Time |
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02:36 |
CalebDavis |
can hud text elements use color escape sequences |
02:36 |
rubenwardy |
no afaik |
02:36 |
rubenwardy |
only solid colors |
02:37 |
CalebDavis |
ok is that a planed feature? |
02:37 |
rubenwardy |
no features are really planned |
02:37 |
rubenwardy |
just whatever a developer wants to work on |
02:38 |
CalebDavis |
ok |
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09:36 |
BiKA |
hi |
09:36 |
BiKA |
who here? |
09:37 |
BiKA |
none? |
10:00 |
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11:21 |
Elon_Satoshi |
Hi! |
11:24 |
Krock |
Hi! |
11:26 |
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12:17 |
Fixer |
hi |
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12:24 |
Elon_Satoshi |
For some reason, while playing Carbone NG, I found that the framerate would drop a lot when I opened the inventory |
12:29 |
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14:07 |
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14:10 |
hisforever |
Ihave a Question when I get in to any of my worlds It looks like I.m in a fog bank how do I correct this? |
14:12 |
sfan5 |
press + a few times |
14:16 |
hisforever |
press whata few times? |
14:16 |
Krock |
the + key |
14:17 |
Krock |
turn on num lock and use the keypad if necessary |
14:18 |
stormchaser3000_ |
i am on OpenBSD right now and whenever i try to play the latest minetest 0.5.0-dev my w, a, s, and d keys don't seem to be able to control movement anymore after using the left mouse button once |
14:18 |
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14:21 |
hisforever |
ty Krock that worked I have to leave now God bless |
14:24 |
Krock |
stormchaser3000_, minetest or irrlicht issue? |
14:25 |
stormchaser3000_ |
Krock, i have no idea |
14:25 |
* stormchaser3000_ |
should have looked at the debug info like he usually does |
14:37 |
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14:52 |
benrob0329 |
stormchaser3000_: were the keys deregistered somehow? |
15:01 |
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15:07 |
Fixer |
stormchaser3000_: lol, nice bug, can you post a bug on github? |
15:09 |
ThomasMonroe |
I noticed in the latest build, the stacking of similar blocks is not working properly |
15:10 |
ThomasMonroe |
I would dig 3 or 4 tree nodes and only get one in the stack |
15:12 |
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16:44 |
ThomasMonroe |
turns out it might be the current version of MTG |
16:46 |
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18:00 |
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18:16 |
deltasquared |
uargh, I feel like I'm having a wedge driven into my brain |
18:16 |
deltasquared |
I'm not going to want to think about graph theory again after this >_> |
18:20 |
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18:23 |
dogetest |
how could I host on my computer if my ISP doesnt allow for inbound connections? |
18:25 |
sfan5 |
you can't |
18:27 |
o11c |
dogetest: for limited purposes, you can use STUN to open individual ports (maybe) |
18:38 |
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18:39 |
dogetest |
o11c: wouldnt I need a STUN server? |
18:40 |
o11c |
yeah, but there are plenty of those out there |
18:47 |
Taose |
Doesn't allow for inbound connections? |
18:48 |
Taose |
How are you receiving information? |
18:48 |
Taose |
Or for that matter sending it |
18:48 |
dogetest |
because it allows outbound |
18:48 |
Taose |
So what do you call the information being sent to you from my computer? |
18:49 |
o11c |
that's just what the NAT temporarily opens |
18:49 |
dogetest |
couldnt serverslist's server feature something like a STUN server? |
18:49 |
o11c |
STUN is a way of doing that intentionally |
18:49 |
o11c |
dogetest: have you tried actually talking to your ISP? |
18:49 |
Taose |
There's also TOR, which hijacks port 80 to do the same thing |
18:49 |
o11c |
ISPs are generally filled with nerds |
18:50 |
Taose |
I think you should definitely talk to your ISP |
18:50 |
dogetest |
I wont |
18:51 |
Taose |
Well if you don't want the help? |
18:51 |
dogetest |
I kind of free riding here |
18:51 |
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18:51 |
Taose |
mhm |
18:52 |
