Time |
Nick |
Message |
00:00 |
paramat |
actually mapgen carpathian doesn't have crazy 3D noise structures and has lots of flat areas to build on |
00:00 |
paramat |
partly why it was added |
00:00 |
paramat |
better than mgv6 for building stuff |
00:00 |
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00:00 |
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00:02 |
benrob0329 |
Megaf: gentoo probably could |
00:03 |
benrob0329 |
And LFS, but thats not technically a distro |
00:05 |
Megaf |
rootVZHost:~# free -m |
00:05 |
Megaf |
total used free shared buff/cache available |
00:05 |
Megaf |
Mem: 49 21 1 0 26 24 |
00:06 |
Megaf |
Simply put, there's no reason somebody shoulnd't use Debian |
00:06 |
Megaf |
and I can reduce a lot / if I begin to remove some modules |
00:08 |
Calinou |
<Megaf> Simply put, there's no reason somebody shoulnd't use Debian |
00:08 |
Calinou |
suddenly: Fedora, Ubuntu, Arch, Antergos, Manjaro… :D |
00:08 |
Calinou |
there's no reason somebody should use Debian, I'd even say :P |
00:09 |
Calinou |
(I just find Fedora/Arch-based distros much better, these days) |
00:09 |
Megaf |
well, I used Fedora and Arch for many years |
00:09 |
Calinou |
(I still use Ubuntu Server 16.04 on my server, but I don't like how the software begins to be quite outdated already) |
00:10 |
rubenwardy |
Ooops "Your page has 3 redirects. Redirects introduce additional delays before the page can be loaded. https://gist.github.com/rubenwardy/4d2b9253178875b3e96bab226563cade" |
00:15 |
Megaf |
/dev/sda1 1886 379 1492 21% / |
00:15 |
Megaf |
379 MB used |
00:17 |
Calinou |
https://media.hugo.pro/explorer_2017-09-09_02-17-52.png |
00:17 |
Calinou |
I gotta do something… :| |
00:18 |
Megaf |
Calinou, use Linux |
00:18 |
Megaf |
it's a good start |
00:19 |
Megaf |
Calinou, right click on the drive, propeties and the thing to clean disk |
00:19 |
Calinou |
yeah, I know about that |
00:20 |
Calinou |
just run it, it didn't really free anything |
00:20 |
Calinou |
I'll just remove some stuff sitting in my Downloads folder :P |
00:24 |
Megaf |
I decided to put my downloads folder in a ramdisk |
00:25 |
Megaf |
it was always full... |
00:33 |
Megaf |
rootVZHost:~# df -h /dev/sda1 |
00:33 |
Megaf |
Filesystem Size Used Avail Use% Mounted on |
00:33 |
Megaf |
/dev/sda1 1.9G 371M 1.5G 20% / |
00:33 |
Megaf |
o/ |
00:49 |
KaadmY |
Calinou: yeah I saw Zandronum 3.0 yesterday :P |
01:15 |
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01:40 |
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01:41 |
Megaf-Haiku |
I can speak now |
04:35 |
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06:01 |
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06:09 |
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06:24 |
Hijiri |
forum is broken |
06:29 |
Hijiri |
oh, everybody knows |
06:30 |
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CWz joined #minetest-hub |
06:46 |
CWz |
Ahoy there seems the forum is broken again |
06:54 |
sofar |
I've contacted the authorities :) |
07:28 |
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07:28 |
tenplus1 |
hi folks |
07:29 |
rdococ |
|
07:30 |
tenplus1 |
hi rdococ |
07:30 |
tenplus1 |
anyone know what's up with forums ??? |
07:39 |
Raven262 |
Calinou, Finally, No more shuttering on my PC (in zandronum). |
07:39 |
Raven262 |
Gzdoom works very nice though. |
07:39 |
tenplus1 |
hi raven |
07:39 |
Raven262 |
Hi tenplus1 |
07:40 |
celeron55_ |
http://i.imgur.com/KH3PukH.png |
07:40 |
celeron55_ |
/var wasn't happy |
07:40 |
celeron55_ |
and, well, still isn't |
07:40 |
tenplus1 |
o/ celeron |
07:47 |
rdococ |
hi |
07:58 |
rdococ |
Hunger now depletes your health if your bar is empty, but currently there is no way to get that to happen yet. |
07:59 |
rdococ |
well, unless you eat red mushrooms, which now make you hungry :P |
08:02 |
tenplus1 |
??? |
08:05 |
rdococ |
oh, I'm rambling on about my in-dev subgame |
08:06 |
tenplus1 |
oh, thought you were using stamina mod for that |
08:06 |
rdococ |
nah, I'm creating it from scratch using code from my new health bar mod |
08:06 |
tenplus1 |
ahh |
08:07 |
rdococ |
it's probably going to be similar, though |
08:07 |
tenplus1 |
:P |
08:09 |
rdococ |
the game's probably different enough to cause some incompatibilities, e.g. in crafting recipes designed to use steel |
08:10 |
rdococ |
but I plan to readd steel by crafting iron ingots with coal anyway |
08:10 |
tenplus1 |
being a sub-game you gotta add what needs to be added and fix it :) |
08:10 |
tenplus1 |
that'll work |
08:11 |
rdococ |
iron lumps now smelt to form iron ingots, as opposed to steel ingots. at the moment, it uses the same textures as steel does, but that may change. |
08:11 |
rdococ |
crafting 5 iron ingots with 4 diamonds nets you cast iron (forgot how many ingots, though). |
08:12 |
rdococ |
cast iron replaces diamond in various aspects, and is usable as a stronger alternative to iron/steel as well in things like ladders |
08:12 |
tenplus1 |
kewl |
08:12 |
rdococ |
Plan: buckets mod will be modified to add iron buckets, and cast iron buckets. only cast iron buckets will be able to carry damaging liquids, such as lava. |
08:16 |
tenplus1 |
cklay buckets you gotta fire before being usable ? |
08:17 |
rdococ |
maybe |
08:17 |
rdococ |
hm, I swear there was a mod which already had wrought and cast iron |
08:17 |
rdococ |
I might add wrought iron, then mixing wrought with cast nets you steel |
08:18 |
rdococ |
but nah |
08:20 |
rdococ |
wait |
08:20 |
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lisac joined #minetest-hub |
08:20 |
tenplus1 |
hi lisac |
08:21 |
rdococ |
new plan: cast iron won't be used in making tools and stuff |
08:21 |
rdococ |
instead, what are currently cast iron tools will be rebranded to steel tools. steel would be created by mixing wrought iron with cast iron. |
08:21 |
rdococ |
wrought iron will appear slightly orangish, cast iron slightly bluish. |
08:22 |
lisac |
hey tenplus1 |
08:22 |
lisac |
rdococ, just make a high furnace and smelt steel |
08:22 |
lisac |
*iron |
08:22 |
tenplus1 |
try not to over complicate things rdococ |
08:22 |
lisac |
or add white, grey and cast iron |
08:22 |
* lisac |
needs to re-read his textbook on machine materials |
08:22 |
rdococ |
having multiple furnaces doesn't even make sense |
08:23 |
lisac |
oh it does. High furnaces are how iron products are made |
08:23 |
rdococ |
what the heck is a high furnace |
08:23 |
rdococ |
did you give a furnace weed? |
08:23 |
tenplus1 |
high temp furnace for smelting ores, normal furnace for food items |
08:23 |
tenplus1 |
e.g. Smelting Furnace |
08:23 |
lisac |
apparently my translation sucks https://en.wikipedia.org/wiki/Blast_furnace |
08:24 |
lisac |
it's called 'Visoka Peć', literally 'High furnace' on Serbian |
08:24 |
lisac |
anyways, pure iron is very very hard to get, and is basically useless |
08:24 |
rdococ |
hmm |
08:25 |
rdococ |
meh, idk now |
08:25 |
lisac |
IIRC there are 3 main iron types |
08:25 |
lisac |
the carbon one (dark), the white one, and the other one |
08:25 |
lisac |
see, very descriptive |
08:26 |
lisac |
^ technical irons |
08:26 |
rdococ |
are you talking about iron, wrought iron and cast iron? |
08:26 |
lisac |
possibly |
08:26 |
rdococ |
cast iron is probably the carbon one |
08:26 |
rdococ |
wrought iron is likely to be the other one |
08:26 |
rdococ |
well, or steel |
08:27 |
lisac |
so, pig iron has a high carbon content |
08:27 |
lisac |
too high |
08:27 |
lisac |
you smelt it and add oxygen to reduce the carbon content |
08:27 |
lisac |
and get steel |
08:27 |
rdococ |
so... |
08:27 |
lisac |
so maybe just smelting pig iron should give you steel |
08:27 |
rdococ |
crude iron metal -> pig iron -> steel? |
08:28 |
lisac |
*ore |
08:28 |
lisac |
yes. And you can make it more complicated |
08:28 |
rdococ |
lisac: but I want steel to be rarer |
08:28 |
lisac |
Oh, simple. Require an expensive tech to convert iron to steel |
08:28 |
lisac |
and maybe give 1 steel for 4 iron |
08:28 |
rdococ |
I'm planning on using it to replace diamond tools... |
08:29 |
lisac |
there never should've been iron tools |
08:29 |
rdococ |
whadya mean? |
08:29 |
lisac |
in MT, you can make tools out of iron and get steel tools |
08:29 |
lisac |
right? |
08:29 |
lisac |
well, iron tools would break really fast |
08:29 |
rdococ |
in MT, iron lumps smelt into steel ingots |
08:30 |
lisac |
yeah |
08:30 |
rdococ |
hm, maybe I'm taking an incorrect approach |
08:31 |
tenplus1 |
https://ftb.gamepedia.com/Steel |
08:31 |
tenplus1 |
if it helps |
08:32 |
rdococ |
meh, I'm not sure I want to add a new type of furnace |
08:32 |
rdococ |
honestly, I think we need a furnace overhaul |
08:33 |
tenplus1 |
yeah, 2 input slots for starters |
08:33 |
lisac |
maybe add iron and steel furnaces |
08:33 |
lisac |
so you've got stone, iron and steel one |
08:33 |
lisac |
when we are at how other games do it: https://wiki.factorio.com/Steel_plate |
08:34 |
rdococ |
I might add graphite, which would be used to create graphene/grapheme (spellcheck doesn't seem to recognize it) tools, which would be hard to craft but extremely strong |
08:34 |
tenplus1 |
4x iron ingots + 1x coal lummp = 1x steel ingot |
08:35 |
lisac |
tenplus1, poor players |
08:35 |
rdococ |
perhaps |
08:35 |
tenplus1 |
simple recipe to solve any confusion |
08:35 |
rdococ |
but maybe iron ore -> pig iron first? |
08:35 |
tenplus1 |
and since steel is a lot stronger than iron and bronze it'll last longer to compensate player |
08:35 |
rdococ |
tenplus1: I was going to use steel to replace diamond tbh |
08:35 |
lisac |
rdococ, smelting iron should give you two other types of iron |
08:36 |
lisac |
not just one |
08:36 |
rdococ |
hm |
08:36 |
rdococ |
lisac: how would that work? |
08:37 |
lisac |
simply output pig and cast iron ingot out |
08:37 |
lisac |
most furnaces already have got 2 output slots, right? |
08:37 |
rdococ |
if I'm reading the situation on pig and cast iron correctly, aren't pig and cast iron similar anyway? even then, what would cast iron be used for? I plan for pig iron to smelt into steel, but cast iron? |
08:38 |
lisac |
cast iron has nice heat distribution properties |
08:39 |
rdococ |
would that be useful in, say, a cast iron furnace? |
08:39 |
lisac |
probably |
08:39 |
rdococ |
or... or maybe not |
08:39 |
rdococ |
idk |
08:39 |
lisac |
'The first cast-iron bridge was built during the 1770s by Abraham Darby III, and is known as The Iron Bridge.' |
08:39 |
lisac |
it is also good for building, apparently. |
08:40 |
tenplus1 |
also brings in a good idea for iron blocks to become rusted over time giving decorative block |
08:40 |
tenplus1 |
samwe way copper block has it's copper patina alternative in moreblocks |
08:41 |
lisac |
maybe differentiate different temperatures for materials in furnaces? https://en.wikipedia.org/wiki/Cast_iron#/media/File:Steel_pd.svg |
08:42 |
rdococ |
hm |
08:42 |
rdococ |
in regular mt_game, steel is as strong as bronze |
08:43 |
tenplus1 |
going up in strength it should be iron -> bronze -> steel |
08:44 |
lisac |
and remove wood tools. |
08:44 |
tenplus1 |
yes |
08:45 |
lisac |
allow digging of stone by hand, but make it slow |
08:45 |
lisac |
like, painfully slow |
08:45 |
lisac |
5 seconds per node slow. |
08:45 |
rdococ |
how would you dig stone by hand |
08:45 |
lisac |
you'd break off pieces |
08:45 |
tenplus1 |
find stones among gravel, same with flint |
08:45 |
lisac |
then make a primitive pickaxe using them |
08:45 |
tenplus1 |
put stones together to make blocks |
08:46 |
lisac |
tenplus1, isn't gravel a bit too rare to require player to find before being able to do anything? |
08:46 |
rdococ |
have you two created a subgame yet? |
08:46 |
tenplus1 |
I made an ethereal subgame ages ago, but gave up on it to simple have the mod itself |
