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IRC log for #minetest-dev, 2021-11-24

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11:08 pgimeno #11784
11:08 ShadowBot https://github.com/minetest/minetest/issues/11784 -- Use virtual paths to specify exact mod to enable by rubenwardy
11:09 rubenwardy Hi
11:09 pgimeno o/
11:10 pgimeno I dropped by to post this link in case it's of interest, as I saw someone posting it elsewhere: https://zed0.co.uk/clang-format-configurator/
11:12 pgimeno I think clang-format was rejected as not suitable despite all configurability though
11:16 pgimeno there have been a lot of changes in the mod loading area that make it diverge from the initial idea, so I gave up
11:41 pgimeno + * This intended to be used as an identifier for a modpath that tolerates file movement,
11:41 pgimeno @rubenwardy in what sense does it tolerate file movement? as in, moving to another directory?
11:44 pgimeno problem is, now you can have two mods with the same name in the same modpack or in the main mods directory, and there is no longer a way to distinguish them in order to select which specific one to load
11:44 pgimeno except by directory
11:45 pgimeno my patch tried to address that
11:46 pgimeno it predated the setting of the modname via mod.conf; when that change was implemented is when I gave up
11:54 pgimeno oh well, leaving again. I'm available via PM though. I'd appreciate if someone PMs me when/if the whining definitively stops sometime, but I take a look at the online logs from time to time to check.
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13:14 rubenwardy hm, it looks like I can't build with RUN_IN_PLACE=0
13:16 rubenwardy will try cloning from scratch
13:16 sfan5 wfm
13:18 MTDiscord <josiah_wi> If there is anything I can do to help debug or fix it please let me know.
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20:20 MTDiscord <exe_virus> Hello, I'm having issues setting the default backend for a game with game.conf, looking at content/subgames.cpp, lines 358-360, it looks like SQLite3 is hardcoded. Is this the case? Why can't I set it to dummy via game.conf?
20:20 MTDiscord <Sublayer plank> it is indeed hardcoded
20:21 MTDiscord <Sublayer plank> I actually wanted to make a PR to make it configurable by a setting but I gave up since I didn't know how to manage what backends are available
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20:24 MTDiscord <exe_virus> It's pretty straightforward to make it not hardcoded, I just need to ask the most recommended way to do so using the settings hierarchy system
20:49 sfan5 I'd say games aren't "supposed" to touch those settings anyway
20:50 MTDiscord <Jonathon> setting to dummy has a use. but otherwise i would agree
20:53 sfan5 hm, true
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21:11 MTDiscord <exe_virus> Anyways, I can make the PR relatively easily, already tested it locally just gotta grab the backend="value" value, check that it's valid, set up a defaults.cpp value, and actually allow games to use game.conf. Based on my testing the game.conf value was not respected, but minetest.conf was after the change
21:11 MTDiscord <exe_virus> is game.conf even being respected at all rn?
21:12 MTDiscord <Warr1024> It feels like teleporting the player somewhere far away to load the new level would be better because you avoid the client side thinking it has the terrain already cached.  Forgot to mention it but I ran into that a fair bit in Labyrinth.  I'd start a new maze then fall through the floor before the new maze finished overwriting the old one.  The ignores that are placed there if the area isn't cached are solid so you don't fall if the
21:12 MTDiscord client doesn't think it has the area loaded.
21:13 MTDiscord <exe_virus> Oh trust me I know about the issue, but that requires a prebuilt map. And it can't support infinite levels
21:13 MTDiscord <exe_virus> And labyrinth is coded badly, I know that too
21:13 MTDiscord <exe_virus> it could be improved greatly
21:13 MTDiscord <Jonathon> game.conf is rather annoying as minetest.conf just writes all over when the user changes stuff, thus meaning your at players mercy as a game dev
21:13 MTDiscord <exe_virus> but also, we miss physics packets a lot. I have to send multiple times sometimes to get MT to hear it
21:14 MTDiscord <exe_virus> I agree on the minetest.conf breaking crap, but alas that's how it is.
21:14 MTDiscord <exe_virus> technically I think we could override world.mt at mod load though
21:14 MTDiscord <Warr1024> IIRC a lot of devs agree settings are a mess and there are open issues to try to get some sanity for them, but we can't agree on how to fix them, nor which settings should be controlled by what parties.
21:15 MTDiscord <Warr1024> Players should have ultimate overriding control over the software running on their machines, but settings need to be robust enough that players don't feel required to change things themselves, and that changes made for needs specific to one world don't break settings for another.
21:20 MTDiscord <exe_virus> why not minetest.conf -> game.conf ->world.conf?
21:20 MTDiscord <exe_virus> well, defaults.cpp ->minetest.conf ->game.conf ->world.conf?
