Time Nick Message 01:28 luizrpgluiz hi 01:32 luizrpgluiz someone like Terasology project and also enjoys developing projects in Java? 02:22 hmmmm meh :/ 02:22 hmmmm http://fpaste.org/149034/15499756/ 02:23 hmmmm i think the opaque handle idea was sort of overcomplicated for no good reason 02:25 hmmmm i'm not going to add this handle system unless other people use it aside from me 06:16 paramat RBA > 'no trees, no plants, no biomes, sharp cut out areas' the cut out areas fooled me for a minute, but they're actually cliffs generated by the code 06:18 paramat Calinou > 'caves are too tight' yes, the new eased noise has a larger amplitude, this made caves too narrow, i had to retune the caves threshold parameter, thanks for feedback i will make them a little wider 06:19 hmmmm paramat, ?? 06:19 hmmmm did the original v5 caves use eased noise? 06:20 paramat Blockmen > 'well, maybe better paramt adds those and makes a pull' yes i will add biome definitions 06:20 paramat hmmmm, yes 06:21 hmmmm hmmmmm 06:22 paramat terrain seems higher and more epic too (not complaining) 06:23 hmmmm heh. 06:23 hmmmm i'll have to check it out later 06:23 hmmmm . 06:24 paramat and i still have to get the blobs spflag working, very useful to disable those 06:27 hmmmm hrm 06:27 hmmmm what's wrong with the spflag? 06:28 paramat details are in the pull thread on github 06:29 paramat probably a silly mistake with my use of spflags 06:29 paramat my buggy spflag code is in there but commented out 06:31 hmmmm whoops 06:31 hmmmm you never copied over spflags from the mapgen params 06:32 hmmmm this->spflags = params->spflags; 06:32 paramat in the ctor? 06:32 hmmmm yes 06:33 paramat oh yeaahhh ... =} 06:33 paramat thanks! 06:34 hmmmm if it makes things easier to keep track of, i suppose you could just keep a pointer of the entire MapgenParams in your mapgen object and keep writing params->water_level or params->sparams->spflags & MGV5_BLOBS 06:35 paramat okay i'll make a pull soon with wider caves and spflags fix 06:36 hmmmm should probably make two separate pulls for that 06:36 paramat okay 06:37 paramat weird i can't see spflags in the v7 ctor 06:38 hmmmm well, v7 looks bugged 06:38 hmmmm it has the same problem you do 06:38 hmmmm only difference is that i never noticed mine 06:38 paramat lol 06:41 paramat nore https://github.com/minetest/minetest_game/pull/339 very important pull, issue is causing slow down in mgv5 v7 and singlenode, pull will be ready for merging very soon 06:43 paramat nore also https://github.com/minetest/minetest_game/pull/336 please could you look at this sometime? 06:43 nore yep 06:43 nore also, for a pine tree model, what do you think of the one used in mg? 06:44 hmmmm ugh 06:44 hmmmm i need to brainstorm on what a good interface would be for creating schematics 06:44 hmmmm what's currently there clearly blows 06:45 hmmmm maybe there's some kind of plugin capability for some kind of 3d model editor 06:45 paramat mtgame mapgen (default/flowers) needs rewriting anyway to use the biome API or voxelmanip (yes i will eventually do this) 06:45 hmmmm slow down there! the biome api needs to be fixed first, it's totally screwed 06:45 paramat i will gladly slow down 06:46 paramat schems can be saved in worldedit 06:46 hmmmm yeah I added that capability 06:46 hmmmm but the interface really sucks because i just made it as a proof of concept thing 06:48 paramat nore i'll look at the mg pine, i might collect a few designs for each tree 06:50 paramat i think that mtgame mapgen, which uses 'add node', is running first and dirtying the mapgen voxelmanip, forcing a vm reread of the map > huge slowdown, this is why mtgame mapgen should use voxelmanip 06:51 hmmmm no i changed that remember? it updates the buffer inside of addNode 06:51 hmmmm so there's no rereading necessary 06:51 paramat ah perhaps i misunderstood how that works 06:51 hmmmm https://github.com/minetest/minetest/commit/9e4e7072da8f565eef37da7558053a436b9cbba3 06:52 paramat i assumed that if a 'add node' mod runs before a voxelmanip mod, it dirtied the vm and forced a lengthy reread 06:52 hmmmm that's how i originally proposed fixing