Time |
Nick |
Message |
00:00 |
Fixer |
what needs improvement a lot is visual look of biomes |
00:00 |
Fixer |
even in mc beta you feel it is vibrant, in mt - nah, just same trees on same ground |
00:02 |
Fixer |
for certain biomes i mean, mainly forests |
00:03 |
Fixer |
adding more schems for each tree will make a huge diff, trust me |
00:09 |
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benrob0329 joined #minetest-hub |
00:09 |
benrob0329 |
Shara: would a or to fireflies that adds the ability to put fireflies in bottles by placing on a bottle be accepted? |
00:10 |
benrob0329 |
*pr |
00:10 |
benrob0329 |
also, shouldn't they despawn in the day? |
00:11 |
Shara |
I thought about putting them in a bottle that way but decided not to. |
00:11 |
Shara |
And there's no way to keep it so light while doing that |
00:12 |
Shara |
Since these are probably going to be added to MTG, it hsa to stay light |
00:12 |
Shara |
If it's accepted to MTG though, I might consider adjusting my own version as a sort of fireflies+ which allows more intensive things |
00:13 |
benrob0329 |
on_place isnt very expencive |
00:13 |
Shara |
Huh? |
00:13 |
Shara |
I'm talking about the despawn in the day part |
00:14 |
benrob0329 |
node timer that checks once a minute? |
00:14 |
Shara |
MTG would say a great big no |
00:14 |
Shara |
Or well, I assume it would anyway |
00:14 |
benrob0329 |
or more, doesnt have to be anything even remotely fine |
00:15 |
Shara |
paramat: am I right that would be a no for MTG? |
00:15 |
benrob0329 |
map is going to be really cluttered if you dont remove them but keep spawning them |
00:15 |
paramat |
erm |
00:16 |
Shara |
benrob0329: they don't keep spawning |
00:16 |
Shara |
It's on register_decoration |
00:16 |
benrob0329 |
ah |
00:18 |
paramat |
one way to put one in a bottle is enough for now |
00:19 |
Shara |
To me, it makes more sense to pick up the bottle and then put it in (normal crafting) |
00:19 |
Fixer |
https://i.imgur.com/xmdKGBQ.png |
00:20 |
Shara |
Fixer: that is... oddly satisfying |
00:21 |
red-001 |
Shara, what you doing with the fireflies? |
00:21 |
red-001 |
also I didn't know you did much modding |
00:22 |
Shara |
You didn't? |
00:22 |
red-001 |
somehow |
00:22 |
Shara |
red-001: https://forum.minetest.net/viewtopic.php?f=11&t=19489 |
00:22 |
Shara |
And: https://github.com/minetest/minetest_game/issues/2025 |
00:32 |
Fixer |
Shara: firefly needs more horizontal motion too |
00:33 |
Shara |
not possible |
00:33 |
Fixer |
Shara: within one block i mean |
00:33 |
Fixer |
Shara: in animation itself |
00:33 |
Shara |
I tested it and it looks terrible |
00:34 |
Shara |
depending on angle viewed from, it inflates the width |
00:35 |
Fixer |
hmm, sad |
00:35 |
paramat |
it's plantlike drawtype, any sideways motion is shown on both faces |
00:36 |
Shara |
Sideways motion is just about okay on the bottle animation because it's a one pixel firefly |
00:36 |
Shara |
But the out of bottle ones would need to be cut to 1 pixel again to do the same, and then they look too small to me |
00:36 |
Shara |
Plus horizontal motion just really reveals the fact that they all have the same flight path much more clearly |
00:37 |
Shara |
So it kind of breaks the feeling of walking through them |
00:44 |
Jordach |
Shara: indicative of proxied clients |
00:47 |
Jordach |
are they particles or entities |
00:47 |
Shara |
Neither |
00:47 |
Jordach |
oh? |
00:47 |
Shara |
Come on Jordach. Read the code :P |
00:47 |
red-001 |
60,416 |
00:48 |
red-001 |
thats a lot of ips and they are way down the list |
00:48 |
Jordach |
Shara: i could make a small armature with 2/3 fireflies and you just move bones randomly through lua |
00:48 |
red-001 |
(talking about GorillaServers) |
00:48 |
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00:49 |
Shara |
I really just want to gte this PR done. Every time I start work on it something happens |
00:49 |
Shara |
get* |
01:01 |
|
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01:02 |
Megaf |
Anyone here with OLD PC and using Linux and 32 bit? |
01:52 |
|
Megaf joined #minetest-hub |
02:01 |
* Megaf |
learns SH after learning Lua |
02:01 |
Megaf |
the world is doomed |
02:02 |
Megaf |
Shara, you better run and hide |
02:02 |
Shara |
Why doomed? |
02:16 |
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02:17 |
rubenwardy |
can I enforce a minimum MT version on my server? |
02:17 |
Megaf |
Kinda |
02:17 |
Megaf |
the protocol check thing |
02:18 |
rubenwardy |
not a minimum though |
02:18 |
rubenwardy |
isn't it just the same version? |
02:19 |
rubenwardy |
great, there's a #define |
02:19 |
Megaf |
kinda |
02:20 |
red-001 |
rubenwardy, you can check the protocol version with lua |
02:20 |
red-001 |
rubenwardy, managed to get the protocol version out of it |
02:20 |
red-001 |
did that make its way into 0.4.17? |
02:22 |
rubenwardy |
heh, define is cleaner |
02:22 |
rubenwardy |
in UI |
02:22 |
rubenwardy |
like, the server will be grey |
03:13 |
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03:31 |
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03:32 |
sofar |
rubenwardy: I patched mine to only allow 0.4.16 not just 0.4.15 w/patches |
03:33 |
sofar |
+ if (net_proto_version < 32 || |
03:59 |
Megaf |
Meh, Ubuntu Xenial ships Minetest 0.4.13 |
05:26 |
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05:26 |
Megaf |
1134 MB = Ubuntu Trusty i386 + all Minetest deps&source, Irrlicht/LuaJIT/SQLite3 sources + everything built |
05:26 |
Megaf |
So basically I made a whole build infrastrucure with all sources I need, compiler and stuff, smaller than a lot of whole games |
05:27 |
Megaf |
all that inside a RAMDisk |
05:32 |
Megaf |
and it works :) |
05:32 |
Megaf |
just ran minetest inside a Ubuntu trusty i386 chroot |
05:33 |
Megaf |
awsome |
05:49 |
|
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06:09 |
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nerzhul joined #minetest-hub |
06:41 |
jas_ |
"Feedback from those testing the mod has been very positive (see the issue thread linked below)." <-- I checked, and saw only comments praising the concept, along with Fixer's description of his previous experience with them (from another mod, presumably). https://github.com/minetest/minetest_game/pull/2034 |
06:41 |
jas_ |
!title |
06:41 |
MinetestBot |
jas_: Add fireflies by Ezhh · Pull Request #2034 · minetest/minetest_game · GitHub |
06:41 |
jas_ |
anyway I think it should be added right away, and it's great to see vessels mod get an internal usage |
06:49 |
jas_ |
also, i propose to simply rename `killme' mod and command to just `kill'. i think the author was just being "cheeky." |
06:49 |
jas_ |
*g* |
07:36 |
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08:45 |
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11:16 |
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IhrFussel joined #minetest-hub |
11:16 |
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tenplus1 joined #minetest-hub |
