Time |
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00:29 |
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01:08 |
Chinosky |
somebody? |
01:09 |
rubenwardy |
o/ |
01:10 |
blaise |
hi |
01:10 |
blaise |
we're like, almost here, and stuff |
01:13 |
Chinosky |
what happened to gabbo server? gabbo dies? :( |
01:14 |
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01:16 |
Chinosky |
what happened to gabbo server? gabbo dies? :( |
01:17 |
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01:17 |
Chinosky |
hello nowhere_man |
01:17 |
rubenwardy |
don't know |
01:18 |
rubenwardy |
and don't great users like that, unless it's you joining, someone you want to talk to, or they say hi |
01:18 |
rubenwardy |
kek |
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01:41 |
MarisaG |
i feel a bit better that other people got scolded too ;) |
02:32 |
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03:02 |
lumberJ |
Gabbo aka Gabo "doesn't dies" fyi |
03:03 |
lumberJ |
He's in school and working full time..no time for minetest |
03:03 |
MinetestBot |
[git] paramat -> minetest/minetest: Lua_api.txt: Split long lines part 5, fix hardware colouring docs 0d8cb84 https://git.io/vxqan (2018-03-16T02:59:48Z) |
03:03 |
MinetestBot |
[git] paramat -> minetest/minetest: Biomes: Fix vertical biome blend 19c993b https://git.io/vxqac (2018-03-16T02:59:38Z) |
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03:54 |
MarisaG |
hi hawk, have a good day? |
03:56 |
Hawk777 |
Alright. The work goes on :) |
03:56 |
Hawk777 |
You? |
03:57 |
MarisaG |
not bad thx. Just working on some projects |
03:59 |
MarisaG |
not sure i agree with mineminer about minetest hosting here: https://forum.minetest.net/viewtopic.php?f=10&t=19748 - review last comment by him on last page |
04:00 |
MarisaG |
of course i am biased, i admit ;) |
04:01 |
MarisaG |
but most games seldom have more than a couple on them at once, and nomatter what a hosted game will always be better than a server running on your local computer |
04:02 |
MarisaG |
couple players i mean |
04:18 |
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06:17 |
sofar |
MarisaG: mineminer seems to just want to irrationally vent and get free cookies |
06:18 |
sofar |
MarisaG: oh, and managed, too |
06:18 |
MarisaG |
lol sofar |
06:18 |
sofar |
in my mind that's a juvenile and arrogant attitude |
06:18 |
MarisaG |
i know |
06:18 |
sofar |
but hey, please don't tell them you can host for free in AWS for a full year |
06:18 |
MarisaG |
either way a hosted server is going to be better than a home hosted server |
06:20 |
MarisaG |
the speed and latency is more impoirtant largely than what kind of cpu you have or how many threads you support |
06:21 |
sofar |
you can't argue with someone who isn't listening |
06:21 |
MarisaG |
nope |
06:21 |
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06:21 |
sofar |
I run the public remote media server in AWS on a free year trial :D |
06:21 |
MarisaG |
:) |
06:21 |
sofar |
you should make your servers point to it...! |
06:22 |
MarisaG |
i provide a lot of other features too |
06:22 |
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06:23 |
sofar |
I know you do |
06:23 |
sofar |
the PRMS would just offload some of your bandwidth for free |
06:23 |
MarisaG |
like my management console im developing, among other things |
06:23 |
sofar |
not that you're likely anywhere near your limits |
06:24 |
MarisaG |
nop not, like 5% of my monthly alotment so far |
06:24 |
sofar |
yeah, in the 3 months I've ran it it has used up 20gb |
06:24 |
sofar |
it's not even scary yet |
06:24 |
MarisaG |
not at all |
06:24 |
sofar |
of course, not many servers are pointing to it yet |
06:24 |
sofar |
I get about 100 logins a day |
06:25 |
MarisaG |
nice |
06:25 |
MarisaG |
i havent audited my 5 servers really |
06:25 |
sofar |
# journalctl -u mtmediasrv|grep Mar.14 | wc -l |
06:25 |
sofar |
102 |
06:25 |
MarisaG |
cool |
06:26 |
sofar |
do you host a remote media server, or let the mt servers serve all the media content? |
06:26 |
sofar |
they will no matter what, of course |
06:26 |
sofar |
if the remote media server is missing the media, or offline |
06:27 |
MarisaG |
all on one, dont want one persons data on the same server as someone else |
06:27 |
sofar |
I don't think you understand |
06:27 |
MarisaG |
one persons server is all theirs, and includes reverse dns as well |
06:27 |
sofar |
the remote media server is a HTTP service |
06:27 |
sofar |
