Time Nick Message 00:19 Fixer_ RealBadAngel, are you planning adaptive HDR thing? 00:19 RealBadAngel not atm 00:19 RealBadAngel maybe later on 00:20 RealBadAngel ofc if it wont be absurdly costly 00:32 paramat hmmmm proposed work on decoschematic #3640 00:32 ShadowBot https://github.com/minetest/minetest/issues/3640 -- Deco schematic doesn't check for non-walkable node above placement pos 00:35 Fixer \o/ 00:35 Fixer my screenshot 00:37 Fixer wonder will anyone merge that poor PR #602 that admins will like? %) 00:37 ShadowBot https://github.com/minetest/minetest/issues/602 -- map_meta.txt Overwritten 00:37 Fixer MTG one 00:37 Fixer Add access privilege that allows players to bypass protection 00:48 paramat i'm neutral about that and am leaving that up to other devs 01:02 RealBadAngel awww LoL 01:02 RealBadAngel what a nice bug :) 01:03 RealBadAngel http://i.imgur.com/uBR8lTX.png 01:04 RealBadAngel ive never saw such nice bug :) 01:47 Taoki [01:20:11] <+RealBadAngel> and the one im using right now: http://i.imgur.com/wqWkOZq.png 01:47 Taoki Oh my gosh :O 01:47 Taoki Looking much more awesome already than I imagined it would look in the distant future :D 01:50 kaadmy ^ 01:50 RealBadAngel thx :) 01:50 kaadmy so true 01:50 Taoki NP 01:51 RealBadAngel damn, i really would love to have that better DoF, but its damn too slow :( 01:51 Taoki RealBadAngel: I've kept having this idea though: Couldn't LUA itself define shaders, so that mods can include their own GLSL files if they wish? Though of course those would depend on what variables the code exposes, so it would be rather limited. 01:52 RealBadAngel doable easily, but there were strong opposition on clients executing untrusted code 01:52 RealBadAngel so rather wont happen 01:52 Taoki Ah... that. Yeah 01:53 RealBadAngel but you can have shaders packs ofc, there will be option to define which shader to use 01:54 RealBadAngel or make a game that will require to install shaders pack for clients 01:54 RealBadAngel this way client will have agree to download and install the shaders 01:54 RealBadAngel *to 01:54 Taoki As for DoF, I was wondering if the final version will use crosshair distance to the nearest surface to determine focal point. This is what Second Life does... it looks pretty good overall: Focus transitions to the area where the crosshair is pointing. 01:55 Taoki If not, just having it constant and bluring in the distance works too. 01:55 RealBadAngel i think croshair is the most easy and fine solution 01:55 Taoki Yep 01:55 RealBadAngel but theres a trick needed 01:55 RealBadAngel damn leaves as usual lol 01:56 RealBadAngel guess why ;) 01:56 Taoki I can imagine what that means :) 01:56 Taoki Yeah, transparent objects will probably have to be ignored. 01:56 kaadmy or checked as the depth were it solid? 01:56 RealBadAngel you can easily 'see" through leaves so you constantly loose focus when they wave 01:57 RealBadAngel i need to blur small area around croshair and get kinda average propably to set focal point 01:59 Taoki That normally sounds overkill... using ranges from the depth buffer as the blur intensity mask is ideally all that's needed. 02:01 RealBadAngel i mean extra blur for like 3x3 croshair window 02:02 RealBadAngel nothing special 02:02 RealBadAngel to get rid of those damn holes in leaves 02:02 Taoki Ah 02:03 Taoki What if the leaves aren't in front of the crosshair? That can happen even if they're in a corner of the screen, so this probably wouldn't work out as well. 02:09 RealBadAngel idc care about corners 02:09 RealBadAngel they do mess with the croshair if in the middle 02:14 Hijiri there's no way to like stretch an entity's mesh between two points, right? 02:15 Hijiri other than calculate the size and orientation myself 02:16 RealBadAngel visually? 02:16 Hijiri yes 02:16 paramat with glass, what does DOF focus on? glass or view beyond? 02:16 Hijiri or actually, like, to do it between two entities 02:17 Hijiri the case where it's between two points I wouldn't gain anything other than not having to calculate the stuff 02:17 RealBadAngel Hijiri, http://i.imgur.com/eKgfuns.png 02:17 kaadmy RealBadAngel: wut 02:17 RealBadAngel use visual_scale 02:18 Hijiri ok, that's fair, for static points 02:18 Hijiri What if I wanted to draw something between two entities though then, instead? 