Minetest logo

IRC log for #minetest-dev, 2020-12-06

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
01:04 sfan5 joined #minetest-dev
01:49 Sokomine joined #minetest-dev
02:02 Sokomine_ joined #minetest-dev
02:52 Sokomine joined #minetest-dev
03:27 lhofhansl joined #minetest-dev
05:00 MTDiscord joined #minetest-dev
05:57 Taoki joined #minetest-dev
08:00 ShadowNinja joined #minetest-dev
08:28 calcul0n joined #minetest-dev
09:23 zughy[m] chiming in just to say you're all doing an amazing job :)
09:44 MTDiscord <a​ppguru> yeah
09:44 MTDiscord <a​ppguru> can we talk about bones for a minute?
10:41 absurb joined #minetest-dev
10:43 MTDiscord <a​ppguru> game#2745 is ready for merge
10:43 ShadowBot https://github.com/minetest/minetest_game/issues/2745 -- Redo player_api by appgurueu
11:29 _Zaizen_[m] joined #minetest-dev
11:30 Benrob0329[m] joined #minetest-dev
11:34 Fixer joined #minetest-dev
11:34 kb1000 joined #minetest-dev
11:35 nathanfranke[m] joined #minetest-dev
11:35 pgimeno wow, camera offset is gone?! that was fast
11:40 zughy[m] joined #minetest-dev
11:40 LoneWolfHT joined #minetest-dev
11:42 celeron55[m] joined #minetest-dev
11:43 Kimapr[m] joined #minetest-dev
12:09 pgimeno ugh, no, it's not gone, it's just how to apply it to the meshed blocks that has changed :(
12:10 pgimeno that was a huge WTF, so that's good, but the problem of having the camera offset everywhere in the code is still there
12:21 Krock without it, the tiles end up distorted like in minecraft
14:21 proller joined #minetest-dev
14:51 pgimeno I know what the problem was, what I say is that the solution is bad. Instead of stepping in discrete amounts every 200 m, it should be continuous, and not affect so many areas of the code.
15:00 olliy joined #minetest-dev
15:07 sfan5 <sfan5> Krock: do you think TOCLIENT_NODEMETA_CHANGED should be on channel 2? I can make a commit if you agree.
15:07 sfan5 <sfan5> current ones for reference: https://github.com/minetest/minetest/blob/master/src/network/serveropcodes.cpp#L215
15:08 Krock should be the same as formspec events
15:08 Krock thank you for pointing out your message. I'll increase the ZNC scrollback setting now
15:09 Krock considering that hecks is spreading all channels anyway, it might be better to do such a change in their PR
15:25 sfan5 true
15:32 absurb joined #minetest-dev
15:33 vesper11 joined #minetest-dev
15:35 MTDiscord <a​ppguru> serializeString became serializeString32 and serializeLongString became serializeJsonString?
15:36 MTDiscord <a​ppguru> nvm
15:38 Calinou joined #minetest-dev
16:41 lisac joined #minetest-dev
17:02 proller joined #minetest-dev
18:03 kilbith joined #minetest-dev
18:20 kilbith joined #minetest-dev
19:23 MTDiscord <w​war> Hey sfan
19:23 MTDiscord <w​war> U were the cool guy who made the worldedit right?
19:23 sfan5 I am
19:24 MTDiscord <w​war> Can u add more cmds like //lua minetest.chat?
19:25 MTDiscord <w​war> Like //lua minetest.status_add("")
19:25 sfan5 no idea what those are supposed to do, it is not worldedit's job to extend Minetest's API either
19:25 MTDiscord <w​war> Can be useful to add the admin name when they want to leave, that will ignore alot of griefers from griefing
19:25 sfan5 and this isn't the right place to discuss this
19:25 MTDiscord <w​war> Oh ok
21:51 hecks joined #minetest-dev
22:06 lhofhansl joined #minetest-dev
22:56 lhofhansl Hi all. If you feel inclined have a look at #10703.
22:56 ShadowBot https://github.com/minetest/minetest/issues/10703 -- DISCUSS: Streamline distance configuration
22:57 hecks okay so
22:57 lhofhansl In the past weeks I have been trying to increase various default limit of MT for more high end machines.
