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00:25 |
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00:32 |
MinetestBot |
[git] lhofhansl -> minetest/minetest: Switch MapBlock compression to zstd (#10788) d1624a5 https://git.io/JEQA8 (2021-09-01T00:32:31Z) |
00:46 |
erlehmann |
LOL |
00:50 |
erlehmann |
neat https://github.com/minetest/minetest/pull/10788 |
00:51 |
erlehmann |
sfan5, i applaud the choice to go for faster map saving/loading instead of saving more disk space |
01:09 |
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01:17 |
MTDiscord |
<MisterE> sfan5, I just want to complain that the new minetest api online is nowhere near as helpful as the wiki was at being a very fast coding reference. (still is tho its' code blocks are broken) For example: I want to find minetest.colorize() for chat msgs... I search "colorize" in the search bar, and it gives me many results , none of which are what I want. (I lost paitence at the third :P) Whereas, when I search google for minetest.colorize, I |
01:17 |
MTDiscord |
get this on the first result: https://dev.minetest.net/minetest.colorize which is exactly what I wanted. The difference is the searchable example code snippets... so so useful, and they will soon be gone.... I wish that the wiki remained online, unbroken. You could maintain it by letting the community edit it like wikipedia. You could make a banner note that it is maintained by the community, and as such should not be considered to be |
01:17 |
MTDiscord |
reliable. Then give a link to the official api ( which is useful in its own way, just not the same way as the wiki was useful) Anyhow, thats my gripe and two cents, Not looking to start an argument, just my personal opinion. Do something abt it if you want to or not |
01:21 |
MTDiscord |
<Jonathon> minetest api online? |
01:22 |
MTDiscord |
<Jonathon> also the wiki is hosted by c55, not sf*n5 |
01:23 |
MTDiscord |
<Jonathon> @MisterE, Modder of Sortz ^ |
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01:56 |
MTDiscord |
<MisterE> yes Minetest api: https://minetest.gitlab.io/minetest/ |
01:56 |
MTDiscord |
<MisterE> but there seems to have been general concensus to remove the wiki |
01:57 |
MTDiscord |
<MisterE> and the wiki has already been broken in that the code isnt displaying properly |
01:57 |
MTDiscord |
<MisterE> its markup isnt being formatted anymore |
02:00 |
MTDiscord |
<Jonathon> thats not new |
02:01 |
MTDiscord |
<Jonathon> its just marked up https://github.com/minetest/minetest/blob/master/doc/lua_api.txt which is official |
02:01 |
MTDiscord |
<MisterE> Its like this year |
02:01 |
MTDiscord |
<MisterE> no, thats not the same thing im talking abt |
02:01 |
MTDiscord |
<MisterE> I like the wiki: |
02:02 |
MTDiscord |
<MisterE> https://dev.minetest.net/minetest.colorize |
02:02 |
MTDiscord |
<MisterE> thats a page in it |
02:02 |
MTDiscord |
<Jonathon> im saying that the gitlab is just that file with markup applied |
02:02 |
MTDiscord |
<MisterE> oh yeah |
02:02 |
MTDiscord |
<MisterE> well. yes. Its very useful as a reference but not to quickly find what you want |
02:02 |
MTDiscord |
<MisterE> and not to see how to use it |
02:03 |
MTDiscord |
<MisterE> the wiki is no longer maked up |
02:03 |
MTDiscord |
<MisterE> it was a few mo ago |
02:04 |
MTDiscord |
<Jonathon> oh yeah, thats some importing errors from when it was updated |
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03:49 |
Menchers |
dynamic shadows are so cool :D … 4FPS though |
03:49 |
* Menchers |
turns it down to the lowest setting |
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04:24 |
IvanGorinich |
hello |
04:24 |
IvanGorinich |
ca you help me |
04:24 |
IvanGorinich |
a have this ERROR[CurlFetch]: servers.minetest.net/announce not found (Timeout was reached) (response code 100) |
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07:57 |
sfan5 |
@MisterE the wiki is not and was never an official reference; I know of the downsides of the minetest.gitlab.io (I was not involved in its creation though) which is why I use lua_api.txt myself since I can just ctrl+f for the function I want there |
07:58 |
sfan5 |
dunno what's going to happen to the wiki, there is/was(?) already a note that the pages are unmaintained and not to be considered official reference |
07:59 |
sfan5 |
erlehmann: I think with its current settings zstd may even be both faster and smaller. this is just based on some situational observations though, didn't benchmark it. |
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10:44 |
independent56 |
My new spawn is mixing elements of dutch and Warsaw Old Town Square design. |
10:46 |
independent56 |
In the end, it is my hand in design. So my spawn has "megatiles" of differing brick, andthe houses are built in towo different main amterials. |
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13:18 |
MTDiscord |
<luatic> erlehmann: I'm assuming you're generating a model and sending it as dynamic media? |
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13:48 |
ghoti |
Kind of new to lua here.. I want to write a script that reads xban.db. How do I pull that file into an array variable? Or do I even need that? Can I step through the array some other way? |
13:53 |
independent_ |
What do i need to do to get bokeh in my screenshots? |
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13:56 |
sfan5 |
ghoti: inside minetest you can call xban api functions to read parts of the db |
