Time |
Nick |
Message |
01:04 |
benrob0329 |
Good article, somewhat related to MT's General art style and art in general. http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/ |
01:56 |
rubenwardy |
https://i.rubenwardy.com/yUCtT.png |
01:56 |
rubenwardy |
guess when the map resets |
02:39 |
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03:26 |
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03:51 |
paramat |
renouncing high-res pixel art makes sense, but MT is mostly 16px and many HD textures are not created by placing individual pixels. so i don't see much relevance in the article |
03:55 |
paramat |
benrob0329 ores and decorations are registered in singlenode yes, so you can make the engine add them to a lua mapgen using these 2 APIs https://github.com/minetest/minetest/blob/a18c310adb075b1ba94950b6ee811c68dec2f66b/doc/lua_api.txt#L3982 |
03:59 |
paramat |
here's an example of usage https://github.com/paramat/planets/blob/2464395304900b0e7c4c8950b289db0164a7cb66/init.lua#L418 |
04:01 |
paramat |
you can either apply MTG's registered ores and decorations, or clear those and apply your own registered ores and decorations. they are added at the same speed as core mapgen |
04:32 |
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04:48 |
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05:02 |
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05:53 |
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06:16 |
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06:24 |
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06:59 |
IcyDiamond |
can i set the visual size of an entity per entity? |
07:03 |
paramat |
only per entity definition |
07:09 |
IcyDiamond |
hm why is the texture always black when i use visual=cube |
07:11 |
IcyDiamond |
oh nvm it requires glow |
07:13 |
IcyDiamond |
also it looks like i have to specify the same texture 6 times in order for it to show up on each face |
07:14 |
IcyDiamond |
quoting lua_api.txt: "cube" uses 6 textures in the way a node does. |
07:14 |
IcyDiamond |
but node can also have single texture applied to all faces |
07:25 |
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07:29 |
paramat |
indeed, cube requires all 6 tiles to be stated |
07:29 |
paramat |
docs are a little misleading |
07:51 |
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08:27 |
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08:29 |
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08:45 |
nerzhul |
rubenwardy pure lua backend ? |
08:55 |
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09:30 |
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09:33 |
rubenwardy |
Yes |
09:37 |
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10:00 |
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10:38 |
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11:42 |
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12:03 |
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12:05 |
nerzhul |
okay nice |
12:05 |
nerzhul |
when 5.0.0 will be over i will try to see how we can refactor our profiler backend to make stats more generic |
12:06 |
nerzhul |
on the 5.0.0, except refactor & perfs i have 3 things in mind: SSCSM, proper metric backend customizable by servers to add more metrics and postgresql auth backend :) |
12:25 |
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12:40 |
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13:04 |
Fixer |
i suspect transition to 0.5 will be longest in history of minetest |
13:10 |
calcul0n_ |
not that bad for a transition 0.4->5.0 :p |
13:14 |
Fixer |
i fear 5.0.1 will be badly needed after initial testing |
13:17 |
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13:18 |
Krock |
Fixer: initial testing is right now |
13:18 |
Fixer |
it is weak |
13:18 |
Fixer |
when major servers moving it, there will be more testing |
13:18 |
Krock |
then help |
13:24 |
Unarelith |
did MT had a client/server architecture since the beginning or did it came later? |
13:26 |
Krock |
there was already one in the early days |
13:26 |
Krock |
surely in 0.3.1 |
13:30 |
Unarelith |
hmm, so I don't understand, why server-side movement wasn't implemented earlier? |
