| Time |
Nick |
Message |
| 00:08 |
ZenonSeth |
huh, I was looking for a lua terrain generator, found one by you, sfan5 |
| 00:08 |
ZenonSeth |
but its about a year since the last update |
| 00:16 |
ZenonSeth |
hm well it's published under lgpl, so it's fine if i use it as a base to possibly write my own for my own needs? |
| 01:03 |
MinetestBot |
[git] srifqi -> minetest/minetest: Improvements/fixes for noise parameter input in advanced settings a1e1a19 https://git.io/vdAg7 (2017-10-23T00:28:13Z) |
| 01:06 |
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| 03:48 |
MinetestBot |
[git] Coder12a -> minetest/minetest_game: Books: Convert \r to \n 045abbd https://git.io/vdAot (2017-10-23T03:39:44Z) |
| 03:48 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Carts: Better wiggle prevention 454e0da https://git.io/vdAoq (2017-10-23T03:38:43Z) |
| 03:48 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Carts: Replace old, deprecated function names 5870fd4 https://git.io/vdAom (2017-10-23T03:38:28Z) |
| 03:48 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Creative: Cache inventory items on load 47d6fbf https://git.io/vdAoY (2017-10-23T03:37:10Z) |
| 03:48 |
MinetestBot |
[git] jastevenson303 -> minetest/minetest_game: Chest sounds: Shorten open/close sounds 7c3854d https://git.io/vdAoO (2017-10-23T03:35:37Z) |
| 03:48 |
exio4 |
wow, that's rude I just started a new branch |
| 03:50 |
ZenonSeth |
if your branch isn't anywhere else, except on your pc, you can rebase to have your branch be based on these latest changes |
| 03:51 |
exio4 |
yeah, it's one more command though :p |
| 03:51 |
exio4 |
the changes are to minetest_game, anyway |
| 03:52 |
exio4 |
which I don't really care about :P |
| 03:54 |
ZenonSeth |
it's just git rebase master, thought it may help if you want to avoid weird-er history, but ok :P |
| 03:57 |
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| 03:59 |
exio4 |
ZenonSeth: the "wow rude" is because as I ran the command, things were pushed, so, if I had been a bit slower, I wouldn't have needed to rebase it, it's not like it is changing anything, compiling minetest takes like 25-30 minutes and I still don't know what I am exactly going to write :p |
| 04:00 |
sofar |
unless you had something that could be merged in 2 minutes because it's trivial, we would have asked you to rebase anyway |
| 04:00 |
sofar |
there's also nothing wrong with making a PR agains a slightly out of date tree |
| 04:01 |
sofar |
since most of the time it can be merged without needing a rebase |
| 04:01 |
exio4 |
it's also an unlikely to change piece of code what I want to work on, anyway |
| 04:01 |
ZenonSeth |
exio4: fair enough :P |
| 04:01 |
exio4 |
(collisionMoveSimple, the beauty queen) |
| 04:04 |
ZenonSeth |
huh |
| 04:05 |
ZenonSeth |
what scale are the units of speed_f/accel_f? |
| 04:05 |
exio4 |
ZenonSeth: weird units |
| 04:06 |
exio4 |
as far as I know, blocks per second? |
| 04:06 |
ZenonSeth |
i imagine something much smaller than blocks/sec |
| 04:06 |
ZenonSeth |
erm |
| 04:06 |
exio4 |
or blocks per second squared |
| 04:06 |
ZenonSeth |
well for accel yes |
| 04:06 |
ZenonSeth |
but they get clamped to -5000,5000 |
| 04:06 |
exio4 |
they are adjusted for dtime though |
| 04:06 |
ZenonSeth |
wouldn't make sense to be block/sec |
| 04:06 |
exio4 |
yeah, that's a hack, I added 'em in 2013 due to entities lagging the hell out of MT |
| 04:07 |
exio4 |
might be 0.1blocks / sec |
| 04:07 |
exio4 |
still a lot, htose are unreasonable speeds |
| 04:07 |
exio4 |
you can still hang MT with these though |
| 04:07 |
ZenonSeth |
it lags badly way before probably |
| 04:08 |
exio4 |
yeah, one big problem is that it is going to do a cubic search for possible collisions |
