Time |
Nick |
Message |
00:11 |
Sokomine |
benrob0329: android. works now...after installing tools. still..the old way of mounting was far more practical than...this :-( |
00:12 |
benrob0329 |
Sokomine: Mass storage isn't good for things that can be changed on both ends |
00:12 |
benrob0329 |
but I agree MTP can be a pain |
00:16 |
Sokomine |
benrob0329: mass storage was far more practical...just mount the thing, copy/move the files, unmount, and be done... |
00:17 |
benrob0329 |
Sokomine: The phone would have to stop all read/write functionality while mounted, else data corruption can happen (or so I've been told) |
00:20 |
Sokomine |
benrob0329: that's right. still..that's the way it usually works with all usb and other drives |
00:32 |
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10:10 |
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10:11 |
IhrFussel |
Hello people^^ Seems like punching particles are rendered even though the entities are outside of the active block range and therefore not rendered ... does that mean entities actually are already loaded if punching happens? |
10:16 |
Krock |
particles != entities |
10:17 |
IhrFussel |
Krock, but entities are only supposed to "live" while in active block range... but the particles start rendering a few nodes before the entities themselves are actually rendered |
10:17 |
Krock |
also, punching particles are entirely client-sided, which doesn't care about unloaded blocks |
10:18 |
Krock |
if they get rendered outside the view range, then it's a bug |
10:21 |
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10:22 |
IhrFussel |
Particles of entities render that are outside the load range |
10:23 |
IhrFussel |
Load meaning the range entities show up in |
10:24 |
jas_ |
render? |
10:24 |
IhrFussel |
Example: active_block_range is set to 1 (16 nodes) ... damage particles of mobs show up at 20 nodes while the entities themselves only render at 16 nodes |
10:25 |
jas_ |
is that when they go *poof* ? |
10:25 |
jas_ |
because i've noticed them disappearing and by the time i look it's just the smoke particles. |
10:25 |
IhrFussel |
The mobs mod creates particles on each hit so I mean the "blood" particles |
10:25 |
jas_ |
which i can never figure out how to change, always wanted to change that texture |
10:26 |
jas_ |
so, you're hitting thin air and seeing blood? |
10:26 |
jas_ |
you're hitting from 16 nodes away? i'm confused, sorry, i'll exit stage left |
10:26 |
IhrFussel |
No I mean when 2 mobs fight each other 20 nodes away I already see their blood particles even though I don't see the mobs themselves yet |
10:26 |
jas_ |
gotcha |
10:26 |
Krock |
interesting. looks like different distance calculations for particles and entities |
10:28 |
jas_ |
so it's as you say |
10:28 |
jas_ |
about them not being equal. and maybe about it being a bug; i think so. |
10:28 |
jas_ |
o... |
10:28 |
IhrFussel |
But isn't it weird that entities seem to live at 20 nodes away already? I mean if their punching executes they must be active |
10:30 |
IhrFussel |
So I'm guessing the actual bug is that entities activate from too far away before they even get rendered |
10:36 |
IhrFussel |
Confirmed (at least in 0.5.0): I did a minetest.log() for an entity in its on_step() callback, placed the entity at Y 104 and it disappears at Y 118 BUT the on_step() still executes until Y 127! |
10:38 |
IhrFussel |
That's 9 nodes after the entity disappears |
10:38 |
IhrFussel |
Will test in 0.5.0 now |
10:40 |
IhrFussel |
I meant confirmed in 04.16* |
10:40 |
IhrFussel |
0.4.16** |
10:57 |
IhrFussel |
Confirmed too: Entity is standing at Z 53.6 and *should* disappear at 37.6 but exists until 31.6 |
10:59 |
IhrFussel |
In 0.5.0 the issue however doesn't seem to be the rendering...the entity renders as long as it's active...but the range is too large |
11:00 |
atorian37 |
I had an idea for a mod if there doesnt already exist something like that: |
11:01 |
atorian37 |
How about a "wildlife" camera taking a snapshot if someones passing by a dedicated area? |
11:01 |
Calinou |
hi |
11:01 |
Calinou |
atorian37: the server cannot take screenshots, it doesn't perform any rendering |
11:02 |
Calinou |
there's no realistic way to do this :( |
11:02 |
atorian37 |
ok...just a dream... |
11:13 |
Krock |
and you couldn't see the screenshot until it's possible to load/unload media after the initialisation process |
