Time Nick Message 08:06 est31 will push this fix in 30 mins: https://github.com/est31/minetest/commit/2607b97b4f2b41767d7a010e9376d3e7f578cb71 08:21 paramat ok 12:37 paramat nore sfan5 when you have time game#925 game#925 12:37 ShadowBot https://github.com/minetest/minetest_game/issues/925 -- Default: Recolour desert cobble to be consistent with desert stone by paramat 12:37 ShadowBot https://github.com/minetest/minetest_game/issues/925 -- Default: Recolour desert cobble to be consistent with desert stone by paramat 12:39 paramat oops game#924 12:39 ShadowBot https://github.com/minetest/minetest_game/issues/924 -- Doors: Update glass door item textures to new design by paramat 12:41 nore est31 paramat ShadowNinja if you have some time, I'd like some feedback on #3861 12:41 ShadowBot https://github.com/minetest/minetest/issues/3861 -- Remove chat escape sequences from chat messages, for future colored chat. by Ekdohibs 12:42 nore (I'd like to get it merged before 0.4.14, as it is fairly simple and is only for future compatibility) 12:42 paramat looking 12:43 sfan5 paramat: 925: maybe keep the ligher shade of the "lines" inbetween 12:45 paramat looks like the colourisation darkened the mortar a little 12:45 sfan5 approved game#924 12:45 ShadowBot https://github.com/minetest/minetest_game/issues/924 -- Doors: Update glass door item textures to new design by paramat 12:45 paramat ok 12:45 nore paramat: approved game#924 too 12:45 ShadowBot https://github.com/minetest/minetest_game/issues/924 -- Doors: Update glass door item textures to new design by paramat 12:45 paramat thanks 12:46 paramat ok i can try brightening the texture a little 12:46 nore got to go now though, will look at 925 later 12:46 sfan5 no the rest is fine 12:47 sfan5 just copy the lighter part from the old texture to the new one 12:47 paramat ok i'll try that 12:47 paramat good idea 12:51 paramat game#758 ? 12:51 ShadowBot https://github.com/minetest/minetest_game/issues/758 -- Add sounds for steel doors. by sofar 12:56 est31 nore, looking 13:03 est31 sfan5, what are minetest's "market statistics"? 13:03 sfan5 how would i know 13:03 est31 version distribution 13:03 est31 of masterlist 13:03 est31 you still run it, right? 13:03 sfan5 i won't do some full stats now 13:04 sfan5 but i can take a quick look at the versions now 13:04 est31 ok, thats enough 13:11 Fixer est31, client or server? 13:11 est31 client 13:11 est31 server distribution can be done by me 13:11 est31 I can simply wget the list 13:11 Fixer est31, rubenwardy has the stats 13:11 Fixer somewhat limited but... 13:11 est31 ? 13:11 est31 ah yeah of his server 13:11 Fixer est31, http://minetest.rubenwardy.com/stats/graph_ctf_versions.png 13:12 Fixer est31, http://minetest.rubenwardy.com/stats/graph_ctf_platforms.png 13:12 sfan5 9804 0.4.10 13:12 sfan5 73233 0.4.11 13:12 sfan5 9234 0.4.12 13:12 sfan5 69099 0.4.13 13:12 sfan5 66 0.4.9 13:12 sfan5 4345 gUnknown 13:12 est31 thanks 13:13 sfan5 (last 10 days, only GET /list) 13:13 est31 are there no different clients? 13:13 sfan5 yes 13:13 est31 like mobile or so 13:13 Fixer whats up with 0.4.11? 13:13 est31 or are they only small number 13:13 sfan5 their versions look like cgbuildahouse/1.0 or BuildCraft/2.0.1 13:14 sfan5 - - [05/Mar/2016:14:00:09 +0000] "GET /list?proto_version_min=13&proto_version_max=26 HTTP/1.1" 200 172816 "-" "Freeworld/2.0" "-" 13:14 sfan5 not useful 13:14 sfan5 what might be easier is parsing the proto versions 13:14 est31 yup 13:14 sfan5 lemme do that 13:14 est31 if you have the time 13:15 sfan5 i don't do it by hand 13:15 est31 but still you have to create the awk/sed/whatever command pipe 13:15 sfan5 i can reuse the old one 13:16 est31 lots of sort | uniq -c 13:16 sfan5 nah 13:16 sfan5 % tail -n 1580000 /usr/local/nginx/logs/serverlist.log | grep "GET /list" | LC_ALL=C uniq -w 16 | sed -rn 's|.*proto_version_max=([0-9]+).