Time |
Nick |
Message |
00:00 |
VanessaE |
http://forum.minetest.net/viewtopic.php?id=5227 |
00:00 |
VanessaE |
ffs. |
00:01 |
|
lamefun joined #minetest |
00:01 |
Kacey |
haha speak of the devil lol |
00:01 |
lamefun |
Yet again the inconvenient truth is hated and censored... |
00:02 |
VanessaE |
if it were censored, it would have been deleted. |
00:02 |
|
shadowjay1 joined #minetest |
00:03 |
|
shadowjay1 joined #minetest |
00:03 |
Traxie21 |
thanks kacey |
00:03 |
Kacey |
yw |
00:03 |
Kacey |
want to help? |
00:04 |
Traxie21 |
lemme take a look at it |
00:05 |
Traxie21 |
I already have 2 projects though |
00:05 |
lamefun |
Does LuaJIT have corporate interest in it? One-man projects that are very complex and need advanced compuer science knowledge and simultaneously have little interest in them can die very easily. It's an obvious but inconvenient truth. Give up the sweet delusions and face the reality. |
00:05 |
VanessaE |
We. Don't. Care. About. Javascript. |
00:05 |
Traxie21 |
VanessaE, mind toning that down? |
00:06 |
Traxie21 |
That makes us look really closed-minded |
00:06 |
Traxie21 |
Although I'd have to agree with you |
00:06 |
Traxie21 |
I hate JS |
00:06 |
VanessaE |
Traxie21: you haven't seen his diatribes? |
00:06 |
Kray |
how is this related to JS |
00:06 |
Traxie21 |
So confusing |
00:06 |
Kacey |
i agree |
00:06 |
* Kacey |
hides from the coming ban or kick |
00:06 |
Kacey |
Kray spoke!?!?!?!?!?!?!? |
00:07 |
* Kray |
has spoken |
00:07 |
Traxie21 |
dia... tribes... what is that? |
00:07 |
VanessaE |
Kray: because that's what lamefun has been espousing for like three days straight now |
00:07 |
Traxie21 |
Nvm, got it |
00:07 |
Kray |
he wants javascript instead of lua to minetest? |
00:07 |
VanessaE |
Kray: yes. |
00:08 |
Traxie21 |
Kacey, I really can't help you much |
00:08 |
Kray |
retarded idea |
00:08 |
Kacey |
ok |
00:08 |
Kray |
(unless he wants to implement it) |
00:08 |
Traxie21 |
Anything that deals with physical objects in the world is so confusing for me |
00:08 |
Traxie21 |
Math is my weak point |
00:09 |
Kray |
also javascript will suffer the exact same performance problems |
00:09 |
Kray |
like any other dynamic language |
00:10 |
lamefun |
JavaScript is the most used, very fast and most long-term reliable (large teams are working on it insted of just one man) scripting lanuguage on this whole planet. Face the reality, give up the sweet delusions about LuaJIT, it's unreliable long-term. Look at this testimony: http://forum.minetest.net/viewtopic.php?pid=77061#p77061 , mods will of course start relying on speed of LuaJIT and if it dies, Minetest will be severely harme |
00:10 |
VanessaE |
lamefun: had you not sought to combine your arguments with a bunch of bullshit that sounds like it's been ripped from the guy responsible for timecube, perhaps you would be seen in a slightly more positive light. |
00:11 |
Kray |
lamefun: what would be the problem with luajit "dying"? |
00:11 |
VanessaE |
(shiny new world, open source is a dead end, programmable computers will die, etc etc etc) |
00:11 |
Kray |
it doesn't just suddenly make it unusable |
00:11 |
VanessaE |
exactly, and unlike closed-source software, once the source is open, it's all but immortal. |
00:11 |
Kray |
and javascript is as fast as its implementations |
00:12 |
VanessaE |
look at xmms: it ain't dead, it just changed hands a few times,. |
00:12 |
lamefun |
Immortal huh? Only when it has interset in it, or else it'll become obsolete. Can Minetest developers maintain it when it dies? |
00:12 |
RealBadAngel |
javascript? |
00:12 |
Kray |
if you use some trivial javascript library it won't be really faster than Lua (but certainly more complicated) |
00:12 |
VanessaE |
lamefun: probably. |
00:12 |
Kray |
and when you go for V8... |
00:13 |
VanessaE |
or the Lua team will see the value in it and pick it up. |
00:13 |
* Kray |
pukes |
00:13 |
RealBadAngel |
is some1 drunk here or just mad? |
00:13 |
Kray |
it is fast, but don't even try implementing anything with it |
00:14 |
Kray |
with the effort required to switch to V8 you as well maintain luajit or whatever IF it dies out |
00:14 |
lamefun |
Kray: the problem is, the implementations are very fast, there are at least 3 very fast free software implemntations developed by large teams instead of one man (Firefox's, Chrome's, Safari's). |
00:14 |
lamefun |
Kray: switching to v8 is just lots of tedium of wrapping functions. maintaining a JIT interpreter is advanced math |
00:15 |
Kray |
Safari uses WebKit's reference implementation |
00:15 |
Kray |
Chrome uses V8 |
00:15 |
Kray |
and Firefox uses its some own thing |
00:15 |
hmmmm |
lamefun, javascript is great and all, but that's something totally different |
00:15 |
hmmmm |
lua is here and done |
00:16 |
Kray |
lamefun: no, V8 is horrible |
00:16 |
hmmmm |
if you'd like to, you could fork minetest and replace lua with javascript |
00:16 |
RealBadAngel |
or with BASIC |
00:16 |
lamefun |
Kray: why? |
00:16 |
RealBadAngel |
well, i just thought why not Forth? |
00:17 |
Kray |
I recommend taking a look at it |
00:17 |
Traxie21 |
How about PHP? |
00:17 |
RealBadAngel |
or even better |
00:17 |
Traxie21 |
and |
00:17 |
Traxie21 |
or |
00:17 |
VanessaE |
what, no love for COBOL? |
00:17 |
Traxie21 |
HTML??!?!! |
00:17 |
VanessaE |
;) |
00:17 |
Kacey |
VanessaE, aren't you starting to get tired of this conversation? |
00:17 |
RealBadAngel |
lets mod in BRAINFUCK :) |
00:17 |
VanessaE |
Kacey: long ago. |
00:17 |
Traxie21 |
lets mod in.. |
00:17 |
Traxie21 |
ENGLISH |
00:17 |
VanessaE |
RealBadAngel: you mean L-systems? ;) |
00:17 |
RealBadAngel |
that will be fun :) |
00:17 |
lamefun |
Kray: I did, it doesn't seem that bad. |
00:17 |
RealBadAngel |
no, real brainfuck |
00:17 |
Traxie21 |
or in |
00:17 |
VanessaE |
[03-16 15:23] <celeron55> this L-system language is the closest to brainfuck that i have seen, that actually is not brainfuck |
00:17 |
Traxie21 |
LOLCAT |
00:18 |
Kray |
it doesn't seem very bad in trivial examples |
00:18 |
Kray |
but try implementing anything more expensive |
00:18 |
Kray |
nope |
00:18 |
Kray |
*extensive |
00:18 |
VanessaE |
I CAN HAZ "stdio.h" |
00:18 |
Traxie21 |
mynetist gimme tool dat has meise |
00:20 |
Kray |
also, luajit.org has had numerous corporation backings |
00:20 |
Exio |
VanessaE: isn't it "CAN I HAZ"? |
00:20 |
Traxie21 |
nope |
00:20 |
Traxie21 |
I can haz |
00:20 |
VanessaE |
actually it's neither, it's just "CAN HAS" |
00:20 |
VanessaE |
http://en.wikipedia.org/wiki/LOLCODE |
00:20 |
Exio |
:( |
00:21 |
Kacey |
i can register energytype = "chzbgr" |
00:21 |
VanessaE |
and it's turing complete. hah! |
00:21 |
Kacey |
lol |
00:21 |
Exio |
http://www.monzy.com/intro/killdashnine_lyrics.html |
00:21 |
Exio |
http://www.monzy.com/intro/drama_lyrics.html |
00:22 |
Exio |
"You rap in exponential time and I'm big-O of log(n)." |
00:22 |
Kacey |
http://www.youtube.com/watch?v=gU3YWhug6jU |
00:26 |
lamefun |
http://luajit.org/sponsors.html |
00:26 |
lamefun |
It's nothing like Google and Apple. |
00:27 |
Traxie21 |
someone kick |
00:27 |
lamefun |
Sorry, I still can't learn to trust such one-main projects :( |
00:27 |
Traxie21 |
Well the |
00:27 |
Traxie21 |
Then, stick with normal lua |
00:28 |
Traxie21 |
Don't work our asses out over a new language, which would require engine-redesign and implementation, a redesign of the modding API, and every mod to be redone. |
00:30 |
|
NekoGloop joined #minetest |
00:31 |
VanessaE |
wtf is the issue here? luajit is just lua on speed. if it dies, we go back to interpreted lua |
00:31 |
VanessaE |
we already have a viable, if sub-optimal exit strategy. |
00:32 |
Kacey |
i think there should be a whole new language that works alongside of lua for modding |
00:33 |
NekoGloop |
I think we should encode kittens to make mods |
00:33 |
VanessaE |
NekoGloop: LOLCODE has already been discussed. :) |
00:34 |
Kray |
if performance is an issue, just make native mod API |
00:34 |
Kray |
that will be faster and easier to maintain than any scripting language |
00:34 |
VanessaE |
a C++ modding API would be nice if it can be made secure and easy to hook into |
00:34 |
VanessaE |
afaiu, LuaJIT gives us a lead-in to that anyway |
00:35 |
VanessaE |
but the functions that would allow for it (FFI( are considered unsafe, so the current plan appears to be to disable them |
00:35 |
VanessaE |
s/\(FFI\(/\(FFI\)/ |
00:36 |
lamefun |
Why using full sed syntax O_o? |
00:36 |
VanessaE |
habit? |
00:41 |
|
Kacey joined #minetest |
00:41 |
Kacey |
stupid youtube |
00:43 |
|
YoungDerp joined #minetest |
00:44 |
* VanessaE |
hands Kacey a can of Derp-B-Goneâ„¢ |
00:46 |
VanessaE |
HA! |
00:47 |
Exio |
VanessaE: +1 for the regex |
00:47 |
* RealBadAngel |
is going to cut the discussion. from april 1st on all mods have to be written in pure assembler |
00:47 |
RealBadAngel |
no exuses allowed |
00:47 |
VanessaE |
O_O |
00:47 |
Exio |
xD |
00:47 |
VanessaE |
6502 I hope? :D |
00:47 |
VanessaE |
(you didn't say WHICH assembler had to be used :D ) |
00:48 |
RealBadAngel |
x86 of course |
00:53 |
Exio |
replace lua with scheme |
00:54 |
Exio |
and minetest will be be called (test) |
00:55 |
VanessaE |
no wait, write it in cORBa :-) |
00:55 |
VanessaE |
(that obscure language used within Gnome at one time) |
01:03 |
|
bas080 joined #minetest |
01:19 |
|
YoungDerp joined #minetest |
01:20 |
YoungDerp |
ok had to boot the netbook up |
01:21 |
* VanessaE |
hands Kacey another can of Derp-B-Goneâ„¢ |
01:22 |
YoungDerp |
naw |
01:22 |
YoungDerp |
i am a Derp |
01:22 |
|
jordan4ibanez joined #minetest |
01:22 |
jordan4ibanez |
What if |
01:22 |
jordan4ibanez |
we could cook and smelt items, by throwing them in a fire block |
01:23 |
VanessaE |
interesting idea; fire is buildable_to though |
01:24 |
VanessaE |
not that that should actually matter come to think of it |
01:24 |
VanessaE |
hm |
01:24 |
VanessaE |
actually that's a pretty GOOD idea. |
01:24 |
VanessaE |
or intriguing anyway |
01:26 |
jordan4ibanez |
That could be a cool addition in a node and item definition you could have "cooks_into = item or node" |
01:26 |
jordan4ibanez |
apples could turn into steel apples or something cobble into stone |
01:26 |
VanessaE |
I could see that. |
01:27 |
VanessaE |
but it might encourage arson in the game |
01:27 |
VanessaE |
still it would be useful in certain low-resource situations |
01:28 |
jordan4ibanez |
we should also make a block that when fire is above it, fire checks for it below it when it tries to go out, and if that block is there the fire stays lit |
01:30 |
jordan4ibanez |
"gasamolt" made with wood and coal |
01:31 |
VanessaE |
doesn't that sorta happen now anyway? |
01:31 |
VanessaE |
of course, I have my own ideas on how fire should spread |
01:31 |
VanessaE |
it spreads way too fast into some materials e.g. tree trunks |
01:32 |
jordan4ibanez |
no, fire spreads to spreadable nodes, I'm talking about a non flammable node that keeps fire alive |
01:32 |
VanessaE |
yet leaves will catch fire in the same amount of time, and they even seem to burn for abotu as long too |
01:32 |
VanessaE |
ah |
01:32 |
VanessaE |
like a fireplace sorta thing |
01:32 |
jordan4ibanez |
Indeed |
01:32 |
YoungDerp |
there is already a node for that |
01:33 |
jordan4ibanez |
In the default game wiener |
01:34 |
|
kaeza joined #minetest |
01:35 |
jordan4ibanez |
node entities would still be a great addition btw |
01:36 |
jordan4ibanez |
having an entity attached to a node and having it appear to be the node would be amazing and easy |
01:36 |
jordan4ibanez |
the thing I don't like is how the entity lags to disapear with the client |
01:36 |
VanessaE |
I'd love to see node MODELS introduced soon |
01:36 |
jordan4ibanez |
server to client I mean |
01:36 |
kaeza |
LOL http://forum.minetest.net/viewtopic.php?pid=78000#p78000 |
01:36 |
VanessaE |
if entities can have true vector models, I'd love for nodes to have the same |
01:37 |
VanessaE |
kaeza: yeah. |
01:37 |
kaeza |
I see that guy is never gonna give you up |
01:37 |
kaeza |
:P |
01:38 |
kaeza |
anyway, don't mind me... I just got up |
01:38 |
VanessaE |
good morning, or something or other :D |
01:41 |
|
Kacey joined #minetest |
01:41 |
Kacey |
SPRING BREAK 2013!!!!!!! |
01:41 |
Kacey |
lol |
01:41 |
Kacey |
i had an idea |
01:42 |
Kacey |
we should have an ftb server |
01:42 |
VanessaE |
ftb? |
01:42 |
Kacey |
feed the beast |
01:43 |
VanessaE |
never heard of irt |
01:43 |
VanessaE |
it* |
01:43 |
kaeza |
[22:38:25] <VanessaE> good morning, or something or other :D <-- lol nope, 22:43 |
01:44 |
Kacey |
it is essentially where you have like technic and mesecons and other industrial mods on a multiplayer server |
01:44 |
Kacey |
and everyone works together to make EVERYTHING |
01:45 |
jordan4ibanez |
luajit would be awesome for this game |
01:45 |
jordan4ibanez |
but the fact that I saw that the people who are doing the commit don't care about the windows version |
01:45 |
jordan4ibanez |
fuck ducks |
01:45 |
RealBadAngel |
i will try to merge luajit |
01:45 |
RealBadAngel |
it is confirmed to work perfect |
01:46 |
jordan4ibanez |
how much performance does it benefit? |
01:46 |
RealBadAngel |
at least 2 times faster |
01:46 |
RealBadAngel |
more complex code benefit is bigger |
01:46 |
* jordan4ibanez |
twindles his fingers |
01:47 |
jordan4ibanez |
so now our mods won't lack like fuck? |
01:47 |
jordan4ibanez |
like mesecons |
01:47 |
jordan4ibanez |
or pathfinding |
01:47 |
NekoGloop |
mesecons will still lag |
01:47 |
RealBadAngel |
technic, mesecons, moretrees, moreores and stuff like that works circa 2,5 times fatster |
01:47 |
VanessaE |
jordan4ibanez: I run luajit on my server, fwiw |
01:48 |
NekoGloop |
(2.5 ain't enough) |
01:48 |
jordan4ibanez |
Oh very nice, now we are going to be faster than minecraft |
01:48 |
lamefun |
http://luajit.org/performance_x86.html |
01:48 |
lamefun |
that shows 100 times faster |
01:48 |
jordan4ibanez |
Can someone makes a windows build of the luajit version? |
01:48 |
VanessaE |
lamefun: in practice, it's 2-10x |
01:48 |
RealBadAngel |
hold on |
01:48 |
RealBadAngel |
all of you |
01:48 |
VanessaE |
jordan4ibanez: sorry, wish I knew how |
01:48 |
VanessaE |
RealBadAngel: huh> |
01:48 |
RealBadAngel |
you know what JIT means? |
01:49 |
VanessaE |
RealBadAngel: wait, before you 'try to merge' |
01:49 |
VanessaE |
https://github.com/minetest/minetest/pull/558 |
01:49 |
VanessaE |
see if you can improve on BlindBanana's ode |
01:49 |
VanessaE |
code |
01:49 |
RealBadAngel |
luaJIT comes with ability to translate Lua code directly to assembler |
01:49 |
jordan4ibanez |
Just in time |
01:49 |
VanessaE |
(in the meantime, I'll continue to use my custom build script, it's easier for me to get my head around than makefiles) |
01:50 |
RealBadAngel |
just in time |
01:50 |
jordan4ibanez |
Oh wait, I learned how to use blender, I learned how to export into minetest, derp, why aren't I making mobs |
01:50 |
RealBadAngel |
and it is multiplatform |
01:50 |
VanessaE |
jordan4ibanez: I thought you were? |
01:50 |
RealBadAngel |
x86 sparc etc |
01:50 |
VanessaE |
isn't peaceful_npc based on your code? |
01:50 |
jordan4ibanez |
Peaceful npc basically is my code |
01:51 |
jordan4ibanez |
I was talking about actually making the model |
01:51 |
VanessaE |
oh right |
01:51 |
RealBadAngel |
when mods will be JIT'ed |
01:51 |
jordan4ibanez |
Now I can make horses |
01:51 |
VanessaE |
just don't go making a damn creeper :) |
01:51 |
RealBadAngel |
the speed will be comparable to engine speed |
01:51 |
VanessaE |
and whatever isn't comparable, that's where we add C++ calls. |
01:51 |
NekoGloop |
No. FUCKING. SKELETONS. |
01:52 |
VanessaE |
use the right tool for the job. |
01:52 |
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VanessaE left #minetest |
01:52 |
|
VanessaE joined #minetest |
01:52 |
VanessaE |
oops |
01:52 |
NekoGloop |
Bye. Hi. |
01:52 |
kaeza |
wut |
01:52 |
VanessaE |
NekoGloop: +(inf) |
01:52 |
jordan4ibanez |
luajit will be the great leap forward for minetest I hope |
01:52 |
jordan4ibanez |
I am sick of lua calls slowing the game down |
01:52 |
VanessaE |
damn habits. Ctrl-W closes the window, not erases a word. |
01:53 |
jordan4ibanez |
so much that I stopped playing |
01:53 |
jordan4ibanez |
I hope thexyz can make a luajit windows build today :L |
01:53 |
jordan4ibanez |
or pilzadam or sfan5 or someone |
01:53 |
NekoGloop |
Screw pilz. |
01:54 |
VanessaE |
jordan4ibanez: if I knew how to compile for win, I'd make one for you. |
01:54 |
jordan4ibanez |
not for me, for everyone |
01:54 |
RealBadAngel |
get real OS |
01:54 |
VanessaE |
but all I know how to do is compile for AMD 64 linux (debian/ubuntu) |
01:54 |
NekoGloop |
Linux isn't a real OS. |
01:55 |
jordan4ibanez |
yeah linux isn't a real os either man, neither is mac osx or windows, or bsd, unix and dos are the real OSes |
01:55 |
VanessaE |
NekoGloop: it's real enough to do everything windows can do, even if it is underutilized on the desktop |
