Time |
Nick |
Message |
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13:36 |
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13:44 |
Taoki |
Just noticed the FPS - Draw Distance adjuster in latest GIT master. It seems to be working really fine now. Whenever I look at something with many / few blocks, draw distance is instantly increased / decreased to accomodate. |
13:44 |
Taoki |
Not sure when it was fixed, but glad it was :D |
13:45 |
Taoki |
Actually, I think it was after a discussion many weeks ago, so yeah |
13:46 |
VanessaE |
it was indeed changed |
13:47 |
VanessaE |
it's better but it still lags too much when it needs to step the view range down |
13:47 |
Taoki |
Probably because it's dropping / adding chunks of world to memory or video card |
13:48 |
VanessaE |
(and I mean "lag" in the correct sense, as in latency) |
13:49 |
VanessaE |
you turn around and it might go from smoooooth to chop.........chop......cho--smoooth |
13:49 |
Taoki |
Didn't notice that. Though I'm only watching it locally |
13:49 |
VanessaE |
you have to try it out in complex terrain |
13:50 |
VanessaE |
say an ocean to one side, a dense jungle to the other |
13:55 |
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13:58 |
Taoki |
Hmm. M ight be due to loading or unloading different textures in that case |
13:58 |
VanessaE |
it's better than it was, by a wide margin |
14:08 |
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15:19 |
Sokomine |
it unfortionately still takes a long time to actually get that distant shore loaded from a server. singleplayer is way faster. i noticed it with redcrabs server: on my local copy, i can actually *see* buildings which are completely hidden on the server due to not loaded |
15:19 |
Sokomine |
but that's a diffrent issue |
15:34 |
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16:23 |
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16:33 |
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16:37 |
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16:46 |
celeron55_ |
VanessaE: it's nearly impossible for it to handle a situation like that, because it can only do one tuning per frame and then see what happens on the next, and so on |
16:47 |
celeron55_ |
so it needs a couple of frames and those frames take long |
16:47 |
VanessaE |
solution: measure the change in yaw. if it changes fast enough, assume the player's turning around or something and temporarily foreshorten the view to something that's guaranteed to run fast |
16:47 |
VanessaE |
(say to 40) |
16:48 |
celeron55_ |
doesn't sound too enjoyable |
16:49 |
VanessaE |
it'd be less unenjoyable than sags to <10 fps :) |
16:50 |
VanessaE |
it only has to stay held down to 30 or 40 for one or two frames |
16:50 |
VanessaE |
just long enough to let the regular view range tuning code raise it back up |
16:53 |
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16:58 |
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17:01 |
celeron55_ |
using a faster adjustment speed when turning could work though... assuming it can be raised from what it is without it instantly turning into an oscillator |
17:01 |
celeron55_ |
it's not too far from an oscillator 8) |
17:01 |
VanessaE |
heh |
17:01 |
VanessaE |
right |
17:02 |
VanessaE |
and that's kinda what I was suggesting |
17:25 |
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17:34 |
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17:46 |
kahrl |
is anybody planning to review #952? |
17:46 |
kahrl |
I'd like stuff like that merged before httpfetch (to avoid conflicts) but I don't know perl nor js |
17:47 |
kahrl |
... also #846, has anybody seen sapier around? |
17:47 |
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17:49 |
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17:49 |
sapier |
kahrl are you here? |
17:50 |
kahrl |
hi sapier :) |
17:50 |
sapier |
I just had a look at your comment to the port issue |
17:50 |
Taoki |
hmmmm: I've been slightly inactive for a while. I was wondering if at this stage, mapgen v7 is finally safe and ok for everyone to use. And if the biomes script is included by default in minetest_game |
17:50 |
sapier |
I think we have a settings collision in that case |
17:50 |
PilzAdam |
Taoki, you can see at the docs that none of this is the case |
17:51 |
kahrl |
