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01:12 |
pgimeno |
well, thanks everyone for the help! I think I will still stick to the mod as it allows me to layer dirt with grass over normal dirt. But it was a nice learning experience, thanks. |
01:13 |
pgimeno |
(I've traced and reported the crash too, by the way) |
01:17 |
paramat |
register biome can layer grass over dirt too |
01:26 |
paramat |
a lua mapgen will be slow and will cause server lua lag |
01:29 |
pgimeno |
good point |
01:40 |
pgimeno |
hm, can a biome reach any depth? |
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01:54 |
OldCoder |
pgimeno, I think not unless it is specially coded |
01:55 |
OldCoder |
Below zero seems to be handled differently |
01:55 |
OldCoder |
But YMMV |
01:55 |
OldCoder |
silent_elk, moin |
01:59 |
pgimeno |
it seems to work if I register the biome with min Y = -31000 and node_stone = "default:dirt" |
01:59 |
pgimeno |
I'm at -10000 and it's still dirt |
02:00 |
paramat |
yes any depth |
02:01 |
^7heo |
you need more people digging |
02:01 |
paramat |
you can stack biomes on top of each other if you need changes of materials with depth |
02:05 |
pgimeno |
yep, -30912 is still dirt :) |
02:08 |
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02:09 |
pgimeno |
for some reason I start underground |
02:13 |
pgimeno |
https://gist.github.com/pgimeno/1e046dd6bacb1624a70b37af5ea1d805 - hopefully final version |
02:13 |
pgimeno |
I still get the bogus errors, though |
02:14 |
pgimeno |
but that's a minor detail, it does work as I wanted |
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02:20 |
paramat |
probably because you set water level to 8 |
02:21 |
paramat |
player spawn doesn't allow spawn at water level so you probably got spawned at 0,0,0 |
02:21 |
paramat |
why not leave water level at 1? |
02:21 |
paramat |
(default) |
02:22 |
paramat |
no need to set it at all |
02:22 |
pgimeno |
I was playing with it a bit and thought it didn't matter |
02:22 |
paramat |
ah |
02:22 |
pgimeno |
I'll fix that, thanks |
02:24 |
pgimeno |
is there a way of changing the height for the flat mapgen? |
02:26 |
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02:26 |
paramat |
yes see minetest.conf.example near the end |
02:27 |
paramat |
you can even add occasional lakes and hills if wanted |
02:27 |
paramat |
remeber to keep 'water |
02:27 |
paramat |
.. _level' below surface level |
02:28 |
pgimeno |
yes, right, thanks |
02:28 |
pgimeno |
I see it now |
02:28 |
paramat |
well, obviously below, sorry. i only mentioned it because water_level affects lighting behaviour |
02:31 |
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02:32 |
paramat |
those mgflat parameters can be set using 'set mapgen parameters()' |
02:33 |
pgimeno |
yes, I'm using set_mapgen_setting and it works, that also satisfies my OCD :) |
02:39 |
pgimeno |
and this is it: https://gist.github.com/pgimeno/1e046dd6bacb1624a70b37af5ea1d805 |
02:41 |
paramat |
just one thing |
02:41 |
paramat |
water_level affects lighting behaviour, it should be set just below surface level for correct lighting underground |
02:42 |
paramat |
1 node below should work |
02:42 |
paramat |
otherwise looks ok |
02:44 |
pgimeno |
ah |
02:49 |
pgimeno |
updated and that's truly final :) thanks a lot |
02:49 |
pgimeno |
https://gist.github.com/pgimeno/1e046dd6bacb1624a70b37af5ea1d805 |
02:50 |
pgimeno |
oops |
02:50 |
pgimeno |
ah never mind |
02:50 |
pgimeno |
good night :) |
02:51 |
pgimeno |
and thanks again |
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silent_elk |
2017-03-31 14:54:00: ACTION[Server]: TOSERVER_CLIENT_READY stage 2 client init failed for peer_id: 3 |
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JamesTait |
Good morning all! Happy Friday, and happy World Backup Day! 😃 💻 ✇ |
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silent_elk[afk] |
