Time |
Nick |
Message |
00:10 |
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fedora117 joined #minetest-dev |
00:43 |
fedora117 |
How do I troubleshoot to get a basic node to show up? I have the code written but I don't see even a basic node showing up. |
00:47 |
pgimeno |
fedora117: is that an engine development question? if not, please ask in #minetest, not here |
00:49 |
fedora117 |
that's weird, #minetest did not show up in the hexchat server list, oh well thanks pg |
00:54 |
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02:17 |
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03:48 |
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03:56 |
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04:18 |
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07:26 |
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08:00 |
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08:07 |
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08:24 |
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09:20 |
celeron55 |
<+rubenwardy> celeron55: what was your vision for the default game in Minetest? |
09:21 |
celeron55 |
it was so shamefully vague and i hadn't yet really dug into the realities of game design that whatever it was is basically not useful |
09:23 |
celeron55 |
i wanted to find efficient ways to add depth to the world, depth for example in risk vs. reward, but somehow so that it would take advantage of the voxel world |
09:25 |
celeron55 |
currently MC and MT don't take that much further than the basic act of mining and then building walls to keep mobs out |
09:25 |
celeron55 |
MC is basically a simple RPG which just happens to have a modifiable world |
09:26 |
celeron55 |
the closest you can get to what i wanted was finding one of its randomly generated dungeons with a mob randomly hindering your effort of stealing its treasure |
09:27 |
celeron55 |
nether and whatever are such lazy ideas, you could make them in any game |
09:30 |
celeron55 |
"3-dimensional naturally occurring puzzles" is something i'd like to see development in, game-wise |
09:30 |
celeron55 |
and no, it's probably not what first comes into your mind |
09:31 |
sfan5 |
MC has some simple puzzles in some dungeons that give access to a chest when solved |
09:31 |
sfan5 |
if you say it like that, this is probably not what you mean |
09:31 |
celeron55 |
i don't even know how those work but i'm willing to bet they don't take advantage of anything MC has |
09:32 |
NetherEran |
no one ever solves the jungle temple puzzle in MC |
09:33 |
NetherEran |
you can bypass the puzzle by breaking the wall and when you try to solve it properly it's really confusing |
09:34 |
celeron55 |
for example, to spice up a dungeon, maybe there's a mob that's impossible to kill, but there might be gravel above it that helps you kill it, or maybe you can flood the dungeon with lava, which burns all chests and turnes materials into different ones but you get access to what's left |
09:35 |
celeron55 |
and i'm also a fan of sometimes things not being possible at all |
09:35 |
celeron55 |
a natural puzzle can be impossible |
09:35 |
celeron55 |
then the only way you win is not killing yourself while determining it's impossible |
09:36 |
celeron55 |
rock that's not breakable by any tools even at sea level and above? go ahead, that's fun too |
09:38 |
celeron55 |
i always want to go crazy with emergence |
09:43 |
celeron55 |
i also have been thinking of the world design from the viewpoint of players being an erosive agent in the long term |
09:44 |
celeron55 |
all the soft stuff quickly gets moved around or removed and the harder stuff or renewable stuff stays |
09:44 |
celeron55 |
you could design world generation with that in mind, to end up with something better than what you end up when you don't |
09:46 |
celeron55 |
maybe it doesn't matter though |
09:50 |
celeron55 |
basically, make the player feel less like being in MS Paint and increase the "oops" moments, preferably to the max |
09:51 |
celeron55 |
MC lost that spirit a long time ago and became a bad RPG |
09:53 |
celeron55 |
what i'm suggesting is the hardest type of game design you can attempt so good luck if you want to try something like it |
09:54 |
celeron55 |
what helps a lot though is that it doesn't have to be anywhere near perfect |
09:54 |
celeron55 |
a good attempt should be a lot of fun already |
10:59 |
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11:24 |
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12:03 |
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12:50 |
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13:24 |
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14:03 |
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16:15 |
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16:48 |
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16:54 |
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17:01 |
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17:15 |
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17:15 |
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17:15 |
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17:28 |
jonadab |
The progression in MC, once you get past the first ten minutes or so, is almost entirely about monster farms. You gain more resources almost exclusively by building farms that take advantage of monster death drops. |
17:28 |
jonadab |
At least in vanilla. |
17:29 |
jonadab |
Minetest game's vanilla progression is based largely on the depth you've dug down to; but with modules like Technic and digiline, you get a much better progression. |
18:52 |
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18:56 |
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19:17 |
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19:20 |
