Time |
Nick |
Message |
00:00 |
|
Megaf joined #minetest-dev |
00:01 |
|
Megaf joined #minetest-dev |
00:08 |
|
paramat joined #minetest-dev |
00:10 |
|
khonkhortisan joined #minetest-dev |
00:39 |
|
shadowzone joined #minetest-dev |
00:54 |
|
khonkhortisan joined #minetest-dev |
00:57 |
|
ShadowLadyXD joined #minetest-dev |
01:00 |
|
Zeno` joined #minetest-dev |
01:14 |
|
shadowzone joined #minetest-dev |
01:39 |
|
khonkhortisan joined #minetest-dev |
01:58 |
paramat |
hey hmmmm please could you check code/merge https://github.com/minetest/minetest/pull/1834 ? it is rebased and squashed, details in last comment |
01:59 |
hmmmm |
sure |
02:00 |
hmmmm |
ahh |
02:00 |
paramat |
thanks, also preparing the overgen commit |
02:01 |
hmmmm |
you realize that f * noise_ground->np->octaves * noise_ground->np->scale isn't the min/max of that noise? |
02:01 |
hmmmm |
I am going to be adding lacunarity soon as a noise param, and if that is greater than 1, it would blow your entire assumption away |
02:02 |
paramat |
ah okay |
02:03 |
hmmmm |
hmm |
02:03 |
paramat |
i assumed f * octaves * scale because persist is usually set below 1 |
02:03 |
paramat |
so i think it's okay currently |
02:03 |
hmmmm |
i should probably add a utility function to Noise to calculate the min/max possible values |
02:04 |
paramat |
i do that often with a calculator |
02:05 |
paramat |
okay so i'll need to rewrite in future, but this works for spawning in the meantime |
02:24 |
paramat |
hmmmm, here's the new pull request for a simpler (temporary) mgv5 overgeneration https://github.com/minetest/minetest/pull/1855 |
02:36 |
paramat |
hmmmm, biomes certainly does need work, i have a suggestion for being able to set biome heat/humidity noise parameters in .conf, it's essential to tune the spreads depending on number of biomes, i'll probably attempt this myself |
03:01 |
|
Megaf joined #minetest-dev |
03:03 |
|
mrtux joined #minetest-dev |
03:37 |
|
cg72 joined #minetest-dev |
03:50 |
|
Megaf joined #minetest-dev |
04:10 |
hmmmm |
just wondering how the overgeneration affects speed |
04:10 |
hmmmm |
did you check that? |
04:10 |
paramat |
no, but its from 80 to 82 node layers |
04:10 |
hmmmm |
oh okay |
04:11 |
paramat |
just 1 up 1 down |
04:11 |
hmmmm |
i like the overgeneration idea, but the implementation could probably be improved, or generateBiomes could be improved, or both |
04:11 |
hmmmm |
notice how at y=47 the biome 'top node' is discontinous? |
04:11 |
hmmmm |
it forms a right angle |
04:12 |
paramat |
yeah |
04:12 |
hmmmm |
yea |
04:12 |
paramat |
you mean in my commit? |
04:13 |
hmmmm |
the screenshot on the pull request |
04:13 |
paramat |
ah |
04:14 |
paramat |
yes i think i see what you mean |
04:15 |
hmmmm |
oh |
04:15 |
paramat |
this is just a very minimal temporary overgen, because ive been working on deeper overgen and its complex, many weeks work perhaps |
04:15 |
hmmmm |
when you write your commit messages, could you do it in the format of |
04:15 |
hmmmm |
component: Add thing here |
04:16 |
hmmmm |
for example |
04:16 |
hmmmm |
Mapgen V5: Add overgeneration support |
04:16 |
paramat |
okay |
04:16 |
hmmmm |
thanks |
04:16 |
paramat |
oh wow thanks for the merge |
04:16 |
hmmmm |
what |
04:17 |
paramat |
only just seen |
04:27 |
Zeno` |
Ok I'm happy with #1852 now. Some good improvements in speed with few changes |
04:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/1852 -- Optimise getTileInfo(), CNodeDefManager::get() and VoxelManipulator::addArea() by Zeno- |
04:28 |
hmmmm |
excellent |
04:28 |
hmmmm |
addArea doesn't modify area any, right? |
04:30 |
hmmmm |
you should probably add a const qualifier to those if so |
04:30 |
Zeno` |
good point; I'll check |
04:31 |
hmmmm |
yea, VoxelManipulator::addArea(const VoxelArea &area) |
04:31 |
hmmmm |
it looks great! |
04:31 |
Zeno` |
ok, will do |
04:31 |
hmmmm |
i love when people make things faster |
04:31 |
hmmmm |
minetest is too damn slow |
04:31 |
Zeno` |
thanks. So you're ok with a merge once I fix that const qualifier? |
04:31 |
hmmmm |
yea |
04:32 |
Zeno` |
thanks |
04:36 |
Zeno` |
area is modified |
04:36 |
Zeno` |
hmm no it's not... will have to change some other functions |
04:46 |
|
mrtux joined #minetest-dev |
04:47 |
|
Megaf joined #minetest-dev |
04:54 |
|
NakedFury joined #minetest-dev |
04:57 |
|
Megaf joined #minetest-dev |
05:00 |
|
selat joined #minetest-dev |
05:31 |
|
sol_invictus joined #minetest-dev |
05:37 |
|
VanessaE joined #minetest-dev |
05:38 |
|
Megaf joined #minetest-dev |
05:47 |
|
paramat left #minetest-dev |
05:53 |
|
Megaf joined #minetest-dev |
06:12 |
|
Megaf joined #minetest-dev |
06:25 |
|
Weedy joined #minetest-dev |
06:26 |
|
SmugLeaf joined #minetest-dev |
06:36 |
|
VanessaE joined #minetest-dev |
06:41 |
|
Hunterz joined #minetest-dev |
06:46 |
|
Miner_48er joined #minetest-dev |
06:47 |
|
Miner_48er joined #minetest-dev |
06:57 |
|
Weedy joined #minetest-dev |
06:57 |
|
Weedy joined #minetest-dev |
07:06 |
|
Weedy joined #minetest-dev |
07:11 |
|
Weedy joined #minetest-dev |
07:14 |
|
jin_xi joined #minetest-dev |
07:15 |
|
SmugLeaf joined #minetest-dev |
07:20 |
|
Weedy joined #minetest-dev |
07:20 |
|
Weedy joined #minetest-dev |
07:21 |
|
Megaf_ joined #minetest-dev |
07:32 |
|
VanessaE joined #minetest-dev |
07:45 |
|
RealBadAngel joined #minetest-dev |
07:46 |
RealBadAngel |
hi |
07:46 |
RealBadAngel |
#1856 |
07:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/1856 -- Port createForsythOptimizedMesh from Irrlicht 1.8 by RealBadAngel |
07:47 |
RealBadAngel |
i need that function to speed-up mapblock mesh, unfortunatelly its aviable only in irrlicht >=1.8, so i merged it into our codebase |
07:49 |
Zeno` |
more performance improvements? :D |
07:55 |
VanessaE |
RealBadAngel: how much of an improvement will it lead to? |
07:56 |
VanessaE |
corollary to that, is there a good reason to maintain compatibility with 1.7.x at this point? |
07:57 |
RealBadAngel |
some distros still dont have 1.8 |
07:58 |
RealBadAngel |
and this is second case i ported back needed code, first time it was when i added l-system trees |
07:58 |
RealBadAngel |
read: ages ago ;) |
07:58 |
VanessaE |
well for those distros where 1.8 isn't yet available, it's not that hard to compile irrlicht |
07:59 |
VanessaE |
just wondered is all |
07:59 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/treegen.cpp#L496 |
08:00 |
RealBadAngel |
this code is aviable in 1.8 too |
08:01 |
RealBadAngel |
anyway, either we switch to 1.8 now or i need patch above |
08:02 |
Zeno` |
What's the performance gain? |
08:02 |
RealBadAngel |
it depends on the models(meshes) |
08:02 |
Zeno` |
lots or moderate? :) |
08:02 |
RealBadAngel |
it simplifies the meshes, so they have less polygons |
08:03 |
Zeno` |
Oh, there is a link to a paper. /me reads |
08:03 |
RealBadAngel |
and its quite fast |
08:03 |
RealBadAngel |
im already using that for all meshnodes and wielded |
08:04 |
Zeno` |
In your own repo? |
08:04 |
RealBadAngel |
in my worktree |
08:04 |
Zeno` |
yep |
08:04 |
RealBadAngel |
instead of cloneMesh im using this function |
08:04 |
RealBadAngel |
i get a cloned mesh but optimized at the same time |
08:05 |
Zeno` |
well if it's needed and we don't want to move to 1.8 then there cannot be a problem with this I'd expect :) |
08:05 |
Zeno` |
And when we do move to 1.8 it would simply get removed (correct?) |
08:05 |
RealBadAngel |
yup |
08:06 |
RealBadAngel |
same as setRotationAxisRadians |
08:07 |
|
Weedy joined #minetest-dev |
08:07 |
|
Weedy joined #minetest-dev |
08:11 |
|
kilbith joined #minetest-dev |
08:29 |
VanessaE |
bbl |
08:39 |
Zeno` |
I'm all for something that improves performance or leads to improved performance |
08:41 |
kilbith |
fix the mem. leaks reported by VE, Sokomine, Megaf |
08:42 |
Zeno` |
kilbith, I've started hunting |
09:00 |
|
GrimKriegor joined #minetest-dev |
09:02 |
|
FR^2 joined #minetest-dev |
09:11 |
jin_xi |
Zeno: one def mem leak is the one with signs and such. celeron also mentioned a solution, which was to reference count texture ourselves. that would be a very worthwile addition imo |
09:13 |
jin_xi |
http://irc.minetest.ru/minetest-dev/2014-10-11#i_3976793 |
09:16 |
Zeno` |
hmm |
09:17 |
Zeno` |
I dunno if signs would cause the kind of leak I'm seeing though |
09:17 |
Zeno` |
I can get the client to use 10GB of RAM in about 15 minutes |
09:17 |
jin_xi |
ugh |
09:17 |
Zeno` |
maybe they can |
09:17 |
Zeno` |
I'm going to try something |
09:17 |
Zeno` |
it's hard to track down because at end of execution everything is cleaned up correctly |
09:18 |
Zeno` |
I'll deliberately crash it |
09:25 |
OldCoder |
Zeno`, Hi |
09:25 |
Zeno` |
Hi |
09:26 |
OldCoder |
Most people asleep? |
09:26 |
Zeno` |
They've had several days of sleep. Must have eaten an enchanted apple |
09:26 |
OldCoder |
Ah |
09:30 |
|
