Time |
Nick |
Message |
00:54 |
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01:38 |
hmmmmmm |
something for RBA to take a look at is irr::SIrrlichtCreationParameters::DriverMultithreaded |
01:38 |
hmmmmmm |
also he didn't make map access thread safe at all. which is really the largest problem here. |
01:39 |
hmmmmmm |
this is getting frustrating... it'd be quicker for me to fix RBA's code than to tell RBA each and every instance of where multithreaded safety is required |
01:41 |
VanessaE |
I already gave him something else to fight with ahead of that :) |
01:41 |
VanessaE |
(another part of minimap) |
01:42 |
hmmmmmm |
also the texture for the round minimap doesn't have smoothed edges |
01:42 |
hmmmmmm |
they need to be alpha antialiased |
01:42 |
VanessaE |
that's because of the mask method he was using |
01:43 |
hmmmmmm |
hmm |
01:43 |
VanessaE |
(I guess he isn't using that same method now) |
01:43 |
hmmmmmm |
and not to mention all the gajillion instances of sloppy code style |
01:43 |
hmmmmmm |
I'm really not that strict about code style. but please don't make it look like a 5 year old wrote it |
01:44 |
hmmmmmm |
ugh |
01:44 |
hmmmmmm |
again, another thing that would be quicker if i just fixed it myself |
01:44 |
* VanessaE |
takes away two of hmmmmmm's m's |
01:44 |
VanessaE |
to be fair though, |
01:44 |
hmmmmmm |
that means my internet dropped twice |
01:44 |
VanessaE |
it has been said here on more than one occasion that what you propose should never be done. |
01:44 |
VanessaE |
("commit now, fix later") |
01:45 |
hmmmmmm |
yeah |
01:45 |
hmmmmmm |
that shouldn't be done.. |
01:45 |
hmmmmmm |
maybe if I add a pull request to his own branch |
01:46 |
VanessaE |
I'm not against the practice myself - I think it's better to push good, working code into mainline and then work on improving it later, simply because not doing so has a tendency to cause that good code to get lost |
01:46 |
hmmmmmm |
anyway about the multithreaded stuff, maybe it'd be a good idea to redesign what the minimap thread actually does... |
01:46 |
VanessaE |
(and then the code never gets revived and added) |
01:46 |
hmmmmmm |
alright |
01:47 |
hmmmmmm |
the slow part about the minimap is not creating textures or uploading them or fetching map |
01:47 |
hmmmmmm |
the slow part is doing all the ground level probes |
01:47 |
VanessaE |
right |
01:47 |
VanessaE |
which makes me wonder - I thought the engine already HAD a heightmap |
01:48 |
hmmmmmm |
so strip out all the rest of the irrlicht crud, add in an actual synchronization method, |
01:48 |
hmmmmmm |
hm |
01:48 |
hmmmmmm |
I doubt it |
01:48 |
hmmmmmm |
that is a very interesting concept though, if it did exist |
01:49 |
hmmmmmm |
even if it did have that it wouldn't be useful |
01:49 |
hmmmmmm |
each mapblock has its own mesh |
01:49 |
VanessaE |
yeah |
01:49 |
hmmmmmm |
so you'd need to probe each mapblock |
01:49 |
hmmmmmm |
and then check the mapblock mesh's height or something |
01:50 |
hmmmmmm |
when each mapblock is only 16 high it's probably a lot faster to just check the node data itself |
01:50 |
hmmmmmm |
that's at most 16 in-order accesses to some array, vs. some operation of unknown speed |
01:52 |
hmmmmmm |
actually, I wonder if map access is something we ought to be concerned about |
01:52 |
hmmmmmm |
there's a lot of copying going on |
01:54 |
hmmmmmm |
maybe it won't matter as much after the first render, if we cache things intelligently |
01:57 |
zat |
what did happen to the ability of specifying groups for place_on options of biomes? |
01:58 |
hmmmmmm |
??? |
02:40 |
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02:59 |
zat |
hmmmmmm: I'll better ask paramat for I asked him to introduce that feature |
03:07 |
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03:19 |
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03:20 |
paramat |
i never added the feature because there was more important stuff to do =) |
03:22 |
paramat |
