Time |
Nick |
Message |
01:34 |
RealBadAngel |
hi all |
01:34 |
PilzAdam |
hey |
02:36 |
VanessaE |
Since PilzAdam is being stubborn as a mule, can someone take a look at a pull request for minetest_game later if I or sdzen make one? We want to make the in-game dyes actually work, and add some way to craft wool, even the recipe is somewhat nonsensical for now. |
02:48 |
VanessaE |
actually sdzen already did, and closed it. Still worth looking at. https://github.com/celeron55/minetest_game/pull/89 |
02:55 |
RealBadAngel |
can anybody merge this change to formspec? https://github.com/celeron55/minetest/pull/372 |
02:55 |
RealBadAngel |
i would like to proceed on formspec with some bug fixes |
02:59 |
RealBadAngel |
thexyz, i could disable default trees but its not needed in fact, hmmm's mapgen will have plants definitions for each biome |
03:59 |
hmmmm |
well DecorationDef is going to come after i get mapgen v7 looking nice, which has a higher priority |
04:00 |
hmmmm |
for now, I guess what can be done is a quick-and-dirty setting |
04:02 |
RealBadAngel |
but still, its gonna be the right way to add biome's specific plants |
04:05 |
hmmmm |
mmmm yes.... back to coding... i'm done with farcry for a bit |
04:08 |
RealBadAngel |
ive posted today improved treegen |
04:09 |
RealBadAngel |
i think its a final version of it |
04:09 |
RealBadAngel |
added a way to randomize the look of trees |
04:09 |
RealBadAngel |
and more branches definitions |
04:11 |
RealBadAngel |
now i just started to code new water physics |
06:07 |
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07:10 |
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07:48 |
thexyz |
RealBadAngel: your example doesn't work https://github.com/celeron55/minetest/pull/375/files#L0R1105 |
07:48 |
thexyz |
it only spawns trunk, without leaves/apples |
07:52 |
hmmmm |
*phew* |
07:52 |
hmmmm |
okay, done with this http://pastebin.com/q4pFkay8 |
07:53 |
hmmmm |
the only 'problem' if you can call it that is that it cannot read non-POD classes |
08:19 |
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08:30 |
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08:32 |
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09:22 |
RealBadAngel |
thexyz, i will fix the example, forgot bout it |
09:23 |
RealBadAngel |
hi all |
09:24 |
thexyz |
ok |
09:25 |
thexyz |
i'll commit once you fix it |
09:28 |
RealBadAngel |
fixed |
09:31 |
RealBadAngel |
can you merge this one? https://github.com/celeron55/minetest/pull/372 |
09:49 |
thexyz |
btw, RealBadAngel, next time read this http://minetest.net/wiki/doku.php?id=contrib |
09:49 |
thexyz |
i've fixed your codestyle for that time.. |
09:50 |
RealBadAngel |
what was wrong? |
09:50 |
thexyz |
make diff of https://github.com/celeron55/minetest/commit/b40e5998664ad6f03a59b70f1ddcdf651f4560ab and your commit and see yourself |
09:56 |
RealBadAngel |
ok, i will |
09:56 |
RealBadAngel |
what about Jeija's patch to formspec? |
09:58 |
RealBadAngel |
i would like to work on that file, better it could be merged before |
10:24 |
RealBadAngel |
thexyz, im lookin at the changes you made, you have also formatted c55's code not only mine |
10:25 |
RealBadAngel |
in fact i was lookin at it to format mine the very same way |
10:39 |
thexyz |
RealBadAngel: i only removed trailing whitespaces in c55's make_tree |
10:40 |
RealBadAngel |
ok, i will pay more attention to formatting |
10:40 |
RealBadAngel |
with time i think i will get used to it |
10:41 |
RealBadAngel |
btw i dont think {} are needed if the if or for contens is just single liner |
10:42 |
thexyz |
yeah, they aren't |
10:43 |
RealBadAngel |
but you added them to leaves placing part |
10:44 |
RealBadAngel |
nvm |
10:44 |
RealBadAngel |
what about Jeija's patch? |
10:44 |
thexyz |
RealBadAngel: line #? |
10:45 |
thexyz |
hm, >Textarea connot be unpositioned |
10:46 |
RealBadAngel |
thexyz, i said nvm ;) you actually fixed that |
10:46 |
RealBadAngel |
is this a problem? |
10:47 |
thexyz |
i'll test jeija's patch later |
10:47 |
RealBadAngel |
im askin to merge this particular patch because i wont to fix some bug in that file |
10:48 |
RealBadAngel |
*want |
10:48 |
RealBadAngel |
dont wanna screw Jeija's one |
10:49 |
thexyz |
it's not your problem but the ones who merges stuff (i.e. me) |
10:49 |
RealBadAngel |
so ok, i will proceed with fixes |
10:49 |
thexyz |
sure |
10:50 |
RealBadAngel |
i will post it in half an hour or so |
10:50 |
