Time |
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00:49 |
agrecascino |
https://forum.minetest.net/viewtopic.php?f=7&t=15388&p=231075#p231075 |
00:49 |
agrecascino |
helo |
00:49 |
agrecascino |
help* |
00:59 |
FreeFull |
That looks like a rather complicated expression |
01:00 |
FreeFull |
Splitting it up into multiple expressions might be good |
01:00 |
agrecascino |
it's supposed to find total distance from player to nametag |
01:04 |
agrecascino |
http://paste.opensuse.org/96425689 |
01:04 |
agrecascino |
FreeFull, |
01:18 |
FreeFull |
Looks much better. Idk what the problem is |
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03:31 |
rater193_ |
Is saras server up anymore? |
03:31 |
rater193_ |
havnt played around with minetest in forever |
03:31 |
rater193_ |
saras server was a TON of fun to play on :P |
03:33 |
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04:11 |
swift110 |
hmmm |
04:11 |
swift110 |
what made it so fun |
04:33 |
MinetestBot |
[git] paramat -> minetest/minetest: Camera: Higher frequency limit for view/hand bobbing and footsteps fb20b45 https://git.io/v6NMj (2016-08-26T05:26:52+01:00) |
04:33 |
MinetestBot |
[git] sofar -> minetest/minetest: Make plantlike drawtype more fun e58a55a https://git.io/v6NDe (2016-08-26T05:26:08+01:00) |
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05:03 |
AntumDeluge |
Is it possible to override/delete craft recipes & items from another mod? Or is modifying the original mod the only way? |
05:04 |
AntumDeluge |
Oh, I think I found my answer here: http://dev.minetest.net/minetest.clear_craft |
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05:33 |
AntumDeluge |
Am I correct in saying that the "minetest.clear_craft()" method is not available in the current stable release (0.4.14)? |
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06:10 |
AntumDeluge |
I answered my question and built newest git commit version. However, "minetest.clear_craft()" doesn't seem to work yet. |
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07:28 |
IhrFussel |
agaran, hello there...I have an appointment in 30 minutes but I wanted to quickly tell you that I increased the dedicated_server_step setting in conf and set the niceness of minetestserver to -10 ... If you play on my server later let me know if the lag problem got better =) |
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08:40 |
Megaf |
Hi all |
08:40 |
Megaf |
I think a player on my server actually walked to 0,0,30000 and claimed it to be the North Pole |
08:41 |
Megaf |
Now I know why my map file is so large, these players like exploring, oh my |
08:45 |
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08:46 |
JamesTait |
Good morning all! Happy Friday, and happy Women's Equality Day! 😃 |
08:53 |
Megaf |
really? |
08:55 |
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09:00 |
Megaf |
[09:59:32] * 524 nickserv Help not found |
09:00 |
Megaf |
lol |
09:02 |
}[-_-]{ |
:) |
09:10 |
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09:34 |
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09:47 |
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09:49 |
Megaf |
Hi agaran |
09:50 |
Megaf |
!server zeno |
09:50 |
MinetestBot |
Megaf: No results |
09:50 |
Megaf |
!server LazyJ |
09:50 |
MinetestBot |
Megaf: No results |
09:50 |
Megaf |
!server Megaf |
09:50 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/24, 0/3 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 10ms |
09:53 |
Megaf |
!server Megaf |
09:53 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/20, 0/0 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 8ms |
09:56 |
Calinou |
!server Calinou |
09:56 |
MinetestBot |
Calinou: Calinou [Europe/Paris] (survival - minimal mods) | hugo.pro:30002 | Clients: 27/32, 9/31 | Version: 0.4.14-dev / minetest | Ping: 10ms |
09:56 |
Calinou |
Megaf: ^ |
09:56 |
Calinou |
27 players, 27 mobile kids :] |
09:56 |
Megaf |
I blocked empty password in my server |
09:56 |
Megaf |
if I allow empty password it becomes full |
09:57 |
Calinou |
I should disallow them too |
09:57 |
Megaf |
to proove that, I will spin up an empty/new server right now |
09:58 |
Calinou |
> FREE MINECRAFT HERE < |
09:58 |
Calinou |
call it like that |
09:58 |
Calinou |
insanity ensues |
09:59 |
Megaf |
!up MineDigger |
09:59 |
MinetestBot |
Megaf: invalid address |
09:59 |
Megaf |
!server MineDigger |
09:59 |
MinetestBot |
Megaf: MineDiggerTestServer | mt.megaf.info | Clients: 0/50, 0/0 | Version: 0.4.14 / MineDigger | Ping: 7ms |
09:59 |
Megaf |
just started it |
10:00 |
Megaf |
This is running my fork of Minetest btw |
10:00 |
Calinou |
meh, you should call it "just test - will be destroyed in 7 days - only noobs please" |
10:00 |
Calinou |
more attractive! |
10:00 |
Megaf |
Calinou: LOL |
10:00 |
aix |
hi |
10:00 |
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10:01 |
Megaf |
ok, just me playing there at the moment xP (as CarlJohn) |
10:03 |
Megaf |
first mobile player arived, Candra4535 |
10:04 |
Megaf |
more two |
10:04 |
Megaf |
5 already |
10:04 |
Calinou |
name yourself Notch |
10:04 |
Calinou |
:D |
10:04 |
Megaf |
!server MineDigger |
10:04 |
MinetestBot |
Megaf: MineDiggerTestServer | mt.megaf.info | Clients: 4/50, 2/4 | Version: 0.4.14 / MineDigger | Ping: 8ms |
10:21 |
agaran |
Megaf: it wasn't me |
10:32 |
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10:36 |
Megaf |
agaran: I know :) |
10:54 |
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12:40 |
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12:41 |
segfault22 |
Has anyone had luck finding a copy of 0gb_us Land Claim mod (the original one, not landclaim_0gb_us) |
12:45 |
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12:52 |
Fixer |
try searching on github or on forums |
12:54 |
Fixer |
segfault22: this? https://forum.minetest.net/viewtopic.php?t=3679 |
12:55 |
segfault22 |
Yes, I have already searched for it, and I would not be here asking if I found a copy anywhere |
12:55 |
Fixer |
segfault22: what about this? https://github.com/Bremaweb/landrush it is fork of original I guess |
12:56 |
segfault22 |
the site 0gb.us is gone, forever, and with it all of the files at the download links in the post. |
12:56 |
segfault22 |
landrush is not the same because the area height is not limited to 16 and aligned with the chunk system |
12:56 |
segfault22 |
I specifically need all areas to be 16^3 nodes and aligned with the chunk system |
12:57 |
Fixer |
segfault22: what links are missing? |
12:57 |
segfault22 |
0gb.us |
12:57 |
segfault22 |
0gb.us/minetest/download.php?plugin=0gb_us-0.7.1 |
12:58 |
segfault22 |
it was never uploaded anywhere else, or if it was, I don't have access to those locations because they don't show up in Google and aren't posted to the forums |
13:01 |
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13:02 |
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13:02 |
rubenwardy |
Found a fork of landclaim, not sure if that help https://github.com/MineTime-game/minetime_game/tree/065dedc8da9847693ab8866c080674dee99e223c/mods/landrush |
13:04 |
segfault22 |
thank you for trying to help, it means a lot to me However, it also doesn't use 16^3 areas; only 16^2 frames with configurable height and only 3 layers/levels |
13:04 |
segfault22 |
I might end up using something like it, though |
13:05 |
segfault22 |
if I can't find the original 0gb_us Land Claim or modify landclaim_0gb_us to work the same, regrettably that will be the only option |
13:05 |
Fixer |
segfault22: why not just using this https://github.com/0gb-us/0gb.us_game/tree/master/0gb.us_game/mods/landclaim_0gb_us and modifying it to your needs? |
13:06 |
segfault22 |
I have considered that; the main reason I have to modify it is that it depends on points_0gb_us and does away with the claim block |
13:07 |
Fixer |
segfault22: or improving this https://github.com/Bremaweb/landrush |
13:07 |
segfault22 |
I want to implement either or both a land claim node and a claim-stick |
13:09 |
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13:09 |
segfault22 |
I prefer to use the claim system based on 16^3 chunks, but only if it really allows the player to claim chunks that are above or below other chunks and never intersecting or having gaps less than 16 nodes distance from other claimed areas |
13:09 |
segfault22 |
however, if that's impossible, I will have to use landrush, which isn't so bad I guess |
13:14 |
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13:15 |
agaran |
