Time |
Nick |
Message |
00:00 |
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paramat joined #minetest-hub |
00:38 |
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00:48 |
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00:56 |
rdococ |
I was happy but now I'm a little frustrated |
01:31 |
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01:51 |
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02:07 |
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02:30 |
benrob0329 |
https://lutris.net/ |
03:00 |
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03:10 |
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03:28 |
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ssieb joined #minetest-hub |
07:22 |
longerstaff13 |
morning |
08:02 |
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tenplus1 joined #minetest-hub |
08:02 |
tenplus1 |
hi folks |
08:41 |
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nerzhul joined #minetest-hub |
08:42 |
tenplus1 |
hi nerzhul |
08:43 |
nerzhul |
hi tenplus1 |
08:43 |
tenplus1 |
o// |
09:33 |
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red-001 joined #minetest-hub |
09:35 |
tenplus1 |
wb red |
10:04 |
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DI3HARD139 joined #minetest-hub |
10:05 |
tenplus1 |
o// |
10:39 |
Calinou |
Fedora 28 is out! |
10:39 |
Calinou |
upgrading my laptop and desktop right now |
10:39 |
Calinou |
https://fedoramagazine.org/whats-new-fedora-28-workstation/ |
10:40 |
tenplus1 |
no Cal... nooooooooo.... |
10:40 |
tenplus1 |
also hi |
10:40 |
Calinou |
hi :) |
10:41 |
tenplus1 |
o/ |
10:57 |
tenplus1 |
it's kewl that redhat comes with vbox additions as standard tho |
11:13 |
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CWz joined #minetest-hub |
11:13 |
tenplus1 |
hi CWz |
11:17 |
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CWz joined #minetest-hub |
11:18 |
CWz |
Hello tenplus1 |
11:18 |
tenplus1 |
o// |
11:18 |
CWz |
wanna hear something funny |
11:19 |
tenplus1 |
whassat ? |
11:19 |
CWz |
latest kernel for linux mint 17.3 doesn't work with the driver of GLX |
11:19 |
tenplus1 |
which version is that ? |
11:22 |
tenplus1 |
4.15 or 4.16 ? |
11:26 |
|
EvergreenTree joined #minetest-hub |
11:26 |
tenplus1 |
hi evergreen |
11:29 |
|
Fixer joined #minetest-hub |
11:29 |
tenplus1 |
o/ fixer |
11:32 |
rubenwardy |
0.4.16-dev for stability |
11:32 |
rubenwardy |
*0.4.17 |
11:32 |
rubenwardy |
/jk |
11:32 |
tenplus1 |
is 0.4.17 released yet |
11:32 |
rubenwardy |
no, not sure what's happening |
11:33 |
rubenwardy |
not a good time for me anyway |
11:35 |
tenplus1 |
has changelog been updated to show main differences between 0.4.16 and .17 ? |
11:36 |
rubenwardy |
there's not really many changes |
11:36 |
tenplus1 |
really ? |
11:36 |
rubenwardy |
https://github.com/minetest/minetest/pull/6746 |
11:39 |
tenplus1 |
lol, quite extensive list :D |
11:39 |
Fixer |
\o |
11:40 |
tenplus1 |
a lot of bugs fixed |
11:42 |
tenplus1 |
was the chest fix added after player leave ? |
11:42 |
tenplus1 |
I dont see that on list |
11:43 |
rubenwardy |
that's MTG |
11:43 |
tenplus1 |
checking changes tehre :D |
11:44 |
|
longerstaff13-m joined #minetest-hub |
11:44 |
tenplus1 |
yay its there |
11:44 |
tenplus1 |
hi longer |
11:44 |
longerstaff13-m |
Hi 10+1 |
12:07 |
|
nerzhul joined #minetest-hub |
12:07 |
tenplus1 |
wb nerzhul |
12:25 |
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Mr_Pardison joined #minetest-hub |
12:25 |
Mr_Pardison |
\o |
12:25 |
tenplus1 |
hey mister |
12:26 |
ThomasMonroe |
hey tenplus1 :P |
12:26 |
tenplus1 |
hi thomas :D |
