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oil_boi_ |
Very quiet |
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oil_boi_ |
I'm surprised no one remade buildcraft in minetest |
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nephele |
what's buildcraft? the thing with quarries? |
01:23 |
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oil_boi_ |
nephele https://ftb.gamepedia.com/BuildCraft |
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nephele |
oil_boi_, well, some of that exists in minetest, even if not in identical form |
01:57 |
oil_boi_ |
nephele well the pipe part was easy https://i.imgur.com/60Eb3gR.png |
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11:34 |
Kazida |
how to use craft guide mod ? |
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14:52 |
JDCodeIt |
Been absent for a while... what are all the 2.0.0-dev servers showing up on servers.minetest.net? |
14:52 |
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14:57 |
sfan5 |
some modified engine variant that supports both 0.4 and 5.0 clients, apparently |
14:58 |
JDCodeIt |
Does it have a name, and has anyone seen the code repository? |
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15:34 |
Quiark |
what people will do to avoid upgrading :o |
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17:17 |
darkwar |
can someone help me with a code |
17:18 |
darkwar |
what does this do to a code durability_index |
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18:15 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Connection: Fix deadlock in debug mode (#9550) a099875 https://git.io/Jv9r6 (2020-03-26T18:13:50Z) |
18:27 |
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18:58 |
MinetestBot |
[git] pyrollo -> minetest/minetest: Hypertext: Fix alignment tags adding unwanted newlines (#9548) 49a5585 https://git.io/Jv9K4 (2020-03-26T18:56:35Z) |
19:01 |
oil_boi_ |
Does anyone know how to: have a node like cobble stone, and find out what node drops cobblestone? |
19:05 |
sfan5 |
"have" a node "like" cobblestone? |
19:07 |
oil_boi_ |
sfan5: "default:cobblestone" -> what drops cobblestone? -> return(what drops cobblestone) |
19:08 |
sfan5 |
!api |
19:08 |
MinetestBot |
Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
19:08 |
sfan5 |
the function is called minetest.get_node_drops |
19:08 |
texmex |
oil_boi_: You loop get_node_drops on all registered nodes? |
19:09 |
oil_boi_ |
oh wow, well I suppose that would work but that seems to be brute force method |
19:10 |
sfan5 |
why all registered nodes? |
19:10 |
oil_boi_ |
something like minetest.get_dropper_node("default:cobblestone") |
19:11 |
sfan5 |
oh you want the inverse |
19:11 |
sfan5 |
then you have no alternative other than checking every registered node |
19:12 |
Elouin |
Hi, i just created a server and when i try to join it prompts me to register but when i hit register and join nothing happens. |
19:12 |
Elouin |
its server 5.1 and mineclone2 as game |
19:15 |
sfan5 |
did you make sure to enter the same password in the field that shows up? |
19:17 |
Elouin |
what do you mean? |
19:17 |
Elouin |
theres only one filed for entering a password |
19:18 |
sfan5 |
if you enter a password in the menu before joining, you are supposed to enter the same password in the prompt that shows up |
19:23 |
Elouin |
I didnt any in the menu |
19:23 |
Elouin |
*Enter |
19:24 |
sfan5 |
hm, might be a bug then |
19:25 |
Krock |
there was a bug where it didn't show the password mismatch error |
19:26 |
Krock |
if you enter a wrong password, does it appear? |
19:26 |
Krock |
related #8568 |
19:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/8568 -- [5.0.1] Click on "register and connect" do nothing on Linux and Android |
19:35 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Improve documentation of minetest.get_node_drops() 3c0d309 https://git.io/Jv96x (2020-03-26T19:35:05Z) |
19:36 |
Elouin |
When i enter a password in menu and then the same in the register prompt it works |
19:36 |
Krock |
yes, that's the idea |
19:36 |
Elouin |
when empty on menu and a new one on register it doesnt work |
19:36 |
Krock |
hence "confirmation" |
19:36 |
Elouin |
Okay. |
19:36 |
Elouin |
Wierd unintuitive behaviour imho. |
19:37 |
Elouin |
why not set the password on register when empty in main menu? |
19:37 |
Krock |
because you might want to join a server without a password? |
