Time |
Nick |
Message |
00:08 |
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00:36 |
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02:11 |
khonkhortisan |
PLEASE MERGE https://github.com/minetest/minetest/pull/794/files minetest will not run without this |
02:13 |
khonkhortisan |
my computer does not support ipv6, disabling it still lets the test run, failing the test still crashes the game |
02:14 |
kahrl |
why does this use a hardcoded port? |
02:14 |
kahrl |
I don't think it can be merged that way |
02:15 |
hmmmm |
proller actually pointed that problem out in the pull request comments |
02:15 |
hmmmm |
..aand nothing happened |
02:25 |
ShadowNinja |
Whoever merges it can patch it. |
02:29 |
kahrl |
patch how? |
02:29 |
khonkhortisan |
what should it use instead of a hardcoded port? A random one? |
02:29 |
khonkhortisan |
https://github.com/minetest/minetest/issues/793#issuecomment-20123773 this is all it actually needs to run |
03:06 |
VanessaE |
kahrl: about the news post... #define MAX_REGISTERED_CONTENT 0xffff <-- are you sure this is actually ok to do? |
03:07 |
VanessaE |
(I mean, assuming connecting clients update to the relevant commit) |
03:07 |
kahrl |
VanessaE: 0xfffU, not 0xffff |
03:07 |
kahrl |
or do you mean changing it to that? |
03:07 |
VanessaE |
that would have been the proposed change. |
03:07 |
VanessaE |
(hence the bold) |
03:07 |
kahrl |
don't set it that high |
03:07 |
VanessaE |
awww |
03:07 |
VanessaE |
spoil my fun :P |
03:08 |
kahrl |
you will leave zero room for dummy node IDs |
03:09 |
VanessaE |
well at any rate, assume I changed it to some larger value, say to 0x2000 |
03:10 |
VanessaE |
(probably going to need to for testing, eventually) |
03:10 |
kahrl |
that would work |
03:10 |
VanessaE |
ok |
03:12 |
hmmmm |
hrmm, what is the point of a dummy node ID exactly? |
03:12 |
hmmmm |
excuse my ignorance |
03:12 |
VanessaE |
hmmmm: aside from them being used for undefined nodes? |
03:12 |
hmmmm |
don't we have CONTENT_UNKNOWN for that now? |
03:13 |
kahrl |
hmmmm: you can't map all unknown nodes to a single ID on the server |
03:13 |
kahrl |
otherwise you'd lose data |
03:13 |
VanessaE |
otherwise you won't be able to tell them apart, e.g. "oh crap, I forgot deleted that node..what was it so I can alias it?" |
03:13 |
VanessaE |
+I |
03:13 |
hmmmm |
oh, right, it's merely CONTENT_UNKNOWN for the *client* |
03:14 |
hmmmm |
vanessae, i think it'd be more troublesome if the block gets modified somehow and then is written back as unknown |
03:14 |
VanessaE |
indeed so |
03:15 |
hmmmm |
how many node IDs to preserve for dummies... hmm |
03:16 |
VanessaE |
I would guess an even hundred is more than sufficient |
03:16 |
hmmmm |
is it really? |
03:16 |
VanessaE |
If' you've accumulated any more than that, the overflow would probably not be missed. |
03:16 |
hmmmm |
doesn't your "same block in every possible color"-type mods easily go over 100? |
03:17 |
VanessaE |
well any number you pick is gonna be somewhat arbitrary |
03:17 |
VanessaE |
no. |
03:17 |
kahrl |
I would have chosen MAX_REGISTERED_CONTENT at maximum 0x7fff |
03:17 |
VanessaE |
firstly, I only wrote one mod (which admittedly does go way over 100) |
03:17 |
VanessaE |
but the unknown nodes only apply to what's actually in the map, no? |
03:17 |
hmmmm |
well |
03:17 |
VanessaE |
the nodeids I mean |
03:17 |
hmmmm |
hrmm |
03:18 |
VanessaE |
maybe 256 then - an even 8 bits. |
03:18 |
hmmmm |
yeah hivemind |
03:18 |
VanessaE |
heh |
03:18 |
hmmmm |
i was literally just about to say 256, but for no real reason other than it's an even number |
03:18 |
VanessaE |
I like even numbers :P |
03:18 |
kahrl |
256 sounds much too small |
03:18 |
hmmmm |
because this is just what's reserved for dummy node IDs in the event that you really do have over 65000 nodes defined by mods |
03:18 |
VanessaE |
ok |
03:18 |
VanessaE |
534 then. |
03:19 |
VanessaE |
that leaves an even 65000 for real node id's |
03:19 |
hmmmm |
i guess that's a better sounding number |
03:19 |
hmmmm |
well let's think about this more |
03:19 |
kahrl |
perhaps make it a minetest.conf option and set it relatively conservative by default? |
03:19 |
VanessaE |
if we ever hit that number in practice, well... heh |
03:19 |
hmmmm |
if you're the type of person who has mods that register that many nodes |
03:20 |
VanessaE |
kahrl: +1 |
03:20 |
hmmmm |
you're likely going to have many unknown nodes when you go to remove one of these mods |
03:20 |
VanessaE |
hmmmm: THAT much is true |
03:20 |
VanessaE |
so what if we just allow it to overflow? |
03:20 |
hmmmm |
so 0x7fff is a better idea |
03:20 |
VanessaE |
well..hrm |
03:20 |
VanessaE |
no |
03:20 |
hmmmm |
i don't see the purpose in having a config option for this... i mean |
03:20 |
VanessaE |
that's way too big of a number |
03:21 |
khonkhortisan |
error: node def overflow - approaching real-world variety |
03:21 |
VanessaE |
how about a command-line switch that wipes out all unknown nodes in a map if the limit is exceeded? |
03:21 |
hmmmm |
my point is that we'd have better ways to handle variations on single nodes before any person hits 31767 |
03:21 |
hmmmm |
too much work |
03:21 |
khonkhortisan |
Right now, we have to use abms for specific node removal |
03:22 |
VanessaE |
hmmmm: 32767. |
03:22 |
hmmmm |
whoops |
03:22 |
hmmmm |
yeah, 32767 |
03:22 |
hmmmm |
so i think it should be 0x7fff |
03:22 |
VanessaE |
I dunno, that feels like way too big of a divide. |
03:22 |
hmmmm |
it can be raised in the future if this is a mistake |
03:22 |
VanessaE |
true. |
03:23 |
VanessaE |
and make it configurable as kahrl suggested. |
03:23 |
hmmmm |
config bloat |
03:23 |
VanessaE |
naw |
03:23 |
hmmmm |
there is absolutely no need for this level of configurability |
03:23 |
hmmmm |
