Time |
Nick |
Message |
00:11 |
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00:25 |
paramat |
JDCodeIt yes 'scale' was used i old perlin functions for what is actually 'spread'. the newer noise functions use 'scale' to mean a scaling factor for the noise value (used togehter with 'offset') |
00:25 |
paramat |
*used in |
00:25 |
paramat |
perhaps the docs can be changed for consistency ... |
00:26 |
paramat |
will consider |
00:26 |
JDCodeIt |
Yep, I'll follow up with the wiki as well if we go that way. |
00:28 |
JDCodeIt |
Just on another thing... I'm having a heck of a time matching the perlin output with the biomes i see on the v6 map. Must be going off the reservation somewhere. |
00:28 |
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00:28 |
paramat |
blend problems? |
00:28 |
JDCodeIt |
maybe - what is that 1/40 th part that gets added? |
00:29 |
JDCodeIt |
So I made a quick mod that lets me see the calculated perlin as I walk around the map |
00:30 |
JDCodeIt |
I would expect the main perlin noise to be pretty close: less than -0.4 in snowy areas and above 0.4 in the desert. |
00:31 |
JDCodeIt |
In lua I make a perlin object with mgv6_np_biome params. Then I use get_2d filling x=pos.x and y=pos.z - any other trick here? |
00:33 |
paramat |
mgv6 has, annoyingly, an offset added to the noise calculations |
00:34 |
paramat |
https://github.com/minetest/minetest/blob/187519407be5ca51db007d638857917ba53f1b6d/src/mapgen/mapgen_v6.cpp#L652 |
00:34 |
paramat |
humidity is not offset though |
00:34 |
paramat |
so to match it in my meru mod i had to do https://github.com/paramat/meru/blob/0a1961a393dad919874ab49f14e35c163b8b83b9/init.lua#L143 |
00:35 |
paramat |
mgv6 really is a pain, i try to ignore it as much as possible |
00:36 |
paramat |
'perlinMap2D_PO' is a special perlinmap function that takes an XZ offset into account |
00:37 |
JDCodeIt |
Passing these offsets in x/z is all you need ? |
00:38 |
paramat |
yes just as in meru mod, although that mod doesn't bother calculating humidity because it was written before the newer mgv6 6-biome system |
00:39 |
JDCodeIt |
Ok, I'll give it a whirl. Thanks for the help! |
00:40 |
paramat |
i don't think i've ever exactly mimicked the mgv6 biome blend, in meru mod you can see i just use a 'math.random()' to approximate the biome blend, as it's single-node dither |
00:41 |
paramat |
i admire anyone who can tolerate mgv6 stuff :) |
00:41 |
paramat |
i'd love to just remove it but of course we have to support old worlds |
00:50 |
JDCodeIt |
Can we help phase it out.. make v7 the default generator or something? |
00:52 |
JDCodeIt |
Results are better but not convincing. I added 150 to x and 50 to z. |
00:53 |
JDCodeIt |
I get the map settings: minetest.get_mapgen_setting_noiseparams("mgv6_np_biome") |
00:53 |
JDCodeIt |
Make a perlin: heat_perlin = minetest.get_perlin(np_heat_biome) |
00:54 |
JDCodeIt |
Get the noise at the modified position: heat_perlin:get2d({x = math.floor(t_pos.x), y = math.floor(t_pos.z)}) |
00:58 |
paramat |
mgv7 is the default mapgen now =) but we promise to support old maps for a long time, many like mgv6 |
01:07 |
argyle77 |
How do I tell a node to use an animated texture? |
01:09 |
JDCodeIt |
I think default furnace has an example |
01:11 |
argyle77 |
thx! |
01:18 |
argyle77 |
Got it. Workd. |
01:44 |
JDCodeIt |
paramat: where the +150 +50 empirically derived, or is it something in the code? My empirical results on a sample world show good match with terrain at +250 +100 |
01:49 |
argyle77 |
Is there any way to synchronize texture animation when you've got a bunch of nodes with the same animated texture? |
01:52 |
argyle77 |
I'm guessing no, having seen how lava behaves? |
01:56 |
paramat |
synchronize animations across mapblocks? yes there's a setting but it doesn't work perfectly |
01:59 |
paramat |
oh 150 50 may have been for the older mgv6 biome and humidity spreads |
01:59 |
argyle77 |
Should I bother with it? Its an aesthetic thing, but I'm not hung up. |
01:59 |
paramat |
try xoff 0.6 * 500 and zoff 0.2 * 500 for 'biome' |
02:00 |
paramat |
argyle ask your eyes =) |
02:00 |
argyle77 |
My eyes say it works better synched. What's the setting? |
02:01 |
paramat |
the old 'biome' spread was 250 and the offsets for that spread were 150 50 |
02:01 |
paramat |
somewhere in con'f.example |
02:02 |
paramat |
new offsets try 300 100 |
02:07 |
paramat |
i think the sync setting may be a clientside thing, search the file with 'animation' |
02:09 |
argyle77 |
ok thanks. Not looking for a client side thing, prolly. |
02:15 |
paramat |
yes thought so :) |
02:15 |
paramat |
to match your noise, best disable mgv6 biome blend at first (it's ugly anyway) |
02:17 |
JDCodeIt |
