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 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 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 11:37 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 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 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 12:16 thexyz RealBadAngel: because you should 12:16 thexyz #define _USE_MATH_DEFINES 12:16 thexyz #include 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 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 xyz@xyz-pc ~/minetest/minetest/src $ grep -lr "#include " 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 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 s16 is a short, I would guess, not an int 17:57 RealBadAngel 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 ;)