Time |
Nick |
Message |
00:04 |
benrob0329 |
how can I set the entity light level/glow? |
00:24 |
Jordach |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4388 |
00:25 |
Jordach |
set:properties({glow = <light_value>}) |
00:26 |
benrob0329 |
Jordach: but if I add glow = 14 to the entity def, it doesnt work. Do I need to add it after the fact? |
00:26 |
Jordach |
use set properties |
00:26 |
Jordach |
it should do |
00:31 |
benrob0329 |
set_properties({glow = 14}) right after the thing is spawned and attached doesnt work |
00:31 |
benrob0329 |
does attaching an entity override glow? |
00:31 |
Jordach |
probably |
00:31 |
Jordach |
it does some weird shit as usual |
00:31 |
Jordach |
set glow first then attach |
00:32 |
* benrob0329 |
swears |
00:32 |
Jordach |
welcome to minetest, shitlord |
00:32 |
Jordach |
on_step object ref is different to add_entity object ref |
00:32 |
Jordach |
say local ent = minetest.add_entity() |
00:33 |
Jordach |
set properties can be applied directly to the object ref |
00:33 |
Jordach |
while using things like custom fields for entities |
00:33 |
Jordach |
you need to do local ent_data = entity:get_luaentity() |
00:34 |
Jordach |
so you can do, ent_data.value = "whatever" |
00:34 |
Jordach |
while in on_step, this is handled automatically |
00:34 |
Jordach |
simply: self.value = "this" |
00:34 |
Jordach |
and self:set_properties({}) works |
00:35 |
benrob0329 |
nope, setting before attachment doesnt work |
00:35 |
benrob0329 |
nor does setting the parent glow |
00:35 |
Jordach |
benrob0329: try self.glow = <value> |
00:36 |
Jordach |
start with glow = 0 inside the local entity reference |
00:36 |
Jordach |
then use self.glow = <val> |
00:38 |
Jordach |
that might work |
00:38 |
Jordach |
no expectations |
00:39 |
benrob0329 |
Jordach: attempt to index userdata |
00:39 |
Jordach |
benrob0329: inside on_step or not |
00:39 |
Jordach |
because that's the big question |
00:39 |
Jordach |
if it's outside |
00:39 |
Jordach |
you need to do |
00:39 |
benrob0329 |
from add_entity |
00:39 |
Jordach |
local ent_data = entity:get_luaentity() |
00:39 |
Jordach |
ent_data.glow = <int> |
00:40 |
Jordach |
that's stupid, but minetest is special |
00:41 |
Jordach |
on_step can handle that stuff as self.glow = <int> |
00:41 |
Jordach |
but elsewhere needs get_luaentity() first |
00:41 |
Jordach |
to access those fields inside the table |
00:42 |
benrob0329 |
nope |
01:23 |
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01:34 |
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02:03 |
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02:13 |
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03:16 |
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03:16 |
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03:20 |
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03:27 |
Megaf |
Heya |
03:33 |
Megaf |
cya |
06:13 |
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07:14 |
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07:30 |
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07:53 |
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10:07 |
celeron55 |
i'd like to mention that anyone who is not happy with the recent server list whitelists can freely make a PR to the master server and minetest implementing a proper system |
10:08 |
celeron55 |
it's not useful to complain about a necessity or the fact that people don't feel like making something fancier |
10:12 |
celeron55 |
admins don't like to be very public about these targeted attacks because it seems to be the goal of the attacker to get attention |
10:13 |
celeron55 |
so... just assume it's the same old thing when something like that is done |
10:14 |
celeron55 |