you can run it on the same machine as the MT server |
06:27 |
MarisaG |
but it stores assets for the world, right? |
06:28 |
MarisaG |
right |
06:28 |
sofar |
for the game content |
06:28 |
sofar |
images, sounds, models |
06:28 |
MarisaG |
yes |
06:28 |
sofar |
but they are mod dependent, not world dependent |
06:28 |
MarisaG |
each server runs its own |
06:28 |
sofar |
it's own remote media server? |
06:29 |
MarisaG |
they can be backed up and moved to other hosting centers |
06:29 |
sofar |
do you deploy the script method or the go fcgi daemon I developed? |
06:29 |
MarisaG |
script if i understand what you mean |
06:30 |
sofar |
https://forum.minetest.net/viewtopic.php?f=14&t=17411 is what I'm talking about |
06:30 |
MarisaG |
i do offer to use mysql instead of sqlite |
06:30 |
MarisaG |
ok ill read it |
06:30 |
sofar |
I don't think you understand what a remote media server is yet |
06:30 |
MarisaG |
must not |
06:30 |
sofar |
hehe |
06:30 |
__vy |
is there anyone working on a minetest proxy, ex: bungeecord? |
06:31 |
sofar |
__vy: no, but the idea has been supported by many devs |
06:31 |
MarisaG |
i just know that i set up everything on the host, and that no host points to another host |
06:31 |
sofar |
MarisaG: ok, let me try and explain it really quickly |
06:31 |
sofar |
MarisaG: when a player connects to a server, they "log in" through several steps |
06:32 |
sofar |
first step is obviously authentication |
06:32 |
MarisaG |
yes |
06:32 |
sofar |
second step is downloading node definitions and images, models and sounds |
06:32 |
MarisaG |
right |
06:32 |
sofar |
after that they "connect" to the game |
06:32 |
sofar |
and then they download map blocks as needed |
06:33 |
MarisaG |
right, as they move around |
06:33 |
sofar |
the second step involves downloading lots of large media files |
06:33 |
sofar |
this is somewhat inefficient over UDP |
06:33 |
__vy |
fair enough, I'm doing my research on it before starting work, it seems feasible |
06:33 |
sofar |
__vy: certainly is with a small protocol addition imho |
06:33 |
sofar |
MarisaG: much more efficient is http or https |
06:34 |
MarisaG |
ok |
06:34 |
sofar |
MarisaG: this is what the remote media protocol allows - it benefits the client in that it makes downloads generally faster, and it benefits the server because the data can be coming from a different server and thus not add lag to players that are already on the server |
06:35 |
MarisaG |
i get you |
06:35 |
MarisaG |
that would be good for performance tuning |
06:35 |
sofar |
from what you've stated, I don't think you have setup a remote media server |
06:36 |
sofar |
if you want, you can point to my PRMS project server |
06:36 |
MarisaG |
i dont think so, i will look into that and maybe update my processes |
06:36 |
sofar |
more info: https://forum.minetest.net/viewtopic.php?f=14&t=18951 |
06:36 |
sofar |
setting it up is trivial, free, and never will make performance worse, even if the prms goes "down" |
06:36 |
MarisaG |
how does your server get populated? |
06:37 |
sofar |
that's described in the forum post |
06:37 |
sofar |
essentially, people just need to ask me to add mod X or Y |
06:38 |
MarisaG |
maybe i should set one up for my servers |
06:38 |
MarisaG |
but i will be glad to use yours for now :) |
06:38 |
sofar |
if you do deploy mtmediasrv, ask for help if you can't figure it out |
06:38 |
sofar |
it just needs nginx so it's not complex |
06:40 |
MarisaG |
ok, will do! reading your forum post... |
06:45 |
MarisaG |
hmm, i will be setting this up in my servers, looks good. Will let you know what mods i need, but trhat is only for my servers. clients may have other mods needed... |
06:46 |
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06:48 |
sofar |
you can direct your clients to the links of course |
06:49 |
MarisaG |
yes, but they may want mods that you dont have yet |
06:49 |
MarisaG |
i will let you know |
06:49 |
MarisaG |
at the least minetest game would be useful |
06:50 |
sofar |
even if my remote media server is missing many mods, it won't hurt their login speeds |
06:50 |
sofar |
I have 179 mods atm on it |
06:50 |
MarisaG |
yeA got that :) |
06:50 |
sofar |
adding new ones is easy too |
06:50 |
MarisaG |
whoa! |
06:51 |
MarisaG |
i can reimburse you for this |
06:51 |
MarisaG |
maybe $1 for each client |
06:51 |
sofar |
it won't cost me anything for another 9 months, after that I will re-evaluate :) |
06:51 |
MarisaG |
ok ;) |
06:55 |
* sofar |
afk |
06:55 |
MarisaG |
ok |
06:57 |
