Time |
Nick |
Message |
00:00 |
RealBadAngel |
i know your problem is different than mine. i do have wires to follow |
00:00 |
RealBadAngel |
or tubes, pipes etc |
00:01 |
sapier |
it's another level as your graph only consists of positions where tubes/wires split or merge |
00:02 |
sapier |
world has always 4 directions .... and this already is a limitation |
00:02 |
sapier |
but as paths are optimized in last step it's quite fine ignoring diagonal movement |
00:02 |
RealBadAngel |
look at this from another point of view |
00:03 |
sapier |
which one? |
00:03 |
RealBadAngel |
implement finding shortest path connectin two points |
00:03 |
RealBadAngel |
simple graph |
00:03 |
sapier |
it's already implemented |
00:04 |
sapier |
but there is no simple graph |
00:04 |
RealBadAngel |
then consider walkable nodes in radius around the graph |
00:04 |
RealBadAngel |
kina tunnel |
00:04 |
RealBadAngel |
*kinda |
00:04 |
sapier |
this is an A* algorithm working best on single surface |
00:04 |
sapier |
I implemented this for lua |
00:04 |
RealBadAngel |
if it breaks, no walkable found at some point, mob will stop |
00:04 |
proller |
hmmmm, first version mapgen_indev - ready, with other noise |
00:04 |
sapier |
but this has some drawbacks for 3d maps as minetest |
00:05 |
proller |
https://github.com/proller/minetest/tree/mapgenindev |
00:05 |
sapier |
currently dijkstra is working quite fine if implemente in core |
00:06 |
sapier |
but I'll implement A* in core too |
00:06 |
proller |
hmmmm, ups. correct - https://github.com/proller/minetest/commits/scaleindev |
00:06 |
proller |
pull ? |
00:07 |
RealBadAngel |
i will implement bfs with remembering parent vertices |
00:08 |
sapier |
hmm maybe you could have a look at pathfinding as it remembers parent node too but it has to handle cycles too so maybe it's not really matching your requirements |
00:08 |
RealBadAngel |
thx to it all mesecons, pipeworks and technic stuff will be way faster |
00:11 |
proller |
hmmmm, https://github.com/minetest/minetest/pull/549/files |
00:27 |
* VanessaE |
is back. |
00:28 |
VanessaE |
my conclusion with luajit: It's stable enough for the server to have run for several hours of normal operation, and is proving to be at least 2x as fast in general - worldedit really cooks now. |
00:28 |
sapier |
hmmm .... seems ww3 just started ... or american army is practicing once again ... dificult to distinguish |
00:29 |
VanessaE |
moretrees/plants_lib is notably faster, enough so that I can consider it safe to enable beech trees to replace the default ones |
00:29 |
VanessaE |
sapier: I saw a couple of military helicopters (the bi-rotor kind) flying over Asheville, NC today. haven't seen such in many years |
00:30 |
sapier |
I wonder why those trees gain speed by luajit |
00:30 |
VanessaE |
sapier: because of my terrain analysis code. |
00:30 |
VanessaE |
I suspect the snow mod would see a similar improvement |
00:31 |
sapier |
so you read out data from map prior analyzin it? |
00:31 |
VanessaE |
I bet landup and that rivers/canyons mod would really shine, too |
00:31 |
VanessaE |
sorta, I select the part to read using find_nodes_in_area (or whatever the name was) and then iterate through it |
00:31 |
sapier |
It'll only help if there isn't excessive usage of get_node set_node throughout the code |
00:31 |
VanessaE |
comparing for elevation, humidity, and a whole host of other controls. |
00:32 |
sapier |
ok this is improved by luajit quite well |
00:38 |
RealBadAngel |
i ve heard that worldedit also got massive speedup |
00:38 |
VanessaE |
yes |
00:39 |
VanessaE |
15000 nodes set to cobble in 1 second, 1 million in a minute |
00:39 |
VanessaE |
//fixlight on that larger area takes about 3 minutes now. |
00:39 |
sapier |
worldedit ... this is another candidate better done in core imho |
00:39 |
VanessaE |
yes, indeed it is |
00:40 |
VanessaE |
(I guess that VoxelManipulator code hmmmm is working on will be useful to that end) |
00:40 |
RealBadAngel |
some freaks can cross the border imho |
00:40 |
sapier |
and the file format is a mess ... it's a overcomplicated raw dump of map |
00:40 |
VanessaE |
but until that is the case, we have to work with the Lue version. |
00:40 |
VanessaE |
but let's not stray off topic |
00:40 |
RealBadAngel |
but tests are showing that for most of mods luajit speedup will be enough |
00:41 |
sapier |
I guess it'll result in even more badly done mods out there but that's no reason against adding it |
00:41 |
VanessaE |
that which is badly done will be shunned by the community anyway |
00:41 |
RealBadAngel |
good ones will work faster |
00:42 |
RealBadAngel |
bad ones no one care, just remove |
00:43 |
RealBadAngel |
it impact overall lua performance, effecting with smoother gameplay |
00:43 |
sapier |
ok lets see if mod's like mobf benefit ;-) |
00:44 |
VanessaE |
sapier: remember, don't try to exploit functions known to be buggy in the core, like what you said about entities before |
00:44 |
VanessaE |
otherwise you won't see any improvement |
00:45 |
sapier |
what exactly do you mean? I don't exploit anythin I just removed any bad code to gain performance I doubt there's much to gain by luajit ... remember I tried compiled code and even got performance degregation |
00:45 |
sapier |
don't know what lua compiler did mess up |
00:45 |
RealBadAngel |
propably you fucked up somethin ;) |
00:46 |
sapier |
I hope luajit doesn't do as bad as |
00:46 |
VanessaE |
sapier: well you've said before that lots of use of entities can send the server into an infinite loop/lock-up state |
00:46 |
VanessaE |
I don't remember the details now |
00:47 |
sapier |
I don't remember too there was a dtime problem but that's not related to number of entities and is fixed in between |
00:47 |
VanessaE |
oh ok |
00:47 |
VanessaE |
well in that case, go apeshit :) |
00:47 |
sapier |
but lots of entities will slow down server of course as they need to be processed |
00:48 |
sapier |
as well as lots of abm's slow down server |
00:49 |
VanessaE |