yeah I had the same feeling, it's a bit unfortunate |
17:51 |
Taoki |
Awww, ok |
17:51 |
sapier |
if I understand correct you expect the "port" setting in minetest.conf to be used for server port |
17:51 |
kahrl |
well, some parts of the code assume that is the case |
17:51 |
sapier |
atm it's used as "remote/connect to server" port which is something different than "own server" |
17:52 |
sapier |
imho we shouldn't mix up those but either go the way it's now --> default to 30000 OR add a new setting (dedicated_)server_port |
17:53 |
Taoki |
Trying out the Next branch by proller now BTW |
17:53 |
Taoki |
The first thing that strikes me once I start the world with it, is how much faster everything is with VBO :> |
17:53 |
PilzAdam |
sapier, port is listed under "Client and server" in minetest.conf.example |
17:53 |
sapier |
yes but that doesn't make it more correct |
17:54 |
sapier |
server and client port are different things this just means someone messed it up in past |
17:55 |
sapier |
e.g. you connect to a server in favorite list using port 80 next time you'll start your own server on port 80 |
17:56 |
kahrl |
if we add a new setting for the server port, we'd break everyone's setup who has a dedicated server on a nonstandard port |
17:56 |
Taoki |
Strage. My colored fog doesn't appear to work in the Next branch. Any idea why? |
17:56 |
PilzAdam |
on the other hand you usually dont run servers with the same conf as the client |
17:56 |
kahrl |
I don't really want to do that |
17:56 |
Taoki |
The code is specifically in |
17:56 |
sapier |
ok what about using port as server port to fix that issue and add a new setting client_port |
17:57 |
sapier |
you usually run on port 30000 too so it's correct the way it is ? *smile* |
17:57 |
sapier |
just kidding ;-) |
17:58 |
sapier |
I guess client ports are way more dynamic so we wouldn't mess up that much |
17:58 |
kahrl |
I think that'd be okay |
17:59 |
sapier |
ok I'll fix minetest.conf too |
17:59 |
kahrl |
PilzAdam: what do you think about client_port? |
18:00 |
PilzAdam |
to be consistent we need to change name too |
18:00 |
proller |
why define clent port ? |
18:00 |
celeron55_ |
port should be server port |
18:00 |
proller |
client must be random |
18:00 |
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18:01 |
PilzAdam |
and client_name doesnt really make sense, and server_name breaks servers minetest.conf |
18:01 |
sapier1 |
remote_port? |
18:04 |
sapier1 |
the client port setting is a comfort feature only it's only usecase is preserving the last connected server |
18:05 |
kahrl |
maybe mainmenu_remote_port |
18:05 |
celeron55_ |
what about creating consistent naming by using the exact same setting names for client as for server, but prefixed with something |
18:06 |
celeron55_ |
or does the fact that some of them are used only by the menu and some are used by client otherwise break this |
18:06 |
proller |
last_port |
18:07 |
celeron55_ |
(and i mean, prefix the client ones and leave server ones as they've always been) |
18:08 |
PilzAdam |
"name" as the setting name for "admin" doesnt really makes sense to me |
18:08 |
kahrl |
perhaps we don't even need those mainmenu settings and the client menu could simply default to the top entry of the favorites list? |
18:09 |
celeron55_ |
if the menu wants to save it's state, just use mainmenu_whatever settings so that it doesn't get in the way of something else |
18:09 |
celeron55_ |
those can't hurt anyone |
18:10 |
celeron55_ |
PilzAdam: it's based on the way singleplayer works |
18:11 |
celeron55_ |
but as the server is able to special case singlepalyer these days it's not really necessary to combine the name |
18:15 |
sapier1 |
My suggestion: "port" == port to be used to start a server "remote_port" == port to connect to in client case |
18:16 |
sapier1 |
this way old server configs will still work while mainmanu can use the different settings to show it in the tabs |
18:18 |
celeron55_ |
fine to me |
18:18 |
celeron55_ |
as long as the server setting stays the same and isn't interfered with, there's no problem changing the client stuff around as it's so temporary in nature anyway |
18:27 |
kahrl |
sapier1: I think using the top favorite list entry is essentially the same and less bloated |
18:27 |
sapier1 |
no it isn't |
18:28 |
sapier1 |
