| Time |
Nick |
Message |
| 00:30 |
|
paramat joined #minetest-dev |
| 00:32 |
paramat |
pushing soon https://github.com/minetest/minetest/pull/2777 -- Biome API: Enable generateBiomes to world base |
| 00:51 |
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| 01:05 |
paramat |
now pushing 2777 |
| 01:06 |
nolsen |
. |
| 01:06 |
nolsen |
I just updated with git pull already. |
| 01:06 |
nolsen |
oh well. |
| 01:11 |
paramat |
complete |
| 01:14 |
nolsen |
I think I encounter an bug with static_spawnpoint |
| 01:15 |
nolsen |
It's ignoring the line in minetest.conf |
| 01:20 |
paramat |
sounds familiar |
| 01:21 |
paramat |
there might be a bug report issue raised at github |
| 01:22 |
nolsen |
static_spawnpoint = 488, 30, 476 |
| 01:22 |
nolsen |
instead, It spawns me at 0, 3, 0 |
| 01:22 |
nolsen |
Which was in the ground. |
| 01:23 |
nolsen |
I had to dig a way out or people will do what they usually do, but more easily. |
| 01:36 |
VanessaE |
nolsen: get rid of the spaces. |
| 01:37 |
VanessaE |
make it: static_spawnpoint = 488,30,476 |
| 01:37 |
nolsen |
VanessaE: Tried it without spaces |
| 01:41 |
VanessaE |
odd. |
| 01:41 |
VanessaE |
usually works for me, but there is a network glitch that sometimes causes players to spawn at 0,0,0 |
| 01:54 |
nolsen |
#2788 |
| 01:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/2788 -- Tab complete feature. |
| 01:59 |
paramat |
hmmmm or anyone, how do i declare the blend noise params and seed in the scope of getBiome? see https://github.com/minetest/minetest/pull/2764#issuecomment-111679349 |
| 02:43 |
paramat |
nevermind i seem to be getting somewhere.. |
| 02:47 |
paramat |
slowly |
| 03:04 |
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| 03:04 |
paramat |
compiles but segfaults. im cargo culting stuff so above my level i doubt it's worth trying to figure this out myself.. |
| 03:05 |
paramat |
https://github.com/minetest/minetest/pull/2764 |
| 03:28 |
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| 03:55 |
hmmmm |
hmm |
| 03:57 |
hmmmm |
paramat: do you actually need to calculate the biome blending inside getBiome()? |
| 03:57 |
hmmmm |
separation of concerns |
| 03:58 |
hmmmm |
if your goal is to make the detail of heat maps and humidity maps more noisy, then perhaps you should be modifying that in heat_map and humidity_map |
| 03:58 |
paramat |
erm i considered that and thought that was best |
| 03:58 |
hmmmm |
my point is |
| 03:58 |
paramat |
yes i would prefer that |
| 03:58 |
hmmmm |
the biome manager shouldn't really know anything about the map seed |
| 03:58 |
hmmmm |
the mapgen should know about the map seed |
| 03:58 |
hmmmm |
all the biome manager knows about is heat, humidity, and height |
| 03:59 |
paramat |
also it would be best for heatmap and humiditymap to include the blend variation |
| 03:59 |
hmmmm |
yeah :/ |
| 03:59 |
hmmmm |
if you're going to modify the heat and humidity, then actually modify it |
| 03:59 |
hmmmm |
otherwise this information wouldn't be available through the rest of the interface |
| 04:00 |
hmmmm |
so if I were implementing this, I would personally put the modification inside of generateNoise()s |
| 04:00 |
paramat |
ah so point poll blend noise and add the values to the heat/humidity maps |
| 04:00 |
hmmmm |
it's the single most straightforward solution |
| 04:00 |
hmmmm |
and it requires no modifications whatsoever to the biome manager |
| 04:00 |
paramat |
yes i agree |
| 04:01 |
hmmmm |
to answer your question though |
| 04:01 |
paramat |
okay i will rework this , thanks |
| 04:01 |
hmmmm |
you need to learn more C++ :p |
| 04:01 |
paramat |
yeah! |
| 04:01 |
hmmmm |
this is really cargo culting at its finest, except it doesn't work at all |
| 04:01 |
hmmmm |
