Time |
Nick |
Message |
00:12 |
octacian |
Wow.. there's quite a discussion going on over the WTFPL. |
00:21 |
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00:46 |
kaen |
hmm, that was meant to be more informative than persuasive |
00:49 |
octacian |
kaen: yeah. I think that people should quit using it as well. It's not actually a legit license afaik too. |
00:50 |
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00:52 |
segfault22 |
Is there such thing as a program that can load and edit configuration files easier than just a text editor? nobody wants to cut and replace a bunch of "true" and "false" to whatever is the other option when a whole bunch need to be changed; its easier and faster to just click a bunch of check-boxes |
00:53 |
octacian |
segfault22: you could make a MT mod that would add a tab allowing such manipulation. |
00:54 |
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00:55 |
segfault22 |
I intend to use this for changing configuration for any software, including a very large mod where the sheer number of configuration options would cause the game menu to lag if they had to be loaded every time it starts. |
00:55 |
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00:55 |
octacian |
No, it would only have to be loaded if the tab was selected and the mod clicked. |
00:56 |
segfault22 |
I don't want to use the game menu, and I want the same method of configuration file editing to be used with other unrelated software as well. |
00:56 |
octacian |
AFAIK, no such thing exists. Make one. |
01:00 |
segfault22 |
Surely one does exist,... the internet is too old for something like that to simply not ever be made, as there are too many people who would benefit from that and many of them are capable of making such a program in just a few minutes. I would have to learn all of the C++ stuff before I can even start, so it is not yet an option to start working on that |
01:01 |
segfault22 |
I don't know where to start |
01:01 |
octacian |
All you need is Lua.. |
01:01 |
octacian |
Sorry, what I meant is I don't think that such as thing exists for Lua. |
01:02 |
segfault22 |
Lua is not good for making GUI programs, especially when they would be this complex. And people would have to install the Lua runtimes on their system to execute lua code, which complicates it. Most people have C/C++ on their system by default, so using it as the language would be easiest. |
01:03 |
octacian |
I guess. There's Wireshark though, it's written in Lua and runs fairly well. I didn't even have Lua installed when I originally used it :P |
01:03 |
octacian |
It seemed to work fine so there was obviously some lua interpreter built into Ubuntu |
01:04 |
octacian |
but.. you get my point. And yeah, I get yours. It still isn't the most practical language. |
01:05 |
segfault22 |
It might work, but there could be limitations which I don't see yet but would become apparent about halfway through development |
01:05 |
segfault22 |
lua is good for what we use it for now |
01:07 |
octacian |
Yes, it is |
01:08 |
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01:13 |
segfault22 |
Are you sure there isn't any program that can load and edit config files without being part of some other program? If there is no such thing, I will simply direct users to open up the config.lua script and modify the variables directly, until such a program exists (the program edits the config file -> config file gets opened and processed by config.lua -> config.lua sets variables and lets the mod proceed loading the next parts) |
01:15 |
octacian |
That's what normally happens. The user edits config.lua or config.txt which is read by the lua mod. If there is no such thing for lua, I do not know of it, sorry. |
01:15 |
segfault22 |
I have this unusual catch22 situation, where the log-level for the mod's custom log file can be configured from 0 to 5 (each level of diminishing verbosity), which has to be loaded before any log messages can be entered; but the config.lua does processes that may mess-up if something is wrong, requiring it to send log messages either way, before the log-level can be configured... |
01:17 |
octacian |
That's why you have defaults. if not <setting_name> then <setting_name> = <default> end |
01:17 |
octacian |
What are you working on to get that, though? |
01:18 |
segfault22 |
config.lua has to run before log.lua to set the log level, but log.lua has to run before config.lua to initiate the log system itself. |
01:18 |
octacian |
wow.. what are you working on? |
01:19 |
octacian |
config.lua should NOT call any other functions. It should be completely independent and possibly even capable of running without MT itself. |
01:20 |
segfault22 |
It's a mod that takes a list of stuff, such as material definitions, and registers ore nodes, lump/ingot items, tool parts, tools, etc. for every material, instead of doing a bunch of minetest.register_*() blocks for every possible entry |
01:20 |
octacian |
Nice. An internal API. What's it called? Is it on Github? |
01:21 |
segfault22 |
it only has a few instances of minetest.register_*() calls, but they are called many times by embeding them into a function. |
01:22 |
segfault22 |
For now I just call it "res" as in resources; it is on github but it is very outdated as I am rewriting the whole mod from scratch. |
01:22 |
octacian |
What's the mod called? Are you developing it on GitHub? Then I could take a look and give you an idea as to what to do. |
01:22 |
segfault22 |
The new system is almost nothing like the old one. sorry. |
01:23 |
octacian |
Can you give me the old one? That way I can at least get an idea as to what it is. Or you could send me a ZIP with the latest version. |
01:23 |
segfault22 |
In the past versions, it was difficult or impossible for other mods to use the functionality of the API - it was wholly internal and closed at the end. The new version aims to make it open to all mods for use. |
01:24 |
octacian |
hmmm OK. |
01:24 |
octacian |
Well, if you can give me the new version somehow, I'll take a look and give you an idea as to how you can deal with that. |
01:25 |
segfault22 |
Sorry, I can't release the code right now because it's almost entirely incomplete... I "made a new folder" and started from noting and I have only gotten a few tasks done so far. I will be able to give you a .zip with the code later, though, once there is more of it to look at... |
01:26 |
endev15 |
I don't mind if the code is complete or not. I can still take a look. It wouldn't necissarily be "releasing" it.. |
01:27 |
endev15 |
If your not comfortable with doing that though, I don't mind either. |
01:28 |
segfault22 |
