Time Nick Message 03:12 VanessaE 22:12:31: ACTION[ServerThread]: Player jojoa1997 tried to access [node under=-50,7,604 above=-50,8,604] from too far: d=1600.43, max_d=140. ignoring. 03:12 VanessaE I'm seeing a LOT of this in my server logs lately, and users complain that they can't place/dig nodes when this is happening. 03:31 VanessaE celeron55: if you're around, please merge those mese changes. Just got the first new recipe that needs them. 03:32 VanessaE (namely, crafting a UFO that a person can sit in and fly around) 03:32 VanessaE seems somehow fitting given how you view Mese. :-) 17:04 RealBadAngel hi all 17:05 RealBadAngel ive made somethin cool i think, heres the vid on it: http://www.youtube.com/watch?v=GocjjOLuogk 17:16 hmmmm those are great 17:16 PilzAdam yes, they are 17:17 hmmmm i want to start getting my changes into minetest... so right now i'm nearly at the point where my own mapgen is of alpha quality 17:18 hmmmm what i want to happen is that I make a new file, mapgen_legacy.cpp, put all the old stuff in there, turn it into a class, and then replace all the perlin_noise2d() calls with array accesses to the result of my fast perlin noise functions 17:19 hmmmm it'll remain the default mapgen, but you'd be able to switch to the new one if you specify a configuration option like new_mapgen=true or something 17:20 hmmmm if the new mapgen metadata is present in the map_meta.txt or whatever, it'll use the new mapgen regardless of the settings and vice versa 17:20 hmmmm the reason why i want to do this soon is because the branch i'm working with is forked from 0.4.3 and there's no telling how much more difficult it will get to integrate the changes with the master branch as time goes on 17:21 RealBadAngel hi hmmm 17:21 RealBadAngel im makin now gen in c++ 17:22 RealBadAngel LUA is far to slow for such stuff 17:22 RealBadAngel im doing matrix4 calculations in lua 17:23 hmmmm yeah, that's what i feared.... you see, "block decorations" such as trees are something you'd obviously want in lua for modifiability but lua seems to be too slow for this sort of stuff 17:24 RealBadAngel it will be customizable by lua 17:24 RealBadAngel gen procedure is the same for all the trees 17:24 hmmmm my master plan was to move the trees out into lua as well, and have a separate mapgen lua interpreter so it'd be able to run in its own thread to not impact the performance of the rest of it 17:25 RealBadAngel just the arguments passed to it are different 17:25 hmmmm oh yeah, you see, that's not going to do it in the long run.... that assumes it's just going to be a tree 17:25 RealBadAngel no 17:25 hmmmm what then....? 17:26 RealBadAngel its L-systems, it can grow any plant 17:26 hmmmm yeah, plant though 17:26 hmmmm i am talking about decorations in general 17:26 hmmmm for example in a nether biome you're not going to want plants to grow 17:26 RealBadAngel so no calls to treegen just 17:27 hmmmm hmm 17:27 RealBadAngel each biome can have defined chances for somethin to spawn 17:27 hmmmm well no, okay, you've got a point 17:27 RealBadAngel so trees = 0 17:28 hmmmm how large is your treegen code 17:28 RealBadAngel wait i will upload most recent 17:29 RealBadAngel lemme clean it a bit, so main functions will be better visible 17:36 RealBadAngel hmmmm, http://realbadangel.pl/treegen.zip 17:36 RealBadAngel its big because of 128x textures 17:37 RealBadAngel main code is just generate_lsystem_tree = function (pos,initial_axiom,rules_a,rules_b,iterations,angle,bark,leaves) 17:38 RealBadAngel calls with different parameters are in spawners.lua 17:39 RealBadAngel matrix and matrix4 are just libs for calculations on matrices (not needed when inside engine - i rewrote matrix4 stuff based on irrlicht code) 17:40 hmmmm it's all lua ~_~ 17:40 RealBadAngel by now 17:40 hmmmm so treegen/matrix is just some math routines 17:40 RealBadAngel