01:55 |
NekoGloop |
(it's a kernel) |
01:55 |
RealBadAngel |
said NekoGloop, citizen of virtual OS called Windows |
01:55 |
VanessaE |
jordan4ibanez: if you wanna try it out in a virtual machine, http://forum.minetest.net/viewtopic.php?pid=77600#p77600 |
01:55 |
jordan4ibanez |
I won't get the real experience, so I shall wait |
01:55 |
VanessaE |
actually, |
01:56 |
VanessaE |
virtual machines do run most code natively don't they? |
01:56 |
VanessaE |
(so in theory, you should get very close to full performance) |
01:56 |
NekoGloop |
Enough to run wine in a virtual machine while running said virtual machine in wine, running in a virtual machine running in windows. |
01:57 |
VanessaE |
heh |
01:57 |
VanessaE |
wine sucks, sadly. |
01:57 |
NekoGloop |
Then get a real virtual machine |
01:57 |
VanessaE |
VirtualBox. |
01:58 |
VanessaE |
Abe uses that to play some win games such as MS Pinball |
01:58 |
NekoGloop |
That's a bad game ^^' |
01:59 |
VanessaE |
heh |
01:59 |
VanessaE |
well he likes it. |
01:59 |
jordan4ibanez |
I use dosbox to install windows 98 |
01:59 |
VanessaE |
I should try a win build of MT sometime and see how it runs |
02:00 |
RealBadAngel |
you know, i should miss windows |
02:00 |
jordan4ibanez |
it runs like shit, hopefully jit will change that |
02:00 |
RealBadAngel |
i used to "repair" pc's or laptops for folks |
02:00 |
RealBadAngel |
make clean, reinstall OS |
02:01 |
RealBadAngel |
i started to install ubuntu for them |
02:01 |
RealBadAngel |
and you know what? |
02:01 |
RealBadAngel |
theyre not coming back |
02:02 |
NekoGloop |
They bitched at your because it's not the same? |
02:02 |
RealBadAngel |
because all is just working fine |
02:02 |
NekoGloop |
They're not coming back because you didn't do what you were supposed to. |
02:02 |
RealBadAngel |
they tried to at the start |
02:02 |
jordan4ibanez |
to make it clean use bleachbit and advanced system care |
02:03 |
RealBadAngel |
got lotsa phone calls wheres this, wheres that |
02:03 |
RealBadAngel |
for 2 weeks for every customer |
02:03 |
RealBadAngel |
later on they get used to |
02:04 |
RealBadAngel |
now i blame myself for this |
02:04 |
RealBadAngel |
i dont get my fucking money for "repairs".... |
02:05 |
RealBadAngel |
before i saw every pc at my place each 2-3 months |
02:06 |
RealBadAngel |
now i call the owners to ask if everythin is ok |
02:06 |
RealBadAngel |
ok, cya |
02:06 |
NekoGloop |
That's called people don't know common internet policy: If you don't know what it is, don't click it. |
02:06 |
RealBadAngel |
typical shoot in own foot |
02:06 |
jordan4ibanez |
Yeah I kind of agree with neko on this one, that was a really bad idea |
02:07 |
jordan4ibanez |
if we keep making linux more popular, it will eventually start to get bad viruses |
02:07 |
Kacey |
VanessaE, i had a GREAT idea that would help the moretrees leaves not decaying |
02:08 |
VanessaE |
they already decay :-) |
02:08 |
VanessaE |
if it isn't fast enough, the decay abm just needs a lower interval or chance value |
02:08 |
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02:09 |
Kacey |
make a group called leaves (all this is in the default game) and make leafdecay look for a node with the tree group nearby and then just put that on the leaves and trunks in moretrees |
02:09 |
VanessaE |
Kacey: they already are in a leaves group I think :-) |
02:09 |
VanessaE |
and they decay relative to whichever tree they go with |
02:10 |
VanessaE |
sequoia leaves will decay without a sequoia trunk nearby, etc. |
02:13 |
jordan4ibanez |
The fact that I couldn't use my floppy drive in linux was a real let down too |
02:13 |
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02:15 |
VanessaE |
jordan4ibanez: only trouble I've ever had with using floppy drives in linux was bad hardware |
02:15 |
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02:15 |
VanessaE |
mtools is your friend |
02:15 |
hmmmm |
[10:01 PM] <RealBadAngel> theyre not coming back |
02:16 |
NekoGloop |
What isn't? |
02:16 |
hmmmm |
they're not coming back because they know "that guy just breaks your computer more" and they took it to somebody else :p |
02:16 |
VanessaE |
what aren't? floppies? G*d forbid if they should :) |
02:16 |
NekoGloop |
Oh, right. |
02:16 |
Kacey |
im bringing floppyback |
02:16 |
* Kacey |
sings that song |
02:16 |
hmmmm |
installing linux is something i just don't do for other people for fear of retribution |
02:16 |
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02:16 |
NekoGloop |
ifyouknowwhatimean |
02:16 |
hmmmm |
they just can't handle something slightly different |
02:16 |
jordan4ibanez_ |
Uh oh my hard drive is dying |
02:17 |
NekoGloop |
No. You're dying. |
02:17 |
VanessaE |
jordan4ibanez_: aw shit. |
02:17 |
jordan4ibanez_ |
No, it's screeching, really high pitched |
02:17 |
VanessaE |
make backups while you can! |
02:17 |
jordan4ibanez_ |
and I just got a blue screen, booted into linux and got a kernel panic, damn |
02:17 |
* Kacey |
begins screaming |
02:18 |
VanessaE |
jordan4ibanez_: well you're fucked now... |
02:19 |
jordan4ibanez_ |
Nah, I make backups of this hard disk lol I just have to use my 80 gb or 160gb I guess |
02:19 |
VanessaE |
oh good |
02:19 |
VanessaE |
we always make a point to keep backups as well |
02:19 |
Kacey |
http://www.youtube.com/watch?v=DXeW8dcao_Q NekoGloop will like this one |
02:20 |
NekoGloop |
lolnope |
02:20 |
RealBadAngel |
hmmmm, theyre not coming back just because stuff is working |
02:20 |
RealBadAngel |
and no need to "repair" it |
02:21 |
RealBadAngel |
i replaced also windows with ubuntu in my uncle's office |
02:23 |
RealBadAngel |
i think i shall rise the payment for this |
02:24 |
RealBadAngel |
since its charged once not every two-three months |
02:25 |
RealBadAngel |
you may laugh but that was significant part of my budget |
02:38 |
Kacey |
http://www.youtube.com/watch?v=q-5nDCV2arw |
02:45 |
jordan4ibanez_ |
But yeah like I was saying |
02:45 |
jordan4ibanez_ |
Don't overpopularize linux, there would be consquences |
02:46 |
VanessaE |
I think what we can expect for the worst of consequences is a repeat of Eternal September |
02:46 |
jordan4ibanez_ |
creepy spambot |
02:46 |
jordan4ibanez_ |
http://forum.minetest.net/viewtopic.php?id=5211 |
02:46 |
jordan4ibanez_ |
last post |
02:46 |
VanessaE |
ghandi. |
02:47 |
VanessaE |
deleted, with extreme prejudice. |
02:49 |
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02:59 |
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03:10 |
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03:14 |
hmmmm |
RealBadAngel, how do you like this 'stratus' ore? http://ompldr.org/vaHVyNw |
03:16 |
NekoGloop |
That looks delicious |
03:17 |
RealBadAngel |
hell yeah |
03:18 |
hmmmm |
that's done by 2d perlin noise |
03:18 |
VanessaE |
hmmmm: not bad |
03:18 |
VanessaE |
I'll buy that. |
03:18 |
RealBadAngel |
me too |
03:18 |
hmmmm |
that code you had before was just complete crap and i could hardly make sense of it, this is simpler in concept and implementation and the stuff it makes isn't square |
03:18 |
hmmmm |
s/square/rectangular/ |
03:19 |
RealBadAngel |
again, concept was important |
03:19 |
hmmmm |
i'll add this as an oretype |
03:19 |
hmmmm |
also going to add a 'clay-like' ore |
03:19 |
VanessaE |
clay-like? |
03:19 |
VanessaE |
hrm |
03:20 |
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03:20 |
RealBadAngel |
god |
03:20 |
RealBadAngel |
good |
03:20 |
hmmmm |
basically do what mapgen.lua does to generate clay, except more generalized |
03:20 |
hmmmm |
alright, so there are quite a few types of ores now |
03:20 |
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03:20 |
NekoGloop |
default.generate_ore has a new variable? |
03:21 |
jojoa1997 |
what is it? |
03:21 |
hmmmm |
uniform scattered, perlin 3d scattered, perlin 3d density, 'stratus'-like (perlin 2d), and clay-like |
03:21 |
VanessaE |
hmmmm: I like the idea, just trying to think of a name for the new material |
03:21 |
hmmmm |
currently all of the ores are uniform scattered and clay-like scattered |
03:22 |
hmmmm |
vanessa, that's sandstone in the picture |
03:22 |
VanessaE |
I mean for your proposed new material. |
03:22 |
hmmmm |
what new material did i propose? |
03:22 |
RealBadAngel |
i did |
03:22 |
jojoa1997 |
what new material |
03:22 |
RealBadAngel |
marble and granite |
03:22 |
VanessaE |
[03-22 23:19] <hmmmm> also going to add a 'clay-like' ore |
03:22 |
hmmmm |
yeah i didn't have an idea for new materials, realbadangel wanted granite |
03:22 |
VanessaE |
that. |
03:23 |
hmmmm |
oh oh no |
03:23 |
hmmmm |
i meant clay-like ore generation |
03:23 |
RealBadAngel |
oh oh yes |
03:23 |
VanessaE |
OLH! |
03:23 |
VanessaE |
OH! |
03:23 |
hmmmm |
yeah sorry |
03:23 |
RealBadAngel |
hahahaha |
03:25 |
hmmmm |
it's pretty funny |
03:25 |
hmmmm |
all the ore adding takes (for me at -O1) about 160ms in lua |
03:25 |
hmmmm |
and then it's practically instantaneous here |
03:26 |
RealBadAngel |
regular lua? |
03:26 |
NekoGloop |
luajit or c++? |
03:26 |
hmmmm |
MapVoxelManipulator + LuaJIT should help matters a shitload, but i think they should be for people who have more interesting things to do than ore generation |
03:27 |
hmmmm |
so ore generation is rightfully so done by the core |
03:27 |
NekoGloop |
ruins generation? |
03:27 |
jojoa1997 |
? |
03:27 |
hmmmm |
ruins generation, sure |
03:27 |
hmmmm |
i think that might fall under a DecorationDef thing though |
03:27 |
hmmmm |
*shrug* |
03:27 |
NekoGloop |
giant protruding crystal generation? |
03:27 |
jojoa1997 |
can someone tell me how to make xchat automatically join when started |
03:27 |
hmmmm |
add it to your favorite channel list |
03:27 |
jojoa1997 |
? |
03:27 |
jojoa1997 |
injust downloaded |
03:28 |
NekoGloop |
tell xchat to skip the network list, set freenode to auto-connect, then set #minetest to your favored channel list |
03:28 |
NekoGloop |
(if that's the same in xchat and hexchat) |
03:29 |
NekoGloop |
hmmmm: giant protruding crystal generation? |
03:29 |
jojoa1997 |
i just downloaded it 10 minutes ago and it is my first chat system?(besides browser) |
03:29 |
RealBadAngel |
lol a virgin on irc! |
03:30 |
NekoGloop |
haha. You're very funny. Not. |
03:30 |
RealBadAngel |
;) |
03:32 |
jojoa1997 |
haha i figured it out with others helpful help[ haaha |
03:32 |
NekoGloop |
Anyway, I was doing my usual thing i do when i get bored, and that is look up minecraft mods for adding to my extremely too-fucking-large minecraft installation. |
03:32 |
NekoGloop |
And then I came across this: http://www.minecraftforum.net/topic/467504-151-macro-keybind-mod-0982-and-liteloader-for-151/ |
03:32 |
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03:33 |
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03:33 |
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03:33 |
VanessaE |
jojoa1997: and plug in your Nickserv password into the "nickserv password" field in that same edit dialog |
03:33 |
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03:33 |
hmmmm |
NekoGloop, you mean stalagmites? |
03:33 |
jojoa1997_PC |
? |
03:33 |
NekoGloop |
hmmmm, those are the ground ones, yes? |
03:33 |
hmmmm |
those fall under the domain of DecorationDef, you pass along a model of it to the engine and it'll pseudorandomly place them |
03:33 |
NekoGloop |
(can never remember) |
03:34 |
hmmmm |
does it matter? |
03:34 |
hmmmm |
the 'spike things' |
03:34 |
VanessaE |
NekoGloop: yes. |
03:34 |
VanessaE |
stalactites are the ceiling ones |
03:34 |
NekoGloop |
VanessaE: SASL password. |
03:34 |
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jojoa1997|Tablet joined #minetest |
03:34 |
VanessaE |
eh? |
03:35 |
|
aatf joined #minetest |
03:35 |
NekoGloop |
Use the SASL password dialog |
03:35 |
aatf |
ok |
03:35 |
aatf |
how can i put the tab down |
03:35 |
NekoGloop |
(or is this the realm of hexchat/xchat differences?) |
03:35 |
aatf |
like the - next to the square |
03:36 |
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03:36 |
VanessaE |
NekoGloop: he's setting up XChat. |
03:36 |
aatf |
yep ;-) |
03:36 |
NekoGloop |
So that isn't in hexchat? |
03:36 |
aatf |
ok i press the icon in my tray and it shuts off |
03:37 |
NekoGloop |
(or, more accuratly, not in xchat) |
03:37 |
VanessaE |
I mean jojoa1997_PC is. |
03:37 |
VanessaE |
oh wait, same person :) |
03:37 |
aatf |
how do i make my names get off |
03:37 |
aatf |
kick them |
03:37 |
VanessaE |
sign out the clients that are still running |
03:38 |
aatf |
i cant get tol those clients |
03:38 |
VanessaE |
kicking doesn't knock them off the internet |
03:38 |
NekoGloop |
They'll ping off eventually. |
03:38 |
aatf |
i press tray icon and the app closes |
03:38 |
NekoGloop |
Or you can nickserv ghost them |
03:38 |
NekoGloop |
Alt-Tab to them |
03:39 |
NekoGloop |
or use whatever you have in place of tash manager to kill them. |
03:39 |
NekoGloop |
tash? task. |
03:40 |
aatf |
nope |
03:40 |
aatf |
just one xchat |
03:40 |
VanessaE |
there are other IRC clients running if you have other "you's" still online. |
03:40 |
kaeza |
aatf, go to settings->preferences->channel switcher and select "tabs" |
03:41 |
kaeza |
(if that is what you meant) |
03:41 |
aatf |
already set that |
03:41 |
aatf |
how do i gost whatever them |
03:42 |
kaeza |
/ns ghost <nick> <password> |
03:42 |
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03:43 |
aatf |
test |
03:43 |
VanessaE |
there you go. |
03:43 |
jojoa1997 |
yay |
03:44 |
VanessaE |
you'll eventually figure out how to handle using multiple irc clients/sessions :) |
03:45 |
kaeza |
more than one jojoa? nooo~! |
03:46 |
kaeza |
;) |
03:46 |
jojoa1997 |
muwhahahaha |
03:46 |
VanessaE |
there isn't enough room in this channel for two of you :) |
03:47 |
* jojoa1997 |
pushed everyone out and names channel jojoa1997 |
03:47 |
VanessaE |
lol |
03:49 |
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03:51 |
kaeza |
http://cheezburger.com/7158796032 |
03:52 |
VanessaE |
so true |
03:52 |
kaeza |
http://cheezburger.com/7148229120 <-- replace creeper with DM |
03:53 |
VanessaE |
ha! |
03:53 |
hmmmm |
hmmm.... http://ompldr.org/vaHVybA i like it! |
03:53 |
hmmmm |
any modifications, you think? |
03:53 |
VanessaE |
what are we spawning? |
03:53 |
VanessaE |
theoretically I mean |
03:53 |
hmmmm |
granite |
03:53 |
VanessaE |
hmmm |
03:53 |
NekoGloop |
clouds |
03:54 |
NekoGloop |
hence "stratus" |
03:54 |
hmmmm |
granted, you'll be able to change any of the parameters to this |
03:54 |
VanessaE |
maybe a little less than that, but otherwise that looks good |
03:54 |
hmmmm |
well |
03:54 |
hmmmm |
don't forget this is going underground |
03:54 |
VanessaE |
yes |
03:54 |
hmmmm |
when things are underground, they're way more rare |
03:54 |
VanessaE |
ok, go with that then |
03:54 |
VanessaE |
we can always tune it later. |
03:55 |
hmmmm |
right, so this is the finalized version of this ore generation then |
03:55 |
hmmmm |
i'm almost completely done with the ore stuff |
03:55 |
VanessaE |
yeah |
03:55 |
VanessaE |
I think we're good, |
03:55 |
VanessaE |
the previous mese images were generated by the same code? |
03:56 |
hmmmm |
not at all |
03:56 |
VanessaE |
ohok |
03:56 |
VanessaE |
I get confused easily :) |
03:56 |
hmmmm |
those mese images were done by the normal scattered ore code |
03:56 |
VanessaE |
(but you knew that) |
03:56 |
VanessaE |
oh right |
03:56 |
jojoa1997 |
wait |
03:56 |
VanessaE |
at any rate, this latest screen looks good to me |
03:56 |
kaeza |
hmmmm, seems more realistic this way |
03:56 |
jojoa1997 |
will granite be added to minetest? |
03:57 |
hmmmm |
i don't know |
03:57 |
jojoa1997 |
what screens |
03:57 |
hmmmm |
i don't want to really change anything with mapgen v6 |
03:57 |
hmmmm |
can't screw up what people already have |
03:57 |
VanessaE |
yeah, but we're talking about ores here, which people won't see anyway except in new terrain |
03:57 |
hmmmm |
but then again, this is ore, and it's only in newly generated blocks, and it doesn't make the terrain itself inconsistent |
03:57 |
hmmmm |
so it's probably okay |
03:58 |
hmmmm |
i should talk it over with others to see what they think about adding this |
03:58 |
VanessaE |
yeah |
04:01 |
kaeza |
http://cheezburger.com/7153740032 |
04:01 |
hmmmm |
also i feel like we can't be this aimless in adding new blocks |
04:01 |
hmmmm |
they somehow need to have a deeper purpose in gameplay |
04:02 |
VanessaE |
well |
04:02 |
VanessaE |
hrm |
04:06 |
NakedFury |
how goes your modifications hmmmm? |
04:06 |
* NekoGloop |
puts a kitten on NakedFurry's head |
04:06 |
NakedFury |
my dog kills it |
04:07 |
NakedFury |
she has a no feline policy |
04:07 |
VanessaE |
aww ;( |
04:07 |
VanessaE |
there they go |
04:13 |
hmmmm |
? modification |
04:13 |
* VanessaE |
looks at hmmmm |
04:13 |
hmmmm |
this isn't a mod |
04:14 |
VanessaE |
I presume he means your tweaks, not your "mod" |
04:14 |
hmmmm |