right now I'm watching around 20 NPCs walking around in a small area, no appreciable effect on my server's CPU |
00:49 |
VanessaE |
(jojoa1997's peaceful_npc mod) |
00:49 |
sapier |
mobf won't have either |
00:49 |
VanessaE |
server's doing 8-9% CPU right now |
00:50 |
sapier |
I've added 50 agressive mobs (wich are worst to be) in test code and had mobf cpu times about 1-3% |
00:51 |
RealBadAngel |
about lags: ive recalled funny series of youtube vids: http://www.youtube.com/watch?v=p24DuUUf-Ug |
00:51 |
sapier |
but completely unrelated I've fixed the metatable problem celeron mentioned yesterday, hope this completes security |
00:52 |
VanessaE |
server actually varies quite broadly though, from 7% up to 65% or so, depending on what's happening. A user signing on always seems to spike it |
00:52 |
VanessaE |
but besides that, everything is smooth |
00:52 |
sapier |
hmm I assume user signing on is map loading too |
00:52 |
VanessaE |
possibly |
00:53 |
VanessaE |
doesn't matter, not germane to this discussion :-) |
01:12 |
|
sapier left #minetest-dev |
01:52 |
hmmmm |
i think i fixed the black tree bug |
01:52 |
VanessaE |
cool |
01:52 |
hmmmm |
i don't know how i did it, but i did |
01:52 |
VanessaE |
but now, everything under water or higher than +10 m is black, right? |
01:52 |
VanessaE |
;-) |
01:52 |
hmmmm |
everything that's supposed to be black is black |
01:52 |
VanessaE |
hehe |
01:52 |
VanessaE |
just kidding |
01:53 |
hmmmm |
almost done with it |
01:59 |
|
iqualfragile joined #minetest-dev |
02:38 |
hmmmm |
man why am i the only person who commits anything |
02:38 |
VanessaE |
*looks at log* |
02:39 |
VanessaE |
no, see? one by thexyz right there....one by pilzadam.....50 by you... |
02:39 |
VanessaE |
oh wait, there's one by me buried three months down :D |
02:39 |
hmmmm |
that clearly says authored |
02:39 |
hmmmm |
it's the committing i'm talking about |
02:39 |
VanessaE |
I was kidding :) |
02:39 |
hmmmm |
oh, yeah, menulogo update |
02:39 |
hmmmm |
:/ |
02:40 |
VanessaE |
you're just that good - you're drowning out all the other, less-frequent comitters |
02:40 |
hmmmm |
mmmmmm.. |
02:44 |
hmmmm |
worked out all the kinks, https://github.com/kwolekr/minetest/commit/6e02eb47eb441a70346b49b768400a162fca7450 |
02:46 |
VanessaE |
cool |
02:46 |
hmmmm |
for a xeon e3-1230v2, freebsd 9.1 x64, compiled with gcc 4.2.2 at -O1, updateLighting takes: 60-80ms in a chunk of open air, 31-39ms for a chunk of open ground, 5-8ms for solid stone, 16-22 for cavey underground areas |
02:47 |
VanessaE |
what did it used to be before? |
02:47 |
hmmmm |
lots of variance in the execution time... on average, though, i estimate it to be about 22x faster than the original implementation |
02:47 |
hmmmm |
like 880ms |
02:47 |
VanessaE |
wow |
02:47 |
hmmmm |
800-880 |
02:47 |
VanessaE |
(right, I forgot about the 800-odd value, you mentioned it before) |
02:48 |
hmmmm |
makeChunk now takes about 90-110ms total, lots better than the 1 second thing |
02:48 |
hmmmm |
overall, map generation throughput is increased by an order of 10 |
02:48 |
VanessaE |
very impressive |
02:49 |
hmmmm |
unfortunately i cannot SSE optimize this like i thought i'd be able to, because of the recursive nature of the spread calculations... |
02:53 |
VanessaE |
what's next on your agenda? |
02:54 |
VanessaE |
<hmmmm> to kick your ass for asking what's next. |
02:54 |
VanessaE |
;) |
02:55 |
hmmmm |
uhh i had jungles in mind |
02:55 |
hmmmm |
so i can cross that out |
02:57 |
hmmmm |
so you guys think i should push that to upstream? |
02:58 |
VanessaE |
well you know my opinion on the jungles |
02:59 |
VanessaE |
but, as long as the trees are coded entirely in C++, I see no logical reason they can't be included |
02:59 |
hmmmm |
you think jungles should feature the moretrees things |
02:59 |
VanessaE |
no |
03:00 |
hmmmm |
? then what is your opinion on jungles |
03:00 |
hmmmm |
my goal was to just bring the status of jungles back to what it was before they were removed for some odd reason |
03:00 |
VanessaE |
I just figure I already had the concept covered with moretrees, I just didn't wanna see anyone go through a bunch of duplicate work is all |
03:00 |
hmmmm |
by duplicate work you mean copying/pasting a couple lines and cleaning up some code |
03:00 |
VanessaE |
heh well if it's that simple |
03:01 |
VanessaE |
I got the impression it was a whole big chunk of code being added back in or something |
03:01 |
hmmmm |
well it is |
03:01 |
hmmmm |
i'm not re-writing it though |
03:01 |
VanessaE |
ah |
03:01 |
VanessaE |
well then go for it |
03:01 |
VanessaE |
but do me a favor? |
03:01 |
hmmmm |
what |
03:01 |
VanessaE |
don't use default leaves. |
03:01 |
hmmmm |
i don't really have a choice if this is going to be usable with minimal |
03:02 |
VanessaE |
copy my jungle leaves nodes, or come up with some new ones |
03:02 |
VanessaE |
hrm |
03:02 |
hmmmm |
also i really don't want to start making new game content |
03:02 |
hmmmm |
that's for everybody else |
03:02 |
VanessaE |
well I don't mean new content so much as making them not look like they're just a variant of a default tree |
03:02 |
hmmmm |
the jungle_wood block takes care of that... no? |
03:03 |
VanessaE |
well for the trunk, sure (default:jungletree). The leaves is the only real hangup |
03:03 |
VanessaE |
are* |
03:06 |
VanessaE |
so I just propose a new node, default:jungleleaves, with a texture that's a variation on the default trees, say more yellowish, brighter. |
03:06 |
hmmmm |
i'm just curious, moretrees has an individual sapling type for each tree, correct? |
03:06 |
VanessaE |
yes, it has. |
03:06 |
hmmmm |
okay great |
03:07 |
hmmmm |
anyway if i'm going to add a new thing of leaves, i might as well add a new sapling for jungle trees... |
03:07 |
hmmmm |
are jungle trees replaced by something already existing in moretrees? |
03:08 |
VanessaE |
sorta |
03:08 |
hmmmm |
'sorta'? |
03:08 |
VanessaE |
moretrees redefines default:jungletree -> moretrees:jungle_tree_trunk |
03:08 |
VanessaE |
and removes default:jungletree from the node listings and creative inventory |
