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IRC log for #minetest-dev, 2016-01-21

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Time Nick Message
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07:17 * sofar updates and rebases a few PRs
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07:44 kaeza #3433
07:44 ShadowBot https://github.com/minetest/minetest/issues/3433 -- Fix world config menu ignoring `name` in `mod.conf`. by kaeza
07:44 kaeza also, #3537
07:44 ShadowBot https://github.com/minetest/minetest/issues/3537 -- Add reason for leave to `on_leaveplayer` callbacks. by kaeza
07:45 kaeza and while we're at it, somebody without bullshit arguments for game#768 ?
07:45 ShadowBot https://github.com/minetes​t/minetest_game/issues/768 -- Add itemnames and count to chest log messages by rubenwardy
07:47 sofar kaeza: that's why I replied on that thread lastly
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14:49 RealBadAngel looks like ive fixed texture tear issue
15:05 RealBadAngel https://github.com/minetest/minetest/pull/3594
15:05 RealBadAngel another one liner ;)
15:08 Fixer RealBadAngel, gj! is it ready? I will ask sfan5 for binaries
15:08 RealBadAngel same reason as for wielded glitch
15:09 RealBadAngel for me the bug is gone, shall work for you too
15:09 Fixer nice, can't wait to test!
15:13 kahrl RealBadAngel, now nodes disappear when you get too close to them
15:13 RealBadAngel can you make a screenshot?
15:14 RealBadAngel maybe the value should be set a little lower
15:15 RealBadAngel default is 1.0 i think, it was never set before
15:16 kahrl standing in a desert: http://i.imgur.com/4kEHzEB.png
15:17 kahrl after walking forward until you collide with the node: http://i.imgur.com/JIdRVuO.png
15:21 RealBadAngel hrmm
15:21 RealBadAngel i need to play with that value
15:22 kahrl even 2.0 is still a bit bad
15:22 kahrl set enable_build_where_you_stand to true, put a full node at your feet, put a slab on top
15:23 kahrl then if you look almost down (but no exactly) some of the top face of the slab is gone
15:23 RealBadAngel i see
15:24 RealBadAngel but the problem is definitely realted to camera, setting it to 10 eliminates texture artifacts
15:25 RealBadAngel maybe we could try to move the camera at the same time
15:30 Fixer RealBadAngel, if it was not set before, maybe try default value... maybe it will fix the issue anyway :}
15:30 Fixer without clipping issue
15:30 RealBadAngel everything below 10 doesnt fix it
15:31 RealBadAngel even 9.9999
15:32 Fixer strange
15:32 RealBadAngel that value looks strangely familiar
15:32 RealBadAngel i mean 10
15:34 kahrl RealBadAngel: what's your viewing_range_nodes_max?
15:37 RealBadAngel 2240
15:38 RealBadAngel 240 i mean
15:38 kahrl a bit strange, because (far) / (near) = (240 * BS * 10) / (10) is not a power of two
15:39 kahrl if it was a power of two, I would understand why there is a cutoff at near = 10
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15:40 kahrl (going over the Z buffer bit depth)
15:40 Obani I just made a PR review yesterday ?
15:41 Obani Why are so much PR's not accepted/fixed/enhanced to be put in the engine ?
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15:42 RealBadAngel heh
15:42 RealBadAngel kahrl, can you test changing BS to be 1.0 ?
15:43 kahrl lol, everything is going to be broken
15:43 RealBadAngel setting it to 1.0 makes the problem less visible
15:44 RealBadAngel you can still see artifacts on the textures, but at definitely larger distance
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15:45 kahrl hah, it's actually not that bad
15:46 kahrl I spawn high above the clouds, physics is completely broken except for gravity, but the world renders
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15:47 kahrl although with near = 1.0, it looks like my screenshots with near = 10 before - which makes sense
15:47 kahrl since if you scale the far value (e.g. by scaling BS), you'd have to scale the near value by the same factor
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15:48 RealBadAngel http://i.imgur.com/i4LYZvH.png
15:48 RealBadAngel i have to fly that high for the artifacts start to appear
15:49 RealBadAngel near is here unchanched (i mean default)
15:49 VanessaE that's a rendering precision error.