look at how bloated the config is already |
03:23 |
khonkhortisan |
I vote moving fullscreen into the gui |
03:24 |
VanessaE |
well sure, the *example* is bloated, but mine for example is only 22 lines. |
03:24 |
VanessaE |
hardly what I'd call blaoted. |
03:24 |
VanessaE |
ok, that kinda read weird. |
03:25 |
khonkhortisan |
it's not the same example |
03:25 |
VanessaE |
(you get the point) |
03:25 |
hmmmm |
by config bloat i mean the sheer number of available knobs |
03:25 |
hmmmm |
for things that people would basically never change |
03:25 |
hmmmm |
hrm |
03:25 |
VanessaE |
hmmmm: no, THIS is a lot of knobs: http://mrjam.typepad.com/.a/6a00d8341c00c753ef010535df5c7e970c-800wi |
03:25 |
VanessaE |
:D |
03:26 |
hmmmm |
way more than that |
03:26 |
khonkhortisan |
real music knobbers use this http://www.123rf.com/photo_6934982_music-system-mixer-hundreds-of-buttons-rotating-knobs-generic-background-for-music-themes.html |
03:26 |
khonkhortisan |
minus the butterfly |
03:26 |
hmmmm |
i would imagine we have at least 300 config settings by now |
03:27 |
hmmmm |
hmmm, using the leveled nodebox for gradually sloped maps? |
03:27 |
VanessaE |
is THAT what that's for? |
03:27 |
VanessaE |
(I missed that discussion) |
03:28 |
hmmmm |
i'd imagine that'd be as simple as multiplying height perlin noise by a factor of 8, and then placing solid nodes up to height / 8 y position |
03:28 |
hmmmm |
and then place a leveled nodebox of level height & 7 |
03:28 |
hmmmm |
it's for weather actually |
03:28 |
VanessaE |
*nod* I could see that |
03:28 |
hmmmm |
but this is what it could be used for |
03:28 |
VanessaE |
but pilz will hate it :P |
03:29 |
VanessaE |
"doesn't fit a cubic world" etc |
03:31 |
hmmmm |
doesn't really matter to me, but it's definitely not a mainstream thing |
03:39 |
VanessaE |
awww |
03:39 |
VanessaE |
spoilsport :P |
03:51 |
hmmmm |
humm |
03:52 |
hmmmm |
so i'm thinking about the height_min and height_max for biomes |
03:52 |
hmmmm |
that's definitely getting changed before mapgen v7 goes mainstream, but still not sure to what |
03:53 |
hmmmm |
kinda wondering what minecraft does... if only the source was available for those "more biomes" mods |
03:53 |
VanessaE |
well height min/max (rather, elevation) is what plants_lib uses... |
03:53 |
hmmmm |
I see they have a range from -1 to 2 that correlates with height but it's obviously not |
03:56 |
VanessaE |
why was it that you wanted to ditch the min/max idea? |
03:59 |
hmmmm |
it really doesn't work well |
04:00 |
hmmmm |
seeing a desert biome cut off at a certain point on a hill... it's weird |
04:00 |
hmmmm |
i'd prefer if the desert biome was only around areas of low hilliness |
04:00 |
VanessaE |
that much is true |
04:00 |
VanessaE |
but, you also need to account for other stuff that *does* cut off at certain elevations e.g. snow-capped mountains |
04:00 |
hmmmm |
i'd like to go back to the concept of the terrain variance parameter |
04:00 |
hmmmm |
how, exactly, i have no clue |
04:01 |
hmmmm |
i have a feeling that minecraft uses a terrain variance parameter for biomes, except according to the source, it's a range of possible values |
04:02 |
hmmmm |
I don't think i'd really get much further in understanding this without actually analyzing their mapgen |
04:03 |
VanessaE |
the only other idea I could suggest is one I rather hate, myself - dithering. |
04:04 |
hmmmm |
from what i see in the pictures, it looks like what they may do is a combination of 3d noise and 2d noise |
04:05 |
hmmmm |
the 2d is the thing that decides the terrain variance and 3d is just where the actual nodes are placed |
04:05 |
hmmmm |
i think this is what mapgen v5 used to do, except in minecraft its' done *differently* somehow |
04:07 |
hmmmm |
anyway i'd like to say that, but then i see something like http://i.imgur.com/cEXgKTl.jpg and wonder WTF |
04:08 |
VanessaE |
that looks more like perlin with a layer of simple random noise added in |
04:08 |
hmmmm |
honestly, you could be right |
04:08 |
VanessaE |
with a threshold function to crop them to 0 at certain elevations |
04:09 |
VanessaE |
or even a third layer of simple noise being used as a crop threshold |
04:32 |
celeron55 |
i vote for 0x7fff |
04:35 |
VanessaE |
I'd vote for something closer to 0xbfff |
04:36 |
celeron55 |
it's better to raise it conservatively (if only because raising it conservatively has worked well in the past too) |
04:37 |
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04:37 |
VanessaE |
(but that particular value has meaning to me in a different field anyway :) ) |
04:37 |
celeron55 |
hmmmm: i too have had much trouble figuring out how the MC mapgen works |
04:37 |
celeron55 |
(which i have mentioned already though) |
04:39 |
VanessaE |
hmmmm: for shits and giggles, try the method I suggested. See what it does. |
04:39 |
celeron55 |
especially those almost straight but still organic walls |
04:40 |
VanessaE |
perlin with a -1 to +1 range or whatever it was + plain noise in the range of, oh, +/- 0.1, and a second noise call for the crop-to-0 threshold |
04:42 |
VanessaE |
actually the crop thing might be wrong.. |
04:42 |
celeron55 |
the first thing that comes to mind from that picture is 3d noise cut with a very sharp and tall 2d noise, ANDed by the shallow 2D noise that goes at the ocean floor |
04:42 |
VanessaE |
*shrug* |
04:43 |
celeron55 |
but there are still features there that wouldn't happen by any reasonable chance with that |
04:43 |
celeron55 |
especially the "cubicality" of the walls |
04:43 |
celeron55 |
(which is nice for building and i think for that reason MT should aim for that too) |
04:44 |
hmmmm |
erm |
04:44 |
hmmmm |
i know how it does *that* much at least |
04:44 |
hmmmm |
it samples the 3d noise at an 8th of the frequency and then interpolates |
