Time |
Nick |
Message |
00:02 |
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00:02 |
Wayward_One |
yeah, there's many |
00:02 |
ciwolsey |
they include textures for mescons/technic too? |
00:03 |
Wayward_One |
yeah, especially VanessaE's HDX |
00:03 |
ciwolsey |
i will get that |
00:12 |
ciwolsey |
is there a way to search for items in creative mode? |
00:13 |
kaeza |
unified inventory :) |
00:13 |
ciwolsey |
nice |
00:14 |
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00:16 |
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01:21 |
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01:21 |
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01:22 |
kriller509 |
Hey |
01:23 |
kriller509 |
Anyone on here good with code? |
01:23 |
Bratmon |
Sorta; why? |
01:23 |
kriller509 |
Looking for help with a Subgame I am making |
01:24 |
Bratmon |
I can't really take on a new project right now, sorry. |
01:24 |
kriller509 |
Damn |
01:24 |
kriller509 |
Say, how would I go about adding a new biome? |
01:25 |
kriller509 |
Or changing an existing one |
01:27 |
kriller509 |
I tried doing the default Directory but that seemed more for Ore Generating / Environment(Grass, Cactuses) |
01:27 |
kriller509 |
the mapgen.lua in it |
01:32 |
Bratmon |
Most of the biomes stuff tends to be in the engine. |
01:34 |
Bratmon |
So it might be hard to change it in a mod. |
01:37 |
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01:43 |
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01:57 |
hmmmm |
kriller509, adding a biome could be as simple as a line of code or as complex as reimplementing the entire biome system |
01:57 |
hmmmm |
it depends on whether the map generation algorithm you're creating the biome for has biome support |
01:58 |
hmmmm |
v5 and v7 do; v6 does not |
02:04 |
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06:01 |
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06:07 |
stormchaser3000 |
wth |
06:08 |
stormchaser3000 |
http://pastebin.ubuntu.com/9557528/ |
06:08 |
stormchaser3000 |
mods keep throwing errors |
06:08 |
stormchaser3000 |
i am assuing that these functions exist or used to but are messed up |
06:10 |
Bratmon |
stormchaser3000, Is this on a fresh world? |
06:11 |
stormchaser3000 |
yes |
06:12 |
Bratmon |
Is this every mod or just that one? |
06:15 |
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06:19 |
Bratmon |
I think it's a worldedit problem. |
06:19 |
Bratmon |
Or a problem with a schematic file. |
06:21 |
Bratmon |
If you don't have any schematics you care about, try just deleting/renaming them all. |
06:27 |
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06:28 |
Zeno` |
hi MinerDad |
06:28 |
MinerDad |
hi |
06:29 |
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06:29 |
Zeno` |
Anything new happening? |
06:31 |
gregorycu |
So, how are mods meant to work |
06:31 |
gregorycu |
I'll be more precise |
06:31 |
Calinou |
today I learned about this: https://github.com/takezoe/gitbucket |
06:31 |
Calinou |
hi Zeno` |
06:31 |
MinerDad |
Looking at https://github.com/minetest/minetest/issues/1374 and seeing what I can do about it |
06:32 |
Bratmon |
gregorycu, please do. |
06:32 |
Zeno` |
MinerDad, you don't muck around do you :D |
06:32 |
Bratmon |
MinerDad, If you could fix that, that would be awesome. |
06:33 |
Calinou |
Zeno`, is there progress on the gamma PR? |
06:33 |
Zeno` |
Calinou, nobody has commented at all :/ |
06:33 |
gregorycu |
You register a node, which is a table of callbacks. If you want your node to have state, I'm guessing you have your own container somewhere, that has an index of positions to node data? |
06:33 |
MinerDad |
lol. That bug really bothers me while playing the game. |
06:33 |
gregorycu |
And the callbacks should "pass-through" to the object in that container |
06:34 |
Bratmon |
Calinou, What's a github clone doing being hosted on github? It seems like there's a lack of confidence being displayed. |
06:34 |
Calinou |
Bratmon, well… this is GitHub |
06:34 |
Zeno` |
Calinou, I'm using the gamma patch already (have been since I made it) |
06:35 |
gregorycu |
Is that accurate? |
06:36 |
Bratmon |
gregorycu, nodes have their own metadata (if needed), accessible by minetest.get_meta(pos) |
06:37 |
Bratmon |
Most state of nodes usually goes there. |
06:37 |
gregorycu |
Where do helper functions live? |
06:37 |
Calinou |
in builtin/ folder |
06:38 |
gregorycu |
I mean, for my node, it has functions to assist me, I can't chuck them in the callback definition table as I don't think I'd be able to call them |
06:38 |
Bratmon |
gregorycu, can they be made static? |
06:39 |
gregorycu |
In lua, what does static mean? |
06:41 |
gregorycu |
I gotta admit, I'm a programmer used to OO programming |
06:41 |
Bratmon |
Err not static. |
06:42 |
Bratmon |
I don't really know much lua either. |
06:42 |
gregorycu |
I think I'm trying to shoehorn my mod to use OO |
06:42 |
gregorycu |
Ok, one more question |
06:42 |
Bratmon |
That's not a bad choice. |
06:42 |
Calinou |
celeron55 will like you |
06:42 |
Calinou |
he dislikes excessive OOPisms :p |
06:43 |
gregorycu |
When does the world get saved? |
06:43 |
Bratmon |
That I don't know. |
06:43 |
Calinou |
on a regular interval, every 5.3 seconds by default, I think |
06:43 |
Calinou |
Carbone increases it to 15.3 seconsd |
06:44 |
gregorycu |
Wow |
06:44 |
gregorycu |
That's... frequent |
06:44 |
Calinou |
but the changes are small at each save |
06:44 |
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06:44 |
gregorycu |
It's a diff, in other words |
06:46 |
gregorycu |
What I was thinking, was I have a container full of objects, and during save, it writes out the metadata |
06:46 |
gregorycu |
Rather than me continually reading/writing the metadata every tick |
06:46 |
gregorycu |
Where the metadata is going to be JSON |