dogetest |
also, I believe itsa common problem, since most ISP wont give their customers a public address |
18:53 |
Taose |
? |
18:53 |
Taose |
Everyone has a public IP address. |
18:53 |
o11c |
don't by default, maybe |
18:53 |
Taose |
There are two types |
18:53 |
Taose |
Dynamic and Static |
18:53 |
dogetest |
they use 1 for everyone |
18:53 |
Taose |
it's static that they don't typically offer |
18:53 |
Taose |
(you can't connect or receive without an IP address) |
18:53 |
o11c |
most home ISPs still don't have a need to do carrier-grade NAT |
18:53 |
dogetest |
there are also private and public |
18:54 |
o11c |
only mobile ISPs need to |
18:54 |
dogetest |
most of them do it here |
18:54 |
o11c |
(also, screw NAT that uses a different external IP depending on the port) |
18:54 |
dogetest |
most of internet users receive it through a radio signal |
18:54 |
Taose |
You don't need any of that |
18:55 |
Taose |
In order to connect to the internet you need an IP address |
18:55 |
Taose |
Otherwise the internet can't send you stuff |
18:55 |
dogetest |
I do have one, but its private |
18:55 |
Taose |
That's like putting a driver in a car and telling him to get to Alphrasxi without a map |
18:56 |
Taose |
192.168.0.1 is your LAN address |
18:56 |
dogetest |
the ISP routes everything through some public address |
18:56 |
Taose |
you also have a public one |
18:56 |
Taose |
Yep and you can use that public address to receive stuff |
18:56 |
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18:56 |
Taose |
because it's actually allocated to you |
18:56 |
Taose |
(at least temporarily) |
18:57 |
dogetest |
Taose: but not inbound connections |
18:57 |
Taose |
I've done it before >.> |
18:57 |
dogetest |
only those I have initiated, thats outbound |
18:57 |
Taose |
I just used DynDNS... |
18:57 |
Taose |
worked like a charm |
18:58 |
dogetest |
Ive used it before, but it wont work with this ISP |
18:58 |
dogetest |
its pretty much like mobile network |
18:59 |
o11c |
carrier-grade NAT is designed for *technical* problems (IPv4 address space being gone) |
18:59 |
o11c |
it's not designed to punish people who want to run small-time home servers |
18:59 |
o11c |
so just ask already |
19:00 |
Taose |
^ |
19:00 |
dogetest |
thx, but I would prefer to ask for someone to host it for me than to ask ISP guys anything |
19:00 |
dogetest |
Imnot their customer |
19:00 |
Taose |
Plenty of server farms out there |
19:01 |
* Taose |
wonders if Minetest would work through an SSH tunnel |
19:02 |
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19:03 |
Taose |
Also, Krock, thanks :) |
19:04 |
Krock |
np... for whatever helped |
19:04 |
rubenwardy |
oh hai hoodedice |
19:04 |
Taose |
The link |
19:04 |
hoodedice |
o/ |
19:05 |
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19:05 |
hoodedice |
bummed out with working on a webapp, so here for distraction |
19:05 |
hoodedice |
I should do some homework... |
19:05 |
Taose |
and now I feel really old |
19:05 |
deltasquared |
*raises hand* a tad burned out from writing connected graph tracking code |
19:06 |
Taose |
but that's okay because I brought home some processing work... |
19:06 |
deltasquared |
Taose: 1997 was TWO WHOLE DECADES AGO! :P |
19:06 |
Taose |
T_T |
19:06 |
deltasquared |
or, "I hate that 2003 is such a long time ago" with captions reading "lol ur old" |
19:06 |
hoodedice |
I'm more burned out because I really haven't written code in a while |
19:07 |
Taose |
See this is where I know you're younger than me, because you made a comment about 1997... |
19:07 |
hoodedice |
I would know, I am more than two decades old ;__; |
19:07 |
Taose |
XD |
19:07 |
deltasquared |
Taose: actually I was born in '97. |
19:07 |
hoodedice |
> younger than me too |
19:08 |
Taose |
I was born pre 1990 |
19:08 |
hoodedice |
going to head off to the gym to cool my head and get a change of scenery |
19:08 |
Taose |
Also |
19:08 |
Taose |
you're 20+ why do you have homework? O_o did education limits change? |
19:09 |
hoodedice |
it's called "last semester of college" |
19:09 |
hoodedice |
I should call it an "assignment" |
19:09 |
deltasquared |
oh I was gonna say, was it s/homework/assignment |
19:09 |
hoodedice |
but that sounds like actual work, and not the busywork that is homework |
