Time Nick Message 01:36 paramat another PR for pushing later #2692 01:36 ShadowBot https://github.com/minetest/minetest/issues/2692 -- Mapgen v5/6/7: Cleanup node resolver and aliases by paramat 03:38 paramat now pushing 2692 03:38 VanessaE wait, not THAT button! :) 03:39 paramat BOOM 03:45 est31 was 2692 trivial? 03:45 paramat it is done 03:45 paramat fairly 03:50 paramat a code cleanup. however i do have plans for mgv5/v7 to detect sandstone to enable generation of sandstone dungeons in sandstone biomes 03:50 VanessaE bbl 03:53 * est31 pushes in 15 minutes: https://github.com/est31/minetest/commit/b4c3ff6eab197828d370c30d66e033cde9d2f13d 09:21 nore thoughts about #2693? 09:21 ShadowBot https://github.com/minetest/minetest/issues/2693 -- Add code to support raillike group names by Novatux 10:26 RealBadAngel nore, here? 10:27 nore yep 10:28 nore RealBadAngel, ^ 10:28 RealBadAngel wanna test minimap? 10:28 nore of course :) 10:28 RealBadAngel https://github.com/RealBadAngel/minetest/tree/minimap 10:29 RealBadAngel code is still messy 10:30 RealBadAngel but it works pretty nice imho :) 10:34 RealBadAngel nore, tell me when u got it compiled 10:34 nore just finished 10:34 nore is there anything to put in minetest.conf? 10:34 RealBadAngel yup 10:35 RealBadAngel hud_map = true 10:35 RealBadAngel zoom and mode is by now set in game.cpp 10:35 nore hm... is it normal that it is in the middle of the screen? 10:35 nore well, middle top 10:36 RealBadAngel line #3996 mapper->drawMap( floatToInt(player->getPosition(), BS) ,&client->getEnv().getClientMap(), false, 4); 10:36 ShadowBot RealBadAngel: Error: Delemiter not found in "HTTP Error 404: Not Found" 10:36 RealBadAngel false/true for radar 10:36 RealBadAngel last one is zoom 1, 2 or 4 10:37 RealBadAngel about position on the screen - need to fix it, it is valid for default window 10:38 RealBadAngel so, how it works for you? 10:38 nore surface mode works well 10:39 RealBadAngel have you tried radar? 10:39 nore not yet 10:41 nore ah, perhaps you should scan for non-solid nodes instead 10:41 nore (of air) 10:42 RealBadAngel we can add it there 10:43 RealBadAngel atm it works that way when theres more air in the column dot on the map is brighter 10:45 nore also, perhaps instead of having two modes, perhaps do something like 10:45 nore if there are a lot of air (or other) nodes directly above one another in a column, use surface mode 10:45 nore (i.e. show top node below) 10:45 nore else, use radar 10:45 nore brb 10:50 RealBadAngel exploring big caves would trigger such changes 10:51 RealBadAngel i thought about just toggling it with one key, like off, surface *1,*2,*4, radar *1,*2,*4 10:51 RealBadAngel will try it now 12:30 RealBadAngel nore, here? 12:30 nore yes 12:30 RealBadAngel ive pushed some changes 12:31 RealBadAngel config setting is: enable_minimap = true 12:31 RealBadAngel then ingame use F9 12:34 nore it works well, except for the minimap position :) 12:35 RealBadAngel gonna fix that now 12:35 RealBadAngel btw, what about makin it slightly bigger? 12:36 nore hm... I don't know 12:36 nore maybe it could be in the config 12:36 RealBadAngel well for sure it should scale with screen resolution imho 13:14 RealBadAngel hi proller 13:40 RealBadAngel nore, http://i.imgur.com/kM6aEHc.png 13:40 RealBadAngel now scaled and correctly positioned 13:40 nore good :) 14:04 ShadowNinja RealBadAngel: If you based it on gsmapper it has to be GPL unless you can get the author to agree to re-license it. 14:20 nore sfan5, ShadowNinja: thoughts about game#506, game#508, game#450? 14:20 ShadowBot https://github.com/minetest/minetest_game/issues/506 -- Add screwdriver callbacks, and code them for doors and beds by Novatux 14:20 ShadowBot https://github.com/minetest/minetest_game/issues/508 -- Default/mapgen: Add mapgen aliases for sandstone brick and sandstone brick stair by paramat 14:20 ShadowBot https://github.com/minetest/minetest_game/issues/450 -- Make TNT respect on_blast, implement on_blast for some nodes by Wuzzy2 14:20 sfan5 508 is so trivial you don't even need to ask 14:24 nore also, what about #2693? 