Time |
Nick |
Message |
00:00 |
* sofar |
afk for real |
00:04 |
paramat |
just rename the file to .md if it helps |
00:05 |
paramat |
and no the advantages still create a large productivity gain |
00:06 |
Fixer |
china doors https://www.youtube.com/watch?v=XoUg94gvLdM |
00:08 |
Fixer |
what is funny about china youtube videos, typing "china poor quality" gives tons of sporting events with chinese and "low quality" in title, nice try |
00:10 |
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00:28 |
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00:35 |
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00:44 |
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00:48 |
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00:54 |
Jordach |
i think i found my new ringtone https://www.youtube.com/watch?v=1f5LIxGgouY |
00:55 |
Fixer |
you probably meant: chinese products sheet |
00:55 |
Fixer |
loooooooool |
00:58 |
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01:42 |
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01:50 |
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02:02 |
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02:36 |
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02:40 |
Sokomine |
hm. i have a problem with my current version of mt (not the most recent one..i want to join servers). problem: infotexts are shown where chat is shown. it used to be in the middle of the screen. now i have to turn chat off if i want to be able to read a sign |
02:40 |
rubenwardy |
huh |
02:41 |
paramat |
issue please =) |
02:41 |
paramat |
oh you're on 0.4.16 |
02:42 |
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02:42 |
rubenwardy |
it |
02:42 |
rubenwardy |
it's below the chat for me, but only 6 rows display for some reason. Swear it was more |
02:43 |
rubenwardy |
but it's not vertically centered |
02:43 |
rubenwardy |
it looks like a constant offset |
02:43 |
rubenwardy |
are you using a custom font or font size, Sokomine |
03:07 |
benrob0329 |
sofar: do you actually use vim? or was that just joking? |
03:09 |
jas_ |
markdown does look good in vim |
03:09 |
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03:11 |
benrob0329 |
with syntax highlighting, yes |
03:11 |
benrob0329 |
when it's a .txt then the syntax doesnt get highlighted |
03:12 |
benrob0329 |
we could symlink lua_api.txt and lua_api.md |
03:12 |
benrob0329 |
but idk if git supports those |
03:12 |
benrob0329 |
we could also have everything compiled from LaTeX :PP |
03:12 |
benrob0329 |
then it's always be properly formatted :D |
03:14 |
jas_ |
omg i just found :colorscheme |
03:14 |
jas_ |
now it looks even bettar! |
03:14 |
jas_ |
i don't know much about vi(m) but it's fun to learn |
03:15 |
benrob0329 |
jas_: the keybindings are what a lot of programs try to imitate :P |
03:15 |
benrob0329 |
my window manager even |
03:18 |
jas_ |
oh i didn't know |
03:27 |
Sokomine |
rubenwardy: custom font size. larger font than usual |
03:27 |
benrob0329 |
https://gist.github.com/benrob0329/530e55e5c571fa2255f8e52c713e176d |
03:27 |
benrob0329 |
that makes a stackoverflow in like 1 second |
03:27 |
Sokomine |
rubenwardy: DroidSans at size 20 |
03:28 |
benrob0329 |
when i have the time set to recall the function well after a minute |
03:28 |
Sokomine |
vim is a very useful editor |
03:29 |
benrob0329 |
Sokomine: indeed |
03:29 |
benrob0329 |
vim + luacheck via syntastic is really nice :D |
03:37 |
ThomasMonroe |
hey rubenwardy, I have an suggestion for you concerning CTF |
04:21 |
* benrob0329 |
mumbled something about minetest.after being broken |
04:50 |
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05:04 |
jas_ |
? |
05:04 |
jas_ |
that function is used in map mod |
05:05 |
jas_ |
https://soundcloud.com/spinninsessions/spinnin-sessions-237-guestmix-tv-noise#t=34:44 |
05:11 |
paramat |
what's up with minetest.after()? |
05:24 |
benrob0329 |
paramat: the gist i linked to above, that function instantly creates a stack overflow |
05:24 |
benrob0329 |
even though it shouldn't |
05:24 |
benrob0329 |
or does minetest,after need me to not put parentheses after the function name? |
05:27 |
jas_ |
ye u forgot the end) |
05:27 |
jas_ |
minetest.after(100, tardis.load_map(pos) end) |
05:27 |
jas_ |
wait no lol |
05:27 |
jas_ |
minetest.after(100, function() tardis.load_map(pos) end) |
05:27 |
jas_ |
there |
05:28 |
benrob0329 |