11:16 |
tenplus1 |
hi folks |
11:16 |
IhrFussel |
Hello tenplus1^^ Question: When exactly does dtime_jitter go up? |
11:17 |
tenplus1 |
good question, it's not something I really observed :P |
11:17 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?f=6&t=18164&hilit=dtime_jitter |
11:17 |
tenplus1 |
best example |
11:17 |
IhrFussel |
The question was more towards all in the channel...you just joined before I sent it xP |
11:27 |
IhrFussel |
If dtime jitter is "ping jitter" then it seems to be related to latency variation only ... now I wonder if it's normal for it to go up A LOT when I enter new loaded mapblocks |
11:28 |
tenplus1 |
engine does stall slightly when making new areas of map, in turn causing slowdown on running processes/mods |
11:29 |
shivajiva |
morning tenplus |
11:30 |
tenplus1 |
hi shiva :) |
11:30 |
tenplus1 |
what's new with you :P |
11:30 |
IhrFussel |
Doesn't seem to be server lag related...I just tp to a completely unloaded area, dtime jitter went to 800 % for 2 sec but max_lag of the server is 0.28 |
11:30 |
shivajiva |
https://github.com/shivajiva101/border |
11:30 |
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11:30 |
tenplus1 |
hi nerzhul |
11:31 |
nerzhul |
hi tenplus1 |
11:31 |
shivajiva |
added a visa and used the api to get the auth...future proof ;) |
11:31 |
tenplus1 |
ahh, handy :D |
11:33 |
tenplus1 |
more professional than opening border for a short time to let them join :D |
11:33 |
shivajiva |
yea, rc is using it to keep the bots out |
11:34 |
tenplus1 |
same with edge2spawn I assume :D |
11:34 |
IhrFussel |
Definitely not the server ping (google takes 4ms to respond) |
11:34 |
shivajiva |
yea finer grained control of the axis limits so it doesn't need to be square any more |
11:35 |
tenplus1 |
fussel, could be IO when writing map/changing map |
11:36 |
tenplus1 |
agree'd, map boundaries need to be checked for many things, we have player check, item check, mob checks |
11:38 |
IhrFussel |
tenplus1, iotop maxes out at 3% IO for minetestserver (it's a SSD) |
11:38 |
tenplus1 |
dunno what else it could be |
11:38 |
IhrFussel |
dtime jitter goes up a lot when loading entities...maybe this could be related to my stalling issue |
11:39 |
tenplus1 |
loading/setting metadata/staticdata ? |
11:40 |
sfan5 |
IhrFussel: dtime jitter is client-side and indicates fluctuation in drawtime (-> FPS) |
11:40 |
tenplus1 |
hi sfan |
11:41 |
IhrFussel |
sfan5, so dtime jitter has nothing to do with network? |
11:41 |
sfan5 |
no |
11:42 |
IhrFussel |
So it's just added load when entities appear/dosappear from the screen |
11:46 |
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Fixer joined #minetest-hub |
11:46 |
tenplus1 |
o/ fixer |
11:49 |
tenplus1 |
afk, making noms :D |
11:49 |
shivajiva |
https://www.gizmodo.com.au/2018/01/linus-torvalds-intels-fixes-for-meltdown-and-spectre-are-complete-and-utter-garbage/ |
11:51 |
tenplus1 |
ehehe yeah saw that :) |
11:52 |
tenplus1 |
turns out phoronix tests have clear linux running faster than all others even on an AMD threadripper, and it's tweaked for intel ?!?!! gotta find out what they did to tweak it better than the others |
11:54 |
tenplus1 |
https://www.phoronix.com/scan.php?page=article&item=ryzen-linux-10way&num=1 |
11:59 |
shivajiva |
wonder if I can ask for my money back on this G4560 :') |
12:00 |
tenplus1 |
lol |
12:00 |
tenplus1 |
trade it in for an amd :P |
12:00 |
tenplus1 |
or risc-v |
12:03 |
shivajiva |
if AMD did a £25 swap fee they could bury Intel and not lose money :) |
12:04 |
tenplus1 |
hah yeah... would kill intel |
12:09 |
celeron55 |
dtime_jitter indicates load that isn't spread evenly between frames |
12:09 |
celeron55 |
basically it shows the magnitude of fps spikes |
12:10 |
tenplus1 |
hi celeron |
12:10 |
tenplus1 |
any way to smooth it out ? |
12:10 |
celeron55 |
as compared to whatever the fps is to begin with |
12:10 |
celeron55 |
yes, by developing the engine |
12:11 |
celeron55 |
or by aiming a configuration for limiting the amount of stuff being suddenly processed in a single frame |
12:12 |
tenplus1 |
yeah, delay a few things to regain smooth update :) |
12:16 |
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12:17 |
tenplus1 |
hi sniper |
12:17 |
sniper338 |
ohayo tenplus1! :) |
12:19 |
Fixer |
tenplus1: mesh_generation_interval = 5 could help greatly, if you have stutter |
12:20 |
tenplus1 |
I personally dont have an issue, fussel was wondering about dtime_jitter and celeron gave an answer why |
12:20 |
tenplus1 |
but if that setting helps then hopefully fussel will have a fix :) |
12:20 |
tenplus1 |
what does it do exactly ? |
12:21 |
Fixer |
slow downs block render a bit |
12:22 |
tenplus1 |
so renders new blocks every 5 seconds ? |
12:22 |
Fixer |
ms |
12:22 |
tenplus1 |
ahh |
12:22 |
tenplus1 |
so a player using fast would stop until it generates ? |
12:22 |
tenplus1 |
but not by much |
12:23 |
Fixer |
the more the number - more it will slow down block rendering |
12:23 |
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12:23 |
tenplus1 |
hi lisac |
12:23 |
lisac |
hey tenplus1 |
12:26 |
Fixer |
i had extreme stutter back then, setting it to 15 ms was very effective, the only downside is TNT explosion not cinematic enough |
12:26 |
tenplus1 |
heh |
12:26 |
tenplus1 |
I lowered tnt particles to 32 anyhoo :P |
12:26 |
Fixer |
when mesh cache was introduced, it decreased stutter quite significantly, so you don't really need to use that setting anymore |
12:27 |
tenplus1 |
wuzzy has a pull to fix falling nodes from glitching on higher than 1.0 collisionboxes btw |
12:27 |
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12:27 |
tenplus1 |
hi aerozoic |
12:27 |
IhrFussel |
If it's just a client side issue then it doesn't have high priority... I'd rather want the stalling to be fixed... could the server maybe be too far behind with entity calculation although max_lag is 0.3 ? |
12:27 |
aerozoic |
wazup tenplus1 |
12:29 |
tenplus1 |
:P |
12:30 |
IhrFussel |
Can I somehow create massive load on my PC while testing SP? |
12:30 |
tenplus1 |
sp? |
12:30 |
IhrFussel |
singleplayer |
12:30 |
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12:30 |
tenplus1 |
oh |
12:30 |
tenplus1 |
hi Krock |
12:30 |
IhrFussel |
I want to see if those stalling issues appear when load is high |
12:31 |
Fixer |
IhrFussel: yes |
12:31 |
Fixer |
IhrFussel: download prime95 |
12:32 |
Fixer |
IhrFussel: another way is to archive some huge folder |
12:32 |
Krock |
hi tenplus1 |
12:32 |
aerozoic |
IhrFussel, prime95 is good for CPU, for graphics Furmark is good :) |
12:34 |
Calinou |
Furmark simulates extreme load, not something you'll see in games |
12:34 |
Calinou |
keep that in mind |
12:34 |
Fixer |
prime95 is extreme on cpu too, but i think you can configure how much cores |
12:35 |
IhrFussel |
I found stress...I ran it on my server together with MT...even with a load of 2.5 no stalling occurs right now |
12:37 |
IhrFussel |