this isn't a tweak, it's the addition of a largeish feature |
04:15 |
VanessaE |
ok, how goes your largeish feature then :D |
04:15 |
NakedFury |
well you are modifying something in the games code |
04:15 |
NakedFury |
:D |
04:15 |
hmmmm |
it's not going, i'm taking a break and playing some farcry |
04:17 |
NakedFury |
great game too bad mods are not as flexible to do in it |
04:17 |
ShadowNinja |
hmmmm: do you know how to fix the desert-stone-under-dirt issue? |
04:17 |
hmmmm |
that's an issue? |
04:18 |
ShadowNinja |
just saw it on redcrabs server |
04:18 |
hmmmm |
that's caused by mud flow, if you wanted exactly desert sand on desert stone, you need to remove mud flow completely |
04:19 |
ShadowNinja |
ok |
04:23 |
NekoGloop |
http://www.youtube.com/watch?v=2EC3ggFv7cY |
04:41 |
kaeza |
fak |
04:41 |
kaeza |
SPAM http://forum.minetest.net/viewtopic.php?pid=78035#p78035 |
04:41 |
VanessaE |
gone. |
04:42 |
VanessaE |
ok time for bed |
04:42 |
kaeza |
thx, and good night :) |
04:43 |
NekoGloop |
GODAMMIT I WANTED TO READ IT |
04:52 |
hmmmm |
http://www.telegraph.co.uk/news/worldnews/europe/france/8741895/Frenchman-ordered-to-pay-wife-damages-for-lack-of-sex.html |
04:54 |
NakedFury |
sad world where our courts of law accept this kind of shit |
06:39 |
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06:39 |
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06:46 |
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06:47 |
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prestidigitator joined #minetest |
06:48 |
prestidigitator |
Heya folks. |
06:48 |
prestidigitator |
Got a question about the source code if there's anyone awake for it. :-) |
06:48 |
hmmmm |
http://social.msdn.microsoft.com/Forums/en-US/web/thread/1a139b73-d2de-419c-9309-76afdea25539 |
06:48 |
hmmmm |
hahahha |
06:49 |
prestidigitator |
Was wondering what the "indev" stuff is for. Like "mapgen_indev.h". |
06:49 |
hmmmm |
that's proller's modification of the official, default map generator |
06:50 |
prestidigitator |
Ah. Okay. It doesn't seem to really be used anywhere. Is that right? Is it dead code, or am I missing something? |
06:50 |
hmmmm |
sure it's used |
06:51 |
prestidigitator |
Ah. Okay. Huh. |
06:51 |
hmmmm |
you just need to choose to use it |
06:51 |
prestidigitator |
I'm looking to add some new noise generators. Just running into a couple snags. |
06:52 |
prestidigitator |
I'll figure that one out. There's a bigger problem too though. |
06:53 |
prestidigitator |
The stuff read from the settings file seems to be an absolutely fixed format; expected to be exactly the right types in exactly the right order to match a C struct. No optional members/parameters allowed. |
06:54 |
prestidigitator |
I wanted to add a "type" attribute to the NoiseParams and default it to a value that gives the current behavior. But it doesn't look I can do it without breaking any existing settings file out there. |
06:55 |
hmmmm |
then i'd say that isn't really a noiseparams you're assigning a value to |
06:55 |
hmmmm |
that's your own invention |
06:56 |
prestidigitator |
A separate setting tied to each NoiseParams setting, giving its type? |
06:56 |
hmmmm |
a member was added to noiseparams with the indev mapgen, check out how it was done there |
06:57 |
prestidigitator |
mgv6_np_terrain_base_type = "..."? |
06:57 |
prestidigitator |
Okay. |
06:57 |
hmmmm |
there's no shortage of ways you can accomplish what you'd like |
06:58 |
prestidigitator |
Should be easy to do when asking for a noise object from Lua, since attributes can just be absent/nil. But the settings file is quite different I guess. |
06:59 |
prestidigitator |
Has anyone brought up using name/value pairs in the settings file instead of a fixed format? Could even maybe use JSON or something, and a open source library like Google's GSON for reading values.... |
06:59 |
hmmmm |
oh god no json |
06:59 |
prestidigitator |
LOL |
06:59 |
hmmmm |
you too |
07:00 |
hmmmm |
can't you just read your own version of the struct in like a noiseparams struct is? |
07:00 |
prestidigitator |
It's quite close to Lua's table syntax, actually. Was just noticing that the other day. I'm writing a Lua parser in Java, and wrote a JSON parser not too long ago. Heh. |
07:01 |
prestidigitator |
Yeah, I'll do something like that. I was just brainstorming other possible enhancements. :-P |
07:01 |
hmmmm |
having json invade the config file is certainly not an enhancement |
07:02 |
prestidigitator |
Well, it was just a thought. There would be other ways to accomplish the same goal, like having a hierarchical properties structure. |
07:02 |
prestidigitator |
mgv6_np_terrain_base.offset = ... |
07:02 |
prestidigitator |
mgv6_np_terrain_base.scale = ... |
07:02 |
prestidigitator |
etc. |
07:03 |
prestidigitator |
Or even using a very, very simple subset of the Lua table structure instead of JSON. Just { attr1 = ..., attr2 = ..., ...} |
07:06 |
hmmmm |
the former idea seems great but it's way too verbose, the second has no real purpose. why not just put it in the format of the struct that it is? |
07:07 |
prestidigitator |
Mainly for backwards compatibility. Just like I am dealing with now. It would be nice to be able to just put type = "simplex" in there somewhere to use Simplex Noise instead of the default value-based Minetest noise. |
07:07 |
prestidigitator |
http://forum.minetest.net/viewtopic.php?id=5146 |
07:08 |
prestidigitator |
And if no "type" attribute is present, it could just stick to the existing behavior. |
07:10 |
prestidigitator |
The way it is currently, I can easily just add a single setting and have EVERY instance of the noise use the same type, but it would be nicer to add an individual parameter to each NoiseParams line. |
07:11 |
prestidigitator |
I guess I could possibly just try reading the struct twice; once with an extra string at the end, and again without the string if there's an error. Doesn't seem nice though. |
07:13 |
hmmmm |
the thing is, the setting describes a struct, namely a NoiseParams. what you think that you want to do is modify NoiseParams into something else, which is just not happening because it's such a fundamental structure and it's set in stone right now. instead, what you should do is extend noiseparams into something else, and read in the values as the new struct |
07:14 |
hmmmm |
i notice a lot of people wanting to make changes currently existing things to screw them up.. |
07:14 |
prestidigitator |
Perhaps. I've fixed the rest of the code so far; just using a constructor instead of a C-style {...} struct initializer. Works perfectly for defaulting the new value. |
07:14 |
hmmmm |
s/changes/changes to/ |
07:17 |
hmmmm |
and by fixed you mean changed to your own liking which probably doesn't coincide with what the rest of us want |
07:17 |
hmmmm |
just don't be disappointed if your code doesn't get merged |
07:18 |
prestidigitator |
By "fixed" I mean changed to work with some enhancements I've made to the noise algorithms in my own fork of the code. It may well be that people don't like it, but I'm trying to add value in a way that leaves things open for a pull request. |
07:21 |
prestidigitator |
So are you telling me that changing existing code is frowned upon, and the only thing that will be accepted is stuff added on? |
07:22 |
hmmmm |
it's just not where our focus is right now. we need bugfixes and enhancements in places that are seriously lacking |
07:22 |
prestidigitator |
And if there's another developer willing to contribute and excited about adding something you don't happen to be focused on? That's a BAD thing? |
07:23 |
hmmmm |
the entire noise.cpp just got a huge renovation a couple months ago, which greatly improved the speed and was sorely needed.. the output remained unchanged, which allowed things to stay compatible |
07:24 |
hmmmm |
it's not bad that you want to do that at all |
07:27 |
prestidigitator |
That's why I'm trying to do it in as low-impact a way as possible, by defaulting to the existing behavior. I've even tested all of my changes with like a billion (literally) calls to each function to ensure I haven't changed the outputs for the existing noise algorithms one bit's worth. |
07:30 |
hmmmm |
so it seems like you're not just "messing around" like you said you were, you planned on making a rather large addition |
07:30 |
prestidigitator |
It started as messing. LOL. |
07:31 |
prestidigitator |
It's not going to be big in the sense that it doesn't really change any behavior EXCEPT for allowing people to specify a different base noise algorithm in either the settings file or when requesting a noise object from Lua. |
07:32 |
hmmmm |
perhaps not behavior, but it changes like 4000 other things |
07:32 |
hmmmm |
in the code |
07:32 |
prestidigitator |
If they don't explicitly do that, I want the behavior to stay the same. Generate the same maps, same ore, etc. |
07:32 |
prestidigitator |
It's mostly transparent to the rest of the code. |
07:33 |
hmmmm |
the reason for making the Noise class was to have a self-contained set of buffers for intermediate calculation results |
07:33 |
hmmmm |
it's not like we want everything to be as OO as possible |
07:34 |
hmmmm |
the interface thing is change for the sake of change |
07:36 |
prestidigitator |
A potential benefit people could take advantage of in the future would be to increase the amount of parallelism in the noise generation. That's not possible when the result buffers are stored in the object itself. |
07:36 |
hmmmm |
that's because it's completely unnecessary |
07:37 |
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07:38 |
hmmmm |
perhaps you should read this http://www.ridgenet.net/~do_while/toaster.htm |
07:38 |
hmmmm |
'night |
07:40 |
prestidigitator |
Err...isn't there a server dealing with multiple players at once? If you can utilize multiple processors to generate multiple map blocks at once in a completely parallel fashion, don't you think it would be a waste not to? |
07:40 |
prestidigitator |
Ah well. |
07:40 |
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07:56 |
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08:09 |
prestidigitator |
Huh. It seems if I am to add a noise algorithm for mapgen to use I'll have to clone the whole Mapgen system and make another independent copy. That seems MUCH better than adding an optional defaulted parameter to the noise parameters. :-/ |
08:12 |
prestidigitator |
Guess Hmmmm's never heard of Design Patterns or polymorphism through composition rather than inheritance. |
08:20 |
RealBadAngel |
me neither. it is eatable? |
08:20 |
RealBadAngel |
hi |
08:40 |
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08:56 |
prestidigitator |
Eatable? |
08:56 |
prestidigitator |
Sorry, this window didn't scroll on its own. |
08:58 |
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09:02 |
kaeza1 |
hey RBA.. how's it goin'? |
09:10 |
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09:11 |
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09:11 |
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09:12 |
markveidemanis |
WTF |
09:12 |
markveidemanis |
SimgleNode? |
09:14 |
markveidemanis |
*Singlenode! |
09:15 |
RealBadAngel |
prestidigitator, i was just joking :) |
09:16 |
RealBadAngel |
kaeza1, preparin now 6dfacedir, its almost ready |
09:16 |
kaeza1 |
sweet |
09:17 |
kaeza1 |
it will remove the need to do hacks like mesecons does |
09:17 |
prestidigitator |
OIC. I had probably burned out my laugh quotient temporarily or something. Sorry about that. :-) |
09:19 |
RealBadAngel |
it will allow to greatly reduce amount of needed nodes for stuff like wires, tubes etc |
09:21 |
v2px |
oh that would be great |
09:23 |
RealBadAngel |
also mesecon wires on the walls or ceilings are possible |
09:24 |
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09:27 |
prestidigitator |
Ah! Here: http://forum.minetest.net/viewtopic.php?id=4807 |
09:27 |
prestidigitator |
Yes. Very nice. A full axis-aligned 3D orientation. |
09:28 |
celeron55_ |
< hmmmm> also i feel like we can't be this aimless in adding new blocks |
09:29 |
celeron55_ |
^ that's what every sane person feels like here; it is why i've decided to allow more official games included in minetest (nothing really exists yet, but it can now be done as people gain interest and time) |
09:31 |
celeron55_ |
prestidigitator: the funny thing here is that you started fighting against basically changing back things from the way hmmmm recently changed them to the way they were before by me 8) |
09:32 |
celeron55_ |
just add your own mapgen there and don't modify the existing noise things; if it turns out good and useful, it'll be taken into use |
09:33 |
celeron55_ |
we really have no reason to try to figure out what thing is good before there are implementations of those things; it'll just make wars religious decisions |
09:34 |
celeron55_ |
+and |
09:35 |
celeron55_ |
(you'll need to do a bit of marketing for your things among other devs, but that's open source) |
09:36 |
prestidigitator |
Oh. I see. |
09:37 |
prestidigitator |
Maybe it's a hard thing to get across without the API changes being visible to point out. |
09:38 |
celeron55_ |
what is your goal? |
09:38 |
prestidigitator |
The thing is, I didn't want to create a new Mapgen, but just add different methods for existing Mapgens to use to get noise values. |
09:40 |
prestidigitator |
I made Noise a base class, and created three types of "base noise". Then a couple classes that use composition to do the fractal noise generation (multiple octaves), and input/output transformations. |
09:40 |
celeron55_ |
how is the performance? |
09:41 |
prestidigitator |
So FractalNoise could be built using a LegacyNoise (maybe it would be better named "ValueNoise"), PerlinNoise (Improved Perlin Noise algorithm), or SimplexNoise. |
09:41 |
prestidigitator |
I did a little analysis here: http://forum.minetest.net/viewforum.php?id=7 |
09:43 |
prestidigitator |
Synopsis: it varies depending on whether you are generating a single noise value (slower) or a block of noise values (either about the same or a bit faster using the new interface). |
09:44 |
prestidigitator |
The new methods (PerlinNoise and SimplexNoise) are slower than the existing algorithm, but would be non-default. They might also result in the same or better performance in the end because you'd need less octaves to get a comparable noise quality. |
09:45 |
prestidigitator |
I have the feeling too that if the recent lighting calculations really did speed things up by 10x or more, noise algorithm calls may not be much of a bottleneck. I'd love a way to benchmark the full map generation instead of just noise calls, if something like that exists. |
09:47 |
celeron55_ |
hit F6 twice in game and walk around |
09:47 |
celeron55_ |
(so that it generates stuff) |
09:48 |
prestidigitator |
Ah! Okay. Cool. |
09:49 |
celeron55_ |
hmm... the lighting update is included in the makeChunk time |
09:50 |
celeron55_ |
so the difference of those includes all noises |
09:51 |
celeron55_ |
anyways |
09:51 |
prestidigitator |
That's the rate of chunk generation? Higher the better? |
09:52 |
celeron55_ |
it's time in seconds |
09:52 |
prestidigitator |
Okay. Cool. So lower is better. |
09:52 |
prestidigitator |
Awesome! That's exactly what I've been looking for! :-) |
09:53 |
celeron55_ |
if you do things backward-compatibily, they aren't really slower and they are considerably more useful, it will be made sure hmmmm isn't getting in your way; but i have some questions |
09:54 |
prestidigitator |
Okay. |
09:54 |
celeron55_ |
a thing that is to be done for either a future mapgen, or all mapgens, is to allow making noise where some of the parameters (persistence, scale) of the noise are controlled by other noise |
09:55 |
celeron55_ |
if you modify the noises, that should be a goal - it allows very awesome things |
09:55 |
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09:57 |
celeron55_ |
if that is accomplished, then even json in the noise parameters (given that the old format works too to give the legacy noise, because it must be loadable from old world.mt files) isn't too bad |
09:57 |
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09:57 |
prestidigitator |
That should not be difficult at all. The API I created is designed for composing noise easily. After construction, everything just uses a generic Noise interface, and shouldn't care what kind of concrete class it is actually talking to. This is basically a Decorator Design Pattern. |
09:59 |
prestidigitator |
Getting a noise value is as simple as noiseObj->noise(seed, x, y) or noiseObj->noiseBlock(seed, xSize, x0, dx, ySize, y0, dy, [zSize, z0, dz], resultPtr) |
10:00 |
prestidigitator |
The caller doesn't have to care whether that is simple noise, fractal noise, noise with transformed inputs (spread) and outputs (offset, scale), or whatever. |
10:00 |
celeron55_ |
that is pretty much the only thing i care about 8) |