| 04:08 |
exio4 |
even though you are moving linearly |
| 04:08 |
ZenonSeth |
oh yea, the 3 nested for loops |
| 04:09 |
exio4 |
so, if you travel (+10, +10, +10) (blocks/second), being 1 block thick you might be checking, 1000 blocks instead of the blocks in the path of the vector |
| 04:09 |
ZenonSeth |
fun |
| 04:09 |
exio4 |
I am trying to find a very easy & quick line algorithm in 3D which can have a defined thickness |
| 04:09 |
exio4 |
which would be the object you are checking collisions against's bounding box |
| 04:10 |
exio4 |
it is a heuristic, so if you get a few extra blocks - no problem |
| 04:10 |
ZenonSeth |
all collision boxes are always axes-aligned right? |
| 04:10 |
exio4 |
I am not sure |
| 04:10 |
exio4 |
are objects' collisions boxes aligned? |
| 04:11 |
exio4 |
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f); this sounds unreasonable, too |
| 04:12 |
exio4 |
it could be getting a lot less objects, even using radius, by getting pos_f as the middleposition and checking for distance * 0.75f I guess |
| 04:13 |
exio4 |
they are all small/easy optimizations, too |
| 04:13 |
exio4 |
so that's quite nice! |
| 04:14 |
exio4 |
ZenonSeth: what do you think? |
| 04:14 |
ZenonSeth |
ok, I'm not that familiar with the mintest code - i have written some collision stuff before - so just a suggestion :P |
| 04:14 |
exio4 |
oh |
| 04:14 |
ZenonSeth |
if the boxes are axis-aligned, which i haven't seen evidence that they're not in gameplay, then you can run a single ray between start/end pos, with the boxes minimum corner, at 0.5 block length steps, and add all blocks that intersect that + above |
| 04:15 |
ZenonSeth |
sorry exio4 i don't mean to bud in your work, but it's interesting and i'd like to learn the code :) |
| 04:15 |
exio4 |
ZenonSeth: I was planning picking a 3D version of bresenham's algorithm and then pick blocks around each point (making sure I avoid repeated blocks while checking) |
| 04:16 |
ZenonSeth |
uh |
| 04:16 |
ZenonSeth |
bresenham's might skip boxes you want |
| 04:17 |
ZenonSeth |
i think at least |
| 04:17 |
exio4 |
ZenonSeth: how so? (the `line thickness` should handle that, I would believe?) |
| 04:17 |
ZenonSeth |
ook, i'm not familiar with the thickness version of it |
| 04:18 |
exio4 |
ZenonSeth: there isn't any, I was going to come up with one |
| 04:18 |
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| 04:18 |
exio4 |
basically, add a smart putPixel :p |
| 04:19 |
ZenonSeth |
would be interesting to see what you come up with |
| 04:20 |
ZenonSeth |
i'm not sure what's called, but i've seen a version of one line-passing-through-grid implemented, and i know how it works, can write up some pseudo-code |
| 04:23 |
exio4 |
ZenonSeth: I wouldn't mind! |
| 04:25 |
ZenonSeth |
I'm writing it down, assuming that the node grid is on integer coords |
| 04:26 |
ZenonSeth |
hmm, the sides though, i think in-game the debug output shows the integer coords are in the center of the node? |
| 04:29 |
exio4 |
ZenonSeth: I am not sure, does it matter, though? |
| 04:29 |
exio4 |
ZenonSeth: I mean, you need to do a thick line either way |
| 04:29 |
ZenonSeth |
it can probably be adjusted so no not really |
| 04:29 |
exio4 |
just increase the thickness a bit :p |
| 04:30 |
ZenonSeth |
i was thinking less of a "thickness" problem and more of using the fact that collision is axis-aligned |
| 04:31 |
ZenonSeth |
the boxes are called aabb3f :P so they seem to be axis-aligned |
| 04:32 |
exio4 |
yeah |
| 04:32 |
exio4 |
the f is for float though |
| 04:32 |
ZenonSeth |
that's fine |
| 04:32 |
exio4 |
either way, the blocks are v3s16 |
| 04:32 |
exio4 |
that's not floating numbes~ |
| 04:32 |
exio4 |
