Time |
Nick |
Message |
00:21 |
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01:26 |
luvo |
Is there anyway of stopping fall damage? apart from a deep watter hole? |
01:27 |
luvo |
in minetest_game |
01:34 |
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02:20 |
kaeza |
luvo, either water or ladders IIRC |
02:21 |
kaeza |
but take it with a grain of salt; I've been off for almost 3 years |
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08:57 |
Krock |
luvo: bouncy nodes |
08:57 |
Krock |
or write a mod that overrides fall damage with 0 |
08:59 |
ANAND |
Krock: I think they're asking for an in-game solution |
08:59 |
Krock |
mods are in-game solutions |
09:00 |
ANAND |
:) |
09:03 |
luvo |
thaaank you guys! |
09:04 |
Krock |
!next |
09:04 |
MinetestBot |
Another satisfied customer. Next! |
09:04 |
luvo |
hahahaha |
09:24 |
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10:25 |
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10:26 |
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10:27 |
nadav |
Im trying to start a server using my pi |
10:28 |
nadav |
I downloaded the minetest server from the debian sid repos |
10:28 |
nadav |
but im getting this error message |
10:29 |
nadav |
https://pastebin.com/yTDpKYhQ |
10:29 |
nadav |
thank you very much! |
10:59 |
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11:06 |
sfan5 |
nadav: I don't see any useful log output in there |
11:07 |
sfan5 |
except maybe the signal=ILL suggesting that the binary you have uses CPU instructions you're missing |
11:08 |
nadav |
that would make sense |
11:08 |
nadav |
I tried compiling it but it took 5 hours and was barely even on 20% |
11:09 |
nadav |
becauase im on a pi.. |
11:09 |
nadav |
I think its a pi1 |
11:11 |
sfan5 |
you need an armv6l binary then |
11:13 |
Emerald2 |
Do you know where he could get one? |
11:14 |
nadav |
Could I try to compile it on my main PC then port it over |
11:14 |
sfan5 |
you can but cross-compiling is certainly not simple |
11:14 |
nadav |
I assume there is a flag that I can enable to make the compiler do it for ATM |
11:14 |
nadav |
oh |
11:14 |
nadav |
*ARM |
11:15 |
sfan5 |
the rpi1 will be too slow for "serious" server usage but if you want to play around with it can I can cross-compile a binary for you |
11:15 |
nadav |
yes! |
11:15 |
nadav |
that would be amazing!!!!! |
11:16 |
nadav |
I just need it for maybe 2 or 3 people |
11:16 |
sfan5 |
are you running raspbian 10? or 9? |
11:17 |
nadav |
10 |
11:18 |
nadav |
piraspberrypi:~ $ uname -a |
11:18 |
nadav |
Linux raspberrypi 5.4.40+ #1316 Tue May 12 12:59:15 BST 2020 armv6l GNU/Linux |
11:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/1316 -- Online mod repository is broken on master |
11:19 |
nadav |
*10.4 |
11:20 |
sfan5 |
hm, raspbian buster for pi1 is the same download as all the others right? |
11:20 |
nadav |
ummmmm, I dont know |
11:20 |
nadav |
do you mean the img file for flashing it? |
11:20 |
sfan5 |
yes |
11:20 |
nadav |
I think so |
11:21 |
nadav |
I'm not sure though |
11:23 |
sfan5 |
hm yes should be alright |
11:24 |
luvo |
you don't see this in many development teams! |
11:24 |
nadav |
what? |
11:24 |
luvo |
a dev cross compiling for a user hahaha |
11:25 |
luvo |
which is incredibly cool |
11:34 |
nadav |
ikr |
11:36 |
sfan5 |
nadav: https://kitsunemimi.pw/tmp/minetestserver-5.2.0-rpi1.tar.gz |
11:36 |
nadav |
omg |
11:36 |
nadav |
thanks!! |
11:36 |
sfan5 |
you can extract it and run ./bin/minetestserver, it will keep all files (world, config, ...) in the same folder |
11:37 |
Emerald2 |
You're the best, sfan. :) |
11:38 |
nadav |
omg thank you so much!!!! |
11:38 |
nadav |
your the best :) |
11:40 |
sfan5 |
since the rpi is slow you might want to look into these https://forum.minetest.net/viewtopic.php?f=10&t=1825 |
11:42 |
nadav |
so should I paste this into my config? |
11:43 |
sfan5 |
probably |
11:44 |
nadav |
sick! |
11:44 |
sfan5 |
maybe just the last two though, everything related to block_sends is for saving bandwidth |
11:46 |
nadav |
what does active_block_range do? |
11:46 |
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11:48 |
nadav |
also were is config file located |
11:49 |
sfan5 |
minetest.conf where all the other folders are by default |
11:50 |
sfan5 |
you can create it if it doesn't exist or specify a different location using --config |
11:50 |
sfan5 |
minetest.conf.example documents what the settings do |