*|\1|p' | LC_ALL=C sort | LC_ALL=C uniq -c 13:16 sfan5 79247 24 13:16 sfan5 101669 25 13:16 sfan5 311355 26 13:16 sfan5 91728 27 13:16 sfan5 128 28 13:16 est31 what about those who dont pass proto_version_max 13:17 sfan5 ignored 13:18 est31 they are interesting 13:18 est31 even total number would be enough 13:18 est31 wc -l 13:18 est31 then i can calculate the rest 13:18 sfan5 wc -l of what 13:19 est31 tail -n 1580000 /usr/local/nginx/logs/serverlist.log | grep "GET /list" | LC_ALL=C uniq -w 16 | wc -l 13:19 sfan5 892223 13:20 est31 thanks 13:20 est31 thats alot 13:20 sfan5 - should be the amount of non-Minetest clients 13:21 est31 older non minetest clients have sent it too 13:21 est31 its a pretty recent patch 13:21 est31 one of my first :) 13:22 est31 308096 13:23 sfan5 non-mt clients? 13:23 est31 ah 13:23 est31 older minetest clients 13:23 est31 not non minetest clients lol 13:24 est31 you quoted above a request with proto_version_max 13:24 sfan5 yeah 13:31 est31 sfan5, nore your opinion on #3854 ? 13:31 ShadowBot https://github.com/minetest/minetest/issues/3854 -- Drop support for < 25 protocol servers by default 13:32 paramat so what would be a reasonable guess at current number of MT users? 13:32 est31 what is an mt user 13:32 est31 is it sb who has downloaded one of our official binaries 13:32 sfan5 est31: how many servers would that currently affect? 13:32 est31 9 13:33 est31 out of 132 i think 13:33 est31 there is a "study" linked in the issue 13:33 Fixer 9 with players or without? 13:34 sfan5 ok 13:34 sfan5 i think this should wait for a bit 13:35 paramat ahh sb == somebody, i wondered who you keep referring too heh 13:36 Fixer me too 13:41 est31 one of the servers has 0.4.7, six have 0.4.12 and one runs 0.4.12-FozLand and two run 0.4.12-dev 13:41 est31 while one of the two servers which have 0.4.12-dev has proto v24 and one has v25 13:41 est31 otherwise it wouldnt add up 13:42 est31 cant tell the names 13:42 est31 or well i can 13:42 nore est31: about #3611, with it we don't need to do a protocol bump if we want to add new escape sequences 13:42 ShadowBot https://github.com/minetest/minetest/issues/3611 -- Don't pass non-const references to collision methods by est31 13:43 est31 that's a point 13:43 nore else, we would need to bump every time 13:43 nore (oops, that was 3861) 13:43 est31 yeah 13:43 nore anyway, gtg again :/ 13:43 est31 well, I've +1ed it 13:43 est31 bye 13:44 est31 nore, do you +1 it too 13:44 est31 then it can go in :) 13:56 est31 the 9 legacy servers are: "LLM II (testing)", "The Sea is My Life", "AKIBA", "Mundo Medieval en Espa\u00f1ol", "CreativePlaceOriginal", "Krondor", "DTAmedia Minetest server", "B52's Hot lava serveur dedi\u00e9 FR", "Eatlama's EC2 Server" 13:56 est31 dunno whether they have lots of users 13:56 est31 but yeah it would probably make sense to wait a bit 13:56 est31 we shouldn't ruin the day for the server owners :) 13:57 est31 and if we wait a bit, perhaps the 0.4.12 people update 13:57 est31 okay 13:57 est31 I will update the PR 13:58 est31 and make it not disable it by default 13:58 est31 but enable it by default 13:58 est31 then it can go in, and people who dont want to connect to those servers can simply flip the switch 14:03 Fixer you can also make a topic about those servers 14:10 Fixer btw, why not add contacts field in server announce? that will contain some contact info, like email 14:10 est31 nah, its nice enough that they make servers 14:10 est31 no need to stalk them 14:11 Fixer hehe 15:16 paramat sfan5 updated game#925 to have mortar unchanged 15:16 ShadowBot https://github.com/minetest/minetest_game/issues/925 -- Default: Recolour desert cobble to be consistent with desert stone by paramat 15:18 sfan5 paramat: good to merge 15:18 paramat ok 15:20 paramat will merge games 913 922 924 925 in 20mins 15:21 sfan5 when was the release date for .14 again? 15:30 kilbith i'd like game 906 to be merged right now. thanks. 