Time Nick Message 00:20 Fixer paramat: wuzzy used desert sand to turn regular grass into dry shrub, why can't we still keep this (conversion on desert sand)? 00:20 VanessaE junglegrass mod used to do that. 00:22 Fixer paramat: you don't place any green grass on desert sand anyway, so grass to shrub can be enabled for just this case 00:23 Fixer it seems 00:51 VanessaE 2017-03-23 01:50:45: WARNING[Server]: ServerEnv: Trying to store id = 1046 statically but block (-7,0,44) already contains 14096 objects. Forcing delete. 00:51 VanessaE oh really. :P 00:54 paramat Fixer ok good point, we should consider this 14:36 celeron55 so can i revert the sneak fix to see what people think then? 14:37 celeron55 or, well, i can, but does someone have something to say that would make me not do it? 14:37 celeron55 this https://github.com/minetest/minetest/commit/14aa990cdd682b00904c4a84968a6c0e3c31716d 14:38 celeron55 it seems to be causing quite a lot of problems to be considered a fix 14:40 nrzkt celeron55: what are the problems ? 14:41 celeron55 players and server owners seem to act really passive-aggressively and not say anything out loud but there is this issue https://github.com/minetest/minetest/issues/5438 14:41 celeron55 and i even heard people are considering forking MT based on this PR, which sounds ridiculous but is telling of something i guess 14:42 celeron55 it's a too considerable gameplay change for many it seems 14:42 kilbith forking MT for sneaking-ascent, how smart... 14:43 nrzkt it's like blockmen fork :s 14:43 celeron55 well it's a bit similar to me not wanting to use firefox after they get rid of XUL 14:43 lisac Can't someone make it optional? 14:43 celeron55 i don't blame them, everything can be a feature 14:43 lisac so the server admin can enable/disable it? 14:43 celeron55 that would work 14:44 celeron55 but it has to happen; not just talk 14:44 Shara Server owner controlling it would be ideal, but the change itself is to the client. 14:44 celeron55 i'll revert the commit in 1 hour unless someone actually promises to do something 14:47 nrzkt celeron55: okay 14:48 celeron55 and it can be added back once it is optional or somehow otherwise acceptable to those that like the old behavior 15:14 Fixer celeron55: if you want to revert really hard, please fix damage evasion and nocliping while sneaking :trollface: 15:15 celeron55 i'm sure they'll get fixed eventually without the other problems being added 15:16 Fixer and i'm not 15:16 Fixer sfans fixed them but that killed off that sneak glitch, are there other ways? 15:16 nrzkt Fixer: see #4981 15:16 ShadowBot https://github.com/minetest/minetest/issues/4981 -- [WIP] Damage cheat fix: server side by nerzhul 15:17 nrzkt if you can help to fix the last point, we won. No more client side declared damaged 15:22 Fixer nrzkt: how? 15:24 nrzkt just look at the issue, there is one mising thing to do 15:24 nrzkt you can help to do it, i missng dev time on minetest this week and next week, i can only do short PR 15:52 paramat celeron55 please don't revert, the situation isn't as bad as you think 15:53 paramat give me 30 mins and i'll post links to show stuff is being sorted out, replacement mods are being made 15:54 sfan5 paramat it's not about replacement mods 15:54 sfan5 let him revert it 15:55 paramat it is about replacement mods, and the new bugs are minor and are probably fixable, unlike the old bugs 15:55 sofar the actual fuck 15:56 sofar putting the sneak ladder back in? 15:56 sofar why? 15:56 paramat the fixing of sneak bugs has a lot of support from devs and contributors, see the emoticons in first post of the PR thread 15:58 paramat #5327 please read the whole thread 15:58 ShadowBot https://github.com/minetest/minetest/issues/5327 -- Fix various problems with sneaking by sfan5 16:00 paramat see this comment from a previously angry player https://github.com/minetest/minetest/pull/5327#issuecomment-287840410 16:00 sfan5 ugh the whole local player::move code just seems to assume all nodes are full cubes 16:00 paramat the whole idea is that this is being moved from a bunch of serious engine bugs to being an intentional coded feature provided by mods 16:01 paramat i spent 2-3 days working with someone on a mod that can be used as a sneak ladder replacement https://github.com/Ezhh/handholds 16:02 paramat and intend to write a replacement for 2-node sneak-jump 16:02 sofar did I miss a constructive conversation between sfan5 and celeron55 where they both agree to revert or something? 