02:18 Hijiri and have it follow the entities as they moved 02:18 RealBadAngel paramat, good question, lemme try 02:19 paramat i guess same problem as leaves 02:19 Hijiri (also I did qualify my question earlier with "other than calculate the size and orientaiton myself") 02:20 RealBadAngel paramat, yeah, but thats ok imho: http://i.imgur.com/GibcMdp.png 02:20 RealBadAngel Hijiri, you have to attach one to another 02:20 RealBadAngel combine them 02:21 RealBadAngel theres a mod for example that "copies" an area and makes an entity out of it 02:21 Hijiri Is it possible to attach an entity between both entities so that there's no visual lag if the connected entities move? 02:22 RealBadAngel Hijiri, lemme find the mod for you 02:24 Hijiri Is it the ship one? 02:24 RealBadAngel https://forum.minetest.net/viewtopic.php?f=11&t=8059 02:25 RealBadAngel here you should find answers on how to combine entities 02:25 Hijiri What I want is for example if I have two balls, I could draw a cylinder between the two balls 02:25 Hijiri And the balls can move independently 02:25 Hijiri But there is no lag for the cylinder's orientation being updated 02:26 RealBadAngel make one entity instead of 3 02:26 Hijiri What if one entity is a player 02:26 Hijiri brb 02:26 Hijiri ok, I guess a player is not really an entity 02:26 Hijiri brb though 02:27 RealBadAngel it is, a special one, but an entity 02:27 RealBadAngel and you can attach player to a cart for example 02:28 Hijiri well the lua api doc doesn't refer to players as entities at least 02:30 Hijiri Also it seems as though if I made the thing one entity, the balls wouldn't be able to move independently while still retaining the movement prediction 02:30 RealBadAngel https://github.com/PilzAdam/item_drop/blob/master/init.lua#L8 02:30 RealBadAngel look at this code 02:31 RealBadAngel it gets all the objects inside a radius 02:31 RealBadAngel and have to exclude objects that are players... 02:32 Hijiri because both entities and players are represented by ObjectRef 02:32 RealBadAngel as i said, players are special kind of entities 02:32 Hijiri well this code doesn't demonstrate that, if that's what you meant 02:33 RealBadAngel any method that could be applied to regular entity will work with player one 02:33 Hijiri just that both players and luaentities are objects 02:33 RealBadAngel but not the other way around 02:33 Hijiri setvelocity doesn't work with players 02:34 RealBadAngel maybe there are some that wont work :) 02:34 Hijiri the lua doc lists them 02:34 RealBadAngel but when you will attach player to another object you will be able to set it for both effectively 02:34 Hijiri uh, not lua doc, the lua api txt 02:35 Hijiri because attach works on all ObjectRef 02:35 Hijiri I think this is derailed now though 02:35 RealBadAngel so, back to your question 02:36 RealBadAngel balls and something in between 02:36 Hijiri I didn't specify my question very well 02:36 RealBadAngel attach your balls to the middle object, move it 02:36 RealBadAngel and refer to balls directly to change their position or rotation 02:37 Hijiri Will their velocity and acceleration work? 02:37 RealBadAngel im not sure, you will have to test 02:37 Hijiri The original reason I wanted a connection between entities was so that it could predict the connector's orientation/position. If I do it this way, then now the connector is predicted, but then the position of the balls will lag 02:38 RealBadAngel but player attached to cart can still have own animations (move arms for example) 02:38 Hijiri isn't that part of the mesh though? 02:38 Hijiri rather than the player object actually moving relative to the cart 02:39 RealBadAngel lemme check something 02:39 Hijiri maybe I should just ask about my particular use-case to avoid X-Y problem 02:40 Hijiri What I want to do eventually is allow a player to shoot a continuous beam from a tool or whatever, and if they're aiming at an entity I'd want that to connect the player and entity visually 02:40 Hijiri but the player and entity should be able to move normally 02:42 paramat your DOF neds to be much more subtle, and it should become much deeper/infinite at larger distances, it's not a fixed +-10 nodes thing 02:51 RealBadAngel Hijiri, i tried to change attach pos on already attached object, it doesnt work 02:53 RealBadAngel paramat, subtle how? 02:53 RealBadAngel less blurry? 