Time |
Nick |
Message |
00:35 |
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01:24 |
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01:49 |
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sweetbomber joined #minetest-dev |
01:49 |
sweetbomber |
hmmmm: I started to design the structure generator engine |
01:51 |
sweetbomber |
are you also thinking of doing anything related to structure generation for now? |
01:52 |
sweetbomber |
if so, i think it should be better for us to get synchronized, and co-work... |
01:52 |
sweetbomber |
what do you think? |
01:52 |
hmmmm |
hmm i didn't really get your idea after you were explaining it yesterday |
01:52 |
sweetbomber |
i think that independently of the core idea, much of the stuff is common |
01:52 |
hmmmm |
http://irc.minetest.ru/minetest-dev/2013-06-15#i_3142346 |
01:52 |
sweetbomber |
eg. how to define structures |
01:53 |
sweetbomber |
how to manage them, etc.. |
01:53 |
sweetbomber |
i have a small draft for now: http://pastebin.com/a7PHYKd3 |
01:53 |
sweetbomber |
regarding management, my idea was to use the same concept as biomeDefManager |
01:54 |
hmmmm |
i feel like i went overboard with BiomeDefManager |
01:54 |
sweetbomber |
i think you did a pretty nice job there |
01:54 |
hmmmm |
things like ore and decorations, for example, i have no 'manager', just a std::vector |
01:55 |
hmmmm |
it's something really big and bloaty for a really simple concept |
01:55 |
VanessaE |
"overboard"? uh oh.. |
01:55 |
sweetbomber |
the only thing i think is over kill is the calculation of the biome for each node |
01:56 |
sweetbomber |
i think mc uses a small area |
01:56 |
hmmmm |
well, remember the whole k-means thing? :/ |
01:56 |
* VanessaE |
hopes her plants_lib API doc isn't the reason.. |
01:56 |
hmmmm |
oh, yes |
01:56 |
sweetbomber |
but i think it is good as is now |
01:56 |
sweetbomber |
and performance is not sacrified |
01:56 |
hmmmm |
in minecraft, biomes are 2x2 blocks |
01:56 |
hmmmm |
have the granularity of* |
01:57 |
hmmmm |
I think i'm going to have BiomeDefManager also have a biome map cache |
01:57 |
hmmmm |
we're going to want to do a lot more with biomes than some properties for terrain generation; doing all that heavy computation to find the biome at a single point is pretty bad |
01:57 |
sweetbomber |
the biome map cache would speed things a little |
01:57 |
hmmmm |
right |
01:57 |
sweetbomber |
at least to what concerns, e.g structure placement |
01:58 |
hmmmm |
hmmm about that |
01:58 |
sweetbomber |
where at least for each structure one access would be needed |
01:58 |
hmmmm |
i am thinking of having a u8 *biomemap a public member for the Mapgen base structure |
01:58 |
hmmmm |
if biomemap is not NULL, then that mapgen has biome support |
01:58 |
hmmmm |
and you'd be able to read the biome id directly from what was computed |
01:59 |
sweetbomber |
ok |
01:59 |
hmmmm |
i really ought to commit what i have soon |
01:59 |
sweetbomber |
regarding structure definition (not placement) |
02:00 |
sweetbomber |
i am thinking to use an approach similar to biomes too |
02:00 |
sweetbomber |
lua registers the structures |
02:00 |
sweetbomber |
but then it does not pay any other role |
02:00 |
hmmmm |
lua registration is pretty much the standard |
02:00 |
sweetbomber |
so that all algorithms could go to c++ |
02:01 |
sweetbomber |
im thinking on a deterministic approach at first |
02:01 |
hmmmm |
by the way, like i mentioned earlier (and you evidently didn't see), i'm going to continue on what i'm doing |
02:01 |
hmmmm |
because i honestly have no clue how it's going to work out |
02:01 |
sweetbomber |
structures will be defined node-by-node- no random |
02:01 |
hmmmm |
if things overlap, we can merge them together |
02:02 |
hmmmm |
with that said, feel free to make your own version of the structure file format |
02:02 |
sweetbomber |
have you done any registration class, like in biomedef? |
02:02 |
sweetbomber |
could at least send me what you've got? |
02:02 |
hmmmm |
it's not a registration, it's just a push_back |