It's not that I think you would go put it on the forum and claim it as yours, but it just don't feel right to give you something that is so incomplete that the structure is difficult to determine. |
01:33 |
endev15 |
Yeah, I understand. If you do need help with something like that though, I could give you a few suggestions anyway. I've rewritten a old abandoned mod that was like that, and am planning it on a second. |
01:33 |
endev15 |
out of curiosity, have you ever thought about a computer mod? |
01:33 |
segfault22 |
Okay it will inherit a lot of functionality from the files currently existing in the github repository, so you can take a look at it for a good idea of how it works: https://github.com/SegFault22/res |
01:34 |
segfault22 |
computer mod? |
01:34 |
endev15 |
ok. |
01:34 |
segfault22 |
like a computer that can run code, in minetest? |
01:34 |
endev15 |
Yes. A fully functional computer with a Lua OS and Lua apps. |
01:34 |
segfault22 |
that would be nice, but I have only considered it sparingly because I think it would be very difficult to accomplish |
01:35 |
endev15 |
I'm in the midst of one right now xD |
01:35 |
segfault22 |
it would be possible, and plausible, but I probably won't be able to do it until much later. |
01:35 |
segfault22 |
Cool |
01:36 |
segfault22 |
Just make sure its fully sandboxed so the user can't do os.execute(rm -rf) or something like that to the server itself, lol |
01:36 |
endev15 |
It started off as a rewrite of digiterm, then it basically took a completely different approach, and uses NOTHING from the old mod anymore lol. |
01:37 |
endev15 |
https://git.endev.xyz/octacian/digicompute |
01:38 |
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01:38 |
endev15 |
It's nearing first release. Then OSs and Apps can be created, and more can be added on to the actual mod. Thankfully, by that time other people will be able to contribute since the "core" would be complete.. |
01:39 |
endev15 |
The actual Lua concept is actually pretty simple. |
01:40 |
segfault22 |
It's really cool. I'm glad that someone is working on something such as this. The applications for it are endless; imagine using a computer to control the flow of power through a factory by sending signals to relay-boxes that open/close switches, or interfacing directly with pachines (such as CNC) to make it produce specific items or a certain quantity of items. You could have crafting on-demand |
01:40 |
segfault22 |
machines* |
01:40 |
endev15 |
one suggestion: put the logger in the main init.lua file. |
01:41 |
endev15 |
Not only that, v2 will possibly have functional drones. |
01:41 |
segfault22 |
Cool |
01:42 |
segfault22 |
I will make the logger assume log_level = 0 when res.log_level = nil, and reset it when config.lua finished loading |
01:43 |
endev15 |
That would work. But config.lua SHOULD be entirely independent. Not required, but the best way to do it. |
01:44 |
endev15 |
Why do u have config.lua call the logger? |
01:44 |
endev15 |
fyi, here's what a typical logger in my mods look like (as part of init.lua): |
01:44 |
endev15 |
-- logger |
01:44 |
endev15 |
function servertools.log(content, log_type) |
01:44 |
endev15 |
if log_type == nil then log_type = "action" end |
01:44 |
endev15 |
minetest.log(log_type, "[ServerTools] "..content) |
01:44 |
endev15 |
end |
02:01 |
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02:01 |
segfault22 |
I have something similar. However, log_type is instead a number, log_level, and the function is res.log and it outputs to a separate file. Maybe I should make it just output to the main log, but the idea is that there will be so many entries like "added material with id: <id>" and "added item with id:<id> and material:<material>" |
02:02 |
segfault22 |
I could make it output the important stuff like fatal errors or misuse of the API to the main minetest log, and anything with too much verbosity goes to the res log just so it's somewhere for if it happens to be needed |
02:02 |
endev15 |
Why do added material and item? It's pointless. That would run every time minetest is loaded. |
02:02 |
endev15 |
(that's what I see anyway) |
02:03 |
segfault22 |
it is probably pointless to log successful entries of materials and items; it would be better to just log failures or misuse of the API |
02:04 |
endev15 |
Yes. But, if the API is misused the game would most likely crash, removing the need for that. Deprecated fields is another thing, but you can just put that to the main log. |
02:06 |
segfault22 |
I would rather catch the misuse of the API and make it skip trying to make the entry if something is invalid; that way all the other stuff can still work. But I see that if someone messes up an entry that already exists, it would proceed to fail registering a whole bunch of items, causing them to become unknowns |
02:06 |
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02:06 |
segfault22 |
so either way there's a tradeoff |
02:07 |
agrecascino |
how do i add lua functions to minetest |
02:07 |
endev15 |
Trying to catch misuse of the API would definitely take quite a bit of work. Guess it wouldn't be too bad, but it would take some work. |
02:07 |
endev15 |
agrecascino: are you trying to make a mod? |
02:07 |
agrecascino |
endev15, no |
02:07 |
agrecascino |
i modified the nametag class, to add a feature |
02:08 |
endev15 |
IDK.. |
02:08 |
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02:08 |
agrecascino |
and want to flip a bool in that class, in lua |
02:08 |
endev15 |
wait, so you modified another mod, or the core? |
02:09 |
endev15 |
if a mod, what is it? |
02:10 |
agrecascino |
the core |
02:10 |
endev15 |
idk then. It's more likely that the people over on #minetest-dev will know. I'm still learning the basics of C++ myself.. |
02:22 |
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02:23 |
segfault22 |
I told everyone I was gonna make a fork, wherein all nodes are replaced with one "placeholder" node type, which is filled with material in "volumes" of any shape (smooth terrain, finite fluid, real air, weather dynamics, etc.),... and when I set-up eclipse-cpp to work with Minetest, and started looking at the code, I immediately realized that it would likely require a complete overhaul of just about everything except the sky-box and the sun/moon sy |
02:23 |
segfault22 |
stem... |
02:24 |
segfault22 |
"lol" |
02:38 |
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02:39 |
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02:43 |
segfault22 |
