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05:39 |
jas_ |
what's up with max_hear_distance? a value of 17 results in no audible sound, while a value of 18 results in a sound hear hundreds of nodes away. |
05:52 |
jas_ |
hm, perhaps... maybe max_hear_distance isn't how far away a sound can be heard; instead, it might be the max distance a player can be for that sound to be trigger. if a sound 2 nodes away, for example, triggers with max_hear_distance=1, you wouldn't hear it. if it's max_hear_distance=2, and you're one node away, then you do hear it. |
05:52 |
jas_ |
but this is not the behavior i was expected *shrugs* |
05:54 |
jas_ |
(if so, it would mean that a looping sound at 0,0,0 with max_hear_distance=32 means only those who were within 32 radius when the sound started will ever hear it. even if the sound is looping two minutes, and you walk to 0,0,0 but you were outside of range when the sound triggered, you wouldn't hear it.) |
06:01 |
jas_ |
i confirm, it is true, that max_hear_distance is not the max distance from a sound it may be heard. instead, it is the max distance a player can be for that sound to trigger at all. if a player if outside max_hear_distance, the sound is never triggered for them at all. so if you use max_hear_distance=32 (default), the sound must trigger within a 32 node distance from the player you want to hear it. |
06:04 |
jas_ |
so the issue, i think, might be that max_hear_distance is not updated based on a player's, or sound's, position. it only ever takes this into account when the sound is initially played. |
06:29 |
ChimneySwift |
i seem to recall that max hear distance doesn't work for one of either single or dual channel audio? I know it works properly for some sounds |
06:34 |
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06:44 |
jas_ |
positional sounds are always mono as required |
06:45 |
jas_ |
it works 'properly' in that u must be within max_hear_distance for that sound to play for you. it isnt how far a sound can be heard as it plays. rather, it is how far a sound may _initally_ be heard |
06:46 |
jas_ |
(which is news to me.) |
06:49 |
jas_ |
so if a positional sound (mono, of course) plays at 0,0,0 with max_hear_distance=32, and you are standing at 33, it will not matter if you move closer, you'll never hear it. because you were outside of max_hear_distance when it initially triggered. |
06:50 |
jas_ |
this is how it's always been, i just never took the time to figure it out. i definitely noticed it though, during the whole "holy shit these doors are load!" kerfuffle |
06:51 |
jas_ |
loud*. that's when i did some testing, and was perplexed. it all makes sense, now. perhaps a clarification in documentation is called for. maybe i'll make an issue for it. |
07:17 |
jas_ |
to test: doors have max_hear_distance = 10. theoretically, if i'm correct, then a player standing 11 nodes away from the door will not hear another player open it. |
07:23 |
jas_ |
tested and i confirm the above is true. a player standing 11 nodes away from a door will never hear it open/close. a player standing 10 nodes away (door's max_hear_distance is 10) _will_ hear it. |
07:35 |
jas_ |
*pats hands* https://github.com/minetest/minetest/issues/7800 |
08:18 |
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Topic for #minetest-hub is now Keep offtopic short (<50 lines) or use #minetest-chat | http://hub.minetest.net/ | Logs: http://irc.minetest.net/minetest-hub/ |
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11:15 |
Fixer |
damn, everything in notifications is literally by paramat o_O |
11:15 |
VanessaE |
heh |
11:15 |
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14:09 |
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14:10 |
IhrFussel |
Does the "max objects per mapblock" count include PLAYERS too? Cause there are 4 fish at my Server Spawn and sometimes 1 or 2 of them vanish for no reason (they are tamed and nobody can kill them) |
14:28 |
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14:41 |
aerozoic |
IhrFussel, which fish mod do u use? |
14:42 |
IhrFussel |
mobs_fish which is powered by Mobs Redo...it's not the mob engine |
14:42 |
IhrFussel |
All other 30 mob types behave as expected |
14:43 |
IhrFussel |
But those also don't appear at the spawn...and sometimes when I get flooded with 30+ players I think it's possible that too many stand inside one mapblock which could trigger the "clear all objects" engine code |
14:50 |
VanessaE |
I thought that bug was fixed years ago? |
14:51 |
sfan5 |
many players triggering the "clear objects" code is certainly possible |
14:51 |
sfan5 |
the bug that was fixed is that the code would delete the player objects |
14:51 |
VanessaE |
yeah. |
14:52 |
VanessaE |
IhrFussel: just raise the limit really high like I did (500). |
14:59 |
IhrFussel |
VanessaE, I use the object limit to kinda limit the amount of pets my players can have at their homes |
14:59 |
VanessaE |
oh |
14:59 |
IhrFussel |
Else some would have 100+ |
15:00 |
IhrFussel |
I set it to 35 I think..maybe I can raise it a bit |
15:30 |
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17:40 |