11:51 |
nadav |
oh all right |
11:52 |
nadav |
so should I rename minetest.conf.example to minetest.conf |
11:52 |
sfan5 |
no |
11:52 |
nadav |
so I should just edit it directly? |
11:52 |
sfan5 |
create a new, empty minetest.conf where you put your settings |
11:53 |
nadav |
sounds good |
11:53 |
sfan5 |
(you can also rename and edit, but personally I find it more useful to keep minetest.conf.example as a read-only reference) |
11:54 |
nadav |
That makes sense |
11:54 |
nadav |
and I make it in the top level directory |
11:54 |
nadav |
? |
11:55 |
sfan5 |
in the same directory with bin, games, mods, textures, ... yes |
11:55 |
nadav |
yes thank you! |
12:52 |
nephele |
I am tempted to can the hud api and try to make a new one |
12:52 |
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12:52 |
nephele |
it's quite hard to make a predicatable hud with it... and impossible to do so while having it properly scalled .-. |
13:02 |
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13:34 |
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13:34 |
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13:44 |
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13:50 |
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13:51 |
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14:50 |
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14:51 |
appguru |
The server list should probably be moderated, as some servers are using bot players to boost their popularity. Those servers should probably be warned and later penalized (by manually decreasing their "score"). |
14:57 |
sfan5 |
source? |
15:00 |
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15:08 |
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15:12 |
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15:19 |
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15:20 |
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15:27 |
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15:58 |
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16:24 |
appguru |
sfan5: Source? As in, a citation to prove that some servers are using bot players? |
16:28 |
rubenwardy |
n. Guest123's law: any Android player is indistinguishable from a bot |
16:30 |
sfan5 |
appguru: yes |
16:56 |
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17:08 |
nephele |
lol, why go to the effort of having bots if you can just lie to the listing server |
17:17 |
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17:18 |
appguru |
lying would be more obvious I guess |
17:18 |
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17:18 |
appguru |
but a server lying to the listing server would definitely require a penalty |
17:21 |
jas_ |
!server |
17:21 |
MinetestBot |
jas_: THE CREATIVE GARDENS | animine.org:53000 | Clients: 0/15, 0/3 | Version: 5.2.0-animine / minetest_game | Ping: 81ms |
17:22 |
jas_ |
no problem |
17:25 |
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17:25 |
oil_boi |
Bots? |
17:30 |
oil_boi |
also texmex the abillity to just hover over a node or entity and have it do something will be extremely useful, I can create different things with this, you can create ideas with this and I will set a on_hover function for nodes and entities built into the crafter game api |
17:31 |
appguru |
it's pretty easy actually, just a globalstep + a raycast |
17:31 |
appguru |
(and probably checking for tool range if it matters for your usecase) |
17:31 |
oil_boi |
Yes but a clientside version so that players cannot abuse lag to look around things like endermen |
17:42 |
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17:48 |
texmex |
oil_boi: exactly my thinking as well. Basically a SSM able to register callbacks in the CSM so that the CSM alerts the SSM whenever a node/entity of pointed at. |
18:02 |
oil_boi |
So how it will work is client does 0.05 second tick using after, registers if node or entity has on_hover, tells server using serialized table or entity, server deserializes table or entity and executes entity or node on_hover |
18:03 |
oil_boi |
I might have to use globalstep with a tick toggle with on and off state so that it does it at half the fps of the client to save a little performance |
18:04 |
oil_boi |
Offtopic: Also I just calculated the miles with the idle hours on my CVPI and it's at 455364 miles per ford holy shoit |
18:06 |
oil_boi |
