Time Nick Message 00:25 paramat JDCodeIt yes 'scale' was used i old perlin functions for what is actually 'spread'. the newer noise functions use 'scale' to mean a scaling factor for the noise value (used togehter with 'offset') 00:25 paramat *used in 00:25 paramat perhaps the docs can be changed for consistency ... 00:26 paramat will consider 00:26 JDCodeIt Yep, I'll follow up with the wiki as well if we go that way. 00:28 JDCodeIt Just on another thing... I'm having a heck of a time matching the perlin output with the biomes i see on the v6 map. Must be going off the reservation somewhere. 00:28 paramat blend problems? 00:28 JDCodeIt maybe - what is that 1/40 th part that gets added? 00:29 JDCodeIt So I made a quick mod that lets me see the calculated perlin as I walk around the map 00:30 JDCodeIt I would expect the main perlin noise to be pretty close: less than -0.4 in snowy areas and above 0.4 in the desert. 00:31 JDCodeIt In lua I make a perlin object with mgv6_np_biome params. Then I use get_2d filling x=pos.x and y=pos.z - any other trick here? 00:33 paramat mgv6 has, annoyingly, an offset added to the noise calculations 00:34 paramat https://github.com/minetest/minetest/blob/187519407be5ca51db007d638857917ba53f1b6d/src/mapgen/mapgen_v6.cpp#L652 00:34 paramat humidity is not offset though 00:34 paramat so to match it in my meru mod i had to do https://github.com/paramat/meru/blob/0a1961a393dad919874ab49f14e35c163b8b83b9/init.lua#L143 00:35 paramat mgv6 really is a pain, i try to ignore it as much as possible 00:36 paramat 'perlinMap2D_PO' is a special perlinmap function that takes an XZ offset into account 00:37 JDCodeIt Passing these offsets in x/z is all you need ? 00:38 paramat yes just as in meru mod, although that mod doesn't bother calculating humidity because it was written before the newer mgv6 6-biome system 00:39 JDCodeIt Ok, I'll give it a whirl. Thanks for the help! 00:40 paramat i don't think i've ever exactly mimicked the mgv6 biome blend, in meru mod you can see i just use a 'math.random()' to approximate the biome blend, as it's single-node dither 00:41 paramat i admire anyone who can tolerate mgv6 stuff :) 00:41 paramat i'd love to just remove it but of course we have to support old worlds 00:50 JDCodeIt Can we help phase it out.. make v7 the default generator or something? 00:52 JDCodeIt Results are better but not convincing. I added 150 to x and 50 to z. 00:53 JDCodeIt I get the map settings: minetest.get_mapgen_setting_noiseparams("mgv6_np_biome") 00:53 JDCodeIt Make a perlin: heat_perlin = minetest.get_perlin(np_heat_biome) 00:54 JDCodeIt Get the noise at the modified position: heat_perlin:get2d({x = math.floor(t_pos.x), y = math.floor(t_pos.z)}) 00:58 paramat mgv7 is the default mapgen now =) but we promise to support old maps for a long time, many like mgv6 01:07 argyle77 How do I tell a node to use an animated texture? 01:09 JDCodeIt I think default furnace has an example 01:11 argyle77 thx! 01:18 argyle77 Got it. Workd. 01:44 JDCodeIt paramat: where the +150 +50 empirically derived, or is it something in the code? My empirical results on a sample world show good match with terrain at +250 +100 01:49 argyle77 Is there any way to synchronize texture animation when you've got a bunch of nodes with the same animated texture? 01:52 argyle77 I'm guessing no, having seen how lava behaves? 01:56 paramat synchronize animations across mapblocks? yes there's a setting but it doesn't work perfectly 01:59 paramat oh 150 50 may have been for the older mgv6 biome and humidity spreads 01:59 argyle77 Should I bother with it? Its an aesthetic thing, but I'm not hung up. 01:59 paramat try xoff 0.6 * 500 and zoff 0.2 * 500 for 'biome' 02:00 paramat argyle ask your eyes =) 02:00 argyle77 My eyes say it works better synched. What's the setting? 02:01 paramat the old 'biome' spread was 250 and the offsets for that spread were 150 50 02:01 paramat somewhere in con'f.example 02:02 paramat new offsets try 300 100 02:07 paramat i think the sync setting may be a clientside thing, search the file with 'animation' 02:09 argyle77 ok thanks. Not looking for a client side thing, prolly. 