Time |
Nick |
Message |
00:17 |
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00:18 |
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00:32 |
argyle |
Rollback doesn't work with worldedit commands? |
00:56 |
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01:21 |
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01:21 |
MinetestBot |
ANAND: Apr-19 16:37 UTC <DS-minetest> https://github.com/Desour/anand_gate |
01:23 |
ANAND |
lol |
01:23 |
ANAND |
!tell DS-minetest I'm honoured :) |
01:23 |
MinetestBot |
ANAND: I'll pass that on when DS-minetest is around |
01:24 |
ANAND |
kthx |
01:31 |
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01:35 |
oil_boi |
ANAND, the discussion we had a few days ago, you were onto something!! If you make the server wait to create a modchannel, called "initialized" in this case, and then run a simple loop to check if it's open in the client, then release the clientside initialization payload to load all the mods it seems to not give error 23 anymore :D |
01:36 |
ANAND |
Nice! |
01:36 |
ANAND |
How do you check if the channel is open in the client? is_writeable? |
01:38 |
oil_boi |
Yes, you have to run it like this https://pastebin.com/raw/0LE17qv1 |
01:39 |
oil_boi |
Because there are semi-rare cases of two clientside steps not being initialized etc etc |
01:41 |
ANAND |
Cool |
01:42 |
oil_boi |
It's hard getting over delay initialization of client mods because usually the serverside modding api gives errors if you delay creating functions |
01:44 |
oil_boi |
Oh interesting, now the weather channel won't create snow, ooooof |
01:44 |
ANAND |
I think using minetest,after-based recursion is a better than using globalsteps, because we only need the code to run until the mod channel is ready. |
01:44 |
ANAND |
minetest.after* |
01:45 |
oil_boi |
HEY you're a genius |
01:45 |
ANAND |
Am I? :D |
01:47 |
ANAND |
But as I was saying, may give the following a try? https://pastebin.com/TguArrRF |
01:48 |
ANAND |
maybe* |
01:48 |
ANAND |
Argh, so many typos... |
01:48 |
oil_boi |
https://pastebin.com/xAVeWP8B |
01:49 |
oil_boi |
It wuurkz |
01:49 |
oil_boi |
Holy moly this means that more and more people can create client mods which work correctly everytime!! |
01:50 |
ANAND |
Yay! :) |
01:59 |
oil_boi |
:O :O You just have to run a .after(0 statement for the weather to work every time oh lawdy |
02:04 |
ANAND |
lol |
02:05 |
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02:13 |
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02:24 |
oil_boi |
Now if only there was an ABM style thing for when a node gets created, aka placing a node and water flow |
02:28 |
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02:29 |
Worldblender |
Sorry for delaying this, but here I will post the gist of my latest forum topic from: https://forum.minetest.net/viewtopic.php?f=3&t=24582 |
02:30 |
Worldblender |
Since my last post from the beginning of this year, I haven't made much progress on my senior design project, besides the mod involving changing player models (https://gitlab.com/Worldblender/chchar), but the other two parts (building-maker) and (auto-explorer) have not been worked on a lot. |
02:30 |
Worldblender |
I ultimately have decided that another external project would be my best shot for trying to do something with it (but I only have 2 to 3 weeks to have something done before I end up with a bad grade): CraftAssist (https://github.com/facebookresearch/craftassist): A Framework for Dialogue-enabled Interactive Agents, created by Facebook Research |
02:31 |
Worldblender |
This software provides a chat bot for Minecraft (that's why I thought this project would be the most relevant) capable of responding to players by their dialogue, including building structures and basic self-navigation. This software runs on top of Cuberite ([url]https://github.com/cuberite/cuberite.git[/url]), "a Minecraft-compatible multiplayer |
02:31 |
Worldblender |
game server that is written in C++ and designed to be efficient with memory and CPU, as well as having a flexible Lua Plugin API." While it is open-source, licensed under the Apache License V2, it is built mainly for Minecraft. |
02:31 |
Worldblender |
I might have a shot with CrafftAssist if I can find out how it operates, and subsequently rewrite this code entirely in Lua, porting it to use Minetest-specific functions where necessary. Depending on how this goes, I may end up making a mod that fulfills the basic purpose of auto-explorer and building-maker, with a chatbot frontend. Unfortunately, |
02:31 |
Worldblender |
I am the only who will do all of this work, which often consumes much more time unless if some more people can step in to help me with understanding the code of CraftAssist. |
02:31 |
Worldblender |
With this short amount of time I have left (I should've presented this project weeks earlier, but it's better late than never) in 2 to 3 weeks, I think I'm going to need some help on the way. I will have to present something on April 29, and I have to finish my report by May 5, 5:00 PM CDT. I really don't want to see myself fail my senior design |