11:15 |
Krock |
related: https://imgur.com/gallery/RdUKn |
11:16 |
Sokomine |
atorian37: you could log who passed by when. but if there's no player around nothing much is going to happen. your camera would have to fake traffic anyway |
11:16 |
Sokomine |
IhrFussel: hm, it always seemed to me that mobs are shown much earlier than terrain. your observation isn't too surprising in that regard |
11:19 |
IhrFussel |
Sokomine, it depends on the active_block_range setting in conf ... but regardless of the range you set there entities will render outside of that range already |
11:37 |
Fixer |
Calinou: you don't need that, simply record positions, yaw of the player and his action during photo and then spawn fake camera with fake player in it, etc |
11:42 |
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12:25 |
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12:31 |
Jordach |
sofar, how the fuck did you do that spectator cam on your puzzle box server |
12:33 |
sfan5 |
guess: make player invisible and attach to invisible entity |
12:33 |
sfan5 |
haven't ever seen that feature in action tho |
12:34 |
Jordach |
it's perfectly centered around a target player |
12:34 |
Jordach |
sfan5, https://www.youtube.com/watch?v=eyeAFtiF2gQ |
12:34 |
Jordach |
watch this and notice the smoothness |
12:35 |
sfan5 |
attach your own (invisible) player to the actual player + third person + cinematic mode |
12:36 |
Jordach |
sfan5, nono |
12:36 |
Jordach |
it perfectly circles on mousemovement |
12:37 |
sfan5 |
yea, cinematic mode |
12:37 |
sfan5 |
(?) |
12:38 |
Jordach |
cinematic mode only smooths mouse movement iir |
12:38 |
Jordach |
c |
12:41 |
Krock |
> triggered by URL ending with "Q" |
12:42 |
Krock |
there's also an eye in it |
12:54 |
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13:01 |
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13:03 |
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13:12 |
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14:08 |
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14:41 |
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14:52 |
Fixer |
Jordach: there was mod called spectator or smth from JP (kilbith), that allowed to spectate any player, it was smooth, what is probrem? |
15:05 |
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15:14 |
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15:15 |
benrob0329 |
Fixer: it really wasn't smooth |
15:15 |
benrob0329 |
It was very laggy |
15:17 |
benrob0329 |
For me, it might have been better for others |
16:16 |
Fixer |
kinda sad that paramat opposed to customise world button in world creation :/ |
16:24 |
benrob0329 |
Fixer: link? |
16:25 |
Fixer |
read here https://github.com/minetest/minetest/pull/2561 |
16:34 |
sofar |
Jordach: yes, it's a (slightly patched) spectator_mode from kilbith, with cinematic camera smoothing enabled |
16:35 |
Jordach |
"slightly patched" sounds like engine mod |
16:35 |
sofar |
no, I patched out some code rot essentially, since it's a somewhat older mod already |
16:36 |
sofar |
I'm not 100% satisfied with it though |
16:37 |
sofar |
in tight areas you have no alternative but to turn on noclip and suffer from the visual problems of that |
16:37 |
sofar |
as seen in that playthrough |
16:40 |
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16:42 |
jas_ |
"why hide it in ass-way from the user?" fixer lol. you do bring up a good point about having to reset the settings, for example after making a flat world you have to reset everything to go back to normal on the next one. not to mention that you have to find these settings after selecting the "flat" mapgen to make the world... flat. |
16:43 |
jas_ |
https://github.com/minetest/minetest/issues/6499 <-- shows a pretty good example of this |
17:04 |
Fixer |
jas_: changing global settings is very shitty way |
17:04 |
Fixer |
jas_: instead, name your world, choose mapgen, press customise (optional), set your settings -> ok - start the world |
17:07 |
Fixer |
instead i have to go deep into my ass while operating two mirrors and changing global settings, and since it is global, there is no flexibility |
17:07 |
sfan5 |
tl;dr minetest sucks |
17:07 |
jas_ |
:D |
17:08 |
Fixer |
jas_: is your server up to date? |
17:08 |
jas_ |
yes just updated |
17:10 |
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17:10 |
