| Time |
Nick |
Message |
| 00:09 |
|
paramat joined #minetest-dev |
| 00:09 |
hmmmm |
it really doesn't matter |
| 00:21 |
est31 |
fine, now there is only a memory corruption left |
| 00:21 |
est31 |
and perhaps dozens of other bugs |
| 00:21 |
est31 |
who knows? |
| 00:21 |
hmmmm |
heh |
| 00:22 |
hmmmm |
requesting testers for linux and windows: https://github.com/kwolekr/minetest/commit/5cb19782fee106f8466672f23233cf5083e72e6a |
| 00:22 |
hmmmm |
I 100% guarantee I broke shit |
| 00:36 |
|
Wayward_Tab joined #minetest-dev |
| 00:44 |
paramat |
okay as it seems i have enough approval i will push river water soon |
| 01:04 |
|
Player_2 joined #minetest-dev |
| 01:25 |
paramat |
now pushing to game |
| 01:29 |
paramat |
push complete |
| 01:30 |
VanessaE |
damn it paramat |
| 01:30 |
VanessaE |
stop improving minetest_game :) |
| 01:30 |
VanessaE |
(you're soon gonna force me to resync dreambuilder :P _ |
| 01:31 |
paramat |
;P |
| 01:37 |
|
Fritigern joined #minetest-dev |
| 01:42 |
paramat |
next i will add river water to the biome api and biome definitions so it can be replaced by chosen nodes |
| 01:51 |
VanessaE |
btw, why use inventorycube() for the water nodes? |
| 01:54 |
|
Lunatrius joined #minetest-dev |
| 01:58 |
paramat |
erm, dunno i just copied default:water |
| 01:59 |
paramat |
i don't like how flowers reproduce into ever-growing constant densities, i think they should drop 1-2 seeds and be manually re-planted like other crops |
| 02:00 |
VanessaE |
I think I suggested something like that before too |
| 02:00 |
VanessaE |
but don't they at least limit to perlin? |
| 02:01 |
paramat |
um.. |
| 02:03 |
paramat |
no, they're generated to varying density using perlin |
| 02:03 |
VanessaE |
huh. |
| 02:03 |
paramat |
but will reproduce to a constant density of 3 flowers per 9x9 node area |
| 02:03 |
VanessaE |
ew. |
| 02:04 |
paramat |
i plan to add moon-version flowers to my moonrealm mod, they need to be farmable and have seeds |
| 02:05 |
VanessaE |
eh, be careful there |
| 02:05 |
VanessaE |
there was a "moon flower" debate a while back |
| 02:05 |
VanessaE |
(little blue, dimly-glowing flowers as I recall, could be used to make glow dust to be used for light-source recipes) |
| 02:06 |
VanessaE |
that debate didn't go well |
| 02:06 |
paramat |
yeah i don't mean that =) |
| 02:06 |
VanessaE |
oh hell I misread that |
| 02:06 |
VanessaE |
heh |
| 02:08 |
paramat |
the flower spread abm is very slow so and on a moon you can't just go searching for more |
| 02:08 |
paramat |
(remove 'so') |
| 02:08 |
VanessaE |
right |
| 02:12 |
paramat |
moon cotton too, all this is for dye and coloured wool for carpets and curtains |
| 02:21 |
paramat |
hmmmm will you be working on mg_biome or l_mapgen the next couple days? just checking to avoid conflicts |
| 02:39 |
|
OldCoder joined #minetest-dev |
| 02:41 |
paramat |
#2635 will test soon and push later if acceptable |
| 02:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/2635 -- Biome API: Add biome-specific river water by paramat |
| 02:48 |
paramat |
next i will add the mapgen alias for river water to mtgame |
| 02:49 |
|
Player_2 joined #minetest-dev |
| 02:55 |
paramat |
game#495 |
| 02:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/495 -- Default/mapgen: Add alias for river water source by paramat |
| 02:59 |
paramat |
now pushing to mtgame |
