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01:53 |
technomancy |
does minetest expose any checksums over the lua API? |
01:55 |
technomancy |
I see there's a sha1 implementation in the C++, but it's not exposed it looks like |
01:55 |
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kahrl |
technomancy: it's hacky but you can use minetest.get_password_hash("", text_to_sha1) |
01:57 |
kahrl |
a few mods do that already iirc so it's probably not going away |
01:57 |
technomancy |
kahrl: oh, perfect |
01:57 |
technomancy |
thanks! |
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technomancy |
holy smokes; who designed lua's io.popen |
02:52 |
technomancy |
what idiot thought you should only be allowed to read *or* write from a pipe, but not both |
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03:02 |
kaeza |
technomancy, probably -> #lua |
03:03 |
kaeza |
and yes, it's idiotic |
03:05 |
ekem |
bidirectional pipes are not ideal |
03:05 |
ekem |
the reason they are left out is because they create a shit ton of problems |
03:05 |
technomancy |
ideal or not, they are a basic fact of operating systems |
03:06 |
ekem |
only for trivial operations |
03:06 |
ekem |
no one uses bidirectional pipes in production, its just not done |
03:06 |
ekem |
because of the insane amount of problems you introduce |
03:06 |
ekem |
heres a better write up then i will _ever_ produce |
03:06 |
ekem |
http://lua-users.org/lists/lua-l/2007-10/msg00189.html |
03:07 |
kaeza |
if you need them, you could just create a C lib exposing raw access to `popen`, but whatevs |
03:07 |
ekem |
notice how it mentions popen2 isnt even in posix itself? |
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09:17 |
JamesTait |
Good morning all; happy Monday, and happy Take Your Webmaster To Lunch Day! 😃 |
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MyTeke_ChrisWMas |
Lol, Mr.James. |
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13:29 |
Calinou |
is it possible to speed up server downloads without using remote_media? |
13:29 |
Calinou |
ie. increasing max UDP upload speed |
13:29 |
est31 |
its usually only the first time |
13:29 |
est31 |
then no download is needed |
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14:52 |
Sketch2 |
Here's a thought for speeding it up: what if media packs were stored on Minetest.net |
14:52 |
Sketch2 |
When a server registers as public, a directory is set up to keep a current version of the cache files. |
14:52 |
Sketch2 |
When you log into a server, the first thing it does is check that repository to get the files, |
14:52 |
Sketch2 |
then it'll log into the server without bogging it down. |
14:53 |
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14:54 |
Sketch2 |
I know some have uploaded their cache files as Zips that you download and unpack yourself, but I'm saying automate the whole process. |
14:55 |
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14:57 |
Sketch2 |
I would imagine the bandwidth available on minetest.net is much greater than some of the smaller game servers out there. |
15:02 |
Calinou |
it's problematic: legality, security, maintainability |
15:02 |
Calinou |
and too centralized |
15:04 |
Sketch2 |
Thy are already putting their trust into it by reporting that they are public |
15:04 |
Sketch2 |
I don't see how storing a few files on the server is much different |
15:05 |
Calinou |
what if someone hosts objectionable media on their server? |
15:05 |
Calinou |
and uploads it to minetest.net? |
15:06 |
Sketch2 |
I get what you're saying, but it's not like storing it does anything to the site |
15:06 |
Sketch2 |
it's just a place to hold onto it |
15:07 |
Sketch2 |
like a bank vault |
