Time Nick Message 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 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. 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? 07:50 dannydark Yeah sorry, p2d {X=-192 Y=-32 } irr::core::vector2d | node_min {X=-192 Y=-32 Z=-1312 } irr::core::vector3d | 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 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 14:06 RealBadAngel well, now caves generates much nicer 14:08 RealBadAngel and its way faster imho 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 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 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?