jas_: I don't think I need to define a function every time |
05:29 |
jas_ |
https://github.com/jastevenson303/gen_music/blob/master/init.lua#L313 |
05:29 |
jas_ |
oh ok |
05:29 |
benrob0329 |
only if an already existing function isn't used afaik |
05:29 |
jas_ |
this spinnin' sessions mix is pretty good |
05:29 |
jas_ |
well i don't know, i never tried |
05:30 |
jas_ |
try minetest.after(100, return tardis.load_map(pos)) ? or is that the same? honestly, i always did function() |
05:30 |
* jas_ |
looks in lua_api.txt |
05:31 |
jas_ |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3106 <-- interesting |
05:32 |
jas_ |
minetest.after(100, tardis.load_map(pos), pos) ? |
05:32 |
jas_ |
but minetest.after(100, function() tardis.load_map(pos) end) will work |
05:33 |
jas_ |
(now i'm even more confused.) |
05:33 |
benrob0329 |
I think the problem is that I need a return value |
05:33 |
benrob0329 |
and I don't get one from minetest.after |
05:33 |
jas_ |
i think i'll have to experiment sooner or later |
05:35 |
jas_ |
you ever tried the profiler or luacheck? |
05:35 |
benrob0329 |
paramat: can I generate the map from a vmanip object? |
05:36 |
benrob0329 |
jas_: use luacheck every day |
05:36 |
jas_ |
is it easy? |
05:36 |
benrob0329 |
syntastic plugin for vim makes it easy, but yes its easy |
05:36 |
jas_ |
i need to learn how to profile lol and my code is such a mess. but i got a terminal mod that i can use from a chatcommand, node, or itemstack now |
05:36 |
jas_ |
syntastic? |
05:36 |
benrob0329 |
can be installed via luarocks |
05:36 |
jas_ |
oh |
05:37 |
benrob0329 |
so you install via luarocks (after installing any dependancies it complains about) and then run luacheck <foo>.lua |
05:37 |
benrob0329 |
like I do *.lua in my mod directory |
05:38 |
* jas_ |
deletes walkie repo |
05:38 |
benrob0329 |
(or just let Syntastic yell at me when I save a file) |
05:38 |
paramat |
not sure i understand what you mean by "generate the map from a vmanip object" |
05:38 |
jas_ |
i just did an apt search luacheck and there's a lua-check 0.17.1 package |
05:38 |
jas_ |
i'll try that |
05:38 |
benrob0329 |
paramat: I mean, I have a vmanip object and I would like to generate the mapblock using it |
05:39 |
benrob0329 |
can I do this in a way I can check, without async madness? |
05:40 |
jas_ |
kewl benrob that's a nice command |
05:40 |
jas_ |
now i gotta learn to profile, i can really feel it on_joinplayer and on_leaveplayer lol |
05:40 |
paramat |
minetest.after(100, tardis.load_map, pos) |
05:40 |
jas_ |
i was close |
05:41 |
jas_ |
that's cool paramat, thanks. |
05:41 |
paramat |
the 3rd argument is the variable you want to pass to the function |
05:41 |
benrob0329 |
paramat: right, got that |
05:41 |
benrob0329 |
I dont get a return value from that though |
05:42 |
paramat |
for example https://github.com/minetest/minetest/blob/a5d5728f241fec8644ba65cb3b98c7dd1be2eee3/games/minimal/mods/default/init.lua#L17 |
05:42 |
jas_ |
tardis.load_map() doesn't have a return value |
05:42 |
paramat |
because the variable you pass needs to be stored to be passed later to the function |
05:43 |
benrob0329 |
paramat: again, that works for a basic loop but I don't get a return value from the stack |
05:44 |
benrob0329 |
I cannot guarantee that the map is actually loaded, and if it's not the meta could be overridden on generate |
05:44 |
jas_ |
put return false at the end? |
05:44 |
benrob0329 |
jas_: thats basically what it does now |
05:45 |
jas_ |
nil? |
05:45 |
benrob0329 |
the setup I have overall: |
05:45 |
paramat |
'generate the mapblock' as in trigger core mapgen to generate that area? or generate your own choice of nodes in the mapblock? |
05:45 |
benrob0329 |
paramat: as in trigger the mapgen |
05:46 |
jas_ |
looks like it's returning nil if there's not node. |
05:46 |
jas_ |
try if ((node)) then |
05:47 |
jas_ |
i'm just curious |
05:47 |
paramat |
sorry behind on catching up with chat |
05:48 |
benrob0329 |
Lever triggers the remat function, which triggers the map load and forceloading, which return true if successful, which continues the remat sequence, which flips the lever |
05:49 |
benrob0329 |
jas_: adding extra parentheses? |
05:49 |
jas_ |
yeah |
05:49 |
jas_ |
can you do that? |
05:50 |
paramat |
"as in trigger the mapgen" ok. no the only way to trigger mapgen is 'emerge area' which as you know can take a while |
05:51 |
jas_ |
but can you determine when it's done? |
05:51 |
jas_ |
