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00:15 |
scr267 |
OutOfControl: Emerge threads? num_emerge_threads ? |
00:15 |
scr267 |
VanessaE: Oh thats pretty fast... interesting, thank you. |
00:15 |
scr267 |
VanessaE: Mine's running on a postgresql backend (about 2Gbs now I think) and it took about 3 hours... :-/ |
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scr267 |
<Out`Of`Control> Sorry was away... |
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00:34 |
BillyS |
I'm trying to make a model to import in minetest that uses two different textures |
00:35 |
BillyS |
And I want each texture to be applied to different faces |
00:35 |
BillyS |
Obviously, I'd need to use UV mapping |
00:35 |
BillyS |
(I'm using blender and exporting to a .x) |
00:35 |
BillyS |
Can I just use 2 materials and apply them to different faces? |
00:37 |
BillyS |
It seems I can |
00:37 |
BillyS |
Thanks for your help ... I guess :P |
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04:00 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Remove now-unused 'puts out fire' group ec248d3 https://git.io/fpSRo (2018-12-08T04:00:38Z) |
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08:23 |
Alexand{er|ra} |
Fire can no longer be put out by cold things in the dev version? That's an interesting choice. |
08:31 |
Alexand{er|ra} |
Ooh, the coral air death ABM was removed, too. I found that ABM mildly annoying. It made sense to have it included, but I'm still glad to see it gone. |
08:33 |
Alexand{er|ra} |
Apples regrow too? Heh heh, actual orchards can be built now. |
08:37 |
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08:37 |
MinetestBot |
Xiong: Dec-06 01:13 UTC <paramat> the change in sneaking occurs in desktop MT too, it's part of 'new movement code'. if you prefer the old sneak behaviour you can set that, see https://forum.minetest.net/viewtopic.php?f=18&t=17397 |
08:40 |
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08:49 |
Xiong |
Mod that shows mapblock player currently inside? |
08:58 |
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09:07 |
Xiong |
Various protection mods may have this function but (a) singleplayer so don't need protection itself and (b) in any case, wish to avoid keyboard as much as possible. |
09:08 |
Xiong |
Eg, "landrush" not so good. |
09:12 |
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09:32 |
Xiong |
"simple_protection" shows some sort of 16x16 volume, which I think can be configured to a 16x16x16 volume... and docs say this is on a fixed grid. But no way to know if this is aligned with mapblock. Experiment leads me to think not. |
09:33 |
Xiong |
In fact, don't need a mod for this if I can read accurate docs on the alignment of the mapblock grid. Let me rephrase. |
09:34 |
ClockGen |
Hey guys, who packaged minetest for android? |
09:35 |
ClockGen |
I'm currently packaging 0.4.17 for f-droid but I have some questions regarding android build |
09:35 |
Xiong |
Dunno but it's a good job of a very tough nut. |
09:36 |
ClockGen |
I didn't find any info or instructions regarding what NDK version should I use, also there seems to be a problem with latest stable version tag |
09:36 |
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09:37 |
ClockGen |
I'm able to build 0.4.16, but with 0.4.17.1 I'm getting an error during applying certain patch to irrlicht, although this is the tag version that's been marked as stable (and, supposedly, android apks were built from it) |
09:37 |
ClockGen |
Though, checking later, I found that somebody pushed a fix to this exact build problem I'm having, but way past the release date (a few hundred commits ahead) |
09:38 |
ClockGen |
So I'm wondering if the build was fixed manually to build the android version and fixes were commited later |
09:38 |
Xiong |
When I stand so HUD reports my pos (0,1.5,0), call the node on which I'm standing, A. So... can anyone describe the location of A within its mapblock? |
09:38 |
ClockGen |
(btw, I'm unable to build it with code from the commit that fixed it either) |
09:39 |
ClockGen |
I've tried using all NDK versions from r15c to the latest one |
