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IRC log for #minetest-hub, 2019-01-12

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All times shown according to UTC.

Time Nick Message
01:04 benrob0329 Good article, somewhat related to MT's General art style and art in general. http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/
01:56 rubenwardy https://i.rubenwardy.com/yUCtT.png
01:56 rubenwardy guess when the map resets
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03:51 paramat renouncing high-res pixel art makes sense, but MT is mostly 16px and many HD textures are not created by placing individual pixels. so i don't see much relevance in the article
03:55 paramat benrob0329 ores and decorations are registered in singlenode yes, so you can make the engine add them to a lua mapgen using these 2 APIs https://github.com/minetest/minetest/blob/a18c310adb075b1ba94950b6ee811c68dec2f66b/doc/lua_api.txt#L3982
03:59 paramat here's an example of usage https://github.com/paramat/planets/blob/2464395304900b0e7c4c8950b289db0164a7cb66/init.lua#L418
04:01 paramat you can either apply MTG's registered ores and decorations, or clear those and apply your own registered ores and decorations. they are added at the same speed as core mapgen
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06:59 IcyDiamond can i set the visual size of an entity per entity?
07:03 paramat only per entity definition
07:09 IcyDiamond hm why is the texture always black when i use visual=cube
07:11 IcyDiamond oh nvm it requires glow
07:13 IcyDiamond also it looks like i have to specify the same texture 6 times in order for it to show up on each face
07:14 IcyDiamond quoting lua_api.txt: "cube" uses 6 textures in the way a node does.
07:14 IcyDiamond but node can also have single texture applied to all faces
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07:29 paramat indeed, cube requires all 6 tiles to be stated
07:29 paramat docs are a little misleading
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08:45 nerzhul rubenwardy pure lua backend ?
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09:33 rubenwardy Yes
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12:05 nerzhul okay nice
12:05 nerzhul when 5.0.0 will be over i will try to see how we can refactor our profiler backend to make stats more generic
12:06 nerzhul on the 5.0.0, except refactor & perfs i have 3 things in mind: SSCSM, proper metric backend customizable by servers to add more metrics and postgresql auth backend :)
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13:04 Fixer i suspect transition to 0.5 will be longest in history of minetest
13:10 calcul0n_ not that bad for a transition 0.4->5.0 :p
13:14 Fixer i fear 5.0.1 will be badly needed after initial testing
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13:18 Krock Fixer: initial testing is right now
13:18 Fixer it is weak
13:18 Fixer when major servers moving it, there will be more testing
13:18 Krock then help
13:24 Unarelith did MT had a client/server architecture since the beginning or did it came later?
13:26 Krock there was already one in the early days
13:26 Krock surely in 0.3.1
13:30 Unarelith hmm, so I don't understand, why server-side movement wasn't implemented earlier?
13:31 Krock because it's easier to calculate it on each client
13:31 Krock collision calculations are expensive
13:31 Krock especially when you do them for 0.01m, regardless of your player's speed
13:32 Krock and lags are not helpful in terms of precision
13:32 Unarelith duh, why? collisions should be AABB check bascially, so shouldn't be that expensive, so what is really expensive?
13:32 Unarelith client prediction is the answer to the lag issues
13:33 Krock 1) get all nodeboxes
13:33 Krock 2) get all objects
13:33 Krock 3) perform AABB checks
13:33 Krock 4) repeat 1000 times the second
13:33 Krock 5) repease for all 20 online players
13:33 Krock *repeat
13:34 Unarelith 1000 times per second? collision checks every 1ms? wut?
13:35 Krock depends on the player speed. 1000 times per second for a velocity of 10m/s
13:35 Krock and the server would need to know whether the player uses fly&noclip
13:35 Krock that's yet not sent to the server
13:36 Unarelith how the hell player movement was handled in MT O_O
13:36 Krock what do you mean?
13:37 Unarelith from what you say, I think you're doing way too much useless collision checks
13:37 Krock in order to collide with 0.01m thin slabs that's required
13:38 Krock otherwise the box might already entirely be inside the slab
13:39 Krock surely that could be detected, but then you'd have to step back and find the nearest possible point again
13:39 Krock that's already partially done for the 0.01m steps to properly collide with the nearest face
13:40 Krock although it's sometimes still failing. in very rare cases you can slip through the edge of a node, standing inside the node.
