Time Nick Message 00:30 garywhite FYI, a Fire OS bug for Amazon tablets is causing sideloads to not work 00:30 CBugDCoder MT is availible for the kindle? 00:34 sofar never tried it myself 00:35 sofar I've sideloaded kodi, though 00:35 Grandolf ive used it on kindle fire 00:35 Grandolf kindle is slow to load 00:38 Wayward_One Heh, good thing I don't update mine :3 00:53 rubenwardy o/ 01:04 paramat \o 01:06 benrob0329 o/ 01:17 shivajiva \o 01:17 bigfoot547 Hey shivajiva :) 01:17 bigfoot547 Apparently I can't join with an ident of 'root' lel 01:18 shivajiva heh seems like a reasonable precaution 01:18 bigfoot547 yeah 01:18 bigfoot547 For a time, I had root@* k-lined on my IRCd 01:18 bigfoot547 I decided it was kinda a bad idea 01:18 shivajiva lol 01:19 bigfoot547 Not my choice to keep people from logging in as root 01:19 bigfoot547 not my bussiness 01:19 bigfoot547 business* 15:14 tenplus1 hi folks 15:15 Krock hi tenplus1 15:15 Fixer tidyman 15:15 tenplus1 hey Krock :) 15:15 tenplus1 hifixer 15:15 tenplus1 how's all ? 15:15 Fixer tenplus1: so how is that chest investigation doing, 15:15 benrob0329 tenplus1: hey tenplus1 15:15 tenplus1 hi benrob o/ 15:15 tenplus1 Fixer: will work on that next day am off, too much happening lately 15:16 benrob0329 Pushed that backend update for the TARDIS a few days ago :P 15:16 tenplus1 nice one, working ok ? 15:16 Wayward_One hi all 15:16 tenplus1 hey wayward 15:16 Mr_Pardison sup peeps. 15:17 benrob0329 tenplus1: yees, probably going to push some smaller updates for a bit 15:18 tenplus1 hi pardison 15:18 benrob0329 I keep putting off the interior generation, probably because its a huge undertaking 15:19 tenplus1 dont worry, it'll happen soon enough :D 15:20 benrob0329 So much has to change for it to happen, I've gotta change from a meta to a pos based owner-resolution system 15:20 Mr_Pardison Wayward_One informed me that MT's files are cross compatible so that means I will still have my technic setup that will show me how much time and how many things it takes to producer fuel for the nuclear reactor. 15:22 CBugDCoder hi ten 15:23 tenplus1 hi CBug 15:24 Mr_Pardison afk fire drill (idk why it's happening or if it's real) 15:25 * tenplus1 runs around with foam extinguisher 15:27 * tenplus1 adds blue agave to Xanadu so we can make tequila :D 15:28 CBugDCoder is is possible to use the biome api for lua generated terrain? 15:28 tenplus1 I thnk they are separate, 15:29 CBugDCoder ik the biome api is in C++ but i was hoping to be able to use it on athermensia for biomes in diferent realms 15:30 tenplus1 0.5.0 has new cavegen decorations and the floatlands layer with biomes ready to use 15:30 CBugDCoder something like VM:generate_biomes(placeholder node) 15:31 CBugDCoder cause i am generating the terain in lua but i want to yse the builtin biome features instead of coding my own biome generator 15:31 CBugDCoder use^ 15:33 tenplus1 is it something you cant do with builtin mapgen ? 15:33 CBugDCoder yes cause i want to have terain at -10000 15:34 CBugDCoder i would love to be able to use the default mapgen but idk how to do that :/ 15:34 tenplus1 look how Caverealms_lite works 15:34 tenplus1 paramat did say he was adding layering, but dunno how it works yet 15:35 CBugDCoder ik i did and have a simple biome gen working but the builtin one is much better XD 15:35 tenplus1 we really need the layering feature to have biomes underground as well and in the air 15:36 FourFire well it looks like my mod wasn't actually crashing Minetest 15:36 tenplus1 hi ff 15:37 FourFire But I've apparently brought a game engine core bug to the attention of the MCL2 dev 15:37 CBugDCoder well underground biomes are existant but not underground landscape 15:37 FourFire hi tenplus1 15:37 tenplus1 what bug? 15:37 Mr_Pardison tequila! 15:38 Mr_Pardison finally someone gets that. 15:38 FourFire tenplus1, https://hastebin.com/yuvizojate.vbs 15:38 tenplus1 eheheh, mind you the blue agave texture is a bit rough, had to draw that in gimp :D 15:38 Mr_Pardison you got gimped 15:38 tenplus1 oog, that looks a bad 'un 15:39 Mr_Pardison it's a joke we had back in 9th grade in web design when we had to use it. 15:40 FourFire Does anyone know whether there's a way to run mod_data:set_string("String", value) once, upon map save or perhaps on a regular timer? 15:40 FourFire in case of crash 15:41 tenplus1 use globaltimer 15:41 tenplus1 that way you can run it every nth second or so 15:41 FourFire I currently have it running in ABMs which run multiple times per second, and I think this reduces stability 15:42 FourFire where is globaltimer documented? 