02:54 paramat deeper DOF generally, and increasingly deep with distance 02:54 paramat which results in less blur yes 02:55 RealBadAngel i can propably increase focused range with the distance 02:55 paramat anyway i'm sure there's an algorithm for it somewhere 02:55 RealBadAngel atm its fixed 02:56 paramat .. based on human eye 02:56 RealBadAngel propably can be done, but remember what happend to ultra realistic DoF shader 02:56 RealBadAngel it got trashed because was damn slow ;) 02:57 paramat ok it being fixed obviously it won't look right 02:57 paramat sure but it doesn't have to be a complex algorithm 02:57 RealBadAngel hmm, shader work on linear depth and fixed range then 02:57 RealBadAngel but i can apply fixed range on non linear depth 02:58 RealBadAngel and recalculate it 02:58 RealBadAngel propably that will do the trick 02:59 RealBadAngel i believe that effective range will be bigger closer to far plane 02:59 Hijiri I guess I could approximate a beam with particles 02:59 Hijiri or I could have laggy beams 03:00 RealBadAngel paramat, i will have to pass non linear depth and process it in dof shader then, lemme try that 03:04 paramat yeah an exponential distance 03:05 paramat within a few metres DOF is quite narrow, lots of blur, at large distance DOF is near-infinite (i think) 03:05 paramat which is why string blur makes stuff look miniature 03:06 paramat (strong) 03:09 paramat then hopefully just tuning the exponent of distance will be a simple way to improve it 03:17 RealBadAngel but keep in mind that is not the factor on which we do blur the image 03:17 RealBadAngel we do have only one level of blur. what we can do is to change a factor on which focused and blurred colors are mixed 03:21 paramat ok 03:22 paramat i'm sure there will be info on the internet on how to get a realistic DOF simply from this 03:27 paramat a more subtle level of blur will also help 03:37 paramat #3641 possible fix for issue 3640 03:37 ShadowBot https://github.com/minetest/minetest/issues/3641 -- DecoSchematic: Check for non-walkable node above placement position by paramat 15:46 red-001 game#794 15:46 ShadowBot https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 15:47 red-001 game#602 15:47 ShadowBot https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 16:48 RealBadAngel i think i have finetuned DoF, http://i.imgur.com/ke4pOX4.png and http://i.imgur.com/RJPwjsz.png 16:48 RealBadAngel what do you think? 16:50 kaadmy HOLY MOLY 16:50 kaadmy NICCE 16:51 VanessaE does it smoothly shift from one focus distance to the other? 16:52 * red-001 looks for a download link 16:52 VanessaE (that does indeed look nice) 16:52 red-001 it looks a lot better 16:53 red-001 more human eye less camera lenses 16:55 RealBadAngel VanessaE, it has autofocus, change is instant (i may add there later on small delay on focus change) 16:58 RealBadAngel i think you may like night shot :) 16:58 RealBadAngel http://i.imgur.com/1x0zoVo.png 16:59 Krock wow. 17:00 Krock RealBadAngel, that's a wonderful effect! 17:00 sofar RealBadAngel: can you make a youtube video quickly? 17:00 Obani lel 17:00 Obani 3 hours upload 17:01 RealBadAngel i will rather upload all the changes i made recently 17:01 RealBadAngel lemme do some cleaning, a few minutes 17:01 kaadmy woah 17:01 Krock Obani, in those situations people wish to have a free internet access with the same speed for everybody 17:01 Obani :D 17:01 Krock meshnet for the win! 17:02 Fixer RealBadAngel, hard to say, i don't like the way it works that is more like macro lens (it is artistic blur, not real one) 17:02 red-001 that gui looks so out of place 17:03 Obani Fixer, this is not meant to be realistic 17:04 RealBadAngel it has to look NICE and be FAST 17:04 RealBadAngel realistic is not so important 17:06 RealBadAngel and btw, since when cubic 1m stone hanging in the air is realitic, huh? ;) 17:10 sofar I'd love to see a minetest subgame that makes *every* node subject to gravity 17:10 sofar it'll be a constant earthquake zone as caves will be impossible 17:10 RealBadAngel sofar, try irrBullet 17:10 Obani An inertia Minetest game ? :p 17:10 sofar and one can only mine at the top :) 17:11 RealBadAngel search yt for irrBullet demo 17:12 RealBadAngel i think BaW guys are using it, digging something from below can make everything collapse 17:27 sofar RealBadAngel: I'm in .nl this week. would love to try a branch with DoF though, brought my laptop so I can try 17:28 sofar Intel HD 4000 though 17:29 RealBadAngel the PP shaders seems to be fast 17:29 RealBadAngel im still at 60FPS 17:34 sofar well, this intel hd4000 can barely crawl to 60fps at fullscreen, so 17:34 sofar it'll be a good test 17:38 Fixer sofar, do you like that itty weather in EU? 17:38 sofar Fixer: it's about the same weather where I live in OR, so, no biggie 17:58 sofar Fixer: I also grew up in .nl... so it's not something uncommon to me, either 18:05 sfan5 sofar: OR as in orlando 18:05 sfan5 ? 