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IRC log for #minetest-hub, 2019-03-01

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Time Nick Message
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11:27 Fixer FUCK NVIDIA
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11:46 IhrFussel IS THIS DUDE CRAZY? https://forum.minetest.net/viewtopic.php?p=344639#p344639
11:46 IhrFussel 'dedicated_server_step = 0.01'
11:46 IhrFussel No wonder that his server lags and ABMs have problem running really
11:47 IhrFussel MT is not made for 100 ticks per second... almost no game is made for that!
11:51 IhrFussel Even shooters like Call of Duty only have 64 ticks/sec by default I think...or at least the older titles had that
12:00 IhrFussel I don't wanna tell him something wrong so... while ABMs run the whole server is 'stalled' correct?
12:01 IhrFussel So if the log mentions for example 'took longer than 200ms' it means there happened a lag spike of at least 0.2+ secs
12:01 VanessaE IhrFussel: no, doesn't work like that.
12:01 VanessaE ABMs are timed in seconds, not server ticks.
12:02 IhrFussel But while they run the rest of the server is paused AFAIK
12:02 VanessaE server step time will mostly only affect globalstep stuff
12:02 VanessaE ABMs will take just as much time to run whether server step is 0.1 or 0.0001.
12:03 IhrFussel I know that but his lag in general is high which means globalsteps run 100 times per second (if that is even possible) compared to default which would be a bit more than 10 times per second
12:03 VanessaE no.
12:03 VanessaE my servers have globalstep at 0.02 I think.  better latency that way, no effect at all on ABMs
12:03 IhrFussel Not ABMs
12:03 sfan5 there might be badly coded mods that do some things at every globalstep
12:03 IhrFussel But every mod that uses globalsteps now runs 100 times per second or 50 times in your case
12:04 VanessaE sure, both of those are true
12:04 VanessaE but that guy's ABMs will still take 202, 204, 262, 212... milliseconds regardless of the server step setting.
12:04 IhrFussel Many mods don't use a timer in globalstep cause they assume the server owner won't change it (much)
12:05 IhrFussel Yes that is why I told him to profile his ABMs and looks like moretrees is the culprit (who would've guessed)
12:06 sfan5 VanessaE: well if you reduce the server step more ABMs might have to run at once, thus taking more time
12:06 sfan5 that's not the case here, though
12:07 IhrFussel But I still think I'm right when I say 'if ABMs take longer than [server tick setting] the server will hang until they are done/cancelled'
12:07 sfan5 eh, by reduce I mean making server steps less frequent
12:08 sfan5 wait, nevermind this doesn't make sense, ignore what I said
12:08 VanessaE sfan5: well that may still be true, but any one ABM still takes the same amount of time when it does fire, regardless of server step
12:08 IhrFussel And he says it happens every 30 secs so the ABMs do lag his server for 200+ms every 30 secs
12:08 VanessaE and sure, it makes sense, since globalstep code is also blocking.
12:09 IhrFussel 'playeranim' for example has no timer in gloalstep...imagine that mod trying to update all player animations 100 times per second...goodbye server :P
12:09 VanessaE IhrFussel: sure, if an ABM interval is 30s, and the chance is low enough or the code is slow enough, yeah it'll hang the machine every 30s. regardless of globalstep.
12:10 VanessaE and yeah, playeranim probably ought to check dtime :)
12:10 VanessaE all my mods that use globalstep do that afaik.
12:11 IhrFussel Or...I wonder what happens when you try to update a player HUD 100 times per second...I could imagine that the client even starts freaking out
12:12 VanessaE well if the client isn't cacheing such things, that'll be a problem yeah
12:13 IhrFussel Here is the deadly code xP https://github.com/minetest-mods/playeranim/blob/master/init.lua#L297
12:17 VanessaE ouch.
12:18 VanessaE pretty simple to rate-limit it, but that needs rather more optimization than that.
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12:20 IhrFussel But doesn't the engine also use the server step for internal stuff?