13:31 |
Krock |
because it's easier to calculate it on each client |
13:31 |
Krock |
collision calculations are expensive |
13:31 |
Krock |
especially when you do them for 0.01m, regardless of your player's speed |
13:32 |
Krock |
and lags are not helpful in terms of precision |
13:32 |
Unarelith |
duh, why? collisions should be AABB check bascially, so shouldn't be that expensive, so what is really expensive? |
13:32 |
Unarelith |
client prediction is the answer to the lag issues |
13:33 |
Krock |
1) get all nodeboxes |
13:33 |
Krock |
2) get all objects |
13:33 |
Krock |
3) perform AABB checks |
13:33 |
Krock |
4) repeat 1000 times the second |
13:33 |
Krock |
5) repease for all 20 online players |
13:33 |
Krock |
*repeat |
13:34 |
Unarelith |
1000 times per second? collision checks every 1ms? wut? |
13:35 |
Krock |
depends on the player speed. 1000 times per second for a velocity of 10m/s |
13:35 |
Krock |
and the server would need to know whether the player uses fly&noclip |
13:35 |
Krock |
that's yet not sent to the server |
13:36 |
Unarelith |
how the hell player movement was handled in MT O_O |
13:36 |
Krock |
what do you mean? |
13:37 |
Unarelith |
from what you say, I think you're doing way too much useless collision checks |
13:37 |
Krock |
in order to collide with 0.01m thin slabs that's required |
13:38 |
Krock |
otherwise the box might already entirely be inside the slab |
13:39 |
Krock |
surely that could be detected, but then you'd have to step back and find the nearest possible point again |
13:39 |
Krock |
that's already partially done for the 0.01m steps to properly collide with the nearest face |
13:40 |
Krock |
although it's sometimes still failing. in very rare cases you can slip through the edge of a node, standing inside the node. |
13:40 |
Krock |
experienced that about three times in the past.. five years I guess |
13:41 |
Krock |
wow this. https://i.imgur.com/xpo2TLN.jpg |
13:42 |
Unarelith |
so what's the point? the collision system seems very heavy and complicated just to almost handle rare cases that would never happen |
13:42 |
Unarelith |
who makes slabs of less than 1/64 of block height? |
13:42 |
Krock |
moreblocks, technic, stairs redo (exists for sure) |
13:43 |
Krock |
carpets sometimes also have collision boxes, even though not really required |
13:44 |
Unarelith |
yeah so to summarize: these slabs are not really useful, and the code is overcomplicated just to almost handle collisions with them, that's why you can't have a nice server-side movement |
13:44 |
Unarelith |
it's sad |
13:45 |
Krock |
for reference: https://github.com/minetest/minetest/blob/master/src/client/clientenvironment.cpp#L124 |
13:45 |
Krock |
f32 position_max_increment = 0.1*BS; |
13:46 |
Krock |
so 1/16 slabs are not supported by the collision engine.. hmm |
13:46 |
Krock |
I was off by factor 10 but I think you got the idea |
13:55 |
jas_ |
hi |
13:55 |
jas_ |
so, i always played mt on a good linux box with an abysus mouse |
13:55 |
jas_ |
or deathadder, etc. |
13:55 |
jas_ |
i recently played on win10 laptop with wireless logitech... HOLY SHIT |
13:56 |
jas_ |
fuck that |
13:56 |
jas_ |
to clarify, there's actual input lag on the keyboard key presses. the movement feels wierd. everything seems.... different |
13:56 |
jas_ |
spongey |
13:58 |
jas_ |
also it appears the more lag the less likely player is to collide with anything. it's interesting really, probably obvious right? |
13:59 |
IcyDiamond |
I'm a full time Linux gamer boi |
14:01 |
rud0lf |
mahjong player? |
14:04 |
IcyDiamond |
wat |
14:20 |
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14:31 |
jas_ |
good to know man |
14:31 |
jas_ |
listen, i think |
14:32 |
jas_ |
max_hear_distance just needs to sync with the falloff of positional sounds |
14:32 |
jas_ |
if the falloff curve always reaches zero at exactly `max_hear_distance' i think it's a win-win |
14:32 |
jas_ |
maybe |
14:32 |
jas_ |
i dunno |
14:32 |
jas_ |
i have a lot of mice, i only ever played quake. now i play minetest and still have the mice and pads. |
14:33 |
jas_ |
but yes, 12-16 hours of quake a day was not uncommon. |
14:35 |
Fixer |
all your bug are belong to us |
14:36 |
