Time |
Nick |
Message |
00:00 |
segfault22 |
I am not interested in lua mapgen at this time, and I already know somewhat about them - I haven't ever used them though, but I can see what they do and the new voxelmanip stuff |
00:01 |
segfault22 |
And besides, ore generation is only part of mapgen, it occurs after the terrain generation |
00:04 |
est31 |
~tell rubenwardy could you edit the website to point out that only the play store version of minetest and the apk downloads haven't been updated yet? F-droid is updated. |
00:04 |
ShadowBot |
est31: O.K. |
00:06 |
segfault22 |
irc bots are an amazing invention |
00:07 |
est31 |
hmmmm, what again are the points against using html for GUI? Its the most flexible, yet another part we don't have to maintain, and we don't have to reinvent the wheel. |
00:08 |
est31 |
html is only as laggy as the content makes it. |
00:09 |
segfault22 |
I read somewhere about buffer overflows and arbitrary command injection,... but that's more like javascript |
00:10 |
est31 |
segfault22, neither html nor javascript were designed with allowing that in mind |
00:11 |
est31 |
and every piece of code has security vulnerabilities |
00:11 |
est31 |
@ least most |
00:14 |
est31 |
hmmmm, I just dont want to have some self invented technology again thats super hard to handle, and as inflexible as the current one. html has proven itself, and there is lots of material on how to learn it online. |
00:17 |
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00:18 |
paramat |
segfault22, what octaves and persistence are you using for sheet ore? |
00:18 |
paramat |
i'm just now starting to understand sheet ore |
00:24 |
paramat |
try {offset=0, scale=0, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.5} then threshold should be careefully tuned between 0.5 (one 3rd of world area) and 1.0 (very rare) |
00:25 |
paramat |
once you have a rarity you like, the entire pattern can be enlarged in size by increasing all 3 values of 'spread={x=100, y=100, z=100}' |
00:26 |
paramat |
'spread' will be very roughly the average distance between ore pockets (depending on the rarity) |
00:29 |
paramat |
then finally increase 'scale' to create a wavelike shape to the ore sheet |
00:33 |
paramat |
if noise has been changed in a way that messes up sheet ore try {offset=0, scale=1, ...} that might help |
00:41 |
segfault22 |
? |
00:41 |
segfault22 |
oh it's spread, not scale, that has the x/y/z parameters |
00:42 |
segfault22 |
Thank you |
00:43 |
segfault22 |
oh wow not its everywhere |
00:46 |
segfault22 |
paramat, its still causing very massive sheets... as if the threshold just doesnt matter |
00:50 |
segfault22 |
http://i1331.photobucket.com/albums/w597/SegFault22/screenshot_20150826_204807_zpsgibneapg.png?t=1440550197 |
00:51 |
segfault22 |
I changed the clust_size to 1 |
00:52 |
segfault22 |
paramat |
00:53 |
segfault22 |
I figured out how to fix the ore generation problems :D |
00:54 |
segfault22 |
just use blob generation until they fix sheet generation back to what it was before the changes were made to it |
00:55 |
VanessaE |
paramat: did something change recently (or not so recently) about how perlin noise is "oriented" relative to the terrain? specifically, jungles appear to have moved at some point, but moved in such a way that biome_lib followed it like nothing had changed. |
00:57 |
segfault22 |
Whatever they did has totally borkened my sheet ore generation, so now I get to test blob generation for the first time,... considering how nobody else really makes use of it, this will probably be a "first" |
01:00 |
VanessaE |
paramat: I mean this: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot_2015-08-26_20-56-55.png I regenerated this map yesterday to test some recent changes in biome_lib and moretrees; in blue, jungles I don't recall seeing before with this map seed. In red, an area that used to almost all-jungle. |
01:00 |
VanessaE |
(yet the underlying terrain appears unchanged from what I'm used to with this seed) |
01:01 |
segfault22 |
