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IRC log for #minetest-hub, 2020-08-25

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All times shown according to UTC.

Time Nick Message
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13:40 CWz any idea what happened to the pixelshadow servers
13:42 DS-minetest with time pixels became much smaller and now their shadows are nearly invisible
13:43 DS-minetest I guess
13:56 CWz ?️
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16:37 MTDiscord <K​imapr> > Never found out how to use irc lol @Lefty Get a client, plug it into a server, (optionally login/register, ) chat
16:38 MTDiscord <L​efty> Too much work
16:38 MTDiscord <L​efty> :P
16:38 Krock plebs
16:39 rubenwardy lol
16:40 wsor4035 joined #minetest-hub
16:40 Krock get a good client, register your nick, find a bouncer service or set it up yourself, request a bouncer login, configure bouncer, login to IRC. easy.
16:40 Krock PS: /s
16:41 rubenwardy IRCCloud / KiwiIRC make things easier
16:41 rubenwardy I use Quassel, which is similar to IRCCloud but requires self hosting
16:55 MTDiscord <L​one_Wolf> I've been using Hexchat. Pretty simple to use once you set it up to do everything for you
17:28 MTDiscord <J​ordach> >thelounge exists
17:56 TenPlus1 joined #minetest-hub
17:56 TenPlus1 hi folks
17:56 TenPlus1 hey Krock
17:57 Krock o/ TenPlus1
17:57 TenPlus1 how's you ?
17:59 Krock fine, thanks. you?
17:59 TenPlus1 overworked :) lol
18:00 TenPlus1 and searching for ways to shrink the server mapfile now it's hit 190gb
18:01 MTDiscord <L​one_Wolf> heh, ouch
18:01 MTDiscord <L​one_Wolf> How hard would it be to make maps only store changes to the map?
18:01 TenPlus1 hi Lone_Wolf :)
18:01 MTDiscord <L​one_Wolf> If the seed always produces the same world you wouldn't need to store untouched areas then
18:02 MTDiscord <L​one_Wolf> Hai btw
18:02 TenPlus1 then you would have to re-generate every block when a player enters it again
18:02 TenPlus1 I do have a script that can remove areas of a world to shrink it, but I really dont wanna lose anything
18:03 MTDiscord <G​reenXenith> You could unload chunks that havent been modified
18:03 TenPlus1 true, but generating a new chunk is a lot slower than loading one
18:03 MTDiscord <G​reenXenith> Though that might come with the prerequisit of having that in mind from the beginning
18:04 MTDiscord <L​one_Wolf> I guess the trade is less space used for slower mapgen
18:04 TenPlus1 suppose if the server is fast enough no-one would really notice slowdown
18:04 MTDiscord <G​reenXenith> On my server im just going to limit the vertical map size
18:05 TenPlus1 good idea, will definitely do that next iteration of server, but for now I need a way to shrink things
18:05 MTDiscord <G​reenXenith> The vertical world space is used so little you can probably nuke 80% of it without people caring
18:05 TenPlus1 I know Minecraft has a way to backup mapfile and compress it at same time removing junk
18:05 MTDiscord <G​reenXenith> (the bottom part, at least)
18:05 TenPlus1 31,000 up and down is too much without dimension layers, even outer_worlds only uses up to 7000
18:06 MTDiscord <G​reenXenith> Are empty chunks stored?
18:06 MTDiscord <G​reenXenith> If they are, you could trim 100% air chunks
18:06 MTDiscord <G​reenXenith> The chance of re-visiting is slim, and regeneration of an all-air chunk is fast
18:06 TenPlus1 that would be a good idea for engine optimization :)
18:07 MTDiscord <G​reenXenith> If you could figure out how to detect untouched chunks after the fact, you could trim untouched underground chunks too
18:07 MTDiscord <G​reenXenith> Likelihood of revisiting is usually low
18:07 MTDiscord <G​reenXenith> Usually because a lot of the chunks were generated by a player visiting a cave but not digging outward
18:07 TenPlus1 yeah
18:08 TenPlus1 there's a few threats in forum about unexploring the map in that way
18:09 TenPlus1 https://github.com/AndrejIT/map_unexplore is as good as it gets
18:09 MTDiscord <G​reenXenith> other than unloading chunks, there isnt really other ways to shrink map size
18:09 MTDiscord <G​reenXenith> so its a matter of figuring out which chunks to unload
18:09 MTDiscord <G​reenXenith> you can also unload by age
18:10 MTDiscord <G​reenXenith> chunks that havent been loaded in >6 months and that arent modified can be unloaded
18:11 TenPlus1 I did amend the remap.py to remove all mapblocks that dont have a protector block contained in them, but when regenerating map it messed things up
18:11 TenPlus1 so weary
18:13 TenPlus1 kinda wish there was an official tool to backup/shrink/repair map files for servers
18:21 MTDiscord <B​enrob0329> Hey 11. I wonder if the engine could easily compress mapchunks by marking the whole thing as one block
18:21 MTDiscord <B​enrob0329> (For chunks that are entirely air, dirt, etc)
18:21 TenPlus1 hi benrob :)
18:22 MTDiscord <L​one_Wolf> I don't think you'd get too many non-air cases of that
18:22 MTDiscord <L​one_Wolf> Actually, water
18:22 TenPlus1 would be very handy to have some way to shrinka mapchunk containing all same node
18:22 MTDiscord <L​one_Wolf> ?
