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IRC log for #minetest, 2020-11-30

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All times shown according to UTC.

Time Nick Message
00:32 Noideawhatmedoin joined #minetest
00:33 Noideawhatmedoin I'm officially lost, after literally a week of research I still can't "render distance" in Minetest, please help.
00:35 specing - +
00:44 Noideawhatmedoin (I know about that, I mean how do I actually make the machine render more, even if I set it to 4000 and enable unlimited viewing distance. It still only renders around a radius of 400 or so)
00:50 specing Well
00:50 specing you probably don't have those blocks loaded
00:50 specing So, the question becomes "how do you force load 4000 blocks ahead and bring your machine to a crawl?"
00:57 Noideawhatmedoin Teach me the ways of the kernel panic inducing
01:08 Noideawhatmedoin (This is a total guess, but "overflows" seem to be a recurring theme in Minetest Bugs. Any chance it's that?)
01:09 Noideawhatmedoin (The render distance (despite relentless tweaking) seems to happen on both my cellphone and my main system.)
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01:27 Noideawhatmedoin Welp...
01:27 Noideawhatmedoin How do you force load 4000 blocks ahead and bring your machine to a crawl?
01:34 Noideawhatmedoin (Not to mention I actually plan on getting a legit Desktop soon, so it would be nice so for when I decide to bring it "to a crawl"...
01:34 Noideawhatmedoin )
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03:22 Noideawhatmedoin Say I actually wanted to force Minetest to churn out more blocks to the screen at once, regardless of the performance implications, how would I go about doing this?
03:26 MTDiscord <J​ordach> what are the + and - buttons on your keyboard for?
03:26 MTDiscord <J​ordach> you can change viewing distance in game
03:26 MTDiscord <J​ordach> also, the camera "clips" or stops rendering things after a certain distance
03:55 MTDiscord <e​xe_virus> You can change the default load distance as well as the render distance, so your computer/server will start generating and sending you chunks well over 2000 nodes away
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06:57 Follpvosten[m] Pretty sure you can force blocks to load with /emergeblocks
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07:56 Noideawhatmedoin Doesn't emergeblocks just generate new blocks?
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08:03 Noideawhatmedoin (Also using /emergeblocks doesn't really seem to do anything)
08:03 Noideawhatmedoin (At least with respect to render distance)
08:05 Emerald2 Doesn't it just run mapgen again for the given area?
08:08 Noideawhatmedoin (My understanding is it tries to generate new blocks within the specified area (whether it's in a certain range or two specific points.)
08:19 Noideawhatmedoin After doing an emergeblocks, flying around does load in blocks (as expected), however nothing about the rate at which blocks appear hasn't really changed.
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08:58 MTDiscord <I​hrFussel> No guys there IS a hardcoded render distance and no matter what you do, you cannot increase it beyond that without modifying the c++ code
09:00 MTDiscord <I​hrFussel> They were probably asking what they need to change to make it render even further...such questions would be better suited for dev (maybe they already asked there)
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10:57 celeron55 max_block_send_distance and max_block_generate_distance certainly have to be set appropriately, and maybe something else
10:58 celeron55 you should probably pastebin your minetest.conf
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11:35 rubenwardy There isn't a hardcoded render distance IhrFussel, you just need to increase the above settings
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13:10 MTDiscord <I​hrFussel> I'm pretty sure someone in the forum once complained that no matter what they do they couldn't get it to render past 400 or so nodes...or maybe it was much more...but they basically tried all possible settings that are related
13:26 celeron55 well there is some limit due to the z buffer settings you have to give to the camera
13:27 celeron55 the shorter you make the z buffer range, the more accurate the z buffer will be, so there's reason to not set it stupidly far
13:27 celeron55 altough it could be dynamically adjusted
13:27 celeron55 (maybe it is? i don't remember)
13:30 celeron55 https://github.com/minetest/minetest/blob/master/src/client/camera.cpp#L625
13:30 Noideawhatmedoin Greetings again, I didn't think I'd get the attention of the name at the top of the list. Anyway, there's actually two "minetest.confs" one on my server and then of course the one on the client system.
13:30 celeron55 well that's some additional limit
13:30 celeron55 looks like the viewing range setting is clamped to 400 nodes
13:31 Noideawhatmedoin (Should I post both?)
