Time Nick Message 00:40 hecks So, by fiddling with emerge settings, I finally managed to make singleplayer run somewhat reliably. 00:40 entuland why, what was the issue with it? 00:41 hecks Well first of all, there's the singleplayer problem; you run both the client and the server, and each is nontrivial. 00:41 hecks Most of the server's workload is in emerge, the client's is in meshing. 00:41 hecks and possibly rendering, if your viewing range is far enough 00:42 hecks Now, default settings for emerge are very bad for this, and the behavior is quite counter-intuitive. 00:42 rubenwardy you might as well consider singleplayer as 4 parts really 00:42 rubenwardy meshgen <-> client <-> server <-> emerge 00:42 entuland uhm... it must be that I've got a decent rig and pretty much always play singleplayer, so I can't really compare 00:43 rubenwardy there may even be send threads, which makes it 00:43 hecks Defaults may work for some, entuland 00:43 rubenwardy meshgen <-> client <-> send/recv <-> send/rec <-> server <-> emerge 00:43 hecks Yes, the thing is, client physics and rendering is negligible, and gameplay code (most of lua) on the server just as much 00:44 hecks The big problem is though, minetest fails to prioritize that "light but critical" code while juggling it with the heavy voxel processing. 00:44 hecks there's also liquids and abms but I'll dump that with "server voxel stuff" 00:44 rubenwardy https://github.com/MT-CTF/capturetheflag/blob/master/build.sh 00:44 rubenwardy oops 00:45 hecks My earlier issues were that the server side gameplay code was stalling; often for ridiculous amounts of time 00:45 hecks 2 minutes without a decent globalstep were not unheard of! 00:45 rubenwardy oh wow 00:45 rubenwardy sounds like a faulty mod maybe 00:46 rubenwardy or I/O 00:46 hecks Your mom's faulty, I run my own subgame :) 00:46 hecks and I/O was ruled out by running it all in ramdisks 00:46 rubenwardy lol 00:46 hecks The main culprit is emerge... default settings do not fit this "profile" well 00:46 hecks My current "nice" emerge settings are: 1 thread, max queue 4 (!) and the rest set to 0 (auto I presume) 00:47 hecks The engine generates the world in nice 4-mapblock bites and never blocks the rest of the game for too long, I haven't gotten almost any "lag detected" messages in my game since. 00:48 hecks A tiny queue does not slow the mapgen, to the contrary. And using multiple emerge threads is a little counter-intuitive; most multi-CPU users will hike that hoping to speed up emerge. 00:49 hecks But all that does is slightly increase the "noise sampling" part of map generation, at the cost of dumping bigger chunks of work onto the "joining" code! 00:49 hecks slightly speed up, I meant 00:50 hecks Hence 3-4 emerge threads with default queue settings will dump so much onto the main thread that the "lua game" will be starved of CPU cycles, despite needing next to none. 00:50 entuland speaking of which... "/!\ You are using old player file backend. This backend is deprecated and will be removed in next release /!\" 00:50 rubenwardy how is map loading? 00:50 rubenwardy it won't be removed 00:50 rubenwardy probably 00:50 entuland I have noticed that message recently, but it disappeared in the last runs 00:50 rubenwardy it's also been a few releases since that 00:50 hecks Do you mean performance with my current settings? Basically the same it was with threads. 00:51 entuland I did nothing (didn't update the game or anything) is that tied to mods / servers? 00:51 hecks The only noticeable difference is that the map is loaded in those concise "strips" in the distance, as opposed to semi-random mapblocks. 00:52 hecks Performance per vision range seems comparable as well, with the difference that it's now "only" stuttering, as opposed to filling up the queue and choking hard for over half a minute. 