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IRC log for #minetest-dev, 2013-06-16

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Time Nick Message
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01:49 sweetbomber hmmmm: I started to design the structure generator engine
01:51 sweetbomber are you also thinking of doing anything related to structure generation for now?
01:52 sweetbomber if so, i think it should be better for us to get synchronized, and co-work...
01:52 sweetbomber what do you think?
01:52 hmmmm hmm i didn't really get your idea after you were explaining it yesterday
01:52 sweetbomber i think that independently of the core idea, much of the stuff is common
01:52 hmmmm http://irc.minetest.ru/minetest-dev/2013-06-15#i_3142346
01:52 sweetbomber eg. how to define structures
01:53 sweetbomber how to manage them, etc..
01:53 sweetbomber i have a small draft for now: http://pastebin.com/a7PHYKd3
01:53 sweetbomber regarding management, my idea was to use the same concept as biomeDefManager
01:54 hmmmm i feel like i went overboard with BiomeDefManager
01:54 sweetbomber i think you did a pretty nice job there
01:54 hmmmm things like ore and decorations, for example, i have no 'manager', just a std::vector
01:55 hmmmm it's something really big and bloaty for a really simple concept
01:55 VanessaE "overboard"?  uh oh..
01:55 sweetbomber the only thing i think is over kill is the calculation of the biome for each node
01:56 sweetbomber i think mc uses a small area
01:56 hmmmm well, remember the whole k-means thing? :/
01:56 * VanessaE hopes her plants_lib API doc isn't the reason..
01:56 hmmmm oh, yes
01:56 sweetbomber but i think it is good as is now
01:56 sweetbomber and performance is not sacrified
01:56 hmmmm in minecraft, biomes are 2x2 blocks
01:56 hmmmm have the granularity of*
01:57 hmmmm I think i'm going to have BiomeDefManager also have a biome map cache
01:57 hmmmm we're going to want to do a lot more with biomes than some properties for terrain generation; doing all that heavy computation to find the biome at a single point is pretty bad
01:57 sweetbomber the biome map cache would speed things a little
01:57 hmmmm right
01:57 sweetbomber at least to what concerns, e.g structure placement
01:58 hmmmm hmmm about that
01:58 sweetbomber where at least for each structure one access would be needed
01:58 hmmmm i am thinking of having a u8 *biomemap a public member for the Mapgen base structure
01:58 hmmmm if biomemap is not NULL, then that mapgen has biome support
01:58 hmmmm and you'd be able to read the biome id directly from what was computed
01:59 sweetbomber ok
01:59 hmmmm i really ought to commit what i have soon
01:59 sweetbomber regarding structure definition (not placement)
02:00 sweetbomber i am thinking to use an approach similar to biomes too
02:00 sweetbomber lua registers the structures
02:00 sweetbomber but then it does not pay any other role
02:00 hmmmm lua registration is pretty much the standard
02:00 sweetbomber so that all algorithms could go to c++
02:01 sweetbomber im thinking on a deterministic approach at first
02:01 hmmmm by the way, like i mentioned earlier (and you evidently didn't see), i'm going to continue on what i'm doing
02:01 hmmmm because i honestly have no clue how it's going to work out
02:01 sweetbomber structures will be defined node-by-node- no random
02:01 hmmmm if things overlap, we can merge them together
02:02 hmmmm with that said, feel free to make your own version of the structure file format
02:02 sweetbomber have you done any registration class, like in biomedef?
02:02 sweetbomber could at least send me what you've got?
02:02 hmmmm it's not a registration, it's just a push_back
02:02 hmmmm yeah, hold on.
02:03 sweetbomber it would ease the merge, since i have not done much till now
02:03 hmmmm oh
02:03 hmmmm well
02:03 hmmmm i didn't write anything aside from some definitions for the structure thing yet
02:03 hmmmm we might be doing something completely different
02:04 hmmmm my sort of structure placement is for more like trees and what not
02:04 hmmmm yours is intended for buildings and bigger things
02:05 sweetbomber i'm planning to make something that fits all
02:05 sweetbomber but thats something that we'll assess later
02:05 sweetbomber after i have something working
02:06 VanessaE hmmmm: don't you mean "those goddamn trees"? ;)
02:06 hmmmm not those ones
02:06 hmmmm small ones that won't get cut off
02:07 VanessaE hehe ok
02:07 VanessaE just teasing
02:11 sweetbomber hmmmm: could you send me a zip or something?