06:47 |
gregorycu |
But that sounds like it ain't gunna work |
06:47 |
gregorycu |
One of the reasons is that I can't register an event to fire on-save |
06:48 |
Zeno` |
"I can't chuck them in the callback definition table as I don't think I'd be able to call them" <--- I think you probably can |
06:48 |
Zeno` |
I'm not great with Lua either, but I can't see why "callbacks" can't be saved into a table |
06:48 |
Zeno` |
plantlife modpack does a similar thing |
06:49 |
Zeno` |
you'd have to register a "master callback" and then call your callbacks in the table from that master callback |
06:50 |
gregorycu |
But a callback function doesn't know where it will be stored, therefore how can it call other callbacks? |
06:50 |
Zeno` |
callback is probably the wrong word. You'd store the actual function in the table |
06:51 |
Zeno` |
have a look at plantlife modpack anyway, it may give ideas |
06:51 |
Zeno` |
(and I may be misunderstanding what you're saying) |
06:51 |
gregorycu |
Alright, plantlife |
06:51 |
gregorycu |
You may be, but I'll check out plantlife |
06:51 |
gregorycu |
But thank you |
06:52 |
Zeno` |
hehe, no problem. Can't hurt looking even if it's not applicable ;) |
06:52 |
Zeno` |
you want to look in the plants_lib directory; i.e. https://github.com/VanessaE/plantlife_modpack/tree/master/plants_lib |
06:54 |
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06:55 |
MinerDad |
What's the difference between a detached inventory and a node inventory? |
06:57 |
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06:57 |
MinerDad |
nevermind, I think I finally figured it out |
06:58 |
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06:58 |
Bratmon |
I was about to say "A node inventory is attached to a node, a detached inventory is detached" |
06:58 |
Bratmon |
But that seemed silly. |
07:02 |
MinerDad |
yeah |
07:03 |
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07:08 |
gregorycu |
Wasn't helpful, but in interesting read anyway |
07:08 |
Zeno` |
:D |
07:09 |
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07:09 |
gregorycu |
Well, I mean, it kinda did |
07:10 |
gregorycu |
I know what you mean by static functions |
07:10 |
gregorycu |
More like named functions |
07:11 |
gregorycu |
Or something, functions that don't exist in the callback table, but in a "global" table elsewhere |
07:12 |
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07:14 |
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07:14 |
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07:16 |
Zeno` |
they don't need to be named |
07:16 |
Zeno` |
You'll work it out, I'm sure :) |
07:16 |
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07:16 |
Zeno` |
in plants-lib named functions are obsolete AFAIK |
07:16 |
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07:16 |
Zeno` |
they're still there for backwards compatibility though |
07:19 |
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07:20 |
stormchaser3000 |
Bratmon: sorry about the slow response but um a lot of mods are throwing errors |
07:21 |
stormchaser3000 |
3d_armor |
07:21 |
stormchaser3000 |
ambience |
07:21 |
stormchaser3000 |
worldedit |
07:21 |
stormchaser3000 |
and signs_lib from the homedecor mod pack |
07:23 |
stormchaser3000 |
oh and skyblock |
07:24 |
gregorycu |
I figured out a solution |
07:24 |
Bluebird |
testing |
07:24 |
gregorycu |
At the moment, I register nodes like so register_node("name", { ... unnamed table |
07:25 |
gregorycu |
What this means is because the table itself is unnamed, I can't reference it |
07:25 |
gregorycu |
However, if I defined a table elsewhere, and instead register_node("name",some_table) the table could reference itself via some_table |
07:25 |
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07:26 |
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07:26 |
Bluebird |
testing |
07:26 |
gregorycu |
Bluebird, you came through twice |
07:26 |
gregorycu |
I heard you before you left and rejoined |
07:26 |
gregorycu |
this doesn't answer the question of the best way for me to handle state, but it does allow me to have as many helper functions as I want |
07:27 |
Bluebird |
Ok, good. I'm completely new to IRC and am trying to figure out the Quassel interface. |
07:31 |
Zeno` |
seems everyone is using Quassel these days |
07:32 |
gregorycu |
I'm using chatzilla |
07:33 |
gregorycu |
Cause it's easy |
07:37 |
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07:45 |
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07:47 |
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07:52 |
BluebirdGreycoat |
Testing. |
07:54 |
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07:56 |
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07:57 |
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07:57 |
gregorycu |
Bluebird, 5 by 5 |
07:57 |
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08:04 |
Zeno` |
hmm |
08:05 |
gregorycu |
It's pretty unfortunate that bad Lua causes minetest to crash |
08:06 |
Zeno` |
does it? |
08:06 |
gregorycu |
Yes |
08:07 |
gregorycu |
An unhandled LuaException bubbles up |
08:07 |
gregorycu |
Maybe I should grab the src and fix it |
08:07 |
gregorycu |
Considering C++ is my best language |
08:09 |
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08:09 |
gregorycu |
Urgh, lots of deps |
08:09 |
Zeno` |
well that's a bug |
08:17 |
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08:17 |
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08:30 |
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08:35 |
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08:36 |
gregorycu |
1.5k compile warnings... |
08:43 |
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08:52 |
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09:01 |