04:45 |
VanessaE |
wait a minute here... |
04:45 |
VanessaE |
*scratches head* |
04:45 |
hmmmm |
that particular screenshot i can't explain |
04:45 |
VanessaE |
celeron55: actually you're not too far off from that |
04:45 |
celeron55 |
interpolation doesn't really directly result in that |
04:45 |
celeron55 |
but i guess it can be made to... dunno |
04:46 |
celeron55 |
(also it was 8x8x4 interpolation in some version IIRC) |
04:46 |
hmmmm |
notch's own description is consistent with what i see |
04:46 |
VanessaE |
if you AND a simple slope function against a triangle function, you get a really complex waveform that kinda resembles the features of that map |
04:46 |
hmmmm |
yeah, exactly that |
04:46 |
hmmmm |
8x8 horizontally and x4 vertically |
04:47 |
hmmmm |
see, either way, i wouldn't be able to use this even if i did figure out what goes on exactly |
04:47 |
hmmmm |
the terrain generation isn't just one phase but rather making a base, then adding shit on top, then subtracting shit out later and they're all disparate functions |
04:49 |
celeron55 |
you might eventually get to surpass notch as the god of large-voxel terrain, but that'll still at least take a lot of time 8) |
04:50 |
hmmmm |
why do you say that? |
04:52 |
celeron55 |
i've always considered world generation as a "race to get to where MC got" |
04:52 |
hmmmm |
if that's it, we've clearly surpassed MC at this point |
05:00 |
hmmmm |
anyway |
05:31 |
hmmmm |
you know something sort of funny but clever about minecraft? their chunk arrays are oriented in the Y direction and it totally makes sense for cache coherency reasons |
05:31 |
hmmmm |
most often when we're iterating through a chunk, we're iterating downward |
05:31 |
hmmmm |
or upward |
05:38 |
VanessaE |
true |
06:05 |
hmmmm |
anyway i suppose i could do a clean-room implementation of the minecraft mapgen for shits & giggles |
06:05 |
hmmmm |
it produces nice terrain for what it is and some people might like that |
06:06 |
hmmmm |
i understand exactly how it all works after taking like an hour looking at it |
06:17 |
VanessaE |
indeed, and clean-room work like that is, afaik, safe even from US copyright laws |
06:17 |
VanessaE |
(though I guess mojang doesn't actually care) |
07:26 |
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09:04 |
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10:08 |
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10:27 |
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11:11 |
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12:02 |
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13:40 |
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13:40 |
Exio4 |
just cheeking, http://forum.minetest.net/viewtopic.php?id=175 |
13:40 |
Exio4 |
Github: https://github.com/celeron55/minetest |
13:40 |
Exio4 |
isn't that a bit outdated? |
13:42 |
Calinou |
it is |
13:42 |
Calinou |
it's minetest/minetest |
13:42 |
Exio4 |
exactly, can you update it? |
13:42 |
Exio4 |
(as mod?) |
13:42 |
celeron55 |
i'll update it |
13:42 |
Calinou |
updated, Exio4 |
13:42 |
Calinou |
celeron55: too late |
13:42 |
celeron55 |
well there's more to update than that |
14:35 |
proller |
want to commit! https://github.com/minetest/minetest/pull/830/files |
14:36 |
proller |
or maybe only lua api part |
14:45 |
PilzAdam |
why hardcoding the ABMs? |
14:46 |
proller |
because they must be fast and process 100000+ blocks |
14:48 |
PilzAdam |
have you even tried doing it in Lua? |
14:49 |
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14:49 |
proller |
no |
14:49 |
proller |
and i have no 32 core xeon |
14:49 |
proller |
i can now no commit these abm |
14:50 |
proller |
but i want commit lua api |
14:50 |
proller |
its useful for bucket, pipeworks, ... |
14:51 |
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14:51 |
PilzAdam |
do all the neighbors need to exist or is the ABM called if one of the neighbors is there? |
14:53 |
proller |
one |
14:53 |
PilzAdam |
the freezemelt field is not documented, and you dont need to serialize it (the client doesnt need to know about it) |
14:54 |
Exio4 |
proller: 32 cores won't matter, as i said, MT isn't very multithreaded and can't be that much |
14:55 |
PilzAdam |
lines 277 and the following in content_abm.cpp are bad code style |
14:56 |
proller |
make for() or idents ? |
14:56 |
proller |
will use astyle on my func |
14:57 |
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14:58 |
PilzAdam |
Im not happy at all with this |
14:58 |
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15:06 |
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15:15 |
proller |
PilzAdam, all fixed |
15:20 |
proller |
and _game update for it https://github.com/proller/minetest_game/compare/weather |
15:22 |
PilzAdam |
what does the nodeboxtype "leveled" do? its not documented |
15:22 |
Jordach |
PilzAdam, think finite water nodes in height |
15:23 |
PilzAdam |
yea, but how does it work |
15:23 |
Jordach |
and snow could use this to pile up layer by layer |
15:23 |
Jordach |
making snow blocks |
15:23 |
proller |
leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget |
15:24 |
Jordach |
0 = 1/16th |
15:24 |
Jordach |
1 = 2/16th |
15:24 |
proller |
Dont forget use "leveled" type nodebox |
15:24 |
Jordach |
"" and so on |
15:24 |
PilzAdam |
does the param2 need to be set in on_place_node()? |
15:24 |
Exio4 |
where is it documented |
15:24 |
proller |
no, will use default value |
15:25 |
proller |
leveled =3 -- will de default |
15:25 |
PilzAdam |
proller, can you docuement that properly? |
15:25 |
proller |
doc/lua_api.txt |
15:25 |
PilzAdam |
it isnt there |
15:25 |
proller |
and leveled - already in core |
15:25 |
ShadowNinja |
Isn't this for internal use only? https://github.com/minetest/minetest/pull/768 |
15:26 |
