Time |
Nick |
Message |
01:02 |
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01:36 |
VanessaE |
hmmmm: https://github.com/minetest/minetest/blob/master/src/game.cpp#L824 <--- when you pointed this out, no one was sure what you meant... but now RBA and I think this may be why cheapie can't use shaders anymore. Might possibly explain Sokomine's issue also. Care to fix it? |
01:37 |
VanessaE |
it was not intentional. |
01:39 |
VanessaE |
also, can someone explain to me why the same structure isn't being used for lines 845-853? |
01:39 |
VanessaE |
(namely wrapping the code in {} ) |
01:40 |
VanessaE |
and for that matter everywhere else in this general section where shader stuff is involved. |
01:43 |
VanessaE |
actually forget that last part. I'm just having a bit of trouble understanding the code. but that semicolon has to go. |
02:07 |
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02:11 |
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02:55 |
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02:58 |
hmmmm |
? |
02:58 |
hmmmm |
I went over that with RBA in PM |
03:00 |
VanessaE |
no matter, it took the two of us to figure out what you meant anyway. |
03:00 |
VanessaE |
it did change things slightly, btw: |
03:01 |
hmmmm |
I thought it was pretty obvious myself |
03:01 |
VanessaE |
[12-06 21:49] <cheapie> Now [with the semicolon removed], if I have none of the middle column options on, there are still no dots. If I turn on Mipmapping, they appear if I enter the game, return to the main menu, and then enter the game again. With any texture filtering on, they appear any time I go into the game. |
03:01 |
VanessaE |
[12-06 21:51] <cheapieVE-S> Before, any mipmapping or texture filtering would cause it to display the dots every time, and they wouldn't go away until I restarted the client. |
03:02 |
VanessaE |
by "dots" he refers to an effect similar to old film or light tv static, always black. |
03:02 |
VanessaE |
before, shaders worked fine for him. |
03:11 |
ShadowNinja |
Whew, tcp_connection is rebased now. Now to see if it works... |
03:15 |
ShadowNinja |
:-( UDP works, but when connecting with a client with TCP support blocks don't load and commands are ignored. |
03:19 |
ShadowNinja |
Pushed to tcp_connection on my fork. This is a bit beyond my knowledge. |
03:21 |
ShadowNinja |
I'll push that semicolon removal in a few minutes if there are no objections. |
03:24 |
ShadowNinja |
Um, so apparently shaders lower the water leven below the top of the node now again. |
03:24 |
ShadowNinja |
laval* |
03:24 |
ShadowNinja |
RealBadAngel: ^ Why? |
03:24 |
ShadowNinja |
level* |
03:39 |
VanessaE |
https://github.com/minetest/minetest_game/pull/226 <--- this seems to fix the player texturing/model bug for me |
03:41 |
ShadowNinja |
If there's anyone to approve it I'll merge it. |
03:47 |
ShadowNinja |
hmmmm: ^ Tested and works. |
03:51 |
hmmmm |
sure |
03:51 |
hmmmm |
sure suure suure |
03:52 |
hmmmm |
I'd like to clarify something about the "2 core dev approval" guideline |
03:53 |
hmmmm |
that's just a rule of thumb and it's only actually helpful if a). the people doing the approving understand the problem and have read the code and b). are actually knowledgable about the subsystem |
03:53 |
hmmmm |
like for example that change could trigger a nuclear detonation for all I know |
03:54 |
hmmmm |
the code itself looks perfectly fine but I have no idea what it does in the context of the rest of the model loading subsystem |
04:00 |
ShadowNinja |
Alright. /me pushes |
04:05 |
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04:09 |
ShadowNinja |
celeron55: I rebased your tcp_connection branch, however TCP connections stopped working at "Setup a TCP connection in Connection" or "Enable automatic usage of TCP". Do you think you could fix it? The rebase is in the tcp_connection branch on my fork. |
04:10 |
hmmmm |
the whole reason why it never made it into minetest was because it was broken |
04:10 |
iqualfragile |
ShadowNinja: its like 5:11 around here and celeron lives in europe, too |
04:10 |
ShadowNinja |
(TCP client doesn't load things on a TCP server, but UDP clients work fine) |
04:10 |
iqualfragile |
good night |
04:10 |
ShadowNinja |
iqualfragile: I expect him to respond when he comes back. |
04:21 |
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04:25 |
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04:42 |
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05:31 |
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05:34 |
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05:44 |