it 06:53 paramat okay good so no slowdown, big relief 07:16 Zeno` so is there supposed to dirt/grass/sand/trees in mgv5, or not? 07:17 Zeno` the screenshot in the PR has them, but all I've seen so far is stone 07:19 paramat zeno, not 07:20 paramat you can use anything that adds biomes to mgv7, such as ethereal 07:20 Zeno` ah ok 07:21 paramat but i will be adding biome/decoration definitions and tree schematics to mtgame asap 07:21 Zeno` I'll have to remember to merge them into my fork of mtgame heh 07:22 paramat hopefully for 0.4.11 there will be basic mgv6-biomes-plus-snow biomes 07:23 paramat to avoid reviews such as 'seems bleak' lol (< hmmmmm actual review of mgv7) 07:23 Zeno` yes 07:23 Zeno` and snow is optional? 07:26 paramat i was going to make snow biomes default in mgv5 07:30 Zeno` that'd be nice. Snow scares me 07:31 kilbith when for snow in v6 ? 08:00 Zeno` I think I will close #1777 08:00 ShadowBot https://github.com/minetest/minetest/issues/1777 -- Tweak third person eye location by Zeno- 08:01 Zeno` A different solution (alluded to by BlockMen) would be more appropriate I think 08:02 paramat kilbith, mgv6 has to remain unchanged to avoid breaking old worlds, so snow biomes must be by mod 08:03 kilbith ok thanks 08:05 kilbith Zeno` : possible to adjust the eye position dynamically in-game ? eg. with Ctrl+[mouse_scrolling] 08:07 Zeno` kilbith, that's another possibility (and would also work if dynamic eye position was ever worked on for 3rd person camera) but there still needs to be a default position for the 3rd person camera and I guess it might be nice to change that default 08:08 Zeno` I mean "automatically dynamic", possibly in conjunction or in addition to your suggestion 08:09 Zeno` I'll close the PR 08:12 kilbith Zeno` : I guess that the current eye pos is appropriate when you're in confined places like caves, close to the player. 08:12 Zeno` I think that kilbith's idea AND user settable default in the minetest.conf are good ideas 08:13 Zeno` I'd agree kilbith 08:13 Zeno` I don't think it should be up to the server 08:13 kilbith we're in agreement then 08:13 Zeno` although that option should stay as well in case the server implements some kind of special effect by manipulating eye position 08:14 * Zeno` nominate kilbith to implement it 08:14 kilbith haha 08:14 kilbith you will have to wait ages so 08:14 kilbith i'm not a dev at all 08:42 paramat Zeno` to reduce floaty stuff in mgv5, also try reducing the ground noise persistence to around 0.4, this makes 3D noise smoother, less overhangs and floaty stuff. i recommend playing with the noise parameters before trying to code out the floaty stuff 08:44 RealBadAngel #1808 08:44 ShadowBot https://github.com/minetest/minetest/issues/1808 -- Adjust the values of dirs1 and dirs2 so that rotate_and_place orients textures correctly by dvere 08:44 RealBadAngel any objections bout it? 08:45 Zeno` paramat, good idea 08:59 RealBadAngel kahrl, here? 09:04 RealBadAngel kahrl, http://i.imgur.com/pdewNA0.png 09:04 Zeno` what's that? 09:04 RealBadAngel extruded meshes of dropped are broken 09:05 Zeno` are the shaders updated? 09:05 RealBadAngel also it looks like filtering is enabled there 09:05 Zeno` I saw that exact same thing yesterday but can't remember how I triggered it 09:05 RealBadAngel its extrusion code by kahrl 09:06 RealBadAngel somehow it works ok for wielded but is buggy for entities 09:06 Zeno` damn 09:06 Zeno` I thought it was because of my changes to shaders 09:06 Zeno` (which are not in HEAD of course, I was mucking around) 09:07 Zeno` otherwise I would have mentioned it 09:07 RealBadAngel what were you coding btw? 09:07 Zeno` nothing useful, I was just experimenting to learn 09:25 Calinou 2014-11-08 23:25 BlockMen o Revert "Fix fire blocking sunlight" 09:26 Calinou WHAT 09:26 Calinou THE 09:26 Calinou FUCK 09:26 Calinou BlockMen is officially subscribed to Moronix 09:26 Calinou can't stand him anymore 09:26 Calinou needs to go away from core devs 09:27 RealBadAngel whats going on? 09:27 Calinou https://github.com/minetest/minetest_game/commit/929559fe8554473f0d7571fedc15251b5c4afda7 09:28 Amaz Moronix? 