Time |
Nick |
Message |
00:26 |
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02:20 |
Sven_vB |
are there well-maintained forks that favor a wide world, possibly sacrificing height? |
02:30 |
rubenwardy |
no |
02:31 |
Sven_vB |
what would be the performance penalty of doubling the integers from 16 to 32 bits, on 64-bit CPUs? ist the GPU involved, too? |
02:32 |
rubenwardy |
there are 3 coordinates |
02:32 |
rubenwardy |
so 3*16=48bits |
02:33 |
Sven_vB |
oh right I can keep height as is |
02:34 |
Sven_vB |
well, not sure if that will work with vector operations. |
02:34 |
Sven_vB |
could be that for SIMD optimization I need all 3 to be 32 bits |
02:36 |
Sven_vB |
for network and storage I'm still figuring out how many bits I want to spend on each coordinate. fortunately my target audience is rich enough that LAN bandwidth and disk space probably won't be a bottleneck. :) |
02:37 |
Sven_vB |
I'd prbably go with 64 bits, 10 or 12 for height, the others half for north/east |
02:38 |
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02:40 |
Sven_vB |
I guess +33% coordinates traffic will be ok even for WAN multiplayer. |
02:43 |
Sven_vB |
imagine traveling maps like Denmark https://www.minecraftforum.net/news/8225-denmark-in-minecraft-all-of-it with our boats and trains. would be nice to be able to in a free software voxel game. |
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09:07 |
nephele |
Hey sfan5, i build e1142ee57f2d7b59a86f6d0d72ae043844bc3121 sucesfully |
09:07 |
nephele |
i'll try to use git bisect to see if i can find a newer-er working commit |
09:15 |
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09:18 |
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09:52 |
sfan5 |
thanks for the info |
09:53 |
nephele |
git bisect claims that 560627eef8c02f8201e639c75fcd5301d3a33077 is the first bad commit |
09:56 |
sfan5 |
that makes sense and unfortunately doesn't help, because that's the commit that adds PcgRandom use to sky.cpp |
09:57 |
nephele |
it's already used in other parts, so i suppose the question becomes what is different for sky.cpp :) |
09:57 |
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10:04 |
nephele |
sfan5: is there some more investigating i can do? |
10:05 |
sfan5 |
you could find out 1) what symbol the PcgRandom constructor compiles to in noise.cpp 2) what symbol name sky.cpp tries to import for the constructor |
10:06 |
sfan5 |
readelf and probably do it but it's not so simple |
10:06 |
sfan5 |
can* |
10:14 |
search_social |
hello where do i enter an "invite code" to join a server? |
10:14 |
sfan5 |
there is no such thing as an invite code |
10:17 |
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10:18 |
search_social |
my friend who normally plays on my server sent me this but i can't find the "host server" tab |
10:18 |
search_social |
Please visit our world if you can. I don’t think there is a way to connect via IP address. I use the app called MultiCraft. It works on the Mac as well as the iPhone, and probably other platforms as well. |
10:18 |
search_social |
1. Go to the tab labeled “host server” |
10:18 |
search_social |
2. use “connect” on the left and enter: |
10:18 |
search_social |
3. the invite code: BY373WES |
10:18 |
search_social |
4. Your own info. |
10:19 |
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10:19 |
nephele |
Maybe they were talking about a different game? |
10:20 |
Krock |
"host server" means that you're creating a new server on your device |
10:21 |
search_social |
they are my friend from my server |
10:21 |
search_social |
but i can't join their server it seems |
10:21 |
Krock |
they need to give you their IP address after forwarding the server's port so that you can join |
10:22 |
search_social |
okay |
10:22 |
Krock |
assuming it's hosted on PC/mobile behind a router |
10:22 |
Krock |
the Minetest wiki and forums should explain that as well |
10:23 |
search_social |
thanks |
10:24 |
Krock |
!next |
10:24 |
MinetestBot |
Another satisfied customer. Next! |
10:28 |
sfan5 |
are you sure that's the same multicraft that is compatible with mt? |
10:38 |
nephele |