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07:40 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix an alone if to be with a missing else 5e61f64 https://git.io/vxqDl (2018-03-16T07:40:21Z) |
07:40 |
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07:43 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Server: delegate mod management & config to ServerModConfiguration (#… 6c18494 https://git.io/vxqDu (2018-03-16T07:41:33Z) |
07:45 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Forgot to remove obsolete Server::m_mods 858c956 https://git.io/vxqDK (2018-03-16T07:44:57Z) |
07:52 |
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07:52 |
MinetestBot |
[git] nerzhul -> minetest/minetest: ServerEnvironment::loadDefaultMeta: Loading default meta is only poss… 95ce558 https://git.io/vxqDh (2018-03-16T07:52:42Z) |
08:00 |
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08:15 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Drop Server::m_enable_rollback_recording it's only used in server con… 478b785 https://git.io/vxqSU (2018-03-16T08:12:39Z) |
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14:38 |
Nemin |
Hi. Is this the right place to ask for Wiki account creation? I would like to translate some pages to my native tounge. |
14:40 |
Krock |
enter " /query Calinou " and send him your account name and email address, then pray he's online soon |
14:41 |
Krock |
^ Nemin |
14:41 |
Nemin |
Thank you! |
14:41 |
Krock |
!next |
14:41 |
MinetestBot |
Another satisfied customer. Next! |
14:49 |
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15:02 |
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15:02 |
juli |
hi i have a lua question |
15:04 |
juli |
what happens if i do this: define a global table a = {b=1} and i define a funtion c which returns a.b |
15:04 |
juli |
if i then manipulate the return value, will then a.b be changed? |
15:04 |
juli |
or just the value of a.b copied into the return value? |
15:08 |
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15:11 |
Krock |
juli, are you familiar with C pointers? |
15:12 |
juli |
yes |
15:12 |
Krock |
because tables in Lua are unique unless you table.copy (deep copy) them. So you pass them as pointer to the function |
15:12 |
juli |
yes but interessting for me is the return value |
15:13 |
Krock |
if you change the pointer, "a" will not be changed, but if you change the contents of "a", it will be changed directly |
15:13 |
juli |
if i do axactly this in any init.lua or so: |
15:14 |
juli |
a = {b=1}; local function func(list) return list.b end; c=func(a) |
15:14 |
* twoelk |
has a finger that functions as pointer to stuff on his table --- cee, it's right over there -- pointpoint |
15:15 |
juli |
will c have the value of b only or will a modification of c cause also a modification of a.b? |
15:15 |
juli |
*exactly |
15:16 |
Krock |
no, in this case you're returning a number, which doesn't use references |
15:16 |
Krock |
so you're doing the same as c=1. changing c will leave a.b unaffected |
15:17 |
juli |
ok |
15:17 |
Krock |
twoelk, pow(point, point) |
15:18 |
juli |
but if a.b would be {} it would be manipulated directly via c? |
15:18 |
Krock |
again the pointer thingy. only if you modify the contents of c |
15:19 |
juli |
yes sure ok |
15:19 |
Krock |
assigning c itself to a new value will again leave a.b unaffected |
15:19 |
juli |
yes but c.d=3 would make a.b.d=3 right? |
15:19 |
Krock |
exactly |
15:19 |
juli |
ok good to know |
15:20 |
juli |
pow(point, point) returns as float nan right? :) |
15:20 |
Krock |
you can also test Lua code online to check this behaviour |
15:20 |
Krock |
nan? only if point and point are nan |
15:21 |
Krock |
nan nan nan BATMAN |
15:21 |
twoelk |
and? not or? |
15:22 |
juli |
ok i interpreted point as . |
15:22 |
Krock |
twoelk, redundancy as point == point |
15:22 |
Krock |
(point or point) == (point and point) |
15:22 |
juli |
enought point! |
15:23 |
juli |
ok lol i have an lua interpreter on my pc, could have tested it myself :) |
15:23 |
twoelk |
maybe to aknowledge parrallell worlds? in memory of sh |
15:24 |
Krock |
the memory of sh is 748 KiB here |
15:24 |
Krock |
that's quite small when you ask me |
15:46 |
juli |
byeeee |
15:56 |
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16:25 |
calher |
WHOA! Lotsa peeps here! |
16:25 |
calher |
How do I make a texture for my character? |
16:33 |
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17:26 |
twoelk |
