Time |
Nick |
Message |
00:08 |
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00:10 |
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00:10 |
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00:12 |
Taose |
... |
00:12 |
Taose |
Any quick solution to getting the current players name? |
00:13 |
Taose |
all the documentation hard codes it in >_> |
00:38 |
Taose |
sofar re that inspector: Any chance of toning down the amount of information it gives to ordinary players, yet allowing mods full access? |
00:43 |
Taose |
I'd mod it myself, but dunno how |
00:43 |
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01:03 |
Taose |
Never mind |
01:03 |
Taose |
got it |
01:04 |
Taose |
Now to do a crafting recipe... |
01:11 |
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01:12 |
sofar |
Taose: no, not indended for a normal player (ever) |
01:20 |
Taose |
Yeah that's why I made some adjustments... |
01:20 |
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01:21 |
Taose |
Though feel free to reject, I don't mind a hard fork. |
01:41 |
sofar |
in general, a mod like inspector that reveals node internal values should never be present in a normal game with actual players |
01:49 |
Taose |
I wasn't after something that revealed internal values |
01:49 |
Taose |
I wanted the damn name XD |
01:50 |
Taose |
A depending on which texture pack you use, some of the blocks look quite similar. |
01:50 |
Taose |
So it's nice to have something that will tell me if its the block I want or not. |
01:52 |
Taose |
Needless to say, if they can get the debug permission we have bigger problems on our hands than them seeing the internal numbers. |
02:10 |
MinetestBot |
[git] paramat -> minetest/minetest: Documentation: Correct biome heat / humidity noise parameters e12019c https://git.io/vMwnB (2017-01-15T02:04:01Z) |
02:10 |
MinetestBot |
[git] sapier at gmx dot net -> minetest/minetest: Add color names from web page referenced in luaapi doc d03b4fb https://git.io/vMwnR (2017-01-15T02:03:51Z) |
02:24 |
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03:13 |
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03:16 |
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03:25 |
Taose |
any reason the crafting size is the size it is? |
03:30 |
kaeza |
any reason to change it? |
03:43 |
Taose |
A larger size may give more complex recipes. |
03:43 |
Taose |
or rather, more interesting recipes. |
03:43 |
Taose |
It's something that can be adjusted by modding, I was simply curious |
03:55 |
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04:08 |
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04:21 |
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04:35 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Tree log decorations: Replace lua tables with .mts files 1470b9d https://git.io/vMw8v (2017-01-15T04:29:56Z) |
04:35 |
MinetestBot |
[git] lhofhansl -> minetest/minetest_game: Fire: Make explosions remove flames 8715b83 https://git.io/vMw8f (2017-01-15T04:24:01Z) |
04:50 |
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06:22 |
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07:23 |
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07:53 |
TommyTreasure |
to change ppa from stable to daily-builds, do i need to replace the ppa, or add to the list. also, do i need to uninstall m/t to change to daily? |
07:54 |
TommyTreasure |
this is for client and singleplayer only |
08:27 |
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08:54 |
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08:56 |
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08:58 |
agaran |
Morning |
09:02 |
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09:02 |
Krock |
moin |
09:08 |
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09:12 |
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09:12 |
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10:55 |
MinetestBot |
[git] sfan5 -> Jeija/minetest-mod-mesecons: Fix most of the namespace pollutions reported in #311 c2e3d7c https://git.io/vMwaE (2017-01-15T10:53:49Z) |
11:10 |
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11:14 |
kaeza |
http://i.imgur.com/ZOqae8s.jpg |
11:15 |
agaran |
kaeza: whats that? |
11:15 |
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11:16 |
kaeza |
agaran, a game |
11:19 |
kaeza |
http://superofficestress.com/ |
11:20 |
kaeza |
site requires flash... |
11:21 |
kaeza |
http://superofficestress.com/super_office_stress_v113.zip <-- also contains source |
11:21 |
agaran |
well I have minetest;) no need for flash games |
11:22 |
kaeza |
it's not a flash game. the website requires flash |
11:22 |
kaeza |
for some stupid reason |
11:24 |
agaran |
ah |
11:27 |
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11:28 |
agaran |
heh doomalike? |
11:39 |
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11:40 |
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11:55 |
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12:24 |
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12:24 |
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12:26 |
IhrFussel |
Unconfirmed bug: Players join and leave in the exact same second...it likely wasn't on purpose either cause they are trying to reconnect when that happens |
12:28 |
IhrFussel |
And it's no connection timeout it's a regular "left the game." |