02:31 |
Worldblender |
class with a bad grade, merely because I couldn't handle porting some code made for Minecraft to Minetest! |
02:37 |
oil_boi |
ANAND, made netherrack super easy to mine so player's have a higher chance of dying >:) |
02:39 |
oil_boi |
Worldblender, have you ever made a Minetest mod before? |
02:41 |
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02:42 |
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02:42 |
Nutty8 |
Hello!! |
02:42 |
Nutty8 |
Just passing by to solve a doubt |
02:42 |
Nutty8 |
What is an Oerrki? |
02:48 |
Worldblender |
oil_boi, I have made one before, here: https://gitlab.com/Worldblender/chchar It may not have been too popular, because I never published any models with the correct metadata files, which I may do later on. |
02:49 |
oil_boi |
Nutty8, an Oerrki seems to be a phantom/ghost depending on what model it's using |
02:50 |
Worldblender |
In order for my senior design project to get a passing grade, it needs to include some sort of artificial intelligence or machine learning, which the mod I posted does not incorporate. Hence I had to propose another two mods in my report. |
02:50 |
Sompi |
how do I download the newest source code |
02:50 |
oil_boi |
Worldblender, this looks like a massive project from what I can read, you should create a text file with main goals and then list sub-goals within those goals to create a project flow |
02:50 |
Nutty8 |
Ohh thanks oil_boi now it's clear for me :) |
02:51 |
oil_boi |
Sompi, here is the github with the latest source code https://github.com/minetest/minetest |
02:51 |
oil_boi |
Nutty8, No problemo |
02:51 |
Sompi |
yes, but how |
02:51 |
Worldblender |
oil_boi which one? The project I made, or CraftAssist that I mentioned earlier? |
02:51 |
oil_boi |
Sompi, you click the green button that says "clone or download" https://github.com/minetest/minetest/archive/master.zip |
02:52 |
oil_boi |
Worldblender, the one you initially mentioned, it sounds like you'd have to translate different languages with a simple api you can create |
02:52 |
Nutty8 |
I wish you all have a peaceful night (at least it's night here), see ya :D |
02:54 |
Worldblender |
oil_boi Worse yet, I am doing this project all by myself, as none of my other students in my senior design project class are familiar with what I want to do, which unfortunately is going to consume a lot of time. I have found some other existing mods that so a subset of the AI functionality: |
02:56 |
Worldblender |
Open AI (https://github.com/jordan4ibanez/open_ai), AliveAI (https://github.com/AiTechEye/aliveai/), and working_villages (https://github.com/theFox6/working_villages). While they are a good start, their implementations are rather rudimentary. |
03:01 |
oil_boi |
Then just create a simple mob which tries to find ores, and tada, easy A |
03:04 |
Worldblender |
oil_boi I did think about that before, but the problem is that I may not have fully understood the code needed to pathfinding and finding certain items. The only I have ever made, I basically modified skinsdb so that it works with 3d models instead of skins. Additionally, if the only thing that can be considered mine is a file containing a mob |
03:04 |
Worldblender |
definition, it may not be considered all my work. |
03:05 |
Sompi |
the wiki article about server hosting needs some updating |
03:06 |
Worldblender |
I can become discouraged easily if code that I write and test constantly causes my worlds to close and crash, or if it's not producing the results I'm looking for. In your suggestion, I may have trouble trying to implement the pathfinding and node-searching parts. I also would like to try having this done on the players without the need to create |
03:06 |
Worldblender |
additional entities. |
03:06 |
Sompi |
I don't know what version of minetest comes with two different executables for client and dedicated server, but at least the newest version seems to have both functionalities in one binary |
03:07 |
Sompi |
now my server refuses to start without a world and I don't know how to generate one |
03:09 |
Sompi |
... I managed to get it working by some trial and error |
03:10 |
Sompi |
or at least it says that it is listening to port 3000 and also seems that it created a new world |
03:15 |
Sompi |
30 000*~ |
03:16 |
Sompi |
and my client is too old and not supported |
03:16 |
Sompi |
"2020-04-20 06:03:44: ACTION[Server]: Server: A mismatched client tried to connect from 178.55.175.101" |
03:17 |
Sompi |
at least some progress |
03:23 |
Sompi |
is there any documentation about the plugin API somewhere? |
03:23 |
Worldblender |
Sompi Is it the modding API, or client-side modding you're asking about? |
03:24 |
Sompi |
server-side |
03:29 |
Worldblender |
This page from the wiki may help you Sompi: https://wiki.minetest.net/Setting_up_a_server |
03:35 |
Sompi |
now the server is working, but it has only the "minimal" game |
03:36 |
Worldblender |
