Time |
Nick |
Message |
00:39 |
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01:26 |
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02:04 |
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02:13 |
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03:07 |
sofar |
does someone know how minetestmappers --geometry actually works? |
03:08 |
sofar |
I made an x,z loop set around it and am mapping 1000x1000 parts, but it's making lots of duplicate images suggesting that whatever it's doing, the --geometry parameter is broken or wrongly documented |
03:08 |
sofar |
c++ minetestmapper, that is |
03:09 |
sofar |
--geometry ${x}000:${z}+1000+1000 |
03:09 |
sofar |
that's what I'm doing |
03:11 |
sofar |
also, a ton of images are just turning white entirely |
03:20 |
sofar |
seriously, how many minetestmappers are there? |
03:27 |
BrandonReese |
If I remember correctly --geometry works like this: starts at your given x,z 100,100 for example that is going to be the upper left of the image, then the next numbers are the width and height of the map so if you wanted to go from 100,100 to 500,500 it would be |
03:28 |
BrandonReese |
--geometry 100:100+400+400 |
03:28 |
BrandonReese |
If you wanted 100 nodes on both sides of 0,0 |
03:28 |
BrandonReese |
--geometry -100:-100+200+200 |
03:37 |
sofar |
yup, did that, didn't do it |
03:37 |
sofar |
using minetest-mapper-cpp now |
03:37 |
sofar |
that's a trainwreck too |
03:37 |
sofar |
thousands of build options |
03:37 |
sofar |
doesn't pick the right ones by default |
03:37 |
sofar |
but, it works and makes a usable image (fast) |
03:37 |
BrandonReese |
It's been a while since I used it so it could be broken |
03:46 |
sofar |
oh oh, I have a neat idea for my plant mesh options (another mesh model that will be cool) |
04:49 |
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05:00 |
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05:01 |
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05:12 |
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05:36 |
sofar |
!tell est31 I think I've found an issue with lbms... after a while they just stop running |
05:36 |
ShadowBot |
sofar: O.K. |
05:46 |
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06:34 |
hmmmmm |
if paramat is around, I updated that first commit quite a bit |
06:35 |
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06:38 |
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07:42 |
sofar |
:414 |
08:02 |
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08:25 |
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09:00 |
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09:37 |
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09:38 |
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09:59 |
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10:23 |
paramat |
hmmmm thanks for merging 4032 i was about to do that now to reduce conflicts with your work |
10:25 |
paramat |
i know your newline request was about conflicts, but looking again i decided there were too many newlines dividing up parameters |
10:31 |
paramat |
i'll now leave mapgen alone to avoid creating conflicts for you |
10:37 |
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10:37 |
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11:00 |
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11:04 |
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11:05 |
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11:15 |
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11:17 |
paramat |
hmmmm you are using 'biomemap[index] = biome ? biome->index : BIOME_NONE;' after the y-loop in generateBiomes, this will be the last selected biome in the y-loop (which works top-down) so will be incorrect |
11:21 |
paramat |
currently updateHeightmap searches top-down for the highest solid surface, then calcBiomes is run at that highest solid surface, then place decos uses that biomemap to place on the highest solid surface. so, in generateBiomes the correct biomemap entry is the biome at the first solid surface encountered in the y-loop (either under air or water) |
11:23 |
paramat |
otherwise your branch looks really good |
11:23 |
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11:32 |
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12:22 |
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12:22 |
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12:24 |
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12:31 |
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12:59 |
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13:08 |
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13:16 |
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13:22 |
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13:46 |
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13:51 |
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14:02 |
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14:08 |
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14:23 |
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14:34 |
gregorycu |
The good news is I know why the A* search is broken |
14:34 |
gregorycu |
Bad news is I have nfi how to fix it |
14:36 |
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14:37 |
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14:37 |
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14:37 |
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14:39 |
est31 |
then tell the world, perhaps they know |
14:40 |
gregorycu |
You guys are my world |
14:40 |
gregorycu |
I did tell you |
14:51 |
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14:53 |
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14:54 |
gregorycu |
The current A* pathfinder is depth first |
14:55 |
gregorycu |
Which means you can hardly call it A* |
14:59 |
gregorycu |
I'm going to rewrite it |
15:02 |
est31 |
competition to my pr, then? |
15:02 |
est31 |
or work basing on it :) |
15:03 |
est31 |
note that if you delete everything and write that thing from scratch its probably a good thing |
15:03 |
gregorycu |
Maybe I'm a worse dev than the person that first wrote it :) |
15:09 |