12:29 |
Krock |
maybe they've hit ESC/closed the app right after they wanted to join |
12:29 |
IhrFussel |
Krock, that was my next question: Will the engine still show "joined the game" even if the player closed the game while loading? |
12:30 |
Krock |
the join message will appear after the client was initialized |
12:30 |
Krock |
maybe they just ran out of RAM? |
12:31 |
Krock |
because that's usually when the mapblocks fly on the wire to the client |
12:32 |
IhrFussel |
So when the client has not enough RAM and is at the "initializing nodes... X%" stage...then it will still show the join message although the software crashed? |
12:33 |
Taose |
Might want to change the order of that then. |
12:33 |
Krock |
the last initialisation message from the server was sent, it displays the message but the client still loads and crashes for some reason |
12:33 |
Taose |
Maybe a note in the debug saying: x is joining the game |
12:34 |
Taose |
and one when everything has finished loading: x has joined. |
12:34 |
Krock |
or player "X joined the game to X%.. please wait" :P |
12:35 |
IhrFussel |
Well it DOES log the joining twice and I always wondered why |
12:36 |
IhrFussel |
First message contains only the IP, second contains list of players |
12:40 |
MinetestBot |
[git] sapier -> minetest/minetest: Added lua tracebacks to some errors where you have been blind to what… f5070b4 https://git.io/vMwKn (2017-01-15T12:36:53Z) |
12:45 |
IhrFussel |
I'll compile the newest client version now and then connect multiple times to my server and check the logs...then we will see when the game "completes" the joining and when it doesn't |
12:46 |
IhrFussel |
But I'm pretty sure that didn't happen before I compiled the current server version on Jan 3 |
12:54 |
IhrFussel |
Crazy how big the difference is between old and new machines... intel celeron singlecore takes 40 minutes to compile while an amd opteron quadcore does the same task in about 3 |
12:58 |
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13:00 |
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13:01 |
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13:04 |
Fixer |
GONNNA MAAAKE A MOOOOOOOVE |
13:05 |
Krock |
SUDO MAKE MOOOOOOVE |
13:06 |
Krock |
but I'd prefer "movie" |
13:07 |
agaran |
make: I don't know how to make mooove |
13:09 |
Krock |
make: No targets defined for MOOOOOOVE |
13:09 |
Krock |
can't move |
13:13 |
agaran |
yup |
13:14 |
Taose |
su -c move |
13:21 |
IhrFussel |
Krock, so you CAN'T even close the game while it's initializing nodes??? Who's idea was that? |
13:21 |
IhrFussel |
Whos* |
13:22 |
IhrFussel |
At least on Ubuntu nothing happens when i click the X ... it waits until 100% |
13:23 |
IhrFussel |
You can't even close the game while media is loading..NOW I see what the problem is |
13:23 |
Krock |
you can't because it uses the whole CPU time on processing the data |
13:23 |
Krock |
you can close the game when it's downloading the data |
13:25 |
IhrFussel |
Krock, but when processing media you can't...and as soon as it's at 1% initializing you're stuck...and players seem to connect then the client closing between media processing/1-100% and the game displays these false messages |
13:25 |
IhrFussel |
The player never joined =/ |
13:26 |
Krock |
ah |
13:27 |
IhrFussel |
Can you imagine how long it takes on Android to process media? On my phone it's about 20 secs WITHOUT downloading anything... |
13:28 |
IhrFussel |
IMO that should be improved...at least media processing shouldn't lock the whole CPU |
13:30 |
IhrFussel |
So what can I do now about these "xyz joined the game." "xyz left the game." that spam the chat a lot when many players somehow close their client too soon? |
13:30 |
Taose |
Got a question for anyone who's looked at the Inspector mod since the dev was evasive. |
13:31 |
Taose |
How could it possibly crash the game? |
13:31 |
IhrFussel |
I guess I need to add a timer for each online player now and only display "joined the game" when the timer reached like 2 secs |
13:32 |
Taose |
That's not a good idea. |
13:32 |
Taose |
If it takes longer than 2 secs to do the initting we're back to square one. |
13:33 |
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13:33 |
IhrFussel |
Taose, no the timer will start at register_on_joinplayer() and count 2 secs from there...if the player is still connected after 2 secs show the message |
13:34 |
Taose |
Again, we still have the problem if it takes them 3 secs to fail |
13:35 |
Taose |
What your proposing is a work around for sure, but not a fix for the problem |
13:35 |
IhrFussel |
Well then it would be the server that hangs not the client..cause the client seems to tell the server "bye bye" as soon as the join stage begins |
13:37 |
IhrFussel |
And I know that it wasn't always like that...something recently must have changed to cause this annoying behavior |
13:37 |
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13:37 |
Taose |
Yep, but patching it in this way is a bad idea. |
13:37 |
IhrFussel |
My server plays SOUNDS when joining or leaving...it sounds so bad when both sounds play at the same time |
13:37 |
Taose |
Gotta find what's causing the problem. |
13:39 |
Taose |
>.< |
13:39 |
Taose |
Can't you queue the sounds to be played? |
13:39 |
IhrFussel |
Well I have no clue about C++ I only tried one little test code and that's it... |
