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IRC log for #minetest, 2019-01-06

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Time Nick Message
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00:40 hecks So, by fiddling with emerge settings, I finally managed to make singleplayer run somewhat reliably.
00:40 entuland why, what was the issue with it?
00:41 hecks Well first of all, there's the singleplayer problem; you run both the client and the server, and each is nontrivial.
00:41 hecks Most of the server's workload is in emerge, the client's is in meshing.
00:41 hecks and possibly rendering, if your viewing range is far enough
00:42 hecks Now, default settings for emerge are very bad for this, and the behavior is quite counter-intuitive.
00:42 rubenwardy you might as well consider singleplayer as 4 parts really
00:42 rubenwardy meshgen <-> client <-> server <-> emerge
00:42 entuland uhm... it must be that I've got a decent rig and pretty much always play singleplayer, so I can't really compare
00:43 rubenwardy there may even be send threads, which makes it
00:43 hecks Defaults may work for some, entuland
00:43 rubenwardy meshgen <-> client <-> send/recv <-> send/rec <-> server <-> emerge
00:43 hecks Yes, the thing is, client physics and rendering is negligible, and gameplay code (most of lua) on the server just as much
00:44 hecks The big problem is though, minetest fails to prioritize that "light but critical" code while juggling it with the heavy voxel processing.
00:44 hecks there's also liquids and abms but I'll dump that with "server voxel stuff"
00:44 rubenwardy https://github.com/MT-CTF/capturetheflag/blob/master/build.sh
00:44 rubenwardy oops
00:45 hecks My earlier issues were that the server side gameplay code was stalling; often for ridiculous amounts of time
00:45 hecks 2 minutes without a decent globalstep were not unheard of!
00:45 rubenwardy oh wow
00:45 rubenwardy sounds like a faulty mod maybe
00:46 rubenwardy or I/O
00:46 hecks Your mom's faulty, I run my own subgame :)
00:46 hecks and I/O was ruled out by running it all in ramdisks
00:46 rubenwardy lol
00:46 hecks The main culprit is emerge... default settings do not fit this "profile" well
00:46 hecks My current "nice" emerge settings are: 1 thread, max queue 4 (!) and the rest set to 0 (auto I presume)
00:47 hecks The engine generates the world in nice 4-mapblock bites and never blocks the rest of the game for too long, I haven't gotten almost any "lag detected" messages in my game since.
00:48 hecks A tiny queue does not slow the mapgen, to the contrary. And using multiple emerge threads is a little counter-intuitive; most multi-CPU users will hike that hoping to speed up emerge.
00:49 hecks But all that does is slightly increase the "noise sampling" part of map generation, at the cost of dumping bigger chunks of work onto the "joining" code!
00:49 hecks slightly speed up, I meant
00:50 hecks Hence 3-4 emerge threads with default queue settings will dump so much onto the main thread that the "lua game" will be starved of CPU cycles, despite needing next to none.
00:50 entuland speaking of which... "/!\ You are using old player file backend. This backend is deprecated and will be removed in next release /!\"
00:50 rubenwardy how is map loading?
00:50 rubenwardy it won't be removed
00:50 rubenwardy probably
00:50 entuland I have noticed that message recently, but it disappeared in the last runs
00:50 rubenwardy it's also been a few releases since that
00:50 hecks Do you mean performance with my current settings? Basically the same it was with threads.
00:51 entuland I did nothing (didn't update the game or anything) is that tied to mods / servers?
00:51 hecks The only noticeable difference is that the map is loaded in those concise "strips" in the distance, as opposed to semi-random mapblocks.
00:52 hecks Performance per vision range seems comparable as well, with the difference that it's now "only" stuttering, as opposed to filling up the queue and choking hard for over half a minute.
00:53 hecks Lua on_generated calls throw extra problems into this, as they are single threaded. So the "dumping tons of data on the main thread at once" issue is magnified with those.
00:53 hecks On the other hand, doing it one or a few mapblocks at a time lets the CPU allocate time more evenly.