12:27 |
tenplus1 |
hows things |
12:27 |
ThomasMonroe |
good :) |
12:27 |
tenplus1 |
:) kewl |
12:27 |
ThomasMonroe |
I'm makin' a huge build on HOMETOWN |
12:27 |
tenplus1 |
ooh nice... what ya building ? |
12:27 |
ThomasMonroe |
tbh it's probably gonna take half a year or more XD |
12:27 |
ThomasMonroe |
a city |
12:28 |
tenplus1 |
sweet... mind and post screenshots on forum :) |
12:29 |
Mr_Pardison |
interesting thing about screenshots. |
12:29 |
Mr_Pardison |
some ppl takethem when they have all sorts of stuff cluttering the screen like chat, debug info and the HUD. |
12:30 |
tenplus1 |
just gotta turn all that off before hand :D |
12:30 |
ThomasMonroe |
lol there's nothing worth taking pics of yet anyways |
12:30 |
ThomasMonroe |
just a bunch of stone and wood |
12:30 |
tenplus1 |
w00t! wood :D |
12:30 |
Mr_Pardison |
whale then.... |
12:32 |
tenplus1 |
been watching this guy for ideas: https://www.youtube.com/user/Jeremy1992craft/videos his builds are quite amazing and giving me lots of ideas for coloured glass effects |
12:32 |
Mr_Pardison |
they use YKW. |
12:33 |
tenplus1 |
that doesnt matter :) end effects are the same |
12:35 |
rubenwardy |
heresy" |
12:37 |
tenplus1 |
the glowing cave effect was really well done with some simple coloured glass and lava :D |
12:37 |
tenplus1 |
tried and tested on mt |
12:37 |
Mr_Pardison |
abriglass + default:lava? |
12:38 |
tenplus1 |
abriglass, cblocks and lava. hes |
12:38 |
tenplus1 |
*yes |
12:39 |
Mr_Pardison |
I still have to learn lighting effects for large builds that require it, especially those that are underground. |
12:40 |
tenplus1 |
meselamp's with slabs on top ets light through |
12:40 |
tenplus1 |
same for ceilings and walls :D |
12:40 |
tenplus1 |
can ligth a full room with hidden lamps |
12:42 |
Mr_Pardison |
Have I shown this to y'all before? https://imgur.com/a/ovRCu |
12:43 |
tenplus1 |
wow, that's a large underaking ?D |
12:43 |
Mr_Pardison |
that was on a local game where I worked on learning technic and pipeworks. |
12:44 |
tenplus1 |
richard jeffried did a nice youtube video on tecnhic reactors as well :D |
12:44 |
tenplus1 |
https://www.youtube.com/watch?v=Eh9eLdM41L0 |
12:47 |
tenplus1 |
would be scared of blowing up the map building one :PPP |
12:50 |
Mr_Pardison |
That's why you build it away from buildings in the event that it melts down. |
12:50 |
tenplus1 |
how big is the explosion radius :PPPP |
12:50 |
Mr_Pardison |
safest way to prevent it from melting down when you need to add more fuel is to take out the switching stations. |
12:50 |
Mr_Pardison |
when it melts down, it releases corium which is a liquid. |
12:53 |
rubenwardy |
I need to make a unloaded block supporting mechanics mod |
12:53 |
rubenwardy |
so it stores graphs which represent the links between nodes, and allows it to be updated whilst the block isn't loaded |
12:53 |
rubenwardy |
optionally with multithreading |
12:53 |
tenplus1 |
ahh, that would be handy |
12:53 |
tenplus1 |
kinda like furnace |
12:54 |
rubenwardy |
no |
12:54 |
rubenwardy |
furnace doesn't work when unloaded |
12:54 |
rubenwardy |
it catches up |
12:54 |
tenplus1 |
oh, thought that's what ya meant |
12:54 |
Mr_Pardison |
like keeping the map chunk there loaded while away? |
12:54 |
rubenwardy |
no |
12:55 |
rubenwardy |
the mapblock will be unloaded, but the electronics and stuff will still work |
12:55 |
tenplus1 |
storing machine in memory and running when it's not active ? |
12:55 |
rubenwardy |
pistons won't be supported |
12:55 |
rubenwardy |
but things like pipe works, conveyor belts, and stuff |
12:55 |
rubenwardy |
