Time |
Nick |
Message |
00:04 |
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MinetestBot |
OldCoder: 08-22 23:06 UTC <Mikeonline> option explicit |
00:33 |
OldCoder |
Hi |
00:34 |
Chinchow |
Howdy |
00:42 |
Chinchow |
Does anyone here have experience with entities? |
00:54 |
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00:57 |
blaise |
hrmm |
01:00 |
blaise |
!up midnightsystems.net |
01:00 |
MinetestBot |
midnightsystems.net:30000 is up (487ms) |
01:01 |
zat |
I once saw someone made a map of his world |
01:01 |
zat |
is there a tool for that |
01:01 |
VanessaE |
of course |
01:01 |
VanessaE |
https://github.com/minetest/minetestmapper |
01:02 |
VanessaE |
there's a python version that comes with the engine. pretend it doesn't exist. |
01:02 |
blaise |
VanessaE: you have children? |
01:02 |
VanessaE |
use this instead. |
01:02 |
VanessaE |
blaise: no. |
01:02 |
blaise |
oh. |
01:02 |
VanessaE |
two cats and a dog, that's all |
01:02 |
blaise |
my son is refusing to eat... I'm kinda tripped out about it |
01:02 |
zat |
uh? |
01:02 |
VanessaE |
blaise: let him refuse. |
01:02 |
VanessaE |
basic psychology |
01:03 |
VanessaE |
if he won't eatm don't you eat either -- in front of him |
01:03 |
VanessaE |
-m |
01:03 |
blaise |
everything was fine, it was time for his bottle.. and he took like 3 sips from it and then started asperating on his milk |
01:03 |
VanessaE |
oh you didn't say he was bottle age |
01:03 |
VanessaE |
that's time to call a doctor I think |
01:03 |
blaise |
:( |
01:03 |
VanessaE |
however NEVER EVER force him to eat |
01:04 |
VanessaE |
the child will tell YOU when he's had enough |
01:04 |
blaise |
he'll be 4 months on the 5th of next month |
01:04 |
VanessaE |
NEVER force him to "clean his plate" (or finish his bottle in this case) |
01:04 |
VanessaE |
you need to see a doctor right away |
01:04 |
blaise |
k |
01:05 |
VanessaE |
good luck with him, hope he's okay |
01:05 |
VanessaE |
he might just have a sour stomach or the milk may be too hot |
01:05 |
blaise |
he seems fine, he's in his swing.. |
01:05 |
VanessaE |
when was the last time he ate? |
01:06 |
blaise |
I checked the milk before I gave it to him.. he ate around 4pm, he was getting a little fussy, and started saying "Hungy! Hungy!" so I tried at 7:30ish.. |
01:06 |
blaise |
but it was a no go.. |
01:06 |
VanessaE |
hrm |
01:06 |
blaise |
yeah... |
01:07 |
VanessaE |
that's a long time to go for his age |
01:07 |
VanessaE |
(4 months and he can say "hungry" in baby talk already?) |
01:07 |
zat |
uhm I see minetestmapper wont draw custom nodes |
01:07 |
zat |
nodes it doesn't know about |
01:07 |
VanessaE |
zat: colors.txt |
01:07 |
VanessaE |
add the required nodes there. |
01:07 |
blaise |
we moved him up from 4 ounces to 5 around 2.5 months.. |
01:08 |
blaise |
and a bit ago he started wanting more.. |
01:08 |
blaise |
but he feeds every 4 hours |
01:08 |
VanessaE |
zat: see for example, http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worldmaps/ |
01:08 |
VanessaE |
those maps were generated using the mapper I pointed you to, with a custom colors.txt |
01:09 |
zat |
aaaaaahhh it is colors lol |
01:09 |
VanessaE |
blaise: I'm going by memory but I seem to remember 2-3 hours being a bit more common for that age |
01:09 |
VanessaE |
blaise: nevertheless, get him to a doctor for a checkup, make sure nothing's awry |
01:21 |
zat |
VanessaE: and a more tricky one... is there a way to force the game generate map for a given cube? |
01:21 |
VanessaE |
zat: not specifically but there is a mod that will make your player "explore" an area |
01:21 |
zat |
uh? |
01:21 |
VanessaE |
which will lead to more or less the same effect |
01:21 |
zat |
whats the mod? |
01:21 |
VanessaE |
https://forum.minetest.net/viewtopic.php?id=2950 |
01:22 |
zat |
thx lol |
01:24 |
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01:29 |
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01:33 |
zat |
I am missing the smooth biome transition of v6 :( |
01:33 |
VanessaE |
biomeblend it's called |
01:33 |
VanessaE |
maybe it requires a mapgen flag? |
01:35 |
zat |
VanessaE: at least it exists for v6 only: v6_biome_blend |
01:35 |
zat |
...apparently |
01:43 |
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02:04 |
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03:32 |
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03:46 |
zat1 |
uh |
03:47 |
zat |
v7 is skipping some blocks when mapgenning |
03:59 |
zat |
its like the appearance of a decoration will stop a block from generating |
03:59 |
zat |
someone experienced this already? |
04:01 |
LazyJ |
Sorry, no. I've not used mapgen v7. |
04:07 |
LazyJ |
Are you using any other mods with mg v7? |
04:11 |
LazyJ |
Does the terminal report any errors? |
04:11 |
LazyJ |
Are you using minetest_game or a sub-game? |
04:12 |
LazyJ |
Another idea would be to make a copy of the world as a backup, then run it without any extra mods that you installed. |
04:12 |
LazyJ |
Then work your way through the mods by process of elimination to find the one that may be causing the problem. |
04:13 |
LazyJ |
That's about all I can think of to try atm. |
04:13 |
zat |
LazyJ: I am using just a mod I am developing lol |
04:13 |
zat |
but it just register decorations |
04:14 |
LazyJ |
Must it be mapgen v7? Would v6 or singlenode accomplish the task? |
04:15 |
LazyJ |
From what I've read, mapgen v7 may be scrapped or completely re-written. |
04:16 |
zat |
Its v7 decorations |
04:16 |
zat |
I just confirmed it |
04:16 |
LazyJ |
Ah. |
04:17 |
LazyJ |
Have you looked at the other mapgen v7 mods, that add to the landscape, for references and study? |
04:17 |
LazyJ |
If adding to the barren stone landscape is what you mean by "decoration". |
04:23 |
zat |
I don't really know what you mean |
04:23 |
zat |
I am just registering decorations from schematic files. |
04:24 |
LazyJ |
That's something I've never tried before. Yup. Out of my league on this one. |
04:26 |
zat |
uh yes |
04:35 |
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04:42 |
MinetestBot |
GIT: Zeno- commited to minetest/minetest: Fix seg fault if popping from empty stack (L-system trees) f33d316 2014-08-23T06:40:27+02:00 http://git.io/dCZSNg |
04:56 |
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06:51 |
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06:51 |
Krock |
hai. |
07:05 |
blaise |
!server MidnightSystems |
07:05 |
MinetestBot |
blaise: MidnightSystems | midnightsystems.net | Clients: 1/50, 1/5 | Version: 0.4.10 / minetest | Ping: 346ms |
07:12 |
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07:29 |
CabalJohnson |
VanessaE: you here? |
07:29 |
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07:48 |
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07:50 |
Krock |
oh no. it's clouded again |
07:51 |
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07:52 |