selat joined #minetest-dev |
09:40 |
Megaf_ |
heh, yesterday I was asking about Irrlicht 1.8 features here, and today we seem to soon get some https://github.com/minetest/minetest/pull/1856 |
10:00 |
|
ImQ009 joined #minetest-dev |
10:09 |
Megaf_ |
Comments? https://github.com/minetest/minetest/pull/1854#issue-49590015 |
10:31 |
Zeno` |
I have no issue with that Megaf_ (in theory) except for the fast_fly |
10:31 |
Zeno` |
RealBadAngel, if your PR is needed to improve things then I say go for it |
10:33 |
Megaf_ |
If the whole problem is with fly fast then I can just remove that... |
10:34 |
Megaf_ |
That does seems like a personal opinion and seems like people like the way it is not because they find it better, but just because it is like that at the moment |
10:40 |
|
selat joined #minetest-dev |
11:05 |
Megaf_ |
Why this havent been marged yet? https://github.com/minetest/minetest_game/pull/336 |
11:05 |
Megaf_ |
#336 |
11:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/336 -- Settings checkboxes not saved if you quit without first leaving the Settings tab |
11:06 |
Megaf_ |
not that |
11:06 |
Megaf_ |
Pine tree, pine needles, pine saplng and pine wood nodes, stairs and slabs |
11:08 |
Zeno` |
Dunno. I gave it a thumbs up just now |
11:09 |
Megaf_ |
https://github.com/minetest/minetest/issues/1643#issuecomment-63956484 |
11:09 |
Megaf_ |
#1643 |
11:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/1643 -- Single player worlds should be visible regardless of selected game |
11:10 |
Megaf_ |
!tell PilzAdam https://github.com/minetest/minetest/issues/1643#issuecomment-63956484 |
11:10 |
ShadowBot |
Megaf_: O.K. |
11:27 |
|
zat joined #minetest-dev |
11:28 |
|
proller joined #minetest-dev |
11:32 |
|
kahrl joined #minetest-dev |
11:43 |
kahrl |
so... wieldmesh |
11:43 |
kahrl |
I had an idea for fixing #1844 |
11:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/1844 -- odd wield item glitch 2 |
11:44 |
kahrl |
if the extrusion mesh is split into two meshbuffers, one for the Y slices and one for everything else, anisotropic filtering can be forced on for only the problematic Y slices |
11:44 |
kahrl |
so I implemented that: https://github.com/kahrl/minetest/commit/5709750ff403dfb68d2d7185888ef7c85e249c28 |
11:45 |
kahrl |
seems to work fine for me, but of course I never had the blurring problem so that's kind of pointless |
11:45 |
kahrl |
if someone who has that blurring problem could test ^, that would be great |
11:48 |
Zeno` |
kahrl, refactor_main is updated again :p |
11:48 |
Zeno` |
kahrl, I'm also thinking of taking limitFps() out of thegame.cpp and putting it into something like utils/gfx.cpp (so it can be shared with main.cpp mainly). Thoughts? |
11:51 |
Zeno` |
I |
11:51 |
Zeno` |
I'd test your changes but I've never experienced the issue(s) either |
11:51 |
kahrl |
Zeno`: yeah it makes sense to share a function like limitFps |
11:52 |
kahrl |
how does main.cpp do it right now? |
11:52 |
kahrl |
ah, just sleep_ms(25) |
11:54 |
Zeno` |
yeah |
11:54 |
Zeno` |
which is kind of fine but not great |
11:55 |
Zeno` |
I mean it doesn't hurt, but I'd just like it consistent if that makes sense |
11:55 |
Zeno` |
I'll split limitFps() out into it's own file some time (in the next week, or three heh) |
11:56 |
kahrl |
Zeno`: maybe it would fit into drawscene.h |
11:56 |
kahrl |
dunno though |
11:57 |
Zeno` |
maybe, I'll keep thinking about it. It does seem strange having a file for just one function but maybe others can be moved into it as well |
11:57 |
Zeno` |
will have to look more closely at some point |
11:58 |
Zeno` |
Then again... maybe the whole irrlicht thing can be abstracted |
11:59 |
Zeno` |
if it doesn't affect performance. If that happened then maybe a port to, I dunno, Ogre3d (just an example!) for the client could become possible |
12:00 |
Zeno` |
that's very long term though |
12:00 |
kahrl |
well I doubt that's feasible |
12:00 |
kahrl |
at the least such an abstraction would be very leaky |
12:00 |
Zeno` |
I think it could be done |
12:00 |
Zeno` |
I got told that refactoring the_game() wasn't really feasible as well :P |
12:01 |
kahrl |
well I don't want to tell you not to try it ;) |
12:01 |
Zeno` |
Anyway, this is not anywhere near the top of my TODO list hehe |
12:01 |
Zeno` |
It's way down the bottom and my TODO list is about to overflow |
12:01 |
kahrl |
things like the formspec menu would have to be essentially rewritten probably |
12:02 |
Zeno` |
yeah exactly |
12:02 |
Zeno` |
I didn't say it would be *easy* |
12:06 |
|
proller joined #minetest-dev |
12:12 |
Zeno` |
I think #1847 is ok to merge unless there are objections |
12:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1847 -- Use native byte-swapping for de/serialization by rafael7 |
12:13 |
Zeno` |
two core devs agreed; I'll merge in 30 minutes or so (assuming there are no further comments) |
12:16 |
|
guest365 joined #minetest-dev |
12:27 |
Megaf_ |
Zeno`: go for it |
12:37 |
|
ImQ009 joined #minetest-dev |
13:21 |
|
kaeza joined #minetest-dev |
13:23 |
Zeno` |
what are people's thoughts on a feature freeze until 0.4.11 is released? |
13:24 |
Zeno` |
i.e. only bug fixes and possibly performance issues addressed |
13:25 |
Zeno` |
RealBadAngel, #1705 <-- does adding that back to shaders until 0.4.11 is released work for you? |
13:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/1705 -- Regression in smooth day-night transition |
13:28 |
Zeno` |
kahrl, https://github.com/kahrl/minetest/commit/d157219cb3ab3949147a9a87de6276341d93707a.patch adds one whitespace error :P |
13:29 |
Zeno` |
other than that it seems ok to me... but I didn't experience the issue in the first place |
13:31 |
Zeno` |
it does seem complicated though heh |
13:32 |
Zeno` |
hmm, there may be a performance regression with it |
13:32 |
Zeno` |
not sure |
13:33 |
Zeno` |
fps difference with and without *seems* to be about 10fps on my computer |
13:34 |
Zeno` |
hard to tell... I'll test with my ram-database later |
13:41 |
Zeno` |
I guess feature freeze is boring, but surely it has to be done some time |
13:42 |
|
shadowzone joined #minetest-dev |
13:43 |
Megaf_ |
+1 |
13:43 |
Megaf_ |
:) |
13:46 |
Megaf_ |
just merge my PR before freezing things |
13:47 |
Megaf_ |
If only a core dev agreed with it |
14:01 |
kilbith |
RBA is doing such things on signlike, so not now IMO |
14:01 |
kilbith |
and plantlike |
14:04 |
kilbith |
.11 for xmas, .12 for july, etc. 2 releases/year |
14:04 |
|
MinetestForFun joined #minetest-dev |
14:05 |
Zeno` |
possibly |
14:05 |
Zeno` |
although signlike is a performance improvement AFAIK |
14:06 |
Zeno` |
but where does it stop? |
14:07 |
kilbith |
we can raise a major versionning in waiting more |
14:07 |
Zeno` |
the next release is 0.4.11 though |
14:07 |
Zeno` |
I'm not sure that should be changed |
14:08 |
Zeno` |
The more new features get added the more there is to (potentially) debug |
14:08 |
|
daswort joined #minetest-dev |
14:10 |
Zeno` |
I guess a related question is "does the current state of HEAD warrant a release"? |
14:11 |
Zeno` |
(assuming there is a feature freeze for a bit so bugs can be squashed) |
14:12 |
Megaf_ |
every x.x.n release could be bug fix and every x.n.x release could be new features |
14:12 |
Megaf_ |
and n.x.x could be major changes |
14:13 |
Megaf_ |
like new mapgen, new textures, new rendering engine |
14:13 |
kilbith |
MT 1.x in ~15 years lol |
14:14 |
n4x |
how are new textures a major change? |
14:15 |
Megaf_ |
alone it isnt, be is should be included on with another major change |
14:15 |
Megaf_ |
for a player view can be a major change |
14:15 |
Megaf_ |
in a player point of view* |
14:16 |
Megaf_ |
Im not talking about little textures changes.. Im talking about a total change in all textures at once |
14:16 |
|
daswort joined #minetest-dev |
14:17 |
Zeno` |
well that then begs the question: "how do minetest_game changes affect the engine versioning?" :P |
14:17 |
kilbith |
unrelated |
14:18 |
|
prozacgod joined #minetest-dev |
14:19 |
Megaf_ |
so, when we say. Minetest version 3.4 |
14:19 |
Megaf_ |
to what are we referring to? |
14:19 |
Zeno` |
no idea |
14:19 |
Zeno` |
minetest_game, however, is not the engine |
14:20 |
Zeno` |
and not part of the engine |
14:22 |
Megaf_ |
-- Looking for include file endian.h |
14:22 |
Megaf_ |
-- Looking for include file endian.h - found |
14:22 |
Megaf_ |
interesting |
14:22 |
Megaf_ |
and I will be testing this https://github.com/minetest/minetest/pull/1856 in a couple of minutes |
14:26 |
jin_xi |
Megaf_: this adds a feature, but its not used yet afaict |
14:26 |
jin_xi |
so you wont see any change |
14:27 |
Zeno` |
yeah, it's not used yet |
14:27 |
Megaf_ |
jin_xi: Im happy enough if it doesnt crass the game |
14:27 |
Megaf_ |
crash* |
14:27 |
jin_xi |
well, its not used in the game. you can test if it builds. |
