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03:33 |
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04:01 |
VanessaE |
hmmmm: can we PLEASE get 0.4.12 out soon? 0.4.11 is broken beyond repair for too many people |
04:01 |
VanessaE |
here's a crash that happened earlier for one of my users: [01-21 22:59] <xxxx> Hey VaneesaE force to use 4.11 and it craps out on both win32 and win64 versions.... ERROR[MeshUpdateThread]: Waiting for texture disable_img.png timed out. |
04:02 |
VanessaE |
(I have strict version checking enabled) |
04:02 |
hmmmm |
isn't disable_img.png part of the base texture set? |
04:02 |
hmmmm |
was this a bug fixed between 0.4.11's release and now? |
04:02 |
VanessaE |
idk |
04:03 |
VanessaE |
I've never seen that one happen before myself |
04:03 |
VanessaE |
(but I have seen OTHER textures "time out" before) |
04:03 |
hmmmm |
and you know for sure this is a bug that was fixed in 0.4.11?? |
04:03 |
hmmmm |
otherwise why would you've brought it up |
04:04 |
VanessaE |
I don't. But I DO know it was introduced sometime between 0.4.10 and 0.4.11. |
04:04 |
VanessaE |
I'm operating under the assumption that if it works for me and others, it would work for him too were he running it :) |
04:04 |
hmmmm |
i'm not going to pretend i know anything about the source of that error but |
04:04 |
VanessaE |
(it being current HEAD) |
04:04 |
hmmmm |
he can definitely solve it by getting a better texture pack that doesn't omit disable_img.png |
04:05 |
hmmmm |
or by turning shaders on |
04:05 |
VanessaE |
erm, I think he's using default textures? |
04:05 |
VanessaE |
can't say about shaders - he already signed off before I could investigate further. |
04:05 |
hmmmm |
well |
04:06 |
hmmmm |
i can agree to a release |
04:07 |
hmmmm |
we'll set the release date to be the 28th |
04:08 |
VanessaE |
ok |
04:09 |
VanessaE |
meanwhile, another user indicates that there's evidence of another memory leak that will need addressed. Zeno will probably handle that though. |
04:09 |
VanessaE |
his build is from the 17th, so his bug may already be fixed by now. |
04:09 |
VanessaE |
(I think that's the date) |
04:09 |
VanessaE |
damn it why does everyone have to sign off before I can ask questions *grumble* |
06:10 |
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06:26 |
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06:33 |
paramat |
hi hmmmm this is ready for review and merge #2161 |
06:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/2161 -- Mgv7: Improve rivers and remove abysses. Speed optimise perlinmap calculations. by paramat |
06:33 |
hmmmm |
i'll check it out |
06:41 |
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06:52 |
hmmmm |
ahh it's good to see somebody working on mapgen v7 again |
06:53 |
hmmmm |
sadly none of this fixes the crap terrain output |
06:53 |
hmmmm |
the next chance I get some more free time i'm going to work on the biome stuff |
06:56 |
hmmmm |
maybe generateRidgeTerrain needs to be redone entirely |
06:56 |
paramat |
i intend to tune the terrain for a future PR |
06:57 |
hmmmm |
a lot of the code there is sooo arbitrary, and the effect each bit produces is either unnecessary or duplicated |
06:57 |
hmmmm |
s/duplicated/redundant/ |
06:58 |
paramat |
yes i simplified it a little, i still like the results so left it mostly as it is |
06:58 |
hmmmm |
generateBaseTerrain sucks too because the attempt at interpolation between normal height and highlands height doesn't really work and it takes 3 noises to get something just as good looking as one |
06:59 |
hmmmm |
sometimes, just sometimes, i thought about copying v6's terrain function. for being entirely 2d it sure has nice output |
06:59 |
paramat |
yeah i agree it's output is not great |
07:00 |
paramat |
will try some alternative noiseparams |
07:00 |
hmmmm |
the persistence variation is the only saving grace |
07:00 |
hmmmm |
yep... you just found the most time consuming part of working on the mapgen |
07:00 |
hmmmm |
tuning the noise parameters has such a profound effect on the quality of the output but takes so much diddlying around |
07:01 |
paramat |
so true =P |
07:01 |
hmmmm |
for v8 I have an idea |
07:01 |
hmmmm |
the first attempt with v7 i had negative 3d noise carving out pieces of large 2d noise mountains |
07:02 |
hmmmm |
and due to an oversight it cut off at y == water_level |
07:02 |
hmmmm |
but it made awesome looking flat areas |
07:02 |
hmmmm |
so I'm thinking of doing negative 3d noise with hard cutoffs to make parts of land very buildable |
07:03 |
hmmmm |
the effect area could be determined by 2d noise and the effect detail with 3d |