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15:11 |
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15:33 |
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15:36 |
Fixer |
https://github.com/minetest/minetest_game/issues/1062 |
15:55 |
gregorycu |
I can probably finish this in 150 lines of code |
15:56 |
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16:05 |
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16:13 |
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16:16 |
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16:27 |
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16:37 |
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17:03 |
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17:13 |
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17:15 |
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17:18 |
paramat |
nore sfan5 game#1057 simple and makes sense, needs one more +1 |
17:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1057 -- Sounds: Add missing function call gravel sounds by jhcole |
17:19 |
nore |
paramat: +1 |
17:19 |
paramat |
ok |
17:20 |
sfan5 |
paramat: pretty trivial... +1 |
17:20 |
paramat |
will merge is later |
17:20 |
paramat |
(it) |
17:38 |
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17:39 |
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17:42 |
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17:42 |
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18:03 |
paramat |
nore sfan5 another simple one game#982 |
18:03 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/982 -- Bed respawn coords saves with tidy output by tenplus1 |
18:04 |
nore |
paramat: untested, but looks fine |
18:05 |
paramat |
ok |
18:06 |
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18:17 |
sofar |
that thing is fine, too bad he couldn't do the math.abs() part |
18:17 |
sofar |
such a lazy tenplus1 :) |
18:24 |
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18:30 |
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18:36 |
Fixer |
paramat, i have few strange crashes today :/ server.cpp:73: run: A fatal error occured: Couldn't save env meta |
18:37 |
paramat |
yeah saw that |
18:37 |
Fixer |
paramat, not only with that TNT code o_0 |
18:37 |
paramat |
oh |
18:37 |
Fixer |
paramat, just now crash again, but i wasn't blowing up anything |
18:37 |
Fixer |
thats odd |
18:37 |
Fixer |
crash again |
18:37 |
Fixer |
holy crap |
18:38 |
Fixer |
it was minimized |
18:38 |
Fixer |
will compile debug build |
18:38 |
est31 |
Fixer, have you saved the env meta txt as admin or something |
18:38 |
est31 |
or is it write protected |
18:39 |
est31 |
or it might be bc of the fix you have applied for that windows issue |
18:39 |
Fixer |
yes, i think the same as you |
18:39 |
Fixer |
i have that PR applied |
18:40 |
Fixer |
foobar is running |
18:40 |
Fixer |
interesting |
18:40 |
Fixer |
let me run my file monitor and see if there are problem with access to env thing |
18:41 |
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18:44 |
Fixer |
lol, foobar is wrecking that MT for sure %) |
18:44 |
Fixer |
name not found, buffer overflow, lalala |
18:45 |
Fixer |
maybe i need to stop monitor that folder with foobar or gregorycu will go crazy solving the bugz |
18:46 |
est31 |
Fixer, https://github.com/minetest/minetest/issues/4050#issuecomment-215845514 |
18:46 |
est31 |
Fixer, are you using singlenode air mapgen? |
18:46 |
est31 |
for the just test mpa |
18:46 |
est31 |
map* |
18:47 |
Fixer |
est31, yes, i've captured the map with "enable_local_map_saving = true" and set the map to singlenode |
18:47 |
Fixer |
so it won't gen anything |
18:47 |
est31 |
ahahaha |
18:47 |
est31 |
yeah |
18:47 |
est31 |
thats the reason for the bug |
18:47 |
est31 |
see my comment above |
18:49 |
Fixer |
okay :) |
18:51 |
Fixer |
glad I looked at it today |
18:53 |
Fixer |
paramat, you will ruin the fast mining if reduce number of tnt drops, or you will just enlarge them to contain more? |
18:55 |
paramat |
yeah each containing more |
18:56 |
paramat |
closed game#1062 |
18:56 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1062 -- Doors are not converted (since lbm intro?) |
19:13 |
Fixer |
lololol, gregorycu will be so glad to hear some more "good" news about that windows rename %) |
19:28 |
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19:34 |
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20:12 |
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20:17 |
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20:22 |
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20:52 |
paramat |
hmmmm in case you didn't see it http://irc.minetest.ru/minetest-dev/2016-04-29#i_4597207 bbl |
20:52 |
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20:57 |
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21:08 |
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21:50 |
hmmmm |
oh i see what you mean now |
21:50 |
hmmmm |
the reason why that's a problem is because dustTopNodes uses the top most surface biome |
21:50 |
hmmmm |
because that's what gets dusted |
21:51 |
hmmmm |
no problem, i can fix that by moving the part where the biomemap gets set inside of the c_stone case |
21:51 |
hmmmm |
and not re-setting once it's been set |
22:04 |
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22:07 |
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22:09 |
paramat |
will merge game#982 game#1025 game#1057 in a moment |
22:09 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/982 -- Bed respawn coords saves with tidy output by tenplus1 |
22:09 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1025 -- Default: New 'dirt with grass' textures by paramat |
22:09 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1057 -- Sounds: Add missing function call gravel sounds by jhcole |
22:12 |
paramat |
merging |
22:16 |
sofar |
keep changing that texture, it'll encourage people to use texture packs ;^D |
22:21 |
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22:28 |
paramat |
heh. merged |
22:33 |
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22:40 |
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23:02 |
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