15:07 |
Calinou |
if it's not encrypted and minetest.net knows the key, they are legally liable |
15:07 |
Sketch2 |
banks aren't affected by what's in their vaults |
15:08 |
Sketch2 |
ok, well if that's the issue, encrypt it |
15:08 |
Sketch2 |
it doesn't need to be anything fancy, just a simple password on a zip |
15:09 |
Calinou |
very easy to crack. |
15:09 |
Sketch2 |
when the site registers as public, the owner provides a password |
15:10 |
Calinou |
it is pointless if minetest.net gets to know the encryption key anyway |
15:10 |
Calinou |
let's just forget about this, and stick with decentralized remote_media |
15:10 |
Sketch2 |
we aren't talking about credit-card transactions, who really cares if they are opened |
15:10 |
Calinou |
we just need a damn tutorial to set it up |
15:10 |
Calinou |
it's nowhere documented! |
15:10 |
Calinou |
Sketch2, do you want celeron55 to go to jail? |
15:10 |
Sketch2 |
I thought you'd like the idea |
15:11 |
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15:14 |
Sketch2 |
There's a lot of kids who wouldn't know how to do it |
15:15 |
Calinou |
then we should provide helpers and documentation to host remote_media on their own server |
15:15 |
Sketch2 |
especially what with tablets logging on nowadays |
15:15 |
Calinou |
not on minetest.net where we are liable for what they upload |
15:15 |
Calinou |
you can host a Web server on a mobile device, it's tricky but possible, and I wouldn't advise it |
15:15 |
Calinou |
you'd need port forwarding probably, and most ISPs don't allow forwarding port 80 |
15:16 |
xenkey |
Mine did |
15:16 |
Sketch2 |
no no, I'm not saying host it on a mobile device. I'm saying that users join in from mobile devices |
15:16 |
Sketch2 |
it's tricky for them to download media caches |
15:16 |
xenkey |
I'd suggest using ssh -R (look it up) |
15:16 |
xenkey |
oh |
15:16 |
xenkey |
Like that uh |
15:16 |
xenkey |
Run nedia |
15:16 |
xenkey |
sorry |
15:17 |
xenkey |
Run media.sh and upload the files somewhere |
15:17 |
Sketch2 |
that sounds right |
15:17 |
xenkey |
I think it's in sfan5's gist page |
15:18 |
sfan5 |
https://gist.github.com/sfan5/6351560 |
15:18 |
Sketch2 |
yeah, it wouldn't need to be on minetest.net, if you're that worried about it |
15:18 |
Sketch2 |
but maybe when the admin registers a page, there can be a dropbox link that it pulls from or something along those lines |
15:21 |
Sketch2 |
ok, so yeah, glad the idea is being thought about. Sorry if I upset you Calinou. Just brainstorming. |
15:21 |
Calinou |
that's not proper documentation |
15:21 |
Calinou |
it doesn't document the whole process about dependencies, Web servers... |
15:21 |
Calinou |
and Windows support |
15:21 |
Calinou |
(which is secondary, but that we still should have) |
15:22 |
sfan5 |
what is not proper documentation? |
15:22 |
Calinou |
something on the wiki would make sense |
15:22 |
Calinou |
I've never set up remote media successfully so I can't vouch for it |
15:23 |
Sketch2 |
It would to people who are tech-savvy, but Minetest is a game, that goes to kids |
15:23 |
Sketch2 |
kids have no idea how to do these things |
15:26 |
Sketch2 |
I've got a 10 year-old that plays Minetest on his tablet. I wouldn't ask him to download a cache file and unzip it on his tablet for every server he tries. |
15:27 |
Sketch2 |
I wouldn't ask you to, and you know how. |
15:27 |
Sketch2 |
Because that's doing too much. You want to log in and play. |
15:29 |
Sketch2 |
Just saying that the game servers could run faster if their media files were remotely cached. |
15:29 |
Sketch2 |
It makes sense to me. If you like the idea, that's cool. If not, let's talk about it. |
15:38 |
sfan5 |
uh |
15:38 |
