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08:05 |
tenplus1 |
hi folks |
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10:01 |
IhrFussel |
The padlocks mod's door doesn't seem to save the entered users when punching thw door to open it..it erases the meta as soon as I punch it or maybe it#s because it#s different nodes and the 2nd doesn't know about the meta of the first one |
10:03 |
IhrFussel |
/add NAME works and when I do /list the name is listed... when I try to add the same name it also tells me the player can already access the door ... but after punching it /list says no one is allowed to use it again |
10:11 |
IhrFussel |
WAIT |
10:11 |
IhrFussel |
Does minetest.env:add_node(pos, {name = "padlocks:door_bottom_"..t, param2 = p2}) clear the metadata of the node at that pos? |
10:12 |
IhrFussel |
Shouldn't swap_node() just work there and keep its meta? |
10:19 |
rubenwardy |
Remove env: |
10:19 |
rubenwardy |
And yes |
10:19 |
rubenwardy |
And yes |
10:20 |
IhrFussel |
It's an old mod and swap_node() works perfect now! The only problem is that /list only lists the allowed users when the door is opened now |
10:20 |
IhrFussel |
But the allowed users still seem to be able to open/close it at will no matter what /list says |
10:32 |
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10:58 |
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10:59 |
IhrFussel |
Can someone help me with what param2 has to be set to when I want the node to function like a door? For example if oldp2 == 2 then newp2 = 3 end |
11:10 |
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11:13 |
red-001 |
the discord stuff would be a lot more useful if someone was willing to go through the approval process for adding a quick join option |
11:26 |
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11:34 |
red-001 |
hi paramat |
11:46 |
paramat |
IhrFussel see MTG doors mod |
11:58 |
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12:00 |
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12:03 |
* Sokomine |
replaces the locked doors with open ones |
12:41 |
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12:43 |
Sokomine |
hmm. guess i really have to buy a new ssd. starting local mt games is noticably slower without |
12:47 |
rubenwardy |
I'm having issues with lighting and such |
12:48 |
rubenwardy |
we're placing a schematic onto an LVM, and then using write_to_map which supposedly recalcs lighting |
12:48 |
rubenwardy |
yet most of the schem is fully exposed |
12:48 |
rubenwardy |
(we = ANAND&I) |
12:48 |
rubenwardy |
here's the code: |
12:48 |
rubenwardy |
https://github.com/rubenwardy/capturetheflag/pull/167 |
12:48 |
rubenwardy |
I had the exact same issue in my local version though, although that was with l |
12:49 |
rubenwardy |
with LVM to emerge, place schem to place, then fix_light |
12:49 |
rubenwardy |
kinda weird |
12:49 |
rubenwardy |
paramat: how much do you know about map loading / LVMs / etc? |
12:53 |
Sokomine |
i do have trouble with lighting in my villages as well. it cannot be entirely avoided. there kind of is choice between random crashes and huge shadowy areas |
12:53 |
Sokomine |
that mostly applys to something beeing placed in the shell |
12:53 |
rubenwardy |
lol |
12:53 |
ANAND |
I feel that LVMs need better, more comprehensive documentation |
12:53 |
Sokomine |
paramat knows a whole lot about that :-) |
12:53 |
Sokomine |
he and hmmm are the experts |
12:53 |
rubenwardy |
LVMs have nice documentation, just not the edge cases like these |
12:55 |
Sokomine |
ah. i don't use place_schematic. i'm reading the schematic file as such and placing it directly using lvm |
12:55 |
ANAND |
Esp. placing schems within LVMs |
12:55 |
Sokomine |
there's some limits to that. thus, manual placement in my case |
12:55 |
ANAND |
How do you manually place schems tho? |
12:56 |
Sokomine |
by placing them block-by-block in my lua code |
12:56 |
ANAND |
Is that efficient? |
12:56 |
Sokomine |
it is necessary |
12:56 |
ANAND |
Interesting... |
12:57 |
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12:57 |
Sokomine |
there's also other stuff going on - like the ground beeing leveled, the biome preserved as much as possible, snow covers kept and placed if possible, cavegen and mudflow damage repaired especially in the shell, ... |
12:58 |
rubenwardy |
well, my schematics are around 200x200x200 |
12:58 |
rubenwardy |
230x230x230 |
12:58 |
Sokomine |
