Time |
Nick |
Message |
00:00 |
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00:12 |
cheapie |
Ow, my eyes... remind me what exactly the "tone mapping" setting is supposed to be for, again? |
00:22 |
paramat |
websearch 'filmic tonemapping' |
00:24 |
cheapie |
paramat: So it's supposed to make it look more like a movie or something? These results aren't real helpful. |
00:25 |
cheapie |
I'll admit I haven't watched a movie in ages, but I don't remember them being insanely bright with everything washed out. |
00:26 |
paramat |
specifically its 'Hable's UC2 filmic tonemapping' one tone mapping standard |
00:27 |
cheapie |
I keep seeing references to HDR and stuff... does this require hardware I don't have and that's why it looks bad? |
00:27 |
JDCodeIt |
Anyone know why these functions don't seem to be available in lua when writing mods? They are listed in lua_api.txt - minetest.get_humidity(pos) - Seems one needs to get the perlin params then call perlin noise directly |
00:28 |
paramat |
http://filmicworlds.com/blog/filmic-tonemapping-operators/ |
00:28 |
paramat |
no it doesn't require anything |
00:28 |
paramat |
just colour post-process |
00:28 |
cheapie |
paramat: Yes, I found that, and it seems to show different versions of it, but it doesn't say what tone mapping is in the first place, what it's supposed to do, or why you would want it. |
00:30 |
paramat |
HDR = high dynamic range |
00:30 |
paramat |
see 'tone mapping' on wiki |
00:30 |
paramat |
-pedia |
00:32 |
cheapie |
So it's supposed to make things more realistic-looking? |
00:33 |
cheapie |
If so, it must be broken, because it completely ruins colors when I turn it on. |
00:33 |
paramat |
i don't use it but many like it. MTG textures may be partly why it looks bad to you |
00:33 |
paramat |
if broken post an issue |
00:34 |
paramat |
should look like this https://github.com/minetest/minetest/pull/3612 |
00:34 |
cheapie |
OK, so it's supposed to look that bad :P |
00:39 |
paramat |
heh |
00:40 |
paramat |
at least it's not a bug |
00:59 |
paramat |
JDCodeIt maybe test with the code i tested the PR with? https://github.com/minetest/minetest/pull/6455 |
00:59 |
paramat |
it worked when i tested it |
01:05 |
paramat |
they might not work in mgv6 though |
01:07 |
paramat |
as that doesn't use the biome API |
01:13 |
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01:29 |
sveta |
thanks for adding the cern paragraph to the minetest draft article at wikipedia, and for mentioning it paramat jluc, I did some formatting fixes for it. paramat the opensource.com link is already there |
01:30 |
sveta |
there is several research publications which involve using minetest in a class once where they demonstrate some success which is good |
01:31 |
sveta |
but finding some places where it is offered continuously every year would be even better |
01:31 |
sveta |
(link: https://en.wikipedia.org/wiki/Draft:Minetest for those who weren't here a few hours ago) |
01:49 |
Lone-Star |
tone mapping does nothing for default MTG textures. if using a good texture pack, it makes it really stand out |
01:50 |
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01:53 |
Dr-Frankenstone |
Is there a way to get "ignore" nodes into a .mts? I want the .mts to overwrite nodes in the world, but because the empty nodes in the mts are set to air it removes everything in the world inside its bounds. |
01:53 |
Dr-Frankenstone |
The schematic loading function converts ignore into air - https://github.com/minetest/minetest/blob/master/src/mapgen/mg_schematic.cpp#L292 |
01:54 |
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01:54 |
Dr-Frankenstone |
but the schematic placing function knows not to overwrite nodes with ignore - https://github.com/minetest/minetest/blob/master/src/mapgen/mg_schematic.cpp#L144 |
01:55 |
Dr-Frankenstone |
so if there's a way to have 'ignore' nodes in the .mts, then it should work |
01:55 |
paramat |
yes .mts can contain ignore nodes, they're just never placed |
01:56 |
Dr-Frankenstone |
how are ignore nodes specified in the .mts so that Minetest doesn't convert them to air? |
01:56 |
Lone-Star |
think there is a flag you can set to replace all nodes on place. |
01:56 |
paramat |
actually, until now i've recommended using 'air, prob = 0' for 'void' in schematics, but using 'ignore' for void is better, and is slightly faster during schematic placement |
01:57 |
Lone-Star |
this may be a worldedit command though |
01:58 |
paramat |
to avoid a node in a schematic overwriting a node in the world, set it's 'prob' to 0. you may have to create the schematic using a lua table to do this, but some schematic saving mods can set per-node prob too |
