Time Nick Message 02:50 sapier1 I wonder if anyone ever tried to use a [crack texture ... because if someone did she/he would've failed completely as documentation is plain wrong 02:51 sapier1 Well to be honest code could be wrong too so not sure what has been broken first 02:52 sapier1 https://github.com/minetest/minetest/blame/master/doc/lua_api.txt#L257 sounds like n=number of different crack images p=selected crack image to me 02:52 kaadmy i dunno how it works 02:53 sapier1 I found a way to get it work but imho it's just working around bugs in c++ code 02:54 kaadmy and i still have no idea how digging times work 02:54 sapier1 see mob_miner from mobf 02:54 kaadmy if i use the math in the lua_api.txt then the diamond pick digs like 80 nodes 02:55 sapier1 just ignore doc and read code 02:55 kaadmy probably a good idea 02:55 sapier1 even after finding out how it works from code I can't tell if doc is correct or not as I'm simply unable to understand it's meaning 02:56 sapier1 https://github.com/sapier/animals_modpack/blob/mobf_2_5_dev/mob_miner/utils.lua#L20 this is basically doing same in lua as time calculation in c++ 02:57 kaadmy ah 03:05 sapier1 I'm not sure if crack texture modifier is correct at least I think doc is wrong ... looks to me as if someone tried to explain multiple things at once missing most important parts ... same as digtime calc ;-) 03:06 kaadmy yep 06:23 sofar ehmagherd 06:24 sofar found out why noteblocks are obnoxiously loud 06:49 sofar https://github.com/Jeija/minetest-mod-mesecons/pull/244 06:49 sofar spotted a few more stereo sounds, so I'll send out some more PRs 06:54 sofar https://github.com/minetest/minetest_game/pull/757 06:59 everamzah u prolly already know this but file is a great way to tell what's mono/stereo, or 22050 or 44100, etc. even bitrate. 06:59 everamzah file(1) 07:01 sofar $ history | grep file 07:01 sofar 631 find . -name '*.ogg' | xargs file | grep stereo 07:01 everamzah nice 07:01 sofar I practically live in a shell ;^) 07:02 everamzah :D 07:05 sofar I didn't find any other major offenders besides those 07:07 sofar a few in carbone and voxelgarden 07:08 sofar and I didn't realize that unified_inventory plays those day/night break sounds itself... 07:08 sofar that mod does way too much 07:08 sofar I'm beginning to dislike it 09:10 RealBadAngel sofar, why have u failed with makin normalmaps? 09:12 * VanessaE imagines RealBadAngel holding a gripping hand out in the air, using The Force :P 09:13 RealBadAngel lol 09:18 RealBadAngel VanessaE, that script for generating normalmaps shall be updated imho. it doesnt generate heightmaps at all 09:20 RealBadAngel on the other hand AB provides way better normalmaps than it... 09:20 * VanessaE shrugs 11:18 lemon Is it possible to change time of a particular player without altering the global time? 11:19 lemon To make timezones mod, for instance? 12:38 est31 I'd like to merge https://github.com/minetest/minetest/pull/3490 and https://github.com/minetest/minetest/pull/3491 later 12:38 est31 both very simple PRs 14:01 Fixer !tell paramat doors_door_close.ogg and doors_door_open.ogg should be in mono to be played in 3D (that is default/doors) 14:01 ShadowBot Fixer: O.K. 17:25 asl97 @paramat can't you use vm and run calc_lighting to benchmark it? 17:26 paramat celeron55 although it is still in development i was considering adding mgwatershed in hidden form, would this help your work on farmap? 17:27 paramat asl aha i could use the non-mapgen object LVM 17:28 paramat thanks, that enables testing it for a large volume 17:51 paramat nore sfan5 any approval for https://github.com/minetest/minetest_game/pull/744 'Add steel trapdoor'? 