09:29 RealBadAngel i do also agree its a nonsense, but maybe you should ask him why he did that 09:29 RealBadAngel we all have sometimes stupid ideas 09:30 Calinou by the way, new extruded meshes work fine on 256² packs, 16² too 09:30 RealBadAngel yeah, but entities are broken 09:30 RealBadAngel kahrl needs to fix that asap 09:30 Calinou how do you create v5/v7 biomes simply? 09:31 Calinou I just want some trees, grass, sand for now 09:31 kilbith Calinou, because of that : http://irc.minetest.ru/minetest-dev/2014-11-08#i_4013299 09:31 RealBadAngel Calinou, use nores mg 09:31 Calinou well, BlockMen should also not revert either like that 09:31 Calinou I'm talking about v5/v7 09:31 Calinou I don't want fancy pansy biomes 09:31 Calinou something as close to v6 as possible 09:32 RealBadAngel so idk, v5 and v7 are WIP 09:32 Amaz https://gist.github.com/Amaz1/eee1efcbf6c483d0e03f 09:32 Amaz Calinou ^ 09:32 Amaz Basic code for doing it. 09:32 Calinou will test 09:32 Calinou but no trees? 09:32 Amaz Nope. 09:33 Amaz Have a look at BFD. 09:33 Amaz https://github.com/Jordach/big_freaking_dig 09:34 Amaz That has a good basic(ish) mapgen in the mapgen mod. 09:34 Calinou if math.random(1,4000) == 69 then 09:36 paramat Calinou i have biome defs for mgv5, i go find them ... 09:37 Amaz paramat, Brilliant work! Thank you! 09:38 paramat https://forum.minetest.net/viewtopic.php?p=160506#p160506 and the post below for saplings 09:38 paramat trees by schematics are coming 09:39 paramat Calinou > 'caves are too tight' yes, the new eased noise has a larger amplitude, this made caves too narrow, i had to retune the caves threshold parameter, thanks for feedback i will make them a little wider 09:39 Calinou they should be about as wide to what they were in 0.3 09:39 Calinou was good 09:40 paramat i have a build with the old noise code, so i can work on matching them up 09:42 RealBadAngel paramat, and about strange ideas, i just cant understand, why u are going to use schematics when you have lsystems aviable 09:43 RealBadAngel easier to use, flexible, providing random look 09:44 paramat hmmmmm explained, because schems are fastest 09:45 paramat actually im not keen on schems myself, but hmmmmm wants all mapgen other than mgv6 to use schems and the biome API, decoration code etc 09:45 RealBadAngel if you order it to make several k tree it is slower 09:46 RealBadAngel and even, the result of using schemes wont be even slightly comparable to lsystem one 09:46 RealBadAngel plants are not circuits or buildings 09:47 paramat i havent tried lsystems yet, very interesting method 09:47 RealBadAngel install moretrees 09:48 paramat perhaps i'll try some small trees ... 09:48 RealBadAngel theres even replacement for default trees 09:48 RealBadAngel but you have to enable it in moretrees config 09:48 RealBadAngel theyre just slightly bigger 09:49 paramat might try =) 09:50 RealBadAngel also if we would decide to replace default trees in core by using lsystem trees, it would mean trashing all the treegen code and adding 3-4 lines instead 09:50 RealBadAngel in fact struct filler and a call 09:52 RealBadAngel paramat, http://www.bigplasticfork.com/Images/Misc/terasology.jpg 09:52 paramat Calinou, for wider caves use this for cave1, cave2 noises: 'np_caven = NoiseParams(0, 5.0, v3f(50, 50, 50), 52534, 4, 0.5);' 09:52 RealBadAngel i hope to see such mapgens here one day 09:52 RealBadAngel and who, but you can understand it 09:53 paramat ive read about his mapgen method 09:53 paramat *his/her dunno 09:53 Calinou Terasology mapgens are unusable 09:53 RealBadAngel idk, but landscape with huge trees is just awesome 09:54 Calinou large trees would be nice though 09:54 Calinou we never had any in default Minetest 09:54 paramat it uses a hardcoded large scale island shape, doing that by noise is better 09:54 paramat but it has downhill rivers lol i cant do that yet 09:55 RealBadAngel lsystem code is here since ages 09:55 RealBadAngel it just waits for being used 09:58 paramat Calinou, for wider caves reduce caves noise scale, original was 12, current 7.5, future perhaps 5.0? what feels right for you? 10:00 Calinou try 7 10:00 Calinou shouldn't be too big either 10:00 Calinou the goal is to imitate 0.3 caves, which were quite right 10:00 paramat okay 7 is good, so i was close then? 10:06 RealBadAngel paramat, http://imgur.com/a/PXyaA#0 10:06 paramat i also tried 5 and thought somewhere between 5 and 7.5 the best match to the build with the old noise code 10:07 paramat nice, i like fractals 10:07 Calinou yes 10:12 Zeno` can someone look at #1810? It's copy/paste (99.99%) from the original game.cpp and was even on my TODO list to add back before refactor_the_game (I guess I missed it :?) 