03:08 |
VanessaE |
to avoid duplicates |
03:08 |
hmmmm |
if not, i'd prefer for jungle trees to coincide with your trees |
03:09 |
VanessaE |
but it's easy enough for me to tweak moretrees to coexist with the defaults. |
03:09 |
VanessaE |
s/redefines/aliases/ |
03:09 |
hmmmm |
also, do understand that when moretrees is actually added, it's going to have to be much more tightly integrated |
03:10 |
VanessaE |
how so? |
03:10 |
hmmmm |
it's not that i don't like having a separate mod as part of minetest_game, it's that things will become a mess if i don't |
03:10 |
VanessaE |
OH |
03:10 |
hmmmm |
i'm going to need to create those trees from within the map generator too eventually |
03:10 |
VanessaE |
yeah I see what you mean |
03:11 |
hmmmm |
i trust that, when the time comes, you'll work with me on modifying what's necessary, right? |
03:11 |
VanessaE |
absolutely |
03:11 |
hmmmm |
great |
03:12 |
VanessaE |
my only concern is backwards compatibility, but that's trivial to maintain |
03:13 |
hmmmm |
oh i wanted to ask you, do you think a portion of large underground caves should be filled with water instead of lava? because i really feel like there are too many lava caves, and the mass of lava really ruins some interesting large caves |
03:13 |
VanessaE |
yeah, I think that's a good idea |
03:13 |
VanessaE |
lava should be pushed further down, too |
03:13 |
hmmmm |
the reason why i'm okay with modifying this is because it's part of the cave generation, not the map generation, really... |
03:14 |
hmmmm |
well there'd be more lava caves the further down you go, is my idea |
03:14 |
VanessaE |
that's fair |
03:15 |
VanessaE |
"Windfarm Sickness Spreads By Word of Mouth" <--- bullshit :-) |
03:15 |
VanessaE |
</offtopic> |
03:15 |
hmmmm |
ha ha, 'bull shit' |
03:15 |
hmmmm |
'farm' |
03:16 |
VanessaE |
ok, I'm about to pass out now from fatigue |
03:16 |
VanessaE |
time to go try to sleep, back some time tomorrow |
04:19 |
hmmmm |
VanessaE, you will probably be interested in this: https://github.com/kwolekr/minetest/commit/5298e4ad6fe0486be1021acdeb49ded025714751 |
04:21 |
hmmmm |
this commit is on the branch check_cave_placement, to apply, fetch kwolekr/minetest check_cave_placement and cherry-pick 5298e4ad - note there is a caveat - there will be some exposed ore that wasn't replaced because they didn't fit the cave placement whitelist - this is not a proper fix for 'mapgen griefing', but it should do well enough |
05:00 |
|
ShadowNinja joined #minetest-dev |
05:13 |
|
mrtux joined #minetest-dev |
05:29 |
thexyz |
i wonder how did sapier "compiled" lua |
06:45 |
RealBadAngel |
thexyz, no idea :) |
06:53 |
celeron55 |
luac |
06:53 |
celeron55 |
it |
06:53 |
celeron55 |
it'll output lua bytecode |
06:53 |
celeron55 |
but it's exactly the same thing that lua will do anyway when you load a script |
07:16 |
celeron55 |
by the way, RBA could test luajit on this: http://forum.minetest.net/viewtopic.php?id=4985 |
08:24 |
|
SpeedProg joined #minetest-dev |
08:24 |
celeron55 |
could be tried in minetest: http://www.reddit.com/r/gamedev/comments/1ae4lw/screenshot_saturday_110_buffer_overflow/c8wjusq |
08:53 |
|
markveidemanis joined #minetest-dev |
08:53 |
|
markveidemanis left #minetest-dev |
09:52 |
|
serengeor joined #minetest-dev |
09:52 |
|
serengeor_ joined #minetest-dev |
10:13 |
|
PilzAdam joined #minetest-dev |
10:30 |
|
iqualfragile joined #minetest-dev |
10:39 |
RealBadAngel |
celeron55, http://pastebin.com/Q9s91ukt |
10:40 |
RealBadAngel |
chasm works faster with luajit |
10:53 |
|
Calinou joined #minetest-dev |
10:57 |
celeron55 |
RealBadAngel: good |
11:05 |
|
nyuszika7h joined #minetest-dev |
11:13 |
|
darkrose joined #minetest-dev |
11:13 |
|
Jordach joined #minetest-dev |
11:40 |
|
Birk joined #minetest-dev |
11:41 |
Birk |
In Minetest 0.4.5 is a german translation, but with many bugs. How can i help to improve it? |
11:42 |
PilzAdam |
http://translate.minetest.ru/projects/minetest/core/ |
11:42 |
Birk |
ok |
11:46 |
Birk |
PilzAdam, In the translation all seems to be right, but in the Game, there are Buttons like "Sound Volume" and "Trash" |
11:46 |
PilzAdam |
the "Trash" field cant be translated because its in Lua |
11:47 |
PilzAdam |
and thexyz hasnt updated weblate yet so "Sound Volume" isnt there yet |
11:48 |
Birk |
So some problems need a change in core program and a system called 0.4.5-german? |
11:50 |
Birk |
I'll start some developing things when my Pc is fixed. |
13:49 |
celeron55 |
https://github.com/celeron55/minetest/commits/modtranslate |
13:50 |
celeron55 |
somebody needs to write a port of https://github.com/kaeza/minetest-intllib on this and put it in builtin |
13:52 |
celeron55 |
and then we need to figure out a way to translate formspecs |
13:53 |
|
serengeor joined #minetest-dev |
13:54 |
celeron55 |
(assuming this way of doing stuff seems acceptable to people) |
13:56 |
celeron55 |
as of how it works now, it will send every translation of a description to every client |
13:56 |
celeron55 |
it could be made to work so that a client sends it's preferred language to the server and the server chooses the string to send based on that |
13:56 |
celeron55 |
the low-level mod API stays the same |
13:59 |
celeron55 |
that server-based choosing might be necessary for formspecs, but i'm not sure... it definitely would be 100% useful for choosing language for per-player chat output |
13:59 |
VanessaE |
celeron55: kaeza's i18n lib seems to work well enough. |
13:59 |
VanessaE |
(it is used in homedecor and a couple of others, to provide spanish and french) |
13:59 |
celeron55 |
VanessaE: it cannot give different translations to different players on the same server |
13:59 |
celeron55 |
which is our goal |
13:59 |
VanessaE |
ah |
14:11 |
celeron55 |
bah, i'm too lazy to implement language sending to the server |
14:12 |
celeron55 |
well, i'll wait for hmmmm's comments in any case |
14:12 |
celeron55 |
(well, not lazy, but i want to work on an another thing) |
14:17 |
|
hmmmm joined #minetest-dev |