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07:58 |
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Luke joined #minetest |
07:58 |
Luke |
Hi vanessa |
07:59 |
* Krock |
gives lukie /whois |
07:59 |
lukie |
!eightball am I a wizard |
07:59 |
lukie |
? |
08:00 |
Krock |
!nineballs lol balls |
08:00 |
lukie |
What does /Whois do |
08:00 |
* Krock |
gives lukie isis.inchra.net #minetest |
08:00 |
lukie |
Hahahahaha |
08:00 |
lukie |
!!!! |
08:01 |
lukie |
Krock your server is the second best I like |
08:01 |
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08:01 |
Krock |
yay! john lennon's murderer must rest at the police |
08:01 |
harry_potter |
Hehehe |
08:02 |
harry_potter |
YES IT WILL KROCK JOIN THE ORDER OF phonixe |
08:02 |
Hairy_Powder |
wut u say |
08:03 |
CWz |
Hhehehe |
08:04 |
CWz |
;op |
08:04 |
CWz |
;deop |
08:05 |
CWz |
Help |
08:37 |
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08:42 |
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08:43 |
Megaf |
Hi? |
08:44 |
PenguinDad |
Hello Megaf |
08:45 |
Megaf |
Im going to abandon minetest once again |
08:45 |
Megaf |
this bloody buggy heck |
08:45 |
Megaf |
now my server wont even start after a git pull https://github.com/minetest/minetest/issues/1556#issuecomment-53146903 |
08:46 |
Megaf |
and I cant join #minetest-dev |
08:49 |
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CWz joined #minetest |
08:49 |
CWz |
founda minetest port for ouya https://www.ouya.tv/game/Minetest/ |
08:56 |
Krock |
> Version: 0.4.10.2 |
08:56 |
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08:56 |
MinetestBot |
Calinou: 08-23 00:04 UTC <sfan5> ??? |
09:00 |
Calinou |
PROFIT |
09:00 |
CabalJohnson |
heh |
09:02 |
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09:14 |
LazyJ |
Megaf, we've had a more than a few crashes caused by MoreBlocks' saw but nothing that was a C++ exception. |
09:14 |
LazyJ |
Is this from the *latest* Github update? |
09:15 |
Megaf |
LazyJ: server was running for several hours, then it crashed, then I backed it up and updated it, then it began to crash on start up |
09:15 |
Megaf |
http://paste.debian.net/117058/ |
09:15 |
PenguinDad |
Megaf: Does this also happen with a fresh build and only minetest_game? |
09:16 |
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09:17 |
Calinou |
if you use LuaJIT, the errors will make less sense |
09:20 |
LazyJ |
Have you retried using a release prior to 10 days ago? |
09:26 |
Megaf |
PenguinDad: Im not sure |
09:26 |
Megaf |
Calinou: I am |
09:27 |
Megaf |
from LuaJIT repo |
09:33 |
PenguinDad |
Also I'm not too sure how good luajit's arm support is :/ |
09:35 |
Megaf |
pretty good |
09:35 |
Megaf |
till now all problems were caused by bugs in minetest code |
09:37 |
Megaf |
Im going to compile it on x86 just to rule out arch issues |
09:40 |
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09:41 |
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10:06 |
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10:10 |
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10:19 |
Krock |
!up minetest.ntdll.net |
10:19 |
MinetestBot |
minetest.ntdll.net:30000 is up (104ms) |
10:20 |
reactor |
хщщщщщ |
10:21 |
PenguinDad |
!server Ultimative |
10:21 |
MinetestBot |
PenguinDad: Krock's Ultimative Platform | minetest.ntdll.net | Clients: 2/25, 2/3 | Version: 0.4.10-dev_MSVC / base | Ping: 487ms |
10:21 |
Krock |
*3/25 |
10:22 |
reactor |
!server Цltimаtive |
10:22 |
MinetestBot |
reactor: No results |
10:22 |
reactor |
:( |
10:38 |
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10:59 |
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jp__ joined #minetest |
11:16 |
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11:17 |
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11:20 |
Megaf |
!server Megaf |
11:20 |
MinetestBot |
Megaf: No results |
11:22 |
Krock |
!server MinetestBot |
11:22 |
MinetestBot |
Krock: No results |
11:24 |
reactor |
!цp |
11:24 |
Krock |
ANyone can help me? I just punched the TNT and it destroyed itself. how can I repair this bug? |
11:30 |
Krock |
http://www.leekspin.com/ |
11:30 |
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11:31 |
twoelk |
booom . . . . we have to go back in time, Baby, ohhh baby |
11:33 |
twoelk |
Krock: http://www.youtube.com/watch?v=pYxl1UYJdEQ&list=TLXNPzNRroLcwC8XyIn25Kg1tX72fIzzMx |
11:36 |
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11:39 |
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11:41 |
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11:42 |
basilgohar |
Are there any mods or tools that will automatically explore the world and cause a larger map to be generated? |
11:46 |
twoelk |
yes |
11:47 |
|
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11:47 |
basilgohar |
twoelk: May I please know the name of such a tool and/or where to find it? :) |
11:48 |
twoelk |
am searching# |
11:48 |
jp__ |
What else ? https://cdn.mediacru.sh/Ie0lNORKJo5s.jpg |
11:48 |
basilgohar |
I tried to search as well but couldn't figure-out the right keywords |
11:49 |
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11:49 |
twoelk |
https://forum.minetest.net/viewtopic.php?id=2950 |
11:49 |
Krock |
twoelk, yeah. adt song. |
11:50 |
* GhostDoge |
pokes PenguinDad |
11:51 |
basilgohar |
Thanks, twoelk! |
11:54 |
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12:05 |
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12:08 |
twoelk |
jp__: you could revive/extend/redo some more of this mod: https://forum.minetest.net/viewtopic.php?id=5939 |
12:08 |
twoelk |
my restaurant looks so empty |
12:08 |
* PenguinDad |
waits for the timeout |
12:09 |
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12:09 |
reactor |
The cutting board looks creepy. |
12:10 |
reactor |
BLood? |
12:10 |
reactor |
s/L/l/ |
12:10 |
twoelk |
I just have to find somewhere to place that coffee machine now :-) |
12:13 |
jp__ |
twoelk: I could, but his CC license is annoying |
12:13 |
* Krock |
doens't like SWAP-like stuff |
12:14 |
|
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12:15 |
PenguinDad |
Krock: then don't create a partition for swap :P |
12:19 |
twoelk |
jp__: yeah, I think both licenses aren't that usefull for a mt project and have kept VE from including it in homedecor if I remember correctly, that's why I included a"redo" |
12:19 |
PenguinDad |
What's so bad about CC-BY-SA? |
12:20 |
Megaf |
!server Megaf |
12:20 |
MinetestBot |
Megaf: Megaf Server v4.0 | minetest.megaf.info:30003 | Clients: 1/8, 2/3 | Version: 0.4.10-Megaf / MegafXplore | Ping: 801ms |
12:21 |
twoelk |
It's great by itself but apita on community projects |
12:21 |
PenguinDad |
The GPL licensed code is a bigger problem imo |
12:22 |
twoelk |
true |
12:23 |
PenguinDad |
because textures can be redone quite easily |
12:25 |
Megaf |
is there any way to use python mods in minetest? |
12:25 |
twoelk |