19:10 |
Taose |
X3 |
19:10 |
* deltasquared |
decides *not* to start ranting about public sector education in general |
19:10 |
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19:11 |
deltasquared |
myheadmyheadmyhead whyyyyy |
19:11 |
deltasquared |
it feels like someone has been sat on it (no phrasing intended) |
19:12 |
Krock |
oh sorry *gets off* |
19:15 |
Taose |
Delta |
19:15 |
Taose |
2x Paracetamol + 2x Ibruprofen |
19:15 |
Taose |
s#17 works |
19:16 |
Taose |
Cheap, effective and less suspicious than carrying a packet of codeine. |
19:16 |
Taose |
Ibru? Ibu* |
19:22 |
deltasquared |
I'm generally of the impression that I shouldn't be taking something for this, as I need to keep track of how long it persists just in case it's something more serious |
19:22 |
deltasquared |
just in general that I shouldn't be having them in the first place so it doesn't feel right to resort to painkillers. |
19:28 |
paramat |
wise |
19:29 |
paramat |
treat cause not symptom |
19:30 |
deltasquared |
paramat: I'll be honest to date it's never been that bothersome that I've actually treated the cause, so to speak |
19:30 |
deltasquared |
or at least asked the doc about it... alcohol is helping take the edge off in this circumstance. still there but not as bothersome ;) |
19:32 |
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19:35 |
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20:04 |
ThomasMonroe |
how do you do modulus in lua? |
20:05 |
deltasquared |
does % not work? |
20:05 |
deltasquared |
worked fine for me |
20:05 |
deltasquared |
... wait |
20:05 |
deltasquared |
huh, I could have sworn |
20:05 |
ThomasMonroe |
i'll try, I thought it might be someting different |
20:05 |
rubenwardy |
"unexpected symbol near '5' |
20:05 |
deltasquared |
ThomasMonroe: there is a math.mod, trying that |
20:05 |
ThomasMonroe |
ok thanks |
20:06 |
deltasquared |
yeah that works |
20:06 |
deltasquared |
I guess lua is conservative with special symbols |
20:06 |
o11c |
it's "user-friendly" |
20:06 |
o11c |
also known as programmer-unfriendly |
20:07 |
rubenwardy |
Lua tries to be as light as possible |
20:07 |
deltasquared |
o11c: I dunno, I've found programming in it to be a joy compared to C++ (though they are rather two extremes) |
20:07 |
o11c |
nonsense |
20:07 |
rubenwardy |
so unnecessary operators |
20:07 |
rubenwardy |
I like programming in C++ |
20:08 |
rubenwardy |
programming the Minetest engine is a different story however, there's a lot of complexity |
20:08 |
Taose |
deltasquared, headaches happen some people are more prone to them than others and if they're like mine, they can persist for days unless you take something. |
20:08 |
deltasquared |
I like lua's free-form syntax and keywords instead of braces ("do ... end" vs "{ ... }") for doing pseudo-code, you can write almost-correct lua and fill in bits later |
20:08 |
deltasquared |
so it's great for prototyping but then you don't have to do much to make it real code either ;) |
20:08 |
Taose |
lua... |
20:08 |
* Taose |
shudders |
20:08 |
rubenwardy |
I almost think that Lua is a nice language |
20:09 |
rubenwardy |
yet - arrays start at 1 |
20:09 |
Taose |
heh |
20:09 |
deltasquared |
ugh, yeah that |
20:09 |
ThomasMonroe |
thanks deltasquared, it works |
20:09 |
deltasquared |
rubenwardy: I had to re-train for a while with that |
20:09 |
deltasquared |
ThomasMonroe: np, what was it for out of curiousity |
20:10 |
ThomasMonroe |
an experience mod, saying something in chat every time a person leveledup to a level that was a multiple of five |
20:10 |
deltasquared |
oh, I see. does it do a jingle sound too? |
20:10 |
ThomasMonroe |
not yet |
20:10 |
deltasquared |
(I'm thinking of the little tinkling MC does in the same condition) |
20:11 |
ThomasMonroe |
https://github.com/ThomasMonroe314/xp |
20:11 |
ThomasMonroe |
I think I am going to change the name though |
20:12 |
ThomasMonroe |
My brother did the bulk of the coding |
20:12 |
ThomasMonroe |
I'm just tweaking and balancing it |
20:12 |
deltasquared |
is there an XP orb entity? *looks at repo* |
20:13 |
ThomasMonroe |
nope |
20:13 |
deltasquared |
... aww |
20:13 |
ThomasMonroe |
it gives you XP based on what you dig |
20:13 |
deltasquared |
I guess it's less lag like that in any case |