in terms of design, I think I'll make a Lua HTTP server to act as an outside worker |
12:56 |
tenplus1 |
hrmm |
12:56 |
rubenwardy |
would need block loading callbacks though |
12:58 |
Mr_Pardison |
tenplus1: this is the video that shows how to build the reactor and what happens when it melts down: https://www.youtube.com/watch?v=KfBwygvEJNA |
12:58 |
Mr_Pardison |
!title |
12:58 |
MinetestBot |
Mr_Pardison: Minetest: Technic Mod - Nuclear Reactor + Meltdown - YouTube |
12:58 |
tenplus1 |
heh |
13:02 |
Mr_Pardison |
if fire is enabled, it will set wood and other nodes that burn on fire. |
13:03 |
tenplus1 |
kinda like that scene in terminator when the blastwave comes and cooks everything :D |
13:16 |
tenplus1 |
is there any real reason not to replace air with fire and fire with air using swap_node instead of set_node ??? |
13:33 |
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Mr_Pardison joined #minetest-hub |
13:40 |
tenplus1 |
wb |
13:40 |
Mr-Pardison |
ty |
13:41 |
Fixer |
---- summer! |
13:41 |
Fixer |
+30*C is not okay |
13:41 |
tenplus1 |
that's not too bad... |
13:42 |
Fixer |
it is +30 right now |
13:44 |
Fixer |
the heat is burning |
13:44 |
|
EvergreenTree joined #minetest-hub |
13:44 |
Mr-Pardison |
that's actually a cool day during the summer where I live. |
13:44 |
tenplus1 |
wb evergreen |
13:45 |
* Fixer |
sends heat to everyone |
13:46 |
* Mr-Pardison |
encloses himself in an ice cavern |
13:46 |
tenplus1 |
lol, it's 11c here so send another 9c |
13:46 |
Fixer |
european weather sucks |
13:46 |
Fixer |
these days it is also weird |
13:52 |
Fixer |
i have no idea why people settle in heat burning areas |
13:53 |
tenplus1 |
for the lulz |
13:54 |
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sniper570 joined #minetest-hub |
13:54 |
tenplus1 |
hi sniper |
13:56 |
sniper570 |
yo tenplus1 |
14:22 |
Fixer |
o_o |
14:22 |
tenplus1 |
o.O |
14:27 |
Mr-Pardison |
O.o |
14:27 |
tenplus1 |
ehehe |
14:36 |
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sniper338 joined #minetest-hub |
14:49 |
|
Krock joined #minetest-hub |
14:49 |
tenplus1 |
hey Krock |
14:49 |
Krock |
hi tenplus1 |
14:49 |
Mr-Pardison |
quack! |
14:49 |
Krock |
S P A C Y |
14:49 |
tenplus1 |
:P |
14:51 |
tenplus1 |
Krock: quick question, is there any down side to using swap_node for fire mod in swapping between air and flame and vice versa to speed things up ? |
14:51 |
Fixer |
S P I C Y |
14:52 |
tenplus1 |
Spice is life |
14:52 |
Krock |
the only downside is that the callbacks aren't run - but that can be done manually if needed |
14:52 |
tenplus1 |
that's the thing though, basic_flame and air dont have callbacks when placing |
14:53 |
tenplus1 |
skipping the meta altogether and callbacks would greatly improve speed for fire mod |
14:53 |
* tenplus1 |
has been using this on Xanadu for over a year with no side effects |
14:59 |
tenplus1 |
ooh wait, does a node timer stop when you swap that node to "air" ? |
15:01 |
BillyS |
I would assume so |
15:01 |
tenplus1 |
ah kewl :P |
15:18 |
tenplus1 |
fire redo updated with changes if anyone interested: https://github.com/tenplus1/fire |
15:19 |
Krock |
tenplus1, sometimes I just laugh how ridiculous easy some speedups can be: https://github.com/minetest/minetest/commit/36eb823 |
15:20 |
tenplus1 |
lol, every little helps :) |
15:20 |
tenplus1 |
especially on a busy server |
15:20 |
Krock |
heh yes. every little. how about a 1/100th of the previous execution time? |
15:20 |
tenplus1 |
wow, is that how fast that one little change is ? |
15:20 |
tenplus1 |
nice |
15:21 |
Krock |
swap_node however doesn't have such big performance benefits unless you're mass-converting tens of nodes at once |
