Time Nick Message 01:25 luk3yx Hi GreenDimond. 01:27 * VanessaE waits to see if GreenDimond gets another asskicking from Skyblock, or he reverse :) 01:28 VanessaE the* 01:31 GreenDimond Er 01:31 GreenDimond I'll uh, get on soonish. 01:32 VanessaE heh 09:03 tenplus1 hi folks 09:34 ChimneySwift aloha 09:34 tenplus1 hi chim chiminy 09:37 ChimneySwift XD hey how's it going 09:37 tenplus1 heh, not bad, you ? 09:37 tenplus1 about to watch Castlevania season 2 anime :D 09:39 ChimneySwift good :D I added some more stuff to my Didcord/IRC bot, it's slightly broken though lol. 09:39 ChimneySwift nice! 09:39 tenplus1 hi benrob 09:40 benrob0329 Hi tenplus1 09:40 ChimneySwift o/ 09:40 benrob0329 Hello ChimneySwift 09:48 tenplus1 hi fussel 09:50 IhrFussel Hello there tenplus1 and the others 10:16 tenplus1 o/ T4im 10:16 T4im hi :D 10:33 tenplus1 hi tommy 10:36 longerstaff13 o/ 10:36 longerstaff13 *peers out of the atic, then falls out of the attic* ow 10:37 tenplus1 hi longer :P 10:45 tenplus1 hi calcul0n 10:46 calcul0n hello 10:57 tenplus1 how did that happen ? 10:57 tenplus1 you think they did it for attention ? 10:58 tenplus1 we've had thefts on server but protected chest could only be opened by names on list, was a friend that was added who took items and denied all knowledge 10:58 tenplus1 gotta love logs 11:00 tenplus1 Iremember building an amazing castle and one wrong move with worldedit wiped half of it out :) so made it a ruin instead...eheheh 11:01 tenplus1 so weird... 11:02 tenplus1 this is on-topic btw, minetest griefing 11:02 benrob0329 Yeah but I didn't want to clutter up the logs :P 11:02 tenplus1 it's still logged from what I hear 11:03 benrob0329 I have not seen so much damage in such a short amount of time though 11:03 tenplus1 ahh, it doesnt appear on logs now, sweet 11:03 tenplus1 had to check 11:04 tenplus1 I would happily enable lava buckets and fire spreading if I thought players could be trusted with it 11:04 tenplus1 but there's always some who take advantage and spoil it for the rest 11:08 tenplus1 wb fixer 11:09 benrob0329 I think protector blocks are used more for blockspam than anything else 11:09 tenplus1 blockspam ? explain ? 11:09 benrob0329 I see them littering the ground, older builds, etc 11:10 tenplus1 when they get better at building theyy hide them better :P 11:11 benrob0329 No like, builds too old to have protection 11:11 tenplus1 that's why we host wrecking crews on Xanadu, if a player has been banned/limited or hasn't been on server in a looooong time, we remove protection and let the other players take what they like :) 11:12 T4im the protector mod makes a tradeoff between looks and simplicity there; if you have a more looks oriented server you might consider adding another protection mod.. a lot of servers seem to end up using more than one at the same time after a while to get the best of both worlds 11:13 tenplus1 yeah, I do like areas but too many protected areas slow things down and cause lag 11:13 T4im of course you gain the draw back of overlap of several prtoection mods not being handled perfectly 11:13 tenplus1 I may find a way to hide the protector nodes or add an invisible one that glows when a player is near 11:13 T4im are you sure areas slows down that much? isn't it using a special datastructure to avoid that? 11:14 tenplus1 if you protect 1000 areas it loops through the 1000 areas to check if what you punched or dug is within that area 11:14 tenplus1 *within one of hte areas 11:14 tenplus1 do that with every player on server and it gets slow 11:15 T4im i haven't looked at the implementation, but i doubt they implemented it that naively 11:16 benrob0329 Wouldn't it just see if the area overlaps with a protected are? Essentially a collision check? 