Time |
Nick |
Message |
00:39 |
|
swee joined #luanti |
01:59 |
|
YuGiOhJCJ joined #luanti |
02:01 |
|
Sokomine joined #luanti |
02:34 |
|
MintChipMadness joined #luanti |
02:40 |
|
aliasalreadytake joined #luanti |
02:48 |
|
Kimapr_ joined #luanti |
02:49 |
|
amfl2 joined #luanti |
02:50 |
|
dabbill joined #luanti |
04:00 |
|
MTDiscord joined #luanti |
04:15 |
|
Kimapr_ joined #luanti |
04:32 |
|
Trel joined #luanti |
04:51 |
|
jonadab joined #luanti |
04:55 |
|
lemonzest joined #luanti |
05:08 |
|
SFENCE joined #luanti |
05:42 |
|
krisbug joined #luanti |
05:45 |
|
gregon joined #luanti |
05:48 |
|
gregon left #luanti |
06:25 |
repetitivestrain |
luatic: regarding https://github.com/luanti-org/luanti/issues/16229, i think my map generator would be more illustrative, since it implements both ahead of time structure layout for large structures, and a second feature generation pass which places features (decorations which vary by terrain too much or which are too common to be placed in advance) once surrounding context is available |
06:25 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/post_processing.lua |
06:25 |
|
Zamolxis joined #luanti |
06:25 |
repetitivestrain |
the post-processing pass is implemented here |
06:26 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/structures.lua |
06:26 |
repetitivestrain |
and the ahead-of-time structure placement is implemented here |
06:26 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/structures.lua#L803 |
06:26 |
repetitivestrain |
mcl_levelgen.prepare_structures is invoked when terrain is generated to generate and cache structure positions within 8 blocks of the chunk being generated |
06:27 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/structures.lua#L958 |
06:27 |
repetitivestrain |
and every intersecting piece of such a structure is individually placed in each mapblock constituting the chunk being generated |
06:29 |
repetitivestrain |
also would you communicate that such facilities in the engine are not likely to be useful unless it is possible for earlier stages to record metadata in generated mapblocks which may be accessed and _updated_ by subsequent ones? |
06:31 |
repetitivestrain |
my decoration system requires a terrain heightmap which is not truncated to the extents of the generated mapchunk, and arbitrary metadata recorded by saved structure pieces specifying additional features to be generated at a given position |
06:33 |
repetitivestrain |
villages, for instance, employ this facility: https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/structures.lua#L1740 to generate hay bales: https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_villages/lg_register.lua#L944 |
06:38 |
repetitivestrain |
also i agree 100% with your conclusion. my map generator does not require any degree of overgeneration and functions normally under any number of mapgen threads, although i think it is not necessary to cache small and numerous features such as trees |
06:47 |
|
squeaktoy joined #luanti |
07:05 |
|
identity joined #luanti |
08:19 |
|
___nick___ joined #luanti |
08:33 |
|
LapGameASC joined #luanti |
08:40 |
|
FileX joined #luanti |
08:46 |
LapGameASC |
found this workaround to have leaf nodes have extra part to the texture only when set to opaque a few weeks ago: have the texture for the node contain the part that is only found when opaque, but have that part at 1% opacity, and make sure to save it in a way that keeps the partial transparency |
08:56 |
|
LapGameASC joined #luanti |
10:08 |
[MatrxMT] |
<birdlover32767> is there a way to get the amount of players that have joined a world or do you have to count them yourself? |
10:09 |
[MatrxMT] |
<birdlover32767> oh, probably counting on join and storing if a player has been counted in meta is a good solution |
10:11 |
[MatrxMT] |
