Time Nick Message 00:11 Sokomine benrob0329: android. works now...after installing tools. still..the old way of mounting was far more practical than...this :-( 00:12 benrob0329 Sokomine: Mass storage isn't good for things that can be changed on both ends 00:12 benrob0329 but I agree MTP can be a pain 00:16 Sokomine benrob0329: mass storage was far more practical...just mount the thing, copy/move the files, unmount, and be done... 00:17 benrob0329 Sokomine: The phone would have to stop all read/write functionality while mounted, else data corruption can happen (or so I've been told) 00:20 Sokomine benrob0329: that's right. still..that's the way it usually works with all usb and other drives 10:11 IhrFussel Hello people^^ Seems like punching particles are rendered even though the entities are outside of the active block range and therefore not rendered ... does that mean entities actually are already loaded if punching happens? 10:16 Krock particles != entities 10:17 IhrFussel Krock, but entities are only supposed to "live" while in active block range... but the particles start rendering a few nodes before the entities themselves are actually rendered 10:17 Krock also, punching particles are entirely client-sided, which doesn't care about unloaded blocks 10:18 Krock if they get rendered outside the view range, then it's a bug 10:22 IhrFussel Particles of entities render that are outside the load range 10:23 IhrFussel Load meaning the range entities show up in 10:24 jas_ render? 10:24 IhrFussel Example: active_block_range is set to 1 (16 nodes) ... damage particles of mobs show up at 20 nodes while the entities themselves only render at 16 nodes 10:25 jas_ is that when they go *poof* ? 10:25 jas_ because i've noticed them disappearing and by the time i look it's just the smoke particles. 10:25 IhrFussel The mobs mod creates particles on each hit so I mean the "blood" particles 10:25 jas_ which i can never figure out how to change, always wanted to change that texture 10:26 jas_ so, you're hitting thin air and seeing blood? 10:26 jas_ you're hitting from 16 nodes away? i'm confused, sorry, i'll exit stage left 10:26 IhrFussel No I mean when 2 mobs fight each other 20 nodes away I already see their blood particles even though I don't see the mobs themselves yet 10:26 jas_ gotcha 10:26 Krock interesting. looks like different distance calculations for particles and entities 10:28 jas_ so it's as you say 10:28 jas_ about them not being equal. and maybe about it being a bug; i think so. 10:28 jas_ o... 10:28 IhrFussel But isn't it weird that entities seem to live at 20 nodes away already? I mean if their punching executes they must be active 10:30 IhrFussel So I'm guessing the actual bug is that entities activate from too far away before they even get rendered 10:36 IhrFussel Confirmed (at least in 0.5.0): I did a minetest.log() for an entity in its on_step() callback, placed the entity at Y 104 and it disappears at Y 118 BUT the on_step() still executes until Y 127! 10:38 IhrFussel That's 9 nodes after the entity disappears 10:38 IhrFussel Will test in 0.5.0 now 10:40 IhrFussel I meant confirmed in 04.16* 10:40 IhrFussel 0.4.16** 10:57 IhrFussel Confirmed too: Entity is standing at Z 53.6 and *should* disappear at 37.6 but exists until 31.6 10:59 IhrFussel In 0.5.0 the issue however doesn't seem to be the rendering...the entity renders as long as it's active...but the range is too large 11:00 atorian37 I had an idea for a mod if there doesnt already exist something like that: 11:01 atorian37 How about a "wildlife" camera taking a snapshot if someones passing by a dedicated area? 11:01 Calinou hi 11:01 Calinou atorian37: the server cannot take screenshots, it doesn't perform any rendering 11:02 Calinou there's no realistic way to do this :( 11:02 atorian37 ok...just a dream... 11:13 Krock and you couldn't see the screenshot until it's possible to load/unload media after the initialisation process 11:15 Krock related: https://imgur.com/gallery/RdUKn 11:16 Sokomine atorian37: you could log who passed by when. but if there's no player around nothing much is going to happen. your camera would have to fake traffic anyway 11:16 Sokomine IhrFussel: hm, it always seemed to me that mobs are shown much earlier than terrain. your observation isn't too surprising in that regard 11:19 IhrFussel Sokomine, it depends on the active_block_range setting in conf ... but regardless of the range you set there entities will render outside of that range already 11:37 Fixer Calinou: you don't need that, simply record positions, yaw of the player and his action during photo and then spawn fake camera with fake player in it, etc 12:31 Jordach sofar, how the fuck did you do that spectator cam on your puzzle box server 12:33 sfan5 guess: make player invisible and attach to invisible entity 12:33 sfan5 haven't ever seen that feature in action tho 12:34 Jordach it's perfectly centered around a target player 12:34 Jordach sfan5, https://www.youtube.com/watch?v=eyeAFtiF2gQ 12:34 Jordach watch this and notice the smoothness 12:35 sfan5 attach your own (invisible) player to the actual player + third person + cinematic mode 12:36 Jordach sfan5, nono 12:36 Jordach it perfectly circles on mousemovement 12:37 sfan5 yea, cinematic mode 12:37 sfan5 (?) 