12:20 IhrFussel Which would mean in any case it requires somewhat more preoccessing power
12:21 IhrFussel processing*
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12:52 nerzhul i think we should have a registration for stepping over lua or player
12:52 nerzhul it can permit to prevent many duplicated calls like this
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13:13 IhrFussel nerzhul, I have at least 15 mods with globalstep callbacks that loop through players every few secs so that sounds like a good idea
13:13 nerzhul remember me to open an issue when the 5.1 dev cycle is open
13:13 ChimneySwift playeranim is ridiculously network heavy too
13:14 nerzhul yes, because the animation code is very low level, we talk in frames not in animations
13:14 nerzhul it's very bad, but historical
13:14 ChimneySwift yeah, not a great implementation
13:16 IhrFussel It's currently the only solution available if your server needs head movement
13:17 VanessaE why not fix that before 5.0.0 goes out?
13:20 VanessaE seems to me it would only take two bytes to represent the head pitch and yaw, could just be sent from the client, as a normal packet, any time the head moves more than some amount (like half a degree maybe)
13:20 VanessaE then the rest could be handled on the server with some callback
13:21 VanessaE i.e. in lua.
13:21 ChimneySwift yeah, that would be a worthwhile implementation, playeranim works but it's usually not worth it
13:21 VanessaE register_on_move_head(player,pitch,yaw)....
13:21 ChimneySwift ez
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13:40 nerzhul VanessaE we are in freeze and very close to release
13:40 nerzhul https://github.com/minetest/minetest/milestone/9
13:41 VanessaE I thought you were just in translation freeze?
13:42 jas_ :)
13:42 nerzhul no everything is frozen
13:42 VanessaE oh
13:43 jas_ FULL FREEZE ?!
13:43 * jas_ steps away in utter amazement
13:43 VanessaE I guess that's why there are icicles everywhere :P
13:43 IhrFussel Make sure to include https://github.com/minetest/minetest/pull/8249 in 5.0.0 ... don't allow/encourage cheating
13:44 VanessaE probably too late, IhrFussel
13:44 IhrFussel You have no clue how many mods depend on player movement keys in order to function properly
13:44 nerzhul the freeze has been announced on the forum quite time ago guys, hurry up :)
13:45 nerzhul too late for 8249
13:45 IhrFussel It's a BUGFIX
13:45 IhrFussel You said you will include BUGFIXES
13:45 nerzhul https://forum.minetest.net/viewtopic.php?f=18&t=21733
13:45 nerzhul it's not a bug fix it's a behaviour change
13:45 nerzhul and it's too risky
13:45 nerzhul we are in RC2
13:46 IhrFussel No behavior change...auto foward simply forgot to send movement keys to the server
13:46 nerzhul did you just read the PR ?
13:46 IhrFussel Even movement in MTG looks awkward without it
13:47 IhrFussel Then you basically don't care if VANILLA clients can cheat on servers
13:47 VanessaE nerzhul: he's right.  that needs added.
13:47 IhrFussel My server CANNOT reduce saturation with auto forward
13:48 nerzhul guys minetest is not finished we will have a 5.1.0 after 5.0.0 which should not be released in 3 years but 3-4 months if possible
13:48 VanessaE not acceptable.
13:49 IhrFussel You have to include the BUGFIXES if they exist
13:49 VanessaE you know full well how long we tend to go between releases.
13:49 nerzhul if you wanted this fix before just read the forum and permit to have it in the roadmap before 5.0.0 -rc 2
13:49 nerzhul only blockers are allowed now. It's not a blocker minetest work and had worked since ages without it.
13:49 nerzhul VanessaE: i know 5.0.0 was too long
13:49 nerzhul but now it's time for it to come.
13:50 nerzhul and go ahead with 5.1 and release more and more often
13:50 IhrFussel It's 14 LINES of code... you can review this in a matter of 1 minute probably
13:50 VanessaE nerzhul: I'm not talking about 0.4.x -> 5.0.0, but 0.4.x -> 0.4.x, tends to be 6 months or so at a time.
13:50 nerzhul yeah because it wasn't so major
13:50 nerzhul and i have insisted on the release in december to trigger this freeze in january
13:50 nerzhul and i wanted a release in february, we are now in march and it's not released
13:51 VanessaE yeah, thta just means there was a lot of work to do.
13:51 VanessaE and there's still more, if only the blockers.
