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IRC log for #minetest-dev, 2013-11-10

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All times shown according to UTC.

Time Nick Message
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10:58 OldCoder Hi. Just stopping by. Would anybody awake care to name a world?
11:05 proller https://github.com/minetest/minetest/pull/994 is any objections except tab-space?
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14:26 proller https://github.com/proller/minetest/compare/mapgenindev - fixed spaces, will commit if no objections
14:26 proller (trivial float islands fix)
14:31 PilzAdam proller, is that the commit by 0gb.us ?
14:36 proller same but wish tabs
14:36 proller checked
14:36 PilzAdam you shouldnt change the author of the commit
14:36 proller it 100% differ
14:37 proller because no tabs in his
14:37 PilzAdam then change his commit, but dont create a new one
14:37 proller i can commit his, and my
14:37 proller simpler make 2 commits
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14:56 hmmmm actually the author of that commit is paramat
14:57 hmmmm but paramat didn't know how to make a pull request
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17:16 sapier PilzAdam https://github.com/minetest/minetest/pull/884 is still open for review you said yesterday there's still something wrong with it?
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17:30 PilzAdam sapier, I said <PilzAdam>I guess #884 is good enough
17:32 sapier oh sorry did remember this wrong. ok as you're second one to agree I'm gonna merge it in half an hour if noone is against it
17:50 ShadowNinja Comments on #995?
17:58 sapier I guess noone is actually able to check it in detail but it seems to be fine I'm for merge
17:59 VanessaE I've have had no problems with it so far.  With one exception [*], it's worked exactly as planned.
18:00 VanessaE ( [*] some folks, myself included, have noticed the occasional crash where no error data is printed and the server seems to exit without a proper shutdown)
18:01 VanessaE (but that crash is likely unrelated)
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22:14 celeron55 https://forum.minetest.net/viewtopic.php?id=7027
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22:15 celeron55 i like a lot how this looks, but oh god how fucking slow it makes map generation
22:15 celeron55 it's completely ridiculously slow
22:15 PilzAdam worse than moretrees?
22:15 celeron55 try it
22:16 celeron55 well, it *contains* moretrees
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22:16 PilzAdam "without stressing your system too much"
22:17 celeron55 8D
22:17 EvergreenTree Lol, not anymore
22:17 celeron55 it's like a joke
22:17 EvergreenTree Still looks beautiful
22:17 PilzAdam see my first reply to that topic
22:19 PilzAdam lol, all the screenshots have 1 to 5 FPS
22:19 celeron55 also, wtf are these semi-transparent leaves in trees
22:20 EvergreenTree Yes, they look terrible without it
22:20 celeron55 they get completely screwed up because of no depth sorting
22:20 EvergreenTree Which does look terrible
22:21 celeron55 http://i.imgur.com/eSJ8sxe.png
22:21 celeron55 whoever thinks this looks reasonable shall raise his hand up
22:21 celeron55 and i'll cut that hand off
22:24 RealBadAngel hehe
22:25 RealBadAngel celeron55, take a look at those screenshots: http://realbadangel.pl/images/HavenNG_1.png http://realbadangel.pl/images/HavenNG_2.png http://realbadangel.pl/images/HavenNG_3.png
22:26 celeron55 i don't like that style
22:29 celeron55 apparently the "trees" mod defines two nodes with use_texture_alpha
22:29 celeron55 fairly easy to edit that out
22:33 sapier rba is there a texture pack using that style? I like it :-)
22:35 celeron55 i love how this game generates so much good-looking natural stuff that i don't even notice all of it
22:38 PilzAdam feels like skyblock when you enter the world and only 1 block is generated
22:39 sapier is there any way to tell a server to pregenerate worlds?
22:39 sapier not full world of course
22:39 sapier but maybe the area new users usually spawn
22:39 PilzAdam sapier, I have an explore mod for that that teleports a player
22:39 VanessaE celeron55: on my box, undergrowth + dryplants + ferns + moretrees (which, taken together, form the majority of Eden) is pretty fast to generate.
22:40 sapier don't know what mobf version is in there but looking at map design I'd suggest enabling "delayed mob spawning" in that game :-)
22:40 VanessaE however, those screwed-up-alpha leaves look like shit, agreed.
22:41 celeron55 VanessaE: "your box" is probably about 10 of my boxes though
22:41 PilzAdam "ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=191 statically (pos=(-150,16,-9))" wasnt that supposed to be fixed?
22:41 VanessaE celeron55: AMD Phenom II X6 1055T, 2.8 Ghz, of which minetest server routinely only uses one core during generation
22:42 VanessaE so it's only a little over half what a high-end machine can do :)
22:42 VanessaE I expect that your "other" machine (not the laptop) would perform similarly
22:42 celeron55 my laptop is probably a little under 20th of what current high-end machines are
22:42 VanessaE PilzAdam: that happens constantly for me
22:43 VanessaE celeron55: right, so I've heard :)
22:43 celeron55 (well okay, more like 10th-20th)
22:44 celeron55 PilzAdam: there are issues left; fixing the "flying in UFO" case didn't fix other cases apparently
22:45 sapier https://github.com/minetest/minetest/pull/971 some decision about this one? (msvc i18n)
22:47 VanessaE celeron55: in terms of mapgen speed, I'd figure your laptop wouldn't be any less than about one third of what my machine does?
