Time |
Nick |
Message |
00:00 |
Fixer |
it should be more or less flawless |
00:05 |
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00:24 |
Fixer |
Shara: so you checked that inventory bug on your server and have not repro it? |
00:33 |
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01:29 |
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01:32 |
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01:54 |
* benrob0329 |
sees a problem with converting the tardis mod to mod storage |
01:55 |
benrob0329 |
I should probably redo stuff to use functions to store data |
02:40 |
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03:29 |
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04:06 |
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06:34 |
benrob0329 |
I think I've done it, needs more testing before a push though |
07:14 |
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07:19 |
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07:21 |
sofar |
luacheck it |
07:21 |
sofar |
take e.g. crops' .luacheckrc and run that |
07:21 |
sofar |
great way to detect errors early |
07:42 |
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08:55 |
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09:39 |
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09:41 |
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09:55 |
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10:10 |
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11:10 |
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11:12 |
IhrFussel |
The seed of the world is not as important as param2 ... if you need to lookup the seed open the map_meta.txt it isn't THAT hard |
11:12 |
IhrFussel |
Regarding PR* |
11:13 |
IhrFussel |
I don't see any usecases for the seed in F5 it makes absolutely zero sense other than being able to "steal" a world |
11:14 |
IhrFussel |
Without param2 in F5 I probably would've NEVER found out that the screwdriver uses it for ROTATION of nodes before I looked into a certain code |
11:15 |
IhrFussel |
And I'm pretty sure there are plenty of other useful cases for displaying param2 ... I will also comment on that PR now |
12:16 |
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12:30 |
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12:38 |
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12:39 |
Shara |
IhrFussel: I just don't get why, if you are interested in what the code for something does, you don't just look at the code. |
12:43 |
IhrFussel |
Shara, param2 helps greatly with development on my server...when I use param2 for one node I can check the values ingame in realtime without having to log them for example |
12:43 |
Shara |
I've never once needed it.. since I look at the code |
12:43 |
Shara |
There's other things that would have been hugely helpful to me there, but then I just write messages to track them |
12:44 |
IhrFussel |
I want to make sure that the nodes have the correct value at the correct stage... and you best check that in practice |
12:44 |
Shara |
So to me it just feels like laziness really. |
12:44 |
Shara |
Can param 2 info not be displayed in a message? |
12:44 |
Shara |
That is how I've had to track and test all kinds of things |
12:44 |
Shara |
Note that I am not even against it being included. I just don't get th emassive need |
12:45 |
Shara |
the massive* |
12:45 |
IhrFussel |
So you agree that param2 makes modding easier when utilizing param2 |
12:45 |
IhrFussel |
param2 in F5* |
12:45 |
Shara |
How is that relevant? I haven't argued if it's useful, just that so many other things. |
12:45 |
Shara |
other things are* |
12:47 |
Shara |
B the way, fair warning: I fully intend to note mapseed and copy my buildings from your map at some point (doesn't mean I won't play there again when I have time, just that I like a copy but didn't get round to it yet) |
12:47 |
IhrFussel |
How is the seed more useful than param2 in debug? I never had the need to check the seed by pressing F5 ... I actually only had to check my map seed once in the entire server lifetime (1.5 years) and that was when I switched from v6 to v7 |
12:47 |
Shara |
So if you think that's theft, you might want to ban me first :) |
12:47 |
Shara |
Read what I wrote on github please |
12:48 |
IhrFussel |
Copying parts of the map locally isn't the problem... what I meant by "stealing" is using the exact same seed for your public server instead of another random one |
12:48 |
Shara |
I wouldn't be involved with MT today if seed wasn't available. I don't want to go into the reasons, but that's the truth. |
12:49 |
Shara |
Oh, so you want it removed in case someone abuses it, and tough luck to anyone who ever needed that to prevent them losing their work? |
12:49 |
Krock |
Shara, "North" makes it more logical what the degree mark is supposed to mean. The addition of [X+] is helpful to run WorldEdit commands or to see directly in which coordinate direction someone is |
12:50 |
Shara |
Pretty much everything is helpful to someone. |
12:50 |
IhrFussel |
I didn't say I want the seed to be removed...I said if we have to choose bwteen seed and param2 then I'll glaly take param2 |
12:50 |
Shara |
That's kind of the problem I think. |
12:50 |
IhrFussel |
gladly* |
12:50 |
Shara |
No IhrFussel, you said the only case for seed you say is people stealing. :) |
12:50 |
Shara |
you saw* |
12:50 |
Krock |
line #3 can still be used for the seed.. but how many times do you use that display? |
12:50 |
Shara |
ANyway, I've said I'd be happy if seed can be moved somewhere else |
12:51 |
Shara |
I simply don't want it inaccessible to players. |
12:51 |
IhrFussel |
From what I experienced yes...I never heard of another usecase *personally* I cannot speak for everyone for obvious reasons |
12:51 |
Krock |
-> CSM |
12:51 |
Shara |
Krock: Just no |
12:51 |
Krock |
why |
12:51 |
Shara |
Why in the world should I use CSM for that? |
12:52 |
Shara |
May as well tell people to get param2 that way |
12:52 |
IhrFussel |
Can't the seed be moved to another debug stage maybe? That would solve the problem too |
12:52 |
Krock |
the seed is valid for the entire world and so kinda a meta information like the used mapgen, which isn't shown in theF5 information either |
12:53 |
Shara |
Krock: what about version info? Why does that need to go on f5? |
12:53 |
IhrFussel |
Ok forget my idea...now it requires the debug priv to view stage 2 and 3 I think |
12:53 |
Shara |
Also, would f6 be a good answer? There is info there a player can view |
12:54 |
Krock |
that could be stripped away if needed. it's just to provide people a way to check their version without a window title (anrdoid?) |
12:54 |
Shara |
The version info takes up quite a big bit of space |
12:54 |
IhrFussel |
Most Android clones don't even have the debug menu |
12:55 |
IhrFussel |
And 0.5.0 will *not* eliminate them...just delay them |
12:55 |
Krock |
the pause menu could show the entire hash, so it can be removed from the F5 info |
12:56 |
Shara |
Hmm.. I suspect the space for it on pause menu isn't wide enough |
12:56 |
Shara |
(Pause menu is possibly still broken on Windows too) |
12:56 |
IhrFussel |
There's plenty of space on my 1024x768 monitor |
12:56 |
Shara |
(I don't know because compiling windows = too much work) |
12:57 |
sfan5 |
pause menu is broken? |
12:57 |
IhrFussel |
I'd say 8 chars could fit after the "-dev" |
12:57 |
Shara |
IhrFussel: Pause menu doesn't exactly get bigger with screensize |
12:57 |
Shara |
sfan5: do a new windows build and I will tell you |
12:57 |
sfan5 |