Calinou |
Sketch2, you do realize people can host their own remote_media server, which can be used if the client supports cURL? |
15:39 |
Calinou |
we've had this since Q1 2013 |
15:39 |
Calinou |
it's just a Web server |
15:39 |
Calinou |
akin to Web map download in Quake-likes |
15:39 |
Sketch2 |
ok, so my point is: why isn't it automatic? |
15:40 |
Sketch2 |
it's not something you can easily do on a tablet |
15:40 |
sfan5 |
automatic? |
15:40 |
sfan5 |
the clients don't need to do anything |
15:40 |
Sketch2 |
that's why I bring it up |
15:40 |
sfan5 |
all you need is a server host that has this set up |
15:42 |
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15:44 |
Sketch2 |
ok, so as Calinou is saying, is this feature documented? |
15:44 |
Calinou |
not really, and that's what I'm complaining about |
15:44 |
Sketch2 |
I don't remember reading about it. |
15:44 |
Sketch2 |
ok, ty. Then we're on the same page. |
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16:30 |
Wuzzy |
Hybrid Dog just claimed you can dig almost every dig only by using a “modified client†(haha, nice euphemism). |
16:30 |
Wuzzy |
you can dig almost every block* |
16:30 |
Wuzzy |
Is this true? Is the server really this dumb? |
16:31 |
Sketch2 |
I believe it. free pizza server had people breaking blocks they shouldn't be able to |
16:31 |
Sketch2 |
I stopped going there, because I thought it was a faulty mod, but that makes sense |
16:31 |
Wuzzy |
for instance ...? |
16:31 |
Wuzzy |
what blocks did they break? |
16:32 |
Sketch2 |
I had a half a doz fridges full of cobble and an elevator set up by spawn |
16:32 |
Sketch2 |
they broke 'em both, even though the fridges were full of cobble |
16:33 |
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16:34 |
Wuzzy |
I don't know those mods, it could also just be the mod is buggy and did not handle all corner cases; and the players simply found a loophole |
16:34 |
Sketch2 |
I thought it was the lightsaber mod that was buggy |
16:34 |
Wuzzy |
what is the lightsaber? |
16:34 |
Sketch2 |
because that's what the kid had that was chasing me, moments before my friges disappeared |
16:35 |
Wuzzy |
is it a “break everything†tool? |
16:35 |
Sketch2 |
it's not supposed to |
16:35 |
Wuzzy |
what *should* it break? |
16:36 |
Sketch2 |
stuff that normally breaks? |
16:36 |
Wuzzy |
*sigh* |
16:36 |
Sketch2 |
lols |
16:36 |
Wuzzy |
This is not helping. I'm searching the mod for myselves. |
16:36 |
Sketch2 |
I'm sorry. I didn't look at the source of it |
16:37 |
Wuzzy |
how is the mod called? |
16:37 |
Wuzzy |
or the item? |
16:37 |
Wuzzy |
just “lightsaber� |
16:37 |
Sketch2 |
most likely. I can look |
16:37 |
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16:38 |
Sketch2 |
Laser sword [laser_mod] |
16:39 |
Sketch2 |
well, I think that's it, but it must have been modded, because there was more than 1 color |
16:42 |
Wuzzy |
oh |
16:42 |
Wuzzy |
well, the original mod is very simple |
16:42 |
Wuzzy |
it just breaks crumbly, snappy and cracky |
16:42 |
Wuzzy |
so this mod clearly can't be the cause |
16:42 |
sfan5 |
are you sure? |
16:43 |
CWz |
my house is now OS diverse. we got Windows, Linux and now PCBSD(freebsd based) |
16:43 |
Wuzzy |
yes, this is the entire source code: https://github.com/Roberto5/laser_mod/blob/master/init.lua |
16:43 |
AnotherBrick |
and couple of androids i guess? |
16:43 |
Sketch2 |
I'm seeing another called starwars that has 3 color lightsabers. I'd have to check the server and bring up a list of mods to be certain. |
16:43 |
Sketch2 |
1 moment please |
16:46 |
Sketch2 |
it's called laser_mod on the server, so yeah, I'm guessing it's a fork |
16:48 |
Sketch2 |
there's blue, green, red, & yellow there |
