Time |
Nick |
Message |
00:11 |
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00:12 |
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00:20 |
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00:29 |
hecks |
yet another lua puzzle: https://pastebin.com/4ZsTjL4Y |
00:32 |
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00:35 |
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00:41 |
hecks |
by the gods, I used : instead of . |
00:41 |
hecks |
I hate lua |
00:41 |
hecks |
least it's not python |
00:42 |
timdorohin |
hecks: well, everything is better than python |
00:43 |
hecks |
tell that to the blender foundation... |
00:43 |
rubenwardy |
python is nice |
00:43 |
rubenwardy |
I prefer Lua, C(++), and Kotlin generally |
00:44 |
rubenwardy |
but python is nice for web servers and simple scripts |
00:44 |
rubenwardy |
I guess this is called subjectivit |
00:45 |
hecks |
...significant whitespace |
00:46 |
timdorohin |
rubenwardy: python cant be nice, and lua has pretty good fcgi/wsgi bindings for web too |
00:46 |
rubenwardy |
ew |
00:47 |
timdorohin |
rubenwardy: lua5.1 is simpler and lightweight, and if you want performance you can use blazing-fast luajit with amazing ffi |
00:48 |
rubenwardy |
I prefer maintainability and support |
00:48 |
timdorohin |
so for scripts lua wins too |
00:50 |
timdorohin |
rubenwardy: >significant whitespace |
00:50 |
rubenwardy |
so? |
00:51 |
rubenwardy |
I like that |
00:51 |
timdorohin |
are python creators used lsd or weed? |
00:52 |
rubenwardy |
Lua has significant whitespace |
00:52 |
timdorohin |
wut |
00:52 |
rubenwardy |
oh nevermind |
00:54 |
rubenwardy |
Lua has indices starting with 1 |
00:54 |
rubenwardy |
that's worse than significant whitespace |
00:54 |
rubenwardy |
given that you should be indenting properly anyway |
00:55 |
timdorohin |
afaik python has no multi-line lambdas |
00:55 |
timdorohin |
rubenwardy: autoindentation in ide |
00:56 |
hecks |
1 based arrays make some things easier by equating "count" with "last index" |
00:56 |
hecks |
but they make anything with % absolute hell |
00:57 |
hecks |
no multiline lambdas would be a showstopper for me |
00:58 |
timdorohin |
hecks: well, 1 based arrays just reverting if and else block most times for me |
00:58 |
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01:01 |
timdorohin |
but yea, it was sometimes painful to rewrite lua mapgen in c++ |
01:03 |
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01:04 |
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01:08 |
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01:11 |
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01:11 |
hecks |
https://a.uguu.se/mzAxlpIG4Jdn_hit.gif woohoo |
01:12 |
hecks |
actors now able to hit other actors in melee |
01:12 |
hecks |
animation events fixed |
01:12 |
clavi |
lewd |
01:14 |
hecks |
even RNG knows this is lewd |
01:26 |
Cornelia |
hecks: what is you doing? :P |
01:26 |
hecks |
Things... |
01:27 |
Cornelia |
What thaaangs |
01:27 |
hecks |
For now, stabbing undying jellies as a barely clothed elf girl |
01:27 |
hecks |
so, business as usual |
01:28 |
Cornelia |
Sounds reasonable. :P |
01:28 |
Cornelia |
I was personally surprised to see such detailed animations in Minetest. :P |
01:28 |
hecks |
https://a.uguu.se/PsvGzfMVITL5_x.png |
01:29 |
hecks |
Minetest: I Can't Believe It's Not Unreal Engine(tm)! |
01:29 |
Cornelia |
Heheheh |
01:30 |
Cornelia |
From what I've heard.. syncing animations in Minetest from Lua is painful. |
01:30 |
hecks |
define syncing... |
01:31 |
hecks |
if other clients see the animation off its timing, that is a problem, and probably warrants a PR attempt |
01:32 |
Cornelia |
Making it so clients see (roughly) the same thing at the same time. That and/or something about clients having to relay animation frames to and fro the server.. I forget exactly what the issue was I read about. |
01:32 |
hecks |
I suppose the clients just start the animation whenever they receive it |
01:32 |
hecks |
the solution is to implement "rollback" known from online fighting games |
01:33 |
hecks |
that is, starting the animation with an offset depending on the timestamp the server gives you |
01:33 |
hecks |
as for other things, well, I just wrote a whole anim system, including a model importer |
01:33 |
hecks |
eeeeeeasy |
01:33 |
clavi |
hecks: Ore no Irrlicht ga Konna ni Kawaii Wake ga Nai! |
01:34 |
hecks |
speak american you terrorist |
01:34 |
clavi |
lmao |
01:34 |
clavi |
it was an anime reference |
01:34 |
hecks |
my little weeaboo can't possibly be this dense |
01:35 |
clavi |
some people say "speak american" unironically, so I wasn't sure |
01:38 |
hecks |
https://a.uguu.se/Oanjcds8xOBi_waifu.png |
01:38 |
clavi |
your character reminds me of ps2 era games |
01:43 |
hecks |
https://a.uguu.se/frPuYKrMUgNk_anim.gif |
01:45 |
clavi |
neat |
01:49 |
hecks |
there are more animations, but minetest's size limit forces me to disable them |
01:50 |
rubenwardy |
slightly NSFW |
01:51 |
rubenwardy |
as per usual |
01:54 |
Cornelia |
hecks: load them in as a separate, hidden model and swap between them as needed? |
01:54 |
Cornelia |
I don't know the exact limitations. |
01:54 |
hecks |
this.... could almost work |
01:55 |
Cornelia |
My inner duct-tape programmer couldn't resist a challenge. :P |
01:55 |
hecks |
this thing is 99% duct tape |
01:55 |
hecks |
the problem is that I have to do this "preprocessing" step on each .x file, involving parsing it, making changes and writing a new one |
