Time Nick Message 07:48 gorilla Hey all. I'm running up a person minetest server btu whenever I run minetest-mapper, I'm getting numerous errors about block, such as : Error at (-47,-7,7): ord() expected a character, but string of length 0 found 08:15 swift110 hey Krock long time no see 08:17 Krock hi swift110 09:58 m712 is it normal for minetest to push the limits of my GPU? my WM becomes really laggy once i start playing minetest even though it shows 18% CPU usage, and i need to switch to xfwm4 10:18 sfan5 >asks question 10:18 sfan5 >leaves 10 minutes later 10:20 Krock >not familiar with IRC 10:21 deltasquared so does that mean we'll get whoever it was on in a few days expecting to see the answer to his question in the backlog? :P 10:35 Krock well, great. deltasquared ^ 10:38 Krock m712, usually it's the other way around: heavy CPU use but almost nothing in the GPU 11:00 m712 huh 11:01 m712 my CPU is an i7-4790 but my GPU is radeon hd 5670 11:01 m712 my GPU is my bottleneck. lol 11:05 sfan5 sounds like broken wm if it becomes laggy with increased gpu usage 11:13 Sockbat Hi everyone. On my 0.5.0 server the players appear to be stuck half-way in the ground. They can move around freely and from the players' perspective it looks normal but from an external perspective the player's top half is visible and stuck in the ground. Any solutions please? 11:15 Krock update minetest_game 11:15 Krock or better: sync the minetest_game history with the 0.5.0 server version you use 11:16 Krock if you want to host a server for 0.4.x clients, you should wait for 0.4.17 and use the latest stable (0.4.16) to host the server 11:17 Krock ^ saves trouble and time 11:18 Sockbat Thanks for your response Krock. I will try that. 11:22 Krock !next 11:22 MinetestBot Another satisfied customer. Next! 11:22 Sockbat Haha 11:27 m712 sfan5: GPU intensive rather than broken 11:27 m712 it's compiz 11:27 m712 lol 11:28 sfan5 huh 11:28 m712 it's a really nice compositing WM 11:33 Krock even if it poops gold, it's not usable if the GPU tries to cook eggs 11:34 Krock so a WM (or maybe graphics driver) issue, but not ours 11:48 m712 not your issue i know 11:48 m712 maybe compiz's compositing + minetest becomes too much to the GPU to handle, it *is* an old GPU after all 11:49 m712 and turning off compositing makes it go away 11:53 Krock old? Minetest also works with an integrated chip from 2004/2005 11:54 Krock surely without shaders in that case 12:03 Calinou I don't think it does 12:03 Calinou integrated graphics were terrible in the mid-2000s 12:03 Calinou they didn't even support hardware T&L! 12:03 Calinou (Intel began supporting this in 2006) 12:03 Calinou even then, you had terrible drivers back then, regardless of the OS 12:04 Calinou m712: what's your graphics card?$ 12:04 Calinou -$ 12:05 Calinou don't use compositing on old GPUs, especially while playing games 12:05 Calinou even on new GPUs, it is advised to disable it when gaming 12:05 Calinou (lower input lag, higher FPS) 12:05 Calinou thanks Linux, on Windows this isn't necessary, in fact you can't even do it anymore on 10 :P 14:00 Guest13946 to 14:09 MinetestBot 02[git] 04numberZero -> 03minetest-mods/mesecons: Fix typo 13f78937b https://git.io/vdbNM (152017-10-21T14:05:09Z) 14:22 ZenonSeth hello 14:32 Krock hi 14:33 ZenonSeth would this be the place to ask minetest mod-development questions? is there a channel for that? or just forums? 14:35 sfan5 just ask here 14:35 sfan5 or on the forums 14:36 ZenonSeth ok, well might ask there too 14:37 ZenonSeth but i was wondering cause i can't find, is there a way to dynamically change digging time? i can't quite find how exact digging time is determined, i'm assuming its using both tool-capabilities and some node info.. 14:37 ZenonSeth by dynamically i mean something like is there a way to get something to make a callback to a function that can return some number to change dig time 14:42 Krock tool caps can't be changed dynamically yet. but the PR to implement that is pending 14:43 ZenonSeth oh i see ok 14:44 ZenonSeth i imagine the workaround right now would be to replace tool in players hand when satrting to use it, but then i'd have to register every single tool capability i can think of 15:01 sfan5 indeed 15:19 ZenonSeth ok, related to that, what exactly is it in tool capabilities that determines dig time? 15:20 ZenonSeth is it the times stuff, so like times={[1]=4.00, [2]=1.50, [3]=1.00} ? the wiki isn't 100% clear on what those mean 15:21 deltasquared ZenonSeth: have you tried the lua_api.txt file in your MT install? 