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18:21 |
IhrFussel |
If someone uses auto walk does the server still receive the .up cpntrol? |
18:21 |
IhrFussel |
control* |
18:22 |
IhrFussel |
auto forward* |
18:27 |
sfan5 |
you mean the auto forward built into minetest? |
18:39 |
Krock |
IhrFussel: no, because the player does not press the UP key |
18:39 |
Krock |
https://github.com/minetest/minetest/blob/master/src/localplayer.cpp#L498 move_direction is later applied depending on that value |
18:46 |
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18:47 |
Andrey01 |
hi, could anybody help me with making blender model? |
18:49 |
Andrey01 |
i can not deform the back of the chair towards to the curve, i don`t know exactly toward to which axis i need to deform it |
18:49 |
Andrey01 |
blender model: https://uploadfiles.io/ |
18:51 |
rubenwardy |
that's not a correct link |
18:51 |
rubenwardy |
it's a link to the uploader, not the file |
19:11 |
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19:13 |
Andrey01 |
https://ufile.io/4g1lp |
19:13 |
Andrey01 |
now correct link |
19:15 |
Andrey01 |
please help if you can |
19:16 |
Fixer |
use this instead https://transfer.sh/ |
19:18 |
Andrey01 |
why? |
19:20 |
Fixer |
does not have ads or popups |
19:20 |
Fixer |
(at least for me) |
19:26 |
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19:27 |
Andrey01 |
so can anybody help me? |
19:29 |
tumeninodes |
Not in 2 minutes |
19:29 |
tumeninodes |
why not put this up in the modeling help section of the forum? |
19:37 |
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19:39 |
tumeninodes |
Andrey01: might be easier to make a duplicate of that table top section, stretch it , and then slice it up (cut out the bits you do not want). |
19:40 |
tumeninodes |
if I had the time, and were it something I was interested in using, I would play with it. That is why you might have better response on the forum |
19:44 |
Andrey01 |
then i should public it on the forum? |
19:45 |
Andrey01 |
publicate* |
19:45 |
tumeninodes |
You may get better response there. It will depend on someone who is interested |
19:45 |
Andrey01 |
publish* |
19:45 |
Andrey01 |
ok |
19:49 |
tumeninodes |
yep, there is a section called post your modeling request, or something... and Nathan has also done quite a few vids which may help https://forum.minetest.net/viewtopic.php?f=47&t=16455&hilit=modeling |
20:03 |
Andrey01 |
ok, i`ll see this topic later, thanks |
20:18 |
GreenDimond |
How do I tell if an object disappears because of a clearobjects? on_death doesnt seem to work. |
20:24 |
IhrFussel |
Krock, then the feature is builtin cheating cause it renders server side mods like hunger/stamina partly useless |
20:25 |
IhrFussel |
These mods (which I also use on my server) need to know when the player presses a movement key in order to reduce their saturation ... movement is one of the most important things there |
20:27 |
IhrFussel |
I might open an issue about it... shouldn't be too complicated to send a continous "forward key" packet as long as auto forward is enabled |
20:38 |
IhrFussel |
https://github.com/minetest/minetest/issues/7805 |
20:53 |
Krock |
to be strict, they don't press the up key |
21:00 |
GreenDimond |
If I use minetest.add_entity as a table (ie. `local bla = {} bla[1] = minetest.add_entity({defhere})`) will that table value return nil if the entity no longer exists? |
21:02 |
Krock |
it will throw an error because the first argument must be a 3d vector https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_env.cpp#L594 |
21:03 |
GreenDimond |
Assuming the add_entity value is correct |
21:03 |
GreenDimond |
Assuming the add_entity is valid, if I run clearobjects and check the table, will it return a nil? |
21:04 |
Krock |
how do you imagine is that table even kept in the memory? serialized? |
21:04 |
Krock |
saved in the object definition? |
21:04 |
GreenDimond |
Look, all I want to do is detect whether or not the entity exists |
21:04 |
GreenDimond |
because there is no "on_death" that works with clearobjects afaik |
21:05 |
T4im |
unless you changed the mode of the table to behave weakly referenced it would not be permitted for the garbage collector to just remove the object reference you assigned to the table |
21:06 |
T4im |
so no, that would not work |
21:06 |
GreenDimond |
Thankyou. So any other ideas on how I should detect this? |
21:06 |
Krock |
get the entities in the area and compare get_luaentity().name against what it should be |
21:06 |
T4im |
best chance is to check what ObjectRef has to offer |
21:06 |
Krock |
if there are no entities or only wrong ones, then it's not there |
21:07 |
GreenDimond |
Doesnt clearobjects clear all entities on the map? |
21:07 |
T4im |
assuming the c side frees any references on the objectref, you could change the mode of the table to make your idea work |
21:07 |
T4im |
if it doesn't it would be a leak i guess :x |
21:08 |
GreenDimond |
That makes sense |
21:08 |
Krock |
clearobjects only clears luaentities |
21:09 |
T4im |
then check get_luaentity? :x |
21:11 |
GreenDimond |
Beautiful, works perfectly T4im :) |