adding Mapgen *mg; to a class definition doesn't magically make it have the same information as the mapgen |
| 04:01 |
paramat |
those were deperate acts.. |
| 04:02 |
hmmmm |
if you actually wanted to make things work that way, you'd have to initialize those variables some place before getBiome gets called |
| 04:02 |
hmmmm |
like, add bmgr->mg = this; in makeChunk() |
| 04:02 |
hmmmm |
and bmgr->params = &this->params; |
| 04:03 |
hmmmm |
but I would recommend against that simply because you're actually modifying heat and humidity, and it should reflect this in the heat/humidity maps |
| 04:03 |
paramat |
yes |
| 04:03 |
paramat |
good i have a new direction =) |
| 04:05 |
paramat |
i have some more changes to mgv7 noiseparams coming, details will be in the thread |
| 04:07 |
paramat |
also i have a game PR that corrects 'is ground content' settings. wondering why trees/leaves are currently 'false' when other plantlife is 'true' |
| 04:07 |
hmmmm |
non ononononono |
| 04:07 |
hmmmm |
don't do that |
| 04:07 |
hmmmm |
making leaves not part of ground content helps stop cavegen griefing |
| 04:08 |
paramat |
many are incorrect |
| 04:08 |
paramat |
aha i see |
| 04:09 |
paramat |
yes i'll leave trees/leaves false then |
| 04:09 |
paramat |
i didn't change that in the PR |
| 04:10 |
paramat |
it's odd that mgv6 small caves don't overgenerate, we could have more intersections. perhaps your multi-stage mapgen could overgen small caves since it removes griefing |
| 04:13 |
paramat |
i noticed MC caves seem to have more intersections and therefore more interesting |
| 04:24 |
paramat |
also i'm adding savanna to the mgv5/v7 biome system, and will let part of rainforest grow in shallow water to create swamps |
| 04:30 |
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| 04:37 |
hmmmm |
hmmm |
| 04:37 |
hmmmm |
i can't think of why small caves don't overgenerate |
| 05:34 |
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| 05:44 |
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| 06:03 |
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| 06:17 |
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nore joined #minetest-dev |
| 06:35 |
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| 06:36 |
paramat |
compiles and runs but no terrain generates, weird https://github.com/paramat/minetest/tree/noiseblend |
| 06:39 |
paramat |
hi nore, https://github.com/minetest/minetest_game/pull/539 -- Fix is_ground_content settings for nodes. Please could you review this sometime? |
| 06:53 |
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| 07:20 |
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| 11:12 |
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| 11:14 |
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| 12:10 |
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| 12:42 |
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| 13:42 |
celeron55 |
https://www.youtube.com/watch?v=je-KroYSzrU |
| 13:43 |
celeron55 |
lol i'm cringing hard at how much this is suffering due to no moddable client-side physics or camera or anything |
| 13:44 |
celeron55 |
every core developer should watch this |
| 14:03 |
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| 15:07 |
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| 15:28 |
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| 15:28 |
est31 |
pushing #2790 |
| 15:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/2790 -- Fixed crash caused by saplings trying to grow on unknown nodes by Y-st |
| 15:28 |
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| 15:48 |
RealBadAngel |
https://cloud.githubusercontent.com/assets/2177790/8163843/cebc3308-1385-11e5-8626-3023a865c388.png |
| 15:49 |
RealBadAngel |
^^ connected textures |
| 15:51 |
est31 |