00:53 hecks Lua on_generated calls throw extra problems into this, as they are single threaded. So the "dumping tons of data on the main thread at once" issue is magnified with those. 00:53 hecks On the other hand, doing it one or a few mapblocks at a time lets the CPU allocate time more evenly. 00:55 hecks So now I'm running this subgame at 60 frames server step (!) without a lick of issues. Pretty good. 00:56 hecks But it shouldn't have taken me almost a year of fiddling with settings to find this out. Not to mention the computing knowledge required to figure this out. 00:57 hecks Maybe the defaults need some reconsidering, and special considerations for singleplayer. 01:01 hecks Even when running something as heavy as ffmpeg in the background, the server doesn't choke at all. 01:06 hecks https://a.uguu.se/eSoRdvhEJyLO_smooth.webm 01:07 hecks the lag message at the beginning is from alt tabbing, it's not actual lag 01:08 entuland uh? that's minetest? 01:08 hecks Yes it is, you can tell by the nodes ;^) 01:08 entuland didn't know we had such fluently animated avatars :P 01:08 hecks "we" don't 01:09 entuland eheheheh 01:10 hecks It also saddens me every time someone comments on the model and animation but doesn't notice the perfectly implemented action combat... 01:10 hecks *that* was much harder, you know 01:10 entuland oh well I can't comment on the action combat, I just seen the weapon swung once or twice 01:10 hecks ...with the player stepping forward, animated 01:10 hecks Sorry, I'll record a better example :) 01:11 hecks in a less eye-busting biome 01:11 entuland well that was included in "such fluently animated avatars" :) 01:11 hecks Animations are one thing, but out of the box, minetest only supports "jerk a pickaxe around while WASD-ing" 01:11 hecks Moving actors using animation, this is harder 01:12 entuland I take that this is stuff you're working on (and yes, that's impressively fluent in all the movements) 01:12 hecks Yes, it's mine. 01:12 hecks Mine Test. 01:13 entuland :) 01:13 entuland the effect on the hair when falling down (or simply after a jump) is very very nice as well 01:14 hecks It's just part of the animation. 01:14 hecks It could be more dynamic IF entity attachment and bone position shenanigans weren't broken... 01:15 entuland I take that you're "just" making it to work within minetest, but you didn't model / rig / animate any of that, correct? 01:16 hecks Guess again. https://a.uguu.se/mo5rUPVy4UdD_mibi.png 01:16 entuland oh nice 01:17 entuland well, you mislead me brushing that off with "it's just part of the animation" - I took you were waiving credit about that! 01:18 hecks I can't blame you, because buying assets and lacing them with your bad code is how you become an indie star these days. 01:18 entuland great job so far, definitely impressive 01:21 entuland testing out your emerge settings 01:22 hecks I imagine that for an online server, the optimal settings would be different because you *do* need to handle several different people's FOVs 01:22 hecks however, "easy" generation like this is good enough for one player 01:23 hecks I'm treating it as more of a proof that minetest isn't utterly, horribly, terribly borked like I assumed before today 01:23 rubenwardy any chance of this being made into standalone mods? 01:23 rubenwardy more as an example than actually useful 01:23 hecks Standalone mods? 01:23 hecks You mean, actually slicing out bits of my code for you human vermin to use? How dare you. 01:24 rubenwardy lol 01:24 hecks It wouldn't even work... you have no idea how much shit I piled up on top of minetest and lua 01:24 rubenwardy will you be sharing the code for it anyway? 01:24 entuland uhm... I have three different limits for emerge (absolute, disk, to generate) set to 256, 32, 32... you set them to 4, 0, 0 ? 01:24 hecks It simply isn't extractable or compatible with minetest_game's way of doing things. 