there is hardly any code in that mod though. Not much more than could be done with the Mod-Maker :-) |
12:26 |
PenguinDad |
Megaf: You could add a python api but I'm not sure if it's worth the effort |
12:26 |
Megaf |
python is faster for numeric stuff |
12:26 |
Megaf |
it would be cool for microcontrollers and mesecons maybe |
12:27 |
Megaf |
PenguinDad: look this https://labix.org/lunatic-python |
12:31 |
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12:39 |
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12:42 |
Megaf |
This is pretty neat too http://voxeljs.com/ |
12:44 |
reactor |
javascript |
12:44 |
reactor |
:( |
12:44 |
reactor |
They even put an OS in javascript, because there is not enough javascript. |
12:44 |
reactor |
After that, people say the world ain't crazy. |
12:45 |
PenguinDad |
We need a javascript to javascript transcompiler! |
12:55 |
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12:56 |
SylvieLorxu |
PenguinDad: http://eleks.github.io/js2js/ |
12:57 |
LemonLake |
sfan5: Dream vision reminds me alot of the sakurasou ed |
12:57 |
LemonLake |
like, a lot |
12:57 |
PenguinDad |
rofl |
12:57 |
|
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12:58 |
LemonLake |
s/ed/op/ |
13:00 |
* sfan5 |
throws angles at LemonLake |
13:00 |
LemonLake |
angles? |
13:01 |
sfan5 |
like 30°, 28.3°, 90°, 179.98° |
13:01 |
LemonLake |
why? |
13:01 |
sfan5 |
why not? :3 |
13:01 |
LemonLake |
... |
13:03 |
* sfan5 |
meows at LemonLake |
13:06 |
PenguinDad |
"No JavaScript developers were harmed during its implementation" xD |
13:07 |
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13:18 |
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13:20 |
CabalJohnson |
hi |
13:21 |
* CabalJohnson |
glares at LemonLake |
13:21 |
LemonLake |
Excuse me? |
13:22 |
CaveJohnson |
meant to use this nick ;-; |
13:22 |
Krock |
CaveJohnson, do you have mudflow enabled? caves without mudflow look ugly |
13:23 |
PenguinDad |
Eww mudflow |
13:24 |
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13:25 |
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13:29 |
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13:38 |
EvergreenTree |
PenguinDad: https://soundcloud.com/blend1/atom |
13:38 |
EvergreenTree |
/s/blend1/volant |
13:42 |
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13:43 |
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sol_invictus joined #minetest |
13:46 |
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13:47 |
exio4 |
hi \o |
13:47 |
Krock |
o/ |
13:47 |
exio4 |
how is it going wild minetesters? |
13:49 |
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13:50 |
LemonLake |
persistence |
13:52 |
LemonLake |
oh my |
13:52 |
LemonLake |
someone made a jvm that runs in lua that runs in java |
13:52 |
LemonLake |
im no longer existing on this planet |
13:53 |
RealBadAngel |
hehehe |
13:54 |
Krock |
yummy crisps |
13:58 |
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14:05 |
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14:07 |
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Drae joined #minetest |
14:07 |
Drae |
Waz up |
14:08 |
PenguinDad |
The forums? |
14:08 |
Drae |
Nuttinz up :/ |
14:09 |
Krock |
!up minetest.ntdll.net |
14:09 |
MinetestBot |
minetest.ntdll.net:30000 is up (266ms) |
14:09 |
Krock |
Drae ^ |
14:10 |
Krock |
daz up |
14:10 |
Drae |
I at my friends house so I figured as long as he's asleep I could stay here. |
14:11 |
Krock |
re-phrase pls |
14:11 |
Drae |
XD Krock |
14:12 |
Drae |
I gtg cya laters |
14:12 |
sfan5 |
o.O |
14:12 |
* sfan5 |
meows at exio4 |
14:12 |
* PenguinDad |
melbourne bounces away :D |
14:19 |
Sokomine |
hi |
14:19 |
* Sokomine |
looks around if any mapgen experts are present |
14:19 |
* sfan5 |
not me |
14:19 |
Sokomine |
sfan5: no, but you do other great things :-) hope that map-saving function of yours will get integtrated into mt |
14:21 |
Sokomine |
mostly...i want to know if mapchunks (those 80x80x80 nodes things) get created individually or in packages? |
14:21 |
EvergreenTree |
Hey PenguinDad: https://soundcloud.com/blend1/atom |
14:22 |
PenguinDad |
Nice track |
14:29 |
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14:29 |
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14:36 |
Jordach |
i might have accidentially mastered freeform modeling withb edit mode |
14:36 |
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14:36 |
Jordach |
https://cdn.mediacru.sh/pny9I5fn0vpg.png |
14:37 |
LemonLake |
ouch |
14:37 |
LemonLake |
dem polys tho |
14:37 |
Jordach |
subsurf = amazeballs |
14:39 |
sfan5 |
dat car |
14:39 |
|
Weedy joined #minetest |
14:40 |
Jordach |
may have landed a job ;) |
14:48 |
|
kaeza joined #minetest |
14:51 |
* HomelessHedgehog |
is now at the keyboard |
14:55 |
Krock |
hmmmm, it looks like Sokomine needs you |
14:57 |
|
AndChat-235809 joined #minetest |
14:58 |
AndChat-235809 |
test_android |
14:58 |
Krock |
antitest |
14:58 |
Krock |
test failed. |
15:00 |
reactor |
Brand new! It even says "test" on the wall! |
15:02 |
|
alket joined #minetest |
15:09 |
ecutruin |
Oh guys, https://twitter.com/ecutruin/status/503023271571652608 - here's what I've been working on the last week. |
15:11 |
sfan5 |
!tw https://twitter.com/ecutruin/status/503023271571652608 |
15:11 |
MinetestBot |
I am still alive. Here's another progress update on the voxel renderer tutorial in #unity3d. pic.twitter.com/2LHL6oXiSY (@ecutruin) |
15:12 |
ecutruin |
Heh, sfan5, its nothing "amazing" but its a start. |
15:12 |
sfan5 |
mhm |
15:12 |
sfan5 |
looks like nodes |
15:12 |
sfan5 |
looks interesting |
15:13 |
|
eugd joined #minetest |
15:14 |
ecutruin |
Its a custom renderer from a tutorial I'm taking for Unity3D. My end goal is a smallish skyblock'esk game. |
15:15 |
ecutruin |
Since MT and MC both don't quite fit for what I want to make, I just started learning what I need to make my own. |
15:15 |
* ecutruin |
snickers. |
15:18 |
|
jp__ joined #minetest |
15:18 |
|
jp__ joined #minetest |
15:19 |
ecutruin |
Anyways just wanted to show ya guys what I'm up to. Going back downstairs while I eat and watch a show. |
15:21 |
|
fishyWET joined #minetest |
15:22 |
* Krock |
gives sfan5 a wet fishy |
15:22 |
sfan5 |
eww |
15:23 |
* PenguinDad |
slaps Krock with a <'((((—< |
15:24 |
* Krock |
slaps PenguinDad with a >-))))°> |
15:30 |
* PenguinDad |
noms a cookie http://fc05.deviantart.net/fs70/f/2013/344/e/e/nomnompingu_by_elektroll-d6xfv3y.png |
15:34 |
|
Calinou joined #minetest |
15:48 |
|
turtleman_ joined #minetest |
15:48 |
Krock |
(00|<!35 |
15:49 |
Calinou |
00835808085. |
16:02 |
|
twoelk joined #minetest |
16:03 |
CaveJohnson |
bugger |
16:03 |
CaveJohnson |
forgot my password to VanessaE's creative server |
16:03 |
Jordach |
CaveJohnson, i may be able to reset it |
16:04 |
Jordach |
or just ask and i can grant privs again |
16:04 |
CaveJohnson |
Jordach: :30001 is the creative server right? |
16:04 |
Jordach |