we sure the humidity does not have offsets? reported perlin noise in desert was 0.6 and higher, which should be jungle |
02:23 |
paramat |
sure https://github.com/minetest/minetest/blob/187519407be5ca51db007d638857917ba53f1b6d/src/mapgen/mapgen_v6.cpp#L653 |
02:55 |
paramat |
made the scale -> spread changes https://github.com/minetest/minetest/commit/6e7ba366fc58c437640c7d603d28668b52ba79c7 |
02:55 |
MinetestBot |
[git] paramat -> minetest/minetest: lua_api.txt, settingtypes.txt: Various improvements (#8252) 6e7ba36 https://git.io/fh5Q4 (2019-02-18T02:53:33Z) |
03:10 |
argyle77 |
!mod world_borders |
03:10 |
MinetestBot |
argyle77: Could not find anything. |
03:10 |
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03:12 |
argyle77 |
!mod bedrock |
03:12 |
MinetestBot |
argyle77: Indestructible Bedrock Layer [bedrock2] by Wuzzy - https://forum.minetest.net/viewtopic.php?t=11271 |
03:12 |
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03:22 |
argyle77 |
I am nearly ready for an alpha release of a mod (my first). I can see it evolving a little bit, but it doesn't seem as raw as a WIP. My current intent is to publish to github and make a forum posting. Is there any further advice on how I should proceed? |
03:44 |
argyle77 |
!mod mantle |
03:44 |
MinetestBot |
argyle77: Could not find anything. |
04:43 |
kaeza |
Good night. |
04:47 |
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11:48 |
MinetestBot |
[git] pauloue -> minetest/minetest: Fix content store crash (#8244) cc9bed9 https://git.io/fh5pr (2019-02-18T11:46:55Z) |
11:50 |
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12:07 |
minetest_test |
https://downloadlagu-mp3.club/ |
12:08 |
minetest_test |
https://eplaylist.space/ |
12:08 |
minetest_test |
https://eplaylist.club/ |
12:08 |
minetest_test |
https://musicaly.space/ |
12:08 |
minetest_test |
https://musicaly.xyz/ |
12:08 |
minetest_test |
https://www.xepozone.com/ |
12:09 |
minetest_test |
https://downloadmusik.club/ |
12:09 |
minetest_test |
https://cari-mp3.club/ |
12:09 |
minetest_test |
https://laguku.club/ |
12:09 |
minetest_test |
https://laguaz.club/ |
12:09 |
p_gimeno |
VanessaE: ^ |
12:10 |
p_gimeno |
alas, too late |
12:10 |
ChimneySwift |
wow |
12:24 |
sfan5 |
first time i've been advertising of this kind on irc |
12:24 |
sfan5 |
seen* |
12:39 |
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12:42 |
p_gimeno |
it's been tested over the last few days, first Violet_T, then Linda_Wolfy, then sergiuslane and now minetest_test |
12:43 |
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13:05 |
JDCodeIt |
Is this some sort of list of sources for content one might add to mods? |
13:08 |
JDCodeIt |
Updating the dev wiki on the get_perlin() function - there is reference to lacunarity but the formula does not show how this is used. Can we get an update to the listed formula in lua_api.txt? |
13:17 |
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13:44 |
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13:45 |
Vapalus |
Did someone already attempt to create a skybox using the actual map generator? I'm just asking out of curiosity |
13:47 |
VanessaE |
that spammer has been occasionally showing up in #reprap also. |
13:47 |
VanessaE |
sorry I was afk |
13:47 |
VanessaE |
Vapalus: actually yes, I want to say hecks was playing around with something like that |
13:48 |
Vapalus |
Ah, explains the -v in #minetest-dev |
13:48 |
Vapalus |
okay, because I was looking at the code yesterday, and it seems possible. Unless, of course, there would be problems with syncing the client and server |
13:49 |
Vapalus |
I doubt I can grasp the full concept of minetest by just looking at the map generator for a few minutes |
13:58 |
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14:04 |
p_gimeno |
Vapalus: there was some recent discusion about how inefficient the minimap generator is, and hecks said he'd take a look |
14:09 |
p_gimeno |
http://irc.minetest.net/minetest-dev/2019-02-10#i_5493208 for the map generator, http://irc.minetest.net/minetest-dev/2019-02-08#i_5491797 about doing some rendering to the skybox |
14:11 |
p_gimeno |
oh, by map generator you probably meant the mapgen, not the minimap code, sorry |
14:12 |
p_gimeno |
the second link above still applies |
14:12 |
Vapalus |
map gen, not minimap. I'm not that far into the code :) |
14:12 |
Vapalus |
thanks |
14:17 |
VanessaE |
"<hecks>entuland; I do some raytracing against the map's perlin noise and render it to the skybox" |
14:17 |
VanessaE |
so that's a yes. :) |
14:28 |
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14:54 |
entuland |
I think he's messing with both things - the message above is about improving the appearance looking around IIRC |
14:55 |
entuland |