Morning JamesTait :) |
09:06 |
JamesTait |
👋 silent_elk[afk] |
09:06 |
JamesTait |
Silent telekinetic elk? 😉 |
09:06 |
silent_elk |
That reminds me that I should probably back up my phone before the trip |
09:07 |
JamesTait |
Sounds like a plan. |
09:12 |
silent_elk |
Yep :D |
09:13 |
silent_elk |
Gn o/ |
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MinetestBot |
[git] joshuamars -> Jeija/minetest-mod-mesecons: Improve object and node detectors 2554164 https://git.io/vSc5L (2017-03-31T10:11:40Z) |
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Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.15 (2016-12-22) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
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17:12 |
Yst |
You did it. You finally did it. You got rid of that stupid Nyan Cat node in Minetest Game. |
17:12 |
Yst |
I admit I enjoyed finding them because of their rarity, but the new PB&J Pup fills that role perfectly. |
17:13 |
Yst |
The Nyan Cat had issues though. It was a meme, and memes always make things cheesy. Then there's the copyright issues. Having our own, Minetest-specific thing is so much better. |
17:14 |
Yst |
I didn't think the Nyan Cat would ever leave Minetest without a lawsuit though. |
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17:42 |
FritzPT |
Hello. I'm having a graphic issue (HP Notebook, Ubuntu 16.10, xfce4) that ruins my MT experience. How can I fix it? |
17:42 |
VanessaE |
Yst: the idea was to avoid the chance of a lawsuit :P |
17:42 |
VanessaE |
FritzPT: google for driver setup instructions first. make sure you have hardware accel and opengl support |
17:43 |
VanessaE |
Yst: some people rather dislike the Pup though. various reasons (textures, it's not Nyan, whatever) |
17:43 |
FritzPT |
Um I'm not having the same issue on Unity. Does it matter? |
17:43 |
Yst |
VanessaE: I admit the candy trail texture could use some work, but not being Nyan is a *huge* plus in my book. |
17:44 |
VanessaE |
FritzPT: it might. depends on what the issue is. |
17:44 |
FritzPT |
The screen scats near the bottom |
17:45 |
FritzPT |
The same issue shows up when using docky. It looks like a trasparent bar near the bottom |
17:48 |
VanessaE |
"scats"? |
17:48 |
VanessaE |
need a screenshot. |
17:49 |
FritzPT |
Not sure if can one because it's a fast thing. It's like the screen doesn't refresh in time |
17:49 |
FritzPT |
can take* |
17:50 |
VanessaE |
you mean like it tears? |
17:50 |
VanessaE |
https://en.wikipedia.org/wiki/Screen_tearing |
17:50 |
VanessaE |
it does this? |
17:51 |
FritzPT |
Yes kind of |
17:51 |
FritzPT |
of.* |
17:51 |
sfan5 |
then it's definitely not a minetest bug |
17:51 |
VanessaE |
artifacts like that are almost certainly video driver-related |
17:51 |
VanessaE |
maybe v-sync is turned off. |
17:51 |
sfan5 |
however you could try enabling or disabling vsync |
17:51 |
VanessaE |
ninja'd :) |
17:51 |
FritzPT |
How do I do that? |
17:51 |
sfan5 |
minetest.conf or in the menu |
17:59 |
FritzPT |
Alright, if I did do everything right, it's not OpenGL or Vsync or hardware acceleration |
18:00 |
VanessaE |
maybe compositing? |
18:00 |
VanessaE |
unity uses that, most others don't by default, I think. |
18:02 |
VanessaE |
(that said, my compositor gets turned off when I start MT, so that probably isn't it) |
18:10 |
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18:17 |
FritzPT |
I've disabled the composer and now it's fixed. Thanks. |
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18:22 |
VanessaE |
cheers. :) |
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18:45 |
FritzPT |
Bye |
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19:00 |
Yst |
I was reading about the world limit setting the other day, and saw the world's further limited by chunk size. So to find the boundary of what Minetest can generate, I set the chunk size to one. There are dungeons *everywhere*! |