15:42 tenplus1 finding link 15:43 Jordach trying to rotate a node with facedir 15:43 tenplus1 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2520 15:43 Jordach doesn't seem to work when given a proper 3d direction 15:44 Jordach minetest.dir_to_facedir({x=-1,y= 0,z= 0},true) does not when using set_node param2 15:49 Jordach even with a get_look_dir() doesn't work inside an on_use 15:51 tenplus1 hi Jordach, am surprised it doesnt work... so long as player obj is supplied it should 15:51 Jordach it's from on_use (itemstack, user, pointed_thing) 16:04 benrob0329 FourFire: why not just save directly to mod_storage? 16:04 FourFire benrob0329, I am right now 16:04 tenplus1 what is it that you are saving at regular intervals ff ? 16:05 FourFire But I want to see if I increase performance and reduce crash rates by dong it this way 16:06 FourFire tenplus1, 11 variables which update quite frequently 16:06 tenplus1 ah okie 16:06 FourFire how often depends on things in game, but can be up to once every 0.01 second 16:09 benrob0329 FourFire: I feel like that's too much probing for sanity's sake 16:09 benrob0329 does it need to be updated that much? wouldn't 1/s be enough? 16:10 FourFire benrob0329, tell me how many flops does the following function use: mod_data:set_string("String", (tonumber(mod_data:getstring) + 1)) 16:11 FourFire compared to: string = string + 1, mod_data:set_string("String", string) 16:11 FourFire ? 16:11 benrob0329 well, it parses the json file, reads the string, converts is to a number (which can be done with get/set_int) then adds 1, then writes the json file 16:12 FourFire if I'm running this 100 times per second, I get the feeling it's going to consume some CPU power 16:12 FourFire Now, what I'm proposing to do is only: string = string + 1 16:12 benrob0329 I mean you can use variables as a buffer, but I feel like the problem is with how often you need to probe this 16:13 FourFire 100 times per second, and then only once every three minutes or so do mod_data:set_string("String", string) 16:13 benrob0329 would it be that bad if it only updated 1/second, with bigger jumps in between updates? 16:13 FourFire no, every update is an increment of 1 16:14 FourFire but the writing to sotrage can happen in big jumps, yes 16:14 benrob0329 I suppose I don't understand how energy is used 16:14 FourFire Like i said, I've got 11 different variables which work in this way, energy is one of them 16:14 FourFire energy is consumed on a per ABM basis, not as a function of time 16:15 Fixer upcoming minecraft will have kelp and coral, gotta remove that from minetest_game >_> 16:15 benrob0329 I still feel like this is bad design if it requires constant updating hundreds of times a second, but very well 16:15 benrob0329 Fixer: We were first :^) 16:15 CBugDCoder we had it first so we can keep it :) 16:15 FourFire it's my first programming, I'm trying to reduce the burden 16:16 tenplus1 can you paste your current ABM into pastebin and show me ff ? 16:16 FourFire tenplus1, you can see my entire mod if you like 16:16 tenplus1 okie 16:17 Fixer "Fish[3], finally, is not only an item, but also a mob. Cod, salmon, puffer fish, clownfish and even more species of tropical fish will be added. Any player will be able to catch a fish in a bucket, and it will not despawn anymore after release, allowing to create aquariums at home." 16:17 CBugDCoder ten i am working on a hub mod for LoS and am making teleporter pads is playerplus on_walkover good for them or would node timers be better? 16:17 FourFire tenplus1, https://cdn.discordapp.com/attachments/369123175583186964/385648764054011915/FourFire_nano_mod_1.0.0.7z 16:19 tenplus1 abm's only run every 1 second or more... 0.1 isnt a valid time 16:20 tenplus1 wow, you have a LOT of abm's 16:21 FourFire You say that, but ingame I experience the ABMs working faster than 1 per second 16:21 tenplus1 do mr a favour, give me the gist of what this mod actually does 16:21 tenplus1 *me 16:21 FourFire It's an implementation of a cellular automata in 3 dimensions 16:21 FourFire The standard node, node_grey spawns rarely in topsoil 16:22 tenplus1 so it grows naturally depending on which node it's near ? 16:22 FourFire if you mine it, you get one drop, 9 drops become one original node, and nine nodes become a control node 16:22 FourFire you can place caol ore or coal blocks next to a node_grey and it will eat the block 16:23 FourFire spreading for coal ore, not spreading for coalblock 16:23 FourFire this gives all node_grey a pool of energy which they then consume to spread, meanwhile eating other nodes 16:24 FourFire Ore nodes, as well as sand, clay & gravel when eaten, add to iterating counters 16:24 tenplus1 and why the counters ? what do they provide to the ore ? 16:24 tenplus1 the node_grey ? 16:24 FourFire energy is consumed and the contents of those nodes may be regained by placing a chest directly above a control node 16:25 benrob0329 FourFire: would a node timer work? started on place? 