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IRC log for #minetest, 2018-09-25

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All times shown according to UTC.

Time Nick Message
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00:29 hecks yet another lua puzzle: https://pastebin.com/4ZsTjL4Y
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00:41 hecks by the gods, I used : instead of .
00:41 hecks I hate lua
00:41 hecks least it's not python
00:42 timdorohin hecks: well, everything is better than python
00:43 hecks tell that to the blender foundation...
00:43 rubenwardy python is nice
00:43 rubenwardy I prefer Lua, C(++), and Kotlin generally
00:44 rubenwardy but python is nice for web servers and simple scripts
00:44 rubenwardy I guess this is called subjectivit
00:45 hecks ...significant whitespace
00:46 timdorohin rubenwardy: python cant be nice, and lua has pretty good fcgi/wsgi bindings for web too
00:46 rubenwardy ew
00:47 timdorohin rubenwardy: lua5.1 is simpler and lightweight, and if you want performance you can use blazing-fast luajit with amazing ffi
00:48 rubenwardy I prefer maintainability and support
00:48 timdorohin so for scripts lua wins too
00:50 timdorohin rubenwardy: >significant whitespace
00:50 rubenwardy so?
00:51 rubenwardy I like that
00:51 timdorohin are python creators used lsd or weed?
00:52 rubenwardy Lua has significant whitespace
00:52 timdorohin wut
00:52 rubenwardy oh nevermind
00:54 rubenwardy Lua has indices starting with 1
00:54 rubenwardy that's worse than significant whitespace
00:54 rubenwardy given that you should be indenting properly anyway
00:55 timdorohin afaik python has no multi-line lambdas
00:55 timdorohin rubenwardy: autoindentation in ide
00:56 hecks 1 based arrays make some things easier by equating "count" with "last index"
00:56 hecks but they make anything with % absolute hell
00:57 hecks no multiline lambdas would be a showstopper for me
00:58 timdorohin hecks: well, 1 based arrays just reverting if and else block most times for me
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01:01 timdorohin but yea, it was sometimes painful to rewrite lua mapgen in c++
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01:11 hecks https://a.uguu.se/mzAxlpIG4Jdn_hit.gif woohoo
01:12 hecks actors now able to hit other actors in melee
01:12 hecks animation events fixed
01:12 clavi lewd
01:14 hecks even RNG knows this is lewd
01:26 Cornelia hecks: what is you doing? :P
01:26 hecks Things...
01:27 Cornelia What thaaangs
01:27 hecks For now, stabbing undying jellies as a barely clothed elf girl
01:27 hecks so, business as usual
01:28 Cornelia Sounds reasonable. :P
01:28 Cornelia I was personally surprised to see such detailed animations in Minetest. :P
01:28 hecks https://a.uguu.se/PsvGzfMVITL5_x.png
01:29 hecks Minetest: I Can't Believe It's Not Unreal Engine(tm)!
01:29 Cornelia Heheheh
01:30 Cornelia From what I've heard.. syncing animations in Minetest from Lua is painful.
01:30 hecks define syncing...
01:31 hecks if other clients see the animation off its timing, that is a problem, and probably warrants a PR attempt
01:32 Cornelia Making it so clients see (roughly) the same thing at the same time. That and/or something about clients having to relay animation frames to and fro the server.. I forget exactly what the issue was I read about.
01:32 hecks I suppose the clients just start the animation whenever they receive it
01:32 hecks the solution is to implement "rollback" known from online fighting games
01:33 hecks that is, starting the animation with an offset depending on the timestamp the server gives you
01:33 hecks as for other things, well, I just wrote a whole anim system, including a model importer
01:33 hecks eeeeeeasy
01:33 clavi hecks: Ore no Irrlicht ga Konna ni Kawaii Wake ga Nai!
01:34 hecks speak american you terrorist
01:34 clavi lmao
01:34 clavi it was an anime reference
01:34 hecks my little weeaboo can't possibly be this dense
01:35 clavi some people say "speak american" unironically, so I wasn't sure
01:38 hecks https://a.uguu.se/Oanjcds8xOBi_waifu.png
01:38 clavi your character reminds me of ps2 era games
01:43 hecks https://a.uguu.se/frPuYKrMUgNk_anim.gif
01:45 clavi neat
01:49 hecks there are more animations, but minetest's size limit forces me to disable them
01:50 rubenwardy slightly NSFW
01:51 rubenwardy as per usual
01:54 Cornelia hecks: load them in as a separate, hidden model and swap between them as needed?
01:54 Cornelia I don't know the exact limitations.
01:54 hecks this.... could almost work
01:55 Cornelia My inner duct-tape programmer couldn't resist a challenge. :P
01:55 hecks this thing is 99% duct tape
01:55 hecks the problem is that I have to do this "preprocessing" step on each .x file, involving parsing it, making changes and writing a new one
01:55 Cornelia Then it's 99% perfect... :P
01:56 hecks and minetest imports both; the old and the new
01:56 hecks while taking quite a bit of its sweet time for each model, this is an engine-agnostic problem I'm afraid
01:56 Cornelia I haven't done much with Minetest..
01:56 Cornelia So I wouldn't know the exact limitations.
01:57 hecks a hard limit is 16MB per file, I've already opened an issue and if someone fixes it, I won't have this problem anymore
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01:57 hecks just compressing the damn thing would increase said limit 10x for me
01:58 hecks 20x if it's LZ compression
01:58 hecks so, say there's 6 alternative anim files, each takes about 2x of its runtime in import time... then you double it for the "rooted" files
01:59 hecks the server startup time and client's first time import... ouch, it would be a 10 minute loading
01:59 hecks it already is like 2 minutes every time I change the model, thankfully it's cached
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02:05 hecks alright... time to code -foo-bars
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03:19 hecks runtime error from mod '??' in callback ??(): <no description>
03:19 hecks lovely
03:21 ChimneySwift oh wow that's mighty helpful
03:23 hecks happens when you add a statbar without specifying some properties, thank me later
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11:45 mistnim hi, is it normal that mt slows down when using nvidia prime (nouvea drivers) compared to just using the integrated card?
12:24 ChimneySwift I guess it depends what card you have installed?
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18:42 MinetestBot [git] paramat -> minetest/minetest_game: Fence rail: Only connect to fences. Update map mod README recipe 24900f7 https://git.io/fAAjS (2018-09-25T18:42:19Z)
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21:17 clavi how can I change the screenshot folder?
21:38 calcul0n iirc screenshots go in cwd
21:38 calcul0n so just lauch the game from where you want them
21:38 calcul0n *launch
21:40 Calinou yeah, they're placed in cwd by default unless you override screenshot_path in minetest.conf (should be an absolute path
21:40 Calinou )
22:07 Fixer spam https://forum.minetest.net/viewtopic.php?f=54&amp;p=331952#p331952
22:08 exio4 hello
22:08 exio4 guys recommend music
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23:58 hecks https://a.uguu.se/z2tDO2IMSN0Z_foobars.png
23:58 Cornelia hecks: what is your goal with this project?
23:59 hecks To whip this puny engine into submission and make it squeal
23:59 hecks and to have players dying in stupid ways and having the server broadcast it for everyone to laugh at
23:59 Cornelia :p

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