Time |
Nick |
Message |
00:35 |
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01:23 |
hmmmm |
paramat, looks good but I noticed I spawned inside of the ground |
01:24 |
hmmmm |
that's an indication that your getGroundLevelAtPoint() function is off |
01:24 |
hmmmm |
mind you, it does not need to be perfect, but it should be at least close to correct |
01:39 |
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01:40 |
paramat |
sorry i havent written getGroundLevelAtPoint() yet, now of course i realise it is needed for spawn player |
01:46 |
Zeno` |
Is it possible to reopen a closed PR? If so, will it then pick up the latest changes from my repo (it doesn't seem to have while it's closed). Or, is it better to open a new PR. See https://github.com/minetest/minetest/pull/1824 |
01:58 |
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02:01 |
Zeno` |
hmmmm, are you there? |
02:02 |
Zeno` |
Maybe it's best to make a new PR? |
02:02 |
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02:09 |
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02:24 |
paramat |
thanks for the merge O/ |
02:24 |
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02:27 |
kaeza |
https://mediacru.sh/P9jTwnwRBq6m |
02:27 |
kaeza |
oops, wrong chan |
02:27 |
shadowzone |
Sweet |
02:40 |
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02:44 |
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03:12 |
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03:13 |
Zeno` |
kahrl, the issue RBA was talking about last night exhibits itself when using directX9 as well, so maybe it's to do with the version of opengl being used |
03:15 |
Zeno` |
http://i.imgur.com/EtIX9AS.png |
03:23 |
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03:25 |
kahrl |
Zeno`: oh... yeah that could be |
03:43 |
RealBadAngel |
kahrl, http://pastebin.com/ppWGYubX |
04:32 |
hmmmm |
Zeno`, yeah it's better to create a new PR |
05:17 |
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05:37 |
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05:56 |
hmmmm |
Zeno` |
05:57 |
hmmmm |
yeah it's a better idea to make a new PR |
05:57 |
Zeno` |
I did that in the end. I shouldn't have closed it in the first place, but *shrug* |
05:59 |
Zeno` |
You may as well look at it now :P ShadowNinja looked the other day and nothing has changed, but the more feedback the better. #1825 |
05:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/1825 -- Create faster key cache for main game loop (client) by Zeno- |
05:59 |
hmmmm |
christ that's a huge difference |
05:59 |
Zeno` |
10x |
06:00 |
Zeno` |
and since it's in the main loop I think it's worth it |
06:00 |
hmmmm |
something like that is always worth it |
06:00 |
hmmmm |
the "oh it's fast enough" attitude in minetest is what got us in this state to begin with :( |
06:01 |
hmmmm |
you might take a code path that's 50% slower, but that's okay because it's not speed critical, but you do that everywhere and you end up with a program that's 50% slower everywhere and you can't do anything about it |
06:01 |
hmmmm |
inefficiencies being baked into the program like that, not too good |
06:03 |
Zeno` |
it's only a small change as well :) |
06:03 |
Zeno` |
small as in method, not result |
06:03 |
hmmmm |
indeed.. |
06:04 |
hmmmm |
settings could be a lot faster if a good synchronization scheme were used |
06:04 |
hmmmm |
contention is extremely rare in the write case, whereas there are many readers |
06:04 |
hmmmm |
it can be optimized |
06:05 |
Zeno` |
I've thought of that as well. Maybe post 0.4.11 it could/should be looked at. I mean maps/hashes are fast and O(1) but they're not the same O(1) as an array lookup (i.e. they have to iterate over the strings to compute the hash) |
06:05 |
hmmmm |
nope |
06:05 |
hmmmm |
std::map is O(log(n) |
06:05 |
Zeno` |
oh is it? |
06:05 |
hmmmm |
yup |
06:05 |
Zeno` |
well there you go hehe |
06:06 |
hmmmm |
you might be thinking of std::unordered_map which is C++11 |
06:06 |
Zeno` |
I thought it was O(1) :/ |
06:06 |
Zeno` |
I must be |
06:06 |
hmmmm |
std::map is an RB tree |
06:06 |
hmmmm |
elements are ordered lexographically in the case of std::string |
06:06 |
Zeno` |
yeah I see that now (looking at the docs) |
06:07 |
Zeno` |
ok std::unordered_map O(1) is still not (quite) as fast as array lookup; it cannot be |
06:07 |
hmmmm |
of course not |
06:07 |
