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IRC log for #minetest-dev, 2016-02-04

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Time Nick Message
00:02 RealBadAngel yeah, i like that effect
00:03 RealBadAngel it gives snowy scene  a bit more realistic feel
00:04 RealBadAngel maybe we could add there later on sunglasses mod? :)
00:05 red-001 I prefer a     const float gamma = 1.2;
00:05 red-001 it looks better to me
00:06 RealBadAngel a screenshot?
00:08 red-001 https://i.imgur.com/aUQiVgy.jpg
00:08 red-001 try it out
00:09 red-001 still hard to see but it doesn't hurt my eyes
00:10 RealBadAngel indeed
00:11 RealBadAngel but i think addaptive tonemapping will be better here
00:11 RealBadAngel we will see
00:12 RealBadAngel this way we could get bloom maxed out in caves and reduced a bit while in direct sunlight
00:13 RealBadAngel also, you can play with settings in bloom_prepass.frag
00:13 RealBadAngel theres brightness trigger
00:14 red-001 are // comments?
00:15 RealBadAngel you mean that line? //uv.y = 1.0 - uv.y;
00:15 RealBadAngel thats to be trashed
00:16 RealBadAngel float brightness = dot(color.rgb, vec3(0.5126, 0.7152, 0.0722));
00:16 RealBadAngel if(brightness > 1.1)
00:16 RealBadAngel thats bloom trigger
00:17 red-001 removing brightness check has interesting  results
00:17 RealBadAngel everything glows?
00:17 red-001 no
00:17 red-001 not much any way
00:17 red-001 everything looks soft
00:17 RealBadAngel screenie?
00:18 red-001 glows a bit
00:18 red-001 and is bl;urry
00:19 red-001 https://i.imgur.com/AQGXba4.jpg
00:19 RealBadAngel kinda drunk vision lol
00:19 Fixer red-001, o_o
00:20 Fixer RealBadAngel, add yellowish tint, ???, presto!
00:20 red-001 would look cool in skylands
00:20 red-001 or skyblock
00:21 Fixer RealBadAngel, https://i.imgur.com/PlzPrzX.png
00:22 RealBadAngel Fixer, workin on fixing cel
00:22 Fixer RealBadAngel, https://i.imgur.com/EZcxx1r.png
00:23 red-001 https://i.imgur.com/Azad9xe.jpg
00:23 Fixer red-001, simulating summer at my home
00:24 Fixer red-001, bloom?
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00:49 Taoki Checking out MinetestHD now. I use Radeon, Mesa, and will test the RadeonSI driver.
00:50 Taoki RealBadAngel: Is your MinetestHD repo the Minetest fork you're maintaining now? Or is that another one, not the primary project?
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00:51 Fixer RealBadAngel, DOF works but hard to grasp
00:52 RealBadAngel Fixer, dof have fixed far plane, at 200, so you have to test it with vrange at least == 200
00:53 RealBadAngel if you lower it, depth map wont be accurate
00:53 RealBadAngel im testing everything at 240
00:53 Fixer works for me
00:54 Fixer RealBadAngel, float depth = texture2D(Tex1, uv).x; is distance to block pointed by crosshair?
00:55 RealBadAngel no, fDepth is
00:55 RealBadAngel line above
00:55 Fixer RealBadAngel, that's artistic one, but is it possible to make another real one, it is simpler, just blur background if looking at smth closer then at <0.3 nodes away :)
00:55 RealBadAngel this one is curently processed pixel depth
00:56 Fixer hmm
00:56 RealBadAngel as i said, realistic one costed me half of my FPS, so thx ;)
00:57 RealBadAngel it was good for blender, but not for a game
00:57 Fixer RealBadAngel, nah, just crude one, if fDepth < 0.3, blur everything behind %)
00:57 RealBadAngel you may try it
00:58 Fixer yeah
00:58 RealBadAngel code is simple as hell
00:58 Fixer code looks easy
00:58 Fixer too bad it is 3:00
00:58 RealBadAngel put some torches around ;)
00:59 Fixer going to sleep anyway
00:59 RealBadAngel Taoki, use mrt_1 branch
00:59 Fixer RealBadAngel, what is Far?
00:59 Fixer RealBadAngel, 200 nodes?
00:59 RealBadAngel far plane of camera
01:00 Fixer what are those units
01:00 RealBadAngel near = 1, far = 20000
01:00 Fixer < 1 is possible?
01:00 RealBadAngel no
01:00 Fixer 0.1?