numbers* |
| 04:33 |
ZenonSeth |
the block positions? |
| 04:33 |
ZenonSeth |
that's a 16-bit (short) 3d vector right? |
| 04:33 |
exio4 |
signed 16 bit 3d vector, as far as I know |
| 04:33 |
ZenonSeth |
signed ah right |
| 04:34 |
ZenonSeth |
so signed 16 bit integer |
| 04:34 |
ZenonSeth |
no wonder world limits are at 30k :) |
| 04:34 |
exio4 |
yeah |
| 04:34 |
exio4 |
there are weird things, due to positions also being floats, and whatnot, though |
| 04:34 |
MinetestBot |
[git] paramat -> minetest/minetest: Minetest.conf.example(.extra): Updates due to noise group format 166ded4 https://git.io/vdAK7 (2017-10-23T04:32:26Z) |
| 04:34 |
MinetestBot |
[git] srifqi -> minetest/minetest: Lua_api.txt: Revert changes to NoiseParams format example 63c2641 https://git.io/vdAK5 (2017-10-23T04:30:45Z) |
| 04:35 |
ZenonSeth |
i overheard someone discussing making rendering be relative to player positions (i think that's what they were discussing) |
| 04:35 |
ZenonSeth |
sounds like a good idea/start to support much larger maps |
| 04:35 |
ZenonSeth |
anyway, sorry getting distracted, writing that thing i said i would |
| 04:35 |
exio4 |
I don't know, really, I am quite a bad guy here :P |
| 04:35 |
exio4 |
I am here just because I want a tshirt |
| 04:36 |
ZenonSeth |
"bad"? also no idea what tshirts you mean |
| 04:37 |
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| 04:37 |
exio4 |
ZenonSeth: Digitalocean's Hacktoberfest |
| 04:38 |
exio4 |
I am simply using Minetest <3 |
| 04:42 |
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| 04:50 |
exio4 |
cambiemos had over 58% on my departamento lol |
| 04:50 |
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| 04:50 |
exio4 |
17k votes vs 10k |
| 04:56 |
ZenonSeth |
i had to look that up, are you in Argentina? |
| 04:58 |
exio4 |
ZenonSeth: yeah |
| 04:59 |
exio4 |
we had elections yesterday |
| 05:28 |
ZenonSeth |
ok |
| 05:29 |
ZenonSeth |
https://pastebin.com/NVeafZFg |
| 05:30 |
ZenonSeth |
not tested, and not even guaranteed to compile :P its sorta pseudo c++, i tried to use the same class names, but there's some simple utility functions i didnt write |
| 05:33 |
ZenonSeth |
what it does: given some float start xyz position, it finds which cube's side it intersects next (this is where it matters that cube sides are whole numbers) - and then adds that next cube that was intersected to the list, and moves the start pos forward to the collision point - and moves on until it reaches the node in which the ending point is in |
| 05:35 |
ZenonSeth |
the way you get this to work with colllision boxes of arbitrary size, you figure out the min corner of the aabb that's moving, figure out that aabb's width/height/depth in nodes (minimum 1) - and then run this, and for each node coord this returns, add x/y/z ones along each axis corresponding to how wide/high/deep the aabb is |
| 05:37 |
exio4 |
nice! |
| 05:39 |
ZenonSeth |
if you do write something on this, you can drop me a message, i'm curious what you end up writing |
| 05:39 |
ZenonSeth |
i gotta go get ready for work, see you later |
| 05:39 |
exio4 |
\o |
| 05:42 |
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| 05:50 |
swift110 |
hey all |
| 05:58 |
exio4 |
hallo swift110 :) |
| 06:07 |
swift110 |
how are you exio4 |
| 06:07 |
exio4 |
doing well, a bit tired though |
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| 06:09 |
swift110 |
oh ok |
| 06:09 |
swift110 |
exio4, what are you up to |
| 06:09 |
exio4 |
swift110: playing with code |
| 06:09 |
exio4 |
hoping I get something working |
| 06:12 |
exio4 |
I have quite a few ideas so .. quite a big problem :p |
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swift110 |