also showcasing a weakness of what kenney suggested |
| 15:51 |
est31 |
on the edges, there is this ugly diagonal |
| 16:00 |
RealBadAngel |
yes, triangles do cut edge pixels in half |
| 16:03 |
* est31 |
wonders whether there is a better method |
| 16:03 |
est31 |
interestingly, in kenney's suggestion, there is a full edge for the glass texture |
| 16:04 |
RealBadAngel |
he propapbly just painted that |
| 16:04 |
est31 |
yes I think so |
| 16:04 |
est31 |
perhaps one should specify 3 images not two |
| 16:05 |
est31 |
the first is the base one which is painted always |
| 16:05 |
nore |
I also noticed an incompatibility in his suggestion |
| 16:05 |
est31 |
then a second which is drawn using diagonals |
| 16:05 |
nore |
the middle glass in the top row has a white bottom-left pixel |
| 16:06 |
est31 |
thats what we are speaking about :) |
| 16:06 |
nore |
while in the red & blue textures, that pixel in yellow |
| 16:06 |
est31 |
https://cloud.githubusercontent.com/assets/8872119/8164299/62beba74-1388-11e5-8acc-03de9c522379.pn |
| 16:06 |
est31 |
g |
| 16:06 |
RealBadAngel |
but that method will work for his another examples |
| 16:06 |
est31 |
and a third which is drawn last using 4 sub tiles |
| 16:06 |
nore |
est31: I mean, not that |
| 16:07 |
est31 |
ah I see nore |
| 16:07 |
nore |
from his spec, pixels on diagonals should be drawn with the not-connected texture |
| 16:07 |
est31 |
from his spec, its not observable, because there is an incompatibility as you said |
| 16:08 |
nore |
yep, there is one on glass |
| 16:08 |
est31 |
The method I suggest with 3 images would support both use cases |
| 16:08 |
nore |
(the other drawings correctly match the spec though) |
| 16:08 |
nore |
so, what would your suggestion be? |
| 16:08 |
est31 |
<est31> the first is the base one which is painted always |
| 16:08 |
est31 |
<est31> then a second which is drawn using diagonals |
| 16:09 |
est31 |
<est31> and a third which is drawn last using 4 (rectangular) sub tiles |
| 16:10 |
nore |
ah, I see what you mean |
| 16:10 |
nore |
wouldn't you get problems with transparency though? |
| 16:10 |
est31 |
if all have an alpha channel, why? |
| 16:11 |
nore |
well, I mean for glass, if you always draw the texture with sides, you going to have a problem |
| 16:11 |
nolsen |
I think I found a bug with v7, there are very few trees D: |
| 16:12 |
est31 |
ah I realize it doesnt work |
| 16:13 |
RealBadAngel |
est31, that rather wont work |
| 16:14 |
RealBadAngel |
how would separate diagonals and display them with triangles? |
| 16:14 |
RealBadAngel |
you would need to make meshes for each pixel to do that |
| 16:16 |
est31 |
the first two steps are exactly what you are doing no? |
| 16:19 |
hmmmm |
paramat: if you're around, check this out: http://vterrain.org/ |
| 16:19 |
hmmmm |
specifically http://vterrain.org/Elevation/Caves/ |
| 16:26 |
est31 |
yet another preference PR https://github.com/minetest/minetest/pull/2787 |
| 16:27 |
hmmmm |
well |
| 16:27 |
hmmmm |
it's up to you, i don't really care |
| 16:27 |
hmmmm |
also why is darkrose still in the core developer section |
| 16:28 |
hmmmm |
and you aren't |
| 16:29 |
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| 16:31 |
est31 |
the last time it was updated when I wasn't core dev yet |
| 16:31 |
est31 |
as long as it gets updated till the next release... |
| 16:35 |
RealBadAngel |
https://imgrush.com/G4EnJd193gZx.png |
| 16:35 |
RealBadAngel |
looks a bit better than glass |
| 16:36 |
Taoki |
RealBadAngel: Hi :) Did you see my last message yesterday, about the new parallax? |
| 16:36 |
RealBadAngel |
i think not |
| 16:36 |
RealBadAngel |
hi |
| 16:36 |
Taoki |
[02:28:49] <Taoki> RealBadAngel: Got latest master, confirming the new parallax effect works for me (AMD / MESA). Thank you... it looks so sweet and realistic! |
