| Time | Nick | Message | 
        
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	| 03:30 | VanessaE | celeron55: is there any movement on that damn EmergeThread bug?  It's making it all but impossible to run a decent server now. :-/ | 
        
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	| 06:12 | hmmmm | eh, no movement, sorry | 
        
	| 06:12 | hmmmm | he made the fix for it, it's his problem now ;) | 
        
	| 06:54 | celeron55 | VanessaE: the same reason for any complicated bug | 
        
	| 06:55 | celeron55 | debugging it is almost like killing oneself | 
        
	| 06:55 | celeron55 | nobody wants to do it as a hobby | 
        
	| 06:55 | celeron55 | s/for/as for/ | 
        
	| 06:58 | celeron55 | VanessaE: if you want to help, you could try doing a slow and painful bisect | 
        
	| 06:58 | celeron55 | dunno if there is anything to be found that way, but as the problem hasn't existed always, it's likely | 
        
	| 07:13 | hmmmm | i should probably add that it'll disappear when I add the multithread support | 
        
	| 07:14 | hmmmm | ...and it's likely that new bugs will appear in its place! | 
        
	| 07:43 | hmmmm | ugh, I just realized why mapgen_ aliases can't be used with the biome definitions in lua... nodedef aliases are updated after the lua scripts are initially run | 
        
	| 07:44 | hmmmm | maybe someday in the future, nodedef aliases will be updated as soon as they are registered | 
        
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	| 14:18 | PilzAdam | thexyz, https://github.com/PilzAdam/minetest/commit/a27cdf16f40e3a3f4772b944ead8f1e4e5618359 | 
        
	| 14:19 | sapier | @celeron55 button handling isn't working for lua formspecs. I've simplified them too much. I've created a fix to make them work again but it'll require a new protocol version and new message number. If not using a new number it'll break compatibility. | 
        
	| 14:20 | sapier | could anyone plz review this commit?: https://github.com/sapier/minetest/commit/e159443daa5fd328c9f92100b51d619dc5ed8d0a | 
        
	| 14:22 | PilzAdam | why do you put so many whitespaces in front of the "="s? | 
        
	| 14:23 | sapier | its to make assignments in one line to make them more readable | 
        
	| 14:23 | sapier | I'll change | 
        
	| 14:25 | sapier | oops .. no its a typo | 
        
	| 14:26 | PilzAdam | just one " = " is enough | 
        
	| 14:26 | sapier | are tabs allowed before =? | 
        
	| 14:27 | PilzAdam | never saw this before | 
        
	| 14:27 | sapier | e.g. scriptapi.cpp changes those whitespaces are tabs not blanks | 
        
	| 14:28 | sapier | in order to make = verticaly aligned for those 3 values | 
        
	| 14:28 | PilzAdam | http://www.minetest.net/wiki/doku.php?id=contrib see "Coding Style" | 
        
	| 14:28 | sapier | hmm seems to be not common coding style in minetest I'll change it too | 
        
	| 14:30 | VanessaE | PilzAdam: please stop being so anal about whitespace | 
        
	| 14:30 | VanessaE | For some of us, it greatly improves readability to add a few spaces here or there | 
        
	| 14:31 | PilzAdam | it has to fit Minetests conventions | 
        
	| 14:32 | sapier | @vanessae I'm with pilzadam whitespaces are a big problem if more than one person is working on code | 
        
	| 14:33 | darkrose | this isn't twitter, you don't need @ signs, and analness about whitespace is good | 
        
	| 14:33 | sapier | i think coding style example needs some additions, the only occurance of multiple assignments is somehow strange as it's accidenally end aligned | 
        
	| 14:34 | PilzAdam | "Refer to existing code written by celeron55 in case of stuff not shown here. If that does not help, refer to Irrlicht's code." | 
        
	| 14:34 | sapier | I don't even have twitter account ;-) | 
        
	| 14:35 | VanessaE | I can understand trying to stick to the conventions used in the main code, but there comes a point when you're being too picky. | 
        
	| 14:35 | VanessaE | that's all I'm saying. | 
        
	| 14:39 | sapier | is there something like githubs commit view for local usage? | 
        
