Time |
Nick |
Message |
00:43 |
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dexter0 joined #minetest-dev |
01:08 |
hmmmm |
back |
01:24 |
hmmmm |
PilzAdam, check this out: http://ompldr.org/vaHc4Yg |
01:26 |
hmmmm |
that's 8^3 -> 16^3 |
01:26 |
hmmmm |
ramp starting at 100, max height 600 |
01:48 |
hmmmm |
http://ompldr.org/vaHc4aQ 8^3->24^3, ramp starting at 0, max height 300 |
01:48 |
hmmmm |
to be honest i don't like this kind of ore |
01:48 |
hmmmm |
can we just keep it the way it currently is? |
01:53 |
ShadowNinja |
I like it, otherwise going beneath about -500 is pointless |
02:56 |
VanessaE |
22:56:05: ERROR[ServerThread]: register_ore: clust_scarcity and clust_num_oresmust be greater than 0ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=10 statically (pos=(-241,16,-421)) |
02:56 |
VanessaE |
wtf?> |
02:56 |
VanessaE |
(it did not cause a crash) |
02:57 |
VanessaE |
I wonder which one triggered that "error".. |
02:57 |
VanessaE |
perhaps this should be prefixed as "WARNING" instead? |
03:26 |
VanessaE |
ah, just got that bad::alloc error |
03:27 |
VanessaE |
http://pastebin.ubuntu.com/5651236/ |
03:27 |
VanessaE |
now with complete gdb backtrace. |
03:28 |
VanessaE |
hmmmm: need anything else before I restart the server? |
03:28 |
hmmmm |
excellent work |
03:28 |
hmmmm |
no, nothing else |
03:28 |
VanessaE |
ok |
03:29 |
hmmmm |
the problem is clearly a Z coordinate of -50415 |
03:29 |
hmmmm |
who's doing what all the way out THERE!? |
03:32 |
VanessaE |
HOW did anyone get there? |
03:32 |
VanessaE |
oh wait |
03:32 |
VanessaE |
I bet I know how |
03:32 |
VanessaE |
I bet jeija's jumping mod sent someone out into nowheresville |
03:33 |
VanessaE |
some obscure engine bug that happens with the right combination of trampolines. |
03:35 |
hmmmm |
yeah. i can tell you more about the actual reason of the bug, just from looking at the backtrace (i don't know anything about collisionMoveSimple) i can see that there's a bad std::alloc, which means you probably tried to allocate too much memory, there's a really low Z, and i see min_z = -21978. putting two and two together, i suppose what happened is that it tried to allocate roughly cx * cy * 20000 objects and wasn't able to. |
03:36 |
hmmmm |
i refuse to get involved with collision detection however, i can be more productive elsewhere.. |
03:38 |
VanessaE |
wouldn't it make sense to restrict players to within the normal range of the map? |
03:39 |
hmmmm |
yes, of course. along with all entities. |
03:41 |
VanessaE |
yeah |
03:41 |
VanessaE |
I wonder if this is related to peaceful_npc... |
03:41 |
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03:46 |
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kaeza joined #minetest-dev |
04:09 |
VanessaE |
well at least now there something to show what happens and where. |
04:18 |
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mrtux joined #minetest-dev |
04:21 |
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BackupCoder joined #minetest-dev |
05:53 |
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kaeza1 joined #minetest-dev |
06:10 |
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darkrose joined #minetest-dev |
06:57 |
celeron55_ |
< PilzAdam> we need some suggestions for a redesigned menu |
06:58 |
celeron55_ |
this is very hard to do unless you limit yourself to irrlicht gui librarie's theming abilities (which basically mean you can switch the color of most things) |
06:58 |
celeron55_ |
(but nothing else, and not even the color of everything, at least independently) |
07:02 |
celeron55_ |
about collisionMoveSimple: it should work with anything; if it doesn't, sane limits should be added into it so that it doesn't try to allocate megabytes of stuff if something is wrong |
07:03 |
celeron55_ |
but i don't see it allocating anything so i wonder what this is all about |
07:04 |
hmmmm |
it's in a push_back() |
07:04 |
celeron55_ |
oh, it does return an std::vector of collision events; maybe it tries to put too much stuff into that |
07:04 |
celeron55_ |
should be simple to limit :P |
07:05 |
celeron55_ |
oh and now i see more push_backs... these are probably the reason |
07:06 |
celeron55_ |
and indeed it's most likely about the area that it calculates is needed for figuring out all collisions |
07:06 |
celeron55_ |
it just needs a limit to speed_f and everything will be fine |
07:07 |
VanessaE |
what would be the likely cause, from a userland perspective? |
07:07 |
celeron55_ |
way too much acceleration |
07:07 |
VanessaE |
thought so. |
07:07 |
VanessaE |
jeija's jumping (trampolines) mod is the only one that could have triggered that |
07:07 |
celeron55_ |
also, way too much speed will do to |
07:08 |
celeron55_ |
too* |
07:08 |
VanessaE |
*nod* |
07:42 |
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07:53 |
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10:04 |
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Calinou joined #minetest-dev |
10:33 |
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proller joined #minetest-dev |
10:41 |
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darkrose joined #minetest-dev |
10:41 |
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darkrose joined #minetest-dev |
10:46 |
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11:30 |
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11:53 |
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12:49 |
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12:55 |
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13:32 |
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13:33 |
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15:01 |
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15:06 |
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15:30 |
ShadowNinja |
Anyone with push access: https://github.com/minetest/minetest/pull/572 |
15:42 |
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hmmmm joined #minetest-dev |
16:00 |
celeron55 |
urgh, the launchpad build would need curl and freetype added |
16:01 |
celeron55 |
that means updating this file in this minetest-c55/packaging bazaar repo http://bazaar.launchpad.net/~minetestdevs/minetest-c55/packaging/view/head:/control |
16:02 |
celeron55 |
and hell no, i'm not going to try that |
16:02 |
celeron55 |
oh and, juhani isn't available at that e-mail address anymore and i don't have any other contact information of him; so he's gone |
16:04 |
celeron55 |
i'll see if the guy who originally set up launchpad is around |
16:06 |
celeron55 |
actually no, i'll not do that before launchpad has fixed the stable recipe thing |
16:10 |
jojoa1997|Tablet |
is it possible to unload or override the default mod? |
16:14 |
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dexter0 joined #minetest-dev |
16:15 |
celeron55 |
jojoa1997|Tablet: you can override things in it, but not remove |
16:16 |
jojoa1997|Tablet |
i want to override default so i can still load the stairs mod but not use default |
16:16 |
celeron55 |
make a modified version of the stairs mod |
16:17 |
jojoa1997|Tablet |
i tried copying all the mods into the game folder but then i got all unknown blocks |
16:18 |
jojoa1997|Tablet |
brb |
16:21 |
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PilzAdam joined #minetest-dev |
16:21 |
jojoa1997|Tablet |
back |
16:22 |
jojoa1997|Tablet |
the thing is i have a modified verson of default and both are kinda merging properties |
16:23 |
jojoa1997|Tablet |
i need to load default for dependency and also it stops me from having unknown blocks everywhere |
16:23 |
jojoa1997|Tablet |
but i need to override it so only the modified version defines nodes |
16:27 |
PilzAdam |
jojoa1997|Tablet, just add a empty default mod |
16:27 |
PilzAdam |
and be sure to have proper aliases for everything |
16:27 |
jojoa1997|Tablet |
pilzadam this id for your game minitest |
16:27 |
PilzAdam |
I know |
16:28 |
jojoa1997|Tablet |
i got a working version but it just aliases the prefix |
16:28 |
jojoa1997|Tablet |
could i add this to the game config |
16:28 |
jojoa1997|Tablet |
mods = minitest |
16:29 |
PilzAdam |
I dont think this belongs to #minetest-dev |
16:30 |
jojoa1997|Tablet |
sorry but i have been asking for a half in hour in the other channel |
16:40 |
hmmmm |
so what did you think |
16:40 |
hmmmm |
about the ores yesterday |
16:43 |
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Calinou joined #minetest-dev |
17:08 |
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iqualfragile1 joined #minetest-dev |
17:11 |
hmmmm |
pilzadam, no comment? |
17:11 |
PilzAdam |
hm? |
17:11 |
hmmmm |
about the ores |
17:12 |
PilzAdam |
you mean this: http://irc.minetest.ru/minetest-dev/2013-03-27#i_2959315 ? |
17:13 |
hmmmm |
yeah |
17:13 |
PilzAdam |
why dont you like it? |
17:14 |
hmmmm |
we're still going to need differently-sized clusters and what not |
17:14 |
hmmmm |
so we'd have to make just as many definitions |
17:15 |
PilzAdam |
the current mapgen.lua has 3 register_ore calls for iron with the same size, and one with a bigger cluster size |
17:15 |
PilzAdam |
so it is definetly useful |
17:16 |
hmmmm |
i jsut checked and they're all different |
17:16 |
PilzAdam |
also the smoothness of it is better than the current system |
17:17 |
hmmmm |
it's not smooth though |
17:17 |
hmmmm |
the scarcity difference only happens on chunk boundaries |
17:17 |
hmmmm |
so if someone sets chunksize=15 or something, they won't see any difference in scarcity at all |
17:17 |
PilzAdam |
well, its smoother than the current system |
17:18 |
hmmmm |
i'm not so sure about that |
17:18 |
hmmmm |
the first two transitions between scarcity and chunk size for iron happen well within a chunk |
17:19 |
PilzAdam |
hm |
17:19 |
hmmmm |
this whole thing sounded nice in concept but it doesn't look really good to be honest |
17:20 |
hmmmm |
and it complicates things |
17:20 |
hmmmm |
i'm all about doing more with less, and the less machinery we need to do accomplish the same task just as well, the better |
17:26 |
PilzAdam |
what about this for gold: https://gist.github.com/PilzAdam/5256312 ? |
