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IRC log for #minetest-dev, 2014-06-05

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Time Nick Message
00:25 Piggybear87 Where would I find libgd? I need it to make minetest mapper. The C++ one.
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00:32 VanessaE Piggybear87: libgd2-xpm-dev - GD Graphics Library (transitional package)
00:32 VanessaE (or -noxpm- if you don't want to have that capability, should some other lib also need it)
00:33 Piggybear87 I got ligbd-dev and it's compiling now. I guess anything with libgd works. Lol.
00:33 VanessaE yup
00:33 VanessaE sorry I missed you earlier, I had to turn my attention elsewhere.,
00:34 Piggybear87 It's ok. I got fed up with that guy though so I rage-quit for a few to cool off.
00:35 Piggybear87 Now I have the C++ minetestmapper. How do I use it?
00:36 VanessaE one sec
00:36 Piggybear87 OK.
00:36 VanessaE had to get my switches :)
00:36 VanessaE you seen my worldmaps?
00:36 Piggybear87 No.
00:37 VanessaE ./minetestmapper --drawscale --geometry -5000:-7500+12000+15000 -backend xxxxxx -i /path/to/your/world_folder -o /path/to/your/output_image.png
00:37 VanessaE where xxxxxx is either leveldb or sqlite3
00:37 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worldmaps/Creative_World.png
00:37 VanessaE it will produce images like this ^^^^
00:39 VanessaE you can leave the geometry arguments off if you want it to just render the whole world
00:39 VanessaE and if you just do minetestmapper with no arguments at all it will give you a summary of the other switches that are available
00:40 VanessaE it can done some fancy shit like translucent water for example
00:40 VanessaE do some*
00:40 VanessaE (I'll have to try that one later, myself)(
00:41 Piggybear87 Wow, I can't open that link.. My machine just lagged horribly.. Is there a way to make some like 2000x2000?
00:41 VanessaE yes, the geometry argument does that
00:42 VanessaE --geometry centerX:centerY+sizeX+sizeY
00:42 VanessaE (where either of both of centerX/centerY can be positive or negative)
00:43 VanessaE here's the reduced version of that image, which I use in the forum posts as clickable link/preview:  http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worldmaps/Creative_World-small.png
00:44 Piggybear87 So from 0,0,0 I would put?
00:45 VanessaE 0:0+XXXXX+YYYYY
00:45 VanessaE for whatever size XXXXXX x YYYY you want
00:45 VanessaE no wait
00:46 VanessaE the center is relative to the size of the image
00:46 Piggybear87 ok "0:" is the start point? and then 2000 x 2000?
00:47 VanessaE if your map is centered at 0,0,0 and you want it to be 2000x2000 then you'd do something like    -1000:-1000+2000+2000
00:49 VanessaE brb
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00:53 Piggybear87 cj@cj-T3882:~/minetestmapper$ ./minetestmapper --drawscale --geometry -1000:-1000+20002000 -backend sqlite3 -i /home/cj/minetest-minetest-832d797/worlds/Server -o home/cj/desktop/map.png
00:54 Piggybear87 And I get the options...
00:54 Piggybear87 I did something wrong.
00:54 Piggybear87 OH!
00:57 VanessaE well?
00:57 VanessaE :)
00:57 * VanessaE waits for links...
00:57 Piggybear87 Now I just get a bunch of unknown nodes.
00:58 VanessaE that's normal
00:58 VanessaE the mapper can't know ALL of them after all
00:58 VanessaE but it only tells you of the ones it didn't recognize
00:58 VanessaE look at colors.txt in the mapper dir
00:58 VanessaE you can see what it already knows about
00:59 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/colors.txt
00:59 VanessaE you can pull some entries from this also
00:59 VanessaE whatever's missing from the default one you might be able to find here.
00:59 VanessaE (but most likely, the default already has most of that)
01:01 Piggybear87 It has all of mesecons and homedecor, but not moretrees, flowers, and bushes.
01:01 VanessaE mine has those
01:02 VanessaE copy&paste from mine into your mapper's  default colors.txt and just re-run it
01:04 Piggybear87 OK. As far as links are concerned, I barely started with my spawn. Lol.
01:04 VanessaE strange thing is, my overview map clearly has moretrees et al. in it
01:05 VanessaE which items weren't recognized? (just for example)
01:07 Piggybear87 http://pastebin.com/XzRE3xbP
01:07 VanessaE interesting
01:07 Piggybear87 Is there a way to make it ignore? because flowers and bushes still don't work.
01:08 VanessaE you have to supply colors.txt entries
01:08 VanessaE otherwise those nodes simply won't appear on the image at all
01:08 Piggybear87 I don't care about those showing up, It just wont make the map right now.
