Time Nick Message 00:25 Piggybear87 Where would I find libgd? I need it to make minetest mapper. The C++ one. 00:32 VanessaE Piggybear87: libgd2-xpm-dev - GD Graphics Library (transitional package) 00:32 VanessaE (or -noxpm- if you don't want to have that capability, should some other lib also need it) 00:33 Piggybear87 I got ligbd-dev and it's compiling now. I guess anything with libgd works. Lol. 00:33 VanessaE yup 00:33 VanessaE sorry I missed you earlier, I had to turn my attention elsewhere., 00:34 Piggybear87 It's ok. I got fed up with that guy though so I rage-quit for a few to cool off. 00:35 Piggybear87 Now I have the C++ minetestmapper. How do I use it? 00:36 VanessaE one sec 00:36 Piggybear87 OK. 00:36 VanessaE had to get my switches :) 00:36 VanessaE you seen my worldmaps? 00:36 Piggybear87 No. 00:37 VanessaE ./minetestmapper --drawscale --geometry -5000:-7500+12000+15000 -backend xxxxxx -i /path/to/your/world_folder -o /path/to/your/output_image.png 00:37 VanessaE where xxxxxx is either leveldb or sqlite3 00:37 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worldmaps/Creative_World.png 00:37 VanessaE it will produce images like this ^^^^ 00:39 VanessaE you can leave the geometry arguments off if you want it to just render the whole world 00:39 VanessaE and if you just do minetestmapper with no arguments at all it will give you a summary of the other switches that are available 00:40 VanessaE it can done some fancy shit like translucent water for example 00:40 VanessaE do some* 00:40 VanessaE (I'll have to try that one later, myself)( 00:41 Piggybear87 Wow, I can't open that link.. My machine just lagged horribly.. Is there a way to make some like 2000x2000? 00:41 VanessaE yes, the geometry argument does that 00:42 VanessaE --geometry centerX:centerY+sizeX+sizeY 00:42 VanessaE (where either of both of centerX/centerY can be positive or negative) 00:43 VanessaE here's the reduced version of that image, which I use in the forum posts as clickable link/preview: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worldmaps/Creative_World-small.png 00:44 Piggybear87 So from 0,0,0 I would put? 00:45 VanessaE 0:0+XXXXX+YYYYY 00:45 VanessaE for whatever size XXXXXX x YYYY you want 00:45 VanessaE no wait 00:46 VanessaE the center is relative to the size of the image 00:46 Piggybear87 ok "0:" is the start point? and then 2000 x 2000? 00:47 VanessaE if your map is centered at 0,0,0 and you want it to be 2000x2000 then you'd do something like -1000:-1000+2000+2000 00:49 VanessaE brb 00:53 Piggybear87 cj@cj-T3882:~/minetestmapper$ ./minetestmapper --drawscale --geometry -1000:-1000+20002000 -backend sqlite3 -i /home/cj/minetest-minetest-832d797/worlds/Server -o home/cj/desktop/map.png 00:54 Piggybear87 And I get the options... 00:54 Piggybear87 I did something wrong. 00:54 Piggybear87 OH! 00:57 VanessaE well? 00:57 VanessaE :) 00:57 * VanessaE waits for links... 00:57 Piggybear87 Now I just get a bunch of unknown nodes. 00:58 VanessaE that's normal 00:58 VanessaE the mapper can't know ALL of them after all 00:58 VanessaE but it only tells you of the ones it didn't recognize 00:58 VanessaE look at colors.txt in the mapper dir 00:58 VanessaE you can see what it already knows about 00:59 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/colors.txt 00:59 VanessaE you can pull some entries from this also 00:59 VanessaE whatever's missing from the default one you might be able to find here. 00:59 VanessaE (but most likely, the default already has most of that) 01:01 Piggybear87 It has all of mesecons and homedecor, but not moretrees, flowers, and bushes. 01:01 VanessaE mine has those 01:02 VanessaE copy&paste from mine into your mapper's default colors.txt and just re-run it 01:04 Piggybear87 OK. As far as links are concerned, I barely started with my spawn. Lol. 01:04 VanessaE strange thing is, my overview map clearly has moretrees et al. in it 01:05 VanessaE which items weren't recognized? (just for example) 01:07 Piggybear87 http://pastebin.com/XzRE3xbP 01:07 VanessaE interesting 01:07 Piggybear87 Is there a way to make it ignore? because flowers and bushes still don't work. 01:08 VanessaE you have to supply colors.txt entries 01:08 VanessaE otherwise those nodes simply won't appear on the image at all 01:08 Piggybear87 I don't care about those showing up, It just wont make the map right now. 01:09 VanessaE ok, your copy of the mapper is not right 01:09 VanessaE your colors.txt is either missing or broken 01:09 VanessaE or something. 