19:01 |
Yst |
Smaller chunks means more dungeons, I guess. |
19:01 |
Yst |
Maybe each chunk is set to contain a dungeon or something. |
19:05 |
Yst |
I managed to extend the range in all three directions by 8 blocks though. |
19:08 |
FirePowi |
Hello, is there someone who knows about French Gamers'Assembly and the Minetest stand ? |
19:13 |
Yst |
I didn't know Minetest had any stands. That's pretty cool. Sorry, I know nothing about it though. |
19:14 |
FirePowi |
John Snow ? |
19:14 |
sfan5 |
a minetest stand o.O? |
19:14 |
FirePowi |
(Lol sorry) |
19:14 |
Yst |
Who's John Snow? |
19:15 |
FirePowi |
Yep, and normally I'll make a conference about it. But I have to take contact with the Minetest stand holders. (John Snow is a character from GoT known by "You know nothing, John Snow") |
19:16 |
Yst |
Hmm. Is GoT a television show? I don't have a television, ha ha. |
19:16 |
sfan5 |
>not knowing about GoT |
19:17 |
Yst |
1, 3, 1291, and 3873 ... those chunk sizes allow maximum world generation. Three of those are very bad values. As for the last value, three, I think I'll test it some more. |
19:18 |
Yst |
sfan5: Not all of us have the same experiences, ha ha. |
19:22 |
FirePowi |
I don't have any TV at home, but computers do the work well, Transmission, a torrent website, enough. Well well… GoT is really violent, I don't recommend it. ;-) |
19:26 |
Yst |
I'm finding water underground. I'm not sure that was there before, but I'm also not sure it *wasn't*. Dungeons are spawned differently, probably more densely than the default chunk size of five. |
19:26 |
red-001 |
water underground isn't new |
19:27 |
Yst |
The spawn area looks about the same, aside from its dungeon placements. Even the floating rock formation there looks the same as always. |
19:29 |
Yst |
I would've thought for sure this rock formation would've been distorted by the altered chunk size. In either a past version of Minetest or in mgv6, I'm not sure which, it *would've* been. If I switch map generators to test though, the rock formation'll disappear altogether. |
19:29 |
Yst |
Does chunk size even matte outside of dungeon spawning? |
19:30 |
VanessaE |
in most setups, you won't change chunk size at all. |
19:30 |
VanessaE |
and some code or mods might even expect the default setting (as you can see from how dungeons generate) |
19:33 |
Yst |
Yeah, I get that most people don't change the chunk size, but it looks like something people should play with more often, even if they do just go back to the default before setting up a production server. |
19:33 |
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19:41 |
Yst |
These dungeons seem a bit more broken than usual. I wonder if that's just my perception or if the chunk size is effecting them badly. |
19:41 |
Yst |
Also, are more-broken dungeons a bad thing, or actually a good thing? They're sort of like ruins. |
19:43 |
celeron55 |
there isn't really any effort made to make things work reasonably with other chunk sizes, or even consistently; really, it should crash is all :P |
19:43 |
celeron55 |
shouldn't crash* |
19:43 |
celeron55 |
(lol) |
19:46 |
Yst |
Ha ha, yeah, that makes sense. It'd be rather difficult to test all chunk sizes for bugs. |
19:49 |
Yst |
I've decided it's not my perception. It's hard to say for sure if the rooms are more broken than usual, but the halls and stairs ... more of them lead nowhere, I'm almost positive. Time to try a chunk size of 1291. Watch as my machine dies from the load and I drop from IRC. |
19:51 |
Yst |
Ha, the server won't even start. The chunks are too large. |
19:54 |
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19:58 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Wieldmesh: Natural orientation depending on pitch (#5490) f7f3dc1 https://git.io/vSWU3 (2017-03-31T19:57:08Z) |