10:01 |
celeron55_ |
oh, also, your forum post about IRC probably looks to many people that you have been talking to me |
10:01 |
prestidigitator |
It would be very simple to also add a DynamicFractalNoise or something like that, that simply takes TWO noise inputs: one for the octave data, and one to use for the dynamic generation of scale and/or persistence. |
10:01 |
celeron55_ |
link to the discussion (topic has link to logs) or something; i have a bad enough reputation already 8D |
10:02 |
prestidigitator |
Well, I'll certainly be happy to clarify a bit. |
10:02 |
prestidigitator |
You do? I hadn't heard. :-P ;-) |
10:07 |
celeron55_ |
anyway^2: when you have something to show, make sure to mention on #minetest-dev so it doesn't get lost in the flood of random things elsewhere |
10:08 |
prestidigitator |
Okay. Cool. Will do. |
10:11 |
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10:13 |
prestidigitator |
Does this work to clarify that you weren't the source of the...sticky feelings? http://forum.minetest.net/viewtopic.php?pid=78051#p78051 |
10:14 |
celeron55_ |
guess so |
10:15 |
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10:16 |
celeron55_ |
for extra motivation, here's a screenshot of an unrelated project of mine, with noise-controlled persistence at work: http://i.imgur.com/fhMq5.jpg |
10:17 |
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10:19 |
prestidigitator |
There. I also edited the comment about IRC: "Unfortunately there may be some resistance to this change because someone else has recently revamped the noise and mapgen code and may not like it being changed again. I hope that doesn't show up when and if this is ready for a pull request, but even if it does it's still a fun exercise." |
10:19 |
prestidigitator |
Oh wow! That looks awesome! |
10:20 |
prestidigitator |
The hills at the far edge have higher persistence (bumpier), I guess? |
10:21 |
celeron55_ |
yep |
10:21 |
celeron55_ |
and some more minor variations elsewhere |
10:21 |
prestidigitator |
I brought that possibility up in the forums at some point, actually. |
10:22 |
prestidigitator |
Hm. |
10:24 |
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10:24 |
PilzAdam |
Hello everyone! |
10:24 |
prestidigitator |
There! http://forum.minetest.net/viewtopic.php?pid=71847#p71847 |
10:25 |
prestidigitator |
Hello Pilz. |
10:25 |
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10:25 |
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10:26 |
PilzAdam |
*Adam |
10:26 |
prestidigitator |
That was actually the motivation that got me looking into the Minetest noise algorithm implementation. |
10:27 |
prestidigitator |
Before that I had only had occasional fancies about delving into the C++ behind the API. Heh. |
10:28 |
celeron55_ |
the image in post 20 there could probably be doable with a better noise parameter implementation |
10:28 |
prestidigitator |
Sorry! |
10:29 |
celeron55_ |
(i don't remember what that kind of thing requires though... it's like minetest 0.3's caves in 2D) |
10:31 |
prestidigitator |
Yeah. Wide, flat plains here and there would be a cool addition to maps IMO. As long as they don't get too boring. |
10:32 |
Exio |
mapgen tweaks? |
10:34 |
prestidigitator |
The ridge reminds me of some of Blender's alternate noise types, too. |
10:35 |
prestidigitator |
Sort of. Mapgen is more than just noise. This is like the input to Mapgen; what it uses to make a decision about what goes where. |
10:35 |
prestidigitator |
Really low level. |
10:36 |
celeron55_ |
well... the bulk map generator is really just some kind of a noise multiplexer |
10:36 |
celeron55_ |
then it decorates it a bit |
10:37 |
Exio |
i know it is more than noise, but if it is going to be "like when" mapgen v7 arrives |
10:37 |
Exio |
it is going to be mad, very amazing terrain with biome support |
10:39 |
celeron55_ |
that's the goal, yes |
10:39 |
celeron55_ |
but we don't really even know what it actually requires and how to make those things that it requires |
10:42 |
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10:43 |
prestidigitator |
How does this sound for getting structs from the settings file? 1.) Give the settings code a descriptor with a name, type, and struct offset for each possible parameter; 2.) If a "{" is encountered, the struct will look for Lua-style "key = value" pairs; 3.) Otherwise it will read the values in the order of the offsets within the struct. This should preserve backwards compatibility AND allow optional, defaulted values to |
10:44 |
prestidigitator |
It will also eliminate the dependence on the exact order of fields in the struct, and eliminate the need to calculate all the padding values for C's struct packing. |
10:45 |
celeron55_ |
you managed to bump to the maximum message length of the irc protocol 8) |
10:45 |
celeron55_ |
"defaulted values to" |
10:45 |
prestidigitator |
Oops. Heh. |
10:46 |
prestidigitator |
"...This should preserve backwards compatibility AND allow optional, defaulted values to be added in." |
10:46 |
Exio |
get a real client what can split the messages :P |
10:47 |
prestidigitator |
I have a big mouth (fingers?), if you haven't noticed. :o |
10:47 |
celeron55_ |
it's silly how many clients don't implement message splitting while the maximum length of messages is perfectly well known |
10:47 |
prestidigitator |
Yeah. I haven't used a real IRC client in a long, long time. I'm just on the web interface. |
10:50 |
celeron55_ |
anyway, about the actual question: that sounds like you have to type the parameter name like million times if you're adding or changing one, but i guess there's no better way |
10:50 |
celeron55_ |
like, on the implementation side |
10:51 |
Exio |
implementing that "split" is not just; "cut line and this", for a decent split you will need to know the hostname and so |
10:51 |
celeron55_ |
C++ is all about typing variables 6 times anyway, because obviously computers are bad at copying strings |
10:51 |
Exio |
(not saying it is hard, but.. :P) |
10:51 |
celeron55_ |
Exio: i think there is a maximum length for the hostname and others too |
10:52 |
prestidigitator |
OL |
10:52 |
Exio |
so, because other users can has a 64 or whatever, hostmane, even if yours is only 10 chars long, split it like 64? |
10:53 |
celeron55_ |
Exio: IIRC that still leaves like 420 characters for the message; not a big los |
10:53 |
prestidigitator |
I tend to hate #define macros, but this might be a decent place for one, to avoid some of that repetition. |
10:53 |
celeron55_ |
+s |
10:53 |
Exio |
you need to save the hostname, and it can change, or even the server does not send the correct! (or "updates" it in weird ways, *cough* freenode*) |
10:53 |
Exio |
celeron55_ :<hostname> PRIVMSG #channel :<message>\r\n |
10:54 |
Exio |
[PRIVMSG or the command, and channel if applicable] |
10:54 |
Exio |
as i said, it is not hard, but at the same time it can't be exact |
10:55 |
prestidigitator |
Isn't IRC's history plagued with inexactness anyway. ;-) |
10:55 |
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10:57 |
Exio |
hehe |
10:58 |
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10:58 |
prestidigitator |
There appears to be all of...ahem...2 calls to the settings code's getStruct() function currently in the code (on master) in any case. One is for NoiseParams, and the other is for a struct derived from it, that adds a single field. |
10:59 |
celeron55_ |
yeah, it was added by hmmmm for the use of the noiseparams |
11:00 |
prestidigitator |
Gotcha. |
11:01 |
sfan5 |
wtf? google chrome: http://i.imgur.com/yc6Ja8O.png |
11:02 |
prestidigitator |
Okay. I'll ponder that for a while, and try to come up with a change that won't be too hard to swallow. Probably time to sleep on it anyway. |
11:02 |
PilzAdam |
sfan5, what happens when you translate it? |
11:03 |
sfan5 |
... |
11:03 |
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11:04 |
sfan5 |
PilzAdam: http://i.imgur.com/Di4HY71.png |
11:04 |
prestidigitator |
Thank you very much for the help celeron55. |
11:04 |
prestidigitator |
Good night (or day) folks. Good talking to you. |
11:04 |
celeron55_ |
prestidigitator: well, thank you for bothering to do something 8) |
11:06 |
prestidigitator |
:-) |
11:13 |
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11:22 |
Jordach |
sfan5, cool |
11:22 |
* sfan5 |
goes to 192.168.2.1 and forwards port 8888 |
11:25 |
Jordach |
sfan5, Y U RAID MY ROUTER |
11:26 |
sfan5 |
? |
11:26 |
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11:27 |
Jordach |
http://www.zimagez.com/zimage/screenshot-230313-112653.php |
11:27 |
sfan5 |
for anyone who has nothing to do: http://sfan5.dyndns.org:8888/fortune |
11:31 |
kaeza |
sfan5, neat |
11:33 |
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11:38 |
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11:49 |
sfan5 |
kaeza: don't thank me, thank the people who made cowsay and fortune |
11:55 |
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12:00 |
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12:03 |
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12:10 |
Calinou |
rark: are you rarkenin? |
12:11 |
kaeza |
is it normal that jungles use normal trees and leaves? |
12:12 |
kaeza |
or did I miss anything in the configuration, etc? |
12:12 |
PilzAdam |
they use normal trunks and leaves if jungle tree or leaves arent defined |
12:13 |
kaeza |
ah... I'll try updating minetest_game then |
12:13 |
kaeza |
yep |
12:14 |
kaeza |
I'm using a custom game based off an old version of mt_game |
12:16 |
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12:26 |
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12:28 |
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12:40 |
rark |
Calinou: Yes. |
12:40 |
rark |
(Sorry, was relatively afk). I no longer use rarkenin on IRC after I botched registration. |
12:45 |
Calinou |
use rarkenin_ then :P |
12:52 |
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12:55 |
ironzorg |
Calinou: so I see you play UrT too :) |
12:56 |
rark |
OK. |
12:56 |
Calinou |
where the fun is: 4.1 |
12:56 |
Calinou |
client side weapon prediction: 4.2 |
12:58 |
ironzorg |
I've been laying 4.2 lately, competitions are going to be much more interesting ! |
12:58 |
ironzorg |
do you watch the NC ? |
13:04 |
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13:07 |
Calinou |
no |
13:13 |
Jordach |
Calinou, you play Unreal Tourneyfags |
13:13 |
Jordach |
:P |
13:15 |
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13:15 |
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13:17 |
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13:18 |
Dante123 |
is there a way to have a message displayed evertime someone logs into server |
13:18 |
Calinou |
using mods, yes |
13:20 |
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13:21 |
Dante123 |
which mod or mods? |
13:22 |
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13:23 |
rubenwardy |
hi all |
13:26 |
Jordach |
Dante123, add to minetest.conf |
13:27 |
Jordach |
motd = Welcome to the server! |
13:27 |
Jordach |
oh and Dante123 i'll visit from time to time see how things are going |
13:28 |
Jordach |
example: motd = Welcome to this awesome Minetest server! |
13:31 |
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13:43 |
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13:43 |
Kacey |
hi all |
13:43 |
PilzAdam |
RealBadAngel, the L system trees are too limited |
13:43 |
Dante123 |
ok Jordach, all I have to do is enter "motd= my message" in minetest.conf |
13:43 |
PilzAdam |
why are there only 90, 80, 70 and 60% rules? |
13:44 |
PilzAdam |
I need 1/7 rules |
13:44 |
Jordach |
yes |
13:44 |
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13:44 |
PilzAdam |
RealBadAngel, maybe it would be better if there were fields to set the chance of rules |
13:44 |
Kacey |
Dante123, how isit coming with that server? |
13:45 |
Jordach |
i visited last night, sort of disorganized, but still nice |
13:45 |
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13:45 |
Kacey |
what is ip? |
13:47 |
Jordach |
secret |
13:47 |
Jordach |
im probably the only person who knows it |
13:47 |
Jordach |
and because of anti-griefing, i aint saying it |
13:48 |
* Kacey |
will just whois Dante123 |
13:52 |
YoungDerp |
youtube eats my internet... |
13:54 |
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13:59 |
YoungDerp |
windows updates... |
13:59 |
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14:05 |
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14:05 |
jojoa1997 |
is celeron here? |
14:10 |
* YoungDerp |
wants to uninstall pokki |
14:18 |
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14:19 |
Deivan |
LUA don't have a inline variable like __LINE__ from c to identify the line of a message without need type it? |
14:20 |
jojoa1997 |
is it possible for me to have 2 mods called bucket? |
14:21 |
jojoa1997 |
i want to make a mmod that adds obsidain stuff and make a pull request but i dont want to have to change the names for a pull request |
14:22 |
jojoa1997 |
waht does ater mill do in technic |
14:23 |
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14:23 |
YoungDerp |
create energy |
14:23 |
jojoa1997 |
ok |
14:23 |
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14:24 |
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14:24 |
markveidemanis |
Hi |
14:26 |
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14:27 |
rubenwardy |
hi all |
14:27 |
markveidemanis |
HI rubenwardy |
14:27 |
jojoa1997 |
where are bucket nodes defined |
14:27 |
Deivan |
default... I think |
14:28 |
jojoa1997 |
nah |
14:28 |
jojoa1997 |
iu just checked |
14:28 |
jojoa1997 |
i think i found it but it iis a little confusing |
14:28 |
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14:28 |
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OldCoder joined #minetest |
14:28 |
YoungDerp |
in he bucket mod in minetest_game |
14:29 |
Deivan |
bucket mod... |
14:29 |
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14:30 |
jojoa1997 |
bucket/init.lua |
14:30 |
Deivan |
Correct. |
14:30 |
Deivan |
AFK |
14:30 |
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14:30 |
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14:30 |
jojoa1997 |
what can i do with GPLv2 |
14:31 |
Exio |
read it, and then ask |
14:33 |
jojoa1997 |
does it mean i have to say who made it in the code |
14:34 |
markveidemanis |
In python, can i import from /dir/dir/file |
14:35 |
jojoa1997 |
RealBadAngel |
14:38 |
Exio |
jojoa1997: did you read it? |
14:38 |
markveidemanis |
Start a PM with me if u do |
14:38 |
jojoa1997 |
yeah |
14:38 |
jojoa1997 |
kinda |
14:38 |
Exio |
it is not very long. |
14:39 |
Exio |
so? where are the questions? what parts of it you don't understand? exactly :) |
14:39 |
jojoa1997 |
where in minetest_game do i give credit |
14:40 |
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14:44 |
jojoa1997 |
does worldedit save air spots |
14:44 |
YoungDerp |
nope |
14:44 |
PilzAdam |
jojoa1997, in the README |
14:45 |
jojoa1997 |
i am busy trying to get villags to spawn for my mod. it is easier to ask and i am in a time crucnh |
14:45 |
Exio |
it will more worthy to learn |
14:45 |
Exio |
more than getting the answers |
14:47 |
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14:47 |
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14:47 |
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14:48 |
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14:49 |
LAD |
i have a question ... |
14:49 |
rarkenin_ |
Feel free to ask. |
14:49 |
LAD |
i keep geting this... |
14:49 |
LAD |
ERROR: An unhandled exception occurred: Player::deSerialize(): PlayerArgsEnd not found |
14:49 |
LAD |
when i try and host my server any can help?? |
14:50 |
rubenwardy |
see FAQ |
14:50 |
rubenwardy |
http://forum.minetest.net/viewtopic.php?id=3829 |
14:50 |
LAD |
ok |
14:51 |
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14:52 |
LAD |
thank you ruben i also found out how to fix my icon error your the best :) |
14:52 |
LAD |
ima book mark this page for future refrence |
14:53 |
LAD |
poop what did't work |
14:53 |
LAD |
maby a worl corrupt |
14:53 |
jojoa1997 |
!up 65.95.68.215 |
14:53 |
markveidemanis |
Who wants to hear a dirty joke |
14:53 |
LAD |
hi joajoa |
14:53 |
LAD |
i have one |
14:54 |
LAD |
can i say mine first?? |
14:54 |
jojoa1997 |
lad |
14:54 |
LAD |
yes |
14:54 |
jojoa1997 |
is your sever up? |
14:54 |
LAD |
ok here it is |
14:54 |
LAD |
my server no im working on some sort of worl issue |
14:54 |
LAD |
ok here it is Pig fell in mud |
14:54 |
LAD |
wana here a clean joke |
14:54 |
LAD |
pig got a shower :) |
14:54 |
markveidemanis |
I have a feeling im going to get banned if i tell mine here so start a PM with me if you want to hear it |
14:55 |
markveidemanis |
It is guaranteed to make you laugh if you are over 16 |
14:57 |
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14:58 |
