Time |
Nick |
Message |
00:02 |
|
sapier left #minetest-dev |
00:13 |
Exio |
http://stackoverflow.com/questions/1020132/how-to-reverse-apply-a-stash ? |
00:13 |
Exio |
:P i don't know really |
00:13 |
hmmmm |
nah i got it |
00:13 |
hmmmm |
i'm just disappointed that it screwed my stuff up |
00:19 |
RealBadAngel |
hunted down another bug (in my code) Die you scum! Die! |
00:19 |
RealBadAngel |
took me 2hrs |
00:20 |
RealBadAngel |
all because lua indexes starts with 1, not 0 |
00:20 |
hmmmm |
you knew that already, right? |
00:21 |
RealBadAngel |
yup but when you need to juggle all the time with +1 -1 |
00:21 |
RealBadAngel |
and this is spreaded around big module, one missing + or minus messed all around |
00:22 |
RealBadAngel |
this particular one popped up when i flipped pages |
00:22 |
hmmmm |
gak |
00:22 |
hmmmm |
i screwed up caves horribly |
00:22 |
RealBadAngel |
why so? |
00:22 |
hmmmm |
they're just completely different |
00:23 |
RealBadAngel |
does they still look cavish? |
00:23 |
hmmmm |
of course, but they're just too different |
00:23 |
RealBadAngel |
you mean alien caves? |
00:23 |
hmmmm |
lol |
00:24 |
RealBadAngel |
make a screenshot |
00:24 |
RealBadAngel |
if they just look a bit different its ok |
00:24 |
RealBadAngel |
imho |
00:25 |
hmmmm |
it's not okay, a code cleanup shouldn't change the functionality |
00:25 |
RealBadAngel |
start from that code was not ok |
00:25 |
RealBadAngel |
it was commented out to be horribly |
00:26 |
hmmmm |
i have a feeling that i screwed up the blockseed somehow |
00:26 |
RealBadAngel |
you messed with it, that may be true |
00:26 |
hmmmm |
ah |
00:26 |
hmmmm |
okay |
00:26 |
hmmmm |
i found the problem, christ i'm dumb |
00:26 |
hmmmm |
heh :) |
00:27 |
Exio |
what was it? :P |
00:27 |
RealBadAngel |
most of errors are dumb |
00:27 |
RealBadAngel |
from definition lol |
00:27 |
hmmmm |
i made blockseed into a member of MapgenV6 |
00:27 |
hmmmm |
but i forgot to remove the variable declaration "u32" from where blockseed is assigned |
00:28 |
hmmmm |
so therefore only that local variable was getting assigned blockseed, and the member 'blockseed' was 0 |
00:28 |
RealBadAngel |
when something goes wrong its a good practice at the starting point of the function to dump all the incoming values |
00:29 |
hmmmm |
yeah.. that's not practical at all with this stuff |
00:29 |
hmmmm |
there are too many variables to keep track of |
00:29 |
RealBadAngel |
doesnt matter, i dump them all and check |
00:31 |
hmmmm |
well |
00:31 |
hmmmm |
the trees are still different |
00:31 |
hmmmm |
that much was unavoidable, and people probably don't care that the trees are in the same exact spot though |
00:32 |
RealBadAngel |
since theyre plants, theyrer chaotic |
00:32 |
proller |
first try to make more different world at edges - https://github.com/proller/minetest/commit/b73277b6afe12f71a1552e19c8e5204b5b435093 - stupid but works |
00:32 |
RealBadAngel |
so doesnt matter |
00:33 |
RealBadAngel |
i was against even to add seed for trees |
00:34 |
proller |
teleport to 30000 and can find 200+ mountain, but ~same heights at 0-5000 |
00:34 |
hmmmm |
well the only thing the tree seed does is adds consistency for height and exact leaf positioning |
00:35 |
RealBadAngel |
which is not important imho |
00:35 |
hmmmm |
proller by the way, were you ever able to find the solution to json |
00:35 |
RealBadAngel |
but nvm |
00:35 |
proller |
solution of what ? |
00:36 |
hmmmm |
you remember how we weren't able to use the system version of the library because of the unresolved function |
00:36 |
hmmmm |
well not we, that one guy |
00:37 |
proller |
it was strange bug, i cant repeat |
00:38 |
hmmmm |
i want to be able to use the system json library too |
00:38 |
hmmmm |
that was only a temporary fix for that problem |
00:39 |
proller |
there are several json libs |
00:39 |
proller |
and no standard system json lib |
00:40 |
hmmmm |
are they all API compatible? |
00:41 |
proller |
no |
00:41 |
hmmmm |
welp |
00:43 |
RealBadAngel |
well, i got all GUI elements workin, lets dial |
00:43 |
RealBadAngel |
chevron seven locked :) |
00:43 |
hmmmm |
do you have a dhd? |
00:43 |
RealBadAngel |
i was thinkin about adding it |
00:43 |
hmmmm |
we're gonna need that |
