Time |
Nick |
Message |
00:02 |
paramat |
that can generate new world though |
00:07 |
Fixer |
paramat: you want to see how liquids unstuck in old worlds? |
00:08 |
paramat |
well i might test in mgv7 floatlands |
00:09 |
paramat |
in fact i intend to |
00:09 |
Fixer |
minetest mem use after some idling - 280mb |
00:10 |
Fixer |
paramat: too bad i don't have that amazing just test water/lava grief, it is so huge beyond believe, there is video about it on maikerumine channel |
00:10 |
Fixer |
seen it in person, tried to fight, eventually they worldedited it |
00:32 |
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00:46 |
est31 |
lhofhansl: hi |
00:46 |
est31 |
lhofhansl: I have an idea for how to implement it in the best way |
00:46 |
est31 |
will add a comment to #4811 shortly |
00:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/4811 -- Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. by lhofhansl |
00:46 |
est31 |
(generic system to send stuff from the client to the server) |
00:51 |
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00:52 |
lhofhansl |
It's not just generic stuff. Needs to be sent at connect time, then when things are changing, etc. |
00:53 |
lhofhansl |
Making sure it's only sent when changed, etc. |
01:08 |
est31 |
reconnect initializes a completely new connection |
01:08 |
est31 |
you dont need to special case it |
01:33 |
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01:58 |
paramat |
+1 for 4061 |
02:37 |
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02:39 |
paramat |
game#1427 |
02:39 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1427 -- Boats: Fix player-attached dig pickup in creative mode by paramat |
02:43 |
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03:27 |
paramat |
made parts of floatlands too thin, now addressing this |
03:33 |
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03:38 |
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03:54 |
TheReaperKing |
I came across a flowing river in the valleys mapgen today that actually went from a higher elevation and ran off into the ocean and I was like O_O |
03:55 |
TheReaperKing |
it looked sooooo awesome |
04:07 |
kaeza |
have a screenshot? |
04:07 |
kaeza |
also, probably → #minetest |
04:13 |
TheReaperKing |
I have it on my other computer which is off right now but I'll try to get one tomorrow |
04:13 |
TheReaperKing |
I'm on my way to bed or else I'd fire it up |
04:13 |
TheReaperKing |
it isn't that dramatic but looks so beautiful |
04:14 |
TheReaperKing |
and realistic |
04:14 |
TheReaperKing |
it is coming through a snow covered forest |
04:14 |
TheReaperKing |
in general in class using the valleys mapgen we've found some really rivers and little islands in them |
04:16 |
paramat |
#4817 |
04:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/4817 -- Mgv7 floatlands: Thicker base terrain and mountain flange by paramat |
04:17 |
paramat |
yeah it's difficult to make rivers flow from high to low |
04:19 |
paramat |
so they tend to go downhill then uphill, round in circles |
04:20 |
paramat |
4817 is fairly trivial tuning, might merge later |
04:27 |
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04:35 |
est31 |
maybe I can help with the PR to do it in the right way instead... |
04:51 |
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04:59 |
paramat |
that would be good |
05:03 |
lhofhansl |
Added a pretty long comment on $4811 with some ideas, would love to get some feedback. |
05:03 |
lhofhansl |
#4811 that is |
05:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/4811 -- Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. by lhofhansl |
05:25 |
Zeno` |
lhofhansl, if another approach was take (e.g. adding that extra struct) wouldn't that require a protocol bump and cause client incompatibilities? |
05:25 |
Zeno` |
Or could unknown packets just be dropped? |
05:25 |
Zeno` |
(I'm not saying if it's a good idea or a bad idea, just wanting to get the protocol question out of the way first) |
05:26 |
Zeno` |
I remember IFF files on the Amiga which were a file format but it's kind of similar... unknown chunks (as they were called) were simply ignored |
05:26 |
Zeno` |
does minetest currently behave this way? (I've never looked at the networking code) |
05:28 |
lhofhansl |
Handling an old client is easy: Just check the remaining length of the packet (that's actually done in a few places). |
05:28 |
lhofhansl |
Not sure what happens when the client sends stuff the server did not expect. So a new packet type is definitely safer here (I came around to that). |
05:28 |
Zeno` |
The other question I have (keeping in mind that I haven't even tested let alone reviewed the code yet) is: Is this PR suitable, in your mind, for the upcoming release or should it be delayed until immediately after the release. Again I honestly don't know the answer (I haven't reviewed) an am just asking |