that's survival |
16:04 |
CaveJohnson |
ah, survival then |
16:04 |
CaveJohnson |
still haven't got used to there still being hearts in creative mode |
16:05 |
CaveJohnson |
Jordach: okay, please do |
16:05 |
CaveJohnson |
can't remember it ;-; |
16:05 |
CaveJohnson |
knew i should have put it down |
16:05 |
Jordach |
CaveJohnson, which port |
16:06 |
CaveJohnson |
:30001 |
16:06 |
jentron |
How do I get the tnt blocks to activate? |
16:06 |
Calinou |
jentron, left-click with a torch |
16:07 |
Calinou |
nearby TNT will automatically detonate upon explosion |
16:07 |
Jordach |
CaveJohnson, username |
16:07 |
CaveJohnson |
Jordach: Zack |
16:07 |
CaveJohnson |
TIL xnrand is here |
16:07 |
jentron |
Thanks Calinou |
16:07 |
xnrand |
since ages. |
16:07 |
CaveJohnson |
¯\_(ツ)_/¯ |
16:09 |
Jordach |
CaveJohnson, solved |
16:09 |
Jordach |
see PM |
16:13 |
|
fishyWET left #minetest |
16:21 |
Calinou |
!cat |
16:21 |
MinetestBot |
http://i.imgur.com/0p9arhp.jpg |
16:23 |
PenguinDad |
!doge |
16:23 |
MinetestBot |
http://i.imgur.com/wp9x7GY.gif |
16:26 |
Calinou |
!pony |
16:27 |
Krock |
MinetestBot, your doge image does not follow the dogerules |
16:27 |
CaveJohnson |
:( |
16:27 |
Krock |
it must be Comic Sans Serif |
16:30 |
Calinou |
Comic Sans is a proprietary MS font |
16:31 |
Calinou |
despite being funny, it shouldn't be used |
16:31 |
Calinou |
there are free replacements around |
16:33 |
Krock |
Calinou, so it's forbidden to publish images with comic sans MS? LEL |
16:34 |
kahrl |
only microsoft may do it |
16:34 |
kahrl |
http://blogs.msdn.com/cfs-filesystemfile.ashx/__key/communityserver-blogs-components-weblogfiles/00-00-00-33-81/2402.comicsansfixed03.jpg |
16:36 |
exio4 |
noone wants a comic sans replacement |
16:39 |
|
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16:40 |
Calinou |
not necessarily forbidden |
16:40 |
Calinou |
but can be restricted (commercial use, etc) |
16:40 |
Calinou |
requires installing .exe without source on non-Windows OSes |
16:42 |
|
jp__ joined #minetest |
16:43 |
|
zat joined #minetest |
16:43 |
|
sol_invictus joined #minetest |
16:45 |
|
LazyJ joined #minetest |
16:46 |
|
sol_invictus joined #minetest |
16:50 |
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16:51 |
zat |
VanessaE~~~~ |
16:51 |
* VanessaE |
hides |
16:51 |
zat |
No use, I saw you hiding. |
16:51 |
* VanessaE |
hides better |
16:52 |
VanessaE |
sup? |
16:52 |
zat |
uh all fine |
16:53 |
VanessaE |
oh ok :) |
16:53 |
zat |
what rollback command is giving you slowness? |
16:53 |
zat |
I am going to try |
16:53 |
zat |
to test |
16:53 |
VanessaE |
just a routine rollback check, radius 1, time 9999999 |
16:53 |
VanessaE |
(e.g. all the way back to the beginning of the log if necessary) |
16:56 |
Calinou |
there should be a -1 time shorthand |
16:56 |
Calinou |
:/ |
16:57 |
zat |
that would be a second to the future |
16:57 |
zat |
...I am done with all the biomes. |
16:57 |
zat |
but the tree generation still sux |
16:58 |
zat |
I added all the trees from moretrees and let them grow in the appropriate biomes |
16:58 |
|
turtleman_ joined #minetest |
17:07 |
VanessaE |
zat: update your plantlife modpack |
17:08 |
VanessaE |
many changes for performance improvements :) |
17:08 |
VanessaE |
brb |
17:08 |
zat |
lol VanessaE, I am just using the models of the trees |
17:08 |
zat |
I know they grow differently |
17:08 |
zat |
but I just saved schematic files of each and then register them as decorations |
17:10 |
* ecutruin |
returns, ish. |
17:13 |
|
domtron joined #minetest |
17:14 |
* twoelk |
built some nice drama trees |
17:17 |
|
FreeFull joined #minetest |
17:19 |
Calinou |
Tesseract, #tesseract wants you |
17:22 |
Tesseract |
Calinou: Really? My nick's based directly on the 4D object though, not the game. |
17:23 |
VanessaE |
*gasp* |
17:23 |
VanessaE |
he's HERE and TALKING for once? |
17:23 |
VanessaE |
:) |
17:24 |
Tesseract |
VanessaE: Uh, me? My core's borked, and it's apparently SQLite3's fault. |
17:24 |
VanessaE |
quassel core still runs on DAC |
17:24 |
VanessaE |
maybe you can use that? |
17:25 |
VanessaE |
(idk if it's still working right though; I went back to xchat) |
17:26 |
* PenguinDad |
hands Tesseract a hexacosichoron |
17:27 |
|
_Esteban joined #minetest |
17:27 |
Tesseract |
VanessaE: Maybe, but you'll have to --add-user. |
17:29 |
|
_Esteban left #minetest |
17:30 |
VanessaE |
done. see /msg |
17:30 |
VanessaE |
wait. |
17:30 |
VanessaE |
hm. |
17:30 |
VanessaE |
unable to add user, it said. |
17:30 |
VanessaE |
oh wait |
17:30 |
VanessaE |
must be running the core as the wrong user |
17:32 |
zat |
VanessaE: the rollback_checks are instant for me |
17:32 |
zat |
no matter the numbers involved |
17:33 |
zat |
but I cannot rollback anyway.... |
17:35 |
zat |
VanessaE: do rollbacks work for you? |
17:35 |
VanessaE |
they work yes |
17:35 |
VanessaE |
usually. |
17:35 |
VanessaE |
sometimes they fail thoguh |
17:35 |
VanessaE |
though* |
17:35 |
Krock |
VanessaE, does /clearobjects work for you? |
17:35 |
zat |
I saw a change in the code that I think can be producing some problems... |
17:36 |
VanessaE |
Krock: usually. |
17:37 |
VanessaE |
though I've had one instance where it ran through the whole thing but there were still objects left behind |
17:37 |
Krock |
hmm that's what I get everytime |
17:44 |
twoelk |
uuh multiresistend rouge objects playing last object standing? |
17:44 |
|
reactor joined #minetest |
17:47 |
fling |
How to teleport a player to me? |
17:47 |
fling |
I have a mod installed for that |
17:47 |
fling |
I don't remember the mod name |
17:47 |
fling |
and the command :D |
17:47 |
fling |
VanessaE: Hello. |
17:50 |
VanessaE |
hi |
17:50 |
VanessaE |
you don't need a mod to teleport players |
17:50 |
VanessaE |
just /teleport theirname yourname |
17:50 |
fling |
thanks |
17:50 |
zat |
/teleport my-heart you |
17:51 |
VanessaE |
all you need is the 'bring' privilege for that |
17:51 |
fling |
thanks |
17:51 |
fling |
VanessaE: great :D |
18:01 |
Krock |
aaand the 48.6 Million CHF go to..... |
18:02 |
|
Megaf joined #minetest |
18:02 |
PenguinDad |
…a bank which converts them to euros :p |
18:14 |
|
basxto joined #minetest |
18:15 |
VanessaE |
Krock: right into my wallet. I'm sure I can convert them to USD easily enough ;) |
18:18 |
|
ecutruin joined #minetest |
18:24 |
Krock |
:3 |
18:27 |
|
Amaz joined #minetest |
18:27 |
MinetestBot |
Amaz: 08-21 22:40 UTC <realtinymonster> Join #moontest |
18:35 |
Krock |
http://i.imgur.com/QAEhmIK.png |
18:37 |
PenguinDad |
> Imgur |
18:39 |
Krock |
> PenguinDad |
18:42 |
MinetestBot |
GIT: kahrl commited to minetest/minetest: Fix LuaJIT exception wrapper 3e267a6 2014-08-23T20:41:03+02:00 http://git.io/C23rvw |
18:44 |
zat |
http://uppix.com/f-screenshot_6971953f8e0dd001756f3.jpg |
18:44 |
zat |
http://uppix.com/f-screenshot_6982853f8e0e3001756f5.jpg |
18:46 |
zat |
one more: http://uppix.com/f-screenshot_7000253f8e15f001756f8.jpg |