i just started to write c++ version 17:41 RealBadAngel yeah 17:41 RealBadAngel thats a lib 17:41 hmmmm did you write it 17:41 RealBadAngel i ported it for sake of treegen 17:41 hmmmm ah 17:41 RealBadAngel its a MIT licensed stuff 17:41 RealBadAngel pretty usable btw 17:42 hmmmm alright so what i'm seeing is a bunch of matrix manipulation stuff along with complex variable functions 17:42 RealBadAngel it will be easier in c++ 17:42 hmmmm of course 17:43 hmmmm just be sure to only write the matrix/complex number routines that are being used 17:43 RealBadAngel complex are not needed 17:43 RealBadAngel its just a part of matrix lib 17:44 RealBadAngel im using just in fact 4x4 matrix4f matrices 17:44 RealBadAngel vectors3f, and angles 17:44 hmmmm what routines are needed by treegen 17:44 RealBadAngel and stack for matrices 17:44 hmmmm in the matrix lib 17:44 RealBadAngel add, mul, new 17:44 hmmmm that's all 17:45 hmmmm just code that by han 17:45 hmmmm hand* 17:45 RealBadAngel and those 2 in matrix4 lua 17:45 RealBadAngel setrotation and transpose 17:45 hmmmm yea, no need for a big library just for that 17:45 hmmmm all of which are easy as hell 17:45 RealBadAngel in c++ i dont need them at all 17:45 hmmmm right 17:45 hmmmm okay 17:45 RealBadAngel all is already here 17:45 hmmmm that's good 17:46 RealBadAngel im not sure just bout stacks 17:46 RealBadAngel i need a stack to push/pop matrices 17:46 hmmmm 'stacks'? 17:46 hmmmm you mean the lua stack? 17:46 RealBadAngel no 17:46 RealBadAngel regular stack 17:46 hmmmm oh 17:46 RealBadAngel LIFO 17:46 hmmmm what's wrong with std::stack 17:46 hmmmm http://www.cplusplus.com/reference/stack/stack/ 17:47 RealBadAngel i said i wasnt sure just 17:47 RealBadAngel can they stack matrices as well? 17:48 hmmmm sure 17:48 RealBadAngel so no problemo 17:48 hmmmm clearly 17:48 RealBadAngel i got all needed 17:48 RealBadAngel i could go from stark to c++ version 17:49 RealBadAngel but thanks to lua i fully understood how that damn thing works :) 17:49 RealBadAngel including matrix4 17:50 RealBadAngel i havent implemented in LUA all turtle command for lsystems 17:50 RealBadAngel i will add them to c++ version 17:51 RealBadAngel hmmm, btw have you tried already walkin under those trees? 17:51 RealBadAngel i mean in game 17:52 thexyz btw, what's preferable in minetest, STL or Irrlicht containers? 17:52 RealBadAngel idk 17:52 hmmmm STL 17:52 PilzAdam thexyz, c55 dont want to depend too much on Irrlicht 17:52 thexyz hmmmm: why is irrlicht's core::list used everywhere then? 17:52 hmmmm no idea 17:53 RealBadAngel hehehe 17:53 RealBadAngel matrix4 is also irrlicht core 17:53 hmmmm Irrlicht wanted to reimplement all its own containers so it doesn't have a dependency on STL 17:53 PilzAdam dev wiki says dont use it as much as its used in the existing code 17:53 hmmmm but that makes an even bigger dependence on irrlicht 17:53 thexyz hmmmm: yeah, i've that read on theirs blog 17:53 hmmmm and their code has been shown to be shotty 17:53 hmmmm shoddy rather 17:54 hmmmm really it'd be nice if one day someone sat down and switched all the irrlicht containers to STL containers that don't need to be irrlicht containers 17:54 hmmmm but that's boring 17:59 RealBadAngel stupd question, where shall i put lsystem_treegen routines? :) 18:00 thexyz well, if celeron55 approves it, i can spend some time converting irrlicht containers to stl ones, there seems to be not much difference 18:01 hmmmm RealBadAngel, i'd say mapgen.cpp 18:01 hmmmm for now anyway 18:01 RealBadAngel oke 18:06 RealBadAngel btw, epic shot: http://realbadangel.pl/red_cliffs.png 18:07 PilzAdam why not disable the HUD? 18:11 RealBadAngel was in hurry before sunset ;) 20:12 thexyz fuck this shit, how can irrlicht's core::list make win32 minetest to accessviolation with weird message when std::list works fine? am i doing something totally wrong?