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IRC log for #minetest, 2014-08-23

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All times shown according to UTC.

Time Nick Message
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00:31 MinetestBot OldCoder: 08-22 23:06 UTC <Mikeonline> option explicit
00:33 OldCoder Hi
00:34 Chinchow Howdy
00:42 Chinchow Does anyone here have experience with entities?
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00:57 blaise hrmm
01:00 blaise !up midnightsystems.net
01:00 MinetestBot midnightsystems.net:30000 is up (487ms)
01:01 zat I once saw someone made a map of his world
01:01 zat is there a tool for that
01:01 VanessaE of course
01:01 VanessaE https://github.com/minetest/minetestmapper
01:02 VanessaE there's a python version that comes with the engine.  pretend it doesn't exist.
01:02 blaise VanessaE: you have children?
01:02 VanessaE use this instead.
01:02 VanessaE blaise: no.
01:02 blaise oh.
01:02 VanessaE two cats and a dog, that's all
01:02 blaise my son is refusing to eat... I'm kinda tripped out about it
01:02 zat uh?
01:02 VanessaE blaise: let him refuse.
01:02 VanessaE basic psychology
01:03 VanessaE if he won't eatm don't you eat either -- in front of him
01:03 VanessaE -m
01:03 blaise everything was fine, it was time for his bottle.. and he took like 3 sips from it and then started asperating on his milk
01:03 VanessaE oh you didn't say he was bottle age
01:03 VanessaE that's time to call a doctor I think
01:03 blaise :(
01:03 VanessaE however NEVER EVER force him to eat
01:04 VanessaE the child will tell YOU when he's had enough
01:04 blaise he'll be 4 months on the 5th of next month
01:04 VanessaE NEVER force him to "clean his plate" (or finish his bottle in this case)
01:04 VanessaE you need to see a doctor right away
01:04 blaise k
01:05 VanessaE good luck with him, hope he's okay
01:05 VanessaE he might just have a sour stomach or the milk may be too hot
01:05 blaise he seems fine, he's in his swing..
01:05 VanessaE when was the last time he ate?
01:06 blaise I checked the milk before I gave it to him.. he ate around 4pm, he was getting a little fussy, and started saying "Hungy! Hungy!" so I tried at 7:30ish..
01:06 blaise but it was a no go..
01:06 VanessaE hrm
01:06 blaise yeah...
01:07 VanessaE that's a long time to go for his age
01:07 VanessaE (4 months and he can say "hungry" in baby talk already?)
01:07 zat uhm I see minetestmapper wont draw custom nodes
01:07 zat nodes it doesn't know about
01:07 VanessaE zat:  colors.txt
01:07 VanessaE add the required nodes there.
01:07 blaise we moved him up from 4 ounces to 5 around 2.5 months..
01:08 blaise and a bit ago he started wanting more..
01:08 blaise but he feeds every 4 hours
01:08 VanessaE zat: see for example, http://digitalaudioconcepts.com/va​nessa/hobbies/minetest/worldmaps/
01:08 VanessaE those maps were generated using the mapper I pointed you to, with a custom colors.txt
01:09 zat aaaaaahhh it is colors lol
01:09 VanessaE blaise: I'm going by memory but I seem to remember 2-3 hours being a bit more common for that age
01:09 VanessaE blaise: nevertheless, get him to a doctor for a checkup, make sure nothing's awry
01:21 zat VanessaE: and a more tricky one... is there a way to force the game generate map for a given cube?
01:21 VanessaE zat: not specifically but there is a mod that will make your player "explore" an area
01:21 zat uh?
01:21 VanessaE which will lead to more or less the same effect
01:21 zat whats the mod?
01:21 VanessaE https://forum.minetest.net/viewtopic.php?id=2950
01:22 zat thx lol
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01:33 zat I am missing the smooth biome transition of v6 :(
01:33 VanessaE biomeblend it's called
01:33 VanessaE maybe it requires a mapgen flag?
01:35 zat VanessaE: at least it exists for v6 only: v6_biome_blend
01:35 zat ...apparently
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03:46 zat1 uh
03:47 zat v7 is skipping some blocks when mapgenning
03:59 zat its like the appearance of a decoration will stop a block from generating
03:59 zat someone experienced this already?
04:01 LazyJ Sorry, no. I've not used mapgen v7.
04:07 LazyJ Are you using any other mods with mg v7?
04:11 LazyJ Does the terminal report any errors?
04:11 LazyJ Are you using minetest_game or a sub-game?
04:12 LazyJ Another idea would be to make a copy of the world as a backup, then run it without any extra mods that you installed.
04:12 LazyJ Then work your way through the mods by process of elimination to find the one that may be causing the problem.
04:13 LazyJ That's about all I can think of to try atm.
04:13 zat LazyJ: I am using just a mod I am developing lol
04:13 zat but it just register decorations
04:14 LazyJ Must it be mapgen v7?  Would v6 or singlenode accomplish the task?
04:15 LazyJ From what I've read, mapgen v7 may be scrapped or completely re-written.
04:16 zat Its v7 decorations
04:16 zat I just confirmed it
04:16 LazyJ Ah.
04:17 LazyJ Have you looked at the other mapgen v7 mods, that add to the landscape, for references and study?
04:17 LazyJ If adding to the barren stone landscape is what you mean by "decoration".
04:23 zat I don't really know what you mean
04:23 zat I am just registering decorations from schematic files.
04:24 LazyJ That's something I've never tried before. Yup. Out of my league on this one.
04:26 zat uh yes
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04:42 MinetestBot GIT: Zeno- commited to minetest/minetest: Fix seg fault if popping from empty stack (L-system trees) f33d316 2014-08-23T06:40:27+02:00 http://git.io/dCZSNg
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06:51 Krock hai.
07:05 blaise !server MidnightSystems
07:05 MinetestBot blaise: MidnightSystems | midnightsystems.net | Clients: 1/50, 1/5 | Version: 0.4.10 / minetest | Ping: 346ms
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07:29 CabalJohnson VanessaE: you here?
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07:50 Krock oh no. it's clouded again
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07:58 Luke joined #minetest
07:58 Luke Hi vanessa
07:59 * Krock gives lukie /whois
07:59 lukie !eightball am I a wizard
07:59 lukie ?
