Time |
Nick |
Message |
00:02 |
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00:04 |
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00:15 |
Fixer |
!tell paramat on some crazy water bug cases it gives "attempt to index local 'nodedef' (a nil value) |
00:15 |
Fixer |
" |
00:15 |
ShadowBot |
Fixer: Error: No closing quotation |
00:16 |
Fixer |
!tell paramat on some crazy water bug cases it gives "attempt to index local 'nodedef' (a nil value)" |
00:16 |
ShadowBot |
Fixer: O.K. |
00:38 |
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01:05 |
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01:12 |
RealBadAngel |
oke doke, ive made some more screenies :) |
01:12 |
kaadmy |
for HDR? |
01:12 |
RealBadAngel |
http://i.imgur.com/eZD78IV.png http://i.imgur.com/5kU2d5Z.png http://i.imgur.com/1Cc7gwu.png http://i.imgur.com/lpktKDg.png http://i.imgur.com/vmnNOSx.png |
01:13 |
RealBadAngel |
this time i do have effect chains working |
01:14 |
kaadmy |
WOW |
01:14 |
kaadmy |
this is what MT shoulda had years ago |
01:14 |
shadowzone |
hmm |
01:14 |
RealBadAngel |
this is bloom with HDR |
01:15 |
shadowzone |
notbad |
01:15 |
kaadmy |
nice |
01:15 |
rubenwardy |
It just looks blurry to me - except the last one, I like that |
01:15 |
kaadmy |
despite probably not being able to run on my laptop, i like it |
01:16 |
RealBadAngel |
theres lotsa things to fine tune, i know |
01:16 |
RealBadAngel |
those are rather lightweight effects |
01:16 |
rubenwardy |
the last two, I meant |
01:16 |
rubenwardy |
It looks just weird when the sunset is floating |
01:16 |
kaadmy |
the 2nd to last looks amazing |
01:17 |
kaadmy |
yea :( |
01:17 |
rubenwardy |
Yeah, 2nd to last s the best |
01:17 |
Fixer |
RealBadAngel, too blurry imo, like after bad sleep |
01:18 |
kaadmy |
with HDr comes realistic light levels ;) |
01:18 |
kaadmy |
with the sun about 50x brighter than torches |
01:19 |
rubenwardy |
This is what I want in Minetest: https://forum.minetest.net/viewtopic.php?f=50&t=13758 |
01:32 |
RealBadAngel |
i like how the clouds look like with that |
01:33 |
RealBadAngel |
http://i.imgur.com/tQx6NDJ.png |
01:33 |
RealBadAngel |
ive made it sharper now |
01:54 |
kaeza |
RealBadAngel, is that focal blur? |
01:54 |
kaeza |
or just the clouds? |
01:54 |
kaeza |
awesome looking in any case |
02:06 |
frustrat1d |
my eyes keep trying to focus on the clouds |
02:07 |
frustrat1d |
the hdr looks pretty sweet |
04:28 |
sofar |
RealBadAngel: branch? pushed somewhere? |
04:28 |
sofar |
texture_tear Updated 13 hours ago by RealBadAngel |
04:28 |
sofar |
hmm |
04:57 |
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11:41 |
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11:44 |
RealBadAngel |
sofar, havent pushed that code yet |
11:45 |
RealBadAngel |
its far from being finished |
11:45 |
RealBadAngel |
but i can make a branch for tests |
11:54 |
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12:22 |
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12:48 |
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12:55 |
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12:56 |
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12:56 |
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12:57 |
paramat |
will merge game#784 very soon, is trivial |
12:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/784 -- Default/mapgen: Remove unused 'mapgen_air' alias by paramat |
12:59 |
VanessaE |
didn't you JUST add that recently? |
12:59 |
paramat |
!tell hmmmm how about adding to the liquid queue only the flowing liquids in the lowest node layer of a mapblock, on block load? this might cover most cases of stuck liquids. not adding sources avoids huge amounts of sea being added |
12:59 |
ShadowBot |
paramat: O.K. |
13:00 |
paramat |
yep, see 2nd comment |
13:01 |
VanessaE |
hm.. well I guess that's reasonable |
13:01 |
VanessaE |
but I wouldn't call it "lunar". better you should make it a mapgen flag, "vacuum" or "noatmosphere" or some such |
13:02 |
VanessaE |
(calling it "lunar" would seem to preclude making a map of say, Ceres or Pluto :) ) |
13:03 |
paramat |
agreed |
13:03 |
Fixer |
paramat, i'm playing with liquids ABM, i think you should touch only flowing nodes |
13:04 |
paramat |
yes my experiments did that |
13:04 |
Fixer |
paramat, checking lowest node and upper node is sufficient |
13:04 |
paramat |
but i found ABMs don't always work, it may have to be an engine fix |
13:04 |
Fixer |
paramat, need to check upper one because there is hanging flowing node glitch |
13:05 |
Fixer |
paramat, checking only below will still leave ugly flowing water columns |
13:05 |
paramat |
'upper one' == top node layer in a block? |
13:07 |
Fixer |
paramat, i'm checking above flowing liquid and below flowing liquid, like here http://pastebin.com/raw/Fzr4jewg |
13:08 |
* paramat |
looks |
13:08 |
Fixer |
paramat, upper one is top most hanging flowing water above which goes air |
13:08 |
Fixer |
this code is crappy and has bugs |
13:08 |
Fixer |
index nil value thing |
13:09 |
paramat |
i see |