11:16 benrob0329 *area 11:16 T4im yes 11:16 T4im that's what i thought as well 11:17 T4im and those areas could be retrieved through some kind of tree structure 11:17 T4im no need to loop through tables to test every single one individually 11:17 T4im but this is all speculation without looking at the code or at least the commit message :p 11:18 tenplus1 am checking code now 11:18 tenplus1 many loops 11:19 tenplus1 https://github.com/ShadowNinja/areas/blob/289d0e623c1d383f26cbc57c94ce9a8a184bf525/api.lua#L71 11:19 tenplus1 which calls this: https://github.com/ShadowNinja/areas/blob/289d0e623c1d383f26cbc57c94ce9a8a184bf525/api.lua#L18 11:19 tenplus1 and unless it's stored in memory already, loops though all areas 11:20 benrob0329 Loops through each area, or each block in an area? 11:20 T4im that runs once for every area at a postion 11:20 T4im so in an optimal case exactly once 11:20 T4im ofc only if areastore is available 11:20 tenplus1 each area checking POS is within 11:21 tenplus1 how big does area store get with every position for each player, 11:21 T4im that is the fallback 11:21 benrob0329 So, not bad 11:21 T4im the fallback doesn't run if you have an areastore 11:22 T4im it only really iterates all areas returned for a position (i.e. when several overlap) 11:22 T4im which means the actual search is done by the areastore in the engine; that's the code you need to look at 11:23 tenplus1 hrm 11:23 T4im and provided you compile it with libspatial backend, it seems to be stored in rtrees, which is one option for that kinda thing 11:24 tenplus1 whereas protector redo checks pos with radius to find a protection block, get name and see if your on the list 11:25 tenplus1 very simple 11:25 T4im it is simple; not necessarily faster :) 11:25 tenplus1 5.0 has find_node_near with middle bool, that will make it faster still 11:26 tenplus1 but I dont have 5.0 dev installed so it'll have to wait until it's implemented in say 0.4.18 11:27 T4im this kind of spatial indexing and retrieving is optimized to hell and back by all those FPS :p imagine how much collision checks are done in those every second for a all those projectiles flying around, all one huge maps with lots of geometry 11:27 T4im on* 11:30 T4im i don't know what performs better; but at least neither should slow down with more protection needed 11:30 benrob0329 Interesting analogy considering Doom is a thing 11:30 tenplus1 the faster I can find and check meta the faster the protection mod works :) 11:30 tenplus1 so always on the lookout for new methods 11:31 tenplus1 and no matter how many protectors are added it's always the same speed for each player 11:31 T4im which is the most important thing for a protection mod htere 11:31 tenplus1 krocks simple protection works on mapblock, stores the name per block and is easy access so prolly faster than both 11:32 tenplus1 but you have no control over placement, like leaving a 1 block gap for farming so players can gather crops but not break anything around it 11:33 T4im probably better not to fud areas there tho; as some people might decide to use a protection mod that actually doesn't fit them, only because they thing the other one is a performance liability :p 11:34 T4im i think the big protection mods all have their niche and complement each other well there 11:34 T4im think* 11:35 T4im would be nice if they worked better together :s 11:35 tenplus1 I like how each has it's own way of working, benefits but also drawbacks of use 11:36 T4im yea 11:36 tenplus1 the is_protected function is overidden by them all though so you dont want it too stressed working together 11:36 T4im right now you can still protect someone elses area with a different protection mod 11:36 T4im although i see how that can be hard to implement right 11:37 tenplus1 some servers do areas for huge builds and protectors for little/specific areas 11:37 T4im yea 11:38 T4im tony's server has all three big ones, landrush, areas and protector :P 11:38 tenplus1 oof 11:38 T4im oh wait, actually not sure about areas there hmm but landrush and protector as combination definitely 11:39 tenplus1 I like whenthey use protector.flip , it annoys griefers :D 11:39 T4im :) 11:48 tenplus1 hi shiva :) 11:51 benrob0329 Its sad to me how much footage it takes to make on of these videos 11:52 benrob0329 I take anywhere from ~ 2-3 1/2 hours of footage and cut it down to just 2-4 minutes 11:53 tenplus1 wow, didnt realise you needed so much 11:54 benrob0329 Itd probably be about a half hour once I pull all the shots out, then those get sorted, placed, and cut 11:56 tenplus1 look forward to seeing final vid :D 11:56 tenplus1 hi DI3HARD139 11:56 DI3HARD139 Hello 11:57 benrob0329 *looks outside* oh hey the sun woke up 11:57 benrob0329 'Bout time 11:57 tenplus1 :P 12:07 shivajiva Hiya tenplus :) 12:07 tenplus1 o// 12:10 tenplus1 long time no see 12:11 shivajiva yea, you okay 12:12 tenplus1 same old same old :P what's new with you ? 