Time |
Nick |
Message |
00:05 |
oil_boi |
I like option 3 :D |
00:06 |
oil_boi |
Though if we had a way to essentially create a new texture with the data from the combined images stored in memory as a single file instead of a giant string it would be pretty much the perfect temp solution |
00:10 |
oil_boi |
I can't find a feature request for it, so I guess I will create oen |
00:10 |
oil_boi |
one** |
00:12 |
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00:20 |
Bloom |
MinetestBot seen longerstaff13 |
00:20 |
Bloom |
MinetestBot, seen longerstaff13 |
00:20 |
Bloom |
Hm guess not an cmd |
00:30 |
leo_rockway |
oil_boi: I'm watching the armor video. I'm pretty sure if you dig the block where an enemy arrow impacted it still hits you if you stand in front of it. |
00:30 |
oil_boi |
Oh it hits you even if you walk into it when it's stuck, I need to modify it to only do it when moving |
00:30 |
leo_rockway |
oh, gotcha |
00:30 |
leo_rockway |
oh, yeah, I see that in the video. |
00:35 |
oil_boi |
I will certainly fix it tomorrow, but for now, I must sleep, see ya! |
00:49 |
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01:27 |
Warr1024 |
oil_boi: probably the easiest and best overall process would be to open a PR to add a [png:<base64> texture mod. PNG has very good compression for this kind of data, and base64 should be a minimal expansion that would still keep the value "stringy" rather than "binary"...ey |
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06:43 |
Verticen |
!tell oil_boi Alpha 0.05 looks great! You're making incredible progress. I know that you've got 22i for models, but if you need another source of models let me know. I don't know balls about programming for Minetest, but I'm pretty much a master of blender. Anyway, keep up the good work |
06:43 |
MinetestBot |
Verticen: I'll pass that on when oil_boi is around |
07:37 |
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08:07 |
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08:08 |
Miniontoby |
hey |
08:13 |
Miniontoby |
anyone online??? |
08:13 |
Miniontoby |
I want to talk |
08:14 |
Miniontoby |
I am a webdev and I need an new idea and it can be something for minetest |
08:16 |
Miniontoby |
rubenwardy: did you add the translating to the app??? |
08:16 |
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08:16 |
imi |
hi |
08:17 |
imi |
or should I say |
08:17 |
Miniontoby |
hey |
08:17 |
imi |
Thi |
08:17 |
Miniontoby |
I am a webdev and I need an new idea and it can be something for minetest |
08:17 |
Miniontoby |
I see it is added |
08:17 |
Miniontoby |
thnx rubenwardy |
08:22 |
Miniontoby |
How to use an translating in minetestmods4android app from rubenwardy |
08:23 |
Miniontoby |
does anyone knows? |
08:27 |
Miniontoby |
How to use an translating in minetestmods4android app from rubenwardy? |
08:28 |
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08:35 |
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08:35 |
hoodedice |
sfan5! |
08:35 |
hoodedice |
MinetestBot! |
08:35 |
MinetestBot |
hoodedice! |
08:35 |
hoodedice |
sfan5 need help with worldedit pls |
08:38 |
hoodedice |
what would be a good way to copy paste a particular section of a building in a flipped patter |
08:38 |
hoodedice |
pattern |
08:39 |
hoodedice |
suppose I have [ as my saved worldedit schematic |
08:39 |
hoodedice |
I want a pattern like [ ] [ ] [ ] |
08:44 |
hoodedice |
I'm an idiot, if I save the schematic as [ ] that will make my life easier :facepalm: |
08:44 |
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09:01 |
Miniontoby |
How to use an translating in minetestmods4android app from rubenwardy? |
09:02 |
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09:05 |
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09:50 |
imi |
how do I enable client side commands (the "." key)? |
09:51 |
lmat |
texmex: I created two beacons one block space between them. |
09:51 |
lmat |
texmex: I got a mese crystal and right-clicked one, then with the resulting key, right clicked the other. |
09:51 |
lmat |
Now, how do I use it? |
09:52 |
sfan5 |
imi: you need enable_client_modding = true in your settings and also need to enable the particular client mod |
09:52 |
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09:53 |
texmex |
lmat: just stand on it for a few seconds. Again, note that the connections doesn’t become symmetrical automatically. Only if it’s lit up it’s activatwd. |
09:53 |
lmat |
Sorry, had a problem with my IRC client and had to exit. |
09:53 |
lmat |
texmex: One is red one is blue. |
09:53 |
lmat |
I teleported from the blue to the red. |
09:53 |
lmat |
it's cool. |
09:54 |
texmex |
Everything is in the docs iirc. Red means that there is a connection but the power is insufficient. |
09:55 |
lmat |
texmex: Oh, it requires power even if they're connected via mese crystal? |
09:55 |
lmat |
drat |
09:55 |
lmat |
I moved one of them. They're both still blue on top, but they don't work anymore. |
09:57 |
lmat |
I'm wanting a teleporter mod just like this, except that the teleporters only work in pairs and doesn't require power to use ^_^ Know of anything? |
09:59 |
texmex |
Then telemosaic is not for you. Check Content DB |
10:00 |
lmat |
texmex: okay, thanks. Telemosiac looks very cool for online server play! |
10:02 |
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10:04 |
texmex |
lmat: Yeah. I suppose telemosaic can be extended to support this type of behavior but I haven’t got the time. |
10:05 |
lmat |
https://github.com/entuland/tpad seems reasonable |
10:05 |
lmat |
texmex: Understandable! |
10:10 |