09:40 |
Xiong |
ClockGen I'm still no help to you but thanks for mentioning the patch. That's desperately needed. |
09:40 |
ClockGen |
https://github.com/minetest/minetest/commit/65af7d2fb6a7e9537dedfb9d11e93c929030d71b |
09:41 |
ClockGen |
This is the commit that fixes it |
09:41 |
ClockGen |
Without it, the build fails because it fails to apply the patch |
09:41 |
ClockGen |
but it's on master (not on stable-0.4) |
09:42 |
Xiong |
Not sure you and I are discussing the same irrlicht patch. |
09:43 |
ClockGen |
Maybe, I just joined |
09:44 |
ClockGen |
Didn't see the chat log |
09:44 |
Xiong |
The Android port currently on Play Store spams irrlicht errors. Must silence chat and disable logging. Bad. |
09:46 |
ClockGen |
Ah no, I mean't the patch that supposedly fixes android building error for 0.4.17 |
09:46 |
Xiong |
ClockGen, you didn't miss anything; I wasn't talking about this irrlicht issue before (I thought) you mentioned it. |
09:47 |
Xiong |
My concern today is the alignment of the mapblock grid. Do you know how it goes? |
09:49 |
Xiong |
If I were doing it, (0,0,0) through (15,15,15) would be one mapblock. I don't know how it actually is, though. |
09:51 |
Xiong |
The issue is key for me because I'm using an anchor to forceload mapblocks. I need to know where the edges are. |
09:54 |
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10:01 |
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10:03 |
Xiong |
ClockGen, I can't even figure out where to look to answer that question. I've been searching with many different terms but coming dry. |
10:08 |
ClockGen |
I don't have much idea about the technical side of minetest engine |
10:09 |
Xiong |
Ah. |
10:10 |
Xiong |
Can you think of a mod or ingame appproach to discover the answer? |
10:12 |
ClockGen |
I think there's some method to determine it in a voxel manipulator tutorial on minetest wiki |
10:13 |
ClockGen |
One second I'll try to find the link |
10:13 |
ClockGen |
https://dev.minetest.net/VoxelManip |
10:17 |
* Xiong |
looks |
10:18 |
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10:19 |
est31 |
scr267: that's definitely too slow |
10:19 |
est31 |
scr267: have you compiled the mapper using release? |
10:19 |
est31 |
or using debug |
10:19 |
est31 |
it should be faster with release |
10:20 |
Krock |
o/ est31 :D |
10:22 |
est31 |
hi Krock |
10:22 |
Krock |
rare occasion to see you active here again :) |
10:23 |
est31 |
indeed |
10:23 |
Xiong |
Krock You have a protection mod on a "fixed grid", yes? |
10:23 |
est31 |
haven't touched minetest in months, maybe even years :) |
10:23 |
Krock |
Xiong: simple_protection. Yes. |
10:24 |
Xiong |
I have a mapblock grid question. |
10:24 |
Krock |
Xiong: I hoped to somewhen make use of a proper database, but for now it relies on safe-written text files only |
10:24 |
Krock |
yes sure. just ask |
10:25 |
Xiong |
I installed you mod and tapped a certain node with the special stick. Now, as I walk around, I sometimes see a green message in the screen... makes sense. |
10:26 |
Krock |
use "/area show" to see the bounds |
10:26 |
Krock |
also, you can punch air as well |
10:26 |
Krock |
white: no access, green: access |
10:26 |
Xiong |
Ah yes. But that's not my issue. |
10:27 |
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10:27 |
Xiong |
I want to know if... by default... your fixed grid is coincident with mapblocks. |
10:28 |
Xiong |
Dunno about punching air. Have to try it. |
10:29 |
Krock |
yes it is |
10:30 |
Krock |
I also tested it by reducing the visible mapblock range to a minimum to ensure it matches |
10:31 |
Krock |
other grid sizes than 16,64,128.. would however destroy that logic |
10:31 |
Xiong |
Not looking for some ongoing feature... no interest in protection as such. I just want to know where mapblock edges fall in the world, relative to what I see in debug hud. |
10:31 |
Xiong |
0149 <+Xiong> If I were doing it, (0,0,0) through (15,15,15) would be one mapblock. I don't know how it actually is, though. |
10:32 |
Xiong |
What I saw by experiment with your mod contradicted that assumption. |
10:32 |
Krock |