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14:40 |
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14:46 |
Fixer |
Krock: few persons just can't test it enough, only when in actual """production""" thing |
14:48 |
jas_ |
seems only with lag, imo |
14:48 |
Krock |
Fixer: testing comes before production for a reason |
14:49 |
jas_ |
doing anything in mt is not the same as doing anything in mt on Box A, with server, and Box B with client... once you introduce lag, it's like, .. mm what's the word |
14:49 |
Krock |
it's usually enough to fix the major bugs |
14:49 |
jas_ |
it's like a rift in the spacetime continuum or w/e |
14:49 |
Krock |
played for a while on a 5.0.0-dev server and it ran smoothly |
14:49 |
Fixer |
Krock: yes, but very few people test it |
14:50 |
jas_ |
but i mean, once you separate client and server on different boxes, connect with a cable, it's just like "a whole other ball park" |
14:50 |
jas_ |
it would help if there was a thread and an accompanying distribution of said PR, or proposed change |
14:50 |
jas_ |
or test |
14:50 |
jas_ |
mt-collidetest1, etc |
14:51 |
jas_ |
so people could easily test it. i know, with instructions and time everyone could, but if you want more people to test, i think that's a good idea |
14:51 |
jas_ |
and also for release candidates |
14:51 |
jas_ |
i cannot spell for the life of me, should /script aspell |
14:52 |
jas_ |
hrm, i would if gitlabs provides this pipelines for PRs, or if it could. even i rarely bother because it just takes time. if there was a quick and easy way to test, all the better. |
14:56 |
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14:58 |
Fixer |
jas_: minetest movement is strange even on good keyboard, feels like you are a leaf or smth |
14:58 |
jas_ |
mm, i dunno tbh i never noticed, it always felt more or less correct |
14:58 |
jas_ |
well, the details are off, but the latency is fine |
14:59 |
jas_ |
on linux |
14:59 |
jas_ |
the keypresses on this win10 laptop, there was a good 0.2 0.3 ... maybe i exagerate, but a good noticeable lag between keypress and movement |
15:01 |
Fixer |
sorry, I meant i don't like minetest movement in general, aka physics |
15:02 |
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15:02 |
jas_ |
oh oh |
15:02 |
jas_ |
oh |
15:03 |
jas_ |
yeah they leave a little to be desired, but i don't balk |
15:03 |
jas_ |
if the player had less friction i think i'd be happier |
15:04 |
jas_ |
but i don't dare even think about... """""""change"""""""""" |
15:04 |
Fixer |
it feels like mario to me |
15:04 |
jas_ |
haha |
15:04 |
jas_ |
yea the decline is too steep, swift... |
15:04 |
jas_ |
the pop is alright, the quick deceleration i notice |
15:05 |
jas_ |
it's not cuz i usually end with a sneak press either |
15:05 |
jas_ |
player literally slows down rapidly 1/3 way into the jump curve |
15:05 |
jas_ |
should start decline at 2/3, perhaps |
15:09 |
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15:15 |
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15:22 |
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15:46 |
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15:50 |
IcyDiamond |
https://gitlab.icynet.eu/evert/towny new WIP |
15:50 |
IcyDiamond |
its basically yet another protection mod |
15:50 |
IcyDiamond |
:PP |
15:53 |
rdococ |
ooh |
15:53 |
rdococ |
CTF for 5.0.0 |
15:54 |
jas_ |
nice |
15:54 |
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16:08 |
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16:10 |
IhrFussel |
IcyDiamond: what paramat said is not entirely correct... You can make every entity unique by setting its 'self' properties in on_activate() |
16:11 |
IhrFussel |
That is how Elite monsters work on my server which are larger than their regular counterparts |
16:12 |
IhrFussel |
That is how I colorize mobs WITHOUT multiple definitions too |
16:13 |
IhrFussel |
You just need to store a flag in 'self' which you later check and change properties accordingly |
16:15 |
IcyDiamond |
ok |
16:16 |
IcyDiamond |
my towny mod needs saving before its at all usable |
16:17 |
IcyDiamond |
im also going to make an economy mod |
16:17 |
IcyDiamond |
which will support either virtual currency or item currency |