13:10 |
Fixer |
paramat, you should activate flowing liquids that have non-flowing above or below |
13:11 |
Fixer |
paramat, i made a copy of J-T server world with all kinds of creepy water bugs and experimenting |
13:12 |
paramat |
cool. yes it seems to be the top or bottom of columns that need updatng |
13:12 |
paramat |
(needs) |
13:12 |
Fixer |
paramat, i will post few screenshots now that demonstrate why |
13:12 |
paramat |
problem is to do that in a reasonable time means a rather heavy ABM |
13:13 |
Fixer |
paramat, chance 256 and interval 10 is reasonable |
13:13 |
paramat |
yes, but slow |
13:13 |
Fixer |
to avoid performance impact |
13:14 |
paramat |
anyway nevermind, good work keep going |
13:15 |
Fixer |
paramat, nah, it feels working but has a bug with attempt to index local 'nodedef_below' (a nil value) |
13:15 |
Fixer |
paramat, too noob to fix it, just experimented with it |
13:16 |
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13:16 |
Fixer |
paramat, reasons why we need to check uppermost hanging flowing liquid -> https://imgur.com/a/qITQ1 |
13:16 |
paramat |
don't worry about that sometimes 'nodedef' doesn't exist for some reason |
13:18 |
paramat |
at least your ABM can be used as a mod, even if it isn't added to mtgame |
13:19 |
paramat |
now merging 784 to game |
13:19 |
Fixer |
paramat, problem is it exits the game at that error |
13:19 |
Fixer |
so i need to handle that error |
13:19 |
Fixer |
but i see other functions below have this and avoid the crash, maybe it is crappy world copy or smth |
13:20 |
Fixer |
paramat, better to include some activation code in MTG, liquids should flow by default! |
13:22 |
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13:23 |
paramat |
merged |
13:24 |
paramat |
i agree, if it can be made reasonably lightweight |
13:25 |
paramat |
or we could just accept a slow ABM, better than nothing |
13:25 |
Fixer |
paramat, if you act on flowing only you will avoid a LOT of liquids, then just check if above node or below node is non-liquid and activate somehow |
13:25 |
paramat |
(slow acting) |
13:26 |
Fixer |
paramat, 1 node activation per minute is fast enough? |
13:27 |
paramat |
'if nodedef and...' might work, it's used in mtgame abms |
13:27 |
paramat |
yes fast enough |
13:28 |
Fixer |
maybe |
13:28 |
paramat |
see grass growing abm in functions lua |
13:28 |
Fixer |
just this second i see lone water flowing node going down %) |
13:30 |
Fixer |
found the grass part, ok |
13:33 |
Fixer |
smth like "if nodedef_above and nodedef_below and (nodedef_below.liquidtype == "none" or nodedef_above.liquidtype == "none") then" |
13:35 |
Fixer |
!tell paramat negative side effect is ACTION[Server]: places node default:water_flowing at XXX messages in debug.txt |
13:35 |
ShadowBot |
Fixer: O.K. |
14:16 |
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14:20 |
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14:24 |
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14:24 |
Fixer |
paramat, looks pretty slow acting, causes up to 5fps drop for instant for every 10 sec if heavy processing, but pretty usable, I think it should be fixed in engine and use abm as only last hope |
14:25 |
paramat |
i agree |
14:27 |
paramat |
see https://github.com/minetest/minetest/pull/3581#issuecomment-173933401 |
14:33 |
Fixer |
paramat, running it like this http://pastebin.com/raw/YP19SgGt |
14:34 |
paramat |
ok |
14:35 |
Fixer |
i go outside, will see how much it goes after 30-60min, hope there will be no index error |
14:39 |
RealBadAngel |
Fixer, watch out, its cold outside http://i.imgur.com/pSnW5g5.png ;) |
14:39 |
RealBadAngel |
i think i have it finetuned, what do you think? |
14:41 |
VanessaE |
RealBadAngel: there's no... "brightness" to the bloom |
14:41 |
VanessaE |
the image feels "dim" |
14:41 |
RealBadAngel |
bloom is about blurring |
14:42 |
RealBadAngel |
whatever is brighter gets a bit blurred |
14:43 |
everamzah |
will the bloom be adjustable? |
14:43 |
RealBadAngel |
can be |
14:44 |
RealBadAngel |
but thats very hard to adjust all the elements |
14:44 |
everamzah |
a little bloom_setting_here and bloom_setting_there couldn't hurt |
14:44 |
everamzah |
oh. oh, i see. i just remember in quakelive there was a bloom, and the saturation/amount was configurable |
14:44 |
Calinou |
bloom intensity + resolution (faster bloom on slower PCs, but uglier) |
14:44 |
Calinou |
everamzah, OpenArena has bloom, Xonotic has… Warsow seems to no longer have it |
14:45 |
Calinou |
RealBadAngel, bloom is generally additive, screen, or soft light. |
14:45 |
Calinou |
you can darken the whole scene as compensation, this is what Xonotic does by default. |
14:45 |
Calinou |
(15% darkening of the screen, and bloom is added afterwards) |
14:46 |
Fixer |
RealBadAngel, just -6C and tons of snow |
14:46 |
everamzah |
very interesting. i'll have to resist the temptation to load any of those three up |
14:46 |
VanessaE |
we got 14cm of new snowfall this morning. more on the way. |
14:46 |
Calinou |
no snow here yet |
14:47 |
VanessaE |
