Time |
Nick |
Message |
01:17 |
VanessaE |
jeez, I wander off to take a nap (sorry, unannounced) and of course she fires off four million commits in my absence :-) |
01:17 |
VanessaE |
it seems to be fixed now. |
01:46 |
|
ShadowNinja joined #minetest-dev |
02:56 |
|
celeron55 joined #minetest-dev |
03:05 |
|
celeron55 joined #minetest-dev |
03:48 |
VanessaE |
Taoki: Report from a user, the default gravity setting (that is, if you don't set anything in minetest.conf) results in jumps that are perhaps only 2/3 as high as usual. Falling from the top of a default tree is enough to cause 1 heart damage. |
03:48 |
VanessaE |
(I confirmed the latter) |
04:10 |
|
celeron55 joined #minetest-dev |
06:43 |
|
ffoxin_work joined #minetest-dev |
08:46 |
|
darkrose joined #minetest-dev |
09:00 |
|
ffoxin joined #minetest-dev |
09:14 |
|
proller joined #minetest-dev |
09:20 |
|
proller joined #minetest-dev |
09:34 |
|
darkrose joined #minetest-dev |
11:40 |
|
SpeedProg joined #minetest-dev |
13:21 |
|
troller joined #minetest-dev |
13:22 |
|
proller__ joined #minetest-dev |
13:23 |
Taoki |
VanessaE: Back. It's ok, just noted you about the new commits :P |
13:23 |
Taoki |
As for gravity, that's applied in one location of the code with a very simple formula. so if it's set to 0, there's simply none, but it can't affect anything else |
13:23 |
Taoki |
BRB though |
13:25 |
|
BackupCoder joined #minetest-dev |
13:25 |
|
proller joined #minetest-dev |
13:28 |
|
troller joined #minetest-dev |
13:47 |
Taoki |
Back. Not sure if I understood that issue properly... is gravity higher than it should be by default? Don't see why, but that should be looked into though it's a bit weird |
13:51 |
Taoki |
I used a debug print and can confirm that when in the air (except free_move mode) Y acceleration is 0, and therefore Y acceleration code is not applied, which is needed for jumping and falling to work properly. Gravity code was barely thouched, so I see nothing logical that could cause gravity to act differently at default value. I also don't feel it being any different. |
13:53 |
Taoki |
Also, I think it's normal for falling from the top of a tree to cost at least half a heart. Default trees are at least 5 blocks tall. In MineCraft, I believe you take half a heart if you fall from 4 blocks and a whole one if you fall from higher than 5... or something like that. |
13:53 |
Taoki |
Well 6 blocks height at least |
13:58 |
|
proller joined #minetest-dev |
14:05 |
|
iqualfragile joined #minetest-dev |
14:12 |
|
proller joined #minetest-dev |
14:29 |
VanessaE |
Taoki: falling form a tree takes a whole heart now. Gravity is heavier by default than is normal - jumping normally takes you up higher than now (I think around 1.5m versus barely 1m now) |
14:30 |
VanessaE |
so it behaves as if gravity is set to a higher value than the default. |
14:30 |
Taoki |
That's all weird. Jumping feels the same to me as well as gravity |
14:30 |
Taoki |
I don' see how, since the formula for it is very simple. And Y friction is disabled |
14:31 |
VanessaE |
try comparing your branch against mainstream - the difference is subtle, but it's there. |
14:38 |
|
hmmmm joined #minetest-dev |
14:41 |
|
proller joined #minetest-dev |
14:48 |
Taoki |
It might be an impression. If it's gravity I don't see what in the code could influence that |
14:49 |
VanessaE |
you also weren't able to spot why fly with velocity = 0 didn't work ;-) |
14:49 |
VanessaE |
but you fixed it anyway :D |
14:49 |
Taoki |
