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IRC log for #minetest, 2019-10-06

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All times shown according to UTC.

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00:43 MinetestBot NoctisLabs: Oct-04 08:46 UTC <tumeninodes> https://forum.minetest.net/viewtopic.php?f=9&amp;t=22349&amp;hilit=k_smallblocks
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04:07 NoctisLabs In theory, how many players can be on a single server max?
04:19 epoch somewhere less than 2**32 billion probably
04:19 epoch s/billion//
04:19 epoch the ulimit for max amount of open file descriptors per process might be the first thing to hit
04:20 epoch on my computer it is set to 1024
04:21 epoch I'm not sure if minetest keeps a file descriptor per "connection" since it goes over udp.
04:24 epoch looks like it doesn't
04:25 epoch it only uses a single socket file descriptor and then uses recvfrom() to get the IP and port the data came from
04:29 epoch looks like the data structure used to store clients uses an unsigned 16 bit integer as the key
04:29 epoch so max limit from that part of the code is 65536
04:30 epoch typedef std::unordered_map<u16, RemoteClient*> RemoteClientMap;
04:30 epoch line 423 in clientiface.h
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06:51 NoctisLabs Sorry, I mean concurrent players.
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11:47 epoch < NoctisLabs> Sorry, I mean concurrent players.
11:47 epoch I know what you meant.
11:48 epoch I have no idea what a realistic limit on concurrent players is
11:48 epoch but I found a hard upper limit of 65536
11:50 epoch you could try flooding a server you run with "new connection" packets
11:50 epoch then see when it crashes
11:53 epoch I doubt there's any hard limit below 65536
11:58 BurningPrincess How do I save a copy of the map or part of a map localy?
11:59 BurningPrincess Not sure if that is even possable though
12:01 calcul0n BurningPrincess, there's a setting for that : saving map received from server
12:01 calcul0n but you will only get the parts that you have visited
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12:02 BurningPrincess That works just fine
12:02 BurningPrincess Thank you calcul0n
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12:05 BurningPrincess Where would I find that settings wise on minetest 0.4.x ?
12:06 calcul0n i think it's the same
12:06 BurningPrincess I am not sure where to find it in the settings list
12:10 calcul0n the technical name on mt5 is enable_local_map_saving
12:10 calcul0n i don't think it changed since 0.4 but i'm not sure
12:12 BurningPrincess calcul0n:  Thabnk you foir being so helpful
12:27 BurningPrincess would the local map save overwrite the existing file/database where it is stored locay or would I need to change the name of whatev er file/database its stored to?
12:29 BurningPrincess As I wanted to save a worksites area with builds, but those builds are still being built so I would have to save it localy quite often to have the latest verson of the builds
12:30 calcul0n iirc it is stored in a dir named after the server ip so you get a different one for each server
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12:38 BurningPrincess Would new chunks saved to it overwrite old ones?
12:39 calcul0n yes
12:40 BurningPrincess Thank you so much. This channel is very helpfu;
12:40 calcul0n but it was a bit buggy when i used it, sometimes it only saves the map when it's loaded twice
12:40 calcul0n i don't know if it has been fixed
12:41 BurningPrincess Well, I can aways fly back and foth a few times to make sure
12:41 calcul0n yep
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13:50 Wuzzy Who is responsible for moving threads of mods/games to Mod Releases/Game Releases? https://forum.minetest.net/viewtopic.php?f=11&amp;t=10418
13:51 sfan5 evidently, nobody
13:51 Wuzzy who moved them previously?
13:56 sfan5 any of the forum moderators
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15:26 * Ingar builds 5.0.1 server
15:29 * rubenwardy suggests trying 5.1.0-rc1
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15:31 Ingar well, git stable-5 branch actually
15:33 Krock bUILd fRoM mAsTeR pLeaSe
15:34 kurtzmusch anyone knows if there was any attempt at making submerged nodeboxes without bubbles?
15:34 kurtzmusch i couldnt ifnd any issue tagged as feature request with this
15:34 kurtzmusch and yeah, im aware of plantlike rooted
15:35 Krock then you know that plantlike rooted only doesn't have bubbles because it's the node below that has an extended mesh
15:35 Krock it extends upwards, into water
15:35 kurtzmusch yes
15:36 Krock to make submerged nodes possible would require water to extend into nodeboxes
15:36 kurtzmusch i know, but i wanted to know if a discussion exists about doing it in a 'non hacky way'
15:36 kurtzmusch or at least a less hacky way
15:38 Krock discussion as in feature request? yes sure there is
15:38 kurtzmusch yes
15:38 kurtzmusch i went through all of the issues tagged with feature request
15:39 kurtzmusch couldnt find anything, only the plantlike-rooted
15:40 Krock #4869
15:40 ShadowBot https://github.com/minetest/minetest/issues/4869 -- allow water to cross specific node groups
15:40 Krock #3704
15:40 ShadowBot https://github.com/minetest/minetest/issues/3704 -- Rendering issue on nodebox below water
15:42 kurtzmusch nice, thanks
15:42 Krock also #3074
15:42 ShadowBot https://github.com/minetest/minetest/issues/3074 -- Allow to define a nodebox (or some sort of "overflow") for fluids.
15:44 kurtzmusch yes,i just saw this one now
15:44 kurtzmusch weird, i went trough all of them yesterday and didnt find the last 2
15:46 sfan5 hmm
15:46 sfan5 I don't think that issue should've been closed just because you can use an ugly workaround
15:47 kurtzmusch oh, thats because the issue was closed
15:47 kurtzmusch #3074 should be opened
15:47 ShadowBot https://github.com/minetest/minetest/issues/3074 -- Allow to define a nodebox (or some sort of "overflow") for fluids.
15:48 sfan5 it's not actually that non-trivial either, the water could be visually extended into the other node depending on the defined nodebox
15:49 kurtzmusch i think a new drawtype: nodebox-floodable could be usedm the engine then checks if the node has liquid-source above it and skips generating the liquid mesh around it
15:50 sfan5 no need for a new drawtype
15:50 kurtzmusch the problem is: we can have multiple liquids, so we cant program a fixed behaviour for when the player is inside node, wich means its still an air buble
15:51 Ingar oh well, I broke it :D
15:52 kurtzmusch MC seems to transforms its blocks into another type wich is a nodebox but also a liquid-source
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20:05 BurningPrincess How much ram and cpu would a 20 person server use?
20:05 sfan5 depends on how heavy the mods you use are
20:05 sfan5 4 cores + 4 gb can go a long way
20:06 BurningPrincess Thank you
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20:59 wyre do you think minetest could be as bigger as minecraft in a future?
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21:01 sfan5 probably not
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21:15 wyre sfan5: why?
21:15 wyre mojang resources?
21:16 sfan5 yes, there's far more resources behind minecraft and it just has more and better features
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21:18 wyre sfan5: well, maybe is a money thing
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21:52 calcul0n maybe we should define bigger here
21:52 calcul0n minetest is free and has a nice community, this is priceless
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22:44 Topic for #minetest is now The official Minetest channel | Latest version: 5.0.1 (2019-03-31) | General, player and modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: https://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: https://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest
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23:08 nepugia Is there a way to use the L-tree system for the mapgen? i found a call to just spawn trees with it normally, but not to integrate it with the mapgenerator
23:13 kurtzmusch you can call it on the on_generated, i guess?
23:14 kurtzmusch minetest.register_on_generated( function() minetest.spawntree() end )
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23:34 kurtzmusch running minetest --server wont use the configs from minetest.conf, what do i do?
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