21:21 MTDiscord <exe_virus> and then there's the issue that some of these aren't respected after startup. For example mouse_sensitivity is completely ignored after minetest starts
21:22 MTDiscord <Warr1024> General to specific?  I was actually thinking defaults -> game -> Minetest -> world based on order of chain of custody rather than structure.  Core devs first, then game makers override those, then the player has final say.
21:22 MTDiscord <exe_virus> game devs overriding core devs, we agree on that then?
21:22 MTDiscord <Warr1024> That kind of variability is the kind of thing that causes bikeshedding and kills entire ideas even if we 90% agree ...
21:23 MTDiscord <exe_virus> true, but I want game devs to be able to specify something more specific than minetest.conf
21:23 MTDiscord <exe_virus> (lowest) defaults -> minetest.conf -> game.conf -> world.conf (highest)
21:24 MTDiscord <Warr1024> But I think the idea that the engine is passed on to the game devs, who pass completed games onto players, and each gets to make decisions that override previous ones and the previous owners do not get the right to veto, makes sense to me.  I mean I even have chat detection in my own game but it doesn't enforce anything.
21:24 MTDiscord <exe_virus> yes, but allowing players to edit minetest.conf does make sense
21:25 MTDiscord <exe_virus> plus what do you do about playing online?
21:25 MTDiscord <exe_virus> there, you don't have access to world.conf
21:25 MTDiscord <exe_virus> so game.conf would override your local minetest.conf
21:25 MTDiscord <exe_virus> maybe a multiplayer.conf?
21:26 MTDiscord <Warr1024> Your hierarchy actually does make more sense to me now, since minetest.conf has been abused enough by now that it's quite problematic if you end up with any settings in there intended for only a specific game...  Having a general world conf would help a lot.
21:26 sfan5 the current is: minetest.conf > game.conf > engine defaults
21:26 MTDiscord <Warr1024> Per-server confs make sense for MP.  By that point though I'd be tempted to just make a custom launcher that swaps around conf files...
21:26 sfan5 (> as in bigger than)
21:27 MTDiscord <exe_virus> Right, but game.conf is ignored for like 80% of settings
21:27 sfan5 (also game.conf as in the minetest.conf in the game, nothing to do with game.conf)
21:27 MTDiscord <exe_virus> Oh they're different
21:27 MTDiscord <exe_virus> Crap
21:27 MTDiscord <exe_virus> Gotta test it again, my b
21:28 MTDiscord <exe_virus> Either way, sfan do you disagree with my general sentiment? (Also the multiplayer specific conf)
21:29 sfan5 games trying to set client settings is where this falls apart, none of them will apply in multiplayer
21:29 sfan5 at which point you run into the problem of "if games need to configure this, it should not be a setting"
21:30 MTDiscord <Warr1024> One of the settings I really need to be able to set at the game level is gamma.  Players need to be able to override (or apply modifiers to) it, but currently I need to instruct players to manually set it because many don't know it's a thing.
21:31 MTDiscord <Warr1024> Gamma is currently the only effective way to increase light brightness without changing it's radius.
21:35 MTDiscord <exe_virus> great example, have you seen my mesemon trial demo? It's the pokemon like thing in minetest where you are set to a locked view angle. That depends on setting mouse sensitivity to 0.0001 (wish I could do 0.0), and that's game specific
21:35 MTDiscord <exe_virus> there's more I could give you, such as fonts, font size, etc.
21:35 MTDiscord <exe_virus> inverted mouse (for flying sims)
21:35 MTDiscord <exe_virus> etc.
21:36 MTDiscord <exe_virus> in the case of multiplayer, why not let games change these kinds of settings for clients, as long as their minetest.conf locally doesn't override it?
21:37 sfan5 that sounds great until you need to explain to the user that they can't play your game if they have a custom mouse sensitivity set
21:38 sfan5 what I'm implying here is that if games need something then it needs a proper API
21:42 MTDiscord <exe_virus> gotcha, well I could make a whole bunch of PR's for such things
21:42 MTDiscord <exe_virus> but everyone knows that takes a long time
21:45 sfan5 I think it'd be nice if for one release we dedicated effort to de-hardcode core things
21:47 MTDiscord <Warr1024> I'd be down for APIs.  Tbh some numerical things like gamma or control sensitivity and such make more sense as stacking modifiers, like being added to or multiplied by the value below that layer to get the result...
21:50 MTDiscord <exe_virus> Yes stacking makes sense, but also direct sets. But yeah a focus on de-hard-coding would be awesome
21:53 MTDiscord <exe_virus> Though it won't be ready for the game jam, which is a bummer. But oh well, that's what development is all about: working with what you got
21:54 MTDiscord <MisterE> also the hardcoded player orientation and control scheme are some of my personal change wishes
21:54 MTDiscord <exe_virus> Fair, yeah lots of those things.
21:55 MTDiscord <MisterE> We can do more game jams :)

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