13:40 Krock experienced that about three times in the past.. five years I guess
13:41 Krock wow this. https://i.imgur.com/xpo2TLN.jpg
13:42 Unarelith so what's the point? the collision system seems very heavy and complicated just to almost handle rare cases that would never happen
13:42 Unarelith who makes slabs of less than 1/64 of block height?
13:42 Krock moreblocks, technic, stairs redo (exists for sure)
13:43 Krock carpets sometimes also have collision boxes, even though not really required
13:44 Unarelith yeah so to summarize: these slabs are not really useful, and the code is overcomplicated just to almost handle collisions with them, that's why you can't have a nice server-side movement
13:44 Unarelith it's sad
13:45 Krock for reference: https://github.com/minetest/minetest/blob/master/src/client/clientenvironment.cpp#L124
13:45 Krock f32 position_max_increment = 0.1*BS;
13:46 Krock so 1/16 slabs are not supported by the collision engine.. hmm
13:46 Krock I was off by factor 10 but I think you got the idea
13:55 jas_ hi
13:55 jas_ so, i always played mt on a good linux box with an abysus mouse
13:55 jas_ or deathadder, etc.
13:55 jas_ i recently played on win10 laptop with wireless logitech... HOLY SHIT
13:56 jas_ fuck that
13:56 jas_ to clarify, there's actual input lag on the keyboard key presses.  the movement feels wierd.  everything seems.... different
13:56 jas_ spongey
13:58 jas_ also it appears the more lag the less likely player is to collide with anything.  it's interesting really, probably obvious right?
13:59 IcyDiamond I'm a full time Linux gamer boi
14:01 rud0lf mahjong player?
14:04 IcyDiamond wat
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14:31 jas_ good to know man
14:31 jas_ listen, i think
14:32 jas_ max_hear_distance just needs to sync with the falloff of positional sounds
14:32 jas_ if the falloff curve always reaches zero at exactly `max_hear_distance' i think it's a win-win
14:32 jas_ maybe
14:32 jas_ i dunno
14:32 jas_ i have a lot of mice, i only ever played quake.  now i play minetest and still have the mice and pads.
14:33 jas_ but yes, 12-16 hours of quake a day was not uncommon.
14:35 Fixer all your bug are belong to us
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14:46 Fixer Krock: few persons just can't test it enough, only when in actual """production""" thing
14:48 jas_ seems only with lag, imo
14:48 Krock Fixer: testing comes before production for a reason
14:49 jas_ doing anything in mt is not the same as doing anything in mt on Box A, with server, and Box B with client... once you introduce lag, it's like, .. mm what's the word
14:49 Krock it's usually enough to fix the major bugs
14:49 jas_ it's like a rift in the spacetime continuum or w/e
14:49 Krock played for a while on a 5.0.0-dev server and it ran smoothly
14:49 Fixer Krock: yes, but very few people test it
14:50 jas_ but i mean, once you separate client and server on different boxes, connect with a cable, it's just like "a whole other ball park"
14:50 jas_ it would help if there was a thread and an accompanying distribution of said PR, or proposed change
14:50 jas_ or test
14:50 jas_ mt-collidetest1, etc
14:51 jas_ so people could easily test it.  i know, with instructions and time everyone could, but if you want more people to test, i think that's a good idea
14:51 jas_ and also for release candidates
14:51 jas_ i cannot spell for the life of me, should /script aspell
14:52 jas_ hrm, i would if gitlabs provides this pipelines for PRs, or if it could.  even i rarely bother because it just takes time.  if there was a quick and easy way to test, all the better.
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14:58 Fixer jas_: minetest movement is strange even on good keyboard, feels like you are a leaf or smth
14:58 jas_ mm, i dunno tbh i never noticed, it always felt more or less correct
14:58 jas_ well, the details are off, but the latency is fine
14:59 jas_ on linux
14:59 jas_ the keypresses on this win10 laptop, there was a good 0.2 0.3 ... maybe i exagerate, but a good noticeable lag between keypress and movement
15:01 Fixer sorry, I meant i don't like minetest movement in general, aka physics
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15:02 jas_ oh oh
15:02 jas_ oh
15:03 jas_ yeah they leave a little to be desired, but i don't balk
15:03 jas_ if the player had less friction i think i'd be happier
15:04 jas_ but i don't dare even think about... """""""change""""""""""
15:04 Fixer it feels like mario to me
15:04 jas_ haha
15:04 jas_ yea the decline is too steep, swift...
