Time |
Nick |
Message |
00:10 |
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03:00 |
* sofar |
& minetest-mods duty a bit |
03:10 |
sofar |
oy vey |
03:10 |
sofar |
so many stale PRs that just need like 5 minutes of work by someone |
03:11 |
sofar |
anyone want to learn coding? lol |
03:12 |
VanessaE |
sorry sofar, I know some of those are my projects. just don't have the mind for it anymore :-/ |
03:12 |
sofar |
oh, don't worry about it |
03:13 |
sofar |
it's no use if I fix these PRs, but I'm thinking of writing a forum post and asking new programmers to come help out and give them some training |
03:13 |
sofar |
that will be much better way to go about this |
03:13 |
VanessaE |
+1 |
03:28 |
paramat |
i'll update saveschems with the new function and new schems sometime |
03:30 |
sofar |
https://forum.minetest.net/viewtopic.php?t=20012 |
03:30 |
sofar |
the flipped around ones? |
03:39 |
paramat |
yes the function to allow upright tables |
03:39 |
paramat |
plus emergent jungletrees |
03:39 |
paramat |
oh and the small pine trees |
03:41 |
paramat |
hm i'll try to look over mt-mods issues |
03:42 |
VanessaE |
fwiw: I avoid merging translations only because I have no way to verify that someone's not about to stuff a mod full of curses :P |
03:46 |
sofar |
honestly most additions are going from 100% failure to 5% bad translations |
03:46 |
sofar |
so merging an entirely new translation should be kinda trivial |
03:46 |
sofar |
plus I can read like 6 languages |
03:46 |
sofar |
I'm not too worried ;) |
03:46 |
VanessaE |
heh |
03:55 |
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06:42 |
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07:00 |
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08:33 |
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08:55 |
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09:32 |
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09:45 |
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09:45 |
Tenplus1 |
hi folks |
09:50 |
shivajiva |
Hi tenplus, how are you? |
09:50 |
Tenplus1 |
hi shiva :) got a few days off, am happy :D |
09:50 |
Tenplus1 |
how's you? |
09:51 |
shivajiva |
awesome, not bad thanks :) |
09:52 |
Tenplus1 |
added the new wishing well blocks to server the other night :) also falling node changes where it deals damage depending on speed |
09:54 |
shivajiva |
sounds good, I've been looking at archiving stale data to keep a lean lookup table for active players in sauth and sban |
09:55 |
Tenplus1 |
sounds like a good idea |
09:55 |
Tenplus1 |
if a player is inactive from server for 6 months or over we remove protection and would be nice to remove ALL playerdata that goes along with it |
09:55 |
shivajiva |
yea left as it is it just gets fat |
09:55 |
Tenplus1 |
files should never get fat with inactive players |
09:57 |
shivajiva |
yes so I was thinking 3 months as a default, configurable ofc but moving it out of the table into a store means it can be reinstated if the player returns |
09:59 |
shivajiva |
only new and old players would force the store to be searched |
09:59 |
Tenplus1 |
would be great if you could rewrite the auth setup and have it included in default |
09:59 |
Tenplus1 |
we need a redo of this |
10:02 |
shivajiva |
the idea is to have an example of the system so dev can take it and implement it in some way the next time they visit auth |
10:08 |
shivajiva |
auth has improved a bit since they implemented append writes to the file instead of dumping the whole table every time it changes |
10:09 |
Tenplus1 |
auth files are still inflated tho |
10:09 |
shivajiva |
yup |
10:11 |
shivajiva |
and if it's viable I'd expect the method to be used for player data to so it's self administrating a leaner faster data set |
10:13 |
Tenplus1 |
we alreayd have player files so why not store auth in those |
10:15 |
shivajiva |
that was the 64 thousand dollar question when I first shifted to player db :) |
10:15 |
Tenplus1 |
that was a simple script could easily archive or delete player files over than 'n' months |
10:16 |
shivajiva |
I think most people expected auth to go into the db when player db was added |
10:16 |
Tenplus1 |
every way to improve speed/connection/memory has to be looked at |
10:17 |
shivajiva |
small gains add up if you can find enough of them |
10:17 |
Tenplus1 |
most definitely, every little helps |
10:20 |
shivajiva |
I still think data blob > texture loading is interesting until someone shows me why it wouldn't work for minetest |
10:20 |
Tenplus1 |
explain plz |
10:21 |
shivajiva |
we hold the textures in separate files but they could be held in a db as blobs if there was a way to load them directly |
