Time |
Nick |
Message |
00:44 |
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01:23 |
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01:34 |
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01:36 |
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03:16 |
luk3yx |
rubenwardy: Why does https://content.minetest.net/api/packages/?type=mod&type=game&type=txp&protocol_version=32 show 0.4-incompatible mods? |
03:17 |
luk3yx |
(And games, such as minetest_game) |
03:21 |
luk3yx |
It breaks my backported mod store page |
03:25 |
rubenwardy |
Minetest game is 0.4 compatible |
03:25 |
rubenwardy |
Please give examples |
03:25 |
luk3yx |
It's serving my fork minetest_game 5.0.0-dev |
03:26 |
rubenwardy |
Have you marked all releases as min 5? |
03:26 |
luk3yx |
? |
03:26 |
rubenwardy |
Have you added the minetest versions to the dB in the correct order? |
03:27 |
rubenwardy |
Are all your releases for the package marked as v5 as the main version? |
03:27 |
luk3yx |
It's not my package, it's minetest_game |
03:27 |
luk3yx |
And it's not showing MineClone 2 (that's marked as 5.0 incompatible) |
03:28 |
rubenwardy |
I don't understand |
03:28 |
luk3yx |
I backported the content browser to 0.4 and it isn't getting 0.4 mods |
03:29 |
rubenwardy |
Packages will show up if there is at least one release meeting the requirements |
03:29 |
rubenwardy |
Even if the most recent release doesn't |
03:29 |
luk3yx |
So why isn't MineClone 2 showing up? |
03:30 |
rubenwardy |
I also hope that this isn't for a malicious fork |
03:30 |
luk3yx |
No...? |
03:30 |
luk3yx |
Unless I haven't made it clear enough that it's a fork |
03:31 |
rubenwardy |
I can reproduce the issue though, with mineclone |
04:27 |
luk3yx |
When I set protocol_version to 0 in the URL it seems to give me 0.4 mods+games, I'll do that for now. |
05:47 |
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06:02 |
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07:01 |
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07:25 |
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08:08 |
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08:52 |
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08:54 |
Megaf |
Hi everyone |
08:58 |
luk3yx |
Hello |
09:08 |
Sokomine |
how do i switch to another locale for testing locale settings? i usually don't want them. but this time i need it for testing... |
10:14 |
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11:08 |
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11:09 |
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11:17 |
sfan5 |
Sokomine: language = nl in minetest.conf |
11:21 |
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11:22 |
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11:22 |
IhrFussel |
Can someone explain to me how UI can cause a lag of NINE SECONDS?! |
11:22 |
IhrFussel |
unified_inventory: | 0 | 9385391 | 224 | 0.0 | 99.7 | 3.0 |
11:22 |
IhrFussel |
- on_player_receive_fields[2] ....................... | 1 | 9384986 | 802 |
11:28 |
Krock |
*shrug* |
11:28 |
Krock |
add debug lines |
11:28 |
Krock |
bisect |
11:28 |
IhrFussel |
I think there was a lag of 5 secs caused by that callback before... is it possible that bad clients are the source? |
11:29 |
IhrFussel |
This is the ONLY callback that lagged my server for multiple seconds recently... I added a length limit to the search field...will see if that was the issue after restart |
11:30 |
IhrFussel |
Maybe someone is crazy and types thousands of characters into the search field...not sure if that could cause such an extreme lag |
11:33 |
IhrFussel |
Nobody stole resources at that time btw ... I log the steal value of 'top' every second plus time and compare it to the MT debug.txt which also logs high lag values... and steal was at 0.1 |
11:43 |
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11:50 |
Sokomine |
sfan5: thanks! |
11:50 |
Sokomine |
IhrFussel: well, i can imagine that it laggs the first time once the pages are created. but after that i wouldn't expect any lag |
11:52 |
IhrFussel |
Wouldn't that lag be client side? Or can a slow client lag the server with a slow connection while sending formspec fields? |
12:05 |
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12:10 |
Sokomine |
oh, hm. strange effect: tried a node with paramtype2 = leveled. made it increase its param2 by one for each punch (used swap_node for that). and...er...if i punch that node now, my character actually moves upwards. this is something i havn't seen before |
