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IRC log for #minetest, 2017-10-23

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All times shown according to UTC.

Time Nick Message
00:08 ZenonSeth huh, I was looking for a lua terrain generator, found one by you, sfan5
00:08 ZenonSeth but its about a year since the last update
00:16 ZenonSeth hm well it's published under lgpl, so it's fine if i use it as a base to possibly write my own for my own needs?
01:03 MinetestBot [git] srifqi -> minetest/minetest: Improvements/fixes for noise parameter input in advanced settings a1e1a19 https://git.io/vdAg7 (2017-10-23T00:28:13Z)
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03:48 MinetestBot [git] Coder12a -> minetest/minetest_game: Books: Convert \r to \n 045abbd https://git.io/vdAot (2017-10-23T03:39:44Z)
03:48 MinetestBot [git] SmallJoker -> minetest/minetest_game: Carts: Better wiggle prevention 454e0da https://git.io/vdAoq (2017-10-23T03:38:43Z)
03:48 MinetestBot [git] SmallJoker -> minetest/minetest_game: Carts: Replace old, deprecated function names 5870fd4 https://git.io/vdAom (2017-10-23T03:38:28Z)
03:48 MinetestBot [git] SmallJoker -> minetest/minetest_game: Creative: Cache inventory items on load 47d6fbf https://git.io/vdAoY (2017-10-23T03:37:10Z)
03:48 MinetestBot [git] jastevenson303 -> minetest/minetest_game: Chest sounds: Shorten open/close sounds 7c3854d https://git.io/vdAoO (2017-10-23T03:35:37Z)
03:48 exio4 wow, that's rude I just started a new branch
03:50 ZenonSeth if your branch isn't anywhere else, except on your pc, you can rebase to have your branch be based on these latest changes
03:51 exio4 yeah, it's one more command though :p
03:51 exio4 the changes are to minetest_game, anyway
03:52 exio4 which I don't really care about :P
03:54 ZenonSeth it's just git rebase master, thought it may help if you want to avoid weird-er history, but ok :P
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03:59 exio4 ZenonSeth: the "wow rude" is because as I ran the command, things were pushed, so, if I had been a bit slower, I wouldn't have needed to rebase it, it's not like it is changing anything, compiling minetest takes like 25-30 minutes and I still don't know what I am exactly going to write :p
04:00 sofar unless you had something that could be merged in 2 minutes because it's trivial, we would have asked you to rebase anyway
04:00 sofar there's also nothing wrong with making a PR agains a slightly out of date tree
04:01 sofar since most of the time it can be merged without needing a rebase
04:01 exio4 it's also an unlikely to change piece of code what I want to work on, anyway
04:01 ZenonSeth exio4: fair enough :P
04:01 exio4 (collisionMoveSimple, the beauty queen)
04:04 ZenonSeth huh
04:05 ZenonSeth what scale are the units of speed_f/accel_f?
04:05 exio4 ZenonSeth: weird units
04:06 exio4 as far as I know, blocks per second?
04:06 ZenonSeth i imagine something much smaller than blocks/sec
04:06 ZenonSeth erm
04:06 exio4 or blocks per second squared
04:06 ZenonSeth well for accel yes
04:06 ZenonSeth but they get clamped to -5000,5000
04:06 exio4 they are adjusted for dtime though
04:06 ZenonSeth wouldn't make sense to be block/sec
04:06 exio4 yeah, that's a hack, I added 'em in 2013 due to entities lagging the hell out of MT
04:07 exio4 might be 0.1blocks / sec
04:07 exio4 still a lot, htose are unreasonable speeds
04:07 exio4 you can still hang MT with these though
04:07 ZenonSeth it lags badly way before probably
04:08 exio4 yeah, one big problem is that it is going to do a cubic search for possible collisions
04:08 exio4 even though you are moving linearly
04:08 ZenonSeth oh yea, the 3 nested for loops
04:09 exio4 so, if you travel (+10, +10, +10) (blocks/second), being 1 block thick you might be checking, 1000 blocks instead of the blocks in the path of the vector
04:09 ZenonSeth fun
04:09 exio4 I am trying to find a very easy & quick line algorithm in 3D which can have a defined thickness
04:09 exio4 which would be the object you are checking collisions against's bounding box
04:10 exio4 it is a heuristic, so if you get a few extra blocks - no problem
04:10 ZenonSeth all collision boxes are always axes-aligned right?
