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IRC log for #minetest-dev, 2016-02-06

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Time Nick Message
00:00 paramat but i feel i can't judge halo because i think any halo is overkill :)
00:00 RealBadAngel ive done that for all the surfaces no matter how bright be visible
00:00 RealBadAngel i know, but that looks and works good for android for example
00:01 RealBadAngel box there is an overkill, barely visible
00:01 RealBadAngel i also have an idea right now, im gonna try to highlight selected face a bit more
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00:56 paramat fine, but please keep it seperate from 3650 and something for MTHD. 3650 might be beneficial for MT, i don't want highlighting selected faces mixed into 3650 and then you refusing to remove it. IMO it's unnecessary fanciness
00:56 RealBadAngel ive dropped that idea
00:56 RealBadAngel wasnt lookin any good
00:58 paramat oh :)
01:01 RealBadAngel but it could be useful in many cases
01:01 RealBadAngel when you are using screwdriver for example
01:04 paramat i think people can see which face they are selecting =}
01:08 kaadmy .. why do the mt devs seem so adamant about having no decent features? the settings exist for a reason....
01:09 kaadmy if someone can't have their TP in minetest_game because it's not "community-made", one dev shouldn't be able to exclude any toggleable features that a majority likely would agree with
01:12 paramat one dev can't stop anything, it only takes 2 approvals. sounds like you're tastes might be closer to MTHD
01:14 kaadmy yes
01:15 kaadmy but i remember an older conversation with sofar- about unified texture pack
01:15 paramat i expect we will support post processing shaders
01:15 kaadmy and someone (you?) didn't want that because it wasn't "community"
01:16 paramat yes i wasn't keen on the idea
01:19 paramat but for multiple reasons, see the discussion
01:20 paramat now merging game 824 825 826
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01:25 RealBadAngel paramat, halo cant be white or like its now, it has to be visible on every surface
01:25 RealBadAngel atm its barely visible on snow for example
01:26 RealBadAngel same as your selection boxes, try to see it on obsidian for example
01:27 paramat ah of course
01:29 paramat merged
01:29 RealBadAngel so, take a look on this: http://i.imgur.com/IzHJZ3c.png
01:30 RealBadAngel double colors will make it visible on any pointed stuff
01:34 paramat ah nice
01:35 paramat that would be good as the default, as maybe 128px
01:36 paramat or 256px
01:40 RealBadAngel http://i.imgur.com/4RWzLs8.png
01:40 RealBadAngel this is 128x
01:40 RealBadAngel still ascethic, but with far better visibility
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01:44 paramat seems good, is the inner lne silver because white is too bright?
01:45 paramat yeah 128px seems ideal, 256px would be too thin
01:46 paramat and yes a grey inner line is more subtle for general use, seems best
01:51 RealBadAngel actually 256 works better
01:51 RealBadAngel for 128x lines are just one pixel
01:54 RealBadAngel having two pixels per line is making them smoother http://i.imgur.com/FtsZN1y.png
01:56 RealBadAngel see the obsidian again http://i.imgur.com/llOTxuB.png
01:58 paramat 128 looks better to me and is a smaller texture. smoother looks more out of place in MT
01:58 RealBadAngel it does matter when you rescale viewport to higher resolutions
01:59 RealBadAngel and size here really doesnt matter
02:00 RealBadAngel 256x texture is 846 bytes
02:01 RealBadAngel in 128x theres just not enough pixels to show two lines
02:01 RealBadAngel so its either gray or black depending on view angle
02:01 paramat ok
02:01 RealBadAngel but effective visible size remains the same, no matter 128x or 256x
02:02 paramat the screenshot of it on obsidian looks good
02:03 RealBadAngel more dark surface you see the grey one more
02:03 RealBadAngel on bright vice versa
02:03 paramat yeah 128 and 256 look much the same, sorry
02:03 paramat so 256 seems fine
02:04 RealBadAngel im putting this one as default for pr
02:04 RealBadAngel ive fixed meanwhile offset issue, just theres some border issue with getting light for it
02:04 RealBadAngel and it will be complete then
02:05 Hijiri is an AreaStore something you can serialize? Or is it intended that you serialize the data separately and then just initialize an AreaStore on startup
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03:06 paramat 3rd test shows a 21% drop in FPS with vertextangents https://github.com/minetest/minetest/issues/3530#issuecomment-180664058
03:18 RealBadAngel no need to remind me that
03:19 RealBadAngel even if i code that next half an hour it wont be merged for a month propably...