02:15 paramat yes thought so :) 02:15 paramat to match your noise, best disable mgv6 biome blend at first (it's ugly anyway) 02:17 JDCodeIt we sure the humidity does not have offsets? reported perlin noise in desert was 0.6 and higher, which should be jungle 02:23 paramat sure https://github.com/minetest/minetest/blob/187519407be5ca51db007d638857917ba53f1b6d/src/mapgen/mapgen_v6.cpp#L653 02:55 paramat made the scale -> spread changes https://github.com/minetest/minetest/commit/6e7ba366fc58c437640c7d603d28668b52ba79c7 02:55 MinetestBot 02[git] 04paramat -> 03minetest/minetest: lua_api.txt, settingtypes.txt: Various improvements (#8252) 136e7ba36 https://git.io/fh5Q4 (152019-02-18T02:53:33Z) 03:10 argyle77 !mod world_borders 03:10 MinetestBot argyle77: Could not find anything. 03:12 argyle77 !mod bedrock 03:12 MinetestBot argyle77: Indestructible Bedrock Layer [bedrock2] by Wuzzy - https://forum.minetest.net/viewtopic.php?t=11271 03:22 argyle77 I am nearly ready for an alpha release of a mod (my first). I can see it evolving a little bit, but it doesn't seem as raw as a WIP. My current intent is to publish to github and make a forum posting. Is there any further advice on how I should proceed? 03:44 argyle77 !mod mantle 03:44 MinetestBot argyle77: Could not find anything. 04:43 kaeza Good night. 11:48 MinetestBot 02[git] 04pauloue -> 03minetest/minetest: Fix content store crash (#8244) 13cc9bed9 https://git.io/fh5pr (152019-02-18T11:46:55Z) 12:07 minetest_test https://downloadlagu-mp3.club/ 12:08 minetest_test https://eplaylist.space/ 12:08 minetest_test https://eplaylist.club/ 12:08 minetest_test https://musicaly.space/ 12:08 minetest_test https://musicaly.xyz/ 12:08 minetest_test https://www.xepozone.com/ 12:09 minetest_test https://downloadmusik.club/ 12:09 minetest_test https://cari-mp3.club/ 12:09 minetest_test https://laguku.club/ 12:09 minetest_test https://laguaz.club/ 12:09 p_gimeno VanessaE: ^ 12:10 p_gimeno alas, too late 12:10 ChimneySwift wow 12:24 sfan5 first time i've been advertising of this kind on irc 12:24 sfan5 seen* 12:42 p_gimeno it's been tested over the last few days, first Violet_T, then Linda_Wolfy, then sergiuslane and now minetest_test 13:05 JDCodeIt Is this some sort of list of sources for content one might add to mods? 13:08 JDCodeIt Updating the dev wiki on the get_perlin() function - there is reference to lacunarity but the formula does not show how this is used. Can we get an update to the listed formula in lua_api.txt? 13:45 Vapalus Did someone already attempt to create a skybox using the actual map generator? I'm just asking out of curiosity 13:47 VanessaE that spammer has been occasionally showing up in #reprap also. 13:47 VanessaE sorry I was afk 13:47 VanessaE Vapalus: actually yes, I want to say hecks was playing around with something like that 13:48 Vapalus Ah, explains the -v in #minetest-dev 13:48 Vapalus okay, because I was looking at the code yesterday, and it seems possible. Unless, of course, there would be problems with syncing the client and server 13:49 Vapalus I doubt I can grasp the full concept of minetest by just looking at the map generator for a few minutes 14:04 p_gimeno Vapalus: there was some recent discusion about how inefficient the minimap generator is, and hecks said he'd take a look 14:09 p_gimeno http://irc.minetest.net/minetest-dev/2019-02-10#i_5493208 for the map generator, http://irc.minetest.net/minetest-dev/2019-02-08#i_5491797 about doing some rendering to the skybox 14:11 p_gimeno oh, by map generator you probably meant the mapgen, not the minimap code, sorry 14:12 p_gimeno the second link above still applies 14:12 Vapalus map gen, not minimap. I'm not that far into the code :) 14:12 Vapalus thanks 14:17 VanessaE " entuland; I do some raytracing against the map's perlin noise and render it to the skybox" 14:17 VanessaE so that's a yes. :) 14:54 entuland I think he's messing with both things - the message above is about improving the appearance looking around IIRC 14:55 entuland unfortunately that technique doesn't take in account terrain modifications 14:58 Vapalus loading terrain modifications would be a bit much in the beginning, i presume, if you think that everything is stored serverside 14:58 VanessaE sure. he should first work on reviving the farmap code 14:58 Vapalus farmap? 