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IRC log for #minetest-hub, 2017-11-29

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All times shown according to UTC.

Time Nick Message
00:00 * sofar afk for real
00:04 paramat just rename the file to .md if it helps
00:05 paramat and no the advantages still create a large productivity gain
00:06 Fixer china doors https://www.youtube.com/watch?v=XoUg94gvLdM
00:08 Fixer what is funny about china youtube videos, typing "china poor quality" gives tons of sporting events with chinese and "low quality" in title, nice try
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00:54 Jordach i think i found my new ringtone https://www.youtube.com/watch?v=1f5LIxGgouY
00:55 Fixer you probably meant: chinese products sheet
00:55 Fixer loooooooool
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02:40 Sokomine hm. i have a problem with my current version of mt (not the most recent one..i want to join servers). problem: infotexts are shown where chat is shown. it used to be in the middle of the screen. now i have to turn chat off if i want to be able to read a sign
02:40 rubenwardy huh
02:41 paramat issue please =)
02:41 paramat oh you're on 0.4.16
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02:42 rubenwardy it
02:42 rubenwardy it's below the chat for me, but only 6 rows display for some reason. Swear it was more
02:43 rubenwardy but it's not vertically centered
02:43 rubenwardy it looks like a constant offset
02:43 rubenwardy are you using a custom font or font size, Sokomine
03:07 benrob0329 sofar: do you actually use vim? or was that just joking?
03:09 jas_ markdown does look good in vim
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03:11 benrob0329 with syntax highlighting, yes
03:11 benrob0329 when it's a .txt then the syntax doesnt get highlighted
03:12 benrob0329 we could symlink lua_api.txt and lua_api.md
03:12 benrob0329 but idk if git supports those
03:12 benrob0329 we could also have everything compiled from LaTeX :PP
03:12 benrob0329 then it's always be properly formatted :D
03:14 jas_ omg i just found :colorscheme
03:14 jas_ now it looks even bettar!
03:14 jas_ i don't know much about vi(m) but it's fun to learn
03:15 benrob0329 jas_: the keybindings are what a lot of programs try to imitate :P
03:15 benrob0329 my window manager even
03:18 jas_ oh i didn't know
03:27 Sokomine rubenwardy: custom font size. larger font than usual
03:27 benrob0329 https://gist.github.com/benrob0329​/530e55e5c571fa2255f8e52c713e176d
03:27 benrob0329 that makes a stackoverflow in like 1 second
03:27 Sokomine rubenwardy: DroidSans at size 20
03:28 benrob0329 when i have the time set to recall the function well after a minute
03:28 Sokomine vim is a very useful editor
03:29 benrob0329 Sokomine: indeed
03:29 benrob0329 vim + luacheck via syntastic is really nice :D
03:37 ThomasMonroe hey rubenwardy, I have an suggestion for you concerning CTF
04:21 * benrob0329 mumbled something about minetest.after being broken
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05:04 jas_ ?
05:04 bigfoot547 !
05:04 jas_ that function is used in map mod
05:05 jas_ https://soundcloud.com/spinninsessions/spin​nin-sessions-237-guestmix-tv-noise#t=34:44
05:11 paramat what's up with minetest.after()?
05:24 benrob0329 paramat: the gist i linked to above, that function instantly creates a stack overflow
05:24 benrob0329 even though it shouldn't
05:24 benrob0329 or does minetest,after need me to not put parentheses after the function name?