01:58 |
Dr-Frankenstone |
ahh, that might be the clue I need. I'm trying to fix up the old script from https://forum.minetest.net/viewtopic.php?id=6007 , I didn't realise I could specify a probability for each material |
02:01 |
paramat |
that deserialize function may not be ideal, i need to study that |
02:03 |
JDCodeIt |
Using 0.4.17 stable branch I did not see the function - i did print(dump(minetest)) to a file, but the functions are not listed - did this PR #6455 not make 0.4.17 stable branch? |
02:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/6455 -- Add 'get heat', 'get humidity', 'get biome data' APIs by paramat |
02:06 |
paramat |
i misunderstood. using 'ignore' in a schematic may not be a good idea, or, perhaps it should be 'ignore prob = 0' |
02:09 |
paramat |
probabiliites are per-individual node, not per-node type, see MTG lua tables https://github.com/minetest/minetest_game/blob/master/schematic_tables.txt |
02:10 |
paramat |
get biome data/heat/humidity is a feature so wouldn't have been added to 0.4.17 |
02:10 |
paramat |
0.4.17 was bugfixes only |
02:10 |
JDCodeIt |
Ok, got it. Looking forward to a stable 5.0 :-) |
02:13 |
paramat |
ok, looks like it may be best to use 'air, prob = 0' for non-placed void in schematics |
02:20 |
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02:21 |
paramat |
the mod 'schemtools' can save a schematic from the world, then convert it to a lua table for further editing |
02:23 |
paramat |
then you can alter air to air prob 0 to not be placed |
02:32 |
Dr-Frankenstone |
Thanks paramat. I think I'll do that, this old script is a bit primitive. Fixing it up in a lua table is probably the way to go. |
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Linda_Wolfy |
J |
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W |
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S |
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02:36 |
paramat |
^ VanessaE |
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02:45 |
sergiuslane |
thanks for this forum..https://downloadlagu-mp3.club/ |
02:45 |
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02:45 |
Ronika |
Shush |
02:48 |
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02:49 |
Lone-Star |
the nuts are out tonight |
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02:55 |
MinetestBot |
[git] paramat -> minetest/minetest: lua_api.txt: Various additions and improvements (#8245) 00a22ec https://git.io/fh5gb (2019-02-17T02:52:53Z) |
03:00 |
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05:09 |
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05:10 |
Wikiwide |
Minetest crashes with error about write_F1000 function : assertion i is between F1000_Min and F1000_max failed. What could it be? |
05:11 |
sveta |
unload all modules, check again |
05:11 |
sveta |
is it easy to reproduce |
05:20 |
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05:46 |
Wikiwide |
Sveta: easy to reproduce, yes. Especially near a particular location. |
06:00 |
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06:03 |
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06:07 |
Ruslan1 |
Hello |
06:46 |
Emerald2 |
How about finishing/polishing up some of the games and shipping them with Minetest? MTG is really basic after all. |
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09:56 |
Hijiri |
I think the general attitude is that it's a not a specific priority of MTG or engine team, and that the game developer would need to make it ready for inclusion and propose it |
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14:34 |
Nametest |
Hello. Anyone knows what are the corner node positions of a world mapblock? For example, 0,0,0 and 16,16,16? |
14:35 |
Krock |
well, depends on where the mapblock is |
14:35 |
Krock |
node_pos = mapblock_pos * 16 |
14:35 |
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14:36 |
Krock |
whereas node_pos here is the minimal position inside the mapblock (i.e. 0,0,0) |
14:36 |
Nametest |
Hmm... so that means mapblock_pos = node_pos % 16 ? |
14:37 |
Nametest |
Sorrry, I meant integer division, not % |
14:37 |
Krock |
yes |
14:37 |
Nametest |
Okay. Thanks! |
14:37 |
Krock |
so in Lua you'll have to use math.floor |
14:38 |
Krock |
!next |
14:38 |
MinetestBot |
Another satisfied customer. Next! |
14:56 |
p_gimeno |
what's the reported Y position in the F5 screen? is it the position of the camera? |
14:58 |
Nametest |
It's the position of the player's feet, I think. |
15:00 |
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15:00 |
Nametest |
The camera position should be player:get_pos() + player:get_properties().eye_height + player:get_eye_offset() |