04:10 exio4 I am not sure
04:10 exio4 are objects' collisions boxes aligned?
04:11 exio4 s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f); this sounds unreasonable, too
04:12 exio4 it could be getting a lot less objects, even using radius, by getting pos_f as the middleposition and checking for distance * 0.75f I guess
04:13 exio4 they are all small/easy optimizations, too
04:13 exio4 so that's quite nice!
04:14 exio4 ZenonSeth: what do you think?
04:14 ZenonSeth ok, I'm not that familiar with the mintest code -  i have written some collision stuff before - so just a suggestion :P
04:14 exio4 oh
04:14 ZenonSeth if the boxes are axis-aligned, which  i haven't seen evidence that they're not in gameplay, then you can run a single ray between start/end pos, with the boxes minimum corner, at 0.5 block length steps, and add all blocks that intersect that + above
04:15 ZenonSeth sorry exio4 i don't mean to bud in your work, but it's interesting and i'd like to learn the code :)
04:15 exio4 ZenonSeth: I was planning picking a 3D version of bresenham's algorithm and then pick blocks around each point (making sure I avoid repeated blocks while checking)
04:16 ZenonSeth uh
04:16 ZenonSeth bresenham's might skip boxes you want
04:17 ZenonSeth i think at least
04:17 exio4 ZenonSeth: how so? (the `line thickness` should handle that, I would believe?)
04:17 ZenonSeth ook, i'm not familiar with the thickness version of it
04:18 exio4 ZenonSeth: there isn't any, I was going to come up with one
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04:18 exio4 basically, add a smart putPixel :p
04:19 ZenonSeth would be interesting to see what you come up with
04:20 ZenonSeth i'm not sure what's called, but i've seen a version of one line-passing-through-grid implemented, and i know how it works, can write up some pseudo-code
04:23 exio4 ZenonSeth: I wouldn't mind!
04:25 ZenonSeth I'm writing it down, assuming that the node grid is on integer coords
04:26 ZenonSeth hmm, the sides though, i think in-game the debug output shows the integer coords are in the center of the node?
04:29 exio4 ZenonSeth: I am not sure, does it matter, though?
04:29 exio4 ZenonSeth: I mean, you need to do a thick line either way
04:29 ZenonSeth it can probably be adjusted so no not really
04:29 exio4 just increase the thickness a bit :p
04:30 ZenonSeth i was thinking less of a "thickness" problem and more of using the fact that collision is axis-aligned
04:31 ZenonSeth the boxes are called aabb3f :P so they seem to be axis-aligned
04:32 exio4 yeah
04:32 exio4 the f is for float though
04:32 ZenonSeth that's fine
04:32 exio4 either way, the blocks are v3s16
04:32 exio4 that's not floating numbes~
04:32 exio4 numbers*
04:33 ZenonSeth the block positions?
04:33 ZenonSeth that's a 16-bit (short) 3d vector right?
04:33 exio4 signed 16 bit 3d vector, as far as I know
04:33 ZenonSeth signed ah right
04:34 ZenonSeth so signed 16 bit integer
04:34 ZenonSeth no wonder world limits are at 30k :)
04:34 exio4 yeah
04:34 exio4 there are weird things, due to positions also being floats, and whatnot, though
04:34 MinetestBot [git] paramat -> minetest/minetest: Minetest.conf.example(.extra): Updates due to noise group format 166ded4 https://git.io/vdAK7 (2017-10-23T04:32:26Z)
04:34 MinetestBot [git] srifqi -> minetest/minetest: Lua_api.txt: Revert changes to NoiseParams format example 63c2641 https://git.io/vdAK5 (2017-10-23T04:30:45Z)
04:35 ZenonSeth i overheard someone discussing making rendering be relative to player positions (i think that's what they were discussing)
04:35 ZenonSeth sounds like a good idea/start to support much larger maps
04:35 ZenonSeth anyway, sorry getting distracted, writing that thing i said i would
04:35 exio4 I don't know, really, I am quite a bad guy here :P
04:35 exio4 I am here just because I want a tshirt
04:36 ZenonSeth "bad"? also no idea what tshirts you mean
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04:37 exio4 ZenonSeth: Digitalocean's Hacktoberfest
04:38 exio4 I am simply using Minetest <3
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04:50 exio4 cambiemos had over 58% on my departamento lol
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04:50 exio4 17k votes vs 10k
04:56 ZenonSeth i had to look that up, are you in Argentina?
