Time |
Nick |
Message |
00:04 |
restcoser |
paramat: im perhaps a little late, but what is overgeneration? |
00:04 |
restcoser |
(btw: I love your mapgens, much helpful for learning) |
00:06 |
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00:08 |
Exio4 |
restcoser: he already answered what 'overgenerating' is |
00:09 |
restcoser |
exio4: oh... i see... doesnt mean i understand it :D |
00:09 |
restcoser |
i mean, how can one access the nodes outside of the current block? |
00:10 |
restcoser |
and why would one do it in the first place? |
00:13 |
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00:16 |
Exio4 |
https://en.wikipedia.org/wiki/MMIX |
00:19 |
Exio4 |
i didn't know you had a backend w/ GCC |
00:19 |
Exio4 |
you can make a distro that runs in non-existant hardware! |
00:22 |
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00:22 |
paramat |
oh hi |
00:24 |
paramat |
it means, during mapgen, to generate a particular chunk, the math is done for the chunk but also the 16x16x16 mapblocks around it |
00:24 |
restcoser |
but... |
00:24 |
restcoser |
you dont have the data for chunk+1? |
00:24 |
restcoser |
*block if talking of MT |
00:25 |
paramat |
you just do the perlin noise math for the outside volumes too |
00:25 |
restcoser |
so i guess one can't use voxelmanip then? |
00:26 |
restcoser |
or... |
00:26 |
paramat |
well im working on how to overgenerate perlinmaps |
00:26 |
paramat |
the LVM itself isn't a problem |
00:26 |
restcoser |
well, i guess i can instruct it to create a 110x110 map... |
00:26 |
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00:27 |
restcoser |
well, the smoothing and chunkborder benefits are obvious, but lighting? |
00:27 |
paramat |
yeah it helps lighting to know whats directly above a chunk |
00:27 |
restcoser |
well, but you can't know if the "ceiling" is in 16 blocks or in 17 |
00:28 |
restcoser |
or there at all |
00:28 |
restcoser |
do you just assume after this block + 16 blocks no ceiling is reached? |
00:28 |
restcoser |
*nodes |
00:33 |
paramat |
yeah indeed there's no way to detect a ceiling beyond 16 nodes so many lighting bugs remain |
00:34 |
restcoser |
hmm... thered need to be a system that informs the generated blocks below if a overhang gets generated... probably too costy to be worthwhile though |
00:34 |
paramat |
as i understand it overgeneration makes hmmm's intentions for mgv7 possible, but for biome reasons |
00:43 |
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01:18 |
hmmmm |
paramat, overgeneration will fix the "top node at y=47" problem but won't help lighting issues (it'd just make the lighting glitch at larger distances) |
01:19 |
hmmmm |
but the thing is, i don't even really want to overgenerate in the y direction, only x and zd |
01:19 |
hmmmm |
i may have to though, depends on how it turns out |
01:21 |
paramat |
oh hi |
01:22 |
hmmmm |
lighting problems would probably be fixed somewhat more (there will still be issues because solid nodes could be placed in the biome/vegetation phase) with y-direction overgeneration and light decay, however |
01:22 |
paramat |
forest mod is better than the thread suggests http://i.imgur.com/tbd6CUy.png |
01:22 |
hmmmm |
agh really need to get working on that darn light decay too |
01:23 |
hmmmm |
i really love how there's that small band of grassy terrain sticking out into the beach biome |
01:24 |
hmmmm |
i assume this is the 3d-noise based biome selection? |
01:24 |
paramat |
ive been converting this to use perlin maps since the author has his computer time limited by his parents :P |
01:24 |
paramat |
um, its mostly 2D noise |
01:25 |
hmmmm |
agh i'd love to see some of those in the core |
01:26 |
hmmmm |
you know, if you don't want to convert it to C++ there are people who would |
01:26 |
paramat |
well maybe i'll convert one of mine to c++ |
01:26 |
paramat |
yeah i would probably want to do it myself hehe |
01:29 |
paramat |
watershed mod is my best mapgen, ive described it in detail in the thread if you're interested in the use of noise https://forum.minetest.net/viewtopic.php?id=8609 |
01:31 |
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01:50 |
PilzAdam |
Exio4, build it |
01:56 |
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02:11 |
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02:11 |
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02:23 |
paramat |
forest mod uses 17 perlin noises but i managed to get it down to 2-3 seconds per chunk for the mapgen loop itself. this is an impressive first mod by Gael de Sailly https://forum.minetest.net/viewtopic.php?id=8772 |
02:31 |
paramat |
... theres even a squaring of elevation noise which creates pathways winding through the terrain |
02:35 |
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02:57 |
paramat |
aw adam didn't say bye, i was gonna try ninja him |
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08:24 |
enchilado |
Hi john_minetest |
08:34 |
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11:53 |
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11:54 |
Crunchn |
Hello, I am using Windows, have updated video card drivers and I get 3-4 FPS in minetest, does anyone know of such an issue? I am using the newest release from the downloads page. |
11:58 |
reactor |
john_minetest: hello every[CENSORED]. |
11:58 |
Crunchn |
ATI Radeon 4890. It plays BF3 at 40 fps on medium. I think it's pretty good. |
12:01 |
Crunchn |
I tried turning everything off so lowest settings to see if it made a difference. It didn't. I am downloading the build you sent me now. |
12:03 |
Crunchn |
A bit more bearable on the build you sent. I get 10 FPS. :D |
12:03 |
Crunchn |
With all the visual settings off. |
12:09 |
