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IRC log for #minetest-dev, 2016-02-03

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Time Nick Message
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00:19 Fixer_ RealBadAngel, are you planning adaptive HDR thing?
00:19 RealBadAngel not atm
00:19 RealBadAngel maybe later on
00:20 RealBadAngel ofc if it wont be absurdly costly
00:32 paramat hmmmm proposed work on decoschematic #3640
00:32 ShadowBot https://github.com/minetest/minetest/issues/3640 -- Deco schematic doesn't check for non-walkable node above placement pos
00:35 Fixer \o/
00:35 Fixer my screenshot
00:37 Fixer wonder will anyone merge that poor PR #602 that admins will like? %)
00:37 ShadowBot https://github.com/minetest/minetest/issues/602 -- map_meta.txt Overwritten
00:37 Fixer MTG one
00:37 Fixer Add access privilege that allows players to bypass protection
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00:48 paramat i'm neutral about that and am leaving that up to other devs
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01:02 RealBadAngel awww LoL
01:02 RealBadAngel what a nice bug :)
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01:03 RealBadAngel http://i.imgur.com/uBR8lTX.png
01:04 RealBadAngel ive never saw such nice bug :)
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01:47 Taoki [01:20:11] <+RealBadAngel> and the one im using right now: http://i.imgur.com/wqWkOZq.png
01:47 Taoki Oh my gosh :O
01:47 Taoki Looking much more awesome already than I imagined it would look in the distant future :D
01:50 kaadmy ^
01:50 RealBadAngel thx :)
01:50 kaadmy so true
01:50 Taoki NP
01:51 RealBadAngel damn, i really would love to have that better DoF, but its damn too slow :(
01:51 Taoki RealBadAngel: I've kept having this idea though: Couldn't LUA itself define shaders, so that mods can include their own GLSL files if they wish? Though of course those would depend on what variables the code exposes, so it would be rather limited.
01:52 RealBadAngel doable easily, but there were strong opposition on clients executing untrusted code
01:52 RealBadAngel so rather wont happen
01:52 Taoki Ah... that. Yeah
01:53 RealBadAngel but you can have shaders packs ofc, there will be option to define which shader to use
01:54 RealBadAngel or make a game that will require to install shaders pack for clients
01:54 RealBadAngel this way client will have agree to download and install the shaders
01:54 RealBadAngel *to
01:54 Taoki As for DoF, I was wondering if the final version will use crosshair distance to the nearest surface to determine focal point. This is what Second Life does... it looks pretty good overall: Focus transitions to the area where the crosshair is pointing.
01:55 Taoki If not, just having it constant and bluring in the distance works too.
01:55 RealBadAngel i think croshair is the most easy and fine solution
01:55 Taoki Yep
01:55 RealBadAngel but theres a trick needed
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01:55 RealBadAngel damn leaves as usual lol
01:56 RealBadAngel guess why ;)
01:56 Taoki I can imagine what that means :)
01:56 Taoki Yeah, transparent objects will probably have to be ignored.
01:56 kaadmy or checked as the depth were it solid?
01:56 RealBadAngel you can easily 'see" through leaves so you constantly loose focus when they wave
01:57 RealBadAngel i need to blur small area around croshair and get kinda average propably to set focal point
01:59 Taoki That normally sounds overkill... using ranges from the depth buffer as the blur intensity mask is ideally all that's needed.
02:01 RealBadAngel i mean extra blur for like 3x3 croshair window
02:02 RealBadAngel nothing special
02:02 RealBadAngel to get rid of those damn holes in leaves
02:02 Taoki Ah
02:03 Taoki What if the leaves aren't in front of the crosshair? That can happen even if they're in a corner of the screen, so this probably wouldn't work out as well.
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02:09 RealBadAngel idc care about corners
02:09 RealBadAngel they do mess with the croshair if in the middle
02:14 Hijiri there's no way to like stretch an entity's mesh between two points, right?
02:15 Hijiri other than calculate the size and orientation myself
02:16 RealBadAngel visually?
02:16 Hijiri yes
02:16 paramat with glass, what does DOF focus on? glass or view beyond?
02:16 Hijiri or actually, like, to do it between two entities
02:17 Hijiri the case where it's between two points I wouldn't gain anything other than not having to calculate the stuff
02:17 RealBadAngel Hijiri, http://i.imgur.com/eKgfuns.png
02:17 kaadmy RealBadAngel: wut
02:17 RealBadAngel use visual_scale
02:18 Hijiri ok, that's fair, for static points
02:18 Hijiri What if I wanted to draw something between two entities though then, instead?