05:27 jas_ ye u forgot the end)
05:27 jas_ minetest.after(100, tardis.load_map(pos) end)
05:27 jas_ wait no lol
05:27 jas_ minetest.after(100, function() tardis.load_map(pos) end)
05:27 jas_ there
05:28 benrob0329 jas_: I don't think I need to define a function every time
05:29 jas_ https://github.com/jastevenson303/g​en_music/blob/master/init.lua#L313
05:29 jas_ oh ok
05:29 benrob0329 only if an already existing function isn't used afaik
05:29 jas_ this spinnin' sessions mix is pretty good
05:29 jas_ well i don't know, i never tried
05:30 jas_ try minetest.after(100, return tardis.load_map(pos)) ? or is that the same?  honestly, i always did function()
05:30 * jas_ looks in lua_api.txt
05:31 jas_ https://github.com/minetest/minetes​t/blob/master/doc/lua_api.txt#L3106 <-- interesting
05:32 jas_ minetest.after(100, tardis.load_map(pos), pos) ?
05:32 jas_ but minetest.after(100, function() tardis.load_map(pos) end) will work
05:33 jas_ (now i'm even more confused.)
05:33 benrob0329 I think the problem is that I need a return value
05:33 benrob0329 and I don't get one from minetest.after
05:33 jas_ i think i'll have to experiment sooner or later
05:35 jas_ you ever tried the profiler or luacheck?
05:35 benrob0329 paramat: can I generate the map from a vmanip object?
05:36 benrob0329 jas_: use luacheck every day
05:36 jas_ is it easy?
05:36 benrob0329 syntastic plugin for vim makes it easy, but yes its easy
05:36 jas_ i need to learn how to profile lol and my code is such a mess.  but i got a terminal mod that i can use from a chatcommand, node, or itemstack now
05:36 jas_ syntastic?
05:36 benrob0329 can be installed via luarocks
05:36 jas_ oh
05:37 benrob0329 so you install via luarocks (after installing any dependancies it complains about) and then run luacheck <foo>.lua
05:37 benrob0329 like I do *.lua in my mod directory
05:38 * jas_ deletes walkie repo
05:38 benrob0329 (or just let Syntastic yell at me when I save a file)
05:38 paramat not sure i understand what you mean by "generate the map from a vmanip object"
05:38 jas_ i just did an apt search luacheck and there's a lua-check 0.17.1 package
05:38 jas_ i'll try that
05:38 benrob0329 paramat: I mean, I have a vmanip object and I would like to generate the mapblock using it
05:39 benrob0329 can I do this in a way I can check, without async madness?
05:40 jas_ kewl benrob that's a nice command
05:40 jas_ now i gotta learn to profile, i can really feel it on_joinplayer and on_leaveplayer lol
05:40 paramat minetest.after(100, tardis.load_map, pos)
05:40 jas_ i was close
05:41 jas_ that's cool paramat, thanks.
05:41 paramat the 3rd argument is the variable you want to pass to the function
05:41 benrob0329 paramat: right, got that
05:41 benrob0329 I dont get a return value from that though
05:42 paramat for example https://github.com/minetest/minetest/blob​/a5d5728f241fec8644ba65cb3b98c7dd1be2eee3​/games/minimal/mods/default/init.lua#L17
05:42 jas_ tardis.load_map() doesn't have a return value
05:42 paramat because the variable you pass needs to be stored to be passed later to the function
05:43 benrob0329 paramat: again, that works for a basic loop but I don't get a return value from the stack
05:44 benrob0329 I cannot guarantee that the map is actually loaded, and if it's not the meta could be overridden on generate
05:44 jas_ put return false at the end?
05:44 benrob0329 jas_: thats basically what it does now
05:45 jas_ nil?
05:45 benrob0329 the setup I have overall:
05:45 paramat 'generate the mapblock' as in trigger core mapgen to generate that area? or generate your own choice of nodes in the mapblock?
05:45 benrob0329 paramat: as in trigger the mapgen
05:46 jas_ looks like it's returning nil if there's not node.
05:46 jas_ try if ((node)) then
05:47 jas_ i'm just curious
05:47 paramat sorry behind on catching up with chat
05:48 benrob0329 Lever triggers the remat function, which triggers the map load and forceloading, which return true if successful, which continues the remat sequence, which flips the lever
05:49 benrob0329 jas_: adding extra parentheses?
05:49 jas_ yeah
05:49 jas_ can you do that?
