Time |
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02:03 |
paramat |
okay hmmmm this is rebased and ready for review/merge https://github.com/minetest/minetest/pull/1892 (add definable node_stone to mgv5 and mgv7, plus other stuff) |
02:17 |
paramat |
https://cdn.mediacru.sh/1w9qknwcgA1I.png caves are making a mess of mgv7, especially at y = 47, good thing they will be replaced with 3D noise caves. also i would like to add 1 up 1 down overgeneration to mgv7 |
02:40 |
paramat |
there is a problem with the idea of auto scaling heat and humidity spreads from number of biomes: it is usually necessary to stack biomes vertically, to have beaches and highland biomes, floatland biomes etc |
02:46 |
paramat |
so i have a request, if you able to find time, please could you make the heat and humidity noises settable in .conf? this solves other problems as well |
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04:51 |
paramat |
ah .. biomes is written for worlds without overhangs. biome for each entire mapchunk column is set from the highest surface in the mapchunk. this can't cope with vertically stacked biomes or overhangs, biome needs to be recalculated each time a new top surface is detected. i will fix! =) |
04:52 |
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05:00 |
hmmmm |
hi paramat |
05:00 |
hmmmm |
err.... |
05:00 |
hmmmm |
he left within 5 minutes |
05:01 |
hmmmm |
in any case, yeah I know about the overhang biome problem... the only real solution to this is to define a "biome class" which correlates to one or more biomes existing between different heights |
05:02 |
hmmmm |
or make biomes use 3d noise (gross!) |
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09:02 |
hmmmm |
https://github.com/kwolekr/minetest/commit/367448805ebb6ac3117d2687e3aac1b94e919a33 |
09:02 |
hmmmm |
objections?? |
09:12 |
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14:00 |
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14:07 |
paramat |
sorry hmmmmm i was busy. now i see what you mean by biomes being in a bad way, and understand why you can afford to calculate biomes from voronoi: because it's only done once per mapchunk. i will contemplate a solution, perhaps recalculating at beach level and defining beach/ocean biomes. anyway this means mgv5 biomes will still be unstable for 0.4.11 |
14:12 |
paramat |
mgv7 is awesome but needs tuning, yes i am offering to do this after 0.4.11, i can also add 3D noise caves |
14:23 |
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15:05 |
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15:24 |
jin_xi |
yeah so good to see you doing c++ mapgen work paramat! |
15:26 |
paramat |
=) |
15:26 |
* Megaf_ |
would like to write its own mapgen in lua... |
15:26 |
Megaf_ |
I just a need a flat surface |
15:27 |
Megaf_ |
with a very specific block |
15:32 |
paramat |
there's a mod for that somewhere |
15:32 |
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15:34 |
Amaz |
https://forum.minetest.net/viewtopic.php?t=9772 ? |
15:36 |
paramat |
yep |
15:38 |
hmmmm |
paramat! |
15:38 |
hmmmm |
i needed to talk to you about something |
15:39 |
hmmmm |
oh i see |
15:40 |
paramat |
hi |
15:40 |
hmmmm |
right so like I was saying, the current way I have biomes is retarded and i want to change it |
15:41 |
hmmmm |
having an absolute min_height/max_height for biomes makes it impossible to precalculate a biome correlation map |
15:42 |
paramat |
yes im seeing the problems now |
15:42 |
hmmmm |
btw, how did you solve the issue of dirt_with_grass being placed beneath water? |
15:43 |
paramat |
lol i didn't, just let it be there |
15:43 |
hmmmm |
eww =/ |
15:43 |
hmmmm |
so yeah that brings up yet another issue with biomes and overhangs |
15:44 |
paramat |
however that will be solved if we get biomes working, so i couldn't be bothered to worry about that |
15:44 |
hmmmm |
so what if underneath the overhang there's a pool of water, and the biome stays as plains instead of beach |
15:44 |
paramat |
im working on a hack (sorry) that i'll push soon for you to see |
15:45 |
hmmmm |
the original idea was to have a separate "ocean" biome |
15:46 |
hmmmm |
which has top_node == default:dirt rather than default:dirt_with_grass |
15:46 |
hmmmm |
so I'm wondering if there is still merit in keeping absolute min/max heights |
15:48 |
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15:48 |
paramat |
my hack calculates an 'ocean/beach biomemap' calculated with y = water_level + 3 |
15:49 |
paramat |
then define ocean/beach biomes below the land/floatland biomes |
15:49 |
paramat |
still has bugs but will now push |
15:51 |
hmmmm |
wait but that's no good |
15:51 |
paramat |
i only discovered all this because i couldn't get sheet ice to work |