And then a moment later after I stop stress it happens...seems unrelated to server load/lag |
12:40 |
IhrFussel |
RTT to server is constantly ~ 20 ms ... I find it weird that objects/entities seemn to take longer to appear on my screen sometimes |
12:40 |
IhrFussel |
Like when I drive with my car or fly fast sometimes they appear right in front of me |
12:41 |
tenplus1 |
object lag |
12:41 |
tenplus1 |
that's probably the reason wuzzy was complaining about mobs appearing in front of him... they are made to spawn 12 blocks away from player |
12:43 |
IhrFussel |
tenplus1, they do spawn away from the player when I walk with normal speed |
12:44 |
tenplus1 |
kewl... he may be using fast to get around :P |
12:44 |
IhrFussel |
They seem to take a moment to load though...I tested it by locking a mob and walking away from it until it disappeared...then I slowly walked towards it and it took 1-2 secs to appear again when it was in range |
12:44 |
tenplus1 |
entities do seem to lag a tad when realoding |
12:45 |
Fixer |
a lot of entities can even freeze everything during load |
12:46 |
tenplus1 |
signs and itemframes do that a lot on server |
12:47 |
IhrFussel |
BUt if you have that too it's likely not network related? |
12:48 |
tenplus1 |
taking time to send to client entity and staticdata |
12:48 |
tenplus1 |
? |
12:49 |
IhrFussel |
Isn't static entity data just a few KB? |
12:50 |
IhrFussel |
Maybe even less |
12:50 |
tenplus1 |
yes, but when I see terminal window it's re-loading model objects also... so maybe it reloads object and data each time |
12:50 |
tenplus1 |
instead of using from cache |
12:51 |
tenplus1 |
I can walk through desert and all I see is loading sand_monster.b3d everytime one appears |
12:53 |
IhrFussel |
But the loading only happens client side right? So it might just be my older PC |
12:53 |
tenplus1 |
how fast is your pc ? |
12:53 |
sfan5 |
IhrFussel: blocks are only activated (-> entities loaded again) at a specific interval |
12:54 |
tenplus1 |
so if anything REDUCE the interval and see how it works ?!?! |
12:54 |
sfan5 |
that interval is active_block_mgmt_interval which defaults to 2.0 |
13:03 |
IhrFussel |
sfan5, that's a server setting? |
13:08 |
IhrFussel |
If it's a server setting then that could probably fix the stalling since 2 secs can mean a lot of nodes depending on veheicle speed... and if the next mapblocks weren't activated yet maybe the engine stops the entity |
13:09 |
tenplus1 |
probably |
13:09 |
tenplus1 |
bbl |
13:09 |
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13:23 |
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13:25 |
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13:35 |
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13:38 |
sfan5 |
IhrFussel: of course it's a server setting |
14:24 |
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14:33 |
ThomasMonroe |
can someone tell me what this is? |
14:33 |
ThomasMonroe |
ERROR[Server]: ServerEnvironment::deactivateFarObjects(): id=25825 m_static_exists=true but static data doesn't actually exist in (-1235,0,25) |
14:34 |
sfan5 |
minetest encountered an internal inconsistency during saving entities to disk |
14:34 |
sfan5 |
you can usually just ignore this |
14:35 |
ThomasMonroe |
hmm ok |
14:39 |
ThomasMonroe |
also what causes texture errors if the textures haven't been affected? |
14:39 |
sfan5 |
what do you mean? |
14:40 |
ThomasMonroe |
I keep getting players that say red text appears, which is ofc the ERROR[Main] stuff about a texture |
14:41 |
ThomasMonroe |
yet when I check the server textures, nothing has happened to them |
14:41 |
sfan5 |
that "stuff" is rather important, the exact error message is needed |
14:44 |
ThomasMonroe |
I'm searching for it |
14:47 |
ThomasMonroe |
hmm for some reason its not showing up in the log.txt either |
14:48 |
ThomasMonroe |
s/either/at all |
14:49 |
rubenwardy |
wrote a flat shaded 3d raytracer! https://i.rubenwardy.com/L575xRE0HY.png |
14:50 |
ThomasMonroe |
cool! |
14:53 |
ThomasMonroe |
sfan5 |
14:53 |
ThomasMonroe |
ERROR[Main]: generateImage(): Could not load image "moreores_sword_mithril.png" while building texture; Creating a dummy image |
14:54 |
sfan5 |
are you sure the texture is present with that name? |
14:55 |
ThomasMonroe |
hmm actually no it isnt |
14:55 |
ThomasMonroe |
its "moreores_tool_sword_mithril.png |
14:55 |
ThomasMonroe |
er moreores_tool_mithrilsword.png |
14:56 |
sfan5 |
not minetest's fault then |
14:57 |
ThomasMonroe |
hmm I don't think it was happening before a few days ago though |
14:57 |
ThomasMonroe |
I'll see what I can do, thanks sfan5 |
15:23 |
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15:40 |
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15:43 |
Megaf_ |
Im back |
15:43 |
Megaf_ |
Hi all |
15:44 |
Mr_Pardison |
hi |
15:44 |
Megaf |
:D |
15:58 |
Raven262 |
Hi Megaf |
15:59 |
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16:00 |
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16:07 |
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16:14 |
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16:27 |
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16:27 |
benrob0329 |
Shara: are you around? |
16:42 |
Megaf |
MinetestBot! |
16:42 |
MinetestBot |
Megaf! |
16:42 |
Megaf |
MinetestBot: why you not reploying to my PVT queries!? |
16:43 |
Megaf |
Mr_Pardison: you are on Fedora right? |
16:43 |
Mr_Pardison |
yes..... |
16:44 |
Megaf |
cool |
16:49 |
Wayward_One |
hi all :) |
16:49 |
Megaf |
heya |
16:49 |
Raven262 |
Hi Wayward_One |
16:50 |
Mr_Pardison |
we see a hidden Wayward_One appear. |
16:50 |
Wayward_One |
lol |
16:53 |
Shara |
benrob0329: What do you need? |
16:55 |
benrob0329 |
Shara: before your fireflies mod gets merged |
16:55 |
benrob0329 |
Its mechanically inconsistent |
16:55 |
benrob0329 |
You use crafting to put the fireflies in the bottle, but use right clicking to pull them back out |
16:55 |
Shara |
Sorry, but I don't see how that's inconsistent |
16:56 |
Shara |
Being able to release them from the bottle that way is to assist with placement, since otherwise you can only place them on the ground, not in the air (whihc is how they first appear) |
16:56 |
benrob0329 |
Its two separate mechanics and its not intuitive |
16:56 |
Shara |
If you have an issue - comment on the PR |
16:56 |
Shara |
But I simply disagree with you |
16:57 |
benrob0329 |
Thats fair, but you also made the mod so the mechanic is known to you |
16:57 |
Megaf |
benrob0329: sorry, I have to disagree with you |
16:58 |
Megaf |
benrob0329: what other method would you suggest to bottle the fireflies? |
16:58 |
Mr_Pardison |
I'm siding with Shara on this as it is consistent. |
16:58 |
Shara |
benrob0329: if you really don't like it, post on the PR so people can discuss |
16:58 |
Fixer |
Shara, crafting AND using empty bottle on firefly |
16:58 |
benrob0329 |
Me last night: ok, so you craft to put the firefly in the bottle, so I'm assuming you craft to pull it back out |
