Time |
Nick |
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00:04 |
VanessaE |
ok, something's just not right here. the server's spiking to 100% just to load terrain that's been generated ages ago |
00:07 |
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00:10 |
RealBadAngel |
hmmmm, no matter the values i try to put there it always crashes with same error |
00:11 |
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00:13 |
hmmmm |
yes i know |
00:13 |
hmmmm |
gosh i guess you were just lucky with some parameter |
00:13 |
hmmmm |
it looks like the ore sheet too needs that check before i call pr.range() |
00:15 |
RealBadAngel |
so what in the example is wrong? |
00:15 |
hmmmm |
nothing, it's my mistake |
00:16 |
hmmmm |
but for some reason i feel like the ore it's producing after being fixed isn't enough |
00:16 |
hmmmm |
lemme try it in the air |
00:16 |
RealBadAngel |
ok |
00:17 |
hmmmm |
ah nevermind there's quite a bit |
00:18 |
hmmmm |
it's just not what you'd expect underground |
00:18 |
hmmmm |
alright i'll push a fix |
00:18 |
hmmmm |
i still wonder why i didn't see that bug earlier |
00:18 |
hmmmm |
must be soemething about those parameters |
00:19 |
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00:20 |
hmmmm |
https://github.com/minetest/minetest/commit/8d13967aa3a802df8fa8d97fcce32fea2b46f2bf |
00:22 |
RealBadAngel |
testing |
00:36 |
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00:36 |
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00:40 |
realbadangel_ |
hmmm no luck at all |
00:40 |
hmmmm |
what? |
00:41 |
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00:41 |
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00:41 |
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00:41 |
realbadangel_ |
im flyin underground and cant find any |
00:41 |
hmmmm |
keep looking, you'll see it |
00:41 |
hmmmm |
when you find some there will be a lot of it |
00:42 |
hmmmm |
and that's the whole point of this ore type, is it not? |
00:42 |
realbadangel_ |
yeah |
00:42 |
realbadangel_ |
what is the way to make it more common? |
00:42 |
realbadangel_ |
i mean which setting |
00:43 |
hmmmm |
it is already very common |
00:43 |
hmmmm |
you'll see if you were to make it replace air and have it above ground |
00:43 |
realbadangel_ |
going to try |
00:44 |
hmmmm |
you don't see much of it because it's very short vertically |
00:44 |
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00:44 |
hmmmm |
if you increase the height you should see more, but... |
00:49 |
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00:51 |
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00:51 |
realbadangel_ |
now i can see them |
00:51 |
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00:53 |
realbadangel_ |
how to adjust the size of it? |
00:54 |
realbadangel_ |
spread? |
00:59 |
RealBadAngel |
looks like |
00:59 |
RealBadAngel |
hmmm, noticed one thing |
01:00 |
RealBadAngel |
they do generate in pattern, only at certain height levels |
01:02 |
RealBadAngel |
http://i.imgur.com/ya5WYGN.jpg |
01:03 |
RealBadAngel |
http://pastebin.com/9UJK2MKL |
01:03 |
hmmmm |
? |
01:03 |
hmmmm |
what would you prefer it to do? |
01:03 |
RealBadAngel |
see the picture? |
01:03 |
hmmmm |
yea? |
01:03 |
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01:04 |
RealBadAngel |
they do spawn in layers. between layers there are no generated sheets |
01:04 |
hmmmm |
isn't that how it's supposed to spawn...? |
01:04 |
RealBadAngel |
its like 10 nodes in height between each layer |
01:04 |
hmmmm |
yea |
01:05 |
hmmmm |
at least 10 nodes in height |
01:05 |
hmmmm |
usually more |
01:05 |
RealBadAngel |
was guessing |
01:05 |
hmmmm |
so are you saying that you don't want it to do this? |
01:05 |
RealBadAngel |
i would expect it the height should be more random |
01:06 |
RealBadAngel |
because if i define range for them like 100 nodes in height |