15:51 |
hmmmm |
it'd have to be y == water_level or else it'd still place the dirt with grass |
15:52 |
paramat |
yes i see a problem there |
15:53 |
paramat |
maybe biome definition will have to include a 'node_beach' |
15:53 |
paramat |
place that near water level |
15:53 |
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15:53 |
hmmmm |
aghh |
15:53 |
hmmmm |
all these different node_thingies |
15:53 |
hmmmm |
i was honestly considering having some hard-coded biomes that do special things that registered biomes won't be able to do |
15:53 |
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15:54 |
hmmmm |
you'd be able to remove them, but not add any new ones |
15:54 |
hmmmm |
yes? no? |
15:54 |
hmmmm |
the reason why Minecraft has none of these problems is because it's all hardcoded to shit |
15:54 |
paramat |
possibly |
15:55 |
paramat |
i can see why you got frustrated |
15:56 |
paramat |
i feel like persevering with what we have though and improve it, many people like it |
15:56 |
paramat |
but hey why not have another mapgen system? if you're inspired do it |
15:57 |
paramat |
there's always room for specialist mapgens |
15:57 |
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15:57 |
paramat |
.. and multiple biome systems |
15:57 |
hmmmm |
that is true |
15:57 |
hmmmm |
multiple biome systems sounds like a horror |
15:58 |
hmmmm |
all i know for sure is that i absolutely hate the current biome system |
15:58 |
twoelk |
maybe beach should not be like other biomes but rather look for other things like flatland besides water of at least some volume and thus override other biom info |
15:59 |
Megaf_ |
Thanks Amaz ! |
15:59 |
paramat |
hmmmmm you're fed up with it so i'll see what i can do with it. if you come up with a better system that can then be the primary system, no problem |
16:00 |
paramat |
i really feel future mapgens should make use of the vertical space, so vertically stacked or 'floatland' biomes need to be coped with |
16:01 |
paramat |
i see your 'nether' 'aether' type biomes in the code, hope to see these developed |
16:02 |
twoelk |
btw underwatergrass = seagrass-meadows (me dreaming of lovely places I remember visiting) |
16:04 |
VanessaE |
what's wrong with grass under the water? |
16:06 |
PenguinDad |
twoelk: why not underwater grass == algae? |
16:07 |
paramat |
its okay when it's intentional |
16:11 |
twoelk |
seagrass-meadows are beautiful to swim through, algae can be a lot gloomier at times, at least some sorts |
16:13 |
paramat |
hmmmm since mgv7 is your mapgen you could perhaps develop a new biome system in that while i see what i can do with improving the current system in mgv5. both mapgen are highly unstable anyway so we might as well experiment |
16:17 |
paramat |
so far i'm thinkng adding node_beach, node_underwater etc to a biome definition to cope with the verticality, making biomes strictly 2D. need a nap bbl O/ |
16:17 |
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17:50 |
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17:51 |
Calinou |
One or more parameters were invalid or use too much memory |
17:51 |
Calinou |
how to fix? |
17:51 |
Calinou |
it breaks my worlds |
17:52 |
VanessaE |
perlin parameters - probably number of octaves |
17:54 |
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17:56 |
rubenwardy |
celeron55: why is there no subgame section on minetest.net? I would suggest making a top level item called "Customisation" and putting mods, texture packs and subgames underneath it in the drop down. |
18:00 |
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18:32 |
VanessaE |
shit, I get the same error as Calinou now |
18:33 |
Calinou |
report on issue tracker? |
18:33 |
Calinou |
this is a blocker |
18:33 |
VanessaE |
blocker outright. |
18:33 |
VanessaE |
this breaks a known good world that barely has any use at all (one of my testing worlds) |
18:34 |
VanessaE |
(mgv6, default mapgen params, not even 0.1% explored) |
18:36 |
VanessaE |
nearly every single world in my list is broken now. |
18:37 |
twoelk |
:-( |
18:52 |
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19:15 |
celeron55 |
rubenwardy: so, how exactly do you want it to be like, then? |
19:16 |
Calinou |
probably add popular subgames to it, like Mods and Texture Packs |
19:16 |
Calinou |
(by the way, both of these should be updated) |
19:17 |
rubenwardy |
I guess like (popular) mods, but for games. |
19:17 |
rubenwardy |
Suggesting in this topic https://forum.minetest.net/viewtopic.php?f=3&t=10675 |
19:17 |
celeron55 |
is this good? http://c55.me/test/minetest.net/doku.php |
19:18 |
celeron55 |
actually now that there is space, i'll move screenshots away from downloads |
19:18 |
rubenwardy |