07:04 |
hmmmm |
so one of those 2d noise * 3d noise types of things |
07:05 |
hmmmm |
also try using log(y^3) for things, it has a very nice cutoff that gives flat, buildable areas on top of mountains while still maintaining a naturally curved look around the edges |
07:06 |
paramat |
interesting .. |
07:06 |
hmmmm |
hrmm |
07:07 |
hmmmm |
are you sure it's a wise idea to remove the persistmap rangelim? |
07:07 |
paramat |
i looked at the noiseparams, they look to limit the values well enough |
07:07 |
paramat |
.. between 0.4 and 0.9 |
07:08 |
paramat |
if not they should be tuned to do so |
07:09 |
hmmmm |
well |
07:09 |
paramat |
perhaps you wanted it to be clipped for large areas of 0.4? |
07:09 |
hmmmm |
you've tested it, right? |
07:09 |
paramat |
yeah tested |
07:09 |
hmmmm |
no, clipping for large areas of a certain persistence value doesn't make much sense |
07:09 |
hmmmm |
it just makes large areas of terrain boring, doesn't add any nice effect |
07:09 |
hmmmm |
that is, if it often dives below 4 |
07:09 |
paramat |
yeah |
07:11 |
paramat |
i know how to look at noiseparams and calculate the range of the output, so can tune persist to not need limiting |
07:11 |
hmmmm |
ahh nice catch, i didn't realize the river generation wasn't relative to the water level |
07:11 |
hmmmm |
calculating the range of noise given a noiseparams is slightly more difficult now that lacunarity is modifiable |
07:12 |
hmmmm |
i should probably write functions for getting min/max of a noiseparam |
07:12 |
paramat |
i'll check to see if the whole v7 terrain is relative to water level |
07:12 |
hmmmm |
it shouldn't be |
07:12 |
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07:12 |
hmmmm |
the whole point of water level is to cover more or less of the land with water |
07:12 |
paramat |
ah yes |
07:13 |
hmmmm |
if you make all terrain generation relative, then it's as if there was no water level parameter to begin with |
07:13 |
paramat |
whereas v6 is all relative i think |
07:13 |
hmmmm |
hrmmm... could've sworn I fixed that |
07:13 |
paramat |
okay im probably wrong |
07:14 |
hmmmm |
it definitely was all relative a couple versions ago |
07:14 |
hmmmm |
i remember fixing this |
07:14 |
paramat |
sometimes i wonder if another mg param 'terrain average y' could set the terrain height |
07:15 |
paramat |
just a random thought, not important |
07:16 |
hmmmm |
i think that's the wrong way to approach things |
07:16 |
hmmmm |
you mean just offset all the generated terrain by + whatever, right? |
07:17 |
paramat |
yes |
07:17 |
paramat |
so terrain y and water level y are independant |
07:17 |
paramat |
and settable |
07:17 |
hmmmm |
making everything higher/bigger/larger on average is an effect that can be done with noiseparams |
07:17 |
hmmmm |
but you need to know the right ones |
07:17 |
hmmmm |
it sounds like a good idea might be to have some kind of mapgen meta-param |
07:18 |
hmmmm |
where if you set this, it'll auto-adjust the right noiseparams needed to get the desired effect |
07:18 |
hmmmm |
but as for adding another actual mapgen parameter? please no :( |
07:19 |
paramat |
i agree |
07:19 |
hmmmm |
i severely overdid the mapgen parameter thing |
07:19 |
hmmmm |
the entire reason why i made noiseparams was because i wanted the terrain output to be flatter or larger so i could have buildable terrain |
07:20 |
paramat |
.. just a random thought that is not worth developing |
07:20 |
hmmmm |
and then i went overboard |
07:20 |
hmmmm |
making every tiny thing that can be adjusted into something adjustable |
07:23 |
hmmmm |
so i'm not sure if i ever mentioned it but the original idea with the noiseparam thing was to have a bunch of preset ones |
07:24 |
hmmmm |
this was back when mapgen v6 was the only one |
07:24 |
paramat |
you mean a choice of different complete sets of noiseparams? |
07:25 |
hmmmm |
like i envisioned being able to select "desert land" which cranks up the spread factor for base terrain, sets the biome threshhold level very low, and the base terrain scale low |
07:25 |
paramat |
ah nice |
07:25 |
hmmmm |
or maybe a "tropical island" preset that's crank up the v6 humidity for lots of jungle trees and increase the water level so mostly everything is an island |
07:26 |
hmmmm |
s/that's/that'd/ |
07:26 |
paramat |
this one is WIP but almost done #2175 |
07:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/2175 -- Mgv5: Speed optimise noise. Remove blobgen, add large caves. Cavegen: add mgv5 large caves by paramat |
07:26 |
hmmmm |
blobgen lol |
07:27 |
hmmmm |
not every tiny component needs to be "thing"-gen |