18:47 |
PenguinDad |
zat: nice mapgen you got there but the textures look quite blurry |
18:47 |
zat |
PenguinDad: I think its the game rendering |
18:50 |
jp__ |
https://cdn.mediacru.sh/XSEOKLZkpCCe.png |
18:50 |
PenguinDad |
zat: did you enable bilinear or trilinear filtering? |
18:50 |
Calinou |
don't enable any |
18:51 |
Calinou |
only mip-map and ansio |
18:51 |
zat |
I think they are ALL enabled lol |
18:51 |
Calinou |
aniso |
18:51 |
VanessaE |
nore: *poke* |
18:52 |
PenguinDad |
For some time I thought it's called ansitropic filtering :D |
18:53 |
zat |
http://uppix.com/f-screenshot_7043053f8e311001756fb.jpg |
18:53 |
zat |
much better |
18:54 |
VanessaE |
zat: I love those biomes |
18:54 |
* Krock |
wonders why his screenshots are always so... pixeled |
18:55 |
|
igor_ joined #minetest |
18:56 |
zat |
VanessaE: yes they are lovely but planting the trees is becoming an issue |
18:56 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Add lua exception handling test code e09293b 2014-08-23T20:53:34+02:00 http://git.io/RUCW_g |
18:56 |
zat |
unless I reverted to ongen saplings |
18:56 |
Krock |
jp__, is minetest tasty? |
18:56 |
Megaf |
Hi igor_ |
18:57 |
igor_ |
Hey Megaf |
18:57 |
Megaf |
we are wating for nore |
18:57 |
Megaf |
hes online but afk |
18:57 |
Megaf |
VanessaE: igor_ is one of my servers players |
18:57 |
Amaz |
Why is nore wanted? |
18:57 |
zat |
I am not really happy with the biomes map of v7 |
18:57 |
Megaf |
Amaz: because crached my server |
18:57 |
Megaf |
he crashed* |
18:58 |
Megaf |
I want his head, lol |
18:58 |
zat |
Actually, I want to make the biomes bigger |
18:58 |
Amaz |
Right... |
18:58 |
* Krock |
throws yappy at zat |
18:58 |
VanessaE |
zat: indeed, do on-gen saplings with a very short-term ABM e.g. interval 10, chance 1 or so |
18:59 |
VanessaE |
that way they all start growing very fast but not fast enough to lag the mapgen |
18:59 |
jp__ |
Krock : yes |
18:59 |
zat |
VanessaE: I will try that again |
18:59 |
zat |
you said that plantslib has improved? |
18:59 |
VanessaE |
Amaz: nore maintains the flowing and item transport logic in Pipeworks, and there's a bug in it that I cannot fix |
18:59 |
VanessaE |
zat: indeed so |
19:00 |
Amaz |
Okay. |
19:01 |
VanessaE |
Megaf: it may be some time before nore shows up. as a quick hack to get it back online, you might be able to add a check after line 138 of pipeworks common.lua, to check if any coord of {pos} is out of bounds. |
19:02 |
VanessaE |
e.g., if pos.x > 30912 or pos.y > 30912 or pos.z > 30912 then return end |
19:02 |
VanessaE |
or something to that effect |
19:02 |
Megaf |
VanessaE: Im not in a hurry, I’m just leaving it disabled in world.mt |
19:02 |
VanessaE |
but expect it to cause glitches. |
19:02 |
VanessaE |
that won't fix the real bug but it should stop the crash for now |
19:03 |
Megaf |
don’t worry, I already spoke to my players, they agree in leaving the mod off at the moment |
19:03 |
VanessaE |
ok |
19:03 |
Megaf |
Thanks VanessaE |
19:09 |
Megaf |
igor_: server is up and updated |
19:09 |
Megaf |
with not pipeworks |
19:09 |
Megaf |
no* |
19:10 |
igor_ |
Cool, I'll be a while though, I've just reset an os |
19:10 |
zat |
No way, the mapgen still suffers |
19:11 |
Megaf |
bushes and aquatic plants are back too |
19:11 |
Megaf |
!server Megaf |
19:11 |
MinetestBot |
Megaf: Megaf Server v4.0 | minetest.megaf.info:30003 | Clients: 0/8, 0/0 | Version: 0.4.10-Megaf / MegafXplore | Ping: 538ms |
19:12 |
Krock |
!server base |
19:12 |
MinetestBot |
Krock: No results |
19:13 |
PenguinDad |
!server Bass |
19:13 |
MinetestBot |
PenguinDad: No results |
19:14 |
PenguinDad |
no server where one can d-d-d-drop the bass :C |
19:15 |
|
jin_xi joined #minetest |
19:18 |
Krock |
!server a |
19:18 |
Krock |
!c 1+1 |
19:18 |
MinetestBot |
2 |
19:18 |
Krock |
!server x |
19:18 |
MinetestBot |
urllib.error.URLError: <urlopen error [Errno 101] Network is unreachable> (file "/usr/lib/python3.4/urllib/request.py", line 1235, in do_open) |
19:19 |
* Krock |
gives sfan5 error |
19:19 |
MinetestBot |
urllib.error.URLError: <urlopen error [Errno 101] Network is unreachable> (file "/usr/lib/python3.4/urllib/request.py", line 1235, in do_open) |
19:20 |
zat |
VanessaE: why didn't you include my update to moretrees which made plants_lib optional!! |
19:20 |
VanessaE |
because.. um.. I forgot? |
19:20 |
VanessaE |
pull request? |
19:20 |
zat |
I don't use github lol |
19:21 |
VanessaE |
sux to be you ;) |
19:21 |
zat |
now I see that those can be done without github |
19:22 |
VanessaE |
can be yes, with patches via pastebin or so |
19:22 |
VanessaE |
but those are easy to lose |
19:22 |
VanessaE |
pull requests are better, or emailed patches, in a pinch |
19:23 |
LazyJ |
In laymen's terms, just what do mip-mapping, anisotropic filtering, and bi-/tri-linear filtering do for Minetest? The bi/tri-linear filters make things look fuzzy but I can't see any effects that the mip-mapping and anisotropic filter do. |
19:23 |
|
luizrpgluiz joined #minetest |
19:23 |
luizrpgluiz |
hi guys |
19:25 |
VanessaE |
LazyJ: they're intended for high-resolution texture packs. they smooth out the texture at distance, so that things don't get noisy or "glittery" as the scene moves around |
19:25 |
PenguinDad |
LazyJ: mip-mapping + aniso makes distant nodes look smoother |
19:25 |
VanessaE |
a mip-map is a a set of smaller images created from a texture, scaled to different sizes |
19:25 |
Calinou |
mip-map + aniso should really be on by default |
19:25 |
Calinou |
this is good for any pack size |
19:25 |
VanessaE |
the GPU chooses one size to use based on the distance the texture is supposed to be at |
19:26 |
VanessaE |
aniso means the scaling of each of those sizes is not at a fixed aspect ratio |
19:26 |
VanessaE |
bin/trilinear are just distance filters applied after the scene is drawn |
19:26 |
VanessaE |
Calinou: doesn't always work - some GPUs apply the wrong filter |
19:26 |
luizrpgluiz |
Terasology anyone ever played? |
19:27 |
LazyJ |
Sounds like the sort of explanations that should be in Minetest's README.txt |
19:27 |
VanessaE |
Calinou: however one thing that is needed is a threshold setting below which no filtering will be applied, so that e.g. 16px textures still retain their sharpness. |
19:29 |
Calinou |
it's not about sharpness |
19:29 |
Calinou |
it's about avoiding noise at a distance |
19:29 |
Calinou |
you never want that |
19:29 |
Calinou |
luizrpgluiz, yes |
19:29 |
VanessaE |
nono I meant up close |
19:29 |
VanessaE |
not at distance. |
19:29 |
Calinou |
if bilinear and trilinear are disabled, they won't be smoothed |
19:29 |
VanessaE |
exactly. |
19:29 |
|
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19:30 |
VanessaE |
on my GPUs that feature works fine |
19:30 |
VanessaE |
some GPUs apply one or the other of those filters when you turn on mip/aniso regardless if you want them, which is why I said those filters shouldn't be on by default. |