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06:04 |
kahrl |
ShadowNinja: I (rarely) seem to get a hang at "Connecting to server" when I start a singleplayer game under valgrind |
06:04 |
kahrl |
I started lots of games without valgrind, no hang |
06:05 |
kahrl |
maybe it was just exceedingly slow for some random reason |
06:16 |
kahrl |
ShadowNinja: I tried starting a server from the menu and was surprised that it doesn't use bind_address. Is that intentional? |
06:20 |
kahrl |
do we still need ipv6_server btw, could "bind_address = ::" be used in place of "ipv6_server = true"? |
06:25 |
kahrl |
I mean, from the user's perspective you get a weird error "ERROR[Connection]: Bind failed: Socket and bind address families do not match" if you mismatch those settings |
06:27 |
VanessaE |
another common failure a LOT of people have been reporting is "Access violation" |
06:27 |
VanessaE |
unrelated, I'm sure |
06:32 |
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07:03 |
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07:40 |
VanessaE |
RealBadAngel: does the automatic fps tuning code take the added load caused by shaders into account? |
07:41 |
VanessaE |
it doesn't seem to (I get lower fps but more view range than what I should) |
07:44 |
celeron55 |
ShadowNinja: i don't have anything to add to hmmmm's comment |
07:44 |
celeron55 |
ShadowNinja: it's just utterly broken |
07:50 |
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08:09 |
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08:19 |
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08:40 |
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08:47 |
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09:03 |
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09:16 |
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09:29 |
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09:41 |
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09:47 |
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10:07 |
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10:15 |
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10:38 |
thexyz |
anyone remembers what was the issue when Windows displayed all blocks images as they were build on game start? |
10:38 |
thexyz |
and how was this one fixed |
10:40 |
thexyz |
oh |
10:40 |
thexyz |
I thought it was because previously I was getting this stuff in my Windows builds and now I don't |
10:41 |
thexyz |
hm.. |
10:41 |
thexyz |
it happens now on Android so it'd be cool to know what was the solution |
10:41 |
thexyz |
although it's not critical at all |
10:44 |
VanessaE |
it's irrlicht's render-to-texture code. |
10:45 |
thexyz |
and is there any fix? |
10:45 |
VanessaE |
it doesn't bother to render it off-screen in some circumstances |
10:45 |
thexyz |
ah |
10:45 |
VanessaE |
no clue why though |
10:48 |
thexyz |
the problem is that at the same time progress bar updates |
10:48 |
thexyz |
so it jumps between both |
10:48 |
thexyz |
which.. doesn't look very nice |
10:52 |
sfan5 |
john_minetest: assuming the left-bottom corner always has the sky color as bg that could work |
10:59 |
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11:11 |
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11:16 |
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11:30 |
VanessaE |
a feature has been off-handedly requested... public key authentication for client<->server communication similar to Quake, in lieu of passwords |
11:39 |
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11:40 |
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11:52 |
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12:32 |
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12:44 |
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13:12 |
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13:16 |
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13:57 |
kahrl |
that's a good idea, although it would mean it would rain through glass |
13:58 |
kahrl |
a node is either sunlight_propagates or not sunlight_propagates, no 99% in that :P |
13:59 |
iqualfragile |
is there some path_free method? |
13:59 |
hmmmm |
isn't there an airlike node type? |
13:59 |
iqualfragile |
no, forget this question |
14:02 |
kahrl |
light is good because it can be checked locally |
14:02 |
kahrl |
anything that requires iterating through a bunch of nodes is a performance killer |
14:03 |
hmmmm |
so when are we getting hardware lighting |
14:03 |
hmmmm |
oh my god minetest could become 500x better if only we hard hardware lighting |
14:03 |
hmmmm |