the place_schematics function caches almost everything. i couldn't run it with diffrent replacements for diffrent buildings |
12:58 |
Sokomine |
quite big, yes. the in-build functions may be more efficient for that. you're spawning the arena for pvp fights? |
12:58 |
ANAND |
yes |
12:58 |
ANAND |
and the schematics are placed on a singlenode world |
12:59 |
Sokomine |
yes. that's a very diffrent setup |
12:59 |
paramat |
erm |
12:59 |
Sokomine |
hi paramat :-) |
13:00 |
paramat |
fully exposed = fullbright? |
13:00 |
Sokomine |
thanks for your work. mtg also develops nicely. just ran a new world yesterday and enjoyed the new dirt type in forrests with needle trees |
13:00 |
rubenwardy |
yes |
13:00 |
rubenwardy |
well, partially |
13:00 |
rubenwardy |
so, split the map into 3 long ways |
13:00 |
rubenwardy |
the outer thirds are full bright |
13:00 |
rubenwardy |
the middle is dark with occasional highlight |
13:00 |
ANAND |
heh |
13:01 |
paramat |
looking |
13:02 |
ANAND |
That just applies to one schem tho, the open (outdoor) schems have the correct lighting |
13:02 |
rubenwardy |
https://i.rubenwardy.com/RhpdX.png |
13:02 |
rubenwardy |
left is mostly correct |
13:03 |
rubenwardy |
middle has random highlights |
13:03 |
rubenwardy |
right is full bright |
13:03 |
rubenwardy |
I spawned in left |
13:03 |
rubenwardy |
but last time left was full bright |
13:03 |
rubenwardy |
so it's non-deterministic |
13:03 |
rubenwardy |
it also takes like 12 seconds |
13:03 |
ANAND |
oh wow..... |
13:03 |
rubenwardy |
whereas the old method (emerge_area, placeschem, fix_light) took about 2 |
13:04 |
rubenwardy |
I guess I may have to go with the preload method if this can't be fixed |
13:05 |
rubenwardy |
thinking about it |
13:05 |
rubenwardy |
it may not actually be sending 3x currently as the players aren't teleported until after |
13:05 |
paramat |
ah i see, a really big schem |
13:05 |
rubenwardy |
ah |
13:05 |
ANAND |
You have a point.... |
13:05 |
rubenwardy |
I'm running in debug mode |
13:05 |
rubenwardy |
so that could be why it's slow |
13:06 |
rubenwardy |
ANAND has it loaded in a few second |
13:06 |
rubenwardy |
well, a really big schem should load fine, just slower than a small one :) |
13:06 |
ANAND |
whereas the old method ensured that my PC freezes for 10-12 seconds |
13:06 |
ANAND |
everytime a schem is placed |
13:07 |
paramat |
oh the code looks wrong .. |
13:07 |
ANAND |
ah... |
13:08 |
paramat |
see my usage here https://github.com/paramat/catacomb/blob/5ea2d0739d9bda2a7a9cc633f9e3f0c263899150/init.lua#L288 lines to 291 |
13:09 |
paramat |
the 2 'pos' are provided in 'read from map', even if you don't need 'emin' 'emax' |
13:09 |
rubenwardy |
not according to the lua docs |
13:09 |
ANAND |
vm:update_map()?? |
13:10 |
rubenwardy |
that's deprecated ^ |
13:10 |
ANAND |
oh |
13:10 |
rubenwardy |
doesn't do anything |
13:10 |
ANAND |
afk for a lil |
13:10 |
paramat |
well, see if it works, docs may be wrong |
13:10 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3121 |
13:10 |
rubenwardy |
surely it should just crash if an area is loaded in anyway? Indices would be all wrong |
13:12 |
red-001 |
https://github.com/minetest/minetest/blob/3face01a202040e4feff3b0936b4aa89c051c98d/src/script/lua_api/l_vmanip.cpp#L341 |
13:14 |
paramat |
yes but see https://github.com/minetest/minetest/blob/968ce9af598024ec71e9ffb2d15c3997a13ad754/doc/lua_api.txt#L4504 your method results in possibly different behaviour |
13:14 |
paramat |
minetest.get_voxel_manip([p1, p2]) may be broken or it may be due to a large schem |
13:15 |
rubenwardy |
it's never due to a large schem |
13:15 |
rubenwardy |
if it breaks on large schems then there's a bug |
13:15 |
paramat |
your map is placed in 'on generated'? |
13:15 |
paramat |
yeah |
13:15 |
rubenwardy |
or there's an undocumented limitation |
13:15 |
rubenwardy |
no |
13:16 |
rubenwardy |
it's loaded using LVM |
13:16 |
rubenwardy |
changing to read_from_map doesn't change anything |
13:16 |
paramat |
disabled lighting in singlenode? |
13:16 |
Sokomine |
aaah. i found my test-world for a specific test again :-) |
13:16 |
rubenwardy |
it's singlenode with ctf_map:ignore |
13:16 |
rubenwardy |
not sure what you mean by disabled lighting |
13:17 |
paramat |
hang on .. |
13:17 |
paramat |
you may need to disable core mapgen light calculations as they could interfere |
13:18 |
rubenwardy |
interesting |
13:18 |
paramat |
https://github.com/paramat/lvm_example/blob/40fd390c3266393eeefafef34b73b0408c832c58/init.lua#L19 |
13:20 |