It might need to be fully reinstalled, so that it has all of the data files. |
03:36 |
Sompi |
I compiled it from the source |
03:37 |
Worldblender |
Maybe you did not check out minetest_game, which is in its own git respository. |
03:44 |
Sompi |
yes |
03:44 |
Sompi |
I installed the default game now |
03:50 |
Worldblender |
Sompi Your server is now working, after I suggested you to check out minetest_game? |
03:50 |
Sompi |
yes, it seems to work fine |
03:50 |
Sompi |
now I just need some mods to have monsters and stuff |
03:52 |
Worldblender |
Okay; I'm on here for the time being mainly because I'm trying to see if I can get help with my senior design project according to my recent forum topic: https://forum.minetest.net/viewtopic.php?f=3&t=24582 Do you think you or someone else can help me after reading it, Sompi? |
03:53 |
Sompi |
I don't know |
03:53 |
Sompi |
maybe |
03:53 |
Sompi |
I have done some stuff with C |
03:54 |
Sompi |
http://sininenankka.dy.fi/~sami/fdshell/ things like this |
03:55 |
Worldblender |
I am trying to see if I may be able to do something with this external project: CraftAssist (https://github.com/facebookresearch/craftassist): A Framework for Dialogue-enabled Interactive Agents, created by Facebook Research, for use with Minecraft |
03:55 |
Sompi |
and I'm planning to code a chat/VoIP/video call software that is backwards compatible with IRC but I have not even started it yet |
03:56 |
Worldblender |
It mainly involves C++, Python, and Lua. But it's taking me a while to understand how this software works. I want to have something implemented, even if it's incomplete due to having only 2 to 3 weeks left. |
04:02 |
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04:20 |
Sompi |
it cannot find the mods that I have put to the mods directory |
04:28 |
Sompi |
I put them under the game/mods directory and now they loaded |
04:31 |
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04:35 |
Worldblender |
Sompi oh, that's good to hear. It looks like I'll have to try finding time to better understand the code of CraftAssist, or define my own mob under an existing mob framework. But all that will have to be done tomorrow, since it seems like here I can't get anymore help for now. I'll be leaving soon, maybe coming back if I need more help. |
04:35 |
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04:50 |
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04:51 |
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05:01 |
Sompi |
I installed the mobs_redo mod with its animal, monster, npc and horse addons but it doesn't spawn any mobs |
05:15 |
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05:16 |
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05:37 |
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05:46 |
Sompi |
the server is now online with mobs_redo mod, the address is bsserver.tunk.org:30000 |
05:47 |
Sompi |
seems to work fairly well but the world is still completely unprotected from griefers |
05:49 |
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05:54 |
oil_boi |
How are you supposed to get the values returned by player:get_eye_offset()? doing a dump crashes and doing [1] yeilds nothing, so does get_eye_offset().offset_first |
05:59 |
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06:25 |
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06:25 |
ANAND |
oil_boi: get_eye_offset() returns { first = {}, third = {}} |
06:26 |
ANAND |
Hmm, lua_api says offset_first and offset_third |
06:26 |
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06:27 |
ANAND |
But note that both these values would be nil until a mod sets them using `set_eye_offset` before-hand |
06:28 |
ANAND |
(AFAIK) |
06:32 |
oil_boi |
Ahh thank you ANAND. Would you know how to raycast through nodes to get all nodes in between |
06:32 |
oil_boi |
I'm asking because I'm creating perfect hardness levels with tnt, making the blast not go through obsidian and bedrock |
06:33 |
oil_boi |
Raycasting is so fast I can easily use it to create perfect "raytraced" explosion |
06:34 |
oil_boi |
I'm already using the raycasting to make it so you can dig with buckets while looking at water then you can right click and pick up the water at the same time, I drowned testing the buckets with liquids_pointable because I could not dig with an inventory full of buckets so now they are much better |
06:37 |
oil_boi |
If not I could use a vm and delete the nodes, storing them in a table, then raycast from the nodes to the center and see if they should be deleted |
06:37 |
oil_boi |
then re-add them in if not, forgot to add that part |
06:47 |
oil_boi |
Also the only downside to using the raycasting engine to use buckets is the fact that the collisionbox of liquids to not change to fit their visual :( |
06:53 |
oil_boi |
The solution to waterflow getting in the way during a raycast with liquids was to make waterflow's selectionbox all 0 :O :L |
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11:06 |
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11:09 |