16:17 |
IcyDiamond |
with the same api calls |
16:17 |
IhrFussel |
If you use mobs redo you don't have to worry about saving of your custom self variable ... You could also copy the code of get_staticdata() callback in mobs/api.lua |
16:18 |
Krock |
Let's finally get rid of Irrlicht with all its bugs and use SQL instead! https://beta.observablehq.com/@pallada-92/sql-3d-engine |
16:18 |
IcyDiamond |
LOL |
16:20 |
IcyDiamond |
thats actually pretty impressive |
16:24 |
IcyDiamond |
not even making a wip forum post until i have saving and am absolutely certain theres no catastophic issues |
16:24 |
IcyDiamond |
xD |
16:26 |
IcyDiamond |
i just realized that i consider myself an avid modder and i havent "released" a single mod |
16:26 |
IcyDiamond |
all of my mods are wips |
16:26 |
IcyDiamond |
lol |
16:27 |
Krock |
some great mods stay WIP forever |
16:30 |
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16:31 |
IcyDiamond |
IhrFussel: https://i.lunasqu.ee/Screenshot_19-01-12-18:30:40.png maybe i should stop mining so much x) |
16:33 |
IhrFussel |
One player made a city with a huge ring out of full diamond/mese blocks ... He obtained those by abusing an old exploit that always made ores reappear after mining them |
16:33 |
IhrFussel |
I think it's L 69 |
16:33 |
IcyDiamond |
wow |
16:34 |
IcyDiamond |
yeah |
16:34 |
IcyDiamond |
thats crazy xD |
16:35 |
IhrFussel |
His name already gives you a clue about his attitude |
16:37 |
rubenwardy |
IcyDiamond: what does towny do differently? |
16:37 |
rubenwardy |
also, would you like to help with captialism_game, IcyDiamond? |
16:38 |
rubenwardy |
I'd like mods for things like shares, auctions, and good markets (CDA) |
16:38 |
rubenwardy |
and some NPC traders |
16:38 |
IcyDiamond |
do differently compared to what? |
16:38 |
rubenwardy |
to areas and co |
16:39 |
IcyDiamond |
eh its similar but its plots and stuff |
16:39 |
rubenwardy |
what's a plot? |
16:39 |
IcyDiamond |
player owned sub-areas |
16:40 |
IcyDiamond |
which will be sellable |
16:40 |
rubenwardy |
nice |
16:40 |
Krock |
plot: storyline |
16:40 |
rubenwardy |
I have a similar thing implemented in cap game already |
16:40 |
rubenwardy |
using areas |
16:40 |
IcyDiamond |
cool |
16:40 |
Krock |
Opposite is meant when you watch it "for the plot" |
16:40 |
rubenwardy |
basically, I hack into the areas API to allow companies to own areas |
16:41 |
IcyDiamond |
heh |
16:41 |
rubenwardy |
I was originally going to make my own, but heh |
16:41 |
Krock |
allow companies to re-sell areas |
16:41 |
rubenwardy |
yes, that's possible ^ |
16:41 |
IcyDiamond |
i played on 11's server but i died and lost everything so i stopped playing on it |
16:41 |
IcyDiamond |
oops |
16:41 |
Krock |
rip |
16:41 |
rubenwardy |
I was going to make my own land protection mod for it, but decided that was too much of NIH |
16:42 |
IcyDiamond |
now i just mainly play on IhrFussel's mmorpg |
16:42 |
rubenwardy |
I'm not happy with the UX of areas though |
16:42 |
Krock |
extend simple_protection :) |
16:42 |
IcyDiamond |
xD |
16:42 |
rubenwardy |
maybe |
16:42 |
rubenwardy |
I like the map overview of that |
16:42 |
rubenwardy |
also https://github.com/rubenwardy/capitalism_game/blob/master/mods/capitalism/land/areas.lua |
16:42 |
rubenwardy |
hacks |
16:43 |
Krock |
overwriting API functions.. well if it works, it's not stupid |
16:43 |
rubenwardy |
areas is so inefficient, it writes out the areas file on every modification |
16:43 |
rubenwardy |
it works with quirks |
16:43 |
IcyDiamond |
i dont know how ill do my saving |
16:43 |
rubenwardy |
here's the docs: https://rubenwardy.com/capitalism_game/land/ |
16:43 |
IcyDiamond |
can i just save everything on an interval |
16:43 |
IcyDiamond |
at an |
16:43 |
Krock |
IcyDiamond: mark as dirty, then save each map_save_interval |
16:43 |
IcyDiamond |
yeah thats what i thought |
16:44 |
IcyDiamond |
great minds think alike |
16:44 |
IcyDiamond |
XD |
16:44 |
Krock |
or save instantly if there wasn't a modification for more than map_save_interval |
16:44 |
Krock |
gives some additional security in case that change will arise a crash |
16:44 |
Krock |
using safe_write_file ofc |
16:44 |
IhrFussel |
