Time |
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Message |
00:05 |
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00:06 |
paramat |
will push game#620 very soon |
00:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/620 -- Flowers: Add sporeless mushrooms by paramat |
00:17 |
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00:30 |
paramat |
now pushing 620 |
00:45 |
paramat |
complete |
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13:42 |
srifqi |
any news about #2561 ? |
13:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/2561 -- Add mapgen settings to create world dialog by srifqi |
13:46 |
VanessaE |
paramat: plantlife's former mushrooms mod has been adapted to use the default ones (using game commit 408ee69f) |
13:47 |
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16:12 |
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16:12 |
paramat |
ok |
16:21 |
paramat |
hi nore sfan5 here's the stair commit game#629 can i push later? and here's the jungle textures commit game#627 any comments/approval? |
16:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/629 -- Stairs: Add straw and metal blocks by paramat |
16:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/627 -- Default: New darker jungletree_top and junglewood textures by paramat |
16:22 |
VanessaE |
G*d this FPS regression sucks |
16:23 |
sfan5 |
paramat: 627 is good |
16:23 |
nore |
paramat: 629 is good too |
16:23 |
VanessaE |
paramat: +1 |
16:23 |
sfan5 |
I'd like nore's input on the new texture thoo.. |
16:23 |
sfan5 |
ok nevermind |
16:24 |
VanessaE |
also, after freeze, remove those "upside down" nodes and use an ABM to convert them to 6dfacedir |
16:24 |
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16:24 |
nore |
I'm ok with 627 too |
16:24 |
paramat |
thanks |
16:24 |
sfan5 |
hm |
16:25 |
sfan5 |
paramat: 629 ok too |
16:25 |
paramat |
unsure about straw? i was too |
16:25 |
paramat |
kinda neutral |
16:25 |
nore |
straw stairs are a bit strange, but make sense when used for rooftops |
16:26 |
paramat |
yeah seems popular with sokomine |
16:27 |
paramat |
Vanessa there is an abm for replacing upside-down nodes with 6d facedir |
16:27 |
nore |
btw, for a future release, perhaps we could include generated structures (villages, etc.) to make mapgen even more interesting |
16:27 |
VanessaE |
there is? |
16:27 |
VanessaE |
well in that case remove the node defs |
16:27 |
nore |
sfan5, paramat: what do you think about it? |
16:28 |
paramat |
nore that would be excellent |
16:28 |
nore |
VanessaE: they are still there for very old maps |
16:28 |
paramat |
that replace abm should be removed i think |
16:28 |
nore |
although maybe it could be disabled by default, and enabled with a setting |
16:28 |
nore |
so people with very old maps would still be able to keep them |
16:28 |
VanessaE |
nore: an ABM to convert them means the old nodes don't need to be defined anymore. |
16:29 |
nore |
wait, you can do an ABM on nodes that are not defined? |
16:30 |
paramat |
i noticed the stairs mod adds node defs for every material, not good |
16:30 |
sfan5 |
nore: villages? surely a nice idea, but it needs to integrate with the rest too |
16:30 |
sfan5 |
like e.g. chests in villages |
16:30 |
sfan5 |
so it's a bit more work than just adding village generation |
16:30 |
paramat |
well just a few isolated houses would be fine |
16:31 |
nore |
sfan5: chests in villages can be done, (remember mg) |
16:31 |
paramat |
villages is problematic and heavy |
16:31 |
paramat |
best a mod thing |
16:31 |
nore |
paramat: well, isolated houses are a bit lonely |
16:31 |
paramat |
hehe |
16:31 |
paramat |
small clusters of houses then |
16:32 |
nore |
that could be good too |
16:32 |
sfan5 |
nore: I'm not saying it can't be done but i mean that it does not suffice to just add some houses and be done with it, integration with the test of _game is needed to |
16:32 |
sfan5 |
too* |
16:32 |
nore |
yes, I agree with that |
16:33 |
nore |