ANAND |
oil_boi: As far as I know, there's no way to skip through solid nodes, if that's what you mean |
11:10 |
sfan5 |
why not call :next() a second, third, ... time |
11:10 |
ANAND |
Unless you do it manually, of course (i.e. checking node names) |
11:18 |
ANAND |
sfan5: I _think_ oil_boi was asking whether or not normal nodes can be automatically skipped without having to manually check the node name and call :next() |
11:18 |
sfan5 |
hm |
11:18 |
sfan5 |
right that's not possible |
11:18 |
oil_boi |
You can do that! That works great :D Time to raytraced explosions |
11:18 |
oil_boi |
Thanks! |
11:19 |
ANAND |
Yay, good luck :) |
11:19 |
oil_boi |
Just gotta finish up the glowstone :L |
11:20 |
ANAND |
Thinking about it, it'd be awesome if we could optionally specify the raycast properties, for an individual :next() call |
11:21 |
ANAND |
e.g. raycast:next(true, false) |
11:22 |
ANAND |
If the non-parametric version of next is used, the initially-specified properties of the raycast are assumed (the ones provided to Raycast() / minetest.get_raycast()) |
11:23 |
ANAND |
This would be real handy for use-cases where a mod would shoot out a first raycast with its own properties, and the subsequent next calls would obey the original raycast properties. |
11:24 |
ANAND |
Or vice-versa - the mod raycasts out in a bunch of directions, detects a node, then performs a special raycast, etc. |
11:25 |
ANAND |
Can't really think of a concrete idea atm, but I'm sure people would come up with brilliant use-cases once the feature is available. :D |
11:32 |
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11:32 |
MinetestBot |
DS-minetest: Apr-20 01:23 UTC <ANAND> I'm honoured :) |
11:41 |
Zughy |
ANAND, it doesn't sound bad, it'd be handy indeed as for now the only way is to iterate through every collision |
11:45 |
DS-minetest |
!tell oil_boi an oerkki is not a ghost, see https://fi.wikipedia.org/wiki/%C3%96rkki , it's an orc |
11:45 |
MinetestBot |
DS-minetest: I'll pass that on when oil_boi is around |
11:46 |
oil_boi |
Oh my |
11:46 |
MinetestBot |
oil_boi: Apr-20 11:45 UTC <DS-minetest> an oerkki is not a ghost, see https://fi.wikipedia.org/wiki/%C3%96rkki , it's an orc |
11:46 |
oil_boi |
Well it doesn't exist in Minetest game by default so I guess it's nothing |
11:47 |
DS-minetest |
the oerkki was part of the base game in the past |
11:47 |
DS-minetest |
also the rat and the dungeon master |
11:48 |
oil_boi |
Then I'll have to bring them back |
11:48 |
DS-minetest |
!tell Nutty8 an oerkki is not a ghost, see https://fi.wikipedia.org/wiki/%C3%96rkki , it's an orc |
11:48 |
MinetestBot |
DS-minetest: yeah, yeah |
11:48 |
DS-minetest |
^because they asked |
11:49 |
oil_boi |
How does one have a decoration below a node? I haven't tested it yet so I want to know if it's even possible before I attempt it :L |
11:57 |
oil_boi |
Also what even is "ERROR[Server]: Got packet command: 23 for peer id 2 but client isn't active yet. Dropping packet" this error? |
11:58 |
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11:58 |
rubenwardy |
23 = player position |
11:58 |
rubenwardy |
if that's hex |
11:59 |
rubenwardy |
if it's dec, then 23 is TOCLIENT_ACCESS_DENIED_LEGACY, which makes no sense |
11:59 |
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12:01 |
oil_boi |
So the client is able to send data clientside before it's even ready? what |
12:01 |
rubenwardy |
this will be a server bug |
12:02 |
oil_boi |
Oooooof I've been chasing a server bug with clientside fixes this entire time damn. No wonder I can't get the client to reinitialize it's calls no matter what I do |
12:02 |
rubenwardy |
are you doing client-side craziness? |
12:04 |
oil_boi |
rubenwardy, this is my client initialization https://github.com/oilboi/crafter_client/blob/master/init.lua |
12:05 |
oil_boi |
Should I delay the initial attempt? Or like literally anything because it's a headache |
12:06 |
rubenwardy |
isn't there a callback? |
12:06 |
DS-minetest |
it's decimal and TOSERVER_MODCHANNEL_JOIN btw. |
12:06 |
DS-minetest |
0x17 |
12:06 |
rubenwardy |
oh, I converted the wrong way |
12:07 |
oil_boi |
Not that I can find and I looked that api up and down like 50 times so far |
12:08 |
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12:09 |
DS-minetest |
oil_boi: you're trying to join mod channels on load time, which seems to be illegal. here. https://github.com/oilboi/crafter_client/blob/8be315995a98220d1b08329f26660506de0d0d38/init.lua#L29 |
12:09 |
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12:09 |
DS-minetest |
you should do the dofiles on mod load time and the mod channel joins in .after |
12:10 |
oil_boi |
But the .after is what is giving me the headache, it seems like no matter how much .after time I give before joining a channel it gives this error |
12:11 |
rubenwardy |
you should probably check for minetest.localplayer instead? |
12:11 |
rubenwardy |
that's only created after joining |
12:11 |
oil_boi |
Thank you, let's find out |
12:11 |