hmmmm |
O(1) is the optimal case |
06:07 |
Zeno` |
c++ std is too large! |
06:07 |
hmmmm |
worst case is 'guaranteed' to be 'at most O(n)' |
06:07 |
Zeno` |
I need the abridged version heh |
06:07 |
hmmmm |
by the standard |
06:08 |
hmmmm |
you can do a guaranteed O(2) hashtable |
06:08 |
Zeno` |
well, that's not too bad |
06:09 |
hmmmm |
cuckoo collision resolution |
06:09 |
Zeno` |
how does it guarentee that? I have to look .. oh ok |
06:09 |
Zeno` |
never heard of it |
06:09 |
* Zeno` |
googles |
06:10 |
Zeno` |
Oh I've seen that. Didn't know that's what it was called |
06:10 |
hmmmm |
i think it's pretty clever |
06:10 |
hmmmm |
i love hashtables a lot but they're really hell on the cache |
06:10 |
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06:12 |
Zeno` |
yeah. in many instances they're perfect though |
06:13 |
Zeno` |
not here though :) |
06:13 |
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06:26 |
RealBadAngel |
hmmmm, <celeron55> is there opposition in having Zeno` as a core developer? |
06:26 |
hmmmm |
no |
06:27 |
RealBadAngel |
so its like votes now for him being core dev |
06:27 |
RealBadAngel |
7 |
06:28 |
hmmmm |
let's put it this way |
06:28 |
hmmmm |
has anybody disagreed? |
06:28 |
RealBadAngel |
no |
06:44 |
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06:46 |
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06:48 |
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07:00 |
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07:04 |
RealBadAngel |
kahrl, http://i.imgur.com/ByfSbnm.png |
07:05 |
RealBadAngel |
i have almost fixed the issues with wielded (and added there shaders) |
07:12 |
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07:20 |
hmmmm |
wooo... |
07:20 |
hmmmm |
i have the managers implemented |
07:20 |
hmmmm |
now to just change the mapgens over to use those instead of directly accessing emergemanager and then i have to do all the lua api junk |
07:20 |
hmmmm |
shoot me now |
07:35 |
Zeno` |
what's that image RealBadAngel? |
08:00 |
Zeno` |
Can #1810 be merged? |
08:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/1810 -- Fix profiler values not being updated (F6) and not being logged by Zeno- |
08:01 |
hmmmm |
sure |
08:01 |
hmmmm |
just FYI, it's one tab for a function declaration continuation line |
08:01 |
hmmmm |
not two |
08:02 |
hmmmm |
also, doesn't getting the profiler print interval every frame go against your philosophy of caching settings? |
08:02 |
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08:04 |
Zeno` |
yes it does. But it's not a "key" |
08:04 |
Zeno` |
there are similar issues in camera.cpp |
08:04 |
Zeno` |
I figured I'd tackle those post-0.4.11 |
08:05 |
Zeno` |
mainly because it will probably mean larger changes to g_settings |
08:05 |
Zeno` |
Thanks for the line continuation clear up. I think it was a source of confusion not just for me |
08:06 |
hmmmm |
some random person with a random ip address added that rule to the code style guidelines |
08:06 |
hmmmm |
lol |
08:06 |
Zeno` |
profiler print interval can be changed using /set I think |
08:06 |
Zeno` |
that's one of the reasons I was wary about it |
08:06 |
hmmmm |
ahh |
08:06 |
hmmmm |
probably a good idea then |
08:07 |
Zeno` |
a random rule! great :) |
08:08 |
hmmmm |
all the big projects seem to agree on one tab for a function declaration continuation line for parameters |
08:09 |
Zeno` |
well, that's how I *used* to do it (and do it in my own projects) |
08:10 |
Zeno` |
Noted :) |
08:20 |
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08:24 |
Zeno` |
I can't merge yet. I guess the vote (or whatever it is) is still going on =) |
08:24 |
Zeno` |
bbiab (dinner) |
08:39 |
hmmmm |
or perhaps celeron simply isn't around at the moment because time zones |
08:40 |
hmmmm |
he's the only one with the permissions necessary to add/remove developers |
08:42 |
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08:42 |
Zeno` |
oh yeah |
08:48 |
celeron55 |
Zeno`: i added you now |
08:48 |
celeron55 |
(just woke up) |
08:52 |
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08:52 |
Zeno` |
thank you. Back to dinner :) |
09:14 |
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09:16 |
Zeno` |
umm, why did I just do 2 commits? |
09:16 |
Zeno` |
dammit... my first merge and I stuffed up |
09:17 |
Zeno` |
Should I not have deleted the branch? |