13:39 |
Taose |
So if player leaves, add to a queue and have a delay on the queue of about a second or two? |
13:40 |
IhrFussel |
That would bea hacky patch too xP |
13:40 |
Taose |
A little, but that's what the time is for. |
13:41 |
Taose |
as far as I can see it's a valid fix. |
13:41 |
Taose |
We get all the sounds at once by default, but we don't want that, so add these particular sounds to an array and parse through the array over time. |
13:41 |
agaran |
IhrFussel: I would add in mod that plays sound, add marker storing if sound is being played, if yes, then don't play next until it ends.. if thats possible |
13:41 |
IhrFussel |
I just don't understand why the process needs 100% CPU time, just so it loads a few ms faster? |
13:42 |
Taose |
agaran, wouldn't end up ignoring notifications of players leaving if two join/leave at the same time? |
13:42 |
Taose |
(maybe that's what we want) |
13:42 |
Taose |
If minetest would take some more of my cpu time I'd be happy -_- |
13:42 |
Taose |
(and make better use of my gpu) |
13:43 |
Taose |
(I have an i7 it barely touches it -_-) |
13:43 |
agaran |
my gpu barelly can do 6fps.. |
13:43 |
IhrFussel |
Taose, well Krock said while initializing nodes when connecting to a server, you can't close the game cause the entire CPU is locked...is that really necessary? |
13:43 |
agaran |
since I don't have nvidia pcie plugged in.. |
13:43 |
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13:43 |
Taose |
Depends on the size of your cpu Ihr, it could well be. |
13:44 |
Krock |
basically because the GUI gets no CPU time |
13:44 |
Taose |
and agaran: yeowch. |
13:44 |
Krock |
the thing that would listen to keydown stuff |
13:44 |
IhrFussel |
Krock, wait...does that mean you can close the game on a PC/phones with more cores? |
13:45 |
Krock |
minetest only used one core last time I checked |
13:45 |
agaran |
mt server spawns 4 threads, client, not sure, they may land on different cores |
13:45 |
IhrFussel |
So the problem with not being able to close while processing only happens on singlecore CPUs? |
13:46 |
Taose |
It asks me for how many cores I have krock, so I assume it uses 8... |
13:46 |
Taose |
or at least attempts to |
13:46 |
Krock |
Taose, where does it ask you that? In compiling or in-game? |
13:47 |
Krock |
IhrFussel, depending if the GUI and the media processing part run on different threads |
13:47 |
Taose |
Compiling I think |
13:48 |
IhrFussel |
Krock, that confuses me...when do they run on different threads? Is that defined in the c++ code? Is it the same for ALL machines? |
13:48 |
Krock |
yeah, I can compile on all of my four cores too but the game itself... uhm only seems to use one core |
13:49 |
Krock |
IhrFussel, C++ side |
13:49 |
Taose |
Exactly my point Krock |
13:49 |
Krock |
and yes, the same for all machines |
13:49 |
IhrFussel |
Ok so it does NOT matter how many cores you got, you will NOT be able to close the client while processing media/initializing nodes...right? |
13:50 |
Taose |
What I meant by that, is that, if your cpu is small, minetest IS gonna need to use all of it. |
13:50 |
Krock |
YES, that is TRUE |
13:50 |
Taose |
If you have more cores/bigger processor, it may not need all of it. |
13:51 |
Krock |
other programs will just use another core and give Minetest more space |
13:51 |
* Taose |
capitalization = false |
13:51 |
Krock |
Unknown type for 'Taose': Assuming int-default |
13:52 |
Taose |
it's lua. It'll work |
13:52 |
IhrFussel |
But Krock said Minetest uses 100% CPU time...and I assumed it would be the same for any CPU |
13:52 |
Taose |
Besides if it was c I'd get a compile error XD |
13:52 |
Krock |
IhrFussel, 100% of one core |
13:53 |
Krock |
the stronger the core is, the shorter it will take to process the data |
13:53 |
IhrFussel |
Yes but Minetest also can only use 1 core...so even if you have 16 cores Minetest will use 100% of one core and therefore block all other actions inside the process |
13:54 |
Krock |
I think so, yes |
13:54 |
Taose |
It does seem that way |
13:54 |
Taose |
which is damn tedious. |
13:54 |
Taose |
Someone make minetest multi-core |
13:56 |
IhrFussel |
So in theory Minetest will run better on a singlecore 3 GHz CPU than on a dual or tricore @ 2 Ghz correct? |
13:56 |
Taose |
^ that's true for most programs |
13:58 |
IhrFussel |
Yeah especially for processes that only can use 1 core I think |
13:59 |
Taose |
Well all processes can only use one core at a time. |
13:59 |
Taose |
The programmer has to decide how to break a process up to use multiple cores. |
13:59 |
Taose |
Or code in the logic for the computer to make a decision |
14:00 |
IhrFussel |
I'm curious about how to tell the CPU in c++ to switch the core...is it like spawning a new thread and the CPU uses another core for that automatically? |
14:01 |
* Taose |
looks at Krock |
14:01 |
* Taose |
doesn't know |
14:01 |
IhrFussel |
It can't be that easy I guess cause Minetest devs say it's very complicated |
14:01 |
* Krock |
looks at Taose because he can't tell if that's defined somewhere |
14:01 |
Taose |
X) |
14:03 |
IhrFussel |
Well...technically Minetest uses more than 1 core (if you define it in the .conf)...but only for mapgen and that's not THAT useful |
14:04 |
IhrFussel |
It's speeds up loading when your map is still small and new players walk around and create new mapblocks...but I doubt it helps on a large map that is already largely discovered |
