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IRC log for #minetest-dev, 2012-12-24

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Time Nick Message
00:37 doserj joined #minetest-dev
01:07 Exio talking about the mapgen, any one know why it isn't using/changing/whatever my mapgen alias?
01:08 Exio i changed tree/leaves/apple to air, and water source to lava
01:08 Exio and i still see trees and water :P
01:08 Exio in a new generated world btw
01:41 hmmmm realbadangel, what
01:59 hmmmm Exio, that's because you probably changed the mapgen alias lines in mapgen.lua; those aliases get overwritten by the ones on the bottom of init.lua
02:23 Exio ah
03:59 dannydark joined #minetest-dev
04:00 dannydark hmmmm you about?
04:01 dannydark I've been playing around with your new mapgen work with the v6 mapgen enabled, its nice and fast only had one issue that keeps happening and though I would report it
04:01 dannydark after a few minutes of generating new parts of the map I get: http://paste.ubuntu.com/1461072/
04:02 dannydark I have merged your code with 0.4.4 so It could be something to do with that
04:03 hmmmm indeed, looks unrelated to my code
04:03 hmmmm 'loadBlock'
04:04 dannydark ok, I'll have another look at the server.cpp and manually merge your changes into a fresh copy of the file
04:04 hmmmm i made a lot of changes everywhere, and this is based on an old version, so i do not expect it to be a straightforward task of merging the two
04:05 hmmmm i think in total i modified ~2k LOC
04:05 dannydark yeah when I did a merge I think only a couple of conflicts appeared, just not sure if server.cpp was one of those files ^_^
04:06 dannydark infact I should have a merge log somewhere on my linux system
04:06 dannydark other than this (which might not be related to your code) I have to say the map generation is very fast (using mapgen v6)
04:06 dannydark I haven't had chance to test v7 yet ^_^
04:07 hmmmm don't bother, it's shit
04:07 dannydark haha ok
04:07 dannydark btw is v6 using any of your biome data?
04:07 hmmmm no
04:07 hmmmm v6 just doesn't support biomes
04:07 dannydark because the beaches seem well bigger and better than they where previously :S
04:07 hmmmm unless you really want to call the desert thing a biome
04:08 hmmmm yeah, those aren't beaches.. you're running minimal, right?
04:08 dannydark no lol...
04:08 hmmmm minimal doesn't have desert sand so it falls back to regular sand
04:08 hmmmm oh
04:08 hmmmm i didn't change any functional parts of the mapgen, just made it faster
04:08 dannydark I added your biome configs to the mapgen.lua in the minetest_game
04:09 dannydark maybe its just this seed then haha, well I will take note of it for use later
04:09 dannydark just seemed like the beaches where better, oh also forests....like proper ones similar to how jungles used to look but with normal trees
04:10 hmmmm sometime in between 0.4 and 0.4.3, all the neat features like dungeons and jungles were removed
04:10 dannydark its the first time I've seen these sort of things in 0.4.4 :S so just assumed it was your biome additions or something
04:11 hmmmm like, i'll be honest, even though dungeons spawned mid air occasionally, they were still pretty interesting
04:11 dannydark yeah I thought so too
04:11 hmmmm I am going to try to bring them back but in a less buggy manner
04:11 dannydark I'd rather have glitchy dungeons than non at all haha...infact why where jungles removed? :S never understood that
04:12 hmmmm i'm not really sure
04:12 dannydark but deserts added :S
04:13 dannydark oh wait...is the mapgen v6 that you have in your fork from 0.4.3?
04:13 hmmmm yes
04:13 dannydark ahhh that explains it then
04:13 hmmmm was anything changed since 0.4.3?