22:57 hecks I think trying to wrangle all those settings in a sane way is a fool's errand
22:57 lhofhansl What would you propose instead?
22:57 hecks I don't have a concrete proposal yet but
22:57 lhofhansl Right now it sucks and nobody understand unless you looks at the code or read the documentation.
22:58 hecks the very fact that those settings exist means that our block "state machine" or however you call it isn't neatly designed
22:58 lhofhansl Look at Minecraft, you drag a viewing range slider and off you go.
22:58 hecks exactly
22:58 hecks because all the other stuff should be downstream from the vision range
22:58 lhofhansl This does this.. It's set the client viewing_range and server distance settings so that it all works together.
22:59 lhofhansl Cannot force the client viewing_range to a remote server, though.
22:59 lhofhansl The reverse is possible.
22:59 hecks It should basically be the min of both
22:59 hecks but
23:00 hecks it might be confusing when people suddenly try to hit + on a server and their vision range is capped
23:00 lhofhansl It *is* capped :) The server won't send any farther data. Of course you can look at blocks farther away that you already loaded.
23:01 hecks exactly, and people expect silly things like "unlimited vision range" to work that way
23:01 lhofhansl This is not going to be perfect either way. At least for local games we can make it work without reading the documentation.
23:01 hecks you'd probably have a few angry folks asking you why you took that (broken) mode away
23:01 hecks how about
23:02 hecks setting any of those things to 0 makes it "auto"
23:02 lhofhansl Right. So hence my proposal: as a user pick a preset or don't.
23:02 hecks and that is the default
23:02 hecks and when it's auto, it's all pegged to the big ol' "distance" setting
23:02 celeron55 0 = auto sounds good to me
23:02 sfan5 huh? are you advocating capping client view range to what the server has?
23:02 lhofhansl yeah, but that's a separate concern.
23:03 celeron55 well i would leave in the "broken mode", it's quite useful
23:03 lhofhansl How do you set the server's send distance (for example for a singleplayer game) without going to "all settings" and knowing exactly what to set and what these values mean.
23:03 hecks as for the client's draw distance: cap +/- according to server's settings but still let the player exceed that range by holding shift and hitting those keys
23:04 hecks and don't change the "unlimited" mode because oh well, someone's gonna whine about it if you do
23:04 lhofhansl The part I am trying to solve is the allow a "normal" user to configure the local server's sending distance.
23:04 celeron55 for on that mode allows one to see what's loaded on the client
23:04 sfan5 introducing shift to override the server's setting is needlessly complicated for no reason
23:04 celeron55 for one*
23:05 hecks alternatively, the unlimited mode might require the debug priv
23:05 hecks because it allows xraying
23:05 lhofhansl I do not want to make this overly complicated. We can have a dialog, drop down, slider, etc, to set these four or five server settings, and they will be sensibly set together.
23:06 celeron55 hecks: that might make sense
23:06 hecks and maybe overriding the server's distance also requires debug
23:06 sfan5 I still don't see the reason for taking those features away
23:07 celeron55 allowing the server to set up consistent and fair gameplay isn't exactly something to try to avoid
23:07 lhofhansl That's not at all what I am proposing.
23:08 celeron55 but on the other hand people like MT's features
23:08 sfan5 lhofhansl: yeah that wasn't regarding your suggestion
23:09 sfan5 giving the server more control over view range, fog, etc. makes sense solely because games might need those features
23:09 sfan5 but restricting them by default for nebulous (heh) reasons makes zero sense to me
23:09 lhofhansl Maybe like with zoom the server optionally gets control of the client's viewing_range.
23:09 lhofhansl But...
23:10 lhofhansl I think the main issue right now that you cannot easily have a singleplayer game and adjust your viewing_range that is consistent between client and local server.
23:11 lhofhansl Or as hecks says, you set your viewing_range to 0, then the client adjusts to the server setting. I'm suggesting that as well on the issue.
23:11 hecks er, what? no I didn't really suggest that
23:12 hecks I suggested tying all the downstream server settings to the block send distance
23:12 lhofhansl err... ok. I must have misunderstood then.