10:23 |
Tenplus1 |
hrm, how would you get them into a blob ? |
10:23 |
shivajiva |
advantage is in opening a single file, the db for all textures rather than the sequential handling of each file |
10:24 |
Tenplus1 |
.zip file maybe ? |
10:24 |
shivajiva |
there are well known methods of storing images in blobs |
10:26 |
Tenplus1 |
simplicity though, is it a special technique that normal modders can use ? |
10:26 |
Tenplus1 |
also if a file changes and you clear cache, isnt it gonna re-load the entire blob each time ? |
10:29 |
shivajiva |
dynamic changes are not allowed currently so I don't see it as an issue |
10:30 |
shivajiva |
a blob is just the binary representation so it's not difficult to code an input method |
10:33 |
shivajiva |
I'd really like to be able to force reload some textures if that was possible |
10:34 |
Tenplus1 |
yeah, so we could literally add a player skin and apply it without restarting server |
10:34 |
Tenplus1 |
+100 |
10:44 |
shivajiva |
yup otherwise all possible skin textures need loading even if they are not used currently, that's how my skins mod is currently dealing with it to get a choice at the admin level so you can add them to the players selection menu |
10:47 |
Tenplus1 |
and thats gonna be a load of textures... |
10:48 |
shivajiva |
1029 currently |
10:48 |
Tenplus1 |
oof... |
10:49 |
shivajiva |
the memory I saved with sauth allows it to fit easily |
10:49 |
Tenplus1 |
does the mt player remove remove ALL traces of them from a server ? |
10:50 |
shivajiva |
honestly don't know |
10:53 |
Tenplus1 |
was thinking of making a noob check where you gotta do a specific task in order for your account to remain on server, or be removed completely |
10:53 |
Tenplus1 |
would also be good for bot checks :D |
10:54 |
shivajiva |
https://github.com/minetest/minetest/pull/5475 |
10:57 |
Tenplus1 |
nice one, thanks :P |
11:02 |
shivajiva |
that's easy for me, if they join the hub and never play skyblock they are not considered a real player |
11:02 |
Tenplus1 |
ehehehe |
11:20 |
Tenplus1 |
skyblock is fun :D |
11:20 |
Tenplus1 |
having a good quest mod handy will make minetest |
11:25 |
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11:32 |
Tenplus1 |
hi Jordach |
11:53 |
Tenplus1 |
bbl |
11:53 |
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12:24 |
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12:26 |
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12:43 |
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12:44 |
IhrFussel |
Why does almost no server have a customized join/leave messages? Join messages could be much more ineteresting than "*** blah joined game." |
12:44 |
IhrFussel |
interesting* |
12:45 |
IhrFussel |
Depending on the game type they could display useful infos about that player (like the level and last login on my server) |
12:46 |
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12:47 |
IhrFussel |
It would also not waste space since the join/leave messages exist anyway |
12:52 |
IhrFussel |
Although it does require editing the misc.lua file AFAIK so not doable via mod |
12:55 |
Amaz |
IhrFussel: Nope, it can be done by a mod: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3698 |
12:59 |
Amaz |
But as it was only merged in September, it hasn't been in a stable release, and so (sadly) hasn't gained much traction. |
13:03 |
IhrFussel |
Amaz, not bad, good addition, but will likely only be available in 0.5.0+ |
13:04 |
IhrFussel |
And most established servers will keep 0.4.X for a while I imagine |
13:05 |
Amaz |
IhrFussel: Yup |
13:06 |
IhrFussel |
But it's still possible in 0.4.16/0.4.17 by editing builtin/game/misc.lua ... just comment out the joinplayer/leaveplayer callbacks and add your custom chat_send_all() to your own init.lua |
13:08 |
IhrFussel |
Correction: Only comment out the minetest.chat_send_all() lines in those callbacks, or else the "connected players table" will stay empty (I did that once by accident) |
13:08 |
lisac |
IhrFussel: I'd like it much more if you'd only see join/leave messages for players of interest |
13:09 |
lisac |
ex. Friends, Guildmembers |
13:09 |
Amaz |
That can cause problems when updating (if pulling and building from git) |
13:09 |
lisac |
hey Amaz |
13:09 |
Amaz |
Hi lisac |
13:10 |
IhrFussel |
Amaz, there are certain things that require editing of builtin ... you have 2 options there: Replace the new file with your older one and hope it's till compatible or re-write the changes after updating |
13:10 |
IhrFussel |
In this case it's only 2-3 lines you need to comment out again, so no big trouble |
13:12 |
Amaz |