the question is how much integration we want |
16:34 |
nore |
should the villages just use the materials provided by other mods in _game, or should them interact with the game in some way? |
16:34 |
sfan5 |
so much that villages are not just "oh a village, time to farm some wood and cobble" |
16:34 |
paramat |
the replace abm has been in effect long enough, pilzadam won't like it but i think we can remove this heavy abm now |
16:34 |
sfan5 |
or disable it by default, paramat |
16:34 |
nore |
paramat: just add a setting to enable it again |
16:35 |
paramat |
okay in .conf |
16:36 |
sfan5 |
nore: just use the materials imo, it would be pretty nice to have something unique to villages though (like something you can only acquite in a village) |
16:36 |
nore |
sfan5: to prevent that, there should be benefits to not destroying a village then |
16:36 |
paramat |
i wonder if we can remove the upside-down node defs, those are being generated for all the new materials too |
16:37 |
nore |
paramat: put it in the same setting as for the abm |
16:37 |
paramat |
okay |
16:39 |
paramat |
the replace abm has been in effect for 2 years, i would much rather just remove it completely |
16:40 |
sfan5 |
https://xkcd.com/1172/ |
16:41 |
paramat |
oh yes that one |
16:42 |
Krock |
LOL |
16:43 |
paramat |
oh about mese ore glowing, looks bad, i'd like to remove the light |
16:43 |
paramat |
the stone node lights up |
16:43 |
sfan5 |
it does? |
16:43 |
sfan5 |
i like it |
16:43 |
paramat |
mese block glowing is okay |
16:44 |
nore |
well, I think a dim glow for mese ore is good, since the block glows too |
16:45 |
paramat |
okay i'll recheck how it looks |
16:45 |
paramat |
maybe i remember how it looked before paramtype = light was added |
16:48 |
paramat |
RBA is working on a new PR for game#626 i'll merge it when i see it |
16:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/626 -- Add needed tileable flags for grass nodes by RealBadAngel |
16:51 |
paramat |
okay i'll add a setting for the replace abm and disable by default |
16:53 |
VanessaE |
regarding leaf decay, is it safe to finally throw out the code I use in moretrees? |
16:53 |
VanessaE |
(sorry, offtopic a bit, but I'm working on that mod at the moment) |
16:59 |
paramat |
dunno what was the problem? |
17:00 |
VanessaE |
leaf decay used to be fairly slow on very large quantities of leaves due to how often the decay ABM runs. |
17:01 |
VanessaE |
so I used my own, less-often-running code. est31 had an idea to speed up the default decay. |
17:01 |
VanessaE |
just wondered if that ever went in. |
17:03 |
nore |
VanessaE: I think it hasn't even been coded yet |
17:04 |
VanessaE |
ok. |
17:04 |
paramat |
correct not even coded |
17:05 |
paramat |
oh crumbs leafdecay is interval 2 |
17:06 |
VanessaE |
THAT is why I asked. |
17:06 |
VanessaE |
I'd like to discontinue this code in moretrees if at all possible. |
17:07 |
paramat |
we should tweak the interval and chance |
17:08 |
paramat |
longer interval smaller chance value |
17:09 |
VanessaE |
moretrees uses an interval of 2, chance 100, nearness radius 5 (except for palms, those have a radius of 12) |
17:09 |
paramat |
interval 5 chance 2 might be equivalent and more efficient |
17:09 |
paramat |
because the search is the heavy part |
17:12 |
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kilbith joined #minetest-dev |
17:13 |
paramat |
yes it's equivalent, i'll make a PR for interval 5 chance 2 |
17:26 |
paramat |
actually the search is in the engine, the action is in lua and is the heavy part, so it's smoother to have a short interval and higher chance value |
17:27 |
paramat |
problem is players expect a certain leafdecay rate, it may be unpopular to make it slower |
17:27 |
paramat |
so yes it really needs doing in the engine |
17:28 |
paramat |
my mapgens never have leafdecay |
17:29 |
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17:31 |
VanessaE |