02:11 hmmmm i plan on committing it to my repo
02:11 hmmmm almost done
02:12 sweetbomber ok
02:14 hmmmm ugh
02:14 hmmmm great job STL:  error: request for member 'name' in '((BiomeDefManager*)this)->BiomeDefManager::biomes.std::vector<_Tp, _Alloc>::operator[] [with _Tp = Biome*, _Alloc = std::allocator<Biome*>](i)', which is of non-class type 'Biome*'|
02:14 hmmmm 4T@(I$T@$Jkroaf0ir23JK!@#OR(J04TKO4KTOEPR now figure out the error
02:14 hmmmm instead of saying "do you mean -> instead of .?"
02:15 sweetbomber sounds cryptic
02:15 sweetbomber btw, remember me talking about the over-use of getTextureID, yesterday?
02:16 hmmmm yeah, you had a patch for that iirc?
02:16 sweetbomber just needed a two-liner fix
02:16 sweetbomber https://github.com/minetest/minetest/pull/775
02:16 hmmmm that didn't fix *all* the instances
02:16 hmmmm but it must've reduced CPU usage a lot
02:16 sweetbomber yes
02:16 hmmmm great
02:16 VanessaE I've seen some small performance gain from it.
02:17 VanessaE and I swear flipping pages in Unified Inventory is faster too, for whatever that's worth.
02:17 sweetbomber however, its almost negligible when the cpu is doing heavy stuff
02:23 hmmmm https://github.com/kwolekr/minetest/commit/0ea87d059ca4b71546ffa4f06b8af0db255074ae  it's not done yet though
02:23 hmmmm i still have more to do
02:26 sweetbomber np
02:26 hmmmm but that's the gist of it
02:26 sweetbomber just to get the idea you're following
02:31 sweetbomber well, ill analyse that tomorrow
02:31 sweetbomber good night
02:31 sweetbomber just cloned it
02:32 hmmmm it's not going to work fyi
02:32 hmmmm i need to add the biomes to the biome set for each decoration used
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05:31 VanessaE I need some help...
05:31 VanessaE 01:29:27: ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: LuaError: error: ...t/games/vanessae_game/mods/plantlife/plants_lib/init.lua:174: [string "moretrees:grow_jungletree({"y" = 2, "x" = -24..."]:1: '}' expected near '='
05:31 VanessaE this error cropped up out of nowhere, in code that hasn't been changed in weeks.
05:32 VanessaE https://github.com/minetest/minetest/commit/3e4f1462bcccedddf67fa30574c5e4e740f82262
05:32 VanessaE could this be why?
05:34 VanessaE (the code uses loadstring() + dump() to execute the named function)
05:37 VanessaE the piece of code that triggers the crash:  assert(loadstring(node_or_function_or_model.."("..dump(pos)..")"))()
05:38 VanessaE the only way to keep them from growing in clumps is with large avoid radii, which would greatly slow things down
05:41 VanessaE oops, ignore that last bit.
05:41 kaeza wait
05:42 * VanessaE waits
05:43 kaeza who in their right mind would use tables as indexes?
05:43 VanessaE no clue
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05:45 kaeza hmm... does not look like an error in that code
05:45 VanessaE maybe khonkhortisan does ;)
05:47 VanessaE yep, realbadangel just checked.  that commit breaks plants_lib
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05:47 RealBadAngel hi
05:47 VanessaE hey.  speaking of :)
05:48 kaeza hey RealBadAngel
05:48 RealBadAngel https://github.com/minetest/minetest/commit/3e4f1462bcccedddf67fa30574c5e4e740f82262 this commit causes moretrees to crash permamently
05:48 kaeza I see the problem now
05:49 kaeza ...or not
05:49 RealBadAngel its something related to tables
05:49 RealBadAngel it deforms them
05:50 RealBadAngel [Plantlife] Call function: moretrees:grow_birch({"y" = 13, "x" = 98, "z" = -11})
05:50 RealBadAngel 07:13:07: ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: LuaError: error: ...../games/technic_game/mods/plantlife/plants_lib/init.lua:174: [string "moretrees:grow_birch({"y" = 13, "x" = 98, "z"..."]:1: '}' expected near '='
05:50 VanessaE I posted that already
05:50 RealBadAngel ah ok
05:52 kaeza VanessaE, can you test somethign for me?
