Time |
Nick |
Message |
00:48 |
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ANAND joined #minetest-hub |
00:48 |
sofar |
rubenwardy: how much bw on a monthly basis? I moved the PRMS out from aws due to bandwidth cost - AWS is great for free tier stuff but their BW limits are low, and cost goes up fast |
00:54 |
rubenwardy |
Don't know yet |
00:57 |
sofar |
ugh I hate modpacks |
00:57 |
sofar |
castle++ is compltely broken on github/contentdb because of git submodules |
00:58 |
sofar |
damn people who can't bother to make dist releases |
00:59 |
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01:10 |
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01:20 |
* sofar |
figures out a way to do half-baked `make dist` for modpacks |
01:21 |
sofar |
well at least contentdb is OK now again |
01:26 |
rubenwardy |
make dist? |
01:26 |
rubenwardy |
for CDB, I just need to work out how to do --all in git archive, to also export submodules |
01:27 |
sofar |
well it's messy |
01:28 |
sofar |
check the script I tossed in castle++ |
01:41 |
benrob0329 |
rubenwardy: can sfinv get it's own repository for other games to include without having to grab it from mtg? |
01:41 |
rubenwardy |
Already has |
01:41 |
benrob0329 |
under minetest or your gihub? |
01:45 |
rubenwardy |
mine |
01:46 |
benrob0329 |
rubenwardy: thanks |
02:26 |
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03:43 |
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04:59 |
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07:29 |
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07:39 |
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07:56 |
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08:53 |
nerzhul |
i don't remember, did we implemented a versio ncheck in minetest to notify users about updates ? |
09:33 |
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09:43 |
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10:24 |
sfan5 |
nerzhul: there was a PR but it's not merged yet |
10:30 |
nerzhul |
okay |
10:30 |
nerzhul |
will look at this on the 5.1.0 cycle then |
10:31 |
nerzhul |
we have many interesting features to merge and i have some refactors to prepare for the core engine, + SSCSM to prepare |
10:31 |
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10:31 |
nerzhul |
especially on the formspec code which has a quite old aérchitecture and is difficult to maintain |
10:39 |
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10:59 |
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11:12 |
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11:17 |
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11:30 |
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11:32 |
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11:33 |
tenplus1 |
hi folks :) |
11:47 |
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12:04 |
Fixer |
hi tidyman |
12:04 |
tenplus1 |
hey fixer, how's tricks ? |
12:06 |
Fixer |
not sure what's trick, but good |
12:06 |
tenplus1 |
:P |
12:07 |
tenplus1 |
if anyone's interested I udpated a few mods earlier to add vessel grouping |
12:07 |
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12:18 |
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12:19 |
tenplus1 |
wm T4im |
12:23 |
ChimneySwift |
does anyone have any idea how a local map save can be modified by mapgen (snow dusting nodes, rivergen messing up bridges and houses, etc) when I've explicitly parsed the map and ensured all mapblocks have the generated flag enabled, and the nodes aren't completely overridden (Ie, completely replaced with a freshly generated version)? |
12:23 |
tenplus1 |
hi shifty |
12:24 |
ChimneySwift |
hi? :P |
12:24 |
tenplus1 |
depends if the original map and newly generated are using same biome structure |
12:24 |
tenplus1 |
if not it overrides... this happenedf wiht etheral |
12:26 |
ChimneySwift |
:thinking: mmmmhmmmm OK, that makes sense, I was looking really hard in the wrong spot perhaps |
13:10 |
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13:12 |
tenplus1 |
o/ ANAND |
13:13 |
ANAND |
Hello tenplus1 :) |
13:32 |
Sokomine |
ChimneySwift: i'm not sure, but..mapgen used to generate the map in chunks. if only some of the mapblocks inside a mapchunk exist, it's afaik generated anew. no idea if the generated flag helps in this regard |
13:33 |
tenplus1 |
o/ soko |
13:38 |
celeron55 |
ChimneySwift: if any of the blocks in a map generator chunk is not generated, the entire chunk will be more or less regenerated |
13:38 |
MinetestBot |
celeron55: Jan-19 04:57 UTC <Ruslan1> Xiong did ask and I told him not to |
13:39 |
celeron55 |
so in order to have the effect that you want, align your generated flags that way... and yes, that behavior nor the alignment of the chunks is not really specified anywhere and also user configurable |
13:39 |
tenplus1 |
hi celeron |
13:40 |
celeron55 |
+is |
13:41 |
celeron55 |
