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IRC log for #minetest-hub, 2018-07-24

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All times shown according to UTC.

Time Nick Message
00:25 rubenwardy Check out @realDonaldTrump’s Tweet: https://twitter.com/realDonaldTrump/status/1021234525626609666?s=09
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09:58 tenplus1 joined #minetest-hub
09:58 tenplus1 Hi folks :)
09:58 tenplus1 https://forum.minetest.net/viewtopic.php?f=9&t=20568
09:58 tenplus1 !title
09:58 MinetestBot tenplus1: [Mod] Pig Iron [pigiron] - Minetest Forums
09:58 ANAND Hiya tenplus1! :)
09:58 Fixer joined #minetest-hub
09:58 tenplus1 hi fixer
10:00 tenplus1 hi ANAND
10:00 tenplus1 we now have Pig Iron in-game :)
10:01 tenplus1 makes steel that little bit harder to obtain and adds a little progression to things
10:01 ANAND Interesting... :)
10:03 tenplus1 would any nice forum admin please move the link into Mod Releases please :PP
10:06 Fixer hi
10:15 Shara Ten, post a move request
10:16 tenplus1 hi shara
10:16 Shara I check them almost every day, so that's the quick way now
10:23 ANAND Shara, I've added a license to this mod, is it now ready for the move? https://forum.minetest.net/viewtopic.php?t=20261
10:24 Shara I can't check right now, but I will later
10:25 ANAND No worries, thanks :)
10:27 Shara I have tried to make mod topic moves much easier to keep track of, so that people won't be kept waiting long
10:27 tenplus1 added move req :)
10:27 Shara And so far it's down from two pages to less than one, so I think it's working
10:34 tenplus1 :)
10:39 * tenplus1 makes pasta
10:40 Krock joined #minetest-hub
10:40 Krock hi tenplus1
10:40 Krock knock knock
10:41 * Krock watches tenplus1 making pasta right now
10:44 * tenplus1 shares brocolli and tuna linguini with garlic bread
10:44 tenplus1 *noms* hi Krock
10:44 Krock I only know garlic bread from its memes ..
10:45 tenplus1 lol, its nice if made properly :P  also https://forum.minetest.net/viewtopic.php?f=9&t=20568
10:48 Krock tenplus1: there's still someone waiting at the door
10:48 tenplus1 ???
10:49 tenplus1 Jesus, is that you
10:49 tenplus1 :P
10:49 Krock No, it's me, Missing Dependencies
10:49 ANAND lol
10:49 tenplus1 heh, what dependencies
10:49 Krock of your mod. default, luckyblocks and the 3rd that I don't remember
10:50 tenplus1 default, lucky_block? and stairs?
10:50 Krock yeah, these
10:50 tenplus1 only default is needed really :P
10:50 Krock missing in the topic. it's a requirement to move it to Mod Releases
10:50 tenplus1 ohh, 2 ticks
10:52 Krock rubenwardy: the API can still break with 6.0 FYI
10:52 tenplus1 fixed
10:52 Krock nice
10:53 Krock tenplus1: also got an idea regarding the player damage issue
10:53 Krock in falling_node
10:53 tenplus1 do tell ?
10:53 Krock since you want to damage those which are in that area - make use of the Raycast object and start with one node edge, damage all objects inside until you reach the bottom node edge
10:54 Krock gimme time to type lol
10:54 Krock that will damage the player twice, the poor chicken once and the XXL monster trice
10:55 tenplus1 lol
10:55 Krock *thrice
10:55 tenplus1 dont want that sadly
10:55 Krock why not?
10:55 Krock it's about the same amount of code and invested time each iteration
10:56 Krock oh right, Raycast is 5.0 only
10:58 tenplus1 if it only hurts player when landing at their feet in 0.5 then it's ok...
