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IRC log for #minetest, 2020-04-17

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All times shown according to UTC.

Time Nick Message
00:28 xachman how do I get soil wet?
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00:37 Extex Hoe it, and put water near it
00:37 oil_boi xachman, I would assume you have to put water near it
00:39 xachman ok so yea missed the have to turn it to soil with a hoe part
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00:58 oil_boi Thanks sfan5 the new collision detection fixes have fixed the issues I bug reported so I removed those videos, it seems to have affected the FPS slightly, but I'll take that over not being able to move around correctly anytime
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01:25 oil_boi Does anyone know how to make the mapgen stop spawning stone at a certain level?
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01:44 oil_boi sfan5 an important update actually, I looked through all of my system settings and found that a windows update had enabled my iGPU and Minetest was using it instead of the pci one, the FPS is the same as before you pushed that, sorry about that :L
01:45 oil_boi Windows gives me a headache
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06:10 MinetestBot [git] Wuzzy2 -> minetest/minetest: Rename "subgame" to "game" in 2 error messages (#9680) e88719b https://git.io/JffFA (2020-04-17T06:10:28Z)
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07:43 oil_boi Is there an easy way to make the client communicate to the server that it's fully loaded in?
07:43 oil_boi IE clientside api?
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07:49 ANAND oil_boi: Communicate what?
07:50 ANAND The client is constantly communicating stuff with the server (and vice-versa)
07:51 ANAND If you want your client to send custom stuff to the server, you can use mod channels.
07:52 ANAND It's like a chat channel for mods, and can be used for data transfer between server mods and CSMs.
07:52 ANAND Check out https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4870
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08:07 oil_boi Well there is an issue where sometimes the client is not ready to receive data and it throws error 23
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08:08 oil_boi I tell the client all nodes that can spawn weather on them and then it handles it from there, the server tells the client which weather it is and the client handles it, etc, etc, but it cannot do that if I get error 23 and it cannot receive data
08:11 oil_boi There's got to be some equivalent to on_joinplayer that I'm missing so I can tell the server the client is ready and then send the data
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08:11 oil_boi 2 generals problem
08:12 oil_boi I could write a recursive statement that constantly tries to make the client tell the server that it's ready to go but that would be hectic and ridiculous
08:13 oil_boi Then stop the minetest.after_loop once a receive is well received
08:14 oil_boi But ANAND this is the simplest way I can see doing this properly https://pastebin.com/raw/MnARAcaB
08:14 oil_boi But I don't want that loop to keep running, it'll keep checking the initialize variable no matter what which is no good
08:18 oil_boi I actually checked register_on_mods_loaded verses that and register_on_mods_loaded loads right before the server seems to be able to create a modchannel
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08:26 MinetestBot [git] paramat -> minetest/minetest: Document which noise APIs add world seed to noiseparams seed (#9693) 4e2473e https://git.io/JfJvx (2020-04-17T08:24:51Z)
08:30 sfan5 oil_boi: if you compile yourself with visual studio you might also get lower fps (though I don't think there's a significant difference)
08:31 oil_boi sfan5, that's what I thought but it was just the iGPU, in fact the FPS is actually a bit higher than 5.2.0
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08:31 sfan5 interesting
08:31 oil_boi Which is weird because I thought it was all the same, but I guess you guys managed to make performance a bit better so :thumbs up:
08:32 sfan5 oh also with MSVC the math optimizations that break collision detection in the first place aren't even enabled
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08:33 oil_boi So the windows version didn't have the bug? Yay
08:33 sfan5 ..if you compile yourself yes
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08:37 oil_boi Weird maaan
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08:40 oil_boi I just solved the 2 generals problem with one of the strangest codes I've ever written
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08:59 ANAND oil_boi: Have you tried `ModChannel:is_writable()` ?
09:00 ANAND Not sure if that's the solution, but maybe it'll return false if the client isn't ready?
09:02 ANAND Also, you can use minetest.after instead of directly using a globalstep to set initialize = true
09:02 ANAND It wouldn't make much of a difference, but it'd look cleaner.
09:03 oil_boi https://github.com/oilboi/crafter_client/blob/master/init.lua#L27 This is the only solution that seems to work, manually checking if camera is moved into position
09:04 oil_boi Then running the rest of the code after
09:04 oil_boi Basically doing a client-server handshake
09:06 oil_boi If I run a minetest.after function it simply delays loading the client into the world for some weird reason, also I tried it with artificial lag and it seems to not work with the .after statement :( So that hack is in there until there's an official function to initialize a statement when the client fully joins into the world :L
09:08 ANAND Does this run only when a client joins? Doesn't on_joinplayer work?
