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IRC log for #minetest-hub, 2019-01-30

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All times shown according to UTC.

Time Nick Message
00:48 ANAND joined #minetest-hub
00:48 sofar rubenwardy: how much bw on a monthly basis? I moved the PRMS out from aws due to bandwidth cost - AWS is great for free tier stuff but their BW limits are low, and cost goes up fast
00:54 rubenwardy Don't know yet
00:57 sofar ugh I hate modpacks
00:57 sofar castle++ is compltely broken on github/contentdb because of git submodules
00:58 sofar damn people who can't bother to make dist releases
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01:20 * sofar figures out a way to do half-baked `make dist` for modpacks
01:21 sofar well at least contentdb is OK now again
01:26 rubenwardy make dist?
01:26 rubenwardy for CDB, I just need to work out how to do --all in git archive, to also export submodules
01:27 sofar well it's messy
01:28 sofar check the script I tossed in castle++
01:41 benrob0329 rubenwardy: can sfinv get it's own repository for other games to include without having to grab it from mtg?
01:41 rubenwardy Already has
01:41 benrob0329 under minetest or your gihub?
01:45 rubenwardy mine
01:46 benrob0329 rubenwardy: thanks
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08:53 nerzhul i don't remember, did we implemented a versio ncheck in minetest to notify users about updates ?
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10:24 sfan5 nerzhul: there was a PR but it's not merged yet
10:30 nerzhul okay
10:30 nerzhul will look at this on the 5.1.0 cycle then
10:31 nerzhul we have many interesting features to merge and i have some refactors to prepare for  the core engine, + SSCSM to prepare
10:31 calcul0n joined #minetest-hub
10:31 nerzhul especially on the formspec code which has a quite old aérchitecture and is difficult to maintain
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11:33 tenplus1 hi folks :)
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12:04 Fixer hi tidyman
12:04 tenplus1 hey fixer, how's tricks ?
12:06 Fixer not sure what's trick, but good
12:06 tenplus1 :P
12:07 tenplus1 if anyone's interested I udpated a few mods earlier to add vessel grouping
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12:19 tenplus1 wm T4im
12:23 ChimneySwift does anyone have any idea how a local map save can be modified by mapgen (snow dusting nodes, rivergen messing up bridges and houses, etc) when I've explicitly parsed the map and ensured all mapblocks have the generated flag enabled, and the nodes aren't completely overridden (Ie, completely replaced with a freshly generated version)?
12:23 tenplus1 hi shifty
12:24 ChimneySwift hi? :P
12:24 tenplus1 depends if the original map and newly generated are using same biome structure
12:24 tenplus1 if not it overrides...  this happenedf wiht etheral
12:26 ChimneySwift :thinking: mmmmhmmmm OK, that makes sense, I was looking really hard in the wrong spot perhaps
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13:12 tenplus1 o/ ANAND
13:13 ANAND Hello tenplus1 :)
13:32 Sokomine ChimneySwift: i'm not sure, but..mapgen used to generate the map in chunks. if only some of the mapblocks inside a mapchunk exist, it's afaik generated anew. no idea if the generated flag helps in this regard
13:33 tenplus1 o/ soko
13:38 celeron55 ChimneySwift: if any of the blocks in a map generator chunk is not generated, the entire chunk will be more or less regenerated
13:38 MinetestBot celeron55: Jan-19 04:57 UTC <Ruslan1> Xiong did ask and I told him not to
13:39 celeron55 so in order to have the effect that you want, align your generated flags that way... and yes, that behavior nor the alignment of the chunks is not really specified anywhere and also user configurable
13:39 tenplus1 hi celeron
13:40 celeron55 +is
13:41 celeron55 (that happens because the "emerge" code that launches the map generator doesn't know anything about map generator chunks, and the map generator doesn't know anything about mapblocks)
13:43 celeron55 it's like "this block isn't generated" and tells the map to do something about it, then the map is like "well, this belongs to this generator chunk" and gobbles together all the blocks in the chunk and makes a work order for the generator and the map generator is just executes the order and returns the result to be copied to the blocks
13:44 celeron55 -is
13:45 celeron55 and then the map code that copies the result onto the blocks doesn't care what it copies over
13:48 celeron55 (and marks them all generated after it's done with copying)
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13:51 tenplus1 wb nathan
13:51 NathanS21 hi
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13:55 tenplus1 hi entuland
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14:19 tenplus1 hi aerozoic
14:19 aerozoic wazup tenplus1 !
14:20 tenplus1 :P nothing much, tinkering as always :)  you ?
14:22 aerozoic Enjoying the cold!
14:22 tenplus1 heh, how bad is it your side ?  is -2c here
14:22 aerozoic -22C :D
14:23 tenplus1 oof, call Australia and ask for some heat... they got bags to spare since tires are melting there
14:23 aerozoic no way, i'm enjoying it!  I was gonna go for a motorcycle ride but it snowed last night and i'm not that crazy.
14:24 tenplus1 snow ski stabalizers on each side...  bond music in the background... w00t!
14:24 aerozoic haha XD
14:27 tenplus1 back laters, time to nom :DDD
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14:31 Sokomine i forgot in the "things that ought to be changed/are annoying" thread that a flag indicating weather a mapblock has been changed by a player (and perhaps how many digs/placements and certainly when last) would be great for map handling
14:32 Sokomine (but, guess it's like all things...do a pr? and..er..still my mods requiring maintenance)
14:32 aerozoic whether*
14:34 Sokomine thanks for correcting me, aerozoic! i'm very glad about that. i'll try to learn :)
14:35 aerozoic ;)
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21:48 IhrFussel Hey guys...what's the best way to detect someone flying with fast? I guess check if not attached to something that could fly and check if velocity is more than 10
21:49 IhrFussel I need to that to reliably reduce stamina cause in the air players don't need to hold down E to fly fast ... this only works on the ground
21:50 IhrFussel But falling could be a problem
22:13 Sokomine falling might be very stressful
22:14 Sokomine brandonreeses adventuretest has a lot going on in regard to stamina. it's sometimes very annoying and applies to flying admins as well (at least last time i checked)
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22:36 IhrFussel I excluded downwards movement now...too complex to implement
22:46 ChimneySwift Ok I've looked at mapgen again, does anyone know where map chunks are affected by mapgen after being loaded in from disk (eg, snow dusting nodes in mapchunks loaded from a map save)? As far as I can see they are only generated if they aren't loaded from disk (https://github.com/minetest/minetest/blob/b298b0339c79db7f5b3873e73ff9ea0130f05a8a/src/eme
22:46 ChimneySwift rge.cpp#L525) and there is nowhere I can find cavegen/rivergen/dusting mentioned other than in the mapgen's makeChunk() function which is only called if the node isn't loaded from disk or memory (or has the generated flag set to false, which I have forced to true on all mapblocks in this map)
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