10:58 tenplus1 dont want it to be intensive in any way
10:58 Krock it's not intensive :3
10:59 Krock and the head in sand hurts more than feet in sand
10:59 Krock (in the Outside game)
11:11 rubenwardy Correct, yes
11:12 tenplus1 hi ruben
11:18 tenplus1 thanks for moving mod into releases btw :D
11:20 Shara No problem
11:21 Shara Krock kinda did most of the work for me by telling you what to add :)
11:21 Krock ^^
11:22 tenplus1 heh, always forget the dependencies :P
11:28 tenplus1 irl steel is stonger than bronze so will look into changing tool specs in the next update
11:42 paramat joined #minetest-hub
11:43 tenplus1 o/ paramat
11:44 * paramat eats the garlic bread, he loves garlic, despite being slightly vampiric
11:44 tenplus1 lol
11:49 DI3HARD139 joined #minetest-hub
11:49 tenplus1 hi DI3HARD139
11:50 DI3HARD139 Hello tenplus1
11:51 tenplus1 o/
13:53 BillyS Hmmm
13:53 BillyS o/ tenplus1
13:53 tenplus1 hi billy
13:54 tenplus1 whassup
13:54 BillyS Any idea how to make an entity disappear after a certain amount of time?
13:54 BillyS Just breaking things, notin unusual. :P
13:55 tenplus1 yeah, add an on_step = function(self,dtime)
13:55 BillyS I could use minetest.after but that get cancled
13:55 BillyS Oh, smart
13:55 BillyS thx
13:55 tenplus1 and inside that haev a counter...  timer = ttimer + dtime ; if timer >= 10 then self.object:remove()
13:56 BillyS Hmm
13:56 BillyS Could I have it disappear when it's child is removed?
13:56 BillyS Actaully ... hmm
13:56 BillyS I'm using a entity system to freeze players
13:57 BillyS But if the server restarts, you'll have invisible indestructable entities floating around
13:57 BillyS Which isn't good
13:57 tenplus1 heh
13:58 Krock BillyS: if that's a longer duration, also save that field in get_staticdat
13:58 tenplus1 do they attach to players when they make them freeze ?
13:58 Krock +a()
13:59 BillyS yes
13:59 BillyS k, thx Krock
13:59 tenplus1 so you could set an attached table and if not attached[player] then do timer, if timer > 10 seconds remove
13:59 BillyS yeah, that would work
14:00 Krock iterate through all players and get player_obj:get_attach()
14:00 Krock if it's nil, they're not attached to anything. if it returns an object, then it might be a freezer
14:00 BillyS players are detacted on reboot, that's the issue
14:00 Krock and if the object belongs to no player, then it can be deleted
14:00 BillyS true
14:00 Krock oh
14:00 tenplus1 many ways to do a thing :))
14:03 BillyS Hmm ...
14:03 BillyS Each entity would need to know what player it was supposed to be grabbing
14:04 Krock -> keep the player name in the entity
14:04 tenplus1 that's why I mentioned a table, then you could check if player is already attached or not when more than one entity is around
14:04 Krock inb4 such a table already exists by default
14:04 Krock minetest.player_attached or something like that (0.4.x notation)
14:04 Krock s/minetest/default/
14:05 BillyS What type is staticdata?
14:05 BillyS Or does that not matter?
14:05 Krock you must return a string
14:05 Krock what it contains is up to you
14:05 BillyS ok
14:06 Krock and that very same string will be provided in on_activate
14:07 BillyS I see
14:08 BillyS So if I pass the player name is that string, I can set it as an attribute or something in on_activate, which can be read by on_step
14:08 BillyS Correct?
14:08 BillyS s/is/as/
14:14 BillyS Ok, I figured it out. Thx for the help
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14:19 tenplus1 hi fussek
14:19 tenplus1 er... *fussel :P
14:32 Fixer s/doom/minetest/
14:33 IhrFussel paramat, it suddenly started happening again (0.4.17.1)
14:33 IhrFussel Hello guys =)
14:33 tenplus1 o/
14:33 tenplus1 what's happening ?
