Time Nick Message 00:28 xachman how do I get soil wet? 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 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 01:25 oil_boi Does anyone know how to make the mapgen stop spawning stone at a certain level? 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 06:10 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Rename "subgame" to "game" in 2 error messages (#9680) 13e88719b https://git.io/JffFA (152020-04-17T06:10:28Z) 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? 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 08:07 oil_boi Well there is an issue where sometimes the client is not ready to receive data and it throws error 23 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 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 08:26 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Document which noise APIs add world seed to noiseparams seed (#9693) 134e2473e https://git.io/JfJvx (152020-04-17T08:24:51Z) 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 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 08:33 oil_boi So the windows version didn't have the bug? Yay 08:33 sfan5 ..if you compile yourself yes 08:37 oil_boi Weird maaan 08:40 oil_boi I just solved the 2 generals problem with one of the strangest codes I've ever written 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. 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 09:14 sfan5 .pot files are the translation templates, they are always in the original language (which is english) 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? 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? 09:20 Zughy ...from mods I thought they were updated 09:20 Zughy aaaaaaa 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 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 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... 09:36 ANAND Re: minetest.after, does the client-side delay still occur if you use minetest.after(0, ...)? 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 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 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 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 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 13:32 Conradish006 *yawns* 13:32 Conradish006 Hello everyone! 13:36 nephele G'day 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 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? 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 14:40 Noclip I it with my laptop (a Thinkpad) and I'm 100% satisfied with it. 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? 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)? 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 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/ 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. 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 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 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 18:40 Astrobe English language is lacking something like the french "si!" or the german "doch!", hence the complications... 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 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. 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 19:32 tf2ftw hi everyone 19:33 Krock hi alone 19:34 tf2ftw is there an "auto swing" key similar to automove ? 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 20:48 freelikegnu I love it sfan5 20:53 Astrobe It needs more lava though. 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 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 21:23 guzzi came here to see how the servers are holding up for the forum and wiki 21:47 MinetestBot 02[git] 04MoNTE48 -> 03minetest/minetest: Android: fix handling non-latin characters on older Android devices (… 1323c6d0c https://git.io/JfJ2S (152020-04-17T21:46:30Z) 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 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 ? 23:15 Astrobe Actually there probably is, but few people have heard about it. Ha! 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. 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