Why is that inefficient? I sure hope that any protection mod updates its data in realtime and not when the server might've crashed before it saved |
16:45 |
rubenwardy |
I wanted the following things: |
16:45 |
rubenwardy |
1. Children are protected from parents. Ie: the owner of CityA can't edit the shops within it |
16:45 |
rubenwardy |
2. Areas cannot overlap. If there are two areas at the same position, then one must be the parent of another, and children must be completely contained within their parents |
16:45 |
rubenwardy |
IhrFussel: that can be done with journaling |
16:45 |
rubenwardy |
which is probably overkill |
16:45 |
rubenwardy |
realistically, areas don't change too much |
16:45 |
rubenwardy |
oh, and ofc: |
16:45 |
rubenwardy |
3. areas can be owned by companies or individuals |
16:46 |
Krock |
protecting from parents? usually you'd want the opposite so that the real owner can still do something |
16:46 |
rubenwardy |
Say you create a mall |
16:46 |
Krock |
then you buy the lot |
16:46 |
rubenwardy |
people renting from you won't want you being able to edit their shop |
16:46 |
rubenwardy |
and people don't want to buy the whole mall |
16:47 |
Krock |
owned nodes would solve that kinda |
16:47 |
rubenwardy |
there will be a mechanic for eviction though |
16:47 |
rubenwardy |
maybe |
16:47 |
rubenwardy |
exclusion like this isn't implemented yet |
16:48 |
Krock |
in some cases the owner might also want to update the mall style |
16:48 |
rubenwardy |
true |
16:48 |
Krock |
people who rent parts of it would have to do it themselves depending on what changes |
16:48 |
IhrFussel |
I wish you could somehow "link" HUDs and make them update at the same time instead of having to update each HUD one-by-one ... On my server there can be up to 5 custom HUDs (3 mandatory at all times) |
16:49 |
rubenwardy |
these are good points |
16:49 |
rubenwardy |
IhrFussel: CTF's kill hist has 3*5 entries |
16:49 |
rubenwardy |
each kill results in 3*5*30 + 2*30 packets being sent |
16:49 |
rubenwardy |
as HUD updates aren't batched afaik |
16:49 |
Krock |
mod idea: write a tool which may move nodes. no player inventory involved. the marked node may only be placed x metres away from its origin |
16:49 |
rubenwardy |
!c 3*5*30 + 2*30 |
16:49 |
MinetestBot |
510 |
16:50 |
Krock |
why so many? |
16:50 |
IhrFussel |
rubenwardy: so is it more or less efficient than having multipe HUDs? |
16:50 |
Krock |
oh I see |
16:50 |
Krock |
You could try to use multiline text, but the issue there is that you cannot embed images |
16:50 |
rubenwardy |
Krock: you raise good points, maybe I'll drop the exclusion for that. The parent will still be prevented from managing owned nodes |
16:50 |
rubenwardy |
Yeah, true |
16:51 |
rubenwardy |
and you can't align images with text |
16:51 |
rubenwardy |
*multiline text |
16:51 |
IhrFussel |
I think having 2 HUDs means sending the whole definition 2 times plus custom values right? |
16:51 |
rubenwardy |
also, IcyDiamond: what kind of economy mod were you thinking about? |
16:51 |
Krock |
thanks. just trying to point out the side-effects. surely, full parent access isn't good either |
16:52 |
Krock |
kind of a family problem |
16:52 |
rubenwardy |
(3*5 + 2) * 30 |
16:52 |
rubenwardy |
^ 3*5 HUD elements updated per player |
16:52 |
rubenwardy |
^ kill packet + respawn packet, or smth. A guess |
16:52 |
rubenwardy |
^ 30 players |
16:52 |
rubenwardy |
sorry for spam |
16:53 |
Krock |
that's the maximal packet count. if you update it incrementally, it'll be mostly less than that |
16:53 |
rubenwardy |
incrementally? |
16:53 |
Krock |
+ movement packet to spawn |
16:53 |
Krock |
yes. only update hud elements which actually changed (i.e. skip same color) |
16:53 |
Krock |
unless you're moving the positions, then it's not possible |
16:53 |
IcyDiamond |
rubenwardy: a virtual currency or an item currency controlled by same api calls |
16:53 |
rubenwardy |
sounds good |
16:54 |
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16:54 |
Krock |
actually moving positions is a much saner way |
16:54 |
IcyDiamond |
configurable |
16:54 |
rubenwardy |
I implemented a banking mod here: https://github.com/rubenwardy/capitalism_game/tree/master/mods/capitalism/banking |