04:13 hmmmm i told them not to change anything
04:13 dannydark well maybe not, but like I say the beaches are much nicer now and there is forests being generated
04:14 dannydark infact I will grab that seed and test in my other copy of minetest that is based on upstream
04:14 hmmmm i'll have to check it out
04:14 hmmmm er, yea you do that
04:14 hmmmm my plans for bringing the v6 mapgen up-to-date include adding back all the old features that were removed and adding switches for them
04:15 dannydark yeah I saw the smoothing setting you added, Thank you! ^_^
04:15 hmmmm so you'd be able to have no caves, dungeons, jungles, or something
04:15 hmmmm or any combination
04:15 hmmmm trees in general
04:16 dannydark yeah sounds good, I saw you mention something about the v5 mapgen a few days back too
04:16 hmmmm RBA is working on a 'treegen' system that procedureally generates them from an L-system, which is pretty neat.. I want to have each biome to have one or more "DecorationDef" structures associated with them
04:17 hmmmm each DecorationDef would let you choose what type of decoration it is; you can have an RBA tree, for example, a jungle tree, a regular tree, or a stone, or custom decorations that you generate in Lua
04:17 hmmmm and of course you'd choose the frequency distribution of each
04:17 dannydark yeah that would be nice, I've seen of the stuff RBA has been working on looks impressive. I like how it completely changes the feel of the game
04:18 hmmmm it's great stuff
04:18 hmmmm we just partially fixed a problem where caves were carving out pieces of his trees
04:18 hmmmm a side effect of this fix is that generation of above-ground land is faster
04:19 hmmmm (that is, it doesn't even bother calculating where to place caves in mid-air)
04:19 dannydark oh nice, yeah I've just started going through the logs and have seen some of the mese images (cave-air replaced with mese)
04:21 hmmmm that was so we can actually see the problem
04:22 dannydark so is it worth me applying the patch you linked?
04:22 hmmmm yes
04:22 hmmmm it wasn't a patch though, it was just a bit of code and surrounding context
04:22 dannydark goodgood I'll get that done shortly then
04:23 hmmmm i couldn't do a diff because my source file i did it in was almost completely different from the ones they're working with
04:24 dannydark yeah thats fine I'll merge it with my local copy of your fork
04:30 dannydark ok I'm convinced there both different will grab some screenshots and upload one sec
04:32 dannydark Both maps have the same seed and I'm near enough in the same position, upstream 0.4.4: http://ompldr.org/vZ3Q1bA and your fork: http://ompldr.org/vZ3Q1bQ
04:32 dannydark hmmmm^
04:32 hmmmm oh no
04:32 hmmmm that means i messed something up
04:33 dannydark the second image seems to have jungles/forests
04:33 dannydark dense forests*
04:33 hmmmm those aren't forests, that's my mapgen being stupid
04:33 dannydark ah :( but I liked them lol
04:34 hmmmm those are almost completely different
04:34 dannydark reminded me of when we had jungles with hundreds of fireflies flying around
04:37 dannydark they look like this: http://ompldr.org/vZ3Q1bg haha minus the weird white texture issue with the leaves :S hmm
04:38 hmmmm can you do me a favor?
04:38 dannydark yeah
04:38 hmmmm check on a 0.4.3 version with that same seed and same position
04:39 dannydark ok give me a sec I'll grab it
04:39 hmmmm thanks
04:40 hmmmm welp i found a bug
04:40 hmmmm i never calculate the noise for trees
04:40 hmmmm but that doesn't explain the massive difference in the terrain
04:40 dannydark ah lol
04:42 hmmmm thanks btw
04:46 dannydark no worries ^_^ heres a screenshot from 0.4.3: http://ompldr.org/vZ3Q1cg
04:47 hmmmm heh
04:47 hmmmm do you see the difference between 0.4.3 and 0.4.3?
04:48 hmmmm i wonder what caused that
04:48 hmmmm my stuff is completely screwed up though
04:49 hmmmm the base terrain looks close enough, the difference is that my terrain is a lot less hilly
04:49 dannydark yeah I noticed that, just checking again now with a new world and no mods to make sure no mods are causing any differences
04:49 hmmmm so there's something busted with the high/low selector, the steepness factor, or the higher terrain noise
04:49 hmmmm gotta look into it
04:49 hmmmm thanks a bunch btw
04:51 * VanessaE peeks in, shouts something random at hmmmm and ducks back out ;)
04:52 dannydark hmm just tried again 0.4.4 without the mods and had the same carved out hill as in the first screenshot :S and no worries ^_^ I didn't see anyone else respond in the logs saying they had tested
04:52 dannydark so though I would have a try myself ^_^ hehe
05:23 dannydark hmmmm: well I compared the differences between your server.cpp version against the upstream and the only things missing from yours are some cURL and protocal stuff
05:23 dannydark it seems I'm getting the segfault after mapgen->makeChunk(&data); has run
05:23 dannydark although it only happens after flying around the map for a bit
05:23 hmmmm can you paste your version of server.cpp?