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19:23 |
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19:48 |
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19:50 |
sfan5 |
rubenwardy: ping |
19:51 |
rubenwardy |
pong |
19:51 |
rubenwardy |
5.3 time? |
19:51 |
sfan5 |
<sfan5> rubenwardy: thoughts on this workaround http://sprunge.us/2rYb9s?diff |
19:55 |
rubenwardy |
seems a bit black magic |
19:56 |
rubenwardy |
also, does thread_local by itself in a function imply static? |
19:56 |
sfan5 |
no idea but whether it's "static thread_local" or "thread_local" didn't make a difference |
19:56 |
sfan5 |
actually let me retest that |
19:57 |
sfan5 |
yep no difference |
19:58 |
rubenwardy |
weird |
19:58 |
rubenwardy |
well, lgtm |
19:58 |
rubenwardy |
it's not ideal but neither is using a static |
20:00 |
rubenwardy |
https://stackoverflow.com/questions/22794382/are-c11-thread-local-variables-automatically-static |
20:00 |
rubenwardy |
comfirmed that the static is imp.licit |
20:01 |
Krock |
you could also define the static variable in the function |
20:02 |
Krock |
but either way it's just a hacky workaround |
20:17 |
sfan5 |
contentdb extraction should run in a thread, freezing is very noticable on windows when it instals |
20:17 |
sfan5 |
installs* |
20:18 |
rubenwardy |
the zip extract doesn't work in an asyncworker |
20:18 |
rubenwardy |
there's a todo comment for allowing that, written by someone before my time |
20:18 |
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hecks joined #minetest-dev |
20:28 |
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randomdude24 joined #minetest-dev |
20:30 |
sfan5 |
✔ release + branches done for mt + mtg ✔ topic posted ✔ website updated |
20:35 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
20:36 |
rubenwardy |
added apks to release |
20:37 |
rubenwardy |
testing now |
20:38 |
sfan5 |
the apk link is still commented out in the website btw |
20:49 |
rubenwardy |
having some issues, the app says the version is 5.3.0-dev |
20:49 |
rubenwardy |
I'm trying a rebuild |
20:54 |
rubenwardy |
failing on the first step of updating the ppa, can't find the button to import the sources |
20:57 |
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Lone_Wolf joined #minetest-dev |
20:59 |
rubenwardy |
oh right |
20:59 |
rubenwardy |
project.ext.set("versionExtra", "-dev") // Version Extra |
21:03 |
sfan5 |
one day I will be motivated enough to move the android stuff to cmake |
21:10 |
rubenwardy |
turns out the button to import the sources was hidden because the import was already queued - it runs every 6 hours |
21:13 |
rubenwardy |
-ffast-math is known to cause bugs in collision code, do not use! uh oh |
21:13 |
sfan5 |
do you see that in the android or ppa build? |
21:13 |
rubenwardy |
android |
21:16 |
rubenwardy |
-Ofast |
21:17 |
sfan5 |
change that to -O3 -fno-math-errno -fno-trapping-math -ffinite-math-only -fno-signed-zeros |
21:17 |
rubenwardy |
ok thanks |
21:18 |
rubenwardy |
and no warning, thanks |
21:21 |
rubenwardy |
PPA is updated |
21:21 |
rubenwardy |
I'll look at f-droid now |
21:21 |
sfan5 |
thanks for dealing with that |
21:37 |
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olliy joined #minetest-dev |
21:38 |
rubenwardy |
update submitted to the play store, pending review |
21:38 |
rubenwardy |
just f-droid to go |
21:50 |
rubenwardy |
Might be worth moving the news posts to the website, given how slow the forums get.... |
21:51 |
rubenwardy |
they're not loading at all, currently |
21:52 |
sfan5 |
> In total there are 390 users online :: 7 registered, 1 hidden and 382 guests (based on users active over the past 5 minutes) |
21:52 |
sfan5 |
is that much? |
21:53 |
rubenwardy |
it's not nothing, but we've had more |
21:53 |
rubenwardy |
it's loading now |
21:53 |
rubenwardy |
poor db :( |
21:58 |
appguru |
>390 guests |
21:58 |
appguru |
suspicious |
22:00 |
sfan5 |
>This post has been altered by another user while you were editing it. You may wish to review the current version of this post and adjust your edits. |
22:00 |
sfan5 |
ninja'd by rubenwardy (I assume) |
22:01 |
rubenwardy |
oh damn |
22:01 |
rubenwardy |
try again, my edit doesn't matter much |
22:01 |
rubenwardy |
I just added a link to the 32 bit android build apk |
22:01 |
sfan5 |
I was doing the same thing as you |
22:01 |
rubenwardy |
ok lol |
22:01 |
sfan5 |
..except I added both links |
22:01 |
rubenwardy |
the 64-bit version is terrible |
22:01 |
rubenwardy |
like, because of the resend issues |
22:01 |
sfan5 |
oh then i'll remove it again |
22:01 |
rubenwardy |
but doesn't matter too much |
22:01 |
sfan5 |
btw i've seen those issues on desktop |
22:02 |
sfan5 |
also a single apk should be able to contain both architectures |
22:02 |
rubenwardy |
worth looking into |
22:02 |
rubenwardy |
after messing with bad UIs, I think it's skyrim time |
22:52 |
rubenwardy |
website has 5.2.0 in the windows download link :/ |
22:56 |
pgimeno |
congrats for the release :) |
22:58 |
pgimeno |
I've been running this to see if I could reproduce #10105, but no luck so far: http://www.formauri.es/personal/pgimeno/pastes/get_us_time-monotonicity.lua |
22:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/10105 -- minetest.get_us_time overflow |
22:59 |
pgimeno |
however I was not actively playing, I had it in the background |
23:56 |
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scrain777 joined #minetest-dev |
23:58 |
scrain777 |
I updated the source branch to my PR, and somehow got all of the recent changes from master replicated in my PR. Not sure if I should try to salvage or create a new branch and new PR with clean history. |
23:59 |
scrain777 |
Unittest/collision #10166 |
23:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/10166 -- Unittest/collision by scrain777 |