01:07 |
RealBadAngel |
there will be heights in that range that sheet will never be spawned |
01:07 |
RealBadAngel |
and this is the same for whole world |
01:08 |
hmmmm |
so are you saying that you'd like more than one to spawn per chunk? |
01:08 |
RealBadAngel |
no, they should spawn on different heights in given range |
01:08 |
RealBadAngel |
now they do spawn always at the same height |
01:09 |
hmmmm |
oh i see what you're saying |
01:09 |
hmmmm |
crap |
01:09 |
RealBadAngel |
10 nodes above, another layer |
01:09 |
RealBadAngel |
+20 another |
01:09 |
RealBadAngel |
nothing in between |
01:09 |
hmmmm |
that shouldn't happen |
01:09 |
RealBadAngel |
pick my example and see it for yourself |
01:09 |
hmmmm |
i'm passing along the blockseed |
01:10 |
hmmmm |
yeah that's not happening, you just saw it in one chunk |
01:20 |
RealBadAngel |
no, i can see it all around |
01:20 |
hmmmm |
all the ore in the same chunk is at the same height |
01:20 |
RealBadAngel |
http://i.imgur.com/lLKcHRV.jpg |
01:20 |
RealBadAngel |
look, its bigger than one chunk. dont you think? |
01:20 |
hmmmm |
well one chunk is 80x80x80, so |
01:20 |
RealBadAngel |
always same heights |
01:20 |
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01:20 |
RealBadAngel |
well, maybe in 80x its true |
01:20 |
RealBadAngel |
but anyway it just doesnt look any random :) |
01:20 |
hmmmm |
you're free to improve it |
01:20 |
RealBadAngel |
maybe if sheet could go up or down a bit? |
01:20 |
RealBadAngel |
like for given diameter few nodes height change allowed |
01:20 |
hmmmm |
it does - it's completely random https://github.com/minetest/minetest/blob/master/src/mapgen.cpp#L155 |
01:20 |
RealBadAngel |
height is random, but sheet is flat |
01:20 |
RealBadAngel |
i mean to twist whole sheet |
01:20 |
hmmmm |
oh.. |
01:20 |
RealBadAngel |
so it could go up or down |
01:20 |
hmmmm |
well gosh, you don't really want a sheet, do you. |
01:20 |
RealBadAngel |
twisted sheet :) |
01:20 |
hmmmm |
=/ |
01:20 |
hmmmm |
try a scatter ore with 3d noise and very high concentration (low scarcity value) |
01:21 |
RealBadAngel |
but then i will get it everywhere |
01:21 |
hmmmm |
looks like you should invent a new ore type then |
01:21 |
RealBadAngel |
i will play with settings |
01:22 |
RealBadAngel |
maybe i will invent somethin |
01:22 |
hmmmm |
well |
01:28 |
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01:28 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
01:33 |
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01:38 |
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01:43 |
RealBadAngel |
hmmmm, hell yeah :) |
01:44 |
RealBadAngel |
its way better imho |
01:45 |
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01:46 |
hmmmm |
mmmm |
01:46 |
hmmmm |
alright, i'll add that |
01:46 |
hmmmm |
but what i have there wasn't really the intent of the sheet ore type |
01:47 |
RealBadAngel |
so maybe call it another type? |
01:47 |
hmmmm |
no, because all i did was add a line of code and change another |
01:47 |
hmmmm |
alright |
01:48 |
RealBadAngel |
its still a sheet, but looks way way better |
01:48 |
hmmmm |
here's how i'm going to do this: you need to modify the scale of the noiseparams to get how bendy it is |
01:48 |
hmmmm |
but |
01:48 |
hmmmm |
you need to disregard the scale when you go to write the threshhold value |
01:49 |
RealBadAngel |
so flat one will be still possible, yes? |
01:49 |
hmmmm |
yes, by leaving the scale at 1 |
01:49 |
hmmmm |
or 0 perhaps |
01:50 |
RealBadAngel |
thats good |
02:04 |
RealBadAngel |
hmmmm, you got it ready? |
02:14 |
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02:35 |
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02:38 |
hmmmm |
yeah |
02:38 |
hmmmm |
https://github.com/minetest/minetest/commit/26cad481d08432df1c9ace5f1ac23f1fad9a403f |
02:39 |
hmmmm |
it's a shame this goes underground |
02:39 |