04:58 exio4 ZenonSeth: yeah
04:59 exio4 we had elections yesterday
05:28 ZenonSeth ok
05:29 ZenonSeth https://pastebin.com/NVeafZFg
05:30 ZenonSeth not tested, and not even guaranteed to compile :P its sorta pseudo c++, i tried to use the same class names, but there's some simple utility functions i didnt write
05:33 ZenonSeth what it does: given some float start xyz position, it finds which cube's side it intersects next (this is where it matters that cube sides are whole numbers) - and then adds that next cube that was intersected to the list, and moves the start pos forward to the collision point - and moves on until it reaches the node in which the ending point is in
05:35 ZenonSeth the way you get this to work with colllision boxes of arbitrary size, you figure out the min corner of the aabb that's moving, figure out that aabb's width/height/depth in nodes (minimum 1) - and then run this, and for each node coord this returns, add x/y/z ones along each axis corresponding to how wide/high/deep the aabb is
05:37 exio4 nice!
05:39 ZenonSeth if you do write something on this, you can drop me a message, i'm curious what you end up writing
05:39 ZenonSeth i gotta go get ready for work, see you later
05:39 exio4 \o
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05:50 swift110 hey all
05:58 exio4 hallo swift110 :)
06:07 swift110 how are you exio4
06:07 exio4 doing well, a bit tired though
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06:09 swift110 oh ok
06:09 swift110 exio4, what are you up to
06:09 exio4 swift110: playing with code
06:09 exio4 hoping I get something working
06:12 exio4 I have quite a few ideas so .. quite a big problem :p
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06:59 swift110 oh cool exio4 are you a developer for minetest
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08:13 sfan5 ZenonSeth: is that https://github.com/minetest-mods/mg you're looking at?
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12:42 gorilla I'm wanting to add a basalt/pumice generator. I have installed the moreblocks mod but it creates normal stone instead. Minetest 0.4.16
12:45 NathanS21 Gorilla, make sure that you have flowing water and flowing lava hitting.
12:45 NathanS21 you should get stone and basalt alternating
12:45 NathanS21 Pumice I believe requires lava falling on water source.
12:46 gorilla NathanS21: thanks. I'll give it another go.
12:56 gorilla No such Luck.. I have a water source at one end, five blocks and then a lava source. The only thing that I get from it is stone, never basalt. https://screenshot.net/k95r4cm for screen shot
12:57 NathanS21 hmm.
12:59 NathanS21 I used close to that setup on a server and it worked. https://youtu.be/Y13d5k3riBM?t=292
13:00 gorilla I'll take a look.
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13:08 gorilla hmmm. no errors in debug.txt. Odd.
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14:46 Billre Sometimes the orientation of the basalt maker matters
14:48 Billre Try flowing the lava east then west
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15:13 Billre Take a look at this:  https://screenshot.net/71y98ip
15:14 Billre The unknown block is the breaker - it was temporarily disabled there as part of debugging but you can see how the machine is laid out.  The lava is flowing west
15:14 Billre gorilla ^^
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15:16 Billre timing of the placement of the water and lava matters.  I forget which has to be placed last.
15:16 Billre also has to be placed fast.
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15:26 gorilla Billre: sounds like it's a bit hit and miss. :-)
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15:28 Billre yep, but not too hard.  There are only so many permutations once you get the layout setup like that
15:31 gorilla fair enough.. the east vs west thing is a bit odd
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16:07 gorilla Billre: Thanks for your help. I haven't got it to work but that's probably more due to me needing some sleep. I'll pick it up later in the week.
