Setting absurdly long view range

Post Reply
User avatar
OmniStudent
Member
Posts: 261
Joined: Sat Nov 03, 2012 06:40

Setting absurdly long view range

by OmniStudent » Post

Is there a way (changing of source code OK) to extend the viewing range?
However I put the settings, it seems the game doesn't render nodes further than approximately half a kilometer. I've been standing in the same place for half an hour, hoping for the landscape further away to show.
I am aware that this may slow the game down to Unplayable, I just want to see what it looks like.

User avatar
Krock
Developer
Posts: 4571
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker
Location: Switzerland
Contact:

Re: Setting absurdly long view range

by Krock » Post

Somewhen there's a limit when Minetest stops generating and/or sending far mapblocks.
For this, change in your minetest.conf the following lines:

Code: Select all

#    From how far blocks are sent to clients, stated in mapblocks (16 nodes)
max_block_send_distance = 10

#    From how far blocks are generated for clients, stated in mapblocks (16 nodes)
max_block_generate_distance = 6
minetest.conf.example GitHub link
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

User avatar
OmniStudent
Member
Posts: 261
Joined: Sat Nov 03, 2012 06:40

Re: Setting absurdly long view range

by OmniStudent » Post

Thanks, will try when nobody at work is looking ;)

User avatar
Morn76
Member
Posts: 659
Joined: Sun Feb 16, 2014 19:45

Re: Setting absurdly long view range

by Morn76 » Post

Have you tried to enable far view by pressing R? First fly around the map a bit so everything gets loaded, then hit R.

User avatar
OmniStudent
Member
Posts: 261
Joined: Sat Nov 03, 2012 06:40

Re: Setting absurdly long view range

by OmniStudent » Post

Thanks!
Image

User avatar
OmniStudent
Member
Posts: 261
Joined: Sat Nov 03, 2012 06:40

Re: Setting absurdly long view range

by OmniStudent » Post

But that light blue artifact in the water is really annoying. I get them all the time.

User avatar
kaadmy
Member
Posts: 706
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

Re: Setting absurdly long view range

by kaadmy » Post

OmniStudent wrote:But that light blue artifact in the water is really annoying. I get them all the time.
Is that just sky showing through un-generated ground?
Never paint white stripes on roads near Zebra crossings.

Pixture

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: Setting absurdly long view range

by Don » Post

Press + until it is at the range you want. - makes it shorter range.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

User avatar
OmniStudent
Member
Posts: 261
Joined: Sat Nov 03, 2012 06:40

Re: Setting absurdly long view range

by OmniStudent » Post

kaadmy wrote:
OmniStudent wrote:But that light blue artifact in the water is really annoying. I get them all the time.
Is that just sky showing through un-generated ground?
Never thought of that, but ground is obviously generated very far in the xy-plane.

User avatar
celeron55
Administrator
Posts: 469
Joined: Tue Apr 19, 2011 10:10
GitHub: celeron55
IRC: celeron55

Re: Setting absurdly long view range

by celeron55 » Post

OmniStudent wrote:But that light blue artifact in the water is really annoying. I get them all the time.
That's an optimization that makes views like this look nasty. The server assumes that things that are pitch black and far away from the player wouldn't be visible or useful and doesn't send them, but as it turns out, the bottom of oceans is exactly like that.

You can try how it looks without that if you can modify the code and re-compile:

Code: Select all

diff --git a/src/clientiface.cpp b/src/clientiface.cpp
index a6ab1ef..1379431 100644
--- a/src/clientiface.cpp
+++ b/src/clientiface.cpp
@@ -288,19 +288,6 @@ void RemoteClient::GetNextBlocks (
 
                                if(block->isGenerated() == false)
                                        block_is_invalid = true;
-
-                               /*
-                                       If block is not close, don't send it unless it is near
-                                       ground level.
-
-                                       Block is near ground level if night-time mesh
-                                       differs from day-time mesh.
-                               */
-                               if(d >= 4)
-                               {
-                                       if(block->getDayNightDiff() == false)
-                                               continue;
-                               }
                        }
 
                        /*
However, I'm not sure if we should just remove that piece of code. Some kind of an actual fix to it so that it would send ocean floors, but still not things that are very far in actual undeground, would be much better.