or how long it will take? |
05:51 |
paramat |
not how long |
05:51 |
jas_ |
so a loop to check until it's done? |
05:52 |
paramat |
checking if it's generated is done by checking for an 'ignore' node, as benrob does there |
05:52 |
jas_ |
aha |
05:52 |
paramat |
yes |
05:52 |
jas_ |
thank you |
05:52 |
benrob0329 |
the only way is to make a loot, but the only way to slow the loop is to make it an async loop, which means I cant actually check |
05:52 |
benrob0329 |
*loop |
05:52 |
benrob0329 |
*check to see when it's done |
05:53 |
paramat |
the nether mod has similar issues and code, we had trouble with that stuff |
05:53 |
benrob0329 |
so basically, this is one time when I would much rather have the server slow for a second while generating/loading than to have to jump through hoops for basic timing |
05:53 |
jas_ |
move the emerge line to the first line |
05:54 |
jas_ |
before the local |
05:54 |
benrob0329 |
jas_: that still might not finish until after the function returns |
05:54 |
jas_ |
oh i don't know haha i'm just guessing. that's what i usually do though, wildly cut/paste until something happens |
05:54 |
benrob0329 |
and there is no need to continue to attempt emerges when the map is already loaded |
05:55 |
jas_ |
i'm sure there's a way to do what you want, if only i knew |
05:55 |
benrob0329 |
paramat: if I could do this with vmanip it'd be overkill, but at least it would work |
05:55 |
jas_ |
so emerge the area, and then separately check in a loop if it's loaded? |
05:56 |
benrob0329 |
and how do I know when the loop is done? |
05:56 |
jas_ |
you just want to emerge an area and know when it's done? it sounds so easy, and yet... *steps away from the keyboard* *head explodes* |
05:56 |
benrob0329 |
if the loop goes async I can't know when it's done without another infanite loop..wait that might work |
05:57 |
benrob0329 |
if I have a variable that gets set, I can break from a cheap loop that doesnt do anything but check a value |
06:01 |
jas_ |
that's the problem, i don't know what async means |
06:01 |
* jas_ |
puts on some koollondon |
06:01 |
jas_ |
aw commercials |
06:02 |
* jas_ |
puts on bitjam |
06:02 |
jas_ |
hm.. stream or merge minetest_game/master.. |
06:03 |
benrob0329 |
"while (not done) do end" |
06:03 |
* benrob0329 |
smirks at how that doenst even need a comment |
06:04 |
benrob0329 |
I wish there was a nothing function, just to make it more self explanitory :P |
06:04 |
jas_ |
while ((nothing)) do end |
06:07 |
sofar |
there is a different way of checking if a chunk is generated |
06:09 |
benrob0329 |
sofar: please, do tell |
06:13 |
sofar |
have a registered_on_generated() callback and record the generated section |
06:15 |
benrob0329 |
sofar: how would that help me load the map on demand? |
06:18 |
benrob0329 |
ok, let me try to take a step back and think of a different approach |
06:20 |
benrob0329 |
paramat, sofar: is there a reason meta gets overridden on generate? |
06:21 |
paramat |
not sure why, but i'm not surprised |
06:21 |
paramat |
i guess no-one expected meta needing preserving in an area before mapgen |
06:23 |
paramat |
maybe: in 'on generated' see if minp and maxp contain your node, if so set metadata |
06:24 |
benrob0329 |
paramat: can I do a reverse search on mod storage? |
06:24 |
benrob0329 |
as in, search by string instead of name? |
06:27 |
paramat |
not sure |
06:37 |
benrob0329 |
paramat: I could use to_table and then loop over the raw table |
06:37 |
benrob0329 |
thankfully everything is handles in functions so all the code is in one place :D |
06:37 |
benrob0329 |
*handled |
06:40 |
benrob0329 |
ohhh, to table give the entierty of mod storage |
07:04 |
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07:05 |
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07:10 |
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07:24 |
nerzhul |
wow freebsd added lua 5.3.4 in core :) |
07:33 |
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07:40 |
jas_ |
k testing #6604 https://twitch.tv/jastvn |
07:44 |
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07:46 |
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07:48 |
jas_ |
ashtrayoz: didn't work for me |
07:49 |
benrob0329 |
paramat: does forceload not actually load the map? |
07:49 |
jas_ |
maybe there's something else i need to do besides simply adding `attached_node=1' to groups? |
07:49 |
jas_ |
but i lost my metadata when it fell (usual behavior) |