20:16 |
ThomasMonroe |
true |
20:17 |
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20:22 |
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20:28 |
* orbea |
notices this and thinks it would be cool :D http://dev.minetest.net/TODO#Voxel_Area_Entities |
20:28 |
deltasquared |
orbea: this to the nth power, but the engine changes as stated would likely be non-trivial |
20:29 |
orbea |
now only if I had the technical ability to even that... |
20:29 |
orbea |
*to do |
20:29 |
deltasquared |
to be fair, what really needs to be done there is for the engine code to be knocked around a bit to not assume a global grid, but rather everything is relative to a "world handle" as it were |
20:30 |
deltasquared |
and that *would break mods* |
20:30 |
deltasquared |
as you just go minetest.get_node(pos) without regard for "which world", it's always *the* world |
20:30 |
orbea |
i can see how breaking stuff would be bad... |
20:30 |
deltasquared |
IOW the minetest world is a singleton of sorts right now and everything settled around that |
20:31 |
deltasquared |
the only way you could get compat to work for that would be to isolate grids from each other and swap out the "minetest" object inside callbacks, such that minetest.get_node() happens to affect the grid that invoked e.g. on_construct() |
20:32 |
deltasquared |
but even that would have corner cases. |
20:32 |
deltasquared |
it would be hacky, and a lot of refactoring, and the kind of work the MT core devs don't want with the limited man power they have |
20:32 |
deltasquared |
which does suck but is perfectly understandable |
20:32 |
orbea |
yea |
20:32 |
Taose |
Breaking stuff isn't always bad if its done for the right reasons and the right support is offered. |
20:33 |
Taose |
Given the size of minetest the consultation period would need to be six months or so >.> |
20:33 |
orbea |
just means it would take extra care to get it right |
20:33 |
deltasquared |
Taose: yeah for something like this it's definitely a "show me the code, and show me you'll stick around when stuff breaks" type situation |
20:34 |
Taose |
As long as the documentation is good sticking around is unnecessary but... I'm under no illusions here XD |
20:34 |
deltasquared |
there would definitely be stuff that breaks. I can think of mods where for whatever reason they squirrel away a reference to minetest.get_node() at load time |
20:35 |
deltasquared |
(I'm of the opinion that those should be fixed in this particular situation but that's just it, an opinion) |
20:35 |
deltasquared |
heh, make get_node that exists at load time either nil or a function which always errors saying "YOU MUST OBTAIN THIS AT RUNTIME" |
20:38 |
deltasquared |
that said, implicitly accesing it via the minetest global shouldn't run into that. |
20:38 |
deltasquared |
of course this is mostly academic |
20:43 |
Elon_Satoshi |
Hi! |
20:43 |
Elon_Satoshi |
How do I increase the timeout for loading the server list? |
20:43 |
Elon_Satoshi |
> 2017-11-04 15:42:08: ERROR[AsyncWorker-3]: servers.minetest.net/list?proto_version_min=25&proto_version_max=32 not found (Timeout was reached) (response code 200) |
20:43 |
Elon_Satoshi |
My internet is slow :/ |
20:45 |
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20:48 |
Krock |
nice error. the response code suggests that it's not an error |
20:50 |
o11c |
presumably part of the page was fetched, but not all |
20:53 |
LazyJ |
An idea - adding an option to the server list menu to limit how many servers are displayed. ie a dropdown selection list: 5,10,20, all, and only the amount specified would be shown and only the top servers within the specified amount. |
20:54 |
deltasquared |
something tells me that if you have trouble loading the server list you won't be playing on a server today |
20:55 |
LazyJ |
Ah, and there probably should be an option for not downloading any server list inside MT. Instead let the player search the MT server list website. That would less burden on their system. |
20:55 |
Billre |
I think the server admins trying to promote their server but still getting 0 players would have a problem with that |
20:55 |
LazyJ |
There has been some discussion about the client pinging the servers to find ones geographically closer to the client to help with connection issues. |