01:00 RealBadAngel its always positive
01:00 Fixer ofc
01:00 RealBadAngel we dont set near ingame, so its default 1
01:01 RealBadAngel far is set vRange * BS (and minimum = 20000)
01:01 Taoki RealBadAngel: Ah. Just checked it out and compiled, and was looking at what settings I need. Will switch branch then
01:01 Fixer https://github.com/fith/Minecraft-Shaders/blob/master/mods/3ddotminecraft/contents/files/shaders/final.fsh
01:01 Fixer BS?
01:02 RealBadAngel Block Size = 10
01:03 RealBadAngel everthing ingame is multiplied by it
01:03 RealBadAngel sometimes i think that inventor of it should be also multiplied by it :P
01:03 Fixer hmm
01:03 * RealBadAngel looks at c550 :P
01:04 RealBadAngel to get rid of it almost everything would be edited
01:05 Fixer i'm not sure who will use bloom and dof... in his right mind %)
01:05 Fixer DOF is overloading the brain
01:05 RealBadAngel depends on personal taste
01:06 Taoki Fixer: Me? Or, right... in his right mind :P
01:06 RealBadAngel for me it enhances world a lot
01:06 Fixer gn
01:06 Taoki Seriously though, hard to tell who wouldn't want to use them :P Just looks so awesome!
01:06 Taoki Night
01:08 RealBadAngel reading now that mc DoF, that even LOOKS expensive
01:09 RealBadAngel const float PICONSTANT = 3.14159;
01:09 RealBadAngel LOL
01:09 RealBadAngel who would ever guess thats a constant?? ;)
01:10 Taoki RealBadAngel: Any thoughts on having motion blur as well? Hopefully not ghosting based, which is simplistic and ugly... I'm not sure what the tecnhique to do it right was called, though it's used in Need For Speed >= Carbon.
01:10 RealBadAngel wasnt even thinkin bout it yet
01:11 RealBadAngel atm i do have enough effects to start polishing them and fixing engine issues
01:11 RealBadAngel other effects can be added later on
01:11 RealBadAngel meanwhile, when this part got finished, i need real lights
01:11 Taoki Indeed
01:12 kaeza related: https://github.com/minetest/minetest/pull/385
01:15 Taoki RealBadAngel: Minetest seems to crash when I start it up x_x But this even happens if I disable shaders!
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01:21 Taoki WB
01:21 Taoki RealBadAngel: Minetest seems to crash when I start it up x_x But this even happens if I disable shaders!
01:21 RealBadAngel Taoki, start from main folder, not /bin
01:21 Taoki Only on the mrt_1 branch though, not master (of the MinetestHD repository).
01:21 Taoki Ah, ok
01:22 RealBadAngel otherwise it wont find shaders and crash, thats irrPP fault
01:22 RealBadAngel and change resolution only when in main menu
01:23 Taoki Works now. No effects however. I assume I need to add new settings to minetest.conf?
01:23 RealBadAngel yeah
01:23 Taoki Ok. Is there a list please?
01:23 RealBadAngel check default_settings.cpp changes to get them all
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01:25 Taoki Github isn't making it easy to find that..
01:27 Taoki Got it
01:28 RealBadAngel i was about to paste them ;)
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01:28 Taoki Yep, they seem to be working all nicely :D
01:32 Taoki RealBadAngel: Yeah, now I can see the crosshair problem when looking at waving leafs and it hits clear texture pixels :)
01:32 Taoki RealBadAngel: Easiest way to solve that I think would be having a delay and / or smooth transition.
01:32 RealBadAngel but that has to be done in the engine, not the shaders
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01:39 Taoki RealBadAngel: I can only find one bug: If I dig out any node, some nodes start to get flashing black surfaces and texture glitches. I'll try to make a screenshot
01:40 RealBadAngel ok
01:40 Taoki http://i.imgur.com/yJru8YC.jpg
01:41 Taoki It flashes as I move the view around
01:41 Taoki If I put the node back in its original position, it goes away o.o
01:42 RealBadAngel dont use bumpmappin by now
01:42 Taoki Ah, ok
01:43 RealBadAngel theres a conflict with shaders constant setters
01:43 Taoki RealBadAngel: There is another strange one actually: http://i.imgur.com/Dqdzc3m.png Look in the upper-right corner... there is a wireframe cube appearing there from some angles.