how new is "new"? |
12:57 |
Krock |
current master HEAD, I guess. |
12:57 |
Shara |
Since after the PR from shivajiva was merged |
12:58 |
Shara |
That one may either fix the issue I found, or half fix it |
12:58 |
Shara |
And I don't knwo which without testing |
12:58 |
Shara |
know* |
12:58 |
Shara |
It's not a major breakage either way, but it's annoying |
12:59 |
Shara |
Basically, the PR a while back (don't have number right now) for scroll bars in formspecs broke some things |
13:03 |
Shara |
Does anyone really test on Windows? Curious because I found another bug that is quite likely Windows specific a couple of nights back. |
13:03 |
IhrFussel |
I can only confirm that on my screen with FULL width I still have ~ 8 chars space between the MT version and buttons in the center |
13:04 |
IhrFussel |
And the monitor is 1024x768 so very very low resolution |
13:04 |
Shara |
Check paramat's screenshot in the thread. You can need quite a bit more than 8 more characters there |
13:04 |
Shara |
Again, pause menu size doesn't increase with screen size |
13:05 |
Shara |
I guess because that formspec is created differently than the others |
13:05 |
Shara |
Seemed to be via C++ not lua when I looked at it before |
13:05 |
IhrFussel |
My current MT version hash in F5 is 7 chars after -dev- ... we could also make the entire formspec a bit wider |
13:06 |
IhrFussel |
On my screen there's at least 20% free space on either side |
13:06 |
Shara |
sfan5: http://gingercat.tk/4amits/20171105spot_the_problem.png |
13:07 |
sfan5 |
oh that |
13:07 |
sfan5 |
yes that was fixed by shivajiva recently |
13:07 |
Shara |
Are you sure? |
13:07 |
Shara |
His PR fixed scrolling when the bar did not show |
13:07 |
Shara |
Linux did not show that bar |
13:07 |
Shara |
Only Windows did |
13:08 |
Shara |
The bar itself shouldn't show up because all the text fits to begin with |
13:09 |
Shara |
Previously the left hand text on the pause menu could also be scrolled.. but it would jump to the bottom and then you couldn't scroll up again. |
13:09 |
Shara |
Which is the part I am sure it fixed |
13:10 |
sfan5 |
hm |
13:10 |
Shara |
There's also a weird issue on the mod tab in current dev where half a line of text from the top row of a mod description will be missing. Not sure if that's related to this or not. |
13:11 |
Shara |
Sorry, by current dev I should mean not stable, but not quite current :P |
13:11 |
Shara |
None of thes eissues are in current stable |
13:13 |
Shara |
(the Mod tab issue doesn't happen with all mods, but 3d armor is an example of one it always seems to happen to) |
13:33 |
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13:34 |
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13:51 |
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13:51 |
Fixer |
IhrFussel: 1024*768? Old school CRT? |
13:58 |
IhrFussel |
Fixer, TFT from 2001 |
13:58 |
Fixer |
oh, probably shitty one |
13:58 |
Fixer |
i would rather buy crt from that era |
14:00 |
IhrFussel |
I got it for cheap from ebay...refurbished for $20 |
14:02 |
Shara |
I think I'd go mad with such a small screen. Go tused to larger things. |
14:02 |
Shara |
Got* |
14:03 |
Shara |
I currently have two 1920*1080 screens, and a third one that's a bit less (though can probably be raised to the same if needed... but I don't use the third one much) |
14:04 |
Shara |
MT across three screens is amusing for abit, but totally needless :) |
14:09 |
Wayward_One |
hi all :) |
14:09 |
Shara |
Hi Wayward_One |
14:20 |
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14:39 |
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14:49 |
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15:18 |
IhrFussel |
My phone screen is 800x480 and it's enough for me |
15:18 |
Shara |
Phone is a bit different from a computer :P |
15:27 |
benrob0329 |
sofar: luacheck? |
15:28 |
Megaf |
IhrFussel, that's my netbooks resolution. I was happy with that resolution in a 7" screen. |
15:31 |
* Jordach |
looks at phone |
15:31 |
Jordach |
2960x1440 |
15:33 |
Jordach |
Megaf, Shara uhhh |
15:33 |
Shara |
Hi Jordach :) |
15:33 |
Megaf |
Hi Jordach |
15:34 |
IhrFussel |
My monitor is just 15" by the way so 1024x768 looks pretty good |
15:35 |
Jordach |
Shara, it's also a 6 inch display |
15:35 |
Megaf |
For me 1280x1024 is a very nice resolution |
15:35 |
jas_ |
320x200 best res |
15:36 |
Megaf |
and 12" is a nice screen size for laptops |
15:36 |
Megaf |
12" ThinkPads for the win |
15:36 |
Jordach |
:thonk:pads |
15:36 |
* Shara |
won't comment on size.. or weight... of laptops she uses |
15:37 |
Megaf |
Shara, That means it's a fat laptop, isn't it? |
15:37 |
Shara |
Fat? |
15:38 |
jas_ |
i got a little black one and a big white one |
15:38 |
Megaf |
heavy |
15:38 |
Shara |
Well, it weighs above average, and I also usually carry two laptops, not one, when travelling, but I don't really notice the weight much |
15:41 |
Megaf |
Hah, I carry quite a lot daily |
15:41 |
Megaf |
bike lock + chain, laptop, tablet, phone and mouse, that's usually in my backpack |
15:42 |
Megaf |
oh, and bike tools + spare tubes |
16:01 |
Megaf |
"If you build a bare server, you don't need to have Irrlicht installed. In that case use -DIRRLICHT_SOURCE_DIR=/the/irrlicht/source" |
16:01 |
Megaf |
yet cmake says "-- Could NOT find Irrlicht (missing: IRRLICHT_LIBRARY)" |
16:01 |
Megaf |
Is that ok? |
16:12 |
jas_ |
did the binary compile? |
16:14 |
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16:28 |
Megaf |
jas_, yep, so far so good |
16:51 |
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16:57 |
Fixer |
jas_: i have pda with 320x240 |
16:57 |
Fixer |
or x200 |
16:57 |
Fixer |
i forgot |
16:58 |
FourFire |
Okay, I am too confused about the mod storage, can someone help me? |
16:58 |
FourFire |
I want to store my variable, Energy_stored, between map saves. |
16:58 |
FourFire |
This variable is used in multiple ABMs. |
16:59 |
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17:02 |
Megaf |
Greetings CalebDavis |
17:03 |
Shara |
FourFire: Sorry, I still haven't looked into mod storage properly |
17:03 |
Shara |
I've been using player attributes for the few things I need to save, since they are player specific |
17:04 |
FourFire |
Hmm yeah maybe I can hack that. How do they work? |
17:05 |
FourFire |
I need to store least one variable for each ore type plus my energy one. |
17:05 |
CalebDavis |
hi Megaf |
17:05 |
Shara |
Hmm, can you give me a bit more insight into what you're aiming for? |
17:05 |
Shara |
Hi CalebDavis |
17:06 |
CalebDavis |
hi Shara |
17:06 |
FourFire |
During playtime, my variable Energy_Stored is used by ABMs I want to store it when I log out, and load it when I log back in |
17:07 |
Shara |
But what's that variable an atribute of? A player? A node? Something else? |
17:07 |
FourFire |
Some of the ABMs add to the value, some subtract form it |
17:07 |
Shara |
If it's something general, I'd guess mod storage is what you need |
17:07 |
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17:08 |
FourFire |
It's supposed to be related to a group of nodes, but I can hack the player storage in the meantime, because it's relating to player actions. |
17:08 |
Shara |
You'd need it for every player then, with no guarantee the values would match up |
17:09 |
FourFire |
Just single player atm. |
17:09 |
FourFire |
can you tell me how it works, so i can at least test it? |
17:09 |
Shara |
But for player attributes, you'd do something like: player:set_attribute("attribute", "value") |
17:09 |
FourFire |