15:04 jas_ the pop is alright, the quick deceleration i notice
15:05 jas_ it's not cuz i usually end with a sneak press either
15:05 jas_ player literally slows down rapidly 1/3 way into the jump curve
15:05 jas_ should start decline at 2/3, perhaps
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15:50 IcyDiamond https://gitlab.icynet.eu/evert/towny new WIP
15:50 IcyDiamond its basically yet another protection mod
15:50 IcyDiamond :PP
15:53 rdococ ooh
15:53 rdococ CTF for 5.0.0
15:54 jas_ nice
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16:10 IhrFussel IcyDiamond: what paramat said is not entirely correct... You can make every entity unique by setting its 'self' properties in on_activate()
16:11 IhrFussel That is how Elite monsters work on my server which are larger than their regular counterparts
16:12 IhrFussel That is how I colorize mobs WITHOUT multiple definitions too
16:13 IhrFussel You just need to store a flag in 'self' which you later check and change properties accordingly
16:15 IcyDiamond ok
16:16 IcyDiamond my towny mod needs saving before its at all usable
16:17 IcyDiamond im also going to make an economy mod
16:17 IcyDiamond which will support either virtual currency or item currency
16:17 IcyDiamond with the same api calls
16:17 IhrFussel If you use mobs redo you don't have to worry about saving of your custom self variable ... You could also copy the code of get_staticdata() callback in mobs/api.lua
16:18 Krock Let's finally get rid of Irrlicht with all its bugs and use SQL instead! https://beta.observablehq.com/@pallada-92/sql-3d-engine
16:18 IcyDiamond LOL
16:20 IcyDiamond thats actually pretty impressive
16:24 IcyDiamond not even making a wip forum post until i have saving and am absolutely certain theres no catastophic issues
16:24 IcyDiamond xD
16:26 IcyDiamond i just realized that i consider myself an avid modder and i havent "released" a single mod
16:26 IcyDiamond all of my mods are wips
16:26 IcyDiamond lol
16:27 Krock some great mods stay WIP forever
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16:31 IcyDiamond IhrFussel: https://i.lunasqu.ee/Screenshot_19-01-12-18:30:40.png maybe i should stop mining so much x)
16:33 IhrFussel One player made a city with a huge ring out of full diamond/mese blocks ... He obtained those by abusing an old exploit that always made ores reappear after mining them
16:33 IhrFussel I think it's L 69
16:33 IcyDiamond wow
16:34 IcyDiamond yeah
16:34 IcyDiamond thats crazy xD
16:35 IhrFussel His name already gives you a clue about his attitude
16:37 rubenwardy IcyDiamond: what does towny do differently?
16:37 rubenwardy also, would you like to help with captialism_game, IcyDiamond?
16:38 rubenwardy I'd like mods for things like shares, auctions, and good markets (CDA)
16:38 rubenwardy and some NPC traders
16:38 IcyDiamond do differently compared to what?
16:38 rubenwardy to areas and co
16:39 IcyDiamond eh its similar but its plots and stuff
16:39 rubenwardy what's a plot?