05:29 |
lhofhansl |
An old server would just ignore it. |
05:29 |
Zeno` |
lhofhansl, looking at the code it looks like if there is extra data it's just ignored (a series of if's). Is that correct? |
05:29 |
lhofhansl |
I think that's one to pull in. Saves a ton on bandwidth. (Apparently Freeminer had this for 3 years I just learned :) ) |
05:30 |
Zeno` |
yep, ok |
05:30 |
Zeno` |
I'll test and review as soon as I can then |
05:30 |
lhofhansl |
The if's deal with shorter packets, not with longer packets. |
05:31 |
Zeno` |
ok, but your previous answer gave all the info I need (I'm really just glancing atm) |
05:31 |
Zeno` |
speed reading :D |
05:31 |
lhofhansl |
I have a new version almost ready which introduces a new packet type, to make this cleaner. Also allows sending this data at different time (compares to player pos) |
05:31 |
Zeno` |
well, if that doesn't break older stuff then it seems sensible to me |
05:31 |
lhofhansl |
(take a look at my last comment on the PR, unless that's what you mean) |
05:32 |
Zeno` |
we really need to break protocol at some point as well, but just not right now heh |
05:32 |
Zeno` |
yeah I'm reading the comment now |
05:33 |
Zeno` |
I could measure network traffic while I am profiling etc as well, if required |
05:33 |
Zeno` |
but I don't think it's required at all (to measure). It's kinda obvious the nett result will be less traffic I think |
05:34 |
lhofhansl |
That'd be cool. I have some log message that tell me stuff is sent, and what is sent as well. But always good to double check. |
05:34 |
Zeno` |
yeah ok. I have a script somewhere to do that, so may as well quantify it |
05:35 |
lhofhansl |
I can see with full view range that less stuff is rendered on the client, so pretty sure it's not sent either, but you never know :) |
05:37 |
Zeno` |
my gut feeling is you're right |
05:37 |
Zeno` |
wow, there are a lot of comments to wade through hahah |
05:37 |
Zeno` |
and it's only been open 3 days :D |
05:38 |
Zeno` |
oh, nice to meet you finally btw |
05:40 |
Zeno` |
so zoom issue if fixed now, lhofhansl? |
05:40 |
lhofhansl |
Nice to meet you :) |
05:41 |
lhofhansl |
Yeah, if I do the last_XYZ hack in LocalPlayer (just like we do for sendPlayerPos) everything works quite nicely. |
05:43 |
Zeno` |
ok, I'll test etc etc tonight, but I like the concept and the code seems fine |
05:43 |
lhofhansl |
I have a new version that implements what I described last. Should I just push that one out? |
05:43 |
lhofhansl |
It's definitely better than the current version. |
05:43 |
Zeno` |
if you think it's better |
05:43 |
Zeno` |
yeah do it :) |
05:44 |
lhofhansl |
lemme do that. Will do an extra commit, so the additional changes are obvious. |
05:44 |
Zeno` |
yeah, it can be squashed later if necessary |
05:54 |
est31 |
Zeno`: unknown packets are ignored |
05:54 |
est31 |
you dont need a bump |
05:54 |
Zeno` |
est31, ok, cool. I thought so but I thought I'd better ask to be sure |
05:54 |
est31 |
but please only send the changed params in the packet, and not all of them. |
05:55 |
est31 |
if you think string keys are a problem, make ids instead |
05:58 |
lhofhansl |
Only the changed ones, but in a fixed packet... Can add to it later for sure, but I'm not going to invent a new mechanism for this. These are special anyway: View parameters, general settings would probably be handled differently more in the way you described... I think this is orthogonal to that. |
05:59 |
Zeno` |
if this is slated for the upcoming release then we should review, test, test, test and merge as quickly as possible to give it as much exposure on public servers as possible |
06:00 |
Zeno` |
my quick test (the one that doesn't take hours because of valgrind etc) doesn't show anything unusual |
06:01 |
Zeno` |
if freeze remains 7th december then I think it should be merged before that |
06:01 |
Zeno` |
but I'll do extensive tests tonight |
06:02 |
Zeno` |
well it kinda *has* to be merged before the 7th doesn't it... 'cause of the freeze :) |
06:02 |
Zeno` |
worst case scenario if it causes unfixable havoc is we revert it. No big deal |
06:03 |
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06:07 |
lhofhansl |
Zeno`: Yep... Will push update soon. Then you guys can rip it to shreds. :) |
06:09 |
Zeno` |
I can't get "so far away from me" by dire straits outa my head |
06:09 |
Zeno` |
and I haven't even heard the song recently :/ |
06:12 |
paramat |
heh that's been happening to me too |
06:12 |
lhofhansl |
haven't listed to that one for ages :) |
06:12 |
lhofhansl |
listened |
06:14 |
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06:16 |
Zeno` |
:) |
06:16 |
Zeno` |