Yeah, but lots of 2-3 lines of changes across multiple files could lead to a very big headache :P |
13:12 |
IhrFussel |
And if you forget it you suddenly have double join/leave messages...so no real damage |
13:13 |
IhrFussel |
lisac, joining/leaving of a player should be visible to all players simply because you never know if the player is even still online without /status otherwise |
13:14 |
IhrFussel |
Sometimes you talk to a "non-friend" |
13:14 |
lisac |
IhrFussel: I'd say there are channels for that |
13:14 |
rubenwardy |
or there's something called git ;) |
13:14 |
lisac |
also, ~60% of the players don't even speak english |
13:15 |
lisac |
in WoW, there is a /who command, that shows you all the players you might wanna interact with (similar level, same general area) |
13:15 |
Amaz |
rubenwardy: An even bigger headache if things have been changed considerably ;) |
13:15 |
IhrFussel |
lisac, WoW has much more players per server right? It makes sense there to not display all users at once |
13:16 |
rubenwardy |
for something like editing join messages that's unlikely to have that |
13:16 |
rubenwardy |
happen |
13:16 |
Amaz |
Yeah |
13:16 |
IhrFussel |
Sometimes when my server for some reason has 20+ players I start to see how much of a chaos the many joining/leaving can cause in the chat |
13:17 |
IhrFussel |
Especially when many play on weak devices and crash over and over |
13:18 |
IhrFussel |
Bad connection can also get annoying fast |
13:42 |
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13:55 |
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13:56 |
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14:03 |
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14:10 |
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14:24 |
rubenwardy |
40 million particles rendered in 30 seconds: https://i.rubenwardy.com/K2Z3a.png |
14:25 |
rubenwardy |
precomputation of the photons takes 80 seconds |
14:25 |
Mr_Pardison |
grainy. |
14:25 |
rubenwardy |
yes, because it's simulating individual photons |
14:25 |
rubenwardy |
and I don't have infinite memory |
14:25 |
Mr_Pardison |
yeah. |
14:25 |
Mr_Pardison |
have to sacrifice something to get something. |
14:25 |
IhrFussel |
Someone explain to this guy that the server list ping is useless and that his explanation of "how ping works" doesn't apply to MT https://forum.minetest.net/viewtopic.php?f=3&t=18152 |
14:26 |
rubenwardy |
it uses a OctTree to store all 40,000,000 photons and enable quick querying |
14:27 |
rubenwardy |
the oct tree takes up 2.4 GB of memory |
14:27 |
IhrFussel |
There seem to be *lots* of users who still don't understand the actual ping values in MT |
14:27 |
rubenwardy |
needs to be removed |
14:28 |
IhrFussel |
We wanted to replace it with an actual useful measurement (average internal server lag) a long time ago |
14:30 |
IhrFussel |
https://github.com/minetest/minetest/pull/6504 was closed...all it needed was another approval and an agreement on what determines good/bad lag values |
14:31 |
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14:34 |
IhrFussel |
But removing the indicator is probably the 2nd best option, although kinda shame |
14:40 |
rubenwardy |
Mr_Pardison: a lot less grainy: https://i.rubenwardy.com/ivhdZ.png |
14:41 |
Mr_Pardison |
Very nice. |
14:48 |
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14:49 |
Mr_Pardison |
\o longerstaff13-m |
14:50 |
longerstaff13-m |
Hi |
14:56 |
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15:00 |
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15:20 |
rdococ |
I will yay |
15:21 |
Mr_Pardison |
!next |
15:21 |
MinetestBot |
Another satisfied customer. Next! |
15:21 |
ThomasMonroe |
and yay you will :P |
15:21 |
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DI3HARD139 joined #minetest-hub |
15:23 |
rdococ |
!previous |
15:55 |
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lisac joined #minetest-hub |
16:02 |
rdococ |
I created an interesting finite water system with a little hacky editing of the current water system |
16:02 |
rdococ |
basically, water flowing nodes don't decrease based on their neighbors if there's no air or water that is flowing down on the same level as them |
16:03 |
Mr_Pardison |
so.... |
16:04 |
rdococ |
Personally though I don't think a finite water system would work for Minetest as it currently is |
16:27 |
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Krock joined #minetest-hub |
16:38 |
Krock |
LTS countdown: 2 days to go :) |
16:38 |
Mr-Pardison |
quack, Krock |
16:39 |
Krock |
*bang* Mr-Pardison |
16:42 |
* Mr-Pardison |
takes an L |
16:44 |
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16:50 |