sfan5: Well, not sure how i would do that... |
10:38 |
nephele |
:) |
10:39 |
nephele |
probably above my pay grade untill i learn more about symbols and linking in general, heh :P |
10:53 |
search_social |
well it's the one they use to connect to my server |
10:54 |
search_social |
idk the github multicraft i installed but it has no "host server" tab either |
10:54 |
search_social |
and the .apk multicraft hangs in anbox and shashlik |
10:55 |
search_social |
oh but i could connect to my own server with the github multicraft and it doesn't show the address and port like minetest does, so i can't get the address and port from them that way either |
10:59 |
search_social |
this is what it looks like on the app: https://0x0.st/--Z4.png |
11:02 |
sfan5 |
oh interesting |
11:02 |
sfan5 |
didn't even know they had something like that |
11:09 |
search_social |
well it seems to be interesting as a curse because it seems my friend has built a world which cannot be shared with me |
11:09 |
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11:50 |
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11:53 |
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11:58 |
rubenwardy |
It's probably for NAT punchthrough |
12:29 |
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12:29 |
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12:56 |
MTDiscord |
<Jonathon> That looks like multicraft |
12:56 |
search_social |
yes they used multicraft to connect to my world |
12:57 |
search_social |
but i can't connect to their world |
12:58 |
MTDiscord |
<Jonathon> Because the "host tab" is specific to there client |
12:58 |
MTDiscord |
<Jonathon> Im not sure how to translate the code to ip and port |
12:59 |
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12:59 |
search_social |
but i even download the multicraft client https://github.com/MultiCraft/MultiCraft |
12:59 |
search_social |
but the tab still isn't there on desktop |
13:00 |
search_social |
and the code doesn't seem to mention it at all |
13:00 |
MTDiscord |
<Jonathon> I have no idea, seems thats a question for @MoNTE48 |
13:02 |
search_social |
okay i made git issue |
13:02 |
search_social |
thanks |
13:47 |
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13:51 |
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13:56 |
search_social |
"This feature only for mobile players and not availabled for PC. There is no plan to allow PC players connect to this servers." |
14:02 |
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14:09 |
numzero |
...as PC players should be able to host servers themselves? AFAIK the “invite-code” servers are hosted on the remote machines MoNTE48 operates |
14:09 |
rubenwardy |
connecting though |
14:10 |
numzero |
btw world format of MT and MC is the same (AFAIK) but not sure is it ever possible to get the world data from such remote server |
14:10 |
rubenwardy |
is it a remote server or is it NAT punchthrough? |
14:10 |
rubenwardy |
I guess remote server makes sense |
14:10 |
Krock |
why not? it's open source so you can fake Android |
14:10 |
rubenwardy |
Krock: no source code |
14:11 |
numzero |
Krock: you can emulate Android client, but you can’t get the data only server has |
14:12 |
rubenwardy |
If this ned an LGPL violation if it needs support in the C++. If it's just a main menu feature to connect to a remote server, and Monte has remade his main menu 100% from scratch, then it's not |
14:12 |
rubenwardy |
oops accidentally submitted |
14:12 |
numzero |
and IRC retains forever... |
14:13 |
numzero |
yet that’s not an LGPL violation as MC source is available |
14:13 |
numzero |
it’s there on GH |
14:13 |
rubenwardy |
MC source doesn't include that apparently |
14:13 |
numzero |
just not marked as MT fork |
14:13 |
search_social |
i can't seem to get the multicraft.apk to work with anbox or shashlik both load a little then hang |
14:14 |
rubenwardy |
Yeah: https://github.com/MultiCraft/MultiCraft/blob/master/builtin/mainmenu/init.lua#L65 |
14:14 |
MTDiscord |
<MoNTE48> Its just lua code, not more. So i'm not violate license. 100% of C++ code in repo |
14:14 |