19:37 |
Krock |
i.e. trash guest account |
19:37 |
sfan5 |
I think the idea was that you type the password twice |
19:37 |
sfan5 |
but I agree that this is not intuitive |
19:38 |
Krock |
it's indeed to improve safety for mistyped passwords (lockouts) |
19:48 |
Elouin |
Okay. |
19:48 |
Elouin |
Is there a CLI command for world generation? |
19:56 |
sfan5 |
no but a mod should be able to do it |
19:57 |
oil_boi_ |
sfan5 this is the best I could do https://0bin.net/paste/new86SJgPMSxZCvP#dU6HpduvbjhMrhwIydnKE2hhiG9HEyK6f3wppVoP8-E |
20:08 |
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20:11 |
Elouin |
sfan5 OK, thx. But I can upload one generated with the desktop client, right? |
20:11 |
sfan5 |
sure, worlds are generally portable |
20:12 |
Krock |
it'll need the right mods installed at the destination (PC/phone/taster....) |
20:12 |
Krock |
*toaster |
20:20 |
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20:22 |
JDCodeIt |
I was thinking about improving the minetestmapper program... the way it accesses the map seems really inefficient - any map experts here? |
20:23 |
JDCodeIt |
It seems to select all hashed positions, decode them, then decide if they are in the area of interest. |
20:24 |
JDCodeIt |
Naturally, on a large map file... this takes a while |
20:25 |
Krock |
well, it needs to start at some Y value and then step through the mapblocks underneath until terrain has been found |
20:25 |
JDCodeIt |
Given a Y level is there a way to select the blocks that are in a range of x/z using SQL? |
20:26 |
Krock |
no, because it's u64 encoded |
20:26 |
JDCodeIt |
that's what I thought - how does the engine find relevant blocks to send near the player? |
20:26 |
Krock |
((z * 2048) + y * 2048) + x or so |
20:27 |
Krock |
see util/numeric.* for conversion functions |
20:27 |
sfan5 |
the engine will decide an exact position and check if it's in the database |
20:28 |
sfan5 |
are you sure the loadBlocks() operation is a bottleneck for minetestmapper? |
20:28 |
Krock |
https://github.com/minetest/minetest/blob/b298b0339c79db7f5b3873e73ff9ea0130f05a8a/src/database/database.cpp#L59-L69 |
20:28 |
Krock |
^sorry, not numeric.* for this function. I thought it was there |
20:28 |
sfan5 |
it already makes use of a range query to only get blocks on a specified z coordinate (possible despite the encoding) https://github.com/minetest/minetestmapper/blob/master/db-sqlite3.cpp#L62 |
20:28 |
JDCodeIt |
..one of them - but really dies in the renderMap |
20:30 |
JDCodeIt |
I have a 13GB map file - been running about an hour, I can see it is drawing one row of pixels about every 10 minutes |
20:31 |
JDCodeIt |
Doesn't seem too smart an algorithm |
20:31 |
Krock |
in this case it would also make sense to split the map into chunks and offering a web interface to browse through them |
20:31 |
sfan5 |
how do you "see" that it's drawing one row each 10 minutes? |
20:31 |
sfan5 |
also do you have an idea for a fast approach? |
20:32 |
Krock |
fast approach would be drawing per mapblock |
20:32 |
Krock |
less lookups |
20:33 |
JDCodeIt |
Is it easy to find the adjacent blocks in x/z? |
20:34 |
Krock |
complexity of looking up a mapblock at any location is the same as adjacent blocks |
20:35 |
JDCodeIt |
the hashed positions are a corner of the block (16x16x16)? |
20:35 |
Krock |
the node position (0,0,0) inside each mapblock, yes. |
20:36 |
sfan5 |
the mapblock positions need to be multiplied by 16 to get node positions, if that is your question |
20:37 |
JDCodeIt |
maybe I need to read about how the blocks are organized - is that in the api text file? |
20:41 |
JDCodeIt |
how i "see" this is I put some std::cout statements in there to draw dots on the terminal |
20:41 |
sfan5 |
https://github.com/minetest/minetest/blob/master/doc/world_format.txt |
20:42 |
JDCodeIt |
Thanks sfan5, still applies to 5.0+? |
20:43 |
sfan5 |
yes |
20:43 |
rubenwardy |
master is latest dev |
20:48 |
JDCodeIt |
Finding adjacent blocks looks pretty easy - just compute the next over hash value and do a SELECT in the db, right --> int64(p[2]*16777216 + p[1]*4096 + p[0]) |
20:49 |
sfan5 |
sure |
20:49 |
sfan5 |
but is it faster than fetching all blocks on a given Z coordinate ahead of time? |
20:51 |
JDCodeIt |
When that list is long, maybe so. 90 minutes to generate a 400x400 pixel image on the 13GB map |
20:53 |
JDCodeIt |