00:55 hecks So now I'm running this subgame at 60 frames server step (!) without a lick of issues. Pretty good.
00:56 hecks But it shouldn't have taken me almost a year of fiddling with settings to find this out. Not to mention the computing knowledge required to figure this out.
00:57 hecks Maybe the defaults need some reconsidering, and special considerations for singleplayer.
01:01 hecks Even when running something as heavy as ffmpeg in the background, the server doesn't choke at all.
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01:06 hecks https://a.uguu.se/eSoRdvhEJyLO_smooth.webm
01:07 hecks the lag message at the beginning is from alt tabbing, it's not actual lag
01:08 entuland uh? that's minetest?
01:08 hecks Yes it is, you can tell by the nodes ;^)
01:08 entuland didn't know we had such fluently animated avatars :P
01:08 hecks "we" don't
01:09 entuland eheheheh
01:10 hecks It also saddens me every time someone comments on the model and animation but doesn't notice the perfectly implemented action combat...
01:10 hecks *that* was much harder, you know
01:10 entuland oh well I can't comment on the action combat, I just seen the weapon swung once or twice
01:10 hecks ...with the player stepping forward, animated
01:10 hecks Sorry, I'll record a better example :)
01:11 hecks in a less eye-busting biome
01:11 entuland well that was included in "such fluently animated avatars" :)
01:11 hecks Animations are one thing, but out of the box, minetest only supports "jerk a pickaxe around while WASD-ing"
01:11 hecks Moving actors using animation, this is harder
01:12 entuland I take that this is stuff you're working on (and yes, that's impressively fluent in all the movements)
01:12 hecks Yes, it's mine.
01:12 hecks Mine Test.
01:13 entuland :)
01:13 entuland the effect on the hair when falling down (or simply after a jump) is very very nice as well
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01:14 hecks It's just part of the animation.
01:14 hecks It could be more dynamic IF entity attachment and bone position shenanigans weren't broken...
01:15 entuland I take that you're "just" making it to work within minetest, but you didn't model / rig / animate any of that, correct?
01:16 hecks Guess again. https://a.uguu.se/mo5rUPVy4UdD_mibi.png
01:16 entuland oh nice
01:17 entuland well, you mislead me brushing that off with "it's just part of the animation" - I took you were waiving credit about that!
01:18 hecks I can't blame you, because buying assets and lacing them with your bad code is how you become an indie star these days.
01:18 entuland great job so far, definitely impressive
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01:21 entuland testing out your emerge settings
01:22 hecks I imagine that for an online server, the optimal settings would be different because you *do* need to handle several different people's FOVs
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01:22 hecks however, "easy" generation like this is good enough for one player
01:23 hecks I'm treating it as more of a proof that minetest isn't utterly, horribly, terribly borked like I assumed before today
01:23 rubenwardy any chance of this being made into standalone mods?
01:23 rubenwardy more as an example than actually useful
01:23 hecks Standalone mods?
01:23 hecks You mean, actually slicing out bits of my code for you human vermin to use? How dare you.
01:24 rubenwardy lol
01:24 hecks It wouldn't even work... you have no idea how much shit I piled up on top of minetest and lua
01:24 rubenwardy will you be sharing the code for it anyway?
01:24 entuland uhm... I have three different limits for emerge (absolute, disk, to generate) set to 256, 32, 32... you set them to 4, 0, 0 ?
01:24 hecks It simply isn't extractable or compatible with minetest_game's way of doing things.
01:24 rubenwardy I don't care about minetest game, really
01:24 hecks As for sharing, I will gladly part with the source code and assets for a modest price of five hundred thousand US dollars. :)
01:24 rubenwardy heh
01:24 entuland eheheheh
01:24 hecks Plus tax.
01:25 rubenwardy I also don't care about the assets
01:25 rubenwardy and I'll happily part with the source code for minetest for a modest price of 0$
01:25 hecks There's also the long way; Download a modern game engine, spend 5 years understanding how a game is actually supposed to work, reimplement it in lua...