15:21 deltasquared though, I personally couldn't get my head around that myself either 15:21 deltasquared there's a section titled "Groups" in there (note the cap G for searching it) 15:22 ZenonSeth i've read it, but kinda forgot about it when i found dev.minetest.net 15:22 ZenonSeth looking now 15:22 deltasquared ZenonSeth: well bear in mind that dev.minetest.net is considered secondary 15:22 ZenonSeth alright 15:23 deltasquared always the trouble with wikis... :P 15:23 deltasquared ZenonSeth: out of curiousity, why you looking up the groups mechanism, you defining a new tool/node? 15:23 ZenonSeth i did send a few things to the minetest-doc channel to update them :P 15:24 Krock https://forum.minetest.net/viewtopic.php?f=47&t=10927 15:24 ZenonSeth oh thx Krock 15:24 Krock !next 15:24 MinetestBot Another satisfied customer. Next! 15:25 ZenonSeth as to why i was looking, i was thinking of how to make mining harder, any experienced player can dig down pretty fast 15:25 deltasquared hrm 15:25 ZenonSeth so i was thining of making dig times take longer as depth increases 15:25 deltasquared I don't think that's possible somehow 15:25 ZenonSeth and/or requiring new tools 15:25 ZenonSeth yeah, node properties are kidna set in stone 15:26 ZenonSeth not very dynamic, so i can't override the default stone to be "harder" based on depth 15:26 deltasquared I don't actually know if code in minetest_game or in the engine itself handles node digging behaviour 15:26 Krock deltasquared, both 15:26 ZenonSeth i had a look at some of both, not that im expert 15:26 ZenonSeth ah but Krock sounds like he is :) 15:27 deltasquared ZenonSeth: though consider, that it doesn't make sense to make it harder if it's the same old stone, have you looked into making deeper stone a different node perhaps? 15:27 ZenonSeth hm, no that i havent' 15:27 deltasquared I can't see a straightforward way to get the terrain gen to do that for you though, off the top of my head 15:27 deltasquared using voxelmanip seems a tad hacky 15:28 ZenonSeth as far as i can tell, terrain gen is done in c++, and you CAN override generated blocks with your own in lua 15:28 deltasquared ZenonSeth: can you do so based on depth though? 15:28 ZenonSeth so it may be possible i think 15:28 ZenonSeth yes, you know the position of the node blocks being generated... i think 15:28 ZenonSeth i'm new to the api 15:28 deltasquared doing so based on the world depth would require some kind of call into lua, which (unless it's per-chunk, not sure) would be very ouch 15:29 deltasquared Krock: halp 15:29 Krock keeping it below 10ms per mapblock will be very hard. It's also not quite efficient to replace everything 15:29 ZenonSeth there are custom generators written in lua though, so i thought you could completely overwrite any generated blocks? 15:29 deltasquared ZenonSeth: it should be pointed out that C++ and lua mapgens are mutually exclusive, and the latter just ain't as fast 15:30 ZenonSeth ofc 15:30 Krock no, you can adapt or overwrite a mapblock. just pay attention what comes first and which code is executed afterwards 15:30 ZenonSeth well 15:30 deltasquared there is some mechanism for on_mapgen hooks or something, and you *could* go over existing terrain with voxelmanip say and replace all the stone 15:31 ZenonSeth yeah probably not too fast 15:31 deltasquared the example that comes to mind is technic's sulfur placement, it does a voxelmanip to replace any stone near lava sources with sulfur ore 15:32 deltasquared there it is, minetest.register_on_generated 15:32 ZenonSeth yeah thats the one ive seen too 15:33 ZenonSeth need to read more on this stuff though 15:33 deltasquared hmm, voxelmanip, the only time you'll ever see the internal numerical node IDs 15:34 ZenonSeth hmm 15:35 paramat no need just use the ore placement API to create layers of different stone types 15:35 ZenonSeth actually that might not do any good? 15:35 ZenonSeth the answer krock linked seems to imply thjat the dig time is strictly determined by the tool_capabilities groups 15:35 deltasquared ZenonSeth: no, it depends on the node groups too 15:35 ZenonSeth > Quote: 15:35 ZenonSeth [1]=4.00 15:35 ZenonSeth Nodes with the group 15:35 ZenonSeth cracky = 1 15:35 ZenonSeth require 4.0s to dig 15:36 deltasquared you can't mine obsidian with a wooden pickaxe for instance 15:36 ZenonSeth yeah, but grups don't go "higher" than 1 15:36 ZenonSeth yes 15:36 deltasquared I forget how it works, but my point is you *can* make a tougher node. 15:36 deltasquared you can figure out that part later. 