Time Nick Message 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 06:44 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 11:15 Fixer damn, everything in notifications is literally by paramat o_O 11:15 VanessaE heh 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) 14:41 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 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 18:47 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 19:13 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) 19:27 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? 19:39 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 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