oh cool exio4 are you a developer for minetest |
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sfan5 |
ZenonSeth: is that https://github.com/minetest-mods/mg you're looking at? |
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| 12:42 |
gorilla |
I'm wanting to add a basalt/pumice generator. I have installed the moreblocks mod but it creates normal stone instead. Minetest 0.4.16 |
| 12:45 |
NathanS21 |
Gorilla, make sure that you have flowing water and flowing lava hitting. |
| 12:45 |
NathanS21 |
you should get stone and basalt alternating |
| 12:45 |
NathanS21 |
Pumice I believe requires lava falling on water source. |
| 12:46 |
gorilla |
NathanS21: thanks. I'll give it another go. |
| 12:56 |
gorilla |
No such Luck.. I have a water source at one end, five blocks and then a lava source. The only thing that I get from it is stone, never basalt. https://screenshot.net/k95r4cm for screen shot |
| 12:57 |
NathanS21 |
hmm. |
| 12:59 |
NathanS21 |
I used close to that setup on a server and it worked. https://youtu.be/Y13d5k3riBM?t=292 |
| 13:00 |
gorilla |
I'll take a look. |
| 13:03 |
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gorilla |
hmmm. no errors in debug.txt. Odd. |
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Billre |
Sometimes the orientation of the basalt maker matters |
| 14:48 |
Billre |
Try flowing the lava east then west |
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| 15:13 |
Billre |
Take a look at this: https://screenshot.net/71y98ip |
| 15:14 |
Billre |
The unknown block is the breaker - it was temporarily disabled there as part of debugging but you can see how the machine is laid out. The lava is flowing west |
| 15:14 |
Billre |
gorilla ^^ |
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| 15:16 |
Billre |
timing of the placement of the water and lava matters. I forget which has to be placed last. |
| 15:16 |
Billre |
also has to be placed fast. |
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gorilla |
Billre: sounds like it's a bit hit and miss. :-) |
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Billre |
yep, but not too hard. There are only so many permutations once you get the layout setup like that |
| 15:31 |
gorilla |
fair enough.. the east vs west thing is a bit odd |
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gorilla |
Billre: Thanks for your help. I haven't got it to work but that's probably more due to me needing some sleep. I'll pick it up later in the week. |
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| 21:18 |
compunerd |
Hi, does anyone here know of a mapgen mod that can produce complex sewer systems? |
| 21:18 |
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| 21:19 |
Billre |
that sounds cool |
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| 21:19 |
deltasquared |
seconded, but I know not of one |
| 21:19 |
Billre |
I do it in real life and have made autocad and spreadsheet code to do it |
| 21:19 |
compunerd |
I'm trying to build a Ninja Turtle game for my son |
| 21:19 |
deltasquared |
that said, are there mods out there that generate minecraft-esque abandoned mineshafts? such code could act as a start point |
| 21:19 |
Billre |
but a game mod? good luck! :D |
| 21:20 |
deltasquared |
Billre: you sound like you have my dad's job, sewer and drainage design |
| 21:20 |
Fixer |
hahah |
| 21:20 |
compunerd |
Billre, Awesome... could you send me some spreadsheet samples? |
| 21:20 |
Billre |
yep ... and roads and ditches and turtle crossings |
| 21:21 |
deltasquared |
compunerd: you wait, it'll be "confidential" |
| 21:21 |
deltasquared |
the spreadsheet data I mean |
| 21:21 |
deltasquared |
besides I'm not quite sure what the numbers would mean. |
