Time |
Nick |
Message |
00:44 |
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00:44 |
MarisaG |
hi Miner_48er |
00:45 |
Miner_48er |
hi |
00:47 |
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00:48 |
MarisaG |
havent been around as much |
00:48 |
MarisaG |
busy with my synchronetbbs and amiga projects |
00:49 |
MarisaG |
wb AntumDeluge |
00:52 |
MarisaG |
mind if i ask what people would want in minetest hosting? Open to anyone, i want to be sure im covering all my bases :) |
00:52 |
rubenwardy |
there's a topic on that |
00:52 |
MarisaG |
there is? |
00:52 |
rubenwardy |
1 sec |
00:53 |
MarisaG |
great! |
00:53 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?f=10&t=19748 |
00:53 |
MarisaG |
ok will check it out now |
00:53 |
Sketch2 |
possibly a mumble port along with it |
00:54 |
Sketch2 |
not required, just nice to have the option |
00:54 |
MarisaG |
awesome, was exactly what i wanted |
00:54 |
MarisaG |
ty |
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01:50 |
MarisaG |
hi Tmanyo |
01:50 |
Tmanyo |
hi |
01:50 |
MarisaG |
nice to meet you |
01:51 |
Tmanyo |
nice to meet you too |
01:51 |
MarisaG |
im in san francisco, you? |
01:51 |
Tmanyo |
Michigan |
01:52 |
MarisaG |
oh i used to visit there in the fall |
01:52 |
MarisaG |
years ago ;) |
01:52 |
Tmanyo |
afk |
01:52 |
MarisaG |
ok |
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02:04 |
MarisaG |
hi VargaD |
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04:10 |
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04:11 |
Foz |
For years I've been getting errors like this: |
04:11 |
Foz |
2018-03-10 22:00:27: WARNING[Server]: ServerEnv: Trying to store id = 34946 statically but block (72,1,-40) already contains 512 objects. Forcing delete. |
04:12 |
Foz |
Tonight I narrowed it down to homedecor_modpack/itemframes:pedestal |
04:13 |
Foz |
Every time I enter the area of the map with a pedestal, it adds a new entity |
04:13 |
Foz |
until eventually there are too many. I've been staring at the code for awhile but I can't see any reason for this. |
04:16 |
Foz |
also, I can't reproduce this on my dev map, but I made a copy of the Fozland map and can reproduce this reliably on that map |
04:19 |
sofar |
Ideally, the entities are deleted when the mapblock is unloaded, and an LBM adds the entities on demand |
04:20 |
sofar |
care to open a bugreport on homedecor? |
04:21 |
Foz |
sure I will do that |
04:26 |
Foz |
https://github.com/minetest-mods/homedecor_modpack/issues/405 |
04:29 |
sofar |
Foz: I can't reproduce btw |
04:30 |
sofar |
I don't see new entities added, just the old ones loaded |
04:31 |
Foz |
can you try running //clearobjects on the pedestal and see how many objects it says it cleared |
04:31 |
Foz |
ive been finding some pedestals with hundreds of entities |
04:32 |
sofar |
I've annotated the code to show me pedestal entities that get loaded |
04:33 |
Foz |
did you put that in the update_item function? |
04:33 |
sofar |
just a line in on_activate() is sufficient |
04:34 |
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04:34 |
sofar |
and //clearobjects just says 2 |
04:34 |
sofar |
I had a frame and a pedestal, so that matches |
04:35 |
sofar |
tp'd away, come back, still only 2 entities |
04:35 |
sofar |
maybe it's an old version? |
04:35 |
sofar |
I'm not saying your map doesn't have 100s of entities |
04:38 |
Foz |
I wrote this https://github.com/FozLand/fozland/blob/master/admin_wand.lua to show me all the entities and sure enough, there is another on each pedestal each time i teleport in |
04:39 |
sofar |
so what version of homedecor are you using atm? |
04:40 |
Foz |
bb06cfd6f6dec14b436a92bd1ef48ef2e2d388f9 |
04:40 |
Foz |
its not the latest, but itemframes hasn't changed |
04:42 |
sofar |
just shows one for me |
04:42 |
sofar |
it doesn't work on the pedestal |
04:42 |
sofar |
due to item offset |
04:42 |
sofar |
it works on the frame though |
04:42 |
Foz |
put a block beside it |
04:42 |
Foz |
and right click the block |
04:43 |
Foz |