14:34 CWz joined #minetest-hub
14:34 tenplus1 hi CWz
14:34 CWz Ello
14:34 paramat oh
14:35 paramat (vehicle halting i assume)
14:35 Fixer IhrFussel: please compile debug build and run it under gdb and then post a backtrace during stall
14:35 IhrFussel Yes cars suddenly halt again when driving at top speed ... it didn't happen for days and now all of a sudden
14:37 IhrFussel Didn't paramat pretty much find the issue code already? He added various debug outputs to his builds in the github issue
14:38 Fixer IhrFussel: of stalls?
14:39 IhrFussel Oh no, sorry I meant the halting of vehicles not the map stalling...that didn't happen for a few days now and I can't tell what "fixed" it either
14:39 IhrFussel Both issues seem to be random...sometimes they happen, other times not
14:40 IhrFussel For now I'll disable colliding with other objects for cars...might look weird when it drives through players but whatever
14:43 Krock Fixer: how do you want to generate a backtrace without a crash?
14:44 Fixer Krock: stop execution and look what was executed last?
14:44 Krock that seems rather unreliable, given the structure of Minetest
14:45 Krock gprof would however provide a call graph - how many times which function was executed. it's much data, and takes time to analyze
14:47 Fixer Krock: you can look in all threads in gdb
14:47 Fixer but whatever
14:48 IhrFussel Wait...do you still collide with players when it's set to false?
14:49 paramat yes the vehicle halting is quite variable. i have found the cause, will probably try coding an engine solution
14:49 Krock and I provided a solution. yet didn't bother making a PR and testing it
14:50 paramat Ihr not sure
14:51 Krock IhrFussel: https://github.com/minetest/minetest/blob/master/src/collision.cpp#L352 no.
14:52 Krock (players are also ActiveObjects)
14:52 IhrFussel Something is wrong...I added the flag as false to my cars definition yet it seems to ignore it?
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14:53 tenplus1 o/ Sokomine
14:56 CWz is there any anti spam mod?
14:57 IhrFussel CWz, MT has builtin "anti-spam" settings
14:57 Krock CWz: it's called minetest.conf
14:57 CWz in 0.4.17?
14:59 tenplus1 ssd's are good
15:00 Krock https://github.com/minetest/minetest/blob/stable-0.4/builtin/settingtypes.txt#L870-L879
15:00 Krock well, they seem to be missing in the minetest.conf
15:00 Krock weird enough, I ran the updater just recently
15:02 Krock AH I see why
15:02 Krock the lines start with #
15:07 IhrFussel Nevermind I had to define the flag in framework.lua not in the car definition table
15:08 IhrFussel BTW: Is it not possible to just apply every definition of a table in register_entity()? I see mobs redo and vehicle_mash and other mods do an external "define table" and then they define the ACTUAL values in another file
15:09 tenplus1 minetest.add_item(pos, name, definition/meta)
15:10 IhrFussel In register_entity() it looks like "nametag = def.nametag, hp_max = def.hp_max" that's what I mean
15:10 tenplus1 ohh
15:10 IhrFussel Why not just copy the entire table into register_entity()?
15:10 tenplus1 cause I use the def.* for other stuff before registering entity :P
15:11 IhrFussel But this way one has to edit api.lua to add custom fields
15:11 tenplus1 no you dont
15:12 tenplus1 if you add a field like say   self.banana   it's saved within the entity itself, no need to touch API at all
15:12 IhrFussel If I add test = 1 in a mob definition then api.lua doesn't know about "def.test"
15:12 tenplus1 do_custom and on_spawn can add/handle any new mob variables you want and they are saved internally
15:12 tenplus1 it doesnt have to... you add that by otehr means
15:13 tenplus1 the api is made in such a way you dont have to touch/change it
15:13 tenplus1 not unless we're adding a brand new feature
15:14 IhrFussel So it's rather a design choice than a technical limitation... assuming table.copy() would simply work inside register_entity()
15:15 tenplus1 yup
15:17 tenplus1 lol, hi sfan
15:25 IhrFussel Krock, so does collide_with_objects = false 100% avoid that issue? Or is it not known yet (wanted to ask paramat but he just left)
15:26 Krock IhrFussel: it skips the entire object collision check, so why do you think it would check objects anyway?