and place_on already accepts a table, although i understand that's not quite as useful as groups |
03:28 |
hmmmmmm |
place_on for decorations? |
03:28 |
hmmmmmm |
ermm... it really really should do that already |
03:28 |
hmmmmmm |
if it doesn't, then it's either a bug or a massive oversight |
03:29 |
hmmmmmm |
two months ago or so i went on this rampage to clean up mapgen-related-thing interfaces, especially making them orthogonal, i.e. where one piece of syntax works, it'd work everywhere |
03:31 |
paramat |
aha cool, i was just thinking perhaps it does that already |
03:33 |
hmmmmmm |
it does |
03:33 |
paramat |
^ zat |
03:34 |
hmmmmmm |
it might be a bug then |
03:34 |
hmmmmmm |
although I don't see how... groups would need to be broken everywhere |
03:39 |
hmmmmmm |
hmm, I think I should randomly generate mountains with no grass like this http://upload.wikimedia.org/wikipedia/commons/5/57/Sorapis_055.jpg |
03:39 |
VanessaE |
might look interesting |
03:39 |
hmmmmmm |
hehe |
03:40 |
hmmmmmm |
this will be possible using nothing hard coded through the new biome system |
03:40 |
hmmmmmm |
if i get it working correctly |
03:46 |
paramat |
nice |
03:47 |
paramat |
how much overgen will you need for variance calculation? |
03:47 |
hmmmmmm |
it depends on the radius |
03:48 |
hmmmmmm |
I think in the common use case the radius will be like 5 or something |
03:49 |
hmmmmmm |
ooh.. you know what, I don't just need to overgen noise, i need to overgen *terrain* |
03:52 |
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04:09 |
paramat |
yes a little terrain overgen is extremely useful, especially vertical overgen |
04:16 |
hmmmmmm |
do you overgen vertically or is that just noise? |
04:17 |
paramat |
everything, terrain and biome nodes |
04:17 |
paramat |
but in mgv5/v7 it's only base terrain 1 up 1 down |
04:18 |
hmmmmmm |
oh you remember the idea about breaking chunk generation up into several stages? |
04:18 |
hmmmmmm |
i finally recall what needed to be done |
04:18 |
paramat |
yes to enable blur |
04:18 |
hmmmmmm |
see the conversation in #minetest |
04:18 |
paramat |
yep reading |
04:18 |
hmmmmmm |
the basic jist is |
04:20 |
hmmmmmm |
requested chunk in the emerge queue isn't generated? select stage 1 (cave and dungeon only) generation, enqueue stage 1 generation for all of its 26 cubic chunk neighbors as well |
04:21 |
hmmmmmm |
requested chunk in the emerge queue already has stage 1 generation completed that weren't added by the emergethread internally? that means its neighbors must have stage 1 completed as well, continue onto stage 2 generation |
04:21 |
hmmmmmm |
then after stage 2 generation, call on_generated and set the mapblock as not sent |
04:25 |
paramat |
okay will reread both channels and think on this |
04:31 |
paramat |
interesting i think im getting it, slowly :) |
04:31 |
hmmmmmm |
like i said though |
04:31 |
hmmmmmm |
i'm fearing performance problems and circular dependencies |
04:31 |
hmmmmmm |
it might be a FUBAR concept altogether |
04:32 |
hmmmmmm |
maybe instead of explicitly adding the dependencies, a stage 2 block will refuse to generate unless all neighbors satisfy the stage 1 dependency |
04:32 |
hmmmmmm |
yeah that's a better simplification |
04:32 |
hmmmmmm |
simpler to code too |
04:33 |
paramat |
nice idea, worth trying |
04:39 |
hmmmmmm |
oh also |
04:39 |
hmmmmmm |
there can be a stage 3 mapgen as well |
04:39 |
hmmmmmm |
and again, here each of the neighbors need to be at least stage 2 |
04:40 |
hmmmmmm |
stage 3 mapgen is where discrete structures that depend upon generated terrain are placed, i.e. all your trees, uh.. pyramids, etc. |
04:40 |
hmmmmmm |
we'll call that the decoration stage |
04:41 |
paramat |
ah like having overgen, anything that needs to know what is in the next mapchunk |
04:44 |
hmmmmmm |
don't mean to go too wild here but what if stage 3 was biome placement, and then stage 4 was decoration placement |
04:44 |
hmmmmmm |
huehuehue |