i almost might do it myself if nobody else is willing |
14:03 |
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14:04 |
iqualfragile |
hmmmm: wasnt there a pull request? |
14:04 |
hmmmm |
i do not know |
14:04 |
iqualfragile |
but: yes, hardware lighting would be awsome, especically as it would enable bumpmaps to actually look good |
14:04 |
kahrl |
iqualfragile: I don't think so, maybe you're thinking of wield_light? |
14:05 |
hmmmm |
lol, that's it? you could do way more |
14:05 |
iqualfragile |
kahrl: no, i am going to search for it |
14:06 |
hmmmm |
like lighting would look way better, be relatively glitchless, remove a huge burden on the CPU, allow us to do really cool things like colored lighting, arbitrarily stretch the range of lighting |
14:06 |
hmmmm |
make maps smaller or give more options |
14:06 |
hmmmm |
for nodes |
14:06 |
iqualfragile |
hmmmm: but it would need to be done the right way |
14:06 |
iqualfragile |
if you do it wrong you might get a high complexity if you have multiple lightsources |
14:23 |
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14:48 |
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15:06 |
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15:07 |
thexyz |
sapier: l_get_texturepath uses porting::path_user but according to CMakeLists.txt textures/base/pack installs to ${SHAREDIR}; is this correct? |
15:18 |
nore |
thexyz, IIRC l_get_texturepath is for texture packs, etc |
15:18 |
nore |
so it should be in the user path |
15:25 |
thexyz |
but then the menu uses it |
15:25 |
thexyz |
to display images from textures/base/pack |
15:26 |
thexyz |
maybe I just don't understand how this stuff works |
15:28 |
nore |
... dunno what it is used for then... |
15:28 |
nore |
IIRC I coded it for the texture pack thing |
15:29 |
nore |
and it has been used for other things later... |
15:46 |
sfan5 |
who would merge #958 in it's current state? |
15:46 |
sfan5 |
s/merge/agree to a merge of/ |
15:47 |
nore |
sfan5, does it work now? |
15:48 |
sfan5 |
the one without lua-customizability works |
15:48 |
sfan5 |
that is what #958 is supposed to add |
15:48 |
nore |
but the lua one? have you found where the bug came from? |
15:49 |
sfan5 |
http://pastie.org/8503458 |
15:49 |
sfan5 |
that is the backtrace |
15:50 |
hmmmm |
eh, #958 could use a LOT more polish |
15:50 |
thexyz |
i've been playing with the Lua one for some time |
15:50 |
hmmmm |
I wouldn't approve of it right now |
15:50 |
sfan5 |
hmmmm: what should I change? |
15:51 |
hmmmm |
well for one, white text on a white translucent background is a BAD idea. |
15:51 |
hmmmm |
I don't know why you thought it'd be fine |
15:51 |
sfan5 |
that's grey |
15:51 |
thexyz |
lol |
15:51 |
hmmmm |
sure doesn't look it |
15:51 |
hmmmm |
make it black translucent |
15:51 |
thexyz |
just make it black |
15:51 |
thexyz |
with the same alpha |
15:51 |
sfan5 |
hm.. maybe I should've used dark grey |
15:51 |
hmmmm |
black |
15:52 |
sfan5 |
ok, ok |
15:52 |
hmmmm |
second, it should appear more or less in the middle of the screen |
15:52 |
hmmmm |
third, it should say "this is the list of currently connected players" |
15:52 |
sfan5 |
that is the middle of the screen |
15:52 |
hmmmm |
change #3 brings to mind a long running problem with minetest that ought to be addressed first I believe |
15:52 |
hmmmm |
sfan5, vertically middle. |
15:53 |
hmmmm |
we should have another font that's larger |
15:53 |
hmmmm |
like... a lot larger |
15:53 |
hmmmm |
as it is right now, the fact that we can only draw a single size of the font on the screen is absolutely nonsensical |
15:54 |
hmmmm |
I understand that this is more or less an irrlicht problem but the least we can do is try to work around it by including a small, medium, and large variation |
15:55 |
hmmmm |
also I can't help but feel that there should be more information on the player list than the player name, like for example amount of time logged on, or ping, or whatever |
15:55 |
hmmmm |
john_minetest, we're waiting on that for the culling to get fixed |
15:56 |
nore |
can someone explain me why all textures are black with the new shaders? |
15:56 |
sfan5 |
video::SColor(128,255,255,255) is black right? |
15:56 |
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15:56 |
hmmmm |
..... |
15:56 |
hmmmm |
no. no, it's not. |
15:57 |
nore |
john_minetest, it worked well before... |
15:57 |
sfan5 |
hmmmm: shall I use solid black? |
15:57 |
thexyz |
sfan5: 0,0,0 |
15:57 |
thexyz |
is black |
15:57 |
sfan5 |
oh |
15:57 |
sfan5 |
.. |
15:57 |
thexyz |
255,255,255 is white |
15:57 |
sfan5 |
I'm stupid |
15:57 |
hmmmm |
why don't you make the alpha something more like 190 |