05:24 dannydark yeah one sec
05:25 dannydark http://paste.ubuntu.com/1461162/
05:25 dannydark thats the upstream version with your changes
05:29 hmmmm hrmm
05:30 hmmmm oh my, did you remember to add the modifications of map.cpp?
05:31 dannydark yeah
05:31 dannydark or well....at least I'm sure I got them all I will double check now
05:32 dannydark also unrelated MSVS2012 spits out "\src\biome.cpp(99): warning C4715: 'BiomeDefManager::createBiome' : not all control paths return a value" a few times when compiling
05:32 hmmmm oh yeah
05:33 hmmmm dumb warning
05:33 dannydark yeah haha
05:33 hmmmm i'm doing a switch on an enum and handling all cases
05:34 hmmmm logically it is not possible, save for corruption, for a control path to not return a value
05:34 hmmmm i'll fix it though
05:35 hmmmm yeah, sorry, i am not seeing an assertion failing on line 400
05:35 hmmmm the line the diagnostic message points to is bogus
05:36 hmmmm could you run it under a debugger perhaps?
05:37 dannydark yeah my version of server.cpp that the debug output was from had line breaks missing :S so I'm just trying to get it to throw it again now with the server.cpp with line breaks so I can get the line
05:44 dannydark http://paste.ubuntu.com/1461181/ ok thats the debug.txt output with the same server.cpp as I pasted above, I will see if I can setup a debug build now
05:46 dannydark ah smeg just got to nip out and defrost missus car for her then will be back in about 10 mins or so.
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06:25 dannydark hmmmm: back sorry, ok debugging minetest via MSVS at the moment and its thrown "Access violation reading location 0x0000007F46C47C40." on line 380 of mapgen_v6.cpp
07:02 dannydark hmmmm: just another update with regards to the issue i'm having, I've just downloaded your fork and compiled it as is without any changes and the error also gets thrown on that, so its not related to my other version being 0.4.4
07:03 dannydark It can sometimes happen within seconds of entering the map, but I seem to always be able to trigger it by flying around the map
07:05 dannydark something else I just noticed with this build (not sure if its related) I just restarted the game after it crashed and the map didn't load at first for a few seconds then when it loaded only a single chunk/block loaded
07:06 dannydark and nothing else for at least 5/7 minutes then it just started loading the rest of the map
07:06 dannydark actually this could be something else I think I read something in the logs about a similar issue a few days ago
07:29 hmmmm hrmm
07:31 hmmmm okay that's not good
07:31 hmmmm can you tell me what p2d, node_min, and ystride are at the time of the crash?
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07:50 dannydark Yeah sorry,  p2d {X=-192 Y=-32 } irr::core::vector2d<short> |  node_min  {X=-192 Y=-32 Z=-1312 }  irr::core::vector3d<short> | ystride 80 int
08:00 hmmmm oh my god
08:00 hmmmm celeron you.
08:00 hmmmm grrrrrrrrrr
08:01 hmmmm another mapgen bug we never found
08:02 hmmmm i probably didn't notice it because I never went that far in the Z direction
08:02 hmmmm dannydark, on line 379 change p2d.Y - node_min.Z    to    p2d.Y - node_min.Y
08:02 dannydark ok will do
08:03 hmmmm you know what, I don't really think people are going to notice or care about their maps being 100% coherent with previous versions
08:03 hmmmm for the sake of sanity, i am going to fix all the places where he has X,Y instead of X,Z
08:05 dannydark yeah thing is eventually it will be replaced with v7 anyway so as long as v6 works I think that will be enough, plus with it being much faster anyway I think people will welcome it
08:05 dannydark I've just compiled and testing now
08:11 dannydark hmmmm: not sure that fixed it, still crashed out at the same line
08:12 hmmmm of course
08:13 hmmmm because in add mud he uses x,z instead of being consistently wrong with x,y
08:13 hmmmm hrmmm
08:13 hmmmm okay, change line 379 back to what it was, and then on line 654, change v2s16(node_min.X, node_min.Y) to v2s16(node_min.X, node_min.Z)
08:14 dannydark ok will do
08:14 hmmmm that will change it for certain
08:14 hmmmm s/change/fix/
08:15 hmmmm sorry if i'm not paying attention as well as i should
08:16 dannydark haha its fine, I'm playing BF3 in between compiling etc ^_^
08:16 dannydark ok compiled will test now
08:20 dannydark :( nope crashed out again, same line
08:20 hmmmm WTF
08:20 hmmmm did you remember to change 379 back to what it was?