22:50 sapier I'd not be sure about that vanessae there are to many things that may influence map generation
22:50 sapier especially if large parts are done in lua
22:51 VanessaE true.
22:51 celeron55 oh
22:51 celeron55 now that you mentioned that, i remembered that i probably have a non-luajit build here
22:51 celeron55 that tends to explain slowness related to plants_lib 8)
22:52 sapier that is a big difference ;-) yet it will only take full effect if those mods use voxelmanip
22:52 VanessaE celeron55:  heh, yeah
22:55 sapier any idea why we package lua instead of luajit with minetest? most interesting mods don't even work acceptable with lua
22:55 VanessaE because the luajit author says not to.
22:55 sapier ok good reason
22:55 VanessaE he says to use it as a normal shared lib
22:56 sapier oh not a license thing but recommendation "only"?
23:01 VanessaE yeah
23:02 VanessaE I've forgotten the reasoning behind it, but it's probably so that the exteral lib can be more easily maintained by the sysadmin or something.
23:02 sapier yes but that'd be true for lua too
23:03 VanessaE tru
23:03 VanessaE true*
23:03 VanessaE imho, there's no *real* reason not to bundle luajit as long as it's kept up-to-date.
23:04 VanessaE (or up-to-date enough to fix bugs or exploit new features as needed, anyway)
23:04 sapier by now luajit was a little bit less debuggable but as shadow fixed that issues I guess switching might be a good idea
23:04 sapier that's no difference to included lua ;-)
23:04 VanessaE what about it, ShadowNinja, celeron55 ?
23:05 VanessaE (it would be one less separate compile step in my updater script ;)
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23:14 RealBadAngel sapier, im preparing that texture pack, with normalmaps and heightmaps
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23:14 OldCoder Test
23:14 OldCoder k
23:14 sapier I really like it so I look forward to it beeing finished
23:15 RealBadAngel i will upload working win build with this texture pack today
23:15 sapier :-/
23:16 RealBadAngel for linux you can build from sources and download just the texture pack
23:16 OldCoder Hi. SegFault22 requests permission to speak here. I do not know the occasion. But he cannot send to channel. It may be due to use of web gateway.
23:17 sapier ok :-)
23:18 sapier there's no rule to not speak here except avoiding chitchat ;-)
23:18 OldCoder How shall he speak? Is there a way to tell why he cannot send to channel?
23:18 OldCoder <SegFault22> Cannot send to channel: #minetest-dev
23:18 VanessaE the web gateway is indeed muted here.
23:19 OldCoder All right
23:19 OldCoder One moment
23:19 VanessaE SegFault22: get on a real IRC client instead.
23:21 OldCoder He will consider a genuine client. Thank you for your time.
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23:28 SegFault22 I am here to propose a change to the engine/API, dealing with Crafting Definition types.
23:30 SegFault22 The idea is to add to the modding API a method of registering crafting definition types, similar to how groups work.
23:34 SegFault22 This would allow modders to add their own crafting definition types, possibly even machines similar to the furnace, but using different fuels/inputs/outputs.
23:35 SegFault22 For example, a type could be added called "smelting", which is used by a machine called the "smelter", using special fuels (another crafting definition type) and recipes ("smelting" recipes)
23:37 VanessaE ...so that cooking e.g. pies is a distinctly different process from smelting iron into steel.
23:37 SegFault22 Exactly.
23:37 VanessaE I could support this idea.
23:38 VanessaE I'e always found it kind of odd that you can cook a rat in the same machine you'd use to sinter sand into glass :P
23:40 VanessaE the default game would need to add a smelting oven and move its recipes to that, of course.  That would leave the existing furnace basically unused.
23:40 VanessaE but as long as the existing furnace remains and works, nothing would break.
23:41 VanessaE the smelting oven could be made out of clay blocks that are first fired in a conventional furnace, to make some kind of "cinderblock" analog.
23:45 SegFault22 The code would be identical except for things like what crafting-type the machine does, what group of fuels it uses, etc.
23:49 SegFault22 This change would remove the need for "horrible hackwork" to make such a machine, and the modders could make several different kinds of machines, doing several different crafting-types - thus making more creative, awesome features be added to many different mods. This would also gain popularity for Minetest, and the community would grow more, with the addition giving more of a reason for someone to join.
23:51 SegFault22 If I could make this change and submit it, I would, but since I have almost no programming knowledge at all, I can not do that. That is why I have proposed the idea here, with the hope that someone who can, may make the necessary changes and submit them.
23:52 SegFault22 Thank you.
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