01:55 |
Cornelia |
Then it's 99% perfect... :P |
01:56 |
hecks |
and minetest imports both; the old and the new |
01:56 |
hecks |
while taking quite a bit of its sweet time for each model, this is an engine-agnostic problem I'm afraid |
01:56 |
Cornelia |
I haven't done much with Minetest.. |
01:56 |
Cornelia |
So I wouldn't know the exact limitations. |
01:57 |
hecks |
a hard limit is 16MB per file, I've already opened an issue and if someone fixes it, I won't have this problem anymore |
01:57 |
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01:57 |
hecks |
just compressing the damn thing would increase said limit 10x for me |
01:58 |
hecks |
20x if it's LZ compression |
01:58 |
hecks |
so, say there's 6 alternative anim files, each takes about 2x of its runtime in import time... then you double it for the "rooted" files |
01:59 |
hecks |
the server startup time and client's first time import... ouch, it would be a 10 minute loading |
01:59 |
hecks |
it already is like 2 minutes every time I change the model, thankfully it's cached |
02:00 |
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02:01 |
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02:04 |
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02:05 |
hecks |
alright... time to code -foo-bars |
02:12 |
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02:27 |
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03:10 |
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03:16 |
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03:19 |
hecks |
runtime error from mod '??' in callback ??(): <no description> |
03:19 |
hecks |
lovely |
03:21 |
ChimneySwift |
oh wow that's mighty helpful |
03:23 |
hecks |
happens when you add a statbar without specifying some properties, thank me later |
03:32 |
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03:51 |
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04:33 |
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05:34 |
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05:39 |
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06:14 |
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06:15 |
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07:49 |
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08:00 |
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08:35 |
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08:42 |
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09:00 |
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09:28 |
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10:04 |
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10:26 |
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10:36 |
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11:05 |
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11:34 |
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11:44 |
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11:45 |
mistnim |
hi, is it normal that mt slows down when using nvidia prime (nouvea drivers) compared to just using the integrated card? |
12:24 |
ChimneySwift |
I guess it depends what card you have installed? |
12:24 |
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13:05 |
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13:53 |
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13:58 |
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14:40 |
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14:57 |
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15:08 |
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15:15 |
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15:20 |
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15:45 |
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16:16 |
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16:37 |
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16:49 |
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17:57 |
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18:32 |
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18:42 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Fence rail: Only connect to fences. Update map mod README recipe 24900f7 https://git.io/fAAjS (2018-09-25T18:42:19Z) |
19:15 |
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19:57 |
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20:03 |
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20:45 |
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21:17 |
clavi |
how can I change the screenshot folder? |
21:38 |
calcul0n |
iirc screenshots go in cwd |
21:38 |
calcul0n |
so just lauch the game from where you want them |
21:38 |
calcul0n |
*launch |
21:40 |
Calinou |
yeah, they're placed in cwd by default unless you override screenshot_path in minetest.conf (should be an absolute path |
21:40 |
Calinou |
) |
22:07 |
Fixer |
spam https://forum.minetest.net/viewtopic.php?f=54&p=331952#p331952 |
22:08 |
exio4 |
hello |
22:08 |
exio4 |
guys recommend music |
22:13 |
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23:58 |
hecks |
https://a.uguu.se/z2tDO2IMSN0Z_foobars.png |
23:58 |
Cornelia |
hecks: what is your goal with this project? |
23:59 |
hecks |
To whip this puny engine into submission and make it squeal |
23:59 |
hecks |
and to have players dying in stupid ways and having the server broadcast it for everyone to laugh at |
23:59 |
Cornelia |
:p |