05:52 kaeza replace this: https://github.com/minetest/minetest/blob/3e4f1462bcccedddf67fa30574c5e4e740f82262/builtin/misc_helpers.lua#L60
05:53 kaeza with this: t[#t+1] = "[" .. dump(k, dumped) .. "] = " .. dump(v, dumped)
05:53 VanessaE just add the brackets?
05:53 kaeza yup
05:53 VanessaE sure
05:54 kaeza at least gives the correct output when run in the standalone Lua interpreter
05:54 RealBadAngel 07:54:10: ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: LuaError: error: ...../games/technic_game/mods/plantlife/plants_lib/init.lua:174: [string "moretrees:grow_jungletree({"y" = 1, "x" = -31..."]:1: '}' expected near '='
05:54 VanessaE testing it now.
05:54 RealBadAngel ^^ results
05:55 RealBadAngel ah
05:55 VanessaE yup, that worked.
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05:55 kaeza should I open a pull rq?
05:56 RealBadAngel forget it, didnt saved changes lmao
05:56 kaeza lol
05:56 RealBadAngel im testing it now too
05:56 VanessaE just put the fix through :-)
05:56 VanessaE ok yes, I have birches and jungletrees on a fresh map with that change
05:56 VanessaE so that fixes it.
05:58 RealBadAngel confirm, its ok now
06:00 kaeza hrm
06:00 kaeza too lazy to push the fix
06:00 RealBadAngel what?
06:00 kaeza git is being retarded again
06:08 kaeza https://github.com/minetest/minetest/pull/778
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11:43 sapier https://github.com/minetest/minetest/pull/724 I've removed minizip and fixed some minor bugs ... gentoo guys plz find out why dynamic_casts fail on your system
11:45 kahrl sapier: will do, I finally have some free time
11:45 kahrl http://forum.minetest.net/viewtopic.php?id=6280
11:45 kahrl ^ anyone mind if I do a s/unban_player_of_ip/unban_player_or_ip/g and push>?
11:46 sapier "of"? :-)
11:46 sapier OF course not ;-)
11:46 kahrl you were only partially at fault :P
11:47 sapier f is the button next to r so very very close ;-)
11:47 kahrl the C++ function was called unban_player_of_ip before the scriptapi move but the scriptapi move changed the registration
11:48 sapier btw the irrlicht version of zip is not thread safe, as there aren't multiple threads doing things like that this is no problem ... but this should be honored on future enhancements
11:48 kahrl hmm good to know
11:49 sapier irrlicht registers archives to it's internal database instead of returning a reference so you have to fetch the last added archive ... this will horribly fail once adds another archive before you're able to get yours
11:49 kahrl oh
11:50 kahrl I wouldn't use that
11:50 sapier no other way to do with irrlicht
11:50 kahrl I would get the list of IArchiveLoader's, check which one is responsible for the file, and use it to get an IFileArchive
11:51 kahrl I thought that was possible
11:51 kahrl adding it to the irrlicht file system can be bad cause it could override actual files such as textures... right?
11:52 sapier I don't see a way to find out wich loader is responsible for a file
11:53 sapier I haven't found an option to create an standalone archive loader
11:53 kahrl something like this: http://codepad.org/MZ3hLXkf
11:53 sapier it could shadow the textures but I remove it right after that
11:55 sapier i assume the old files will be unshadowed after removing
11:55 kahrl yeah removing it should work
11:55 sapier it's ugly I know
11:56 sapier irrlicht has support for cleaning relative paths too .. unfortunately minetestserver doesn't link irrlicht
12:26 kahrl oh wow I just found an extreme item duplication bug
12:27 VanessaE oh?
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13:46 kahrl sapier: http://stackoverflow.com/questions/2351786/dynamic-cast-fails-when-used-with-dlopen-dlsym
13:46 kahrl could this be the reason?
13:48 sapier possible but the object beeing casted isn't a lib element
13:48 sapier so rtti should be available
13:49 kahrl isn't it an IGUITabControl?