08:20 thexyz how about naming the fixed one mapgen v6.5 or something
08:20 dannydark yeah
08:20 dannydark should I pastebin the file?
08:22 hmmmm get_biome is used in 3 places, 1 in ground level generation, that's x,z, then one for the cave count, that's x,y but fixed to x,z, then there's the add mud thing, that's x,z, then there's adding dirt and gravel to the underground, which is x,y aha.
08:22 hmmmm i was wrong, it's used in 4 places
08:22 hmmmm it's the last one that has to be the problem
08:22 hmmmm okay, line 987, change v2s16(node_min.X, node_min.Y) to v2s16(node_min.X, node_min.Z)
08:23 hmmmm third time's a charm :)
08:23 dannydark haha compiling now
08:28 dannydark yep reckon thats sorted it ^_^
08:28 hmmmm great
08:29 hmmmm thanks again
08:29 hmmmm i've gotta go
08:29 dannydark no worries
08:29 dannydark byes
09:02 RealBadAngel hi
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11:27 RealBadAngel shit, i trimmed those caves at least :)
11:27 RealBadAngel they now neither wont generate above ground level, nor destroy ground level
11:28 RealBadAngel but can happen that entrances to caves will be generated
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14:06 RealBadAngel well, now caves generates much nicer
14:06 doserj joined #minetest-dev
14:08 RealBadAngel and its way faster imho
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14:35 RealBadAngel server with tweaked cave generation and L-system trees: 77.91.18.205:30000
14:35 RealBadAngel im pretty pleased with the results :)
15:07 darkrose bit odd in places, and sometimes the trunk doesn't touch the ground all the way around, pretty nice though
15:25 celeron55 hmm
15:25 celeron55 http://minetest.net/wiki/doku.php?id=roadmap:roadmap
15:25 celeron55 this page is still surprisingly relevant
15:29 celeron55 maybe some more longer-term stuff should be planned and put there
15:29 celeron55 ...dunno
15:29 RealBadAngel celeron55, ive tweaked a bit cave generation, its much smoother and without annoyin artifacs
15:30 celeron55 how is it smoother and what artifacts
15:30 celeron55 those are the most vague terms you could have possibly used
15:32 RealBadAngel ok, ive cut down number of generated caves by half
15:33 RealBadAngel not allowing generation of them above the ground
15:33 RealBadAngel allow adding of dirt/gravel only in caves below water level
15:33 RealBadAngel and some other minor changes
15:34 RealBadAngel effect you can check here: 77.91.18.205:30000
15:35 RealBadAngel i really like it
15:39 RealBadAngel btw new trees are also here
15:43 RealBadAngel btw those words were for how it feels now
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19:27 VanessaE https://github.com/celeron55/minetest_game/pull/78
19:32 VanessaE basically to fix irritating stuff like this:
19:32 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_3462887985.png
19:34 darkrose follwo
19:34 VanessaE also, that little one-line fix to make the server stop choking on the emerge thread works mostly - I still had to restart my server today because the world just refused to load for me again, in two different regions.
19:34 VanessaE yeah I know, I didn't catch that typo until after I pushed.
19:35 VanessaE (but the server no longer appears to lock up anymore)
19:37 VanessaE I suppose brick should also follow facedir but I figured wood was enough for now.
19:38 darkrose I get that problem with cobble too... but at that rate everything will need facdir, so meh
19:38 VanessaE I thought about that
19:39 VanessaE I don't see any immediate problem with doing that though
19:39 VanessaE just on the base materials that really need ti anyway
19:43 VanessaE *looks at default materials again*
19:43 thexyz RealBadAngel: where's that server located? my ping to it is about 1.5sec
19:43 VanessaE yeah, just wood, bricks, cobble, and *maybe* stone need facedir since they all have a "grain" to them
19:45 thexyz RealBadAngel: i can host it (but not sure if that's needed)
19:46 VanessaE if he runs it locally, it's on Poland.
19:46 VanessaE in*
19:55 thexyz https://github.com/celeron55/minetest/pull/365 nice one, though i don't understand why does he #ifdef USE_IPV6 in so many places
19:56 VanessaE beats me, IPv6 (in general) always seemed like overkill to me.
19:56 darkrose 640k is all anyone will ever need!
