Time |
Nick |
Message |
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03:51 |
hmmmm |
hmm |
03:51 |
hmmmm |
ClientMap::m_last_drawn_sectors is not used at all |
03:52 |
hmmmm |
it may have been at one point, but certainly not now. |
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07:00 |
RealBadAngel |
, |
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07:55 |
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08:17 |
celeron55 |
i'm going to try figuring out the subgame thing now |
08:17 |
celeron55 |
(yes, i'm late; i forgot the thing completely) |
08:17 |
celeron55 |
i mean, the question of which games to include |
08:18 |
celeron55 |
i don't have an opinion on "how to encourage not using minetest_game" other than that it should be done somehow, either a label or a hardcoded "legacy filter" setting enabled by default or something |
08:20 |
kaeza |
why not doing it in the same way as `minimal'? (a notice on join that the game is for testing purposes only) |
08:21 |
celeron55 |
because it isn |
08:21 |
nore |
also, an uniform background in the menu isn't very encouraging either (as in minimal) |
08:21 |
celeron55 |
+'t for testing purposes only; people use it in their old worlds |
08:21 |
celeron55 |
and it's a perfectly valid use case |
08:23 |
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08:24 |
sapier |
what about providing a patch to irrlicht to support texture compression? Imho a way better alternative then forking and having to maintain on our own |
08:25 |
sapier |
in worst case we'd have to check for irrlicht version but if we don't start doing it it's never gonna be in irrlicht standard version |
08:30 |
celeron55 |
i think co-operating more with irrlicht would make sense |
08:33 |
celeron55 |
it could be a huge time sink though if they don't like it |
08:33 |
celeron55 |
they obviously aren't making a 3d library for a minecraft-like game but something much more traditional |
08:43 |
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08:46 |
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08:51 |
celeron55 |
what |
08:51 |
celeron55 |
why is there an FPS text forced to be on the screen all the time next to the version string? |
08:51 |
celeron55 |
this is stupid |
08:58 |
celeron55 |
removed it |
09:00 |
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09:02 |
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09:07 |
Calinou |
thanks |
09:07 |
Calinou |
I don't need to know my FPS here ;) |
09:08 |
celeron55 |
Calinou: i need to talk about carbone |
09:08 |
Calinou |
I'd appreciate if I could hide version string too, without hiding chat |
09:08 |
Calinou |
I don't need to know Minetest version either :P |
09:08 |
celeron55 |
because it doesn't work |
09:20 |
Eater4 |
The minetest versoin can stay... |
09:20 |
Eater4 |
everything else can go |
09:21 |
sfan5 |
I suggest following Eater4s request and removing the rendering of nodes |
09:21 |
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09:22 |
Eater4 |
celeron55: why arnt you voiced? |
09:22 |
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09:38 |
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09:39 |
celeron55 |
Eater4: because i don't like being |
09:40 |
PilzAdam |
all core devs are equal, but celeron55 is more equal |
09:40 |
LemonLake |
how is that possible? |
09:42 |
Calinou |
https://github.com/minetest/minetest/issues/1443 → tag as enhancement of feature request; by the way, is max_hear_distance even working with positional sounds in general? |
09:42 |
Calinou |
changing it does nothing for me |
09:56 |
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10:01 |
celeron55 |
so, i have picked carbone out of the two |
10:02 |
sfan5 |
the two = ? |
10:03 |
celeron55 |
out of carbone and minetest_next |
10:04 |
sfan5 |
weren't there more? |
10:05 |
celeron55 |
what do you mean |
10:05 |
celeron55 |
i wanted to pick either one of those two as the more worthwhile one and did that |
10:05 |
sfan5 |
https://forum.minetest.net/viewtopic.php?f=15&t=9103 |
10:07 |
celeron55 |
nodetest is the worst name ever imagined by a human being |
10:07 |
celeron55 |
i'll take a look at it though |
10:08 |
sfan5 |
VanessaEs Dreambuilder is probably to heavy.. |
10:09 |
celeron55 |
dreambuilder is about 18M compressed, carbone is 8M |
10:10 |
celeron55 |
umm wait |
10:11 |
celeron55 |
no, that was completely wrong |
10:13 |
celeron55 |
dreambuilder 18M, carbone 3.3M |
10:13 |
celeron55 |
18 wouldn't be that bad if it was perfect and perfectly polished but it's kind of a mishmash of things do maybe it's not worth it |
10:14 |
celeron55 |
so* |
10:15 |
celeron55 |
on the other hand, carbone seems to do a lot with the extra 0.5M compared to minetest_game |
10:16 |
celeron55 |
like having mobs and more interesting sounds |
10:21 |
sfan5 |
incoming commit in 5 minutes: http://sprunge.us/GNPN?diff |
10:21 |
celeron55 |
nodetest seems to be kind of barebones, not really what we need now |
10:21 |
celeron55 |
it's very small though; just 0.6M |
10:21 |
celeron55 |
(bz2 compressed like all of my comparison values) |
10:23 |
celeron55 |
nodetest: "It's focus is on a basic gameplay with more survival features." |
10:23 |
celeron55 |
what kind of survival features does it have? |
10:23 |
sfan5 |
does it even have mobs? |
10:23 |
celeron55 |
seems kind of random as i don't see even mobs |
10:24 |
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10:26 |
celeron55 |
ehm, my minetest_game value was wrong... |
10:27 |
celeron55 |
now this makes a lot more sense |
10:27 |
celeron55 |
3,3M carbone.tar.bz2 |
10:27 |
celeron55 |
18M dreambuilder.tar.bz2 |
10:27 |
celeron55 |
748K minetest_game.tar.bz2 |
10:27 |
celeron55 |
844K minetest_next.tar.bz2 |
10:27 |
celeron55 |
580K nodetest.tar.bz2 |
10:28 |
celeron55 |
it's rather linear when compared to the features of each |
10:29 |
celeron55 |
and carbone really is at a good spot |
10:30 |
casimir |
celeron55: nodetest is the worst name ever imagined by a human being |
10:30 |
casimir |
I was ill that day. Suggest a better one ;) |
10:31 |
celeron55 |
now, i think there's a need for maybe two small-but-interesting games in addition to carbone |
10:31 |
* sfan5 |
pushes his commit (5 minutes too late) |
10:34 |
celeron55 |
in my opinion nodetopia would be interesting to have in there; we'd get a lot of opinions from all kinds of people for what they think about such a game |
10:35 |
celeron55 |
another interesting one would be realtest |
10:36 |
celeron55 |
and... well basically i think what wuzzy thinks here: https://forum.minetest.net/viewtopic.php?pid=138487 |
10:36 |
* sfan5 |
downloads nodetopia.. |
10:38 |
celeron55 |
realtest and nodetopia really need some easily accessible documentation though... maybe make the bundled versions always produce a text in the chat like "For help, go read http://wiki.minetest.net/Nodetopia" |
10:38 |
sfan5 |
*** Error in `./minetest': double free or corruption (!prev): 0x00000000024026e0 *** |
10:38 |
sfan5 |
:( |
10:39 |
sfan5 |
the menu bg for nodetopia looks very nice |
10:39 |
sfan5 |
I didn't even know you could have a bg and clouds |
10:40 |
sapier |
oops sorry fps was my fault, was from android build to know fps count in release builfs |
10:40 |
celeron55 |
realtest and nodetopia are 0.7M and 0.8M |
10:41 |
sfan5 |
I vote for including nodetopuia |
10:41 |
sfan5 |
nodetopia* |
10:42 |
sfan5 |
#0 0x0000000001236ac0 in ?? () |
10:42 |
sfan5 |
I love debugging. /s |
10:42 |
celeron55 |
or... actually, they could just have a button in the inventory screen that would launch a formspec with the most important things listed |
10:43 |
sapier |
sfan5 any way to reproduce that bug? |
10:43 |
celeron55 |
are there any subgames that have interesting non-survival gameplay? |
10:43 |
sfan5 |
sapier: do things in the menu |
10:43 |
celeron55 |
i guess this isn't really release-worthy? https://forum.minetest.net/viewtopic.php?f=15&t=6947 |
10:43 |
sfan5 |
sapier: I'm trying to find out why it crahes right now |
10:44 |
sapier |
some special thing? |
10:44 |
sfan5 |
nope |
10:44 |
sfan5 |
just normal things |
10:44 |
sfan5 |
such as creating a world and/or joining said world |
10:45 |
celeron55 |
adventuretest (https://forum.minetest.net/viewtopic.php?f=15&t=9184) has some things that are more RPG-like instead of open world survival -like... maybe not good |
10:45 |
sapier |
if this isn't something specific to your environment that sounds like a blocker |
10:46 |
PilzAdam |
Nodetopia isn't in a releaseable state |
10:47 |
PilzAdam |
if you really want to add it to the release then I have to remove some experiments of it |
10:48 |
sapier |
PilzAdam: can you do this till tomorrow? |
10:48 |
sapier |
"can" as of is this enough time |
10:48 |
PilzAdam |
sure, rm is fast |
10:49 |
celeron55 |
sfan5: if you were impressed by nodetopia's menu background, try wasteland |
10:49 |
sfan5 |
I will |
10:50 |
celeron55 |
sfan5: literally the only thing wasteland does well is the menu screen |
10:50 |
celeron55 |
8D |
10:50 |
sfan5 |
(after I get Irrlicht to compile and Minetest not to crash) |
10:50 |
celeron55 |
maybe your gpu drivers are borked and you need a restart |
10:50 |
sfan5 |
maybe |
10:52 |
PilzAdam |
ummm... RealBadAngel why is the water in Nodetopia waving without me adding something to the nodedef? |
10:54 |
PenguinDad |
PilzAdam: the lava is waving too |
10:54 |
PilzAdam |
and you can also see farther under water now, if Im not mistaken |
10:55 |
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10:55 |
sapier |
https://gist.github.com/sapier/2f5f8fb31b60f57c59a4 |
10:55 |
sapier |
correct state of game discussion? |
10:56 |
sfan5 |
I don't think so |
10:56 |
celeron55 |
https://gist.github.com/celeron55/6d6d8870e2960ee956cf |
10:56 |
PilzAdam |
Nodetopia also uses mapgen v7, which is still unstable |
10:56 |
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10:56 |
sapier |
ah there already was a gist :-) |
10:56 |
celeron55 |
we need to somehow indicate that only carbone (if finally chosen) is the long-term supported one |
10:57 |
celeron55 |
sapier: i just made that gist |
10:57 |
PilzAdam |
I don't think I want it to be released in its current state |
10:57 |
sapier |
ok :) |
10:57 |
sapier |
18M seems a little bit big to me |
10:58 |
celeron55 |
only a few of those have permission from their makers anyway, and out of those few carbone is the only reasonable one in terms of everything |
10:58 |
sapier |
well at least for android port carbone is to heavy |
10:58 |
celeron55 |
i'm kind of worried that we will end up with carbone only |
10:59 |
celeron55 |
sapier: ports can pick their games however they want |
10:59 |
sapier |
but that shouldn't be a problem for pc version |
10:59 |
celeron55 |
it would be completely insane to drag down PC based on mobile phones |
10:59 |
celeron55 |
stop it |
10:59 |
celeron55 |
this is a PC games; everything else is a second-class citizen |
11:00 |
celeron55 |
-s |
11:00 |
sapier |
I just wanted to be sure everyone knows android port wont be same as pc version ... ppl already demand full feature set there |
11:01 |
celeron55 |
so... i wonder if there is any smaller game that differs considerably from minetest_game and that is finished enough |
11:02 |
celeron55 |
not for android, but for the role that nodetopia would have fitted |
11:02 |
sapier |
why does it have to differ? as minetest game is frozen any successor of it won't demand that much |
11:02 |
sapier |
--demand + differ |
11:02 |
celeron55 |
for having fun with different kinds of games goddamnit |
11:02 |
Taoki |
celeron55: My personal disappointment is that no games other than minetest_game I've seen so far appear to offer a more detailed / progressive / complex gameplay. Everything is still "you easily get everything and there's not much to do" |
11:03 |
Taoki |
Still, even so, I would encourage other games apart from minetest_game |
11:03 |
celeron55 |
progressive gameplay is a good term, yes |