14:24 ShadowBot https://github.com/minetest/minetest/issues/2693 -- Add code to support raillike group names by Novatux 14:31 sfan5 nore: game#450 seems ok 14:31 ShadowBot https://github.com/minetest/minetest_game/issues/450 -- Make TNT respect on_blast, implement on_blast for some nodes by Wuzzy2 14:34 RealBadAngel ShadowNinja, i wrote to gsmanner bout it, if he wont respond i will delete all his original code. anyway most of it is already changed 14:42 Amaz RealBadAngel, one problem with the mapper is that I get ~9 fps when it is set to zoom x1, and when it is disabled I get 40-50fps, which seems to be quite a dramatic difference... 14:44 RealBadAngel Amaz, now it does full scan each frame, i will optimize it later 14:45 RealBadAngel btw, i do get 60fps all the time no matter the zoom ;) 14:45 Amaz Okay! Lucky thing ;) 14:45 RealBadAngel and whats the framerate for you with radar mode? 14:46 Amaz 15-20 on zoom x1. 14:46 RealBadAngel whats the difference with zoom x2 and 4? 14:47 Amaz With radar? 30-35 on zoom x2, and normal on zoom x4. 14:47 RealBadAngel and surface? 14:48 Amaz 25-30 with zoom x2, 30-50 with zoom x4. 14:50 RealBadAngel whats ur cpu, gpu and ram? 14:54 Amaz Intel(R) Core(TM)2 Duo CPU T6570 @ 2.10GHz, Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07), MemTotal: 3008900 kB 14:54 Amaz Not the best system in the world :) 14:59 nore sfan5, btw, I noticed a problem while looking at game#450: see game#509 14:59 ShadowBot https://github.com/minetest/minetest_game/issues/450 -- Make TNT respect on_blast, implement on_blast for some nodes by Wuzzy2 14:59 ShadowBot https://github.com/minetest/minetest_game/issues/509 -- Beds, doors and fire 15:01 nore I think the best fix would be to have multi-node support somewhere, perhaps even in builtin 17:16 RealBadAngel nore, are you here? 17:17 nore yep 17:24 Krock RealBadAngel, nice to see gsmapper active again :D 17:24 Krock (or a remake of it) 17:24 RealBadAngel nore, ive pushed changes that should effect with better fps 17:25 RealBadAngel scanning is divided into 4 stages and image is generated only when scan is finished 17:25 RealBadAngel a bit less smooth but its enough i think 17:26 nore RealBadAngel: good, trying it 17:26 RealBadAngel test it and tell me bout fps 17:33 nore fps without/surfacex1/surfacex2/surfacex4/radarx1/radarx2/radarx4/ : 60/30/60/60/40/60/60 17:35 RealBadAngel how does it "feel" now? 17:35 nore and with another test: always 30, and another one: always 60, except with surfacex1: 35 17:36 RealBadAngel minimap fps is now 1/4th of it was before 17:36 nore well, it works well 17:37 nore what you should do perhaps: use result of computation of previous image to do the next one 17:37 nore that could make it far faster 17:38 nore but still draw it at the same fps as before could work well :) 17:38 nore and recompute it every 1/2s or something like that 17:38 nore or better, if possible: each time an update is received 17:39 RealBadAngel that wont work that good, now its smooth because map follows the player 17:39 nore yes, but you can use previous results 17:39 nore recomputing only columns that need to 17:39 RealBadAngel if you make it .5s intervals it would jump 17:40 nore and if the player moves up/down, looking at top & bottom nodes that have changed 17:40 nore and every .5s, recompute it 17:40 RealBadAngel to see what have changed you need to scan everything anyway 17:40 nore since some nodes may have changed (because the client received a new block for example) 17:40 nore yes, but only every .5s 17:41 nore you know how the client has moved, so there are a lot of columns you don't need to compute again 17:41 nore and if the player has moved up/down, look at the nodes that were added or removed 17:41 nore in the scanning area 17:41 RealBadAngel other can add nodes in the area too 17:41 nore and update accordingly 17:41 RealBadAngel *others 17:42 nore that would be in the "every .5s update" 17:42 RealBadAngel well, thats good idea to make the code faster 17:43 nore for example, with radar 17:43 nore you only need to look how many air nodes were added on top 17:43 nore and how many were removed on bottom 17:43 nore if the user moved up 17:45 nore I would complain because the radar shows that caves are bugged too :p 17:45 RealBadAngel i will try such optimisations when code is cleaned 17:45 nore ok, thanks :) 17:45 RealBadAngel now need to show minimap and cursor as meshes 17:46 nore meshes?? 