right click a block beside the entity |
04:43 |
sofar |
still only 1 |
04:44 |
Foz |
ok, I wasn't able to reproduce this on my dev map either |
04:44 |
Foz |
but when I started a new server with a copy of the production map, it has the same problem |
04:45 |
sofar |
I don't see anything significant between bb06cfd6 and 4d9c4c2 |
04:45 |
sofar |
so it's certainly weird |
04:45 |
Foz |
I'm thinking there may be a race condition |
04:46 |
sofar |
you could disable the ABM |
04:47 |
sofar |
oh |
04:47 |
sofar |
trying something |
04:48 |
sofar |
hmm nope |
04:50 |
Foz |
I modified the wand to chat_send_all and am running the map on fozland.com:30001 if you want to see it |
04:50 |
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04:56 |
Foz |
announce is set to false but you can just change the port number of the production fozland server |
05:05 |
Foz |
it is happening for itemframes as well, but not quite as often |
05:19 |
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05:59 |
Jas_ |
Minetest game is a minetest game. Hahahah |
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12:38 |
MegageM |
hi |
13:17 |
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15:37 |
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15:38 |
cimbakahn |
Hello! |
15:39 |
cimbakahn |
The minetest server list in client is messed up. |
15:39 |
cimbakahn |
What do i do? |
15:42 |
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16:05 |
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16:15 |
sofar |
cimbakahn: restart the client, if problem persists, let us know? |
16:18 |
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16:20 |
cimbakahn |
sofar, Ok. BRB. |
16:23 |
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16:25 |
cimbakahn |
sofar, It hasn't changed. See ------> https://imgur.com/a/ZVHVS |
16:29 |
sofar |
cimbakahn: can you try something for me? |
16:30 |
sofar |
you're on linux, right? |
16:31 |
cimbakahn |
sofar, Yes. |
16:32 |
sofar |
curl 'servers.minetest.net/list?proto_version_min=25&proto_version_max=32' > list.json |
16:32 |
sofar |
then upload that to gist.github.com and post the link in here |
16:36 |
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16:48 |
cimbakahn |
sofar, Finally! https://pastebin.com/LDisTzEb |
16:48 |
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16:50 |
sofar |
weird, I don't see anything wrong with it |
16:50 |
sofar |
sfan5: nothing changed in the serverlist, right? ^^ |
16:51 |
sofar |
(it works for me, 0.4.16 as well) |
16:51 |
sfan5 |
correct |
16:52 |
cimbakahn |
It seems to me that the server names are not showing up. The ones that I manually type in show up. |
16:53 |
sofar |
did you install any mods to the menu lua code? |
16:58 |
cimbakahn |
sofar, If you look in the first screenshot I sent, you'll see #dd5b5b and others below it. This is not normal. The server name should show up here. |
16:59 |
cimbakahn |
sofar, No i didn't. I just installed regular mods to the mods folder. |
17:01 |
sfan5 |
have you "done" anything involving minetest 0.5 recently? |
17:01 |
sofar |
maybe a 'favorite' breaks it? |
17:04 |
Sketch2 |
I've got her on mumble. she either got it from the repo or a ppa. I'll talk her through compiling backports and see if that fixes it |
17:04 |
cimbakahn |
sofar, Should I save a copy of the .minetest folder (on my desktop), and reinstall minetest? |
17:05 |
cimbakahn |
sofar, 0.5? I don't think so. |
17:06 |
sofar |
maybe remove ~/.minetest/client/serverlist/favoriteservers.txt ? |
17:06 |
cimbakahn |
sofar, Ok. Just a sec... |
17:08 |
cimbakahn |
sofar, NOW THAT WORKED! |
17:08 |
cimbakahn |
sofar, Yippieee! |
17:09 |
cimbakahn |
sofar, You are a genius! |
17:12 |
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17:15 |
JTE |
Is there a setting somewhere or something that controls how dark "night time" is? can it be brighter than an unlit cave? |
17:20 |
rubenwardy |
JTE: gamma |
17:22 |
JTE |