paramat, there is no need for concern. It's just a symptom of imminent insanity |
06:17 |
lhofhansl |
doing one last test before pushing |
06:17 |
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06:22 |
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06:25 |
lhofhansl |
pushed... Have a look-see |
06:28 |
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07:31 |
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08:44 |
hmmmm |
i got highlighted here before but my chat log cut it off |
08:45 |
hmmmm |
who wanted to talk to me... |
08:45 |
hmmmm |
why does anybody want to talk to me in fact |
08:47 |
VanessaE |
[11-28 14:53] <paramat> hmmmm #4061 is almost ready you might be interested |
08:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
08:48 |
hmmmm |
oh jeez a request to review a pr |
08:49 |
hmmmm |
not quite something that can be done in 15 minutes - that's something for tomorrow |
09:19 |
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09:50 |
rubenwardy |
game#1429 |
09:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1429 -- Add sfinv.get_homepage_name() by rubenwardy |
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19:03 |
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19:04 |
Guest97633 |
hello 1 question . How to access global objects in modding ? |
19:05 |
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19:05 |
Guest97633 |
like player |
19:05 |
Foghrye4__ |
minetest.get_player(name) or something. |
19:06 |
Guest97633 |
does not work |
19:07 |
Foghrye4__ |
Indeed. It is 'minetest.get_player_by_name(name)' |
19:07 |
Foghrye4__ |
Check lua_api.txt |
19:12 |
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19:13 |
garywhite |
wb paramat |
19:18 |
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19:20 |
paramat |
omg boobs in mtgame |
19:20 |
Guest97633 |
is there a other way to get it . I see people in their mods just use it as a parameter of the function |
19:20 |
Krock |
paramat, they're rated high.. at least in the nerd IRC channels :P |
19:22 |
Krock |
Guest97633, either you have a callback, like on_dig or on_inventory_move or you get them with the function said above |
19:22 |
Krock |
what other way would you like to have? |
19:23 |
Krock |
minetest.get_player_by_name(minetest.get_player_by_name("admin"):get_player_name()):get_player_name() -> returns "admin", if that player exists |
19:24 |
Guest97633 |
I try to use the param way but when i use it says tha i am giving player a nil value if i do something like player:hud_add |
19:25 |
Krock |
this means that the player does not exist |
19:25 |
Krock |
not exist = is not online |
19:26 |
Guest97633 |
yes but i use player as a param as i define the function and when i call it . Like I see modders do ,but does not work for me |
19:27 |
sfan5 |
paramat: re #4817 i definitely prefer the old one https://kitsunemimi.pw/i/6d1a44d6bc9e9410.png |
19:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/4817 -- Mgv7 floatlands: Various improvements by paramat |
19:28 |
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19:29 |
paramat |
ok, sorry about that then |
19:29 |
sfan5 |
also does "Make mountain terrain more exponentially shaped by altering the exponent." make mountains higher? |
19:29 |
paramat |
it has to merge with base terrain edges so it's essential |
19:29 |
sfan5 |
they are pretty extreme already imo |
19:29 |
paramat |
erm |
19:29 |
sfan5 |
sorry i have no clue about mapgen stuff :P |
19:29 |
Krock |
IKRadulov, pastebin that stuff so we can debug. Could you please move the discussion to #minetest? Seems like C++ talk is invading here |
19:30 |
IKRadulov |
ok :D |
19:30 |
paramat |
exponential shape means that the rim is flatter and wider, then moving towards the mountain centre the height rises exponentially |
19:31 |
sfan5 |
paramat: is it really essential? sometimes having only layers of stone float around is a nice touch |
19:31 |
sfan5 |
ah i see |
19:31 |
paramat |
for that stereotypical 'floating island' shape |
19:31 |
paramat |
i made it slightly more exponential 0.8 to 0.75 |
19:33 |
sfan5 |
well i'm fine with your pr anyway |
19:33 |
sfan5 |
even if it changes something i like |
19:33 |
paramat |
http://i.imgur.com/7VhofVu.png for example this one is very exponential |
19:33 |
paramat |
ok thanks |
19:34 |
paramat |
the current lake terrain has a 2 node thick rim so now they merge nicely |
19:37 |
paramat |
hm i know what you mean about the flat shards of stone, they are nice. however, before this i tried changing lake terrain to have a 1 node thick rim to match mountain terrain, but the flat stone rim looked bad |
19:37 |
paramat |
.. looked bad around the lake terrain that is |
19:38 |
paramat |
anyway it's unstable so can be improved in future and i'll keep your preference in mind |