Cool |
01:04 |
paramat |
back, was cooking |
01:06 |
segfault22 |
is num_ores used by blob generation or is it just scarcity, clust_size, and the other parameters except for num_ores |
01:07 |
paramat |
so i'll test sheet ore to see if something broke |
01:07 |
segfault22 |
is y_min/y_max the same as height_min/height_max |
01:08 |
paramat |
a while back there were changes to how offset and scale transformed noise values |
01:08 |
VanessaE |
ok. just making sure I was seeing what's intended. |
01:08 |
paramat |
.. which may cause a bug because of this "The noise is not transformed by `offset` or `scale` when comparing |
01:08 |
paramat |
against the noise threshold, but scale is used to determine relative height." |
01:09 |
VanessaE |
I delete and re-generate this map periodically, last time was a couple weeks ago, at most. |
01:09 |
paramat |
oh that wasn't in response to your question, i'll now read that |
01:10 |
VanessaE |
oh ok |
01:10 |
paramat |
segfault22 you're using 'scale = 1'? it might help |
01:10 |
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01:11 |
segfault22 |
yes |
01:11 |
paramat |
ok |
01:12 |
paramat |
VanessaE, if you use mgv6 with the new biome system (snowbiomes) jungles are indeed moved |
01:12 |
VanessaE |
THAT would explain it |
01:12 |
segfault22 |
I am using mgv7 is boss |
01:12 |
segfault22 |
wait |
01:12 |
VanessaE |
paramat: in fact, I did turn snow biomes last time I re-generated. Ok. |
01:12 |
segfault22 |
this keybpard is suck |
01:12 |
* segfault22 |
goes |
01:13 |
paramat |
see https://forum.minetest.net/viewtopic.php?p=188275#p188275 |
01:13 |
paramat |
'is suck' |
01:13 |
VanessaE |
paramat: got it. Guess I missed that post before. |
01:15 |
segfault22 |
okay blob generation is a lie,... it does nothing |
01:15 |
paramat |
before, mgv6 and the snow mod never made sense concerning biome(heat) and humidity noises. now they do but will be out of sync with biome_lib |
01:15 |
paramat |
.. and the snow mod |
01:15 |
VanessaE |
oh that's no worry. |
01:16 |
VanessaE |
I'll eventually change biome_lib to use the same params as the core mapgen, now that the Snow mod is obsolete. |
01:16 |
paramat |
blobs are real, see usage in default/mapgen.lua, needs certain parameters to work |
01:17 |
segfault22 |
Okay |
01:18 |
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01:18 |
paramat |
and yes ymin/ymax recently replaced heightmin/heightmax |
01:21 |
paramat |
you can make smaller sheet ore pockets by increasing persist towards 1, and increasing threshold towards 1 also |
01:22 |
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01:23 |
segfault22 |
blob ores still do not generate even when I use parameters exactly matching what is used to make sand blobs underground |
01:23 |
segfault22 |
even when I copy the minetest.register_ore() function call that is used, changing only the "ore" and "wherein" |
01:24 |
paramat |
odd |
01:25 |
segfault22 |
I am tired of people changing core stuff when they don't even play the game enough to understand what they are doing, then leave and never come back |
01:25 |
segfault22 |
more worse is how these pull requests get accepted without sufficient testing |
01:26 |
segfault22 |
No wonder there are already so many forks (like freeminer) |
01:26 |
segfault22 |
Can someone else test blob generation just to be sure that its not just my installation |
01:27 |
paramat |
well sheet ore was very rarely used, and not used in mapgen, so easily broken |
01:27 |
paramat |
yeah i tested blob ore when i added it to mapgen |
01:27 |
paramat |
should work |
01:28 |
paramat |
to test it use a core mapgen and look for clay in sand and blobs in caves |
01:29 |
segfault22 |
nevermind lol I made a new world and forgot to "configure it so that it knows which mods to use".... |
01:29 |
VanessaE |
technic uses the sheet ore type for its granit and marble, I think |
01:29 |
VanessaE |
granite* |
01:29 |
segfault22 |
that feature (you have to configure the world for it to use installed mods) is little more than a farce by the way |