03:19 RealBadAngel so no hurries
03:21 RealBadAngel also i wont be coding next  stuff that will modify the very same files as my other PRs already
03:21 RealBadAngel dont have time to instantly rebasing shit
03:29 RealBadAngel fixed all the issues and updated #3650
03:29 ShadowBot https://github.com/minetest/minetest/issues/3650 -- Use meshes for highlighted objects by RealBadAngel
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04:23 RealBadAngel paramat, still here?
04:23 paramat yeah
04:23 RealBadAngel ive coded that, would you like to test it?
04:25 paramat yes i'll test it
04:27 RealBadAngel ok, gimme a few minutes to create a branch with it
04:28 paramat i can wget and apply the PR?
04:31 RealBadAngel yeah, but hold on a sec, ive done that on 3650
04:31 RealBadAngel need to rebase it again, i hate that
04:31 RealBadAngel i will hand you that PR and i start to merge my stuff into HD, im fed up with rebasing
04:32 RealBadAngel everything waits in dozens of branches and i cannot focus on main goal
04:33 paramat ok
04:41 RealBadAngel checkin if it compiles now and works
04:46 paramat i've already tested but can test your update later
04:47 RealBadAngel what have you tested?
04:47 RealBadAngel my code that i wrote 15 mins ago? lol
04:47 paramat box and halo. yes
04:48 RealBadAngel i mean vertex tangents "issue"
04:48 paramat oh
04:48 paramat well cool i've done 3650 too :)
04:50 RealBadAngel #3654
04:50 ShadowBot https://github.com/minetest/minetest/issues/3654 -- Use tangent space meshes only when shaders are enabled by RealBadAngel
04:51 RealBadAngel 3650 and 3654 cant be merged together
04:52 RealBadAngel you will have to resolve conflicts, i wont be rebasing it anymore
04:52 paramat ok. i'll test 3654 later, thanks for that
04:52 paramat (after food)
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05:29 paramat hmmmm if you're interested here are my proposed improvements to findSpawnPos() #3649
05:29 ShadowBot https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat
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11:02 red-001 #3656
11:02 ShadowBot https://github.com/minetest/minetest/issues/3656 -- Stop water from spreading over water. by red-001
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14:06 red-001 #3657
14:06 ShadowBot https://github.com/minetest/minetest/issues/3657 -- Remove unknown items when the player tries to drop them. by red-001
14:06 red-001 useful for gettting rid of old items after removing a  mod.
14:07 RealBadAngel not better to remove them on player load?
14:08 est31 yeah, that's even better IMO
14:09 red-001 that would make debugging mods a bit harder but
14:09 red-001 it's not a bad idea
14:09 RealBadAngel make a debug setting them
14:10 RealBadAngel and make auto removing a default option
14:10 red-001 ok I will add that
14:10 red-001 but I will still keep this
14:11 red-001 a player might want to get rid of old items in a chest, bones, etc
14:11 Obani commented on it
14:13 red-001 well that's why you test updates
14:13 red-001 so maybe I shouldn't add RealBadAngel's suggestion
14:14 est31 pushing this in 10 mins https://github.com/est31/minetest/commit/d913f098a1aa21f9bb4437c475266c8a924d2e08
14:15 nrzkt i don't agree removal of unknown items
14:15 nrzkt if a server owner remove accidentally a mod this will remove all the concerned items from connecting players, it's not a good behaviour. Of if a node is rename and alias is missing
14:16 nrzkt est31 thanks for your reporting :)
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14:21 red-001 nrzkt what about removing them if the player drops them?