11:03 |
Taoki |
But we really need a better game, which offers a strong artistic style and better progress / etc |
11:03 |
sapier |
In generall I agree but with minetest_game frozen this seems to be rude ... as it results in never ever allowing a similar game but freeze current state |
11:03 |
celeron55 |
and it's missing, yes |
11:03 |
celeron55 |
sapier: carbone is such a game |
11:03 |
celeron55 |
and it is in good state |
11:04 |
PenguinDad |
"you easily get everything" is not true for big_freaking_dig |
11:04 |
Taoki |
I was just yesterday arguing for instance about some apparent limitations in Minecraft... such as a limit of 64 for item stacks and a workbench for the 3x3 crafting grid. Calinou believes those are annoyances, but I believe details like this make things more fun and progressive. |
11:04 |
Taoki |
And of course much more added to it |
11:04 |
celeron55 |
hmm, i need to check out in what state BFD is |
11:04 |
casimir |
So what speaks against nodetest? It has progression and things. |
11:04 |
Taoki |
I tried carbone, still looks a lot like minetest_game just with different textures |
11:04 |
Taoki |
I'll try it more though |
11:05 |
celeron55 |
Taoki: well workbench is quite a small progression; but it does set the mood right from the start |
11:05 |
Taoki |
Yes |
11:05 |
celeron55 |
casimir: what kind of progression? explain a bit |
11:05 |
Taoki |
Also, I personally don't believe a good game is possible without more biomes! But everyone is afraid to use V7, because some voices from above keep saying it's not stable, despite it working perfectly for me |
11:05 |
Taoki |
With the default biomes, the world looks simply... dead |
11:06 |
celeron55 |
i would like to see a game that would use a lua mapgen |
11:06 |
casimir |
You can not punch trees with bare hand, so you need tools first. |
11:06 |
celeron55 |
and take full advantage of everything that it allows |
11:06 |
celeron55 |
casimir: anything more than that? |
11:06 |
sapier |
I guess I'll let others decide about the games to add :-) |
11:07 |
celeron55 |
casimir: it would be nice to have all this on a forum or wiki page for easy reference |
11:07 |
casimir |
And there are not all those rainbow caves. It actually is hard to find resources. |
11:07 |
Taoki |
https://forum.minetest.net/viewtopic.php?f=11&t=7366&start=50#p139998 See the screenshots I linked in this post please. THAT is a beautiful environment right there |
11:07 |
casimir |
k. Will write it all into the forum post. |
11:07 |
celeron55 |
casimir: i would ike to be able to easily compare nodetopia, nodetest and realtest, for example |
11:08 |
Taoki |
http://tinypic.com/view.php?pic=ipb8ra&s=8#.U7fcK6ZL1hE or http://tinypic.com/view.php?pic=10xuadw&s=8#.U7fcG6ZL1hE is what I really would love to find around the world :) |
11:09 |
Taoki |
Actually I'd advice those games to include paragenv7 specifically. Because it's so awesome and has such lovely environments |
11:09 |
celeron55 |
tinypic sucks; it loads the page in like 0 seconds and then loads the image after 15 seconds |
11:09 |
Taoki |
oh |
11:09 |
Taoki |
Yeah I use imgur now |
11:09 |
Taoki |
Anyway, that mapgen + my basic workbench mod + PA's SimpleMobs would IMHO be enough to make a game look solid and real for starters. |
11:10 |
celeron55 |
anyway, yes, well-thought-out biomes are interesting |
11:10 |
celeron55 |
the issue is to combine everything in a single game |
11:10 |
Taoki |
yep. There need to be environments that attract the player and look awesome |
11:10 |
sapier |
taoki why not mobf with reduced set of mobs? |
11:10 |
celeron55 |
there are mods for biomes like paragenv7, then there are multiple cave mods which make caves much more interesting |
11:10 |
celeron55 |
and so on |
11:10 |
Taoki |
And I don't think it's an issue. Just needs someone to do it |
11:11 |
celeron55 |
someone should put these together for example in an experimental version of carbone, polish it a bit and see how it works |
11:11 |
Taoki |
sapier: Problem is that mob frameworks other than SM are said to be more costly and laggy in multiplayer. Also, the default mobs in other mob mods aren't artistically ok. As in, they're low quality or full of diagonal surfacees rather than blocky as it looks right |
11:11 |
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11:11 |
celeron55 |
and then figure out how to do progressive gameplay in it and implement that |
11:11 |
sfan5 |
PilzAdam: are the hearts in nodetopia supposed to be this small? http://i.imgur.com/EbVNBUr.jpg |
11:12 |
Taoki |
celeron55: Calinou doesn't want some of those progressive features, like the workbench. So I don't think carbone is the perfect candidate for some of those features |
11:12 |
Taoki |
Although it might make a great game otherwise in its own way |
11:12 |
celeron55 |
workbench isn't a necessity at all |
11:12 |
celeron55 |
progression can be put in other parts of the game instead |
11:12 |
celeron55 |
like how resources are placed in the world |
11:12 |
Taoki |
I guess. For me at least however, everything feels too quiick and non-progressive without it. Could say the same for lower item stack limits |
11:12 |
celeron55 |
or how mobs appear in the owrld |
11:13 |
celeron55 |
world* |
11:13 |
Taoki |
True too |
11:13 |
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11:13 |
celeron55 |
or how crafting progression works |
11:13 |
celeron55 |
you can put it pretty much anywhere you want, as long as you use your brain a bit |
11:13 |
sfan5 |
BlockMen: you'll do the MSVC builds for 32 and 64 bit, right? |
11:14 |
BlockMen |
sfan5, if celeron55 is not bitchy about it anymore, yes |
11:14 |
celeron55 |
i'm fine with that if everyone else is fine with that |
11:14 |
sfan5 |
what was the problem? |
11:14 |
Taoki |
BTW. As I mentioned before, I'll be making my own game too eventually. But it will be a while, and the gameplay and ideas will be quite different (eg: it will use my Creatures system with mob possession). It aims to be good and immersive and artistic however |
11:15 |
Taoki |
Could still be an option to include it with Minetest though... years from now after it's ready |
11:15 |
BlockMen |
since it seems there are also not declared games |
11:15 |
celeron55 |
anyway the issue is, there is no progression if you just slam random mods together |
11:15 |
BlockMen |
what is with mt+? |
11:16 |
celeron55 |
you need to build progressive dependencies between the things the mods provide; they can't do it independently |
11:16 |
Taoki |
celeron55: Yes, true there. Mods need to be tweaked and thought of to work together |
11:16 |
celeron55 |
this is why subgames exist |
11:16 |
Taoki |
And that is indeed hard, cuz it requires modifying each mod |
11:17 |
Taoki |
BTW: Does it make sense to have both minetest_game and minimal now? Since both seem to do the same thing; Are mostly there to offer basic functionality only, and both are frozen. |
11:17 |
celeron55 |
hmmh |
11:17 |
Taoki |
minetest_game is probably as good for testing as minimal |
11:17 |
celeron55 |
carbone could be a bad choice if calinou isn't intending to ever grow up some progression in it |
11:18 |
Taoki |
I don't know if he is, we only discussed features like workbench etc. He would have to speak about that |
11:18 |
celeron55 |
but nobody else is doing that either, except a few small unfinished ones |
11:18 |
Taoki |
I plan to, but it will take a while since what I want to do I want to do well |
11:19 |
Taoki |
My work on the creatures mod is actually work on the most essential part of a game I'll make, so yeah |
11:19 |
celeron55 |
i'll wait until calinou is available again and discuss this a bit |
11:19 |
BlockMen |
ok, the game choosing is acually kinda confusing for me. could someone sum up the current state? |
11:19 |
Taoki |
But until then, I agree that we really need a mod which doesn't copy Minecraft but offers the diversity and effect it has. Which is hard to achieve, since MC thought and balanced everything VERY well |
11:21 |
celeron55 |
BlockMen: too few games are finished for release, and out of the minetest_game-continuations, carbone seems most reasonable in features vs. size and is quite polished, but now the issue is whether it is ever going to have any kind of progressive gameplay |
11:21 |
Taoki |
Also, truth be told, the engine also lacks many things for a very good gameplay to be possible. Mobs are still laggy due to how Lua entities work, animations aren't always set (players / mobs are often walking while standing), there are no sound and particle effects for water, chest inventories lag horribly, and more |
11:21 |
Taoki |
Player - player collisions don't even exist yet |
11:21 |
Taoki |
Those are details that harm immersion |
11:21 |
celeron55 |
BlockMen: eg. nodetopia would have been a fun side game, but PilzAdam declared it not finished enough |
11:22 |
BlockMen |
so next is out? |
11:22 |
Taoki |
Not even yaw smoothing exists yet, like for positioning. Mobs and players simply snap to different rotations, which looks really really bad |
11:22 |
sfan5 |
but nodetopia can still get included if PilzAdam decides to remove his experiments |
11:22 |
celeron55 |
minetest_next seems to not really differ from minetest_game at all in any considerable way |
11:22 |
Taoki |
I'd make a list with those issues, but I don't want someone to feel like I'm telling the devs what to do without doing it myself. |
11:22 |
celeron55 |
it's like the same thing |
11:23 |
celeron55 |
having some information about how each of these are planned to be developed in the future would be extremely useful at this point |
11:24 |
BlockMen |
_next is tought as maintained _game, so everyone can make pull and they get merged when agreed by maintainers (currently sfan5, nore and me) |
11:24 |
Taoki |
Also, there's one more thing I REALLY believe a good game needs to have: Textured formspecs as well as hotbar. The black background looks very ugly and basic. Also a textured crosshair... the default one doesn't look too pretty. |
11:24 |
BlockMen |
its more community based like _game (in opposite to carbone) |
11:25 |
celeron55 |
the ideal pick would be something that makes users go like "wow there's new stuff" right now, and in the future would develop a LOT more in a solid direction |
11:25 |
sfan5 |
wouldn't that be nodetopia? |
11:25 |
celeron55 |
BlockMen: that won't work |
11:25 |
Taoki |
For this purpose, I suggested a function in builtin to allow specifying a default formspec appearance per game, to be used when a formspec doesn't specify its own background. |
11:25 |
BlockMen |
celeron55, what exactly? |
11:25 |
Taoki |
celeron55: Agreed. For both games and the engine alike |
11:27 |
Taoki |
Also, we'll eventually want weather in some form. But with the old weather system removed (due to finite liquid), that will be harder to do now. |
11:27 |
Taoki |
So there's still a LOT to do in the engine too I think. Maybe I'll make a post about it, as I feel a list with those important missing features is needed |
11:31 |
Taoki |
BTW, when is 0.4.10 being released? I use GIT so I don't care personally, but I'm hoping the feature freeze running off might bring new features and fixes |
11:31 |
sfan5 |
Taoki: tomorrow |
11:32 |
* Taoki |
can't figure out if that litreally means tomorrow or if it's that classic saying about software releases :) |
11:33 |
sfan5 |
literally |
11:33 |
Taoki |
oh, cool then |
11:33 |
BlockMen |
celeron55, and your idea with "wow, new stuff" is nice but i think hard to reach. 1)because we still provide _game, which stays as is, 2) ppl want play their old worlds and not veryone is willing/knows how to "convert" it |
11:33 |
BlockMen |
and concerning next, for what was the vote on forum at all?! |
11:34 |
sfan5 |
concerning 2): how about adding a button to convert worlds to a different game |
11:34 |
celeron55 |
it got much less traffic than i thought it would |
11:34 |
sfan5 |
(ofc with a not that "this may not work and may cause your world to not work at all") |