okay and "value" would be my int? |
17:10 |
Shara |
yes, but the value always has to be a string here, so you need to convert it |
17:10 |
FourFire |
I put this at the top of my init.lua, where I declare my vairable, right? |
17:10 |
FourFire |
Oh how do i do that |
17:10 |
sfan5 |
instead of assigning to a variable you call set_attribute |
17:10 |
sfan5 |
instead of reading it you call get_attribute |
17:14 |
FourFire |
sfan5, and what does the actual code look like if I want to first save Energy_stored , then load it? |
17:15 |
sfan5 |
well you need to get a reference to a player from somewhere |
17:15 |
sfan5 |
then you can do player:set_attribute("energy_stored", 1234) or player:get_attribute("energy_stored") - 123 |
17:15 |
Shara |
sfan5: it needs to be a string |
17:16 |
sfan5 |
i thought mt converts this to a string |
17:16 |
Shara |
Don't think it did when I was playing round before |
17:16 |
CBugDCoder |
sfan5 is it possible to access the player attributes if the player isnt online? |
17:16 |
Shara |
I could be wrong though |
17:16 |
sfan5 |
player:set_attribute("energy_stored", tostring(1234)) or tonumber(player:get_attribute("energy_stored")) - 123 then |
17:16 |
sfan5 |
CBugDCoder: no |
17:17 |
CBugDCoder |
ok |
17:17 |
CBugDCoder |
it might be possible if you manually read the player file |
17:17 |
FourFire |
I don't understand how that number, gets automatically saved? |
17:18 |
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17:18 |
Shara |
Gets saved in player file |
17:18 |
Shara |
file/data* |
17:18 |
Shara |
That's why it wouldn't be a good way for you to do what you want outside singleplayer |
17:18 |
FourFire |
If i type "1234" into the code now, why does it update to whatever the ingame values of Energy_Stored are later? |
17:19 |
Shara |
Difficult to say without more of an idea what you're doing |
17:20 |
FourFire |
It's a variable that is used in Active Block Modifiers |
17:20 |
FourFire |
it gets added to and subtracted from during gameplay due to player actions |
17:20 |
FourFire |
Just imagine it's like money |
17:21 |
Shara |
So are you doing set_attribute each time the ingame value changes? |
17:21 |
FourFire |
I want to save the "score" of the "money" at the end of the game |
17:21 |
FourFire |
and load it at the next game |
17:21 |
Krock |
FourFire, if you use the mod storage, you can set&save your value by calling the setter function. To get that saved value again, you have to call the getter function |
17:21 |
FourFire |
Krock, yes but I am confused how this works |
17:21 |
Krock |
none of your local variables will get updated automatically. you'll have to call the getter function every time |
17:21 |
Shara |
However you do it, you need to make sure you are reading from and updating the same value each time, or it won't be accurate |
17:22 |
FourFire |
I played with the code you and rub gave me yesterday and couldn't get it to work |
17:22 |
sfan5 |
FourFire: 1234 is an example value |
17:22 |
sfan5 |
there is no automatic updating if you do something else |
17:23 |
Shara |
If you really want to try with player attributes, everytime the value in game changes, you must set_attribute... then everytime you read /use the value, you must get_attribute |
17:23 |
sfan5 |
like i said, you need to call set_attribute() everytime to write the value and get_attribute() everytime to read the value |
17:23 |
sfan5 |
another problem here is that player attributes are not suited for what you want at all |
17:23 |
FourFire |
sure |
17:23 |
FourFire |
I think the mod_storage works in the same way though |
17:24 |
sfan5 |
it does |
17:24 |
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17:24 |
Shara |
Player attributes are good if each player might have a unique value for something |
17:24 |
Krock |
it's just bound to the mod, not the players |
17:24 |
sfan5 |
but you are not storing something player specific so what are you using player attrs? |
17:24 |
benrob0329 |
sofar: found it, thanks |
17:24 |
Krock |
Shara, ..and it's irrelevant when the player is offline. i.e. not suitable for money |
17:24 |
FourFire |
everything I learn about declaring, loading and saving the player attributes is directly applicable to the mod_storage |
17:25 |
Shara |
Krock: I know, but FourFire just wanted to try it |
17:25 |
FourFire |
^ |
17:25 |
CBugDCoder |
ok i am makeing a game hub mod and i need to save 2 values per player and a list of available games should i use the player attributes for the per player values or use a custom file for the games? |
17:25 |
Shara |
I've used player attributes a lot, but haven't needed mod storage yet |
17:25 |
FourFire |
Okay so there's storage:set_string(Energy_stored, tostring(0)) to declare the attribute? |
17:26 |
sfan5 |
to set it to zero |
17:26 |
sfan5 |
there's no need to "declare" them beforehand, but having a default value is a good idea |
17:26 |
FourFire |
storage:get_string(Energy_stored) to load it |
17:26 |
FourFire |
What is used to save it? |
17:26 |
Krock |
get_string will default to "" (empty string) if not found |
17:26 |
sfan5 |
tonumber(storage:get_string("Energy_stored")) |
17:27 |
sfan5 |
FourFire: saving is identical to what you called "declaring" but with the number vlaue you want to save |
17:28 |
FourFire |
Ah so local Energy_stored = 0 |
17:28 |
FourFire |
storage:set_string(Energy, tostring(Energy_stored)) |
17:28 |
FourFire |
Energy_stored = tonumber(storage:get_string(Energy)) |
17:28 |
FourFire |
is what i want to do? |
17:29 |
Shara |
Try it? :) |
17:29 |
sfan5 |
you're missing the " " around Energy |
17:30 |
FourFire |
do I want the saving to the storage to occur inside any of my ABMs, or will these things declared at the start of my init.lua run upon game save? |
17:31 |
sfan5 |
you need to call set_string |
17:31 |
sfan5 |
everytime the value changes |
17:31 |
benrob0329 |
I encased all mod storage stuff in functions to return sane values if nil |
17:32 |
FourFire |
so |
17:32 |
FourFire |
set_string("Energy") = Energy_stored |
17:32 |
FourFire |
inside my AB, after the stuff has been done? |
17:32 |
FourFire |
ABM* |
17:32 |
sfan5 |
storage:set_string("Energy", tostring(Energy_stored)) |
17:33 |
FourFire |
which will save the numeric value stored inside the integer "Energy_stored", correct? |
17:33 |
sfan5 |
correct |
17:35 |
FourFire |
So |
17:35 |
FourFire |
Energy_stored = tonumber(storage:get_string("Energy")) |
17:35 |
* benrob0329 |
sent a long message: benrob0329_2017-11-25_17:35:49.txt <https://matrix.org/_matrix/media/v1/download/matrix.org/dqhUVKsSkmfzuagpMoaTpghz> |
17:35 |
sfan5 |
yes |
17:35 |
FourFire |
will load the stored value into that integter again? |
17:35 |
sfan5 |
yes |
17:36 |
FourFire |
Great, I'll test it |
17:37 |
FourFire |
2017-11-25 18:36:29: ERROR[Main]: ...ications\minetest-0.4.16-win64\bin\..\mods\nano\init.lua:6: attempt to index global 'storage' (a nil value) |
17:38 |
benrob0329 |
local storage = minetest.get_mod_storage() |
17:38 |
benrob0329 |
At the top of init.lua |
17:39 |
FourFire |
Well it loads so that works but ...ications\minetest-0.4.16-win64\bin\..\mods\nano\init.lua:109: attempt to perform arithmetic on upvalue 'Energy_stored' (a nil value) |
17:40 |
FourFire |
109 is the line where I put storage:set_string("Energy", tostring(Energy_stored)) |
17:40 |
benrob0329 |
FourFire: you didnt define Energy_stored |
17:40 |
benrob0329 |
Define it at the top |
17:40 |
FourFire |
I do |
17:40 |
FourFire |
minetest.chat_send_all("Using FourFire's Nano mod") |
17:40 |
FourFire |
local storage = minetest.get_mod_storage() |