15:49 VanessaE I've seen the same thing happen with other mesh nodes between their own faces
15:54 Fixer I wonder if this bug affects farmap PR? %)
16:00 Fixer RealBadAngel, from the height it looks like texture tear appears at ~100, but that is too close :(
16:01 kaadmy i don't seem to have that problem
16:01 kaadmy it's z-fighting imho
16:02 kaadmy and the snow is thin enough to cause floating-point precision problems with the depth buffee
16:06 Fixer kaadmy, d3d9 render does not have this issue pronounced that much even on huge distances
16:07 sfan5 ayy lmao https://github.com/minetest/minetest​/issues/3584#issuecomment-172541729
16:07 Fixer flying 400 nodes above snow biome and it looks pretty nice in d3d9, while in OGL it starts badly like 20 nodes away
16:09 Fixer v_range = 500 with d3d9 looks good
16:10 Fixer there is very slight flickering that feels like when mipmaps is off
16:10 Fixer on very big distances
16:10 Fixer but on OGL things look badly
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16:32 kaadmy hmm
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16:39 red-001 shouldn't lua_api.txt be in markdown?
16:40 red-001 it seems to alternate between using proper markdown and not
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16:43 red-001 *game_api.txt
16:43 red-001 not lua_api
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17:13 sofar some people are binary
17:13 sofar https://github.com/minetest/minetest_​game/pull/796#issuecomment-173638679
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17:26 red-001 isn't Unoptimized node boxes a engine issue if anything?
17:27 red-001 after all that sound like something a engine should do
17:27 RealBadAngel kahrl, it was about zbuffer
17:28 red-001 making bump maps is too hard for people.....
17:28 RealBadAngel red-001, there are ppl called artists which make things like textures for games
17:28 red-001 ... shouldn't optimizing node boxes be a engine thing?
17:29 * red-001 missed an 'if'
17:29 sofar the fuck? https://github.com/minetest/minetest_​game/pull/796#issuecomment-173644575
17:33 RealBadAngel fixer, this time i think it works
17:36 red-001 issues#798
17:37 red-001 ~web title https://github.com/minetes​t/minetest_game/issues/798
17:37 ShadowBot red-001: Is 'game_api.txt' supposed to be using markdown? · Issue #798 · minetest/minetest_game · GitHub
17:37 red-001 this doesn't see to be very clear
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17:42 RealBadAngel kahrl, ive set SIrrlichtCreationParameters params.ZBufferBits = 24
17:42 kilbith sofar, i don't really appreciate being mocked on IRC in my back
17:42 RealBadAngel this is its default value
17:43 RealBadAngel but setting it fixes completely the issue
17:43 kilbith if you have something to raise publicly against me, please do while i'm here
17:44 kilbith and i think i don't deserve being qualified of binary for expressing an opinion on a PR
17:45 kilbith you get it ?
17:47 red-001 game#602
17:47 ShadowBot https://github.com/minetes​t/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001
17:47 red-001 game#677
17:47 ShadowBot https://github.com/minetes​t/minetest_game/issues/677 -- Waterlilies are inappropriately walkable
17:47 red-001 game#667 I mean
17:47 ShadowBot https://github.com/minetes​t/minetest_game/issues/667 -- Add tnt API. by red-001
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17:59 red-001 game#794
17:59 ShadowBot https://github.com/minetes​t/minetest_game/issues/794 -- Add an on_burn callback. by red-001
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18:42 Fixer RealBadAngel, I'm back!11
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19:04 Krock https://github.com/minetest/minetest/pull/3595
19:10 Fixer RealBadAngel, i have very good news
19:11 Fixer RealBadAngel, texture tear on snow biome looks fixed! i will test slab cases now
19:37 sofar kilbith: public channel, logged and publically visible, nothing here is behind your or anybody's back
19:38 red-001 https://github.com/red-001/minetest_gam​e/blob/better_game_api-doc/game_api.md
19:38 red-001 will make a PR soon
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19:40 kilbith i don't like your unfair play manner
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19:41 sofar on the contrary, by not polluting the github thread with derogatory discussions I'm giving everyone, including your standpoint a fair chance
19:42 sofar you however start out by using loaded words like "shitload" and "obese" and "hell", and not to mention clearly state that you border on the side of being delusional
19:42 sofar so me reacting in here is a far better way to keep the discussion in the PR honest and open
19:42 sofar you have yourself to blame for this
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19:48 red-001 game#799
19:48 ShadowBot https://github.com/minetes​t/minetest_game/issues/799 -- Move documentation for game to markdown format. by red-001
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19:50 kilbith sofar, your messages is slightly disrespectful toward someone who is involved in MT since years, if you disagree with me, state it in a place where i'm not absent and without personal attack
19:52 sofar kilbith: I abstained from discussing my personal feelings in the PR, as you should have too
19:52 kilbith what i was discussing is your implementation of the walls only, and i saw a personal attack from you on IRC
19:53 sofar attack? it was an expression of surprise, and disbelief
19:53 kilbith i support you, but don't tread on me
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19:53 sofar I'm attempting to restrain myself
19:54 Fixer did something changed with jungle grass? it is ok on dev game itself, but when connected to older server it renders funny, invisible to one side
19:54 sofar are you threatening me?
