Time |
Nick |
Message |
00:06 |
Fixer |
https://www.youtube.com/watch?v=8K7nyD-XTGM&feature=youtu.be world-edit hack at 34:00 look at it , that was cought on video |
00:08 |
Fixer |
maybe it is admin disguised as cheater to play for fun and troll its own players? |
00:10 |
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Miner_48er joined #minetest-dev |
00:12 |
Fixer |
nope, that cheater got shout and interact |
00:12 |
Fixer |
funny |
00:12 |
Fixer |
i wonder if he still can cheat that way in 0.4.13-dev |
00:15 |
est31 |
wow, seems maike really is annoyed by this |
00:15 |
Fixer |
who will not? he destroyed _protected_ stuff |
00:15 |
est31 |
well, in order to investigate _any_ hack theory, one needs cooperation of the server admin |
00:16 |
Fixer |
and admin didn't want to cooperate that much, that is interesting part |
00:16 |
Fixer |
very slow response |
00:16 |
Fixer |
no bans for cheaters |
00:18 |
est31 |
maike talks something about TNT |
00:18 |
est31 |
short before 3:00 |
00:18 |
Fixer |
that was fixed in later version of protector redo |
00:19 |
est31 |
is that code applied to the server |
00:19 |
Fixer |
it is now applied |
00:19 |
Fixer |
he upgraded to newest -dev build i believe |
00:19 |
Fixer |
with new protector |
00:19 |
Fixer |
but that world-edit hack is interesting |
00:20 |
est31 |
worldedit hack |
00:20 |
est31 |
where |
00:20 |
Fixer |
est31, at 34:00 |
00:24 |
est31 |
Fixer, has that stuff happened on maike's server as well |
00:24 |
Fixer |
est31, nope, it is fine, maike has other problem with server hanging some time :/ |
00:27 |
est31 |
about the "worldedit hack" .. I have a theory, but cant really confirm it |
00:28 |
Fixer |
hmm |
00:28 |
est31 |
I do think that it is inside the range of what clients can do |
00:28 |
Fixer |
when you place some blocks did server check if you have it in inventory? |
00:28 |
est31 |
yes |
00:28 |
Fixer |
hmm |
00:28 |
Fixer |
fool the server saying that i have any blocks? |
00:28 |
est31 |
no wont work |
00:29 |
est31 |
the client sends a message to the server like: hi, I'd like to place a block to position (1,2,3), and my currently selected inventory stack is at position 13 |
00:29 |
est31 |
or well its even more low level |
00:30 |
est31 |
with right clicks |
00:30 |
est31 |
not with actual "place" events |
00:30 |
est31 |
lemme look it up in detail |
00:36 |
est31 |
yeah |
00:36 |
est31 |
its only an index |
00:53 |
Fixer |
ShadowNinja, is it me or there is excess of bouncy in pr3810? |
00:59 |
Fixer |
strange problems with forum, kicks me out, need to login every N minute |
01:02 |
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01:12 |
paramat |
sofar can connected fences and fence gate be merged together or will one need rebasing on the other? |
01:13 |
paramat |
lots of game merging later :) |
01:17 |
paramat |
stuff i will merge later: games 881 910 907 873 877 (and 898 when tested) |
01:17 |
sofar |
paramat: they all stack just fine |
01:17 |
paramat |
ok |
01:17 |
sofar |
paramat: how about the walls? two approvals as well for that one ;) |
01:18 |
paramat |
see my comment |
01:19 |
|
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01:19 |
paramat |
fences are often used as pillars so make stone pillars one node high by default? |
01:22 |
sofar |
right. I'll make the wall edge also 1px higher to keep the tops close together and keep the shape |
01:22 |
paramat |
ok cool |
01:23 |
sofar |
yeah, that looks nice |
01:23 |
sofar |
refreshed PR |
01:23 |
paramat |
i'll merge it when that's done |
01:23 |
paramat |
oh heh |
01:24 |
paramat |
i'll merge stuff in an hour |
01:24 |
sofar |
paramat: did you see this: https://youtu.be/blrurijucN4 ? |
01:24 |
paramat |
yes |
01:25 |
paramat |
hmmmm says it will be difficult to implement in MT |
01:25 |
est31 |
ermm |
01:25 |
est31 |
it is already implemented? |
01:25 |
est31 |
in minetest? |
01:25 |
sofar |
could keep it entirely client side |
01:25 |
est31 |
^ |
01:26 |
sofar |
all you need is player velocity and look/yaw |
01:26 |
paramat |