15:26 IhrFussel Cause paramat later said in that issue on github that "it won't work" and player always collide with objects
15:27 IhrFussel But maybe he meant it in another context
15:27 Krock not if they're attached
15:27 Krock but other objects will collide with the attached player
15:27 Krock that's the main issue here. it only ignores one direction
15:28 IhrFussel Okay but halting should not happen anymore randomly if I understood it right
15:28 Krock should not. also the player >should not< jump so weirdly
15:29 Krock yet it does due too the node collisions
15:29 Krock *due to
15:29 tenplus1 can only test and see if it works better :P
15:30 Krock KGM won the bloody war against Linuxdirk because they resigned https://forum.minetest.net/viewtopic.php?p=326607#p326607
15:31 Krock <insert joke about the French here>
15:31 IhrFussel I hope you will backport the fix for that, but it#s not even known if there will be another bugfix release before 5.0.0
15:31 Krock > implying there will be 0.4.18. but yet that's not even clear yet
15:31 Krock nvm, I should read the entire sentences
15:32 IhrFussel 0.4.17.2 would sound more appropriate
15:32 tenplus1 0.4.17-3.14
15:33 IhrFussel What's with paramat's MTG issue then? Commits that need to be backported to 0.4
15:34 Krock 0.4.17.2 is already out for andoid
15:34 Krock IhrFussel: just for the case if it happens that 5.0 isn't ready soon
15:59 tenplus1 PigIron changes xpanes' Iron Bars recipe to use iron ingots
16:01 aerozoic joined #minetest-hub
16:01 tenplus1 hi aerozoic
16:02 aerozoic yo tenplus1!
16:21 paramat joined #minetest-hub
16:25 CWz how do i use multiple gsubs
16:26 AndroBuilder joined #minetest-hub
16:26 tenplus1 hi andro
16:46 garywhite joined #minetest-hub
16:46 tenplus1 hi gary
16:46 garywhite hi
17:20 Gael-de-Sailly joined #minetest-hub
17:20 xerox123_ Hey Gael
17:20 xerox123_ And ten and gary
17:21 tenplus1 hi xerox
17:26 tenplus1 anyone interested in testing out my Pig Iron mod, here ya go: https://forum.minetest.net/viewtopic.php?f=11&amp;t=20568
17:30 Krock nice tenplus1. You already got more replies than me on my last three mods together :D
17:30 tenplus1 heh, most of those are to rename the mod to Wrought Iron instead :)
17:31 tenplus1 I still need to add iron tools and override default one's to their respective levels
17:35 * paramat announces "self banana"
17:36 tenplus1 all hail self.banana
17:39 Krock self.banana = self
17:40 Krock now you can have a long banana like  self.banana.banana.banana.banana
17:40 tenplus1 infinite bananas... omg!
17:41 Krock more like you're eating the same banana over and over again
17:41 Krock you're eating but it won't satisfy your stomach
17:41 tenplus1 that has to be one good banana
17:42 tenplus1 I take it tools can be overwritten with new values in 0.4.16?
17:42 tenplus1 and 0.4.17 ?
17:43 Darcidride joined #minetest-hub
17:43 tenplus1 will be swapping bronze <-> steel values around since steel is stronger than bronze... and adding iron inbetween old steel and stone values
17:44 tenplus1 hi Dar
17:44 tenplus1 hi Darcidride
17:48 Krock tenplus1: no, that's a 5.0.0 feature
17:49 Krock https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4689-L4699
17:50 tenplus1 damn, was hopinh to override at startup like a node... pah!