	| 14:39 | PilzAdam | gitk | 
        
	| 14:39 | PilzAdam | what distro do you use? | 
        
	| 14:39 | sapier | debian | 
        
	| 14:39 | PilzAdam | apt-get install gitk should work | 
        
	| 14:40 | PilzAdam | gitk without arguments show the current branch history | 
        
	| 14:41 | darkrose | `git diff <commit>' | 
        
	| 14:41 | sapier | I know ;-) bit it's somehow ... inconveniant | 
        
	| 14:42 | PilzAdam | git diff highlights whitespaces at the end of lines wich is pretty useful | 
        
	| 14:42 | sapier | ok I think i got the whitespaces correct this time | 
        
	| 14:43 | sapier | yes but githubs browser based diff viewer is much more comfortable | 
        
	| 14:44 | PilzAdam | gitk is a nice GUI | 
        
	| 14:45 | sapier | tcl is just a little bit oldfashioned | 
        
	| 14:45 | darkrose | http://www.linuxjournal.com/content/convert-diff-output-colorized-html <- send output of git diff to that, then open in browser | 
        
	| 14:46 | sapier | comforable ;-) | 
        
	| 15:02 | thexyz | gitg | 
        
	| 15:07 | thexyz | PilzAdam: doesn't work at all | 
        
	| 15:08 | PilzAdam | what doesnt work? | 
        
	| 15:09 | thexyz | hm.. not at all, it works at random moments of time | 
        
	| 15:09 | thexyz | screen flashes instead of shaking | 
        
	| 15:10 | PilzAdam | the flashing doesnt shake | 
        
	| 15:10 | PilzAdam | shaking is just an addition | 
        
	| 15:10 | celeron55 | sapier: hmm oh... yeah, indeed, there isn't a way to set callbacks to such temporary forms 8) | 
        
	| 15:10 | thexyz | oh, I see, but it's hard (for me) to notice it | 
        
	| 15:11 | PilzAdam | yea, maybe make the red less intense | 
        
	| 15:11 | thexyz | btw, shouldn't lava be non-renewable? | 
        
	| 15:11 | PilzAdam | I noticed that you see nothing when its dark and you get the maximum alpha | 
        
	| 15:12 | thexyz | yes | 
        
	| 15:12 | PilzAdam | thexyz, its hard to find consensus here | 
        
	| 15:12 | PilzAdam | (about the lava thing) | 
        
	| 15:13 | celeron55 | why would lava be and water not be; it's inconsistent | 
        
	| 15:13 | PilzAdam | lava is rare and shouldnt be that easy to get | 
        
	| 15:14 | celeron55 | hmm, well, maybe | 
        
	| 15:15 | celeron55 | sapier: your patch is interesting | 
        
	| 15:16 | sapier | yes formname was already existing in code for future usage so why not use it | 
        
	| 15:16 | PilzAdam | thexyz, https://github.com/PilzAdam/minetest/commit/d2b1210376f6cc52fe031ac41d3bf54720ebd356 | 
        
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	| 15:17 | celeron55 | sapier: i think there must be an enforced modname:formname naming convention because they share the namespace | 
        
	| 15:18 | sapier | I agree ... I'll have a look how to do this and push again | 
        
	| 15:18 | celeron55 | also, don't change the protocol version, it doesn't matter for changes with only a day of time and no releases in between | 
        
	| 15:18 | sapier | ok don't skip number too? if reusing it clients may crash | 
        
	| 15:19 | celeron55 | doesn't matter | 
        
	| 15:19 | sapier | ok | 
        
	| 15:19 | celeron55 | if there was a release, or multiple days, before the last PROTOCOL_VERSION upping, then it would matter; not now | 
        
	| 15:20 | celeron55 | s/before/after/ | 
        
	| 15:20 | celeron55 | sapier: fix also the "create_detached_formspec_raw" comment above l_show_formspec | 
        
	| 15:21 | thexyz | PilzAdam: seems ok | 
        
	| 15:22 | celeron55 | hmm, somebody has removed the modname prefix checker from scriptapi.cpp | 
        
	| 15:22 | celeron55 | it exists only in builtin/misc_register.lua now | 
        
	| 15:22 | PilzAdam | thexyz, both, the shaking and the red screen? | 
        
	| 15:22 | thexyz | yes | 
        
	| 15:23 | celeron55 | sapier: well, rename minetest.show_formspec to minetest.show_formspec_raw and add a small wrapper that checks it in builtin/misc_register.lua | 
        