17:28 |
hmmmm |
yeah looks good |
17:28 |
PilzAdam |
Id also like to make mese more rare |
17:28 |
hmmmm |
mese, or mese ore? |
17:28 |
PilzAdam |
both |
17:28 |
hmmmm |
okay, as long as it doesn't throw off the game balance |
17:29 |
hmmmm |
why does gold get more rare the further you go down though? |
17:29 |
hmmmm |
oh sorry, i read that wrong |
17:29 |
PilzAdam |
how about 48^3 for the block, 16^3 and 12^3 for the mese ores? |
17:29 |
hmmmm |
48^3 is basically impossible to find |
17:30 |
PilzAdam |
well, the block should be impossible to find |
17:30 |
hmmmm |
well hold on a minute. |
17:30 |
hmmmm |
a block is 80x80x80 |
17:30 |
hmmmm |
that means there are 4 of these per chunk |
17:31 |
hmmmm |
*four* |
17:31 |
celeron55 |
you wouldn't find it even with TNT 8) |
17:31 |
celeron55 |
except by a rare-ish chance |
17:32 |
celeron55 |
it could be desired though - it gives some dynamic to the game |
17:32 |
PilzAdam |
the main source for mese are the ores |
17:32 |
hmmmm |
that mese block better be the most awesome thing to exist, otherwise it's not worth finding them |
17:34 |
PilzAdam |
you can still craft mese blocks out of 9 crystals |
17:34 |
Exio |
what about mesecons? |
17:34 |
Exio |
making them harder to obtain? why? |
17:34 |
celeron55 |
by the way, i still have the "upstreamified" versions of the tnt (split to tnt and explosion) and the item pickup mods around that i made... well, somewhere like 2012-10 |
17:34 |
PilzAdam |
because mese tools are very powerful and shouldnt be too easy to get |
17:34 |
celeron55 |
is there desire for those? |
17:35 |
hmmmm |
back when I played minetest, I tried out the TNT and recall it being very buggy |
17:35 |
PilzAdam |
hmmmm, wich TNT mod? |
17:35 |
hmmmm |
don't really recall |
17:35 |
Exio |
explosion in C++? |
17:35 |
Exio |
celeron55: ^ |
17:35 |
celeron55 |
all in lua |
17:36 |
celeron55 |
i added the one related thing to the lua api then though |
17:36 |
hmmmm |
oh my god we need the voxelmanipulator in lua right NOW |
17:36 |
PilzAdam |
celeron55, does it use the on_blast function? |
17:36 |
celeron55 |
that one |
17:36 |
hmmmm |
i'm tired with all the "let's put it in C++" |
17:36 |
VanessaE |
<offtopic> for the logs if anyone cares, two crashes today... earlier, http://pastebin.ubuntu.com/5652641/ and just now, http://pastebin.ubuntu.com/5652875/ </offtopic> |
17:36 |
celeron55 |
i think TNT works just well as Lua-only |
17:36 |
celeron55 |
the explosions are small enough |
17:36 |
Exio |
i think there should be something, at least very bare, for defining the "hardness" of blocks |
17:36 |
PilzAdam |
VanessaE, are you fine with mese being more rare? |
17:37 |
celeron55 |
Exio: ehm... there is? digging time groups and levels |
17:37 |
VanessaE |
PilzAdam: mese blocks you mean? |
17:37 |
celeron55 |
they were designed with explosions in mind |
17:37 |
PilzAdam |
VanessaE, and the deeper ore |
17:37 |
Exio |
ah |
17:37 |
VanessaE |
PilzAdam: yeah, it should be reasonably rare, and it isn't now, so go with what you've got and if it needs tweaked later, do that then |
17:38 |
PilzAdam |
for the deeper ore: 9*9*9 -> 12*12*12 |
17:38 |
PilzAdam |
for the block: 16*16*16 ->48*48*48 |
17:39 |
VanessaE |
I'll have to take your word for it, I don't understand the new parameters yet |
17:39 |
VanessaE |
but that *seems* fair |
17:39 |
hmmmm |
how about 36 |
17:39 |
PilzAdam |
for the block? |
17:39 |
hmmmm |
yes.. |
17:39 |
VanessaE |
blocks should be very rare |
17:39 |
hmmmm |
yes, and they are |
17:39 |
hmmmm |
you people have no effing idea how rare 36^3 is |
17:40 |
VanessaE |
but not as much so as pop tart cats of course :) |
17:40 |
hmmmm |
you think you know but you don't |
17:40 |
VanessaE |
I have no f'ing idea how rare 9*9*9 is anyway |
17:40 |
VanessaE |
:) |
17:40 |
PilzAdam |
Ill make it 36^3 then |
17:42 |
PilzAdam |
so, how about diamonds? |
17:43 |
hmmmm |
diamond ore should be like 15^3 |
17:43 |
PilzAdam |
num_ores = 2? |
17:43 |
PilzAdam |
so you cant make a pick if you find one clust |
17:43 |
celeron55 |
thinking about the rareness of things is probably best done by thinking about how long worth of caves you are likely to need to walk in order to see it in the wall |
17:43 |
hmmmm |
no way |
17:44 |
celeron55 |
it goes roughly so that a single node length of cave will reveal roughly 12 nodes |
17:44 |
hmmmm |
in minecraft, i think diamonds come in clusters of 4 or 5 |
17:44 |
PilzAdam |
lets make it 4 then |
17:44 |
celeron55 |
thus, for something that appears once in 36**3 nodes, you need to walk 36**3/12=3888 nodes worth of cave |
17:45 |
celeron55 |
that's further divided by the size of a cluster though |
17:45 |
PilzAdam |
wich min height? -1024? |
17:45 |
hmmmm |
no that's insane |
17:45 |
hmmmm |
pilz your judgement blows |
17:45 |
hmmmm |
should start at -32 say |
17:45 |
celeron55 |
go play some minecraft alpha; it's lovelily crowded |
17:46 |
PilzAdam |
hmmmm, mese starts at -64 |
17:46 |
hmmmm |
it's not mese though |
17:46 |
PilzAdam |
diamonds are better than mese |
17:46 |
PilzAdam |
so they should be a bit more rare |
17:46 |
hmmmm |
hrmm |
17:46 |
hmmmm |
alright, i guess we can start diamonds at -128 |
17:46 |
hmmmm |
and you use the mese to get to diamonds or something |
17:46 |
celeron55 |
i think the availability of an ore should not be singlely dependent on how frustratingly deep it is |
17:47 |
hmmmm |
got anything better/ |
17:47 |
celeron55 |
there should be something in it that makes it challenging to get other than just the deepness |
17:47 |
celeron55 |
i don't have anything pratical, only completely untested ideas |
17:47 |
hmmmm |
well what are the idea? i can probably shoot a couple down 8) |
17:48 |
hmmmm |
s/idea/ideas/ |
17:48 |
celeron55 |
sure |
17:48 |
PilzAdam |
so, I have scarcity=14^3, num_ores = 4 and height_max=-128 |
17:48 |
celeron55 |
at least one is that the tools for mining an ore (or a layer that surrounds it) are obtainable only from somewhere else than the ore itself |
17:48 |
hmmmm |
hrmm, seems good pilz |
17:49 |
PilzAdam |
celeron55, currently you need a steel axe to get mese and diamonds |
17:49 |
PilzAdam |
*pick |
17:49 |
celeron55 |
it's a lighter implementation of that idea, yes; but quite light and single-dimensional |
17:49 |
hmmmm |
i think what he means is like |
17:50 |
hmmmm |
maybe you need an enchantment on a tool in order to mine some super rare and good stuff |
17:50 |
hmmmm |
or have some sort of item there are only a handful of at any given point on the map |
17:50 |
hmmmm |
that would be a cool idea |
17:51 |
celeron55 |
or that are obtainable only by fighting a certain monster, or something |
17:51 |
hmmmm |
yeah but that necessitates having mobs |
17:51 |
celeron55 |
yes, i know; that is why i left it last 8) |
17:51 |
PilzAdam |
https://github.com/PilzAdam/common/compare/master...ores |
17:52 |
hmmmm |
anyway i was thinking maybe there can be a single really epic tool that is generated once on the map and never again after that |
17:52 |
hmmmm |
and it's left on the surface |
17:52 |
hmmmm |
not underground or anything |
17:52 |
celeron55 |
if there is something like that, then there should be similarly globally generate clues for where it is, because otherwise it's impossible to find |
17:52 |
celeron55 |
generated* |
17:53 |
PilzAdam |
VanessaE, are you ok with this: https://github.com/PilzAdam/common/compare/master...ores ? |
17:53 |
celeron55 |
this is actually something for which on_generated can be useful - very game-specific, and only done in rare places for a small amount of nodes |
17:53 |
PilzAdam |
the aliases for moreores are added in minetest_game |
17:53 |
celeron55 |
(maybe) |
17:53 |
hmmmm |
well the thing is, it wouldn't be a 1 in (31000/80)^2 chance like you might think, it could a much lower chance so the user finds it faster |
17:53 |
hmmmm |
much higher chance* |
17:54 |
celeron55 |
then there is the multiplayer aspect which screws up all nice singleplayer game thinking |
17:54 |
celeron55 |
8) |
17:54 |
hmmmm |
and again, because there's a lock for only one at any given time, a higher probability of finding it won't mean there are more of them |
17:54 |
hmmmm |
well no that's fine |
17:54 |
hmmmm |
because look, conflict |
17:54 |
hmmmm |
"who controls the epicpick" |
17:55 |
hmmmm |
and then people can fight eachother for the pick |
17:55 |
VanessaE |
I thought the plan was to put all the new ores in all at once? |
17:55 |
celeron55 |
should we design minetest mainly so that the gamey aspect is made for singleplayer, and people can tune their servers around it as they like |
17:55 |
PilzAdam |
or someone gets the epicpick and leaves the server forever? |
17:55 |
hmmmm |
vanessa, that was the plan, yeah. |
17:55 |
VanessaE |
otherwise, this all looks okay to me, save for the question of how rare mese blocks should be |
17:56 |
VanessaE |
hmmmm: ok, just making sure I didn't miss a step. |
17:56 |
hmmmm |
pilzadam, that's the thing - have to iron that detail out, but i'd say make sure it can't be put into a locked chest |
17:56 |
PilzAdam |
why put all ores in at once? |
17:56 |
celeron55 |
a finished game is so much about finishing frustrating details that anyone who hasn't done it won't believe it |
17:56 |
celeron55 |
minetest has never gone through that stage |
17:57 |
VanessaE |
PilzAdam: do it once, do it right? |
17:57 |
PilzAdam |
what ores do you want? |
17:58 |
hmmmm |
i don't think it really matters |
17:58 |
hmmmm |
as long as they're all there before a release |
17:58 |
PilzAdam |
I mean, diamonds and gold are ready yet; why should we wait? |
17:58 |
hmmmm |
celeron, that was just one idea though, what were the others? |
17:59 |
hmmmm |
and i think it isn't too difficult to implement either |
18:00 |
PilzAdam |
hmmmm, I had a random thought about the cave air replacing leaves: maybe make it only replace things that have ground_content = true in nodedef? |
18:00 |
hmmmm |
you know, here's the funny thing: i've been treating minetest like it was just some program and not a game that people play. that is, backward compatibility is of the utmost importance, there are 100 things to configure, i even refer to people as "users" instead of "players" |