07:50 |
jas_ |
benrob0329: can you +v ashtrayoz ? |
07:51 |
jas_ |
until shara gets here |
07:54 |
benrob0329 |
jas_: permissions are a bit screwy over the matrix bridge, I''d have to login to a normal IRC client |
07:54 |
benrob0329 |
(I can still do kick/ban, just not voice atm) |
07:56 |
jas_ |
nerzhul: ? |
07:56 |
jas_ |
if you're here can you +v ashtrayoz ? |
07:58 |
benrob0329 |
(yes, I am making a fuss about it to some people because at this point the bridge should be fully functional) |
07:59 |
jas_ |
ye, i dunno i'm in gnome-terminal. |
08:02 |
benrob0329 |
paramat: nevermind, added that to the on_generate |
08:37 |
Shara |
(8:36:59 AM) ChanServ: (notice) ashtrayoz is not registered. |
08:37 |
Shara |
jas_ ^ |
08:38 |
Shara |
Will be out most of the day, but please tell them to register their name |
08:40 |
jas_ |
ok ty |
08:45 |
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08:58 |
benrob0329 |
yay Tardis mod update is finally pushed to upstream :D |
08:58 |
benrob0329 |
i can sleep now |
09:07 |
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09:43 |
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11:17 |
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11:19 |
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11:30 |
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11:34 |
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11:56 |
FourFire |
Hello, how does flowing water melting/replacing single layer snow work? |
12:03 |
jas_ |
on_flood with floddable=1? |
12:04 |
jas_ |
not sure |
12:08 |
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12:09 |
IhrFussel |
So...if I understood it correctly the engine keeps mapblocks in RAM and reads them from there until the unused_data_timeout was reached ... MODIFIED mapblocks have nothing to do with this, they will be flagged as modified and written to DB on next map_save_interval ... am I correct so far? |
12:31 |
IhrFussel |
I mean the engine keeps accessed mapblocks requested by clients/mods in RAM* |
12:40 |
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12:49 |
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13:17 |
jas_ |
good question. |
13:21 |
FourFire |
jas_, the snow tile block only has: groups = {crumbly = 3, falling_node = 1, puts_out_fire = 1, snowy = 1}, |
13:23 |
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13:32 |
jas_ |
water does indeed remove snow node tho? |
13:32 |
jas_ |
i never tried it |
13:34 |
jas_ |
oh cool so it does |
13:36 |
jas_ |
https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L519 |
13:36 |
jas_ |
floodable is a node def flag/property whatever, and not a group thingy like i thought |
13:38 |
jas_ |
https://github.com/jastevenson303/dcbl_default/blob/master/overrides.lua#L117 i made it flood grass |
13:38 |
jas_ |
now i wonder about other stuff like flowers |
13:40 |
jas_ |
or apples, or any plantlike(?) drawtype |
13:40 |
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13:41 |
jas_ |
hrm, maybe that's worth looking into: make anything that's with a plantlike drawtype floodable and drop its drops |
13:42 |
Mr_Pardison |
would it stay where it is or would the drop move the water since it is a flowing thing? |
13:42 |
jas_ |
but then some nodeboxes are small and appear as though they'd get dropped too |
13:42 |
jas_ |
the water could move the dropped item entity |
13:43 |
Mr_Pardison |
ah. |
13:43 |
jas_ |
the water won't go around the dropped item entity, tho |
13:43 |
jas_ |
i suppose it could be made to |
13:43 |
jas_ |
i saw some nice effects someone made with flowing items |
13:43 |
jas_ |
some PR maybe, can't remember |
13:44 |
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13:54 |
jas_ |
i wanna make it so all grass drops grass_1 and always place grass 1 and they grow to grass 6. but then they'll all end up looking the same :D |
13:55 |
jas_ |
https://www.youtube.com/watch?v=8izu91iOUC0 |
14:07 |
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14:27 |
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14:29 |
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14:53 |
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14:53 |
Megaf[College] |
Greetings |
14:53 |
Mr_Pardison |
Greetings. |
14:53 |
Raven262 |
Hi Megaf[College] |
14:53 |
Raven262 |
Wow, autocomplete. |
14:53 |
Mr_Pardison |
yes. |
14:54 |
Mr_Pardison |
the tab key works wonders. |
14:54 |
Mr_Pardison |