14:21 nrzkt why not for dropped items, but only them
14:22 red-001 that's what my PR does
14:22 Obani Lol
14:22 Obani That's just what I said on the issue
14:22 nrzkt Obani, i agree with your option idea
14:23 red-001 ok then
14:24 red-001 I will add an option
14:24 red-001 to disable dropping unknown items
14:26 nrzkt no
14:26 nrzkt an option to enable it
14:27 nrzkt with a default value set to false
14:27 red-001 should I add the option to minetest.conf.example ?
14:28 red-001 how about I fix add_drop so that unknown items can be dropped normally?
14:28 red-001 that sounds like the best option
14:29 red-001 and add a setting to delete then on drop
14:29 red-001 thats disabled by default
14:29 nrzkt yes you should
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14:36 est31 I redact the commit I announced to push to master earlier
14:36 est31 its bad, using code from 2011
14:36 est31 (and doesn't build :p)
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14:52 OldCoder There seem to be 2 bugs in clientmap.cpp ClientMap::updateDrawList. 1 is that v3s16 is used in cases where elements may be too large to fit into s16.
14:53 OldCoder The other is the code || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z though I'm not sure this part is incorrect
14:54 OldCoder The v3s16 issue combined with the "if" that includes the latter code above is the explanation for...
14:54 OldCoder the unusual disappearing world bug that I reported here some weeks ago. Commenting out the "if" statement fixes the problem.
14:54 OldCoder May I ask the correct fix?
14:55 nrzkt can you link the cod e?
14:55 OldCoder Yes. How do you mean? In GitHub?
14:55 est31 and can you tell what the disappearing world bug is about
14:55 est31 yeah, link to github file would be best
14:56 OldCoder Linking to GitHub code shortly. brb. Explanation coming.
14:57 OldCoder 1st part of problem: See this line: https://github.com/minetest/minetest/blob/master/src/clientmap.cpp#L183
14:58 OldCoder If X, for example, in player coordinates crosses 23200 or so, this value may go negative
14:58 OldCoder Now see this line:
14:58 OldCoder https://github.com/minetest/minetest/blob/master/src/clientmap.cpp#L215
14:59 OldCoder When p_blocks_max.X goes negative, this compare necessarily succeeds (incorrectly) and the world disappears
14:59 OldCoder Finally, see this line:
14:59 OldCoder https://github.com/minetest/minetest/blob/master/src/clientmap.cpp#L216
14:59 OldCoder Should that be Y and Z there, or Y and Y or Z and Z?
15:00 OldCoder There is a similar issue on line 217
15:00 OldCoder Done
15:00 OldCoder Um, disappearing world issue is that, in some clients, I theorize some 32-bit ones, stepping past about 23200 in any direction causes the world to disappear. Stepping back causes it to reappear.
15:01 OldCoder The cause is as described above. A maximum coordinate goes negative and a compare therefore succeeds erroneously.
15:01 est31 yeah it is weird that y is compared with z here
15:01 OldCoder (23200 is approximate but for any world it is always the same value down to 0.1)
15:02 est31 that shouldnt be the case
15:02 OldCoder Right
15:02 est31 ah I know why
15:02 est31 sp is v2s16
15:02 est31 the "Y" part of SP stands for Z part in 3D space
15:02 OldCoder Got it. But the world disappearing problem is separate.
15:03 OldCoder Debug statements confirm that max X Y or Z go negative at 23200 or so
15:03 est31 the camera is never supposed to be outside of v3s16 ranges
15:03 OldCoder Causing the "if" statement to succeed and all blocks to disappear
15:03 OldCoder It is, possibly due to running in a 32 bit world
15:03 * OldCoder has spent weeks on this issue
15:04 OldCoder It is not the camera, necessarily
15:04 OldCoder I stopped when I hit line183 and came here
15:04 est31 so the issue is reproducible for you?