23:12 hecks and then capping the client's viewing range to that too
23:12 hecks unless the client has debug, then allow exceeding it
23:12 lhofhansl that client bit needs to be optional
23:12 lhofhansl I see
23:12 hecks yeah as I mentioned, some people will complain
23:13 hecks but for a smooth experience for new players, some "soft" cap would make sense at least
23:13 hecks which is why I also suggested the shift thing
23:13 lhofhansl Agree... That part has irked me for a while.
23:13 sfan5 is it really so irritating to new players that there would be limit on how much the server sends no matter how far you increase your range?
23:13 hecks but as I also said, having a viewing range further than the send distance allows you to xray and that's a bit of a cheat
23:14 lhofhansl sfan5: It looks bad. The horizon simply won't load. Looks like bug.
23:14 hecks sfan5: it did kinda bother me at first
23:14 lhofhansl But I'd like to go to how to actually set the server side settings.
23:14 lhofhansl Can we address that?
23:15 hecks Okay, let's handwave the client for now
23:15 lhofhansl Just saying that all of this moot if you cannot actually set sensible settings.
23:16 hecks so my proposal is autodetecting most things by setting them to 0
23:16 lhofhansl Instead of preset we can a have a "max viewing_range" dropdown. From there we populate the server fields.
23:16 sfan5 yeah that sounds useful
23:16 hecks and making block_send_range the master setting
23:17 lhofhansl How do you default max_block_send_distance?
23:17 lhofhansl I see. Yes. That what's I want to do!
23:17 hecks 10 blocks
23:17 hecks half that for a "low" setting
23:18 lhofhansl and need to adjust generate distance, active block distance, active object send distance, etc.
23:18 hecks yup
23:18 lhofhansl Hence the presets. But we can have distance settings.
23:19 hecks and from generate distance, autodetect all that esoteric mapgen queue stuff
23:19 hecks generate distance should *slightly* exceed the send distance
23:19 lhofhansl That's a bit harder since multiple emerge thread cause subtle mapgen bugs.
23:19 hecks not that
23:19 hecks emerge threads are left explicit
23:20 hecks but the emerge queue size stuff, that is probably the most cryptic part of the settings and it matters
23:20 lhofhansl emerge queue sizes? client queue limits, etc?
23:20 hecks no opinion on the client side of that
23:20 hecks cause all the client does is receive, cache and mesh the blocks
23:20 lhofhansl we have good defaults now, for a wide ranging scale of use cases. But yeah, we can include these in the presets.
23:21 hecks ah but... you miss the point
23:21 hecks our defaults aren't actually perfect, and not setting them to 0 by default defeats the whole purpose of having that
23:22 turtleman joined #minetest-dev
23:22 hecks by design, most of those settings shouldn't even be touched
23:22 hecks but since they're distance dependent, peg them to the distance
23:23 hecks if you don't do that, the task of changing the distance on your server becomes very complicated
23:23 lhofhansl That's just the mechanics. What does the user actually configure, and where is it located in the UI?
23:23 lhofhansl After we answer that, let's make it so.
23:23 hecks Distance slider
23:24 hecks Just block distance, and honestly, I wouldn't bother with a "verbal" dropdown
23:24 hecks just a "default" button to snap it back
23:24 lhofhansl Ok... That's easy. That's what the presets are doing, could turn it into a slider. Then we either have presets that make sense to together, or we auto-configure them. Same difference.
23:24 lhofhansl But that's what I want to achieve.
23:25 lhofhansl Who knows how to make a slider for the MT UI?
23:26 hecks use a scrollbar element :]
23:26 sfan5 yeah that's your best bet
23:27 hecks I wouldn't mind some dedicated slider and intslider widgets but that's a todo
23:28 lhofhansl So we are generally in agreement it seems. I happened to have called it "presets", but anything is fine, as long as the client and server are aligning their config. And this is only for singleplayer games.
23:29 lhofhansl For multiplayer games we need to discuss how the client behaves and who has control over the client's viewing range. That's a different issue/PR, IMHO
23:30 lhofhansl Maybe you guys can comment on 10703.
23:34 lhofhansl I'll file a demo PR. Not a UI guy, and limited time, but I'd like get the discussion started.

| Channels | #minetest-dev index | Today | | Google Search | Plaintext