15:21 |
tenplus1 |
with fire it may be the case... look how fast it can spread and die out |
15:22 |
tenplus1 |
I've had burning forests bring a server to it's knees with lag, even this tiny change will help |
15:22 |
Krock |
for entire forest fires it's maybe even better to use a vmanip in large scale |
15:22 |
* Mr-Pardison |
accidentally starts a forest fire |
15:22 |
Mr-Pardison |
seems I didn't listen to Smokey the Bear. |
15:22 |
rdococ |
I was thinking about programming constructs today, and wondered if the 'switch' construct could be considered a generalized form of the 'if/elseif/else' construct |
15:22 |
tenplus1 |
lol, it's ok mister, I have the /fire [on|off] setting just incase |
15:23 |
tenplus1 |
hi rdococ |
15:23 |
Krock |
rdococ, they're pretty much equivalent, yes |
15:24 |
Krock |
in some languages (not sure about the C(++) compilers) a warning is thrown if you try to use it in an unusual way by not using a "break;" to automatically join and execute the next case |
15:25 |
Krock |
break / continue / return / goto, whatever |
15:28 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/2118 |
15:36 |
Krock |
tenplus1, you can also change the abm to an LBM to remove the flames all together |
15:38 |
tenplus1 |
the "Remove disabled fire" abm ? |
15:38 |
Krock |
yes |
15:38 |
tenplus1 |
sweet, lemmie test and update pull |
15:41 |
tenplus1 |
minetest.register_lbm({name = "fire:disable_fire", nodenames = {"fire:basic_flame"}, run_at_every_load = true, action = function(pos, node) minetest.swap_node(pos, {name = "air"}) end, }) |
15:41 |
tenplus1 |
hows that ? |
15:43 |
tenplus1 |
do I really need the run_at_every_load ? |
15:44 |
Krock |
I'm not quite sure how "name" and "label" differ but that's about right |
15:45 |
tenplus1 |
seems to work well, and quickly |
15:48 |
tenplus1 |
pull updated :) |
15:53 |
tenplus1 |
thanks Krock :P |
15:54 |
Mr-Pardison |
could this be turned into a CSM or sued as one? https://github.com/askotos/hotbar |
15:54 |
Mr-Pardison |
*used |
15:56 |
tenplus1 |
seen that earlier, looked interesting |
15:56 |
tenplus1 |
if mt had levels for mining, buildling, farming etc. we could change hotbar for easy access to more items the more they level up :D |
15:56 |
Mr-Pardison |
that would be nice. |
15:57 |
Krock |
going to sue that piece of code now |
15:57 |
tenplus1 |
what piece ? |
15:57 |
Krock |
link above. |
15:57 |
tenplus1 |
lol, how come ? |
15:57 |
Mr-Pardison |
I typed in "sued" instead of "used" |
15:57 |
tenplus1 |
ahahahaha |
15:58 |
tenplus1 |
seems paramat is on board with new fire changes :) |
15:58 |
Krock |
Mr-Pardison, yes. CSM already supports adding HUDs, so it's definitely possible to add more slots |
15:59 |
tenplus1 |
thing is, without a scroll wheel or touch screen you can only really use 1 to 0 to select item, so 10 slots max |
16:00 |
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16:01 |
Krock |
tbh I never needed more than ~6 slots |
16:01 |
tenplus1 |
yeah, it's easy enough to move things around... but... for levelling up some might find it handy |
16:02 |
Mr-Pardison |
or for a large building project in creative where you use a lot of items. for it. |
16:02 |
tenplus1 |
true |
16:06 |
tenplus1 |
ooh, mtg copied stairs redo in crafting stairs back into blocks :) niiiiiice |
16:09 |
rdococ |
can microblocks from the circular saw mod(s) be placed? |
16:10 |
tenplus1 |
yeh |
16:10 |
|
paramat joined #minetest-hub |
16:10 |
tenplus1 |
o/ paramat |
16:12 |
tenplus1 |
how handy would it be to have: minetest.set_node(pos, {name = node, param2 = p2, metadata = mymeta}) |