02:02 |
hmmmm |
yeah, hold on. |
02:03 |
sweetbomber |
it would ease the merge, since i have not done much till now |
02:03 |
hmmmm |
oh |
02:03 |
hmmmm |
well |
02:03 |
hmmmm |
i didn't write anything aside from some definitions for the structure thing yet |
02:03 |
hmmmm |
we might be doing something completely different |
02:04 |
hmmmm |
my sort of structure placement is for more like trees and what not |
02:04 |
hmmmm |
yours is intended for buildings and bigger things |
02:05 |
sweetbomber |
i'm planning to make something that fits all |
02:05 |
sweetbomber |
but thats something that we'll assess later |
02:05 |
sweetbomber |
after i have something working |
02:06 |
VanessaE |
hmmmm: don't you mean "those goddamn trees"? ;) |
02:06 |
hmmmm |
not those ones |
02:06 |
hmmmm |
small ones that won't get cut off |
02:07 |
VanessaE |
hehe ok |
02:07 |
VanessaE |
just teasing |
02:11 |
sweetbomber |
hmmmm: could you send me a zip or something? |
02:11 |
hmmmm |
i plan on committing it to my repo |
02:11 |
hmmmm |
almost done |
02:12 |
sweetbomber |
ok |
02:14 |
hmmmm |
ugh |
02:14 |
hmmmm |
great job STL: error: request for member 'name' in '((BiomeDefManager*)this)->BiomeDefManager::biomes.std::vector<_Tp, _Alloc>::operator[] [with _Tp = Biome*, _Alloc = std::allocator<Biome*>](i)', which is of non-class type 'Biome*'| |
02:14 |
hmmmm |
4T@(I$T@$Jkroaf0ir23JK!@#OR(J04TKO4KTOEPR now figure out the error |
02:14 |
hmmmm |
instead of saying "do you mean -> instead of .?" |
02:15 |
sweetbomber |
sounds cryptic |
02:15 |
sweetbomber |
btw, remember me talking about the over-use of getTextureID, yesterday? |
02:16 |
hmmmm |
yeah, you had a patch for that iirc? |
02:16 |
sweetbomber |
just needed a two-liner fix |
02:16 |
sweetbomber |
https://github.com/minetest/minetest/pull/775 |
02:16 |
hmmmm |
that didn't fix *all* the instances |
02:16 |
hmmmm |
but it must've reduced CPU usage a lot |
02:16 |
sweetbomber |
yes |
02:16 |
hmmmm |
great |
02:16 |
VanessaE |
I've seen some small performance gain from it. |
02:17 |
VanessaE |
and I swear flipping pages in Unified Inventory is faster too, for whatever that's worth. |
02:17 |
sweetbomber |
however, its almost negligible when the cpu is doing heavy stuff |
02:23 |
hmmmm |
https://github.com/kwolekr/minetest/commit/0ea87d059ca4b71546ffa4f06b8af0db255074ae it's not done yet though |
02:23 |
hmmmm |
i still have more to do |
02:26 |
sweetbomber |
np |
02:26 |
hmmmm |
but that's the gist of it |
02:26 |
sweetbomber |
just to get the idea you're following |
02:31 |
sweetbomber |
well, ill analyse that tomorrow |
02:31 |
sweetbomber |
good night |
02:31 |
sweetbomber |
just cloned it |
02:32 |
hmmmm |
it's not going to work fyi |
02:32 |
hmmmm |
i need to add the biomes to the biome set for each decoration used |
03:30 |
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03:57 |
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04:04 |
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04:54 |
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05:05 |
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05:31 |
VanessaE |
I need some help... |
05:31 |
VanessaE |
01:29:27: ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: LuaError: error: ...t/games/vanessae_game/mods/plantlife/plants_lib/init.lua:174: [string "moretrees:grow_jungletree({"y" = 2, "x" = -24..."]:1: '}' expected near '=' |
05:31 |
VanessaE |
this error cropped up out of nowhere, in code that hasn't been changed in weeks. |
05:32 |
VanessaE |
https://github.com/minetest/minetest/commit/3e4f1462bcccedddf67fa30574c5e4e740f82262 |
05:32 |
VanessaE |
could this be why? |
05:34 |
VanessaE |
(the code uses loadstring() + dump() to execute the named function) |
05:37 |
VanessaE |
the piece of code that triggers the crash: assert(loadstring(node_or_function_or_model.."("..dump(pos)..")"))() |
05:38 |
VanessaE |
the only way to keep them from growing in clumps is with large avoid radii, which would greatly slow things down |
05:41 |
VanessaE |
oops, ignore that last bit. |