00:44 |
hmmmm |
and an event horizon perhaps |
00:44 |
RealBadAngel |
this we already have |
00:44 |
hmmmm |
err |
00:44 |
hmmmm |
i mean iris |
00:44 |
RealBadAngel |
good idea |
00:45 |
hmmmm |
i really like that stargate thing for a couple of reasons, the biggest being we need a convenient way to get around maps, another is that i like stargate |
00:45 |
RealBadAngel |
me too, i do have all episodes here |
00:45 |
RealBadAngel |
ALL of them |
00:45 |
hmmmm |
watched all episodes twice |
00:45 |
RealBadAngel |
sg1, atlantis, universe |
00:45 |
RealBadAngel |
and 3 movies |
00:45 |
hmmmm |
also speaking of teleportation, we need enderballs at some point... |
00:46 |
hmmmm |
oh, yeah, never got into atlantis or universe |
00:46 |
hmmmm |
i heard universe sucks |
00:46 |
RealBadAngel |
what/?? |
00:46 |
RealBadAngel |
its different yes |
00:46 |
RealBadAngel |
but ROCKS! |
00:46 |
RealBadAngel |
sg1 was more into mcgyvers style |
00:47 |
RealBadAngel |
universe on the other hand is more brutal and into realism |
00:47 |
hmmmm |
i heard universe was more like a drama and there were elements of romance too |
00:47 |
RealBadAngel |
dont listen, watch it dammit |
00:48 |
RealBadAngel |
its definitely worth it |
00:51 |
RealBadAngel |
HA! |
00:52 |
hmmmm |
ha ha |
00:52 |
RealBadAngel |
was workin a few days to insert this line: |
00:52 |
RealBadAngel |
activateGate (player,gate["pos"]) |
00:52 |
RealBadAngel |
it works! |
00:55 |
RealBadAngel |
nothin compares to the feelin when somethin starts to work as intended to |
00:55 |
hmmmm |
except when it works the first time you try it |
00:55 |
RealBadAngel |
yeah! |
00:56 |
RealBadAngel |
now just save it and let abm work |
00:59 |
hmmmm |
uwaahh! i changed my mind on passing node_min and node_max as parameters |
01:37 |
hmmmm |
wow! https://github.com/kwolekr/minetest/commit/d10223254ab9363eb1b6f8cc7aa6b99965940cee |
01:37 |
hmmmm |
i feel like i accomplished something today |
01:42 |
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01:42 |
hmmmm |
well nevermind that commit page, just look at the file now, in particular makeChunk(): https://github.com/kwolekr/minetest/blob/master/src/mapgen_v6.cpp#L330 |
01:42 |
hmmmm |
isn't that neat? |
01:45 |
Exio |
too clean |
01:46 |
hmmmm |
i didn't clean up cave generation code or flowMud, i'll do those doozeys later... |
01:53 |
RealBadAngel |
haha too nice and too clean ;) |
01:54 |
RealBadAngel |
but a whitespace at least somwhere |
01:54 |
RealBadAngel |
*put |
04:02 |
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04:47 |
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04:54 |
hmmmm |
i don't think the current lighting update can be salvaged |
04:54 |
hmmmm |
i'm going to come up with something new that doesn't do as much work |
05:06 |
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07:37 |
thexyz |
hmmmm: yeah, that's me |
08:09 |
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08:31 |
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jin_xi joined #minetest-dev |
09:57 |
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proller joined #minetest-dev |
10:51 |
celeron55 |
i'd understand a space after if, if the brackets after if were optional |
10:51 |
celeron55 |
same goes for for and others |
10:52 |
celeron55 |
i guess to me a bracket seems to be mostly a space, with some extra meaning |
10:52 |
celeron55 |
in that case |
10:53 |
celeron55 |
i mean, seriously, why does if, for and while require brackets, while return does not? it surely is because they're intended to look a bit like functions |
10:54 |
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10:55 |
celeron55 |
dunno why return shouldn't look like a function though; it's so random i don't feel like i should have any consistency either |
11:07 |
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11:11 |
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11:43 |
thexyz |
how's that possible? http://i.imgur.com/n0PakMd.png |
11:44 |
thexyz |
accidentally placed sand node inside a tree while moving |
11:44 |
thexyz |
*fastmoving |
12:49 |
proller |
thexyz, http://www.roadsideamerica.com/attract/images/wa/WAVASbike_kevf.jpg |
13:24 |
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13:25 |
