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IRC log for #minetest-hub, 2019-02-16

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All times shown according to UTC.

Time Nick Message
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03:16 luk3yx rubenwardy: Why does https://content.minetest.net/api/packages/?type=mod&type=game&type=txp&protocol_version=32 show 0.4-incompatible mods?
03:17 luk3yx (And games, such as minetest_game)
03:21 luk3yx It breaks my backported mod store page
03:25 rubenwardy Minetest game is 0.4 compatible
03:25 rubenwardy Please give examples
03:25 luk3yx It's serving my fork minetest_game 5.0.0-dev
03:26 rubenwardy Have you marked all releases as min 5?
03:26 luk3yx ?
03:26 rubenwardy Have you added the minetest versions to the dB in the correct order?
03:27 rubenwardy Are all your releases for the package marked as v5 as the main version?
03:27 luk3yx It's not my package, it's minetest_game
03:27 luk3yx And it's not showing MineClone 2 (that's marked as 5.0 incompatible)
03:28 rubenwardy I don't understand
03:28 luk3yx I backported the content browser to 0.4 and it isn't getting 0.4 mods
03:29 rubenwardy Packages will show up if there is at least one release meeting the requirements
03:29 rubenwardy Even if the most recent release doesn't
03:29 luk3yx So why isn't MineClone 2 showing up?
03:30 rubenwardy I also hope that this isn't for a malicious fork
03:30 luk3yx No...?
03:30 luk3yx Unless I haven't made it clear enough that it's a fork
03:31 rubenwardy I can reproduce the issue though, with mineclone
04:27 luk3yx When I set protocol_version to 0 in the URL it seems to give me 0.4 mods+games, I'll do that for now.
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08:54 Megaf Hi everyone
08:58 luk3yx Hello
09:08 Sokomine how do i switch to another locale for testing locale settings? i usually don't want them. but this time i need it for testing...
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11:17 sfan5 Sokomine: language = nl in minetest.conf
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11:22 IhrFussel Can someone explain to me how UI can cause a lag of NINE SECONDS?!
11:22 IhrFussel unified_inventory:                                      |         0 |   9385391 |       224 |   0.0 |  99.7 |   3.0
11:22 IhrFussel - on_player_receive_fields[2] .......................  |         1 |   9384986 |       802
11:28 Krock *shrug*
11:28 Krock add debug lines
11:28 Krock bisect
11:28 IhrFussel I think there was a lag of 5 secs caused by that callback before... is it possible that bad clients are the source?
11:29 IhrFussel This is the ONLY callback that lagged my server for multiple seconds recently... I added a length limit to the search field...will see if that was the issue after restart
11:30 IhrFussel Maybe someone is crazy and types thousands of characters into the search field...not sure if that could cause such an extreme lag
11:33 IhrFussel Nobody stole resources at that time btw ... I log the steal value of 'top' every second plus time and compare it to the MT debug.txt which also logs high lag values... and steal was at 0.1
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11:50 Sokomine sfan5: thanks!
11:50 Sokomine IhrFussel: well, i can imagine that it laggs the first time once the pages are created. but after that i wouldn't expect any lag
11:52 IhrFussel Wouldn't that lag be client side? Or can a slow client lag the server with a slow connection while sending formspec fields?
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12:10 Sokomine oh, hm. strange effect: tried a node with paramtype2 = leveled. made it increase its param2 by one for each punch (used swap_node for that). and...er...if i punch that node now, my character actually moves upwards. this is something i havn't seen before
12:10 Sokomine perhaps a rounding error? could be a nice behaviour if actually intended (finally - one node high lifts!)
12:11 Sokomine IhrFussel: i don't remember what ui does when it creates the pages. but yes, it might be more client-side
12:24 Krock Sokomine: that's intended. you also slide a bit downwards sometimes when jumping onto a node
12:24 Krock it's for easier movement
12:25 Krock and it's one of the reasons why the player rarely glitches through node edges/staircases
12:25 Sokomine krock: it's great :-) i havn't seen that before. i wonder if we could use that for (limited) player lifts
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12:40 tenplus1 hi folks :)
12:40 tenplus1 hey Krock
12:42 Krock hi tenplus1
12:42 Krock how are you? :D
12:42 tenplus1 o/ am good ta :) you ?
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12:44 tenplus1 just updated Ethereal NG, added Sakura biome with tree's and a light pink wood :)
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12:51 tenplus1 hi kaeza
13:21 Krock hi kar
13:21 Krock kaeza *. err, autocomplete is hard thanks to kaeptmblaubaer
13:22 tenplus1 heh
13:25 tenplus1 do we have an app available that can quick-show a biome spread map-style ??
13:30 Krock I wrote one for my lua mapgen, but sadly it does not support the kind of biome format Minetest now has by default
13:31 tenplus1 shame...  I'd love a quick guide to biomes and how they would appear in-game using a specific seed
13:31 Krock it would be possible to let Minetest calculate the surface position and the biome
13:31 Krock but that requires some additional code to open and write a png file