14:04 |
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14:04 |
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14:04 |
Taose |
Much of the things that take time are the rendering and node generating which I think should be in the GPU anyway |
14:07 |
Taose |
and I hear that minetest isn't very good at using the gpu |
14:07 |
Krock |
*irrlicht |
14:08 |
Taose |
? |
14:10 |
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14:13 |
Taose |
!seen Wuzzy |
14:13 |
MinetestBot |
Taose: wuzzy was last seen at 2017-01-11 19:44:35 UTC on #minetest-de |
14:13 |
Taose |
hmmm |
14:13 |
Taose |
ah well |
14:15 |
Taose |
... |
14:15 |
Taose |
gotta like the memoserv |
14:18 |
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14:25 |
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14:25 |
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14:34 |
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14:44 |
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14:46 |
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15:08 |
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15:09 |
Bukki |
Hi, anyone knows if it's possible to deactivate chat clientside for childrens use on unmoderated servers? |
15:09 |
Bukki |
And F2 would be too easy. |
15:11 |
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15:11 |
Krock |
you can change that key to another |
15:11 |
Bukki |
Also something chinese? |
15:11 |
Krock |
any from here: http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 |
15:12 |
Bukki |
F24 sounds good. Have no clue how to press it. xD |
15:13 |
Krock |
but how will you disable the chat then? It's enabled on join |
15:14 |
Krock |
it would require a force-hide, which does not exist in Minetest yet |
15:14 |
Bukki |
if you once disable it it'll save it, or? |
15:14 |
Krock |
no, it doesn't save any of the regular F keys |
15:15 |
Bukki |
hmm |
15:15 |
Bukki |
So really need to deactivate(or maybe even remove) it |
15:16 |
Krock |
but you can set the chat keys '/' and 'T' to something else that isn't press-able |
15:16 |
sfan5 |
you can set it to f24 |
15:16 |
sfan5 |
via the config |
15:16 |
Bukki |
would be mean you still can read however. |
15:16 |
Krock |
but you can't disable the chat (F2) from beginning |
15:16 |
Bukki |
I'm mostly interested in remove reading then writing |
15:17 |
Bukki |
It's possible to make it invisible colour font maybe? |
15:17 |
Krock |
inetresting idea |
15:18 |
Krock |
but there's only an option for disabling the shadow |
15:18 |
Krock |
all other changes, such as size, would affect all other text GUI elements |
15:19 |
sfan5 |
so basically you would need a client built from modified source code |
15:19 |
Krock |
^ |
15:22 |
agaran |
Bukki: you can send arbitrary keycode to app using xdotool.. |
15:22 |
agaran |
even ones you can't press |
15:23 |
Bukki |
But for sure Childs don't do that. ;-) |
15:24 |
Bukki |
# In-game chat console background color (R,G,B). # type: string # console_color = (0,0,0) # In-game chat console background alpha (opaqueness, between 0 and 255). # type: int min: 0 max: 255 # console_alpha = 200 |
15:24 |
agaran |
I mean |
15:24 |
Bukki |
At least could modify the background... |
15:24 |
sfan5 |
console_alpha = 0 and bind the chat & console key to unpressable keys should work |
15:24 |
Bukki |
ok |
15:25 |
agaran |
well probably sfan has way better idea :) |
15:26 |
sfan5 |
hm no |
15:27 |
Bukki |
Doesn't work. :-/ |
15:27 |
Bukki |
But alpha 255 and background to white should work since font is white as well. |
15:27 |
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15:27 |
Bukki |
Anyone know what RGB is white? |
15:27 |
Bukki |
0,0,0 or? |
15:27 |
sfan5 |
that only applies to the chat console |
15:28 |
sfan5 |
not to the usual chat text |
15:28 |
Bukki |
oh, damn |
15:28 |
yusf[m] |
Are there any mods that use cooperation mechanisms such as "two players must punch a block at the same time to break it"? |
15:29 |
Bukki |
hmm... easily to build with mesecons+pipeworks. :D |
15:30 |
Bukki |
But don't know any mod for do that directly. :-/ |
15:30 |
emunand |
are mesecons and pipeworks the minecraft's command blocks? |
15:30 |
Bukki |
mesecons is redstone. It have command blocks included. |
15:31 |
emunand |
do they do every command, or only a select few? |
15:32 |
Bukki |
by default is command block not craftable first. And even then most commands are disabled for security reasons. |
15:36 |
emunand |
that makes sense |
15:36 |
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15:37 |
yusf[m] |
Would be cool to have however. Like bedrock only becomes breakable by three players working together or something. :) |
15:37 |
Bukki |
hmm... seems like still all commands should work a command blocks owner can do with his privs. |
15:38 |
Bukki |
But not sure. Also don't know how they really work. never used them cause they are disabled on most servers. |
15:39 |
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15:41 |
JazzyEagle |
Hey, was wondering if someone can help me understand what may be happening... I've been trying to get a minetest server set up on the same ArchLinux machine as a client. I built both using the git repos and did a configure that included both -DBULID_CLIENT=TRUE and -DRUN_IN_PLACE=FALSE so that I can use the mods within /usr/share/minetest/mods |