14:30 |
Megaf_ |
I will test some PR by Zeno` too |
14:30 |
Megaf_ |
mostly tests like if it builds properly and doesnt breaks things |
14:30 |
Zeno` |
which PR? |
14:34 |
Zeno` |
:3 |
14:35 |
* Zeno` |
panics |
14:35 |
|
Hunterz joined #minetest-dev |
14:36 |
VanessaE |
Megaf_: you don't need to test if it can build, Travis CI does that |
14:37 |
VanessaE |
but testing if a commit breaks your normal workflow is always a good idea. |
14:38 |
Megaf_ |
Yep, I do the second too |
14:38 |
Megaf_ |
Zeno`: #1851 |
14:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/1851 -- Cleanup updateCameraDirection and fix random input not working by Zeno- |
14:38 |
Megaf_ |
and #1853 |
14:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/1853 -- Add name of node pointed at to debug by Zeno- |
14:41 |
Zeno` |
oh yeah, that needs to be merged (the first one) |
14:42 |
Megaf_ |
let me test it first |
14:42 |
Zeno` |
I can't merge without another core dev approving, but yes testing is most welcome |
14:44 |
Megaf_ |
Ok, RBA thingy didnt cause any drawback |
14:45 |
Megaf_ |
actualy it did |
14:45 |
Megaf_ |
the field of view seems to be messed up now |
14:45 |
Zeno` |
It cannot have done that... it's not used |
14:46 |
Megaf_ |
hm |
14:46 |
Megaf_ |
something looks weird |
14:46 |
Zeno` |
so if FOV is messed up then it's something else :) |
14:46 |
Megaf_ |
it noticed that after applying RBAs patch |
14:47 |
* Zeno` |
looks again |
14:47 |
Zeno` |
it's not used yet... must be a coincidence |
14:48 |
Zeno` |
it's just "dead code" waiting to be put to a use |
14:49 |
Megaf_ |
ok, so it must be something in my head... |
14:51 |
|
ImQ009 joined #minetest-dev |
14:51 |
Megaf_ |
Zeno`: Compiling #1851 agora |
14:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/1851 -- Cleanup updateCameraDirection and fix random input not working by Zeno- |
14:52 |
Megaf_ |
s/agora/now |
14:53 |
|
ImQ009 joined #minetest-dev |
14:54 |
|
selat joined #minetest-dev |
15:09 |
Megaf_ |
Zeno`: testing 1851 now |
15:11 |
|
proller joined #minetest-dev |
15:12 |
Megaf_ |
Zeno`: 1851 have passed Megaf's test |
15:14 |
Zeno` |
thank thee |
15:25 |
Megaf_ |
sfan5: did you do a rm CMakeCache.txt and make clean before compiling? |
15:25 |
Megaf_ |
try a fresh git clone in another folder |
15:25 |
VanessaE |
... |
15:25 |
Megaf_ |
#1858 |
15:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/1858 -- std::bad_alloc |
15:25 |
sfan5 |
I did a make clean |
15:25 |
sfan5 |
didn't clean the cmake cache |
15:25 |
Megaf_ |
I mean, I have no problem at all with that |
15:26 |
Megaf_ |
sfan5: you have to remove CMakeCache too |
15:26 |
Megaf_ |
and rerun cmake |
15:26 |
sfan5 |
why |
15:26 |
sfan5 |
I re-ran cmake multiple times |
15:26 |
Zeno` |
meh, just do out of source builds... it's easier |
15:27 |
Zeno` |
rebuilding with clang to test again |
15:27 |
|
NakedFury joined #minetest-dev |
15:29 |
Zeno` |
are you sure that commit is the issue sfan5? |
15:29 |
sfan5 |
no |
15:29 |
sfan5 |
thats just the commit im on |
15:29 |
Zeno` |
I think that needs to be cleared up first ;) |
15:30 |
sfan5 |
hm |
15:30 |
Zeno` |
ok with clang and your settings I don't have the issue |
15:30 |
sfan5 |
can't reproduce with another clone |
15:30 |
sfan5 |
but there's still the "no worldname given or no game selected" bug when you start minetest for the first time |
15:31 |
|
ImQ009 joined #minetest-dev |
15:31 |
Zeno` |
next! |
15:31 |
Zeno` |
lol ;) |
15:32 |
sfan5 |
nah |
15:32 |
sfan5 |
might be because of -march=native |
15:33 |
Zeno` |
building again |
15:34 |
|
ImQ009 joined #minetest-dev |
15:35 |
sfan5 |
yep |
15:35 |
sfan5 |
crashes |
15:35 |
Megaf_ |
I have found another bug, related to saving world localy |
15:38 |
Zeno` |
sfan5, I still can't reproduce |
15:38 |
Zeno` |
-g -O1 -Wall -march=native |
15:38 |
sfan5 |
Zeno`: what does "echo | clang -### -E - -march=native" output? |
15:39 |
Zeno` |
http://pastebin.com/Cci0ZAvE |
15:40 |
Zeno` |
excuse the world name hehe |
15:40 |
sfan5 |
>"-target-cpu" "core-avx2" |
15:41 |
sfan5 |
it's "-target-cpu" "corei7-avx" for me |
15:41 |
Zeno` |
hmm |
15:42 |
Zeno` |
Ok, can you check if the commit prior to f7d6509 works? |
15:43 |
sfan5 |
sure |
15:43 |
Megaf_ |
Im downloading clang here |
15:43 |
Megaf_ |
and I can test on an i7 too |
15:43 |
Zeno` |
If it does then I guess I should revert f7d6509 |
15:44 |
Zeno` |
although I have nfi why it's an issue |
15:44 |
sfan5 |
Megaf_: I have an i5 here, but the corei7-avx is probably for the whole i[357] series |
15:44 |
Megaf_ |
isnt it better to fix instead of reverting? |
15:44 |
sfan5 |
ofc |
15:44 |
Zeno` |
Megaf_, if the game is not playable it's better to revert until why it's not working is determined (IMO) |
15:45 |
sfan5 |
but only if we can figure out how to fix it |
15:45 |
Megaf_ |
sfan5: still, my laptop is an AMD-E1, I believe I will not have the same issue, but I will try on another laptop we have here |
15:46 |
Zeno` |
I have i7 |
15:46 |
sfan5 |
Zeno`: happens with d406ac9 too |
15:46 |
sfan5 |
Zeno`: why is your target_cpu core-avx2 then? |
15:46 |
Zeno` |
ok, well it's not the latest commit |
15:46 |
sfan5 |
oh wait |
15:47 |
Zeno` |
I have no idea |
15:47 |
sfan5 |
you have an i7, those have avx2 |
15:47 |
sfan5 |
Zeno`: try -DCMAKE_CXX_FLAGS=-target-cpu corei7-avx |
15:47 |
sfan5 |
that should work for you |
15:47 |
sfan5 |
avx is backwards-compatible IIRC |
15:47 |
Zeno` |
should work or break? |
15:47 |
sfan5 |
work as in not a SIGILL |
15:48 |
Zeno` |
ok one sec |
15:48 |
sfan5 |
and breaks as in std::bad_alloc |
15:48 |
sfan5 |
-s |
15:48 |
Megaf_ |
my CPU does have avx too |
15:49 |
Zeno` |
umm no I can't even run cmake with that |
15:50 |
sfan5 |
why not |
15:50 |
Zeno` |
target does not exist |
15:50 |
sfan5 |
clang version? |
15:50 |
Megaf_ |
my target here is "-target-cpu" "btver2" |
15:50 |
Zeno` |
3.4 |
15:50 |
sfan5 |
i have 3.5 |
15:50 |
sfan5 |
upgrade |
15:50 |
Megaf_ |
sfan5: maybe you can use other target that is not your cpu? |
15:51 |
sfan5 |
you can use any target you want |
15:51 |
sfan5 |
the question is whether it will run on your current cpu |
15:54 |
Megaf_ |
how can you see the list of available targets? |
15:55 |
Zeno` |
3.4.2 is the latest version I can get |
15:55 |
Zeno` |
maybe bisect the issue and see where it started? |
15:56 |
|
Calinou joined #minetest-dev |
15:56 |
Zeno` |
sfan5 ^^ |
15:57 |
sfan5 |
I'll do that |
15:57 |
Zeno` |
I'm sorry I can't reproduce |
15:57 |
Zeno` |
I'll install another distro tomorrow for testing and stuff |
15:58 |
Megaf_ |
sfan5: can you give me your cmake line please? |
15:58 |
sfan5 |
Megaf_: http://clang.llvm.org/doxygen/Targets_8cpp_source.html#l01969 |
15:58 |
sfan5 |
Megaf_: CC=clang CXX=clang++ cmake . -DBUILD_SERVER=0 -DENABLE_REDIS=0 -DENABLE_LEVELDB=0 -DENABLE_SOUND=0 -DENABLE_GETTEXT=0 "-DCMAKE_CXX_FLAGS=-D__extern_always_inline=inline -march=native" |
16:00 |
Calinou |
-DENABLE_LEVELDB=0 and -DENABLE_REDIS=0 are redundant |
16:00 |
|
hmmmm joined #minetest-dev |
16:00 |
sfan5 |
wrong |
16:00 |
sfan5 |
redis is enabled by default |
16:00 |
sfan5 |
and I actually wanted to write -DENABLE_LEVELDB=1 |
16:00 |
Megaf_ |
Calinou: wrong |
16:01 |
Megaf_ |
sfan5: maybe thats why it crashes? |
16:01 |
Calinou |
someone broke smooth lighting in Git? |
16:01 |
sfan5 |
Megaf_: because leveldb is disabled? |
16:01 |
Calinou |
why aren't all backends enabled if found? |
16:01 |
Megaf_ |
if you map is leveldb |
16:01 |
Calinou |
stop optimizing getTileInfo without testing the game… |
16:02 |
Calinou |
2nd time this happens |
16:02 |
Megaf_ |
sfan5: and to compile with clang I run make? |
16:02 |
sfan5 |
Megaf_: my map is newly created and sqlite3 |
16:02 |
Zeno` |
I was using a newly created map as well |
16:02 |
sfan5 |
and it won't std::bad_alloc because it can't find the backend |
16:02 |
sfan5 |
Megaf_: run cmake the way I did |
16:02 |
sfan5 |
then run make |
16:02 |
Megaf_ |
ok |
16:03 |
Megaf_ |
compiling |
16:03 |
Megaf_ |
we forgot this -DCMAKE_CXX_FLAGS=-target-cpu corei7-avx |
16:03 |
Zeno` |
I created the world, changed map_meta.tx to sfan5's values, deleted the original *.sqlite files and re-launched |
16:04 |
sfan5 |
Zeno`: the map meta is not relevant |
16:04 |
sfan5 |
it happens with every v6 world |
16:04 |
Zeno` |
well I wanted to make sure :) |
16:06 |
Zeno` |
Megaf_, you were affected by the bug before #1851 ;) |
16:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/1851 -- Cleanup updateCameraDirection and fix random input not working by Zeno- |
16:06 |
Zeno` |
add random_input = true to minetest.conf and try before and after the patch |
16:07 |
Calinou |
https://github.com/minetest/minetest/issues/1859 → tag as bug |
16:07 |
Megaf_ |
how do I add -target-cpu corei7-avx? |
16:08 |
Megaf_ |