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21:18 compunerd Hi, does anyone here know of a mapgen mod that can produce complex sewer systems?
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21:19 Billre that sounds cool
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21:19 deltasquared seconded, but I know not of one
21:19 Billre I do it in real life and have made autocad and spreadsheet code to do it
21:19 compunerd I'm trying to build a Ninja Turtle game for my son
21:19 deltasquared that said, are there mods out there that generate minecraft-esque abandoned mineshafts? such code could act as a start point
21:19 Billre but a game mod?  good luck!  :D
21:20 deltasquared Billre: you sound like you have my dad's job, sewer and drainage design
21:20 Fixer hahah
21:20 compunerd Billre, Awesome... could you send me some spreadsheet samples?
21:20 Billre yep ... and roads and ditches and turtle crossings
21:21 deltasquared compunerd: you wait, it'll be "confidential"
21:21 deltasquared the spreadsheet data I mean
21:21 deltasquared besides I'm not quite sure what the numbers would mean.
21:21 Billre right .. took me seven years on and off to develope that .. not even the companies I worked for have a copy
21:22 deltasquared Billre: so, that's your employability token? ;)
21:22 Billre didn't work!  but I tried
21:22 compunerd I understand completely... I built the network at the factory I work at... tokens come in handy... haha
21:23 deltasquared compunerd: "I'm the only one who knows where all the important cables are!"
21:23 Billre lol
21:24 Billre until a maintenance worker paid $7/hr traces it
21:24 compunerd More like the passwords, static addresses, encrypted data, etc
21:25 Billre oh .. nice!
21:25 deltasquared I suspect there's a law against holding companies to ransom with supposedly "their" encryption keys
21:25 compunerd encrypted Hard drives that only I can unlock after a power outage and things too
21:26 Billre I wouldn't think there's a law but the unemployment line
21:26 deltasquared well what can I say, if you've still got a job after trying that then your bosses evidently deserve what they get, stuff 'em
21:26 compunerd My keys... I generated them on my personal hardware
21:27 deltasquared hmm, in an organisation which takes it's data seriously that would have been an instant you're fired right there
21:27 compunerd It's an unspoken relationship... They just don't want the headache and production loss from trying to rework everything or wait on a court order... lol
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21:28 deltasquared sounds like you've got your job security sorted out then... I can't say I agree with the morality but I like your technique ;)
21:28 compunerd Sometimes, the status quo is just easier... look at the government... lmao
21:29 Billre There's a balance, I think between having someone capable of handling the security and a company that compromises itself with open data.
21:30 deltasquared Billre: oh for sure, unless it's a really big company you're best off with one strong individual vs many clueless ones (*cough* high school IT *cough*)
21:31 deltasquared compunerd: going back to the subject of sewer generation, to me it would mostly be a case of branching lengths of straight tunnel generated with the appropriate nodes
21:32 compunerd It's cool, I'm not a hard ass about anything, and I'm pretty easy to get along with...
21:32 deltasquared that's why I'm wondering if there's a mineshaft mod anywhere, register_on_generated is not something I'm good with myself
21:32 deltasquared !mod mineshafts
21:32 MinetestBot deltasquared: Could not find anything.
21:32 deltasquared dang
21:33 Billre Imod mine
21:33 deltasquared why couldn't it be that simple for once
21:33 Billre lmod mine
21:33 deltasquared Billre: it's a !, not a l :P
21:33 Billre ok I can't use the bot to search .. lol
21:33 Billre aha!
21:33 Billre !mod
21:33 MinetestBot Billre: Could not find anything.
21:33 Billre !mod mine
21:33 MinetestBot Billre: MAPP - map for Minetest - optimized! by 4aiman - https://forum.minetest.net/viewtopic.php?t=4922
21:34 deltasquared ... hmm, probably not
21:34 compunerd Yeah, I can see that working, I just don't know if my LUA skills are on par to edit it... But I have surprised myself in the past with OldCoder's moontest world when I was a mod and admin there
21:34 deltasquared ... ooof, oldcoder. I didn't know anyone who knew that guy
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