i feel we should have player skins as default |
01:26 |
est31 |
you already know the look/yaw of othe players I think |
01:26 |
est31 |
and velocity can be added |
01:26 |
est31 |
I +1 the idea |
01:26 |
sofar |
velocity is already in the player object |
01:27 |
sofar |
but you need to cache the last non-zero value of it |
01:27 |
sofar |
that will be the body angle |
01:27 |
sofar |
basically |
01:27 |
paramat |
i agree moving heads, even if just up and down, adds a lot of character |
01:52 |
sofar |
paramat: you probably want to consider game#913 for 0.4.14 |
01:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/913 -- Fire: Optimize spreading ABM. by sofar |
01:53 |
sofar |
oh crap, lol |
01:53 |
sofar |
wait, heh, it crashed on me |
01:54 |
sofar |
I... don't understand the bug |
01:54 |
sofar |
crashes in this line: |
01:54 |
sofar |
action = function(p0, node, _, _) |
01:54 |
sofar |
2016-03-12 17:51:20: ERROR[Main]: ServerError: Lua: Runtime error from mod 'fire' in callback LuaABM::trigger(): Invalid position (expected table got nil). |
01:56 |
sofar |
ah, stupid |
01:57 |
sofar |
found the problem. |
01:59 |
sofar |
yeah, it's good now |
02:01 |
paramat |
ok will look |
02:03 |
sofar |
I wonder if converting some part of fire nodes to node timers will help |
02:05 |
sofar |
we could make fire nodes actually die away faster |
02:07 |
sofar |
I'm standing next to a mid-air fire node that's just been sitting there for aaaages |
02:07 |
sofar |
I think fire nodes should die away faster if not near a flammable node |
02:13 |
est31 |
its "less processing" |
02:13 |
est31 |
in fact, least processing is if you just remove the whole mod from mtgame |
02:13 |
est31 |
that's best imo |
02:13 |
paramat |
heh |
02:13 |
est31 |
the current fire mod is a shame |
02:15 |
sofar |
abm's with chance != 1 are the problem |
02:15 |
sofar |
this one has chance = 16 |
02:15 |
sofar |
that's insane |
02:17 |
sofar |
so fire nodes ABM every 5 seconds mid-air for 1/16 to see if they can be removed |
02:18 |
sofar |
nothing prevents them from never ever getting removed |
02:18 |
est31 |
its just freaking wrong |
02:18 |
est31 |
you know there are mods out there |
02:18 |
est31 |
with trees |
02:18 |
est31 |
you plant a tree, and it grows itself |
02:18 |
est31 |
with abm and some magic |
02:18 |
est31 |
dont know the name |
02:19 |
est31 |
so if you set that thing on fire while it grows |
02:19 |
est31 |
it grows faster than the fire burns |
02:19 |
sofar |
lol |
02:19 |
sofar |
https://github.com/minetest/minetest_game/pull/870#issuecomment-193120289 |
02:19 |
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02:19 |
sofar |
did that as well |
02:20 |
sofar |
I might just PR this nodetimer fire node removal |
02:20 |
sofar |
afk, taking the family out for dinner |
02:21 |
paramat |
yeah the fire mod is a bit rough |
02:42 |
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02:58 |
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03:13 |
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04:08 |
paramat |
now merging games 796 873 877 |
04:11 |
* sofar |
does a happy dance |
04:18 |
paramat |
merged. finally |
04:18 |
sofar |
no conflicts, right? |
04:18 |
paramat |
no |
04:19 |
paramat |
i'll merge another batch of PRs later, after some testing |
04:21 |
paramat |
i mean correct, no conflicts |
04:21 |
sofar |
I got that :) |
04:46 |
paramat |
now merging games 881 898 907 910 |
04:54 |
paramat |
merged |
06:47 |
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06:53 |
sofar |
paramat: only update_liquids should be after update_map, right? |
06:53 |
paramat |
correct only that |
06:53 |
paramat |
afaik |
06:53 |
paramat |
well actually i'm fairly sure |
06:54 |
sofar |
doesn't update_map write it out to the actual game map? |
06:54 |
paramat |
no 'update map' is a lighting update |
06:55 |
sofar |
then the mapfix mod by duane has it wrong too |
06:55 |
sofar |
weird |
06:55 |
paramat |
looking |
06:56 |
paramat |
well it might not matter, just makes more sense to me |
06:56 |
paramat |
