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| 09:46 |
alket |
hi est31 , do you plan to provide linux binaries and windows installers ? |
| 09:53 |
est31 |
I can't provide windows installers |
| 09:53 |
est31 |
but either way wrong channel |
| 10:11 |
est31 |
alket, about the windows installer issue, I think we should make it as easy as possible for people to get minetest |
| 10:11 |
est31 |
and if there are people who are more comforable with a setup.exe |
| 10:12 |
est31 |
why miss them |
| 10:12 |
alket |
yep, agreed |
| 10:12 |
est31 |
I think VanessaE has asked for them too |
| 10:12 |
VanessaE |
est31: even just a self-dissolving 7z might be good enough |
| 10:12 |
VanessaE |
well self-extracting they call it now :P |
| 10:12 |
alket |
well if you're going for a package, it better be setup.exe |
| 10:13 |
alket |
I have a team of another game, I wanted to show the minetest but they were all confused by zip |
| 10:13 |
alket |
had hard time explaning that the game launches from bin folder |
| 10:13 |
VanessaE |
alket: given that minetest is run-in-place, it doesn't need a setup.exe, as such. |
| 10:14 |
VanessaE |
self-extracting + run bin/minetest after extra (7z can do that) is enough |
| 10:14 |
alket |
VanessaE: it could be good if it only provides a shortcut in Program Files |
| 10:14 |
alket |
so it can be detected by MS Win "app search" |
| 10:14 |
VanessaE |
I don't see why that can't be done too, but idk. I'm no windows person at all |
| 10:14 |
est31 |
yeah, setup.exe would be more integrated into the windows ecosystem |
| 10:16 |
VanessaE |
one thing that IS needed though is a predicable location for minetest's worlds/mods/etc |
| 10:16 |
VanessaE |
users find it difficult to upgrade because of the self-contained nature of the package |
| 10:16 |
VanessaE |
needed on Windows, that is. |
| 10:17 |
VanessaE |
so maybe you're right in the need for a setup.exe |
| 10:18 |
alket |
Calinou has already made a windows installer for his game |
| 10:31 |
VanessaE |
bbl |
| 10:51 |
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|
Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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| 16:55 |
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| 16:57 |
gravgun |
Hi there. Uhm, since recent versions of MT now uses SRP for password checking, is there a symmetric API function like minetest.get_password_hash is for old SHA-1 hashes? (of course, a one-way check function) |
| 17:03 |
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| 18:34 |
sfan5 |
gravgun: i have no idea what a symmetric API is, but no currently there is no way to check SRP passwords from lua |
| 18:35 |
sfan5 |
and it probably won't get implemented any time soon because that goes against the principle of SRP |
| 18:35 |
gravgun |
sfan5: By "symmetric" I meant the API just reflects what core does. |
| 18:35 |
sfan5 |
(the user should not need to send the plaintext pass to the server) |
| 18:35 |
sfan5 |
adding an API like that would defeat that point |
| 18:36 |
gravgun |
I know it'd defeat it. But consider cases such as IRC bots |
| 18:36 |
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| 18:36 |
gravgun |
which until now were still logged on with logon <usr> <pwd> |
| 18:37 |
sfan5 |
the suggested solution is to tell the user to run a command in MT that will give him an auth code |
| 18:37 |
sfan5 |
and then do |
| 18:37 |
sfan5 |
auth 3896uigu89h45 in irc |
| 18:37 |
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| 18:38 |
gravgun |
Mg/LeMagnesium/ElectronLibre did that on our servers. |
| 18:39 |
gravgun |
However Darcidride is still complaining he doesn't like that token-based logon |
| 18:39 |
gravgun |
(even though IMO it's a better option) |
| 18:40 |
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| 18:44 |
sfan5 |
gravgun: well .. you'll have to hack your own function in if you want to continue using password logins |
| 18:44 |
gravgun |
So basically hacking in a whole Lua-based GMP implementation? |
| 18:46 |
sfan5 |
no |
| 18:46 |
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| 18:46 |
sfan5 |
adding a function to the lua api that does the same as the server when checking passwords |
| 18:53 |
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| 19:13 |
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| 19:17 |
est31 |
sfan5, gravgun see the code here https://github.com/est31/minetest/tree/addcheckpwd |
| 19:17 |
est31 |
but wont get merged due to the reasons sfan5 told above |
| 19:17 |
* est31 |
should probably rebase the thing |
| 19:17 |
gravgun |
Oh cool |
| 19:17 |
gravgun |
So I won't have to do that myself >:D |
| 19:18 |
gravgun |
I'll suggest Darcidride some changes to the build script he uses if that doesn't get eventually merged |
| 19:18 |
gravgun |
applying this patch before building. |
| 19:19 |
est31 |
there we go |
| 19:19 |
est31 |
rebased |
| 19:29 |
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| 19:31 |
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| 19:35 |
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| 19:36 |
est31 |
any dev want to look at https://github.com/minetest/minetest/pull/3410 |
| 19:37 |
est31 |
this at least should go in fast |
| 19:37 |
est31 |
its only to detect something one doesnt need either way |
| 19:38 |
est31 |
discussion started here https://forum.minetest.net/viewtopic.php?f=5&t=13631 |
| 19:38 |