14:26 |
celeron55 |
hmmmm: any comments? |
14:28 |
hmmmm |
No comments. |
14:32 |
celeron55 |
i'm sure you have something to say 8) |
14:32 |
hmmmm |
i'm just reading the backlog right now.. i assume you mean the tiered terrain in the reddit link? |
14:33 |
celeron55 |
no no :P |
14:33 |
celeron55 |
i mean the last hour |
14:33 |
celeron55 |
altough you can comment that too |
14:34 |
hmmmm |
it looks neat but i have a feeling that ultimately it would be too boring |
14:34 |
hmmmm |
i could try it |
14:36 |
hmmmm |
the i18n lib is a disaster |
14:36 |
hmmmm |
trying to update that really screwed my package db up and i had to reinstall |
14:37 |
celeron55 |
wtf are you now talking about :P |
14:37 |
hmmmm |
the thing you were talking about an hour ago? |
14:38 |
celeron55 |
wtf, kaeza's intllib screwed up... what? |
14:39 |
hmmmm |
hmm he made the lib himself |
14:39 |
hmmmm |
i figured it was libi18n or whatever it's called |
14:39 |
celeron55 |
seriously, i have understood like under third of your messages so far 8D |
14:40 |
hmmmm |
what happened was this: looking at the chat, i thought this feature was going to add another dependency to minetest, in particular one that is notorious for screwing up everything else because there are so many things dependent on it |
14:41 |
hmmmm |
however i found this to not be the case, so nevermind |
14:41 |
|
sapier joined #minetest-dev |
14:42 |
hmmmm |
it's just that the particular string of letters of numbers "i18n" brings me memories of pain |
14:42 |
sapier |
I've done some performance comparisions for plain lua luajit compiled lua core and core release ... luajit results are quite impressive http://ompldr.org/vaHJ5dw/performance_comparison_pathfinding.pdf |
14:42 |
celeron55 |
so, any senseful comments now? 8) |
14:43 |
sapier |
does anyone have an idea why compiled lua does behave that bad? |
14:43 |
celeron55 |
why would it behave any different; lua compiles stuff to bytecode always first when it runs stuff |
14:43 |
VanessaE |
sapier: because "compiled" Lua just means tokenized, which is what Lua does when you load a file anyway |
14:44 |
celeron55 |
luajit is pretty impressive in that one |
14:45 |
VanessaE |
(what are "Core" and "Core Release" in your tables?) |
14:45 |
celeron55 |
VanessaE: the correct question is "what are -O0 and Release" |
14:45 |
sapier |
core is -O0 so no optimization at all |
14:45 |
hmmmm |
so, comments on internationalization support for mods, without adding an additional dependency? sure, why not? it's not a priority for me, however, and i have other things to work on |
14:45 |
celeron55 |
VanessaE: the answer is: they are optimization levels |
14:45 |
VanessaE |
I got that, but what does he mean by "Core" at all? |
14:45 |
VanessaE |
some function executed in C++? |
14:45 |
hmmmm |
yes |
14:45 |
VanessaE |
ok |
14:45 |
sapier |
implementation of same algorithm in c++ |
14:46 |
celeron55 |
hmmmm: so you don't want to decide at all on it - ok |
14:46 |
celeron55 |
hmmmm: you do agree that internationalization of mods should be done so that each player can get stuff on their own language on the same server? |
14:46 |
sapier |
simple is a simple path on surface direct movement no obstacles |
14:46 |
hmmmm |
no no, i think it's great and all, i just don't want to be the one to do it |
14:47 |
sapier |
comples is a smal labyrinth |
14:47 |
hmmmm |
yes i agree with that |
14:47 |
celeron55 |
ok; this shall be the base for that then |
14:47 |
sapier |
and "far" is about 20 blocks y directions through mountains |
14:47 |
celeron55 |
i'll work a bit more on this at some point if nobody else doesn't |
14:48 |
sapier |
i18n for mods? great idea :-) |
14:48 |
hmmmm |
you know, looking at this http://i.imgur.com/goqiVgS.jpg i'm thinking that pathfinding algorithm could be used for villagers when those get in eventually |
14:49 |
sapier |
btw this is dijkstra only as I haven't ported A* to core by now |
14:50 |
sapier |
A* is in many cases about 100 times faster (in plain lua) don't know if difference is that big in core but I assume it'll be a lot faster too |
14:50 |
celeron55 |
isn't A* just dijkstra with a heuristic? |
14:50 |
hmmmm |
yes |
14:50 |
sapier |
yes therefor it'll work pretty fine on surface |
14:50 |
sapier |
but very bad within buildings |
14:51 |
celeron55 |
well, it's either same or better than dijkstra always |
14:51 |
celeron55 |
only overhead can make it a bit slower in the worst case |
14:51 |
sapier |
yes |
14:51 |
sapier |
it's difficult to obtain benefit within buildings |
14:52 |
sapier |
but very easy on surface I'll add A* either way in next step |
14:53 |
celeron55 |
one good trick is to first try searching from both ends of the path towards the other, limiting to a few nodes |
14:53 |
celeron55 |
that way you immediately know if the path is going to fail at near either end |
14:53 |
celeron55 |
which is a common case of failing to find a path |
14:54 |
celeron55 |
(like, if the target is in a small closed room) |
14:54 |
celeron55 |
(few nodes being something like 10 or 20 iterations in A*) |
14:55 |
sapier |
good idea I'll add this ... atm I'm focused on optimizing positive case |
14:56 |
sapier |
it's implemented as 2 phase algorithm |
14:56 |
sapier |
first step builds a local copy containing all possible block transitions and their costs |
14:57 |
sapier |
second step tries to finde a way through this |
14:57 |
sapier |
you can even see this division in results |
14:58 |
sapier |
the more time first step requires the bigger core implementions benefit |
15:25 |
|
PilzAdam joined #minetest-dev |
15:58 |
|
whirm joined #minetest-dev |
15:58 |
whirm |
hi everyone |
15:59 |
whirm |
how can I debug the minetest startup? I'm trying to run current master's head in awesome and it gets stuck after loading two textures |
15:59 |
sapier |
gdb ./minetest |
15:59 |
sapier |
after building a debug build |
16:00 |
whirm |
http://pastebin.com/HYVt6XGq |
16:00 |
celeron55 |
then hit ctrl+c in gdb's shell once it gets stuck and ask it something like "thread apply all bt" |