16:58 |
Shara |
Fixer: Both paramat and myself are against that |
16:59 |
benrob0329 |
Nope, punch with it? Nope.. |
16:59 |
Shara |
benrob0329: that doesn't make sense. Crafting can't give TWO outputs |
16:59 |
benrob0329 |
It doesnt need to |
16:59 |
benrob0329 |
Leave the bottle in the crafting guide, other mods do it and it works fine |
17:00 |
Shara |
Huh? |
17:00 |
Shara |
The firefly bottle is crafted, so would show up in a crafting guide |
17:00 |
benrob0329 |
Basically what other mods have done is put an item back in the crafting bin |
17:00 |
benrob0329 |
s/guide/bin |
17:00 |
Shara |
But can you please post any feedback in the PR as asked? |
17:01 |
Shara |
This isn't just for people in hub to decide |
17:01 |
benrob0329 |
Yes |
17:02 |
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tenplus1 joined #minetest-hub |
17:02 |
tenplus1 |
hi folks |
17:04 |
Raven262 |
Hi ten |
17:04 |
tenplus1 |
hey raven |
17:05 |
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ThomasMonroe joined #minetest-hub |
17:05 |
tenplus1 |
hi thomas |
17:07 |
Wayward_One |
hi ten |
17:07 |
tenplus1 |
hey wayward |
17:07 |
* tenplus1 |
has compiled Minetest 0.4.17 to run on his casio watch |
17:07 |
* tenplus1 |
builds dirt hovel |
17:08 |
Wayward_One |
lol |
17:10 |
tenplus1 |
is there a proper 0.4.17 stable build yet ? |
17:13 |
ThomasMonroe |
hiya tenplus1 |
17:13 |
tenplus1 |
o/ |
17:14 |
benrob0329 |
Shara: commented |
17:15 |
tenplus1 |
hi benrob |
17:15 |
|
Mr-Pardison joined #minetest-hub |
17:15 |
tenplus1 |
wb mister |
17:15 |
Mr-Pardison |
ty |
17:16 |
tenplus1 |
some fresh air :P |
17:16 |
benrob0329 |
Hi tenplus1 |
17:17 |
tenplus1 |
ehehe |
17:17 |
benrob0329 |
I wish we had an on_time_of_day() callback |
17:17 |
benrob0329 |
For mob spawning and firefly placement |
17:17 |
tenplus1 |
we do |
17:17 |
benrob0329 |
Rather than a globalcheck or ABM, or nodetimers |
17:18 |
tenplus1 |
I use it in mobs api to tell when certain mobs gotta spawn at day or night |
17:18 |
benrob0329 |
Oh we do? |
17:18 |
tenplus1 |
hehee yeah :) |
17:18 |
tenplus1 |
minetest.get_timeofday() |
17:18 |
tenplus1 |
>0.2 and <0.8 = daytime |
17:19 |
Megaf |
Hey tenplus1 |
17:19 |
Megaf |
[17:07:20] -*- tenplus1 has compiled Minetest 0.4.17 to run on his casio watch |
17:19 |
Megaf |
Why do I think that's pretty possible? |
17:19 |
tenplus1 |
hi Megaf :P |
17:20 |
benrob0329 |
tenplus1: I mean a callback |
17:20 |
benrob0329 |
So you dont have to check |
17:20 |
tenplus1 |
how do you mean ? |
17:21 |
benrob0329 |
So, rather than registering a globalstep to check the time of day say, once a minute |
17:21 |
benrob0329 |
It would just call a function at a certain time of day |
17:21 |
tenplus1 |
you want something like: on_daytime = function(dtime) or something ???? |
17:22 |
benrob0329 |
minetest.register_time(timeofday, function) |
17:22 |
benrob0329 |
Minetest calls function at timeofday |
17:23 |
tenplus1 |
problem with that is it could MISS that time completely with the check lag |
17:23 |
tenplus1 |
cant be too specific |
17:23 |
benrob0329 |
If the engine handles it, it should never miss and should not be a passive check |
17:24 |
tenplus1 |
a tad too specific, but globalstep and amb's use the same timed function system I think ?!?! |
17:24 |
tenplus1 |
so adding a globalstep api to do just that woudl be easier :D |
17:25 |
benrob0329 |
But then you have to check with an arbitrary amount of accuracy |
17:25 |
benrob0329 |
Rather than just calling the function on the time |
17:25 |
tenplus1 |
you could do a +/- 0.01 thing |
17:26 |
tenplus1 |
that's how I play music on ambience lite at midnight :D |
17:31 |
benrob0329 |
tenplus1: the other problem is that if you have 100 thing that do things based on timeofday, thats 100 thing all checking timeofday, likely at the same time if using globalstep |
17:32 |
tenplus1 |
you can easily check 1000 items against time of day and run a function within 0.00001ms... it's the functions themselves that take time :) |
17:33 |
benrob0329 |
Rather than the engine going "oh its 5 o clock, run this function" |
17:34 |
tenplus1 |
it'd be quicker writing a simple time check api with functions than addding a new issue for devs |
17:41 |
tenplus1 |
how about: tapi:add_time(start, end, once_only, function) |
17:48 |
tenplus1 |
benrob: what you checking time for ? got something planned ? |
17:49 |
red-001 |
https://github.com/tas2580/imageproxy |
17:49 |
tenplus1 |
hi red |
17:50 |
red-001 |
hi nineplus2 |
17:50 |
tenplus1 |
:PP |
17:51 |
red-001 |
not sure what version of phpBB we use but would it be possible to use that extension? |
17:51 |
tenplus1 |
nice |
17:53 |
benrob0329 |
tenplus1: fireflies and mobs are the main use cases I think |
17:54 |
tenplus1 |
mobs has a self.time_of_day inside entity :P |
17:54 |
benrob0329 |
But then again perhaps ABMs should just be optimized |
17:54 |
tenplus1 |
fireflies can have a nodetimer added to change to invis node on morning and re-appear at night |
17:54 |
benrob0329 |
True |
17:56 |
tenplus1 |
the moonflower works in same way :D |
18:01 |
Shara |
nochange as opposed to despawning is what I was considering |
18:02 |
Shara |
nodechange* |
18:02 |
Shara |
But I'm still against it for now |
18:02 |
tenplus1 |
that way you only need 2 nodes, 1 with fireflies and 1 invisible and walkthrough |
18:02 |
Shara |
I happen to like them being there in the day |
18:02 |
tenplus1 |
yeah, wouldnt be averse to that :D |
18:02 |
tenplus1 |
are the firefly node's plantlike ? |
18:02 |
Shara |
They only show up in forests and the jungle after all, where it's generally darker under the leaves |
18:02 |
Shara |
Yup |
18:03 |
tenplus1 |
sweet, to waving = 1 makes them wibble when they fly :D |
18:05 |
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lumberJ joined #minetest-hub |
18:06 |
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paramat joined #minetest-hub |
18:06 |
tenplus1 |
hi lumberJ & paramat |
18:06 |
lumberJ |
hi tenplus1 |
18:06 |
lumberJ |
how's it going? |
18:07 |
tenplus1 |
good ta :P watching a sheep teeter on the edge of a cliff... |
18:07 |
tenplus1 |
you? |
18:07 |
lumberJ |
sometime i'll have to teach you my game I call ledging |
18:07 |
tenplus1 |
ooh, am interested |
18:08 |
lumberJ |
i'm hanging in there |
18:08 |
lumberJ |
so you need mobs, a cliff and fly priv |
18:08 |
lumberJ |
when you get a mob near the edge you start placing a dirt plank out into the middle of the chasm |
18:09 |
lumberJ |
and removing dirt behind the mob as it works its way out until you have it isolated on one dirt node over a nice sized drop |
18:09 |
tenplus1 |
muhahhaha |
18:09 |
lumberJ |
then of course, there is nothing left to do but dig that node |
18:09 |
Sokomine |
poor mob! |
18:10 |
tenplus1 |
hrm... wonder if I could use the trapglass and mob would walk off on it's own :DDDDDD |
18:10 |
lumberJ |
i usually come up with a point scale, for if the mob dies or not |
18:10 |
tenplus1 |