RealBadAngel |
its a bugfix for my own code, mauvebic asked for it |
11:12 |
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11:30 |
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11:37 |
dannydark |
Hi all, I've just pulled the latest upstream with the L-Systems treegen and It wouldn't compile on my Windows system because the way that the irr_v3d.h was being included in the treegen.cpp file. |
11:37 |
dannydark |
I had to change it to look in the local directory too (i.e. I changed #include <irr_v3d.h> to #include "irr_v3d.h") and not just the predefined header directories. Is it just MSVS being stupid again? or have other people had this? |
11:39 |
dannydark |
I had no problem compiling it on my linux system, just on my windows desktop |
11:44 |
dannydark |
hmm, It still seems to fail compiling because of some undefined identifiers. brb I will see whats failing |
11:45 |
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11:51 |
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12:06 |
RealBadAngel |
i had no chance to compile it on windows, only linux here |
12:07 |
dannydark |
yeah I've got it fixed now, its just the usual stupid issues MSVS likes to throw |
12:07 |
RealBadAngel |
btw, if you would like to play with treegen: |
12:08 |
dannydark |
I will get a patch ready in a minute or two just need to quickly go shop before it closes |
12:08 |
RealBadAngel |
http://realbadangel.pl/treegen_tools.zip |
12:08 |
dannydark |
nice thanks ^_^ will check it out when I get back |
12:09 |
dannydark |
The issues where: round() is not part of math.h in MSVS so I've changed it to use myround and included the numeric.h file, M_PI was undeclared so I have also included the mathconstants header. |
12:10 |
dannydark |
and finally line 284 was causing issues because of the use of "and" instead of "&&" :S |
12:11 |
RealBadAngel |
hah, and somebody was askin why the heck i was defining PI |
12:12 |
dannydark |
yeah haha just the usual rubbish MSVS likes to throw, anyway brb will post that patch once I get back |
12:14 |
RealBadAngel |
anyway M_PI is used everywhere in the game |
12:14 |
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12:16 |
thexyz |
RealBadAngel: because you should |
12:16 |
thexyz |
#define _USE_MATH_DEFINES |
12:16 |
thexyz |
#include <math.h> |
12:16 |
thexyz |
i guess i should test it on windows next time before pushing to repo |
12:17 |
RealBadAngel |
i cannot, no windows here |
12:18 |
thexyz |
i'm not blaming you |
12:18 |
RealBadAngel |
if so, why its workin on linux? |
12:19 |
RealBadAngel |
round(), and, M_PI ? |
12:19 |
RealBadAngel |
m$ sucks |
12:20 |
thexyz |
well, >#include <irr_v3d.h> is actually your (and mine because I missed it) fault |
12:20 |
RealBadAngel |
no its, not |
12:20 |
RealBadAngel |
its copied from another game file |
12:20 |
thexyz |
really? |
12:20 |
PilzAdam |
not very important, but: https://github.com/celeron55/minetest/commit/b40e5998664ad6f03a59b70f1ddcdf651f4560ab#L6R112 its called Lua not LUA |
12:21 |
thexyz |
xyzxyz-pc ~/minetest/minetest/src $ grep -lr "#include <irr_v3d.h>" |
12:21 |
thexyz |
treegen.cpp |
12:21 |
thexyz |
PilzAdam: aww, who cares |
12:21 |
thexyz |
RealBadAngel: it should be #include "irr_v3d.h" |
12:21 |
thexyz |
will fix once dannydark sends me the patch |
12:21 |
RealBadAngel |
ok, will remember |
12:22 |
RealBadAngel |
hmmm, i could swear i just copied that include |
12:23 |
RealBadAngel |
have no idea then how it came with <> instead of "" |
12:23 |
thexyz |
#include "" is for local headers (minetest ones), #include <> is for global, like math.h, etc.. |
12:23 |
thexyz |
huh |
12:24 |
RealBadAngel |
my fault then |
12:26 |
RealBadAngel |
as for Lua i thought its an acronym |
12:26 |
dannydark |
howdy, back I've just sent a pull request |
12:26 |
PilzAdam |
RealBadAngel, your treegen mod is really fast |
12:26 |
PilzAdam |
although I dont like the apple tree |
12:26 |
RealBadAngel |
but c55 does ;) |
12:27 |
dannydark |
PilzAdam: I personally like it :D its nice to see trees that aint so...square |
12:27 |
RealBadAngel |
anyway, its just an example |
12:27 |
RealBadAngel |
feel free to design trees of any shape now |
12:27 |
PilzAdam |
I like this huge tree #2 |
12:28 |
RealBadAngel |
its an oak |
12:29 |
PilzAdam |
FIXME: Meshbuffer ran out of indices |
12:29 |
PilzAdam |
Too many vertices for 16bit index type, render artifacts may occur. |
12:29 |
RealBadAngel |
yes |
12:29 |
RealBadAngel |