17:40 |
FourFire |
local Energy_stored = 0 |
17:41 |
benrob0329 |
local Energy_stored = 0 |
17:41 |
FourFire |
I've successfully gotten the Energy_stored value to work, gotten it to print to chat as it updates, now I'm trying to save it between games |
17:42 |
* benrob0329 |
recommends doing things using functions that directly write to mod storage |
17:42 |
FourFire |
How does that work? |
17:42 |
benrob0329 |
That way things save |
17:43 |
FourFire |
does it tank performance if there's multiple changes per second for many nodes? |
17:43 |
benrob0329 |
Like, nano.get_energy() |
17:43 |
benrob0329 |
nano.set_energy() |
17:43 |
benrob0329 |
You'd have to ask a dev |
17:44 |
FourFire |
do I need to convert from string to numbers every time? |
17:44 |
benrob0329 |
Your function can return a sane value if it fails |
17:44 |
FourFire |
that's fine I'll just test performance myself |
17:44 |
IhrFussel |
Shara, it's the other way round: You can store a non-string value in set_attribute but MT will always convert it to a string so set_attribute("blah",1) will convert the 1 to a string |
17:45 |
benrob0329 |
Like, return 0 if tonumber sets the internal variable to nil |
17:45 |
benrob0329 |
IhrFussel: you mean I dont have to manually convert? |
17:45 |
benrob0329 |
That makes life easier |
17:47 |
Shara |
Hmm, pretty sure I had to drop "" around it for it to work before, but like I said, could be wrong |
17:47 |
IhrFussel |
benrob0329, you have to convert strings to number when you get the attributes an want to perform maths on them |
17:47 |
benrob0329 |
FourFire: a very handy practice is to use if (value) as a nil check |
17:47 |
benrob0329 |
IhrFussel: right |
17:48 |
FourFire |
Aaah, thanks |
17:48 |
IhrFussel |
But other than that no... I use nowhere tostring(var) in my mods |
17:48 |
Shara |
From dev wiki: |
17:48 |
Shara |
set_attribute(attribute, value) — set an extra player attribute to value. The value must be a string |
17:49 |
IhrFussel |
Someone wasn't informed then...it will just save the value as string |
17:49 |
benrob0329 |
because anything other than nil or false returns true, if (function()) then <foo> else <error code/default value> done |
17:49 |
benrob0329 |
Is how I do error checking |
17:50 |
Shara |
* `set_attribute(attribute, value)`: * Sets an extra attribute with value on player. * `value` must be a string. |
17:50 |
Shara |
from lua api |
17:50 |
Shara |
so that would be wrong too if you are right |
17:51 |
IhrFussel |
https://github.com/minetest/minetest/issues/5864 |
17:52 |
FourFire |
benrob0329, when I use nano.setenergy() and nano.getenergy() is that value stored permanently in the same way the player:set_attribute is? |
17:52 |
Shara |
FUssel: only it's closed and based on what I pasted wasn't fixed |
17:52 |
Shara |
But oh well |
17:52 |
benrob0329 |
FourFire: yes |
17:53 |
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17:53 |
benrob0329 |
If your functions set the value directly |
17:53 |
FourFire |
okay so i can just nitialize my own permanent storages whenever? |
17:53 |
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17:54 |
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behalebabo joined #minetest-hub |
17:54 |
IhrFussel |
So player attributes you set can either be a string or a number (I think Lua sees all numbers as floats) ... no table,function or userdata |
17:55 |
benrob0329 |
FourFire: you can set them whenever, you probably want to only have one mod storage object though |
17:55 |
IhrFussel |
It should be in the documentation which value types are supported "just string" is definitely wrong |
17:55 |
FourFire |
certainly |
17:57 |
IhrFussel |
rubenwardy even commented on the documentation PR https://github.com/minetest/minetest/pull/5884#issuecomment-305889994 |
17:59 |
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behaleba- joined #minetest-hub |
18:01 |
Shara |
Yup, that's why I am surprised that the issue was closed without that actually being fixed. |
18:02 |
Shara |
Maybe I will make a PR later if you don't feel like |
18:05 |
Krock |
ObjectRef::l_set_attribute: std::string value = luaL_checkstring(L, 3); |
18:06 |
Krock |
string would be expected but it also converts numbers to string |
18:07 |
IhrFussel |
It's incorrect that the setting value *must* be a string |
18:08 |
Shara |
IhrFussel: happy for me to make PR to update it later, or do you want to do it? |
18:08 |
IhrFussel |
And it makes modders life just more difficult to state it like that |
18:08 |
rubenwardy |
lol |
18:08 |
Shara |
lua api documentation is a mess |
18:08 |
rubenwardy |
didn't even notice he didn't correct it |
18:08 |
Shara |
Hi rubenwardy |
18:08 |
rubenwardy |
I probably should have made it a line issue |
18:08 |
Krock |
rubenwardy, neither did nerzhul |
18:09 |
rubenwardy |
hi Shara |
18:09 |
Shara |
and I like fixing these silly messes :) |
18:09 |
nerzhul |
Krock, sorry, do i miss something ? |
18:09 |
Shara |
hehe |
18:09 |
IhrFussel |
Shara, I never opened a PR and don't have the time to learn that currently, so go for it :P |
18:09 |
Krock |
nerzhul, nah. just a comment months ago: https://github.com/minetest/minetest/pull/5884#issuecomment-305889994 |
18:10 |
Shara |
Okay. Will do it after the current non-MT mess I'm fixing :) |
18:10 |
IhrFussel |
Is there any other type besides numbers Lua can directly convert into strings? |
18:16 |
IhrFussel |
Seems to be only numbers (tried function, table, boolean) |
18:16 |
nerzhul |
Krock, oh okay :) |
18:17 |
IhrFussel |
Need to restart PC BRB |
18:21 |
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18:27 |
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Dargod joined #minetest-hub |
18:30 |
benrob0329 |
Do node timers stay after restart? |
18:31 |
benrob0329 |
Like if there was a node timer in progress, would it continue after a server restart? |
18:32 |
sfan5 |
that's the entire point |
18:32 |
benrob0329 |
Ok, thanks |
18:39 |
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paramat joined #minetest-hub |
18:40 |
paramat |
seed is essential in F5 because people take screenshots with F5, it then shows how to reproduce what you see in the screenshot |
18:41 |
paramat |
param2 was added quite recently and we went years without it. it can be shown using a mod |
18:42 |
Shara |
paramat: why do we need to keep it so it fits on something less than the default screensize? |
18:44 |
Shara |
I really much prefer Krock's suggested style of formatting it either way. It's so much easier to read |
18:45 |
Shara |
Get rid of the version info, and move seed to the end of the top line maybe, then you'd probably fit it all even on the smaller width |
18:45 |
paramat |
version info is also essential to be visible in screenshots to reproduce what is seen. i can re-add -x +x etc, there's just enough room |
18:45 |
Shara |
I don't think it is at all really |
18:46 |
Shara |
The version info is the client anyway, not the server, so doesn't help outside singleplayer |
18:47 |
Shara |
And if it's singleplayer, that screenshot is being saved with that version anyway? |
18:47 |
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Megaf joined #minetest-hub |
18:48 |
Shara |
I've needed to pull seed from screenshots a few times, but never once needed version info |
18:49 |
Megaf |
Well, I finally figured out why the Windows 10 installer was never showing up/working on VirtualBox |
18:49 |
Megaf |
Maybe not a why, but because. |
18:50 |
Megaf |
Basically I had used a Windows 7 template in "New Virtual Machine" in VBox. Used Windows 10 now and sure enough installer loaded as expected. |