01:24 rubenwardy I don't care about minetest game, really 01:24 hecks As for sharing, I will gladly part with the source code and assets for a modest price of five hundred thousand US dollars. :) 01:24 rubenwardy heh 01:24 entuland eheheheh 01:24 hecks Plus tax. 01:25 rubenwardy I also don't care about the assets 01:25 rubenwardy and I'll happily part with the source code for minetest for a modest price of 0$ 01:25 hecks There's also the long way; Download a modern game engine, spend 5 years understanding how a game is actually supposed to work, reimplement it in lua... 01:26 hecks The $500k isn't for mibi, it's internet's late payments on my other projects :) 01:26 hecks If not, oh well, I'll finish mibi and then DBAN it away on stream while you watch. 01:29 rubenwardy You could have just said "no, sorry. I'd like to release this as a commercial product some day" 01:29 hecks I don't even want that, I just don't care. 01:36 entuland weird... flying around the world I found a large dungeon made of cobblestone and mossy cobblestone _completely_ above the ground (barely touching the top of a hill) --- is it just me ignorant about how vanilla V7 works? 01:36 entuland no mods that could possibly do that loaded (only my own mods which don't mess with map generation) 01:36 hecks As long as there's one node connecting it to the ground, it'll "work". 01:36 entuland oh 01:36 hecks Yes, this does happen in vanilla. 01:36 entuland so it's normal, thanks 01:37 rubenwardy This is a feature apparently 01:37 hecks It does make for interesting structures. 01:37 hecks I assume it just picks one "entrance" node and plots whatever it wants from it. 01:38 entuland yep, very nice 01:38 hecks Changing the ruins node to something more interesting than cobble makes it look better. 01:40 hecks Now I have a question, does the heatmap influence height in v7? I could swear I keep seeing the same kinds of features in the same biomes... 01:42 entuland uhm... where would I be changing that setting, hecks? the interface I used to mess with emerge doesn't show any hit for "ruin" 01:43 entuland and what node would you advise? 01:43 hecks You don't, this is what mods can do. 01:43 entuland ah 01:43 entuland I thought there was some settings file not covered by that interface 01:43 hecks And I advise original content :) https://a.uguu.se/LmJiags2rbpj_techruins.png 01:43 ANAND There's even a setting for floating dungeons 01:43 entuland eheheh 01:44 ANAND Not sure why one would want that though :) 01:45 entuland well, not everybody can be well-versed in creating assets (I suck at designing stuff) 01:45 entuland :P 01:45 hecks I'm pleased to say that optimizing emerge made dynamic lights much more viable. 01:45 hecks Goodbye, torch pollution. 02:17 hecks Just observed something; even when trying to make the mapgen completely serial (1 0 0 1), it still dumps mapblocks in slices of 4 02:22 hecks emerge 4 0 0 1, mesher delay 1; the game now feels extremely snappy, even the input feels better - but map generation became very lazy 02:22 hecks the mesher basically refuses to mesh blocks that aren't in my active range 02:23 hecks Turning off the mesher delay brings things back to normal, maybe the mesher delay isn't working as intended? 02:24 hecks It really feels like an all-or-nothing setting 02:25 hecks A mesher delay of 50ms (the maximum) feels a little lazier 02:27 hecks Trying mesher with a 512MB cache; it's choppy. 02:28 hecks Disabled cache entirely, it's smooth again. 02:35 hecks Finally, allocating an extra emerge thread did not make map generation much faster, but it sure added some stutter. 02:36 hecks rubenwardy if you're still around; would this be worth documenting? 