thats a stuff that shall be fixed |
12:29 |
RealBadAngel |
it hits not only the trees |
12:31 |
RealBadAngel |
in general next meshbuffer shall be added |
12:33 |
RealBadAngel |
https://github.com/celeron55/minetest/blob/master/src/mapblock_mesh.cpp#L1270 |
12:41 |
thexyz |
dannydark: pushed |
12:41 |
dannydark |
nice thanks ^_^ |
12:41 |
RealBadAngel |
thx |
12:41 |
RealBadAngel |
man learns whole life and dies stupid ;) |
12:43 |
dannydark |
hehe ^_^, RealBadAngel's new treegen + hmmmm's new mapgen make generating worlds very fast :D |
12:44 |
RealBadAngel |
you can play with replacing old trees on mapgen |
12:44 |
RealBadAngel |
functions differs just by 1 letter |
12:44 |
RealBadAngel |
and have same parameters |
12:45 |
RealBadAngel |
just add tree_def to it |
12:45 |
RealBadAngel |
with oak for example |
12:45 |
dannydark |
yeah haha I've just started tweaking a few things now to see if I can get jungle trees back :D hehe, hmmmm's mapgen_v6 (at least the one I have) still generates jungles just it uses normal trees instead of jungle trees |
12:45 |
RealBadAngel |
number of trees shall be changed too |
12:46 |
RealBadAngel |
and area occupied by one tree |
12:46 |
RealBadAngel |
i made so and have them generating on mapgen |
12:46 |
RealBadAngel |
effect is just cool |
12:47 |
RealBadAngel |
also some tweaks to cave gen are needed |
12:47 |
RealBadAngel |
cave gen as is destroys lotsa stuff above ground |
12:48 |
RealBadAngel |
its generating caves even above the ground |
12:48 |
RealBadAngel |
from there comes floating dirt and trees above |
12:49 |
RealBadAngel |
i can post that fix to the current mapgen if somebody wishes to |
12:49 |
dannydark |
yeah definitely I really like your great oak tree's they remind me of the ones in Terasology which I really like it makes the game much more interesting, especially when you can easily spend several minutes chopping down a single tree instead of just a few seconds with the normal ones |
12:50 |
dannydark |
yeah I applied that cavegen fix to hmmmm's mapgen (as I'm using that now instead of upstream mapgen) |
12:50 |
RealBadAngel |
yup, hmmm applied my changes to the caves |
12:51 |
dannydark |
but it would be nice to see the fix pushed upstream for the time being it will stop your oaks getting chopped on upstream clients |
12:51 |
RealBadAngel |
hold on, gonna take a few minutes |
12:51 |
dannydark |
yeah no rush ^_^ |
12:51 |
RealBadAngel |
hmm is goin to replace whole mapgen soon, so we can have it already here |
12:52 |
RealBadAngel |
it makes also world gen faster anyway |
12:52 |
dannydark |
yeah well thats what I'm using now, just thought it would be nice to have the fix upstream for people not using his mapgen branch |
13:03 |
RealBadAngel |
compiling the changes, will post it soon |
13:10 |
RealBadAngel |
https://github.com/celeron55/minetest/pull/377 |
13:10 |
RealBadAngel |
the fix is posted |
13:13 |
RealBadAngel |
thexyz, can you check it out? |
13:14 |
thexyz |
fix codestyle firstly |
13:16 |
RealBadAngel |
damn, that part wasnt mine, it was hmmm's |
13:21 |
RealBadAngel |
thexyz, ok, removed spaces from there, added tabs, now it should look better. can you check? |
13:21 |
thexyz |
https://github.com/RealBadAngel/minetest/blob/d5206e4215dddb6f9402a01511f7fec67a1ad7aa/src/mapgen.cpp#L1360 |
13:24 |
RealBadAngel |
yes, ive changed the formattin for avg_height #1362 |
13:24 |
RealBadAngel |
lines #1360-1361 are original ones |
13:25 |
thexyz |
#1365 — spaces, you should use tabs |
13:25 |
thexyz |
(same for comment at 1364) |
13:26 |
RealBadAngel |
damm, i havent put them there and cannot see it |
13:27 |
RealBadAngel |
http://realbadangel.pl/zrzut_ekranu.png |
13:27 |
RealBadAngel |
here all looks perfect :( |
13:28 |
RealBadAngel |
is there any tool out there to format sources? |
13:28 |
RealBadAngel |
its pain in the ass |
13:28 |
dannydark |
is geany converting tabs to spaces automatically? older versions of MSVS did this by default for some reason |
13:29 |
dannydark |
so it could be the same with geany maybe |
13:29 |
VanessaE |
that was my first thought also |
13:29 |
RealBadAngel |
no that particular check was made by hmmm |
13:29 |
RealBadAngel |
i just copied it and havent seen the spaces |
13:30 |
dannydark |
you could try removing all indentation and re-adding the indentation with tabs, see if that fixes it |
13:30 |
dannydark |
just for those lines |
13:30 |
RealBadAngel |
