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IRC log for #minetest-dev, 2013-10-10

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Time Nick Message
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13:44 Taoki Just noticed the FPS - Draw Distance adjuster in latest GIT master. It seems to be working really fine now. Whenever I look at something with many / few blocks, draw distance is instantly increased / decreased to accomodate.
13:44 Taoki Not sure when it was fixed, but glad it was :D
13:45 Taoki Actually, I think it was after a discussion many weeks ago, so yeah
13:46 VanessaE it was indeed changed
13:47 VanessaE it's better but it still lags too much when it needs to step the view range down
13:47 Taoki Probably because it's dropping / adding chunks of world to memory or video card
13:48 VanessaE (and I mean "lag" in the correct sense, as in latency)
13:49 VanessaE you turn around and it might go from smoooooth to chop.........chop......cho--smoooth
13:49 Taoki Didn't notice that. Though I'm only watching it locally
13:49 VanessaE you have to try it out in complex terrain
13:50 VanessaE say an ocean to one side, a dense jungle to the other
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13:58 Taoki Hmm. M ight be due to loading or unloading different textures in that case
13:58 VanessaE it's better than it was, by a wide margin
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15:19 Sokomine it unfortionately still takes a long time to actually get that distant shore loaded from a server. singleplayer is way faster. i noticed it with redcrabs server: on my local copy, i can actually *see* buildings which are completely hidden on the server due to not loaded
15:19 Sokomine but that's a diffrent issue
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16:46 celeron55_ VanessaE: it's nearly impossible for it to handle a situation like that, because it can only do one tuning per frame and then see what happens on the next, and so on
16:47 celeron55_ so it needs a couple of frames and those frames take long
16:47 VanessaE solution:  measure the change in yaw.  if it changes fast enough, assume the player's turning around or something and temporarily foreshorten the view to something that's guaranteed to run fast
16:47 VanessaE (say to 40)
16:48 celeron55_ doesn't sound too enjoyable
16:49 VanessaE it'd be less unenjoyable than sags to <10 fps :)
16:50 VanessaE it only has to stay held down to 30 or 40 for one or two frames
16:50 VanessaE just long enough to let the regular view range tuning code raise it back up
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17:01 celeron55_ using a faster adjustment speed when turning could work though... assuming it can be raised from what it is without it instantly turning into an oscillator
17:01 celeron55_ it's not too far from an oscillator 8)
17:01 VanessaE heh
17:01 VanessaE right
17:02 VanessaE and that's kinda what I was suggesting
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17:46 kahrl is anybody planning to review #952?
17:46 kahrl I'd like stuff like that merged before httpfetch (to avoid conflicts) but I don't know perl nor js
17:47 kahrl ... also #846, has anybody seen sapier around?
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17:49 sapier joined #minetest-dev
17:49 sapier kahrl are you here?
17:50 kahrl hi sapier :)
17:50 sapier I just had a look at your comment to the port issue
17:50 Taoki hmmmm: I've been slightly inactive for a while. I was wondering if at this stage, mapgen v7 is finally safe and ok for everyone to use. And if the biomes script is included by default in minetest_game
17:50 sapier I think we have a settings collision in that case
17:50 PilzAdam Taoki, you can see at the docs that none of this is the case
17:51 kahrl yeah I had the same feeling, it's a bit unfortunate
17:51 Taoki Awww, ok
17:51 sapier if I understand correct you expect the "port" setting in minetest.conf to be used for server port
17:51 kahrl well, some parts of the code assume that is the case
17:51 sapier atm it's used as "remote/connect to server" port which is something different than "own server"
17:52 sapier imho we shouldn't mix up those but either go the way it's now --> default to 30000 OR add a new setting (dedicated_)server_port
17:53 Taoki Trying out the Next branch by proller now BTW
17:53 Taoki The first thing that strikes me once I start the world with it, is how much faster everything is with VBO :>
17:53 PilzAdam sapier, port is listed under "Client and server" in minetest.conf.example
17:53 sapier yes but that doesn't make it more correct
17:54 sapier server and client port are different things  this just means someone messed it up in past
17:55 sapier e.g. you connect to a server in favorite list using port 80 next time you'll start your own server on port 80
17:56 kahrl if we add a new setting for the server port, we'd break everyone's setup who has a dedicated server on a nonstandard port
17:56 Taoki Strage. My colored fog doesn't appear to work in the Next branch. Any idea why?
17:56 PilzAdam on the other hand you usually dont run servers with the same conf as the client
17:56 kahrl I don't really want to do that
17:56 Taoki The code is specifically in
17:56 sapier ok what about using port as server port to fix that issue and add a new setting client_port
17:57 sapier you usually run on port 30000 too so it's correct the way it is ? *smile*
17:57 sapier just kidding ;-)
17:58 sapier I guess client ports are way more dynamic so we wouldn't mess up that much
17:58 kahrl I think that'd be okay
17:59 sapier ok I'll fix minetest.conf too
17:59 kahrl PilzAdam: what do you think about client_port?