12:10 |
Sokomine |
perhaps a rounding error? could be a nice behaviour if actually intended (finally - one node high lifts!) |
12:11 |
Sokomine |
IhrFussel: i don't remember what ui does when it creates the pages. but yes, it might be more client-side |
12:24 |
Krock |
Sokomine: that's intended. you also slide a bit downwards sometimes when jumping onto a node |
12:24 |
Krock |
it's for easier movement |
12:25 |
Krock |
and it's one of the reasons why the player rarely glitches through node edges/staircases |
12:25 |
Sokomine |
krock: it's great :-) i havn't seen that before. i wonder if we could use that for (limited) player lifts |
12:35 |
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12:39 |
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12:40 |
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12:40 |
tenplus1 |
hi folks :) |
12:40 |
tenplus1 |
hey Krock |
12:42 |
Krock |
hi tenplus1 |
12:42 |
Krock |
how are you? :D |
12:42 |
tenplus1 |
o/ am good ta :) you ? |
12:44 |
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12:44 |
tenplus1 |
just updated Ethereal NG, added Sakura biome with tree's and a light pink wood :) |
12:44 |
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12:45 |
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12:51 |
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12:51 |
tenplus1 |
hi kaeza |
13:21 |
Krock |
hi kar |
13:21 |
Krock |
kaeza *. err, autocomplete is hard thanks to kaeptmblaubaer |
13:22 |
tenplus1 |
heh |
13:25 |
tenplus1 |
do we have an app available that can quick-show a biome spread map-style ?? |
13:30 |
Krock |
I wrote one for my lua mapgen, but sadly it does not support the kind of biome format Minetest now has by default |
13:31 |
tenplus1 |
shame... I'd love a quick guide to biomes and how they would appear in-game using a specific seed |
13:31 |
Krock |
it would be possible to let Minetest calculate the surface position and the biome |
13:31 |
Krock |
but that requires some additional code to open and write a png file |
13:32 |
tenplus1 |
yeah, is handy tho :D |
13:33 |
Krock |
after all you could also write a mod for it - requires Minetest 5.0.0-dev for the API functions, though |
13:33 |
tenplus1 |
problem with that is it wouldnt be fast, am hoping for something that takes 10 seconds to show an image of biome spread |
13:35 |
Krock |
got an idea |
13:36 |
tenplus1 |
? |
13:38 |
tenplus1 |
if only lua came with a simple 2d graphics library, then we could use the actual language to do all this outwith the game engine |
13:45 |
Krock |
tenplus1: mgv7 https://pastebin.com/raw/p0pWDqRM |
13:45 |
ChimneySwift |
pretty sure there's already a Java based app for that, Amiditest or something like that. not sure how you put in your own biomes but I've used it on default ones before |
13:46 |
tenplus1 |
hi ChimneySwift |
13:46 |
ChimneySwift |
hey tenplus1 |
13:46 |
tenplus1 |
nice Krock, does each number cover 1 map block ? |
13:46 |
Krock |
100 nodes |
13:47 |
Krock |
doing some pretty-fiynig stuff |
13:47 |
tenplus1 |
interesting |
13:55 |
Krock |
16 biomes |
13:55 |
Krock |
my map is wrecked |
13:56 |
tenplus1 |
what happened ? |
13:58 |
Krock |
https://pastebin.com/raw/z03e8tJz |
13:58 |
Krock |
I've got to use abcd instead of 1234 now |
13:58 |
tenplus1 |
biomed are a fiddly detail indeed in minetest |
13:58 |
Krock |
generating with 32 nodes now |
13:59 |
Krock |
https://pastebin.com/raw/67B6XwQs |
14:00 |
tenplus1 |
is all the blank spaces the sea ? |
14:00 |
Krock |
no, see the surrounding biomes |
14:01 |
Krock |
it's the same kind, but removed for easier viewing |
14:01 |
Krock |
larger blanks = larger biomes |
14:01 |
tenplus1 |
ohh |
14:01 |
tenplus1 |
sakura looks huge when the other biomes arentpresent |
14:03 |
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14:07 |
Krock |
https://gist.github.com/SmallJoker/03c92442c4b81a6d2e7573c7950a10cc |
14:08 |
tenplus1 |
instead of shoe-horning in a new biome to the already growing mix I made the bamboo/sakura one's height specific |
14:08 |
tenplus1 |
nice one Krock :) thanks dude, will check that out when I update to 5.0 |
14:09 |
Krock |
np. It's very basic, tho |
14:09 |
tenplus1 |
does the job though :) and can use ascii values to convert into bitmap colours |
14:09 |
Krock |