04:44 |
hmmmmmm |
you can eliminate overgen |
04:56 |
paramat |
3 stages makes sense: cave/dungeon, base terrain, next-gen biome system (since you need overgen for that) |
05:06 |
hmmmmmm |
you're right, stage 4 can be combined with stage 3 |
05:07 |
hmmmmmm |
this sounds incredible though |
05:07 |
hmmmmmm |
i want to try this out first and see if i can't avoid overgenerating in the same chunk |
05:36 |
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05:54 |
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05:57 |
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06:05 |
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06:26 |
RealBadAngel |
hmmmmmm, i told you that moving vmanip fill to main thread is not done yet |
06:29 |
RealBadAngel |
about using driver, i can remove use of it from thread too |
06:30 |
RealBadAngel |
in fact i can leave in thread only scanning |
06:32 |
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06:32 |
RealBadAngel |
about using mesh updates: i also had that idea, but thats a bit problematic. scan range can end in the middle of the block |
06:32 |
RealBadAngel |
so data calculated for 16 nodes high column wont be useable in this case |
06:39 |
RealBadAngel |
if we were using mapblock updates for minimap we can have smooth horizontal movement and jumpin by 16 nodes vertical |
06:39 |
RealBadAngel |
that will feel and look awful |
06:40 |
RealBadAngel |
thats why i dropped the idea |
06:41 |
RealBadAngel |
on textures: mask antialiased? mask is for cutting map area we need. frame is displayed as overlay and separate image |
06:42 |
RealBadAngel |
have to be, minimap and frame irrlicht materials are different (because of shaders) |
06:44 |
RealBadAngel |
and what here looks like child's code? :P |
06:46 |
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06:59 |
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07:00 |
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07:16 |
hmmmmmm |
yes, leave the thread for scanning only |
07:17 |
hmmmmmm |
i'm not sure if it's the mask or the frame, vanessa said you took care of it already, i was just saying from what i've seen in a screen shot |
07:18 |
hmmmmmm |
you have missing indentations everywhere btw, inconsistencies abundant, etc. |
07:18 |
hmmmmmm |
go over it and fix those things, pleaase |
07:18 |
hmmmmmm |
check out http://dev.minetest.net/Code_style_guidelines if you're feeling adventurous |
07:22 |
technomancy |
is there a good reformatter for lua? |
07:25 |
RealBadAngel |
hmmmmmm, this is still playground and not yet a pr, i will make it look ok for sure |
07:26 |
hmmmmmm |
oh didn't realize that |
07:26 |
hmmmmmm |
sorry |
07:26 |
RealBadAngel |
im rewriting whole parts of it each day, hard to take care of style during it |
07:27 |
hmmmmmm |
doesn't your editor have auto-indentation? |
07:27 |
RealBadAngel |
does, but works sometimes pretty weird |
07:27 |
hmmmmmm |
how are you able to read your own code when you go to modify it |
07:28 |
hmmmmmm |
don't you get confused when you have code like: |
07:28 |
hmmmmmm |
for (foobar ... ) { |
07:28 |
hmmmmmm |
doThing(); |
07:28 |
hmmmmmm |
do_other_thing(); |
07:28 |
hmmmmmm |
return blah; |
07:28 |
hmmmmmm |
} |
07:29 |
RealBadAngel |
nah, thats not a problem for me |
07:31 |
RealBadAngel |
after some thinkin im going to try again that idea with mapblock mesh updates |
07:31 |
RealBadAngel |
maybe it wont feel so bad |
07:32 |
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07:32 |
cd2 |
heyo |
07:34 |
RealBadAngel |
thx to that full block scan (16*16*16) nodes will be done just on mablock change |
07:35 |
RealBadAngel |
and in scanner number of scans will be n/16 |
07:35 |
RealBadAngel |
and thats pretty big difference |
07:37 |
RealBadAngel |
hmmmmmm, but apart from all those technical details, have you tried it ingame? |
07:38 |
hmmmmmm |
no |
07:39 |
RealBadAngel |
oh cmon, give it a try :) |
07:39 |
hmmmmmm |
I can see what it does from the screenshots |