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16:51 |
Krock |
Mr-PardisonL |
16:58 |
ircSparky |
rubenwardy, is there an easy way to remove plotmarkers from mg_villages? |
16:59 |
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17:01 |
Shara |
ircSparky: Hit them with hammers. |
17:01 |
rubenwardy |
No idea |
17:01 |
rubenwardy |
Ask Sokomine |
17:02 |
ircSparky |
k |
17:02 |
ircSparky |
I mean before they are placed |
17:02 |
ircSparky |
:P |
17:02 |
ircSparky |
Sokomine, any ideas? |
17:03 |
sofar |
WE |
17:03 |
Krock |
>I mean before they are placed |
17:04 |
sofar |
"whatever" |
17:04 |
Krock |
ircSparky, dig into the source code and find out where they are placed |
17:04 |
sofar |
remove them from the schematics? |
17:04 |
Krock |
then comment the stuff out if it's not part of the schematics |
17:04 |
ircSparky |
I remember trying that a few months ago, but it seems to be placing them, but as walking_light:light instead of mg_villages:plotmarker |
17:04 |
ircSparky |
or stone if the walking light mod isnt installed |
17:05 |
Shara |
You can always take the cheap approach and alias the things to air or whatever |
17:05 |
ircSparky |
and they arent in the schematics |
17:07 |
ircSparky |
I'll keep surfing throuhg the code |
17:08 |
Mr-Pardison |
/me hands ircSparky a long-board |
17:08 |
Mr-Pardison |
oh lol put 2 slashes instead of one. |
17:09 |
ircSparky |
also sorry for pinging you ruben :P |
17:09 |
ircSparky |
I just assume you made it since it is an awesome mod :P |
17:09 |
ircSparky |
assumed* |
17:10 |
ircSparky |
well |
17:10 |
ircSparky |
after forgetting Sokomine made it |
17:12 |
|
Tenplus1 joined #minetest-hub |
17:12 |
Tenplus1 |
hi folks |
17:12 |
Mr-Pardison |
cello |
17:12 |
Tenplus1 |
hi mister |
17:20 |
* rdococ |
gives Tenplus1 a cup of decarbonised methanol |
17:20 |
Shara |
Hi ten |
17:22 |
* Wayward_One |
may have taken Minetest on Android "masochism" to a whole new level.. https://imgur.com/a/3xk9o6p |
17:23 |
rdococ |
That is the smallest phone I have ever seen |
17:23 |
Mr-Pardison |
size is relative to perspective. |
17:24 |
Tenplus1 |
hey rdococ, hi shara :P |
17:24 |
Tenplus1 |
hi wayward |
17:25 |
rdococ |
I can't wait for a mobile app to have good controls |
17:25 |
Wayward_One |
Hello :) |
17:25 |
Tenplus1 |
yeh, that's one complaint players seem to have with android version |
17:25 |
Wayward_One |
The newest control changes have definitely improved the experience though |
17:25 |
Krock |
Wayward_One, it's not minetest. your hands are simply too big |
17:26 |
Tenplus1 |
lol... hey Krock |
17:26 |
Krock |
hi Tenplus1 |
17:26 |
Wayward_One |
Lol :P |
17:28 |
rdococ |
I haven't been able to get 0.5.0-dev to run on Android yet |
17:28 |
rdococ |
then again, I haven't tried to cross-compile it yet either |
17:28 |
Krock |
rdococ, there are apks to download |
17:28 |
ircSparky |
prison wallet sized minetest |
17:28 |
rdococ |
ah |
17:28 |
Mr-Pardison |
ircSparky: XD |
17:29 |
Wayward_One |
rdococ, have you tried one of my builds? |
17:31 |
rdococ |
not yet |
17:32 |
Wayward_One |
If you're interested: https://forum.minetest.net/viewtopic.php?f=42&t=12169&start=50#p316739 |
17:38 |
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17:58 |
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Jordach joined #minetest-hub |
17:59 |
Tenplus1 |
hi Jordach |
18:04 |
ircSparky |
https://github.com/minetest/minetest/issues/6432# does this bug not appear in your newer build Wayward_One? (I'll probably try it later today) |
18:26 |
Wayward_One |
ircSparky: nope, it still occurs in recent builds unfortunately |
18:26 |
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lumberJ joined #minetest-hub |
18:29 |
Tenplus1 |
hi lumberJ |
18:34 |
lumberJ |
hey Tenplus1. hows it going? |
18:34 |
Tenplus1 |
good ta, yourself ? |
18:35 |
lumberJ |
tired, but good otherwise |
18:35 |
Tenplus1 |
:) |
18:37 |
|
Jordach joined #minetest-hub |
18:38 |
Tenplus1 |
this looks interesting: https://github.com/minetest/minetest/pull/7269 |
18:40 |
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Mr_Pardison joined #minetest-hub |
18:40 |
Tenplus1 |
o/ |
18:43 |
Mr_Pardison |
o~ |
18:44 |
Tenplus1 |
lol |
18:45 |
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18:45 |
Tenplus1 |
hi aerozoic |
18:46 |
Krock |
how_do%20I_find-dungeons%20quicklier_%20question-mark.png |
18:46 |
aerozoic |
hey Tenplus1 |
18:47 |
Mr_Pardison |
Krock: ? |
18:50 |
Krock |
Mr_Pardison, I'm having a hard time searching dungeons :3 |
18:51 |
Mr_Pardison |
ah. |
18:52 |
Mr_Pardison |
bring along some torches or other light source. |
18:52 |
Mr_Pardison |
maybe some lava. |
18:52 |
* Tenplus1 |