16:02 sfan5 no you didn't and it isn't required 16:02 paramat no-one agreed to revert 16:03 sofar according to celeron55 he's going to revert unless someone fixes something 16:03 sofar and I don't understand what "fixes something" even means 16:03 sofar or what demands there even are 16:03 paramat i have made several PRs to make climbing faster and ladder/rail recipies much more generous to compensate 16:03 sfan5 fixes the problems people have with the pr 16:03 sfan5 namely: broken sneak ladder 16:04 sofar wow, just wow 16:04 paramat the new bugs need some time for us to work on and fix, and they are far less serious than the old bugs 16:04 sofar this is really about adding a bug back into the game? 16:05 sofar for what? just so that PC users have an advantage over mobile players? 16:05 paramat plus this is a dev version, stuff is expected to be suboptimal sometimes, we intend to sort the situation out before 0.4.16 16:05 sfan5 you misspelled feature 16:05 sfan5 ;) 16:06 sofar you are being way too modest 16:08 nrzkt wow many devs active for sneaking. What is the real end user problem ? Cheating to avoid damages or something else ? 16:10 paramat fixing the sneak bugs is enabling us to close about 7 issues, they were unfixable and tied-in to how sneak worked. the new method at least has a good chance of being fixable 16:10 sofar ffs just give all clients fly and noclip while you're at it... 16:10 paramat we can even add new engine code to allow mods to more closely replicate the old behaviour, if necessary 16:11 sofar paramat: to be fair, I don't see any of that happening 16:12 sofar and honestly, the new climbing holds are a much nicer addition to the game then some trivial sneak ladder 16:12 sofar both aestetically and mechanically 16:12 Calinou sneak ladders can be relatively annoying to build too, it doesn't bring much value 16:12 sofar above ground they look terrible 16:12 Calinou like, if you get *one* node wrong, you may have to rebuild all of it :) 16:13 sofar and they encourage lazy and ugly builds 16:13 sfan5 it does not matter how annoying it is when players like it 16:13 sofar I disagree, we're the ones who can make the decision 16:13 sofar we can make decisions on anything we want 16:14 sofar if we think the game will be better (if that's what we want) without or with it, totally valid choice 16:14 celeron55 the end user problem is the dropping of a mechanic they found really fun to use (and apparently also making sneaking feel worse, maybe) 16:14 celeron55 it doesn't really matter if you found it fun to use; they did 16:15 sofar I didn't say it mattered how "I found it fun to use" 16:15 sofar I never said that 16:15 sofar and I'm not basing my objections on that 16:15 sofar I'm basing my objections on my observations of the population of players using the feature 16:15 sofar not on my own game enjoyment 16:16 benrob0329 Having a game be fun is more important than having it be correct 16:16 Billre do I have voice? 16:16 sofar there is an argument for "taking out tedious tasks" 16:16 paramat in the end, devs know best, some players are overreacting or don't understand the whole situation, most players don't even know about sneak ladder and sneak-jump 16:16 sofar but sneak ladders are not tedious tasks IMHO 16:16 rubenwardy I agree that sneak ladders aren't good game design 16:17 sofar mining, now that is a tedious task 16:17 sofar let's remove that 16:17 sofar ? 16:17 rubenwardy the most upset players are the loudest 16:17 sofar someone tell me what the reason for adding sneak ladders was in the first place 16:18 sofar because without that argument on the table we're just going to make the same mistake again 16:18 paramat and yes the handholds mod is so good it makes sneak ladder seem crude and nasty 16:19 sofar something tells me the sneak ladder was an accident and nobody even knows anymore why it exists 16:19 paramat sneak ladder wasn't intentional, it was a side-effect 16:19 rubenwardy "the reason for adding sneak ladders" => was a ug 16:19 rubenwardy *bug 16:19 sofar one that allows players to go through solid nodes, too 16:19 paramat same with sneak-jump, the player was never meant to jump up 2 nodes 16:20 paramat and avoid fall damage and several other bugs 16:20 sfan5 small side node: sneak jump does not cause a jump height of 2, its less actually but enough to "sneak-clip" to a node y=2 above the original pos 16:20 celeron55 ok i'm going to wait until feature freeze of next stable to finally assess this 16:21 sofar you mean "we" 16:22 celeron55 well, my part of "we" 16:22 sofar