I'm not sure how much impact doing a raycast every client frame will actually have though as WAILA uses 0.1 fps tick |
18:07 |
appguru |
The client already does a raycast every frame I think |
18:07 |
oil_boi |
0.01* |
18:07 |
oil_boi |
appguru is there any way to access that information through csm? |
18:07 |
appguru |
most likely not |
18:07 |
oil_boi |
Oof :L |
18:08 |
oil_boi |
Maybe I could just bolt the on_hover library to waila? |
18:09 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Add core.open_url() to main menu API (#8592) a9c3a42 https://git.io/JfETu (2020-05-17T18:09:10Z) |
18:14 |
sfan5 |
2020-05-17 20:14:08: ERROR[Server]: Server::ActiveObjectMgr::addActiveObjectRaw(): no free id available |
18:14 |
texmex |
<oil_boi "Maybe I could just bolt the on_h"> That’s how I did it, yeah. |
18:14 |
sfan5 |
I think I might have dropped too much sand |
18:16 |
oil_boi |
Oh my, yes that happens to me too when I go nuts with a level 50 swiftness, durable, and fortune gold shovel |
18:17 |
oil_boi |
texmex, I will look into this then, maybe it would be more intelligent to use a global step for the waila loop instead and change the lua file to pointing.lua |
18:17 |
sfan5 |
ERROR[Server]: suspiciously large amount of objects detected: 2223 in (1,-1,24); removing all of them. |
18:17 |
sfan5 |
:DDD |
18:18 |
Krock |
woth it |
18:30 |
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18:31 |
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18:37 |
oil_boi |
There's gotta be a better texture for leaves |
18:40 |
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18:40 |
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18:45 |
appguru |
I'm currently wondering: what would be the best way to show node hp? |
18:45 |
appguru |
Options I have considered: |
18:45 |
appguru |
- Multiple registered nodes |
18:46 |
appguru |
- paramtype2 = color indexing an alpha palette, "blend-in"-crack texture |
18:47 |
oil_boi |
node hp? Like how far in the digging animation it is? |
18:48 |
appguru |
Sort of |
18:48 |
appguru |
But I plan to use it for explosions etc. |
18:48 |
appguru |
And only for a few special nodes |
18:48 |
oil_boi |
Why not just use meta data then |
18:48 |
appguru |
Because I want it to show somehow |
18:48 |
appguru |
So that you can see: ah, this node has low HP, TNT-time |
18:49 |
oil_boi |
HMMM, if you're only doing it for a few nodes then use multiple nodes |
18:49 |
oil_boi |
I'm gonna guess, zelda breaking the wall with a bomb type of execution |
18:49 |
appguru |
Probably multiple nodes combined with paramtype2 = color? |
18:51 |
oil_boi |
Ooo that's a good idea |
18:52 |
oil_boi |
I could have sworn we had a way to modify nodes in the terrain |
18:55 |
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18:57 |
oil_boi |
Animated sprite textures seem to be broken oh nu |
18:58 |
appguru |
I had considered tile animations as well, but I think they lack the required persistence? |
19:05 |
oil_boi |
lbm set self tile location? |
19:15 |
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19:29 |
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19:37 |
MinetestBot |
[git] sfan5 -> minetest/minetest: builtin: Move common/async_event.lua to mainmenu/async_event.lua 11723cf https://git.io/JfEIS (2020-05-17T19:37:01Z) |
19:37 |
MinetestBot |
[git] sfan5 -> minetest/minetest: content_mapblock: Move static initialization out of functions 52430d3 https://git.io/JfEI9 (2020-05-17T19:37:01Z) |
19:37 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Client: Add sum and average to packetcounter be38a44 https://git.io/JfEIH (2020-05-17T19:37:01Z) |
19:38 |
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20:03 |
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20:05 |
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20:05 |
oil_boi |
Is animating nodes possible yet? |
20:06 |
nephele |
depends |
20:07 |
nephele |
You can make a node that has an animation plaing all the time afaik, but no arbitrary animations based on node content or so |
20:08 |
nephele |
(unless you register all possible states as seperate nodes and switch between them) |
20:08 |
oil_boi |
Is there a way to make the node only play the animation once? |
20:09 |
nephele |
Hmm, i think there was a way to pause the animation, but don't quite me on that :g |
20:09 |
nephele |
If you want to play it once you could swap between an animated and non-animated variant i gues |
20:09 |