top of favorite ain't same as last connected one |
18:28 |
sapier1 |
btw the changes are quite small |
18:28 |
kahrl |
ServerList::insert always inserts the connected server at the top of the list |
18:29 |
sapier1 |
even if it's already there? |
18:29 |
kahrl |
yes |
18:29 |
sapier1 |
so you remove the old one and place a new one on top? |
18:29 |
kahrl |
indeed |
18:29 |
sapier1 |
why?? |
18:29 |
sapier1 |
I wouldn't expect it to behave that way ;-) |
18:30 |
kahrl |
because it implements a MRU list |
18:32 |
sapier1 |
hmm I'm not sure this is less work ;-) |
18:33 |
VanessaE |
<offtopic> newsflash: RBA released his revamped shaders code: https://github.com/RealBadAngel/minetest </offtopic> |
18:37 |
* Taoki |
can't help imagining what Minetest would look like with realtime raytrace lighting, since a few days after I saw a bit about such engines :3 |
18:37 |
sapier1 |
kahrl, I'll use the favourite table |
18:38 |
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18:39 |
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18:40 |
Taoki |
Anyone know how to test the weather in the Next branch? I added the setting to minetest.conf, and I have the mod in minetest.game... but nothing happens |
18:42 |
kahrl |
Taoki, you also need liquid_finite = true |
18:44 |
Taoki |
oh? Why does weather need that to work? |
18:44 |
sapier1 |
kahrl using top favourites list doesn't work for public serverlist |
18:45 |
kahrl |
sapier1, oh right |
18:45 |
kahrl |
the code doesn't keep both lists around |
18:46 |
sapier1 |
yea I just finished favourites mode when I realized the public serverlist issue |
18:47 |
kahrl |
sorry :( |
18:47 |
kahrl |
don't delete the code though, it might come in handy later |
18:47 |
sapier1 |
no problem :-) I thought it'd be a good idea too |
18:47 |
Taoki |
kahrl: Set it to 1, what do I do next? |
18:48 |
kahrl |
I have a lua serverlist implementation that might be extended to keep both lists around: https://github.com/kahrl/minetest/commit/0991ffe6349b1381f8b97b2486ea9941a830455d |
18:48 |
sapier1 |
:-) too much code for a quick read |
18:49 |
kahrl |
Taoki: afaik melting ice could flood the whole world if not in liquid_finite |
18:49 |
kahrl |
ask proller for details |
18:49 |
sapier1 |
as celeron said client settings don't need to be that stable |
18:49 |
kahrl |
Taoki: but setting both to true should be enough to enable weather |
18:49 |
Taoki |
ok. How do I make it rain or snow though? Is there a command? |
18:50 |
kahrl |
I don't think precipitation exists yet, not sure though |
18:50 |
sapier1 |
did anyone realize the issue with doubleclicking empty favorites list yet? |
18:50 |
Taoki |
Ah. It's not weather then :P Still a nice feature though |
18:51 |
kahrl |
sapier1: yeah, I fixed that in that commit ;) |
18:52 |
kahrl |
I think |
18:52 |
sapier1 |
it's just a out of bounds issue ;-) |
18:53 |
sapier1 |
ok I pushed my suggestion fixing the empty list issue too ... I'll have a look at your list implementation |
18:56 |
sapier1 |
is httpfetching in master right now? |
18:56 |
kahrl |
no |
18:57 |
sapier1 |
so we'd need to add that first |
18:57 |
kahrl |
in principle we could merge httpfetch now and fix the stragglers later |
18:57 |
sapier1 |
I'm not sure if we really should move everything to lua just because it can be done |
18:57 |
kahrl |
(leftover uses of synchronous curl without httpfetch) |
18:58 |
kahrl |
well, it's just much nicer to work with json and json-like data in lua than in c++ |
18:59 |
sapier1 |
I don't like json too ;-) |
18:59 |
sapier1 |
but nevertheless you're right in lua it's not that bad than in c++ |
19:00 |
sapier1 |
-that -than +2xas |
19:02 |
sapier1 |
does anyone already work on mod depencency handling? |
19:07 |
kahrl |
sapier1: I guess not (don't see any pull requests relating to it either) |
19:08 |
sapier1 |
I didn't start working at it because a lot of different things are involved |
19:12 |
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19:20 |
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proller joined #minetest-dev |
19:24 |
proller |
Taoki, last next branch contain correct weather mod with rain and snow, but it not packed in windows version now |
19:25 |
Taoki |
proller: I'm compiling from GIT. How do I get it to snow and rain? |
19:26 |
proller |
git submodule update --init --recursive |