now about jungle trees... the default mapgen generates such dense jungle regions (when they're enabled at all) that there's no room for moretrees' versions to grow. Is there any mod-friendly solution to this? |
17:34 |
kaeza |
so set_noiseparams() sets a config variable to "serialized" noise parameters, right? I think that is not very obvious to the user, and not consistent with the other settings functions (setting_set_bool, setting_get_pos, etc) |
17:36 |
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17:42 |
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17:44 |
Taoki |
Is hardware lighting still on the developer's list? Now that RBA retreated in the mountains, since he was the one who was going to work on it. |
17:44 |
Taoki |
I assume he'll still do it in his fork, then we can back port it... was curious in either case. |
17:45 |
Taoki |
That's one of the changes I'm looking forward to the most. |
17:45 |
paramat |
VanessaE, in mgv6 noise param 'mgv6_np_trees' controls tree density for appletrees and jungletrees |
17:45 |
paramat |
so you will end up with sparse appletree forests too |
17:45 |
VanessaE |
damn. |
17:45 |
paramat |
in mgv5/v7 the decorations have individual parameters for each tree |
17:46 |
paramat |
in mgv5/v7 jungletrees have a fixed density, you would just reduce the 'fill ratio' |
17:47 |
paramat |
(fixed = no noise variation) |
17:47 |
VanessaE |
nah, won't work here unfortunately. |
17:49 |
paramat |
lighting changes may be done by hmmmmm in future, not sure it will be 'hardware' |
17:49 |
paramat |
hopefully we might get realtime shadows ported from the new fork |
17:50 |
Taoki |
Hardware is essential. Current lighting system is a hack we really want to get rid of (or at least, me and RBA and other developers). Modern lighting won't be possible without that, so hopefully so. |
17:51 |
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17:51 |
Taoki |
Shadows might be possible without, but they'd probably be a hack and not as correct as them being a cut in a real light source. |
17:51 |
paramat |
okay so how about interval 2 chance 10 for leafdecay? half the rate. the way that abms 'catch up' when returning to an area will clean up any mess quickly enough |
17:52 |
VanessaE |
sounds good to me. |
17:52 |
* Taoki |
will hope that some developer doesn't do anything that will anger hmmmmm and make him leave the project and start a fork too. |
17:53 |
paramat |
lol |
17:53 |
paramat |
someone already did a while back |
17:53 |
Taoki |
Ouch |
17:53 |
paramat |
if hmmmmm left his fork would be 'the project' hehe |
17:55 |
Taoki |
You know what? This makes me wonder: Could Github be theoretically configured to facilitate sharing commits between multiple forks? Biggest issue here are of course GIT conflicts, which need to be solved manually and are a pain, which is why this isn't very doable. But if everyone could have a git master repo of their own, set to auto-sync with the main one... that might be neat. |
17:56 |
Taoki |
Then every angry developer (or developer who wants to go their own way for any reason) could start a fork, but useful changes are automatically shared. But again, the problem is GIT conflicts, which are inevitable eventually. |
17:56 |
Taoki |
So instead of people having Minetest forks, they just have places where they put their own changes. I guess it's kinda the same thing as what's possible and done already, but I'm thinking of something better automated. |
18:03 |
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18:07 |
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18:13 |
paramat |
now pushing game 627 |
18:17 |
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est31 joined #minetest-dev |
18:17 |
paramat |
complete |
18:18 |
est31 |
ok, about the 0.4.13 release |
18:19 |
est31 |
I'm afk for the next few days, so what do you think about the target date being wednesday the 19th? |
18:20 |
paramat |
fine for me |
18:21 |
est31 |
paramat, or other mtgame devs, can you give mtgame the 0.4.13 release label the next few days? |