yes |
19:18 |
rubenwardy |
perfect |
19:18 |
VanessaE |
that's good actually. and, screenshots under Community I think. |
19:19 |
celeron55 |
what? why? |
19:19 |
rubenwardy |
Screenshots and features lists are the first things I look for when visiting a new site |
19:19 |
VanessaE |
no specific reason, I'm just not one to have lots of top-level menu items is all |
19:20 |
VanessaE |
besides, "Have a look at some screenshots, taken by the community." |
19:20 |
VanessaE |
:) |
19:20 |
rubenwardy |
No, I think screenshots on top level. You could put development and donate under "contribute", if you are low on space. |
19:20 |
rubenwardy |
But, meg |
19:20 |
rubenwardy |
*h |
19:20 |
* Krock |
gives celeron55 © #footer |
19:21 |
rubenwardy |
blue headers actually look quite nice. |
19:21 |
celeron55 |
lol, looks like the layout breaks when i moved donate away from top level (i don't think it needs to be there) |
19:21 |
Krock |
I would prefer a dashed line under the sub-headers |
19:22 |
Krock |
But well, it's already much better than the current |
19:22 |
rubenwardy |
You probably hard coded in CSS the last navbar to be donate. |
19:22 |
rubenwardy |
XD |
19:22 |
celeron55 |
gaah |
19:22 |
celeron55 |
i'm not interested in fixing this layout for a non-donate last link |
19:22 |
rubenwardy |
nth-child(last), iirc |
19:23 |
celeron55 |
i'll put screenshots there |
19:23 |
Krock |
Ah and the "Developement" tab is cut-off |
19:23 |
rubenwardy |
Layout looks fine except the drop down being cropped. |
19:24 |
celeron55 |
hmm, 6 seems to be one too much in my eyes |
19:24 |
celeron55 |
i'll leave fixing the dropdown to someone who is most annoyed by it |
19:26 |
celeron55 |
now minetest.net is updated and the repo of that layout is here if someone wants to fix it: https://github.com/celeron55/minetest.net_dokutemplate3 |
19:27 |
celeron55 |
and these two pages need to be created: http://minetest.net/customize http://minetest.net/subgames |
19:28 |
rubenwardy |
I am creating subgames |
19:28 |
celeron55 |
the "customize" page should contain links to each of the dropdown pages (in addition to some other content it may have) |
19:28 |
celeron55 |
well i'll add a stub version of it |
19:35 |
rubenwardy |
Suggestions for popular subgames? http://www.minetest.net/subgames |
19:35 |
rubenwardy |
Actually, I'll look at the server list |
19:37 |
celeron55 |
i fixed the cut-in-half dropdown now |
19:37 |
rubenwardy |
Yay :) |
19:38 |
celeron55 |
well you have an error on the page |
19:38 |
rubenwardy |
The image resizing is broken. |
19:38 |
celeron55 |
"More mods are available on the forum" |
19:38 |
rubenwardy |
fixed |
19:40 |
celeron55 |
i have no idea about image resizing |
19:40 |
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19:40 |
celeron55 |
i haven't seen any errors from dokuwiki |
19:40 |
celeron55 |
so i have no practical way of fixing it |
19:41 |
rubenwardy |
This image should have a width of 200: http://www.minetest.net/_media/screenshot_4031722052.png?w=200 |
19:41 |
rubenwardy |
It doesn't seem to be going through a php script |
19:41 |
rubenwardy |
etc |
19:42 |
celeron55 |
maybe the server doesn't have libgd nor imagemagick |
19:42 |
celeron55 |
i have no control over that in that hosting really |
19:42 |
celeron55 |
or maybe the cache is just broken in whatever way |
19:43 |
celeron55 |
looks like it has imagemagick |
19:45 |
celeron55 |
bleh, i really am not interested in fighting with this so live with it |
19:46 |
celeron55 |
one day i'll move it to some other host |
19:46 |
celeron55 |
(or maybe i'll die before that) |
19:51 |
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20:04 |
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20:11 |
twoelk |
rubenwardy: you could link to the wiki http://wiki.minetest.net/Games |
20:11 |
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20:11 |
twoelk |
or even here http://wiki.minetest.net/List_of_Games |
20:11 |
kilbith |
why "donations" link has disappeared ? money is the "nerve of war" as we said here |
20:17 |
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20:35 |
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20:55 |
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21:11 |
celeron55 |
kilbith: "development" dropdown |
21:17 |
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21:35 |
VanessaE |
ok. rollback_check is insanely slow with a check radius of 0. e.g. /rollback_check 0 9999999 |
21:35 |
VanessaE |
takes an insane amount of time |
21:36 |
VanessaE |
(radius 0 is supposed to be "only check *this* node", is it not?) |
21:50 |
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23:00 |
VanessaE |
netsplit? |
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