16:54 |
rubenwardy |
it's a bit lightweight though - no transaction logs yet, no fancy GUIs, no support for multiple accounts per company or player |
16:55 |
rubenwardy |
ie: you'd probably want each shop to have it's own bank account, and then transfer funds to the main company account |
16:55 |
* rubenwardy |
goes back to studying for his economics exm |
16:57 |
rubenwardy |
my next task for capitalism game is actually working on CTF technically |
16:57 |
rubenwardy |
updating the mail mod to look good, and fix any issues |
16:58 |
rubenwardy |
and add an email importer from `email` |
16:59 |
rubenwardy |
wow, that's a lot of monologue |
17:00 |
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17:02 |
IcyDiamond |
i still havent figured out how to do file operations |
17:02 |
IcyDiamond |
how do i delete a file that im not sure exists |
17:03 |
IcyDiamond |
does just deleting the path throw any errors if it doesnt exist? |
17:07 |
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17:12 |
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17:12 |
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17:20 |
IcyDiamond |
"blocked attempted read from" |
17:20 |
IcyDiamond |
damn you |
17:21 |
IcyDiamond |
why cant i load a json file from a directory inside the world directory |
17:21 |
IcyDiamond |
actually its in a directory in a directory in a world directory |
17:21 |
rubenwardy |
because security |
17:21 |
rubenwardy |
inside a world directory should work though |
17:21 |
rubenwardy |
sure the paths are right? |
17:21 |
IcyDiamond |
lemme print em |
17:22 |
rubenwardy |
also, protip for servers: ln -s /path/to/thing worlds/server/thing |
17:22 |
IcyDiamond |
ah |
17:22 |
IcyDiamond |
i see |
17:22 |
rubenwardy |
or the other way around |
17:23 |
IcyDiamond |
yeah i was loading the wrong path |
17:23 |
rubenwardy |
I do that all the time |
17:23 |
rubenwardy |
forget to add get_modpath or get_worldpath |
17:25 |
IcyDiamond |
yay my saving works |
17:25 |
IcyDiamond |
and loading |
17:31 |
IcyDiamond |
https://gitlab.icynet.eu/evert/towny/blob/master/flatfile.lua |
17:31 |
IcyDiamond |
am i overusing minetest.after? |
17:31 |
rubenwardy |
looks like that would cause issues |
17:32 |
rubenwardy |
ie: multiple sabve timers at once |
17:32 |
rubenwardy |
better to have a dirty flag and an interval |
17:32 |
rubenwardy |
also, that's not JSON |
17:32 |
rubenwardy |
it's Lua |
17:33 |
IcyDiamond |
right |
17:33 |
rubenwardy |
serialize = Lua serialization |
17:33 |
IcyDiamond |
also i have multiple dirty flags |
17:34 |
IcyDiamond |
each town and their regions have dirty flags and an overall dirty flag |
17:34 |
IcyDiamond |
i guess ill just change the extensions to something random so theres no confusion |
17:34 |
IcyDiamond |
or should i make them actual json |
17:35 |
IcyDiamond |
eh i think ill use actual json |
17:35 |
rubenwardy |
json is slightly slower than Lua serialisation |
17:35 |
IcyDiamond |
oh |
17:36 |
rubenwardy |
it's worth it if you want to read the json from another program |
17:36 |
rubenwardy |
or you want the guarantees of json |
17:36 |
IcyDiamond |
i dont think i need to |
17:38 |
Krock |
btw: jsoncpp cannot serialize byte arrays |
17:42 |
IcyDiamond |
https://gitlab.icynet.eu/evert/towny/commit/17deef2f14bc4d12eb64152b88931d1dea817b3d |
18:03 |
Fixer |
usb "backup" hdd slowly dies, sad! |
18:04 |
IcyDiamond |
why does hash_node_position throw an error saying that z is a nil value even though the input to it is a proper position |
18:04 |
IcyDiamond |
used print(dump(pos)) to make sure |
18:04 |
IcyDiamond |
hmm |
18:05 |
IcyDiamond |
oh im stupid |
18:05 |
rubenwardy |
lol |
18:05 |
IcyDiamond |
its a double table |
18:05 |
IcyDiamond |
oops |
18:10 |
Fixer |
IcyDiamond: towny clone? nice |
18:13 |
rubenwardy |
oh great, is this a MC thing |
18:13 |
rubenwardy |
lol |
18:15 |
IcyDiamond |
a widely requested MC thing |
18:16 |
IcyDiamond |
;) |
18:16 |
rubenwardy |
looks really good |
18:16 |
rubenwardy |
I look forward to seeing it |
18:16 |
rubenwardy |
I suggest implementing that MC mod as a modpack |
18:16 |
rubenwardy |
so have different mods for the area protection and for the taxation and such |
