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. 00:18 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 01:11 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 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 01:23 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 /worlds//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 02:04 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 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) 02:20 segfault22 welcome backj 06:48 nrzkt ~tell est: building android release now 06:48 ShadowBot nrzkt: O.K. 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. 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. 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 14:02 Wayward_One nrzkt: no problem :) I thought you left, otherwise I would have reported it directly to you lol 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 15:18 Zeitgeist_ i am stupid 15:19 Zeitgeist_ its -DCUSTOM_EXAMPLE_CONF_DIR /facepalm 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. 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 :) 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 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 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