I am designing the mod's API such that other mods can use it after the mod itself is done loading,... files being used for i/o (such as the log) and other stuff are kept loaded until the game is done loading and initiates, where a call to minetest.after() is used to close all of the stuff 1 second orso after the game starts. I chose 1 second because someone said 0 won't work right, and there is no smaller number-value that works with minetest.after |
02:43 |
segfault22 |
() |
03:07 |
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03:07 |
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03:08 |
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03:09 |
council |
hi there channel, i'm a player that hasn't played in a long time, things are looking fancy |
03:11 |
Darkside__ |
welcome back to minetest then :) |
03:12 |
council |
thanks a lot! :0) wanting to try these fancy new "subgames" |
03:14 |
council |
I used to be friends with this persona named "sdzen", are they still around? |
03:15 |
council |
don't seem like it, oh well |
03:19 |
segfault22 |
welcome back :D |
03:28 |
council |
skytest is really neat |
03:37 |
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03:40 |
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03:42 |
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03:55 |
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04:00 |
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04:00 |
kaen |
week 1: http://imgur.com/a/79rKy |
04:07 |
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04:36 |
segfault22 |
why |
04:36 |
Chinchou |
Reasons. |
04:37 |
segfault22 |
why Reasons |
04:37 |
Chinchou |
We're going recursive now. |
04:37 |
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04:38 |
segfault22 |
xD |
04:43 |
segfault22 |
who wants Minetest to have smoothed nodes consisting of any number of volumes of material: like finite fluids, smooth terrain/caves, dynamic tree growth, real air, weather dynamics, ground water dynamics, varying concentration of ore in deposits/lodes, and so on |
04:45 |
Chinchou |
Honestly, that sounds like the realm of an entirely different type of game. |
04:45 |
Chinchou |
Some of it, anyway. |
04:46 |
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04:46 |
segfault22 |
It would be a lot different, but it would still use the node system to keep up with stuff, like how blocks/chunks are filled with nodes, except different. A lot of the dynamics would be the same, most notably the ability to modify the environment at your will with tools that work for certain materials |
04:48 |
segfault22 |
however instead of breaking a node into an item 1 or 0 style, using a tool on it starts displacing material immediately (in increments though, so you still have a micro-smidgen of time to stop breaking if you started by accidentally pressing the button |
04:49 |
Hijiri |
sounds like it would be hard to make performant |
04:49 |
Chinchou |
That part seems to be breaking away from the "blockminer" paradigm. |
04:49 |
Chinchou |
^ |
04:49 |
Chinchou |
Especially weather. |
04:49 |
Hijiri |
it wouldn't work with the existing mod API either, I think it would be a different game like Chinchou |
04:49 |
segfault22 |
That is why it would be a fork project |
04:50 |
Hijiri |
I don't know if it would be more useful to fork than to start from scratch |
04:50 |
Hijiri |
what is there that you can reuse? |
04:50 |
segfault22 |
most of the stuff would have to be redone entirely, except for the entity system and the skybox and the sun/moon and some of the server transmission/reception system |
04:51 |
segfault22 |
and the menu |
04:51 |
Chinchou |
Weather alone is a pain to get running decently, in just about anything. I know that some games have "hint" brushes - like in the Q3A engine - but in a miner, it would need to be dynamic, and that would make things difficult. |
04:51 |
Hijiri |
I don't think the netcode is considered a particular high point of minetest |
04:51 |
Hijiri |
nothing else you listed is core, except maybe entities |
04:51 |
Hijiri |
(which currently are all cubes) |
04:52 |
Hijiri |
how difficult weather is would depend on the detail |
04:53 |
Chinchou |
You could recalculate "inside" areas when something is modified inside them, but if you're mining a large stretch or building something, that's a lot of calculations. |
04:54 |
Hijiri |
for simple rain you could just check if it's blocked overhead |
04:54 |
segfault22 |
it may be best to wait until we (all) have access to superconducting processor systems, what could handle the huge load |
04:54 |
Chinchou |
That's a lot of checks... |
04:54 |
Hijiri |
you don't have to make the checks after each change |
04:55 |
Chinchou |
Yes, that's the "hint" system of "indoors" and "outdoors". |
04:55 |
Chinchou |
... Am I misunderstanding you? |
04:55 |
Hijiri |
If you don't check all the time then it might not be that expensive |
04:56 |
segfault22 |
I figure that instead of treating "volumes" as a whole bunch of individual chunks of material, we just make its area a function, and use statistics to determine how much rain falls through the node if there isn't enough volume to block it entirely |
04:56 |
Hijiri |
like monte carlo sampling? |
04:57 |
segfault22 |
something like that |
04:57 |
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04:59 |
segfault22 |
I figure that the weather system will have to wait until the conversion from whole nodes to volume-containing nodes is "finished" |
05:00 |
Hijiri |
I think it would be better to start from scratch since everything is currently based around a voxel world |
05:01 |
segfault22 |
my idea is that it will still be a voxel world, but the player doesn't see the nodes the same way the engine does |
05:01 |
Hijiri |
what about entities? |
05:02 |
segfault22 |
currently, since there's no real collision dynamics between entities, we'll just assume they are outside the material-based paradigm and are just that: "entities"; that way we don't have to change them much, except maybe how they collide with the ground so they don't get stuck or appear to float above the ground |
05:05 |
Hijiri |
ok, it sounds like it could work |
05:06 |
segfault22 |
they could drop material when they die, so that for example you could loot the (volume-based) carcass of an animal you killed, to obtain meat and material to make containers, weapons and shelter (yuck^3); but when alive, they would be just like they are now... players won't do that when they die, because it would be way too disgusting and have too much potential for abuse of the mind of players... |
05:07 |
kaen |
> yuck^3 |
05:07 |
kaen |
I see what you did there |
05:08 |
segfault22 |
I am going to have to be very careful to strike a balance between the disgusting details of (pseudo-)reality that get brought in when using a volumetric material-based system, and keeping it "family-friendly" enough to not corrupt the minds of young children who will bypass the "warning" and doenload the forked version and play it anyways, knowing it has "this kind of stuff" as a feature |