	| 15:23 | sapier | I was just about to ask :-) | 
        
	| 15:23 | celeron55 | it's just like everything else that needs to check the prefix then | 
        
	| 15:23 | PilzAdam | celeron55, do you have any comments on this 2 commits: https://github.com/PilzAdam/minetest/commits/camera ? | 
        
	| 15:24 | celeron55 | PilzAdam: i'm too lazy to check them | 
        
	| 15:24 | PilzAdam | okay, I just push it | 
        
	| 15:25 | sapier | is misc_register really correct place for show_formspec function? | 
        
	| 15:25 | celeron55 | PilzAdam: you can do that if somebody else has agreed to it 8) | 
        
	| 15:25 | PilzAdam | thexyz did | 
        
	| 15:25 | VanessaE | damn it and I *just* pulled and built not 5 minutes ago. :) | 
        
	| 15:26 | celeron55 | sapier: well, it's kind of odd but it doesn't make any sense to make a new file either or anything | 
        
	| 15:26 | sapier | misc.lua maybe? | 
        
	| 15:26 | celeron55 | no | 
        
	| 15:27 | celeron55 | it's worse :P | 
        
	| 15:27 | sapier | :-) ok I'm adding it to misc_register | 
        
	| 15:30 | celeron55 | actually, it kind of could belong in builtin/detached_inventory.lua | 
        
	| 15:31 | thexyz | celeron55: anything about my STL branch? | 
        
	| 15:31 | celeron55 | just add "minetest.check_modname_prefix = check_modname_prefix" after "local function check_modname_prefix" in builtin/misc_register.lua and put it there | 
        
	| 15:31 | sapier | ok | 
        
	| 15:31 | thexyz | https://github.com/minetest/minetest/commits/stl | 
        
	| 15:32 | celeron55 | thexyz: umm... i'm not going to go through that :-D | 
        
	| 15:32 | thexyz | why? | 
        
	| 15:33 | celeron55 | there's like 100000 lines of diff | 
        
	| 15:33 | celeron55 | maybe we should make a competition of finding problems in it | 
        
	| 15:33 | PilzAdam | heh | 
        
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	| 15:34 | thexyz | so, merge and wait for shitstorms?) | 
        
	| 15:34 | PilzAdam | should work | 
        
	| 15:34 | PilzAdam | have you tested it on windows? | 
        
	| 15:35 | celeron55 | definitely needs a test on mingw and msvc first | 
        
	| 15:35 | celeron55 | or, well, mingw is the same as gcc anyway | 
        
	| 15:36 | PilzAdam | it works on ubunut 12.10 | 
        
	| 15:37 | PilzAdam | *ubuntu | 
        
	| 15:37 | sapier | wow :-) you're marvelous i didn't even get my mouse working in ubuntu 12.10 :-) | 
        
	| 15:37 | thexyz | huh | 
        
	| 15:38 | thexyz | seriously, PilzAdam, why shouldn't it? | 
        
	| 15:38 | PilzAdam | dunno | 
        
	| 15:38 | PilzAdam | just some random testing ;-) | 
        
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	| 15:47 | sapier | is there any legit reason for get_current_modname not to return a value? | 
        
	| 15:48 | celeron55 | it will return non-nil only at the time of the initial run | 
        
	| 15:49 | sapier | ok then prefix checking can't be done this way | 
        
	| 15:49 | celeron55 | and in that run, it returns "__builtin" for builtin/*.lua sutff | 
        
	| 15:50 | celeron55 | hmm... indeed | 
        
	| 15:50 | sapier | Im calling show_formspec from chatcommand resulting in an nil concatenation error as get_current_modname returns nil | 
        
	| 15:51 | celeron55 | yeah, i didn't realize this 8) | 
        
	| 15:51 | celeron55 | let's just mark it as a suggested convention in lua_api.txt | 
        
	| 15:52 | sapier | ok I'm reverting the lua changes too | 
        
	| 15:53 | celeron55 | there is no way to know what mod is responsible for some running code in any later part of execution, because everything is callback-driven | 
        
	| 15:53 | celeron55 | (except for some cases, but this is not one) | 
        
	| 15:54 | sapier | I've already missed this feature for profiling | 
        
	| 15:55 | celeron55 | there are some things that could be done for profiling, but they are not useful for doing stuff like this | 
        
	| 16:06 | sapier | celeron there's already a notice that any names should be modname:name do we need an additional one? | 
        
	| 16:07 | sapier | wait its "registred names" only | 
        
	| 16:20 | sapier | https://github.com/sapier/minetest/commit/91ef4df8213e3c99d2d8353a70d7d285dc1fa9d7 | 
        