:D |
14:54 |
Raven262 |
For some reason i didn't expect the part in the brackets to appear |
14:55 |
Megaf[College] |
heh |
14:55 |
Megaf[College] |
it works well on IRC |
15:07 |
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15:07 |
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15:07 |
Megaf[College] |
I'm enjoying Firefox 57 |
15:08 |
Megaf[College] |
Not quite as snappy as Chromium but it works well |
15:28 |
benrob0329 |
Megaf[College]: Firefox still doesn't work right with WebRTC + Alsa |
15:28 |
Megaf[College] |
I don't use Alsa directly... PulseAudio here |
15:29 |
benrob0329 |
For those of us who don't use Pulseaudio, it's really annoying |
15:30 |
benrob0329 |
Because Firefox 57 is great otherwise |
15:30 |
Mr_Pardison |
The only reason I would use firefox is because of the unity web player plugin to play a game called BeGone. |
15:32 |
Mr_Pardison |
other than that, I use chrome for everything. |
15:32 |
Mr_Pardison |
won't even touch IE |
15:55 |
IhrFussel |
Is there a way to determine whether a certain objects is unknown? |
16:02 |
benrob0329 |
IhrFussel: minetest.registered_nodes |
16:02 |
benrob0329 |
Its a global table |
16:02 |
benrob0329 |
So you can loop over it to test |
16:03 |
benrob0329 |
There is also minetest.registered_items |
16:03 |
benrob0329 |
And _craftitems |
16:06 |
benrob0329 |
http://dev.minetest.net/Global_tables#minetest.registered_.2A |
16:06 |
IhrFussel |
I mean entities, sorry |
16:07 |
Amaz |
minetest.registered_entites |
16:09 |
IhrFussel |
So basically I need to check "if not minetest.registered_entities[obj.name] then" |
16:10 |
Amaz |
That should work, yup |
16:12 |
jas_ |
i dunno what webrtc is, but i use pulseaudio sometimes. it's can be turned off, but i use it with jack |
16:13 |
jas_ |
pulseaudio --kill and --start, with autospawn = false |
16:13 |
benrob0329 |
Why do people always put error code first? |
16:13 |
jas_ |
the jack pulseaudio module allows me to route things like chrome |
16:14 |
jas_ |
i dunno |
16:14 |
benrob0329 |
if (not value) then |
16:14 |
benrob0329 |
Error |
16:14 |
benrob0329 |
Else |
16:14 |
benrob0329 |
True code |
16:15 |
jas_ |
i dunno. i usually do if not player then return end, so that i can skip some stuff |
16:15 |
jas_ |
and not have stuff indented. |
16:15 |
benrob0329 |
I always do if (value) then true code else false code |
16:15 |
IhrFussel |
I prefer to return something before executing the true condition ... very good with timers: timer = timer + dtime if timer < 1 then return end timer = 0 |
16:15 |
shivajiva |
benrob: it simplifies the logic |
16:16 |
shivajiva |
if you get the error cases dealt with the function can be written in a simpler form |
16:16 |
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16:17 |
benrob0329 |
shivajiva: adding more things to the boolean statement simplifies it? |
16:17 |
shivajiva |
do you want it going down branches to find it's not valid or deal with invalidity first? |
16:18 |
shivajiva |
if not player then return end |
16:18 |
shivajiva |
shy would I nest that? |
16:18 |
shivajiva |
*why |
16:18 |
benrob0329 |
shivajiva: if its not valid it will go straight to else |
16:19 |
shivajiva |
yes but dealing with the errors more often than not simplifies the proceeding logic |
16:19 |
benrob0329 |
if (player) do_stuff elseif (check other thing) possible_return else return false end |
16:21 |
shivajiva |
quite simply I don't want to process anything if the var/object doesn't exist/is null so there is a tendency to get them out of the way |
16:21 |
jas_ |
perhaps to not indent too much. |
16:22 |
benrob0329 |
shivajiva: it wouldn't, it would go directly to else/other sane return value |
16:23 |
benrob0329 |
If it doesnt exist I might want to check a condition in a logical order rather than reversing the logic |
16:23 |
shivajiva |
as I said it simplifies the structure by not nesting, it's a personal choice dependant per case *shrugs* |
16:25 |
benrob0329 |
if (not foo and global.bar) then foobar elseif (not foo) then barfoo else truebar |
16:25 |
benrob0329 |
Rather than |
16:25 |
shivajiva |
I started off doing full nesting and got to the point where it just seems more logical to put the error checking first (a personal choice) |
16:25 |
shivajiva |
based on how it simplifies the branch |
16:26 |
benrob0329 |
if (foo) then truebar elseif (global.bar) then barfoo else foobar |
16:32 |
shivajiva |