RealBadAngel: so yeah, looking at this it feels like you're blurring the darker areas also, or your bright-to-bloom threshold is too low |
14:47 |
Fixer |
paramat, what is funny with those flowing liquid columns from game server, is they seem to unstuck after update -> go down a lot -> stop -> ABM pokes it again and it finally goes down |
14:49 |
RealBadAngel |
VanessaE, im quite sure i dont blur dark areas at all |
14:49 |
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14:49 |
VanessaE |
well it looks like it :) |
14:49 |
VanessaE |
the whole image feels dark and blurry |
14:51 |
RealBadAngel |
http://imgur.com/a/kSmqV |
14:51 |
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14:51 |
RealBadAngel |
here you have final effect, non processed, and bloom prepass |
14:51 |
VanessaE |
why is it so dim compared to plain white on e.g. my text editor background? |
14:51 |
Fixer |
to be honest: i hate any blur in any games, I turn it off, i do like real HDR though |
14:53 |
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14:53 |
RealBadAngel |
VanessaE, its postprocessed with Uncharted 2 film tone mapping |
14:54 |
RealBadAngel |
its not supposed to look like text editor but real scene |
14:55 |
VanessaE |
RealBadAngel: http://daconcepts.com/vanessa/hobbies/minetest/screenshots/random/Untitled.png |
14:55 |
VanessaE |
notice how bright #ffffff is compared to your image |
14:55 |
VanessaE |
you're not even coming *close* to the max brightness here |
14:55 |
VanessaE |
that's what bloom should do |
14:55 |
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14:56 |
RealBadAngel |
i can play with white level a bit |
14:56 |
VanessaE |
it's blur + add on top of original + max out the brightness of the brightest stuff |
14:56 |
VanessaE |
(I drew the black outline around the top/right/bottom of the white zone to differentiate it from the browser's background) |
14:56 |
RealBadAngel |
i have lowered it to actually see something on snow surface |
14:57 |
RealBadAngel |
if i max it out to get your text editor level you propably wont see anything on snow but white plane |
14:57 |
Calinou |
DoF would be appreciable as well. |
14:57 |
VanessaE |
RealBadAngel: that's the whole point |
14:57 |
Calinou |
some Minecraft mods did it as early as January 2011 |
14:57 |
VanessaE |
bloom makes bright stuff so bright that it loses detail at the peaks |
14:58 |
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14:58 |
everamzah |
my new goal in life is to learn enough c++ to add +zoom to my new favorite game |
14:58 |
Calinou |
Zoom++ |
14:59 |
everamzah |
heck ya! |
14:59 |
Dragonop |
Haha |
14:59 |
Calinou |
motion blur would be nice too. but do it well |
14:59 |
Calinou |
this does it well: https://github.com/RobertBeckebans/RBDOOM-3-BFG |
15:00 |
VanessaE |
RealBadAngel: actually I think what's spoiling the effect is that there's clearly a shadow or dimming around the edges of the nodes, probably part of the engine's normal lighting. you have to override that. |
15:01 |
RealBadAngel |
thats current lighting system |
15:01 |
VanessaE |
strike that, no it isn't. |
15:01 |
VanessaE |
I just realized, you have a "normal" image there below the bloom one |
15:01 |
VanessaE |
there's no shadowing along the edges |
15:02 |
VanessaE |
which means you're not doing purely additive. this is more like hard-light |
15:03 |
VanessaE |
like the sides of the blocks are dimming the edges of the tops, when it's the tops that should be bleeding over onto the previously dark sides |
15:04 |
RealBadAngel |
vec4 color = srgbToLinear(texture2D(Render, uv)) + srgbToLinear(texture2D(Tex0, uv)); |
15:04 |
RealBadAngel |
it is additive |
15:05 |
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15:05 |
RealBadAngel |
but thats barely visible |
15:05 |
paramat |
i like bloom, but i can't judge these screenshots because it's mixed with another effect that changes the colour of the sky |
15:06 |
RealBadAngel |
paramat, bloom doesnt make any sense without HDR |
15:07 |
RealBadAngel |
even more, using bloom is questionable rather than HDR |
15:07 |
paramat |
the snow seems greener and is slightly darker, however the bloom is quite nice |
15:08 |
paramat |
sky is greener |
15:10 |
paramat |
it would be interesting to see just a subtle bloom added to that snowy scene |
15:11 |
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15:11 |
RealBadAngel |
http://i.imgur.com/RmUnvCf.png |
15:12 |
RealBadAngel |
raised gamma a bit and changed exposure |
15:13 |
red-001 |
wow |
15:13 |
red-001 |
I guess that needs a good GPU? |
15:14 |
RealBadAngel |
not really |
15:14 |
RealBadAngel |
http://i.imgur.com/8WzrelC.png |
15:15 |
RealBadAngel |
you can see bloom on torches |
15:15 |
Calinou |
what prevents Minetest from getting HDR? |
15:15 |
Calinou |
RealBadAngel, make the bloom a bit blurrier? |
15:15 |
RealBadAngel |
its blurried 5 times already |
15:15 |
red-001 |
RBA how much vram do you need for things like this? |
15:16 |
RealBadAngel |
i need some other method for single pass |
15:16 |
Taoki |
RealBadAngel: Holy s**t, yes! Thank you :D |