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	| 16:45 | celeron55 | nah, don't add it at that part; just add "^ formname should follow "modname:<whatever>" naming convention" | 
        
	| 16:46 | sapier1 | ok | 
        
	| 16:47 | celeron55 | oh also, you failed the protocol message definition in clientserver.h | 
        
	| 16:47 | RealBadAngel | hi all | 
        
	| 16:47 | celeron55 | there is supposed to be a "u16 len" before u8[len] formname too | 
        
	| 16:48 | RealBadAngel | celeron55, i dont want to argue again bout cave gen but i think you shall see this screenshot http://realbadangel.pl/clouds1.png | 
        
	| 16:48 | celeron55 | RealBadAngel: i have already seen it many times | 
        
	| 16:49 | RealBadAngel | you still thinkin im "plain against" cave gen? :) | 
        
	| 16:49 | celeron55 | yes? | 
        
	| 16:49 | celeron55 | i would have noticed you if i thought otherwise | 
        
	| 16:49 | celeron55 | noted* | 
        
	| 16:50 | celeron55 | umm... whatever word that is supposed to be | 
        
	| 16:50 | RealBadAngel | it shall be fixed just imho, thats all | 
        
	| 16:50 | RealBadAngel | if you got an idea how, tell. i will code | 
        
	| 16:50 | celeron55 | it could be fixed, but not so brutally as you are doing it | 
        
	| 16:50 | celeron55 | but i am not sure how | 
        
	| 16:51 | RealBadAngel | lemme explain i thought it would be a quick fix before mapgen v7 | 
        
	| 16:51 | RealBadAngel | but then hmmm told me he wants to leave cave gen intact | 
        
	| 16:51 | celeron55 | that doesn't make any sense | 
        
	| 16:51 | celeron55 | what is a good fix good for if it would be replaced anyway? | 
        
	| 16:51 | RealBadAngel | so i agree, for a long run, such fixes are not good | 
        
	| 16:51 | celeron55 | eh | 
        
	| 16:51 | celeron55 | bad fix* | 
        
	| 16:52 | celeron55 | and then if it isn't replaced, then it is extra bad | 
        
	| 16:52 | celeron55 | anyway | 
        
	| 16:53 | RealBadAngel | it just means cave gen shall be fixed with style, not hacks as i tried to do | 
        
	| 16:54 | celeron55 | there is no good solution because of a variety of reasons, i just thought of one and just deleted it because it was actually bad | 
        
	| 16:54 | RealBadAngel | well, theres one good point to start with | 
        
	| 16:55 | celeron55 | as far as i understand, the problem is that the cave generator can mess up trees when it edits ground slightly into nearby generated chunks just over the ground level | 
        
	| 16:55 | RealBadAngel | compute avg height in a block based on perlin and some points in cross | 
        
	| 16:55 | celeron55 | because trees aren't generated to the main chunk before the cave generator is done | 
        
	| 16:56 | RealBadAngel | so allow cavegen replace only air/stone/dirt | 
        
	| 16:56 | RealBadAngel | not the added contens | 
        
	| 16:56 | celeron55 | so the solution would be to restrict it to not touching nearby chunks trees when it is in the area a bit over ground height where it matters for trees | 
        
	| 16:57 | celeron55 | nearby chunks or trees* | 
        
	| 16:57 | celeron55 | either or, any of those would work for you | 
        
	| 16:57 | RealBadAngel | maybe just two groups of nodes | 
        
	| 16:57 | celeron55 | no groups | 
        
	| 16:58 | celeron55 | the mapgen already knows what is a tree node and what is not | 
        
	| 16:58 | celeron55 | it knows because it generates trees | 
        
	| 16:58 | RealBadAngel | how? | 
        
	| 16:58 | celeron55 | how could it generate a tree if it didn't know what is a tree and what is not 8) | 
        