15:35 paramat sfan5 freeze on roughly 20th March, but is flexible 15:36 paramat hm that's soon, probably have to delay freeze a little 15:36 kilbith beware if it's too flexible we'll never get a release soon 15:36 est31 sfan5, what about this patch: https://github.com/minetest/minetest/pull/3855 15:36 est31 nah, we have lots of time 15:36 paramat indeed 15:36 est31 idk when the release deadline for ubuntu 16.10 is 15:37 est31 but its still some months 15:37 est31 unrelated to that, it would be cool to have a release before may :) 15:38 kilbith ubuntu froze the packages months ago afaik 15:38 paramat sfan5 any thoughts on game#906 ? it can probably be merged 15:38 ShadowBot https://github.com/minetest/minetest_game/issues/906 -- Add Flint and Flint-and-Steel (producing fire) by kilbith 15:40 est31 kilbith, 16.10 not 16.04 15:40 est31 we already missed that :) 15:40 kilbith ah, misread 15:40 est31 by a long time 15:40 est31 for a package update to go from debian testing to debian unstable, it has to be at least 4 weeks old I think 15:41 est31 so if we say it takes one week for the debian packager to bother, we need 5 weeks until the ubuntu people first can consider updating their package 15:41 kilbith fedora might have 0.4.14, they're more flexible 15:41 est31 and then it still needs time 15:41 kilbith i mean for fedora 24 15:41 est31 ok 15:42 est31 at least they wont ship wayland by default 15:42 kilbith yep 15:42 est31 wayland is not ready at all 15:42 paramat ok i'll merge game 906 too 15:42 kilbith last time i checked the camera wasn't spinning anymore on moving the cursor 15:42 kilbith on XWayland 15:43 est31 it wasn't? 15:43 est31 interesting 15:43 kilbith the behavior has changed but it's still jerk 15:43 est31 i have a pretty outdated wayland version 15:44 Samson1 join ##samsonsworld 15:44 est31 well either it works or it does not work 15:44 kilbith i'm on arch with latest version 15:44 Samson1 oops! Sorry! 15:44 sfan5 est31: 3855 reviewed 15:45 est31 thanks 15:45 sfan5 paramat: +1 for game906 15:46 paramat ok 15:46 paramat 'two approvals' can be used for 3+ approvals, no need to remove it 15:47 sfan5 i expected you to merge the pull right now 15:47 est31 paramat, you are native speaker 15:47 est31 which way is better: "Disabling this option will better protect your password." 15:48 paramat i will in a moment 15:48 est31 or "Disabling this option will protect your password better" 15:48 paramat hm 15:49 paramat first one 15:49 sfan5 wait what 15:49 sfan5 isn't the word order wrong on the first one? 15:49 sfan5 or maybe not wrong, but it seems unnatural to me 15:49 srifqi will protect your password better (?) 15:50 paramat well both are ok, first one is a more fancy use of english 15:51 paramat even though it looks a bit weird 15:52 paramat maybe '.. will protect your password more' 15:53 paramat the fancy first one may be less clear to non-native speakers 15:54 srifqi agreed 15:55 paramat so yeah second with 'more' 15:56 everamzah "Disabling this option will protector your password more betterer" 15:56 kilbith lol 15:56 VanessaE "better" is more appropriate than "more" here. 15:57 est31 https://xkcd.com/1133/ xD 15:57 VanessaE heh 15:58 srifqi "Disabling this option will protect your password better." 15:58 est31 VanessaE, better with "first" order or with second 15:58 VanessaE the second way. 15:59 VanessaE (works for the first too, but the grammar looks weird there, even if it's correct) 16:10 est31 well idk 16:10 est31 we have two people who think the second one is better, one who thinks the first is better 16:10 est31 all native speakers admit that the first looks weird 16:10 est31 so lets take the second 16:11 est31 and merge the patch 16:11 kilbith UK english != US english 16:11 kilbith but in general UK one is cleaner 16:11 kilbith it seems 16:14 paramat yeah second with better is ok 16:15 paramat now merging to game 16:15 everamzah oh neat i didn't know about this one: http://english.stackexchange.com/ 16:18 est31 there is one for german too 16:30 est31 well my opinion on flint and steel is that I really like the fake_fire mod 16:30 est31 i mean, you can place fire anywhere without it affecting your building 16:30 paramat merged 16:30 est31 and it does not go out after some time 16:31 everamzah there is basic_flame, permanent_flame and perhaps there could be a fake_flame too 16:31 est31 idk perhaps one could make crafting "permanent fire flint" harder 16:32 est31 also note that many servers are allergic to fire 16:32 est31 they disable lava buckets bc of that 16:32 est31 but well they will adapt 16:32 everamzah or use something like fireguard by indriApollo, which makes privs for their usage 16:33 est31 only admins can fire-grief? 