13:57 |
sfan5 |
outside of it you'd do this https://github.com/minetest-mods/xban2/blob/master/init.lua#L360-L377 but you will also require an implementation of minetest.deserialize |
13:58 |
erlehmann |
luatic what where should i generate a model |
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14:31 |
Sven_vB |
hi :) I'm trying to find a mod for a storage container block that can show 4 item icons on its front surface, and can be opened by its owner to store items in it. the drawers and smart shops seem to be able to do that on small scale, but they seem to use entities to display the item icons, so they don't scale well for a huge wall of storage. why do they use entities? can the MT engine not generate dynamic textures from item icons? |
14:33 |
Sven_vB |
even better if the storage block can be rotated to show the items on top and bottom |
14:33 |
MTDiscord |
<Noodlemire> MT generally can't do dynamic textures in general, outside of entities. |
14:34 |
Sven_vB |
would it be feasible to add that? |
14:34 |
MTDiscord |
<Noodlemire> Anything that looks dynamic actually is actually the game flipping through several different definitions of items, each with the only difference being specifically the textures used. |
14:36 |
Sven_vB |
indeed, the client graphics engine would not need to combine them, it can just draw multiple existing textures in the right place |
14:37 |
Sven_vB |
I guess the client engine can even keep drawing it the way it uses for entities, just the server should not waste as much resources on them |
14:37 |
independent_ |
Tha sounds like the drawers mod |
14:37 |
Sven_vB |
maybe a "entity light" or "cosmetic entity"? |
14:37 |
independent_ |
https://wiki.minetest.net/Mods/Storage_Drawers |
14:38 |
Sven_vB |
independent_, indeed, I mentioned the drawers mod above, and it seems to be affected. have you tried making a 100x20 wall of drawers with 4 icons each? |
14:38 |
independent_ |
no |
14:39 |
independent_ |
Yousaid you were looking for a mod like that, so i assumed you were doing a "r/tipofmytounge" type question |
14:39 |
MTDiscord |
<Noodlemire> They specifically mentioned that they were wondering if there was anything that didn't need entities. |
14:43 |
Sven_vB |
well, what I really meant was something that doesn't make the icons disappear even if there are many. maybe entities aren't the problem in itself, but just the way they're used. could a mod make resource-efficient "fake"/"ghost"/"cosmetic" entities that only cause the client to render them, but don't strain the server? I guess they should be excluded from AI events, not be checked by the "find entities in radius" function etc. |
14:45 |
MTDiscord |
<Noodlemire> As far as I know all entities are managed by the server. |
14:46 |
MTDiscord |
<Noodlemire> And there especially isn't a way to say "No, this entity will never be seen by get_objects_inside_radius" |
14:47 |
Sven_vB |
so we'd need server support for cosmetic entities. I'll check if there's a feature request already |
14:48 |
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14:49 |
sfan5 |
if you had entities that are not visibile to the usual API functions the mod creating the entity would itself be unable to manage it |
14:49 |
sfan5 |
so that's kinda of contradictory |
14:50 |
Sven_vB |
oh I see |
14:52 |
MTDiscord |
<Noodlemire> Also, I think if there was a real way to dynamically change a node's texture (like with a metadata field) that would work better for the 4x item container idea you had. |
14:53 |
Sven_vB |
what would we need for that? |
14:58 |
MTDiscord |
<Noodlemire> I don't really know. I'm not familiar with most of the specific C++ egine code. However, meta is already occasionally used to change certain properties of an item though, like its description, and it's possible to give a node a proper animation without using the replacement method. I feel like a more manual texture change wouldn't be so difficult. |
15:01 |
Sven_vB |
we'll probably need some kind of client support to avoid downloading all combinations of textures as separate image files. |
15:05 |
MTDiscord |
<Noodlemire> I don't think it would need to pre-combine everything in the first place. The concept of overlays already exists in various forms. |
15:21 |
Sven_vB |
would a mod need to register_node() each combination of icons? |
15:23 |
Sven_vB |
(to define the combined texture) |
15:28 |
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15:29 |
MTDiscord |
<Noodlemire> Well in the current state of Minetest, yes. But in the theory-craft-land of "How could the engine be modified to support this?" that we were in just before now, then the entire point of true dynamic texture changing would be to let a node's texture change without requiring excess use of register_node(). |
15:30 |
Sven_vB |
ok then I think I understand it. |
15:30 |
Sven_vB |
now how do we convince the devs? :D |
15:31 |
celeron55 |
that has been discussed multiple times, and the downsides have been deemed unacceptable. it would slow down mapblock mesh generation too much |
15:31 |
Sven_vB |
I see |
15:31 |
Sven_vB |
celeron55, so would the cosmetic entities approach from earlier be better then? |
15:33 |
Sven_vB |
or maybe we could adapt the approach from text signs. if we can do text, we can probably upgrade it to emoji, and from there upgrade to item icons. |
15:34 |
MTDiscord |
<Noodlemire> Signs use entities too. |