07:42 |
RealBadAngel |
there are few things dynamic in it, you cant see that on screenshots |
07:51 |
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10:24 |
Megaf |
gm |
10:24 |
Megaf |
hm |
10:25 |
Megaf |
I just tried to compile the latest git for my server and make failed |
10:25 |
Megaf |
990a965 |
10:25 |
Calinou |
paste of error message? |
10:26 |
Megaf |
^\make[2]: *** Deleting file `src/CMakeFiles/minetestserver.dir/network/serverpackethandler.cpp.o' |
10:26 |
Megaf |
make[2]: *** wait: No child processes. Stop. |
10:26 |
Megaf |
make[1]: *** [src/CMakeFiles/minetestserver.dir/all] Error 2 |
10:26 |
Megaf |
Quit |
10:26 |
Megaf |
cmake complained it couldnt find Irrlicht |
10:26 |
Megaf |
I will update my irrlicht and try again |
10:30 |
Megaf |
Calinou: I think updating my Irrlicht worked |
10:31 |
Megaf |
That's weird, spelially because I'm using the dev branch of Irrlich |
10:31 |
Megaf |
Irrlicht* |
10:32 |
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10:32 |
Megaf |
Updated to revision 5105 |
10:37 |
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10:41 |
Megaf |
Anyway, working now |
10:49 |
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14:30 |
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14:31 |
est31 |
can sb have a look at #2722 ? |
14:31 |
est31 |
https://github.com/minetest/minetest/pull/2722 |
14:31 |
est31 |
needs second +1 |
14:31 |
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14:35 |
RealBadAngel |
est31, minimap is not yet ready, still some things to code. but its ready to test its funcionality |
14:36 |
est31 |
I've already tested it, will test it again |
14:36 |
Zeno` |
Why does return 3? |
14:36 |
est31 |
? |
14:36 |
Zeno` |
err l_get_sky |
14:36 |
Zeno` |
https://github.com/minetest/minetest/pull/2722/files#diff-9444313da8be4290e9304a4b1faed804R1478 |
14:37 |
Zeno` |
nvm |
14:37 |
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14:39 |
Zeno` |
https://github.com/minetest/minetest/pull/2722/files#diff-9444313da8be4290e9304a4b1faed804R34 |
14:39 |
Zeno` |
^-- I don't like that |
14:39 |
Zeno` |
But I guess that was already there? |
14:40 |
est31 |
yes |
14:40 |
Zeno` |
crappiest function-like macro I've seen in ages |
14:40 |
Zeno` |
somebody should change it one day :) |
14:40 |
est31 |
eg here https://github.com/minetest/minetest/blob/b785577f03d00c83236782876def4c900edbba4e/src/script/lua_api/l_env.cpp#L38 |
14:40 |
Zeno` |
it's not even function-like... it's just crap |
14:41 |
Zeno` |
heh |
14:41 |
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14:42 |
Zeno` |
anyway the PR looks good to me |
14:43 |
est31 |
fine, it can be pushed then |
14:43 |
Zeno` |
*nod* |
14:44 |
est31 |
so I do it? |
14:45 |
Zeno` |
yeah, I agree so sure |
14:46 |
est31 |
("I" as in "I" vs "you") |
14:46 |
est31 |
ok then |
14:46 |
Zeno` |
I, we, them, us |
14:46 |
Zeno` |
heh |
14:46 |
VanessaE |
split the difference. zeno pushes half the code, est31 the other half :) |
14:47 |
Zeno` |
umm |
14:47 |
est31 |
I push the object tree, zeno the commit message :p |
14:47 |
* Zeno` |
passes lol |
14:47 |
VanessaE |
lol |
14:50 |
Zeno` |
wait! |
14:50 |
Zeno` |
I changed my mind |
14:50 |
Zeno` |
lol, j/k |
14:52 |
est31 |
this is a good speed for PRs to get merged |
14:53 |
est31 |
ofc, the author also fixes the issues you point out very fast |
14:53 |
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14:58 |
celeron55 |
this might be of interest: https://hub.github.com/ |
15:06 |
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16:06 |
ElectronLibre |
RealBadAngel, currently, your minimap3 branche causes a crash during minetestserver's make recipe : http://pastebin.ubuntu.com/11414075/ (fetched about 2 hours ago). |
16:07 |
sfan5 |
thats not a crash |
16:07 |
sfan5 |
that a compile error |
16:08 |
ElectronLibre |
Oops, sorry. I'm too used to mod crashes. Well, in either way, I can't get `minetestserver` with your branch. |