13:31 celeron55 maybe
13:31 celeron55 not sure if that's in nodes or in view units
13:32 celeron55 m_cameranode->setFarValue() is given a dynamic value up to 2000 nodes so it's not the problem like i suspected
13:32 celeron55 IhrFussel: try to adjust that line and see if it helps https://github.com/minetest/minetest/blob/master/src/client/camera.cpp#L637
13:33 celeron55 hmm wait no, that is in nodes
13:34 celeron55 so it can't be the limiting factor
13:35 celeron55 https://forum.minetest.net/viewtopic.php?p=315589&amp;sid=5ebc84cf8a07a0e2df41128c1506f5e3#p315589
13:35 celeron55 apparently block_send_optimize_distance and client_mapblock_limit have to be also adjusted
13:36 celeron55 the system is veeery inefficient in transferring relevant blocks to the client at large ranges though
13:36 celeron55 as there's no height limit
13:37 celeron55 and it won't guess what to send
13:37 celeron55 it used to do that, and that created weird voids in oceans and people didn't like it either
13:37 celeron55 so it was removed
13:38 Noideawhatmedoin (Could it be an overflow bug, that seems to be a weird trend I noticed among some bug reports (Aside from the hardcoded limits that incite some form of request to remove/raise the limits *cough cough*World height*cough cough*?)
13:46 Noideawhatmedoin (I'm not sure if this counts as the same issue, but in the past I've tried to up some of the various "block send" variables and couldn't seem to really get past 40 or so. The world loads and is just sort of stuck in some kind of blank preload state without any evidence of the system slowing down or doing something else that is a result of rendering, so either there's some kind of weird limit.)
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15:14 tango_ I wonder if a possible improvements for the z buffer accuracy could be to do a split rendering, "far" vs "close" blocks, and then overlay the renders
15:15 tango_ so you'd have one for view distance, say, 200 to 800 (low accuracy OK because blocks are far away anyway) vs another for 1 to 200
15:15 tango_ this of course doesn't solve the inefficiency in transferring blocks
15:16 tango_ celeron55: couldn't a height limit be computed based on the view angle?
15:16 tango_ or is there again an accuracy issue for far away blocks?
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15:45 Noideawhatmedoin Did this just turn into #minetest-dev?
15:48 Noideawhatmedoin (Sorry was doing things, could I post a minetest.conf on a privacy friendly clone of Pastebin?
15:48 Noideawhatmedoin )
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16:26 Noideawhatmedoin (Well actually I'm stupid I somehow figured things out)
16:27 Noideawhatmedoin (Actually no wait scratch that I failed at this)
16:28 tango_ Noideawhatmedoin: sprunge.us?
16:28 Noideawhatmedoin Well actually I was going to use bin.snopyta.org
16:30 Noideawhatmedoin (Never heard of this, looks cool I might use it at some point in the future)
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19:05 MinetestBot [git] SmallJoker -> minetest/minetest: Input: Fix on_rightclick called when placing into air 3176dae https://git.io/JIvYa (2020-11-29T18:20:45Z)
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20:44 specing Why do people use seperate nodes for each state of growth?
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20:51 rubenwardy because you want a different appearance
20:51 Andrey01 hello, is there a support for mesh wielded items currently?
20:55 Andrey01 specing: because nodes are fully static, it is impossible to change their textures/models and etc
20:55 rubenwardy yes, use a mesh node
20:56 rubenwardy that was have a mesh wield item
20:56 rubenwardy *Will
20:57 Andrey01 nodes means they could be put, but I want them to be just items that couldn`t be out
20:57 Andrey01 put*
20:59 Andrey01 I don`t want to register a node
21:00 specing Andrey01: rubenwardy: it's not possible to vary apperance via param2 or what was it?
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21:00 Andrey01 of course, no. 'param2' is used for representing an orientation of a node
21:01 specing 8 bits for orientation?
21:01 Andrey01 this is quite other
21:04 Andrey01 yeah, as I understand, there is no a support for just items, also it is pity this is closed: https://github.com/minetest/minetest/pull/8725
21:14 rubenwardy param2 does more than that
21:15 tango_ param2 is also used for levels
21:15 rubenwardy you can vary colors, for example
21:15 rubenwardy and that
21:15 tango_ so why couldn't it be used to map levels to texture?
21:16 rubenwardy probably could be, but it hasn't
21:17 rubenwardy Andrey01: you can override on_place to stop nodes from placing
21:17 rubenwardy also, that PR was closed because the author left Minetest, not because it wasn't desirable
21:17 rubenwardy (I'm aware they've left)
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