its just idiotic to sit before screen and deleting EMPTY spaces to check whats there |
13:31 |
RealBadAngel |
if its so important there should be a tool to automate this |
13:31 |
dannydark |
where did you copy the changes from? pastebin? it could be that pastebin is converting them to spaces for display purposes maybe |
13:31 |
RealBadAngel |
not sure now, propably yes |
13:32 |
dannydark |
most IDE's have the option to do it automatically, so it might be worth having a look around the settings |
13:32 |
RealBadAngel |
i will have to |
13:33 |
RealBadAngel |
it costs more effort than its worth |
13:33 |
dannydark |
yeah but onces its setup you won't have to worry about it again |
13:33 |
dannydark |
as a short-term solution a quick google found this: http://www.linuxquestions.org/questions/linux-software-2/geany-how-do-you-convert-tabs-to-spaces-791808/ |
13:34 |
dannydark |
its got a regex in their for the search & replace to convert them to tabs |
13:34 |
dannydark |
although I don't know if it works as I don't use Geany |
13:35 |
dannydark |
also: http://ubuntuforums.org/showthread.php?t=1628453 might be relevant |
13:35 |
RealBadAngel |
that works in other direction ;) |
13:35 |
RealBadAngel |
replacin all tabs with spaces :) |
13:35 |
dannydark |
oh yeah haha my bad ¬_¬ didn't notice lol |
13:35 |
VanessaE |
doesn't Geany have a way to highlight all whitespace? |
13:36 |
VanessaE |
maybe View->Editor->Show Whitespace by some quick google searches |
13:36 |
RealBadAngel |
there are a few options (Strip Trailing Spaces) |
13:37 |
RealBadAngel |
just checked that option |
13:37 |
RealBadAngel |
lotsa red (changes) to the file |
13:41 |
dannydark |
just installed Geany to have a look, you can do "view->editor->show whitespace" and "view->editor->indentation guide" that will show you if spaces or tabs are being using in your editor |
13:42 |
dannydark |
also make sure your tab width is set to 4 in "Edit->Preferences->indentation" and that you have the type set to Tabs |
13:43 |
dannydark |
although these are the default settings so not sure why its not applying then automatically for you |
13:43 |
dannydark |
s/using/used |
13:44 |
RealBadAngel |
dunno, anyway replaced all spaces with tabs and pulled |
13:44 |
RealBadAngel |
thexyz, now its ok? |
13:45 |
dannydark |
looks fine to me, although you might want to rebase and squash them into a single commit |
13:46 |
RealBadAngel |
rebase doesnt work here |
13:46 |
RealBadAngel |
says "Nothing to rebase" |
13:46 |
dannydark |
http://gitready.com/advanced/2009/02/10/squashing-commits-with-rebase.html |
13:46 |
thexyz |
RealBadAngel: http://ubuntuforums.org/showpost.php?p=5448963&postcount=2 |
13:46 |
dannydark |
^ that might help |
13:47 |
RealBadAngel |
http://realbadangel.pl/rebase.png |
13:49 |
dannydark |
hmm, weird I've only ever done rebasing via git bash so not sure how to do it on whatever that is you're using sorry |
13:51 |
dannydark |
oh also in geany I just noticed you can replace spaces with tabs by going to "Document->Replace spaces by tabs" |
13:51 |
RealBadAngel |
yup i turned that on |
13:52 |
RealBadAngel |
is somebody thinks coding with that is possible has a brain deformed |
13:52 |
jin_xi |
huh? |
13:53 |
RealBadAngel |
http://realbadangel.pl/spaces.png |
13:53 |
RealBadAngel |
it hurts eyes |
13:53 |
dannydark |
RealBadAngel: oh yeah you can turn that off |
13:53 |
jin_xi |
can't it do something like gg=G or cleanup-buffer and fix that for you? |
13:54 |
dannydark |
just make sure you run "Documents->Replace Spaces by Tabs" before you commit anything that should prevent it screwing up again I guess |
13:54 |
dannydark |
infact you shouldn't even need to do that, maybe only when you copy paste in stuff from pastebin or some other site like that |
13:55 |
RealBadAngel |
yeah, propably |
13:55 |
PilzAdam |
RealBadAngel, heres an reabse: https://github.com/PilzAdam/minetest/commits/tree_rebase |
13:55 |
RealBadAngel |
i just havent seen it |
13:55 |
RealBadAngel |
PilzAdam, thx |
13:57 |
thexyz |
RealBadAngel: disable LF |
13:59 |
RealBadAngel |
a bit better |
13:59 |
RealBadAngel |
at least now i can see tabs |
13:59 |
RealBadAngel |
will have to get used to those grey arrows |
14:00 |
PilzAdam |
RealBadAngel, reset your branch and merge my tree_rebase branch to have the squashed commit in the pull request |
14:00 |
PilzAdam |
(or just point to my branch with a link in the description) |
14:01 |
dannydark |
