Time Nick Message 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 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 08:53 nerzhul i don't remember, did we implemented a versio ncheck in minetest to notify users about updates ? 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 nerzhul especially on the formspec code which has a quite old aƩrchitecture and is difficult to maintain 11:33 tenplus1 hi folks :) 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 12:19 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 13:12 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 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 tenplus1 wb nathan 13:51 NathanS21 hi 13:55 tenplus1 hi entuland 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 14:31 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 ;) 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) 22:36 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)