17:51 Krock you can override the tool def
17:51 Krock but it'll be static
17:51 Krock overriding just like regular items. the tool caps will be the same for the items
17:51 tenplus1 that's fine...  to tweak default tools at startup
17:52 Krock I thought you meant enhancements
17:52 tenplus1 nah, basically switch bronze/steel capabilities around
17:52 tenplus1 and I'll add iron separately
18:03 ircSparky what is plater control aux1?
18:03 ircSparky player*
18:03 ircSparky use?
18:03 tenplus1 isnt aux1 what's used for E (fast) movement ?
18:04 ircSparky yea i think so
18:04 ircSparky there isnt anything for the drop key?
18:05 tenplus1 not sure
18:05 tenplus1 aux2 mebbe
18:05 tenplus1 :p
18:33 paramat updated my weather mod (snowdrift) https://forum.minetest.net/viewtopic.php?p=326648#p326648
18:33 tenplus1 sweet
18:37 paramat finally followed the forks
18:38 paramat ^ Shara may be interested
18:39 Shara paramat: nice.
18:39 Shara Sometimes more intensive is indeed worth it
18:39 Shara Now I want to see more weather types :D
18:54 benrob0329 joined #minetest-hub
18:59 tenplus1 hi benrob
19:08 ssieb joined #minetest-hub
19:08 tenplus1 hi ssieb
19:08 tenplus1 Pig Iron updated, added iron sword, axe, shovel, hoe
19:10 ssieb hi
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19:30 lisac joined #minetest-hub
19:32 tenplus1 hi lisac
19:58 tenplus1 Xanadu now running PigIron if anyone wants a try
20:12 lisac hey tenplus1
20:13 lisac PigIron?
20:13 tenplus1 yeah, added  a new mod: https://forum.minetest.net/viewtopic.php?f=11&amp;t=20568
20:13 * CWz finished combining two mods
20:13 tenplus1 you cook iron lumps into iron ingots and can make blocks, stairs, tools from it...  has rusted iron variants and you need charcoal + iron to make steel
20:15 ircSparky can you give a player an on_rightclick?
20:16 tenplus1 never tried sparky, but you could easily make on_rightclick for an item to click player with
20:17 rubenwardy yes
20:17 rubenwardy a barter mod does this
20:17 tenplus1 player on_rightclick = hydrogen bomb goes off in the distance
20:19 ircSparky !mod barter
20:19 MinetestBot ircSparky: Could not find anything.
20:19 Krock player on_rightclick? since when?
20:19 Krock more like on_place on pointed_thing.ref = PlayerRef
20:21 tenplus1 ahh
20:22 ircSparky I dont see the barter mod
20:29 ircSparky on_place doesnt work on players
20:31 tenplus1 nite folks o////
20:31 tenplus1 left #minetest-hub
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21:17 IhrFussel Are there ways for a "bad client" to increase server load/max_lag?
21:19 sfan5 i'm sure there are some
21:20 IhrFussel It#s kinda suspicious to see the lag spike to 2.5 secs from 0.3-0.4
21:20 sfan5 now if you ask for a "bad client" to accidentally increase server load, not sure about that
21:21 sofar yes, there are many ways
21:22 sofar I've tested a few malicious protocol exploits myself, and the server has zero defenses against some attacks
21:37 Sokomine paramat: is there a way to store additional data (mod-side) in a mapchunk?
21:38 paramat don't think so
21:39 Sokomine just wondered after reading an entry in the settlements topic. i don't have any idea for a clean way of inter-mod-communication and telling other mods that this mapchunk has been taken over by this-and-that-mod
21:39 paramat maybe designating a particular node to store metadata?
21:40 paramat like the node at minp
21:40 Sokomine that's what i thought about first as well. might work for the current mapchunk to some degree
21:41 Sokomine but if people mix diffrent ways of spawning buildings...i'm not certain if that'd work
21:44 sofar if 2 mods are "cooperating" I assume it's because they use the same API functions to do certain things
21:44 sofar then why couldn't you have a 3rd mod provide some API class that does the arbitration, and that mod can use mod_storage?