paramat |
so you allow the whole volume to generate with singlenode placing 'ignore', then place your map? you need to make sure the whole volume generates before placing |
13:20 |
rubenwardy |
that fixes it |
13:20 |
rubenwardy |
thanks very much |
13:20 |
paramat |
oh good |
13:20 |
* paramat |
is relieved |
13:28 |
rubenwardy |
https://github.com/rubenwardy/capturetheflag/releases/tag/v1.10.0 |
13:37 |
IhrFussel |
Okay so padlocks mod got a problem regarding sharing meta between top/bottom nodes... my worlaround now is to make the top nodes of the door "dead" nodes that have no interaction whatsoever and manage everything via the bottom |
13:37 |
IhrFussel |
workaround* |
13:39 |
Sokomine |
those two-nodes high things like doors etc. tend to change from time to time regarding implementation of workaround |
13:44 |
rubenwardy |
ha, removing the center barrier causes a shadow |
13:47 |
rubenwardy |
https://gist.github.com/rubenwardy/0b152bec59cd8a2489bbd984a4db4918 |
13:47 |
rubenwardy |
!title |
13:47 |
MinetestBot |
rubenwardy: mapreviews.md · GitHub |
13:50 |
rubenwardy |
https://github.com/rubenwardy/capturetheflag/wiki/Map-Reviews |
13:52 |
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14:15 |
* Sokomine |
watches a poor mob struggle with doors:gate_wood_open |
14:16 |
Sokomine |
they're quite a challenge... |
14:33 |
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14:48 |
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14:54 |
IhrFussel |
Any reason why mapblocks don't load properly after teleporting sometimes? It's not the connection, server lag is 0.3 max and everything else continues to send...just mapblocks appear gray for a bit |
14:54 |
srifqi |
Maybe, it was generating the map? |
14:54 |
IhrFussel |
Nope old location |
14:55 |
IhrFussel |
Just now again...really weird |
14:56 |
IhrFussel |
Chat works, ingame time works...it's really just the mapblocks |
15:03 |
Krock |
increase the mapblock sends |
15:13 |
IhrFussel |
You mean server total or per client? |
15:20 |
IcyDiamond |
I changed my fluid transfer from abm to on_timer + lbm |
15:51 |
rubenwardy |
paramat: there's still bugs :'( |
15:51 |
rubenwardy |
looks like no light only helps in the caverns map |
15:51 |
rubenwardy |
in the normal maps where you're outside, it causes random shadows |
15:54 |
rubenwardy |
might have to do a delay then fix light :'( |
15:56 |
Krock |
IhrFussel, per client. the total server amount was removed |
16:00 |
paramat |
so you're using the 'nolight' flag i assume. you changed the code too? |
16:01 |
rubenwardy |
yeah |
16:01 |
paramat |
are you sure the map is added after all the mapchunks have generated? |
16:01 |
rubenwardy |
lvm generates chunks |
16:01 |
rubenwardy |
well, blocks at least |
16:01 |
rubenwardy |
is it worth chunk aligning it? |
16:02 |
rubenwardy |
so that the mapgen doesn't generate in that chunk at all |
16:02 |
paramat |
btw you can't place 'ignore' using singlenode, see https://github.com/minetest/minetest/blob/968ce9af598024ec71e9ffb2d15c3997a13ad754/src/mapgen/mapgen_singlenode.cpp#L40 it reverts to air |
16:03 |
rubenwardy |
I'm placing ctf_map:ignore |
16:03 |
paramat |
oh actually, looking at the code, singlenode mapgen isn't affected by the 'nolight' flag |
16:03 |
rubenwardy |
loool |
16:03 |
rubenwardy |
so it was chance that it worked when I tested? XD |
16:04 |
paramat |
no i mean core mapgen |
16:04 |
paramat |
sorry, context |
16:04 |
paramat |
that was a reply to ' lvm generates chunks' |
16:05 |
rubenwardy |
hmmm |
16:05 |
rubenwardy |
it's possible players are moved before the LVM is donw |
16:05 |
rubenwardy |
could that start the mapgen async? |
16:05 |
rubenwardy |
which would then fuck things up |
16:05 |
paramat |
if you use singlenode core mapgen will generate mapchunks, this generation may affect what you add using LVM |
16:06 |
paramat |
so your 'ignore' node must have 'sunlight propagates = false' to create darkness |
16:07 |
rubenwardy |
https://github.com/rubenwardy/capturetheflag/blob/master/mods/ctf_map/nodes.lua#L1-L14 |
16:07 |
rubenwardy |
no |
16:07 |
paramat |
see https://github.com/minetest/minetest/blob/968ce9af598024ec71e9ffb2d15c3997a13ad754/src/mapgen/mapgen_singlenode.cpp#L45 |
16:08 |
paramat |
core mapgen will set light to 15 with your current 'ignore' node |
16:09 |
rubenwardy |
hmm |
16:10 |
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16:10 |
paramat |
