaE paramat: you're missing the point...
18:39 paramat it can't be reworked after adding because you then break the API. code is added when it is ready
18:39 Krock paramat: the code works very well, and they're working hard on making it fast for servers. studying it will take a while, especially to find better optimizations
18:39 Krock 1) you don't break the API in first place
18:40 Krock provide deprecated API functions which still implement the functionality, maybe in a hacky way
18:40 Krock similar to "userspace shall not be broken"
18:41 Krock key point is to have compatibility with existing mods, so changing the API to something entirely new isn't an option
18:42 paramat you can't add code that isn't understood and isn't checked for quality, everything has to pass code review
18:43 VanessaE what you mean is understood by YOU, paramat.
18:43 VanessaE I mean, you're not the only person capable of evaluating an addition.
18:44 paramat but sure it could then be further improved later, but you wouldn't then be able to alter the API, unless we call it unstable, that's a possibility
18:44 Krock improvements do not directly mean altering the API
18:45 paramat VE don't be insulting, that's a nasty accusation
18:45 VanessaE I'm not accusing, I'm stating a direct observation
18:45 * Krock prepares the fire extinguisher just for the case
18:45 paramat krock i agree
18:45 VanessaE you're acting as if not even the AUTHOR could understand their code.
18:46 VanessaE THAT is what I disagree with
18:46 paramat no ...
18:46 VanessaE very well, then "isn't understood" by WHOM then?
18:46 VanessaE -then
18:46 paramat VE stop it or i kick you, this is dev channel
18:46 Krock paramat: I can see that adding non-MT-standard formatted code is a PITA, but look at how much that would need a change before it were compatible in just one PR
18:46 VanessaE wtf?
18:47 fwhcat may I add my 2 cents ? hello all.
18:47 Krock if someone decides to work on it until the next release to adjust it to our standards it's fine to me if we just added it directly. otherwise it will go nowhere as VE stated previously
18:48 fwhcat I think what's difficult is to take the time to read and understand what the code does exactly, all the implication/events, etc. Some people would have to take serious time before merging mobs_redo into MTG.
18:48 Krock alternatively it could be done in a separate fork, but I doubt that reviewers of MTG would clone that manually
18:49 Krock fwhcat: c'mon. api.lua is only 4200 lines long
18:50 Krock and if any of you looked at the source code already (you probably didn't): there are much more comments than in some places of MTG
18:50 paramat krock sure, i'm just saying it has to meet the usual minimum quality standards before merge. MTG has always had high standards and should continue to
18:51 Krock paramat: I agree that this would be the optimal case. Counter-question: do we fix Irrlicht source code style?
18:51 paramat no, VE is wrong to suggest it 'will never be added' if we do this with care, please don't be misled by that
18:51 VanessaE bull.
18:52 Krock how about this:
18:52 Krock 1) ask whether it may become a minetest-mods mod
18:53 Krock 2) ask whether ten is fine when the source code is re-formatted
18:53 VanessaE if something has to be ideal to be added, then something complex like mobs redo does not stand a chance./
18:53 Krock 3) re-format it to make it MTG-ready
18:53 Krock 4) merge that stuff
18:54 Krock minetest-mods has the advantage that multiple people could work on it (at the risk of nobody doing anything)
18:54 fwhcat Do you guys provide any tools to check for code quality or format ?
18:54 paramat krock sounds ok to me
18:54 Krock fwhcat: yes, there's clang-format (lint)
18:55 VanessaE paramat: all right, then tell me this:  when was the last time some complex, third-party project got added to mtg and remained compatible with whatever used it before?
18:55 Krock buildbot checks for the code style and unused variables when you create a PR or push a commit
18:55 Krock carts, but that was like 1/10th of the code
18:55 Krock and the format was already correct
18:56 paramat isn't mobs redo too complex for MTG? we were intending something very simple. i think it's best mobs redo stays a separate optional mod, however i will probably be outvoted on that =)
18:56 Krock the goals are still not clear
18:57 Krock it might not add much content, but some API functions like mobs would be great to give MTG more of a purpose
18:57 Krock right now it lives from the "default" and "stairs" dependencies
18:58 paramat VE irrelevant question for me personally, i don't care about a MTG mobs API being mobs redo compatible, i prefer it wasn't
18:58 VanessaE I didn't say mobs API
18:58 Krock I don't have such a strong opinion about that, but I've seen various people on the forums asking for content
18:59 VanessaE I said "complex third-party project" as in ANY feature at all
19:01 paramat i prefer any large new feature starts with a fresh improved API, so that never happening doesn't bother me
19:01 VanessaE in other words, paramat, you have nfi.
19:02 VanessaE (which is fine)
19:04 VanessaE in fact, I don't think one ever has, unless you count xpanes or doors, and we've had those for years.
19:04 paramat how intensive is mobs redo? anything in MTG has to be lightweight so that the game runs on most hardware. i'm concerned about the line count, it looks very bloated
19:05 VanessaE 5289 loc, counting all .lua files in the engine/API part.
19:06 VanessaE (4253 in api.lua, as Krock said)
19:06 paramat carts was quite big
19:06 VanessaE and is another that we've had for years, also.
19:07 VanessaE I run mobs_redo on my Bananaland server, and never have problems with it.
19:07 VanessaE and that one is a low-lag server.
19:10 VanessaE so if there's one thing I'm reasonably sure of, its that whatever you think of the code quality, it works just fine and performs well.
19:11 paramat VE, your question is trying to prove that no big feature was added because our standards stopped it, if this has happened that's a good thing. or, that if a big feature was added it broke compatibilty, but that's never happened
19:11 VanessaE (if something performs and behaves well enough for a server, then by definition it's likely more than good enough for singleplayer)
19:11 paramat having carts for years is irrelevant to your question
19:11 VanessaE *headdesk*
19:12 VanessaE why do I even bother arguing with you?