16:08 |
RealBadAngel |
ElectronLibre, i will update the branch in about half an hour |
16:08 |
RealBadAngel |
im preparing now update |
16:25 |
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17:05 |
zat |
hmmmm: that orthogonality thing sounds right |
17:06 |
zat |
how do I get that feature in though? I had a patch that seemed fine for an older mapgen.cpp version, but seems like things have changed over there. |
17:08 |
hmmmm |
i don't get what you mean |
17:08 |
hmmmm |
are you saying that using a group in on_place does not work as of the most up-to-date minetest version? |
17:09 |
zat |
hmmmm: looks like it is not, should it already? |
17:10 |
hmmmm |
yes, it should |
17:10 |
hmmmm |
if it does not work that's a bug |
17:11 |
hmmmm |
before you file a bug report, make sure you're using the correct group name among other things |
17:12 |
zat |
hmmmm: I am checking |
17:16 |
zat |
I get a bunch of 2015-05-28 14:15:05: ERROR[main]: get_biome_list: failed to load biome (index 6) |
17:16 |
zat |
2015-05-28 14:15:05: ERROR[main]: register_decoration: couldn't get all biomes |
17:18 |
hmmmm |
there was some register_decoration with a big list of biomes |
17:18 |
hmmmm |
and the 6th biome wasn't valid |
17:23 |
zat |
hmmmm: where do I find the most up to date documentation on registering biomes? neither lua_api.txt or http://dev.minetest.net/minetest.register_biome seem up to date. |
17:23 |
hmmmm |
biomes are an undocumented feature of minetest |
17:24 |
hmmmm |
you can use it if you'd like, but it's not officially supported |
17:24 |
zat |
I will be reading the source then |
17:25 |
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17:25 |
zat |
but, who to ask for functionality? I might document it from that. |
17:25 |
hmmmm |
there are other people who wrote unofficial documentation for register_biome() |
17:25 |
hmmmm |
ask around on #minetest |
17:26 |
zat |
hmmmm: I ask you there |
17:26 |
hmmmm |
i don't write an official one because the biome system is not final at all |
17:27 |
hmmmm |
it's an experimental feature, and the interface is especially volatile |
17:27 |
hmmmm |
once something is added to lua_api.txt, it becomes a part of the minetest api where reverse compatibility is guaranteed |
17:28 |
zat |
hmmmm: I thank that my approach might help to arrive to a final concept for the biomes API but I need it working first. |
17:28 |
hmmmm |
it's not just an api |
17:28 |
hmmmm |
the entire way biomes are calculated is subject to change |
17:29 |
zat |
but its api should be abstract enough to not be affected |
17:29 |
zat |
may I show you my code somewhere |
17:30 |
hmmmm |
instead of asking to ask, just ask |
17:30 |
zat |
I will pastebin |
17:32 |
zat |
http://pastebin.com/e97u1z5t |
17:32 |
zat |
http://pastebin.com/fitVFWS0 |
17:32 |
zat |
the idea is pretty self explanatory. |
17:34 |
hmmmm |
i'm not quite sure what's going on here |
17:35 |
hmmmm |
it seems to me like you made some kind of translator from your own biome table format to the one in minetest |
17:35 |
zat |
biomes are registered programatically from a list based in the scientific list of biomes |
17:35 |
zat |
of real earth biomes |
17:36 |
zat |
the result was stunning, the landscapes formed are pretty real-life like. |
17:36 |
hmmmm |
when i mentioned the biome system changing, i mean at a much more fundamental level than this |
17:36 |
hmmmm |
internally |
17:37 |
hmmmm |
not just the external interface |
17:37 |
zat |
what I am interested in is in arriving to a stable Lua interface for it |
17:39 |
zat |
is node_dust_water now depth_water_top? |
17:39 |
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17:41 |
hmmmm |
no idea, paramat might've changed it |
17:41 |
zat |
;uh ok |
17:41 |
hmmmm |
but the issue is, there can't be a stable lua interface for something when the system itself fundamentally changes |
17:42 |
hmmmm |
it's sort of like saying that you're going to design a car's body when you don't know if it's going to be a boat or a truck |