| 03:02 |
paramat |
done |
| 03:06 |
paramat |
back later |
| 03:06 |
|
paramat left #minetest-dev |
| 03:13 |
est31 |
if anyone has time please test my SRP PR |
| 03:13 |
est31 |
only thing missing now is changing passwors |
| 03:13 |
est31 |
passwords* |
| 03:21 |
est31 |
About translation PRs, what to do? |
| 03:22 |
est31 |
There are currently 2 open PRs for chinese for example |
| 03:22 |
est31 |
#1980 and #2634 |
| 03:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/1980 -- Update Simplified Chinese translation by yyt16384 |
| 03:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/2634 -- Update chinese translation by fishyWET |
| 03:22 |
est31 |
we don't have any way to check them, so rely on the community? Let them rot? |
| 03:23 |
est31 |
use google translate and when it doesnt output shit then we merge? |
| 03:26 |
est31 |
I mean we just need a standardized way |
| 03:26 |
est31 |
best would be some translation cloud or so |
| 03:36 |
|
Hijiri joined #minetest-dev |
| 03:53 |
hmmmm |
paramat: yes I think so |
| 03:54 |
hmmmm |
hrmm adding a river water node |
| 03:55 |
hmmmm |
paramat, is there any other way to do what you need to? |
| 03:55 |
hmmmm |
in minecraft, river is a biome as ocean is a biome |
| 03:57 |
hmmmm |
ideally when terrain-base biomes get introduced, we'd be able to distinguish this and just set c_water |
| 03:57 |
|
Robby joined #minetest-dev |
| 03:58 |
hmmmm |
also, minecraft stores biome right in their equivalent of a mapblock |
| 03:59 |
hmmmm |
so the mapgen can directly override biome selection |
| 03:59 |
hmmmm |
maybe we should start thinking about enhancing how biomes work rather than just building upon a system that's rather weak to begin with |
| 04:07 |
|
est31 joined #minetest-dev |
| 04:23 |
|
paramat joined #minetest-dev |
| 04:23 |
* paramat |
reads |
| 04:24 |
paramat |
what you write seems reasonable. i don't deparately need to add river water to the biome api, as we have whats needed to start work on river mapgens, river water could for now be left as default:river_water |
| 04:25 |
paramat |
but it would be nice to have until a new system arrives |
| 04:25 |
paramat |
for example in tundra rivers become ice glaciers |
| 04:26 |
paramat |
it would just make mapgen development prettier as we could use a full set of biomes |
| 04:27 |
|
leat joined #minetest-dev |
| 04:30 |
paramat |
also, while new mapgens are in development, players can use/test them, for now, with a fully functional biome api. so yeah i would still like to push this |
| 04:31 |
hmmmm |
hmmm |
| 04:31 |
hmmmm |
see what we have right now is a biome system based on climate only |
| 04:32 |
hmmmm |
what i wanted was a biome system based on climate and terrain |
| 04:32 |
paramat |
i remember your idea |
| 04:32 |
hmmmm |
what you're doing (and you might not even realize it) is adding support for all types of terrain within a single climate biome |
| 04:32 |
paramat |
yes |
| 04:33 |
hmmmm |
so which direction makes more sense is what I'm wondering |
| 04:34 |
est31 |
bye |
| 04:34 |
hmmmm |
bye |
| 04:35 |
hmmmm |
what do you think, paramat? |
| 04:36 |
hmmmm |
should we have the mapgens determine which terrain features are which? |
| 04:36 |
paramat |
i have no objection to a new system, and would like to see you experiment with your idea |
| 04:36 |
hmmmm |