hmm I need to look at landrush too |
13:16 |
rubenwardy |
if it's a direct fork of landclaim, maybe it has a very close version to land claim in its git history? |
13:16 |
segfault22 |
possibly |
13:20 |
segfault22 |
they all appear to have been modified heavily from the original before the initial commit |
13:22 |
segfault22 |
the chunk functionality was removed before it was ever put on github |
13:23 |
segfault22 |
clamav has found 5 potential threats so-far; maybe that's bad |
13:23 |
segfault22 |
now 6 |
13:24 |
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13:24 |
arecascino |
hey guys |
13:24 |
arecascino |
i need 3d coordinate math help |
13:25 |
arecascino |
shamoanjac: hey |
13:25 |
rubenwardy |
arecascino, are you the nametag guy? |
13:25 |
arecascino |
yeah |
13:26 |
rubenwardy |
so, you're trying to get the distance between the camera node pos and the nametag node pos? |
13:28 |
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13:29 |
rubenwardy |
for one, make sure you don't mix ints and floats when dividing or multiplying - do x / 1.0f |
13:30 |
rubenwardy |
3.0f / 2i = 1, 3.0f / 2.0f = 1.5f |
13:31 |
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13:31 |
arecascino__ |
i can't even keep a stable tcp connection |
13:31 |
arecascino__ |
jesus |
13:35 |
rubenwardy |
dark magic appears to be present in this code |
13:36 |
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13:37 |
segfault22 |
well now clamav has found 44 potential threats... |
13:38 |
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13:39 |
rubenwardy |
arecascino_, maybe look into a bouncer |
13:39 |
rubenwardy |
if this happens consistently |
13:40 |
rubenwardy |
wth is m_camera_offset for |
13:40 |
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13:41 |
rubenwardy |
ah, getOffset |
13:41 |
arecascino |
rubenwardy: ? |
13:42 |
rubenwardy |
I'm familiarising myself with the camera.cpp/h code |
13:43 |
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13:45 |
rubenwardy |
bbl |
13:46 |
aix |
can i manually set the coordinates of the worldedit markers? |
13:47 |
segfault22 |
Hey, Finite Element Method Magnetics has a spyware in it! |
13:47 |
segfault22 |
femm42bin_x64.exe - PUA.Win.Spyware.XPCSpyPro-1 |
13:48 |
agaran |
segfault22: or your antivirus is detecting something harmless.. |
13:48 |
Fixer |
https://i.imgur.com/UvW4InN.jpg |
13:48 |
Fixer |
segfault22: try virustotal |
13:49 |
Fixer |
segfault22: there is high chance that windows itself has backdoors included |
13:49 |
segfault22 |
Yes but |
13:50 |
segfault22 |
I would use Wine [WIN]dows [E]mulator to run it on linux, and it could possibly run |
13:50 |
segfault22 |
symantec says: "Behavior - Spyware.XpcSpy is a spyware program that is used to secretly monitor other users by logging keystrokes and screen shots." |
13:50 |
agaran |
segfault22: Wine is not emulator.. it is api translator.. |
13:50 |
segfault22 |
close enough |
13:50 |
Fixer |
segfault22: then try virustotal before using |
13:51 |
segfault22 |
alright, I might be able to use it, but I can't read Deutsch |
13:51 |
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13:51 |
segfault22 |
there's no EN link or subdomain |
13:58 |
segfault22 |
I'm considering using the skylands mod but I'm not sure if I can replace the regular stone with several different layers of different types of stone from some other mod |
13:58 |
segfault22 |
said other stones will be in group:stone so they will be usable for all recipes needing any stone, like the furnace, but it would be nice to have furnaces that look like the stone they're made of |
13:59 |
segfault22 |
not sure if x or y |
14:00 |
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14:00 |
agaran |
if you want them do look differently just make recipe for each specific furnace, not sure how to do fallback recipe for mixed furnace.. |
14:00 |
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14:01 |
segfault22 |
that's okay, I'll make recipes for every different type of stone and remove the default blank-stone furnace |
14:02 |
segfault22 |
I'll use an ipairs machine to iterate through a list of stone types, adding furnace nodes and recipes for each |
14:02 |
agaran |
thats one of possible ways yes |
14:04 |
segfault22 |
the list can be grabbed from my resources-mod which will handle adding new nodes pretty well; the stone's properties passed to minetest.register_node() are generated from a shorter table of properties like "id", "name", "strength", "density" and so on |
14:04 |
segfault22 |
it adds everything to tables |
14:21 |
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14:39 |
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14:41 |
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14:42 |
IhrFussel |
Does someone else have any tips left regarding "mysterious lag spikes"? Even if the average load is 0,1 they happen at times...Watching top for a bit I see that minetestserver normally takes up to 10% CPU but when the lag spike occurs it suddenly jumps to 30-40% but just for 1 second then it drops down to 5% again |
14:43 |
agaran |
IhrFussel: hmm if you turn on thread showing in top, which tread shows spike? |
14:44 |
IhrFussel |
agaran, how do I enable that? |
14:44 |
agaran |
capital H toggles showing threads |
14:45 |
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14:47 |
IhrFussel |
agaran, thread "Server" is the highest with 5% CPU right now |
14:49 |
IhrFussel |
And there it just jumped to 25% for a second..now back to 5%...what is this?! |
14:51 |
IhrFussel |
It's not like it stays at 25% for some time...it's just a spike that lasts for maybe one second...after that it goes down to single digit CPU use |
14:52 |
IhrFussel |
And stays there for quite some time |
14:55 |
IhrFussel |
I think I'll have to disable all mods again and see if that helps now...last time I tried that before recompiling the game |
14:57 |
IhrFussel |
Except areas mod, that ones needs to be enabled or else players can grief everything |
14:58 |
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14:59 |
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14:59 |
agaran |
IhrFussel: but which thread is so cpu-hungry? |
14:59 |
IhrFussel |
"Server" |
14:59 |
agaran |
connection, map update or fourth one? |
14:59 |
agaran |
so main code.. including all lua |
15:01 |
IhrFussel |
agaran, Like I said I can try disabling all mods again but last time with 0.4.13-dev that didn't help...I only enabled the default mods like default,flowers,bones etc |
15:07 |
IhrFussel |
agaran, Minetest has an own thread for map updates? |
15:07 |
agaran |
I think so |
15:08 |
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15:08 |
agaran |
it is called Emerge-0 I think |
15:08 |
agaran |
though here most hungry thread is Server too |
15:11 |
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15:15 |
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15:17 |
IhrFussel |
ConnectionSend/ConnectionReceive are MT too? |
15:17 |
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15:18 |
agaran |
y |
15:20 |
IhrFussel |
Ok then all of them occassionally show up as highest but Server thread the most..Emerge-0 only is shown once every 10-20 secs, ConnectionSend/Receive are mostly below Server |
15:23 |
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15:24 |
agaran |
so all is inside Server thread.. maybe I need to recompile and see.. |
15:28 |
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15:30 |
agaran |
IhrFussel: if you can, please limit from what distance you see player tag, like 100-200 nodes.. now it is across whole world.. |
15:30 |
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15:33 |
segfault22 |
Is flint and steel really the best way to ignite charcloth? |
15:33 |
agaran |
what you want to do with it? |
15:33 |
segfault22 |
Er, with resources readily available in a game like minetest - not stuff like dryer lint, compressed butane, etc |
15:34 |
segfault22 |
I would like to implement more ways to make fire in the game, especially quicker ways, like some kind of flammable mineral or something |
15:34 |
agaran |
sure but what is your goal, find 'fitting' igniting device or something else? |
15:34 |
agaran |
some mods use 'torch' |
15:34 |
segfault22 |
right |
15:36 |
segfault22 |
but torch needs fire, and in my server you will need a burn-pile to make torches and they will eventually "go-out" (for infinite light, a glowing mineral is used)... if there were some kind of mineral that's flammable or something like that, or a chemical reaction that can be done with minerals, that would be really effective, but most reactive materials like alkali metals (which burn on contact with water) are never found as the free element in na |