18:50 |
Megaf |
I find that, odd. |
18:52 |
paramat |
the reason i'm using 800x600 to test is because sometimes a player may need to use a tiny game window, for example when having other windows open, 800x600 was our previous 'small screen size'. this also reduces the chance of embarassing info running off-screen |
18:53 |
Shara |
To be honest, if you use something smaller than default, you should not expect perfect results. Whereas poor results in the default size (which we have now in my opinion) are an issue |
18:53 |
Shara |
(other than default in the sense of lower settings) |
18:53 |
Shara |
(higher than default should always work well) |
18:54 |
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Wazubaba joined #minetest-hub |
18:54 |
Shara |
I mean, I can reduce my game window to less than 400 by manual resizing... But I don't expect it to work without problems then. |
18:54 |
paramat |
i could also not capitalise every word, will look clearer i think |
18:54 |
Shara |
Before changing the default, the default was always the thing that was tested, so why change that now? |
18:56 |
paramat |
well, maybe version isn't essential, but it's useful, i haven't read the PR thread yet |
18:57 |
IhrFussel |
paramat, you forget that param2 was added for a *reasons* and I'm pretty sure that one of those was to make it easier for modders/server admins to see how the nodes in the world behave |
18:59 |
paramat |
also, someone with a low power machine may need to use 800x600, i think it should be supported |
18:59 |
FourFire |
benrob0329, how do I properly check if a value is nil using an if statement? |
18:59 |
FourFire |
I've got: |
18:59 |
FourFire |
if(nano.getenergy() = nil) then |
18:59 |
FourFire |
nano.setenergy() = 0 |
18:59 |
FourFire |
else end |
18:59 |
Shara |
That's like saying the default size should not have been changed really |
18:59 |
FourFire |
and get this error: \mods\nano\init.lua:6: ')' expected near '=' |
19:00 |
paramat |
Ihr modders and admins can use a mod for param2, after all we don't have param1, so best use a mod for both |
19:01 |
IhrFussel |
Why should we always use mods for things that are basically part of the ENGINE |
19:01 |
paramat |
no, because default size isn't necessarily the smallest size supported. default is a reasonable size, not big, not small |
19:02 |
paramat |
because using mods for many things is how MT works, there are many basic things that can only be done with a mod, configuration stuff etc. |
19:02 |
Shara |
Then it probably does need to be made user configurable.. at which case everyone can just argue over the defaults instead :) |
19:02 |
IhrFussel |
Yes and that has to stop soon...add wielding items finally for example |
19:03 |
rubenwardy |
or just implement wrapping? |
19:03 |
rubenwardy |
this really doesn't need configuration |
19:03 |
IhrFussel |
It's not your task to make the engine as barebones as possible...who said that? That's certainly not what we server owners want |
19:03 |
Shara |
rubenwardy: I was thinking about that, but you do need position to be on the far left for ease of use really |
19:04 |
Shara |
since I think it's the most used value for most people |
19:04 |
IhrFussel |
What we want is LESS mods and more BUILTIN functionality... |
19:05 |
Shara |
We do? |
19:05 |
Shara |
I was pretty sure I liked doing many things with mods. |
19:05 |
IhrFussel |
For basic stuff like showing which item the player holds, yes |
19:05 |
Shara |
Even if you stick that in MTG, it's still done by a mod |
19:05 |
paramat |
Ihr no it doesn't have to stop, it's how MT is and it greatly simplifies things |
19:06 |
IhrFussel |
I want that in c++ implemented, so that it doesn't lag the server anymore |
19:06 |
rubenwardy |
lol |
19:06 |
rubenwardy |
your implementation is broken if it lags the server |
19:06 |
rubenwardy |
well |
19:06 |
rubenwardy |
not efficient |
19:06 |
paramat |
yes keeping the engine simple is a central philosophy of MT, read c55's roadmaps |
19:07 |
FourFire |
rubenwardy, can you help me with my problem? |
19:07 |
IhrFussel |
Well if you think a server can allow to have the wielded item on a player updated every 0.1 sec |
19:07 |
Shara |
Why in the world would you need it that often? |
19:07 |
rubenwardy |
FourFire, you need double = |
19:07 |
rubenwardy |
== |
19:07 |
FourFire |
ah |
19:07 |
paramat |
wrapping moves things around too much, people get used to the position of data, moving it when window size is changed will be disorientating |
19:07 |
rubenwardy |
for an equality check |
19:07 |
IhrFussel |
That was an example... 1 is default but within 1 second the player can switch items a lot |
19:08 |
benrob0329 |
FourFire: just the function will return true if not nil |
19:08 |
benrob0329 |
No need for == nil |
19:08 |
rubenwardy |
IhrFussel, inefficient. The proper implementation would need callbacks |
19:08 |
rubenwardy |
or CSM |
19:08 |
Shara |
Would just look weird and unrealistic even by MT standards if it switched multiple times per second anyway |
19:09 |
IhrFussel |
Well could you then probably add a minetest.register_on_wield_change() or something like that? Or would that be too complex too? |
19:09 |
* Shara |
wanders out until it's back to f5 talk |
19:09 |
FourFire |
rubenwardy, so should I say if(!=nano.getenergy()) then ? |
19:09 |
paramat |
anyway, someone else can develop F5 later, i'm not going to bother with configuration, my PR is just a quick fix of my mess, it doesn't have to be forever |
19:10 |
* Shara |
quickly wanders back |
19:10 |
rubenwardy |
FourFire, not |
19:10 |
rubenwardy |
FourFire, if(not nano.getenergy()) |
19:10 |
rubenwardy |
also |
19:10 |
rubenwardy |
getenergy should be get_energy |
19:10 |
Shara |
paramat: your quick fix is pretty difficult to read though |
19:10 |
rubenwardy |
Lua uses underscore_naming |
19:10 |
rubenwardy |
and the brackets are unneccesary |
19:10 |
FourFire |
oh damn, how do i declare energy then? |
19:11 |
rubenwardy |
so: if not nano.getenergy() then |
19:11 |
rubenwardy |
oops |
19:11 |
rubenwardy |
so: if not nano.get_energy() then |
19:13 |
paramat |
it's not difficult to read, it removes all the clutter as requested. work with it for a while and you soon get used to it |
19:13 |
Shara |
Soyou are not willing to even add commas in? |
19:14 |
FourFire |
Ok that problem is resolved. Now i get unexpected symbol near '=' for the next line |
19:14 |
FourFire |
nano.set_energy() = 0 |
19:14 |
rubenwardy |
ah lol |
19:14 |
rubenwardy |
nano.set_energy(0) |
19:14 |
rubenwardy |
set energy should be a function |
19:14 |
FourFire |
ah okay |
19:15 |
paramat |
the PR is a very clean, simple, keeps all long running info (not the recent param2) and where it was before, so isn't and shouldn't be controversial. however it will probably cause much bikeshedding :) as i feared |
19:15 |
Shara |
paramat: if you can't even add in a few commas, I'm 100% against it |
19:16 |
paramat |
commas maybe, we could go a little over 800 width, could even add param2 |
19:16 |
Shara |
Can you look at Krock's suggested approach? |
19:16 |
Shara |
It's much more readable, and with a few changes could stay within 800 with all the information, I think |
19:17 |
paramat |
yes i will |
19:17 |
Shara |
Thank you |
19:17 |
paramat |
ok i'll add commas, i can see they help |
19:17 |
Shara |
Krock has put the variable names after the values, or dropped them where possible, and it helps a lot. |
19:18 |
Shara |
And since we don't have the = signs now, putting them after can make a lot more sense |