I have no issues with re-evaluating decisions 16:22 sofar but let's do it before time runs out and people want to release 16:22 sofar and not force a decision by time 16:23 celeron55 should we set a date? 16:24 sofar we're talking about it now? 16:24 sofar are you in hibernation or something? :) 16:24 paramat setting a date isn't wise, release date has to be flexible 16:25 paramat but 0.4.16 release is intended for around june 16:26 paramat sneak ladder and sneak jump are features that obviously need to be subgame things, not unavoidable engine bugs 16:26 celeron55 well i just don't think in a similar way to sofar i guess 16:27 celeron55 yes, and without frame-by-frame client-side physics you can't implement them 16:27 celeron55 unless the engine implements them and you can turn them on 16:27 paramat anyway, i do think we need to put a lot of effort into providing optional replacements 16:27 celeron55 or unless something like what i tried in my experiment was added 16:28 paramat yeah they can't be identically replicated, but that's npt necessary 16:28 paramat *not 16:29 paramat handholds mod takes the idea of holes in walls as handholds and improves it 16:29 sofar I can see this end up ending in a new "fly, fast, noclip" priv 16:29 sofar and I don't like that 16:29 sfan5 nah 16:29 sofar but that's the only thing that makes sense 16:29 sfan5 it makes way more sense to put this into the "sneak_glitch" phys. modifier 16:29 Shara paramat: please stop using handholds as a sneakladder replacement idea. It's not 16:29 sofar many people will want to disable it 16:29 paramat i know 16:29 sofar many servers want to disable it, for all clients 16:29 paramat i mean 'it can be altered to act as a replacement' 16:29 sofar so it should be a priv 16:29 Shara I really appreciate you helped me with that mod, but you seem to have backtracked on considering it for MTG like you told me. 16:30 Shara Which is fine if so, but it was always intended to be a mod standing on its own merrits regardless of sneak ladderws 16:30 Shara ladders* 16:31 Shara We would need much better options than this mod to get back the mobility that is now missing. 16:31 sofar sfan5: is "sneak_glitch" a server packet to client? 16:31 sfan5 physics overrides are set by the server yet 16:31 sfan5 s/yet/yes/ 16:31 paramat i'm undecided on inclusion, all i said was i wouldn't oppose it 16:31 sofar well that's something at least then 16:31 sofar you'd avoid the priv 16:31 paramat per-node climb speed would get a mod closer 16:32 Shara I'd love this if it was optional per server or priv based. I really would. Because I am not in any way against the server owner getting to decide how they want their server played and having a way to prevent abusive use of it to 'cheat'. 16:34 sfan5 oh also something i have noticed when working with the code: 16:35 sfan5 quite often the assumption is made that "air" is the only airlike node that ever exists 16:35 sfan5 so it checks for nodename == "air" instead of nodedef[nodename].type == "airlike" 16:35 sfan5 most likely nobody hit this yet so nobody complained 16:41 Shara Added an airlike node to a mod just this week... 16:45 Shara paramat: sorry, missed earlier message. Problem is, if no one opposed it for MTG, it would just sit there. Devs would actually need to want it included. So I'm left not knowing what to do when I'm told people wouldn't oppose. 16:48 paramat yes, the other mtg devs can give better feedback than me at the moment 16:50 Shara Would appreciate if any would then. I am quite happy to make changes as I said on the forum. 16:52 paramat ok, because of the problem of easyness, i feel the tool recipe needs to be more expensive (diamonds) 16:52 Shara Well, I favour more difficulty there myself, and also lowering durability further 16:53 Shara I would want it as a ladder alternative, not replacement, so that balance is important 16:54 rubenwardy I like it, not sure about the balance of it vs ladders 16:56 Shara Thanks rubenwardy. If you have any suggestions for balance adjustments, please let me know. Thinking diamonds for recipe and drop to 250 uses at the moment. 