you want to modify the world before updating liquids |
06:57 |
paramat |
because th evm might be adding or removing liquids |
06:57 |
paramat |
(the vm) |
06:57 |
sofar |
ok, I'll move it to the end |
06:58 |
paramat |
the order of lighting update and liquid update might not matter but i prefer the idea of updating liquids as the last action |
06:58 |
sofar |
k, done |
07:16 |
sofar |
paramat: https://youtu.be/QSLOp0afutA (lol) |
07:17 |
paramat |
wow |
07:18 |
sofar |
with 32 it's a disaster, though, due to all the entities |
07:18 |
sofar |
8 is pretty large already |
07:18 |
sofar |
more than enough fun, IMHO |
07:33 |
sofar |
hmm, I still want to make primed tnt an entity that itself can be pushed away by explosions |
07:34 |
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07:36 |
sofar |
oh |
07:36 |
sofar |
my |
07:36 |
sofar |
lord |
07:36 |
sofar |
that .. that .. boat model |
07:37 |
sofar |
it has 1476 tris!!! |
07:39 |
sofar |
internal blender cleanup reduces it to 156 ... wow, just wow |
07:44 |
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07:53 |
paramat |
! |
07:54 |
paramat |
default boat? |
07:57 |
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07:58 |
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08:01 |
sofar |
yeah. I was thinking if fixing the UV map so it actually looks decent |
08:01 |
sofar |
now I regret :) |
08:02 |
sofar |
$ wc -l boats_boat.obj |
08:02 |
sofar |
3111 boats_boat.obj |
08:02 |
sofar |
$ grep 'v ' boats_boat.obj |wc -l |
08:02 |
sofar |
740 |
08:03 |
sofar |
$ grep 'f ' boats_boat.obj |wc -l |
08:03 |
sofar |
1476 |
08:03 |
sofar |
anyway, sleep |
08:12 |
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08:39 |
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08:54 |
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09:01 |
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09:05 |
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09:12 |
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09:33 |
paramat |
clever bugfix #3850 |
09:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/3850 -- Mapgen: Fix light in tunnels at mapchunk borders by paramat |
09:47 |
paramat |
simple and much needed #3851 |
09:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3851 -- Mapgen: Unhide singlenode mapgen by paramat |
09:51 |
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09:52 |
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10:00 |
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10:07 |
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10:08 |
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10:23 |
celeron55 |
i rebased the far map branch |
10:23 |
celeron55 |
just to stay... barely hanging from the top of things |
10:49 |
paramat |
i really should test it .. |
10:56 |
Fixer |
i will compile it soon |
11:04 |
Obani |
Every players that told me they tested it also told me it worked damn well and asked why wasn't it merged :p |
11:12 |
Fixer |
celeron55, compile error: https://i.imgur.com/Sj8LCcB.png |
11:13 |
celeron55 |
Fixer: fix it |
11:13 |
Fixer |
:S |
11:13 |
celeron55 |
maybe that file needs stdint.h |
11:15 |
paramat |
compiles for me, am testing in mgfractal |
11:27 |
Fixer |
i remember it compiled for linux suc-ly, but not for windows |
11:32 |
paramat |
nice, this is good for big structures |
11:39 |
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11:49 |
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11:49 |
paramat |
lovely, good work |
11:52 |
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11:54 |
paramat |
http://i.imgur.com/tqyJMKN.png mgfractal with farmap < celeron55 |
11:54 |
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11:58 |
Fixer |
beautiful |
11:59 |
Fixer |
wonder what is ram usage and fps |
12:42 |
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13:53 |
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14:01 |
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14:14 |
celeron55 |
https://gist.github.com/celeron55/b0a2a537076a79e3b7b1#file-loading_old_minetest_worlds-txt |