11:34 |
sfan5 |
notice* |
11:34 |
Taoki |
You can convert worlds to different games? Doesn't fully make sense, if each game uses its own mapgen / ores / nodes |
11:35 |
BlockMen |
but it results say clearly to add _next |
11:35 |
BlockMen |
sfan5, yes. could be an option |
11:35 |
celeron55 |
what is the development direction of _next? |
11:36 |
celeron55 |
also, why did you choose that name, it's almost the worst ever; you had a chance of making it easy for everyone to differentiate engine from the games, and you didn't take it |
11:37 |
celeron55 |
also, if it's chosen, it won't be "next" anymore; i guess it needs to be released under a different name |
11:37 |
Taoki |
_next probably means it was initially indented as an experimental version of minetest_game, which probably doesn't sound too good to the ear right now |
11:38 |
celeron55 |
i really want to have games to have a different identity compared to minetest itself; trying to keep one of them under the same identity kills creativity and confuses people |
11:38 |
BlockMen |
the direction is to keep it lightweight as starting platform for mods (like _game), but with the option to include more mods/features in future |
11:38 |
BlockMen |
yes, the name is by me and not the best |
11:38 |
celeron55 |
who chooses what mods and features? |
11:39 |
celeron55 |
everyone adds their own, and there will never be any direction? |
11:39 |
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11:39 |
celeron55 |
that's exactly what i don't want |
11:39 |
* Taoki |
agrees once again. Not every game needs to be called minetest_something, and especially not look like something experimental for MT. Just a different game and approach |
11:39 |
BlockMen |
everything is discussed on ##minetest-next |
11:39 |
Taoki |
yeah |
11:39 |
BlockMen |
everyone can join and talk |
11:39 |
BlockMen |
the maintainers decide what goes in |
11:39 |
celeron55 |
designing games by committee always fails; i won't accept it |
11:40 |
BlockMen |
^ proove it |
11:40 |
Jordach |
and people wonder why BFD is a one man project :P |
11:40 |
BlockMen |
and minetest (engine) is designed same way |
11:40 |
Taoki |
minetest_game has actually ran this experiment: Every public server is minetest_game with various mods included. Some servers even have a lot of good mods! But none are exciting as of yet. |
11:40 |
BlockMen |
no, minetest_game was never maintained sanely |
11:41 |
sfan5 |
Jordach: why not mark BFD for inclusion? |
11:41 |
Taoki |
Because the mods aren't intnded to work together, and rarely consider each other... mostly for compatibility purposes |
11:41 |
celeron55 |
engines can be; they have less effect on the player experience |
11:41 |
BlockMen |
it was never clear who decides things and some liked to block everything |
11:41 |
BlockMen |
in next 2 maintainers are enough |
11:41 |
BlockMen |
even if one does not agree the other 2 can push it |
11:42 |
celeron55 |
i want to see the direction of _next written down; otherwise i'm certain there will never be any |
11:42 |
Taoki |
For example: A server wants to have mobs and a mesecons device players can craft. The mobs mod and device mod are two different things, not meant to be related. So then, we miss the opportunity of a mob providing an essential item for crafting that device. |
11:43 |
Taoki |
The two can't work together as easily to provide the best balance |
11:43 |
sfan5 |
they could work together |
11:43 |
sfan5 |
but mesecons would need to add support for that |
11:43 |
Taoki |
Already an issue with simplemobs actually: If mobs could be the only source for an important item needed to craft special blocks, they would be more useful. But then, the mods for those special blocks wouldn't work without the mobs mod |
11:44 |
celeron55 |
BlockMen: currently i am especially interested about plans for progressive gameplay |
11:44 |
PilzAdam |
sfan5, no, the hearts shouldn't look like that |
11:44 |
Taoki |
I guess. Thing is, too many mods need to look out for too many other mods |
11:44 |
celeron55 |
PilzAdam: the statbar api had problems and had to be respecified, should be an easy fix |
11:44 |
celeron55 |
(assuming it didn't break more in the fix) |
11:44 |
PilzAdam |
sfan5, there are other problems other than my experiements: it uses an unfinished and unstable mapgen; it has not enough features; I might want to break compatibility in the future development |
11:45 |
Taoki |
There is also another problem: When you rely on individual mods to compose a game / server, you also risk getting more bugs. Since unwanted functionality can occur between multiple mods. It's also harder to fix all bugs regarding them |
11:45 |
Taoki |
Still, every idea needs to be its own mod. Just maybe maintained by the same team, each mod in harmony with the other that's part of that game |
11:45 |
PilzAdam |
celeron55, I don't use that API, I only supply an heart.png |
11:46 |
PilzAdam |
though each image has 2 hearts, so there are no half hearts |
11:46 |
celeron55 |
BlockMen: to be clear: if you do write the direction down and it seems solid enough for me, i can very seriously consider _next |
11:47 |
celeron55 |
BlockMen: i can't judge it by the current features because they are all just small tweaks |
11:47 |
sfan5 |
Taoki: idea: create a mod that allows other mods to register materials with tags (i.e. mobs mod) and other mods to get materials that match some tags (i.e. mesecons) |
11:48 |
celeron55 |
BlockMen: most of the one-man games have something unique in them which gives me some idea how they will approach things in the future |
11:48 |
sfan5 |
if every mod uses that system the crafting reciepes can dynamically adapt to the different subgame/mod combos |
11:48 |
PilzAdam |
who has changed the drawing of the built-in heartbar? |
11:48 |
Taoki |
sfan5: Might work. You can already do check_modpath really. But each mod needs to be on the lookout for each other mod. And unless the same author develops all mods, that's harder |
11:48 |
celeron55 |
PilzAdam: could it be related to the GUI scaling improvements? |
11:49 |
Taoki |
BRB |
11:49 |
sfan5 |
Taoki: no, no, a generic api |
11:49 |
celeron55 |
PilzAdam: ah |
11:49 |
Taoki |
If it is possible in some way, it is a good idea yes |
11:49 |
celeron55 |
PilzAdam: your problem is that the healthbar drawing was changed to not care about the aspect ratio about the imagess |
11:49 |
celeron55 |
PilzAdam: because it has to scale the images for different screen sizes |
11:50 |
PilzAdam |
celeron55, probably; the 2 hearts seem to be scaled to the size of one, since apparently the engine now forces everyone to use half-hearts |
11:50 |
celeron55 |
it can't draw the images 1:1 to the screen as the DPI varies so much |
11:50 |
celeron55 |
preserving the aspect ratio is a thing that nobody thought though, maybe it would be possible |
11:52 |
celeron55 |
sfan5: that's largely possible by using item groups |
11:53 |
celeron55 |
but it's always harder to document and explain to people when you're using an abstraction like that |
11:53 |
celeron55 |
and it's not magic |
11:54 |
celeron55 |
if there is a mod that provides half of the things, then where do you get the other half? |
11:54 |
celeron55 |
making some kind of a resolver for these would probably confuse players even more |
11:55 |
sfan5 |
with fallback things ofc |
11:55 |
celeron55 |
we might need a common mechanism for the fallbacks |
11:55 |
sfan5 |
if mesecons can't find an item for "<insert describing adjectives for silicon here>" it will define it's own with the crafting it always had |
11:56 |
celeron55 |
so that mesecons could define fallbacks which it will use only if zero other mods provide the items |
11:56 |
celeron55 |
then again, it's impossible to have balance if two mods are providing something that mesecons expects only one mod to provide, as you have twice the availability |
11:56 |
celeron55 |
but that's unsolvable |
11:56 |
sfan5 |
no, no |
11:57 |
sfan5 |
I mean mesecons/the API choosing one of the items that fulfills the criteria |
11:57 |
celeron55 |
> if mesecons can't find an item for "<insert describing adjectives for silicon here>" it will define it's own with the crafting it always had |
11:57 |
celeron55 |
hmm, this actually is simple and would work |
11:57 |
celeron55 |
actually, there's still a problem |
11:57 |
sfan5 |
the hardest part about that would probably be mod devs describing how their materials are |
11:57 |
celeron55 |
mesecons has to know the mods so that it can load after them |
11:58 |
sfan5 |
this is why we need being able to load mods dynamically |
11:58 |
celeron55 |
well it needs some kind of staged loading |
11:58 |
celeron55 |
good luck with full dynamic loading |
11:59 |
celeron55 |
anyway, so i take this as we need a few more years before 0.4.10 |
11:59 |
sfan5 |
I think staged loading would be the easier option here |
11:59 |
celeron55 |
i guess i'll go eat now, lol -> |
12:00 |
sfan5 |
hm |
12:00 |
sfan5 |
I'm pretty sure you could do full dynamic loading in pure lua |
12:00 |
sfan5 |
0) save global variable state |
12:00 |
sfan5 |
1) mod runs |
12:01 |
sfan5 |
2) mod wants to dyn. load mod2 |
12:01 |
sfan5 |
2.1) restore global state |
12:01 |
sfan5 |
2.2) patch methods that do something with the modname, e.g. minetest.get_current_modname() |
12:01 |
sfan5 |
2.3) dofile(mod2) |
12:02 |
sfan5 |
2.4) merge current global state with global state saved at 2.05 [forgot that step] |
12:02 |
sfan5 |
3) success! |
12:03 |
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12:05 |
celeron55 |
seems like a hack |
12:05 |
celeron55 |
whatever, the real question is, will fallbacks or equivalent functionality solve this problem |
12:06 |
sfan5 |
if every mod uses that system: very likely |
12:06 |
celeron55 |
but do they care |
12:06 |
sfan5 |
<sfan5> the hardest part about that would probably be mod devs describing how their materials are |
12:06 |
sfan5 |
probably not D: |
12:06 |
celeron55 |
nothing is a technical issue in the end; the real issues are with people |
12:06 |
celeron55 |
nothing is a technical issue in the end; the real issues are with people |
12:06 |
celeron55 |
-the other line |
12:07 |
sfan5 |
nice quote :) |
12:07 |
celeron55 |
i just quoted myself from this discussion, it was such a great line |
12:07 |
celeron55 |
ehm, lol, anyway |
12:08 |
celeron55 |
we should get back to 0.4.10 things |
12:09 |
celeron55 |
i'm going to wait for _next's response to my question |
12:09 |
sfan5 |
response coming soon |
12:21 |
PilzAdam |
I'd like this water waving and hotbar scaling issues to be resolved before 0.4.10 |
12:22 |
sapier |
have you specified a correct size for your hotbar? |
12:22 |
sapier |
the fix won't work for old coding but only if you specify the needed information to do it correct |
12:22 |
PilzAdam |
sapier, I only have a heart.png with 1:2 aspect ratio and its drawn like 1:1 |
12:23 |
sapier |
of course |
12:23 |
sapier |
they're not meant to be 1:2 but 1:1 only |
12:23 |
PilzAdam |
that is not documented |
12:24 |
sapier |
it's not documented to not be 1:1000000 too |
12:24 |
PilzAdam |
and it was totally valid at the last release |
12:24 |
sapier |
it was? |
12:24 |
PilzAdam |
I wouldn't have used it if it wasn't |
12:24 |
celeron55 |
it indeed did work; previously it just drew the images next to each other 1:1 on the screen |
12:24 |
sapier |
could have been because of not scaling any items at all in last one ... you have to decide either have fixed size images or have them propperly scaled to gui |
12:25 |
sapier |
fixed size is old one |
12:25 |
sapier |
you can still use that api |
12:25 |
celeron55 |
sapier: there's a third alternative: keep their aspect ratio |
12:25 |
sapier |
which one? |
12:25 |
sapier |
x or y? |
12:25 |
celeron55 |
well that has to be specified |
12:25 |
sapier |
we can do this but I already know someone will complain "but my 1:4 image is too small |
12:26 |