Another option of course would be to make the bottom of the skybox to be black. Then the blue sky wouldn't shine through like that. It might make more sense than making the server send pitch black blocks. Certainly it would have better performance at least.

User avatar
OmniStudent
Member
Posts: 261
Joined: Sat Nov 03, 2012 06:40

Re: Setting absurdly long view range

by OmniStudent » Post

Thankyou, will try this in the weekend.

User avatar
OmniStudent
Member
Posts: 261
Joined: Sat Nov 03, 2012 06:40

Re: Setting absurdly long view range

by OmniStudent » Post

Worked as you said!

Before:
Image
After (couldn't figure out where to change the view distance for this one, but nevermind) :
Image

Sokomine
Member
Posts: 4169
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: Setting absurdly long view range

by Sokomine » Post

The second screenshot looks good. I sometimes fly around just to get the ocean floor covered. Can this be added at least as an option to the game?
A list of my mods can be found here.

User avatar
jin_xi
Member
Posts: 165
Joined: Mon Jul 02, 2012 18:19

Re: Setting absurdly long view range

by jin_xi » Post

Sokomine wrote:The second screenshot looks good. I sometimes fly around just to get the ocean floor covered. Can this be added at least as an option to the game?
probably not, or at least not before 7 years down the road. Devs are busy doing, then re-doing, then discussing various innoticeable changes and then scrapping them. important stuff, like hyphens in code, adding dead code, "better" solutions for the golden future (never used...) so PLS STOP MAKING SENSE. kthxbai

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: Setting absurdly long view range

by Don » Post

jin_xi wrote:
Sokomine wrote:The second screenshot looks good. I sometimes fly around just to get the ocean floor covered. Can this be added at least as an option to the game?
probably not, or at least not before 7 years down the road. Devs are busy doing, then re-doing, then discussing various innoticeable changes and then scrapping them. important stuff, like hyphens in code, adding dead code, "better" solutions for the golden future (never used...) so PLS STOP MAKING SENSE. kthxbai
That's a bit harsh isn't it? Although I don't agree with some of the things that the dev team does I still appreciate all the work they do. Constructive criticism is good but what you said is nothing more than an insult. It is not productive and can cause harm.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

Minerz
Member
Posts: 121
Joined: Fri Aug 28, 2015 13:55
GitHub: Minerz
IRC: Minerz
In-game: MinerMan

Re: Setting absurdly long view range

by Minerz » Post

jin_xi wrote:
Sokomine wrote:The second screenshot looks good. I sometimes fly around just to get the ocean floor covered. Can this be added at least as an option to the game?
probably not, or at least not before 7 years down the road. Devs are busy doing, then re-doing, then discussing various innoticeable changes and then scrapping them. important stuff, like hyphens in code, adding dead code, "better" solutions for the golden future (never used...) so PLS STOP MAKING SENSE. kthxbai
Just sayin', that's rude. :(

User avatar
Ferk
Member
Posts: 337
Joined: Tue Aug 18, 2015 17:18
GitHub: Ferk

Re: Setting absurdly long view range

by Ferk » Post

@jin_xi in the meantime you are busy not being helpful. The devs move at a prudent pace. They want to avoid implementing experimental things that will break stuff or affect performance. I don't think that kind of feedback will make devs listen to you, as it just gives the image of a naysayer.

Example of an attempt to give constructive feedback on this:

Since there's already code to check for farther away nodes, would it be possible to alter the way the water nodes in the frontier are rendered? I mean, somehow render the last water nodes of the far away frontier so that their faces are visible. If this is done only with liquids that are in the limits of the rendering it would look fine.

This way you wouldn't need to render the whole ocean floor nor would you have to find a way to make the sky change without making it look bad when you are flying above a singlenode mapgen world.

EDIT: ok, I just realized that the check is per-block not per-node (which makes sense). I guess it would be too much to affect the opacity of all the nodes in the block.