RealBadAngel: yeah I have them turned off on mine, made it harder to read the code. You can just enable/disable them when ever you need to double check the indentation although to be honest it should always be tabs so you probably won't even need todo that |
14:07 |
PilzAdam |
RealBadAngel, I found a lava lake with dirt and sand under it in your cave gen |
14:08 |
RealBadAngel |
its not my cave gen |
14:08 |
RealBadAngel |
it does like this |
14:09 |
RealBadAngel |
i removed only above ground bugs |
14:09 |
RealBadAngel |
what it does underground ask c55 |
14:10 |
RealBadAngel |
only condition ive introduced to adding blobs is to forbid generating them when above water level |
14:10 |
PilzAdam |
just checked, its not your patch |
14:11 |
PilzAdam |
it also does this in master |
14:15 |
RealBadAngel |
https://github.com/celeron55/minetest/pull/378 |
14:15 |
RealBadAngel |
one commit, properly formatted |
14:22 |
RealBadAngel |
thexyz, is it all ok with it now? |
14:24 |
thexyz |
seems so |
14:24 |
RealBadAngel |
showin tabs stays turned on from now on |
14:25 |
RealBadAngel |
i will fetch such errors earlier then |
15:03 |
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16:57 |
thexyz |
RealBadAngel: explain https://github.com/celeron55/minetest/pull/378/files#L0L1396 |
17:17 |
RealBadAngel |
thexyz, caves were tryin to go over ground by 11 nodes |
17:17 |
RealBadAngel |
7 + half the diameter |
17:18 |
RealBadAngel |
11 nodes ABOVE the ground level |
17:18 |
RealBadAngel |
which effected in clouds generation, not caves |
17:19 |
RealBadAngel |
if you want more detailed explanation, please replace air with mese for example in non modified cave gen |
17:19 |
RealBadAngel |
and look what jokes cavegen does |
17:21 |
RealBadAngel |
we were pretty suprised as we saw where caves are generated |
17:22 |
dannydark |
from the logs: http://i.imgur.com/uQw3o.png |
17:22 |
RealBadAngel |
https://github.com/celeron55/minetest/blob/master/src/mapgen.cpp#L1451 |
17:23 |
RealBadAngel |
replace here CONTENT_AIR with c_mese |
17:23 |
RealBadAngel |
and run new map |
17:23 |
RealBadAngel |
you gonna see what cavegen does |
17:26 |
RealBadAngel |
this particular stuff + adding blobs to the caves effected with floating dirt in the air (sometimes even with trees) |
17:26 |
RealBadAngel |
and was makin caves inside my trees |
17:26 |
hmmmm |
oh sohot |
17:27 |
hmmmm |
your removal of the 7 + radius part - did that affect caves coming up to the ground at all? |
17:27 |
hmmmm |
shoot* |
17:27 |
RealBadAngel |
partially |
17:28 |
RealBadAngel |
avg height is also needed for spawned higher |
17:28 |
hmmmm |
when I put the bit to cancel generation if the average height in the block is greater than the average height of the min/max nodes of the block |
17:28 |
RealBadAngel |
occasionaly they spawned |
17:28 |
hmmmm |
i didn't remove that 7 + radiust hing |
17:28 |
hmmmm |
thing* |
17:28 |
hmmmm |
yeah that's better anyway |
17:29 |
RealBadAngel |
check the surface now, with changes |
17:29 |
hmmmm |
i don't like how often caves usually go up to the ground - it's like an angry beaver chomped up the land |
17:29 |
hmmmm |
can't, my minetest is in an uncompilable state at the moment |
17:29 |
RealBadAngel |
they can go, thx to tunnels |
17:29 |
RealBadAngel |
caves can appear on side of the cliffs, mountains |
17:30 |
RealBadAngel |
surface is much smoother with those changes |
17:30 |
RealBadAngel |
just apply the changes and fly around a bit |
17:34 |
RealBadAngel |
just download my git and compile it |
17:34 |
hmmmm |
hrmm just read the logs from earlier today; yes, pastebin converts tabs to spaces, if you're copying that directly into code you'd need to do it from the raw version of the paste |
17:34 |
RealBadAngel |
heheh now i now |
17:34 |
RealBadAngel |
*know |
17:35 |
hmmmm |
also i'm surprised that the int avg_height = ... didn't go over 80 lines by putting it on the same line |
17:35 |
RealBadAngel |
now i do have tabs visible in geany |
17:36 |
RealBadAngel |
so i will see such problems in the future |
17:36 |
hmmmm |
great |
17:37 |
hmmmm |
i'm gonna have to find a real solution for the lack of s64 type |
17:37 |
hmmmm |
from what i understand, we get the u64 definition from sqlite if not irrlicht |
17:37 |
hmmmm |
https://github.com/kwolekr/minetest/commit/db30716b2dba651f5f07c71031bd0c32b2b4247d#L0R549 |
17:39 |
hmmmm |
whoops, forgot a couple of things |
17:41 |
RealBadAngel |
those type are not workin everywhere |
