Time Nick Message 00:05 VanessaE http://forum.minetest.net/viewtopic.php?pid=77032#p77032 00:05 VanessaE \o/ 00:08 VanessaE I need to make a "dyeing" table at some point. 00:08 VanessaE something that can be used to color objects like unified bricks, colored woods, etc etc 00:08 VanessaE so I can get these four million nodes out of the inventory :-) 00:09 Exio and four millions seconds for loading the game 00:50 hmmmm erm what 00:51 hmmmm vanessa, the problem with the multi-threaded mapgen is that one thread generating a block doesn't know about that same block's present state when it's being used as a neighboring chunk in another thread, causing solid terrain to be generated on top of a cave in some cases, causing caves to get "walled in" 00:52 hmmmm ditto with trees and air 00:52 hmmmm causing trees to get sawed down the middle 00:52 hmmmm i have an idea of how to fix that completely, but it sucks 00:53 VanessaE ah, guess I was oversimplifying 00:53 VanessaE btw, the idea I just had: if overflow from one block to another is the issue, then give each thread every *other* block, never genrate two side by side in separate threads 00:54 hmmmm lol you can't do that, if you're thinking of a checkerboard pattern of generation you can't do that either, since chunks being generated would still share corners 00:54 VanessaE so if you have two threads generating a 3x3 area, the center one thread might go to each corner, then when those have finished, one thread to each of the top/bottom/left/right middle ones 00:54 VanessaE shit. 00:54 hmmmm yes i know what you mean 00:54 hmmmm i considered all of that already 00:55 VanessaE (why didn't I think to say "checkerboard" in the first place?) 00:55 VanessaE oh well 00:57 Exio hmmmm: i don't know how the values works for the mapgen_v6_noise and so, but is there any "way" to make it less predictable? 00:58 hmmmm not really 00:58 Exio hm k 00:58 Exio btw, this is what i got from my random-seed-experiment http://exio4.com.ar/_/mt/map.png 00:59 hmmmm you were expecting something different? 01:00 Exio yes, chunks more random, because chunksize=1 01:00 Exio now that is fixed, no? 01:01 hmmmm huh? what does chunksize have to do with random 01:01 Exio how is the size of the chunk defined? 01:01 hmmmm in the config 01:01 Exio i mean, how you know the 'chunks' will have that size? 01:01 hmmmm because that's what i generate 01:02 hmmmm it's a setting for a reason.. 01:03 Exio so, if i replaced every thing where you can use 'seed' with 'rand()', why are the "edges of chunks" not 'very near' 01:03 Exio ? 01:04 hmmmm because of how perlin noise fundamentally works 01:04 Exio hm, how does it work in that way? 01:04 hmmmm the only reason why it's as coherent as it is with your experiment is because the seed doesn't change for the entire chunk 01:05 hmmmm you should probably read up on perlin noise 01:05 Exio i will 01:22 Exio i see what you meant with the mapgen 01:22 Exio the multithreaded stuff ate a whole desert stone wall.. in .. "nothing" 01:24 Exio and removed the ocean where i was swimming :( 09:14 kaeza hi all 09:15 kaeza would it be possible to add support to control client's FOV from Lua? 09:16 kaeza I mean, for the server to control client's FOV 12:20 Traxie21|Kindle Hello 14:12 RealBadAngel hi all 14:30 RealBadAngel hmmmm, are you there? 17:02 hmmmmm y0 17:03 hmmmmm why should the server control the client's FOV? 17:03 hmmmmm 1). i can't see any reason for that, and 2). it'd add yet another network packet 17:10 celeron55 the answer to why is probably quite simple: to make binocular-like stuff 17:10 celeron55 which is useless-ish though 17:14 VanessaE I could see one use for it. 17:14 VanessaE well, skip that. 17:15 VanessaE (wouldn't be of much use in practice, not in MT) 17:22 serengeor #opengl 17:23 serengeor oops 17:28 thexyz binocular-like? 17:28 thexyz i think we can achieve the same with metology hud api 17:29 VanessaE I thought of quake/openarena's "zoom" (middle mouse) feature when he said that. 17:29 hmmmmm about that 17:30 hmmmmm the metology hud conflicts with my plans for the bar api 17:30 thexyz there's no point in doing that server-side then 17:30 thexyz hmmmmm: do we really need the bar api then? 17:30 hmmmmm yes 17:30 hmmmmm the bar api is much more flexible 17:31 thexyz how so? 17:31 hmmmmm read about it on the TODO dev wiki page 17:32 thexyz so why can't we implement a generic client hud api and then write a simple wrapper for such bar api? 17:34 hmmmmm look at how overcomplicated it is.... 17:36 hmmmmm plus, didn't we want lua to not have that sort of power over clients, to draw arbitrary figures? 17:36 thexyz but it's already done 17:36 thexyz +statbar~~~~ 17:36 thexyz +^ Draw a statbar. 17:36 thexyz +^ amount is in half-points. 17:37 thexyz hm.. 17:37 thexyz well, I didn't want that 17:51 hmmmmm woah. so i'm compiling minetest to play on my laptop, and it's taking forever compared to my desktop... my new computer has spoiled me 17:52 Exio what cpu in the laptop? 17:52 hmmmmm Sempron SI-42 17:53 VanessaE a 486 SX25 ;-) 17:53 Exio hmmmmm: time it!, it takes 30 minutes in my intel atom n270 17:56 Calinou about 20-25 mins on my netbook's N455 :P 17:56 Calinou 40 seconds to 60 seconds on my desktop 17:57 Calinou (make -j8) 17:57 Calinou no noticeable difference with make -j9 17:57 VanessaE Calinou: fix yer busted-ass circular saw ;) 18:00 Exio Calinou: with time? 18:00 hmmmmm omg 18:00 hmmmmm 717.065u 26.304s 13:38.68 90.7% 7751+2947k 365+54io 33pf+0w 18:01 hmmmmm also it seems like it compiled the same stuff twice 18:01 VanessaE gah, posted that on the wrong channel, sorry. 