20:56 |
Billre |
eventually, only the top list of servers would have all the players |
20:56 |
LazyJ |
Aye. That is the downside. |
20:56 |
LazyJ |
But on the other hand, if the player can't connect anyway, the server's still lose out on a potential player. |
20:57 |
Calinou |
LazyJ: what's the point in limiting the number of visible servers? we have a scrollbar |
20:57 |
Krock |
Elon_Satoshi, curl_timeout = 10000 |
20:57 |
Calinou |
also, making players able to join servers from an URL is possible, but requires registering an URL protocol on the system (like minetest://) |
20:57 |
Krock |
or higher |
20:57 |
LazyJ |
I recall some of my old DOS games having a utility that could test the user's system and display what settings the user could use to play the game. |
20:57 |
Calinou |
this is easy on Windows using an installer, but not on macOS or Linux, IIRC |
20:58 |
LazyJ |
Calinou, the idea of limiting the number of servers listed instead of the scroll bar is the client would have less to download. |
20:58 |
Calinou |
also, having a web browser open in the background is far more burden on the system than supporting cURL :P |
20:58 |
deltasquared |
Calinou: it would have to be a thing that distros handle but I think xdg desktop spec files allow URI handlers |
20:58 |
Calinou |
LazyJ: it's insignificant in 2017 |
20:58 |
Calinou |
even on a slow ADSL connection |
20:58 |
Calinou |
it's just a JSON file! |
20:59 |
deltasquared |
I would definitely find minetest:// a cool idea |
20:59 |
LazyJ |
Folks could open the web browser, write down the connection info, and then shutdown the web browser. |
20:59 |
Calinou |
http://servers.minetest.net/list.json |
21:00 |
Calinou |
deltasquared: such things are seldom used today… a few games support joining via URL protocol, I've never used that feature |
21:00 |
Calinou |
I suggested it, but it's mostly novelty by now |
21:00 |
LazyJ |
Whatever technique folks like Elon_Satoshi may have to employ they'll have to do until they have a system capable of handling MT or something else in the process improves. |
21:00 |
Calinou |
LazyJ: that's too much of an inconvenience for 99% of users |
21:00 |
Calinou |
I mean, even in QuakeWorld, I can use an in-game server browser |
21:00 |
Calinou |
this isn't a new thing |
21:00 |
LazyJ |
True. But us poor folk have to be creative and come up with our solutions. |
21:01 |
LazyJ |
Discussing options and ideas may lead to a workable setup for Elon_Satoshi. |
21:01 |
asl97 |
LazyJ: there was an button which you need to click to get the public list but this happened https://github.com/minetest/minetest/pull/4007 |
21:01 |
Elon_Satoshi |
Hmm |
21:01 |
Calinou |
so yeah, the JSON is 261 KB |
21:01 |
Calinou |
*however*, it is 73 KB on the wire, if you access it using a web browser, since it's gzipped |
21:01 |
Calinou |
I'm not sure if cURL supports gzip compression, though |
21:01 |
Calinou |
(especially in the way we use it) |
21:02 |
sfan5 |
it certainly does |
21:02 |
Calinou |
oh, that's good then |
21:02 |
Calinou |
LazyJ: a single user isn't enough to warrant adding a new feature |
21:02 |
sfan5 |
not really since mt is not using gzip for http fetching |
21:02 |
Calinou |
especially since we're already way understaffed |
21:02 |
Calinou |
sfan5: ah :( |
21:02 |
Calinou |
yeah, cURL supports it, but not Minetest |
21:02 |
sfan5 |
from watching the logs i can assure you that each mt client downloads the uncompressed 270KB of the serverlist |
21:03 |
Calinou |
well, 261 KB is 2 seconds on a very slow ADSL connection |
21:03 |
LazyJ |
Elon_Satoshi is the only one who has spoke up about this. It is conceivable that there are more in his situation. |
21:03 |
Calinou |
it'd be nice to implement gzip support, but it's not really a priority |
21:03 |
o11c |
it's literally just a single line in your curl code |
21:03 |
rubenwardy |
can they even play on servers if it takes so long to download 261KB? |
21:03 |
LazyJ |
However, I do realize there has to be a reasonable cutoff as some point as to how much backward/low-end compatibility can be expected. |
21:03 |
sfan5 |
Calinou: 0.001 Mbit/s doesn't seem realistic |
21:04 |
asl97 |
here is an image of the old server page that i found on google https://www.linux.org/attachments/minetest_05-png.1288/ |