16:33 est31 thats cool 16:34 est31 i really like that 16:34 est31 you know, kids joining servers and being nice and so on if the admin is on 16:34 paramat nore sfan5 game#917 would be good, added to milestone 16:34 est31 trying to convince them to give them the fire priv 16:34 ShadowBot https://github.com/minetest/minetest_game/issues/917 -- Unlink character.png from b3d export by stujones11 16:34 est31 then when admin is offline they threaten to burn everyone 16:35 * everamzah wonders whether fire spreads in protected areas by default 16:37 est31 yes it does 16:39 everamzah of course, yes, makes sense 16:50 sofar I'm gonna write a filter for '{ ' and call it "the paramat filter" 16:51 paramat heh 16:51 est31 big trouble? 16:51 sofar it's just muscle memory that I'm typing "{ " 16:53 paramat ok i'm pushing freeze back to 22 March (night before fullmoon), one week from now, but still flexible 16:54 sofar tbh I think this release is going really well. the list of open things is definitely down to the more obscure items 16:54 paramat i still want to attempt a fix for lighting bugs, will be tough 17:36 paramat #3857 back later 17:36 ShadowBot https://github.com/minetest/minetest/issues/3857 -- Mgv7 large pseudorandom caves bright at chunk borders when above water level 17:37 Obani paramat, will you make a floatting islands mapgen some day ? :D 17:37 Obani ok 17:45 sofar Obani: he already has (floatlands) 17:45 Obani sofar, core side ? 17:47 sofar ah, no, that would be interesting tho 19:26 Fixer btw, protection bypass allows to open/close steel doors, but not remove them, on the other hand, i can remove owned chests (but not doors) 19:29 paramat duh wrong link, here it is #3862 19:29 ShadowBot https://github.com/minetest/minetest/issues/3862 -- Mgv7: Limit pseudorandom caves to surface mapchunk or below by paramat 19:31 paramat Obani i'm now adding floatlands to this https://github.com/paramat/minetest/tree/rivergen 19:34 paramat it would be easy to add floatlands to mgv7 as an option, i've already done it once as an experiment 19:35 sofar I'd love floatlands if it used normal blocks.... 19:36 paramat you mean standard stone and biomes? 19:38 sofar right 19:38 Fixer sofar, incoming!11 https://github.com/minetest/minetest_game/issues/929 19:38 Fixer far map PR has some glorious code 19:39 sofar I love our edge case testers 19:39 sofar these guys would kill our QA department 19:40 paramat http://i.imgur.com/sVnvQr0.png here i was testing towers to get up there (mgv7) 19:40 Fixer I have worst case scenario superbuggy Just-Test spawn copy, load up in usual minetest, horrible stutters, you can torture terrorists with it, now, load up MT with farmap PR (farmap disabled), and it is gloriously smooth 19:41 Fixer i was requesting something like that for a long time, could be at least part seperated to seperate PR to include faster? 19:41 sofar paramat: FYI if you set active_block_mgmt_interval to 0.2 and start flying around you'll get the smoothest map loading experience *ever* 19:41 Obani paramat, those look great ! Just as I imagined the thing :o 19:42 paramat http://i.imgur.com/GlmGYpV.png 19:42 Obani Yeah right 19:43 Obani Also would it be a mapgen by itself or an "add-on" ? 19:43 Obani I would love to see a complete mapgen made of these :D 19:44 Obani (is that meru mountain on the first pic ?) 19:44 paramat mgv7 can already create floatlands with custom noise params, but the mountains become extreme too 19:45 paramat a floatland-only mapgen is possible 19:45 paramat not meru, just mgv7 terrain stretched upwards at a point 19:45 sfan5 wouldn't it be easier to disable the normal terrain in mgv7? 19:46 sofar can we combine a normal mgv7 noise set under ~1000 with a different set above ? 