02:38 hecks that is, a warning for the num_emerge_threads setting, that it may negatively affect performance in singleplayer and/or with lua mapgens 02:59 paramat hecks "does the heatmap influence height in v7?" no, not in any mapgen either 02:59 hecks okay then 03:00 paramat entuland the setting 'protruding dungeons' can remove the er, protruding dungeons 03:00 hecks Could've sworn I've seen more cliffs and huge pits in hot biomes but if it's bollocks, it's bollocks 03:01 paramat it's bollocks 03:01 entuland in the normal GUI settings page, paramat? 03:02 hecks search "Projecting dungeons" 03:03 paramat https://github.com/minetest/minetest/blob/9854340c0b21d01a94ba7ef526c775e59e37b898/minetest.conf.example#L1656 03:03 paramat advanced settings or a line added to .conf 03:04 paramat yes, 'projecting' not 'protruding' 03:05 paramat set to false all dungeons will be sliced off at terrain surface level 03:05 paramat instead of 'most of them' 03:07 paramat setting might be 5.0.0 only 03:09 hecks That is correct, 0.4.16 does not show any dungeon related settings (or even dung related) 03:09 paramat "a warning for the num_emerge_threads setting" aha i was about to rewrite that anyway 03:10 paramat as its currently too promising 03:10 paramat could you open an issue with advice on new wording? 03:13 paramat see https://github.com/minetest/minetest/issues/4879#issue-194766354 what 'Rogier says' 03:23 paramat an issue isn't essential if you don't have time, i can rewrite the docs based on what you've written here in IRC 03:40 hecks ctf full of cheaters as usual 03:46 hecks rubenwardy, fluffy_puppy is hacking on your CTF 04:27 Ruslan1 Who is hacker 04:31 Ruslan1 hecks: who did hack on ctf 04:31 hecks fluffy_puppy was 04:33 Ruslan1 hecks: how I stop people who did hack in server 04:34 hecks Burn their house, beat their mother 04:34 Ruslan1 Nice one 05:12 rdococ I hope you meant beat her in a game of CTF 05:13 ANAND hecks: Using /report is a more efficient alternative ;) 05:13 hecks there is one? 05:13 ANAND Uhh... yes 05:14 ANAND /report name reason 05:14 ANAND Even moderators on IRC are notified 05:21 hecks oh no it crashed 05:21 hecks maaaaaaaaan 05:59 rdococ Sneak peek...! https://i.imgur.com/6US1a0J.png 06:19 Xiong Bad technic chest formspec: https://github.com/minetest-mods/technic/issues/478 08:02 hecks pr0 ctf strats https://a.uguu.se/5fcXJINkhCxC_screenshot_20190106_074706.png 08:03 hecks This will become meta in a couple days just like bridges on the ice map 08:08 ANAND Haha, I saw that as well 08:10 hecks haven't lost a game with this yet I think 08:12 ANAND It's very weak though, and can be destroyed from a distance using guns 08:12 hecks Oh sure, I'm talking about the pit 08:12 hecks The glass was for style because the match was going on forever 08:13 hecks Then again even having no walls would be good; this strat is about vision 08:33 MinetestBot 02[git] 04translations@minetest.net -> 03minetest/minetest: Run updatepo.sh 133a9fe2b https://git.io/fhstB (152019-01-06T08:33:11Z) 08:33 MinetestBot 02[git] 04translations@minetest.net -> 03minetest/minetest: Update translations from Weblate 13893b5d5 https://git.io/fhstR (152019-01-06T08:32:00Z) 09:24 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Deprecate modpack.txt and use modpack.conf instead (#7892) 1370bf343 https://git.io/fhsqX (152019-01-06T09:23:35Z) 09:26 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Fix various bugs (Anticheat, Lua helpers) (#8013) 13a122ba0 https://git.io/fhsq1 (152019-01-06T09:24:44Z) 10:47 FFleder Good morning, is there a List with Bricks/ Walls containing the strength of the Wall against Pickaxe / Intruders? 10:56 Krock obsidian 10:56 Krock I don't think so 10:59 oiaohm FFleder: fairly much once you have a steel pick anything is mineable other than bedrock. This is why protection mods exist. 