it's as you said. the the minimal point is at (0,0,0) and then it repeats each 16 nodes |
10:33 |
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10:33 |
Krock |
so the outer maximal point of the first mapblock is then (15,15,15) |
10:33 |
Xiong |
Maybe I misinterpreted results. |
10:33 |
Krock |
hmm will have to check |
10:33 |
Xiong |
I trust you on this matter. |
10:35 |
Krock |
yes, it is matching with the mapblock divisions (as long you use all default values) |
10:35 |
Xiong |
Erm, but to interpret properly... where exactly is (0,0,0)? I'm certain I can stand over that node. But when am I standing ON it? |
10:35 |
Krock |
so basically vector.floor(vector.divide(position, 16)) |
10:36 |
Krock |
0,0,0 is the node itself. you're standing 0.5m above it, assuming it's a 1x1x1 cube |
10:36 |
Krock |
node itself = the center of the node |
10:36 |
Xiong |
Argh. I spoke badly. |
10:37 |
Krock |
haha let's retry then :) |
10:39 |
Xiong |
I have a stone block out at sea. The upper surface is flush with the water (~ for some fiddly involving sea level). When I stand on the block, hud reports (0,1.5,0). Am I standing on the origin? |
10:41 |
Xiong |
Or to rephrase: is the stone block on one 3D corner of its mapblock? |
10:42 |
Krock |
no, it's only on the 2d x/z corner of the mapblock |
10:42 |
Xiong |
Ah. |
10:43 |
Xiong |
Where is it? |
10:43 |
Krock |
go one node down where it says 0,0.5,0 and you're standing on the origin |
10:43 |
Xiong |
Erk? |
10:44 |
Krock |
i.e. 0,0,0 3d corner of the mapblock |
10:45 |
Krock |
you could also run "//lua minetest.set_node({x=0,y=0,z=0}, {name="default:furnace"})" (requires worldedit_chatcommands) |
10:45 |
Krock |
the corner node will turn into a furnace and you're standing at (0,0.5,0) (on top) |
10:46 |
Xiong |
So... the top level of water and the level immediately below it... are both in the same mapblock. But the next layer down is in another mapblock? This is counterintuitive. |
10:47 |
Xiong |
I will make the experiment exactly as you suggest. |
10:48 |
Krock |
why is it counter-intuitive? The mapblock boundaries have to be somewhere |
10:49 |
Krock |
the F5 position information (and your HUD) return the feet position |
10:49 |
Krock |
moment.. rechecking whether it's also the case for 0.4.x |
10:50 |
Xiong |
Well. My first thought would be to set the boundary at sea level. My next thought might be to optimize and set the boundary some 8 above/below sea level. |
10:51 |
Krock |
mapgen_limit = 31000 |
10:51 |
Krock |
water_level = 1 |
10:51 |
Krock |
~ map_meta.txt |
10:52 |
Xiong |
Say I'm walking along... or swimming. My immediate interests lie in nearby blocks. I'm generating new chunks as I go. Why not generate a volume around my person? But that's just how I think. |
10:52 |
Krock |
the sea is always 1m above the origin. You could change that manually so newly generated mapblocks would then have the sea level at 0m |
10:53 |
Xiong |
This is an easy fix, yes. If it bothers me enough. |
10:53 |
Krock |
from minetest.conf.example |
10:53 |
Krock |
# max_block_generate_distance = 6 |
10:53 |
Krock |
this means up to a distance of 6 mapblocks, everything around you is generated |
10:54 |
Krock |
if it's what you meant with "generate a volume around my person" |
10:54 |
Xiong |
What I want along those lines is to have hud report the node under my feet, not the feet themselves. That x.5 drives me nuts. |
10:55 |
Krock |
easy |
10:55 |
Krock |
floor(my_position - (0,0.0001,0)) |
10:55 |
Krock |
although this might fail far outside, say near the maximal world edges due to floating point imprecision |
10:56 |
Xiong |
What? Where do you put that? minetest.conf? |
10:56 |
Krock |
no, that's pseudocode to calculate the node below your feet |
10:57 |
Xiong |
Only an idiot ventures to the edge of the world during normal game play. I've done it three times... but then, I'm often an idiot. |
10:57 |
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10:58 |
Xiong |
Nice but that won't fix hud. |
10:58 |
Krock |
set "mapgen_limit = 0" in your map_meta.txt and enjoy :D |
10:58 |
Krock |
world edge in front of your nose |
10:58 |
Xiong |
Been there.... |