01:09 VanessaE ok, your copy of the mapper is not right
01:09 VanessaE your colors.txt is either missing or broken
01:09 VanessaE or something.
01:09 VanessaE hrm
01:09 VanessaE wait.
01:09 Piggybear87 Nope, it's there.
01:10 VanessaE ah
01:10 VanessaE I see
01:10 VanessaE indeed moretrees never made it into the default colors.txt
01:10 * VanessaE pokes sfan5
01:10 VanessaE copy&paste the entries from mine into yours
01:11 Piggybear87 I did.
01:11 VanessaE re-run the mapper now :)
01:11 Piggybear87 My input = cj@cj-T3882:~/minetestmapper$ ./minetestmapper --drawscale --geometry -1000:-1000+2000+2000 --backend sqlite3 -i /home/cj/minetest-minetest-832d797/worlds/Server -o map.png
01:11 Piggybear87 And the output = cj@cj-T3882:~/minetestmapper$ ./minetestmapper --drawscale --geometry -1000:-1000+2000+2000 --backend sqlite3 -i /home/cj/minetest-minetest-832d797/worlds/Server -o map.png
01:11 Piggybear87 Sorry. Unknown nodes:
01:11 Piggybear87 bushes:blackberry_bush
01:11 Piggybear87 bushes:blueberry_bush
01:11 Piggybear87 bushes:raspberry_bush
01:11 Piggybear87 flowers:seaweed_2
01:11 Piggybear87 flowers:seaweed_3
01:11 Piggybear87 flowers:seaweed_4
01:11 Piggybear87 flowers:waterlily_s1
01:12 Piggybear87 flowers:waterlily_s2
01:12 VanessaE whao whoia
01:12 kaeza :|
01:12 Piggybear87 flowers:waterlily_s3
01:12 VanessaE stop
01:12 Piggybear87 flowers:waterlily_s4
01:12 VanessaE halten
01:12 VanessaE alto
01:12 VanessaE those nodes are supplied by the plantlife modpack.
01:12 VanessaE though mine are outdated
01:13 VanessaE (my colors entries)
01:13 VanessaE just ignore those
01:14 Piggybear87 One more time. It won't ignore. It just gives me that output and doesn't make a map.
01:15 VanessaE check again
01:15 VanessaE it *will* make a map
01:15 VanessaE even if it has unknown nodes
01:16 VanessaE it's not segfaulting or something is it?
01:16 VanessaE brb
01:17 Piggybear87 Ok, I was looking in the wrong place, but it's not the right size. I can fiddle with that to get it right though.
01:19 VanessaE yeah, it'll stop at the map's extents
01:20 VanessaE so if you try to render say 2000x2000 offset by 1000x1000 but the map stops like 500x500 short of those edges somewhere, it'll just render whatever it can get within that region
01:20 Piggybear87 Hmm, because I was setting up a town at 2000,x,0 and it's not showing up.
01:20 VanessaE try leaving off the --geometry and its argument entirely, see how big of an image it generates
01:20 Piggybear87 OK.
01:22 Piggybear87 Ah, Ok. Now I see it!
01:22 * VanessaE tries the --drawalpha argument...
01:26 Piggybear87 That mapper is at least 10X faster that the Python one.
01:26 VanessaE close to 50x faster in some cases.
01:27 Piggybear87 That's why I thought it wasn't building the map. And because I was looking in the wrong place...
01:27 Exio4 lol
01:28 VanessaE heh
01:29 Exio4 nice one
01:29 Exio4 the mapper is so fast it feels it does nothing!
01:29 Piggybear87 Lol, yes. :)
01:30 Piggybear87 Here's the start of my spawn. :) Very very W.I.P. http://tinypic.com/r/14bkode/8
01:30 VanessaE looks good
01:31 ShadowNinja celeron55: It isn't documented, the docs still mention the minetest namespace.  But it's hard to hide it.  I'd have to do something like "local core = debug.getregistry().core" everywhere and use the registry instead of the global table, but that's very ugly.
01:32 ShadowNinja Or "local core = core" in all builtin files and "core = nil" at the end.
01:32 ShadowNinja Wait, no.
01:32 ShadowNinja The C++ API looks for the table at runtime.
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02:50 Megaf VanessaE; [100%] Built target minetestserver
02:50 Megaf real3m55.989s
02:50 Megaf That's on my ODroid
02:50 Megaf not so slow uh?