08:00 Krock !nineballs lol balls
08:00 lukie What does /Whois do
08:00 * Krock gives lukie isis.inchra.net #minetest
08:00 lukie Hahahahaha
08:00 lukie !!!!
08:01 lukie Krock your server is the second best I like
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08:01 Krock yay! john lennon's murderer must rest at the police
08:01 harry_potter Hehehe
08:02 harry_potter YES IT WILL KROCK JOIN THE ORDER OF phonixe
08:02 Hairy_Powder wut u say
08:03 CWz Hhehehe
08:04 CWz ;op
08:04 CWz ;deop
08:05 CWz Help
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08:43 Megaf Hi?
08:44 PenguinDad Hello Megaf
08:45 Megaf Im going to abandon minetest once again
08:45 Megaf this bloody buggy heck
08:45 Megaf now my server wont even start after a git pull https://github.com/minetest/minetes​t/issues/1556#issuecomment-53146903
08:46 Megaf and I cant join #minetest-dev
08:49 CWz joined #minetest
08:49 CWz founda minetest port for ouya https://www.ouya.tv/game/Minetest/
08:56 Krock > Version: 0.4.10.2
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08:56 MinetestBot Calinou: 08-23 00:04 UTC <sfan5> ???
09:00 Calinou PROFIT
09:00 CabalJohnson heh
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09:14 LazyJ Megaf, we've had a more than a few crashes caused by MoreBlocks' saw but nothing that was a C++ exception.
09:14 LazyJ Is this from the *latest* Github update?
09:15 Megaf LazyJ: server was running for several hours, then it crashed, then I backed it up and updated it, then it began to crash on start up
09:15 Megaf http://paste.debian.net/117058/
09:15 PenguinDad Megaf: Does this also happen with a fresh build and only minetest_game?
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09:17 Calinou if you use LuaJIT, the errors will make less sense
09:20 LazyJ Have you retried using a release prior to 10 days ago?
09:26 Megaf PenguinDad: Im not sure
09:26 Megaf Calinou: I am
09:27 Megaf from LuaJIT repo
09:33 PenguinDad Also I'm not too sure how good luajit's arm support is :/
09:35 Megaf pretty good
09:35 Megaf till now all problems were caused by bugs in minetest code
09:37 Megaf Im going to compile it on x86 just to rule out arch issues
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10:19 Krock !up minetest.ntdll.net
10:19 MinetestBot minetest.ntdll.net:30000 is up (104ms)
10:20 reactor хщщщщщ
10:21 PenguinDad !server Ultimative
10:21 MinetestBot PenguinDad: Krock's Ultimative Platform | minetest.ntdll.net | Clients: 2/25, 2/3 | Version: 0.4.10-dev_MSVC / base | Ping: 487ms
10:21 Krock *3/25
10:22 reactor !server Цltimаtive
10:22 MinetestBot reactor: No results
10:22 reactor :(
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11:20 Megaf !server Megaf
11:20 MinetestBot Megaf: No results
11:22 Krock !server MinetestBot
11:22 MinetestBot Krock: No results
11:24 reactor !цp
11:24 Krock ANyone can help me? I just punched the TNT and it destroyed itself. how can I repair this bug?
11:30 Krock http://www.leekspin.com/
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11:31 twoelk booom . . . . we have to go back in time, Baby, ohhh baby
11:33 twoelk Krock: http://www.youtube.com/watch?v=pYxl1UYJdEQ&​amp;list=TLXNPzNRroLcwC8XyIn25Kg1tX72fIzzMx
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11:42 basilgohar Are there any mods or tools that will automatically explore the world and cause a larger map to be generated?
11:46 twoelk yes
11:47 deltib joined #minetest
11:47 basilgohar twoelk: May I please know the name of such a tool and/or where to find it? :)
11:48 twoelk am searching#
11:48 jp__ What else ? https://cdn.mediacru.sh/Ie0lNORKJo5s.jpg
11:48 basilgohar I tried to search as well but couldn't figure-out the right keywords
11:49 GhostDoge joined #minetest
11:49 twoelk https://forum.minetest.net/viewtopic.php?id=2950
11:49 Krock twoelk, yeah. adt song.
11:50 * GhostDoge pokes PenguinDad
11:51 basilgohar Thanks, twoelk!
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12:08 twoelk jp__: you could revive/extend/redo some more of this mod: https://forum.minetest.net/viewtopic.php?id=5939
12:08 twoelk my restaurant looks so empty
12:08 * PenguinDad waits for the timeout
12:09 fishyWET joined #minetest
12:09 reactor The cutting board looks creepy.
12:10 reactor BLood?
12:10 reactor s/L/l/
12:10 twoelk I just have to find somewhere to place that coffee machine now :-)
12:13 jp__ twoelk: I could, but his CC license is annoying
12:13 * Krock doens't like SWAP-like stuff
12:14 raffahacks joined #minetest
12:15 PenguinDad Krock: then don't create a partition for swap :P
12:19 twoelk jp__:  yeah, I think both licenses aren't that usefull for a mt project and have kept VE from including it in homedecor if I remember correctly, that's why I included a"redo"
12:19 PenguinDad What's so bad about CC-BY-SA?
12:20 Megaf !server Megaf
12:20 MinetestBot Megaf: Megaf Server v4.0 | minetest.megaf.info:30003 | Clients: 1/8, 2/3 | Version: 0.4.10-Megaf / MegafXplore | Ping: 801ms
12:21 twoelk It's great by itself but apita on community projects
12:21 PenguinDad The GPL licensed code is a bigger problem imo
12:22 twoelk true
12:23 PenguinDad because textures can be redone quite easily
12:25 Megaf is there any way to use python mods in minetest?
12:25 twoelk there is hardly any code in that mod though. Not much more than could be done with the Mod-Maker :-)
12:26 PenguinDad Megaf: You could add a python api but I'm not sure if it's worth the effort
12:26 Megaf python is faster for numeric stuff
12:26 Megaf it would be cool for microcontrollers and mesecons maybe
12:27 Megaf PenguinDad: look this https://labix.org/lunatic-python
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12:42 Megaf This is pretty neat too http://voxeljs.com/
12:44 reactor javascript
12:44 reactor :(
12:44 reactor They even put an OS in javascript, because there is not enough javascript.
12:44 reactor After that, people say the world ain't crazy.
12:45 PenguinDad We need a javascript to javascript transcompiler!