celeron55 |
probably keep y constant on the screen and stretch the bar based on the x:y ratio of the original image |
12:26 |
sfan5 |
celeron55: dev. direction of _next: https://gist.github.com/sfan5/4ddc0bdd2f856caa7274 |
12:26 |
sapier |
I can do everything of this but it's just gonna be someone else to complain instead of Pilzadam |
12:27 |
celeron55 |
sfan5: so you just focus on being a base for modding? |
12:27 |
sfan5 |
basically yes |
12:27 |
sapier |
btw what's usecase for non 1:1 statbar images |
12:27 |
sapier |
? |
12:27 |
celeron55 |
sfan5: that's not what i am looking for |
12:27 |
PilzAdam |
sapier, I dont want half-hearts |
12:27 |
PilzAdam |
thats why my image has 2 hearts next to each other |
12:28 |
BlockMen |
celeron55, read the second part of first point |
12:28 |
BlockMen |
its a continously developed game |
12:28 |
BlockMen |
but not by throwing everything in |
12:28 |
celeron55 |
BlockMen: i would like to have a second document that focuses solely on how you choose "new and useful items/nodes/etc" |
12:29 |
BlockMen |
https://gist.github.com/BlockMen/10886992 |
12:29 |
sapier |
there'd be two ways to fix this, 1) using the proposed new statbar method second, the one that'd work right now too ... implement healthbar on your own |
12:29 |
nore |
about adding some progression to the game: technic does that |
12:29 |
BlockMen |
its by discussion on ##minetest-next |
12:29 |
sfan5 |
celeron55: maintainers vote |
12:29 |
sapier |
you could copy most of code withing builtin and would just have to adjust the numbers |
12:29 |
nore |
but it's quite heavy |
12:30 |
BlockMen |
everyone can talk about it |
12:30 |
sapier |
and there's a third option too |
12:30 |
BlockMen |
but maintainers vote at the end |
12:30 |
sapier |
use old api which still behaves as before |
12:30 |
celeron55 |
sfan5, BlockMen: that's what i feared and that i know won't work unless you have a plan right from this moment |
12:30 |
celeron55 |
i want to see that plan |
12:30 |
celeron55 |
the plan for how to choose "new and useful items/nodes/etc" which you are making such a small part of that page |
12:31 |
PilzAdam |
sapier, celeron55's suggestion to keep the y-size and aspect ratio seems like the best solution for the healthbar to me |
12:31 |
BlockMen |
you only know that it did not work at _game, but you still not know/accept why it did not work |
12:32 |
BlockMen |
and concering your plan: everyone has an oppinion on things. the single maintainer decides alone, here we vote |
12:32 |
BlockMen |
there is no difference in result |
12:32 |
sapier |
I'll have a look but I don't think it's a good idea to do a change like that 24 hours prior release just because someone wasn't able to mention this issue about 4 weeks before |
12:33 |
PilzAdam |
sapier, yea, this situation is not ideal |
12:33 |
BlockMen |
also, a lightweight game is needed aswell. e.g. android uses next because of that |
12:33 |
celeron55 |
BlockMen: the issue is, i can't let _next into 0.4.10 if i can't know that it's going to work |
12:33 |
BlockMen |
and because its developed |
12:33 |
celeron55 |
maybe i could see that it works at 0.4.11 |
12:33 |
celeron55 |
but not at this moment |
12:33 |
BlockMen |
you have NO prove that it does not work |
12:33 |
sapier |
imho it's a addon feature and not a bugfix as old api still works as before |
12:33 |
BlockMen |
ppl accept the game (see votes) |
12:33 |
celeron55 |
if you're sticking to android, it's going to look bad in PC user's eyes so that's wrong too |
12:33 |
celeron55 |
we need something that impresses PC players |
12:34 |
BlockMen |
what? where i said we stick to android? |
12:34 |
celeron55 |
"a lightweight game is needed aswell. e.g. android uses next because of that" |
12:34 |
sfan5 |
android uses _next? |
12:34 |
sfan5 |
TIL |
12:34 |
BlockMen |
yes |
12:34 |
celeron55 |
that's bad; you can't make the flagship game without dropping android |
12:34 |
sapier |
yes sfan ... at least for 0.4.10 |
12:34 |
BlockMen |
and lightweight means not "interesting features) |
12:35 |
BlockMen |
well, then its clear. we need carbone AND next |
12:35 |
BlockMen |
not OR |
12:35 |
BlockMen |
because some pcs needs lightweight aswell |
12:35 |
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12:36 |
celeron55 |
oh god what a mess |
12:36 |
sapier |
Pilzadam I can't keep the y size as this would mess up the statbar again, the only way not to skrew up everything would be keeping x aspect |
12:36 |
BlockMen |
you had time to develop a good way to choose games |
12:36 |
BlockMen |
you didnt, now we have the mess |
12:37 |
celeron55 |
i'm laughing at myself right now, this is minetest chaos development at it's best |
12:37 |
PilzAdam |
sapier, I don't know the exact terminology; does that mean that my 1:2 (2 hearts next to each other) image will be half as high as the normal healthbar? |
12:37 |
sapier |
yes that'd be the result |
12:38 |
PilzAdam |
:-/ |
12:38 |
sapier |
sorry but the other way round statbar size would double that's exactly what we intended to fix |
12:38 |
sapier |
but as I said you could implement it the way you want it in pure lua too |
12:38 |
sapier |
actually it is pure lua |
12:39 |
PilzAdam |
how would I do that? isn't the hud API marked as unstable? |
12:39 |
celeron55 |
so, it turns out, _next really is the undead _game and won't be anything else no matter what |
12:40 |
celeron55 |
i didn't think there would be *this* much momentum for essentially the same thing |
12:41 |
PilzAdam |
sapier, there is still the question if you broke other texture packs or games |
12:41 |
sapier |
no there's nothing broken, everyone using old api will have same as before |
12:41 |
sapier |
you switched to new one so you have the new behaviour |
12:41 |
casimir |
That people want _next essentially shows that they want _game to be continued. And that is what it does. |
12:41 |
PilzAdam |
I don't even use the API |
12:42 |
PilzAdam |
I only supply a heart.png |
12:42 |
celeron55 |
sfan5, BlockMen, nore: how do you plan to interact with carbone and similar things in the future in terms of compatibility? |
12:42 |
sapier |
ohh |
12:42 |
sapier |
ok so you actually abused a bug as feature ;-) |
12:43 |
PilzAdam |
you just dropped support for a good feature |
12:44 |
sapier |
not really ... I fixed a bug that caused statbars to not be scaled as it's been in 0.4.5? maybe a little bit earlier |
12:44 |
PilzAdam |
sapier, you said you can't keep the y-size because that would make the healthbar too wide, right? |
12:44 |
sapier |
yes |
12:44 |
PilzAdam |
I only allow half as much hearts, so the width should be same as default |
12:45 |
sfan5 |
celeron55: compatibility = able to just change the gameid in world.mt and it works? |
12:45 |
celeron55 |
sfan5: i mean more from the standpoint of modding |
12:45 |
sapier |
yes but that'd not change the fact that this hud still has that size |
12:45 |
PilzAdam |
does it cause any problems? |
12:46 |
sapier |
not in your special case but for others yes |
12:46 |
celeron55 |
sfan5: of course ideally there would be the opinion from the other side here too but given that it is unknown right now |
12:46 |
sapier |
can you have a look at statbars.lua? there's a way how you can do it in a clean way |
12:46 |
sapier |
without abuse of features and with clean api |
12:46 |
PilzAdam |
sapier, if someone makes a heart texture wider then you would naturally expect the whole bar to be wider too |
12:46 |
sfan5 |
celeron55: try to keep mods compatible; if not possible discuss with _next maintainers |
12:47 |
sfan5 |
having mods not compatible with _next wouldn't be good |
12:47 |
celeron55 |
i am thinking about giving you the _game repository |
12:48 |
celeron55 |
which means that you are responsible for avoiding nightmares for other games that want to use the same mods |
12:48 |
RealBadAngel |
PilzAdam, because no one has asked me to add any "waving" property to water |
12:48 |
PilzAdam |
RealBadAngel, you should have done that |
12:48 |
sapier |
see the heartbar was broken since lua hud additions because of lack of scaling it, now scaling is added and built in statbar was fixed. what you used was lack of this scaling so basicaly the bugfix breaks your special usecase while it fixes any other one |
12:48 |
RealBadAngel |
PilzAdam, i can make that, no problem |
12:48 |
Taoki |
RealBadAngel: Hi |
12:48 |
PilzAdam |
RealBadAngel, then go ahead |
12:49 |
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12:49 |
sapier |
Especially as there is a way to do what you want with current api I don't really think we should do some strange hacks to partially reenable non scaling images |
12:50 |
Taoki |
RealBadAngel: I wanted to ask when we could look at that flickering issue some more please. I still get it any it's any annoying effect |
12:50 |
sfan5 |
celeron55: could you give me an example of what I'd do? |
12:50 |
celeron55 |
PilzAdam, RealBadAngel: why can't that be just a user setting? |
12:50 |
RealBadAngel |
PilzAdam, water stuff will be changed a lot after 0.4.10 |
12:50 |
celeron55 |
PilzAdam: the engine decides a lot about how to show liquids anyway |
12:50 |
sapier |
maybe we find a clean way to do it on thinking about it a while but I don't wanna rush this into 0.4.10 pilzadam |
12:50 |
RealBadAngel |
we had a conversation about water and waving |
12:50 |
Taoki |
I wonder if it can be fixed before 4.10. The shader issue I mean |
12:51 |
celeron55 |
PilzAdam: it already is a user setting, i mean |
12:51 |
PilzAdam |
celeron55, waving water doesn't make any sense in Nodetopia, where water is basically a cube in which you can swim |
12:51 |
celeron55 |
umm |
12:51 |
celeron55 |
why is it waving then? |
12:51 |
celeron55 |
when it is not a liquid |
12:51 |
celeron55 |
is this hardcoded or something stupid like that? |
12:51 |
RealBadAngel |
there was an idea to split water into two kinds |
12:51 |
RealBadAngel |
ocean and lake/river like |
12:51 |
celeron55 |
RealBadAngel: how does the engine decide what waves and what does not? |
12:51 |
sfan5 |
celeron55: RBA hardcoded some check for nodename == "default:water_source" somewhere |
12:52 |
celeron55 |
oh my god |
12:52 |
PilzAdam |
celeron55, apparently the waving applies to all nodes that are liquids; and I need to make my "water" liquid so I get the physics of swimming |
12:52 |
celeron55 |
remove that right now |
12:52 |
RealBadAngel |
sfan5, not really |
12:52 |
sfan5 |
no? |
12:52 |
* Taoki |
disagrees with hard-coding node names too |
12:52 |
PilzAdam |
sfan5, my water is called "base:water" |
12:52 |
RealBadAngel |
such code is there, but its temporary |
12:52 |
sfan5 |
I already brought that up 1 week ago |
12:52 |
RealBadAngel |
and used for something another |
12:52 |
sfan5 |
that doesn't make it acceptable |
12:52 |
RealBadAngel |
ofc not |
12:52 |
celeron55 |
RealBadAngel: say the file and line, now |
12:52 |
PilzAdam |
RealBadAngel, wait wait wait; you want that code to be in a release? |
12:53 |
sfan5 |
celeron55: ngel> such code is there, but its temporary |
12:53 |
sfan5 |
* |
12:53 |
sfan5 |
damnit |
12:53 |
LemonLake |
whoa |
12:53 |
sfan5 |
https://github.com/minetest/minetest/commit/6c98fd6658fcf7c0c676ee88f03e364c852e9f1b#commitcomment-6672665 |
12:53 |
sfan5 |
^ celeron55 |
12:53 |
celeron55 |
this kind of stuff is exactly why i hate RBA |
12:54 |
RealBadAngel |
ofc, i wanted a clean way, strict, to enable the surface shader |
12:54 |
LemonLake |
don't hate rba :( |
12:54 |
celeron55 |
i hate RBA. |
12:54 |
RealBadAngel |
which is the very same as nodes shader atm |
12:54 |
celeron55 |
fix that shit, there are probably 100 better ways of deciding whether something should have waves |
12:54 |
RealBadAngel |
celeron55 i told that in chan already |
12:54 |
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12:54 |
Taoki |
celeron55: RBA does very good code. Saying that is too much IMO |
12:54 |
RealBadAngel |
celeron55, please do read what i say |
12:55 |
RealBadAngel |