01:43 RealBadAngel mhmm
01:43 RealBadAngel go on ;)
01:44 Taoki Don't know more, just noticed it appears there :)
01:44 RealBadAngel list of bugs is indeed long ;)
01:44 Taoki Wasn't sure if that was on your list or not... some things could be driver specific.
01:44 RealBadAngel that wireframe cube is selection box
01:44 Taoki Yeah... for some reason it floats there with the new shaders.
01:44 RealBadAngel with ZBuffer on the loose ;)
01:46 Taoki RealBadAngel: And one more, just in case you missed it: At night, look at the moon: When the crosshair toches the moon you get one DOF focus, but when you look at any other area of the sky you get another. So the blur snaps if you're looking at the edge of the moon.
01:46 Taoki Sun and moon should probably not be in the Z calculation... or not the same way I figure.
01:47 RealBadAngel i have to exclude the sky at all
01:56 kaadmy should looking at the sky have DoF at infinity?
01:57 kaadmy make the whole scene blurred?
02:01 Taoki RealBadAngel: https://forum.minetest.net/viewtopic.php?f=3&amp;t=156&amp;p=206501#p206501
02:03 RealBadAngel especially dart scenes look nice
02:03 RealBadAngel *dark
02:04 Taoki indeed
02:04 Taoki This is getting very close to how Terasology looks like BTW :) It's starting to have that nice feel.
02:04 Taoki Tone mapping and bloom and DoF all come together to help with that. It's certainly what I was hoping.
02:05 Taoki Only thing it misses, I think, is better tone mapping colors based on time of day. That will ideally have to come from the new lighting however.
02:06 Taoki Bedtime now... night!
02:57 kaadmy RBA: are you active right now?
02:57 kaadmy would an "inverse" SSAO work as a cel shading replacement?
02:57 kaadmy darken outside corners?
02:59 RealBadAngel those are two different effects rather
02:59 kaadmy i know
02:59 RealBadAngel btw i do have ssao partially working already
02:59 kaadmy does terasology have invert ssao
02:59 RealBadAngel but it doesnt make much sense without lighting
03:00 kaadmy from screenies of terasology it seems they have something similar
03:00 RealBadAngel otherwise i do have torches shadowed too
03:01 RealBadAngel terasology cel shader and mine are very similar (i took some of their code)
03:01 RealBadAngel they do depend on depth only to show outlining
03:02 RealBadAngel im also using normals of the surfaces
03:02 RealBadAngel depth actually is used to fade cel shading in the long distance
03:04 kaadmy ah
03:04 kaadmy would it be possible to have something like Tesseract's "rotoscope" filter?
03:05 kaadmy similar to cel shading on color differences instead of normals
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03:34 RealBadAngel kaadmy, do you have any screenshots with this effect?
03:37 kaadmy not right now
03:40 kaadmy maybe this? https://en.m.wikipedia.org/wiki/Rotoscoping
03:40 kaadmy can't find any good quality rotoscope filters via search engine
03:40 RealBadAngel pretty nice effect
03:41 kaadmy combined with cel shading it might look even cartoonier :)
03:42 kaadmy and maybe cel shading could be removed and have only rotoscope
03:48 RealBadAngel if it wont be too expensive i can think bout it
03:48 RealBadAngel i really like it
03:49 RealBadAngel meanwhile i need a nap :)
03:52 kaadmy g'nite
03:52 kaadmy going to be my bedtime soon too :|
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12:08 diemartin #3647
12:08 ShadowBot https://github.com/minetest/minetest/issues/3647 -- builtin: Fix `print` crashing on nil "holes". by kaeza
12:08 diemartin quite high prio if you ask me
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16:31 Obani RealBadAngel, did you get out of Minetest github's because of Minetest HD ? And will Minetest HD be Minetest someday ? :D
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16:34 RealBadAngel its gonna be just HD version of mt, with better gfx, effects and so on, but in general compatible with core mt
16:35 RealBadAngel most of the stuff im coding is client side and look
16:37 RealBadAngel so its not about replacing or fighting with original, just filling the niche for those who have better boxes and want mt to look modern
16:41 Fixer crap, so there will be no proper lightning/shadows in simple minetest?