12:55 fishyWET joined #minetest
12:56 SylvieLorxu PenguinDad: http://eleks.github.io/js2js/
12:57 LemonLake sfan5: Dream vision reminds me alot of the sakurasou ed
12:57 LemonLake like, a lot
12:57 PenguinDad rofl
12:57 fishyWET left #minetest
12:58 LemonLake s/ed/op/
13:00 * sfan5 throws angles at LemonLake
13:00 LemonLake angles?
13:01 sfan5 like 30°, 28.3°, 90°, 179.98°
13:01 LemonLake why?
13:01 sfan5 why not? :3
13:01 LemonLake ...
13:03 * sfan5 meows at LemonLake
13:06 PenguinDad "No JavaScript developers were harmed during its implementation" xD
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13:20 CabalJohnson hi
13:21 * CabalJohnson glares at LemonLake
13:21 LemonLake Excuse me?
13:22 CaveJohnson meant to use this nick ;-;
13:22 Krock CaveJohnson, do you have mudflow enabled? caves without mudflow look ugly
13:23 PenguinDad Eww mudflow
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13:29 Tux[Qyou] joined #minetest
13:38 EvergreenTree PenguinDad: https://soundcloud.com/blend1/atom
13:38 EvergreenTree /s/blend1/volant
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13:47 exio4 hi \o
13:47 Krock o/
13:47 exio4 how is it going wild minetesters?
13:49 NakedFury joined #minetest
13:50 LemonLake persistence
13:52 LemonLake oh my
13:52 LemonLake someone made a jvm that runs in lua that runs in java
13:52 LemonLake im no longer existing on this planet
13:53 RealBadAngel hehehe
13:54 Krock yummy crisps
13:58 hmmmm joined #minetest
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14:07 Drae joined #minetest
14:07 Drae Waz up
14:08 PenguinDad The forums?
14:08 Drae Nuttinz up :/
14:09 Krock !up minetest.ntdll.net
14:09 MinetestBot minetest.ntdll.net:30000 is up (266ms)
14:09 Krock Drae ^
14:10 Krock daz up
14:10 Drae I at my friends house so I figured as long as he's asleep I could stay here.
14:11 Krock re-phrase pls
14:11 Drae XD Krock
14:12 Drae I gtg cya laters
14:12 sfan5 o.O
14:12 * sfan5 meows at exio4
14:12 * PenguinDad melbourne bounces away :D
14:19 Sokomine hi
14:19 * Sokomine looks around if any mapgen experts are present
14:19 * sfan5 not me
14:19 Sokomine sfan5: no, but you do other great things :-) hope that map-saving function of yours will get integtrated into mt
14:21 Sokomine mostly...i want to know if mapchunks (those 80x80x80 nodes things) get created individually or in packages?
14:21 EvergreenTree Hey PenguinDad: https://soundcloud.com/blend1/atom
14:22 PenguinDad Nice track
14:29 HomelessHedgehog joined #minetest
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14:36 Jordach i might have accidentially mastered freeform modeling withb edit mode
14:36 crazyR joined #minetest
14:36 Jordach https://cdn.mediacru.sh/pny9I5fn0vpg.png
14:37 LemonLake ouch
14:37 LemonLake dem polys tho
14:37 Jordach subsurf = amazeballs
14:39 sfan5 dat car
14:39 Weedy joined #minetest
14:40 Jordach may have landed a job ;)
14:48 kaeza joined #minetest
14:51 * HomelessHedgehog is now at the keyboard
14:55 Krock hmmmm, it looks like Sokomine needs you
14:57 AndChat-235809 joined #minetest
14:58 AndChat-235809 test_android
14:58 Krock antitest
14:58 Krock test failed.
15:00 reactor Brand new! It even says "test" on the wall!
15:02 alket joined #minetest
15:09 ecutruin Oh guys, https://twitter.com/ecutrui​n/status/503023271571652608 - here's what I've been working on the last week.
15:11 sfan5 !tw https://twitter.com/ecutrui​n/status/503023271571652608
15:11 MinetestBot I am still alive.  Here's another progress update on the voxel renderer tutorial in #unity3d. pic.twitter.com/2LHL6oXiSY (@ecutruin)
15:12 ecutruin Heh, sfan5, its nothing "amazing" but its a start.
15:12 sfan5 mhm
15:12 sfan5 looks like nodes
15:12 sfan5 looks interesting
15:13 eugd joined #minetest
15:14 ecutruin Its a custom renderer from a tutorial I'm taking for Unity3D.  My end goal is a smallish skyblock'esk game.
15:15 ecutruin Since MT and MC both don't quite fit for what I want to make, I just started learning what I need to make my own.
15:15 * ecutruin snickers.
15:18 jp__ joined #minetest
15:18 jp__ joined #minetest
15:19 ecutruin Anyways just wanted to show ya guys what I'm up to.  Going back downstairs while I eat and watch a show.
15:21 fishyWET joined #minetest
15:22 * Krock gives sfan5 a wet fishy
15:22 sfan5 eww
15:23 * PenguinDad slaps Krock with a <'((((—<
15:24 * Krock slaps PenguinDad with a >-))))°>
15:30 * PenguinDad noms a cookie http://fc05.deviantart.net/fs70/f/2013/344​/e/e/nomnompingu_by_elektroll-d6xfv3y.png
15:34 Calinou joined #minetest
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15:48 Krock (00|<!35
15:49 Calinou 00835808085.
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16:03 CaveJohnson bugger
16:03 CaveJohnson forgot my password to VanessaE's creative server
16:03 Jordach CaveJohnson, i may be able to reset it
16:04 Jordach or just ask and i can grant privs again
16:04 CaveJohnson Jordach: :30001 is the creative server right?
16:04 Jordach that's survival
16:04 CaveJohnson ah, survival then
16:04 CaveJohnson still haven't got used to there still being hearts in creative mode
16:05 CaveJohnson Jordach: okay, please do
16:05 CaveJohnson can't remember it ;-;
16:05 CaveJohnson knew i should have put it down
16:05 Jordach CaveJohnson, which port
16:06 CaveJohnson :30001
16:06 jentron How do I get the tnt blocks to activate?