that would require either saving the output, or effectively running the mapgens each time we want to calculate the biome |
| 04:37 |
hmmmm |
honestly the mapgen knows best when it comes to terrain |
| 04:37 |
hmmmm |
my algorithmic approaches don't work quite well |
| 04:39 |
paramat |
i don't have a strong opinion this, but it's best to try it and see |
| 04:40 |
hmmmm |
it's not that easy. effectively, this requires changing the mapblock serialization format |
| 04:40 |
hmmmm |
or at least saving (X, Z) along with each block if it doesn't yet exist |
| 04:41 |
hmmmm |
http://minecraft.gamepedia.com/Anvil_file_format <---- see here, this is the approach that makes sense and is used by minecraft exactly the same way |
| 04:41 |
paramat |
until a new system aarives, i feel like using the old system to the full. not having glaciers in tundra while working on a new mapgen will, oddly enough, bug me |
| 04:42 |
* paramat |
looks |
| 04:42 |
VanessaE |
well a new map format would make your colored lights easier... |
| 04:43 |
hmmmm |
a new mapBLOCK format |
| 04:43 |
hmmmm |
and colored lights are on the backburner |
| 04:43 |
VanessaE |
so I assumed. |
| 04:43 |
VanessaE |
minetest has other stuff that must be dealt with first. |
| 04:43 |
hmmmm |
christ i have biomes, client-side lua, enhanced emergequeue, all this other stuff |
| 04:44 |
hmmmm |
at least there are some people here working on some big things that need work :) |
| 04:44 |
hmmmm |
like est31 and SRP |
| 04:44 |
hmmmm |
thank you est31. |
| 04:44 |
hmmmm |
everybody else sorta pecks at the small stuff or refactoring |
| 04:45 |
hmmmm |
also jin xi with the irrlicht native particle spawners |
| 04:46 |
paramat |
i'm happy with the current biome system, it's not amazing but okay, don't feel pressure to redesign it all (more work) |
| 04:46 |
hmmmm |
well I'll approve of your addition of river water |
| 04:46 |
paramat |
okay cool |
| 04:46 |
hmmmm |
but this is not going to be the final biome system.. there's not going to be a single biome system |
| 04:47 |
hmmmm |
I want there to be multiple versions to encourage experimentation |
| 04:47 |
paramat |
multiple systems are my preference |
| 04:47 |
hmmmm |
I'm also planning on adding a non-perlin-noise version |
| 04:47 |
hmmmm |
blotches like minecraft has |
| 04:47 |
|
nore joined #minetest-dev |
| 04:47 |
hmmmm |
it really does produce boring shapes, but they're at least more consistently big |
| 04:47 |
paramat |
"lovely crinkly edges" |
| 04:48 |
hmmmm |
with this system you have a tiny thin strip of snow biome sandwiched in between two desert biomes, or something equally whackery |
| 04:48 |
hmmmm |
lovely, init |
| 04:48 |
paramat |
personally i don't like the MC jigsaw puzzle |
| 04:48 |
paramat |
too regular |
| 04:49 |
paramat |
but have nothing against the option |
| 04:49 |
hmmmm |
I think I have to draw out on paper what shapes I'd like the biomes to be first |
| 04:49 |
VanessaE |
only way you're gonna solve that, hmmmm, is by taking elevation *and* Z location into account |
| 04:49 |
hmmmm |
and then come up with some way of making it happen, not the other way around |
| 04:49 |
VanessaE |
and that'll piss players off, I'm sure. |
| 04:49 |
hmmmm |
?? what do you mean |
| 04:50 |
hmmmm |
you mean Y location? |
| 04:50 |
VanessaE |