16:56 rubenwardy yeah 16:57 rubenwardy I guess if the hand holds only work in natural rock it'll be fine 16:57 rubenwardy as ladders also work against walls etc 16:57 Shara It's currently stone, desert stone, sandstone and ice 16:57 rubenwardy that's good 16:58 paramat the 4 terrain nodes occuring in mapgen 16:58 Shara I'd only want to add other nodes if more were added to that mapgen group 16:58 Shara Anything crafted or soft should require ladders to climb up instead 16:59 paramat is sneak functionality disabled on climbable nodes? there may be issues with it being activated when 'moving down' on a climbable node, because it's the same key 17:00 paramat oh i see !climbing in the code now 17:01 paramat but it only affects a small block of code 17:04 paramat perhaps that could be combined into the other bools that decide sneaking 17:11 twoelk what is actually the original reason sneaking exists? is that functionally still fully provided? 17:16 paramat because MC has it and players find it useful. and yes it is still provided 17:16 Shara In a rather limited and glitchy form, if the purpose is what I understand it to be. 17:21 paramat to be fair, the old behaviour was highly glitchy too 17:21 Shara Not disputing that, but at least I didn't fall off endges when I didn't expect to before 17:22 Shara edges* 17:22 Shara Snow and slabs (the smaller ones added by many mods) when placed on edges can now cause you to fall straight off even when holding shift 17:25 Fixer nrzkt: i can only help with testing and suggestions, Vanessa probably can enable this on her server for full experience for greater good 17:28 * VanessaE hides 17:37 Fixer sofar: "what the reason for adding sneak ladders?" it was not intentional I think, and people just used, and exploited the bugs along it, I remember it since 2011 17:38 Fixer and ugly bugs they were 17:38 Fixer also, above ground sneak ladders are ugly, while we have cheap ladders and water elevators 17:42 Fixer most popular server have /spawn, you can dig down - place water, mine and then /spawn, or /home (and reuse), you can make waterboat elevator as I do, you can use mods like Shara's one 17:43 paramat i'll merge game#1662 later if no objections, fairly trivial as it roughly returns to original behaviour 17:43 ShadowBot https://github.com/minetest/minetest_game/issues/1662 -- Flora spread: Re-enable dry shrub replacing flora in desert sand by paramat 17:44 Fixer i really wanted falling bugs to be fixed, and sfan5 did succeed here more or less, but sneak-ladder breaking was the result, and I;m personally fine with this 17:44 Fixer i would choose bugless falling over sneak-ladders any day 17:46 Fixer Calinou, "sneak ladders can be relatively annoying to build too", yep, thats why you can rarely find really deep sneak ladder, and if server has /spawn or /home... you just take water with you and don't bother with anything 17:46 Shara Fixer: Even those against this (or most of us I guess...) aren't against it because of the falling damage avoidance being removed. 17:46 paramat Krock sofar rubenwardy nerzhul #5301 seems good now, any approvals? 17:46 ShadowBot https://github.com/minetest/minetest/issues/5301 -- fine_pointed added by MarkuBu 17:47 paramat then we can get new slab placement in mtg 17:47 rubenwardy #5439 ? 17:47 ShadowBot https://github.com/minetest/minetest/issues/5439 -- Add pointed_thing_to_face_pos to misc_helpers and doc by MarkuBu 17:47 Fixer Shara: if any falling bugs get mirac-sly fixed and sneak ladders still working - i would not bother tbh 17:48 Fixer and that noclip while sneaking, and falling through slabs/stairs 17:48 Shara Not sure I understand what you mean. 17:48 Fixer thats the stuff from mc beta era, that was fixed ages ago 17:48 Fixer like 6 years ago, and we still have this crap unfixed 17:49 Fixer Shara: i don't care about sneak ladders, I care about falling bugs/noclip/slabs/damageevasion 17:49 Shara Either way, there's a lot of people unhappy with this. You might think spoliing many people's enjoyment is worth fixing falld amage, but I'd prefer to see a way to fix that without this. 17:50 Shara It's seems like there is that PR that, if finished, could do it... so maybe if that can happen then this reverted, almost everyone can be happy. 17:54 paramat well, sneak ladder and sneak jump are features that need to be decided per-subgame, they have no place being unavoidable in the engine 17:54 paramat which PR btw? 17:54 Shara Hold on, let me check the log from earlier 17:55 Fixer paramat: https://github.com/minetest/minetest/issues/4981 17:55 Fixer paramat: +1 about per subgame basisc 17:56 Shara Fixer was quicker :) 17:56 Shara And would just be nice if server owner could decide. 