Might have been due to some older code yeah :) |
14:53 |
Taoki |
Also, I might have noticed what it was, so I think I did spot it. Might have been a different problem though |
14:53 |
Taoki |
I noticed that if going in free move mode while touching the ground, it would use ground speed until up in the air enough, cuz it was attempting to jump to some extent |
15:10 |
Taoki |
I wonder if there will be any way to fix placing glass and slabs underwater. Currently that looks weird... primarily slabs because they make a "hole" in the water |
15:10 |
VanessaE |
create a fake water entity to fill in the space |
15:11 |
VanessaE |
juts a guess |
15:11 |
VanessaE |
just* |
15:12 |
Taoki |
yeah. No need to create a fake entity, just render the opposite of a nodebox in the type of fluid that node is in |
15:12 |
Taoki |
But that will be complicated |
15:32 |
|
RealBadAngel joined #minetest-dev |
15:37 |
|
PilzAdam joined #minetest-dev |
15:38 |
Taoki |
PilzAdam: hi :) |
15:39 |
Taoki |
PilzAdam: Need to go now for 1-2 hours. But just letting you know the latest version of my branch contains all your requests from last night (except the sliding after using fast). Also fixes the flying bug you and VanessaE noticed. Feel free to check it out again and perhaps it's good to go now |
15:39 |
Taoki |
g2g, see you |
15:39 |
PilzAdam |
will check it soon |
15:48 |
|
Calinou joined #minetest-dev |
16:12 |
|
troller joined #minetest-dev |
16:17 |
|
ShadowNinja joined #minetest-dev |
17:07 |
|
doserj joined #minetest-dev |
17:48 |
|
ffoxin joined #minetest-dev |
17:54 |
|
troller joined #minetest-dev |
18:18 |
Taoki |
back |
18:40 |
Taoki |
PilzAdam: Any news? |
18:52 |
PilzAdam |
Taoki, yes |
18:52 |
PilzAdam |
Falling in lava isnt effected by viscosity |
18:53 |
PilzAdam |
moving in lava (highest viscosity (7)) is waaaaay to slow |
18:53 |
PilzAdam |
it should be at least half of water velocity |
18:53 |
PilzAdam |
maybe more |
18:54 |
Taoki |
It's difficult to find a good formula for that, I tried. Best would be to either set default lava viscosity lower (4-5) or water viscosity higher (2-3) |
18:54 |
sfan5 |
quick question: where is the code that loads lua mods |
18:55 |
Taoki |
PilzAdam: Think it would work to either set default water viscosity to 3 or lava viscosity to 5? |
18:55 |
PilzAdam |
no, because it would break flowing code |
18:55 |
PilzAdam |
s/break/"break" |
18:56 |
PilzAdam |
and possible also "break" mods |
18:57 |
Taoki |
ok. I don't know how to fix it then, since I wish to keep only one value for water friction. If I set it too low so lava isn't that slow, you'll be able to walk in water as fast as on land |
18:58 |
Taoki |
Don't know how to change the forumula to change the offset from 1 to larger values |
18:58 |
Taoki |
I thought about using two settings, but I think that wastes an extra value when one could be optimized |
18:59 |
PilzAdam |
maybe (0.5*viscosity)+0.5 |
19:00 |
PilzAdam |
(or simmiliar) |
19:00 |
Taoki |
Still, speed in lava is sort of what you'd expect it to be in real life. Considering you'd be some god and wouldn't get hurt if falling in lava, traveling through it would be as slow as the speed in MineTest :P |
19:00 |
Taoki |
Hmm... |
19:00 |
Taoki |
I have to account the liquid_friction setting as well though |
19:00 |
Taoki |
Currently I have: v3f d_wanted = -speed / (lplayer->movement_liquid_fluidity / lplayer->liquid_viscosity); |
19:01 |
PilzAdam |
the problem is that the viscosity gets too fast too high |
19:01 |
Taoki |