13:51 IhrFussel If you don't include this I will have to find a way to kick players with auto forward enabled
13:52 IhrFussel I want all players to have EQUAL hunger/saturation... and there are more mods that depend on movement sent by players such as animation
13:52 nerzhul VanessaE: the problem was not sufficient testing in january
13:52 nerzhul i want to be rich but it's not for this release, i just need to wait :)
13:52 nerzhul just wait we cannot fix ALL things, else we won't have a 5.0.0 before next century
13:53 * VanessaE shrugs
13:53 IhrFussel Youz can fix the things that are KNOWN and have a PR ready
13:53 nerzhul but promise i add it to 5.1.0 roadmap and we we will look at this and merge if the fix is correct
13:53 nerzhul for me the fix is not really correct
13:53 VanessaE maybe see what the other core devs have to say?
13:53 nerzhul why each time i come here i battle with some community members because roadmap is never sufficient ?
13:54 IhrFussel This move by you shows server owners again how little you care about their server functionality
13:54 nerzhul we can wait, but for me we merge the latest PR blocker and we release.
13:54 VanessaE nerzhul: do you really want me to answer that?
13:55 IhrFussel People waited for almost 2 years now... a few more days to include a very important bugfix wouldn't matter at all
13:56 IhrFussel You should release when no simple bugfixes are left to include else your product is buggy at RELEASE
13:56 nerzhul VanessaE: maybe because i answer to those community members and they know i answer ? :p
13:57 nerzhul ihrFussel sorry but this bugfix is not easy to review
13:57 nerzhul it's a behaviour change
13:58 nerzhul you can't only look at the PR line numbers here
13:58 IhrFussel It simply continuously sends up key packets AFAIK ... how is this complex?
13:58 nerzhul and as i said, it's a bug fix but not a blocker bugfix
13:58 nerzhul the PR doesn't send more packets
13:58 nerzhul you didn't understand it
13:59 nerzhul it modify the controls sent to server
14:00 nerzhul it's why i don't want to take risk
14:00 VanessaE nerzhul: my answer will not be very polite..
14:01 IhrFussel The 'superspeed' bit was removed I think cause servers cannot detect it... if you have auto foward enabled and fast move and press W you suddenly move faster BUT the server has no way of checking this
14:01 IhrFussel Other than maybe polling velocity
14:02 IhrFussel forward*
14:02 VanessaE nerzhul: you guys (core devs) have a long history, very obviously, of caring more about the code and what it does, than about how it behaves to the end user.  i.e. behind-the-scenes is hugely more important to you than presentation.  As my late husband used to say, you guys are coders, not programmers.
14:02 nerzhul if 2 other coredev want to merge it before release go ahead, for me it's not blocker and the behaviour change is a little bit tricky and needs more and more testing and we are near release
14:02 VanessaE no offense, but it is what it is, I call it as I see it.
14:03 nerzhul i don't want 1 month of blocker because of a major fix (major, not critical, not blocker)
14:04 IhrFussel You should focus on bugfixes that directly affect mods/servers in a way that it might allow exploiting of gameplay
14:05 IhrFussel A camera bug is not part of that for example
14:06 nerzhul we should focus on bug which blocks minetest from working.
14:06 nerzhul this behaviour is historical, for me it's just a major, it has never making MT not working
14:07 VanessaE nerzhul: in other words, it would be, in a game like Quake, the difference between printing "you died.  10 shots fired, 5 frags." and displaying a bunch of gore, sound effects, displaying scores, and so on in a nice graphical summary.
14:07 nerzhul the latest blocker i own is particle spawner breakage in 5.0.
14:07 nerzhul sorry we will never add gore option to minetest, in base game :)
14:07 VanessaE I"m not saying to.
14:07 VanessaE but you see the difference, right?
14:07 nerzhul now sell your PR to other coredev if you want. For me it's not blocker.
14:07 nerzhul i see the difference
14:07 IhrFussel I only see 2 max 3 PRs that fall into the category I mentioned above
14:08 nerzhul but i want that fucking 5.0.0 to be released with no real blocker
14:08 nerzhul 5.1.0 is here to integrate all changes you want we can implement in 4 months
14:08 VanessaE nerzhul: I'm just saying, a simple print "works", the other looks proper for that game type and is what a player would expect.