| 16:36 |
Taoki |
[02:32:54] <Taoki> Strange however... it only seems to work sometimes o.o I switched back to the window as I wrote the above line, and the effect was gone... I was getting the old parallax. Also when I quit to the main menu than back in. So something might be causing it to switch between the two randomly. |
| 16:37 |
est31 |
RealBadAngel, now, how did you do it? |
| 16:38 |
est31 |
because this is against my theory :) |
| 16:38 |
RealBadAngel |
est31 those textures have common pixels on diagonals |
| 16:38 |
est31 |
ah I see |
| 16:38 |
est31 |
still the diagonal method |
| 16:38 |
est31 |
cool |
| 16:39 |
RealBadAngel |
Taoki, seems like another AMD related issue, we will have to find out what happens |
| 16:40 |
RealBadAngel |
est31, what i have done is splitting each face into four triangles instead of 2 |
| 16:40 |
Taoki |
RealBadAngel: AMD related or MESA related. But yeah... all I know is I was getting the new effect, then switched to the IRC window, then when I alt + tab'd back to Minetest I was getting the old parallax again. |
| 16:40 |
Taoki |
Before that, I was getting the old parallax, exited to the main menu, re-entered the world, then the new one was working. |
| 16:41 |
RealBadAngel |
Taoki, by old parallax you mean that auto generation of heightmaps stopped working? |
| 16:42 |
RealBadAngel |
i would like to see screenshots before and after |
| 16:42 |
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| 16:42 |
Taoki |
RealBadAngel: Possibly. I mostly mean I was getting the effect before the change. |
| 16:42 |
Taoki |
That sounds most likely |
| 16:44 |
RealBadAngel |
est31, theres another solution to make those textures |
| 16:45 |
est31 |
RealBadAngel, ok 4 triangles is what thought. |
| 16:45 |
RealBadAngel |
most easy would be a script that will calculate all the possible combinations - five of them, taking care of those pixels on diagonals |
| 16:45 |
RealBadAngel |
and store them as animation frames |
| 16:46 |
est31 |
I count 12 |
| 16:46 |
est31 |
err 13 |
| 16:46 |
rubenwardy |
connected looking good :D |
| 16:47 |
RealBadAngel |
why so much? |
| 16:47 |
RealBadAngel |
i can see just 5 :) |
| 16:47 |
est31 |
lemme make an ascii art |
| 16:48 |
est31 |
oh even more |
| 16:48 |
est31 |
RealBadAngel, you disregard roatation? |
| 16:49 |
RealBadAngel |
imho you just need base case |
| 16:49 |
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| 16:49 |
est31 |
yea |
| 16:50 |
est31 |
still I count 6 RealBadAngel |
| 16:51 |
est31 |
http://pastebin.com/2px6z4wJ |
| 16:51 |
RealBadAngel |
ah yes |
| 16:51 |
nore |
est31: there is however a rotation problem (i.e. bookshelf...) |
| 16:52 |
est31 |
yes |
| 16:52 |
nore |
and the diagonal problem (+#/## vs +#/# ) |
| 16:52 |
nore |
(the one there is with glass with kenney's suggestion) |
| 16:53 |
est31 |
ah I see |
| 16:54 |
est31 |
I think we need something like a programming language |
| 16:54 |
est31 |
input: 8 bits for the tiles around |
| 16:54 |
est31 |
output: rules to make a texture |
| 16:57 |
nore |
isn't it a bit overkill? |
| 16:58 |
RealBadAngel |
for sure it is :) |
| 17:01 |
rubenwardy |
Overkill is fun for the end user! |
| 17:03 |
est31 |
ok something simpler: |
| 17:04 |
rubenwardy |
MTTCPL |
| 17:04 |
rubenwardy |
MinetestTextureConnectingProgrammingLanguage |
| 17:04 |
est31 |
you provide a map from 8 ternary values to a tile each |
| 17:05 |
est31 |
the values are: 1 (is there) 0 (might be there) and -1 (is not there) |
| 17:05 |
est31 |
or rather you provide an array with tuples (8 ternary values, tile) |
| 17:06 |
est31 |
then when it comes to rendering, the array is traversed for every tile, and the 8 ternary values are compared with the actual 8 inside the world |