20:00 |
MinetestBot |
[git] kilbith -> minetest/minetest: Wieldmesh: Natural orientation depending on pitch (#5490) 529ba80 https://git.io/vSWU2 (2017-03-31T20:00:05Z) |
20:03 |
VanessaE |
\o/ |
20:05 |
OldCoder |
<Yst> I managed to extend the range in all three directions by 8 blocks though. |
20:05 |
OldCoder |
Yst, can you clarify "8 blocks" ? |
20:05 |
OldCoder |
and dungeons could be turned off |
20:05 |
Yst |
VanessaE: What is that? |
20:06 |
Yst |
OldCoder: Turn dungeons off? THat'd be sad. |
20:06 |
VanessaE |
Yst: the expression I made? |
20:06 |
Yst |
OldCoder: Eight map blocks. 8*16 nodes in all three directions. |
20:06 |
Yst |
VanessaE: No, the commit you're happy about. |
20:07 |
VanessaE |
Yst: the wield item moves up and down as your look pitch changes. |
20:07 |
VanessaE |
little details like that make things look nicer |
20:07 |
Yst |
VanessaE: Ah, got it. |
20:07 |
Yst |
VanessaE: The game certainly looks more professional than it used to lately. |
20:08 |
VanessaE |
if mesh gen lag could be solved, I'd be pretty happy :) |
20:08 |
Yst |
OldCoder: By default, map coordinates go from -30912 to +30927. I got them to go from -30976 to +30991. |
20:09 |
Yst |
At the cost of mangling the dungeons though. |
20:11 |
Yst |
"This world isn't big enough for the both of us." *extends the border slightly* "Okay, now it is. But we really should think about losing some weight." |
20:12 |
VanessaE |
heh |
20:12 |
VanessaE |
that would be a perfect xkcd :P |
20:12 |
agaran |
lol |
20:13 |
VanessaE |
https://xkcd.com/1110/ this is close :P |
20:14 |
Yst |
VanessaE: Ha ha, nice. |
20:19 |
Yst |
Aw. My new chunk size erases my PB&J Pup. I'll have to find a new one later. |
20:24 |
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20:30 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix clang-format Columns Width a487427 https://git.io/vSWLh (2017-03-31T20:29:34Z) |
20:32 |
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20:39 |
VanessaE |
Calinou: http://pastebin.ubuntu.com/24290135/ |
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20:57 |
OldCoder |
Yst, such magnitude! |
20:58 |
* OldCoder |
speculates on a version of MT that supports 64-bit mapblock and node coordinates |
20:58 |
OldCoder |
Why not? |
20:58 |
OldCoder |
PCs will have enough RAM and CPU soon enough |
20:59 |
VanessaE |
been there, discussed that, got shot down. |
20:59 |
VanessaE |
because 62k^3 is enough for most people, and wider-ranging coords would break every mod that uses the mapblock- and position-hash functions |
21:06 |
Yst |
Mapblock-hash function? |
21:06 |
* Yst |
's ears perk up |
21:06 |
* Yst |
goes off to consult the docs |
21:07 |
Yst |
OldCoder: Yeah, it can take a long time to reach the edge. For tests like this, "/teleport" is invaluable. |
21:08 |
OldCoder |
yep |
21:08 |
OldCoder |
VanessaE, oh, you are so serious :P |
21:08 |
VanessaE |
OldCoder: I am actually restating the main argument that was given against the notion. |
21:10 |
Yst |
I'm seeing minetest.hash_node_position(), but nothing similar for blocks. I'll keep using my custom block hash then. |
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21:26 |
Fixer |
OldCoder: if you look at most servers, most of population is living within 1000x1000 area |
21:26 |
Fixer |
or so |
21:30 |
OldCoder |
Fixer, it was a joke |
21:30 |
OldCoder |
VanessaE made a joke yesterday, I responded, she said I was too serious |
21:30 |
OldCoder |
So, I thought I'd turn the tables |
21:31 |
OldCoder |
A MT-type game with genuine infinity would be interesting. It's just a gedanken experiment. |
21:31 |
OldCoder |
Such a game could incorporate time travel. And alternate histories. |
21:31 |
* OldCoder |
thinks this sort of speculation can be productive. |
21:31 |
OldCoder |
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