15:41 |
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15:41 |
JazzyEagle |
Sorry, that was supposed to be -DBUILD_SERVER=TRUE, NOT -DBUILD_CLIENT=TRUE |
15:42 |
JazzyEagle |
(meaning I typed it wrong to you just now) |
15:42 |
Calinou |
to build both client and server, you need to specify both options to 1 (or TRUE) |
15:42 |
Calinou |
then "sudo make install" will install both to PATH |
15:42 |
Calinou |
(this step is optional, if you don't want to run from PATH or have menu entries) |
15:42 |
JazzyEagle |
Calinou: Actually, both built with the command like that, but I'm beginning to wonder now if that may be part of the issue I have... |
15:43 |
JazzyEagle |
The issue is that the server can see the mods in the global directory, but the client is behaving weird: It doesn't show them in the list, but if you then add the mods to the expected local directory, it shows them, but then has issues with conflicts when you actually go to run the game (presumably, because it sees the mods in both the local and global positions) |
15:44 |
JazzyEagle |
Do you think my build error could be causing this weird issue? |
15:45 |
Calinou |
I don't use system-wide mods, I don't know:/ |
15:51 |
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15:52 |
JazzyEagle |
Ok... :/ |
15:52 |
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15:53 |
* JazzyEagle |
is trying it. |
15:59 |
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17:15 |
Taose |
Curious idea...but |
17:15 |
Taose |
would it be possible to have a portal from server to server? |
17:16 |
Bukki |
Had that Idea also yet, but think won't work. |
17:17 |
Bukki |
Only way would be to install same mods on both servers. |
17:17 |
Taose |
There'd certainly be some networking involved I think with the transfer of data and mods would need to be compatible. |
17:17 |
Taose |
mhm or at least, nothing conflicting. |
17:17 |
Bukki |
Then when going into portal scan players inventory. |
17:18 |
Bukki |
and start another script(outside minetest) for connecting to another server with parameters. |
17:18 |
Taose |
Well, there's no need for that at the moment. They'd just show up as unknown item on the other side. |
17:18 |
Taose |
Pretty sure you can do it from inside minetest |
17:18 |
Taose |
(possibly not via lua) |
17:19 |
Bukki |
that was what i meaned by not inside minetest. |
17:19 |
Bukki |
What would be an Idea also maybe: |
17:19 |
Bukki |
Using that IRC Mod. |
17:19 |
Bukki |
And let both Servers talking over IRC for getting Items moved. |
17:21 |
Taose |
I wouldn't do it via irc |
17:23 |
Bukki |
However the really tricky thing is to tell the client autodisconnect and connect to another server |
17:24 |
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17:27 |
Cura |
... Taose here |
17:29 |
KaadmY |
wot |
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17:32 |
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17:32 |
Taose |
... |
17:32 |
Taose |
Got banned by Freenode again -_- |
17:33 |
Taose |
But yeah there's no need to actually tell the client to disconnect as such. |
17:33 |
Taose |
(or at least, shouldn't be) |
17:33 |
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17:34 |
Taose |
Not saying it'd be the cleanest solution but it should get the job done. |
17:34 |
strncpy |
Hello |
17:34 |
Taose |
Welcome |
17:34 |
Bukki |
how you'll do if not disconnect from server1 and connect to server2? |
17:34 |
strncpy |
Thanks Taose |
17:36 |
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17:37 |
Taose |
You set up a second connection, send the information to the next server. Refresh. You should be connected to the next server and it should show up. |
17:37 |
Taose |
90 seconds later server 1 should time your player out. |
17:38 |
Bukki |
But however you need a way to connect to another server on an ingame event |
17:38 |
Taose |
With C++ that should be relatively easy to do. |
17:38 |
Taose |
How does it connect to the current server? |
17:39 |
Bukki |
But C++ isn't allowed for the Mods, or? |
17:39 |
Taose |
You just take that code and shove it into an "onclick" thing. |
17:39 |
Taose |
It wouldn't be a mod |
17:39 |
Calinou |
you can't make C++ "mods" in Minetest |
17:39 |
Taose |
it'd have to be inbuilt. |
17:39 |
Calinou |
but you can modify the engine to add features |
17:39 |
Bukki |
ok |
17:40 |
Taose |
Unless...we could inbuilt a feature to outsource tha manipulation of connection information so that it can be modded. |
17:43 |
sfan5 |
<Taose> Got banned by Freenode again -_- |
17:43 |
sfan5 |
it's called ping timeout |
17:43 |
Taose |
... |
17:43 |
Taose |
No when it says k-lined |
17:43 |
Taose |
it means banned |
17:43 |
sfan5 |
didn't see that here |
17:43 |
sfan5 |
you were probably just doing something wrong |
17:44 |
Taose |
No, they just banned my ip without actually banning me. |
17:44 |
sfan5 |
(someones quit message would indicate if they are being klined) |
17:45 |
Taose |
I wish that were the case sfan5, but freenode doesn't work that way |
17:45 |
sfan5 |
that is the case |
17:45 |
sfan5 |
just nobody will see when you're klined while on 0 channels |
17:45 |
Taose |
Then explain why every time I log in with that IP it screams at me: k-line. |
17:46 |
sfan5 |
IP Address 46.166.188.223 is listed in the CBL. It shows signs of being infected with a spam sending trojan, malicious link or some other form of botnet. |
