Time Nick Message 00:31 MinetestBot OldCoder: 08-22 23:06 UTC option explicit 00:33 OldCoder Hi 00:34 Chinchow Howdy 00:42 Chinchow Does anyone here have experience with entities? 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 01:33 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 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 04:42 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 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 07:29 CabalJohnson VanessaE: you here? 07:50 Krock oh no. it's clouded again 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 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 08:43 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 CWz founda minetest port for ouya https://www.ouya.tv/game/Minetest/ 08:56 Krock > Version: 0.4.10.2 08:56 MinetestBot Calinou: 08-23 00:04 UTC ??? 09:00 Calinou PROFIT 09:00 CabalJohnson heh 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? 09:17 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 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 :( 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/ 11:31 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 11:42 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 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 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! 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 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 12:15 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 12:42 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! 12:56 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 12:58 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 13:20 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 13:38 EvergreenTree PenguinDad: https://soundcloud.com/blend1/atom 13:38 EvergreenTree /s/blend1/volant 13:47 exio4 hi \o 13:47 Krock o/ 13:47 exio4 how is it going wild minetesters? 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 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 14:36 Jordach i might have accidentially mastered freeform modeling withb edit mode 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 14:40 Jordach may have landed a job ;) 14:51 * HomelessHedgehog is now at the keyboard 14:55 Krock hmmmm, it looks like Sokomine needs you 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! 15:09 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 15:14 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. 15:19 ecutruin Anyways just wanted to show ya guys what I'm up to. Going back downstairs while I eat and watch a show. 15:22 * 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 15:48 Krock (00| 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 18:56 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 19:18 Krock !server a 19:18 Krock !c 1+1 19:18 MinetestBot 2 19:18 Krock !server x 19:18 MinetestBot urllib.error.URLError: (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: (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 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. 19:30 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 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 19:36 Krock everything over zero is high 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 19:42 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 (, 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 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 19:50 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 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 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 20:07 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 * 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 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]' 20:35 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. 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 23:15 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 23:17 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