18:16 |
rubenwardy |
maybe |
18:16 |
rubenwardy |
idk |
18:17 |
IcyDiamond |
right now i just have settings |
18:17 |
rubenwardy |
the benefit of doing that is the base towny mod wouldn't need to depend on virtual currency |
18:17 |
rubenwardy |
although - purchasing and selling |
18:17 |
rubenwardy |
heh |
18:17 |
rubenwardy |
but anyway - i'd be very interested in using this on capitalism because it looks quite similar to what I want |
18:17 |
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18:19 |
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18:19 |
Andrey01 |
hi, how to adjust speed of animation on node? |
18:24 |
Fixer |
MC thing from like year 2011 |
18:24 |
sofar |
nodes can't be animated, only the texture can be animated, is that what you want? |
18:24 |
Fixer |
imagine my ass burning, when I see flawlessly working minimap with waypoints in 2011 beta, and this towny beta, and badass industrial mods from beta, 7 freaking years ago |
18:25 |
Fixer |
feeling old |
18:25 |
Andrey01 |
sofar: yes, i animated the texture, but is there any parameter that would adjust its speed? |
18:25 |
sofar |
of course there is |
18:25 |
sofar |
I forgot the exact parameter but it's in lua_api.txt, obviously |
18:27 |
sofar |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5695 |
18:29 |
Andrey01 |
but i don`t understand what parameter in that table |
18:29 |
Andrey01 |
it does |
18:29 |
sofar |
what type does your animated texture use? |
18:29 |
sofar |
vertical_frames or sheet2d? |
18:29 |
Andrey01 |
"vertical_frames" |
18:30 |
sofar |
then you need to add a `length = n` value |
18:30 |
sofar |
where n is the total number of seconds the loop should take |
18:30 |
Andrey01 |
it nothing changes, i tried earlier |
18:30 |
sofar |
paste your code in a pastebin |
18:32 |
Andrey01 |
https://pastebin.com/jppUdE3H |
18:32 |
Andrey01 |
i have lenght = 1 |
18:32 |
sofar |
example: https://gitlab.com/sofar/insidethebox/blob/master/mods/nodes/init.lua#L976 |
18:32 |
Andrey01 |
but i also tried lenght = 7, 10 it nothing changes |
18:34 |
sofar |
only difference with my code is that I wrote "2.0" and you wrote "1" |
18:35 |
sofar |
but that shouldn't matter |
18:35 |
sofar |
no idea *shrug* |
18:36 |
Andrey01 |
i even wrote lenght = 40.0 and it doesn`t even work! |
18:39 |
Andrey01 |
i have other problem |
18:39 |
Andrey01 |
i registered wall glass lamp |
18:40 |
Andrey01 |
when i click it to turn on it turns -90 degrees |
18:42 |
Andrey01 |
this node has facedir param, but same node with light inherits facedir too from minetest.set_node(pos, {name="luxury_decor:wall_glass_lamp_off", param2 = minetest.get_node(pos).param2}) |
18:42 |
Andrey01 |
that is from minetest.get_node(pos).param2 |
18:45 |
sofar |
obj models? |
18:46 |
Andrey01 |
yes |
18:46 |
sofar |
then rotate your models to be the same orientation |
18:48 |
sofar |
I'm assuming they're both facedir type |
18:48 |
sofar |
so the only logical remaining possibility is that they're 2 different obj models and one is rotated 90 degrees |
18:50 |
Andrey01 |
they use one model |
19:09 |
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19:34 |
rubenwardy |
random question I thought of: |
19:34 |
rubenwardy |
What are the pain points you have experienced whilst modding, developing, or otherwise making things with Minetest? Do you have any suggestions for improvements? |
19:36 |
Krock |
PRs that suck or aren't reviewed for ages |
19:36 |
Krock |
probably not what you were looking for |
20:12 |
IcyDiamond |
https://gitlab.icynet.eu/evert/towny/commit/2853a8e3bc0804f93f2cd5b84d55662f950864b9 so much code |
20:13 |
IcyDiamond |
im insane |
20:13 |
rubenwardy |
niccceeee |
20:15 |
IcyDiamond |
now im thinking about how to grant claim blocks based on member count in a way that two friends cant artificially elevate it by leaving and joining repeatedly |
20:16 |
rubenwardy |
what does that mean? |
20:16 |
IcyDiamond |
claim blocks determine how much land you can claim under your town |
20:17 |
IcyDiamond |
claim blocks are 16x16x16 node areas by default |
20:18 |
IcyDiamond |
claim blocks can be turned into plots and then sold for members to use |
20:22 |
IcyDiamond |