	| 16:59 | RealBadAngel | we could have many kind of trees, plant life etc | 
        
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	| 16:59 | RealBadAngel | even maybe later some dungeons, other structures | 
        
	| 17:00 | RealBadAngel | that if one piece of code uses some nodes doesnt mean other part is aware of it | 
        
	| 17:00 | celeron55 | well, then make it such way that it will touch only things it knows is ground | 
        
	| 17:00 | celeron55 | that it knows 100% because it is the one who makes all ground | 
        
	| 17:00 | sapier1 | https://github.com/sapier/minetest/commit/40578c7fb1cf5480957f77bdc53e87ad6d5ca700 | 
        
	| 17:00 | RealBadAngel | most simple? define group mapgen_basic or somethin like that | 
        
	| 17:01 | celeron55 | never | 
        
	| 17:01 | hmmmm | do a check to see if it's mapgen_stone or mapgen_dirt before replacing the block 8) | 
        
	| 17:01 | celeron55 | we don't need any groups | 
        
	| 17:01 | RealBadAngel | so we do need multiple checks | 
        
	| 17:01 | PilzAdam | hmmmm, also mapgen_desert_{sand, stone} | 
        
	| 17:01 | hmmmm | ya | 
        
	| 17:01 | celeron55 | yes, just an std::set or something | 
        
	| 17:01 | RealBadAngel | for air/stone/dirt/sand/desert sand/desert stone | 
        
	| 17:01 | RealBadAngel | like this | 
        
	| 17:02 | celeron55 | to which you put the stuff the mapgen knows at the start of the mapgen | 
        
	| 17:02 | RealBadAngel | i agree, but then imagine biomes introduced | 
        
	| 17:02 | celeron55 | the mapgen knows of them | 
        
	| 17:02 | RealBadAngel | with own stuff | 
        
	| 17:03 | celeron55 | mapgen always makes the ground | 
        
	| 17:03 | PilzAdam | so in mapgen v7 it needs to check every node that is passed to every biome= | 
        
	| 17:03 | PilzAdam | *? | 
        
	| 17:03 | hmmmm | bool MapgenV6::isGroundNode(content_t cid) { return m_groundnodes.find(cid) != NULL; }  would work for Mapgen V6 fine | 
        
	| 17:03 | PilzAdam | (as ground node) | 
        
	| 17:03 | hmmmm | MapgenV7 on the other hand will definitely do something smarter | 
        
	| 17:04 | hmmmm | MapgenV6 already does some relatively dumb stuff that's needlessly complex so I say let it burn | 
        
	| 17:04 | hmmmm | muwahah | 
        
	| 17:04 | RealBadAngel | :) | 
        
	| 17:05 | celeron55 | as long as we don't have any viable alternative to it, maintaining it well is important | 
        
	| 17:05 | hmmmm | but mapgen v7 is my problem | 
        
	| 17:06 | RealBadAngel | and since all miners loves caves its our common problem ;) | 
        
	| 17:06 | RealBadAngel | just got an idea | 
        
	| 17:06 | hmmmm | I am going to figure out how to handle the boundary size better | 
        
	| 17:07 | RealBadAngel | cave gen already tries to mark air as cave air | 
        
	| 17:07 | hmmmm | really that's the core reason for the unlit tree problem, and the problem with the trees getting cut into | 
        
	| 17:07 | RealBadAngel | but its not workin right | 
        
	| 17:07 | celeron55 | hmmmm: if you want to look into generating caves that are consistently continuable based on the seed with only noise lookup, see 0.3's cave generator | 
        
	| 17:08 | RealBadAngel | what if we could introduce to kinds of air simply? | 
        
	| 17:08 | RealBadAngel | *two | 
        
	| 17:08 | hmmmm | I probably will, but I don't remember 0.3's cave generator well, how nicely were the caves it generated? | 
        
	| 17:08 | celeron55 | but there will always be such problems if the world is generated in pieces, UNLESS we do the exact same thing as minecraft does | 
        
	| 17:09 | hmmmm | s/nicely/nice/ | 
        
	| 17:09 | RealBadAngel | when cavegen will reach regular air it will be forced to stop | 
        
	| 17:09 | celeron55 | that is, use very solid seeding, generate everything near the generated area that could touch it and discard everything that does not go into the generated area | 
        