05:50 paramat "as in trigger the mapgen" ok. no the only way to trigger mapgen is 'emerge area' which as you know can take a while
05:51 jas_ but can you determine when it's done?
05:51 jas_ or how long it will take?
05:51 paramat not how long
05:51 jas_ so a loop to check until it's done?
05:52 paramat checking if it's generated is done by checking for an 'ignore' node, as benrob does there
05:52 jas_ aha
05:52 paramat yes
05:52 jas_ thank you
05:52 benrob0329 the only way is to make a loot, but the only way to slow the loop is to make it an async loop, which means I cant actually check
05:52 benrob0329 *loop
05:52 benrob0329 *check to see when it's done
05:53 paramat the nether mod has similar issues and code, we had trouble with that stuff
05:53 benrob0329 so basically, this is one time when I would much rather have the server slow for a second while generating/loading than to have to jump through hoops for basic timing
05:53 jas_ move the emerge line to the first line
05:54 jas_ before the local
05:54 benrob0329 jas_: that still might not finish until after the function returns
05:54 jas_ oh i don't know haha i'm just guessing.  that's what i usually do though, wildly cut/paste until something happens
05:54 benrob0329 and there is no need to continue to attempt emerges when the map is already loaded
05:55 jas_ i'm sure there's a way to do what you want, if only i knew
05:55 benrob0329 paramat: if I could do this with vmanip it'd be overkill, but at least it would work
05:55 jas_ so emerge the area, and then separately check in a loop if it's loaded?
05:56 benrob0329 and how do I know when the loop is done?
05:56 jas_ you just want to emerge an area and know when it's done?  it sounds so easy, and yet... *steps away from the keyboard* *head explodes*
05:56 benrob0329 if the loop goes async I can't know when it's done without another infanite loop..wait that might work
05:57 benrob0329 if I have a variable that gets set, I can break from a cheap loop that doesnt do anything but check a value
06:01 jas_ that's the problem, i don't know what async means
06:01 * jas_ puts on some koollondon
06:01 jas_ aw commercials
06:02 * jas_ puts on bitjam
06:02 jas_ hm.. stream or merge minetest_game/master..
06:03 benrob0329 "while (not done) do end"
06:03 * benrob0329 smirks at how that doenst even need a comment
06:04 benrob0329 I wish there was a nothing function, just to make it more self explanitory :P
06:04 jas_ while ((nothing)) do end
06:07 sofar there is a different way of checking if a chunk is generated
06:09 benrob0329 sofar: please, do tell
06:13 sofar have a registered_on_generated() callback and record the generated section
06:15 benrob0329 sofar: how would that help me load the map on demand?
06:18 benrob0329 ok, let me try to take a step back and think of a different approach
06:20 benrob0329 paramat, sofar: is there a reason meta gets overridden on generate?
06:21 paramat not sure why, but i'm not surprised
06:21 paramat i guess no-one expected meta needing preserving in an area before mapgen
06:23 paramat maybe: in 'on generated' see if minp and maxp contain your node, if so set metadata
06:24 benrob0329 paramat: can I do a reverse search on mod storage?
06:24 benrob0329 as in, search by string instead of name?
06:27 paramat not sure
06:37 benrob0329 paramat: I could use to_table and then loop over the raw table
06:37 benrob0329 thankfully everything is handles in functions so all the code is in one place :D
06:37 benrob0329 *handled
06:40 benrob0329 ohhh, to table give the entierty of mod storage
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07:24 nerzhul wow freebsd added lua 5.3.4 in core :)
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07:40 jas_ k testing #6604 https://twitch.tv/jastvn
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07:48 jas_ ashtrayoz: didn't work for me
07:49 benrob0329 paramat: does forceload not actually load the map?
07:49 jas_ maybe there's something else i need to do besides simply adding `attached_node=1' to groups?
07:49 jas_ but i lost my metadata when it fell (usual behavior)
07:50 jas_ benrob0329: can you +v ashtrayoz ?