17:46 RealBadAngel that will allow easier rotation of marker 17:46 RealBadAngel and the map itself 17:46 RealBadAngel you cant rotate the texture, but you can do that easily with mesh 17:46 nore ah, that would be useful :) 17:47 RealBadAngel simple plain mesh with one texture 17:47 RealBadAngel but then i will be able to make minimap round and rotating :) 17:48 RealBadAngel and i will be able to get rid of the rest of gsmanners code (and the license too) ;) 17:49 nore ah, good :) 17:49 VanessaE suddenly I get the impression the minimapper will be like the regular overhead view in google maps :) 17:51 nore hm... nodes that have a param2 are of the color of their top texture when not rotated 17:52 sfan5 hm 17:52 nore (for example trees) 17:52 nore that looks a little strange 17:52 sfan5 where is nrz when you need him 17:52 kilbith you have his e-mail 17:53 sfan5 but irc is way easier 17:53 Megaf VanessaE: minimapper? 17:56 * Megaf googles 17:57 VanessaE Megaf: um, the thing RealBadAngel and nore are working on..? 17:58 Megaf oh, ok then 17:58 Megaf I like that already 17:59 RealBadAngel https://github.com/RealBadAngel/minetest/tree/minimap 17:59 est31 Krock, you there? 17:59 Krock est31, this answer answers your question. 17:59 est31 I have a question regarding MSVC compatibility 17:59 RealBadAngel ^^ tree with what im working on 17:59 est31 I know I broke 17:59 Krock est31, should I tell you all compiling errors? 18:00 ElectronLibre RealBadAngel: Got this with the lastest version of your minimap http://pastebin.ubuntu.com/11099345/ 18:00 est31 Krock, about this file https://github.com/minetest/minetest/blob/master/src/json/CMakeLists.txt 18:00 est31 you only set CMAKE_CXX_FLAGS_RELEASE 18:00 est31 why not _DEBUG too? 18:00 ShadowNinja RealBadAngel: Is the mini-map generation done in a seperate thread? 18:01 est31 can you try to run a debug build on that commit? 18:01 Krock est31, who uses _DUBUG on json? 18:01 Krock I wasn't sure if debug has that problem too..possible 18:01 est31 can you test it? 18:01 Krock mhm k 18:02 RealBadAngel ElectronLibre, thx, will check this 18:02 est31 then I can add that to libgmp too 18:02 ShadowNinja Krock: You should probably use a more generic option, so SemiDebug, MinSizeRel, RelWithDbgInfo, etc work too. 18:02 RealBadAngel ShadowNinja, its done in draw loop 18:03 ElectronLibre I had unknown nodes around me I think, I will try to see without the minimap. 18:03 ShadowNinja RealBadAngel: Make sure to seperate it then. The UI thread should only blit the finished texture to the screen. 18:03 Krock Funny, there's no debug option in the .vcxproj file of json, so I can't compile it for debug :/ 18:03 RealBadAngel ShadowNinja, im not sure how to run it in a separate thread 18:03 RealBadAngel any example in mind? 18:04 ShadowNinja RealBadAngel: grep -r 'public JThread' src/ 18:04 est31 Is the rendering being done in irrlichtß 18:04 est31 ? 18:04 est31 then we can forget separate threads 18:05 ShadowNinja RealBadAngel: Then use a MutexedQueue or similar to pass back whatever the UI thread needs. 18:06 RealBadAngel ShadowNinja, there are pros and cons to that imho 18:07 est31 from what I read, we have to generate our very own irrlicht context for this when we want to use threads 18:07 est31 and then only pass on the image 18:07 ShadowNinja RealBadAngel: Of course there are, but you can't be doing long operations like scanning the map on the UI thread, it kills FPS. 18:07 Krock ShadowNinja, there's no problem with debug because minetest links with "/MDd", like json 18:08 RealBadAngel but putting that in thread instead of splitting it into parts will continuosly eat cpu 18:08 ShadowNinja est31: The UI thread might have to generate the actual image, but a seperate thread can scan the area and generate an array of pixel values. 