that code has nothing to do about waving |
12:55 |
LemonLake |
maybe a group? just like the wavy group or whatever |
12:55 |
RealBadAngel |
its a surface shader |
12:55 |
celeron55 |
RealBadAngel: so how does the thing decide whether something has waves? |
12:55 |
sfan5 |
LemonLake: not a group, but an attr. in the nodedef |
12:55 |
LemonLake |
leaves/grass had their own group to decide whether they should wave |
12:55 |
LemonLake |
that too |
12:55 |
celeron55 |
nodetopia's water does not flow |
12:55 |
Taoki |
I also do not think it is helpful to talk about hating other devs that way. Such issues can be solved professionally and by discussing them |
12:55 |
celeron55 |
that should make it now have waves |
12:55 |
LemonLake |
+Taoki |
12:55 |
celeron55 |
not* |
12:55 |
Taoki |
But yes, hardcoded node names aren't something I support. I hope another way to do that can be found |
12:55 |
LemonLake |
just do the same thing you did with leaves ^.^ |
12:56 |
RealBadAngel |
yes, we need some new methods |
12:56 |
RealBadAngel |
ocean should wave, rivers shouldt |
12:56 |
celeron55 |
nodetopia shouldn't need any new flags or properties for doing it |
12:56 |
RealBadAngel |
problem was how to connect those two |
12:56 |
Taoki |
I agree with all water waving myself |
12:56 |
Taoki |
IMO it needs to be a node option entirely. |
12:56 |
BlockMen |
celeron55, concering your last question we agreed on: "we keep campatibility to _game in general and decide adding other things for compatibility on request by users" (e.g. for carbone) |
12:57 |
LemonLake |
if you wanted a really complicated shader, do it based on whether it's surface water or not |
12:57 |
celeron55 |
BlockMen: but if you are _game, what does that mean |
12:57 |
RealBadAngel |
by now waving is for all the liquids in general |
12:57 |
celeron55 |
do you keep compatibility to this day's version of _game? |
12:57 |
BlockMen |
and all future bugfixes of _game |
12:58 |
RealBadAngel |
celeron55, and about default:water 0 tile |
12:58 |
LemonLake |
"This XCF is corrupt!" |
12:58 |
LemonLake |
fml |
12:58 |
RealBadAngel |
i need to make it very special, since there will be reflections, refractions, sun etc |
12:58 |
celeron55 |
Taoki: that has the issue that if some user wants water to have waves, the user should get what he wants even if the subgame developer didn't want waves, because waves are just visual |
12:59 |
LemonLake |
true that ^ |
12:59 |
Taoki |
yeah |
12:59 |
LemonLake |
why not some sort of config? |
12:59 |
RealBadAngel |
and any other node cant have such unique attributes, neither the rest of the tiles |
12:59 |
celeron55 |
maybe there should be three options |
12:59 |
celeron55 |
"no waves", "waves if game wants them" and "waves always" |
12:59 |
Taoki |
Can even be a general property of liquid nodes. Though personally I'd make it a node setting |
12:59 |
RealBadAngel |
Taoki, general "no way" |
12:59 |
celeron55 |
actually, this is exactly how it should work |
13:00 |
celeron55 |
there is an option for everybody |
13:00 |
RealBadAngel |
beause of extra rendering passes needed |
13:00 |
celeron55 |
(from the user's perspective) |
13:00 |
Taoki |
Ok. A node setting sounds good to me really. With of course the client setting to allow disabling waves at all |
13:00 |
Taoki |
If it's a node setting, even solid nodes could use it. To make something jelly-looking that you can walk on |
13:00 |
RealBadAngel |
we need to set the camera looking up, then lookin down |
13:00 |
Taoki |
That's the type of implementation I'm a fan of personally... something flexible |
13:00 |
celeron55 |
RealBadAngel: i agree for a special property for ocean nodes |
13:00 |
RealBadAngel |
then combine those 3 passes |
13:01 |
celeron55 |
but not if it is doable without a property |
13:01 |
sapier |
what about mentioning that issue as "known issue" in release notes and change it later? |
13:01 |
Taoki |
Also, if we want to separate oceans from lakes, I'd suggest different water nodes. We could have default:water and default:salt_water. Of course, only MGV7 could use different waters per biome |
13:01 |
RealBadAngel |
celeron55, problem was i needed to assure that just for the very special tile of water |
13:01 |
RealBadAngel |
only the top |
13:01 |
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13:02 |
celeron55 |
can't you figure out from checking out what the environment contains? |
13:02 |
RealBadAngel |
i couldnt make that before |
13:02 |
celeron55 |
it would be awesome to have oceans work anywhere on any level |
13:02 |
RealBadAngel |
hmm] |
13:02 |
RealBadAngel |
for that you should calculate average ocean level |
13:03 |
celeron55 |
anyway this isn't 0.4.10 stuff |
13:03 |
RealBadAngel |
and choose it for clipping |
13:03 |
RealBadAngel |
otherwise refelections will be broken |
13:03 |
Taoki |
RealBadAngel: Can you make the waving property possible for all nodes and drawtypes really? I know it's mostly intended only for water plants and leaves, but making it fully general would allow for many and any ideas really :) |
13:04 |
RealBadAngel |
taoki, ofc i can make it, but as i said, we planned to split the water into kinds, waveable or not |
13:04 |
Taoki |
eg: Someone could make a magic biome where the ground wavers, by using a special default:dirt_with_grass node (named diferently of course) |
13:04 |
Taoki |
ok. That's something I'd rather the person who defines the node decides |
13:04 |
RealBadAngel |
but no one had an idea hot to graphically connect those two |
13:05 |
RealBadAngel |
waving oceans and the channels/rivers/lakes |
13:05 |
celeron55 |
you need to somehow store a flag in the vertex or something |
13:05 |
sapier |
don't we have enough issues relevant for 0.4.10 right now? we can't do a major change in node definitions for this version anyway ;-) |
13:05 |
Taoki |
One can't really know if a water pool is an ocean or not. Unless oceans use a different water node, IIRC possible with v7 |
13:06 |
* Taoki |
agrees with sapier there |
13:06 |
RealBadAngel |
we can Taoki |
13:06 |
RealBadAngel |
at map generation time |
13:06 |
sapier |
no we can't without delaying 0.4.10 for at least two weeks |
13:06 |
RealBadAngel |
so we can define oceans |
13:06 |
Taoki |
Possibly. But it feels potentially complex and maybe more trouble than it's worth. Water should always waver perhaps... I dunno |
13:06 |
RealBadAngel |
im talkin about how it should be done |
13:07 |
RealBadAngel |
not that it should be coded on a knee and merged |
13:07 |
Taoki |
yeah, likely not now |
13:07 |
sapier |
ok and I'm talking about 0.4.10 in case someone forgot we intended to release it tomorrow ;-) |
13:07 |
RealBadAngel |
celeron55, btw, heres the code: |
13:07 |
Taoki |
RealBadAngel: The mapgen can generate any large pool of water though. Each mapgen would need to be modified to recognize oceans individually. I'm not sure if this is a good idea just for the waver effect |
13:08 |
RealBadAngel |
https://github.com/RealBadAngel/terrainTest |
13:08 |
celeron55 |
sapier, sfan5, BlockMen and other people interested about 0.4.10 release: #minetest-0.4.10 |
13:08 |
RealBadAngel |
it does clipping for rendering passes |
13:09 |
RealBadAngel |
and generates all the textures needed |
13:10 |
RealBadAngel |
Taoki, its not just about waving, it will extend also for liquid being able to reflect the landscape and sky |
13:10 |
Taoki |
RealBadAngel: Reflections are also a thing I personally believe should be a node property, not automatically decided like that |
13:10 |
RealBadAngel |
thats why i made the water_surface_shader very special one |
13:11 |
RealBadAngel |
Taoki, ofc, you may think so |
13:11 |
Taoki |
Reflections should be defined in nodes IMO. Not just for liquids also... for example iron blocks could use it to be shiny |
13:11 |
RealBadAngel |
but mt wont be played on nasa mainframes to have such feature lol |
13:12 |
Taoki |
Ok. I just think it should be the author's choice entirely |
13:12 |
Taoki |
If someone abuses reflections of course, that's their problem, and their game's / mod's |
13:12 |
RealBadAngel |
because your approach would mean new rendering pass for every single node face you have chosen to have reflections |
13:13 |
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13:13 |
Taoki |
Hmm... that I don't know. I assumed it would be the same for any water node too |
13:13 |
LemonLake |
In water, you just want to reflect the top |
13:13 |
RealBadAngel |
no |
13:13 |
RealBadAngel |
with water we choose the level of the liquid |
13:13 |
Taoki |
Ah. Reflections won't work for flowing water then? That could look strange |
13:13 |
RealBadAngel |
clip it, lookin up |
13:13 |
LemonLake |
^ |
13:13 |
* Taoki |
nods |
13:14 |
RealBadAngel |
then we have a texture seen from below |
13:14 |
Taoki |
Yeah, that makes sense... could be a property that might only work for water then |
13:14 |
RealBadAngel |
now with the same clipping we look dow |
13:14 |
LemonLake |
As for flowing water, it would be a bit different |
13:14 |
RealBadAngel |
*down |
13:14 |
RealBadAngel |
to get image of whats underwater |
13:14 |
Taoki |
Still, I don't agree with coding a special mechanism to detect oceans and make mapgens mark them as such only for this. If it's a liquid property, I believe it should apply to all liquid nodes |
13:14 |
RealBadAngel |
and then we do lotsa physics to show it properl |
13:14 |
Taoki |
If anyone wants a different behavior for oceans, we could make oceans use their own water node |
13:14 |
LemonLake |
I agree. |
13:14 |
Taoki |
eg: default:salt_water |
13:15 |
LemonLake |
Then just use an alias. |
13:15 |
Taoki |
Can have different waving and different reflection texture |
13:15 |
LemonLake |
No, it should always be the same, that just adds unneeded complication |
13:15 |
celeron55 |
then if you have a salt water cave the water waves and shines in the sun? |
13:15 |
Taoki |
ok. Was thinking of allowing nodes to specify the amount of reflectivity and waving. After all, lave for example would have much less reflectivity if at all |
13:16 |
celeron55 |
doesn't sound right to m |
13:16 |
celeron55 |
+e |
13:16 |
Jordach |
just make all reflective objects the same, ignoring the facts |
13:16 |
Taoki |
Salt water would prolly be used for oceans only |
13:16 |
LemonLake |
Why not check the light level of the water? |
13:16 |
celeron55 |
it has to be simplye ocean_surface_water or something similar because it doesn't make any sense otherwise |
13:16 |
Taoki |
Yeah, that might not be wanted behavior |
13:16 |
celeron55 |
-y |
13:16 |
LemonLake |
That would be more realistic |
13:16 |
Taoki |
celeron55: +1 |
13:16 |
celeron55 |
+y-e |
13:16 |
LemonLake |
If it's dark, no reflections |
13:16 |
LemonLake |
If its max light, full reflection |
13:16 |
Taoki |
yes. Reflection intentisy could depend on light level. Makes a lot of sense |
13:16 |
RealBadAngel |
https://www.youtube.com/watch?v=181tdHyFUWU |
13:16 |
Taoki |
RealBadAngel: Does that sound like a good idea? |
13:17 |
RealBadAngel |
watch the shader |
13:17 |
RealBadAngel |
this is the one i want in |
13:17 |
Taoki |
RealBadAngel: Yep, that looks beautiful! Only question is how to do it most right |
13:17 |
Taoki |
Oh, and BTW... |
13:17 |
Taoki |
If you want to make waving realistic, there is another way |
13:18 |
RealBadAngel |
the shader works, i just need textures. relfection and refraction one |
13:18 |
Taoki |
We could check how close the water node is to a solid node, and specify a distance. Depending on how costly it is |
13:18 |
Taoki |
So if a water node touches a solid node on the sides, no waving. When it's let's say 10 nodes away from one, full waving |
13:18 |
Taoki |
And everything in between |
13:18 |
LemonLake |
That would be a lot of processing |
13:18 |
Taoki |
That would fix the oceans issue too. Only large pools of water would have full waving |
13:18 |
Taoki |
Yeah, I guess... |
13:19 |
LemonLake |
Also, it'd result in desync in an ocean |