19:56 kilbith where are you seeing a threat ? i'm just saying do not walk on my feet
19:57 kilbith especially when you're quite new to a community
19:59 sofar the only reason to use an expression like this is to signal that you are going to retaliate
19:59 sofar that is a threat in my book
20:00 sofar I however choose to give your contributions with fair respect and consider them for the technical value, and try and maintain a fair and open discussion where others can chime in without feeling that their voice is not welcomed
20:01 sofar so, congrats, you've not achieved anything except exposed your personality to everyone
20:02 kilbith i appreciate your contributions too, but our personal interactions have to be improved
20:03 sofar well, consider that I'm dutch. Maybe that will help you view the other side of personal interactions with me.
20:04 Fixer sofar, i need your help now
20:06 Fixer sofar, this per tile culing is related to MTG, right? I'm connecting with latest GIT to 0.4.12 server and Jungle grass look funny like this -> https://i.imgur.com/l2ZePxN.png But if I start my singleplayer with latest MTG - everything is fine
20:07 sofar Fixer: o_O (dark screenshot, though, can barely see)
20:08 Fixer sofar, basically you can see only one part of plant and if you walk around you see nothing or one part or another part
20:08 red-001 so plant is flat
20:08 Fixer yes
20:08 Fixer plant is flat
20:09 Fixer and invisible on some sides, or partly visible
20:09 Fixer sofar, try connecting to Just-Test and go to coordinates my pic has :}
20:09 Fixer if not to much trouble
20:09 sofar I should be able to reproduce :)
20:10 red-001 do you still get spawn kill at night?
20:10 Fixer i'm not sure if it is RBA patch, or your patch, git just before it was good
20:10 red-001 or was that fixed?
20:10 sofar I think I may know what is up
20:11 sofar Fixer: has probably nothing to do with minetest_game itself
20:11 Fixer RealBadAngel, testing your patch everywhere, things look bright right now :)
20:11 Fixer i mean good
20:11 RealBadAngel :)
20:14 red-001 kilbith do you have any more complainants  about my tnt api pr?
20:24 Fixer RealBadAngel, tested, your one line patch fixed 'texture tear problem' for me! Very big thanks for this, you saved my eyes from this crap I suffered. This is very big deal for me!
20:24 RealBadAngel Fixer, good to hear that
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20:33 Fixer now MT finally looks good
20:34 Fixer sofar, so could that flat/invisible plant when connecting to old servers can be result of "Allow per-tiles culling" commit?
20:40 kilbith https://github.com/minetest/minetest​/blob/master/src/CMakeLists.txt#L690
20:40 kilbith ^ what about using a more agressive flag like `-Ofast -march=native` ?
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20:46 red-001 sofar so I should do game#799 in two commits?
20:46 ShadowBot https://github.com/minetes​t/minetest_game/issues/799 -- Move documentation for game to markdown format. by red-001
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20:55 red-001 sofar I did that and half the file was changed by me according to git blame
20:59 Fixer default:river_water_flowing is correct?
21:01 rubenwardy ~web title https://github.com/minetest/minetest.github.io/​commit/f8e9897909135cf4c699d7c31cfc4a0ba2cf23c1
21:01 ShadowBot rubenwardy: Add installer for 32 bit windows to downloads page · minetest/minetest.github.io@f8e9897 · GitHub
21:02 rubenwardy I'd like to propose adding more subgames to the installer.