hmmmm |
it generates really neat looking things |
02:39 |
VanessaE |
hmmmm: you never know what modders will do to abuse the API hooks they're given |
02:40 |
hmmmm |
yeah, with the same ore generation type you can already make nice looking clouds |
02:40 |
hmmmm |
now with this you can do pretty nice floating islands |
02:40 |
VanessaE |
I was *just* thinking about that |
02:42 |
RealBadAngel |
or cover ground level with something |
02:43 |
hmmmm |
haha oh wow |
02:43 |
hmmmm |
that's true, you could make lakes or springs with this |
02:43 |
hmmmm |
which would naturally create rivers |
02:43 |
hmmmm |
ore = water_source, wherein = dirt_with_grass |
02:44 |
hmmmm |
and you'd need a very scarce noiseparams |
02:45 |
RealBadAngel |
i think this one is gonna have many uses :) |
02:45 |
VanessaE |
hmmmm: oooooo |
02:46 |
VanessaE |
people HAVE been asking when we'll have proper rivers..... |
02:46 |
hmmmm |
this isn't a proper river though |
02:46 |
VanessaE |
yeah Iknow |
02:46 |
VanessaE |
but it's the closest thing yet |
02:46 |
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03:07 |
hmmmm |
well... this isn't quite what i was expecting.. |
03:07 |
VanessaE |
? |
03:08 |
hmmmm |
http://ompldr.org/vaHZpYg |
03:09 |
VanessaE |
err |
03:10 |
VanessaE |
back to the drawing board..... |
03:10 |
VanessaE |
:_) |
03:10 |
hmmmm |
http://ompldr.org/vaHZpYw |
03:10 |
VanessaE |
:) |
03:13 |
Exio |
just some tweaks and profit! :D |
03:21 |
Exio |
going to sleep now, bye! |
03:41 |
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03:43 |
RealBadAngel |
hmmmm, what were the settings for this? http://ompldr.org/vaHZodQ |
03:47 |
hmmmm |
http://pastebin.com/tJ3fWNsq |
03:47 |
hmmmm |
whoops |
03:47 |
hmmmm |
oh no that's right |
03:58 |
RealBadAngel |
i like it |
03:59 |
RealBadAngel |
bbl, work time |
04:02 |
hmmmm |
i think i figured out what is it about prestidigitator that bothers me |
04:02 |
VanessaE |
which would be? |
04:02 |
hmmmm |
he doesn't work with us at all, so there's really no input and we can't guide him or comment on anything, and he's going to show up with this huge patch and expect us to just plop it in |
04:04 |
hmmmm |
also he thinks he's better than us because he strictly follows moronic super-object-oriented coding guidelines that belong in a java enterprise application and not minetest |
04:04 |
VanessaE |
actually the first part of that is sort of how I saw it |
04:04 |
VanessaE |
he takes his own direction, etc. |
04:06 |
hmmmm |
unfortunately for his super-duper polymorphic interface shitfuck noise class with inheritance, that "10x slower" single-point noise penalty is more than enough to make it completely unappealing |
04:07 |
VanessaE |
right, and we don't need that |
04:07 |
hmmmm |
but we wouldn't know what he's doing wrong because we haven't seen anything of his |
04:07 |
VanessaE |
you did a hell of a lot of work to speed the engine back up to 0.3.x levels (probably beyond?) |
04:07 |
hmmmm |
we still extensively use single-point noise, so it's necessary |
04:07 |
hmmmm |
i thought 0.3.x was slower because of the 3d noise |
04:08 |
VanessaE |
well a lot of folks have said that 0.4.x is slow by comparison - or was. I've seen the same too, but it ain't anymore |
04:08 |
VanessaE |
but you know, that stuff's pretty subjective |
04:08 |
hmmmm |
maybe it is faster, definitely not graphics-wise |
04:08 |
VanessaE |
you've got benchmarks to prove it ;-) |
04:09 |
hmmmm |
the most recent minetest is practically unplayable on my laptop |
04:09 |
hmmmm |
come on, i thought minetest was designed for crappy graphics cards |
04:09 |
VanessaE |
well that much is true, but since RBA's "6d" patch, I've gained back most of what I lost in graphic performance |
04:10 |
hmmmm |
yeah |
04:10 |
VanessaE |
you saw my comment earlier about 512px mode working again? |
04:10 |
hmmmm |
i haven't, but i believe you |
04:11 |
hmmmm |