18:01 |
hmmmm |
pilzadam, now there's a good idea |
18:01 |
hmmmm |
why is it that i never consider the node properties, just the specific nodes themselves |
18:02 |
celeron55 |
well, then, making some kind of environmental effects to eg. turn ore or something into an another ore... a bit like an extension to lava+water making cobble and obsidian; maybe causing some pressure on some ore, or letting hot air out from some type of nodes from the place where they originally are underground |
18:03 |
PilzAdam |
celeron55, why was ground_content added to the default nodes? |
18:03 |
celeron55 |
and this i mean on a natural node level, not some pumps and pipes with text fields |
18:03 |
hmmmm |
the former example could be done with claylike ore perhaps |
18:03 |
celeron55 |
PilzAdam: it's a legacy think |
18:03 |
celeron55 |
thing* |
18:04 |
PilzAdam |
so, can we re-use it? |
18:04 |
celeron55 |
it once was some kind of a hint for the map generator |
18:04 |
celeron55 |
you can, but be aware that mods use it very haphazardly |
18:04 |
celeron55 |
as it's in some examples and actually does nothing |
18:05 |
hmmmm |
so what do we call the legendary pickaxe there's only one of? :p |
18:05 |
hmmmm |
i vote for "Epick" |
18:05 |
PilzAdam |
hmmmm, so, lets give dirt, dirt_with_grass, stone and sand ground_content=true and let the mapgenerator only replace them? |
18:05 |
hmmmm |
pilzadam, yes |
18:05 |
hmmmm |
also all ores need to be ground_content=true |
18:05 |
PilzAdam |
and add it to lua-api.txt |
18:06 |
PilzAdam |
actually its called is_ground_content currently; should we rename it? |
18:06 |
hmmmm |
*shrug* |
18:07 |
celeron55 |
i think having "is" or "has" or some other on/off verb at the beginning of boolean values is good |
18:07 |
celeron55 |
for "ground_content", you'd think that it would define "what" the ground contains |
18:07 |
PilzAdam |
ok |
18:08 |
PilzAdam |
what about sandstone? |
18:10 |
hmmmm |
sandstone too of course |
18:10 |
hmmmm |
don't forget cobble either |
18:10 |
hmmmm |
need to be able to let caves eat dungeons |
18:10 |
hmmmm |
and gravel |
18:10 |
PilzAdam |
https://github.com/PilzAdam/common/commit/1c0c6a8db604fca740eda38e021a99b35dfafcf1 |
18:11 |
PilzAdam |
every solid node had it already |
18:11 |
celeron55 |
i guess the majority of things are "ground content" and the minority is things that shouldn't be eaten by the map generator |
18:11 |
VanessaE |
shouldn't only those things added by the default mapgen be in that group in the first place? |
18:11 |
celeron55 |
maybe the reverse would be better? 8) |
18:12 |
VanessaE |
(minus trees/leaves) |
18:12 |
PilzAdam |
VanessaE, no |
18:12 |
PilzAdam |
that would require a change of the mods if the mapgen changes |
18:12 |
VanessaE |
hrm |
18:12 |
VanessaE |
I guess so. |
18:13 |
PilzAdam |
what about stairs? |
18:13 |
hmmmm |
stairs too yes |
18:13 |
celeron55 |
basically only those should have is_ground_content=false that are put in the world at world generation but shouldn't be eaten by caves |
18:14 |
celeron55 |
that means trees and... ehm... what else? |
18:14 |
PilzAdam |
papyrus, cactus, grass |
18:14 |
celeron55 |
small things should be, because otherwise they'll be floating in air without any support while the cave generator would have eaten them nicely completely anyway |
18:15 |
celeron55 |
trees are a problem only because they can be larger than caves and be left partially exist |
18:15 |
celeron55 |
so tree-like things (eg. generated buildings) are such |
18:16 |
celeron55 |
this leads to a funny thing |
18:16 |
celeron55 |
stairs would not be in that one because of dungeons, but still if there was stairs in a generated house, they shouldn't be removed by caves |
18:17 |
hmmmm |
but generated houses would be made out of other ground content too |
18:17 |
celeron55 |
so you think generated houses shouldn't work like trees? |
18:18 |
celeron55 |
why do trees need to have special behavior anyway |
18:18 |
PilzAdam |
what about liquids? |
18:18 |
hmmmm |
that whole thing is very difficult |
18:18 |
celeron55 |
if buildings don't need to |
18:18 |
hmmmm |
liquids, false |
18:18 |
celeron55 |
i'd imagine having a cave go through a building is worse than having a cave go through a large tree |
18:18 |
hmmmm |
the cave generator already does a special check to not replace water or lava |
18:18 |
hmmmm |
hrmmm this is such a difficult problem |
18:19 |
celeron55 |
i think you should just ignore it; it's too much work for too little benefit and every solution has a downside 8) |
18:19 |
hmmmm |
i mean |
18:19 |
hmmmm |
it's not what was placed |
18:19 |
hmmmm |
instead, it's how it's been placed |
18:19 |
celeron55 |
it's all about the context, yes |
18:19 |
celeron55 |
vmanip is able to preserve context via flags |
18:19 |
hmmmm |
the obvious solution would be to store a flag to not replace this |
18:20 |
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18:20 |
hmmmm |
but we don't have a bit to spare |
18:20 |
celeron55 |
but they don't stay between generator invocations |
18:20 |
celeron55 |
well, you often have |
18:21 |
celeron55 |
but eg. for stairs, you don't |
18:21 |
celeron55 |
they use lighting, and they use facedir |
18:21 |
hmmmm |
erhm, would you like to take it out of the content? |
18:21 |
hmmmm |
i kid. |
18:21 |
celeron55 |
take what out of... where? |
18:21 |
hmmmm |
the content field |
18:21 |
hmmmm |
i was joking, i don't really think we should do that. |
18:22 |
PilzAdam |
https://github.com/PilzAdam/common/commit/58927129aa194be0f10ee9fd283fe66c8e670696 |
18:22 |
celeron55 |
it's arguable that the id space is too small already |
18:22 |
hmmmm |
16 bits is crazy |
18:22 |
celeron55 |
people have crazy amounts of nodes |
18:22 |
hmmmm |
people are going to really have 65000 nodes? really |
18:22 |
hmmmm |
65000 is nuts though |
18:23 |
celeron55 |
go tell VanessaE, i think she was the first to go over ~2048 that was once the limit |
18:23 |
hmmmm |
also a lot of those nodes are duplicate ones with different hues |
18:23 |
celeron55 |
and that was LONG ago |
18:23 |
hmmmm |
imagine all the definitions needed for 65000 nodes |
18:23 |
celeron55 |
i already said it's completely crazy; but that's how it is 8) |
18:24 |
hmmmm |
anyway with the 6d facedir that will probably be cut back |
18:25 |
VanessaE |
my server has some 2600 defined nodeas |
18:25 |
hmmmm |
certifiably insane |
18:25 |
celeron55 |
have you used each of them? 8) |
18:26 |
VanessaE |
each mod on my server has been used, yes. |
18:26 |
VanessaE |
can't exactly pick and choose one node from here, two from there :) |
18:27 |
VanessaE |
(except, I guess no one uses mese starter kit, but PilzAdam is about to integrate that into default anyway) |
18:27 |
ShadowNinja |
the meta nodedef branch should cut the number a lot more |
18:27 |
VanessaE |
ShadowNinja: 6d facedir will help too, eventually |
18:27 |
PilzAdam |
what keeps us from merging this branch in right now: https://github.com/PilzAdam/common/compare/master...ores ? |
18:28 |
hmmmm |
PilzAdam, nothing |
18:29 |
ShadowNinja |
you raised the digging times of the mese pick! |
18:29 |
PilzAdam |
yes |
18:29 |
PilzAdam |
because we have diamonds now |
18:29 |
PilzAdam |
and diamonds are a tiny bit faster and last longer than mese tools |
18:30 |
VanessaE |
as long as mese pick is still faster than steel, I don't see any reason it can't be a little slower than a diamond one |
18:30 |
ShadowNinja |
well diamond should be faster than it is |
18:30 |
PilzAdam |
faster would be instant dig |
18:30 |
hmmmm |
heh, imagine how ridiculous things would be with efficiency 5 |
18:31 |
hmmmm |
like netherrack |
18:31 |
PilzAdam |
btw: pushed |
18:31 |
VanessaE |
ever used an admin pick? :-) |
18:31 |
VanessaE |
THAT is fast. :)\ |
18:31 |
ShadowNinja |
is it realisticaly possible to use only diamond picks or would you run out before you were able to get a new one? |
18:32 |
ShadowNinja |
infinitytools pick, I use that on my server |
18:32 |
hmmmm |
no clue.. people should be able to do grid mining for diamond and mese |
18:32 |
VanessaE |
imho, using a diamond pick should be just a *hair* less than sustainable |
18:32 |
VanessaE |
force the player to not waste it on cutting stone] |
18:33 |
ShadowNinja |
I think it should be more, that way you have diamonds for things other than just making annother pick |
18:33 |
hmmmm |
indeed |
18:33 |
celeron55 |
hmm, let me see |
18:33 |
VanessaE |
(as in for every say 25 diamonds you collect, you have to use 30 to keep making diamond picks) |
18:34 |
hmmmm |
yeah but vanessa, that's one thing that bugged me |
18:34 |
hmmmm |
that sort of unsustainability should force you to go deeper where the ores are more common |
18:34 |
VanessaE |
p-erhaps |
18:34 |
VanessaE |
-- |
18:35 |
hmmmm |
because otherwise there's no real point to mining |
18:35 |
VanessaE |
when I last mined for any length of time, mese was common enough to be self-sustaining + build up a nice cache of the stuff |
18:35 |
celeron55 |
the diamond pick will have 810 uses mining default:stone, and by mining 2 of those, you see 6 new nodes that could be diamond |
18:36 |
celeron55 |
and there are 3 diamonds in 14**3 nodes |
18:36 |
celeron55 |
and you need 3 for a pick |
18:36 |
celeron55 |
it means that no, it's not worth of grinding |
18:37 |
celeron55 |
by a factor of 3.4 |
18:37 |
hmmmm |
yeah exactly |
18:37 |
hmmmm |
but again, it might also force people to come up with smarter ways to grind |
18:37 |
hmmmm |
like i said, grid mining |
18:38 |
celeron55 |
grid mining? |
18:38 |
hmmmm |
you mine in a grid of 3-high slots spaced by 2 or 3 blocks apart |
18:38 |
celeron55 |
hmm, actually, i wonder how much that can be optimized by knowing that diamonds are in clusters... it probably means that the gain is effectively multiplied by the cluster size |
18:39 |
celeron55 |
that'd get it to 3.4/3=1.13 |
18:39 |
hmmmm |
that way you'd be able to tell if there's a cluster of ores and dig the rest out, and if not, you'd save a whole bunch of time and pick durability by not mining those |