but anyway, about core mapgen. unless you place the schem after all mapchunks have been through the core mapgen phase some may generate after the schem is placed, no nodes will be placed but the 'set light' will run |
16:10 |
rubenwardy |
does LVM not load aligned to chunk borders? |
16:11 |
paramat |
oops actually, see https://github.com/minetest/minetest/blob/968ce9af598024ec71e9ffb2d15c3997a13ad754/src/mapgen/mapgen_singlenode.cpp#L92 the 'nolight' flag does have an effect, sorry |
16:11 |
rubenwardy |
lol |
16:11 |
ANAND |
thought so... :P |
16:11 |
paramat |
so use the flag and leave your ignore node as it is :) |
16:11 |
rubenwardy |
what's causing the corrent issue then? |
16:12 |
rubenwardy |
schems which are open to the sky are covered in shadow |
16:12 |
rubenwardy |
but not every time |
16:12 |
ANAND |
looks like vm:write_to_map is not calculating lighting at all |
16:13 |
paramat |
singlenode mapgen placed nodes aligned to mapchunk borders yes, but that's irrelevant to what i said if your schem is bigger than a mapchunk |
16:21 |
paramat |
when is the schem placed, is it placed in an 'on generated' function? |
16:21 |
rubenwardy |
it's placed in an on_punch callback |
16:22 |
paramat |
oh .. |
16:22 |
rubenwardy |
essentially |
16:22 |
rubenwardy |
1. flag is punched |
16:22 |
rubenwardy |
2. ctf state is completely dropped |
16:23 |
rubenwardy |
3. new map is picked |
16:23 |
rubenwardy |
4. LVM created, schm placed, write |
16:23 |
paramat |
ok so all mapchunks are already generated, i misunderstood |
16:23 |
rubenwardy |
5. flag based set using set_node |
16:23 |
rubenwardy |
6. chests |
16:23 |
rubenwardy |
players are moved as 7 or 3.5, I forget |
16:23 |
rubenwardy |
no |
16:23 |
rubenwardy |
the area isn't loaded before LVM |
16:23 |
rubenwardy |
LVM should be loading it |
16:24 |
paramat |
juhdanad is the person for this issue, probably worth opening an issue for this |
16:24 |
rubenwardy |
right |
16:24 |
paramat |
juhdanad wrote the new lighting code used by LVMs |
16:25 |
paramat |
some bugs may remain, maybe triggered by such a large schem |
16:26 |
paramat |
i wrote 'generated' not 'loaded' :) as in, 'generated by core mapgen' |
16:26 |
paramat |
as far as core mapgen is concerned, all mapchunks are generated, so core mapgen will not run again |
16:28 |
paramat |
to clarify, whenever i have written 'generate' above i mean core mapgen generation |
16:28 |
rubenwardy |
hmm |
16:29 |
paramat |
so anyway i don't know what the issue is, possibly a bug just discovered |
16:33 |
paramat |
erm, the schem is the size of the whole world, so what is above the ctf world? it needs to be something with light |
16:34 |
paramat |
this use of LVM assumes a volume smaller than the MT world with air or nodes above, not ignore |
16:35 |
rubenwardy |
ctf_map:ignore |
16:35 |
rubenwardy |
although |
16:35 |
rubenwardy |
actually it would be ignore above |
16:36 |
paramat |
hm but then, since your ignore node has 'sunlight_propagates' singlenode will light those with level 15. so it's not that |
16:36 |
rubenwardy |
I'll try making the LVM a block higher |
16:36 |
paramat |
oh, normal ignore may be dark |
16:37 |
rubenwardy |
no, increasing height doesn't help |
16:38 |
paramat |
meh this is complex :) |
16:38 |
rubenwardy |
doing fix_light 2 seconds later doesn't fix it |
16:38 |
rubenwardy |
so it's something to do with the emerging |
16:38 |
rubenwardy |
I'll try adding emerge_area instead |
16:40 |
paramat |
emerge area then a pause i guess since it's async |
16:40 |
rubenwardy |
in the mean time I've rolled back the server |
16:40 |
rubenwardy |
well, I have an easy way to do callbacks on emerge area finish |
16:41 |
rubenwardy |
https://github.com/rubenwardy/capturetheflag/blob/master/mods/ctf_map/emerge.lua |
16:41 |
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16:41 |
rubenwardy |
ctf_map.emerge_with_callbacks(name, pos1, pos2, finished_cb, progress_cb) |
16:47 |
paramat |
ah so there is a callback on emergeg block .. |
16:47 |
paramat |
*emerged |
16:48 |
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16:50 |
paramat |
useful |
16:52 |
rubenwardy |
err |
16:53 |
rubenwardy |
caves and dungeons are in the flags |
16:53 |
rubenwardy |
do they work in singlenode? |
17:01 |
paramat |
erm |
17:02 |
paramat |
no, singlenode doesn't call cavegen/dungeongen whatever the flags are set to |
17:02 |
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17:13 |
rdococ |
Do survival servers that don't have a dedicated currency, but *do* have exchange shops eventually result in players creating forms of currency themselves out of items like gold ingots? |