10:58 |
Krock |
why won't it fix the hud? it will tell you quite reliably where the node below each one's feet is |
10:59 |
Xiong |
By hud I mean specifically the dump I see when choosing the regular debug mode. |
11:00 |
Krock |
ah okay. that's just debug information. HUDs are commonly referred to either the item selector or by-Lua added bars/text etc |
11:00 |
Xiong |
I hate that display and rely on it constantly. Messy, verbose. |
11:01 |
Krock |
then write a mod to display the position on your screen :D |
11:02 |
Xiong |
I would pay good cash money for a mod to replace the stuff shown by the debug key with useful, player-oriented info. |
11:02 |
Krock |
https://forum.minetest.net/viewtopic.php?t=21053 |
11:02 |
* Xiong |
looks |
11:02 |
Krock |
"debug key with useful, player-oriented info." |
11:02 |
Krock |
time to frame that somewhere |
11:03 |
Krock |
debug information is meant to be used by developers and modders - if they can make use of it |
11:03 |
Xiong |
I lack the skills and tools needed to write and test mods. I have underlying related experience but it's not enough. |
11:04 |
Krock |
it's not that hard :) |
11:04 |
Xiong |
Yes, frame it and star it. |
11:04 |
Krock |
s/hard/difficult/ |
11:04 |
Krock |
haah :D |
11:04 |
Xiong |
Typing plain text is difficult in Android. |
11:06 |
Xiong |
I touch Dvorak. Pecking at my phone is... torture, even if partially self-inflicted. |
11:06 |
Xiong |
One-finger typing! |
11:09 |
Xiong |
That poshud looks very interesting, thank you. |
11:12 |
Xiong |
Krock++ |
11:12 |
Xiong |
You've given me much to go on. You deserve to know why. |
11:15 |
Xiong |
I'm running technic so I'm using an anchor to forceload mapblocks. It's imperative I confine functional groups... assembly lines, power plants... to the forceloaded mbs. Do not want to forceload insane numbers of mbs. |
11:18 |
Xiong |
I think a sane industrial design divides the working area... visibly... into mbs. Then each functional unit us built inside one or more. Not mostly in one with a key node overhanging a not-forceloaded mb... creating a heisenbug. |
11:18 |
Xiong |
Thanks again. |
11:19 |
Krock |
re |
11:20 |
Krock |
are "mbs" mapblocks? |
11:20 |
Krock |
given from the context yer |
11:20 |
Xiong |
Yes. |
11:22 |
Krock |
I don't quite understand the final goal of your project but I'm glad that I could help you :) |
11:23 |
Xiong |
Just to keep technic/pipeworks/mesecons running smoothly while I'm -1024... getting more goods. |
11:25 |
Xiong |
I've had these unloaded mbs cause heisenbugs on other people's servers... nasty. |
11:25 |
Xiong |
You've been of enormous help. |
11:28 |
Krock |
Oh yes. Having the machinery running while you're away saves a lot of time - on the other side the server will also slow down a little |
11:31 |
Xiong |
Yes. So it's good practice to minimize the quantity of forceloads. |
11:33 |
Xiong |
The... nonengineer... solution to avoiding technic heisenbugs is to forceload about 1024 mbs around my lab. If I thought that was wise, I wouldn't have a lab. |
11:34 |
Xiong |
Or as my grandfather used to say: Measure twice, cut once! |
11:43 |
Krock |
but never trust your measuring tools |
11:46 |
Krock |
trying to find the relevant "Cliff Stoll" video for this reference |
11:46 |
Xiong |
Please don't get me started. I got the lecture on how never to drop a square... and how to check a square... and how to adjust a square with a ball peen hammer... in elementary school. Nobody knows this stuff anymore. |
11:49 |
Xiong |
I've sometimes coached math. I ask students, "Why is a right angle right? What makes it special?" I take them out of the room to the yard and have them search the trees and grass for right angles. What's right about it? How could you make a square, right now, out of what you see? |
11:52 |
Xiong |
I also remember hearing an ME tell me a story from school. They're in the shop, all tools available. Task is to fabricate a 1-inch steel cube. |
11:53 |
Krock |
not that easy at all :) |
11:53 |
Xiong |
Not... about 1 inch. Not... cubeish. One inch. |
11:57 |
Xiong |
