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IRC log for #minetest, 2014-03-18

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All times shown according to UTC.

Time Nick Message
00:04 restcoser paramat: im perhaps a little late, but what is overgeneration?
00:04 restcoser (btw: I love your mapgens, much helpful for learning)
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00:08 Exio4 restcoser: he already answered what 'overgenerating' is
00:09 restcoser exio4: oh... i see... doesnt mean i understand it :D
00:09 restcoser i mean, how can one access the nodes outside of the current block?
00:10 restcoser and why would one do it in the first place?
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00:16 Exio4 https://en.wikipedia.org/wiki/MMIX
00:19 Exio4 i didn't know you had a backend w/ GCC
00:19 Exio4 you can make a distro that runs in non-existant hardware!
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00:22 paramat oh hi
00:24 paramat it means, during mapgen, to generate a particular chunk, the math is done for the chunk but also the 16x16x16 mapblocks around it
00:24 restcoser but...
00:24 restcoser you dont have the data for chunk+1?
00:24 restcoser *block if talking of MT
00:25 paramat you just do the perlin noise math for the outside volumes too
00:25 restcoser so i guess one can't use voxelmanip then?
00:26 restcoser or...
00:26 paramat well im working on how to overgenerate perlinmaps
00:26 paramat the LVM itself isn't a problem
00:26 restcoser well, i guess i can instruct it to create a 110x110 map...
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00:27 restcoser well, the smoothing and chunkborder benefits are obvious, but lighting?
00:27 paramat yeah it helps lighting to know whats directly above a chunk
00:27 restcoser well, but you can't know if the "ceiling" is in 16 blocks or in 17
00:28 restcoser or there at all
00:28 restcoser do you just assume after this block + 16 blocks no ceiling is reached?
00:28 restcoser *nodes
00:33 paramat yeah indeed there's no way to detect a ceiling beyond 16 nodes so many lighting bugs remain
00:34 restcoser hmm... thered need to be a system that informs the generated blocks below if a overhang gets generated... probably too costy to be worthwhile though
00:34 paramat as i understand it overgeneration makes hmmm's intentions for mgv7 possible, but for biome reasons
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01:18 hmmmm paramat, overgeneration will fix the "top node at y=47" problem but won't help lighting issues (it'd just make the lighting glitch at larger distances)
01:19 hmmmm but the thing is, i don't even really want to overgenerate in the y direction, only x and zd
01:19 hmmmm i may have to though, depends on how it turns out
01:21 paramat oh hi
01:22 hmmmm lighting problems would probably be fixed somewhat more (there will still be issues because solid nodes could be placed in the biome/vegetation phase) with y-direction overgeneration and light decay, however
01:22 paramat forest mod is better than the thread suggests http://i.imgur.com/tbd6CUy.png
01:22 hmmmm agh really need to get working on that darn light decay too
01:23 hmmmm i really love how there's that small band of grassy terrain sticking out into the beach biome
01:24 hmmmm i assume this is the 3d-noise based biome selection?
01:24 paramat ive been converting this to use perlin maps since the author has his computer time limited by his parents :P
01:24 paramat um, its mostly 2D noise
01:25 hmmmm agh i'd love to see some of those in the core
01:26 hmmmm you know, if you don't want to convert it to C++ there are people who would
01:26 paramat well maybe i'll convert one of mine to c++
01:26 paramat yeah i would probably want to do it myself hehe
01:29 paramat watershed mod is my best mapgen, ive described it in detail in the thread if you're interested in the use of noise https://forum.minetest.net/viewtopic.php?id=8609
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01:50 PilzAdam Exio4, build it
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02:23 paramat forest mod uses 17 perlin noises but i managed to get it down to 2-3 seconds per chunk for the mapgen loop itself. this is an impressive first mod by Gael de Sailly https://forum.minetest.net/viewtopic.php?id=8772
02:31 paramat ... theres even a squaring of elevation noise which creates pathways winding through the terrain
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02:57 paramat aw adam didn't say bye, i was gonna try ninja him
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08:04 john_minetest Hey!
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08:24 enchilado Hi john_minetest
08:28 john_minetest enchilado: Hah, I lynched you yesterday :P
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11:54 Crunchn Hello, I am using Windows, have updated video card drivers and I get 3-4 FPS in minetest, does anyone know of such an issue? I am using the newest release from the downloads page.
11:58 john_minetest Crunchn: Have you got a good video card?
11:58 reactor john_minetest: hello every[CENSORED].
11:58 Crunchn ATI Radeon 4890. It plays BF3 at 40 fps on medium. I think it's pretty good.
11:59 john_minetest Crunchn: Try another build. Try that one: http://sfan.sf.funpic.de/minetest-buil​ds/c55/minetest-0.4.9-859287b-win32.7z
12:00 john_minetest Maybe the build is broken.
12:01 john_minetest In addition to that you can try different settings to improve performance.
12:01 Crunchn I tried turning everything off so lowest settings to see if it made a difference. It didn't. I am downloading the build you sent me now.
12:03 Crunchn A bit more bearable on the build you sent. I get 10 FPS. :D
12:03 Crunchn With all the visual settings off.
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12:23 sfan5 meow
12:23 sfan5 hi everyone
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12:36 Exio4 Crunchn: what cpu?
