Time |
Nick |
Message |
00:07 |
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01:09 |
ghoti |
Heya. When programming a basic_robot, is there a way to stop processing for the current cycle without doing a self.remove() ? I'm looking for the sort of thing you get by issuing a "return" in the middle of a function in other languages. |
01:10 |
ghoti |
i.e. forget about any look or `if` we happen to be in, just bail. |
01:10 |
ghoti |
s/look/loop/ |
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05:50 |
independent56 |
http://192.168.1.119:8080/#!/map/0/9/229/-433 |
05:50 |
independent56 |
why wont anything south of spawn exist? |
05:51 |
independent56 |
https://imgur.com/a/Gz67bD9 |
05:51 |
independent56 |
here is a screenshot. use that link. not the interactive. it will probably break. |
06:09 |
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06:35 |
independent56 |
http://2.26.38.198/Stikked/htdocs/view/865e6ea1 |
06:35 |
independent56 |
this happens when i try to run with mapserver enabled |
06:35 |
independent56 |
i'll try without..? |
06:36 |
independent56 |
yeah, mapserver is disabled |
06:36 |
independent56 |
enabled now... and... |
06:39 |
independent56 |
now it waits, without continuing at "created bridge.. mapserver ok" |
06:40 |
independent56 |
done |
06:40 |
independent56 |
http://2.26.38.198/Stikked/htdocs/view/17f11770 |
06:41 |
independent56 |
and it still crashes and burns |
06:42 |
independent56 |
ha, turns out inital rendering was locking the database! |
07:04 |
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07:49 |
independent56 |
how do i emplace limits on how far the map render travels in each direction? there is noting noth of 100, and a huge settlement south at 5000. i would like to include only the areas wich matter. |
07:49 |
independent56 |
using mapserver |
08:07 |
independent56 |
BuckarooBanzai, i am unable to run the mapserver and mtserver at the same time. the mapserver locks the database, whilst the mtserver crashes because of this lock. do i have to go trough the pain of inital rendering before i can run both? |
08:13 |
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08:17 |
independent56 |
yay, it has rendered the analite mountains! |
08:29 |
independent56 |
http://2.26.38.198/dokuwiki/lib/exe/fetch.php?media=human_areas:analite_mountains_map.png |
08:29 |
independent56 |
i am very happy |
08:29 |
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09:01 |
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09:25 |
independent56 |
"| is now known as /" "/ is now known as -" "- is no known as \" |
09:25 |
independent56 |
i know how this works |
09:26 |
| |
yeah I'm just rotatin' |
09:29 |
independent56 |
XD |
09:39 |
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10:13 |
independent56 |
ok... now the server is connected with ethernet to the router. there should be much higher speeds |
10:27 |
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13:11 |
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13:24 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Rework Settings to support arbitrary hierarchies (#11352) c60a146 https://git.io/JnHcw (2021-06-23T13:22:31Z) |
15:10 |
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16:36 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Perform some quality assurance for translation strings (#11375) 51bf4a6 https://git.io/JnQvV (2021-06-23T16:35:50Z) |
16:39 |
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18:41 |
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18:51 |
Wuzzy |
name me one random thing in Minetest that is hardcoded but really shouldn't be |
18:52 |
rubenwardy |
poor performance |
18:53 |
ghoti |
:-D |
18:53 |
independent56 |
hmm... probably all the formspec co-ords in mods, where cross-platform on tiny devices can cause eye cancer |
18:53 |
independent56 |
it should be relative |
18:54 |
independent56 |
but i'm no nerd in mt mod develepoment. |
18:54 |
MTDiscord |
<GreenXenith> GUIs in general, including game menus, world handling, player physics, camera control, keybind handling, mesh manipulation (or lack thereof) |
19:03 |
Krock |
name me one random thing in MInetest that really should be hardcoded but isn't |