15:36 |
segfault22 |
tural mineral deposits |
15:37 |
agaran |
flint and stone is one of good ideas then, well you can't find them as free elements as they already reacted.. |
15:37 |
agaran |
lava should be good thing too |
15:37 |
segfault22 |
yes, lava would be very effective for starting fire... |
15:39 |
segfault22 |
My idea is to change furnaces (in my server) so they need a source of fire to "get going", and they heat up relative to the heat-release-value of the fuel and how long its been burning since it was at ambient temperature without any fire |
15:39 |
agaran |
well furnace temperatures would be awesome too |
15:39 |
agaran |
you need lot less of heat to make bronze really than to make steel.. |
15:40 |
agaran |
simply because you can make bronze even not being able to melt copper.. |
15:40 |
segfault22 |
items are smelted faster when its hotter, but stuff like food gets burned if its too hot; and certain materials (for example, tungsten) can't be melted without massive temperatures |
15:40 |
agaran |
same for brass |
15:40 |
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15:40 |
agaran |
you can make bronze/brass by putting solid copper into liquid tin/zinc.. |
15:40 |
agaran |
it slowly dissolves anyway and makes brass.. |
15:40 |
segfault22 |
that's cool |
15:41 |
agaran |
it is just metalurgy.. |
15:41 |
segfault22 |
right |
15:41 |
agaran |
well technic has nice metalurgy with few minor issues tho.. |
15:43 |
segfault22 |
I won't be using technic; it's cool but it has some problems which I don't like, such as centralized power-system (you have to use a switch node to make the power lines work); I may make my own power-system mod but that will be much later, and I will implement a metallurgy system independent of machines, although using machines would make it faster |
15:43 |
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15:44 |
agaran |
yup thats one of issues with technic I don't like |
15:44 |
segfault22 |
I will make metal dusts which are mixed to produce mixed dusts which are smelted to make alloys,... the dust can be made "manually" by using a hand-powered grinder, or (later) just use a machine to do the work |
15:45 |
segfault22 |
If I implement a power system, since "electricity" has already been done, I'll call it "magnetricity" or just "flux" and make sure the implementation is substantially different (like Thermal Expansion RF/Resonant Flux) |
15:46 |
agaran |
heh :) I think it will be interesting to see |
15:47 |
segfault22 |
it's actually called "Redstone Flux", but we don't use redstone because that's too much minecraft. We would use either mese, or a mixture of it and some other material to add flexibility/malleability and make the cables seem reasonable |
15:47 |
segfault22 |
thank you, I'm glad that you are interested |
15:48 |
agaran |
well I am making own cable stuff because I don't like too much technic bulky ones, also don't like how their power handling is done.. still I'd like to see how you are going to make it work.. also was thinging to make steam powered stuff.. for steampunkish things |
15:50 |
segfault22 |
Steam power would be excellent, especially considering that it doesn't really need exotic or "magic" materials to make the "generators" and "cables" equivalents (boilers and pipes) |
15:50 |
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15:50 |
agaran |
yup |
15:51 |
segfault22 |
If we have more than one power-system mod, we can make conversion systems (for example, steam turbine attached to a flux generator) that enable complex systems to be constructed to solve specific demands/problems |
15:51 |
agaran |
yup |
15:51 |
agaran |
or when one medium offers more storage capacity than other for outages.. |
15:54 |
segfault22 |
Yes, that's very important - the same mechanism for that can be used to, like, only have to run your boiler for a certain period of time to store enough "charge" for much longer - steam-power is dense but evanescent (quite literally), and if you can store just the power from a short time running a steam system, it would be able to run a few machines for days |
15:54 |
agaran |
yup.. I was using batteries + solar panels extensivelly |
15:55 |
segfault22 |
and if your boiler explodes, you have enough power to process the materials into new parts to make a new one, instead of having to forge the parts manually |
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15:57 |
segfault22 |
we will have to be careful to ensure that the total energy put out by conversion is always equal or less, unless energy is coming in from another source (solar steam, ZPE, etc) |
15:57 |
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15:58 |
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15:59 |
segfault22 |
Kiddos on the internet say "derp u cant get more power out than the power u put in, derp u cant get a free meal derp", but the law of conservation of energy only means that when the system is a closed system, which doesn't exist anywhere within the universe. |
16:00 |
segfault22 |
You get more power out of a solar panel or solar steam plant than is put in manually; heck you get more power out of a combustion engine than you put in manually, because the fuel was made by decay of plants that collected solar energy millions of years ago... |
16:01 |
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16:01 |
segfault22 |
people have been convinced that it's only possible to "get" energy by burning a fuel which you paid for, but there are countless ways to harvest energy from the environment - implementing a good number of those in these power-system mods would definitely help people realize that "finally" and break the GCers scheme |
16:02 |
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16:02 |
agaran |
segfault22: true, but problem is that lot of people don't really know much about.. |
16:03 |
segfault22 |
we don't have to implement sailboats, though, most notably because there's no wind in Minetest |
16:03 |
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16:06 |
segfault22 |
Minetest kinda makes it obvious how resources are abundant, and the only way to make them scarce is to put up walls so-to-speak |
16:06 |
segfault22 |
the world produces enough resources for everyone to live like rich people, but most of it is hoarded just to keep people poor and dependent |
16:08 |
agaran |
but world does not produce brains.. |
16:08 |
segfault22 |
right |
16:09 |
segfault22 |
Maybe I should steal ideas from all the mods that use ThermalExpansion's RF, to get ideas for stuff that can use power from that mod I'm gonna make |
16:11 |
aix |
Oo power mod |
16:11 |
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16:12 |
agaran |
maybe, I thought for my stuff whats target audience, result was me+few people who might appreciate stuff looking more like real world cabling.. |
16:12 |
rubenwardy |
I like how build a world does power |
16:12 |
segfault22 |
The "conduits" that conduct power will check every connected conduit whenever one is attached, for the purpose of building a "map" of connections to producers/consumers. That way, we don't have to try to move metadata through the conduit nodes, just between nodes we know are connected. And if a conduit is broken in the middle, the update causes the other conduits (or the global conduit manager system) to detect the change and stop allowing power to |
16:12 |
segfault22 |
be transmitted if there isn't a valid path |
16:12 |
rubenwardy |
you don't place wire nodes, but you connect things together but left clicking one then the other with a tool |
16:13 |
segfault22 |
should I make water conductive? |
16:13 |
agaran |
rubenwardy: I decided to use wiring, I like it.. but not autoconnecting as mesecons |
16:13 |
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16:14 |
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16:15 |
segfault22 |
should I make a limit to the power that can flow through conduits, by just disallowing more power to flow through than the limit, or should I make them overheat relative to the amount of power over the limit and eventually melt, or simply explode? |
16:16 |
agaran |
I had idea about but decided to not, until I finish network code, and see how much complexity it would add to measure current there |