16:39 IcyDiamond player owned sub-areas
16:40 IcyDiamond which will be sellable
16:40 rubenwardy nice
16:40 Krock plot: storyline
16:40 rubenwardy I have a similar thing implemented in cap game already
16:40 rubenwardy using areas
16:40 IcyDiamond cool
16:40 Krock Opposite is meant when you watch it "for the plot"
16:40 rubenwardy basically, I hack into the areas API to allow companies to own areas
16:41 IcyDiamond heh
16:41 rubenwardy I was originally going to make my own, but heh
16:41 Krock allow companies to re-sell areas
16:41 rubenwardy yes, that's possible ^
16:41 IcyDiamond i played on 11's server but i died and lost everything so i stopped playing on it
16:41 IcyDiamond oops
16:41 Krock rip
16:41 rubenwardy I was going to make my own land protection mod for it, but decided that was too much of NIH
16:42 IcyDiamond now i just mainly play on IhrFussel's mmorpg
16:42 rubenwardy I'm not happy with the UX of areas though
16:42 Krock extend simple_protection :)
16:42 IcyDiamond xD
16:42 rubenwardy maybe
16:42 rubenwardy I like the map overview of that
16:42 rubenwardy also   https://github.com/rubenwardy/capitalism_game/blob/master/mods/capitalism/land/areas.lua
16:42 rubenwardy hacks
16:43 Krock overwriting API functions.. well if it works, it's not stupid
16:43 rubenwardy areas is so inefficient, it writes out the areas file on every modification
16:43 rubenwardy it works with quirks
16:43 IcyDiamond i dont know how ill do my saving
16:43 rubenwardy here's the docs: https://rubenwardy.com/capitalism_game/land/
16:43 IcyDiamond can i just save everything on an interval
16:43 IcyDiamond at an
16:43 Krock IcyDiamond: mark as dirty, then save each map_save_interval
16:43 IcyDiamond yeah thats what i thought
16:44 IcyDiamond great minds think alike
16:44 IcyDiamond XD
16:44 Krock or save instantly if there wasn't a modification for more than map_save_interval
16:44 Krock gives some additional security in case that change will arise a crash
16:44 Krock using safe_write_file ofc
16:44 IhrFussel Why is that inefficient? I sure hope that any protection mod updates its data in realtime and not when the server might've crashed before it saved
16:45 rubenwardy I wanted the following things:
16:45 rubenwardy 1. Children are protected from parents. Ie: the owner of CityA can't edit the shops within it
16:45 rubenwardy 2. Areas cannot overlap. If there are two areas at the same position, then one must be the parent of another, and children must be completely contained within their parents
16:45 rubenwardy IhrFussel: that can be done with journaling
16:45 rubenwardy which is probably overkill
16:45 rubenwardy realistically, areas don't change too much
16:45 rubenwardy oh, and ofc:
16:45 rubenwardy 3. areas can be owned by companies or individuals
16:46 Krock protecting from parents? usually you'd want the opposite so that the real owner can still do something
16:46 rubenwardy Say you create a mall
16:46 Krock then you buy the lot
16:46 rubenwardy people renting from you won't want you being able to edit their shop
16:46 rubenwardy and people don't want to buy the whole mall
16:47 Krock owned nodes would solve that kinda
16:47 rubenwardy there will be a mechanic for eviction though
16:47 rubenwardy maybe
16:47 rubenwardy exclusion like this isn't implemented yet
16:48 Krock in some cases the owner might also want to update the mall style
16:48 rubenwardy true
16:48 Krock people who rent parts of it would have to do it themselves depending on what changes
16:48 IhrFussel I wish you could somehow "link" HUDs and make them update at the same time instead of having to update each HUD one-by-one ... On my server there can be up to 5 custom HUDs (3 mandatory at all times)
16:49 rubenwardy these are good points
16:49 rubenwardy IhrFussel: CTF's kill hist has 3*5 entries
16:49 rubenwardy each kill results in   3*5*30 + 2*30  packets being sent
16:49 rubenwardy as HUD updates aren't batched afaik
16:49 Krock mod idea: write a tool which may move nodes. no player inventory involved. the marked node may only be placed x metres away from its origin
16:49 rubenwardy !c 3*5*30 + 2*30
16:49 MinetestBot 510
16:50 Krock why so many?
16:50 IhrFussel rubenwardy: so is it more or less efficient than having multipe HUDs?
16:50 Krock oh I see
16:50 Krock You could try to use multiline text, but the issue there is that you cannot embed images
16:50 rubenwardy Krock: you raise good points, maybe I'll drop the exclusion for that. The parent will still be prevented from managing owned nodes
16:50 rubenwardy Yeah, true
16:51 rubenwardy and you can't align images with text
16:51 rubenwardy *multiline text
16:51 IhrFussel I think having 2 HUDs means sending the whole definition 2 times plus custom values right?
16:51 rubenwardy also, IcyDiamond: what kind of economy mod were you thinking about?
16:51 Krock thanks. just trying to point out the side-effects. surely, full parent access isn't good either
16:52 Krock kind of a family problem
16:52 rubenwardy (3*5  + 2) * 30
16:52 rubenwardy ^ 3*5 HUD elements updated per player
16:52 rubenwardy ^ kill packet + respawn packet, or smth. A guess
16:52 rubenwardy ^ 30 players
16:52 rubenwardy sorry for spam
16:53 Krock that's the maximal packet count. if you update it incrementally, it'll be mostly less than that
16:53 rubenwardy incrementally?