02:18 Hijiri and have it follow the entities as they moved
02:18 RealBadAngel paramat, good question, lemme try
02:19 paramat i guess same problem as leaves
02:19 Hijiri (also I did qualify my question earlier with "other than calculate the size and orientaiton myself")
02:20 RealBadAngel paramat, yeah, but thats ok imho: http://i.imgur.com/GibcMdp.png
02:20 RealBadAngel Hijiri, you have to attach one to another
02:20 RealBadAngel combine them
02:21 RealBadAngel theres a mod for example that "copies" an area and makes an entity out of it
02:21 Hijiri Is it possible to attach an entity between both entities so that there's no visual lag if the connected entities move?
02:22 RealBadAngel Hijiri, lemme find the mod for you
02:24 Hijiri Is it the ship one?
02:24 RealBadAngel https://forum.minetest.net/v​iewtopic.php?f=11&amp;t=8059
02:25 RealBadAngel here you should find answers on how to combine entities
02:25 Hijiri What I want is for example if I have two balls, I could draw a cylinder between the two balls
02:25 Hijiri And the balls can move independently
02:25 Hijiri But there is no lag for the cylinder's orientation being updated
02:26 RealBadAngel make one entity instead of 3
02:26 Hijiri What if one entity is a player
02:26 Hijiri brb
02:26 Hijiri ok, I guess a player is not really an entity
02:26 Hijiri brb though
02:27 RealBadAngel it is, a special one, but an entity
02:27 RealBadAngel and you can attach player to a cart for example
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02:28 Hijiri well the lua api doc doesn't refer to players as entities at least
02:30 Hijiri Also it seems as though if I made the thing one entity, the balls wouldn't be able to move independently while still retaining the movement prediction
02:30 RealBadAngel https://github.com/PilzAdam/ite​m_drop/blob/master/init.lua#L8
02:30 RealBadAngel look at this code
02:31 RealBadAngel it gets all the objects inside a radius
02:31 RealBadAngel and have to exclude objects that are players...
02:32 Hijiri because both entities and players are represented by ObjectRef
02:32 RealBadAngel as i said, players are special kind of entities
02:32 Hijiri well this code doesn't demonstrate that, if that's what you meant
02:33 RealBadAngel any method that could be applied to regular entity will work with player one
02:33 Hijiri just that both players and luaentities are objects
02:33 RealBadAngel but not the other way around
02:33 Hijiri setvelocity doesn't work with players
02:34 RealBadAngel maybe there are some that wont work :)
02:34 Hijiri the lua doc lists them
02:34 RealBadAngel but when you will attach player to another object you will be able to set it for both effectively
02:34 Hijiri uh, not lua doc, the lua api txt
02:35 Hijiri because attach works on all ObjectRef
02:35 Hijiri I think this is derailed now though
02:35 RealBadAngel so, back to your question
02:36 RealBadAngel balls and something in between
02:36 Hijiri I didn't specify my question very well
02:36 RealBadAngel attach your balls to the middle object, move it
02:36 RealBadAngel and refer to balls directly to change their position or rotation
02:37 Hijiri Will their velocity and acceleration work?
02:37 RealBadAngel im not sure, you will have to test
02:37 Hijiri The original reason I wanted a connection between entities was so that it could predict the connector's orientation/position. If I do it this way, then now the connector is predicted, but then the position of the balls will lag
02:38 RealBadAngel but player attached to cart can still have own animations (move arms for example)
02:38 Hijiri isn't that part of the mesh though?
02:38 Hijiri rather than the player object actually moving relative to the cart
02:39 RealBadAngel lemme check something
02:39 Hijiri maybe I should just ask about my particular use-case to avoid X-Y problem
02:40 Hijiri What I want to do eventually is allow a player to shoot a continuous beam from a tool or whatever, and if they're aiming at an entity I'd want that to connect the player and entity visually
02:40 Hijiri but the player and entity should be able to move normally
02:42 paramat your DOF neds to be much more subtle, and it should become much deeper/infinite at larger distances, it's not a fixed +-10 nodes thing
02:51 RealBadAngel Hijiri, i tried to change attach pos on already attached object, it doesnt work
02:53 RealBadAngel paramat, subtle how?
02:53 RealBadAngel less blurry?