09:10 ANAND Oh wait, there's no on_joinplayer in CSM, whoops.
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09:10 oil_boi Yes it does, and no it doesn't, on_joinplayer calls before clientmods can be loaded sometimes, giving error 23 clientside :(
09:10 oil_boi It's a big headache but worth it when it's solved even with hacks
09:12 ANAND There's a register_on_modchannel_signal, which seems to hint at the state of the modchannel. Interesting...
09:12 ANAND Have you given that a try?
09:13 Zughy Hello guys; can be .pot files be set in languages other than English? And is it normal that, even if I change the game language and I reopen it, it keeps showing me my system language for things that should have been translated (in other mods too)? The interface changes tho
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09:14 sfan5 .pot files are the translation templates, they are always in the original language (which is english)
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09:15 sfan5 in-game translations should respect your Minetest language setting unless you are using old mods that use intllib
09:15 Zughy so even if I set "Language: it\n" in the .pot file, it doesn't matter? I really didn't want to have English strings in my code
09:16 sfan5 wait, are you writing a mod that makes use of intllib?
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09:17 Zughy nope, I'm trying using the 5.0 method
09:17 oil_boi ANAND, damn I just tried your idea and thought it would work but it gives the initial problem :(
09:18 Zughy I have no intllib in my mod
09:18 ANAND Aw man :(
09:18 oil_boi Joining a modchannel, modchannel signals, and actually having the client loaded into the environment after all serverside objects are initialized seems to be disconnected
09:19 oil_boi >disconnected from eachother, I mean
09:19 sfan5 5.0 doesn't use the .pot files (or generally the gettext format) so where are you getting that from?
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09:20 Zughy ...from mods I thought they were updated
09:20 Zughy aaaaaaa
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09:24 ANAND oil_boi: Tried `ModChannel:is_writable()` yet?
09:24 ANAND The server would check if the channel is writable, and then send the client the requested data
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09:27 ANAND https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5770
09:27 ANAND is_writeable*, sorry
09:28 Zughy sfan5, do you know any actual mod using the 5.0+ system? I've been looking into ContentDB source codes but without any luck. A practical example of a .tr file would help a lot
09:29 Zughy nvm, found it
09:30 sfan5 comprehensive example: https://github.com/minetest/minetest_game/blob/master/mods/default/locale/default.it.tr
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09:34 oil_boi ANAND, the only problem with that is I'd have to have the server constantly trying to ping the start signal to the client and then stop when the client pings back and then initialize the distribution of which nodes can be weathered
09:35 ANAND Yeah, you're right...
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09:36 ANAND Re: minetest.after, does the client-side delay still occur if you use minetest.after(0, ...)?
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09:39 oil_boi It seems to just delay joining the world, but the problem with that is also the initial problem I was having, it could take 5 seconds to join if I set it to 3, 10 seconds if I set it to 5, etc, etc, etc. The main problem is there isn't a minetest.joined_server function I can call so I'm just going to have to leave it as it is for now and then update it in the future. But on the bright side: Time for the nether
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09:41 oil_boi Clientside is still a baby, but I'm sure within a few months we'll be able to do crazy stuff with it
09:42 oil_boi Who knows? We might be able to swap out shaders on the fly to create cool effects
09:42 nephele clientside mods?
09:42 oil_boi nephele, yes clientside mods
09:43 oil_boi I mean, the server modding is awesome don't get me wrong, but there are certain things you can only do on the client consistently and smoothly :D
09:44 nephele Well, certainly, but the things i want to do don't have any apis yet :)
09:44 oil_boi IE, if the mods that create menus which you can scroll through to get craft recipes were done clientside which is possible now, you could smoothly go page to page without waiting for the server to create it for you
09:44 nephele specifically input apis, locking unlocking mouse, camera controll, good stuff :P
09:45 nephele Then make it clientside i guess? I don't see much problem having that clientside now
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10:07 oil_boi nephele, https://i.imgur.com/TTSxSnD.png air is an ore
10:07 nephele Would you mind using any useable image hosting service..?
10:08 oil_boi Usable?
10:08 nephele You know, something that actually sends the image over https?