before i continue onto the next big thing, i think i want to identify what's causing the stutering |
04:11 |
hmmmm |
i have a rough idea of where to look, it's somewhere in between 0.4.3 and 0.4.4-d1 |
04:44 |
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04:51 |
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05:41 |
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06:46 |
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07:26 |
celeron55 |
hmmmm: shaders? |
07:26 |
celeron55 |
or the switch to using opengl as default on windows |
07:26 |
celeron55 |
those seem like the uttermost likeliest causes |
08:08 |
celeron55 |
lol, the nodebox is still marked experimental in lua_api.txt 8) |
08:34 |
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08:41 |
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09:33 |
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09:49 |
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10:09 |
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10:25 |
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10:42 |
Exio |
celeron55: because it is! |
11:01 |
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11:21 |
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13:59 |
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14:21 |
RealBadAngel |
hi all |
14:22 |
RealBadAngel |
first of all we shall take care of memory management |
14:22 |
RealBadAngel |
when game starts. we go back to menu |
14:23 |
RealBadAngel |
and after a few times doing so it crashes |
14:23 |
RealBadAngel |
we got problem with destructors |
14:44 |
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14:46 |
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14:58 |
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15:08 |
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15:11 |
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15:35 |
PilzAdam |
the favorite server list is broken in win builds |
15:35 |
PilzAdam |
the GUI doesnt show any servers and client/serverlist/favoriteservers.txt only contains the most recent server |
15:43 |
hmmmm |
mmmmmmmmmm, proller__ |
15:44 |
proller__ |
mee |
15:44 |
hmmmm |
thexyz_ we need the dev wiki captcha fixed |
15:48 |
proller__ |
maybe setup recapcha ? |
15:48 |
hmmmm |
yeah, anything that actually works is better than this cat stuff. |
15:49 |
proller__ |
PilzAdam, maybe my bug |
15:52 |
proller__ |
PilzAdam, but i dont change this logic, it seems broken when i make online serverlist |
15:53 |
proller__ |
and it not working on unix with not-root user |
16:00 |
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16:15 |
thexyz_ |
hmmmm: sure |
16:15 |
thexyz_ |
should work now |
16:26 |
PilzAdam |
I dont like that the public server list is shown when switching to the Multiplayer tab |
16:31 |
proller__ |
maybe save last choice ? |
16:32 |
PilzAdam |
yep |
16:33 |
proller__ |
but local list is broken and not usable |
16:33 |
PilzAdam |
it works for me |
16:34 |
proller__ |
i make fix for saving later |
16:48 |
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16:49 |
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16:49 |
VanessaE |
local list doesn't work for me, either |
16:49 |
VanessaE |
only the public list does. |
16:50 |
VanessaE |
(linux, self-built from git) |
16:55 |
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16:55 |
rubenwardy |
hi all |
16:55 |
PilzAdam |
thexyz_, I am reading a bit through the code about the nick completion |
16:56 |
PilzAdam |
seems like the clientenvironment only has the local player |
16:56 |
PilzAdam |
and the server doesnt send anything to the client to add new clients |
16:57 |
PilzAdam |
I found TOCLIENT_PLAYERINFO that sends the player names, but its marked as obsolete |
17:10 |
PilzAdam |
the players are only send as active objects to the client |
17:15 |
VanessaE |
