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06:10 |
independent56_ |
i wish to remove a large part of the map, bits wich take up mapserver space, despite being useless. i will use the command "//multi //fixedpos set1 -2000,500,500 //fixedpos set2 -30000,-500,-500 //deleteblocks". can worldedit deal with such large areas without breaking? |
06:33 |
BuckarooBanzai |
i don't think so, it grinds to a halt for me with much lower values :/ |
06:36 |
independent56_ |
sad |
06:36 |
independent56_ |
what if i did it on a remote server, ran through SSH? what if i left during the command, leaving it to do porcessing on it's own? |
07:06 |
independent56_ |
ok... |
07:06 |
independent56_ |
it works! it is doing it, when i ran mapserver and locked the database, it was hard at work delteing blocks. but there is too many for too little. so i shutdown the server and decided to live with these ugly appendages |
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12:00 |
independent56_ |
BuckarooBanzai: do incremental renders have the same time as inital ones? do incrementel renders take up as much time as the inital ones? |
12:04 |
BuckarooBanzai |
independent56_: nope the incremental renderings just render the changed mapblocks, should only be a handful every couple seconds |
12:11 |
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12:18 |
independent56_ |
ah yes |
12:18 |
independent56_ |
i set it to 3 hours in fear of a big render |
12:19 |
independent56_ |
and now i can run them both together now the inital render completed (after 3 days) |
12:19 |
independent56_ |
but now it says "021-06-24 13:19:38: ERROR[CurlFetch]: http://127.0.0.1:8080/api/minetest not found (HTTP response code said error) (response code 403)" even though the keys match. |
12:56 |
independent56_ |
BuckarooBanzai please help me regarding my last IRC message. this bug is preventing me from achiving junction map superheaven. |
13:31 |
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14:37 |
independent56_ |
is there any debug option to see mapblock borders? i want to recover a deleted mountain, but am unsure if it will hurt a small dam. |
14:40 |
independent56_ |
BuckarooBanzai, i get this error "2021-06-24 15:40:18: ERROR[CurlFetch]: http://127.0.0.1:8080/api/minetest not found (HTTP response code said error) (response code 403)". i am unable to get live statistics for my map, because of this api error. |
14:41 |
independent56_ |
and the map is running. |
14:49 |
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15:15 |
MTDiscord |
<entuland> you should be able to work out the boundaries from the coordinates |
15:15 |
MTDiscord |
<entuland> I also think I read somewhere that they added the ability to see such boundaries in one of the latest dev versions? not sure |
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16:05 |
independent56_ |
seriously, fuck rubberbanding. it is annoying and gives the illusion of not going anywherer |
16:08 |
MTDiscord |
<Warr1024> There is a feature in 5.5-dev to display mapblock boundaries |
16:08 |
MTDiscord |
<Warr1024> there's a new keybind to toggle it; it doesn't seem to have a default binding, but set it to whatever |
16:09 |
MTDiscord |
<GreenXenith> I dont have a "whatever" key /s |
16:09 |
MTDiscord |
<Jonathon> You actually mean screw anticheat that rubberbands you |
16:09 |
MTDiscord |
<Warr1024> Green: it should be between Panic and Any |
16:09 |
MTDiscord |
<GreenXenith> I actually used to have a panic key |
16:09 |
MTDiscord |
<GreenXenith> I replaced my escape key with a red key with "PANIC" printed on it |
16:11 |
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16:17 |
independent56_ |
config error caused mapserver broke. it should be in the working directory. it wasn't. |
16:26 |
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16:32 |
independent56_ |
yes! yay! the API is working! whoo! |
16:44 |
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17:04 |
erlehmann |
independent56_ disable anticheat or use proper physics factors |
17:04 |
independent56_ |
hmm |
17:04 |
independent56_ |
what minetest conf is that? |
17:22 |
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17:28 |
independent56_ |
how do i edit sunset/rise times? i have this mod which syncs to real time, but it is bright day out here and twilight inside |
17:35 |
Krock |
use the day/night ratio |
17:35 |
MTDiscord |
<Warr1024> I think the in-game sun's position based on in-game time of day is hard-coded and not changeable. If you want all solar observations in-game to match real-world, then you'd probably have to use a non-linear function to map realtime to gametime. |
17:35 |
MTDiscord |
<Warr1024> Day/night ratio ... does that move the sun too? I've never actually used it without a custom skybox... |
17:37 |
independent56_ |
hmm thx |
17:39 |
celeron55 |
17:37:21 < independent56_> is there any debug option to see mapblock borders? i want to recover a deleted mountain, but am unsure if it will hurt a small dam. |
17:39 |
celeron55 |
you probably didn't find this given it's not documented anywhere except the source code |
17:39 |
celeron55 |
the setting is called keymap_toggle_block_bounds |
17:40 |
celeron55 |