10:08 nephele without forcing me to donload a crapton of unusable JS so i can enjoy the image in a tiny window
10:08 oil_boi Also nephele, https://github.com/oilboi/crafter_client/blob/master/player_input.lua simple implementation of clientside player input
10:09 nephele no it isn't
10:09 nephele there is no keyboard input, you can only get some blessed keys
10:09 nephele that doesn't help me at all
10:10 nephele I would need an api that is atleast as good as the one gmod has :P
10:10 oil_boi You're gonna have a baaad time
10:10 nephele okay...?
10:10 nephele Do you think it is impossible for minetest to implement new sane apis? becuase i do not
10:12 oil_boi No, I do, but it is not currently possible without modifying the source code of the engine
10:12 nephele okay...?
10:12 nephele >the things i want to do don't have any apis yet :)
10:12 nephele i did mean that
10:12 nephele :P
10:13 oil_boi I see
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10:15 oil_boi So >Thou art going to have a bad time until implemented into the engine<
10:15 nephele No
10:15 nephele why would i write a mod that can't be realised?
10:15 nephele doesn't make sense to me
10:15 oil_boi Bad time :(
10:15 nephele how so?
10:16 nephele I can do something else :P
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10:21 oil_boi I dunno, my brain has turned into mush trying to debug randomizing generation of a nether portal
10:22 nephele I wonder why there are things like that without having actuall dimensions :P
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13:32 Conradish006 *yawns*
13:32 Conradish006 Hello everyone!
13:36 nephele G'day
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14:00 Conradish006 Keep getting disconnected >_>
14:01 rubenwardy is it con-radish or conrad-ish?
14:02 rubenwardy I prefer the formre
14:03 Conradish006 You decide ;)
14:04 Conradish006 It is the latter
14:07 Conradish006 Godamn thing changes my emoticons to emojis
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14:20 Conradish006 I swear to God, If I get disconnected one more time, I'll take my modem and dump it into a vat of molten copper
14:21 nephele from irc, or from mt? :)
14:21 Conradish006 IRC
14:21 sfan5 * Conradish006 has disconnected (Remote host closed the connection).
14:22 sfan5 don't think it's your modem or internet, rather it's the application deciding to close the connection
14:22 Conradish006 I dunno
14:22 Conradish006 I left the computer for one sec
14:23 nephele Hit ctrl-c by accident maybe? :)
14:23 Conradish006 Normally its: * Conradish006 has disconnected (Ping timeout: forever).
14:23 Conradish006 JK
14:23 Conradish006 But normally it is due to actually timing out
14:23 Ingar it's your ISP hacking  your connections
14:23 nephele That would mean, at the start of time you connected and at the end of time you timed out
14:24 Ingar your using IRC, clearly you're a suspect subversionist
14:24 nephele Ingar: subversion?? we use git here!
14:24 Conradish006 Sh*tposting channel now
14:24 Ingar nephele: exactly!
14:24 nephele I started a shitposting channel on matrix and accidentally got 100% technical audience and got a tech channel
14:29 Conradish006 LOL
14:32 Conradish006 Anybody know a good mechanical keyboard?
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14:32 Conradish006 I'm looking at a Razer one
14:32 nephele most are mechanical :D
14:33 nephele I assume you mean that it doesn't use a rubber keymap, i think cherry produces some but i dont know which are good (want to obtain one with subms latency but havent checked yet which qualify)
14:34 Conradish006 I thought about getting the Corsair K70 with the Cherry MX Browns
14:34 Conradish006 But that is $175
14:34 Conradish006 And I don't wanna spend that much for a keyboard
14:34 Astrobe sub-ms ? Your typical reaction time is ~200ms and if you type at sub-ms speed your fingers won't last long.
14:35 Noclip Playing Minetest on a digital keyboard sounds like fun ...
14:35 Astrobe Maybe that's even faster than sound.
14:36 Noclip How about buying a used one?
14:37 Conradish006 I never thought about that
14:37 Conradish006 Not sure how good of an idea that would be
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14:40 Noclip I it with my laptop (a Thinkpad) and I'm 100% satisfied with it.
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14:41 Conradish006 What Thinkpad do you have?
14:42 Conradish006 I have a T470 and the keyboard is very good
14:43 Conradish006 Not as good as my old Latitude E4640
14:48 Noclip X230 Tablet
14:48 Noclip It mainly bought it for studying but while it doesn't have graphics card it's still good enough to run Minecraft and Minetest with an acceptable performance. (The tablet functionality makes it possible for me to replace paper.)
