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 |
00:03 |
|
hisforever joined #minetest |
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 |
00:42 |
|
olliy_ joined #minetest |
00:46 |
|
systwi joined #minetest |
00:53 |
|
wsor joined #minetest |
01:05 |
|
drafran joined #minetest |
02:03 |
|
fattywompus joined #minetest |
02:15 |
|
Verticen joined #minetest |
02:17 |
|
tuedel joined #minetest |
02:34 |
|
Verticen joined #minetest |
02:38 |
|
hecks joined #minetest |
02:41 |
|
mynick2 joined #minetest |
02:59 |
|
Verticen joined #minetest |
03:21 |
|
heavygale joined #minetest |
03:22 |
|
Fuchs_ joined #minetest |
04:22 |
|
milkt joined #minetest |
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 |
05:00 |
|
MTDiscord joined #minetest |
05:19 |
MTDiscord |
<Jonathon> > 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 |
<Zzachary> hong kong |
06:03 |
|
Flabb joined #minetest |
06:13 |
|
Pest joined #minetest |
06:25 |
|
sec^nd joined #minetest |
06:34 |
|
hecks joined #minetest |
06:35 |
|
drafran joined #minetest |
06:35 |
|
erlehmann joined #minetest |
06:54 |
|
TomTom joined #minetest |
06:57 |
|
aheinecke joined #minetest |
07:19 |
|
fluxflux joined #minetest |
07:36 |
|
TC01_ joined #minetest |
07:37 |
|
Peppy joined #minetest |
08:00 |
|
ShadowNinja joined #minetest |
08:45 |
|
tuedel joined #minetest |
08:55 |
|
ssieb joined #minetest |
09:14 |
|
calcul0n joined #minetest |
09:26 |
|
FeXoR joined #minetest |
09:57 |
|
hecks joined #minetest |
10:11 |
|
Fixer joined #minetest |
10:21 |
|
proller joined #minetest |
10:32 |
|
hecks joined #minetest |
10:44 |
|
hecks joined #minetest |
10:44 |
|
TheMaster joined #minetest |
11:51 |
|
Peppy joined #minetest |
12:13 |
|
SwissalpS joined #minetest |
12:14 |
|
hecks joined #minetest |
12:41 |
|
turtleman joined #minetest |
14:07 |
|
Miniontoby joined #minetest |
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 |
14:34 |
|
kamdard joined #minetest |
14:36 |
|
Wuzzy joined #minetest |
14:49 |
|
daiNoZord joined #minetest |
14:50 |
|
xSmurf joined #minetest |
14:57 |
|
YuGiOhJCJ joined #minetest |
15:01 |
|
perrier joined #minetest |
15:07 |
|
Conradish006 joined #minetest |
15:24 |
|
Verticen joined #minetest |
15:36 |
|
jonasbits joined #minetest |
15:57 |
|
milkt joined #minetest |
16:02 |
|
Verticen joined #minetest |
16:13 |
|
Peppy joined #minetest |
16:20 |
|
Aris joined #minetest |
16:20 |
|
lisac joined #minetest |
16:24 |
|
MDude joined #minetest |
16:42 |
|
Taoki joined #minetest |
17:02 |
|
Verticen joined #minetest |
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 |
<appguru> > 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? |
17:52 |
|
Hawk777 joined #minetest |
17:54 |
|
I_am_6r1d joined #minetest |
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 |
18:06 |
|
Talkless joined #minetest |
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 |
18:11 |
|
homthack joined #minetest |
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 |
18:18 |
|
fleeky_ joined #minetest |
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) |
18:28 |
|
FeXoR joined #minetest |
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 |
18:59 |
|
proller joined #minetest |
19:22 |
|
proller joined #minetest |
19:23 |
|
absurb joined #minetest |
19:42 |
|
ssieb joined #minetest |
20:00 |
|
fluxflux joined #minetest |
20:39 |
|
Lukwe joined #minetest |
20:50 |
|
Verticen joined #minetest |
20:52 |
|
I_am_6r1d joined #minetest |
21:15 |
|
Verticen joined #minetest |
21:27 |
|
dgsomerton joined #minetest |
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_ |
) |
22:29 |
|
Verticen joined #minetest |
22:42 |
|
jess joined #minetest |
22:49 |
|
dax joined #minetest |
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 |
23:13 |
|
Aris joined #minetest |
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. |
23:15 |
|
wsor joined #minetest |
23:25 |
|
Pie-jacker875 joined #minetest |
23:28 |
|
Ritchie joined #minetest |
23:37 |
daiNoZord |
built and initially tested on lubuntu32 vm and run once on puppy32 live dist |
23:41 |
|
Fulgen joined #minetest |
23:42 |
daiNoZord |
Anyway - at first I was clueless, then I started thinking.... well "walls" kinda does that.... but nowt much helpful there |
23:43 |
|
clavii joined #minetest |
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 |
23:57 |
|
clavi joined #minetest |
23:57 |
daiNoZord |
i reckon it's probably easier than im making it tbh |
23:59 |
|
Fulgen joined #minetest |