Calinou |
proller: 3 as default? that's thick snow |
15:26 |
Calinou |
in minecraft snow is 2/16 |
15:26 |
proller |
PilzAdam, described in my branch |
15:27 |
proller |
Calinou, now default for snow =1 |
15:27 |
proller |
its 1/8 |
15:27 |
PilzAdam |
https://github.com/minetest/minetest/commit/9733dd5b5e5516e18775665db132b2446492716c <- no documentation at all |
15:27 |
PilzAdam |
proller, fix that |
15:27 |
proller |
PilzAdam, forgot here |
15:27 |
Exio4 |
don't you check what you commit to upstream? |
15:27 |
proller |
PilzAdam, https://github.com/minetest/minetest/pull/830/files |
15:28 |
proller |
here ^ described already |
15:29 |
PilzAdam |
I still dont like the hardcoded ABMs, for freezing interval and chance are low enough; for melting its restricted to a hot neighbor |
15:30 |
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15:30 |
PilzAdam |
feel free to benchmark Lua vs. core and proof me wrong |
15:31 |
PilzAdam |
bbl |
15:31 |
Exio4 |
lua, luajit and core |
15:40 |
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15:57 |
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15:57 |
sapier |
guys color defines are still missing |
15:58 |
sapier |
I know adding those isn't a challenging thing but there already were speaking color names so I expect them to return... and I won't add them for sure |
16:01 |
sapier |
sfan5 this comment was primary for you ;-) |
16:01 |
sfan5 |
*sigh* |
16:01 |
sfan5 |
why color names? |
16:02 |
sapier |
because you can't tell me without trying what color #aa551F is |
16:02 |
sapier |
but you can tell instantly what color GREEN is |
16:02 |
Calinou |
color names would make it easier to mod |
16:02 |
Calinou |
but don't make them a replacement to color codes |
16:02 |
sfan5 |
^ |
16:02 |
Calinou |
also, can you use color codes in mods and chat? |
16:02 |
VanessaE |
well you have two standards to choose from really - the so-called "web" colors, or the ones in Unified Dyes. |
16:02 |
VanessaE |
also, hi. |
16:03 |
sapier |
no they shall only be an addition to restore old userfriendlyness |
16:03 |
Exio4 |
sapier: if that is RGB |
16:03 |
Exio4 |
seems like pinkish or purpleish? no idea |
16:03 |
sapier |
mods for some formspec elements chat no |
16:03 |
Exio4 |
didn't try that color |
16:04 |
sfan5 |
Calinou: not yet |
16:04 |
sapier |
don't know I haven't tried but I can only guess that it might be something in red direction |
16:05 |
sfan5 |
we'd need fixed length color names |
16:05 |
sapier |
you may just prefix them too e.g. mt_color_green, mt_color_blue |
16:05 |
sapier |
they're plain global variables |
16:05 |
proller |
VanessaE, why you disalow add player numbers in server list ? |
16:06 |
VanessaE |
when did I say that? |
16:06 |
proller |
sapier, !? |
16:06 |
sapier |
VanessaE didn't disallow player numbers but complain about indentions |
16:06 |
sapier |
player numbers will make indentions even worse |
16:06 |
proller |
sapier, then add it with bad identation |
16:06 |
VanessaE |
actually I just suggested that player numbers in the list would lead to some bias. |
16:07 |
VanessaE |
but otherwise, you just need a better visual presentation of those flags |
16:07 |
VanessaE |
they look like noise now |
16:07 |
sapier |
actually I assumed VanessaE won't accept indentions even worse than now |
16:07 |
VanessaE |
maybe put them in a different background/foreground color than the rest of the text. |
16:07 |
proller |
its most important info in servel list |
16:07 |
proller |
nobody wants to play alone |
16:08 |
proller |
mak etable ? |
16:08 |
proller |
make table ? |
16:08 |
sapier |
VanessaE different colors within a text aren't supported |
16:08 |
VanessaE |
sapier: then a vertical line between the flags and the descriptions |
16:08 |
proller |
VanessaE, did you know any serverlist without player number in games? |
16:09 |
VanessaE |
proller: I don't play any other online games. |
16:09 |
proller |
and players was before formspec |
16:09 |
sapier |
I already tried that ... terrible result |
16:09 |
VanessaE |
but I do know something of human nature :) |
16:09 |
Zeg9 |
indentation IS important, but player count is even more. |
16:09 |
proller |
yes! |
16:09 |
VanessaE |
sapier: something *has* to be done, those flags as presented now, frankly, look like crap |
16:09 |
proller |
maybe more than server name |
16:10 |
Zeg9 |
if you put an ID (or just the ip) instead of the name, why not ? :p |
16:10 |
sapier |
For now I can only provide terrible indentions or missing flags/playernumers ... it's up to you to decide what death you wanna die |
16:10 |
proller |
and! show address:port if no name and port != 30000 |
16:11 |
proller |
sapier, kill indentions, return flags/playernumers |
16:12 |
sapier |
adress is already shown if no name is given |
16:12 |
VanessaE |
what's all this about indentations anyway? |
16:12 |
proller |
sapier, print :port if not default |
16:12 |
proller |
it was before too |
16:12 |
sapier |
no no no indentions was your concern VanessaE |
16:12 |
VanessaE |
it was? |
16:12 |
VanessaE |
since when? |
16:12 |
proller |
:port was |
16:12 |
sapier |
it was two days ago do I have to find out the exact line? |
16:13 |
proller |
since serverlist |
16:13 |
VanessaE |
I only care about code formatting to the point of it being easy to read |
16:13 |
VanessaE |
let the other folks here obsess about code style :P |
16:15 |
sapier |
if noone cares about how this will look like I'm gonna add the playernumber BUT I won't change it back and it's up to your responsibility how it's gonna look like |
16:16 |
VanessaE |
sapier: otherwise, the big issue is how it's presented in the menu |
16:16 |
VanessaE |
what the player sees when they turn on the public list must NOT look like garbage |
16:16 |
VanessaE |