14:49 Conradish006 I loved my old Latitude
14:49 Conradish006 I had to ditch it about 5 years ago
14:49 Conradish006 It was too old
14:50 Conradish006 It had a Centrino vPro and some Nvidia GPU
14:50 Conradish006 I got my T470 a couple of months ago
14:51 Conradish006 It has a 7600U, 16 GB of RAM, 512 GB NVMe, Windows 10 Pro
14:51 Conradish006 It's only a dual core
14:51 Conradish006 But it's a beast of a dual core
14:56 Conradish006 It has a slot for a 2.5" SSD or HD
14:56 Conradish006 So I might toss in a 1 TB SATA SSD for extra storage
14:58 Noclip Well I think dual core isn't bad for minetest :joy:
14:58 Noclip *?
14:58 Noclip I assume you bought it new?
14:58 Conradish006 No
14:59 Conradish006 Second-hand for $325 with a dock
14:59 Conradish006 I sold the dock
15:00 Conradish006 It has a Thunderbolt 3 port, which makes it so I can use it with my three monitor setup
15:02 Noclip_ Well $325 sounds pretty good.
15:03 Noclip_ The Matrix bridge seems to be a bit overloaded again so I'm now using Webchat.
15:06 Conradish006 $325 is a very good price considering the cheapest I could find a used T470 elsewhere was no cheaper than $450
15:06 Conradish006 And they were the Core i5 models too
15:07 Conradish006 There were no i7, 16 GB of RAM, with an NVMe for less than $650
15:07 Noclip_ It seems to be receiving my messages exactly 4 minutes after I sent them and after 5 minutes it wouldn't bridge them over to irc anymore ...
15:10 Conradish006 oof
15:11 Noclip_ And then then there are people spending over 1000$/€ for a smartphone ...
15:18 Daisae Is this the right channel for people developing modules?
15:19 Noclip_ Partly
15:20 Daisae Do files of the same path and name in a module automatically override game files? Can I patch games that way?
15:20 sfan5 what's a "module"?
15:20 Daisae I am thinking of the Lua server side mods.
15:20 Noclip_ "Mods (short for modifications or modules) are user-created modifications to the game in such a way that adds to or alters the gameplay."
15:21 Noclip_ (source: https://wiki.minetest.net/Mod)
15:21 Astrobe You should try it sfan, it is a wonderful thing :-)
15:21 sfan5 Daisae: then the answer is no
15:21 Daisae Thanks.
15:21 Noclip_ There is also #minetest-mod-dev but that one has only 11 users ...
15:24 Noclip_ sfan5: Are you saying that patching games is not possible or that doing that by just using the same path isn't possible?
15:25 sfan5 you can only patch what the engine and game API (or internals, if they are exposed) allow you to
15:26 sfan5 swapping out files in games would be terribly unportable anyway
15:28 Noclip_ But games are just collections of mods so they are also using the same API.
15:32 sfan5 that doesn't necessarily mean that the game has an API for its own mechanisms
15:34 Noclip_ Does the builtin API allow mods to overwrite or deactivate other mods or parts of them?
15:35 Noclip_ There are for example several tnt mods which seem to overwrite the behaviour of tnt.
15:35 DS-minetest you can override many of the things that were created with core.register_*
15:36 DS-minetest eg. override_item
15:36 DS-minetest and you can replace global functions and tables by overriding them in lua
15:42 Noclip_ Why are some builtin mapgen features like caverns or floatlands (which isn't available in 5.2) restricted to some mapgens?
15:50 Astrobe prolly because those features are part of what the C++ mapgen does.
15:50 Astrobe Another example is mgv6 and rivers.
15:51 Noclip_ But aren't caverns indipendent of the rest of the mapgen?
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15:52 Noclip_ I mean they're already part of several very different mapgens.
15:58 Noclip_ Who is hosting Mesehub (https://git.minetest.land)?
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17:01 cheapie You know, I've somewhat disagreed before with what the engine considers a "suspiciously large amount of objects", but I think what I just saw here counts regardless :P
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17:01 cheapie 2020-04-17 17:00:56: ERROR[Server]: suspiciously large amount of objects detected: 29324 in (-200,1,-302); removing all of them.