couldn't you just extract the info you need from those "*** so and so left/joined" messages? |
17:15 |
VanessaE |
it's hacky but it wouldn't require any new network overhead |
17:17 |
hmmmm |
hmmm it seems that the Minecraft equivalent to our EmergeManager is called "WorldManager" |
17:18 |
hmmmm |
except it's much more tightly coupled with their mapgen, making the whole setup much less flexible |
17:18 |
Exio |
minecraft flexible? |
17:35 |
proller__ |
PilzAdam, please add desc to wiki for indev mapgen: * Added a new map generator called ''indev'' (rare HUGE caves, float lands at y=500+, higher mountains and biome sizes at edges) |
17:35 |
proller__ |
i cant select cars 8) |
17:35 |
proller__ |
cats |
17:36 |
Exio |
cats? what? |
17:36 |
proller__ |
http://dev.minetest.net/index.php?title=Changelog&action=submit |
17:36 |
proller__ |
cats 8( bit i prefer dogs |
17:36 |
hmmmm |
you don't need to do that anymore |
17:36 |
hmmmm |
it was removed |
17:37 |
Jordach |
why do mountains have to be higher at the edges? |
17:37 |
Jordach |
then it seems like your in a crater |
17:37 |
proller__ |
for more intresting exploring |
17:38 |
proller__ |
and more harder |
17:38 |
proller__ |
no, sea deeper too at edges |
17:38 |
proller__ |
try it |
17:39 |
proller__ |
at server DEV TESTING MAY WIPE! |
17:39 |
proller__ |
can teleport |
17:41 |
proller__ |
and! all far-depend scales adjustable via mapgen params |
17:45 |
proller__ |
you can set 0.001 and have flat at edges |
18:16 |
PilzAdam |
workaround for nick completion: https://github.com/PilzAdam/minetest/commit/38a6a7f5af3572d3100701f1d342e3a9238cce7b |
18:21 |
PilzAdam |
it inserts the player name to a list in the clientEnvironment when the playerCAO is generated |
18:28 |
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19:08 |
hmmmm |
PilzAdam, you're familiar with the entity system, yes? |
19:08 |
hmmmm |
i want to add the persistent entity attribute |
19:09 |
PilzAdam |
in Lua? |
19:09 |
hmmmm |
that is, if false, the entity will not be saved on chunk unload |
19:09 |
hmmmm |
obviously this must be done in the core |
19:09 |
PilzAdam |
I only know the Lua side of entities well |
19:09 |
hmmmm |
oh, okay. |
19:10 |
hmmmm |
to your knowledge, is there any sort of setting that's like this in any way? |
19:10 |
Exio |
there was a patch for adding force_field or so |
19:10 |
hmmmm |
that's different |
19:10 |
Exio |
maybe you can get "info" in how you can add the settings or stuff like that to it |
19:10 |
Exio |
ah |
19:16 |
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19:19 |
PilzAdam |
hmmmm, maybe in environment.cpp:1718 |
19:21 |
hmmmm |
there already is something like this, okay... why is it that i keep hearing about /clearobjects from users and how it takes such a long time |
19:21 |
hmmmm |
i thought that they needed to do that because objects kept falling and they piled up so they had to clear them eventually |
19:22 |
hmmmm |
i hope dropped nodes, saplings, etc. are all objects that get deleted on unload. |
19:22 |
Exio |
what about a *timed* remove? |
19:23 |
hmmmm |
that's pretty wasteful because you'd have to track each object |
19:23 |
PilzAdam |
hmmmm, if the mapbock unloads the objects just convert into a static form |
19:23 |
PilzAdam |
/clearobjects deletes static objects too |
19:24 |
hmmmm |
it gets deleted if m_known_by_count == 0 |
19:27 |
hmmmm |
hmm okay |
19:28 |
hmmmm |
so how do we do this so /clearobjects isn't necessary very often |
19:29 |
PilzAdam |
block objects at the map edges, add item decaying |
19:29 |
hmmmm |
i would prefer if only objects with a certain attribute ever become static in the first place |
19:30 |
hmmmm |
if we were to add item decay that'd require a timer for each object |
19:31 |
proller |
thexyz_, Please select all the cat photos: 8( |
19:33 |
hmmmm |
so that's just one part of the equation |
19:34 |
hmmmm |
the other part is to make clearobjects not murder peoples' ram |