hi So |
18:10 |
tenplus1 |
hi Sokomine |
18:10 |
lumberJ |
the more docile/cute, the more its worth |
18:10 |
Sokomine |
build homes for them instead of killing all those poor mobs |
18:10 |
Sokomine |
hi ten :-) |
18:10 |
lumberJ |
and if it drops and item its double points |
18:10 |
lumberJ |
an item* |
18:10 |
lumberJ |
lol Sokomine |
18:10 |
lumberJ |
where is the fun in that? |
18:10 |
Sokomine |
now, rescuing a mob from drowning might be a challenge from time to time. that might be fun indeed |
18:11 |
Sokomine |
especially those who can't be lured away with food |
18:11 |
tenplus1 |
was thinking of redo-ing the water escape routine... it's rather dumb |
18:11 |
Sokomine |
or the occasional cow-riding: jump on its back. try to stay on while it moves |
18:12 |
lumberJ |
i think if you can make another player irritated about what you are doing its then worth quadruple points |
18:12 |
tenplus1 |
ooh I've done that... took me all the way to starbucks |
18:12 |
tenplus1 |
lol |
18:12 |
ThomasMonroe |
lunchtime :D |
18:12 |
ThomasMonroe |
afk |
18:12 |
tenplus1 |
enjoy |
18:12 |
ThomasMonroe |
thx |
18:13 |
Fixer |
VanessaE: 30008 is finally back in the list |
18:14 |
Sokomine |
but what i'm really after right now are not mobs but a way to handle the amount of simple_houses spawning. the flat land detection works fine. surprisingly a flat mapgen happens to have a lot of flat land, while other more exotic ones seldom come up with larger spots :-) trouble is to balance the amount of houses placed |
18:14 |
Sokomine |
it's not mg_villages, so...the mod doesn't remember anything from the last chunk |
18:14 |
tenplus1 |
that;s fine... we've needed simple houses for sometime :) |
18:15 |
Sokomine |
they're good enough for most purposes :-) they have roofs! and are made out of relatively nice materials |
18:15 |
tenplus1 |
+100... |
18:16 |
tenplus1 |
does it do a node check to say which type of house to place ? |
18:16 |
tenplus1 |
junglewood in jungles etc. ? |
18:16 |
Sokomine |
no, not in that context. the version in mg_villages will |
18:17 |
tenplus1 |
I had a basic function for mapgen to quickly check surrounding nodes and place random schem for results |
18:17 |
Sokomine |
if you want to play with the current version, use https://github.com/Sokomine/simple_houses. choose flat mapgen, install handle_schematics and plasterwork |
18:17 |
tenplus1 |
handle_schems does the chests n stuff ? |
18:17 |
Sokomine |
that approach - just placing a schem somehow - does not really work for houses |
18:18 |
tenplus1 |
how so ? |
18:18 |
Sokomine |
handle_schematics reads the mts or we file, analyzes size and materials, handles rotation, keeps the dirt node (=biome) as well as it can, handles snow if moresnow is there, ... |
18:18 |
tenplus1 |
ohh, a lot more checks in the mix |
18:19 |
Sokomine |
minetest.place_schematic can't be called multiple times with diffrent replacements |
18:19 |
tenplus1 |
doesnt schem placement handle rotation anyhow ? |
18:19 |
Sokomine |
it does. but it can't react to changed schematics or changed replacements. after the first time the data is read it's cached. all subsequent calls will produce the same. until next server restart |
18:20 |
tenplus1 |
ohh |
18:20 |
tenplus1 |
link doesnt work btw |
18:20 |
tenplus1 |
is it basic_houses ? |
18:22 |
Sokomine |
ups, yes, sorry. changed the name but didn't apply that to the local folder name |
18:22 |
tenplus1 |
ehehe |
18:23 |
Sokomine |
you get a nicely house-covered world with flat mapgen. just don't forget plasterwork |
18:24 |
tenplus1 |
:P |
18:24 |
Sokomine |
unlike mg_villages, which comes with nicely built finished houses, the basic_houses are more or less "raw" things where players are expected to do the decoration |
18:24 |
tenplus1 |
that's fine... a basic shell would be great :) it gives the world a lived in feel like other ppl are around |
18:26 |
Sokomine |
those basic_houses are abandomed :-) you can find plants and parts of trees inside. the interior isn't cleaned. that saves a few cpu cycles but also looks quite intresting. less surprising to find a house with plants having taken over than just one that is totally empty |
18:26 |
tenplus1 |
yeah :) |
18:26 |
tenplus1 |
on xanadu mk2 I'd build ruins dotted around |
18:27 |
tenplus1 |
players would stumble across them and ask for the mod that made it :) ahahaha |
18:27 |
Sokomine |
btw, handle_schematic also loves ethereal. it makes use of all those nice trees and wood there |
18:27 |
Sokomine |
:-) |
18:27 |
tenplus1 |
:D |
18:27 |
Sokomine |
i'm still looking for ships and shipwrecks |
18:28 |
tenplus1 |
that woudl be awesome... pop by xanadu on brown path, we have ship builders around there :D |
18:28 |
* Sokomine |
grabs a net from somewhere and tries to catch some unsuspecting ship-builders |
18:30 |
tenplus1 |
hehe... some of the player builds are amazing |
18:30 |
Sokomine |
oh, hm. wood type hardcoded in the basic_houses...ought to change that |
18:30 |
Sokomine |
oh, certainly! i've seen some very very nice ships. trouble is that you've got to catch their builder in order to get permission to include them in a mod |
18:31 |
tenplus1 |
good point |
18:32 |
Fixer |
WTAF https://i.imgur.com/R3Y4EWO.png |
18:32 |
tenplus1 |
wheres that? |
18:33 |
Fixer |
does not matter, i wonder why they build it like that |
18:33 |
Fixer |
houses in a middle of the sea/river |
18:33 |
tenplus1 |
maybe those players like their privacy :P |
18:34 |
tenplus1 |
I did same on Clip's server all those years ago... was only place ppl wouldnt gried and try to kill ya |
18:34 |
Fixer |
does not look like, since there are three of them |
18:35 |
Fixer |
tenplus1: there are shit-tons of other houses around, so privacy theory does not hold good |
18:35 |
tenplus1 |
heh |
18:35 |
Krock |
Fixer, huh? the one on the right looks quite good to what else could exist |
18:35 |
Krock |
s/right/left/ |
18:36 |
Fixer |
it is just in the middle of the river, river for boats, you see...xxx*** |
18:36 |
tenplus1 |
venice II |
18:36 |
Sokomine |
there seems to be some sort of road behind those houses on water. roads attract players who build there |
18:37 |
Sokomine |
sometimes the roads are high up above the water. could be something like that |
18:38 |
tenplus1 |
mind you, we have many players who build 1000 nodes up... |
18:39 |
tenplus1 |
found a brewery in the sky... |
18:39 |
Mr-Pardison |
now serving skybrew! find us in your local grocery store. |
18:40 |
ThomasMonroe |
lol |
18:40 |
Fixer |
and those people who left behind those flying trees should be sent to isis |
18:40 |
tenplus1 |
lol, they really should cut down all of the tree... super axe makes quick work if it all |
18:41 |
ThomasMonroe |
Mr-Pardison, you forgot the "Attention SHoppers!!" |
18:41 |
Mr-Pardison |
I did. |
18:41 |
tenplus1 |
lol |
18:41 |
ThomasMonroe |
XD |
18:45 |
benrob0329 |
tenplus1: tree decapitation :P |
18:45 |
Fixer |
https://i.imgur.com/tiNUs8H.png S. T. A. L. K. E. R. |