08:46 |
rdococ |
lisac: I already have gravel as a requirement for getting flint, to craft a "flint head" to chop trees, but I was gonna compensate by making gravel more common |
08:47 |
lisac |
hmm |
08:47 |
lisac |
I need to make a subgame |
08:47 |
lisac |
tenplus1, interested in a nice tech-based subgame, like tehnic? |
08:47 |
tenplus1 |
would be a good idea :) especially if it ran on servers more smoothly |
08:48 |
lisac |
tracing lines is the reason some mods lag |
08:48 |
lisac |
like mesecons |
08:48 |
lisac |
what if we had fields, like factorio? |
08:48 |
lisac |
you place a power pole, and everything in vicinity is connected |
08:48 |
tenplus1 |
mesecon and technic needs a complete overhaul |
08:49 |
rdococ |
mesecon's internals are weird, man |
08:49 |
tenplus1 |
I'd remove the mesecon wires lighting up and have a simple abm in the background with some particles to show activity... less laggy |
08:49 |
lisac |
tenplus1, remove wires completely |
08:49 |
tenplus1 |
wires are necessary |
08:49 |
tenplus1 |
for certain machines |
08:49 |
rdococ |
not necessarily |
08:49 |
lisac |
for example? |
08:49 |
rdococ |
I don't think, anyway |
08:50 |
lisac |
my power pole idea would be nice, I think |
08:50 |
rdococ |
at least if you have a good replacement for it |
08:50 |
tenplus1 |
go back to using mese dust and not the wires |
08:50 |
lisac |
tenplus1, I heard tracing lines is expensive |
08:50 |
rdococ |
say, being able to connect a receptor to an effector directly with a tool |
08:50 |
tenplus1 |
it can be, yes |
08:50 |
rdococ |
and wirelessly |
08:51 |
tenplus1 |
wireless interaction is advanced level mesecons,,, we need wires to begin with |
08:51 |
tenplus1 |
otherwise there's no progression |
08:51 |
lisac |
tenplus1, maybe stronger machines require more power? |
08:51 |
lisac |
therefore stronger power poles |
08:51 |
tenplus1 |
technic has lv mv hv machines for that |
08:52 |
lisac |
yes, but with line tracing |
08:52 |
rdococ |
I have a mod similar to mesecons/digilines, but it's a wireless signalling system |
08:52 |
rdococ |
what if, rather than connecting lines to connect blocks, you'd connect the blocks directly and a line would be drawn? |
08:52 |
tenplus1 |
would be nice if placing a machine part would trace the line to the other side and only affect the machine nodes, leaving the wires out of it completely |
08:53 |
tenplus1 |
that way a simple on place does the searching and the machine operation works only between the two |
08:53 |
tenplus1 |
faster |
08:53 |
lisac |
what if we just draw lines between two connected machines? |
08:54 |
tenplus1 |
have formspec deal with input./output coords |
08:54 |
tenplus1 |
to direct link machines ? |
08:55 |
lisac |
hmm typing coords is painful |
08:55 |
lisac |
that's how basic_machines does it |
08:55 |
tenplus1 |
have a button to PUNCH output machine |
08:55 |
tenplus1 |
like the basic_machines mod does... only easier |
08:55 |
tenplus1 |
that one runs many times faster than technic |
08:55 |
tenplus1 |
no wires |
08:55 |
lisac |
hmm not a bad idea |
08:56 |
tenplus1 |
what we need most is simplicity of use and progression (if possible) |
08:56 |
lisac |
also add infotext, 'Connected to <other machine name> at <other machine coords>' |
08:56 |
rdococ |
again, I have a wireless signalling system that allows you to connect two nodes by clicking on them with a tool |
08:56 |
lisac |
have two connections, input and output |
08:57 |
lisac |
input gives power and some data, output outputs data or power |
08:57 |
rdococ |
although it was designed for creative and so doesn't have a power system |
08:57 |
tenplus1 |
battery input for charging, output for powering... grinder for input (items) output (storage) but needs power |
08:58 |
lisac |
tenplus1, problem is if we've got generators that should be connected to multiple locations |
08:58 |
lisac |
maybe have power dispenser |
08:58 |
lisac |
that can be connected to 5 outputs |
08:58 |
lisac |
and 1 input |
08:58 |
tenplus1 |
there's a lot to think about when it comes to machines i minetest |
08:58 |
lisac |
also have maxrange |
08:58 |
lisac |
in order to prevent 2000 nodes generator distance |
08:58 |
tenplus1 |
unless you go totally steam power and have a compressor that uses coal |
08:59 |
lisac |
make player start with steam |
08:59 |
tenplus1 |
or rope levels with no power requird :D |
08:59 |
lisac |
lol |
08:59 |
shivajiva |
Hi, what about punching the machines to connect them after issuing a command, with implied wiring underground that is not visible until you dig in the path? |
08:59 |
tenplus1 |
eg, level at door, pull lever to connect to machine that opens doors only |
09:00 |
lisac |
shivajiva, formspec is simpler for enduser |
09:00 |
tenplus1 |
start with simple machines/pulleys and make them more complicated as/when needed :D |
09:00 |
lisac |
not everyone will read a forum post on how to use it |
09:00 |
tenplus1 |
hi shiva |
09:00 |
lisac |
but everyone will get the idea to rightclick a node |
09:00 |
lisac |
hey shivajiva |
09:00 |
shivajiva |
adding coords in a formspec is not simpler than punching :P |
09:00 |
tenplus1 |
back laters, shopping time :))) |
09:00 |
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09:01 |
lisac |
we'll have punching, but you'll press a button in formspec to active it |
09:01 |
shivajiva |
like a master switch |
09:04 |
lisac |
is there any way to drop items in MT? |
09:04 |
lisac |
from a mod? |
09:05 |
shivajiva |
drop as in spawn into the world |
09:05 |
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09:06 |
shivajiva |
or remove an inventory item and spawn into the world |
09:07 |
rdococ |
uhm |
09:08 |
lisac |
yes |
09:08 |
lisac |
remove and spawn one |
09:09 |
lisac |
then have a transport belt that just moves every item on it forward |
09:09 |
lisac |
on the other side, have an inserter which picks up items from the node next to it and places it to the other side |
09:11 |
shivajiva |
yea you can do that in code but it would be quite heavy moving items node to node like a conveyor me thinks |
09:18 |
rdococ |
idea: copper wiring mechanism with copper ingots |
09:22 |
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09:23 |
rdococ |
hi DS-minetest |
09:24 |
DS-minetest |
hi |
09:26 |
rdococ |
heh |
09:26 |
rdococ |
https://xkcd.com/1180/ |
09:36 |
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09:43 |
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09:58 |
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10:04 |
rdococ |
does [resize use nearest neighbor when scaling up? |
10:35 |
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10:35 |
IhrFussel |
Are extended player attributes faster than global variables? |
10:47 |
rdococ |
heh, I should add kale that depletes your hunger |
10:54 |
lisac |
IhrFussel, I'd think they are slower |
10:54 |
lisac |
they not only write into RAM, but also save inside a file on HDD |
10:54 |
lisac |
right? |
10:57 |
IhrFussel |
lisac, they are saved to file every 15 secs by default |
10:57 |
lisac |
which would again make them slower then just using a variable. |
10:57 |
IhrFussel |
But I rather wanted to know whether accessing them in RAM is faster than accessing a global Lua var |
10:58 |
lisac |
variables are in RAM |
10:58 |
lisac |
not sure if lua has concept of cache |
10:58 |
lisac |
anyways, you could always test it |
10:59 |
lisac |
have a for loop write a thousand variables, and another write a thousand player attributes, check time it takes it to finish |
10:59 |
lisac |
do it a few times, get median value |
10:59 |
IhrFussel |
How do I get milliseconds in Lua? |
11:00 |
lisac |
http://lua-users.org/wiki/ProfilingLuaCode |
11:01 |
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11:01 |
lisac |
os.clock() |
11:04 |
rdococ |
In my subgame, lava will kill you instantly (that is, 20 damage per second rather than 8. If you find a way to get more max HP, you could still survive for longer, though.) |
11:05 |
lisac |
IhrFussel, https://pastebin.com/r8FhXhXU |
11:06 |
lisac |
that seems to do... something. |
11:08 |
rdococ |
lisac: is there a way to create a solidifed liquid that doesn't flow? It'd be pretty cool to be able to solidify lava. |
11:08 |
lisac |
um... what's the difference between a non-flowing liquid and an ordinary node? |
11:09 |
rdococ |
a non-flowing liquid would be able to take on the shape of a flowing liquid, but would be unable to spread. |
11:09 |
lisac |
oh |
11:09 |
shivajiva |
like a solid then |
11:10 |
rdococ |
like lava that has solidified instantly, remaining in the shape it was as a liquid but not flowing |
11:10 |
lisac |
yes; aren't flowing liquids just models, anyways? |
11:10 |
lisac |
register a node for every flowing shape |
11:10 |
lisac |
then replace them in an ABM |
11:11 |
rdococ |
what would happen if you set liquid viscosity to math.huge, though? |
11:11 |
lisac |
you'd force the poor player to kill himself. |
11:11 |
lisac |
once you touch it there is no escape |
11:12 |
Krock |
there's also core.get_us_time() which gives you a microsecond precision |
11:12 |
rdococ |
oh, ew |
11:12 |
lisac |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4382 |
11:12 |
Krock |
lisac, /spawn |
11:12 |
lisac |
ah it's the flow thing. |
11:13 |
* lisac |
wonders what happens in this case https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4453 |
11:13 |
lisac |
does it flood itself? |
11:13 |
lisac |
and disappear? |
11:14 |
lisac |
or does it keep fading in and out? |
11:14 |
lisac |
flooding and not flooding? |
11:14 |
Krock |
huge lag, I suppose |
11:15 |
rdococ |
a floodable liquid |
11:15 |
rdococ |
I get the feeling that the liquid would flow into itself |
11:15 |
rdococ |
but might be wrong |
11:15 |
rdococ |
I feel the urge to test it |
11:23 |
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Jordach joined #minetest-hub |
11:27 |
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lisac joined #minetest-hub |
11:27 |
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DS-minetest joined #minetest-hub |
11:32 |
rdococ |
hi DS-minetest |
11:32 |
rdococ |
(again) |
11:34 |
DS-minetest |
hi |
11:36 |
Calinou |
Raven262: also, I installed this launcher for Doom, https://github.com/Hypnotoad90/RocketLauncher2 |
11:36 |
Calinou |
hi :) |
11:37 |
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cx384 joined #minetest-hub |
11:43 |
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Aerozoic joined #minetest-hub |
12:01 |
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tenplus1 joined #minetest-hub |
12:01 |
tenplus1 |
hi folks |
12:02 |
rdococ |
hi |
12:02 |
tenplus1 |
o/ rdococ |
12:02 |
|
lisac joined #minetest-hub |
12:02 |
tenplus1 |
hi lisac |
12:02 |
Krock |
hi tenplus1 |
12:03 |
tenplus1 |
hey Krock :) |
12:03 |
rdococ |
hi eleven |
12:03 |
tenplus1 |
glad the forums are back up |
12:03 |
rdococ |
my subgame currently has a thirst mod, but your thirst only depletes when you are in sunlight |
12:03 |
tenplus1 |
should also deplete when you are moving/working |
12:03 |
tenplus1 |
same as hunger |
12:04 |
rdococ |
hunger depletes over time, but it depletes faster to heal you when you're damaged |
12:04 |
rdococ |
currently moving and doing things doesn't change the speed at which they deplete |
12:04 |
rdococ |
also, I'm probably using a bad method of timing depletions anyway |
12:04 |
rdococ |
how do other mods do it? |
12:04 |
tenplus1 |
check stamina mod, it'll show you how it depletes when moving/digging |
12:06 |
rdococ |
odd how it modifies core.do_item_eat... |
12:06 |
tenplus1 |
that's so it's compatible with every food item in every mod |
12:06 |
rdococ |
my hunger mod currently adds an on_item_eat callback that returns the itemstack with an item removed |
12:07 |
rdococ |