13:49 kahrl which is defined in libIrrlicht.so
13:49 sapier hmm yes you're right
13:49 kahrl or an IGUICheckBox, same deal
13:50 sapier ok then it is possible but I still wonder why this only happens on gentoo
13:50 Exio does anyone have http://ompldr.org/vaHJ5dw/performance_comparison_pathfinding.pdf?
13:50 kahrl maybe gentoo compiles irrlicht without RTTI
13:50 kahrl or uses different g++ settings (by default)
13:50 sapier exio yes
13:50 Exio sapier: can you upload it to other place?
13:51 sapier of course wait a minute I have to find it again
13:51 Exio no problem
13:51 sapier kahrl but isn't one of gentoos core purposes to ensure all programs match as good as possible? ;-)
13:51 kahrl sapier: as a fix, I would do assert(element.getType() == ...) and then use a static_cast
13:52 kahrl sapier: hmm, no I don't think so
13:52 Exio what USE flags? ;P
13:52 kahrl sapier: maybe if next_gen_main_menu was done in an official ebuild
13:53 sapier if our build system doesn't use correct gentoo flags there's a bug in there
13:54 kahrl well I'd avoid dynamic_cast across library boundaries in general
13:54 sapier but it'd be interesting to know if gentoo really doesn't compile with rtti ... I'd be very surprised if they did
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13:54 sapier dynamic_cast is a perfectly normal c++ feature ... it's a pitty there are buggy systems/compilers not supporting it ...
13:58 Exio sapier: did you get the .pdf?
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14:01 sapier i created it
14:02 Exio yep, but i mean, did you find it? :P
14:05 sapier I'll add this gentoo workaround
14:05 kahrl sapier: this works for me: http://codepad.org/TJJkZPsP
14:07 sapier yes found it ... need to find some place to upload
14:08 sapier ok I updated my pull request did it slightly different ... I still think this is a gentoo bug
14:10 kahrl sapier, the Makefile distributed with irrlicht contains -fno-rtti
14:10 kahrl gentoo just did not change it
14:10 sapier http://www.file-upload.net/download-7721043/performance_comparison_pathfinding.pdf.html
14:10 sapier so everyone else did fix this just gentoo doesn't :-) and I thought those guys know about compiler flags
14:11 kahrl why do they need to change it if upstream recommends -fno-rtti?
14:12 kahrl this would also affect anyone who built irrlicht by hand
14:13 kahrl not trying to defend gentoo but I don't think this is a bug
14:13 sapier default irrlicht for win32 is with rtti I wonder why there's something different in makefiles
14:14 sapier imho not using rtti for c++ applications is only in special cases usefull e.g. on embedded devices with very low cpu/memory ... but not on x86 ;-)
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14:15 sapier but I don't have any intention to repeatedly tell gentoo ppl "compile with rtti" so I'll live with this workaround in mt
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14:17 sapier exio did this filehoster work?
14:17 Exio why should they enable rtti if it isn't enabled by default
14:17 Exio sapier: yep
14:18 kahrl debian's irrlicht also had no rtti until someone filed a bug
14:18 sapier rtti is a core feature of c++ I don't have any idea why irrlicht disables it
14:18 kahrl http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=568247
14:19 sapier yes about 3 years ago kahrl ;-)
14:20 sapier does my variant work for you too kahrl?