14:08 nerzhul i didn't finished the changelog in the dev wiki i have 2 or 3 months commits to add
14:08 nerzhul it's the biggest we ever had in mt
14:09 VanessaE in minetest, I guess the equivalent would be placing a torch adds a flat, yellowish light to its surroundings in a diamond pattern, versus placing a torch adds bloom, haze, proper spherical light spreading, light color, etc.
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14:09 VanessaE one works, the other is what players would expect (given time and effort of course)
14:10 nerzhul i wanted those things too, but i don't want to block the release for them, we can add it in next release
14:10 ANAND nerzhul: Everyone is looking forward to 5.0.0 as much as you. But since this is a major release, it'd be great if it achieves a certain level of perfection. And I'm sure you understand that has nothing to do with ticking off items from a list of blockers. :)
14:10 VanessaE I'm not saying to add them now, or anytime soon.  I"m making comparisons.
14:10 nerzhul you think about this "simple" PR, but look at the 5.1.0 milestone, there is a bunch of PR it's wow
14:11 nerzhul ANAND: i want to polish, but i also know we will have a release after, and i will try to wake up the team to have a 4 month based release
14:11 IhrFussel Sometimes I don't think you understand what gameplay exploits can actually do to servers... they can destroy the balance, they can make the whole game that runs on the server pointless ... and that isn't important enough for you to fix it now instead of in a few months
14:11 nerzhul less features, but features which are released
14:11 nerzhul what is the game exploit there
14:12 VanessaE nerzhul: ok, here's a more concrete example...  how long have players and modders been begging for colorized light sources?  as in a torch is yellow-orange, a blue lightston is blue, sun is yellow-white, etc.  just a rough guess?
14:12 IhrFussel I already told you that many mods listen to the movement keys of players and it's exploiting the system if 'auto forward' acts like NOTHING is pressed
14:12 VanessaE +e
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14:13 nerzhul VanessaE: i know, i also wanted more features, but at a point there are compromised. And this PR was published too late after freeze for me
14:13 VanessaE nerzhul: just answer the question.
14:13 nerzhul IhrFussel, and why do they do this ?
14:13 nerzhul for me it's a mod bug
14:13 nerzhul i don't know how many time they wait
14:13 IhrFussel Your VERY OWN MTG does it!
14:14 ANAND lol
14:14 VanessaE nerzhul: a few years at least.
14:14 VanessaE nerzhul: so call it 3.  what version were we at 3 years ago?
14:14 IhrFussel MTG NEEDS the up key packets to play the walking animation of the player
14:15 ANAND The engine not working as it should isn't a "mod bug", lol :)
14:16 IhrFussel But there are way worse cases where the missing up key allows actual exploits ... such a hunger/stamina mods ... I could RIGHT NOW go to CTF probably with auto forward and NO STAMINA will be reduced when I run (unless rubenwardy added a velocity check too)
14:16 nerzhul VanessaE: maybe find a nice dev and pay it can be the solution, but we are not ready for a such thing
14:16 VanessaE nerzhul:  and actually, that was requested almost 4 years ago, I just looked it up
14:16 ANAND True, and we can't blame sprint for that
14:17 nerzhul IhrFussel: i don't know about mtg i never looked at the game code itself. Only think i know about it is mobs must be added to it to be attractive for me
14:17 nerzhul VanessaE: i don't know about the core part you talked about sorry :)
14:17 nerzhul i cannot help on that part
14:18 VanessaE nerzhul: it's not about paying for dev time to get a feature.  it's about resources being aimed wrong.  if you guys are gonna spend time coding *anyway*, why not work on stuff people actually asked for?
14:18 VanessaE I actually don't care about colored lights, btw.  it's just one thing that came to mind
14:19 IhrFussel If you add all sorts of things people never wanted...they will not really be happy cause it#s basically the same as if you don't work on MT at all...that is the truth
14:20 VanessaE as for this movement issue, it's simple:  client initiates a movement, but doesn't send the keypresses that go with it.  how's a mod supposed to detect that in a sane and fast manner?