19:35 |
hmmmm |
i am thinking of doing this by having loadBlock() to increment a "# blocks loaded" statistic to the Map whenever a block is inserted into a MapSector |
19:36 |
hmmmm |
if it passes a threshhold in EmergeThread, or emergeBlock, it'll unload the least recently used block (they're sorted by expiry time already) |
19:36 |
hmmmm |
yes? no? |
19:39 |
PilzAdam |
how does that help? |
19:39 |
hmmmm |
by not eating peoples ram by having 1000000000000000000000000 blocks loaded at the same time |
19:41 |
PilzAdam |
why are the blocks loaded when the objects are removed? |
19:41 |
PilzAdam |
isnt there another way to drop the static objects? |
19:41 |
hmmmm |
of course not |
19:41 |
hmmmm |
static objects are stored in the blocks on disk |
19:42 |
hmmmm |
clearobjects literally loads the entire map into ram |
19:45 |
proller |
can we optimize block loading-generation when fallin down? |
19:45 |
proller |
to load bottom only at first |
19:47 |
Calinou |
how are you supposed to fall then |
19:47 |
Calinou |
hello, opensuse user! |
20:53 |
proller |
for falling without stops, or minimize stops |
20:54 |
proller |
if you know speed and direction - you can load [first|only] on way blocks |
20:55 |
hmmmm |
indeed, the first blocks to be sent should be those in the immediate 6 neighbors |
20:56 |
hmmmm |
in your case it's probably network latency that's the reason why you 'stop' - the block loading itself is decently fast |
20:59 |
PilzAdam |
it isnt network latency, it even happens in singleplayer |
21:00 |
hmmmm |
i'm just saying the problem is definitely not on the emergethread side at all |
21:02 |
proller |
but when your speed 100+ per second - you dont need in 6 blocks, only your and next by way |
21:03 |
hmmmm |
obviously that's an extreme case and isn't common at all |
21:03 |
hmmmm |
minecraft sidesteps this problem completely because they load in whole vertical sectors |
21:04 |
proller |
minecraft is 2d |
21:05 |
hmmmm |
i'm just saying, maybe it isn't too horrible if there is a delay |
21:05 |
proller |
yes, but better without delay 8) |
21:06 |
PilzAdam |
maybe add a max vertical velocity for the player |
21:06 |
proller |
on thexyz_s server i found 4000+ handmade hole |
21:06 |
proller |
PilzAdam, nooo, its very cool to fall on biiig speed |
21:06 |
hmmmm |
when i say "maybe it isn't too horrible", i mean "this is not and won't be a priority for me at all" |
21:07 |
PilzAdam |
you cant reach high speeds because you hit a unloaded block |
21:07 |
proller |
yes, but you can jump twice |
21:07 |
Calinou |
how' bout making players stuck but keep their velocity on unloaded blocks |
21:07 |
Calinou |
back in september 2011 or so this was the case |
21:07 |
Calinou |
(0.2.20110922_3) |
21:08 |
hmmmm |
if that were so, you'd be able to fall out of the map |
21:08 |
Calinou |
just stuck ;) |
21:08 |
Calinou |
we need some kind of instantly-killing lava at layer -30000 |
21:08 |
Calinou |
or just bedrock :p |
21:09 |
VanessaE |
"hard iron" |
21:09 |
VanessaE |
use that new layered ore generation to do it :-) |
21:10 |
VanessaE |
wait, it *could* do that, couldn't it? |
21:10 |
hmmmm |
it could, but that would be a waste |
21:11 |
VanessaE |
true |
21:11 |
hmmmm |
ugh, i don't know what i want to accomplish next |
21:11 |
hmmmm |
fix clearobjects, redo block sending, finish mapgen v7 |
21:12 |
VanessaE |
I could make various random suggestions, but all would be somewhat less than trivial :-0 |
21:12 |
VanessaE |
:-) |
21:12 |
proller |
another idea - -31001 threat as +3999 |
21:12 |
proller |
39999 |
21:12 |
proller |
ups |
21:12 |
VanessaE |
proller: hell no |
21:12 |
proller |
30999 |
21:13 |
proller |
on any direction |
21:13 |
VanessaE |
now, X/Z directions that makes good sense |
21:13 |
VanessaE |
but I doubt it's doable |
21:13 |
proller |
why not y? |
21:14 |
VanessaE |