13:19 |
Taoki |
A flag could be used here though. So this is only calculated once when nodes are placed / dug |
13:19 |
Taoki |
No... it could be updated whenever a node is modified |
13:19 |
Taoki |
So it would always reflect reality |
13:19 |
LemonLake |
No, I mean |
13:19 |
LemonLake |
full waviness / no waviness |
13:19 |
LemonLake |
that's 10 levels of waviness, yes? |
13:20 |
RealBadAngel |
https://www.youtube.com/watch?v=hubBBzh_190 |
13:20 |
LemonLake |
a node that's on 4 waviness and another that's on 5 |
13:20 |
Taoki |
10 could be a good idea yes |
13:20 |
Taoki |
Sure |
13:20 |
LemonLake |
their refractions would be offset |
13:20 |
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13:20 |
Taoki |
Aaah. No, I was thinking that the waviness effects could be combined |
13:20 |
LemonLake |
Again, that's a lot of processing |
13:20 |
Taoki |
Of course we woudn't want the surfaces to cut off and wave out of sync |
13:20 |
RealBadAngel |
Taoki, see the vid |
13:20 |
LemonLake |
RBA: That's good, but I think I've seen that vid before |
13:20 |
LemonLake |
did you show it about 2 months ago? |
13:21 |
RealBadAngel |
it combines vawing (geometry) and normal mapped surface |
13:21 |
Taoki |
Yep, looks awesome |
13:21 |
RealBadAngel |
LemonLake, it wasnt possible before |
13:21 |
RealBadAngel |
now it is, because each tile can have own shaders |
13:21 |
LemonLake |
Ah wait |
13:21 |
Taoki |
Either way, if waving intensity can't be changed based on how large the pool of water is, I'd suggest letting it be the same everywhere like it's the case currently |
13:21 |
LemonLake |
I remember you showing the same vid in this chan a while back, that's all |
13:21 |
Taoki |
It really doesn't look bad to me if a single block of water waves |
13:22 |
Taoki |
Maybe a little unrealistic, but it's fine |
13:22 |
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13:22 |
RealBadAngel |
and now you can see, why theres so hardcoded water surface |
13:22 |
Taoki |
RealBadAngel: Yes. But by hardcoded water, I don't mean hardcoding "defaukt:water", but all liquid nodes in general |
13:22 |
Taoki |
Since after all it's just a liquid property then |
13:22 |
casimir |
Updated description for your reading (What is this game about & Features): https://forum.minetest.net/viewtopic.php?f=15&t=6346 |
13:22 |
casimir |
^ celeron55 |
13:23 |
RealBadAngel |
ofc thats gonna change |
13:23 |
Taoki |
ok. Sounds all good to me then :) |
13:23 |
RealBadAngel |
but i delayed that because we need to make very tough decisions |
13:23 |
Taoki |
RealBadAngel: BTW. Will the water only have reflections, or will there also be refraction? With added refraction it would look so beautiful! |
13:23 |
RealBadAngel |
so, opened the door, but made it default by now |
13:24 |
RealBadAngel |
Taoki, yes |
13:24 |
Taoki |
Awesome! |
13:24 |
RealBadAngel |
water gonna be VERY special tile |
13:24 |
RealBadAngel |
it wont even have a texture ;) |
13:25 |
RealBadAngel |
all there is done with math |
13:25 |
Taoki |
Hmmm. Not sure about that entirely. Maybe allowing a texture too can be useful. But you know best if that's possible or not |
13:25 |
Taoki |
For example, one would still want the ability to colorize water at least |
13:25 |
RealBadAngel |
for that you can define scolor |
13:25 |
LemonLake |
you can have a diffuse texture |
13:26 |
Taoki |
So if someone wants to add a node for toxic waste, they can make it green |
13:26 |
Taoki |
ok, great then! |
13:26 |
LemonLake |
at least give it some sort of texture to keep the feel |
13:26 |
RealBadAngel |
and make purple water |
13:26 |
LemonLake |
just render the reflections on top of it |
13:26 |
LemonLake |
default water texture just be white |
13:26 |
Taoki |
LemonLake: I'd suggest the same... but as long as it's possible only |
13:26 |
RealBadAngel |
LemonLake, see the vawes in the vid? |
13:26 |
Taoki |
Don'w want to ask for more than there can be |
13:26 |
LemonLake |
yes |
13:26 |
RealBadAngel |
theyre made with normal map |
13:27 |
LemonLake |
are they refractions? |
13:27 |
LemonLake |
oh |
13:27 |
RealBadAngel |
distortion to the surface |
13:27 |
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13:27 |
RealBadAngel |
also, they do have unique attributes |
13:27 |
Taoki |
RealBadAngel: Also, will the reflections be realtime, or cubemap? Realtime could be nice, but very very costly. Maybe a cubemap can be auto-generated once every second for instance... many engines do that to get reflections at a good FPS |
13:27 |
RealBadAngel |
they do care about wind: speed, force and direction |
13:28 |
Taoki |
So for each player, the cubemap is generated at their camera's position, once every X seconds (where X can be a setting) |
13:28 |
RealBadAngel |
but currently engine lacks to give the shader actual values |
13:28 |
Taoki |
That way, allowing reflections on all types of nodes and in any direction would also be easy and cheap. I think... |
13:28 |
LemonLake |
why not just have an extra camera |
13:28 |
LemonLake |
per-block, but only in the blocks you're in + surrounding |
13:29 |
LemonLake |
have a very high fov |
13:29 |
Taoki |
Or, the sky itself could simply be the cubemap. But then water won't reflect either entities nor nodes |
13:29 |
Taoki |
Still it could reflect sun and moon |
13:29 |
RealBadAngel |
https://github.com/RealBadAngel/terrainTest |
13:29 |
RealBadAngel |
read the code |
13:29 |
RealBadAngel |
and see whats needed |
13:29 |
RealBadAngel |
its irrlicht based example |
13:30 |
RealBadAngel |
so the code needed is pretty the same for us |
13:30 |
* Taoki |
nods |
13:32 |
RealBadAngel |
the example has also one neat feature, shader material |
13:32 |
RealBadAngel |
too bad its not useable for us ;) |
13:33 |
RealBadAngel |
i have chosen to go very different way, and specialize the shaders |
13:33 |
RealBadAngel |
theyre precompiled now for each and every drawtype used |
13:33 |
Taoki |
Awesome |
13:33 |
Taoki |
That sounds good yes |
13:34 |
RealBadAngel |
you can definde ladders shader if you want to |
13:34 |
Taoki |
RealBadAngel: BTW. There's something else I really wanted to know about. Any idea when post-processing shaders will be possible? So we can add bloom, depth of field, etc |
13:34 |
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13:34 |
RealBadAngel |
ofc |
13:34 |
RealBadAngel |
thats the next step |
13:34 |
Taoki |
Great! |
13:35 |
RealBadAngel |
if we will have rendering passes for water |
13:35 |
RealBadAngel |
it will mean we do have rendering passes at all |
13:35 |
RealBadAngel |
its almost the same code |
13:36 |
RealBadAngel |
now, thx to shaders unite, you can set the shader for the very special tile |
13:36 |
RealBadAngel |
another one |
13:36 |
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13:36 |
RealBadAngel |
not the water surface, or any other node, but the rendered world |
13:37 |
RealBadAngel |
and then you can make with it whatever you want |
13:38 |
Taoki |
Sounds good yes |
13:39 |
RealBadAngel |
godrays, hue/saturation/contrast adjust/ lens flares/ shadows |
13:39 |
RealBadAngel |
name the idea |
13:39 |
RealBadAngel |
most funny, the most shaders will work out of the box |
13:39 |
Taoki |
Yeah, and I guess I was wondering one more thing. Maybe, until we can add real dynamic lighting sometime, it would be easier to allow directional lights to work already... at least with shaders. I mean, couldn't we brighten / darken faces based on sun / moon direction all the time? |
13:39 |
RealBadAngel |
i mean copying them from nvidia site, and just renaming the files |
13:39 |
Taoki |
Since we use voxels and blocks, so we know the direction of each face |
13:40 |
RealBadAngel |
Taoki, lights are another problem to discuss |
13:40 |
RealBadAngel |
because we do need 2 light systems |
13:41 |
Taoki |
true |
13:41 |
RealBadAngel |
one, to support real light sources (made by irrlicht) |
13:41 |
RealBadAngel |
and ours, to get light level at pos |
13:42 |
RealBadAngel |
the second will have to run server side |
13:42 |
Taoki |
yeah |
13:42 |
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13:42 |
RealBadAngel |
for that we will have to trash most of the lighting code |
13:42 |
RealBadAngel |
including smooth lighting |
13:42 |
RealBadAngel |
and leave just light level calcs |
13:43 |
RealBadAngel |
then we have to let real lighting be done client side |
13:43 |
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13:43 |
RealBadAngel |
by irrlicht engine |
13:43 |
Taoki |
Smooth lighting needs to work when this is off, since existing behavior must remain possible |
13:43 |
Taoki |
Wow... can't even imagine how cool it will be when we'll have graphics like Terasology :) |
13:43 |
RealBadAngel |
i dont think so |
13:44 |
RealBadAngel |
light is serious problem for servers |
13:44 |
RealBadAngel |
it SHOULDNT be done that way |
13:44 |
RealBadAngel |
no matter what |
13:44 |
Taoki |
I know. But some old hardware can't handle dynamic lighting |
13:45 |
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13:46 |
RealBadAngel |
if its capable of running Irrlicht, it will |
13:46 |
RealBadAngel |
no matter its sapier's watch, a fridge or pc |
13:47 |
RealBadAngel |
ILightSceneNode* light1 = scenemanager->addLightSceneNode( 0, core::vector3df(0,400,-200), video::SColorf(0.3f,0.3f,0.3f), 1.0f, 1 ); |
13:47 |
sapier |
watch? |
13:47 |
Taoki |
I... guess. But if you plan to remove the entire lighting system entirely, you'll have to convince celeron55 and the other devs... which I don't think will be very easy |
13:47 |
RealBadAngel |
just put such code inside game.cpp somwhere, renaming scenemanager to smgr |
13:48 |
RealBadAngel |
sapier, that was you with a video of watch running mt :P |
13:48 |
sapier |
ahhh actually it's been someone else but I postet it :) |
13:49 |
Taoki |
It's fine by me of course. I consider the existing lighting system a horrible hack... using vertex colors to simulate brightness |
13:49 |
RealBadAngel |
Taoki, and in mapblock_mesh.cpp you need to enable ligthing for materials |
13:49 |
RealBadAngel |
setMaterialFlag(EMF_LIGHTING, true); |
13:49 |
* Taoki |
nods |
13:49 |
RealBadAngel |
and then, FIAT LUX ;) |
13:53 |
RealBadAngel |
shaders are already aware of main light source |
13:53 |
RealBadAngel |
the sun |
13:54 |
Taoki |
Direction too? |
13:54 |
* sfan5 |
meows at RealBadAngel |
13:54 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/client/shaders/nodes_shader/opengl_vertex.glsl#L62 |
13:54 |
RealBadAngel |
we need to define sun position in world just |
13:55 |
RealBadAngel |
by now shaders assume that it is 90 nodes above the player all the time |
13:56 |
RealBadAngel |
if we will move it, with time of day, shader will change the look of the game completely |
13:56 |
Taoki |
nice |
13:56 |
RealBadAngel |
because shading will become dynamic |
13:58 |
RealBadAngel |
http://i.imgur.com/hDpesVA.png |
13:58 |
Taoki |
Any chance of seeing this or water during this summer vacation? Sorry just sounds too awesome and I'm curious :) |
13:58 |
RealBadAngel |
at this image, light source is in the center |
13:58 |
RealBadAngel |
see the shadows |
13:59 |
RealBadAngel |
Water is almost done |
13:59 |
RealBadAngel |
im waiting for 0.4.10 to be released, then i will pull the code |
14:00 |
Taoki |
Awesome. That's tomorrow so yeah |
14:00 |
RealBadAngel |
even that picture with proper hardware lights is 4 months old already ;) |
14:00 |
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14:01 |
RealBadAngel |
but definitely i wont be able to do it just on my own |
14:02 |
RealBadAngel |
server side code has to be changed |
14:02 |
RealBadAngel |
sun postion added |
14:02 |
RealBadAngel |
grouping articfical light sources (nearby) for rendering |
14:02 |
RealBadAngel |
add rendering passes |
14:03 |
RealBadAngel |
allow postprocessing |
14:03 |
RealBadAngel |
lotsa to be done |
14:04 |
RealBadAngel |
also, mapblock_mesh has to be revamped a bit |
14:05 |
RealBadAngel |