I thought all food items were standardized to use minetest.item_eat |
12:07 |
rdococ |
or, at least, all food items in the more popular mods |
12:08 |
tenplus1 |
they are... which is why code.do_item_eat is overriden by stamina to use it's own function and still eat food |
12:08 |
tenplus1 |
stamina mod beats hud/hunger and hbhunger in this |
12:08 |
tenplus1 |
and is very light on resources |
12:08 |
Megaf |
Hi tenplus1, wb |
12:08 |
tenplus1 |
hi Megaf |
12:08 |
Raven262 |
Calinou, I'm used to running doom from console, but this launcher looks nice. |
12:08 |
rdococ |
I'd use the stamina mod, but meh |
12:09 |
tenplus1 |
lol, stamina mod also adds sprinting |
12:09 |
Megaf |
Folks, I'm trying to build mt for windows here on linux, but I get this error. Can you please have a look? http://git.megaf.info/Megaf/GitPaste/raw/master/CompilingMTforWindowsOnLinuxError |
12:10 |
Megaf |
This link for colourful text... http://git.megaf.info/Megaf/GitPaste/src/master/CompilingMTforWindowsOnLinuxError |
12:11 |
tenplus1 |
have you tried this Megaf https://www.ditchWindowsAndUseLinux.net |
12:11 |
Megaf |
I will actually click, it must be fun |
12:12 |
rdococ |
ugh, I'm thinking about adding the stamina mod but not sure |
12:12 |
Megaf |
yep, very fun tenplus1 |
12:12 |
rdococ |
I know it's probably some flavor of open-source but I still don't like using mods from others |
12:13 |
rdococ |
idk why, even though I'm basing my subgame off minetest_game |
12:13 |
tenplus1 |
rdococ: sign onto Xanadu for a tick if you wanna see stamina mod in action |
12:13 |
rdococ |
odd |
12:14 |
rdococ |
"this conflicts with the builtin breath bar. To move the builtin breath bar, I basically have to entirely re-implement it in lua including timers to catch breath changes for each online player, which is all a waste of time, just to move a few pixels around." |
12:14 |
rdococ |
...I guess that was written before the "override builtin hud" function was implemented |
12:14 |
lisac |
hey tenplus1 |
12:15 |
rdococ |
it honestly doesn't make that much sense as to why the breath bar is builtin anyway tbh |
12:15 |
lisac |
tenplus1, still interested in that mod? |
12:15 |
tenplus1 |
which mod lisac ? |
12:16 |
lisac |
Light easy to use automation mod |
12:16 |
lisac |
with electricity |
12:17 |
lisac |
Raven262 can do the textures. He joined already. Right, raven? |
12:17 |
Raven262 |
Yeaaaaaa |
12:17 |
cx384 |
hi tenplus1 |
12:18 |
tenplus1 |
hi cx384 |
12:18 |
* rdococ |
gets to work on modifying stamina textures |
12:18 |
tenplus1 |
I was thinking of a simple "Medeival Machines" mod that uses ropes to PULL mechanisms to open doors etc. |
12:19 |
Shara |
Hello |
12:19 |
tenplus1 |
hi shara :) |
12:19 |
Shara |
Hi Ten :) |
12:20 |
rdococ |
hm |
12:20 |
tenplus1 |
if pathfinding would allow you to follow certain nodes it'd be great for mesecon stuff |
12:21 |
rdococ |
should I replace the textures in the rdogame/mods/stamina folder, or override them in another mod? |
12:21 |
tenplus1 |
but... from machine 1 to machine 2 we could use pathfinding to join them up with rope/wire to make sure it's connected and it's a LOT faster than mesecon checking |
12:21 |
tenplus1 |
if you are replacing textures always do it within mod folder |
12:22 |
lisac |
tenplus1, problem with checking if it's in sight is that it needs to be checked every use |
12:22 |
lisac |
what if player puts a node over the 'cable'? |
12:22 |
tenplus1 |
no no, when connecting two machines it checks once only and writes inside meta the coords for each machine location |
12:23 |
tenplus1 |
that way machine works, uses coords and doesnt have to constantly check connection |
12:24 |
lisac |
yeah that's more-less the original idea |
12:24 |
lisac |
just have a button inside a node formspec to connect output to the other nodes input |
12:24 |
lisac |
like output of the generator to furnace input |
12:24 |
lisac |
and furnace output to some sort of an inserter to take stuff out when it's baked |
12:25 |
rdococ |
Yay, I got the stamina mod to look like my old hunger mod |
12:25 |
tenplus1 |
and we could have a spool or wire or rope that uses pathfinding to connect machines and remove X amount of wire/rope from the bundle when connected |
12:26 |
rdococ |
...??? |
12:26 |
lisac |
not very easy to use, ten |
12:26 |
rdococ |
is the stamina mod increasing my HP to 21? |
12:26 |
lisac |
players might not figure out how to connect machines |
12:26 |
rdococ |
I keep getting an extra half-heart |
12:27 |
tenplus1 |
once the initial workings has been sorted then messages/mouseovers can be used |
12:27 |
rdococ |
tenplus1: in the stamina mod, can my saturation exceed 20 (by default)? |
12:28 |
cx384 |
water mills and wind mills would be nice to create mechanical energy. |
12:28 |
tenplus1 |
it has settings to increase saturation max |
12:28 |
rdococ |
cx384: I had the idea of a cog mod |
12:28 |
tenplus1 |
heh, cogs are what minecraft would have originally added instead of redstone :P |
12:29 |
rdococ |
true :P |
12:29 |
rdococ |
a cog would check the rotational speed of its neighbors. if all of them were equal, it would set its rotational speed to the negation of that. |
12:30 |
rdococ |
hm |
12:30 |
rdococ |
well, if all of them had the same sign or were 0 |
12:30 |
cx384 |
I want to build this in minetest :D https://upload.wikimedia.org/wikipedia/commons/9/95/Gear_5-bar_linkage.gif |
12:31 |
tenplus1 |
heh |
12:31 |
rdococ |
tenplus1: what do you think about a simple copper wiring system? |
12:32 |
rdococ |
you'd have to build circuits, otherwise the electricity wouldn't flow |
12:32 |
tenplus1 |
sounds good |
12:32 |
tenplus1 |
and give copper a good use |
12:32 |
rdococ |
circuits would be detected recursively (maybe?) |
12:32 |
lisac |
tenplus1, make crafting need chopper wire |
12:32 |
lisac |
for the max range of the node connecting |
12:32 |
lisac |
like 10 if 10 nodes is the max distance |
12:32 |
lisac |
make 1 ingot give 2 wires |
12:33 |
tenplus1 |
yeh... and when connecting wires use pathfind to remove and place needed wires and write meta |
12:33 |
rdococ |
lisac: I also had the idea of a survival-mode connection tool for my trigger mod, which would store the number of wires it was fed with and deplete it by the distance between two nodes when it is used to connect them |
12:34 |
lisac |
tenplus1, more like show no sign of connection but infotext. |
12:34 |
lisac |
else it becomes a bit laggy. Placing nodes. |
12:34 |
lisac |
rdococ, problem is then a player with 500 chopper could move electricity 1000 nodes away |
12:35 |
lisac |
you know, extremely long distances |
12:36 |
rdococ |
lisac: yeah, but unless we want the wires to actually show then no pathfinding is needed |
12:36 |
lisac |
I'd much rather force players to build some sort of repeaters inbetween for longer distances |
12:37 |
rdococ |
true |
12:37 |
tenplus1 |
we do need a sort of wire setup if possible, but something nowhere as laggy as mesecons |
12:37 |
rdococ |
you could simply set a maximum range for that, though |
12:38 |
lisac |
tenplus1, I don't see why |
12:38 |
cx384 |
this is a minecraft mod cable but I think this is not possible with minetest https://media-curse.cursecdn.com/attachments/152/607/1ccfc64fde13e87f5a2074cdde98412f.png |
12:39 |
lisac |
it forces a very strange design because you can't place wires inside walls |
12:39 |
lisac |
without making 3 node walls |
12:39 |
rdococ |
that's true |
12:39 |
lisac |
cx384, that looks great |
12:39 |
lisac |
awesome, actually. We need it |
12:39 |
tenplus1 |
if only we could do that sorta thing in mt |
12:39 |
rdococ |
we def. need that |
12:40 |
lisac |
tenplus1, maybe objects? |
12:40 |
lisac |
for the wires |
12:40 |
lisac |
downward lines are harder, tho |
12:40 |
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srifqi joined #minetest-hub |
12:40 |
tenplus1 |
hi srifqi |
12:41 |
srifqi |
hi tenplus1 |
12:43 |
srifqi |
Anybody knows what will I get when I do minetest.settings:get("mgv5_np_ground") ? Will it be a table? How to store it? |
12:44 |
lisac |
use print(dump()) |
12:44 |
lisac |
it will give you the contents of it |
12:44 |
srifqi |
Let me try. |
12:44 |
tenplus1 |
local var = minetest.settings:get("mgv5_np_ground") ; print ("--- type:", type(var)) |
12:45 |
tenplus1 |
will tell you exactly what it is |
12:45 |
srifqi |
Okay, let's try both of them. |
12:45 |
* srifqi |
is wondering why GIMP loads longer after Windows Creator Update. |
12:45 |
|
Fixer joined #minetest-hub |
12:46 |
rdococ |
creator update? |
12:46 |
tenplus1 |
*shudders* at windows 10 updates |
12:48 |
srifqi |
Do you think, what happens when GIMP stuck on Font loading? |
12:48 |
tenplus1 |
prolly remaking fonts list for windows |
12:48 |
srifqi |
Oh, it requires administrator now. |
12:48 |
lisac |
srifqi, easy to fix. Download a pirated version with spy stuff turned off. It also turns of the updates. |
12:49 |
Fixer |
it is still bad |
12:49 |
Fixer |
here is why |
12:49 |
Fixer |
actually no |
12:49 |
Fixer |
download pirated ltsb version and you should be fine |
12:49 |
srifqi |
ltsb? |
12:49 |
Fixer |
install security only updates |
12:50 |
Fixer |
anyway I'm staying on Win7 |
12:50 |
rdococ |
lisac: sounds like an awful lot of trouble when you could get linux |
12:51 |
Fixer |
completely disabling updates is not good |
12:51 |
tenplus1 |
hi Fixer and totally agree, Win7 is the better choice |
12:51 |
srifqi |
"2017-09-09 19:51:13: ERROR[Main]: Setting [mgv5_np_ground] is a group." |
12:51 |
Fixer |
beauty of previous Windowses was ability to choose what to update, now you have no choice, you suck it up, or you suck without updates |
12:52 |
Fixer |
is not W10 updates are cumulative? |
12:52 |
tenplus1 |
microsoft could have easily re-written windows from the ground UP and fixed many of it's problems along the way |
12:52 |
Fixer |
so you can't really skip anything |
12:52 |
srifqi |
So, we can't use minetest.settings:get() to get a group? |
12:53 |
srifqi |
Back to on topic, please. :( |
12:53 |
Fixer |
what topic? |
12:53 |
|
nerzhul joined #minetest-hub |
12:53 |
srifqi |
So, we can't use minetest.settings:get() to get a group? |
12:54 |
lisac |
Client: HexChat 2.12.4 • OS: Ubuntu "zesty" 17.04 • CPU: AMD A8-7600 Radeon R7, 10 Compute Cores 4C+6G (1.40GHz) • Memory: Physical: 6.6 GiB Total (4.6 GiB Free) Swap: 7.9 GiB Total (7.9 GiB Free) • Storage: 644.6 GB / 1.1 TB (445.0 GB Free) • VGA: Advanced Micro Devices, Inc. [AMD/ATI] Kaveri [Radeon R7 Graphics] @ Advanced Micro Devices, Inc. [AMD] Family 15h • Uptime: 54m 7s |
12:54 |
lisac |
I'm on Linux |
12:54 |
lisac |
but Skyrim doesn't work well here |
12:54 |
lisac |
especially on this GPU |
12:56 |
tenplus1 |
hi nrz |
12:56 |
rdococ |
hi nrz |
12:56 |
srifqi |
hi nerzhul |
12:57 |
Fixer |
hi |
12:57 |
rdococ |
hi |
12:58 |
rdococ |
is it normal for stamina mod to give me 21 HP? |
12:58 |
nerzhul |
lisac, what command did you use for that ? |
12:58 |
nerzhul |
hi all |
12:58 |
Raven262 |
Hi nerzhul |
12:58 |
tenplus1 |
o/ |
12:58 |
lisac |
/sysinfo |
12:58 |
lisac |
it's a hexchat plugin |
12:58 |
nerzhul |
installed by default ? |
12:58 |
rdococ |
HexChat: 2.10.1 ** OS: Linux 3.16.0-4-amd64 x86_64 ** Distro: Debian 8.6 ** CPU: 4 x AMD A4-6210 APU with AMD Radeon R3 Graphics (AuthenticAMD) @ 1.20GHz ** RAM: Physical: 3.3GiB, 53.8% free ** Disk: Total: 913.4GiB, 89.5% free ** VGA: 1002:9850 ** Sound: HDA-Intel - HD-Audio Generic1: HDA-Intel - HD-Audio Generic ** Ethernet: 10ec:8136 ** Uptime: 2d 7h 26m 43s ** |
12:58 |
lisac |
hey nerzhul |
12:59 |
Raven262 |
Client: HexChat 2.12.4 • OS: Microsoft Windows 10 Pro (x64) • CPU: AMD A8-7600 Radeon R7, 10 Compute Cores 4C+6G (3.10GHz) • Memory: 5.9 GiB Total (2.9 GiB Free) • Storage: 301.4 GiB / 611.0 GiB (309.6 GiB Free) • VGA: AMD Radeon(TM) R7 Graphics • Uptime: 3h 1m 17s |