18:05 sofar sfan5: two letters means state 18:05 sfan5 the thing is that i have no idea about US states 18:06 sofar you're german 18:06 sfan5 yes 18:06 sofar you should know geography better than most americans ;) 18:07 sofar sfan5: Orlando is in FL. OR is one of the three states on the "left coast" 18:07 * sofar giggles 18:07 sofar you can buy hints 18:08 sfan5 hm right 18:08 sfan5 orlando is a city 18:08 sfan5 oregon 18:09 sfan5 oh that's where portland is 18:09 sofar yup ;) 18:10 RealBadAngel ok, ive updated the branch and checked it 18:10 RealBadAngel so, you may try it 18:11 sofar dinner first, I'll try later 18:11 RealBadAngel effects are controlled with settings, config only atm 18:12 sofar signing off for now, ttyl 18:13 Krock sofar, our knowledge about US states is so good like yours about the european countries 18:15 sfan5 Krock: do you know anyone who knows where Liechtenstein is 18:15 Krock sfan5, you. 18:15 sfan5 indeed 18:15 RealBadAngel https://github.com/RealBadAngel/minetestHD/commit/b16f4b380935060eaa11eb4dfaa718656eecaace#diff-3474ba74d8eb9c72a47c6542f51eb4fcR155 18:30 RealBadAngel imho that looks better and better each day :) http://i.imgur.com/5ogyrf9.png 18:32 Obani RealBadAngel, how do you enable it ? 18:32 RealBadAngel see the link above 18:32 Obani RealBadAngel, how do you enable it in settings 18:33 RealBadAngel setting = false/true ? 18:33 Obani Yes but where is it, I can't find it 18:33 Krock just like any other minetest.conf setting?! 18:34 Krock https://github.com/RealBadAngel/minetestHD/commit/b16f4b380935060eaa11eb4dfaa718656eecaace#diff-18513665750ef5adf42b5ec29e14162eR1816 18:34 Krock there are your settings 18:34 RealBadAngel Obani, you must be jokin right? ;) 18:34 Obani no 18:34 Krock see link 18:34 RealBadAngel put those settings in your config just 18:36 RealBadAngel also i suggest build in place, run by ./bin/minetest from main folder and not change resolution during game (you may change it when in main menu) 18:36 RealBadAngel otherwise you may experience crashes 18:37 RealBadAngel actually, not "may" but "will" ;) 18:42 RealBadAngel paramat, http://i.imgur.com/5ogyrf9.png http://i.imgur.com/1x0zoVo.png 18:43 paramat nore sfan5 ShadowNinja i'll merge game 743 814 822 821 soon 18:43 * paramat looks 18:43 Obani RealBadAngel, default build is not in place ? 18:43 RealBadAngel Obani, cmake . -DRUN_IN_PLACE=1 18:44 Obani I know 18:44 Obani It's not by default ? 18:44 RealBadAngel not sure 18:45 Obani It might have changed 18:49 paramat DOF is improved but still too much blur, or, depth of clear focus needs to be deeper. notice how the desert scene looks like a miniature model? our eyes only experience strong blur effects like that at small distances. anyway apart from tuning DOF it looks good 18:50 RealBadAngel paramat, there has to be balance between focused and non focused areas 18:50 paramat bloom is lovely 18:50 RealBadAngel you wanting as much as possible without blur propably because you dont like blur at all ;) 18:51 RealBadAngel anyway that can be controlled with focal plane leghth 18:51 paramat i don't mind it actually, in a screenshot. but for that distance it's too strong 18:52 RealBadAngel https://github.com/RealBadAngel/minetestHD/commit/b16f4b380935060eaa11eb4dfaa718656eecaace#diff-bb27016097324b45d77cc85c90d7db4aR8 18:52 RealBadAngel i may expose that setting later on 18:52 paramat anyway it's close. this uses exponential distance? 18:53 RealBadAngel no, everythin is linear still 18:53 RealBadAngel just fine tuned it 18:54 RealBadAngel have some math for it, from real lenses but that is not workin as i expected yet 18:54 RealBadAngel need to play with it some more 18:54 RealBadAngel it works nicely for long distances but fails miserably at close 18:55 paramat ok. for example if looking at a distant hill at 128 nodes, everything behind to infinity would be in focus 18:56 paramat afaik the range of clarity extends much further behind the cosshair point than it extends in front of it 18:56 paramat (in reality) 18:56 RealBadAngel btw, on bloom: http://i.imgur.com/4rXr6r2.png 18:56 paramat and the range of focus gets deeper with distance 18:57 Obani RealBadAngel, It worked one time and I had a dark screen 18:57 Krock RealBadAngel, known situation without my glasses... 