05:41 |
kaeza |
wait |
05:42 |
* VanessaE |
waits |
05:43 |
kaeza |
who in their right mind would use tables as indexes? |
05:43 |
VanessaE |
no clue |
05:45 |
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05:45 |
kaeza |
hmm... does not look like an error in that code |
05:45 |
VanessaE |
maybe khonkhortisan does ;) |
05:47 |
VanessaE |
yep, realbadangel just checked. that commit breaks plants_lib |
05:47 |
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05:47 |
RealBadAngel |
hi |
05:47 |
VanessaE |
hey. speaking of :) |
05:48 |
kaeza |
hey RealBadAngel |
05:48 |
RealBadAngel |
https://github.com/minetest/minetest/commit/3e4f1462bcccedddf67fa30574c5e4e740f82262 this commit causes moretrees to crash permamently |
05:48 |
kaeza |
I see the problem now |
05:49 |
kaeza |
...or not |
05:49 |
RealBadAngel |
its something related to tables |
05:49 |
RealBadAngel |
it deforms them |
05:50 |
RealBadAngel |
[Plantlife] Call function: moretrees:grow_birch({"y" = 13, "x" = 98, "z" = -11}) |
05:50 |
RealBadAngel |
07:13:07: ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: LuaError: error: ...../games/technic_game/mods/plantlife/plants_lib/init.lua:174: [string "moretrees:grow_birch({"y" = 13, "x" = 98, "z"..."]:1: '}' expected near '=' |
05:50 |
VanessaE |
I posted that already |
05:50 |
RealBadAngel |
ah ok |
05:52 |
kaeza |
VanessaE, can you test somethign for me? |
05:52 |
kaeza |
replace this: https://github.com/minetest/minetest/blob/3e4f1462bcccedddf67fa30574c5e4e740f82262/builtin/misc_helpers.lua#L60 |
05:53 |
kaeza |
with this: t[#t+1] = "[" .. dump(k, dumped) .. "] = " .. dump(v, dumped) |
05:53 |
VanessaE |
just add the brackets? |
05:53 |
kaeza |
yup |
05:53 |
VanessaE |
sure |
05:54 |
kaeza |
at least gives the correct output when run in the standalone Lua interpreter |
05:54 |
RealBadAngel |
07:54:10: ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: LuaError: error: ...../games/technic_game/mods/plantlife/plants_lib/init.lua:174: [string "moretrees:grow_jungletree({"y" = 1, "x" = -31..."]:1: '}' expected near '=' |
05:54 |
VanessaE |
testing it now. |
05:54 |
RealBadAngel |
^^ results |
05:55 |
RealBadAngel |
ah |
05:55 |
VanessaE |
yup, that worked. |
05:55 |
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05:55 |
kaeza |
should I open a pull rq? |
05:56 |
RealBadAngel |
forget it, didnt saved changes lmao |
05:56 |
kaeza |
lol |
05:56 |
RealBadAngel |
im testing it now too |
05:56 |
VanessaE |
just put the fix through :-) |
05:56 |
VanessaE |
ok yes, I have birches and jungletrees on a fresh map with that change |
05:56 |
VanessaE |
so that fixes it. |
05:58 |
RealBadAngel |
confirm, its ok now |
06:00 |
kaeza |
hrm |
06:00 |
kaeza |
too lazy to push the fix |
06:00 |
RealBadAngel |
what? |
06:00 |
kaeza |
git is being retarded again |
06:08 |
kaeza |
https://github.com/minetest/minetest/pull/778 |
07:07 |
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07:16 |
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07:41 |
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09:38 |
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11:12 |
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11:42 |
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11:43 |
sapier |
https://github.com/minetest/minetest/pull/724 I've removed minizip and fixed some minor bugs ... gentoo guys plz find out why dynamic_casts fail on your system |
11:45 |
kahrl |
sapier: will do, I finally have some free time |
11:45 |
kahrl |
http://forum.minetest.net/viewtopic.php?id=6280 |
11:45 |
kahrl |
^ anyone mind if I do a s/unban_player_of_ip/unban_player_or_ip/g and push>? |
11:46 |
sapier |
"of"? :-) |
11:46 |
sapier |
OF course not ;-) |
11:46 |
kahrl |
you were only partially at fault :P |
11:47 |
sapier |
f is the button next to r so very very close ;-) |
11:47 |
kahrl |
the C++ function was called unban_player_of_ip before the scriptapi move but the scriptapi move changed the registration |
11:48 |
sapier |