I mean Z. as in the closer to center you get, the more lush the landscape. deserts as you move further out, tundra and ice in the north and south |
| 04:50 |
VanessaE |
etc. |
| 04:51 |
hmmmm |
that kind of sounds like the addition of the climate noise to the current biome system |
| 04:52 |
VanessaE |
I suppose it's similar, bbut like I said it'll piss players off because they'll have huge travel distances to find different biomes |
| 04:52 |
VanessaE |
-b |
| 04:52 |
hmmmm |
lol I like how MS made GetCurrentDirectory have the same exact parameters and return values as getcwd(), except the switched the two parameters around |
| 04:52 |
hmmmm |
jerks |
| 04:53 |
VanessaE |
and then of course elevation affects temperature and humidity (or should, idk if it does now) |
| 04:53 |
paramat |
large scale climate variation by noise is okay by me, but not linear or determined by centre-edge, or N-S or E-W |
| 04:53 |
hmmmm |
agreed |
| 04:53 |
hmmmm |
that's why I had it as perlin noise |
| 04:54 |
paramat |
i stopped having Y affect temp/humidity in my mapgens because it makes all floatlands tundra, no biome diversity |
| 04:55 |
hmmmm |
height should affect temperature, but not by that magnitude |
| 04:55 |
hmmmm |
it should be much more subtle |
| 04:55 |
VanessaE |
well elevation-dependent, but only up to a point |
| 04:56 |
hmmmm |
hmm |
| 04:56 |
hmmmm |
does minecraft never have cliffs hanging over rivers? |
| 04:56 |
VanessaE |
plus there's the issue of multiple actual realms (i.e. the 1024-node divisions) |
| 04:56 |
paramat |
well i always insist on filliing the entire world up to 31000, so even a gentle variation ends up huge at the top |
| 04:57 |
paramat |
(filling with rarish floatlands) |
| 04:57 |
hmmmm |
you can make an exception for extreme elevations |
| 04:57 |
hmmmm |
like making floatland height relative to some baseline |
| 04:57 |
VanessaE |
(one doesn't want elevation to turn a realm at +1024 into all snow or whatever) |
| 04:58 |
paramat |
we make use of 0 to -31000 but not ~256 to 31000 |
| 04:58 |
paramat |
so in my lua mapgens i use 3d noise for temp and humidity |
| 05:01 |
paramat |
anyway will push my PR soon.. |
| 05:07 |
paramat |
now pushing 2635 |
| 05:12 |
paramat |
complete |
| 05:40 |
hmmmm |
alrighty |
| 05:40 |
hmmmm |
#2637 passed all its checks |
| 05:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/2637 -- Porting: Refactor initalizePaths() by kwolekr |
| 05:41 |
hmmmm |
anybody? please review |
| 05:59 |
paramat |
i looked but it's beyond me sorry |
| 05:59 |
hmmmm |
:/ |
| 06:13 |
paramat |
http://i.imgur.com/qAtngOY.png more fractal mapgen |
| 06:13 |
|
paramat left #minetest-dev |
| 06:16 |
hmmmm |
that's the way i thought proller's fractal mapgen was going to look like |
| 06:16 |
hmmmm |
this is so much better |
| 06:17 |
hmmmm |
and playable |
| 06:41 |
|
leat joined #minetest-dev |
| 07:02 |
|
Krock joined #minetest-dev |
| 07:10 |
|
Hunterz joined #minetest-dev |
| 07:42 |
|
err404 joined #minetest-dev |
| 08:01 |
|
Yepoleb_ joined #minetest-dev |
| 08:28 |
|
kilbith joined #minetest-dev |
| 08:53 |
|
ElectronLibre joined #minetest-dev |
| 09:09 |
|
jin_xi joined #minetest-dev |
| 09:19 |
|
Megaf_ joined #minetest-dev |
| 09:51 |
|
Calinou joined #minetest-dev |
| 10:22 |
Calinou |
website editors, can you add #minetest-fr to the Other channels section? |
| 10:25 |
|
Ritchie joined #minetest-dev |
| 10:41 |
|