14:14 |
celeron55 |
i was looking through some old server world backups |
14:15 |
celeron55 |
and found out the current version is able to load them, even in the "sectors" format (i think i checked one and it had version 13 mapblocks) with that little patch |
14:15 |
celeron55 |
i mean, they load fine, nodes just have wrong stuff in them |
14:15 |
celeron55 |
with that patch they load quite usably |
14:18 |
celeron55 |
version 13 dates back to 2011-02-04 |
14:19 |
celeron55 |
minetest was literally less than 6 months old at that date |
14:19 |
celeron55 |
this doesn't even make any sense |
14:20 |
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14:21 |
VanessaE |
add that patch and when the time comes, tag the 0.4.14 release with "we remember our history!" :) |
14:22 |
celeron55 |
the way it is handled is inoptimal though; the sectors format is always the fallback format no matter what backend is used |
14:22 |
celeron55 |
i guess it should be changed to be just a backend which is never really used but which allows migration to modern formats |
14:23 |
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14:24 |
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14:25 |
celeron55 |
actually, the 2011-07-30 world backup works fine without patches |
14:25 |
yang2003 |
Hi |
14:25 |
celeron55 |
that patch is needed for some earlier stuff; but whatever |
14:31 |
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19:46 |
neoascetic |
celeron55 It seems like integration with Bountysource are broken. I am unable to find latest issues to make a bounty. Can you fix it? |
19:50 |
neoascetic |
Or someone else who have admin rights on the team? |
19:54 |
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20:21 |
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20:24 |
Obani |
#2445 ? |
20:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/2445 -- Keyboard shortcuts for chat commands: adds user interface and code to... by spillz |
20:26 |
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21:00 |
sofar |
eh, I think I found a tiny little bug in connected nodes |
21:01 |
kaadmy |
what bug :| |
21:01 |
kaadmy |
but minetest is TOTALLY bug-free! |
21:01 |
sofar |
it's just a missing feature, technically ;) |
21:04 |
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21:09 |
celeron55 |
minimalism is a feature |
21:09 |
celeron55 |
i bet you'll have to add a line of code to fix it |
21:15 |
celeron55 |
Fixer: try the branch again 8) |
21:15 |
kaadmy |
hmm |
21:15 |
kaadmy |
my friend is adding clouds with differing heights |
21:15 |
kaadmy |
looks epic ;) |
21:15 |
Fixer |
will give it a try now, result in 20 min |
21:16 |
Obani |
kaadmy, to my ears too |
21:18 |
celeron55 |
Obani: why did you link this PR? |
21:19 |
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21:19 |
Fixer |
kaadmy, could you please suggest adding fog when player inside in the clouds? |
21:19 |
celeron55 |
oh, your comment is the last one |
21:19 |
Obani |
celeron55, I link the PRs I would love to see in-game |
21:19 |
Obani |
The forgotten PRs |
21:20 |
Obani |
And the one that should be closed or merged :p |
21:21 |
celeron55 |
i think this one is worth pointing out, altough i have no idea how mergeable it is |
21:23 |
Obani |
celeron55, this one as you say, would totally reinvent Minetest PvP |
21:25 |
celeron55 |
yeah i kind of want this; i didn't even remember this existed |
21:26 |
Obani |
Well as I'm not coding I like to go to take a look at coders work 8) |
21:28 |
celeron55 |
looks like git and kdiff3 at least pretended it to rebase kind of easily |
21:28 |
celeron55 |
and g++ thought the end result was valid code |
21:29 |
celeron55 |
it doesn't seem to work |
21:33 |
celeron55 |
wait... actually it does |
21:36 |
Void7 |
how can i post images without having to make an account? |
21:38 |
Fixer |
celeron55, compilation success |
21:40 |
Obani |
Void7, on what ? |
21:40 |
Void7 |
any image hosting service |
21:41 |
Obani |
Void7, https://lut.im/ |
21:41 |
Void7 |