So he's got his work in his pocket all day, every day, wrapped in chamois, and he takes it out and buffs it with various grades of polish while waiting for the bus, etc. One classmate nicked his... quite a few did... and went to vacuum deposition to fill in. All the 4.0 overachievers had nervous breakdowns trying to sand off the last thousandth. |
11:59 |
Xiong |
So now you know why I went into Microelectronics and left mechanicals to the MEs. |
12:01 |
Ingar |
Rendering 1x1x1 cubes is far less exhausting, hence I did computer science |
12:06 |
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13:40 |
ClockGen |
rubenwardy: could you help me please with my problem? |
13:40 |
ClockGen |
I don't know who packaged minetest for android, but I know that you're an author of minetest mods application, so maybe you've faced same problem as me |
13:41 |
ClockGen |
In short: I'm packaging minetest 0.4.17 for f-droid, but it doesn't build |
13:42 |
ClockGen |
I've managed to build 0.4.16 without any problems, but for 0.4.17 I'm getting a error during compilation of one of irrlicht libs |
13:42 |
ClockGen |
Checking github commits, I guess that ndk-r15c or r16b was used for compilation |
13:43 |
ClockGen |
But it doesn't compile with them either |
13:43 |
ClockGen |
I've tried all ndk's since 15 |
13:45 |
ClockGen |
There's also a problem that potentionally hits some unix systems, but I figured it out. When applying android patches to irrlicht, all source files are with dos lineendings, while patches were generated with unix ones, for some reason this was fixed way later in upstream, rather than in release-0.4 branch (and stable 0.4.17.1 tag) |
13:45 |
ClockGen |
Anyway, considering that the team built android apks, I guess they did manual changes during building |
13:50 |
rubenwardy |
The requirements for building have changed |
13:50 |
rubenwardy |
Nerzhul or stujones1 are who you need to ask |
13:51 |
rubenwardy |
I did pure Android stuff, the NDK scares me :) |
13:51 |
ClockGen |
I see, can I catch them here, on irc? |
13:51 |
ClockGen |
Do they visit? |
13:51 |
rubenwardy |
Nerzhul should be in #minetest-fev |
13:52 |
rubenwardy |
*dev |
13:52 |
ClockGen |
Ok thanks |
14:02 |
Quiark |
anyone else experiencing significant lag with MineClone2 ? I'm hosting my server and playing on local network. Not a lot happening (around 20 mobs around) |
14:04 |
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14:13 |
ClockGen |
Hey guys, I was wondering, is there any official matrix minetest room? |
14:14 |
ClockGen |
I've seen a lot of open source projects jump to matrix lately (or bridge irc and matrix rooms) |
14:16 |
Quiark |
ClockGen: yes there is and no activity there |
14:23 |
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14:28 |
scr267 |
est31: Oh thats a good question... I'm not sure |
14:29 |
scr267 |
est31: I compiled it using cmake . --DENABLE_POSTGRESQL (thats the only option I passed). |
14:29 |
ClockGen |
Quiark: is it bridged? |
14:29 |
scr267 |
est31: Oh actually I'm probably referring to minetestmapper... hold on ill double check the mapper options. |
14:30 |
Quiark |
ClockGen: it's not, dunno why |
14:50 |
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15:25 |
scr267 |
How do server admins usually deal with recipe conflicts? |
15:27 |
MinetestBot |
[git] martinxyz -> minetest/minetest: Fix crash if display resolution is not set (#7950) b02effd https://git.io/fpSMS (2018-12-08T15:26:04Z) |
15:29 |
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15:39 |
est31 |
scr267: you need to do -DCMAKE_BUILD_TYPE=Release |
15:40 |
scr267 |
est31: ah geez, was just reading the cmake flags when you send that... thanks very much! |
15:40 |
scr267 |
interestingly |
15:40 |
est31 |
that should make minetestmapper much much faster |
15:40 |
scr267 |
CMAKE_BUILD_TYPE:STRING=Release is already set when i run CMAKE -LA |
15:42 |
est31 |
hmmm |
15:42 |
est31 |
dont know then |
15:42 |
est31 |
maybe the postgres backend isn't optimized? |
15:45 |
scr267 |
Yeah I'm sorta wondering about that... |
15:45 |
scr267 |
thanks for your help! |
15:45 |
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15:52 |
scr267 |