(that happens because the "emerge" code that launches the map generator doesn't know anything about map generator chunks, and the map generator doesn't know anything about mapblocks) |
13:43 |
celeron55 |
it's like "this block isn't generated" and tells the map to do something about it, then the map is like "well, this belongs to this generator chunk" and gobbles together all the blocks in the chunk and makes a work order for the generator and the map generator is just executes the order and returns the result to be copied to the blocks |
13:44 |
celeron55 |
-is |
13:45 |
celeron55 |
and then the map code that copies the result onto the blocks doesn't care what it copies over |
13:48 |
celeron55 |
(and marks them all generated after it's done with copying) |
13:51 |
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13:51 |
tenplus1 |
wb nathan |
13:51 |
NathanS21 |
hi |
13:54 |
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13:55 |
tenplus1 |
hi entuland |
13:56 |
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14:12 |
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14:18 |
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14:18 |
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14:19 |
tenplus1 |
hi aerozoic |
14:19 |
aerozoic |
wazup tenplus1 ! |
14:20 |
tenplus1 |
:P nothing much, tinkering as always :) you ? |
14:22 |
aerozoic |
Enjoying the cold! |
14:22 |
tenplus1 |
heh, how bad is it your side ? is -2c here |
14:22 |
aerozoic |
-22C :D |
14:23 |
tenplus1 |
oof, call Australia and ask for some heat... they got bags to spare since tires are melting there |
14:23 |
aerozoic |
no way, i'm enjoying it! I was gonna go for a motorcycle ride but it snowed last night and i'm not that crazy. |
14:24 |
tenplus1 |
snow ski stabalizers on each side... bond music in the background... w00t! |
14:24 |
aerozoic |
haha XD |
14:27 |
tenplus1 |
back laters, time to nom :DDD |
14:27 |
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14:31 |
Sokomine |
i forgot in the "things that ought to be changed/are annoying" thread that a flag indicating weather a mapblock has been changed by a player (and perhaps how many digs/placements and certainly when last) would be great for map handling |
14:32 |
Sokomine |
(but, guess it's like all things...do a pr? and..er..still my mods requiring maintenance) |
14:32 |
aerozoic |
whether* |
14:34 |
Sokomine |
thanks for correcting me, aerozoic! i'm very glad about that. i'll try to learn :) |
14:35 |
aerozoic |
;) |
14:44 |
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14:59 |
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15:02 |
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15:12 |
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15:33 |
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17:29 |
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17:50 |
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18:45 |
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18:52 |
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18:52 |
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18:55 |
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19:41 |
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20:38 |
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20:58 |
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21:47 |
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21:48 |
IhrFussel |
Hey guys...what's the best way to detect someone flying with fast? I guess check if not attached to something that could fly and check if velocity is more than 10 |
21:49 |
IhrFussel |
I need to that to reliably reduce stamina cause in the air players don't need to hold down E to fly fast ... this only works on the ground |
21:50 |
IhrFussel |
But falling could be a problem |
22:13 |
Sokomine |
falling might be very stressful |
22:14 |
Sokomine |
brandonreeses adventuretest has a lot going on in regard to stamina. it's sometimes very annoying and applies to flying admins as well (at least last time i checked) |
22:29 |
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22:36 |
IhrFussel |
I excluded downwards movement now...too complex to implement |
22:46 |
ChimneySwift |
Ok I've looked at mapgen again, does anyone know where map chunks are affected by mapgen after being loaded in from disk (eg, snow dusting nodes in mapchunks loaded from a map save)? As far as I can see they are only generated if they aren't loaded from disk (https://github.com/minetest/minetest/blob/b298b0339c79db7f5b3873e73ff9ea0130f05a8a/src/eme |
22:46 |
ChimneySwift |
rge.cpp#L525) and there is nowhere I can find cavegen/rivergen/dusting mentioned other than in the mapgen's makeChunk() function which is only called if the node isn't loaded from disk or memory (or has the generated flag set to false, which I have forced to true on all mapblocks in this map) |
23:31 |
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