18:57 Obani Rest of the time it crashed 18:57 Obani WTF ? 18:57 paramat the bloom is much better now you've reduced it 18:58 RealBadAngel Obani, run it from main folder, not /bin 18:58 Obani What ill it change ? 18:58 RealBadAngel shaders paths are not relative yet 18:59 paramat there's actually a technique where everyday landscape scenes can be made to look like miniature models by increasing DOF effects 19:03 RealBadAngel paramat, http://i.imgur.com/MNI8Gth.png 19:03 RealBadAngel at night its more visible whats blurred or not thx to lamps 19:03 RealBadAngel as you can see at long distances you can see clearly way more 19:04 RealBadAngel Obani, run it from main folder, not /bin 19:04 paramat see 'miniature faking' https://upload.wikimedia.org/wikipedia/commons/b/b2/Oregon_State_Beavers_Tilt-Shift_Miniature_Greg_Keene.jpg 19:05 RealBadAngel uh, i can see there SHITLOAD of blur ;) 19:05 Obani RealBadAngel, this is reall working well 19:05 red-001 does wikipeadia hate me or something? 19:05 Obani Even on my 50$ laptop 19:05 red-001 or is it adblock 19:05 paramat looks like a tiny model 19:06 red-001 all images on wikipedia are white to me 19:06 paramat https://upload.wikimedia.org/wikipedia/commons/c/cf/Jodhpur_tilt_shift.jpg 19:06 paramat sorry 19:06 paramat search for 'tilt shift' 'miniature faking' 19:07 paramat many games overdo DOF because it gives a sense of 3D, but then they look miniature 19:08 paramat so depth of focus controls the sense of scale 19:11 Fixer RealBadAngel, what branch? 19:14 paramat so i think a less intense blur will get you closer, and will also partially solve the problems of a player wanting to look at non-central parts of the screen 19:14 red-001 RealBadAngel mrt_1 doesn't build in VS2013 on win7 19:15 red-001 http://pastebin.com/66a2Vwwq 19:16 Fixer paramat, that's artistic one, real average eyes blur will not kick in anyway in 99% of cases, only when looking at close range like 0.3 nodes away 19:16 Fixer red-001, what branch? 19:16 red-001 branch mrt_1 19:16 red-001 maybe 19:19 paramat blur is still there at larger distances, just subtle 19:21 red-001 visual studio seems to not support arrays without a fixed size 19:21 Fixer in real life it is so small even at 0.3cm 19:21 Fixer 0.3m * 19:24 Fixer sofar, Luxembourgh/Lie*tein is between France and Germany iirc 19:24 Fixer and Belgium 19:28 paramat now merging to game 19:29 red-001 what are you merging? 19:32 Krock Fixer, Lichtenstein is between switzerland and austria 19:32 Fixer close enough 19:32 Krock just about 200 km wrong.. 19:37 red-001 RealBadAngle in irr::video::irrPP::render you should make orderedEffects fixed size or use something like an array 19:38 red-001 RealBadAngel 19:39 red-001 MSVS doesn't support arrays without a fixed size 19:41 paramat merged 19:41 Fixer paramat, fences?! \o/ 19:42 * Fixer updates 19:43 paramat yes at last 19:44 Fixer sofar, i have a big hope in your Camera mod, that will be a big day for MT benchmarking 19:47 red-001 paramat could you take a look at game#794 game? 19:47 ShadowBot https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 19:48 paramat yeah 19:48 Fixer paramat, have you noticed that... there are a lot more jungles? 19:48 Fixer in valleys 19:48 Fixer i said that before 19:48 red-001 also I updated game#823 19:48 ShadowBot https://github.com/minetest/minetest_game/issues/823 -- Document `share_bones_time_early` by red-001 19:48 paramat more common or denser? 19:49 Fixer paramat, more common and near rivers, and I often start in them actually o.O 19:49 red-001 I think there are more jungles in general 19:49 red-001 more common 19:49 paramat duane changed the humidity code 19:49 Fixer paramat, right now started in SAVANA + river with Jungle trees along the river 19:49 paramat and it's boosted near rivers 19:50 Fixer aha 19:51 Fixer paramat, https://i.imgur.com/jONZNWX.jpg 19:52 Fixer seed is 17648140073979410438 19:52 paramat it varies humidity in a special way, so the biome system may be unbalanced now 19:52 paramat lovely, it's a good feature 19:53 paramat filmic tone mapping? 19:53 Fixer paramat, yes 19:54 paramat works well in savanna 19:54 Fixer paramat, https://i.imgur.com/9Nfh9c3.jpg (jungles... jungles everywhere) 19:54 Fixer paramat, nights are also cool 19:54 Fixer paramat, i really like that effect 19:55 paramat yes i'll probably get to like it 19:56 red-001 how much faster are c++ mapgens then lua mapgens 19:56 red-001 ? 