12:38 Jordach cinematic mode only smooths mouse movement iir 12:38 Jordach c 12:41 Krock > triggered by URL ending with "Q" 12:42 Krock there's also an eye in it 14:52 Fixer Jordach: there was mod called spectator or smth from JP (kilbith), that allowed to spectate any player, it was smooth, what is probrem? 15:15 benrob0329 Fixer: it really wasn't smooth 15:15 benrob0329 It was very laggy 15:17 benrob0329 For me, it might have been better for others 16:16 Fixer kinda sad that paramat opposed to customise world button in world creation :/ 16:24 benrob0329 Fixer: link? 16:25 Fixer read here https://github.com/minetest/minetest/pull/2561 16:34 sofar Jordach: yes, it's a (slightly patched) spectator_mode from kilbith, with cinematic camera smoothing enabled 16:35 Jordach "slightly patched" sounds like engine mod 16:35 sofar no, I patched out some code rot essentially, since it's a somewhat older mod already 16:36 sofar I'm not 100% satisfied with it though 16:37 sofar in tight areas you have no alternative but to turn on noclip and suffer from the visual problems of that 16:37 sofar as seen in that playthrough 16:42 jas_ "why hide it in ass-way from the user?" fixer lol. you do bring up a good point about having to reset the settings, for example after making a flat world you have to reset everything to go back to normal on the next one. not to mention that you have to find these settings after selecting the "flat" mapgen to make the world... flat. 16:43 jas_ https://github.com/minetest/minetest/issues/6499 <-- shows a pretty good example of this 17:04 Fixer jas_: changing global settings is very shitty way 17:04 Fixer jas_: instead, name your world, choose mapgen, press customise (optional), set your settings -> ok - start the world 17:07 Fixer instead i have to go deep into my ass while operating two mirrors and changing global settings, and since it is global, there is no flexibility 17:07 sfan5 tl;dr minetest sucks 17:07 jas_ :D 17:08 Fixer jas_: is your server up to date? 17:08 jas_ yes just updated 17:10 Fixer sfan5: BUT BUT MINETEST_GAME HAS CARTS FINALLY< IT IS GAMECHANGER 17:11 sfan5 i was referring to the engine anyway 17:13 Fixer sfan5: fuck the engine, we have carts now!21 17:13 Fixer sfan5: engine is actually pretty good right now 17:14 Fixer sfan5: still needs lots of work, but is much better today 17:14 sfan5 the technical side is okay but user experience if lacking 17:14 sfan5 severely 17:14 Fixer sfan5: yes 17:14 Fixer sfan5: thats what I proposing in my request, start thinking about actual playability/gameplay 17:15 Fixer requests* 17:15 sfan5 ain't nobody got time for that 17:15 Fixer we are doing engine for actual games, not for engine 17:15 Grandolf was snek glitch removed with engine? and is it possible for a server to re-enable it? 17:15 Grandolf *sneak 17:16 Fixer sfan5: look mtg activity compared to engine, it is close to dead 17:16 Grandolf ^true, most ppl make their own modsets 17:16 sfan5 Grandolf: depends on which specific glitch you mean 17:16 Fixer sfan5: also, mtg is crippl%$^&%$#^ lacks features 17:16 sfan5 but currently it's possible for servers to enable the old movement code 17:16 Grandolf the sneak jump 17:17 Grandolf whats the setting? 17:17 jas_ snek jumping needs a mod now 17:17 jas_ you have to set player properties to allow it 17:17 jas_ there is old_move/new_move and there is sneak_glitch 17:17 jas_ here's an example: 17:18 jas_ https://forum.minetest.net/viewtopic.php?p=297591#p297591 17:18 IhrFussel Grandolf, local override_table = player:get_physics_override() override_table.new_move = false override_table.sneak_glitch = true player :set_physics_override(override_table) 17:18 jas_ nice one 17:19 IhrFussel player:set_physics_override* 17:20 jas_ https://github.com/jastevenson303/runfast/blob/master/init.lua#L40 17:20 jas_ oops, it's new_move true/false, there's no "old_move" lol 17:21 Grandolf lol 17:21 Grandolf jas_ u sent me hud hunger lol 17:21 Grandolf but we found another mod 17:21 Grandolf ty for ur help ^_^ 17:22 jas_ IhrFussel's one-liner is pretty great 17:22 IhrFussel You don't need to download a mob for that just paste my one-liner into any init.lua inside a register_on_joinplayer() callback 17:22 IhrFussel mod* 17:23 jas_ but i brought up my runfast mod because i use new_move with sneak_glitch disabled 17:23 IhrFussel It works in any mod as long as it uses that callback 17:23 jas_ unless i am sprinting. but that mod needs some work, it's really messed up in the code heh 17:26 IhrFussel I bet I could reduce my mod count from 160 to 110 or so if I just merged every simple one that just adds one or a few nodes 17:27 jas_ put everything