12:20 tenplus1 hi CWz 12:20 CWz hello 12:41 IhrFussel I use areas without libspatial... globalstep() takes max 10ms average is 34 µs 12:42 IhrFussel I have at least 3,000 protections on my server 12:42 tenplus1 that's a lot dude 12:42 T4im you'd have to instrument its is_protected there; globalstep isn't used for protection checks 12:43 IhrFussel globalstep() loops through all areas cause it displays the areas at each player's position 12:43 T4im a 12:43 T4im ah 12:43 T4im fair point 12:44 tenplus1 this is the one thing I'duse csm for (buyt server side loaded only) is for protection display 12:44 IhrFussel on_protection_violation[1] ........................ | 9 | 1257 | 96 12:44 IhrFussel min | max | avg 12:44 T4im kudos for looking at the correct measurements :p 12:45 tenplus1 :P 12:45 T4im #4343 is replacing the other ones completely, because they are just confusing this way 12:45 ShadowBot https://github.com/minetest/minetest/issues/4343 -- Profiler: Better structures, count calls, measure relative usage by t4im 12:47 T4im but yea, the avg ain't that bad 12:50 IhrFussel lua is very fast with iterating through tables 12:51 * tenplus1 likes lua, just wish it used more than one cpu at a time though 12:51 T4im well you are still using the areastore, even without libspatial 12:51 T4im so the iteration is still done in c++ there i assume 12:52 T4im just no fancy tree structure for faster collision checks 12:55 tenplus1 hi Gael 12:55 Gael-de-Sailly hi tenplus1 :) 13:01 T4im the thing some people might not be aware of is that optimized tail calls are even faster than table iterations :P which is likely why is_protected is the way it is instead of being registered into a table 13:02 tenplus1 T4im: explain ? or example ? 13:02 T4im well, usually function calls add a small overhead; but when they are down as the last statement in a return, they can be optimized away 13:03 T4im meaning once everything is compiled; rn minetest.is_protected() is one huge function containing the code of all individual is_protected from the mods 13:03 T4im which is faster than going through a table and calling each chunk individually 13:04 tenplus1 will lookinto that, big speed increase hopefuly 13:04 T4im it's great when you do recursion stuff 13:05 T4im specifically tail call recursion can be faster in some cases than loops 13:05 tenplus1 it's something I've never looked into 13:06 T4im it can sadly make some code harder to read, which is probably why one shouldn't be replacing everything with it :p 13:07 T4im but it's a good tool to know about 13:08 T4im it's one reason why the profiler barely adds any overhead 13:13 tenplus1 hi aerozoic 13:13 aerozoic wazup tenplus1 ! 13:14 aerozoic rainy day today 13:15 tenplus1 sun out here,but cold 13:42 Fixer 2018 @ Still no proper z-sorting in minetest :( 13:46 tenplus1 hoping for miracles here :D 13:57 tenplus1 heh kewl 13:59 benrob0329 tenplus1: not cool 13:59 benrob0329 Damage 13:59 tenplus1 oh is that the griefing ??? thought you were building a factory 14:00 VanessaE we cleaned it all up though, as best we could anyway 14:00 VanessaE and the griefer has since been banned. 14:00 VanessaE also hi. 14:00 tenplus1 hi Vanessa :) 14:00 tenplus1 vines working ok ? 14:01 VanessaE idk, I haven't seen it in action 14:01 VanessaE but, no complaints so far 14:01 VanessaE and no crashes. 14:01 benrob0329 o/ VanessaE 14:02 CWz there was a new griefer? 14:03 VanessaE when isn't there? 