my cmake is like this at the moment cmake ../../ -DRUN_IN_PLACE=1 -DBUILD_SERVER=0 -DENABLE_LEVELDB=0 -DENABLE_REDIS=0 -DENABLE_FREETYPE=1 "-DCMAKE_CXX_FLAGS=-D__extern_always_inline=inline -march=native" |
16:08 |
Zeno` |
Calinou, I see no problem. Can you be more descriptive? |
16:08 |
Calinou |
GRR |
16:09 |
VanessaE |
a screenshot would be good |
16:09 |
Calinou |
you're a core developer and not seeing any difference between new and old? |
16:10 |
Calinou |
OK, one sec |
16:10 |
Zeno` |
Apparently so |
16:10 |
Calinou |
https://cdn.mediacru.sh/gMxznO-H5I4i.png |
16:10 |
Calinou |
broken |
16:10 |
Calinou |
no ambient occlusion at node edges. |
16:10 |
Calinou |
but light fades smoothly (see cave) |
16:10 |
Calinou |
working: https://cdn.mediacru.sh/E_mXDbjD4PkF.png |
16:12 |
|
CraigyDavi joined #minetest-dev |
16:12 |
VanessaE |
ah, yeah I see the difference |
16:12 |
Calinou |
https://github.com/minetest/minetest/issues/1860 → also tag as bug |
16:12 |
Calinou |
(that's fine for torches, but not non-glowing stuff :P) |
16:12 |
VanessaE |
Calinou: you probably ought to put those screenshots in the bug report |
16:12 |
Calinou |
OK |
16:12 |
VanessaE |
but crop to subject |
16:13 |
VanessaE |
1860 is already known |
16:13 |
VanessaE |
RBA's fixing it |
16:14 |
Megaf_ |
Calinou: I confirmed your issues, just tested here |
16:14 |
Calinou |
thanks :) |
16:14 |
Calinou |
too lazy to crop :( I hope it's not too hard to notice |
16:14 |
Megaf_ |
Zeno`: sorry to interrupt you, but how do I add the target CPU thing? |
16:15 |
Megaf_ |
Calinou: I created a Minimal world and even there you can confirm, using v6 |
16:15 |
Megaf_ |
I go under the shadow of a tree and my wield item still at full brightness |
16:15 |
Megaf_ |
also, theres no smoothing on the "corners" of nodes |
16:16 |
Calinou |
[by the way: smoothing of node corners was worsened by some commit, but I didn't bother reporting it; it looks okay anyway] |
16:16 |
Calinou |
try placing a single node in a flat area |
16:16 |
Calinou |
there is (nearly) no smoothing |
16:18 |
Megaf_ |
https://cloud.githubusercontent.com/assets/6201512/5145348/e477d398-7199-11e4-8da6-e99d39564e06.png |
16:18 |
VanessaE |
hm. I'd say smooth, but more subtle than it used to be; it's hard to tell |
16:18 |
VanessaE |
I'm not at current HEAD, rather a couple weeks behind |
16:19 |
Zeno` |
Calinou, does this look better: https://github.com/Zeno-/minetest/tree/test |
16:20 |
VanessaE |
Calinou: is this what you're seeing? http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011212014%20-%2011%3a21%3a29%20AM.png |
16:20 |
VanessaE |
(that's a full block, the top just gets "lost" in the background because the shading is the same) |
16:21 |
Calinou |
yes! |
16:21 |
Calinou |
exactly |
16:22 |
Calinou |
was broken by some April-June commit |
16:22 |
Calinou |
(the one that was a speedup too) |
16:23 |
VanessaE |
the same thing, with more nodes placed: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011212014%20-%2011%3a24%3a10%20AM.png |
16:23 |
VanessaE |
(for reference) |
16:23 |
Calinou |
I'll post an issue |
16:23 |
VanessaE |
maybe it's just that the shading is too subtle? |
16:24 |
Calinou |
there is none at all |
16:24 |
VanessaE |
no, look again |
16:24 |
VanessaE |
it's there |
16:24 |
Calinou |
the way the checks are made make it impossible to have any shading |
16:24 |
VanessaE |
it's just very subtle |
16:24 |
VanessaE |
at least in my screenshots |
16:24 |
Calinou |
or yes, it is too subtle due to the lack of checks |
16:25 |
VanessaE |
feel free to copy&paste my screens into your bug if you want |
16:26 |
VanessaE |
RealBadAngel would probably say to forget all lighting bugs because hardware-assisted lighting is coming Real Soon Now :) |
16:26 |
Calinou |
done |
16:26 |
Calinou |
yeah… but when will it? |
16:26 |
VanessaE |
idk |
16:28 |
* Megaf_ |
still downloading Zeno` branch |
16:29 |
Zeno` |
I'll revert it tomorrow |
16:30 |
Zeno` |
3AM here, goodnight all |
16:31 |
|
ImQ009 joined #minetest-dev |
16:31 |
Zeno` |
I won't revert the whole thing though |
16:32 |
Zeno` |
just that one function |
16:32 |
Megaf_ |
$ clang --version |
16:32 |
Megaf_ |
Debian clang version 3.5.0-6 (tags/RELEASE_350/final) (based on LLVM 3.5.0) |
16:32 |
Megaf_ |
I dont have that target either Zeno` |
16:32 |
Megaf_ |
good night Zeno` |
16:32 |
Zeno` |
Thanks for pointing it out Calinou |
16:35 |
Megaf_ |
Calinou: I'm compiling Zeno` branch to see if he fixed or reverted or whatever that |
16:36 |
Zeno` |
Megaf_, it didn't |
16:37 |
Megaf_ |
no? |
16:37 |
Zeno` |
no |
16:37 |
|
Krock joined #minetest-dev |
16:37 |
Zeno` |
I'll revert it and work out how to make it faster another time |
16:38 |
Megaf_ |
Zeno`: I kinda like the way it is now |
16:38 |
Megaf_ |
I dont why Calinou is so upset |
16:38 |
|
Hunterz joined #minetest-dev |
16:40 |
|
rubenwardy joined #minetest-dev |
16:41 |
Calinou |
smooth lighting is completely broken |
16:41 |
Calinou |
we do not break features like this |
16:41 |
Calinou |
do you developers play the game you develop? |
16:41 |
Megaf_ |
some dont |
16:43 |
Megaf_ |
sfan5: I cant confirm the clang issue, version 3.5 here and I dont have that target either... Just use gcc... |
16:43 |
Megaf_ |
or other target |
16:43 |
sfan5 |
¯\_(ツ)_/¯ |
16:43 |
Megaf_ |
maybe its a clang bug... |
16:45 |
Zeno` |
yes I play the game Calinou |
16:45 |
Zeno` |
geez |
16:45 |
Megaf_ |
Whos messing with signs again? |
16:45 |
Megaf_ |
Every time someone messes with sign I have to remove them all and replace so I can actually read the text on them |
16:45 |
Zeno` |
I acknowledged your issue and said I'd fix it. What more would you like me to do? |
16:47 |
Calinou |
talking to Megaf_, RBA, sapier and all that |
16:47 |
VanessaE |
Megaf_: what sign? |
16:47 |
Zeno` |
My motivation for that change was to increase performance and I think I've done a pretty good job at that so far |
16:47 |
Zeno` |
anyway, I am asleep :) |
16:48 |
Megaf_ |
VanessaE: the one we can write using colors |
16:48 |
VanessaE |
that's signs_lib and is not related to this channel |
16:48 |
Megaf_ |
good night Zeno`, sleep well |
16:48 |
Megaf_ |
VanessaE: ok |
16:49 |
Megaf_ |
Calinou: I dont develop minetest, but I do play it, lol |
16:49 |
VanessaE |
besides which, if you can't see the text, either an engine issue is preventing the entities from being displayed, or your entities-per-mapblock limit is set too low |
16:49 |
Calinou |
Zeno`, then you may also break all shaders |
16:49 |
Calinou |
that is good for performance |
16:50 |
Megaf_ |
VanessaE: I will take the second option |
16:50 |
Megaf_ |
Calinou: As matter of fact it is... |
16:50 |
Calinou |
when you optimize such things, always test. no excuses |
16:50 |
Calinou |
it happened once already |
16:50 |
Calinou |
exact same issue |
16:52 |
Zeno` |
I tested |
16:52 |
Zeno` |
Calinou, can you please test https://github.com/Zeno-/minetest/tree/test ? |
16:52 |
Zeno` |
I've just updated it |
16:53 |
Zeno` |
I test everything as much as anybody :/ |
16:53 |
Zeno` |
or more |
16:53 |
Zeno` |
sheesh |
16:53 |
Zeno` |
I'm not here to ruin the game |
16:53 |
Calinou |
cloning |
16:53 |
Zeno` |
and was that exact same issue my fault last time? :( |
16:53 |
Calinou |
how did you break smooth lighting like that then? |
16:53 |
Calinou |
no, was sapier's, who did similar stuff |
16:53 |
Megaf_ |
Calinou: stop complaining to Zeno`, he may be the only one who test this and the one who is working more now |
16:54 |
Zeno` |
I didn't notice |
16:54 |
Zeno` |
I tested nearly everything. I did not notice the subtle difference in rendering |
16:54 |
Zeno` |
I can see it now though |
16:54 |
|
mrtux joined #minetest-dev |
16:54 |
Megaf_ |
Zeno`: Im compiling your new commit on test branch |
16:55 |
Calinou |
subtle? :/ |
16:55 |
Megaf_ |
Calinou: Yes, subtle |
16:55 |
Calinou |
in theory it's subtle, in practice it's ultra obvious |
16:55 |
Megaf_ |
VanessaE said that, Zeno` said that and now Im saying that too |
16:55 |
Calinou |
except on a flat world |
16:55 |
Megaf_ |
Zeno`: that fixes the smooth ligthing |
16:56 |
Megaf_ |
Zeno`: wield item still at full brightness |
16:56 |
VanessaE |
the wield item brighness issue is unrelated |
16:56 |
Megaf_ |
maybe it doesnt fix, hard to tell |
16:56 |
Calinou |
your fork does not work |
16:57 |
Calinou |
in fact, smoothing works only if there is air below the smoothed nodes |
16:57 |
Calinou |
_ X X _ |
16:57 |
Calinou |
X _ _ X |
16:57 |
Calinou |
X = node, _ = air (side view) |
16:57 |
Calinou |
then you will have smoothing… |
16:57 |
VanessaE |
lemme try that |
16:58 |
Megaf_ |
there is smoothing everywhere |
16:58 |
Megaf_ |
but at the corners |
16:58 |
VanessaE |
that screenshot is solid stacks of sandstone, I didn't think to make the stacks hollow |
16:58 |
Zeno` |
Ok, well I'll put the slow code back |
16:59 |
Zeno` |
problem solved |
16:59 |
Zeno` |