16:16 |
segfault22 |
ok |
16:16 |
agaran |
because to make it corect, I would need implement kirchoff's law.. |
16:16 |
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16:17 |
agaran |
so at current state (where most of things work only with mocks/dummy stubs) I decided to skip that idea |
16:17 |
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16:20 |
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16:27 |
agaran |
segfault22: you will need to look at oposite, to not make too easy way to get energy from something |
16:35 |
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16:45 |
segfault22 |
oposite? |
16:46 |
therealguest |
is it possible to force a custom node when playing in multiplayer? |
16:46 |
agaran |
explain |
16:46 |
agaran |
segfault22: with homedecor, 6 any leaves can be turned into 4 oils which are quite good fuel.. |
16:47 |
Void7 |
is there any way to make an "inverse abm", that is, only execute when a neighbor does NOT exist? |
16:48 |
segfault22 |
you could maybe "not" the neighbor condition, that is if you have access to the neighbor-checker - if its integrated then nope |
16:48 |
Void7 |
it's for a mod |
16:49 |
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16:51 |
Void7 |
also is there any way to change how it defines neighbors, so it only checks 6 nodes around it? |
16:51 |
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16:51 |
Void7 |
(instead of 27) |
16:51 |
segfault22 |
maybe make the ABM not have any defined neighbor nodes, then in the action=<function>, check for the nodes that should prevent the abm, and if any are found nearby, do end, else do <the actual function when no neighbor nodes are found end. it's hackish and may take up more server resources, but you can customize where the neigbors are checked for and specify a not condition. |
16:51 |
Void7 |
yeah |
16:51 |
Void7 |
i might have to do that |
16:52 |
agaran |
for fetching nearby nodes voxel manipulator might be helpful.. |
16:53 |
segfault22 |
You can not specify a "not" condition in the minetest.register_abm() field "neighbors"; I think it's stupid, and if it were allowed to specify a not condition (ex. new parameter, value is "true" when neighbors call the action function, "false" when presence of neighbors prevents the action) that would be very useful |
16:54 |
segfault22 |
voxelmanip may be useful also for doing the neighbor check, but I have no experience with it so you'll have to figure out how to use it if you want to |
16:55 |
helpme977 |
i'm trying to use the sprint mod by gunshippenguin, but everytime i try to enable it i get "failed to enable mod "sprint-master" as it contains disallowed characters." i tried looking this up but i found no results. what do |
16:56 |
segfault22 |
You need to make sure the folder name in the /mods/ directory exactly matches the mod-name in the Lua files |
16:56 |
agaran |
rename sprint-master to sprint directory |
16:58 |
helpme977 |
changing the folder name to "wsprint" seemed to work |
16:58 |
helpme977 |
so thanks |
16:58 |
helpme977 |
nevermind |
16:58 |
segfault22 |
you're welcome |
16:58 |
helpme977 |
it crashed |
16:58 |
segfault22 |
oh |
16:59 |
helpme977 |
okay tried it again, this time using "sprint" instead of "wsprint" |
16:59 |
helpme977 |
it works now |
16:59 |
segfault22 |
good |
17:00 |
segfault22 |
if you get the error for other mods, check the mod's init.lua and look for functions or node/item/tool definitions; functions will usually be named "<modname>.<functionname>", and nodes/items/tools require to be registered with the id in the format "<modname>:<objectname>" |
17:01 |
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17:02 |
helpme977 |
alright, thanks again |
17:02 |
segfault22 |
if the mod doesn't have its name anywhere in the lua files or init.lua (which is rare, maybe impossible) then ask the mod maker or look for its name in square brackets on the forum; the forum topic title has to have [<modname>] in order to be permitted to the "mod releases" subforum |
17:03 |
H-H-H |
nearly every mod that adds a node uses its name as part of the node registration so its almost gaurenteed to be in the code somewhere lol |
17:03 |
Nemin |
Hello, i am currently playing Technic with my friends, but after a lenghty search, we couldn't find any zinc. Has it been removed? Or did we do something wrong? I found other MoreOres ores so, it generated properly. |
17:05 |
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17:05 |
segfault22 |
Are you able to get any of the other stuff from the mod? Or have you found any other ores specific to Technic, like chromium or uranium? |
17:06 |
Nemin |
Yes those orange stuff (marble maybe?) |
17:10 |
IhrFussel |
agaran, are you there? |
17:10 |
agaran |
IhrFussel: yes |
17:10 |
agaran |
Nemin: it occurs unevenly.. as far as I know.. |
17:10 |
Nemin |
So we should just keep looking? |
17:10 |
segfault22 |
you should have technic ores generating then, unless there's a configuration option that was changed to disable them. |
17:11 |
Nemin |
I did not fiddle with the config, so it shouldn't be the problem |
17:11 |
agaran |
Nemin: of course if you have enabled their worldgen I think otherwise nothing might generate ores |
17:11 |
agaran |
but if you found marble or granite then it is enabled |
17:11 |
therealguest |
is it possible to force a custom block model in the client when playing on other servers? |
17:11 |
IhrFussel |
agaran, The profiler says highest is 2.3 ms so absolutely nothing...but someone said the lag is 4.XXXXX right now |
17:11 |
Nemin |
Also, i looked inside the oregen.lua and there was two types of zinc |
17:11 |
segfault22 |
Keep looking; possibly make a creative world with worldedit enabled, and replace the default:dirt, default:dirt_with_grass and default:stone in large areas with air until you see some |
17:11 |
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17:12 |
agaran |
IhrFussel: 4.43 indeed |
17:12 |
Nemin |
Alright i will try that |
17:13 |
segfault22 |
if you see some in the creative world that way, then it is generating and you just have to keep looking. otherwise, if you never find it after extensive searching, it may be borked |
17:13 |
IhrFussel |
agaran, how can this be possible? |
17:13 |
agaran |
some core stuff taking time.. |
17:13 |
IhrFussel |
I can try to clear objects in quick mode |
17:13 |
agaran |
I am somewhat trapped underground and can't get surface.. |
17:14 |
IhrFussel |
spawn should work |
17:14 |
agaran |
does not.. |
17:14 |
agaran |
I'll wait.. :) |
17:15 |
IhrFussel |
Are you sure? Try typing spawn |
17:17 |
agaran |
IhrFussel: I am sure, but I don't care.. found interesting way to abuse current state;) |
17:18 |
IhrFussel |
agaran, ohh I know why it doesn't work...the chat messages handler is part of a mod I disabled...only /me works xo |
17:18 |
agaran |
I am good with that.. really :) |
17:19 |
agaran |
anything else in profiler shown? |
17:20 |
therealguest |
is it possible to force minetest.register_node client side? |
17:20 |
agaran |
thankfully not |
17:21 |
therealguest |
i know that textures can be forced, node definitions can't be forced? |
17:21 |
agaran |
you can provide texture pack in client, yes, but node defs can't and this is good thing.. |
17:22 |
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17:23 |
IhrFussel |
You cannot force a TP on a client...either the client doesn't use a custom one then it will load yours or it will ignore yours and load the custom one |
17:24 |
segfault22 |
I've noticed that materials based on the "ender pearls" in minecraft are an important part of higher-end devices in mods. I need to figure out what to add as expensive, rare items/materials that are required for the functioning of more advanced devices in that power mod I want to make |
17:24 |
therealguest |
so when a client has its own TP then it doesnt download any textures from the server? |
17:25 |
IhrFussel |
Correct |
17:25 |
segfault22 |
only if the texture pack doesn't include one or more from the server, then it only fetches the unincluded ones AFAIK |
17:25 |
therealguest |
a similar behaviour could be also implemented for stuff like the base game, node definitions etc. right? |
17:26 |
agaran |
no |
17:26 |
agaran |
because it does not make any sense.. |
17:26 |
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17:26 |
therealguest |
agaran: why not? |
17:26 |
segfault22 |