10:59 FFleder Obsidian Brick? I'll test this, thanks 10:59 oiaohm FFleder: steel pick will mine Obsidian 11:00 FFleder I try to fight against the Server lag - Some Guys break into our Area through protected Walls. Glas is a bad Idea :-) 11:01 FFleder Actually i replaced the Walls with Planks - this help a lot 11:01 oiaohm FFleder: https://forum.minetest.net/viewtopic.php?f=53&t=17815&sid=c492cf85cd1d6b92aa29d10a2167a203 If server is using a protection mod. 11:01 oiaohm Players without permission cannot even burn or damage their way in. 11:01 oiaohm Material does not matter with protection mods. 11:02 FFleder But the Server lag seems to be my major Problem - they break in faster than the Server realize it's protected 11:03 Calinou you can use unbreakable nodes from Map Tools to make this more difficult 11:03 Calinou in this case, only a cheater could bypass it 11:03 oiaohm FFleder: read that mod. Players on servers with that mod require a client side mod. If they break into somewhere it can be instant kick and inventorary delete and damage reversed. 11:04 FFleder Yep, I'm on the page 11:04 FFleder thx 11:05 FFleder describes exactly my Problem 13:27 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Content store: Fix update button not working 13f5de187 https://git.io/fhsG5 (152019-01-06T13:18:40Z) 15:32 IhrFussel I think some of you don't realize how extremely EASY it is to accidentally dig a protected zone while you stand near/in front of it and don't realize (cause your HUD shows no protection a node in front) ... you are crazy talking about kicking/deleting inventory 15:33 IhrFussel I don't think many would want to play on such a server... an alternative would be what tenplus1 does in his protector_redo mod ... turning the player around when trying to dig a protected node...that gets annoying REAL fast 15:40 FFleder :-) N1ce Idea 15:41 Krock IhrFussel: then revoke interact for 20s if they violate 3 nodes within like 6 seconds 15:42 IhrFussel That can work too but requires more complex code...likely a globalstep 15:43 IhrFussel I once had it on my server so that it HURTS you to dig a protected node... but then the server spawn was FULL of bones within a short time 15:43 IhrFussel So that is no solution 15:45 IhrFussel Not to mention if you have lots of auth data on your server and many players need to lose/receive their interact...then your server could lag quite a bit 15:46 IhrFussel Updating privs always triggers a auth save AFAIK ... it hurts especially if you still use the old files auth 15:46 Krock then let bones appear starting from 10m around spawn 15:48 IhrFussel 10m is not enough... and there are several travelnets at my spawn...so each of the target locations might be full of bones after some time... no thanks 15:49 IhrFussel tenplus1's idea adds almost no additional server load...just (one?) packet that tells the client to move the camera 15:50 Krock well, for bone hunters it's very good to have it like this 15:51 Krock free stuff 15:55 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Content store: Disable more details dialog for now (#8060) 136169eca https://git.io/fhsWP (152019-01-06T15:54:22Z) 16:22 MinetestBot 02[git] 04DS-Minetest -> 03minetest/minetest: Fix wrong code comment (#8061) 1307c1c72 https://git.io/fhsl1 (152019-01-06T16:21:04Z) 21:09 hecks I started a singleplayer instance. Now I'm trying to connect to 127.0.0.1 in another window, but it's not working. 21:09 sfan5 did you start it from the "singleplayer" tab? 21:10 hecks Yes, does that disable all connectivity? 21:10 sfan5 well actually there's a checkbox "Host server" 21:10 sfan5 you need to check that 21:10 hecks Okay, and how do I prevent randos from joining? 21:10 sfan5 also minetest randomizes the port every time IIRC 21:10 sfan5 simple, you don't tell them your server address 21:11 hecks It won't broadcast to master by default? 21:11 sfan5 it won't, no 21:11 hecks Thanks. 21:12 hecks inb4 sfan is just trying to trick me into hosting mibi; I'll set a password just in case >:) 21:12 hecks Oh I see now, there's an "Announce server" box for that 21:12 sfan5 do you not have a firewall? 