01:26 hecks The $500k isn't for mibi, it's internet's late payments on my other projects :)
01:26 hecks If not, oh well, I'll finish mibi and then DBAN it away on stream while you watch.
01:29 rubenwardy You could have just said "no, sorry. I'd like to release this as a commercial product some day"
01:29 hecks I don't even want that, I just don't care.
01:36 entuland weird... flying around the world I found a large dungeon made of cobblestone and mossy cobblestone _completely_ above the ground (barely touching the top of a hill) --- is it just me ignorant about how vanilla V7 works?
01:36 entuland no mods that could possibly do that loaded (only my own mods which don't mess with map generation)
01:36 hecks As long as there's one node connecting it to the ground, it'll "work".
01:36 entuland oh
01:36 hecks Yes, this does happen in vanilla.
01:36 entuland so it's normal, thanks
01:37 rubenwardy This is a feature apparently
01:37 hecks It does make for interesting structures.
01:37 hecks I assume it just picks one "entrance" node and plots whatever it wants from it.
01:38 entuland yep, very nice
01:38 hecks Changing the ruins node to something more interesting than cobble makes it look better.
01:40 hecks Now I have a question, does the heatmap influence height in v7? I could swear I keep seeing the same kinds of features in the same biomes...
01:42 entuland uhm... where would I be changing that setting, hecks? the interface I used to mess with emerge doesn't show any hit for "ruin"
01:43 entuland and what node would you advise?
01:43 hecks You don't, this is what mods can do.
01:43 entuland ah
01:43 entuland I thought there was some settings file not covered by that interface
01:43 hecks And I advise original content :) https://a.uguu.se/LmJiags2rbpj_techruins.png
01:43 ANAND There's even a setting for floating dungeons
01:43 entuland eheheh
01:44 ANAND Not sure why one would want that though :)
01:45 entuland well, not everybody can be well-versed in creating assets (I suck at designing stuff)
01:45 entuland :P
01:45 hecks I'm pleased to say that optimizing emerge made dynamic lights much more viable.
01:45 hecks Goodbye, torch pollution.
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02:17 hecks Just observed something; even when trying to make the mapgen completely serial (1 0 0 1), it still dumps mapblocks in slices of 4
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02:22 hecks emerge 4 0 0 1, mesher delay 1; the game now feels extremely snappy, even the input feels better - but map generation became very lazy
02:22 hecks the mesher basically refuses to mesh blocks that aren't in my active range
02:23 hecks Turning off the mesher delay brings things back to normal, maybe the mesher delay isn't working as intended?
02:24 hecks It really feels like an all-or-nothing setting
02:25 hecks A mesher delay of 50ms (the maximum) feels a little lazier
02:27 hecks Trying mesher with a 512MB cache; it's choppy.
02:28 hecks Disabled cache entirely, it's smooth again.
02:35 hecks Finally, allocating an extra emerge thread did not make map generation much faster, but it sure added some stutter.
02:36 hecks rubenwardy if you're still around; would this be worth documenting?
02:38 hecks that is, a warning for the num_emerge_threads setting, that it may negatively affect performance in singleplayer and/or with lua mapgens
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02:59 paramat hecks "does the heatmap influence height in v7?" no, not in any mapgen either
02:59 hecks okay then
03:00 paramat entuland the setting 'protruding dungeons' can remove the er, protruding dungeons
03:00 hecks Could've sworn I've seen more cliffs and huge pits in hot biomes but if it's bollocks, it's bollocks
03:01 paramat it's bollocks
03:01 entuland in the normal GUI settings page, paramat?