02:54 paramat deeper DOF generally, and increasingly deep with distance
02:54 paramat which results in less blur yes
02:55 RealBadAngel i can propably increase focused range with the distance
02:55 paramat anyway i'm sure there's an algorithm for it somewhere
02:55 RealBadAngel atm its fixed
02:56 paramat .. based on human eye
02:56 RealBadAngel propably can be done, but remember what happend to ultra realistic DoF shader
02:56 RealBadAngel it got trashed because was damn slow ;)
02:57 paramat ok it being fixed obviously it won't look right
02:57 paramat sure but it doesn't have to be a complex algorithm
02:57 RealBadAngel hmm, shader work on linear depth and fixed range then
02:57 RealBadAngel but i can apply fixed range on non linear depth
02:58 RealBadAngel and recalculate it
02:58 RealBadAngel propably that will do the trick
02:59 RealBadAngel i believe that effective range will be bigger closer to far plane
02:59 Hijiri I guess I could approximate a beam with particles
02:59 Hijiri or I could have laggy beams
03:00 RealBadAngel paramat, i will have to pass non linear depth and process it in dof shader then, lemme try that
03:04 paramat yeah an exponential distance
03:05 paramat within a few metres DOF is quite narrow, lots of blur, at large distance DOF is near-infinite (i think)
03:05 paramat which is why string blur makes stuff look miniature
03:06 paramat (strong)
03:09 paramat then hopefully just tuning the exponent of distance will be a simple way to improve it
03:17 RealBadAngel but keep in mind that is not the factor on which we do blur the image
03:17 RealBadAngel we do have only one level of blur. what we can do is to change a factor on which focused and blurred colors are mixed
03:21 paramat ok
03:22 paramat i'm sure there will be info on the internet on how to get a realistic DOF simply from this
03:27 paramat a more subtle level of blur will also help
03:37 paramat #3641 possible fix for issue 3640
03:37 ShadowBot https://github.com/minetest/minetest/issues/3641 -- DecoSchematic: Check for non-walkable node above placement position by paramat
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15:46 red-001 game#794
15:46 ShadowBot https://github.com/minetes​t/minetest_game/issues/794 -- Add an on_burn callback. by red-001
15:47 red-001 game#602
15:47 ShadowBot https://github.com/minetes​t/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001
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16:48 RealBadAngel i think i have finetuned DoF, http://i.imgur.com/ke4pOX4.png and http://i.imgur.com/RJPwjsz.png
16:48 RealBadAngel what do you think?
16:50 kaadmy HOLY MOLY
16:50 kaadmy NICCE
16:51 VanessaE does it smoothly shift from one focus distance to the other?
16:52 * red-001 looks for a download link
16:52 VanessaE (that does indeed look nice)
16:52 red-001 it looks a lot better
16:53 red-001 more human eye less camera lenses
16:55 RealBadAngel VanessaE, it has autofocus, change is instant (i may add there later on small delay on focus change)
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16:58 RealBadAngel i think you may like night shot :)
16:58 RealBadAngel http://i.imgur.com/1x0zoVo.png
16:59 Krock wow.
17:00 Krock RealBadAngel, that's a wonderful effect!
17:00 sofar RealBadAngel: can you make a youtube video quickly?
17:00 Obani lel
17:00 Obani 3 hours upload
17:01 RealBadAngel i will rather upload all the changes i made recently
17:01 RealBadAngel lemme do some cleaning, a few minutes
17:01 kaadmy woah
17:01 Krock Obani, in those situations people wish to have a free internet access with the same speed for everybody
17:01 Obani :D
17:01 Krock meshnet for the win!
17:02 Fixer RealBadAngel, hard to say, i don't like the way it works that is more like macro lens (it is artistic blur, not real one)
17:02 red-001 that gui looks so out of place
17:03 Obani Fixer, this is not meant to be realistic
17:04 RealBadAngel it has to look NICE and be FAST
17:04 RealBadAngel realistic is not so important
17:06 RealBadAngel and btw, since when cubic 1m stone hanging in the air is realitic, huh? ;)
17:10 sofar I'd love to see a minetest subgame that makes *every* node subject to gravity
17:10 sofar it'll be a constant earthquake zone as caves will be impossible
17:10 RealBadAngel sofar, try irrBullet
17:10 Obani An inertia Minetest game ? :p
17:10 sofar and one can only mine at the top :)
17:11 RealBadAngel search yt for irrBullet demo
17:12 RealBadAngel i think BaW guys are using it, digging something from below can make everything collapse
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17:27 sofar RealBadAngel: I'm in .nl this week. would love to try a branch with DoF though, brought my laptop so I can try
17:28 sofar Intel HD 4000 though
17:29 RealBadAngel the PP shaders seems to be fast
17:29 RealBadAngel im still at 60FPS
17:34 sofar well, this intel hd4000 can barely crawl to  60fps at fullscreen, so
17:34 sofar it'll be a good test
17:38 Fixer sofar, do you like that itty weather in EU?
17:38 sofar Fixer: it's about the same weather where I live in OR, so, no biggie
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17:58 sofar Fixer: I also grew up in .nl... so it's not something uncommon to me, either
18:05 sfan5 sofar: OR as in orlando
18:05 sfan5 ?
18:05 sofar sfan5: two letters means state
18:05 sfan5 the thing is that i have no idea about US states
18:06 sofar you're german
18:06 sfan5 yes
18:06 sofar you should know geography better than most americans ;)
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18:07 sofar sfan5: Orlando is in FL. OR is one of the three states on the "left coast"
18:07 * sofar giggles
18:07 sofar you can buy hints
18:08 sfan5 hm right
18:08 sfan5 orlando is a city
18:08 sfan5 oregon
18:09 sfan5 oh that's where portland is
18:09 sofar yup ;)
18:10 RealBadAngel ok, ive updated the branch and checked it
18:10 RealBadAngel so, you may try it
18:11 sofar dinner first, I'll try later
18:11 RealBadAngel effects are controlled with settings, config only atm
18:12 sofar signing off for now, ttyl
18:13 Krock sofar, our knowledge about US states is so good like yours about the european countries
18:15 sfan5 Krock: do you know anyone who knows where Liechtenstein is
18:15 Krock sfan5, you.