16:06 Calinou jentron, left-click with a torch
16:07 Calinou nearby TNT will automatically detonate upon explosion
16:07 Jordach CaveJohnson, username
16:07 CaveJohnson Jordach: Zack
16:07 CaveJohnson TIL xnrand is here
16:07 jentron Thanks Calinou
16:07 xnrand since ages.
16:07 CaveJohnson ¯\_(ツ)_/¯
16:09 Jordach CaveJohnson, solved
16:09 Jordach see PM
16:13 fishyWET left #minetest
16:21 Calinou !cat
16:21 MinetestBot http://i.imgur.com/0p9arhp.jpg
16:23 PenguinDad !doge
16:23 MinetestBot http://i.imgur.com/wp9x7GY.gif
16:26 Calinou !pony
16:27 Krock MinetestBot, your doge image does not follow the dogerules
16:27 CaveJohnson :(
16:27 Krock it must be Comic Sans Serif
16:30 Calinou Comic Sans is a proprietary MS font
16:31 Calinou despite being funny, it shouldn't be used
16:31 Calinou there are free replacements around
16:33 Krock Calinou, so it's forbidden to publish images with comic sans MS? LEL
16:34 kahrl only microsoft may do it
16:34 kahrl http://blogs.msdn.com/cfs-filesystemfile.ashx/​__key/communityserver-blogs-components-weblogf​iles/00-00-00-33-81/2402.comicsansfixed03.jpg
16:36 exio4 noone wants a comic sans replacement
16:39 Tesseract joined #minetest
16:40 Calinou not necessarily forbidden
16:40 Calinou but can be restricted (commercial use, etc)
16:40 Calinou requires installing .exe without source on non-Windows OSes
16:42 jp__ joined #minetest
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16:51 zat VanessaE~~~~
16:51 * VanessaE hides
16:51 zat No use, I saw you hiding.
16:51 * VanessaE hides better
16:52 VanessaE sup?
16:52 zat uh all fine
16:53 VanessaE oh ok :)
16:53 zat what rollback command is giving you slowness?
16:53 zat I am going to try
16:53 zat to test
16:53 VanessaE just a routine rollback check, radius 1, time 9999999
16:53 VanessaE (e.g. all the way back to the beginning of the log if necessary)
16:56 Calinou there should be a -1 time shorthand
16:56 Calinou :/
16:57 zat that would be a second to the future
16:57 zat ...I am done with all the biomes.
16:57 zat but the tree generation still sux
16:58 zat I added all the trees from moretrees and let them grow in the appropriate biomes
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17:07 VanessaE zat: update your plantlife modpack
17:08 VanessaE many changes for performance improvements :)
17:08 VanessaE brb
17:08 zat lol VanessaE, I am just using the models of the trees
17:08 zat I know they grow differently
17:08 zat but I just saved schematic files of each and then register them as decorations
17:10 * ecutruin returns, ish.
17:13 domtron joined #minetest
17:14 * twoelk built some nice drama trees
17:17 FreeFull joined #minetest
17:19 Calinou Tesseract, #tesseract wants you
17:22 Tesseract Calinou: Really?  My nick's based directly on the 4D object though, not the game.
17:23 VanessaE *gasp*
17:23 VanessaE he's HERE and TALKING for once?
17:23 VanessaE :)
17:24 Tesseract VanessaE: Uh, me?  My core's borked, and it's apparently SQLite3's fault.
17:24 VanessaE quassel core still runs on DAC
17:24 VanessaE maybe you can use that?
17:25 VanessaE (idk if it's still working right though; I went back to xchat)
17:26 * PenguinDad hands Tesseract a hexacosichoron
17:27 _Esteban joined #minetest
17:27 Tesseract VanessaE: Maybe, but you'll have to --add-user.
17:29 _Esteban left #minetest
17:30 VanessaE done.  see /msg
17:30 VanessaE wait.
17:30 VanessaE hm.
17:30 VanessaE unable to add user, it said.
17:30 VanessaE oh wait
17:30 VanessaE must be running the core as the wrong user
17:32 zat VanessaE: the rollback_checks are instant for me
17:32 zat no matter the numbers involved
17:33 zat but I cannot rollback anyway....
17:35 zat VanessaE: do rollbacks work for you?
17:35 VanessaE they work yes
17:35 VanessaE usually.
17:35 VanessaE sometimes they fail thoguh
17:35 VanessaE though*
17:35 Krock VanessaE, does /clearobjects work for you?
17:35 zat I saw a change in the code that I think can be producing some problems...
17:36 VanessaE Krock: usually.
17:37 VanessaE though I've had one instance where it ran through the whole thing but there were still objects left behind
17:37 Krock hmm that's what I get everytime
17:44 twoelk uuh multiresistend rouge objects playing last object standing?
17:44 reactor joined #minetest
17:47 fling How to teleport a player to me?
17:47 fling I have a mod installed for that
17:47 fling I don't remember the mod name
17:47 fling and the command :D
17:47 fling VanessaE: Hello.
17:50 VanessaE hi
17:50 VanessaE you don't need a mod to teleport players
17:50 VanessaE just   /teleport theirname yourname
17:50 fling thanks
17:50 zat /teleport my-heart you
17:51 VanessaE all you need is the 'bring' privilege for that
17:51 fling thanks
17:51 fling VanessaE: great :D
18:01 Krock aaand the 48.6 Million CHF go to.....
18:02 Megaf joined #minetest
18:02 PenguinDad …a bank which converts them to euros :p
18:14 basxto joined #minetest
18:15 VanessaE Krock: right into my wallet.  I'm sure I can convert them to USD easily enough ;)
18:18 ecutruin joined #minetest
18:24 Krock :3
18:27 Amaz joined #minetest
18:27 MinetestBot Amaz: 08-21 22:40 UTC <realtinymonster> Join #moontest
18:35 Krock http://i.imgur.com/QAEhmIK.png
18:37 PenguinDad > Imgur
18:39 Krock > PenguinDad
18:42 MinetestBot GIT: kahrl commited to minetest/minetest: Fix LuaJIT exception wrapper 3e267a6 2014-08-23T20:41:03+02:00 http://git.io/C23rvw
18:44 zat http://uppix.com/f-screensho​t_6971953f8e0dd001756f3.jpg
18:44 zat http://uppix.com/f-screensho​t_6982853f8e0e3001756f5.jpg
18:46 zat one more: http://uppix.com/f-screensho​t_7000253f8e15f001756f8.jpg
18:47 PenguinDad zat: nice mapgen you got there but the textures look quite blurry
18:47 zat PenguinDad: I think its the game rendering
18:50 jp__ https://cdn.mediacru.sh/XSEOKLZkpCCe.png
18:50 PenguinDad zat: did you enable bilinear or trilinear filtering?