hmmmm |
i think i have a good way to do the lighting.. |
13:27 |
hmmmm |
going to need to do a lot of profiling though. it does everything in the same routine for one, all in the same iterations, eliminating the need for storing literally millions of entries in light_sources |
13:29 |
hmmmm |
i'll do propogateSunlight in some manner like this: i create a new MapNode array and do computations on this instead, i will construct it transposed on the y axis, then when i'm done, i set VoxelManipulator::m_data to this. |
13:29 |
hmmmm |
also since the vertical entries will be next to eachother i'll be able to do SSE computations too |
13:30 |
hmmmm |
as for the blend, i'll transpose the matrix for each direction, +-x, +-y, +-z so i maximize cache coherence |
13:30 |
hmmmm |
even though it's a crazy amount of iterations, i think all that will make up for it |
13:30 |
hmmmm |
and it's not doing any crazy recursion or skipping around the array |
13:31 |
hmmmm |
s/blend/spread/ |
14:15 |
RealBadAngel |
lol @ both pictures above |
14:15 |
RealBadAngel |
hi folks |
14:16 |
thexyz |
anyone working on the "Too many vertices" error? |
14:18 |
RealBadAngel |
yes |
14:18 |
RealBadAngel |
i got the fix working |
14:18 |
thexyz |
are you going to send pull request? |
14:18 |
RealBadAngel |
its related to 6d facedir and will be pulled together |
14:19 |
thexyz |
how's that related? |
14:19 |
RealBadAngel |
same file, i modified functions around |
14:19 |
RealBadAngel |
so i keep the fix in the very same tree |
14:20 |
thexyz |
is 6d facedir ready? |
14:20 |
RealBadAngel |
basically yes, im testing just textures for nodeboxes |
14:21 |
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14:21 |
RealBadAngel |
this part is heavily modified and one thing popped up by the way |
14:21 |
RealBadAngel |
thx to my modifications texturing each box in nodebox became easy |
14:23 |
thexyz |
oh, so you also implemented that |
14:23 |
thexyz |
good |
14:23 |
RealBadAngel |
i rewrote whole part responsible for that |
14:24 |
RealBadAngel |
i would be called stupid if i didnt noticed such opportunity |
14:25 |
RealBadAngel |
each box is calling my rewrote func to get a tile |
14:25 |
RealBadAngel |
so i just thought why not? :) |
14:27 |
RealBadAngel |
but since those changes are heavy, i want to test them before pushing |
14:27 |
RealBadAngel |
one thing is known already, atlas is history |
14:28 |
thexyz |
did you push them somewhere? |
14:28 |
RealBadAngel |
6dfacedir alone is on my git |
14:29 |
RealBadAngel |
without texturing nodeboxes |
14:29 |
RealBadAngel |
ah, i shall ask for one thing |
14:29 |
thexyz |
no such branch on github |
14:29 |
RealBadAngel |
hold on |
14:30 |
RealBadAngel |
damn, i overwrote it |
14:31 |
RealBadAngel |
i will make new branch later today |
14:31 |
thexyz |
ok |
14:31 |
RealBadAngel |
back to the problem |
14:31 |
RealBadAngel |
old facedir was counter clock wise |
14:31 |
RealBadAngel |
so i used the same way for all another dirs |
14:32 |
RealBadAngel |
but maybe it shall be done clock wise on axis+ and counter on axis - |
14:33 |
RealBadAngel |
or vice versa, since y+ is counter clock wise already |
14:34 |
RealBadAngel |
khonkortisan raised that problem |
14:35 |
RealBadAngel |
no problem for me to do that, just rearange rotation table |
15:02 |
RealBadAngel |
bbl |
15:03 |
proller |
config: mg_flags = trees, caves, v6_biome_blend, dungeons |
15:03 |
proller |
map_meta.txt : mg_flags = trees, caves, v6_biome_blend |
15:03 |
proller |
dungeons lost |
15:44 |
proller |
hmmmm, PilzAdam https://github.com/minetest/minetest/pull/543 |
15:47 |
hmmmm |
ehh, proller, that's not going to be added |
15:47 |
hmmmm |
it fundamentally changes the design of everything |
15:47 |
PilzAdam |
its interesting, though |
15:47 |
hmmmm |
perhaps so.. |
15:47 |
hmmmm |
but it's definitely not mainstream |
15:47 |
hmmmm |
sorry proller |
15:48 |
celeron55 |
a thing to do though is noise parameters modified by other noises |
15:49 |
hmmmm |
you've said that before, but it's not possible with noise maps |
15:49 |
proller |
maybe with default 1 everywhere ? |
15:49 |
hmmmm |
and it's more of a feature for mapgen v7 |
15:49 |
proller |
iw anybody wants - he set manually to X |
15:49 |