18:39 |
celeron55 |
by the other stuff that you get, it'd keep it worthy of doing |
18:39 |
celeron55 |
just barely |
18:40 |
celeron55 |
i guess it's one way to balance it, altough not sure if it's a good way 8) |
18:40 |
hmmmm |
diamonds might have to be a tad more common.. it's too early to tell though |
18:40 |
PilzAdam |
random: I took a diamond axe and mined straight down; 30 secs and I found mese |
18:40 |
hmmmm |
we'll see, based on how many angry people there are on the forums and irc |
18:41 |
celeron55 |
hmmmm: good approach |
18:41 |
celeron55 |
if there aren't enough, it must be made rarer! |
18:41 |
hmmmm |
it's funny how angry people get over a completely free game that's just a game |
18:41 |
celeron55 |
a game is good only if it makes a portion of people angry 8))) |
18:43 |
PilzAdam |
ok, lets make celeron55 angry |
18:43 |
hmmmm |
completely unrelated |
18:43 |
hmmmm |
what if the NodeIdMapping was sent independent of the blocks |
18:44 |
hmmmm |
NameIdMapping rather |
18:44 |
celeron55 |
sent? i don't think it's sent |
18:45 |
hmmmm |
ahh it's not |
18:45 |
hmmmm |
that's only for disk |
18:45 |
hmmmm |
smart move |
18:49 |
hmmmm |
but anyway i think we should focus more on loading from disk times |
18:50 |
hmmmm |
IIRC it takes 30ms to load a block from disk, and the map generation takes about 70ms total... for a chunk... which is 25 blocks |
18:57 |
PilzAdam |
I think mese is too common |
18:58 |
PilzAdam |
so either we make it more rare or we make the tools slower |
18:58 |
PilzAdam |
VanessaE? |
18:58 |
VanessaE |
more rare I think |
18:58 |
VanessaE |
no one likes slow tools |
18:59 |
VanessaE |
but not too much moreso; didn't you already do that with that last commit anyway? |
18:59 |
PilzAdam |
its still too common |
18:59 |
VanessaE |
hrm |
18:59 |
PilzAdam |
and I only modified the bottom layer |
18:59 |
VanessaE |
even at 36A^3? |
18:59 |
VanessaE |
er 36^3 |
18:59 |
PilzAdam |
Im not talking about the blocks |
19:01 |
ShadowNinja |
hmmmm: will ores registered with register_ore() become more common as you go downward? |
19:01 |
PilzAdam |
no, we dropped this idea |
19:01 |
VanessaE |
oh you meant the ore |
19:01 |
VanessaE |
um |
19:01 |
ShadowNinja |
:-( |
19:02 |
VanessaE |
how do the settings in the new ore method compare to the old default.generate_ore() call? |
19:02 |
VanessaE |
about the same as then? |
19:02 |
PilzAdam |
ShadowNinja, it sounds nice in theory, but in practice you dont notice it |
19:02 |
hmmmm |
shadowninja, nope |
19:02 |
PilzAdam |
VanessaE, yes, the same |
19:03 |
ShadowNinja |
I noticed it in 0.3, lots of mese at -30900 |
19:03 |
VanessaE |
ok, I would say in that case, make ore cluster together closer, increase that setting by maybe 1, and make the overall concentration about half as dense per chunk as it currently is |
19:03 |
VanessaE |
(that setting = the cluster size) |
19:03 |
PilzAdam |
ShadowNinja, currently we use different calls of register_ore() to make it more common deeper in the ground |
19:03 |
VanessaE |
so you get larger, denser clusters, but there are far fewer than there were before |
19:04 |
ShadowNinja |
And players have gond down that far in "survival", I have personaly been to -6000 |
19:04 |
VanessaE |
ShadowNinja: lowest I've dug in survival is about 7k |
19:04 |
celeron55 |
hmmmm: i just ran minetest for a while in callgrind and opened this in kcachegrind |
19:05 |
ShadowNinja |
I know, I think there should be an int for the increase, that way if you don't like it you can just set it to 0 |
19:06 |
celeron55 |
i've done this before too, but 1) this is very messy to browse and 2) it's very hard to try to gather any meaningful data from this |
19:06 |
RealBadAngel |
about last error reports. i suggest capping entities both on acceleration and speed. and reverting entity being on the loose |
19:07 |
PilzAdam |
VanessaE, currently the upper layer has 3 ores/clust with a scarcity of 16^3 and ranges from -64 to -127 |
19:07 |
RealBadAngel |
terminal velocity and max acc value |
19:07 |
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19:07 |
jojoa1997|Tablet |
entities should stay near where they spawned unless players lead them away |
19:07 |
PilzAdam |
VanessaE, Id say increase scarcity to 18^3 and make it down to -257 |
19:08 |
PilzAdam |
and for the deeper layer, increase scarcity to 14^3 |
19:08 |
RealBadAngel |
celeron55, you have noticed z value being 50k but missed x being 209k |
19:09 |
celeron55 |
RealBadAngel: you don't need to limit acceleration if you limit speed |
19:09 |
RealBadAngel |
true |
19:09 |
celeron55 |
also, there isn't need to limit anything anywhere else than inside collisionMoveSimple |
19:10 |
PilzAdam |
what about calling the speed limit the "speed of light"? |
19:10 |
RealBadAngel |
terminal velocity just |
19:10 |
hmmmm |
ShadowNinja, if you want it, here http://pastebin.com/z6pUy2FR |
19:10 |
VanessaE |
[03-27 15:08] <VanessaE> so lets cap it at 500 m/sec - which is fucking insane speeds, but acceptable for a video game |
19:10 |
VanessaE |
[03-27 15:08] <VanessaE> so that would be...\ |
19:10 |
VanessaE |
[03-27 15:09] <VanessaE> 51 seconds. |
19:10 |
VanessaE |
[03-27 15:10] <VanessaE> to reach 500 m/sec if you start at 0 and fall at 9.81 m/s/s |
19:10 |
VanessaE |
there, to end that discussion before it starts L() |
19:10 |
VanessaE |
:) |
19:11 |
VanessaE |
(in reality, we already know a human can exceed 340 m/sec if specially equipped) |
19:11 |
RealBadAngel |
VanessaE, we are not really talkin bout physics now |
19:11 |
VanessaE |
RealBadAngel: of course not, but we're talking about acceleration and speed. |
19:12 |
VanessaE |
both of which should be capped |
19:12 |
RealBadAngel |
we are talkin bout entity bein unatended and out of control, thus having weird pos and speeds |
19:12 |
celeron55 |
there is no need to cap acceleration; stop saying it |
19:12 |
RealBadAngel |
because server has not responded |
19:13 |
hmmmm |
hah, reminds me of Big Rigs |
19:13 |
hmmmm |
no acceleration cap on reverse |
19:13 |
Calinou |
g_bugrigs 1 |
19:13 |
celeron55 |
hmmmm: correction: speed cap |
19:13 |
RealBadAngel |
i had same problem with tubed items |
19:13 |
celeron55 |
acceleration is a static value in it, = capped |
19:14 |
celeron55 |
but that is irrelevant in this case |
19:14 |
RealBadAngel |
i capped them with last_valid_position and demanded them to report their next |
19:14 |
hmmmm |
i meant speed cap actually |
19:15 |
RealBadAngel |
if they fail to report, theyre rolled back to last_valid |
19:21 |
celeron55 |
shit crap fuck, i can't connect with a regular client to a minetest server running under callgrind because "Server: peer_id=2: failed to emerge player" |
19:21 |
celeron55 |
this is 100% reproducable and predictable |
19:22 |
celeron55 |
why the hell |
19:23 |
celeron55 |
...i get this without callgrind too |
19:23 |
celeron55 |
this isn't even fair |
19:24 |
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19:24 |
celeron55 |
what?! |
19:25 |
celeron55 |
now it works |
19:25 |
celeron55 |
fully |
19:25 |
VanessaE |
bbl |
19:36 |
celeron55 |
hmmmm: i think you might have wrong presuppositions about the need for a voxelmanipulator for lua |
19:36 |
celeron55 |
hmm |
19:37 |
celeron55 |
actually no, this wasn't what i thought this was |
19:38 |
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19:38 |
RealBadAngel |
celeron55, lately i supposed that improper destructors was the cause of bad alloc, made some patches, restarted game for like 20 times, then exited to OS without any error |
19:39 |
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19:39 |
RealBadAngel |
then to test reverted the changes, it behaved same |
19:39 |
RealBadAngel |
next run with pathces it crashed 2nd try |
19:39 |
sapier |
:-) good test ... not quite surprising as this is exactly what gcc warning predicts |
19:40 |
celeron55 |
well, i guess the standard allows it to make your computer monitor pull out a gun and shoot you |
19:41 |
celeron55 |
hmmmm should seriosuly fix those missing virtual destructors |
19:41 |
celeron55 |
seriously* |
19:41 |
sapier |
I doubt this is a standard problem c/c++ allows almost everything and expects programmer to have enough knowledge to decide what's best for her/him |
19:42 |
celeron55 |
they're likely to not cause anything else than memory leaks but that's too bad already |
19:43 |
sapier |
I've almost completed scriptapi rewrite I'd like to give an early preview prior fixing all formal issues what's best way to get comments on it? |
19:43 |
celeron55 |
anyways, i can tell some interesting things from this callgrind's output of a short run of a server with a player walking around making the map generate and load |
19:43 |
RealBadAngel |
like what? |
19:43 |
celeron55 |
for example, the vast main CPU hog of the default ABMs is l_find_node_near |
19:44 |
celeron55 |
which sounds like leafdecay to me |
19:44 |
sapier |
not only ... most modders use this function for spawning abms too |
19:44 |
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19:45 |
RealBadAngel |
abms are heavily lagged lately |
19:45 |
celeron55 |
and the ABMs take, mainly because of that, most half of the server environment step time |
19:45 |
celeron55 |
-half |
19:45 |
sapier |
true that's why most of moders try to avoid abms and do things like that at on_generate |
19:46 |
celeron55 |
i can also tell why l_find_node_near is so heavy: CNodeDefManager::getIds() takes the vast majority of it's execution time |
19:46 |
celeron55 |
the result of commonly used inputs to that could probably be cached |
19:47 |
RealBadAngel |
first of all abms are a single thread. and theyre able to stop whole system |
19:47 |
sapier |
maybe using some sort of hash table |
19:47 |
celeron55 |
the problem here are not ABMs |
19:47 |
celeron55 |
stop misinterpreting me! |
19:47 |
celeron55 |
ABM is just what calls this, it is not the problem |
19:47 |
sapier |
it's the way abms are done right now |
19:47 |
celeron55 |
... |
19:48 |
celeron55 |
okay, i'll just say nothing as you don't understand anyway |
19:48 |
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19:48 |