13:32 tenplus1 yeah, is handy tho :D
13:33 Krock after all you could also write a mod for it - requires Minetest 5.0.0-dev for the API functions, though
13:33 tenplus1 problem with that is it wouldnt be fast, am hoping for something that takes 10 seconds to show an image of biome spread
13:35 Krock got an idea
13:36 tenplus1 ?
13:38 tenplus1 if only lua came with a simple 2d graphics library, then we could use the actual language to do all this outwith the game engine
13:45 Krock tenplus1: mgv7 https://pastebin.com/raw/p0pWDqRM
13:45 ChimneySwift pretty sure there's already a Java based app for that, Amiditest or something like that. not sure how you put in your own biomes but I've used it on default ones before
13:46 tenplus1 hi ChimneySwift
13:46 ChimneySwift hey tenplus1
13:46 tenplus1 nice Krock, does each number cover 1 map block ?
13:46 Krock 100 nodes
13:47 Krock doing some pretty-fiynig stuff
13:47 tenplus1 interesting
13:55 Krock 16 biomes
13:55 Krock my map is wrecked
13:56 tenplus1 what happened ?
13:58 Krock https://pastebin.com/raw/z03e8tJz
13:58 Krock I've got to use abcd instead of 1234 now
13:58 tenplus1 biomed are a fiddly detail indeed in minetest
13:58 Krock generating with 32 nodes now
13:59 Krock https://pastebin.com/raw/67B6XwQs
14:00 tenplus1 is all the blank spaces the sea ?
14:00 Krock no, see the surrounding biomes
14:01 Krock it's the same kind, but removed for easier viewing
14:01 Krock larger blanks = larger biomes
14:01 tenplus1 ohh
14:01 tenplus1 sakura looks huge when the other biomes arentpresent
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14:07 Krock https://gist.github.com/SmallJoker/03c92442c4b81a6d2e7573c7950a10cc
14:08 tenplus1 instead of shoe-horning in a new biome to the already growing mix I made the bamboo/sakura one's height specific
14:08 tenplus1 nice one Krock :) thanks dude, will check that out when I update to 5.0
14:09 Krock np. It's very basic, tho
14:09 tenplus1 does the job though :) and can use ascii values to convert into bitmap colours
14:09 Krock would be way better to generate a multicolor image, taking the biome name hash as color
14:10 tenplus1 yeah, we need something like this avauilable cause the program that Paramat uses to calculate biomevalues is crap
14:13 tenplus1 and from what was said the values closer to heat:0 humidity:0 generate way larger biomes than the one's with higher values
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15:14 tenplus1 wb entuland
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15:31 tenplus1 o/
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16:51 behalebabo Can I write a CSM to automatically submit a formspec event to some nodes when I run a command?
16:59 kaeza Hi Krock. Missed 11 again.
16:59 kaeza Greetings all.
17:01 Krock greetings. yes sadly you did
17:08 rdococ Hi.
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19:15 jas_ ho
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19:22 rdococ JasHo
19:23 kaeza rdococ!
19:25 rdococ KaeZa
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20:49 rdococ Does minetest.serialize preserve all table structure?
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20:50 Krock rdococ: yes, as long it's not a function or userdata
20:50 Krock I also don't think that table references are kept
20:50 rdococ Ah, so no recursion?
20:51 Krock hard to serialize that to a string
20:51 rdococ I could probably create a function to do it, given some time and access to the Lua reference manual.
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21:18 GreenDimond Someone is suggesting I use SSDB (clone of redis) for my server. Currently using sqlite3; is there a noticeable advantage? And how much work is it to set up?
21:19 sofar it's more work, because you have to run a redis server
21:19 sofar I'd suggest going from sqlite to postgresql instead
21:20 GreenDimond And whats the advantage there?
21:20 GreenDimond (size, speed, ..?)
21:20 sofar by far the most reliable backend, near-best performance
21:20 sofar and it's not redis
21:23 GreenDimond so for protgresql I just have to use apt to install it and migrate the map?
21:24 sofar MT can migrate between backends with a startup command
21:24 sofar but yes, you'll need to install and configure postgresql first
21:24 GreenDimond ah configuration
21:25 sofar it's not too complex
21:32 GreenDimond is there a good doc for config?
21:33 GreenDimond The docs im looking at are the complete docs and very daunting to look at
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21:47 GreenDimond do you use protgres on ITB, sofar?
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22:39 sofar GreenDimond: no, ITB's map.sqlite is barely 50MB or so because the server doesn't have mapgen
22:39 sofar GreenDimond: so there's no need for anything more than sqlite
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23:23 IhrFussel You can run a 50 GB map with sqlite fine on a SSD
23:52 IhrFussel The on player receive fields lags still happen even when limiting the search text size
23:53 IhrFussel - on_player_receive_fields[2] .......................  |         1 |   6579054 |       886
23:59 IhrFussel It would help if I knew which callback is meant exactly... looks like the 2nd of that mod... the question is why one is the 2nd that gets registered...maybe init.lua tells me

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