equips Staff of Light |
18:54 |
Mr_Pardison |
Personally, I prefer lava since it provides a light source and damages mobs. |
18:54 |
Tenplus1 |
ehehe |
18:58 |
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Raven262 joined #minetest-hub |
18:58 |
* Tenplus1 |
makes french toast |
18:59 |
Raven262 |
Hi ten |
18:59 |
Mr_Pardison |
might I snag some? |
19:00 |
* Tenplus1 |
makes extra :D |
19:04 |
rubenwardy |
F* YES! |
19:04 |
rubenwardy |
cross compile succeeded |
19:04 |
rubenwardy |
although I haven't tested yet |
19:04 |
Tenplus1 |
grats |
19:04 |
Tenplus1 |
what did you compile it on ? |
19:06 |
rubenwardy |
Arch |
19:06 |
rubenwardy |
to Windows, using MinGW |
19:06 |
rubenwardy |
this isn't MT related btw |
19:07 |
Tenplus1 |
lol |
19:08 |
Krock |
but if one project works, more may follow |
19:10 |
Tenplus1 |
lol, google is getting a bit weird with it's recommendations lately |
19:11 |
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19:12 |
rubenwardy |
anyone know the answer? |
19:13 |
rubenwardy |
:3 |
19:13 |
rubenwardy |
oh, service THING status works |
19:16 |
sfan5 |
rubenwardy: that was not a very good query to make to google |
19:16 |
rubenwardy |
no, it wasn't |
19:17 |
sfan5 |
you're mixing c++ implementation details with a vague question about "services" |
19:17 |
rubenwardy |
yeah |
19:17 |
sfan5 |
it would've been better to google "systemd show service stderr" |
19:17 |
rubenwardy |
I added systemd and changed it to standard err |
19:17 |
rubenwardy |
yeah |
19:17 |
sfan5 |
yeah |
19:31 |
Krock |
yeah |
19:58 |
rubenwardy |
argh, I was lazy and let packets exceed the MTU in my game |
19:58 |
Tenplus1 |
nuuuuuuuu |
19:58 |
rubenwardy |
which makes developing a localhost game easier |
19:58 |
rubenwardy |
but means that packets get dropped over a network :( |
19:58 |
rubenwardy |
time to write reliability! |
19:59 |
Tenplus1 |
nite folks o//// |
19:59 |
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20:00 |
sofar |
wut, no fragmentation? |
20:01 |
rubenwardy |
routers don't have to fragment |
20:01 |
rubenwardy |
they can just drop |
20:01 |
sofar |
oh sure, your "netcheer" router, yup :) |
20:01 |
rdococ |
Krock: yeah |
20:02 |
rubenwardy |
lol |
20:02 |
rdococ |
I can't wait to try out capitalism game |
20:02 |
sofar |
I play it every day at work |
20:04 |
rubenwardy |
sofar: https://rubenwardy.com/capitalism_game |
20:06 |
Shara |
rubenwardy: you need a stonecutter to make a stonecutter? |
20:07 |
rubenwardy |
Shara: yeah, you can buy things from shops though |
20:07 |
rubenwardy |
will probably change however |
20:07 |
Shara |
Yes... or I'll go mad wondering how the first stonecutter came to be |
20:08 |
Shara |
ANd would spend my time in game starting up a cult to the stone cutter (which wiould require everyone who joined to give me their life earnings of course, given the name of the game) |
20:16 |
sofar |
geesh, choose an image site with more javascript |
20:32 |
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20:33 |
tumeninodes |
hostile takeover mod for capitalism game |
20:35 |
tumeninodes |
and, what came first... the stonecutter... or the stonecutter? |
20:36 |
Shara |
It's obvious that stonecutters should hatch from eggs. |
20:36 |
rdococ |
Stonecutter eggs should come from dungeons |
20:37 |
Shara |
Yes, so only the bravest adventures ever find them and gain the ability to produce more! |
20:37 |
tumeninodes |
sofar, if Minetest join summer of code next year, you can pawn all those stale PRs in MT mods to some poor unsuspecting shlep ;) |
20:37 |
tumeninodes |
wait..., where would the eggs come from? 0_o |
20:38 |
Shara |
Best not to think about it. |
20:38 |
rdococ |
I love the smell of fresh PRs in the morning but when they get stale they smell as bad as minetestigen minetestisulfide |
20:38 |
tumeninodes |
I'm out of aspirin |
20:38 |
rubenwardy |
it's worth noting that there's lots of inter-dependency in the graph, so as a business you'll have to be reliant on other businesses |
20:38 |
rubenwardy |
maybe even form trade agreeements |
20:38 |
rubenwardy |
but it is odd to have a dependency in the same area |
20:39 |
Shara |
ruben, long as we get stonecutter eggs, it's all good |
20:39 |
Shara |
We'll play just for that |
20:39 |
tumeninodes |
trade agreements? Aint nobody got time fo dat... Hostile takeover! |
20:39 |
rdococ |
Can't wait for communism game with gulag nodes |
20:40 |
rdococ |
You'd have nodes and bricks designed specifically for naturally generated gulag structures |
20:40 |
tumeninodes |
isn't that the new MTG name? Commie Cubes? aka Comrade Cubes |
20:41 |
tumeninodes |
as soon as my mods begin to fail to work with MTG, I'm shipping them over to Minetest Mods :D |