18:50 Calinou don't enable any
18:51 Calinou only mip-map and ansio
18:51 zat I think they are ALL enabled lol
18:51 Calinou aniso
18:51 VanessaE nore: *poke*
18:52 PenguinDad For some time I thought it's called ansitropic filtering :D
18:53 zat http://uppix.com/f-screensho​t_7043053f8e311001756fb.jpg
18:53 zat much better
18:54 VanessaE zat: I love those biomes
18:54 * Krock wonders why his screenshots are always so... pixeled
18:55 igor_ joined #minetest
18:56 zat VanessaE: yes they are lovely but planting the trees is becoming an issue
18:56 MinetestBot GIT: Sapier at GMX dot net commited to minetest/minetest: Add lua exception handling test code e09293b 2014-08-23T20:53:34+02:00 http://git.io/RUCW_g
18:56 zat unless I reverted to ongen saplings
18:56 Krock jp__, is minetest tasty?
18:56 Megaf Hi igor_
18:57 igor_ Hey Megaf
18:57 Megaf we are wating for nore
18:57 Megaf hes online but afk
18:57 Megaf VanessaE: igor_ is one of my servers players
18:57 Amaz Why is nore wanted?
18:57 zat I am not really happy with the biomes map of v7
18:57 Megaf Amaz: because crached my server
18:57 Megaf he crashed*
18:58 Megaf I want his head, lol
18:58 zat Actually, I want to make the biomes bigger
18:58 Amaz Right...
18:58 * Krock throws yappy at zat
18:58 VanessaE zat: indeed, do on-gen saplings with a very short-term ABM e.g. interval 10, chance 1 or so
18:59 VanessaE that way they all start growing very fast but not fast enough to lag the mapgen
18:59 jp__ Krock : yes
18:59 zat VanessaE: I will try that again
18:59 zat you said that plantslib has improved?
18:59 VanessaE Amaz: nore maintains the flowing and item transport logic in Pipeworks, and there's a bug in it that I cannot fix
18:59 VanessaE zat: indeed so
19:00 Amaz Okay.
19:01 VanessaE Megaf: it may be some time before nore shows up.  as a quick hack to get it back online, you might be able to add a check after line 138 of pipeworks common.lua, to check if any coord of {pos} is out of bounds.
19:02 VanessaE e.g.,   if pos.x > 30912 or pos.y > 30912 or pos.z > 30912 then return end
19:02 VanessaE or something to that effect
19:02 Megaf VanessaE: Im not in a hurry, I’m just leaving it disabled in world.mt
19:02 VanessaE but expect it to cause glitches.
19:02 VanessaE that won't fix the real bug but it should stop the crash for now
19:03 Megaf don’t worry, I already spoke to my players, they agree in leaving the mod off at the moment
19:03 VanessaE ok
19:03 Megaf Thanks VanessaE
19:09 Megaf igor_: server is up and updated
19:09 Megaf with not pipeworks
19:09 Megaf no*
19:10 igor_ Cool, I'll be a while though, I've just reset an os
19:10 zat No way, the mapgen still suffers
19:11 Megaf bushes and aquatic plants are back too
19:11 Megaf !server Megaf
19:11 MinetestBot Megaf: Megaf Server v4.0 | minetest.megaf.info:30003 | Clients: 0/8, 0/0 | Version: 0.4.10-Megaf / MegafXplore | Ping: 538ms
19:12 Krock !server base
19:12 MinetestBot Krock: No results
19:13 PenguinDad !server Bass
19:13 MinetestBot PenguinDad: No results
19:14 PenguinDad no server where one can d-d-d-drop the bass :C
19:15 jin_xi joined #minetest
19:18 Krock !server a
19:18 Krock !c 1+1
19:18 MinetestBot 2
19:18 Krock !server x
19:18 MinetestBot urllib.error.URLError: <urlopen error [Errno 101] Network is unreachable> (file "/usr/lib/python3.4/urllib/request.py", line 1235, in do_open)
19:19 * Krock gives sfan5 error
19:19 MinetestBot urllib.error.URLError: <urlopen error [Errno 101] Network is unreachable> (file "/usr/lib/python3.4/urllib/request.py", line 1235, in do_open)
19:20 zat VanessaE: why didn't you include my update to moretrees which made plants_lib optional!!
19:20 VanessaE because.. um..  I forgot?
19:20 VanessaE pull request?
19:20 zat I don't use github lol
19:21 VanessaE sux to be you ;)
19:21 zat now I see that those can be done without github
19:22 VanessaE can be yes, with patches via pastebin or so
19:22 VanessaE but those are easy to lose
19:22 VanessaE pull requests are better, or emailed patches, in a pinch
19:23 LazyJ In laymen's terms, just what do mip-mapping, anisotropic filtering, and bi-/tri-linear filtering do for Minetest? The bi/tri-linear filters make things look fuzzy but I can't see any effects that the mip-mapping and anisotropic filter do.
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19:23 luizrpgluiz hi guys
19:25 VanessaE LazyJ: they're intended for high-resolution texture packs.  they smooth out the texture at distance, so that things don't get noisy or "glittery" as the scene moves around
19:25 PenguinDad LazyJ: mip-mapping + aniso makes distant nodes look smoother
19:25 VanessaE a mip-map is a a set of smaller images created from a texture, scaled to different sizes
19:25 Calinou mip-map + aniso should really be on by default
19:25 Calinou this is good for any pack size
19:25 VanessaE the GPU chooses one size to use based on the distance the texture is supposed to be at
19:26 VanessaE aniso means the scaling of each of those sizes is not at a fixed aspect ratio
19:26 VanessaE bin/trilinear are just distance filters applied after the scene is drawn
19:26 VanessaE Calinou: doesn't always work - some GPUs apply the wrong filter
19:26 luizrpgluiz Terasology anyone ever played?
19:27 LazyJ Sounds like the sort of explanations that should be in Minetest's README.txt
19:27 VanessaE Calinou: however one thing that is needed is a threshold setting below which no filtering will be applied, so that e.g. 16px textures still retain their sharpness.