16:25 FourFire metals are "smelted" to bars, and blocks 16:26 FourFire not because these are global values which just need to be updated upon multiple node actions 16:26 tenplus1 so once a chest is placed on a control node the counters can be used to place items inside / 16:27 FourFire tenplus1, the counters add up how many ore nodes of a given type have been eaten and "smelted" this is so that the player can get those smelted items back with the chest above the control node 16:27 FourFire yes, try it out yourself in creative 16:27 FourFire further, there's a third kind of block, nano_white 16:27 FourFire this is supposed to be white-hot burning nano 16:28 FourFire if you set fire to nano_grey it catches on fire and is replaced by nano_white, this rapidly spreads 16:28 tenplus1 so long as it has eatable ores nearby ? 16:29 tenplus1 catch_up = true is going to seriously lag servers 16:29 tenplus1 I'd set this to false 16:29 FourFire this is the control method nano_white either disappears, or spawns either stone, ore or gravel 16:29 FourFire That's supposed to be on true for a reason 16:29 tenplus1 if catching up and somehow it has to update 800 nodes at one point in time the server could stall 16:30 FourFire if your node_grey spread to far, you just set one on fire and they will be "burnt out" relatively wuickly 16:30 FourFire That 16:30 FourFire s true 16:31 tenplus1 hi Darcidride_ 16:34 tenplus1 so far it has updated 7000 nodes + 16:34 tenplus1 this mod on a server would be a nightmare 16:35 tenplus1 will look into it and see if it can be optimized 16:46 FourFire tenplus1, what is the average server hardware in the minetest community? 16:46 sofar is it abm based? 16:46 FourFire sofar, link to my mod above if curious 16:46 tenplus1 hi sofar... and yeh it's all abm based 16:46 sofar well abm's are the worst way to do things CPU wise 16:47 tenplus1 you could merge many of the abm's into a single one... 16:47 sofar convert it to use node timers instead 16:55 CBugDCoder tenplus1 i am working on a hub mod for LoS and am making teleporter pads is playerplus on_walkover good for them or would node timers be better? 16:56 tenplus1 if you use playerplus you could easily use on_walkover for tp pads 16:57 CBugDCoder ok thx :) 16:59 tenplus1 especially if they are placed specifically by server owner and players can only use them, not place them 17:03 CBugDCoder yes they are going to be i wont even have them in the creative inv 17:03 tenplus1 sweet, on_walkover is perfect then :) 17:04 CBugDCoder kk and probbly less resource intensive then timers since they will be loaded 99.99% of the time :) 17:04 tenplus1 you could have an admin tool to SET coords inside teleport block which keeps it light so node contains nothing but coords 17:05 CBugDCoder right actually i will be setting to a game name string but ittle work the same 17:06 tenplus1 :P 17:06 tenplus1 I think on_walkover should be in minetest itself... is too handy not to be 17:06 CBugDCoder and ill have checkpoiint blocks which will have no data XD 17:07 tenplus1 gotta check it when you've finished... sounds interesting :D 17:07 CBugDCoder yes on_walkover should be in core 17:07 ThomasMonroe you could check out the spawn as it is atm 17:07 ThomasMonroe :P 17:09 tenplus1 :P 17:20 sofar on_walkover isn't necessarily more efficient than node timers 17:20 tenplus1 if playerplus is already running then on_walkover is already in use already 17:21 tenplus1 why add nodetimers on top of that... so yes... it is more efficient 17:21 sofar iterating over all logged in players and doing the lookups for that also has a cost 17:21 tenplus1 playerplus already uses the same node lookup for many things BEFORE checking on_walkover... it's already cached beforehand 17:22 FourFire Is this the process of software bloat? 17:23 tenplus1 not at all... playerplus is optimized to check once beneath the player every second and uses that single lookup for many things 17:23 FourFire People with varying levels of knowledge arguing over what is necessary and then slowly but surely conceding to more and more features used only once 17:23 FourFire or rarely 17:23 sofar tenplus1: it still derefs minetest.registered_nodes for every pos every player is standing on, every interval 17:24 FourFire until Excel requirestens of thousands of times more ram and computing power just to do what it did originally? 17:24 benrob0329 tenplus1: is there a playerplus script I can use that will just add on_walkover if the mod is not installed? 17:24 tenplus1 derefs ??? explain sofar 17:24 sofar https://github.com/tenplus1/playerplus/blob/master/init.lua#L63 17:24 tenplus1 yes ben, it's at the end of the playerplus init.lua 17:26 tenplus1 it runs the registered on_walk_over that has been assigned to THAT particular node... what's wrong with that ? 