15:04 OldCoder Highly for weeks
15:04 est31 how to reproduce
15:04 OldCoder It actually occurs...
15:05 OldCoder Simply teleport in any direction to 23200 and walk further out. But it happens for nobody else. This may be due to 32-bit OS. Note: Happens with CXX11 compiler, old compiler, different releases of gcc, Linux, Windows
15:05 * OldCoder has tried dozens of tests
15:06 OldCoder Oh, and all releases of Minetest from 0.4.11 to 0.4.13
15:07 * OldCoder has assumed the issue is related to storage of X Y Z as values times 10 in some cases
15:07 OldCoder Times 10 in s3v16
15:07 OldCoder In s3v32 it seems to be times 100
15:08 est31 times 100?
15:08 est31 and where is s3v32 used?
15:08 OldCoder Not a bug, it appears. I'm still learning this part.
15:08 est31 but the BS stuff can indeed be the reason
15:08 OldCoder s3v32 is used in numerous places.
15:08 * OldCoder saw BS but has not added debug statements there yet
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15:09 est31 BS == 10 usually
15:09 est31 as in always
15:09 * OldCoder will go print BS and camera position now. Back in a few minutes.
15:12 OldCoder est31, BS is 10 and camera X position is 249980; i.e., about 25000 times 10 as coords are stored this way
15:12 OldCoder v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
15:13 OldCoder The result created here is too large to fit, is it not?
15:13 est31 camera X position
15:13 OldCoder Right
15:13 est31 which variable do you print?
15:14 OldCoder infostream << BS << " " << camera_position.X << std::endl;
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15:16 est31 yeah, makes sense that that gets turned into a negative number
15:17 OldCoder What is the correct solution? Easy to make things v3s32 but that is incompatible with calls further down
15:17 OldCoder Comment-out of if statement fixes disappearing world but that is a kludge
15:17 est31 I now am wondering why the code is working the first place
15:17 OldCoder :-)
15:17 est31 I add that print myself as well moment please
15:17 * OldCoder requests "RJK was here" in the Pull Request
15:19 OldCoder est31, ClientMap::renderMap further down includes the same problematic code
15:25 est31 OldCoder, what does warningstream << "ZZZZ:  " << camera_position.X << " " << cam_pos_nodes.X << std::endl;
15:25 est31 what does it print for you
15:25 OldCoder At same location? Minute...
15:25 Fixer !tell RealBadAngel will be nice to have fog in clouds
15:25 ShadowBot Fixer: O.K.
15:26 OldCoder Fixer, hello. Let's talk Redcrab sometime.
15:27 Fixer OldCoder, np, i was on it few days ago
15:27 OldCoder Need to finish tidy up. Will just ask more history.
15:27 OldCoder est31, compiling
15:29 OldCoder est31 ZZZZ:  249982 24998
15:29 est31 so both are positive
15:29 est31 this can't be it then
15:29 est31 what is negative now?
15:29 OldCoder Back shortly. Will add a few more prints.
15:30 OldCoder p_nodes_max.X is -30983
15:32 est31 can you print box_nodes_d.X, cam_pos_nodes.X, and the sum of both?
15:32 est31 and probably m_control.wanted_range.X too
15:33 OldCoder Minute
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15:33 OldCoder Um, isn't the following the issue? Moment:
15:34 OldCoder v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
15:34 OldCoder -30983 = 24998 + 9555
15:34 OldCoder ?
15:34 est31 yeah that makes sense
15:34 est31 your viewing range is too big :)
15:34 OldCoder Hm? How do I check that?
15:35 OldCoder Where is that set?
15:35 OldCoder Ah, wait
15:35 OldCoder Might be a typo. What is the usual value? And can't negative happen regardless?