hmmmm |
mapgen v6 is set in stone, functionally it shall not be modified |
15:49 |
celeron55 |
i don't care about if it's possible in some implementation; i care about that it allows to make very awesome terrain relatively efficiently |
15:50 |
hmmmm |
if anybody makes any changes to mapgen v6, it cannot modify the placement of big large features |
15:50 |
proller |
with this pull you can find 200+ mountains at edges, and look down to clouds |
15:50 |
hmmmm |
like terrain, caves, tree positioning even |
15:50 |
celeron55 |
just make a new mapgen |
15:51 |
hmmmm |
again, it's for a different mapgen |
15:51 |
hmmmm |
can't change this one in functionality |
15:51 |
hmmmm |
i'm sorry but that's just how it is |
15:51 |
celeron55 |
don't expect to get it upstream anytime soon, but if it's good, people will contribute to it and eventually it might be the next one |
15:51 |
celeron55 |
the next useful mapgen is what everyone is looking towards anyway |
15:52 |
celeron55 |
(one of the things) |
15:52 |
hmmmm |
right now i'm not worrying about that, i just want it be sufficiently fast. and the only way that's happening if i fix the lighting |
15:52 |
celeron55 |
also, not modifying the mapgen is actually a policy that can either be used or not - it seems hmmmm thinks it should be used |
15:53 |
hmmmm |
literally all of my changes to the mapgen have not impacted its generation results |
15:53 |
celeron55 |
maybe we should have an officially in-development mapgen (even a copy of v6) that can be modified more freely |
15:53 |
celeron55 |
actually, i think that's the perfect idea |
15:53 |
celeron55 |
put such in upstream and make sure people know that it is going to change completely freely |
15:54 |
hmmmm |
fine, it'll be called experimental |
15:54 |
celeron55 |
"indev" could be an another suitable name |
15:54 |
hmmmm |
that too |
15:54 |
hmmmm |
ugh |
15:54 |
celeron55 |
throw a coin :D |
15:55 |
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15:55 |
hmmmm |
proller, about dungeons becoming 'lost', did you enable them after you made the map you were playing? |
15:55 |
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15:55 |
hmmmm |
once you create a map with certain flags or parameters, they cannot be changed without modifying map_meta.txt manually. this is 100% intentional and proper behavior. |
15:56 |
proller |
i delete old world |
15:56 |
proller |
now will try third time |
15:56 |
celeron55 |
maybe proller can make a pull request of a mapgen called "experimental"? (i'll let hmmmm to decide on any possible details to be taken care of) |
15:57 |
hmmmm |
yes, that would be good, but he wants to modify the NoiseParams structure |
15:57 |
hmmmm |
which i don't want |
15:58 |
hmmmm |
i am not sure what rangescale does, but the modification to Noise::transformNoiseMap() completely throws things off |
15:58 |
hmmmm |
and does something completely different from what the name implies |
15:59 |
celeron55 |
make a new experimental noise class then 8)? maybe something that allows all kinds of fancy things at the cost of performance doing simple things |
15:59 |
hmmmm |
it's supposed to be a transform of the noise map - translation and scaling, not rotation however (that would be much too difficult and inefficient) |
15:59 |
proller |
if rangescale != 1 - it modifying scale param |
15:59 |
hmmmm |
the experimental noise class would be part of the experimental mapgen |
16:00 |
celeron55 |
"range scale" is not really good though; i suggest heading straight to noise-modifiable noise parameters |
16:00 |
celeron55 |
it's more scalable |
16:00 |
hmmmm |
if a modification to noise functions is necessary, i'd say keep it all in the mapgen_indev.cpp file |
16:01 |
hmmmm |
you can quite readily extend and modify the existing noise functions just fine - there's a reason why none of the members in any of my classes are private |
16:01 |
hmmmm |
you need control over what you're extending? you've got it |
16:01 |
celeron55 |
it would generally probably be a good idea to just s/private/protected/g any classes anyway... |
16:02 |
hmmmm |
class visibility is a sham. it's completely unnecessary. the reason why it exists is because it fits the corporate business model of limiting the damage any one coder can do |