17:51 asl97 paramat: i just realize that calc_lighting is to be used only by a vm object from get_mapgen_object... sooo, what did you figure out? 17:54 paramat true, but the non-mapgen object LVM uses 'update map' instead, which calls 'spreadLight' 18:19 paramat i'll merge game 757 later as is trivial https://github.com/minetest/minetest_game/pull/757 18:22 paramat also i might allow mushrooms to grow on tree logs 18:25 cmdskp seems sensible 18:25 kaadmy yeah 18:31 RealBadAngel paramat, when talkin bout mushrooms, they do grow at night, but it doesnt mean you are going to the woods when theres dark ;) imho you should change the light condition to affect only growing, they shouldnt be destroyed by light 18:33 paramat well they are removed only with light 15, which is direct sunlight / open to sky, seems reasonable and realistic 18:35 RealBadAngel have u actually saw mushroms disappearing in sunlight? ;) 18:35 sapier guess it's more like fixing bugs in spawn algorithm ;-) 18:36 sapier you wont recognize them spawning wrong if they're removed immediatly 18:37 paramat yes mapgen does place some under open sky 18:38 RealBadAngel i mean modfying spawning and move there check for light, so they could pop up only night time 18:38 RealBadAngel and mushrooms irl can be found at places with direct sunlight 18:39 RealBadAngel https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRd2G83TO4hm212Y7gxXPFZY0XWyASR2nQ7BEEAbjV80zy2nPpo 18:39 sapier spawning is quite a interesting task :-) yet you can do a lot of things wrong without noticing in small scenarios 18:39 RealBadAngel those are champignons 18:39 paramat sure, but apparently they prefer shade and don't like sustained exposure 18:40 RealBadAngel mushrooms grow quite fast, one night is enough to find new young ones 18:41 RealBadAngel after 3-4 days mushroom is old, getting worms and decaying 18:41 sapier well maybe we should discuss what's best for gameplay no what's most realistic ;-) 18:42 RealBadAngel spawn them at night and dont remove imho :) 18:42 RealBadAngel (or just when its dark enough) 18:43 sapier ppl just don't need the full spawning and environment features mobf provides 18:43 sapier I believe this is same in minetest 18:43 sapier not removing will cause worlds to get flood 18:44 RealBadAngel nah, i dont mean spawning as with mobs, modify an abm 18:44 sapier as it's alost happening with flowers atm ... imho it's quite close to the limit 18:44 sapier Imho abm's are still as bad as they've ever been 18:45 sapier I see a lot of abm timeouts in default game when testing mobf ...and mobf doesn't even use abms at all! 18:45 sapier so it's really default game causing it! 18:46 RealBadAngel paramat, btw, thats good idea to let mushrooms grow on tree logs, they do live in symbiosis with trees 18:46 sapier RealBadAngel: not all of them but I think it's close enough 18:46 RealBadAngel that would allow mushroom farms for example, place some logs, cover them and wait for mushrooms to grow 18:47 RealBadAngel sapier, i think that all of them 18:47 sapier your champignons are the one example for mushrooms not growing on trees those grow on horse ... hmm looking for the english word 18:47 RealBadAngel shit 18:48 RealBadAngel but you got the point 18:48 sapier horse dung 18:48 paramat yes i read up on mushroom farming, logs are often used 18:49 RealBadAngel some kinds are bound to certain trees 18:49 sapier Well at least the mushrooms sold in germany usually are grown on horse dung and hay 18:49 sapier At least those wich are actually farmed and not collected in the woods 18:50 paramat mushrooms have to be placed at mapgen time, not at night, otherwise there would be none the first day and only a very slow increase 18:50 sapier porcini require trees ... but there are more ... and porcini aren't farmed at all 18:50 RealBadAngel 99% of the kinds require trees 18:51 RealBadAngel and theres shitload of eatable ones 18:51 RealBadAngel im picking at least 30-40 kinds here 18:53 sapier well we don't have to discuss about