and there's no way to do modding from the client-side; all mods load and run on the server and mod information is distributed to the clients, unlike minecraft where you have to have the same mods installed in order to even connect to a server |
17:26 |
agaran |
1) security reasons 2) synchronisation between clients |
17:27 |
Hasan2 |
But some mods should run in client-side |
17:27 |
agaran |
none |
17:27 |
KaadmY |
uh |
17:28 |
segfault22 |
if you could define a node at the client-side and force the server to load it, that node can be designed to do anything, even ban all players with admin privileges and make some specific player the admin, allowing horrifying griiefing, or simply crash the server |
17:28 |
KaadmY |
why would you want to do that? |
17:28 |
IhrFussel |
Hasan2, no, the clients download media files like textures,sounds,mesh etc but the instructions on how to react to event X come from server-side |
17:28 |
Hasan2 |
i know i did not meant that |
17:28 |
Hasan2 |
for example the playeranim mod (sure not in lua but in the minetest engine itself) |
17:29 |
KaadmY |
uh |
17:29 |
therealguest |
segfault22: what about defining a custom node only for the client, without forcing the server to load it? something like a texture pack? that would give no problems such as security or synchronisation problems? would this be technically possible? |
17:29 |
KaadmY |
the player model is NOT a node... |
17:29 |
segfault22 |
There isn't really any good reason to load/run mods on the client-side; everything you can do with client mods, server-side APIs can do better |
17:29 |
KaadmY |
therealguest: then just use a TP |
17:29 |
therealguest |
KaadmY: I cant change block behaviour with a tp |
17:29 |
Hasan2 |
segfault22: yeah sure |
17:29 |
agaran |
therealguest: and then server would not care about such node.. what is use of it.. if you can't place it, can't use it in world.. for server it has no def-> so not exist.. |
17:30 |
KaadmY |
therealguest: if you can change block behaviour, then it should be serverside |
17:30 |
therealguest |
agaran: that's ok, I'm concerned with my client, not the server |
17:30 |
segfault22 |
You can't define nodes at the client side, at all. If you could, there would be no way to place them or do anything with them |
17:30 |
Hasan2 |
i mean just for the player head animation and the engine not in the modding section |
17:30 |
agaran |
therealguest: then patch up client ? |
17:31 |
KaadmY |
Hasan2: then that should be client-side scripting, not nodes... |
17:31 |
therealguest |
agaran: i'm just asking if its technically possible to do such patch |
17:31 |
agaran |
technically you can mae client show all upside-down.. |
17:31 |
* KaadmY |
wonders if anybody here is older than 13 |
17:31 |
segfault22 |
Client-side mods would only be perceived as necessary when the engine lacks the APIs needed to do functions like status-effects |
17:31 |
Hasan2 |
KaadmY: absolutely right |
17:31 |
Hasan2 |
client-side scripting |
17:31 |
KaadmY |
i don't see why client-side nodes are wanted |
17:31 |
KaadmY |
they would be useless |
17:31 |
Hasan2 |
sure not wanted |
17:31 |
agaran |
KaadmY: /me ?;) |
17:31 |
KaadmY |
and that would be client-side scripting's job |
17:31 |
segfault22 |
and if you modified the client-side mod, you could make it act differently and either control the server or cheat, because the server would be depending on information from the client to determine what actions should happen |
17:32 |
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17:32 |
Hasan2 |
yeah client-side scripting job |
17:32 |
Hasan2 |
i just not got the right word |
17:32 |
KaadmY |
but client-side scripting will probably be several years away still |
17:33 |
segfault22 |
what would you use it for? |
17:33 |
agaran |
and it will be problem for cheating as well.. |
17:33 |
therealguest |
segfault22: lets say i would modify the base game and force the node defs on my client, would it be possible that the client would simply replace the corresponding blocks that the server gives me? just like a texture pack? |
17:33 |
Hasan2 |
KaadmY: well i think minetest (until now) still under development |
17:33 |
therealguest |
i mean texture pack replacement works like this, right? |
17:33 |
Calinou |
Minetest isn't even 1.x yet |
17:33 |
therealguest |
it replaces the textures |
17:34 |
therealguest |
is it possible to patch up the client to replace the node defs as well? |
17:34 |
Calinou |
anything is possible |
17:34 |
agaran |
therealguest: what you ask for is painting your glasses yellow.. you can do that.. but nothing in world will ever care about.. |
17:34 |
segfault22 |
No, you would have to heavily modify the client because it fetches node information from the server; and if you could place your nodes from your client, it would not be loaded at the server and they would either disappear as soon as a chunk update gets sent to you, or you would be the only one that can interact with them |
17:34 |
Krock |
texture packs change textures, yes |
17:34 |
agaran |
Calinou: can you point me to setting which defined from what range other player tag is visible? |
17:34 |
Hasan2 |
Nodes from client-side :P forget about that |
17:34 |
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17:35 |
Krock |
player_transfer_distance = .... |
17:35 |
KaadmY |
in minetest.conf,player_transfer_distance |
17:35 |
segfault22 |
Why are you trying to replace node definitions from the client side? maybe there is a better way to accomplish it |
17:35 |
agaran |
thx Krock :) |
17:35 |
Krock |
ninja'd, KaadmY |
17:35 |
KaadmY |
heh |
17:35 |
therealguest |
segfault22: but somehow texture replacement doesn't have this problem? |
17:35 |
segfault22 |
you could hack your client to treat the nodes differently, but they would be the same nodes and that's cheating |
17:35 |
Calinou |
agaran: player_transfer_range = N |
17:35 |
therealguest |
segfault22: so it is possible |
17:35 |
Calinou |
N is a distance in blocks, ie. 16 nodes |
17:35 |
segfault22 |
Textures are purely cosmetic, they don't execute functions or transfer information |
17:35 |
therealguest |
segfault22: thank you |
17:35 |
Calinou |
10 is 160 nodes for example |
17:35 |
KaadmY |
just to be confusing |
17:35 |
Calinou |
player_transfer_distance |
17:35 |
agaran |
therealguest: textures are just VISUAL, server does not care what you actually have there.. |
17:35 |
Hasan2 |
segfault22: plus it is not the right way |
17:35 |
Calinou |
it's that, not range |
17:36 |
agaran |
Calinou: thats fine.. |
17:36 |
segfault22 |
It's not possible, actually, the server will not treat its own nodes differently, and will not recognize different nodes. |
17:36 |
agaran |
therealguest: try to understand how server sees nodes and how client renders them.. this should help you ask right question.. |
17:36 |
Hasan2 |
i hope that i learned the c++ instead of PHP development |
17:36 |
Krock |
Calinou, the setting is called "player_transfer_distance", not range |
17:37 |
segfault22 |
close 'nuf |
17:37 |
IhrFussel |
agaran, what does /status say? |
17:37 |
therealguest |
segfault22: i mean, it's possible for the client to treat it differently right? that is my main concern i just want the cosmetic stuff that texture packs don't provide |
17:37 |
agaran |
too much, 4.78332 |
17:37 |
Krock |
Hasan2, did you mean "I wish that I learned .."? |
17:37 |
agaran |
and I am only one connected.. |
17:37 |
Hasan2 |
Krock: yes |
17:38 |
IhrFussel |
Okay wait now |
17:38 |
Hasan2 |
i know html/php/javascript and some of lua and a lot more in java |
17:38 |
agaran |
IhrFussel: mkay ;) |
17:38 |
segfault22 |
cosmetic means visual appearance; if you want to change the node physics, you would be making what's called a "hack client", or cheating |
17:38 |
Hasan2 |
but c++ :P |
17:38 |
Hasan2 |
but i know only the basics because it is almost the same |
17:38 |
IhrFussel |
I disabled all bot scripts again let's see if it improves |
17:38 |
therealguest |
segfault22: i understand your stance on this |
17:39 |
agaran |
IhrFussel: ok, waiting to check |
17:39 |
segfault22 |
You would have to engineer the C++ part of your client to recognize the nodes you want to treat differently, and then engineer a new part to replace the server's information defining the node with your own information |
17:40 |
segfault22 |
like changing the shape of a nodebox or changing the shape of the slopes formed by flowing water |
17:40 |
KaadmY |
the shape of slopes in water is tied to the physical properties |
17:40 |
KaadmY |
you can't change it |
17:41 |
KaadmY |
and the nodebox shape also defines the hitbos |
17:41 |
KaadmY |