19:18 |
Krock |
uh, this highlight flood |
19:18 |
Shara |
Sorry :P |
19:32 |
paramat |
after, hmm, doesn't seem intuitive at all, confusing, and it's not what people are used to |
19:33 |
paramat |
for param2 i'll go with dev's consensus, i don't mind |
19:37 |
* benrob0329 |
sent a long message: benrob0329_2017-11-25_19:37:38.txt <https://matrix.org/_matrix/media/v1/download/matrix.org/YiJTkCQVXmqMaCMoQAYNIAYP> |
19:40 |
paramat |
variable name after is counter-intuitive |
19:40 |
Fixer |
"I'm working on a weather mod" |
19:40 |
Fixer |
https://github.com/minetest/minetest/issues/6679 |
19:40 |
Shara |
Not always, but mostly I'd still prefer to drop "pos" completely. Just show it. Everyone knows what it is. |
19:42 |
* benrob0329 |
sent a long message: benrob0329_2017-11-25_19:42:20.txt <https://matrix.org/_matrix/media/v1/download/matrix.org/wwGhboNWpigKwWxICZxBVdnK> |
19:44 |
benrob0329 |
\>sent as long message |
19:44 |
benrob0329 |
FourFire: see above messages |
19:44 |
sfan5 |
matrix is terrible |
19:45 |
benrob0329 |
I suppose a link is better then sending 5 messages and getting kicked for flood |
19:45 |
benrob0329 |
Matrix is not terrible, the bridge is trying to cope with IRX |
19:45 |
benrob0329 |
*irc |
19:46 |
benrob0329 |
IRC doesnt have support for multiple lines per message apparently |
19:48 |
Fixer |
everything sucks |
19:49 |
Fixer |
irc will outlive all of this nonsenc(s)e |
19:49 |
benrob0329 |
IRC will outlive the universe, and still lack the ability to send anything but basic text |
19:50 |
benrob0329 |
Along with real accounts |
19:51 |
sfan5 |
if IRC is so terrible why are you here? |
19:51 |
benrob0329 |
I'm not, i'm using a bridge to talk to a community on IRC |
19:53 |
benrob0329 |
I respect IRC, it's just that its still stuck in the 90s :-) |
19:57 |
Fixer |
it is not like someone wants to talk via voice/video (sociopathic look) |
19:57 |
Fixer |
irc is easy and fun |
19:57 |
Fixer |
nobody profits off you, nobody wants your phone number or extorts data from you |
19:58 |
Fixer |
it is also open source |
19:58 |
benrob0329 |
Easy for techies, infuriating for non-techies |
19:58 |
Fixer |
web gate can be used by cockrouches |
19:58 |
benrob0329 |
Matrix is open source, and you can run your own server |
19:59 |
Fixer |
nontechy can't use much anything anyway, i would not dumb down anything to non techie |
19:59 |
Fixer |
they have their dumb new skype perverted into some crippled sick snapchat-like toxic waste |
19:59 |
Fixer |
notice - no swearing |
19:59 |
benrob0329 |
Having to PM a bot to register a nick or make a channel persistent is overcomplicating the process |
20:00 |
benrob0329 |
But yes, Skype sucks |
20:00 |
Fixer |
nontechy don't need to register anything |
20:00 |
paramat |
ok good input, will update as stated =) |
20:00 |
Fixer |
you just type Username and channel name on web page - ready |
20:00 |
benrob0329 |
Fixer: This is offtopic, and silly |
20:00 |
Fixer |
yeah |
20:00 |
Fixer |
skype is silly |
20:01 |
Fixer |
i want to throw up now |
20:01 |
Fixer |
it is on electron now eating 10x as much more ram and more crippled then aware, progress, right, right (echoes) |
20:01 |
Fixer |
than ever* |
20:01 |
Fixer |
or then |
20:02 |
benrob0329 |
Fixer: that was a hint to kill the conversation :-) |
20:02 |
Fixer |
anyway, you can end it here |
20:03 |
Fixer |
i wonder if octacian still wants to write something as AE2 |
20:12 |
|
tenplus1 joined #minetest-hub |
20:12 |
tenplus1 |
hi folks |
20:13 |
benrob0329 |
tenplus1: rewrote a lot of backend to use mod storage (tardis mod) |
20:13 |
benrob0329 |
Now uses functions instead of raw table writes |
20:13 |
tenplus1 |
ooh sweet, nicely done :) also hi |
20:13 |
benrob0329 |
Needs more testing before a push though |
20:14 |
tenplus1 |
many mods converting to mod storage / player attributes now :) |
20:53 |
IhrFussel |
I read somewhere core devs are planning to remove player attributes in the future again...I hope they changed their mind by now, player attributes will be widely utilized in a few months |
20:53 |
IhrFussel |
Also hi tenplus1 |
20:53 |
tenplus1 |
hi fussel |
20:53 |
tenplus1 |
player attributes are very handy, save on separate text files |
20:53 |
tenplus1 |
if anything I'd remove csm :P |
20:55 |
IhrFussel |
Attributes helped my mods/IO a lot... the only case where I still have to use files is on_prejoinplayer() since the player object isn't ready there |
20:56 |
tenplus1 |
yeah, simple skins can only use the /setskin command when the player is on server... needs the player object to change skin now |
20:58 |
IhrFussel |
I do "is banned? got a name that's on the blacklist? Is already connected? If yes does use the same IP as the one who's connected?" checks |
20:58 |
tenplus1 |
:P |
21:01 |
IhrFussel |
By the way my server seems to lag less now... I set server_unload_unused_data_timeout to 1200 an map_save_interval to 90 |
21:01 |
tenplus1 |
kewl dude... the settings count a lot in reducing lag :D |
21:02 |
IhrFussel |
Yeah well...there is a longer lag every 90 secs now, but still better than having one every 10 or so |
21:02 |
tenplus1 |
eheh |
21:06 |
Calinou |
hi :) |
21:07 |
tenplus1 |
hi Cal |
21:07 |
tenplus1 |
hows' things ? |
21:07 |
Calinou |
there was a ceremony today where they gave us our degrees, I officially graduated :) |
21:07 |
tenplus1 |
w00t! congrats dude :P |
21:07 |
Calinou |
then I went for a nap as I was really tired :P |
21:07 |
Shara |
Congrats |
21:07 |
* tenplus1 |
showers Cal in donuts |
21:07 |
Calinou |
thanks :) |
21:10 |
tenplus1 |
http://www.funnyjunk.com/channel/animemanga/Wan/nbYuLao/ |
21:11 |
Shara |
IhrFussel: https://github.com/minetest/minetest/pull/6681 :P |
21:13 |
Krock |
paramat, sorry what? dtime is draw time |
21:13 |
tenplus1 |
hi Krock |
21:14 |
Krock |
hi tenplus1 |
21:14 |
paramat |
the 2 are different graphs though in the later F5 stage |
21:15 |
paramat |
looking at the debug code, them being the same is not obvious. anyway the names should be visible |
21:16 |
paramat |
updated the PR |
21:16 |
tenplus1 |
o/ paramat.... is this linked to the f5 info text as well ? |
21:16 |
IhrFussel |
Shara, I just asked in #lua an they confirmed "number" is the only Lua type that can be converted to a string directly...wouldn't it be better to state it as "string or number"? |
21:17 |
Krock |
^ |
21:17 |
Shara |
Since Krock seems to want that, sure :P |
21:17 |
paramat |
tenplus yes |
21:18 |
paramat |
we're not removing player attributes AFAIK |
21:19 |
IhrFussel |
I read someone mention it...I think it was about "having a unified storage method" |
21:20 |
paramat |
might have been suggested but not decided |
21:20 |
Fixer |
benrob0329: don't forget to write down somewhere required version of minetest |
21:21 |
Shara |
Krock: updated |
21:22 |
Fixer |
tenplus1: so how is that chest investigation going? |
21:22 |
tenplus1 |
seems the dev version am using an sign onto server and steal items from any chest |
21:22 |
tenplus1 |
but 0.4.16 stable (tested by otehr ppl) cannot |
21:22 |
tenplus1 |
dunno if something was added in dev's that changed csm |
21:22 |
tenplus1 |
will test 0.5.0 tomorrow when i can be asse |
21:22 |
tenplus1 |
*assed |
21:23 |
Fixer |
tenplus1: what is your minetest_game version? |
21:23 |
Fixer |
tenplus1: is it up to date? |
21:23 |
tenplus1 |
ye |
21:23 |
Shara |
I've tested 0.4.16 stable and 0.5 and can't get it to work.. even on the same chests which Ten is able to take things from, so I don't understand what's going on |
21:23 |
Fixer |