17:41 |
RealBadAngel |
*types |
17:41 |
RealBadAngel |
in scriptapi.cpp functions refused to use s16 types |
17:42 |
hmmmm |
that is not right |
17:42 |
RealBadAngel |
so i was forced to use int |
17:42 |
RealBadAngel |
on the other hand s16 is badly rounded |
17:43 |
RealBadAngel |
thats why i post v3f to functions and round them to s16 manually |
17:43 |
RealBadAngel |
without it i got trunks shifted by 1 on x<0 |
17:43 |
hmmmm |
this is a disaster zone |
17:44 |
hmmmm |
the datatypes need to be fixed |
17:44 |
hmmmm |
i have no idea why anybody decided to use the types from a specific library which we have or don't have based on the version |
17:44 |
RealBadAngel |
it affects only .X |
17:44 |
RealBadAngel |
Y and Z works ok |
17:45 |
RealBadAngel |
.X is fucked up |
17:46 |
RealBadAngel |
getintfield(L, 3, "angle", tree_def.angle); |
17:47 |
RealBadAngel |
this function wont accept s16 data type |
17:47 |
hmmmm |
that's a different problem |
17:47 |
RealBadAngel |
only int, which is strange because s16 is an int |
17:47 |
hmmmm |
s16 foo = (s16)getintfield(... |
17:48 |
hmmmm |
I knew you wouldn't be missing s16 for real, because it's defined in irrTypes.h |
17:48 |
doserj |
s16 is a short, I would guess, not an int |
17:48 |
hmmmm |
it's technically a short int 8) |
17:48 |
RealBadAngel |
lol, why 16 then? |
17:48 |
doserj |
:P |
17:48 |
hmmmm |
what? |
17:48 |
hmmmm |
why 16 what |
17:48 |
doserj |
16 is short, 32 is normal |
17:49 |
doserj |
(or 64) |
17:49 |
hmmmm |
well |
17:49 |
RealBadAngel |
i thought thats bit size |
17:49 |
RealBadAngel |
signed 16 |
17:49 |
hmmmm |
we use bit size because we want to know for sure |
17:49 |
hmmmm |
as to what types they represent, that's a different story |
17:49 |
RealBadAngel |
sounded logical s for signed, u for unsigned |
17:49 |
RealBadAngel |
and siz |
17:50 |
RealBadAngel |
sie |
17:50 |
RealBadAngel |
shit, size :) |
17:50 |
hmmmm |
you don't know anything about a "short int" aside from the fact that it's between the size of a char and an int |
17:50 |
hmmmm |
equal to or greater than a char but not greater than an int |
17:51 |
RealBadAngel |
i used to treat short int as 8 bit |
17:52 |
RealBadAngel |
int 16, and long 32 |
17:52 |
RealBadAngel |
also if pos is v3s16 |
17:53 |
RealBadAngel |
it means its used there to represent coordinates |
17:53 |
RealBadAngel |
-30000 to +30000 |
17:53 |
RealBadAngel |
whis is accurate for signed 16 bit int |
17:53 |
doserj |
where are you going with this? |
17:54 |
RealBadAngel |
here, if s16 would be short (8bit) how could you fit +30000 in it? |
17:56 |
hmmmm |
but it's not short |
17:57 |
RealBadAngel |
<doserj> s16 is a short, I would guess, not an int |
17:57 |
RealBadAngel |
<hmmmm> it's technically a short int 8) |
17:57 |
hmmmm |
it's just that s16 happens to be a short on all the platforms we're working with |
17:57 |
hmmmm |
well I mean when he said "short" |
17:57 |
hmmmm |
you see, short is just a width modifier |
17:57 |
hmmmm |
not the data type |
17:57 |
hmmmm |
with the data type absent, it's assumed to be int |
17:58 |
RealBadAngel |
im readin now about that mess on wiki |
17:59 |
hmmmm |
this is unrelated but |
17:59 |
RealBadAngel |
"in practice int is long int" |
17:59 |
RealBadAngel |
lol |
17:59 |
hmmmm |
i noticed that in irrlichtypes.h for Windows we have typedef unsigned long long u64 |
17:59 |
hmmmm |
but for posix there's uint64_t |
17:59 |
hmmmm |
why not use unsigned __int64 for windows? |
18:00 |
RealBadAngel |
btw i was forced to remove such one definition from minetest to compile it with irrlicht 1.8 |
18:00 |
hmmmm |
yes i am aware of that problem |
18:01 |
hmmmm |
i asked them specifically what revision u64 was added |
18:01 |
hmmmm |
got no response |
18:02 |
hmmmm |
i might as well try again |
18:02 |
RealBadAngel |
cant you just browse the irr sources? |
18:03 |
hmmmm |
i did find the commit where it was added but i have no idea how to track that to an exact version number |
18:05 |
RealBadAngel |
me neither ;) |
18:05 |
RealBadAngel |
btw i started coding finite water |
18:06 |
RealBadAngel |
i think it gonna work quite cool |
18:10 |
RealBadAngel |
thx to it a)more realistic water physics, b) no more greifing servers with liquids (liquid poured on top of something will just flew down), c) player will be able to pump out the sea or lake and fill with it another area |
18:11 |
hmmmm |
well..... that's gotta be optional |
18:11 |
RealBadAngel |