01:09 VanessaE hrm 01:09 VanessaE wait. 01:09 Piggybear87 Nope, it's there. 01:10 VanessaE ah 01:10 VanessaE I see 01:10 VanessaE indeed moretrees never made it into the default colors.txt 01:10 * VanessaE pokes sfan5 01:10 VanessaE copy&paste the entries from mine into yours 01:11 Piggybear87 I did. 01:11 VanessaE re-run the mapper now :) 01:11 Piggybear87 My input = cj@cj-T3882:~/minetestmapper$ ./minetestmapper --drawscale --geometry -1000:-1000+2000+2000 --backend sqlite3 -i /home/cj/minetest-minetest-832d797/worlds/Server -o map.png 01:11 Piggybear87 And the output = cj@cj-T3882:~/minetestmapper$ ./minetestmapper --drawscale --geometry -1000:-1000+2000+2000 --backend sqlite3 -i /home/cj/minetest-minetest-832d797/worlds/Server -o map.png 01:11 Piggybear87 Sorry. Unknown nodes: 01:11 Piggybear87 bushes:blackberry_bush 01:11 Piggybear87 bushes:blueberry_bush 01:11 Piggybear87 bushes:raspberry_bush 01:11 Piggybear87 flowers:seaweed_2 01:11 Piggybear87 flowers:seaweed_3 01:11 Piggybear87 flowers:seaweed_4 01:11 Piggybear87 flowers:waterlily_s1 01:12 Piggybear87 flowers:waterlily_s2 01:12 VanessaE whao whoia 01:12 kaeza :| 01:12 Piggybear87 flowers:waterlily_s3 01:12 VanessaE stop 01:12 Piggybear87 flowers:waterlily_s4 01:12 VanessaE halten 01:12 VanessaE alto 01:12 VanessaE those nodes are supplied by the plantlife modpack. 01:12 VanessaE though mine are outdated 01:13 VanessaE (my colors entries) 01:13 VanessaE just ignore those 01:14 Piggybear87 One more time. It won't ignore. It just gives me that output and doesn't make a map. 01:15 VanessaE check again 01:15 VanessaE it *will* make a map 01:15 VanessaE even if it has unknown nodes 01:16 VanessaE it's not segfaulting or something is it? 01:16 VanessaE brb 01:17 Piggybear87 Ok, I was looking in the wrong place, but it's not the right size. I can fiddle with that to get it right though. 01:19 VanessaE yeah, it'll stop at the map's extents 01:20 VanessaE so if you try to render say 2000x2000 offset by 1000x1000 but the map stops like 500x500 short of those edges somewhere, it'll just render whatever it can get within that region 01:20 Piggybear87 Hmm, because I was setting up a town at 2000,x,0 and it's not showing up. 01:20 VanessaE try leaving off the --geometry and its argument entirely, see how big of an image it generates 01:20 Piggybear87 OK. 01:22 Piggybear87 Ah, Ok. Now I see it! 01:22 * VanessaE tries the --drawalpha argument... 01:26 Piggybear87 That mapper is at least 10X faster that the Python one. 01:26 VanessaE close to 50x faster in some cases. 01:27 Piggybear87 That's why I thought it wasn't building the map. And because I was looking in the wrong place... 01:27 Exio4 lol 01:28 VanessaE heh 01:29 Exio4 nice one 01:29 Exio4 the mapper is so fast it feels it does nothing! 01:29 Piggybear87 Lol, yes. :) 01:30 Piggybear87 Here's the start of my spawn. :) Very very W.I.P. http://tinypic.com/r/14bkode/8 01:30 VanessaE looks good 01:31 ShadowNinja celeron55: It isn't documented, the docs still mention the minetest namespace. But it's hard to hide it. I'd have to do something like "local core = debug.getregistry().core" everywhere and use the registry instead of the global table, but that's very ugly. 01:32 ShadowNinja Or "local core = core" in all builtin files and "core = nil" at the end. 01:32 ShadowNinja Wait, no. 01:32 ShadowNinja The C++ API looks for the table at runtime. 02:50 Megaf VanessaE; [100%] Built target minetestserver 02:50 Megaf real 3m55.989s 02:50 Megaf That's on my ODroid 02:50 Megaf not so slow uh? 02:50 * VanessaE shrugs 02:50 VanessaE it's okay I guess 02:50 Megaf 3 times slower than my 3,2 GHz four core AMD Phenom II 02:51 Megaf actually, almost 4 times 02:51 Megaf but still ok 02:52 Megaf it uses 25 times less energy 02:53 Megaf the whole board uses 25 less energy than the x86_64 CPU alone 03:07 Megaf VanessaE; right now I get max_lag=0.72 on minetest server running on my ODroid 03:07 Megaf now, I don't know if is because of some sapier did or because I updated the kernel and tools or both 03:08 VanessaE it's possibly a combination of things you both did 05:35 * sfan5 pokes VanessaE 05:37 VanessaE sfan5: I was having an issue with the "alpha" mode in the mapper, but I seem to recall now that you and .....I forget who else.... already discussed this issue. 