19:57 VanessaE heh
19:57 thexyz yes, yes, we'll never run out of ipv4
19:57 thexyz wait, we already did
19:57 VanessaE well, truth be told?  add two more octets to IPV4 and that would have been enough until the death of the sun, but noooooo they go for something that resembles a MAC address on serious steroids
19:58 thexyz i assume that guys who created ipv4 thought the same
19:59 darkrose relevant: https://xkcd.com/865/
19:59 VanessaE possibly, but ipv4 is already 32 bit = a bit under 4 billion addresses if you filter out LAN IPs and loopback and such.  48 bits would have been 65k as many addresses.
19:59 VanessaE do we really need every microwave, TV, toaster, and blender to have an IP address? :-)
20:00 VanessaE darkrose: haha
20:00 darkrose my loungeroom clock has a public IP address
20:01 VanessaE oh excuse me, I forgot to mention clocks and radios too. :-)
20:01 thexyz VanessaE: why not?
20:01 VanessaE thexyz: lack of necessity?
20:03 VanessaE a little NAT magic and each home only needs 1 IP address.  there are 7 billion people in the world but, what, half as many actual homes? a quarter as many?
20:03 thexyz that's what "why not" was referred to
20:03 VanessaE (and I mean NAT run inside the home e.g. from a PC or router or so)
20:03 thexyz we don't need NAT anymore with ipv6
20:03 VanessaE yes I know that
20:04 VanessaE but IPV6 is a solution looking for an unsolved problem
20:04 thexyz that's its advantage too
20:04 thexyz (this conversation is too unrelated for this channel anyway)
20:04 VanessaE yeah
20:17 celeron55 getting completely rid of NAT is awesome
20:19 VanessaE admittedly it would be nice not to need it, but for now it serves a useful purpose.
20:19 celeron55 1 ip per home is ridiculously little; you're supposed to be able to host anything from anywhere to the internet
20:19 celeron55 NAT is not useful because of anything else but the unintended limtiations of ipv4
20:20 celeron55 being able to host anythin to the internet from anywhere without any configuration in between is the whole idea of IP
20:20 celeron55 +g
20:20 VanessaE well sure, but like I said, does your toaster, microwave, fridge, etc. really need to be connected to the 'net? :-)
20:20 celeron55 ipv6 makes that happen once again after a long time of silly hacks
20:20 celeron55 VanessaE: i have multiple computers
20:21 VanessaE as do I
20:21 VanessaE 5 devices that are internet-capable here.
20:21 VanessaE (6 if you could my spare box)
20:21 VanessaE count*
20:22 VanessaE I don't have a big problem with needing to move beyond IPv4, it's the way its implemented that seems..stupid to me
20:22 VanessaE I mean, IPv6 is what, eight 16-bit figures?
20:22 celeron55 i'm not going to argue more
20:23 celeron55 i'll just say i am glad you are not the one designing internet standards 8)
20:23 * VanessaE shrugs.  this is off-topic for here anyway
20:24 celeron55 http://article.gmane.org/gmane.linux.kernel/1414106
20:24 celeron55 8)
20:24 VanessaE as for on-topic, Pilzadam not being here, what's your reaction to https://github.com/celeron55/minetest_game/pull/78 ?
20:25 VanessaE hah!
20:28 celeron55 dunno, i guess there needs to be some rule of what is allowed to have facedir in upstream if that is made
20:28 celeron55 or alternatively everything should have
20:28 VanessaE my guess is that if it has a visible, obvious "grain", it should have facedir, but that's me,.
20:29 VanessaE I mean, no point in doing that with sand, water, etc.
20:29 thexyz aww, such cute mail from Linus, again
20:31 celeron55 does cobblestone have "obvious grain"?
20:31 celeron55 it really depends on the textures
20:31 Exio hahaha
20:31 Exio nice link celeron55
20:31 celeron55 so this is kind of a fuzzy thing
20:31 VanessaE celeron55: well kinda yeah - in that it looks like stone bricks
20:31 VanessaE so they sort of "go" in a given direction
20:32 celeron55 but they don't really go so much that somebody would care, compared to wood
20:32 VanessaE no, probably not
20:32 VanessaE that one is questionable for sure
20:32 VanessaE I've been wondering why you went with the brick-like look instead of some sort of round-ish stones?
20:33 celeron55 because of random
20:33 VanessaE haha
20:33 thexyz oh, btw, VanessaE, it seems bug your reported (with MT crashing after lost focus) just happened for me
20:33 celeron55 you're free to propose a more cobblestone-ish texture
20:34 thexyz https://gist.github.com/de40695061d3a4ca0f7e
20:34 VanessaE oh I might at some point - it's not that important, merely academic curiosity.