09:18 |
Amaz |
Should this pull request be closed, as the commit it contains seems to have been pushed? https://github.com/minetest/minetest/pull/1818 https://github.com/minetest/minetest/commit/10a47b7feef3278792c567f5b954ea4c3712319c |
09:20 |
Zeno` |
I think it should be, but I won't close it until I know what I did wrong with my last merge heh |
09:20 |
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09:23 |
Zeno` |
I have no idea what has happened |
09:23 |
Zeno` |
help! |
09:23 |
Zeno` |
RealBadAngel ^^^ |
09:36 |
Zeno` |
shit, I'm sorry. I need to know how to stop this happening again |
09:49 |
kaeza |
Zeno`, use `git rebase` |
09:50 |
Zeno` |
there was only one commit |
09:50 |
Zeno` |
I don't get it :/ |
09:51 |
Amaz |
Do you need to merge it locally with --no-commit, and then push to master? |
09:54 |
Zeno` |
I dunno. I just pressed the button on github (obviously wrong lol) |
09:58 |
Amaz |
From http://dev.minetest.net/Git_Guidelines Use rebase, not merge, to get linear history. [3] [3] For a github pull request, this is easiest done by appending .patch to the pull request URL, wgetting it to your project directory and doing git am whatever.patch. Similarly for single commits. |
10:00 |
Zeno` |
ok cool |
10:01 |
Zeno` |
I made a mistake and it looks like that's how to stop it again... thanks |
10:01 |
Zeno` |
that actually makes sense |
10:01 |
Zeno` |
so I sign it off rather than merge |
10:03 |
Zeno` |
yep, cool |
10:16 |
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10:32 |
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11:09 |
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14:41 |
Zeno` |
kahrl, the line notes make sense. I was trying, as much as possible, to keep the commit with the same logic as the original main.cpp. Should I update them? |
14:42 |
Zeno` |
I probably should |
14:43 |
kahrl |
ah |
14:44 |
kahrl |
maybe do it in a later commit then |
14:44 |
kahrl |
(also I just started commenting, so more to come :P) |
14:44 |
Zeno` |
thanks :) |
14:45 |
Zeno` |
I'm actually asleep right now so will look more closely tomorrow |
14:46 |
kahrl |
sleeptyping? |
14:47 |
Zeno` |
yeah... happens |
14:47 |
kahrl |
just don't do this: http://www.americanbanker.com/people/bank-worker-in-germany-falls-asleep-transfers-millions-1059834-1.html |
14:48 |
Zeno` |
well... wouldn't be so bad if it was to my account |
14:49 |
Zeno` |
lol though |
14:57 |
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15:04 |
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15:11 |
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15:20 |
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15:23 |
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15:26 |
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15:28 |
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15:55 |
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16:16 |
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16:23 |
RealBadAngel |
hi guys |
16:23 |
RealBadAngel |
kahrl, on? |
16:26 |
kahrl |
RealBadAngel: slightly |
16:27 |
RealBadAngel |
i was working on the issue |
16:27 |
RealBadAngel |
i got it almost working with shaders support added |
16:27 |
kahrl |
any ideas? I see other people have been getting it now too |
16:27 |
RealBadAngel |
definition of the material in extrude wasnt enough |
16:28 |
kahrl |
I see |
16:28 |
RealBadAngel |
i run set material for each buffer in setitem |
16:28 |
RealBadAngel |
and found this place nice to apply shaders too |
16:28 |
kahrl |
so maybe it depends on the irrlicht version? |
16:28 |
RealBadAngel |
i just need to turn ofg (convert) waving materials |
16:29 |
RealBadAngel |
*off |
16:29 |
RealBadAngel |
idk |
16:29 |
RealBadAngel |
but materials got overwritten at some point |
16:29 |
kahrl |
hmm |
16:29 |
RealBadAngel |
so i decide to set the materials no matter what |
16:29 |
RealBadAngel |
and it works |
16:29 |
kahrl |
sounds good |
16:30 |
RealBadAngel |
have you saw screenshots i posted here? |
16:30 |
kahrl |
I saw some, not sure if I saw all |
16:30 |
RealBadAngel |
http://i.imgur.com/ByfSbnm.png |
16:30 |
RealBadAngel |
32x textures, auto normalmaps |
16:31 |
kahrl |
nice |
16:31 |
RealBadAngel |
http://i.imgur.com/VK2588Y.png |
16:31 |
RealBadAngel |
256x normalmaps with parallax mapping |
16:32 |