17:26 sofar it does a table lookup over the entire list of registered nodes 17:26 sofar that's not a cheap thing 17:27 sofar I'm not saying it's a bad thing 17:27 benrob0329 Only do it once, putting the ones that do in a secondary table? 17:27 tenplus1 ? that one check is NOT expensive 17:27 sofar I'm saying that performance wise, it's not the most efficient thing in many cases 17:27 tenplus1 it looks at that exact node table for a function and if found will run it... 17:27 Mr_Pardison I shall have my other computer (that I normally use) ready for use on or before Monday. 17:28 Mr_Pardison yay! 17:28 sofar plus this does give a 1.0 second latency on pressure plates 17:28 sofar which may be 0.1 second, too, so it's inconsistent for users 17:29 sofar anyway, I don't really like that method myself, for various reasons 17:29 sofar nodetimers have other pros and cons 17:29 FourFire tenplus1, will there be any noticable impact if I make a 64x64 floor of pressureplates in the basement of my castle? 17:30 tenplus1 my point is that if playerplus is already in use and checking what the player stands on for speed changes or other playerplus features, you may as well use it for teleport blocks 17:30 FourFire because players will do this kind of thing 17:30 tenplus1 ff, no... 17:30 benrob0329 sofar: how would you impliment a pressure plate type thing? (Legitimate question) 17:30 tenplus1 it'll only ever check the current block the player stands on top of with on_walkover... but with nodetimers it'll check every single block's nodetimer 17:31 sofar depends if I want a low latency one or that isn't a factor 17:31 benrob0329 Low latency is best 17:31 shivajiva ^ 17:31 sofar then it's nodetimers hands down 17:31 tenplus1 hi shiva 17:32 shivajiva hi tenplus, everyone o/ 17:32 Mr_Pardison o/ shivajiva 17:32 benrob0329 sofar: do we have a player radius checker or something? 17:32 sofar the core handles nodetimers without escaping to lua unless needed, and entity checks are usually cheap, so there is almost no lookup overhead for things like pressure plate events 17:32 CBugDCoder hi shivajiva 17:32 sofar yes, entities can be searched in a region 17:34 sofar if you have many players, nodetimers will also benefit if they are all in the same region 17:34 sofar if they're far apart, then the other method may help 17:34 sofar btw 17:35 shivajiva interesting, now I have to make one to see the gain 17:35 sofar if you do a globalstep, and then use a time method to only run every N steps, you're silly and should learn to use minetest.after() instead 17:35 sofar a globalstep is for doing something every step 17:35 sofar use minetest.after if you're NOT doing something every step 17:36 shivajiva in a hub scenario where the pads are all in clusters in close proximity it should be visibly better 17:36 sofar scale becomes a factor at that point 17:36 benrob0329 What is one step, time wise? 17:36 sofar 30 players in a room with 4 teleport pads 17:37 sofar do you want 30 checks or 4 checks? 17:37 tenplus1 I already mentioned that that single check is used for many other things in playerplus itself... it's not a wasted check 17:38 sofar benrob0329: depends on the server tick interval, default 0.09sec 17:40 sofar tenplus1: that's only relevant if the other parts are used. And the scale still matters as well. 17:40 sofar but, sure, this isn't a criminal piece of code or anything 17:40 tenplus1 and the playerplus checks are global so other mods can use it to save checks also 17:41 Jordach https://jordach.net/images/sunvdmuqbsiacqwqa.png 17:41 Jordach tenplus1, got a proper model for my automation pipes 17:41 tenplus1 ooh nice/// looks good 17:42 tenplus1 what can it do so far ? 17:42 tenplus1 anything new added 17:42 sofar ugly nodeboxes :) 17:44 Jordach that's no nodebox 17:44 shivajiva only issue with that is the dependency I need once I coded with those checks tenplus, I guess that's why you'd like to see it incorporated :) 17:44 Jordach https://youtu.be/jU5HkFtyBh8 17:44 Jordach tenplus1, ^ 17:44 sofar does it stick 1px into the brick block? 17:44 tenplus1 shiva: yeah, if it were included in game already and checked nodes around player then it'd be faster and global for mods to make use of 17:45 Jordach sofar, it also tiles perfectly 17:45 sofar tenplus1: one issue is that other mod writers may not want 1.0 second interval steps 17:45 sofar someone else will want better 17:45 sofar e.g. xdecor has a faster interval for its pressure plates 17:46 tenplus1 true, will make that configurable 17:46 sofar but that will change all your code to run at a different interval 17:46 sofar and you want your movement code to be consistent, I assume 17:46 sfan5 Jordach: it looks like you're reinventing buildcraft 17:46 tenplus1 depends on feature, 17:48 tenplus1 since mt engine checks what player is standing on every single step, that's why I wanted it included in engine, then