14:03 tenplus1 lol 14:03 CWz wonder what creative username it had 14:04 VanessaE Liam12 or something like that. 14:04 CWz well that griefer gives Liams bad names 14:05 CWz the Liam community shall put him in Liam court where he will be tried by jury of his Liam peers 14:05 VanessaE heh 14:05 tenplus1 lol 14:06 CWz It a shame that a Liam was behind a such a heinous crime 14:07 CWz I'd expect something like that from a CJ or a Walter, but a Liam? 14:07 * benrob0329 uploads a video, and makes another one public 14:08 tenplus1 we've had worse griefings than that :D 14:08 CWz Walters are mad because the origin of the name was just adding l to water 14:09 CWz tenplus1, and their usenames were? 14:09 tenplus1 cant remember to be fair, was a while ago before xanadu had /limit and border control 14:10 CWz Border control? an immigration issue? 14:12 CWz griefing is a result of parents letting computer games babysit their childs 14:12 CWz or done by players who feel like that lives are out of control 14:12 CWz so they take control via Cyberspace 14:13 CWz either that, it an alien plot to take over the world as we know it 14:17 VanessaE heh 14:17 tenplus1 :P 14:19 benrob0329 Oh VanessaE, there is crap under the road over there 14:20 benrob0329 Not much, but some 14:20 VanessaE under? like what? 14:20 benrob0329 The road over there his basically floating 14:20 VanessaE hm 14:20 benrob0329 There are random blocks 'n such over there, but it could be old building bits 14:21 benrob0329 Didn't look that closely, just noticed it as I filled a missing block 14:22 VanessaE given the age of that server, "old building bits" is quite likely. 14:23 benrob0329 I feel like a project should be started to clean up some of the mess on VE-C 14:23 tenplus1 have a wrecking crew... take a group of players and remove any protection for players over a year old (or banned) and let them keep what they take : 14:23 tenplus1 it's fun 14:23 VanessaE send them to my server :) 14:24 tenplus1 lol 14:24 benrob0329 There is just unfinished/broken down builds, unknown nodes, etc 14:24 VanessaE well I guess every server needs its ghettos 14:25 tenplus1 exactly... 14:25 VanessaE :P 14:43 tenplus1 :P 14:49 CWz Bananaland if full of Gettos but not the bad type 14:49 CWz I think slums is the best way to describe them though 14:52 CWz tenplus1, xanadu is spawn still a cubical made out of loony padded walls? 14:53 tenplus1 lolol, that was the old xanadu mk2... weve been on mk3 for a while now, spawn is a huge build like a castle courtyard :) it's really nice... sign in and check it out 14:56 tenplus1 just finished a Ziggurate if anyone wants to see also 15:17 tenplus1 wb 15:18 benrob0329 ty 15:19 tenplus1 laters all :P 17:25 IhrFussel "my MT server already has lots of features, not sure if more are really needed" "what is mt?" "Minetest the name of this game" "i dont play minetest" "i use apple" 17:26 Krock and i uses potato pc 17:26 IhrFussel The 3rd-party apps are washing their brains 17:26 Krock and i washing my laptop with soap btw 17:28 IhrFussel MT should've used a license that requires any fork to mention that the engine is powere by "Minetest" ... I don't think LGPLv2.1 does that 17:28 Krock well, I doubt they changed the ASCII art 17:29 Krock and that's still printed to the debug.txt file in 0.4.x AFAIK 17:29 rubenwardy the LGPL does require that if they have apps 17:29 rubenwardy *adds 17:29 rubenwardy -d 17:29 rubenwardy if you use the thing with proprietary code then you need to plainly and obviously attribute Minetest 17:29 rubenwardy ad code is proprietary 17:32 IhrFussel Pretty much every fork on Google Play Store / iTunes implements ads 17:32 IhrFussel The attribution is not required on the title screen though right? They can just hide it in some extra menu 17:33 T4im or even in a textfile/helpfile section distributed with it :p 17:34 rubenwardy I think it needs to be on the download page, ie: play store 17:34 rubenwardy at least that's what I thought when I looked at this 17:34 rubenwardy the real issue though is that inforcement is painful 17:34 rubenwardy *enforcement 17:35 rubenwardy collecting the evidence and dealing with google 17:36 T4im maybe they are quicker if you point out that it's not their ads included 17:36 T4im :x 17:56 IhrFussel bgcolor[] question: FF at the end means 0% transparent... so EE should mean ~ 16% transparent correct? 