19:12 paramat a feature 'appearing to work' doesn't necessarly mean it is good enough, it may be unnecessarily intensive
19:13 VanessaE if mtg code standards stopped something from being added, either the "something" is trash, OR the standards are too damned high.
19:13 paramat why has having carts for years relevant to your question? also, carts was fairly recent
19:13 VanessaE and clearly you are unwilling to accept the notion that maybe, just maybe the latter is true.
19:14 VanessaE what about carts?  YOU brought that up
19:14 paramat MTG standards are not too high, it's not that good =)
19:14 * VanessaE sighs
19:14 VanessaE point proven.
19:16 paramat "and is another that we've had for years, also." i'm just wondering what you mean by that and why it's relevant to your question
19:16 VanessaE it's a measure of feature progression.
19:16 VanessaE and btw:
19:16 VanessaE carts was added from, boost_cart back in 2016.
19:16 paramat your question was about the entire history of MTG after all
19:16 VanessaE that's a LONG TIME, as gaming goes.
19:17 rubenwardy Krock: "We only support the latest stable and latest development versions for security issues."
19:17 rubenwardy hmmm
19:17 rubenwardy problem with this is that we don't guarantee latest dev is checked for bugs
19:18 rubenwardy maybe just "We only support the latest stable version for security issues."
19:18 paramat well, carts was my answer to yourquestio of a big feature added withot being mangled, but you dismissed it by saying we've had it for years
19:18 paramat *question
19:18 VanessaE yes, for years.  and how long did that mod exist before being added, just offhand.
19:18 Krock rubenwardy: precisely.
19:18 VanessaE let's see...
19:19 VanessaE about 2 years.
19:19 rubenwardy Krock: which one
19:20 Krock > maybe just "We only support the latest stable version for security issues."
19:20 Krock or did I miss your point?
19:20 Krock oh. the development as well
19:21 paramat VE ok, so what's your point?
19:21 Krock ofc. latest development and stable release. both should be mentioned
19:21 VanessaE paramat: my whole point here is that it takes for-fucking-EVER for some third-party project to get added to mtg
19:21 VanessaE and you can't tell me Krock's code is garbage.
19:21 paramat tenplus1
19:21 Krock it just happened to be in the MT-style
19:21 VanessaE huh? no
19:21 paramat oh sorry
19:21 VanessaE Krock.
19:22 VanessaE he wrote it, YOU added it, fwiw.
19:22 paramat no, krock's code is good because they're a good coder
19:22 VanessaE yeah, and?
19:22 paramat carts didn't take long to be added, and no other large project was ever added to MTG, so your point fails
19:23 VanessaE you literally just made my point right there.
19:23 VanessaE "no other large project was ever added"
19:23 paramat because it wasn't good enough or lack of dev time
19:24 paramat neither of which is anyone's fault
19:24 VanessaE let's see..  minetest has had modding capability since 2012 I guess, took 2 years to come up with that mod, then another 2 years after it was published before it got added to mtg.
19:25 VanessaE and THAT was 3 years ago.
19:25 VanessaE have you no concept of just how long that is, in gaming terms?
19:26 proller joined #minetest-dev
19:27 paramat carts was added quickly once it had been agreed it was to be added, it's not as if there was a 2 year fight to get it in
19:28 VanessaE I'll grant you that bitg.
19:28 VanessaE bit
19:29 VanessaE but how long had mtg needed them?
19:29 VanessaE and how long has mtg needed mobs?
19:30 VanessaE (hint:  for about 7 years, in the latter case)
19:30 paramat anyway, you're trying to make a negative point but failed, and with that point are trying to argue for dropping standards, which will never happen
19:30 VanessaE and how many implementations have there been in that time?
19:30 VanessaE between 5 and 10 by my guess.
19:32 paramat how long MTG needed something is irelevant, MTG has always needed many things
19:32 VanessaE wat
19:32 VanessaE ok I give up.
19:34 VanessaE oh, and since you decided to pull out the big boots, I'll just save you the hassle.
19:34 VanessaE left #minetest-dev
19:48 rubenwardy Krock: updated #8593
19:48 ShadowBot https://github.com/minetest/minetest/issues/8593 -- Update Github templates by rubenwardy
19:48 paramat anyway, my request for mobs redo is: i've reviewed tenplus1's code enough to know it is often very sloppy, so mobs redo will certainly need understanding and checking before adding. but yes it may be possible to improve it without breaking the API
19:51 paramat i wouldn't work on it though as i don't think a big MTG project is worth my time, i rather think we should be redirecting effort to new games
20:02 paramat just to reply to this nonsense: i do not 'hold the keys to MTG' obviously due to dev rules, 2 other devs can merge something and 1 disapproval doesn't stop anything
20:08 Krock it can. disapprovals are there if a core dev thinks there's no way to get it merged in its current state
20:10 paramat that's not my understanding, single disapprovals are often overruled
20:11 paramat probably for the best as so much would be blocked
20:11 Krock well so, I guess that's another point for the upcoming meeting
20:11 paramat i think it's part of the 'no one can act alone' thing, no one can add or block alone
20:19 calcul0n joined #minetest-dev
21:05 paramat joined #minetest-dev
21:13 proller joined #minetest-dev
22:04 ssieb joined #minetest-dev
22:44 turtleman joined #minetest-dev
23:30 Calinou joined #minetest-dev
23:32 LoneWolfHT joined #minetest-dev
23:36 Fixer_ joined #minetest-dev
23:43 pauloue joined #minetest-dev

| Channels | #minetest-dev index | Today | | Google Search | Plaintext