03:02 hecks search "Projecting dungeons"
03:03 paramat https://github.com/minetest/minetest/blob/9854340c0b21d01a94ba7ef526c775e59e37b898/minetest.conf.example#L1656
03:03 paramat advanced settings or a line added to .conf
03:04 paramat yes, 'projecting' not 'protruding'
03:05 paramat set to false all dungeons will be sliced off at terrain surface level
03:05 paramat instead of 'most of them'
03:07 paramat setting might be 5.0.0 only
03:09 hecks That is correct, 0.4.16 does not show any dungeon related settings (or even dung related)
03:09 paramat "a warning for the num_emerge_threads setting" aha i was about to rewrite that anyway
03:10 paramat as its currently too promising
03:10 paramat could you open an issue with advice on new wording?
03:13 paramat see https://github.com/minetest/minetest/issues/4879#issue-194766354 what 'Rogier says'
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03:23 paramat an issue isn't essential if you don't have time, i can rewrite the docs based on what you've written here in IRC
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03:40 hecks ctf full of cheaters as usual
03:46 hecks rubenwardy, fluffy_puppy is hacking on your CTF
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04:27 Ruslan1 Who is hacker
04:31 Ruslan1 hecks: who did hack on ctf
04:31 hecks fluffy_puppy was
04:33 Ruslan1 hecks: how I stop people who did hack in server
04:34 hecks Burn their house, beat their mother
04:34 Ruslan1 Nice one
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05:12 rdococ I hope you meant beat her in a game of CTF
05:13 ANAND hecks: Using /report is a more efficient alternative ;)
05:13 hecks there is one?
05:13 ANAND Uhh... yes
05:14 ANAND /report name reason
05:14 ANAND Even moderators on IRC are notified
05:21 hecks oh no it crashed
05:21 hecks maaaaaaaaan
05:59 rdococ Sneak peek...! https://i.imgur.com/6US1a0J.png
06:19 Xiong Bad technic chest formspec: https://github.com/minetest-mods/technic/issues/478
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08:02 hecks pr0 ctf strats https://a.uguu.se/5fcXJINkhCxC_screenshot_20190106_074706.png
08:03 hecks This will become meta in a couple days just like bridges on the ice map
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08:08 ANAND Haha, I saw that as well
08:10 hecks haven't lost a game with this yet I think
08:12 ANAND It's very weak though, and can be destroyed from a distance using guns
08:12 hecks Oh sure, I'm talking about the pit
08:12 hecks The glass was for style because the match was going on forever
08:13 hecks Then again even having no walls would be good; this strat is about vision
08:33 MinetestBot [git] translations@minetest.net -> minetest/minetest: Run updatepo.sh 3a9fe2b https://git.io/fhstB (2019-01-06T08:33:11Z)
08:33 MinetestBot [git] translations@minetest.net -> minetest/minetest: Update translations from Weblate 893b5d5 https://git.io/fhstR (2019-01-06T08:32:00Z)
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09:24 MinetestBot [git] rubenwardy -> minetest/minetest: Deprecate modpack.txt and use modpack.conf instead (#7892) 70bf343 https://git.io/fhsqX (2019-01-06T09:23:35Z)
09:26 MinetestBot [git] SmallJoker -> minetest/minetest: Fix various bugs (Anticheat, Lua helpers) (#8013) a122ba0 https://git.io/fhsq1 (2019-01-06T09:24:44Z)
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10:47 FFleder Good morning, is there a List with Bricks/ Walls containing the strength of the Wall against Pickaxe / Intruders?
10:56 Krock obsidian
10:56 Krock I don't think so
10:59 oiaohm FFleder: fairly much once you have a steel pick anything is mineable other than bedrock.   This is why protection mods exist.
10:59 FFleder Obsidian Brick? I'll test this, thanks
10:59 oiaohm FFleder: steel pick will mine Obsidian
11:00 FFleder I try to fight against the Server lag - Some Guys break into our Area through protected Walls. Glas is a bad Idea :-)
11:01 FFleder Actually i replaced the Walls with Planks - this help a lot
11:01 oiaohm FFleder: https://forum.minetest.net/viewtopic.php?f=53&amp;t=17815&amp;sid=c492cf85cd1d6b92aa29d10a2167a203    If server is using a protection mod.
11:01 oiaohm Players without permission cannot even burn or damage their way in.