20:44 |
Shara |
I still need to play around with your doors mod sometime |
20:44 |
tumeninodes |
centered doors? |
20:44 |
Shara |
Yes |
20:44 |
Shara |
Looks so much better than the default ones |
20:45 |
tumeninodes |
Shoot, that reminds me now, I have to work in keys & locking. dangit |
20:45 |
rdococ |
I'm working on a permadeath mod that bans you from the server when you die, but I feel like people will just use extra accounts |
20:45 |
tumeninodes |
definitely |
20:45 |
Shara |
rdococ: hasn't it been done before? |
20:46 |
tumeninodes |
is it a temp ban? |
20:46 |
tumeninodes |
nvmd... "perma" u-duh |
20:46 |
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20:47 |
Shara |
It sounds like a great way to not have many players anyway |
20:47 |
rdococ |
Which is good if you don't want the area right around spawn to become a swirling vortex of chaos |
20:47 |
tumeninodes |
#1 they will do exactly as you already stated. #2 those who don't think of it will not be happy, and will flood with complaints and rants |
20:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome |
20:48 |
Shara |
Then you'd just protect that area. |
20:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/2 -- Burned wood |
20:48 |
rdococ |
Then the area right around that area then |
20:48 |
rdococ |
Even with protection mods, in survival servers things can get... chaotic |
20:48 |
Shara |
I do run a survival server |
20:48 |
tumeninodes |
just send them to hell when they die for a bit, |
20:48 |
rdococ |
tumeninodes: Ooh, that's actually an interesting idea |
20:49 |
tumeninodes |
I know, I thought of it ;P all my ideas are awesome... j/k |
20:49 |
rdococ |
That will be much easier when layered map generation comes out |
20:49 |
tumeninodes |
nah, use nether/modified |
20:50 |
rdococ |
I think most nether mods just generate the same ol' overworld caves, but with netherrack |
20:50 |
Shara |
caverealms |
20:50 |
Shara |
and use the DM lair layer |
20:50 |
tumeninodes |
hence "modified" |
20:50 |
* tumeninodes |
goes to check out this burned wood issue |
20:51 |
Shara |
rdococ: kind of dark screenshot but...: http://rc.minetest.tv/wp-content/uploads/2017/03/CRL_DM2-900x600.png |
20:51 |
tumeninodes |
holy moly that issue is petrified [old] |
20:53 |
tumeninodes |
why did ShadowBot pull up a dead issue? |
20:53 |
Shara |
Because you gave it a # to work with |
20:53 |
tumeninodes |
oh wait... my fault sorry |
20:53 |
tumeninodes |
:D |
20:53 |
Shara |
:D |
20:54 |
tumeninodes |
I did that on purpose..., to test ShadowBot |
20:54 |
rdococ |
if burned wood could be turned into charcoal then what would the purpose of coal ore be |
20:55 |
tumeninodes |
rdococ is an anarchist, watchout |
20:55 |
rdococ |
o_O |
20:56 |
tumeninodes |
it's what happens when you ask too many questions |
20:56 |
rdococ |
how many questions is too many? |
20:56 |
tumeninodes |
too |
20:56 |
rdococ |
why is that too many? |
20:57 |
tumeninodes |
it starts out innocent... eggs, charcoal... then bam! anarchy |
20:58 |
tumeninodes |
disgruntleds start clawing their way out of the ground... [shivers] |
20:59 |
rdococ |
"check_player_privs" |
21:01 |
* tumeninodes |
is playing around, making tweaks to filters. This could end very badly |
21:04 |
tumeninodes |
*could/>will |
21:04 |
rdococ |
Vanilla MTG + permadeath is pretty easy because there are no mobs, peaceful or otherwise |
21:05 |
rdococ |
The only way you can really die is fall damage or eating red mushrooms - and you would have to do it on purpose in the latter case unless you don't know what it does and you've taken enough fall damage for trying one to kill you |
21:06 |
rdococ |
There's also drowning and lava damage, but again, that's fairly easy to avoid |
21:06 |
* tumeninodes |
puts down the red mushroom he was about to eat |
21:07 |
tumeninodes |
permadeath sounds like a good "specific" mod. meant for use with specific type games |
21:08 |
rdococ |
True |
21:08 |
tumeninodes |
but as Shara said about people simply using multiple accts, a clever way has to deal with that, and that is difficult to do |
21:09 |
tumeninodes |
even sending the player to another area, they can do the same, log in with another account |
21:10 |
rdococ |
Maybe put an upper limit on how many players with the same IP can die until they get IP banned |
21:11 |
tumeninodes |
vpn |
21:11 |
rdococ |
The upper limit should be more than one to accomodate for multiple players on the same network |
21:11 |
Shara |
I don't even understand why you'd want such a mod |
21:11 |
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21:11 |
sofar |