20:35 VanessaE thexyz: ah, at least it ain't just my setup doing it.  How far did you have to go into my suggested setup to reproduce it?
20:35 thexyz i just tried to connect to RBA server
20:35 thexyz to see his trees
20:36 VanessaE ah
20:36 VanessaE they're nice looking, if a bit plain.
20:39 celeron55 has anyone thought anything of the trees gameplay-wise?
20:40 VanessaE in what way?
20:40 celeron55 like, in survival, do you spend the first half an hour whacking down one huge tree?
20:40 celeron55 the small trees are handy, so to say
20:41 VanessaE his code also has amller trees
20:41 VanessaE smaller*
20:41 VanessaE about the same size as the defaults
20:42 VanessaE but yeah, you make a good point
20:42 VanessaE how hard would it be for the game to actually fell a tree when the trunk is cut?
20:43 VanessaE I don't mean the timber mod, per se, but something that makes a tree fall down horizontally.
20:45 celeron55 depends on the fanciness
20:45 VanessaE right
20:47 celeron55 if you just remove the tree, rotate it 90 degrees and place it down to where it falls, with something to somehow bend/remove the leaves and branches that press against the ground (so that the trunk ends up almost fully on the ground), that would work gameplay-wise
20:48 celeron55 the nontrivialities are: 1) where to implement it, 2) how to detect when a tree is supposed to fall
20:48 VanessaE yes, I like that idea.
20:49 VanessaE where?  in C++ for certain.  How to detect?  you'd have to trace from dirt or stone upward until you find nothing but air all around your trace path
20:49 VanessaE if a trunk is more than half way cut, it wouldn't be out of the question to make it fall
20:49 RealBadAngel hi, sorry, was afk
20:50 celeron55 that is not really implementable purely in C++
20:50 VanessaE can I change the subject for a minute so I can throw an idea out regarding mese?
20:51 RealBadAngel thexyz, you can try to join now
20:51 VanessaE Read this, gimme your thoughts by /msg so as not to clutter the channel:  http://pastebin.com/ZPdnCvKg
20:51 celeron55 but some C++ could be implemented that can rotate and do that stuff to a tree
20:52 celeron55 the thing that looks if a tree trunk was cut should be in lua, and it would then call that thing
20:52 VanessaE mmmmm
20:52 VanessaE well I guess but only if it can be done incredibly fast
20:53 VanessaE the question then becomes, how does one avoid mistaking a vertical stack of tree trunks (e.g. in a house) for a tree?
20:53 VanessaE I guess look for air surrounding all four sides?
20:53 celeron55 they're connected to something from elsewhere than ground
20:54 VanessaE (air or leaves..)
20:55 celeron55 i guess the detection of whether a tree trunk that was cut down belongs to a tree and if that tree was completely cut should be done in C++ too, then
20:55 celeron55 it probably should be as generic as is feasible
20:55 VanessaE as long as a modder could hook into it, I see no real problem with making it as much C++ as possible, aside from who has to code it :D
20:57 RealBadAngel trunk is generic, put abm of trunk nodes inside
20:57 celeron55 well, lua would then call something like minetest.is_tree(p); minetest.is_cut_tree({x=p.x, y=p.y+1, z=p.z}); minetest.fall_tree({x=p.x, y=p.y+1, z=p.z})
20:57 RealBadAngel if they lost connection trigger fall
20:58 VanessaE fell_tree()
20:58 VanessaE (to cut a tree down is to fell it.  obscure English at its best.)
20:58 VanessaE Ilike it.
20:59 celeron55 the C++ side of the engine can check stuff based on the tree and leaves groups
20:59 VanessaE yes
20:59 RealBadAngel lsystem trunk is a cross, only one in middle should have abm on it
20:59 RealBadAngel and can check others around
21:00 RealBadAngel and count them for example
21:00 VanessaE RealBadAngel: the only way to do that is to make the center a different node from the surroundings
21:00 RealBadAngel yes
21:00 VanessaE (trivial to do, of course)
21:00 RealBadAngel same lookin
21:00 VanessaE that *would* make it easier to isolate what is or is not a trunk
21:00 VanessaE especially if the "different" node is not available by crafting or creative inventory.