See environment.cpp line 2075. I suck at maths, and it would prolly be a bit hard to find a correct way :P |
19:02 |
Taoki |
movement_liquid_fluidity is 0.15 by default. So in lava, that line I pasted would be -speed / (0.15 / 7); |
19:02 |
Taoki |
Which is the value at which velocity is limited |
19:03 |
Taoki |
Any ideas what I could use there? |
19:03 |
PilzAdam |
with my suggest formula, it would be 0.15/(0.5*7+0.5) == 0.15/4 |
19:04 |
PilzAdam |
maybe use 0.25*viscosity+0.75 |
19:04 |
Taoki |
ok, I will try that out and see what I get :) |
19:04 |
PilzAdam |
lava movement should be something arround half of water movement |
19:13 |
|
PilzAdam joined #minetest-dev |
19:14 |
Taoki |
Trying something but it doesn't seem to work out: const u32 viscosity_factor = 0.25; ... ; d_wanted /= (viscosity_factor * lplayer->liquid_viscosity) + (1 - viscosity_factor); |
19:15 |
PilzAdam |
because it makes every liquid movement faster |
19:15 |
PilzAdam |
oh, wait |
19:15 |
PilzAdam |
hm, seems like I cant read :-) |
19:16 |
|
doserj joined #minetest-dev |
19:16 |
Taoki |
The whole thing if that helps: http://pastebin.com/raw.php?i=VsT4NBc5 |
19:17 |
Taoki |
Removed those useless paranthesis in the second line BTW |
19:18 |
PilzAdam |
Im not very good at c++, but maybe use float instead of u32 |
19:18 |
Taoki |
Actually, I should just try lplayer->liquid_viscosity * 0.5 directly... not the entire complex thing |
19:18 |
Taoki |
Will try that too |
19:21 |
PilzAdam |
well, u32 only store integers, and the float digits are simply dropped |
19:21 |
PilzAdam |
wich makes it 0 in your case |
19:21 |
troller |
make to flowing liquid push player to flow direction |
19:22 |
Taoki |
ahh, ok |
19:22 |
Taoki |
troller: Might attempt that in a separate branch. This one has enough changes already |
19:22 |
Taoki |
But that I am interested in as well |
19:22 |
Taoki |
Actually, I could try it now... but how can I read a liquid's flow direction? |
19:23 |
ShadowNinja |
if you do make sure it can push other entities |
19:24 |
PilzAdam |
Taoki, IIRC the liquid flowing direction isnt stored in any param |
19:24 |
doserj |
flow direction can be caluclated by comparing the liquid level with that of neighbouring node |
19:24 |
troller |
param1 of flowing liqid |
19:24 |
PilzAdam |
its only calculated in conten_mapblock.cpp for drawing |
19:24 |
doserj |
*nodes |
19:24 |
Taoki |
ok. Will need to be done some other day then |
19:24 |
Taoki |
Almost got the viscosity offset to work... |
19:24 |
troller |
ups. |
19:24 |
PilzAdam |
troller, param1 stores the light |
19:27 |
PilzAdam |
Taoki, maybe save the direction with a mask in param2 |
19:27 |
Taoki |
That's something to think about another time |
19:27 |
PilzAdam |
sure |
19:31 |
Taoki |
Yay, got the viscosity code to work |
19:32 |
|
sapier joined #minetest-dev |
19:32 |
Taoki |
PilzAdam: Just one question to set it up well: Is cuirrent swimming speed in -water- good? |
19:32 |
Taoki |
Cuz water is 1 and the factor offsets from there on, so I need to base it off that |
19:32 |
sapier |
https://github.com/celeron55/minetest/pull/484 any suggestions what features are still missing? |
19:35 |
PilzAdam |
Taoki, yes |
19:35 |
Taoki |
ok, should be ready soon then |
19:35 |
ShadowNinja |
on option to specify a folder maybe, for mods like worldedit that make many files. |
19:39 |
sapier |
folder create delete support is dangerous there's a big chance you o mistakes ... what about adding this in second step? |
19:39 |
sapier |
