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08:32 |
erle |
rubenwardy contentdb claims you can login by email adddress, but “content.minetest.netdieweltistgarnichtso.net” is not usable for a login, only my username. did i do something stupid maybe? |
08:36 |
MTDiscord |
<ROllerozxa> logging in with my email address works for me, just tried |
08:38 |
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08:50 |
erle |
pls review https://content.minetest.net/packages/erlehmann/studs/ |
08:50 |
erle |
:D |
08:56 |
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09:25 |
MTDiscord |
<Bla> erle just a noob idea but if you use type = "connected" and connects_to = {"air", "group:liquid"} to hide/show the studs shouldnt that reduce the needed faces? |
09:26 |
erle |
Bla the problem is that nodeboxes are always fully drawn |
09:26 |
erle |
Bla wait, hmmm |
09:27 |
MTDiscord |
<Bla> sure but if there is a full block above you could skip the studs and use a simple cube for example |
09:27 |
erle |
Bla you mean like what if i don't draw anything when not exposed to air? do you have a demo for that? |
09:28 |
MTDiscord |
<Bla> Im not even totally sure I understand "connected" completly especially the disconnected part lol so no I dont have a demo ? |
09:30 |
erle |
try making something, it seems interesting. though i think due to issue #10315 there might be a bunch of difficulties ahead |
09:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/10315 -- Nodeboxes with type=connected don't connect properly with the selflike |
09:30 |
erle |
Bla it is definitely an interesting idea! |
09:33 |
erle |
Bla the thing is though, i do want the studs to show up when someone puts, for example, a banner on top of it |
09:58 |
MTDiscord |
<Bla> mh studs as default nodebox and add the group:nostuds to every node you dont want to show them if connected, if connected dont show the studs and if disconnected show studs. |
10:00 |
erle |
Bla send me a patch ig |
10:02 |
rubenwardy |
erle: have you confirmed the email? |
10:02 |
erle |
rubenwardy i thought i did. maybe i did not, can you see that? |
10:16 |
MTDiscord |
<Bla> erle not gonna make a patch because Im a Lua and minetest mods noob, it was just an idea I thought could help. |
10:20 |
rubenwardy |
You didn't |
10:20 |
rubenwardy |
I'll send a new conf email |
10:21 |
erle |
thx |
10:28 |
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10:56 |
rubenwardy |
erle: done |
10:56 |
rubenwardy |
You have either 6 or 12 hours, I forget |
11:07 |
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12:04 |
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12:09 |
erle |
12 i think |
12:11 |
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13:01 |
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13:03 |
settl3r[m] |
Is there a mod which doubles the max. (horizontal) size from 62k to 124k ? |
13:03 |
settl3r[m] |
Or a fork of Minetest engine which does that? |
13:03 |
MTDiscord |
<ROllerozxa> there were a set of pull requests which increased the world size to 32-bit integer limits but I think it was abandoned after they were closed |
13:04 |
settl3r[m] |
Is it infeasible to code it? |
13:06 |
settl3r[m] |
Would it introduce hard to fix bugs? |
13:08 |
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13:10 |
MTDiscord |
<ROllerozxa> well "infeasible" depends on how you see it, as I said it already exists but it's incompatible with the regular server protocol |
13:10 |
MTDiscord |
<ROllerozxa> it seems to be more or less a case of switching types around and testing until it doesn't blow up in your face during gameplay |
13:11 |
MTDiscord |
<ROllerozxa> be more... have been more, as in what the PRs did. see https://github.com/minetest/minetest/pull/11843 for part one of it |
13:14 |
MTDiscord |
<Warr1024> "testing until it stops blowing up" sounds like about what you'd have to do to make something like this work. |
13:14 |
MTDiscord |
<Warr1024> Feels like it could be a 6.0 thing someday ... and since there is no 6.0 on the horizon yet... |
13:15 |
settl3r[m] |