21:05 |
Calinou |
sfan5: no, a 130 KB/s download |
21:05 |
Calinou |
(which corresponds to very slow ADSL) |
21:05 |
sfan5 |
wait that's 1 Mbit/s yeah my fault |
21:06 |
Krock |
0.001 Mbps would be quite insane - even modems are faster than that - 56 kbps |
21:06 |
Billre |
I have many players that join and immediately leave the server I'm on. I believe the best guess anyone has made is that their device couldn't handle the media download. |
21:06 |
LazyJ |
If Minetest is too heavy for Elon_Satoshi and others, there is always "Craft": |
21:06 |
LazyJ |
https://www.michaelfogleman.com/projects/craft/ |
21:06 |
o11c |
1.5 Mpbs is pretty common |
21:06 |
o11c |
most games are playable on that |
21:06 |
LazyJ |
A YouTube video of "Craft": |
21:06 |
LazyJ |
https://www.youtube.com/watch?v=8R8cPw3WidU&index=3&list=PLSnhtzRqxUrgthPGKAkK0hsiaRLu9flkb |
21:06 |
Billre |
media download is more of an issue than server list |
21:07 |
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21:07 |
o11c |
(7 Mbps is the most we even *can* get where I live) |
21:07 |
o11c |
does minetest not do download caching of media? |
21:07 |
LazyJ |
A little shorter URL: https://www.youtube.com/watch?v=8R8cPw3WidU |
21:07 |
sfan5 |
it does |
21:08 |
Calinou |
Billre: do you host a remote_media server? |
21:08 |
Calinou |
(an HTTP server to serve media) |
21:08 |
Billre |
it does but most of the players that join and immediately leave are new. I think they got tired of waiting for the media to download. |
21:08 |
Calinou |
if not, expect downloads to be very slow |
21:08 |
Calinou |
also, mobile devices often don't have enough RAM to join modded servers |
21:08 |
Calinou |
you need 2 GB of RAM for this, preferably 3 GB |
21:09 |
deltasquared |
I think mine has about 2. though the FPS is intolerable in some cases |
21:10 |
Elon_Satoshi |
"craft"? |
21:10 |
Billre |
Exactly, so if the server list is a problem, the game definitely will be more of one |
21:11 |
Billre |
Is there a way to check a device to see if it's capable of running the game? |
21:12 |
sfan5 |
Calinou: enabling gzip would actually considerably cut the traffic my vps receives |
21:12 |
sfan5 |
most if the ~ 2 TB / month are the server list |
21:12 |
sfan5 |
of* |
21:13 |
Calinou |
yeah, so it's a good idea |
21:13 |
Krock |
.c 2E12/261E3 |
21:13 |
Calinou |
should I create an issue about this? |
21:13 |
Krock |
!c 2E12/261E3 |
21:13 |
MinetestBot |
7662835.249042146 |
21:14 |
Krock |
not bad. seven million downloads monthly |
21:14 |
sfan5 |
i think i can implement this faster than you can create an issue |
21:14 |
Calinou |
Billre: there's no definite way to check if a game (or any computer program) will run fast enough on a given device… |
21:14 |
Calinou |
sfan5: heh, do it then :D |
21:14 |
Billre |
seven million downloads of the game?? |
21:15 |
Billre |
Where are the six million 999 thousand 900 players? |
21:15 |
Krock |
Billre, who's talking about the game? the server list. |
21:15 |
rubenwardy |
Billre, android clients |
21:15 |
deltasquared |
yeah so many accesses of the server list figures |
21:15 |
rubenwardy |
multicraft has like X0 million downloads |
21:16 |
deltasquared |
isn't that the GPL violating one |
21:16 |
rubenwardy |
and it's loads anyway |
21:16 |
rubenwardy |
no |
21:16 |
rubenwardy |
well, it's the least GPL violating one |
21:16 |
deltasquared |
I didn't realise it went on a scale :P |
21:16 |
rubenwardy |
it gives credit and releases the source |
21:16 |
rubenwardy |
it just doesn't allow you to replace Minetest |
21:17 |
rubenwardy |
as the Java wrapper is proprietary due to ads |
21:17 |
Billre |
I'm not getting something .. why the least be more of an issue than game handling? |
21:17 |
Billre |
why the list* |
21:20 |
Billre |
Oh wait .. I get it now ... because no one is playing the game. |
21:20 |
Billre |
:D |
21:20 |
Calinou |
wow, my server has 37 days of uptime (and 61 days of age) |
21:20 |
Calinou |
ping/lag is 12/33 |
21:20 |
Calinou |
however, it never had more than 1 player at once :D |
21:20 |
Calinou |
I guess the default password is effective at keeping players away :P |
21:20 |
rubenwardy |
16 days for me |
21:20 |
rubenwardy |
:OP |
21:20 |
Calinou |