it's not a functional limitation |
19:42 |
|
BackupCoder joined #minetest-dev |
19:44 |
ShadowNinja |
that would be fine, I was thinking of having a separate "category" argument that doesn't allow paths so you can organize files without worrying about paths. |
19:46 |
sapier |
yes but it's no big difference to support folders too and won't improve situation too much atm |
19:47 |
Taoki |
PilzAdam: Done and pushed to my branch. Update and test now |
19:47 |
Taoki |
Movement in lava should be about half as in water, maybe a bit faster so it's not annoying |
19:47 |
sapier |
category is just "one level directory support" I assume as soon as this is added someone claims it'd be good to have subcategorys and subcategorys of subcategorys ;-) |
19:48 |
Taoki |
Nah, about half |
19:50 |
ShadowNinja |
yes, one level folders, I don't think subcategories will be necesary, although you could add support for that if you wanted |
19:51 |
PilzAdam |
Taoki, does the viscosity effect the decelration when falling into liquids? |
19:51 |
Taoki |
It affects friction, which is what is smoothened and causes the deceleration. So it should |
19:52 |
PilzAdam |
and the constant down movement when you dont move? |
19:52 |
Taoki |
Sure, just tested that |
19:52 |
Taoki |
With current lava to water difference it's a bit less visible though |
19:52 |
PilzAdam |
ok |
19:52 |
Taoki |
If you set lava viscosity to 14 though you can see you sink much slower visibly |
19:53 |
PilzAdam |
lua-api.txt says 7 should be max |
19:56 |
Taoki |
Hold on, I'm trying to fix the smoothing when falling in liquid as well. Think that wasn't working by itself |
19:56 |
Taoki |
Almost got it |
19:57 |
sapier |
Some weeks ago I had a discussion with hmmmm (if i remember correct) about splitting scriptapi.cpp is this common consens to be done? |
19:58 |
ShadowNinja |
scriptapi.cpp is getting awfully long |
19:59 |
sapier |
yes I've already implemented file api in a separate file maybe we could extract e.g. inventory same way |
20:00 |
ShadowNinja |
could we categorize scriptapi related files in a folder? |
20:00 |
sapier |
I'd do it but as scriptapi is often modified this is a change that should be merged very soon in order to not be obsolete |
20:01 |
sapier |
i'm completely with you but I thought subfolders are a no go in minetest ? |
20:01 |
ShadowNinja |
I don't know, I haven't seen anything about that |
20:02 |
sapier |
maybe this is outdated too |
20:02 |
sapier |
I'd prefere subfolders to adding prefixes too |
20:03 |
ShadowNinja |
yes, src/ is already very large |
20:03 |
sapier |
I've already created virtual folders in my eclipse workspace to handle this |
20:04 |
sapier |
but moving files isn't quite convenient in git as far as I know |
20:04 |
PilzAdam |
scriptapi.cpp should only contain wrapper functions so the size doesnt really matter |
20:04 |
ShadowNinja |
I think it detects renaming, and moving is just annother rename |
20:05 |
sapier |
Pilzadam size does matter if you try to find a place where to add something |
20:05 |
sapier |
and it was long ago where scriptapi was wrapper only |
20:06 |
PilzAdam |
it should be wrapper only |
20:06 |
PilzAdam |
so rather move stuff to environment or so |
20:06 |
PilzAdam |
instead splitting the file up |
20:06 |
sapier |
you can't move lua table creation and validation to environment |
20:06 |
Taoki |
PilzAdam: Just fixed. Get the latest commit and try again :) |
20:06 |
sapier |
ok you can but it doesn't make any sense |
20:07 |
PilzAdam |