15:34 |
celeron55 |
not sure, but a fact is the engine doesn't have a good method for doing what you want to do |
15:34 |
celeron55 |
(when you want to do it in bulk) |
15:35 |
celeron55 |
well, that assuming entities won't work |
15:35 |
Sven_vB |
oh, that means having a wall with 20k signs would have the texts disappear as well? |
15:36 |
celeron55 |
they should work and any problems that you have trying to use entities for that will be accepted as issues on github, but development regarding entities has been moving very slowly |
15:36 |
celeron55 |
and you for sure will have problems |
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17:52 |
MTDiscord |
<Jordach> I’ve spawned about 25k SAO every server step |
17:53 |
MTDiscord |
<Jordach> What hurt performance was the calculation of Particles |
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18:00 |
mazes_80 |
Hi, I try to give ability to some robots to farming:place_seed even when their owner is not online. From what I see, I need to create fake player to be able to do this, at least that's the way used by pipeworks deployers |
18:01 |
mazes_80 |
I'm quite noob to minetest api though |
18:02 |
Krock |
copy the create_fake_player (or similar, in that manner) function from pipeworks I guess |
18:02 |
Krock |
there's no API to create a fake player |
18:03 |
AliasAlreadyTake |
Can't you let the robot place the resulting block in the right position? Like "farming:carrot_1" ? |
18:07 |
mazes_80 |
AliasAlreadyTake: I may think about it, but it would require to re-implement quite all the farming.place_seed logic |
18:09 |
mazes_80 |
for now I'll just stand with disabling farming:place_seed when player not connected, I'll try to re-use the fake player pipeworks way later |
18:20 |
independent_ |
Ugh... i ahte how big and empty creative structures are. I should have a rule against making such big and empty buildings. it has to be dense, |
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18:21 |
* Pexin |
builds a big empty structure made of depleted uranium |
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18:53 |
independent_ |
Pexin, Where was this? LF or your own world? |
18:53 |
independent_ |
What do i need to do to get bokeh in my screenshots? |
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19:00 |
erlehmann |
sfan5, i tried tha manual calling an lbm idea and … it seems the lbm does not have an effect hmm |
19:01 |
erlehmann |
sfan5 i'll debug it later more, but if there is anything in the logic that would intercept a call of lbm.action(pos, node) i would like to know |
19:01 |
sfan5 |
don't think so |
19:03 |
Pexin |
independent_: just a joke. I thought depleted uranium might be a sufficiently dense material for you |
19:04 |
independent_ |
Haha XD. I meant in terms of use. Think of the sroads in the US vs the tight streetsof a medeteranin town |
19:04 |
MTDiscord |
<luatic> Texture modifiers are a big freaking mess, stay away |
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20:20 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Check for required libzstd APIs in cmake 70dafcf https://git.io/JEbgi (2021-09-01T20:20:38Z) |
20:21 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Drop Ubuntu 16.04 from gitlab-ci, add 20.04 instead e5edda2 https://git.io/JEbgP (2021-09-01T20:20:38Z) |
20:21 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Don't look for zlib and zstd manually on Windows 31d2b9e https://git.io/JEbgX (2021-09-01T20:20:38Z) |
20:21 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Update README for zstd changes e912008 https://git.io/JEbgM (2021-09-01T20:20:38Z) |
20:23 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Fix falling mesh nodes being half size (#11389) ff9945d https://git.io/JEb2U (2021-09-01T20:20:57Z) |
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21:07 |
independent_ |
do the shadows work server or client side? |
21:08 |
sfan5 |
w-what |
21:22 |
independent_ |
I mean, in 5.5 dev, there are shadows. Where do they operate? |
21:23 |
independent_ |
Eh, if it's a shader,then probably client. |
21:23 |
sfan5 |
on the client of course |
21:23 |
sfan5 |
no matter shader or not the server does not render anything, it does not put pixels on the screen, it can't add shadows |
21:23 |
independent_ |
second question: What are some common tactics to reduce mapblock laod time from servers? |
21:24 |
sfan5 |
identify the bottleneck first: the server's disk? cpu? network? |
21:27 |
independent_ |
Good idea. probably my 40 mbp/s network. Or maybe the aging 186 gb HDD. Heck, it's everything 0_0 |
21:27 |
specing |
kick other players until the load time reduces to acceptable |
21:28 |
independent_ |
Players: {56independent} |
21:28 |
independent_ |
*clients={56independent} |
21:28 |
specing |
see, kick yourself. No players => no load times => no problem :D |
21:28 |
sfan5 |
if there are no players is the load time zero or infinite? |
21:30 |
independent_ |
Look at this way: Loading blocks is something request by the palyer's computer. If there are no request,ther eisno load time.The question is not possible. You need players for the question ti be calcuable |
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21:59 |
MinetestBot |
[git] sfan5 -> minetest/minetestmapper: Add support for map block version 29 b0ca3d7 https://git.io/JEb1s (2021-09-01T21:57:37Z) |
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