15:16 |
RealBadAngel |
red-001, thats posprocessing, ammount of vram doesnt count here |
15:16 |
paramat |
torch looks good |
15:16 |
RealBadAngel |
youre working on single texture at the time |
15:17 |
Taoki |
The only problem I see (first of the two last screenshots) is that the bloom on that snow is darkened and looks weird. It should be white rather than gray. |
15:17 |
red-001 |
paramat how is opening a .md harder the opening a .txt? |
15:17 |
RealBadAngel |
well, in case of bloom on two textures |
15:17 |
Calinou |
red-001, Windows users… |
15:17 |
Taoki |
But certainly it's an early stage, it does in essence look like it's going great! |
15:17 |
* red-001 |
sees .lua |
15:17 |
Calinou |
users don't have to open .lua files |
15:17 |
Fixer |
could developers review and merge this trivial but very needed rendering fix? https://github.com/minetest/minetest/pull/3594 |
15:17 |
Calinou |
however they might want to read the README |
15:17 |
RealBadAngel |
that will show what it can really do when we will have real lighting |
15:17 |
paramat |
yeah i can see why a little HDR is needed with bloom |
15:18 |
red-001 |
Calinou I'm talking about game_api.txt |
15:18 |
Calinou |
https://lut.im/8yrgRTiFJz/pzWj6Mg6OANQHaik.png |
15:18 |
Calinou |
https://lut.im/wb859SqxQH/11QxMhXhoH0Gypzm.png |
15:18 |
Calinou |
awesome, lut.im has a feature to copy all "view" links to clipboard! |
15:18 |
RealBadAngel |
atm im only postprocessing the images in fact |
15:18 |
Calinou |
OpenArena with/without tweaked bloom (increased resolution to 512, reduced intensity to 0.6 from 1.3) |
15:18 |
Calinou |
also, note that OpenArena saturates the bloom layer |
15:18 |
Calinou |
(oversaturates, in fact) |
15:19 |
paramat |
red, erm maybe it's just as easy, i could be wrong there |
15:19 |
Taoki |
RealBadAngel: I think that's the correct approach. Post-processing is meant to be done on the final 2D image. Although, in some cases (like deferred rendering), there can be multiple layers and images to do it on. |
15:19 |
red-001 |
It is for me |
15:19 |
Calinou |
>2016 >not using deferred rendering :( |
15:19 |
Calinou |
(like 85% of FLOSS games, to be frank) |
15:19 |
Taoki |
Erm... some post-processing at least. For instance, Depth of Field requires depth information, in order to know where to blur. But that's done by using the Z-buffer. |
15:20 |
RealBadAngel |
Calinou, i do have the renderer merged already\ |
15:20 |
Taoki |
It is 2D at the end of the day however. |
15:20 |
RealBadAngel |
i just need to learn how to use it |
15:20 |
red-001 |
I already have to open .lua and .cpp as text |
15:21 |
RealBadAngel |
atm ive make postprocessing working |
15:21 |
RealBadAngel |
*made |
15:21 |
RealBadAngel |
it was a bit easier task ;) |
15:21 |
Taoki |
Yep. Can't wait for that to be in master, please! :D |
15:21 |
Calinou |
red-001, but most users don't, and don't know how to assign .md files to the notepad |
15:21 |
Calinou |
(even though it's pretty easy…) |
15:23 |
red-001 |
users don't open api docs |
15:23 |
red-001 |
modders do |
15:23 |
red-001 |
and they also open .lua files |
15:24 |
RealBadAngel |
anyway, all those light levels, gamma, exposure, and shitload of other parameters have to be chosen during some tests |
15:24 |
red-001 |
you could always compile the markdown to html for release |
15:24 |
RealBadAngel |
and propably each one will have different taste and idea how to adjust them lol |
15:25 |
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15:25 |
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15:27 |
Taoki |
RealBadAngel: If you can, please... try to make Bloom and HDR have the same overall look and feel as this: |
15:27 |
Taoki |
http://blog.movingblocks.net/wp-content/uploads/Terasology-130630003731-3840x2160.jpg |
15:27 |
Taoki |
http://www.bigplasticfork.com/Images/Misc/terasology.jpg |
15:27 |
Taoki |
http://www.lgdb.org/sites/default/files/node_images/4879/6570.jpg |
15:27 |
Taoki |
I've been kinda dreaming of the day when Minetest will look like Terasology. Those warm and colorful tones are amazing! |
15:28 |
RealBadAngel |
for that we need lights, linear |
15:28 |
Taoki |
Ah. Yes... Terasology uses dynamic lighting already. |
15:29 |
Taoki |
Still, the same color tones and bloom levels should be achievable before that. |
15:29 |
Taoki |
It's mostly to do with color correction and tweaking the brightness. |
15:30 |
red-001 |
how do you make github create a git patch? |
15:30 |
red-001 |
I want to test some PRs |
15:31 |
Taoki |
BTW: Minetest already has some color correction for sun and moon colors, did for as long as I can remember (also SSAO for light level calculation). They could however maybe use some tweaking? |
15:31 |
Taoki |
Ideally, sun and moon color correction would be made dependent on the tonemap, with strength adjustable as a setting. I didn't think until now that tonemaps don't work with it yet :o |
15:32 |
paramat |
VanessaE or anyone, can anyone remember why lua_api.txt is kept as a .txt file and not changed to .md? |
15:32 |
VanessaE |