Taoki, btw: I have invented Lava Diving (TM) while testing :D |
20:07 |
Taoki |
Hehe. Lava diving will work correctly now |
20:08 |
Taoki |
Anyway, can you confirm lava diving and swimming in lava work ok at current values? I made the offset a little higher and lave movement should be exactly half of water's now |
20:09 |
sapier |
currently there are three things done in scriptapi.cpp "wrapping" "data representation" and "parameter checks" all of them are extremely lua dependent |
20:09 |
|
ffoxin joined #minetest-dev |
20:09 |
sapier |
that file has 7k lines ... just to tell a number what we're talking about |
20:10 |
PilzAdam |
Taoki, everything is perfect now |
20:10 |
Taoki |
Yay :) |
20:10 |
Taoki |
On my end it's all good too |
20:12 |
Taoki |
PilzAdam: So if you can now, feel free to push it upstream. People will surely enjoy that :D |
20:12 |
|
doserj joined #minetest-dev |
20:12 |
Taoki |
diving is fuuun |
20:13 |
PilzAdam |
Taoki, I will merge it tomorrow, its sleeping time again |
20:13 |
PilzAdam |
bye |
20:14 |
Taoki |
ok :) Bye |
20:28 |
darkrose |
Taoki: squashed and merged |
20:28 |
Taoki |
darkrose: Thanks! |
20:42 |
|
BackupCoder joined #minetest-dev |
20:53 |
Taoki |
http://forum.minetest.net/viewtopic.php?pid=11185#p11185 Looking at this post today, I can tell a LOT was done in almost exactly an year. By the time I posted that (17-02-2012) none of the things I mentioned there existed. Today (13-02-2013) more than half does! |
20:57 |
VanessaE |
very impressive, Taoki |
20:57 |
Taoki |
Thanks :) |
21:00 |
Taoki |
VanessaE: Feel free to switch your server to latest master now. Everyone who runs GIT can test it now |
21:00 |
VanessaE |
alreayd did. |
21:01 |
Taoki |
ok |
21:01 |
Taoki |
But yeah, I'm happy I got this and 3D players done the most. MineTest feels a lot more modern now, and it will only attract more people and things will get better |
21:01 |
Taoki |
Kinda rare to see an open-source project prospering this much this quickly. Most are kinda struggling to have devs doing much |
21:03 |
ShadowNinja |
now we just need to catch up on our backlog of pull requests |
21:04 |
Taoki |
I'm glad there are more devs handling pull requests now. |
21:04 |
ShadowNinja |
down to 46 from 50 at least |
21:04 |
ShadowNinja |
yes, me too |
21:04 |
Taoki |
BTW. With current upstream and no mods, is it possible to set a home location? |
21:05 |
ShadowNinja |
not without teleport |
21:07 |
Taoki |
teleport = a mod? |
21:07 |
VanessaE |
next suggestion: texturable sun/moon and programmable sky color |
21:07 |
Taoki |
Yes, I'd like that too. But that goes in difficult domains |
21:08 |
Taoki |
They're already texturable though, just impossible to change the file name |
21:08 |
ShadowNinja |
no, it is in builtin/chatcommands.lua |
21:08 |
Taoki |
ok |
21:08 |
RealBadAngel |
then you have to try, try, try :) |
21:08 |
RealBadAngel |
hi all |
21:08 |
Taoki |
hi |
21:08 |
VanessaE |
whoever does it I only ask one thing: proper alpha support for the sun/moon images |
21:08 |
VanessaE |
so they can have a proper corona around them |
21:09 |
RealBadAngel |
just tried proller's finite liquids again and it seems to stop working |
21:09 |
RealBadAngel |
have any1 else tried it? |
21:10 |
ShadowNinja |
The #1 pull request I want atm is a fix for memory leaks, and performance improvements |
21:11 |
ShadowNinja |
I would also like the compiler warnings pull request to be accepted |
21:12 |
Taoki |