btw the irrlicht version of zip is not thread safe, as there aren't multiple threads doing things like that this is no problem ... but this should be honored on future enhancements |
11:48 |
kahrl |
hmm good to know |
11:49 |
sapier |
irrlicht registers archives to it's internal database instead of returning a reference so you have to fetch the last added archive ... this will horribly fail once adds another archive before you're able to get yours |
11:49 |
kahrl |
oh |
11:50 |
kahrl |
I wouldn't use that |
11:50 |
sapier |
no other way to do with irrlicht |
11:50 |
kahrl |
I would get the list of IArchiveLoader's, check which one is responsible for the file, and use it to get an IFileArchive |
11:51 |
kahrl |
I thought that was possible |
11:51 |
kahrl |
adding it to the irrlicht file system can be bad cause it could override actual files such as textures... right? |
11:52 |
sapier |
I don't see a way to find out wich loader is responsible for a file |
11:53 |
sapier |
I haven't found an option to create an standalone archive loader |
11:53 |
kahrl |
something like this: http://codepad.org/MZ3hLXkf |
11:53 |
sapier |
it could shadow the textures but I remove it right after that |
11:55 |
sapier |
i assume the old files will be unshadowed after removing |
11:55 |
kahrl |
yeah removing it should work |
11:55 |
sapier |
it's ugly I know |
11:56 |
sapier |
irrlicht has support for cleaning relative paths too .. unfortunately minetestserver doesn't link irrlicht |
12:26 |
kahrl |
oh wow I just found an extreme item duplication bug |
12:27 |
VanessaE |
oh? |
12:39 |
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13:05 |
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13:32 |
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13:32 |
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13:46 |
kahrl |
sapier: http://stackoverflow.com/questions/2351786/dynamic-cast-fails-when-used-with-dlopen-dlsym |
13:46 |
kahrl |
could this be the reason? |
13:48 |
sapier |
possible but the object beeing casted isn't a lib element |
13:48 |
sapier |
so rtti should be available |
13:49 |
kahrl |
isn't it an IGUITabControl? |
13:49 |
kahrl |
which is defined in libIrrlicht.so |
13:49 |
sapier |
hmm yes you're right |
13:49 |
kahrl |
or an IGUICheckBox, same deal |
13:50 |
sapier |
ok then it is possible but I still wonder why this only happens on gentoo |
13:50 |
Exio |
does anyone have http://ompldr.org/vaHJ5dw/performance_comparison_pathfinding.pdf? |
13:50 |
kahrl |
maybe gentoo compiles irrlicht without RTTI |
13:50 |
kahrl |
or uses different g++ settings (by default) |
13:50 |
sapier |
exio yes |
13:50 |
Exio |
sapier: can you upload it to other place? |
13:51 |
sapier |
of course wait a minute I have to find it again |
13:51 |
Exio |
no problem |
13:51 |
sapier |
kahrl but isn't one of gentoos core purposes to ensure all programs match as good as possible? ;-) |
13:51 |
kahrl |
sapier: as a fix, I would do assert(element.getType() == ...) and then use a static_cast |
13:52 |
kahrl |
sapier: hmm, no I don't think so |
13:52 |
Exio |
what USE flags? ;P |
13:52 |
kahrl |
sapier: maybe if next_gen_main_menu was done in an official ebuild |
13:53 |
sapier |
if our build system doesn't use correct gentoo flags there's a bug in there |
13:54 |
kahrl |
well I'd avoid dynamic_cast across library boundaries in general |
13:54 |
sapier |
but it'd be interesting to know if gentoo really doesn't compile with rtti ... I'd be very surprised if they did |
13:54 |
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13:54 |
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13:54 |
sapier |
dynamic_cast is a perfectly normal c++ feature ... it's a pitty there are buggy systems/compilers not supporting it ... |
13:58 |
Exio |
sapier: did you get the .pdf? |
14:01 |
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14:01 |
sapier |
i created it |
14:02 |
Exio |
yep, but i mean, did you find it? :P |
14:05 |
sapier |
I'll add this gentoo workaround |
14:05 |
kahrl |
sapier: this works for me: http://codepad.org/TJJkZPsP |
14:07 |
sapier |