19:30 |
VanessaE |
but anyway, |
19:30 |
VanessaE |
bi/tri should have a threshold option. |
19:31 |
VanessaE |
s/said those filters/said aniso\/mip/ |
19:31 |
|
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19:31 |
LazyJ |
What resolution is considered "high resolution" for Minetest? |
19:32 |
Amaz |
More than 64px? |
19:34 |
Krock |
morethan 32px. |
19:34 |
PenguinDad |
Over 2²px :P |
19:35 |
|
Flipsels joined #minetest |
19:35 |
|
cg72 joined #minetest |
19:36 |
Krock |
everything over zero is high |
19:36 |
|
sfan5 joined #minetest |
19:36 |
LazyJ |
I've seen near-photographic resolution node textures displayed quite well when all the visual settings were turned down and using the default texture pack. Would it be less strain on the gpu's if Minetest didn't render high-resolution images if all the visual settings were turned down? |
19:36 |
luizrpgluiz |
that awkward conversation |
19:38 |
|
Fusl joined #minetest |
19:39 |
|
sckasturi joined #minetest |
19:42 |
VanessaE |
LazyJ: that's what mipmap does. |
19:42 |
VanessaE |
it uses a low-resolution texture for more distant objects |
19:42 |
Calinou |
generally, anything over 16px is HD |
19:43 |
Krock |
Mt. Everest is high. |
19:43 |
VanessaE |
e.g. the engine gives irrlicht a 512px texture, irrlicht or the GPU or driver creates a 256px, 128px, 64px and other sizes internally and uses those in turn as the object gets farther away or smaller |
19:43 |
Calinou |
it'd be nice if Minetest had picmip |
19:44 |
Calinou |
picmip = 0-16 (default 0) |
19:44 |
Calinou |
reduces texture size dynamically |
19:44 |
VanessaE |
picmap? |
19:44 |
luizrpgluiz |
the minetest has rendering bug away, for example I put in small, rendering it increases for rendering large and then back to the small rendering |
19:44 |
Calinou |
good if server forces you to use very high-res textures but you have a slow PC |
19:44 |
Calinou |
very low priority |
19:45 |
VanessaE |
luizrpgluiz: your comment does not make sense. please rephrase. |
19:45 |
Krock |
^ |
19:45 |
LazyJ |
That would be helpful if PC's could choose the lower resolutions or step the higher ones down to accomodate. |
19:45 |
VanessaE |
LazyJ: that's what mipmap does :) |
19:45 |
PenguinDad |
↑ |
19:46 |
Krock |
!c ↑+1 |
19:46 |
MinetestBot |
SyntaxError: invalid character in identifier (<string>, line 1) |
19:46 |
Calinou |
picmip/texreduce = force usage of low-size textures |
19:46 |
luizrpgluiz |
minetest has the small rendering bug |
19:46 |
VanessaE |
Calinou: could be useful, yes. |
19:46 |
LazyJ |
What I saw was default texture for cobble sitting next to high-resolution, red stones and photos. Not in the distance but 16px and ??px sitting right next to each other |
19:46 |
PenguinDad |
Every game has small rendering bugs D: |
19:47 |
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19:47 |
VanessaE |
LazyJ: right. and in the distance, mipmap will choose and use the smaller images it created internally. |
19:47 |
VanessaE |
LazyJ: == less load on the GPU in exchange for some 33% more GPU RAM being used for the textures in the scene |
19:48 |
VanessaE |
mipmap if used properly can increase fps, if the whole scene and all its textures can fit into your GPU's RAM |
19:48 |
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19:50 |
paramat |
zat, to make v7 biomes bigger add 'mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0' and 'mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6' to minetest.conf but increase the 'spreads' (those 3 numbers in the brackets which are in units of nodes) |
19:51 |
LazyJ |
It would be nice, for slower PC's (and probably hand-helds/smartphones) if the game resolution could be set and any texture beyond that would not be rendered (just a colored square) with text of the modname:nodename of the item off to the side like sign text. |
19:52 |
PenguinDad |
That sounds like a quite bad idea imho |
19:53 |
VanessaE |
if you could scale the texture at load time and cache it to disk, that would work |
19:53 |
LazyJ |
Visually not appealing but a trade off for being able to play vs low fps. |
19:53 |
VanessaE |
keep a separate cache of scaled images, refer to that cache when reloading |
19:53 |
VanessaE |
however, |
19:53 |
VanessaE |
low fps is a problem not in textures but in the CPU itself |
19:54 |
VanessaE |
too much of Minetest's rendering is being done by the CPU that should be done by the GPU |
19:54 |
VanessaE |
like nodeboxes. according to RealBadAngel, they're being translated into irrlicht vertexes in realtime. |
19:54 |
VanessaE |
(as in, on every video refresh/frame) |
19:54 |
VanessaE |
so the more nodeboxes you have on your screen, the lower your FPS, even if each node contains just one box. |
19:55 |
VanessaE |
those will hurt your FPS more than a HD texture will. |
19:55 |
LazyJ |
mHmm... Sokomine mentioned something like that and I've seen it happen on our server when the slope resolutions were set high. |
19:55 |
VanessaE |
yeah. |
19:55 |
paramat |
zat see mapgen stuff at end of minetest.conf.example, you can adjust terrain scale and add mountains/ridges flags too |
19:56 |
VanessaE |
a GPU doesn't care how many polys you throw at it, really (not at the scales we're talking about). all it cares about is how much texture data it has to render, and how much screen it has to render to. |
19:56 |
VanessaE |
but if the *CPU* is handling all that data, the GPU doesn't get to do anything that it's designed for |
19:56 |
VanessaE |
and your FPS sags. |
19:58 |
LemonLake |
TIL integer limit is a prime |
19:58 |
LemonLake |
little random fact for y'all |
19:58 |
LazyJ |
I suppose that means code has to be written to accommodate every GPU manufacturer? |
19:59 |
VanessaE |
LazyJ: nope. |
19:59 |
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19:59 |
VanessaE |
LazyJ: it just means that code has to be rewritten to stop using the CPU for shit that should be pre-processed and handed to irrlicht at startup. |
19:59 |
VanessaE |
LazyJ: the same is true of our particle system. we use client-side entities, basically, for particles. Not irrlicht particles. |
20:00 |
VanessaE |
bad idea. |
20:00 |
VanessaE |
horrible code, so I'm told, and HORRIBLE on your fps too |
20:00 |
VanessaE |
I tested jin_xi's particles code just the other night (as in less than 48 hours ago) |
20:00 |
VanessaE |
I had ten of those streamers going, so probably 10,000 particles on my screen? couldn't get it to drop below 60 fps with a view range of 240m |
20:01 |
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20:01 |
VanessaE |
well somewhere north of 5000 particles anyway, I'm not sure |
20:01 |
Calinou |
Irrlicht particles don't have collision AFAIR |
20:01 |
VanessaE |
Calinou: they do. |
20:01 |
VanessaE |
there's an affector for that. |
20:02 |
VanessaE |