10:12 ShadowBot https://github.com/minetest/minetest/issues/1810 -- Fix profiler values not being updated (F6) and not being logged by Zeno- 10:12 Zeno` Everything in Game::updateProfilers() is copy paste apart from line 2230 10:12 Zeno` (and being in a function of course) 10:13 kahrl RealBadAngel: works for me 10:13 kahrl what are your settings? 10:13 kahrl (I guess everything on :P) 10:14 Zeno` works for me as well, karhl 10:15 Zeno` I got it to break when I was mucking with shaders yesterday but since I was changing shaders I considered it my fault and didn't think much of it 10:15 kahrl in fact I made sure the entities work with and without shaders 10:17 Zeno` it's working for me now karhl 10:17 * Zeno` waits for RealBadAngel settings :D 10:25 RealBadAngel kahrl, no settings, clean build 10:25 kahrl what do you mean by no settings? 10:26 kahrl just the stuff from defaultsettings.cpp? 10:26 kahrl I just erased my minetest.conf and it still worked for me 10:30 kahrl I also can't see how could look like that (nothing that could change it from EMT_TRANSPARENT_ALPHA_CHANNEL_REF to EMT_SOLID) so I'm afraid I can't fix it without more info 10:31 kahrl how it* 10:50 RealBadAngel kahrl, colors in background seems to be random 10:50 RealBadAngel also theres definitely filtering enabled 10:53 RealBadAngel http://i.imgur.com/6cTmtkU.png 11:31 kahrl RealBadAngel: I think the background color is just the transparent part rendered with alpha=255 11:31 kahrl like EMT_SOLID does 11:31 kahrl (and a bunch of other material types) 11:32 kahrl what game is that btw? does the problem happen with vanilla minetest_game? 11:33 paramat EWW what happened to my hand? https://cdn.mediacru.sh/abL0z7RtAoiR.png 11:34 paramat im bronzed and tanned 11:34 Zeno` who is EWW? 11:35 PenguinDad kahrl: That game looks like dreambuilder 11:35 paramat i dont mean eeeew 11:35 PenguinDad Zeno`: misspelling of eee​w :P 11:37 Zeno` ERR ok 11:52 paramat Calinou, 7 looks too thin, from flying underground and matching to the old noise build, 5 too fat, how does 6 feel to you? 11:52 Calinou get a 0.3.3 build and see how they look 11:52 Calinou :) 11:52 Calinou (use the same seed to ensure: fixed_map_seed in minetest.conf) 11:53 paramat well im choosing 6, thats the best match to me. i do have an old code build 11:53 Calinou the answer is in the question 11:53 Calinou good job 12:07 Zeno` kahrl, #1644 12:07 ShadowBot https://github.com/minetest/minetest/issues/1644 -- Refactor main by Zeno- 12:12 Zeno` #1810 is also startup related (maybe) 12:12 ShadowBot https://github.com/minetest/minetest/issues/1810 -- Fix profiler values not being updated (F6) and not being logged by Zeno- 12:15 Zeno` It's not really, but there is nobody looking after client anymore 12:20 paramat quick fixes for mgv5 (tested) https://github.com/minetest/minetest/pull/1818 bbs 13:56 RealBadAngel kahrl, this is doesnt depend on game 13:56 Zeno` Can I be upgraded to have 1 core dev to agree to my changes instead of 2? 13:56 RealBadAngel the bug is here even in minimal 13:58 Zeno` seriously... getting 2 to agree takes months and by the time that happens things cannot be merged :( 13:58 Zeno` not without a lot of effort anyway 14:00 Zeno` Actually, ignore that 14:01 Zeno` Because some of my PRs are big and need at *least* 2 core devs 14:01 Zeno` but it'd be nice to be able to merge simple 1 line bug fixes 14:02 celeron55 is there opposition in having Zeno` as a core developer? 