18:21 |
VanessaE |
fine by me, barring any blockers yet to be fixed. |
18:21 |
est31 |
yes ofc |
18:21 |
est31 |
just nobody should just give the next person who comes around with a crash the blocker label |
18:21 |
est31 |
we had this with the "error in error handling" errors |
18:22 |
est31 |
ofc if multiple people experience the issue, it has to be solved |
18:23 |
est31 |
There are two open blockers right now, both to be solved by me |
18:23 |
paramat |
yes we'll tag mtgame in time for wed |
18:24 |
est31 |
(one is a regression caused by me, the other is a problem caused by the forum switch) |
18:32 |
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18:56 |
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19:05 |
VanessaE |
paramat: do you plan to add anything else to mt_game before the release? |
19:08 |
paramat |
yeah: new grass texture, extra stairs/slabs, tweaked leafdeacy abm params |
19:08 |
VanessaE |
ok |
19:08 |
VanessaE |
I'll wait then. |
19:09 |
paramat |
that is if new leafdecay params are approved |
19:09 |
VanessaE |
I just fixed that moretrees bug I mentioned, and between it and other changes, I'll need to resync dreambuilder against mt-game so it can be used there also |
19:10 |
paramat |
oh and i might try to get my improved stone/desertstone brick textures in too |
19:10 |
VanessaE |
link? |
19:12 |
paramat |
nothing to see yet |
19:12 |
VanessaE |
ok. |
19:16 |
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19:16 |
VanessaE |
paramat: shall I close game#611? |
19:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/611 -- Junglewood texture too light, boring |
19:17 |
paramat |
sure |
19:20 |
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19:20 |
paramat |
too light! ... boring! |
19:20 |
VanessaE |
heh |
19:21 |
paramat |
name suggestions for the new fork: 'minerock!' 'shinyminey' |
19:22 |
Krock |
`mapgen4life`? |
19:22 |
est31 |
minerswithears |
19:23 |
luizrpgluiz |
greatly appreciated pinetrees trees now appearing worldwide generator in the release candidate and could enable the minimap :D |
19:40 |
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19:41 |
kilbith |
for the record, i stayed around this during 10 min and the map refused to load the mapblock at all : https://lut.im/YBObh1vG/lMvMyemq |
19:43 |
paramat |
weird |
19:45 |
kilbith |
yes, definitely somme issue to load the mapblocks : https://lut.im/aqlekjL9/kjOehbRq |
19:45 |
kilbith |
i can stay around that permanently, never load |
19:46 |
paramat |
maybe due to setting a low 'max mapblock number'? < est31 |
19:46 |
est31 |
if you try to log out and back in? |
19:46 |
est31 |
paramat, it shouldnt do that |
19:47 |
kilbith |
est31, yes i did that, then it occurs on different mapblocks |
19:47 |
est31 |
paramat, if it deleted that block, it would have said that the server too |
19:47 |
est31 |
then the server would re-send the mapblock once you get close |
19:48 |
est31 |
kilbith, can you try the commit before my max mapblock commit? |
19:48 |
kilbith |
sure, but not now |
19:48 |
kilbith |
tomorrow |
19:49 |
paramat |
what number of mapblocks do you limit too? |
19:49 |
paramat |
(to) |
19:49 |
kilbith |
to be kept in RAM ? |
19:49 |
kilbith |
i set it to 10 |
19:50 |
kilbith |
but even then, it shouldnt do that |
19:50 |
paramat |
lol 10 |
19:50 |
nrzkt |
50 maybe better |
19:50 |
kilbith |
what "lol 10" ? |
19:51 |
paramat |
1 mapchunk = 125 mapblocks |
19:52 |
kilbith |
https://lut.im/45pAHonh/k6valG6G |
19:53 |
kilbith |
that happened online too |
19:54 |
celeron55 |
guys. just don't set it to 10 |
19:54 |
celeron55 |
there's no valid reason to do that anyway |
19:54 |
kilbith |
if the setting is allowed, why not ? |
19:55 |
celeron55 |
what's the point of settings if you limit them like for a baby that shouldn't touch the settings anyway? |
19:55 |
kilbith |
i'll check with 1000 |
19:55 |
celeron55 |
i mean, that's not ideal of course, but there are way more important things |
19:55 |
celeron55 |