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16:32 |
kahrl |
what's up with the black dots and the lines on the edges? are they meant to be there? |
16:32 |
RealBadAngel |
no |
16:32 |
RealBadAngel |
i saw that artifact too |
16:32 |
RealBadAngel |
filtering reduces that but not eliminates |
16:33 |
RealBadAngel |
once i had all the cases working i will try to find out the reason |
16:33 |
RealBadAngel |
propably rounding errors |
16:34 |
RealBadAngel |
but that we can call fine tuning just |
16:34 |
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16:35 |
RealBadAngel |
please do note that we had similar problems before, with dirt with grass |
16:35 |
kahrl |
why that node in particular? |
16:35 |
RealBadAngel |
on some step angles grass from top was seen at the bottom |
16:36 |
RealBadAngel |
so you were able to see thin green lines |
16:36 |
kahrl |
with anisotropic filtering on? |
16:36 |
RealBadAngel |
with and without |
16:36 |
kahrl |
strange |
16:37 |
RealBadAngel |
that may be engine bug, not ours |
16:37 |
RealBadAngel |
but still |
16:37 |
kahrl |
I had those artifacts on wield meshes in early versions of wieldmeshnode |
16:37 |
kahrl |
thought they were gone |
16:37 |
RealBadAngel |
nah, theyre still here |
16:38 |
RealBadAngel |
hold on a sec |
16:38 |
kahrl |
I really hope they can be fixed |
16:38 |
Zeno` |
floating point calcs are not commutative so order is pretty important |
16:39 |
RealBadAngel |
http://pastebin.com/c0UsREqn |
16:39 |
RealBadAngel |
WIP of setItem |
16:39 |
Zeno` |
e.g. x * y is not necessarily the same as y * x |
16:39 |
RealBadAngel |
you will be able to see the different approach |
16:40 |
RealBadAngel |
i serve the cases first, then work with materials, no matter the case used |
16:41 |
kahrl |
RealBadAngel: I think it would be easier to move the material handling code to the end up changeToMesh |
16:41 |
kahrl |
then you won't need to change any other function and it automatically works with setCube and setExtruded as well |
16:42 |
RealBadAngel |
propably yes, i will see |
16:42 |
kahrl |
oh, but you are accessing ContentFeatures |
16:43 |
RealBadAngel |
ah yes, i need drawtype |
16:43 |
RealBadAngel |
and tiles and their shaders |
16:43 |
kahrl |
do everything except the part that needs f.tiles in changeToMesh |
16:43 |
kahrl |
and everything that needs f.tiles in setCube |
16:44 |
kahrl |
since you have access to TileSpec[6] in there |
16:45 |
RealBadAngel |
ok |
16:45 |
hmmmm |
hah |
16:45 |
RealBadAngel |
btw, https://github.com/minetest/minetest/pull/1808 |
16:45 |
hmmmm |
jeez don't you guys have jobs |
16:45 |
RealBadAngel |
i do, a new one :P |
16:46 |
RealBadAngel |
now im IT specialist |
16:46 |
kahrl |
I have a part time job ;) |
16:46 |
RealBadAngel |
with lotsa time to code stuff |
16:48 |
kahrl |
the rest of the time I should be studying but I don't want to today |
16:48 |
RealBadAngel |
about 1808, it was ok but guy merged new commits into his branch, so it needs to be extracted |
16:48 |
RealBadAngel |
but its a bugix and i want it to be merged |
16:48 |
RealBadAngel |
can i merge the original commit? |
16:49 |
kahrl |
does it break any mods? |
16:49 |
RealBadAngel |
no |
16:49 |
RealBadAngel |
checked that |
16:49 |
RealBadAngel |
i was worried bout mesecons, but not |
16:49 |
kahrl |
but others that do use rotate_node? |
16:50 |
RealBadAngel |
so far i havent found any that could be affected |
16:50 |
kahrl |
homedecor maybe? |
16:50 |
RealBadAngel |
if so, safe |
16:50 |
VanessaE |
homedecor's lights use that |
16:50 |
RealBadAngel |
idk who made those rotations |
16:51 |
VanessaE |
I did. :P |
16:51 |
VanessaE |
shadow rewrote it though |
16:51 |
* RealBadAngel |
cast a curse on both VE and SN :P |
16:51 |
VanessaE |
I didn't, however, have anything to do with 1808. |
16:51 |
RealBadAngel |
those tables were obviously wrong |
16:52 |
RealBadAngel |
just this guy stepped over it |
16:52 |
RealBadAngel |
this is very similar to wallmounted being upside down for 0 value |
16:53 |
RealBadAngel |
thus breaking any conventions |
16:53 |
VanessaE |
idk what he's trying to do but the rotation was done such that the textures would align with non-facedir nodes |
16:53 |
VanessaE |
the original rotations that is |
16:53 |
RealBadAngel |
facedir handles the rotations |
16:53 |
RealBadAngel |
some have DECIDED to use such 6d rotations not others |
16:54 |