05:08 |
* Chinchou |
facepalms |
05:09 |
Hijiri |
by that logic, nothing unsuitable for children should ever be made, because children could bypass the warning |
05:09 |
Chinchou |
^ |
05:09 |
Chinchou |
In addition, "unsuitable" is entirely subjective and differs by culture. |
05:09 |
segfault22 |
right,... |
05:09 |
Chinchou |
That's a whole other can of worms there. |
05:10 |
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05:10 |
Hijiri |
we don't have to open it though |
05:10 |
Chinchou |
Indeed, but looking at the label is important. |
05:11 |
Chinchou |
Some would perceive that as you trying to decide "what's best" for /their/ offspring. Deeply offensive. |
05:12 |
segfault22 |
Okay, then it's probably fine to go ahead and put a lot of this "stuff" into the forked version, as long as it is made clear somewhere what is to be expected |
05:12 |
Chinchou |
A simple warning of "May contain <whatever>" is sufficient. |
05:13 |
Chinchou |
Some have a rather weak stomach, too... Again, all you need is a simple warning label. |
05:14 |
Chinchou |
Some will complain that you "made it too accessible", but those people would complain no matter what you did. |
05:14 |
Hijiri |
you could make it togglabe |
05:14 |
Hijiri |
togglable |
05:15 |
Chinchou |
Hm... Ah, like Darkness, I suppose? |
05:15 |
Chinchou |
That could work. |
05:17 |
Chinchou |
(Also, some will gripe about the exclusion of player "corpses" from that system. A simple solution may be to make a toggle, set by the player themselves, that allows/disallows "harvesting" of their own remains.) |
05:17 |
segfault22 |
I will add configuration for just about everything that depends on a number system, from the resolution of boundaries between volumes within nodes, to the amount of blood that comes out of animals when they are struck with weapons |
05:19 |
segfault22 |
I specifically don't want to make players leave a dead body, because it would conflict with the respawn system (if you're dead, how do you get a new physical body without bringing more material into the game than already exists) - but there could be a fork-fork (by others, not me) where that is implemented, along with a "system" that changes the way new players come into the game, among other things... |
05:20 |
segfault22 |
They would leave their items behind when they die, or not, as configured at the server |
05:20 |
Chinchou |
Ah, aye, harvesting of own remains could be a sort of "exploit"... |
05:21 |
Hijiri |
already a common tactic on ethereal servers |
05:22 |
Chinchou |
You could simply disable "self-harvesting" and not worry about "extra materials" beyond that. |
05:22 |
segfault22 |
not unless the player has to wait for material from the world to be formed into a new body, and then "possess" said body, including in part a process which is one of those things I was worrying about trying to include because it's not "family-friendly" so-to-speak in several places |
05:22 |
segfault22 |
Also you could get another player to harvest your body and bypass the self-harvesting restriction (take turns killing each other and looting |
05:22 |
Chinchou |
Of course, one could then- yeah. |
05:23 |
Chinchou |
Really, though, there's a limit to how feasible a solution will be. |
05:24 |
segfault22 |
it wouldn't even have to be a different player, just two accounts. So either players have to wait for a new body to become available via... well you know... or the player body is considered to be an immaterial "spirit" capable of interacting with matter (and being damaged) but not leaving anything behind when it dies |
05:24 |
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05:24 |
Chinchou |
If material limits are of extreme importance to your concept, then yes, disabling "player harvest" is good. Otherwise, it seems like a an attempt to justify avoiding something solely on the basis that it "might squick someone out". |
05:24 |
segfault22 |
It will be configurable |
05:25 |
Chinchou |
Respawn timers are a thing. You don't need to involve mundane reproductive methods or whatever you're trying to say. |
05:25 |
Chinchou |
It could be spun as "it takes effort and time to manifest a new body for yourself". |
05:26 |
Chinchou |
There's a race I saw someone draw up for D&D that reproduces via a ritual that pulls matter from the atmosphere to form new bodies(manifestation). |
05:27 |
segfault22 |
yeah, like that |
05:27 |
Chinchou |
So many possibilities... and all of them involve rice. Excuse me while I eat my dinner. |
05:27 |
segfault22 |
thank you for the feedback, it is very helpful in developing this |
05:32 |
segfault22 |
by default, players' dead bodies would be slowly converted back into ether energy, which flows over to the spawn area and manifests into a new player (body slowly disappears, when its done then let the player re-spawn). Configuration will allow raising the difficulty to require a ritual be done to manifest a new body from existing material (or energy, if available), and simply deleting the body instantly and allowing the player to respawn as soon a |
05:32 |
segfault22 |
s they are able to click the button., possibly with numeric increments between both for more/less difficulty level. |
05:34 |
Chinchou |
Ah, demanifesting the old body for material for the new one. Well-played. |
05:43 |
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06:10 |
segfault22 |
Maybe I should finish my resources-mod first, then work on extending the world system (one world, multiple "dimensions"), then make that fork. Working on something like a "dimensions" implementation would be much easier than rewriting the entire node system, and give me some code experience to ease the learning curve when going into the bigger project |
06:11 |
segfault22 |
the mod I'm working on has been in development for such a long time, it seems senseless to keep postponing development for anything else, especially considering how it will change the way people "out there" perceive what is Minetest |
06:13 |
segfault22 |
Right now people think "oh it's just another Minecraft ripoff", because we copied too many Minecraft features and didn't implement enough unique stuff. The resources mod, combined with a simple reworking of the furnace system (fuel -> heat -> cooking, instead of fuel = cooking), will reverse that perception quite easily |
06:14 |
segfault22 |
also fire -> ignition -> fuel burning -> heat released -> cooking + ashes |
06:18 |
Chinchou |