16:48 |
Sketch2 |
crated with glass, dye, and mese crystal. if that helps |
16:49 |
Sketch2 |
I don't know that it was that particular mod, I just know the kid chasing me had one. |
16:50 |
Sketch2 |
As wuzzy said, if there's a client out there that's breaking breaking bricks, that coulda been it. I just hadn't thought of it as the time. |
16:51 |
Sketch2 |
* at that time. |
16:54 |
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17:02 |
Sketch2 |
they were in protected areas |
17:05 |
Sketch2 |
I dunno, spawn is a mess over there. whoever is doing it is just blasting through protected blocks like it's nothing |
17:06 |
Sketch2 |
well, the spawn pizza is ok, but the area right around it is a mess |
17:07 |
Sketch2 |
so someone over there has some ability they shoudn't. admin pick or something like that |
17:13 |
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17:40 |
* VanessaE |
peeks in |
17:40 |
Sketch2 |
hiya V :) |
17:41 |
VanessaE |
Calinou: actually were such a centralized server to be hosted in the US, the DMCA would at least guard against copyright claims ("Safe harbor" provision, under the assumption that the host remove files on receipt of a DMCA notice). Not at all good for "illegal" files though. |
17:41 |
VanessaE |
hey hey Sketch2, long time no see |
17:43 |
Sketch2 |
Yeah, that sounds right. There could also be a waiver or something to that effect, that the contents are the responsibility of the owner, not the website. |
17:45 |
Calinou |
those waivers don't have an unlimited scope and effect |
17:47 |
est31 |
I think its stupid to have a centralized media server |
17:47 |
est31 |
I mean, why not run the whole server business centralized? |
17:47 |
Sketch2 |
it doesn't have to be centralized, just the addy's |
17:47 |
Sketch2 |
that's what the public list is for |
17:48 |
est31 |
the public list is to give a list of servers, not to donate media download bandwidth |
17:48 |
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17:48 |
Sketch2 |
well, even that doesn't have to be centralized |
17:49 |
est31 |
it isnt |
17:49 |
Sketch2 |
but I like the idea that the people can get the media before logging on |
17:49 |
est31 |
you can set your own custom list url in the client |
17:50 |
Sketch2 |
eh, it's so hard to talk in forums. I'm not saying the list doesn't have to be centralized. I'm saying the media-files don't have to be |
17:50 |
Sketch2 |
they can be stored anywhere, so long as the client can automatically D/L them before connecting |
17:50 |
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17:51 |
Sketch2 |
so the game server can concentrate on gaming performance |
17:51 |
Sketch2 |
and the media server can just send media files |
17:54 |
est31 |
Sketch2, you can do that already now |
17:54 |
VanessaE |
Calinou: in maptools, is there a block you can only pass through if you have interact? |
17:54 |
est31 |
and I think VanessaE does it, ask her how to set it up |
17:54 |
Calinou |
VanessaE, nope, impossible |
17:54 |
VanessaE |
damn. |
17:54 |
VanessaE |
ok |
17:55 |
Calinou |
would require client-side modding I guess |
17:55 |
VanessaE |
est31: yeah, I have a remote_media server. it's not TOO complex, but it's more complicated than any noob is ever going to figure out |
17:56 |
VanessaE |
but then again I host everything on my own box, so I have to manage nginx, bind, etc. also |
17:56 |
Sketch2 |
people keep telling me it's possible, but undocumented. maybe we could pass that info along |
17:56 |
Calinou |
I'd like to host remote_media |
17:56 |
Calinou |
for my hunger games |
17:57 |
est31 |
somebody sould add it to some wiki page |
18:00 |
VanessaE |