18:15 sfan5 indeed
18:15 RealBadAngel https://github.com/RealBadAngel/minetestHD/c​ommit/b16f4b380935060eaa11eb4dfaa718656eecaa​ce#diff-3474ba74d8eb9c72a47c6542f51eb4fcR155
18:30 RealBadAngel imho that looks better and better each day :) http://i.imgur.com/5ogyrf9.png
18:32 Obani RealBadAngel, how do you enable it ?
18:32 RealBadAngel see the link above
18:32 Obani RealBadAngel, how do you enable it in settings
18:33 RealBadAngel setting = false/true ?
18:33 Obani Yes but where is it, I can't find it
18:33 Krock just like any other minetest.conf setting?!
18:34 Krock https://github.com/RealBadAngel/minetestHD/co​mmit/b16f4b380935060eaa11eb4dfaa718656eecaace​#diff-18513665750ef5adf42b5ec29e14162eR1816
18:34 Krock there are your settings
18:34 RealBadAngel Obani, you must be jokin right? ;)
18:34 Obani no
18:34 Krock see link
18:34 RealBadAngel put those settings in your config just
18:36 RealBadAngel also i suggest build in place, run by ./bin/minetest from main folder and not change resolution during game (you may change it when in main menu)
18:36 RealBadAngel otherwise you may experience crashes
18:37 RealBadAngel actually, not "may" but "will" ;)
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18:42 RealBadAngel paramat, http://i.imgur.com/5ogyrf9.png http://i.imgur.com/1x0zoVo.png
18:43 paramat nore sfan5 ShadowNinja i'll merge game 743 814 822 821 soon
18:43 * paramat looks
18:43 Obani RealBadAngel, default build is not in place ?
18:43 RealBadAngel Obani, cmake . -DRUN_IN_PLACE=1
18:44 Obani I know
18:44 Obani It's not by default ?
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18:44 RealBadAngel not sure
18:45 Obani It might have changed
18:49 paramat DOF is improved but still too much blur, or, depth of clear focus needs to be deeper. notice how the desert scene looks like a miniature model? our eyes only experience strong blur effects like that at small distances. anyway apart from tuning DOF it looks good
18:50 RealBadAngel paramat, there has to be balance between focused and non focused areas
18:50 paramat bloom is lovely
18:50 RealBadAngel you wanting as much as possible without blur propably because you dont like blur at all ;)
18:51 RealBadAngel anyway that can be controlled with focal plane leghth
18:51 paramat i don't mind it actually, in a screenshot. but for that distance it's too strong
18:52 RealBadAngel https://github.com/RealBadAngel/minetestHD/c​ommit/b16f4b380935060eaa11eb4dfaa718656eecaa​ce#diff-bb27016097324b45d77cc85c90d7db4aR8
18:52 RealBadAngel i may expose that setting later on
18:52 paramat anyway it's close. this uses exponential distance?
18:53 RealBadAngel no, everythin is linear still
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18:53 RealBadAngel just fine tuned it
18:54 RealBadAngel have some math for it, from real lenses but that is not workin as i expected yet
18:54 RealBadAngel need to play with it some more
18:54 RealBadAngel it works nicely for long distances but fails miserably at close
18:55 paramat ok. for example if looking at a distant hill at 128 nodes, everything behind to infinity would be in focus
18:56 paramat afaik the range of clarity extends much further behind the cosshair point than it extends in front of it
18:56 paramat (in reality)
18:56 RealBadAngel btw, on bloom: http://i.imgur.com/4rXr6r2.png
18:56 paramat and the range of focus gets deeper with distance
18:57 Obani RealBadAngel, It worked one time and I had a dark screen
18:57 Krock RealBadAngel, known situation without my glasses...
18:57 Obani Rest of the time it crashed
18:57 Obani WTF ?
18:57 paramat the bloom is much better now you've reduced it
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18:58 RealBadAngel Obani, run it from main folder, not /bin
18:58 Obani What ill it change ?
18:58 RealBadAngel shaders paths are not relative yet
18:59 paramat there's actually a technique where everyday landscape scenes can be made to look like miniature models by increasing DOF effects
19:03 RealBadAngel paramat, http://i.imgur.com/MNI8Gth.png
19:03 RealBadAngel at night its more visible whats blurred or not thx to lamps
19:03 RealBadAngel as you can see at long distances you can see clearly way more
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19:04 RealBadAngel Obani, run it from main folder, not /bin
19:04 paramat see 'miniature faking' https://upload.wikimedia.org/wikiped​ia/commons/b/b2/Oregon_State_Beavers​_Tilt-Shift_Miniature_Greg_Keene.jpg
19:05 RealBadAngel uh, i can see there SHITLOAD of blur ;)
19:05 Obani RealBadAngel, this is reall working well
19:05 red-001 does wikipeadia hate me or something?
