PilzAdam wrote:mauvebic wrote:And i dont wanna waste time putting together a pull just to get the prestidigitator treatment.
The problem with prestidigitator was that he had coded everything on his own without talking to us.
If he had talked to hmmmm earlier, then he problably wouldnt have wasted so much work.
prestidigitator wrote:Actually that's the funny bit. I did bring it up early. Hmmm shot down some ideas the instant I asked about them in IRC (so I left them out of what I was doing), and then celeron55 and I had a conversation which he seems to have forgotten about in which he told me that if I implemented noise in the way I described I shouldn't worry and he wouldn't let hmmm get in the way of my contributing. Impressed by celeron55's encouragement when I was otherwise ready to let it go, I continued. Occasionally I even tried to bring up what I was doing in a context where I might get some actual constructive criticism, but the feedback tended to be along the lines of, "Cool. It'd be nice if you did THIS too. Now how about them abandoned mods/software licenses/whatever!"
Interesting story, eh?
prestidigitator wrote:Actually that's the funny bit. I did bring it up early. Hmmm shot down some ideas the instant I asked about them in IRC (so I left them out of what I was doing), and then celeron55 and I had a conversation which he seems to have forgotten about in which he told me that if I implemented noise in the way I described I shouldn't worry and he wouldn't let hmmm get in the way of my contributing. Impressed by celeron55's encouragement when I was otherwise ready to let it go, I continued. Occasionally I even tried to bring up what I was doing in a context where I might get some actual constructive criticism, but the feedback tended to be along the lines of, "Cool. It'd be nice if you did THIS too. Now how about them abandoned mods/software licenses/whatever!"
Interesting story, eh?
MirceaKitsune wrote:It's getting harder for me to understand some of the core developers as well, and I'm slowly starting to lose that feeling of positivity from the administration for many reasons. I am grateful for c55 and the others making this project possible, but also saddened that the main developers choose to be in certain ways at certain times. That's mostly unrelated to the color lighting subject, but a general thing.
I maintain my opinion that adding two extra bits to param1 wouldn't harm anything. hmmm maintains his that the feature would be done in the bad way, and because of that 90% of the community as well as some devs wanting it should be discarded if another way can't be found. I do however agree that this would be best to do with the implementation of hardware lighting... but who's going to help do THAT one properly?
hmmmm wrote:
As for hardware lighting, it seems that mauvebic is sufficiently pleased with BlockScape, which does have the same "sunlight shining through caves" problem as discussed. Blockscape does nothing about it but hope that the top loads quickly enough for the player not to notice, and some guessing of whether or not the player is underground.
Your move.
hmmmm wrote:I don't mean to be offensive here, but your contribution wasn't that great anyway.
All you really did was shit up the entire existing noise.cpp with your own style of code and conventions that had necessarily broken every use of perlin noise already existing in the codebase.
Simplex noise and improved perlin noise, if we wanted, could've been had by grabbing the first free implementation off of google and modifiying a bit. Modulated perlin noise, I had implemented as part of Mapgen V7 in a much simpler and effective manner than what you had done.
I suppose celeron saw this and decided that the rest of what you've screwed up wasn't worth the minor additions either.
mauvebic wrote:I can't find any kind of lighting/shadow bugs:
And actually there's a whole list of features that i'm satisfied with - colored lights, real tinted glass, smaller nodes, different node shapes, vegetation that looks real, is animated and grows, realistic fires (and fireflies), animated and reflective water, to name a few. It basically boils down to how much my time is worth, 13$ to get all those features at once, or hours and days lost trying to convince you. So, feel free to find all the faults you want with it, I doubt you could beat this level of detail and ambiance.
Neuromancer wrote:Blockscape is jaw droppingly beautiful, but the modding interface stinks, and so there aren't any really fun mods for it. Also, I don't like wandering around in it, because the terrain is too difficult to navigate and my computer renders too slow compared to Minetest. I have more fun with Minetest, but I like how Blockscape looks. I just feel more immersed in the world wandering around Minetest. It feels more real to me.
Neuromancer wrote:As far as swearing at each other, insulting each other, and just being generally rude to each other... that isn't going to help the community. And the core devs are no more guilty of this than the new devs and modders. I guess I don't understand why folks can't show a little class and learn to work together. Sure sometimes a point needs to be made forcefully, and it is hard to collaborate, but this is one disfunctional bunch. Imagine what could be accomplished with a little respect.
Neuromancer wrote:There are a lot of bright upstart developers who have been driven away by the battles with the core developers. I think we need to look at more successful development communities and find out how they bring these new developers into the fold without creating too much chaos. Unfortunately the only way to do this is to add a little rigor to the process. That means developing a set of policies and proceedures that clearly outline what is expected from new developers like:
In order to start being a core developer you need to:
read our list of coding standards.
Suggest a small project that you would like to work on
get it approved by 3 core team members
If not approved, pick one from a list of small projects that the core team has pre-approved for work on for new developers
have it code reviewed for meeting the standards
We just need a roadmap. New developers need to know that they need to prove that they will work well with the core team, and put up with these standards, even if they aren't industry best practice. Once they have proven then they can follow the rules, they can start suggesting new rules.
But coming in with an unapproved massive overhaul with no clear guidelines in place is just too disruptive, even if it is brilliant and would improve Minetest.
mauvebic wrote:As for colored lights, I can name two similar games that have it (BS, MC).
Calinou wrote:mauvebic wrote:As for colored lights, I can name two similar games that have it (BS, MC).
By colored light, we're talking about three-channel (RGB) lights, not just coloring light based on sky light and block light levels (Minetest does that since March 2012). Minecraft does not have RGB lights.
TenPlus1 wrote:Just catching up on the coloured light conversation and had an idea, since default.light_max is 14 and param2 can only store a value from 0 to 255, why not split the coloured lights into hinting... e.g.
light_source = 14
light_hint = "[white|red|green|blue|violet|magenta|yellow|blue|cyan|brown|orange|grey]" -- 12 hints
..and since 255 / 14 is 18, we can have up to 18 hints if needed, but the above seems about right for any coloured lighting needed...
so, 0 is no light, 1 to 14 is white, 15 to 28 is red, 29 to 42 is green, 43 to 56 is blue... and so on...
hmmmm wrote:TODO: determine the level of support for dynamic lighting on our target platforms
kaadmy wrote:hmmmm wrote:TODO: determine the level of support for dynamic lighting on our target platforms
I have a pretty old laptop(~5 years), and shaders(Or anything OpenGL in general) work very poorly for me.
I usually get around 15-20 fps with viewing range around 35.
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