use defaults if you have no reason to do otherwise |
19:57 |
paramat |
1000 is quite low, 8 mapchunks, the visible world with 80 nodes view distance |
19:57 |
celeron55 |
if this value is put in the UI, then it should be limited in the UI, but otherwise who cares |
19:59 |
kilbith |
okay, that does not happen with 1000 |
19:59 |
kilbith |
problem was setting 10 |
19:59 |
celeron55 |
1000 is very low; it's like 10MB or something |
20:00 |
kilbith |
maybe the floor-limit should be set to 100 or so |
20:00 |
celeron55 |
(actually maybe more like 20-30MB) |
20:01 |
nore |
perhaps it should be set to 10000 then |
20:01 |
nore |
avec 200MB is not a lot on most devices |
20:01 |
est31 |
if it really is 200 MB in that case |
20:01 |
celeron55 |
there's no reason to set it higher than necessary though |
20:02 |
est31 |
I guess it highly depends on texture pack useage |
20:02 |
celeron55 |
if 1000 works for everyone, there's no reason to set it higher |
20:02 |
kilbith |
agreed |
20:02 |
nore |
est31: what is the link with texture packs ? |
20:02 |
est31 |
nore, ?? |
20:02 |
nore |
1000 can be quite low if you have a high render distance |
20:02 |
est31 |
yes |
20:03 |
est31 |
but then you can set the limit high. |
20:03 |
nore |
est31: I mean, I mean, how is this related to texture packs |
20:03 |
celeron55 |
well i guess maybe 10000 wouldn't hurt |
20:03 |
nore |
(sorry, that was a crappy translation earlier) |
20:03 |
celeron55 |
the optimal value depends on server settings too |
20:04 |
nore |
or, the best could be to set the limit depending on how much memory the machine has |
20:04 |
celeron55 |
if the server sends blocks further away than 5 blocks, then the server will end up sending way more blocks than it should have to |
20:04 |
est31 |
also note that mapblocks dont just store the actual mapblocks |
20:04 |
est31 |
but the whole irrlicht mesh |
20:04 |
est31 |
and more |
20:04 |
est31 |
this adds to the ram as well |
20:05 |
celeron55 |
yes; the mesh is generally about the same size as the voxel data IIRC |
20:05 |
VanessaE |
1000 isn't enough when I'm testing a plantlife map |
20:05 |
VanessaE |
just fyi. |
20:05 |
VanessaE |
just found this out today |
20:05 |
celeron55 |
(the voxel data is about 12 or 16kB) |
20:05 |
kilbith |
reason(s) ? |
20:05 |
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20:05 |
celeron55 |
VanessaE: tell us what the minimum value is for your usage |
20:06 |
VanessaE |
celeron55: in my particular case, just a very rough guess would be around 5k blocks. |
20:06 |
VanessaE |
BUT my usecase here is not typical of a normal user |
20:06 |
celeron55 |
i'd say then the default should be 5000 |
20:06 |
est31 |
I think that minetest shouldn't take more than 500 MB |
20:06 |
celeron55 |
because that doesn't hurt even mobile phones yet |
20:06 |
est31 |
taken together |
20:06 |
est31 |
with minetest_game |
20:06 |
Calinou |
most of our desktop users have 4 GB of RAM |
20:06 |
est31 |
& in singleplayer |
20:06 |
Calinou |
we can afford to take 1 GB |
20:06 |
est31 |
no |
20:06 |
VanessaE |
1GB is too much. |
20:06 |
est31 |
we should think of our low profile users |
20:07 |
est31 |
its like the c++11 discussion |
20:07 |
kilbith |
the next-gen hybrid tablets are often 2 GB RAM |
20:07 |
VanessaE |
est31 is right, 500 MB ought to be the rough max for vanilla default game |
20:07 |
Calinou |
make it fit in actual 500 MB and we'll talk |
20:07 |
celeron55 |
well the thing is, it's again ridiculous to try to make the same setting fit a low end and a high end setup |
20:07 |
Calinou |
inb4 it never happens |
20:07 |
celeron55 |
this value should depend on the view range or something |
20:07 |
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20:07 |
est31 |
celeron55, agree |
20:08 |
nore |
well, it could be added to mainmenu too |
20:08 |
nore |
in an "Advanced settings" tab |
20:08 |
est31 |
we need a second settings tab |
20:08 |
est31 |
for other things too |
20:08 |
nore |