15:57 |
hmmmm |
try that |
15:58 |
sfan5 |
note to self: why did I use white? |
16:00 |
hmmmm |
sfan5, could you use console_color and console_alpha instead? |
16:00 |
sfan5 |
yes |
16:01 |
hmmmm |
thank you |
16:03 |
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16:06 |
hmmmm |
oh no what the hell |
16:06 |
hmmmm |
i just looked at the actual code |
16:06 |
hmmmm |
you make an entirely new packet for this... seriously? |
16:06 |
hmmmm |
can't you integrate this with the hud? |
16:07 |
sfan5 |
sorry, didn't think of using the hud packet |
16:07 |
hmmmm |
alright let's go over this |
16:08 |
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16:08 |
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16:08 |
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16:08 |
hmmmm |
player holds down tab key, if the IGUIListBox that contains the playerlist is there, you remove it |
16:09 |
hmmmm |
oh if it's not key down |
16:09 |
hmmmm |
alright that makes sense then, nevermind, I didn't see the ! |
16:10 |
hmmmm |
so the point of the packet is to set a custom formspec for the player list |
16:11 |
sfan5 |
yeah |
16:11 |
hmmmm |
that's kinda heavyweight to set a single string, don't you think? |
16:11 |
sfan5 |
yes |
16:13 |
hmmmm |
alright so this is different from a normal dynamic HUD element because: |
16:13 |
hmmmm |
1). the client initiates this HUD to open by pressing the tab key |
16:14 |
hmmmm |
and 2). the string contents are predefined, dynamic, but known always by the client |
16:17 |
hmmmm |
so we turn the packet into a TOCLIENT_HUD_SET_PARAM |
16:18 |
hmmmm |
wait, did I write that code? I don't remember writing that code |
16:18 |
hmmmm |
anyway make it HUD_PARAM_PLAYERLIST_FORMSPEC |
16:19 |
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16:19 |
hmmmm |
actually would you rather have me write it exactly the way I envision it instead of having you guess |
17:12 |
sfan5 |
why do we transfer the hashes in base64 instead of raw? |
17:14 |
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17:18 |
ShadowNinja |
#1036 looks OK. Any comments? sapier? |
17:24 |
sfan5 |
hmmmm: what am I doing wrong? https://github.com/sfan5/minetest/commit/3347d7c9c66b23ba9e5e4f2243959ee69b8e0598 ; the hud event is not happening |
17:24 |
hmmmm |
no no no, don't make a new hud field.... |
17:25 |
hmmmm |
I just said send a TOCLIENT_HUD_SET_PARAM |
17:25 |
sfan5 |
oh.. |
17:25 |
hmmmm |
you should read what I write |
17:25 |
sfan5 |
I did |
17:25 |
sfan5 |
but I forgot |
17:26 |
hmmmm |
and the other part of this is to put the code where you draw the playerlist into hud.cpp instead |
17:26 |
hmmmm |
are you sure you don't want me to do this? |
17:27 |
sfan5 |
if you want to do it, go ahead |
17:27 |
hmmmm |
well it's going to take a while, I'm working on something else |
17:32 |
sapier |
thexyz paths are a mess in minetest I'm not even convinced there is a way to fullfill all requirements at same time ;-) |
17:33 |
sapier |
1036 is just cleanup if it's tested on win32 and some linuxes it's ready for merge |
17:34 |
hmmmm |
wow holy crap, the dungeon code needs a crazy amount of cleanup |
17:34 |
hmmmm |
when I made it into what it is now, I kinda left it alone as much as I could |
17:34 |
sapier |
:-) if that one is still based on same thing celeron once released for lua it's quite ugly broken :-) |
17:35 |
hmmmm |
I think he did, i dunno |
17:35 |
sapier |
that code did spawn multiple vaults on top of each other ... up to about 6 or seven at amost or even exactly same position |
17:35 |
hmmmm |
oh no that code you defined a dungeon by text file or something |
17:36 |
sapier |
yes that one :-) |
17:36 |
hmmmm |
if you wanted a mod that made nothing but procedurally generated dungeons I'd change singlenode mapgen to respect the MG_DUNGEONS flag and just set the node to brick or something |
17:37 |
sapier |
I was wondering why mobf dm's kept despawning telling there already is one at exactly same position .. till I realized that vault code doing things like that |
17:37 |
hmmmm |
that's because celeron coded that for fun, not to make it a work of art |
17:37 |
hmmmm |
90% of work is polish, or something like that. |
17:38 |
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17:38 |
sapier |
Maybe I remove it completely ... I'm about to split mobf right now, some of the features mobf includes are valuable for others too and are just to complex to not have a clean interface |
17:39 |
sapier |
hmmmm don't we all code for fun? ;-) |
17:39 |
hmmmm |
sapier, I'd like to closely collaborate with you on the dungeon stuff because I'm soon about to add that decoration spawner like I was saying |