15:36 est31 yes negative values can happen
15:36 OldCoder If viewing range is greater than zero, at all, can't that sum go negative?
15:36 OldCoder O.K. So, bug?
15:36 est31 well, sorta yes, sorta no
15:36 OldCoder Causes world to disappear. Seems buggy enough.
15:36 est31 it is a bug as large viewing ranges can trigger this
15:36 OldCoder No, 100 can do it, right?
15:36 est31 but its no bug as usually the world limit is limiting it
15:36 OldCoder If you are close to the edge of the map?
15:37 OldCoder What is usual viewing range?
15:37 est31 idk whether its in mapblocks or in node blocks
15:37 kaadmy nodesniirc
15:37 kaadmy nodes iirc*
15:37 est31 never larger than idk, 500?
15:37 OldCoder So, 32000 and up, can fail?
15:37 est31 no
15:37 OldCoder I suppose that is acceptable
15:37 OldCoder Hm?
15:37 kaadmy i have about 40 nodes fixed range :|
15:37 est31 the world is limited at 31k
15:38 est31 always
15:38 OldCoder Not 32? Then maximum viewing range of 500...
15:38 OldCoder addresses the issue. But it should be capped, shouldn't it?
15:38 OldCoder So, bug fix might be to clip viewing range at 750 or so
15:38 OldCoder ?
15:39 est31 all the space between 31k and 2^15 (==32768) is there
15:39 OldCoder Just invisible
15:39 est31 yeah, that might be it
15:39 OldCoder O.K.
15:39 est31 or even 1k can be the limit
15:39 OldCoder Lone Ranger's work is done here :P
15:39 OldCoder Right. Thank you.
15:39 * OldCoder may do a P.R.
15:40 est31 can you add a bug report first?
15:40 OldCoder Sure
15:40 est31 then if you don't do a PR, nobody forgets about it :)
15:40 OldCoder How is that done?
15:40 OldCoder Link to bug report system pls
15:40 est31 https://github.com/minetest/minetest/issues
15:41 OldCoder I can do the PR and bug report simultaneously, I assume?
15:41 est31 if you wanted to do a PR anyways, its no issue yes
15:41 est31 there is no "if its a bug it must have a bug report" requirement
15:41 OldCoder est31, thank you for your assistance. Will at least do the bug report; possibly this weekend
15:41 OldCoder As a P.S.
15:42 OldCoder I still use a network bug fix from a year ago. Sapier created it but it has never been merged for some reason.
15:42 OldCoder It's just a few lines but dramatically reduces problems.
15:42 OldCoder I assume that I can submit if I credit him. But this may be my version.
15:43 OldCoder Hm. Falling asleep. Thank you again for your time. Interesting bug, you must admit. Take one step and the world disappears.
15:43 OldCoder o/
15:44 est31 yeah.
15:44 est31 night
15:45 Obani or day
15:51 est31 whatever :)
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16:21 red-001 what would be the correct way to document a setting?
16:21 red-001 would it be settingtypes.txt ?
16:21 est31 yup
16:21 red-001 thanks
16:21 est31 only required there for you PR
16:21 est31 all other places are generated from it
16:22 red-001 would adding it to  defaultsettings.cpp be needed?
16:22 est31 yes that too
16:23 est31 that's no documentation :)
16:23 est31 but these two lists are the only places you have to edit if you submit a PR adding a setting
16:27 red-001 thank you
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19:45 red-001 Obani and nerzhul  you re-review #3657 ?
19:45 ShadowBot https://github.com/minetest/minetest/issues/3657 -- Allow players to drop unknown items and add a setting to remove them on drop. by red-001
19:57 H-H-H i thought you could already do this with the item drop mod ?
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21:29 OldCoder Is "node units" an acceptable term for distance measured in node blocks?
21:29 OldCoder Amaz, rubenwardy, VanessaE ^
21:30 VanessaE just measure in meters.