19:47 paramat my experiment reuses the 3D mountain noise to create the floatlands so no additional noises needed 19:50 Fixer feel the difference: https://i.imgur.com/3EdBMkg.png (default), https://i.imgur.com/bxQRWU0.png (farmap PR) 19:50 paramat so an option added to mgv7 is easy and no slower. the main problem is how to get up there 19:51 paramat wow much smoother 19:51 Fixer paramat, hugely smoother 19:51 paramat after release we should work on adding farmap 19:52 Fixer paramat, it has a bug with slower map gen over time, but it is very smooth in all situations 19:52 Fixer that what i was asking for long ago 19:52 Fixer and it is already developed by celeron 19:52 Fixer so that pain in the *** with stutters should go away 19:53 sofar Fixer: try the interval settings patch as well 19:55 Fixer sofar, i can try it but i doubt that it fixes that problem 19:55 sofar helps make mapgen and block loading much more smooth 19:55 paramat anyway yes i like that ABM interval PR 19:56 Fixer sofar, default minetest loads blocks in crappy way making a big stutter, celerons PR somehow smooth it out 19:56 sofar Fixer: that's because it's only done every 2 seconds, my patch makes it tunable 19:56 sofar it'll help, try it 19:56 Fixer sofar, and default is 2 sec? 19:56 sofar active_block_mgmt_interval 19:56 sofar with my PR patch 19:57 sofar set it to e.g. 0.2 19:57 Fixer sigh 19:57 Fixer let me compile it 19:57 sofar then scoot around flying to force mapgen/emerge 19:57 Fixer sofar, noo, wait, it lags hugely just on already generated block looong ago 19:58 Fixer and on mapgen 19:58 Fixer and just on load 20:00 Fixer anyway, celeron kinda fixed it in farmap PR, it is server + client, it will not help to play smoother on nonpatched servers 20:01 paramat wooo 5500 commits 20:01 celeron55 i wonder if the farmap PR should be merged with the farmap part being disabled by default 20:01 celeron55 the reworked map sending code is probably worth it 20:02 Fixer reworked map sending code, yes, this is a big deal 20:02 Fixer i see the difference, it is huge 20:02 Fixer on that j-t copy, before: hardly unplayable, after: close to excellent 20:02 celeron55 i don't care about the smoothness, but it's a bit more reliable and more maintainable 20:03 Fixer i care because i play it of course 20:03 celeron55 and it reacts somewhat faster to player movement 20:03 Fixer you can imagine my eyes bleed with 30 fps + stutters, that can cause headache ._. 20:03 celeron55 that kind of stutter is horrible of course 20:05 Fixer only problem is map chunks generate slowly over time? even with high v_range and walking forward I noticed that it starts to generate slower and closer to me, far map was disabled 20:05 Fixer restart makes it fast again, smoothness is not affected 20:08 celeron55 well it prioritizes mapblocks differently 20:09 Fixer but yes, it will be nice to have it merged with far_map disabled 20:10 paramat merged for 0.4.14? we should consider it 20:11 Fixer only problem i've encountered with farmap itself is weird mix of farmap blocks with detailed blocks (in some weird ways) and sometimes slight blink on farmap to detail (possible to smooth transition somehow?) 20:12 celeron55 i don't know if this is the full explanation to that but up to certain distance it will load mapblocks behind the player, and it doesn't have this particular conditional: https://github.com/minetest/minetest/blob/master/src/clientiface.cpp#L299 20:12 celeron55 that conditional is known to cause sea floors to never generate or be sent to clients 20:12 celeron55 there's an issue about it but i don't know the id 20:12 Fixer farmap blocks can be visually closer than detailed, and blink happens when farmap bl goes to detailed* / sry for bad explanation 20:13 Fixer i've heared smth about that long ago 20:13 Fixer someone asked about not generated ocean floor 20:13 Fixer valleys mapgen got up to -63 deepness 20:15 Fixer i found a downside with new sliding down chat window, it hides coordinates and i need to use brain power to memorize it in gameplay and it could be tricky if situation is hot 20:15 paramat ah yes the way dark stuff is neglected 20:17 Fixer paramat, i'm still spawn in some trees on close to new git btw 20:17 paramat mgv5 oceans go down to -128 20:17 sofar FWIW https://youtu.be/WLO-Mn4DcOs 20:17 paramat i spawn inside trees too 20:17 paramat if in doubt, punch! 