05:38 VanessaE what should be a smooth-ish gradient down the slope of a lake bed is spiky. instead of 0, -1, -2, -3, -4m... I see e.g. 0, -1, +1, -3, ... 05:38 sfan5 the whole alpha thing is a mess 05:39 sfan5 there are also other bugs 05:39 VanessaE it's too bad, too, because it actually looks kick-ass when it works right 05:39 sfan5 I _may_ take a look at it after my last exam 05:39 VanessaE ok 05:41 VanessaE meanwhile: 05:41 VanessaE the mapper is insanely fast with leveldb. 05:42 VanessaE to the tune of at least 2x the speed of sqlite for the same map data. 05:42 VanessaE probably more, hard to tell as I also run the images through pngcrush after they're generated. 05:43 sfan5 you can thank ShadowNinja for that 05:44 VanessaE thanks ShadowNinja ;) 06:04 RealBadAngel hi 06:05 RealBadAngel sfan5, i was thnikin about issue with water 06:06 RealBadAngel could you try my branch, unite, and see if you can reproduce that issue with it? 06:34 celeron55 ShadowNinja: if it cannot be hidden (i don't believe that), then it should be documented by saying that it exists, is not recommended at the moment and is just an alias for "minetest" 07:04 RealBadAngel celeron55, good news (i think) soonish i will be able to contribute waaay more 07:04 RealBadAngel ofc if you dont mind ;) 15:43 ShadowNinja celeron55: It CAN be hidden, but using the registry, which is very ugly. I'll add that note to the API docs. 15:46 celeron55 did you get anywhere with the thing that would warn about accessing unknown global variables? 15:55 ShadowNinja celeron55: Yes, I finished it but didn't commit it, and I should have it stashed somewhere... 15:59 ShadowNinja Hmmm, not stashed. I remember pasting diffs here though... 15:59 celeron55 you should probably publish it in some form and get some comments 16:00 celeron55 altough, in the past days core development discussion seems to be quite inexistent here 16:01 ShadowNinja Ah, I did commit it in a separate branch. 16:01 ShadowNinja I'll make a PR. 16:01 ShadowNinja celeron55: How's this? http://sprunge.us/RdEc?diff 16:08 ShadowNinja Here's the strict code, it needs loads of rebasing though: http://sprunge.us/YbTZ?diff 16:52 BlockMen comments on #1352 ? 16:52 ShadowBot https://github.com/minetest/minetest/issues/1352 -- Codestyle cleanup (mods.cpp, mapgen_math.cpp) by BlockMen 16:55 kaeza s/if(/if (/ ? 16:56 BlockMen kaeza, yes 16:56 BlockMen and other things ;) 16:57 kaeza https://github.com/minetest/minetest/pull/1352/files#diff-83a82fb358181561e37ea431c4dc8420R186 16:58 BlockMen oh 16:58 kaeza also 224, and 233 16:59 BlockMen yes, just using search function now ;) 17:00 kaeza not sure about this: https://github.com/minetest/minetest/pull/1352/files#diff-516797c75a56873a5d67ac35f5bbef2dR107 17:01 kaeza (and in other places too) 17:01 ShadowNinja ^ That's wrong. 17:02 ShadowNinja The expression should be double-indented, not the code. 17:02 kaeza the rest seems ok 17:02 ShadowNinja That way you have a lot less indentation, without making things less clear. 17:05 kaeza ShadowNinja, will you be merging the "strict" patch soon? 17:12 BlockMen ShadowNinja, "you'll find it a lot easier to see how the indentation works if you have large indentations." -> https://www.kernel.org/doc/Documentation/CodingStyle 17:13 RealBadAngel what about #1330 ? 17:13 ShadowBot https://github.com/minetest/minetest/issues/1330 -- Allow dropping single items from stack while holding sneak key. by RealBadAngel 17:14 RealBadAngel it looks like the very same thing was coded for 3 times already... 