	| 17:09 | celeron55 | it's well multithreadable and needs to touch in only the generated area | 
        
	| 17:09 | celeron55 | there is a bit but to that though | 
        
	| 17:09 | celeron55 | lighting. | 
        
	| 17:09 | celeron55 | big* | 
        
	| 17:10 | celeron55 | it's inherently non-linear | 
        
	| 17:11 | hmmmm | oh by the way | 
        
	| 17:11 | hmmmm | do you mind if i remove the now-redundant m_seed member of ServerMap? | 
        
	| 17:12 | hmmmm | i have a MapgenParams * in it | 
        
	| 17:12 | celeron55 | why would i care | 
        
	| 17:12 | hmmmm | I don't know, maybe you liked it or something | 
        
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	| 17:13 | RealBadAngel | celeron55, i will finish today update for l-systems trees and then will start to work on cave gen, im pretty sure now how to do it right | 
        
	| 17:14 | celeron55 | RealBadAngel: just remember, the key is to never stop it, just discard results on a node-by-node basis | 
        
	| 17:15 | RealBadAngel | yup, cave can end in another cliff | 
        
	| 17:15 | RealBadAngel | just skip above ground contens | 
        
	| 17:16 | RealBadAngel | btw, completely offtopic | 
        
	| 17:17 | PilzAdam | -> #minetest | 
        
	| 17:17 | RealBadAngel | i watched recently videos on weekly snapshots of minecraft | 
        
	| 17:18 | RealBadAngel | this game is goin general direction of barbie and ken toys | 
        
	| 17:19 | RealBadAngel | those guys are tottaly burnt with ideas | 
        
	| 17:20 | iqualfragile | just one question: was minetest or minecraft first with give_initial_stuff? | 
        
	| 17:20 | celeron55 | RealBadAngel: my intention is to steer clear of that as much as i reasonably can 8) | 
        
	| 17:20 | RealBadAngel | celeron55, i understand. and please dont go barbie way ;) | 
        
	| 17:21 | iqualfragile | celeron55: do you actualy recive donations? | 
        
	| 17:21 | RealBadAngel | yikes i can shoot a firework with a creeper smile on it | 
        
	| 17:22 | RealBadAngel | *milions of kids screams loudly* | 
        
	| 17:24 | celeron55 | iqualfragile: very little, barely to pay the few tens of dollars of hosting per year | 
        
	| 17:24 | celeron55 | i received somewhat more than that in 2011 though | 
        
	| 17:25 | hmmmm | minecraft is old and boring | 
        
	| 17:25 | Calinou | minecraft is boring and old, +1 | 
        
	| 17:25 | hmmmm | i say we all quit minetest and start a call of doody clone | 
        
	| 17:25 | RealBadAngel | lol | 
        
	| 17:25 | RealBadAngel | no way | 
        
	| 17:26 | celeron55 | if somebody feels like quitting minetest to do something else, i have a closed project that could interest such people 8) just ask if interested | 
        
	| 17:26 | RealBadAngel | im not askin :P | 
        
	| 17:26 | RealBadAngel | stayin here | 
        
	| 17:27 | iqualfragile | Calinou: actualy minetest is quite boring to play, but nobody just plays minetest, everybody writes mods/is a server-admin/does some other random stuff | 
        
	| 17:27 | sapier1 | celeron is my latest commit fine? | 
        
	| 17:27 | celeron55 | (i haven't intended to let any random people work on it though, but i'm open to opportunities :P) | 
        
	| 17:27 | Calinou | iqualfragile: redcrab's server has a lot of players | 
        
	| 17:27 | Calinou | iqualfragile: if we want a funnier minetest, we need to make it actually hard | 
        
	| 17:28 | RealBadAngel | iqualfragile, it needs more contens just | 
        
	| 17:28 | Calinou | almost everyone but tablet users like hard games | 
        
	| 17:28 | Calinou | we need hard to beat mobs, more dangers | 
        
	| 17:28 | RealBadAngel | hard but not to the square | 
        
	| 17:28 | Calinou | but of course there should be a mode where there is almost no danger | 
        
	| 17:28 | Calinou | (but not creative) | 
        
	| 17:28 | celeron55 | one thing that would be interesting would be to make a minetest fork with a non-linear single-shot darf fortress like map generator | 
        