21:02 Calinou adding subgames will break consistency
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21:02 Calinou do you want this to end up like OpenArena?
21:02 rubenwardy The power of Minetest comes from subgames, not from mods, imo
21:02 Fixer Calinou, why not at least tutorial subgame? for noob 101
21:02 rubenwardy mods break consistency
21:02 sofar red-001: git mv and edits can go in a single commit
21:02 Calinou tutorial subgame is the only one I'd remotely accept
21:02 sofar red-001: it's OK if half the changes are half the file
21:03 rubenwardy The main menu should be more geared towards subgames, I like celeron55's idea of having tiles to select the subgame or multiplayer
21:03 rubenwardy I agree that not many subgames are good
21:03 rubenwardy Polished enough
21:04 red-001 sofar I will try that then
21:04 rubenwardy They tend to just add a bunch of mods, rather than caring about compatibility
21:04 Calinou Doomsday does game selection pretty well
21:04 sofar red-001: that last commit looks like it should look
21:04 sofar https://github.com/red-001/minetest_game/com​mit/615ed02861ff75d8242fea8f08cf2ac72f71134c is OK
21:04 Calinou https://lut.im/vL7yl1sTZY/zuwNxgEjg3ScbKIa.png
21:07 sofar Fixer: so your jungleplant issue appears on all plants (weat, cotton etc. even normal grass)
21:07 sofar Fixer: can you file a github issue with a good screenshot for me?
21:08 Fixer sofar, will do
21:08 red-001 my git client tries to make me do two commits
21:08 red-001 not one
21:11 Fixer !tell paramat testing this setup right now: http://pastebin.com/TrwH0Rab
21:11 ShadowBot Fixer: O.K.
21:12 sofar red-001: two commits is OK
21:12 Fixer !tell paramat I've looked at cave cases and it works! sometimes slowly but works :)
21:12 ShadowBot Fixer: O.K.
21:12 red-001 http://dev.minetest.net/minetest_game_Development
21:13 Fixer !tell paramat slowly in a sense of time, performance is good imho
21:13 ShadowBot Fixer: O.K.
21:13 red-001 is this up to date?
21:16 twoelk the singleplayer GUI has some space on the left - maybe it should state there: "Please choose a subgame frome the icons below. If you want more go download some"
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21:31 Fixer liquid activation via abm seems to work :)
21:31 RealBadAngel http://i.imgur.com/eKWoyoA.png
21:32 RealBadAngel ^^ HDR with Reinhard tone mapping applied
21:32 Fixer RealBadAngel, sunny summer day?
21:33 RealBadAngel http://i.imgur.com/cnr5JFR.png
21:35 RealBadAngel ^^ after and  before >> http://i.imgur.com/1U36Nwj.png
21:35 Fixer nice
21:36 Fixer HDR is cool stuff to have
21:36 RealBadAngel above effect is 3 lines of shaders code
21:39 Fixer sofar, first glimpse before posting to github -> https://imgur.com/a/ENgAx
21:40 Taoki Holy s**t... HDR at last!
21:40 Taoki Loving these :D
21:41 Taoki Needs some actual bloom to go with it however. But that's one of the simplest filters usually.
21:41 red-001 RBA that's awesome
21:41 RealBadAngel some night shots: before: http://i.imgur.com/4jVGHxj.png and after: http://i.imgur.com/U7T0GAQ.png
21:42 red-001 wow
21:42 kaadmy i think "wow" is an understatement ;)
21:42 red-001 shaders are an awesome thing
21:42 Taoki Indeed
21:42 Fixer contrast is much better
21:42 kaadmy RealBadAngel: how difficult would implementing SSAO be?
21:43 kaadmy a nice filter, and put a nice contrast on nodes/items
21:43 Taoki kaadmy: Minetest already has a form of ambient occlusion, FYI. But very limited... has to do with when light levels are calculated.
21:43 kaadmy Taoki: that's per-node
21:43 Taoki Not sure how much doing one in GLSL too would work for now.
21:43 kaadmy and slow
21:43 Taoki Yep
21:43 red-001 what about less vertical lighting?