add it like any other keymap_ setting in minetest.conf |
17:40 |
sofar |
maybe one day we can make the sun position dependent on the player position North/South relative to 0 |
17:40 |
celeron55 |
(for example keymap_toggle_block_bounds = KEY_KEY_O) |
17:41 |
independent56_ |
i would like to change it in-game, like "v" for map, as a keybind. so i can see the mapblocks for a few seconds then disable them. |
17:43 |
MTDiscord |
<Warr1024> re: sun position, it would be nicer to have it controllable by mod via set_sky ... and even nicer if the shadow shader could then be aware of sun position instead of just assuming it based on time of day |
17:43 |
celeron55 |
independent56_: yes that'll set it to "o" |
17:43 |
independent56_ |
great :-> |
17:43 |
MTDiscord |
<Warr1024> I had to do some mildly ugly stuff to disable the shadow shader server-side for a game that has no sun/moon. |
17:43 |
celeron55 |
but you do need to have a development build |
17:44 |
celeron55 |
it was added after 5.5.0 |
17:44 |
MTDiscord |
<Warr1024> in 5.5 you can just set it in the keybind menu |
17:44 |
MTDiscord |
<wwar> Hmm.. shadow shader thing has no on/off option? |
17:44 |
independent56_ |
aye, i need a dev build, but i'm too lazy to install it. |
17:45 |
MTDiscord |
<Warr1024> wwar: only on the client side, not on the server |
17:45 |
MTDiscord |
<wwar> I see |
17:45 |
celeron55 |
oh wait, it is in the menu |
17:46 |
celeron55 |
well that's easy then |
17:46 |
MTDiscord |
<wwar> Anyway, i will have maximum 5 fps with shadows.. |
17:47 |
celeron55 |
of course it has, on the first settings page |
17:48 |
MTDiscord |
<Warr1024> wwar: if your performance sucks with shadows enabled then you'd be likely to turn them off anyway. But for someone whose performance with shadows on is fine, they'd probably just leave it on ... but playing on a server with no sun but still having shadows from the sun would look silly. |
17:48 |
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17:48 |
MTDiscord |
<Warr1024> Thus it's nice to be able to at least work around them, even if we can't remotely switch them off. |
17:49 |
MTDiscord |
<wwar> Silly and even if you have good performance, it will cause fps drop, so you lose fps to make the game look silly |
17:49 |
MTDiscord |
<Warr1024> Telling a player "go log off and change these settings and then come back so things don't look silly or not work right" is not a good experience and I've been trying to find ways to fix those as I encounter them. |
17:49 |
MTDiscord |
<wwar> Also yeah, my performance suck |
17:49 |
MTDiscord |
<Warr1024> I've been able to leave shadows set to Very Low and not notice any performance impacts at least. |
17:50 |
MTDiscord |
<wwar> Well, evey mt setting require people to relog to change, dont they? |
17:50 |
celeron55 |
hecks wanted to make the server be able to switch off shadows but he hasn't made a PR yet |
17:50 |
MTDiscord |
<wwar> Every* |
17:50 |
MTDiscord |
<Warr1024> Not every setting, but easily arguably too many. |
17:51 |
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17:51 |
MTDiscord |
<wwar> I believe reloging to change shadow isnt too hard if thats what you mean with > Telling a player "go log off and change these settings and then come back so things don't look silly or not work right.. |
17:51 |
MTDiscord |
<Warr1024> I'd really love to be able to switch texture-packs in-game, even if it means I have to go through an "initializing nodes" progress screen again and destroy and recreate the 3D scene ... at least, so that I can stay connected and still receive chat messages when the display comes back... |
17:51 |
MTDiscord |
<Warr1024> Relogging to change a thing isn't hard, it's just lousy UX |
17:51 |
independent56_ |
i can't wait until 5.6 is released. obvious reasons (my number) |
17:51 |
independent56_ |
oh and also, it will have all the features of 5, but with some mystery ones from 6. |
17:52 |
MTDiscord |
<wwar> Warr, cant you disable shadows in default of nodecore? |
17:52 |
MTDiscord |
<wwar> Independet56, what if mt 5.6 turns out a bad version? :þ |
17:52 |
sfan5 |
he can't, it's a client side feature |
17:54 |
MTDiscord |
<Warr1024> I have no say in what shaders are run. I can only use some tricks in some cases to make them not have an effect on the visuals. |
17:54 |
MTDiscord |
<Warr1024> At least the parallax and generate normals stuff is gone :-) |
17:55 |
MTDiscord |
<wwar> Hmm.. i think it will be pretty helpful if server owners can manage client side stuff for their players in their servers |
17:56 |
independent56_ |
if it turned out fowl, i would cry. my dreams would be spoilt. |
17:59 |
MTDiscord |
<Warr1024> Server owners and/or game creators should really have a lot of control over at least the default way the games are experienced. Player override of most in-game stuff should only be for things like accessibility needs (which arguably game-creators should be responsible for too). A problem in MT is the way these things are put either solely in the player's control or designed in such a way that it's too easy for players to accidentally |
17:59 |
MTDiscord |
set overrides without experiencing the game as designed first. |
17:59 |
hecks |