lmat |
Oh yeah, this is perfect. |
10:11 |
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10:20 |
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10:29 |
imi |
sfan5: you are one of the core developers, aren't you? |
10:29 |
sfan5 |
yes |
10:31 |
imi |
sfan5: ok, then check this, I have reached this point: https://pastebin.com/e2m1Jv2R -- core.settings is nil here. do you have any idea how do I fix this? |
10:32 |
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10:33 |
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10:34 |
sfan5 |
I believe CSM doesn't have access to settings |
10:35 |
imi |
ok then I'm going to come up with a was to grant that access |
10:36 |
imi |
*way |
10:38 |
sfan5 |
would be easier to write a method that just returns this particular setting |
10:40 |
imi |
ok |
11:12 |
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11:42 |
imi |
sfan5: is there any minetest coding standard I can adhere to? |
11:42 |
sfan5 |
https://dev.minetest.net/Code_style_guidelines |
11:46 |
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11:51 |
Out`Of`Control |
hi |
11:53 |
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11:54 |
Out`Of`Control |
how delete user from new auth system? |
12:02 |
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12:07 |
hoodedice |
https://cdn.discordapp.com/attachments/369123125021114369/715898899625279578/Screenshot_from_2020-05-29_16-06-23.png |
12:08 |
hoodedice |
while this is "correct" the shadow on the ground looks awful |
12:08 |
hoodedice |
https://cdn.discordapp.com/attachments/369123125021114369/715898634864164864/Screenshot_from_2020-05-29_16-05-04.png |
12:08 |
NetherEran |
crafting eg_health_hunger eg_prospector inventory_populator |
12:08 |
NetherEran |
eg_airplanes eg_inventory eg_slabs light |
12:11 |
sfan5 |
what kind of huge thing are you building |
12:11 |
hoodedice |
issa bridge |
12:12 |
hoodedice |
sfan5 have a solution for the lighting? |
12:13 |
hoodedice |
if no solution I think I'll make a dirt_with_grass that always has a specific light value (if the api supports it) |
12:14 |
sfan5 |
or maybe make the cobblestone let through sunlight? |
12:15 |
hoodedice |
hrm, no, because there's going to be more structures on the cobble bridge (and cobble is just being used to "block out" the concept I'm going for) |
12:15 |
sfan5 |
another option is to light up the area by editing the map data (worldedit could even do that if it had a command) |
12:15 |
sfan5 |
if you place glowing nodes there the artifical light will be warmer than sunlight or something like that |
12:16 |
hoodedice |
I see |
12:19 |
Out`Of`Control |
i use sqlite3 authentication backend. |
12:21 |
sfan5 |
Out`Of`Control: write a mod to call this function https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5199 |
12:25 |
rubenwardy |
!tell Miniomtoby I removed minetest mods from the play store a week ago because it was broken, when I fix it I'll release an update with all the translations |
12:25 |
MinetestBot |
rubenwardy: yeah, yeah |
12:26 |
sfan5 |
rubenwardy: you typo'ed the nick |
12:27 |
Out`Of`Control |
sfan5: thanks. I can't exicute it without writing a mod? |
12:27 |
sfan5 |
unless you happen to have worledit or another mod that allows you to run Lua code at hand, no |
12:27 |
Out`Of`Control |
yes i have worldedit! |
12:28 |
rubenwardy |
Argh, mobile |
12:29 |
Out`Of`Control |
no tab! |
12:29 |
imi |
sfan5: ok, how do I send my code to you for review, etc? I've just tried to git push a new branch and it failed |
12:29 |
imi |
I don't have any experience with pull requests and github |
12:29 |
sfan5 |
you can fork the minetest/minetest repo on github and then push the changes to yourname/minetest |
12:33 |
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12:35 |
Emerald2 |
Recommend this forum thread: https://forum.minetest.net/viewtopic.php?f=3&t=14262 |
12:39 |
sfan5 |
hoodedice: here's a mod that does the light thing with worldedit https://0x0.st/ifuf.zip |
12:40 |
sfan5 |
you'd use //setlight 0 15 to get an area that has no shadow |
12:40 |
hoodedice |
thanks m8 |
12:41 |
hoodedice |
also another bug |
12:41 |
hoodedice |
https://cdn.discordapp.com/attachments/369123125021114369/715512072733196308/Screenshot_from_2020-05-28_14-29-15.png |
12:42 |
hoodedice |
sometimes I get inside this fog like thing |
12:42 |
hoodedice |
I can't see it when outside of it, and it is not a cloud |
12:42 |
sfan5 |
only clouds do that |
12:42 |
hoodedice |
but see |
12:42 |
hoodedice |
https://cdn.discordapp.com/attachments/369123125021114369/715908019493404673/Screenshot_from_2020-05-29_16-42-29.png |
12:43 |
hoodedice |
no cloud ^ |
12:43 |
hoodedice |
https://cdn.discordapp.com/attachments/369123125021114369/715908031187124228/Screenshot_from_2020-05-29_16-42-34.png |
12:43 |
hoodedice |
how cloud??? ^ |
12:43 |
sfan5 |
might be a bug with offset calculation idk |
12:44 |
sfan5 |
300 is pretty close(?) to the default cloud height |
12:44 |
hoodedice |
I believe it was 125 actually |
12:44 |
hoodedice |
lemme check |
12:45 |
hoodedice |
either way, the way I set new clouds height is by adding `height = 700` to set_clouds in weather/init.lua |
12:46 |
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12:48 |
hoodedice |
brb |
12:49 |
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12:58 |
imi |
ok I think my pull request is ready: https://github.com/minetest/minetest/pull/9959 |
12:58 |
imi |
I'll be AFK for the next ~60 minutes |
13:04 |
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13:05 |
MinetestBot |