That does not distinguish between unlit cave and night sky (there is no "moon light" as far as I can tell?) and the entity models remain completely black despite the blocks lighting up more. |
17:23 |
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17:31 |
sofar |
I wish there was an engine setting that a mod could change light levels |
17:31 |
sofar |
curse my dark gfx card/monitor too |
17:31 |
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17:33 |
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17:33 |
algun|home |
Hi. Is there a program that generates a craft dependency tree for a mod? |
17:40 |
lumberJ |
algun|home, i'm not sure i follow your question. do you mean a script that determines what mods are needed based on crafts in mod? |
17:47 |
heavygale |
sounded for me like a request for a craft-quide ^^ |
17:49 |
lumberJ |
could be... |
17:58 |
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18:03 |
algun|home |
heavygale: lumberJ: it would work sort of like a craft guide, but instead of you having to click on each item, it would generate a tree (image or html) of things where you can easily see what you need for which thing |
18:04 |
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18:05 |
algun|home |
with root being the thing you want to construct, and leafs the stuff you find in the world, like stone, wood, sand |
18:07 |
lumberJ |
meaning: say you want to craft and item that requires other items which also require crafting... |
18:07 |
lumberJ |
it would also show how to craft those items all in one schematic? |
18:08 |
algun|home |
yes |
18:09 |
algun|home |
like a technology tree |
18:09 |
algun|home |
but a crafting tree |
18:09 |
lumberJ |
i see |
18:10 |
lumberJ |
sounds nice, but i think it would be hard to implement in game, given the limiations of formspecs |
18:11 |
lumberJ |
a full screen formspec might hold enough inventory slots to show most crafts, but i don't know of any mod like that to answer your question |
18:11 |
algun|home |
i don't mean that it should be in the game |
18:11 |
algun|home |
i said generate an image or html |
18:11 |
lumberJ |
right, just seems like it would be more handy in game |
18:12 |
lumberJ |
but definitely would be more realistic to generate outside of the game |
18:13 |
lumberJ |
are you thinking of developing something like that, or just wondering if it exists? |
18:13 |
algun|home |
i might be open to the idea of developing it myself |
18:14 |
algun|home |
What environment do you recommend? Should I load a mod into a local game? Then am I able to access some Lua console? |
18:15 |
lumberJ |
nice, you might look into using something like lapis (web framework supporting lua).Might be easier if you are comfortable with lua to jump platforms |
18:16 |
lumberJ |
for modding, just a good text editor and the game engine is enough. |
18:16 |
lumberJ |
i use geany which has most basic ide features |
18:17 |
lumberJ |
and minetest game engine will handle most errors if you run it with the terminal |
18:17 |
algun|home |
It doesn't matter where i put in the code so much as how do I run it though? Would I have to constantly restart the server? |
18:17 |
algun|home |
And If so, can I speed things up, maybe run a headless server? |
18:19 |
lumberJ |
As far as i know there is no way but to restart the server, but might be good to verify with someone like sofar, VanessaE or sfan5 or any of the other OPs if they are around. |
18:20 |
sofar |
I've never used anything else except for restarting the server or client |
18:20 |
sofar |
the server starts really fast |
18:20 |
lumberJ |
you can definitely run the server without the client though |
18:20 |
sofar |
you could keep a client running and make it connect to localhost |
18:20 |
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18:22 |
algun|home |
could you recommend a tutor (i never wrote a mod for minetest) that would suit my needs? |
18:22 |
VanessaE |
lua-users.org |
18:23 |
VanessaE |
really, the resources on that site make it easy |
18:23 |
VanessaE |
plus you'll need the minetest lua api |