02:50 * VanessaE shrugs
02:50 VanessaE it's okay I guess
02:50 Megaf 3 times slower than my 3,2 GHz four core AMD Phenom II
02:51 Megaf actually, almost 4 times
02:51 Megaf but still ok
02:52 Megaf it uses 25 times less energy
02:53 Megaf the whole board uses 25 less energy than the x86_64 CPU alone
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03:07 Megaf VanessaE; right now I get max_lag=0.72 on minetest server running on my ODroid
03:07 Megaf now, I don't know if is because of some sapier did or because I updated the kernel and tools or both
03:08 VanessaE it's possibly a combination of things you both did
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05:35 * sfan5 pokes VanessaE
05:37 VanessaE sfan5: I was having an issue with the "alpha" mode in the mapper, but I seem to recall now that you and .....I forget who else.... already discussed this issue.
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05:38 VanessaE what should be a smooth-ish gradient down the slope of a lake bed is spiky.  instead of 0, -1, -2, -3, -4m...   I see e.g. 0, -1, +1, -3, ...
05:38 sfan5 the whole alpha thing is a mess
05:39 sfan5 there are also other bugs
05:39 VanessaE it's too bad, too, because it actually looks kick-ass when it works right
05:39 sfan5 I _may_ take a look at it after my last exam
05:39 VanessaE ok
05:41 VanessaE meanwhile:
05:41 VanessaE the mapper is insanely fast with leveldb.
05:42 VanessaE to the tune of at least 2x the speed of sqlite for the same map data.
05:42 VanessaE probably more, hard to tell as I also run the images through pngcrush after they're generated.
05:43 sfan5 you can thank ShadowNinja for that
05:44 VanessaE thanks ShadowNinja ;)
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06:04 RealBadAngel hi
06:05 RealBadAngel sfan5, i was thnikin about issue with water
06:06 RealBadAngel could you try my branch, unite, and see if you can reproduce that issue with it?
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06:34 celeron55 ShadowNinja: if it cannot be hidden (i don't believe that), then it should be documented by saying that it exists, is not recommended at the moment and is just an alias for "minetest"
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07:04 RealBadAngel celeron55, good news (i think) soonish i will be able to contribute waaay more
07:04 RealBadAngel ofc if you dont mind ;)
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15:43 ShadowNinja celeron55: It CAN be hidden, but using the registry, which is very ugly.  I'll add that note to the API docs.
15:46 celeron55 did you get anywhere with the thing that would warn about accessing unknown global variables?
15:55 ShadowNinja celeron55: Yes, I finished it but didn't commit it, and I should have it stashed somewhere...
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15:59 ShadowNinja Hmmm, not stashed.  I remember pasting diffs here though...
15:59 celeron55 you should probably publish it in some form and get some comments
16:00 celeron55 altough, in the past days core development discussion seems to be quite inexistent here
16:01 ShadowNinja Ah, I did commit it in a separate branch.
16:01 ShadowNinja I'll make a PR.
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16:01 ShadowNinja celeron55: How's this? http://sprunge.us/RdEc?diff
16:08 ShadowNinja Here's the strict code, it needs loads of rebasing though: http://sprunge.us/YbTZ?diff
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16:52 BlockMen comments on #1352 ?
16:52 ShadowBot https://github.com/minetest/minetest/issues/1352 -- Codestyle cleanup (mods.cpp, mapgen_math.cpp) by BlockMen
16:55 kaeza s/if(/if (/ ?
16:56 BlockMen kaeza, yes
16:56 BlockMen and other things ;)
16:57 kaeza https://github.com/minetest/minetest/pull/1352/files#diff-83a82fb358181561e37ea431c4dc8420R186
16:58 BlockMen oh
16:58 kaeza also 224, and 233
16:59 BlockMen yes, just using search function now ;)
17:00 kaeza not sure about this: https://github.com/minetest/minetest/pull/1352/files#diff-516797c75a56873a5d67ac35f5bbef2dR107
17:01 kaeza (and in other places too)
17:01 ShadowNinja ^ That's wrong.
17:02 ShadowNinja The expression should be double-indented, not the code.
17:02 kaeza the rest seems ok
17:02 ShadowNinja That way you have a lot less indentation, without making things less clear.
17:05 kaeza ShadowNinja, will you be merging the "strict" patch soon?
17:12 BlockMen ShadowNinja, "you'll find it a lot easier to see how the indentation works if you have large indentations." -> https://www.kernel.org/doc/Documentation/CodingStyle
17:13 RealBadAngel what about #1330 ?
17:13 ShadowBot https://github.com/minetest/minetest/issues/1330 -- Allow dropping single items from stack while holding sneak key. by RealBadAngel
17:14 RealBadAngel it looks like the very same thing was coded for 3 times already...