because you fall down, why should you do anything other than eventhally land on something? |
21:14 |
hmmmm |
that would fit in with the whole retro theme that mine* games have |
21:14 |
PilzAdam |
proller, I teleported to y=10000, then fell down to 0 (with breaks), then teleported back to y=10000 so I can fall without interuptions |
21:14 |
VanessaE |
hmmmm: which would? |
21:14 |
hmmmm |
y wraparound |
21:14 |
VanessaE |
oh |
21:14 |
PilzAdam |
at 0 I toogled free move, and stopped at -6328 |
21:15 |
hmmmm |
i suppose you could do mg_name = singlenode with mapgen_singlenode == air |
21:15 |
hmmmm |
and test it that way |
21:16 |
VanessaE |
PilzAdam: which is busted all to hell IMHO. |
21:16 |
proller |
PilzAdam, yes, i tried this |
21:16 |
VanessaE |
I *hate* the new falling/climbing model |
21:16 |
proller |
but without free move toggle |
21:18 |
PilzAdam |
hmmmm, I even hit unloaded blocks with singlenode mapgen |
21:20 |
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21:23 |
VanessaE |
back when we had minetest.ru:30001 it was very difficult to hit an unloaded block while falling |
21:24 |
Exio |
in what hardware did it run? |
21:24 |
VanessaE |
well, it was "not common" anyway |
21:24 |
VanessaE |
dunno, ask thexyz_ |
21:24 |
Exio |
falling |
21:25 |
Exio |
i'm able to get unloaded chunks for a very few ms every 5~6 seconds |
21:25 |
Exio |
with singlenode and air |
21:27 |
Exio |
ahahahaha |
21:27 |
Exio |
rofl, i just fell... in a nyancat! |
21:28 |
VanessaE |
heh |
21:31 |
proller |
http://servers.minetest.net/ : i want to remove :30000 default port if its default and place servers without passwords first, any objections? |
21:31 |
proller |
for simpler join for new players |
21:32 |
VanessaE |
no, don't do that |
21:32 |
VanessaE |
passwords should be encouraged |
21:33 |
proller |
but its too hard to get passwort to random server |
21:34 |
VanessaE |
get? |
21:34 |
VanessaE |
no |
21:34 |
VanessaE |
you just have to make one up. |
21:34 |
VanessaE |
123456 is better than no password at all |
21:34 |
proller |
ups |
21:35 |
proller |
agree |
21:37 |
celeron55 |
the way minetest handles passwords tends to be a bit hard to grasp to first-time users 8) |
21:38 |
celeron55 |
i've never seen any other software do it the same way |
21:38 |
rarkenin |
Hashing and base64? |
21:38 |
celeron55 |
lol no |
21:38 |
celeron55 |
the UX |
21:38 |
VanessaE |
celeron55: ironic, considering that it really can't be any easier :-) |
21:38 |
celeron55 |
= no registration at all |
21:38 |
celeron55 |
VanessaE: yes |
21:38 |
proller |
on some server you cant join without registration, but we havent flag about this |
21:39 |
rarkenin |
Why not have each server generate 4096-bit PGP keys, then send the password encrypted that way? |
21:39 |
rarkenin |
Oh, saw your previous message. That last one about PGP was not meant to actually be implemented. |
21:39 |
celeron55 |
rarkenin: yeah sure, add more build dependencies for windows |
21:47 |
celeron55 |
feel free to search for lightweight cryptography libraries though... something to do an unauthenticated key exchange and something to do some AES encryption, probably |
21:47 |
rarkenin_ |
OK. I'll look. Perhaps some sort of lightweight RSA? |
21:48 |
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21:53 |
PilzAdam |
should I add sound_place to Item or NodeDef? |
21:54 |
celeron55 |
here are some medium-sized ones that can probably be taken seriously: http://botan.randombit.net/ http://libtom.org/ http://beecrypt.sourceforge.net/ |
21:54 |
celeron55 |
i've been using crypto++ at work, but it's huge |
21:54 |
Kray |
hey, don't you have some semiofficial server listing thingie now! |
21:55 |
celeron55 |
Kray: we have an official automatically working one |
21:55 |
Kray |
just grab public key from that and then you can be sure the connection is secure 8D |
21:56 |
rarkenin_ |
Possibly. |
21:56 |
Kray |
(that would be overkill) |
21:56 |