It is probably best for the engine to remain "basic" - I don't know enough about the modding system to say, but I'd bet that your idea of expanding cooking could be done with a mod. |
06:18 |
Chinchou |
I personally love highly-modular things like this. |
06:18 |
Chinchou |
... Also, to me, MT is what MC wishes it could be. |
06:19 |
segfault22 |
It can be done; there is a mod somewhere by a contributor named Gollum, which basically implements the crafting system in Lua so that you can add new methods and machines/devices to use them |
06:19 |
segfault22 |
MT can become that which MC will never be able to do without running out of system resources and crashing |
06:20 |
Chinchou |
Exactly, kekeke |
06:20 |
Chinchou |
MC is far too resource-intensive. I can run my MT server on my cornflake box. |
06:20 |
Chinchou |
I doubt MC would stand any chance of that. |
06:20 |
segfault22 |
If Microsoft asked the Minecraft devs, "make the world height limit the same as the length/width limit", they would be all like "nah man, I give-up/quit" |
06:21 |
Chinchou |
Keke |
06:23 |
segfault22 |
If they hired someone just for the purpose of coding it to allow such height, Minecraft itself would give-up/quit and say "nah man, I'm done" |
06:23 |
Chinchou |
Pffft |
06:24 |
Chinchou |
It seems to me that anything M$ touches ends up being so resource-intensive that it may as well be classified as "won't run on any platform for at least another five years". |
06:25 |
Chinchou |
That's not even getting into the /other/ issues... let's not get into the other issues. |
06:25 |
Chinchou |
I like my sanity where it is. |
06:26 |
segfault22 |
xD |
06:27 |
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06:29 |
segfault22 |
Do you know if anyone is currently trying to implement a "dimensions" system in minetest, wherein different realms exist in the same world but they are not within the same field of nodes like the existing "stacked realms" paradigm? |
06:30 |
segfault22 |
Kinda like minecraft where the "nether" "occupies the same space" as the "overworld", except we won't have any height limit or node distance discontinuity |
06:36 |
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06:37 |
segfault22 |
is it even possible to implement separate realms/dimensions within the same world but a different "map" (for lack of better word for field-of-nodes) |
06:39 |
segfault22 |
Yay, I can export my mod files directly from the Eclipse LDT interface to the Minetest mods folder for quick testing :D |
06:42 |
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06:43 |
Hawk777 |
segfault22: wouldn’t it be easiest to do that by teleporting between different worlds (i.e. completely different maps) but moving the player to the same coordinates in the new map? |
06:44 |
Chinchou |
Not if you want synchronisation. |
06:44 |
Hawk777 |
What sort of synchronization? You mean things that work between worlds? |
06:44 |
Chinchou |
I mean having nodes in the same place. |
06:44 |
Hawk777 |
Er. I guess I have no idea what that means. |
06:44 |
Hawk777 |
Not to worry. |
06:45 |
Chinchou |
Say you flip 180 degrees out of phase with the "normal" world - keep the terrain identical but entities are not. |
06:45 |
segfault22 |
That would be cool, but it wasn't what I was "getting at",... sorry, I messed up somewhere |
06:45 |
Chinchou |
(Of course, realistically, the terrain would also be different due to still being made of matter) |
06:46 |
Chinchou |
Oh, so the terrain does not need to be identical? |
06:46 |
segfault22 |
basically, out-of-phase yes (did you get that from stargate?) but the matter would be different |
06:46 |
Hawk777 |
Oh, hm. I was thinking along the lines of Minecraft’s nether. Where really the maps have nothing to do with each other, except that coordinates are associated. |
06:47 |
segfault22 |
It doesn't have to be identical, it can be whatever the server has set it to be (anywhere from direct replica of the world to super-nether/lavaland) |
06:47 |
Chinchou |
(Phase is used in a lot of different settings. This would be more like a different plane than a different phase, though.) |
06:47 |
segfault22 |
oh |
06:48 |
segfault22 |
so it's not just stargate that calls it "phase"; they got it from somewhere else,... okay |
06:48 |
Chinchou |
Ah, so similar terrain(potentially), but with a modification based on the specific plane...? |
06:48 |
segfault22 |
< insert ragecomix "okay" dude here > |
06:48 |
segfault22 |
uh, yeah kinda like that |
06:49 |
segfault22 |
the terrain can be anything it is configured to be; each realm is given a number (regular world is 0) and each one can have whatever as its "content" |
06:49 |
segfault22 |
ideally |
06:50 |
segfault22 |
yay, celeron55 is /back :D |
06:52 |
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06:56 |
segfault22 |
"plane" is a better word for it since "realm" is already taken to mean "stacked realms" (within same map) |
07:00 |
segfault22 |
aww man its already 3:00 AM |
07:09 |
Chinchou |
0705 for me. |
07:10 |
Chinchou |
Morning sucks. Would you mind terribly much if I extinguished the sun? |
07:11 |
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07:14 |
segfault22 |
Nikola Tesla wanted to create a ring of light around the earth that can illuminate the whole world 24/7,... but maybe it would be a better idea to make the whole Earth a space-ship and convert the moon into a giant ball of energy providing light like the sun, so we can still have night and people can have it turned off if they need it |
07:18 |
segfault22 |
I think we should all use a different unified time-system like star-date, so it's really the same time everywhere, and it makes more sense when you calculate the time of sunrise/sunset relative to earth's rotation |
07:19 |
Chinchou |
UTC. |
07:19 |
Chinchou |
The Gregorian calendar needs to take an exit already. |
07:20 |
segfault22 |
but there's that problem where the rotation of the earth slows down and we end up having to add seconds every few months, then every few days, then every day, until it becomes so noticeable that people say "hey, this time system is too much of a burden to have to deal with and keep patching all the time; we need a new system!!!one" |
07:22 |
Chinchou |
Ehn. |
07:22 |
Chinchou |
I don't really see UTC being that kind of problem. |
07:23 |
Chinchou |
In the event that such a thing arises, a new system would arise out of necessity. |
07:24 |
Chinchou |
For now, UTC is the best we have, I think. |
07:24 |
segfault22 |
okay |
07:27 |
Chinchou |
I do agree that we really should be using a unified time system - and UTC already exists, so why not use it? (My reasoning) |
07:29 |
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07:38 |
segfault22 |