17:03 Krock I bet you're glad the engine did that for you
17:06 rubenwardy jesus
17:08 Krock Noclip_: most connections I've found point towards Wuzzy, but the domain is owned by DrFrankenstone, so it could also be him.. dunno
17:09 Krock website is an iframe from https://buildingwithblocks.info/
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17:11 cheapie I did find the problem that created all of those - it's on one of the really old gas pump systems that doesn't have a limit, and someone pumped like 9 million liters... and every time the display updates on those really old ones, the price signs do too, and being in that weird half-loaded state they couldn't delete their old entities when making new ones.
17:12 cheapie The newer gas pump systems do have a limit (100 of whatever unit you use) and are a little smarter about display handling, but I can't just make everyone update theirs.
17:14 cheapie The whole place it's at is just a mess - apparently the gas station is called "BFS", and then there's another sign under that that just says "I wANt tO kiLL yOU. hAHa"... not weird at all, that one.
17:15 cheapie Then there are two car wash vacuums next to it with a sign saying "Vaculuml kwjy lk" and a second sign that just says "stew"
17:15 texmex ”Mods” meaning modification only makes sense if there’s an original game being modified. Unless messing around MTG nothing is being modified in that sense. ”Modules” does make sense.
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17:59 Daisae What happens if there is play in a world which uses Mobs Redo and then later the mob mods are removed?
18:00 Krock a bunch of unknown objects
18:00 Krock and unknown items, such as nets or eggs
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18:26 Astrobe I'd like to see season changes without massive node updates, What about using animated textures, and index the frame based on the day count / 32 ?
18:28 Krock frame indices are client-side
18:29 Krock you could make the delay really high, but it won't be synced
18:30 Krock alternatively, use palette coloring and change param2 of the node per mapblock
18:30 Krock basically one huge vmanip area
18:32 Astrobe Still a map update. There's no node property that indirectly refers to a global variable ?
18:34 Krock no
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18:35 Krock actually "yes" would be the correct answer
18:35 Krock or "your assumption in the question is correct"
18:36 Krock erlehmann: interesting quit message
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18:40 Astrobe English language is lacking something like the french "si!" or the german "doch!", hence the complications...
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18:47 Astrobe I tried to change the snow cover by atlering the dirt and grass spread, introducing a condition based on get_heat() + sin(get_heat()).
18:47 Astrobe I t didn't look pretty cause the nodes were turning to dirt before turning to snow or grass,
18:48 Astrobe but thinking about it seeems to me that both ABMs could be merged into one, and there could be some opportunities there.
18:50 Krock with ABMs the server will suffer a little forever. with entire mapblock updates it'll suffer a lot for a very short time (20ms ?)
18:50 Daisae ModPacks can not be nested, I see.
18:51 Krock Minetest does internally not know about modpacks so yes
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18:58 Astrobe In that case though, a progressive transition is actually kind of what you want. You don't want all the snow to melt all at once.
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19:07 Astrobe I see the ABM intervals in MTG don't use the trick consisting in using prime numbers to spread the load. I infer that the engine already does something about this ?
19:08 Krock no it doesn't
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19:32 tf2ftw hi everyone
19:33 Krock hi alone
19:34 tf2ftw is there an "auto swing" key similar to automove ?
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19:37 Krock what does it do?
19:37 tf2ftw I want to hit a key and have the "fist" swing without me having to hold the mouse key down
19:39 Astrobe For use with a weapon, like a sword ?
19:40 Krock doesn't exist
19:54 Astrobe I think I became addicted to screenshot since I learned how to use them as the game menu background.
20:34 sfan5 no idea what I'm doing at this point: https://0x0.st/iQ78.mp4
20:42 Zughy sfan5, well, those are some giant water drops
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20:48 freelikegnu I love it sfan5
20:53 Astrobe It needs more lava though.
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20:55 freelikegnu rainbow colors
21:10 freelikegnu does tenplus1 not hang out here?
21:11 sfan5 !seen tenplus1
21:11 MinetestBot sfan5: tenplus1 was last seen at 2020-04-12 16:45:27 UTC on #minetest-hub
21:11 sfan5 hm not sure if he joins this channel
21:11 NetherEran joined #minetest
21:11 sfan5 but he's only on IRC once in a while either way
21:12 freelikegnu cool thanks
21:13 freelikegnu it feels good to work on my goblins again
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21:23 guzzi came here to see how the servers are holding up for the forum and wiki
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21:47 MinetestBot [git] MoNTE48 -> minetest/minetest: Android: fix handling non-latin characters on older Android devices (… 23c6d0c https://git.io/JfJ2S (2020-04-17T21:46:30Z)
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22:37 xachman Why is my cotton taking forever to grow
22:38 Daisae xachman: do you see it growing at all?
