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IRC log for #minetest, 2020-12-09

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All times shown according to UTC.

Time Nick Message
00:03 specing So, why not do similar to how unicode does
00:03 specing i.e. utf32 in memory and utf8 on disk, that is: compress the node IDs before saving them and uncompress after loading
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00:05 specing And the uncompressed format is a compile-time choice that server owners choose
00:22 VanessaE well
00:22 VanessaE just let the database backend handle any compression there
00:23 VanessaE leveldb for example compresses lightly, gets as much as 2:1 on minetest maps
00:23 VanessaE no point in baking that into the engine, thus being one more feature to maintain, if the user could simply use a different db
00:32 specing true
00:38 specing I wonder how well it'd work if one used btrfs to store mapblocks:  blocks/block_x/block_y/block_z
00:38 specing with compress=zlib or zstd
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04:50 hecks anyone else getting invalid form errors on the forum all the time?
04:55 specing it wants me to feed examples to teach Waymo's AI
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05:19 MTDiscord <J​onathon> > anyone else getting invalid form errors on the forum all the time? welcome to the forums, the most unstable thing in minetest
05:30 MTDiscord <Z​zachary> hong kong
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14:10 Miniontoby hi
14:12 Miniontoby im having an github build minetest but it rn not recoginze the minetest_game
14:12 Miniontoby can someone maybe help
14:12 Miniontoby ./bin/minetestserver
14:12 Miniontoby 2020-12-09 08:04:09: ERROR[Main]: Game specified in default_game [minetest] is invalid.
14:12 Miniontoby 2020-12-09 08:04:10: ERROR[Main]: ServerError: Supplied invalid gamespec
14:13 Miniontoby while
14:13 Miniontoby ls games
14:13 Miniontoby devtest        minetest_game
14:13 Miniontoby like
14:13 Miniontoby ./bin/minetestserver --world worlds/first/ --map-dir worlds/first/
14:13 Miniontoby 2020-12-09 08:13:26: ERROR[Main]: Game [] could not be found.
14:13 Miniontoby 2020-12-09 08:13:27: ERROR[Main]: ServerError: Supplied invalid gamespec
14:13 Miniontoby and --gameid list says nothing
14:18 tango_ pushed an updated to https://github.com/minetest-mods/moreblocks/pull/160 —testers welcome
14:18 tango_ Miniontoby: mintest vs minetest_game ?
14:19 Miniontoby hmmm
14:19 Miniontoby idk, but yeah i need to get it working
14:19 Miniontoby because of hosting soonly
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17:20 tango_ uff, why can't I put a torch on a boat 8-P
17:20 tango_ I guess I should create a “boat with torches” node that works like the boat but has light
17:20 Krock torch is a node
17:20 Krock boat is an entity
17:21 Krock you can place nodes onto nodes, and attach entities to entities but you cannot mix them
17:21 specing We need a helmet light
17:21 Krock we need a chocolate rain mod
17:21 specing That, too
17:25 tango_ Krock: yeah so I'm going to create a new entity which is the boat with torches
17:25 tango_ and since I'm lazy I'll use exactly the same texture and object 8-D
17:25 Krock well, you could also spawn a dropped torch and attach that entity
17:26 Krock less code but less reliable
17:26 tango_ Krock: nah I like the idea of the boat with torches, especially if somebody else does the model and texturing afterwards
17:26 tango_ also more expensive (requires 4 torches and a boat)
17:26 tango_ the big question is how do I clone an entity
17:27 Krock I think there was a Star Wars movie about some cloning
17:29 MTDiscord <a​ppguru> > the big question is how do I clone an entity quite simple TBH, create a new entity with the same name & copy the properties
17:30 tango_ appguru: sure, you just need to know the API ;-)
17:30 tango_ I'm reading through lua_api.txt to see if there is a get_entity() to get the table
17:31 Krock get_luaentity
17:33 tango_ no I mean the actual entity from the string
17:33 tango_ get_luaentity needs the entitiy already if I understand correctly?
17:34 Krock ah yes, then it's .name  or so
17:34 tango_ no, sorry, I have to make myself more clear
17:35 tango_ I'm creating a mod. in this mod, I am registering a new entity, and as table to register_entity I want to pass the definition of the entity boats:boat
17:36 tango_ so I need to access in lua at registration time the table for the given other entity, which I only know by name
17:36 Krock minetest.registered_entities["boats:boat"]
17:36 tango_ ah, found it
17:36 tango_ right
17:43 tango_ ah the problem with entities is that they don't automatically handle light
17:44 tango_ so iirc the way to handle this is to put a light source next to where the entity is while it moves, right?