leat joined #minetest-dev |
| 10:45 |
kilbith |
and #minetest-es |
| 10:46 |
kilbith |
nvm |
| 10:53 |
|
blaze joined #minetest-dev |
| 11:34 |
|
leat joined #minetest-dev |
| 11:43 |
|
MinetestForFun joined #minetest-dev |
| 11:44 |
|
disableclouds joined #minetest-dev |
| 11:53 |
|
leat joined #minetest-dev |
| 12:05 |
celeron55 |
Calinou: added |
| 12:08 |
Calinou |
thanks |
| 12:13 |
|
loggingbot_ joined #minetest-dev |
| 12:13 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
| 12:14 |
|
SudoAptGetPlay joined #minetest-dev |
| 12:25 |
|
leat joined #minetest-dev |
| 13:02 |
|
crazyR_ joined #minetest-dev |
| 13:02 |
|
crazyR_ joined #minetest-dev |
| 14:08 |
|
ElectronLibre joined #minetest-dev |
| 14:25 |
|
rubenwardy joined #minetest-dev |
| 14:30 |
|
leat joined #minetest-dev |
| 15:04 |
|
cib0 joined #minetest-dev |
| 15:29 |
|
MinetestForFun joined #minetest-dev |
| 16:37 |
|
SopaXorzTaker joined #minetest-dev |
| 16:45 |
|
ElectronLibre joined #minetest-dev |
| 16:47 |
|
hmmmm joined #minetest-dev |
| 16:50 |
|
johnnyjoy joined #minetest-dev |
| 16:51 |
|
johnnyjoy joined #minetest-dev |
| 17:07 |
|
cib joined #minetest-dev |
| 17:19 |
|
Wayward_Tab joined #minetest-dev |
| 17:43 |
|
leat joined #minetest-dev |
| 17:47 |
|
est31 joined #minetest-dev |
| 17:49 |
|
Guest37259 joined #minetest-dev |
| 17:52 |
est31 |
https://github.com/est31/minetest/commit/b0fd3aabb04a5c464b51e22803f47ada70368512 |
| 17:52 |
est31 |
^ merging in 15 minutes |
| 17:53 |
est31 |
see comments on this commit too: https://github.com/minetest/minetest/commit/5f0b36b8b70faa36b20343342567471c8f50b7f2 |
| 17:53 |
est31 |
I've used the same comparison that is used to decide whether to start the server |
| 17:54 |
Krock |
est31, "// Only time out if we aren't if we to wait for the server we started" re-phrase pls |
| 17:55 |
Krock |
Also, I think that's useless because it's only about a ping answer |
| 17:56 |
est31 |
oh |
| 17:56 |
est31 |
rephrasing |
| 17:57 |
est31 |
I think *address != "" needs explanation |
| 17:59 |
est31 |
https://github.com/est31/minetest/commit/f1a41e4f77ce272e8e454710a7a168d95466742c |
| 17:59 |
Krock |
This comit is still not required IMO. Were you able to reproduce this problem? |
| 18:00 |
est31 |
So you think it can't be reproduced? |
| 18:01 |
est31 |
What they said sounded very likely |
| 18:05 |
est31 |
yes I am abled to reproduce |
| 18:05 |
est31 |
its a very mean one |
| 18:05 |
est31 |
first you have to wait |
| 18:05 |
est31 |
then the message comes: timed out. |
| 18:05 |
est31 |
so you dont wait 10 secs |
| 18:05 |
est31 |
but that time you actually would wait too |
| 18:06 |
est31 |
due to single threadedness |
| 18:07 |
est31 |
and tested, the commit works |
| 18:07 |
Krock |
Well then. Continue. |
| 18:08 |
est31 |
pushed |
| 18:09 |
est31 |
still thanks for the commit |
| 18:09 |
Krock |
s/-it/ent/ |
| 18:10 |
est31 |
? |
| 18:12 |
est31 |
bye now |
| 18:18 |
|
ElectronLibre joined #minetest-dev |
| 19:08 |
hmmmm |
nobody reviews my commits |
| 19:08 |
|
cib0 joined #minetest-dev |
| 19:10 |
VanessaE |
hmmmm: because you usually code at a level above everyone else :P |
| 19:10 |
hmmmm |
http://i926.photobucket.com/albums/ad104/tuffguy1979/0gNvwh.jpg |
| 19:10 |
VanessaE |
heh |
| 19:11 |
hmmmm |
i didn't do anything too radical though.. just made things easier to read and simplified some logic |