16:22 |
rubenwardy |
not setting a node though |
16:23 |
rubenwardy |
a node and metadata :) |
16:23 |
sofar |
while you're at that, also add nodetimer to that table |
16:23 |
tenplus1 |
kinda like how we can now add an entity WITH metadata in 1 command |
16:23 |
tenplus1 |
hi sofar |
16:27 |
tenplus1 |
would be handy to set/swap/place a node with additional information set already |
16:27 |
tenplus1 |
but then again, after_place is there for a reason I suppose |
16:28 |
tenplus1 |
e.g. minetest.set_node(pos, {name = "default:sign_wall", metadata = { {"sign:text", "hello joe"} }) |
16:33 |
tenplus1 |
laters all o/// |
16:33 |
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17:02 |
Fixer |
CHAPA |
17:24 |
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EvergreenTree joined #minetest-hub |
17:25 |
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sniper338 joined #minetest-hub |
17:26 |
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sniper338 joined #minetest-hub |
17:33 |
Calinou |
hi :) |
17:33 |
Calinou |
<Mr-Pardison> I typed in "sued" instead of "used" |
17:33 |
Calinou |
that happens to me sometimes |
17:37 |
Krock |
hello Calinou :) |
17:38 |
Mr-Pardison |
hai Calinou |
17:51 |
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18:00 |
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18:05 |
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18:23 |
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18:35 |
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18:43 |
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18:59 |
rdococ |
I feel warm and dehydrated |
19:04 |
Fixer |
goto hydrate |
19:05 |
* rud0lf |
sprinkles rdococ with fizzy water |
19:06 |
rud0lf |
cold, too |
19:07 |
rdococ |
Fixer: I do not have a goto construct in my system and I didn't call/cc to get a hydration continuation there |
19:07 |
rdococ |
I do have a subroutine called getDrink, though, so I will try calling that. |
19:07 |
rdococ |
ERROR: NO DRINK SPECIFIED. |
19:08 |
rdococ |
Hm, looking at the rdococ source code it does indeed require an argument of type Liquid |
19:08 |
Mr-Pardison |
try corium. |
19:09 |
rdococ |
I don't like the taste of corium, so I went for some lava |
19:09 |
rdococ |
Earlier today, I saw some river lava, it was weird |
19:12 |
rdococ |
Krock is quackers |
20:18 |
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20:34 |
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21:03 |
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longerstaff13-m joined #minetest-hub |
21:09 |
rdococ |
My internet loves dropping out sometimes |
21:11 |
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21:27 |
rdococ |
If the team allocation algorithm in CTF had access to how many matches a player has played, an algorithm that would fairly sort players into teams of equal ability would be easy to implement |
21:27 |
rdococ |
Well, easier. |
21:32 |
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22:07 |
Fixer |
THE FINEST |
22:17 |
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22:19 |
aerozoic |
Why does the profiler disable armor???? -_- |
22:21 |
ircSparky |
would having a table with 200+ position tables be harsh on RAM? |
22:25 |
rdococ |
ircSparky: what would you need to store that many positions for? o_O |
22:28 |
ircSparky |
I have loot spawners that spawn items in the same way that mobs spawners spawn mobs. I want to see if I can make stuff spawn without a player having to be within ABM range, by going through a big list of spawner positions and doing code there instead of in an ABM |