we have to get rid of transparency issues |
14:05 |
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14:08 |
RealBadAngel |
atm using one transparent material practically excludes usage of another, idk why |
14:08 |
RealBadAngel |
the second one is just invisible |
14:08 |
Taoki |
Ah... didn't know that was the case. Yeah it sounds wrong |
14:09 |
RealBadAngel |
"thx" to that water is fucked up for example |
14:19 |
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16:33 |
Calinou |
I read IRC log… about this: http://irc.minetest.ru/minetest-dev/2014-07-05#i_3795328 → I'm not against progression, but not when it puts stupid restrictions on people to make them waste time |
16:34 |
Calinou |
I like games I can play with limited time better, this is also why eg. digging and moving are faster |
16:34 |
Calinou |
http://irc.minetest.ru/minetest-dev/2014-07-05#i_3795337 → woah, Minecraft's well balanced now? I doubt it :p |
16:35 |
Calinou |
http://irc.minetest.ru/minetest-dev/2014-07-05#i_3795339 → I think there was player-player collision for a short moment, but I'm not sure; probably removed because it was annoying or people abused it |
16:35 |
Calinou |
(enable only if pvp is enabled?) |
16:36 |
Calinou |
http://irc.minetest.ru/minetest-dev/2014-07-05#i_3795354 → nope! goes against flat design principle, increases file size. However, a nice textured crosshair is used by default in Carbone, which is also visible on all surfaces since it's outlined. |
16:38 |
Calinou |
http://irc.minetest.ru/minetest-dev/2014-07-05#i_3795413 → many people who run the servers are ridiculously irresponsible and may cram different mods that do the same thing (frequently seen with mob or ore mods) |
16:39 |
RealBadAngel |
whats your point Calinou ? |
16:41 |
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17:59 |
sapier1 |
hmmmm you do know mapgen best, what could cause dirt and trees to (re)-grow constantly |
18:08 |
hmmmm |
in mapgen v6?? mud flow from newly generated chunks |
18:10 |
hmmmm |
set mgv6_spflags to nomudflow |
18:10 |
sapier1 |
isn't that default? |
18:10 |
hmmmm |
mudflow is default |
18:11 |
sapier1 |
ok I'll try if this fixes it we may be able to release a android singleplayer supporting version |
18:11 |
hmmmm |
the [M]ap[G]en [V6] [SP]ecific [FLAGS] are set to biomeblend and mudflow by default |
18:11 |
hmmmm |
setting mgv6_spflags = nomudflow preserves the rest of the flags, just unsets the mudflow bit |
18:12 |
Calinou |
thanks for shortening section tags on GitHub issue tracker :) |
18:13 |
celeron55 |
sapier1: the flag shouldn't make them re-grow constantly though |
18:13 |
sapier1 |
can I change this in a existing world hmmmm? |
18:13 |
celeron55 |
only after generation, and never again in the same location |
18:13 |
sapier1 |
it happens over and over again on android version |
18:13 |
hmmmm |
yes |
18:13 |
hmmmm |
but it's going to cause inconsistency in map generation between the previously generated chunks and the newly generated chunks |
18:14 |
sapier1 |
I wonder why noone reported that by now |
18:14 |
hmmmm |
that is why i discourage it |
18:14 |
sapier1 |
well the map generated is already messed up due to mud overflow ;-) |
18:15 |
sapier1 |
any idea why this happens about any 30s ? |
18:15 |
hmmmm |
30 seconds?? |
18:16 |
hmmmm |
THAT sounds like a mod problem |
18:16 |
sapier1 |
strange thing is it doesn't happen on pc with same game |
18:16 |
sapier1 |
or better good thing |
18:16 |
sapier1 |
disabling mud flow helps |
18:17 |
sapier1 |
guess I'm gonna add this workaround but we have to find the underlying error |
18:20 |
hmmmm |
I wonder if it could have something to do with synchronization between multiple emerge threads |
18:21 |
hmmmm |
make sure you don't have num_emerge_threads set to something other than 1 |
18:21 |
BlockMen |
btw hmmmm, i noticed that mapgen places a second layer on generated terrain when i modified it with voxelmanip, e.g. the snowcaps in wasteland |
18:21 |
hmmmm |
if that field is present but blank, it'll autoselect the number of threads based on the processor count |
18:22 |
hmmmm |
yes blockmen, that's the same mudflow |
18:22 |
BlockMen |
ok |
18:22 |
hmmmm |
I really dislike features of v6 that modify neighboring chunks on generation |
18:23 |
BlockMen |
good to know how to fix now :) |
18:23 |
hmmmm |
this is a reason why we would possibly want to switch to 3d perlin noise generated caves |
18:27 |
sapier1 |
android uses same config as pc version so I'd expect it to have same number of emerge threads |
18:28 |
hmmmm |
maybe i goofed up and there's still some sort of number of emerge threads configuration problem |
18:28 |
hmmmm |
could you check to make sure there is no more than one emerge thread? |
18:30 |
sapier1 |
yes I'll check |
18:32 |
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18:37 |
BlockMen |
nomodflow does not fix the android bug for me |
18:37 |
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18:38 |
sapier1 |
not? |
18:38 |
sapier1 |
:-/ |
18:39 |
hmmmm |
probably because he set it in the main configuration file and then tested an existing world |
18:39 |
hmmmm |
sometimes, I wonder if world configuration persistence is a mistake because people expect it to behave differently |
18:39 |
BlockMen |
no, i changed in map_meta.txt on existing world, on new world and new world after adding flag in .conf |
18:40 |
BlockMen |
it was always same result (and it was always set nomudflow in map_meta.txt) |
18:40 |
sapier1 |
let me try again maybe I wasn't patient enough to see it happeb |
18:41 |
BlockMen |
also, does mudflow explain growing trees? |
18:42 |
hmmmm |
perhaps the mapblock isn't being marked as existing yet it already exists in memory |
18:42 |
sapier1 |
but shouldn't it be completely regenerated in this case? |
18:42 |
hmmmm |
so it goes to generate the chunk, puts what's already existing in the MMVM, it generates the rock and all those features based on absolute y position |
18:43 |
hmmmm |
but then the mud is positioned based on relative height since it scans downward for the surface |
18:43 |
hmmmm |
and then of course, trees are spawned on the ground level that is found from the downward probe |
18:44 |
BlockMen |
sounds reasonable |
18:44 |
hmmmm |
this explanation accounts for all the details you described |
18:44 |
sapier1 |
blockmen my single dirt needle is there for about 5 min now |
18:45 |
BlockMen |
then only the question why it only appears on android |
18:45 |
hmmmm |
synchronization is one thing to take a close look at |
18:45 |
BlockMen |
sapier, umm...it gets more and more weird |
18:46 |
BlockMen |
i just checked again, spflags clearly says nomudflow |
18:47 |
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18:48 |
sapier1 |
wtf |
18:48 |
sapier1 |
I'm in game but there are 5 async tasks left |
18:48 |
sapier1 |
but only a single emerge thread so this can't be a sync issue |
18:49 |
sapier1 |
blockmen can you check your nomudflow setting? |
18:50 |
BlockMen |
[20:46] BlockMen: i just checked again, spflags clearly says nomudflow |
18:50 |
sapier1 |
that's crazy |
18:50 |
sapier1 |
why does it work for one but not for someone else? |
18:50 |
BlockMen |
and just tested ingame again |
18:50 |
BlockMen |
its reset again |
18:50 |
hmmmm |
i wonder if it could be memory corruption |
18:51 |
sapier1 |
I'd not be surprised but why should nomodflow work for someone and not for someone else? |
18:52 |
BlockMen |
wait, im not 100% if its just reset by lag or not |
18:52 |
* BlockMen |
testing it again |
18:52 |
BlockMen |
no, not by lag :\ |
18:53 |
sapier1 |
you did exit mintest in between? |
18:53 |
BlockMen |
between digging and regeneration? |
18:53 |
BlockMen |
no |
18:53 |
BlockMen |
between editing flags |
18:53 |
BlockMen |
yes |
18:53 |
BlockMen |
also forced kill |
18:54 |
sapier1 |
so where's the difference |
18:54 |
BlockMen |
huh? |
18:55 |
sapier1 |
why does it work for me and not for you ... and why does it happen at all ;-) |
18:55 |
hmmmm |
well finding the problem on one person's machine would be a good start |
18:55 |
sapier1 |
did you just remove mudflow or change it to nomudflow? |
18:56 |
BlockMen |
changed it to nomodflow |
18:56 |
BlockMen |
srsly, sapier? |
18:56 |
hmmmm |
he said it has "nomudflow" in mgv6_spflags in map_meta.txt |
18:56 |
hmmmm |
that's a definite sign that the flag is present during execution |
18:56 |
sapier1 |
sorry that's just crazy |
18:56 |
BlockMen |
*s/o/u |
18:56 |
hmmmm |
sapier, it might not be, we have no idea what's crazy or not until the problem is located |
18:57 |
hmmmm |
in any case you're going to have to debug deeper |
18:57 |
BlockMen |
and we need more who test it |
18:57 |
sapier1 |
any idea where to start looking? ;-) |
18:57 |
BlockMen |
50:50 is not best result |
18:57 |
hmmmm |
i'd start setting printfs in MapgenV6::makeChunk that prints out the node_min and node_max of the block being generated |
18:57 |
hmmmm |
see if any chunks are overlapping or are identical |
18:59 |
hmmmm |
well, chances are that the reason why you and blockmen are seeing different behavior is caused by a property of the underlying bug |
18:59 |
hmmmm |
e.g. memory corruption |
18:59 |
hmmmm |
my bets are 70% on memory corruption |
19:00 |
sapier1 |
any other bets? |
19:00 |
hmmmm |
the other 30% is unknown |
19:01 |
sapier1 |
at least it's no random memory corruption |
19:07 |
BlockMen |
hey, ho http://irc.minetest.ru/minetest/2014-07-05#i_3796855 |
19:08 |
sapier1 |
well hard to tell if this is a missing save or this issue |
19:10 |
hmmmm |
it can't be a missing save because this overgeneration is happening within the same session of minetest |
19:10 |
hmmmm |
if the block exists, it exists in memory. the emergethread won't continue with generation if it finds it in memory first. |
19:12 |
* BlockMen |
still looks at 8ad8376 |
19:13 |
sapier1 |
feel free to check it I've already checked at least 10 times I wont find a bug in there on checking another time (even if it is there) |
19:14 |
sapier1 |
but as this commit causes a lot of performance improvement it may cause the issue due to different timings |
19:14 |
sapier1 |
the original one basicaly was same as adding sleep(some_time_dependent_on_area_size) |
19:15 |
BlockMen |
that could be a reason |
19:16 |
BlockMen |
and would also explain why i might still experience that issue |
19:16 |
sapier1 |
I'd consider this as trigger not as reason |
19:16 |
BlockMen |
(since my device is slower) |
19:16 |
sapier1 |
what device are you testing this at? |
19:16 |
BlockMen |
galaxy s+ |
19:16 |
sapier1 |
does it work now? |
19:17 |
BlockMen |
no? |
19:17 |
BlockMen |
oh..you ment mit at all |
19:17 |
BlockMen |
yes, im using cyanogenmod |
19:17 |
BlockMen |
+ |
19:17 |
sapier1 |
ahh :-) |
19:17 |
BlockMen |
*now |
19:18 |
sapier1 |
yes that's really slower |
19:18 |
BlockMen |
but 10x faster than 2.3.6^^ |
19:18 |
sapier1 |
maybe that issue is in there forever and just occurs on slow devices |
19:18 |
BlockMen |
might be |
19:18 |
BlockMen |
and disableing mudflow is enough for your device |
19:19 |
sapier1 |
no that piece doesn't really fit |
19:19 |
sapier1 |
it should be fixed for you too if this was only one bug |
19:19 |
BlockMen |
doesnt mudflow slow down? |
19:48 |
sapier1 |
hmmmm you're right there are chunks generated multiple times |
19:49 |
sapier1 |
in all variations overlapping non overlaping identical |
19:49 |
hmmmm |
ooookay |
19:49 |
hmmmm |
then you know the cause of the symptom |
19:49 |
hmmmm |
so now why is emergethread queueing up identical blocks? |
19:49 |
hmmmm |
because it's not finding them in Map |
19:50 |
sapier1 |
how could that be? |
19:50 |
hmmmm |
getMapBlockNoEx is failing somehow when it goes to check its presence, however it is not failing when the VoxelManipulator loads up the area |
19:51 |
hmmmm |
I can't help but wonder if this is caused at least in part by your optimization |
19:51 |
hmmmm |
or rather, changing the emerge to addArea |