14:20 IhrFussel Not trying to sound disrespectful but the end result is exactly that... you worked on MT but people still don't get what they asked for
14:21 nerzhul VanessaE: i understand the point. But you know about autoforward or not ?
14:21 VanessaE nerzhul: I know only a little about it -- but i don't need to know ANything about it to know that movement without a corresponding keypress, outside of inertia or falling, is a bug.
14:22 IhrFussel VanessaE, there is a way but it could return lots of false positives: Velocity ... you cannot assume at all times however that the player must be walking just cause velocity is 4
14:23 VanessaE IhrFussel: hence my "sane" requirement.
14:23 nerzhul IhrFussel: i'm generally working on the MT core code, the non feature part because it needs to be polished more and more to permit those features to be coded properly, i understand you point about the feature. I hope all 5.0.0 will be used properly by modders because they will have many work to use the new feature set :)
14:23 nerzhul VanessaE: the problem is autofoward is not keypress
14:23 nerzhul it's why this PR is hack for me
14:23 nerzhul and not a bugfix
14:24 VanessaE nerzhul: right, but autoforward initiates a movement, and a movement NEEDS a keypress to be handled properly by a mod.  whether that PR fixes it properly is a matter for debate.  but a fix is needed.
14:24 IhrFussel How else you want to fix this? Remove auto forward?
14:24 VanessaE ergo, there is a bug to be fixed here.
14:25 IhrFussel Auto Forward HAS TO tell the server that the player is moving right now
14:25 IhrFussel And sending infinite up key packets sounds right cause those can be recognized by mods
14:26 VanessaE I guess the correct solution would be to send a single keypress event on the start of automove, and send the key-up event on stop
14:26 IhrFussel infinite until you turn off Auto Forward*
14:26 VanessaE so that the server perceives such a move as "W" being held down, or whatever.
14:26 nerzhul IhrFussel: i don't want to remove autoforward, but if we send the autoforward toggle is this sufficient ?
14:27 IhrFussel Then all mods need to add yet another check
14:27 nerzhul but it's the proper way to do it
14:27 IhrFussel You could set another controls table key to true
14:28 IhrFussel Like 'if controls.up or controls.auto_forward then'
14:28 VanessaE that would work.
14:28 IhrFussel But then the server needs to keep track of it
14:29 VanessaE nerzhul: see?  a "battle" with us has benefits :P
14:29 IhrFussel Pretty sure if 'forgets' all other key presses next step unless the client still presses them
14:29 IhrFussel it*
14:30 nerzhul VanessaE: maybe but it's tiring, you are never happy with me :D
14:30 IhrFussel Cause continuously sending 'auto_foward = true' is the same as sending 'up'
14:30 VanessaE nerzhul: I think it comes down players/admins want X, but you don't want X, you want Y...
14:31 VanessaE (when perhaps most of the time, both X and Y could be added without a problem)
14:32 IhrFussel Why do I keep typing 'foward' even though I know how to spell it... forward*
14:32 VanessaE IhrFussel: well you wouldn't need a continuous stream of "auto-forward = true", you could just toggle it server-side in response to start and stop packets.
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14:33 IhrFussel Yep that's why I meant the server needs to remember the flag...and it doesn't currently remember any other movement flags from clients (correct me if I'm wrong)
14:36 nerzhul we can add it to movement packet
14:36 VanessaE nerzhul: the reason you perceive as no one being happy with you is because of the core of this argument: devs focusing on background stuff and "X must be coded now so that we can implement Y that won't happen for 5 years anyway" instead of "users want Y, so let's code a basic Y now, with hardcoded defaults and settings, and work on making X later and putting Y on top of X."
14:37 nerzhul VanessaE: yeah, remember MT performance before i come to the project, now we have have 0.1 step, before it was 0.5 :)
14:37 VanessaE (which is how MT used to be done early on, and how I do my mods)
14:37 IhrFussel nerzhul, but if you send it as movement packet isn't it the same as sending 'up' forever? I see no difference in that
14:38 nerzhul one way is crappy other is proper :)
14:38 VanessaE nerzhul: yes, I remember.  I also remember when we had a texture atlas and it was simply removed instead of being made dynamic to handle more texture data.