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12:13 |
nephele |
Why does timing matter for the mod channel mechanism? |
12:13 |
DS-minetest |
as many csms have to do this (using .after recursively until localplayer is there) and this is not very intuitive, it might make sense if there was a callback |
12:14 |
DS-minetest |
nephele: csms are loaded before the client finished joining the server |
12:14 |
DS-minetest |
at this time, there's eg. no localplayer and co. |
12:14 |
nephele |
so? |
12:15 |
DS-minetest |
so some calls to the api are invalid |
12:15 |
nephele |
On a high level it just seems to be a "i want to join channel |
12:15 |
nephele |
"blah" for comms |
12:15 |
nephele |
why would joining that matter for timing? |
12:16 |
nephele |
If you want to send packets related to the player should just do that in on_join_player or something if you want to start with it? but i don't see how the timing of opening the channel matters |
12:17 |
nephele |
I must say though, docs/mod channels.png is a horrible way to try and confuse people about how the mod channel system works... :) |
12:18 |
sfan5 |
<DS-minetest> nephele: csms are loaded before the client finished joining the server |
12:18 |
oil_boi |
rubenwardy, I just tested it 55 times and you fixed it, thank you |
12:18 |
rubenwardy |
!ncext |
12:18 |
rubenwardy |
!next |
12:18 |
MinetestBot |
Another satisfied customer. Next! |
12:18 |
sfan5 |
I couldn't reproduce this locally, maybe some sort of race condition |
12:18 |
sfan5 |
should be looked at at some point either way |
12:18 |
nephele |
sfan5, repeating the same message does not help my understanding |
12:19 |
nephele |
Why does it matter conceptually when you join a channel? I am quite confident that the game itself should be able to handle the network communication |
12:19 |
DS-minetest |
hm, I thought they are loaded before finishing joining by concept. |
12:19 |
sfan5 |
nephele: wasn't aimed at you |
12:20 |
nephele |
okay |
12:21 |
DS-minetest |
btw. .mod_channel_join says it's asynchronous, so checking is_writeable might make not so much sense directly after, maybe |
12:22 |
oil_boi |
Here rubenwardy I put in your name because you literally fixed it https://github.com/oilboi/Crafter/blob/master/README.md |
12:22 |
nephele |
this whole api seems wierd to me, i fail to see why registering that a message came in is a different call than joining the channel |
12:23 |
rubenwardy |
the CSM API is not supported currently |
12:23 |
rubenwardy |
which is why it's strange |
12:23 |
nephele |
the mod channel mechanism is part of the csm though right? |
12:23 |
oil_boi |
nephele, Yeah it's not, which is some kind of miracle I can even do have the junk I'm currently doing with it and it's not crashing |
12:23 |
nephele |
i mean, did it exist before csm or not? |
12:24 |
oil_boi |
have->half |
12:24 |
DS-minetest |
nephele: it didn't |
12:24 |
DS-minetest |
there was no reason for it... |
12:25 |
oil_boi |
Wait you're confused on why you must join the channel and set a variable for the channel, then use the variable to send messages to the server with it? |
12:25 |
nephele |
I liked the way comms worked in gmod, severall mechanisms some context specific, made for a nice use of pick the right tool |
12:26 |
nephele |
like, it had variables ontop of SWEPS (which are kind of what a pickaxe would be in minetest, just way more powerfull (costum animation, model, lifecycle etc)) which you could optionally sync with the server |
12:27 |
nephele |
And mods generally were written to have a server and client component in most of them, with the vars SERVER and CLIENT to see which side you are on |
12:31 |
oil_boi |
Well the difference is, Minetest's engine is built from scratch using Irrlicht as a rendering engine by people that simply enjoy doing it in their spare time, and Source 2 was developed by 360+- people that got paid to do it all day and night. Also many of these things in the Minetest engine are being written to run on literally any device |
12:32 |
* rubenwardy |
wonders when oil_boi will get sucked into engine development |
12:32 |
nephele |
uhhm okay? but neither does gmod use source2, nor are most of the comms channel gmod has build ontop of source |
12:32 |
rubenwardy |
(gmod uses source 1) |
12:32 |
nephele |
some are i guess, but the specific lua stuff is mostly build ontop of the engine |
12:32 |
* DS-minetest |
wonders what gmod and source2 is |
12:33 |
rubenwardy |
a sandbox game, and a game engine |
12:33 |
* DS-minetest |
and source 1 |
12:33 |
DS-minetest |
aha |
12:33 |
rubenwardy |
source 1 is the game engine behind Half Life, Portal, and TF1 I think |
12:33 |
Zughy |
uhm, can please some mod whenever they're free to check the topic about mods move request? There are replies from April 3 waiting to be checked |
12:33 |
nephele |
Team fortress classic and Half-life were gld-src |
12:33 |
nephele |
Team Fortress 2 and Half life 2 were source 1 |
12:34 |
rubenwardy |
source 2 is behind Portal 2, Half life 2 |
12:34 |
rubenwardy |
huh? |
12:34 |
oil_boi |