18:23 |
algun|home |
Would this be a client-side mod? |
18:23 |
VanessaE |
when you want more advanced stuff, look at the PIL |
18:23 |
algun|home |
PIL? |
18:24 |
VanessaE |
client- or server-side, mods work about the same. it's just a matter of what engine functions you have availabler |
18:24 |
VanessaE |
-r |
18:24 |
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18:24 |
VanessaE |
Programming in Lua, https://www.lua.org/pil/ |
18:25 |
algun|home |
Client-side can access server-side recipes, right? |
18:25 |
VanessaE |
note that I've never made a client-side mod. Always server-side. |
18:25 |
VanessaE |
I don't know. I would assume so? |
18:26 |
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18:27 |
lumberJ |
algun|home: https://github.com/minetest/minetest/tree/master/doc |
18:27 |
lumberJ |
here are docs for both server and client side APIs |
18:28 |
algun|home |
this might be a silly question, luacontroller can't access client-side apis, right? |
18:28 |
sofar |
rubenwardy's modding book is what you would start with |
18:28 |
algun|home |
thanks lumberJ |
18:28 |
sofar |
I'd recommend _not_ doing CSM mods at first |
18:28 |
sofar |
since the API isn't even stable |
18:29 |
algun|home |
i thought it was a subset of the server-side api |
18:29 |
sofar |
it runs in a completely different context and is entirely incompatible |
18:29 |
algun|home |
oh lua-users is about the language (PIL too) |
18:30 |
sofar |
plus for anything crafting related you can do this better on the server side |
18:30 |
sofar |
since all the data is right there |
18:30 |
lumberJ |
algun|home free lua manual:https://www.lua.org/manual/5.1/manual.html |
18:30 |
lumberJ |
most of that will apply |
18:30 |
sofar |
https://rubenwardy.com/minetest_modding_book/en/index.html |
18:30 |
algun|home |
that's not what i wanted, i think i need what the gents suggested |
18:31 |
algun|home |
Vanessa^ |
18:31 |
lumberJ |
and that is the next link i was going to post :) |
18:31 |
algun|home |
sofar: found it yeah |
18:33 |
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18:33 |
algun|home |
sofar: the prob is i can't load server side mods willy nilly |
18:34 |
algun|home |
and sometimes their recipes differ |
18:34 |
sofar |
not sure what your problem is, can you give more detail? |
18:36 |
algun|home |
i want to generate a tech(actually crafting dependency) tree with a chosen object as root down to basic blocks as leaves, but ideally i'd be able to generate it from actual recipes (running on an arbitrary server) without having to replicate the environment locally |
18:36 |
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18:37 |
blaise |
availabler |
18:38 |
* blaise |
adds availabler to the urban dictionary |
18:39 |
sofar |
algun|home: I fail to see how that is a problem |
18:39 |
algun|home |
sofar: a server-side mod is only a solution for the servers under my control |
18:39 |
sofar |
algun|home: just write code that can make an abritrary dependency tree at run time and make some way to ask it about a crafting recipe or crafting item |
18:39 |
sofar |
oh, IC your point |
18:40 |
sofar |
well, my recommendation would be to solve it server-side first |
18:40 |
sofar |
and then see if you can make it a CSM and if the needed API's are even there |
18:40 |
algun|home |
btw. why *isn't* the client-side api a subset of the server-side one? |
18:40 |
sofar |
because that makes no sense |
18:40 |
algun|home |
i guess it has some client-specific things? |
18:41 |
sofar |
the client view of the "world" is entirely different from what the server sees |
18:41 |
algun|home |
like umm... presskey or something? |
18:41 |
sofar |
not just that, almost anything is different |
18:41 |
sofar |
even the way the client sees the mapblocks is different |
18:41 |
algun|home |
eg.? |
18:42 |
algun|home |
and that isn't abstracted away for the mods? |
18:42 |
sofar |
read the code? |
18:43 |
algun|home |
nope |
18:43 |
algun|home |
i only changed stone to be luminous once |
18:43 |
algun|home |