est31: Probably nothing that you can do about this, but I keep getting this error when I use minetest-mapper-cpp from rogier-5 |
15:53 |
scr267 |
And I can't seem to compile the one from adrido |
15:54 |
scr267 |
The error from minetest-mapper-cpp is [TILEGEN 20/map_0_0.png ERR]: Coordinates: -16,-1632,-384+16+16+16; Cause: incorrect header check |
15:57 |
est31 |
scr267: then just adjust the character in your local fork of leaftest :) |
15:58 |
scr267 |
Well, I thought it was supposed to be a comma... This is rogier-5's minetestmapper fork |
15:58 |
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16:04 |
scr267 |
Oh interesting, if I call the mapper directly it returns this error: |
16:04 |
scr267 |
Failed to decompress data in map block -65,8,26 (id: -65,8,26). Block corrupt |
16:04 |
scr267 |
IT does that with all the blocks |
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16:53 |
Out`Of`Control |
scr267: you have to change 2 lines to make it work |
16:54 |
Out`Of`Control |
scr267: https://github.com/minetest/minetestmapper/commit/21444d00c35dc6896ffc27af7da38d8a296178fd |
16:54 |
Out`Of`Control |
then recompile |
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17:12 |
Vadtec |
is there a way to find a really tall mountain peek for a given world seed? tall is in damn near reaches to the sky limit |
17:12 |
Vadtec |
other than aimlessly wandering around looking for it |
17:15 |
LazyJ |
paramat is MT's mapgen expert; he may be able to answer that when he's online next. |
17:16 |
Vadtec |
ty, ive never stood at the base of a mountain that is that tall, i wanna see what it looks like |
17:18 |
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17:22 |
Alexand{er|ra} |
I don't think any mountains come anywhere close to reaching the sky limit. The limit's rather high. |
17:23 |
Alexand{er|ra} |
We don't have those wimpy short worlds that the Microsoft game has. |
17:23 |
Vadtec |
ive found mountains that go up to around 4k before |
17:23 |
Vadtec |
but ive never seen any higher |
17:24 |
Alexand{er|ra} |
4K isn't anywhere near the limit. |
17:24 |
Vadtec |
though ive been told by other people who play they have found taller |
17:24 |
* Alexand{er|ra} |
checks their notes |
17:25 |
LazyJ |
Also the player's viewing range plus whether or not chunks are loaded may prevent seeing the whole base from a distance. |
17:25 |
Alexand{er|ra} |
Using the default settings, the limit is 30927. Using my settings, the limit increases to 30991. Either way, 4000 is nothing if looking for a mountain that hits the limit. |
17:27 |
Vadtec |
i run with viewing distance unlimited, at least for this quest |
17:28 |
Alexand{er|ra} |
For a mountain to reach that high, the base would have to be rather large. Pretty much the entire map would need to be one big mountain. |
17:28 |
Vadtec |
well then this world seed isnt going to give me one...its mostly ocean |
17:31 |
Quiark |
try the fractal mapgen, it does generate .. big |
17:31 |
Quiark |
things |
17:32 |
Vadtec |
thats what im using, but even so, this seed is 99% ocean, though the subterrain is interesting |
17:32 |
LazyJ |
paramat made a mod that will produce a 2km mountain: |
17:32 |
Vadtec |
loads of dungeons |
17:32 |
LazyJ |
https://forum.minetest.net/viewtopic.php?t=5159 |
17:32 |
LazyJ |
|
17:33 |
Vadtec |
wow, thats bonkers....awesome, but bonkers |
17:33 |
Vadtec |
lol |
17:35 |
scr267 |
<Out`Of`Control> Ok thanks, I will try that |
17:37 |
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17:37 |
Vadtec |
also...this world seed + fractal = desert no higher than 38 surrounded by ocean....has a snow patch on top of the highest "hill" in the desert... |
17:40 |
Quiark |
this fractal config has pretty awesome results: https://hastebin.com/aparijasov |
17:47 |
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17:47 |
Vadtec |
Quiark: where would i put those settings? |
17:48 |
Vadtec |
ive only ever used the GUI for terrain settings |
17:50 |
Quiark |
It's a file in the folder containing the world |
17:51 |
* Vadtec |
checks |
17:51 |
Vadtec |
map_meta.txt? |
17:53 |
Quiark |
Yea I think |
17:53 |
* Vadtec |
tests it |
17:54 |