14:38 IhrFussel Only that the 'proper' way then requires all mods to add another flag for no reason
14:39 VanessaE (not saying that's your doing, just an example of something that was just torn out instead of being properly fixed)
14:40 IhrFussel I thought you meant it like this: Send 1 packet to server which tells 'i enabled auto forward now' and server remembers the flag for the client and just adds it to get_player_control() until the client tells server 'i disabled it now' and server sets the flag to false
14:41 IhrFussel But that would require reliable packets of course
14:41 IhrFussel Nothing can get lost
14:54 nerzhul VanessaE: texture atlas should be very old, i never heard about it
14:55 nerzhul IhrFussel i'm more in favor to send autoforward in the movement packet
14:56 VanessaE nerzhul: it's quite old, removed in early 0.4.x because people were starting to use more texture data than the static atlas could hold.
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14:56 VanessaE nerzhul: c55 had a variant of it in his sorta-recent farmap code, I think (I mean the LoD thing, not the old "farmesh")
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16:03 Krock o/
16:05 ANAND Greetings :)
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16:13 twoelk o/
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17:12 IhrFussel Does inv:get_list(listname) return a table?
17:13 IhrFussel I need to loop through the detached armor inventory
17:16 Calinou what are some well-written mods to you? I'd just like to take a look at the code used in modern mods :)
17:16 Krock IhrFussel: yes it does
17:16 Krock a table of itemstacks
17:17 Krock Calinou: all recent ones of mine ofc :OP
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17:28 VanessaE Calinou: and all of mine ;)
17:30 IhrFussel Looks like 3d_armor got a bug (at least in my version) where you can wear any item by first putting a valid armor type then taking it with your mouse and swapping with something else on the fly
17:31 IhrFussel Then your player turns into 'invalid texture' and the chat spits errors
17:39 Calinou nerzhul: the server step was never 0.5, it was 0.2 before 0.4 IIRC
17:42 nerzhul Calinou if i remember it was 0.5 in 0.4.13
17:44 Calinou https://github.com/minetest/minetest/blame/8432efa308e0d6c56ad61df189981ed03b0af463/minetest.conf.example#L1244 says otherwise :)
17:44 Calinou (that's before you reduced it to 0.09 in https://github.com/minetest/minetest/pull/6252)
17:47 nerzhul right
17:53 IhrFussel Can I use dump(table) if I just want to check if a table contains a certain string anywhere?
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17:54 IhrFussel Like 'if string.find(dump(def.groups),'armor') then'
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17:55 sfan5 you can
17:55 sfan5 but it's terrible programming
17:56 Krock IhrFussel: why don't you just use table.contains ?
17:56 Krock or table.indexof which is in the API?
17:58 Krock it's documented in 5.0.0-dev but exists for a long time already
17:58 GreenDimond THATS A THING?!
17:58 sfan5 don't armor tables just use keys? so you'd have to do def.groups.armor ~= nil
17:58 Krock oh right. that function compares values only
17:59 Krock well, but even for key comparison it's a very short helper function to add to your mod
17:59 Krock that's a sane and faster solution than dump() and find()
18:00 GreenDimond So should I be using table.indexof instead of looping through tables to find matching values?
18:01 sfan5 table.indexof does just that
18:02 sfan5 but you should be using it as there is no need to reimplement that yourself
18:03 GreenDimond I totally would have had I known it existed
18:06 Krock GreenDimond: exists for ~4 years, but the documentation is fresh
18:07 Krock as in: added a few commits ago
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18:11 xerox123_ hello o/
18:11 Krock o/ xerox123_
18:20 IhrFussel I just decided to do it another way... 'if string.find(sname,"helmet") or string.find(sname,"chestplate").......'
18:20 IhrFussel Checking armor groups is kinda complex
18:21 IhrFussel Cause some armor types have groups like armor_water=1 or armor_fire=1 and other just have armor_helmet=1 x.x
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18:30 IhrFussel Now players can still use this bug to put any items into their armor inventory, but the visuals are not upgraded -> no errors in chat
18:30 IhrFussel updated*
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18:38 paramat nerzhul is right and i agree that 8249 isn't a critical enough a bug to merge now, MT has many other non-critical bugs which will have to wait otherwise 5.0.0 will never be released. 5.1.0 is intended to be soon
18:40 paramat besides, the PR has issues, is not tested and review has barely begun
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18:46 tenplus1 hi folks :)
18:46 tenplus1 hey Krock
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18:46 tenplus1 hi entuland
18:48 Krock hi tenplus1
18:48 tenplus1 o/ how's things ?