18:22 MTDiscord <B​enrob0329> Water, air, stone mostly
18:22 TenPlus1 hi lone wolf
18:23 MTDiscord <L​one_Wolf> Stone will probably have a lot of ores in it though
18:24 MTDiscord <B​enrob0329> But such a feature could be abused with more nuanced nodes (e.g. stone that abuses hardware coloring to mark different ores)
18:25 MTDiscord <L​one_Wolf> Screenshot in 3 hours if my upload speed stays like this
18:25 MTDiscord <L​one_Wolf> ah, huh
18:25 MTDiscord <L​one_Wolf> https://cdn.discordapp.com/attachments/747163533212516474/747884480966164580/unknown.png
18:26 MTDiscord <B​enrob0329> Not to mention that like half the map is air, so it'd already be useful
18:26 MTDiscord <L​one_Wolf> Assuming that'll be a link for you IRC users
18:26 MTDiscord <L​one_Wolf> Hmmm, I guess with my game it would also work, I don't have any ores
18:27 MTDiscord <B​enrob0329> Another method might be to set a fallback node that any unspecified nodes are for the entire mapblock
18:28 TenPlus1 would be very handy to have a MAP button or tab that lets you select a world and backup/fix, then if something goes wrong you can select backup from list and use that instead
18:28 TenPlus1 with tickboxes to save/remove things like entities or free space etc like air
18:33 celeron55 >I wonder if the engine could easily compress mapchunks by marking the whole thing as one block
18:33 celeron55 all this is already done
18:33 TenPlus1 hi celeron :)
18:34 celeron55 we leave it to zlib but it'll do just that
18:34 MTDiscord <B​enrob0329> Ah, nice
18:34 TenPlus1 and yay :)
18:34 celeron55 >regeneration of an all-air chunk is fast
18:34 celeron55 not necessarily, often noise has to be generated for each node position anyway
18:34 TenPlus1 so were back to scripts to shrink mapfiles
18:34 MTDiscord <B​enrob0329> Not to mention mapgen code that is run lua-side
18:34 celeron55 but usually it's faster to some extent
18:35 MTDiscord <B​enrob0329> Oh man, people are gonna hate IKEA map sizes, it makes heavy use of node meta atm
18:36 Krock Benrob: as long you don't put itemstacks into that it'll not be as bad
18:37 Krock ItemStack parsing is kinda slow, especially when ItemStack metadata is involved
18:38 MTDiscord <B​enrob0329> Its mainly used to control differences between mapgen-placed nodes and user-placed nodes without double registering everything
18:38 TenPlus1 ouch, sounds heavy
18:39 MTDiscord <L​one_Wolf> kingoscargames is going to love these channels lol
18:39 Krock you could also abuse param2 for that
18:39 celeron55 double registering everything would be much better
18:39 Krock param1 if it's a solid node
18:39 TenPlus1 like for apples
18:39 MTDiscord <B​enrob0329> Param1 is light though...
18:39 Krock indeed. prefer to double-register it.
18:39 Krock exactly. no light for solid nodes
18:39 Krock hence param1 is unused for those
18:39 MTDiscord <B​enrob0329> What?
18:40 MTDiscord <L​one_Wolf> Think cement block that doesn't pass light
18:40 Krock param1 is only relevant for sunlight_propagates
18:40 Krock (= true)
18:40 MTDiscord <B​enrob0329> Is it not used for the node light level?
18:40 Krock Benrob: noclip into a solid node and tell me the brightness level
18:41 Krock as long it's not a mese lamp..