17:26 |
Shara |
rdococ: take a walk around some and check what the shops have? |
17:27 |
Shara |
Personally I always asked for whatever things I need (often being coal and/or mese so I didn't need to ever mine again :D) |
17:28 |
rdococ |
Well, IRL I have technology surrounding me and I didn't mine the resources used to create them one bit ;) |
17:29 |
rubenwardy |
On redcrab, a currency formed based on iron ingots for small and Mese for large transactions |
17:29 |
rubenwardy |
A shit currency as it would cause hyperinflation by having the ability to obtain it |
17:29 |
rubenwardy |
Ofc there weren't many players |
17:31 |
Shara |
On Xanadu I decided I would build a farm... which meant I sold food, saplings and crystals (you grow cystals with the ethereal mod). I'd set the price usually as coal or mese since those would require me to mine otherwise. Result was I got stacks and stacks of both with next to no effort. |
17:31 |
Shara |
And I could do things with them.. whereas there wouldn't be much to do with gold other than stick it in a chest |
17:32 |
Krock |
Well, gold can be used to build something. However, not in a larger scale |
17:32 |
Shara |
Krock: sure, but never cared for the look of it much in buildings. |
17:32 |
Krock |
It works quite well for industrial builds |
17:39 |
red-001 |
I wonder could a reserve currency work in minetest |
17:40 |
Krock |
Alright, after all I might need to write a CSM to generate formspecs as fast as possible to send manipulated/invalid fields to the server.. using an edited client. Finding exploits outside of inventory lists takes much more effort :( |
17:40 |
Krock |
red-001, what kind of reserve currency? |
17:42 |
* rubenwardy |
is working on a capitalism game |
17:42 |
Krock |
rubenwardy, the one which includes buying areas and such? |
17:42 |
rubenwardy |
you will need to buy land, yeah |
17:43 |
Krock |
Hint: portable exchange shop node. Does not require the mod around to allow item exchanging. https://github.com/SmallJoker/bitchange/blob/master/shop.lua </ads> |
17:44 |
Krock |
However, I should consider moving it into a separate mod because adding a currency with it is not always desired |
17:44 |
Krock |
plus shipping currency backwards compat since these shops work very similar. Much work to do for my part :) |
17:46 |
red-001 |
inflation in minetest seems to be as much an issue with server admin as with money mods |
17:47 |
Shara |
A lot of servers allow tool repair and so on... so after a point you basically just mine more and more stuff and never use more of it |
17:48 |
red-001 |
a tax on money at rest could help |
17:48 |
Krock |
tool repair using money. converting money to mese but not backwards |
17:48 |
Shara |
Then thos eplayers start giving away whatever, and new players basically get "gifts" given to them that mean they skip so much of the starting part the first players went through |
17:49 |
Shara |
red-001: then people store rare materials, not "money" |
17:49 |
red-001 |
because money is useless |
17:49 |
Shara |
Personally I've never yet been on a server with actual "money" that seemed to handle it in any useful way |
17:50 |
red-001 |
"money" in minetest seems to never be implemented like real life money |
17:50 |
Shara |
And if it's that mod where it just spawns in your inventory every so often... that just annoys me... it's like losing an inventory space for something I don't care about because there is nothing worth buying anyway |
17:50 |
rubenwardy |
captalism will be the first :) |
17:50 |
Shara |
rubenwardy: I hope so really |
17:51 |
red-001 |
it's like fiat money without any goverment backing it |
17:52 |
rubenwardy |
capitalism will have a government |
17:52 |
rubenwardy |
although not to begin with |
17:52 |
rubenwardy |
there's a point when I actually need to release it |
17:53 |
red-001 |
money in games seems to be really hard to get right |
17:54 |
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tumeninodes joined #minetest-hub |
17:55 |
tumeninodes |
willows https://imgur.com/a/cIC3EM8 I do not get/understand how yslices work, could use some layman's help :/ |
17:55 |
paramat |
ask away |
17:56 |
Shara |
tumeninodes: that looks interesting :D |
17:56 |
paramat |
look nice |
17:56 |
tumeninodes |
:D awesome thank you... please hold |
17:59 |
tumeninodes |
here is the saveschem (I used Casimir's tool) https://0bin.net/paste/Olj3KNJouuKJcWSL#ywMbGLEklvQDoiolWLY0MtJl3oBC3BCdU3Cn3uT2RuR |