20:18 Fixer i know 20:19 paramat nice video 20:20 sofar it's not even available in 1080p yet, not sure why 20:21 paramat terrain is cute in low res 20:21 sofar yeah, it's very nice 20:23 Obani I don't understand whatt's just happening in this video 20:23 sofar random seed, was lucky to get some nice diversity 20:23 paramat apparently meshgen is slower than mapgen, so with farmap-only meshes it seems possible to generate world faster 20:23 sofar Obani: farmap is generating terrain 20:24 Obani Yes but 20:24 Obani Why is it low res like that ? 20:24 sofar that's what farmap does 20:24 Fixer sofar, i get lua out of memory error with "far_map_generate = true" 20:24 nrzkt sofar, sorry but horrible :) 20:24 sofar it presents far stuff as low res blocks 20:24 sofar nrzkt: hah, it's taste, I suppose 20:25 sofar nrzkt: horrible far map, or horrible camera controls/video technique? 20:25 sofar Fixer: I don't understand how lua is involved in farmap, afaik it isn't 20:25 sofar Fixer: any mods? 20:25 nrzkt graphism are horrible :) 20:25 nrzkt it's just ugly :( 20:26 Fixer sofar, iirc it said something about abm, maybe it generates a loooot of blocks that overload lua with those abm functions and stuff 20:26 sofar hmmm, that would suggest your machine can't keep up CPU wise 20:29 Fixer sofar, default mods 20:29 Fixer sofar, actually i managed to get Lua OOM error after walking in default singleplayer on valleys for 8 hrs, yes, really 20:30 sofar nrzkt: graphism? I don't understand 20:31 nrzkt the render is just ugly, it's not regular, don't reflect an idea about world, create big volumes :( 20:31 sofar ok 20:31 Fixer it reflects for me perfectly fine, very close to real blocks 20:32 paramat in proper use it's only meant for very distant stuff 20:32 Fixer yes 20:32 nrzkt paramat, very distant = ? 20:33 sofar beyond visual_range 20:33 sofar e.g. 150+ nodes. or whatever your range is set to 20:33 sofar I like it 20:33 nrzkt if you have a low machine with 100 nodes it will be just... ugly 20:34 nrzkt sorry but textures doesn't reflect reality and the world is transformed and doesn't reflect reality. 20:35 celeron55 i hate it that people make videos where they fly 10 nodes from the farmap geometry 20:35 celeron55 it's not meant to be used in that way 20:36 sofar didn't mean to ... just wanted to demonstrate how fast it can generate terrain in a new map 20:36 celeron55 it's pretty close to reality in natural terrain especially with large-scale mapgens like v7 and watershed 20:36 paramat http://i.imgur.com/tqyJMKN.png here it switches at 330 nodes 20:36 celeron55 player-built structures is where it truly gets ugly 20:36 sofar maybe I should do an exploration video where I walk a regular pace 20:37 celeron55 anyway, i know that some people absolutely hate it 20:37 celeron55 that's why it's completely disableable 20:37 nrzkt i don't think player building huge towers want to see those modified by farmap 20:38 nrzkt farmap is a good idea, but rendering is just ugly, maybe this could be improved 20:38 paramat heh 20:38 paramat it has to be simple to work 20:39 celeron55 it can't render it any better given the amount of geometry and data it has to work with 20:39 nore well, it is configurable and it can be improved later anyway 20:39 nore so I like it 20:39 nrzkt the main problem is MT is a game, more than a simple engine. Rendering should be non agressive for eye 20:39 celeron55 i haave tried what it does when the geometry is 1:1 to nodes; what happens is that rendering the farmap gets just as slow as rendering actual regular mapblocks 20:39 celeron55 -a 20:40 celeron55 maybe some 10% faster but really nothing useful 20:40 nore nrzkt: disable it then 20:40 nrzkt maybe add aliasing make it more smoother 20:40 celeron55 RBA suggested blurring it 20:40 celeron55 i'm not implementing that 20:40 nore celeron55: what do you mean, 1:1 to nodes? 