19:57 paramat maybe about 15 times 19:58 paramat and importantly no lua lag 19:59 Fixer just usual mt lag 20:00 paramat hmmmm #3641 not sure if it's worth fixing 20:00 ShadowBot https://github.com/minetest/minetest/issues/3641 -- DecoSchematic: Check for non-walkable node above placement position by paramat 20:01 paramat a lua mapgen on server with several players exploring causes constant 1-2s lua lags, unbearable. ok for singleplayer though 20:03 red-001 would it be possibly to make mapgens DLLS? 20:03 red-001 I would mean a user would have to trust the mapgen author.... 20:04 red-001 but it should mean faster mapgens 20:06 sofar RealBadAngel, mrt_1 branch in your tree, I assume 20:06 * sofar testing it now 20:07 red-001 sofar do you use windows? 20:07 RealBadAngel sofar, yeah 20:07 RealBadAngel Fixer, i will see what i can do with that error 20:07 red-001 If so could you upload a binary? 20:07 red-001 It doesn't work for me in VS2013 20:09 sofar red-001, no 20:09 sofar red-001, linux only. although my kids sometimes play minetest on my wife's windows computer 20:10 sofar RealBadAngel, bad news: segfault on game start 20:10 RealBadAngel sofar, ./bin/minetest .... 20:11 red-001 http://pastebin.com/66a2Vwwq 20:11 RealBadAngel i said that already a few times 20:11 sofar RealBadAngel: I was offline 20:11 RealBadAngel you have to run it from main folder, not the /bin 20:11 sofar ok, that works 20:11 sofar you know why already? 20:12 RealBadAngel i know, havent coded that yet 20:12 red-001 Visual studio only supports fixed size arrays 20:12 Fixer paramat, funny one https://i.imgur.com/LEuRBln.jpg 20:18 RealBadAngel red-001, cool will have to rewrite half of irrpp because of fucking microsoft. cool 20:18 RealBadAngel have i said cool already? 20:19 kaadmy Fixer: heh 20:20 RealBadAngel sofar, and? any comments? 20:21 Fixer RealBadAngel, it is DOF only? 20:21 Fixer paramat, and this only is clearly LOL 20:21 Fixer paramat, https://i.imgur.com/c2thPXG.jpg 20:21 sofar RealBadAngel: can't see anu DoF effect yet... hmmm 20:23 sofar RealBadAngel: oh actually it's worse. I had to restart after editing the minetest.conf and enabling the new options 20:23 sofar RealBadAngel: and after restarting, I get this: 20:23 sofar RealBadAngel: https://gist.github.com/sofar/27963adca95fd0688d25 20:24 hmmmm paramat: ?? 20:25 sofar RealBadAngel: after, it runs but only wielditem and hotbar is rendered, the rest of the screen is black 20:25 red-001 RealBadAngel what about using a vector ? 20:26 hmmmm paramat: so the trees are getting placed on top of eachother? 20:26 hmmmm how does that happen? 20:26 hmmmm if one tree is already placed, its node will be default:tree or whatever, and when the second tree comes to get placed it checks and notices that the node at that point is not c_place_on, and will abort 20:30 hmmmm oh I get it, the heightmap isn't updated between schematic placements 20:31 Fixer sofar, shader compilation error 20:31 sofar RealBadAngel: also, windows line endings? wha? 20:31 sofar Fixer: yes, shader compile error. So? 20:32 Fixer so black screen as a result 20:32 red-001 EffectEntry* orderedEffects = (EffectEntry*)alloca(sizeof(EffectEntry) * (numActiveEffects)); 20:33 sofar I fully understood the problem, the error message is quite self-explanatory 20:33 red-001 ^RealBadAngel 20:33 sofar Fixer: I'm more interested in hearing about a solution 20:33 red-001 ^ RealBadAngel 20:35 sofar he's probably already fixing 20:39 red-001 I think I fixed my problem 20:44 Taoki RealBadAngel: It all looks absolutely incredible (screenshots posted earlier with DOF / HDR / bloom). 20:45 Taoki RealBadAngel: Let us know when to prepare the hardcore propaganda for the other devs, to get this accepted in master ASAP ;) 20:46 sofar Taoki: I don't think DoF is meant for master 20:47 Taoki sofar: All of the changes are o.o 20:47 Taoki including realtime lighting 20:48 sofar no worries, minetestHD will be cool 20:49 Taoki If somehow mainstream Minetest doesn't accept these changes, I'm switching to RBA's fork and no longer using the main engine. But IIRC the shaders are a plan for normal minetest, and I see no reason why this would be the case. 20:49 sofar In the long run I think a lot of this can merge back 20:50 sofar but RBA is going way too fast to make his code stable and run everywhere without issues yet 20:50 sofar just look at the glsl compile error I got on his last patch :) 20:50 sofar and my hw isn't old, on the contrary 20:50 Taoki Not expecting it to be merged immediately... though not too many months from now either hopefully :) 20:51 Taoki I meant like, not be rejected permanently. 