<Blockhead256> yes, although that is not going to work on a server unless it's there at launch |
10:11 |
[MatrxMT] |
<Blockhead256> https://github.com/luanti-org/luanti/issues/15659 |
10:14 |
[MatrxMT] |
<Blockhead256> aha, core.get_auth_handler().iterate() |
10:15 |
[MatrxMT] |
<birdlover32767> i want to store players after the mod has been added |
10:15 |
[MatrxMT] |
<Blockhead256> well, assign to a local variable then .iterate() in a loop |
10:16 |
[MatrxMT] |
<Blockhead256> counting each player once or potentially multiple times? |
10:16 |
[MatrxMT] |
<birdlover32767> once |
10:16 |
[MatrxMT] |
<birdlover32767> but after they join with the mod |
10:16 |
[MatrxMT] |
<Blockhead256> then the on_join solution you mentioned would be the way |
10:25 |
[MatrxMT] |
<Blockhead256> already solved, no need to make a Q&A thread yay https://forum.luanti.org/viewtopic.php?t=21582&p=338394 |
10:35 |
|
mrkubax10 joined #luanti |
10:53 |
[MatrxMT] |
<birdlover32767> okay, now i have another problem |
10:53 |
[MatrxMT] |
<birdlover32767> on localhost i have 2 players ("admin" and "user") |
10:54 |
[MatrxMT] |
<birdlover32767> but when i try punching the other player (as any of the 2 players) they don't take damage |
10:54 |
[MatrxMT] |
<birdlover32767> when i look at the f5 menu to see their hp it flashes from 14 or whatever to 20 instantly (probably client prediction) |
10:55 |
[MatrxMT] |
<Blockhead256> are you sure you have damage turned on when launching? |
10:55 |
[MatrxMT] |
<birdlover32767> yes, the hearts are visible |
10:56 |
[MatrxMT] |
<birdlover32767> for context: fall damage and node damage still works as expected |
10:56 |
[MatrxMT] |
<birdlover32767> i even tried ctf and the bombs did not work on myself/the other players |
10:57 |
[MatrxMT] |
<Blockhead256> are you sure PvP is turned on when launching? |
10:57 |
|
LapGameASC joined #luanti |
10:57 |
[MatrxMT] |
<birdlover32767> i cannot find a setting with "pvp" in the settings |
10:58 |
[MatrxMT] |
<Blockhead256> ``` |
10:58 |
[MatrxMT] |
<Blockhead256> # Whether to allow players to damage and kill each other. |
10:58 |
[MatrxMT] |
<Blockhead256> enable_pvp (Player versus player) bool true |
10:58 |
[MatrxMT] |
<Blockhead256> ``` |
10:58 |
[MatrxMT] |
<birdlover32767> https://matrix.org/_matrix/media/v1/download/matrix.org/IliYoLywvULhSxfqFmQDUmPW |
10:59 |
[MatrxMT] |
<birdlover32767> i'll try searching in minetest.conf and see what it brings up |
10:59 |
[MatrxMT] |
<birdlover32767> oh, pvp was turned off |
10:59 |
[MatrxMT] |
<Blockhead256> this is an excerpt from builtin/settingtypes.txt |
11:00 |
[MatrxMT] |
<birdlover32767> so it should be visible in the settings, right |
11:01 |
[MatrxMT] |
<birdlover32767> it's apparently in the hidden section |
11:01 |
[MatrxMT] |
<birdlover32767> so that's why i couldn't see it |
11:06 |
|
Kimapr_ joined #luanti |
11:43 |
|
Kimapr_ joined #luanti |
11:52 |
|
MintChipMadness joined #luanti |
12:20 |
|
FileX joined #luanti |
12:25 |
|
Trifton joined #luanti |
12:25 |
|
ireallyhateirc joined #luanti |
12:59 |
|
Trifton_ joined #luanti |
13:03 |
|
lumidify joined #luanti |
13:10 |
|
Kimapr_ joined #luanti |
13:43 |
|
SliverFlowCipher joined #luanti |
13:55 |
|
CRISPR joined #luanti |
14:03 |
|
Kimapr_ joined #luanti |
15:00 |
|
jaca122 joined #luanti |
15:03 |
|
Kimapr_ joined #luanti |
15:09 |
|
MintChipMadness joined #luanti |
15:49 |
|
alias joined #luanti |
16:32 |
|
Talkless joined #luanti |
17:00 |
|
qqe joined #luanti |
17:55 |
|
jaca122 joined #luanti |
18:08 |
|
gildarts joined #luanti |
18:26 |
|
mrkubax10 joined #luanti |
18:40 |
|
___nick___ joined #luanti |
18:44 |
|
___nick___ joined #luanti |
19:15 |
|
squeaktoy joined #luanti |
19:50 |
|
ireallyhateirc joined #luanti |
20:00 |
|
MiniontobyPI joined #luanti |
22:32 |
|
panwolfram joined #luanti |
23:05 |
|
Eragon joined #luanti |
23:16 |
|
frostsnow joined #luanti |
23:45 |
|
WoGoMo joined #luanti |