Time Nick Message 00:32 argyle Rollback doesn't work with worldedit commands? 01:21 MinetestBot ANAND: Apr-19 16:37 UTC 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 01:35 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 02:24 oil_boi Now if only there was an ABM style thing for when a node gets created, aka placing a node and water flow 02:29 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? 02:42 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. 04:20 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 04:35 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. 05:01 Sompi I installed the mobs_redo mod with its animal, monster, npc and horse addons but it doesn't spawn any mobs 05:46 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 05:54 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 06:25 ANAND oil_boi: get_eye_offset() returns { first = {}, third = {}} 06:26 ANAND Hmm, lua_api says offset_first and offset_third 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 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 MinetestBot DS-minetest: Apr-20 01:23 UTC 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 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 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 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 12:09 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 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 12:13 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 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 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 12:43 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 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? 13:12 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 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 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? 16:22 Andrey01 Wow, over 1000 players online!!! 16:45 xachman Andrey01: where? playing minetest? 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 16:59 nephele Krock, you saying those players aren't quality players? 17:00 Krock no, I'm saying that the quantity overweights the quality on those servers 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. 17:55 nephele Krock, I'm sure there is like 0 people on my server :D 18:20 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Replace travis with github actions (#9641) 1327a485a https://git.io/JfTcF (152020-04-20T18:18:40Z) 18:23 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Fix build badge since switching to github actions 13c2ac7b1 https://git.io/JfTCf (152020-04-20T18:22:23Z) 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 19:15 orbea any comments on https://github.com/adrido/darkage vs https://github.com/davisonio/darkage, its not exactly clear how they differ? 20:25 hisforever well no help in here God bless 21:02 Zughy uhm, is it possible to create several worlds in the same server? Or even better, istantiate them 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 21:24 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Improve protocol-level receiving code (#9617) 138ef239b https://git.io/JfTES (152020-04-20T21:22:00Z) 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 21:57 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 22:29 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 23:29 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 23:51 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