permadeath is pretty much the same thing as MC hardcore |
21:11 |
rdococ |
^ |
21:11 |
sofar |
I don't see anything wrong with that |
21:12 |
sofar |
could make for a fun server |
21:12 |
Shara |
I'm not saying there is something wrong with it. Just that I don't understand why anyone would want it |
21:12 |
tumeninodes |
nothing wrong with the idea. and definitely fun and adds more intensity to game-play |
21:12 |
rdococ |
Also, it's an idea that nobody seems to have used yet so I finally have a chance to be unique |
21:12 |
sofar |
Shara: everyone enjoys toasty warm slippers and footrubs. Some people *still* go sky diving. |
21:12 |
Shara |
permadeath as I'm used to the concept is death of that character and loss of their resources. Not an inability to play the game again |
21:13 |
* benrob0329 |
has no idea what is being talked about, but has wanted to do a permadeath survival for some time |
21:13 |
Sokomine |
ircSparky: why do you want to remove the plotmarkers? if you don't want any to start with you can disable them in the config file. but it works much better wich protection. else people tend to grief villages |
21:13 |
rdococ |
Shara: Sounds like a mod that would clear all of your chests and area protections when you die |
21:13 |
tumeninodes |
just bound to be the typical cheaters who like to make everything unfun |
21:13 |
sofar |
actually MC with their account system actually blocks you from logging in again on the server |
21:13 |
sofar |
at least with MT you can "try again" |
21:13 |
rdococ |
sofar is correct, MC hardcore servers usually ban you when you die |
21:13 |
Shara |
rdococ: well, if all containers are protected and you lose the name, it's done |
21:14 |
Shara |
But again, just saying I personally don't get the appeal. |
21:14 |
sofar |
honestly the whole social experiment side is intriguing |
21:14 |
sofar |
do you really get suicide bombers blowing up everyone? |
21:14 |
tumeninodes |
doesn't hurt to have it available for those who would like to use it |
21:14 |
rdococ |
Shara: except the player wouldn't need a new account to get a fresh start, so I guess that would be better than the ban-on-death version (which I have seen as a mod before but it was pretty old) |
21:14 |
Shara |
I like a challenge, sure, and could even go with a perma death mode as I know it, but losing the ability to play the whole server again is... well everyone dies eventually, even if due to lag |
21:14 |
sofar |
or do people show restraint? |
21:15 |
rdococ |
People are of course going to show more caution and restraint on a permadeath server even if the "permadeath" only clears your protection and chests |
21:15 |
Shara |
Why invest the time if one bad bit of lag might kill me..? |
21:15 |
* benrob0329 |
is currently enjoying the fact that the open source nvidia drivers actually work and dont have huge performance issues for normal usage |
21:15 |
rubenwardy |
could say that about life ;) |
21:15 |
Shara |
If I just lose my items I can at least rebuild |
21:15 |
rdococ |
I have never had lag kill me as far as I can remember |
21:15 |
sofar |
Shara: have you ever considered skydiving? bungee jumping? |
21:15 |
benrob0329 |
Unless you are doing dangerous things anyways |
21:15 |
rdococ |
I'm honestly not sure how it could happen unless that weird teleporting bug happens |
21:16 |
Shara |
sofar: bit different |
21:16 |
tumeninodes |
All I am saying is, it's fine to have available, as long as people don't start flooding wanting a solution to a problem if cheaters exploit... |
21:16 |
benrob0329 |
Eg using sneak to traverse a pit |
21:16 |
sofar |
same type of thrill |
21:16 |
Shara |
not the same at all |
21:16 |
rdococ |
benrob0329: Even when I do that kind of thing, lag doesn't kill me |
21:16 |
* tumeninodes |
has been skydiving once..... once |
21:16 |
Shara |
Those would be actual real thrill |
21:16 |
tumeninodes |
well 3 times in all but only once solo |
21:16 |
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21:16 |
rdococ |
Well, as a compromise I could add a finite number of lives |
21:17 |
sofar |
for years I did rock climbing/mountaineering |
21:17 |
Shara |
I loved rockclimbing the times I managed to get to try it |
21:17 |
rdococ |
E.G. everyone could start with 3 lives so they can die 3 times before being banned |
21:17 |
rdococ |
Then there would be ways to get extra lives |
21:17 |
Sokomine |
Shara: guess such a server with permadeath wouldn't be one for either of us. maybe other players could enjoy that, but...it's very far from what i'd call enjoyable gameplay |
21:17 |
Shara |
And I do get the social experiment side of it. just I would only experience that as an observer, not as a player |