yes found it ... need to find some place to upload |
14:08 |
sapier |
ok I updated my pull request did it slightly different ... I still think this is a gentoo bug |
14:10 |
kahrl |
sapier, the Makefile distributed with irrlicht contains -fno-rtti |
14:10 |
kahrl |
gentoo just did not change it |
14:10 |
sapier |
http://www.file-upload.net/download-7721043/performance_comparison_pathfinding.pdf.html |
14:10 |
sapier |
so everyone else did fix this just gentoo doesn't :-) and I thought those guys know about compiler flags |
14:11 |
kahrl |
why do they need to change it if upstream recommends -fno-rtti? |
14:12 |
kahrl |
this would also affect anyone who built irrlicht by hand |
14:13 |
kahrl |
not trying to defend gentoo but I don't think this is a bug |
14:13 |
sapier |
default irrlicht for win32 is with rtti I wonder why there's something different in makefiles |
14:14 |
sapier |
imho not using rtti for c++ applications is only in special cases usefull e.g. on embedded devices with very low cpu/memory ... but not on x86 ;-) |
14:14 |
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14:15 |
sapier |
but I don't have any intention to repeatedly tell gentoo ppl "compile with rtti" so I'll live with this workaround in mt |
14:16 |
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14:17 |
sapier |
exio did this filehoster work? |
14:17 |
Exio |
why should they enable rtti if it isn't enabled by default |
14:17 |
Exio |
sapier: yep |
14:18 |
kahrl |
debian's irrlicht also had no rtti until someone filed a bug |
14:18 |
sapier |
rtti is a core feature of c++ I don't have any idea why irrlicht disables it |
14:18 |
kahrl |
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=568247 |
14:19 |
sapier |
yes about 3 years ago kahrl ;-) |
14:20 |
sapier |
does my variant work for you too kahrl? |
14:20 |
Exio |
tell that to irrlicht |
14:20 |
Exio |
not distro mantainers |
14:21 |
kahrl |
I didn't try it yet |
14:21 |
kahrl |
sapier: if getElementFromId returns NULL your variant calls element->getType regardless |
14:21 |
sapier |
not my problem exio ;-) |
14:21 |
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14:21 |
sapier |
oops |
14:23 |
sapier |
fixed |
14:24 |
kahrl |
I wouldn't blame gentoo in the comment, but irrlicht ;) |
14:24 |
sapier |
it's happening on gentoo only so once this is fixed in gentoo we can remove this fix |
14:24 |
kahrl |
no |
14:25 |
sapier |
if someone manually changes flags on debian this happens too of course |
14:25 |
kahrl |
it will affect all distros that didn't specifically change this |
14:25 |
sapier |
still gentoo provides inconsistent librarys to it's users |
14:25 |
kahrl |
and it will affect everyone that downloaded and compiled irrlicht |
14:26 |
sapier |
noone ever will realize this is fixed if i write irrlicht in comment |
14:26 |
kahrl |
the fix can be removed if upstream irrlicht removes -fno-rtti and that irrlicht version is stable in all major distros |
14:26 |
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14:27 |
kahrl |
sapier: tried your version and it works |
14:28 |
sapier |
imho it's not a bug of software that others compile it with compiler options not compatible to their system |
14:29 |
kahrl |
it is compatible... in the sense that all ebuilds that gentoo distributes that depend on irrlicht don't use RTTI |
14:29 |
kahrl |
not with irrlicht classes at least |
14:30 |
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14:31 |
kahrl |
you could see it as part of the irrlicht API that their classes can't be dynamic_casted |
14:31 |
sapier |
no it isn't |
14:31 |
sapier |
they're perfectly ok on win32 |
14:32 |
kahrl |
win32 isn't the irrlicht API |
14:32 |
sapier |
with official irrlicht build |
14:33 |
Exio |
upstream is wrong |
14:33 |
Exio |
if you need to patch it to use it properly, then upstream is wrong |
14:35 |
sapier |
I don't have any interest in continuing this discussion if you believe this believe it I don't think so |
14:36 |
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14:58 |
sapier |