RealBadAngel |
try to explain |
19:48 |
celeron55 |
i already explained; it's your turn now |
19:48 |
celeron55 |
your turn to understand |
19:48 |
sapier |
is my interpretation correct celeron? |
19:48 |
celeron55 |
NO. |
19:49 |
RealBadAngel |
i said that a few months ago. with a single ABM call, a loop i can take over whole ABMS system |
19:49 |
RealBadAngel |
and stop it |
19:50 |
RealBadAngel |
now your turn to say it is ok |
19:50 |
hmmmm |
lua just blows, not really news |
19:50 |
sapier |
it's not exactly lua |
19:50 |
celeron55 |
now hmmmm is completely wrong too :D |
19:50 |
celeron55 |
this is hilarious and i can't even think of any words that would make RealBadAngel or sapier any more right |
19:51 |
hmmmm |
what are we talking about? |
19:51 |
celeron55 |
i'll go to sauna now, maybe you'll get even more wrong while i'm away -> |
19:51 |
RealBadAngel |
hehehe |
19:51 |
hmmmm |
that's just so wrong |
19:52 |
sapier |
hmm ... he said abms call somethin internal which is taking very much time ... is that true or am I already wrong with this? |
19:52 |
RealBadAngel |
abms are made one by one, in a line |
19:53 |
RealBadAngel |
if one is takin too much time rest of them waits |
19:53 |
hmmmm |
hash_node_position? what's that |
19:53 |
sapier |
yes but if it's taking to much time on a single core machine you can't do anything against this |
19:53 |
RealBadAngel |
thus if you decide to make infinite loop in abm |
19:54 |
RealBadAngel |
you took over the matrix |
19:54 |
hmmmm |
realbadangel, same with any mod |
19:54 |
hmmmm |
that's just the way it is |
19:54 |
RealBadAngel |
no more abms |
19:54 |
sapier |
and this will happen at any case in any lua mod |
19:54 |
hmmmm |
the only find_node_near that i see is the one that gets ignore netx to tree |
19:54 |
hmmmm |
and it's not in a loop at all |
19:55 |
hmmmm |
so maybe find_node_near is really that crappy |
19:55 |
hmmmm |
let's see |
19:55 |
RealBadAngel |
we are talkin here bout both complex and badly written mods |
19:55 |
RealBadAngel |
effect is the same |
19:55 |
hmmmm |
? we're talking about leaf decay |
19:56 |
RealBadAngel |
after 10 seconds waiting for stargate abm teleport code you are able to hear 10 teleporting sounds in a row |
19:56 |
sapier |
CNodeDefManager::getIds() is this done for every node? |
19:56 |
hmmmm |
yes? where |
19:57 |
RealBadAngel |
hmmmm, and leaf decay is also known killer |
19:59 |
hmmmm |
hrmm i wouldn't expect it to be slow |
19:59 |
hmmmm |
it doesn't seem like it really does that much |
19:59 |
hmmmm |
woah woah okay |
19:59 |
hmmmm |
nevermind |
19:59 |
hmmmm |
getFacePositions looks bad |
20:00 |
hmmmm |
perhaps the use of a manualmapvoxelmanipulator is warranted here |
20:00 |
sapier |
lol |
20:01 |
sapier |
we're looking at any nodes around of nodes within range |
20:01 |
hmmmm |
well i'm not really worrying about this at the moment |
20:01 |
sapier |
thus checking many nodes multiple times? |
20:02 |
sapier |
first we check them for radius 1 |
20:02 |
sapier |
then for radios 2 |
20:02 |
sapier |
then for 3 ... |
20:02 |
RealBadAngel |
i do have my own problem, rotating vertices for texturing seems to rotate the lightnin too :( |
20:02 |
hmmmm |
heh |
20:02 |
hmmmm |
that's a minor cosmetic problem |
20:02 |
hmmmm |
i wouldn't worry too much about that |
20:02 |
RealBadAngel |
but have to be solved |
20:03 |
sapier |
we should remove the for loop from find node near and it'l be lot faster |
20:04 |
sapier |
hmm wait ... seem's I've misinterpreted the code again |
20:05 |
hmmmm |
i feel like we can just redo that entire loop and it'd be way better |
20:06 |
RealBadAngel |
why cant we have this actualised on action? |
20:06 |
sapier |
I'm not quite sure why it's that bad ... it's looking for first node starting from in to out ... this is quite obvious from real life but maybe is worst case scenario considering memory allocation |
20:07 |
RealBadAngel |
like gravel in the air when touched fallin |
20:07 |
hmmmm |
who cares if it's slow, right guys? |
20:07 |
hmmmm |
just buy a faster computer! |
20:07 |
RealBadAngel |
hehe |
20:08 |
RealBadAngel |
i say dont care bout leaves. until trunk is cut? |
20:08 |
hmmmm |
i'd say so too but that's hard |
20:08 |
sapier |
it's not leaves only |
20:09 |
RealBadAngel |
but a case |
20:09 |
RealBadAngel |
dont do, until youre forced to do so |
20:10 |
RealBadAngel |
instead of doing it all the time and consuming power |
20:10 |
sapier |
still celeron told the getIds is consuming most of cpu power so the loop isn't worst thing in there |
20:11 |
sapier |
here we go: for(u16 id=0; id<=MAX_CONTENT; id++) |
20:12 |
sapier |
max content is 0xfff ... this loop is done completely everytime |
20:12 |
hmmmm |
now let's see here |
20:12 |
hmmmm |
what does getIds actually do |
20:13 |
hmmmm |
returns a set (why a set?) of IDs given some names? |
20:13 |
celeron55 |
<- |
20:13 |
hmmmm |
oh, given a group name |
20:13 |
celeron55 |
the only thing i said and the only thing i know is that getIds takes most of time when default ABMs are run |
20:13 |
RealBadAngel |
so fast back from a sauna?? water was cold or what? ;) |
20:14 |
hmmmm |
doesn't matter.. looping 65000 times is ridiculous and is POOR QUALITY CODE. |
20:14 |
hmmmm |
this needs to be fixed. |
20:14 |
sapier |
we don't have found the solution yet go away ;-) |
20:14 |
hmmmm |
obviously the solution is to find an actual solution to matching IDs with a group name |
20:14 |
hmmmm |
not just searching everything |
20:15 |
hmmmm |
what's the problem with having a std::map of group names-> vector of IDs? |
20:15 |
sapier |
it's only 4096 times but bad enough |
20:15 |
celeron55 |
hmmmm: no problem, it just hasn't been done |
20:16 |
celeron55 |
this is really again a proof-of-concept implementation that was forgotten |
20:17 |
hmmmm |
have you no shame of releasing this code to the general public!? |
20:17 |
PilzAdam |
we should have a "proof-of-concept implementation" somewhere |
20:17 |
PilzAdam |
+list |
20:17 |
celeron55 |
hmmmm: not really; i'd have some shame if i asked money for it 8) |
20:17 |
sapier |
I have already a complete list: minetest ;-))) |
20:17 |
celeron55 |
:D |
20:17 |
hmmmm |
you're right. the buildaworld guys are right too. scrap it and start all over |
20:18 |
hmmmm |
soooooo |
20:18 |
hmmmm |
who wants to take care of this |
20:18 |
* RealBadAngel |
takes care of lights.... |
20:19 |
sapier |
:) I doubt anyone of us (except celeron) has already done enough mistakes to avoid them on rewrite :-) so we'll do them when trying to rewrite it |
20:19 |
celeron55 |
anyways, maybe i'll finish the implementation |
20:19 |
celeron55 |
i wonder what else i'll find by using this glorious tool of callgrind |
20:20 |
hmmmm |
why the framerate is lower than it was in older versions |
20:20 |
celeron55 |
i gave you two suggestions when you last asked |
20:20 |
hmmmm |
i disabled shaders and disabled fancy leaves, that didn't give me all my fps back |
20:20 |
hmmmm |
what were they? |
20:20 |
RealBadAngel |
hold on, last 2-3 weeks ive noticed im hittin 60fps again |
20:20 |
celeron55 |
hmmmm: shaders and non-d3d |
20:21 |
celeron55 |
i don't know if you run windows on that |
20:21 |
hmmmm |
i don't |
20:21 |
celeron55 |
then i have no idea and you'll have to find yourself |
20:21 |
hmmmm |
i used to think that FPS didn't make too big of a difference above 30, but it really does |
20:21 |
RealBadAngel |
6d facedir alone freed some of the memory and speeded up the game |
20:21 |
hmmmm |
the game just doesn't feel as smooth |
20:22 |
celeron55 |
RealBadAngel: only if you run mods that define craploads of nodes otherwise (and use HD textures) |
20:22 |
hmmmm |
i was trying out some older 0.4-dev versions to see if i can match up with the map generator of my first world (i couldn't), and i just couldn't believe how much faster the graphics were |
20:22 |
celeron55 |
for default, it doesn't make any difference |
20:22 |
RealBadAngel |
400mb in case of vanessae server |
20:23 |
RealBadAngel |
celeron55, you shall said "not developed worlds" |
20:24 |
hmmmm |
huh |
20:24 |
RealBadAngel |
any facedired node tripled the textures before |
20:24 |
RealBadAngel |
because of transform usage |
20:26 |
RealBadAngel |
if with as you said, suprisingly small code i earned 400mb for a server, it was worthy, dont you think so? |
20:26 |
celeron55 |
hmmmm: anyway, if you find the change that matters for you, it'll probably matter for some others too |
20:26 |
hmmmm |
eh yeah |
20:27 |
celeron55 |
graphics performance is a bitch though |
20:27 |
celeron55 |
different computers have grossly different speeds for doing different things |
20:27 |
celeron55 |
eg. some might be extremely slow on texture changes |
20:27 |
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20:27 |
celeron55 |
some might choke on mesh uploads to the GPU |
20:27 |
celeron55 |
and so on |
20:27 |
RealBadAngel |
for me 6d facedir effected circa +10% fps gain |
20:27 |
hmmmm |
yeah but you use huge textures |
20:27 |
RealBadAngel |
128x |
20:27 |
hmmmm |
ya huge |
20:28 |
RealBadAngel |
but cmon |
20:28 |
RealBadAngel |
its 4 yrs old box |
20:28 |
RealBadAngel |
nothin modern |
20:29 |
RealBadAngel |
1,8ghz dual core with 4gb |
20:29 |
hmmmm |
i couldn't get minetest to run hardly at all on my laptop when i tried it out last week |
20:30 |
RealBadAngel |
btw i noticed great speedup lately |
20:30 |
hmmmm |
what i wonder is why people didn't catch regressions before they got old |
20:30 |
RealBadAngel |
i moved all the ore generation to new function |
20:30 |
RealBadAngel |
even not my own ores |
20:30 |
RealBadAngel |
and starting new world takes a second now |
20:31 |
celeron55 |
hmmmm: i guess such regressions aren't considerable enough |
20:32 |
celeron55 |
but seriously, it would be interesting to know what did that to your laptop |
20:32 |
hmmmm |
i need to stop dicking around and get to work on this |
20:32 |
RealBadAngel |
hmmm the regressions in our case are imho because we do more, want more and expecting more |
20:33 |
RealBadAngel |
thus engine gives up |
20:33 |
hmmmm |
the thing is |