18:32 PilzAdam I added some labels to the issue tracker of the engine 18:40 Exio :D thanks 19:02 proller 50+% external mobs crashes server at random time 19:03 proller maybe report lua error to log and continue working? 21:02 celeron55 hmmmm: that is why everyone should seriously aim to keep header bloat as minimal as possible 8) 21:04 celeron55 and use interface classes for things, as those are very good at making sure a single change won't recompile half of things 21:05 celeron55 (well, that was already included in the first statement; *goes away*) 21:36 hmmmm but, at the cost of needing a vtable, adding another layer of indirection, which is less efficient 21:36 hmmmm at runtime 21:38 sapier1 vtable dereferencing is quite fast as far as I know only rtti is performance critical 21:39 sapier1 vtable usage might even be optimized by compiler 21:40 sapier1 btw I've just assembler debugged vtable usage for two days ;-) but of course compiler may not always be able to optimize that good 22:12 proller initial float islands - https://github.com/minetest/minetest/pull/555 22:43 thexyz Land Up, Canyon & Chasm ported in core would be great too 22:44 PilzAdam thexyz, maybe there is a bug caused by stl that breaks nick completion 22:44 PilzAdam need to research 22:44 sapier1 yes ... imho we need to make core more modular in order to improove maintenance for things like that 22:44 thexyz PilzAdam: seems so 22:45 VanessaE nick completion? in minetest? 22:45 thexyz wow! 22:45 thexyz so, nothing is broken 22:45 thexyz as no one used it 22:46 PilzAdam it only works for my own nick 22:47 VanessaE what's the completion key? tab? 22:47 thexyz PilzAdam: it doesn't work at e204bedf1d781e43b8caa334a99319efc5b7ce46 either 22:47 sapier1 wait you mean list of all logged in players is transfered to any client no matter if client needs to know or not? 22:47 VanessaE ah no wonder I never used it, it only works in the F10 screen, not in the 't' tialog. 22:47 VanessaE dialog* 22:48 thexyz sapier1: yes? /status ? 22:48 thexyz hm, compiling minetest while updating @world is not fun 22:48 thexyz should probably get hexacore 22:49 sapier1 puuhhh I don't like the idea someone can write a simple client creating a login profile of any player 22:49 Exio hahaha 22:49 Exio poor computer 22:49 Exio thexyz: what cpu atm? 22:50 thexyz Exio: i5-2400 22:50 thexyz sapier1: hmm? 22:50 thexyz i didn't get it 22:50 proller seems landup possible with mapgen params now - change scale 22:50 Exio ah 22:51 proller and already in indev mapgen far mountains higher 22:51 sapier1 I wasn't aware of minetest yelling out my presence to everyone ;-) 22:52 sapier1 in most mmos for example you can talk to everyone of course (at least if you know the name) but you only see online status of your friends 22:52 thexyz sapier1: well, it's quite obvious 22:52 thexyz I doubt minetest can be counted as MMO 22:52 thexyz PilzAdam: was this feature ever working? 22:52 PilzAdam dunno 22:53 sapier1 so minetest assumes all players in a game are friends ... hmm while this might be a possible interpretation I suggest thinking about changing this behaviour if minetest servers start to get more players ;) 23:27 proller PilzAdam, fixed initial size, coal+iron at minimal, minimum height 23:27 thexyz PilzAdam: so, the issue with tab completing is related to Environment 23:28 thexyz as in non-local game it only knows about local player 23:28 thexyz and tab completion code calls its getConnectedPlayers() method 23:28 thexyz which, obviously, returns only the local player 23:30 thexyz i wonder what's the right way to fix it 23:31 sapier1 :-) I suggest not fixing it at all but I assume this is only my opinion ;-) 23:31 thexyz why? 23:31 sapier1 for privacy reasons 23:32 thexyz what privacy reasons? 23:32 thexyz it's not like /status doesn't work anymore 23:32 thexyz so your argument is invalid 23:32 sapier1 ok then it's useless :-( 23:32 thexyz oh, also, today /status showed 2 "unknown" guys 23:32 thexyz what is useless? 23:33 sapier1 useless not to fix it if there's another way to get that information 23:33 thexyz yes, for example, you may as well look around to see other players' names 23:33 proller PilzAdam, commit please https://github.com/minetest/minetest/pull/555 - its in dev mapgen, change in minimal game will not affect current mapgen, later will make better no-edge way 23:34 sapier1 yes but it's a difference if you see all players at once or get a well formated guaranteed to be complete list ;-) 23:34 PilzAdam proller, I would prefer that hmmmm looks over it first 23:34 sapier1 -or + and 23:34 proller PilzAdam, ok 23:35 proller hmmmm, https://github.com/minetest/minetest/pull/555/ 23:45 thexyz hmmmm: http://forum.minetest.net/viewtopic.php?id=5188 23:45 thexyz (you may be interested i think) 23:48 PilzAdam celeron55, Id like to hear what you think: http://forum.minetest.net/viewtopic.php?pid=77359#p77359 23:57 hmmmm the only thing that could be computed with a GPU is the perlin noise, and the benefit would only be great enough if you're generating the entire world at once