Thank you for answering. (and i found https://forum.minetest.net/viewtopic.php?t=25899 , meanwhile), so it seems to be a huge effort to shift "everything" from 16bit to 32bit.. |
13:15 |
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13:17 |
settl3r[m] |
humm.. can Minecraft be modded such, that it had Y=62 km ? |
13:17 |
MTDiscord |
<ROllerozxa> I think so, it's called cubic chunks |
13:17 |
settl3r[m] |
(and unfortunately, Vintage Story is not open-source) |
13:17 |
settl3r[m] |
cool |
13:20 |
MTDiscord |
<Warr1024> Haha, pretty sure Minecraft isn't open source either |
13:20 |
MTDiscord |
<Warr1024> so ... good luck |
13:23 |
MTDiscord |
<ROllerozxa> people like to call minecraft source available rather... because you can trivially decompile the java bytecode and there also exists source mappings (both legally encumbered official mappings and CC0 mappings) |
13:24 |
MTDiscord |
<ROllerozxa> redistributing the minecraft source code unmodified or fully is illegal though so it's far from open source |
13:24 |
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13:25 |
MTDiscord |
<Warr1024> It's really only approximately source-available though, since that's not quite the real source. It's close, but there is surely a little nuance (and potentially a lot of documentation) absent. |
13:26 |
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13:26 |
settl3r[m] |
hm.. could we mod VS to be like MT, but combining the strengths of both? |
13:28 |
MTDiscord |
<ROllerozxa> oh yeah, yeah, it's not 1-by-1 the code that exists in mojang's git repository, comments are of course gone and the java compiler also does optimisations (...as any compiler does with the proper configurations) which can make the decompiled code end up looking dramatically different or even unrecompileable |
13:29 |
MTDiscord |
<Warr1024> Mods that change the behavior of the code are generally possible, but not always easy. Mods that change the license are pretty much impossible. |
13:31 |
MTDiscord |
<Warr1024> Well, other than "this mod removes all licensing from the code, rendering you no longer allowed to possess it." That one is actually pretty easy. |
13:33 |
MTDiscord |
<ROllerozxa> how about a mod that removes all code? then whatever license the code goes under is therefore gone as well right? :P |
13:44 |
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13:52 |
MTDiscord |
<Warr1024> Nope, I think you can have licensing terms for an empty project :-D |
13:52 |
MTDiscord |
<Warr1024> I mean, it'd be easy to just clean-room it at that point though, so your license terms don't mean much. |
13:55 |
erle |
settl3r[m] a big issue with just increasing the world coordinates is float accuracy at the borders btw |
13:56 |
erle |
settl3r[m] at some point you run into minecraft farlands problems. i don't think doubling it would do it. but you can't just increase the size. |
13:56 |
erle |
settl3r[m] also, look at the data types for coordinates internally. |
13:57 |
settl3r[m] |
So the last digits would have to be discarded. Then it could not use 2 billion sized maps, but "only" ~1-2 million blocks large maps? |
13:58 |
settl3r[m] |
* large maps? (1000x1000km large maps would be enough for anybody, i guess) |
13:58 |
settl3r[m] |
* So the last digits would have to be discarded. Then it could not use 2 billion sized maps, but "only" ~1-2 million blocks large maps? |
13:58 |
settl3r[m] |
(1000x1000km large maps would be enough for anybody, i guess) |
13:58 |
settl3r[m] |
* So the last digits would have to be discarded. Then it could not use 2 billion sized maps, but "only" ~1-2 million blocks large maps? |
13:58 |
settl3r[m] |
(1000x1000x62km large maps would be enough for anybody, i guess) |
13:58 |
erle |
settl3r[m] just forget about it. |
13:59 |
erle |
as i unnderstand it, map enlargement is not really on a near-term roadmap. |
13:59 |
erle |
settl3r[m] you can look at prollers map enlargement PR that got closed. |
13:59 |
settl3r[m] |
yeah (or using VS) ^^ |
14:01 |
settl3r[m] |
i guess we need better AI to fork the code to use 32bit coordinates.. |
