Time Nick Message 10:58 OldCoder Hi. Just stopping by. Would anybody awake care to name a world? 11:05 proller https://github.com/minetest/minetest/pull/994 is any objections except tab-space? 14:26 proller https://github.com/proller/minetest/compare/mapgenindev - fixed spaces, will commit if no objections 14:26 proller (trivial float islands fix) 14:31 PilzAdam proller, is that the commit by 0gb.us ? 14:36 proller same but wish tabs 14:36 proller checked 14:36 PilzAdam you shouldnt change the author of the commit 14:36 proller it 100% differ 14:37 proller because no tabs in his 14:37 PilzAdam then change his commit, but dont create a new one 14:37 proller i can commit his, and my 14:37 proller simpler make 2 commits 14:56 hmmmm actually the author of that commit is paramat 14:57 hmmmm but paramat didn't know how to make a pull request 17:16 sapier PilzAdam https://github.com/minetest/minetest/pull/884 is still open for review you said yesterday there's still something wrong with it? 17:30 PilzAdam sapier, I said I guess #884 is good enough 17:32 sapier oh sorry did remember this wrong. ok as you're second one to agree I'm gonna merge it in half an hour if noone is against it 17:50 ShadowNinja Comments on #995? 17:58 sapier I guess noone is actually able to check it in detail but it seems to be fine I'm for merge 17:59 VanessaE I've have had no problems with it so far. With one exception [*], it's worked exactly as planned. 18:00 VanessaE ( [*] some folks, myself included, have noticed the occasional crash where no error data is printed and the server seems to exit without a proper shutdown) 18:01 VanessaE (but that crash is likely unrelated) 22:14 celeron55 https://forum.minetest.net/viewtopic.php?id=7027 22:15 celeron55 i like a lot how this looks, but oh god how fucking slow it makes map generation 22:15 celeron55 it's completely ridiculously slow 22:15 PilzAdam worse than moretrees? 22:15 celeron55 try it 22:16 celeron55 well, it *contains* moretrees 22:16 PilzAdam "without stressing your system too much" 22:17 celeron55 8D 22:17 EvergreenTree Lol, not anymore 22:17 celeron55 it's like a joke 22:17 EvergreenTree Still looks beautiful 22:17 PilzAdam see my first reply to that topic 22:19 PilzAdam lol, all the screenshots have 1 to 5 FPS 22:19 celeron55 also, wtf are these semi-transparent leaves in trees 22:20 EvergreenTree Yes, they look terrible without it 22:20 celeron55 they get completely screwed up because of no depth sorting 22:20 EvergreenTree Which does look terrible 22:21 celeron55 http://i.imgur.com/eSJ8sxe.png 22:21 celeron55 whoever thinks this looks reasonable shall raise his hand up 22:21 celeron55 and i'll cut that hand off 22:24 RealBadAngel hehe 22:25 RealBadAngel celeron55, take a look at those screenshots: http://realbadangel.pl/images/HavenNG_1.png http://realbadangel.pl/images/HavenNG_2.png http://realbadangel.pl/images/HavenNG_3.png 22:26 celeron55 i don't like that style 22:29 celeron55 apparently the "trees" mod defines two nodes with use_texture_alpha 22:29 celeron55 fairly easy to edit that out 22:33 sapier rba is there a texture pack using that style? I like it :-) 22:35 celeron55 i love how this game generates so much good-looking natural stuff that i don't even notice all of it 22:38 PilzAdam feels like skyblock when you enter the world and only 1 block is generated 22:39 sapier is there any way to tell a server to pregenerate worlds? 22:39 sapier not full world of course 22:39 sapier but maybe the area new users usually spawn 22:39 PilzAdam sapier, I have an explore mod for that that teleports a player 22:39 VanessaE celeron55: on my box, undergrowth + dryplants + ferns + moretrees (which, taken together, form the majority of Eden) is pretty fast to generate. 22:40 sapier don't know what mobf version is in there but looking at map design I'd suggest enabling "delayed mob spawning" in that game :-) 22:40 VanessaE however, those screwed-up-alpha leaves look like shit, agreed. 22:41 celeron55 VanessaE: "your box" is probably about 10 of my boxes though 22:41 PilzAdam "ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=191 statically (pos=(-150,16,-9))" wasnt that supposed to be fixed? 22:41 VanessaE celeron55: AMD Phenom II X6 1055T, 2.8 Ghz, of which minetest server routinely only uses one core during generation 22:42 VanessaE so it's only a little over half what a high-end machine can do :) 22:42 VanessaE I expect that your "other" machine (not the laptop) would perform similarly 22:42 celeron55 my laptop is probably a little under 20th of what current high-end machines are 22:42 VanessaE PilzAdam: that happens constantly for me 22:43 VanessaE celeron55: right, so I've heard :) 22:43 celeron55 (well okay, more like 10th-20th) 22:44 celeron55 PilzAdam: there are issues left; fixing the "flying in UFO" case didn't fix other cases apparently 22:45 sapier https://github.com/minetest/minetest/pull/971 some decision about this one? (msvc i18n) 22:47 VanessaE