wait air below it? |
16:59 |
Zeno` |
I just tested with sand below the nodes |
16:59 |
Calinou |
no one has managed to make it faster without breaking stuff |
17:00 |
Calinou |
yes, I'd like improvements to be able to use view range 150-200 with good FPS, but not if it breaks smooth lighting |
17:00 |
Zeno` |
I have |
17:00 |
Calinou |
https://cdn.mediacru.sh/83Sz-kj9OCnl.png |
17:00 |
Calinou |
how it looks with your build ^ |
17:00 |
Calinou |
clearly lacks smoothing |
17:00 |
VanessaE |
wait, I see what calinou's saying, Zeno` |
17:00 |
Zeno` |
ignoring that commit I have already increased FPS a lot |
17:00 |
Zeno` |
VanessaE, yeah, I will revert it |
17:01 |
VanessaE |
nono |
17:01 |
Zeno` |
are you sure that's on the test branch? |
17:01 |
VanessaE |
there's two issues in play here, I'm talking about the one above with the _ X X _ / X _ _ X diagram |
17:01 |
Zeno` |
because that is not what I am seeing |
17:01 |
VanessaE |
that predates your commits, I think |
17:02 |
VanessaE |
I can confirm the effect he's talking about, and I'm pretty sure you did NOT break it |
17:02 |
Megaf_ |
why dont we all use the same mapgen and seed and go to the same place? |
17:02 |
Calinou |
oh, branch |
17:02 |
Calinou |
I forgot |
17:02 |
Zeno` |
on my test branch I see shading in the 45 degree angles |
17:02 |
Megaf_ |
lets say seed shader, mapgen v6, spawn position |
17:02 |
Calinou |
I'll test performance too |
17:03 |
VanessaE |
Zeno`: go in-game and build this 8-node structure: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011212014%20-%2012%3a04%3a05%20PM.png |
17:03 |
Calinou |
sorry for forgetting about branch |
17:03 |
Calinou |
and in general for being angry |
17:03 |
Calinou |
(but I'm extremely annoyed when people break things and don't notice it) |
17:03 |
Zeno` |
so it's better now? |
17:03 |
Calinou |
I'm compiling |
17:03 |
Calinou |
wait |
17:03 |
shadowzone |
What is that for? |
17:03 |
VanessaE |
then place a block underneath and watch how the shadow changes on the tops of the two blocks at either end |
17:03 |
Calinou |
your branch works |
17:04 |
Calinou |
individual nodes are slightly smoothed |
17:04 |
Zeno` |
ok, I will use the test branch tomorrow. Thanks for the feedback :) If someone (or you) finds something else wrong I'll just revert the changes completely. I really don't want to break stuff |
17:05 |
Calinou |
now who volunteers to fix the crap light table? :P |
17:05 |
|
CraigyDavi joined #minetest-dev |
17:06 |
Calinou |
far from extraordinary: 90-110… |
17:06 |
VanessaE |
Calinou: why can't we just use the one you proposed like 6 months ago? :P |
17:06 |
Calinou |
are you sure you didn't worsen performance? |
17:06 |
Calinou |
VanessaE, c55 doesn't want it due to reasons like gamma and stuff like that |
17:06 |
Zeno` |
actually it's crap |
17:06 |
Zeno` |
I'll revert it hehe |
17:06 |
Megaf_ |
VanessaE: Calinou Zeno` |
17:06 |
Megaf_ |
https://cdn.mediacru.sh/z7mTIBwWcCJO.png |
17:07 |
Megaf_ |
Thats on the test branch |
17:07 |
Calinou |
performance is more or less the same |
17:07 |
Calinou |
140 FPS on both, same place |
17:08 |
Zeno` |
night looks horrible when placing a torch |
17:08 |
Zeno` |
I think it's best that I just take those changes out completely |
17:08 |
Calinou |
maybe I gained 3 FPS |
17:08 |
Calinou |
how does night look different? |
17:08 |
Zeno` |
oh there is an increase, but if it doesn't look right it's broken |
17:08 |
Calinou |
this doesn't affect the light table |
17:08 |
Megaf_ |
Zeno`: isnt it fixed now? |
17:08 |
Zeno` |
Megaf_, not at night apparently |
17:09 |
Zeno` |
the light torches emit look diamond shaped |
17:09 |
Zeno` |
I'll work on this tomorrow |
17:09 |
Calinou |
[carbone torches emit light level 14 instead of 13 in minetest_game] but notice the dots, they are due to the light table, not due to your changes |
17:09 |
Calinou |
uploading screenshot |
17:09 |
Calinou |
this isn't due to your changes |
17:10 |
Calinou |
https://cdn.mediacru.sh/5Z0astRCCwHg.png |
17:10 |
Megaf_ |
Zeno`: at night https://cdn.mediacru.sh/2RUD50QVWOdL.png |
17:10 |
Calinou |
you just need to tweak the light table to be smoother |
17:10 |
Zeno` |
hmm |
17:11 |
Zeno` |
the lights look good at ground level but I'm not sure they look very good from afar |
17:11 |
Megaf_ |
hold on |
17:11 |
Calinou |
this is truly a light table problem |
17:12 |
Calinou |
https://github.com/minetest/minetest/issues/1362 |
17:12 |
Zeno` |
I'll tweak the light table to see if I can make it nicer |
17:12 |
Calinou |
my table is linear, so not necessarily a good idea |
17:12 |
Calinou |
personally I use the debugging-for-dark table as my screen makes stuff too dark |
17:12 |
Calinou |
works great |
17:12 |
Calinou |
see light.cpp for examples |
17:13 |
Megaf_ |
https://cdn.mediacru.sh/Bli3kLk4W8Br.png |
17:13 |
Megaf_ |
from distance |
17:13 |
Megaf_ |
looks like the screenshot from Calinou |
17:13 |
Megaf_ |
thats not due to your changes Zeno` |
17:13 |
Megaf_ |
thats just the it is |
17:13 |
Calinou |
since 0.4_20120318 |
17:13 |
Calinou |
so, long time ago |
17:13 |
Calinou |
0.3 had a better table overall |
17:13 |
Zeno` |
the transition is too sharp |
17:14 |
Megaf_ |
Calinou: whats wrong with linear light table? |
17:15 |
Calinou |
it looks diamond-y from far away |
17:15 |
Calinou |
it doesn't make sense |
17:15 |
Calinou |
light is not linear in real life |
17:15 |
Zeno` |
I don't like that diamond look |
17:16 |
Calinou |
so, keep your changes, they give me 3-4 FPS |
17:16 |
Calinou |
I thought it was a large improvement |
17:19 |
Zeno` |
:) |
17:20 |
Calinou |
I'd like a big bump, like Minecraft recently saw :( |
17:21 |
Calinou |
view range 256 (equivalent to Minecraft's Far) is still a dream |
17:21 |
Calinou |
(especially if you want server to send that) |
17:21 |
Zeno` |
ok this is test branch and a build from a few weeks ago: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011212014%20-%2012%3a19%3a44%20PM.png |
17:21 |
VanessaE |
master upstream on left, zeno's test branch on the right ^^^^^^^^^ |
17:22 |
Zeno` |
so I think tomorrow I'll work on the night "diamond-y" thing tomorrow |
17:22 |
Zeno` |
I think I can make that better |
17:22 |
VanessaE |
as for diamond-y light, it's always looked diamond-y to me |
17:22 |
VanessaE |
since, forever |
17:22 |
Zeno` |
I'll still try :) |
17:22 |
* Zeno` |
is paranoid now |
17:23 |
Zeno` |
3:30AM I am not going to be able to watch ALF :( |
17:23 |
Krock |
Zeno`, I like the left one more |
17:23 |
Calinou |
a light table change will probably need several core devs to agree |
17:23 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011212014%20-%2012%3a25%3a05%20PM.png |
17:23 |
Calinou |
this is big stuff |
17:23 |
VanessaE |
^^^^ upstream |
17:24 |
Calinou |
how much FPS in each? |
17:24 |
Calinou |
/set -n fps_max 0 |
17:24 |
Calinou |
to temporarily disable FPS limit |
17:25 |
Zeno` |
Oh, I can show you profiles to prove it's faster now. As long as I can get it to look acceptable it's certainly faster |
17:25 |
Calinou |
profile doesn't mean it is necessarily faster in practice :P |
17:25 |
Megaf_ |
[17:22] <VanessaE> as for diamond-y light, it's always looked diamond-y to me |
17:25 |
Megaf_ |
I agree |
17:26 |
Zeno` |
Calinou, yes, but I also look at sleep time :) |
17:26 |
|
sapier joined #minetest-dev |
17:26 |
VanessaE |
sapier! |
17:26 |
Megaf_ |
but, I mean, everyone on these games needs to be squares |
17:26 |
Calinou |
drawtime is another solution |
17:26 |
sapier |
hello |
17:26 |
Calinou |
hi sapier, you are welcome |
17:26 |
Megaf_ |
so, whats wrong with that shape? |
17:26 |
Zeno` |
and my test world is the same every time (RAM database) |
17:26 |
Zeno` |
So I'm not comparing apples to oranges |
17:27 |
VanessaE |
Megaf_: light propagates in straight lines, so absent an obstruction, it should be spherical, not diamond. |
17:27 |
Megaf_ |
That in real life, but we are in a voxel world |
17:27 |
Calinou |
it is impossible for it to be really spherical |
17:27 |
Calinou |
hardware lighting will fix this |
17:27 |
Calinou |
it can try looking spherical using a non-linear table |
17:27 |
VanessaE |
Calinou: sure, but it's possible to calculate an approximation |
17:28 |
Calinou |
eg. use 85 % of each light level |
17:28 |
sapier |
"VanessaE: Megaf_: light propagates in straight lines," << only exactly true in absence of gravity |
17:28 |
VanessaE |
Megaf_: yeah but we have many non-voxel things like fences, torches, etc. |
17:28 |
Calinou |
each lower light level uses 85 % of the previous one |
17:28 |
Calinou |
or 80 % (that's what Minecraft did for a while) |
17:28 |
VanessaE |
sapier: well let's assume Earth-like gravity where light effectively travels in straight lines. we're not in range of any supermassive objects here ;) |
17:28 |
Calinou |
or 82 % (a middle ground) |
17:29 |
VanessaE |