(I mean the word literally, e.g. like garbled text) |
16:16 |
ShadowNinja |
sapier: http://irc.minetest.ru/minetest/2013-07-15#i_3198641 |
16:17 |
sapier |
thats not a bug but a programming error |
16:18 |
sapier |
5d coordinates aren't supported |
16:18 |
sapier |
sorry 4d |
16:19 |
ShadowNinja |
Ah s/,/;/? |
16:19 |
sapier |
exactly |
16:19 |
sapier |
maybe this was ignored by now and size set to 1 but I added lots of sanity checks ... and no I won't add compatibility support for bugs |
16:20 |
sapier |
but I guess this would've been wrong in old version too |
16:23 |
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16:24 |
proller |
sapier, add add add !! 8) |
16:24 |
proller |
and :port too please |
16:24 |
proller |
i have 2 servers in one ip and its horrile |
16:24 |
proller |
ble |
16:25 |
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16:27 |
sapier |
proller if you don't calm down I'm gonna add your requests last |
16:28 |
Calinou |
<VanessaE> sapier: something *has* to be done, those flags as presented now, frankly, look like crap |
16:28 |
Calinou |
way better than before IMO |
16:28 |
VanessaE |
they still look like crap |
16:28 |
Calinou |
color them? |
16:28 |
sapier |
one line one color |
16:28 |
Calinou |
make them slightly darker than normal text? |
16:28 |
Calinou |
or one line one color |
16:29 |
VanessaE |
sapier: put a colored vertical stripe behind them, like green/white ledger paper |
16:30 |
sapier |
I can only put it on top and keeping that in sync is almost impossible |
16:30 |
VanessaE |
then put them in a separate list |
16:30 |
sapier |
same sync issue |
16:31 |
VanessaE |
ANYTHING to visually separate them from the server names |
16:31 |
sapier |
nothing that isn't a text character is available |
16:31 |
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16:32 |
VanessaE |
then use something from unicode, like the "solid block" character |
16:33 |
sapier |
i can use | too but it won't fix the indention issue |
16:33 |
VanessaE |
what indentation issue? |
16:33 |
sapier |
iii |
16:33 |
sapier |
hhh |
16:33 |
sapier |
lll |
16:33 |
sapier |
mmm |
16:33 |
VanessaE |
I see some spacing/tabular variance |
16:33 |
VanessaE |
but that's about it |
16:33 |
sapier |
that issue |
16:34 |
VanessaE |
then switch to a monospace font in the server list |
16:34 |
VanessaE |
(or for the flags anyway) |
16:34 |
Calinou |
+1 for fixed width fonts in lists |
16:34 |
VanessaE |
or add something to the formspec code that lets you properly align the columns |
16:34 |
Jordach |
spacer chars!! |
16:35 |
sapier |
THERE IS NO ALIGNMENT POSSIBILITY AS ALIGNMENT DEPENDS ON FONT .... the only possible way is using fixed width fonts |
16:36 |
sapier |
once all real bugs are fixed I'm gonna try if there is a way to use fixed width fonts ... but there's no guarantee this will look better |
16:36 |
VanessaE |
U+2588 |
16:36 |
VanessaE |
that's the one I was after. |
16:37 |
Jordach |
sapier, the lua main menu freezes with no internet connection |
16:37 |
Jordach |
kaeza reported it |
16:37 |
VanessaE |
sapier: as I said, or add something to the formspec code that lets you properly align the columns (i.e. if the standard doesn't allow for it, modify the damn standard) |
16:37 |
sapier |
I guess he try's to read public server list |
16:38 |
sapier |
post your requests to 814 while I'm fixing important issues |
16:40 |
celeron55 |
how about adding flags as a variable length string of lowercase letters inside [] after tha name? |
16:40 |
celeron55 |
it looks generally better in this kind of situation, but it's less convenient |
16:40 |
VanessaE |
celeron55: fine by me, but that won't fix the column alignment issue he's so worried about :P |
16:41 |
celeron55 |
there won't be any column alignment then |
16:41 |
sapier |
I'm perfecty ok with this |
16:41 |
celeron55 |
not even attempted one |
16:41 |
celeron55 |
-even |
16:41 |
Calinou |
put them before, would be better |
16:41 |
Calinou |
else you can't look at them quickly and compare them |
16:41 |
celeron55 |
it won't look good if it's variable length |
16:42 |
VanessaE |
er right. read that a different way) |
16:42 |
celeron55 |
it will result in the terrible variable-column sadness as currently |
16:43 |
celeron55 |
i guess sapier could emulate variable columns by adding a second narrow list beside the current one and scroll it automatically based on the other 8) |
16:43 |
VanessaE |
didn't I already say that? |
16:43 |
celeron55 |
well consider that a half-vote for it then |
16:44 |
celeron55 |
that could be put on the right side which could potentially look reasonably good |
16:44 |
celeron55 |
not sure though |
16:44 |
Calinou |
currently, there is no variable column sadness... they are aligned |
16:44 |
Calinou |
since _ is used as placeholder |
16:44 |
sapier |
celeron no I can't without adding additional events to formspec |
16:44 |
celeron55 |
Calinou: characters aren't fixed width |
16:45 |
Calinou |
oh |
16:45 |
celeron55 |
especially * is narrower than the others |
16:45 |
Calinou |
is * really useful anyway? it doesn't impact gameplay |
16:45 |
sapier |
I don't get mousewheel events for example |
16:45 |
sapier |
and I can't set scroll position at all as irrlicht doesn't support this for listboxes |
16:45 |
Calinou |
can't use mouse wheel on new server list, yeah |
16:46 |
Calinou |
the favourites list also lacks a background |
16:46 |
sapier |
you can you just have to select the list |
16:46 |
celeron55 |
how about just adding [] to the flags at the beginning and replacing * with something that is roughly equal width with capital letters and _? |
16:46 |
celeron55 |
maybe it'd be regular enough to look like a proper column |
16:46 |
Calinou |
why not remove it? see what I said |
16:46 |
sapier |