so you can't change either |
17:41 |
segfault22 |
it's not cheating if it doesn't give you an advantage or "hack", like just making a table have crossing legs instead of straight-vertical legs; but if, for example, it makes lava solid and allows you to walk over it, that is cheating |
17:41 |
therealguest |
would it be easier to patch the client to override the node definitions with its own? or is that technically not possible? |
17:41 |
segfault22 |
it would be extremely difficult |
17:42 |
therealguest |
more difficult than the approach you've described? |
17:42 |
segfault22 |
that is what I described |
17:42 |
agaran |
therealguest: problems will start if your overrides start to make node work differently than server thinks about it.. |
17:42 |
IhrFussel |
agaran, I will restart with profiler off again |
17:42 |
agaran |
wait a bit more |
17:42 |
agaran |
it decreases to 0.99 every step.. slow fall of value |
17:43 |
segfault22 |
in order to treat the nodes differently, you have to make code that recognizes which nodes you specified are defined by the server. then, find where the information about node definitions is stored in the client, and hack it to allow you to replace the definition of one or more nodes with your own. It will not allow you to change the ID, just how the ID is treated |
17:44 |
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17:45 |
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17:45 |
segfault22 |
And if your client treats the nodes differently and sends information (eg. our position over/in lava) that is different than what the server expects and predicts the information to be, you will have problems, like being affected by the lava even though you're not really in it (the player predicts that you are falling into the lava, registers damage and sends the information to the client, but every so often it gets information back that puts your p |
17:45 |
segfault22 |
layer model above the lava, where it continues to fall anyways) |
17:46 |
segfault22 |
er, the server predicts you are falling into the lava, registers the damage and sends it to the client |
17:47 |
therealguest |
i suppose that something less invasive like changing the drawtype of the node wont make any conflicts with the server? |
17:47 |
agaran |
therealguest: yes.. as long as you -only- change visualisation of node, not collison model, nor physics, nor anything like that, it should be far less problematic |
17:47 |
segfault22 |
and, nocheat functionality predicts what you should be able to do or how you should be able to interact with nodes based on your permissions; if you don't have noclip, you can't walk or fall through walkable nodes, and if you don't have fly, you can't fly |
17:48 |
agaran |
remember that drawtype defines also physics model of node for player/node collision.. |
17:48 |
segfault22 |
what agaran said |
17:48 |
therealguest |
alright, thank you for you help |
17:48 |
segfault22 |
(I was about to say the same idea, but since it already was, that would be wasteful, so insert "what <person who said it> said" instead) |
17:50 |
IhrFussel |
agaran, did you join again? Do /status please in case you did |
17:51 |
agaran |
IhrFussel: 1 |
17:51 |
agaran |
IhrFussel: lag=1, still |
17:52 |
IhrFussel |
agaran, it always seems to be 1 if only 1 player is online after restart |
17:52 |
agaran |
IhrFussel: sometimes it is 0.6, but so far it holds properly |
17:53 |
IhrFussel |
Are you still trapped? |
17:53 |
agaran |
nope.. I was able to dig me out.. |
17:53 |
agaran |
(digging thru lava sources for test as well) |
17:53 |
IhrFussel |
Okay fly around fast please maybe it's map generation after all |
17:53 |
agaran |
roger, |
17:53 |
IhrFussel |
After you're done |
17:55 |
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17:56 |
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17:58 |
agaran |
IhrFussel: can I get noclip for moment, this way I trigger mapgen quickly.. |
17:59 |
agaran |
maybe I don't die too much in lava lakes.. |
18:00 |
IhrFussel |
agaran, got it? |
18:01 |
agaran |
IhrFussel: yes, 3.99 so far |
18:03 |
agaran |
IhrFussel: I hope you have enough hdd space for increased map? |
18:04 |
IhrFussel |
agaran, the map is not even 3GB don't worry |
18:04 |
agaran |
IhrFussel: ok.. |
18:04 |
Calinou |
just logged in on my server |
18:04 |
Calinou |
it's a landscape of desolation and lost hope |
18:05 |
agaran |
I did not visit spawn region for a while there.. |
18:05 |
IhrFussel |
agaran, how many players are connected? |
18:05 |
agaran |
6 |
18:06 |
agaran |
and despite triggering mapgen lag is decreasing |
18:07 |
IhrFussel |
Server thread reaches 20%+ a lot right now, Emerge-0 tops out at 15% |
18:07 |
agaran |
so I am doing mapgen-trigger work well;) |
18:07 |
agaran |
can I ask for day? |
18:08 |
agaran |
7ppl, lag=3.77 |
18:09 |
segfault22 |
Calinou: maybe its time for a reset? |
18:10 |
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18:16 |
agaran |
IhrFussel: all mods that alter mapgen are loadded? moreores etc if they were? |
18:17 |
IhrFussel |
agaran, no only 3 mods are enabled: default, areas and external_cmd which is the connection between my external bot and the engine |
18:17 |
agaran |
hmm so if reason was other ores or sth, it won't trigger now |
18:18 |
IhrFussel |
agaran, but the lag now shows that other mods are not responsible for it |
18:18 |
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18:18 |
agaran |
yep |
18:18 |
IhrFussel |
And when i enabled the profiler not even default mod was activated |
18:19 |
IhrFussel |
Still lagged |
18:19 |
agaran |
IhrFussel: so I can dash to surface before you restart? |
18:20 |
IhrFussel |
Sure I will rename the mod folders again and enable them all since those are most likely not the cause |
18:22 |
agaran |
ok I am at 200 above water level, |
18:22 |
Darkside_ |
this game is a hoot |
18:22 |
agaran |
you can take away noclip if you wish, and restart |
18:22 |
IhrFussel |
agaran, then I will increase the dedicated_server_step setting yet again to 2.0 ... |
18:22 |
agaran |
it did not help much either |
18:22 |
IhrFussel |
It is at 1.0 right now |
18:22 |
agaran |
3.19 5 persons |
18:25 |
agaran |
IhrFussel: perms revoked correctly, |
18:28 |
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18:29 |
segfault22 |
give players noclip but not fly, so when they enable it they fall through the world and when/if they figure out how to disable it again, theyre stuck in stone or something, LOL |
18:29 |
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18:29 |
agaran |
IhrFussel: by any chance you have 'sar' installed? |
18:29 |
agaran |
segfault22: nah, I had fly too |
18:29 |
segfault22 |
does stone deal drowning damage? |
18:29 |
agaran |
and noclip does not work without fly I think |
18:29 |
Hasan2 |
Cool method haha |
18:30 |
Hasan2 |
yeah |
18:30 |
Hasan2 |
not working |
18:30 |
segfault22 |
in minecraft noclip makes you fall through nodes, even though its not really a feature - its a hack client hack, maybe thats why it doesnt care if your flying |
18:30 |
Hasan2 |
the fly mode should me enabled |
18:30 |
agaran |
IhrFussel: 'atsar' is package name |
18:31 |
IhrFussel |
agaran, if the command is the same nope |
18:31 |
agaran |
ok, so thats ruled out for now, it is tool to record cpu/disk io usage etc |
18:37 |
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18:40 |
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18:42 |
agaran |
IhrFussel: crashed? |
18:42 |
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18:45 |
IhrFussel |
ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): ...l/share/minetest/games/minetest_game/mods/doors/init.lua:159: attempt to perform arithmetic on local 'state' (a string value) |
18:46 |
agaran |
2 times already? |
18:47 |
IhrFussel |
WTF..seems to happene everytime |
18:47 |
agaran |
I moved somebit flying and maybe some block has corrupted metadata.. |
18:47 |
agaran |
I'd fix manually module to be proof agains this error and try again |
18:49 |
IhrFussel |
agaran, no I think I know what's the problem |
18:50 |
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18:51 |
rubenwardy |
+ used instead of using .. ? |
18:53 |
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18:54 |
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18:58 |
agaran |
why minetest client can't remember other servers logins/passwords.. |
18:59 |
FirePowi |
Is "mese" an invented stuff for Minetest or does it really exist ? |
18:59 |
Void7 |