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17:58 Krock yes
17:58 Krock only nodes can emit light
18:02 VanessaE ^ and then, it's only one color :(
18:03 Krock oh no
18:03 Krock it's a tragedy. at least there's light
18:04 specing CSMs are the solution
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18:07 tango_ specing: yeah, but I wanted to have a boat with light
18:09 specing CSMs are still the solution
18:09 specing And will work on any server, immidiatelly
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18:11 tango_ but only on your client
18:11 tango_ (?)
18:12 tango_ or are they distributed to all clients too, just running on client?
18:16 specing yes tango_
18:16 specing Only on your client
18:16 specing But you could send the CSM to your friends as well
18:16 specing Or the server could send it to all connected clients
18:16 tango_ it's not the same though
18:16 tango_ since e.g. others wouldn't benefit from my light
18:17 specing they would, if they had CSMs that made boats emit light
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18:19 tango_ 8-P
18:19 iamweasel this probably been asked million times, but is there a way to emit light 15 underground? from a node and down forever?
18:23 specing tango_: CSMs for lighting is something that has been suggested before as the perfect use for CSMs
18:23 specing as it's done by replacing nodes and thus causes unnecessary server load
18:23 specing (or so I was told)
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18:30 tango_ specing: that would be true if nothing depended on light conditions
18:31 tango_ specing: but since e.g. farming and mobs do depend on light, it's really not possible
18:31 specing tango_: have you ever seen anyone grow crops by holding a torch next to them?
18:31 specing Placed lights would still use server-side illumination
18:31 tango_ specing: torches not, but stronger lights yes
18:32 tango_ not holding, but keeping it around
18:32 specing huh?
18:32 tango_ specing: they would be fixed, not moving, but still
18:32 specing Are they entities or nodes?
18:32 specing I grow crops by placing super glow glass next to them, I don't stand there for hours like an idiot
18:33 specing and nodes that are placed cause server to calculate illumination *once*
18:34 tango_ OK
18:35 tango_ what about mobs whose behavior may be affected by light?
18:35 tango_ (as in:moving away/towards the light)
18:35 tango_ for these it wouldn't (or shouldn't) matter if light is wielded or not
18:35 tango_ in fact, some may be attracted by movement of light, even
18:35 tango_ without wielded lights or equivalent, this is simply not possible
18:35 specing mobs could achieve the same affect by doing a getplayer get_wielded_item
18:36 tango_ it might not be the player (e.g. boat or cart)
18:36 specing without going indirectly through node light levels
18:37 tango_ the thing about using light levels is that it wouldn't need to be made compatible with every light-emitting entitiy that other mods may come up with
18:37 specing I would imagine that a server relying on CSMs for illumination would also communicate which entities generate light
18:37 specing and take that into account in mobs
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21:37 tango_ hm stairs not being placeable vertically without a block behind is intentional, or just nobody thought about it?
21:38 tango_ (think about building vertically without having to lean them against a other blocks
21:38 tango_ )
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23:06 daiNoZord i have a mesh - a "post" node, and a simple, fallible, "forcefield" node. I want to place two "post"s and have a forcefield generated between them, instead of using the mesecon switch i currently do. I can not code. but i am trying to learn. I already reasoned that programming one "post" would be way too much - i need an anode and a kathode. anode being dummy and kathode active. Kathode: on place node check objs within
23:06 daiNoZord radius - if objs is anode get pos kathode, get pos kathode, compare a.x, a.y, a.z with k.x, k.y, k.z and lay the forcefield between with minetest.place_node. Am I on the right track?
23:07 daiNoZord sorry get pos kathode get pos anode
23:07 daiNoZord sorry for pseudo - reading from notes
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23:14 daiNoZord if anyone is interested i put 5.4 on a 32bit lxle machine with 1gb ram and it works.... but its slow. Works tho.
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23:37 daiNoZord built and initially tested on lubuntu32 vm and run once on puppy32 live dist
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23:42 daiNoZord Anyway - at first I was clueless, then I started thinking.... well "walls" kinda does that.... but nowt much helpful there
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23:44 daiNoZord I found a mod called "filler" which is awesome. but not for these needs. Too complex for me to figure out anyway. just apos bpos cpos dpos epos....... Feel like a noob at the first ever noobcon
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23:57 daiNoZord i reckon it's probably easier than im making it tbh
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