things where we all are right, guess it's different from location to location how and in which extent mushrooms are actually "farmed" 18:53 RealBadAngel in germany you propably know only steinpilze, maroonenpilze, champingnons (2 kinds) and Pfifferlingen 18:53 RealBadAngel most germans do not know other ones ;) 18:53 sapier I've never seen those champignon like mushrooms I loved in newzeeland here in germany ... and considering the amount sold in supermarket I'm quite sure those have been farmed 18:54 RealBadAngel sapier, those you can find on your own are mush more tasty than those farmed 18:54 RealBadAngel i dont buy champignons at all 18:54 sapier Well I cant tell the english names of our local special mushrooms :-) in fact those become more and more hard to find 18:55 sapier most interesting ones are those who look quite similar to poisonous ones :-) ... quite tasty 18:55 RealBadAngel you have to know what youre picking 18:55 sapier exactly that's the problem my grandfather did know way more mushrooms then I do 18:56 RealBadAngel https://upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Macrolepiota-procera.jpg/800px-Macrolepiota-procera.jpg 18:56 sapier yea that's the one I'm talking about :-) well I'd have to look at it's bottom side to be sure 18:57 RealBadAngel those for example are my favourite, fried as cutlets 18:57 sapier same for me 18:57 RealBadAngel you will propably be afraid then ;) data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBxITEhUTExMWFhUXGBoYGRgYGBgaGRogGhsYGhgaGxgaHSggGiAlGxgYITEhJSkrLi4uGh8zODMtNygtLisBCgoKDg0OGhAQGy0lICUtLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLf/AABEIALcBFAMBIgACEQEDEQH/xAAbAAABBQEBAAAAAAAAAAAAAAADAAECBAUGB//EAD0QAAEDAwIEAwcDAwIGAgMAAAECESEAAzESQQQiUWEFcYEGEzKRobHwQlLRYsHhFCMHM3KCovGywhUkkv/EAB 18:57 RealBadAngel 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T0bMC0sN/WiWre5ECiKIzUgT0pbMQU7+dOlWcedS0FRASCo1fteFkzcIAAwnNC0FKzOUqNJZqhbUl/KA9dAjhEDCR69h3pjw6R+lPcs32ehmhlBnPqWVDSP8fOiISrIk9B23rcMD4RQ/ekbTj/FbIbAx3dOkkuR6RvFMgcukwXjv5Vt2ion4PpVnRqABHKCCA0DG3Wg50DCznblkswBffU8eb4NTCggO4B8orpFcNrPOH6zJbr/JmmR4bbA5rbsMyY+cv9Kyn+Q4Wc6rMDuSd3xULxSTIdWYkBq6G94AkFiVJOmQe4hxpED8NBPgCo5xJ+PSySAPN3ftWzQrizH4e2oktzKMgb/4rY4PwJpuZOUpI85J37Ctfg/DU2gwAmCpgSfWrw4foHHYP96SUykYV0zrXDpQTptgH 18:58 RealBadAngel sgOwzNS98WYjL7iR3Dwe1aKuHEMThywIAHTv+ZqB4XDjLGMt1+QqeRRRKPvlM7Klmb60lLJdxB657AP23rS/wBMBsWHfEse+KirhX3nIjb8FbIOJg8R4XbVLMeoz61k8V4fcT8CSsdoVjcdPWuyXwxMk/YUJXDltxuaZSJygmcUhQInp+YqNy+rSC5JMPv3re8T8HHxoYKdyCWBb7GsG3dfHnHSrKmSlBoZKyGGl3yaSgBgSBH+KmLZIJUX/O1MoYicdqLEBsFONbTAoJSzhSnHYzVpQkSAxw2fWhXLKXKlFn/BiiFE0pggMJcHtSRYUf3c26tv4oKyokM0R9g1EPDrSSNR7h5rBoH/AKfmPQQ9DuyH6R6UYuxBB23mh 18:58 RealBadAngel awww shit 18:58 sapier well there's an additional one I've not found for years now, quite different shape more like porcini but if you cut it there's a white milk 18:58 RealBadAngel that was a link to the image rotfl 18:58 RealBadAngel http://pu.i.wp.pl/bloog/46724239/722689/DSC02016_3O_medium.jpg 18:58 RealBadAngel here you can see one from below 18:59 sapier yes combined to it's smell I'd be quite sure that's the eatable one :-) 19:00 RealBadAngel better than meat 19:00 RealBadAngel pity they cannot be frozen at all 19:01 RealBadAngel anyway, we can make mushrooms growing a bit more interesting thx to such modifications 19:05 sofar it wouldn't be too hard to have mapgen decorate woods with fallen logs 19:05 sofar and then modify mushrooms to spawn only on wood that's lying flat (not upright) on top of dirt 19:05 sofar that would be ultra-realistic 19:11 cmdskp or only on logs with dirt one block underneath, which allows them to spawn on top of tree stumps(as happens in real-life), but not in mid-air logs or tree tops 19:11 sapier not exactly there are mushrooms growing on tree sides too ;-) 19:12 cmdskp you know, I've yet to see mushrooms in minetest =) So I need to go hunt them out in-game more than in real-life! ^_^ 19:12 cmdskp but you are right, mushrooms do like upright tree sides 19:14 cmdskp in particular, bracket fungi 19:16 sofar FYI, if you don't kill mushrooms at light 15, your entire world will get run over by mushrooms slowly night-by-night 19:17 cmdskp March of the Mushrooms! 