14:01 |
erle |
lol |
14:01 |
erle |
settl3r[m], are you another GPT3-bot? |
14:01 |
settl3r[m] |
lmao |
14:03 |
settl3r[m] |
AI dungeon and Replica AI aren't that bad, though ^^ |
14:10 |
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14:16 |
MTDiscord |
<ROllerozxa> textsynth is also fun, you can make it generate anything from recipes to made up #minetest IRC logs |
14:17 |
MTDiscord |
<ROllerozxa> latter always tends to gravitate towards turning it into #ubuntu though... >.> |
14:20 |
MTDiscord |
<luatic> Have you tried generating #minetest-dev logs yet? |
14:35 |
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14:46 |
MTDiscord |
<ROllerozxa> mostly ends up the same... except everyone calls it minetest-dev instead of just minetest |
14:47 |
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15:21 |
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17:09 |
settl3r[m] |
How long should a password for a normal player-account for a public MT server be? And how complex should it be? |
17:10 |
settl3r[m] |
And how can i change it, on servers which don't support the standard command for changing user-pws? |
17:10 |
MTDiscord |
<Warr1024> Same as any other password: make it as long and complex as you think you can tolerate for the level of security you want. |
17:10 |
MTDiscord |
<Warr1024> The correct way to change your password is using the in-game menus, I think you do NOT want to use a /command type interface for it. |
17:16 |
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18:19 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix broken FPS/dtime counters in debug info 71a56c3 https://github.com/minetest/minetest/commit/71a56c355223aa45a980c16329c88ba9ec8b3354 (2022-05-03T18:17:43Z) |
18:27 |
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19:03 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: ContentDB: Fix ungraceful crash on aliases when list download fails e9e6710 https://github.com/minetest/minetest/commit/e9e671078c8ddfcaac30e8f04976a8c69031a9b9 (2022-05-03T19:00:29Z) |
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22:30 |
erle |
wsor is mod reviewing like PR reviews for minetest? like can i make it go faster by doing some stuff or begging every few days that someone takes a look? or is it just “we are 3 people and have very little time”? |
22:32 |
wsor |
well, you asked me, so ill go take a look |
22:33 |
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22:34 |
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22:34 |
oiioiiio |
>Execution of async base environment failed |
22:34 |
oiioiiio |
any ideas? |
22:35 |
oiioiiio |
debian stable amd64 |
22:36 |
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22:37 |
oiioiiio |
compiled on i386 just a couple weeks ago, running fine on the home server. |
22:41 |
wsor |
erle: done |
22:42 |
rubenwardy |
oiioiiio: there should be an error traceback in the logs |
22:42 |
rubenwardy |
giving more detail |
22:42 |
oiioiiio |
yup |
22:42 |
rubenwardy |
logs or terminal |
22:42 |
oiioiiio |
it goes to game.lua in /usr/local/share |
22:43 |
oiioiiio |
in my previous install that directory only contains an init.lua |
22:43 |
rubenwardy |
have you updated minetest without building and reinstalling? |
22:45 |
oiioiiio |
I built it a second time just today, since I noticed changes in git- is there a way to update without a build? |
22:51 |
rubenwardy |
building is required when you update |
22:51 |
rubenwardy |
but you also need to either use RUN_IN_PLACE=1 or update the files in /usr/local/share |
22:52 |
rubenwardy |
that error is because the binary is newer than the files in /usr/local/share |
23:10 |
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23:14 |
erle |
wsor, thx |
23:14 |
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23:15 |
erle |
wsor if you have ideas how to improve it, tell. i mainly made it as a joke, but now i want it to exercize the engine so x2048 can improve the nodebox face merging/culling thing |
23:15 |
wsor |
do what everyone else does, make meshes if you want better perf :P |