nephele |
kinda like the mtg furnace switches between active and non-active mode |
20:12 |
fluxflux |
I'm trying to fix a longstanding issue, in which a player can place a node over the top-half of a travelnet, which causes Problems. For anyone not familiar, the upper half of a travelnet isn't a separate node, but just a mesh/collsion box extended to 2 blocks high. What needs to be done, is to check that the node below isn't a travelnet node and prevent the placement. `minetest.register_on_placenode` feels like it's called |
20:12 |
fluxflux |
too late (i'd have to properly remove the node and re-add it to the player's inventory). i can't see any way to add behavior to the travelnet itself to prevent this, outside of some complicated mechanic that makes the upper half a proper node somehow. should i override `minetest.place_node`? is there a cleaner way to do this? |
20:13 |
oil_boi |
fluxflux when a player places a travelnet it needs to create a fakenode on top of it that's drawtype is airlike and when it is on_destruct, then remove the node above it otherwise it will happen |
20:13 |
fluxflux |
yeah, that's an option, i feel like there ought to be a simpler way... |
20:14 |
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20:14 |
sfan5 |
what oil_boi describes is how doors do it and it's been solid |
20:14 |
fluxflux |
ah interesting |
20:14 |
oil_boi |
You can set this with on_construct, pos.y = pos.y +1 minetest.set_node(pos, {name="mod:fakenode"}) and then repeat the function on destruct but do minetest.remove_node(pos) |
20:14 |
sfan5 |
and by the way if you wanted to do it the other way you'd override `minetest.item_place_node` |
20:14 |
fluxflux |
maybe i can copy over the code from doors |
20:15 |
oil_boi |
Maybe I can help you even further and create a comment on travelnet |
20:16 |
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20:17 |
oil_boi |
Sokomine, I am looking through the code and will help this become a non-issue, because I have seen this a few times |
20:17 |
fluxflux |
i wish you luck w/ that, i've had little luck getting Sokomine to accept PRs :) |
20:18 |
nephele |
oil_boi, by the way, i tried the quickloot thingy, it's not quite possible yet, i could make a very simple version that has a special icon for each item/node and use the limited keybinds available, but that is not that nice :) |
20:19 |
oil_boi |
nephele you should try to combine it with a client mod and check the scrolling of the hotbar to navigate through the submenu and rightclick leftclick to do certain things in it |
20:21 |
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20:22 |
oil_boi |
So I was able to replicate the issue https://i.imgur.com/ZwkT4bC.png |
20:24 |
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20:26 |
nephele |
oil_boi, i am only using a client mod anyhow |
20:26 |
nephele |
hmm, what do you mean with the scrollbar? |
20:26 |
oil_boi |
Hotbar, you can scroll through elements if you check the hotbar selection position |
20:27 |
nephele |
I think i may actually be able to obtain the texture names if i make a server mod for it and use mod channels to send them, for some reason the current csm does not allow me to check the tiles definition of nodes |
20:27 |
nephele |
oil_boi, hmm, what call would that be? |
20:27 |
nephele |
like players wield index or so? |
20:28 |
nephele |
Okay, i could use that for selection i suppose |
20:28 |
nephele |
but right and left click i can't really catch reliably (so you don't accidentally interact with the enviroment) |
20:29 |
nephele |
so might use e to interact and shift+e for "entire stack" or so |
20:32 |
nephele |
oil_boi, okay, i can try it again tommorow utilizing the wield index and a serverside component |
20:32 |
nephele |
but it is gonna be somewhat hacky ; |
20:32 |
nephele |
:D |
20:36 |
Sokomine |
fluxflux: hmm. travelnet and travelnet elevator use diffrent technics in this. i'm undecided as to what is the best approach...but yes, placing something where the upper part of a travelnet is might cause problems with arriving players |
20:37 |
nephele |
only if the upper part has a collision mesh that is a problem, if you have to have one you could even make it match the one of the lower part of the travelnet |
20:38 |
Sokomine |
oil_boi: hmm. if this happens so often i probably really will have to take a look at it and place a fake node. vanessae also reminded me that there's work to do on my travelnet |