19:17 sofar the default decorator plants them in all mapgens 19:17 sofar they can be a bit rare, but the're still somewhere 19:17 RealBadAngel let them grow only on soil in close of tree nodes 19:17 RealBadAngel so it wont march 19:18 sofar I don't think killing them in full light is that bad 19:18 sofar but adding log tweaks sounds like a good idea 19:19 sofar and I'm interested to see if we can use the default decorator to place logs, it would add some nice variety without adding new nodes 19:21 RealBadAngel some game was doing that already, logs, lotsa other plants etc 19:21 RealBadAngel eden? 19:21 sofar yes, moretrees does it 19:21 RealBadAngel something like that 19:21 sofar but that is after mapgen 19:22 RealBadAngel https://dl.dropboxusercontent.com/s/9vpwv7u0gz69omc/ImmersiveFun3.jpg 19:22 sofar yup. but if we introduce a game concept based on fallen logs, the default game should also have those placed by the default mapgen 19:23 * sofar takes a stab at it 19:24 sapier hmmm I remembering doing things similar to mobs_redo in mobf some time ago too ... prior switching to generic interfaces which can be reused 19:25 sapier wonder if it's possible to get more then 95% compatibility with a simple definition converter 19:25 sofar a schematic should do fine for logs... can vary the length nicely 19:27 paramat the difficulty would be detecting level ground for the log to rest on, the decoration api is too simple for this, it would have to be a lua mod using 'on generated' 19:28 sofar really? 19:29 paramat the decoration api would create logs with their centre-point at ground level, depending on slopes the log would be half buried, half in the air most of the time 19:29 sofar that doesn't seem like a problem 19:30 RealBadAngel indeed 19:30 sofar logs fall in any orientation ... I have quite a few myself that are half sticking out of the slope :) 19:30 sofar (I have a 10acre forest property) 19:31 sofar I'm just gonna try something 19:34 paramat i guess it would look ok sometimes, sometimes not, like on sides of steep cliffs. anyway do experiment :) 19:36 sofar I'll have you review my noise_params, I seem to suck at tweaking those 19:53 sofar paramat: it's putting the logs only ever to the *side*... does the schematic need a dirt block at the base? 19:56 paramat you need the schematic flags 'place centre x' 'place centre z' for the log centre to be at ground level 19:56 sofar I have those already 19:57 paramat force-place flag? 19:57 sofar it's not placing them on flat dirt, only sticking them against the side of exposed dirt sides 19:57 sofar I'm just putting a layer of dirt underneath to see how that looks 19:57 paramat ah schems are placed at ground level, not above 19:57 sofar yes 19:57 paramat perhaps a 2-high schem with air as the lower layer 19:57 sofar yup 19:58 paramat then don't force-place 19:58 sofar well I'll do air, dirt, dirt, air (the outer blocks are lower prob) 19:58 paramat ah yes 19:59 sofar whoah, xyz ordering 20:01 sofar ok, that doesn't look half-bad 20:01 sofar lets find some slopes 20:02 sofar ... not as pretty 20:02 cmdskp :D 20:03 cmdskp somehow I can visualise that 20:03 sofar tbh it's fine on 45 degree slopes, actually 20:04 sofar vertical cliffs are weird 20:04 sofar http://i.imgur.com/q6qjeim.png 20:05 cmdskp quite nice on the flat 20:05 sofar http://i.imgur.com/lVy8tCH.jpg 20:05 cmdskp give or take an intersection - that rarifying will help the chances of 20:06 sofar http://i.imgur.com/kN2ifWM.png 