17:39 |
hmmmm |
like a half year ago but it never happened |
17:40 |
sapier |
I don't do that much at dungeon code, I'm on advanced spawning mod right now |
17:40 |
sapier |
it's meant to be a prototype for later minetest core implementation |
17:40 |
sapier |
https://github.com/sapier/adv_spawning/blob/master/README.txt is the current (WIP) api |
17:40 |
hmmmm |
hold off on that, putting mobs back in core might turn out to be useless when the client side lua starts |
17:41 |
sapier |
no not mobs |
17:41 |
Exio4 |
it is advanced spawning of all entities |
17:41 |
sapier |
only spawning code |
17:41 |
hmmmm |
well alright |
17:41 |
hmmmm |
but it's just that I don't want this to collide with decorations |
17:42 |
sapier |
I don't think so it's a completely different usecase |
17:42 |
hmmmm |
decoration spawning was originally meant to be the same generic interface for spawning things |
17:43 |
sapier |
is decorations meant to spawn continously? |
17:43 |
hmmmm |
no, only at mapgen time |
17:43 |
hmmmm |
it's just that so much of this looks like it's the same |
17:43 |
sapier |
ok then there ain't much collision adv_spawning is for low frequency continous spawning |
17:43 |
hmmmm |
except the light hting |
17:44 |
sapier |
entities around isn't quite usefull at mapgen ;-) |
17:44 |
hmmmm |
I know, that'll just spawn them once :/ |
17:44 |
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17:45 |
sapier |
the mapgen spawning feature may collide to decorations ... but it's not exactly mapgen too |
17:45 |
sapier |
it's more "spawn to a new generated map once there is time to do so" |
17:45 |
hmmmm |
I figured it'd be a thing like you register some decoraiton callback and then in on_generate or whatever you can grab a list of locations within that recently generated chunk that are where the decorations were placed that you were interested in |
17:46 |
hmmmm |
so like say if you were interested in all tree decorations that were spawned, you'd do something like list_of_v3s16s = mapgen:get_generated_decorations("regular_trees") |
17:46 |
sapier |
that doesn't fix the main issue with spawning ... it's hard to predict how long a single environment check may take, doing multiples at once increases risc to add lag drasticaly |
17:47 |
sapier |
but that feature is usefull to have a starting point for checks |
17:47 |
hmmmm |
yeah |
17:47 |
hmmmm |
and that's it |
17:48 |
hmmmm |
see that was intended for things like chests, and then if you need to run Lua code to set metadata on that like chest contents |
17:48 |
sapier |
so I could avoid to check random positions and use those positions instead |
17:48 |
hmmmm |
no, this still checks random positions |
17:48 |
hmmmm |
and only at map generation time |
17:49 |
hmmmm |
if you want to do this at runtime after generation continuously, then you're right, it has an entirely different usecase |
17:49 |
sapier |
ok I guess I have to wait till it's finished and see if I can use things to improve adv_spawning |
17:49 |
hmmmm |
right |
17:50 |
sapier |
I guess I need to add some functions to core for this to become really performant too .. e.g. light checking is a nightmare, you need to fetch light value for each node separate |
17:51 |
sapier |
maybe vmanip could be improved to contain light values per nodes too |
17:51 |
hmmmm |
you could use a vmanip |
17:51 |
hmmmm |
what? it does that |
17:51 |
sapier |
if I understood api correct I can update light add light and everything but I didn't see a way to just read it |
17:51 |
hmmmm |
you're talking about LuaVoxelManip right? |
17:52 |
sapier |
yes |
17:52 |
hmmmm |
yeah |
17:52 |
hmmmm |
VoxelManip:get_light_data() |
17:52 |
hmmmm |
it returns a flat array of all the param1 values just like get_data |
17:52 |
hmmmm |
except get_data returns the param0 values |
17:53 |
nore |
hmmmm, and is there a param2 one? |
17:53 |
hmmmm |
nope |
17:53 |
sapier |
so I could possibly write a VoxelManip:get_light_at(pos,time) ? |
17:53 |
hmmmm |
what's the time thing about? |
17:54 |
sapier |
I use this to spawn mobs in areas that have day/night light cycle |
17:54 |
hmmmm |
why not just compute that yourself |
17:55 |
hmmmm |
you know, blending the light banks |
17:55 |
sapier |
that's what I meant with I could write a function |
17:56 |
hmmmm |
don't add an unnecessary VoxelManip api |
17:56 |
sapier |
I just didn't know all required information is there? |
17:56 |
hmmmm |
it returns the literal param1 value |
17:56 |
sapier |
I don't consider functions that make use possible unnecessary ;-) |
17:57 |