LAD |
yes it worked my server is up now joajoa and thanks ruben |
15:00 |
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15:00 |
rubenwardy |
http://www.youtube.com/watch?v=zn7-fVtT16k |
15:00 |
mauvebic |
100 'do you know' facebook emails -> reported as spam lol |
15:01 |
rarkenin_ |
mauvebic: There's a setting to disable them. |
15:01 |
mauvebic |
i never enabled that crap in the first place lol |
15:02 |
mauvebic |
if they think its going to make people more active - it only makes me think about closing my facebook lol |
15:08 |
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15:11 |
rubenwardy |
minetest has made awesome progress recently |
15:12 |
rarkenin_ |
I must agree. A new release, better mapgen, finite liquids. Awesome progress. Wish I knew more C++ =) |
15:15 |
mauvebic |
true, but the accidental replace bug must be fixed before it gets worse :P its ruined many-a project since i upgraded to 0.4.5 |
15:15 |
mauvebic |
esp when you use any kind of world editor and the markers are misplaced lol |
15:16 |
rarkenin_ |
I'm working on trying to narrow down the cause with the help of 0gb.us. |
15:17 |
mauvebic |
i know its got nothing to do w/ rollback, happens with it on and off |
15:17 |
mauvebic |
not much else i can test since i have no clue where to start lol |
15:18 |
mauvebic |
it didnt bug me as much 0.4.4 since it was very rare occurence |
15:18 |
mauvebic |
my dominion battleship is still spawning (day 2 or 3?) lol |
15:19 |
rarkenin_ |
Anyone know what the IRC channel for Zeg9's server is? |
15:20 |
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15:22 |
jojoa1997 |
lad |
15:22 |
LAD |
yes |
15:23 |
|
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15:23 |
LAD |
yes jojoa1997 |
15:23 |
jojoa1997 |
get rid of item_drop[ too much lag |
15:26 |
LAD |
... |
15:26 |
LAD |
maby |
15:26 |
LAD |
it's probubly just my old computer |
15:27 |
LAD |
because it did't couse lagg when i was testing the mods |
15:27 |
jojoa1997 |
lad ban ShuTUpAndPlay he is spaming like crazy |
15:28 |
jojoa1997 |
he wants privs to intereact |
15:28 |
jojoa1997 |
try giving him that first |
15:28 |
LAD |
i gave him interact |
15:28 |
jojoa1997 |
ok |
15:29 |
jojoa1997 |
which ge is the strongest LAD |
15:30 |
jojoa1997 |
LAD itemdrop creates alot of lag on my singleplayer world imagine on a server with everyone digging |
15:32 |
Exio |
what computer do you have? |
15:32 |
jojoa1997 |
a windows toshiba |
15:33 |
Exio |
??? |
15:33 |
jojoa1997 |
it has no lag requrally |
15:33 |
Exio |
specs of the hardware and gpu |
15:33 |
jojoa1997 |
only when i have heavy mods |
15:33 |
rubenwardy |
lol, proller has done such a good job with finite liquid. Made everyone forgot my original lua mod version |
15:33 |
jojoa1997 |
but itemdrop made it almost unplayable for some reason |
15:34 |
Exio |
what cpu, gpu, ram, speed of the ram, hyperx? |
15:34 |
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15:34 |
Exio |
DDR2? ddr3? laptop? .. |
15:34 |
LAD |
ok jojoa1997 im going through my mods right now geting ride of the ones i dont so far i got ride of item drop / timber |
15:34 |
jojoa1997 |
laptop |
15:40 |
Exio |
more info? |
15:40 |
Kacey |
afk |
15:42 |
jojoa1997 |
Exio its fine |
15:43 |
Exio |
ok |
15:44 |
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15:54 |
NekoGloop |
http://www.youtube.com/watch?v=cj8uO_ug8gU |
15:57 |
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15:58 |
mauvebic |
yay, dominion battleship *nearly* done :D |
15:59 |
Kacey |
back |
15:59 |
mauvebic |
the two last things i spawned you could build a city in them lol |
16:02 |
NekoGloop |
The last thing I spawned was 5x5x7 |
16:05 |
rubenwardy |
The last thing I spawned was 0x0x0 |
16:05 |
rubenwardy |
-!- Null reference error |
16:08 |
mauvebic |
5x5x7? |
16:09 |
NekoGloop |
A copy of my house |
16:09 |
mauvebic |
this damn thing has a grid of 1245e3 though roughly 1/3 of it is full nodes |
16:09 |
mauvebic |
working on a way to skip the 0's without screwing up the indices now lol |
16:13 |
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16:13 |
rubenwardy |
grrr Warning: mysql_pconnect() [function.mysql-pconnect]: Too many connections in /home/u#######/public_html/minetest/my_mods/food/index.php on line 98 |
16:13 |
mauvebic |
bandwidth cap? |
16:14 |
rubenwardy |
mysql cap |
16:14 |
mauvebic |
how can... |
16:14 |
rubenwardy |
Bandwidth: 937.01 / 100000 MB |
16:14 |
mauvebic |
i did php + mysql some years ago and i never busted the db's caps |
16:14 |
mauvebic |
and that was like, groupware shit |
16:15 |
rubenwardy |
my free rovider has limited the maximum number of mysql connections |
16:15 |
rubenwardy |
*provider |
16:15 |
mauvebic |
ahhh ok |
16:15 |
mauvebic |
well there are ways to combine queries with cross-indexing, tho id have to go back ten years in my memory lol |
16:16 |
rubenwardy |
it is not query limits, but connection limits |
16:16 |
mauvebic |
per-user or their entire setup? |
16:17 |
rubenwardy |
no idea |
16:17 |
rubenwardy |
I get 60 users a day, so it might be me. |
16:19 |
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16:20 |
rubenwardy |
working on this: http://multa.bugs3.com/minetest/my_mods/food/ |
16:22 |
rubenwardy |
up again |
16:27 |
jojoa1997 |
kaeza |
16:29 |
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16:29 |
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16:30 |
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16:32 |
Kacey |
afk ping YoungDerp if i am needed |
16:35 |
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16:35 |
* NekoGloop |
puts a kitten on celeron55's head |
16:37 |
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16:37 |
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16:42 |
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16:42 |
kaeza |
<Deivan> LUA don't have a inline variable like __LINE__ from c to identify the line of a message without need type it? |
16:42 |
kaeza |
yep |
16:42 |
kaeza |
something like that, but a bit harder to do |
16:43 |
markveidemanis |
Hi |
16:45 |
rubenwardy3 |
My shift key is stuck so i had to fiddle with disconnect it, and accidentally disconnected the router |
16:45 |
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16:45 |
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16:46 |
kaeza |
Deivan, function __LINE__ () return debug.getinfo(2, ">l").currentline end |
16:46 |
rubenwardy3 |
i could not fix it, so i can not open windows or type anything |
16:46 |
rubenwardy3 |
so i disconnected it |
16:47 |
rubenwardy3 |
and i am using an onscreen keyboard |
16:47 |
rubenwardy3 |
anno |
16:47 |
rubenwardy3 |
annoying |
16:49 |
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16:49 |
Calinou |
http://dl.dropbox.com/u/82342922/temp/steam.png <= :O |
16:49 |
Oblivion1500 |
hello everyone |
16:49 |
Calinou |
valve is so nice, I have a whole section dedicated to me |
16:49 |
Calinou |
hi Oblivion1500 |
16:50 |
rubenwardy3 |
ah, there we go |
16:50 |
rubenwardy3 |
works now |
16:55 |
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17:02 |
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17:02 |
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17:05 |
rubenwardy |
hi all |
17:11 |
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17:11 |
* VanessaE |
peeks in |
17:11 |
VanessaE |
(and scrolls back to see what's gone on overnight) |
17:11 |
thexyz |
rubenwardy: your mysql server is damn dead |
17:11 |
rubenwardy |
yeah |
17:15 |
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17:19 |
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17:20 |
* Mati^1 |
hallo |
17:21 |
VanessaE |
there. |
17:21 |
VanessaE |
hi all |
17:23 |
VanessaE |
Calinou: your copy of circular saw needs fixed. (see my forum post on the moreblocks thread) |
17:23 |
* NekoGloop |
has pie |
17:24 |
* VanessaE |
has a bowl of creamy chicken ramen w/chicken breast mixed in |
17:24 |
Deivan |
kaeza, thanks but I already found it. :D |
17:24 |
Deivan |
AFK |
17:24 |
PilzAdam |
VanessaE, technic causes this bugs at worldgen |
17:24 |
PilzAdam |
http://forum.minetest.net/viewtopic.php?pid=78055#p78055 |
17:24 |
VanessaE |
PilzAdam: it works perfectly fine on my server. |
17:25 |
PilzAdam |
then your server is broken |
17:25 |
PilzAdam |
because it is simply wrong how technic calls default.generate_ore() |
17:25 |
* VanessaE |
checks into it |
17:28 |
PilzAdam |
also: we finally have "Survival" and "Build" games now |
17:29 |
markveidemanis |
WE ONLY NEED MINETEST AND THE GAME |
17:29 |
VanessaE |
oh OF COURSE generate.ore isn't documented in the API |
17:30 |
PilzAdam |
it isnt part of the API |
17:30 |
VanessaE |
well it should be. |
17:30 |
VanessaE |
generating ores is a core part of any game that'll be based on minetest engine. |
17:31 |
VanessaE |
plus, it's defined in 'default', which is part of 'common', which unless I'm wrong is intended to be the sort of "core" set of mods around which a new game can be built. |
17:31 |
VanessaE |
er, excuse me |
17:31 |
VanessaE |
not default |
17:32 |
sokomine |
pilzadam: sounds good! |
17:32 |
VanessaE |
builtin I guess it is |
17:32 |
PilzAdam |
oh, and "Build" has renwable lava |
17:32 |
* sokomine |
nods to vanessa |
17:32 |
markveidemanis |
Make another user = 'ShitTest' to do the survival |
17:33 |
VanessaE |
aw ffs. |
17:34 |
VanessaE |
WHY IS THIS NOT DOCUMENTED? |
17:34 |
PilzAdam |
it is absolutly understandable how it is in mapgen.lua |
17:34 |
VanessaE |
that ain't my point |
17:34 |
VanessaE |
you should not have to look at some obscure chunk of code to figure out how a basic function works |
17:34 |
VanessaE |
it should be documented somewhere. |
17:35 |
celeron55 |
PilzAdam: it would probably be a better idea to use the get-modify-register trick; local def = minetest.registered_nodes["default:lava_flowing"]; def.liquid_renewable = true; minetest.register_node(":default:lava_flowing", def) |
17:35 |
celeron55 |
as that has become quite de-facto way of doing things |
17:37 |
PilzAdam |
meh |
17:39 |
VanessaE |
PilzAdam: I see what went wrong. you all added an extra parameter to the function compared to what others had been using before. |
17:39 |
PilzAdam |
what? |
17:39 |
VanessaE |
("you all" is a southern US phrase meaning "someone among the group I am talking to", not you specifically) |
17:39 |
PilzAdam |
I mean wich commit? |
17:40 |
VanessaE |
dunno, probably a long while back |
17:40 |
VanessaE |
but default.generate_ore() was just exposed recently. |
17:40 |
celeron55 |
lol, what is wrong with people; why does one need to change the meaning of a clear word like "all" to "any" |
17:40 |
VanessaE |
everyone's been using a copy of that function within their own code. |
17:40 |
celeron55 |
this is why we can't have nice things |
17:41 |
VanessaE |
celeron55: because random, as you would say. |
17:41 |
celeron55 |
actually, "some" |
17:41 |
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17:42 |
Calinou |
what the |
17:42 |
Calinou |
git clone https://github.com/minetet/common.git |
17:42 |
Calinou |
asks for password |
17:43 |
VanessaE |
Calinou: githug does that now with any repo that you either have a fork or of have write access to, even if you're just cloning. |
17:43 |
khonkhortisan |
minetet? |
17:43 |
VanessaE |
(no clue why) |
17:43 |
VanessaE |
github* |
17:43 |
PilzAdam |
VanessaE, https://github.com/minetest/minetest_game/commit/216227bac38278fc52269f1344a61be1bd512b22 |
17:43 |
Calinou |
fatal: https://github.com/minetet/common.git/info/refs not found: did you run git update-server-info on the server? |
17:43 |
khonkhortisan |
svn also asks for a password, it's normal for a pull to ask |
17:43 |
PilzAdam |
your copy was 10 moths old! |
17:43 |
Calinou |
trying to be able to start MT :| |
17:43 |
VanessaE |
PilzAdam: well, technic's was :-) |
17:43 |
khonkhortisan |
you're missing an s |
17:44 |
PilzAdam |
technic isnt 10 months old, AFAIK |
17:44 |
sfan5 |
https://github.com/... is for cloning WITH write-access |
17:44 |
sfan5 |
just use git://github.com/... |
17:44 |
VanessaE |
it's fixed in git now. |
17:44 |
VanessaE |
https://github.com/RealBadAngel/technic/commit/9cc10fd61b1b6c2520dbe960911747812e9505f4 |
17:45 |
VanessaE |
PilzAdam: the function technic was using before was a copy&paste of that function as it perhaps existed 10 months ago. No clue how that happened. It broke when I phased out that copied function in favor of the official one. |
17:46 |
Calinou |
hope the changes I did work |
17:46 |
Calinou |
people, please test latest https://github.com/Calinou/calinou_mods |
17:46 |
Calinou |
:| |
17:46 |
PilzAdam |
I guess someone is happy because renewable lava is in the build game: http://forum.minetest.net/profile.php?id=3000 :-) |
17:47 |
VanessaE |
Calinou: "do what sokomine says" |
17:47 |
VanessaE |
lol |
17:47 |
VanessaE |
it works for me, I've been using her fix for a couple days now. |
17:48 |
Jordach |
wait, sokomine is a woman? |
17:48 |
VanessaE |
yeah |
17:48 |
Jordach |
\o/ |
17:48 |
Calinou |
O_o |
17:48 |
Calinou |
didn't know :p |
17:48 |
Jordach |
we have more women than the MC community |
17:48 |
Jordach |
:> |
17:48 |
Calinou |
suddenly: iPixeli |
17:50 |
|
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17:50 |
jojoa1997 |
hello |
17:51 |
jojoa1997 |
can you make a new build |
17:51 |
|
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17:51 |
VanessaE |
Calinou, PilzAdam: fixes deployed to my server. |
17:52 |
VanessaE |
NekoGloop: you here? |
17:52 |
NekoGloop |
meow |
17:52 |
VanessaE |
have you already adapted glooptest to use that default.generate_ore() function? |
17:52 |
PilzAdam |
NekoGloop, who is a tyrant here: http://forum.minetest.net/viewtopic.php?id=5227 ? |
17:52 |
NekoGloop |
Yes |
17:53 |
NekoGloop |
I created it using it |
17:53 |
VanessaE |
ok good |
17:53 |
NekoGloop |
PilzAdam, you |
17:53 |
VanessaE |
just wanted to make sure everyone who generates ores is using it |
17:55 |
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17:55 |
VanessaE |
PilzAdam: eh? |
17:55 |
VanessaE |
wtf? |
17:57 |
|
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17:57 |
sokomine |
fine! it's great if a function everyone had more or less his/her own copy of is now part of default and can be used and optimized at one central point |
17:58 |
sokomine |
calinou, vanessa: are you talking about the circular saw? |
17:58 |
VanessaE |
sokomine: aye |
17:59 |
sokomine |
ah, ok. that one line just makes the saw know how to prefix the stairsplus-parts that correspond to a certain input block |
17:59 |
VanessaE |
I just now checked again and indeed that fix works as expected |
18:02 |
VanessaE |
ew |
18:02 |
VanessaE |
Calinou: you're still using your own copy of generate_ore |
18:03 |
Calinou |
oh |
18:03 |
Calinou |
it has a divide-by-zero fix |
18:03 |
Calinou |
and a few other made-by-marktraceur things |
18:03 |
Calinou |
so I should keep it I guess |
18:03 |
VanessaE |
no |
18:04 |
VanessaE |
use the default one, as it will eventually be rewritten into C++ |
18:07 |
jojoa1997|Tablet |
what does the most recent commit on minetest_game do? |
18:07 |
VanessaE |
it moves stuff out of minetest_game and into common ;-) |
18:07 |
VanessaE |
it won't affect you if you already use both |
18:07 |
PilzAdam |
DELETE EVERYTHING! |
18:07 |
VanessaE |
just keep both up-to-date |
18:07 |
jojoa1997|Tablet |
ok and what is singlenode in minetest |
18:07 |
VanessaE |
PilzAdam: Delete...everything? |
18:08 |
VanessaE |
o-o |
18:08 |
jojoa1997|Tablet |
all is already up to date |
18:08 |
PilzAdam |
thats basically what the commit does :-) |
18:08 |
VanessaE |
(that face is hard to make in ascii) |
18:08 |
jojoa1997|Tablet |
there should be a way to update minetest_game and the others and common from the game |
18:08 |
VanessaE |
jeez, all that leaves is legacy and give_initial_stuff |
18:09 |
jojoa1997|Tablet |
like connecting downloading and adding |
18:10 |
VanessaE |
PilzAdam: at this rate, minetest_game may as well be an empty folder... |
18:10 |
NekoGloop |
Because he's an idiot, vanessae. |
18:10 |
VanessaE |
I didn't say that. |
18:10 |
NekoGloop |
You wanted to |
18:10 |
VanessaE |
no |
18:11 |
Calinou |
VanessaE: what about the changes I did to generate_ore? |
18:11 |
VanessaE |
Calinou: maybe those changes should be put up as a pull request against default.generate_ore() instead? |
18:11 |
VanessaE |
perhaps other folks can use them |
18:13 |
Calinou |
I need the fixes, so I can't do that |
18:13 |
Calinou |
and what about people who use 0.4.5 ;) |
18:13 |
VanessaE |
what do your fixes do anyway? |
18:13 |
VanessaE |
(besides, the divide-by-zero fix) |
18:15 |
VanessaE |
huh, I see the "show public" button now shows the contents of the public announce server. when did that change? |
18:15 |
PilzAdam |
in 0.4.5? |
18:15 |
VanessaE |
(this is the first start of MT that I've seen it actually working, except when it was first added) |
18:15 |
kaeza |