17:46 |
sfan5 |
It was last detected at 2017-01-07 15:00 GMT (+/- 30 minutes), approximately 8 days, 2 hours, 29 minutes ago. |
17:46 |
Taose |
hence banned. |
17:47 |
octacian |
I just made a mod that shows info whenever you punch a node. However, I'm having an issue where the HUD doesn't resize properly. I developed it with MT at it's default size. When I make MT bigger, the entire thing messes up. |
17:47 |
sfan5 |
indeed, it isn't freenode just banning you for no reason |
17:47 |
Taose |
Oh I didn't say it was for no reason :P |
17:48 |
Taose |
I just said they banned me again. |
17:48 |
sfan5 |
why would you complain though if you know the cause? |
17:48 |
Bukki |
lol... what have you done? |
17:48 |
Taose |
It's a semi-frequent occurrence. |
17:48 |
octacian |
If somebody's willing to give me a hand, here's the problem: http://imgur.com/a/HADUc, https://github.com/octacian/punchinfo |
17:48 |
Taose |
Oct you might want to look at Inspector's code? |
17:49 |
octacian |
inspector? doesn't that use a formspec? |
17:49 |
Taose |
I wasn't complaining, just a statement of facts. |
17:49 |
Taose |
You can also take a look at Wuzzy's Help mod. |
17:49 |
Taose |
I don't think it does no Oct. |
17:49 |
octacian |
take a look at the images :P |
17:50 |
octacian |
and nope, inspector doesn't use an HUD. |
17:50 |
Taose |
It's because you're using a fixed size texture. |
17:51 |
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17:51 |
octacian |
ok...? This is the first time I've ever attempted to use HUDs, so I'm a bit confused. |
17:51 |
Taose |
(I like it, I'll be using it as soon as you get it working) |
17:52 |
octacian |
I wonder if offset will help... IRDK |
17:52 |
Taose |
I dunno how graphics work in mt's hud department so.. |
17:52 |
Taose |
offset won't help |
17:52 |
Taose |
it'll just move the image. |
17:52 |
octacian |
me neither. cause as I said, this is my first time messing with it. |
17:52 |
octacian |
true |
17:52 |
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17:52 |
red-001 |
transfering players between servers would need a protocall extension |
17:53 |
octacian |
huh, I think I'm understanding this. |
17:53 |
* Taose |
looks at Red |
17:53 |
Taose |
finally someone with some C++ knowledge :D |
17:53 |
Taose |
What about scale Oct? |
17:53 |
* red-001 |
looks at himself |
17:53 |
octacian |
red-001: what about introducing a 4th "dimension" where 1 is the overworld, and mods could make new dimensions each with a different number. could be stored in separate files too. |
17:54 |
red-001 |
no please no |
17:54 |
octacian |
Taose: that just changes the size. Not sure how that would help. |
17:54 |
red-001 |
that would be a mess |
17:54 |
red-001 |
well that least the interface |
17:54 |
octacian |
red-001: why? Just a random idea, thought it'd be a mess but no one would tell me why, so |
17:55 |
red-001 |
well for one you would have to rewrite a lot of mods |
17:55 |
agaran |
because currently you use simplistic way to convert 3d coord to integer.. adding 4th dimension would make that explode |
17:55 |
Taose |
http://rubenwardy.com/minetest_modding_book/chapters/hud.html |
17:55 |
Taose |
Take look at <Image Elements> |
17:55 |
red-001 |
yeah that too |
17:55 |
octacian |
Taose: I think my issue is that I'm moving stuff relative to the screen. Either I make the background scale larger, or I use offset to change the position which goes pixel-by-pixel, which unless I'm really confused, might help. |
17:56 |
octacian |
huh... |
17:56 |
octacian |
Maybe I should have read that more thoroughly lol |
17:56 |
Taose |
>.< |
17:56 |
octacian |
afk, testing. |
17:57 |
Taose |
If someone could create the interserver portal, it'd make a great use for "airships" and ocean going ships and so on. |
17:57 |
octacian |
Yeah, interserver would be really useful. |
17:57 |
red-001 |
true |
17:57 |
red-001 |
but it will be complicated |
17:57 |
octacian |
Then there'd be different player counts, which if you had a big server with subgames, survival, and a bunch of stuff, would be very useful. |
17:58 |
Taose |
Definitely not saying it'd be simple, but I think we could get something quick and dirty running. |
17:58 |
red-001 |
for anything more then basic functionality you will need server to server comunication |
17:58 |
Taose |
Why server to server? We just wanna take one player and dump 'em in the next. |
17:59 |
red-001 |
well you will most likely want to send some metadata about the player |
17:59 |
Taose |
True true, but we don't want that data staying in the previous server. (Obvious reasons) |
17:59 |
red-001 |
otherwise this will be just glorified "could you please connect to this ip" |
18:00 |
red-001 |
? |
18:00 |
red-001 |
I'm not fallowing |
18:00 |
octacian |
Taose: thanks for pointing that out; I'm making progress now. |
18:00 |
Taose |
We want to take the player, what they're travelling on and transfer all of it to the next server. Leaving no data behind. |
18:01 |
red-001 |
well there are a lot of diffrent use cases for this |
18:01 |
red-001 |
so might want to just transfer the player |
18:01 |
Taose |
Well there's that, but I kinda wanted to sail my ship... |
18:01 |
red-001 |
without inventory etc |
18:02 |
Taose |
Initially to start with for sure. |
18:02 |
red-001 |
well transferring entities might be fairly hard |