17:59 |
tumeninodes |
yslice probs are way off |
18:00 |
tumeninodes |
I played around with them a little but, does not help when you do not really even understand them |
18:01 |
tumeninodes |
I looked in the mapgen questions thread and saw some info but none which explains which ypos is for which aspect |
18:01 |
paramat |
0 is the lowest layer of nodes |
18:01 |
tumeninodes |
and yes, I know that code will need to be cleaned up :P |
18:02 |
tumeninodes |
ok so top setting (ypos=0)? |
18:03 |
paramat |
the number designates the horizontal node layer in the original schem |
18:03 |
paramat |
'top'? lowest layer of nodes |
18:04 |
tumeninodes |
:/ there has to be either a way to explain in extreme layman speak or someone to do a quick vid tutorial :P |
18:05 |
paramat |
so you set a probability for whatever horizontal layer of nodes you want to have a chance of being left out |
18:05 |
tumeninodes |
I thought due to the uppy eyes down layout, of the 4 ypos, the top ypos would represent the bottom layers |
18:05 |
paramat |
no, forget the upside-down nature of lua tables, just think about the actual upright structure in the world :) |
18:06 |
paramat |
so by lowest layer i mean 'of the actual upright structure' |
18:06 |
tumeninodes |
ohhhh, the roots should prob be something like ypos=0 prob=255? |
18:06 |
paramat |
ypos has nothing to do with whether the lua table is written upright or upsidedown |
18:07 |
rubenwardy |
erm |
18:07 |
rubenwardy |
*typos |
18:07 |
rubenwardy |
/jk |
18:07 |
tumeninodes |
I am a walking typo :D |
18:07 |
paramat |
lol |
18:07 |
paramat |
yes lowest roots will be ypos=0 |
18:08 |
tumeninodes |
ok, that makes some more sense now |
18:09 |
paramat |
if a node layer is skipped due to probability all the other layers above are moved down one node. however ypos always refers to the layers of the full structure |
18:09 |
tumeninodes |
this is difficult for me to grasp without visuals haha |
18:10 |
tumeninodes |
a crayon sketch or something |
18:13 |
paramat |
well my last message is not important to grasp right now |
18:14 |
tumeninodes |
that's good..., cuz I didn;t firmly grasp it :D |
18:15 |
paramat |
essentially, just decide which node layers of the complete upright tree structure you want to have probability applied to. 0 = lowest layer, then it goes 1,2,3.. as you go up |
18:15 |
paramat |
and 127 is fine as a prob |
18:18 |
tumeninodes |
so, if a structure is 16 nodes high, there are essentially 16 ypos..., but you basically want to just pick n choose roughly which areas to be effected by a possibility of a change? |
18:18 |
tumeninodes |
sorry, just trying to work it in my head. Or, are the layers = to the number of sections in the lua table |
18:19 |
tumeninodes |
I am so amusing to work with :P |
18:19 |
paramat |
first is correct |
18:20 |
paramat |
16 nodes high: ypos 0-15 base to top |
18:20 |
tumeninodes |
awesome... I think I'm starting to see the light |
18:21 |
tumeninodes |
thank you paramat..., it definitely makes sense now. |
18:22 |
tumeninodes |
it's those sort of little details (set into just straight/basic language) that tends to be missing from most if not all docs |
18:24 |
tumeninodes |
and in the yslice prob section of the code, it does not make any difference where I set any layer? But commonly the rule is to use lowest denomination at the top, and the highest at the bottom of that list, correct? |
18:26 |
tumeninodes |
meaning ypos=0, prob=127 | ypos=5, prob=127 | ypos=10, prob=127, etc... top > bottom |
18:27 |
tumeninodes |
I was wondering why almost the entire base/roots of the willows were not generating, and now I know.... (mostly) :) |
18:28 |
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18:28 |
paramat |
order has no effect in the ypos list but i order from 0 -> |
18:28 |
tumeninodes |
ok, got it now. thank you so much |
18:30 |
tumeninodes |
As soon as I get them just the way I want..., it will be time to make some much better textures. work work work work work... |
18:31 |
tumeninodes |
I think I may make these leaves passable too... since they sit so low to the water.. not sure yet but..., I think that might be a good thingto think about with the new small pines in MTG as well |
18:33 |
tumeninodes |
meaning walkable = false |
18:36 |
paramat |
nah it's good to have some impassable trees in mtg, travel is too easy otherwise |
18:38 |
tumeninodes |
true, although I typically forget to view things from the actual "gaming" aspect of it all :P |