21:11 |
T4im |
great :) |
21:12 |
T4im |
just make sure to really remove any references to the objectref as well that you might have kept for testing |
21:13 |
T4im |
some memory leak potential there |
21:13 |
GreenDimond |
And I also realize the entity wont be stored in the table on reload |
21:13 |
GreenDimond |
However this is a good start |
21:14 |
T4im |
if mean if you have to keep it around, really change to a weakref table so the garbage collector can at least free the objectrefs that aren't in use otherwise anymore; this is exactly what those are for |
21:14 |
T4im |
i mean* |
21:16 |
T4im |
__mode = 'v' on the table's metatable should do |
21:18 |
GreenDimond |
so something like setmetatable(mytable, {__mode = "v"})? |
21:24 |
GreenDimond |
hmm |
21:24 |
GreenDimond |
The entity doesnt even seem to respawn on reload |
21:26 |
T4im |
yea, like that; it essentially tells the garbage collector that the values of that table are weak, allowing the value to be collected even if its in that table, and as long as the key isn't references anywhere else, the entire entry might be collected next |
21:27 |
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21:27 |
T4im |
oh wait, the entry is collected either way |
21:27 |
T4im |
but still |
21:30 |
GreenDimond |
I may have to go about this a different way |
21:31 |
GreenDimond |
Basically the problem here is that I have a bunch of entities containing IDs that are used to reference data in a file, but if the entity doesnt exist the data is useless. |
21:31 |
GreenDimond |
So I suppose I could detect if clearobjects is run (hacky chatmessage detection I suppose) and just wipe the id file if successful |
21:32 |
GreenDimond |
But then I have to make sure to only do that on a full clearobjects, and on a quick clearobjects.. uh.. |
21:34 |
T4im |
why don't you just clean the file on reload? |
21:35 |
T4im |
hm |
21:35 |
T4im |
because you have no way to get unloaded entities i assume D: |
21:35 |
T4im |
hmm |
21:37 |
T4im |
which also would be the problem of your hack i guess |
21:45 |
T4im |
nah, perhaps your hack might still be the best option here, GreenDimond; just clear the file for both types; lazy clearobjects will keep removing serialized entities, but they have became doomed to be deleted the moment the clearobjects was started |
21:48 |
T4im |
try to hook into minetest.clear_objects directly instead of chatmessage things |
21:48 |
T4im |
and it will be less of a hack :) |
21:52 |
GreenDimond |
How would I "hook into" that T4im? |
21:53 |
T4im |
do local clear_objects = minetest.clear_objects; minetest.clear_objects = function(...) do_your_own_thing(); return clear_objects(...); end end |
21:54 |
T4im |
perhaps not at this oneliner :p |
21:55 |
GreenDimond |
Hm, I suppose that would work |
21:55 |
GreenDimond |
The thing is, if quick clearobjects is run and I dont load any more mapblocks, do those unloaded entities stay there? |
21:55 |
T4im |
they remaind serialized to the mapblocks |
21:55 |
T4im |
remain* |
21:56 |
T4im |
until the mapblock is loaded, then they get deleted during deserialization |
21:56 |
T4im |
so while they are technically still there, they should not be able to interfere in any way with the world anymore |
21:57 |
GreenDimond |
So either way I should be able to wipe the ids safely? |
21:57 |
T4im |
i believe so |
21:57 |
GreenDimond |
awesome |
21:57 |
GreenDimond |
I will test this |
22:17 |
IhrFussel |
Auto Foward DOES simulate the up key so it should be recognized as being pressed server side |
22:17 |
IhrFussel |
That's how I see it |
22:19 |
IhrFussel |
That would be like implementing "Auto Fire" (left mouse button) and then saying "but the player doesn't actually hold down the mouse button it's just automatic" |
22:51 |
jas_ |
bloxkmen made that typo in hud hungee andnit stuck. satiation like satee like not hungry. saturation is like when ur wet.. ha |
22:54 |
jas_ |
sated* |
23:23 |
rubenwardy |
no it's not |
23:27 |
jas_ |
no? |
23:28 |
rubenwardy |
1. [Chemistry] the degree or extent to which something is dissolved or absorbed compared with the maximum possible, usually expressed as a percentage. |
23:28 |
rubenwardy |
2. to a very full extent, especially beyond the point regarded as necessary or desirable. |
23:28 |
jas_ |
lol |
23:29 |
jas_ |
so atisfied |
23:29 |
jas_ |
satisfied* |
23:29 |
jas_ |
sated/satiated |
23:29 |
rubenwardy |
it's still wrong, but it doesn't mean wet |
23:29 |
jas_ |
i didnt say it did |
23:29 |
jas_ |
i said "like wet" using a metaphorical analogy |
23:29 |
aerozoic |
i would say saturation is less specific but could be considered correct |
23:30 |
GreenDimond |
"metaphorical analogy" |
23:31 |
jas_ |
lol |
23:31 |
jas_ |
yes versus a literal analogy hahaha |
23:32 |
GreenDimond |
... |
23:32 |
jas_ |
anywhoos |
23:32 |
aerozoic |
and now i must switch to windows to play a game that i can't get to work on linux :( |
23:35 |
jas_ |
so anyway when ur full and no longer hungry you are "satiated" i would copy paste definition but that seems hard. definitely a typo i thjnk blockmen was swedish? second language anyway |