20:38 |
Sokomine |
fluxflux: i'm just lazy. it's not that prs are unwanted or anything. i just...keep looking at my repros from time to time (which might even be months or years between) and fix one in on go. unless i notice something myswelf and get aware of a problem |
20:39 |
Sokomine |
it's in general best to msg me here or send a forum pm. and to repeat the process until i've fixed it :-) don't bother too much that that might be considered spam...a friendly reminder won't :-) |
20:39 |
fluxflux |
i thought busy, i don't blame you, and appreciate what you've done |
20:39 |
fluxflux |
(afk for a bit) |
20:40 |
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20:40 |
Sokomine |
yes, busy sometimes as well. but a reminder is always welcome |
20:41 |
Sokomine |
so please don't feel bad if your pr isn't regarded immediately. it may take...time...until i'll reply :/ |
20:41 |
oil_boi |
Sokomine https://github.com/Sokomine/travelnet/pull/57 |
20:41 |
oil_boi |
Here is a quickfix to solve the problem, this can be worked upon |
20:45 |
oil_boi |
VSCode messed up the indentation but that can easily be fixed |
20:47 |
oil_boi |
Also this disallows liquids to flow into the travelnet and elevator which was something else I tested |
20:53 |
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21:04 |
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21:07 |
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21:24 |
oil_boi |
yo leo_rockway you find anything else? |
21:24 |
oil_boi |
I'm trying to kill any bugs before I move onto mob pathfinding optimization |
21:25 |
leo_rockway |
oil_boi: I found that I can't run Crafter unless I'm on latest dev and MineClone2 doesn't support latest dev. So I find myself switching from one to the other, haha. |
21:25 |
leo_rockway |
oil_boi: I actually found an issue, but I don't know how it happened or how to replicate it. I built an aether portal and it didn't transport me anywhere. So I built another one next to it, and that one worked. |
21:25 |
leo_rockway |
nothing meaningful in the console output. |
21:26 |
oil_boi |
Aw man, yeah. I think it's kind of ironic one game supports latest dev but aims to be an old build and the other wants to be latest and only supports stable |
21:26 |
oil_boi |
That's actually what I expected, that whole portal api needs a rebuild |
21:27 |
oil_boi |
I've never seen anyone do portals like that before, so I will try to improve it |
21:27 |
leo_rockway |
but I like the portal transition. I wish I hadn't watched the video in advance. It would've been a pleasant surprise. |
21:27 |
oil_boi |
Thanks bro |
21:27 |
leo_rockway |
I like that animals look at the player, that's huge. The animals in all other games look like droid animals. |
21:28 |
oil_boi |
There's gotta be some way to do that with 100% consistency without causing lag |
21:28 |
leo_rockway |
I feel that the fx for hitting mobs is weird. It's a metal fx, even when I hit a pig with my bare hand. |
21:28 |
oil_boi |
Hell yeah man, next step, the mob looks all the way to the direction before even moving then starts to move smoothing out their head animation |
21:29 |
leo_rockway |
oil_boi: I don't know what's different in the animation of the creeper in Crafter vs MineClone2, but Crafter's one seems more vivid. I think it's his feet that make the difference. |
21:29 |
oil_boi |
Yeah, it's actually broken right now, I'm not sure what is causing it exactly |
21:29 |
oil_boi |
leo_rockway are crafter and MC2 using the same animation? |
21:30 |
leo_rockway |
it seemed somewhat different to me. |
21:30 |
oil_boi |
Err model not animation |
21:30 |
oil_boi |
I will download mc2 and test it rn |
21:30 |
leo_rockway |
I think the model is the same, the animation looks different to me, though. In MineClone2 creepers kind of look like they are levitating. Their feet are kind of weird. |
21:30 |
leo_rockway |
I don't know if it's just my perseption, though. |
21:30 |
leo_rockway |
perception* |
21:31 |
leo_rockway |
oil_boi: I haven't checked the nether yet. I didn't have flint and steel to ignite the portal. |
21:31 |
leo_rockway |
I saw that you fixed that now. |
21:33 |
leo_rockway |
I really like MineClone2, but the mobs need tlc. So I like Crafter mobs so far. |
21:33 |
oil_boi |