and there could be groups of settings that would change a lot of settings |
20:09 |
nore |
for low-end/high-end hardware |
20:09 |
nore |
so inexperienced users would just have to change 1 setting |
20:09 |
celeron55 |
since that doesn't exist yet, the default should be made such that it fixes the problem it was made to fix and does not considerably degrade the experience of people using high performance computers |
20:09 |
nore |
and experienced ones could precisely tune what they want |
20:09 |
celeron55 |
i'd say that because of what VanessaE said, 1000 isn't enough |
20:09 |
nore |
celeron55: agreed |
20:09 |
est31 |
nore, nice idea |
20:10 |
nore |
5000/10000 should do it I think |
20:10 |
est31 |
have three big sliders: RAM, CPU and GFX card |
20:10 |
kilbith |
i still don't understand why plantlife needs more than 1000 |
20:10 |
celeron55 |
kilbith: increase your view range and block send radius to something rather high and walk to somewhere and turn back |
20:11 |
nore |
kilbith: I'd say to be able to explore the map (with full view range) to see if plants are correctly spawned |
20:11 |
celeron55 |
i would imagine you will see that much unnecessary loading has to be done when turning |
20:11 |
Calinou |
we also need a view range slider in options GUI |
20:11 |
celeron55 |
i vote 5000 |
20:12 |
est31 |
if you set full view range, you already leave the defaults |
20:12 |
kilbith |
alright |
20:12 |
est31 |
if you leave the defaults, you can adjust that setting too |
20:12 |
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20:12 |
est31 |
celeron55, 5000 sounds like a good compromise |
20:12 |
paramat |
i like a 128 node view distance, that's 3x3x3 mapchunks = 27x125 = 3375 mapblocks |
20:12 |
VanessaE |
kilbith: *plantlife* needs only whatever the engine gives it. the *client* needs a lot in this case because I was exploring the terrain checking for bugs in some changes I had just made, and noticed some far away stuff disappeared when I would have rather been able to see it. |
20:13 |
celeron55 |
i like a 400 node view distance |
20:13 |
Calinou |
I use 256 view distance, fsaa = 4 |
20:13 |
Calinou |
all shaders on |
20:13 |
celeron55 |
it's just that my current computer can't really deal with that 8) |
20:13 |
celeron55 |
so i'm limited to 300 |
20:13 |
paramat |
so 5000 sounds good to me |
20:14 |
nore |
looks good to me too |
20:15 |
kilbith |
talking about viewing range, you have more performance if you set the same value for _min and _max |
20:16 |
kilbith |
no "back and forth" shit of the v_range |
20:17 |
celeron55 |
hmm, i just tested; yes, 1000 is definitely too low; with 5000 i haven't noticed unnecessarily loaded blocks with the same test |
20:18 |
celeron55 |
the test for this is to walk some hundreds of nodes (going a bit faster than just walking is fine, but not at full speed), and then turning to look back |
20:18 |
celeron55 |
with 1000, i can see only a very small distance; smaller than what i was seeing forward at that point |
20:18 |
celeron55 |
with 5000 i could see pretty much where i walked from |
20:19 |
celeron55 |
and this with a view range of 300 |
20:20 |
celeron55 |
and "max_block_generate_distance = 16" and "max_block_send_distance = 16" |
20:21 |
celeron55 |
(yes, these are very non-default, but that's what i use) |
20:39 |
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20:41 |
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20:44 |
est31 |
man this modstore is a huge piece of a mess |
21:00 |
est31 |
hmmmm, there are also async worker threads in mainmenu lua |
21:01 |
est31 |
regarding the discussion of "which lua can make errors" |
21:01 |
est31 |
err |
21:01 |
est31 |
"which threads run lua" |
21:24 |
paramat |
looks like i won't need to add 'enable_stairs_replace_abm = false' to mtgame minetest.conf because it's absence is interpreted as 'nil' |
21:26 |
est31 |
ok |
21:26 |
est31 |
but add it to conf.example |
21:26 |
est31 |
of mtgame |
21:27 |
paramat |
yes is documented |
21:27 |
VanessaE |