https://lut.im/DUjz5Xb6dI/6K150JPpm7IunxqC.png |
21:42 |
Obani |
8) love it |
21:42 |
Obani |
is it lag-less ? |
21:42 |
Void7 |
can't really tell |
21:44 |
celeron55 |
i hope he realizes that's 0.3.3 which has many differences to 0.4.13-dev in its cloud implementation |
21:44 |
Obani |
Void7, I mean is it enough light to be accepted in minetest ? |
21:44 |
Void7 |
probably |
21:44 |
Void7 |
but i modified 0.3.3, not the git |
21:45 |
Obani |
lol didn't even see that |
21:45 |
Obani |
celeron55, as the cloud thing changed so much ? |
21:45 |
Void7 |
it would probably be much harder to modify git, because minetest now removes the inner faces in the clouds |
21:46 |
celeron55 |
that's probably like one line of code though 8) |
21:46 |
Void7 |
view from below: https://lut.im/BpUkugVnEd/NHGxZsbO3MsEVCZP.png |
21:46 |
celeron55 |
does it? |
21:46 |
celeron55 |
i mean, i hope it does, but i don't remember that being ever made |
21:47 |
Fixer |
celeron55, it works! interestingly, farmap blocks tend to load earlier then high-detailed ones not far from me |
21:47 |
Obani |
Void7, maybe make it less flat on the under part ? |
21:47 |
celeron55 |
the 3D clouds are huge performance hogs due to this reason and because they are drawn pretty much in immediate mode |
21:48 |
celeron55 |
looks like 0.4 does that |
21:48 |
celeron55 |
so you're right |
21:49 |
Obani |
also #3535 |
21:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/3535 -- fix #2876 (fix player teleportation bug) by HybridDog |
22:00 |
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22:12 |
sofar |
what, the, heck, man |
22:13 |
sofar |
my wall nodes are connecting to like 100+ nodes |
22:17 |
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22:45 |
sofar |
ohhhhhhhh dang, I think I found the issue |
22:46 |
sofar |
wow, broke my head nearly over that one |
22:47 |
Fixer |
celeron55, smooth mesh gen? I'm impressed, stutter went down _a lot_ and game is very good |
22:48 |
celeron55 |
the block sending might be smoother |
22:49 |
celeron55 |
not sure |
22:49 |
celeron55 |
it's not something i had in mind when making it |
22:50 |
Fixer |
celeron55, num_processed_meshes is intelligent now, leveled, no more spikes, no more big stuttering, game is _smooth_ |
22:53 |
Fixer |
only very rarely |
22:56 |
Fixer |
celeron55, i will test some more, but at this moment, that PR fixes stutter problem once and for all for me |
22:58 |
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Void7 joined #minetest-dev |
22:58 |
celeron55 |
a screenshot of the profiler graphs would be usefu |
22:58 |
celeron55 |
+l |
22:58 |
celeron55 |
i didn't expect anything like this at all |
22:59 |
celeron55 |
i mean, comparison of screenshots |
22:59 |
Fixer |
celeron55, one sec |
23:05 |
Fixer |
celeron55, sorry for chaotic record: https://imgur.com/UW6TIRD |
23:06 |
Fixer |
celeron55, it is clean map in heavy forest, it is practically stutter free (there 1 or 2 big spikes), but it is a huge improvement |
23:07 |
Fixer |
celeron55, farmap was off but with it also looks good |
23:09 |
Fixer |
celeron55, I can literally feel the smoothness, like after shaving |
23:09 |
Fixer |
and graphs flat as I've ever seen |
23:14 |
Fixer |
celeron55, also, i've noticed what vanessa noticed, feels like with time it generates new blocks slower (farmap off) |
23:17 |
Fixer |
celeron55, at start you have nice workload with constant num_process_meshes, but with times, chanks generates slower and it sleeps a lot and gives 4 processed meshes per few seconds or so |
23:17 |
Fixer |
with time, chunks are been generated slower* |
23:22 |
Fixer |
celeron55, with 240 v_range they keep generating somewhere at 40 before me, so map gen or whatever potentially slows down for unknown reason (bug?), restarting it fixes the problem for some time |
23:28 |
celeron55 |
the transfer will go in strange waves as the block sending iterates through a radius of mapblock while the mapgen generates 5x5x5 mapblocks at a time |
23:32 |
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proller joined #minetest-dev |