celeron I already tried that result is ... acceptable for flags but numbers are something different |
16:47 |
Calinou |
a "password required" message could appear when the server is selected |
16:47 |
celeron55 |
okay so, is using a monospace font for only certain things a possibility? |
16:47 |
sapier |
I think so yes |
16:48 |
VanessaE |
Calinou: ..and the client should "grey out" the connect button and ignore "enter" if there's no password supplied to such a server |
16:48 |
sapier |
but I haven't tried |
16:48 |
Calinou |
+1 |
16:48 |
celeron55 |
try if it's easy... it could be the solution |
16:48 |
sapier |
I'll try ... AFTER I fixed the real bugs |
16:48 |
celeron55 |
it could be useful otherwise too, as pretty much every list tries to have columns currently and can't really have even with spacing tricks |
16:49 |
sapier |
it still needs to be configurable as fixed width fonts tend to look strange |
16:50 |
sapier |
may I request someone to replace formspec by a more advanced format ... except JSON |
16:50 |
celeron55 |
i think fixed width fonts look awesome if you can cope with the less amount of characters they allow you to fit in a given space |
16:50 |
sapier |
they look good as long as you don't have words with a lot of small chars in there |
16:50 |
celeron55 |
oh by the way, irrlicht does have tables 8) |
16:51 |
celeron55 |
gui tables, that is |
16:51 |
celeron55 |
actually is that what is used now too? |
16:51 |
sapier |
no atm it's a listbox |
16:52 |
celeron55 |
well anyway, there does exists an element for this use... if somebody is crazy enough to implement formspec support for it |
16:53 |
sapier |
I think implementing is less crazy then using it ... except of requirement of another separator char |
16:53 |
proller |
sapier, why not json ? ;) |
16:53 |
celeron55 |
proller: don't start that discussion yet again |
16:58 |
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17:00 |
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17:02 |
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17:07 |
hdastwb |
Is there some way to obtain server settings? I've proposed ditching sneak elevators but having a setting to re-enable them for old maps and legacy games, but it seems that the settings are all client-side |
17:07 |
Exio4 |
enable a bug |
17:07 |
Exio4 |
that sounds weird |
17:10 |
hdastwb |
I've seen lots of structures that depend on it on servers and I've built a lot of them as well; I think there should be a better way to keep those working then to not upgrade the engine |
17:11 |
hdastwb |
(or having to download an old engine to explore certain maps) |
17:20 |
VanessaE |
proller: fog must rely on both humidity *and* temperature, if you do it at all |
17:21 |
proller |
VanessaE, fog now not ready, and i remove getFog from core for now |
17:21 |
VanessaE |
proller: I mean for later if and when you decide to approach that, since you mention it in that PR. |
17:21 |
Exio4 |
https://github.com/minetest/minetest/pull/829 wtf is that commit log |
17:22 |
VanessaE |
Exio4: a bad need for a rebase :P |
17:22 |
proller |
it wat hello from git |
17:22 |
proller |
and github doesnt update branch |
17:23 |
proller |
VanessaE, ok, snow, rain, fog is subject for long adjusting |
17:23 |
VanessaE |
proller: yes. |
17:24 |
proller |
and we can start from changing current heat from 50 +-50 to like 20+-60 |
17:24 |
proller |
now is veery hot on map 8) |
17:24 |
proller |
except hi levels |
17:24 |
VanessaE |
the standard is -25 to +81. |
17:25 |
VanessaE |
(if I interpreted snow mod correctly; plants_lib uses the same scale) |
17:25 |
proller |
-25 ещщ рще ащк ьшт |
17:25 |
proller |
too hot |
17:25 |
proller |
maybe -40 |
17:25 |
VanessaE |
-25 is hot? O.o |
17:26 |
VanessaE |
where do you live, outer mongolia? ;) |
17:26 |
proller |
minimum - is hot |
17:26 |
proller |
-40 in my country |
17:26 |
VanessaE |
heh |
17:26 |
proller |
and ~ -50 minimum |
17:26 |
* VanessaE |
shrugs |
17:26 |
proller |
and +80 too hot |
17:27 |
proller |
maybe +60 |
17:27 |
VanessaE |
not that it matters, this is a game :) |
17:28 |
proller |
ok |
17:32 |
proller |
now i have no idea how to make fog position-depended |
17:36 |
proller |
and need to make cloud heat-humidity depended |
17:38 |
proller |
size&color |
17:38 |
proller |
and maybe height |
17:39 |
VanessaE |
well good luck with it |
17:41 |
celeron55 |
umm |
17:41 |
celeron55 |
in what units are you handling temperature |
17:43 |
hdastwb |
Celsius, I assume… |
17:44 |
celeron55 |
hopefully so |
17:44 |
VanessaE |
well I was speaking in celsius as well. |
17:46 |
celeron55 |
about hdastwb's note: we actually have a system in place that would be able to handle that *very* easily with like two lines of code |
17:46 |
celeron55 |
via the privilege system similarly as fly and fast |
17:48 |
hdastwb |
thus, we add a "sneak elevator" privilege? |
17:48 |
celeron55 |
that'd be the way to do it |
17:48 |
Exio4 |
bug_sneak |
17:48 |
proller |
celeron55, is something othet than celsius ? |
17:48 |
VanessaE |
why is everyone so eager to kill off sneak elevators? |
17:48 |
Calinou |
add a sneak_glitch setting, on by default? :P |
17:48 |
VanessaE |
proller: kelvins? ;) |
17:49 |
Calinou |
VanessaE: +1, it's not a bad thing to keep it |
17:49 |
Calinou |
we could make it part of the game. just like quake has strafejumping |
17:49 |
celeron55 |
well i propose it will be added as a privilege |
17:50 |
celeron55 |
or, well, kept, but disabled by default and enabled by privilege |
17:50 |
VanessaE |
mmmmh |
17:50 |
proller |
kelvins bad to fill in u8 |
17:51 |
VanessaE |
proller: I was kidding :P |
17:51 |
proller |
ups, s8 |
17:51 |
hmmmm |
what do i have temperature as right now, a float? |
17:51 |
VanessaE |
celeron55: one has to ask, what level of realistic behavior is the aim? |
17:51 |
proller |