tenplus1: git master one? |
21:24 |
tenplus1 |
the 0.4.16 dev I have installed just now is H=July 17th |
21:24 |
tenplus1 |
going through versions I have available |
21:25 |
benrob0329 |
Fixer: 0.4.16 I believe |
21:25 |
Fixer |
paramat: don't forget that minetest-0.5.0-fbalbabalkfafdsadas will be much shorter in released version, and if you move 3rd line Pointed to 2nd end it will probably fit almost to 800px |
21:26 |
Shara |
Fixer: paramat is also testing with longest node names.. which won't often be that long |
21:27 |
IhrFussel |
paramat, https://github.com/minetest/minetest/issues/6193#issuecomment-319038365 |
21:27 |
Fixer |
Shara: if you are unlucky - you get 1366px - it is more then enough, not sure about mobile |
21:29 |
tenplus1 |
nite folks :P |
21:29 |
Shara |
Night ten :) |
21:29 |
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21:31 |
Fixer |
i've noticed that 0.4.16 works faster on my tablet |
21:31 |
Fixer |
slightly |
21:32 |
Jordach |
>tablet |
21:32 |
Jordach |
like that's going to be of any consequence |
21:32 |
Fixer |
Jordach: i know, i know, it is POST_TABLET_WORLD and POST_POST_PC_WORLD |
21:32 |
Jordach |
then again, my Note 8 Exynos won't likely have any issues surrounding running MT directly |
21:32 |
Fixer |
waiting for death of smartphones and PostPostPostPC era |
21:33 |
Fixer |
whatever new hype brings |
21:33 |
Fixer |
at least it worked |
21:34 |
Fixer |
and fdroid finally updated it to 0.4.16, thanks for that |
21:34 |
Fixer |
also, fdroid client has changed UI and I kinda (lotsofswearing) had to REMOVE it, and revert to older version, unusable :( |
21:34 |
Fixer |
worst ui ever |
21:45 |
Fixer |
https://www.youtube.com/watch?v=_uSm9CRnyQo little offtopic as usual |
21:47 |
paramat |
Fixer yes but the longer version string is present for developers and those using dev versions, so i have to account for that |
21:48 |
Fixer |
developers probably have at least 1366*768 screen |
21:48 |
Jordach |
paramat, intergrated snowdrift within Solar Plain's atmos mod |
21:49 |
Fixer |
waiting for particles PR |
21:49 |
Fixer |
Jordach: how much particles? |
21:49 |
Jordach |
64 for rain |
21:49 |
Jordach |
16 (snow) |
21:50 |
paramat |
nice |
21:50 |
paramat |
i found you can quadruple the default number of drops/flakes with little problem |
21:50 |
Fixer |
paramat: your snowdrift has problems, obvious one is - when walking - rain moves behind you pretty much |
21:50 |
Jordach |
^ saw the issue |
21:50 |
paramat |
yeah |
21:51 |
Jordach |
expanding the rain area + a handful more particles |
21:51 |
Fixer |
paramat: not really quadruple, fps goes down rapidly, and thats on my dead HD6870 |
21:51 |
paramat |
it's a balance of area, spawn height and number of particles |
21:51 |
benrob0329 |
Rain could be a HUD effect tbh |
21:51 |
Jordach |
LOLNO |
21:52 |
benrob0329 |
thats how other games get away with it |
21:52 |
Fixer |
you sure? |
21:52 |
benrob0329 |
Iirc |
21:52 |
benrob0329 |
Lemme double check |
21:52 |
Fixer |
I have a game from year 2001, and 16 years ago when I played it had 300 particles in my scene on GF2MX card that is older than two octacians |
21:53 |
Fixer |
it looked nice back then, minetest is waiting for that particles PR i tested |
21:53 |
Fixer |
it seems promising, but add_particle seems somewhat slower :/ |
21:53 |
benrob0329 |
Found this https://armedunity.com/topic/6418-how-to-create-a-hud-raindrop-effect/ |
21:53 |
Fixer |
paramat: your snowdrift uses add_particle, right? |
21:54 |
benrob0329 |
But meh, dont have time for proper research |
21:55 |
Fixer |
iirc if game in 2001 had particles that looked properly 3d, minetest could do this (probably ) |
21:55 |
paramat |
Fixer yes |
21:55 |
paramat |
and no particle spawners |
21:55 |
rubenwardy |
IhrFussel, player attributes aren't going to be removed |
21:56 |
Fixer |
paramat: so you can use particle spawner but they will look the same? but will work VERY fast with that new PR |
21:56 |
rubenwardy |
however, they are going to be deprecated and replaced with player meta |
21:56 |
paramat |
will try if that PR is merged |
21:56 |
IhrFussel |
rubenwardy, doesn't deprecate mean "will be removed in the future" though? |
21:57 |
Fixer |
paramat: that was just a question, wonder why add_particle is slow in his PR :( |
21:57 |
rubenwardy |
we've never removed a deprecated thing, IhrFussel |
21:58 |
Fixer |
hah https://forum.minetest.net/viewtopic.php?f=9&t=18862&sid=fe8e01057a7da7b862cc354dc2c5260f |
21:59 |
paramat |
Fixer erm, my mod may have to change it's method if it uses particle spawners, so not sure if i can get the same effect, but will try |
21:59 |
Fixer |
maybe he will make add_particle faster and that will be fine as it is |
22:00 |
paramat |
hope so |
22:01 |
Jordach |
paramat, does mg_biome_np_heat apply to mgv5 mgv6 (carpathian???!) |
22:01 |
Jordach |
getting some inconsistencies |
22:07 |
paramat |
yes, the biome API applies identically to all mapgens excpet mgv6 |
22:07 |
paramat |
but the noise seeds for heat and humidity vary per-world of course |
22:08 |
Jordach |
explains why snowdrift doesn't get heat correctly |
22:08 |
paramat |
it does |
22:08 |
paramat |
it takes into account world seed variation |
22:09 |
paramat |
'seed' in noise params is actually 'seed difference' that is added to world seed |
22:09 |
paramat |
except .. |
22:10 |
paramat |
if you use custom noise params for heat/humidity then you need to alter snowdrift noise params to match |
22:10 |
paramat |
it should perhaps get those automatically |
22:10 |
Jordach |
and i currently don't |
22:11 |
Jordach |
interestingly enough |
22:22 |
paramat |
what inconsistencies? |
22:23 |
paramat |
oh, snowdrift doesn't use the 'blend noises' which are fine detail |
22:23 |
paramat |
(biome blend detail) |
22:23 |
Jordach |
it does for me |
22:23 |
Jordach |
but then again |
22:23 |
Jordach |
i take the direct level of humidity |
22:24 |
Jordach |
https://jordach.net/images/evwhsbcltdqsiiibd.png |
22:24 |
Jordach |
HOLD MY BEER |
22:24 |
Jordach |
eventually i'll upgrade atmos to have a wind system in place |
22:25 |
sfan5 |
Jordach: you seem to have FSAA disabled |
22:25 |
Jordach |
>lazy |
22:25 |
Fixer |
feeling chinese |
22:25 |
sfan5 |
echo "fsaa = 4" >>minetest.conf |
22:29 |
Jordach |
feeling like adding some graphical oomf |
22:30 |
Jordach |
like leaves every now and then dropping 1-2 particle leaves |
22:30 |
paramat |
i plan to redesign those snowflakes to be 5x5 and more variety |
22:30 |
Jordach |
(by now and then, i mean every 30-70 seconds) |
22:30 |
Jordach |
if not longer to not abuse particles |
22:31 |
Jordach |
they must also have an air node below them directly |
22:32 |
sofar |
https://i.imgur.com/QiTpH3c.jpg - carpathian + luscious looks really good btw |
22:32 |
Jordach |
sofar, i like it |
22:32 |
Jordach |
just a shame it slightly interferes with my games colour choices |
22:32 |
Jordach |
tempting tho |
22:33 |
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22:33 |
sofar |
you can color it the way you want |
22:33 |
sofar |
just modify it with a different palette |
22:33 |
sofar |
but yes, essentially it will by default |
22:33 |
Jordach |
might expand it to the plant based nodes too |
22:33 |
sofar |
you should |
22:34 |
Jordach |
fun fact |
22:34 |
sofar |
I find papyrus standint out way too much |
22:34 |
Jordach |
the only nodes in solar plains for biome specific plants is the snow |
22:34 |
sofar |
same for lilies |
22:34 |
Jordach |
sofar, heard the sounds i used for snow |
22:34 |
Jordach |
it has a proper proper crunch |
