Time Nick Message 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) 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. 06:34 hmmmmm if paramat is around, I updated that first commit quite a bit 07:42 sofar :414 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 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 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 14:39 est31 then tell the world, perhaps they know 14:40 gregorycu You guys are my world 14:40 gregorycu I did tell you 14:54 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 :) 15:36 Fixer https://github.com/minetest/minetest_game/issues/1062 15:55 gregorycu I can probably finish this in 150 lines of code 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) 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 18:17 sofar that thing is fine, too bad he couldn't do the math.abs() part 18:17 sofar such a lazy tenplus1 :) 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 18:44 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 %) 20:52 paramat hmmmm in case you didn't see it http://irc.minetest.ru/minetest-dev/2016-04-29#i_4597207 bbl 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 22:09 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 22:28 paramat heh. merged