oil_boi: May-29 06:42 UTC <Verticen> Alpha 0.05 looks great! You're making incredible progress. I know that you've got 22i for models, but if you need another source of models let me know. I don't know balls about programming for Minetest, but I'm pretty much a master of blender. Anyway, keep up the good work |
13:05 |
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13:05 |
oil_boi |
!minetestbot |
13:08 |
oil_boi |
!tell Verticen :D |
13:08 |
MinetestBot |
oil_boi: I'll pass that on when Verticen is around |
13:11 |
oil_boi |
!tell Verticen Thanks man! I'll keep that in Mind :) Also I will! |
13:11 |
MinetestBot |
oil_boi: I'll pass that on when Verticen is around |
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13:25 |
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13:26 |
oil_boi |
sfan5, oh so using that texture modifier hack I'm doing is as light as the original texture, it's just the initial calculation which is cpu bound? |
13:26 |
oil_boi |
The skins thing |
13:27 |
sfan5 |
using combine with individual pixels will be quite inefficient |
13:27 |
sfan5 |
but once the texture is "built" once it stays yes |
13:28 |
Warr1024 |
it's also rather limited in that texture names can only be a certain length |
13:28 |
Warr1024 |
and if you're in the habit of updating them, they'll need to be recalculated, and the texture names themselves involve some rather large packets sent from the server to clients. |
13:29 |
Warr1024 |
All in all if we could just get the string length down better, e.g. using a [png: modifier, then it'd save work on the network, on the client, and it'd allow for larger, more complex things to be used in the given space. |
13:29 |
Warr1024 |
I guess I'll file that issue and see where it goes from there... |
13:29 |
sfan5 |
we already have an issue for that |
13:30 |
sfan5 |
the issue with png is that the server has no png library or any code to do texture building because it's ... a server |
13:31 |
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13:31 |
Warr1024 |
...and I found the PR for it https://github.com/minetest/minetest/pull/9767#issuecomment-620138272 |
13:33 |
Warr1024 |
I don't think we should have to care about the fact that the server doesn't provide PNG tools, though, since mods have options to sort this out themselves. For example, in oil_boi's case in the Crafter skins mod, these PNG files are being pulled from HTTP anyway. It's also possible to farm out to external commands, which also has advantages in |
13:33 |
Warr1024 |
being able to run optimization tools. |
13:33 |
Warr1024 |
It's already probably a bad idea to be sending these things really frequently, so taking the time to make a decently optimized image shouldn't break anything that wasn't already broken by the fact that the client will only ever be able to load so many of these into memory... |
13:35 |
sfan5 |
is the main usecase here building dynamic textures at runtime or pushing new PNG files you already have at runtime? |
13:39 |
Warr1024 |
In both oil_boi's and my case, it's player skins which we get as already-made PNG files, but not until runtime. |
13:40 |
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13:40 |
Warr1024 |
What I want is for players to be able to issue a command or something, or a background polling process runs, detects and downloads a new skin, and then updates the skin for the player in-game without having to restart the whole server. |
13:41 |
Warr1024 |
I've been doing periodic server restarts for skins and telling players basically "skin changes take up to 24 hours, deal with it" but that doesn't necessarily scale well for servers with more going on, and it's not really possible to do a "nightly" restart when your player community is spread across the globe and there's no agreed-upon time when |
13:41 |
Warr1024 |
it's "night". |
13:43 |
sfan5 |
a creative workaround would be to use the [combine stuff to until you get to restart the server to have the texture properly available |
13:43 |
Warr1024 |
I could see this feature being useful for a lot of different kinds of things, though. For example, fully customizable signs. |
13:44 |
sfan5 |
the proper solution here is to allow the server to push media files at runtime just like it happens at startup |
13:45 |
Warr1024 |
Yeah, but that's been in the backlog how many years now? We probably just need to be realistic and shoot for something achievable if we want to get traction. Reworking the media transfer thing is pretty ambitious. Maybe we'll get there someday, but then, maybe having the stopgap will help provide the motivation... |
13:46 |
oil_boi |
Hmm? My version doesn't only load at runtime haha. If you want to change your skin then you simply git push and then log back into the server and it automatically downloads your new skin |
13:46 |
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13:47 |
Warr1024 |
For example, the [png: thing is something that I could PR for, and probably a number of other contributors could do. Reworking the media transfer would require not just significant expertise, but it'd be a much larger, much harder to review PR, and require a lot more discussion. Even if I knew how to do a PR like that, I'd probably avoid wasting |
13:47 |
Warr1024 |
my time because I'd expect it to get shot down inevitably. |
13:47 |
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13:48 |
sfan5 |
you don't really need to rework media transfer for it... |
13:48 |
oil_boi |
No need for server restart |
13:49 |
Warr1024 |
oil_boi: we know what your mod is doing. What I'm talking about is about all the hoops you're jumping through to do it. |