idk why it's still txt |
15:33 |
paramat |
ok sorry. i have a vague memory c55 requested it |
15:36 |
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15:36 |
RealBadAngel |
paramat, here you go: http://i.imgur.com/ZeO4q64.png |
15:36 |
RealBadAngel |
moar bloom ;) |
15:36 |
paramat |
ok, perhaps too much bloom :) |
15:37 |
paramat |
in fact certainly too much |
15:40 |
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15:40 |
red-001 |
looks like you have snow blindness :) |
15:40 |
Taoki |
RealBadAngel: Looks good in principle, but a bit too darkened. Perhaps also a bit too long-radius. |
15:40 |
red-001 |
could work for a realistic subgame |
15:46 |
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15:46 |
Taoki |
RealBadAngel: Although in a normal circumstance over-brightening is not desired, bloom is an area where it's needed to look good. Basically, when there is bloom, colors close to full white become white themselves. Of course this needs to be done by a very slight amount, otherwise visiblity and quality is ruined. |
15:46 |
Taoki |
That is however how bloom generally works in most engines. |
15:47 |
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16:11 |
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16:13 |
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16:13 |
RealBadAngel |
http://i.imgur.com/Eqsoysg.png |
16:13 |
RealBadAngel |
i like how things actually glow |
16:13 |
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16:22 |
kaadmy |
would it be possible for lit objects/outdoor objects to be much brighter? |
16:22 |
kaadmy |
2-3x brighter, then have the HDR with eye adjustment? |
16:23 |
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16:35 |
RealBadAngel |
for that i need real lights |
16:37 |
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16:57 |
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16:58 |
Fixer |
RealBadAngel, is 3391 halted completely, or there is hope? |
17:00 |
RealBadAngel |
Fixer, i will need that code, no way i can go further without it |
17:00 |
RealBadAngel |
its just on hold now |
17:02 |
Fixer |
RealBadAngel, wait a sec, i was talking about wrong, i mean PR about updating only one node, not entire thing |
17:03 |
RealBadAngel |
hrm, frankly i dont know how to finish it |
17:17 |
red-001 |
fixer did you need a binary for 3600? |
17:18 |
Fixer |
red-001, sure, why not |
17:21 |
red-001 |
https://transfer.sh/%28/TZsii/minetest.exe%29.zip |
17:21 |
red-001 |
you need a recent version of minetest |
17:23 |
red-001 |
it's 3600 |
17:23 |
red-001 |
fixer any other PR you want to test? |
17:25 |
Fixer |
red-001, yes, PR3502 + PR3594 included |
17:27 |
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17:27 |
red-001 |
together? |
17:27 |
red-001 |
don't want to build twice |
17:27 |
Fixer |
together ofc |
17:27 |
Fixer |
3502 is farmap |
17:27 |
Fixer |
3594 is texture tear fix |
17:28 |
red-001 |
well I will test that meself as well ;) |
17:28 |
Fixer |
red-001, are you building full distrib? or just exe? |
17:28 |
red-001 |
exe |
17:28 |
red-001 |
do you need full? |
17:28 |
Fixer |
yes |
17:28 |
Fixer |
at least libs |
17:28 |
red-001 |
ok |
17:28 |
Fixer |
or i can use sfan one's? |
17:28 |
red-001 |
sure you can |
17:29 |
red-001 |
as long as it's not too old |
17:29 |
Fixer |
ah, ok, i will just swap, ok |
17:29 |
red-001 |
try it anyway |
17:32 |
Fixer |
red-001, zlibwapi.dll is needed |
17:32 |
red-001 |
k |
17:32 |
Fixer |
i do have zlib1.dll |
17:33 |
red-001 |
all files for /bin https://transfer.sh/%28/TZsii/minetest.exe,/76JMK/libogg.dll,/68G8X/libvorbisfile.dll,/VQ73f/zlib1.dll,/iIgUh/lua51.dll,/XH4Nd/libcurl.dll,/8aLDI/zlibwapi.dll,/W00X/openal32.dll,/5x2BO/libvorbis.dll,/y9Bhs/irrlicht.dll%29.zip |
17:34 |
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17:40 |
Fixer |
red-001, ty, it works, PR3600 works for me, plants are good |
17:40 |
red-001 |
good |
17:40 |
red-001 |
far map has some issues with diff |
17:40 |
red-001 |
will take sometime to fix |
17:43 |
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17:45 |
everamzah |
if u have enough configuration settings, you leave these judgements to the user |
17:46 |
everamzah |
re: bloom |
17:47 |
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17:52 |
Fixer |
PR3600 fixes the issue for me |
17:52 |
Fixer |
farmap is very interesting feature and I will be glad to test it |
17:52 |
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17:54 |
Fixer |
red-001, looks like sofar managed to solve that merge conflict |
17:55 |
red-001 |
yes it was one comment it seems |
17:55 |
red-001 |
lets see if it compiles |
17:55 |
red-001 |
so far it's bad |
17:56 |
red-001 |
ahh well |
17:56 |
red-001 |
I guess compiling without mergeing it to minetest master |
17:58 |
red-001 |
sofar could you tell me how you fixed the merge conflict with 3502? |
17:58 |
sofar |
it's trivial, just a one liner merge fix |
17:58 |
sofar |
paramat added an extra param to a function |
17:59 |
red-001 |
well I'm getting a lot of errors |
17:59 |
red-001 |