12:59 |
lisac |
I think so |
12:59 |
rdococ |
depends |
12:59 |
nerzhul |
Client: HexChat 2.12.4 • OS: ArchLinux • CPU: AMD FX(tm)-8350 Eight-Core Processor (1,40GHz) • Memory: 23,0 Gio Total (20,5 Gio Free) • Storage: 847,5 Go / 1,3 To (463,9 Go Free) • VGA: Advanced Micro Devices, Inc. [AMD/ATI] Tahiti XT [Radeon HD 7970/8970 OEM / R9 280X] @ Advanced Micro Devices, Inc. [AMD/ATI] RD9x0/RX980 Host Bridge • Uptime: 7m 16s |
12:59 |
rdococ |
heh, I'm still using an old ver :P |
12:59 |
nerzhul |
i see :p |
12:59 |
lisac |
:P |
12:59 |
rdococ |
I tend to get stuck in the past :P |
12:59 |
rdococ |
not when it comes to minetest 0.5.0, though, I hope :P |
13:00 |
nerzhul |
why does it said 1.4Ghz my processor can run at 4.2 GHZ :p |
13:00 |
nerzhul |
i think it's because it's not used :p |
13:00 |
lisac |
Client: HexChat 2.12.4 • OS: Ubuntu "zesty" 17.04 • CPU: AMD A8-7600 Radeon R7, 10 Compute Cores 4C+6G (1.90GHz) • Memory: Physical: 6.6 GiB Total (4.5 GiB Free) Swap: 7.9 GiB Total (7.9 GiB Free) • Storage: 644.6 GB / 1.1 TB (445.0 GB Free) • VGA: Advanced Micro Devices, Inc. [AMD/ATI] Kaveri [Radeon R7 Graphics] @ Advanced Micro Devices, Inc. [AMD] Family 15h • Uptime: 1h 0m 9s |
13:00 |
Fixer |
AMD users o_O |
13:00 |
lisac |
youtube must take a lot of CPU then |
13:01 |
lisac |
Fixer, AMD>Intel |
13:01 |
lisac |
can you cook soup on intel CPUs? No? |
13:01 |
Krock |
^ |
13:01 |
lisac |
or create baked goods? |
13:01 |
Fixer |
you can cook on any CPU |
13:01 |
Krock |
you can cook soup and eggs on a Riva TNT graphics card or P3/P4 |
13:01 |
lisac |
or heat your room during winter? |
13:01 |
nerzhul |
Client: HexChat 2.12.4 • OS: ArchLinux • CPU: AMD FX(tm)-8350 Eight-Core Processor (4,00GHz) • Memory: 23,0 Gio Total (20,2 Gio Free) • Storage: 847,4 Go / 1,3 To (464,0 Go Free) • VGA: Advanced Micro Devices, Inc. [AMD/ATI] Tahiti XT [Radeon HD 7970/8970 OEM / R9 280X] @ Advanced Micro Devices, Inc. [AMD/ATI] RD9x0/RX980 Host Bridge • Uptime: 9m 43s |
13:01 |
nerzhul |
ah it's better when i compile MT :D |
13:01 |
nerzhul |
4.0 ghz :p |
13:02 |
srifqi |
"sysinfo :Unknown command" |
13:02 |
tenplus1 |
brb |
13:02 |
srifqi |
see you |
13:03 |
lisac |
hey can you try this nerzhul? while true; do make clean && make -j ; done |
13:03 |
srifqi |
XD |
13:04 |
* DS-minetest |
found out something interesting |
13:04 |
nerzhul |
it's already a make -j 8 |
13:04 |
nerzhul |
i have 8 cores :) |
13:05 |
cx384 |
I have only 2. |
13:05 |
srifqi |
DS-minetest, what is it? |
13:05 |
Krock |
DS-minetest, was it this? https://i.imgur.com/GRTZ35l.jpg |
13:06 |
rdococ |
lol |
13:06 |
DS-minetest |
Krock: the right or the left one? X3 |
13:07 |
DS-minetest |
you know, that if you walk on the edge of a node, there are no footsteps. if you eg. throw an item on the edge it will glide |
13:07 |
tenplus1 |
hi DS |
13:07 |
DS-minetest |
hi |
13:08 |
Krock |
DS-minetest, long known features |
13:09 |
* DS-minetest |
didn't try it before >_< |
13:09 |
cx384 |
http://i.imgur.com/7heihIA.jpg :} |
13:17 |
cx384 |
The minetest coral texture is really ugly compared with this http://imgur.com/gallery/jaDHhWa. |
13:21 |
|
Amaz joined #minetest-hub |
13:22 |
tenplus1 |
wb amaz |
13:23 |
Amaz |
ty :) |
13:26 |
rdococ |
cx384: lol |
13:37 |
rdococ |
hi tenplus1 |
13:37 |
tenplus1 |
o/ |
13:37 |
rdococ |
should I bother creating a copper wiring system, then? |
13:38 |
tenplus1 |
am trying to think of the best way to handle it which would be easy to use and give progression |
13:40 |
rdococ |
components could either put themselves in the "conductive" group, or have an "is_conductive" function (to enable for nodes whose conductivity varies, without using set/swap_node, or for nodes whose conductivity can only be determined when the node is checked). nodes could also have an on_conduct function, which is called when the node becomes powered, or loses power. |
13:41 |
tenplus1 |
sounds like a plan, but what differs from basic_machines and current mesecons ? |
13:41 |
rdococ |
nodes would manipulate electrical signals not through emitting or sending them, but purely through allowing a signal through or not. |
13:41 |
rdococ |
tenplus1: wires must form a circuit |
13:42 |
rdococ |
idk yet whether the wires themselves should turn on or off, or just whether wires should dictate how to trace the current |
13:43 |
rdococ |
sorta like silicons, but the wires aren't bundled for you |
13:43 |
tenplus1 |
they should only dictate current.. .changing wires on conductivity is what slows down mesecons too much |
13:44 |
rdococ |
agreed |
13:44 |
rdococ |
hm, what should I call the mod? circuits? |
13:44 |
tenplus1 |
machines should do their work without changing nodes around it for look alone... if anything a mouseover comment.text is ok |
13:44 |
rdococ |
true |
13:47 |
rdococ |
when a switch is flipped from on to off or vice versa, it should trace to find a battery in front of it - if it does, then it should see if the battery can trace to form a complete circuit |
13:50 |
tenplus1 |
but tracing each and every time is a pain and slowdown... am thinking of placement in general updating circuit check once and once only on place/remove |
13:52 |
tenplus1 |
am wondering how minecraft does it so smoothly with redstone, if I could remember the sourcecode site I used for mc I'd check it out |
13:53 |
rdococ |
you have to account for the fact that redstone has a finite signal strength, too |
13:53 |
rdococ |
s/strength/rnnge/ |
13:53 |
rdococ |
s/rnnge/range/ |
13:54 |
srifqi |
I was using buildbot64.sh, how to make it not reconfigure so that I don't have to compile ALL of them. |
13:54 |
tenplus1 |
that's fine, if I can figure HOW they do it so fast then it'll help in porting it across to minetest minuns signal strength if needed |
13:54 |
srifqi |
I mean, I was using "make -j2" inside _build. |
13:54 |
rdococ |
it is weird how redstone isn't laggy in minecraft |
13:54 |
rdococ |
I mean, it even uses java |
13:55 |
tenplus1 |
that's why I think it uses check_circuit_on_place instead of each and every iteration by machine |
13:56 |
rdococ |
hm |
13:57 |
rdococ |
unrelated idea: admin-customizable privilege groups, so "/grant tenplus1 mod" would add kick, ban, etc. but not server or worldedit |
13:57 |
tenplus1 |
? explain |
13:58 |
tenplus1 |
https://github.com/Bukkit/mc-dev/tree/master/net/minecraft/server minecraft decompiled code... checking for redstone now |
14:00 |
rdococ |
tenplus1: You would be able to define "privilege groups". When a group is granted, every priv that is part of it is granted. When it is revoked, every priv that is part of it is revoked. |
14:00 |
tenplus1 |
I think granting specific privs is a lot easier than setting up groups |
14:00 |
rdococ |
you think? |
14:01 |
tenplus1 |
to me anywat |
14:01 |
tenplus1 |
*anyway |
14:01 |
rdococ |
I find it kind of difficult that I can't have a set list of privs for "moderators", a set list of privs for "admins", etc. |
14:01 |
rdococ |
meh, I might create it myself as a lua mod. |
14:02 |
tenplus1 |
I grant privs depending on player ability/trust |
14:02 |
rdococ |
hm |
14:02 |
Shara |
Same as Ten, but TPS servers do have groups like that |
14:02 |
Shara |
DEspite being an admin there, I've never used the groups though |
14:03 |
srifqi |
Oh, I can run "make minetest/fast". |
14:03 |
Shara |
I really prefer to grant based on the individual player and which things I think they are good at handling |
14:03 |
tenplus1 |
hrm, I just confused myself looking at redstone wire code: https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/BlockRedstoneWire.java |
14:07 |
tenplus1 |
from what I gather redstone components use an internal timer to check for nearby power to turn things on or off |
14:07 |
tenplus1 |
it's all in server ticks though |
14:07 |
tenplus1 |
e.g. redstonelamps check themselves every 4 ticks to turn itself on or off depending on touching nodes |
14:07 |
IhrFussel |
MC ticks are 0.05 secs maybe that's what makes it look so fluent |
14:08 |
tenplus1 |
hi fussel |
14:08 |
tenplus1 |
can you imagine minetest checking every 0.05 * 4 seconds for neighbouring power to turn a lamp on or off... it'd lag like nuts |
14:10 |
rdococ |
how the hell does MC pathfind that quickly? |
14:10 |
tenplus1 |
https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/BlockRedstoneTorch.java this is a redstone torch that provides power |
14:11 |
Krock |
pro code: https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/BlockRedstoneTorch.java#L90 |
14:11 |
Krock |
almost readable |
14:11 |
tenplus1 |
it does a sort of nodeupdate_single when placed for touching redstone components and runs their version of applied physics (on place) again |
14:13 |
nerzhul |
Krock, java powa xD |
14:13 |
nerzhul |
and function is called m |
14:13 |
tenplus1 |
lol |
14:14 |
tenplus1 |
seems each redstone component (or mc block in general) has a DoPhysics function that can be called when something changes around it |
14:14 |
rdococ |
oh yeah, the block updates |
14:14 |
rdococ |
why didn't I think of those? |
14:15 |
tenplus1 |
and only if something changes it'll pass onto the next block and run it's DoPhysics etc.etc |
14:15 |
tenplus1 |
so redstone lights up, doors open, machines work etc et |
14:15 |
rdococ |
hm, does minetest have that? |
14:16 |
tenplus1 |
it doesnt have to constantly check the whole circuit |
14:16 |
rdococ |
wait, mesecons constantly checks the whole circuit? |
14:16 |
tenplus1 |
cause it eventually whittles down from A (power) to B (machine) |
14:16 |
rdococ |
why would it do that? |
14:16 |
rdococ |
ah, it's gradual |
14:16 |
tenplus1 |
hrm, I understand why redstone works much smoother |
14:16 |
rdococ |
it sounds like we need a queue |
14:17 |
tenplus1 |
the DoPhysics is only called around the 6 faces of the block, never the diagonals, so saves 8 additional checks that way too |
14:22 |
rdococ |
hm |
14:22 |
rdococ |
do block updates happen sequentially, or in one server step? I can't imagine the latter |
14:22 |
tenplus1 |
each block has it's own internal timers doing it's own thing |
14:23 |
rdococ |
oh, wow, nodetimers |
14:23 |
tenplus1 |
so if redstone torch is placed its timers check around it once only and update the next lot of nodes which start their own timers etc to cehck for power or not |
14:23 |
tenplus1 |
it radiates outward until nothing else needs to be checked |
14:24 |
tenplus1 |
checking level code |
14:24 |
rdococ |
meh, that could still be made more efficient but that's nuts |
14:24 |
tenplus1 |
it saves checking a whole line of components and wires, it only updates what needs to be updated this way |
14:26 |
rdococ |
to be honest, it sounds like mesecons and digilines, not only technic, were designed pretty badly |
14:26 |
tenplus1 |
we could speed it up by getting a find_nodes_in_area(pos1, pos2, {"group:redstone_component"}) and running through a for loop to initiate each one's DoPhysics function |
14:26 |
rdococ |
hm, does minecraft use the equivalent of nodetimers, then? |
14:27 |
tenplus1 |
yeah, when you plaec a block it has the ability to set internal timers |
14:27 |
tenplus1 |
from what I see here |
14:27 |
rdococ |
ah, so I guess we should do that? |
14:28 |
tenplus1 |
tht way if player is out of range nothing happens, and when in range it contionues the timer |
14:28 |
rdococ |
now we just need someone willing to redesign technic :P |
14:28 |
tenplus1 |
https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/BlockRedstoneTorch.java#L51 |
14:29 |
tenplus1 |
that function onPlace (redstone torch) starts applyPhysics of each block around it, and each block does it's own thing... |
14:29 |
rdococ |
ah |
14:29 |
tenplus1 |
rdococ: start with mesecons and simple machinery, once that works well we can add machine by machine and get ppl involved :D |