Kray |
you are only exchanging unimportant passwords |
22:04 |
RealBadAngel |
hi all |
22:05 |
RealBadAngel |
a proposition: since we can play local sounds (to client only) without download content |
22:05 |
RealBadAngel |
couldnt we make music for client? |
22:08 |
Exio |
i'd like that |
22:08 |
Exio |
(Ambience?) |
22:08 |
RealBadAngel |
this could be server independent |
22:09 |
RealBadAngel |
c++ code can play local sounds (somebody was testing it and left there working code) |
22:10 |
RealBadAngel |
i already made for me technic ambience with script on the server side but music local |
22:12 |
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22:13 |
RealBadAngel |
code is a bit of test one, it is limited to just 10 sounds stored loclally with fixed names+number |
22:13 |
RealBadAngel |
but its easy to fix |
22:14 |
RealBadAngel |
i tested it with movin all ambience/technic ambience tracks to the client side |
22:14 |
RealBadAngel |
it works perfect |
22:34 |
Exio |
i'd like some sort of client-side scripting |
22:35 |
rarkenin |
Seconded. |
22:35 |
Exio |
just limiting features because "cheaters may use them" seems just a soft limit |
22:35 |
Exio |
and even, the client-side scripting should not need to have access to a lot of stuff |
22:35 |
rarkenin |
And/or running server-side mods on clients for performance. Depending on server settings, the mods could also be run server-side either fulltime to prevent cheating, or just at randon times for spot-checking. |
22:36 |
rarkenin |
*random |
22:36 |
Exio |
that is something what i'd like too, but it seems "too much work" :P |
22:36 |
rarkenin |
Also data structures need to be shared. |
22:43 |
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23:01 |
PilzAdam |
different place sounds for nodes: https://github.com/PilzAdam/minetest/commits/sound2 |
23:16 |
PilzAdam |
any comments? |
23:18 |
Exio |
if i understad the code correctly, the sounds "aren't" confirmed by the server? (my main worry is the lag) |
23:18 |
ShadowNinja |
The place sound is the grass footstep sound |
23:19 |
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23:19 |
PilzAdam |
ShadowNinja, thats just a testing sound in minimal |
23:19 |
PilzAdam |
Exio, yes, its client side like the other sounds |
23:20 |
Exio |
awesome |
23:20 |
Exio |
grr, understand* i need to write better :P |
23:23 |
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23:27 |
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23:37 |
hmmmm |
Kray, that's what I said, but celeron thinks that because people tend to use the same passwords for everything, the password on a minetest server is a valuable target (which I disagree with.. my password on remote servers is asdf, and I bet it's similar for nearly everybody else) |
23:38 |
Exio |
now i can hack your accountz! |
23:38 |
* Exio |
uses H4CKT3STPR0.EXE |
23:39 |
hmmmm |
well, I guess the new challenge is to identify my accounts |
23:40 |
Exio |
i can guess them: one random key/char + other key repeated N times |
23:40 |
Exio |
:P |
23:40 |
hmmmm |
so you believe my nick is the result of randomness, not thinking? |
23:41 |
hmmmm |
one day i was thinking of what my nick should be for freenode, so i put "hmmmmm..." |
23:41 |
Exio |
you just think-ed in random stuff |
23:43 |
hmmmm |
anyway when i just woke up before i had a new idea |
23:44 |
hmmmm |
isn't determining the terrain characteristics based on biome the sameish as modulating the noise values by another noise? |
23:44 |
hmmmm |
i determine the biome by noise, so... |
23:44 |
hmmmm |
what i do is have that modulating perlin 2d map vary the characteristics of the base terrain noise map |
23:45 |
hmmmm |
then what i do is go through the terrain i just generated again and determine what biome it is by the characteristics of the terrain and the biome of nearby terrain |
23:45 |
hmmmm |
which is, erm, how it's done in real life. |