17:57 paramat a subgame needs to be able to decide what is climbable, the bug made any alternating pattern climbable. likewise the sneak jump made 2 node high jumps possible but how high you can jump should be decided by physics settings and per-player physics override 17:57 Shara paramat: this isn't about default player jump height though 17:57 paramat i'm not against sneak ladder/jump being possible, but they need to be intentional and optional 17:58 Shara Optional is what I'd like. 17:59 paramat hm well that PR addresses damage bug only, only one small part of the issue. everybody won't be happy because most devs will not be 18:02 paramat so, reversion is not good because the old code forced all related bugs, it was not possible to separate desirable parts from the bugs or make them optional, but new code may be able to 18:02 Shara paramat: problem is, with this now merged, no dev with the ability seems to want to do that :) 18:03 paramat not sure, sfan5 ? 18:04 paramat #4959 is simple and needed, can anyone review? 18:04 ShadowBot https://github.com/minetest/minetest/issues/4959 -- Fix retrieving blocks in 3rd front camera view. by lhofhansl 18:04 paramat but anyway, mods can already provide replacements, we mau only need minor new engine code such as per-node climb speed 18:05 paramat *may 18:05 Shara per node climb speed would be nice anyway. 18:05 paramat much more important is fixing the bugs of the new code 18:05 Shara But I don't see how mods can do most of this, (or I'd be making the mods) 18:06 paramat you just have :] 18:06 Shara I don't know how to extend the distance of the edge that you can sneak, or how to enable the double jumping to climb the edge of a node. 18:07 Shara Or how to switch back from this new way of controlling sneak either... 18:07 Shara It's a lot of things. 18:07 paramat i'll attempt the 2nd. the 1st may not be possible but is minor 18:08 Shara Second is the main one for me. Would appreciate it if you could do a mod for that. 18:08 paramat exact replication is not possible but is not necessary 18:08 Shara Happy to help with it if I can as well. 18:09 Fixer https://github.com/minetest/minetest/pull/5270 can this be considered for merging? i think it has two approvals 18:18 paramat oh yeah 18:18 paramat devs need to make sure the 'approvals' labels are set correctly 18:19 paramat as those show up in the thread list 18:19 paramat that can be merged 18:24 Krock ack 18:38 Krock paramat, what do you mean with "How can pitch replace yaw?"? 18:38 paramat :] what do you mean by the comment? 18:39 paramat 3rd person is a complete reversal of view 18:40 paramat yaw + 180deg pitch to -pitch 18:40 paramat seems good 18:41 paramat sorry i mean 3rd person front view 18:41 Krock but (180 * 100) % 360 is 0 18:41 Krock so, no actual change 18:42 paramat nope 18:42 Krock as long pitch is changed, the whole packet is sent anyway 18:42 paramat er, that actually means 180deg, the * 100 is just encoding 18:42 Krock oh! 18:42 Krock well then it's alright 18:43 paramat some values are * 100 for some reason for packets 18:43 paramat great 18:44 Krock but previously this factor 100 wasn't in there 18:45 paramat see client.cpp line 936 onwards 18:45 paramat yaw was previously * 100 18:46 paramat so when adding extra yaw the * 100 is correct 18:46 paramat because it's addition not multiplication 18:47 Krock no, it's not. The calculating part is done within "writePlayerPos" 18:48 Krock there's where it multiplies by 100, not before. 18:48 paramat sorry wrong line number, code has changed 18:48 paramat https://github.com/minetest/minetest/blob/master/src/client.cpp#L1023 18:48 Krock nvm, I found it already :) 18:49 paramat so yaw * 100, then if 3rd person add another 180 * 100 18:49 Krock it should add just 180 instead of 18000 18:50 Krock if this should be a 1/2 turn 18:50 paramat nah, because result is (yaw + 180) * 100 which is correct encoding 18:50 paramat adding 180 would add 1.8 deg 18:52 Krock oh, we're talking past eachother 18:53 paramat oh you're talking about sendPlayerPos 18:53 Krock check out lines 946 to 949 in the pull's diff. there it's correct, but only there 18:53 Krock yes, right 18:53 paramat sorry, will look again 18:54 Krock hehe. I already wondered how this mess could even start :3 18:54 paramat hm you may be right here 18:55 paramat depends on whether myplayer->getYaw() returns * 100 18:55 Krock no, checked that before. it's not encoded 18:55 paramat ok sorry 18:56 Krock no problem. I'm glad we solved this little conversation problem :) 18:58 nerzhul sfan5 are you around please ? 19:01 Shara paramat: recipe and durability now adjusted for handholds. 