perhaps too effective, even |
21:21 |
Calinou |
but it's written in the server name and description :/ |
21:21 |
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21:23 |
* Taose |
briefly wonders if someone can redesign the "avatar" |
21:23 |
MinetestBot |
[git] sfan5 -> minetest/minetest: httpfetch: Enable gzip support 21f3237 https://git.io/vFCSZ (2017-11-04T21:19:27Z) |
21:23 |
Billre |
What I wonder about are servers with 20 or more players, half of whom seem to be speaking spanish or portugues. |
21:23 |
Taose |
The blocky design makes me cringe. We could do better |
21:24 |
Taose |
South Americans are avid Mine Testers |
21:24 |
rubenwardy |
do you mean logo? |
21:24 |
Taose |
Possibly? |
21:24 |
rubenwardy |
or SAM |
21:24 |
deltasquared |
sfan5: sheet you weren't kidding |
21:24 |
sfan5 |
why would i be |
21:24 |
Taose |
rofl |
21:24 |
deltasquared |
sfan5: I was'nt aware curl could handle that for you |
21:25 |
deltasquared |
it's cool, don't get me wrong |
21:25 |
Taose |
sfan5 is pro-coder. If curl couldn't handle that before, it can now. |
21:26 |
deltasquared |
"I will make it possible" |
21:26 |
Krock |
> implying library features can be implemented using 1 line in any project |
21:27 |
Billre |
Could it be possible for MT to have language translation for in-game items like signs? |
21:27 |
deltasquared |
raaaa firewors again |
21:27 |
Krock |
possible? yes. but who's going to translate it? |
21:27 |
Taose |
Google Translate? |
21:28 |
Billre |
I get a lot of foreign players who seem to give up when faced with english language instruction |
21:28 |
sfan5 |
machine translation is terrible, especially for realtime interactions |
21:28 |
Taose |
So it'd make for some fun conversations... |
21:29 |
sfan5 |
since those - unlike longer text - depend heavily on context which isn't available to the machine |
21:29 |
Calinou |
haha, I remember an Urban Terror engine mod adding Google Translate support to chat |
21:30 |
deltasquared |
Billre: the only way you'd really handle that is to have signs in the other languages. machine translation mangles the intent and context of the words |
21:30 |
Calinou |
Billre: considering Xanadu has a French sign which says "Ne pas jurer, detruire et relations amoureuses", I'm not very convinced |
21:30 |
Billre |
I did 16 translations for one sign once ... that was about 5 signs with 3 translations each. |
21:30 |
Calinou |
(I'm native French speaker, and that sentence makes zero sense) |
21:30 |
deltasquared |
Billre: if they were annoyed already, doing it via machine translation will annoy them more |
21:30 |
Billre |
lol |
21:30 |
deltasquared |
Calinou: what was it supposed to be translated from? |
21:31 |
Billre |
Sometimes I try chatting with them in their language but most still give up when faced with just English no signs and in greetings/instructions |
21:31 |
Billre |
on signs* |
21:32 |
o11c |
honestly, most foreign kids end up learning at least some English from movies/tv/games anyway |
21:32 |
Billre |
and yeah, I would use Google Translate - which is a pain as I can't copy from my browser to MT. I have to copy into a text file first then copy again |
21:32 |
Calinou |
deltasquared: "No swearing, griefing and dating" IIRC |
21:32 |
o11c |
since American culture is ubiquitous |
21:32 |
Calinou |
o11c: *most* is the keyword here :P |
21:32 |
deltasquared |
I'm probably not the best person to weigh in on this issue on account of my attitude of "speak english and don't talk in a language we cannot all interpret" |
21:33 |
Calinou |
in France, all culture that you see on TV or in games is localized |
21:33 |
Calinou |
French is the most localized-to language, and a direct consequence is that we're bad at English for the most part |
21:33 |
Calinou |
(I really am an exception, believe me) |
21:34 |
Calinou |
sfan5: also, hooray for gzip :) |
21:34 |
Billre |
A lot of spanish/portuguese players take the same attitude deltasquared but more like "if you won't bother to talk my language, I'm not playing your game" |
21:34 |
Calinou |
Billre: yeah… it's "us vs them" |
21:34 |
deltasquared |
Billre: my response to that is "f!@# to you too" |
21:35 |
Billre |
Then the foul language mod kicks you? :d |
21:35 |
deltasquared |