17:15 BlockMen IMO we should merge #542 then 17:15 ShadowBot https://github.com/minetest/minetest/issues/542 -- New feature: drop a item instead a stack while... by Lord89James 17:16 RealBadAngel code is almost the same, so doesnt really matter which one 17:16 BlockMen RealBadAngel, it does. Ppl want contribute, let them 17:16 RealBadAngel i just said it doesnt have to be mine pull 17:17 BlockMen no, you said it doesnt matter. and i said it does ;) 17:17 RealBadAngel ok ok, he was the first one with the idea 17:18 RealBadAngel btw, about comments on possible dropping whole stack instead of one item, or being it hacky 17:19 RealBadAngel it uses the very same mechanism as player movement 17:19 RealBadAngel i mean reading the keys 17:19 RealBadAngel and folks do not complain bout it 17:19 BlockMen you mean animations? 17:19 RealBadAngel yes 17:20 RealBadAngel i did that code for mirceakitsune 17:20 RealBadAngel so if it works for animations, it will work for such an easy thing 17:21 BlockMen actually the animations are hacky :P 17:21 RealBadAngel a bit, yes 17:22 BlockMen concerning the items, idk. i would like to hear other opinions on that 17:22 RealBadAngel its just a small feature, nothing big, but useful 17:23 BlockMen but idc that much about 17:23 BlockMen if someone else agrees on it im fine with 17:23 RealBadAngel ShadowNinja, how about you? 17:25 RealBadAngel btw, i was trying lately to hook into player's inventory (main) callbacks 17:26 RealBadAngel i mean same way as for detached ones, or any other 17:26 RealBadAngel and i cant find a way to do so 17:26 RealBadAngel does anybody have an idea how to do that? 17:36 ShadowNinja BlockMen: That's referring to using a tab width of 8, right? Not double indenting the wrong sections. 17:37 ShadowNinja kaeza: Yes, or at least I plan on that. 17:40 ShadowNinja RealBadAngel: Does that drop one item when clicking outside a formspec and using sneak? 17:40 ShadowNinja If so, you can right-click for that. 17:41 RealBadAngel its not related to formspecs 17:41 RealBadAngel while in formspec you cannot read the keys 17:47 ShadowNinja RealBadAngel: So, 'q' drop? 17:47 BlockMen ShadowNinja, no its reffering ti indentation in general 17:47 BlockMen *to 17:48 RealBadAngel ShadowNinja, it modifies action for "q" 18:34 ShadowNinja BlockMen: Nope. Context: Tabs are 8 characters, and thus indentations are also 8 characters. 18:34 ShadowNinja There are heretic movements that try to make indentations 4 (or even 2!) 18:34 ShadowNinja characters deep, and that is akin to trying to define the value of PI to 18:34 ShadowNinja be 3. 18:34 ShadowNinja Rationale: The whole idea behind indentation is to clearly define where 18:34 ShadowNinja a block of control starts and ends. Especially when you've been looking 18:34 ShadowNinja at your screen for 20 straight hours, you'll find it a lot easier to see 18:34 ShadowNinja how the indentation works if you have large indentations. 18:34 ShadowNinja Oops, that was supposed to de in two messages. 18:36 ShadowNinja RealBadAngel: Seems O.K. then. As long as "r" is renamed to something more descriptive. 18:37 BlockMen ShadowNinja, those are two paragraphs. and the second is about the general idea of indentation... 18:38 RealBadAngel ShadowNinja, https://github.com/minetest/minetest/pull/542/files 18:39 ShadowNinja BlockMen: No, it isn't. You never use multiple levels of indentation instead of turning up your tab width. If you like I can look for the relevant section in there. 18:42 ShadowNinja BlockMen: The second paragraph starts with "Rationale: ". 18:42 ShadowNinja And that apparently isn't specified. O_O 18:43 BlockMen ShadowNinja, yes, like "reasons for Indentation" 18:43 BlockMen or "why you should use Indentation" 18:51 ShadowNinja LOL, "Why you should use indentation". 18:52 ShadowNinja Knowing that is assumed by all style guieds that I know of. 18:52 ShadowNinja Otherwise uglify.js wouldn't exist, we'd just write minified code. 19:05 BlockMen ShadowNinja, -.- 19:05 BlockMen its a caption 19:26 celeron55 wtf 19:27 celeron55 those "cleanup" changes are just wrong 19:27 celeron55 at least the indentation 19:28 celeron55 in my opinion those files aren't bad to begin with; it's useless to religiously format them 19:29 celeron55 but i'm not going to go against it assuming they're made to use the actual official style 19:29 celeron55 which they don't do now