15:37 ZenonSeth i need to experiment, tougher as in, can't be dug by lesser tools seems possible, but tougher as in "needs more time to be dug" seems impossible as dig-time seems kinda tool-determined 15:37 ZenonSeth seems possbile = is entirely possible as you said 15:38 Krock I'd rather wait for settable tool caps 15:38 deltasquared Krock: are we definitely getting that now? I saw it getting approval 15:38 Krock all other attempts are somewhat hackish and inefficient 15:39 deltasquared settable tool caps for something like this though seems like a nice way to get a tool stuck in a permanent handicapped state, unless the settable caps are not saved 15:39 deltasquared but rather set on each load 15:49 ZenonSeth Krock: on a kinda related note, is there any feature request for a callback to lua on a start digging node time? The serverpackethandler stuff i saw already has dig-start prevention for stuff like interact priv or digging too far, could it also do a call to lua mods to bugger out early? 15:51 ZenonSeth im assuming someone else has probably thought of this too, its just current protection mods are all on after-dig,and don't work well with laggy clients 15:52 deltasquared I personally just want use-and-hold callbacks on items, so on_use_start and on_use_end (maybe with the ability to pass data between the two, via the first returning an object... though you might also want that to return a true/false to allow use start or not) 15:53 deltasquared ZenonSeth: well, in all fairness protected area plugins on minecraft servers don't work well with lag either, so it's not like we're missing out at least ;) 15:54 ZenonSeth deltasquared: true, but minecraft modding is more like a hack, minetest is designed to be modded, so what im saying is minecraft has much lower standards, minetest can do a lot better :) 15:54 deltasquared shots fired. fair enough 15:57 ZenonSeth that wasn't meant to be shots, if you play and enjoy minecraft too 15:57 ZenonSeth just saying what i think is the case 16:01 asl97 ZenonSeth: the different in modding is rather huge afaik, you can pretty much override anything in minecraft from what i understand. I wouldn't really call it lower standards 16:03 ZenonSeth ok, fair enough, and i haven't gotten into minecraft modding either so can't really say 16:03 ZenonSeth though i guess my point was more that (at least last i saw) minecraft doesn't support modding officially, while minetest kind of is all about modding 16:08 deltasquared asl97: that's with forge installed mind, not exactly base game... but I'm not really going to get into an argument over it, MC vs MT has a certain degree of apples vs oranges, despite both being voxel games 16:10 ZenonSeth deltasquared: its true, and i wasn't even comparing them till you mentioned it :P 16:10 Krock ZenonSeth, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2453 16:10 Krock that's when digging starts 16:11 ZenonSeth yes, but it doesn't ask whether digging can continue does it? 16:11 ZenonSeth aka if i return false, it won't stop digging 16:11 Krock no, but you can revoke interact from the player 16:12 Krock maybe interesting: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4369 16:12 ZenonSeth hmm, ok i think someone might have tried that on the forum with a mod.. should test to see how it works 16:14 asl97 Krock: are you suggesting to abuse the interact privs for tool digging check? 16:14 Krock if you set stone on very easily breakable, you could use the prediction to let players dig it many times until it's finally mined 16:14 Krock asl97, YES. Isn't it beautiful? 16:15 Krock I can't even explain. It's so a e s t h e t i c 16:15 ZenonSeth the dig prediction is cool for a custom block to build in protected areas with 16:15 asl97 deltasquared: forge makes it easier to create mod and provide an api which allow mods to work together, but there was a time before forge, if you consider direct modding as base game. 16:17 deltasquared asl97: I remember "that time", even though I don't want to >_> 16:18 ZenonSeth this was the one someone tried: https://forum.minetest.net/viewtopic.php?f=11&t=18621 16:18 ZenonSeth revokes interact from players when digging protected nodes 16:20 ZenonSeth it uses register_on_punchnode like krock said 16:25 deltasquared I detect a potential timing window 16:26 deltasquared like, if it's a torch... interesting. I would hope that dig completion would only occur on return to the event loop 16:26 deltasquared so in that case revoking the priv temporarily would be guaranteed to be done before the user can dig the node... hopefully. 