don't forget to get rid of those redundant node defs then |
21:28 |
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21:28 |
est31 |
abms work on nodes without nodedefs? |
21:28 |
VanessaE |
yep |
21:29 |
sfan5 |
it's not like an ABM needs any stuff from the nodedef |
21:29 |
est31 |
well, internally abms could work on the internal nodedef id |
21:29 |
est31 |
and not on those long pesky strings |
21:29 |
est31 |
it would make sense performance wise |
21:31 |
paramat |
updated then game#629 |
21:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/629 -- Stairs: Add straw and metal blocks by paramat |
21:31 |
paramat |
setting also disables the upside-down node defs |
21:32 |
paramat |
will test and push later |
21:32 |
est31 |
found yet another argument against touching the param0 |
21:33 |
VanessaE |
paramat: nono, don't define those nodes at all |
21:33 |
VanessaE |
you don't need them, whether the replace ABM is active or not |
21:33 |
est31 |
why |
21:33 |
est31 |
if its not active, then its rendered upside down, no? |
21:33 |
est31 |
but better than unknown nodes, no? |
21:34 |
VanessaE |
I don't see anything in the stairs mod that *places* upside down items anymore |
21:35 |
VanessaE |
so if the ABM is no longer needed, then by definition neither are the separate, upside down nodes :) |
21:35 |
VanessaE |
(the current code just flips the item over via param2) |
21:36 |
est31 |
isnt the abm a new thing |
21:36 |
est31 |
also, its only turned off by default |
21:36 |
est31 |
it cant work without nodedefs |
21:36 |
VanessaE |
no |
21:36 |
est31 |
nodenames = {"group:slabs_replace"}, |
21:36 |
VanessaE |
you don't need node defs to match in an ABM |
21:36 |
est31 |
https://github.com/minetest/minetest_game/pull/629/files#diff-d85e6749f6707aa8b7c089afb33ccdecR227 |
21:37 |
est31 |
how do you know the group if you have no nodedef? |
21:37 |
VanessaE |
groups may be a different matter. |
21:37 |
paramat |
seems to me the node defs are needed to add 'replace name' and 'groups replace' to the old nodes so the abm can act on them? |
21:37 |
est31 |
so the nodedefs should be registered depending on the abm setting |
21:37 |
VanessaE |
yeah, I guess so |
21:38 |
paramat |
as is |
21:38 |
VanessaE |
I hate keeping old code like this around. |
21:38 |
est31 |
its old code inside if false then end |
21:39 |
paramat |
i wanted to remove the abm completely but am in minority |
21:39 |
paramat |
so my implementation is fine then? |
21:40 |
VanessaE |
yeah |
21:42 |
est31 |
VanessaE, can you test #3058 |
21:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/3058 -- Modstore: show an ui error if retrieving failed by est31 |
21:43 |
VanessaE |
sure. |
21:43 |
est31 |
and hmmmm can you look at it? |
21:43 |
est31 |
(or other devs) |
21:44 |
est31 |
VanessaE, write in github, im gone |
21:44 |
est31 |
bye |
21:44 |
VanessaE |
I hate when he does that :P |
21:53 |
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22:21 |
paramat |
tested so now pushing game 629 |
22:25 |
paramat |
complete |
22:35 |
sloantothebone |
How do I fix minetest issues on github? or suggest fixes |
22:36 |
sloantothebone |
https://github.com/minetest/minetest/issues?q=is%3Aopen+is%3Aissue+milestone%3A0.4.13 |
22:40 |
VanessaE |
[08-14 18:38] <freelikegnu> adding straw and metal blocks while bronze is causing kittens to die?! |
22:40 |
sloantothebone |
... |
22:40 |
VanessaE |
^^^^ solution: add tin, silver, and mithril from moreores, and make bronze use tin+copper like it SHOULD be. |
22:41 |
sloantothebone |
Oh |
22:41 |
sloantothebone |
How do I fix minetest issues on github? or suggest fixes |
22:41 |
VanessaE |
steel + copper = the stupidest recipe in the world for bronze :P |
22:41 |
VanessaE |
sloantothebone: you referenced the .conf.example. Open that file on github with the online editor, change it, and make a pull request. |
22:41 |
sloantothebone |
Maybe i could fix the inconsistent .conf.example |
22:42 |
sloantothebone |
Online editor? |