RealBadAngel: Looking at some pipes on VanessaE's server. I'm pretty skeptical about making round pipes out of nodeboxes, by using so many of them. For one thing it looks visible square-ish... then I wonder how much performance it eats |
21:13 |
Taoki |
The way I wish those could be done (not sure if they will) is by allowing smoothing of voxels. Marching cubes or something. But eh... different and difficult topic :P |
21:14 |
VanessaE |
Taoki: they don't seem to affect performance appreciably, but I do sometimes wish there were a way to smooth them after the register_node() call |
21:14 |
VanessaE |
I know c55 doesn't care for them - they're not blocky enough :-) |
21:14 |
Taoki |
yeah. It's something I have in mind, but very difficult |
21:14 |
RealBadAngel |
thats good :) more difficult the better :) |
21:14 |
Taoki |
That's one part where we can separate from MineCraft. I'm not looking for everything to be blocky... just have the same system and functionality |
21:15 |
Taoki |
Reason MC is blocky is that using marching cubes would have been difficult even for Notch... especially in java |
21:15 |
Taoki |
With Irrlicht it could be different still |
21:15 |
VanessaE |
marching cubes? |
21:17 |
Taoki |
VanessaE: A system which creates a smooth surface between voxels, instead of blocks |
21:17 |
VanessaE |
OH |
21:17 |
VanessaE |
yes indeed that's what I would like to see |
21:17 |
Taoki |
So each voxel defines a floating point to generate the mesh over, instead of being a block |
21:17 |
Taoki |
yeah :) |
21:17 |
VanessaE |
of course a lot of us have asked for per-nodebox textures, but that would be...non-trivial |
21:19 |
Taoki |
That will happen too at some point |
21:20 |
VanessaE |
nice |
21:21 |
VanessaE |
Taoki: ok, try it now. |
21:25 |
|
marktraceur left #minetest-dev |
21:38 |
Taoki |
Any reason why RBA's big trees mod isn't default yet? Such awesomeness can't be wasted >:o |
21:39 |
VanessaE |
because it's in moretrees? :-) |
21:39 |
VanessaE |
and I don't think c55 likes 'em :-) |
21:39 |
RealBadAngel |
he likes they, he admited that |
21:39 |
RealBadAngel |
*them |
21:40 |
RealBadAngel |
i think trees are waitin for new biomes :) |
21:40 |
troller |
RealBadAngel, try now liquid with liquid_relax = 0 |
21:41 |
troller |
liquid_finite = true |
21:41 |
troller |
liquid_update = 0.2 |
21:41 |
troller |
liquid_relax = 0 |
21:42 |
RealBadAngel |
ok |
21:42 |
RealBadAngel |
shall i generate new world? |
21:42 |
Taoki |
celeron55: Any reason why the huge trees aren't added yet? They make maps so much more awesome and beautiful, and I think it will be a blowing improvement :) |
21:42 |
troller |
no, just find any flowing water and touch it |
21:42 |
troller |
like undersea cave with bubbles |
21:44 |
troller |
but with relax=2 more realistic smooth surface |
21:47 |
troller |
and good idea to set #define LIQUID_LEVEL_MASK 0x3f // better finite water |
21:48 |
troller |
but it broke compatibility |
21:48 |
RealBadAngel |
Taoki, treegen is core for some time. New mapgen and biomes have to use it |
21:48 |
Taoki |
ok |
21:49 |
RealBadAngel |
afaik hmmm is now busy with new emerge thread stuff |
21:51 |
VanessaE |
and for now, |
21:51 |
VanessaE |
plants_lib + moretrees = biomes. |
21:51 |
VanessaE |
and I think it does a damn good job of it :-) |
21:52 |
Taoki |
Biomes are still hard coded sadly |
21:52 |
VanessaE |
Taoki: no. look at plants_lib |
21:52 |
Taoki |
VanessaE: Can you define biomes like desert_forest, snowy, etc. entirely in LUA? |
21:52 |
VanessaE |
Taoki: with my mod, yes. |
21:52 |
Taoki |