sapier: besides, gravity would count as an "obstruction" ;) |
17:29 |
|
khonkhortisan joined #minetest-dev |
17:30 |
Zeno` |
light at night is brighter now but I think that may be how it used to be |
17:30 |
sapier |
VanessaE: are you sure? ;-) gravity doesn't modify light but the room light travels through |
17:30 |
VanessaE |
sapier: ok now you're just splitting hairs ;) |
17:30 |
Zeno` |
I remember having to change all my mods to increase node brightness about 4 months ago |
17:30 |
sapier |
true ;) |
17:30 |
Zeno` |
sapier! |
17:30 |
* VanessaE |
dives out of zeno's way |
17:31 |
Zeno` |
lol |
17:31 |
khonkhortisan |
and slowly doth the two great lights become one |
17:31 |
Krock |
e:\programme\mt_compiler\minetest\src\util/serialize.h(25): fatal error C1017:Unknown const of a integer |
17:32 |
Krock |
Current GIT is broken for MSVC |
17:32 |
sapier |
OldCoder did the patch I sent you quite some time do same thing as your variant of fixing same error? |
17:32 |
Calinou |
I tweak light table if I need bright stuff :P |
17:32 |
sapier |
hello zeno how are you? |
17:33 |
Megaf_ |
Hi sapier, how are things? Have you been busy? |
17:33 |
Krock |
okay. the error seems to be a cmake fault |
17:34 |
Megaf_ |
Krock: sfan5 have a problem with that commit too |
17:34 |
sapier |
yes extremely busy ... ppl always want things to be ready prior christmas ... all at once |
17:34 |
Krock |
Megaf_, mhm okay |
17:34 |
Zeno` |
Megaf_, I don't think sfan5's issue was related because the commit before that didn't work for them either |
17:34 |
* Krock |
slaps Zeno` |
17:35 |
Megaf_ |
Krock: https://github.com/minetest/minetest/issues/1858 |
17:35 |
Megaf_ |
Zeno`: there were several commits in a short period |
17:35 |
Megaf_ |
perhaps we have to slow down a little |
17:36 |
Zeno` |
and none of those commits would cause that issue |
17:36 |
Zeno` |
still waiting on a bisect |
17:37 |
VanessaE |
sapier: speaking of prior-to-christmas, we have an initial call for feature freeze :) |
17:37 |
VanessaE |
but no one's agreed yet |
17:37 |
Krock |
gonna run cmake config and compile everything from scratch |
17:37 |
Calinou |
0.4.11 was supposed to be released on November |
17:37 |
Calinou |
so a feature freeze today or tomorrow makes sense |
17:37 |
VanessaE |
and I guess xmas is now the target for 0.4.11 isn't it? |
17:37 |
Calinou |
aim for release on late November, I say |
17:37 |
Calinou |
don't wait too much |
17:37 |
Zeno` |
I suggested a feature freeze a few hours ago |
17:38 |
Zeno` |
anyway, sapier #1826 |
17:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/1826 -- Fix for various Android build errors. Enable landscape rotation. by KodexKy |
17:39 |
sapier |
zeno already looking at it ;-) |
17:39 |
Zeno` |
hehe cool |
17:39 |
Zeno` |
night all (again) |
17:40 |
Zeno` |
geez, the sun is coming up |
17:41 |
ShadowNinja |
I think 0.4.10 os too soon for #1409, move to 0.5? |
17:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/1409 -- MIDI music support |
17:42 |
Calinou |
0.5 will never be out at this pace… |
17:42 |
Calinou |
this is for 0.5 anyway |
17:42 |
Calinou |
and quite low-priority |
17:43 |
Calinou |
low-quality OGG does wonders :P |
17:43 |
Calinou |
(or support Opus? :D) |
17:43 |
VanessaE |
ShadowNinja: feature freeze has been called for. |
17:43 |
Calinou |
would be cool to have. |
17:43 |
VanessaE |
(having MIDI or module music would be nice, but not for 0.4.11) |
17:44 |
ShadowNinja |
Also: Sokomine's item move out of read-only bug, and signals API can be delayed. |
17:44 |
ShadowNinja |
VanessaE: But not agreed to yet. ;-) |
17:44 |
VanessaE |
ShadowNinja: agreements/disagreements are requested :) |
17:45 |
Calinou |
however… prediction for node inventories? |
17:45 |
Calinou |
this is urgent |
17:45 |
Calinou |
gameplay suffers a lot from this |
17:45 |
ShadowNinja |
Hmmm... |
17:45 |
VanessaE |
the move-out-of-read-oly bug needs fixed before 0.4.11 |
17:45 |
Calinou |
there was a patch, which had occasional false positives but otherwise worked |
17:45 |
VanessaE |
that's persisted for way too long. |
17:45 |
VanessaE |
only* |
17:45 |
ShadowNinja |
Calinou: No, not urgent, just annoying. |
17:46 |
VanessaE |
er... when it comes to gameplay, annoying == urgent |
17:46 |
ShadowNinja |
Anyway, we don't want to do that now. |
17:46 |
VanessaE |
*never* annoy your users. |
17:46 |
VanessaE |
but whatever |
17:46 |
ShadowNinja |
VanessaE: I classify urgent as game/build-breaking. |
17:48 |
Krock |
Okay, could someone help me to solve this error: "src\util/serialize.h(25): fatal error C1017: Invalid expression |
17:48 |
Krock |
for integer constant" quickly? |
17:49 |
VanessaE |
Krock: git reset to commit d406ac994b8092c5bd2dc32eda1a2eafbf95a30c and see if that works |
17:49 |
|
selat joined #minetest-dev |
17:50 |
Krock |
compiling |
17:51 |
Krock |
works |
17:51 |
Krock |
client.cpp compiled finw |
17:51 |
Krock |
^ VanessaE |
17:52 |
Zeno` |
ok it needs to be reverted |
17:52 |
Krock |
but maybe it's also a fault of cmake |
17:53 |
Megaf_ |
you still here? |
17:53 |
Megaf_ |
Krock: whats your CPU? |
17:53 |
Krock |
Megaf_, AMD Athlon 4000+ |
17:54 |
Megaf_ |
oh, ok |
17:54 |
Zeno` |
what line does the error occur on? |
17:54 |
Krock |
"CMAKE_HAVE_ENDIAN_H:BOOL=OFF" is in CMakeCache.txt |
17:54 |
Krock |
rror: "src\util/serialize.h(25): fatal error C1017: Invalid expression |
17:54 |
ShadowNinja |
Zeno`: The android patch seems fine BTW. |
17:54 |
Megaf_ |
Krock: if change that to ON? |
17:55 |
ShadowNinja |
It's not optimal, but it's better than before. |
17:56 |
Krock |
same error, Megaf_ |
17:56 |
Zeno` |
change line 25 to #ifdef HAVE_ENDIAN_H and see what happens? |
17:57 |
Krock |
:\programme\mt_compiler\minetest\src\util/serialize.h(26): fatal error C1083: Datei (Include) kann |
17:57 |
Krock |
nicht geöffnet werden: "endian.h": No such file or directory [E:\Programme\MT_compiler\bin\src\min |
17:57 |
Krock |
edian not found |
17:57 |
Krock |
need to set to false now |
17:58 |
Krock |
okay. |
17:58 |
Krock |
that thing is defined but it keeps throwing errors |
17:58 |
Krock |
(same as latest posted error) |
17:59 |
|
cg72 joined #minetest-dev |
18:00 |
Megaf_ |
Zeno`: I'm afraid that commit only works on Linux |
18:00 |
Megaf_ |
does windows have this .h files? |
18:00 |
Megaf_ |
these* |
18:00 |
Krock |
removing those https://github.com/minetest/minetest/commit/f7d65091f83abe1cb1a70d6823291df8accbe6ab#diff-ebab3775208ceccb934d0d29f384a367R77 both lines helped |
18:01 |
Krock |
I also added an "#ifndef HAVE_ENDIAN_H 0 #define HAVE_ENDIAN_H 0 #endif" on top |
18:01 |
Zeno` |
did you remove line 39 as well? |
18:02 |
Krock |
I added an #ifndef around it |
18:02 |
|
ImQ009 joined #minetest-dev |
18:02 |
Zeno` |
might be able to remove it. Check with ShadowNinja :) |
18:02 |
Zeno` |
I'm asleep :) |
18:02 |
Krock |
ok gn. |
18:03 |
|
gravgun joined #minetest-dev |
18:03 |
Megaf_ |
Zeno`: is it for real now? |
18:04 |
Megaf_ |
:) |
18:04 |
gravgun |
Too shy of answering :3 |
18:07 |
RealBadAngel |
i just got new keyboard, damn it looks nice: http://a4tech.com/images/products/Accessary/KD-800L_410X220.jpg |
18:07 |
RealBadAngel |
irl it looks even better :) |
18:17 |
|
PenguinDad joined #minetest-dev |
18:25 |
|
FR^2 joined #minetest-dev |
18:27 |
|
shadowzone joined #minetest-dev |
18:43 |
|
shadowzone joined #minetest-dev |
18:43 |
|
GrimKriegor joined #minetest-dev |
18:48 |
Megaf_ |
Calinou: Here we can see your issue with smooth light very clearly https://cloud.githubusercontent.com/assets/6201512/5147471/bceea874-71ad-11e4-9c94-418cede76284.png |
18:50 |
Megaf_ |
RealBadAngel: is the sun a light source? |
18:50 |
Megaf_ |
I mean, does the light actually comes from the sun on minetest? I don't think it does |
18:51 |
Calinou |
sun is a light source, emits a reserved light level (15) |
18:51 |
Megaf_ |
it looks like there is a gigantig torch always at 0 degrees |
18:51 |
Megaf_ |
shadows dont move |
18:51 |
Calinou |
on the two screenshots, why don't the trees generate at the same place? |
18:51 |
Calinou |
worlds should always generate the same way with the same seed… |
18:51 |
Calinou |
all light is fake… |
18:52 |
Megaf_ |
Calinou: no idea, I was asking myself the same thing |
18:52 |
Megaf_ |
I compiled both exatectly the same way, same world name, same seed |
18:53 |
Megaf_ |
they are 8 commits appart |
18:54 |
RealBadAngel |
Megaf_, shaders are using sun for calculations |
18:54 |
RealBadAngel |
atm it is located always 100 nodes above the player |
18:55 |
RealBadAngel |
temporary solution, it just waits for real sun in game |
18:56 |
RealBadAngel |
the moment we will switch to irrlicht lighting, shaders will use them with almost no changes at all |
19:00 |
Megaf_ |
Im thinking about redoing this and sending a pull request, https://github.com/minetest/minetest/pull/844/files |