and even if that's inadequate, no one says we have to stop using the entity-based code entirely - just don't use it if collisions aren't enabled. |
20:02 |
VanessaE |
and for most particle uses, they aren't. |
20:04 |
paramat |
zat nice scrrenshots. i hope you defined a different biome for each of your 5 grasses, you can have up to 256 biomes in v7 |
20:06 |
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20:07 |
Krock |
VanessaE, gimme some CPU/GPU powe |
20:07 |
Krock |
r |
20:07 |
* VanessaE |
throws her spare HD6870 at Krock |
20:08 |
Krock |
ouch! |
20:08 |
VanessaE |
sorry, I guess it IS kinda heavy. |
20:08 |
* Krock |
only has PCI and AGB slots |
20:08 |
* Krock |
throws it back to VanessaE |
20:08 |
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20:08 |
* VanessaE |
puts it back into its anti-static bag. |
20:09 |
* Krock |
thinks about dynamic bags |
20:09 |
PenguinDad |
Krock: get a better mobo then |
20:12 |
* Sokomine |
inspects the hd6870 |
20:13 |
* LazyJ |
's cat starts gnawing on the anti-static bag. (He likes crinkly things). |
20:13 |
* Sokomine |
suspect it's too power-hungry and walks away |
20:13 |
Sokomine |
:-) |
20:14 |
* PenguinDad |
just saw how google created one second of time |
20:18 |
LemonLake |
what? |
20:18 |
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20:18 |
LemonLake |
PenguinDad: source |
20:19 |
Amaz |
^ |
20:19 |
jin_xi |
www.timecube.com |
20:20 |
LemonLake |
excuse me? |
20:20 |
LemonLake |
why is this website so freaking akward to read? |
20:22 |
LemonLake |
'John C. Dvorak wrote in PC Magazine that "Metasites that track crackpot sites often say this is the number one nutty site."[3]' |
20:27 |
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20:35 |
VanessaE |
oh G*d |
20:35 |
VanessaE |
he referenced timecube. |
20:35 |
VanessaE |
LemonLake: just don't ask. |
20:35 |
VanessaE |
it's written by a complete imbecile. |
20:35 |
VanessaE |
a man who is a total, 100% absolute crackpot |
20:36 |
VanessaE |
and who, as I understand, believes that you're evil or stupid if you don't innately understand the concept - yet he won't explain the concept in plain language, last time I checked. |
20:36 |
VanessaE |
oh and you're also evil or stupid if you understand it and disbelieve it, and you're evil or stupid if you believe in things like G*d and so forth too |
20:36 |
VanessaE |
he goes all over the map with his.... ramblings. |
20:37 |
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22:29 |
paramat |
hmmmm, when using mapgen object voxelmanip in 'on generated', will using 'minetest.after' delay the voxelmanip operations until after cavegen? is there a way to do this? |
22:29 |
hmmmm |
cavegen is run during makeChunk |
22:29 |
hmmmm |
you must be confused. bordering chunks can still carve pieces of caves out of that chunk |
22:30 |
paramat |
ah yes |
22:30 |
hmmmm |
but that chunk at that point is already generated |
22:30 |
paramat |
i forgot abput caves penetrating from adjacent chunks |
22:33 |
paramat |
currently my way around this is to place a spawner node in 'on generated' and run an abm on that that uses non mapgen object voxelmanip |
22:33 |
paramat |
thanks |
22:42 |
blaise |
hrmm |
22:42 |
blaise |
I want to build a railroad on my minetest map.. :( |
22:48 |
VanessaE |
so build one? |
22:48 |
VanessaE |
minetest has rails and there's a carts mod |
23:02 |
blaise |
is the carts mod better than the monorail mod ? |
23:03 |
VanessaE |
not really |
23:11 |
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23:15 |
blaise |
hrmm |
23:15 |
blaise |
which one should I use? |
23:15 |
VanessaE |
I don't know, honestly. |
23:16 |
VanessaE |
carts works only with rails, but the monorail mod is generally thought to work better overall |
23:16 |
VanessaE |
but it uses its own custom rail |
23:16 |
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23:17 |
sapier |
blais depends |
23:17 |
blaise |
I read about one that can build rails and tunnels and stuff all by itself |
23:17 |
blaise |
which I thought was nice, but the author also mentioned that it creates quite a bit of lag |
23:18 |
sapier |
on singleplayer monorail was more complete on high lag environments limitations of predicted movement monorail uses cause severe (visual) glitches |
23:18 |
blaise |
so monorail is not for a multiplayer server then.. |
23:19 |
sapier |
you have to try how bad it will be |
23:19 |
sapier |
for some environments it's fine for others not |
23:19 |
blaise |
!server MidnightSystems |
23:19 |
MinetestBot |
blaise: MidnightSystems | midnightsystems.net | Clients: 1/50, 0/2 | Version: 0.4.10 / minetest | Ping: 473ms |
23:19 |
blaise |
I don't guess my lag is bad |
23:19 |
blaise |
I dunno |
23:19 |
blaise |
I changed some things in minetest.conf around, and it's much better than it was |
23:20 |
sapier |
I suggest trying it's hard to predict |
23:20 |
blaise |
k |
23:20 |
blaise |
basicly I'm just creating a big loop for now |
23:20 |
VanessaE |
bbl |
23:20 |
blaise |
till I get more farmiliar with how it works |
23:23 |
Sokomine |
hmmmm: chunk in that case beeing those 80x80x80 (+/- a bit) nodes which are passed to on_generated calls? |
23:25 |
hmmmm |
what? |
23:26 |
hmmmm |
map is generated in cubic chunks which consist of multiple mapblocks. you can control how large a chunk is by setting the 'chunksize' configuration parameter. |
23:26 |
hmmmm |
it happens that the default is 5, and 5 * 16 = 80 |
23:27 |
hmmmm |
there's nothing holding back a chunk from being cubic anyway. i should add support for variable height chunks. |
23:27 |
Sokomine |
but caves may spread from one chuch chunk to another? |
23:28 |
hmmmm |
caves belong to a particular chunk, but a cave from one chunk may partially cut into the first mapblock of a bordering chunk |
23:28 |
Sokomine |
oh? only the first one? |
23:29 |
hmmmm |
this is done in hopes that part of the cave that went outside of the area being generated will meet up with the beginning/end of a cave being generated in the neighboring chunk and it'd join to make one large cave |
23:29 |
Sokomine |
so...if all chunks around the chunk in question are generated, the thread from cavegen would be eliminated that way? |
23:29 |
hmmmm |
of course we all know how well that works |
23:29 |
Sokomine |
ah |
23:29 |
hmmmm |
i did not understand your last question |
23:30 |
Sokomine |
well, caves work well enough most of the time. it's just when there are buildings that it gets complicated |
23:30 |
hmmmm |
if all chunks surrounding a particular ungenerated chunk were already generated, pieces of the mapblocks in that chunk would already have content in it (i.e. air) |
23:30 |
Sokomine |
say, i have one chunk i want no caves in. now - if i'd wait till all sourrounding chunks where generated, no new caves would be digged in that chunk in the middle? |
23:30 |
hmmmm |
the ungenerated chunk starts getting generated, the mapgen sees that air is already placed (not content_ignore) so it won't place a solid block there |