19:05 Obani Even on my 50$ laptop
19:05 red-001 or is it adblock
19:05 paramat looks like a tiny model
19:06 red-001 all images on wikipedia are white to me
19:06 paramat https://upload.wikimedia.org/wikipedi​a/commons/c/cf/Jodhpur_tilt_shift.jpg
19:06 paramat sorry
19:06 paramat search for 'tilt shift' 'miniature faking'
19:07 paramat many games overdo DOF because it gives a sense of 3D, but then they look miniature
19:08 paramat so depth of focus controls the sense of scale
19:11 Fixer RealBadAngel, what branch?
19:14 paramat so i think a less intense blur will get you closer, and will also partially solve the problems of a player wanting to look at non-central parts of the screen
19:14 red-001 RealBadAngel mrt_1 doesn't build in VS2013 on win7
19:15 red-001 http://pastebin.com/66a2Vwwq
19:16 Fixer paramat, that's artistic one, real average eyes blur will not kick in anyway in 99% of cases, only when looking at close range like 0.3 nodes away
19:16 Fixer red-001, what branch?
19:16 red-001 branch mrt_1
19:16 red-001 maybe
19:19 paramat blur is still there at larger distances, just subtle
19:21 red-001 visual studio seems to not support arrays without a fixed size
19:21 Fixer in real life it is so small even at 0.3cm
19:21 Fixer 0.3m *
19:24 Fixer sofar, Luxembourgh/Lie*tein is between France and Germany iirc
19:24 Fixer and Belgium
19:28 paramat now merging to game
19:29 red-001 what are you merging?
19:32 Krock Fixer, Lichtenstein is between switzerland and austria
19:32 Fixer close enough
19:32 Krock just about 200 km wrong..
19:37 red-001 RealBadAngle in irr::video::irrPP::render you should make orderedEffects fixed size or use something like an array
19:38 red-001 RealBadAngel
19:39 red-001 MSVS doesn't support arrays without a fixed size
19:41 paramat merged
19:41 Fixer paramat, fences?! \o/
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19:42 * Fixer updates
19:43 paramat yes at last
19:44 Fixer sofar, i have a big hope in your Camera mod, that will be a big day for MT benchmarking
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19:47 red-001 paramat could you take a look at game#794 game?
19:47 ShadowBot https://github.com/minetes​t/minetest_game/issues/794 -- Add an on_burn callback. by red-001
19:48 paramat yeah
19:48 Fixer paramat, have you noticed that... there are a lot more jungles?
19:48 Fixer in valleys
19:48 Fixer i said that before
19:48 red-001 also I updated game#823
19:48 ShadowBot https://github.com/minetes​t/minetest_game/issues/823 -- Document `share_bones_time_early` by red-001
19:48 paramat more common or denser?
19:49 Fixer paramat, more common and near rivers, and I often start in them actually o.O
19:49 red-001 I think there are more jungles in general
19:49 red-001 more common
19:49 paramat duane changed the humidity code
19:49 Fixer paramat, right now started in SAVANA + river with Jungle trees along the river
19:49 paramat and it's boosted near rivers
19:50 Fixer aha
19:51 Fixer paramat, https://i.imgur.com/jONZNWX.jpg
19:52 Fixer seed is 17648140073979410438
19:52 paramat it varies humidity in a special way, so the biome system may be unbalanced now
19:52 paramat lovely, it's a good feature
19:53 paramat filmic tone mapping?
19:53 Fixer paramat, yes
19:54 paramat works well in savanna
19:54 Fixer paramat, https://i.imgur.com/9Nfh9c3.jpg (jungles... jungles everywhere)
19:54 Fixer paramat, nights are also cool
19:54 Fixer paramat, i really like that effect
19:55 paramat yes i'll probably get to like it
19:56 red-001 how much faster are c++ mapgens then lua mapgens
19:56 red-001 ?
19:57 paramat maybe about 15 times
19:58 paramat and importantly no lua lag
19:59 Fixer just usual mt lag
20:00 paramat hmmmm #3641 not sure if it's worth fixing
20:00 ShadowBot https://github.com/minetest/minetest/issues/3641 -- DecoSchematic: Check for non-walkable node above placement position by paramat
20:01 paramat a lua mapgen on server with several players exploring causes constant 1-2s lua lags, unbearable. ok for singleplayer though
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20:03 red-001 would it be possibly to make mapgens DLLS?
20:03 red-001 I would mean a user would have to trust the mapgen  author....
20:04 red-001 but it should mean faster mapgens
20:06 sofar RealBadAngel, mrt_1 branch in your tree, I assume
20:06 * sofar testing it now
20:07 red-001 sofar do you use windows?