07:51 jas_ until shara gets here
07:54 benrob0329 jas_: permissions are a bit screwy over the matrix bridge, I''d have to login to a normal IRC client
07:54 benrob0329 (I can still do kick/ban, just not voice atm)
07:56 jas_ nerzhul: ?
07:56 jas_ if you're here can you +v ashtrayoz ?
07:58 benrob0329 (yes, I am making a fuss about it to some people because at this point the bridge should be fully functional)
07:59 jas_ ye, i dunno i'm in gnome-terminal.
08:02 benrob0329 paramat: nevermind, added that to the on_generate
08:37 Shara (8:36:59 AM) ChanServ: (notice) ashtrayoz is not registered.
08:37 Shara jas_ ^
08:38 Shara Will be out most of the day, but please tell them to register their name
08:40 jas_ ok ty
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08:58 benrob0329 yay Tardis mod update is finally pushed to upstream :D
08:58 benrob0329 i can sleep now
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11:56 FourFire Hello, how does flowing water melting/replacing single layer snow work?
12:03 jas_ on_flood with floddable=1?
12:04 jas_ not sure
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12:09 IhrFussel So...if I understood it correctly the engine keeps mapblocks in RAM and reads them from there until the unused_data_timeout was reached ... MODIFIED mapblocks have nothing to do with this, they will be flagged as modified and written to DB on next map_save_interval ... am I correct so far?
12:31 IhrFussel I mean the engine keeps accessed mapblocks requested by clients/mods in RAM*
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13:17 jas_ good question.
13:21 FourFire jas_, the snow tile block only has: groups = {crumbly = 3, falling_node = 1, puts_out_fire = 1, snowy = 1},
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13:32 jas_ water does indeed remove snow node tho?
13:32 jas_ i never tried it
13:34 jas_ oh cool so it does
13:36 jas_ https://github.com/minetest/minetest_game​/blob/master/mods/default/nodes.lua#L519
13:36 jas_ floodable is a node def flag/property whatever, and not a group thingy like i thought
13:38 jas_ https://github.com/jastevenson303/dcbl_​default/blob/master/overrides.lua#L117 i made it flood grass
13:38 jas_ now i wonder about other stuff like flowers
13:40 jas_ or apples, or any plantlike(?) drawtype
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13:41 jas_ hrm, maybe that's worth looking into: make anything that's with a plantlike drawtype floodable and drop its drops
13:42 Mr_Pardison would it stay where it is or would the drop move the water since it is a flowing thing?
13:42 jas_ but then some nodeboxes are small and appear as though they'd get dropped too
13:42 jas_ the water could move the dropped item entity
13:43 Mr_Pardison ah.
13:43 jas_ the water won't go around the dropped item entity, tho
13:43 jas_ i suppose it could be made to
13:43 jas_ i saw some nice effects someone made with flowing items
13:43 jas_ some PR maybe, can't remember
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13:54 jas_ i wanna make it so all grass drops grass_1 and always place grass 1 and they grow to grass 6.  but then they'll all end up looking the same :D
13:55 jas_ https://www.youtube.com/watch?v=8izu91iOUC0
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14:53 Megaf[College] Greetings
14:53 Mr_Pardison Greetings.
14:53 Raven262 Hi Megaf[College]
14:53 Raven262 Wow, autocomplete.
14:53 Mr_Pardison yes.
14:54 Mr_Pardison the tab key works wonders.
14:54 Mr_Pardison :D
14:54 Raven262 For some reason i didn't expect the part in the brackets to appear
14:55 Megaf[College] heh
14:55 Megaf[College] it works well on IRC
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15:07 Megaf[College] I'm enjoying Firefox 57
15:08 Megaf[College] Not quite as snappy as Chromium but it works well
15:28 benrob0329 Megaf[College]: Firefox still doesn't work right with WebRTC + Alsa
15:28 Megaf[College] I don't use Alsa directly... PulseAudio here
15:29 benrob0329 For those of us who don't use Pulseaudio, it's really annoying
15:30 benrob0329 Because Firefox 57 is great otherwise
15:30 Mr_Pardison The only reason I would use firefox is because of the unity web player plugin to play a game called BeGone.