14:20 Exio tell that to irrlicht
14:20 Exio not distro mantainers
14:21 kahrl I didn't try it yet
14:21 kahrl sapier: if getElementFromId returns NULL your variant calls element->getType regardless
14:21 sapier not my problem exio ;-)
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14:21 sapier oops
14:23 sapier fixed
14:24 kahrl I wouldn't blame gentoo in the comment, but irrlicht ;)
14:24 sapier it's happening on gentoo only so once this is fixed in gentoo we can remove this fix
14:24 kahrl no
14:25 sapier if someone manually changes flags on debian this happens too of course
14:25 kahrl it will affect all distros that didn't specifically change this
14:25 sapier still gentoo provides inconsistent librarys to it's users
14:25 kahrl and it will affect everyone that downloaded and compiled irrlicht
14:26 sapier noone ever will realize this is fixed if i write irrlicht in comment
14:26 kahrl the fix can be removed if upstream irrlicht removes -fno-rtti and that irrlicht version is stable in all major distros
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14:27 kahrl sapier: tried your version and it works
14:28 sapier imho it's not a bug of software that others compile it with compiler options not compatible to their system
14:29 kahrl it is compatible... in the sense that all ebuilds that gentoo distributes that depend on irrlicht don't use RTTI
14:29 kahrl not with irrlicht classes at least
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14:31 kahrl you could see it as part of the irrlicht API that their classes can't be dynamic_casted
14:31 sapier no it isn't
14:31 sapier they're perfectly ok on win32
14:32 kahrl win32 isn't the irrlicht API
14:32 sapier with official irrlicht build
14:33 Exio upstream is wrong
14:33 Exio if you need to patch it to use it properly, then upstream is wrong
14:35 sapier I don't have any interest in continuing this discussion if you believe this believe it I don't think so
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14:58 sapier any comment on this? https://github.com/minetest/minetest/pull/774
15:02 rubenwardy Does that make animations smoother?
15:02 rubenwardy no
15:03 Calinou it predicts animation FPS changes
15:03 Calinou that is good
15:04 sapier yes you can specify which speed a animation is defaulted and client itself slows down or increases animation speed once enititys movement speed canges
15:04 sapier this avoids animation speed/movement speed mismatches due to network delay
15:05 Calinou this should be done for players
15:07 sapier true wouldn't be much of a change too
15:07 sapier but someone has to find out what's base speed of player animation ;-)
15:09 Calinou 4 blocks/sec
15:09 Calinou oh also, the sneaking animation slowdown should be divided by 3, not by 2
15:09 Calinou currently it's divided by 2
15:15 ShadowNinja sapier: Did ShadowBot give you my message?
15:18 sapier I don't remember getting a message
15:18 sapier what should it have told to me?
15:18 ShadowNinja Try joining #minetest, if it doesn't tell you I will look for the link.
15:18 ShadowNinja sapier: ^
15:20 sapier got it
15:20 sapier this is a c++ mainmenu bug true?
15:20 ShadowNinja Yes.
15:21 sapier game selection code is completely different so I'd expect this not to happen in formspec menu ... but threre may be other bugs
15:21 ShadowNinja sapier: You should probably register with NickServ.
15:22 sapier just another password to remember
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15:52 khonkhortisan VanessaE, I'm suprised that broke something
15:55 PilzAdam khonkhortisan, it doesnt really break something, VanessaE was abusing dump() and relied on a loadstring() compatible format
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15:56 khonkhortisan So we can blame her then :)
15:59 PilzAdam the pull request that adds thr [] should be merged anyway
16:00 khonkhortisan I would use a table as an index if I was converting between facedir and vectors, I'd have two equivalent but opposite tables so I wouldn't have to loop through either.
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18:13 thexyz why is this https://github.com/minetest/minetest/issues/763 marked as "low-priority enhancement"?
18:13 PilzAdam why isnt it pushed yet?
18:14 sapier what does this change?
18:15 sapier high precision as in 64 bit or 128bit? ;-)
18:17 thexyz sapier: http://irrlicht.sourceforge.net/docu/structirr_1_1_s_irrlicht_creation_parameters.html#ac790f1359a357f705bc2a5b24a6cc55d
18:19 sapier oh directx only
18:19 thexyz yep
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19:34 hmmmm hmm
19:34 hmmmm looks like i'm gonna have to add functionality to choose from a random selection of nodes as well
19:36 hmmmm and here i named it "simple" as if the implementation was going to be "simple", which it's totally not
19:37 hmmmm should i rename the "simple" decoration type to "column"?
19:40 kaeza "simple" is relative :P
19:40 kaeza depends on how complicated other decoration types would be
19:41 kaeza but yes, maybe "simple" is a misnomer :P
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19:46 sapier what about merging formspec mainmenu? it'd be tested quite well until next release if merged now
19:47 hmmmm i'm personally waiting for that to happen for the mapgen configuration page
19:47 hmmmm which is why i'm working on this first
19:47 sapier it's not a big deal adding this page later as it's formspec now
19:48 sapier you could even add it yourself without having to touch any c++ code
19:48 hmmmm we're talking about next_gen_main_menu, right?