17:15 BlockMen IMO we should merge #542 then
17:15 ShadowBot https://github.com/minetest/minetest/issues/542 -- New feature: drop a item instead a stack while... by Lord89James
17:16 RealBadAngel code is almost the same, so doesnt really matter which one
17:16 BlockMen RealBadAngel, it does. Ppl want contribute, let them
17:16 RealBadAngel i just said it doesnt have to be mine pull
17:17 BlockMen no, you said it doesnt matter. and i said it does ;)
17:17 RealBadAngel ok ok, he was the first one with the idea
17:18 RealBadAngel btw, about comments on possible dropping whole stack instead of one item, or being it hacky
17:19 RealBadAngel it uses the very same mechanism as player movement
17:19 RealBadAngel i mean reading the keys
17:19 RealBadAngel and folks do not complain bout it
17:19 BlockMen you mean animations?
17:19 RealBadAngel yes
17:20 RealBadAngel i did that code for mirceakitsune
17:20 RealBadAngel so if it works for animations, it will work for such an easy thing
17:21 BlockMen actually the animations are hacky :P
17:21 RealBadAngel a bit, yes
17:22 BlockMen concerning the items, idk. i would like to hear other opinions on that
17:22 RealBadAngel its just a small feature, nothing big, but useful
17:23 BlockMen but idc that much about
17:23 BlockMen if someone else agrees on it im fine with
17:23 RealBadAngel ShadowNinja, how about you?
17:25 RealBadAngel btw, i was trying lately to hook into player's inventory (main) callbacks
17:26 RealBadAngel i mean same way as for detached ones, or any other
17:26 RealBadAngel and i cant find a way to do so
17:26 RealBadAngel does anybody have an idea how to do that?
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17:36 ShadowNinja BlockMen: That's referring to using a tab width of 8, right?  Not double indenting the wrong sections.
17:37 ShadowNinja kaeza: Yes, or at least I plan on that.
17:40 ShadowNinja RealBadAngel: Does that drop one item when clicking outside a formspec and using sneak?
17:40 ShadowNinja If so, you can right-click for that.
17:41 RealBadAngel its not related to formspecs
17:41 RealBadAngel while in formspec you cannot read the keys
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17:47 ShadowNinja RealBadAngel: So, 'q' drop?
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17:47 BlockMen ShadowNinja, no its reffering ti indentation in general
17:47 BlockMen *to
17:48 RealBadAngel ShadowNinja, it modifies action for "q"
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18:34 ShadowNinja BlockMen: Nope.  Context:  Tabs are 8 characters, and thus indentations are also 8 characters.
18:34 ShadowNinja There are heretic movements that try to make indentations 4 (or even 2!)
18:34 ShadowNinja characters deep, and that is akin to trying to define the value of PI to
18:34 ShadowNinja be 3.
18:34 ShadowNinja Rationale: The whole idea behind indentation is to clearly define where
18:34 ShadowNinja a block of control starts and ends.  Especially when you've been looking
18:34 ShadowNinja at your screen for 20 straight hours, you'll find it a lot easier to see
18:34 ShadowNinja how the indentation works if you have large indentations.
18:34 ShadowNinja Oops, that was supposed to de in two messages.
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18:36 ShadowNinja RealBadAngel: Seems O.K. then.  As long as "r" is renamed to something more descriptive.
18:37 BlockMen ShadowNinja, those are two paragraphs. and the second is about the general idea of indentation...
18:38 RealBadAngel ShadowNinja, https://github.com/minetest/minetest/pull/542/files
18:39 ShadowNinja BlockMen: No, it isn't.  You never use multiple levels of indentation instead of turning up your tab width.  If you like I can look for the relevant section in there.
18:42 ShadowNinja BlockMen: The second paragraph starts with "Rationale: ".
18:42 ShadowNinja And that apparently isn't specified.  O_O
18:43 BlockMen ShadowNinja, yes, like "reasons for Indentation"
18:43 BlockMen or "why you should use Indentation"
18:51 ShadowNinja LOL, "Why you should use indentation".
18:52 ShadowNinja Knowing that is assumed by all style guieds that I know of.
18:52 ShadowNinja Otherwise uglify.js wouldn't exist, we'd just write minified code.
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19:05 BlockMen ShadowNinja, -.-
19:05 BlockMen its a caption
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19:26 celeron55 wtf
19:27 celeron55 those "cleanup" changes are just wrong
19:27 celeron55 at least the indentation
19:28 celeron55 in my opinion those files aren't bad to begin with; it's useless to religiously format them
19:29 celeron55 but i'm not going to go against it assuming they're made to use the actual official style
19:29 celeron55 which they don't do now
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