21:31 VanessaE or nodes
21:31 VanessaE meters makes more sense, even if a node isn't necessarily equal to one scale meter
21:33 OldCoder VanessaE, if a node is not a meter, why use meters?
21:34 VanessaE because it's *supposed* to be a meter.
21:34 OldCoder Hm. But this is about a specific setting that *is* in node units.
21:34 * OldCoder is probably doing a pull request
21:34 VanessaE then just use the word "nodes"
21:34 VanessaE depends on the context of course.
21:35 OldCoder But it is about node units, distance, and not nodes. Thank you; I have a feeling for this now.
21:35 VanessaE if you're calculating a path, you might want nodes, but if you're measuring straight distance to a pointed thing or landmark, "meters" is better
21:35 * OldCoder found the weird disappearing world bug
21:35 OldCoder It's about viewing range
21:35 VanessaE then call it meters.
21:35 OldCoder Viewing range is measured in node units, though, isn't it?
21:36 VanessaE in-game it's measured as nodes-equivalents, but meters makes far more sense
21:36 * OldCoder will state both
21:36 VanessaE and again in practice they're the same thing anyways
21:36 OldCoder Thanks
21:36 VanessaE just SOME folks here think a node is actually bigger than a meter, at scale
21:36 OldCoder Ah
21:37 VanessaE probably because the player is something like 1.7 nodes tall, which would be 5.58 feet were a node exactly one meter
21:37 OldCoder Interesting
21:37 OldCoder What is wrong with that  height?
21:38 VanessaE the average person is a bit taller than that
21:39 VanessaE more like 5.85 feet
21:39 VanessaE (1.78m)
21:39 everamzah google reports 5.6 for men, 5.2 for females
21:40 OldCoder So it's slightly off but close
21:40 VanessaE hm, that seems a bit short, but okay
21:40 everamzah "google" "reports" heh
21:40 OldCoder And the world is about 100,000 meters on a side
21:40 everamzah i dispuite the disparity, personally
21:41 OldCoder Averages
21:41 * everamzah searched "What is the average height of a human being?"
21:41 OldCoder 1609 meters per mile
21:42 OldCoder Huh. The universe is only 62 miles wide?
21:42 Calinou in Minecraft, the player collision is 1.8 meters, eye height is 1.62
21:45 * OldCoder had imagined it was more than 62 miles
21:46 Krock lol what? 62 miles wide? the universe?
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22:05 red-001 why does the C++ style guide not allow  using '||' ?
22:08 sfan5 you read it wrong
22:08 sfan5 it doens't allow you to use "or" or "and"
22:08 red-001 ohh
22:08 red-001 that makes a lot of sense
22:10 OldCoder Krock, node units are meters. +/-32767 meters means that the world is 200,000 meters wide
22:10 OldCoder Correct?
22:10 OldCoder Divide that by 1069 meters per mile and you get 187 miles wide
22:10 OldCoder So, wider than I said, but still a cube 200 miles on a side
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22:11 OldCoder Wait. -31000 to +31000 = 62000 node units wide.
22:11 OldCoder So, only 60 miles wide. Right the first time.
22:12 Krock OldCoder, but then we live in a 4D universe because there can be many other worlds
22:12 OldCoder yes
22:12 OldCoder So, truly infinite, in that sense
22:12 Krock ^^
22:12 OldCoder But each bubble (or cube) universe is only 60 miles wide or tall
22:13 OldCoder OTOH most worlds only use a fraction of that and some are quite rich
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22:18 paramat not metres, that unit is never used in MT, even if a node actually is a metre (which it probably isn't, it's close though)
22:19 paramat distance is stated in 'nodes'
22:19 OldCoder paramat, you and Vanes* disagree, then?
22:19 OldCoder OK
22:20 paramat maybe a little
22:20 OldCoder
22:20 VanessaE OldCoder: not 60 miles -- 60 km
22:20 VanessaE so more like 132 miles.