I don't nest type checking for example, it has no value and has to proceed the code that uses the type |
16:37 |
shivajiva |
I might write skeleton code that preliminarily only does the error checking to test something and flesh it out below the error check by expanding it once I'm satisfied, people do stuff their own way :) |
16:41 |
shivajiva |
believe me, the hardware doesn't care which way it's structured, it's not critical, as long as it's not spagcode the community don't care either :D |
16:51 |
Sokomine |
shivajiva: i also tend to prefer checking error conditions first and aborting when one fits; the true code of the function usually comes after that. too many nested else-if-conditions make it more tricky to read |
16:54 |
shivajiva |
:) |
16:54 |
Mr_Pardison |
well, we no longer have a greeter. |
16:55 |
Mr_Pardison |
anyone hiring one for WalMart? |
16:55 |
shivajiva |
LOL |
17:02 |
* Sokomine |
says "hi" just to make mr_pradison happy |
17:03 |
benrob0329 |
https://mastodon.art/@benrob0329/99088684874432325 |
17:03 |
* Mr_Pardison |
doesn't need to be happy just in the company of good people. |
17:03 |
benrob0329 |
Let the opinions on non-critical style begin :PP |
17:04 |
* benrob0329 |
wonders where tenplus1 is |
17:05 |
benrob0329 |
I have this huge update pushed but no one to try it out |
17:06 |
shivajiva |
he's running a more relaxed schedule as far as minetest is concerned judging from recent weeks |
17:09 |
shivajiva |
anyone using a liquid light bulb? Wondered what they were like IRL, can't decide if it's a gimmick as it can't efficiently cool, it's the heatsinks air interface where that happens |
17:17 |
shivajiva |
benrob0329: I always try to structure for the most likely truth, that's pretty much a given with most of the code I look at also |
17:20 |
CalebDavis |
shivajiva, i am working on a hub mod for LoS do you have any tips on how to hid the inventory? |
17:20 |
CalebDavis |
hide^ |
17:20 |
shivajiva |
for me that will be below the error checking predominantly so tracing through exposes flaws in that logic path first |
17:21 |
shivajiva |
create shadow inventories and use the list handling for fast movement between the 2 Caleb ;) |
17:22 |
shivajiva |
no loops just straight copy and nil the original |
17:22 |
CalebDavis |
ok so you would make another inventory on the player called main_hidden and coppy them back and forth |
17:22 |
shivajiva |
yes |
17:23 |
CalebDavis |
ok thx |
17:23 |
shivajiva |
be aware you need to handle armor and bags via it's own respective api |
17:24 |
CalebDavis |
right since they have their own inventories they arent part of main |
17:24 |
shivajiva |
both are detached |
17:25 |
benrob0329 |
You know its good when you're reading through your own commit and find things that need to be fixed |
17:25 |
benrob0329 |
The next morning commit is always most important I guess |
17:25 |
shivajiva |
and don't forget the crafting grid to stop players bypassing |
17:26 |
CalebDavis |
i might just hide all inventory access by setting the inventory formspec |
17:26 |
CalebDavis |
and then i will just need to wory about the main inventory to remove all items from the hotbar |
17:27 |
shivajiva |
benrob once you can't see the wood for the trees you let other people look at it and find the holes you missed, perfection takes time lol |
17:28 |
benrob0329 |
shivajiva: that is true, I should have pushed to a branch and had people look at the pr |
17:29 |
benrob0329 |
I should start doing that, keep master fairly stable in the long run |
17:30 |
benrob0329 |
In the short term I've still got a lot of breaking changes to be made |
17:30 |
benrob0329 |
Rewrite how this works, simplify this, change that |
17:32 |
benrob0329 |
When I redo interior spawning it's all probably going to be on_generate based, so I should be able to tell people to run /deleteblocks to get the update in existing worlds |
17:33 |
shivajiva |
:) |
17:34 |
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17:34 |
* sofar |
rubs eyes |
17:35 |
shivajiva |
o/ |
17:35 |
benrob0329 |
o/ |
17:35 |
Jordach |
OwO |
17:35 |
Jordach |
https://jordach.net/images/wwpeuuknjrcubrqsrb.png |
17:37 |
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17:37 |
Mr_Pardison |
\o |
17:37 |
* shivajiva |
roars at Megaf |
17:38 |
Megaf |
/o |
17:39 |
benrob0329 |
Jordach: pipeworks port or rewrite? |
17:39 |
shivajiva |
/o\ |
17:40 |
Megaf |
fork now! |
17:41 |
Megaf |
Insert but why gif here |