| 17:06 |
est31 |
if there is a "match", the tile is "added", if there is no, nothing happens |
| 17:07 |
est31 |
all tiles have alpha values, so you can have transparency |
| 17:07 |
est31 |
examples |
| 17:07 |
est31 |
1. the glass |
| 17:08 |
est31 |
ah, dont know how to describe them |
| 17:09 |
est31 |
but all the examples kenney suggested would work |
| 17:09 |
RealBadAngel |
but one problem |
| 17:09 |
RealBadAngel |
only shaders can do that |
| 17:10 |
est31 |
gtg |
| 17:11 |
RealBadAngel |
john_cephalopoda, check master |
| 17:13 |
RealBadAngel |
https://bitbucket.org/prupe/mcpatcher/wiki/CTM_Methods |
| 17:13 |
RealBadAngel |
nore ^^ |
| 17:21 |
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| 18:01 |
* VanessaE |
peeks in |
| 18:04 |
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| 18:21 |
est31 |
the other option |
| 18:22 |
est31 |
would be to have it pre-generated |
| 18:23 |
est31 |
all 256 combinations |
| 18:23 |
est31 |
like RBA said inside an animation |
| 18:23 |
est31 |
or with additional info |
| 18:23 |
est31 |
like a table |
| 18:24 |
est31 |
that maps the 256 combinations to those pictures |
| 18:24 |
est31 |
with multiple combinations being abled tomap to one picture |
| 18:25 |
est31 |
(basically what I suggested before, but already generated) |
| 18:25 |
est31 |
so it wont need a shader |
| 18:25 |
est31 |
RealBadAngel ^ |
| 18:25 |
VanessaE |
sounds like a memory hog |
| 18:26 |
est31 |
VanessaE, they would have needed to be generated either way |
| 18:26 |
est31 |
also its not 256 * texture size unless you utilize all combinations |
| 18:26 |
VanessaE |
...wehich you KNOW will happen. |
| 18:26 |
VanessaE |
which*( |
| 18:27 |
est31 |
also I wonder how RBA did it if not with shaders |
| 18:28 |
VanessaE |
shaders need to be reserved for special effects, and I'm not sure connected textures qualify as that |
| 18:28 |
est31 |
agree |
| 18:28 |
VanessaE |
well, special effects and any base effect where they'd be faster purely as an alternative. |
| 18:29 |
VanessaE |
(i.e. lighting, which I'm pretty sure shaders were originally invented for :) ) |
| 18:31 |
nolsen |
VanessaE: It appears that spawn.conf keep setting the spawn location at 0, 0, 0. Now I'm not sure if spawn.conf is part of minetest, or is a mod. |
| 18:31 |
VanessaE |
that'll be part of a mod. |
| 18:32 |
VanessaE |
base minetest only uses static_spawnpoint, afaik. |
| 18:32 |
nolsen |
Well I'm not sure what mod is using it. |
| 18:32 |
VanessaE |
(unless something has changed recently) |
| 18:32 |
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| 18:33 |
VanessaE |
probably this one, nolsen: https://github.com/Pitriss/multispawn |
| 18:34 |
nolsen |
Yep, It is. |
| 18:34 |
nolsen |
Thanks |
| 18:35 |
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| 18:36 |
VanessaE |
yw |
| 18:44 |
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| 21:33 |
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| 21:44 |
nolsen |
#2792 |
| 21:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/2792 -- Ability to move items into your hotbar or chest easy with shift like Minecraft. |
| 21:51 |
est31 |
nolsen, do you want to implement it? |
| 21:52 |
nolsen |
I would. |
| 21:52 |
nolsen |
If I knew how. |
| 21:52 |
nolsen |
I haven't even finished my C++ course. |
| 21:52 |
est31 |
when I started programming for minetest, I didnt know any c++ |
| 21:53 |
est31 |
or very tiny bits |
| 21:53 |
nolsen |
Only C++ program I written was to fool skiddies that the program had "hacking abilities" xD |
| 21:54 |
est31 |
you only need to modify here, not write |
| 21:54 |
nolsen |
But where would I start? |
| 23:02 |
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