16:01 |
whirm |
oh, that's weird, now it reacted |
16:01 |
whirm |
after a cople minutes waiting... |
16:01 |
whirm |
Ill run it again with gdb |
16:02 |
sapier |
singleplayer or did you connect to an internet server? |
16:02 |
celeron55 |
whirm: have you ran it in some other WM? |
16:02 |
whirm |
single player, just ./minetest, no args |
16:03 |
whirm |
I don't have any other WM in this machine right now |
16:03 |
celeron55 |
if it's specific to some WM, then it's some kind of an WM-X-Irrlicht interaction problem |
16:03 |
whirm |
let me build with debug info and print the bt |
16:05 |
whirm |
do I need to pass the -g flag via CFLAGS or is there a cmake arg I should use? |
16:06 |
celeron55 |
cmake . -DCMAKE_BUILD_TYPE=Debug |
16:06 |
celeron55 |
or so |
16:07 |
whirm |
ok |
16:07 |
celeron55 |
it will put -g in there, remove some optimizations and make minetest not try to handle unhandled exceptions |
16:11 |
hmmmm |
i did a lot on this http://dev.minetest.net/Mapgen |
16:11 |
hmmmm |
:)!! |
16:11 |
hmmmm |
comments, concerns? |
16:11 |
whirm |
celeron55: http://pastebin.com/MPhYy5U0 <<-- doesn't look so informative :( |
16:12 |
whirm |
I just typed continue and the minetest menu showed instantly |
16:12 |
whirm |
hm..., if I switch tags (I go to the chat tag and back where the minetest window was) then it shows correctly |
16:13 |
celeron55 |
what version is that? what is on main.cpp:1573? |
16:13 |
PilzAdam |
hmmmm, isnt there "public:" missing in the example classes? |
16:13 |
whirm |
it looks like it hangs until the window gets unmapped and remapped again or something like that |
16:13 |
hmmmm |
probably the main menu draw sleep |
16:13 |
celeron55 |
i guess it's either main.cpp:1605 or main.cpp:1686 of upstream master |
16:14 |
hmmmm |
ahhh yes, thank you pilzadam, they are |
16:14 |
hmmmm |
do you see any other errors in that code? it's completely untested |
16:14 |
celeron55 |
whirm: what if you click in the window when it is in that "hanged" state? |
16:14 |
celeron55 |
or something |
16:14 |
whirm |
it's current master from https://github.com/celeron55/minetest.git |
16:14 |
celeron55 |
that's old |
16:14 |
whirm |
celeron55: let me try |
16:14 |
celeron55 |
https://github.com/minetest/minetest.git is upstream |
16:15 |
whirm |
oh |
16:15 |
whirm |
let me switch to that then :) |
16:16 |
celeron55 |
won't probably make a difference in terms of errors, but at least you'll have same line numbers as others 8) |
16:16 |
whirm |
:D |
16:16 |
celeron55 |
(maybe i should rename it so that people would notice it's just my personal fork) |
16:17 |
celeron55 |
(no i won't, too lazy) |
16:18 |
whirm |
ok, clicks won't make any difference, but if I switch tags it works instantly |
16:20 |
celeron55 |
i wonder what "switching tags" means in terms of a regular WM |
16:22 |
whirm |
celeron55: the window gets unmapped and remapped I guess (like minimizing and maximizing) |
16:23 |
whirm |
like switching virtual desktops |
16:23 |
whirm |
without compositing |
16:24 |
celeron55 |
it seems to me that minetest is running perfectly normally in a menu |
16:25 |
whirm |
http://pastebin.com/dCd7HbuL |
16:25 |
celeron55 |
i be something that irrlicht does |
16:25 |
celeron55 |
i'm relatively sure it must* |
16:26 |
whirm |
this is after clicking several times to the black window and then interrupting the execution |
16:26 |
celeron55 |
enter "n" in gdb and flood some tens of enter and paste the result :P |
16:26 |
whirm |
XD ok |
16:30 |
whirm |
http://pastebin.com/Uty6pht6 |
16:30 |
whirm |
I had to finish on some functions with no debug symbols |
16:31 |
whirm |
so its a mix of n and finish :) |
16:31 |
celeron55 |
regular operation from minetest's part |
16:32 |
celeron55 |
something is messed up somewhere in awesome-X-irrlicht-gpu interaction |
16:33 |
celeron55 |
can't really guess where |
16:34 |
whirm |
:D ok, now at least I know it works if I switch tags :) |
16:34 |
hmmmm |
awesomewm doesn't seem so awesome anymore |
16:34 |
celeron55 |
can you try some other program that uses irrlicht? |
16:34 |
whirm |
thamks! |
16:34 |
celeron55 |
supertuxkart maybe |
16:35 |
whirm |
hmmmm: its a bit rigid with buggy behaviours, java, old openoffice versions... |
16:35 |
whirm |
ok, Ill try |
16:35 |
celeron55 |
it's quite large to be solely used for testing but... anyway |
16:37 |
whirm |
its downloading |
16:37 |
celeron55 |
alternatively you could just run some of the examples from the irrlicht source distribution :P |
16:41 |
whirm |
nah, I'm not in a hurry :) |
16:42 |
whirm |
3 minutes more of download :) |
16:46 |
whirm |
celeron55: same behaviour with tuxcart, only the music plays in the background |
16:46 |
celeron55 |
8) |
16:47 |
celeron55 |
next stop: #irrlicht |
16:48 |
celeron55 |
they might want to know in which version of irrlicht that has started to occur, if any |
16:48 |
celeron55 |
at least minetest will compile fine with the 1.7 series, if you care to test |
16:49 |
hmmmm |
he is using 1.7.4 if you read his pastebin link |
16:49 |
celeron55 |
oh |
16:49 |
celeron55 |
well, then maybe test 1.8 |
16:49 |
|
Calinou joined #minetest-dev |
16:57 |
whirm |
well, if it some day I get irritated enough with this I will do it, for the moment Ill play a bit :), thanks a lot |
16:58 |
celeron55 |
one thing that i notice is that google doesn't come up with any results related to this - i guess those using awesome don't play games or something |
16:58 |
whirm |
hehe, could be |
16:59 |
celeron55 |
but anyway, have fun playing then 8) |
16:59 |
whirm |
I don't play many games on this machine either |
17:00 |
Calinou |
" i guess those using awesome don't play games or something" who does that anyway? |
17:01 |
thexyz |
who does what? |
17:23 |
hmmmm |
elite hackers with 50 instances of vim running use awesomewm |
17:23 |
hmmmm |
they are also likely to use gentoo or arch and have cmatrix running in at least 2 terminals at any given time |
17:25 |
whirm |
hmmmm: I'm exactly like that, except I have bb running instead of cmatrix |
17:25 |
whirm |