	| 17:28 | Calinou | keep 3 separate modes maybe | 
        
	| 17:28 | celeron55 | it'd basically just need a good name | 
        
	| 17:28 | Calinou | 2D minetest? heh :p | 
        
	| 17:29 | iqualfragile | thats gona be an interesting discussion (harder minetest, content, game-mechanics) but i dont think that it belongs in here | 
        
	| 17:29 | celeron55 | (or, well, it could even just be a separate program to generate a minetest world) | 
        
	| 17:29 | darkrose | dwarftest | 
        
	| 17:29 | iqualfragile | maybe we should just join -delta and discuss about it for some minutes? | 
        
	| 17:29 | Calinou | people use -delta? | 
        
	| 17:30 | RealBadAngel | i thought once of makin a game mode, post apocalyptyc map, like in terminator movies, give players lasers, make two teams: humans vs machines, add some freakin music | 
        
	| 17:30 | RealBadAngel | and multiplayer team shooter ready | 
        
	| 17:31 | iqualfragile | Calinou: no, they dont, that why we could use it for this discussion/brainstorming | 
        
	| 17:33 | sapier1 | https://github.com/sapier/minetest/commit/40578c7fb1cf5480957f77bdc53e87ad6d5ca700 sorry for spaming but I've got only about 30 minutes left and would like to have this commit in shape by time being | 
        
	| 17:34 | RealBadAngel | sure, lets stop spammin, some are codin here :) | 
        
	| 17:34 | * RealBadAngel | signs off, need to rest a bit | 
        
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	| 17:42 | hmmmm | celeron, i think i mentioned this sometime before, but I intend to have a mode of minetest that'll just generate the map | 
        
	| 17:43 | hmmmm | like minetest --mapcfg map_parameters.conf --outfile map.sqlite | 
        
	| 17:43 | hmmmm | it's actually quite trivial to do | 
        
	| 17:44 | Calinou | map generation settings in some .conf file would be cool | 
        
	| 17:45 | Calinou | sea level, frequency of lava and non-lava caves, terrain height... | 
        
	| 17:45 | hmmmm | it kind of already exists with my branch | 
        
	| 17:45 | Calinou | setting sea level as minetest.conf setting would be very easy | 
        
	| 17:45 | Calinou | i'd just like to see that in default game :p | 
        
	| 17:45 | hmmmm | dude calinou | 
        
	| 17:45 | hmmmm | i've got that holmes | 
        
	| 17:46 | hmmmm | i haven't pushed this to my fork yet but | 
        
	| 17:46 | hmmmm | http://ideone.com/CKZJDz all of this is configurable from the .conf | 
        
	| 17:50 | hmmmm | i originally had it configurable from lua but i decided to get rid of it completely because it was so complicated and messy | 
        
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	| 18:59 | PilzAdam | thexyz, https://github.com/PilzAdam/minetest/commit/3acc3df46d6b394643724842985868d8e9193176 | 
        
	| 19:00 | thexyz | aww, not this shit again | 
        
	| 19:00 | thexyz | PilzAdam: I mean, I dislike that idea in general | 
        
	| 19:00 | PilzAdam | its really handy | 
        
	| 19:01 | thexyz | at least, you should make it configurable | 
        
	| 19:04 | iqualfragile | i have got to admint: i dislike that idea, too | 
        
	| 19:05 | iqualfragile | its cloned from minecraft | 
        
	| 19:05 | PilzAdam | I actuall copied it from Terasology | 
        
	| 19:05 | PilzAdam | *actually | 
        
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	| 20:34 | PilzAdam | thexyz, https://github.com/celeron55/minetest/pull/385 looks ok to me | 
        
	| 20:35 | celeron55 | what is the point of such | 
        
	| 20:36 | PilzAdam | such little things make minetest look like an real game | 
        
	| 20:36 | celeron55 | why does it make it look like a real game | 
        
	| 20:36 | thexyz | yes, same thoughts | 
        
	| 20:37 | celeron55 | it's not like that would happen when you run, or anything | 
        
	| 20:37 | PilzAdam | a static camera makes the game look unfinished | 
        
	| 20:37 | thexyz | >Greater FOV when running or using free_move | 
        
	| 20:37 | celeron55 | like, in real life | 
        
	| 20:37 | thexyz | oh | 
        
	| 20:38 | PilzAdam | game creators add such effects to make the animations/camera look more interesting | 
        