any comment on this? https://github.com/minetest/minetest/pull/774 |
15:02 |
rubenwardy |
Does that make animations smoother? |
15:02 |
rubenwardy |
no |
15:03 |
Calinou |
it predicts animation FPS changes |
15:03 |
Calinou |
that is good |
15:04 |
sapier |
yes you can specify which speed a animation is defaulted and client itself slows down or increases animation speed once enititys movement speed canges |
15:04 |
sapier |
this avoids animation speed/movement speed mismatches due to network delay |
15:05 |
Calinou |
this should be done for players |
15:07 |
sapier |
true wouldn't be much of a change too |
15:07 |
sapier |
but someone has to find out what's base speed of player animation ;-) |
15:09 |
Calinou |
4 blocks/sec |
15:09 |
Calinou |
oh also, the sneaking animation slowdown should be divided by 3, not by 2 |
15:09 |
Calinou |
currently it's divided by 2 |
15:15 |
ShadowNinja |
sapier: Did ShadowBot give you my message? |
15:18 |
sapier |
I don't remember getting a message |
15:18 |
sapier |
what should it have told to me? |
15:18 |
ShadowNinja |
Try joining #minetest, if it doesn't tell you I will look for the link. |
15:18 |
ShadowNinja |
sapier: ^ |
15:20 |
sapier |
got it |
15:20 |
sapier |
this is a c++ mainmenu bug true? |
15:20 |
ShadowNinja |
Yes. |
15:21 |
sapier |
game selection code is completely different so I'd expect this not to happen in formspec menu ... but threre may be other bugs |
15:21 |
ShadowNinja |
sapier: You should probably register with NickServ. |
15:22 |
sapier |
just another password to remember |
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15:52 |
khonkhortisan |
VanessaE, I'm suprised that broke something |
15:55 |
PilzAdam |
khonkhortisan, it doesnt really break something, VanessaE was abusing dump() and relied on a loadstring() compatible format |
15:56 |
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15:56 |
khonkhortisan |
So we can blame her then :) |
15:59 |
PilzAdam |
the pull request that adds thr [] should be merged anyway |
16:00 |
khonkhortisan |
I would use a table as an index if I was converting between facedir and vectors, I'd have two equivalent but opposite tables so I wouldn't have to loop through either. |
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18:13 |
thexyz |
why is this https://github.com/minetest/minetest/issues/763 marked as "low-priority enhancement"? |
18:13 |
PilzAdam |
why isnt it pushed yet? |
18:14 |
sapier |
what does this change? |
18:15 |
sapier |
high precision as in 64 bit or 128bit? ;-) |
18:17 |
thexyz |
sapier: http://irrlicht.sourceforge.net/docu/structirr_1_1_s_irrlicht_creation_parameters.html#ac790f1359a357f705bc2a5b24a6cc55d |
18:19 |
sapier |
oh directx only |
18:19 |
thexyz |
yep |
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19:34 |
hmmmm |
hmm |
19:34 |
hmmmm |
looks like i'm gonna have to add functionality to choose from a random selection of nodes as well |
19:36 |
hmmmm |
and here i named it "simple" as if the implementation was going to be "simple", which it's totally not |
19:37 |
hmmmm |
should i rename the "simple" decoration type to "column"? |
19:40 |
kaeza |
"simple" is relative :P |
19:40 |
kaeza |
depends on how complicated other decoration types would be |
19:41 |
kaeza |
but yes, maybe "simple" is a misnomer :P |
19:42 |
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19:46 |
sapier |
what about merging formspec mainmenu? it'd be tested quite well until next release if merged now |
19:47 |
hmmmm |
i'm personally waiting for that to happen for the mapgen configuration page |
19:47 |
hmmmm |
which is why i'm working on this first |
19:47 |
sapier |
it's not a big deal adding this page later as it's formspec now |
19:48 |
sapier |
you could even add it yourself without having to touch any c++ code |
19:48 |
hmmmm |
we're talking about next_gen_main_menu, right? |
19:48 |
sapier |
yes |
19:48 |
sapier |
it's a lot of code and needs more testing than just a hand full of ppl can do |
19:51 |
PilzAdam |