14:29 |
DS-minetest |
actually mesecons isn't laggy… |
14:30 |
tenplus1 |
I have an intel atom, I FEEL the lag |
14:30 |
tenplus1 |
:P |
14:30 |
rdococ |
and you don't feel the lag with redstone? :P |
14:30 |
tenplus1 |
I tinkered with it once and gave jeia some changes, he no like :P ahah |
14:30 |
DS-minetest |
what changes? |
14:30 |
tenplus1 |
redstone works in a different way, but it seems smoother |
14:30 |
tenplus1 |
DS-minetest: was a few swap_node instead of set_node changes that sped things up a lot |
14:31 |
DS-minetest |
aha |
14:31 |
tenplus1 |
so long as no node-meta exists then swap_nodes are perfect... that's why I use it for Fire Redo mod |
14:31 |
rdococ |
tenplus1: why does he no like then? |
14:31 |
tenplus1 |
wish I knew... |
14:32 |
cx384 |
IMO mesecons is laggy. |
14:32 |
rdococ |
hm |
14:32 |
tenplus1 |
what spec is your pc cx ? and have tyou used it in a server environment ? |
14:32 |
DS-minetest |
afaik mesecons can only cause lag when something happens |
14:33 |
rdococ |
tenplus1: wait, does it check EVERY 4 server ticks? |
14:33 |
tenplus1 |
heh, when in use and changing things it can lag... but on it's own sitting doing nothing it's non-laggy :D |
14:33 |
DS-minetest |
yeah, because nothing happens… |
14:33 |
tenplus1 |
lol |
14:34 |
rdococ |
meh, nodetimers |
14:35 |
DS-minetest |
poor mesecons devs, there are still 11 PRs from me open |
14:35 |
rdococ |
lol |
14:35 |
cx384 |
o.O |
14:35 |
DS-minetest |
some of them non trivial |
14:36 |
rdococ |
lol |
14:37 |
cx384 |
tenplus1, giant mesecon structures are laggy.(for example a calculator) |
14:37 |
Fixer |
rdococ: automation in default mtg |
14:37 |
tenplus1 |
I had a server of Robbie's where they used a blinky plant to turn on/off 10 lights... it lagged that whole area to hell and back |
14:38 |
tenplus1 |
using swap_node in the lights helped a lot, but still bad |
14:38 |
tenplus1 |
checking mesecon actionqueue.lua to see how it operates now |
14:40 |
DS-minetest |
well, placing light nodes lags in minetest |
14:41 |
tenplus1 |
since particles have glow feature, would be nice if we could do same with nodes... have them full brightness but without affecting light around them... just so they are SEEN in the dark |
14:41 |
rdococ |
^ |
14:42 |
tenplus1 |
e.g. light_source = -10 -- light up node at level 10 light all the time but without affecting nearby nodes |
14:42 |
DS-minetest |
do you know if minetest.get_objects_inside_radius radius is limited? |
14:42 |
tenplus1 |
to hoe many objects ? or radius ? |
14:42 |
tenplus1 |
*how |
14:42 |
DS-minetest |
no the radius |
14:43 |
tenplus1 |
could make a test scenario and check :) |
14:43 |
tenplus1 |
1 to 1000 radius ;D |
14:43 |
DS-minetest |
or i look into code |
14:43 |
tenplus1 |
:P |
14:43 |
rdococ |
my subgame has unlit torches which you have to light with flint and steel, but they don't burn out unless you dig them again |
14:44 |
tenplus1 |
rdococ: Real Torch mod handles this |
14:44 |
rdococ |
tenplus1: but I said /don't/ burn out |
14:44 |
tenplus1 |
ah, so you find them, light them and they stay on... forever!!!!!!!! |
14:44 |
tenplus1 |
:P |
14:45 |
rdococ |
yes |
14:45 |
rdococ |
lol |
14:46 |
rdococ |
you just need the ignition to start the exothermic reaction which enables our two face-adorning watery sacks to determine the rough geometry of the areas near the torch |
14:46 |
tenplus1 |
hah, love it :P |
14:47 |
tenplus1 |
I made real torch so you could light with gunpowder to re-ignite the embers... but if torch already lit you get hurt in the explosion :D hah |
14:47 |
rdococ |
tbh it'd be a pain to have to relight the torch constantly, even with lighters that never run out |
14:47 |
rdococ |
heh |
14:48 |
tenplus1 |
giving them a life is a bit of realism... I should make the burnt out torches give 1 light only so you can at leasdt see them in the dark to relight |
14:49 |
rdococ |
unlit torches in my mod give out 4 light, I believe |
14:49 |
rdococ |
they are also 3d |
14:49 |
tenplus1 |
can someone explain this please: https://github.com/minetest-mods/mesecons/blob/master/mesecons_blinkyplant/init.lua#L22 |
14:49 |
|
Megaf joined #minetest-hub |
14:49 |
tenplus1 |
before blinkyplants had 3 nodes (on, off, inactive)... now it's 1 mode with 3x different changes... how's that work ? |
14:49 |
tenplus1 |
wb Megaf |
14:50 |
tenplus1 |
did I miss a note update or something ? |
14:50 |
Megaf |
not happy |
14:50 |
rdococ |
tenplus1: uh, I think mesecon.register_node is just a way to register multiple nodes at once easier |
14:50 |
rdococ |
note the "not_in_creative_inventory=1" group in the "on" state |
14:50 |
tenplus1 |
a crap, didnt even see the mesecon. part at the start... ahahahahaa, custom function |
14:50 |
rdococ |
lol |
14:51 |
tenplus1 |
false alarm, thought we had new features for a sec :d |
14:51 |
rdococ |
stuff like that is one of the reasons I love lua |
14:51 |
tenplus1 |
been tinkering with LUA outwith minetest, it's pretty nifty at other stuff, even gui programs |
14:52 |
rdococ |
I once jokingly suggested a lua api for an irc bot written in python :P |
14:52 |
tenplus1 |
hah |
14:52 |
tenplus1 |
from what I'm reading, lua is better and smaller than python in most cases |
14:52 |
rdococ |
yeah |
14:52 |
tenplus1 |
am surprised users dont convert existing code across and see if it runs any better |
14:53 |
DS-minetest |
looks like it's not limited |
14:54 |
rdococ |
does minetest.get_objects_inside_radius check each object to see if it falls inside the radius? |
14:54 |
rdococ |
(I hope so, otherwise the universe is broken :P) |
14:55 |
tenplus1 |
lol it should |
14:55 |
nerzhul |
for those who are interested, i tested and succeed to create automated debian repository using gitlab pages :D |
14:55 |
nerzhul |
https://gitlab.com/nerzhul/debianrepo |
14:55 |
DS-minetest |
yes, it checks the distance of each active object to the position if it's bigger than radius |
14:55 |
nerzhul |
i build / download two packages, and create a repository, publish on gitlab pages and it works heh |
14:55 |
nerzhul |
maybe sfan5 we should add a step to have https://minetest.gitlab.io/minetest debian/ubuntu repository ? :D |
14:56 |
nerzhul |
daily snapshot build + repo :p without hands |
14:57 |
rdococ |
hm |
14:57 |
tenplus1 |
http://lua-users.org/wiki/GraphicalUserInterfaceToolkits |
14:57 |
rdococ |
I should modify my hearts bar mod (a part of my subgame that changes the health bar) to support >10 hearts |
15:00 |
rdococ |
and maybe add a system for displaying status effects like poison |
15:00 |
rdococ |
btw, have you seen my status effects mod yet? |
15:00 |
rdococ |
it's pretty extendable |
15:02 |
rdococ |
can't wait til 0.6.0, though |
15:02 |
tenplus1 |
:P lol |
15:03 |
rdococ |
I'm trying out 0.6.0-dev from a time travelling friend of mine |
15:03 |
tenplus1 |
ah kewl... do i still rule the world in 2023 ? |
15:04 |
rdococ |
lemme ask him |
15:04 |
rdococ |
back |
15:04 |
rdococ |
and he says you die on Friday 8th September 2017.....wait... that was YESTERDAY! |
15:04 |
tenplus1 |
seem IUP is the better gui front-end for LUA: http://webserver2.tecgraf.puc-rio.br/iup/en/gallery_dlg.html |
15:04 |
rdococ |
brb, gonna ask him about the temporal inconsistency |
15:04 |
tenplus1 |
o.O <-- sudden realisation!!! zombie me :P |
15:05 |
rdococ |
huh, apparently you died yesterday, but then was revived |
15:05 |
rdococ |
I'm gonna ask him why he couldn't give me 0.6.0-stable to try out. |
15:07 |
rdococ |
ahhh. he says it's because an asteroid will impact Earth on the 3rd of March, 1972...wait... |
15:16 |
Megaf |
old console geeks might like this video https://www.youtube.com/watch?v=fffb-_VCuCo |
15:17 |
Megaf |
megadrives more precisely |
15:19 |
tenplus1 |
you ever seen the Armiga yet ? |
15:19 |
tenplus1 |
https://www.armigaproject.com/ |
15:20 |
Megaf |
not really |
15:20 |
Megaf |
but there are AmigaOS OSes for PC |
15:20 |
tenplus1 |
this is a tiny console device with build in floppy that'll let you read your original amiga floppies and store them on internal sd card to play :D |
15:21 |
Megaf |
tenplus1, it looks too small for me... |
15:21 |
rdococ |
dammit, I wish I could hop on xanadu |
15:22 |
Megaf |
Why cant you? |
15:22 |
tenplus1 |
dont you have a bootable flash drive ? |
15:24 |
Megaf |
Im still watching the megadrive video, he plugged into a commodore CRT, oh boy, amazing image |
15:25 |
tenplus1 |
yeah, the old Commodore 1084S monitors were amazing (had one) |
15:33 |
rdococ |
Megaf: "Sorry, no new players being admitted at this time!" |
15:33 |
tenplus1 |
ooh, lemmie open border :) |
15:34 |
tenplus1 |
done |
15:35 |
rdococ |
YAY |
15:42 |
Calinou |
did you build a wall to keep new players out? ;) |
15:43 |
tenplus1 |
lol, we have a border to stop offenders entering server |
15:43 |
benrob0329 |
Only mobile players ;-) |
15:43 |
nerzhul |
rdococ, what do you mean ? which feature do you need in core ? |
15:44 |
nerzhul |
(status effect, 0.6.0, etc) |
15:51 |
tenplus1 |
lol dude |
15:52 |
tenplus1 |
swear filter got you :) |
15:56 |
rdococ |
nerzhul: it was a joke : |
15:56 |
rdococ |
P |
15:57 |
nerzhul |
oh |
15:57 |
benrob0329 |
Ugg, 10 hours+ of rendering later, and I still have a couple things to fix |
15:58 |
tenplus1 |
long rendering time ... movie or still ? |
15:58 |
benrob0329 |
Doctor Who fan intro :P |
15:58 |
benrob0329 |
Maybe even the first in blender :D |
15:58 |
Fixer |
tenplus1: costs too much |
15:59 |
tenplus1 |
:P |
16:00 |
rdococ |
lol |
16:00 |
tenplus1 |
did you actually swear in german ? |
16:00 |
Fixer |
tenplus1: costs as much as original one for sale |
16:00 |
rdococ |
tenplus1: yes |
16:00 |
tenplus1 |
true but better than original in a sense |
16:02 |
benrob0329 |
Aw dang, this guy beat me to it: https://youtu.be/kYRR4BKmb5o |
16:03 |
benrob0329 |
And this...thing: https://youtu.be/TFk0AHIMOII |
16:03 |
tenplus1 |
oh man, this one is really good: https://www.youtube.com/watch?v=dQw4w9WgXcQ |
16:06 |
benrob0329 |
Lol, this one actually is really good: https://youtu.be/6x-h6XMI8qQ |
16:07 |
tenplus1 |
https://www.youtube.com/watch?v=Qra6fc47jAY in 360 VR if you have it |
16:08 |
benrob0329 |
Hmm...his tardis is animated better XD |
16:10 |
benrob0329 |
*animation |
16:11 |
Fixer |
tenplus1: you can install emulator and use already digitized diskette files, 0 usd |
16:12 |
tenplus1 |
true |
16:12 |
tenplus1 |
UAE is pretty good |
16:12 |
Fixer |
hack, you can buy PI3 and emulate _everything_ |
16:14 |
benrob0329 |
Fixer: nice markdown |
16:15 |
tenplus1 |
pi3 is pretty good... |
16:16 |
rdococ |
hack |
16:22 |
rdococ |
lol |
16:25 |
* rdococ |
hugs tenplus1 |
16:25 |
tenplus1 |
lol |
16:26 |
Megaf |
speaking of pi3 |
16:26 |
rdococ |
lol |
16:26 |
Megaf |
I wonder if I could stick a pi zero on my keyboard |
16:26 |
rdococ |
my trigger mod is so hacky it redefined minetest.register_node |
16:26 |
Megaf |
in my keyboard I mean |
16:26 |
rdococ |
s/ed/es/ |
16:27 |
Megaf |
I have a very nice 8 Euro USB keyboard, and it looks quite old school |
16:27 |
Megaf |
it'd be nice if I could it plug it to a TV |
16:27 |
rdococ |
although to be fair it handles it kinda well |
16:32 |
benrob0329 |
rdococ: why would you do that...thats going to potentially break everything |
16:36 |
rdococ |
benrob0329: ik |
16:36 |
rdococ |
:P |
16:37 |
rdococ |
benrob0329: to be honest, though, it runs "old_register_node(...);" first, then does its stuff afterwards |
16:37 |
rdococ |
although, if it errors, the error's going to pop up there instead of where minetest.register_node was called |
16:55 |
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Natechip joined #minetest-hub |
16:55 |
|
Natechip joined #minetest-hub |
16:55 |
tenplus1 |
hi Natechip |
16:55 |
Natechip |
hi tenplus1 |
16:55 |
garywhite |
morning all |