15:32 Mr_Pardison other than that, I use chrome for everything.
15:32 Mr_Pardison won't even touch IE
15:55 IhrFussel Is there a way to determine whether a certain objects is unknown?
16:02 benrob0329 IhrFussel: minetest.registered_nodes
16:02 benrob0329 Its a global table
16:02 benrob0329 So you can loop over it to test
16:03 benrob0329 There is also minetest.registered_items
16:03 benrob0329 And _craftitems
16:06 benrob0329 http://dev.minetest.net/Global_tables#minetest.registered_.2A
16:06 IhrFussel I mean entities, sorry
16:07 Amaz minetest.registered_entites
16:09 IhrFussel So basically I need to check "if not minetest.registered_entities[obj.name] then"
16:10 Amaz That should work, yup
16:12 jas_ i dunno what webrtc is, but i use pulseaudio sometimes.  it's can be turned off, but i use it with jack
16:13 jas_ pulseaudio --kill and --start, with autospawn = false
16:13 benrob0329 Why do people always put error code first?
16:13 jas_ the jack pulseaudio module allows me to route things like chrome
16:14 jas_ i dunno
16:14 benrob0329 if (not value) then
16:14 benrob0329 Error
16:14 benrob0329 Else
16:14 benrob0329 True code
16:15 jas_ i dunno.  i usually do if not player then return end, so that i can skip some stuff
16:15 jas_ and not have stuff indented.
16:15 benrob0329 I always do if (value) then true code else false code
16:15 IhrFussel I prefer to return something before executing the true condition ... very good with timers: timer = timer + dtime if timer < 1 then return end timer = 0
16:15 shivajiva benrob: it simplifies the logic
16:16 shivajiva if you get the error cases dealt with the function can be written in a simpler form
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16:17 benrob0329 shivajiva: adding more things to the boolean statement simplifies it?
16:17 shivajiva do you want it going down branches to find it's not valid or deal with invalidity first?
16:18 shivajiva if not player then return end
16:18 shivajiva shy would I nest that?
16:18 shivajiva *why
16:18 benrob0329 shivajiva: if its not valid it will go straight to else
16:19 shivajiva yes but dealing with the errors more often than not simplifies the proceeding logic
16:19 benrob0329 if (player) do_stuff elseif (check other thing) possible_return else return false end
16:21 shivajiva quite simply I don't want to process anything if the var/object doesn't exist/is null so there is a tendency to get them out of the way
16:21 jas_ perhaps to not indent too much.
16:22 benrob0329 shivajiva: it wouldn't, it would go directly to else/other sane return value
16:23 benrob0329 If it doesnt exist I might want to check a condition in a logical order rather than reversing the logic
16:23 shivajiva as I said it simplifies the structure by not nesting, it's a personal choice dependant per case *shrugs*
16:25 benrob0329 if (not foo and global.bar) then foobar elseif (not foo) then barfoo else truebar
16:25 benrob0329 Rather than
16:25 shivajiva I started off doing full nesting and got to the point where it just seems more logical to put the error checking first (a personal choice)
16:25 shivajiva based on how it simplifies the branch
16:26 benrob0329 if (foo) then truebar elseif (global.bar) then barfoo else foobar
16:32 shivajiva I don't nest type checking for example, it has no value and has to proceed the code that uses the type
16:37 shivajiva I might write skeleton code that preliminarily only does the error checking to test something and flesh it out below the error check by expanding it once I'm satisfied, people do stuff their own way :)
16:41 shivajiva believe me, the hardware doesn't care which way it's structured, it's not critical, as long as it's not spagcode the community don't care either :D
16:51 Sokomine shivajiva: i also tend to prefer checking error conditions first and aborting when one fits; the true code of the function usually comes after that. too many nested else-if-conditions make it more tricky to read
16:54 shivajiva :)
16:54 Mr_Pardison well, we no longer have a greeter.
