Time |
Nick |
Message |
00:52 |
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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 |
?️ |
15:25 |
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16:04 |
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16:37 |
MTDiscord |
<Kimapr> > Never found out how to use irc lol @Lefty Get a client, plug it into a server, (optionally login/register, ) chat |
16:38 |
MTDiscord |
<Lefty> Too much work |
16:38 |
MTDiscord |
<Lefty> :P |
16:38 |
Krock |
plebs |
16:39 |
rubenwardy |
lol |
16:40 |
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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 |
<Lone_Wolf> I've been using Hexchat. Pretty simple to use once you set it up to do everything for you |
17:28 |
MTDiscord |
<Jordach> >thelounge exists |
17:56 |
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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 |
<Lone_Wolf> heh, ouch |
18:01 |
MTDiscord |
<Lone_Wolf> How hard would it be to make maps only store changes to the map? |
18:01 |
TenPlus1 |
hi Lone_Wolf :) |
18:01 |
MTDiscord |
<Lone_Wolf> If the seed always produces the same world you wouldn't need to store untouched areas then |
18:02 |
MTDiscord |
<Lone_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 |
<GreenXenith> 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 |
<GreenXenith> Though that might come with the prerequisit of having that in mind from the beginning |
18:04 |
MTDiscord |
<Lone_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 |
<GreenXenith> 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 |
<GreenXenith> 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 |
<GreenXenith> (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 |
<GreenXenith> Are empty chunks stored? |
18:06 |
MTDiscord |
<GreenXenith> If they are, you could trim 100% air chunks |
18:06 |
MTDiscord |
<GreenXenith> 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 |
<GreenXenith> If you could figure out how to detect untouched chunks after the fact, you could trim untouched underground chunks too |
18:07 |
MTDiscord |
<GreenXenith> Likelihood of revisiting is usually low |
18:07 |
MTDiscord |
<GreenXenith> 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 |
<GreenXenith> other than unloading chunks, there isnt really other ways to shrink map size |
18:09 |
MTDiscord |
<GreenXenith> so its a matter of figuring out which chunks to unload |
18:09 |
MTDiscord |
<GreenXenith> you can also unload by age |
18:10 |
MTDiscord |
<GreenXenith> 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 |
<Benrob0329> Hey 11. I wonder if the engine could easily compress mapchunks by marking the whole thing as one block |
18:21 |
MTDiscord |
<Benrob0329> (For chunks that are entirely air, dirt, etc) |
18:21 |
TenPlus1 |
hi benrob :) |
18:22 |
MTDiscord |
<Lone_Wolf> I don't think you'd get too many non-air cases of that |
18:22 |
MTDiscord |
<Lone_Wolf> Actually, water |
18:22 |
TenPlus1 |
would be very handy to have some way to shrinka mapchunk containing all same node |
18:22 |
MTDiscord |
<Lone_Wolf> ? |
18:22 |
MTDiscord |
<Benrob0329> Water, air, stone mostly |
18:22 |
TenPlus1 |
hi lone wolf |
18:23 |
MTDiscord |
<Lone_Wolf> Stone will probably have a lot of ores in it though |
18:24 |
MTDiscord |
<Benrob0329> 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 |
<Lone_Wolf> Screenshot in 3 hours if my upload speed stays like this |
18:25 |
MTDiscord |
<Lone_Wolf> ah, huh |
18:25 |
MTDiscord |
<Lone_Wolf> https://cdn.discordapp.com/attachments/747163533212516474/747884480966164580/unknown.png |
18:26 |
MTDiscord |
<Benrob0329> Not to mention that like half the map is air, so it'd already be useful |
18:26 |
MTDiscord |
<Lone_Wolf> Assuming that'll be a link for you IRC users |
18:26 |
MTDiscord |
<Lone_Wolf> Hmmm, I guess with my game it would also work, I don't have any ores |
18:27 |
MTDiscord |
<Benrob0329> 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 |
<Benrob0329> 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 |
<Benrob0329> Not to mention mapgen code that is run lua-side |
18:34 |
celeron55 |
but usually it's faster to some extent |
18:35 |
MTDiscord |
<Benrob0329> 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 |
<Benrob0329> 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 |
<Lone_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 |
<Benrob0329> 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 |
<Benrob0329> What? |
18:40 |
MTDiscord |
<Lone_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 |
<Benrob0329> 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 |
<Benrob0329> 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 |
<Benrob0329> >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 |
<GreenXenith> Mods can write persistent in multiple ways |
18:46 |
MTDiscord |
<GreenXenith> persistence* |
18:47 |
MTDiscord |
<GreenXenith> 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 |
<Benrob0329> 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 |
<GreenXenith> Not all the objects |
18:48 |
MTDiscord |
<GreenXenith> The objects that need to respawn |
18:48 |
MTDiscord |
<GreenXenith> aka entities not linked to nodes |
18:48 |
MTDiscord |
<GreenXenith> 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 |
<Lone_Wolf> clearobjects should support allowing objects to deny clearing by default. Could then add a --force option or something |
18:49 |
MTDiscord |
<Benrob0329> ^ |
18:49 |
MTDiscord |
<Benrob0329> ^ |
18:49 |
MTDiscord |
<GreenXenith> Hm |
18:49 |
TenPlus1 |
a setting in entity registration to skip clearobject calls unless forced ? |
18:49 |
MTDiscord |
<GreenXenith> It would be better to have an on_clear hook |
18:49 |
MTDiscord |
<GreenXenith> Because forcing a clearobjects just has the same issue |
18:49 |
MTDiscord |
<Lone_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 |
<Benrob0329> a function that only removes the entity if the function returns 'false |
18:51 |
MTDiscord |
<Lone_Wolf> An LBM option for mob spawning might help too |
18:51 |
MTDiscord |
<Benrob0329> To me, mobs simply shouldn't constantly like that because it causes issues without a mapblock cap |
18:51 |
MTDiscord |
<Lone_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 |
<Lone_Wolf> I could swear LBMs had a neighbor check :thornking: One sec... |
18:53 |
TenPlus1 |
not according to api |
18:53 |
MTDiscord |
<Benrob0329> I mean you can manually check neighbors |
18:53 |
MTDiscord |
<Lone_Wolf> huh |
18:53 |
TenPlus1 |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6840 |
18:54 |
MTDiscord |
<Lone_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 Lone_Wolf |
19:28 |
MTDiscord |
<Lone_Wolf> ? |
19:28 |
TenPlus1 |
hi ds |
19:30 |
DS-minetest |
hi 11 :D |
19:31 |
MTDiscord |
<Lone_Wolf> Heh |
19:31 |
MTDiscord |
<Lone_Wolf> https://cdn.discordapp.com/attachments/747163533212516474/747900989809360957/unknown.png |
19:32 |
Krock |
OSD hitting hard |
19:32 |
MTDiscord |
<Lone_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 |
<Lone_Wolf> Yeah |
19:34 |
TenPlus1 |
I like the addition of the craftguide to 5.4dev :) |
19:34 |
MTDiscord |
<Lone_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 |
19:54 |
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20:38 |
MTDiscord |
<appguru> ? |
20:43 |
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Lone_Wolf joined #minetest-hub |
20:54 |
MTDiscord |
</g/> Hmm |
21:24 |
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22:10 |
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23:00 |
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23:12 |
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