| 21:21 |
Billre |
right .. took me seven years on and off to develope that .. not even the companies I worked for have a copy |
| 21:22 |
deltasquared |
Billre: so, that's your employability token? ;) |
| 21:22 |
Billre |
didn't work! but I tried |
| 21:22 |
compunerd |
I understand completely... I built the network at the factory I work at... tokens come in handy... haha |
| 21:23 |
deltasquared |
compunerd: "I'm the only one who knows where all the important cables are!" |
| 21:23 |
Billre |
lol |
| 21:24 |
Billre |
until a maintenance worker paid $7/hr traces it |
| 21:24 |
compunerd |
More like the passwords, static addresses, encrypted data, etc |
| 21:25 |
Billre |
oh .. nice! |
| 21:25 |
deltasquared |
I suspect there's a law against holding companies to ransom with supposedly "their" encryption keys |
| 21:25 |
compunerd |
encrypted Hard drives that only I can unlock after a power outage and things too |
| 21:26 |
Billre |
I wouldn't think there's a law but the unemployment line |
| 21:26 |
deltasquared |
well what can I say, if you've still got a job after trying that then your bosses evidently deserve what they get, stuff 'em |
| 21:26 |
compunerd |
My keys... I generated them on my personal hardware |
| 21:27 |
deltasquared |
hmm, in an organisation which takes it's data seriously that would have been an instant you're fired right there |
| 21:27 |
compunerd |
It's an unspoken relationship... They just don't want the headache and production loss from trying to rework everything or wait on a court order... lol |
| 21:27 |
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| 21:28 |
deltasquared |
sounds like you've got your job security sorted out then... I can't say I agree with the morality but I like your technique ;) |
| 21:28 |
compunerd |
Sometimes, the status quo is just easier... look at the government... lmao |
| 21:29 |
Billre |
There's a balance, I think between having someone capable of handling the security and a company that compromises itself with open data. |
| 21:30 |
deltasquared |
Billre: oh for sure, unless it's a really big company you're best off with one strong individual vs many clueless ones (*cough* high school IT *cough*) |
| 21:31 |
deltasquared |
compunerd: going back to the subject of sewer generation, to me it would mostly be a case of branching lengths of straight tunnel generated with the appropriate nodes |
| 21:32 |
compunerd |
It's cool, I'm not a hard ass about anything, and I'm pretty easy to get along with... |
| 21:32 |
deltasquared |
that's why I'm wondering if there's a mineshaft mod anywhere, register_on_generated is not something I'm good with myself |
| 21:32 |
deltasquared |
!mod mineshafts |
| 21:32 |
MinetestBot |
deltasquared: Could not find anything. |
| 21:32 |
deltasquared |
dang |
| 21:33 |
Billre |
Imod mine |
| 21:33 |
deltasquared |
why couldn't it be that simple for once |
| 21:33 |
Billre |
lmod mine |
| 21:33 |
deltasquared |
Billre: it's a !, not a l :P |
| 21:33 |
Billre |
ok I can't use the bot to search .. lol |
| 21:33 |
Billre |
aha! |
| 21:33 |
Billre |
!mod |
| 21:33 |
MinetestBot |
Billre: Could not find anything. |
| 21:33 |
Billre |
!mod mine |
| 21:33 |
MinetestBot |
Billre: MAPP - map for Minetest - optimized! by 4aiman - https://forum.minetest.net/viewtopic.php?t=4922 |
| 21:34 |
deltasquared |
... hmm, probably not |
| 21:34 |
compunerd |
Yeah, I can see that working, I just don't know if my LUA skills are on par to edit it... But I have surprised myself in the past with OldCoder's moontest world when I was a mod and admin there |
| 21:34 |
deltasquared |
... ooof, oldcoder. I didn't know anyone who knew that guy |
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