	| 20:38 | celeron55 | but whatever, as long as you don't add cotton, i'm good with things you both agree to 8) | 
        
	| 20:38 | PilzAdam | such as blur when turning arround and such things | 
        
	| 20:38 | hmmmm | yeah, i think you're thinking of motion blur close to the corners of the screen | 
        
	| 20:39 | hmmmm | not changing the fov | 
        
	| 20:39 | hmmmm | i personally think it's ridiculous | 
        
	| 20:40 | PilzAdam | Terasology has it and it looks nice | 
        
	| 20:40 | PilzAdam | (only for free_move though) | 
        
	| 20:42 | hmmmm | terasology's mapgen looks sort of similar to that of minetest | 
        
	| 20:42 | * hmmmm | investigates | 
        
	| 20:42 | PilzAdam | they have 4 different types of mapgen IIRC | 
        
	| 20:43 | hmmmm | and it's java of course | 
        
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	| 20:43 | celeron55 | what's this trend for java and C# these days | 
        
	| 20:43 | hmmmm | man.... OOP already decreases the signal to noise ratio enough, but when you use java, it's way worse | 
        
	| 20:44 | celeron55 | can't people code in native languages anymore | 
        
	| 20:44 | hmmmm | it's like 20% of the code in the codebase actually does stuff | 
        
	| 20:44 | hmmmm | i mean look at this https://github.com/MovingBlocks/Terasology/blob/develop/src/main/java/org/terasology/world/WorldProvider.java | 
        
	| 20:44 | hmmmm | they use an entire file and 120 LoC for basically nothing | 
        
	| 20:44 | celeron55 | i started laughingg at "WorldProvider" | 
        
	| 20:45 | celeron55 | -g | 
        
	| 20:45 | hmmmm | that's the same terminology that Minecraft uses | 
        
	| 20:45 | hmmmm | it's likely they just used the decompiled classes from Minecraft | 
        
	| 20:46 | celeron55 | WorldProviderCore | 
        
	| 20:46 | thexyz | and AbstractWorldProviderDecorator.java | 
        
	| 20:46 | hmmmm | "I had a problem, so I thought to use Java..." | 
        
	| 20:46 | celeron55 | WorldProviderFactoryAbstractorCore | 
        
	| 20:47 | celeron55 | EnterpriseCodeFactoryFactoryFactoryFactory | 
        
	| 20:47 | hmmmm | we use factory methods in minetest | 
        
	| 20:47 | celeron55 | i don't see any factories there though | 
        
	| 20:47 | celeron55 | i know, but not excessively :P | 
        
	| 20:48 | hmmmm | the problem with Java is that it encourages the bullshitty parts of OOP; that is, overengineering your program that's actually about as complex as the little clicky thing on the end of ink pens | 
        
	| 20:48 | celeron55 | but yeah, java is designed for making huuuuuuuge corporate programs using stupid code monkeys | 
        
	| 20:48 | celeron55 | and you can see it in everything java does | 
        
	| 20:48 | hmmmm | it turns out a couple months later that those abstractions you made weren't too efficient and you end up having to recode it all | 
        
	| 20:48 | hmmmm | so how much work does that save in the long run.  hah. | 
        
	| 20:49 | hmmmm | you know why unsigned types were excluded from java? | 
        
	| 20:49 | celeron55 | i think that is one of the few good things | 
        
	| 20:49 | hmmmm | gosling himself said "they would confuse programmers" | 
        
	| 20:50 | celeron55 | they remove the stupid implicit unsigned-signed conversion bugs that C(++) programs are full of | 
        
	| 20:50 | hmmmm | for a language like C/++, though, a lack of unsigned types is simply unacceptable | 
        
	| 20:50 | celeron55 | unsigned types are needed for bit operations | 
        
	| 20:50 | hmmmm | of course | 
        
	| 20:51 | celeron55 | for anything else, not *that* much | 
        
	| 20:51 | celeron55 | or, that one goes without the ** too | 
        
	| 21:00 | hmmmm | oh wow wait a minute, did you actually have a "generate the whole thing at once" generator in previous versions when ServerMap.m_chunksize == 0? | 
        
	| 21:08 | celeron55 | nope | 
        
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