21:01 RealBadAngel typical lsystem tree has trunk 5 height, so it makes 20 trunk nodes, 5 with abms
21:01 celeron55 ABMs don't make any sense for that
21:01 RealBadAngel lets make a rule 3/5 are cut, or 10/20 total for tree to fell
21:02 celeron55 having events trigger from breaking a tree block is much more efficient
21:02 RealBadAngel yeah?
21:02 RealBadAngel how would you differ whats a tree and what is a buildin made of tree?
21:02 celeron55 ...
21:04 RealBadAngel could be funny anyway seein tree goin out of a shack ;)
21:15 VanessaE celeron55: regarding the link I pointed you to with the convo between Jordach and I, please examine this pull request if you are so inclined (yes, I know it's PilzAdam's purview, but he ain't here at the moment)
21:15 VanessaE https://github.com/celeron55/minetest_game/pull/79
21:15 RealBadAngel about tree rotation its not a big problem
21:16 VanessaE rotating 90 degrees is trivial enough
21:16 VanessaE rotate from the head of the tree, then make all nodes fall like entities.
21:17 RealBadAngel have you any idea how much enities gonna fall from a really big tree?
21:17 VanessaE a lot.
21:17 VanessaE hundreds, I would assume.
21:17 RealBadAngel PilzAdam was cutting one pine tree for several minutes
21:17 VanessaE yeah but he was trying to harvest the entire thing
21:18 RealBadAngel and got over 3 stacks of trunks
21:18 VanessaE not just fell it
21:18 RealBadAngel i guess that leaves  would be like 2 times more
21:19 VanessaE yeha
21:19 VanessaE yeah*
21:20 RealBadAngel guess what will happen then
21:22 VanessaE kaboom? :-)
21:23 RealBadAngel lotsa messages
21:23 RealBadAngel and entities deleted
21:24 VanessaE only if those entities exceed 49 per node space I thought?
21:24 RealBadAngel we are talkin bout circa 1k entities
21:26 VanessaE naw
21:26 VanessaE not *that* many
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21:26 VanessaE a few hundred at most I'd have thought
21:27 VanessaE especially if you "empty out" the trees as we discussed before
21:27 VanessaE (branches ending in leaves, rather than *buried* in leaves)
21:27 RealBadAngel we can chop one big oak if you want
21:27 celeron55 for comparison, a mapblock is 16x16x16; that is 4096 nodes
21:28 VanessaE hrm.
21:28 VanessaE I guess it does add up kinda fast doesn't it.
21:28 VanessaE how many entities can the engine realistically move all at once?
21:28 VanessaE assuming a slow computer of course
21:29 celeron55 dunno
21:35 RealBadAngel i collected already 8 stacks of leaves, and im far from end
21:39 RealBadAngel forget entities
21:39 RealBadAngel got already 1,3k of leaves and its like 25% of the whole tree, maybe less
21:39 VanessaE wow
21:39 VanessaE way too many leaves and too much wood I think
21:40 VanessaE this is gonna make the leafdecay mod barf.
21:40 VanessaE :()
21:40 VanessaE :)
21:40 RealBadAngel hehe
21:42 RealBadAngel i guess leafdecay is not good idea for such kind of trees
22:42 RealBadAngel ok, if anybody still thinkin bout cuttin the trees and make them fell as entities: cutting one big oak gave me 5236 leaves and 253 tree nodes
22:43 VanessaE what about quickly rendering the tree into a model and making *that* fall? :-)
22:43 VanessaE ok maybe not, just joking anyway
22:43 RealBadAngel ehehe
22:43 VanessaE so much for falling as entities
22:44 RealBadAngel took bout 20 minutes to cut it
22:44 RealBadAngel and several mese picks
22:45 RealBadAngel of course cuttin smaller oak would be way faster
22:45 RealBadAngel ive chosen just the biggest one
22:45 serengeor I wanna see that on video ;o
22:46 RealBadAngel join the server and chop one yourself
22:46 RealBadAngel 77.91.18.205:30000
22:46 serengeor uhm, I guess I could do that, though tbh I haven't really played minetest :/
22:47 serengeor which client version do I need?
22:47 RealBadAngel 0.4.4
22:49 VanessaE 0.4.4-release since RBA's server build is somewhat old :-)
22:50 RealBadAngel a week and old
22:50 RealBadAngel :)
22:53 serengeor k, waiting for it to compile
23:38 VanessaE is there a way to tell MT to ignore an alias for the sake of crafting something?
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