Oh, well the first thing I found was the animation for the creeper is incorrectly set via 22i's model, I just punched it and it lit, then didn't do anything, I kept punching it and nothing happened, then I backed away and my headphones capped out when it reignited 500+ times in 3 seconds :( |
21:34 |
leo_rockway |
oil_boi: I don't recall, but it might be that your bare hand does no damage to the mobs in MineClone2. |
21:35 |
oil_boi |
Holy crap you're right |
21:35 |
leo_rockway |
the whole damage thing needs rework. If you wear armor you're pretty much unkillable. |
21:35 |
leo_rockway |
it's reported, so he's aware. |
21:35 |
oil_boi |
Maybe I can help the project, but I cannot find a github page for it |
21:35 |
sfan5 |
!mod mineclone2 |
21:35 |
MinetestBot |
sfan5: Convert Minetest world to Mineclone2 WIP [gt2mc2] by maikerumine - https://forum.minetest.net/viewtopic.php?t=17907 - https://github.com/maikerumine/gt2mc2 |
21:35 |
sfan5 |
no not that |
21:36 |
leo_rockway |
oil_boi: I'll get you the link. |
21:36 |
sfan5 |
either way mineclone uses some niche git hosting site |
21:36 |
oil_boi |
That is definitely not good |
21:36 |
leo_rockway |
https://git.minetest.land/Wuzzy/MineClone2/ |
21:37 |
oil_boi |
Ooooh |
21:37 |
Wuzzy |
!mod is broken |
21:37 |
leo_rockway |
I understand him not wanting to use Github. |
21:37 |
oil_boi |
Wuzzy can I create a git clone on github and then just send you a link to all the fixes? |
21:38 |
leo_rockway |
I don't really like nonfree software, and in the case of Github it's kind of concerning that MS could at any time decide to get rid of Minetest. It might be a paranoid thought, but MS has done bad things in the past. |
21:38 |
Wuzzy |
of course you can clone mineclone2 ? |
21:38 |
oil_boi |
Oh yes, I have that same fear, that's why I have over 20 backup sights when I create any commit |
21:38 |
Wuzzy |
its even in the name ? |
21:38 |
sfan5 |
"Microsoft deletes random project because they felt like it" is a PR nightmare and not realistic |
21:39 |
Wuzzy |
i hope you all have backups of all the issues. just saying |
21:39 |
Wuzzy |
github is at least kinda usable without activating JS hell |
21:39 |
leo_rockway |
sfan5: it is, but MS has done really bad stuff in the past. https://en.wikipedia.org/wiki/Halloween_documents |
21:39 |
oil_boi |
I only have one thing to add to this to qualm any fear https://github.com/torvalds/linux |
21:39 |
Wuzzy |
which is the reason why I do not avoid GitHub competely |
21:40 |
Wuzzy |
I do avoid Transfex since a good while tho |
21:40 |
Wuzzy |
because its literally JS hell |
21:40 |
Wuzzy |
yes, i also dislike MS, but thats not the reason why i dislike GH |
21:40 |
oil_boi |
If the creator of git uses github, I think it is safe, just create backups |
21:41 |
leo_rockway |
oil_boi: Torvalds was perfectly happy using BitKeeper too. |
21:41 |
oil_boi |
I have...5228 versions of crafter backed up alone |
21:41 |
sfan5 |
leo_rockway: I am aware of that |
21:41 |
Wuzzy |
It's still concerning that a single hoster hosts so many many repos at once |
21:41 |
Wuzzy |
single point of failure |
21:41 |
rubenwardy |
!mod [mineclone2] |
21:41 |
MinetestBot |
rubenwardy: There are no results for this query :( |
21:41 |
oil_boi |
Whoa no, this is turning into a non-solvable argument |
21:42 |
Wuzzy |
!mod MineClone 2 |
21:42 |
MinetestBot |
Wuzzy: MineClone 2 by Wuzzy - https://forum.minetest.net/viewtopic.php?t=16407 - https://git.minetest.land/Wuzzy/MineClone2 |
21:42 |
Wuzzy |
aha! there we go! |
21:42 |
oil_boi |
Anyways, Wuzzy I will help you with the damage if I can wrap my head around the damage system |
21:42 |
rom1504 |
"js hell", are you stuck in 2000 Wuzzy ? |
21:43 |
Wuzzy |
current year argument detected |
21:43 |
oil_boi |
That's why I built my own damage system, I couldn't understand other ones, and it was ultra extremely annoying |
21:43 |
Wuzzy |
have you looked at Transifex's source code? then you'll understand. ? |
21:44 |
oil_boi |
If you look at the linux source code then the java script argument becomes a grain of sand in the test of time |
21:44 |
Wuzzy |
thats not really the reason... |
21:44 |
rom1504 |
ah you mean the code is bad ? |
21:45 |
rom1504 |
I see a lot of python in their github org |
21:45 |
Wuzzy |
lets just say i dont trust the company |
21:45 |
Wuzzy |
I also dont avoid *all* of the JS. |
21:46 |
Wuzzy |
but i only turn it on when i absolutely must, AND i am not distrusting the source. the more complex the JS, the harder it becomes to convince me to turn it on ? |
21:46 |