19:29 Calinou it's not about sharpness
19:29 Calinou it's about avoiding noise at a distance
19:29 Calinou you never want that
19:29 Calinou luizrpgluiz, yes
19:29 VanessaE nono I meant up close
19:29 VanessaE not at distance.
19:29 Calinou if bilinear and trilinear are disabled, they won't be smoothed
19:29 VanessaE exactly.
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19:30 VanessaE on my GPUs that feature works fine
19:30 VanessaE some GPUs apply one or the other of those filters when you turn on mip/aniso regardless if you want them, which is why I said those filters shouldn't be on by default.
19:30 VanessaE but anyway,
19:30 VanessaE bi/tri should have a threshold option.
19:31 VanessaE s/said those filters/said aniso\/mip/
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19:31 LazyJ What resolution is considered "high resolution" for Minetest?
19:32 Amaz More than 64px?
19:34 Krock morethan 32px.
19:34 PenguinDad Over 2²px :P
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19:36 Krock everything over zero is high
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19:36 LazyJ I've  seen near-photographic resolution node textures displayed quite well when all the visual settings were turned down and using the default texture pack. Would it be less strain on the gpu's if Minetest didn't render high-resolution images if all the visual settings were turned down?
19:36 luizrpgluiz that awkward conversation
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19:42 VanessaE LazyJ: that's what mipmap does.
19:42 VanessaE it uses a low-resolution texture for more distant objects
19:42 Calinou generally, anything over 16px is HD
19:43 Krock Mt. Everest is high.
19:43 VanessaE e.g. the engine gives irrlicht a 512px texture, irrlicht or the GPU or driver creates a 256px, 128px, 64px and other sizes internally and uses those in turn as the object gets farther away or smaller
19:43 Calinou it'd be nice if Minetest had picmip
19:44 Calinou picmip = 0-16 (default 0)
19:44 Calinou reduces texture size dynamically
19:44 VanessaE picmap?
19:44 luizrpgluiz the minetest has rendering bug away, for example I put in small, rendering it increases for rendering large and then back to the small rendering
19:44 Calinou good if server forces you to use very high-res textures but you have a slow PC
19:44 Calinou very low priority
19:45 VanessaE luizrpgluiz: your comment does not make sense.  please rephrase.
19:45 Krock ^
19:45 LazyJ That would be helpful if PC's could choose the lower resolutions or step the higher ones down to accomodate.
19:45 VanessaE LazyJ: that's what mipmap does :)
19:45 PenguinDad
19:46 Krock !c ↑+1
19:46 MinetestBot SyntaxError: invalid character in identifier (<string>, line 1)
19:46 Calinou picmip/texreduce = force usage of low-size textures
19:46 luizrpgluiz minetest has the small rendering bug
19:46 VanessaE Calinou: could be useful, yes.
19:46 LazyJ What I saw was default texture for cobble sitting next to high-resolution, red stones and photos. Not in the distance but 16px and ??px sitting right next to each other
19:46 PenguinDad Every game has small rendering bugs D:
19:47 paramat joined #minetest
19:47 VanessaE LazyJ: right.  and in the distance, mipmap will choose and use the smaller images it created internally.
19:47 VanessaE LazyJ: == less load on the GPU in exchange for some 33% more GPU RAM being used for the textures in the scene
19:48 VanessaE mipmap if used properly can increase fps, if the whole scene and all its textures can fit into your GPU's RAM
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19:50 paramat zat, to make v7 biomes bigger add 'mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0' and 'mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6' to minetest.conf but increase the 'spreads' (those 3 numbers in the brackets which are in units of nodes)
19:51 LazyJ It would be nice, for slower PC's (and probably hand-helds/smartphones) if the game resolution could be set and any texture beyond that would not be rendered (just a colored square) with text of the modname:nodename of the item off to the side like sign text.
19:52 PenguinDad That sounds like a quite bad idea imho
19:53 VanessaE if you could scale the texture at load time and cache it to disk, that would work
19:53 LazyJ Visually not appealing but a trade off for being able to play vs low fps.
19:53 VanessaE keep a separate cache of scaled images, refer to that cache when reloading
19:53 VanessaE however,
19:53 VanessaE low fps is a problem not in textures but in the CPU itself
19:54 VanessaE too much of Minetest's rendering is being done by the CPU that should be done by the GPU
19:54 VanessaE like nodeboxes.  according to RealBadAngel, they're being translated into irrlicht vertexes in realtime.
19:54 VanessaE (as in, on every video refresh/frame)
19:54 VanessaE so the more nodeboxes you have on your screen, the lower your FPS, even if each node contains just one box.
19:55 VanessaE those will hurt your FPS more than a HD texture will.
19:55 LazyJ mHmm... Sokomine mentioned something like that and I've seen it happen on our server when the slope resolutions were set high.
19:55 VanessaE yeah.
19:55 paramat zat see mapgen stuff at end of minetest.conf.example, you can adjust terrain scale and add mountains/ridges flags too
19:56 VanessaE a GPU doesn't care how many polys you throw at it, really (not at the scales we're talking about).  all it cares about is how much texture data it has to render, and how much screen it has to render to.
19:56 VanessaE but if the *CPU* is handling all that data, the GPU doesn't get to do anything that it's designed for
19:56 VanessaE and your FPS sags.
19:58 LemonLake TIL integer limit is a prime
19:58 LemonLake little random fact for y'all
19:58 LazyJ I suppose that means code has to be written to accommodate every GPU manufacturer?
19:59 VanessaE LazyJ: nope.
19:59 Wuzzy joined #minetest
19:59 VanessaE LazyJ: it just means that code has to be rewritten to stop using the CPU for shit that should be pre-processed and handed to irrlicht at startup.
19:59 VanessaE LazyJ: the same is true of our particle system.  we use client-side entities, basically, for particles.  Not irrlicht particles.
20:00 VanessaE bad idea.
20:00 VanessaE horrible code, so I'm told, and HORRIBLE on your fps too
20:00 VanessaE I tested jin_xi's particles code just the other night (as in less than 48 hours ago)
20:00 VanessaE I had ten of those streamers going, so probably 10,000 particles on my screen?  couldn't get it to drop below 60 fps with a view range of 240m
20:01 Freejack joined #minetest
20:01 VanessaE well somewhere north of 5000 particles anyway, I'm not sure
20:01 Calinou Irrlicht particles don't have collision AFAIR
20:01 VanessaE Calinou: they do.