personally i think sfan5 is doing a way better job than can be expected from him |
10:16 |
celeron55 |
running the server list is not the most glorious thing to do |
10:33 |
shivajiva |
^ well said celeron55 :) |
11:42 |
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11:57 |
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12:09 |
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12:09 |
MinetestBot |
Krock: Dec-29 23:24 UTC <Fixer> lool |
12:19 |
aerozoic |
Anybody know why rollback of only a few seconds would cause the server to freeze for several minutes? |
12:33 |
aerozoic |
error msg: 2017-12-30 11:25:53: ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "wool:orange" at (-23361,175,-27649) (block (-1461,10,-1729)) |
12:38 |
sfan5 |
rollback huh |
12:38 |
sfan5 |
it was added at some point and not touched afterwards |
12:38 |
sfan5 |
it wouldn't really expect it to work without bugs |
13:17 |
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13:23 |
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13:27 |
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13:56 |
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14:27 |
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14:27 |
tenplus1 |
hi folks |
14:30 |
Jordach |
can we as a community come to an agreement? |
14:31 |
Jordach |
stop using fucking pngcrush |
14:32 |
tenplus1 |
hi Jordach, what happened with pngcrush ? |
14:32 |
Jordach |
>so you'd like to edit this texture |
14:32 |
Jordach |
from indexed to RGBA is a massive pain in the arse |
14:34 |
tenplus1 |
does optipng make them indexed and not rgba ? |
14:34 |
Jordach |
no idea |
14:35 |
Jordach |
and rarely, it'll complain about incorrect iCCP values |
14:35 |
tenplus1 |
cause I use that and never had an error using them sof ar |
14:36 |
sfan5 |
Jordach: it's two clicks in gimp |
14:36 |
Jordach |
sfan5: and when there's 100 textures to fucking do |
14:36 |
Jordach |
that's autistic |
14:37 |
Jordach |
saving a few bytes isn;t worth it these days |
14:37 |
sfan5 |
then use a script? |
14:37 |
Jordach |
its not 1985 |
14:37 |
Jordach |
>not everyone runs Linux |
14:37 |
Krock |
> implying scripts don't work on Windows |
14:38 |
tenplus1 |
o/ sfan, krock |
14:38 |
Krock |
o/ tenplus1 |
14:38 |
Krock |
aww. didn't see that greeting coming |
14:39 |
tenplus1 |
I has issue with entity collision |
14:40 |
tenplus1 |
if stepheight is set to 1.1 and it's a 2 high stone wall around entity, it can still glitch UP onto top of wall |
14:41 |
tenplus1 |
seems entities can glitch up onto a block even if the one above is solid and many a mob user is complaining about this one |
15:05 |
Megaf |
Hi tenplus1 |
15:05 |
tenplus1 |
hi Megaf |
15:07 |
Shara |
Hi all :) |
15:07 |
tenplus1 |
hi Shara :) |
15:08 |
tenplus1 |
k, Mobs_Animal updated, animals now have 0.6 stepheight to stop glitching... Mobs Redo API updated, added mob fence (looks like normal fence but collision is 2x high) |
15:12 |
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15:12 |
tenplus1 |
wb Evergreen |
16:23 |
aerozoic |
tenplus1, are you referring to the glitch that causes them to kill themselves? |
16:23 |
aerozoic |
btw hi |
16:24 |
tenplus1 |
hi aerozoic |
16:24 |
tenplus1 |
I disabled suffocation for mobs in last update... for some reason stepheight and entities in general can easily glitch inside a wall |
16:25 |
tenplus1 |
tested this with many things, but it's only damage control I can add like lowering stepheight for mobs themselves and 2 high fences |
16:25 |
aerozoic |
I haven't grabbed an update for a few months but many of my players have complained about mob animals killing themselves. |
16:27 |
tenplus1 |
that'll be the api with mob suffocation active by default |
16:27 |
tenplus1 |
today's upload has many things fixed |