21:12 hecks Who doesn't? 21:13 sfan5 the point is that you can't announce a server without forwarding the port anyway 21:13 hecks Well then, I couldn't host even if I wanted to, not on this mobile peasant connection 21:14 rubenwardy I doubt it would be playable over a network anyway 21:17 IhrFussel Looks like his idea (preloading X entries) exceeds the time the engine allows for the auth handler to setup 21:17 IhrFussel Oops wrong channel 21:17 hecks https://a.uguu.se/4lCrxgQ5rnde_mp.png 21:17 sfan5 don't they get cold? 21:18 hecks They're hot enough~ 21:18 hecks But todo: implement freezing to death 21:19 hecks Why would this not be playable over a network? 21:27 hecks Well well well https://a.uguu.se/eaCQdwvmMmFE_holdthephone.gif 21:28 hecks I'm simulating an RTT of 80ms for both clients, and yet the animations are synced up 21:32 peaceguy to 21:33 peaceguy hi all 21:33 hecks peace man 21:34 peaceguy peace 21:34 peaceguy :) 21:35 hecks anyway, I thought animation timing would be the nail in the coffin but it's pretty solid apparently 21:35 hecks rollback would've been better of course but this is the next best thing 21:36 sfan5 somewhat relevant https://i.4cdn.org/g/1546798847931.jpg 21:41 hecks Mai Waifu 21:41 hecks peace and anime tiddies https://a.uguu.se/1YtVEcdcg1cc_tiddies.gif 21:41 hecks https://a.uguu.se/Qs8P5TJkdqGt_2.gif 21:41 hecks 21:43 hecks That doesn't really look like Lua to me though, unless the cup size is meant to represent the memory footprint. 21:45 hecks Players attached to entities "vanishing" is a client side problem, study shows. 21:46 hecks Often, instead of displaying the player at the entity's position, the player will be displayed at 0, 0, 0 21:47 hecks In other news, the monster spawning code still has some issues, as we're dealing with an overpopulation of jellies https://a.uguu.se/dKfUX7pN0svN_jelly.png 21:50 IhrFussel Huh? sounds to me like active_block_range is too low to display the entity together with the player anymore -> entity (and player) unload 21:51 IhrFussel And then the name tag is indeed showing up at 0,0,0 I think 21:53 hecks This happens even when they're next to one another :( 21:54 hecks yay dynlights https://a.uguu.se/Z2Rq6D7Df5Gw_dynlight.gif 21:56 hecks Uh oh, I know this bug https://a.uguu.se/tmjJv06VAdop_oops.png 21:56 IhrFussel But you set the entity to visible right? 21:57 hecks Yes, it's a dummy one pixel transparent sprite if I recall right 22:00 IhrFussel I never saw that happen on my server... players drive cars/carts/horses/boats but nobody ever reported such a thing 22:04 hecks Maybe it's another artifact of placing the player's feet at local 0,0,0 22:04 hecks Maybe the game tries to cull entities that are inside nodes? 22:05 hecks Another problem; animation of one player is stuck until I tab out to the other one, and perform some action on them... 22:05 hecks Jury's still out on whose fault this is 22:15 hecks IhrFussel I think the issue is that carts and other vehicles are persistent entities 22:15 hecks while I create my dummies on the spot every time the player is rooted, which happens often 23:05 Swedneck Hi all, i just tried minetest on mobile and i'm quite impressed! 23:07 entuland neat 23:07 paramat MT 5.0.0-dev or current playstore version? 23:08 IhrFussel Swedneck, you mean 0.4.17.1 or 5.0.0-dev? 23:08 IhrFussel xD 23:08 Swedneck current F-Droid version 23:08 entuland F-Droid? 23:08 paramat prob 0.4.17.1 then 23:09 paramat the app is going to get far better in a few weeks when we release MT 5.0.0 23:09 Swedneck entuland: https://f-droid.org/en/packages/net.minetest.minetest/ 23:09 IhrFussel Version 0.4.17.21 (21) - Added on 2019-01-04 23:09 Swedneck Basically play store for FOSS apps 23:10 paramat yeah app '0.4.17.21' is MT 0.4.17.1 23:11 entuland oh nice 23:12 entuland just yesterday my youtube app stopped working because of play store going unsupported on my galaxy tab 2 10.1 - weird 23:12 Swedneck i'm also wondering if there is an easy way to get something more.. Interesting? than the base game 23:12 Swedneck i know there are other games and mods, but it's a bit overwhelming at first 23:12 entuland yep, getting a grip on the vanilla one may be good at first 23:13 Swedneck Try newpipe from F-Droid :D 23:14 Swedneck well i've already played minecraft, i think i can figure out the base game :P 23:15 Swedneck Could minecraft modpacks be compared to minetest games? 