sapier |
but I won't add it to core of course that's a thing for builtin |
17:57 |
hmmmm |
oh yes |
18:00 |
hmmmm |
found it in light.h |
18:01 |
hmmmm |
blended_daynight = math.min((factor * light_day + (1000 - factor) * light_night) / 1000, LIGHT_SUN) |
18:01 |
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18:02 |
hmmmm |
where light_day = light_vals[i] % 16; light_night = light_vals[i] / 16; of course |
18:02 |
sapier |
wow :-) there wasn't a way to do that more complex was it? |
18:02 |
hmmmm |
or is LIGHT_SUN not defined in lua? |
18:02 |
sapier |
light max is defined |
18:02 |
hmmmm |
then LIGHT_MAX - 1 |
18:03 |
sapier |
light sun is LIGHT_MAX+1 |
18:03 |
hmmmm |
oh |
18:03 |
sapier |
yes max isn't exactly maximum :-) |
18:03 |
hmmmm |
i keep confusing the two |
18:04 |
hmmmm |
oh, the factor value (between 0 and 1000) is more complicated than I thought |
18:04 |
hmmmm |
that's in daynightratio.h |
18:05 |
sapier |
I think I'll find out that's performance tuning first features need to work |
18:06 |
hmmmm |
it's pretty poorly written to be honest, you could do a better job. it's actually not complicated if you look at what it does |
18:06 |
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18:06 |
hmmmm |
it just looks bad |
18:08 |
sapier |
yes mod handling itself needs cleanup too |
18:08 |
sapier |
that's more important |
18:09 |
sapier |
I need a clean interface to use it from modstore too I don't want to implement dependency handling in core and lua |
18:14 |
celeron55 |
there are certain things to take note of regarding to light |
18:14 |
celeron55 |
the thing is, light can't be handled simply linearly |
18:14 |
celeron55 |
when using it as a multiplier for color values to create brightness |
18:15 |
celeron55 |
that's why there is a lookup table for converting stored light values to a multipliable brightness value |
18:16 |
celeron55 |
then... ehm... i don't even remember everything i probably should say |
18:17 |
sapier |
Isn't there a proper documentation? *smile* |
18:17 |
celeron55 |
i'm not sure if "daylight factor" and "day-night ratio" are a different thing; some things are simply assigned to another directly or using a linear multiplier as hacks to make things work somehow |
18:18 |
celeron55 |
sapier: of course not, i wrote this stuff largely before i or anyone even considered that someone might want to contribute something |
18:18 |
celeron55 |
8) |
18:20 |
celeron55 |
john_minetest: extremely hard to choose, and long-time players will hate it; it would be welcoming to new players though |
18:21 |
PilzAdam |
we should definetly support games to play sounds, currently you cant have large sound files |
18:23 |
Jordach |
some music would be good, but it should only be used if a player has got something like a jukebox (for atmosphere, see the mc matmos mod) |
18:26 |
thexyz |
since the channel seems to be more alive now, I'll ask my question one more time: http://irc.minetest.ru/minetest-dev/2013-12-07#i_3474795 |
18:27 |
PilzAdam |
it doesnt happen if you disable preload item visuals |
18:27 |
PilzAdam |
that was the "fix" for it IIRC |
18:28 |
PilzAdam |
john_minetest, the plan for minetest_game is to not touch it and let the community develop better games |
18:31 |
thexyz |
PilzAdam: alright, thanks |
18:33 |
PilzAdam |
john_minetest, IIRC thats in kahrl's formspec_table branch |
18:45 |
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18:48 |
hmmmm |
please leave out music |
18:48 |
hmmmm |
music could be done far better by an external media player and it'd only serve to annoy people |
18:50 |
PilzAdam |
the problem with an external player is that it cant depend on the gameplay; e.g. playing different music in caves than when the sun rises |
18:52 |
hmmmm |
i'm thinking of how to store DungeonParams, hrmm |
18:52 |
hmmmm |
not saving it with map_meta.txt because it won't cause an inconsistency if it were modified |
18:52 |
hmmmm |
on the other hand what about biomes |
18:56 |
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19:06 |
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19:17 |
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19:25 |
hmmmm |
huh? we're not synchronizing with freeminer at all |
19:26 |
hmmmm |
besides, this doesn't modify mapgen v7 itself at all, only biome.cpp |
19:28 |
hmmmm |
I am the only person working on v7 |
19:30 |
hmmmm |
writing biome definitions and games that utilize it |
19:31 |
Exio4 |
yes, it was him |
19:34 |
hmmmm |
probably not |
19:34 |
hmmmm |
minetest simply wasn't built for performance, and at this point there's poor design baked right into the whole thing |