19:02 paramat ok 19:06 Shara Not sure if there is anything else I can adjust, so down to MTG devs now. 20:07 red-001 nerzhul, you can check off "Add a function to generate minetest color codes" from #5394 20:07 ShadowBot https://github.com/minetest/minetest/issues/5394 -- [CSM] Second Roadmap 20:07 nerzhul done 20:18 nerzhul thanks for the tip red-001 20:19 nerzhul i hope at some point my clang-format PR will be merged, then i will work to a blacklist for it, permitting to block CI when codestyle is wrong in files not in blacklist, permitting coredev to focus less on codestyle 20:33 nerzhul sofar, can you tell us if you approve #5436 ? 20:33 ShadowBot https://github.com/minetest/minetest/issues/5436 -- [CSM] Change command prefix to "." and add "help" command. by red-001 20:33 nerzhul it seems all smalljoker points are fixed 20:35 OldCoder Hm. I just woke up. Will the devs accept nerzhul solution with additional work or not? 20:42 sofar nerzhul: I didn't test the code or verify it works 20:42 sofar nerzhul: but the '.' I approve 20:45 nerzhul sofar, if you get some time, don't hesitate to review, it's mainly a code move from server side + little additions client side 20:45 nore hmm, why "." and not some other character, like "\"? 20:45 nerzhul \ is a pain to type 20:45 nore ";" then? 20:45 nore or even "," 20:46 nerzhul and . is common in many games, like World of Warcraft for example 20:46 nerzhul .toto is better than ,toto no ? 20:46 sofar '.' is already used widely 20:46 nore I mean, I use "." as the beginning of messages much more that "," or "/" 20:46 sofar it's also one key off / 20:46 nore sofar: "," is quite close as well :) 20:47 sofar twice as far on my keyboard 20:47 nerzhul nore, in azerty yes, not qwerty 20:47 nore hmm, maybe provide a way to use "." at the beginning of messages then? 20:47 nerzhul if not a command, it's sent to server 20:47 sofar /say .hello. 20:48 nerzhul red-001, am i right ? 20:48 nore nerzhul: no, it's also quite close, I have a qwerty keyboard 20:48 nore ah, in that case it's ok for me 20:48 nore as long as you don't call a command "..." :) 20:49 nerzhul this should be stupid, but client side and just annoy client :p 20:49 VanessaE I write "..." by itself pretty frequently 20:50 nerzhul type " ..." :p 20:50 sofar .password oops this ended up in global chat 20:50 VanessaE imho if you need a client-side command prefix, \ makes the most sense 20:50 VanessaE and users seem to reach for that key when they want / anyway half the time. 20:51 sofar \ is gonna drive me crazy 20:51 nore sofar: why so? 20:51 sofar it's the default escape character 20:51 sofar do\ you\ know\ how\ often\ I\ use\ it? 20:51 VanessaE I assume never, in in-game chat :P 20:52 VanessaE (at least not as an escape, anyway :) ) 20:52 nore sofar: s/\\\ // :p 20:52 nerzhul yes \ is for escape, and as sofar said many games are using . and it works without crying 20:58 OldCoder I will be making a statement here with C55's permission 20:58 OldCoder It will be about 5 paragraphs. I can simply link it but as it includes a significant announcement I ask for permission to state it explicitly as well. 20:59 sofar if it's significant, feel free to verbatim post it in here 21:01 OldCoder Will do subsequent to review by C55 and others in the next half hour 21:01 OldCoder To be clear, the text will be quoting C55 and I have his approval 21:02 sfan5 a statement about what 21:02 sfan5 if its about the sneak thing, you can stop before you even begin #5443 21:02 ShadowBot https://github.com/minetest/minetest/issues/5443 -- Bring back sneak elevators/ladders by sfan5 21:03 OldCoder sfan5, your own remarks about forks were a little derisive. But, go on. 21:04 sfan5 my remark about outdated mess was not about forks 21:04 OldCoder Very well 21:04 OldCoder I'd like to make a key point that C55 and I agree on. It can wait while your own issue and/or PR is discussed 21:05 OldCoder Shall I yield the floor to you for that, sfan5 ? 21:05 sfan5 say what you want to say 21:05 OldCoder It will depend on the sneak resolution though the key point is the same regardless 21:05 OldCoder I'll hold it for a day if you have a proposal 21:06 VanessaE OldCoder: dude. out with it. 21:06 sofar don't do that, you can't have an open discussion if people withold their voice for some reason 21:06 OldCoder It needs to be reworded if there is a proposal on the table 21:06 OldCoder Very well 21:06 OldCoder C55 and others need to review it 21:06 OldCoder Excuse me while I attend to that 21:07 celeron55 this is kind of silly; even i don't know what the announcement is 21:07 OldCoder celeron55, PM to review it 21:08 OldCoder And I covered part of this in our PM about 5 hours ago. Have not had much sleep BTW. 21:08 * OldCoder notes that Old Coders need to snooze now and then 21:10 celeron55 well, i'd recommend sleeping over anything MT-related but that's just me, lol 21:11 OldCoder Hm. Well, I try to balance things. MT and sleep are both important. 