Fixer |
sfan5: BUT BUT MINETEST_GAME HAS CARTS FINALLY< IT IS GAMECHANGER |
17:11 |
sfan5 |
i was referring to the engine anyway |
17:13 |
Fixer |
sfan5: fuck the engine, we have carts now!21 |
17:13 |
Fixer |
sfan5: engine is actually pretty good right now |
17:14 |
Fixer |
sfan5: still needs lots of work, but is much better today |
17:14 |
sfan5 |
the technical side is okay but user experience if lacking |
17:14 |
sfan5 |
severely |
17:14 |
Fixer |
sfan5: yes |
17:14 |
Fixer |
sfan5: thats what I proposing in my request, start thinking about actual playability/gameplay |
17:15 |
Fixer |
requests* |
17:15 |
sfan5 |
ain't nobody got time for that |
17:15 |
Fixer |
we are doing engine for actual games, not for engine |
17:15 |
Grandolf |
was snek glitch removed with engine? and is it possible for a server to re-enable it? |
17:15 |
Grandolf |
*sneak |
17:16 |
Fixer |
sfan5: look mtg activity compared to engine, it is close to dead |
17:16 |
Grandolf |
^true, most ppl make their own modsets |
17:16 |
sfan5 |
Grandolf: depends on which specific glitch you mean |
17:16 |
Fixer |
sfan5: also, mtg is crippl%$^&%$#^ lacks features |
17:16 |
sfan5 |
but currently it's possible for servers to enable the old movement code |
17:16 |
Grandolf |
the sneak jump |
17:17 |
Grandolf |
whats the setting? |
17:17 |
jas_ |
snek jumping needs a mod now |
17:17 |
jas_ |
you have to set player properties to allow it |
17:17 |
jas_ |
there is old_move/new_move and there is sneak_glitch |
17:17 |
jas_ |
here's an example: |
17:18 |
jas_ |
https://forum.minetest.net/viewtopic.php?p=297591#p297591 |
17:18 |
IhrFussel |
Grandolf, local override_table = player:get_physics_override() override_table.new_move = false override_table.sneak_glitch = true player :set_physics_override(override_table) |
17:18 |
jas_ |
nice one |
17:19 |
IhrFussel |
player:set_physics_override* |
17:19 |
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17:20 |
jas_ |
https://github.com/jastevenson303/runfast/blob/master/init.lua#L40 |
17:20 |
jas_ |
oops, it's new_move true/false, there's no "old_move" lol |
17:21 |
Grandolf |
lol |
17:21 |
Grandolf |
jas_ u sent me hud hunger lol |
17:21 |
Grandolf |
but we found another mod |
17:21 |
Grandolf |
ty for ur help ^_^ |
17:22 |
jas_ |
IhrFussel's one-liner is pretty great |
17:22 |
IhrFussel |
You don't need to download a mob for that just paste my one-liner into any init.lua inside a register_on_joinplayer() callback |
17:22 |
IhrFussel |
mod* |
17:23 |
jas_ |
but i brought up my runfast mod because i use new_move with sneak_glitch disabled |
17:23 |
IhrFussel |
It works in any mod as long as it uses that callback |
17:23 |
jas_ |
unless i am sprinting. but that mod needs some work, it's really messed up in the code heh |
17:26 |
IhrFussel |
I bet I could reduce my mod count from 160 to 110 or so if I just merged every simple one that just adds one or a few nodes |
17:27 |
jas_ |
put everything into a single init.lua |
17:27 |
jas_ |
i want to see what happens |
17:28 |
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17:28 |
IhrFussel |
Nothing weird should happen, it still runs through the init.lua and just registers all nodes found |
17:28 |
jas_ |
i think it will depend on the order in which you paste |
17:29 |
jas_ |
but i still would like to see you try it :D |
17:30 |
IhrFussel |
Well it takes some work to do that and I'm kinda lazy...but people always tell me "what 160 mods?? are you crazy" when in reality it's not as much as you might think since many just add simple things |
17:31 |
IhrFussel |
By the way I noticed some servers in the list hide their mods used... is that okay? |
17:32 |
Krock |
that are old server versions, aren't they? |
17:32 |
* Krock |
is thinking |
17:33 |
IhrFussel |
Krock, 0.4.15 *** SkyWars *** by Telesight |
17:33 |
IhrFussel |
0.4.16 FunValley |
17:34 |
IhrFussel |
Shara's server also hides it |
17:34 |
IhrFussel |
0.4.16 Axinite...quite a few |
17:34 |
* Shara |
sits down just in time to wonder what her server hides |
17:34 |
Krock |
can't find any setting called hide_mods_from_server_list |
17:34 |
IhrFussel |
The mod list |
17:35 |
Shara |
How do I hide the mod list?? |
17:35 |
Shara |
All my mods are visible. |
17:35 |
Krock |
I think that relies on a bug, where the first announcement wasn't recorded but the following updates were taken (which don't contain the mod list) |