that would be reasonable, I guess |
07:42 |
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08:03 |
segfault22 |
I think I should use minetest.after() to set nil all of the functions I made like res.add_material, res.add_item, res.add_toolpart, and so on, once the game is fully initiated, so people can't try to call those functions after it becomes impossible to minetest.register_*() new stuff (it could crash the game, for example, to try to register an item or node when the server is fully initialized and the game is started) |
08:05 |
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08:06 |
IhrFussel |
Something is VERY wrong with my server...10 secs lag right after restart is definitely not right...I always had 0.5 secs lag before |
08:07 |
IhrFussel |
And the max_lag value raises more and more...now after 5 minutes it's at 19 secs |
08:18 |
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08:33 |
segfault22 |
that's not good |
08:35 |
segfault22 |
I have to go now. Goodbye everyone. I will be back later, hopefully. Thank-you for the feedback |
08:37 |
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08:39 |
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08:49 |
Nosrick |
Hey, rubenwardy |
08:49 |
rubenwardy |
hi Nosrick |
08:49 |
Nosrick |
How're you doing? |
08:50 |
rubenwardy |
I'm good, thanks |
08:50 |
rubenwardy |
et toi? |
08:51 |
Nosrick |
Tired. |
08:51 |
Nosrick |
Your book is super helpful, btw. |
08:51 |
Nosrick |
Very good reference material! |
08:51 |
rubenwardy |
thanks :D |
08:51 |
rubenwardy |
That's the aim |
08:52 |
Nosrick |
I'm wondering if you'd know why my player inventory (a custom one) isn't saving. |
08:53 |
rubenwardy |
how are you adding it? |
08:53 |
rubenwardy |
and by saving, do you mean that it's no longer there after restart? |
08:54 |
Nosrick |
Yeah. |
08:54 |
Nosrick |
I'm adding it via set_stack("mirror", 10, ItemStack({definition})) |
08:57 |
Nosrick |
Quick question: what default size are the non-main inventories? |
08:58 |
rubenwardy |
don't know |
08:59 |
rubenwardy |
maybe try: inv:set_list("mirror", {}) inv:set_size(LIST_SIZE_YOU_WANT) to create the list |
08:59 |
rubenwardy |
I can't see an add_list method |
09:03 |
Nosrick |
Yeah, I'll give that a shot. |
09:06 |
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09:14 |
JamesTait |
Good morning all! Happy Friday, and happy World Humanitarian Day! 😃 |
09:18 |
Nosrick |
rubenwardy, that didn't make a difference. :S |
09:18 |
rubenwardy |
:( |
09:18 |
Nosrick |
Maybe I'll just use file saving/loading. |
09:21 |
agaran |
Hello |
09:22 |
rubenwardy |
tracking the code down |
09:22 |
rubenwardy |
the inventory is saved to the player file using inventory.serialize(os); just finding def now... |
09:23 |
rubenwardy |
all lists in the inventory list are serialised, therefore your list must not be there |
09:23 |
Nosrick |
Hey agaran! |
09:24 |
Nosrick |
Which is strange, because when I retrieve the data before shutdown, it works. |
09:24 |
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09:25 |
rubenwardy |
inv:set_size(size) should be enough to create a list |
09:26 |
rubenwardy |
it is added if it does not exist: https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_inventory.cpp#L138-L148 |
09:26 |
rubenwardy |
providing size!=0 |
09:26 |
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09:27 |
rubenwardy |
are you sure you don't clear the list on login, say by running set_list("mirror", {}) if it already exists? |
09:27 |
Nosrick |
Pretty sure. |
09:27 |
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09:28 |
w_laenger |
hi |
09:29 |
Nosrick |
Hello! |
09:30 |
w_laenger |
The bags mod uses the inventories, doesn't it? https://github.com/minetest-technic/unified_inventory/blob/master/bags.lua |
09:31 |
* w_laenger |
read the log |
09:34 |
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09:35 |
w_laenger |
rubenwardy put their attention to github now |
09:36 |
w_laenger |
Can anyone tell me why that crash happens? https://github.com/Splizard/minetest-mod-snow/issues/20 |
09:37 |
rubenwardy |
huh |
09:39 |
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09:39 |
Nosrick |
Oh hey, sorry, I was reading the bags stuff. |
09:47 |
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09:48 |
IhrFussel |
Right now 3 players online and 0.5 secs lag...so if it increases as more players connect then it likely is caused by a mod |
09:59 |
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10:00 |
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10:08 |
agaran |
IhrFussel: I can connect if you need tester |
10:09 |
IhrFussel |
agaran, sure "IhrFussel's Server" in the list ... the lag doesn't go higher right now even if I do while true; do uptime; done on my Ubuntu machine for a few minutes |
10:10 |
agaran |
IhrFussel: I always skipped it because my german ends on 'Guten tag' or something.. |
10:12 |
IhrFussel |
Oh the server is only part German..most players speak English and all commands have English syntax/description |
10:12 |
agaran |
IhrFussel: very nice ping for me there.. 40ms |
10:12 |
IhrFussel |
agaran, the ping is low and max_lag too ( < 1 sec ) but a few hours ago it was at 19.5 |
10:13 |
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10:13 |
IhrFussel |
And I don't see how |
10:13 |
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10:13 |
agaran |
hmm, I would check system side for minetest process, like stalled io, cpu usage.. maybe memory usage that caused swapping etc.. at least those are blind guesses from system side to check |
10:14 |
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10:14 |
IhrFussel |
Yeah I'll do...CPU usage is mostly at 20-30%, memory is always ~ 50% free |
10:14 |
agaran |
hmm, then iotop ? or sar |
10:15 |
agaran |
one shows io operations like top processes, and sar is for accounting more |
10:15 |
IhrFussel |
load average: 0,07, 0,16, 0,15 ... how do I see io operations? |
10:16 |
agaran |
'iotop' tool helps with that, or sar, what linux it is? |
10:16 |
IhrFussel |
Ubuntu 14.04 |
10:16 |
agaran |
so you should have it in packages already |
10:16 |
agaran |
nice texture set in there, |
10:17 |
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10:17 |
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10:18 |
IhrFussel |
Lag went up! |
10:18 |
agaran |
I found some mouses and tried to fight them |
10:19 |
IhrFussel |
That should totally not increase the overall lag |
10:19 |
agaran |
dunno, even digging gravel now has some2-3 s delay before it appears in inventory |
10:20 |
IhrFussel |
Well I'm installing iotop right now and it kinda takes a long time o.o |
10:21 |
IhrFussel |
