| Time |
Nick |
Message |
| 00:06 |
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| 00:14 |
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| 00:27 |
Fixer |
paramat: do you remember why the hell torch looks THAT bad? not even sprite, but one plane :/ |
| 00:28 |
paramat |
calm down :) it's been that way for years, most never notice the flatness |
| 00:28 |
paramat |
a sprite is one plane |
| 00:28 |
paramat |
doesn't bother me at all, MT is unrealistic and simple |
| 00:28 |
paramat |
plantlike is fine too |
| 00:29 |
Fixer |
paramat: i know, it was that bad since 2011 |
| 00:29 |
paramat |
MT and voxel games are only possible due to visual simplicity |
| 00:29 |
paramat |
bad is subjective |
| 00:30 |
paramat |
torch just doesn't particularly need more than a single plane, that's why |
| 00:30 |
Fixer |
paramat: problem is from a lot of angles torches are not seen at all, like this https://i.imgur.com/zZ0PGqh.png |
| 00:30 |
paramat |
no, from one specific tiny angle they are invisible |
| 00:30 |
Fixer |
in any room with 4 torches in corner, you will not see at least 1 due to this one plane texture |
| 00:31 |
Fixer |
torches need second plane for sure |
| 00:32 |
Fixer |
if there is a torch attached to a wall i look at, i will not see it most of the time |
| 00:32 |
Fixer |
such kinds of problems |
| 00:32 |
Fixer |
anyway i go sleep, very late, have fun |
| 00:32 |
paramat |
in your screenshot you've carefully moved to the exact angle to mkae the torch disappear |
| 00:33 |
paramat |
(make) |
| 00:33 |
paramat |
'not see it most of the time' you spend most of the time precisely positioned at the exact angle that makes it disappear? =S |
| 00:35 |
paramat |
heh. maybe this is why you're so good at finding bugs ;) |
| 00:35 |
* paramat |
renames Fixer to Reporter |
| 01:08 |
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| 01:13 |
hmmmmm |
haha |
| 01:13 |
hmmmmm |
so true |
| 01:13 |
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| 01:18 |
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| 01:20 |
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| 01:25 |
hmmmmm |
sigh, another major oversight |
| 01:25 |
hmmmmm |
the environment isn't available at script load time, so i have no way to access the mapgen settings even if the map exists |
| 01:26 |
hmmmmm |
celeron55: is there an actual reason why the environment is created after the mods load? |
| 01:43 |
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| 01:53 |
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| 02:05 |
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| 02:49 |
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| 03:03 |
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| 03:31 |
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| 03:31 |
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| 03:31 |
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| 03:39 |
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| 04:09 |
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| 04:19 |
paramat |
will merge games 1097 1108 1149 1152 in a moment |
| 04:21 |
paramat |
merging, this will take a while |
| 04:26 |
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| 04:39 |
paramat |
done. as usual had to fix awful commit messages |
| 05:13 |
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| 06:23 |
celeron55 |
hmmmmm: i believe it just happens to be that way |
| 06:24 |
celeron55 |
it was that way from the day the scripting interface got any environment-related functionality (i just checked) |
| 06:24 |
celeron55 |
or, well |
| 06:26 |
celeron55 |
the lua state has been passed as a parameter to ServerEnvironment right from the first commit, as it is today |
| 06:26 |
celeron55 |
which kind of requires the lua state to be created before the environment |
| 06:28 |
celeron55 |
not that the environment has ever done anything with it in its constructor though 8) |
| 06:28 |
hmmmmm |
the lua state is only required by the environment in order to generate callbacks for things that happen in the environment, right? |
| 06:29 |
celeron55 |
generally yes |
| 06:29 |
hmmmmm |
doesn't Environment already hold onto an IGameDef at some point? why not just use gamedef->getScriptInterface() |
| 06:29 |
hmmmmm |
that would be more consistent |
| 06:29 |
hmmmmm |
i might change this sometime because it would be beneficial to have access to the environment at script load time |
| 06:29 |
celeron55 |
well, you know, gamedef wasn't a thing back then so it couldn't do it back then |
| 06:31 |
hmmmmm |
i'm missing a lot of context on why these design decisions were made at the time, thanks. for all i know there could be a hidden mine... test |
| 06:33 |
celeron55 |
maybe i thought the environment could change while the scripts would stay loaded so they would have to cope with that anyway |
| 06:34 |
celeron55 |
as of today, that absolutely never happens and probably would be impossible |
| 07:17 |
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| 07:30 |
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| 07:48 |
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| 07:53 |
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| 07:59 |
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| 08:09 |
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| 08:27 |
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| 08:42 |