14:58 Vapalus or farm map 14:58 VanessaE farmap. 14:59 VanessaE variable "resolution" renderer, I guess some compare it to octree. 14:59 VanessaE the further away from the viewer, the more nodes are collected into and rendered as single cubes. 14:59 Vapalus dunno if that's an octtree per se, but it's something that definitely sounds like a plan 15:00 Vapalus it's more like a LOD model 15:00 VanessaE celeron55 had it working at one time. 15:00 VanessaE basically, 10 times the view range for the same fps. 15:00 VanessaE I could see 1000m out, with good frame rates. 15:00 Vapalus sounds more and more like LOD 15:01 VanessaE it is kinda yeah 15:02 VanessaE it was buggy, but it worked. 15:02 Vapalus Thinking about it, that's either double the memory used (on the hard drive, I mean) or a hard drive killer 15:02 VanessaE why'd it die? idk. 15:02 Vapalus because you 15:02 Vapalus you'd need the lod saved, too 15:02 VanessaE yes, it did that. 15:03 Vapalus definitely sounds interesting 15:03 Vapalus but it COULD be a problem with non-generated terrain, since it would have to be generated on-the-fly 15:04 VanessaE I do seem to recall it having a slight mapgen performance hit, 15:04 VanessaE and network protocol wasn't optimum either, I think 15:05 Vapalus get the code running again, do a screenshot, post it on a flat earth society forum 15:06 VanessaE heh 15:06 VanessaE with HDX, yet ;) 15:08 Vapalus The more I read it, the more it sounds like it'd need a lot of time being programmed 15:08 Vapalus and I'm lazy as one can be 15:09 VanessaE heh 15:09 Vapalus That's the actual reason why I dislike challenges. I'd need to work. 15:11 Vapalus Well, back to running Duke Nukem on an ESP32. Sounds easier. 16:50 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Fix games not updating on deletion 135751762 https://git.io/fhdTb (152019-02-18T16:39:28Z) 18:49 p_gimeno it's gotten a lot more difficult to grow mushrooms 19:57 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Remove corals.mts credit 13196f206 https://git.io/fhdqT (152019-02-18T19:57:30Z) 20:29 p_gimeno is it possible to prevent a solid windowless door from letting light pass through when closed? 21:06 MinetestBot 02[git] 04pauloue -> 03minetest/minetest: Update gamebar on tab enter (#8192) 130ad96cc https://git.io/fhdmR (152019-02-18T21:04:43Z) 21:22 paramat JDCodeIt "Can we get an update to the listed formula in lua_api.txt?" which formula, link? 21:34 paramat p_gimeno what's the problem with mushrooms? 21:35 p_gimeno paramat: they need extreme darkness to grow 21:35 p_gimeno to reproduce 21:36 p_gimeno lighting <= 3 on midday 21:37 p_gimeno this is happening in 0.4.16 by the way 21:38 p_gimeno this mostly prevents them from growing naturally, you need a dark room to grow them 21:43 paramat ok yeah intentional 21:44 paramat it's to avoid them going crazy in naturally dark places in jungles 21:46 paramat adds some work and challenge too 21:50 p_gimeno challenge? to figure out how to grow them, you mean? 21:51 paramat good point, players need to know darkness is needed 21:52 paramat maybe some kind of essential info documentation is needed 21:53 p_gimeno https://wiki.minetest.net/Brown_Mushroom mentions "in darkness" 22:21 JDCodeIt paramat: get_perlin updated on the dev wiki - https://dev.minetest.net/minetest.get_perlin - have a look and let me know if something needs clarification or addition 22:27 paramat ok. lacunarity is irrelevant to the formula 22:28 paramat 'noise = offset + scale * (octave1 + octave2 * persistence + ...' 22:39 paramat wiki seems ok