20:33 |
hmmmm |
compiling takes so much longer for my laptop |
20:33 |
hmmmm |
i can't cross compile since that's using older libraries than my desktop and it probably won't link right |
20:35 |
Exio |
what about a chroot? or -static? |
20:35 |
Exio |
(yes, very good answers) |
20:35 |
RealBadAngel |
may i offtopic a bit? |
20:36 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/game.cpp#L846 |
20:37 |
RealBadAngel |
can we rename those files and make local music? |
20:38 |
hmmmm |
exio, eh.. |
20:38 |
hmmmm |
ahh i need to try 0.3.x again on my laptop to see what the actual performance is |
20:38 |
hmmmm |
i forgot about how i upgraded to 310 drivers on my laptop |
20:38 |
hmmmm |
which caused a regression for half life 2 |
20:40 |
RealBadAngel |
hmmmm, have u seen the code? |
20:41 |
hmmmm |
yeah, i don't really have an opinion on it |
20:41 |
RealBadAngel |
i say time for main menu music score at least :) |
20:41 |
hmmmm |
i don't need background music because i have a music player, so does everybody else |
20:41 |
hmmmm |
and it does the job way better |
20:42 |
celeron55 |
i don't think we can decide on any music to distribute officially with the engine (not even with the distributed games) |
20:42 |
celeron55 |
so it's kind of a problem |
20:42 |
RealBadAngel |
well, technic ambience tracks are allowed for us to use |
20:43 |
RealBadAngel |
we got the permission |
20:45 |
RealBadAngel |
http://realbadangel.pl/technicambience.zip |
20:46 |
VanessaE |
back. |
20:46 |
RealBadAngel |
wb |
20:52 |
celeron55 |
i actually compiled and booted 0.3.3 now |
20:52 |
celeron55 |
there is something in this that makes it awesome |
20:52 |
celeron55 |
i don't fully understand what |
20:52 |
Exio |
the mapgen! |
20:52 |
* Exio |
looks at hmmmm |
20:54 |
RealBadAngel |
celeron55, its nostalgy. done and gone ;) |
20:55 |
celeron55 |
no |
20:55 |
celeron55 |
i see this as a different kind of game |
20:55 |
sapier |
https://github.com/sapier/minetest/commit/32a76041cf34cd650b06a1613abf085f9ccf1e19 this is a complete rewrite of scriptapi integration ... it's an early version not ready for merge as comments file headers, filenames etc aren't ready but it should already be functional equivalent to current scriptapi |
20:55 |
RealBadAngel |
celeron55, ofc. project is evolving |
20:55 |
celeron55 |
this is kind of what you would expect from a game, but is missing a few details; 0.4 is kind of... not |
20:56 |
sapier |
maybe someone is interested in commenting and giving hints what needs to be fixed ... main goal was to reduce header linkage and separate scriptapi lua parts from core |
20:57 |
RealBadAngel |
celeron55, you propably seen mc indev and later |
20:57 |
celeron55 |
0.4 has it's place in this world, but i'm constatly feeling more so that 0.3 has to be revived as a fork |
20:57 |
celeron55 |
it has value on it's own |
20:58 |
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20:58 |
PilzAdam |
it would be better to focus on one game instead of forking it |
20:58 |
RealBadAngel |
celeron55, if it is lightweight maybe fork it on other systems like portables |
20:58 |
celeron55 |
it's just like how i use MATE as the desktop environment at work - a gnome 2 fork |
20:58 |
celeron55 |
some probably said gnome 2 should die and everybody should focus on 3 |
20:59 |
celeron55 |
but at the end, it wasn't a good idea and the world is happier with both |
20:59 |
RealBadAngel |
see, im Might and Magic player |
20:59 |
RealBadAngel |
its 6th out there |
20:59 |
RealBadAngel |
and im still playin the 3rd only |
21:00 |
hmmmm |
but what's different about 0.3.x? |
21:00 |
RealBadAngel |
which was out more than 15yrs ago |
21:00 |
PilzAdam |
hmmmm, the textures |
21:00 |
hmmmm |
is it really just the mapgen? |
21:00 |
hmmmm |
there are so many technical improvements with 0.4.x |
21:00 |
hmmmm |
from a rational standpoint you'd have to be crazy to like 0.3.x better |
21:00 |
sapier1 |
:-) |
21:00 |
RealBadAngel |
it is lack of contens |
21:01 |
RealBadAngel |
thus it is not very demanding |
21:01 |
celeron55 |
0.3 is minimalistic |
21:01 |
celeron55 |
and it has a mapgen that makes very good use of it's small amount of node types |
21:01 |
RealBadAngel |
and then could be moved in such state to android or whatever |
21:01 |
sapier1 |
everything has use for someone |
21:02 |
hmmmm |
well let's bring back mapgen v5 |
21:02 |
celeron55 |
and it has mobs that make some sense and work |
21:02 |
Exio |
add sapier1's path finding to upstream |
21:02 |
RealBadAngel |
5??? gimme biomes :) |
21:02 |
RealBadAngel |
i want SEVEN |
21:03 |
hmmmm |
mmm |
21:03 |
hmmmm |
see, that's the thing |
21:03 |
hmmmm |
i want to work on something new |
21:03 |
celeron55 |
have you tried booting up 0.3? it takes 0 time units because the mapgen works on a block-by-block basis and it doesn't need to check what content the server uses, it's always the same |
21:03 |
hmmmm |
but we also have to keep going back and fixing all these other bits of nonsense |
21:03 |
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21:04 |
sapier1 |
of course simple things can be done fast but complex things can be done way better than current implementation too ;-) |
21:04 |
RealBadAngel |
any code can be done better |
21:05 |
RealBadAngel |
point is its easier to make better your own code |
21:05 |
RealBadAngel |
because you understand it fully from the very start |
21:06 |
sapier1 |
that's the difficulty with open source you have to take everything with you in order to get good code ... and of course learn from those who know better than yourself |
21:08 |
celeron55 |
okay so |
21:08 |
celeron55 |
i seriously want to get v5 running on 0.4 |
21:09 |
celeron55 |
having done singlenode, i'll probably do that |
21:10 |
hmmmm |
you know what, i was wrong about 0.4.x being graphically slower |
21:10 |
hmmmm |
i just tried 0.3.x and i get about the same FPS |
21:10 |
hmmmm |
and oddly enough i have the same HORRIBLE HORRIBLE stuttering problems |
21:10 |
celeron55 |
what hardware is that on |
21:10 |
hmmmm |
but this is on my laptop, so i'd say the problem is probably because it's cpu bound |
21:11 |
hmmmm |
amd sempron SI-42, geforce 8200g m |
21:11 |
hmmmm |
3gb of ram |
21:12 |
Exio |
i still don't get how hmmmm computers work |
21:12 |
RealBadAngel |
btw. https://www.youtube.com/watch?v=cjHNPzv9sGY |
21:12 |
RealBadAngel |
this song we can freely use for minetest |
21:12 |
RealBadAngel |
and others make by Skaven |
21:13 |
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21:13 |
celeron55 |
minecraft tends to stutter like a piece of smelly shit too on some hardware; for example on this i3 integrated GPU it's completely unplayable at least on windows |
21:14 |
celeron55 |
minetest is better than minecraft on windows on this, and on linux minetest works pretty much flawlessly |
21:15 |
celeron55 |
i think it happens at when new meshes are drawn the first time |
21:15 |
hmmmm |
nah |
21:15 |
hmmmm |
the stuttering i'm talking about happens all the time |
21:15 |
hmmmm |
you can most notice it when you turn fast mode off, fly mode on, and just slowly go through the air |
21:16 |
celeron55 |
well, that's the kind of stuttering i see - it happens all the time because a mesh is generated for each received mapblock |
21:16 |
hmmmm |
and then at times there's a big stutter where it'd stop completely for about 2/3rds of a second it must seem like |
21:16 |
hmmmm |
and these blocks are already loaded might i add |
21:16 |
celeron55 |
well that's way worse than i've seen |
21:16 |
VanessaE |
hmmmm: is preload visual turned on? |
21:17 |
VanessaE |
actually ignore that, probably not related |
21:17 |
VanessaE |
(only time I see those huge fps dropouts is when the engine stops to render a new block) |
21:18 |
VanessaE |
(e.g. load a new texture that hasn't been used yet) |
21:18 |
RealBadAngel |
folks, what do you think of makin this tune Main Menu score? https://www.youtube.com/watch?v=cjHNPzv9sGY ? |
21:23 |
celeron55 |
this might be the least horrible music suggestion i have seen |
21:24 |
VanessaE |
"least horrible"? you know, there are words on the other side of the center such as "best" :p-) |
21:24 |
VanessaE |
:-) |
21:24 |
hmmmm |
the negativity is just what makes celeron.... celeron. |
21:24 |
RealBadAngel |
this is piece of music made by one of the best musicians for PC demoscene ever |
21:25 |
RealBadAngel |
walking and living legend |
21:25 |
hmmmm |
i can go for this |
21:25 |
VanessaE |
I'll agree with it |
21:25 |
VanessaE |
if we choose any tune, that one is good. |
21:25 |
RealBadAngel |
google and youtube for Skaven/Fairlight |
21:26 |
VanessaE |
(of course, RBA knows I am slightly biased ;) ) |
21:26 |
RealBadAngel |
Skaven has granted us rights to use any of his tracks that wasnt used in commercial projects |
21:28 |
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21:30 |
celeron55 |
i think i'm ok with trying, but there are questions |
21:30 |
celeron55 |
where do we put the... track? |
21:31 |
RealBadAngel |
hold on |
21:31 |
celeron55 |
like, it's obvious it should be in windows build .zips (or is it?) but like otherwise |
21:33 |
RealBadAngel |
celeron55, https://github.com/minetest/minetest/blob/master/src/game.cpp#L846 |
21:33 |
celeron55 |
yes and? |
21:33 |
celeron55 |
does everyone rip it from youtube themselves |
21:33 |
RealBadAngel |
ofc not |
21:34 |
RealBadAngel |
i do have normalized oggs |
21:34 |
celeron55 |
do we make a "minetest music" repo? |
21:34 |
VanessaE |
just as long as I can turn the music off easily of course |
21:34 |
RealBadAngel |
so add second slider |
21:35 |
RealBadAngel |
and treat music as another instance |
21:35 |
Exio |
http://www.futurecrew.com/skaven/index2.html |
21:36 |
RealBadAngel |
Exio, Skaven is a demoscene coder like me, aged also 40 |
21:37 |
RealBadAngel |
we had a long talk bout past and what we are doing today |
21:38 |
RealBadAngel |
when i asked him for the tracks he said no problem, just dont use those i sold to commercial gamas |
21:38 |
Exio |
hehe |
21:40 |
RealBadAngel |
celeron55, this piece of code is a good basis to create pack of default music scores with preset names |