20:51 paramat hmmmm sorry am back 20:51 sofar he's gonna have to show that it's bug free 20:51 sofar we can do that by helping testing 20:51 paramat trees don't have a root node, so the node at ground level is unchanged when a tree is placed 20:52 sofar right 20:52 paramat if i add the root node back this will fix it 20:52 paramat i removed the root node because it was creating ugly holes everywhere when players harvested trees 20:52 paramat and because that is the old expected behaviour 20:53 paramat i think i'd rather have the root node as a solution 20:54 paramat thanks for comments, i suspected my implementation was hacky 20:55 red-001 RealBadAngel I think I found a way around the problem I found 20:55 red-001 EffectEntry* orderedEffects = (EffectEntry*)alloca(sizeof(EffectEntry) * (numActiveEffects)); 20:56 red-001 not sure does it work correctly 20:56 sofar RealBadAngel: so if I disable all the new options, except DoF (enabled that) then I don't get GLSL compilation errors 20:56 sofar but I get bugged lighting issues 20:57 sofar whole sections of the map mesh turn black 20:59 paramat Fixer, 2nd screenshot, what's wrong with this? 20:59 paramat first screenshot does happen occasionally 20:59 paramat no idea why 21:00 sofar RealBadAngel: it seems sunlight are causing the black parts, at night the problem is gone 21:04 sofar RealBadAngel: Bloom causes the GLSL errors, the rest all work (I can enable them) 21:04 sofar RealBadAngel: DoF causes the flat mesh areas 21:04 sofar RealBadAngel: and cell shading causes weird lines 21:04 sofar RealBadAngel: also, game segfaults when resizing the game window 21:04 sofar with any of these 21:05 paramat Taoki don't worry i will support post processing shaders being merged, maybe not RBA's choice of default parameters 21:05 sofar yeah I don't think that there will be a lack of support for this 21:06 Fixer paramat, what screenshot? 21:06 paramat https://i.imgur.com/c2thPXG.jpg 21:06 Fixer paramat, it is mix of jungle and apple trees 21:06 Fixer that is funny part 21:06 paramat indeed i think other devs will support, as long as it's coded well and has reasonable default settings 21:07 Fixer paramat, some apple trees are actually under jungle ones 21:07 Taoki paramat: Parameters are customizable via settings normally. The shaders themselves matter most. 21:07 sofar apple trees are perlin based, jungle uses fill ratio 21:07 Taoki Though I believe the tweaks are pretty much about right too :) 21:07 paramat ah, biome blend 21:07 paramat sometimes 3 biomes will interpenetrate 21:08 paramat i see 21:09 Fixer and even aspen trees here 21:12 sofar aspen and apple trees share a biome 21:15 sofar RealBadAngel: can you maybe add an error message so that it's more clear which shader failed to compile? 21:15 sofar anyway, I need to get some sleep. later all 21:32 paramat i won't support motion-blur though, that's too embarassingly stupid :} 21:51 Fixer to avoid turning player into a sick boomer 21:54 red-001 If lua mapgens are so slow then couldn't mapgens be written in C++ 21:55 red-001 mapgens could be libraries 21:56 red-001 that are loaded at runtime 21:59 paramat like an optional c++ module? 21:59 sfan5 have fun compiling your mapgens for windows 32 and 64-bit and linux 32-bit and 64-bit and maybe also for os x 22:00 sfan5 and how about some other glibc version, or what about alpine linux, it uses musl 22:00 sfan5 tl;dr no 22:05 red-001 sfan5 sounds fun! 22:06 red-001 still I couldn't be too hard to compile for windows/linux 32 to 64 bit 22:06 red-001 paramat yes 22:07 red-001 or a dll on windows 22:07 red-001 Dynamic-link library* 22:10 red-001 RealBadAngel 22:10 red-001 I fix compile issue in MSVS 22:10 red-001 fixed* 22:12 red-001 replace the line that has EffectEntry orderedEffects[numActiveEffects]; 22:13 red-001 with http://pastebin.com/pKQhiitK 22:13 red-001 no need to rewrite everything 22:15 paramat nope sfan5 knows best 22:36 red-001 finally https://i.imgur.com/PDv844i.jpg 22:39 kaadmy nice red-001 ! 