i think in addition to the chat commands i also want an sfinv tab |
20:23 |
IcyDiamond |
to manage town |
20:23 |
rubenwardy |
nice |
20:23 |
IcyDiamond |
the reason why i made so many api functions |
20:23 |
rubenwardy |
have you looked into chatcmdbuilder? |
20:23 |
IcyDiamond |
nope |
20:24 |
rubenwardy |
https://github.com/rubenwardy/capitalism_game/blob/master/mods/capitalism/company/chatcmds.lua |
20:24 |
rubenwardy |
an example of it's use |
20:24 |
rubenwardy |
*its |
20:24 |
rubenwardy |
allows you to register subcommands using routings like "add :name :thing:int" |
20:24 |
rubenwardy |
compiles to patterns |
20:24 |
IcyDiamond |
aha cool cool |
20:25 |
rubenwardy |
it's still WIP |
20:25 |
IcyDiamond |
i see |
20:25 |
rubenwardy |
ie: I need to get around to adding help |
20:40 |
Krock |
IcyDiamond: consider extending the Y dimensions. builds are usually a bit taller than 16m |
20:42 |
Krock |
IcyDiamond: https://gitlab.icynet.eu/evert/towny/commit/2853a8e3b#881ded566c232928d6c571ceaaaa37628b899d6f_24_118 this could be (tyes == "accept" or minetest.is_yes(tyes)) |
20:46 |
IcyDiamond |
Krock: i mean you can also make claims in the y direction but i might just extend it yeah |
21:19 |
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21:28 |
sofar |
you'd have 2 certificates, one for tk, one for de, but they can be on the same IP address |
21:29 |
sofar |
certbot -d ihrfussels-server.de -d ihrfussels-server.tk |
21:29 |
sofar |
should do the trick |
21:31 |
IcyDiamond |
^ |
21:31 |
IhrFussel |
Yes but then I have to manually move the cert files cause I use lighttpd and need 'standalone' |
21:32 |
IcyDiamond |
just create links |
21:32 |
IhrFussel |
Or I just give up on tk |
21:32 |
IcyDiamond |
thats a good idea too |
21:33 |
sofar |
switch to nginx |
21:33 |
IcyDiamond |
i should really take a break from minetest |
21:33 |
IcyDiamond |
my everything hurts |
21:34 |
IhrFussel |
/etc/letsencrypt/live/ only has ihrfussels-server.tk right now... how do I change it to .de? |
21:34 |
rubenwardy |
the cert name doesn't matter |
21:34 |
rubenwardy |
it's what domains it has in it |
21:35 |
rubenwardy |
to *add* a .de domain, do certbot -d ihfffff.de |
21:35 |
IhrFussel |
And the rest stays the same? |
21:35 |
rubenwardy |
heh |
21:36 |
rubenwardy |
it depends whether you want 1 or 2 certificates |
21:36 |
rubenwardy |
you can have 2 domains in one certificate |
21:38 |
IhrFussel |
Well if I only run certbot --standalone -d ihrfussels-server.de ... will it create a new dir or will it just overwrite the 'ihrfussels-server.tk' dir? |
21:53 |
IhrFussel |
Okay I ditched .tk (cancelled) |
21:57 |
IcyDiamond |
https://gitlab.icynet.eu/evert/towny/commit/136f47b2be09fea6757b4c5e496699bce3bd6133 |
21:58 |
IcyDiamond |
It's hard to get my sleep schedule on track when I can code I stead |
21:59 |
IhrFussel |
So now I can delete the .tk dir from /live without issues right? |
21:59 |
IcyDiamond |
Instead |
21:59 |
IhrFussel |
Cause it created a new '.de' dir now |
22:00 |
Krock |
IcyDiamond: if data.level then data.level = nil end is equal to data.level = nil |
22:00 |
IhrFussel |
btw .de is a lot cheaper than .eu and it fits cause it is Germany |
22:01 |
IcyDiamond |
Krock: did I seriously do that |
22:01 |
Krock |
IcyDiamond: grep -r "if data.level then data.level = nil end" |
22:02 |
IcyDiamond |
Lack of sleep is getting to me |
22:02 |
Krock |
heh |
22:02 |
Krock |
IhrFussel: only delete it if you really want to shut down HTTPS on that page |
22:04 |
IhrFussel |
I cancelled the domain...I no longer want to use it |
22:05 |
IhrFussel |
1. It was free and could've been deleted anytime (according to dot.tk ToS) 2. IcyDiamond told me that many ISPs block any .tk domains 3. .tk domains might be ranked lower in Google search (not confirmed) |
22:15 |
IhrFussel |
WOW...DENIC decided to NOT publicly disclose domain holder info anymore ... caue of GDPR |
22:15 |
IhrFussel |
Which means nobody can check my personal info via simple whois tools...awesome |
22:33 |
IcyDiamond |
many isps and websites block tk indeed |
22:34 |
IcyDiamond |
cuz its very widely used for spam and phising |
22:34 |
IcyDiamond |
phishing |
22:58 |
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