11:01 oiaohm Material does not matter with protection mods.
11:02 FFleder But the Server lag seems to be my major Problem - they break in faster than the Server realize it's protected
11:03 Calinou you can use unbreakable nodes from Map Tools to make this more difficult
11:03 Calinou in this case, only a cheater could bypass it
11:03 oiaohm FFleder: read that mod.   Players on servers with that mod require a client side mod.  If they break into somewhere it can be instant kick and inventorary delete and damage reversed.
11:04 FFleder Yep, I'm on the page
11:04 FFleder thx
11:05 FFleder describes exactly my Problem
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13:27 MinetestBot [git] rubenwardy -> minetest/minetest: Content store: Fix update button not working f5de187 https://git.io/fhsG5 (2019-01-06T13:18:40Z)
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15:32 IhrFussel I think some of you don't realize how extremely EASY it is to accidentally dig a protected zone while you stand near/in front of it and don't realize (cause your HUD shows no protection a node in front) ... you are crazy talking about kicking/deleting inventory
15:33 IhrFussel I don't think many would want to play on such a server... an alternative would be what tenplus1 does in his protector_redo mod ... turning the player around when trying to dig a protected node...that gets annoying REAL fast
15:40 FFleder :-) N1ce Idea
15:41 Krock IhrFussel: then revoke interact for 20s if they violate 3 nodes within like 6 seconds
15:42 IhrFussel That can work too but requires more complex code...likely a globalstep
15:43 IhrFussel I once had it on my server so that it HURTS you to dig a protected node... but then the server spawn was FULL of bones within a short time
15:43 IhrFussel So that is no solution
15:45 IhrFussel Not to mention if you have lots of auth data on your server and many players need to lose/receive their interact...then your server could lag quite a bit
15:46 IhrFussel Updating privs always triggers a auth save AFAIK ... it hurts especially if you still use the old files auth
15:46 Krock then let bones appear starting from 10m around spawn
15:48 IhrFussel 10m is not enough... and there are several travelnets at my spawn...so each of the target locations might be full of bones after some time... no thanks
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15:49 IhrFussel tenplus1's idea adds almost no additional server load...just (one?) packet that tells the client to move the camera
15:50 Krock well, for bone hunters it's very good to have it like this
15:51 Krock free stuff
15:55 MinetestBot [git] rubenwardy -> minetest/minetest: Content store: Disable more details dialog for now (#8060) 6169eca https://git.io/fhsWP (2019-01-06T15:54:22Z)
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16:22 MinetestBot [git] DS-Minetest -> minetest/minetest: Fix wrong code comment (#8061) 07c1c72 https://git.io/fhsl1 (2019-01-06T16:21:04Z)
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21:09 hecks I started a singleplayer instance. Now I'm trying to connect to 127.0.0.1 in another window, but it's not working.
21:09 sfan5 did you start it from the "singleplayer" tab?
21:10 hecks Yes, does that disable all connectivity?
21:10 sfan5 well actually there's a checkbox "Host server"
21:10 sfan5 you need to check that
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21:10 hecks Okay, and how do I prevent randos from joining?
21:10 sfan5 also minetest randomizes the port every time IIRC
21:10 sfan5 simple, you don't tell them your server address
21:11 hecks It won't broadcast to master by default?
21:11 sfan5 it won't, no
21:11 hecks Thanks.
21:12 hecks inb4 sfan is just trying to trick me into hosting mibi; I'll set a password just in case >:)
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21:12 hecks Oh I see now, there's an "Announce server" box for that
21:12 sfan5 do you not have a firewall?
21:12 hecks Who doesn't?
21:13 sfan5 the point is that you can't announce a server without forwarding the port anyway
21:13 hecks Well then, I couldn't host even if I wanted to, not on this mobile peasant connection
21:14 rubenwardy I doubt it would be playable over a network anyway
21:17 IhrFussel Looks like his idea (preloading X entries) exceeds the time the engine allows for the auth handler to setup
21:17 IhrFussel Oops wrong channel
21:17 hecks https://a.uguu.se/4lCrxgQ5rnde_mp.png
21:17 sfan5 don't they get cold?