But load says 0,30..so weird |
10:21 |
agaran |
it may be that delay reason stays within minetest and it is not io.. |
10:22 |
IhrFussel |
Total DISK WRITE is between 0 and 500 K/s |
10:22 |
agaran |
so not much at all |
10:22 |
agaran |
and if you have enough memory (you said there is free all time) then they are cached anyway |
10:23 |
IhrFussel |
free 1490 MB , cached 2481 |
10:24 |
agaran |
thats plenty available for that.. hmm maybe something with monsters causes that.. I'l try to make some items and find monsters |
10:25 |
IhrFussel |
The weird thing is it worked flawlessly for months...and then suddenly the lagging started, no new version, didn't change mobs mod, only added a few smaller mods like charcoal and skins |
10:26 |
agaran |
maybe it changed something that pulled other change, I dunno, maybe some weirder stuff like order of modules loadding if that can change during such operation? |
10:26 |
IhrFussel |
The lagging gets worse when more players connect...I see that in the chat log cause then suddenly 3-5 messages appear at the same sec |
10:27 |
agaran |
I was fighting for a moment with angry dirt mobs |
10:28 |
IhrFussel |
What is the best way to disable all mods for a test run? |
10:28 |
IhrFussel |
rename worldmods folder I guess? |
10:29 |
agaran |
yep perhaps easiest but then most of inventory items and in=world become unknown |
10:29 |
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10:29 |
IhrFussel |
Yeah well it's only to find out if it still happens without mods |
10:30 |
agaran |
hmm without I am quite sure it wont.. on Megaf server it was similar, and Megaf disabled mobs |
10:31 |
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10:31 |
IhrFussel |
Another idea would be deleting player files but the problem is my server somehow got "popular" in its first weeks and now I have 11,000 players starting from May |
10:32 |
agaran |
I'd rather try find way ifyou can change order of mods.. if mobs were last, make them so |
10:33 |
IhrFussel |
The lag goes down again...slowly |
10:33 |
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10:33 |
agaran |
hmm as mob gets killed by their timeouts? |
10:33 |
agaran |
and in day there is less of mobs, right? |
10:34 |
IhrFussel |
I can make it night |
10:34 |
agaran |
I am just guessing.. hey I have no torches ;) |
10:40 |
IhrFussel |
Lag still goes down |
10:40 |
IhrFussel |
I gave you fly and fast btw |
10:40 |
agaran |
hmm and I was still fighting with some mobs.. maybe when they do something silly like fall into water.. then get respawned? |
10:41 |
IhrFussel |
Nope some sand monsters just died underwater and no lag increase |
10:42 |
agaran |
hmm, underground walking causing map generation? |
10:42 |
agaran |
like dunno.. expensive kinds of noise used for that? |
10:42 |
IhrFussel |
Now i just experienced a long lag |
10:42 |
agaran |
ii was fighting cow |
10:43 |
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10:44 |
IhrFussel |
I could try to only disable the mobs mod first |
10:45 |
agaran |
sounds good, I have telco meting in a few so I need to focus on that.. but I hate when people just chop bottom of tree and leave rest.. |
10:47 |
IhrFussel |
agaran, oh that's alright you already helped me a lot =) if you want you can join later again and continue investigating :D |
10:47 |
agaran |
heh.. I work as QA... ;) |
10:48 |
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10:49 |
IhrFussel |
Perfect lol |
10:49 |
agaran |
I'd say that abm's are laggy |
10:51 |
IhrFussel |
But only suddenly after ~ 3 months? |
10:51 |
agaran |
yep thats odd part |
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12:13 |
Nosrick_ |
So I just tried the bags way of doing an inventory |
12:13 |
Nosrick_ |
That didn't help. |
12:15 |
Nosrick_ |
rubenwardy, you still around? |
12:22 |
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13:05 |
Fixer |
https://twitter.com/ykhvatov1/status/766526556525080577 unbelievable |
13:05 |
Fixer |
not sure if troll or real |
13:08 |
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13:11 |
rubenwardy |
Fixer, CGI burkas? |
13:12 |
Fixer |
rubenwardy: cgi? |
13:12 |
rubenwardy |
computer generated images |
13:13 |
Fixer |
yes |
13:15 |
srifqi |
That censors... How could they do it? |
13:18 |
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13:35 |
onlyonemac |
hi i'm new to minetest whenever i try to run i get a message "note: no fly privilege" |
13:36 |
onlyonemac |
*** sorry |
13:36 |
onlyonemac |
hi i'm new to minetest whenever i try to run i get a message "note: no fast privilege" |
13:36 |
onlyonemac |
how do i run? |
13:36 |
SanskritFritz |
onlyonemac: minetest has access levels, server admins can restrict users from flying or fast walking |
13:36 |
onlyonemac |
this is singleplayer |
13:37 |
onlyonemac |
how do i give myself that privilege? |
13:37 |
SanskritFritz |
then turn on those privileges, the wiki tells you how (sorry cannot remember) |
13:37 |
Chinchou |
You should have every priv in singleplayer by default, as I understand it. |
13:37 |
Chinchou |
as I recall* |
13:37 |
Chinchou |
If not, use "/grant fast". |
13:37 |
SanskritFritz |
Chinchou: afaik no, you must turn on flying for example |
13:37 |
SanskritFritz |
that's it yes |
13:37 |
Chinchou |
You can replace fast with fly, noclip, and so on. |
13:38 |
onlyonemac |
i have to give a player name, what is my player name? |
13:38 |
Chinchou |
I haven't touched SP in a while. Last time I did, I'm pretty sure that fast and fly were granted by default... |
13:38 |
SanskritFritz |
or enter the maze in creative mode :) |
13:38 |
Chinchou |
"singleplayer" |
13:39 |
onlyonemac |
thanks, it's working now! |
13:39 |
SanskritFritz |
!next |
13:39 |
MinetestBot |
Another satisfied customer. Next! |
13:42 |
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13:44 |
Megaf |
agaran: Darkside_: can you join the server now? |
13:48 |
Megaf |
!server Megaf |
13:48 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 4/24, 0/4 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms |
13:52 |
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13:54 |
Samson1 |
Is it possible for Minetest to have Metadata? |
13:55 |
Samson1 |
In texturepacks? |
13:58 |
Megaf |
well, everybody invited to join the server |
13:59 |
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14:07 |
rubenwardy |
Samson1, description.txt |
14:07 |
rubenwardy |
and screenshot.png |
14:07 |
rubenwardy |
are support |
14:08 |
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14:10 |
Samson1 |
rubenwardy, Thank you :) |
14:11 |
Megaf |
!server Megaf |
14:11 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 4/24, 0/4 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 10ms |