VanessaE |
yeah he just doesn't understand the purpose of that routine |
16:54 |
RealBadAngel |
he just apply extra 90 degs rotation |
16:54 |
RealBadAngel |
propably after modifiers used in textures |
16:55 |
RealBadAngel |
and forgot that engine doesnt need it anymore |
16:56 |
RealBadAngel |
then never used this feature and it was waiting just for some1 who needed it |
16:56 |
VanessaE |
RealBadAngel: check it with stone brick stairs |
16:56 |
kahrl |
ShadowNinja: comments? ^^ |
16:56 |
VanessaE |
see if those are still properly aligned |
16:56 |
RealBadAngel |
doesnt apply |
16:56 |
VanessaE |
those were my test case |
16:56 |
RealBadAngel |
we are talking bout wallmounted only |
16:57 |
RealBadAngel |
stairs are not wallmounted |
16:57 |
VanessaE |
um, no |
16:57 |
VanessaE |
his change is to minetest.rotate_node() |
16:57 |
RealBadAngel |
ah i see |
16:57 |
VanessaE |
that'll affect stairsplus |
16:57 |
VanessaE |
moreblocks |
16:57 |
VanessaE |
which affects fuckloads of mods |
16:57 |
RealBadAngel |
ok i will see |
16:58 |
RealBadAngel |
but only placing of the node |
16:58 |
RealBadAngel |
eg giving placed node correct param2 |
16:58 |
VanessaE |
but if stone brick slabs et al. still aligns properly next to a stone brick block then it's probably fine |
16:58 |
VanessaE |
yeah |
16:58 |
VanessaE |
that's all he's doing here |
16:59 |
RealBadAngel |
i will check the stairs and then we will see |
16:59 |
RealBadAngel |
ok |
17:01 |
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17:01 |
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17:08 |
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17:10 |
Calinou |
when does minetest_game get some biomes by default, for use with v5 and v7? |
17:10 |
Calinou |
this would make the mapgens usable by default |
17:11 |
VanessaE |
Calinou: paramat is going to make a pull request. |
17:11 |
Calinou |
what biomes will it have? |
17:11 |
Calinou |
I'd rather have less than 25 biomes, with less than 25 custom nodes, less than 250-block high mountains |
17:11 |
Calinou |
if you know what I mean… |
17:11 |
* Calinou |
rolls eyes |
17:14 |
Calinou |
biomes of paragenv7 just don't look good and are too complex |
17:14 |
VanessaE |
I would assume the half a dozen or so standard ones |
17:14 |
VanessaE |
sand, grass, etc. |
17:15 |
VanessaE |
have "we" settled on what exactly should happen with snow? as in where it should be by default? |
17:15 |
VanessaE |
(far north/south, or just all over/patchy like with snow mod) |
17:16 |
Calinou |
forest + plains + desert + snow |
17:16 |
Calinou |
is pretty much all we need |
17:16 |
Calinou |
would be like v6, but with snow biome (to use the new nodes) |
17:16 |
VanessaE |
beaches, lakes/oceans? |
17:16 |
Calinou |
that too |
17:16 |
Calinou |
but certainly not 6 types of forest, 4 types of plains, with 3 different grass colours |
17:16 |
Calinou |
doesn't fit minetest_game at all |
17:16 |
VanessaE |
no, you're right about that |
17:17 |
VanessaE |
but I think one more is needed |
17:17 |
VanessaE |
maybe that "dried out" one from mg? |
17:17 |
Calinou |
and of course, the grass texture should not be applied to all sides (like it is in paragenv7 currently) |
17:17 |
VanessaE |
I forget what it's called |
17:17 |
VanessaE |
(obviously I don't mean desert) |
17:17 |
Calinou |
a taiga (+ pine trees) would be OK |
17:17 |
Calinou |
but it needs to stay relatively simple |
17:17 |
VanessaE |
that would work too |
17:17 |
VanessaE |
just ONE more, not a dozen |
17:19 |
kilbith |
"forest + plains + desert + snow [...] is pretty much all we need" |
17:19 |
kilbith |
^ agreed |
17:27 |
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17:48 |
RealBadAngel |
my opinion on biomes: we need a reason for a player to explore the world |
17:48 |
RealBadAngel |
what for nearly unlimited one when its no difference when you stick to spawn or go 20k in any direction? |
17:49 |
RealBadAngel |
bring on the damn variety to the world |
17:50 |
RealBadAngel |
atm fly around in 200-300 nodes radius and you have saw all |
17:50 |
VanessaE |
then said variety needs to be dependent on location itself, yes |
17:51 |
RealBadAngel |
maybe land shape will be different, but thats all |
17:51 |
RealBadAngel |
absolutely no point for regular player to explore the world |
17:51 |
RealBadAngel |
that kills gameplay |
17:55 |