13:49 |
Warr1024 |
For one thing, since the server doesn't have PNG generation, I suppose that means it probably also doesn't have PNG decode, so if I have to read in a PNG file and convert it to [combine: that's quite a lot of extra dependencies I have to pull in. |
13:50 |
sfan5 |
Warr1024: unrelated but have you been able to confirm that upright_sprite no longer crashes? |
13:50 |
Warr1024 |
I haven't been able to confirm yet. Since most of my players are on 5.2-, I had to change the mod code to simply never use upright_sprite to keep them from crashing out. That would make it hard to test a heisenbug like that at scale... |
13:51 |
sfan5 |
I see |
13:54 |
Warr1024 |
Mods can read/write files inside the worldpath, right? Does that include worldmods, i.e. can I write a mod that can examine files inside worldmods to see if a given file is present? |
13:54 |
Warr1024 |
(and if I AM able to do that, would I expect that to be considered a "bug" eventually and removed later?) |
13:55 |
sfan5 |
read sure |
13:55 |
sfan5 |
writing within the world folder is allowed but shouldn't be inside worldmods |
13:56 |
Warr1024 |
okay, that's fine. Being able to write/append (i.e. to create a stub worldmod if one doesn't exist) would be ideal, but that's really minor. |
13:56 |
oil_boi |
I'm pretty sure to include dynamic media like I'm hacking in we'd have to change like 3000 lines of code at least |
13:58 |
Warr1024 |
Yeah, from what I understand, the client can't accept media after it's initialized, and there is probably a reason for that beyond just being lazy. Multiple layers would have to be notified of the new media, and the client would need to ensure it's reliably received the media before it can actually load and use it. |
13:59 |
Warr1024 |
[png: would be a little shitty, but it'd require only a new texture mod with a small block of code (the worst aspect of it being the decode and hook into the PNG lib), and wouldn't really change the protocol or anything much. It wouldn't be an ideal "solution" but it'd be a lot cleaner than the [combine workaround, which must expand a PNG image to |
13:59 |
Warr1024 |
like 50x its original size. |
13:59 |
sfan5 |
an initial implementation could push the media to the client without regard for caching or letting the client figure out where to get it |
13:59 |
sfan5 |
regarding synchronization my idea is to let the modder specify a fallback texture that is rendered until the actual texture is loaded |
14:00 |
sfan5 |
(though that wouldn't be necessary if the server just pushed the texture) |
14:00 |
Warr1024 |
Has anyone started messing around with the media transfer idea? I've seen on and off discussion, but I wonder if there's any code out there already... |
14:00 |
sfan5 |
not that I know of |
14:00 |
Warr1024 |
right now, how does media transfer work? Server alerts client of existence of media, then client has to pull it? |
14:01 |
Warr1024 |
If it involves a new packet type of server media push then it might work alright. If we need to involve the client's pull process then that would be more complex... |
14:01 |
Warr1024 |
though obviously if we do active server push then curl media just isn't an option for these (which I'm guessing isn't a deal-breaker, hopefully) |
14:01 |
sfan5 |
the server tells the client the filenames and hashes, the client decides which ones it needs to pull and requests them directly from the server OR downloads them on its on from remote_media |
14:02 |
oil_boi |
Completely random: But if you could make the client download server steps like the media then people wouldn't need to port forward their routers bwomp bwomp |
14:02 |
oil_boi |
Oh wait no, my brain hdd hasn't warmed up yet |
14:03 |
Warr1024 |
you should switch to brain ssd ... but I guess brains are mostly liquid, so maybe that wouldn't work so well. |
14:03 |
nephele |
ssds fail too quickly :D |
14:04 |
oil_boi |
If only I understood networking, you can communicate with server without ports open, but you can't communicate server to client without them open |
14:04 |
Warr1024 |
Eh, if I were to make a [png: modifier and submit it as a PR, could it get merged? It looks like the only reason #9767 didn't get merged yet was because of the format... |
14:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/9767 -- Compact image-generation texture modifier by appgurueu |
14:05 |
Warr1024 |
hmm... |
14:05 |
sfan5 |
my issue with such a modifier is that you cannot ever remove the terrible hack it is again |
14:06 |
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14:06 |
sfan5 |
I'm sure that concern can be addressed somehow |
14:06 |
sfan5 |
..because it's not like I don't see the need for it |
14:08 |
nephele |
passing around modified texture names to create new textures seems really wierd |
14:08 |
nephele |
would be nice to create them in advance instead and get a ressource handle or something, would allow for much better caching too maybe :3 |
14:09 |
oil_boi |
Steps: Dynamic loading textures, caching them. Server and client can create and understand new items and nodes while server loop is running....Profit |
14:10 |
oil_boi |
Dynamic loading media* |
14:11 |
oil_boi |
Or if you want to get really crazy, dynamic loading mods |
14:13 |
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14:18 |
oil_boi |
I can see that getting to the point where someone can literally create a mod which opens a chrome or firefox page on the server computer and can render it into the game using screenshots hahaha |
14:20 |
nephele |
not that far fetched, there exist "terminal browsers" that basically open firefox offscreen |