07:27 |
hmmmm |
oh no, more 3d noise :) |
07:27 |
hmmmm |
as if it weren't slow enough |
07:28 |
hmmmm |
ahh you're using the procedural caves |
07:28 |
paramat |
hehgen |
07:28 |
paramat |
mvgv5 is faster now, 70ms on my i5 |
07:28 |
hmmmm |
with debug? |
07:29 |
paramat |
no normal build |
07:29 |
hmmmm |
oh |
07:29 |
hmmmm |
yeah.. in practice i can't notice a difference between anything faster than ~150ms |
07:29 |
hmmmm |
it's because of the mesh generation GPU lag |
07:29 |
hmmmm |
i have an nvidia card |
07:30 |
hmmmm |
you're probably much better off with intel integrated graphics |
07:30 |
paramat |
all those tiny lava pockets really lagged the game due to the liquid queue |
07:30 |
hmmmm |
yup |
07:30 |
hmmmm |
the real solution is to fix liquid flowing to be less cpu intensive, instead of making the mapgen more boring |
07:31 |
hmmmm |
i have a feeling not nearly as many liquids need to be in the queue as there are |
07:31 |
paramat |
yes i have intel integrated haswell 4600 or something.. |
07:31 |
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07:33 |
VanessaE |
<offtopic for this discussion> a user and I were discussing a feature where the user would, on hitting an appropriate climb or descend key, automatically snap to whatever climbable node is focused, if any. that's _game specific, but I can't see any way to even detect user-specific keypresses in realtime, or get the pointed_thing even if I did. Any thoughts on this? |
07:34 |
VanessaE |
(and did that whole thing actually make it through?) |
07:34 |
paramat |
cool, thanks for the merge |
07:34 |
VanessaE |
the above is something I was gonna code myself, but I can't see any way to do so without a bit of engine support. |
07:39 |
hmmmm |
yup, you can't do that from a mod |
07:39 |
paramat |
sorry not keen on the auto-snap, players can position themselves properly and not be lazy =) |
07:39 |
hmmmm |
i like auto-snap |
07:40 |
VanessaE |
paramat: well I would normally agree, but I can see it being useful in e.g. tablet clients |
07:40 |
VanessaE |
and this guy had some trouble getting his client centered on the ladder prior to climbing |
07:40 |
VanessaE |
so I figured I'd code a mod...but I can't :) |
07:41 |
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07:41 |
hmmmm |
client side lua is going to be awesome |
07:41 |
hmmmm |
for this kind of stuff |
07:42 |
paramat |
i personally don't care about smartphones and tablets hehe pain in the ass to cater for |
07:47 |
VanessaE |
also, I don't know if you saw, over on #minetest, sofar proposed an idea of allowing animated textures to be used within particles (I don't know one way or the other if they can be). I believe he intends to code it. |
07:48 |
hmmmm |
pretty sure this conflicts with the upcoming irrlicht particles... |
07:49 |
VanessaE |
good point. |
07:49 |
paramat |
wow looking at my todo list, 'all' that's left to do in v7 is tune the terrain through noiseparams, time consuming but fun |
07:51 |
VanessaE |
looks like a few people have inquired about it in the past. |
07:51 |
VanessaE |
(that is, making irrlicht's particles allow animations) |
07:53 |
VanessaE |
*shrug* |
07:53 |
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08:50 |
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08:50 |
nrzkt |
hi all ! |
08:51 |
VanessaE |
hi |
09:04 |
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09:41 |
kahrl |
VanessaE: I always get a timeout on disable_img when I run minetest on an extremely slow computer |
09:41 |
kahrl |
that is, valgrind |
09:41 |
kahrl |
it doesn't cause a crash though |
10:20 |
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12:41 |
gregorycu |
Hi there |
12:55 |
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13:13 |
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13:21 |
nrzkt |
hi |
13:26 |
gregorycu |
So, the performance around lighting is no the best |
13:49 |
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14:26 |
kilbith |
ShadowNinja, are you going to send a PR for the writtable book ? |
14:51 |
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19:03 |
kilbith |
someone can close #2161 ? |
19:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/2161 -- Mgv7: Improve rivers and remove abysses. Speed optimise perlinmap calculations. by paramat |
19:03 |
kilbith |
already merged by hmmmm. |
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19:34 |
kahrl |
kilbith, done |
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22:52 |
VanessaE |
connected_glass = false <--- this is still the default setting for default glass, yes? |