14:02 celeron55 i will wait until tomorrow for comments 14:02 celeron55 or at least for tonight 14:02 RealBadAngel i agree 14:05 Amaz I think Zeno` should be a core dev... I mean, he has done more than some core devs have recently... 14:14 nore celeron55, I agree he should be core dev too 14:14 nore he's currently doing much more than me, since I have very little time 14:14 BlockMen im also fine with him being core dev 14:16 celeron55 every person has 24 hours each day; it's a matter of prioritization 8) 14:17 nore yep... but studies are quite important :) 14:19 Zeno` thank you BlockMen, nore and RealBadAngel for the support 14:43 Megaf +1 for Zeno` as core dev 14:45 GhostDoge I aggree that Zeno` should be a core dev 14:46 Megaf Ok, the community supports the idea of Zeno` as a core dev 14:46 Megaf :D 14:47 Amaz :D 14:48 PenguinDad D: 15:10 sfan5 celeron55: I agree that Zeno` should be a core dev 15:28 paramat mtgame devs, this is now fixed, tested, rebased and squashed https://github.com/minetest/minetest_game/pull/339 'Default and flowers: only run on-generated functions in mgv6. Remove indev code' 15:31 paramat ^ nore sfan5 16:23 RealBadAngel kahrl, trying to find the reson for the bug, but still no luck 16:47 RealBadAngel hi hmmmm, read logs 16:47 RealBadAngel PilzAdam, your vote about adding Zeno? 16:48 PilzAdam I like that he refactors old code 16:48 PilzAdam Zeno`, what are your views on the future of Minetest? 17:43 RealBadAngel while lookin for the bug i made something neat 17:45 RealBadAngel http://i.imgur.com/DZhJsMt.png 18:13 RealBadAngel kahrl, http://i.imgur.com/VK2588Y.png 19:00 VanessaE I'll toss in my 2 cents for Zeno` as a core dev. 19:10 Calinou and remove BlockMen in the process 19:12 Krock ^ why? 19:13 Calinou you know it already 19:14 Krock ah that one. such things can happen 19:41 Calinou Krock, https://github.com/minetest/minetest_game/commit/929559fe8554473f0d7571fedc15251b5c4afda7 19:42 Krock Calinou, I see. BM could discuss first and then revert. he wasn't better than SN 19:44 VanessaE um...fire should not block sunlight. that's stupid. if you want the grass to look "burnt" then produce burnt grass under it. 19:51 Calinou meshnodes in hand use filtered textures, always, why 19:52 VanessaE I'm....pretty sure it's nothing I did in my models :) 20:10 RealBadAngel Calinou, theres a bug in kahrl 20:10 RealBadAngel shit 20:10 RealBadAngel i mean in kahrl's code :) 20:11 RealBadAngel im redoing now the code responsible, got some side effects already 20:12 RealBadAngel https://www.youtube.com/watch?v=-KdVEg8Ziso&feature=youtu.be 20:12 Krock Haha a bug in kahrl 20:12 PenguinDad RealBadAngel: do you know how to code dna? :P 20:13 Krock RealBadAngel, it eats FPS 20:13 nore RBA: what happens if you drop leaves? do they wave? :) 20:20 RealBadAngel nore that would be stupid 20:32 cg72 hey guys why cant leaves drop like snowballs???? then you collect them and its a block again! ;) 20:49 Sokomine cg72: they could. some games let leaves drop that way. i don't think it's a good idea as it leads to too many items lying around. something which mt can't handle that well 20:52 Calinou here you walk through leaves too 20:55 cg72 on minetime you walk through them but i have it set with viscosity so you move slowly 20:56 Calinou I could do that, for slight slowdown 20:56 Calinou cg72, can you show me the code? 21:00 cg72 i tkink its on my github but it could be on one of 6 computers here hold on ill ssh in to them to find it 21:29 cg72 Calinou: http://codepad.org/rhtGZxaS 21:29 cg72 its a bit odd when your inside it lol but it is a start i never perfected it yet 21:29 cg72 http://codepad.org/rhtGZxaS 21:30 cg72 oh and the groups are set to the leaf group from minimal so that needs to be changed to normal default 21:32 Calinou can you swim up them though? 21:33 Calinou anyway, this is inefficient, you're making a leaves liquid :( 21:33 Calinou we need a way to define viscosity regardless of node type 21:37 cg72 yes i know but i dont have the ability to sode that as im not even sure where it is in the enggine 21:37 cg72 but hey its a fun feature lol 23:47 paramat hmmmm, please could you review and/or merge my pull request? https://github.com/minetest/minetest/pull/1818