It's source 1? That's even more of an unbalanced comparison since source 1 is written on top of quake which already existed |
12:34 |
rubenwardy |
oh right |
12:34 |
rubenwardy |
what's source 2 then? |
12:34 |
nephele |
source 2 is only in dota 2 and cs:go |
12:34 |
nephele |
source 2 is the promised land of "surely valve will opensource this too???" but really they only used it for 2 games till now |
12:34 |
oil_boi |
Also rubenwardy errr, that's probably for the best I don't, it's been like 7 years since I tried C++ |
12:34 |
rubenwardy |
what's Half-Life 3: Alyx written in? |
12:34 |
nephele |
Not that interesting if you want your own game |
12:35 |
nephele |
I suppose also in source 2? i havent checked |
12:35 |
nephele |
but i do suspect that valve is really just trying to drive vr home and doesnt care that much about moddability currently :P |
12:35 |
nephele |
it's not half-life 3 though either :) |
12:35 |
oil_boi |
I think the conversation has fallen off the rails choo choo |
12:36 |
rubenwardy |
wish it was, would have loved that |
12:36 |
nephele |
Heh |
12:36 |
nephele |
In any case, i picked gmod becuase it is a good example of a lua api, generally good docs and mostly fun to work with, i might even still use it if they didn't change their EULA to smth hostile :P |
12:36 |
oil_boi |
nephele, my task for you, port half life 2 to Minetest engine :O |
12:37 |
nephele |
oil_boi, That won't work |
12:37 |
nephele |
unless you mean "re-implement source 1 ontop of the minetest-core" |
12:37 |
nephele |
in which case... bah |
12:38 |
nephele |
I may sometimes complain about missing lua api features i am used too in gmod :P, in generall their client-server seperation worked really well, and minetest doesn't have that much there yet |
12:38 |
nephele |
but room to improve upon gmod |
12:39 |
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12:39 |
oil_boi |
Random topic change: If you hit a certain velocity falling should you get teleported to the void dimension? |
12:40 |
rubenwardy |
hitting unloaded chunks is something that generally happens |
12:40 |
nephele |
heh, indeed |
12:40 |
nephele |
oil_boi, seeing as we don't really have... dimensions :P |
12:41 |
nephele |
but would be an interesting concept |
12:41 |
oil_boi |
I am forcing the game to have dimensions |
12:41 |
oil_boi |
Literally |
12:41 |
nephele |
how? |
12:42 |
DS-minetest |
there are three dimensions |
12:42 |
DS-minetest |
x, y, z |
12:42 |
oil_boi |
Generate a biome with only air at a certain y min and max and the terrain gen stops during it and your lua written terrain gen can run at speeds close to c++ somehow |
12:42 |
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12:43 |
nephele |
DS-minetest, trying to defeat my argument by changing my terminology? :P I ment dimensions as in dimensions of destinc space |
12:43 |
oil_boi |
I have implemented bedrock which takes 2 million years to mine, literally, it gets generated at dimension border |
12:43 |
nephele |
you could describe that as 4d space i guess (or 5d if you think time is a dimension) |
12:43 |
Zughy |
rubenwardy, about the hub: I lived the dream just enough, but I guess from the quite empty logs it's not a bad idea (I can't write there) |
12:43 |
nephele |
oil_boi, yeah, i dont like that solution, it feels like a bad hack to me |
12:43 |
oil_boi |
Oof that hurt |
12:43 |
DrFrankenstone |
oil_boi - have you noticed the issue and PR on github? |
12:44 |
nephele |
why? :) |
12:44 |
rubenwardy |
I don't have the permissions to auto-voice people |
12:44 |
nephele |
I think arbitrary "dimenssions" should have engine support |
12:44 |
oil_boi |
Because I worked very hard on trying to make it work correctly |
12:45 |
oil_boi |
DrFrankenstone, looking |
12:45 |
nephele |
I haven't critized your implementation, i just don't think it /can/ work correctly without engine support |
12:45 |
_Zaizen_ |
Yeah I agree with Zugh. |
12:45 |
_Zaizen_ |
The hub is pretty dead |
12:47 |
oil_boi |
DrFrankenstone, I will test these changes now |
12:48 |
DrFrankenstone |
oh, cheers |
12:53 |
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13:02 |
oil_boi |
Also yeah nephele I know, I've just been locked in my house for a month and I'm used to going outside to the skatepark every day so my mind is not so good right now |
13:03 |
oil_boi |
I wish we did have a way to create multiple maps in the same server call |
13:03 |
oil_boi |
How does GMOD do multiple worlds in the same server? |
13:05 |
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13:12 |
nephele |
it doesn't |
13:12 |
nephele |
maps in source are pretty static, you can't change the world boundaries at runtime at all |
13:13 |
rubenwardy |
guess they do loads of baking magic |
13:13 |
nephele |
how so? |
13:14 |
sfan5 |
mmmmm cookies |
13:14 |
nephele |
You can make severall enclosed parts of a map and teleport players between them, but the world bounaries are final :P, if you want to change the actuall boundaries you have to literally recompile the map |
13:17 |
DS-minetest |
