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Argentus |
Hello guys, just started with Minetest and modding. Any tips on how to test/simulate your lua mapgens? Flying through the whole 62k*62k map to see what's generated is not practical and I can't run the code outside the game, since I am using the builtin perlin. Do you know how to simulate the MT perlin in Matlab/Octave for example? |
| 07:23 |
Argentus |
What I'm looking for is how to visualize the big picture things, like the resulting heigt map or noise patterns in general |
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MinetestBot |
[git] appgurueu -> minetest/minetest: Fix precision not working in hud_change (#10186) 1c38027 https://git.io/JJS0X (2020-08-12T09:51:50Z) |
| 09:55 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Render nodeboxes with opaque material if possible (#10122) fff0393 https://git.io/JJSEe (2020-08-12T09:52:50Z) |
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Krock |
!tell Argentus Not possible in MInetest right now, but you can set the perlin noise scatter to a lower value to have everything in a miniature format. also make use of the "dummy" map backend |
| 16:47 |
MinetestBot |
Krock: yeah, yeah |
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GreenXenith |
When entities are drawn, are faces/tris without textures "rendered"/calculated? Like when you have a node with a texture missing, that face doesnt show up in debug mode. Unfortunately debug mode doesnt work on entities. |
| 17:57 |
GreenXenith |
(Specifically with a mesh drawtype) |
| 17:57 |
GreenXenith |
(Or maybe normal drawtype) |
| 17:58 |
GreenXenith |
s/normal/cube |
| 17:59 |
GreenXenith |
And when I say "without texture" I mean 100% transparent, because that is usually the case |
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| 18:03 |
GreenXenith |
I guess a better question would be: If an entity has no textures, is the client actually processing or drawing anything? |
| 18:03 |
GreenXenith |
s/no/blank |
| 18:03 |
Krock |
it's always processed |
| 18:04 |
Krock |
unless you set "visible = false" in the entity def |
| 18:04 |
Krock |
or properties, after it's spawned |
| 18:04 |
sfan5 |
it's "no" texture actually possible with entities? |
| 18:04 |
sfan5 |
isn't* |
| 18:06 |
GreenXenith |
Well yes but actually no |
| 18:06 |
GreenXenith |
A lot of visual types will use defined textures to fill in missing ones |
| 18:06 |
GreenXenith |
Cube included, I think |
| 18:07 |
GreenXenith |
Krock: So if I have a cuboid of say a few hundred entities, for sake of argument, and all of the hidden ones have transparent textures (but are still "visible"), is it faster to render than if they had textures? |
| 18:10 |
Krock |
opaque textures might be faster than transparent ones |
| 18:10 |
Krock |
dunno about "no texture" |
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MinetestBot |
Argentus: Aug-12 16:47 UTC <Krock> Not possible in MInetest right now, but you can set the perlin noise scatter to a lower value to have everything in a miniature format. also make use of the "dummy" map backend |
| 20:59 |
Argentus |
Krock: thanks, the "spread" value miniature is a good idea. Also, could anyone point me in a good direction at procedural generation of lakes and maybe rivers? My mountains generate a good amount of glacier lake-like depressions, any idea on how to fill them with water? |
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Krock |
*shrug* |
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Motogeekchris |
Hello, Can anyone help point me in the right direction? I need to pull a list of players from my minetest server. I have a private server setup for my kids and my daughter said there was someone logged on she didnt know |
| 23:46 |
Motogeekchris |
I'd like to be able to pull the name and ip if possible. I checked the debug.txt as it has been reset since last reboot |
| 23:46 |
GreenXenith |
There is a player database |
| 23:46 |
GreenXenith |
players.sqlite, probably |
| 23:47 |
GreenXenith |
You can download the sqlite viewer to read it, or do manual SQL statements |
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