12:36 Crunchn i7 3770
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13:49 Exio4 ahm
13:56 kaeza ohm
13:56 kaeza hai Exio4
13:57 Exio4 watt
13:58 PilzAdam Exio4 Auditore
13:58 Exio4 i didn't even "Ezio" was a name or anything when i "created" Exio/4
13:59 Exio4 from what game was "Ezio Auditore"?
13:59 Exio4 or from where it comes from
14:00 PilzAdam Assasins Creed
14:00 PilzAdam +s +'
14:00 reactor Ass as in Screed.
14:01 reactor What the hell is "Screed"?
14:02 Exio4 screwed
14:11 reactor Oh. A misspelling.
14:12 reactor Ass as in "Screwed".
14:14 Exio4 lol
14:14 Exio4 i don't really know
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14:36 john_minetest WUT? http://player.vimeo.com/video/86701482?autoplay=1
14:38 sfan5 !title
14:38 MinetestBot sfan5: ELEFANTE from Pablo Larcuen on Vimeo
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14:46 john_minetest That film is SO epic
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16:05 * Jordach dupes https://forum.minetest.net/vie​wtopic.php?pid=133493#p133493
16:06 * Jordach should get around to making animatic quality versions of Pavel's models
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16:07 * sfan5 purrs at Jordach
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16:24 * Krock looks around, sits down.
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16:51 Calinou my page about my mods remade finally :p
16:51 Calinou that one: https://dl.dropboxusercontent.com/u/​82342922/calinou_minetest_stuff.html
16:52 Jordach >Times New Roman
16:52 Jordach gtfo
16:53 Calinou Jordach, no, it's Ubuntu
16:54 Krock Horray! It's compatible with my CRT screen!
16:54 Calinou if you don't have it, it uses fallback font
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16:56 iqualfragile Calinou: why not use that new @font thingy
16:56 Calinou how? ;)
16:58 Jordach http://i.imgur.com/y1s1DUT.png
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17:00 iqualfragile Jordach: your kde theme looks kinda strange
17:00 Calinou Kindows.
17:02 iqualfragile Calinou: http://blog.themeforest.net/tutorials/how-t​o-achieve-cross-browser-font-face-support/
17:14 Jordach meep meep https://forum.minetest.net/vie​wtopic.php?pid=133598#p133598
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17:18 Calinou http://i.imgur.com/o7qFKiK.jpg ← Minecraft player after playing Minetest
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18:18 sfan5 lol http://redd.it/20pyky
18:19 Calinou use real link please
18:19 Calinou the real link fits in one line
18:24 john_minetest http://www.reddit.com/r/ProgrammerHumor/commen​ts/20pyky/watch_out_for_the_3nd_level_hacker/
18:26 Calinou "3nd" ugh
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18:52 john_minetest 09:3
18:53 PenguinDad 8)
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19:27 Calinou 12力
19:32 Krock Smiley
19:35 Calinou /)(^ε^)(\
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19:52 Sokomine hi kahrl. those tables for formspecs are really great! what i found also intresting was that "brighten" option in your example. is there a list somewhere of all these options? a "darken" does not seem to exist?
19:52 Jordach Sokomine, tried negative brightness?
19:53 Sokomine oh. no. do these options support parameters? i found no documentation for them
19:54 Sokomine jordach: there's been some progress on the traders that wear your skin :-) the current version can be found under https://github.com/Sokomine/mobf_trader
19:54 Jordach >mobf
19:54 Sokomine no, it does not need mobf. it just looks a bit like the trader in mobf and was inspired by that one to a degree
19:54 Sokomine the mod has no dependencies at all. media data is only the skins
19:54 Jordach rename the repo then
19:55 Sokomine hmm. i considered that but was unsure
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19:56 Sokomine i mean..would "trader" really be a better name? i've named the main lua file with the actual trading already mob_trading.lua ...
19:56 Sokomine good mod names are hard to come by
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20:23 kahrl Sokomine: IIRC ^[brighten was added in early 0.4 as a default response for when you hit a mob
20:23 kahrl but ^[darken etc don't exist
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20:39 Sokomine oh? when you hit a mob? intresting
20:40 Sokomine regarding that...there's that new death messages mod. it would be great if such messages could really name the cause of a player's death
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20:51 john_minetest Sokomine: Maybe choose "trader_mod" as name for the mod?
20:53 Sokomine john_minetest: hm. that is a possibility as well
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20:53 Sokomine guess i ought to decide on a name before i really "release" it. the mod is alreayd pretty usable in almost all cases
20:54 Jordach http://i.imgur.com/aD8dio5.png
20:54 Jordach lolwat :D
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21:21 john_minetest Lol, you got that "look-on-which-pages-i-was-again"-trophy screen in firefox.
21:21 Jordach john_minetest, pinned
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21:36 john_minetest Yeah.
21:36 john_minetest I disabled all my history.
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22:01 EvergreenTree \o/
22:01 EvergreenTree Just got home, and a monstercat release was waiting for me
22:01 EvergreenTree ^.^
22:01 john_minetest /°\
22:01 john_minetest v'v
22:07 john_minetest http://www.youtube.com/watch?v=kRUyRuouppw
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