22:39 xachman yea its done like 2 stages
22:40 xachman does it only grow when im online?
22:41 xachman and im assuming it has white fluffy things on it when its done
22:41 rubenwardy roughly and yes
22:42 rubenwardy it grows when you're offline, but not when the server isn't running
22:42 rubenwardy so in singleplayer, it won't grow when you're not running minetest
22:42 rubenwardy as the world is paused then
22:43 xachman yes i have this running in a docker container on my server here at home
22:43 rubenwardy oh nice
22:43 rubenwardy it should work
22:44 rubenwardy I'll check how long cotton takes to grow
22:45 Daisae and you must be within a certain distance of the cotton. If you are far away, it won't grow.
22:45 rubenwardy I'm pretty sure farming has catch up code?
22:45 rubenwardy or maybe that's just the furnat
22:46 rubenwardy it should take 226 seconds per stage, and there's 8 stages
22:46 rubenwardy and that's only during daytime
22:46 xachman ok
22:46 rubenwardy Minetest days are 72x shorter than IRL days
22:46 rubenwardy so 30 minutes with permanent day
22:47 Astrobe it catches up "once", so it won't jump two stages when you come back, just one.
22:48 xachman so im assuming offline is too far away
22:49 xachman I have to watch it grow I was hopping I could hop offline then get back on and be like cotton!
22:50 xachman where do you get wool to make a bed?
22:50 rubenwardy from cotton
22:50 xachman ok yea this bed thing way harder than minecraft lol.
22:51 xachman Kinda nice you really make your bed and sleep in it here
22:51 rubenwardy looks like minecraft is similar, but with sheep?
22:51 rubenwardy so actual wool
22:52 xachman yea funny thing is im running mod_animals but I think mod_monsters just keeps killing them all
22:52 rubenwardy lol
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23:07 freelikegnu would it be to expensive to have a sound reflectivity/absorption value for nodes?
23:10 rubenwardy it would be super nice but also probably quite expensive
23:10 rubenwardy I wonder if there are sound mapping techniques
23:11 Astrobe it's probably like raycasting.
23:12 freelikegnu amplitude falloff (depending on density of media like air or water),
23:13 xachman oh yea how is the rtx update going guys?
23:13 Astrobe At least you don't have refraction with sound... I think ?
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23:15 Astrobe Actually there probably is, but few people have heard about it. Ha!
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23:17 rubenwardy it depends how much you want to do it
23:17 rubenwardy super realisitic, and you'd want indirect rays to perform echos
23:17 rubenwardy I kinda want to write this now
23:17 rubenwardy actually, I can sense the pain
23:17 Astrobe lol
23:18 xachman well I finally got some cotton
23:19 xachman got my one block of wool from cotton
23:19 freelikegnu going from a sound absorbing environment above ground into a cave with reflective walls could be really emotive
23:19 xachman its the bed challenge
23:20 freelikegnu achievement unlocked
23:20 xachman oh man
23:20 xachman really this could be an achievement
23:20 xachman achievements thats a pretty good idea anyone mod that or do we have something like that?
23:21 freelikegnu mineclone2 has them
23:22 xachman ok cool ill have to spin up another container with that then
23:23 freelikegnu also rubenwardy's awards: https://github.com/rubenwardy/awards
23:25 freelikegnu oops this is moved to https://gitlab.com/rubenwardy/awards
23:28 rubenwardy github is a mirror
23:28 rubenwardy but gitlab is the proper location
23:30 freelikegnu it is a bit sad that sound is often under appreciated compared to visuals in games
23:36 rubenwardy yeah, it makes sense as sound is harder to see
23:37 freelikegnu %\.
23:40 Astrobe A reverb effect could be nice for the caves example. Not ideal, but affordable I guess ? I don't know if standard sound libraries have that sort of feature.
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23:44 mmuller FWIW, digital delay is very cheap to implement and makes a very nice echo.
23:46 freelikegnu may be something like get theamount of air nodes around a player in a 10x10 area  if its less than a certain number add some delay and repeat the sound with amplitude based on the average number of crumpy verses crackly nodes in that area/direction?
23:49 freelikegnu it could also be fun to use the raycasting to ping nodes and listen for feeback, maybe even good enough for playing blind
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