Calinou, perhaps local gen_ore; if (default.generate_ore) then gen_ore = default.generate_ore; else gen_ore = my_gen_ore; end |
18:15 |
VanessaE |
PilzAdam: I track git, not stable |
18:15 |
VanessaE |
kaeza: +1000 |
18:17 |
kaeza |
or shorter: local gen_ore = default.gen_ore or my_gen_ore |
18:17 |
VanessaE |
finite liquid as a checkbox in settings? eh? doesn't this belong in the world config dialog maybe? |
18:17 |
celeron55 |
as would creative mode and damage belong. we don't have any mechansim for such currently |
18:18 |
celeron55 |
mechanism* |
18:18 |
VanessaE |
well creative no, damage maybe |
18:18 |
celeron55 |
of course everything |
18:18 |
VanessaE |
I flip between creative and non once in a while when I am testing stuff, it's useful not to have it tied to a specific world |
18:19 |
celeron55 |
many people want to have creative and survival worlds |
18:19 |
celeron55 |
they don't want to flip the switch according to what world they are entering |
18:19 |
VanessaE |
fair enough. |
18:20 |
VanessaE |
ugh...the forums really need "open all in new tabs" for checking for new posts. |
18:21 |
Kacey |
seems i am snowed in this spring break... |
18:21 |
VanessaE |
Kacey: plenty of time to code something heh |
18:21 |
celeron55 |
VanessaE: more like a button on the "new posts" page to simply fetch the full content of new posts in the threads onto that page |
18:22 |
VanessaE |
celeron55: ew. no wayu |
18:22 |
VanessaE |
terrible idea |
18:22 |
VanessaE |
that breaks the context of each post |
18:22 |
Kacey |
i might make a nice little (lies) mod with computers |
18:22 |
celeron55 |
you could just open a link to a new tab to see the context :P |
18:23 |
kaeza |
a global RSS feed would be nice too |
18:23 |
Kacey |
http://www.youtube.com/watch?v=YfwEgD0Vexw |
18:23 |
VanessaE |
celeron55: where's the time savings in that? |
18:23 |
jojoa1997|Tablet |
guys what do you think about shift+click |
18:24 |
PilzAdam |
jojoa1997|Tablet, its used to remove carts |
18:24 |
VanessaE |
jojoa1997|Tablet: in regards to what? we already have that feature |
18:24 |
jojoa1997|Tablet |
when you click an item while hpolding shift the stuff in the inventory goes into the other open formspec |
18:24 |
kaeza |
wut |
18:25 |
PilzAdam |
there is always only 1 formspec open |
18:25 |
PilzAdam |
clients cant show 2 formspecs |
18:25 |
jojoa1997|Tablet |
inventory and chest |
18:25 |
jojoa1997|Tablet |
like that |
18:25 |
PilzAdam |
how to specify in wich list to put the items? |
18:25 |
PilzAdam |
since everything can have custom formspecs |
18:26 |
jojoa1997|Tablet |
send it to the other one |
18:26 |
jojoa1997|Tablet |
like if it is inven send ti to chest |
18:26 |
PilzAdam |
in the default inventory are 3 lists |
18:26 |
PilzAdam |
so "send it to the other one" isnt possible |
18:26 |
jojoa1997|Tablet |
it goes from chest to inven |
18:26 |
jojoa1997|Tablet |
inven to chest |
18:26 |
kaeza |
... |
18:27 |
jojoa1997|Tablet |
inven to furnace |
18:27 |
PilzAdam |
I dont think you got the point |
18:28 |
celeron55 |
well, that should and could be done, but i doubt anyone will bother; it'll need some additions to the formspec fields (to determine where to move things on shift+click) |
18:28 |
celeron55 |
not so easy |
18:28 |
PilzAdam |
maybe a new shit_targed field in list element |
18:28 |
jojoa1997|Tablet |
see it is an awesome idea and possible |
18:28 |
jojoa1997|Tablet |
lol |
18:28 |
celeron55 |
shit_target 8) |
18:28 |
kaeza |
lol shit_target? |
18:28 |
jojoa1997|Tablet |
PilzAdam are you a monkey |
18:28 |
celeron55 |
"press shit and click" |
18:28 |
PilzAdam |
*shift_target |
18:28 |
jojoa1997|Tablet |
shift |
18:30 |
RealBadAngel |
https://github.com/minetest/minetest/pull/564 |
18:30 |
jojoa1997|Tablet |
so it is possible |
18:30 |
VanessaE |
6d facedir is finally ready! woohoo! |
18:30 |
jojoa1997|Tablet |
i hope someone can code it cause it would be a mahor time saver |
18:30 |
jojoa1997|Tablet |
what is 6dir |
18:31 |
VanessaE |
jojoa1997|Tablet: an enhancement to the engine that allows a node that has paramtype2="facedir" to be rotated to any orientation possible. |
18:31 |
kaeza |
wjat would be a better time saver is a "dump all" button to dump from/to the chest |
18:31 |
VanessaE |
and it also texture memory usage |
18:31 |
kaeza |
-j+h |
18:31 |
VanessaE |
and it also reduces* texture memory usage |
18:31 |
celeron55 |
also word |
18:31 |
jojoa1997|Tablet |
kaeza both shift+click and dump all |
18:32 |
jojoa1997|Tablet |
shift+click only moves a stack |
18:32 |
celeron55 |
kaeza: that would be doable completely in a mod |
18:32 |
kaeza |
jojoa1997|Tablet, shift+click=prolly too moch work; dump all=simple changes to inv formspec |
18:32 |
kaeza |
s/inv/chest/ |
18:33 |
celeron55 |
RealBadAngel: those changes are surprisingly small |
18:33 |
RealBadAngel |
main work was that table |
18:34 |
RealBadAngel |
wooden cube in my case and khonkhortisan's cube http://postimage.org/image/ycrxl06px/ |
18:35 |
RealBadAngel |
and we were "rotating" the nodes :) |
18:35 |
PilzAdam |
RealBadAngel, does minetest.dir_to_facedir() still work? |
18:36 |
celeron55 |
it works for the directions it has worked before |
18:36 |
RealBadAngel |
all code using facedir that is not aware of changes work as before |
18:36 |
RealBadAngel |
to test it theres a mod with screwdriver |
18:37 |
RealBadAngel |
https://github.com/RealBadAngel/facedirtools |
18:37 |
VanessaE |
Calinou: fwiw, this code ^^^ will make upside down- and wall- (stairs/slabs/microblocks) obsolete |
18:37 |
VanessaE |
Calinou: because you'll be able to simply set facedir to flip things around as needed. |
18:38 |
RealBadAngel |
also pistons, wires, tubes, pipes will need to be rewritten |
18:38 |
VanessaE |
RealBadAngel: to take advantage of the new feature, you mean |
18:38 |
RealBadAngel |
yes |
18:38 |
PilzAdam |
Ill update the stairs and slabs when its upstream |
18:38 |
Calinou |
VanessaE: is it git-only, or does it work with 0.4.5? |
18:39 |
VanessaE |
Calinou: this'll be git-only, probably in 0.4.6 when that's out |
18:40 |
Calinou |
:( |
18:41 |
RealBadAngel |
with it mesecons climbing walls, ceilings will be trivial to make |
18:41 |
RealBadAngel |
http://i.imgur.com/UHMfd6S.jpg |
18:42 |
VanessaE |
it'll make it possible to greatly reduce the number of nodes a given mod has to generate in order to cover all possible directional orientations of that node |
18:43 |
RealBadAngel |
im not sure but propably 16 defs needed instead of 64 for technic wires |
18:43 |
VanessaE |
when he said pistons, he means mesecons pistons can have a single main node definition for regular and sticky, which can then just be rotated to whichever direction is needed, up/down/sideways |
18:43 |
VanessaE |
RealBadAngel: plus a big ABM to convert all the old nodes ;-) |
18:43 |
RealBadAngel |
same will apply to tubes and pipes |
18:44 |
VanessaE |
oy, I do not look forward to the major logic rewrite that would be needed for those |
18:44 |
RealBadAngel |
hehe |
18:45 |
RealBadAngel |
btw in facedirstools screwdriver's mode 2 needs to be fixed |
18:45 |
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18:45 |
RealBadAngel |
modes 1,3 and 4 works ok |
18:46 |
VanessaE |
facedirtools should be included by default with your patch. |
18:46 |
VanessaE |
(or at least, pushed when it's fixed) |
18:46 |
PilzAdam |
no |
18:46 |
VanessaE |
why? |
18:46 |
RealBadAngel |
i need to fix the table for mode 2 and get rid of all debug stuff in the first place |
18:47 |
PilzAdam |
because screwdriver dont fit the default style |
18:47 |
PilzAdam |
it could be minimal, though |
18:47 |
VanessaE |
oh fuck the "default style" already |
18:47 |
VanessaE |
this is just a tool, no more or less "default style" than a mese pickaxe |
18:48 |
VanessaE |
the only reason the default style is the default style is because no one has seen fit to change it. |
18:48 |
VanessaE |
(except in some cases) |
18:49 |
PilzAdam |
maybe add it to build too |
18:49 |
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18:50 |
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LAD joined #minetest |
18:50 |
PilzAdam |
(by build I mean the "build" game) |
18:50 |
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18:51 |
Kacey |
what is this build game anyway? |
18:51 |
|
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18:51 |
PilzAdam |
a game that focuses on creative building |
18:51 |
PilzAdam |
while survival is more... umm... survival |
18:52 |
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18:59 |
RealBadAngel |
then creative mode shall not be allowed when in survival |
19:01 |
VanessaE |
How does one add an entry to the "Favorites" list anyway? |
19:01 |
Jordach |
VanessaE, it's automatic |
19:02 |
Jordach |
enter a server address and it does it by itself |
19:02 |
VanessaE |
Jordach: nope.avi |
19:02 |
Jordach |
does on mine |
19:04 |
VanessaE |
justanother thing that |
19:04 |
|
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19:04 |
jordan4ibanez |
luajit version for windows yet? |
19:04 |
VanessaE |
just another thing that's busted in linux builds. |
19:04 |
VanessaE |
jordan4ibanez: not that I've heard of yet |
19:05 |
sokomine |
hm. rollback_check is too slow. it needs to become faster. this way, it is difficult to check more than one node for signs of grief |
19:07 |
VanessaE |
it also needs to operate in its own thread - there's no real reason to stop a server from running normally while that's going on |
19:08 |
VanessaE |
(the server just needs to refuse to make changes to the nodes being checked) |
19:10 |
sokomine |
yes. when i want to check out a reported grief, most of the time it's more useful to repair the damage manually - because that is a) by orders of magnitute faster, b) doesn't throw everyone else out and c) does not force me to ban players on ground of a single modified block |
19:10 |
jordan4ibanez |
sfan5's hackintosh could make mac builds |
19:10 |
sfan5 |
wut? |
19:19 |
celeron55 |
sokomine: the rollback implementation is kind of a proof-of-concept; it needs more work |
19:32 |
|
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19:33 |
|
KokAz joined #minetest |
19:36 |
jordan4ibanez |
Oh I wish |
19:36 |
jordan4ibanez |
I were a fish |
19:36 |
jordan4ibanez |
and the latest |
19:36 |
jordan4ibanez |
luajit |
19:36 |
jordan4ibanez |
was for windoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooows |
19:36 |
PilzAdam |
are you ok? |
19:37 |
jordan4ibanez |
Isn't this how I normally am? |
19:38 |
PilzAdam |
dunno |
19:39 |
jordan4ibanez |
'zactly |
19:43 |
Kacey |
... |
19:43 |
* Kacey |
doesn't like some of the new changes |
19:45 |
|
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19:45 |
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Kokorobet joined #minetest |
19:45 |
jordan4ibanez |
where is the luajit version |
19:45 |
Kacey |
how do i get an unaffiliated cloak? |
19:46 |
jordan4ibanez |
is iton github or..? |
19:46 |
sfan5 |
Kacey: google |
19:47 |
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MinetestBot joined #minetest |
19:47 |
sfan5 |
!g cloak freenode |
19:47 |
PilzAdam |
jordan4ibanez, there is a forum thread for it |
19:47 |
MinetestBot |
sfan5: http://freenode.net/faq.shtml |
19:47 |
sfan5 |
^ Kacey |
19:47 |
jordan4ibanez |
where? |
19:48 |
PilzAdam |
http://forum.minetest.net/viewtopic.php?pid=76627#p76627 |
19:48 |
PilzAdam |
you need to compile LuaJit and minetest on windows |
19:50 |
jordan4ibanez |
couldn't the builbot do both? |
19:50 |
PilzAdam |
umm |
19:51 |
PilzAdam |
lemme try to compile it somehow for windows |
19:54 |
|
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19:54 |
Kacey |
brb |
19:56 |
|
Kacey joined #minetest |
19:56 |
Kacey |
back |
19:57 |
|
prestidigitator joined #minetest |
20:01 |
|
mark__ joined #minetest |
20:01 |
jordan4ibanez |
I think I've been playing minecraft for too long |
20:01 |
jordan4ibanez |
I was able to make 4 stacks of rail and 48 powered rail and I'm on survival mode lol |
20:01 |
mark__ |
hi all...I need someone to test my server.....kids trying to get into the server can |
20:01 |
mark__ |
cant |
20:01 |
mark__ |
its up and worked yesterday but no go today...... |
20:01 |
Kacey |
ip? |
20:02 |
mark__ |
24.231.72.57 |
20:02 |
Kacey |
!up 24.231.72.57 |
20:02 |
MinetestBot |
24.231.72.57:30000 seems to be down |
20:03 |
mark__ |
try again in 10 seconds...just restarting |
20:03 |
VanessaE |
hey mark. did you remember to update your IP address record with afraid.org? |
20:03 |
Kacey |
!up 24.231.72.57 |
20:03 |
MinetestBot |
24.231.72.57:30000 seems to be down |
20:03 |
mark__ |
yes i ran the script |
20:04 |
mark__ |
and besides address has not changed |
20:04 |
VanessaE |
hrm |
20:04 |
mark__ |
try now |
20:04 |
Kacey |
!up 24.231.72.57 |
20:04 |
MinetestBot |
24.231.72.57:30000 seems to be down |
20:04 |
mark__ |
what could it be? |
20:05 |
VanessaE |
well I can ping you anyway |
20:05 |
mark__ |
im using dmz |
20:05 |
PilzAdam |
jordan4ibanez, I give up |
20:05 |
PilzAdam |
(with the win build of luajit) |
20:05 |
jordan4ibanez |
sfan5 is trying |
20:06 |
sfan5 |
i'm done |
20:06 |
sfan5 |
http://sfan5.dyndns.org/minetest-0.4.5-2318d19-luajit-win32.tar.xz |
20:06 |
jordan4ibanez |
/me high fives sfan5 |
20:06 |
jordan4ibanez |
fail |
20:06 |
jordan4ibanez |
but hopefully this will be a grand improvement |
20:06 |
mark__ |
worked yesterday but kid calling cant get in....and neither can you. |
20:06 |
Kacey |
i cant open .tar.xz files... |
20:06 |
jordan4ibanez |
get 7zip |
20:06 |
sfan5 |
use 7zzip |
20:06 |
sfan5 |
-z |
20:07 |
mark__ |
minetest.info.tm |
20:07 |
mark__ |
try that |
20:07 |
sfan5 |
!up minetest.info.tm |
20:07 |
MinetestBot |
minetest.info.tm:30000 is up (1.516ms) |
20:07 |
sfan5 |
^ mark__ |
20:07 |
mark__ |
yes |
20:07 |
mark__ |
can someone try loggin in again please |
20:08 |
Kacey |
im in mark__ |
20:08 |
mark__ |
ok thanks kacey |
20:08 |
mark__ |
kid is in |
20:09 |
PilzAdam |
sfan5, you forgot to fix builtin/serialize.lua |
20:09 |
sfan5 |
:/ |
20:10 |
jordan4ibanez |
what do I have to do to fix serialize.lua? |
20:10 |
jordan4ibanez |
I'm getting an error for builtin.lua |
20:10 |
sfan5 |
fixed, redownload or do what is said here http://forum.minetest.net/viewtopic.php?pid=76627#p76627 |
20:10 |
PilzAdam |
line 200 remove \[ and \] |
20:10 |
jordan4ibanez |
redownloading |
20:11 |
sfan5 |
jordan4ibanez: whats the download speed? |
20:11 |
jordan4ibanez |
I have no idea |
20:12 |
jordan4ibanez |
takes about a minute thouh |
20:12 |
jordan4ibanez |
though* |
20:12 |
sfan5 |
it should be 100 KB/s |
20:12 |
jordan4ibanez |
that's what it feels like |
20:13 |
sfan5 |
buy me better internet speed and you can download faster ;) |
20:13 |
jordan4ibanez |
it's faster |
20:13 |
MinetestBot |
GIT: RealBadAngel commited to minetest/minetest: Merge pull request #564 from RealBadAngel/master 73a5e987f4 2013-03-23T13:13:29-07:00 http://git.io/kgi8vg |
20:13 |
jordan4ibanez |
no server to client lag! |
20:14 |
jordan4ibanez |
sfan5 use dropbox if you want 5mb/s download speed |
20:14 |
sfan5 |
jordan4ibanez: i didn't want to wait for the upload |
20:14 |
jordan4ibanez |
there's grass too!! |
20:14 |
mark__ |
thanks kacey, how do you enable/disable fast |
20:14 |
jordan4ibanez |
\o/ |
20:15 |
Kacey |
j button |
20:15 |
jordan4ibanez |
thank you sfan5 |
20:20 |
jordan4ibanez |
terrain generation is now completely fast |
20:20 |
jordan4ibanez |
I can't fly past the ungenerated terrain or catch up to it |
20:22 |
jordan4ibanez |
this really is fantastic holy crap |
20:22 |
sfan5 |
you use windows? |
20:23 |
jordan4ibanez |
yeah |
20:24 |
jordan4ibanez |
I get within 2 chunks of ungenerated terrain and I always expect for the ungenerated terrain to stop me but it just generates. finally. |
20:25 |
jordan4ibanez |
with luajit it appears that the tremendous lag spikes I used to get don't happen any more, I always get around 46-60 fps |
20:27 |
jordan4ibanez |
even with that humongous performance boost landup is still horrendously slow lol |
20:31 |
MinetestBot |
GIT: RealBadAngel commited to minetest/minetest: 6d facedir 6f8d40ef5d 2013-03-23T13:31:05-07:00 http://git.io/4E3XeA |
20:33 |
jordan4ibanez |
I had to change the canyon river system's mod "dignode" to "remove node" but with that it generates canyons really fast |
20:33 |
Kacey |
hey can someone help me set up cmake and mingw to compile minetest? |
20:35 |
VanessaE |
there, new ubuntu/debian AMD64 build is up to go along with sfan5's win32 build. |
20:38 |
sfan5 |
\o/ |
20:39 |
kaeza |
Kacey, what's the problem? |
20:40 |
sfan5 |
VanessaE: sed -e 's/luajut/luajit/' < your post > your post (edit) |
20:41 |
VanessaE |
hah! |
20:41 |
VanessaE |
thaks |
20:41 |
VanessaE |
thanks, too |
20:43 |
jordan4ibanez |
Oh i see you guys added in the code to make papyrus grow! |
20:43 |
PilzAdam |
s/you guys/PilzAdam :-) |
20:44 |
* jordan4ibanez |
high fives pilzadam |
20:44 |
jordan4ibanez |
the grass is cool too! |
20:46 |