| 19:11 |
hmmmm |
initializePaths() is one of those things which people only tack onto because they're too scared of breaking other platforms |
| 19:12 |
hmmmm |
neoasthetic or whatever broke RUN_IN_PLACE for OS X. as in, he made it read from the cfbundle directory and not relative to the currently running executable |
| 19:12 |
hmmmm |
={ not cool |
| 19:12 |
hmmmm |
run_in_place needs to actually mean run_in_place |
| 19:13 |
VanessaE |
not good. |
| 19:13 |
VanessaE |
of course OS-X is kind of a special case isn't it? seems like "run-in-place" should pretty much never be 0 in that platform.. |
| 19:13 |
hmmmm |
i'm not sure |
| 19:13 |
hmmmm |
why should run_in_place be different from other unixes? |
| 19:13 |
VanessaE |
I always got the impression that on Mac, all programs were basically self-contained in their own folders. |
| 19:14 |
hmmmm |
maybe older ones |
| 19:14 |
VanessaE |
i.e. none of the usual /usr/* stuff. |
| 19:14 |
VanessaE |
oh well maybe |
| 19:14 |
hmmmm |
there's a "CFBundle resource location" |
| 19:14 |
VanessaE |
my only Mac experience is limited to older ones |
| 19:14 |
hmmmm |
executables are stored in /Applications |
| 19:14 |
hmmmm |
i think. |
| 19:14 |
hmmmm |
I can load up my testing OSX vm |
| 19:15 |
VanessaE |
on my old one (runs OS-X 10.4 I think), I seem to recall everything being stored in an Applications folder (wherever that actually is, I never took note), but that each package usually had its own folder therein |
| 19:16 |
hmmmm |
osx is such a pain in the ass |
| 19:16 |
hmmmm |
everything is like.. different for the sake of being different and it's not necessarily better |
| 19:16 |
VanessaE |
it's Apple. |
| 19:16 |
VanessaE |
'nuff said? :) |
| 19:17 |
hmmmm |
it's not loading up for whatever reason |
| 19:17 |
hmmmm |
uh oh |
| 19:18 |
VanessaE |
? |
| 19:18 |
hmmmm |
my VM is stuck on the gray screen with apple logo and the swirly loading animation |
| 19:39 |
|
MinetestForFun joined #minetest-dev |
| 19:41 |
|
ElectronLibre joined #minetest-dev |
| 19:58 |
|
luizrpgluiz joined #minetest-dev |
| 20:13 |
|
luizrpgluiz left #minetest-dev |
| 20:15 |
|
paramat joined #minetest-dev |
| 20:16 |
paramat |
https://github.com/minetest/minetest_game/pull/493#issuecomment-94309290 |
| 20:18 |
paramat |
^ need support for my river water |
| 20:25 |
|
leat joined #minetest-dev |
| 20:33 |
|
ElectronLibre left #minetest-dev |
| 21:19 |
|
paramat left #minetest-dev |
| 22:02 |
|
proller joined #minetest-dev |
| 22:04 |
hmmmm |
est31: I just saw that "disable timeout for singleplayer" commit - what's up with that? |
| 22:04 |
hmmmm |
why would a lot of mods slow the connection down to that point? localhost connections should be instantaneous |
| 22:08 |
|
Wayward_Tab joined #minetest-dev |
| 22:15 |
|
Wayward_Tab joined #minetest-dev |
| 22:23 |
|
Wayward_Tab joined #minetest-dev |
| 22:30 |
|
Wayward_Tab joined #minetest-dev |
| 22:38 |
|
Wayward_Tab joined #minetest-dev |
| 22:45 |
|
AndroidKris joined #minetest-dev |
| 22:46 |
|
Wayward_Tab joined #minetest-dev |
| 22:54 |
|
Wayward_Tab joined #minetest-dev |
| 23:01 |
|
Wayward__Tab joined #minetest-dev |
| 23:09 |
|
Wayward_Tab joined #minetest-dev |
| 23:17 |
|
Wayward_Tab joined #minetest-dev |
| 23:22 |
hmmmm |
crap, just found two bugs related to noise |
| 23:25 |
|
Wayward__Tab joined #minetest-dev |