16:27 |
tenplus1 |
for mobs redo api and mobs animals |
16:27 |
aerozoic |
ok :) I should go get the update! |
16:28 |
tenplus1 |
yeah :) it will help.... updating Xanadu shortly with it also |
16:29 |
aerozoic |
I still wish there was a single setting to control all spawn rates XD My map is covered with mobs. :P |
16:31 |
tenplus1 |
like 'mob_spawn_amend = 0.5' to half all the rates or 2.0 to double them ? |
16:31 |
aerozoic |
precisely |
16:32 |
aerozoic |
If i installed all the mob mobs, i'd have to adjust like a billion spawn rates XD |
16:32 |
tenplus1 |
very true, hold on, lemmie add just now |
16:42 |
tenplus1 |
aerozoic: Mobs Redo API updated with 'mob_spawn_amend' variable added to minetest.conf |
16:42 |
aerozoic |
:D |
16:42 |
aerozoic |
Thanks so much! |
16:42 |
tenplus1 |
no probs, was an easy addition |
16:44 |
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16:45 |
tenplus1 |
hi fixer |
16:45 |
Fixer |
hi |
16:56 |
aerozoic |
tenplus1, just lookin at the change. The new setting could accept any number between 0 and infinity? |
16:57 |
* RoaryTiger |
roars at Shara |
16:57 |
tenplus1 |
pretty much, no restrictions yet, but defaults to 1.0 |
16:57 |
aerozoic |
Excellent, i'm gonna try setting it to 20 XD |
16:57 |
aerozoic |
and then -20 |
16:58 |
Shara |
Hi Tiger |
16:58 |
RoaryTiger |
Folks, any recommendation of a collocation service in Europe? |
16:59 |
RoaryTiger |
or you know any of the guys in this list? http://www.datacentermap.com/ireland/dublin/ |
17:00 |
RoaryTiger |
This looks good. Thou it must be expensive http://www.datacentermap.com/ireland/dublin/servecentric-dublin.html |
17:01 |
tenplus1 |
hi roary |
17:01 |
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17:01 |
tenplus1 |
hi srifqi |
17:02 |
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IhrFussel joined #minetest-hub |
17:02 |
srifqi |
hi tenplus1 |
17:02 |
tenplus1 |
o/ |
17:02 |
IhrFussel |
Hello people |
17:02 |
srifqi |
o/ |
17:03 |
tenplus1 |
hi fussel |
17:03 |
srifqi |
Hi IhrFussel |
17:03 |
srifqi |
It's already Sunday here. ._. |
17:04 |
* RoaryTiger |
has to check to calendar to see which day it is at his location |
17:04 |
RoaryTiger |
it's Saturday here |
17:05 |
RoaryTiger |
Hi gentlemen |
17:05 |
tenplus1 |
lol https://www.youtube.com/watch?v=jbfMvlLodbM |
17:05 |
RoaryTiger |
!title |
17:05 |
MinetestBot |
RoaryTiger: LARVA - DRIVING RULES LARVA | Cartoon Movie | Cartoons For Children | Larva Cartoon | LARVA Official - YouTube |
17:06 |
RoaryTiger |
is it worth watching? |
17:06 |
RoaryTiger |
I'm on 1GB cap data connection |
17:07 |
tenplus1 |
erk, dont wanna waste your bandwidth with cartoons, will leave that up to you :@D |
17:07 |
RoaryTiger |
youtube-dl -f 133+139 https://www.youtube.com/watch?v=jbfMvlLodbM |
17:07 |
RoaryTiger |
That will help ^ |
17:07 |
RoaryTiger |
426x240 video and 48K audio |
17:08 |
RoaryTiger |
[download] 0.5% of 29.27MiB at 5.98KiB/s ETA 01:23:07 |
17:08 |
RoaryTiger |
LOL |
17:08 |
RoaryTiger |
wont happen |
17:08 |
tenplus1 |
eheheheh |
17:10 |
RoaryTiger |
!server Megaf |
17:10 |
MinetestBot |
RoaryTiger: Megaf Server V4.17 | mt.megaf.info:30003 | Clients: 0/10, 0/0 | Version: 0.4.17-Megaf / MegafXploreNext | Ping: 12ms |
17:13 |
aerozoic |
Shara, since you responded to my question yesterday, i just thought i'd mention worldedit does have //cube and //hollowcube as of August, i just needed to update. LOL |
17:14 |
Shara |
Ahh, nice |
17:27 |
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17:31 |
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17:33 |
tenplus1 |
hi nerzhul |
17:38 |
nerzhul |
hi tenplus1 |
18:20 |
aerozoic |
Anybody know why rollback of only a few seconds would cause the server to freeze for several minutes? |