it could work very fast but reduce checks to minimum 17:48 sofar that would be preferred 17:48 shivajiva ^ 17:49 tenplus1 from what I saw in code, it checks from under players feet up to above head... so 4x node checks per tick 17:49 sofar it may require some creative thinking about the callback though 17:49 tenplus1 store that in a global var, let mods access it and the game will fly along when mods adapt 17:49 sofar global var? 17:49 sofar nah 17:49 tenplus1 global table 17:49 sofar that won't fly 17:50 tenplus1 player[name].standing_on .foot_level .head_level 17:50 tenplus1 would be easy 17:50 sofar player:get_node_table() you mean 17:50 sofar stupid to make a global table 17:50 sofar just make a method to get the data 17:51 sofar but, even simpler would be to make an API that is event based 17:51 benrob0329 on_walkover(function(entity, pos, dir)) 17:51 sofar either to the player object, or to the node def 17:51 tenplus1 if get_node_table is easier then yes 17:51 tenplus1 so long as mod can read what it needs superquick without having to check itself 17:51 sofar global tables would be terrible api design 17:53 tenplus1 I used global tables for simplicity to see if it all worked.. but yeah, a player:get_node_table() would be safer 17:53 tenplus1 will write a function for that 17:54 sofar I'd suspect some pair of on_entity_move_in(pos, object) and on_entity_move_out(pos, object) are the best possible combination 17:54 sofar I do not think you continuously want to generate events while the entity is at a position and doesn't move 17:55 benrob0329 Global tables are a bad idea for storing information :-) 17:55 sofar there are only 2 relevant events, so to speak 17:55 tenplus1 sounds like a plan... step on step off functions sound better and more configurable 17:55 tenplus1 eheheh ben, I know... just testing for now 17:55 sofar so these events can also fire if an item is dropped, for instance 17:56 sofar which would be really handy for hoppers and stuff 17:56 sofar or for lava to burn items 17:56 sofar you could even improve fire spread this way 17:56 sofar which sounds weird, but think about it 17:56 sofar instead of ABM's, you could make fire ember entities 17:57 tenplus1 it's a feature we are lacking in mt itself and does need some work to implement properly 17:57 sofar they randomly shoot out of fire nodes 17:57 tenplus1 been thinking about this for a looooong time 17:57 sofar then events cause the spread 17:58 benrob0329 sofar: or fire is a node state, which spawns particles :-) 17:58 benrob0329 minetest.register_flame() 17:58 tenplus1 the particle spawner pull to link all spawner particles into 1 draw seems nice 17:59 sofar hijiri's pr? 18:00 tenplus1 I think it's his, would need to check... but yeah, it improves particle performance 18:00 tenplus1 and we need that too 18:04 tenplus1 I thnk that the ;get_node_list() would improve server performance more than csm would... my opinioni 18:05 tenplus1 hi nrz 18:10 Jordach sfan5, notice there;s a few key differences 18:10 sfan5 and those are? :D 18:10 Jordach mover's can extract and insert certain items intelligently 18:11 Jordach they know the difference between the fuel slot and src slot 18:11 FourFire how do I lengthen the interval of minetest.register_globalstep(func(dtime)) to several seconds? 18:11 Jordach sfan5, second mention, you can put pipes like this: | | and have them not honeycomb 18:12 Jordach or form stupid crossroads 18:12 Jordach unlike shitty pipeworks, it doesnt need to override things 18:12 tenplus1 use dtime...e.g... define timer before globalstep and 1st line inside have timer = timer + dtime ; if timer < 1.0 then return end ; timer = 0 18:15 tenplus1 so depending on placement of pipe depends which "inventory" it checks... kinda like hoppers ? 18:18 Jordach like it, but has a special rule 18:19 tenplus1 kewl 18:19 Jordach movers will not pull from their redside onto a greenside 18:19 Jordach they can only put into others after it has checked the red side 18:44 Mr_Pardison Is a spike in lag normal when a player connects or disconnects from a server normal? 18:44 tenplus1 depends on mods loaded and what it's up to 18:47 Mr_Pardison 3d_armor, 3d_armor_ip, abriglass, abripanes, abritorch, areas, bags, bakedclay, beds, bewarethedark, boats, bones, bucket, builtin_item, castle, caverealms, creative, darklands, default, dmobs, doors, dye, ethereal, farming, fire, flowers, ghost, give_initial_stuff, goblins, handholds, homedecor_light, hopper, inventory_plus, irc, irc_commands, jbo 18:47 Mr_Pardison n, killme, mapfix, mobs, mobs_animal, mobs_monster, moreplants, nyancat, protector, real_torch, sauth, sban 18:47 Mr_Pardison those are the list when running the cmd mods irc command. 