20:06 sofar yeah I'm planting too many just to make them easy to compare 20:07 cmdskp It's not so bad - quite realistic for fallen logs to project out over edges like that 20:07 Krock sofar, looks like there was a whirlwind a while ago 20:07 sofar Krock: you farted 20:08 Krock No, then wouldn't be any trees be standing 20:09 * paramat looks 20:17 sofar I.... have no clue how to reduce the amount of logs 20:19 paramat use a lower 'fill ratio' or for noise a lower 'scale' 20:26 sofar ok, I'll just use fill_ratio which works great 20:26 sofar I'll make a PR out of this so people can try 20:38 sofar hmm, fill_ratio works great except for acacia 21:00 sofar https://github.com/minetest/minetest_game/pull/759 21:08 cmdskp now for the mushrooms on top! =) 21:08 kaadmy yum ;) 21:15 sofar cmdskp: yes, the nice thing is that it can be done *in* the same decoration 21:17 cmdskp =D great! 21:17 sofar we just place mushrooms on top of the log in the schematic with a low probability 21:20 * sofar watches snow fall outside 21:22 cmdskp what's 'its' 'probability' at? I really think I need a higher one here outside. 21:22 sofar probability for snow? 21:23 sofar friends of mine at 1000ft elevation had 3 inches or so, but in the valley here it's almost none 21:23 cmdskp yes, how much is outside - a few flakes, 0.01 or a blizzard 0.1? =D 21:23 cmdskp shame 21:23 sofar big flakes on wet soil, it's not gonna stick much 21:24 cmdskp we had that here on Yule-eve 21:25 sofar http://i.imgur.com/d2rer1p.png - for those following the grass texture PR 21:28 cmdskp I see 21:29 kaadmy grass looks smoother 21:29 kaadmy not rough enough imo 21:34 sofar that's the issue, some people like rough looks, some like smoother looks 21:34 sofar tbh the problem isn't either 21:35 sofar it's just that the default minetest textures are a non coherent set of cobbled up textures with no consistency 21:35 sofar it needs "styling" 21:35 kaadmy i agree 21:35 sofar any "style" will improve it, just as long as it's the same style 21:36 sofar I've been overhauling textures myself 21:36 sofar and just putting in my own style seems to work really well 23:43 Fixer sofar, ast one looks fuzzy 23:44 VanessaE it lacks "contast" I guess 23:44 VanessaE looks too much like a perfectly-mowed golf green or so 23:47 sapier https://github.com/minetest/minetest/pull/3493 ... i remember this bugging me for ages ... now I finaly found out why I couldn't feed mobs with apples 23:47 sapier hmm wait ... argh ... still can#t do it 23:47 sapier well at least I can use bucket to get milk now :-) 23:52 sapier TenPlus1 did rewrite parts of mobf quite close ... converting mobs_redo mobs definitions to mobf on the fly takes less then 1000k lua codelines ... well about 80% of their features ... guess I need to read a little bit more about the combat mode which is in some parts superior to what mobf provides atm 23:53 sapier wait ... not 1000k .... 1k :-) 23:54 cmdskp yeah, I was wondering about that 'cause I looked through mobs_redo recently when I added a new feature =) 23:54 cmdskp It would've taken me much longer at 1000k lua codelines 23:55 sapier well most code was to translate the harvesting things to mobf .. mobf does already provide harvesting by adding a few parameters while you have to implement it in mobs_redo yourself 23:56 sapier evaluating if someone did program this took about 250 lines on its own 23:56 sapier almost everything else is plain resorting of mob definition 23:57 sapier a small amount of features is missing in mobf ... guess I'm gonna add those to mobf 2.6 .. yet those aren't really big things 23:58 sapier it's a pitty such a waste of time to write code doing same ... even the same way 23:59 sofar Fixer: VanessaE: that's the problem with relative perception - it's "less than the current one", but nobody can draw up a style