step 1: establish a place to host the media. 2: establish a web server there to actually serve it. 3: copy all your jpg, png, obj, x etc files into the directory you're serving from. 4: put this in your server's config: remote_media = <url for that directory> |
18:00 |
VanessaE |
it's step 2 that's the hard part. |
18:01 |
TBC_x |
how are the media files distinguished anyways? path? |
18:01 |
VanessaE |
TBC_x: by filename, or you can use another method where they're distunguished by hash |
18:02 |
TBC_x |
so the client won't be downloading the universe when connecting to another server with similar mod set? |
18:02 |
Calinou |
don't you need to use collectstatic.sh? |
18:03 |
Sketch2 |
As I understand it, that's right TBC_x |
18:04 |
TBC_x |
great |
18:06 |
VanessaE |
yes, so long as the files have the same hash from server to server, the client will just re-use what it has |
18:06 |
VanessaE |
Calinou: is that sfan5's index.mth script ? |
18:06 |
sfan5 |
VanessaE: yes |
18:07 |
VanessaE |
this also needs added to wherever the process will be documented then. |
18:07 |
sfan5 |
Calinou: what VanessaE describe is the deprecated way (not even sure whether it still works), it requires the client to download every file just to see whether they match and it should not be used anympre |
18:07 |
sfan5 |
anymore* |
18:08 |
VanessaE |
sfan5: it still works fine, yes. |
18:08 |
VanessaE |
deprecated though it may be, it's possible to use that method without involving a script that no one can seem to find. |
18:09 |
Sketch2 |
I agree, it's not deprecated until it's in the public that there's something better available |
18:09 |
TBC_x |
it needs more sophisticated resource loader IMHO |
18:09 |
sfan5 |
why? |
18:10 |
Sketch2 |
you have to let people know what the tools are so they can use 'em |
18:10 |
sfan5 |
VanessaE: it was always on some page of https://gist.github.com/sfan5 i do agree that it needs to be documented in the wiki however |
18:11 |
VanessaE |
sfan5: that's just it, a noob will never think to look there :P |
18:11 |
VanessaE |
(among your gists I mean) |
18:11 |
Sketch2 |
right. I've never heard of it, and I'm not a complete noob either |
18:12 |
Sketch2 |
It's great that you make it, but people have to know it |
18:20 |
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18:28 |
Sketch2 |
so collectstatic.sh basically does step 1 for you, and then creates a hash for the whole directory? |
18:29 |
Sketch2 |
by "step 1" I mean, that it collects all the files into 1 directory, like VanessaE said. |
18:29 |
VanessaE |
well step 3 in my example. |
18:29 |
VanessaE |
step 1 means to get a shared hosting account or VPS or dedi or something |
18:29 |
Sketch2 |
oh, sorry, yeah. I read that wrong. you're right |
18:30 |
VanessaE |
step 2 means to set up your web server and point it at a directory |
18:30 |
Sketch2 |
I guess I'm just trying to figure out what sfan5's script does |
18:30 |
sfan5 |
it collect all the media |
18:31 |
sfan5 |
and renames it to the sha1 hash of the file contents in the process |
18:31 |
Sketch2 |
so mth is a master hash table so that the client doesn't have to download the files, jsut look 'em up in there? |
18:33 |
Sketch2 |
if they match, all is good, if not, THEN it'll download the updated file. Am I reading it right? |
18:33 |
Calinou |
can we document all methods please? and say which one is the most suitable for general use? |
18:33 |
sfan5 |
the old method is deprecated |
18:34 |
sfan5 |
not officially |
18:34 |
Calinou |
so we should use collectstatic? |
18:34 |
sfan5 |
but it has a few drawbacks |
18:34 |
Sketch2 |
I like sfan5's idea, if I'm reading it right |
18:34 |
sfan5 |
which is why there is the new method |
18:34 |
sfan5 |