19:48 sapier yes
19:48 sapier it's a lot of code and needs more testing than just a hand full of ppl can do
19:51 PilzAdam hmmmm, https://www.dropbox.com/s/0aixdwcwwgensho/Clay.png <- this is clay generated as "scatter" with 10 ores per clust and clust scarcity 8*8*8
19:51 sapier I added formspec menu exactly for the purpose of making modifications much more easy ;-)
19:52 hmmmm wow that actually looks pretty good
19:52 sapier I guess this is not at all similar to natural way clay is distributed ;-)
19:52 hmmmm i think you should increase the clust scarcity, increase the number of ores per cluster, and make the cluster size a little bigger too
19:53 hmmmm so it's like in a big blob
19:53 sapier i wonder if it'd be possible to create clay in a layered way ?
19:54 hmmmm you could, but it's kind of cpu intensive
19:54 hmmmm i'd rather not use it in the actual game
19:55 hmmmm well, i mean too cpu intensive for what it actually is*
19:55 Jordach generate large perlin noise scale structures like the flolands mod
19:55 Jordach then remove any clay that has no sand + water
19:55 Jordach surrounding it
19:55 PilzAdam we need drowning to make it fun hunting for clay, though
19:56 hmmmm s/fun/frusturating/
19:56 PilzAdam well, challenging
19:57 sapier hmm I guess player entity doesn't call on_step?
19:58 hmmmm pilzadam, i'm just wondering what the point of checking for buildable_to is when placing grass?
19:58 hmmmm you're pretty much guaranteed for ground_y + 1 to be non-ground if ground_y contains a top node anyway
20:03 PilzAdam ground_y+1 is always air
20:03 PilzAdam so that check is pointless
20:04 PilzAdam https://www.dropbox.com/s/nxgudg32m18g0ih/Clay2.png
20:08 PilzAdam ^ is that better, hmmmm?
20:08 hmmmm a little bit, yeah
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20:14 PilzAdam hows that: https://www.dropbox.com/s/q3pthc15ino6jrv/Clay3.png
20:16 hmmmm perfect
20:16 hmmmm !
20:16 hmmmm just make the scarcity a bit higher and it should be all set
20:16 hmmmm (also, it doesn't matter if they're square looking, the clay is already square so it's not worse in any way
20:17 PilzAdam ok, scarcity is now 12*12*12
20:18 PilzAdam its more clay than previously generated
20:18 hmmmm maybe make it more like 15*15*15
20:22 PilzAdam https://github.com/PilzAdam/minetest_game/commit/c008b156e1a91d7600903922c1e7588ea1da46d1
20:23 hmmmm neat
20:24 hmmmm not perfect yet but: http://pastebin.com/Wj8AfJzp
20:25 PilzAdam can you add a , after the last element of a table?
20:25 hmmmm yup, it makes no difference
20:26 PilzAdam it produces better diffs when adding things later on
20:26 PilzAdam also, its called "default:dry_shrub"
20:27 hmmmm ahh good catch
20:27 hmmmm whoops
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20:31 PilzAdam can we use this to generate nyancats too?
20:31 hmmmm nope
20:37 PilzAdam should we clean up all the mapgen_* aliases?
20:38 hmmmm no
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23:45 kahrl I may have found a fix for https://github.com/minetest/minetest/issues/332
23:45 kahrl but I can't tell if this breaks anything in chests and other node metadata inventories, because they are so laggy and glitchy in general
23:50 VanessaE can we do some kind of client-side prediction for that?
23:50 VanessaE (and crafting too)
23:50 kahrl VanessaE, possibly
23:50 kahrl not easy to code though
23:51 VanessaE I expected not
23:52 kahrl well here is my proposed black magic fix: https://gist.github.com/kahrl/5793895
23:52 PilzAdam can you set the language of that gist to "Diff"?
23:52 kahrl oops, I forgot
23:53 kahrl done
23:53 PilzAdam thx
23:58 PilzAdam so, you basically check the slot where you grabbed the selected item from first?
23:58 kahrl yep
23:59 PilzAdam in what cases is the black magic still used?
23:59 kahrl I'm not sure to be honest

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