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