could you upload the fixed diff? |
18:00 |
sofar |
I blew that branch away already |
18:00 |
red-001 |
I see |
18:09 |
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18:35 |
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18:35 |
red-001 |
game#794 |
18:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 |
18:36 |
red-001 |
I feel this would be very useful for modding. |
18:36 |
rubenwardy |
Possibly slow |
18:37 |
red-001 |
I don't know how to do benchmarks in minetest. |
18:37 |
rubenwardy |
With great difficulty XD |
18:37 |
red-001 |
any built in system for it? |
18:38 |
red-001 |
It wouldn't be much worse then tnt on_blast |
18:38 |
Calinou |
there literally are no benchmarking helpers in Minetest |
18:41 |
red-001 |
I'm getting errors building #3502 in VS2013 |
18:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/3502 -- Far map rendering and improved map transfer (WIP) by celeron55 |
18:42 |
red-001 |
celeron 3502 doesn't build in vs2013 |
18:42 |
red-001 |
celeron55 |
18:43 |
sofar |
press F6 |
18:43 |
sofar |
tadaa profiler |
18:43 |
red-001 |
thanks |
18:43 |
sofar |
red-001: wnat me to rebase it for you again? should take 2 minutes |
18:44 |
sofar |
66a5ed2 HEAD@{16}: commit (merge): Merge branch 'far_map_wip_5' of github.com:celeron55/minetest into temp |
18:44 |
sofar |
I still have it :) |
18:48 |
sofar |
red-001: pull the 'farmap' branch from my github.com/sofar/minetest tree |
18:48 |
sofar |
it has a few compile warnings, but other than that it works |
18:51 |
Taoki |
<+RealBadAngel> http://i.imgur.com/Eqsoysg.png |
18:51 |
Taoki |
That looks a lot better indeed! |
18:51 |
Calinou |
looks ok |
18:52 |
Calinou |
now with motion blur and depth and field… would beat Skyrim by far! |
18:52 |
* Calinou |
runs |
18:52 |
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18:52 |
* VanessaE |
hands celeron55 a new ping timer. |
18:52 |
red-001 |
sofar It still fails |
18:53 |
Taoki |
[18:19:34] <kaadmy> would it be possible for lit objects/outdoor objects to be much brighter? |
18:53 |
Taoki |
[18:32:29] <+RealBadAngel> for that i need real lights |
18:53 |
Taoki |
Unless I'm mistaken, not necessarily: Outdoor objects have a light level of 15, everything else has 14 or less. This is already used to identify areas lit by sunlight or moonlight. However, I don't think brightness needs to peak specifically at this level... it's just useful for some things. |
18:53 |
red-001 |
atlas.h |
18:53 |
sofar |
red-001: must be a MSVC problem, sorry, you'll have to attempt to fix yourself |
18:53 |
Taoki |
Calinou: Yes, DoF and MotionBlur are what I was thinking of too :D |
18:54 |
sofar |
red-001: to me that's just a compile warning I think |
18:54 |
Taoki |
Note: Please don't do ghosting based motion-blur! See how games like Need for Speed (>= Carbon) do it. Or in the FOSS department, Stuntrally (the latest versions). |
18:56 |
Calinou |
Taoki, Stunt Rally and RBDOOM-3-BFG seem to do it fine |
18:56 |
Calinou |
Sauerbraten and Red Eclipse don't |
18:56 |
Calinou |
(but who would take code from those projects? ;)) |
18:56 |
Taoki |
Yep |
19:00 |
red-001 |
tesseract did |
19:00 |
red-001 |
not that it's a great success |
19:02 |
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19:08 |
kaadmy |
Taoki: the hdr without dynamic lights is quite simple afaik |
19:09 |
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19:28 |
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19:32 |
Fixer |
RealBadAngel, funny how each liquid flow step rendering goes like heart beat with 23ms low and 43ms high |
19:40 |
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20:04 |
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20:34 |
rubenwardy |
Why do we still not have colored game chat? |
20:35 |
Calinou |
nobody did a PR that was merged quickly enough to not have a ton of merge conflcts, I guess |
20:40 |
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20:41 |
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20:46 |
Taoki |
rubenwardy: It's a mystery beyond many of us. |
20:48 |
RealBadAngel |
Taoki, i think i will need to pass some extra data to postprocess shaders then |
20:49 |
RealBadAngel |
for example i would also want deep blue light sources to glow |
20:50 |
RealBadAngel |
checkin the brightness of the render (as i do by now) cant give me such info |
20:51 |
Taoki |
RealBadAngel: For bloom, you should be able to work with just the brightness of the image, nothing more needed. For Depth of Field though, you need the Z-buffer. |
20:51 |
RealBadAngel |
partially |
20:52 |
RealBadAngel |
look, when i do have lightsources like torch or meselamp glowing, i also have snow glowing as hell |
20:52 |
Taoki |
http://i.imgur.com/Eqsoysg.png That looks about perfect to me. |
20:52 |
RealBadAngel |
yes, but the snow is damn lightsource too :) |
20:52 |
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20:53 |
Taoki |
Ah... you check if the node is a light source? |
20:53 |
RealBadAngel |
i think i should |
20:53 |
Taoki |