18:45 |
benrob0329 |
Hmm, what if trees were a type of falling node |
18:46 |
benrob0329 |
Not an actual falling node |
18:46 |
benrob0329 |
But something similar, but as a structure |
18:46 |
ThomasMonroe |
a falling VAE? |
18:46 |
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CWz joined #minetest-hub |
18:46 |
Sokomine |
hm :-) civlization would collapse? |
18:46 |
ThomasMonroe |
VAO* |
18:46 |
tenplus1 |
wb CWz |
18:46 |
CWz |
ello |
18:46 |
benrob0329 |
ThomasMonroe: VAO? |
18:47 |
Sokomine |
could be fun for trees as such. but...hm...digging a tree and then having to pick up all that...requires autopickup. realtest has trees that work that way. just dig the dirt below the tree, wait a bit and all will eventually end up in your inventory |
18:47 |
ThomasMonroe |
Voxel Area Object |
18:47 |
Fixer |
anyone remembers this? https://i.imgur.com/DsdJ2gB.png |
18:47 |
benrob0329 |
Sokomine: what if the tree fell over? |
18:48 |
Sokomine |
fixer: sure! i saw you while you built it. to my knowledge it still exists |
18:48 |
ThomasMonroe |
looks familiar Fixer, but I don't know what that is |
18:48 |
benrob0329 |
Can we even do that..I mean you could with entities but it'd be difficult to do correctly |
18:48 |
Mr-Pardison |
Fixer: ? |
18:48 |
Fixer |
server map that I've created |
18:48 |
Sokomine |
benrob0329: trees are not allowed to fall over the way you have in mind. it's illegal in mt. |
18:48 |
Fixer |
old school way |
18:48 |
tenplus1 |
:P |
18:48 |
benrob0329 |
Since trees are just nodes once placed, nothing connecting them |
18:48 |
Fixer |
Shara: seen just now on Hometown https://i.imgur.com/HJzFHC8.png |
18:49 |
Shara |
Fixer: Yes, it's one of the many I flagged. |
18:49 |
Sokomine |
oh? one of those "special" friends? |
18:49 |
Shara |
Someoen logged in earlier and confirmed |
18:49 |
Shara |
But apparently no one who could type /ban in all these hours |
18:49 |
Sokomine |
confirmed? how so? did you meet the person who wrote the bot? |
18:49 |
benrob0329 |
I feel as if MT needs a multi-node api, like a multi-sprite |
18:50 |
Shara |
Sokomine: I identified earlier today from the server list that Home Town was likely the new target. Someone logged into the server to confirm it's the same thing and that I was right. |
18:50 |
Sokomine |
aah |
18:50 |
ThomasMonroe |
benrob0329, thats a VAO |
18:51 |
Sokomine |
hope someone tells the hometown admins |
18:51 |
ThomasMonroe |
it hasn't been implemented that I know of, but the idea is already in progress |
18:51 |
Shara |
People have reported it. Nothing has been done. |
18:51 |
Sokomine |
could be, fixer. it has been done on redcrabs server. but that was a diffrent situation |
18:52 |
IhrFussel |
As long as the server has anticheat enabled there is not much damage these accounts can do |
18:52 |
Shara |
Fussel, depends on some things |
18:52 |
Shara |
If there's 8 of them on at once (I've confirmed this many at a time and they were still signing in), and they leave already explored map, then increase in size can be quite rapid |
18:53 |
Shara |
Remember many servers do grant fast as default. It's kind of expected on creatives especially |
18:54 |
Shara |
Fixer: Out of curiousity - how far from spawn was that one? |
18:54 |
ThomasMonroe |
HOMETOWN doesn't have fast enabled by default |
18:54 |
Fixer |
Shara: very close to spawn, within 100 nodes, but it is moving away from it in NW direction |
18:54 |
tenplus1 |
hack client |
18:54 |
Shara |
tenplus1: all these things are using hacked clients |
18:54 |
ThomasMonroe |
i don't think anticheat is enabled, but I'm not sure |
18:55 |
tenplus1 |
yeah, and there's only so many checks we can add before affecting lag |
18:55 |
aerozoic |
is anticheat on by default? |
18:55 |
tenplus1 |
to check for players on them |
18:55 |
tenplus1 |
aerozoic: yeah |
18:55 |
aerozoic |
ok thx |
18:55 |
Shara |
Looked to me, from the pattern of the names, that Home Town had 7 of these things signed in earlier |
18:57 |
shivajiva |
I killed it to see what would happen and it resumed doing it's thing in another direction from the spawn |
18:57 |
shivajiva |
killing it at the spawn got me jailed |
18:58 |
Shara |
Bad shivajiva :D |
18:59 |
tenplus1 |
ehehe |
18:59 |
Sokomine |
very efficient :/ |
18:59 |
Shara |
My freeze command stops them, but nothing else will |
18:59 |
shivajiva |
yea, nice touch for the spawn trolls |
18:59 |
Shara |
I'm amazed no one on Homte Town banned them yet |
18:59 |
Shara |
Home* |
19:00 |
shivajiva |
guess they don't read their emails |
19:01 |
Fixer |
there is PR in works that can help with this cheating - server-side movement |
19:02 |
Fixer |
Shara: i've reported it on forum |
19:03 |
shivajiva |
yes client prediction, server reconciliation is the only way to manage player movements reliably |
19:03 |
IhrFussel |
Well I just watch my new script which logs the DB size every 30 minutes |
19:03 |
Fixer |
my 256 vram card is struggling with hometown, had to cut vrange to 60 on spawn, not enough VRAM |
19:04 |
tenplus1 |
ouch |
19:04 |
Fixer |
i can't buy a good replacement since insane prices |
19:04 |
* Shara |
has a plan for dealing with them, maybe |
19:04 |
Fixer |
due to those guys mining useless stuff |
19:04 |
shivajiva |
IhrFussel: I'm surprised your script doesn't warn you if a threshold is exceeded :) |
19:04 |
tenplus1 |
do tell ? |
19:05 |
|
ThomasMonroe joined #minetest-hub |
19:05 |
tenplus1 |
wb thomas |
19:06 |
ThomasMonroe |
thx |
19:06 |
IhrFussel |
shivajiva, TBH I have no clue what amount per day is "normal" ... right now it grew by 21 MB since midnight (8 PM now) |
19:07 |
Fixer |
thinking about buying SSD instead |
19:07 |
shivajiva |
yes it has highlighted the fact we don't seem to know what a reasonable size increase per player in a set time period |
19:07 |
shivajiva |
is |
19:08 |
tenplus1 |
ssd's help but you can get a decent gfx card for 40 quid |
19:08 |
Shara |
Lots to consider for that - game mode, available privs/transport methods and so on |
19:08 |
IhrFussel |
But I'd say 20-30 MB per day isn't dangerous in any way |
19:08 |
Shara |
DL map size grew much more quickly than RC, I assume because players needed to find resources... but bot seemed to stablise at around the same size |
19:08 |
tenplus1 |
depends on the day |
19:09 |
Shara |
but both* |
19:09 |
Sokomine |
Shara: yes, dl requires a lot of running around to gather all that is needed. especially those blue dirt biomes with the crystals |
19:11 |
IhrFussel |
Shara, did they keep the same height on your server too? |
19:11 |
Shara |
From what I saw, yes |
19:12 |
Shara |
Though... |
19:12 |
Shara |
Some of them didn't |
19:12 |
Shara |
My spawn is underground |
19:12 |
Shara |
I caught at least one above ground |
19:12 |
Shara |
But no height variation while I was watching |
19:12 |
Fixer |
tenplus1: i want 1050ti |
19:12 |
tenplus1 |
ooh nice :P |
19:12 |
shivajiva |
over the lifespan of skyblocks it averages to 1.6Kb a day |
19:13 |
Fixer |