19:00 |
Megaf_ |
anyone agrees with that? |
19:01 |
RealBadAngel |
partially i do |
19:01 |
|
shadowzone joined #minetest-dev |
19:01 |
RealBadAngel |
the setting is needed but i think that we need new menu design |
19:02 |
RealBadAngel |
simply theres no place for more settings |
19:04 |
RealBadAngel |
and we shall redo them the way c55 proposed: simple menu with single/multi/settings/whatever and then open right formspecs, designed for tasks |
19:04 |
Calinou |
I agree ^ |
19:04 |
Calinou |
also, move credits to a text file? |
19:04 |
Calinou |
(to save up one tab) |
19:05 |
RealBadAngel |
i see it as 4-5 lines navigated by up/down/enter (or mouse) |
19:05 |
RealBadAngel |
the main menu ofc |
19:05 |
RealBadAngel |
credits can be put there too |
19:06 |
RealBadAngel |
with such layout you can make the memu nice, with big fonts |
19:06 |
Megaf_ |
and some commit have actually messes with field of view |
19:06 |
Calinou |
we could have a quit button too, for fullscreen players |
19:06 |
Megaf_ |
I get distortions now |
19:06 |
Calinou |
in the main-menu |
19:06 |
|
proller joined #minetest-dev |
19:07 |
RealBadAngel |
i asked google for "main menu layout" |
19:07 |
RealBadAngel |
http://media.moddb.com/images/games/1/16/15864/UI_menu_mainMenu_guide.png |
19:08 |
RealBadAngel |
i was thinking about something like that |
19:08 |
Calinou |
that is mediocre |
19:08 |
Calinou |
this isn't an action game by the way :P |
19:08 |
|
shadowzone joined #minetest-dev |
19:08 |
RealBadAngel |
ofc not, but main menu style |
19:09 |
RealBadAngel |
or rather funcionality. simple. just select what you need\ |
19:10 |
RealBadAngel |
tabs are functional but looks like from 20 yrs ago |
19:11 |
RealBadAngel |
and are overloaded with settings |
19:11 |
RealBadAngel |
this doesnt look either nice nor friendly |
19:12 |
RealBadAngel |
also the menu is unusable on android devices |
19:13 |
RealBadAngel |
looks like shit and works the same way :( |
19:13 |
Calinou |
too many outlines, borders is the problem |
19:13 |
Calinou |
flat design is the new cool thing ;) |
19:13 |
Calinou |
having a lot of settings is fine, if they are well-organized |
19:14 |
Calinou |
(and don't add settings that don't change much/anything) |
19:15 |
Megaf_ |
maybe a simple single window thing, in portrait would be ideal |
19:15 |
Megaf_ |
a scrolling window |
19:15 |
Megaf_ |
divided in areas |
19:21 |
|
GrimKriegor joined #minetest-dev |
19:21 |
|
n4x joined #minetest-dev |
19:26 |
kilbith |
what about a HTML/CSS mainmenu ? |
19:26 |
kilbith |
(idea from ShadowNinja) |
19:26 |
|
jin_xi joined #minetest-dev |
19:28 |
|
gravgun joined #minetest-dev |
19:29 |
kaeza |
and JS for modding! |
19:30 |
rubenwardy |
I would love HTML and CSS instead of formspecs |
19:30 |
rubenwardy |
Not full HTML and CSS, but inspired by it |
19:30 |
rubenwardy |
very similar elements but a few custom ones |
19:30 |
VanessaE |
kaeza, rubenwardy: channeling lamefun? ;) |
19:33 |
Megaf_ |
where does form spec comes from? Is it something from Lua? |
19:34 |
Calinou |
libRocket makes it possible to do that, kilbith |
19:34 |
Calinou |
the CPU usage is high though |
19:34 |
Calinou |
both in Warsow and Unvanquished… |
19:34 |
Calinou |
which implement it (quite well) |
19:34 |
Calinou |
the Unvanquished HUD is libRocket ;) |
19:34 |
kilbith |
but that ought very flexible |
19:34 |
ShadowNinja |
HTML is big, but it implements just about every feature you could want. |
19:34 |
Calinou |
Megaf_, yes, and the C++ code |
19:34 |
Calinou |
http://librocket.com/ |
19:34 |
rubenwardy |
HTML and Django style templates. Will probably be quite large. |
19:35 |
PenguinDad |
libRocket causes really high cpu usage at high framerates for me |
19:36 |
kaeza |
what I'd like instead of HTML is some kind of packing/layout manager |
19:38 |
jin_xi |
kaeza: its ok for generated gui but hard to get to look right in a game i think |
19:38 |
Calinou |
using something like Tesseract or Sauerbraten's UI? |
19:38 |
Calinou |
http://tesseract.gg/ look at menu code on SVN web view |
19:42 |
|
GrimKriegor joined #minetest-dev |
19:49 |
|
asl joined #minetest-dev |
19:52 |
|
proller joined #minetest-dev |
19:56 |
|
lukevph joined #minetest-dev |
19:56 |
|
lukevph left #minetest-dev |
19:58 |
|
proller joined #minetest-dev |
19:59 |
Krock |
I think gsmapper needs a rewrite which only updates the complete minimap every 2 seconds |
20:00 |
PenguinDad |
and changes the license |
20:00 |
Krock |
I don't get th logic of the current draw-style |
20:02 |
|
casimir joined #minetest-dev |
20:03 |
Calinou |
every 5 seconds is probably enough, or even 10 |
20:03 |
Calinou |
I'd like a round/rotatable map, so it'd have to be entirely redone |
20:03 |
Calinou |
à la Rei's minimap |
20:03 |
kaeza |
PenguinDad++ |
20:07 |
|
paramat joined #minetest-dev |
20:10 |
paramat |
concerning feature-freeze, hmmmm usually organises that. personally i would like at least 2 weeks before freeze to finish mgv5 default biomes (with new default snow biomes and pines) |
20:15 |
paramat |
sfan5 please could you consider https://github.com/minetest/minetest_game/pull/336 ? see last comment i would like to use the pines from mg, is that okay? but i need 336 merged very soon to give me the nodes to make the pine schematic |
20:15 |
|
ImQ009 joined #minetest-dev |
20:16 |
sfan5 |
paramat: why a schmatic? |
20:16 |
sfan5 |
the pines in mg are generated using randomness |
20:17 |
sfan5 |
s/randomness/lua/ |
20:17 |
paramat |
yep i know |
20:17 |
sfan5 |
(note to self: think before you type |
20:17 |
sfan5 |
) |
20:17 |
paramat |
because mgv5 uses the biome API and schematics for trees |
20:17 |
paramat |
although i would prefer to grow them by random code |
20:20 |
paramat |
so yeah i need to make tree schems for appletree and jungletree too |
20:21 |
paramat |
although the lua sapling-growing code in default will alow me to generate sapling pines exactly as in mg |
20:22 |
Krock |
This solved the compiling bugs where HAVE_ENDIAN_H was not defined as an constant integer http://pastebin.com/5gewXYjK |
20:22 |
Krock |
actually, it just turns off the feature in the source codes |
20:23 |
paramat |
i feel a release for winter solstice (21st Dec) is good and realistic, people wil be busy the few days before xmas |
20:23 |
paramat |
*will |
20:24 |
PenguinDad |
Krock: you shouldn't solve bugs by simply disabling the feature |
20:25 |
paramat |
a lot seems broken so an immediate feature freeze seems too soon |
20:27 |
|
proller joined #minetest-dev |
20:29 |
paramat |
ive waited 2 weeks for Blockmen's input on MTG336, perhaps he's busy or a taking a break from MT, so i need Nore and sfan5 to merge 336 |
20:39 |
Krock |
PenguinDad, I know |
20:42 |
Megaf_ |
And I have just messed up my pull request |
20:42 |
Megaf_ |
https://github.com/minetest/minetest/pull/1854 |
20:46 |
* Megaf_ |
gives up |
20:47 |
|
ImQ009 joined #minetest-dev |
20:47 |
Krock |
Megaf_, it's so easy with tortoise git :P |
20:47 |
Megaf_ |
I just wanted to merge to minetest master... |
20:48 |
Megaf_ |
then I squashed everything to a single commit |
20:48 |
Megaf_ |
and fucked up things =/ |
20:48 |
Megaf_ |
and besides that, no one wants my pull request anyway... |
20:49 |
Krock |
exactly |
20:55 |
|
proller joined #minetest-dev |
21:03 |
OldCoder |
sapier, your patch is incomplete |
21:04 |
OldCoder |
sapier, please PM me your email address. The address I was given was apparently incorrect. |
21:04 |
OldCoder |
sapier, I have a new combined patch that fixes the problem entirely. PM me email address and I will send it. |
21:04 |
OldCoder |
I am away today; traveling to Silicon Valley o/ |
21:04 |
OldCoder |
|
21:05 |
OldCoder |
If somebody else sees this, please PM me his email address, the patch is important |
21:09 |
|
NakedFury joined #minetest-dev |
21:15 |
|
zat joined #minetest-dev |
21:16 |
|
asl left #minetest-dev |
21:20 |
RealBadAngel |
paramat, if you want random trees, use l-system ones, not schematics |
21:22 |
RealBadAngel |
http://en.wikipedia.org/wiki/L-system |
21:23 |
RealBadAngel |
you got the most powerful tool to model the plants and you still want schematics. thats a bit weird, do you realize that? |
21:24 |
kilbith |
take a look into MoreTrees, though |
21:24 |
RealBadAngel |
those are just examples |
21:24 |
RealBadAngel |
imagine what l-systems could do with micro blocks |
21:26 |
paramat |
RBA try to convince hmmmm instead =) im just following orders |
21:27 |
RealBadAngel |
best way to convince here is to show working code |
21:27 |
RealBadAngel |
and a beautiful landscape |
21:27 |
VanessaE |
"I was just following orders!" is never an excuse, paramat ;) |
21:28 |
paramat |
heh agreed VE |
21:28 |
RealBadAngel |
lol indeed |
21:29 |
RealBadAngel |
paramat, i wish i could see mountains high, big trees and world proportional |
