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13:53 |
shaft |
Can somebody explain to me why the stack count number is only affected by GUI scaling and the HUD it's displayed on by HUD scaling? If I increase GUI scaling the GUI will be GIANT while the numbers are still very small compared to my screen. It doesn't pose a readablity issue for me but it looks kinda off |
13:58 |
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14:06 |
rubenwardy |
Sounds like a bug |
14:13 |
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16:41 |
shaft |
Stupid question: why are MTG cactus blocks generated upside down in the world? The V6 cacti are not affected btw! |
16:41 |
shaft |
With my high res texture packs the thorns point in the wrong direction. |
16:42 |
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16:44 |
shaft |
Is it an issue in the Minetest engine or in Minetest Game? |
16:45 |
shaft |
I was so proud of my dedicated cactus top texture I applied with an override only to find out that some cacti have their nodes generated upside down and some do not |
16:52 |
ireallyhateirc |
I believe there's a mapgen glitch on mapchunk edges that causes that |
16:53 |
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17:01 |
shaft |
Why would that affect cacti with arms but not cacti without arms? It's BOTH cactus grown with the sappling and generated ones. |
17:02 |
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17:02 |
shaft |
armless cactus not affected in V7 mapgen! |
17:02 |
shaft |
I just found one |
17:03 |
shaft |
Do I have to report the bug on minetest or minetest_game github? |
17:04 |
MTDiscord |
<luatic> could you check whether this is an issue with the https://github.com/minetest/minetest_game/blob/master/mods/default/schematics/large_cactus.mts schematic? |
17:04 |
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17:05 |
ireallyhateirc |
we get a rotation bug with naturalslopeslib in exile |
17:05 |
Blockhead256 |
shaft: report it the minetest_game. If it's an engine bug, it can be escalated |
17:06 |
ireallyhateirc |
on mapchunk y-edges slabs/stairs are usually rotated upside down |
17:06 |
MTDiscord |
<luatic> this need not be an engine bug |
17:07 |
MTDiscord |
<luatic> for example a modder could easily set a node content ID in voxelmanip but forget to update the corresponding param2 |
17:07 |
ireallyhateirc |
yeah I guess, just the cactus issue sounded familiar to the slab issue |
17:07 |
MTDiscord |
<luatic> so first report to the games; once you (perhaps together with the game maintainers) have confirmed that their engine usage (mostly param2s, i'd assume) is correct, escalate to the engine, as blockhead said |
17:11 |
shaft |
How do I load an MTS file? Worldedit mod doesn't accept it. |
17:12 |
MTDiscord |
<luatic> worldedit should be able to work with schematics. make sure you're using the right command - worldedit knows two types of schematics (.we and .mts) |
17:12 |
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17:17 |
shaft |
/mtschemplace works the GUI doesn't seem to offer it |
17:17 |
shaft |
/ |
17:19 |
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17:25 |
shaft |
It's in the large_cactus.mts file and I filed a bug report: https://github.com/minetest/minetest_game/issues/3122 |
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18:03 |
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19:01 |
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19:41 |
ireallyhateirc |
I'm writing a road system/city generation algorithm and I'm looking for an efficient way to make a 2D representation of an area called citychunk that's 10x10 mapchunks. So each citychunk is a 800x800 area. To store that data I made an array that has all 100 mapchunks of a citychunk, some of that mapchunks are shared by adjacent citychunks for overgeneration. To write data into that data structure I need to calculate |
19:41 |
ireallyhateirc |
indices of 1. the mapchunk 2. node position in the mapchunk. My implementation however is slow as it takes ~1000ms to generate a citychunk. Any ideas, hints? |
19:42 |
ireallyhateirc |
I store mapchunk data in an array like this: local chunk[x][z] = {...} |
19:43 |
MTDiscord |
<luatic> Generating 100 mapchunks in 1000 ms doesn't sound slow to me - that'd be 10 ms per mapchunk. i think that is hard to beat. are you already using the async env? |
19:44 |
MTDiscord |
<luatic> the async mapgen env that is |
19:44 |
ireallyhateirc |
yes |
19:44 |
MTDiscord |
<luatic> IIRC even just filling a mapchunk with nodes can take something like 20 - 50 ms (these numbers may be wrong, but they should be the right orders of magnitude) |
19:44 |
MTDiscord |
<luatic> so i doubt that there is much optimization you can do. i'd recommend profiling with jitprofiler (https://content.minetest.net/packages/jwmhjwmh/jitprofiler/) though. |
19:45 |
ireallyhateirc |
well, first I generate citychunk data - so the central citychunk and all 8 neighbors, this takes about 7 seconds |
19:46 |
ireallyhateirc |
after that writing mapchunks takes 10-20ms |
19:46 |
MTDiscord |
<luatic> Why generate all the data ahead of time rather than lazily? |
19:48 |
ireallyhateirc |
the citychunk is the smallest unit of city generation in my game, I need to generate the road layout first to place buildings later |
19:49 |
ireallyhateirc |
though I could make an algorithm that doesn't need to start generating at the citychunk edge |
19:49 |
ireallyhateirc |
then I could perhaps start in the middle and generate it lazily as you say |
19:50 |
ireallyhateirc |
The goal of the algorithm is generating a random, yet map-wide road system |
19:51 |
ireallyhateirc |
and then placing buildings also randomly and connecting them to the roads with streets |
20:04 |
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20:27 |
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21:07 |
MTDiscord |
<theidealist> how do you enter the mapgen environment? are on_generated functions in it automatically? I read the docs but I still don't quite understand |
21:08 |
ireallyhateirc |
gimmie a second |
21:09 |
ireallyhateirc |
so here I call the mapgen script: https://codeberg.org/lord_of_the_dumpster/perfect_city/src/commit/92fc7a2f89ceb7d126b0af39d8380a5c660dc773/mods/pcity_mapgen/init.lua#L38 |
21:10 |
ireallyhateirc |
and then register_on_generated |
21:10 |
ireallyhateirc |
https://codeberg.org/lord_of_the_dumpster/perfect_city/src/commit/92fc7a2f89ceb7d126b0af39d8380a5c660dc773/mods/pcity_mapgen/mapgen.lua#L150 |
21:14 |
MTDiscord |
<mistere_123> idealist: https://github.com/MisterE123/luamap/tree/mglua2 |
21:19 |
ireallyhateirc |
what's the use case? |
21:25 |
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21:36 |
MTDiscord |
<theidealist> ah I see so it's minetest.register_mapgen_script |
21:38 |
MTDiscord |
<theidealist> hmmm my minetest says that's a nil value |
21:39 |
MTDiscord |
<theidealist> it would be very useful since right now my custom mapgen makes my entities lag |
21:42 |
MTDiscord |
<luatic> it requires minetest 5.9-dev |
21:48 |
MTDiscord |
<theidealist> ah okay |
21:48 |
MTDiscord |
<theidealist> is 5.9 when gltf support will arrive? |
21:49 |
MTDiscord |
<luatic> maybe |
22:02 |
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