16:55 |
tenplus1 |
hi gary |
16:55 |
tenplus1 |
o/ |
16:55 |
garywhite |
o/ |
16:56 |
Natechip |
guess my PC shutdown somehow O_O |
16:56 |
tenplus1 |
o- |
16:56 |
Natechip |
welp now my uptime is gone XD |
16:56 |
tenplus1 |
uptime; 0.2 seconds now... clean slate :D |
16:56 |
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kaeza joined #minetest-hub |
16:56 |
tenplus1 |
hi kaeza |
16:57 |
kaeza |
hi tenplus1 |
16:57 |
tenplus1 |
:P |
16:58 |
Natechip |
meh |
16:58 |
Natechip |
it was at 5 weeks |
16:58 |
Natechip |
._. |
17:00 |
tenplus1 |
record time |
17:08 |
rdococ |
lol |
17:15 |
srifqi |
Anybody knows why some elements in dialog just ignored? ... or have I done something wrong? |
17:15 |
tenplus1 |
how you mean ? |
17:20 |
srifqi |
I mean, when a dialog only consist of 2 checkboxes and 2 buttons, it works well. But, when there are 9 textboxes, 6 checkboxes, and 2 buttons, the checkboxes ignored. |
17:20 |
tenplus1 |
hrm, weird bug |
17:22 |
tenplus1 |
add an issue if it persists |
17:23 |
|
paramat joined #minetest-hub |
17:23 |
tenplus1 |
hi paramat |
17:28 |
srifqi |
hi paramat |
17:30 |
paramat |
wow, reading logs, this channel has been on-topic today, amazing |
17:30 |
tenplus1 |
:P |
17:34 |
srifqi |
tenplus1, nvm, I forgot to modify an if statement. :P |
17:34 |
tenplus1 |
lol |
17:34 |
rubenwardy |
paramat, lol |
17:34 |
tenplus1 |
o/ ruben |
17:34 |
rubenwardy |
o/ |
17:35 |
rubenwardy |
how's everyone? |
17:35 |
srifqi |
paramat, I'm still working on the noise params with flags setting. |
17:35 |
srifqi |
rubenwardy, I'm fine. |
17:36 |
tenplus1 |
For anyone using them, MObs Redo API and Lucky Blocks has been updated |
17:36 |
kaeza |
srifqi, I'd guess you have some syntax error in your form making the parser ignore the rest |
17:36 |
kaeza |
srifqi, can you `print` your form and pastebin it? |
17:36 |
tenplus1 |
also... https://github.com/minetest/minetest/pull/6396 yay! :) we need 'dis |
17:37 |
srifqi |
Probably. But seems like for my case, it just my algorithm, not Minetest's. |
17:40 |
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Raven262 joined #minetest-hub |
17:40 |
tenplus1 |
wb raven |
17:41 |
Megaf |
Anyone here with a Skylake CPU and windows to try my build when it finishes building? |
17:41 |
Megaf |
build of minetest |
17:42 |
srifqi |
Have Windows 10, but what is Skylake? |
17:42 |
tenplus1 |
intel cpu |
17:43 |
paramat |
srifqi i really appreciate it, and i'm so sorry about disapproving your long running PR |
17:43 |
rubenwardy |
tenplus1 :D |
17:44 |
srifqi |
paramat, nvm, that's two years ago. This one is better. :) |
17:44 |
tenplus1 |
? |
17:44 |
Megaf |
It has to be an intel Skylake because I optimized it for Skylake, I dont know if it will run on other CPUs |
17:44 |
Megaf |
These are Intel Skylake CPUs http://ark.intel.com/products/codename/37572/Skylake https://en.wikipedia.org/wiki/Skylake_(microarchitecture) |
17:45 |
* tenplus1 |
currently has THIS bad boy; http://ark.intel.com/products/49490/Intel-Atom-Processor-D525-1M-Cache-1_80-GHz |
17:46 |
rubenwardy |
lol |
17:46 |
tenplus1 |
.. and this running on a separate desktop where I gotta fix a cscale issue with the processor to get it working: http://ark.intel.com/products/78868/Intel-Pentium-Processor-J2900-2M-Cache-up-to-2_67-GHz |
17:47 |
Megaf |
my badboy products.amd.com/en-us/search/APU/AMD-E-Series-Processors/AMD-E1-Series-APU-for-Laptops/E1-6010-with-Radeonâ„¢-R2-Graphics/94 |
17:47 |
kaeza |
rubenwardy, req: add which node (pos?) caused death to `node_damage` |
17:47 |
rubenwardy |
kaeza, that's hard |
17:47 |
rubenwardy |
well |
17:47 |
rubenwardy |
not that hard |
17:47 |
Megaf |
tenplus1, I have the AMD version of your CPU, but with half the threads |
17:47 |
rubenwardy |
the code sums the node_damage of all the nodes around it |
17:47 |
kaeza |
ah |
17:48 |
tenplus1 |
if the engine checks the node and issues damaage it'll know the name to pass as cuase |
17:48 |
rubenwardy |
you could put the most damaging node I guess |
17:48 |
tenplus1 |
I may get an AMD processor next time around, they seem to have less issues than intel right now |
17:48 |
kaeza |
anything works |
17:48 |
rubenwardy |
I thought about this, but decided that player:get_pos() was close enough |
17:48 |
kaeza |
the idea is being able to distinguish between e.g. acid/lava/etc |
17:49 |
kaeza |
well, true |
17:49 |
rubenwardy |
true |
17:49 |
tenplus1 |
is this for that pull request, or a mod in general ? |
17:49 |
rubenwardy |
hmmm |
17:49 |
rubenwardy |
it makes for a nicer API, so I'll look into it |
17:50 |
Megaf |
tenplus1, my CPU beats your, http://cpuboss.com/cpus/Intel-Atom-D525-vs-AMD-E1-6010 |
17:50 |
kaeza |
override_node("air", { damage_per_second=1 }) |
17:50 |
Megaf |
clearly Intel paid for 3D mark to win tho |
17:50 |
tenplus1 |
lol, but I have nvidia ion v2 gfx... muhahahaha |
17:51 |
rubenwardy |
kaeza, this is the code btw: https://github.com/rubenwardy/minetest/blob/3df2a75315ff4c6f205133d39364de237d34a796/src/content_sao.cpp#L952 |
17:51 |
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DS-minetest joined #minetest-hub |
17:51 |
rubenwardy |
it's not even a for loop, which would be nice |
17:51 |
tenplus1 |
hi DS |
17:52 |
DS-minetest |
hi |
17:52 |
Megaf |
tenplus1, both of our CPUs suck |
17:52 |
tenplus1 |
ehehe but they work |
17:52 |
Megaf |
srifqi, what CPU do you have? |
17:52 |
kaeza |
uh, it also doesn't respect player collision box? (was that added?) |
17:53 |
Megaf |
N2840 |
17:53 |
srifqi |
Megaf, Intel |
17:53 |
rubenwardy |
kaeza, doesn't seem like it does |
17:53 |
Megaf |
srifqi, you have an Intel Celeron N2840 at 2.16 GHz |
17:53 |
kaeza |
>v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS); |
17:53 |
Megaf |
running windows 10 Home |
17:53 |
srifqi |
Megaf, srifqi Intel |
17:53 |
kaeza |
nope, hardcoded 1.6 |
17:54 |
srifqi |
^^ sorry, wrong message. |
17:54 |
Megaf |
It's a Bay Trail, not Skylake =/ |
17:54 |
tenplus1 |
bay trail running win10... do you notice any freezes or lock ups ? |
17:55 |
* rubenwardy |
has an i5 @ 2.6GHz 5200U |
17:56 |
Megaf |
rubenwardy, that's a Broadwell |
17:56 |
rubenwardy |
yeah |
17:57 |
Megaf |
I wonder if my build would run on Broadwell and Bay Trails |
17:57 |
Megaf |
Almost sure it wouldn't on an Atom |
17:57 |
* tenplus1 |
chooses processors based on 65watts or below system use |
17:59 |
srifqi |
Skylake has 12 cores? o_0 |
17:59 |
Megaf |
some, maybe |
18:00 |
srifqi |
"make -j12" .-. |
18:00 |
Megaf |
22, becuase 22 threads |
18:00 |
tenplus1 |
'd love to try one of the ARM boards |
18:00 |
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lisac joined #minetest-hub |
18:00 |
tenplus1 |
hi lisac |
18:01 |
|
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18:01 |
lisac |
hey ten |
18:01 |
Megaf |
I want to try this puppy http://products.amd.com/en-us/search/CPU/AMD-Ryzen%E2%84%A2/AMD-Ryzen%E2%84%A2-Threadripper/AMD-Ryzen%E2%84%A2-Threadripper-1950X/177 |
18:02 |
Megaf |
16 cores, 32 threads, up to 4 GHz |
18:02 |
tenplus1 |
ooh I've seen the youtube videos on that one... amazing specs... even Alienware has a gaming rigg using it |
18:02 |
tenplus1 |
kicks intel core i9's outta the water |
18:03 |
Megaf |
4 memory channels man |
18:03 |
Megaf |
it's Athlon 64 vs Pentium 4 all over again |
18:03 |
Megaf |
Intel stuck in time with overpriced product and AMD inovating |
18:04 |
tenplus1 |
that's the problem, intel ask too much for the cpu's instead of setting a good price and relying more on bulk sales |
18:05 |
* DS-minetest |
has a Pentium 4 Intel with 3.2 GHz |
18:05 |
rdococ |
ugh |
18:05 |
rdococ |
why internet, why |
18:05 |
rubenwardy |
> £741 |
18:06 |
rdococ |
why intel why |
18:06 |
tenplus1 |
lol |
18:06 |
srifqi |
DS-minetest, how could? My computer uses Pentium 4 but not reaching 3 GHz. |
18:07 |
DS-minetest |
umm, idk |
18:07 |
srifqi |
overclocking? (o_O) |
18:08 |
DS-minetest |
Family, model, stepping is 15, 6, 4 |
18:08 |
Megaf |
DS-minetest, does Minetest runs well there? |
18:09 |
Megaf |
are you running windows? |
18:09 |
DS-minetest |
no, linux |
18:09 |
Megaf |
I can make a build of Minetest for your CPU, |
18:09 |
DS-minetest |
i can |
18:09 |
DS-minetest |
but it takes long… |
18:10 |
Megaf |
what distro do you use? |
18:10 |
DS-minetest |
lubuntu zesty |
18:10 |
tenplus1 |
nice |
18:13 |
srifqi |
lol, same as mine, lubuntu, too. But one RAM died, so only one 256 MB RAM. It still can run. |
18:13 |
tenplus1 |
that's a little light on resources |
18:13 |
srifqi |
It even can still play games. .-. But not 3D, because of the video driver. |
18:14 |
paramat |
remember don't let this offtopic go on too long please, there is a channel for long offtopic discussions |
18:14 |
srifqi |
3D games play so laggy. |
18:14 |
srifqi |
Which channel? |
18:16 |
Megaf |
#Minetest-Chat and #Minetest-OffTopic |
18:16 |
Megaf |
both dead |
18:16 |
Megaf |
I prefer #Minetest-Chat because it was created by me |
18:16 |
Megaf |
paramat, man, hub is offtopic |
18:17 |
Megaf |
paramat, official is #Minetest /// |
18:19 |
Megaf |
well, I said, both channel dead |
18:19 |
Megaf |
because people off topic here, |
18:19 |
Megaf |
because official is #Minetest |
18:19 |
Megaf |
IMHO |
18:19 |
DS-minetest |
i think, this may be my processor: https://ark.intel.com/products/27501/Intel-Pentium-4-Processor-supporting-HT-Technology-3_20-GHz-512K-Cache-800-MHz-FSB |
18:20 |
tenplus1 |
not bad |
18:20 |
Megaf |
and you are on 32 bit :S |
18:23 |
tenplus1 |
https://www.aliexpress.com/item/UK-Raspberry-Pi-3-Model-B-Game-Kit-2-Game-Controller-32G-SD-Card-Case-3A/32826692571.html |
18:24 |
Megaf |
we are talking about Raspberry Pi at #RaspberryPi Yes, really! |
18:25 |
paramat |
hub isn't an offtopic channel, restrained offtopic is allowed though. #minetest is for chit-chat, offtopic and mindless spamming |
18:25 |
paramat |
hub rules http://hub.minetest.net/info |
18:26 |
paramat |
we're very lenient about offtopic though, but the amount has become a problem recently |
18:26 |
tenplus1 |
it opens the room to ideas and eventually ideas about minetest :) |
18:28 |
paramat |
doughnut talk is allowed here |
18:29 |
tenplus1 |
I would bloody well hope so :P |
18:29 |
paramat |
nah, long computer-geek conversations should not be here |
18:30 |
* Megaf |
could /ban paramat and everyone who doesnt like this channel the way it is |
18:31 |
* Megaf |
hides |
18:31 |
RoaryTiger |
I'm safe now |
18:32 |
kaeza |
potato |
18:32 |
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18:33 |
paramat |
important dev information is often posted here so huge amounts of casual offtopic is a problem when reading logs, the reason #minetest is for chit-chat is so we don't waste 10mins a day scrolling through offtopic when scanning logs for important information |
18:34 |
Krock |
how about not posting important information here? |
18:34 |
Krock |
for something we have -dev |
18:35 |
rubenwardy |
I read the logs as there are sometimes interesting suggestions in here |
18:35 |
rubenwardy |
and mentions project |
18:35 |
rubenwardy |
*of projects |
18:35 |
paramat |
importantly though, it's a request for relaxed discussion with a little restraint, instead of no restraint, we're not strict here |
18:38 |
kaeza |
chat suddenly died |
18:39 |
Krock |
until kaeza appeared to revive it |
18:39 |
kaeza |
it's a zombie now? |
18:39 |
Krock |
well, technically.. nah. |
18:40 |
paramat |
Krock important MT discussion that is not strictly dev happens here a lot. it makes no sense to suggest MT talk should move out of this channel instead of suggesting offtopic is restrained |
18:41 |
paramat |
but please don't get all uptight, relax, just please have a little restraint |
18:41 |
tenplus1 |
the whole point of -hub is a laid back channel where ideas form among normal talk |