i assumed 1 water node is 16 liters (16 parts) |
18:11 |
hmmmm |
we don't want to break minecraft compatibility |
18:11 |
RealBadAngel |
lol |
18:12 |
RealBadAngel |
when node next to it is spreadable, volume will split into two nodes |
18:12 |
RealBadAngel |
1/2 each |
18:12 |
hmmmm |
also people need to be ready for such a huge change in gameplay |
18:12 |
RealBadAngel |
they played minecraft, they are |
18:13 |
RealBadAngel |
its already in minecraft |
18:13 |
hmmmm |
oh |
18:13 |
hmmmm |
i thought the way our water works right now is the way minecraft works |
18:13 |
RealBadAngel |
http://www.youtube.com/watch?v=EX5hGbfDfm4 |
18:13 |
RealBadAngel |
yes, it is |
18:14 |
RealBadAngel |
but they do also have mods ;) |
18:14 |
hmmmm |
ahh |
18:14 |
doserj |
most minecraft don't use mods |
18:14 |
doserj |
*players |
18:14 |
RealBadAngel |
i dont think so |
18:16 |
doserj |
anyways, most don't use a finite liquid mod |
18:16 |
RealBadAngel |
ok then, so tell me one reason why mt shall have infinite liquids? |
18:17 |
RealBadAngel |
just because minecraft does? |
18:18 |
hmmmm |
that mod is pretty cool |
18:18 |
doserj |
your argument was that minecraft players would be ready for this because "it is already in minecraft" |
18:18 |
hmmmm |
but it shouldn't be the default behavior |
18:19 |
RealBadAngel |
better have liquid greifers? :) |
18:19 |
RealBadAngel |
current mechanism kills the servers |
18:19 |
RealBadAngel |
ruskie tried to build some funny contraptions with lava up in the sky |
18:20 |
RealBadAngel |
it ended with loading backup from day before |
18:20 |
doserj |
then fix the server code |
18:20 |
RealBadAngel |
the reason is infinite liquid |
18:20 |
RealBadAngel |
nothing more |
18:21 |
* jin_xi |
votes for finite liquids |
18:21 |
hmmmm |
hey guys hold on, it's not a choice |
18:21 |
RealBadAngel |
:) |
18:21 |
hmmmm |
we can easily have a choice |
18:21 |
hmmmm |
err |
18:21 |
hmmmm |
an option |
18:21 |
RealBadAngel |
yup |
18:22 |
RealBadAngel |
while creating new world check or uncheck "Finite liquids" just |
18:23 |
RealBadAngel |
i will owe you a bottle of good whiskey if after a few weeks i will find any regular server using infinite water sources |
18:24 |
doserj |
you will lose that bet |
18:24 |
RealBadAngel |
hehe |
18:25 |
RealBadAngel |
propably some old servers like redcrab would like to keep their buildings |
18:25 |
RealBadAngel |
but easy converter can be done |
18:26 |
RealBadAngel |
anyway, im goin to code it. we will see if folks gonna like it or not |
18:27 |
RealBadAngel |
personally i think its gonna be cool |
18:29 |
doserj |
i think water streams are cool |
18:33 |
hmmmm |
yeah, water streams... |
18:34 |
hmmmm |
how is that going to work |
18:34 |
hmmmm |
well to be honest it's not like our current water streams do anything streamy aside from sloping downward |
18:35 |
doserj |
that should be fixed, of course :) |
18:35 |
RealBadAngel |
and breakin the servers.... ;) |
18:35 |
hmmmm |
i don't see how regular water breaks the servers |
18:35 |
RealBadAngel |
simply |
18:35 |
RealBadAngel |
go high enough |
18:35 |
RealBadAngel |
put some water/lava |
18:36 |
RealBadAngel |
and try to remove it after a while |
18:36 |
hmmmm |
sounds like a bug somewhere else |
18:36 |
RealBadAngel |
you will end with lotsa of sourceless water/lava flowing down |
18:36 |
RealBadAngel |
impossible to remove |
18:37 |
RealBadAngel |
only when you will build up the space with some non-air nodes |
18:38 |
RealBadAngel |
when ruskie made that shower, i tried 2 hrs to remove it |
18:38 |
RealBadAngel |
then we went for backup |
18:38 |
doserj |
minecraft has a similar problem with flowing lava not disappearing. But that doesn't mean one cannot fix the bug. |
18:39 |
hmmmm |
yeah, that's a bug, not some sort of fundamental problem that needs an entirely new system to replace it |
18:39 |
RealBadAngel |
myabe |
18:39 |
Exio |
lava in minecraft 'disappears' after a while.. |
18:39 |
hmmmm |
i honestly think your reason for wanting to add finite water is wrong, but finite water itself is cool so it should be added |
18:40 |
RealBadAngel |
it wasnt the reason for me to add it, i just pointed what it can solve btw |
18:40 |
Exio |
i tried with a 12~ blocks fall in the nether *lava* and then i idled a bit, and the lava was a gone (bit, like 30 minutes aprox) |
18:41 |
RealBadAngel |
ruskie made huge columns of lava out of a single source |
18:41 |
RealBadAngel |
but severel hundreds on y+ |