17:35 |
IhrFussel |
In the server list I see no popup for your server...SONOS also hides it |
17:35 |
Shara |
Public server list sometimes fails to report correctly |
17:36 |
Shara |
It would fix on a server restart. |
17:36 |
Shara |
I've seen your server there not list them before as well |
17:37 |
IhrFussel |
Oh okay then...could've been that they try to disclose the mods they use |
17:38 |
Shara |
It would be kind of pointless |
17:38 |
IhrFussel |
It's possible to hide the list by changing some c++ codes I bet |
17:38 |
Shara |
If I genuinely wanted to hide my mods yes, I'd look at the code, or just combine everything into one mod |
17:38 |
IhrFussel |
c++ lines* |
17:39 |
Shara |
And since you could just join the server and type /mods anyway, preventing it reporting just to the server list would be kind of pointless |
17:39 |
IhrFussel |
I don't even know for real: Is it allowed to create closed-source mods for MT? |
17:39 |
IhrFussel |
Shara, you can remove that too..I replaced /mods with my own that ignores the default MTG ones |
17:40 |
Shara |
Yes, I know. |
17:40 |
* jas_ |
is running a stock 0.5.0 server at dcbl.duckdns.org:30005. |
17:40 |
Shara |
I replaced the /admin command and even /msg with variations on mine |
17:40 |
jas_ |
i got a client crash when initially logging in with `name'd user and password, should test this again |
17:41 |
Fixer |
jas_: get a backtrace |
17:41 |
jas_ |
yep, i gotta go now though. so when i return i will set the server up proper and do that |
17:41 |
jas_ |
bbfn |
17:44 |
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18:33 |
ThomasMonroe |
lisac can you do me a favor? |
18:33 |
lisac |
hmm maybe ThomasMonroe |
18:33 |
lisac |
details? |
18:34 |
ThomasMonroe |
can you tell tenplus1 that i have an epic mob idea |
18:34 |
ThomasMonroe |
when you next see him that is |
18:35 |
benrob0329 |
ThomasMonroe: you can use !tell |
18:35 |
ThomasMonroe |
oh yeah, forgot about that. |
18:36 |
benrob0329 |
Or Memoserv |
18:36 |
benrob0329 |
Or everyone could get a Matrix account, because message history is a thing |
18:36 |
ThomasMonroe |
!tell tenplus1 hey, I had a really neat idea for a mob, I wouldn't be able to program it, but its something along the lines of green steve or red steve |
18:36 |
ShadowBot |
ThomasMonroe: O.K. |
18:36 |
benrob0329 |
:P |
18:36 |
ThomasMonroe |
thx ben |
18:37 |
benrob0329 |
Np |
18:38 |
benrob0329 |
I should mess around with the http api, since matrix is over http it shouldnt be too hard to connect |
19:05 |
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20:13 |
Fixer |
superfetch trashed my disk i/o, thank you |
20:19 |
Fixer |
just when I needed some file copying, windows said "No! Fuuck you! I will start trashing your I/O NOW slowing down your copy speed to 20 mb/sec, enjoy fucker" |
20:32 |
Calinou |
Fixer: where were you copying files from/to? |
20:32 |
Calinou |
USB drives are slow, remember |
20:32 |
Fixer |
Calinou: partition to partition |
20:32 |
Calinou |
(with rare exceptions, namely the SanDisk Extremes) |
20:39 |
Krock |
insane speed if these partitions are on a floppy |
21:08 |
Krock |
Book printer: Use template book, fill in empty books and coal(?) to write/copy them. Am I the first with this idea? |
21:09 |
Krock |
also unsure about whether there's a request for this or not |
21:09 |
Krock |
s/request/demand/ |
21:12 |
jas_ |
are you not satisfied with the written_book+book craft copying? |
21:13 |
jas_ |
do you think a machine to copy books is better, and it would require the "fuel" in coal |
21:14 |
* Krock |
wonders since when metadata copying is possible that way |
21:14 |
jas_ |
i like "machines" <-- that's "nodes that craft stuff" right? |
21:15 |
jas_ |
i'm going to make an armor machine so i can remove the craft recipes muaha |
21:41 |
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22:06 |
Fixer |
Krock: ZIP DRIVE |
22:06 |
Fixer |
Krock: you can copy books right now iirc |
22:06 |
Fixer |
or nit |
22:06 |
Fixer |
not |
22:08 |
Krock |
yes, but I wasn't aware of the meta copy trick there |
22:17 |
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22:19 |
Megaf |
https://www.youtube.com/watch?v=qJlbPXZEpRE |
22:19 |
Megaf |
:S |
22:26 |
Fixer |
HARDCORE |
22:27 |
* Shara |
always preferred this version |
22:58 |
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