20:07 RealBadAngel sofar, yeah
20:07 RealBadAngel Fixer, i will see what i can do with that error
20:07 red-001 If so could you upload a binary?
20:07 red-001 It doesn't work for me in VS2013
20:09 sofar red-001, no
20:09 sofar red-001, linux only. although my kids sometimes play minetest on my wife's windows computer
20:09 Alduin_ joined #minetest-dev
20:10 sofar RealBadAngel, bad news: segfault on game start
20:10 RealBadAngel sofar, ./bin/minetest ....
20:11 red-001 http://pastebin.com/66a2Vwwq
20:11 RealBadAngel i said that already a few times
20:11 sofar RealBadAngel: I was offline
20:11 RealBadAngel you have to run it from main folder, not the /bin
20:11 sofar ok, that works
20:11 sofar you know why already?
20:12 RealBadAngel i know, havent coded that yet
20:12 red-001 Visual studio only supports fixed size arrays
20:12 Fixer paramat, funny one https://i.imgur.com/LEuRBln.jpg
20:18 RealBadAngel red-001, cool will have to rewrite half of irrpp because of fucking microsoft. cool
20:18 RealBadAngel have i said cool already?
20:19 kaadmy Fixer: heh
20:20 RealBadAngel sofar, and? any comments?
20:21 Fixer RealBadAngel, it is DOF only?
20:21 Fixer paramat, and this only is clearly LOL
20:21 Fixer paramat, https://i.imgur.com/c2thPXG.jpg
20:21 sofar RealBadAngel: can't see anu DoF effect yet... hmmm
20:23 sofar RealBadAngel: oh actually it's worse. I had to restart after editing the minetest.conf and enabling the new options
20:23 sofar RealBadAngel: and after restarting, I get this:
20:23 sofar RealBadAngel: https://gist.github.com/sofar/27963adca95fd0688d25
20:24 hmmmm paramat:  ??
20:25 sofar RealBadAngel: after, it runs but only wielditem and hotbar is rendered, the rest of the screen is black
20:25 red-001 RealBadAngel what about using a vector ?
20:26 hmmmm paramat:  so the trees are getting placed on top of eachother?
20:26 hmmmm how does that happen?
20:26 hmmmm if one tree is already placed, its node will be default:tree or whatever, and when the second tree comes to get placed it checks and notices that the node at that point is not c_place_on, and will abort
20:30 H-H-H joined #minetest-dev
20:30 hmmmm oh I get it, the heightmap isn't updated between schematic placements
20:31 Fixer sofar, shader compilation error
20:31 sofar RealBadAngel: also, windows line endings? wha?
20:31 sofar Fixer: yes, shader compile error. So?
20:32 Fixer so black screen as a result
20:32 red-001 EffectEntry* orderedEffects = (EffectEntry*)alloca(sizeof(EffectEntry) * (numActiveEffects));
20:33 sofar I fully understood the problem, the error message is quite self-explanatory
20:33 red-001 ^RealBadAngel
20:33 sofar Fixer: I'm more interested in hearing about a solution
20:33 red-001 ^ RealBadAngel
20:35 sofar he's probably already fixing
20:35 Robert_Zenz joined #minetest-dev
20:39 red-001 I think I fixed my problem
20:44 Taoki RealBadAngel: It all looks absolutely incredible (screenshots posted earlier with DOF / HDR / bloom).
20:45 Taoki RealBadAngel: Let us know when to prepare the hardcore propaganda for the other devs, to get this accepted in master ASAP ;)
20:46 sofar Taoki: I don't think DoF is meant for master
20:47 Taoki sofar: All of the changes are o.o
20:47 Taoki including realtime lighting
20:48 sofar no worries, minetestHD will be cool
20:48 Alduin_ joined #minetest-dev
20:49 Taoki If somehow mainstream Minetest doesn't accept these changes, I'm switching to RBA's fork and no longer using the main engine. But IIRC the shaders are a plan for normal minetest, and I see no reason why this would be the case.
20:49 sofar In the long run I think a lot of this can merge back
20:50 sofar but RBA is going way too fast to make his code stable and run everywhere without issues yet
20:50 sofar just look at the glsl compile error I got on his last patch :)
20:50 sofar and my hw isn't old, on the contrary
20:50 Taoki Not expecting it to be merged immediately... though not too many months from now either hopefully :)
20:51 Taoki I meant like, not be rejected permanently.