19:04 |
Krock |
mod security. should be forced to `true` |
19:05 |
MTDiscord |
<Benrob0329> Playing a Rickroll at a random interval between 5 minutes and 1 century. |
19:05 |
Krock |
ah yes |
19:06 |
MTDiscord |
<Benrob0329> also no, disabling mod security is sometimes useful when testing things (like when running a profiler inside of other code that requires access to debug) |
19:06 |
MTDiscord |
<Benrob0329> If you're running code you're familiar with then it's fine, it's mostly there to stop attacks from downloaded code |
19:21 |
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19:30 |
sfan5 |
Wuzzy: camera |
19:30 |
Wuzzy |
good one! |
19:31 |
sfan5 |
at the very least the server should be able to disable first or third person |
19:31 |
sfan5 |
and it should be able to lock the camera at a certain angle or distance |
19:31 |
sfan5 |
for RTS games |
19:31 |
MTDiscord |
<GreenXenith> also camera roll |
19:32 |
MTDiscord |
<Benrob0329> Mapgen types? imo games should be defining mapgens, the engine should just give enough pieces to do it performantly |
19:32 |
MTDiscord |
<GreenXenith> Games can already define C mapgens, its just not quite as performant because of the Lua interface |
19:33 |
MTDiscord |
<GreenXenith> also requires some extra work for cross-platform |
19:34 |
MTDiscord |
<Benrob0329> I'm not talking Lua vs C++, just enough API bits (and probably a separate context) for lua mapgens to run well (they can already do pretty well if written smartly) |
19:34 |
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19:34 |
MTDiscord |
<GreenXenith> I was only mentioning C mapgens because it is performant |
19:35 |
MTDiscord |
<Benrob0329> dangit discord, I wanted to send that s/context/thread or instance message |
19:35 |
MTDiscord |
<Benrob0329> I feel like interfacing with glue code would be a bigger bottleneck than just writing it in Lua right now |
19:37 |
MTDiscord |
<Benrob0329> LVMs aren't exactly slow |
19:37 |
Wuzzy |
https://dev.minetest.net/List_of_hardcoded_features |
19:45 |
independent56 |
oh and also, biggest stress is the advtrains speed is hardcoded. i want 50 n/s trains, zooming across my fair landscape. 20 n/s trains in a world where you walk 10 n/s is too little. (yes, i set my speed high, because we all ave places to go) |
19:47 |
MTDiscord |
<Warr1024> heh, 50n/s is relativistic speeds in MT terms |
19:47 |
MTDiscord |
<Warr1024> you're pushing the limits of mapblock loading speed |
19:47 |
independent56 |
XD my fast fly is 100 n/s. |
19:47 |
independent56 |
and mapblock loading on local is quick, even on fast. it's on network that gets annoying. |
19:48 |
MTDiscord |
<Warr1024> You're running the risk of "the server's background cleanup job kicked off and now suddenly your train collides with a wall of ignores" |
19:48 |
independent56 |
XD |
19:48 |
MTDiscord |
<Warr1024> you can already do this in most games because falling speed is not capped |
19:48 |
independent56 |
advtrains works in unloaded areas. but still, fair point. |
19:48 |
MTDiscord |
<Warr1024> (most MT games) |
19:49 |
MTDiscord |
<Warr1024> well, even if the trains work fine in unloaded areas, that landscape has gotta look weird when you look out the window and see nothing |
19:49 |
MTDiscord |
<Warr1024> ...and the fact that the advtrains devs had to go to such lengths to work around the problem also speaks a lot itself. |
19:50 |
independent56 |
hmm... but i do wish. maybe a compromise at 30 n/s? |
19:50 |
MTDiscord |
<Benrob0329> forceloading tracks also works, but will take up more and more memory |
19:51 |
MTDiscord |
<Benrob0329> you could also emerge the areas ahead of the train and slow it's acceleration until they are loaded |
19:51 |
MTDiscord |
<Warr1024> Sadly there is no "safe speed." What speed is considered "relativistic" just depends on the server's "weather" |
19:51 |
MTDiscord |
<Warr1024> tbh advtrains' workaround sounds like one of the least bad ones possible |
19:52 |
MTDiscord |
<Warr1024> One other alternative being allowing the train to hit the wall of ignores and stop, but keeping track of its speed so it can resume moving as soon as the terrain loads. |