18:00 PilzAdam to be consistent we need to change name too
18:00 proller why define clent port ?
18:00 celeron55_ port should be server port
18:00 proller client must be random
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18:01 PilzAdam and client_name doesnt really make sense, and server_name breaks servers minetest.conf
18:01 sapier1 remote_port?
18:04 sapier1 the client port setting is a comfort feature only it's only usecase is preserving the last connected server
18:05 kahrl maybe mainmenu_remote_port
18:05 celeron55_ what about creating consistent naming by using the exact same setting names for client as for server, but prefixed with something
18:06 celeron55_ or does the fact that some of them are used only by the menu and some are used by client otherwise break this
18:06 proller last_port
18:07 celeron55_ (and i mean, prefix the client ones and leave server ones as they've always been)
18:08 PilzAdam "name" as the setting name for "admin" doesnt really makes sense to me
18:08 kahrl perhaps we don't even need those mainmenu settings and the client menu could simply default to the top entry of the favorites list?
18:09 celeron55_ if the menu wants to save it's state, just use mainmenu_whatever settings so that it doesn't get in the way of something else
18:09 celeron55_ those can't hurt anyone
18:10 celeron55_ PilzAdam: it's based on the way singleplayer works
18:11 celeron55_ but as the server is able to special case singlepalyer these days it's not really necessary to combine the name
18:15 sapier1 My suggestion: "port" == port to be used to start a server "remote_port" == port to connect to in client case
18:16 sapier1 this way old server configs will still work while mainmanu can use the different settings to show it in the tabs
18:18 celeron55_ fine to me
18:18 celeron55_ as long as the server setting stays the same and isn't interfered with, there's no problem changing the client stuff around as it's so temporary in nature anyway
18:27 kahrl sapier1: I think using the top favorite list entry is essentially the same and less bloated
18:27 sapier1 no it isn't
18:28 sapier1 top of favorite ain't same as last connected one
18:28 sapier1 btw the changes are quite small
18:28 kahrl ServerList::insert always inserts the connected server at the top of the list
18:29 sapier1 even if it's already there?
18:29 kahrl yes
18:29 sapier1 so you remove the old one and place a new one on top?
18:29 kahrl indeed
18:29 sapier1 why??
18:29 sapier1 I wouldn't expect it to behave that way ;-)
18:30 kahrl because it implements a MRU list
18:32 sapier1 hmm I'm not sure this is less work ;-)
18:33 VanessaE <offtopic> newsflash:  RBA released his revamped shaders code: https://github.com/RealBadAngel/minetest </offtopic>
18:37 * Taoki can't help imagining what Minetest would look like with realtime raytrace lighting, since a few days after I saw a bit about such engines :3
18:37 sapier1 kahrl, I'll use the favourite table
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18:40 Taoki Anyone know how to test the weather in the Next branch? I added the setting to minetest.conf, and I have the mod in minetest.game... but nothing happens
18:42 kahrl Taoki, you also need liquid_finite = true
18:44 Taoki oh? Why does weather need that to work?
18:44 sapier1 kahrl using top favourites list doesn't work for public serverlist
18:45 kahrl sapier1, oh right
18:45 kahrl the code doesn't keep both lists around
18:46 sapier1 yea I just finished favourites mode when I realized the public serverlist issue
18:47 kahrl sorry :(
18:47 kahrl don't delete the code though, it might come in handy later
18:47 sapier1 no problem :-) I thought it'd be a good idea too
18:47 Taoki kahrl: Set it to 1, what do I do next?
18:48 kahrl I have a lua serverlist implementation that might be extended to keep both lists around: https://github.com/kahrl/minetest/commit/0991ffe6349b1381f8b97b2486ea9941a830455d
18:48 sapier1 :-) too much code for a quick read
18:49 kahrl Taoki: afaik melting ice could flood the whole world if not in liquid_finite
18:49 kahrl ask proller for details
18:49 sapier1 as celeron said client settings don't need to be that stable
18:49 kahrl Taoki: but setting both to true should be enough to enable weather
18:49 Taoki ok. How do I make it rain or snow though? Is there a command?
18:50 kahrl I don't think precipitation exists yet, not sure though
18:50 sapier1 did anyone realize the issue with doubleclicking empty favorites list yet?
18:50 Taoki Ah. It's not weather then :P Still a nice feature though
18:51 kahrl sapier1: yeah, I fixed that in that commit ;)
18:52 kahrl I think
18:52 sapier1 it's just a out of bounds issue ;-)
18:53 sapier1 ok I pushed my suggestion fixing the empty list issue too ... I'll have a look at your list implementation
18:56 sapier1 is httpfetching in master right now?
