Time |
Nick |
Message |
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10:05 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1617 |
10:05 |
RealBadAngel |
^^ node highlighting for testing |
10:05 |
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10:06 |
RealBadAngel |
use config to enable/disable selectionboxes and highlighting |
10:06 |
RealBadAngel |
it affects only nodes |
10:07 |
RealBadAngel |
speed of the effect is 3.0 by default |
10:25 |
Zeno` |
I'll test this shortly. I like the idea :) |
10:33 |
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11:01 |
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11:10 |
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11:10 |
Kekun |
hi |
11:12 |
Kekun |
I am developper and I'm new to minetest, I may want (with two friend dev) to help to its development |
11:13 |
Kekun |
I am still trying to get how minetest is organised as a community and as a software, and I wanted to take the temperature of the project dircetly from IRC, so here I am =) |
11:14 |
Kekun |
as far as I understand, minetest is a game engine written in C++, and games can be built around it using its Lua API? |
11:19 |
mberends |
yes, see http://dev.minetest.net |
11:19 |
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16:52 |
VanessaE |
hmmmm: with minecraft/mojang being bought out by Microsoft, seems the call for larger worlds in Minetest, so as to handle Minecraft refugees ;-) has been renewed. |
16:53 |
VanessaE |
nore had a good start on making that a reality. perhaps his code needs to be revisted. |
16:53 |
VanessaE |
revisited* |
16:53 |
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16:54 |
hmmmm |
larger worlds are not happening. worlds are large enough. |
16:54 |
Calinou |
not really |
16:54 |
hmmmm |
yes really. |
16:54 |
Calinou |
we should eventually find a way to make them larger |
16:54 |
Calinou |
you're basically saying “IPv4 has enough addresses†but in Minetest :P |
16:54 |
hmmmm |
there's a really obvious way to make them larger. there's just no reason to and tons of rework required along with disadvantages |
16:55 |
hmmmm |
IPv4 does have enough addresses |
16:55 |
VanessaE |
define "really obvious" |
16:55 |
hmmmm |
VanessaE: change over to v3s32. |
16:55 |
VanessaE |
oh. |
16:55 |
Calinou |
<hmmmm> IPv4 does have enough addresses |
16:55 |
VanessaE |
well I assumed something like that |
16:55 |
Calinou |
not without NAT |
16:55 |
Calinou |
not with the explosion of mobile stuff |
16:55 |
Calinou |
NAT is a plague, should just die |
16:55 |
hmmmm |
Calinou: right, and with NAT things are pretty okay |
16:55 |
VanessaE |
but that will break things like node hash position I guess |
16:55 |
Calinou |
no, because people need to forward ports in a silly way |
16:55 |
hmmmm |
VanessaE: LOTS of shit is going to be broken and not backwards compatible |
16:55 |
Calinou |
you can't host a service on the same port on more than 1 machine on the same network, too |
16:56 |
hmmmm |
like I said... there's no reason to make worlds larger than they are. |
16:56 |
hmmmm |
it's only a perceived limitation. |
16:56 |
Calinou |
sustainability is a reason |
16:56 |
VanessaE |
hmmmm: it needs to happen. |
16:56 |
Calinou |
some people want to keep their worlds for years |
16:56 |
hmmmm |
this can last years |
16:56 |
VanessaE |
we're about to get flooded with Minecraft refugees |
16:56 |
VanessaE |
and they will want this |
16:56 |
hmmmm |
so? |
16:56 |
VanessaE |
we should be prepated to handle it. |
16:56 |
Calinou |
large servers may eventually get their world filled |
16:56 |
Calinou |
their only solutions are resetting the world, which will anger many users |
16:56 |
hmmmm |
you're acting like this is just some kind of simple change |
16:57 |
hmmmm |
no. it will break ALL reverse compatibility. |
16:57 |
VanessaE |
I am aware that it is not a simple change |
16:57 |
hmmmm |
and it will make data structures much larger, it will make things slower |
16:57 |
hmmmm |
basically, nasty. |
16:58 |
Calinou |
<VanessaE> we're about to get flooded with Minecraft refugees |
16:58 |
Calinou |
let BlockMen handle it ;) |
16:58 |
VanessaE |
haha |
16:58 |
VanessaE |
from a game standpoint, sure |
16:58 |
Calinou |
try not to turn Minetest into Minecraft either, it needs to keep its own philosophy and folklore |
16:58 |
Calinou |
but larger worlds won't do that |
16:58 |
Calinou |