20:40 celeron55 if someone does add such an option, then fine 20:41 Fixer I've played it on NYC map and it can look crude at times but it gives very nice idea about environment 20:41 nrzkt nore, and if i want to see a beautiful world from a very huge distance ? i should throw it ? :p 20:41 nore nrzkt: well, you can use full view range I guess 20:41 Fixer celeron55, besides that two problems I've noticed another with thin(?) walls with glass: https://imgur.com/a/IOSaE 20:41 celeron55 the point of farmap is that it gives environmental awarenss 20:41 celeron55 awareness* 20:42 Fixer https://i.imgur.com/9q6TQxL.png 20:42 Fixer awareness like this 20:42 celeron55 you can look at the distance in glorious 60fps and see a mountain and decide to either walk there or avoid it 20:42 celeron55 without farmap, that's simply not possible, at all 20:42 Fixer https://i.imgur.com/fhL1yrb.png 20:42 Fixer https://i.imgur.com/OqkH9n8.png this one is cool 20:42 nrzkt celeron55, what method is used by minecraft then ? 20:43 celeron55 for someone who just wants to builds objects or tinker with mesecons, farmap gives nothing at all and they should keep it disabled 20:43 Fixer nrzkt, it does not use anything iirc, just far range 20:43 nrzkt Fixer, the main problem is the texture, this doesn't reflect reality, texture is repeated on a single node as i see 20:43 celeron55 build* 20:44 celeron55 i stopped running minecraft when it stopped wanting to run on my computer some years ago 20:44 kilbith Q: it's /far/ map, then why is the map cubification so close ? 20:44 Fixer nrzkt, with vbo + superflous PR (needs few bug fixes) and celerons farmap PR you will be possible to play on LARGE v_range 20:44 Fixer like 100 and beyond 20:44 Fixer on simpler server beyond 200 20:44 Fixer so will be same to minecraft far setting 20:45 sofar isn't minecrafts' max 12x32? 20:45 nrzkt Fixer we can already run 150 blocks and more on modern GPU, i do it since i have the VBO patch 20:45 celeron55 nrzkt: dunno; i'm working with what i have and i'm kind of incompetent in modern computer graphics, plus we're using irrlicht and so on 20:46 nrzkt celeron55, no problem with that for me :) 20:46 celeron55 nrzkt: i.e. do it better or don't complain 20:46 Fixer nrzkt, superflous shaders PR gives a very big fps boost for me, even bigger than vbo 20:46 Fixer at least for me 20:46 nrzkt Fixer, i didn't notice that because i already done the modification before on my client, but yes it was an improvement. VBO does much more on my GCN AMD card 20:47 nrzkt ~15 FPS more, i increased max range from 110 to 170 20:47 Fixer paramat, down side of merging it after release is map sending code is server side, so a lot of server will not use it :( 20:47 nrzkt celeron55, i'm not very familiar with renderers :) i only said eyes are agressed by texture iregularity :p 20:48 Fixer nrzkt, yes, strangely i have AMD/ATI too, but vbo gives modest boost while superfl thing is a beast! other people reported a big increase with vbo on 20:48 celeron55 kilbith: because minetest kind of sucks and is often unable to get the exact rendering far enough for your taste 20:48 celeron55 kilbith: due to various factors 20:48 celeron55 the vbo patch is already in, right? 20:48 Fixer yes 20:48 nrzkt Fixer, which card do you have ? 20:48 Fixer hd 6870 20:49 nrzkt okay, i have the first GCN 7970, maybe this is why i have more improvements :) 20:49 Fixer superfl pr is this #3770 20:49 ShadowBot https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja 20:56 sofar whoops, game frozen with farmap 20:56 sofar celeron55: second time I've seen it freeze now 21:02 celeron55 well 21:04 celeron55 that's not useful unless you get a backtrace because it never freezes for me 21:04 sofar running with gdb now 21:05 sofar see if I can catch it 21:05 sofar I love how farmap continues to load far block 21:05 sofar after a while it's got everything loaded 21:05 sofar what is the scale of far_map_far_weight? 21:05 sofar I set it to 16, lol 21:06 celeron55 scale? 