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09:02 |
Zeno` |
lol |
09:02 |
Zeno` |
what compiler and warning settings? |
09:03 |
Zeno` |
Try with -Wall -Wextra ! |
09:03 |
Zeno` |
more like 17k warnings |
09:07 |
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09:15 |
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09:18 |
gregorycu |
lol, got it all compiling |
09:18 |
gregorycu |
Now linking |
09:18 |
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09:19 |
Zeno` |
I'd still like to know which compiler gave you 1500 warnings... |
09:19 |
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09:19 |
gregorycu |
Visual studio 2013 |
09:19 |
gregorycu |
I'll tell you the warning level one sec |
09:19 |
gregorycu |
3 |
09:19 |
Zeno` |
hmm ok |
09:20 |
gregorycu |
Mostly about shortening conversions |
09:20 |
Zeno` |
"shortening conversions"? Can you paste an example? |
09:22 |
gregorycu |
double d = 1.; float f = d; |
09:23 |
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09:23 |
Zeno` |
oh ok |
09:24 |
Zeno` |
hmm, they should be fixed at some point I guess |
09:30 |
Zeno` |
I don't think we have anyone using Visual Studio |
09:30 |
MinetestBot |
[git] Zeno- -> minetest/minetest: Suppress compiler warning f5211bb http://git.io/-W5HHA (2014-12-18T19:29:04+10:00) |
09:30 |
Zeno` |
I know Krock uses MSVC from the .net folders |
09:31 |
Zeno` |
make, rather |
09:32 |
gregorycu |
Well, "good news" is that I got it compiling and linking |
09:32 |
gregorycu |
Let's see if it works |
09:33 |
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09:37 |
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09:41 |
gregorycu |
lol nice unit tests |
09:42 |
Zeno` |
what'd they do? |
09:42 |
Zeno` |
apart from being mostly useless |
09:50 |
gregorycu |
Check out test.cpp |
09:52 |
Zeno` |
I'd rather not |
09:54 |
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10:07 |
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10:10 |
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10:17 |
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10:21 |
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10:30 |
MinetestBot |
[git] Zeno- -> minetest/minetest: Fix visual_scale for NDT_PLANTLIKE being set too small 815876e http://git.io/0CaL2A (2014-12-18T20:28:14+10:00) |
10:42 |
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10:42 |
TenPlus1 |
Hi folks... |
10:47 |
gregorycu |
Hello there |
10:47 |
TenPlus1 |
hi greg |
10:49 |
Zeno` |
TenPlus1, tell Rifqi I rebased their patch please. I'll PM you the link |
10:51 |
Zeno` |
gregorycu, profile client separate from server |
10:51 |
gregorycu |
Will do |
10:51 |
Zeno` |
you'll need to set up the local server as I suggested before. If you're profiling a "singleplayer" build it's too confusing |
10:51 |
Zeno` |
s/build/game |
10:52 |
gregorycu |
If you want, I can show you the very simple optimisation |
10:52 |
gregorycu |
It's a datatype optimisation |
10:52 |
gregorycu |
But yeah, I'll have to profile release first |
10:54 |
TenPlus1 |
gregory, is it a c++ or lua optimization ? |
10:55 |
gregorycu |
C++ |
10:55 |
gregorycu |
On the MeshThread |
10:56 |
TenPlus1 |
ah kewl, am always looking for new ways to speedup things :) |
10:56 |
Zeno` |
yes, show me please |
10:56 |
gregorycu |
This stood out very easily, at least in a debug build |
10:57 |
Zeno` |
wait, what are you profiling? client or server? |
10:57 |
gregorycu |
Singleplayer, for the moment |
10:58 |
gregorycu |
But anyway, the optimisation was the frame member on the TileSpec, I changed it from std::map to std::vector |
10:58 |
TenPlus1 |
is it much of a speed increase ? |
10:59 |
gregorycu |
In debug it is |
10:59 |
gregorycu |
I'm about to test release |
10:59 |
TenPlus1 |
sweet <fingers crossed> |
10:59 |
Zeno` |
line 1307? |
11:00 |
gregorycu |
Tile.h, line 276 |
11:00 |
Zeno` |
oh wait |
11:00 |
Zeno` |
yeah |
11:00 |
gregorycu |
In debug, the thread spends a lot of time deleting the map |
11:01 |
gregorycu |
cause it creates a lot of temporaries |
11:02 |
Zeno` |
I only profile optimized builds |
11:02 |
gregorycu |
I usually only do that too, but if I can't use something in debug it annoys me :) |
11:07 |
Zeno` |
http://i.imgur.com/AAWsYgx.jpg |
11:07 |
Zeno` |
getTileInfo() is a very expensive function |
11:08 |
gregorycu |
I gotta roll-back my changes and rerun my test |
11:08 |
gregorycu |
yeah, shit function |
11:09 |
gregorycu |
Maybe it has to be this expensive |
11:09 |
gregorycu |
But I doubt it |
11:11 |
TenPlus1 |
many things can be optimized with enough time |
11:12 |
gregorycu |
The trick is to find the low-hanging fruit |
11:12 |
gregorycu |
The low-risk, easy changes, that give big improvements |
11:13 |
Zeno` |
gregorycu, profile the client from a month ago before my changes ;) |
11:13 |
TenPlus1 |
been trying to tweak the falling.lua code and think I have improvements :P |
11:16 |
Zeno` |
22% of getTileInfo() is VoxelManipulator::addArea() though |
11:16 |
Zeno` |
15% is the smooth lighting |
11:17 |
TenPlus1 |
smooth lighting only works on full blocks though, stairs and slabs are ignored |
11:19 |
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11:19 |
gregorycu |
Good news |
11:19 |
gregorycu |
At least in single player, my "optimisation" results in an improvement in release build |
11:19 |
TenPlus1 |
working ? |
11:19 |
gregorycu |
I'll post a screenie |
11:19 |
TenPlus1 |
:) |
11:26 |
gregorycu |
http://i.imgur.com/U0J2HKE.png |
11:26 |
gregorycu |
Top is before, bottom is after |
11:29 |
TenPlus1 |
will be handy to see if it goes upstream :P |
11:29 |
gregorycu |
That's a speedup of 30% for updateFastFaceRow :) |
11:30 |
gregorycu |
Which is half of the processing time |
11:30 |
Zeno` |
make a PR |
11:30 |
Zeno` |
it needs to be tested |
11:30 |
gregorycu |
Alright, I'll figure out how to do this |