18:47 Mr_Pardison these are from d/l. 19:08 tenplus1 hi ImNotHere 19:08 Megaf Hi tenplus1 19:08 tenplus1 o/ :P 19:09 Mr_Pardison I see that waving (either o/ or \o) has been taken up as a way of greeting someone. 19:09 Mr_Pardison fancy. 19:09 tenplus1 it's handy :P aaaaaaah pun 19:10 Mr_Pardison >.< 19:10 Krock o/ Mr_Pardison 19:10 Mr_Pardison \o Krock 19:10 tenplus1 hey Krock :P 19:11 Krock It's been used as a greeting long before this channel was created 19:11 tenplus1 yeh, irc has spawned many ascii alternatives :) 19:11 Krock 2nd hello today, tenplus1 19:11 Mr_Pardison I took it up. 19:11 Jordach i find node timers useless compared to a rock solid ABM 19:11 tenplus1 waaaay before emojii 19:11 Jordach node timers will stop working even with return true 19:11 Jordach if the server crashes 19:11 Krock IRC - The Movie 19:12 Jordach UNO: The Movie 19:12 Jordach (that's a real thing) 19:12 tenplus1 nooooooooo 19:12 tenplus1 Firefox vs Chrome the movie 19:12 Krock yeeeeeee 19:12 tenplus1 brb 19:12 Krock The Ultimative Browser Battle: Firefox vs Chrome vs Shitty Toilet 19:13 sofar Jordach: that doesn't make sense 19:13 Jordach sofar, in my testing 19:13 Megaf Mr_Pardison: o/ 19:13 Jordach any time the server crashed due to bad logic, return true would not self restart 19:13 sofar Jordach: if the server crashes and doesn't save the mapblock, doesn't it then load the old mapblock? 19:13 Mr_Pardison \o/ 19:13 Jordach sofar, not even that 19:13 Megaf \o Jordach 19:13 Jordach sofar, secondly, it behaved strangely 19:14 Jordach sometimes it'd refuse to even properly call on_timer() some times 19:14 Jordach even with print statements meowing with a digit 19:14 sofar bug number? 19:14 Jordach not listed 19:14 sofar then it downt exist 19:14 Mr_Pardison "mewoing"? 19:14 Jordach but it's visible in 20a85d7 19:14 sofar repro code? 19:15 Jordach crash the server when running a on_timer() call ending in return true 19:15 Jordach make the timer one second or similar 19:15 Jordach then crash it inside the on_timer call 19:15 sofar you mean the on_timer callback causing the crash? 19:15 Jordach yes 19:15 sofar ah, yeah, sure 19:15 Jordach that pisses me off entirely 19:15 Jordach you could LBM it, but that's unfun 19:15 Jordach when an ABM does the same thing with profiling 19:16 sofar but crashing on_timer() is a developer issue 19:16 Jordach (i've found the abm to even provide a strange mechanic related to how MT loops through x, y and z 19:16 sofar not a player issue 19:17 Jordach don't nodetimers survive being unloaded? 19:19 sofar yes, they do 19:20 Jordach handily, my logic for item movement only requires pos 19:20 Jordach the rest is done magically 19:20 Jordach (and currently hardcoded for certain items due to how slots are handled) 19:21 Jordach i've found in testing, that minetest.rotate_and_place() is more useful than .rotate_node() 19:21 Jordach because sneaking shouldn't make it do silly things, especially when that node has a formspec or on_place() action 19:42 tenplus1 hi fussel 19:44 IhrFussel Hi there... regarding the newest issue on github I already told you that the GUI scaling is just wrong on Android screens ... maybe tablets can display it fine but not cheaper phones with 4" screens ... I suggest you to set the default gui_sclaing on Android to 0.9 or 0.85 19:44 IhrFussel 2nd newest* 19:44 tenplus1 hi Grandolf 19:46 IhrFussel Wait...it's the other way round, menu is too small so larger scaling is needed... but on some devices the menu would be too large to navigate then... I guess we need a resolution check before deciding the scale 20:12 Jordach rubenwardy, might be time to get rid of device specific pixel scaling and use 1:1 pixel ratio for offsets and 0-100% positioning for anything else 20:12 Jordach IhrFussel, ^ 20:14 tenplus1 noticed this issue earlier: https://github.com/minetest/minetest/issues/6720 ... may have to change builtin_item to using "upright_sprite" to save pixel redraw for every item 20:19 Krock but rotated items look nicer 20:19 tenplus1 they do, yes... but with so many dropped items in a world and the drawing of every single pixel as a box, it must cause some amazing graphical lag eventually 20:20 Jordach tenplus1, actually 20:20 Jordach all you need is a strip rectangle with pixel co-ordinates from say 1,16 20:20 Jordach then use alpha to hide the real pixels 20:22 Jordach https://jordach.net/images/kmhbbcgsyktebqfijx.png this node is actually a b3d model, and not a placed item 20:23 benrob0329 Jordach: iirc that model was not optimized, it had a lot of inner faces 20:23 tenplus1 hi paramat 20:23 benrob0329 Hi paramat 20:25 benrob0329 Oy, that's painful 20:25 benrob0329 Dropped items..ehh 20:25 Mr-Pardison shivajiva: issue on d/l about players being able to join with the exact same name as an admin but a different spelling. Have had this issue twice already. 