18:20 |
aerozoic |
error msg: 2017-12-30 11:25:53: ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "wool:orange" at (-23361,175,-27649) (block (-1461,10,-1729)) |
18:22 |
rubenwardy |
have you removed any nodes? |
18:23 |
rubenwardy |
ie: uninstalled mods |
18:32 |
tenplus1 |
o/ ruben |
18:33 |
aerozoic |
rubenwardy, not in the last few months. |
18:33 |
tenplus1 |
any idea which mod the error is coming from ? |
18:33 |
aerozoic |
That is the only error msg so i have no clue. |
18:34 |
aerozoic |
The only thing i removed on my server was several months ago i replaced farming with farming redo. But rollback has been working fine until just the last week or two. |
18:34 |
tenplus1 |
farming redo wouldnt cause that error |
18:35 |
tenplus1 |
I wonder what's trying to replace orange wool? |
18:36 |
aerozoic |
I was using maptools at the time. Hmm i wonder if that mod was involved in the other rollback fails. |
18:37 |
tenplus1 |
what were maptools used for ? |
18:38 |
aerozoic |
All the special nodes it creates. |
18:40 |
tenplus1 |
it makes a lot of special nodes that are already in-game... wonder why ?!?! |
18:40 |
srifqi |
Too late for me, see you! :) |
18:41 |
Shara |
I've had that error with rollback as well before |
18:41 |
Shara |
I don't think it's to do with removing things, though I could be wrong (I very rarely remove anything) |
18:42 |
IhrFussel |
Shara, I already explained the reason for the "too many users" error: Players that are in the process of downloading media count as well AFAIK |
18:43 |
Jordach |
clients in download mode do count |
18:43 |
Jordach |
how do i know? |
18:43 |
Shara |
Fussel: yea, that's my understanding too, which is why I don't really get what a dev replied with there |
18:44 |
IhrFussel |
I mean it only makes sense that those count as "taken slots" since they will (very likely) properly join after |
18:46 |
IhrFussel |
Ok well the join chance changes with the amount of data to be loaded, since many mobile phones just crash to the home menu on a very heavy server |
18:51 |
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18:54 |
IhrFussel |
This is the relevant line in the source code "if (m_clients.getClientIDs(CS_Created).size() >= g_settings->getU16("max_users")" |
18:58 |
IhrFussel |
I only find "CS_CREATED" in this line: RemoteClient* client = getClient(pkt->getPeerId(), CS_Created); |
19:01 |
IhrFussel |
CS_Created* |
19:11 |
benrob0329 |
https://github.com/minetest/minetest/pull/6857 |
19:11 |
* benrob0329 |
is happy |
19:11 |
tenplus1 |
ehehe, hi benrob |
19:11 |
benrob0329 |
Hi tenplus1 |
19:12 |
benrob0329 |
That PR would make a lot of pain go away :P |
19:12 |
Jordach |
i love pain |
19:16 |
Krock |
Jordach, me too. https://www.frenchspanishonline.com/magazine/wp-content/uploads/2016/11/pains.jpg |
19:23 |
benrob0329 |
tenplus1: I have a fairly smooth fading effect though, and a fog glow around the light |
19:23 |
tenplus1 |
yeah, working well with what we currently have :))) |
19:23 |
benrob0329 |
Need to improve the glow texture and do some vmanip magic to manipulate lighting |
19:24 |
tenplus1 |
how many node changes are you donig with the lighting ? |
19:24 |
benrob0329 |
None, entities :P |
19:25 |
tenplus1 |
ahh :P |
19:25 |
aerozoic |
tenplus1, is reducing mob chance supposed to actually reduce the number of mobs i see in game? |
19:25 |
benrob0329 |
Sprites are very useful for lighting effects :P |
19:26 |
tenplus1 |
a chance of 7000 is 1 in 7000 nodes, reduce that to 1 in 3500 and you get more mobs appearing, double to 1 in 14000 reduces |
19:28 |
aerozoic |
sorry i should have specified, i was referring to the new setting you just introduced. |
19:28 |
tenplus1 |
if you put say 'mob_spawn_amend = 0.5' it halves the chance meaning MORE mobs... is 2.0 then it double chance and lowers mobs |