01:30 |
* segfault22 |
is now AFK |
01:31 |
paramat |
seems fine to me |
01:32 |
VanessaE |
segfault22: solution: put your mods in <minetest>/worlds/<your world>/worldmods/ |
01:32 |
VanessaE |
then they'r enabled by default. |
01:32 |
VanessaE |
they're* |
01:33 |
* segfault22 |
is back |
01:33 |
paramat |
btw freeminer is much lower quality =) |
01:33 |
segfault22 |
All mods in the main /mods/ folder should be enabled by default,... the configuration gui system is still a good thing, but I do not believe that it was implemented properly |
01:34 |
VanessaE |
I agree that they should be enabled by default, but well... seems others disagree :P |
01:35 |
segfault22 |
Also, I don't want to have to copy all of the mods into the new world folder after it is created,... I often have to delete testing worlds because I completely ruin them or get lost |
01:35 |
VanessaE |
you can just delete the world's map file. |
01:35 |
VanessaE |
(map.sqlite or the map.db dir if you're using levbeldb) |
01:35 |
VanessaE |
(leveldb*) |
01:36 |
VanessaE |
that's what I do, anyway :P |
01:38 |
segfault22 |
cool |
01:41 |
VanessaE |
paramat: btw, was successfully rebased against minetest_game (up to the "add missing spaces" commit) last night, so now I get to yell at you if anything goes wrong with the base code ;) |
01:41 |
VanessaE |
er, dreambuilder was* |
01:41 |
VanessaE |
(so far, no probs) |
01:43 |
segfault22 |
Okay I got blob generation to work right |
01:48 |
segfault22 |
Now I can continue adding more metals and all of the stuff, their ore generation, crafting recipes, etc... then it will be ready for public release :D |
01:48 |
segfault22 |
I am going to commit these changes to the github repository before I continue |
01:53 |
segfault22 |
I love github :D |
02:03 |
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02:04 |
segfault22 |
aluminium cannot be processed in the furnace like other metals, because it oxidizes at high temperatures in the presence of oxygen... how should I implement aluminium processing? |
02:06 |
VanessaE |
require technic alloy furnace, with a custom "nitrogen" (or some other gas) as the secondary ingredient. |
02:06 |
VanessaE |
also that's not a #minetest-dev question.. |
02:07 |
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02:07 |
segfault22 |
It relates to what kind of machine I'm going to have to make, because I would rather not depend on technic until they make a proper energy-network |
02:09 |
segfault22 |
I will probably end up making my own energy-network anyways, but that is far in the future. Either it will have to be a smelter that uses nitrogen or some other inert gas for the internal atmosphere, or powder metallurgy |
02:11 |
segfault22 |
it will cost 10 nuggets worth of powder (10 tiny piles of dust), goes into the sinterer -> returns 1 aluminium ingot and 1 tiny pile of aluminium oxide, which can be electrolyzed into aluminium and releasing free oxygen in the process |
02:12 |
segfault22 |
Now, to make the sinterer.... that is either going to be a monstrous task, or a container of sorts that is simply thrown in the furnace but seals off the internal chamber from the outside to prevent oxidation |
02:15 |
segfault22 |
does anyone have any tips for programming a sintering furnace which requires fluid gas to be filled into the internal tank, using a small amount for each operation |
02:16 |
segfault22 |
I should probably create the fluid system first, which will also make the energy-network a lot simpler (metadata-based internal storage tank FOR TEH WIN) |
02:19 |
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02:20 |
segfault22 |
welcome backj |
03:02 |
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06:48 |
nrzkt |
~tell est: building android release now |
06:48 |
ShadowBot |
nrzkt: O.K. |
06:49 |
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06:52 |
nrzkt |
~tell est31: building android release now |
06:52 |
ShadowBot |
nrzkt: O.K. |
07:02 |
nrzkt |