18:42 |
paramat |
tenplus it's focus is MT |
18:42 |
paramat |
see info page |
18:42 |
tenplus1 |
o.O |
18:43 |
Krock |
that's not exactly what I meant. If there's important dev information to share, then is the dev channel definitely a better option. However, it may be a parallel discussion - with the difference that we've got more player feedbacks here |
18:43 |
DS-minetest |
hm, it looks like overriding nodes after load destroys the ability to connect with connected nodeboxes |
18:43 |
tenplus1 |
the room does what it says on the tin |
18:43 |
paramat |
"Please keep offtopic discussions short (under 50 lines)." we don't even enforce that, it's just to stop excessive offtopic |
18:44 |
Krock |
DS-minetest, overriding nodes after loading is not intended and won't work in almost all cases |
18:45 |
DS-minetest |
is rawsetting something in minetest.registered_nodes after load bad? |
18:45 |
paramat |
important MT discussion can often be unsuitable for dev channel, and some find that channel too strict |
18:46 |
DS-minetest |
rawsetting a custom field |
18:47 |
Krock |
DS-minetest, it won't be synced with the core anymore. Changing the drawtype, for example, won't do anything. But you can still override Lua functions or groups, that aren't used by the client |
18:47 |
DS-minetest |
ah, thanks |
18:47 |
Krock |
!next |
18:47 |
ShadowBot |
Another satisfied customer. Next! |
18:55 |
paramat |
it's possible to be relaxed but also have a little restraint, i don't know why people find that difficult. i talk offtopic here too but always feel i should not go on too long :] |
19:00 |
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19:02 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?f=3&t=18434 |
19:02 |
rubenwardy |
"Can I use a part of my github pages domain to host [a Minetest server]?" |
19:02 |
rubenwardy |
-.- |
19:03 |
KaadmY |
Wat no |
19:04 |
rubenwardy |
well, Minetest's protocol sucks |
19:04 |
rubenwardy |
we should have gone with a TCP one |
19:04 |
rubenwardy |
even better, HTTP |
19:04 |
rubenwardy |
then you could use github pages to host a server |
19:04 |
IhrFussel |
People who don't even understand how setting up a server works shouldn't even attempt it IMO |
19:04 |
rubenwardy |
^ |
19:04 |
rubenwardy |
well, meh |
19:05 |
rubenwardy |
it's good for anyone to be able to make a server |
19:05 |
rubenwardy |
but the sorts that don't understand/don't bother to won't make very stable or long term ones |
19:05 |
IhrFussel |
If his idea would work most people would've exploited it by now |
19:07 |
IhrFussel |
rubenwardy, inexperienced people only harm themselves when they set up a public server |
19:07 |
tenplus1 |
many players want a server to be admin, in control... and they they make one and figure out it's a lot harder than it looks |
19:16 |
tenplus1 |
nite folks |
19:16 |
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19:25 |
RoaryTiger |
My built of Minetest 0.4.17 for Skylake CPUs if you want to test. https://github.com/Megaf/Minetest-Light/releases/tag/0.4.17 |
19:25 |
Megaf |
It's the very same code of Minetest, nothing was changed at all |
19:25 |
rubenwardy |
nice |
19:25 |
rubenwardy |
> tag 0.4.17 |
19:27 |
Megaf |
I am very interested in knowing if it runs at all in any non Skylake CPU |
19:27 |
Megaf |
and how well it runs comparing to lets say, sfan5's build |
19:27 |
rubenwardy |
are there any objects to using stable-0.4 as a 0.4.17-dev branch? |
19:28 |
rubenwardy |
it'll have bug fixes backported, and no new features |
19:28 |
rubenwardy |
the alternative is dev-0.4 |
19:28 |
rubenwardy |
which I prefer, but nerzhul is against |
19:28 |
Megaf |
I have no idea why my build is 0.4.17 actually |
19:28 |
sfan5 |
Megaf: depends on whether gcc decided to use skylake-exclusive features, also it probably runs similarily as all the libraries are still compiled for "generic" |
19:28 |
sfan5 |
rubenwardy: what kind of development is there to do for 0.4.17? |
19:28 |
Megaf |
This is sfan's build by the way http://minetest.kitsunemimi.pw/builds/win64/minetest-0.4.16-win64.7z |
19:29 |
rubenwardy |
back porting bug fixes |
19:29 |
rubenwardy |
traditionally stable-0.4 has pointed to the last 0.4 release |
19:29 |
Megaf |
sfan5, my next step if this build runs is rebuilding the libs too |
19:29 |
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19:29 |
rubenwardy |
tbh, I don't mind it being used for 0.4.17-dev that much |
19:29 |
Megaf |
at least irrlicht |
19:29 |
Megaf |
lua is already built for Skylake |
19:30 |
sfan5 |
rubenwardy: well those can be collected in a list, backported at once and then pushed |
19:30 |
sfan5 |
you don't use luajit, Megaf? |
19:30 |
rubenwardy |
sfan5, stable-0.4 is already broken btw |
19:30 |
sfan5 |
i know |
19:31 |
rubenwardy |
so should we revert the bump to 0.4.17 or fix it so it says 0.4.17-dev? |
19:31 |
rubenwardy |
and if it's reverted, should there be a dev-0.4 |
19:31 |
sfan5 |
idk keep it |
19:32 |
rubenwardy |
ok, I'll just fix it then as it'll be less controversial |
19:32 |
Krock |
just set the DEVELOPMENT_BUILD variable to true? |
19:32 |
rubenwardy |
yup |
19:34 |
Calinou |
Megaf: I have a Skylake CPU, so I could run that build :D |
19:34 |
Megaf |
sfan5, Not in this build, since I wanted Lua to be compiled for Skylake too |
19:34 |
Megaf |
and test the normal Lua |
19:34 |
Megaf |
Calinou, so please :) |
19:35 |
Megaf |
It has no LevelDB, LuaJIT nor Gettext by the way |
19:36 |
Calinou |
also, my mother is finally going to use a "new" PC starting from tomorrow |
19:36 |
Calinou |
my blood pressure will lower a lot while I have to perform maintenance tasks on it |
19:36 |
Calinou |
she's going from a low-end dual-core AMD CPU from 2010 or so, 4 GB of RAM, a GeForce 9200 GT and a very noisy PC |
19:37 |
Calinou |
to an i7-2600K, 8 GB of RAM, a 256 GB Samsung 840 PRO SSD, a very quiet PC |
19:37 |
Calinou |
there's no dedicated GPU, but the IGP is enough to drive a 1920×1080 desktop (she only does office work/web browsing) |
19:37 |
Calinou |
also, Windows 7 to Windows 10 :P |
19:37 |
Calinou |
my dad is going to switch PCs soon, too |
19:37 |
Calinou |
(he's on a 2008 iMac right now, it's extremely slow) |
19:38 |
Megaf |
Calinou, That's great news |
19:38 |
Megaf |
now test my build, will ya? |
19:40 |
Calinou |
it works :) |
19:40 |
Calinou |
created a world |
19:41 |
Megaf |
Oh my |
19:42 |
Megaf |
Calinou, any difference in FPS compared to other builds? |
19:43 |
Calinou |
is it a MSVC or MinGW build? |
19:43 |
rubenwardy |
rdococ, https://github.com/minetest/minetest/commit/41b7823057bdaddd760f932dce802719301c3a0f |
19:44 |
Calinou |
Megaf: I think it performs the same |
19:44 |
Calinou |
as the official 0.4.16 build I have |
19:44 |
Megaf |
Calinou, MinGW |
19:45 |
nerzhul |
rubenwardy, i'm okay for backporting fixed to stable-0.4, just open PR |
19:46 |
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19:54 |
Calinou |
https://media.hugo.pro/2017-09-09_21-52-37.mp4 |
19:55 |
Calinou |
player movement on my server, with 15 Hz server step |
19:55 |
Calinou |
looks quite good, although I wish we had yaw interpolation, and a way to display pitch :( |
19:57 |
Megaf |
Calinou, define 15Hz server step |
19:57 |
Krock |
1/15s |
19:57 |
Calinou |
`dedicated_server_step = 0.0667` in minetest.conf |
19:57 |
Megaf |
ah |
19:57 |
Megaf |
my server was 0.05 for around 3 years |
19:57 |
Krock |
tried 0.01 yet? |
19:57 |
Megaf |
and at times I used 0.02 |
19:58 |
Calinou |
ah, yeah, I remember a guy running 0.02 |
19:58 |
Megaf |
just in the last 10 monts I put in 0.1 because a bug in bees mod |
19:58 |
Calinou |
it wasn't you, though |
19:58 |
Calinou |
Krock: heh |
19:58 |
sfan5 |
tfw minetest servers have less "ticks" than cs demos |
19:58 |
Calinou |
Megaf: I can try 0.05 |
19:58 |
Calinou |
sfan5: even Minecraft has 20 Hz :( |
19:58 |
Calinou |
id Tech 3 games usually are 20 Hz |
19:58 |
Calinou |
although Quake Live and Unvanquished are 40 Hz |
19:58 |
Megaf |
and at the time I didnt know 1/5 I know today a bout optimizng things |
19:58 |
Calinou |
(40 Hz should be a sane default for modern games) |
19:58 |
Calinou |
(or 30 Hz, in the worst case, eg. Xonotic) |
19:59 |
sfan5 |
but muh 128 tick |
19:59 |
sfan5 |
what does cube 2 have tho? |
19:59 |
Calinou |
25 Hz, IIRC |
20:00 |
Calinou |
hmm, I'll try 30 Hz on Minetest just for fun |
20:00 |
Calinou |
I don't run mob mods anyway |
20:02 |
Megaf |
ok, my server is not runnign with 0.02 |
20:02 |
Calinou |
30 Hz looks awesome, however player movement isn't very "immediate" due to the SmoothTranslator |
20:02 |
Calinou |
which is too slow for 30 Hz |
20:02 |
Calinou |
(it's hardcoded, so you need to recompile your client to change it) |
20:05 |
sfan5 |
couldn't it be made a setting? |
20:06 |
Calinou |
it could be :) |
20:06 |
Calinou |
I can send a PR if you want |
20:06 |
Calinou |
my server holds up well with 30 Hz, but I only tested with 2 players :P |
20:23 |
IhrFussel |
My server runs at 5 Hz and it's enough...most humans can't react in under 200 ms |
20:24 |
IhrFussel |
I understand why high precision games (like shooters) need more Hz though...Minetest isn't "high precision" |
20:27 |
Calinou |
>most humans can't react in under 200 ms |
20:28 |
Calinou |
they very much can |
20:28 |
Calinou |
try using a 2nd client (put two windows side-by-side) and move one of the clients around |
20:28 |
Calinou |
you will easily notice the difference between 5 and 10 Hz |
20:28 |
Calinou |
or even 10 Hz and 20 Hz |
20:28 |
Calinou |
or sometimes 20 Hz and 30 Hz |
20:28 |
Calinou |
also, PvP requires accuracy :P |
20:31 |
rdococ |
hi |
20:34 |
Calinou |
nice: https://kryptxy.github.io/torrench/ |
20:39 |
IhrFussel |
Calinou, PvP in minetest is a joke and no most humans cannot react in under 200 ms...I'm talking about reaction time when you press a button for example |
20:40 |
rubenwardy |
Calinou, installed |
20:40 |
Calinou |
IhrFussel: Minetest CTF :P |
20:40 |
rubenwardy |
IhrFussel, human reaction time is 10MS, iirc |
20:41 |
sfan5 |
> most humans cannot react in under 200 ms |
20:41 |
sfan5 |
nice meme |
20:41 |
rubenwardy |
oh wait no |
20:41 |
rubenwardy |
"The average reaction time for humans is 0.25 seconds to a visual stimulus, 0.17 for an audio stimulus, and 0.15 seconds for a touch stimulus." |
20:41 |
rubenwardy |
he's right |
20:42 |
Calinou |
latency should be decreased as much as possible, really |
20:42 |
rubenwardy |
well, the unreliable first result says he is |
20:42 |
Calinou |
and increasing player update rate decreases the perceived latency |
20:42 |
rubenwardy |
but you will be able to notice finer details |
20:42 |
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20:42 |
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20:44 |
IhrFussel |
"Humans see an image in just 13 milliseconds." << seeing an image doesn't allow to react to it right away |
20:46 |
IhrFussel |
I played a reaction game on my phone and I NEVER got below 250 ms ... there may be humans who react a little faster but those aren't the average joe |
20:47 |
sfan5 |
you only have average people playing on your servers? |
20:47 |
rubenwardy |
basically everyone is average |
20:47 |
IhrFussel |
When I'm at a traffic light and it turns green nobody is able to walk right away |
20:47 |
Calinou |
I can :P |
20:48 |
rubenwardy |
I can |
20:48 |
rubenwardy |
because the lights go amber first |
20:48 |
Calinou |
lucky you :D |
20:48 |
Calinou |
oh, people might be interested by this, by the way: https://github.com/mcollina/autocannon |
20:48 |
Calinou |
it's a web load testing tool, using Node.js |
20:48 |
Calinou |
it works on Windows natively, unlike wrk |
20:48 |
Calinou |
seems to work quite well, even installed on my VPS |
20:51 |
IhrFussel |