IIRC it still uses C++ hooks for these (aliases) |
21:52 |
Taoki |
oh... |
21:52 |
Taoki |
Does it work with upstream? |
21:53 |
VanessaE |
my server has it. so yes. It just has to do more work in Lua because it is, after all, still a mod |
21:53 |
VanessaE |
moretrees depends on it, for example. |
21:54 |
VanessaE |
flowers and such too, but with more relaxed limitations |
21:54 |
Taoki |
yes, But can you create entire biomes without the C++ hooks / aliases for desert and forest? |
21:54 |
VanessaE |
more or less yeah |
21:55 |
VanessaE |
I've never tried doing thigns such as replacing whole sections of the map, my code is mainly for adding stuff on top of whatever's already there |
21:55 |
VanessaE |
https://raw.github.com/VanessaE/plantlife/master/API.txt |
22:01 |
|
mrtux joined #minetest-dev |
22:03 |
Taoki |
interesting |
22:03 |
VanessaE |
why that library is so underused, I don't know |
22:06 |
sapier |
it's not included within minetest_game ;-) |
22:07 |
VanessaE |
and never will be |
22:07 |
troller |
VanessaE, temperature perlin map already available ? |
22:07 |
VanessaE |
my mods are too complex and too varied for celeron55's liking. |
22:07 |
VanessaE |
troller: yes |
22:07 |
troller |
how about humidity for rain and snow ? |
22:07 |
sapier |
I know it's same for mobf too :-) |
22:07 |
VanessaE |
troller: a humidity map is implemented, yes. |
22:08 |
VanessaE |
but I don't currently use it for anything in my mods. |
22:08 |
troller |
good |
22:08 |
VanessaE |
temperature, humidity, ground fertility, nearness to water (or other nodes), elevation, light level, ... |
22:09 |
troller |
and monster strength level.. |
22:10 |
VanessaE |
eh, well. |
22:10 |
VanessaE |
that's up to someone else to implement. |
22:10 |
VanessaE |
:-) |
22:10 |
sapier |
vanessae is plantlib working standalone? |
22:10 |
RealBadAngel |
troller, why the heck water in 2x2 hole (one source placed) is flowing in 4 directions?? |
22:11 |
RealBadAngel |
with four different levels? |
22:11 |
VanessaE |
sapier: yes |
22:11 |
VanessaE |
it does not depend on anything else. |
22:11 |
VanessaE |
except default of course |
22:11 |
RealBadAngel |
i suggest stop listening to all PA's ideas |
22:11 |
sapier |
default as in default minimal or default minetest_game? |
22:12 |
RealBadAngel |
hes making finite water idea fucked up |
22:12 |
VanessaE |
sapier: default as in minetest_game, but actually I've never tried it under minimal. It might work even then (if you tweak depends.txt) |
22:12 |
VanessaE |
care to give it a try? |
22:13 |
sapier |
I'll do as soon as I start experiments |
22:13 |
troller |
RealBadAngel, have screenshot ? |
22:13 |
RealBadAngel |
wait a sec |
22:14 |
VanessaE |
sapier: ok |
22:15 |
VanessaE |
sapier: I welcome pull requests if you spot a bug or know a way to speed the code up even more, etc. |
22:15 |
VanessaE |
or if you see how it can be made to run in minimal if it doesn't already |
22:15 |
troller |
RealBadAngel, maybe overoptimized for oceans |
22:15 |
sapier |
as pathbased movement gen is completed this may be next step ... as soon as I've added all requested features to secure file api |
22:15 |
troller |
or buggy visual of flowing liquids |
22:17 |
RealBadAngel |
http://i.imgur.com/LHlSir2.png |
22:17 |
RealBadAngel |
http://i.imgur.com/uGQOVUw.jpg |
22:18 |
VanessaE |
RealBadAngel: eek, way to break it |
22:18 |
RealBadAngel |
2nd sshot, those triangles of water are here for about 10 minutes by now |
22:18 |
|
jin_xi joined #minetest-dev |