22:20 OldCoder VanessaE, I divided 60000 by meters per mile
22:21 OldCoder There are 1609 meters per mile. World runs from -31000 to +31000 which means 62000 meters wide approx. Divide that by 1069 and you get 58 miles.
22:22 paramat divide by 1609
22:22 OldCoder Hm; 1069 or 1609...
22:22 OldCoder Correct
22:22 OldCoder I transposed digits
22:23 OldCoder So 62000 / 1609 gives about 40 miles (!)
22:23 OldCoder Is that right? The individual worlds are tiny.
22:23 VanessaE "60 km in miles" --> "37.28"
22:23 VanessaE where I got 132, I dunno
22:23 VanessaE I can't math :P
22:23 red-001 only 62km
22:23 OldCoder Math is not wrath. Krock is correct, though; it is a 4D universe.
22:24 OldCoder We seem to fit a lot into 40x40x40 and often it is just 40x1x40
22:26 hmmmm on a visual scale, minetest blocks most certainly are not 1 meter
22:26 hmmmm that's just some bullshit that got fed to somebody and it caught on
22:27 hmmmm if you want to make minetest blocks bigger, you need to lower the camera level and make movement slower
22:27 red-001 then what are they?
22:27 hmmmm who knows
22:27 hmmmm blocks were larger in minecraft classic btw
22:28 hmmmm maybe that's where "1 meter" came from
22:28 DFeniks i wouldnt like that , in creativerse character camera is lower and blocks look bigger , i like smaller though
22:31 red-001 I say a block is 0.88 meters
22:32 red-001 player is about 1.8 block units
22:32 paramat hi hmmmm here's my PR for improving findSpawPos() if you want to look sometime #3649
22:32 ShadowBot https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat
22:32 OldCoder So, about 35 miles wide?
22:32 red-001 average height is  1.6 m according to wolfram and alpha
22:33 paramat 35mi is big in the UK =)
22:35 hmmmm yeah i'll have a look
22:44 H-H-H joined #minetest-dev
22:57 H-H-H joined #minetest-dev
23:00 OldCoder https://github.com/minetest/minetest/issues/3660
23:00 OldCoder A pull request has been submitted to correct the disappearing-world problem reported some weeks ago.
23:01 OldCoder est31 is not here but deserves primary credit for the fix.
23:08 H-H-H anyone in here that does videos of minetetest (or any other software for that matter) ?
23:13 paramat NathanS does good videos and mod reviews
23:13 STHGOM i did one
23:13 paramat best ask in the other channel
23:14 H-H-H im curios to see whast folks use to highlight the mouse lol
23:21 OldCoder H-H-H, see this: https://www.youtube.com/watch?v=_xLFZSouTZk
23:21 STHGOM thats not "of" though
23:22 OldCoder This is STHGOM's video. It is unique in that it is not simply gameplay narration.
23:22 STHGOM just noticed that
23:22 STHGOM its "with"
23:22 OldCoder STHGOM, it is not clear yet what he is looking for
23:22 OldCoder Your video is quite different from most, worth mentioning
23:23 * H-H-H is looking for recomendations on what to use to highlight the mouse pointer on an xfce desktop for when making videos
23:23 H-H-H thats why iasked the question :)
23:23 OldCoder https://youtu.be/_xLFZSouTZk
23:23 OldCoder Video is not relevant, then, but there is a shorter link ^
23:23 OldCoder H-H-H, people will probably refer this question to #minetest
23:24 H-H-H yep i will ask in there shortly ty
23:39 est31 joined #minetest-dev
23:43 OldCoder paramat, I have modified the patch as you indicated. Press Reload on the Pull Request.
23:43 paramat ok
23:43 OldCoder est31, thank you for remarks earlier. Pull request is located at:
23:43 OldCoder https://github.com/minetest/minetest/pull/3659

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