and fahrenheit |
17:51 |
celeron55 |
VanessaE: none if you ask me |
17:51 |
celeron55 |
VanessaE: something else if you ask someone else |
17:51 |
VanessaE |
hmmmm: it's a perlin value right now isn't it? so float I suppose. |
17:52 |
hmmmm |
I do convert values you know |
17:52 |
VanessaE |
celeron55: well if there's no goal, why bother with changing sneak elevators? most healthy people could climb one if one were built in real life |
17:52 |
VanessaE |
(at least for some reasonable distance) |
17:53 |
hdastwb |
(with some handles installed) |
17:53 |
VanessaE |
hdastwb: without - never seen a rock climber before? |
17:54 |
hdastwb |
those blocks look pretty smooth to me; I didn't update to a bumpmapping texture yet… |
17:54 |
Jordach |
leave the sneak elevators, because there will be endless insurgency about it |
17:54 |
Calinou |
+1 |
17:54 |
Calinou |
keep it as an "accepted glitch" |
17:54 |
Jordach |
useful* |
17:54 |
Calinou |
but add an opt-in fix for server admins? |
17:55 |
Calinou |
VanessaE: some guy climed a lot of buildings, several hundreds of meters high, without anything |
17:55 |
Calinou |
french guy |
17:55 |
Jordach |
that french spiderman Calinou? |
17:55 |
Calinou |
yea |
17:55 |
Jordach |
ninja'd |
17:55 |
Calinou |
alain something |
17:55 |
Jordach |
the french are best at athletics |
17:55 |
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17:55 |
Jordach |
anyways, sneak elevators are more useful than the elevators in travelnet |
17:55 |
Jordach |
...at times |
17:56 |
Yepoleb |
hello |
17:57 |
VanessaE |
Calinou: yeah, I think I remember that event (though not what his name was0 |
17:57 |
VanessaE |
) |
17:58 |
VanessaE |
hdastwb: as for textures looking smooth, think of cobblestone. Even without bumpmap, it clearly suggests a rough material made of reasonably large pieces. |
17:58 |
hdastwb |
alright |
17:59 |
Yepoleb |
can shaders be installed as a mod? |
18:00 |
Jordach |
Yepoleb, ask in #minetest |
18:00 |
Jordach |
no here please. |
18:00 |
Jordach |
not* |
18:00 |
Yepoleb |
sry |
18:02 |
celeron55 |
probably nobody is against climbing |
18:02 |
celeron55 |
it's the speed that some people don't approve |
18:03 |
VanessaE |
that much is true |
18:04 |
VanessaE |
so make climbing a sneak elevator be slower than climbing a ladder (which imho is also too slow) |
18:04 |
VanessaE |
(but for a game it's okay I suppose) |
18:05 |
hdastwb |
and perhaps make that speed faster when fast is on (if that's possible) |
18:12 |
VanessaE |
we tried that before. |
18:12 |
VanessaE |
didn't work out so well because of variations in key configs |
18:12 |
VanessaE |
(particularly when descending) |
18:30 |
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18:50 |
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18:51 |
sokomine |
i do have an issue with non-floating lava in the minimal development game: http://mg.viewskew.com/mgoblin_media/media_entries/149/screenshot_3768580702.png |
19:02 |
VanessaE |
that ^^^ affects my server also, btw. |
19:02 |
VanessaE |
(probably an artifact of the slow-by-default liquid flowing) |
19:03 |
sokomine |
it occours in other regions as well. not only this one place |
19:03 |
thexyz |
celeron55: http://forum.minetest.net/viewtopic.php?id=6571 |
19:03 |
sokomine |
here, for example: http://mg.viewskew.com/mgoblin_media/media_entries/150/screenshot_3768695008.png |
19:04 |
sokomine |
or is it because of the minimal game? |
19:04 |
sokomine |
in some of the affected lava regions, i found blocks from dungeons. might just be coincidence |
19:04 |
VanessaE |
nope, my server runs a heavily-modded minetest_game and also does that. |
19:06 |
sokomine |
strange |
19:07 |
proller |
sokomine, use liquid_finite=1 |
19:07 |
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19:10 |
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19:11 |
celeron55 |
proller could fix non-finite liquid just as easily as he has fixed the finite one |
19:11 |
sokomine |
do infinite liquids not flow anymore? for me, lava is not so important. just wanted to report that bug so that you here can see if it is one and may need fixing |
19:11 |
celeron55 |
just an ABM to randomly trigger flowing... |
19:11 |
celeron55 |
it's so hacky though |
19:11 |
celeron55 |
well whatever |
19:12 |
sokomine |
as far as flowing goes, i still dream of a mill wheel that would rotate. could be done with models i think - but people who can do models are hard to come by |
19:29 |
sokomine |
another issue...rollback is unfortionately really slow. rollback_check can be speeded up significantly if external grep on the rollback.txt is used. but: that way you catch more griefers. which you then want to rollback...and then it's slow again :-( |
19:50 |
kahrl |
does anyone happen to have to implement ^[inventorycube using custom software rendering instead of render-to-texture? |
19:50 |
kahrl |
s/have to implement/have code that implements |
20:06 |
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20:06 |
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20:22 |
proller |
celeron55, i can remove flowing touch abm from if liquid_finite |
20:24 |
proller |
and i want to merge whole https://github.com/proller/minetest/compare/weather or only lua-luaapi part |
20:26 |
Exio4 |
did you benchmark those ABMs in lua? |
20:26 |
Exio4 |
(lua, luajit, core) |
20:27 |
proller |
no |
20:27 |
proller |
have no time for it |
20:30 |
proller |
but no problem to remove these abms from core if somebody write it in lua |
20:31 |
Exio4 |
if the time you used "looking around for making someone agree" would have used in benchmarking that, it would be already merged, probably ;) |
20:32 |
VanessaE |
kahrl: remind me again, what the "right way" is expected to be to permanently raise the nodeid limit? |