21:43 Taoki Ah... thought it would be faster
21:43 kaadmy i mean SSAO and the existing ambient occlusion
21:44 Taoki RealBadAngel: Can you please attempt a bloom shader to go with it too please? :)
21:44 red-001 would irrlicht have lighting built in?
21:44 Fixer !tell paramat now funny part... after restarting game... resumed parts unresumed... after some time reresumed again %)
21:44 ShadowBot Fixer: O.K.
21:44 kaadmy SSAO would make player models far more vibrant
21:44 kaadmy and models in general
21:44 Taoki It might be a bit slow in realtime
21:44 red-001 RBA when can we hope to see a PR for this?
21:44 Taoki ^
21:45 RealBadAngel im working on postprocessing in general
21:45 RealBadAngel atm i do have single effects working on, need to fix chains of the effects
21:46 sofar Fixer: I know what the issue is already, let me know when you filed the github issue so I can chime in
21:46 sofar Fixer: or mention @sofar in the issue
21:46 Fixer sofar, ok
21:46 RealBadAngel http://i.imgur.com/oAq5wLn.png
21:47 RealBadAngel look to the left on list of aviable already shaders
21:49 RealBadAngel i had to eliminate wielded and texture tear issues for the render to texture work correctly
21:55 Fixer sofar, added https://github.com/minetest/minetest/issues/3598
21:56 Taoki Cool... Minetest runs in Norton Commander ;)
21:56 Fixer !tell paramat yes, that abm code works strangely, need another abm function %)
21:57 ShadowBot Fixer: O.K.
22:08 RealBadAngel good old sunrise: http://i.imgur.com/oL2PQxr.png vs http://i.imgur.com/9ddcwtk.png
22:09 sfan5 way better
22:10 kaadmy yeha
22:19 Fixer !tell paramat maybe add a function in ABM action that: if block below is nonflowing one -> do minetest.place_node(pos, {name = node.name}
22:19 ShadowBot Fixer: Error: Spurious ">".  You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands.
22:20 Fixer !tell paramat maybe add a function in ABM action that: if block below is nonflowing one - do minetest.place_node(pos, {name = node.name}
22:20 ShadowBot Fixer: O.K.
22:23 RealBadAngel ok, the last one and i stop flying around and go back to coding ;)
22:23 RealBadAngel http://i.imgur.com/eB17PF6.png vs http://i.imgur.com/YBOohmB.png
22:24 kaadmy woah
22:29 sofar RealBadAngel: is it me or is it just lighter and light propagates further?
22:30 RealBadAngel sofar, light havent changed at all
22:31 red-001 1394 line for a config file.....
22:32 red-001 for a game
22:32 RealBadAngel hmmm i will try now uncharted 2 tonemapping
22:32 red-001 does anyone even know 10% of the settings?
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22:48 red-001 #3599
22:48 ShadowBot https://github.com/minetest/minetest/issues/3599 -- Minetest.conf.example is too long.
22:51 sofar Fixer: https://github.com/minetest/minetest/pull/3600
22:51 sofar Fixer: care to try?
22:52 red-001 3600
22:52 Fixer sofar, if someones compile it for windows, yes %)
22:55 * red-001 will
22:55 red-001 remind me about it in 30m
22:56 red-001 should have a binary by then
23:00 sofar Fixer: I confirmed the fix against just-test, and my personal server as well, but it will be nice to get your feedback in the PR
23:02 Fixer sofar, i don't have compiling tools setup, so can't confirm unless someone compiles it for me :)
23:02 sofar Fixer: red-001 said he would compile
23:03 Fixer ok, np
23:03 Fixer will test
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23:07 red-001 ok building
23:25 * red-001 hates line endings
23:31 Fixer !tell paramat testing better liquid activator, should be more reliable: http://pastebin.com/raw/CgdtYJPk
23:31 ShadowBot Fixer: O.K.
23:43 sofar red-001: are you testing timers too (needs to run as a server with some timers on it, e.g. liquid update, tnt, fire or e.g. lightning mod
23:44 red-001 sofar I would be but VS decided it needs to rebuilt everything :(
23:46 sofar red-001: np, was just asking since it would be nice to get a test on that in as well :)
23:46 red-001 yeah

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