>recompile the map are their maps saved as C source code that declares static extern arrays? |
13:17 |
nephele |
Not everything that compiles from A to B has to involve C, gee |
13:17 |
nephele |
z |
13:17 |
rubenwardy |
compiling will probably involving baking lighting and shaders |
13:17 |
rubenwardy |
*shadows |
13:17 |
nephele |
Yes, most of them |
13:18 |
rubenwardy |
although, maybe not shadows if objects cast shadows |
13:18 |
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13:18 |
DS-minetest |
ah |
13:18 |
nephele |
If you use the old-style lights in source and make them be able to switch on and off the map will compile a variant for each on and off combination of them |
13:18 |
nephele |
Which, is a design that completely made sense for hl2 era computers ;) |
13:18 |
nephele |
Ther are dynamic lights and dynamic shadows too, but most are indeed precompiled to save on ressources |
13:20 |
DS-minetest |
so, if there are n lights that can be switched on/off individually, there are 2^n maps?! |
13:20 |
nephele |
2^n lightmaps |
13:20 |
rubenwardy |
surely the geometry is reused, it's just the light maps? |
13:20 |
nephele |
not complete mapfiles |
13:20 |
DS-minetest |
but still, that doesn't scale very well |
13:21 |
DS-minetest |
(or the lightmaps are super small) |
13:21 |
nephele |
Well, it's not exactly 2^N, not all need to be saved anyhow (if you have 2 independant spaces they dont have to affect each other) |
13:21 |
rubenwardy |
hence why we have programmable pipelines now |
13:21 |
nephele |
and the lightmaps are generally somewhat smal |
13:22 |
DS-minetest |
I see |
13:22 |
nephele |
DS-minetest, Well, it was a design ment for like 2004 era computers |
13:22 |
nephele |
their it absolutely made sense to not do dynamic lighting most of the time |
13:23 |
oil_boi |
DrFrankenstone, I merged your pr, thanks for catching that so quickly |
13:24 |
DrFrankenstone |
excellent |
13:49 |
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14:40 |
oil_boi |
Holy crap, raycasting TNT works |
14:42 |
DS-minetest |
hm? |
14:45 |
DS-minetest |
like getting some random vectors to the edge of a cube, using core.raycast from the tnt pos to into the vectors' directions and then removing every node that's returned? |
15:05 |
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16:22 |
Andrey01 |
Wow, over 1000 players online!!! |
16:30 |
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16:45 |
xachman |
Andrey01: where? playing minetest? |
16:46 |
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16:48 |
Andrey01 |
Xachman, on multicraft and minetest also |
16:49 |
Andrey01 |
56 on SkyWars, 51 on Vineland |
16:49 |
Andrey01 |
47 on Catlandia |
16:50 |
Krock |
quantity > quality |
16:58 |
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16:59 |
nephele |
Krock, you saying those players aren't quality players? |
16:59 |
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17:00 |
Krock |
no, I'm saying that the quantity overweights the quality on those servers |
17:00 |
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17:07 |
VanessaE |
fwiw, my server "network" see around 20-30 users at peak each day, though I don't have any idea how to count unique visitors per day. |
17:08 |
Krock |
VanessaE: per username, and per IP if they are short-time visitors |
17:10 |
VanessaE |
I meant I'd need to code a mod for that (as opposed to the minimal one that just logs the current player count) and haven't thought it out yet :) |
17:10 |
Krock |
oh noes that's a tragedy :P |
17:10 |
VanessaE |
:P |
17:11 |
sfan5 |
alternatively: grep + awk + whatever on debug.txt |
17:12 |
VanessaE |
actually I use both, for the existing current-count |
17:12 |
VanessaE |
log the count to debug.txt, grep to scrape it for rrdtool |
17:12 |
Krock |
or grep | sed | sort | wc -l | ... |
17:13 |
VanessaE |
that doesn't work so well when there's more than about 5 or 6 players on the server |
17:13 |
VanessaE |
(the server splits the player list across multiple lines then) |
17:25 |
Krock |
it does auto-breaking in the logs? |
17:26 |
VanessaE |
yeah |
17:26 |
VanessaE |
or it used to, I haven't checked recently. |
17:27 |
VanessaE |
it was easier to write a simple mod to output the count in a way I could reliably scrape than to try to figure out all the regexes it would have needed. |
17:32 |
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17:55 |
nephele |
Krock, I'm sure there is like 0 people on my server :D |
18:20 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Replace travis with github actions (#9641) 27a485a https://git.io/JfTcF (2020-04-20T18:18:40Z) |
18:23 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix build badge since switching to github actions c2ac7b1 https://git.io/JfTCf (2020-04-20T18:22:23Z) |
18:47 |
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18:49 |
hisforever |
Hi I really need help with the Digtron mod. digtron heat reaming in controller furnace: 0 minetest |
18:49 |
hisforever |
please help |
18:50 |
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19:15 |
