Time |
Nick |
Message |
00:00 |
alkotob |
Even better. |
00:00 |
Warr1024 |
even if mods are not shared, you might just have some "unknown" things in there in certain worlds... |
00:00 |
alkotob |
Warr that would be spectacular |
00:00 |
Megaf |
with base64 we can send via regular text or binary any kind of data |
00:00 |
paramat |
closed #4247 |
00:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/4247 -- Coredump under Archlinux |
00:00 |
alkotob |
Absolutely spectacular |
00:00 |
alkotob |
I just thought the game would crash with unknown IDs |
00:01 |
Warr1024 |
no, minetest is pretty nice about that |
00:01 |
alkotob |
Well that's perfect |
00:01 |
Megaf |
alkotob: https://en.wikipedia.org/wiki/Base64 |
00:01 |
alkotob |
Thanks |
00:01 |
Megaf |
it can be done in Lua... |
00:02 |
Warr1024 |
I'm now tempted to play w/ inventory sync again, even w/o the automatic redirects. |
00:02 |
alkotob |
Really? I thought all the network code was on the C end |
00:02 |
Megaf |
it is |
00:02 |
alkotob |
Are there Api calls for connecting? |
00:02 |
Megaf |
but you don't need to touch the C code to test the exchange of data |
00:03 |
Warr1024 |
I did something like that once for a certain more well-known mining-themed game, back before they had multi-dimension multiplayer, using some awful awful perl hacks. |
00:03 |
Megaf |
if you use IRC mod as API of data exchange |
00:03 |
alkotob |
Ah ok |
00:03 |
alkotob |
What about the server switch itself? |
00:04 |
alkotob |
I'll write a list of short specific Todos |
00:04 |
alkotob |
Ah it's not even necessary |
00:04 |
Megaf |
worldfolder/players/PlayerName |
00:04 |
Megaf |
that's the player info file and inventory |
00:05 |
paramat |
closed #4262 |
00:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/4262 -- Ability to see mapchunk borders ingame |
00:05 |
Megaf |
it can be easily encoded |
00:05 |
Megaf |
$ du -b players/Megaf |
00:05 |
Megaf |
7016 players/Megaf |
00:06 |
Megaf |
$ du -b MegafData.base64 |
00:06 |
Megaf |
9480 MegafData.base64 |
00:06 |
Megaf |
for a single file base64 is not necessary tho |
00:06 |
alkotob |
less than a kilobyte |
00:06 |
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00:07 |
Megaf |
Lua base64 enconder/decoder https://gist.github.com/bortels/1436940 |
00:10 |
Megaf |
but I think the first step is make servers exchange information |
00:10 |
alkotob |
Actually the first step before exchanging info |
00:10 |
alkotob |
maybe the switching process |
00:10 |
alkotob |
may be* |
00:12 |
alkotob |
i.e. in-game command to disconnect and reconnect to the required server |
00:12 |
alkotob |
I honestly have no idea how this is handled |
00:12 |
alkotob |
Will be diving into more C |
00:14 |
Megaf |
a lot of stuff are actually done in Lua in Minetest |
00:14 |
Megaf |
but I have no idea. I'm just a server admin |
00:17 |
alkotob |
Looking at the server lua atm |
00:17 |
alkotob |
It'll take a short while to go over the whole Lua scripts |
00:17 |
alkotob |
Then I'll know for sure what the C does ;P |
00:18 |
alkotob |
i.e. the rest |
00:19 |
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00:35 |
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00:37 |
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00:52 |
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01:00 |
est31 |
its really pleasing to see that at least the list of public servers is growing : https://gist.github.com/est31/66602d589b225b27afd5 |
01:00 |
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01:01 |
est31 |
129 in march, now its 167. |
01:01 |
est31 |
thats 38 servers, or 29% |
01:08 |
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01:12 |
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01:12 |
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01:21 |
alkotob |
Cool |
01:21 |
AntumDeluge |
I'm having trouble creating a custom node (green glass)..... |
01:21 |
AntumDeluge |
Code is here: http://pastebin.com/69xJs16P |
01:22 |
AntumDeluge |
Screenshot is here: https://postimg.org/image/drhchmty5/ |
01:23 |
AntumDeluge |
I can't get the node to work right. The inventory image isn't displayed (I can set a custom inventory image) & when it's held in hand it is just a white rectangle. I can't place it either. |
01:24 |
AntumDeluge |
I'm sorry if that's not enough details to help me out. Please let me know if there is anything else I need to post. |
01:25 |
alkotob |
I hope to have some of them connected into a hub |
01:25 |
alkotob |
Would make the first distributed MMO |
01:25 |
alkotob |
afaik |
01:25 |
alkotob |
*decentralized |
01:26 |
est31 |
I've done this little project |
01:26 |
est31 |
https://github.com/est31/share_login |