17:42 |
hmmmm |
maybe you like what's currently existing |
17:42 |
hmmmm |
i sure don't... |
17:43 |
hmmmm |
there are major issues or limitations that you might not have encountered yet or otherwise don't know about |
17:43 |
zat |
hmmmm: the example would be more accurate if it is about the controls to drive it :P |
17:45 |
hmmmm |
aren't boat controls different from a car? |
17:45 |
hmmmm |
anyway |
17:46 |
hmmmm |
right now biomes work just based on what I like to call "climate" characteristics |
17:46 |
hmmmm |
the Y-value cutoff is a hack |
17:46 |
hmmmm |
it's difficult to optimize and results in unpredictable biomes, and cannot account at all for biomes with terrain characteristics |
17:47 |
hmmmm |
a desert right now is an area with a certain amount of heat and humidity, based on which other biomes happen to be registered in the system at that given point in time |
17:47 |
hmmmm |
whereas in actuality a desert has more to it than that |
17:47 |
hmmmm |
a desert is mostly flat and dry, away from areas of water |
17:48 |
hmmmm |
likewise a gently sloping hill cannot be distinguished from a mountain |
17:48 |
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17:49 |
hmmmm |
there are some fundamental things about biomes that won't change, like the fact that it has a name, and that it has a top node, filler node, and water node, but that's about it |
17:49 |
hmmmm |
everything else is subject to change |
17:51 |
hmmmm |
in fact I think I'm going to change what people use as the name right now to display_name, and make name more like a nodename is - "mymod:desert" |
17:59 |
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18:00 |
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18:02 |
TeTpaAka |
#1496 can be closed now. |
18:03 |
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18:07 |
zat |
hmmmm: there are different kind of deserts |
18:12 |
zat |
hmmmm: take a look at this |
18:12 |
zat |
http://biobook.nerinxhs.org/bb/ecology/biomes/1000px-Lifezones_Pengo.png |
18:14 |
zat |
with all that variables introduced the biomes can be near perfect. |
18:48 |
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19:01 |
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19:06 |
RealBadAngel |
ElectronLibre, ive updated the branch, you may try now |
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19:28 |
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19:28 |
TenPlus1 |
hi folks |
19:28 |
TenPlus1 |
am getting an error: "2015-05-28 06:44:50: ERROR[ServerThread]: ServerEnv: Trying to store id=19721 statically but block (994,0,949) already contains 49 objects. Forcing delete." |
19:28 |
TenPlus1 |
that particular node is underground and stone, no objects or players are nearby... any ideas ??? |
19:29 |
ElectronLibre |
Still getting an error RealBadAngel : http://pastebin.ubuntu.com/11417426/ |
19:30 |
RealBadAngel |
weird, VanessaE has just built it |
19:32 |
VanessaE |
TenPlus1: that coordinate is a block address, not a node coord - multiply X, Y, Z by 16 and check again |
19:33 |
TenPlus1 |
thanks Vanessa, checking... |
19:35 |
TenPlus1 |
block in question is a quicksand node... still nothing untoward... |
19:35 |
TenPlus1 |
is their a limit to how many objects a block area can hold ?? |
19:36 |
RealBadAngel |
ElectronLibre, please try now |
19:40 |
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19:40 |
ElectronLibre |
The new one : http://pastebin.ubuntu.com/11417606/ |
19:41 |
RealBadAngel |
ElectronLibre, are getting just patch or compile my whole branch? |
19:42 |
ElectronLibre |
Compiling whole branch, with make clean && make. |
19:42 |
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19:42 |
VanessaE |
git reset --hard 43702ec6ac0fae7c8ef04be82bcca72ba9bec017 ; git pull -f ; sleep 5; cmake . -DRUN_IN_PLACE=1 -DCMAKE_BUILD_TYPE=Release -DENABLE_FREETYPE=true -DENABLE_LEVELDB=1 -DCMAKE_INSTALL_PREFIX=/usr ; make clean; make -j8 |