17:42 |
Mr_Pardison |
give me a minute for that. |
17:43 |
Mr_Pardison |
<https://matrix.org/_matrix/media/v1/download/matrix.org/FCtmJErEEGeEzDwRXtZKXFNd> |
17:43 |
Mr_Pardison |
https://matrix.org/_matrix/media/v1/download/matrix.org/FCtmJErEEGeEzDwRXtZKXFNd |
17:43 |
Mr_Pardison |
there. |
17:44 |
Megaf |
Firefox 57 Also slightly broken sometimes. Not as bad as 58 tho. https://i.imgur.com/YDfpBsy.png |
17:44 |
Megaf |
Jordach, ^ |
17:46 |
benrob0329 |
Mr_Pardison: you use matrix? |
17:47 |
* benrob0329 |
wonders why he is not using the bridge to connect to irc |
17:47 |
Mr_Pardison |
no. |
17:47 |
Mr_Pardison |
I use kiwiirc. |
17:48 |
Mr_Pardison |
that's from another channel that I am on that has guggy from matrix. |
17:48 |
benrob0329 |
Ah |
17:56 |
Megaf |
I dont like this matrix |
17:57 |
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17:57 |
benrob0329 |
Megaf: Matrix itself is fine, the bridge needs a lot of work though |
18:00 |
Megaf |
!ping |
18:00 |
Megaf |
.ping |
18:00 |
Megaf |
:ping |
18:00 |
benrob0329 |
Pong |
18:00 |
Megaf |
Time Out |
18:05 |
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18:12 |
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18:18 |
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18:33 |
Jordach |
anyone seen numzero in IRC recently |
18:34 |
benrob0329 |
!seen numzero |
18:34 |
MinetestBot |
benrob0329: numzero was last seen at 2017-11-23 22:36:37 UTC on #minetest |
18:35 |
benrob0329 |
Jordach: we have the technology :^) |
18:35 |
Jordach |
other than that |
18:36 |
benrob0329 |
Whois fails |
18:36 |
benrob0329 |
Might not be registered |
18:36 |
sfan5 |
you can't whois offline users |
18:37 |
benrob0329 |
Oh, right |
18:37 |
twoelk |
no whowas? :-D |
18:40 |
* twoelk |
becomes a whowas |
18:40 |
Mr_Pardison |
lol |
18:40 |
Mr_Pardison |
whowas is time limited. |
18:40 |
Calinou |
/whowillbe |
18:40 |
Calinou |
I want that command :( |
18:46 |
Krock |
MTB is not in #-dev, thus: |
18:46 |
Krock |
~seen numzero |
18:47 |
Krock |
ShadowBot is not here, thus: |
18:48 |
Krock |
well okay, that information isn't any more recent |
18:59 |
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19:07 |
IhrFussel |
Wait you want to disable CSM by default now? That's not what server owners requested, they wanted a way to disable CSM on their server |
19:08 |
sfan5 |
paramat believes that it causes too many problems to leave it enabled |
19:08 |
IhrFussel |
I can imagine there are quite a few servers that encourage CSM use and/or even REQUIRE certain CSMs for proper gameplay...bad move IMO |
19:09 |
Mr_Pardison |
for the CSM text color mod, it messes up logs. |
19:10 |
IhrFussel |
There is a function to remove color codes from any message... but I didn't say that servers should accept CSM, I said there certainly are server owners who have no issue with CSM use on their servers |
19:10 |
IhrFussel |
It should be an option per-server and not global |
19:12 |
IhrFussel |
We went from "disable certain features" to "disable everything CSM by default" in a matter of a few days... I think some of you are overrreacting a bit |
19:12 |
IhrFussel |
overreacting* |
19:12 |
Mr_Pardison |
I'm fine with it being an option for server owners to disable as they see fit. |
19:13 |
IhrFussel |
Mr_Pardison, the current PR attempts to forbid any kind of CSM client-side... the setting "enable_client_modding" is now false if the PR gets merged |
19:14 |
sofar |
I strongly desire to have CSM enabled for future projects on clients |
19:14 |
sofar |
having CSM disabled by default will massively impact projects that I'd like to do |
19:15 |
IhrFussel |
sofar, not just by default...the PR makes the setting obsolete, it says "value will be ignored" |
19:15 |
sofar |
not understanding |
19:15 |
Mr_Pardison |
*gasps* |
19:15 |
sofar |
disabling all csm by default? |
19:15 |
sofar |
as in, players have to manually enable it? |
19:15 |
IhrFussel |
The PR basically is "we remove CSM for now cause it's not ready yet" |
19:15 |
sofar |
or, it's now the server who decides? |
19:15 |
sofar |
that's fucking dumb |
19:15 |
sofar |
sorry, no better words for that |
19:16 |
Mr_Pardison |
I say that the server owner should be in control of whether they want to enable or disable CMS's. |
19:17 |
sofar |
not allow |
19:17 |
sofar |
servers should be able to ENABLE it |
19:17 |
rubenwardy |
the PR essentially removes the choice |
19:17 |