Toggling shadows without relogging is being worked on and will be included in 5.6, together with server side control. |
18:00 |
MTDiscord |
<wwar> I agree with that ^ |
18:00 |
hecks |
I'm writing the shader variant feature as we speak (a little complicated but necessary; we need to compile shaders both with shadows off and on, and swap the shader program out) |
18:00 |
MTDiscord |
<Warr1024> PR #9315 is an example of the kind of gameplay thing that pretty obviously should start in game-creator control and be controlled by players only as an override. That one is setting at like 1.5 approvals though... |
18:00 |
hecks |
and the other hard part is that MT currently assumes shaders on nodes and objects don't change ever |
18:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/9315 -- Require 'basic_debug' priv to view gameplay-relevant debug info (2nd try), require 'debug' priv to view wireframe by Wuzzy2 |
18:00 |
MTDiscord |
<wwar> That will also help in stoping cheaty csms i think |
18:01 |
MTDiscord |
<wwar> That the server/game owners will be able to manage client side stuff even if not full access |
18:01 |
hecks |
I just obfuscate any strings sent to the client, like definitions or meta. |
18:02 |
MTDiscord |
<Warr1024> I don't mind it being possible to cheat, I just want to see it require actual effort. |
18:03 |
MTDiscord |
<wwar> Well, but decreasing cheats in that way (if it does) will be helpful to every server or game with the rule "no cheating/hacking" |
18:03 |
MTDiscord |
<Warr1024> sfan5, IIRC you were there for the last discussion of 9315 (that I'm aware of at least), did you want to weigh in on it? |
18:05 |
MTDiscord |
<wwar> Personally, i dont think that basic_debug thing should be something in default.. maybe a mode that adds that? I mean if a server owners wants debug info to be hidden from people thats something they must add a mode for.. |
18:06 |
MTDiscord |
<wwar> Owner* |
18:06 |
celeron55 |
i believe 9315 is ready to merge |
18:07 |
celeron55 |
need to check the code still maybe |
18:09 |
MTDiscord |
<Warr1024> I checked it over and insofar as I am qualified to judge, everything looked good to me: code, testing, etc. |
18:09 |
celeron55 |
the code looks good to me |
18:09 |
MTDiscord |
<Warr1024> I just didn't want to be the one in the hot seat to put my name on the merge; I was hoping for something a little less hotly-debated as a first action as core dev... |
18:13 |
hecks |
this is why we need the developer covenant or whatever |
18:13 |
hecks |
or rather modder |
18:13 |
hecks |
we need to define what is an acceptable burden on modders to upgrade the engine version |
18:14 |
hecks |
(do not confuse with the awful linux CoC) |
18:14 |
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18:14 |
hecks |
basically we should promise the modders we won't break anything without an opt-out and said opt-out should take like a minute to patch in |
18:15 |
hecks |
in this case the workaround is to just grant people the new priv on register, seems reasonable |
18:22 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Require 'basic_debug' priv to view gameplay-relevant debug info, requ… 63fc728 https://git.io/JnFRN (2021-06-24T18:21:19Z) |
18:22 |
celeron55 |
i wonder what was the last time i actually merged anything |
18:23 |
celeron55 |
usually someone jumps to do it once i mention something is mergeable |
18:23 |
celeron55 |
. |
18:23 |
celeron55 |
-. |
18:30 |
MTDiscord |
<Warr1024> I wouldn't mind publishing like a mod or something to help server operators more easily and automatically handle the opt-out of this thing, too. Like something that just grants basic_debug priv to everyone when they join or something, for server operators who don't feel technically-inclined enough to do it themselves. |
18:31 |
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18:31 |
MTDiscord |
<Warr1024> I don't know how big of a problem I should expect it to be, I guess? This could also be handled in MTG, and I would think that if MTG considers this a "regression" that would be sufficient to cut through the permafreeze. |
18:45 |
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18:53 |
MTDiscord |
<wwar> they can just add basic_debug priv in basic_privs |
18:53 |
MTDiscord |
<wwar> Will still gonna grant every player who already registered to the game |
18:55 |
MTDiscord |
<Warr1024> you mean default_privs |
18:56 |
MTDiscord |
<Warr1024> basic_privs are the ones that sub-admin moderators can control |
18:56 |
MTDiscord |
<Warr1024> and the granting to existing players upon join was what I was thinking of the mod for. |
18:57 |
MTDiscord |
<wwar> Oops default privs yes |
18:57 |
MTDiscord |
<wwar> Also dont default privs and basic privs change with the same cmd |
18:59 |
MTDiscord |
<Warr1024> they're separate settings but they're used for different things, and there's no reason why they would be in sync necessarily |
18:59 |
MTDiscord |
<Warr1024> though arguably it might make sense that default_privs be a subset of basic_privs so your moderators have the ability to strip a new player of ALL privs... |
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specing |
I was pleased to learn that WorldEdit is AGPLv3 |
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