19:26 |
proller |
liquid_finite = 1 weather = 1 |
19:27 |
Taoki |
I have liquid_finite 1 and weather 1, but still didn't see it |
19:27 |
proller |
games/minetest_game/mods/minetest-mod-weather exist ? |
19:28 |
proller |
rain and snow starts when humidity > 65 |
19:28 |
Taoki |
They do |
19:28 |
Taoki |
Erm, it does exist I mean |
19:28 |
proller |
you can stay and wait or travel to find |
19:33 |
PilzAdam |
we have 6d facedir, can this be closed: https://github.com/minetest/minetest/issues/343 ? |
19:35 |
kahrl |
PilzAdam: facedir is ignored for wallmounted |
19:35 |
kahrl |
and it must be, since it would use the same param2 bits |
19:35 |
PilzAdam |
I see that issue as an enhancement request |
19:36 |
PilzAdam |
"Found this issue while trying to make normal pistons able to be used as up/down pistons." this is doable now with facedir |
19:36 |
kahrl |
oh now I see what they are going for |
19:36 |
kahrl |
yeah, 6d facedir should cover that use case |
19:44 |
proller |
btw no need in liquid_finite = 1 weather = 1 in next, it enabled by default |
21:30 |
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22:05 |
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22:42 |
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23:11 |
Taoki |
Alright, I reached an area with 68% humidity in Next. weather = 1 and finite liquids are enabled in minetest.conf, so let's see if it rains |
23:12 |
Taoki |
Seems not so far |
23:13 |
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23:21 |
Taoki |
Yeah... half a Minetest day and nothing. I assume all criteria is met? |
23:21 |
Taoki |
I use latest weather mod from GIT btw... the link was mentioned on the Next thread |
23:28 |
Taoki |
proller: Any thoughts? |
23:29 |
proller |
strange, will try.. |
23:32 |
proller |
maybe your build without run_in_place ? |
23:34 |
Taoki |
Ahh, finally! |
23:34 |
Taoki |
It snows. At 35*C "D |
23:34 |
Taoki |
* :D |
23:35 |
Taoki |
Ahhh... but it still doesn't properly handle snow / rain indoors :( |
23:35 |
Taoki |
It just turns the particle effects on or off based on you being under a node or under the clear sky, rather than just showing the particles there |
23:35 |
Taoki |
still better than nothing tho |
23:40 |
Taoki |
Is this how it's supposed to work? I find it strange. Why snowing in an area at 37C? Also, if I go somewhere where there's 18% humidity, it still snows... IIRC you seid it starts from 67% |
23:40 |
Taoki |
**said |
23:40 |
Taoki |
Erm, and it still has the /setweather command. I'm not sure if that would still work the same way |
23:46 |
Taoki |
Anyway, I found an area with -7*C. But I see no frozen lakes myself |
23:46 |
proller |
strange |
23:46 |
proller |
wait for freeze |
23:46 |
Taoki |
Yes, now I'm starting to see the freezing |
23:46 |
Taoki |
This is part of the same weather mod right? |
23:48 |
proller |
no, its core |
23:48 |
Taoki |
Ice blocks keep appearing and disappearing |
23:48 |
Taoki |
Ok |
23:48 |
Taoki |
I wonder if the weather mod is the right one |
23:49 |
proller |
init.lua in mod must contain assert(minetest.get_heat, "I told you to run the latest GitHub!") |
23:49 |
proller |
and it have no /set* commands |
23:50 |
Taoki |
It contains that message. I do use latest github though |
23:50 |
Taoki |
hold on |
23:51 |
Taoki |
https://github.com/proller/minetest-mod-weather/tree/weather This one right? |
23:51 |
Taoki |
I checked out https://github.com/proller/minetest-mod-weather.git |
23:51 |
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23:51 |
proller |
https://github.com/proller/minetest-mod-weather/tree/we |
23:51 |
proller |
g co we |
23:51 |
proller |
git co we |
23:52 |
proller |
git checkout we |
23:52 |
Taoki |
ahh |
23:53 |
Taoki |
Done, trying again now |
23:55 |
Taoki |
Yeah, weather respects the humidity and temperature conditions now |
23:56 |
Taoki |
Still the same particle system though. I wonder how a better one could be made possible |
23:57 |
Taoki |
Love two things however: The snow sets to the ground and gradually grows, and particle density depends on amount of humidity too |
23:58 |
proller |
second not finished |
23:59 |
proller |
rain and snow grows |
23:59 |
Taoki |
Really nice so far still. There are many things I think still need to be done, but don't want to sound like I'm telling people what to do |