20:25 Mr-Pardison any idea what it could be? 20:25 tenplus1 I may change to "upright_sprite" for now and see if it makes any improvement on Xanadu, as a test 20:25 Jordach ./privs 20:25 Jordach usually gives them away 20:26 benrob0329 tenplus1: should still rotate 20:26 benrob0329 For that matter, we could change it to be a one-face animated model 20:26 tenplus1 maybe, will check 20:26 benrob0329 Make it bounce up and down :D 20:27 Jordach benrob0329, fun fact 20:27 Jordach that can be a quad with a UV containing a row of pixels 20:27 Jordach a single quad, as UV doesn't give a shit about tri count 20:29 benrob0329 Jordach: what can be 20:29 Jordach benrob0329, what i mean is, those faces are likely 16x1 pixel quads with two tris instead of 16*2 tris 20:30 Jordach (eg, 1 quad per pixel instead of 1 quad per row / column) 20:31 benrob0329 I still have no idea what your talking about 20:31 Megaf Jordach: https://www.youtube.com/watch?v=5ks3ucumilU 20:31 Jordach benrob0329, you use blender right 20:31 Jordach make a plane in blender 20:31 Jordach give that plane a z-transparency or similar with a texture with alpha 20:31 paramat CBugDCoder you can use core ore and decoration generation in a lua mapgen 20:31 Jordach no extra faces needed 20:32 paramat but not biome generation 20:32 benrob0329 Jordach: that doesnt solve the 3D effect 20:32 Jordach benrob0329, faces will still be inside the model 20:33 Jordach 1 quad per pixel or not 20:33 Jordach you cannot solve that with how it's generated 20:33 paramat see https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2824 20:33 benrob0329 Jordach: then you'll need more models for each resolution 20:33 paramat use those after 'set data' but before 'calc lighting' and 'write to map' 20:33 Jordach benrob0329, no 20:34 Jordach for the sides the cover the entire face 20:34 Jordach eg, from the front 20:34 CBugDCoder ik i knew that for a while 20:34 Jordach you just use a single plane with a texture 20:34 benrob0329 Right, the edges though 20:34 Jordach the insides need to be 1 quad with the UV mapped from edge to edge x image size 20:34 CBugDCoder but is a function for biomes in the plans? 20:38 tenplus1 nite all o/ 20:38 CBugDCoder night 20:47 paramat no plans yet 20:47 paramat would be nice 20:47 paramat for walk over, it might be close, see https://github.com/minetest/minetest/issues/247#issuecomment-332812987 20:55 CBugDCoder yay cant wait :) 21:08 FourFire Okay I'm confused, what do I need to do to get this code to run: https://hastebin.com/solidakega.pl 21:09 lisac hey is there any way to place an item_image in HUD? 21:09 FourFire the point is to have a recurring timer every 80 seconds which executes all of those commands 21:10 Krock FourFire, an example: https://github.com/minetest/minetest_game/blob/master/mods/player_api/api.lua#L99 21:10 Krock move your timer inside the new defined function 21:10 Krock *timer variable 21:10 Krock lisac, only if you have the HUD ID 21:11 Krock create a HUD, if there's none to alter. 21:11 lisac Krock, is HUD a formspec? 21:11 lisac that is, can I place formspec elements in HUD? 21:11 Krock no, it's nothing like a formspec 21:11 Mr_Pardison limited time, just saying hi. 21:12 lisac item_image is a formspec element 21:12 lisac hey Mr_Pardison. 21:12 Krock it uses a different API to add the images and doesn't have the same features 21:12 Mr_Pardison Hello lisac 21:12 Krock lisac, but you can still add images to the HUD 21:12 lisac item_image makes a 3D image from a node name 21:12 lisac like, a cobblestone from default:cobble. 21:12 lisac it's what I'm looking to do :) 21:13 Krock oh I see 21:13 FourFire Krock, like this? https://hastebin.com/posebegebu.pl 21:13 Krock not sure if that exists et 21:13 Krock *yet 21:13 Krock FourFire, how do you define a function? just a simple function? 21:14 Krock let me give you a short example 21:14 Mr_Pardison shivajiva: respond to my message on Monday when I am back online 21:14 Mr_Pardison g2g cya 21:14 FourFire [Spits the result here] = Function(does something to this number) 21:19 lisac FourFire, https://pastebin.com/P866W2K7 21:20 Krock https://pastebin.com/bPDUXV8A 21:20 Krock ^ FourFire 21:20 lisac Krock, a minute too slow. :) 21:20 lisac though your example is longer. 21:21 Krock ^^ 21:22 Krock corrected a few typos now.. I hope it helps. Otherwise you should really consider to look at the Lua tutorial for once 21:23 Krock -> http://tylerneylon.com/a/learn-lua/ 21:24 Krock the font is insane big so even blind people can read it 21:27 Aello Hello! New to the Modding API, what should I do to access the "default.xx" things properly without errors? 21:27 Aello I was trying "sounds = default.node_sound_leaves_defaults()" 21:27 Aello Thank you! 21:28 paramat what was the error message? 