14:20 |
nephele |
oil_boi, for that stuff though, i would rather have explicit video and audio streams to use than just downloading textures to display ;) |
14:21 |
nephele |
could certainly implement voice chat too over such a side channel |
14:21 |
texmex |
oil_boi: I think sorcerykid experimented with dynamically loaded mods iirc… |
14:26 |
texmex |
Yes, audio streams would be great. I want a SSM that sends music scores to a (SS)CSM that plays it. MIDI or other. Since the introduction of sound pitching I suppose a Lua-based sample based tracker player can be implemented… |
14:27 |
oil_boi |
Hmm, interesting |
14:29 |
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14:33 |
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14:45 |
rubenwardy |
!tell Miniontoby I removed minetest mods from the play store a week ago because it was broken, when I fix it I'll release an update with all the translations |
14:45 |
MinetestBot |
rubenwardy: I'll pass that on when Miniontoby is around |
14:55 |
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14:56 |
MinetestBot |
Verticen: May-29 13:08 UTC <oil_boi> :D |
14:56 |
MinetestBot |
Verticen: May-29 13:11 UTC <oil_boi> Thanks man! I'll keep that in Mind :) Also I will! |
15:08 |
sfan5 |
Warr1024: https://github.com/minetest/minetest/pull/9961 |
15:36 |
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15:37 |
oil_boi |
sfan5, testing |
15:53 |
Warr1024 |
Nice. That seems like it might take some tricky testing, but it looks a lot smoother than I had expected it to. I assume that I only ever need to load the media once, and since it's added to the list, any future clients will receive the media on login? |
15:55 |
Warr1024 |
I wonder whether media already existing in the cache warrants even a warning, since I'd expect mods to want to just naively notify the server of media, and shouldn't have to keep track of what's already been loaded on their end (adding complexity to the mod when the check already exists in the engine) |
15:56 |
Warr1024 |
I tend to take warnings and log noise from the engine pretty seriously. If I let those get out of hand then they'll end up biting me. |
15:57 |
oil_boi |
On Windows 10: The assertion fails, but if I remove the assertion I get runtimeAddMedia(): illegal filename fasf/skin_oilboi.png |
15:57 |
oil_boi |
fasf being the worldname |
15:58 |
Warr1024 |
sfan5: I think we'll need a way to detect whether the client can support this feature or not, though, or else I won't be able to use it in production until EOS for versions that DON'T support it... |
15:58 |
Warr1024 |
A protocol version bump, or some kind of protocol feature flag, or whatever... |
15:59 |
sfan5 |
backwards compatibility is hard in this case |
15:59 |
oil_boi |
But Warr1024 we already have that in 5.2, if you look through the server list there are a bunch of servers greyed out |
15:59 |
sfan5 |
because you can't set object properties that only apply for one client |
15:59 |
sfan5 |
but there might be some workarounds possible here |
16:00 |
Warr1024 |
ah, right, I see what you mean |
16:00 |
sfan5 |
oil_boi: if the assertion fails then something went wrong with the world path |
16:00 |
Warr1024 |
heh, I'd love to use a trick like "fallback.png^dynamic.png" but if dynamic doesn't load we get a random-color opaque texture instead of all-transparent... |
16:02 |
oil_boi |
Hm, not sure how to work around that actually |
16:02 |
Warr1024 |
I guess to keep the experience the same, I'd have to just use [combine hacks again, so maybe this feature will just have to get some testing via early-adopting mods that require the newest version, and mods with long backwards-compat like mine will just have to wait a bit longer ... but if we don't get it in now, it'll be a LOT longer... :-) |
16:03 |
sfan5 |
oil_boi: try local temppath = minetest.get_worldpath() .. DIR_DELIM .. "skin_"..name..".png" |
16:04 |
sfan5 |
Warr1024: with enough messing around I'm sure there's some way to get old clients to ignore extra modifiers |
16:04 |
Warr1024 |
yeah, but it may be simpler for me to just hold out until I can sunset those versions anyway. |
16:04 |
Warr1024 |
MT has been making point-releases with at least some regularity. |
16:05 |
oil_boi |
IT WORKS |
16:05 |
sfan5 |
the compatibility for this should really be on the mods though (if the engine can't provide it) |
16:05 |
sfan5 |
you'll simply have to say if you want to use nodecore x.y.z with player skins ALL your players need at least 5.3.0 |
16:06 |
rubenwardy |
DIR_DELIM is needed, you can use `/` on all platforms |
16:06 |
rubenwardy |
*isn't |
16:06 |
oil_boi |
Oh really? Let me try that |
16:07 |
Warr1024 |
that's more-or-less what I'm planning on doing, only it'll be easiest to do that when I'm already requiring all players on 5.3.0. |
16:07 |
Warr1024 |
I may or may not be able to technologically enforce minimum client versions, but I'll certainly have warnings where appropriate about required versions. |
16:07 |
sfan5 |
rubenwardy: in this case it is because fs::GetFilenameFromPath on windows only deals with \ and on linux only with / |
16:07 |
sfan5 |
could be considered a bug |
16:07 |
rubenwardy |
that's a bug |
16:07 |
rubenwardy |
yeah |
16:07 |
Warr1024 |
It'd be really nice if I could just straightforward get client version on the server-side, even in cases when there wasn't a proto version bump... |
16:08 |
rubenwardy |
Lua intentionally isolates these things from the lua - notice how all lua stdlib stuff works with / or \ |
16:08 |
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16:08 |