into a single init.lua 17:27 jas_ i want to see what happens 17:28 IhrFussel Nothing weird should happen, it still runs through the init.lua and just registers all nodes found 17:28 jas_ i think it will depend on the order in which you paste 17:29 jas_ but i still would like to see you try it :D 17:30 IhrFussel Well it takes some work to do that and I'm kinda lazy...but people always tell me "what 160 mods?? are you crazy" when in reality it's not as much as you might think since many just add simple things 17:31 IhrFussel By the way I noticed some servers in the list hide their mods used... is that okay? 17:32 Krock that are old server versions, aren't they? 17:32 * Krock is thinking 17:33 IhrFussel Krock, 0.4.15 *** SkyWars *** by Telesight 17:33 IhrFussel 0.4.16 FunValley 17:34 IhrFussel Shara's server also hides it 17:34 IhrFussel 0.4.16 Axinite...quite a few 17:34 * Shara sits down just in time to wonder what her server hides 17:34 Krock can't find any setting called hide_mods_from_server_list 17:34 IhrFussel The mod list 17:35 Shara How do I hide the mod list?? 17:35 Shara All my mods are visible. 17:35 Krock I think that relies on a bug, where the first announcement wasn't recorded but the following updates were taken (which don't contain the mod list) 17:35 IhrFussel In the server list I see no popup for your server...SONOS also hides it 17:35 Shara Public server list sometimes fails to report correctly 17:36 Shara It would fix on a server restart. 17:36 Shara I've seen your server there not list them before as well 17:37 IhrFussel Oh okay then...could've been that they try to disclose the mods they use 17:38 Shara It would be kind of pointless 17:38 IhrFussel It's possible to hide the list by changing some c++ codes I bet 17:38 Shara If I genuinely wanted to hide my mods yes, I'd look at the code, or just combine everything into one mod 17:38 IhrFussel c++ lines* 17:39 Shara And since you could just join the server and type /mods anyway, preventing it reporting just to the server list would be kind of pointless 17:39 IhrFussel I don't even know for real: Is it allowed to create closed-source mods for MT? 17:39 IhrFussel Shara, you can remove that too..I replaced /mods with my own that ignores the default MTG ones 17:40 Shara Yes, I know. 17:40 * jas_ is running a stock 0.5.0 server at dcbl.duckdns.org:30005. 17:40 Shara I replaced the /admin command and even /msg with variations on mine 17:40 jas_ i got a client crash when initially logging in with `name'd user and password, should test this again 17:41 Fixer jas_: get a backtrace 17:41 jas_ yep, i gotta go now though. so when i return i will set the server up proper and do that 17:41 jas_ bbfn 18:33 ThomasMonroe lisac can you do me a favor? 18:33 lisac hmm maybe ThomasMonroe 18:33 lisac details? 18:34 ThomasMonroe can you tell tenplus1 that i have an epic mob idea 18:34 ThomasMonroe when you next see him that is 18:35 benrob0329 ThomasMonroe: you can use !tell 18:35 ThomasMonroe oh yeah, forgot about that. 18:36 benrob0329 Or Memoserv 18:36 benrob0329 Or everyone could get a Matrix account, because message history is a thing 18:36 ThomasMonroe !tell tenplus1 hey, I had a really neat idea for a mob, I wouldn't be able to program it, but its something along the lines of green steve or red steve 18:36 ShadowBot ThomasMonroe: O.K. 18:36 benrob0329 :P 18:36 ThomasMonroe thx ben 18:37 benrob0329 Np 18:38 benrob0329 I should mess around with the http api, since matrix is over http it shouldnt be too hard to connect 20:13 Fixer superfetch trashed my disk i/o, thank you 20:19 Fixer just when I needed some file copying, windows said "No! Fuuck you! I will start trashing your I/O NOW slowing down your copy speed to 20 mb/sec, enjoy fucker" 20:32 Calinou Fixer: where were you copying files from/to? 20:32 Calinou USB drives are slow, remember 20:32 Fixer Calinou: partition to partition 20:32 Calinou (with rare exceptions, namely the SanDisk Extremes) 20:39 Krock insane speed if these partitions are on a floppy 21:08 Krock Book printer: Use template book, fill in empty books and coal(?) to write/copy them. Am I the first with this idea? 21:09 Krock also unsure about whether there's a request for this or not 21:09 Krock s/request/demand/ 21:12 jas_ are you not satisfied with the written_book+book craft copying? 21:13 jas_ do you think a machine to copy books is better, and it would require the "fuel" in coal 21:14 * Krock wonders since when metadata copying is possible that way 21:14 jas_ i like "machines" <-- that's "nodes that craft stuff" right? 21:15 jas_ i'm going to make an armor machine so i can remove the craft recipes muaha 22:06 Fixer Krock: ZIP DRIVE 22:06 Fixer Krock: you can copy books right now iirc 22:06 Fixer or nit 22:06 Fixer not 22:08 Krock yes, but I wasn't aware of the meta copy trick there 22:19 Megaf https://www.youtube.com/watch?v=qJlbPXZEpRE 22:19 Megaf :S 22:26 Fixer HARDCORE 22:27 * Shara always preferred this version