21:18 hecks They're hot enough~
21:18 hecks But todo: implement freezing to death
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21:19 hecks Why would this not be playable over a network?
21:27 hecks Well well well https://a.uguu.se/eaCQdwvmMmFE_holdthephone.gif
21:28 hecks I'm simulating an RTT of 80ms for both clients, and yet the animations are synced up
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21:32 peaceguy to
21:33 peaceguy hi all
21:33 hecks peace man
21:34 peaceguy peace
21:34 peaceguy :)
21:35 hecks anyway, I thought animation timing would be the nail in the coffin but it's pretty solid apparently
21:35 hecks rollback would've been better of course but this is the next best thing
21:36 sfan5 somewhat relevant https://i.4cdn.org/g/1546798847931.jpg
21:41 hecks Mai Waifu
21:41 hecks peace and anime tiddies https://a.uguu.se/1YtVEcdcg1cc_tiddies.gif
21:41 hecks https://a.uguu.se/Qs8P5TJkdqGt_2.gif
21:41 hecks
21:43 hecks That doesn't really look like Lua to me though, unless the cup size is meant to represent the memory footprint.
21:45 hecks Players attached to entities "vanishing" is a client side problem, study shows.
21:46 hecks Often, instead of displaying the player at the entity's position, the player will be displayed at 0, 0, 0
21:47 hecks In other news, the monster spawning code still has some issues, as we're dealing with an overpopulation of jellies https://a.uguu.se/dKfUX7pN0svN_jelly.png
21:50 IhrFussel Huh? sounds to me like active_block_range is too low to display the entity together with the player anymore -> entity (and player) unload
21:51 IhrFussel And then the name tag is indeed showing up at 0,0,0 I think
21:53 hecks This happens even when they're next to one another :(
21:54 hecks yay dynlights https://a.uguu.se/Z2Rq6D7Df5Gw_dynlight.gif
21:56 hecks Uh oh, I know this bug https://a.uguu.se/tmjJv06VAdop_oops.png
21:56 IhrFussel But you set the entity to visible right?
21:57 hecks Yes, it's a dummy one pixel transparent sprite if I recall right
22:00 IhrFussel I never saw that happen on my server... players drive cars/carts/horses/boats but nobody ever reported such a thing
22:04 hecks Maybe it's another artifact of placing the player's feet at local 0,0,0
22:04 hecks Maybe the game tries to cull entities that are inside nodes?
22:05 hecks Another problem; animation of one player is stuck until I tab out to the other one, and perform some action on them...
22:05 hecks Jury's still out on whose fault this is
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22:15 hecks IhrFussel  I think the issue is that carts and other vehicles are persistent entities
22:15 hecks while I create my dummies on the spot every time the player is rooted, which happens often
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23:05 Swedneck Hi all, i just tried minetest on mobile and i'm quite impressed!
23:07 entuland neat
23:07 paramat MT 5.0.0-dev or current playstore version?
23:08 IhrFussel Swedneck, you mean 0.4.17.1 or 5.0.0-dev?
23:08 IhrFussel xD
23:08 Swedneck current F-Droid version
23:08 entuland F-Droid?
23:08 paramat prob 0.4.17.1 then
23:09 paramat the app is going to get far better in a few weeks when we release MT 5.0.0
23:09 Swedneck entuland: https://f-droid.org/en/packages/net.minetest.minetest/
23:09 IhrFussel Version 0.4.17.21 (21) - Added on 2019-01-04
23:09 Swedneck Basically play store for FOSS apps
23:10 paramat yeah app '0.4.17.21' is MT 0.4.17.1
23:11 entuland oh nice
23:12 entuland just yesterday my youtube app stopped working because of play store going unsupported on my galaxy tab 2 10.1 - weird
23:12 Swedneck i'm also wondering if there is an easy way to get something more.. Interesting? than the base game
23:12 Swedneck i know there are other games and mods, but it's a bit overwhelming at first
23:12 entuland yep, getting a grip on the vanilla one may be good at first
23:13 Swedneck Try newpipe from F-Droid :D
23:14 Swedneck well i've already played minecraft, i think i can figure out the base game :P
23:15 Swedneck Could minecraft modpacks be compared to minetest games?