calher: easiest would be find some online mc-skin-creator, save in old 32*64 format and point some admin to your creation if you want to use it online |
17:29 |
twoelk |
or upload here http://minetest.fensta.bplaced.net/ |
17:29 |
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17:33 |
twoelk |
https://forum.minetest.net/viewtopic.php?p=311202#p311202 <- skin template near there |
17:35 |
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17:37 |
calher |
twoelk: An online Minecraft skin creator no doubt requires proprietary JavaScript code to run. Is there a way to do it with free/libre software instead? |
17:38 |
twoelk |
you can always edit a downloaded skin ofline with any pixel editor |
17:39 |
twoelk |
look at the template to see what area maps to which part of the avatar |
17:39 |
twoelk |
if on windows you can even use old paintbrush |
17:41 |
twoelk |
gimp might be a little overkill but will work just the same |
17:42 |
sofar |
gimp is actually nice since you can use various tools to do things that would take too long by hand |
17:42 |
sofar |
like adding shadows or accents, shift colors etc. |
17:42 |
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18:36 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix a crash or random memory leak when reseting saved environment var… e800684 https://git.io/vxmAC (2018-03-16T18:34:41Z) |
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19:06 |
__vy |
very happy, seems like I can abuse modmessage for server-server communication |
19:09 |
__vy |
*mod channels |
19:16 |
sofar |
yes, I wouldn't really call that abuse though |
19:16 |
sofar |
just a complex way to communicate server-to-server :) |
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19:30 |
__vy |
it's a good side-effect out of the CSM development |
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20:06 |
swift110 |
sup |
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20:50 |
__vy |
need to find out if out-of-band resource sending works |
20:52 |
__vy |
one thing I could do is make the proxy send the client all the resources of all the servers up-front |
20:54 |
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20:54 |
sofar |
__vy: you've heard of the remote media server protocol? |
20:55 |
sofar |
I wonder if you could just spawn a second thread |
20:58 |
__vy |
going through https://github.com/minetest/minetest/blob/master/src/clientiface.h |
20:59 |
__vy |
it would be nice if I could just `TOCLIENT_ANNOUNCE_MEDIA` again and have the client download new resources |
21:02 |
__vy |
I guess making the client go through that bootstrap phase again |
21:02 |
sofar |
do you just want to dynamically add new resources or are we talking bungeecord-like server-to-server hopping? |
21:03 |
__vy |
ah yeah, this is for server hopping |
21:03 |
sofar |
I wouldn't do it that way |
21:03 |
sofar |
I would just reinitialize the client |
21:03 |
sofar |
avoid all the protocol rigidity that way |
21:04 |
sofar |
create a new client object, initialize it in a secondary thread and authenticate and download resources |
21:04 |
sofar |
then switch to it once it's ready |
21:04 |
Out`Of`Control |
hi |
21:04 |
sofar |
seems much simpler that way |
21:05 |
__vy |
ah, this is trying to avoid core changes if possible |
21:05 |
Out`Of`Control |
what about adding new tool. that can dig only metal nodes |
21:06 |
sofar |
Out`Of`Control: make a mod? |
21:07 |
__vy |
though, having the ability for the server to force a client to re-init would be a nicer experience |
21:07 |
sofar |
__vy: simplest change you could do is just add a new TO_CLIENT_REDIRECT packet |
21:07 |
sofar |
and add a lua API for it |
21:07 |
cal |
Out`Of`Control: what free/libre program can i use to make a skin for my character? |
21:07 |
sofar |
then all the work is client-side |
21:08 |
Out`Of`Control |
cal: i don't know maybe blender? |
21:08 |
sofar |
cal: any paint program will do |
21:08 |
sofar |
cal: gimp and krita are used a lot |
21:08 |
sofar |
I use gimp, I like it |
21:09 |
cal |
sofar: how is it done? |
21:10 |
sofar |
take an existing skin, open it in gimp, modify, add it to your mod/game |
21:19 |
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21:38 |
cal |
sofar: where are skin files available? |
21:39 |
sofar |
everywhere |
21:39 |
sofar |
just google for `minetest skins` |
21:39 |
sofar |
there's even a whole website with nothing but minetest skins |
21:40 |
sofar |
http://minetest.fensta.bplaced.net/ |
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