Is there a way to render the faces of the liquids when they are next to an "ignore" node? There's this related PR that adds faces for waving liquids, but not sure if it's helpful.
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }

User avatar
AccidentallyRhine
Member
Posts: 232
Joined: Sun Aug 02, 2015 05:43

Re: Setting absurdly long view range

by AccidentallyRhine » Post

jin_xi wrote:
Sokomine wrote:The second screenshot looks good. I sometimes fly around just to get the ocean floor covered. Can this be added at least as an option to the game?
probably not, or at least not before 7 years down the road. Devs are busy doing, then re-doing, then discussing various innoticeable changes and then scrapping them. important stuff, like hyphens in code, adding dead code, "better" solutions for the golden future (never used...) so PLS STOP MAKING SENSE. kthxbai
It may be harsh, but it is true enough that the core developers are aware of the problem.

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: Setting absurdly long view range

by Don » Post

AnxiousInfusion wrote:
jin_xi wrote:
Sokomine wrote:The second screenshot looks good. I sometimes fly around just to get the ocean floor covered. Can this be added at least as an option to the game?
probably not, or at least not before 7 years down the road. Devs are busy doing, then re-doing, then discussing various innoticeable changes and then scrapping them. important stuff, like hyphens in code, adding dead code, "better" solutions for the golden future (never used...) so PLS STOP MAKING SENSE. kthxbai
It may be harsh, but it is true enough that the core developers are aware of the problem.
I was reading the irc log and saw a quick mention of it and then they go on to discuss things that matter. Your comment before stated "Devs are busy doing, then re-doing, then discussing various innoticeable changes and then scrapping them". If you read through the whole page you can see that they are discussing more important things.
If the dev team was as ridiculous as you claim then we would not have any changes. Just look at the difference between 0.4.10 and the latest dev version and you will seen a huge difference.
Also, even if you was 100% correct, your comment does nothing to help. If you really think that the dev team is that bad then what should be done about it? Should we see if the dev team will have a conversation with you were you present your evidence that they are not doing what they should do? Maybe you could start a new tread that addresses this. You could lay out your argument and present your evidence and then ask the dev team if they would read it.
I know the dev team is not perfect. No one is. I do see the great things that they are doing though. For a free open source game I do believe that it is advancing nicely. Might not be advancing in the direction I would prefer but since I am not able to fork minetest and develop it in a different way I choose to be happy with what the dev team does. If I am not happy then I voice my opinion in a constructive way and hope that I am heard.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

est31
Developer
Posts: 173
Joined: Mon Dec 29, 2014 01:49

Re: Setting absurdly long view range

by est31 » Post

@celeron55 there is an algorithm we could implement:
https://tomcc.github.io/2014/08/31/visibility-1.html

User avatar
AccidentallyRhine
Member
Posts: 232
Joined: Sun Aug 02, 2015 05:43

Re: Setting absurdly long view range

by AccidentallyRhine » Post

Don wrote: I was reading the irc log and saw a quick mention of it and then they go on to discuss things that matter. Your comment before stated "Devs are busy doing, then re-doing, then discussing various innoticeable changes and then scrapping them". If you read through the whole page you can see that they are discussing more important things.
If the dev team was as ridiculous as you claim then we would not have any changes. Just look at the difference between 0.4.10 and the latest dev version and you will seen a huge difference.
Also, even if you was 100% correct, your comment does nothing to help. If you really think that the dev team is that bad then what should be done about it? Should we see if the dev team will have a conversation with you were you present your evidence that they are not doing what they should do? Maybe you could start a new tread that addresses this. You could lay out your argument and present your evidence and then ask the dev team if they would read it.
I know the dev team is not perfect. No one is. I do see the great things that they are doing though. For a free open source game I do believe that it is advancing nicely. Might not be advancing in the direction I would prefer but since I am not able to fork minetest and develop it in a different way I choose to be happy with what the dev team does. If I am not happy then I voice my opinion in a constructive way and hope that I am heard.
I am not the same person who made the original comment. I do read through those pages each day and I was particularly happy to find talk of updating the encryption with TLS. Sokomine's criticism just made me think of that one part of yesterday's chat.

User avatar
Don
Member
Posts: 1643
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: Setting absurdly long view range

by Don » Post

Sorry. I should have read it better.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

Sokomine
Member
Posts: 4169
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: Setting absurdly long view range

by Sokomine » Post

AnxiousInfusion wrote: Sokomine's criticism
It wasn't intended to be criticism. I just saw something that might be an improvement and became hopeful :-) There's usually quite a lot of work behind some things.
A list of my mods can be found here.

Post Reply

Who is online

Users browsing this forum: No registered users and 7 guests