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19:05 |
celeron55 |
having things look different but be functionally the same doesn't help though |
19:06 |
celeron55 |
needs actual new content |
19:06 |
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19:06 |
Calinou |
too much biomes requires players to explore too much |
19:06 |
Calinou |
== bad for gameplay, requires players to be jobless |
19:06 |
Calinou |
digging stuff is too slow already |
19:08 |
celeron55 |
now, where's our game designer to fix these issues |
19:10 |
celeron55 |
well hopefully there is one working on minetest_game 8-) |
19:11 |
* celeron55 |
irresponsibly delegates |
19:13 |
Calinou |
BlockMen obviously |
19:13 |
Calinou |
(sarcasm) |
19:14 |
Calinou |
celeron55, who can send DMCAs about the illegal apps? |
19:14 |
Calinou |
just you, or can other core devs do it? |
19:20 |
VanessaE |
in theory any dev whose code is still in Minetest could. |
19:21 |
VanessaE |
(but you need to be able to prove there's a problem, prove it's your code, blah blah blah blah) |
19:21 |
Calinou |
I have 5 lines! |
19:21 |
* Calinou |
hops on a boat |
19:25 |
RealBadAngel |
celeron55, with exploring i mean lookin for rare resources, new kinds of building materials etc, specific to those biomes |
19:25 |
RealBadAngel |
be it on the ground level or deep below |
19:26 |
RealBadAngel |
those two things have to be bound together, new biomes with new materials |
19:26 |
Calinou |
adding a snow biome + taiga with trees is a good addition already |
19:26 |
Calinou |
better than what we have currently: stone everywhere. |
19:28 |
RealBadAngel |
give taiga trees ability to craft better chests for example |
19:28 |
RealBadAngel |
that would be a reason to look for those biomes |
19:28 |
Calinou |
makes no sense |
19:28 |
Calinou |
absolutely none |
19:29 |
Calinou |
why would taiga wood be “better†in any way |
19:29 |
Calinou |
it's at best inconsistent, at worst senseless |
19:29 |
RealBadAngel |
better wood, better chests |
19:29 |
RealBadAngel |
just an example (or idea) something to make this biome worthy |
19:29 |
Calinou |
come with consistent ideas |
19:29 |
Calinou |
eg. special flower acting as good fuel |
19:29 |
Calinou |
glowing flower |
19:30 |
RealBadAngel |
ofc, that was a quick idea |
19:30 |
Calinou |
it doesn't have to realistic, but everything should make sense |
19:30 |
RealBadAngel |
but giving a picture |
19:30 |
RealBadAngel |
different look of the biome is not enough |
19:30 |
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19:31 |
RealBadAngel |
if any biome you will be able to find group:wood having same usage, differnt kinds of wood will end up the same |
19:31 |
Calinou |
all kinds of wood should act the same, except maybe for smelting duration |
19:31 |
RealBadAngel |
now you start to make biomes the same :P |
19:32 |
RealBadAngel |
all wood, all stone all the same |
19:32 |
RealBadAngel |
and that exactly is wrong |
19:33 |
RealBadAngel |
it unifies the biomes regardless how much effort you put into them to look different |
19:35 |
Calinou |
biomes shouldn't act too different |
19:35 |
Calinou |
else you come into the problem of balance |
19:35 |
Calinou |
everyone wants to live in biome X, but no one wants to live in biome Y |
19:35 |
Calinou |
== overcrowded areas in multiplayer |
19:36 |
RealBadAngel |
aviable area is big |
19:36 |
RealBadAngel |
you can find next biome of that type |
19:37 |
VanessaE |
Calinou: then the trick is to make sure that you need things from *both* biomes |
19:37 |
RealBadAngel |
or all of them |
19:37 |
VanessaE |
RealBadAngel: indeed |
19:37 |
VanessaE |
what use is snow right now? it has none. |
19:37 |
Calinou |
but make differerces that makes sense |
19:37 |
Calinou |
don't make wood act different like that :/ |
19:37 |
Calinou |
I'd hate that |
19:37 |
RealBadAngel |
giving each biome an attribute, thing that will make look for it |
19:38 |
RealBadAngel |
why the duck you have stick to wood, it was an example |
19:38 |
RealBadAngel |
think about something other |
19:39 |
RealBadAngel |
i have no glue what it could be for each type atm |
19:39 |
RealBadAngel |
maybe snow for winter ones? |
19:39 |
RealBadAngel |
in mc snow and ice was very important, it was giving you ability to transport water into nether |
19:40 |
Calinou |
meh |
19:40 |
RealBadAngel |
and that was damn funny |