Bloom should really just blur and over-brighten parts of the finished image, without using such data. |
20:53 |
RealBadAngel |
so how to make dark blue lamps to glow? |
20:54 |
RealBadAngel |
and not have damn snow glowing at the same time? |
20:54 |
Taoki |
That is an interesting challenge. Normally I'd think they just don't, if they aren't bright enough... but I dunno. |
20:55 |
Taoki |
I mean a dim blue lamp should glow as much as snow when illuminated by sunlight. |
20:55 |
Taoki |
It's the brightness that matters I think |
20:55 |
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20:56 |
RealBadAngel |
hrmmm, yeah, but... damn snow (and sand too) |
20:56 |
Taoki |
Snow should glow about as much as the lamp in that screenshot :) |
20:57 |
RealBadAngel |
http://i.imgur.com/YolmN3W.png |
20:57 |
Taoki |
I can't really think of any game where bloom differentiates based on light source however... it only cares about the brightness of the final image. |
20:57 |
Taoki |
Lovely :D |
20:58 |
Taoki |
But well, if you can create an offset for light sources, that might be a good ability to have I guess. |
20:58 |
RealBadAngel |
http://i.imgur.com/HcooGXC.png |
20:58 |
RealBadAngel |
^^ and the damn snow ;) |
20:59 |
Taoki |
So bloom is 2x stronger on light sources than what's illuminated bt them... based on light level that is. |
20:59 |
Taoki |
Actually, I like how the snow is bloomed there :) |
20:59 |
Taoki |
That looks great! |
20:59 |
Taoki |
Maybe a bit odd in a way, I dunno. |
21:00 |
RealBadAngel |
well, when you go outside in a sunny day, lookin at snow hurt your eyes |
21:00 |
Taoki |
Yep. Bloom kinda emulates that. |
21:00 |
RealBadAngel |
snow is reflecting sunlight as hell |
21:00 |
Taoki |
So this is correct. |
21:00 |
RealBadAngel |
lets say thats ok, what about sand? |
21:01 |
Taoki |
Sand is a bit less bright, but its texture in Minetest is a bit darker too so. |
21:01 |
RealBadAngel |
well, on sand its barely visible right now |
21:01 |
RealBadAngel |
but its bright as hell too |
21:01 |
Taoki |
Screenshot of that? |
21:01 |
RealBadAngel |
hold on |
21:02 |
Taoki |
RealBadAngel: My suggestion then is this: Have a base bloom value, applicable to anything that is bright enough... then a modifier for light sources. It should be something like: base_bloom * (lightsource_bloom_modifier * lightlevel) |
21:02 |
RealBadAngel |
http://i.imgur.com/OiFyJch.png |
21:03 |
Taoki |
I kinda like that. Maybe a little too much, I guess. |
21:03 |
Taoki |
I think that's realistic to be honest. Only problem is if some might find it annoying. |
21:03 |
Taoki |
Bloom could be overall less intense if anything. |
21:04 |
Taoki |
Maybe just make it a bit less strong altogether, and I think that should do the trick. |
21:06 |
RealBadAngel |
im trying too, but then i got that on lamps barely visible if at all |
21:06 |
RealBadAngel |
i think i need kinda tron solution |
21:06 |
Taoki |
Hmmm |
21:06 |
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21:06 |
Taoki |
BTW: How does bloom like with HDR also enabled? Quite curious how they work together :) |
21:07 |
Taoki |
Hoping it might look Terrasology-stique |
21:08 |
RealBadAngel |
HDR is on all the time here |
21:08 |
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21:08 |
Taoki |
Ah |
21:08 |
RealBadAngel |
look at darker things |
21:08 |
RealBadAngel |
they got nicely saturated even if next to snow |
21:09 |
Taoki |
I figure color correction might need to be tweaked or added differently, in case it's a wanted feature altogether |
21:09 |
RealBadAngel |
thx to that filimic filter everything is equally saturated in fact |
21:09 |
Taoki |
To get that yellow tint outdoor |
21:09 |
Taoki |
Though it can already be done right now: Color tinting is already done for moonlight and sunlight in the code. It's just not very strong... kinda only used for moon as well. |
21:10 |
Taoki |
RealBadAngel: Maybe you can try to make sunlight more yellow, using the existing method? Ideally it can follow the tonemaps as well. |
21:10 |
RealBadAngel |
good idea, lemme try |
21:11 |
Taoki |
Thanks :) I think a very good appearance can be achieved by making sunlight more yellow. |
21:12 |
Taoki |
http://testing.pf-control.de/Terasology/data/textures/bg1.jpg Something like this is what is stuck in my head. |
21:12 |
Taoki |
Huh... I just noticed, looking at that image: Negative / dark bloom is possible too? |
21:13 |
Taoki |
Look at the edges: Trees and dirt have a black bloom around them. Theoretically I'd think that is incorrect, but there it kinda looks nice... |
21:13 |
* Taoki |
mostly linked that as an example of the warm tones I love about it |
21:13 |
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21:17 |
RealBadAngel |
warm, you say... lemme chain there another one |
21:18 |
Taoki |
I think it should overall be based on daytime to some extent. We can do that with the current tinting system somewhat. Trying to put my finger on exactly how it works though |
21:19 |
Taoki |