18:41 |
doserj |
Exio: if it works in one case doesn't mean it works always. and a 12 block high fall should disappear in about 1 minute at most, not 30. |
18:42 |
Exio |
yeah |
18:43 |
RealBadAngel |
anyway my personal opionion is that infinite water is one of the most fucked up ideas by Notch |
18:43 |
hmmmm |
it's way better than water in minecraft classic 8) |
18:43 |
doserj |
how do you handle oceans? |
18:43 |
RealBadAngel |
with finite? |
18:43 |
doserj |
yes |
18:44 |
RealBadAngel |
all water nodes are full volume sources |
18:44 |
RealBadAngel |
116/16 |
18:44 |
RealBadAngel |
16/16 |
18:44 |
RealBadAngel |
thus can be pumped away |
18:44 |
hmmmm |
4137 seems to be the number |
18:45 |
RealBadAngel |
or for some very patient guys can be taken away with bucket |
18:45 |
doserj |
what happens after water is taken away from one node? |
18:45 |
RealBadAngel |
volume checks all around |
18:46 |
RealBadAngel |
if one hase more than another it splits |
18:46 |
RealBadAngel |
by 2, by 2, by 2 |
18:46 |
RealBadAngel |
while 1/16th is the minimum |
18:47 |
RealBadAngel |
so if you have one full volume source in a hole |
18:47 |
RealBadAngel |
and remove surrounding nodes, to create a puddle 4x4 nodes |
18:48 |
RealBadAngel |
each will consist of 1/16th volume |
18:48 |
doserj |
so after taking 1/16th away from on node, the node will just be filled up again from surrounding nodes? |
18:48 |
RealBadAngel |
make a hole under it, and all will go through it |
18:49 |
RealBadAngel |
no, water cannot reporduce |
18:49 |
RealBadAngel |
one field will become dry |
18:49 |
doserj |
say you have one 15/16th full node adjacent to a full node. what happens? |
18:49 |
RealBadAngel |
because theres not enough water around to fill it |
18:50 |
RealBadAngel |
nothing, 1/16th cannot be moved horizontal |
18:50 |
RealBadAngel |
just vertical |
18:52 |
RealBadAngel |
to make such things unnoticeable levels shall be measured in like 256/256 |
18:52 |
RealBadAngel |
which is not practical |
18:53 |
doserj |
i am trying to guess what will happen when you have a one block wide channel connected to an ocean |
18:53 |
RealBadAngel |
watch the video |
18:54 |
RealBadAngel |
the water will flow until there will be place for it |
18:54 |
doserj |
can the channel become full? |
18:55 |
RealBadAngel |
or the water level of the ocean will drop below channel's level |
18:55 |
RealBadAngel |
if there will be no place for water to go further ocean will fill up the channel by its volume |
18:56 |
RealBadAngel |
of course there will be less water in the ocean then |
18:56 |
RealBadAngel |
but you propably wont notice that with simple and small channel |
18:57 |
doserj |
you actually want to reduce the water in the ocean? how? |
18:58 |
RealBadAngel |
instead of infinite sources put full volumes |
18:58 |
RealBadAngel |
so each lake, river or the sea will become finite too |
18:59 |
RealBadAngel |
so, make a pump, let it run for a few days and pump out the ocean ;) |
18:59 |
RealBadAngel |
i mean DAYS |
18:59 |
RealBadAngel |
not ingame days |
19:00 |
doserj |
you think keeping track of water volume in an ocean is easier than handling flowing water now? |
19:00 |
RealBadAngel |
yes |
19:01 |
RealBadAngel |
calculations are pretty simple |
19:02 |
RealBadAngel |
and after few iterations we will reach 15/16 to 16/16 |
19:02 |
RealBadAngel |
and calculations will stop |
19:03 |
RealBadAngel |
so no need to recalculate whole oceans each time |
19:03 |
RealBadAngel |
the algorithm will stop itself |
19:04 |
doserj |
ok, so the channel will only become 15/16th full |
19:04 |
RealBadAngel |
i think 16/16 |
19:04 |
doserj |
and an equal number of nodes in the ocean will lower to 15/16th full |
19:05 |
RealBadAngel |
with a little depression on the sea around the channel |
19:05 |
doserj |
i thought you can't got from 15/16 to full? |
19:06 |
RealBadAngel |
it will fill up with steps |
19:06 |
RealBadAngel |
and could be filled up to full volume |
19:06 |
RealBadAngel |
but full volume cannot move 1/16th to 15/16 one |
19:06 |
RealBadAngel |
thats exactly the brake |
19:07 |
RealBadAngel |
we will see how it will work in the game |
19:08 |
doserj |
ok, i don't understand what you are planning to do. But i don't care anymore. Let's stop flooding the channel. |
19:09 |
RealBadAngel |
i will realease workin one in a few days. not its just a theory ;) |
19:15 |
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