16:53 Krock + movement packet to spawn
16:53 Krock yes. only update hud elements which actually changed (i.e. skip same color)
16:53 Krock unless you're moving the positions, then it's not possible
16:53 IcyDiamond rubenwardy: a virtual currency or an item currency controlled by same api calls
16:53 rubenwardy sounds good
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16:54 Krock actually moving positions is a much saner way
16:54 IcyDiamond configurable
16:54 rubenwardy I implemented a banking mod here: https://github.com/rubenwardy/capitalism_game/tree/master/mods/capitalism/banking
16:54 rubenwardy it's a bit lightweight though - no transaction logs yet, no fancy GUIs, no support for multiple accounts per company or player
16:55 rubenwardy ie: you'd probably want each shop to have it's own bank account, and then transfer funds to the main company account
16:55 * rubenwardy goes back to studying for his economics exm
16:57 rubenwardy my next task for capitalism game is actually working on CTF technically
16:57 rubenwardy updating the mail mod to look good, and fix any issues
16:58 rubenwardy and add an email importer from `email`
16:59 rubenwardy wow, that's a lot of monologue
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17:02 IcyDiamond i still havent figured out how to do file operations
17:02 IcyDiamond how do i delete a file that im not sure exists
17:03 IcyDiamond does just deleting the path throw any errors if it doesnt exist?
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17:20 IcyDiamond "blocked attempted read from"
17:20 IcyDiamond damn you
17:21 IcyDiamond why cant i load a json file from a directory inside the world directory
17:21 IcyDiamond actually its in a directory in a directory in a world directory
17:21 rubenwardy because security
17:21 rubenwardy inside a world directory should work though
17:21 rubenwardy sure the paths are right?
17:21 IcyDiamond lemme print em
17:22 rubenwardy also, protip for servers:    ln -s /path/to/thing worlds/server/thing
17:22 IcyDiamond ah
17:22 IcyDiamond i see
17:22 rubenwardy or the other way around
17:23 IcyDiamond yeah i was loading the wrong path
17:23 rubenwardy I do that all the time
17:23 rubenwardy forget to add   get_modpath or get_worldpath
17:25 IcyDiamond yay my saving works
17:25 IcyDiamond and loading
17:31 IcyDiamond https://gitlab.icynet.eu/evert/towny/blob/master/flatfile.lua
17:31 IcyDiamond am i overusing minetest.after?
17:31 rubenwardy looks like that would cause issues
17:32 rubenwardy ie: multiple sabve timers at once
17:32 rubenwardy better to have a dirty flag and an interval
17:32 rubenwardy also, that's not JSON
17:32 rubenwardy it's Lua
17:33 IcyDiamond right
17:33 rubenwardy serialize = Lua serialization
17:33 IcyDiamond also i have multiple dirty flags
17:34 IcyDiamond each town and their regions have dirty flags and an overall dirty flag
17:34 IcyDiamond i guess ill just change the extensions to something random so theres no confusion
17:34 IcyDiamond or should i make them actual json
17:35 IcyDiamond eh i think ill use actual json
17:35 rubenwardy json is slightly slower than Lua serialisation
17:35 IcyDiamond oh
17:36 rubenwardy it's worth it if you want to read the json from another program
17:36 rubenwardy or you want the guarantees of json
17:36 IcyDiamond i dont think i need to
17:38 Krock btw: jsoncpp cannot serialize byte arrays
17:42 IcyDiamond https://gitlab.icynet.eu/evert/towny/commit/17deef2f14bc4d12eb64152b88931d1dea817b3d
18:03 Fixer usb "backup" hdd slowly dies, sad!