21:29 |
RealBadAngel |
and nice shaped |
21:29 |
paramat |
i guess schems are faster and that's the most important thing |
21:30 |
RealBadAngel |
schems are for villages and the like |
21:30 |
paramat |
my mapgens can be scaled up to unlimited sizes |
21:30 |
RealBadAngel |
not for the flora for christ sake |
21:30 |
paramat |
trees need to be proportional to the terrain, i find moretrees too big for mgv6 |
21:30 |
RealBadAngel |
make proper landscape then |
21:31 |
paramat |
indeed (watershed) |
21:31 |
RealBadAngel |
atm we do have human beings nearly same sized as trees |
21:31 |
RealBadAngel |
do you think thats realistic? |
21:31 |
VanessaE |
well to be fair, |
21:31 |
VanessaE |
the default trees are more like 2-3x the height of a human in the game |
21:31 |
VanessaE |
and in the real world, there are many kinds of trees that are that height. |
21:32 |
VanessaE |
*looks out the window* |
21:32 |
paramat |
mgv5 is small scaled too, needs small trees, also to avoid getting chopped during mapgen trees need to be <16 nodes high |
21:32 |
VanessaE |
I see a few of them right here in the yard around me |
21:32 |
RealBadAngel |
oh cmon |
21:33 |
VanessaE |
so in the case of moretrees, the terrain just needs to scale up to match |
21:33 |
VanessaE |
the trees aren't too big - the terrain is too flat. |
21:33 |
RealBadAngel |
http://www.visitsequoia.com/img/3_1_1_The_Giant_Forest.jpg |
21:33 |
VanessaE |
RealBadAngel: exactly. |
21:34 |
RealBadAngel |
http://www.cel-mai.ro/imagini/sequoia-m/sequoia.JPG |
21:34 |
paramat |
well i hope to add a large scaled mapgen, so you can use that |
21:34 |
RealBadAngel |
exactly, large scaled one |
21:35 |
RealBadAngel |
with big lakes, trees, mountains and all that stuff |
21:35 |
RealBadAngel |
not just funny puddles with some bonsai |
21:35 |
VanessaE |
wouldn't it be simpler to offer an mgv6 option with large-scaled map_meta.txt defaults? |
21:36 |
VanessaE |
(or mgv7, either way) |
21:37 |
paramat |
i'll tr to fix the mgv6/mgv7 discontinuities at y = 47 etc so you can do that |
21:37 |
paramat |
^ now fixed in mgv5 |
21:39 |
RealBadAngel |
paramat, have you saw terasology landscape with those trees? |
21:41 |
paramat |
yes and investigated their mapgen |
21:41 |
VanessaE |
paramat: there may be another issue. Isn't mgv6 supposed to be continuous all the way back to pretty much near the beginning of the 0.4.x series when it was introduced? |
21:41 |
VanessaE |
I mean, how the default settings are interpreted that is |
21:41 |
RealBadAngel |
http://blog.movingblocks.net/wp-content/uploads/Terasology-130707004254-3840x2160-1800827_960x332.jpg |
21:41 |
paramat |
you mean not breaking old worlds? |
21:42 |
RealBadAngel |
please keep in mind one thing: single l-system tree will be slower than a bonsai or schematic one |
21:42 |
paramat |
i can make terrain like that, already have |
21:42 |
VanessaE |
paramat: yeah, more or less - I mean like bring in an old world, load it, go generate some new terrain and it just blends right in with the old terrain, without mapblock edges |
21:42 |
VanessaE |
assuming the same seed as before |
21:42 |
RealBadAngel |
but you dont need so much of big trees |
21:43 |
RealBadAngel |
a few around are better than 100 hundred of small ones |
21:43 |
paramat |
yes i will have to make sure old world's don't break |
21:43 |
RealBadAngel |
and then you can start to think if a few could be done faster than 100 |
21:44 |
VanessaE |
paramat: I ask because I'm talking with OldCoder elsewhere about it. unless an error was made in importing the old world data or the settings thereof, it seems that this is no longer the case. |
21:44 |
paramat |
l systems is something i need to play with and time etc |
21:44 |
VanessaE |
paramat: you are aware of the efforts to bring Redcrab's server up-to-date (with the result being called Silvercrab), yes? |
21:45 |
paramat |
Vanessa, old worlds being broken is bad news, please link me to the discussion |
21:45 |
paramat |
ehm sort of |
21:45 |
RealBadAngel |
paramat, in the future i do plan (after current work is done) to extend, or rather shrunk l-systems |
21:46 |
RealBadAngel |
and let it generate grass, bushes etc |
21:46 |
OldCoder |
VanessaE, I must leave but I will put up the world that resulted; this will explain what I mean |
21:46 |
OldCoder |
o/ |
21:46 |
VanessaE |
paramat: can't link to it (#minetest-staff, so it's not publicly-logged) but the short version is that efforts to recover the map have been successful, but efforts to ensure that the map blends seamlessly into modern iterations of mgv6 result in "chaos" which I take it means blocks being....rather poorly matched. OldCoder will have to fill you in on the rest. |
21:47 |
OldCoder |
I mean, I will put the resulting world online soon for your review |
21:47 |
OldCoder |
Probably tonight or tomorrow |
21:47 |
OldCoder |
VanessaE, paramat ^ |
21:48 |
VanessaE |
OldCoder: one quick question: are you dead certain that the spawn building is exactly in the same place in the map as it was in the original world, and that the seed I gave you was correctly transcribed? |
21:52 |
VanessaE |
in fact I'll just check the former myself :) |
21:53 |
VanessaE |
yep, it's correct. |
21:54 |
paramat |
okay, how old is the redcrab world? perhaps it was started before hmmmmm decided to keep mgv6 consistent |
21:55 |
|
shadowzone joined #minetest-dev |
21:55 |
OldCoder |
paramat, VanessaE I will boot Chaos World tonight or tomorrow for review |
21:56 |
paramat |
personally i prefer coded trees (as in mgv6) to schems or l-systems, because they can have any generation method, therefore more character |
21:56 |
paramat |
oldcoder okay |
21:57 |
VanessaE |
OldCoder: --> msg |
22:11 |
Sokomine |
RealBadAngel: hmmm seems to see the usage of schems for villages as almost abusive. afaik he intended it to be used for trees, special hills, stalagmites/stalagtites and the like |
22:13 |
|
blaise joined #minetest-dev |
22:13 |
Sokomine |
VanessaE: with large trees, it's important to be able to sustain a sufficiently high view range so that the trees can be seen |
22:14 |
paramat |
to be clear schems do have randomness, but this is set per node |
22:15 |
Sokomine |
RealBadAngel: small trees are better for gameplay. a 5-nodes-high tree trunk may in most cases be cut down by a lazy player. higher trees - they get cut up partly by players |
22:17 |
paramat |
Sokomine i'm very happy you managed to get 'force place' added to schems, essential for my own (ab)use of schems for generative architecture etc |
22:18 |
paramat |
to be artistic or creative abuse (non-standard use) is essential =) |
22:18 |
Sokomine |
i'm not sure if anyone has ever actually used randomness for schematics so far? |
22:19 |
Sokomine |
paramat: yes :-) that force parameter kind of saved the ethereal mod/mapgen and the xanandu server. else they would have had no real option to re-grow their trees (they're all schematics) |
22:27 |
Fritigern |
Sokomine: Any chance that the markers mod will get updated any time soon? |
22:28 |
|
RavonTUS joined #minetest-dev |
22:32 |
|
RavonTUS_ joined #minetest-dev |
22:34 |
|
zat2 joined #minetest-dev |
22:37 |
|
proller joined #minetest-dev |
22:47 |
|
proller joined #minetest-dev |
23:03 |
|
blaise joined #minetest-dev |
23:10 |
|
DFeniks joined #minetest-dev |
23:17 |
|
khonkhortisan joined #minetest-dev |
23:27 |
Sokomine |
it would be really great if commit 4896d4b where optional and could be disabled so that players can again place nodes where they stand. this is very important for any people who use the game for building (some do!). i regulary fix that in my local version |
23:28 |
PenguinDad |
Sokomine: what's so bad about https://github.com/minetest/minetest/commit/4896d4b? |
23:30 |
|
shadowzone joined #minetest-dev |
23:32 |
VanessaE |
I think she means 1b4908b :) |
23:32 |
VanessaE |
https://github.com/minetest/minetest/issues/85 |
23:35 |
paramat |
what was the argument against an option for this? can it be done in creative? i guess you want it in non-creative mode too |
23:36 |
paramat |
placing signlike drawtypes where you stand seems allowable |
23:37 |
PenguinDad |
Just removing the client.checkPrivilege("noclip") would be an acceptable solution imo |
23:38 |
|
DuDraig joined #minetest-dev |
23:38 |
paramat |
i consider it important to keep sokomine happy =D |
23:40 |
|
proller joined #minetest-dev |
23:41 |
paramat |
i'd code it myself if i knew how, hope it happens |
23:44 |
DFeniks |
i probably shouldnt talk about this because i know nothing about it. but maybe player coordinates can be used to see if he is inside cube , not radius or something ? |
23:45 |
DFeniks |
because cubes are not round |
23:45 |
PenguinDad |
DFeniks: that wouldn't change anything |
23:46 |
DFeniks |
well, you know better |
23:47 |
|
shadowzone joined #minetest-dev |