20:01 VanessaE there's an affector for that.
20:02 VanessaE and even if that's inadequate, no one says we have to stop using the entity-based code entirely - just don't use it if collisions aren't enabled.
20:02 VanessaE and for most particle uses, they aren't.
20:04 paramat zat nice scrrenshots. i hope you defined a different biome for each of your 5 grasses, you can have up to 256 biomes in v7
20:06 alket joined #minetest
20:07 Krock VanessaE, gimme some CPU/GPU powe
20:07 Krock r
20:07 * VanessaE throws her spare HD6870 at Krock
20:08 Krock ouch!
20:08 VanessaE sorry, I guess it IS kinda heavy.
20:08 * Krock only has PCI and AGB slots
20:08 * Krock throws it back to VanessaE
20:08 jp3 joined #minetest
20:08 * VanessaE puts it back into its anti-static bag.
20:09 * Krock thinks about dynamic bags
20:09 PenguinDad Krock: get a better mobo then
20:12 * Sokomine inspects the hd6870
20:13 * LazyJ 's cat starts gnawing on the anti-static bag. (He likes crinkly things).
20:13 * Sokomine suspect it's too power-hungry and walks away
20:13 Sokomine :-)
20:14 * PenguinDad just saw how google created one second of time
20:18 LemonLake what?
20:18 turtleman_ joined #minetest
20:18 LemonLake PenguinDad: source
20:19 Amaz ^
20:19 jin_xi www.timecube.com
20:20 LemonLake excuse me?
20:20 LemonLake why is this website so freaking akward to read?
20:22 LemonLake 'John C. Dvorak wrote in PC Magazine that "Metasites that track crackpot sites often say this is the number one nutty site."[3]'
20:27 paramat left #minetest
20:35 VanessaE oh G*d
20:35 VanessaE he referenced timecube.
20:35 VanessaE LemonLake: just don't ask.
20:35 VanessaE it's written by a complete imbecile.
20:35 VanessaE a man who is a total, 100% absolute crackpot
20:36 VanessaE and who, as I understand, believes that you're evil or stupid if you don't innately understand the concept - yet he won't explain the concept in plain language, last time I checked.
20:36 VanessaE oh and you're also evil or stupid if you understand it and disbelieve it, and you're evil or stupid if you believe in things like G*d and so forth too
20:36 VanessaE he goes all over the map with his....  ramblings.
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22:29 paramat hmmmm, when using mapgen object voxelmanip in 'on generated', will using 'minetest.after' delay the voxelmanip operations until after cavegen? is there a way to do this?
22:29 hmmmm cavegen is run during makeChunk
22:29 hmmmm you must be confused.  bordering chunks can still carve pieces of caves out of that chunk
22:30 paramat ah yes
22:30 hmmmm but that chunk at that point is already generated
22:30 paramat i forgot abput caves penetrating from adjacent chunks
22:33 paramat currently my way around this is to place a spawner node in 'on generated' and run an abm on that that uses non mapgen object voxelmanip
22:33 paramat thanks
22:42 blaise hrmm
22:42 blaise I want to build a railroad on my minetest map.. :(
22:48 VanessaE so build one?
22:48 VanessaE minetest has rails and there's a carts mod
23:02 blaise is the carts mod better than the monorail mod ?
23:03 VanessaE not really
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23:15 blaise hrmm
23:15 blaise which one should I use?
23:15 VanessaE I don't know, honestly.
23:16 VanessaE carts works only with rails, but the monorail mod is generally thought to work better overall
23:16 VanessaE but it uses its own custom rail
23:16 sapier joined #minetest
23:17 sapier blais depends
23:17 blaise I read about one that can build rails and tunnels and stuff all by itself
23:17 blaise which I thought was nice, but the author also mentioned that it creates quite a bit of lag
23:18 sapier on singleplayer monorail was more complete on high lag environments limitations of predicted movement monorail uses cause severe (visual) glitches
23:18 blaise so monorail is not for a multiplayer server then..
23:19 sapier you have to try how bad it will be
23:19 sapier for some environments it's fine for others not
23:19 blaise !server MidnightSystems
23:19 MinetestBot blaise: MidnightSystems | midnightsystems.net | Clients: 1/50, 0/2 | Version: 0.4.10 / minetest | Ping: 473ms
23:19 blaise I don't guess my lag is bad
23:19 blaise I dunno
23:19 blaise I changed some things in minetest.conf around, and it's much better than it was
23:20 sapier I suggest trying it's hard to predict
23:20 blaise k
23:20 blaise basicly I'm just creating a big loop for now
23:20 VanessaE bbl
23:20 blaise till I get more farmiliar with how it works
23:23 Sokomine hmmmm: chunk in that case beeing those 80x80x80 (+/- a bit) nodes which are passed to on_generated calls?
23:25 hmmmm what?
23:26 hmmmm map is generated in cubic chunks which consist of multiple mapblocks.  you can control how large a chunk is by setting the 'chunksize' configuration parameter.
23:26 hmmmm it happens that the default is 5, and 5 * 16 = 80
23:27 hmmmm there's nothing holding back a chunk from being cubic anyway.  i should add support for variable height chunks.
23:27 Sokomine but caves may spread from one chuch chunk to another?
23:28 hmmmm caves belong to a particular chunk, but a cave from one chunk may partially cut into the first mapblock of a bordering chunk
23:28 Sokomine oh? only the first one?
23:29 hmmmm this is done in hopes that part of the cave that went outside of the area being generated will meet up with the beginning/end of a cave being generated in the neighboring chunk and it'd join to make one large cave
23:29 Sokomine so...if all chunks around the chunk in question are generated, the thread from cavegen would be eliminated that way?
23:29 hmmmm of course we all know how well that works
23:29 Sokomine ah
23:29 hmmmm i did not understand your last question
23:30 Sokomine well, caves work well enough most of the time. it's just when there are buildings that it gets complicated
23:30 hmmmm if all chunks surrounding a particular ungenerated chunk were already generated, pieces of the mapblocks in that chunk would already have content in it (i.e. air)
23:30 Sokomine say, i have one chunk i want no caves in. now - if i'd wait till all sourrounding chunks where generated, no new caves would be digged in that chunk in the middle?
