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MinetestBot |
[git] sfan5 -> minetest/minetest: Sort out some issues with our CI setup e108954 https://github.com/minetest/minetest/commit/e108954633df9e4b2e235dd8e16b64f846a2d251 (2022-05-06T13:15:53Z) |
13:16 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Declare all bundled libs as static 8735a85 https://github.com/minetest/minetest/commit/8735a85a3008df39b92b0a6781015011d8935a7b (2022-05-06T13:16:04Z) |
13:16 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Bump IrrlichtMt to 1.9.0mt5 in CI 4e1de06 https://github.com/minetest/minetest/commit/4e1de06782b2541e8d487adfd87b0c2afeedeab3 (2022-05-06T13:16:04Z) |
13:17 |
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13:20 |
erle |
i made a new mod that colors the tip of a lever in the “on” position red to be less confusing: https://mister-muffin.de/p/foZr.png |
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14:01 |
erle |
wsor https://content.minetest.net/packages/erlehmann/mcl_lever_status_indicator/ \o/ |
14:02 |
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14:04 |
MTDiscord |
<Jonathon> One could argue that it doesn't meat section 2.2 |
14:04 |
MTDiscord |
<Jonathon> *meet |
14:05 |
MTDiscord |
<Jonathon> Of all the things you have submitted, probably the most low effort yet. Should have maybe considered making one mod with all of these, and maybe a setting to turn parts off if you really want |
14:05 |
erle |
uh |
14:05 |
MTDiscord |
<Warr1024> Could be submitted as a pack, but then, I don't necessarily see an underlying relationship between them that would suggest that. |
14:06 |
erle |
the thing is, there is no relationship |
14:06 |
erle |
it is just tweaks that would have zero chance to be accepted in their respective projects |
14:06 |
MTDiscord |
<Warr1024> Small mods are not necessarily a problem, though. I think "does only one thing but does it well" is suitable for the ecosystem... |
14:06 |
erle |
in this case the lever on the floor is confusing, but a) i can't make it a texture pack easily b) it is confusing in minecraft |
14:07 |
erle |
yes, my goal is to make mods that do exactly one thing, as best as possible. that means they are very small, easy to review and it takes very little time untilt hey are finished. |
14:07 |
erle |
until |
14:07 |
erle |
like with this one i probably need one or two more revisions |
14:07 |
MTDiscord |
<Warr1024> Seems like you COULD make it a texture pack somewhat non-easily, assuming the on and off levers are different node defs and not just the same one facedir-rotated... |
14:07 |
erle |
the lego one, i will adjust the selection box |
14:07 |
erle |
no i could not |
14:07 |
erle |
i tried it |
14:07 |
MTDiscord |
<Warr1024> but I don't actually see a big difference between a mod and a TP for this. |
14:08 |
erle |
the problem is that the two levers by default use the same texture |
14:08 |
MTDiscord |
<Warr1024> do you not know how to use TP overrides.txt? |
14:08 |
MTDiscord |
<Jonathon> You should be able to do thus in a texture pack with the texture pack conf |
14:08 |
erle |
and then, how do i use another texture pack? |
14:08 |
erle |
this is supposed to use the texture from the texture pack in the future |
14:08 |
MTDiscord |
<Warr1024> The big problem with a TP though is that the UX for it sucks, i.e. you can't just choose all the TP features you want, you can only pick one at a time. |
14:08 |
erle |
yes |
14:08 |
erle |
that is why i did not do it |
14:09 |
erle |
look at the TODO in the code. in the future, i want it to just blit the redstone torch tip on the lever texture |
14:09 |
erle |
which means it would work with any texture pack |
14:09 |
erle |
and i could get rid of the PNG overlay texture |
14:09 |
MTDiscord |
<Warr1024> As a mod, I think this meets the requirement for minimum functionality ... in fact, it might exactly meet it. |
14:10 |
erle |
the problem is, as i said, that the lever on the floor has a bad UI |
14:10 |
erle |
like if there is nothing visibly connected to it, it's hard to see if it is on or off |
14:10 |
erle |
(things may be connected invisibly to it) |
14:11 |
MTDiscord |
<Warr1024> personally rather than changing the tip color, I might have added a groove to the base and changed the color of the underside of that ... but that's just a cosmetic choice and the underlying information conveyed is still equivalent. |
14:11 |
erle |
yeah i thought about different things |
14:11 |
erle |
but then i thought, what's the most obvious change |
14:11 |
erle |
and redstone torches already establish the precedent that a dark tip means ”off” and a red tip means “on” |
14:12 |
erle |
i also tested it with the gimp filters for colorblindness |