Vadtec |
whoa |
17:54 |
Vadtec |
first structure i see is...impressive |
17:55 |
Vadtec |
goes to almost 1k high |
17:57 |
Vadtec |
Quiark: awesome isnt a strong enough word for what im seeing...and all i can come up with is "damn" |
18:22 |
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19:41 |
Markow |
??? |
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20:14 |
Xiong |
Hi! By default, keymap_toggle_chat is bound to F2... but it is a toggle. That chat log is shown by default. What should I set in minetest.conf to disable by default? |
20:14 |
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20:15 |
Xiong |
I don't mean, to disable the toggle but to hide the display. |
20:16 |
Krock |
For me the chat log is hidden by default |
20:19 |
Xiong |
Interesting, Krock. |
20:20 |
Krock |
oh wait |
20:20 |
Xiong |
For me, shown. And this is bad because Irrlicht spams a rendering error several times per second. This is a known bug. |
20:20 |
Krock |
I just saw the "F2". That chat log is also shown by default here. The full log with T/F10 is however hidden |
20:21 |
Xiong |
Oddly, the rendering is fine. But chat us unusable. |
20:21 |
Krock |
uh weird. never heard of such a problem |
20:22 |
Xiong |
https://github.com/minetest/minetest/issues/7525 |
20:23 |
Krock |
so the chat is causing this error? |
20:23 |
Xiong |
I would not slog through that if I were you. |
20:24 |
Krock |
this issue is rather about falsely reported GPU capabilities which then let irrlicht freak out |
20:24 |
Xiong |
No no. The error is dumped to chat. It's an ERROR, which IIUC means very bad, so shown in chat. I guess. |
20:25 |
Krock |
client errors get written to the chat if that one is available, yes. |
20:25 |
Xiong |
Right. Irrlicht freaks out, screams, and works anyway. |
20:26 |
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20:26 |
Xiong |
So this spam eats my screen. I enter play and immediately F2. |
20:26 |
Xiong |
Can I not hide chat in minetest.conf? |
20:27 |
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20:27 |
Krock |
no, you can also not turn off this kind of error logging |
20:27 |
Krock |
check whether the problem persists with 5.0.0-dev |
20:28 |
Xiong |
Sorry, disagree. I have successfully disabled logging. Good thing too. debug.txt bloats to a few Mb in short order. |
20:29 |
Krock |
I meant logging to the chat |
20:30 |
Xiong |
Frankly I'm afraid to install from GitHub. Android is so weird. Sideloading is tricky, risk losing data. |
20:31 |
Xiong |
No way to do the adult thing and have multiple side-by-side installs. The whole thing stinks. |
20:32 |
Xiong |
Android is evil, not Linux. |
20:33 |
Xiong |
Well, never mind hiding chat. Bad workaround anyway. |
20:34 |
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20:37 |
Xiong |
All the usual keyboard controls are nasty for me. I had to change to Hacker's Keyboard, conf it to show permanent notification. Then swipe the bar ingame, which leaves me chopping my feet. Then pull up the kbd and F2 or whatever. Kbd eats half the screen so I must put it away. |
20:37 |
Xiong |
I don't usually cry but... |
20:37 |
FreeFull |
Xiong: How about OSes like Tizen? |
20:38 |
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20:38 |
Xiong |
FreeFull Never heard of it. There was... name slips my mind... OS no longer supported. |
20:39 |
FreeFull |
Firefox OS? |
20:39 |
Xiong |
Likely, Tizen no help. Netflix will no longer run on a rooted phone. |
20:39 |
Xiong |
?? |
20:41 |
Xiong |
Tizen, Samsung only. Mine is Moto G4. |
20:44 |
Xiong |
Not sure I'm ready to jump off cliff. Android is like jail. Sure, you can escape. But if you do, it's not easy to resume your life. |
20:45 |
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20:45 |
Xiong |
... drifting OT, sorry. It is what it is. |
20:47 |
Xiong |
Krock, that poshud mod is great. Not what I want (out of box) but I've been tinkering with it. Very pleased, much thanks. |
20:48 |
Krock |
such no problem |
20:48 |
Xiong |
:) |
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20:53 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Change description for //about, fix #170 f242f2f https://git.io/fpSNn (2018-12-08T20:52:36Z) |