22:34 |
Jordach |
i also double the snow particles |
22:34 |
Jordach |
and added 32 to the rain |
22:34 |
sofar |
I'm fairly happy with the ones I found for ITB |
22:35 |
Jordach |
sofar, want to test em out on the server i run in devel mode? |
22:35 |
sofar |
sure |
22:36 |
Jordach |
doesn't have the rain patch just yet |
22:36 |
Jordach |
yes |
22:36 |
Jordach |
dev server runs head and is generally compatible with your buiilds, sfan5 |
22:37 |
Jordach |
it also loads almost immediately |
22:37 |
Jordach |
note 8 time |
22:38 |
Jordach |
*forgets there's no android build officially* |
22:39 |
rubenwardy |
there is an official Android build, not for dev though |
22:40 |
Jordach |
reeeee |
22:53 |
IhrFussel |
Does Lua in MT use garbage collection by the way? |
22:53 |
sfan5 |
what else would it use |
22:53 |
sofar |
lua auto-collects garbage, everywhere |
22:53 |
IhrFussel |
No garbage collection? Like bash for example |
22:54 |
sofar |
say hello to OOM |
22:54 |
sofar |
bash uses the environent, which isn't the same |
22:54 |
sofar |
process exits and all env is gone |
22:54 |
sofar |
lua is single-process |
22:54 |
sofar |
it can't do taht |
22:55 |
IhrFussel |
So if I set a lua var to nil it will delete the var from RAM after a bit? Or how does it work? |
22:55 |
sofar |
it erases it immediately from ram |
22:56 |
IhrFussel |
So "nil" means "not found in memory"? |
22:57 |
sofar |
no |
22:58 |
IhrFussel |
I mean doesn't lua still have to store the var somewhere in case I want to check its content later? Like if var == nil |
22:58 |
sofar |
nil just means 'has no value' |
22:59 |
sofar |
lua can't distinguish between "not in memory" and "in memory", so nil can never mean 'not in memory' |
22:59 |
Jordach |
nil is false, but false is not nil |
22:59 |
sofar |
#captainhelpful |
23:00 |
Jordach |
think of nil as not existing, instead of an existing state like true or false |
23:00 |
IhrFussel |
So does lua forget the var name too as soon as I set it to nil? Or will the var name still take memory? |
23:01 |
sofar |
the var is removed |
23:01 |
sofar |
and if the var was pointing at a table, and nothing else refers to the table anymore, it is removed as well |
23:01 |
sofar |
(that last part is what we call garbage collection) |
23:05 |
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23:15 |
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23:18 |
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23:26 |
Jordach |
sofar, can't help that my game, while farming isn't dealt with, is that it looks really good |
23:29 |
Jordach |
(i'll probably make |
23:29 |
Jordach |
a similar engine by cleverness) |
23:31 |
Jordach |
Shara, https://forum.minetest.net/viewtopic.php?p=301479#p301479 |
23:32 |
benrob0329 |
sofar: do you want credit for crops' luacheckrc? |
23:32 |
compunerd |
Thanks Shara |
23:32 |
compunerd |
quick question... I should know this but... if using minetest.register_tool, do I still need to use minetest.register_craftitem? I'm trying to figure out why my recipe isn't showing up in unified inventory |
23:32 |
sfan5 |
tools are items so no |
23:33 |
Shara |
No problem. Added you to autovoice as well. |
23:33 |
Shara |
Jordach: Pretty |
23:34 |
sofar |
benrob0329: nope |
23:35 |
compunerd |
That's what I thought... is there anything special I need to do to get my craft recipe to work? I simply copy and pasted a similar recipe. made sure the output string was correct and altered the recipe to fit what I wanted it to be |
23:36 |
Jordach |
sofar, question |
23:36 |
Jordach |
can overlaid textures be paletted but not others |
23:37 |
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23:37 |
benrob0329 |
sofar: thanks |
23:37 |
sofar |
the code works the other way around, you color the nodes, then overlay them with non-colored ones |
23:38 |
sofar |
s/nodes/tiles/ |
23:38 |
Jordach |
could probably do this |
23:39 |
Jordach |
overlay textures aren't needed in solar plains anyways |
23:42 |
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23:42 |
Megaf |
man, why is my system hanging when I launch two windows VMs each with 1 GB of RAM? |
23:43 |
Megaf |
I have 4 GB of ram in my system and 7 GB of swap |
23:43 |
Megaf |
Should build my own kernel again... |
23:44 |
compunerd |
How have you allocated the processors and how much does the host have? |
23:44 |
Megaf |
If I launch one Windows VM with 2 GB of RAM it will too hang the machine |
23:45 |
Megaf |
hanvent tried limiting the CPU use... |
23:45 |
compunerd |
If you use KVM with virtualization enabled in bios, you can use virt-manager and see where all the load is occuring at |
23:45 |
Megaf |
VBox... |
23:45 |
benrob0329 |
>goes to test teleporting to ungenerated chunks |
23:45 |
benrob0329 |
>teleports well outside the world |
23:45 |
Megaf |
Tho Im using KVM as backend |
23:45 |
benrob0329 |
I suppose it worked then lol |
23:46 |
Megaf |
compunerd, I cant do anything, even the capslock led takes ages to switch so slow the OS gets |
23:46 |
Megaf |
not even the cursor moves |
23:46 |
Megaf |
Pretty sure is a bug in the Debians scheduler |
23:47 |
compunerd |
Not sure if it will work, but try installing virt-manager and see if it sees your VMs... It's a much better front end than virtualbox |
23:47 |
compunerd |
if you can get the VMs to shut down and get your system back, that is |
23:48 |
Megaf |
Sorry, I think I was not clear. When the system hangs, it stops totally |
23:48 |
compunerd |
Plus, like I was saying... Restart into bios and see if you have virtualization enabled |
23:48 |
Megaf |
I can't select anything nor switch windows |
23:48 |
Megaf |
screen stops refreshing |
23:48 |
Megaf |
compunerd, There's no bios and it is enabled. |
23:48 |
Megaf |
Problem is when I use 2GB of RAM for VMs |
23:50 |
compunerd |
No bios? What type of system is it? |
23:52 |
Megaf |
compunerd, MacBook Pro :) |
23:53 |
* Jordach |
slightly modifies luscious |
23:53 |
compunerd |
Ah... That's the problem... Mac... lol... Nah, they've actually got great hardware... Just not my cup of tea |
23:53 |
compunerd |
would it be dual or quad core? |
23:54 |
Megaf |
compunerd, dual core. But again, in the past I could use all 4 GB of RAM for VMs in VBox |
23:54 |
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23:54 |
Megaf |
it would swap like crazy of course, but it would still respond |
23:55 |
compunerd |
I suggest migrating them to KVM completely with virt-manager... You can do a lot more with allocating the resources... Running Debian? |
23:56 |
Megaf |
Debian as host yes |
23:56 |
Megaf |
and it has to be VBox |
23:56 |
Megaf |
virt-manager is too complicated to use |
23:56 |
compunerd |
Plus it will tell you if there are any problems that would effect performance as soon as virt-manager connects to KVM |
23:57 |
Megaf |
VBox is amazing. Drag and drop, 3D, brilliant networking stack |
23:57 |
compunerd |
No... Not at all... I use it to run MT VMs on a headless rackmount |
23:57 |
Megaf |
fantastic snapshot system, linked clone |
23:57 |
Megaf |
for workstations VBox is amazing |
23:57 |
Megaf |
compunerd, for servers like Minetest server VM is waste of resources. I use containers for that |
23:58 |
Megaf |
I have currently 6 containers on my main server |
23:58 |
Megaf |
minetest server, mysqlserver, web server, git server, and so on. Each on its own container |
23:58 |
compunerd |
I was thinking of swapping to containers actually... |
23:59 |
Megaf |
The host is actually CentOS 6 and my containers are Debian, |
23:59 |
Megaf |
some are Debian 7, soem 8 and some 9 |