Probably the slowness comes from the fact that players have gone to -31000 on this map - lots of blocks in the y dim, but these are not interesting for the mapper range |
20:53 |
sfan5 |
hm |
20:53 |
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20:54 |
sfan5 |
there are two open questions with a "just grab the correct neigbouring block" approach: |
20:54 |
sfan5 |
* how do you determine the highest Y coordinate to start from? |
20:54 |
sfan5 |
* how do you handle gaps where mapblocks are missing? |
20:55 |
JDCodeIt |
The range of Y (in nodes) is provided, so just one expensive search for the "y" of the relevant blocks |
20:56 |
JDCodeIt |
From there we find the range of blocks covering the requested x/z in nodes. The walk the blocks by direct query of the db |
20:58 |
JDCodeIt |
Missing blocks get the generic background color, so probably no big problem. That's how it looks today for areas not yet explored. |
21:00 |
sfan5 |
that sounds like it wouldn't work well if you have disconnected floating islands |
21:02 |
sfan5 |
what I was thinking of is this: you want to render a single 16x16 area in the image, you find the highest mapblock in that y column, then walk downwards |
21:02 |
sfan5 |
this is about what the mapper already does, just in a different way |
21:03 |
JDCodeIt |
Maybe I should look at the minimap code - this is pretty darn snappy at generating a top level view |
21:05 |
sfan5 |
the client only considers the limited view of the world it has, so no patches at 31000 or -31000 |
21:08 |
JDCodeIt |
Yes, the command line calls for the geometry of interest, so i was thinking it would be possible to apply those limits |
21:09 |
sfan5 |
are you running it with --max-y 6000 --min-y -6000 or comparable parameters? |
21:11 |
JDCodeIt |
Oh, no I just have -2 to +200 - the world doesn't have much in the air |
21:12 |
sfan5 |
that shouldn't be terribly slow then |
21:12 |
JDCodeIt |
It didn't used to be so slow - until the map file grew so large - much exploring to the deep |
21:14 |
JDCodeIt |
Some players also found the x/z edges so the range in x is also large |
21:14 |
sfan5 |
have you limited the --geometry? |
21:15 |
JDCodeIt |
I'm asking for a geometry near the origin and only 400x400 --geometry 201:-601+400+400 |
21:16 |
sfan5 |
hm |
21:18 |
JDCodeIt |
loadBlocks takes several minutes to execute SELECT pos FROM blocks |
21:21 |
JDCodeIt |
To me that bit of code looks to select all pos hashes from the entire 13 GB file |
21:22 |
sfan5 |
that's what it does, yes |
21:23 |
sfan5 |
I guess for this exact case it could also use the --geometry parameter to limit the positions it fetches |
21:23 |
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21:24 |
JDCodeIt |
Yep, that's the way I saw it. So we determine the range of blocks in the 3D geometry then only have to traverse these |
21:24 |
sfan5 |
this optimization is only applicable to Z positions though |
21:25 |
JDCodeIt |
I'll mess with it on the weekend - COVID lockdown has freed my time! |
21:34 |
oil_boi_ |
JDCodeIt: Yes I have a lot of free time too cause of that |
21:35 |
oil_boi_ |
I wonder if there's a way to go past 30927 |
21:39 |
oil_boi_ |
sfan5: do you know where the value is defined on whether the x,y,z coordinates are 32 or 64 bit? |
21:45 |
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22:02 |
sfan5 |
oil_boi_: it's implicitly hardcoded in the code because v3s16 (which is 16-bit) is used everywhere |
22:09 |
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22:32 |
MinetestBot |
[git] sfan5 -> minetest/minetestmapper: C++11 code modernization 9096f70 https://git.io/Jv99a (2020-03-26T22:14:47Z) |
22:57 |
oil_boi_ |
sfan5: Ahh okay |
22:58 |
Extex |
Ok so I've got a server hosted on my ip. Via host server and announce server. |
22:58 |
oil_boi_ |
What I don't get is, on Linux using the built in kernel drivers for amd cards makes it so the game will not change from 60FPS no matter what I do, even lower the settings fps |
22:58 |
Extex |
Is there any way for like a website or something to generate a link that links to my ip so I can give it instead of leaking my ip? |
22:59 |
oil_boi_ |
Extex: You can do something awful and use hamachi |
23:00 |
Extex |
Without use of vpn |
23:00 |
Extex |
Like... Something that represents my ip |
23:04 |
cheapie |
Extex: You're basically saying the same thing as "I want some people to call me but I don't want them to know my phone number" at this point. |