Billre: if it were on a server I would probably use more formal language, but I'd be swearing in my head that's for sure |
21:36 |
Calinou |
swear filters are why I wear a smartwatch at all times |
21:36 |
Billre |
The joys of self-censoring ... |
21:36 |
deltasquared |
Calinou: I... what? halp |
21:36 |
deltasquared |
Billre: naw, it's more using words that better express your point |
21:36 |
deltasquared |
in this case anywa |
21:36 |
deltasquared |
*y |
21:37 |
deltasquared |
it makes me feel better to swear but it probably doesn't make the other person do so, so it's largely an unproductive way to get your point across |
21:37 |
Calinou |
deltasquared: the joke is that many swear filters block "smartwatch" |
21:37 |
Calinou |
due to some characters in that word :) |
21:37 |
deltasquared |
that's a very shitty filter. |
21:37 |
Billre |
honestly, I get tired of trying to figure out spanish or portuguese and would rather such players find their own server. I'm concerned more for players from countries not as well represented |
21:38 |
rubenwardy |
would be nice to have translations of common rules |
21:38 |
rubenwardy |
in all major languages |
21:38 |
Billre |
I've identified 16 languages for most MT players |
21:39 |
Billre |
And no, I can't list here off the top of my head. :D |
21:41 |
Billre |
I've seen some servers post rules in a couple other languages, but that's about it |
21:41 |
Taose |
16 languages for most players? Lets limit this to the top three... |
21:41 |
Billre |
The top three change according to time of day |
21:42 |
Taose |
So pick divide the day into three and pick the most popular language in that time slot |
21:43 |
Taose |
Did the swear filter get him? |
21:43 |
Billre |
The most spoken languages I've seen (besides English) are Spanish, Portuguese, German, Russian - in that order |
21:43 |
Billre |
lol |
21:44 |
Billre |
With Russian lately starting to edge out German |
21:44 |
Taose |
Goddamn commies... |
21:44 |
Billre |
lol |
21:44 |
Taose |
Coming over here |
21:44 |
Taose |
taking our minetest servers |
21:44 |
Billre |
hmmm .. language filter didn't get you ... |
21:44 |
Taose |
Goddamn not a curse word? |
21:45 |
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21:45 |
Taose |
Welcome back |
21:45 |
deltasquared |
hmm, apologies for the rude interruption |
21:45 |
deltasquared |
having to rely on tethering is a bit of a pain, but I don't pay the wifi or eletricity bill |
21:45 |
Billre |
I've seen a few Asian players - but I can't remember their nationality atm |
21:46 |
Taose |
Philippines more than likely. |
21:46 |
Billre |
Yeah, that more than most ... |
21:46 |
Taose |
All in all, I'd probably go "English, Portuguese, Russian" |
21:46 |
Billre |
There's a few eastern european countries as well |
21:47 |
Taose |
They speak Russian |
21:47 |
Taose |
or at least...will do in a couple of years |
21:47 |
Billre |
mostly, but some do prefer to use their country's language - mostly the Balkan states |
21:48 |
Billre |
I almost never see anyone from Africa |
21:48 |
o11c |
that you know of |
21:49 |
Billre |
most people are usually forthcoming about where they are from |
21:49 |
Billre |
But that may get back to the issue of the devices that MT can be played on |
21:49 |
deltasquared |
question, will nodes set via set_node or voxelmanip always have the on_destruct (old) and on_construct (new) callbacks invoked? |
21:50 |
deltasquared |
always without fail, as it were |
21:50 |
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22:08 |
paramat |
vmanip never triggers callbacks, for speed |
22:09 |
paramat |
neither do schematics or biome API decoration placement |
22:09 |
paramat |
set node does i think |
22:16 |
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23:21 |
Gerold55 |
Hey y'all |
23:22 |
Gerold55 |
I need some help with my inventory mod |
23:36 |
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23:48 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Stairs: Set world-aligned textures for all stairs and slabs 9d9e9b6 https://git.io/vFCdy (2017-11-04T23:43:30Z) |
23:48 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Bookshelf: Count written and empty books dbfe435 https://git.io/vFCdS (2017-11-04T23:43:02Z) |
23:53 |
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