23:16 entuland there are some interesting differences
23:16 paramat the basic MT game 'minetest game' is very basic, it's not really a 'game'
23:16 entuland one I like a lot is the height of the map - minetest ones are pretty tall and deep :P
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23:16 paramat MTG is more a base to add mods to
23:17 Swedneck i've noticed, i spawned in what i guess is a mangrove forest but with mountains, quite a few times
23:18 Swedneck Maybe MTG + some mods i think look cool?
23:18 paramat MT 5.0.0 will have a new improved movement controls
23:19 paramat *have new
23:19 Swedneck nice
23:19 Swedneck what are the main differences compared to current?
23:20 Swedneck one of the things that impressed me was actually the movement controls, but maybe that's just the same as minecraft PE and i just have nothing to compare to :P
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23:25 paramat see https://github.com/minetest/minetest/pull/7126
23:27 Swedneck thanks
23:29 Swedneck oh shit the lower middle button is for jumping
23:29 hecks Oh no.
23:29 Swedneck somehow i ended up just ignoring it
23:29 hecks <paramat> the app is going to get far better in a few weeks when we release MT 5.0.0
23:30 hecks I realize what this means and I don't like it.
23:30 Swedneck hmm, maybe i interpreted that wrong, the lower middle button walks backwards..
23:31 IhrFussel Those arrow buttons will be gone in 5.0.0
23:31 paramat what does it mean?
23:32 IhrFussel Swedneck, I hope you like virtual joysticks as much as buttons
23:32 hecks It means breaking changes will be harder to get through no matter how necessary.
23:32 IhrFussel For movement
23:32 Swedneck isn't what we have now basically a virtual joystick?
23:33 paramat ahh :)
23:33 hecks I can already see you're rubbing your hands, paramat
23:33 IhrFussel https://github.com/minetest/minetest/pull/7126
23:34 IhrFussel ^ the screenshot shows the new controls
23:34 paramat if there'an essential network breaking change needed it should be discussed now because it needs doing now
23:34 Swedneck i've already been linked that :P
23:35 IhrFussel Oh oops
23:35 paramat the new joystick will take the first touch point as the joystick 'centre', easier to use
23:35 Swedneck ah
23:35 paramat and easier to change direction by sliding your finger around
23:36 Swedneck nice
23:36 IhrFussel Almost every mobile game works like that... left screen side to move around and right screen side to look around
23:36 IhrFussel At least every single MMORPG I tried
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23:37 Swedneck i don't play many mobile games :P
23:38 Swedneck really only The Room series and that tower jumping game on F-Droid
23:39 Swedneck to install a game i just drop the .zip in ~/.minetest/games right?
23:41 IhrFussel Swedneck, in 5.0.0 there will be an ingame content "store" (everything will be free there so store is not the right word)
23:41 IhrFussel The official name is Content DB
23:42 Swedneck oh god yes
23:42 IhrFussel Basically browse through mods, download and install with 1 click
23:42 Swedneck so like FTB launcher?
23:44 IhrFussel One sec, making screenshots
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23:50 IhrFussel Swedneck, here https://nofile.io/f/d3nHWVGDGDe/cdb_preview.mp4
23:50 MinetestBot [git] paramat -> minetest/minetest_game: Update small pines in schematic_tables.txt a2c9523 https://git.io/fhsKA (2019-01-06T23:48:57Z)
23:52 IhrFussel Something better than a screenshot :P
23:52 Swedneck and you can get both games and mods?
23:53 IhrFussel Games, mods and texture packs
23:55 Swedneck niiiiiice

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