21:29 lisac Aello, did you include 'default' in your depends.txt? 21:29 lisac I'm also not sure if default stuff is local 21:29 paramat ^ 21:30 paramat anything in 'default.' namespace is global 21:31 Aello I did not. Sorry for the delay, was checking the debug message, the file is huge. The message was like; "Undeclared global variable "default" accessed at *location*" 21:32 Aello I will include it and ask if have any issue, Thank you! :) 21:32 paramat try depending on default 21:32 Aello Got it :) 21:34 * Shara wonders what Aello is working on. 21:34 lisac Shara, I'd say a Minetest mod. :) 21:34 Shara My wondering is more specific. :) 21:35 * Aello hides. Secret! Also I am behind the schedule. :) 21:36 Shara Hehehe :) 21:37 * Aello bows. :) 21:37 Shara No worries. 21:37 Krock Shara, you broke the chain of :) 21:38 Shara To make up for it :) :) 21:38 Shara Does that help? :) 21:38 benrob0329 Always :) 21:38 Shara Yay :) 21:57 paramat :) 21:59 Raven262 Hello everyone :) 21:59 Raven262 Its hard keeping this smile up, but eh :) 21:59 Shara Has to be done now :) 22:02 benrob0329 Krock: dang, I never realized how flexible Lua tables are :) 22:02 benrob0329 They open up some interesting possibilities :) 22:02 benrob0329 Like metatables :) 22:04 Krock you'll need metatables if you plan to add something like objects or classes 22:04 Raven262 He did it^ 22:04 Raven262 You broke the chain, Krock. 22:04 benrob0329 Do we have metatables set up for pos + pos ? 22:04 Krock damn it 22:04 benrob0329 Because adding positions without destructing the tables would be really useful 22:05 Krock no, as vectors are simply a table 22:05 benrob0329 Dangit 22:05 benrob0329 Would be useful though 22:05 Krock indeed, same for pos == pos or pos * n 22:06 Shara Krock: now we will all be :( 22:06 benrob0329 Krock: user-made vectors would need to be setmetatable-ed to work by themselves 22:07 benrob0329 Against a MT created vector though it would be fine (metatables call by first argument) 22:20 Megaf Good to be back on Quassel 22:20 Megaf Thanks Raspberry Pi for hosting my client 22:21 * Megaf expects thumbs up from Calinou 22:22 Calinou thumbs north-west-up 22:23 Calinou pitch 87°, yaw 314° 22:23 * Calinou hides 22:24 * Megaf will accept that 22:25 benrob0329 Krock: I'm having a lot of "Oohhh!" Moments while reading this :P 22:26 benrob0329 Lua is a lot cooler than I thought 5 minutes ago 22:26 Krock except that it starts with 1 22:26 benrob0329 Meh 22:26 benrob0329 I can get used to that 22:27 benrob0329 Just like I can get used to tables as being the be-all end-all of data types 22:28 benrob0329 I mean its like someone took Lisp's concept of "Everything is a list" but made it an array and ran into the county with it 22:30 Krock Lisp without the parentheses 22:31 benrob0329 Just curly brackets :^) 22:46 Megaf This is a test 22:46 Megaf Test ........ˆ 22:47 benrob0329 Test success? 23:04 paramat *sigh* 23:06 rubenwardy paramat, I wonder if dsohler has internal conflict, given he hates assholery 23:06 rubenwardy oh geez, comma gore 23:06 rubenwardy oh, geez comma, gore, 23:09 paramat heh 23:09 paramat maybe best to not delete his comments so we have evidence 23:09 rubenwardy yeah 23:09 rubenwardy I deleted them before as they were offtopic and taking up the chat 23:10 rubenwardy and to try and dissuade response from other people 23:10 rubenwardy but that worked out swimmingly 23:10 rubenwardy plus they were plain rude and unnecessary 23:11 paramat could always lock topic and start a duplicate, keeps evidence 23:11 rubenwardy nah 23:12 paramat indeed might not help much 23:14 Fixer swimmingly? 23:15 paramat as in a sarcastic 'badly' 23:15 paramat or rather 23:15 paramat a sarcastic 'smoothly' 23:15 Fixer Definition of swimmingly: very well : splendidly the event went swimmingly 23:17 Fixer Wuzzy has nice ability to find lots of bugs 23:17 Fixer including weird ones 23:17 Fixer like dropped hands... wtf 23:17 paramat random hands happened to me in 0.4.3, funny bug 23:19 paramat i would rejoin a world and a dozen hands would appear in mid air nearby and fall 23:21 Fixer daaaaaaaaaamn, vanessas servers are on 0.4.16 that means i will not test that cache pr in my cases 23:22 Fixer 6 minutes wasted, but maybe patch will apply to 0.4.16, doubt it 23:29 Megaf watching Formula E https://www.youtube.com/watch?v=WGq2lFEpZiM 23:29 Megaf Live ^ 23:29 Megaf benrob0329: positive, test good 23:33 Fixer SimCity Spectrum 48k 23:33 Fixer :O 23:52 benrob0329 Krock: would vector metatable things go in builtin or in the engine itself? 23:55 sofar unless it requires some C++, it would be in builtin 23:57 benrob0329 sofar: I wouldn't think so, but i'm not sure how one would set metatable stuffs for every vector to come out of the api 23:58 sofar vector already is entirely lua 23:59 benrob0329 Ok, this might be somehing I can tackle then 23:59 sofar does it make sense to do for every vector? it gets used a lot