21:11 * OldCoder is editing 21:15 sofar "do not pay attention to the man behind the curtains" 21:19 OldCoder Hm? 21:22 celeron55 is this about the fork or what? 21:22 celeron55 the fork by the group of people that really like sneak ladders 21:25 OldCoder celeron55, you will be linked in PM very shortly 21:25 OldCoder Wording this carefully because the goal is unify and not disrupt 21:25 VanessaE maybe mt_game should have a LBM that detects sneak elevators and replaces them with stacks of cobble and ladders :) 21:26 Fixer someone forks mt over a bug? 21:27 paramat well a fork is unnecessary, this is a dev version after all and we are putting effort into keeping people happy 21:27 paramat using a dev version there is a risk of stuff being a bit broken sometimes 21:34 OldCoder Fixer, fork or spoon is about a much more basic issue 21:34 OldCoder And it isn't easy to find the right words sometimes. Working on it. 21:35 OldCoder This is the issue that, in the end, "killed" Maciek. And we've lost others the same way. 21:35 OldCoder I've observed this for 5 years. BTW This Spring is my 5th anniversary. 21:37 red-001 if not a command, it's sent to server No the client captures all client-sided commands, I could add a way to escape a command so it's sent to the server 21:38 red-001 e.g. you can use .. instead of . to send a message that starts with . 21:38 red-001 /s/can/could 21:42 red-001 if someone has time could they review #5444? 21:42 ShadowBot https://github.com/minetest/minetest/issues/5444 -- Add multiline support to colorize. by red-001 21:47 paramat well, another fork could be a good thing :] 21:47 celeron55 the most interesting thing about forks is finding out what name they ended up using 21:48 celeron55 so far there are minetest forks with interesting names and boring names 21:48 red-001 minetest-test 21:48 nerzhul the collisionmove porting to server side is annoying, or i should rewrite it in a simpler way ... mmm 21:53 paramat minepass 21:53 paramat btw freeminer has had no dev for 3 months 21:54 OldCoder freeminer is dead 21:54 OldCoder nerzhul, see IRC PM 21:54 celeron55 i guess they're happy they protected their work by changing the license so that nobody can reuse it 21:55 nerzhul already looked for just not commented 21:58 paramat meyencandy? shinyminey? 21:59 red-001 we should document that american and not british english should be used for api functions since that seems to be the current precedent 21:59 nore OldCoder: what is the problem, actually? 21:59 OldCoder nore, PM thanks 22:00 sfan5 paramat: >I support the intention of this PR, need some time to review as i do not yet understand the code enough. 22:00 sfan5 if it detects a sneak ladders by its structure it sets m_sneak_ladder_detected=true 22:01 sfan5 and in the control handling code it allows you to jump if you press sneak and there's a sneak ladder there 22:01 sfan5 (even if you normally weren't allowed to jump) 22:01 sfan5 that's it 22:01 Warr1024 minetest > mineter > minet 22:02 sfan5 oh and it also limits y speed to >0 to prevent you from falling down again afterwards 22:09 OldCoder sfan5, see PM 22:10 sfan5 seen it 22:11 OldCoder Comment there if you wish. Press Reload for added comments by C55 at bottom. 22:38 paramat ok thanks 22:40 nerzhul i need an expert in movements to help me to finish #4981 22:40 ShadowBot https://github.com/minetest/minetest/issues/4981 -- [WIP] Damage cheat fix: server side by nerzhul 22:41 nerzhul i ported the collision checks server side when falling, this permits to disable TOSERVER_DAMAGE & prevent cheat, but the ported code, whereas it's nearly same as client doesn't work well everytime 22:41 nerzhul sometimes collisions are not detected and sometimes multiple times 22:41 nerzhul if a coredev can help me to finish this we, we can nuke clients which doesn't take damages due to hacked clients 22:42 nerzhul the client algorithm is there: https://github.com/minetest/minetest/pull/4981/files#diff-f78a0d3142f422b5d1fc990f616d75b5R212 22:42 nerzhul and server https://github.com/minetest/minetest/pull/4981/files#diff-da1e28445fc732755d2b64683bd94ee4R972 22:43 celeron55 i'm going to guess it's a sync issue between the client and the