orbea |
any comments on https://github.com/adrido/darkage vs https://github.com/davisonio/darkage, its not exactly clear how they differ? |
19:16 |
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20:25 |
hisforever |
well no help in here God bless |
20:31 |
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21:02 |
Zughy |
uhm, is it possible to create several worlds in the same server? Or even better, istantiate them |
21:03 |
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21:04 |
rubenwardy |
Zughy: not on the same Minetest server, but you can run multiple servers on the same machine |
21:04 |
Zughy |
rip istantiating |
21:04 |
rubenwardy |
istantiating? instancing? |
21:05 |
rubenwardy |
instantiating* |
21:05 |
rubenwardy |
yeah |
21:05 |
rubenwardy |
CTF uses schematics to change the world, Zughy |
21:05 |
rubenwardy |
code: https://github.com/MT-CTF/capturetheflag/tree/master/mods/ctf/ctf_map |
21:06 |
rubenwardy |
maps: https://github.com/mt-ctf/maps |
21:06 |
Zughy |
never stop learning (instancing) |
21:06 |
Zughy |
uhm, how about a range for visible nicknames on the head of players? |
21:06 |
rubenwardy |
you can do that with the player send distance |
21:07 |
Zughy |
that's great, ty :) |
21:07 |
rubenwardy |
CTF uses a mod to allow the nametags to be hidden behind walls |
21:07 |
rubenwardy |
!mod [playertag] |
21:07 |
MinetestBot |
rubenwardy: Entity based nametags [playertag] by sparky - https://forum.minetest.net/viewtopic.php?t=19401 - https://github.com/Elkien3/playertag |
21:14 |
Zughy |
huh, that's awesome |
21:23 |
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21:24 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Improve protocol-level receiving code (#9617) 8ef239b https://git.io/JfTES (2020-04-20T21:22:00Z) |
21:30 |
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21:32 |
adfeno |
Hi there, is there a setting to make mapchunks (80^3 nodes) unload if not navigated after some time? |
21:33 |
sfan5 |
mapchunks specifically no |
21:33 |
sfan5 |
but for mapblocks (16^3), yes and it's enabled by default |
21:35 |
adfeno |
I help manage a server in which we found that for a given player who connects, it seems to remember the places it visited even if they go 3 mapchunks far from there and stay away from, say, 30min. |
21:35 |
adfeno |
Stacking that up, around 10 players walking around makes the server laggy. |
21:36 |
adfeno |
sfan5: Which setting is that which relates to mapblocks? |
21:36 |
sfan5 |
server_unload_unused_data_timeout |
21:39 |
sfan5 |
which blocks the server considers unused depends on active_block_range I think |
21:43 |
sfan5 |
yeah that should be it |
21:46 |
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21:57 |
adfeno |
server_unload_unused_data_timeout is in seconds? |
21:58 |
sfan5 |
yes |
22:00 |
adfeno |
sfan5: OK thanks :D |
22:04 |
adfeno |
Is there a way to change those two dinamically? Can mods do that and affect the server live (while it's online/running) ? |
22:04 |
sfan5 |
yes and yes |
22:05 |
sfan5 |
though there should be no need to |
22:05 |
sfan5 |
you can use the /set chatcommand |
22:05 |
adfeno |
The person responsible for the server I help asked that since they might want to do some form of load-balancing mod. |
22:09 |
adfeno |
We are also trying to sort out the Minetest profiler outputs so as to see which mods use most resources when we notice some lag. |
22:19 |
xachman |
any way to see all the mods that are on a server? |
22:21 |
sfan5 |
/mods |
22:21 |
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22:29 |
oil_boi |
I usually try not to post my new videos in the irc but I'm so happy with how this came out, here, https://youtu.be/jYG8_WnjUww |
22:30 |
sfan5 |
!title |
22:30 |
MinetestBot |
sfan5: Crafter - A Walk Around The Aether - YouTube |
22:30 |
oil_boi |
I've been trying to create this thing for 10 years and it finally happened |
22:34 |
xachman |
any way to output or copy a command output? |
22:34 |
xachman |
any way to print it to a file or something |
23:04 |
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23:29 |
nephele |
oil_boi, that looks rather nice |
23:30 |
nephele |
somewhat makes me wonder if mt could have a sort of LOD system for chunks, generating a much wider area but with a lower precision so you atleast see basic geometry in the distance... hmmm |
23:36 |
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23:51 |
oil_boi |
Thank you nephele, I wish that were the case too but that's ultra extremely difficult to program properly into the engine as of now |
23:52 |
oil_boi |
I'm just gonna have to accept that you can kinda see the scale of things, but even on render distance 80 it feels like you are lost in another dimension so that's good enough for now |
23:52 |
oil_boi |
But the void |
23:52 |
oil_boi |
Oh god, the void |
23:54 |
oil_boi |
This is how it feels to find bugs in your mod https://youtu.be/x_xk8YUrKxk |
23:54 |
oil_boi |
!title |
23:54 |
MinetestBot |
oil_boi: Morrowind Combat - YouTube |