19:51 |
sapier1 |
hmm I did remove some asserts there in a function that could return null too |
19:51 |
sapier1 |
and sometimes did return null |
19:51 |
sapier1 |
maybe the assumption that null is a valid return case was wrong |
19:52 |
sapier1 |
well I removed the null to as noone ever evaluated the return code too |
19:52 |
sapier1 |
let me find the comit |
19:54 |
sapier1 |
https://github.com/minetest/minetest/commit/9d57413af007ae952f08bf1130ee60da472c1099 |
19:56 |
hmmmm |
well |
19:56 |
sapier1 |
maybe that "fix" wasn't complete |
19:56 |
hmmmm |
I see the part at the end of finishBlockMake where you simply return the block at blockpos_requested |
19:56 |
hmmmm |
that is ineffectual though |
19:56 |
hmmmm |
you could remove that statement entirely |
19:57 |
hmmmm |
(you need to realize that finishBlockMake is 80% celeron's original code) |
19:57 |
sapier1 |
well I wasn't sure what this function does so I didn't remove it |
19:58 |
sapier1 |
is this right area? |
19:59 |
hmmmm |
again, I have no idea what could cause that to happen |
19:59 |
hmmmm |
looking around a bit more... |
19:59 |
hmmmm |
perhaps you should enable mapgen debug output |
20:00 |
sapier1 |
where to do? |
20:00 |
hmmmm |
see if oyu get "not in meory, attempting to load from disk" stuff |
20:00 |
hmmmm |
in the config |
20:00 |
hmmmm |
enable_mapgen_debug iirc |
20:00 |
sapier1 |
ok |
20:00 |
hmmmm |
orrr... |
20:01 |
hmmmm |
possibly isDummy or isGenerated aren't being updated |
20:01 |
sapier1 |
:-) guess my idea not to learn how mapgen works won't have any future :-) |
20:03 |
hmmmm |
this has more to do with the emerge system |
20:03 |
hmmmm |
than anything else |
20:04 |
hmmmm |
anyway |
20:05 |
hmmmm |
so print out block->isDummy() and block->isGenerated() to the output "not in memory, attempting to load from disk" |
20:05 |
hmmmm |
to see if either of those variables are set wrong |
20:06 |
sapier1 |
ok then I have to rebuild first |
20:06 |
hmmmm |
right |
20:07 |
hmmmm |
so when you see a duplicate chunk being generated, note which of those two are set (that is, if that's the issue) |
20:07 |
sapier1 |
infostream ... guess I need to increase debug level too |
20:09 |
hmmmm |
well you could've just added a printf like ">>>>>>>>&&&&&& wooohoo i'm here!" |
20:10 |
hmmmm |
although I could've sworn EMERGE_DBG_OUT prints to dstream |
20:10 |
hmmmm |
hm |
20:11 |
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20:11 |
sapier1 |
I did as I had to add the other flags anyway |
20:11 |
sapier1 |
just added a new output |
20:39 |
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20:56 |
sapier1 |
hmmm what's supposed to happen if a block is just about to be generated while another makeChunk is called? |
20:56 |
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20:57 |
hmmmm |
why would another makeChunk be called? |
20:57 |
sapier1 |
wow it's even more strange |
20:58 |
sapier1 |
ahh no, on first call there is a block but it's flagged "not generated" |
20:58 |
sapier1 |
next call (in between are other calls) there's not even a block |
20:59 |
hmmmm |
the block == NULL? |
20:59 |
hmmmm |
does loadBlock fail then? |
20:59 |
sapier1 |
I don't know |
20:59 |
hmmmm |
how long of a period in between are the beginGenerateOrEmerge calls? |
21:00 |
sapier1 |
about 7 seconds |
21:00 |
sapier1 |
stop |
21:00 |
sapier1 |
between those two calls for same block |
21:00 |
hmmmm |
yeah |
21:00 |
hmmmm |
I'm wondering if it could be getting unloaded and then loadBlock calls fail in between that time |
21:00 |
sapier1 |
7 seconds is between the calls for same block |
21:01 |
sapier1 |
I'll enable full debug logging now ... hopefully I can decode that much data later |
21:05 |
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21:09 |
sapier1 |
there seem to be multiple cases I see variants where isGenerated is false on second call too |
21:10 |
hmmmm |
the generated attribute is only EVER modified in finishBlockMake |
21:10 |
hmmmm |
since you've changed it to skip the block rather than cause an assertion error, it seems to be blocking the case where it's not able to get the block from the map |
21:11 |
hmmmm |
blocking? |
21:11 |
hmmmm |
err i meant "hiding" |
21:11 |
sapier1 |
most likely but how is it supposed to behave? |
21:11 |
sapier1 |
assert is wrong for sure |
21:12 |
hmmmm |
so that getBlockNoCreateNoEx in finishBlockMake fails silently and setGenerated(true) never gets called for that mapblock, but it so happens that getBlockNoCreateNoEx succeeds for that same block the second time it gets emerged |
21:12 |
hmmmm |
nevermind the behavior part, that function should NEVER fail at that point in execution. it was just created. if it fails, that means something very wrong happened. |
21:13 |
sapier1 |
well thenn using getBlockNoCreateNoEx is wrong |
21:14 |
hmmmm |
no, it's not wrong, the fact that getBlockNoCreateNoEx randomly fails is wrong |
21:14 |
sapier1 |
still if you don't expect it to fail why should anyone calle the non exceptioning version? |
21:14 |
hmmmm |
that's true |
21:14 |
hmmmm |
i agree the exception version should be used there |
21:15 |
sapier1 |
but this still doesn't explain why it fails ;-) |
21:15 |
hmmmm |
sapier, you should try printing out when a block gets unloaded |
21:16 |
sapier1 |
you know I don't know map code very well ;-) where to look for that part? |
21:17 |
hmmmm |
perhaps Map::timerUpdate? |
21:18 |
hmmmm |
in any case, I think a goal minetest 0.5 should be the removal of legacy stuff |
21:18 |
hmmmm |
get rid of MapSectors completely |
21:18 |
troller |
it already was in <censored> ;) |
21:19 |
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21:21 |
sapier1 |
was of map code that'd most likely your job hmmmm ;-) |
21:21 |
sapier1 |
+be |
21:21 |
hmmmm |
map.cpp is an abomination |
21:22 |
sapier1 |
I agree but that doesn't help right now ;-) |
21:26 |
sapier1 |
do I understand right that you assume block is unloaded prior beeing marked generated? |
21:26 |
hmmmm |
basically, yes |
21:27 |
hmmmm |
maybe the unload timer is going insane and the Server thread keeps tearing the blocks from under EmergeThread's feet |
21:31 |
sapier1 |
hmm there are a lot of blocks unloaded |
21:31 |
sapier1 |
not sure how to match it |
21:31 |
hmmmm |
erm, print out block->getUsageTimer() and unload_timeout |
21:31 |
hmmmm |
watch it be that due to a config file error, unload_timeout is at 0 or something. |
21:32 |
sapier1 |
this may even be all blocks to be unloaded I create a gist |
21:33 |
sapier1 |
https://gist.github.com/sapier/f5f7ca54b1292a193828 |
21:35 |
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21:37 |
sapier1 |
wait ... that variable is used by different threads |
21:37 |
sapier1 |
we had exactly that issue for day night cycle |
21:38 |
sapier1 |
that damn mapblock just isn't threadsafe |
21:40 |
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21:42 |
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21:43 |
hmmmm |
which variable |
21:43 |
sapier1 |
timeout variable |
21:44 |
sapier1 |
refcount variable .... |
21:44 |
sapier1 |
all of those |
21:44 |
sapier1 |
on x86 32 bit assignments are atomic |
21:44 |
hmmmm |
well that's because it's assumed that if you're accessing a MapBlock for whatever reason, you have a maplock |
21:45 |
sapier1 |
case I'm right we'll see quite soon |
21:45 |
hmmmm |
it's not feasible to have a mutex per mapblock |
21:46 |
sapier1 |
how much of them are usually loaded? a few hundred? |
21:46 |
hmmmm |
thousands |
21:46 |
hmmmm |
they should be getting unloaded after like 5 minutes of not being used |
21:47 |
sapier1 |
then each mapblock should know which lock to take |
21:47 |
sapier1 |
well they're unloaded within a few seconds |
21:47 |
hmmmm |
right, your gist pretty much confirmed my theory |
21:48 |
sapier1 |
I've just added timer and timeout as well as mutexes ... if this works we know why it fails ... and can think about a sane way to fix it |
21:49 |
sapier1 |
do you have any idea why basic things like that always pop up a few hours prior release? |
21:49 |
hmmmm |
\(o_O)/ |
21:50 |
Taoki |
hmmmm: hello |
21:50 |
hmmmm |
Taoki: hello |
21:51 |
Taoki |
hmmmm: I've been wanting to ask you about something... although the answer will likely be negative: How capable is mgv7 of generating villages? I know it can place schematics, which IMO is enough to allow generating them (without roads of course). But is there anything else I should be aware of? |
21:51 |
Taoki |
For example, can V7 prevent schematics from clashing into each other? |
21:51 |
hmmmm |
it cannot |
21:52 |
sapier1 |
didn't you say 5 minutes? |
21:52 |
hmmmm |
?? yes |
21:52 |
Taoki |
Ok. But is there a minimal distance you can impose between mts decorations? |
21:52 |
Taoki |
IIRC that did exist |
21:52 |
hmmmm |
no such thing |
21:52 |
Taoki |
I see |
21:52 |
hmmmm |
it's much simpler than you give it credit for |
21:52 |
sapier1 |
nope I was wrong still happens |
21:53 |
sapier1 |
timeout is 29 seconds only |
21:53 |
Taoki |
I still love it regardless :) But I understand |
21:53 |
hmmmm |
29 seconds ahh |
21:53 |
hmmmm |
i thought it was much longer than that |
21:54 |
sapier1 |
server_unload_unused_data_timeout |
21:54 |
hmmmm |
yea i see |
21:54 |
sapier1 |
let's check what happens if I set it to 5 min |
21:54 |
hmmmm |
erm, that's obviously not going to be the issue |
21:54 |
Taoki |
hmmmm: If it's not too much to ask for then, could you please consider any way at all (be it the simplest) to allow decorations to not clash into each other and touch? I assume this would be useful for many things... some people might not even want trees to overlap. This would be very helpful |
21:55 |
hmmmm |
have you *checked* the values of unload_timeout and getUsageTimer()?? |
21:55 |
hmmmm |
Taoki: perhaps, but I am doing a lot more things right now |
21:55 |
Taoki |
ok. Thanks for considering it then |
21:56 |
sapier1 |
yes 32 seconds most time |
21:56 |
Taoki |
Won't cry if it doesn't happen, but such would be very relevant to plans I have for a minetest game |
21:56 |
sapier1 |
get usage timer is 32 seconds the timeout is 29 |
21:56 |
hmmmm |
hmm |
21:57 |
hmmmm |
I don't know |
21:57 |
sapier1 |
android devices ARE slow ... still thi |
21:57 |
hmmmm |
what if arm is just so slow that Server is taking up like 30 seconds for one cycle |
21:57 |
hmmmm |
or something |
21:57 |
sapier1 |
s is a emerge bug even if it can be fixed this is crap |
21:58 |
hmmmm |
and it has the map locked for 32 seconds |
21:58 |
hmmmm |
bleh |
21:58 |
sapier1 |
possible |
21:58 |
hmmmm |
you should check how long it takes for the after-map-generation lock aquire takes |
21:58 |
hmmmm |
acquire |
21:58 |
hmmmm |
err |
21:58 |
sapier1 |
or it's a threading issue that this thread just isn't scheduled |
21:59 |
hmmmm |
yes, all possible |
21:59 |
hmmmm |
you should check how long it takes for EmergeThread to re-acquire the maplock after makeChunk** is what I meant to say |
21:59 |
sapier1 |
still if this is a critical section it shouldn't rely on timings |
22:00 |
sapier1 |
how to check this? |
22:03 |
hmmmm |
Timer::getTime() |
22:04 |
sapier1 |
I guess I should remove the other debug output fist |
22:07 |
sapier1 |
doesn't work just takes more time |
22:08 |
hmmmm |
huh? |
22:08 |
sapier1 |
even with 300seconds the bug occurs |
22:09 |
hmmmm |
so it takes longer for the bug to happen if you increase the unload delay? |
22:09 |
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22:09 |
sapier1 |
yes |
22:10 |
sapier1 |
seems to be a quite good match |
22:10 |
hmmmm |
well then we know that the problem is definitely that the blocks are getting unloaded |
22:10 |
sapier1 |
but we still don't know why |
22:15 |
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22:20 |
hmmmm |
could it be caused by insane dtime values? |
22:20 |
sapier1 |
for what I know dtime is limited to something way below 300s |
22:30 |
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