20:32 |
VanessaE |
(I mean, besides just tweaking that one line) |
20:34 |
proller |
Exio4, luajut will be 5-10 times slower than core |
20:34 |
proller |
and bench gets 1-2 hours to write and get results |
20:35 |
Exio4 |
proller: 5-10 times slower? |
20:35 |
Exio4 |
how did you get those number |
20:35 |
Exio4 |
s |
20:36 |
proller |
i know something about speed of languages and compilators |
20:36 |
VanessaE |
proller: are you sure about that? It's supposed to be rather close to the speed of C++ |
20:36 |
proller |
70% |
20:37 |
Exio4 |
http://cadoth.net/~exio4/private/performance_comparison_pathfinding.pdf |
20:37 |
Exio4 |
luajit is faster than -O0 in a far pathfind-ing |
20:37 |
proller |
abm must be like LiquidFreeze |
20:38 |
Exio4 |
and aren't you calling lua from that ABM? |
20:38 |
proller |
if it faster in one test - its nothing |
20:38 |
kahrl |
VanessaE: I don't understand |
20:38 |
Exio4 |
for updating nodes, that is |
20:38 |
VanessaE |
kahrl: remember you were saying it would require something of a "rework" to do it right? |
20:38 |
kahrl |
oh, changing the node definitions to a vector was that rework |
20:38 |
VanessaE |
OH |
20:38 |
VanessaE |
ok |
20:38 |
proller |
Exio4, its caleed for every 10-50 mathed node |
20:38 |
proller |
and it can be removed |
20:39 |
proller |
and falling node must be rewriten in c++ |
20:39 |
Exio4 |
proller: anyway, without real benchmarks all what we are doing is just pure guessing |
20:40 |
Exio4 |
"oh, because i think this can be in this way" |
20:40 |
Exio4 |
that sucks, though. |
20:41 |
proller |
and i want to commit working code |
20:43 |
Exio4 |
working != done in a correct way though |
20:44 |
Exio4 |
but well |
20:44 |
Exio4 |
whatever |
20:49 |
celeron55 |
organizational aspects of code are more important in that than speed, but i don't really know how those should be handled |
20:50 |
celeron55 |
it was an intention that the whole content_abm.cpp file would be just kept for the transitional period from 0.3 to 0.4 |
20:50 |
celeron55 |
but it does turn out that some things should be implemented in C++ for speed |
20:50 |
hmmmm |
[04:49 PM] <celeron55> organizational aspects of code are more important in that than speed top lel m80, did you forget about how slow and laggy organizational aspects made 0.4.x? |
20:51 |
celeron55 |
hmmmm: they weren't slow because of organization |
20:51 |
celeron55 |
they were slow because they just happened to be slow |
20:52 |
celeron55 |
in any case i'm hoping someone somehow handles this finite liquid thing (hopefully someone who has been involved with checking the previous ones so that he knows the context) |
20:52 |
hmmmm |
i wouldn't go as far as to say that one trumps the other |
20:52 |
celeron55 |
also there should be better diagnostics for ABMs |
20:53 |
celeron55 |
(the core could fairly easily tell how much each ABM takes time and what registered it) |
20:59 |
proller |
i can commit without these abms |
20:59 |
proller |
only lua |
21:05 |
proller |
Exio4, in your tests luajit average slower than c in 5-7 times, and it beat c with something like recursion optimizing |
21:08 |
Exio4 |
sapier's |
21:09 |
Exio4 |
it is an algorithm benchmark, now do real use benchmarks |
21:20 |
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21:23 |
sapier1 |
yes my performance comparison is for pathfinding algorithm only NOT overall game |
21:39 |
sapier1 |
https://github.com/minetest/minetest/pull/825 should improve formspec mainmenu ... again ... last thing left is background handling (unless new issues occur) |
22:25 |
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22:56 |
proller |
https://github.com/proller/minetest/compare/weather - added bit more doc |
22:57 |
proller |
VanessaE wants this api, bucket code wants too |
22:58 |
proller |
if nobody agreed with abm - can commit without it |
22:58 |
VanessaE |
I do? |
22:59 |
proller |
work with water levels |
22:59 |
VanessaE |
so many commits there I don't know where to start :P |
22:59 |
VanessaE |
oh yes |
22:59 |
VanessaE |
it's not so much that I "want" it as much as "does it exist?", to which the answer is clearly "yes, it does now" :) |
23:00 |
proller |
commits will be squashed, look down at changed |
23:01 |
VanessaE |
I wonder if "leveled" is the right word to be using. maybe "graduated"? |
23:01 |
VanessaE |
(as in a graduated cylinder) |
23:01 |
VanessaE |
no matter either way |
23:06 |
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23:32 |
PilzAdam |
I have some stuff that would be ready to merge: |
23:33 |
PilzAdam |
- finally remove common mods as announced before 0.4.7: https://github.com/minetest/minetest/pull/820 |
23:33 |
PilzAdam |
- fix lighting bug when lava disappears: https://github.com/minetest/minetest/pull/820 |
23:34 |
PilzAdam |
- and allowing multiple singleplayer games on one computer at the same time: https://github.com/PilzAdam/minetest/commit/7da83f89a27defaa446b4a992fc2d2bc1fdb7fe0 |
23:34 |
Exio4 |
PilzAdam: 820 and 820? |
23:34 |
PilzAdam |
eh, the second one is this: https://github.com/PilzAdam/minetest/commit/faf8350f1dedb0682588043cafc42c16f366768a |
23:34 |
Exio4 |
:P |
23:35 |
Exio4 |
i guess the last commit is trivial enough to get merged "right now"? |
23:36 |
* Exio4 |
pokes kahrl |
23:38 |
VanessaE |
PilzAdam: +1 on all three of those |
23:38 |
VanessaE |
(especially the lava lighting glitch) |
23:45 |
kahrl |
what's up? (I'm deep in matrix equations right now) |
23:45 |
kahrl |
ah, these look fine |
23:46 |
Exio4 |
you can continue swimming in those matrix equations now ;P |
23:46 |
kahrl |
diving, actually :P |
23:46 |
Exio4 |
how expensive is getTexture? |
23:47 |
kahrl |
can be very expensive if not cached yet |
23:47 |
Exio4 |
oh, it is cached? kk |
23:47 |
Exio4 |
didn't know that |