23:16 entuland there are some interesting differences 23:16 paramat the basic MT game 'minetest game' is very basic, it's not really a 'game' 23:16 entuland one I like a lot is the height of the map - minetest ones are pretty tall and deep :P 23:16 paramat MTG is more a base to add mods to 23:17 Swedneck i've noticed, i spawned in what i guess is a mangrove forest but with mountains, quite a few times 23:18 Swedneck Maybe MTG + some mods i think look cool? 23:18 paramat MT 5.0.0 will have a new improved movement controls 23:19 paramat *have new 23:19 Swedneck nice 23:19 Swedneck what are the main differences compared to current? 23:20 Swedneck one of the things that impressed me was actually the movement controls, but maybe that's just the same as minecraft PE and i just have nothing to compare to :P 23:25 paramat see https://github.com/minetest/minetest/pull/7126 23:27 Swedneck thanks 23:29 Swedneck oh shit the lower middle button is for jumping 23:29 hecks Oh no. 23:29 Swedneck somehow i ended up just ignoring it 23:29 hecks the app is going to get far better in a few weeks when we release MT 5.0.0 23:30 hecks I realize what this means and I don't like it. 23:30 Swedneck hmm, maybe i interpreted that wrong, the lower middle button walks backwards.. 23:31 IhrFussel Those arrow buttons will be gone in 5.0.0 23:31 paramat what does it mean? 23:32 IhrFussel Swedneck, I hope you like virtual joysticks as much as buttons 23:32 hecks It means breaking changes will be harder to get through no matter how necessary. 23:32 IhrFussel For movement 23:32 Swedneck isn't what we have now basically a virtual joystick? 23:33 paramat ahh :) 23:33 hecks I can already see you're rubbing your hands, paramat 23:33 IhrFussel https://github.com/minetest/minetest/pull/7126 23:34 IhrFussel ^ the screenshot shows the new controls 23:34 paramat if there'an essential network breaking change needed it should be discussed now because it needs doing now 23:34 Swedneck i've already been linked that :P 23:35 IhrFussel Oh oops 23:35 paramat the new joystick will take the first touch point as the joystick 'centre', easier to use 23:35 Swedneck ah 23:35 paramat and easier to change direction by sliding your finger around 23:36 Swedneck nice 23:36 IhrFussel Almost every mobile game works like that... left screen side to move around and right screen side to look around 23:36 IhrFussel At least every single MMORPG I tried 23:37 Swedneck i don't play many mobile games :P 23:38 Swedneck really only The Room series and that tower jumping game on F-Droid 23:39 Swedneck to install a game i just drop the .zip in ~/.minetest/games right? 23:41 IhrFussel Swedneck, in 5.0.0 there will be an ingame content "store" (everything will be free there so store is not the right word) 23:41 IhrFussel The official name is Content DB 23:42 Swedneck oh god yes 23:42 IhrFussel Basically browse through mods, download and install with 1 click 23:42 Swedneck so like FTB launcher? 23:44 IhrFussel One sec, making screenshots 23:50 IhrFussel Swedneck, here https://nofile.io/f/d3nHWVGDGDe/cdb_preview.mp4 23:50 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Update small pines in schematic_tables.txt 13a2c9523 https://git.io/fhsKA (152019-01-06T23:48:57Z) 23:52 IhrFussel Something better than a screenshot :P 23:52 Swedneck and you can get both games and mods? 23:53 IhrFussel Games, mods and texture packs 23:55 Swedneck niiiiiice