01:26 |
est31 |
but its not ready yet for super primetime |
01:40 |
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01:50 |
alkotob |
est31 cool |
01:52 |
alkotob |
est31 So that's the sync done, we just need to allow world-switching initiated in-game |
01:52 |
est31 |
yes |
01:53 |
alkotob |
I've been looking at the C and I might be able to wrap a quick hack |
01:53 |
est31 |
but in fact this sync isnt the way it should be done |
01:53 |
est31 |
instead we should use a system with a shared auth server |
01:53 |
alkotob |
Ah, but it works, no? |
01:53 |
est31 |
the client logs in to that server, then gets an auth token |
01:53 |
alkotob |
As a prototype at least. |
01:53 |
est31 |
then connects with that to the server |
01:53 |
est31 |
alkotob, yes |
01:53 |
est31 |
it works as prototype |
01:54 |
est31 |
but note its already some time ago since I've worked on it |
01:54 |
alkotob |
Well my first priority now is the in-game switch initiation, and the database sync will come directly after. |
01:54 |
alkotob |
So I'll look into your code soon. |
01:56 |
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01:56 |
alkotob |
I'm jumping from C file to C file exploring, someone more knowledgeable would've made it by now |
01:58 |
alkotob |
est31 Ah it's from July. You spoke as if it's pre-0.4 |
01:58 |
alkotob |
XD |
01:58 |
est31 |
:) |
01:58 |
est31 |
one month is a long time |
01:58 |
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02:08 |
AntumDeluge |
Texture files seem to be fine. I replaced default:glass with them & they looked fine. Something is wrong in the register_node script. |
02:14 |
alkotob |
Are the texture files being found? |
02:14 |
alkotob |
Maybe they're misplaced and it's not throwing an error |
02:15 |
alkotob |
AntumDeluge check whether there's a typo in the name or maybe you have to specify a sub-directory |
02:15 |
alkotob |
Ah nvm I just saw your most recent message |
02:16 |
alkotob |
Perhaps an alfa layer is missing or something else with the image format |
02:16 |
alkotob |
alpha* |
02:16 |
alkotob |
That could cause it to misrepresent it |
02:17 |
Warr1024 |
alpha blending only works in a few places in mt; for most of the rest, alpha isnreduced to either fully transparent or fully opaque |
02:18 |
Warr1024 |
e.g. for glasslike |
02:19 |
paramat |
translucency causes visual bugs in MT |
02:19 |
est31 |
translucency is a big problem in many games |
02:20 |
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02:20 |
est31 |
because how games draw their stuff |
02:20 |
AntumDeluge |
This is the layout of the textures in the filesystem: https://postimg.org/image/4c62i61b1/ |
02:20 |
paramat |
btw modding discussion should be in minetest channel |
02:20 |
AntumDeluge |
Names look okay to me. |
02:20 |
AntumDeluge |
Oh, sorry. I thought that was more for casual talk. |
02:21 |
AntumDeluge |
#minetest is just for core development then. right? |
02:21 |
est31 |
#minetest-dev is, yes |
02:21 |
est31 |
but #minetest is not the place core development usually happens |
02:22 |
est31 |
#minetest allows actually lots of off topic talk |
02:22 |
est31 |
just this channel is monitored (aka they read the logs) by people interested in minetest development |
02:22 |
est31 |
e.g. developers |
02:23 |
est31 |
and if we'd talk about various topics here it would bloat the stuff to read |
02:23 |
AntumDeluge |
Okay, I'll move my questions to #minetest. |
02:28 |
paramat |
there's usually more modders around to help in the other channel too |
02:33 |
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02:43 |
est31 |
#4461 |
02:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/4461 -- Client: disable pre v25 init sending by default by est31 |
02:43 |
est31 |
^ much needed for security IMO |
03:37 |
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14:45 |
Megaf |
alkotob: did you see that? |
14:47 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.14, May 15 2016. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
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16:01 |
alkotob |
Megaf see what? |
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18:33 |
paramat |
classic post from the other channel: "i have dug a hole now what do i do?" |
18:33 |
sofar |
"duck and cover" |
18:34 |
octacian |
scream |
18:40 |
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19:05 |
paramat |
game#1266 |
19:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1266 -- Remove cape from player model |
19:24 |
paramat |
closed #902 |
19:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/902 -- Toggling in-game console sets wrong focus |
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