19:41 |
RealBadAngel |
and about such ideas im talking about |
19:43 |
RealBadAngel |
make player to visit mountains to get precious metals, force him to visit cloud biomes for materials to build flying stuff |
19:43 |
RealBadAngel |
make him go deep to find lava to fuel them |
19:44 |
RealBadAngel |
MAKE HIME EXPLORE THE WORLD :) |
19:45 |
RealBadAngel |
otherwise you can stick that +- 31k deep where no one can see ;) |
19:46 |
RealBadAngel |
nobody will check if thats true |
19:47 |
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20:00 |
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20:03 |
kilbith |
[Bug] latest -dev (30min ago) : "rmdir errno 39 : folder is not empty" shows in chat & debug when I delete a world |
20:08 |
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20:56 |
kahrl |
serverlist.cpp sends g_settings->get("mg_name") when it probably should send mg_name from map_meta.txt |
20:56 |
Amaz |
Ah. |
21:08 |
kahrl |
Amaz: could you test #1828? |
21:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/1828 -- Serverlist: announce mg_name from map_meta.txt instead of minetest.conf by kahrl |
21:09 |
Amaz |
Okay. |
21:19 |
Amaz |
Server running that branch is up. |
21:19 |
Amaz |
And it works! |
21:22 |
kahrl |
nice, thanks |
21:23 |
Amaz |
No problem! |
21:23 |
Amaz |
Thanks for the quick response to the bug report! |
21:24 |
kahrl |
any devs around to agree with #1828? |
21:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/1828 -- Serverlist: announce mg_name from map_meta.txt instead of minetest.conf by kahrl |
21:25 |
sfan5 |
kahrl: that patch qualifies as a small patch and needs no merge approval from anyone |
21:25 |
kahrl |
alright |
21:25 |
sfan5 |
http://dev.minetest.net/Git_Guidelines#Rule_1_in_practice |
21:26 |
kahrl |
I know, but I usually prefer asking at least once ;) |
21:31 |
hmmmm |
booo |
21:31 |
hmmmm |
serverlist.cpp is fubar |
21:32 |
hmmmm |
the correct way to get the mapgen is to read the current working mapgenparams from the emergemanager |
21:32 |
hmmmm |
the mapgen may have been changed between when map_meta.txt was loaded and the mods run |
21:32 |
hmmmm |
also what if map_meta.txt doesn't even exist |
21:32 |
Amaz |
Well, as it is now is better than reading directly from the conf... |
21:32 |
Amaz |
As that can give wrong results. |
21:33 |
kahrl |
hmmmm: well my commit does actually do what you're suggesting if I understand correctly |
21:33 |
hmmmm |
perhaps |
21:33 |
kahrl |
I just had to keep the commit message reasonably short |
21:33 |
hmmmm |
yes that is right |
21:34 |
hmmmm |
basically, m_emerge->params.mg_name is the ONLY right way to find the mapgen |
21:35 |
hmmmm |
that's not really due to poor design, it's just that a number of separate components have control over mapgen settings before the server actually starts |
21:47 |
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22:06 |
paramat |
so the correct way in lua to detect which mapgen is being used is using 'minetest.register_on_mapgen_init ... mgname = MapgenParams.mgname'? |
22:08 |
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22:12 |
paramat |
hmmmm i made a start on mgv5 'getgroundlevelatpoint' but without a way to get eased 3D noise at a point it will not be accurate enough to work. i assume eased 3D noise is only available as a perlinmap currently. |
22:12 |
kaeza |
re #1820, not sure if related, but meshes as wielditems are always using mipmapping |
22:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1820 -- odd wield item glitch. |
22:12 |
kaeza |
(Intel GMA here) |
22:19 |
RealBadAngel |
kaeza, fix for that will be here today i think |
22:19 |
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22:23 |
kaeza |
anybody has a link to iqualfragile's mumble patch? |
22:24 |
RealBadAngel |
he promised one but i havent saw it |
22:25 |
kahrl |
https://gist.github.com/iqualfragile/bc0864e1cc9830d40e0a this? |
22:26 |
kaeza |
kahrl, thanks, that's the one |
22:27 |
kaeza |
(I think) |
22:27 |
kaeza |
I'll see if it works on windows |
22:27 |
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22:27 |
kahrl |
you'll probably have to add an #ifdef around the #includes |
22:29 |
RealBadAngel |
could be fun |
22:29 |
RealBadAngel |
i like to have it tested |
22:40 |
kaeza |
it at least compiles (with minor modifications) |
22:43 |
