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Hijiri |
!tell est31 just press charges under the CFAA :^) |
07:48 |
ShadowBot |
Hijiri: O.K. |
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16:23 |
paramat |
any reviews for this simple one? #4457 |
16:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/4457 -- Camera: Allow up to double speed view/hand bobbing, footsteps by paramat |
16:25 |
est31 |
paramat, okay with me |
16:27 |
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16:27 |
paramat |
thanks |
16:33 |
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16:34 |
hmmmm |
hey wait a second |
16:34 |
hmmmm |
isn't that basically the same PR as another one we rejected? |
16:34 |
hmmmm |
except instead of the constant being changed to "60" it's "80"? |
16:34 |
Krock |
it wasn't rejected |
16:35 |
hmmmm |
the max speed of a player running in MT right now is "200" |
16:35 |
hmmmm |
that means whatever that constant is set to will make a huge visible difference to the end user |
16:35 |
hmmmm |
consider that before you merge it |
16:36 |
hmmmm |
so that's a misnomer in that PR: it doesn't "allow" it to go faster, it *does* make the animation twice as fast as it was |
16:37 |
est31 |
oh, then I reject my +1 |
16:39 |
sfan5 |
est31: withdraw or revoke, not reject |
16:39 |
est31 |
err sorry wrong term |
16:39 |
est31 |
revoke then :) |
16:39 |
hmmmm |
paramat: did you highlight my nick about a week ago about something? could you repaste whatever it was you wanted me to look at? |
16:42 |
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16:42 |
paramat |
i'll check |
16:44 |
paramat |
200 is not 'running', it's a cheat/admin thing like 'fly' |
16:45 |
paramat |
the PR makes no difference except when physics override is set to boost player speed, in this case no change of frequency looks very wrong |
16:45 |
hmmmm |
200 is the max speed when you're running |
16:45 |
paramat |
that's why 'allow' |
16:45 |
hmmmm |
40 is the max speed for walking |
16:45 |
hmmmm |
do the majority of servers not allow run mode? |
16:46 |
hmmmm |
but the max run speed is also the fly speed |
16:46 |
paramat |
it's 'fast move' and not 'minetest run' |
16:46 |
hmmmm |
ahh fast move |
16:47 |
paramat |
also when fast is enabled the slow walking animation looks very wrong |
16:47 |
paramat |
double looks about right, quite rapid |
16:47 |
hmmmm |
that's the thing |
16:47 |
hmmmm |
it comes down to preference |
16:48 |
paramat |
it's like moonwalking forwards :] |
16:48 |
hmmmm |
as for me, i don't care if it gets merged or not, i'm just pointing out an obvious caveat |
16:48 |
hmmmm |
if users start complaining, you know why |
16:49 |
paramat |
hmmmm it might have been this but it has been merged http://irc.minetest.ru/minetest-dev/2016-08-14#i_4679974 |
16:50 |
paramat |
i assumed your +1 since you approved the code in the issue |
16:51 |
paramat |
good to see you here btw |
16:51 |
hmmmm |
i'm here, just not here |
16:51 |
paramat |
yeah :] |
16:51 |
hmmmm |
was on a business trip all last week and before that i was rushing to get some project at work done |
16:51 |
hmmmm |
and the last thing i want is more work |
16:52 |
hmmmm |
i can't really comment on 4442 because it's hard to tell what the effect is of those code changes without a deeper understanding of that code to start with |
16:52 |
hmmmm |
but if it looks visually fine, then it must be fine, since it's purely graphics related |
16:53 |
paramat |
list of wtfpl mods for change, and tagged authors https://github.com/minetest/minetest_game/issues/1259#issuecomment-241267859 |
16:53 |
hmmmm |
oh, my policy is to not comment on mtgame PRs |
16:53 |
hmmmm |
sorry |
16:53 |
paramat |
not for you |
16:55 |
paramat |
so est31 without my PR any speedbuff or sprint mod will not increase view bob / hand bob / footstep frequency, just to clarify |
17:02 |
paramat |
the rapid frequency is also cute and fun when using 'fast move' |
17:31 |