21:08 sofar what does the number mean? 21:09 celeron55 16 will make the server send farmap stuff very very eagerly 21:09 celeron55 you'll get almost no mapblocks 21:09 celeron55 it's documented, just read the doc 21:10 celeron55 it's a priorization factor 21:10 celeron55 mapblocks and farblocks are in the same priorization system with farblock distances divided by that number 21:15 paramat i've just noticed farmap changing to ultra-low res at 1000 nodes, too close for such low res cubes 21:16 paramat i'll comment in PR 21:18 celeron55 oh that... yeah 21:47 Fixer changing inventory page on vanessas creative is 2-4 sec drawtime 21:50 nore Fixer: only on first time you see a new inventory page, or on the others as well? 21:50 Fixer each page for the first time 21:51 Fixer 26 pages :S 21:51 nore hm, it has been like this for a looooong time :/ 21:51 Fixer on that fancy inventory plus panel iirc 21:51 nore that's because preload_item_visuals is disabled 21:51 nore so client sees that it needs the textures late 21:52 nore I actually don't know how this could be fixed 21:57 sofar nore: care to +1 game#911 now? 21:57 ShadowBot https://github.com/minetest/minetest_game/issues/911 -- Allow both sides of the bed to be digged up. by sofar 22:03 bobomb does anyone want to help with writing a few lua modding functions into minetest core to allow using irrlicht IImage methods? 22:05 sofar I wouldn't even know what IImage is, maybe some more info is needed? 22:05 bobomb it would be very simple, using only IImageLoader::loadImage() and IImage::getPixel() 22:05 bobomb IImage is an irrlicht class 22:05 sofar what would the functionality be? 22:05 bobomb the idea is that mods need access to core image handling functionality 22:06 bobomb https://forum.minetest.net/viewtopic.php?f=7&t=14164&sid=904c7853f63c27485fd4b14327ce5cae 22:06 sofar mods reading textures? 22:06 bobomb pixel access to images that are not necessarily textures 22:06 bobomb pixel to voxel conversion 22:07 bobomb mods need to be able to load images and read pixel rgb values. 22:07 sofar ok, I see. I'd make a lua method that returns an object handle that has the appropriate methods to read pixels by coordinates 22:07 sofar but I have no idea how to do such a thing :) 22:08 bobomb some mods might want pixel_set and imageWrite functionality too but that is less important 22:08 sofar but, the images would be in the mods path to begin with 22:08 bobomb yes 22:08 bobomb or wherever... 22:08 sofar so it's kind of a dev type of thing only 22:09 sofar unless you're going to write world map tiles for some external website? 22:09 sofar exporting seems like a much better use case than importing 22:09 bobomb no, not write, read from heightmaps etc for mapgen mods 22:09 bobomb see the forum link above 22:09 nrzkt bobomb, don't forget lua is server side mainly 22:09 sofar yeah, that's a one time conversion process 22:09 sofar image converted? problem solved! 22:09 nrzkt irrlicht images are not transfered to clients if generated server side 22:09 sofar world map tile export is a continuous problem 22:10 sofar it's never done, always changes 22:10 bobomb this is server side 22:10 bobomb for mapgen mods 22:10 bobomb more interested in import 22:10 bobomb all we are looking for is to eliminate reliance on lua-libs for image handling 22:10 sofar I'm saying, use export as your motivation, it's a far better excuse :) 22:11 bobomb ok that too then =) 22:11 bobomb i want to make a camera tool 22:13 bobomb theoretically i think i know what needs to go where but would like help from someone who works on core regularly and who is versed in exposing functionality to the lua modding api 22:13 bobomb celeron55 says it is a valid use case and would be included in core if it is kept neat and simple and doesn't attempt to become a paint program 22:14 bobomb as for export it would be cool to take a worldedit volume and export it as a heightmap image (and a biome image) 22:15 bobomb but that is only useful if import is already implemented... 22:15 bobomb mods like realterrain and imageloader are the prime beneficiaries of this 22:15 bobomb any takers? 22:52 sofar celeron55: farmap together with a focal blur could work well (the stuff from RBA's branch)