15:05 |
Krock |
p_gimeno: feet + 0.5m |
15:05 |
Krock |
don't ask me why |
15:05 |
Krock |
err lol |
15:05 |
Krock |
it's exactly the feet position |
15:06 |
Krock |
Nametest: not quite. the eye offset is rotated with the player |
15:06 |
Sokomine |
any ideas how to turn a nodebox (looks pretty ok as inventory image) into a texture i could use for the corresponding wield item? |
15:07 |
Krock |
uhm.. why not just use the wielditem entity type? |
15:07 |
Krock |
Minetest does calculate that automatically |
15:07 |
Nametest |
I hate rotations. They make the math so much worse. |
15:08 |
Sokomine |
does that work for entities as well? |
15:08 |
Krock |
Sokomine: well, it's what you get with dropped items |
15:09 |
Nametest |
... do you want the wield image to be the same as the inventory image, or?... |
15:09 |
Krock |
Nametest: until there's a magic function called rotate_vector(v, pitch, yaw, roll) |
15:11 |
Nametest |
Krock: rotating entities by roll axis also rotates their yaw and pitch axis so if you want to set yaw, pitch and roll separately... you can't |
15:11 |
Nametest |
Fortunately everything is a cube |
15:11 |
Nametest |
... or cuboid shape |
15:11 |
p_gimeno |
Nametest: RC1? |
15:12 |
Nametest |
p_gimeno What is RC1? |
15:12 |
p_gimeno |
Minetest 5.0.0 Release Candidate 1 |
15:13 |
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15:13 |
Nametest |
Ah, well, I'm using the latest 5.0.0, so... probably yes? |
15:13 |
p_gimeno |
latest released? or latest from github self-compiled? |
15:14 |
shangul |
in other words the latest stable or just the latest? |
15:14 |
Krock |
latest 5.0.0 means latest in-development build, most likely current HEAD |
15:14 |
Krock |
since there was no stable 5.0.0 yet |
15:14 |
p_gimeno |
roll is broken in set_rotation in the released RC1, hopefully that will be fixed in today's release (if there's one) |
15:15 |
p_gimeno |
which was where I was getting at :) |
15:16 |
Nametest |
Latest stable that passed. I'm probably behind as of now, but it should be at most a week old. I don't compile from source, not enough cost-benefit |
15:16 |
Nametest |
However, I spent yesterday "fixing" my rotation code so that set_rotation did what I wanted it to do... and now you tell me it's a bug... |
15:17 |
p_gimeno |
sounds like you're affected by #7927 |
15:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/7927 -- get/set_rotation and get/set_yaw problems |
15:19 |
Nametest |
Amazing that set_rotation is such a recent addition. I would think it would be part of the fundamental entity toolset |
15:19 |
p_gimeno |
for 5.1 there will (hopefully) be a relative rotate() |
15:21 |
Nametest |
From what I have gathered, the vector is actually X=pitch, Y=yaw, Z=roll, but roll also rotates the pitch and yaw axis such that with Z=90, X=-yaw and Y=pitch |
15:21 |
Krock |
pitch & yaw alone would probably be easier to deal with |
15:21 |
Krock |
but then you need some more code to avoid locks |
15:22 |
shangul |
Which key is used to change the appearance of nodes? |
15:22 |
Nametest |
So, my own solution was to set pitch, yaw and roll independently, and then use the following code: |
15:22 |
Nametest |
v.x = v.x * math.cos(v.z) - v.y * math.sin(v.z) |
15:22 |
shangul |
I used to use a key and then appearance of nodes was changed, crosses or something instead of textures |
15:22 |
Nametest |
v.y = v.x * math.sin(v.z) + v.y * math.cos(v.z) |
15:25 |
p_gimeno |
Nametest: the way it's designed in the underlying engine, X is roll and Y is pitch, but they behave as pitch and yaw respectively due to Minetest's choice of world axes, as long as Z is kept at zero. In the underlying engine Z is yaw, but with MT's axis conventions it causes a mess. |
15:26 |
Krock |
shangul: F5 with the debug privilege makes them appear as a grid |
15:26 |
Krock |
press it like 4 times |
15:26 |
Sokomine |
or rather: can someone do me a favor and turn the image as created by mt into a texture with the necessary transparency and not too high a resolution? |
15:26 |
Nametest |
lol. That's amazing p_gimeno |
15:27 |
Nametest |
Sokomine: have you heard of [inventorycube{<top>{<left>{<right> ? |
15:27 |
shangul |
Krock, thanks |
15:27 |
Krock |
!next |
15:27 |
MinetestBot |
Another satisfied customer. Next! |
15:27 |
Krock |
Nametest: cube. does not work for any other shape |
15:28 |
shangul |
:D |
15:28 |
Nametest |
Right... I forgot. |
15:29 |
p_gimeno |
Krock: back to the vertical position: if it's feet position then I don't get why the feet position is 0.5 when in contact with the node. Horizontally, 0.5 is the node centre, which makes sense. It would make more sense if it was feet + 0.5m as you first said. |