19:28 |
aerozoic |
mob_spawn_amend = .01 should reduce the number of mobs i actualy see to almost nothing right? |
19:29 |
aerozoic |
Ohhhh |
19:29 |
benrob0329 |
You'd have to do a /clearobjects |
19:29 |
tenplus1 |
:) |
19:29 |
tenplus1 |
if you wanna reduce the mobs then maybe set to 5.0 instead |
19:29 |
tenplus1 |
5x the chance values meaning they hardly appear |
19:30 |
aerozoic |
benrob0329, everytime i ever tried that command, the server freezes and shutsdown. |
19:30 |
tenplus1 |
instead use: /clearobjects quick |
19:30 |
tenplus1 |
only works on areas loaded with players in them |
19:30 |
aerozoic |
ok, what does that do anyway? |
19:31 |
aerozoic |
the /help doesn't really explain it |
19:31 |
tenplus1 |
clears ALL entities in a loaded area (mobs, itemframes, signs, dropped items etc) |
19:31 |
benrob0329 |
I feel like mob_spawn_multiplier would be a better name |
19:32 |
benrob0329 |
Sign text, if you have signs_lib |
19:32 |
benrob0329 |
Not the signs themselves |
19:32 |
tenplus1 |
heh yeah, text only |
19:32 |
aerozoic |
I was hoping for a more self explanitory setting... .5 cuts the number of mobs i see in half, etc... |
19:32 |
tenplus1 |
it multiplies the chance, higher the chance the lower they appear |
19:33 |
aerozoic |
I'm sure i won't be the last to make that mistake :) |
19:33 |
tenplus1 |
benrob is right though, that is a better setting name... |
19:33 |
tenplus1 |
lemmie change and put better documentation on it's use |
19:34 |
benrob0329 |
or mob_chance_multiplier |
19:34 |
benrob0329 |
tenplus1: ^^ |
19:34 |
aerozoic |
yeah that's better |
19:34 |
tenplus1 |
+1 |
19:35 |
benrob0329 |
1 in __*mob_chance_multiplier |
19:36 |
aerozoic |
Or you could leave it as spawn_multiplier and change the function to divide instead of multiply XD |
19:36 |
benrob0329 |
(A higher setting will reduce the chance of mobs spawning) |
19:37 |
aerozoic |
Better to call it chance though since that's what it's modifying. |
19:40 |
tenplus1 |
git updated with new setting and explanation |
19:40 |
tenplus1 |
also error check for below 1 chance |
19:41 |
aerozoic |
hehe, i was just about to test negative numbers XD |
19:43 |
tenplus1 |
lolol, min value of 1 for chance, no less |
19:44 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?f=11&t=9917&p=306231#p306231 |
19:49 |
tenplus1 |
I kept meaning to change animal spawning so it only happens if grass blocks are near actual grass, that way cleared lands for building dont spawn animals |
19:52 |
aerozoic |
Good idea |
19:54 |
tenplus1 |
would definitely make animals a lot rarer and more difficult to obtain... you would really need to tame and breed them |
19:56 |
Shara |
The number of players who cry about leather would just increase more |
19:56 |
tenplus1 |
so very true :) aahaha |
19:56 |
tenplus1 |
although cows AND horses give leather now |
19:57 |
Shara |
Why do bags need to be leather anyway? |
19:57 |
Shara |
I made elephants give it on DL :P |
19:57 |
tenplus1 |
could make rabbits drop pelts and 4x4 pelt = 1x leather |
20:05 |
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20:05 |
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20:12 |
benrob0329 |
tenplus1: spawning only on newly generated land :^) |
20:13 |
benrob0329 |
Force people to be smart with how many they kill |
20:13 |
tenplus1 |
I thought of that but LBM's dont have neighbor setting |
20:13 |
tenplus1 |
so cant do grass near air, woudl check ALL grass blocks |
20:14 |
benrob0329 |
It would be in on_generate |
20:14 |
tenplus1 |
so instead of checking top layer of sand for instance it would count each and every sand block generated |
20:14 |
benrob0329 |
Possibly use an LVM to check the nodes |
20:14 |
benrob0329 |