19:35 |
thexyz |
i think we had about ~150 (bots mostly) |
19:35 |
thexyz |
with proller's patches |
19:36 |
hmmmm |
I suppose we can do something like those patches except in a better manner |
19:36 |
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19:36 |
hmmmm |
.. |
19:37 |
hmmmm |
gotcha |
19:37 |
sapier |
does anyone have an idea about the chat segfault? |
19:37 |
thexyz |
http://i.imgur.com/yus2klV.jpg |
19:37 |
hmmmm |
why is it that nobody turns off that ugly biome blend |
19:38 |
thexyz |
uh? |
19:38 |
PilzAdam |
hmmmm, people also enable trilinear filtering on 16px textures... |
19:42 |
thexyz |
sapier: was that clang address sanitizer issue fixed? |
19:42 |
kaeza |
is that 4chan server? :P |
19:42 |
thexyz |
where it reports an error every time you write anything to chat |
19:44 |
sapier |
I don't know thexyz |
19:45 |
sapier |
I guess that one might be the one I was talking about |
19:45 |
thexyz |
well then if it wasn't then someone could investigate it |
19:55 |
sapier |
randomly on chatting |
19:58 |
pitriss |
Guys about music ingame.. I think client need some improvements prior making ingame music.. for example some way how can be music volume adjusted, ditto with ambient sounds.. I'm listening my own music while playing MT and some Ingame screams/music will be just pain.. |
20:00 |
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20:11 |
* Sokomine |
still stares at black textures when shaders are activated |
20:12 |
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20:16 |
Sokomine |
btw, what do you think of a client-side map that just shows everything on eye level of the player (only chunks the client knows about)? |
20:16 |
Sokomine |
i'm sure you've thought about it already |
20:22 |
Sokomine |
trouble is that server maps are pretty large. they might easily exceed even the cache size of vanessas servers |
20:22 |
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20:22 |
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20:24 |
hmmmm |
hmmmm |
20:24 |
Sokomine |
so my suggestion was to let the client do it. provided the client has the mapdata it received still at hand. if up/downward is limited to a few blocks, and x/z does not grow too large, it ought to be doable i think |
20:24 |
hmmmm |
minetest is now freezing up on me when I go to start a game |
20:24 |
hmmmm |
when I break in a debugger it seems that it's stuck in kevent() all the way up in Curl_getaddrinfo_ex() |
20:24 |
Sokomine |
doesn't sound good, hmmm |
20:28 |
Exio4 |
clang problems? |
20:28 |
Exio4 |
how did you try? |
20:29 |
hmmmm |
is there a way to request that lua threads get shut down, and then don't wait for them to join before starting the game? |
20:29 |
hmmmm |
then you set a flag or something when it gets done saying "whoops, we don't need your stuff any more" |
20:29 |
hmmmm |
that's really about the only decent way to fix the problem i just mentioned |
20:30 |
hmmmm |
(it would also fix the minor freezup when you press play) |
20:46 |
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20:46 |
thexyz |
no, there are no clang problems |
20:46 |
thexyz |
what I was talking about is clang build with -fsanitize=address |
20:46 |
thexyz |
which is like valgrind but the game is actually playable |
20:46 |
thexyz |
(typical slowdown is 2 times IIRC) |
20:47 |
thexyz |
er, minetest build with clang with -fsanitize=address |
20:47 |
Sokomine |
regarding my shader problem: realbadangel said my gpu might be too bad for it. which may be true (it's pretty low end) |
20:48 |
thexyz |
Sokomine: were shaders working before? |
20:49 |
hmmmm |
i hate emoticons |
20:49 |
thexyz |
eh? |
20:52 |
Calinou |
Sokomine, you're on linux? |
20:54 |
Jordach |
I csll serious bull on that |
20:55 |
Jordach |
OpenGL 2.1.2 works fine for me... |
20:57 |
nore |
thexyz, I had shaders working before |
20:58 |
nore |
and now same problem, all black |
20:58 |
kaeza |
^ same |
21:00 |
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21:02 |
thexyz |
does disabling individual shaders help? like waving thingies |
21:02 |
thexyz |
although I'm not sure what has RBA done to them |
21:02 |
nore |
thexyz, no, is doesn't: it dosn't work even with all boxes unchecked |
21:03 |
kaeza |
dat feeling when a single addition+deletion (semicolon fix) causes 30 source files to be recompiled ._. |
21:03 |
nore |
however, the waving leaves/plants/water works well, even if the textures are all black |
21:03 |
thexyz |
hm.. I guess you should ping him: RealBadAngel_ and ask to fix this? |
21:03 |
Sokomine |
thexyz: they where; but rba said previous shaders did much less than the new ones |