rubenwardy |
CSM can't be used at all |
19:17 |
Mr_Pardison |
some may see that as a good thing but for the most part it is bad. |
19:18 |
Mr_Pardison |
Leaving it up to the server owner would give them the ability to decide on there own and not be forced to keep them from being used. |
19:18 |
rubenwardy |
>NickServ< info numzero |
19:18 |
rubenwardy |
-NickServ- Last seen : Nov 23 23:22:50 2017 (5d 19h 55m 39s ago) |
19:18 |
IhrFussel |
Hard coded false value " // CSM is force disabled, more dev work is needed. //m_modding_enabled = g_settings->getBool("enable_client_modding"); m_modding_enabled = false;" |
19:18 |
Mr_Pardison |
well, g2g now will brb |
19:19 |
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19:19 |
rubenwardy |
Jordach, benrob0329, who is for offline users ^ |
19:19 |
Aerozoic |
rubenwardy, were you the one working on that mod to group privs like the way /grantme all works? |
19:20 |
rubenwardy |
I wanted to, but didn't |
19:20 |
rubenwardy |
loooool |
19:20 |
rubenwardy |
talking about grantme |
19:20 |
Aerozoic |
aw, ok. |
19:20 |
rubenwardy |
<CTF_Bot> <WhatsApp> #/grantme all |
19:20 |
rubenwardy |
I'm not Apple, jeez |
19:22 |
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19:23 |
rubenwardy |
shivajiva, sban is broken |
19:23 |
rubenwardy |
users can join after perm ban |
19:24 |
Mr_Pardison |
I noticed that the other day when I tried to ban a player |
19:33 |
* Jordach |
gets the feeling numzero appears at the weekends |
19:33 |
* Jordach |
does not have the SQL backlog in -dev to check |
19:43 |
rubenwardy |
Mr_Pardison, https://github.com/shivajiva101/sban/issues/4 |
19:44 |
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19:48 |
benrob0329 |
o/ Krock |
19:48 |
Krock |
o/ benrob0329 n |
19:49 |
Mr_Pardison |
\o Krock |
19:49 |
benrob0329 |
Krock: pushed an update for the tardis mod, it now uses mod_storage |
19:55 |
Krock |
that's great. it evolves! |
19:55 |
Mr_Pardison |
evolution at work! |
19:56 |
benrob0329 |
Well, raw table writes are problematic (if it doesnt get serialized, your screwed) |
19:57 |
Mr_Pardison |
*helically wrapped around an inclined plane |
19:57 |
benrob0329 |
This allows me to put some extra logic just in case something isnt defined it shouldn't just get stuck and crash the game |
20:13 |
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20:18 |
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20:52 |
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20:57 |
Mr-Pardison |
hiya oOChainLynxOo |
20:57 |
Mr-Pardison |
I'm dueling on d/l |
20:57 |
oOChainLynxOo |
heyo Mr_P :) |
21:03 |
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21:12 |
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21:50 |
IhrFussel |
What's the default walk speed? 3 I guess? |
21:51 |
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21:51 |
* Jordach |
writes something new |
21:55 |
Calinou |
IhrFussel: 4, 1.3 sneak |
21:55 |
Calinou |
(1.3 is sneak speed) |
21:55 |
Calinou |
for comparison, Minecraft uses 4.3 for walk |
21:56 |
Calinou |
and 5.6 for sprintjump |
21:57 |
IhrFussel |
Calinou, okay then fast is now slower than walking on my server xDD I set it that low to see if it's just too many players using fast that causes the extreme IO wait and therefore lags the server |
22:01 |
Calinou |
pre-generate map areas that are likely to be explored |
22:01 |
Calinou |
and use a fast database (PostgreSQL or Redis) |
22:01 |
Calinou |
and use a SSD if possible |
22:02 |
IhrFussel |
Nope it happens with already generated mapblocks too... depending on how "full" the mapblock is I/O wait can go up to 80% for 1-2 secs |
22:03 |
Calinou |
well, look at your database then |
22:03 |
Calinou |
if it's SQLite, you get to keep both pieces |
22:03 |
IhrFussel |
It is SQLite and migrating with a 19 GB DB would take a very long time |
22:04 |
IhrFussel |
So far the highest Emerge-0 I/O was 18% |
22:06 |
IhrFussel |
I already tried a new test world with new map.sqlite...when using fast lag went up to 2-3 secs sometimes...I guess my machine just can't handle the fast movement |
22:08 |
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22:11 |
IhrFussel |
Now it constantly resets me cause walking is faster than fast setting lol |
22:37 |
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23:08 |
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23:23 |
* Jordach |
's server is hosted on a 150GB LSSD |