Hmm |
20:15 |
tenplus1 |
if I change anything I'll have animals spawn on grass blocks near grass plants... that'll lower chances :P |
20:16 |
benrob0329 |
I might experiment with on_generate checks |
20:16 |
benrob0329 |
Maybe we should ask for neighbors in LVMs |
20:17 |
benrob0329 |
I mean, you could reduce the amount of block to check with short circuit logic |
20:17 |
tenplus1 |
short circuit logic ? |
20:18 |
benrob0329 |
Aka check if its a grass block, then check if above is air or grass, then do chances |
20:18 |
Jordach |
doing the MC method? |
20:18 |
Jordach |
risky business |
20:18 |
tenplus1 |
that means more checks, laggy business |
20:18 |
Jordach |
tenplus1: animals spawned once per area generated doesn't as much |
20:19 |
benrob0329 |
tenplus1: probably not with an LVM |
20:19 |
benrob0329 |
Those are pretty fast |
20:20 |
benrob0329 |
It would never get past the first or second check, both of which are very fast |
20:20 |
Sokomine |
tenplus1: no animal that is on my kill list gives leather. only the peacefuls do. and there's no reason to kill them. so the only way for me to obtain leather is either to get it from other players or wait for the mobs to die of other causes |
20:21 |
benrob0329 |
LVMs grab an area of the map to manipulate, and use block IDs for name checking |
20:21 |
Sokomine |
Shara: elephants aren't any better. they're friendly animals as well. on dl, foxes ought to give pelts |
20:21 |
tenplus1 |
hi Sokomine... we dont have a monster that gives leather yet, but if you have an idea :) |
20:21 |
benrob0329 |
DMs? |
20:22 |
benrob0329 |
They seem pretty tough, might have a nice fur coat :-P |
20:22 |
tenplus1 |
ehehe |
20:22 |
Wayward_One |
hi all :) |
20:22 |
Sokomine |
benrob0329: could help them against the cold, yes... |
20:23 |
benrob0329 |
Hi Wayward_One |
20:23 |
tenplus1 |
hi wayward |
20:23 |
benrob0329 |
Then again, fur on something that breaths fire... |
20:23 |
Sokomine |
tenplus1: just take hostile animals that attack the player and have to get killed anyway. less meat, more bag-material |
20:23 |
tenplus1 |
hehehehehe |
20:24 |
Sokomine |
benrob0329: individual checks may be fast. trouble is that if there are too many of them they still do sum up. people tend to install quite a lot of mods |
20:24 |
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20:26 |
tenplus1 |
o/ paramat |
20:26 |
tenplus1 |
how about I add baby seals to frozen wastelands that shoot lazers, that way you gotta get them before they get you :P |
20:27 |
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20:28 |
tenplus1 |
wb evergreen |
20:28 |
Wayward_One |
lol xD |
20:28 |
IhrFussel |
tenplus1, the way I understand it /clearobjects quick will also clear all objects, but only those in loaded mapblocks immediately...the engine then will clear objects of an unloaded mapblock as soon as it gets loaded |
20:28 |
Sokomine |
hmm. more life is always good, but...shooting lasers is nothing animals have been heard of doing |
20:28 |
tenplus1 |
nope |
20:28 |
benrob0329 |
Sokomine: you also have to remember that this would only be done for new terrain, so a speedup overall for a little lag on new bits of the map |
20:29 |
tenplus1 |
clearobjects quick only works on loaded areas that one time... if anything else is loaded after objects are safe |
20:30 |
IhrFussel |
No, mode = `"quick"`: Clear objects immediately in loaded mapblocks; |
20:30 |
IhrFussel |
clear objects in unloaded mapblocks only when the mapblocks are next activated. |
20:31 |
tenplus1 |
yay, mob fences work, they cant glitch through :D |
20:31 |
IhrFussel |
It will run once for each loaded mapblock no matter if the blocks are loaded now or later |
20:32 |
benrob0329 |
Can we have clearobjects work like deleteblocks? |