oil_boi |
No, I mean, it's creating minor memory leaks. I'm not saying I could make literally anything anywhere close to Linux kernel, but I do not want to create shit code that Linus has a heart attack over |
21:46 |
rom1504 |
ok so you do mean you don't want to use js in a browser |
21:46 |
oil_boi |
I have a feeling wuzzy uses links |
21:46 |
Wuzzy |
thats not what im saying... |
21:47 |
rom1504 |
why do you like better all the bad c and c++ code that make your apps ? |
21:47 |
Wuzzy |
huh? links? of course i do. i mean links are the bread and butter of the WWW. using the web without clickable links seems ... strange? |
21:48 |
oil_boi |
I come from a time where exiting and joining a game caused minetest to use 5GB on the main menu due to memory leaks, I would have to say we are fine |
21:49 |
oil_boi |
Also it seems we are all putting out our anger individually on individual things, so please, get it out right now in furious texts |
21:49 |
Wuzzy |
i believe the memory leak is still not fixed... ? |
21:50 |
oil_boi |
I will start: IT SHOULD f***** NOT take 3 seconds for a website to load on 100MBPS internet |
21:50 |
Wuzzy |
Word! |
21:50 |
oil_boi |
I believe you are RIGHT, and we should fix it |
21:50 |
oil_boi |
BUT, HOW, will we fix it? WHERE is the memory leak coming from? |
21:50 |
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21:50 |
Wuzzy |
back to topic... something about memory leak. when i restart my game over and over again my memory usage is only going up |
21:51 |
Wuzzy |
the only way to make it go away is to close minetest. way to fill up 8 gigs really fast. yes, something is really wrong here |
21:51 |
oil_boi |
One second, I shall restart my client over and over again for the next 5 minutes |
21:51 |
Wuzzy |
nonono |
21:51 |
Wuzzy |
i mean, restart the game in minetest, not minetest itself |
21:51 |
nephele |
oil_boi, btw, yesterday you said you want to get a game like feed the beats, have you ever played the minecraft modpack "big dig"? |
21:52 |
Wuzzy |
if you restart minetest, your memory is freed again |
21:52 |
oil_boi |
Yes I have and it has not solved my desires, but I shall need a few minutes to monitor this issue I am testing |
21:53 |
oil_boi |
My base at main menu: 56MB |
21:55 |
nephele |
I can kinda reproduce that, seems to help the usage if i load more chunks |
21:55 |
nephele |
on 5.3-dev |
21:55 |
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21:55 |
oil_boi |
I will not continue any further: in the time it took from me to post that original comment and keep restarting the game, 1.5GB memory usage |
21:56 |
leo_rockway |
Wuzzy: https://en.wikipedia.org/wiki/Links_%28web_browser%29 |
21:56 |
leo_rockway |
I'm guessing that's what oil_boi was talking about. |
21:57 |
nephele |
oil_boi, well, that mod pack (especially the bountifull earth) aswell as buildcraft in it and industrial craft (i think?) are some of the inspiration i have for my subgame |
21:57 |
leo_rockway |
I try to avoid JS too. It makes websites gigantic for no reason. |
21:57 |
nephele |
so i thought it was pretty interesting that you also seem to want to move in a similar direction |
21:57 |
oil_boi |
I may reiterate, again, where in the source code are we creating new memory spaces for all of these variables in the engine's source code? Is it item or node or tool definitions? Is it compressed cached textures? |
21:59 |
oil_boi |
nephele I will look at your game soon |
22:00 |
oil_boi |
This seems like it's almost perfectly fitting the definition of every node and entities mesh whether or not it uses a mesh, as if it is keeping them in memory |
22:00 |
leo_rockway |
oil_boi: how does running / fov work in a server? is it still fine or is it too hacky to let it work correctly there? I feel that it works great in singleplayer. |
22:00 |
leo_rockway |
s/running/sprinting |
22:01 |
oil_boi |
Oh trust me leo_rockway it's laggy as in MC, the only solution to this is CSM, sadly |
22:01 |
oil_boi |
I cannot work around the anchors of the engine |
22:02 |
leo_rockway |
oil_boi: is there any limitation to keeping it CSM? |
22:02 |
appguru |
leo_rockway: servers, mainly |
22:02 |
leo_rockway |
oh, of course. Silly question, haha. Thanks appguru |
22:03 |
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22:03 |
oil_boi |