19:53 |
independent56 |
imagine LF, with tracks everywhere. they cant do that. otherwise the entire network would break down. so they have to use their own unloaded map train runner (UMTR (OOMTUURR)) |
19:59 |
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20:09 |
Pexin |
bump for nonhardcoded camera: also player controls. thinking zelda-like camera/movement |
20:16 |
MTDiscord |
<Warr1024> I'd like to see more of the player's movement behavior less hard-coded, or at least more thoroughly parameterized so it can be more easily controlled by mods. Things like air resistance, variable buoyancy, etc. |
20:17 |
MTDiscord |
<Warr1024> Heh, being able to push a "display gamma adjust" from the server-side at play time, so you can simulate eyes adjusting to darkness, would be nice, but I may try to research that one on my own before I make an issue of it, to make sure it's even reasonably feasible. |
20:37 |
erlehmann |
Wuzzy sfan5 you can get freecam from dragonfire or waspsaliva i think |
20:37 |
erlehmann |
i was also missing it! |
20:39 |
erlehmann |
i bet fleckenstein could work some API out |
20:39 |
erlehmann |
that guy LOVES APIs |
20:39 |
erlehmann |
like a floating camera API |
20:39 |
sfan5 |
"freecam" sounds like less restrictions not more |
20:40 |
erlehmann |
sfan5 well what if you slapped some restrictions on it so the server could tell the client the freecam settings |
20:40 |
erlehmann |
currently they are controlled by the client ofc |
20:42 |
MTDiscord |
<Warr1024> The amount of freedom a player should have over the camera is a thing that can only really be determined in the context of a game. Being able to move a camera about freely could have gameplay effects and a game creator needs to be able to define what the limits are so that they can design gameplay to work with what a player can actually do... |
20:45 |
erlehmann |
what i am suggesting is to take the freecam code and make it so only the server can set it, like FOV |
20:46 |
erlehmann |
then you could have stuff like the cam rotating around a character |
20:46 |
erlehmann |
controlled by a mod |
20:46 |
Pexin |
note: narrow fov contributes to severe motion sickness in some people. twiddles thumbs verbally. |
20:47 |
Pexin |
to use mt, I personally need to up it to ..what was it, 110 I think |
20:47 |
* Pexin |
checks, 100 |
20:47 |
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20:48 |
MTDiscord |
<Warr1024> It's very easy for games as it is to make decisions that cause all kinds of accessibility problems, and it's the game creators' responsibility to take these considerations into account, and if they won't or can't then they probably deserve to lose access to certain audiences. |
20:49 |
MTDiscord |
<Warr1024> There are limits to what the engine can do to prevent game creators from shooting themselves in the foot by shooting their audiences in the foot... |
20:50 |
MTDiscord |
<Warr1024> btw, high FOV would look much nicer for more folks if we had a barrel distortion shader :-) |
20:51 |
erlehmann |
i use a custom hack client with halfbright because i can not see contrast as well |
20:51 |
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20:51 |
erlehmann |
the only side effect is i forget to place torches |
20:51 |
erlehmann |
i should probably tune the halfbright so that 0 is still dark and 1 is like 7 or so |
20:52 |
MTDiscord |
<Warr1024> you mean the gamma adjust isn't sufficient for you? |
20:52 |
erlehmann |
gamma adjust is something *entirely* different |
20:52 |
erlehmann |
i only want to affect blocks in game |
20:52 |
erlehmann |
nodes i mean |
20:52 |
MTDiscord |
<Warr1024> I think if you tune gamma all the way up to 3 then basically everything that's not pure black becomes full bright... |
20:52 |
MTDiscord |
<Warr1024> ah, interesting... |
20:55 |
MTDiscord |
<wwar> There is light curve boost, low/high gradient settings |
20:56 |
MTDiscord |
<wwar> If you set these all to max lighting will look silly but you will see every light source |
21:17 |
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22:56 |
independent56_ |
testing znc |
22:56 |
independent56 |
yay! |
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