23:05 |
cheapie |
Now, if you just want something that represents your IP address so that it's easier to remember, then that's what domain names are for, just don't go thinking that they hide anything or that there's really any reason to do so anyway. |
23:07 |
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23:07 |
Extex |
Sry back now |
23:08 |
Extex |
If anybody answered plz repeat |
23:08 |
cheapie |
[18:04:16] <cheapie> Extex: You're basically saying the same thing as "I want some people to call me but I don't want them to know my phone number" at this point. |
23:08 |
cheapie |
[18:05:24] <cheapie> Now, if you just want something that represents your IP address so that it's easier to remember, then that's what domain names are for, just don't go thinking that they hide anything or that there's really any reason to do so anyway. |
23:09 |
Extex |
I'm just paranoid about https://www.iplocation.net/ |
23:11 |
cheapie |
I've never understood why people get paranoid about that, usually the best that GeoIP databases manage to do is come up with the nearest big city if they're even remotely accurate at all. |
23:12 |
cheapie |
In my case it has me clear across the city from where I actually am. |
23:12 |
swedneck |
afaik most people don't have public IPs anyways |
23:12 |
swedneck |
it's all behind NAT |
23:13 |
cheapie |
swedneck: You still have a public IP address, your devices are all just behind one. |
23:13 |
cheapie |
CG-NAT is different and you really need to find a different ISP if yours uses that. |
23:14 |
nephele |
swedneck, ipv6 is pretty prevalent nowadays |
23:14 |
swedneck |
nephele: i wish that was the case here |
23:14 |
cheapie |
nephele: ...and then you get the ISPs that do NAT on IPv6 too. Yay. |
23:15 |
swedneck |
not even my school has ipv6 |
23:15 |
swedneck |
i'm pretty sure my entire city is incapable of ipv6 |
23:15 |
cheapie |
But anyway, even if the GeoIP databases come up with an accurate location for you, nobody else knows that it's accurate and will likely just assume it's not.p |
23:15 |
cheapie |
-p |
23:15 |
nephele |
cheapie, what? why? |
23:15 |
cheapie |
nephele: *shrug* |
23:16 |
cheapie |
The ISP I have here was willing to just put their stuff in bridge mode, so I don't have to deal with any of that, but the one my parents have is all kinds of terrible. |
23:16 |
nephele |
Well, where i live most providers have ipv6 usually, sometimes opt in in the router or so though |
23:17 |
cheapie |
IPv6 is available with this one, yes. |
23:17 |
Extex |
Ok well some ppl can't afford a VPN |
23:17 |
nephele |
Wait, what did you want a vpn for? |
23:17 |
Extex |
Isn't that what you're saying? |
23:17 |
nephele |
Most providers that tell you you need a vpn for privacy are analogous to scams anyway |
23:17 |
Extex |
Loo ok nvm I'm out of my depth |
23:18 |
cheapie |
I get the feeling people just want VPNs these days because they think "the cool kids all have one" or something similar. |
23:18 |
Extex |
I hadn't even heard of it till I saw an add on YouTube lol |
23:19 |
nephele |
Extex, if you give someone something that represents your IP that surely then also leads to your IP no? i don't know how you expect it to be hidden if your goal is to share it |
23:20 |
Extex |
I want to share it but not reveal the actual ip adress. I want ppl (with the link) to be able to join but not know my ip |
23:20 |
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23:21 |
nephele |
If you want to play minetest with people on your server without them knowing your client ip, then just get a server i guess |
23:21 |
nephele |
it's like 3eur per month or so for something that should be capable of running a minetest server |
23:22 |
Extex |
It's just for like a day or a few hours |
23:23 |
nephele |
oh, some providers do that too, but you likely pay more that way ;) |
23:23 |
Extex |
Yeah... |
23:23 |
* Extex |
has no money |
23:23 |
nephele |
in any case, if you want a direct connection, no matter if you connect to them or them to you, there is no way to not reveal your ip adress |
23:24 |
nephele |
you can use tor or something sure, but the game will likely be completely unplayable with such latencies |
23:32 |
sfan5 |
note that minetest uses udp which doesn't work over tor |
23:46 |
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23:55 |
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