15:29 |
Sokomine |
Nametest: isn't that for cubes only? can it handle nodeboxes? |
15:29 |
Krock |
p_gimeno: the node centre is 0,0,0 |
15:29 |
Krock |
extent is then 0.5m in each direction |
15:29 |
Nametest |
Sokomine: You can take a screenshot of the nodebox in question with high-saturation, uncommon-hue nodes behind (as in bright-magenta nodes). Then it is a very simple job of removing said color |
15:29 |
p_gimeno |
Krock: oops, that's right (and WTFy) |
15:30 |
Krock |
and you're standing on the top side of the node, which is 0.5m above the node centre, usually. |
15:30 |
Krock |
it's indeed confusing at the first glance |
15:30 |
Nametest |
Nodeboxes are center-aligned to the grid. Entities usually have their feet as the origin |
15:31 |
Nametest |
I meant nodes*. |
15:31 |
Sokomine |
nametest: that involves texture editing. i'm very bad at that :-( image manipulation tools seem to conspire against me |
15:31 |
Nametest |
Sokomine: If it's just one image, I can try doing it for you. |
15:32 |
Krock |
enable the inventory animations and screenshot when it's in the right angle |
15:32 |
Sokomine |
that would be great :-) |
15:32 |
Sokomine |
rotating a texture for the wieldimage would then no longer be a problem either |
15:32 |
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16:09 |
Sokomine |
now nametest has created a hopefully nice texture for me :-) if only i could get it now :/ |
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16:47 |
JDCodeIt |
Hi All: any perlin noise experts here today? I'm trying to figure out where "seeddiff" comes from that one should pass to get_perlin... |
16:49 |
Sokomine |
JDCodeIt: paramat or nore definitely know a lot about perlin noise. other mapgen creators perhaps as well |
16:49 |
Krock |
that's just the map seed and it adds some constant value to it |
16:49 |
Krock |
so you don't have to generate a random value there |
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16:50 |
JDCodeIt |
If I wanted the humidity noise - do I pass the "seed" found in map_meta.txt in the humidity section for the seeddiff? |
16:52 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3925 |
16:54 |
Krock |
for manual re-implementation, you take mg_biome_np_humidity and mg_biome_np_humidity_blend directly with the seed values from the map_meta file |
16:54 |
Krock |
then add the noise result of each to have accurate results |
16:54 |
Krock |
oh, and it's a 2d noise |
16:59 |
JDCodeIt |
...and if the world is v6 this is still valid or there we use the v6 specific parameters? |
17:01 |
JDCodeIt |
mgv6_np_humidity? |
17:02 |
Krock |
https://github.com/minetest/minetest/blob/master/src/mapgen/mapgen_v6.cpp#L365 |
17:02 |
Krock |
yes, the noise name is different |
17:04 |
JDCodeIt |
And v6 doesn't have one for the blend component - is that assumed zero? |
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17:09 |
JDCodeIt |
cpp code there is computing a 1-D index, guess for speed - pre-calculated noise. |
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17:49 |
Krock |
you're answering your own questions. task completed :D |
17:49 |
Krock |
!next |
17:49 |
MinetestBot |
Another satisfied customer. Next! |
18:15 |
JDCodeIt |
Any advice on interpreting the temperature at a pos in v6 maps? There is a mgv6_np_biome perlin noise parameters group - but I can't see the relationship to what the map generates - high values and low values - where it is cold |
18:19 |
Krock |
yes, np_biome is kinda the heat |
18:19 |
Krock |
https://github.com/minetest/minetest/blob/master/src/mapgen/mapgen_v6.cpp#L449 |
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18:54 |
Ruslan1 |
hello |
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19:00 |
kaeza |
Greetings. |
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19:54 |
JDCodeIt |
And the 40% of the "blend" added to the biome noise is of the perlin noise of the world seed i.e. seeddiff = 0? |
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19:59 |
JDCodeIt |
I mean 1/40th not 40%... |
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20:50 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Update many things in Lua API docs (#8236) 1875194 https://git.io/fh5yB (2019-02-17T20:49:51Z) |
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23:23 |
JDCodeIt |
Hi All, digging into the get_perlin function, I think the lua_api.txt is a little misleading about the word "scale" and should be instead shown as "spread" `minetest.get_perlin(seeddiff, octaves, persistence, scale)` |
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