18:04 IcyDiamond why does hash_node_position throw an error saying that z is a nil value even though the input to it is a proper position
18:04 IcyDiamond used print(dump(pos)) to make sure
18:04 IcyDiamond hmm
18:05 IcyDiamond oh im stupid
18:05 rubenwardy lol
18:05 IcyDiamond its a double table
18:05 IcyDiamond oops
18:10 Fixer IcyDiamond: towny clone? nice
18:13 rubenwardy oh great, is this a MC thing
18:13 rubenwardy lol
18:15 IcyDiamond a widely requested MC thing
18:16 IcyDiamond ;)
18:16 rubenwardy looks really good
18:16 rubenwardy I look forward to seeing it
18:16 rubenwardy I suggest implementing that MC mod as a modpack
18:16 rubenwardy so have different mods for the area protection and for the taxation and such
18:16 rubenwardy maybe
18:16 rubenwardy idk
18:17 IcyDiamond right now i just have settings
18:17 rubenwardy the benefit of doing that is the base towny mod wouldn't need to depend on virtual currency
18:17 rubenwardy although - purchasing and selling
18:17 rubenwardy heh
18:17 rubenwardy but anyway - i'd be very interested in using this on capitalism because it looks quite similar to what I want
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18:19 Andrey01 hi, how to adjust speed of animation on node?
18:24 Fixer MC thing from like year 2011
18:24 sofar nodes can't be animated, only the texture can be animated, is that what you want?
18:24 Fixer imagine my ass burning, when I see flawlessly working minimap with waypoints in 2011 beta, and this towny beta, and badass industrial  mods from beta, 7 freaking years ago
18:25 Fixer feeling old
18:25 Andrey01 sofar: yes, i animated the texture, but is there any parameter that would adjust its speed?
18:25 sofar of course there is
18:25 sofar I forgot the exact parameter but it's in lua_api.txt, obviously
18:27 sofar https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5695
18:29 Andrey01 but i don`t understand what parameter in that table
18:29 Andrey01 it does
18:29 sofar what type does your animated texture use?
18:29 sofar vertical_frames or sheet2d?
18:29 Andrey01 "vertical_frames"
18:30 sofar then you need to add a `length = n` value
18:30 sofar where n is the total number of seconds the loop should take
18:30 Andrey01 it nothing changes, i tried earlier
18:30 sofar paste your code in a pastebin
18:32 Andrey01 https://pastebin.com/jppUdE3H
18:32 Andrey01 i have lenght = 1
18:32 sofar example: https://gitlab.com/sofar/insidethebox/blob/master/mods/nodes/init.lua#L976
18:32 Andrey01 but i also tried lenght = 7, 10 it nothing changes
18:34 sofar only difference with my code is that I wrote "2.0" and you wrote "1"
18:35 sofar but that shouldn't matter
18:35 sofar no idea *shrug*
18:36 Andrey01 i even wrote lenght = 40.0 and it doesn`t even work!
18:39 Andrey01 i have other problem
18:39 Andrey01 i registered wall glass lamp
18:40 Andrey01 when i click it to turn on it turns -90 degrees
18:42 Andrey01 this node has facedir param, but same node with light inherits facedir too from minetest.set_node(pos, {name="luxury_decor:wall_glass_lamp_off", param2 = minetest.get_node(pos).param2})
18:42 Andrey01 that is from minetest.get_node(pos).param2
18:45 sofar obj models?
18:46 Andrey01 yes
18:46 sofar then rotate your models to be the same orientation
18:48 sofar I'm assuming they're both facedir type
18:48 sofar so the only logical remaining possibility is that they're 2 different obj models and one is rotated 90 degrees
18:50 Andrey01 they use one model
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19:34 rubenwardy random question I thought of:
19:34 rubenwardy What are the pain points you have experienced whilst modding, developing, or otherwise making things with Minetest? Do you have any suggestions for improvements?
19:36 Krock PRs that suck or aren't reviewed for ages
19:36 Krock probably not what you were looking for
20:12 IcyDiamond https://gitlab.icynet.eu/evert/towny/commit/2853a8e3bc0804f93f2cd5b84d55662f950864b9 so much code
20:13 IcyDiamond im insane
20:13 rubenwardy niccceeee
20:15 IcyDiamond now im thinking about how to grant claim blocks based on member count in a way that two friends cant artificially elevate it by leaving and joining repeatedly
20:16 rubenwardy what does that mean?
20:16 IcyDiamond claim blocks determine how much land you can claim under your town
20:17 IcyDiamond claim blocks are 16x16x16 node areas by default
20:18 IcyDiamond claim blocks can be turned into plots and then sold for members to use
20:22 IcyDiamond i think in addition to the chat commands i also want an sfinv tab
20:23 IcyDiamond to manage town
20:23 rubenwardy nice
20:23 IcyDiamond the reason why i made so many api functions
20:23 rubenwardy have you looked into chatcmdbuilder?