18:56 kahrl no
18:57 sapier1 so we'd need to add that first
18:57 kahrl in principle we could merge httpfetch now and fix the stragglers later
18:57 sapier1 I'm not sure if we really should move everything to lua just because it can be done
18:57 kahrl (leftover uses of synchronous curl without httpfetch)
18:58 kahrl well, it's just much nicer to work with json and json-like data in lua than in c++
18:59 sapier1 I don't like json too ;-)
18:59 sapier1 but nevertheless you're right in lua it's not that bad than in c++
19:00 sapier1 -that -than +2xas
19:02 sapier1 does anyone already work on mod depencency handling?
19:07 kahrl sapier1: I guess not (don't see any pull requests relating to it either)
19:08 sapier1 I didn't start working at it because a lot of different things are involved
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19:24 proller Taoki, last next branch contain correct weather mod with rain and snow, but it not packed in windows version now
19:25 Taoki proller: I'm compiling from GIT. How do I get it to snow and rain?
19:26 proller git submodule update --init --recursive
19:26 proller liquid_finite = 1    weather = 1
19:27 Taoki I have liquid_finite 1 and weather 1, but still didn't see it
19:27 proller games/minetest_game/mods/minetest-mod-weather exist ?
19:28 proller rain and snow starts when humidity > 65
19:28 Taoki They do
19:28 Taoki Erm, it does exist I mean
19:28 proller you can stay and wait or travel to find
19:33 PilzAdam we have 6d facedir, can this be closed: https://github.com/minetest/minetest/issues/343 ?
19:35 kahrl PilzAdam: facedir is ignored for wallmounted
19:35 kahrl and it must be, since it would use the same param2 bits
19:35 PilzAdam I see that issue as an enhancement request
19:36 PilzAdam "Found this issue while trying to make normal pistons able to be used as up/down pistons." this is doable now with facedir
19:36 kahrl oh now I see what they are going for
19:36 kahrl yeah, 6d facedir should cover that use case
19:44 proller btw no need in  liquid_finite = 1    weather = 1   in next, it enabled by default
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23:11 Taoki Alright, I reached an area with 68% humidity in Next. weather = 1 and finite liquids are enabled in minetest.conf, so let's see if it rains
23:12 Taoki Seems not so far
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23:21 Taoki Yeah... half a Minetest day and nothing. I assume all criteria is met?
23:21 Taoki I use latest weather mod from GIT btw... the link was mentioned on the Next thread
23:28 Taoki proller: Any thoughts?
23:29 proller strange, will try..
23:32 proller maybe your build without run_in_place ?
23:34 Taoki Ahh, finally!
23:34 Taoki It snows. At 35*C "D
23:34 Taoki * :D
23:35 Taoki Ahhh... but it still doesn't properly handle snow / rain indoors :(
23:35 Taoki It just turns the particle effects on or off based on you being under a node or under the clear sky, rather than just showing the particles there
23:35 Taoki still better than nothing tho
23:40 Taoki Is this how it's supposed to work? I find it strange. Why snowing in an area at 37C? Also, if I go somewhere where there's 18% humidity, it still snows... IIRC you seid it starts from 67%
23:40 Taoki **said
23:40 Taoki Erm, and it still has the /setweather command. I'm not sure if that would still work the same way
23:46 Taoki Anyway, I found an area with -7*C. But I see no frozen lakes myself
23:46 proller strange
23:46 proller wait for freeze
23:46 Taoki Yes, now I'm starting to see the freezing
23:46 Taoki This is part of the same weather mod right?
23:48 proller no, its core
23:48 Taoki Ice blocks keep appearing and disappearing
23:48 Taoki Ok
23:48 Taoki I wonder if the weather mod is the right one
23:49 proller init.lua in mod must contain assert(minetest.get_heat, "I told you to run the latest GitHub!")
23:49 proller and it have no /set* commands
23:50 Taoki It contains that message. I do use latest github though
23:50 Taoki hold on
23:51 Taoki https://github.com/proller/minetest-mod-weather/tree/weather This one right?
23:51 Taoki I checked out https://github.com/proller/minetest-mod-weather.git
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23:51 proller https://github.com/proller/minetest-mod-weather/tree/we
23:51 proller g co we
23:51 proller git co we
23:52 proller git checkout we
23:52 Taoki ahh
23:53 Taoki Done, trying again now
23:55 Taoki Yeah, weather respects the humidity and temperature conditions now
23:56 Taoki Still the same particle system though. I wonder how a better one could be made possible
23:57 Taoki Love two things however: The snow sets to the ground and gradually grows, and particle density depends on amount of humidity too
23:58 proller second not finished
23:59 proller rain and snow grows
23:59 Taoki Really nice so far still. There are many things I think still need to be done, but don't want to sound like I'm telling people what to do

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