oil_boi |
Yeah it's a bug, only works with DIR_DELIM on win |
16:08 |
hoodedice |
minetest is still alpha :^) |
16:08 |
hoodedice |
so technically everyone should switch as soon as a new release is out |
16:09 |
oil_boi |
But, it works :D |
16:09 |
oil_boi |
"so technically everyone should switch as soon as a new release is out" *Fires up 0.3.1 |
16:10 |
oil_boi |
Man why can't I join any servers?? |
16:10 |
rubenwardy |
minetest is not still alpha, |
16:10 |
hoodedice |
let me go 0.4.3 for the nostalgia |
16:10 |
sfan5 |
Warr1024: you can always introduce a captcha that relies on dynamic media being pushed ;-) |
16:10 |
rubenwardy |
this is not documented anywhere |
16:10 |
hoodedice |
`ah yes, texture atlas warnings` |
16:11 |
rubenwardy |
texture atlas hasn't existed for years |
16:11 |
rubenwardy |
oh right |
16:11 |
oil_boi |
This is so cool, I'll have to add special capes for core devs when this is done :D |
16:13 |
Warr1024 |
My compat policy is "1 version older than latest release" but it's also "oldest version across each platform," with Android holding me back to 5.0 right now. There IS one existing cosmetic bug in 5.0 with entity attachments, but I'm just sort of sweeping it under the rug for now. I have to figure out exactly what that'll mean when android support |
16:13 |
Warr1024 |
shows up again in 5.3... |
16:14 |
oil_boi |
It am beautiful https://i.imgur.com/jv2kmAV.png |
16:14 |
rubenwardy |
that red shouty text is red and shouty |
16:14 |
rubenwardy |
also spelt wrong |
16:14 |
rubenwardy |
(it's privilege) |
16:14 |
hoodedice |
https://github.com/minetest/minetest/commit/18f1ede64f1f155fcdb7b8d0a016b8dbe9cd7522#diff-04c6e90faac2675aa89e2176d2eec7d8 |
16:14 |
oil_boi |
I cannot speel only toip |
16:14 |
Warr1024 |
Why the hell have we been arguing about this feature for years now when it took sfan5 like an hour to just DO it? |
16:14 |
hoodedice |
I see how it goes |
16:15 |
hoodedice |
Warr1024, wait till the comments come in the PR..... |
16:15 |
sfan5 |
that's a good question |
16:15 |
Warr1024 |
We only need 2 core dev approvals to merge, right? And sfan5 is already 1, and ruben doesn't sound opposed... |
16:15 |
rubenwardy |
it's only part of the feature, generally updating media was the request |
16:16 |
oil_boi |
Then label it "part 1 of dynamic media loading" |
16:16 |
rubenwardy |
yeah, this is solid as a feature |
16:17 |
Warr1024 |
It doesn't necessarily have to close the entire request. You can still merge this as a useful feature, and then sweep up issues and find out whose it resolves. My [png: request, for example, was a suggestion, but this could easily be used to accomplish what I really wanted, so I'd close that one as "resolved enough" |
16:17 |
Warr1024 |
I get the feeling you should be able to find like 3 to 5 issues that you could close with "not exactly what I asked for, but I can make this work just fine" conclusions with this. |
16:17 |
rubenwardy |
yeah |
16:18 |
hoodedice |
the brake rail texture is bad in minetest_game |
16:18 |
hoodedice |
how about using red highlights instead of black? |
16:18 |
sfan5 |
psst, open an issue |
16:19 |
hoodedice |
https://cdn.discordapp.com/attachments/369123125021114369/715962373554307145/Screenshot_from_2020-05-29_20-18-27.png |
16:19 |
hoodedice |
_guess which of these is the brake rail!!_ |
16:19 |
sfan5 |
mipmapping also works especially bad on rails |
16:19 |
hoodedice |
issues are for babies, I'll just make a PR later tonight |
16:20 |
hoodedice |
after I'm done procrastinating by building a small cart track around my bridge pillar ig |
16:20 |
Warr1024 |
I would approve of the idea of doing this for all media, including models and sounds, but it sounds like that could be added later without much hassle, and just doing images is already enough that I wouldn't want to risk letting this slip... |
16:20 |
sfan5 |
sounds is potentially a problem because they only get loaded once(?) |
16:20 |
sfan5 |
...maybe I should comment this in the PR instead |
16:21 |
Warr1024 |
yeah, any sort of "why wasn't X done too" considerations are worth having a prominent record of. |
16:22 |
Warr1024 |
sounds are borderline for me, while models require enough of an investment of time to make that I'm okay with them not being dynamic :-D |
16:23 |
Warr1024 |
The way it works with texture packs seems good to me. If a TP artist can predict what a texture will be named then they should be able to texture it, and clients should honor that if possible. If mod authors want to ensure that textures sent are exactly as original and not overridden, then they should be able to do that via the filename. |
16:27 |
Warr1024 |
If this thing already works as-is, doesn't send the media in some horribly inefficient format that kills bandwidth, and doesn't introduce any worse-than-cosmetic bugs when used, and doesn't cause any regression when not used, then I'd have nothing to complain about it getting merged as it is already :-D |
16:28 |
Warr1024 |
I assume there must be some upper bound on the media size, possibly something like 64kib? |
16:29 |
hoodedice |
is there a quick way to bind the view of the player to the direction the cart is travelling in (or the direction that the player gets into the cart)? |
16:29 |
hoodedice |
if there isn't no worries, I'm just procrastinating here |
16:39 |
sfan5 |
Warr1024: the engine throws an error at 64MB |
16:39 |
sfan5 |
for practical use I'd suggest staying below 1M |
16:40 |
Warr1024 |
Haha, 1M is my goal for the total size of my entire game, including all the non-media stuff. I shouldn't have to worry :-) |
16:40 |