21:18 |
tumeninodes |
I did rock climbing but not on a pro scale, just simple freehand on small cliffs and railroad stone towers with a chalk pouch |
21:19 |
tumeninodes |
I think it would be fun. Love to see some vids of kids who get killed though (meaning in-game calm down geesh) |
21:19 |
tumeninodes |
watch them wig-out haha |
21:20 |
rdococ |
Mw ha ha ha |
21:20 |
tumeninodes |
make a comp vid titled "Death Tweaks" |
21:21 |
tumeninodes |
ruben the annihilator would love that |
21:22 |
tumeninodes |
I am close to 49, and I get "edgy" doing parkour type MT games :P |
21:23 |
Sokomine |
i don't like parcour maps at all. and certainly not permadeath. combining both would be a very unintresting server for me |
21:23 |
tumeninodes |
permadeath would certainly add to that. But what would be even worse, is being sent back to the very beginning of the game |
21:23 |
* Sokomine |
sends all unwanted lava to such a server as well. and fire |
21:23 |
rubenwardy |
right, place your bets |
21:24 |
Sokomine |
yes, permadeath might be an actual reward in a parcour world *veg* |
21:24 |
tumeninodes |
ve haf vays uv making you play ... Sokomine |
21:24 |
tumeninodes |
my $'s on rubenwardy |
21:24 |
Sokomine |
oh what? and can we bet with minegeld? |
21:25 |
rubenwardy |
how many kills have there been in the last month on CTF |
21:25 |
tumeninodes |
absolutium. oh wait, that doesn't exist.... (yet) |
21:26 |
tumeninodes |
you know, a while back, there was a modder who made a kill counter mod I mentioned. they would go nice together |
21:27 |
rdococ |
Absolutium? would that be a world anchor or something? |
21:29 |
tumeninodes |
https://forum.minetest.net/viewtopic.php?f=9&t=17862 |
21:29 |
tumeninodes |
!title |
21:29 |
MinetestBot |
tumeninodes: [WIP][mod] Slayer [slayer] - Minetest Forums |
21:30 |
tumeninodes |
it was Alex, that's right... I feel horrible for forgetting |
21:34 |
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21:40 |
rubenwardy |
no one cares to guess? |
21:42 |
tumeninodes |
sorry, I was picking my nose... guess? guess what? |
21:43 |
rubenwardy |
<rubenwardy> right, place your bets |
21:43 |
rubenwardy |
<rubenwardy> how many kills have there been in the last month on CTF |
21:43 |
tumeninodes |
you mean rud0lf valentino? |
21:43 |
rud0lf |
? |
21:43 |
tumeninodes |
nvm sorry |
21:43 |
rud0lf |
i'm rudolf hiss |
21:43 |
tumeninodes |
how many overall kills, or YOUR kills? |
21:44 |
rud0lf |
the pacifist brother of rudolph hoss |
21:44 |
tumeninodes |
haha |
21:44 |
rud0lf |
wait, we wouldn't have different last names |
21:44 |
rud0lf |
:/ |
21:44 |
rud0lf |
i suck at jokes :D |
21:44 |
tumeninodes |
steps |
21:45 |
tumeninodes |
...so then the bartender says, "hey! get off hiss hoss!" :D |
21:45 |
tumeninodes |
afk for foods |
21:49 |
Shara |
rubenwardy: |
21:49 |
Shara |
correct answer = never enough :) |
21:49 |
rubenwardy |
:P |
21:49 |
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21:50 |
rubenwardy |
well, the answer is 75,000 |
21:50 |
rubenwardy |
that's 2700ish per day |
21:51 |
rubenwardy |
111 per hour |
22:04 |
rdococ |
I found diamond in my MTG+permadeath world |
22:40 |
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22:43 |
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22:51 |
tumeninodes |
All those numbers are just rubenwardy's kills stats |
22:53 |
rubenwardy |
XD |
23:06 |
rubenwardy |
my biggest project is now 11,300 lines of C++ |
23:06 |
rubenwardy |
84 classes |
23:06 |
rubenwardy |
roughly 15x smaller than MT |
23:06 |
rubenwardy |
not including Lua |
23:07 |
aerozoic |
hi rubenwardy, i've been using your script to check server scores and sometimes the scores don't add up, like there is a missing sub score. Do you know what it is? |
23:07 |
rubenwardy |
not sure |
23:07 |
rubenwardy |
can't remember when I last updated it |
23:08 |
aerozoic |
I compared it to the code for the actual list but it seems to match. Yet still for some servers there is something missing. |
23:10 |
rubenwardy |
ah |
23:10 |
rubenwardy |
what python version do you use? |
23:10 |
rubenwardy |
the behavour with floats is different |
23:10 |
rubenwardy |
so try the other version |
23:12 |
aerozoic |
python3 |
23:13 |
aerozoic |
the total score always seems right, it's just that it seems there is a hidden sub score. |
23:14 |
aerozoic |
If i try python2 i just get an error. |
23:51 |
ircSparky |
Sokomine, "mg_villages.ENABLE_PROTECTION"? that one dosn't keep the plot markers off though. its for a post apocalyptic server, so griefing dosnt matter as much. (and players would have to "claim" the land to grief it, since I have a bit of an inverse protection system) |