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20:04 |
DonBatman |
rubenwardy paramat should issue i#3892 stay open or should I close it? |
20:06 |
paramat |
looking |
20:07 |
paramat |
#3892 |
20:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/3892 -- Forum link in the mod section of the menu |
20:10 |
paramat |
i'm -1, sorry, but there isn't enough disapproval to require a close, so it's up to you |
20:11 |
DonBatman |
ok Thanks. I will leave it up. If you feel it should be closed for any reason please feel free to do so |
20:12 |
paramat |
it will need several -1s to close it |
20:19 |
Megaf |
folks. Can you merge this please? https://github.com/minetest/minetest_game/pull/1265 |
20:19 |
Megaf |
paramat: ^ |
20:20 |
paramat |
looking |
20:21 |
paramat |
seems good |
20:22 |
Megaf |
I will punch myself if I got such fix wrong |
20:22 |
Megaf |
such easy fix* |
20:28 |
Megaf |
sfan5: +1 game#1265 |
20:28 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1265 -- Added missing aliases for mushrooms from mushroom mod. by Megaf |
20:30 |
Megaf |
paramat: I will test the patch here just in case |
20:30 |
Megaf |
hold on |
20:30 |
paramat |
it's fairly trivial so i might merge on one +1 |
20:30 |
paramat |
ok |
20:33 |
paramat |
seems fine, it will soon be obvious if it isn't |
20:34 |
Megaf |
paramat: is with the simple things that we have to be careful with xP |
20:34 |
Megaf |
paramat: don't merge it |
20:34 |
Megaf |
see? |
20:35 |
Megaf |
I applied the patch and there's still missing alias for mushroom:red_natural |
20:35 |
paramat |
oops i see |
20:35 |
Megaf |
yep, typo |
20:36 |
Megaf |
how do I fix that that? |
20:36 |
Megaf |
I remove the PR, fix and create another one or what? |
20:36 |
paramat |
are you able to just add a fixing commit? then i can squash |
20:37 |
paramat |
squash on merge is easy for me |
20:37 |
sfan5 |
paramat: Megaf's PR is a trivial thing it won't need two approvals |
20:37 |
Megaf |
sfan5: Yet I got it wrong |
20:37 |
paramat |
yeah |
20:38 |
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20:38 |
agrecascino |
https://forum.minetest.net/viewtopic.php?f=7&t=15388 |
20:38 |
agrecascino |
help |
20:38 |
Megaf |
paramat: ok, fixed I think |
20:38 |
Megaf |
https://github.com/minetest/minetest_game/pull/1265/files |
20:38 |
paramat |
ok |
20:38 |
Megaf |
github updated itself |
20:41 |
paramat |
since it's affecting worlds i'll merge this tonight |
20:41 |
Megaf |
paramat: just tested here, the PR is fine now. Thanks |
20:41 |
Megaf |
double checked node names |
20:42 |
paramat |
thanks |
20:49 |
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23:21 |
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23:34 |
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23:40 |
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23:40 |
paramat |
will merge game#1265 in a moment |
23:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1265 -- Added missing aliases for mushrooms from mushroom mod. by Megaf |
23:44 |
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23:45 |
alkotob |
I've been looking at the client.cpp code |
23:46 |
alkotob |
trying to think of a way to allow players to use portals to go to another world |
23:46 |
alkotob |
I think perhaps I could add a few lines in the step() function |
23:46 |
paramat |
now merging |
23:46 |
alkotob |
in the chunk where it processes events such as player_damage or player_breathe |
23:47 |
alkotob |
so it would capture the hint from the game that it's supposed to de-connect and re-connect |
23:48 |
alkotob |
I'll dive deeper and see what I find |
23:49 |
Megaf |
alkotob: by portal to another world, what do you mean? |
23:49 |
Megaf |
having different maps in the same server? |
23:49 |
alkotob |
I'm thinking different servers |
23:49 |
Megaf |
Thanks paramat |
23:50 |
Megaf |
alkotob: I've been thinking about that too |
23:50 |
alkotob |
If they're on the same server I just have to change coordinates |