16:02 |
celeron55 |
true |
16:02 |
hmmmm |
i don't believe any of us here are incompetent, so it's okay |
16:02 |
proller |
make copy of mapgen_v6.cpp -> mapgen_indev.cpp ? |
16:02 |
hmmmm |
yes |
16:03 |
celeron55 |
i believe we all are incompetent, but by peer-review bad stuff gets caught 8) |
16:03 |
hmmmm |
and put your extended noise functions in there too while preserving the functionality of the original ones |
16:03 |
celeron55 |
(and we don't need to ship perfect quality) |
16:03 |
proller |
ok, will try |
16:03 |
hmmmm |
for example your version of Noise::transformNoiseMap() should be something like Noise::transformNoiseMapRS() or whatever |
16:04 |
proller |
and i want to try make something like floatlands in core, and huge caves |
16:04 |
proller |
hmmmm, щл |
16:04 |
proller |
ok |
16:04 |
hmmmm |
and have NoiseParamsRS be a derived struct from NoiseParams |
16:04 |
hmmmm |
that's the right way to do things without messing up already existing structures |
16:04 |
celeron55 |
proller: you may want to look at mapgen v5 in 0.3 |
16:05 |
hmmmm |
celeron, now when you say modify perlin noise parameters by perlin noise, which parameters are you speaking of in particular? |
16:06 |
hmmmm |
scale, offset, persistence, are fine and can be tacked on with relatively little difficulty, but spread factor and number of octaves is much more difficult |
16:06 |
celeron55 |
persistence is most useful |
16:06 |
celeron55 |
with a factor plus limits |
16:06 |
celeron55 |
added to it, that is |
16:07 |
hmmmm |
anyway that was something i planned on adding to V7 |
16:07 |
celeron55 |
doing it for scale allows kind of a hugely large or hugely small bunch of "octaves" to be added |
16:07 |
celeron55 |
it's not as useful |
16:07 |
hmmmm |
i was just pointing out that it's not currently possible to do what you are saying with the existing noise functions |
16:07 |
celeron55 |
ehm... not scale |
16:08 |
celeron55 |
wait... |
16:09 |
celeron55 |
hmm yes, i meant persistence like i said |
16:09 |
celeron55 |
but the thing about scale was wrong; i meant offset in that |
16:11 |
celeron55 |
doing it for scale is minorly useful too; it's not such a magic wand as limited persistence modification is, but for a real "noise artist" it is a useful tool like for offset too 8) |
16:17 |
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16:18 |
proller |
hmmmm, it completely ignores flags for mapgen from config |
16:18 |
proller |
but uses server_name = and other flags |
16:19 |
proller |
and ignore water_level = |
16:19 |
hmmmm |
yeah i'll check it out |
16:20 |
proller |
thank you |
16:21 |
hmmmm |
by the way, for newer mapgens I want there to be a "blockseed2", sort of like "sha-1" and "sha-2" |
16:21 |
hmmmm |
except it'll have the same number of bits. the difference will be the manner in which it's derived |
16:22 |
celeron55 |
oh god i hate systemd and it's default core dumping behaviour |
16:22 |
celeron55 |
it hides them... somewhere, instead of just handily saving them to the directory i'm running stuff in |
16:22 |
hmmmm |
the current blockseed is pretty unacceptable since it's hardly random at all. for example, if your map seed happens to be an even number, all "if (blockseed % 2 == 0)" will always execute, and vice versa |
16:23 |
celeron55 |
as if the main usage for core dumps would be to analyze some globally installed system programs ran as root... |
16:28 |
celeron55 |
apparently "sudo systemd-coredumpctl gdb <pid>" will start a gdb on it... except that all of these are truncated; well shit; why does it generate a core dump when i have ulimit -c 0? 8D |
16:28 |
hmmmm |
because poettering |
16:29 |
celeron55 |
now i set ulimit -c unlimited and it still doesn't make proper core dumps |
16:29 |
celeron55 |
i guess i'm better off by doing "echo core > /proc/sys/kernel/core_pattern" to get the useful core dumping behavior back |
16:33 |
proller |
trying scale=100, => 500+ mountains, cooool |
16:33 |
celeron55 |
now i can't cause a segfault at shutdown 8) |
16:36 |
celeron55 |
i see these compile warnings though: |
16:36 |
celeron55 |
/home/celeron55/softat/minetest/src/emerge.cpp:89:18: warning: deleting object of abstract class type ‘Mapgen’ which has non-virtual destructor will cause undefined behaviour [-Wdelete-non-virtual-dtor] |