sfan5 |
hoodedice: look at set_look_horizontal |
16:41 |
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16:43 |
hoodedice |
thanks step |
16:43 |
hoodedice |
https://cdn.discordapp.com/attachments/369123125021114369/715968548484153384/Screenshot_from_2020-05-29_20-42-36.png |
16:43 |
hoodedice |
<s>this is totally why I built those massive pillars</s> |
16:46 |
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16:47 |
sfan5 |
2020-05-29 18:47:19: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead (at ...minetest/bin/../games/Crafter/mods/redstone/init.lua:108) |
16:47 |
sfan5 |
^ oil_boi smh |
16:51 |
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16:56 |
oil_boi |
sfan5, is there a way to make the server stop and throw the deprecated call as an error? |
16:56 |
sfan5 |
deprecated_lua_api_handling = error |
16:59 |
oil_boi |
jackpot, thanks |
17:07 |
oil_boi |
What a mysterious server "Crafter Chaos" slightly modified too |
17:09 |
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17:10 |
oil_boi |
So there will be a setting on if a newly downloaded texture can replace the current one? |
17:10 |
rubenwardy |
that's the difficulty with dynamic media sending |
17:11 |
oil_boi |
Well no, all you have to do is minetest.runtime_add_media(texture,replace_current) |
17:11 |
oil_boi |
Then have the code check if the namespace exists |
17:12 |
oil_boi |
I'm very curious to see if the entire map would change if a mod called stone.png with it enabled, would it reload the texture into the gpu hmm hmm hmm hmm hmm |
17:12 |
rubenwardy |
I'm talking about the internals, not the API |
17:12 |
rubenwardy |
I wonder if you could just update the cached texture |
17:13 |
rubenwardy |
in which case, no pointers will be invalidated |
17:13 |
rubenwardy |
and the cache will stay |
17:13 |
oil_boi |
Probably |
17:13 |
rubenwardy |
oh, you'd have to clear all texture modified textures created from it |
17:14 |
oil_boi |
A very exciting change nonetheless |
17:16 |
oil_boi |
You know what |
17:16 |
oil_boi |
I'm gonna do it |
17:16 |
oil_boi |
I'm gonna make a c++ change finally |
17:21 |
rubenwardy |
:O |
17:24 |
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17:44 |
sfan5 |
oil_boi: do you have an usecase for replacing existing textures? |
17:45 |
oil_boi |
Log out, change player texture, log back in |
17:45 |
oil_boi |
Instead of playertexture1.png playertexture2.png |
17:46 |
sfan5 |
hm |
17:47 |
rubenwardy |
might also be worth having a way for the server to forget textures, and not send them to new users |
17:47 |
rubenwardy |
so you don't end up having to download the skins of the 1000 players that joined in the last two months |
17:48 |
rubenwardy |
what happens if you add the texture and then immediate use it? Is it possible the client will use the texture before it fully loads it, resulting in a dummy texture? |
17:48 |
oil_boi |
I can picture something really crazy down the line, having a moderator on the server being able to change the server texture pack |
17:48 |
rubenwardy |
uh oh |
17:48 |
sfan5 |
rubenwardy: nope not possible |
17:48 |
rubenwardy |
cool |
17:48 |
sfan5 |
the network layer guarantees delivery of the media push before the active object messages (if you them in the correct order on the server of course) |
17:49 |
sfan5 |
it doesn't do that for e.g. hud_add and that'll need to be worked around |
17:49 |
whodeadeyes |
sfan5: as promised |
17:49 |
whodeadeyes |
https://github.com/minetest/minetest_game/pull/2690 |
17:50 |
whodeadeyes |
brb |
17:51 |
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17:52 |
sfan5 |
whodeadeyes: maybe make the red a bit darker |
17:52 |
sfan5 |
it's quite bright |
17:52 |
whodeadeyes |
will do if I see more people ask for it |
17:57 |
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18:00 |
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18:32 |
whodeadeyes |
!seen paramat |
18:32 |
MinetestBot |
whodeadeyes: paramat was last seen at 2019-12-20 22:22:09 UTC on #minetest |
18:32 |
whodeadeyes |
doesn't check this channel? |
18:32 |
whodeadeyes |
either way, good night guys |
18:32 |
Krock |
but it's just evening |
18:32 |
rubenwardy |
~seen paramat |
18:32 |
ShadowBot |
rubenwardy: I saw paramat in #minetest 22 weeks, 6 days, 20 hours, 10 minutes, and 51 seconds ago saying "anyway, if someone wants it instantly, cheat it in. if you want to appreciate exploration, adventure and challenge, search for it" |
18:32 |
rubenwardy |
huh |
18:33 |
Krock |
rubenwardy: he only joins #minetest rarely |
18:33 |
rubenwardy |
thought it would work on all channels |
18:33 |
Krock |
> I saw paramat in #minetest 2 |
18:33 |
Krock |
it does not "leak" data frmo other channels |
18:33 |
rubenwardy |
before I queried |
18:33 |
rubenwardy |
MinetestBot does |
18:34 |
rubenwardy |
!title |
18:34 |
MinetestBot |
rubenwardy: Rick Astley - Never Gonna Give You Up (Video) - YouTube |
18:34 |
Krock |
wow thanks MinetestBot |
18:34 |
Krock |
instead of title, return the URL to rickroll |
18:34 |
rubenwardy |
!title |
18:34 |
MinetestBot |
rubenwardy: Urban Dictionary: no u |
18:35 |
Krock |
!title |
18:35 |
MinetestBot |
Krock: Urban Dictionary: no u |
18:36 |
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18:37 |
rubenwardy |
!title |
18:37 |
MinetestBot |
rubenwardy: I don't answer to you, fool |
18:37 |
oil_boi_ |
"but it's just evening" we must update the earth to be flat to remove timezone interference |
18:37 |
rubenwardy |
see IRC time |
18:37 |
rubenwardy |
also, |
18:37 |
rubenwardy |
>implying the earth isn't already flat |
18:38 |
sfan5 |