would be way better to generate a multicolor image, taking the biome name hash as color |
14:10 |
tenplus1 |
yeah, we need something like this avauilable cause the program that Paramat uses to calculate biomevalues is crap |
14:13 |
tenplus1 |
and from what was said the values closer to heat:0 humidity:0 generate way larger biomes than the one's with higher values |
14:25 |
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14:27 |
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15:14 |
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15:14 |
tenplus1 |
wb entuland |
15:23 |
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15:24 |
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15:25 |
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15:31 |
tenplus1 |
o/ |
15:31 |
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16:21 |
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16:51 |
behalebabo |
Can I write a CSM to automatically submit a formspec event to some nodes when I run a command? |
16:59 |
kaeza |
Hi Krock. Missed 11 again. |
16:59 |
kaeza |
Greetings all. |
17:01 |
Krock |
greetings. yes sadly you did |
17:08 |
rdococ |
Hi. |
17:53 |
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17:57 |
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18:07 |
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18:20 |
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18:49 |
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18:56 |
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19:15 |
jas_ |
ho |
19:17 |
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19:17 |
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19:22 |
rdococ |
JasHo |
19:23 |
kaeza |
rdococ! |
19:25 |
rdococ |
KaeZa |
19:34 |
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20:40 |
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20:45 |
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20:49 |
rdococ |
Does minetest.serialize preserve all table structure? |
20:49 |
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20:50 |
Krock |
rdococ: yes, as long it's not a function or userdata |
20:50 |
Krock |
I also don't think that table references are kept |
20:50 |
rdococ |
Ah, so no recursion? |
20:51 |
Krock |
hard to serialize that to a string |
20:51 |
rdococ |
I could probably create a function to do it, given some time and access to the Lua reference manual. |
20:58 |
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21:18 |
GreenDimond |
Someone is suggesting I use SSDB (clone of redis) for my server. Currently using sqlite3; is there a noticeable advantage? And how much work is it to set up? |
21:19 |
sofar |
it's more work, because you have to run a redis server |
21:19 |
sofar |
I'd suggest going from sqlite to postgresql instead |
21:20 |
GreenDimond |
And whats the advantage there? |
21:20 |
GreenDimond |
(size, speed, ..?) |
21:20 |
sofar |
by far the most reliable backend, near-best performance |
21:20 |
sofar |
and it's not redis |
21:23 |
GreenDimond |
so for protgresql I just have to use apt to install it and migrate the map? |
21:24 |
sofar |
MT can migrate between backends with a startup command |
21:24 |
sofar |
but yes, you'll need to install and configure postgresql first |
21:24 |
GreenDimond |
ah configuration |
21:25 |
sofar |
it's not too complex |
21:32 |
GreenDimond |
is there a good doc for config? |
21:33 |
GreenDimond |
The docs im looking at are the complete docs and very daunting to look at |
21:36 |
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21:47 |
GreenDimond |
do you use protgres on ITB, sofar? |
22:00 |
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22:21 |
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22:39 |
sofar |
GreenDimond: no, ITB's map.sqlite is barely 50MB or so because the server doesn't have mapgen |
22:39 |
sofar |
GreenDimond: so there's no need for anything more than sqlite |
22:57 |
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23:23 |
IhrFussel |
You can run a 50 GB map with sqlite fine on a SSD |
23:52 |
IhrFussel |
The on player receive fields lags still happen even when limiting the search text size |
23:53 |
IhrFussel |
- on_player_receive_fields[2] ....................... | 1 | 6579054 | 886 |
23:59 |
IhrFussel |
It would help if I knew which callback is meant exactly... looks like the 2nd of that mod... the question is why one is the 2nd that gets registered...maybe init.lua tells me |