and possibly granted myself no_clip, and no fall damage |
18:44 |
algun|home |
but that's not lua |
18:44 |
sofar |
your questions are great, it's just office time here and I have work to do as well |
18:45 |
algun|home |
sofar: go ahead mate, i'll figure it out |
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21:19 |
Heckless |
https://a.uguu.se/YvXArhf3ftYi_eat.gif yum |
21:20 |
sfan5 |
oof |
21:20 |
Heckless |
eating now takes time and can't be done in the air, or while swimming |
21:21 |
Heckless |
I'll need a formspec to display a progress bar for actions like this |
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22:17 |
ThomasMonroe |
paramat, GameStateManager and Gamestates have been added to Qub3d :) |
22:18 |
ThomasMonroe |
https://phab.qub3d.org/D15 |
22:18 |
Heckless |
What's that? |
22:18 |
ThomasMonroe |
its a similar project |
22:19 |
Heckless |
Give me some details |
22:20 |
ThomasMonroe |
I have to go afk for a little bit, but if you want some details here's the website: https://qub3d.org |
22:20 |
sfan5 |
are you sure you'll get anywhere by rewriting everything from scratch? |
22:20 |
ThomasMonroe |
and if I don't I will have learned a ton of good knowledge |
22:21 |
ThomasMonroe |
:D which is always a good thing |
22:21 |
Heckless |
I'm pretty sure Irrlicht is terrible enough to justify that attempt |
22:21 |
Heckless |
So you're the one writing it? |
22:21 |
ThomasMonroe |
me and a couple other people |
22:21 |
ThomasMonroe |
bbiab |
22:23 |
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22:46 |
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22:55 |
ThomasMonroe |
back |
22:56 |
Heckless |
the first thing going through my head when opening the tech page |
22:56 |
Heckless |
please don't use python, please don't use friggin' python, oh thank goodness |
22:57 |
Heckless |
not sure if I'm fond of namedropping Minecraft on the front page |
22:57 |
ThomasMonroe |
lol |
22:57 |
Heckless |
one can do so, so much better than being just some alternative to minecrap |
22:57 |
ThomasMonroe |
its still in progress |
22:58 |
Heckless |
that made me chuckle |
22:58 |
Heckless |
so how far are you guys into this? |
22:58 |
ThomasMonroe |
oohhh, about 2-3 months |
22:58 |
ThomasMonroe |
XD |
22:58 |
ThomasMonroe |
not that far |
22:59 |
ThomasMonroe |
we've made some major foundations though |
22:59 |
Heckless |
saying 3 months is about as helpful as giving someone a line count |
22:59 |
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22:59 |
Heckless |
can you render some blocks yet? |
22:59 |
ThomasMonroe |
nope |
22:59 |
ThomasMonroe |
just now got GameStates working |
23:00 |
Heckless |
what are those and aren't they something that should be left to the lua side subgame? |
23:01 |
ThomasMonroe |
A gamestate is any state that the client is in, ie playing, settings menu, or paused |
23:01 |
Heckless |
oh, that |
23:02 |
ThomasMonroe |
http://gameprogrammingpatterns.com/state.html |
23:02 |
Heckless |
geez, I know |
23:02 |
Heckless |
anyway I'm making this odd subgame https://a.uguu.se/LoR6qK4kNZnd_m.png |
23:02 |
Heckless |
and I could share some of my heckling about minetest's engine if you want |
23:03 |
ThomasMonroe |
O_o ok I guess :) |
23:04 |
ThomasMonroe |
IMO the source code is under documented |
23:04 |
Heckless |
that's not a huge issue to me, though I've thrown some unsavory words at the API docs a few times |
23:04 |
Heckless |
but consider this gif https://a.uguu.se/YvXArhf3ftYi_eat.gif |
23:04 |
rubenwardy |
heckless, the page will be updated in a few hours |
23:05 |
rubenwardy |
home page |
23:05 |
rubenwardy |
https://github.com/minetest/minetest.github.io/issues/122 |
23:05 |
Heckless |
the sheer amount of default, hardcoded stuff I had to sidestep just to make this |
23:06 |
ThomasMonroe |
hmm I think we could allow for that |
23:06 |
ThomasMonroe |
noice rubenwardy :D |
23:06 |
Heckless |
allow for what, exactly? |
23:07 |
Heckless |
if you mean locking the player in place, yeah, do that |