11:30 |
Zeno` |
:) |
11:31 |
TenPlus1 |
cya folks :P |
11:33 |
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11:36 |
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11:38 |
Zeno` |
gregorycu, you're new to git? |
11:38 |
Zeno` |
*always* make a PR in a branch |
11:38 |
gregorycu |
Yes, I'm used to TFS |
11:39 |
Zeno` |
i.e. clone minetest; make a new branch; make your changes (in that new branch); push; and then create a PR for that branch |
11:39 |
Zeno` |
without branches you're in for a lot of pain :) |
11:40 |
gregorycu |
Looks like minetest only has 4 bracnes? |
11:40 |
gregorycu |
brances? |
11:40 |
gregorycu |
ffs |
11:40 |
gregorycu |
branches |
11:41 |
gregorycu |
hmm... |
11:41 |
gregorycu |
Apparently I already have a branch |
11:42 |
gregorycu |
Must have done that when I was drunk |
11:45 |
Zeno` |
lol |
11:45 |
Zeno` |
yeah, make a branch from master (head) |
11:48 |
ThatGraemeGuy |
<gregorycu> Looks like minetest only has 4 bracnes? |
11:48 |
ThatGraemeGuy |
you make the PR against minetest's master, using your branch |
11:48 |
gregorycu |
Ahh ok |
11:49 |
ThatGraemeGuy |
knowledge filed under the dept. of things I won't screw up ever again |
11:49 |
Zeno` |
... until next time |
11:49 |
Zeno` |
:D |
11:49 |
ThatGraemeGuy |
lol |
11:50 |
ThatGraemeGuy |
nope I did one for something the other day, nice and clean like |
11:50 |
Zeno` |
smooth |
11:53 |
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12:15 |
gregorycu |
This is the best tutorial I've ever seen: http://rogerdudler.github.io/git-guide/ |
12:30 |
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12:32 |
gregorycu |
Zeno`: I think I did it |
12:32 |
gregorycu |
https://github.com/minetest/minetest/pull/1987 |
12:33 |
gregorycu |
Though it failed CI?! |
12:35 |
Zeno` |
it hasn't failed |
12:35 |
Zeno` |
it's still in progress |
12:36 |
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12:36 |
gregorycu |
Oh, I thought it said it failed checks |
12:36 |
gregorycu |
This branch has failed checks, but can be merged. |
12:37 |
Zeno` |
https://github.com/minetest/minetest/pull/1987 |
12:37 |
Zeno` |
maybe it says that until TI is finished |
12:37 |
Zeno` |
https://travis-ci.org/minetest/minetest/builds/44448292 |
12:38 |
gregorycu |
I haven't even profiled singleplayer vs server yet, like a promised I would, for you |
12:38 |
gregorycu |
I bet you think I'm a real arsehole |
12:38 |
Zeno` |
nah |
12:39 |
Zeno` |
building |
12:40 |
gregorycu |
You building my changes? Awesome |
12:45 |
Zeno` |
Do you want the bad news or the good news first? |
12:47 |
gregorycu |
Bad |
12:48 |
gregorycu |
Be gentle |
12:51 |
Zeno` |
First, I am only profiling the client (I connect to my local test server) |
12:51 |
Zeno` |
Bad news is I see no significant difference |
12:51 |
Zeno` |
Good news is I only did short tests |
12:51 |
gregorycu |
hmm... |
12:52 |
gregorycu |
What do you mean when you say "see" |
12:52 |
Zeno` |
in my profile |
12:53 |
Zeno` |
I'll paste |
12:53 |
gregorycu |
Thanks |
12:55 |
Zeno` |
another bit of good news is that (IMO) std::Map is the incorrect datatype in the first place |
12:55 |
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12:56 |
gregorycu |
The MeshUpdateThread |
12:56 |
gregorycu |
I assume that's a client thread? |
12:58 |
Zeno` |
yes |
12:58 |
Zeno` |
I'll perform more extensive tests tomorrow |
12:58 |
Zeno` |
the screenshots I linked to you are optimised builds, btw |
12:59 |
Zeno` |
Incl. is pointless to look at because of the frame limiting |
13:00 |
Zeno` |
self cost is another matter... |
13:00 |
gregorycu |
Looks like I'm using a new compiler |
13:00 |
Zeno` |
maybe |
13:00 |
gregorycu |
Maybe that did it |
13:00 |
Zeno` |
I compiling and testing on Linux |
13:01 |
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13:02 |
Zeno` |
but, std::vector is almost certainly the better data type |
13:02 |
Zeno` |
better/more appropriate |
13:03 |
gregorycu |
Yeah, it's a dense index |
13:05 |
Zeno` |
oh, one more thing |
13:06 |
Zeno` |
since the profiles (at least these preliminary ones) are basically the same on Linux but not on Windows then this might be a good thing! |
13:06 |
gregorycu |
How so? |
13:06 |
Zeno` |
i.e. it can be changed without affecting linux performance but improve Windows performance |
13:07 |
gregorycu |
I think I'll ahve to install an older version of the compiler |
13:07 |
Zeno` |
we have very few Windows testers |
13:07 |
gregorycu |
I may be relying on a new compiler feature |
13:07 |
gregorycu |
Also, in your "before" screenie, what is the 2nd function in the bottom right pane |
13:07 |
* Zeno` |
looks |
13:08 |
Zeno` |
std::map |
13:08 |
Zeno` |
rebalancing |
13:08 |
Zeno` |
std::map in c98 is a RB tree |
13:08 |
gregorycu |
Isn't it the same in c++11? |
13:09 |
Zeno` |
maybe, I'm not sure. I know c11 adds an unordered map but I don't know if this is related |
13:09 |
gregorycu |
unordered_map is a hash map |
13:09 |
gregorycu |
So, the main different seems to be operator= for std::vector |
13:10 |
gregorycu |
1% for me, 7.9% for you |
13:10 |
gregorycu |
Anyway, run those tests on client/server |
13:10 |
Zeno` |
I will |
13:11 |
Zeno` |
I think vector is the more appropriate type whatever the case |
13:11 |
Zeno` |
There is no reason, that I can see at a glance, that it should be a map |
13:11 |
Zeno` |
it's only 11PM here but I am dead tired lol |
13:12 |
gregorycu |
Where is here? |
13:12 |
Zeno` |
Gold Coast, Australia |
13:12 |
gregorycu |
See |
13:12 |
gregorycu |
What I don't understand |
13:12 |
gregorycu |
Why the fuck is it 12am in melbourne, but 11pm in goldcoast |
13:12 |
Zeno` |
lol |
13:12 |
Zeno` |
because Melbourne has a bug |
13:12 |
gregorycu |
You guys are furthur east than us |
13:12 |
gregorycu |
I'm from Melbourne, by the way |
13:13 |
Zeno` |