21:03 |
Sokomine |
calinou: yes. debian wheezy |
21:04 |
Calinou |
Sokomine, shaders pretty much need proprietary drivers, blame RBA |
21:04 |
Calinou |
they would anyway be quite slow on your IGP |
21:04 |
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21:04 |
thexyz |
Calinou: but it's a regression anyway |
21:05 |
Exio4 |
so what? it worked before |
21:05 |
thexyz |
if some of them worked fine, no? |
21:05 |
Calinou |
due to shaders rework? |
21:05 |
hmmmm |
dammit sapier |
21:06 |
Sokomine |
the old shaders where extremly slow on my antique nvidia onboard card. they worked fine on this one. but really complex gpu stuff might be too much for this admittedly simple "gpu" |
21:07 |
Exio4 |
i still don't get why they shouldn't work |
21:07 |
Exio4 |
Sokomine: do you have logs w/ shaders + --verbose or so? |
21:08 |
hmmmm |
you see this? https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_async_events.cpp#L57 this causes minetest to freeze up if one of the threads are too busy waiting to time out while you want to just play the game |
21:09 |
ShadowNinja |
I moved script_run_callbacks to Lua. Comments? https://gist.github.com/ShadowNinja/7848732 |
21:11 |
Sokomine |
exio: i put the logs on pastebin and showed them to rba |
21:12 |
nore |
ok, I did some tests |
21:13 |
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21:13 |
nore |
deleting everything in the solid shader that should be run only with bump/parallax mapping makes it work again |
21:13 |
nore |
so the problem is there... |
21:14 |
nore |
wouldn't it be best to compile different shaders then? perhaps using some #ifdef, etc (I don't know if that can be used in shaders, though) |
21:17 |
nore |
it works for liquids and leaves/plant waving shaders too |
21:20 |
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21:21 |
Sokomine |
nore: if that's possible it would be fine. there are those few points i mentioned where shaders are desirable, while real complex shaders might be too much for the hw |
21:22 |
nore |
for me, they work well now |
21:28 |
PilzAdam |
nore, Sokomine, have you this commit compiled in? https://github.com/minetest/minetest/commit/96f753a108600619f94015bf889a73d97e44ce3a |
21:28 |
nore |
PilzAdam, yes |
21:29 |
nore |
and as I said, deleting the bump/parallax mapping related code is enough to make the shaders work again |
21:41 |
ShadowNinja |
PilzAdam: Can you check ^? |
21:41 |
PilzAdam |
check what? |
21:41 |
ShadowNinja |
PilzAdam: https://gist.github.com/ShadowNinja/7848732 |
21:44 |
Sokomine |
nor: thank you! your suggestion works. now the world has got color again! |
21:46 |
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21:47 |
nore |
ok, very strange: this is the line that makes the shader black: if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {} |
21:47 |
PilzAdam |
ShadowNinja, "fatal: corrupt patch at line 176" |
21:47 |
Sokomine |
the trees wave at me now, and the water level height changes slightly up and down - so those fancy new effects do work! |
21:49 |
hmmmm |
only geometry shaders work with the default texture pack |
21:50 |
ShadowNinja |
PilzAdam: It isn't designed to apply. |
21:50 |
PilzAdam |
ShadowNinja, seems to work |
21:51 |
nore |
hmmmm, I mean: replacing the test in the shader by the bit of code that would be executed if the test would fail works |
21:51 |
PilzAdam |
ShadowNinja, should I check all callbacks? |
21:51 |
nore |
but adding the test, even if the test is _empty_, makes it black again |
21:51 |
ShadowNinja |
PilzAdam: If you have some time. :-) It should work identically. |
21:53 |
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21:58 |
thexyz |
nore: can you replace those == 1.0 with > 0.5 and try it? |
21:58 |
thexyz |
wait, no |
21:59 |
thexyz |
well, anyway, i don't think this is a good way to compare floats |
21:59 |
ShadowNinja |
PilzAdam: I tweaked it a bit. |
21:59 |
ShadowNinja |
http://ix.io/9i6 |
22:00 |
PilzAdam |
whats the point of moving it to Lua btw? |
22:01 |
ShadowNinja |
PilzAdam: Fewer C++ -> Lua calls. |
22:01 |
ShadowNinja |
(And simpler code) |
22:03 |
sapier |
+1 for moving callback handling to lua |
22:04 |
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22:49 |
ShadowNinja |
PilzAdam: So, is it good? |
22:49 |
PilzAdam |
I guess so |
22:59 |
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23:21 |
zat |
Could not find EKEY_CODE, using orig. X11 keycode instead: 25 |
23:21 |
zat |
?????????? |
23:21 |
zat |
(I have set different keyboard layouts under XFCE) |
23:32 |
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