23:31 |
hmmmm |
and then the cavegen runs again which may carve more nodes out of mapblocks from surrounding, already-generated chunks |
23:31 |
Sokomine |
ah. but caves do not wander by themshelves through multiple mapblocks? just to the neighbour? |
23:32 |
hmmmm |
right |
23:32 |
hmmmm |
maybe this would be clearer if you had a picture |
23:32 |
Sokomine |
thank you for the explanation! i don't know yet how to make good use of it, but it certainly helps to understand |
23:32 |
hmmmm |
well it cetainly makes things more difficult to work with |
23:33 |
hmmmm |
the plan is to replace it with completely point-polled caves |
23:33 |
hmmmm |
that way no caring of neighboring chunks is necessary |
23:33 |
Sokomine |
hmm. questionable. i've seen many caves, but they hide their way of creation well (meaning: apart from spawned things beeing holed, it works very well in general) |
23:33 |
hmmmm |
this eliminates... ~80% of current "bugs" in the map generation process |
23:33 |
Sokomine |
oh |
23:33 |
Jordach |
LemonLake, been playing Borderlands 2 and nearly finished the main quests within the free to play time :P |
23:33 |
hmmmm |
s/caring/carving/ |
23:33 |
Sokomine |
paramat already told me that you where working on something new |
23:34 |
hmmmm |
i'm not working on anything related to minetest right now |
23:35 |
Sokomine |
for now, i think i'll solve my "find the right height for a village" by setting larger ones to a height of 1 (there'll be some water nearby for such a large village anyway - at least chances are high) and only adjust the smaller ones to terrain height |
23:35 |
hmmmm |
i have plans to do things, but that doesn't matter until I actually am able to do it |
23:35 |
Sokomine |
...which is a bit of a problem as the current mapchunk may not contain the center of the village, and thus height not beeing determined yet |
23:35 |
Sokomine |
well, hope you'll have time and enjoy working on it later again |
23:36 |
Sokomine |
recently, a lot of people got fascinated by mapgens and more or less wrote their own |
23:42 |
hmmmm |
you need to write your generation algorithm with the fact in mind that you don't have access to the entire map yet |
23:42 |
hmmmm |
that's actually quite complicated |
23:43 |
hmmmm |
if you write to non-existent blocks, you run the risk of the pending-generation terrain to be not flat and the structure would dig into it |
23:43 |
hmmmm |
and then your portion of the building might get sprinkled with dirt and grass in that step of the map generation algorithm |
23:44 |
paramat |
this is related to what i wrote earlier about avoiding caves eating default:stone in village buildings |
23:44 |
hmmmm |
there's really no good way of fixing that |
23:45 |
hmmmm |
if I had an extra bit in a MapNode, I would record whether or not it was user-placed |
23:45 |
hmmmm |
or naturally generated |
23:45 |
hmmmm |
then caves would only carve out mapnodes that were naturally generated |
23:46 |
hmmmm |
of course, doing such a thing would reduce the number of possible nodes by half |
23:46 |
paramat |
village spawner nodes placed 'on generated' triggering an abm running a voxelmanip actually works |
23:47 |
hmmmm |
it works because you're lucky you haven't encountered any race conditions yet |
23:49 |
Sokomine |
they currently get covered by floating-in mud, yes. and caves dig through them. even if i start with a fixed height (thus, every mapchunk is entirely deterministic on the village side - save perhaps some plants) |
23:50 |
hmmmm |
what I could do is add a simple check to prevent mud being added on top of chunks that aren't stone |
23:50 |
hmmmm |
but then default:stone or default:desert_stone structures would still get their mud added |
23:50 |
hmmmm |
because it'd look like bedrock to the map generator! |
23:50 |
hmmmm |
but, again, this wouldn't be a problem if i had that extra bit in the mapnode. |
23:51 |
Sokomine |
yes. that's all very tricky |
23:51 |
hmmmm |
i can have 8 extra bits |
23:51 |
hmmmm |
lighting data is something that does not need to be stored on a mapnode basis |
23:52 |
Sokomine |
hm. is there any way to make sure code gets executed after the cavegen? only thing seems to be to wait until all chunks are generated? |
23:52 |
hmmmm |
it's pretty huge, but if real lighting were added, you'd have a lot of freedom to do other things |
23:52 |
hmmmm |
sokomine, i suppose you could have an abm that probes all the surrounding mapblocks for isGenerated |
23:52 |
Sokomine |
lighting...there are a lot of players who hope for improvements there |
23:53 |
hmmmm |
of course all this requires time and effort |
23:53 |
paramat |
i was going to ask for 'after_generated' function but caves would still penetrate from surrounding chunks |
23:53 |
paramat |
as well as mud |
23:53 |
Sokomine |
yes. so that doesn't help that much. at least it would help for the current chunk and prevent some caves there |
23:54 |
hmmmm |
paramat, on_generated is after_generated |
23:54 |
Sokomine |
metadata would be too expensive i guess? |
23:54 |
Sokomine |
param2's already taken... |
23:54 |
hmmmm |
sokomine, the only way this is happening is if param1 gets freed up by adding real lighting support |
23:54 |
Sokomine |
ah |
23:56 |
Sokomine |
hmmmm: on_generated does get slightly larger volumes fed than a mapchunk contains. is that due to the caves? or just a friendly feature for looking up what's immediately outside the current chunk? would writing that entire area help with the cave problem? would it be possible? |
23:57 |
hmmmm |
the area actually emerged into the voxelmanipulator used for map generation contains the chunk, and a shell of surrounding mapblocks |
23:57 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Fix retval of entity.get_staticdata beeing lost while profiling is enabled 3ce6888 2014-08-24T01:56:27+02:00 http://git.io/w7EVEQ |
23:58 |
hmmmm |
the shell of surrounding mapblocks is for the caves i mentioned |
23:58 |
blaise |
sapier: I made a big loop with monorails |
23:58 |
Sokomine |
so i understood that part right |
23:58 |
blaise |
sapier: seems the carts want to fly off the monorail in the corners |
23:58 |
hmmmm |
this is also why proller's lol-crank-up-cavegen-parameters indev caves look retarded and rectangular |
23:58 |
Sokomine |
what would happen if i where to write to the shell in on_generated? |
23:58 |
hmmmm |
because they extend waay past 1 mapblock on the border |
23:58 |
hmmmm |
sokomine: then it'd write to that shell. |
23:59 |
Sokomine |
might that not be a way around the cave problem? |
23:59 |
hmmmm |
what do you mean |
23:59 |
Sokomine |
hm. but the caves happen after on_generated? |
23:59 |
hmmmm |
writing to the shell is what caves do, and that's how they work, and that's why problems are caused |
23:59 |
hmmmm |
no dammit |
23:59 |
hmmmm |
jeez |
23:59 |
hmmmm |
caves are generated when the block is made FOR THAT CHUNK |