19:42 |
VanessaE |
this is how I'm compiling it |
19:42 |
ElectronLibre |
Let's see. |
19:43 |
VanessaE |
(the commit specified there is just a random commit that predates RBA's code, to ensure I always get exactly what he's pushed, if a force push happens_) |
19:43 |
VanessaE |
the sleep was to give me time to cancel it before it starts compiling :) |
19:45 |
ElectronLibre |
You're not compiling server. Are you? |
19:45 |
RealBadAngel |
ElectronLibre, the branch compiles without any problems |
19:46 |
ElectronLibre |
Try configuring it with -DBUILD_SERVER=1 and compiling. |
19:46 |
RealBadAngel |
and yes, im not compiling server |
19:46 |
ElectronLibre |
Otherwise, yes, it compiles. |
19:46 |
RealBadAngel |
you dont need server for minimapper anyway |
19:46 |
RealBadAngel |
this is only client side feature |
19:47 |
ElectronLibre |
Yes, but I always compile both to have a local server to do tests with a separated binary. |
19:47 |
ElectronLibre |
And here is the problem RealBadAngel, it breaks when compiling minetestserver target, so if you don't enable minetestserver binary, you won't get any error. |
19:47 |
RealBadAngel |
i will fix server issues later today |
19:48 |
RealBadAngel |
atm just build client and connect to your old server |
19:48 |
ElectronLibre |
Weird, I still get minetest without my configuration, but it compiles well, whereas using -DBUILD_SERVER=1 breaks. |
19:48 |
ElectronLibre |
s/minetest/minetestserver |
19:48 |
ElectronLibre |
That's what I will do, thanks. |
19:53 |
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19:56 |
TenPlus1 |
is their a limit to how many active objects are allowed inside a map block ?? |
20:00 |
sfan5 |
VanessaE: why sleep 5? |
20:00 |
VanessaE |
sfan5: it's not needed now, but it was there just to give me time to abort before the compile at the time |
20:01 |
VanessaE |
(I forget why) |
20:07 |
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20:10 |
TeTpaAka |
TenPlus1: max_objects_per_block = 49 in minetest.conf.example |
20:10 |
TenPlus1 |
thanks TeTpaAka |
20:10 |
TeTpaAka |
np |
20:11 |
TenPlus1 |
nite all |
20:25 |
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23:07 |
paramat |
zat see https://github.com/paramat/biomesdev/blob/master/init.lua |
23:08 |
paramat |
node_dust_water has been removed. now node_water_top replaces water to a depth of depth_water_top, to enable icesheet with definable thickness |
23:09 |
paramat |
also node_stone has been added, it will replace all stone in a mapchunk, so you can use desert stone, sandstone.. |
23:10 |
zat |
thx paramat, I was thinking on continuing the development of mod earth but the game runs so slow now |
23:10 |
zat |
it is almost unplayable |
23:10 |
paramat |
? is it your mod that makes it slow? |
23:11 |
zat |
paramat: it runs super slow alone, with no mods at all |
23:12 |
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23:12 |
paramat |
weird. there is a nasty memory leak at the mmoment that becomes a problem during long sessions |
23:12 |
paramat |
(moment) |
23:13 |
paramat |
apart from that MT has been getting faster over the last year |
23:13 |
zat |
I am running version 0.4.11 |
23:14 |
paramat |
that's a broken version, use 0.4.12 |
23:15 |
paramat |
keep an eye on my 'mapgen news' thread in the forum for updates to biome API etc |
23:15 |
paramat |
it's fairly settled down now, won't change much |
23:15 |
paramat |
..the biome API |
23:17 |
zat |
I have got some ideas though |
23:18 |
paramat |
i hope you continue with earth, and compromise on the alloy thing, or get help to code it and submit it |
23:19 |
zat |
I need support from the core devs more than anything else |
23:21 |
paramat |
the alloy feature would probably be accepted |
23:21 |
zat |
I have got an idea for the biomes... |
23:21 |
paramat |
also, we're understaffed and very busy, need more c++ devs |
23:21 |
paramat |
tell me =) |
23:22 |
zat |
how about an average altitude option for biomes |