20:32 |
benrob0329 |
clearobjects here 10 |
20:33 |
benrob0329 |
Or have it be a mapblock radius |
20:33 |
tenplus1 |
but it'll do single checks for every block the LBM looks at instead of when the ABM checks the same block near it's neighbor which is a lot less |
20:33 |
benrob0329 |
tenplus1: but a very fast check, and only once rather than every step |
20:34 |
benrob0329 |
The ABM still has to check for neighbors |
20:34 |
tenplus1 |
will look into a working lbm though... |
20:34 |
tenplus1 |
would be handy |
20:36 |
benrob0329 |
Grass is only on the surface most of the time anyways, so most block checks wouldn't get past the first ID check |
20:36 |
tenplus1 |
depending on the mob it can be sand(s), stone, desertsand, sandstone etc... many MANY blocks to check |
20:39 |
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20:40 |
tenplus1 |
I also want a mob height clearance check :) from single node chickens up to multiple node high nssm mobs |
20:40 |
benrob0329 |
tenplus1: but most of those wouldn't get past the second, also very fast ID check |
20:41 |
tenplus1 |
will do time checks for a test lbm :P |
20:41 |
benrob0329 |
Well then you'd want to add more air checks above a surface node |
20:42 |
benrob0329 |
AFAIK ABMs probably have to check every node for neighbors anyways |
20:42 |
tenplus1 |
yes but engine does that already, not lua |
20:43 |
benrob0329 |
This is a boolean check, ID1 == ID2 |
20:43 |
tenplus1 |
will need to test each side by side and see which is better/smoother/laggier :) wow, almost a daft punk song there |
20:43 |
benrob0329 |
If its horridly slow, then maybe we ask for neighbors in VoxelManip :-) |
20:44 |
tenplus1 |
I'd like neighbor in lbm :D |
20:53 |
paramat |
tenplus1 "if stepheight is set to 1.1 and it's a 2 high stone wall around entity, it can still glitch UP onto top of wall" issue please |
20:54 |
tenplus1 |
am sure I've added one, lemmie check |
20:55 |
tenplus1 |
https://github.com/minetest/minetest/issues/5966 |
20:55 |
tenplus1 |
and it's a dupe at that :P |
20:56 |
tenplus1 |
and yes, stepheight is 1.1 but shouldnt be able to walk up onto a node if there's one above it... |
20:56 |
aerozoic |
https://www.youtube.com/watch?v=Ee3TDO9fEqY |
20:57 |
aerozoic |
Lazers! |
20:57 |
tenplus1 |
lolol |
20:59 |
tenplus1 |
loved that movie |
21:03 |
paramat |
tenplus1 5966 doesn't mention the stepheight issue |
21:03 |
tenplus1 |
checking |
21:03 |
paramat |
please can you add that to the description? |
21:03 |
paramat |
or open a new issue |
21:04 |
tenplus1 |
desc updated |
21:05 |
paramat |
might be related to https://github.com/minetest/minetest/issues/6807 |
21:06 |
paramat |
'inside walls' seems different to 'glitch UP onto top of wall' |
21:06 |
tenplus1 |
could be, if it glitches into a solid wall it'll stop moving |
21:06 |
tenplus1 |
soccer mod had ball shoot into solid walls and you couldnt get it back without digging |
21:06 |
tenplus1 |
same with tnt explosions |
21:06 |
tenplus1 |
it's a weird glitch |
21:06 |
IhrFussel |
https://github.com/minetest/minetest/issues/6862#issuecomment-354568360 ... can a core dev confirm or deny this? |
21:09 |
IhrFussel |
Or debunk* |
21:22 |
tenplus1 |
nite folks o/ |
21:22 |
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21:22 |
sfan5 |
IhrFussel: i remember looking at this issue with nrz |
21:22 |
sfan5 |
not sure if it was ever solved |
21:22 |
sfan5 |
but the described issue exists yes |
21:23 |
IhrFussel |
sfan5, but it only makes sense that the engine counts connecting users as "slot taken" or else they would get the "too many users" *after* loading everything |
21:31 |
nerzhul |
sfan5, it's solved yes |
21:31 |
nerzhul |
in master branch |
21:31 |
nerzhul |
the calculation was wrong |
21:31 |
nerzhul |