MTDiscord |
<MoNTE48> Marked in readme, in credits |
14:15 |
rubenwardy |
yeah |
14:16 |
MTDiscord |
<MoNTE48> MultiCraft is based on the Minetest project, which is developed by a number of contributors [link] is second line in MultiCraft readme |
14:17 |
rubenwardy |
Am I right that this feature is creates a remote server on your machines? |
14:17 |
rubenwardy |
like MC realms |
14:18 |
MTDiscord |
<MoNTE48> Yes you right. All magic done on my servers. |
14:18 |
rubenwardy |
Sounds cool. How do you manage persistence? |
14:18 |
Krock |
docker perhaps |
14:18 |
rubenwardy |
Like, can a player go offline and then join the server again |
14:19 |
MTDiscord |
<MoNTE48> It's a secret, I'm sorry. |
14:19 |
rubenwardy |
lol |
14:19 |
Krock |
HTTP request to a master server, which then starts a docker image and returns a port number - that's my guess |
14:20 |
Krock |
then connect to that and let your friends join using an additional key which then also translates to the port number |
14:20 |
MTDiscord |
<MoNTE48> Yes. We can run about 2-2.5k servers same time using our servers ) |
14:20 |
rubenwardy |
oh wow |
14:20 |
Krock |
there's a pretty amazing number |
14:20 |
Krock |
s/there/that/ |
14:21 |
MTDiscord |
<MoNTE48> Krok, you saw through me. Yes, it if you want explain how it works in 2 sentences. |
14:21 |
Krock |
nah it's fine |
14:21 |
rubenwardy |
Servers don't need to be online all the time - you can use socket activation or just the HTTP API to start them. The files could be a concern, but then you can just keep track of the last played time |
14:21 |
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14:21 |
Krock |
cannot imagine what kind of server hardware you'd need for that. surely quite expensive to run that many server. well done. |
14:22 |
Krock |
rubenwardy: yeah. a simple HTTP request can re-activate it after the last player left |
14:22 |
MTDiscord |
<MoNTE48> Not so expensive until there are PC players |
14:22 |
Krock |
and auto-purge after 6 months or so |
14:22 |
rubenwardy |
why are PC players expensive if you only allow them to join servers? |
14:22 |
rubenwardy |
I guess no ads |
14:22 |
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14:23 |
Krock |
^ my guess as well |
14:23 |
MTDiscord |
<MoNTE48> MultiCraft haven't fast or noclip on android. Also, view distance is very limited |
14:23 |
rubenwardy |
view distance doesn't effect the server |
14:24 |
rubenwardy |
but fast will do - you can just not grant that though |
14:24 |
MTDiscord |
<MoNTE48> No, there is no ads. This for free for my players. Ads only in real singleplayer mode |
14:24 |
rubenwardy |
Oh right |
14:25 |
MTDiscord |
<MoNTE48> So the server simply won't accept a player using a non-MultiCraft if he finds an IP: port |
14:26 |
Krock |
there's definitely a way to circumvent that anyway.. |
14:26 |
Krock |
but well, not an interesting matter to me |
14:26 |
MTDiscord |
<MoNTE48> The same if you don't have an invite code: without it, the server will refuse to connect even if you pretend to be an official client |
14:27 |
search_social |
yes so now i can't see my friend's world |
14:28 |
MTDiscord |
<MoNTE48> Krock, every program is created to be hacked. I just hope that no one is interested in joining some cozy server for 2-5 people and wreaking havoc. |
14:28 |
Krock |
ofc. there's also no benefit in it |
14:29 |
MTDiscord |
<MoNTE48> I'm sorry. Buy a tablet, or invite your friends to create a real public Minetest server |
14:29 |
search_social |
ofc i can do that but the world they made is locked away |
14:29 |
rubenwardy |
you can use local map saving |
14:29 |
rubenwardy |
there's a minetest setting that allows you to download worlds, assuming that's not removed from MC |
14:30 |
numzero |
settings menu is disabled in MC |
14:31 |
rubenwardy |
lol |
14:31 |
rubenwardy |
you can edit the minetest.conf in the files probably |
14:31 |
numzero |
yes you can |
14:31 |
numzero |
and that setting seems to be available |
14:32 |
numzero |
it can’t save private meta ofc |
14:32 |
numzero |
(I hope so at least) |
14:32 |
rubenwardy |
I can't |
14:32 |
rubenwardy |
*it |