I also code virus in 3D while I dance ;) |
17:26 |
hmmmm |
well.... this is awkward... |
17:26 |
hmmmm |
good luck on hacking the gibson |
17:27 |
whirm |
:D |
17:57 |
ecube |
why would anyone want to waste two terminals on cmatrix |
17:58 |
hmmmm |
why is the grass green? |
17:59 |
PilzAdam |
hmmmm, wouldnt it be better to set an mapgen alias for stairs instead of adding the name directly to the code? |
17:59 |
PilzAdam |
something like mapgen_stair_cobble |
18:00 |
hmmmm |
would it? stairs aren't part of default |
18:01 |
PilzAdam |
if a game doesnt define stairs:stair_cobble then there will be undefined nodes in dungeons |
18:01 |
hmmmm |
i'll add a fallback to cobble block then |
18:14 |
celeron55 |
the ultimate fallback should probably somehow be made to automatically be something more reasonable than content_ignore |
18:14 |
celeron55 |
because ignore is such a PITA in the end result |
18:15 |
celeron55 |
dirt might be a good final fallback |
18:21 |
hmmmm |
or how about air |
18:21 |
hmmmm |
(you know, something included in the engine?) |
18:24 |
celeron55 |
well... that's ok too |
18:25 |
celeron55 |
we should probably aim (in the *very* long term) to make the engine work without anything that even remotely resembles minecraft, like some specific ground types, so i guess air in that case is the only one that makes sense |
18:25 |
celeron55 |
well, actually there are some problems in that goal |
18:25 |
celeron55 |
like the lighting; it's quite specific to certain proportions and flat-ish ground and so |
18:26 |
hmmmm |
i have a good idea for a non-minecraft-like game that uses minetest.. i'd do it but i have better things to do and i don't enjoy using lua either |
18:26 |
celeron55 |
hmm, i wonder if that is a good goal |
18:27 |
hmmmm |
what's the specific problem with the lighting? the range? |
18:28 |
celeron55 |
the fact that you don't see anything if you have things blocking the way in anywhere in the Y direction... in some uses (like some space game), you don't want such global lighting |
18:28 |
celeron55 |
or some caves-only game |
18:28 |
* khonkhortisan |
installs cmatrix with the intent of running it every time a terminal opens |
18:30 |
hmmmm |
oh... that's a shame... i deleted the bounceRay() crap that i was trying out before |
18:31 |
hmmmm |
before, i was trying out a different strategy where you'd send rays of LIGHT_SUN in whatever direction, when it hits something where light doesn't propogate, it'd bounce in the two directions it didn't hit (for a y ray, it'd bounce in +-x, +-z) and then it'd bounce the next time it hits something, recursively |
18:31 |
celeron55 |
maybe for such we should have different lighting modes, set in game.conf; one is "minecrafty sunlight", other is static global illumination to which light sources are added |
18:31 |
hmmmm |
i thought it was neat, but for most above ground caves, it lit too much |
18:32 |
hmmmm |
and it was slower than the revised recurse-through-each-light-propogating-node strategy |
18:32 |
PilzAdam |
hmmmm, how great is the speed improvement in the last commit (optimize lighting)? |
18:32 |
hmmmm |
on average 22 times faster |
18:33 |
PilzAdam |
and the whole mapgen? |
18:33 |
celeron55 |
what even was the bottleneck? |
18:33 |
hmmmm |
celeron, your update lighting took 880ms |
18:33 |
hmmmm |
plizadam, about 10x improvement overall |
18:33 |
celeron55 |
i know |
18:33 |
celeron55 |
but i don't know what made up for that sum |
18:34 |
PilzAdam |
thats worth a new win build :-) |
18:34 |
hmmmm |
how the frig is nearly a second NOT a bottleneck? |
18:34 |
celeron55 |
... |
18:34 |
hmmmm |
pilzadam, hold up and wait for my jungle re-addition |
18:34 |
celeron55 |
do i need to rephrase |
18:34 |
RealBadAngel |
hmmm, btw, shouldnt you use lsystem jungle trees for that? |
18:34 |
celeron55 |
i am wondering what particular part of the lighting code was so slow |
18:35 |
hmmmm |
oh, |
18:35 |
hmmmm |
i actually did look at each individual component, and they all took roughly the same time |
18:35 |
RealBadAngel |
you can generate them from the engine easily, mod is not needed |
18:35 |
hmmmm |
clearlightandcollectsources, propogatesunlight, unspreadlight, spreadlight all around either 70-130ms on their own |
18:35 |
celeron55 |
i know that |
18:35 |
hmmmm |
and then you looped it for the night bank |
18:36 |
celeron55 |
that too 8) |
18:36 |
hmmmm |
i am assuming it's pushing everything to that map of light_sources |
18:37 |
hmmmm |
when i first looked at it, that was about a 750,000 items per iteration |
18:37 |
hmmmm |
that's the biggest problem i'd say |
18:37 |
hmmmm |
the other problem is the over-checking |
18:38 |
hmmmm |
you make absolutely no assumptions in that code, you emerge all of it each spreadLight (iirc) which requires an O(n^3) loop, etc. |
18:38 |
|
proller joined #minetest-dev |
18:38 |
hmmmm |
you clear light when it's already initialized to 0 |
18:38 |
hmmmm |
and it's very good code, don't get me wrong, it just doesn't scale |
18:38 |
PilzAdam |
hmmmm, when will you push the jungles? |
18:38 |
celeron55 |
so the problem is mostly that the vmanip implementation is over-generic for purposes of map generation |
18:38 |
|
markveidemanis joined #minetest-dev |
18:39 |
hmmmm |
celeron, perhaps yes |
18:39 |
hmmmm |
pilzadam, soon, i need to work on it a bit more, but i'd say it'll be done within 2 hours |
18:39 |
hmmmm |
realbadangel, L-system trees won't work here because minetest_game is missing all of those assets and you don't even have a jungle tree model from what i heard |
18:40 |
proller |
https://github.com/minetest/minetest/pull/549 |
18:40 |
|
markveidemanis left #minetest-dev |
18:40 |
RealBadAngel |
we dont have models? |
18:40 |
hmmmm |
you know what i mean |
18:41 |
hmmmm |
rule set, leaf/wood textures |
18:41 |
celeron55 |
just put them in; improving is always easier than doing everything perfectly from the ground u |
18:41 |
celeron55 |
up* |
18:41 |
hmmmm |
besides, my goal is to bring it back to the state it was before it was removed, with non-visual improvements where needed |