14:11 |
Megaf |
this takes a long time to update |
14:11 |
Samson1 |
rubenwardy, Where can I find these? |
14:11 |
rubenwardy |
...? |
14:12 |
Megaf |
!server Megaf |
14:12 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 4/24, 0/4 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 10ms |
14:12 |
rubenwardy |
The maker of the texture pack creates them |
14:13 |
Samson1 |
Okay |
14:14 |
Darkside_ |
What is up the world? and were back! Bees or peas peeps! :) |
14:14 |
Samson1 |
:) |
14:16 |
Megaf |
Darkside_: people online :) |
14:16 |
Megaf |
!server Megaf |
14:16 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 5/24, 0/5 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms |
14:16 |
Megaf |
!server Calinou |
14:16 |
MinetestBot |
Megaf: Calinou [Europe/Paris] (survival - minimal mods) | hugo.pro:30002 | Clients: 1/32, 2/11 | Version: 0.4.14-dev / minetest | Ping: 11ms |
14:16 |
Megaf |
ha! |
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16:32 |
nolsen |
!server [TUSS] |
16:32 |
MinetestBot |
nolsen: [TUSS] The Ultimate Survival Server | minetest.nolsen.xyz | Clients: 0/20, 0/2 | Version: 0.4.14-dev / minetest | Ping: 150ms |
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17:36 |
APNG |
https://gist.github.com/SoniEx2/34472e8e6ba3a9e900336235f805d5a6 |
17:37 |
APNG |
uh do we have a title bot? |
17:37 |
APNG |
.t |
17:37 |
APNG |
uh no ok .-. |
17:37 |
APNG |
anyway APNG sucks, and so does everything else :) |
17:39 |
APNG |
(APNG sucks less tho) |
17:39 |
Krock |
!title |
17:39 |
MinetestBot |
Krock: APNG Sucks! · GitHub |
17:39 |
APNG |
thanks |
17:39 |
Krock |
yes you really suck |
17:39 |
Krock |
like a vacuum cleaner |
17:42 |
sea` |
https://www.youtube.com/watch?v=EWQAvMUUJr4 |
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17:48 |
Krock |
I love that mobie |
17:48 |
Krock |
*movie |
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18:23 |
MinetestBot |
[git] Rogier-5 -> minetest/minetest: Fix for failure to find jsoncpp in android build (#4456) a496224 https://git.io/v61tA (2016-08-19T20:23:30+02:00) |
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18:46 |
nosrick |
Anyone around that could possibly give me a hand? |
18:47 |
* Krock |
crazily runs around with a running chainsaw and cuts off some arms |
18:47 |
* Krock |
gives nosrick five of them |
18:47 |
* nosrick |
appreciates it |
18:48 |
* Krock |
notices that one of these five cut arms is nosrick's left one |
18:48 |
nosrick |
BUT THAT'S MY GOOD ONE |
18:48 |
Krock |
sorry. |
18:49 |
nosrick |
S'alright. You can make it up to me by helping me with this weird problem. |
18:50 |
Krock |
huh |
18:51 |
nosrick |
So I'm trying to save some values. When I go load them, it works just fine. When I save them, they're all nil. |
18:56 |
Krock |
you can load nil? |
18:57 |
Krock |
perhaps you're trying to save local variables from init.lua in functions.lua or similar |
18:57 |
nosrick |
Yeah, they're local. |
18:57 |
nosrick |
Thing is, they're all values until I try to save them. |
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19:00 |
Krock |
run 'print(dump(..variable here..))' in the function where you save the stuff |
19:00 |
nosrick |
Already have. |
19:00 |
Krock |
all nil? |
19:00 |
nosrick |
Yeah. |
19:00 |
Krock |
and in the place where you call the function? |
19:00 |
nosrick |
All values. |
19:00 |
nosrick |
If I get what you mean. |
19:01 |
Krock |
"non-nil", yes. |
19:01 |
Krock |
gawd, just gimme a link to that stuff |
19:01 |
Krock |
can't analyze that problem properly here |
19:02 |
nosrick |
https://github.com/Nosrick/MoMTest/blob/master/api/player/mirror.lua |
19:02 |
nosrick |
It's in the mirror.load and mirror.save functions. |
19:06 |
Krock |
I don't see a problem |
19:07 |
Krock |
same result when you define the books as a global variable? |
19:07 |
Krock |
btw, print(books[key].lifeBooks) == print(value.lifeBooks) |
19:11 |
nosrick |
I'll try using a global, but I wanted to avoid that if possible. |
19:11 |
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19:12 |
nosrick |
And doing that print == print is nonsense. :P |
19:13 |
kaen |
save looks fine, I don't think it needs a global either. I think you're just actually setting it to nil in some client code :P |
19:14 |
kaen |
using a local is way better because you guarantee that it won't be accessed except with the public interface |
19:15 |
nosrick |
kaen, you might be right, but I'll look for it. |
19:24 |
nosrick |
Btw, printing books[key].variousBooks == value.variousBooks is always true. |
19:25 |
Krock |
> And doing that print == print is nonsense. :P |
19:25 |
Krock |
just saying that it does the same |
19:27 |
nosrick |
It threw an error at me |
19:27 |
Krock |
catch and eliminate it |
19:27 |
nosrick |
Well, doing the print == print thing threw an error. |
19:27 |
nosrick |
It did not like it at all. |
19:28 |
Krock |
<Krock>just saying that it does the same |
19:28 |
Krock |
not to be actually used to compare print |
19:29 |
nosrick |
OH |
19:29 |
nosrick |
Sorry, I'm dumb. |
19:29 |
Krock |
ok |
19:34 |
nosrick |
I am indeed setting the values to nil. Stupidly. |
19:36 |
nosrick |
Just take me out back and shoot me. |
19:38 |
Calinou |
https://www.youtube.com/watch?v=CKlSp-wz7ck |
19:38 |
Calinou |
"Irrlicht needs Vulkan! Vulkan 2016, 2020, 2024!" |
19:38 |
Calinou |
:P |
19:40 |
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20:01 |
agaran |
hmm does minetest have some checksums over datagrams? |
20:03 |
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20:03 |
Calinou |
agaran: datagrams? |
20:04 |
agaran |
it uses UDP for client/server, I wonder if corrupted packets can't cause that teleporting to edge of world |
20:06 |
sfan5 |
udp has a checksum itself |
20:06 |
agaran |
yup, I know, but it is crc16, not overly strong.. |
20:07 |
agaran |
and sometimes I get TPed to edge of world few times in hour.. but now I know that my network is a bit badly behaving (ISP is doing some rework on infrastructure) and datagram losts increased a bit |
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20:38 |
nosrick |
I got that bloody bugger working. |
20:53 |
sfan5 |
agaran: it's not crc16 |
20:55 |
sfan5 |
and tcp has a checksum too |
20:55 |
sfan5 |
tl;dr no it's not that |
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agaran |
sfan5: hmm my guess was because if I play over my home lan it never happens, if I play over inet, it does.. |
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Volkj |
hi, does sqlite server's map need to be vacuumed and reindexed once in a while or there's no need for that? |
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