16:55 Mr_Pardison anyone hiring one for WalMart?
16:55 shivajiva LOL
17:02 * Sokomine says "hi" just to make mr_pradison happy
17:03 benrob0329 https://mastodon.art/@benrob0329/99088684874432325
17:03 * Mr_Pardison doesn't need to be happy just in the company of good people.
17:03 benrob0329 Let the opinions on non-critical style begin :PP
17:04 * benrob0329 wonders where tenplus1 is
17:05 benrob0329 I have this huge update pushed but no one to try it out
17:06 shivajiva he's running a more relaxed schedule as far as minetest is concerned judging from recent weeks
17:09 shivajiva anyone using a liquid light bulb? Wondered what they were like IRL, can't decide if it's a gimmick as it can't efficiently cool, it's the heatsinks air interface where that happens
17:17 shivajiva benrob0329: I always try to structure for the most likely truth, that's pretty much a given with most of the code I look at also
17:20 CalebDavis shivajiva, i am working on a hub mod for LoS do you have any tips on how to hid the inventory?
17:20 CalebDavis hide^
17:20 shivajiva for me that will be below the error checking predominantly so tracing through exposes flaws in that logic path first
17:21 shivajiva create shadow inventories and use the list handling for fast movement between the 2 Caleb ;)
17:22 shivajiva no loops just straight copy and nil the original
17:22 CalebDavis ok so you would make another inventory on the player called main_hidden and coppy them back and forth
17:22 shivajiva yes
17:23 CalebDavis ok thx
17:23 shivajiva be aware you need to handle armor and bags via it's own respective api
17:24 CalebDavis right since they have their own inventories they arent part of main
17:24 shivajiva both are detached
17:25 benrob0329 You know its good when you're reading through your own commit and find things that need to be fixed
17:25 benrob0329 The next morning commit is always most important I guess
17:25 shivajiva and don't forget the crafting grid to stop players bypassing
17:26 CalebDavis i might just hide all inventory access by setting the inventory formspec
17:26 CalebDavis and then i will just need to wory about the main inventory to remove all items from the hotbar
17:27 shivajiva benrob once you can't see the wood for the trees you let other people look at it and find the holes you missed, perfection takes time lol
17:28 benrob0329 shivajiva: that is true, I should have pushed to a branch and had people look at the pr
17:29 benrob0329 I should start doing that, keep master fairly stable in the long run
17:30 benrob0329 In the short term I've still got a lot of breaking changes to be made
17:30 benrob0329 Rewrite how this works, simplify this, change that
17:32 benrob0329 When I redo interior spawning it's all probably going to be on_generate based, so I should be able to tell people to run /deleteblocks to get the update in existing worlds
17:33 shivajiva :)
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17:34 * sofar rubs eyes
17:35 shivajiva o/
17:35 benrob0329 o/
17:35 Jordach OwO
17:35 Jordach https://jordach.net/images/wwpeuuknjrcubrqsrb.png
17:37 Megaf joined #minetest-hub
17:37 Mr_Pardison \o
17:37 * shivajiva roars at Megaf
17:38 Megaf /o
17:39 benrob0329 Jordach: pipeworks port or rewrite?
17:39 shivajiva /o\
17:40 Megaf fork now!
17:41 Megaf Insert but why gif here
17:42 Mr_Pardison give me a minute for that.
17:43 Mr_Pardison <https://matrix.org/_matrix/media/v1/down​load/matrix.org/FCtmJErEEGeEzDwRXtZKXFNd>
17:43 Mr_Pardison https://matrix.org/_matrix/media/v1/down​load/matrix.org/FCtmJErEEGeEzDwRXtZKXFNd
17:43 Mr_Pardison there.