23:22 |
zat |
and the altitude is applied with some noise |
23:22 |
zat |
so it is unequal |
23:23 |
zat |
maybe I am being confusing... |
23:23 |
paramat |
to avoid the straight-line borders of ymin, ymax? |
23:23 |
zat |
look, in real life snow doesn't start at an exact altitude |
23:23 |
zat |
yes, right |
23:24 |
zat |
or, a better yet idea |
23:24 |
zat |
make the heat map be colder the higher. |
23:24 |
paramat |
aha |
23:25 |
zat |
so snow in high altitudes will occur naturally looking |
23:25 |
paramat |
nice idea but high-altitude floatlands should have all biomes available |
23:26 |
paramat |
it's best to manually do that in biome definitions |
23:27 |
paramat |
i'll think on the noisy altitude thing though |
23:28 |
zat |
paramat: wouldn't high altitude float-lands be freezing in real life anyway? |
23:28 |
zat |
if such lands were possible lol |
23:29 |
paramat |
yes realistically, humidity would fall also, so they would all be tundra |
23:30 |
paramat |
i reduced both in my mapgens at first, but decided it's more fun to have all biomes up there |
23:30 |
zat |
lol |
23:32 |
paramat |
so you're a member of the forum, but not at github? |
23:33 |
zat |
Neither, I am not in the forums. |
23:36 |
paramat |
i know you have your own git server, but joining github to take part in the discussions will increase your influence on features |
23:36 |
paramat |
forum is helpful for asking questions |
23:36 |
paramat |
you really should join both |
23:42 |
hmmmm |
hrmm |
23:42 |
paramat |
also a good way to build support from others for your suggestions |
23:42 |
hmmmm |
paramat, ever since that biome cleanup it seems that grass is placed underwater now |
23:43 |
paramat |
hmmm that happened to me too, fixed in latest biomesdev |
23:43 |
hmmmm |
ahh okay |
23:43 |
hmmmm |
did you need to add a new biome or something? |
23:43 |
paramat |
it was due to defining a biome down to ymin = 1 instead of 2 |
23:44 |
paramat |
now the ocean biomes are ymax = 1, ymin = -31000 |
23:45 |
paramat |
above water biomes have ymin = 2 |
23:45 |
zat |
paramat: there is a serious issue with beaches now. |
23:46 |
zat |
I made biomes for snowed beached, deserted beaches, beaches that have grass touching the water. |
23:46 |
zat |
and iced beaches |
23:46 |
zat |
now all beaches look exactly the same. |
23:47 |
paramat |
so anyway desert and rainforest used to have ymin = 1, because now the final biome recalc is at water level those above-water biomes were chosen at water level and stayed in force underwater |
23:48 |
hmmmm |
hmm |
23:48 |
hmmmm |
does that make the most sense?? |
23:48 |
hmmmm |
it's up to you since I'm abandoning it |
23:48 |
hmmmm |
that's your biome system now |
23:48 |
paramat |
zat i would need to see your code |
23:49 |
paramat |
hmmm indeed possibly biome should be recalculated at every new surface underwater too |
23:49 |
zat |
paramat: any biome registered for y_max < 5 or 3 |
23:49 |
hmmmm |
another thing, what about biomes such as "deep ocean"? |
23:49 |
paramat |
exactly |
23:49 |
hmmmm |
what if an underwater biome changes |
23:49 |
hmmmm |
due to y coordinate |
23:50 |
zat |
for cases like this the noisy average altitudes would work too |
23:50 |
zat |
there can be irregular beaches |
23:51 |
paramat |
hmmmmm okay i'll work on making that change |
23:52 |
paramat |
it won't affect performance |
23:54 |
paramat |
zat looking at your pastes, your above-water biomes, beach biomes, underwater biomes have overlapping ymin/ymax |
23:55 |
paramat |
should be: above water biome: ymin = waterlevel + beachheight + 1 |
23:55 |
paramat |
underwater biome: ymax = waterlevel - 1 |
23:55 |
paramat |
and beach biomes unchanged |
23:56 |
paramat |
the biome API has changed recently so dev in latest 0.4.12dev |
23:57 |
zat |
its no use, there is always a beach overriding what I make |
23:59 |
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23:59 |
zat |
everything y <= 3 has mapgen_dirt |