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| 08:50 |
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| 09:20 |
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| 09:34 |
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| 09:34 |
tenplus1 |
hi folks |
| 10:20 |
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| 10:31 |
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| 10:44 |
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| 10:55 |
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| 12:11 |
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| 12:29 |
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| 12:47 |
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| 13:05 |
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| 13:36 |
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| 13:51 |
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| 14:03 |
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| 14:14 |
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| 14:19 |
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| 14:35 |
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| 14:50 |
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| 14:50 |
tenplus1 |
hi folks |
| 14:51 |
tenplus1 |
pulls game#1085 game#1081 and game#965 changed with additions... ready for adding |
| 14:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1085 -- Disabling TNT by tenplus1 |
| 14:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1081 -- Placing liquid in protected area fixed by tenplus1 |
| 14:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/965 -- Ability to Disable bones, code tidy. by tenplus1 |
| 14:58 |
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| 15:07 |
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| 15:12 |
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| 15:13 |
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| 15:18 |
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| 15:20 |
tenplus1 |
laters :) |
| 15:20 |
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| 15:22 |
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| 15:26 |
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| 15:28 |
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| 15:44 |
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| 15:44 |
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| 15:55 |
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| 15:57 |
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| 16:00 |
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| 16:01 |
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| 16:07 |
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| 16:08 |
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| 16:09 |
Fixer |
https://i.imgur.com/rWjiei4.png another nail in the render, i know it does not smooth nodeboxes... thats a point... |
| 16:24 |
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| 16:25 |
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| 16:26 |
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| 16:35 |
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| 16:46 |
hmmmm |
fixer, why not fix it? :) |
| 16:47 |
Krock |
fix it! |
| 16:47 |
Krock |
but don't do it like M$ and "Fix it!" so that it just disables the whole feature |
| 16:49 |
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| 16:53 |
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| 16:54 |
Fixer |
hmmmm: need to learn basic programming, c++, rendering basics, with that much procrastinations it will take years |
| 17:01 |
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| 17:02 |
hmmmm |
reporting bugs already well known is complaining, not reporting :) |
| 17:03 |
hmmmm |
and certainly not fixing |
| 17:09 |
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| 17:10 |
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| 17:25 |
Fixer |
sorry for repeating about this again |
| 17:29 |
Fixer |
hmmmm: sometimes it gets so annoying it is hard not to complain :/ |
| 17:32 |
Fixer |
but some people can live with it I guess |
| 17:35 |
Fixer |
limits my options when building, avoiding bright materials helps |
| 17:48 |
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| 17:48 |
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| 18:02 |
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| 18:24 |
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| 18:36 |
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| 18:47 |
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| 18:56 |
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| 19:07 |
hmmmm |
ffs |
| 19:07 |
hmmmm |
why is "if (foobar) dothing();" on the same line like that so damn pervasive? |
| 19:07 |
hmmmm |
isn't it absolutely clear that is BANNED? |
| 19:35 |
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| 19:35 |
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| 19:54 |
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| 20:06 |
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| 20:10 |
paramat |
Calinou you're being excessively negative, all open source projects have arguments. if you want MT to improve please work on it, it will be much appreciated, we are very understaffed |
| 20:12 |
KaadmY |
paramat: maybe rejecting every PR because it's "too similar to MC", or "ruins the *feel*", or "might not work correctly 100% of the time" causes this sort of negative arguments? |