17:44 Megaf Firefox 57 Also slightly broken sometimes. Not as bad as 58 tho. https://i.imgur.com/YDfpBsy.png
17:44 Megaf Jordach,                                              ^
17:46 benrob0329 Mr_Pardison: you use matrix?
17:47 * benrob0329 wonders why he is not using the bridge to connect to irc
17:47 Mr_Pardison no.
17:47 Mr_Pardison I use kiwiirc.
17:48 Mr_Pardison that's from another channel that I am on that has guggy from matrix.
17:48 benrob0329 Ah
17:56 Megaf I dont like this matrix
17:57 Darcidride_ joined #minetest-hub
17:57 benrob0329 Megaf: Matrix itself is fine, the bridge needs a lot of work though
18:00 Megaf !ping
18:00 Megaf .ping
18:00 Megaf :ping
18:00 benrob0329 Pong
18:00 Megaf Time Out
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18:33 Jordach anyone seen numzero in IRC recently
18:34 benrob0329 !seen numzero
18:34 MinetestBot benrob0329: numzero was last seen at 2017-11-23 22:36:37 UTC on #minetest
18:35 benrob0329 Jordach: we have the technology :^)
18:35 Jordach other than that
18:36 benrob0329 Whois fails
18:36 benrob0329 Might not be registered
18:36 sfan5 you can't whois offline users
18:37 benrob0329 Oh, right
18:37 twoelk no whowas?  :-D
18:40 * twoelk becomes a whowas
18:40 Mr_Pardison lol
18:40 Mr_Pardison whowas is time limited.
18:40 Calinou /whowillbe
18:40 Calinou I want that command :(
18:46 Krock MTB is not in #-dev, thus:
18:46 Krock ~seen numzero
18:47 Krock ShadowBot is not here, thus:
18:48 Krock well okay, that information isn't any more recent
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19:07 IhrFussel Wait you want to disable CSM by default now? That's not what server owners requested, they wanted a way to disable CSM on their server
19:08 sfan5 paramat believes that it causes too many problems to leave it enabled
19:08 IhrFussel I can imagine there are quite a few servers that encourage CSM use and/or even REQUIRE certain CSMs for proper gameplay...bad move IMO
19:09 Mr_Pardison for the CSM text color mod, it messes up logs.
19:10 IhrFussel There is a function to remove color codes from any message... but I didn't say that servers should accept CSM, I said there certainly are server owners who have no issue with CSM use on their servers
19:10 IhrFussel It should be an option per-server and not global
19:12 IhrFussel We went from "disable certain features" to "disable everything CSM by default" in a matter of a few days... I think some of you are overrreacting a bit
19:12 IhrFussel overreacting*
19:12 Mr_Pardison I'm fine with it being an option for server owners to disable as they see fit.
19:13 IhrFussel Mr_Pardison, the current PR attempts to forbid any kind of CSM client-side... the setting "enable_client_modding" is now false if the PR gets merged
19:14 sofar I strongly desire to have CSM enabled for future projects on clients
19:14 sofar having CSM disabled by default will massively impact projects that I'd like to do
19:15 IhrFussel sofar, not just by default...the PR makes the setting obsolete, it says "value will be ignored"
19:15 sofar not understanding
19:15 Mr_Pardison *gasps*
19:15 sofar disabling all csm by default?
19:15 sofar as in, players have to manually enable it?
19:15 IhrFussel The PR basically is "we remove CSM for now cause it's not ready yet"
19:15 sofar or, it's now the server who decides?
19:15 sofar that's fucking dumb
19:15 sofar sorry, no better words for that
19:16 Mr_Pardison I say that the server owner should be in control of whether they want to enable or disable CMS's.
19:17 sofar not allow
19:17 sofar servers should be able to ENABLE it
19:17 rubenwardy the PR essentially removes the choice
19:17 rubenwardy CSM can't be used at all
19:17 Mr_Pardison some may see that as a good thing but for the most part it is bad.