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22:46 |
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22:55 |
kaeza |
okay, I have it running. anybody cares to test? :) |
23:00 |
* paramat |
somehow gets mgv5 spawnpoint working |
23:15 |
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23:21 |
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23:25 |
Taoki |
Wow. I don't wish to seem overly neative... but Minetest has such big big problems when it comes to networking x.x |
23:25 |
Taoki |
If there's a server that's even somewhat laggy, you can barely do anything. It can take a monute for even a door to open |
23:25 |
Taoki |
Or more minutes until you see anyone moving. Any command lags behind some 30 seconds. |
23:26 |
Taoki |
Maybe we should switch from UDP to TCP entirely... I don't know |
23:27 |
proller |
sctp! |
23:35 |
Taoki |
I'm going to try Freeminer again. It's safe to conclude that mainstream Minetest is not playable online... like nearly at all :/ |
23:38 |
RealBadAngel |
kahrl, extrude problem is not just the black stripes |
23:38 |
hmmmm |
ahh |
23:38 |
hmmmm |
good point paramat |
23:38 |
RealBadAngel |
it is faulty somehow |
23:39 |
Taoki |
Hi RealBadAngel :) |
23:39 |
hmmmm |
trivial vix |
23:39 |
hmmmm |
fix* |
23:39 |
paramat |
i just used non eased to approximate eased =) |
23:39 |
RealBadAngel |
hi Taoki |
23:40 |
paramat |
add 8 nodes to be sure and drop player into world |
23:41 |
RealBadAngel |
http://i.imgur.com/gJp4y9a.png |
23:41 |
RealBadAngel |
http://i.imgur.com/uVqzhvT.png |
23:42 |
VanessaE |
how come I didn't see these glitches when I tested it? |
23:42 |
kahrl |
RealBadAngel: does the vertex shader change the vertex positions? |
23:42 |
RealBadAngel |
http://i.imgur.com/ZwjeZi4.png |
23:42 |
RealBadAngel |
shaders can only change vertices for nodes that have waving = 1 |
23:43 |
VanessaE |
one thing I *did* see by the way is that the new code doesn't "work" with the trick HDX uses to disable extrusion on the wieldhand (black to the right of the hand, at 25% alpha) |
23:43 |
Taoki |
Is there any chance that Minetest might switch to the enet protocol too? Which is what Freeminer did, and is said to be a lot faster |
23:43 |
RealBadAngel |
and this is another issue, i do have now plants and leaves that are dancing in hand ;) |
23:44 |
RealBadAngel |
but completely unrelated |
23:44 |
kahrl |
RealBadAngel: does it happen without shaders? |
23:44 |
RealBadAngel |
lemme check for sure |
23:46 |
kahrl |
fences look fine in the hand and as dropped items for me (without shaders, of course) |
23:47 |
RealBadAngel |
oh shit |
23:47 |
VanessaE |
git HEAD (just now), without shaders or with (bumpmapping + auto normals)... I cannot reproduce the bug |
23:47 |
RealBadAngel |
its parallax mapping responsible for that |
23:47 |
RealBadAngel |
how the fuck??? |
23:48 |
VanessaE |
that explains why i can't reproduce. |
23:48 |
VanessaE |
I didn't try that :) |
23:48 |
RealBadAngel |
nobody just me have shaders on wielded ;) |
23:48 |
VanessaE |
I'm just looking at a dropped fence |
23:48 |
VanessaE |
and I STILL can't reproduce |
23:48 |
RealBadAngel |
VanessaE, i do have totally differnt code now |
23:48 |
* VanessaE |
turns EVERYTHING on |
23:49 |
RealBadAngel |
dont even try |
23:49 |
VanessaE |
ok |
23:49 |
RealBadAngel |
unless you have hacked my box and have current code ;) |
23:49 |
VanessaE |
well at least I'm consistent with kahrl then |
23:50 |
VanessaE |
thought maybe I missed something blindingly obvious when I was testing :P |
23:50 |
RealBadAngel |
http://i.imgur.com/VK2588Y.png |
23:50 |
RealBadAngel |
i have reworked part of kahrl's code |
23:51 |
RealBadAngel |
to fix issue that some of us have and applied there shaders too |
23:52 |
kahrl |
I think the way the extrusion mesh is built is incompatible with the shaders |
23:53 |
VanessaE |
RealBadAngel: I wonder if any of this ties back in with those black lines you were getting with my slope models? the UVs were perfect, so only way I could solve THOSE was to wrap the textures a bit. |
23:53 |
RealBadAngel |
oh cmon, it is *almost* working |
23:54 |
RealBadAngel |
somehow parallax mapping is being used on things that do not have height maps |
23:55 |
RealBadAngel |
and thats all |
23:55 |
VanessaE |
RealBadAngel: yeah, like HDX ;) |
23:59 |
RealBadAngel |
lol, now i can see textures changing on meshnodes |