I guessed that from your comment ;) Nice to finally meet a fellow Australian on here :D |
13:13 |
gregorycu |
Well, have a good sleep then |
13:14 |
gregorycu |
I'll catch you tomorrow maybe :) |
13:14 |
Zeno` |
I'll idle. I think your PR might be good even if there is NOT a performance increase |
13:14 |
Zeno` |
mainly because it's more correct |
13:14 |
Zeno` |
I'll do some big tests tomorrow |
13:14 |
Zeno` |
yeah, I'm always here (addicted) lol |
13:15 |
Zeno` |
nice work |
13:15 |
* Zeno` |
is idling |
13:16 |
Zeno` |
p.s. there is a bug that apparently only shows on Windows ;) |
13:16 |
Zeno` |
https://github.com/minetest/minetest/issues/1959 |
13:17 |
gregorycu |
It's like your asking me to check it out, but you're not |
13:17 |
gregorycu |
I'll check it out |
13:20 |
Zeno` |
me... I just mentioned it :) |
13:29 |
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14:22 |
luizrpgluiz |
hi |
14:23 |
Bratmon |
Hi |
14:23 |
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14:23 |
* Zeno` |
stands on his head |
14:23 |
Zeno` |
weeeeeeeeeeee |
14:24 |
Zeno` |
i am a dalek! |
14:25 |
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14:25 |
* Zeno` |
makes funny noises |
14:25 |
marktraceur |
YOU ARE NOT A DALEK. EXPLAIN. EXPLAAAAAAIIIIN. |
14:25 |
Zeno` |
arrrrrrrgh |
14:25 |
Zeno` |
! |
14:25 |
* Zeno` |
hides in the corner |
14:25 |
marktraceur |
Sound strategy |
14:25 |
luizrpgluiz |
someone here has some mod terrain generator with other blocks? |
14:27 |
gregorycu |
I can't repo that bug, by the way |
14:28 |
shadowzone |
Zeno`, you are not a f'ing dalek |
14:28 |
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14:28 |
shadowzone |
You are a wizard |
14:28 |
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14:32 |
Zeno` |
I am a wizard dalek! |
14:33 |
shadowzone |
-_- |
14:34 |
Zeno` |
instead of "exterminate!" I say "experiment!" |
14:34 |
Zeno` |
not much of a difference really |
14:34 |
shadowzone |
Do you like Doctor Who? |
14:34 |
Zeno` |
I do like who |
14:35 |
shadowzone |
I do too |
14:35 |
shadowzone |
In our house if you |
14:35 |
shadowzone |
oops |
14:35 |
shadowzone |
If you're not a whovian you can go to bed |
14:41 |
LazyJ |
"Who's who?" wondered Horton who heard a Who. "The Doctor, that's who!", exclaimed Roger Daltrey, lead singer of "The Who". And perched above them all was the sleepy owl perplexed, "Who who?", "Who who?" |
14:47 |
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14:52 |
brothersome |
Is there a person who is an admin for m.ayntest.net ? |
14:54 |
shadowzone |
Not that I know of. |
15:05 |
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16:43 |
AgentFire |
Do you have to have the irrlicht open when playing minetest? |
16:44 |
jin_xi |
AgentFire: no, irrlicht is a library |
16:44 |
Calinou |
AgentFire, the console window? yes, if you close it, the game closes too |
16:44 |
Calinou |
feel free to minimize it though |
16:44 |
AgentFire |
Can the console window cause lag though? |
16:44 |
jin_xi |
also, what is the irrlicht? also if console is problem you can do & disown when launching and close it |
16:45 |
jin_xi |
on linux that is |
16:45 |
Calinou |
no, not at all |
16:47 |
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16:47 |
AgentFire |
Okay. Also, jin_xi, I'm running Windows |
16:48 |
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16:49 |
jin_xi |
AgentFire: yes, my bad for trying to answer question without even understanding. |
16:49 |
twoelk |
uh? is http://mediacrush.net/ down? |
16:50 |
AgentFire |
It's fine, at least you tried to help. Sometimes, I ask a question in other places, and I get no answers whatsoever. |
16:51 |
Calinou |
twoelk, try lut.im |
16:52 |
twoelk |
was rather trying to see old pics on the forum |
16:53 |
twoelk |
like the stuff I posted at the JustTest server thread |
16:56 |
sfan5 |
!py __import__("os").popen("curl https://mediacru.sh 1>/dev/null 2>&1").read() |
16:56 |
sfan5 |
MinetestBot! |
16:56 |
MinetestBot |
sfan5! |
16:57 |
MinetestBot |
'' |
16:57 |
sfan5 |
yup |
16:57 |
sfan5 |
down |
16:58 |
twoelk |
time to panic? |
16:59 |
exio4 |
http://i.imgur.com/Xbik2.gif |
16:59 |
AgentFire |
MinetestBot! |
16:59 |
MinetestBot |
AgentFire! |
17:00 |
sfan5 |
twoelk: SirCmpwn> working on it fast as we can |
17:01 |
LazyJ |
The farming mod in minetest_game allows cotton to grow on sand_soil but not wheat. Was this intentional or just overlooked among all the other lines of code? |
17:01 |
sfan5 |
LazyJ: intentional afaik |
17:01 |
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17:02 |
LazyJ |
Darn. I was hoping it was a typo. :p |
17:12 |
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17:13 |
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17:14 |
twoelk |
I like this one http://i.imgur.com/aI5KJV8.png |
17:19 |
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17:22 |
shadowzone |
gotta go |
17:26 |
rubenwardy |
Hi all! |
17:29 |
Yellowberry |
hi rubenwardy |
17:42 |
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17:49 |
Jordach |
mmmm |
17:49 |
Jordach |
dat pressure sensitivity |
17:49 |
Jordach |
Krita lieks my graphics tablet |
17:51 |
Calinou |
what graphics tablet did you get? how much did it cost? |
17:52 |
DFeniks |
so i heard you need to test windows build , and i go to https://forum.minetest.net/viewtopic.php?f=18&t=10742 and downloaded both versions |
17:52 |
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17:53 |
DFeniks |
and now i will need to upload 1 picture first |
17:53 |
Jordach |
Calinou, £16 (by Trust, rolls up much like paper, and uses a AAA battery, plus 3 years warranty and spare pen tips) |
17:53 |
Jordach |
i might also play Minetest with it for pen practice :3 |
17:53 |
Calinou |
probably only works on Windows |
17:53 |
Jordach |
Calinou, it supports Linux too |
17:54 |
Jordach |