19:42 |
sfan5 |
mountain changes visualized -> https://kitsunemimi.pw/i/5b8e203454800492.png |
19:43 |
paramat |
er, so the mountains may occasionally be a little higher and more spiky, only slightly |
19:43 |
Krock |
trees gone :< |
19:43 |
sfan5 |
a few subtle changes |
19:43 |
paramat |
hm looks almost identical |
19:44 |
paramat |
maybe because this is around density_grad = 1 |
19:45 |
paramat |
no idea why the trees went |
19:45 |
sfan5 |
those are user-planted |
19:45 |
paramat |
heh |
19:47 |
paramat |
you'll notice more change at the rim and at very high mountains |
19:47 |
paramat |
but it's subtle |
19:49 |
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19:52 |
paramat |
#4061 just needs another dev to review the code, hmmmm i only notified you in case you were interested in looking, since you have been involved in this before |
19:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
19:52 |
paramat |
it's well tested |
19:52 |
paramat |
1 week to freeze |
20:04 |
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20:11 |
Fixer |
picture ruined by New and Old fonts |
20:11 |
sfan5 |
it's my handwriting :) |
20:13 |
Calinou |
sfan5 Sans MS |
20:18 |
paramat |
for biomes, i'm considering one last tweak: allow forest density noise to drop lower for less dense and more common 'clearing' type areas. i did this a while ago but it could go a little further |
20:19 |
sfan5 |
important things still missing from mt_game since years: loot in dungeons |
20:22 |
nrzkt |
sfan5, right, dungeons are just anoying |
20:22 |
paramat |
blockmen had a mod for this i think, we could look at that |
20:24 |
paramat |
but yes i'd be happy with that, get to use gennotify too |
20:25 |
sfan5 |
also i think releasing a little more often might be beneficial |
20:27 |
paramat |
at least twice a year |
20:29 |
sfan5 |
that's not frequent enough |
20:30 |
paramat |
release is a lot of work, so very often is not good |
20:30 |
sfan5 |
3 times a year hardly makes a difference to twice |
20:31 |
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20:31 |
paramat |
yeah, 3 seems ok |
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21:51 |
garywhite |
I just had an idea: What if you added gold and silver coins to the default minetest_game for easier trade? I know gold coins are already in (I believe) VanessaE's home_decor mod, but I think it'd be much better for trading instead of using ingots on survival servers. I'd be willing to try to make some textures for it |
21:54 |
sfan5 |
no |
21:54 |
sfan5 |
you just named an alternative yourself |
21:54 |
sfan5 |
just trade ingots |
21:55 |
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22:11 |
sofar |
currency only makes sense if there is a bank |
22:11 |
garywhite |
I'm saying like, 2 coins would make an ingot |
22:11 |
nrzkt |
or a bourse |
22:12 |
Fixer |
don't |
22:12 |
Fixer |
i'm waiting for italia bank crisis |
22:12 |
Fixer |
deutschebank crisis |
22:12 |
Fixer |
let it burn |
22:12 |
sofar |
I'd consider gold nuggets as an addition |
22:12 |
sofar |
but not coins |
22:13 |
Fixer |
sofar: ingots are good enough in game, only items that usually cost less than ingot is food, sticks, cobble |
22:13 |
paramat |
mese crystal fragment was partly meant as a possible currency |
22:13 |
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22:19 |
Fixer |
never seen people trading with it %) |
22:19 |
sofar |
the problem with mese is that it isn't an ingredient to something desirable |
22:19 |
sofar |
at least carts made it a bit more desirable |
22:20 |
sofar |
gold and diamonds however make good swords |
22:20 |
sofar |
but we have no monsters :) |
22:20 |
rubenwardy |
mese was traded on redcrab |
22:20 |
rubenwardy |
iron ingots where the currency |
22:20 |
Fixer |
it is ingridient for protector on jt ii |
22:20 |
rubenwardy |
With a little digging I may be able to find a prices list for the top 3 stores |
22:21 |
rubenwardy |
oh, this isn't #minetest |
22:23 |
rubenwardy |
+1 to loot in dungeons |
22:24 |
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22:37 |
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22:42 |
Fixer |
paramat: why can't we have more variants of same tree? so mapgen could randomly pick different schematic from say 3 variants of apple or aspen or whatever |
22:43 |
Fixer |
just brainstorming |
22:53 |
rubenwardy |
game#1429 |
22:53 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1429 -- Add sfinv.get_homepage_name() by rubenwardy |
22:56 |
Fixer |
rubenwardy: ty |
22:56 |
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22:59 |
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23:10 |
paramat |
Fixer that has been suggested |
23:25 |
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