23:50 |
Megaf |
but I can't find a way |
23:50 |
paramat |
merged |
23:50 |
alkotob |
Have you looked at the C code or just the Api? |
23:51 |
Megaf |
none |
23:51 |
alkotob |
We need a daemon listener to oversee this |
23:51 |
Megaf |
but I understand how the game works |
23:51 |
alkotob |
Because |
23:51 |
alkotob |
the command has to persist through the disconnecting |
23:51 |
Megaf |
basically we need to first define a standard that all servers would follow, maybe a unique set of mods |
23:52 |
Megaf |
a modpack containing the portal mod and other essential mods, and both servers will be running only this modpack and the default game |
23:52 |
Megaf |
that to begin with |
23:52 |
alkotob |
Well at first the inventory wouldn't sync |
23:52 |
alkotob |
so that's not necessary to start with |
23:52 |
Megaf |
then to teleport and talk betweek servers the IRC mod/protocol could be used to exchange messages |
23:52 |
alkotob |
Yes |
23:53 |
alkotob |
I considered making shared mods but |
23:53 |
alkotob |
I thought that if the mods were separate |
23:53 |
Megaf |
OldCoder: ^ |
23:53 |
alkotob |
then this would allow for better performance |
23:53 |
alkotob |
in the long term |
23:53 |
OldCoder |
R |
23:53 |
alkotob |
especially if different worlds have different themes |
23:53 |
alkotob |
As more and more content is added, things would get pretty bloated |
23:53 |
OldCoder |
It might be pretty slow to switch |
23:54 |
Megaf |
ok, let me bring in experience from other game where you can teleport from one server to another keeping the inventory |
23:54 |
OldCoder |
Unless the daemon were optimized for this |
23:54 |
OldCoder |
Would need to allow materialize in particular location |
23:54 |
Megaf |
the players inventory, skin and things related to the player are kept in a main server |
23:54 |
Megaf |
from this main server it is sent to the servers player are teleporting to |
23:54 |
Megaf |
that is in the process called handshake |
23:55 |
OldCoder |
Very nice if it worked smoothly |
23:55 |
* OldCoder |
is restin |
23:55 |
* OldCoder |
is resting |
23:55 |
OldCoder |
Happy to contribute to this or test |
23:55 |
alkotob |
Yes that would be nice |
23:55 |
Megaf |
in minetest, the items the player have and the new server don't they could either just be sent to unknown item/be invisible or, hm |
23:55 |
Megaf |
we need some unified mod list |
23:56 |
alkotob |
Megaf but what about simple mini-game servers that don't need, say, anti-cheat and magic an electricity |
23:56 |
alkotob |
Wouldn't this be unncessary bloat? |
23:56 |
Megaf |
so basically when teleporting, first the player would login to the new server, after the login is completed, player logout from old server, all this using default login and logout calls |
23:56 |
Megaf |
no changes in that |
23:57 |
alkotob |
I'm thinking MMO scale, eventually you'll have all sorts of different theme worlds |
23:57 |
Megaf |
old server could lets say, kick the player too, to make sure iti s disconnected |
23:57 |
Megaf |
alkotob: at the current state of minetest that is very, complciated |
23:57 |
Megaf |
complicated* |
23:57 |
alkotob |
syncing mods would be a hit |
23:57 |
Megaf |
the game wasnt designed for that |
23:58 |
alkotob |
Well I can think of a few quick ways to implement it |
23:58 |
paramat |
closed #4224 |
23:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4224 -- Hiding collision boxes |
23:58 |
alkotob |
Think of it this way |
23:58 |
alkotob |
Initially if we ignore inventory sync and mod sync |
23:58 |
alkotob |
All we have to do is have the client de-connect and re-connect |
23:58 |
alkotob |
Which is trivial |
23:59 |
alkotob |
We just have to add it to the game Api |
23:59 |
alkotob |
Items can be synced in an sql database and there'll be no conflicts if all mods are shared |
23:59 |
alkotob |
There, quick easy hacks. |
23:59 |
Megaf |
hm, we could encode the players inventory in base64 and send over IRC and then decode |