20:51 paramat hmmmm sorry am back
20:51 sofar he's gonna have to show that it's bug free
20:51 sofar we can do that by helping testing
20:51 paramat trees don't have a root node, so the node at ground level is unchanged when a tree is placed
20:52 sofar right
20:52 paramat if i add the root node back this will fix it
20:52 paramat i removed the root node because it was creating ugly holes everywhere when players harvested trees
20:52 paramat and because that is the old expected behaviour
20:53 paramat i think i'd rather have the root node as a solution
20:54 paramat thanks for comments, i suspected my implementation was hacky
20:55 red-001 RealBadAngel I think I found a way around the problem I found
20:55 red-001 EffectEntry* orderedEffects = (EffectEntry*)alloca(sizeof(EffectEntry) * (numActiveEffects));
20:56 red-001 not sure does it work correctly
20:56 sofar RealBadAngel: so if I disable all the new options, except DoF (enabled that) then I don't get GLSL compilation errors
20:56 sofar but I get bugged lighting issues
20:57 sofar whole sections of the map mesh turn black
20:59 paramat Fixer, 2nd screenshot, what's wrong with this?
20:59 paramat first screenshot does happen occasionally
20:59 paramat no idea why
21:00 sofar RealBadAngel: it seems sunlight are causing the black parts, at night the problem is gone
21:04 sofar RealBadAngel: Bloom causes the GLSL errors, the rest all work (I can enable them)
21:04 sofar RealBadAngel: DoF causes the flat mesh areas
21:04 sofar RealBadAngel: and cell shading causes weird lines
21:04 sofar RealBadAngel: also, game segfaults when resizing the game window
21:04 sofar with any of these
21:05 paramat Taoki don't worry i will support post processing shaders being merged, maybe not RBA's choice of default parameters
21:05 sofar yeah I don't think that there will be a lack of support for this
21:06 Fixer paramat, what screenshot?
21:06 paramat https://i.imgur.com/c2thPXG.jpg
21:06 Fixer paramat, it is mix of jungle and apple trees
21:06 Fixer that is funny part
21:06 paramat indeed i think other devs will support, as long as it's coded well and has reasonable default settings
21:07 Fixer paramat, some apple trees are actually under jungle ones
21:07 Taoki paramat: Parameters are customizable via settings normally. The shaders themselves matter most.
21:07 sofar apple trees are perlin based, jungle uses fill ratio
21:07 Taoki Though I believe the tweaks are pretty much about right too :)
21:07 paramat ah, biome blend
21:07 paramat sometimes 3 biomes will interpenetrate
21:08 paramat i see
21:09 Fixer and even aspen trees here
21:11 CraigyDavi joined #minetest-dev
21:12 sofar aspen and apple trees share a biome
21:15 sofar RealBadAngel: can you maybe add an error message so that it's more clear which shader failed to compile?
21:15 sofar anyway, I need to get some sleep. later all
21:27 Robert_Zenz joined #minetest-dev
21:32 paramat i won't support motion-blur though, that's too embarassingly stupid :}
21:45 linkedinyou joined #minetest-dev
21:51 Fixer to avoid turning player into a sick boomer
21:52 red-001 joined #minetest-dev
21:54 red-001 If lua mapgens are so slow then couldn't mapgens be written in C++
21:55 red-001 mapgens could be libraries
21:56 red-001 that are loaded at runtime
21:59 paramat like an optional c++ module?
21:59 sfan5 have fun compiling your mapgens for windows 32 and 64-bit and linux 32-bit and 64-bit and maybe also for os x
22:00 sfan5 and how about some other glibc version, or what about alpine linux, it uses musl
22:00 sfan5 tl;dr no
22:01 H-H-H joined #minetest-dev
22:05 red-001 sfan5 sounds fun!
22:06 red-001 still I couldn't be too hard to compile for windows/linux 32 to 64 bit
22:06 red-001 paramat yes
22:07 red-001 or a dll on windows
22:07 red-001 Dynamic-link library*
22:10 red-001 RealBadAngel
22:10 red-001 I fix compile issue in MSVS
22:10 red-001 fixed*
22:12 red-001 replace the line that has EffectEntry orderedEffects[numActiveEffects];
22:13 red-001 with http://pastebin.com/pKQhiitK
22:13 red-001 no need to rewrite everything
22:15 paramat nope sfan5 knows best
22:36 red-001 finally https://i.imgur.com/PDv844i.jpg
22:39 kaadmy nice red-001 !
22:39 red-001 RealBadAngel dov doesn't look good in third person mode
22:40 * RealBadAngel yawns
22:40 RealBadAngel i was takin a nap
22:40 red-001 did you see my fix?
22:40 RealBadAngel yeah
22:40 RealBadAngel good you have figured it out
22:42 red-001 thank stack overflow
22:42 RealBadAngel red-001, how does it look for you in 3rd view?
22:42 red-001 blurry
22:42 red-001 it doesn't focus on the player
22:43 red-001 but on the ground in front of the player
22:43 RealBadAngel yeah, try to focus on an item
22:43 RealBadAngel quite interesting effect
22:43 H-H-H joined #minetest-dev
22:43 red-001 it works
22:44 proller joined #minetest-dev
22:44 RealBadAngel entities are not writing depth info
22:44 RealBadAngel so theyre messed
22:45 RealBadAngel ehhh, theres shitload to do still
22:45 red-001 cel shading adds strange lines
22:45 RealBadAngel like?