16:42 Calinou probably not ever, just like Sauerbraten/Red Eclipse will keep their baked lighting model forever
16:42 Calinou real-time lighting is just not doable for everyone
16:42 Calinou it's like dropping IE < 11 support in websites I guess :)
16:43 RealBadAngel Calinou, not really, i plan to combine the model we do have with proper light calculations for the sun
16:44 Calinou combining baked lighting with real-time lighting is a pain, in any game
16:44 Calinou (I consider Minetest's currently lighting to be analog to baked lighting, even though it's actually closer to vertex lighting)
16:44 RealBadAngel it is vertex lighting
16:45 RealBadAngel but shaders with bumpmapping are using real light calculations already
16:46 RealBadAngel i "borrowed" from proller for a while his code to calculate sun pos (a bit crappy, but working) and applied that to my shaders
16:46 RealBadAngel effect is quite nice
16:47 RealBadAngel also, the model we do have now will remain useful, and needed
16:47 RealBadAngel we do need light level calculations for each node
16:48 RealBadAngel we can just drop smoothlighting and AO
16:49 RealBadAngel and remember any "real" lighting system will give up when it will come to manage shitload of lightsources we can have in world
16:51 RealBadAngel but can work if we mix it. let sun shine the world (just single lightsource) not so expensive + baked all the torches, lamps, lava etc
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19:34 paramat nore sfan5 ShadowNinja sofar i'd like to merge these later any comments? game#824 game#825
19:34 ShadowBot https://github.com/minetest/minetest_game/issues/824 -- Default/mapgen: Confine Aspen to one half of deciduous forest by paramat
19:34 ShadowBot https://github.com/minetest/minetest_game/issues/825 -- Default/schematics: Re-add force-placed root node to mapgen trees by paramat
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19:56 red-001 minetest-mods
19:56 red-001 nvm
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21:03 paramat sfan5 ShadowNinja if you disapprove this only needs another -1 to close game#301
21:03 ShadowBot https://github.com/minetest/minetest_game/issues/301 -- Change ore generation to a non-uniform distribution. by Ekdohibs
21:04 sfan5 paramat: commented
21:04 paramat thanks
21:05 paramat closed
21:20 red-001 a minetest.run_async function would be very useful for mods like TNT
21:21 red-001 It could be used to stop tnt from hanging a server
21:30 Guest7132 Er, why is fs::RecursiveDelete a no-op on Windows?
21:32 Guest7132 And WTF, it's fork() and execv(rm -rf) on Posix?!
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21:38 red-001 ShadowNinja what's your opinion on game#816?
21:38 ShadowBot https://github.com/minetest/minetest_game/issues/816 -- Make TNT faster by using `VoxelManip()` for removing nodes. by red-001
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21:40 ShadowNinja red-001: IIRC there was a reason not to use LVM, calling on_destructs or not destroying locked chests or something like that.
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21:47 red-001 we have the on_blast callback now
21:48 red-001 I could add a queue like the one for on_blast for on_destruct
21:50 kaadmy red-001: using async lua code could cause problems if the mod author doesn't do thread safe cod
21:50 kaadmy code*
21:52 red-001 no ones says every author has to use it
21:59 ShadowNinja Thoughts on rewriting filesys.cpp into a simplified C++17 filesystem-like API?  (the C++17 filesystem module is basically the same as boost's filesystem module, and boost's docs are easier to find, if you want to see what it would look like).
21:59 kaadmy i can imagine a modding newbie looking at it and saying "async! let's use it to increase performance on background tasks!", then "why is my mod not working :(((((
22:00 Calinou ShadowNinja, we don't even use C++11 yet?d
22:00 Calinou due to having to support Ubuntu 12.04
22:00 ShadowNinja Calinou: C++17 filesystem LIKE.  Not actually replace it with C++17's filesystem API.
22:01 ShadowNinja Also, I think we decided to switch once Debian updated, which was a while ago.
22:01 ShadowNinja Then that decision sort of morphed into "after Ubuntu".
22:02 ShadowNinja But Ubuntu's stupid slow at updating their stuff.
22:02 Calinou blame the 5-year support for LTS…
22:02 Calinou they did because of corporate stuff, for most users 3 years is plenty
22:03 red-001 kaadmy imagine modding newbie *learning* how lua works
22:03 red-001 or just not using it
22:04 nrzkt ShadowNinja, C++17 API is out ? but C++14 is not totally supported by compilers :p
22:05 ShadowNinja nrzkt: C++17 **LIKE**.  That is, write our own API that's based on the design of the C++17 one.
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22:38 hmmmm why
22:38 red-001 why does minetest use custom print?
22:38 hmmmm that's not what minetest needs at all
22:38 hmmmm that's just you wanting to code some stuff, and you're associated with an open source project, so you can use that as the place to put your code
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