18:42 |
RealBadAngel |
we have 3 different models for jungle trees |
18:42 |
RealBadAngel |
http://realbadangel.pl/jungle7.png |
18:42 |
khonkhortisan |
~/.bashrc: cmatrix -sbx :P |
18:43 |
hmmmm |
the moretrees will fit in with my plans for DecorationDef, which is rather elegant... you'll be able to say exactly what gets placed where from within lua |
18:43 |
hmmmm |
it will use the same mechanism as the chests in dungeons |
18:44 |
RealBadAngel |
ok, but we do have all the axioms, rules, textures ready for a long time |
18:44 |
hmmmm |
i'm going fast :( |
18:44 |
RealBadAngel |
Haven 128x texture pack even have hd textures for all the trees |
18:45 |
PilzAdam |
someone needs a dump of a chat segfault from wine? https://gist.github.com/PilzAdam/5177721 |
18:45 |
RealBadAngel |
also all the trees have own wood and saplings |
18:46 |
hmmmm |
hah.... very helpful pliz |
18:46 |
hmmmm |
pilz |
18:58 |
hmmmm |
ahh so there are two new configurable noiseparams: np_v6_apple_trees, np_v6_humidity; the former controls the prevalence of apple trees within regular trees, the latter controls the prevalence of jungles |
18:58 |
whirm |
is it a known bug that if new_style_water is enabled, water doesn't render correctly? |
18:58 |
hmmmm |
remind me to add those to minetest.conf.example |
18:58 |
hmmmm |
water does render correctly |
18:59 |
hmmmm |
are you talking about if a solid node is right on top of a water source node? |
18:59 |
PilzAdam |
whirm, yes |
18:59 |
PilzAdam |
hmmmm, new_style_water is a setting to set the water lower without using shader |
19:00 |
PilzAdam |
its broken since 0.4 |
19:00 |
celeron55 |
new_style_water is to be removed and the regular water is to be made to look like new_style_water without shaders |
19:00 |
hmmmm |
i wouldn't call it 'broken'... |
19:00 |
PilzAdam |
there is a pull request by me flying arround that fixes new_style_water |
19:00 |
hmmmm |
i'll look at it |
19:01 |
PilzAdam |
https://github.com/minetest/minetest/pull/475 |
19:02 |
celeron55 |
new_style_water has the serious problem that it cannot take any advantage of the tile optimization and smooth lighting that the mesh generation does; that is why it has to go |
19:02 |
|
iqualfragile1 joined #minetest-dev |
19:02 |
hmmmm |
ah |
19:03 |
whirm |
ok, thanks :) |
19:03 |
PilzAdam |
whirm, use 0.3, it works there |
19:04 |
whirm |
I was uploading a couple screenshots but I guess its not needed then |
19:04 |
whirm |
minetest 0.3? |
19:04 |
hmmmm |
who in their right minds would use minetest 0.3 |
19:04 |
hmmmm |
there is an infinite amount of improvement in 0.4 |
19:04 |
whirm |
goint to eat something brb |
19:04 |
PilzAdam |
someone who wants jungles 2 hours earlier? ;-) |
19:05 |
hmmmm |
jungles murder my framerate. |
19:05 |
celeron55 |
hmmmm: ...don't even think about moretrees then |
19:05 |
celeron55 |
they'll murder it 5x more |
19:05 |
hmmmm |
well |
19:06 |
hmmmm |
does opaque_leaves work for those too? |
19:06 |
PilzAdam |
hmmmm, do you want "kwolekr" or "hmmmm" in the changelog? |
19:06 |
celeron55 |
i'd guess it does |
19:07 |
celeron55 |
it doesn't help as much as for oldskool jungle trees though |
19:07 |
hmmmm |
doesn't matter |
19:07 |
celeron55 |
moretrees makes huge amounts of leaves-to-air surfaces |
19:07 |
hmmmm |
alright well here's what i did: http://pastebin.com/WdF8Sawa |
19:08 |
hmmmm |
it's up to someone else to bring back the jungletree texture/definition and make a new jungleleaves definition |
19:08 |
hmmmm |
even if nobody does, it's still there and it works right |
19:09 |
hmmmm |
i need to make jungle trees faster though because 150ms for creating a jungle block is ridiculous |
19:10 |
PilzAdam |
junglespalings would be nice too |
19:10 |
hmmmm |
that's completely lua..... which means completely your job |
19:11 |
PilzAdam |
the current saplings have their abms in content_abm.cpp |
19:11 |
hmmmm |
ahhh |
19:11 |
hmmmm |
alright i'll add the hooks for those |
19:11 |
* PilzAdam |
needs textures for jungleleaves and -saplings... |
19:12 |
celeron55 |
well, saplings should be put in lua |
19:12 |
celeron55 |
i think there is an api call for making a regular tree? |
19:12 |
PilzAdam |
nope |
19:12 |
PilzAdam |
only l_system tree |
19:12 |
celeron55 |
well shit :P |
19:12 |
hmmmm |
ugh |
19:12 |
hmmmm |
so why isn't there an l-system rule for a regular tree? should be dead simple |
19:15 |
celeron55 |
well... i sure have no idea how to make them; RealBadAngel probably can whip one up in no time |
19:23 |
hmmmm |
uh hmm |
19:23 |
celeron55 |
https://github.com/VanessaE/moretrees/blob/master/tree_models.lua |
19:23 |
hmmmm |
how do i get a NodeDef from MakeTreesFromSaplingsABM? |
19:23 |
celeron55 |
this L-system language is the closest to brainfuck that i have seen, that actually is not brainfuck |
19:23 |
hmmmm |
agreed; these people have a lot of time on their hands... |
19:25 |
celeron55 |
what do you mean by getting a nodedef from it? |
19:25 |
hmmmm |
mm nevermind, i'll just get it every trigger |
19:25 |
RealBadAngel |
hmmm, beeches were intended to replace default trees |
19:25 |
hmmmm |
s/from/in/ by the way |
19:26 |
celeron55 |
(related note: beech is found in that file i linked) |
19:27 |
RealBadAngel |
http://imgur.com/a/PXyaA#1 |
19:27 |
|
jojoa1997 joined #minetest-dev |
19:27 |
jojoa1997 |
does anyone know what the spawning requirements for dungeons are |
19:27 |
celeron55 |
there aren't any, it's completely random |
19:27 |
celeron55 |
but you have to set the flag yourself, they aren't on by default |
19:27 |
RealBadAngel |
beeches use old trees textures and sapling |
19:28 |
jojoa1997 |
mg_flags = trees, caves, v6_biome_blend, dungeons |
19:29 |
jojoa1997 |
that right? |
19:29 |
celeron55 |
yes |
19:29 |
hmmmm |
do you really want v6_biome_blend? yuck |
19:29 |
jojoa1997 |
do you guys know the rarity of dungeons at least |
19:29 |
hmmmm |
pretty rare |
19:29 |
jojoa1997 |
what is v6_blend |
19:30 |
PilzAdam |
jojoa1997, disable caves to see them better |
19:30 |
hmmmm |