22:28 |
ircSparky |
using node timers too |
22:29 |
ircSparky |
hm, I guess i don't really need a table, if i just dump it all in a file |
22:29 |
ircSparky |
but I guess then the question is would having that many node timers be heavy on the server? |
22:30 |
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benrob0329 joined #minetest-hub |
22:31 |
Mr_Pardison |
\o benrob0329 |
22:31 |
rdococ |
ircSparky: Can't you use ABM catch_up? |
22:31 |
ircSparky |
oooh whats that? |
22:32 |
rdococ |
If true, the chance value (1/actual chance) is temporarily reduced when returning to an area to simulate time lost by the area being unattended. |
22:32 |
benrob0329 |
Hello Mr_Pardison |
22:33 |
rdococ |
E.G. if all players leaves the ABM range of a loot spawner for a period of time, and then some of them re-enter the range later, the ABM will be performed more often (higher chance of it occuring for each node that was unloaded) so as to compensate for it |
22:34 |
Shara |
rdococ: yes, and if people were gone for days, it can then trigger some insane number of times |
22:34 |
Shara |
I remember when a certain mod had that set up for mushroom growth in caves... |
22:34 |
Shara |
The second time I went there, literally every node in the cave suddenly had a mushroom on it :D |
22:35 |
rdococ |
Sounds like it needs a system for removing mushrooms when they grow too old |
22:35 |
ircSparky |
cool, is there any way to control it better? |
22:35 |
Shara |
Check for whatever it's producing and set an upper limit of some kind? |
22:35 |
Mr_Pardison |
can you set a limit on the number of times it triggers? |
22:36 |
ircSparky |
probably could make one |
22:37 |
ircSparky |
the main issue would be that, normally, the items would despawn after 15 or so minutes |
22:37 |
ircSparky |
and if it dosnt account for that |
22:37 |
ircSparky |
player's would be swimming in loot |
22:38 |
* Mr_Pardison |
dives in and plucks out the good stuff |
22:39 |
paramat |
200 positions in a table is very little in terms of RAM |
22:39 |
paramat |
200 node timers is lightweight too. ABMs are intensive |
22:42 |
ircSparky |
ok |
22:43 |
ircSparky |
why arm abms so intensive? its going through the active blocks anyways isnt it? |
22:43 |
paramat |
all the searching every few seconds |
22:47 |
paramat |
active block radius is now 3 blocks, so each search is almost a million nodes searched |
22:48 |
paramat |
.. for each player |
22:49 |
Mr_Pardison |
O.o |
22:49 |
ircSparky |
well, wouldnt one ABM be as heavy as 30? |
22:50 |
ircSparky |
or dosnt it work that way? |
22:51 |
ircSparky |
I guess for every abm you add its another block it has to sort between |
22:51 |
ircSparky |
even if its searching the same amount of nodes |
22:54 |
paramat |
i doubt the ABMs actually share search info |
22:54 |
paramat |
apparently they are very unoptimised |
22:55 |
paramat |
luckily we have managed to remove many from MTG, some were a nightmare |
22:55 |
sofar |
30 abms is 30 times more work for the engine |
22:56 |
ircSparky |
ok |
22:57 |
ircSparky |
to be clear, for it would search the same nodes 30 times? |
22:57 |
ircSparky |
disregard that "for" :P |
23:00 |
paramat |
yes i think so |
23:01 |
paramat |
which is silly if so |
23:14 |
ircSparky |
yea |
23:15 |
ircSparky |
definetly would explain why they are intensive |
23:15 |
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23:36 |
rdococ |
ircSparky: if you don't mind the lag of having tons of mapblocks loaded depending on how many loot spawners exist in your world, I guess you could just keep them loaded |
23:38 |
ircSparky |
yea, maybe for singleplayer |