20:23 IcyDiamond nope
20:24 rubenwardy https://github.com/rubenwardy/capitalism_game/blob/master/mods/capitalism/company/chatcmds.lua
20:24 rubenwardy an example of it's use
20:24 rubenwardy *its
20:24 rubenwardy allows you to register subcommands using routings like      "add :name :thing:int"
20:24 rubenwardy compiles to patterns
20:24 IcyDiamond aha cool cool
20:25 rubenwardy it's still WIP
20:25 IcyDiamond i see
20:25 rubenwardy ie: I need to get around to adding help
20:40 Krock IcyDiamond: consider extending the Y dimensions. builds are usually a bit taller than 16m
20:42 Krock IcyDiamond: https://gitlab.icynet.eu/evert/towny/commit/2853a8e3b#881ded566c232928d6c571ceaaaa37628b899d6f_24_118  this could be (tyes == "accept" or minetest.is_yes(tyes))
20:46 IcyDiamond Krock: i mean you can also make claims in the y direction but i might just extend it yeah
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21:28 sofar you'd have 2 certificates, one for tk, one for de, but they can be on the same IP address
21:29 sofar certbot -d ihrfussels-server.de -d ihrfussels-server.tk
21:29 sofar should do the trick
21:31 IcyDiamond ^
21:31 IhrFussel Yes but then I have to manually move the cert files cause I use lighttpd and need 'standalone'
21:32 IcyDiamond just create links
21:32 IhrFussel Or I just give up on tk
21:32 IcyDiamond thats a good idea too
21:33 sofar switch to nginx
21:33 IcyDiamond i should really take a break from minetest
21:33 IcyDiamond my everything hurts
21:34 IhrFussel /etc/letsencrypt/live/ only has ihrfussels-server.tk right now... how do I change it to .de?
21:34 rubenwardy the cert name doesn't matter
21:34 rubenwardy it's what domains it has in it
21:35 rubenwardy to *add* a .de domain, do      certbot -d ihfffff.de
21:35 IhrFussel And the rest stays the same?
21:35 rubenwardy heh
21:36 rubenwardy it depends whether you want 1 or 2 certificates
21:36 rubenwardy you can have 2 domains in one certificate
21:38 IhrFussel Well if I only run certbot --standalone -d ihrfussels-server.de ... will it create a new dir or will it just overwrite the 'ihrfussels-server.tk' dir?
21:53 IhrFussel Okay I ditched .tk (cancelled)
21:57 IcyDiamond https://gitlab.icynet.eu/evert/towny/commit/136f47b2be09fea6757b4c5e496699bce3bd6133
21:58 IcyDiamond It's hard to get my sleep schedule on track when I can code I stead
21:59 IhrFussel So now I can delete the .tk dir from /live without issues right?
21:59 IcyDiamond Instead
21:59 IhrFussel Cause it created a new '.de' dir now
22:00 Krock IcyDiamond: if data.level then data.level = nil end   is equal to    data.level = nil
22:00 IhrFussel btw .de is a lot cheaper than .eu and it fits cause it is Germany
22:01 IcyDiamond Krock: did I seriously do that
22:01 Krock IcyDiamond: grep -r "if data.level then data.level = nil end"
22:02 IcyDiamond Lack of sleep is getting to me
22:02 Krock heh
22:02 Krock IhrFussel: only delete it if you really want to shut down HTTPS on that page
22:04 IhrFussel I cancelled the domain...I no longer want to use it
22:05 IhrFussel 1. It was free and could've been deleted anytime (according to dot.tk ToS) 2. IcyDiamond told me that many ISPs block any .tk domains 3. .tk domains might be ranked lower in Google search (not confirmed)
22:15 IhrFussel WOW...DENIC decided to NOT publicly disclose domain holder info anymore ... caue of GDPR
22:15 IhrFussel Which means nobody can check my personal info via simple whois tools...awesome
22:33 IcyDiamond many isps and websites block tk indeed
22:34 IcyDiamond cuz its very widely used for spam and phising
22:34 IcyDiamond phishing
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