18:41 celeron55 MT happens to be designed in such a way that having lots and lots of visually identical node types has almost zero performance impact
18:41 celeron55 compared to them being the exact same node
18:41 Krock it has no performance impact. textures and models are already cached from its almost-duplicate
18:42 Krock also reduces the map size
18:42 celeron55 well it does when it comes to stuff the server does, like saving them
18:42 Krock right
18:42 celeron55 or sending
18:42 TenPlus1 so the 190gb map we have is mostly chunks with nodes and metadata
18:43 TenPlus1 empty chunks are neglibible
18:43 TenPlus1 *negligible
18:44 sfan5 I wrote a tool a few months ago that recompresses a map with the highest compression setting, it can do e.g. clear all objects
18:44 celeron55 isn't there some tools to collect statistics from a world to know what it consists of
18:44 sfan5 but that's only useful for distributing a map, since using it will cause mapblocks to expand again
18:44 TenPlus1 hi sfan
18:44 TenPlus1 --> https://github.com/AndrejIT/map_unexplore
18:45 MTDiscord <B​enrob0329> I suppose I did the meta-based node control mostly because I didn't want to then have to tripple-register once they end up in another situation down the line, but I suppose it doesn't matter all that much
18:45 MTDiscord <B​enrob0329> >continuing the notion that all object should be cleared and that this won't cause problems for mods which rely on entities which don't despawn
18:46 TenPlus1 entities for itemframes and signs should regenerate, although mobs will be lost
18:46 MTDiscord <G​reenXenith> Mods can write persistent in multiple ways
18:46 MTDiscord <G​reenXenith> persistence*
18:47 MTDiscord <G​reenXenith> Simple way is to overwrite the clearobjects funtion to store and respawn entities
18:47 celeron55 that kind of defeats the purpose of clearobjects, doesn't it? lol
18:47 MTDiscord <B​enrob0329> any other independant objects which aren't tied to a nodes and don't go out of thier way to mark down every single instance in order to be able to respawn them on map load (all things the engine is supposed to handle)
18:48 MTDiscord <G​reenXenith> Not all the objects
18:48 MTDiscord <G​reenXenith> The objects that need to respawn
18:48 MTDiscord <G​reenXenith> aka entities not linked to nodes
18:48 MTDiscord <G​reenXenith> as simple as looping through entities, storing ones with a matching name, running the old function, and respawning the stored ones
18:48 TenPlus1 the link to the scripts are 3 years out of date, but I wonder if a python gui can be made to handle all that
18:49 MTDiscord <L​one_Wolf> clearobjects should support allowing objects to deny clearing by default. Could then add a --force option or something
18:49 MTDiscord <B​enrob0329> ^
18:49 MTDiscord <B​enrob0329> ^
18:49 MTDiscord <G​reenXenith> Hm
18:49 TenPlus1 a setting in entity registration to skip clearobject calls unless forced ?
18:49 MTDiscord <G​reenXenith> It would be better to have an on_clear hook
18:49 MTDiscord <G​reenXenith> Because forcing a clearobjects just has the same issue
18:49 MTDiscord <L​one_Wolf> Most of the time when running it I just want to get rid of all the mobs that end up stuck somewhere taking up server resources
18:50 TenPlus1 depending on the mobs mod, that's why I add4ed "remove_far_mobs" setting to unload mobs outwith active map area unless tamed
18:50 MTDiscord <B​enrob0329> a function that only removes the entity if the function returns 'false
18:51 MTDiscord <L​one_Wolf> An LBM option for mob spawning might help too
18:51 MTDiscord <B​enrob0329> To me, mobs simply shouldn't constantly like that because it causes issues without a mapblock cap
18:51 MTDiscord <L​one_Wolf> There was a player here asking if an option like that existed a while back
18:52 TenPlus1 lbm's dont have neighbors check, only node, was thinking of using it at one point since it would be better
18:53 MTDiscord <L​one_Wolf> I could swear LBMs had a neighbor check :thornking: One sec...
18:53 TenPlus1 not according to api
18:53 MTDiscord <B​enrob0329> I mean you can manually check neighbors
18:53 MTDiscord <L​one_Wolf> huh
18:53 TenPlus1 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6840
18:54 MTDiscord <L​one_Wolf> Yeah, just checked, don't see it anywhere
19:27 DS-minetest > Most of the time when running it I just want to get rid of all the mobs that end up stuck somewhere taking up server resources
19:27 DS-minetest and then they were a L​one_Wolf
19:28 MTDiscord <L​one_Wolf> ?
19:28 TenPlus1 hi ds
19:30 DS-minetest hi 11 :D
19:31 MTDiscord <L​one_Wolf> Heh
19:31 MTDiscord <L​one_Wolf> https://cdn.discordapp.com/attachments/747163533212516474/747900989809360957/unknown.png
19:32 Krock OSD hitting hard
19:32 MTDiscord <L​one_Wolf> https://cdn.discordapp.com/attachments/747163533212516474/747901180675358890/unknown.png
19:32 TenPlus1 OCD activated
19:33 Krock the other side looks good
19:33 MTDiscord <L​one_Wolf> Yeah
19:34 TenPlus1 I like the addition of the craftguide to 5.4dev :)
19:34 MTDiscord <L​one_Wolf> heh, I guess I need to update my MTG too
19:36 * TenPlus1 hopes #2716 and #2728 get added
19:36 ShadowBot https://github.com/minetest/minetest/issues/2716 -- Make heads movable when character is looking around.
19:36 ShadowBot https://github.com/minetest/minetest/issues/2728 -- Change volume of sound on the fly
19:37 TenPlus1 mt_game pulls, not engine
19:40 sfan5 game#2716, game#2728
19:40 ShadowBot https://github.com/minetest/minetest_game/issues/2716 -- Fix default mod nil check by tenplus1
19:40 ShadowBot https://github.com/minetest/minetest_game/issues/2728 -- Update can_interact_with_node function by tenplus1
19:40 TenPlus1 :) ahh, forgot that part
19:47 TenPlus1 nite folks :) o/
19:47 TenPlus1 https://www.minecrafttexturepacks.com/wp-content/uploads/2011/12/fancycraft_1.png
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20:38 MTDiscord <a​ppguru> ?
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20:54 MTDiscord </​g/> Hmm
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