18:08 est31 ok that sounds reasonable ShadowNinja 18:09 ShadowNinja Krock: What about MinSizeRel, SemiDebug, and RelWithDbgInfo? 18:09 RealBadAngel but anyway going to implement that in a thread 18:09 RealBadAngel thx SN 18:09 exio4 RealBadAngel: it doesn't, you may only generate n images per second 18:09 ShadowNinja YW. 18:09 exio4 it could be cheaper, as you could generate maybe only 10 updates per seconds 18:09 RealBadAngel atm image is generated each 4th frame 18:10 ShadowNinja It should definitely be limited to 1/sec or so. 18:10 RealBadAngel on the other frames its collecting data 18:10 VanessaE nore: I took a look at that screwdriver callback pull. didn't try it yet, but the idea looks good to me. 18:11 RealBadAngel so minimap has now 15fps (when mt has 60) 18:11 Krock ShadowNinja, minetest is linked with /MDd and json with /MD with non-Release options, there aren't any conflicts 18:12 est31 ok then 18:12 est31 Krock, can you make a PR to make gmp compile for you? 18:12 TheWild RealBadAngel, great job with that minimap though... will be possible to set arbitrary color for each type of node from Lua? (e.g. in register_node) 18:12 Krock est31, is your pull up-to-date? 18:12 est31 ? 18:13 est31 Its merged now into master 18:13 Krock oh 18:13 Krock Ah yesterday.. I missed something 18:13 est31 nice idea TheWild, that can be used for real mapping too 18:13 Calinou the node color should be automatic by default, with an optional override 18:13 RealBadAngel TheWild, color is taken from top of the node 18:14 Calinou color = {r = 255, g = 255, b = 255, a = 255} probably 18:14 VanessaE use minetestmapper's colors.txt if it's present :) 18:14 RealBadAngel texture is scaled down to 1x1 to get the color 18:14 Calinou colors.txt seems obsolete to me 18:14 Calinou IMO, it's up to mods to define colors if they want an override 18:15 sfan5 <Calinou> colors.txt seems obsolete to me 18:15 sfan5 what 18:15 sfan5 i just updated it a few days ago 18:16 Calinou it's an obsolete way of doing things, I mean 18:16 VanessaE it's faster to read a color from a text file than to scale an image down to get it...... 18:16 ElectronLibre If it can help you RealBadAngel, the minimap crashed every time it tried to get an unknown node texture. Now I've removed them and it work. Adding a check about whether or not the node is register would be enough I think (I don't know how to do so but it must not be that complicated). 18:16 RealBadAngel ElectronLibre, thx a lot, will put there check for it 18:17 VanessaE ElectronLibre: that's easy to do, at least on the lua side of things. 18:17 ElectronLibre Yes, on the lua side I can do it. But on the C++ side, I can't. 18:20 est31 What do people think of #2695 18:20 ShadowBot https://github.com/minetest/minetest/issues/2695 -- Faster settings and defaultsettings by est31 18:21 est31 I want to make more changes to that file later on, but that PR is a first step with the largest speed boost 18:25 est31 Zeno has already said that the code looks good 18:25 est31 so if sb could test it then thats enough I guess 18:25 est31 not that I havent tested it 18:26 est31 add this code so some place to test settings: http://pastie.org/10181015 18:26 est31 s/settings/speed/ 18:32 TenPlus1 hi folks... 18:32 Krock heya 18:33 TenPlus1 hi krock... have you ever gotten the bouncy node feature to work properly ? 18:33 Krock no and the only bouncy node I saw was made with a physics change.. 18:34 TenPlus1 I've made a quick slimeblock that doubles the players bounce height when it's dropped on, but holding jump shoots them into outer space..!! 18:34 TenPlus1 and disable_jump doesnt work 18:34 Krock but isn't that great? 