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22:04 |
paramat |
Vadtec "is there a way to find a really tall mountain peek for a given world seed?" fastest way is to use 'emerge area' to generate thin horizontal slices of world at increasingly higher altitudes to catch the peaks |
22:05 |
Vadtec |
paramat: oh hai, thanks, ill have to check out "emerge area" then |
22:05 |
paramat |
but the slice x, z size shouldn't be 62000x62000, generate smaller areas like 4000x4000 |
22:06 |
Vadtec |
i figured as much |
22:06 |
Vadtec |
max values might piss something off lol |
22:06 |
paramat |
it's a chat command '/emerge_area (x1,y1,z1) (x2,y2,z2)' |
22:07 |
Vadtec |
heh, thanks, i just looked it up |
22:08 |
paramat |
and make sure slice is no more than 1 mapchunk high for performance. also. disabling caves, dungeons, decorations and biomes will greatly speed up generation |
22:08 |
Vadtec |
im ok with slowness, i want the world at it's fullest |
22:10 |
paramat |
oh and use the c++ mtmapper to view the area generated, it cannot map more than 4000x4000 at once |
22:10 |
Vadtec |
ty |
22:11 |
paramat |
well i mean, use a dummy world with the same seed for searching purposes, to get the co-ords for use in a fully generated world |
22:11 |
Vadtec |
oh, caves et all wont affect terrain generation? |
22:11 |
Vadtec |
et al* |
22:14 |
paramat |
caves don't alter mountain peaks |
22:14 |
Vadtec |
k |
22:14 |
paramat |
neither will the other things i recommend disabling |
22:16 |
paramat |
any mapgen in particular you're searching in? |
22:17 |
Vadtec |
i was using fractal when i started this quest |
22:17 |
Vadtec |
i just wanna see a mountain that hits sky limit |
22:19 |
paramat |
ok. default fractal mapgen goes up to about 1000, peak is on world x axis as island is symmetrical |
22:19 |
paramat |
fly/teleport either E or W from spawn (can't remember which) |
22:20 |
Vadtec |
oh |
22:20 |
Vadtec |
ok, so which mapgen can generate a mountain that hits sky limit then? |
22:21 |
Vadtec |
i once saw a mountain that was just under 4k, and ive had others tell me theyve had mountains up to about 18k |
22:21 |
paramat |
with default settings mapgen 'carpathian' likely has the highest peaks at 1000+ but they're rare |
22:22 |
paramat |
4000 was with custom parameters? |
22:23 |
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22:23 |
Vadtec |
honestly, id have to assume so, it was a while back |
22:23 |
luizrpgluiz |
hello |
22:26 |
Vadtec |
so what im hearing is, getting a mountain to generate up to ~30k will be beyond extremely rare |
22:28 |
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22:29 |
paramat |
probably impossible by default, use custom mapgen parameters. i expect carpathian might have very rare peaks of no more than 2000 |
22:30 |
Vadtec |
is that just an artifact of the noise generation function and all its parameters? |
22:34 |
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22:34 |
paramat |
yes |
22:34 |
Vadtec |
kinda figured as much |
22:35 |
Vadtec |
ive screwed around with perlin noise trying to get it to generate heightmaps up to 32k before...as far as i can tell, its nearly impossible (impracticle) |
22:37 |
Vadtec |
maybe ill just build me a mountain thats 30k tall, hehe |
22:37 |
Vadtec |
thanks for the info |
22:37 |
paramat |
is possible |
22:38 |
Vadtec |
"nearly impossible" ... for me, impossible |
22:38 |
paramat |
using custom mapgen params most mapgens can hit 31000 |
22:38 |
paramat |
ah ok |
22:39 |
Vadtec |
math isnt one of my strong suits, so im not exactly sure how to manipulate the formula |
22:39 |
Vadtec |
i get the gist of octaves n stuff |
22:39 |
Vadtec |
just not the finess of them |
22:39 |
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22:50 |
paramat |
if you ask in https://forum.minetest.net/viewtopic.php?f=47&t=15272 and specify a particular mapgen i can help |
22:53 |
Vadtec |
thanks, ill do that in a bit, squashing a bug in some code right now |
22:53 |
Vadtec |
do appreciate |
23:05 |
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