the minetest earth certainly is flat |
18:39 |
rubenwardy |
I think the canonical name for the minetest world isn't earth, it's map.sqlite |
18:39 |
rubenwardy |
heh |
18:39 |
Krock |
relevant https://i.redd.it/47rbryagolr41.jpg |
18:40 |
rubenwardy |
lol |
18:44 |
texmex |
Come join the Flat map.sqlite Society |
18:45 |
texmex |
jeija is our nemesis |
18:47 |
luvo |
a mod could be made to teleport you when you find the end of the world to the other end |
18:47 |
luvo |
so there you have a round minetest globe |
18:50 |
NetherEran |
There's a fork somewhere that turns the world into a torus and renders it round |
18:55 |
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18:57 |
frabbit |
weird... cant find the questions i asked here in the logs... o_0 |
18:57 |
Krock |
frabbit: maybe you timed out, or asked them in another channel? |
18:58 |
frabbit |
Krock: probably... (damn isp...) |
19:10 |
texmex |
luvo: the mod exist, but it’s not pretty being teleported to completely different landscape and biome. Now if the perlin noise of the mapgens were made repeatable, it would be a different story :) |
19:13 |
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20:05 |
oil_boi_ |
sfan5 try this silliness https://github.com/oilboi/minetest/commit/7c61d90e2ec16b36653cb885893c6bcc69e4be81 |
20:06 |
oil_boi_ |
I cannot figure out how to import the yaw from the other function to absolute a multiplier away from 0 so the x view bobbing still gets applied but the y stops, so it makes it look like you're not taking huge steps |
20:07 |
oil_boi_ |
I have also noticed that sometimes the bobbing does not reset properly even in the unmodified state so I will have to study the code more to fix that |
20:10 |
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20:46 |
unaimillan |
How to build lua_api.txt doc? |
20:46 |
sfan5 |
build to receive what? |
20:46 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Add minetest.is_creative_enabled 65a6a31 https://git.io/JfKBN (2020-05-29T20:45:40Z) |
20:47 |
unaimillan |
local static site with documentation |
20:48 |
unaimillan |
I guess, it's possible to call Doxygen for it, but I don't know how |
20:50 |
sfan5 |
https://github.com/minetest/minetest/blob/master/doc/mkdocs/build.sh |
20:51 |
unaimillan |
yep, I'm trying, but what are the dependencies? |
20:51 |
oil_boi_ |
Which distro |
20:51 |
unaimillan |
Ubuntu |
20:52 |
oil_boi_ |
https://pastebin.com/raw/kALpVz3L |
20:52 |
oil_boi_ |
cd ~/minetest |
20:53 |
oil_boi_ |
run these two commands in that directory https://pastebin.com/raw/2DCExQKE |
20:53 |
oil_boi_ |
the executable will be in the ~/minetest/bin directory |
20:54 |
unaimillan |
but this will build whole MT engine, I'm particularly interested in Doxygen docs |
20:54 |
oil_boi_ |
oof oof oof my bad |
20:55 |
unaimillan |
they require "Python-Markdown" and "mkdocs", but idk what are these |
20:55 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Clean up CAO nametag handling and remove deprecated AO_CMD 4c8e1c3 https://git.io/JfKRO (2020-05-29T20:54:50Z) |
20:55 |
MinetestBot |
[git] sfan5 -> minetest/minetest: content_cao: Do not expire visuals when not necessary db7c262 https://git.io/JfKR3 (2020-05-29T20:54:50Z) |
20:56 |
MinetestBot |
[git] MoNTE48 -> minetest/minetest: Add disable_jump check for the player's feet 34862a6 https://git.io/JfKRs (2020-05-29T20:53:58Z) |
20:56 |
MinetestBot |
[git] sfan5 -> minetest/minetest_game: carts: Fix item collection (#2689) e849d54 https://git.io/JfKRG (2020-05-29T20:54:47Z) |
20:56 |
oil_boi_ |
unaimillan, looks like apt-get python-markdown mkdocs-doc |
20:56 |
oil_boi_ |
Oh I'm sorry, just mkdocs |
20:57 |
* oil_boi_ |
searched the ubuntu repos |
20:58 |
oil_boi_ |
python-markdown appears to be python html support and mkdocs seems to be a site generator |
21:04 |
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21:04 |
unaimillan |
yep, worked, thanks. After all, index.html is laying in <SOURCE_DIR>/public |
21:07 |
unaimillan |
?♂️ |
21:07 |
unaimillan |
:facepalm: |
21:07 |
unaimillan |
there exist online version https://minetest.gitlab.io/minetest/... |
21:14 |
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21:20 |
oil_boi_ |
Here's a good question. Is there a builtin print operating for the c++ side of things? |
21:21 |
sfan5 |
throw stuff into verbosestream, warningstream, errorstream or actionstream |
21:23 |
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22:40 |
sfan5 |
!tell oil_boi_ I just tried those viewbobbing changes you linked ealier and it might be *a bit* too much bobbing |
22:40 |
MinetestBot |
sfan5: I'll pass that on when oil_boi_ is around |
22:46 |
skyliner_369 |
I think there's a mod making standing in torches painful? what mod would that even be? |
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23:17 |
Verticen |
that mod sounds dumb tbh |
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23:47 |
iamweasel |
hi VanessaE ! |
23:47 |
iamweasel |
hi Sokomine ! |
23:48 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Devtest: Fix missing/incorrect liquid properties (#9955) 51de4ae https://git.io/JfKg5 (2020-05-29T23:46:57Z) |
23:49 |
iamweasel |
is 10+1 here? |
23:49 |
iamweasel |
just curious |
23:50 |
iamweasel |
hi everyone, i use many nicks, but you may know me as 4lister in message boards, i manage 3hightime servers |
23:51 |
iamweasel |
but mostly, I AM WEASEL! |
23:51 |
iamweasel |
is swearing allowed in this channel? |
23:55 |
rubenwardy |
yes, but you may be asked to tone it back if too much https://wiki.minetest.net/IRC#Rules |
23:55 |
iamweasel |
thanks rubenwardy :D |