23:30 hmmmm the ungenerated chunk starts getting generated, the mapgen sees that air is already placed (not content_ignore) so it won't place a solid block there
23:31 hmmmm and then the cavegen runs again which may carve more nodes out of mapblocks from surrounding, already-generated chunks
23:31 Sokomine ah. but caves do not wander by themshelves through multiple mapblocks? just to the neighbour?
23:32 hmmmm right
23:32 hmmmm maybe this would be clearer if you had a picture
23:32 Sokomine thank you for the explanation! i don't know yet how to make good use of it, but it certainly helps to understand
23:32 hmmmm well it cetainly makes things more difficult to work with
23:33 hmmmm the plan is to replace it with completely point-polled caves
23:33 hmmmm that way no caring of neighboring chunks is necessary
23:33 Sokomine hmm. questionable. i've seen many caves, but they hide their way of creation well (meaning: apart from spawned things beeing holed, it works very well in general)
23:33 hmmmm this eliminates... ~80% of current "bugs" in the map generation process
23:33 Sokomine oh
23:33 Jordach LemonLake, been playing Borderlands 2 and nearly finished the main quests within the free to play time :P
23:33 hmmmm s/caring/carving/
23:33 Sokomine paramat already told me that you where working on something new
23:34 hmmmm i'm not working on anything related to minetest right now
23:35 Sokomine for now, i think i'll solve my "find the right height for a village" by setting larger ones to a height of 1 (there'll be some water nearby for such a large village anyway - at least chances are high) and only adjust the smaller ones to terrain height
23:35 hmmmm i have plans to do things, but that doesn't matter until I actually am able to do it
23:35 Sokomine ...which is a bit of a problem as the current mapchunk may not contain the center of the village, and thus height not beeing determined yet
23:35 Sokomine well, hope you'll have time and enjoy working on it later again
23:36 Sokomine recently, a lot of people got fascinated by mapgens and more or less wrote their own
23:42 hmmmm you need to write your generation algorithm with the fact in mind that you don't have access to the entire map yet
23:42 hmmmm that's actually quite complicated
23:43 hmmmm if you write to non-existent blocks, you run the risk of the pending-generation terrain to be not flat and the structure would dig into it
23:43 hmmmm and then your portion of the building might get sprinkled with dirt and grass in that step of the map generation algorithm
23:44 paramat this is related to what i wrote earlier about avoiding caves eating default:stone in village buildings
23:44 hmmmm there's really no good way of fixing that
23:45 hmmmm if I had an extra bit in a MapNode, I would record whether or not it was user-placed
23:45 hmmmm or naturally generated
23:45 hmmmm then caves would only carve out mapnodes that were naturally generated
23:46 hmmmm of course, doing such a thing would reduce the number of possible nodes by half
23:46 paramat village spawner nodes placed 'on generated' triggering an abm running a voxelmanip actually works
23:47 hmmmm it works because you're lucky you haven't encountered any race conditions yet
23:49 Sokomine they currently get covered by floating-in mud, yes. and caves dig through them. even if i start with a fixed height (thus, every mapchunk is entirely deterministic on the village side - save perhaps some plants)
23:50 hmmmm what I could do is add a simple check to prevent mud being added on top of chunks that aren't stone
23:50 hmmmm but then default:stone or default:desert_stone structures would still get their mud added
23:50 hmmmm because it'd look like bedrock to the map generator!
23:50 hmmmm but, again, this wouldn't be a problem if i had that extra bit in the mapnode.
23:51 Sokomine yes. that's all very tricky
23:51 hmmmm i can have 8 extra bits
23:51 hmmmm lighting data is something that does not need to be stored on a mapnode basis
23:52 Sokomine hm. is there any way to make sure code gets executed after the cavegen? only thing seems to be to wait until all chunks are generated?
23:52 hmmmm it's pretty huge, but if real lighting were added, you'd have a lot of freedom to do other things
23:52 hmmmm sokomine, i suppose you could have an abm that probes all the surrounding mapblocks for isGenerated
23:52 Sokomine lighting...there are a lot of players who hope for improvements there
23:53 hmmmm of course all this requires time and effort
23:53 paramat i was going to ask for 'after_generated' function but caves would still penetrate from surrounding chunks
23:53 paramat as well as mud
23:53 Sokomine yes. so that doesn't help that much. at least it would help for the current chunk and prevent some caves there
23:54 hmmmm paramat, on_generated is after_generated
23:54 Sokomine metadata would be too expensive i guess?
23:54 Sokomine param2's already taken...
23:54 hmmmm sokomine, the only way this is happening is if param1 gets freed up by adding real lighting support
23:54 Sokomine ah
23:56 Sokomine hmmmm: on_generated does get slightly larger volumes fed than a mapchunk contains. is that due to the caves? or just a friendly feature for looking up what's immediately outside the current chunk? would writing that entire area help with the cave problem? would it be possible?
23:57 hmmmm the area actually emerged into the voxelmanipulator used for map generation contains the chunk, and a shell of surrounding mapblocks
23:57 MinetestBot GIT: Sapier at GMX dot net commited to minetest/minetest: Fix retval of entity.get_staticdata beeing lost while profiling is enabled 3ce6888 2014-08-24T01:56:27+02:00 http://git.io/w7EVEQ
23:58 hmmmm the shell of surrounding mapblocks is for the caves i mentioned
23:58 blaise sapier: I made a big loop with monorails
23:58 Sokomine so i understood that part right
23:58 blaise sapier: seems the carts want to fly off the monorail in the corners
23:58 hmmmm this is also why proller's lol-crank-up-cavegen-parameters indev caves look retarded and rectangular
23:58 Sokomine what would happen if i where to write to the shell in on_generated?
23:58 hmmmm because they extend waay past 1 mapblock on the border
23:58 hmmmm sokomine:  then it'd write to that shell.
23:59 Sokomine might that not be a way around the cave problem?
23:59 hmmmm what do you mean
23:59 Sokomine hm. but the caves happen after on_generated?
23:59 hmmmm writing to the shell is what caves do, and that's how they work, and that's why problems are caused
23:59 hmmmm no dammit
23:59 hmmmm jeez
23:59 hmmmm caves are generated when the block is made FOR THAT CHUNK

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