18:02 |
red-001 |
if thats what you mean |
18:03 |
red-001 |
is anyone working on this btw? |
18:03 |
Taose |
mm, but it'd be a later date...besides what could be done is if you're on a ship, then just recreate the ship in the next server, attach the player to it after. |
18:03 |
Taose |
Rather than a straight transfer. |
18:03 |
Taose |
I don't think anyone is |
18:04 |
red-001 |
yeah thats why I think server to server communication is a must have |
18:04 |
red-001 |
server A asks Server B if it can transfer a user |
18:04 |
red-001 |
server B accepts or rejects this |
18:05 |
Taose |
Oh you're thinking ahead |
18:05 |
Taose |
I suppose so yep. |
18:05 |
Bukki |
If Server to Server Communication stands Item Transfer will be easy. |
18:05 |
red-001 |
if server b has accepted send player metadata + ip and tell the client to change servers |
18:06 |
sfan5 |
that sounds complicated and i don't think anyone is working on it |
18:06 |
red-001 |
the rest can be handled by lua |
18:06 |
Bukki |
I'd like to help on the LUA Part if someone start that. |
18:06 |
red-001 |
e.g. the metadata is just a string/table/whatever |
18:07 |
red-001 |
btw did that clientsided scripting pr get merged? |
18:07 |
red-001 |
I had client sided chat commands fully working |
18:08 |
octacian |
How can one get a list of all the HUDs being shown to the player? |
18:09 |
octacian |
ugh, looks like I have to do it manually. |
18:10 |
red-001 |
well looks liek its a no |
18:10 |
Taose |
>.< |
18:10 |
red-001 |
:( |
18:10 |
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18:10 |
Taose |
Red if you start that, tag me in on Github, I'd certainly be interested in following and doing the grunt work ;) |
18:11 |
Taose |
I haven't been plugging your tuts at all ruben |
18:11 |
red-001 |
the client transfer? |
18:11 |
Taose |
yep |
18:12 |
rubenwardy |
:D |
18:12 |
octacian |
rubenwardy: since you made the tutorial, how do I deal with keeping a texture shown in HUD the same size be it 16x16 or 32x32? |
18:12 |
Taose |
lmao |
18:13 |
octacian |
:rotfl: |
18:13 |
Taose |
ooh my plantation sprouted |
18:13 |
* Taose |
deforested half a mountain and then replanted all the saplings |
18:14 |
red-001 |
I need something to work on |
18:14 |
rubenwardy |
HUDs are designed to be scaled |
18:14 |
rubenwardy |
so it's impossible to stop scaling |
18:14 |
rubenwardy |
really Minetest should support vectors for this |
18:14 |
octacian |
rubenwardy: yeah, but here's the issue. I'm showing the texture of a node when I punch it. If it's 16x16, all's fine. If it's 32x32, it shows way too big. |
18:15 |
rubenwardy |
ah |
18:15 |
rubenwardy |
That's an issue |
18:15 |
rubenwardy |
the only thing I can think of is using the resize texture modifier |
18:16 |
rubenwardy |
http://rubenwardy.com/minetest_modding_book/lua_api.html#resizewxh |
18:16 |
octacian |
I tried using percentages but the image would become.. uh.. not square when I resized MT. Kinda what i expected, but |
18:16 |
octacian |
huh, and that works in the HUD? |
18:16 |
rubenwardy |
so: texture_name .. "^[resize:16x16" |
18:16 |
octacian |
will try |
18:16 |
red-001 |
minetest dev seem to keep slowing down |
18:16 |
rubenwardy |
it works in formspec, so I'd be surprised if it doesn't |
18:17 |
octacian |
gotta finish stuff to show and hide all HUDs added by the mod first |
18:17 |
red-001 |
formpecs are kinda a mess |
18:17 |
rubenwardy |
yep |
18:17 |
octacian |
KINDA? that's an understatement. |
18:17 |
red-001 |
why didn't anyone use tables for them? |
18:17 |
rubenwardy |
I'd like to refactor it, but client side scripting |
18:18 |
octacian |
yeah |
18:18 |
Taose |
This is 2017 we hate tables ;) |
18:18 |
red-001 |
huh how are they related? |
18:18 |
Taose |
Chairs not so much but tables... |
18:18 |
red-001 |
lol |
18:18 |
rubenwardy |
any changes to formspec would be obsoleted if client side scripting is added |
18:18 |
red-001 |
I guess? |
18:18 |
agaran |
but they have to have rounded corners too |
18:19 |
rubenwardy |
I quite like how Android does layouting |
18:19 |
red-001 |
wait does the client use the same format as the server?? |
18:19 |
red-001 |
doesn't* |
18:19 |
rubenwardy |
eg: with LinearLayouts for stacking element |
18:19 |
rubenwardy |
red-001? |
18:19 |
rubenwardy |
the formspec isn't parsed by the server, it's just sent to the client |
18:20 |
red-001 |
so why would changes be obsolete if client-sided scripting gets added? |
18:20 |
rubenwardy |
because client side scripting will likely come with a much better GUI solution |
18:21 |
rubenwardy |
eventually |
18:21 |
agaran |
but then you will get lot of issues with keeping away hacked clients. |
18:22 |
rubenwardy |
client side prediction, server side reconcillation |
18:22 |
red-001 |
^ |
18:23 |
agaran |
rubenwardy: not that I don't believe but.. now some things are client side, and often get hacked. :) |
18:24 |
rubenwardy |
Minetest doesn't do proper csp/ssr |
18:24 |
rubenwardy |
atm |
18:24 |
rubenwardy |
that's why it's possible to fly/noclip/fast cheat |
18:24 |
red-001 |
^ |
18:24 |
rubenwardy |
although the later not so much |
18:24 |
red-001 |
well there is a lot of stuff that is unfixable |
18:25 |
red-001 |
e.g. xray |
18:25 |
rubenwardy |
with csp/ssr the only thing you'll be able to do it expose information (eg: look through walls) or automate your player (auto walk / dig) |