18:41 |
Shara |
Thick forest should take some effort to move through |
18:43 |
tumeninodes |
not if you have a.... machete |
18:43 |
tumeninodes |
:) |
18:45 |
tumeninodes |
hmmm, my trees are still floating in air, and not really producing the full roots :/ maybe a lower prob, like 64? |
18:45 |
entuland |
can I talk in private to someone about a community thing? are there moderators around? |
18:45 |
red-001 |
moderators for what? |
18:45 |
red-001 |
the irc? forums? |
18:45 |
tumeninodes |
#minetest |
18:45 |
entuland |
forum / mods, stuff like that |
18:46 |
entuland |
or should I use the forum facilities instead? |
18:46 |
red-001 |
doesn't really matter |
18:46 |
red-001 |
but chances are that will take longer |
18:47 |
Krock |
entuland, according to the forum last visitors, rubenwardy is online |
18:47 |
Shara |
entuland: feel free to message me as well |
18:47 |
Krock |
/query <name> for PMs in IRC |
18:47 |
entuland |
okay |
18:47 |
rubenwardy |
que |
18:47 |
entuland |
thanks |
18:47 |
entuland |
rubenwardy, can I PM you? |
18:47 |
* Shara |
apparently isn't good enough |
18:47 |
tumeninodes |
quiche? |
18:47 |
rubenwardy |
I'm a bit busy |
18:47 |
rubenwardy |
D: |
18:48 |
Krock |
Shara, not anymore ^ |
18:48 |
* rubenwardy |
defers to Shara |
18:48 |
entuland |
that's good, I thought about disturbing rubenwardy cause it's related to content.minetest.net as well |
18:48 |
entuland |
I'll PM Shara |
18:48 |
rubenwardy |
oh right |
18:48 |
red-001 |
I also see krock is online |
18:48 |
rubenwardy |
then I may be better |
18:48 |
tumeninodes |
there, there Shara... it's ok |
18:48 |
rubenwardy |
busy = reviewing CTF maps |
18:48 |
Krock |
red-001, inb4 I have no power on the forums |
18:48 |
entuland |
eheheh |
18:48 |
rubenwardy |
so not actually important |
18:48 |
entuland |
who shall I disturb then? |
18:48 |
Shara |
tumeninodes: but now I'm sad and sulky :P |
18:48 |
entuland |
:) |
18:49 |
tumeninodes |
here... have a kitty |
18:49 |
Krock |
well, busy is busy. if it wouldn't be important then I wouldn't even mention it lol |
18:49 |
red-001 |
you can look disapproving |
18:49 |
Shara |
entuland: in this time you probably could have messaged both of us :P |
18:49 |
entuland |
ahahaha |
18:49 |
entuland |
that's okay |
18:49 |
entuland |
I'll msg both and you'll see |
18:49 |
Krock |
both in parallel for the double effect 8) |
18:49 |
tumeninodes |
do first, ask forgiveness later... that's my ideology |
18:50 |
red-001 |
are devs are particle or a wave? |
18:50 |
tumeninodes |
abms |
18:50 |
tumeninodes |
lotsa lag |
18:50 |
Krock |
it's a slimy something of mass floating in front of luminescent screens |
18:51 |
Krock |
so, red-001. it's non of them |
18:51 |
Krock |
*none |
18:51 |
tumeninodes |
ewww.I'm trying to eat here |
18:51 |
red-001 |
quantium mechanics wasn't meant to be complex it just ended up lagging really bad |
18:51 |
tumeninodes |
ha |
18:51 |
tumeninodes |
too caught up trying to solve itself |
18:54 |
* tumeninodes |
has to go pretend to try to fix my trees, before I ask someone to fix them XD |
19:00 |
paramat |
the prob is the prob of the layer appearing btw |
19:01 |
red-001 |
Shara, shouldn't https://forum.minetest.net/viewtopic.php?f=18&t=17929 be renamed? |
19:01 |
red-001 |
!title |
19:01 |
MinetestBot |
red-001: Minetest 0.5.0 is on the road - Minetest Forums |
19:02 |
Shara |
Maybe. |
19:02 |
Shara |
Either that or someone should explain the change |
19:02 |
tumeninodes |
ohhhhhhhh, that's why... hmmm, so ypos=0, prob=255? because prob does not determine variables in placement direction (or rotation on placement) does it? |
19:03 |
tumeninodes |
that's easy to explain... 5..., minus 0 |
19:04 |
tumeninodes |
brb |
19:04 |
rubenwardy |
<PlayerOnCTF> Also what happened to Calinou he doesnt join now |
19:05 |
paramat |
yslice prob only applies prob, not rotation or anything else |
19:07 |
IcyDiamond |
What's up fellas |
19:13 |
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19:20 |
rdococ |
this is hilarious: https://content.minetest.net/packages/texmex/commons/ |
19:20 |
rdococ |
"Abolishes private property by melting the solid chest locks into air." |
19:26 |
Calinou |
hi :) |
19:26 |
Calinou |
rubenwardy: I'm still around but don't really play Minetest anymore :/ |
19:27 |
rubenwardy |
:'( |
19:28 |
rdococ |
rubenwardy: Looks like someone beat you to communism_game, lol |
19:28 |
rubenwardy |
dang |
19:34 |
rdococ |