just invented AFAIK |
18:59 |
KaadmY |
FirePowi: made up |
18:59 |
Void7 |
KaadmY: ninja'd |
19:00 |
KaadmY |
actually for my client i said it first :P |
19:00 |
FirePowi |
Thanks :-) |
19:00 |
KaadmY |
https://www.google.com/#q=mese |
19:00 |
KaadmY |
nothing related |
19:01 |
FirePowi |
Yep, mais dans le doute, je préfère demander ici ^^ |
19:01 |
FirePowi |
Oh… Sry |
19:01 |
FirePowi |
Yes, but not sure, I prefered asking here. |
19:01 |
KaadmY |
"The origin of the block is just plain random. In the early days of the game I [celeron55] needed to add something to be mined from the ground, and ended up with this humorous nonsense block, and haven't removed it from the game from since. |
19:01 |
KaadmY |
Mese actually means "msn messenger" in Finland and is used as a silly word (it sounds silly) in the ohjelmointiputka programming community. Additionally it is thought that the glasses of the emoticons 8) and 8D are "mese glasses". " |
19:03 |
agaran |
if I pass function as argument to other function, it is as efficient as hardcoding other-function body as part of outern one or not (in lua)? |
19:03 |
Darkside_ |
that was class for today kids don't forget to bring a pickaxe when we go on a fieldtrip next.. |
19:04 |
agaran |
Darkside_: you can forget, just dig tree by hand, make wodden pickaxe, dig cobble, make stone.. rinse and repeat |
19:05 |
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19:06 |
Darkside_ |
:) |
19:12 |
celeron55 |
oh, a highlight |
19:14 |
agaran |
briefly afkish |
19:15 |
KaadmY |
oops :P |
19:15 |
KaadmY |
completely forgot about removing the hilight >.< |
19:15 |
* Jordach |
thinks c55 needs a hydraulic press |
19:15 |
KaadmY |
VELCOME TO THE HYDRAULIC PRESS CHANNEL |
19:16 |
Jordach |
VIS LOOKS EXVLEMELY DANGERVOUS UND VE MUST DEAL WITH IT |
19:16 |
* KaadmY |
hands Jordach a hydraulic press and runs |
19:16 |
agaran |
you have anything against hydraulic presses? |
19:16 |
KaadmY |
long legs? |
19:17 |
* Jordach |
launches blender |
19:17 |
* KaadmY |
launches a rocket |
19:17 |
* Void7 |
launches a gimp |
19:18 |
KaadmY |
gah |
19:18 |
KaadmY |
the linuxgaming2 server now requires 0.4.14 |
19:19 |
KaadmY |
0.4.14 is too slow, can't even play MT anymore :[ |
19:19 |
Void7 |
i can, but it crashes randomly ') |
19:19 |
KaadmY |
about 5 fps for me |
19:19 |
KaadmY |
10 if i'm lucky |
19:20 |
KaadmY |
0.5-1 with the inventory open |
19:20 |
Jordach |
i haven't tested MT's max_fps disabled yet, but i can run NMS at 70fps |
19:21 |
IhrFussel |
Guys, PROBLEM: I downloaded the newest mods folder from github with the default mods and moved it to the mods folder in /usr/local/share/minetest/games/minetest_game BUT it looks like Linux doesn't find it via autocomplete..if i type the path manually it works and when I start MT server I see this 2016-08-26 21:16:10: ERROR[Main]: mod "mesecons" has unsatisfied dependencies: "default" |
19:21 |
Hasan2 |
but how minetest team realease the versions (i mean the is there a specific time or something)? |
19:21 |
KaadmY |
Hasan2: no |
19:21 |
Hasan2 |
ok? |
19:21 |
KaadmY |
usually whenever something pretty important is finished |
19:22 |
KaadmY |
like major bugs, features, etc |
19:22 |
KaadmY |
mostly pretty random though |
19:22 |
Hasan2 |
i thought there was a timeline maybe 1 year |
19:22 |
KaadmY |
i don't think so |
19:22 |
KaadmY |
maybe though |
19:23 |
Hasan2 |
Thank you for explaining |
19:23 |
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19:24 |
IhrFussel |
When I open default/init.lua manually via nano (without autocomplete) I see this "[ Read 48 lines (Converted from DOS format) ]" |
19:24 |
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19:25 |
IhrFussel |
So the problem seems to be the mod files somehow are encoded in DOS? How did that happen... |
19:25 |
Ronsor |
no |
19:25 |
Ronsor |
that's not an issue |
19:25 |
Ronsor |
or it would never get to loading mesecons |
19:26 |
IhrFussel |
Ronsor, mesecons is in worldmods folder...but default is in minetest_game/mods |
19:26 |
Ronsor |
i suggest opening minetest[server] with --verbose maybe even --trace |
19:26 |
Ronsor |
that will provide more information |
19:27 |
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19:29 |
agaran |
KaadmY: hmm so older were faster? mine still works fine, with 60fps |
19:31 |
agaran |
IhrFussel: dos line endings.. I convert those usually to normal, that is unix.. |
19:32 |
KaadmY |
agaran: i'm probably the only person with that problem |
19:32 |
KaadmY |
the bad performance is since RBA made inventory items draw as meshes |
19:34 |
agaran |
may I ask what graphic card you have? here it works with not so flashy nvidia |
19:34 |
IhrFussel |
agaran, how do i convert DOS encoding to UNIX encoding? Cause that really seems to be the problem |
19:34 |
agaran |
01:00.0 VGA compatible controller: NVIDIA Corporation G86 [Quadro NVS 290] (rev a1) |
19:34 |
Void7 |
dos2unix |
19:34 |
Ronsor |
IhrFussel: dos2unix |
19:34 |
Ronsor |
$ dos2unix name-of-lua-file.lua |
19:34 |
agaran |
IhrFussel: ^, or vim -b then :%s/ ctrl-v ctrl-m// <enter> |
19:35 |
agaran |
then normal :wq |
19:35 |
IhrFussel |
Is there a method that works on folders and recursively? |
19:35 |
agaran |
hmm find . -type f -print0|xargs -0 -n1 dos2unix ? |
19:35 |
agaran |
or sth like that |
19:36 |
IhrFussel |
Or maybe for f in path; do dos2unix $f; done ? |
19:36 |
agaran |
IhrFussel: well above does that.. ;) |
19:36 |
agaran |
just different way |
19:37 |
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19:37 |
KaadmY |
intel integrated |
19:37 |
KaadmY |
965GM iirc |
19:38 |
agaran |
so Mesa emulated opengl? |
19:38 |
Hasan2 |
are you trying to compile? |
19:38 |
Ronsor |
(for f in $(ls $MINETEST_PATH); do dos2unix $f; done) && minetest |
19:39 |
agaran |
Ronsor: this will not dive into subdirs nor handle filenames with spaces.. |
19:40 |
Ronsor |
oh yeah |
19:40 |
Ronsor |
for f in $(find $MINETEST_PATH); do dos2unix $f; done |
19:41 |
agaran |
sorry, work habits to nitpick problems.. |
19:43 |
IhrFussel |
Umm guys...something is weird with my V server...cd works without sudo but when I add sudo in front "sudo: cd: command not found" |
19:43 |
agaran |
cd is builtin in shell usually.. |
19:44 |
IhrFussel |
cd without sudo works...with sudo it says command not found |
19:45 |
Void7 |
"sudo" doesn't instance a shell, it tries to find "cd" as a command and can't find it |
19:45 |
Void7 |
it's builtin to the shell |
19:45 |
IhrFussel |
Oh I guess you are not supposed to use cd with sudo |
19:45 |
xunto |
Void7: sudo /bin/cd? |
19:45 |
agaran |
not this way at least |
19:46 |
Void7 |
cd does not exist outside of the shell |
19:46 |
IhrFussel |
I thought I'd need sudo since I'm trying to change into a root directory |
19:46 |
Void7 |
try "which cd" and "which ls" |
19:46 |
Hasan2 |
sure you need sudo |
19:47 |
Void7 |
"sudo su" |
19:47 |
Void7 |
that will create a superuser shell (AFAIK) |
19:47 |
IhrFussel |
But sudo ls works |
19:47 |
Void7 |
yeah, ls is a command |
19:47 |
agaran |
because ls exists as command |
19:47 |
IhrFussel |
Wait..cd is not a command? |
19:48 |
agaran |
no.. it is shell builtin |
19:48 |
agaran |
cd foo/bar && sudo whatever you want to run inside foo/bar as root |
19:48 |
agaran |
will work |
19:50 |
IhrFussel |
FML...Did I seriously do the same damn mistake again...the permission one...I uploaded the mods folder to a root folder on my v server and moved it as root from there...so of course the game can't access it I guess |
19:51 |
agaran |
IhrFussel: hmm, it is possible, but not hard to revert.. |
19:51 |
IhrFussel |
As root autocomplete works inside mods folder |
19:52 |
Hasan2 |
IhrFussel: why you are placing the files in the minetest main directory instead of the users minetest directory? |
19:52 |
agaran |
ls -l shows owner and permissions of each file/dir |
19:53 |
IhrFussel |
Hasan2, on Ubuntu Minetest installs in /usr/local/share/minetest but also creates a .minetest folder in my home directory...the worlds are stored there the rest in /usr.... |
19:54 |
agaran |
IhrFussel: ~/.minetest is when you use client at least on debian, server uses /var/games/minetest.. |
19:54 |
Hasan2 |
but you can place the mods in the user's home directory as well |
19:54 |
agaran |
nope, not for server, at least here |
19:54 |
Hasan2 |
oh sorry i got it now |
19:54 |
IhrFussel |
The default mods are in /usr/local/share/minetest/games/minetest_game/mods |
19:55 |
Hasan2 |
i know about this |
19:55 |
Hasan2 |
i can help i am using debian such as ubuntu |