18:04 IhrFussel No wait... it's FF, EE, DD, CC , BB, AA, then... 09, 08 etc? 18:04 Krock !c (1 - (0xEE / 0xFF)) * 100 18:04 MinetestBot 6.666666666666665 18:05 Krock 6% transparent 18:06 IhrFussel So EE should be 18% 18:06 IhrFussel CC* 18:07 Krock !c (1 - (0xCC / 0xFF)) * 100 18:07 MinetestBot 19.999999999999996 18:10 IhrFussel 20... will have to check if that's enough...cause I want my formspec to be just as transparent enough to see kinda what's happening in the background but not enough to max the chat text with my formspec text 18:10 IhrFussel to mix* 18:11 IhrFussel What's the default for bgcolor[]? Anyone knows? 18:11 rubenwardy No, it's: FF FE FD FC FB FA F9 F8 F7 F6... 18:14 IhrFussel rubenwardy, I know I didn't want to list every single hex value so I turned it into "chunks" 18:15 rubenwardy That makes no sense 18:15 rubenwardy The numbers you gave were inconsistently spaces 18:15 Krock reverse-calculate it if you want a certain percentage value 18:15 rubenwardy Which is why you were getting wrong percentages 18:15 T4im in that case, after A0 would come 9F not 09 18:16 Krock just like decimal system, but with letters too 18:16 T4im your typical 0-F range 18:18 IhrFussel At first I thought the values just got from AA - FF so every "chunk" (AA-BB for example) would have been ~ 16% but then I realized it's 00 - FF so a chunk is ~ 6% 18:18 IhrFussel I have no better word than "chunk" 18:20 IhrFussel But wait that is false too...kinda? That means 00-AA is just 1 chunk 18:21 IhrFussel I'm confused and really bad at math...I'll just try CC for now and see if it looks good 18:23 rubenwardy Every first digit is 16 of the second digit 18:24 rubenwardy So CC=C*16+C=12*16+12 18:26 rubenwardy Actually, there's always 17 between each double digit 18:26 rubenwardy So yeah, 6.66% 18:32 IhrFussel Okay so the "chunks" are 00,11,22,33,44,55,66,77,88,99,AA,BB,CC,DD,EE,FF ... then CC should mean 20% and it's solved 19:36 Krock o/ Calinou 20:33 Fixer do our textures suck? 20:35 Krock Fixer: many opinions. Glass looks way too blue IMO 20:36 Shara MTG glass always looked ikky to me 20:36 Shara Krock should now fix it :) 20:36 Krock whereas "now" = tomorrow _._ 20:36 Krock good suggestions, will adapt. 20:36 Shara Tomorrow works :) 20:37 Shara But yea, it'll have my support then. And I'll probably even do a dance or something, because it will be one less terrible texture. 20:38 Shara I also think snow and gravel textures are pretty bad, and I know others have hated on those as well. 20:38 Shara Though I think snow was improved at some point 20:38 Shara Not staring at current dev right now so not sure 20:39 Krock old brown gravel is a long-time content of my texture pack.. maybe I'm not the only one who's doing that? .D 20:39 Shara The gravel was much nicer 20:39 Shara I regret not switching back to it on my server 20:39 Shara I think I still have old snow at least 20:40 Fixer does terrain look dull, muted? 20:40 benrob0329 Crazy idea: you can't transport water source blocks 20:40 Shara Fixer: Don't know really. I just find MTG textures a bit whatever 20:40 benrob0329 Pipeworks' pumps are actually useful as a result 20:41 Krock you can transport filled buckets 20:42 benrob0329 What if buckets only pour flowing water? 20:42 Fixer do textures need a bit more saturation? 20:43 Shara I did a side by side comparison of MTG and HW (game I'm working on) textures textures the other day. MTG colours seemed like those you'd find in some toy building set... not quite real colours of anything. They felt fake. 20:43 Shara -textures* 20:44 Shara But of course the textures in my game are going to look better to me, because I've made sure they are what I like, even when I'm not the one making them