Oh absolutely, right now CSM is owned by the clients namespace, a server cannot maintain what code is run in client it only can communicate with it, the solution that has been brought forth is: the client receives the CS mods from the server and it cannot be touched, because at that point you are working with 1s and 0s trying to hack it |
22:04 |
oil_boi |
You can hack my Crafter mods like there's no tomorrow |
22:05 |
oil_boi |
A server being able to modify what the client is running in that sense would be the equivalent to accidentally installing a keylogger on your computer |
22:05 |
oil_boi |
It's not remotely the same based on the current code that is enabled in the game, but I hope you understand my point |
22:06 |
leo_rockway |
yup, I got it. |
22:06 |
oil_boi |
Just like mod security, there is definitely a way to upload client mods from the server and having the client actively interpreting the code in a safe way |
22:07 |
nephele |
Garry's mod had a model like that, funnily enough on one fatefull night someoen managed to abuse a server and client exploit to have a self-replicating virus over gmod that infected servers and then its clients, and then clients infected severs :D |
22:07 |
nephele |
It only made you spam *cough* in the chat though, and join the steam universe chat to caugh there, and caugh to your steam friends... not that hostile as such (was named the cough virus cus of that) |
22:07 |
oil_boi |
That's sadly what happens when valve employees run 18 hour days without communicating with their security division of developers |
22:08 |
nephele |
gmod is not made by valve |
22:08 |
nephele |
it's made by facepunch |
22:11 |
oil_boi |
Ahh I see GMOD is using the builtin libraries from source |
22:12 |
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22:12 |
oil_boi |
So in the sense we are talking about it, networking, yes, yes it is |
22:12 |
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22:12 |
nephele |
They use large parts of the source engine indeed, but they cook their own sauce so to speak :P |
22:13 |
nephele |
The exploit also relied on the ability to execute lua code, so you know, nothing other valve games had to deal with |
22:23 |
leo_rockway |
oil_boi: if you work on mobs / damage in MineClone2 and Wuzzy likes the changes and merges them, that's going to be so awesome. |
22:24 |
leo_rockway |
I'm not a gamer, but I've been playing MineClone2 the last few days. I feel that the mobs are just dumb, sitting in water for the most part (I have a lake in front of my house and mobs tend to get stuck there). |
22:24 |
leo_rockway |
also, villages with villagers would make the exploring part more fun too. |
22:24 |
leo_rockway |
I know MineClone2 has come a long way, though. |
22:25 |
leo_rockway |
I've been "playing" Minetest shortly after it came out. Minetest Game is not fun. I understand it's a proof of concept of sorts. I see MineClone2, Crafter and some others as actual games. |
22:26 |
leo_rockway |
I tried The End for a bit yesterday and it seemed fun too. I was on the dev branch, though, so it crashed on me. |
22:37 |
oil_boi |
Just like Windows or Linux is just the base it takes people to build upon it |
22:38 |
leo_rockway |
yeah, I think the Minetest engine is neat. |
22:48 |
jas_ |
i couldn't do mc2, because it makes too many assumptions |
22:49 |
jas_ |
it's nice to play a regular game and then mod it, MTG is a good, stable, regular game |
22:58 |
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23:06 |
oil_boi |
jas_ Yes, that is the beauty of open world games, you can do whatever you want and no one gets to tell you otherwise |
23:07 |
oil_boi |
For example, my implementation of drowning and hunger will probably make like 40-200 people hate me, and that's alright, modify that shit |
23:08 |
oil_boi |
But if a base game is too boring to the point where it detracts people from getting that inspirational spark, then there is a problem |
23:09 |
nephele |
In mtg i just turn off damage, it's only annoying :P |
23:09 |
oil_boi |
Even chips challenge has plenty of people modifying it, so we must aim to have that level of introductionary modification ability from someone who has not created any type of source code |
23:10 |
oil_boi |
We must aim to be "chips challenge of a 3d open world game" |
23:24 |
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23:28 |
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23:29 |
cheapie |
If only --migrate-auth gave a progress indication... migrating 433k players takes quite some time :/ |