| 20:16 |
paramat |
yes open source is difficult because you have to discuss and compromise, no excuse for lack of perspective |
| 20:25 |
Calinou |
generally, projects that admit that they can't please everyone work better |
| 20:25 |
Gael-de-Sailly |
paramat: I'm trying to rework the noise params of valleys mapgen |
| 20:29 |
Gael-de-Sailly |
I'm trying a noise with a high lacunarity |
| 20:35 |
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| 20:41 |
paramat |
how high? |
| 20:42 |
paramat |
you understand lacunarity? |
| 20:48 |
paramat |
as it rises above 2 general noise quality falls, it's best used when specifically needing large gaps between scales of detail |
| 20:50 |
hmmmm |
hmmmmmm |
| 20:50 |
hmmmm |
you can play around with different noise parameters using shadertoy |
| 20:50 |
hmmmm |
get a feel for what the actual effect of each parameter is |
| 20:51 |
hmmmm |
but i personally use my own little utility i made using tk |
| 20:51 |
hmmmm |
gtk |
| 20:52 |
Gael-de-Sailly |
lacunarity of 4 |
| 20:53 |
Gael-de-Sailly |
in fact I want to have rivers that have meanders and iregular riverbanks |
| 20:54 |
Gael-de-Sailly |
so I need a noise with very small octaves |
| 20:54 |
paramat |
i see |
| 20:54 |
paramat |
you may need to tune persistence when adjusting lacunarity |
| 20:55 |
paramat |
otherwise the small scale octaves have too large an amplitude |
| 20:55 |
Gael-de-Sailly |
the side effect is that, if I use a noise with numerous octaves and high persistance, there are some huge marshes where the river makes loops |
| 20:55 |
Gael-de-Sailly |
so I need to reduce medium-sized octaves to avoid that |
| 20:55 |
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| 20:57 |
paramat |
for lacunarity 4, persistence 0.25 is equivalent to standard noise (i think) |
| 20:58 |
Gael-de-Sailly |
that's what I see |
| 21:31 |
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| 21:36 |
Gael-de-Sailly |
paramat: https://forum.minetest.net/viewtopic.php?p=222970#p222970 |
| 21:37 |
Gael-de-Sailly |
good bye :) |
| 21:37 |
paramat |
ok |
| 21:56 |
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| 21:59 |
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| 22:14 |
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| 22:16 |
Fixer |
paramat: fun question for you, if you have time: https://forum.minetest.net/viewtopic.php?f=3&t=13429 |
| 22:18 |
paramat |
ok |
| 22:19 |
paramat |
some is 'blob' ore, most is 'scatter' |
| 22:19 |
paramat |
but that's obvious, the code explains how it works |
| 22:20 |
paramat |
blobs are spheres distorted by 3D noise |
| 22:22 |
paramat |
scatter is randomly placed clusters |
| 22:23 |
paramat |
each cluster is a mix of ore and unchanged nodes |
| 22:23 |
paramat |
the blob ore spheres are solid ore |
| 22:23 |
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| 22:32 |
Fixer |
paramat: mc has neat graphs explaining distribution, like this http://vignette1.wikia.nocookie.net/tekkitlite/images/d/d0/VanillaOreDist.jpg/revision/latest?cb=20130303004811 |
| 22:33 |
est31 |
it would be cool to have an automatic tool that generates this info automatically |
| 22:41 |
* T4im |
wonders what they mean by world height 4->64 |
| 22:42 |
est31 |
its the depth probably |
| 22:42 |
est31 |
minecraft is a very very shallow game compared to minetest :) |
| 22:42 |
T4im |
ah |
| 22:48 |
Fixer |
est31: i always wondered if ore distribution changes depending on depth or constant (across allowed depths)? |
| 22:48 |
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| 22:48 |
est31 |
Fixer, I think it bases on constant |
| 22:48 |
Fixer |
est31: there is not much difference between 1000 and 10000 |
| 22:48 |
est31 |
but thats really something the lua api does |
| 22:49 |
T4im |
Fixer: https://github.com/minetest/minetest_game/blob/master/mods/default/mapgen.lua |
| 22:50 |
Fixer |
T4im: thanks |
| 22:50 |
T4im |
you'll see sometimes 2 stages of distribution; there are other mapgens out there, that are a bit less predictable |
| 22:51 |
T4im |
iron even 4 here |
| 22:53 |
T4im |
est31: such a tool wouldn't be hard, the question is, would it actually help with something? :P |
| 22:53 |
est31 |
idk, it would help fixer? |
| 22:54 |
Fixer |
est31: it was just a curiousity, not much help, since ores are easy to mine anyway (except mese blocks) |
| 22:57 |
T4im |
hmm are caves still generated by the cave generator? or has that moved to the ore/biome setup by now? (as in "air" as ore) |
| 22:57 |
est31 |
still cave generator I think |
| 23:01 |
paramat |
still cavegen |
| 23:01 |
paramat |
but the new 'vein' ore can make 3D noise tunnels of air |
| 23:17 |
hmmmm |
kinda disappointed nobody ever put a biome restriction on a super-rare ore |
| 23:17 |
hmmmm |
like how in minecraft, emeralds only occur in extreme mountain biomes |
| 23:17 |
Fixer |
never too late to do this |
| 23:19 |
paramat |
could be done, perhaps we have been staying faithful to mgv6 depth-only distribution |
| 23:19 |
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| 23:20 |
hmmmm |
you could use different ore setups for different mapgens |
| 23:22 |
paramat |
yeah |
| 23:26 |
sofar |
hmmmm: put rare ores under sea biomes? :D |
| 23:28 |
paramat |
currently everything under y = -112 is a single biome called 'underground', to avoid occasional unwanted biome material |
| 23:36 |
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