unfortunately that technique doesn't take in account terrain modifications |
14:58 |
Vapalus |
loading terrain modifications would be a bit much in the beginning, i presume, if you think that everything is stored serverside |
14:58 |
VanessaE |
sure. he should first work on reviving the farmap code |
14:58 |
Vapalus |
farmap? |
14:58 |
Vapalus |
or farm map |
14:58 |
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14:58 |
VanessaE |
farmap. |
14:59 |
VanessaE |
variable "resolution" renderer, I guess some compare it to octree. |
14:59 |
VanessaE |
the further away from the viewer, the more nodes are collected into and rendered as single cubes. |
14:59 |
Vapalus |
dunno if that's an octtree per se, but it's something that definitely sounds like a plan |
15:00 |
Vapalus |
it's more like a LOD model |
15:00 |
VanessaE |
celeron55 had it working at one time. |
15:00 |
VanessaE |
basically, 10 times the view range for the same fps. |
15:00 |
VanessaE |
I could see 1000m out, with good frame rates. |
15:00 |
Vapalus |
sounds more and more like LOD |
15:01 |
VanessaE |
it is kinda yeah |
15:02 |
VanessaE |
it was buggy, but it worked. |
15:02 |
Vapalus |
Thinking about it, that's either double the memory used (on the hard drive, I mean) or a hard drive killer |
15:02 |
VanessaE |
why'd it die? idk. |
15:02 |
Vapalus |
because you |
15:02 |
Vapalus |
you'd need the lod saved, too |
15:02 |
VanessaE |
yes, it did that. |
15:03 |
Vapalus |
definitely sounds interesting |
15:03 |
Vapalus |
but it COULD be a problem with non-generated terrain, since it would have to be generated on-the-fly |
15:04 |
VanessaE |
I do seem to recall it having a slight mapgen performance hit, |
15:04 |
VanessaE |
and network protocol wasn't optimum either, I think |
15:05 |
Vapalus |
get the code running again, do a screenshot, post it on a flat earth society forum |
15:06 |
VanessaE |
heh |
15:06 |
VanessaE |
with HDX, yet ;) |
15:08 |
Vapalus |
The more I read it, the more it sounds like it'd need a lot of time being programmed |
15:08 |
Vapalus |
and I'm lazy as one can be |
15:09 |
VanessaE |
heh |
15:09 |
Vapalus |
That's the actual reason why I dislike challenges. I'd need to work. |
15:11 |
Vapalus |
Well, back to running Duke Nukem on an ESP32. Sounds easier. |
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MinetestBot |
[git] rubenwardy -> minetest/minetest: Fix games not updating on deletion 5751762 https://git.io/fhdTb (2019-02-18T16:39:28Z) |
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18:49 |
p_gimeno |
it's gotten a lot more difficult to grow mushrooms |
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MinetestBot |
[git] paramat -> minetest/minetest_game: Remove corals.mts credit 196f206 https://git.io/fhdqT (2019-02-18T19:57:30Z) |
20:20 |
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20:29 |
p_gimeno |
is it possible to prevent a solid windowless door from letting light pass through when closed? |
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MinetestBot |
[git] pauloue -> minetest/minetest: Update gamebar on tab enter (#8192) 0ad96cc https://git.io/fhdmR (2019-02-18T21:04:43Z) |
21:21 |
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21:22 |
paramat |
JDCodeIt "Can we get an update to the listed formula in lua_api.txt?" which formula, link? |
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21:34 |
paramat |
p_gimeno what's the problem with mushrooms? |
21:35 |
p_gimeno |
paramat: they need extreme darkness to grow |
21:35 |
p_gimeno |
to reproduce |
21:36 |
p_gimeno |
lighting <= 3 on midday |
21:37 |
p_gimeno |
this is happening in 0.4.16 by the way |
21:38 |
p_gimeno |
this mostly prevents them from growing naturally, you need a dark room to grow them |
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21:43 |
paramat |
ok yeah intentional |
21:44 |
paramat |
it's to avoid them going crazy in naturally dark places in jungles |
21:46 |
paramat |
adds some work and challenge too |
21:50 |
p_gimeno |
challenge? to figure out how to grow them, you mean? |
21:51 |
paramat |
good point, players need to know darkness is needed |
21:52 |
paramat |
maybe some kind of essential info documentation is needed |
21:53 |
p_gimeno |
https://wiki.minetest.net/Brown_Mushroom mentions "in darkness" |
21:59 |
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22:21 |
JDCodeIt |
paramat: get_perlin updated on the dev wiki - https://dev.minetest.net/minetest.get_perlin - have a look and let me know if something needs clarification or addition |
22:27 |
paramat |
ok. lacunarity is irrelevant to the formula |
22:28 |
paramat |
'noise = offset + scale * (octave1 + octave2 * persistence + ...' |
22:39 |
paramat |
wiki seems ok |
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