18:25 |
rubenwardy |
the only way around the first is not to send the information to the client in the first place - but this results in a lesser experience |
18:25 |
Taose |
I'm not sure I like the latter... |
18:26 |
rubenwardy |
the benefits of client side scripting out weigh the risks, imo |
18:26 |
red-001 |
I see the minehacker thread got removed |
18:27 |
red-001 |
client-sided gui's would be very useful |
18:27 |
red-001 |
way faster then waiting for the server |
18:28 |
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18:33 |
red-001 |
we got to #5000 but #1118 wasn't merged yet :( |
18:34 |
octacian |
rubenwardy: btw, resize works! thanks |
18:35 |
octacian |
Now to fight with removing them properly... If another node is punched, I have to remove all previous nodeinfo if it's still up, and stop the minetest.after somehow. |
18:45 |
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18:48 |
octacian |
Taose: I got it working. THere's one issue remaining, but I have no idea how to solve it. |
18:51 |
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18:52 |
* Fixer |
.oO(MAKE A MOOOOOOVE) |
18:52 |
octacian |
Taose: https://forum.minetest.net/viewtopic.php?f=9&t=16431 |
18:53 |
octacian |
ugh, not looking forward to fixing remaining problem... |
19:00 |
Taose |
What's the remaining problem? |
19:01 |
sfan5 |
!title |
19:01 |
MinetestBot |
sfan5: [Mod] Node Information on_punch [punchinfo] - Minetest Forums |
19:02 |
Taose |
Can't see a problem just a thread XD |
19:03 |
Taose |
Octarian, tie it to a crafted item |
19:03 |
Taose |
That way players who don't want it don't have to craft the item. |
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MinetestBot |
[git] Jeija -> Jeija/minetest-mod-mesecons: Luacontroller: Revert function stripping from digiline messages 54daee2 https://git.io/vMwpR (2017-01-15T19:11:12Z) |
19:24 |
agaran |
all slabs for stairs/stairs_plus have name stairs:slab_<nodename> ? |
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MinetestBot |
[git] red-001 -> minetest/minetest: Add keyword based search to serverlist f3bd4c4 https://git.io/vMrTk (2017-01-15T21:43:47Z) |
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[git] sfan5 -> Jeija/minetest-mod-mesecons: Fix remaining namespace pollutions (closes #311) ececf52 https://git.io/vMrIZ (2017-01-15T22:12:13Z) |
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22:39 |
Taose |
Curious but how would one make... a boat for example? |
22:39 |
Taose |
I can't see any obvious solution |
22:40 |
Calinou |
<rubenwardy> really Minetest should support vectors for this |
22:40 |
Calinou |
unfortunately, game engines are not made to import SVG or similar |
22:40 |
Calinou |
SVG is really complex (even 1.0) |
22:41 |
Calinou |
first one to write a permissively-licensed, open source SVG import library in C or C++ gets a Nobel prize :) |
22:41 |
* Taose |
nominates Cal |
22:51 |
Taose |
Trees grow faster than cotton -_- |
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garywhite |
Hi swift110 |
22:55 |
agaran |
cotton needs few steps.. |
22:56 |
Taose |
>.>? |
22:56 |
Taose |
Cotton > Plant > Grow |
22:57 |
Taose |
Sapling > Plant > Grow? |
22:57 |
Taose |
Maybe I'm doing something wrong |
22:58 |
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23:03 |
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23:06 |
Taose |
Is there any way to place a node on a boat? |
23:11 |
Taose |
... |
23:12 |
Taose |
and can we get a better server for the dev wiki >.< |
23:15 |
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23:20 |
Fixer |
Taose: tree grows about 30 min of real time in game |
23:21 |
Taose |
Cotton takes...about 40 apparently. |
23:22 |
Fixer |
Taose: it grows in different way, tree grows faster because it is one step |
23:22 |
Taose |
>_> |
23:22 |
Fixer |
Taose: with cotton, each time you visit area and nodetimer is expired - it will grow one step up iirc |
23:22 |
Taose |
>.> |
23:23 |
Taose |
That's not how it works for me |
23:23 |
Taose |
Unless I'm in the immediate vicinity, it doesn't grow at all |
23:23 |
Fixer |
Taose: you can't just leave it forever and when back it will grow totally, it will grow only one step up |
23:23 |
Taose |
Regardless of whether I take a long walk or not. |
23:23 |
Taose |
That's what I'm saying |
23:23 |
Fixer |
Taose: 0.4.15? |
23:23 |
Taose |
It doesn't do that |
23:23 |
Taose |
I think so yep. |
23:24 |
Taose |
If I take a long walk and come back after immediately planting (wait for them to become seedlings) and then disappear for an hour down a mine... |
23:24 |
Taose |
and come back |
23:24 |
Taose |
they'll still be at the same stage. |
23:25 |
Taose |
So I've learned not to do that >.> |
23:25 |
Taose |
and I mill around a bit for them to grow. |
23:25 |
Fixer |
Taose: make sure minetest_game is 0.4.15 |
23:25 |
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23:26 |
Taose |
Where can I double check that? |
23:26 |
Taose |
Can't seem to find a version number anywhere in minetest_game |
23:38 |
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23:48 |
Fixer |
depends |
23:51 |
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23:51 |
red-001 |
can the server check the protocall version of the client? |
23:52 |
red-001 |
or should I ask that in minetest-dev? |
23:55 |
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