(in 0.4.16) |
21:31 |
nerzhul |
we moved from Session created to Session inited to reduce that cap |
21:31 |
nerzhul |
limit* |
21:31 |
sfan5 |
hm did i backport this= |
21:31 |
sfan5 |
s/=/?/ |
21:32 |
IhrFussel |
That sounds bad, so now clients that have loaded everything can be denied just when they are ready to join? |
21:32 |
nerzhul |
sfan5, https://github.com/minetest/minetest/commit/1d8d01074fdb52946f81110bebf1d001185b394b#diff-ac9ac0a3a5e432320dd8784aaeeef672 |
21:32 |
nerzhul |
+ https://github.com/minetest/minetest/commit/8432efa308e0d6c56ad61df189981ed03b0af463#diff-ac9ac0a3a5e432320dd8784aaeeef672 |
21:32 |
Shara |
Fussel, you have to check it at one point or the other |
21:33 |
IhrFussel |
IMO you should keep it the other way so that the connecting client sees if they'll be able to properly join |
21:33 |
Shara |
What, and be stuck on 15/30? No thanks |
21:33 |
sfan5 |
ok i don't think i've backported these |
21:34 |
IhrFussel |
Then change the message at least and tell the user "please try again later" ... some (very stupid) players might think something is wrong with their client/the server |
21:35 |
Shara |
FUssel, why not make a PR for the message then? |
21:36 |
IhrFussel |
It will be very confusing in 0.5.0 ... cause usually when you connect to a server it's SAFE that you'll join successfully ... now it isn't anymore |
21:36 |
rubenwardy |
how about not giving a player a slot when loading media. Then when media is loaded, it joins a queue. So the client sees "Waiting for free slots - 3rd in queue" |
21:36 |
rubenwardy |
that why clients that take a while to load won't take up slots |
21:37 |
Shara |
That would be nice if someone is able and willing to do it |
21:37 |
rubenwardy |
whilst not completely rejecting clients after loading |
21:37 |
IhrFussel |
A queue would be very nice |
21:37 |
Shara |
Though keep in mind that there are very few servers busy enough to trigger it very often |
21:38 |
rubenwardy |
then add IAPs on the server for a guaranteed server |
21:38 |
rubenwardy |
*slot |
21:38 |
Shara |
It would mostly help CTF :P |
21:38 |
rubenwardy |
lol |
21:38 |
IhrFussel |
Not sure how complicated it is to implement...I imagine not that hard (maybe some loop that checks every X secs if a slot is free) |
21:39 |
IhrFussel |
Or maybe more efficient would be to check for waiting players as soon as someone disconnects |
21:39 |
rubenwardy |
the issue is more client side |
21:41 |
IhrFussel |
You think the check should be client side? No no no o.o easily hackable |
21:42 |
rubenwardy |
the check isn't the problem |
22:16 |
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22:25 |
IhrFussel |
By the way the response regarding the VPS lags was "it looks like the cluster you're part of experienced an attack. We fixed it now and your server should operate normally again" |
22:26 |
IhrFussel |
I still see hourly high lags in the logs but at least they are "only" ~ 20 secs now |
22:50 |
IhrFussel |
Will 0.4.17 be a full release? By that I mean play store + binaries/apk on website |
22:54 |
benrob0329 |
I think play store will get 0.5.0 |
22:55 |
benrob0329 |
part of the point of 0.5 is to improve the android app |
22:55 |
Jordach |
"improve" |
22:57 |
benrob0329 |
Jordach: its gotta happen somehow |
22:57 |
Jordach |
>improving a turd |
22:57 |
benrob0329 |
you can polish a turd, in fact |
22:58 |
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23:05 |
IhrFussel |
2017-12-31 00:04:00: ACTION[Server]: AVG LAG: 2.515 ... MAX LAG: 222.447 |
23:05 |
IhrFussel |
Worse than anything before |
23:16 |
IhrFussel |
Sent another email with the new lag times ... Let's see what they say this time |
23:55 |
paramat |
no need for so much running commentary, please could you restrain it? |