(if they say there's not enough horizontal space: answer by saying there's too much vertical space :D) |
16:59 |
hmmmm |
the best I'll do is add 8 bits onto the X and Z components. |
16:59 |
VanessaE |
hmmmm: that's perfectly fine |
16:59 |
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16:59 |
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16:59 |
VanessaE |
if used properly that gives us a HELL of a lot more space |
16:59 |
Calinou |
why not Y either? (out of curiosity… because you won't end up with a perfect cube space) |
16:59 |
Calinou |
not a real problem, but just wondering |
16:59 |
hmmmm |
Calinou, because it's completley unnecessary and would necessitate the data structures used to double in size. |
16:59 |
Calinou |
OK |
16:59 |
VanessaE |
Calinou: meh, who needs thounsands of km or vertical? |
17:00 |
hmmmm |
john_minetest: practically none. :P |
17:00 |
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17:00 |
Calinou |
VanessaE, no one, really :P |
17:00 |
hmmmm |
these are just irrational folk |
17:00 |
Calinou |
not really |
17:01 |
Calinou |
the current size we have is good for having several dimensions, really deep mines, really high buildings that can't be seen from ground, etc |
17:01 |
hmmmm |
I won't advocate taking away Y space but it's perfectly doable |
17:01 |
hmmmm |
we can donate those to the X and Z components |
17:01 |
Calinou |
this may break worlds |
17:01 |
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17:01 |
VanessaE |
we have WAY too much Y space but I see no reason to cut it down. |
17:01 |
VanessaE |
(doing so would accomplish nothing) |
17:01 |
hmmmm |
if we were to cut Y space, it'd have to be in groups of 2 bits |
17:02 |
hmmmm |
so just trimming it by one notch would make it 14 bits |
17:02 |
Calinou |
eg. if you change from 32768 to 16384, you'll cut the bottom and top parts of the world |
17:02 |
sfan5 |
that actually sounds like a doable idea |
17:02 |
hmmmm |
which would reduce the max height to 8192 |
17:02 |
hmmmm |
and the max depth would be -8191 |
17:02 |
hmmmm |
err, 8191, -8192 |
17:02 |
Calinou |
what about X/Z? |
17:02 |
hmmmm |
and then we'd be able to double the max size of X and Z |
17:02 |
Calinou |
ah |
17:02 |
hmmmm |
1.6 million in each direction |
17:02 |
sfan5 |
I think -16384 would be better |
17:02 |
VanessaE |
that's perfectly fine on a new world. |
17:03 |
Calinou |
15 bits is not possible, hmmmm said |
17:03 |
sfan5 |
for y cutting |
17:03 |
sfan5 |
no? |
17:03 |
Krock |
interesting idea to moving bits around to get more X, Z space... but that's not needed. |
17:03 |
hmmmm |
basically it's not worth it |
17:03 |
sfan5 |
hm, right |
17:03 |
hmmmm |
Y will stay the same |
17:03 |
hmmmm |
again |
17:03 |
Calinou |
what about writing a converter of some sort? |
17:03 |
VanessaE |
john_minetest: "compress out" all the intervening air or stone_with_* :) |
17:03 |
hmmmm |
this is only if we are actually expanding minetest |
17:04 |
hmmmm |
this is how we would do it |
17:04 |
VanessaE |
hmmmm: then it needs done. |
17:04 |
hmmmm |
it doesn't need to be done by any means. |
17:04 |
hmmmm |
it's just some false perception. |
17:04 |
Krock |
Y U no happy with 2 bytes for each dimension? |
17:04 |
VanessaE |
I don't need it myself, I'm thinking of the future. |
17:04 |
sfan5 |
adding just 1 bit would double the size of each coord. component |
17:05 |
hmmmm |
it's an incentive to build even less efficiently |
17:05 |
hmmmm |
do you realize how many hours you'd have to run in a single direction from the origin in order to get to the other side of the world? |
17:05 |
Krock |
bytes are easier to handle than bits. better let it how it is |
17:06 |
VanessaE |
hmmmm: not everyone walks/runs to get around the map |
17:06 |
VanessaE |
are you aware of the sheer number of "how do I teleport" requests I get? |
17:06 |
hmmmm |
yeah, they're teleporting around. |
17:06 |
hmmmm |
that is the ONLY, I repeat, the ONLY reason why they say there's not enough |
17:06 |
hmmmm |
if you removed teleporting you'd get no more complaints, I guarantee it |
17:07 |
VanessaE |
I don't allow teleports on my servers - if people want they, they can use travelnet booths |
17:07 |
VanessaE |
but guess what, people have managed to expand outward pretty quickly even without teleport |
17:07 |
Calinou |
<hmmmm> do you realize how many hours you'd have to run in a single direction from the origin in order to get to the other side of the world? |
17:07 |
Calinou |