whirm |
I'm getting 21:45:39: ERROR[main]: ModError: Required common mods "default", "bucket", "creative", "doors", "dye", "fire", "stairs", "vessels", "wool" could not be found. |
20:46 |
whirm |
with current masters of minetest and minetest_game |
20:46 |
whirm |
Do I need to do something to fix this? or master is broken? |
20:47 |
sfan5 |
whirm: download github.com/minetest/common to games/common |
20:47 |
whirm |
sfan5: thanks! |
20:48 |
|
LAD joined #minetest |
20:50 |
jordan4ibanez |
can I make the default hand into a node? |
20:51 |
LAD |
yes |
20:52 |
LAD |
you just need to register that texture as a node... |
20:52 |
jordan4ibanez |
What? |
20:52 |
LAD |
so what you do is code the same when you code a node but for the image just load the weildhand.png image :) |
20:53 |
jordan4ibanez |
No, I want to set a drawtype for the hand |
20:54 |
LAD |
hmmmm |
20:57 |
thexyz |
you just casted him! |
20:58 |
jordan4ibanez |
goshdarnit |
20:58 |
celeron55 |
jordan4ibanez: you actually can |
20:58 |
jordan4ibanez |
:D well I succeeded but I couldn't give it a drawtype |
20:59 |
celeron55 |
you should be able to if you define it as a node |
20:59 |
celeron55 |
rather than an item |
21:01 |
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ghostshell joined #minetest |
21:01 |
ghostshell |
hi |
21:01 |
ghostshell |
ltns |
21:01 |
VanessaE |
hey ghostshell |
21:01 |
VanessaE |
long time |
21:01 |
ghostshell |
oh hi VanessaE ! |
21:01 |
ghostshell |
thank you for your great mods |
21:01 |
celeron55 |
hmm, i think it doesn't work that way |
21:01 |
celeron55 |
(by testing) |
21:01 |
celeron55 |
i don't know why 8) |
21:02 |
VanessaE |
you're quite welcome :-) |
21:02 |
LAD |
VanessaE?? |
21:02 |
VanessaE |
LAD: what? |
21:03 |
LAD |
i have a question about my mod... |
21:03 |
VanessaE |
what's up |
21:03 |
VanessaE |
? |
21:03 |
LAD |
to see if this "fairly" ok |
21:03 |
VanessaE |
"fairly" ok. heh |
21:03 |
VanessaE |
this oughtta be good :D |
21:03 |
LAD |
ok so im adding Shadow tools to my mod... |
21:04 |
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NekoGloop joined #minetest |
21:04 |
LAD |
and the way of makeing shadow "gems" is to craft it useing... |
21:04 |
LAD |
all four of my other gems in a four by four square like... |
21:04 |
ShadowNinja |
for me? :-) |
21:04 |
VanessaE |
LAD: pastebin your code |
21:04 |
LAD |
it's not done yet :) |
21:04 |
LAD |
just seeing this would ok |
21:04 |
LAD |
... |
21:05 |
LAD |
any way it inclued alot of "shadow gems" |
21:05 |
VanessaE |
seems like an okay idea to me |
21:05 |
jordan4ibanez |
I guess ":" Just is invisible |
21:05 |
LAD |
shadow tools are infinet... |
21:05 |
VanessaE |
it really just depends on the properties those gems are supposed to have |
21:05 |
VanessaE |
LAD: I mean for example, if the four gems together seem like they'd produce the properties you need out of this fifth, "shadow" gem, then go for it |
21:06 |
LAD |
well im going to make it kinda expecsive for the pick and other tools because it is infinit |
21:06 |
LAD |
lol idk it's minetest does it need to make sence?? |
21:06 |
LAD |
:) |
21:06 |
LAD |
like we can make cobble float in air :) see if that makes sence :) |
21:07 |
VanessaE |
LAD: well it should try to make "some" sense if possible, but if you're making several magic gems into yet another magic gem, well then anything is possible :-) |
21:07 |
LAD |
lol yup ok i think it does well thanks any ways ima get back to coding it :) |
21:07 |
LAD |
i think this will be 1.8 i think |
21:09 |
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prestidigitator left #minetest |
21:10 |
jordan4ibanez |
whoa pilzadam, you cut the maxspeed of the carts to half of what it is holy moly |
21:12 |
VanessaE |
PilzAdam: have you re-introduced mesecons compatibility in carts yet? |
21:12 |
VanessaE |
(where a torch et.al next to a track can keep a cart moving) |
21:12 |
PilzAdam |
there are powerrails for that |
21:12 |
PilzAdam |
see forum topic |
21:12 |
VanessaE |
blah |
21:12 |
VanessaE |
I know about those. |
21:12 |
VanessaE |
that's why I haven't updated carts on my server. |
21:12 |
VanessaE |
it'll break everything therein that uses the, |
21:12 |
VanessaE |
them* |
21:13 |
VanessaE |
maybe I'll update once those power rails can properly join with other rails |
21:13 |
NekoGloop |
http://mtgcardsmith.com/view/the-doctor-time-lord |
21:17 |
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MinetestBot joined #minetest |
21:17 |
jordan4ibanez |
I wish there was a slider to change the size of the GUI |
21:17 |
jordan4ibanez |
COUGH REALBADANGEL COUGH |
21:18 |
RealBadAngel |
gui? |
21:19 |
RealBadAngel |
what do you mean exactly? |
21:19 |
LAD |
what is minetest coded in? |
21:19 |
RealBadAngel |
c++ and Lua |
21:19 |
LAD |
what part is lua? |
21:19 |
RealBadAngel |
mods |
21:19 |
LAD |
like default and fire and other stuff like that? |
21:19 |
RealBadAngel |
yes |
21:19 |
LAD |
... |
21:19 |
jordan4ibanez |
Yea |
21:20 |
LAD |
is lua like mintest.register blah blah blag |
21:20 |
LAD |
like mintest.register_node i think it was lua or C++? |
21:20 |
jordan4ibanez |
Like the hotbar and the startmenu size and the menus and stuff, could they be assigned to add or subtract their size based on the slide |
21:20 |
jordan4ibanez |
slider* |
21:21 |
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Uberi joined #minetest |
21:22 |
Uberi |
sokomine: wanna try out the entirely untested worldedit_limited? |
21:22 |
RealBadAngel |
jordan4ibanez, that could be useful |
21:23 |
jordan4ibanez |
It would be VERY useful |
21:23 |
jordan4ibanez |
on singleplayer a bigger gui is better, and multiplayer a smaller one is better |
21:24 |
LAD |
... no one answerd my question there ... i'll resite it onec though |
21:24 |
ghostshell |
LAD: yeah something like that |
21:24 |
LAD |
is minetest.register_node C++ or lua? |
21:25 |
LAD |
... |
21:25 |
Uberi |
C++, LAD |
21:26 |
LAD |
ok thanks |
21:26 |
Uberi |
well technically |
21:27 |
Uberi |
function minetest.register_node(name, nodedef) is defined in builtin/misc_register.lua |
21:30 |
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Jeija joined #minetest |
21:33 |
ShadowNinja |
hi Jeija |
21:34 |
Uberi |
hey Jeija |
21:34 |
ShadowNinja |
can you please add math.* to luacontrollers? I specificaly want math.random() |
21:35 |
Uberi |
oh I've been meaning to add randomness to controllers for a while now |
21:35 |
jordan4ibanez |
Good day Jeija |
21:36 |
whirm |
Oh, lol, I think I'm into a tree... |
21:37 |
whirm |
So, I planted this sapling and then went AFK while standing on the sapling |
21:37 |
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test045 joined #minetest |
21:37 |
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test045 left #minetest |
21:37 |
whirm |
when I come back all the screen is black and I'm inside a tree :D |
21:38 |
Uberi |
make it your new home! |
21:38 |
Jeija |
hi everyone, @ShadowNinja I'll add math.* some time soon (In case s.o. else wants to do it I'm fine with it) |
21:38 |
Uberi |
I'll do it now, still waiting for a compile to finish anyways :P |
21:39 |
Uberi |
are you sure math is safe? |
21:39 |
VanessaE |
whirm: um... oops? :) |
21:39 |
Jeija |
Uberi: http://lua-users.org/wiki/SandBoxes |
21:39 |
Jeija |
Math is safe, but you should make a copy of the table |
21:39 |
Uberi |
hmm |
21:40 |
sokomine |
uberi: that sounds intresting. where can i test it? |
21:40 |
whirm |
Uberi: nah, too claustrophobic |
21:40 |
Jeija |
like {abs = math.abs, cos = math.cos) |
21:40 |
Jeija |
I don't think we need all useless functions |
21:40 |
Uberi |
Jeija: OK, better safe than sorry |
21:41 |
Jeija |
and also don't include those that could make lags |
21:41 |
Uberi |
while I'm at it, the string table should also be copied |
21:42 |
Jeija |
yep, but you should better not copy string.find and string.dump according to the doc |
21:42 |
* NekoGloop |
puts a kitten on Jeija's head |
21:43 |
* sokomine |
grabs the kitten and runs away with it |
21:43 |
* Jeija |
is allergic to adorableness |
21:43 |
NekoGloop |
Then just do the flop. |
21:44 |
Kacey |
*flop* |
21:44 |
ghostshell |
i had a neat idea worth exploring |
21:44 |
ghostshell |
inter-server portals |
21:44 |
Jeija |
No, everybody do the flop! |
21:44 |
Uberi |
sokomine: oops forgot to paste the link: https://dl.dropbox.com/u/8097754/worldedit_limited.zip |
21:45 |
Uberi |
note that I have literally not tested this so I have no idea what it's going to do |
21:45 |
ShadowNinja |
ghostshell: Jeija did something like that |
21:45 |
ghostshell |
cool |
21:45 |
ghostshell |
i dont mean teleports tho |
21:45 |
ghostshell |
i mean jumping from server to server within worlds |
21:45 |
Jeija |
ghostshell: ... |
21:45 |
RealBadAngel |
hi Jeija |
21:45 |
Uberi |
actually, sokomine, remove the first line of init.lua, that disables everything |
21:46 |
Jeija |
there you go, ghostshell: https://github.com/Jeija/minetest/tree/rejoin |
21:46 |
RealBadAngel |
Jeija, look what was merged :) |
21:46 |
Uberi |
ghostshell: so same map, different server? |
21:46 |
ghostshell |
no |
21:46 |
ghostshell |
a "port" so you can jump to another server |
21:46 |
Uberi |
with a different world? |
21:46 |
ghostshell |
yes |
21:46 |
Uberi |
cool idea |
21:47 |
RealBadAngel |
Portals :) |
21:47 |
Jeija |
But that is what I made? You must certainly download the new map and mods etc. |
21:47 |
ghostshell |
yeah |
21:48 |
ghostshell |
it would let u link worlds together, maybe share common themes |
21:48 |
Jeija |
I didn't send a pull request, but I doubt they would merge it because of security issues and so on |
21:49 |
ghostshell |
security is a huge issue for me |
21:49 |
ghostshell |
i have two things i'm working on to deal w that |
21:49 |
ghostshell |
i come from FPS lineage so i'm borrowing from that |
21:49 |
ghostshell |
and i just finished 2 sentences with "that" |
21:51 |
MinetestBot |
GIT: Uberi commited to Jeija/minetest-mod-mesecons: Add math library to luacontroller, and make sure to copy stuff so code can't get out of the sandbox. 6983db6d82 2013-03-23T14:49:25-07:00 http://git.io/k8CGjQ |
21:51 |
Uberi |
ShadowNinja: go forth and math.random! https://github.com/Jeija/minetest-mod-mesecons/commit/6983db6d82b5b415c5e141aa360b46efa3e3a209 |
21:51 |
Uberi |
cool MinetestBot works for mesecons' repo too |
21:51 |
NekoGloop |
MinetestBot is spying on you |
21:52 |
Uberi |
Jeija: I assumed math.randomseed is safe since statistically sensitive applications will reseed themselves anyways |
21:52 |
Jeija |
ok |
21:53 |
Uberi |
otherwise I can always go with an explicit table, what do you think? |
21:53 |
Jeija |
keep it that way until someone complains ;) |
21:54 |
Uberi |
hahaha |
21:56 |
NekoGloop |
Arrange the kittens of the world to make your code. |
21:56 |
RealBadAngel |
Jeija, hey hey |
21:58 |
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rsiska joined #minetest |
21:59 |
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Kacey joined #minetest |
22:02 |
Kacey |
compilingluajit ^_^ |
22:03 |
NekoGloop |
eatingjellybeans |
22:03 |
Uberi |
how's that coming along Kacey? |
22:03 |
Kacey |
not bad actually |
22:03 |
Kacey |
github for windows is cool |
22:04 |
VanessaE |
Kacey: latest git + luajit = minetest as fast as we all got used to in 0.3.x :-) |
22:04 |
Kacey |
lol i am going to see for myself |
22:06 |
Kacey |
finished luajit |
22:07 |
NakedFury |
ohh so we finally did the jump to luajit? |
22:07 |
Exio |
nope |
22:07 |
Exio |
you can use it, but it is not the "one" used by default, actually |
22:08 |
NakedFury |
why havent it been changed yet? |
22:08 |
Kacey |
compiling in WINDOWS!!!!!!!!!! |
22:08 |
Uberi |
something about building on windows |
22:08 |
* Kacey |
does a little dance of victory |
22:08 |
VanessaE |
NakedFury: some of us are running luajit experimentally |
22:09 |
VanessaE |
it isn't official yet |
22:09 |
NakedFury |
ohh |
22:09 |
Kacey |
1% |
22:09 |
VanessaE |
Kacey: wait till you get to around 90%, then dance :D |
22:09 |
Kacey |
but the fact that i am this far is awesome and a victory to me |
22:10 |
jordan4ibanez |
whoa |
22:10 |
jordan4ibanez |
with luajit... |
22:10 |
jordan4ibanez |
I hate to say this |
22:10 |
VanessaE |
jordan4ibanez: breakneck? |
22:10 |
VanessaE |
;) |
22:10 |
jordan4ibanez |
sapier's animals mod doesn't run below 20fps |
22:10 |
Kacey |
O.o impossibru! |
22:10 |
NekoGloop |
Ew mobf |
22:11 |
jordan4ibanez |
I lied, 14fps lol |
22:11 |
Exio |
what cpu/gpu? :> |
22:11 |
NekoGloop |
Re: Ew mobf |
22:12 |
jordan4ibanez |
amd athlon II x2 and msi gtx650 oc edition |
22:14 |
jordan4ibanez |
Can we define our own biomes now? |
22:14 |
Kacey |
AMD E1-1200 APU with Radeon HD Graphics 1.40 GHz |
22:14 |
Kacey |
42% compiled... |
22:15 |
ShadowNinja |
Uberi: [...]/mesecons_luacontroller/init.lua:198: attempt to call global 'tablecopy' (a nil value) |
22:15 |
Uberi |
aw poop |
22:17 |
Uberi |
yeah I'm going with the explicit table now, seems much safer too |
22:17 |
Uberi |
wait for a few mins, ShadowNinja |
22:19 |
whirm |
how do you enable luajit? |
22:20 |
VanessaE |
http://forum.minetest.net/viewtopic.php?pid=76627#p76627 |
22:20 |
VanessaE |
that's how |
22:20 |
Uberi |
in short, you must first sacrifice a goat to the LuaJIT gods |
22:20 |
VanessaE |
(those are linux build instructions) |
22:20 |
VanessaE |
lol |
22:20 |
Kacey |
error |
22:20 |
VanessaE |
Kacey: you suck! |
22:20 |
VanessaE |
:) |
22:21 |
Uberi |
after receiving the sign of the blood, proceed to climb the Misted Mountains alone |
22:21 |
Uberi |
once at the summit, lie flat on the ground for at least 15 minutes |
22:21 |
Uberi |
eventually, you will hear the build instructions |
22:22 |
Kacey |
huh interesting error |
22:22 |
kaeza |
lol |
22:22 |
Exio |
"The LuaJIT ritual" |
22:22 |
VanessaE |
Jeija: "microcontrollers (deprecated)" |
22:22 |
VanessaE |
nooooooooooo |
22:22 |
whirm |
wtf |
22:22 |
Kacey |
zlib.h |
22:22 |
Kacey |
no such file or directory |
22:22 |
Uberi |
VanessaE: oh come on it's not like they're going to be aliased to self-detonating TNT in the next release |
22:23 |
kaeza |
whoops |
22:23 |
Uberi |
...although... |
22:23 |
VanessaE |
haha |
22:23 |
kaeza |
Kacey, you need zlib and libpng |
22:23 |
VanessaE |
microcontrollers are too kick-ass to deprecate :) |
22:23 |
PilzAdam |
Uberi, dont use my TNT mod, the nuke mod has a larger blast radius |
22:23 |
PilzAdam |
-> more damage |
22:23 |
NekoGloop |
luacontrollers are shit |
22:24 |
Uberi |
PilzAdam: but the TNT mod's lag is bad enough already! |
22:24 |
Uberi |
NekoGloop: hmm? |
22:24 |
ShadowNinja |
don't use nuke mod, it crashes |
22:24 |
ShadowNinja |
mine is better :-) |
22:24 |
Kacey |
lol ^^ |
22:24 |
Kacey |
like when i crashed your server? |
22:24 |
Uberi |
you have a tnt mod, ShadowNinja? gimme a link! |
22:24 |
Jeija |
I'm not going to remove microcontrollers any time soon; but at the moment you cannot craft them anymore already |
22:25 |
VanessaE |
Uberi: actually, someone was saying earlier the nuke mod is really quick now with luajit |
22:25 |
Uberi |
awesome |
22:25 |
Jeija |
luacontroller + microcontroller both are just too much to maintain |
22:25 |
Uberi |
plus luacontrollers are much simpler and we don't need to maintain a parser |
22:26 |
Jeija |
yeah, that's the point; simplicity and so many more functions |
22:26 |
ShadowNinja |
Uberi: http://ubuntuone.com/68PwzitilqCPEEMe6y25gd |
22:26 |
ShadowNinja |
I think it is satble |
22:26 |
ShadowNinja |
stable* |
22:27 |
VanessaE |
well just as long as you don't ever git rid of them. it would make me sad. :) |
22:27 |
Uberi |
thanks ShadowNinja |
22:27 |
Uberi |
is there a github repo or something? I like to keep on top of updates |
22:28 |
ShadowNinja |
hardcore mese tnt has a bigger range but works slightly differently so that it doesn't waste CPU |
22:28 |
ShadowNinja |
no, just my personal fork right now, I could make one |
22:30 |
Uberi |
works differently? how so? |
22:30 |
MinetestBot |
GIT: Jeija commited to minetest/minetest: Allow spawning particles from the server, from lua e1ff5b1361 2013-03-23T15:16:29-07:00 http://git.io/Uf3jdg |
22:30 |
Uberi |
oooohh snaaap |
22:30 |
ShadowNinja |
see this for radius http://ubuntuone.com/3NmfMHZCwgDAtocSvLa1nt |
22:30 |
Uberi |
it's in! |
22:30 |
Jeija |
Yeah! :) Thx MinetestBot! |
22:31 |
VanessaE |
good thing I just released a build just prior to that |
22:31 |
Uberi |
O_o |
22:31 |
PilzAdam |
s/MinetestBot/PilzAdam |
22:31 |
VanessaE |
protocol 17 = doesn't work with anything prior? |
22:31 |
Uberi |
ShadowNinja: that seems like a griefer's dream :) |
22:31 |
celeron55 |
= works fine with anything |
22:32 |
Uberi |
OK, what needs to spawn particles in Mesecons? |
22:32 |
VanessaE |
oh good |
22:32 |
celeron55 |
i fixed the majority of backwards-compatibility failing stuff some months back - the server will just communicate using a version of things that the client knows |
22:32 |
ShadowNinja |