tenplus1: since it is costs the same as previous (not really for now), is much colder, and uses up to 75W, my previous one used like 200W |
19:13 |
tenplus1 |
so you'd save cash on electricity also :D |
19:14 |
IhrFussel |
Maybe I should log the players who are at the spawn height |
19:14 |
tenplus1 |
"Player Yoda spawned at 0,-20,0" |
19:15 |
Fixer |
tenplus1: yep, miners ruined the price though :/ |
19:15 |
IhrFussel |
And then grep for the log entries in debug.txt to see if they consistently moved at that height |
19:15 |
Fixer |
also, RAM costs double, HS |
19:15 |
* Shara |
wants to be able to focus on fun mods instead of silly bot-players |
19:16 |
* benrob0329 |
wants to have time to make a game |
19:16 |
* tenplus1 |
makes a fun mod called "Silly Boy Players" |
19:18 |
Fixer |
Shara: fun mods like writing BOT_PLAYERS WITH NEURAL NETWORK BASED SPEECH, do it! |
19:18 |
Shara |
Hahaha |
19:18 |
Shara |
Be my guest Fixer. Think I'll pass on that one :D |
19:19 |
benrob0329 |
MT botnet when? |
19:19 |
Fixer |
IOT botnet already done, no need for MT botnet |
19:19 |
Fixer |
your lightbulbs ddosing the world on behalf of PRC (c) |
19:21 |
Shara |
benrob0329: Re: github comment: I never claimed you mentioned ABMs. |
19:22 |
benrob0329 |
Shara: then why mention them when replying to me? |
19:22 |
Fixer |
if you seen South Park episode with alexa, I did this with actual neural network bots on other channel many years ago, it was very funny days |
19:22 |
Shara |
It's related and others have, why not comment? |
19:22 |
Fixer |
Shara: where? gimme a link |
19:23 |
Shara |
I'm basically saying that I'd be looking at nodetimers before the other options suggested |
19:23 |
rubenwardy |
web#2034 |
19:23 |
ShadowBot |
rubenwardy: Error: Delimiter not found in "HTTP Error 404: Not Found" |
19:23 |
rubenwardy |
game#2034 |
19:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2034 -- Add fireflies by Ezhh |
19:23 |
benrob0329 |
Shara: just that since the comment was aimed at me, it seemed wierd to mention them |
19:24 |
Shara |
Your assumptions seem weird to me too, but there you go. |
19:25 |
benrob0329 |
Comment removed, did not add anything |
19:25 |
* tenplus1 |
creates a firefly monster that looks cute until you step too close, then FWOOM! you go up in flames |
19:25 |
* Shara |
has also thought about butterflies hovering above flowers |
19:25 |
tenplus1 |
cute |
19:26 |
Shara |
Not sure how well it would work, because those need more pixels |
19:26 |
benrob0329 |
Animated texture? |
19:26 |
tenplus1 |
hrm, might work :) |
19:26 |
Shara |
Obviously |
19:27 |
tenplus1 |
will look for butterfly object and maybe add amidst bee's on mobs redo |
19:27 |
Shara |
I wsa mainly thinking about it because the plantlike drawtype could create the illusion of flapping wings quite nicely |
19:27 |
tenplus1 |
unless you have some amazing textures for butterfly node :P |
19:28 |
Shara |
But it's something I'll try later on, and probably not for MTG |
19:29 |
Shara |
(the bug net is written so it could be used with other mods) |
19:29 |
Shara |
(catching is group based) |
19:29 |
tenplus1 |
niiice, what group ? |
19:29 |
Shara |
catchable |
19:29 |
tenplus1 |
ehehe, should haev known :D |
19:29 |
Shara |
:D |
19:30 |
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19:30 |
tenplus1 |
groups = {gotta_catch_em_all = 1} |
19:30 |
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19:31 |
tenplus1 |
wb |
19:34 |
Sokomine |
aspiremint has created butterfly models some time ago. two of them fly around each other |
19:34 |
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19:34 |
tenplus1 |
oh yeah, was wondering where I saw 'em before |
19:36 |
Fixer |
shivajiva: do you have spare iron ingot on you? |
19:37 |
Fixer |
pokemon player detected? |
19:37 |
Mr_Pardison |
Fixer: I've got a spare ironing board.... |
19:37 |
Fixer |
shivajiva: nevermind |
19:38 |
shivajiva |
lol |
19:40 |
* benrob0329 |
completely forgot about the portable traffic light in streets mod |
19:40 |
benrob0329 |
I was supposed to be modeling that, whoops 😅 |
19:42 |
tenplus1 |
draw it like one of your french girls |
19:42 |
Mr_Pardison |
........ |
19:43 |
tenplus1 |
emphasis on modelling |
19:43 |
benrob0329 |
tenplus1: I dont have any French girls |
19:43 |
tenplus1 |
lol |
19:43 |
Mr_Pardison |
I'm not even going to ask what tenplus1 was thinking with that. |
19:44 |
* tenplus1 |
has a feeling no-one has ever seen Titanic movie |
19:44 |
* benrob0329 |
places suspicious picture of a French traffic light in Mr_Pardison's pocket |
19:45 |
Fixer |
shivajiva: found another bot near us |
19:45 |
tenplus1 |
ehehe |
19:45 |
Fixer |
shivajiva: wanna look? |
19:45 |
* Mr_Pardison |
takes it out and puts it on the wall |
19:45 |
Mr_Pardison |
Fixer: call in a terminator. |
19:45 |
ThomasMonroe |
gtg for now cyall laters |
19:51 |
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19:51 |
tenplus1 |
wb |
20:07 |
benrob0329 |
paramat: would it be possible to have a drawtype or texture modifier that displays the skybox? |
20:10 |
garywhite |
hello |
20:11 |
tenplus1 |
hi gary |
20:12 |
Mr_Pardison |
'ello |
20:14 |
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20:15 |
tenplus1 |
hi octacian |
20:16 |
* Mr_Pardison |
thinks tenplus1 just sits around and waits for someone to join so he can greet them. |
20:17 |
* tenplus1 |
has been rumbled |
20:17 |
Mr_Pardison |
Kind of like a puppy does when you get home. so happy to see you. |
20:17 |
octacian |
Hey tenplus1 |
20:17 |
tenplus1 |
o/ |
20:18 |
tenplus1 |
:P |
20:35 |
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20:47 |
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20:47 |
tenplus1 |
nite folks o. |
20:47 |
tenplus1 |
o/ |
20:47 |
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20:50 |
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20:56 |
paramat |
benrob0329 i don't follow, you mean display the standard sky on a node? |
20:57 |
benrob0329 |
paramat: the sky or perhaps an arbitrary skybox |
20:57 |
benrob0329 |
The latter could be done be setting the skybox |
20:57 |
paramat |
the custom skybox is 6 textures just like a node |
20:57 |
benrob0329 |
But generally yes, a node or texture that shows the skybox |
20:58 |
paramat |
and, displays where? |
20:58 |
paramat |
oh |
20:58 |
paramat |
just define a normal cubic node with the custom skyboxes as the 6 textures |
20:58 |
benrob0329 |
Could be useful for portal type effects (end portal, gateway, maybe even some fake reflections if you were clever) |
20:59 |
paramat |
i see |
20:59 |
benrob0329 |
I say texture as well because applying it to a model or meshnode could result in some really neat effects |
20:59 |
* Fixer |
reads minetest-dev @ IT IS ALL IN YOUR HEAD |
20:59 |
paramat |
a patch of world where you seem to see another sky |
20:59 |
benrob0329 |
Yes |
21:00 |
paramat |
well, maybe, but i don't know how |
21:00 |
* Krock |
sees Fixer listening to 420 Macintosh Plus |
21:00 |
Fixer |
Y E S |