22:39 red-001 RealBadAngel dov doesn't look good in third person mode 22:40 * RealBadAngel yawns 22:40 RealBadAngel i was takin a nap 22:40 red-001 did you see my fix? 22:40 RealBadAngel yeah 22:40 RealBadAngel good you have figured it out 22:42 red-001 thank stack overflow 22:42 RealBadAngel red-001, how does it look for you in 3rd view? 22:42 red-001 blurry 22:42 red-001 it doesn't focus on the player 22:43 red-001 but on the ground in front of the player 22:43 RealBadAngel yeah, try to focus on an item 22:43 RealBadAngel quite interesting effect 22:43 red-001 it works 22:44 RealBadAngel entities are not writing depth info 22:44 RealBadAngel so theyre messed 22:45 RealBadAngel ehhh, theres shitload to do still 22:45 red-001 cel shading adds strange lines 22:45 RealBadAngel like? 22:46 red-001 straight thin lines 22:46 RealBadAngel screenie please 22:46 RealBadAngel ive noticed random dots (you can see them easily on dark areas, without postprocessing) 22:47 RealBadAngel thats an old unresolved bug 22:47 RealBadAngel something with rendering precision 22:48 RealBadAngel propably thx to our beloved BS 22:48 RealBadAngel so we do have big and small numbers next to each other 22:49 red-001 https://imgur.com/0ZiBVKV 22:49 red-001 see the lines at the bottom 22:50 red-001 line* 22:50 RealBadAngel thats the same 22:50 red-001 also boom causes black screen 22:50 RealBadAngel hmmm 22:50 RealBadAngel can i see glsl fail report? 22:51 RealBadAngel bloom is using 4 shaders, i need to know which one is producing errors 22:51 red-001 how would I do that? 22:51 RealBadAngel look in log 22:52 RealBadAngel all errors are reported 22:54 RealBadAngel http://pastebin.com/7YiEub2j it will look something like that 22:54 Amaz Is this it? http://pastebin.com/HPdnZnFE 22:56 Amaz (That's what I get when I try to use bloom.) 22:56 RealBadAngel yeah, lemme fix it 22:56 red-001 http://pastebin.com/ZqrpXV8Y 22:57 paramat game#824 game#825 22:57 ShadowBot https://github.com/minetest/minetest_game/issues/824 -- Default/mapgen: Confine Aspen to one half of deciduous forest by paramat 22:57 ShadowBot https://github.com/minetest/minetest_game/issues/825 -- Default/schematics: Re-add force-placed root node to mapgen trees by paramat 23:02 RealBadAngel red-001, amaz, try now 23:02 RealBadAngel ive pushed some changes 23:03 Fixer RealBadAngel, it has only DOF? 23:03 RealBadAngel Fixer, what? 23:04 Fixer RealBadAngel, what shaders are available? 23:04 RealBadAngel dof, fxaa, bloom, cel, tonemapping 23:04 Fixer RealBadAngel, mtr1 branch? 23:04 RealBadAngel yes 23:04 Fixer i will try it out ._. 23:05 RealBadAngel btw, dont use bumpmapping together with postprocessing 23:05 RealBadAngel theres unresolved issue with textures still 23:10 Amaz Thanks RBA! That works brilliantly! 23:11 RealBadAngel Amaz, how about framerate? 23:12 Amaz With all the new shaders enabled, and a view range of ~200, I'm getting 9-11 FPS, down from 30 normally. 23:12 red-001 testing 23:13 RealBadAngel Amaz, what ur gpu? 23:14 Amaz GeForce 8400 23:16 RealBadAngel no wonders, http://www.hwcompare.com/9804/geforce-8400-gs-512mb-vs-geforce-gtx-550-ti/ 23:16 RealBadAngel i do have gtx550ti as reference 23:17 Amaz XD 23:17 RealBadAngel i think thats a good time to get VBO in to kick the rendering a little 23:18 RealBadAngel red-001, what about you? 23:19 Fixer i will compile soon, hold on 23:20 Fixer RealBadAngel, VBO has eating memory problems 23:20 RealBadAngel no it does not 23:20 RealBadAngel im using it for more than a yr propably 23:20 RealBadAngel freeminer also 23:20 RealBadAngel same as c55's farmesh 23:31 red-001 I have the Radeon HD5450 23:32 red-001 low end 2011 card 23:33 RealBadAngel something similar to gf8400 23:33 RealBadAngel how about fps? 23:33 nrzkt RealBadAngel, => http://www.hwcompare.com/11286/geforce-gtx-550-ti-vs-radeon-hd-7970/ oops :D 23:34 RealBadAngel nrzkt, oops :) 23:34 Fixer 7970 is good 23:35 nrzkt yeah but i hope OpenGL 4.2 will reach mesa for AMD in kernel 4.6 + Mesa 11.2 :) 23:35 red-001 bloom still doesn't work 23:36 RealBadAngel red-001, have you fetched the latest patch? 23:36 red-001 yes 23:36 RealBadAngel look for errors again 23:36 red-001 same error 23:37 RealBadAngel please pastebin whole add.frag 23:37 RealBadAngel add2.frag 23:37 RealBadAngel its in client/shaders/postprocess 23:39 red-001 http://pastebin.com/U0mi0uDW 23:42 RealBadAngel red-001, you havent fetched the patch, try harder ;) 23:42 RealBadAngel thats an old version of the file 23:43 RealBadAngel red-001, you may replace the whole file with it: http://pastebin.com/sTaug48Y 23:54 red-001 thanks 23:55 red-001 it works 23:56 red-001 38 fps with draw distance 58 23:56 red-001 no change 23:59 red-001 snow causes realistic snow blindness