thats why I decided not to feature it no my server |
22:32 |
VanessaE |
celeron55: ok, I'm just gunshy about that is all. |
22:33 |
celeron55 |
of course it could be broken, so make sure to shout about that to whoever made it |
22:33 |
ShadowNinja |
I don't think anything but regular tnt will ever be suitable for a server, and even then only in survival |
22:33 |
VanessaE |
ShadowNinja: never on a server - tnt is just too risky |
22:33 |
Uberi |
what I really want in a TNT mod though is block durability |
22:34 |
Uberi |
it shouldn't be able to destroy steel blocks or obsidian or anything behind a wall of it |
22:34 |
ShadowNinja |
mine won't destroy unbreakable nodes |
22:34 |
ghostshell |
tnt mod is fun :D |
22:34 |
Uberi |
so I implemented a full raytracer in Lua and it is fast enough to trace TNT rays |
22:35 |
ghostshell |
hm |
22:35 |
celeron55 |
Uberi: the current groups and levels, if correctly used, should allow for proper behavior of TNT, but your mileage may vary because of inexperienced modders 8) |
22:36 |
celeron55 |
(and not-so-established conventions) |
22:36 |
ShadowNinja |
mine doesn't use on_blast yet |
22:36 |
ghostshell |
is there a mod db yet? |
22:36 |
Uberi |
yeah probably level 2 nodes should be unbreakable by TNT |
22:37 |
Uberi |
ghostshell: there are multiple, none complete |
22:37 |
ghostshell |
something like pypi ? |
22:37 |
Uberi |
nope, not really |
22:37 |
Uberi |
a ton of mods are just released to the forums |
22:38 |
ghostshell |
that's something i would like to work on |
22:38 |
ghostshell |
if anyone else is interested, please let me know |
22:38 |
ShadowNinja |
rubenwardy has one |
22:39 |
ghostshell |
url? |
22:39 |
ghostshell |
it would be nice to have a utility that will install mods for your version |
22:40 |
ghostshell |
but first need a db that is reliable |
22:40 |
ShadowNinja |
http://multa.bugs3.com/minetest/forum/ |
22:40 |
Uberi |
ghostshell: also you need to make it well known enough that people who make mods submit it to the DB |
22:40 |
ghostshell |
yeah |
22:40 |
Uberi |
that's the biggest challenge I've seen for these so far |
22:41 |
ghostshell |
the db looks good |
22:42 |
* VanessaE |
gasps... github isn't responding! no! |
22:42 |
* VanessaE |
hyperventilates |
22:42 |
celeron55 |
one option would be to just specify a format to be used as part of forum mod release posts and make a bot that scrapes it onto a site that has an API for feteching them |
22:42 |
celeron55 |
fetching* |
22:42 |
ghostshell |
that would be nice |
22:42 |
celeron55 |
people like to comment mods in their threads, and don't like posting them to multiple places |
22:42 |
VanessaE |
celeron55: sfan did that actually |
22:43 |
ghostshell |
something like a structured 'info.txt' |
22:43 |
Uberi |
same here VanessaE |
22:43 |
ghostshell |
Author: ... etc |
22:43 |
VanessaE |
it just isn't used anywhere but his stats script |
22:43 |
ghostshell |
IMO mods dont really belong in forum posts, unless to discuss them |
22:43 |
ghostshell |
it's very confusing finding them |
22:43 |
Uberi |
what is wrong with github!? |
22:44 |
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22:44 |
ghostshell |
something like './addmod tnt-0.1' would be nice |
22:44 |
VanessaE |
you broke the repo -- you broke the bloody repo! |
22:44 |
VanessaE |
:) |
22:45 |
Uberi |
VANESSAE DID YOU DIVIDE BY ZERO |
22:46 |
Uberi |
oh it's back again |
22:46 |
VanessaE |
*sheepish look* Yes I did, I'm sowwy :( |
22:46 |
Uberi |
false alarm fol... aw no |
22:46 |
VanessaE |
Uberi: can't pull :( |
22:46 |
celeron55 |
just something like this to the beginning of mod release posts: https://gist.github.com/celeron55/5229630 |
22:46 |
Uberi |
just successfully pushed |
22:47 |
MinetestBot |
GIT: Uberi commited to Jeija/minetest-mod-mesecons: Explicit tables of luacontroller environment. 21550b3727 2013-03-23T15:41:44-07:00 http://git.io/A9POIA |
22:47 |
Uberi |
woo |
22:47 |
Uberi |
ShadowNinja: ^ |
22:47 |
VanessaE |
AHHHH finally the pull went through |
22:47 |
celeron55 |
it would be quite fast to adopt such a convention on the forum, and a more specific mod site could be bootstrapped using that data any time later |
22:48 |
Jeija |
grmpf github is getting DDoS'd |
22:48 |
khonkhortisan |
again |
22:48 |
VanessaE |
Jeija: :( |
22:49 |
VanessaE |
who the fuck would ddos github? |
22:49 |
Uberi |
well this makes me glad I'm not using svnhub :P |
22:49 |
VanessaE |
that's like bombing the American Red Cross or something, fuck |
22:49 |
khonkhortisan |
the same people as last time |
22:49 |
Jeija |
The chinese (it's always their fault) ;) |
22:49 |
celeron55 |
users, i guess |
22:49 |
NakedFury |
morons. only morons ddos anything |
22:49 |
celeron55 |
stop using it so it won't fail! |
22:50 |
Uberi |
everyone step away from the github! |
22:50 |
PilzAdam |
w00t! https://status.github.com/ |
22:51 |
PilzAdam |
DDoS attack on github |
22:51 |
VanessaE |
PilzAdam: saw :-/ |
22:51 |
Uberi |
man they'd better find the source of the attacks this time |
22:52 |
VanessaE |
people suck :-/ |
22:52 |
VanessaE |
(well some do) |
22:52 |
VanessaE |
http://ifunny.mobi/#OoU9cu8J |
22:53 |
VanessaE |
heh |
22:53 |
VanessaE |
(damn you NekoGloop) |
22:53 |
Uberi |
and so disappeared the rest of VanessaE's afternoon |
22:53 |
VanessaE |
Uberi: too late, I've been addicted since the other day :) |
22:53 |
NekoGloop |
I didn't do shit this time |
22:54 |
VanessaE |
NekoGloop: it's forever your fault :) |
22:54 |
NekoGloop |
Of course it is |
22:54 |
* khonkhortisan |
attempts to distract VanessaE: http://armorgames.com/play/2205/light-bot |
22:54 |
Uberi |
oh my goodness that was the best flash game ever |
22:54 |
VanessaE |
pass. :) |
23:00 |
NekoGloop |
worst flash game ever |
23:03 |
celeron55 |
fail, the help text gets cut off |
23:04 |
celeron55 |
now it says space continues while it actually does exactly nothing |
23:04 |
celeron55 |
now it worked! |
23:04 |
* Kacey |
is getting annoyed of zlib not being found\ |
23:07 |
celeron55 |
this game is too simple |
23:07 |
celeron55 |
where's the "go to 100th level to get some challenge" button |
23:07 |
VanessaE |
http://ifunny.mobi/#2GzJX14n |
23:07 |
VanessaE |
:'( |
23:09 |
celeron55 |
that comic plot is pretty old :P |
23:09 |
VanessaE |
it's still sad |
23:09 |
celeron55 |
it's the ultimate truth of this world though |
23:11 |
VanessaE |
my husband would disagree... |
23:13 |
hmmmm |
hey guys, how do you profile lua code? |
23:14 |
VanessaE |
thexyz could tell you (I don't remember how it was done now) |
23:15 |
VanessaE |
ahh the ddos seems to be on the mend now. |
23:15 |
celeron55 |
sapier has experience of that i think |
23:16 |
hmmmm |
i just need the equivalent to gettimeofday() or whatever |
23:17 |
RealBadAngel |
what exactly do you need? |
23:17 |
celeron55 |
lua's standard library only provides a subset of the ANSI C standard library, so no luck with timing with that |
23:17 |
hmmmm |
i just need to time one generate_ore() call |
23:17 |
VanessaE |
hmmmm: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/profiler/ |
23:17 |
RealBadAngel |
os.time() |
23:17 |
VanessaE |
this uses code that thexyz pointed me to |
23:17 |
hmmmm |
oh thanks |
23:17 |
VanessaE |
I think you just install it like any mod and it runs right away, /stop to end the profiler and write the results to a file |
23:18 |
VanessaE |
if I remember right |
23:18 |
RealBadAngel |
start=os.time(), end=os.time(), time of execution=end-start |
23:18 |
hmmmm |
vanessae, nah, os.time() will do what i want |
23:18 |
hmmmm |
thanks though |
23:18 |
VanessaE |
oh ok, well you might find that of some use later. |
23:18 |
celeron55 |
so integer seconds are enough? oh well, then it indeed will do |
23:19 |
hmmmm |
wtf, seconds? |
23:19 |
hmmmm |
come on.... |
23:19 |
celeron55 |
it's the smallest time unit in the C library 8) |
23:21 |
hmmmm |
holy crap |
23:21 |
hmmmm |
vanessa's thing is so elaborate |
23:21 |
VanessaE |
I didn't write it :) |
23:21 |
RealBadAngel |
this is a book indeed |
23:21 |
hmmmm |
ummm |
23:22 |
hmmmm |
so do we add a lua api for precise time? |
23:22 |
celeron55 |
you could wrap porting::getTimeMs() in such |
23:23 |
hmmmm |
i'd do microseconds if i were doing that |
23:23 |
RealBadAngel |
os.time() is float |
23:23 |
hmmmm |
ahh |
23:23 |
hmmmm |
ahhhh that's not bad then |
23:24 |
hmmmm |
are you sure? |
23:24 |
hmmmm |
nevermind i'll just try it |
23:24 |
RealBadAngel |
definitely |
23:24 |
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23:24 |
PilzAdam |
AFAIK its integer seconds... |
23:24 |
RealBadAngel |
yes |
23:24 |
hmmmm |
doesn't seem like it's a float, it's integer seconds for me |
23:25 |
hmmmm |
i just tested |
23:25 |
RealBadAngel |
it was for float when i tested speed of search |
23:25 |
PilzAdam |
ehm, I doubt that |
23:26 |
RealBadAngel |
integer part is seconds, anything on right is less than a second |
23:26 |
hmmmm |
well. whatever |
23:28 |
RealBadAngel |
http://lua-users.org/wiki/OsLibraryTutorial |
23:28 |
PilzAdam |
btw: I have the object <-> object collision by sapier rebased against master |
23:28 |
hmmmm |
hmmmmmm about that one |
23:28 |
hmmmm |
i was going to merge it, but i thought maybe object/object collision isn't desirable |
23:28 |
Exio |
hmmmmm saying hmmm is too hmmmmmm |
23:28 |
* Exio |
runs |
23:28 |
VanessaE |
hmmmm: try peaceful_npc and then think again ;-) |
23:28 |
hmmmm |
look at minecraft how you can (and often do) stack items |
23:28 |
PilzAdam |
hmmmm, its nice for falling sand |
23:29 |
Uberi |
the collision is optional right? |
23:29 |
RealBadAngel |
have anybody tested the screwdriver? |
23:29 |
hmmmm |
if they had object object collision, imagine how much space things would take up for one, and two, a lot of things wouldn't be possible |
23:29 |
PilzAdam |
its only if the entity has physical = true |
23:29 |
Uberi |
only for physical=true stuff |
23:29 |
hmmmm |
oh. |
23:29 |
hmmmm |
are a lot of things physical=true? |
23:29 |
Uberi |
some things are, like mobs |
23:29 |
RealBadAngel |
http://realbadangel.pl/screwdriver.zip |
23:30 |
PilzAdam |
dropped items set physical = false if they just lay arround |
23:30 |
hmmmm |
okay that's good i guess |
23:31 |
PilzAdam |
hmmmm, for your profiling, try os.clock() |
23:32 |
Uberi |
wow, 6D facedir and particle spawners in the same day |
23:32 |
Kacey |
how do i get tubes to eject something? |
23:32 |
hmmmm |
yes |
23:32 |
hmmmm |
there we go! |
23:32 |
hmmmm |
that actually worked, thanks pilz |
23:32 |
hmmmm |
that must've been what rba used |
23:33 |
VanessaE |
Uberi: nd as usual, my server's up-to-date with them :-) |
23:33 |
Uberi |
\o/ |
23:33 |
hmmmm |
wow yeah that is slow |
23:33 |
PilzAdam |
hmmmm, *adam |
23:33 |
hmmmm |
54 ms, 15 ms, 39ms, etc. |
23:33 |
VanessaE |
what are you profiling? |
23:33 |
hmmmm |
pilzadam, he said he used that before and got a float |
23:33 |
Exio |
and, "how"? (so i do it here) |
23:33 |
hmmmm |
and he must've meant os.clock |
23:34 |
hmmmm |
vanessae, on_generate |
23:34 |
VanessaE |
ah |
23:34 |
hmmmm |
i like to have real numbers when i compare how much faster my stuff is |
23:34 |
VanessaE |
well 54 ms is better than 800+ like you were seeing before. |
23:34 |
hmmmm |
no, no, that's 54ms for one generate_ore call |
23:34 |
VanessaE |
ohhhh |
23:34 |
hmmmm |
for a second i almost wondered if i was reading that correctly |
23:34 |
hmmmm |
freakin crazy man |
23:34 |
VanessaE |
that does seem a little slow then |
23:35 |
VanessaE |
when you've got 10+ ores...eek. |
23:35 |
hmmmm |
the reason why, overall, it isn't that slow with so many ores, is because a lot of those ores have a lower height_max |
23:35 |
hmmmm |
so you don't see them |
23:35 |
celeron55 |
anyone who has thought generate_ore was fast... umm... how would i put this |
23:35 |
VanessaE |
celeron55: no need. |
23:35 |
hmmmm |
i thought it'd be reasonable |
23:35 |
hmmmm |
holy crap i am so glad i am doing this |
23:35 |
hmmmm |
this really is necessary |
23:36 |
PilzAdam |
hmmmm, Im currently testing this object object collsion, and it works very nice |
23:36 |
PilzAdam |
even particles collide with falling sand |
23:36 |
hmmmm |
what happens to the falling sand then? |
23:36 |
PilzAdam |
nothing |
23:36 |
PilzAdam |
objects dont collide with particles |
23:36 |
hmmmm |
i see |
23:37 |
hmmmm |
you know, i just remembered, a long time ago in 0.4-dev, i tried out TNT and i remember it blasted blocks off-axis |
23:37 |
PilzAdam |
that was probalby unintentional by sapier because particles havent existed when he coded it |
23:37 |
hmmmm |
what was up with that, did they become objects? |
23:37 |
NakedFury |
that would be interesting. blasting a small amount of blocks to other positions |
23:38 |
celeron55 |
i think the first functionality that was implemented using 0.4 entities was "falling nodes" |
23:38 |
ShadowNinja |
objects can't collide with particles, particles are client-side, objects area server-side |
23:38 |
ShadowNinja |
are* |
23:38 |
hmmmm |
ahh |
23:40 |
celeron55 |
ShadowNinja: ehm, objects exist on the client according to what the server tells it |
23:40 |
whirm |
how can I increase the viewing range? I've set range_all to 1 and viewing range is set to 17000, but I can't see that far away.. |
23:41 |
PilzAdam |
use + and - ingame |
23:41 |
ShadowNinja |
well yes, but the server manages their physics |
23:41 |
PilzAdam |
the client predicts it |
23:41 |
whirm |
PilzAdam: yes, but I increase to 19000 for example and I don't see any noticeable change |
23:41 |
Kacey |
http://ifunny.mobi/#PfShCxjL |
23:41 |
troller |
indev float lands commited |
23:41 |
MinetestBot |
GIT: commited to minetest/minetest: Mapgen indev: float islands, larger far biomes f70378f7f5 2013-03-23T16:40:15-07:00 http://git.io/ruahjw |
23:42 |
troller |
hmmmm, with fast perlin |
23:42 |
hmmmm |
awesome :) |
23:42 |
hmmmm |
did you find the fast perlin noise API easy to use? |
23:42 |
whirm |
just passed 26000 but the view didn't increase |
23:43 |
whirm |
*view distance |
23:43 |
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23:43 |
troller |
hmmmm, easy, but write in many places |
23:43 |
Uberi |
:O |
23:44 |
troller |
but lands with straight edges problem, i donk know how to fix |
23:44 |
PilzAdam |
whirm, you cant seee mapblocks that are unloaded |
23:44 |
PilzAdam |
and a greate view diestance doesnt force blocks to be loaded, AFAIK |
23:44 |
whirm |
PilzAdam: how can increase the number of mapblocks then? :D |
23:44 |
hmmmm |
errrrrrrrrr |
23:45 |
PilzAdam |
# From how far blocks are sent to clients (value * 16 nodes) |
23:45 |
PilzAdam |
#max_block_send_distance = 10 |
23:45 |
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23:45 |
hmmmm |
troller, is there any reason in particular for adding those things to the coordinates in your perlinMap3D cals |
23:45 |
PilzAdam |
whirm, its server side, though |
23:46 |
PilzAdam |
also: max_block_generate_distance = 6 |
23:46 |
whirm |
PilzAdam: Ok, will try, thanks! |
23:46 |
troller |
hmmmm, for larger spread near edges |
23:47 |
hmmmm |
we might want to bump those default values up now that map generation is uber fast |
23:47 |
PilzAdam |
whirm, these things tend to not work as expected in Minetest |
23:47 |
hmmmm |
troller, it doesn't work like you expect it to |
23:47 |
hmmmm |
it divides by the spread factor already |
23:48 |
troller |
but deserts much larger |
23:48 |
hmmmm |
the reason it was like that in v6 was for reverse compatibility, because for some reason celeron added those odd constants to the coordinates that didn't really do anything |
23:48 |
troller |
maybe need to remake |
23:48 |
whirm |
ok, I set both to 100 and it's taking a while to load... :D |
23:49 |
troller |
and we need in simple noise visualisator |
23:49 |
hmmmm |
yeah, troller, if you do that in your code, the terrain is going to look choppy |
23:49 |
hmmmm |
probably |
23:50 |
hmmmm |
on chunk boundaries |
23:51 |
PilzAdam |
whirm, it doesnt really work for me :-( |
23:52 |
troller |
hmmmm, farscale changes very slowly, very small differense between chunks |
23:52 |
whirm |
I still don't know, I'm waiting for more chunks to load, but it is not so fast |
23:52 |
whirm |
and I have a i7 with 16G of ram... |
23:53 |
PilzAdam |
It isnt the hardware |
23:53 |
PilzAdam |
its just minetest not wanting to send such a large area to the client |
23:53 |
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23:53 |
whirm |
I'm playing a local game |
23:54 |
whirm |
so the config options should be the same for both server and client right? |
23:55 |
troller |
hmmmm, you can find 1-2 blocks shifts on slopes on very big mountains |
23:57 |
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23:57 |
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23:58 |
whirm |
PilzAdam: it looks like I can see further away, but the blocks aren't being loaded from near to far (I still have some holes near me but I keep seeing new chunks in the horizon) |