est31 |
merge it if you agree to the pr |
| 19:38 |
* est31 |
is gone |
| 19:38 |
est31 |
bye |
| 19:39 |
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| 20:32 |
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| 20:35 |
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| 20:36 |
jomat |
Hi there :-) |
| 20:37 |
jomat |
I'm in the decision process of choosing mapgen v6 or v7 for a new game but heard that there are incompabilities with v7 and the moretrees mod… can anyone give me a hint in the direction what those issues are? |
| 20:42 |
VanessaE |
when using mgv7, the spawn_tree() engine call used by Moretrees creates black, square shadows due to some kind of conflict with lighting versus internal voxel manip code. |
| 20:43 |
VanessaE |
paramat ^^^^^ |
| 20:44 |
Fixer |
VanessaE, could be it https://forum.minetest.net/viewtopic.php?f=5&t=13664#p200156 ? |
| 20:51 |
jomat |
Sooo this is just a matter of appearance? Then I'll try it out to see in which frequency this happens |
| 20:51 |
jomat |
If it's one Tree in 10k m^2 it's ok for me :-) |
| 20:52 |
VanessaE |
more like one tree every other mapblock..... |
| 20:52 |
jomat |
I'll cut those down :-) |
| 20:53 |
VanessaE |
that won't fix the shadows :) |
| 20:53 |
jomat |
Oh… I'll bury them whith dirt :-) |
| 20:54 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot_2015-08-21_18-54-03.png |
| 20:56 |
jomat |
Uuuh |
| 20:56 |
VanessaE |
yeah. |
| 20:56 |
Fixer |
jomat, seen that bug right away at spawn |
| 20:58 |
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| 20:58 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
| 20:58 |
jomat |
Ok, 1234 also spawns me in a shadow |
| 20:59 |
Fixer |
jomat, 3916613240110511995 / -147 1 143 |
| 21:00 |
jomat |
Ok, thats really weird… even the sky darkens if I look at such a tree |
| 21:14 |
Fixer |
that's the bug with cave fog darkening |
| 21:17 |
Fixer |
it should work only underground in caves |
| 22:23 |
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| 22:24 |
paramat |
ok est31 i'll merge 3410 later +1 |
| 22:31 |
paramat |
fixer no the shadow problem i mention in the forum is simply the fact that higher realms can cast shadows on lower ones |
| 22:31 |
Fixer |
oh ok |
| 22:38 |
sofar |
paramat: is it possible for e.g. floating islands at +10000y to cast shadows at +1y even if 9500y-100y is not loaded/generated? |
| 22:39 |
paramat |
the shadow bug with moretrees in mgv7 is mostly due to the mod using l-system treegen during mapgen, it shouldn't. better to place saplings that grow later. we need a new version of l-system treegen designed to be used during mapgen |
| 22:41 |
paramat |
sofar, shadows will only propagate down if the upper realm is generated first and a player then travels down through all mapchunks between to a lower realm |
| 22:43 |
paramat |
my simple fix is an option to choose whether the shadow in the mapchunk above is propagated into the current mapchunk |
| 22:43 |
paramat |
so travelling upwards through realms is usually harmless, downwards travel causes infinite shadows |
| 22:44 |
paramat |
my idea is that at a certain y, just below a realm, shadows are not propagated |
| 22:46 |
paramat |
this branch has this idea implemented as well as mgv7 floatlands https://github.com/paramat/minetest/tree/mgv7floatlands |
| 22:51 |
paramat |
mgv7 is so rich in trees it doesn't really need moretrees. other smaller plantlife is good though and doesn't cause those shadows |
| 22:53 |
paramat |
last night i triggered rare segfault in dungeongen, will merge this bugfix later https://github.com/minetest/minetest/pull/3411 |
| 22:54 |
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| 23:14 |
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| 23:31 |
sofar |
paramat: I'm confused about mgv6 or mgv7 - mgv7's landscape looks terribly artificial every time I try it, is it really going to replace v6 at some point? |
| 23:33 |
paramat |
i doubt it will become the default mapgen, mgv6 is still best for newbies and has smaller biomes and overall scale |
| 23:35 |
sofar |
it's incredibly hard to tune mapgen... I like v6's style landscapes better but tuning it is... well, I could post several good meme's describing how it feels to tweak them |
| 23:35 |
paramat |
mgv7 has stayed mostly true to hmmmmms design, it has a different style yes, large scale and 'cleaner' |
| 23:36 |
paramat |
yes tuning is hard work, very time consuming |
| 23:40 |
sofar |
I wish I had a better grasp of mapgens, I so, so, SO want to create a mapgen that incorporates all the knowledge I learned from geology |
| 23:42 |
sofar |
one of my peeves is missing realistic watershed creation... rivers aren't flat things. And superstructures created by tectonics should be something that can be mimicked in a mapgen too |
| 23:43 |
paramat |
i'm sure you can do it eventually, by studying lua mapgens |
| 23:47 |
sofar |
so much on my wishlist |
| 23:47 |
sofar |
I don't know why I worked on an improved mcimport.py for 3 weeks |
| 23:48 |
sofar |
the result isn't bad (it's actually pretty decent, e.g. pressure-plate activated doors convert properly, and even a 2-tone doorbell I had made in MC) |
| 23:48 |
sofar |
but I just don't see many people using it |
| 23:53 |
sofar |
paramat: I may end up bugging you, but I promise I won't until I'm serious about making a real effort ;^) |
| 23:54 |
paramat |
ok. best we move this discusson to the other channel |