Sketch2: it's not an idea, it's already implemented since probably a year now |
18:34 |
sfan5 |
Calinou: yes |
18:34 |
Sketch2 |
ok, it's just never been explained to me |
18:35 |
sfan5 |
<Sketch2> if they match, all is good, if not, THEN it'll download the updated file. Am I reading it right? |
18:35 |
sfan5 |
not exactly |
18:35 |
sfan5 |
the server gives the client the sha1 hashes of media the client needs |
18:35 |
sfan5 |
the client downloads index.mth which is a list of all media files on the remote media server |
18:35 |
Calinou |
https://gist.github.com/sfan5/9586533 |
18:36 |
Calinou |
it would be nice to have this in Minetest core... :: |
18:36 |
sfan5 |
then the client checks whether the media he needs is in index.mth, if yes he downloads it via http |
18:36 |
Sketch2 |
right, that's how I read it. |
18:36 |
VanessaE |
indeed, if it's tried and tested, it needs to be included with minetest. |
18:36 |
sfan5 |
if not he downloads it using the minetest protocol (which is slow) |
18:36 |
sfan5 |
ofc the client does not do any of that for media files that are already in the local cache |
18:37 |
Calinou |
your collectstatic.sh does not cache .obj |
18:37 |
sfan5 |
~/.minetest/cache |
18:37 |
Calinou |
or .md2, or .jpg |
18:37 |
Calinou |
which we all support |
18:37 |
sfan5 |
Calinou: irrlicht supports waaay more formats but I'm going to add those you mentioned |
18:38 |
sfan5 |
<Calinou> https://gist.github.com/sfan5/9586533 <Calinou> it would be nice to have this in Minetest core... :: |
18:38 |
sfan5 |
ofc it would |
18:38 |
Sketch2 |
this could speed up server load time quite a bit. |
18:38 |
sfan5 |
but the coredevs would need to merge the patch then |
18:38 |
Calinou |
I'm generating index.mth for my hunger games server |
18:39 |
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18:42 |
Calinou |
sfan5, does remote_media line require a trailing slash? |
18:42 |
Calinou |
I'm putting one |
18:42 |
sfan5 |
uh no idea |
18:42 |
sfan5 |
it shouldn't require one |
18:42 |
sfan5 |
but adding one cant hurt |
18:43 |
Calinou |
wow it works! |
18:43 |
Calinou |
so much faster to load |
18:43 |
Calinou |
thanks a lot for this script |
18:44 |
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18:46 |
sfan5 |
Calinou: is obj or md2 even used by mods? |
18:47 |
Calinou |
.obj is used by moreblocks and slope_test |
18:47 |
Calinou |
md2 is used by Quake 2 nostalgics :) |
18:47 |
Calinou |
it is supported by Minetest's meshnode code |
18:48 |
sfan5 |
is b3d used in any mods? |
18:48 |
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18:49 |
Sketch2 |
I think blender files are in some mobs |
18:49 |
sfan5 |
blender files are high-level stuff |
18:49 |
Sketch2 |
I could be mistaken tho. maybe they are converted. |
18:49 |
sfan5 |
irrlicht does not read blender files |
18:49 |
sfan5 |
they need to be converted first |
18:50 |
VanessaE |
sfan5: no offense, but your script needs improvement |
18:50 |
sfan5 |
ok |
18:51 |
exio4 |
which script? |
18:51 |
sfan5 |
https://gist.github.com/sfan5/6351560 |
18:51 |
Calinou |
b3d is not blender files |
18:51 |
Calinou |
it's blitz3d |
18:51 |
Sketch2 |
I realized that right after I typed it |
18:52 |
Sketch2 |
sorry. I use blender, I should know better |
18:52 |
VanessaE |
not much though; you shouldn't hardcode the game and path, those should be taken from a commandline arg. And, you should write your files to a temp dir first and rsync them to the desired target. |
18:52 |
sfan5 |
>you shouldn't hardcode the game and path |
18:53 |
sfan5 |
sorry for forcing you to open an editor >.> |
18:53 |
sfan5 |
also why should i use a temp dir first? |
18:53 |
VanessaE |
suddenly: multiple servers. |
18:53 |
VanessaE |