21:40 |
RealBadAngel |
distributed along with the game |
21:42 |
celeron55 |
multiple tracks sucks to distribute though |
21:42 |
RealBadAngel |
or overwritten in /sounds/all |
21:42 |
PilzAdam |
I dont like this music |
21:42 |
celeron55 |
the package size gets immediately multipled many times |
21:43 |
RealBadAngel |
cmon that is not a problem nowadays |
21:43 |
VanessaE |
storage and bandwidth are cheap |
21:43 |
sapier1 |
bandwidth isn't cheap!!! |
21:43 |
RealBadAngel |
i can dowload 900kbs |
21:44 |
VanessaE |
I can pull down 2.5 MB/sec |
21:44 |
RealBadAngel |
and it costs me like 15$ per month |
21:44 |
celeron55 |
but sometimes you just happen to be behind a wlan that only pulls 80kB/s - then downloading some 15 megabyte packages isn't really something you want to do |
21:44 |
VanessaE |
costs me about US $42/mo |
21:44 |
celeron55 |
or multiple tens of MB |
21:44 |
sapier1 |
and I'm at 200 may and I don't have any chance to get more because it's not available where I live and most likely won't be available anytime soon |
21:45 |
VanessaE |
so make it a separate "music pack" |
21:45 |
VanessaE |
as mintest_game is separate from the engine |
21:45 |
Exio |
[18:43:32] <VanessaE> storage and bandwidth are cheap |
21:45 |
RealBadAngel |
celeron55, first of all we are makin a GAME |
21:45 |
RealBadAngel |
not just a bunch of c++ code lines |
21:46 |
ShadowNinja |
A separate package sounds like the best idea |
21:46 |
Exio |
here, when my 200mb/mo ends it starts using like 1 USD / hour for a basic inet, |
21:46 |
celeron55 |
good and well selected music (without some audiophile quality) is always worth the size |
21:46 |
celeron55 |
but not some random tracks |
21:46 |
Exio |
my 3g, the best connection what i can have, and really, if i can download less stuff, better |
21:46 |
celeron55 |
(not implying anything) |
21:46 |
PilzAdam |
why not tell people to get a music player? |
21:47 |
sapier1 |
recently german telekom announced to limit "flatrates" to 75 gb ... most likely any other provider will follow soon ... seems time of cheap internet is over |
21:47 |
RealBadAngel |
/giveme technic:music_plyaer 1 |
21:47 |
RealBadAngel |
:P |
21:47 |
PilzAdam |
why do we need everything in Minetest? |
21:48 |
PilzAdam |
they can run their music player in the background |
21:48 |
RealBadAngel |
because we are not DEAF? ;) |
21:48 |
PilzAdam |
and everyone picks the music they like |
21:48 |
RealBadAngel |
PilzAdam, games, titles are coming with tracks |
21:49 |
PilzAdam |
but most music I heard in FOSS games is horrible |
21:49 |
RealBadAngel |
game without content, music is just..... naked? |
21:49 |
celeron55 |
naked games are sometimes good |
21:50 |
RealBadAngel |
good naked is nice chick |
21:50 |
RealBadAngel |
but not a game :) |
21:50 |
Exio |
i don't see the why not if it is optional at "some point" |
21:50 |
celeron55 |
i do think minetest isn't really fitting to any model that somebody would say a good game is like |
21:50 |
PilzAdam |
how is the progress of the web browser inside minetest? |
21:51 |
PilzAdam |
it will be optional too! |
21:51 |
Exio |
there is already code for doing the stuff, for what i understand |
21:51 |
RealBadAngel |
dont mix the ideas Adam |
21:52 |
RealBadAngel |
celeron55, btw streamin audio is also on its way, somebod else is doin this, seen in forums |
21:53 |
celeron55 |
currently minetest looks a bit like doing that to technology what minecraft did to gameplay, and doing that to gameplay what minecraft did to technology 8) |
21:53 |
ShadowNinja |
PilzAdam: hmm, merge the lua file download pull, convert html to formspecs and presto, basic web browser |
21:53 |
sapier1 |
lol "convert html to formspecs" |
21:53 |
celeron55 |
http://en.wikipedia.org/wiki/Presto_%28layout_engine%29 |
21:54 |
celeron55 |
so then we'll overtake that name as opera is dumping it :-----D |
21:54 |
RealBadAngel |
celeron55, as long we going forward it doenst make a differnce, does it? |
21:54 |
celeron55 |
RealBadAngel: how do you know you're going forward or not? |
21:55 |
RealBadAngel |
makin your home nicer, with better stuff? |
21:56 |
RealBadAngel |
and each time having fun of testing new piece from community fellows |
21:56 |
celeron55 |
okay so maybe we need to add a game called "dollhouse" which will contain the music and such |
21:56 |
RealBadAngel |
that is movin forward |
21:57 |
PilzAdam |
my wishlist: minetest should be 1) a web server 2) a music player 3) a text editor 4) a web browser 5) a c++ IDE 6) a compiler |
21:57 |
RealBadAngel |
lol |
21:57 |
sapier1 |
you forgot the allknowing coffee making ai |
21:57 |
celeron55 |
seriously, i'm having hard time seeing where we're going and why that is a good goal |
21:58 |
celeron55 |
you can "go forward" for years and end up with something nobody has any use for |
21:58 |
celeron55 |
s/we are/RBA is/ |
21:59 |
RealBadAngel |
1) possible 2) already done) 3) ouch) 4) again?? 5) theres Z80 CPM with c++ 6) and compiler also |
21:59 |
sapier |
maybe we shoud start a forum thread where everyone writes where she/he sees minetest in 1y 2y 5y? |
21:59 |
celeron55 |
sapier: is that a joke? :D it'll be full of completely differing things |
22:00 |
celeron55 |
and there has probably been one already |
22:00 |
RealBadAngel |
like every wishlist |
22:00 |
Exio |
PilzAdam: replace minetest with emacs, then :P |
22:00 |
PilzAdam |
celeron55, what about this? https://github.com/minetest/minetest/issues?labels=bug&page=1&state=open |
22:01 |
sapier |
:-) I expected this to be completely different, but maybe knowing in wich direction each of the core developers is working might explain some things ;-) |
22:01 |
celeron55 |
but in all seriousness, minetest 0.4 is quite good at allowing people build things |
22:02 |
celeron55 |
so i guess that has to be part of what will be aimed for |
22:02 |
celeron55 |
as far as other things go, that is somewhat unclear |
22:03 |
sapier |
imho we need to fixup locking within minetest in order to gain (more) benefit of multicore cpus |
22:04 |
celeron55 |
but really, we should have a goal or philosophy or something to which compare everything against |
22:04 |
sapier |
I fully support this |
22:05 |
celeron55 |
i think that has formed to be "make a thing that kind of continues the path set by minecraft alpha, additionally allowing people to extend and modify it as easily as possible" |
22:06 |
sapier |
good idea ... and how do we want to reach this? |
22:06 |
PilzAdam |
by waiting for someone to code it? |
22:07 |
PilzAdam |
-? +! |
22:07 |
sapier |
I'm more interested in the philosophy minetest core wil follow |
22:07 |
celeron55 |
it's interesting that roughly everyone who has played MC alpha knows what that means |
22:07 |
celeron55 |
it's quite a strong thing |
22:08 |
sapier |
maybe this is because everyone experienced mc alpha in a different way? |
22:08 |
RealBadAngel |
celeron55, only imagination is the limit. thats the ultimate goal of a sanbox |
22:09 |
PilzAdam |
RealBadAngel, no, you have to set yourself limits, otherwise its boring |
22:09 |
celeron55 |
but really, i wonder whether we need more than that pseudo-quote |
22:09 |
ShadowNinja |
hmmmm: I heard that you accidentally fixed black leaves on trees, if that is so what did you fix it in? |
22:09 |
RealBadAngel |
settin no limits is even harder |
22:10 |
RealBadAngel |
you have to imagine what other player would do |
22:11 |
hmmmm |
ShadowNinja, i didn't, i thought i did but i was wrong |
22:11 |
celeron55 |
then i wonder, how does this fit with music |
22:11 |
PilzAdam |
celeron55, https://www.youtube.com/watch?v=bIOiV4d1SVI |
22:11 |
celeron55 |
it doesn't really |
22:11 |
Exio |
i don't see the *why not* if the code is already here and working |
22:12 |
RealBadAngel |
same as with /textures/all |
22:12 |
RealBadAngel |
new forums theme Sounds Packs |
22:13 |
celeron55 |
PilzAdam: 9:32 is epic 8) |
22:13 |
RealBadAngel |
and thats all. |
22:14 |
RealBadAngel |
some may like defaults, some will insert metallica there or limp bizkit |
22:15 |
RealBadAngel |
or (apaga satanas!) justin bieber |
22:16 |
PilzAdam |
http://dev.minetest.net/Changelog#0.4.5_.E2.86.92_.3F <- the "Bug fixes" list is too small... |
22:17 |
celeron55 |
i really think there are two kinds of people within this community: the ones who have come around to build stuff with the modding capabilities, and the ones who wish to have a "minecraft alpha with a twist" |
22:18 |
celeron55 |
but i don't know how much they should be separated from each other |
22:18 |
celeron55 |
their goals are imcompatible with each other to some extent |
22:18 |
celeron55 |
incompatible* |
22:19 |
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22:19 |
Exio |
what about being of "both"? |
22:20 |
celeron55 |
maybe you can answer that question |
22:23 |
celeron55 |
bleh, i need to sleep |
22:24 |
celeron55 |
however, that's the overall challenge here |
22:24 |
celeron55 |
it tends to reflect in everything that happens here |
22:28 |
celeron55 |
so that is an explanation to why i'm having hard time to decide on the music thing or the particular track! |
22:28 |
celeron55 |
oh, then there is a third thing |
22:30 |
celeron55 |
it is that if everything is made configurable and people are always expected to set up stuff in their own way, the community will always be about tinkerers who mainly develop the game for themselves and don't really aim for any praticularly finished end result |
22:31 |
RealBadAngel |
celeron55, dont forget its sanbox |
22:31 |
celeron55 |
i think we should leave room for a coherent game to emerge from all this that would be just that, a game, without being aimed to tinkerers like us, if somebody wishes to make one |
22:31 |
RealBadAngel |
players are supposed to do so |
22:32 |
hmmmm |
my feelings on the topic are basically, "here's a complete game, but look, it's very configurable, so if you don't like something, you can fix it yourself" |
22:32 |
RealBadAngel |
abililty means it can fit anybody |
22:33 |
Exio |
as i said, i don't see the point for a why not if it already coded (the "hard" work if we can say it in someway) |