celeron55: in terms of mapgen speed, I'd figure your laptop wouldn't be any less than about one third of what my machine does? 22:50 sapier I'd not be sure about that vanessae there are to many things that may influence map generation 22:50 sapier especially if large parts are done in lua 22:51 VanessaE true. 22:51 celeron55 oh 22:51 celeron55 now that you mentioned that, i remembered that i probably have a non-luajit build here 22:51 celeron55 that tends to explain slowness related to plants_lib 8) 22:52 sapier that is a big difference ;-) yet it will only take full effect if those mods use voxelmanip 22:52 VanessaE celeron55: heh, yeah 22:55 sapier any idea why we package lua instead of luajit with minetest? most interesting mods don't even work acceptable with lua 22:55 VanessaE because the luajit author says not to. 22:55 sapier ok good reason 22:55 VanessaE he says to use it as a normal shared lib 22:56 sapier oh not a license thing but recommendation "only"? 23:01 VanessaE yeah 23:02 VanessaE I've forgotten the reasoning behind it, but it's probably so that the exteral lib can be more easily maintained by the sysadmin or something. 23:02 sapier yes but that'd be true for lua too 23:03 VanessaE tru 23:03 VanessaE true* 23:03 VanessaE imho, there's no *real* reason not to bundle luajit as long as it's kept up-to-date. 23:04 VanessaE (or up-to-date enough to fix bugs or exploit new features as needed, anyway) 23:04 sapier by now luajit was a little bit less debuggable but as shadow fixed that issues I guess switching might be a good idea 23:04 sapier that's no difference to included lua ;-) 23:04 VanessaE what about it, ShadowNinja, celeron55 ? 23:05 VanessaE (it would be one less separate compile step in my updater script ;) 23:14 RealBadAngel sapier, im preparing that texture pack, with normalmaps and heightmaps 23:14 OldCoder Test 23:14 OldCoder k 23:14 sapier I really like it so I look forward to it beeing finished 23:15 RealBadAngel i will upload working win build with this texture pack today 23:15 sapier :-/ 23:16 RealBadAngel for linux you can build from sources and download just the texture pack 23:16 OldCoder Hi. SegFault22 requests permission to speak here. I do not know the occasion. But he cannot send to channel. It may be due to use of web gateway. 23:17 sapier ok :-) 23:18 sapier there's no rule to not speak here except avoiding chitchat ;-) 23:18 OldCoder How shall he speak? Is there a way to tell why he cannot send to channel? 23:18 OldCoder Cannot send to channel: #minetest-dev 23:18 VanessaE the web gateway is indeed muted here. 23:19 OldCoder All right 23:19 OldCoder One moment 23:19 VanessaE SegFault22: get on a real IRC client instead. 23:21 OldCoder He will consider a genuine client. Thank you for your time. 23:28 SegFault22 I am here to propose a change to the engine/API, dealing with Crafting Definition types. 23:30 SegFault22 The idea is to add to the modding API a method of registering crafting definition types, similar to how groups work. 23:34 SegFault22 This would allow modders to add their own crafting definition types, possibly even machines similar to the furnace, but using different fuels/inputs/outputs. 23:35 SegFault22 For example, a type could be added called "smelting", which is used by a machine called the "smelter", using special fuels (another crafting definition type) and recipes ("smelting" recipes) 23:37 VanessaE ...so that cooking e.g. pies is a distinctly different process from smelting iron into steel. 23:37 SegFault22 Exactly. 23:37 VanessaE I could support this idea. 23:38 VanessaE I'e always found it kind of odd that you can cook a rat in the same machine you'd use to sinter sand into glass :P 23:40 VanessaE the default game would need to add a smelting oven and move its recipes to that, of course. That would leave the existing furnace basically unused. 23:40 VanessaE but as long as the existing furnace remains and works, nothing would break. 23:41 VanessaE the smelting oven could be made out of clay blocks that are first fired in a conventional furnace, to make some kind of "cinderblock" analog. 23:45 SegFault22 The code would be identical except for things like what crafting-type the machine does, what group of fuels it uses, etc. 23:49 SegFault22 This change would remove the need for "horrible hackwork" to make such a machine, and the modders could make several different kinds of machines, doing several different crafting-types - thus making more creative, awesome features be added to many different mods. This would also gain popularity for Minetest, and the community would grow more, with the addition giving more of a reason for someone to join. 23:51 SegFault22 If I could make this change and submit it, I would, but since I have almost no programming knowledge at all, I can not do that. That is why I have proposed the idea here, with the hope that someone who can, may make the necessary changes and submit them. 23:52 SegFault22 Thank you.