14:33 |
numzero |
nephele: try readelf -Ws path/to/sky.cpp.o |
14:33 |
numzero |
and the same with noise.cpp.o |
14:36 |
numzero |
(on my system these files are in cmake-build-directory/src/CMakeFiles/minetest.dir/) |
14:36 |
rubenwardy |
I think the problem is that u64 is defined in both irrTypes.h and irrlichttypes.h |
14:37 |
rubenwardy |
in irrTypes, it'll be unsigned long long |
14:37 |
rubenwardy |
in irrlichttypes.h, it's uint64_t |
14:37 |
numzero |
is it defined in irrlichttypes.h for Irrlicht 1.8+ |
14:37 |
numzero |
? |
14:37 |
rubenwardy |
really, it should always be uint64_t |
14:38 |
rubenwardy |
oh that only happens for <1.8 |
14:38 |
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14:38 |
rubenwardy |
this is very much a #minetest-dev convo |
14:40 |
numzero |
nephele isn’t there now |
14:41 |
MinetestBot |
[git] numberZero -> minetest/minetest: Improve irr_ptr (#10808) 8dae7b4 https://git.io/JtZeV (2021-01-24T14:40:34Z) |
14:41 |
numzero |
how weird. I have *two* PcgRandom::PcgRandom(unsigned long, unsigned long) in my noise.cpp.o |
14:42 |
numzero |
both defined, with the same address and size |
14:42 |
numzero |
heh, mangled names differ: _ZN9PcgRandomC2Emm and _ZN9PcgRandomC1Emm |
14:49 |
numzero |
C++ is weird, with all its inheritance construction rules |
14:57 |
rubenwardy |
How do you use list rings on Android? |
14:59 |
sfan5 |
rubenwardy: why do we redefine a type irrlicht provides? |
15:00 |
rubenwardy |
for backwards compat currently |
15:01 |
rubenwardy |
nephele: which Irrlicht version do you have installed? |
15:01 |
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15:02 |
sfan5 |
irrlicht 1.7 is so old it'd be better to just drop support |
15:02 |
rubenwardy |
yeah |
15:02 |
rubenwardy |
I agree with that |
15:46 |
nephele |
rubenwardy: none |
15:46 |
nephele |
unless the 5.3.0 port has one installed |
15:47 |
nephele |
>irrlicht-1.8.4_2 High performance realtime 3D engine |
15:47 |
nephele |
guess this one |
15:49 |
nephele |
numzero: i wouldn't mind joining -dev if needed though |
16:07 |
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17:17 |
numzero |
in the meanwhile I managed to run Minetest + Irrlicht-on-SDL on Android |
17:18 |
numzero |
with working GUI ofc |
17:21 |
numzero |
this Irrlicht: https://github.com/numberZero/irrlicht/tree/master/ |
17:22 |
numzero |
and this Minetest: https://github.com/numberZero/minetest/tree/android-dev |
17:25 |
numzero |
includes some SDL code as required for SDL on Android; also building is not fully automatic as some dependencies are missing from the archive: SDL, Irrlicht, libjpeg, libpng. Compile them all with cmake as static libraries (SDL’s libhidapi.so is always shared) and put into deps like others |
17:25 |
Krock |
but that's already a good start |
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20:10 |
nephele |
how can i view the seed of a created world? |
20:12 |
nephele |
ah... nvm, its in f5 |
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21:58 |
hisforever |
Hi I would like to know what I'm doing wrong. I keep doing the wrong thing in the billboard nodes.lua script. here is a screenshot https://imgur.com/a/sTCgBuR |
21:59 |
hisforever |
If you need a pastbin of the script I'll be happy to do it |
22:02 |
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22:05 |
hisforever |
Here is the script for the billboard nodes.lua https://pastebin.com/kva6P88t |
22:06 |
sfan5 |
your strings are missing an " and you are missing commas too |
22:06 |
hisforever |
Thanks Stan5 |
22:13 |
hisforever |
thoes commas are hard to see lol |
22:16 |
hisforever |
sfan5: thanks fpr the help, I've been fighting that for days :) |
22:17 |
sfan5 |
you might need a better (or larger) font if you have issues |
22:17 |
hisforever |
I'll do that blessings bye |
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23:44 |
hisforever |
I have a Question that might sound odd. Can the billboard mod display more than 8 images? |
23:45 |
Zughy[m]1 |
I guess you should ask it to the mod creator |
23:46 |
hisforever |
ok Thanks |
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