16:37 |
celeron55 |
/home/celeron55/softat/minetest/src/map.cpp:3419:11: warning: deleting object of abstract class type ‘MapgenParams’ which has non-virtual destructor will cause undefined behaviour [-Wdelete-non-virtual-dtor] |
16:42 |
hmmmm |
yeah, i need to get around to that. |
16:43 |
hmmmm |
i'm going to scoop those up with the rest of the warnings that can actually be helped |
16:46 |
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18:12 |
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19:19 |
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19:20 |
proller |
https://github.com/minetest/minetest/pull/512 - tuning of finite liquid |
19:20 |
proller |
if ok - i squash |
19:52 |
hmmmm |
looks okay, but i'd keep the springs as an option, there are some people who don't like them... |
19:52 |
hmmmm |
proller, i just looked at map_meta.txt, and it doesn't seem like there's a problem at all, it works as expected |
19:53 |
proller |
will try one more time |
19:53 |
proller |
make option for springs? |
19:54 |
hmmmm |
yeah |
19:54 |
proller |
where? |
19:54 |
hmmmm |
in minetest.conf? |
19:54 |
hmmmm |
call it underground_springs perhaps |
19:54 |
VanessaE |
I wonder though |
19:55 |
VanessaE |
an underground spring in reality is usually a fairly large source of water, aren't these little 3-4-block "springs" a little small? |
19:56 |
proller |
maybe, make 5-10 blocks ? |
19:56 |
VanessaE |
in the context of the game, I'd probably have suggested clusters about 15 nodes in total (i.e. ~4 nodes in diameter or so), and perhaps about a tenth as common as I saw in that screenshot |
19:57 |
VanessaE |
but that's just me |
19:57 |
proller |
but one spring block can flood all around |
19:57 |
VanessaE |
these are infinite springs? |
19:57 |
proller |
yes |
19:58 |
proller |
some of them flood caves |
19:58 |
VanessaE |
well, in that case maybe a 10-node cluster is about right (I thought these were finite) |
19:59 |
VanessaE |
but either way, if that one screenshot is any indication, they're too common I think. |
20:40 |
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20:42 |
proller |
mapgen indev starting: https://github.com/proller/minetest/commit/d9266510ce5cf03e91dd5767f6cfbf504dab5223 |
20:54 |
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21:05 |
celeron55 |
if you are talking about some screenshot of freely looking into inside of ground and something looks too common, i have news for you |
21:05 |
celeron55 |
it's probably still too rare |
21:05 |
celeron55 |
it's very hard to stumble upon anything in legit playing that is placed inside solid ground |
21:05 |
celeron55 |
it needs to be very common; much more common than anyone's intution would suggest |
21:07 |
celeron55 |
in minecraft alpha, when you dig through ground into bedrock, you often stumble upon multiple caves; that's about 70 to 90 nodes deep |
21:07 |
celeron55 |
it's about right |
21:07 |
celeron55 |
minetest currently doesn't have as much i think |
21:08 |
* VanessaE |
shrugs |
21:09 |
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21:10 |
hmmmm |
people never 'legit play' minetest, they mostly teleport to the edges of the map and then complain about how the limit is too small |
21:12 |
celeron55 |
yes; it's ridiculous; developers need to learn to ignore those |
21:18 |
VanessaE |
with one caveat: the game should do something meaningful with the edges of the map |
21:18 |
VanessaE |
even if it's an infinitely tall wall or something |
21:21 |
proller |
ready - https://github.com/minetest/minetest/pull/512 |
21:40 |
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21:45 |
proller |
when digging horizontally springs may cause problems, especially lava when damage enabled - and too rare better than too common |
21:48 |
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22:20 |
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22:39 |
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23:01 |
VanessaE |
question: what exactly does minetest do to display an object in the inventory? Does it pre-render a raster image and display that, or does it just directly display the model as it exists in-game? |