22:19 |
RealBadAngel |
finite water doesnt behave like finite at all anymore, it seems like PA's suggestions made from it fucked up infinite one |
22:21 |
RealBadAngel |
troller, i suggest you fire up mc, install finite liquids mod, and look how it should behave |
22:21 |
RealBadAngel |
and dont listen to PA |
22:22 |
VanessaE |
maybe PA is a spy from mjoang ;-) |
22:22 |
RealBadAngel |
lol, that could explain everythin |
22:22 |
VanessaE |
er mojang* |
22:23 |
RealBadAngel |
a saboteur |
22:24 |
RealBadAngel |
with mission pretend to be doing lotsa stuff and break everythin around lol |
22:24 |
VanessaE |
maybe not :-) |
22:24 |
RealBadAngel |
or PA's idendity was stolen by mojangs hacker, who knows... |
22:34 |
RealBadAngel |
he used to make excellent mods before |
22:35 |
RealBadAngel |
now he changed completely |
22:35 |
RealBadAngel |
i remember his fork of minetest_game with lotsa cool solutions and ideas |
22:36 |
RealBadAngel |
now hes merging only trivial changes, which in fact mostly break stuff |
22:37 |
RealBadAngel |
none of his own, good ideas were merged |
22:38 |
RealBadAngel |
for example his patch to use stone groups in crafting recipes made cookin cobble to smooth stone obsolete |
22:38 |
RealBadAngel |
why you would waste time, coal or whatever if in all recipes you can use just cobble |
22:39 |
ShadowNinja |
do you think a cobble group should be added? |
22:39 |
RealBadAngel |
not to mention all stones are equal now, and adding other ones to this group by modders would be just stupid (for example furnace made out of obsidian or granite) |
22:40 |
troller |
RealBadAngel, triangles from unchanged old visual code, really they are 1 level |
22:40 |
RealBadAngel |
undo his idiotic changes i mean |
22:40 |
RealBadAngel |
groups are good for all kinds of wood for example |
22:40 |
RealBadAngel |
not the stone |
22:40 |
ShadowNinja |
disable shaders if you want to get rid of the triangles |
22:41 |
ShadowNinja |
I see what you mean |
22:41 |
RealBadAngel |
i got shaders disabled... |
22:41 |
ShadowNinja |
hmmm |
22:42 |
troller |
RealBadAngel, now all changes configurable |
22:42 |
RealBadAngel |
troller, 1 level or not, triangle or flat, whatever, why it doesnt flow down? |
22:43 |
troller |
left - ok, no way to flow |
22:44 |
RealBadAngel |
current screenshot: |
22:44 |
RealBadAngel |
http://i.imgur.com/6oqufV7.jpg |
22:44 |
troller |
center - like bug |
22:45 |
troller |
tomorow will debug |
22:45 |
RealBadAngel |
ok |
22:46 |
RealBadAngel |
and dont listen to saboteurs, just make it work :) |
22:46 |
RealBadAngel |
its too cool idea to be broken |
22:46 |
RealBadAngel |
with it pumps will have use. like real one |
22:47 |
troller |
its hard to find balance between performance, good loking and realistic |
22:47 |
RealBadAngel |
btw |
22:48 |
RealBadAngel |
you should try to close holes in oceans |
22:49 |
RealBadAngel |
on mapgen when theres air under water node insert there stone or whatever |
22:49 |
RealBadAngel |
to avoid forced huge updates to oceans on start |
22:49 |
troller |
many of them transforms to flow |
22:49 |
troller |
in pull request was like this fix |
22:50 |
troller |
not from me |
22:50 |
RealBadAngel |
so take a look on it and adapt the code |
22:50 |
troller |
but huge updates are funny |
22:51 |
RealBadAngel |
not at the very start ;) |
22:51 |
troller |
ok. |
22:51 |
troller |
i go to sleep. bye |
22:51 |
RealBadAngel |
cya |
23:14 |
|
RealBadAngel joined #minetest-dev |
23:30 |
|
sapier left #minetest-dev |