22:42 |
VanessaE |
ywas |
22:42 |
VanessaE |
yes* |
22:43 |
VanessaE |
https://github.com/minetest/minetest/blob/master/minetest.conf.example |
22:43 |
sloantothebone |
Ok im at https://github.com/minetest/minetest/blob/master/minetest.conf.example what do i do next |
22:43 |
VanessaE |
above the file, on the right is a pencil and a trash can |
22:43 |
sloantothebone |
oh i see |
22:44 |
VanessaE |
make your changes, add a comment in the fields below the file, and click "Propose file change" |
22:44 |
VanessaE |
(I think -- I've always done this by editing the file locally, pushing it to my fork, and making a PR from there) |
22:45 |
sloantothebone |
Ok |
22:46 |
sloantothebone |
And I'm not sure i completely understand the graphical regression |
22:46 |
* VanessaE |
pokes kaeza |
22:46 |
kaeza |
ow |
22:46 |
VanessaE |
ha! |
22:50 |
sloantothebone |
These two issues seem trivial |
22:50 |
VanessaE |
#2866 needs fixed before release imho |
22:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/2866 -- Graphical regression. |
22:51 |
VanessaE |
this whole "simple shaders" in fact needs addressed. |
22:51 |
sloantothebone |
Hmm |
22:51 |
sloantothebone |
How can i help to fix it_ |
22:51 |
VanessaE |
hm, just noticed it was an 0.4.13 milestone. doesn't mean it'll stay that way :P |
22:51 |
VanessaE |
sloantothebone: are you ad all versed in glsl? :) |
22:51 |
sloantothebone |
How can i help to fix it?* |
22:52 |
VanessaE |
at* |
22:52 |
sloantothebone |
dont know what that is, guessing its a graphics library |
22:52 |
VanessaE |
that would be a "no" :P |
22:52 |
sloantothebone |
Yup |
22:52 |
VanessaE |
it's the shading language used by OpenGL. |
22:53 |
sloantothebone |
How many people are versed in glsl and working on minetest? |
22:53 |
VanessaE |
one. |
22:53 |
sloantothebone |
Who? |
22:53 |
* VanessaE |
looks at kahrl |
22:53 |
VanessaE |
(seeing as how RBA has left) |
22:53 |
sloantothebone |
There is nobody named kahrl in this irc |
22:54 |
sloantothebone |
How do i get versed in glsl |
22:54 |
VanessaE |
same way as in any other language - pour through the web :) |
22:55 |
VanessaE |
glsl is rather similar to C/C++, just with a different target platform |
23:03 |
sloantothebone |
Oh ok |
23:04 |
paramat |
game#631 |
23:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/631 -- Default/functions: Half rate of leafdecay ABM by paramat |
23:05 |
VanessaE |
+1 |
23:17 |
kahrl |
the last time I touched minetest's shaders was when they were introduced... |
23:18 |
kahrl |
at which point they were trivial shaders that basically only served to move finalColorBlend from the cpu to the gpu |
23:18 |
kahrl |
I have no clue how any of RBA's more recent stuff works |
23:19 |
VanessaE |
kahrl: it seems that your original shader code may be needed again. |
23:19 |
VanessaE |
(as the "simple" shaders previously discussed) |
23:26 |
kahrl |
well I think a simple shader could still include some effects like waving |
23:26 |
kahrl |
it doesn't have to be *that* bare ;) |
23:27 |
VanessaE |
heh |
23:27 |
VanessaE |
right |
23:28 |
paramat |
one thing that needs doing is improving our waving motion |
23:28 |
paramat |
needs noise with more high frequency motion |
23:29 |
VanessaE |
agreed |
23:29 |
paramat |
another one #3061 |
23:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/3061 -- Defaultsettings: Increase client_mapblock_limit to 5000 by paramat |
23:29 |
VanessaE |
and water needs to wave only on the top surface (at present, the bottom vertexes that make up the sides also wave, which looks bad in some cases) |
23:37 |
VanessaE |
someone, somewhere, is gonna complain that 5000 doesn't add up to a nice, round number :) |
23:37 |
VanessaE |
(in which case, one of 4096, 4913, or 8000 is better :P ) |
23:50 |
paramat |
aha waving plants are moved by a smoothed triangle wave, we need noise with octaves instead |
23:51 |
paramat |
this is a bit beyond me though |
23:51 |
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