18:50 Krock but apart from that I'm fine. earlier weekend this time :D
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18:50 tenplus1 heh, went to see Alita: Battle Angel last night... was amazing :D
18:53 tenplus1 Stamina mod (my fork) has been updated, drunk effect working well now :D
18:54 Krock heh. did you tweak the player physics a little?
18:54 tenplus1 not physics, player yaw :) it's funny trying to walk around while drunk and you're tweaking in all directions
18:55 tenplus1 players on server are getting each other drunk on purpose now :) especially playing Spleef!
18:57 tenplus1 turns out Wuzzy has made a player physics api as well :) think we're totalling 5 now :D ehehe
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18:58 lumberJ hey tenplus1
18:58 tenplus1 hi lumberJ o/
18:58 lumberJ what are the other 4 physics apis?
18:59 tenplus1 Pova, player_monoids, late, physicsh and wuzzy's player_physics now
18:59 tenplus1 looks ok but is overly simple with no fallback
18:59 Krock time for a 6th standard
18:59 tenplus1 https://forum.minetest.net/viewtopic.php?f=11&t=22172
18:59 Krock !title
18:59 MinetestBot Krock: [Mod] Player Physics API [1.0.0] [playerphysics] - Minetest Forums
19:01 tenplus1 3d_armor, playerplus and sprint support pova and player_monoids
19:01 lumberJ i see. its hard for me to keep track of so many mods
19:01 tenplus1 yeah, there was a pull request on git to include this kinda thing in minetest itself... never got included
19:02 lumberJ i was thinking of player effects. had it confused
19:03 tenplus1 the potions ?
19:04 lumberJ i think it supports those but it is a framework of sorts for managing effects
19:05 tenplus1 yeah, handles timers and the like to apply effects
19:06 tenplus1 I use pova for simplicity and ease of use :P been running on xanadu for over 10 months now without issue
19:14 tenplus1 how's your game coming along lumberJ?
19:14 tenplus1 o/ Green
19:15 lumberJ slow and steady
19:15 GreenDimond Oh hello
19:15 tenplus1 :P how's you?
19:15 lumberJ not a lot of coding time when you have 1 year old around
19:16 tenplus1 very true, tech the kid how to code and make it a joint effort :))))))
19:16 tenplus1 *teach
19:18 lumberJ when he gets a bit older, i will for sure.
19:18 lumberJ he already gets too much screen time as it is for his age though
19:19 lumberJ he and I both
19:19 tenplus1 yeah, kids and ipads/phones etc. should be limited
19:20 lumberJ waiting for the rain to let up a bit to get out of the house with him now
19:21 tenplus1 kewl, it's cold here again, the heatwave didnt last long :D
19:21 lumberJ yeah, its not bad today but supposed to get fairly cold over the next week
19:22 tenplus1 they say a storm is coming, brr
19:23 tenplus1 speaking of which, I saw the wind and storm mod on minecraft, damn did it look really well done... if only
19:23 scr267 Hi tenplus1
19:23 tenplus1 hey scr267 :) hows u ?
19:23 scr267 Hi lumberJ
19:23 scr267 not bad
19:23 scr267 yourself?
19:23 lumberJ hey scr267
19:24 tenplus1 good ta, watching anime and mod tinkering as always :D
19:24 lumberJ i'm going to head out. the rain is slowing up so, better seize the chance. later all
19:24 tenplus1 cya dude, enjoy o/
19:27 scr267 :)
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19:41 tenplus1 wb entu :P
19:46 tenplus1 time for noms :) laters all o//
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20:30 luk3yx Can someone review (or merge) https://github.com/minetest-mods/quartz/pull/10?
20:43 sofar sure
20:46 sofar don't see major issues with it
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20:57 luk3yx Fixed
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