the biome blending you see on the edges that looks like dithering |
19:30 |
hmmmm |
lots of people hate it |
19:30 |
hmmmm |
which is why it's an option |
19:30 |
celeron55 |
biome dithering is a better name for it :P |
19:30 |
jojoa1997 |
i like it |
19:30 |
jojoa1997 |
are they underground? |
19:32 |
jojoa1997 |
yay found one |
19:33 |
|
jojoa1997 left #minetest-dev |
19:33 |
|
ShadowNinja joined #minetest-dev |
20:09 |
|
PilzAdam joined #minetest-dev |
20:29 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commits/jungles |
20:31 |
ShadowNinja |
has any progress been made on the send issue from the stl commit? |
20:46 |
hmmmm |
ahhhh |
20:47 |
hmmmm |
PilzAdam, can you add the alias "default:junglesapling" -> "junglesapling" like sapling has already? |
20:47 |
hmmmm |
in the ABM that's what i use to follow suit |
20:47 |
PilzAdam |
sure |
20:49 |
PilzAdam |
hmmmm, the sapling alias is in legacy, so should I make it mapgen_junglesapling instead? |
20:49 |
hmmmm |
probably not... |
20:49 |
hmmmm |
it's not part of the mapgen anyway |
20:50 |
hmmmm |
why is the sapling alias legacy? |
20:50 |
PilzAdam |
to support 0.3 maps where the node was called "sapling" |
20:51 |
* hmmmm |
sigh |
20:51 |
hmmmm |
i'll make it default:junglesapling then.. |
20:51 |
hmmmm |
i don't think i should be changing it though |
20:51 |
PilzAdam |
that will force other games to have a default mod |
20:52 |
PilzAdam |
Ill add the alias |
20:52 |
hmmmm |
okay |
20:56 |
PilzAdam |
done |
20:56 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commits/jungles |
21:06 |
hmmmm |
done too |
21:06 |
hmmmm |
https://github.com/kwolekr/minetest/commit/6823ce99a7deabe410dd8b143b688cd364490cec |
21:06 |
hmmmm |
i didn't test the sapling stuff because i didn't have the saplings |
21:09 |
hmmmm |
would you like to test it? |
21:09 |
PilzAdam |
yep |
21:16 |
PilzAdam |
hmmmm, works fine |
21:18 |
PilzAdam |
http://www.zimg.eu/i/2504368456 |
21:20 |
PilzAdam |
hmmmm, a growing jungletree destroys every node in its way |
21:21 |
PilzAdam |
could you do something like this: https://github.com/minetest/minetest/blob/master/src/treegen.cpp#L45 |
21:22 |
|
serengeor joined #minetest-dev |
21:28 |
|
sfan5| joined #minetest-dev |
21:28 |
khonkhortisan |
a growing tree also remove(d)s nodes |
21:51 |
proller |
trying large caves: |
21:51 |
proller |
- max_tunnel_diameter = ps.range(7, ps.range(8,24)); |
21:51 |
proller |
+ max_tunnel_diameter = ps.range(7, ps.range(8,ps.range(24,100))); |
21:52 |
proller |
maybe they must be more rare |
22:14 |
|
whirm joined #minetest-dev |
22:31 |
|
Kray joined #minetest-dev |
22:53 |
hmmmm |
sure thing pilz |
22:58 |
hmmmm |
PilzAdam, which part of the jungletree destroys things? |
22:58 |
hmmmm |
the vertical branch? |
22:58 |
PilzAdam |
the trunk |
22:58 |
hmmmm |
alright |
22:59 |
VanessaE |
you're hard-coding the jungle tree model? |
22:59 |
PilzAdam |
http://www.zimg.eu/i/248589486 |
23:00 |
hmmmm |
is that glass covering the very bottom |
23:00 |
PilzAdam |
the glassblock is solid |
23:00 |
PilzAdam |
I only removed 1 node to place the sapling |
23:01 |
hmmmm |
do you want that bottom platform to not be placed as well? |
23:01 |
PilzAdam |
sure |
23:01 |
hmmmm |
well |
23:01 |
hmmmm |
that's needed though |
23:01 |
hmmmm |
it's intentional for that to remove any other nodes |
23:01 |
VanessaE |
WHy don't you just use the L-systems method? it already checks for air when growing a tree. |
23:02 |
hmmmm |
because i'm not doing something big and grand, we're just bringing something back that was removed |
23:02 |
PilzAdam |
hmmmm, it could be abused to remove chests etc. |
23:03 |
hmmmm |
ahh good point |
23:03 |
hmmmm |
really what would be ideal is if we remove whatever's in the base at least when being done by the mapgen, don't remove otherwise |
23:07 |
hmmmm |
ah found a bug with the original tree code |
23:08 |
PilzAdam |
maybe check for buildable_to instead of CONTENT_AIR |
23:09 |
hmmmm |
wait a minute am i reading this right? you can have a sapling grow anywhere? |
23:10 |
PilzAdam |
yep |
23:10 |
hmmmm |
do we want this?? |
23:10 |
PilzAdam |
nope |
23:10 |
VanessaE |
definitely not |
23:10 |
hmmmm |
i'll add a check for grass in the ABM too |
23:10 |
VanessaE |
why should a sapling be able to grow on, say, cobble? |
23:11 |
PilzAdam |
but we cant do much about it while its in the engine |
23:11 |
hmmmm |
well, you can... |
23:11 |
hmmmm |
you do have commit powers |
23:11 |
PilzAdam |
hmmmm, if you check for grass then also check for dirt |
23:11 |
hmmmm |
yeah |
23:12 |
VanessaE |
Might also be a good idea to check for a jungle trunk as well, in case someone wants to build double-tall structures. |
23:12 |
VanessaE |
(I've seen this before) |
23:12 |
hmmmm |
but you can't grow a tree on a tree.... |
23:13 |
PilzAdam |
just place a dirt block on the tree while the sapling is growing |
23:15 |
hmmmm |
vanessa, your final opinion on the topic? the list of things that a sapling can grow on is: dirt_with_grass, dirt |
23:15 |
VanessaE |
go with that |
23:35 |
hmmmm |
well, okay |
23:37 |
|
Taoki joined #minetest-dev |
23:37 |
hmmmm |
anyway i did that https://github.com/kwolekr/minetest/commit/003ce644faedcdd9310b93a4bae3007209c426df |
23:37 |
hmmmm |
should work. |
23:43 |
hmmmm |
erm anyway PilzAdam, if you test that and everything works great, then push your additions to minetst_game to upstream, i'll push this to upstream too and then you can make the win32 snapshot build |
23:45 |
PilzAdam |
I already did a win build... |
23:45 |
PilzAdam |
testing.... |
23:51 |
PilzAdam |
hmmmm, the saplings of the jungletrees arent removed |
23:53 |
hmmmm |
woops |
23:53 |
hmmmm |
i guess infinite trees |
23:56 |
PilzAdam |
I have set interval and chance to 1 and its fun to watch the trees get bigger and bigger :-) |
23:56 |
PilzAdam |
you end up with a very blocky tree |
23:57 |
hmmmm |
anyway let's try again https://github.com/kwolekr/minetest/commit/e3badd7062d4bee62335cf100f3f91ef4c370aae |
23:58 |
hmmmm |
after this, it should be perfect |