21:44 sofar or something more decent like lsqlite3 if you need more performant storage etc.
21:45 Sokomine sofar: that's the other option, yes. trouble with that is that there may be quit a lot of mapblocks. storing which one got taken over by which mod needs to be stored somewhere
21:45 Sokomine at least village placement mods ususally prefer the surface area, so that limits it slightly. still...quite a lot of are
21:45 sofar "a lot" isn't really a problem for lua
21:46 sofar writing updates to disk a lot is mitigated with mod_storage already significantly
21:46 sofar and you can store unlimited objects in mod_storage if you need
21:46 sofar e.g. you could make the blockpos a key in the mod_storage
21:47 Sokomine mg_villages already stores quite a lot. for the villages as such that ought to be ok (they are far enough apart to be few enough in general). i do store the lone houses as well
21:47 sofar I don't think that's any issue at all
21:47 Sokomine oh? is mod_storage that versatile? can it really handle larger amounts of data?
21:49 Sokomine now if those other village generation mods want to coexist...there's got to be some way of storing who's responsible for what. if mod_storage can do that?
21:50 Sokomine with a real database it'd be possible to just store the coordinates of the mapchunk and what's there. range checks would then be pretty easy
21:51 IhrFussel If mod_storage is as fast/faster as lua tables then iterating through 1,000 will take a few ms at most
21:51 IhrFussel 1,000 data entries*
21:53 IhrFussel Your plan sounds like a lot more than just 1,000 entries though
21:59 Sokomine good question and hard to predict how much it will be
22:06 Sokomine a simple way at least for the current mapchunk might indeed be an api. if all mods that are intrested in large-scale map modification depend on it, ask that api in their on_generated call weather the current chunk has already been taken over or not and tell the api if they want to have it
22:06 Sokomine might be enough for simple cases...
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23:06 aerozoic Anybody know if raspberry pi's are good for hosting a server 24/7?
23:09 sofar depends on mods/usage and your expectations of it
23:15 IhrFussel Is a Rpi CPU more powerful than AMD Opteron?
23:17 IhrFussel My server ran on an Opteron in the past and max_lag was constantly between 1.5 and 3 secs...not unplayable but regular lag spikes
23:18 sofar heh, it's far less powerful
23:20 BillyS aerozoic: I know xerox123 has a PRi he hosts on. Not sure if he is willing to host more servers tho
23:20 BillyS *Rpi
23:22 aerozoic I'm looking for cheap options to self-host my server.
23:22 rubenwardy linode.com  $10
23:22 rubenwardy :)
23:22 xerox123_ There aren't any servers on my Pi rn
23:23 sofar free AWS hosting for 1 year
23:24 sofar use a t2.micro instance and under 30gb of SSD storage
23:24 sofar plenty to run a really good server
23:25 aerozoic my server map is already more than 30GB
23:29 sofar my server map is 200MB
23:29 sofar tbh even with reasonable map limits you can likely keep it under 10gb
23:29 aerozoic Getting a Rpi is the only cheap option i've found. Or wait and maybe find an old cheap laptop that works.
23:30 sofar I also host at a place that has 100gb and plenty ram/cpu for 50$ a year
23:30 aerozoic sofar, are you suggesting it's possible that i can reduce the size of my already existing server map?
23:31 sofar not suggesting
23:31 sofar there's tools for that
23:31 sofar https://github.com/minetest-tools/mtmapprune
23:31 aerozoic awesome, i didn't know it was possible
23:31 sofar I don't have an ARM build of the tool, sorry :)
23:32 aerozoic oh no that tool won't work. My server has warps all over the map
23:34 aerozoic Would be nice to be able to delete map blocks that are unchanged.
23:36 sofar I'll take patches if you modify it in a way so that you can define "keep" zones instead

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