(uses a generic one) |
17:54 |
Calinou |
does it require proprietary firmware? |
17:54 |
Calinou |
and in general… does it work well for drawing? |
17:54 |
Jordach |
Calinou, yes |
17:54 |
Calinou |
ie. firmware that you'd find in kernel |
17:55 |
Calinou |
not in the hardware itself |
17:55 |
Jordach |
Calinou, no non-free drivers under linux |
17:55 |
DFeniks |
so i launched 32 bit version and clicked on public server checkbox and got this https://mediacru.sh/r3KPXV7urO0o wtf? |
17:55 |
Calinou |
try it with Linux-libre then |
17:55 |
Calinou |
a distribution like Trisquel |
17:55 |
Jordach |
Calinou, using Win64 right now |
17:55 |
Jordach |
may test later |
17:55 |
Calinou |
Linux bundles non-free drivers :P |
17:56 |
Jordach |
Calinou, it puts mouse acceleration at 100% D: |
17:56 |
DFeniks |
where does that version stores things ? i want to replicate |
17:56 |
Jordach |
(it's uncontrollable) |
17:56 |
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17:57 |
sfan5 |
twoelk: mcrush is back up again |
17:57 |
Jordach |
>KDE >on Steam |
17:57 |
Jordach |
u wot m8 |
17:57 |
Jordach |
u fookin wat m8 |
17:58 |
sfan5 |
DFeniks: can you somehow collect all of the stuff it says |
17:59 |
rubenwardy |
DFeniks: you don't need to download both. Just the one for your system. |
17:59 |
* Jordach |
cp |
17:59 |
Jordach |
dammit |
17:59 |
DFeniks |
sadly no . i didnt screenshot all wall of text . |
17:59 |
* Jordach |
considers paining MT screenshots |
17:59 |
Jordach |
better |
17:59 |
Jordach |
i can't type this evening after knocking back 4 pints |
17:59 |
DFeniks |
i tried to re unzip and replicate |
17:59 |
sfan5 |
DFeniks: can you paste debug.txt somewhere |
18:00 |
ruben2 |
use pastie.org |
18:01 |
ruben2 |
Or at least the title of this channel suggests you should :S |
18:02 |
DFeniks |
http://pastebin.com/A22TdEEX |
18:03 |
rubenwardy |
17:56:46: ERROR[AsyncWorkerThread_0]: Failed to parse json data * Line 1, Column 24594 |
18:03 |
rubenwardy |
17:56:46: ERROR[AsyncWorkerThread_0]: Syntax error: value, object or array expected. |
18:05 |
DFeniks |
64 bit version seems to work normally |
18:06 |
ruben2 |
You either have a 64 bit computer, or there are problems waiting to happen. |
18:08 |
DFeniks |
yes 64 bit computer |
18:08 |
ruben2 |
Excellent |
18:09 |
ruben2 |
You appear to have issues when downloading the server list. |
18:11 |
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18:12 |
ruben2 |
Greetings Mr Shadow. |
18:12 |
shadowzone |
um.. |
18:12 |
shadowzone |
ms shadow |
18:12 |
ruben2 |
oops |
18:12 |
ruben2 |
I apologise. Don't hit me |
18:12 |
shadowzone |
I won't |
18:13 |
rubenwardy |
^ developing my IRC client |
18:13 |
shadowzone |
oh cool |
18:13 |
shadowzone |
I finally got my PC back |
18:13 |
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18:13 |
shadowzone |
I had it getting worked on |
18:13 |
twoelk |
DFeniks: the list should end with something like )]) so it looks like an uncomplete download |
18:14 |
twoelk |
http://servers.minetest.net/list <- this would be the complete list |
18:15 |
DFeniks |
so this is whats happening here ? https://github.com/minetest/minetest/issues/1959 |
18:16 |
ruben2 |
They say that they don't get an error |
18:16 |
Calinou |
http://servers.minetest.net/list |
18:17 |
Calinou |
I Ctrl + F'd Calinou and found me :D |
18:17 |
Calinou |
(but I left the server, so you can't anymore) |
18:18 |
Krock |
meow |
18:20 |
Jordach |
dafuq |
18:20 |
ruben2 |
//me puts a cat on Krock's head |
18:20 |
DFeniks |
anyway it happened only first time. and on 32bit version |
18:20 |
* Krock |
takes the kitten and gives it a cup of milk |
18:20 |
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18:20 |
ruben2 |
Hmm. Need to make /me, and no idea why there are two slashes there |
18:20 |
* ruben2 |
sa |
18:20 |
DFeniks |
i dont remember whitch version i launched first |
18:20 |
ruben2 |
oh |
18:20 |
ruben2 |
Typo |
18:20 |
Calinou |
ruben2, chess? |
18:21 |
rubenwardy |
Nah, I'm writing. |
18:21 |
rubenwardy |
:( |
18:22 |
kaeza |
greetings |
18:22 |
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18:22 |
Jordach |
D: why does Krita follow my tablets edges of the paintable area |
18:22 |
* Calinou |
is impressed by Blender's new view modes |
18:22 |
Calinou |
Material is handy, lets you have a near-render preview of the world |
18:23 |
Calinou |
also Render, a rotatable render, can be very useful |
18:27 |
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18:37 |
* VanessaE |
peeks in |
18:37 |
Jordach |
meow |
18:38 |
VanessaE |
hi |
18:38 |
Calinou |
hi VanessaE |
18:38 |
|
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18:39 |
Jordach |
VanessaE, digitally painting over a MT screenshot using Krita |
18:39 |
Jordach |
with my trusty graphics tablet |
18:40 |
VanessaE |
cool |
18:41 |
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18:41 |
TenPlus1 |
Hi folks |
18:42 |
|
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18:43 |
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18:45 |
TenPlus1 |
hmmmm, I tested the latest dev and found a problem |
18:48 |
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18:49 |
Krock |
https://github.com/SmallJoker/worldedge/commit/0783778 |
18:49 |
rubenwardy |
hmmmm's name is confusing |
18:49 |
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18:49 |
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18:50 |
rubenwardy |
As in, it is a real word. I have been in a community where one of them is called "Example". |
18:50 |
kaeza |
he thought a lot when choosing it |
18:50 |
Jordach |
</pun?> |
18:52 |
TenPlus1 |
not the worse nick I've came across though |
18:52 |
Jordach |
could always be GuestXXXX |
18:53 |
TenPlus1 |
heh |
18:53 |
TenPlus1 |
hey guys, will layers be added to the mapgen in the near future ? |
18:54 |