suddenly, fast move ;) |
17:07 |
Calinou |
despite it being unrealistic, people use it out of boredom, but also because default walking speed is too slow |
17:08 |
hmmmm |
walking speed is too slow, blocks are too small as well |
17:08 |
VanessaE |
don't go changing the apparent block size |
17:08 |
Krock |
ehm. blocks could be smaller in my view |
17:08 |
VanessaE |
they're big enough as it is |
17:08 |
hmmmm |
they could be variable |
17:09 |
hmmmm |
or it could be an option. |
17:09 |
hmmmm |
"node_scaling" |
17:09 |
hmmmm |
or something in the config file |
17:09 |
hmmmm |
boom |
17:09 |
VanessaE |
hmmmm: visual_scale |
17:09 |
Krock |
^ milestone 0.4.12 |
17:09 |
hmmmm |
there ya go |
17:09 |
VanessaE |
if a node needs to be resized, it should use that field. |
17:09 |
VanessaE |
and we honestly just don't need that right now |
17:10 |
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17:11 |
hmmmm |
there are so many things that need work on minetest |
17:11 |
hmmmm |
but nobody has the time |
17:11 |
hmmmm |
getting minetest to where it should be is a full time job in itself |
17:11 |
VanessaE |
hmmmm: I think a significant part of it is apathy (not you) |
17:12 |
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17:12 |
Krock |
john_minetest, I disagree. |
17:12 |
Krock |
it was even worse |
17:13 |
Krock |
Can happen on the best OS if the drivers don't work how they should |
17:14 |
sfan5 |
john_minetest: thats some problem with irrlicht |
17:15 |
sfan5 |
thats new |
17:16 |
Calinou |
john_minetest, Carbone has carts + boats + hovers, that's at least 3 kinds of vehicles :P |
17:16 |
sfan5 |
ignore the warning |
17:17 |
sfan5 |
why are you not using luajit? |
17:17 |
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17:18 |
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17:18 |
VanessaE |
it works better with. |
17:18 |
VanessaE |
luajit speeds things up greatly. |
17:18 |
VanessaE |
3-100x is the current claim. look to the lower end of that range for realistic figures. |
17:19 |
sfan5 |
you don't |
17:20 |
sfan5 |
you just install it |
17:20 |
VanessaE |
just install luajit and its dev package and recompile |
17:26 |
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18:43 |
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18:55 |
kahrl |
Adding anything less than 16 bits to a position component would mean a couple additional bitops on each position component read/write |
18:55 |
kahrl |
Much slower than simply adding 16 bits |
19:00 |
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19:08 |
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19:14 |
hmmmm |
kahrl, bitops are pretty fast, and I'm not sure what the impact of having an extra and/shift instruction is going to be vs. the size increase per vector |
19:16 |
kahrl |
yeah, it depends on the size of the cache I guess |
19:17 |
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21:50 |
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22:52 |
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23:15 |
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23:24 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1617/ |
23:24 |
RealBadAngel |
hmmmm, kahrl, ShadowNinja, celeron55 can you test it? |
23:50 |
ShadowNinja |
Tested, it's harder to see during the day, and at night it's too bright. |
23:50 |
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23:51 |
ShadowNinja |
speed = 100 helps :-P |
23:51 |
VanessaE |
haha |
23:51 |
RealBadAngel |
thats why speed is a variable |
23:52 |
RealBadAngel |
most of folks wanted it slower |
23:52 |
RealBadAngel |
but some wants it flashing like crazy |
23:52 |
RealBadAngel |
do what you want with the setting |
23:52 |
RealBadAngel |
3.0 is fine for default |
23:54 |
VanessaE |
RealBadAngel: maybe it would be a good idea to allow the user to set the brightness limits? |
23:54 |
RealBadAngel |
yes, and let them choose between sin and cos |
23:54 |
ShadowNinja |
RealBadAngel: I think it should do something like `light += highlight_brightness` instead of `light = highlight_brightness` so that it's darker at night. |
23:55 |
RealBadAngel |
no it cannot be done that way |
23:55 |
ShadowNinja |
:-| |
23:55 |
RealBadAngel |
light is not constant |
23:56 |
RealBadAngel |
and we do disable the lighting for the node to get our effect |
23:56 |
RealBadAngel |
and its not brightness at all |
23:57 |
RealBadAngel |
its ambience light |