19:56 |
IhrFussel |
And I accidentally moved the mods folder as ROOT from my FTP root folder to that one so the game didn't have access to the files...I corrected that now via chown -R |
19:56 |
IhrFussel |
And indeed no more dependency warnings |
19:56 |
Hasan2 |
Goof |
19:56 |
Hasan2 |
Good* |
19:57 |
Hasan2 |
but 1 thing more are you trying to start a server? |
20:07 |
IhrFussel |
Hasan2, I'm no newbie if that's what you mean |
20:09 |
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20:10 |
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20:10 |
IhrFussel |
agaran, I will give you a bucket and can you try to fill it with lava? I hope I edited the code correctly to prevent that |
20:12 |
agaran |
IhrFussel: sure |
20:12 |
Hasan2 |
No it is ok IhrFussel just nvm i just misunderstand what you are doing |
20:13 |
Hasan2 |
misunderstood* |
20:13 |
IhrFussel |
Hasan2, no problem^^ I just had a blackout and forgot to change permissions haha |
20:13 |
agaran |
IhrFussel: it seems that it does not work |
20:14 |
Hasan2 |
Thx |
20:14 |
IhrFussel |
Okay good |
20:15 |
agaran |
IhrFussel: anything prevents placing lava sources if I dug few?;) |
20:16 |
IhrFussel |
agaran, yes I added another check for lava, a player can't place lava sources unless the player is on a certain whitelist |
20:17 |
agaran |
IhrFussel: hmm may I try then? I have some 'flowing lava' blocks and 'lava source' in inventory.. |
20:18 |
IhrFussel |
I'm not sure about flowing lava...I didn't know players could have those as blocks |
20:18 |
agaran |
not lava in bucket, thats what I am mean.. probably they cant.. but |
20:18 |
IhrFussel |
You mean lava buckets? |
20:18 |
agaran |
no.. |
20:19 |
agaran |
just flowing lava and lava source blocks.. |
20:19 |
agaran |
btw I could place flowing lava, it died soon but it was lava |
20:19 |
agaran |
(digging them is side effect of unknown-block world) |
20:20 |
IhrFussel |
Then I'll have to prevent that as well...name is default:flowing_lava? |
20:20 |
agaran |
I think so but they are harmless.. it lives like 3-5 seconds then evaporates.. as lava without source |
20:20 |
agaran |
and unless you disable mods again, you can't dig them.. |
20:21 |
agaran |
I was just checking what happens.. |
20:21 |
IhrFussel |
You sure it couldn't burn something? |
20:21 |
agaran |
let me try |
20:21 |
agaran |
nope, even torch next to it did not got any harm |
20:22 |
IhrFussel |
Okay good, lava_source should not be possible to place or collect anyway |
20:22 |
agaran |
hmm with buckets or in general? |
20:23 |
IhrFussel |
Both...lava_source check is part of a "node_alert" mod I created to prevent certain nodes from being placed (like lucky blocks outside of the LBA) ... and to prevent lava in bucket i put "if node.name == "default:lava_source" then return end" |
20:24 |
agaran |
so I have some useless blocks.. ;) yet I am tempted to try |
20:24 |
IhrFussel |
lava_source? You can try it will just disappear |
20:24 |
agaran |
thats probably QA itch.. |
20:25 |
agaran |
boo.. indeed, so obsidian factory will be dependant on lava pools |
20:26 |
IhrFussel |
Type !lava to see which players are allowed to place it (should be only moderators) |
20:26 |
agaran |
yup, and not even all of them I think.. |
20:27 |
IhrFussel |
Well cause not all of them want to be able to...it's a huge responsibility xP |
20:27 |
agaran |
yes I am aware :) |
20:28 |
agaran |
I have been making lava falls at -500 there.. at -6500,-500,-6500 |
20:28 |
agaran |
and now I got disco.. ;) |
20:28 |
IhrFussel |
But they can place lava where you want it (unless it's next to a house or some other burnable stuff) |
20:29 |
agaran |
my house is mostly stone.. not easy to burn.. |
20:29 |
agaran |
and I have actual lava lake there too so.. I am good |
20:29 |
agaran |
just wanted to remodel it a little.. |
20:29 |
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20:30 |
Hasan2 |
exit |
20:32 |
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20:39 |
agaran |
IhrFussel: seen errors in log? |
20:40 |
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20:44 |
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20:48 |
IhrFussel |
agaran, ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "default:lava_flowing" at (-6498,-67,-6505) (block (-407,-5,-407)) |
20:48 |
agaran |
yep, during fight with some lava mobs |
20:49 |
IhrFussel |
What exactly happened? |
20:49 |
agaran |
I killed them.. then saw messages |
20:51 |
IhrFussel |
I'm guessing the game tried to turn them into fire nodes which is removed...I removed the entire fire mod |
20:51 |
agaran |
could be.. just reporting |
20:52 |
IhrFussel |
Try again please I gave you one |
20:53 |
agaran |
yup |
20:53 |
IhrFussel |
So the mobs mod is trying to turn the air node into fire |
20:54 |
agaran |
when they die |
20:54 |
aix |
what kind of graphics chip would you guys recommend on linux? |
20:54 |
IhrFussel |
Yes I know they cause fire after dying |
20:58 |
IhrFussel |
agaran, could you check max_lag again? |
20:59 |
agaran |
still 2 |
21:00 |
Ronsor |
IhrFussel dont remove fire |
21:00 |
IhrFussel |
Ronsor, I have the fake_fire mod players can use that for decoration if they need it |
21:01 |
Ronsor |
oh |
21:04 |
agaran |
IhrFussel: going off, tomorrow early wakeup |
21:04 |
agaran |
night ppl |
21:04 |
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21:06 |
IhrFussel |
agaran, goodnight =) |
21:07 |
IhrFussel |
agaran, and thanks for helping me with these lag issues |
21:07 |
Ronsor |
IhrFussel |
21:07 |
Ronsor |
you reminded me to build a volcano |
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21:42 |
segfault22 |
I'm not sure how that power system mod I want to make will turn out |
21:43 |
segfault22 |
I just know what I want to make it like, and a few possible methods to apply, but the code still has to be made, and its going to be huge |
21:45 |
segfault22 |
I can use globalstep in the power transfer code, but it may lag the server if there are too many producers/consumers transferring power, or simply existing at all |
21:47 |
segfault22 |
I could register_globalstep() and then every step, iterate through the list of producers connected to consumers and transfer the number of units of power that the conduit is designed to transfer, or the producer is capable of outputting |
21:49 |
segfault22 |
when a conduit is placed or broken, it triggers an event where every connected conduit checks for attached conduits or producers or consumers, to build a list of producers and consumers and the amount of power that can be transferred from each producer to each consumer each globalstep (or "tick" for short) |
21:51 |
segfault22 |
same happens if a producer or a consumer is placed or broken - but the update only occurs then, and not every globalstep. But if there are, say, 100 producers and 200 consumers in the server, that could be a huge load to iterate through the entire list transferring power from each producer to each consumer that is connected |
21:51 |
segfault22 |
There is the potential for stuff to get ugly when it takes longer to iterate through the list than the time taken to reach the next globalstep - kinda like a race condition |
21:54 |
segfault22 |
maybe I should work on my other mods before I try this project |
21:55 |
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21:57 |
segfault22 |
Calinou, im sorry but the original "Morestuff" mod really was just a moreores clone - I copied your minetest.register_node() code blocks and other stuff... but the last version of morestuff2 was dramatically different, the first time I began implementing a concept that may eventually cause your mod to be obsolete... it has led to my recent mod "resources", which makes it extremely simple to add new materials and control their tool durability/digtim |
21:57 |
segfault22 |
e and other object properties based on static values like "strength" and "density" |
21:59 |
segfault22 |
I didn't ever want to replace your mod moreores, my intention was to just add other stuff until I discovered the potential for making it possible to define how all nodes/items/tools behave when made out of a referenced material, and making it possible to add new items/nodes/tools with a single line of code that executes a simple function call |
22:02 |
KaadmY |
hrm |
22:03 |
KaadmY |
is the selection in first person from the middle of the camera? |
22:03 |
KaadmY |
as opposed to where the head *should* be? |
22:08 |
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