You could theoretically set up a commune in any survival server, but then you risk people outside the commune stealing your stuff. |
19:35 |
rdococ |
That is, unless you use shared locked chests. |
19:36 |
tumeninodes |
ok..., I finally figured out the problem with the willow roots... The first pos when using schemtools, I had set at the level of the bottom nodes :P, And then it only saves from above it, so I need to set pos1 one node below the bottom tree nodes |
19:36 |
tumeninodes |
bada bing bada boom |
19:45 |
paramat |
ah |
19:46 |
tumeninodes |
yeh, it seems the pos have to be set inline with the outermost nodes on sides... but 1 node above and 1 node below the overall structure. I did not know that. |
19:58 |
tumeninodes |
hmmm, nope. Now I do have the roots (bottom section) but, they are still hovering. :/ wth? These willows sit in the waterline along coasts..., They seem to be setting on the land nodes at waters edge but, the ones which are placed "in" the water... sit atop the water, and not onto the dirt below the water surface. Any ideas? |
19:59 |
tumeninodes |
these basically take the place of the jungle trees which sit in the water so, jungle swamp (or whatever) and they are registered/set up that way |
19:59 |
tumeninodes |
brb need to take a call |
20:11 |
paramat |
if you want the roots to replace water those nodes have to be set with per-node force-placement, all your trunk/branch nodes should have force-place, but the leaves should not. see the lua table schems in 'saveschems' mod as examples |
20:18 |
rdococ |
I'd like to see 'synchronous digilines': a system which would allow a luacontroller to send a digiline message, wait for the response and continue without using interrupts. |
20:20 |
IhrFussel |
Does minetest.item_eat() allow floats as value? |
20:20 |
IhrFussel |
Will floats just be floored/ceiled? |
20:20 |
tumeninodes |
ok paramat, I'll check those. Thanks again |
20:40 |
tumeninodes |
Excellent, now I have a fuller understanding of how it all works (thank you paramat) https://imgur.com/a/v0Uznr5 |
20:40 |
tumeninodes |
!title |
20:40 |
MinetestBot |
tumeninodes: Coastal Willows - Album on Imgur |
20:41 |
tumeninodes |
still need a little tweaking but, I'm happy with them so far |
20:43 |
tumeninodes |
I think what I will do, is to create a meadow/meadowlands biome to sweeten the pot. And probably thin out the generation of inland willows, but keep them fairly abundant along coastlines (randomly) |
20:45 |
Krock |
Looks quite good already - could also be improved more by random removing of nodes so that the trees don't look the same all the time |
20:45 |
tumeninodes |
adding and utilizing waterlilys, cattails, long types of grass and some other related plantlife (but not over the edge, so it's not over crowded) and possibly 3 variable size of willows |
20:45 |
tumeninodes |
thanks Krock... yeh, that's what I mean by more tweaking, the top especially is too flat |
20:47 |
tumeninodes |
the first step should probably be to clean up the code schemtools generates so it matches the code in saveschems. RIght now it looks like jibberish and confusing |
20:50 |
tumeninodes |
I basically set all tree nodes to force_place = true :P because I could not tell yet which are which quickly. That should be removed so some of the branches dangle at the water surface |
20:50 |
tumeninodes |
(or "leaves" dangling just above water) |
20:52 |
paramat |
nice shape and textures |
20:52 |
tumeninodes |
the textures and basic layout of the tree is from Farlands, just fiddled with, and I will makes new textures but, I'm happy so far and I can work on them more later. Now there are a couple other trees I want to restyle and create |
20:53 |
tumeninodes |
the textures for these in Farlands are good, I just want to try some different designs and colours |
20:55 |
tumeninodes |
I always seem to get more work accomplished on rainy days :D |
21:02 |
rdococ |
Minetest 0.4.17-dev just crashed within a few seconds of me opening it, before I was about to close it. |
21:02 |
rdococ |
I think, I'm not sure if I may have clicked the close button without realizing it. |
21:03 |
red-001 |
linux or windows? |
21:03 |
red-001 |
should be a core dump somewhere if it crashed |
21:33 |
tumeninodes |
awe... so wanted to kickban "yayz" |
21:45 |
rdococ |
Looks like the version formatting change from 0.5.0 to 5.0.0 is official now... |
22:08 |
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22:38 |
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