~tell est31: Android release build crashes directly on my phone. I need to go to work. It's a fresh git tree on 6a1047d8c116f793890b63427d53f04ceca95d54. Cannot release. |
07:02 |
ShadowBot |
nrzkt: O.K. |
07:04 |
nrzkt |
~tell est31: if you want to look at the apk: http://www.unix-experience.fr/wp-content/uploads/2015/Minetest-release.apk |
07:04 |
ShadowBot |
nrzkt: O.K. |
07:09 |
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12:28 |
Wayward_One |
~tell est31 I just tested that apk, it doesn't crash for me but it doesn't seem to have minetest_game in the games folder, preventing world creation |
12:28 |
ShadowBot |
Wayward_One: O.K. |
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13:11 |
nrzkt |
Wayward_One, thanks for reporting that |
13:12 |
nrzkt |
maybe it's due to a ARMv7 EBI change and my phone only support v6 ? |
13:12 |
nrzkt |
i will add minetest_game this evening and re-package it |
13:12 |
nrzkt |
on my PC building the release take only 8 minutes from scratch |
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14:02 |
Wayward_One |
nrzkt: no problem :) I thought you left, otherwise I would have reported it directly to you lol |
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14:50 |
Zeitgeist_ |
is -DCUSTOM_CUSTOM_EXAMPLE_CONF_DIR the correct way to change the install location of the example minetest.conf? |
14:51 |
Zeitgeist_ |
it seems to fail for me |
14:52 |
Zeitgeist_ |
eg the file ends up in the wrong directory |
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Zeitgeist_ |
i am stupid |
15:19 |
Zeitgeist_ |
its -DCUSTOM_EXAMPLE_CONF_DIR /facepalm |
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17:32 |
nrzkt |
~tell est31: & also Wayward_One: uploaded another apk release with minetest_game included here: http://www.unix-experience.fr/wp-content/uploads/2015/Minetest-release.apk |
17:32 |
ShadowBot |
nrzkt: O.K. |
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18:55 |
neoascetic |
hi all. could #3117 be merged asap? |
18:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3117 -- Fixes building on OSX caused by e4bff8b (refs #2613) by neoascetic |
18:57 |
neoascetic |
After I fix it of course :) |
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19:45 |
paramat |
nore sfan5 my proposed changes to fire mod are here game#651 still needs some tuning though |
19:45 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/651 -- Fire: Move flame extinguishing to separate faster ABM (WIP) by paramat |
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20:07 |
paramat |
when creating a normalmap, is pixel colour and alpha important, or is it just pixel 'value' that determines bump height? |
20:13 |
paramat |
i zoomed a normalmap and it seemed complex, users need to know how to create one fairly easily |
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20:41 |
Sketch2 |
red blue values |
20:42 |
Sketch2 |
the average user won't know how |
20:42 |
Sketch2 |
there's software that fakes it |
20:42 |
paramat |
aha |
20:42 |
Sketch2 |
or you can use 3dsoftware to generate them |
20:43 |
Sketch2 |
but that way you'd need to build models that have the extra data |
20:43 |
paramat |
why 2 values if bump height seems to need only 1? |
20:44 |
Sketch2 |
it's trying to cover multiple axis |
20:44 |
Sketch2 |
you are essentially squashing 3d data onto a 2d surface |
20:45 |
paramat |
okay thanks |
20:46 |
Sketch2 |
it's like the red channel is the X and the blue is the Y axis |
20:46 |
Sketch2 |
I could be wrong on the specifics, but it's something like that |
20:47 |
Sketch2 |
and how bright it is relates to the Z axis |
20:47 |
paramat |
ah gimp has methods to do this if you do a websearch |
20:48 |
Sketch2 |
it's pseudo, but yeah it exists |
21:17 |
paramat |
okay this explains why our normalmaps often have bump height derived from colour variations of a texture, brick nodes need flat brick faces, so i think i'll create a dedicated 16x16 brick relief texture to derive from |
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