16:27 deltasquared I *love* race conditions, they make my life *so* interesting -_- 16:30 ZenonSeth there's no race condition for the interact priv, its returned when user lets go of LMB 16:34 ZenonSeth mod works fine with torches too 16:34 ZenonSeth or wait 16:35 ZenonSeth eh not exactly fine 16:35 ZenonSeth but i think its meant more for blocks, to stop people from breaking protected blocks with lag 16:46 ZenonSeth yeah, the only downside of using register_on_punchnode is that it doesn't work outright with nodes that define on_punch 16:46 ZenonSeth i mean using register_on_punchnode to revoke privs 16:58 Kurtzmusch hey, i have a sugestion for the engine: cilindrical or spherical fog 17:02 ZenonSeth isn't fog already spherical? at least it looks like it is with shaders on (tbh i have not seen without shaders) 17:03 ThomasMonroe it should be 17:06 Kurtzmusch ill try to turn on shaders 17:07 Kurtzmusch oh, my bad 17:07 Kurtzmusch its much better this way ! 17:07 ZenonSeth even with shaders, fog looks speherical on my machine but dunno 17:08 ZenonSeth tone mapping makes it nicer still, esp. at night, in my opinion 17:09 ThomasMonroe XD my machine can't do the shaders, tooo slow 17:09 Kurtzmusch on my machine if shaders are off the fog is flat in fornt of the player so you can see farther on the sides of the screen 17:10 ZenonSeth yea, ive seen that type of fog too, its depth based fog i think? but it doesn't do that even without shaders for me :P 17:11 ZenonSeth cool feature i never knew, the +/- keys (on numpad too) change your viewing range while in-game 17:12 Kurtzmusch are you running 4.16? 17:12 ZenonSeth no 0.4.17 17:13 Kurtzmusch oh, maybe thats why 17:13 ZenonSeth maybe 17:13 rubenwardy 0.4.17 doesn't exist yet 17:13 ZenonSeth but if you can run with shaders, it's nicer anyway 17:13 Kurtzmusch also im on windows 17:13 rubenwardy so you're running 0.4.16 17:13 rubenwardy oops 17:14 rubenwardy 0.4.17-dev, which is 0.4.16 17:14 ZenonSeth ok... top of my window says 0.4.17-dev-stuff 17:14 Kurtzmusch i think hes running those non oficial versions 17:14 ZenonSeth yeah im on linux, so i had to compile it myself 17:15 ThomasMonroe same here 17:16 ZenonSeth rubenwardy: whatever head of stable-0.4 is on git 17:16 rubenwardy it's 0.4.17-dev which is exactly the same as 0.4.16 17:16 rubenwardy blame nerzhul if you find that confusing 17:17 ZenonSeth well good to know at least 19:26 loganrun so I started with host server, in create mode. how do I grant others fly privilege 19:27 red-001 /grant fly 19:29 Calinou I believe I can /grant fly 19:30 Krock I thought it was /grant fly 19:31 loganrun ok got it, also shift doesn't seem to go down on mac 19:31 loganrun I mean in free fly when I press shift on mac the player does not decend 19:32 Krock ESC -> Change Keys 19:32 Krock or open that pause menu in another way if your macbook doesn't have the esc key 19:33 loganrun ok 22:34 Mati^1 hi All 22:40 Mati^1 I am sorry for my language!!!!!!! hope you remember! RBA Maciej Kasatkin! I would like to go on his dead! on his memorial monument. his achievements in the game! and not only! Minetest! also SamQoupe Game! 22:42 Mati^1 on the monument I would like commemorate his achievements in programming amd other things that will be associated with him 22:42 rubenwardy VanessaE 22:43 Mati^1 Please think about this 22:43 VanessaE wat 22:43 Mati^1 hi Vanessa 22:43 VanessaE hi 22:44 Mati^1 condolence! :( 22:44 VanessaE I think he's saying RBA should be commemorated in the game/engine, e.g. "this release it dedicated to..." but did't we already do that before? 22:44 VanessaE is* 22:44 rubenwardy I think they're asking for some works for an eulogy / lasting IRL memorial 22:44 rubenwardy *words 22:45 VanessaE hm, well nothing much I can do to help that. 22:45 rubenwardy oh, I thought you were the closest to RBA. Nevermind 22:45 rubenwardy I never talked to him, so can't really say anything 22:46 Mati^1 I do not know about it! I would like this person to be remembered somewhere 22:46 VanessaE I was only as close to him as anyone else, but since I'm no core dev and have no resources to speak of, I can do nothing useful hgere. 22:46 VanessaE here* 22:47 VanessaE (besides, I have someone else's memorial on my mind these days) 22:47 Mati^1 :/ sorry but my englich ist not good germany or polnisch 22:47 VanessaE it's okay, Mati. 22:47 Mati^1 :/ thx 22:48 Calinou VanessaE: I think Mati^1 means that on RealBadAngel's commemorative plate, his contributions to Minetest are remembered 22:48 Calinou maybe? 22:48 VanessaE I guess that's reasonable but I don't see how anyone here can help with that 22:49 Mati^1 Vanessa I am very sorry for your husband's death RBA Thank you very much 22:49 VanessaE thanks, Mati. :-/ 22:50 Mati^1 Dziekuje!!! Thx!!! 22:51 Mati^1 my son very often returns to RBA Games 22:52 Mati^1 my new nick in games 22:52 Mati^1 RBD 22:52 VanessaE I'm sure RBA would be happy that people are still enjoying his work 22:52 Mati^1 RealBadDevil 22:53 Mati^1 StarWars II and I 22:54 red-001 Mati^1, btw there is a german minetest channel at #minetest-de 22:54 Mati^1 He had a very bad family sisters do not remember just uncle 22:54 Mati^1 Thx