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 00:46 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) 00:52 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 01:58 paramat +1 for 4061 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 03:27 paramat made parts of floatlands too thin, now addressing this 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 04:35 est31 maybe I can help with the PR to do it in the right way instead... 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 06:07 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 06:16 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 06:25 lhofhansl pushed... Have a look-see 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] 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 09:50 rubenwardy game#1429 09:51 ShadowBot https://github.com/minetest/minetest_game/issues/1429 -- Add sfinv.get_homepage_name() by rubenwardy 19:04 Guest97633 hello 1 question . How to access global objects in modding ? 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 19:13 garywhite wb paramat 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 19:29 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 19:52 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 20:11 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 paramat yeah, 3 seems ok 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 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 22:19 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 22:42 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 23:10 paramat Fixer that has been suggested