server 22:43 celeron55 and the code works otherwise fine 22:44 nerzhul celeron55, yeah i think it's a sync problem too, i am locally and have thos problems, with internet between client and server this could be a little bit more complicated 22:44 nerzhul celeron55, i think it's due to speed attribute sync 22:45 nerzhul i have a death respawn damages, i think it's due to speed > 0 on respawn 22:49 nerzhul okay resetting speed when respawning fixes it 22:50 paramat about the sneak document: arrogant comments by 1 or 2 devs (by me for example) should not and do not represent all devs. my experience is that generally devs do listen to players and server admins a lot, and this is indeed happening on -project, effort is being made especially on the sneak issue 22:54 nerzhul celeron55, i don't really know how to fix the last remaining desync to prevent this non detected collision 22:56 celeron55 is it due to the client telling the server to skip the collision? 22:56 celeron55 like, saying the player is standing on ground with speed=0 before the server saw the player collided with the ground 22:57 celeron55 a similar thing can make a double collision 22:57 nerzhul my test are a little bit more simpler, i'm in fly, i disable it and fall, sometimes i don't take damages 22:57 nerzhul yes for the double collision i can make a timer check to prevent this to happen 22:58 nerzhul 0.5 sec timer collision check disable you prevent laggy situation with double collisions 22:58 nerzhul my main problem are not detected collisions... 22:59 celeron55 when the client sends a packet with a new speed value, compare it with the old speed value 22:59 celeron55 if there's a sudden stop, that's a collision 8) 23:00 nerzhul oh i see what you mean, client set speed 0,0,0 and server set this to zero whereas we are in movement 23:01 celeron55 there are probably lots of details that need to be taken into account in that case and it'll never be perfect 23:01 nerzhul yes, but if it detect 99.5% cases instead of 75% could be better :p 23:02 nerzhul in fact lag will benefit to collision check because will notify speed = 0 slowly 23:04 celeron55 lag will make you take fall damage in cases where you barely manage to avoid it but the server doesn't know the fine details 23:04 nerzhul also yes... it will not be easy... hmmm 23:04 celeron55 that'll surely be annoying 23:04 celeron55 like barely landing in water 23:04 nerzhul how MC works, i don't think they let player send the damage like us 23:06 rubenwardy MC also uses TCP for sockets, so they're not a good example about good networking 23:06 rubenwardy _however_ clientside prediction, server side reconciliation is good 23:06 celeron55 i think some fast fps games run their physics in a fixed frame rate and then the server can exactly check the client's actions by running the exact same simulation delayed by the maximum amount of lag 23:06 nerzhul TCP is not bad for reliable packets, but movements are not a good TCP packet 23:07 nerzhul celeron55, we send position every 0.1sec 23:07 nerzhul maybe i should do the collision check on same interval 23:07 nerzhul it should be more accurate 23:07 celeron55 that's far from exact 23:07 celeron55 i don't think MT can ever have anything exact related to this though 23:08 celeron55 nothing in MT is designed for exactness here 23:08 nerzhul oh i don't remember server sent the recommended_send_interval 23:08 nerzhul let me try to use this interval to see the difference 23:10 nerzhul same effect 23:11 nerzhul or maybe i should increase the speed from 1 to 5 % virtually server side 23:14 nerzhul celeron55, maybe have a direction of player recording a vector between two server steps + compensate with a speed 5% factor can compensate 23:15 nerzhul if i set speed * 1.1 i see less non collision cases, but it's far from being perfect 23:21 nerzhul celeron55, the send interval is in fact sync with server step... then we send the positions less often than step due to lag, this is the lag cause 23:49 OldCoder 23:49 OldCoder http://minetest.org/sneak.html 23:49 OldCoder If you have already seen this, press Reload. A number of comments by others have been added. 23:49 OldCoder http://minetest.org/sneak.html 23:49 OldCoder 23:50 OldCoder celeron55, rubenwardy, nore, sofar, others, thank you for your comments 23:51 OldCoder Zeno`, Fixer, Robby, twoelk, DI3HARD139, paramat, Billre, Calinou, others, feel free to weigh in 23:51 OldCoder 23:51 OldCoder http://minetest.org/sneak.html 23:51 OldCoder AFK for a while in a bit 23:51 OldCoder