Test your reaction here https://www.humanbenchmark.com/tests/reactiontime |
20:52 |
lisac |
rubenwardy, I found... a thing: http://www.minehacker.org/ |
20:53 |
rubenwardy |
old news |
20:54 |
sfan5 |
IhrFussel: my average is 248ms what now? |
20:54 |
lisac |
new news for me |
20:54 |
lisac |
hey fuck that guy |
20:54 |
Krock |
269 average |
20:57 |
IhrFussel |
254 see... so the 0.25 s is correct |
20:58 |
sfan5 |
are you serious |
21:01 |
IhrFussel |
Yes I wanted to prove that you "cannot" react much faster than 200 ms ... so the only reason why shooters need higher Hz is because otherwise shots may miss on one screen while they hit on another |
21:02 |
sfan5 |
you can't prove anything with a sample size of 1 |
21:02 |
Calinou |
https://www.humanbenchmark.com/users/32135350 |
21:02 |
Calinou |
hmm, I'm not that good |
21:02 |
Calinou |
67% percentile |
21:03 |
Calinou |
hey, the number in milliseconds is a power of 2, at least :D |
21:03 |
IhrFussel |
Of course you can prove something if several people confirm it |
21:04 |
sfan5 |
how much is several? |
21:05 |
IhrFussel |
Quora posts, Wikipedia, other forum posts/articles + you guys who did the test |
21:05 |
sfan5 |
well you should have said so from the beginning |
21:06 |
IhrFussel |
But doesn't matter now, MT simply doesn't *need* < 0.1 s ticks |
21:06 |
Calinou |
not bad, I did the number memory test |
21:06 |
Calinou |
13 digits, 94% percentile |
21:06 |
Calinou |
IhrFussel: any game does |
21:06 |
Calinou |
player movement, even in slower games, looks just horrible in 10 Hz |
21:06 |
Calinou |
play Quake 2 and you'll see why |
21:06 |
Calinou |
it also means the perceived latency of most actions will increase |
21:09 |
Calinou |
Verbal Memory, 101 points (96% percentile) :D |
21:11 |
Calinou |
and the last one, Visual Memory, 21016 points (79% percentile), although I kind of rushed it |
21:12 |
Calinou |
redid reaction test, 238 ms (80%) |
21:12 |
Calinou |
not sure how to get lower… I put the window on my TN monitor (which has lower input lag) |
21:12 |
Calinou |
but still, it's not that good :P |
21:22 |
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21:22 |
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21:29 |
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21:30 |
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21:31 |
Megaf_ |
Calinou, sfan5, a friend just tried to run my build but her computer complained about this missing dlls, libwinthread-1.dll, ibwinpthread-1, libgcc_s_seh-1.dll, libstdc++-6.dll |
21:31 |
sfan5 |
you need to copy those from the toolchain folder |
21:32 |
Calinou |
I have a MSYS2 installation already, that's probably why it worked out of the box on my PC |
21:32 |
Calinou |
and it's in my PATH :P |
21:32 |
Calinou |
Megaf_: http://www.msys2.org/ + http://styrene.readthedocs.io/en/latest/ = ♥ |
21:32 |
Calinou |
I used it for building my Sauerbraten mod, it works just fine (with copying DLLs manually, not using the generated installer) |
21:32 |
Calinou |
in 64-bit :) |
21:33 |
Megaf_ |
but but but |
21:33 |
Megaf_ |
I dont use windows |
21:33 |
IhrFussel |
Is there any other server that displays the nametag as green while healing and red while taking damage + remaining HP? |
21:34 |
Calinou |
Megaf_: if you want to perform proper Windows testing and distribution, you gotta run Windows at some point :P |
21:34 |
Calinou |
IhrFussel: that would be nice |
21:34 |
Calinou |
there's the "gauges" mod for displaying other player health/breath (only visible at close distances) |
21:35 |
Megaf |
Calinou, negative, I get my users addicted to my software then force then to use Linux |
21:36 |
Megaf_ |
and Im joking |
21:36 |
IhrFussel |
Calinou, I already implemented that on my server + custom HP system ... I was just curious if my server was unique with that feature |
21:38 |
Calinou |
IhrFussel: mind putting the mod on GitHub? :) |
21:48 |
IhrFussel |
The mods I code aren't standalone, they depend on each other in a big "network" |
22:03 |
Calinou |
aw :( |
22:11 |
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22:41 |
rubenwardy |
> The mods I code aren't standalone, they depend on each other in a big "network" |
22:41 |
rubenwardy |
sounds like spaghetti |
22:51 |
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22:54 |
paramat |
erm, reaction time to a visual stimulus is irrelevant to server step as step affects so many aspects. but if it helps your potato that's ok :] |
22:56 |
* rdococ |
eats some spaghetti code |
22:56 |
Calinou |
yeah, exactly |
22:56 |
Calinou |
I'm not sure if my server would hold 20 players in 30 Hz though :P |
22:56 |
Calinou |
15 Hz, probably |
22:56 |
Calinou |
but 30 Hz looks so smooth… :o |
22:57 |
Calinou |
this is a VPS, not a dedicated server, but still |
22:57 |
rdococ |
lol |
23:05 |
Fixer |
https://news.ycombinator.com/item?id=12573981 |
23:05 |
rdococ |
one day, someone should create a chaotic Minetest server named "Discord", to throw people off :P |
23:09 |
Fixer |
*,...,* |
23:10 |
Fixer |
Calinou: nice, I'm not alone on msys2/mingw64 |
23:12 |
Calinou |
rdococ: would it have memes at spawn? |
23:13 |
Fixer |
EVERYBODY MOVE YOUR BODY_ |
23:13 |
rubenwardy |
argh |
23:14 |
rubenwardy |
advtrains is buggy |
23:14 |
Fixer |
rubenwardy: breaking |
23:14 |
rubenwardy |
he also includes the release.zip in the git repo |
23:16 |
Fixer |
[rare] My original and final just test (0.4.12) inventory: https://i.imgur.com/MZj82bd.png |
23:20 |
Fixer |
U P D A T I N G M I N E T E S T |
23:22 |
Calinou |
P |
23:22 |
Calinou |
D |
23:22 |
Calinou |
A |
23:22 |
Calinou |
…okay, let's stop here |
23:26 |
Fixer |
Calinou: DELL |
23:26 |
rdococ |
U P D A T I N G |
23:27 |
Fixer |
my PDA is older than octacian *probably |
23:28 |
rubenwardy |
man, advtrains has messy code |
23:28 |
Fixer |
Calinou: F E E L I T https://i.imgur.com/kJvxA1D.png |
23:28 |
rubenwardy |
so many publicly defined variabes |
23:28 |
rubenwardy |
also, some variable names: str, stra, t, a, return1, return2, return3 |
23:29 |
Fixer |
rubenwardy: fuckyou1, fuckyou2, fuckyou3, variable1, variable2, cat1, cat2 |
23:30 |
Fixer |
Calinou: can you feel it? https://i.imgur.com/TvkchIM.png |
23:30 |
Megaf_ |
my next build will be built with -O2 -mfpmath=both -march=nocona -mtune=generic |
23:30 |
Fixer |
notice cleaned up spawn by TNT, TNT easily destroy chests, but this seems to be a bug that was fixed few days ago o_O |
23:31 |
Megaf_ |
this should make it compatible with any cpu newer than any 64 bit intel and amd cpus |
23:31 |
Calinou |
Fixer: "What will Minetest look like in 10 years from now?" |
23:31 |
Calinou |
;) |
23:31 |
Megaf_ |
and should produce a pretty stable code |
23:31 |
Fixer |
Calinou: I'M LIVING IN 3017 |
23:31 |
Fixer |
Megaf_: have you benchmarked it? |
23:31 |
Megaf_ |
I dont have windows |
23:33 |
Fixer |
Calinou: notice my tall building is right in center behind this protector tower, i miracoulously found a spot for just 1 protector right near spawn |
23:33 |
Fixer |
and grew to a big house |
23:33 |
Megaf_ |
This builds Im building are for windows only Fixer |
23:34 |
Fixer |
I even had tree farm on top of the house |
23:34 |
Fixer |
also, living at spawn on jt is actually annoying |
23:34 |
Fixer |
because of those noclip assholes |
23:36 |
Megaf_ |
and I dont have windows computer |
23:37 |
Calinou |
Personal Computer = PC, Windows Computer = WC |
23:37 |
Calinou |
:D |
23:37 |
Fixer |
Calinou: i hate protectors tbh... not mod itself, but hanging blocks everywhere... When I did heavy WE test on GC64 build, just removing protectors makes a big diff |
23:37 |
Fixer |
Calinou: true |
23:37 |
Calinou |
Fixer: yeah, I much prefer areas |
23:37 |
Calinou |
most Minecraft protection mods use an areas-like system |
23:37 |
Calinou |
and players tend to prefer them |
23:37 |
Fixer |
yeah |
23:37 |
Fixer |
golden shovel |
23:37 |
Calinou |
(an exception is PreciousStones, where gold blocks protect a 25×25×25 area) |
23:38 |
Fixer |
or towny |
23:38 |
Fixer |
i'm playing on beta 1.7.3 mp server with towny |
23:38 |
Fixer |
that is V I N T A G E |
23:38 |
Fixer |
towny is quite amazing for its time |
23:38 |
Fixer |
2011 version |
23:38 |
Fixer |
or little addons like /top is very handy |
23:39 |
Calinou |
I know a server with a Beta 1.6 map |
23:39 |
Calinou |
still online today |
23:39 |
Fixer |
mt does not have this |
23:39 |
Megaf_ |
I need a nice lightweight OpenSource IDE.... |
23:39 |
Calinou |
I took screenshots last week |
23:39 |
Fixer |
Calinou: there is Alpha server online |
23:39 |
Megaf_ |
with git integration |
23:39 |
Calinou |
it still has my house (but it has been "overridden" with roads, so I can't enter it anymore) |
23:39 |
Calinou |
it still has the pixel arts I remember from August 2011 |
23:39 |
Calinou |
Megaf_: not sure if that exists :/ |
23:39 |
Fixer |
Calinou: what is the name of it? |
23:39 |
Calinou |
Geany doesn't have Git integration, IIRC |
23:39 |
Calinou |
Fixer: it's a private server |
23:39 |
Fixer |
ok |
23:39 |
Calinou |
if you're interested anyway, ##shadowempire |
23:39 |
Fixer |
i don't know this one |
23:40 |
Calinou |
note, nobody really plays on it anymore :P |
23:40 |
Fixer |
I prefer beta 1.7.3, it has some similarities to MT, very simple, people play on it, yes |
23:40 |
Megaf_ |
geany-plugin-git-changebar - git change bar plugin for Geany |
23:41 |
Megaf_ |
apt install geany geany-plugin-addons geany-plugin-ctags geany-plugin-debugger geany-plugin-devhelp geany-plugin-doc geany-plugin-git-changebar geany-plugin-lua geany-plugin-markdown geany-plugins |
23:41 |
Megaf_ |
this should give me a nice GEany |
23:44 |
Calinou |
https://media.hugo.pro/2017-09-10_01-42-29.gif |
23:44 |
Calinou |
this is what my Logitech G710+ keyboard registers when I put my entire arm on it :P |
23:44 |
Calinou |
(http://www.gigahype.com/nkey-rollover-test-page/) |
23:45 |
Megaf_ |
lol |
23:45 |
Megaf_ |
its fake, because its USB |
23:45 |
Calinou |
it supports partial key rollover, as you can see |
23:45 |
Calinou |
it's USB, but it's not too bad |
23:45 |
Calinou |
you can crouch-move diagonally, for example |
23:45 |
Calinou |
which isn't possible with low-end USB keyboards |
23:46 |
Calinou |
and it's good enough by far, in practice :P |
23:46 |
Megaf_ |
yep |
23:46 |
Megaf_ |
more than good enough |
23:47 |
Megaf_ |
by the way, is NetBeans and Eclipse still active? |
23:47 |
Calinou |
not really (iIRC) |
23:47 |
rubenwardy |
jesus |
23:47 |
rubenwardy |
so many global variables |
23:47 |
Fixer |
WHAAAAAAAAAAAT? |
23:48 |
Megaf_ |
hm, I could use XCode... |
23:48 |
Calinou |
just did a "casual" typing test |
23:48 |
Calinou |
https://img.10fastfingers.com/speedtests/generate_screenshot_result/1_125_638_624_14_93_3_1 |
23:48 |
Calinou |
3 wrong words :'( |
23:48 |
Calinou |
but still, not a bad result :) |
23:49 |
rubenwardy |
I use either Atom or a form of IntelliJ (Android Studio, CLion, IntelliJ ultimate) |
23:49 |
Megaf_ |
Calinou, man, I'm quite happy with my 8 Euro keyboard from Argos |
23:49 |
rubenwardy |
the latter isn't FOSS though |
23:49 |
* Megaf_ |
clicks https://www.tecmint.com/best-linux-ide-editors-source-code-editors/ |
23:49 |
Calinou |
I should be at the 7th of the daily top 20 of the advanced typing test, soon :) |
23:49 |
Calinou |
7th place* |
23:50 |
Megaf_ |
I kinda want to try NetBeans again after maybe 10 years without using it |
23:50 |
Calinou |
I used NetBeans back in 2011 |
23:50 |
Calinou |
it was ok, but not great, but I didn't know much about tooling back then |
23:50 |
Calinou |
(I was 13 :P) |
23:51 |
Megaf_ |
Calinou, you 19 now? |
23:52 |
Megaf_ |
My fingers told me you are 19 |
23:53 |
red-001 |
that might be the strangest expression I heard in a while |
23:53 |
Megaf_ |
oh, hey red-001 |
23:53 |
Megaf_ |
I have to agree on that one |