hmmmm, https://www.dropbox.com/s/0aixdwcwwgensho/Clay.png <- this is clay generated as "scatter" with 10 ores per clust and clust scarcity 8*8*8 |
19:51 |
sapier |
I added formspec menu exactly for the purpose of making modifications much more easy ;-) |
19:52 |
hmmmm |
wow that actually looks pretty good |
19:52 |
sapier |
I guess this is not at all similar to natural way clay is distributed ;-) |
19:52 |
hmmmm |
i think you should increase the clust scarcity, increase the number of ores per cluster, and make the cluster size a little bigger too |
19:53 |
hmmmm |
so it's like in a big blob |
19:53 |
sapier |
i wonder if it'd be possible to create clay in a layered way ? |
19:54 |
hmmmm |
you could, but it's kind of cpu intensive |
19:54 |
hmmmm |
i'd rather not use it in the actual game |
19:55 |
hmmmm |
well, i mean too cpu intensive for what it actually is* |
19:55 |
Jordach |
generate large perlin noise scale structures like the flolands mod |
19:55 |
Jordach |
then remove any clay that has no sand + water |
19:55 |
Jordach |
surrounding it |
19:55 |
PilzAdam |
we need drowning to make it fun hunting for clay, though |
19:56 |
hmmmm |
s/fun/frusturating/ |
19:56 |
PilzAdam |
well, challenging |
19:57 |
sapier |
hmm I guess player entity doesn't call on_step? |
19:58 |
hmmmm |
pilzadam, i'm just wondering what the point of checking for buildable_to is when placing grass? |
19:58 |
hmmmm |
you're pretty much guaranteed for ground_y + 1 to be non-ground if ground_y contains a top node anyway |
20:03 |
PilzAdam |
ground_y+1 is always air |
20:03 |
PilzAdam |
so that check is pointless |
20:04 |
PilzAdam |
https://www.dropbox.com/s/nxgudg32m18g0ih/Clay2.png |
20:08 |
PilzAdam |
^ is that better, hmmmm? |
20:08 |
hmmmm |
a little bit, yeah |
20:13 |
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20:14 |
PilzAdam |
hows that: https://www.dropbox.com/s/q3pthc15ino6jrv/Clay3.png |
20:16 |
hmmmm |
perfect |
20:16 |
hmmmm |
! |
20:16 |
hmmmm |
just make the scarcity a bit higher and it should be all set |
20:16 |
hmmmm |
(also, it doesn't matter if they're square looking, the clay is already square so it's not worse in any way |
20:17 |
PilzAdam |
ok, scarcity is now 12*12*12 |
20:18 |
PilzAdam |
its more clay than previously generated |
20:18 |
hmmmm |
maybe make it more like 15*15*15 |
20:22 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commit/c008b156e1a91d7600903922c1e7588ea1da46d1 |
20:23 |
hmmmm |
neat |
20:24 |
hmmmm |
not perfect yet but: http://pastebin.com/Wj8AfJzp |
20:25 |
PilzAdam |
can you add a , after the last element of a table? |
20:25 |
hmmmm |
yup, it makes no difference |
20:26 |
PilzAdam |
it produces better diffs when adding things later on |
20:26 |
PilzAdam |
also, its called "default:dry_shrub" |
20:27 |
hmmmm |
ahh good catch |
20:27 |
hmmmm |
whoops |
20:27 |
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20:31 |
PilzAdam |
can we use this to generate nyancats too? |
20:31 |
hmmmm |
nope |
20:37 |
PilzAdam |
should we clean up all the mapgen_* aliases? |
20:38 |
hmmmm |
no |
22:09 |
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23:45 |
kahrl |
I may have found a fix for https://github.com/minetest/minetest/issues/332 |
23:45 |
kahrl |
but I can't tell if this breaks anything in chests and other node metadata inventories, because they are so laggy and glitchy in general |
23:50 |
VanessaE |
can we do some kind of client-side prediction for that? |
23:50 |
VanessaE |
(and crafting too) |
23:50 |
kahrl |
VanessaE, possibly |
23:50 |
kahrl |
not easy to code though |
23:51 |
VanessaE |
I expected not |
23:52 |
kahrl |
well here is my proposed black magic fix: https://gist.github.com/kahrl/5793895 |
23:52 |
PilzAdam |
can you set the language of that gist to "Diff"? |
23:52 |
kahrl |
oops, I forgot |
23:53 |
kahrl |
done |
23:53 |
PilzAdam |
thx |
23:58 |
PilzAdam |
so, you basically check the slot where you grabbed the selected item from first? |
23:58 |
kahrl |
yep |
23:59 |
PilzAdam |
in what cases is the black magic still used? |
23:59 |
kahrl |
I'm not sure to be honest |