22:53 |
VanessaE |
(because if it is, it ain't workin') |
22:53 |
VanessaE |
well wait, is that a client-side setting? |
22:56 |
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22:58 |
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22:59 |
kahrl |
VanessaE: client side, yes |
22:59 |
VanessaE |
ok, then it doesn't really default to false |
23:00 |
VanessaE |
lemme update just to be sure. |
23:01 |
VanessaE |
hm. maybe something in dreambuilder needs updated. |
23:01 |
VanessaE |
I'll bet moreblocks is redefining glass. |
23:04 |
kilbith |
VanessaE, https://github.com/minetest/minetest_game/issues/394 |
23:05 |
kahrl |
I can't reproduce that bug |
23:05 |
kahrl |
connected_glass = false works fine in current minetest_game |
23:05 |
kilbith |
ditto |
23:05 |
VanessaE |
yeah, it works fine for me in mt_game too |
23:06 |
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23:06 |
VanessaE |
the node def in dreambuilder is identical (drawtype = "glasslike_framed_optional"), so it must be some mod redefining it |
23:07 |
kahrl |
VanessaE: you already guessed the offender ;) |
23:07 |
kahrl |
moreblocks |
23:07 |
kahrl |
"grep -R glasslike ." works wonders |
23:07 |
VanessaE |
yep, I'm checking now |
23:08 |
VanessaE |
minetest.override_item("default:glass", { |
23:08 |
VanessaE |
drawtype = "glasslike_framed", |
23:08 |
VanessaE |
}) |
23:08 |
VanessaE |
*growl* |
23:11 |
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23:26 |
VanessaE |
ok that's sorted. |
23:28 |
VanessaE |
btw, why is it that some glass objects in the inventory are dark? |
23:28 |
VanessaE |
seems to only happen with glasslike drawtype (or _framed_optional when it's not set to framed in the client). been that way for ages. |
23:31 |
VanessaE |
(default glass is unaffected because it uses minetest.inventorycube() to draw its inventory image) |
23:33 |
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23:34 |
kahrl |
could be because NDT_GLASSLIKE uses wrong normals |
23:35 |
kahrl |
it sets them to zero in fact |
23:36 |
VanessaE |
shall I apply the usual workaround to moreblocks then? |
23:40 |
kahrl |
ok, simply setting EMF_NORMALIZE_NORMALS doesn't do the trick |
23:40 |
kahrl |
(makes sense since it's not recalculating but just normalizing) |
23:40 |
kahrl |
so glasslike itself needs to be fixed |
23:41 |
kahrl |
VanessaE: I have no clue about moreblocks |
23:42 |
VanessaE |
well I know how to fix it there. |
23:42 |
kahrl |
it shouldn't be needed though if moreblocks just does override_item |
23:42 |
VanessaE |
it does override for default glass but it has some of its own glass items that are fully-defined (of course), so those need fixed |
23:42 |
kahrl |
in that case yes |
23:43 |
VanessaE |
just wanted to make sure if I was about to fix something that didn't actually need done on the mod side :) |
23:43 |
kahrl |
well as I said, if glasslike is fixed to provide correct normals, it will work |
23:44 |
VanessaE |
*nod* |
23:45 |
kahrl |
actually providing incorrect, but different normals might be enough |
23:46 |
kahrl |
https://gist.github.com/kahrl/a7fb4ad0ae4a3d760739 |
23:46 |
kahrl |
this sets a normal of (0,0,-1) on every face |
23:46 |
kahrl |
that's where the light comes from in rendered inventory textures, so glass will be bright |
23:47 |
kahrl |
(the alternative is unrolling the whole loop or making it much more inefficient to fix an edge case) |
23:49 |
kahrl |
well or do this: https://gist.github.com/kahrl/15f5221561d293cd98ca |
23:49 |
kahrl |
^ slightly slower than the first gist but calculates correct normals |
23:49 |
VanessaE |
well that first one makes the glass a tad dimmer in-game |
23:49 |
VanessaE |
oh ok, lemme give that a try then |
23:50 |
kahrl |
I'm pretty sure that is impossible |
23:50 |
kahrl |
the in-game shaders ignore the normals |
23:51 |
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23:51 |
VanessaE_ |
*growl* |
23:51 |
VanessaE_ |
X is not exactly the most stable these days :-/ |
23:51 |
kahrl |
actually.. no they don't |
23:52 |
kahrl |
the top face is lighter for example, which is calculated by checking normals |
23:55 |
kahrl |
ugh |
23:55 |
kahrl |
why does the second gist cause these strange lighting patterns in-game |
23:56 |
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23:56 |
kahrl |
oh derp |
23:57 |
* VanessaE_ |
waits.. :) |
23:57 |
kahrl |
it'd make sense to change all 4 vertices, wouldn't it? :) |
23:57 |
VanessaE_ |
haha |
23:57 |
kahrl |
that's why I didn't do it :P |
23:57 |
kahrl |
ok, fixed now: https://gist.github.com/kahrl/1c4531242eb2aaefcfa2 |