19:18 Mr_Pardison Leaving it up to the server owner would give them the ability to decide on there own and not be forced to keep them from being used.
19:18 rubenwardy >NickServ< info numzero
19:18 rubenwardy -NickServ- Last seen  : Nov 23 23:22:50 2017 (5d 19h 55m 39s ago)
19:18 IhrFussel Hard coded false value " // CSM is force disabled, more dev work is needed. //m_modding_enabled = g_settings->getBool("enable_client_modding"); m_modding_enabled = false;"
19:18 Mr_Pardison well, g2g now will brb
19:19 Mr_Pardison left #minetest-hub
19:19 rubenwardy Jordach, benrob0329, who is for offline users ^
19:19 Aerozoic rubenwardy, were you the one working on that mod to group privs like the way /grantme all works?
19:20 rubenwardy I wanted to, but didn't
19:20 rubenwardy loooool
19:20 rubenwardy talking about grantme
19:20 Aerozoic aw, ok.
19:20 rubenwardy <CTF_Bot> <WhatsApp> #/grantme all
19:20 rubenwardy I'm not Apple, jeez
19:22 Mr_Pardison joined #minetest-hub
19:23 rubenwardy shivajiva, sban is broken
19:23 rubenwardy users can join after perm ban
19:24 Mr_Pardison I noticed that the other day when I tried to ban a player
19:33 * Jordach gets the feeling numzero appears at the weekends
19:33 * Jordach does not have the SQL backlog in -dev to check
19:43 rubenwardy Mr_Pardison, https://github.com/shivajiva101/sban/issues/4
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19:48 benrob0329 o/ Krock
19:48 Krock o/ benrob0329 n
19:49 Mr_Pardison \o Krock
19:49 benrob0329 Krock: pushed an update for the tardis mod, it now uses mod_storage
19:55 Krock that's great. it evolves!
19:55 Mr_Pardison evolution at work!
19:56 benrob0329 Well, raw table writes are problematic (if it doesnt get serialized, your screwed)
19:57 Mr_Pardison *helically wrapped around an inclined plane
19:57 benrob0329 This allows me to put some extra logic just in case something isnt defined it shouldn't just get stuck and crash the game
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20:57 Mr-Pardison hiya oOChainLynxOo
20:57 Mr-Pardison I'm dueling on d/l
20:57 oOChainLynxOo heyo Mr_P :)
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21:50 IhrFussel What's the default walk speed? 3 I guess?
21:51 CBugDCoder joined #minetest-hub
21:51 * Jordach writes something new
21:55 Calinou IhrFussel: 4, 1.3 sneak
21:55 Calinou (1.3 is sneak speed)
21:55 Calinou for comparison, Minecraft uses 4.3 for walk
21:56 Calinou and 5.6 for sprintjump
21:57 IhrFussel Calinou, okay then fast is now slower than walking on my server xDD I set it that low to see if it's just too many players using fast that causes the extreme IO wait and therefore lags the server
22:01 Calinou pre-generate map areas that are likely to be explored
22:01 Calinou and use a fast database (PostgreSQL or Redis)
22:01 Calinou and use a SSD if possible
22:02 IhrFussel Nope it happens with already generated mapblocks too... depending on how "full" the mapblock is I/O wait can go up to 80% for 1-2 secs
22:03 Calinou well, look at your database then
22:03 Calinou if it's SQLite, you get to keep both pieces
22:03 IhrFussel It is SQLite and migrating with a 19 GB DB would take a very long time
22:04 IhrFussel So far the highest Emerge-0 I/O was 18%
22:06 IhrFussel I already tried a new test world with new map.sqlite...when using fast lag went up to 2-3 secs sometimes...I guess my machine just can't handle the fast movement
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22:11 IhrFussel Now it constantly resets me cause walking is faster than fast setting lol
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23:23 * Jordach 's server is hosted on a 150GB LSSD

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