21:00 |
Fixer |
also, i'm improving my big map building on hometown |
21:02 |
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21:06 |
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21:09 |
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21:11 |
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21:11 |
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21:16 |
Fixer |
we need sorting inventory, badly |
21:17 |
sofar |
can be done in mods |
21:17 |
Mr_Pardison |
technic has sorting chests. |
21:19 |
benrob0329 |
Fixer: the inventory isn't large enough to make it difficult to organize |
21:20 |
benrob0329 |
However, I would not be against removing different "stacks" and instead having a limit of how many items (perhaps some things take go multiple slots?) |
21:20 |
benrob0329 |
s/go/up |
21:25 |
Fixer |
benrob0329: you just did not use mc mods for that, one click -> sorted in inventory/chest/whatever |
21:25 |
Fixer |
megauseful |
21:25 |
benrob0329 |
Side effect of a bigger problem :^) |
21:25 |
Fixer |
going back from mc beta + mods to minetest + mods is like going back from Windows 7 to MS-DOS, TEDIOUS |
21:27 |
Fixer |
clean mc beta inv management sucks though |
21:27 |
benrob0329 |
Fixer: remember that most MT mods are written by programming newbies afaik |
21:28 |
Fixer |
sure |
21:28 |
Fixer |
i hope i will not start writing those missing mods myself, that will be horrible for everybody |
21:29 |
Fixer |
i have pretty big list of what is missing already |
21:33 |
Fixer |
stuff like thermal expansion for mt would be nice |
21:33 |
Fixer |
nevermind, amount of stuff is just too big |
21:43 |
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22:30 |
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22:39 |
Fixer |
i think i found a pen#s on vanessa server |
22:39 |
VanessaE |
....so tear it down. |
22:42 |
Fixer |
it is horizontal, maybe it is an arrow? |
22:43 |
Fixer |
nevermind |
22:43 |
Fixer |
tearing it down |
22:55 |
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23:01 |
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23:03 |
redblade7 |
hi |
23:03 |
redblade7 |
please look at this post and reply if you have any suggestions: https://forum.minetest.net/viewtopic.php?f=3&t=19552&p=310426 |
23:04 |
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23:05 |
sofar |
redblade7: seems that you need some in-depth rewrite of mods to fix some core issues |
23:05 |
sofar |
given the lack of PvP servers, I'd like to see more |
23:05 |
redblade7 |
i'm sure the locked items issue can be handled by editing something out of minetest_game |
23:06 |
sofar |
yeah, or just even stubbing out those nodes and removing them from the game |
23:06 |
redblade7 |
true, but then you lose the steel doors |
23:07 |
sofar |
keep steel doors, make them pickaxe diggable |
23:07 |
redblade7 |
what i would really like to do, and i keep putting this off, is to make bones flammable. they should be imo because there is rarely a use for them |
23:07 |
sofar |
plenty solutions you can use |
23:07 |
sofar |
disable bones? |
23:08 |
sofar |
it seems you're relying too much on mtg |
23:08 |
sofar |
I don't think that's a wise choice |
23:08 |
sofar |
especially for minigames |
23:08 |
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23:08 |
sofar |
not that I've seen your code |
23:08 |
redblade7 |
on digital farms, i have an area where you can buy "free food of the day, so you don't die again" with bones |
23:09 |
redblade7 |
but it would be great if i could make bones usable in stoves |
23:09 |
redblade7 |
because they just build up |
23:09 |
redblade7 |
sometimes people make evil satanic altars and stuff |
23:09 |
sofar |
sure, but that sounds like survival more than pvp focused play |
23:09 |
redblade7 |
digital farms isnt pvp |
23:09 |
redblade7 |
none of my servers are |
23:10 |
sofar |
maybe I misread your forum post then |
23:10 |
redblade7 |
that's the reason i started my original server (creative gardens) because people kept killing me on pizza |
23:10 |
redblade7 |
no this is a proposal for a new server |
23:10 |
redblade7 |
one which i tried in the past |
23:11 |
redblade7 |
i just want to make bones flammable on all my servers, which i will eventually get to |
23:11 |
redblade7 |
(is flammable the word? not setting things on fire, i mean fuel in stoves) |
23:13 |
redblade7 |
what are some good mods for a pvp situation as i described? i know there's capture the flag where you start with weapons in a safe area, but this doesnt involve a flag, and there are no teams |
23:14 |
redblade7 |
you said i should look for "survival" rather than "pvp"? |
23:15 |
shivajiva |
protector has a spawn option to stop players killing each other for a set radius |
23:15 |
redblade7 |
oh ok |
23:15 |
redblade7 |
i never noticed that |
23:15 |
redblade7 |
protector, the one with the blocks and logos? |
23:16 |
redblade7 |
or you mean another |
23:16 |
shivajiva |
its a conf setting, yea by tenplus1 |
23:16 |
redblade7 |
right |
23:16 |
Krock |
(could be implemented in other mods too) |
23:16 |
shivajiva |
you can easily remove the nodes |
23:16 |
redblade7 |
prob is how do i stop others from crafting protection blocks and logos |
23:16 |
redblade7 |
does areas have a safe option? |
23:17 |
shivajiva |
not that I know of |
23:18 |
redblade7 |
hmm |
23:18 |
redblade7 |
is there a flag to stop something from being craftable? |
23:18 |
redblade7 |
then i can use protection logos for that purpose |
23:18 |
shivajiva |
you could also override bones so they burn, remove the recipes |
23:19 |
shivajiva |
without a recipe it cannot be crafted |
23:23 |
shivajiva |
when I say remove the recipe I mean comment them out |
23:24 |
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23:25 |
sofar |
there's even api functions to remove them |
23:26 |
shivajiva |
https://imgur.com/C9HZGJx |
23:27 |
Krock |
works by design |
23:28 |
shivajiva |
^ |
23:28 |
shivajiva |
cancellations |
23:28 |
Krock |
it's quite funny to see the lamps flickering in the slow-motion part |
23:29 |
Fixer |
i have strange mt impression for a looooong time |
23:29 |
Krock |
so the camera records > 100 FPS |
23:29 |
Fixer |
when i walk and jump diagonally across blocks, it seems it shifts me to the side o_0 |
23:29 |
Fixer |
slightly |
23:32 |
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23:36 |
redblade7 |
what is the group name for something you can burn in a furnace? "flammable" doesnt seem to work |
23:39 |
sofar |
fuel ? |
23:39 |
sofar |
isn't there a recipe you need to declare for that to work? |
23:42 |
redblade7 |
it's a separate section register_craft according to dev wiki |
23:42 |
redblade7 |
will try that |
23:51 |
redblade7 |
yes works |
23:52 |
redblade7 |
added to valleys will add to the other two now |
23:54 |
Fixer |
was checking that motion shift bug on 0.4.6, nostalgia - https://i.imgur.com/JOauz0I.png |
23:54 |
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