Jordach |
they already are with MGV5/7 |
18:54 |
Jordach |
iirc |
18:54 |
Jordach |
(i did it somewhat with BFD) |
18:54 |
TenPlus1 |
really ? so I can make biomes underground and floating in the air like aether ?? |
18:55 |
Jordach |
yes |
18:55 |
Jordach |
min_height and max_height |
18:56 |
Jordach |
but due to Minetest you'll only get stone underground due to water_level |
18:56 |
Jordach |
which is bullshit |
18:56 |
TenPlus1 |
ahh, so layers dont work yet... |
18:57 |
Jordach |
they do |
18:57 |
Jordach |
you only get layered stone |
18:57 |
TenPlus1 |
I couldnt get floating islands to work before using heigt min./max |
18:57 |
TenPlus1 |
ignored that biome unless another rose up to form a mountain for it to attach to |
18:57 |
Jordach |
you only get floaty islands if you get lucky with the mapgen (eg, those things that MGV5 makes can get one) |
18:58 |
TenPlus1 |
so a nether and aether wont work for now... gotcha... |
18:58 |
Jordach |
you'll have to ask paramat on that one |
18:59 |
TenPlus1 |
I submitted an idea in github for underground and floating realms with some new settings when defining biomes... |
19:00 |
TenPlus1 |
issues 1626 and 1621 |
19:02 |
TenPlus1 |
not a big issue for now, I know hmmmm is working on biomes to get them working again and still a few glitches to sort out 1st |
19:09 |
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19:14 |
hmmmm |
TenPlus1, instead of saying "I found a problem", perhaps you could just say your problem |
19:16 |
TenPlus1 |
sorry dude, didnt know if you were here or not... the biomes work fine btw but anything underwater is 1 single node now... |
19:17 |
TenPlus1 |
in ethereal's case isntead of sand it's all gravel, in simplev7 it's all dirt |
19:21 |
hmmmm |
is it broken by 0a5373d4? |
19:23 |
TenPlus1 |
explain 0a5373d4 please |
19:24 |
hmmmm |
okay... do you know what git is? |
19:24 |
TenPlus1 |
yeah I'm signed up there |
19:24 |
hmmmm |
it'll be faster for me to do this myself |
19:25 |
* Jordach |
waits for hmmmm to smack the shit out of TenPlus1 |
19:25 |
* TenPlus1 |
prolly deserves it (am no good with github) |
19:26 |
jin_xi |
TenPlus1: the weird number and letter combo is part of a commit hash, it is used to uniquely identify a commit |
19:26 |
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19:26 |
jin_xi |
and a commit is an applied set of changes to the source. |
19:26 |
TenPlus1 |
ah ok, lemmie check commits |
19:26 |
hmmmm |
i can't replicate the problem |
19:27 |
paramat |
perhaps hmmmmm's new default biome is interfering? |
19:27 |
hmmmm |
doubtful |
19:27 |
hmmmm |
perhaps people don't understand that the top layer of nodes is varied by 2d perlin noise |
19:27 |
TenPlus1 |
on a fresh v7 ethereal world anything underwater is gravel, even though it is only registered to appear as a layer under sand.. |
19:28 |
hmmmm |
the value set in register_biome is the average height, not the exact height |
19:28 |
paramat |
perhaps 'clear registered biomes()' before registering biomes in ethereal? |
19:28 |
hmmmm |
well, to me ethereal is the name of a packet logger. |
19:29 |
hmmmm |
i don't know anything about specific mods so please don't reference them in PRs |
19:29 |
TenPlus1 |
I've added those lines you recommended paramat inc. the clear registered biomes |
19:29 |
paramat |
okay |
19:30 |
hmmmm |
paramat, i heard you were writing biomes for minetest_game - where is that right now? |
19:30 |
paramat |
https://github.com/paramat/minetest_game/tree/mgv5biomes |
19:31 |
hmmmm |
is it usable? |
19:31 |
paramat |
tenplus1 your biomes are now correct and continuous above water level? |
19:31 |
hmmmm |
i didn't like putting a biome in builtin |
19:31 |
TenPlus1 |
yes, biomes work perfectly now, it's just underwater they bug out and give me gravel |
19:31 |
paramat |
hmmmmm yes that branch can be used with current MTdev |
19:32 |
TenPlus1 |
whereas before it was all sand |
19:32 |
hmmmm |
is it waiting for anything? |
19:32 |
paramat |
.. but the trees are just trunks for now |
19:32 |
paramat |
waiting for tree schems |
19:32 |
hmmmm |
i have a tree schematic |
19:33 |
jin_xi |
so... are trees in mt games generally made with schematics? anyone use ltrees at all? |
19:33 |
paramat |
needs jungletree and pinetree schems too |
19:34 |
TenPlus1 |
schems are faster to draw on a map I thought |
19:34 |
paramat |
my branch is not yet releasable though |
19:34 |
hmmmm |
alright |
19:34 |
hmmmm |
do you mind if I put in a single biome with a single kind of tree and whatever |
19:34 |
paramat |
go ahead, i think your defualt biome needs node top and node filler? |
19:35 |
hmmmm |
those are optional parameters |
19:37 |
paramat |
but mapgens will still be stone without top and filler? you'll explode |
19:37 |
hmmmm |
they default to 1 and 3, respectively |
19:38 |
paramat |
ah and default to grass and dirt? |
19:38 |
hmmmm |
yup |
19:38 |
TenPlus1 |
the biome that defines sand underwater I changed filler to sand instead of gravel and instead of generating gravel it becomes dirt now ?!?! *confused* |
19:40 |
paramat |
hmmmmm feel free to cherrypick the deciduous forest biome and grasses/flowers decos from my branch though |
19:41 |
paramat |
.. and add your appletree schem |
19:41 |
paramat |
tenplus sorry for the trouble it's weird |
19:42 |
TenPlus1 |
it's ok paramat, it's a work in progess |
19:42 |
TenPlus1 |
k, I think I have a solution though, I removed terrain_type from the biome and changed filler to sand and it works now |
19:43 |
Krock |
hmmmm, about yesterdays question with "flags = eased".. In Lua, it's better to use "flags = "eased"" because it would throw warnings the other way. ( 20:43:20: WARNING: Undeclared global variable "eased" accessed at E:\Programme\minetest\bin\..\mods\ |
19:43 |
Krock |
yappy\init.lua:57 ) |
19:43 |
paramat |