22:33 |
Exio |
just saying from what i have understand |
22:33 |
PilzAdam |
my thoughts: "heres a complete game and its not configureable; go to the forum and install other games if you dont like it" |
22:33 |
RealBadAngel |
even developers have different tastes, so what about players... |
22:34 |
RealBadAngel |
PilzAdam, no way |
22:34 |
PilzAdam |
(as for minetest_game, common, whatever that is) |
22:34 |
RealBadAngel |
not for a sandbox one |
22:34 |
RealBadAngel |
it is all abot the FREEDOM |
22:35 |
celeron55 |
for one thing, i basically hate how little "brand" the individual games inside minetest are able to have |
22:35 |
celeron55 |
but i don't see a good way of changing it, and in all cases it doesn't even make sense to change it |
22:36 |
RealBadAngel |
celeron55, we will unite this thingies soon thx to portals (or whatever Jeija called them) |
22:36 |
celeron55 |
...eh what? |
22:36 |
RealBadAngel |
once you are in game, connnected somwhere you will be able to go elsewhere |
22:36 |
RealBadAngel |
to another world |
22:37 |
RealBadAngel |
with different rules |
22:37 |
celeron55 |
wtf, how is that related to anything i said |
22:37 |
RealBadAngel |
"individuals" and "brands" |
22:38 |
RealBadAngel |
now imagine switchin brands in no time |
22:38 |
RealBadAngel |
just by walkin |
22:39 |
celeron55 |
that is exactly the problem |
22:39 |
hmmmm |
by "in no time", you mean "the time it takes to download all the media"? |
22:39 |
hmmmm |
ugh we need the TCP fast |
22:39 |
RealBadAngel |
yeah |
22:40 |
hmmmm |
and no stupid "let's embed a webserver into minetest because we're too incompetent to get TCP working" |
22:40 |
hmmmm |
i still can't get over that suggestion |
22:40 |
hmmmm |
who came up with that idea again? |
22:40 |
RealBadAngel |
i was sayin somethin like this but lets say i dont remember ;() |
22:40 |
VanessaE |
hmmmm: other way around, you mean "embed a wget equivalent" |
22:41 |
VanessaE |
and i don't remember whose idea it was |
22:41 |
VanessaE |
but you're right, TCP is needed. |
22:41 |
celeron55 |
it's only equally crappy as minetest having libcurl for downloading media from HTTP servers |
22:41 |
hmmmm |
no, they wanted to run a webserver to host the textures and whatever |
22:42 |
RealBadAngel |
ok ok, it was me. shoot me |
22:42 |
VanessaE |
hmmmm: well it was my suggestion that if we have a wget equivalent, that we should have put a minimal webserver at the other end -- but I also assert that neither should be needed *at all* |
22:42 |
VanessaE |
instead, it's wget at one end, and a third-party separate webserver at the other end |
22:42 |
VanessaE |
which is fucking stupid |
22:42 |
celeron55 |
eh, i have said the same thing sometimes too |
22:42 |
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22:43 |
celeron55 |
TCP is basically waiting to happen, but nobody has the balls to try 8) |
22:43 |
hmmmm |
..or they didn't work on it |
22:43 |
VanessaE |
celeron55: well you kinda talked people out of it by saying how horrible your TCp implementation is :) |
22:44 |
celeron55 |
it was a hack to try to get it quickly done as a start, it isn't anywhere near what a real implementation should be |
22:44 |
hmmmm |
i know that if i were working on it, i would definitely get it to happen, but i'd have pause everything else i'm doing at the moment |
22:44 |
hmmmm |
have to pause* |
22:44 |
RealBadAngel |
there are no tcp libraries out there? |
22:44 |
celeron55 |
yes there is, it's called posix sockets |
22:45 |
celeron55 |
8) |
22:45 |
celeron55 |
you don't need more than that unless you want more problems |
22:45 |
hmmmm |
i wish i could make myself multithreaded |
22:46 |
VanessaE |
while true; do launch.instance(hmmmmZ) & done |
22:46 |
VanessaE |
shit;. |
22:46 |
celeron55 |
hmmmm: what are you in the middle of now, then? didn't you just get ores done? |
22:46 |
hmmmm |
instead, i think i waste a lot of time switching to do different tasks |
22:47 |
hmmmm |
yeah, I was doing something on my own that I wanted to get done real soon |
22:47 |
hmmmm |
i found an old minecraft classic map file of my first ever map and i wanted to ressurect it |
22:47 |
celeron55 |
-> |
22:47 |
hmmmm |
-> |
22:48 |
hmmmm |
--> |
22:48 |
VanessaE |
<-- |
22:48 |
hmmmm |
-^- |
22:49 |
RealBadAngel |
lol |
22:49 |
VanessaE |
heh |
22:49 |
sapier |
>>>><<<< |
22:50 |
RealBadAngel |
btw, when do we want 0.4.6 to happen? |
22:50 |
hmmmm |
the plan was right after pilzadam adds the new ores |
22:50 |
PilzAdam |
the new swords dont do any damage currently |
22:50 |
VanessaE |
yesterday |
22:50 |
PilzAdam |
and they wont be until the new damage system is done |
22:51 |
RealBadAngel |
im holding techinic changes for it |
22:51 |
VanessaE |
why do we need a new damage system now? everything worked fine before, if unideal |
22:51 |
RealBadAngel |
i realized what c55 meant with rolling releases |
22:51 |
hmmmm |
it was explained a couple days ago |
22:51 |
PilzAdam |
if you want to do the fleshy groups, go ahead |
22:51 |
PilzAdam |
I wont |
22:51 |
hmmmm |
so basically we're waiting on celeron |
22:52 |
PilzAdam |
VanessaE, they are marked as TODO, relatively easy to find |
22:52 |
VanessaE |
youmissed my point |
22:52 |
VanessaE |
I mean why do we need it *first* |
22:52 |
VanessaE |
what happened to the idea of releasing something that at least works as well as it always did, and improving it later? |
22:53 |
PilzAdam |
because I dont want to release swords that dont cause damage |
22:53 |
VanessaE |
then don't add the swords. |
22:53 |
hmmmm |
nnnnnnnnnnnoooooooooooooooooooo |
22:54 |
RealBadAngel |
what for swords now if there are no mobs yet??? |
22:54 |
PilzAdam |
also the picks, axes and shovels dont have fleshy group defined yet |
22:54 |
PilzAdam |
so leave them out too? |
22:54 |
hmmmm |
PvP |
22:54 |
VanessaE |
*facepalm* |
22:54 |
PilzAdam |
swords are currently only good for PVP and digging leaves |
22:54 |
VanessaE |
and that's all they can be used for anyway |
22:55 |
VanessaE |
RBA is right - we have no build-in MOBs..what does it matter right now? |
22:55 |
VanessaE |
built* |
22:55 |
RealBadAngel |
so fix the stupid system that you have to turn aroun, lose focus to hit again |
22:55 |
RealBadAngel |
without it, dont even mention swords again |
22:56 |
PilzAdam |
someone can make the fleshy groups |
22:59 |
sapier |
is anyone interested in reviewing the scriptapi fixes before I issue a pull request? |
22:59 |
VanessaE |
can we just agree not to overcomplicate this? |
23:00 |
VanessaE |
all I know is if I pick up an evil sword (gloopblocks), it takes maybe two to four strikes of that sword to frag a player or destroy a peaceful NPC |
23:00 |
VanessaE |
where is the problem here? |
23:03 |
PilzAdam |
the problem is that the current system is messed up and I dont want to add random numbers in there |
23:03 |
PilzAdam |
so you basically have to test everything in-game |
23:03 |
PilzAdam |
wich is a PITA |
23:03 |
VanessaE |
then. don't. add. swords. |
23:03 |
VanessaE |
stop trying to change how shit works |
23:04 |
PilzAdam |
but all tools cause damage |
23:04 |
VanessaE |
people already understand that an axe or a pick doesn't work as a weapon |
23:04 |
PilzAdam |
(thx to Calinou) |
23:04 |
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23:04 |
VanessaE |
and they already understand how to use what *does* work as a weapon |
23:06 |
PilzAdam |
can someone ask Calinou to do it when hes arround? he has done all the other fleshy groups too |
23:07 |
ShadowNinja |
Can someone please pull this, it has even been rebased for easy merging: https://github.com/minetest/minetest/pull/421 |
23:07 |
PilzAdam |
hmmmm wanted to look at it IIRC |
23:08 |
PilzAdam |
I tested it after rebasing and it works fine for me |
23:08 |
hmmmm |
what? it was fine after the syntax got fixed and what not |
23:08 |
hmmmm |
err code style |
23:09 |
PilzAdam |
ok, Ill merge it then |
23:12 |
RealBadAngel |
http://realbadangel.pl/technic_track8.ogg |
23:17 |
RealBadAngel |
http://realbadangel.pl/technic_track5.ogg |
23:25 |
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23:25 |
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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/ |
23:25 |
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23:26 |
Taoki |
I can't find out what's happening |
23:33 |
Taoki |
PilzAdam: Seems to work in the Build game. minetest_game won't start any more though... says it can't load init.lua |
23:34 |
Taoki |
And I figured out why it only worked for console... I was running the system package not the GIT. So it's a problem in latest hit |
23:34 |
Taoki |
***git |
23:35 |
Taoki |
01:33:01: ERROR[main]: Server: Failed to load and run /windows/D/Small games/Minetest/Minetest_GIT/bin/../games/minetest_game/mods/default/init.lua |
23:35 |
Taoki |
01:33:01: ERROR[main]: ModError: Failed to load and run /windows/D/Small games/Minetest/Minetest_GIT/bin/../games/minetest_game/mods/default/init.lua |
23:35 |
Taoki |
And yes that is the correct path |
23:36 |
Taoki |
Erm... init.lua is actually gone from there o.o |
23:36 |
VanessaE |
because it's part of common now. |
23:36 |
VanessaE |
https://github.com/minetest/common |
23:37 |
Taoki |
ok. So minetest_game is gone, and it's called common now? |
23:37 |
VanessaE |
no |
23:37 |
VanessaE |
it just uses common |
23:37 |
VanessaE |
if you use minetest_game, you need common also. |
23:37 |
Taoki |
ok. Why that error then? |
23:37 |
Taoki |
I got it now |
23:37 |
Taoki |
So it should work |
23:37 |
ShadowNinja |
Taoki: delete all empty mod folders in minetest_game, git doesn't remove them |
23:39 |
Taoki |
Oh thanks, that fixed it |
23:40 |
Taoki |
I don't understand the latest changes as well, but glad to have it working again |
23:40 |
Taoki |
Like why minetest_game was split up like that |
23:54 |
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23:59 |
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23:59 |
kaeza |
Taoki, because of the split to games/survival and games/build, having common eases updating (you don't have to update some common mod more than once) |