22:46 red-001 straight thin lines
22:46 RealBadAngel screenie please
22:46 RealBadAngel ive noticed random dots (you can see them easily on dark areas, without postprocessing)
22:47 RealBadAngel thats an old unresolved bug
22:47 RealBadAngel something with rendering precision
22:48 RealBadAngel propably thx to our beloved BS
22:48 RealBadAngel so we do have big and small numbers next to each other
22:49 red-001 https://imgur.com/0ZiBVKV
22:49 red-001 see the lines at the bottom
22:50 red-001 line*
22:50 RealBadAngel thats the same
22:50 red-001 also boom causes black screen
22:50 RealBadAngel hmmm
22:50 RealBadAngel can i see glsl fail report?
22:51 RealBadAngel bloom is using 4 shaders, i need to know which one is producing errors
22:51 red-001 how would I do that?
22:51 RealBadAngel look in log
22:52 RealBadAngel all errors are reported
22:54 RealBadAngel http://pastebin.com/7YiEub2j it will look something like that
22:54 Amaz Is this it? http://pastebin.com/HPdnZnFE
22:56 Amaz (That's what I get when I try to use bloom.)
22:56 RealBadAngel yeah, lemme fix it
22:56 red-001 http://pastebin.com/ZqrpXV8Y
22:57 paramat game#824 game#825
22:57 ShadowBot https://github.com/minetes​t/minetest_game/issues/824 -- Default/mapgen: Confine Aspen to one half of deciduous forest by paramat
22:57 ShadowBot https://github.com/minetes​t/minetest_game/issues/825 -- Default/schematics: Re-add force-placed root node to mapgen trees by paramat
23:02 RealBadAngel red-001, amaz, try now
23:02 RealBadAngel ive pushed some changes
23:03 Fixer RealBadAngel, it has only DOF?
23:03 RealBadAngel Fixer, what?
23:04 Fixer RealBadAngel, what shaders are available?
23:04 RealBadAngel dof, fxaa, bloom, cel, tonemapping
23:04 Fixer RealBadAngel, mtr1 branch?
23:04 RealBadAngel yes
23:04 Fixer i will try it out ._.
23:05 RealBadAngel btw, dont use bumpmapping together with postprocessing
23:05 RealBadAngel theres unresolved issue with textures still
23:10 Amaz Thanks RBA! That works brilliantly!
23:11 RealBadAngel Amaz, how about framerate?
23:11 paramat left #minetest-dev
23:12 Amaz With all the new shaders enabled, and a view range of ~200, I'm getting 9-11 FPS, down from 30 normally.
23:12 red-001 testing
23:13 RealBadAngel Amaz, what ur gpu?
23:14 Amaz GeForce 8400
23:16 RealBadAngel no wonders, http://www.hwcompare.com/9804/geforce​-8400-gs-512mb-vs-geforce-gtx-550-ti/
23:16 RealBadAngel i do have gtx550ti as reference
23:17 Amaz XD
23:17 RealBadAngel i think thats a good time to get VBO in to kick the rendering a little
23:18 RealBadAngel red-001, what about you?
23:19 Fixer i will compile soon, hold on
23:20 Fixer RealBadAngel, VBO has eating memory problems
23:20 RealBadAngel no it does not
23:20 RealBadAngel im using it for more than a yr propably
23:20 RealBadAngel freeminer also
23:20 RealBadAngel same as c55's farmesh
23:31 red-001 I have the Radeon HD5450
23:32 red-001 low end 2011 card
23:33 RealBadAngel something similar to gf8400
23:33 RealBadAngel how about fps?
23:33 nrzkt RealBadAngel, => http://www.hwcompare.com/11286/gef​orce-gtx-550-ti-vs-radeon-hd-7970/ oops :D
23:34 RealBadAngel nrzkt, oops :)
23:34 Fixer 7970 is good
23:35 nrzkt yeah but i hope OpenGL 4.2 will reach mesa for AMD in kernel 4.6 + Mesa 11.2 :)
23:35 red-001 bloom still doesn't work
23:36 RealBadAngel red-001,  have you fetched the latest patch?
23:36 red-001 yes
23:36 RealBadAngel look for errors again
23:36 red-001 same error
23:37 RealBadAngel please pastebin whole add.frag
23:37 RealBadAngel add2.frag
23:37 RealBadAngel its in client/shaders/postprocess
23:39 red-001 http://pastebin.com/U0mi0uDW
23:42 RealBadAngel red-001, you havent fetched the patch, try harder ;)
23:42 RealBadAngel thats an old version of the file
23:43 RealBadAngel red-001, you may replace the whole file with it: http://pastebin.com/sTaug48Y
23:54 red-001 thanks
23:55 red-001 it works
23:56 red-001 38 fps with draw distance 58
23:56 red-001 no change
23:59 red-001 snow causes realistic snow blindness

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