the biome api is a little tricky to work with currently, especially underwater, i'm working on it |
19:43 |
TenPlus1 |
thanks for hard work dude... |
19:44 |
paramat |
Krock i get that warning too for flags |
19:44 |
Krock |
paramat, so wouldn't it be better to use "eased"? |
19:44 |
Krock |
and define those as strings in a table? |
19:44 |
paramat |
flags are not variables so ignore the warning |
19:45 |
paramat |
just use eased without quotes |
19:46 |
hmmmm |
what no |
19:46 |
hmmmm |
use eased with quotes ... |
19:47 |
hmmmm |
either flags = {eased=true} or flags = "eased" |
19:47 |
Krock |
hmmmm, then I didn't write my message correctly yesterday |
19:48 |
TenPlus1 |
paramat, setting node filler as sand and 2 depth, and top as sand and 1 in depth gives 3 sand underwater... but... setting top to 1 sand and filler as 2 gravel only gives 2 gravel, it ognores sand |
19:48 |
hmmmm |
you must have mistyped your question, because i remember saying that the second one is a syntax error |
19:48 |
Krock |
also, the noise seems is the same as in 0.4.10-stable again :) |
19:48 |
hmmmm |
i didn't understand what you were getting at |
19:48 |
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19:49 |
Krock |
hmmmm, okay. I will write my messages more percise the next time. It was obviously a misunderstanding |
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19:51 |
paramat |
oh okay "eased" |
19:54 |
paramat |
tenplus1 i'll look at ethereal's biome defs later then and test |
19:55 |
Jordach |
https://cdn.mediacru.sh/Q/QDfEVzeqH-gm.png :3 |
19:55 |
TenPlus1 |
no probs dude, thx... |
19:57 |
TenPlus1 |
latest version looks amazing btw, the landscapes are pretty neat... |
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19:59 |
TenPlus1 |
cya folks |
20:00 |
paramat |
oops looks like flags do have to be in quotes: "flag1, flag2" sets flag 1 and flag 2 |
20:00 |
paramat |
flags = { flag1 = true, flag2 = true } in table format |
20:00 |
Jordach |
!tell Calinou GIMP 2.6 even supports the sensitivity feature |
20:00 |
MinetestBot |
Jordach: I'll pass that on when Calinou is around |
20:09 |
Yellowberry |
oh my, its a paramat! |
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21:28 |
roniz |
i am setting up a minetest server |
21:28 |
roniz |
trhough SSH |
21:29 |
roniz |
how do I make a v7 worldgen with ethereal and a few other mods and start it? |
21:33 |
roniz |
guys |
21:37 |
roniz |
is that possible? |
21:38 |
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21:39 |
roniz |
RealBadAngel, what do you think |
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21:39 |
shadowzone |
XD |
21:39 |
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21:39 |
shadowzone |
roniz, should be possible |
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21:39 |
roniz |
what do I do then ShadowBot |
21:40 |
roniz |
what do I do then shadowzone* |
21:40 |
shadowzone |
I don't know exactly |
21:40 |
shadowzone |
never done that |
21:42 |
roniz |
is there any way to create a v7 worldgen in the config file or something |
21:44 |
roniz |
guys |
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22:06 |
hmmmm |
https://github.com/blog/1938-git-client-vulnerability-announced |
22:06 |
gamemanj |
...Are there any mods for minetest similar to OpenComputers/ComputerCraft,specifically the automatic robots...? |
22:12 |
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22:16 |
Megaf |
VanessaE: how do I get this tree? https://camo.githubusercontent.com/cfd9978bf4c6835a41f9c18759ee2ea70711993b/687474703a2f2f6469676974616c617564696f636f6e63657074732e636f6d2f76616e657373612f686f62626965732f6d696e65746573742f73637265656e73686f74732f53637265656e73686f742532302d25323031323138323031342532302d253230303125336135342533613334253230504d2e706e67 |
22:19 |
VanessaE |
Megaf: that's a giant tree fern, part of the plantlife modpack. |
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23:30 |
FreeFull |
What sort of mods are there for lighting? |
23:32 |
jin_xi |
there is the wieldlight thing, and various lamps and torches mods |
23:32 |
VanessaE |
stained glass mod is good, homedecor has a few things |
23:33 |
FreeFull |
I want something to light up a large room |
23:33 |
VanessaE |
so some kind of "floodlight" mod? |
23:33 |
FreeFull |
Mhmm |
23:33 |
VanessaE |
not sure such a thing is possible in a graceful way |
23:34 |
VanessaE |
light sources have a limited throw distance |
23:34 |
FreeFull |
Yeah |
23:35 |
VanessaE |
the closest I've seen was mauvebic's spotlight mod |
23:36 |
VanessaE |
you placed the spotlight and it would automatically place an airlike light source at the spotlight's target |
23:36 |
FreeFull |
It's just that having large, dark spots is annoying |
23:36 |
jin_xi |
so, couldn't it be done with vm and set_lighting |
23:36 |
FreeFull |
When you want realistic lighting |
23:39 |
FreeFull |
It'd be also nice if things like stairs and slabs supported smooth lighting |
23:40 |
VanessaE |
those things will be fixed when hardware lighting is made available. |
23:40 |
FreeFull |
When will that be? |
23:40 |
VanessaE |
dunno |
23:41 |
harrison |
VanessaE: after a long time away i am back in your world server -- how may i escape the room in which i spawned? |
23:41 |
VanessaE |
harrison: I guess you need interact; which server? |
23:41 |
VanessaE |
hm, survivel I guess. |
23:41 |
VanessaE |
al* |
23:42 |
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23:43 |
harrison |
minetest looks very good now. and what is more, and more important -- it is fast |
23:43 |
harrison |
i keep trying terasology but the framerate is so low |
23:43 |
harrison |
i must be doing something wrong |
23:45 |
harrison |
is there a way to see the frame time in ms, or the framerate? |
23:46 |
harrison |
thx vanessa for enabling me |
23:47 |
VanessaE |
press f5 for the framerate |