(with different game folders) |
18:54 |
Sketch2 |
I agree that the path shouldn't be hardcoded if this were to be included. |
18:54 |
VanessaE |
and rsync to minimize the amount of time spent with differing or invalid files when you're doing some big update. |
18:54 |
sfan5 |
invalid files? |
18:54 |
VanessaE |
i.e. if you'd normally rm -rf the target path and copy new files in, to about keeping duplicate old files around. |
18:55 |
sfan5 |
also files won't change |
18:55 |
VanessaE |
sure they will |
18:55 |
sfan5 |
no |
18:55 |
VanessaE |
files changes -> hash changes |
18:55 |
sfan5 |
yeah |
18:55 |
VanessaE |
then you have old files laying around |
18:55 |
sfan5 |
hash changes -> filename changes |
18:55 |
VanessaE |
yes |
18:55 |
sfan5 |
the file contents will never change |
18:55 |
sfan5 |
you'll have a new file |
18:56 |
VanessaE |
what about the old files? |
18:56 |
sfan5 |
they stay |
18:56 |
VanessaE |
exactly. |
18:56 |
sfan5 |
unless you remove them first |
18:56 |
VanessaE |
they're obsolete. |
18:56 |
Calinou |
maybe we can move to Python, so that the script is cross-platform |
18:56 |
VanessaE |
hence use rsync. |
18:56 |
Calinou |
(-: |
18:56 |
sfan5 |
Calinou: file operations and such stuff are horrible in python |
18:57 |
VanessaE |
the script I use for this purpose takes care of that. it never leaves old files hanging around in in the target dir. |
18:58 |
VanessaE |
also speed. temp dir could be in /dev/shm or something, rsynced to the live dir in one quick blow. When you push ~50 MB of image data at a time, that DOES matter a bit. |
18:59 |
sfan5 |
i don't see how this script can be a bottleneck for anything |
18:59 |
sfan5 |
it's not like you need to do it once per startup or every n hours |
19:00 |
VanessaE |
actually, I run my upload-files script a few times a day. |
19:00 |
VanessaE |
on an active server, there's always someone needing a skin updated or something |
19:03 |
VanessaE |
(the same script calls my update-worldmods script, the one I use in lieu of yours) |
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21:52 |
kaeza |
Greetings |
21:53 |
Sokomine |
hi |
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22:14 |
BoppreH |
Hi guys |
22:14 |
BoppreH |
I think there's a problem with the dev wiki |
22:14 |
BoppreH |
Account creating errors out saying it's missing some hidden code, and changing pages asks me to select non-existent cat photos |
22:15 |
BoppreH |
Tried with both firefox and chrome, with and without extensions |
22:15 |
BoppreH |
More specifically, page edition says: "To help protect against automated edit spam, please select just the cat photos in the box below: [nothing]" |
22:16 |
BoppreH |
And account creation: "Incorrect or missing confirmation code. " |
22:17 |
BoppreH |
Both cases look like missing the authentication system. Web console says "asirraState is not defined" in some javascript. |
22:19 |
est31 |
BoppreH, you have to ask here, people here have the power to give you accounts |
22:19 |
est31 |
Try /msg Tesseract , he can create accounts |
22:20 |
est31 |
with your mail address |
22:25 |
BoppreH |
thanks |
22:26 |
BoppreH |
Maybe the wiki should mention that? |
22:28 |
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23:45 |
DN |
Hello |
23:45 |
DN |
I'm looking for help with "Animals" mod, any1 familiar with it? |
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23:49 |
blaaaaargh |
DN, don't ask to ask, just ask. |
23:50 |
DN |
/mobf command rarely works. 2. When it works and I check the "Enable secondary spawing" I get an error msg "ACTION[main]: MOBF: failed to open world specific config file 17:23:17: ERROR[main]: MOBF: failed to swap old conf file to new one |