18:35 TenPlus1 would be amazing if I had moon realm installed :) but for normal play, nope 18:36 TenPlus1 would one of the devs be so kind as to add disable_jump check to the bounce code when jump is pressed 18:37 est31 TenPlus1, do you want to make a PR? 18:38 TenPlus1 er... c+ isnt my strongpoint... I could manage an issue :P 18:38 est31 thats ok too, best with example code :) 18:39 TenPlus1 heh, will do that now... 18:40 Krock est31, there we go #2696 compiled without troubles 18:40 ShadowBot https://github.com/minetest/minetest/issues/2696 -- Build and link gmp correctly on MSVC by SmallJoker 18:41 TenPlus1 it's already an issue it seems: https://github.com/minetest/minetest/issues/1551 18:45 TenPlus1 back later... testing :) 18:46 nore anyone against merging #2693? 18:46 ShadowBot https://github.com/minetest/minetest/issues/2693 -- Add code to support raillike group names by Novatux 18:47 est31 nope nore 18:47 est31 SN has already +1ed it so you are free to merge 18:48 est31 Krock, can you add newlines at the end of the files in your pr again? 18:49 est31 thanks Krock 18:49 Krock np 18:49 est31 why exactly do you need those additional paramsß 18:49 est31 ? 18:49 est31 /O2 /Ob2 /D NDEBUG 18:50 Krock those o's are for optimizations 18:50 Krock and the /d ndebug is just default 18:50 est31 ok then, I +1 it 18:51 est31 I guess I can push it directly 18:51 est31 I mean, nobody else uses msvc :) 18:52 Krock *cough* BlockMen *cough* 18:52 est31 pushing #2696 in 15 minutes 18:52 ShadowBot https://github.com/minetest/minetest/issues/2696 -- Build and link gmp correctly on MSVC by SmallJoker 18:56 nore pushing https://github.com/Novatux/minetest_game/commit/81259e9fcc1a91380d8eca7d73317a357be2c27c in 5 minutes 18:56 nore ShadowNinja, ^ 18:57 est31 looks good nore +1 18:57 est31 merge it now :) 18:58 nore I'll wait 21:00:00 :p 19:03 nore https://github.com/Novatux/minetest_game/commit/aaa6c260cdcdc13498b1ed18fa55a3765e3359bc <-- can I merge that too? 19:05 est31 when can pos be modified? 19:05 nore in the callback 19:05 nore such as the one in doors, as I just discovered 19:06 est31 ah ok 19:06 est31 then merge it 19:18 nore hm... 19:18 nore 2015-05-12 21:16:59: ERROR[main]: WARNING: before createPlayingSoundAt: invalid name 19:18 nore 2015-05-12 21:16:59: ERROR[main]: WARNING: createPlayingSoundAt: out of memory 19:19 nore (and that hundreds of times) 19:20 nore (I tried to explode a 10x10x10 cube of tnt) 19:29 est31 hmmmm, #2695 was your idea. Can you +1 it? 19:29 ShadowBot https://github.com/minetest/minetest/issues/2695 -- Faster settings and defaultsettings by est31 19:34 VanessaE [05-11 03:14] alrighty guys, I'm gonna skedaddle 19:34 VanessaE [05-11 03:14] i'll be gone for like a week or so on business 19:35 est31 oh ok 19:36 est31 skedaddle nice word 19:43 VanessaE bbl 19:57 Calinou that word does exist :o 21:10 paramat since hmmmm is away can anyone approve my plan to make mgv5/v7 dungeons use sandstone brick in sandstone biomes? also, i forgot to add a sandstone alias to default/mapgen, will push that later 21:11 * est31 needs hmmm too :((( 21:13 est31 paramat, can you at least test #2695 ? 21:13 ShadowBot https://github.com/minetest/minetest/issues/2695 -- Faster settings and defaultsettings by est31 21:13 est31 what code should I review? 21:48 paramat sorry i'm too busy to test that 21:50 paramat if you've tested it that's good enough :) 21:53 paramat i just had an idea to possibly add very rare obsidian brick dungeons 8] 21:55 paramat .. in future, i'll discuss it with hmmmm when he's back 22:05 est31 merging in 5 minutes: https://github.com/est31/minetest/commit/b70e67df8c55c0ccf3c95f9c45e194d1433ba53f 22:14 paramat cool, good to have those warnings fixed 22:16 est31 interestingly, only gcc had that warning 22:18 paramat will push game#510 soon, trivial fix for my previous mtgame commit 22:18 ShadowBot https://github.com/minetest/minetest_game/issues/510 -- Default/mapgen: Add sandstone alias for sandstone biome detection by paramat 22:28 paramat now pushing 510 to mtgame 22:33 paramat done