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12:23 |
sfan5 |
meow |
12:23 |
sfan5 |
hi everyone |
12:29 |
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12:36 |
Exio4 |
Crunchn: what cpu? |
12:36 |
Crunchn |
i7 3770 |
12:44 |
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13:49 |
Exio4 |
ahm |
13:56 |
kaeza |
ohm |
13:56 |
kaeza |
hai Exio4 |
13:57 |
Exio4 |
watt |
13:58 |
PilzAdam |
Exio4 Auditore |
13:58 |
Exio4 |
i didn't even "Ezio" was a name or anything when i "created" Exio/4 |
13:59 |
Exio4 |
from what game was "Ezio Auditore"? |
13:59 |
Exio4 |
or from where it comes from |
14:00 |
PilzAdam |
Assasins Creed |
14:00 |
PilzAdam |
+s +' |
14:00 |
reactor |
Ass as in Screed. |
14:01 |
reactor |
What the hell is "Screed"? |
14:02 |
Exio4 |
screwed |
14:11 |
reactor |
Oh. A misspelling. |
14:12 |
reactor |
Ass as in "Screwed". |
14:14 |
Exio4 |
lol |
14:14 |
Exio4 |
i don't really know |
14:15 |
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14:38 |
sfan5 |
!title |
14:38 |
MinetestBot |
sfan5: ELEFANTE from Pablo Larcuen on Vimeo |
14:45 |
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16:05 |
* Jordach |
dupes https://forum.minetest.net/viewtopic.php?pid=133493#p133493 |
16:06 |
* Jordach |
should get around to making animatic quality versions of Pavel's models |
16:07 |
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16:07 |
* sfan5 |
purrs at Jordach |
16:23 |
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16:24 |
* Krock |
looks around, sits down. |
16:24 |
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16:51 |
Calinou |
my page about my mods remade finally :p |
16:51 |
Calinou |
that one: https://dl.dropboxusercontent.com/u/82342922/calinou_minetest_stuff.html |
16:52 |
Jordach |
>Times New Roman |
16:52 |
Jordach |
gtfo |
16:53 |
Calinou |
Jordach, no, it's Ubuntu |
16:54 |
Krock |
Horray! It's compatible with my CRT screen! |
16:54 |
Calinou |
if you don't have it, it uses fallback font |
16:54 |
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16:56 |
iqualfragile |
Calinou: why not use that new @font thingy |
16:56 |
Calinou |
how? ;) |
16:58 |
Jordach |
http://i.imgur.com/y1s1DUT.png |
16:59 |
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17:00 |
iqualfragile |
Jordach: your kde theme looks kinda strange |
17:00 |
Calinou |
Kindows. |
17:02 |
iqualfragile |
Calinou: http://blog.themeforest.net/tutorials/how-to-achieve-cross-browser-font-face-support/ |
17:14 |
Jordach |
meep meep https://forum.minetest.net/viewtopic.php?pid=133598#p133598 |
17:15 |
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17:18 |
Calinou |
http://i.imgur.com/o7qFKiK.jpg ↠Minecraft player after playing Minetest |
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18:18 |
sfan5 |
lol http://redd.it/20pyky |
18:19 |
Calinou |
use real link please |
18:19 |
Calinou |
the real link fits in one line |
18:26 |
Calinou |
"3nd" ugh |
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18:53 |
PenguinDad |
8) |
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19:27 |
Calinou |
12力 |
19:32 |
Krock |
Smiley |
19:35 |
Calinou |
/)(^ε^)(\ |
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19:52 |
Sokomine |
hi kahrl. those tables for formspecs are really great! what i found also intresting was that "brighten" option in your example. is there a list somewhere of all these options? a "darken" does not seem to exist? |
19:52 |
Jordach |
Sokomine, tried negative brightness? |
19:53 |
Sokomine |
oh. no. do these options support parameters? i found no documentation for them |
19:54 |
Sokomine |
jordach: there's been some progress on the traders that wear your skin :-) the current version can be found under https://github.com/Sokomine/mobf_trader |
19:54 |
Jordach |
>mobf |
19:54 |
Sokomine |
no, it does not need mobf. it just looks a bit like the trader in mobf and was inspired by that one to a degree |
19:54 |
Sokomine |
the mod has no dependencies at all. media data is only the skins |
19:54 |
Jordach |
rename the repo then |
19:55 |
Sokomine |
hmm. i considered that but was unsure |
19:55 |
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19:56 |
Sokomine |
i mean..would "trader" really be a better name? i've named the main lua file with the actual trading already mob_trading.lua ... |
19:56 |
Sokomine |
good mod names are hard to come by |
19:57 |
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19:57 |
Krock |
got BSoD'ed |
19:59 |
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20:23 |
kahrl |
Sokomine: IIRC ^[brighten was added in early 0.4 as a default response for when you hit a mob |
20:23 |
kahrl |
but ^[darken etc don't exist |
20:25 |
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20:39 |
Sokomine |
oh? when you hit a mob? intresting |
20:40 |
Sokomine |
regarding that...there's that new death messages mod. it would be great if such messages could really name the cause of a player's death |
20:50 |
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20:53 |
Sokomine |
john_minetest: hm. that is a possibility as well |
20:53 |
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20:53 |
Sokomine |
guess i ought to decide on a name before i really "release" it. the mod is alreayd pretty usable in almost all cases |
20:54 |
Jordach |
http://i.imgur.com/aD8dio5.png |
20:54 |
Jordach |
lolwat :D |
21:10 |
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21:21 |
Jordach |
john_minetest, pinned |
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22:01 |
EvergreenTree |
\o/ |
22:01 |
EvergreenTree |
Just got home, and a monstercat release was waiting for me |
22:01 |
EvergreenTree |
^.^ |
22:46 |
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