23:07 |
ThomasMonroe |
I noticed the camera movement didn't always affect the player movement |
23:07 |
Heckless |
and give me a goddamn set_velocity() |
23:07 |
ThomasMonroe |
O_o |
23:07 |
Heckless |
yeah, that's because I had to parent the player to an entity in order to disable movement for a while |
23:07 |
Heckless |
there's absolutely no other good way to do this in minetest |
23:08 |
Heckless |
as a side effect, it lets you rotate the camera freely, so I just do that every time the player is standing still |
23:08 |
Heckless |
anyway, what I'm trying to say is |
23:08 |
ThomasMonroe |
you can add ideas on the phabricator wiki, I'm probably not going to remember all of this XD |
23:09 |
rubenwardy |
lol |
23:09 |
Heckless |
don't waste time hardcoding parts of the game, not even simple stuff like movement |
23:09 |
ThomasMonroe |
wdym? |
23:09 |
rubenwardy |
pls don't offtopic, thanks |
23:10 |
ThomasMonroe |
ah ok rubenwardy |
23:10 |
Heckless |
this concerns minetest too |
23:10 |
Heckless |
even player movement and node digging should be part of the lua subgame |
23:10 |
ThomasMonroe |
no |
23:11 |
Heckless |
why not? |
23:11 |
ThomasMonroe |
why should it? |
23:12 |
Heckless |
because you can't foresee every use case |
23:12 |
Heckless |
someone might decide he'd rather have players face the direction they're moving instead of strafing |
23:12 |
Heckless |
someone else might want to have point and click movement |
23:12 |
paramat |
well, certain stuff has to be in engine for performance |
23:12 |
ThomasMonroe |
true |
23:13 |
ThomasMonroe |
so we make different kinds of movement and allow for the subgame or client to choose |
23:13 |
Heckless |
sure, but not as much as in current minetest |
23:13 |
Heckless |
rigidbody simulating its position and velocity, sure, this is engine side stuff |
23:14 |
Heckless |
but nothing more specific than that, and if you hardcode gameplay, you are just making more work for yourself |
23:15 |
Heckless |
and for people who would want to do something different |
23:15 |
ThomasMonroe |
but at the same time you're making more work for people who don't want to do something different |
23:16 |
Heckless |
not necessarily, just give them a default subgame to mod, which you will anyway |
23:16 |
rubenwardy |
That's not true, you save work by making some assumptions |
23:16 |
rubenwardy |
And Minetest doesn't have that much hard coded |
23:16 |
rubenwardy |
It just doesn't have the ability to customise lots of client side actions |
23:16 |
rubenwardy |
Which you need for movement |
23:17 |
rubenwardy |
And input generally |
23:20 |
rubenwardy |
If server side movement gets merged, then we have the security to allow movement to be added to the client-side API |
23:21 |
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23:21 |
Hecklesss |
sorry about that |
23:22 |
rubenwardy |
rubenwardy: If server side movement gets merged, then we have the security to allow movement to be added to the client-side API |
23:22 |
Hecklesss |
actually, about the client side API |
23:22 |
Hecklesss |
is there a way for the server to send the client code to execute? |
23:23 |
rubenwardy |
There will be by 0.5.0 |
23:23 |
Hecklesss |
good |
23:23 |
Hecklesss |
making camera stuff, prediction and things like visual effects happen client side would take a lot of work off the server |
23:23 |
Flitzpiepe |
ohm that's a good inprovement, I think. |
23:23 |
Flitzpiepe |
*improvement |
23:23 |
Hecklesss |
Will the server have some way of validating client code, to prevent cheating where it matters? |
23:24 |
rubenwardy |
No |
23:25 |
rubenwardy |
That's not how security works |
23:25 |
Hecklesss |
I may have phrased that wrong |
23:25 |
rubenwardy |
Instead you need to distrust anything the client tells you |
23:25 |
rubenwardy |
And validate it all |
23:25 |
Hecklesss |
yeah, I know, I mean, can the client code talk to the server at all |
23:26 |
rubenwardy |
Yes, with mod channels |
23:30 |
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