Another example: http://vignette1.wikia.nocookie.net/terasology/images/1/1a/Javaw_2012-07-27_23-24-38-12.jpg/revision/latest?cb=20120727212832&path-prefix=de For reasons unrelated to just the texture package used, this has a pleasant yellow-ish tint that adds a lot to the features. Funny thing is, I can't tell exactly where and how they do it :) |
21:21 |
Taoki |
http://i.imgur.com/ecjCw6I.png This is so beautiful too. Modded Minecraft client though... with support for realtime shadows, something for the age of realtime lighting. |
21:23 |
RealBadAngel |
it makes underground look nice, but outside looks yellowish |
21:23 |
Taoki |
The idea is for outside to look yellowish too. Not too much however. |
21:23 |
Taoki |
Just a fraction, to look photorealistic. |
21:24 |
RealBadAngel |
way tooo much ;) |
21:24 |
RealBadAngel |
i think it should be done in HDR space |
21:24 |
RealBadAngel |
lemme check |
21:24 |
* Taoki |
nods, that sounds like the correct way yes |
21:25 |
Taoki |
RealBadAngel: Also, another piece of the puzzle, which we can achieve before realtime lighting: Vignette. https://www.youtube.com/watch?v=M7Ge0LvXhaw |
21:26 |
Taoki |
Minecraft does it too without shaders... usually underground or underwater. I think Terasology does it everywhere, but it manages to look good and not distracting. |
21:27 |
Taoki |
RealBadAngel: Aha! Take a look at this one: http://testing.pf-control.de/Terasology/data/textures/bg3.jpg It seems to have the same amount of bloom on sand, but it looks better because it's more saturated. You could try some extra saturation as well on the bloom, the color extraction is a thing that often needs tweaking with it. |
21:28 |
Taoki |
(sorry, it's a bit less, but about the same) |
21:28 |
* Taoki |
also notes the more colorful sky |
21:29 |
RealBadAngel |
the texture is darker |
21:30 |
RealBadAngel |
which is imho quite good idea |
21:30 |
Taoki |
True |
21:30 |
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21:31 |
Taoki |
The default TP of minetest_game isn't too focused on getting colors and brightness right, I noticed. It looks sharp and accurate, but not in a pretty and pleasant way. I always thought we should go with something more artistic for that reason. |
21:32 |
RealBadAngel |
http://i.imgur.com/crOW2M2.png |
21:33 |
RealBadAngel |
http://i.imgur.com/A6qosRT.png |
21:33 |
RealBadAngel |
warm colors filter applied, also changed artificial light a bit |
21:38 |
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21:45 |
Fixer |
!tell paramat https://github.com/minetest/minetest/issues/3601 |
21:45 |
ShadowBot |
Fixer: O.K. |
21:45 |
RealBadAngel |
http://i.imgur.com/66WIKCY.png |
21:45 |
RealBadAngel |
default sand texture needs to be fixed |
21:46 |
RealBadAngel |
ive tweaked it a bit, it looks way better now |
21:46 |
Fixer |
RealBadAngel, try slabs ;) |
21:46 |
RealBadAngel |
what about slabes? |
21:47 |
Fixer |
RealBadAngel, they have different rendering iirc |
21:47 |
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21:48 |
RealBadAngel |
Fixer, we are talking about colors now |
21:48 |
Fixer |
ok |
21:48 |
Taoki |
Back... my system was taken down. |
21:48 |
RealBadAngel |
btw, offtopic, new tab invetory is nice |
21:48 |
RealBadAngel |
but where the fuck is torch? |
21:49 |
RealBadAngel |
in nodes? |
21:49 |
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21:50 |
H-H-H |
shouldnt torch be in tools |
21:50 |
Taoki |
RealBadAngel: Please repost those last two screenshots: The logging system in my client apparently went down even earlier |
21:53 |
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21:54 |
kaeza |
RealBadAngel, it's registered as a node, so it's reported as a node |
21:55 |
kaeza |
I'm kinda wondering why doors are registered as craftitems though |
21:58 |
RealBadAngel |
because of register craft item? |
21:59 |
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22:57 |
sofar |
because the old door code needed to place 2 nodes, and you don't want to have half the door appear quickly (placement prediction) and the other half a long time |
22:57 |
sofar |
this is gone when we go to mesh doors |
22:57 |
sofar |
placement prediction works in favor there, so doors are no longer craftitems |
22:58 |
sofar |
torches aren't tools |
22:58 |
sofar |
they don't degrade with use |
22:58 |
sofar |
they're nodes |
22:58 |
sofar |
maybe we should have a "blocks" category |
22:59 |
sofar |
or even a group property |
23:00 |
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23:01 |
sofar |
red-001: you should try hexchat for windows ;) |
23:02 |
red-001 |
what would it give me? |
23:03 |
sofar |
not having to use a third party website to store your passwords and rely on? |
23:03 |
sofar |
generally hexchat has an excellent interface... I use it on linux, windows etc. |
23:04 |
red-001 |
well does it use a lot less memory then firefox? |
23:05 |
sofar |
red-001: heh, that's a low bar ... yes it does |
23:06 |
red-001 |
well there are git gui's that need opengl3 |
23:06 |
sofar |
hexchat on my comp is sitting at 33m resident memory, while firefox is at 371m |
23:08 |
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