14:12 |
MTDiscord |
<Warr1024> yeah, I noticed that |
14:13 |
MTDiscord |
<Warr1024> like, when I saw the screenshot I thought "oh, that could easily be confused for something different ... oh wait, no, this was actually done better than that" :-) |
14:13 |
erle |
anyways, i am not making these mods just to spam, i am making them because there are tiny little things that have exactly zero chance to go in a game and also i want players to be able to turn them off and on at will. |
14:14 |
erle |
anyways, i know that a standalone minecraft mod exists that also decorates levers. only that it actually recolors the base, like Warr1024 said. |
14:14 |
MTDiscord |
<Warr1024> Yeah, I think there's some worry that if the minimum standard for a mod is close to the amount of work necessary to review it for publishing, then a whole community of mod submitters vs a handful of editors (really only like 1 or 2 regularly active) is not going to scale well ... but so far I don't think it's been an issue yet. |
14:14 |
erle |
if it does other things, i don't care, i just want my levers to be less confusing |
14:14 |
MTDiscord |
<Warr1024> Also presumably it's not like you have an endless supply of annoyances you feel need to be tweaked. |
14:15 |
erle |
haha no |
14:15 |
erle |
i can offer review help, if wanted. i'm known to be a very strict reviewer (on technical merits, not on good taste grounds). |
14:16 |
erle |
anyway, i think my lowest-effort thing was the stairs. and i actually wanted those. |
14:17 |
erle |
also i am refactoring the mcl_stairs API to make the mod name tooltip from AFCMS work better (it currently registers the stairs under mcl_stairs namespace) and it is very useful to have a standalone mod that adds a single stair variant. |
14:17 |
erle |
as a regression test |
14:17 |
erle |
but honestly, it was just the one stair variant that was missing. probably because it is … not in minecraft. |
14:21 |
erle |
Jonathon about the part of 2.2 that says “content which is sufficiently complete to be useful to end-users”, i had about 4 people already telling me that this is actually a neat improvement, without even asking for their opinion. |
14:21 |
erle |
which surprises me as well tbh |
14:22 |
erle |
i mean, arguably it is more useful than all the deco stuff i made before. |
14:25 |
erle |
oh, another reason why it is a mod is because i briefly thought about changing the lever mesn and wanted to keep that option open for the future |
14:25 |
erle |
then i was too lazy to do it |
14:26 |
definitelya |
Small decorative mods are nice-to-haves when building maps too. |
14:28 |
erle |
yeah, also i can not possible fit all the things included into a single sentence or screenshot in a way that it is still recognizable |
14:28 |
MTDiscord |
<Warr1024> To be fair, while a flaw-for-flaw recreation of minecraft is laudable as a project, it seems like obvious omissions should be fine to correct in the clones :-| |
14:29 |
erle |
yeah |
14:29 |
MTDiscord |
<Warr1024> Just don't go trying to fix EVERYTHING wrong with minecraft; that's how I ended up with NodeCore. |
14:29 |
erle |
hahahaha |
14:29 |
erle |
well, to be fair, you have to learn the rules before you break them |
14:30 |
erle |
for example, kay27 and me would agree on “lets not be like mcl2 and be *exactly* like minecraft” |
14:30 |
erle |
but i am much more conservative in what i change than him |
14:30 |
erle |
(i.e. he thinks i am dog slow, i think he breaks stuff all the time) |
14:30 |
erle |
so i guess “let's clone this exactly” can at least avoid a lot of discussions |
14:30 |
settl3r[m] |
Is there a mod with which one can locate the closest occurrence of a certain item? |
14:30 |
erle |
you mean item as in item on the ground or as in node? |
14:31 |
MTDiscord |
<luatic> Yes. Worldedit and //lua. |
14:31 |
settl3r[m] |
or a block, like a certain tree |
14:31 |
erle |
Warr1024 one of the funniest thing is when i notice that minecraft actually got it wrong by their own standards because their issue tracker is a mess. |
14:31 |
settl3r[m] |
i mean, a placed item/block, not a floating one |
14:32 |
MTDiscord |
<luatic> Well, there's https://content.minetest.net/packages/sorcerykid/finder/ |
14:32 |
settl3r[m] |
* floating one (actually i'm more interested into a block-locator than item-locator) |
14:32 |
MTDiscord |
<luatic> That'd only be for the "floating" oens though |
14:32 |
MTDiscord |
<luatic> There's an API function for that, but I don't think there are any mods that make it convenient to use |
14:32 |
erle |
Warr1024 for example, they have two issues about telemetry not being optional (thus probably violating a bunch of regulations). one is closed because it only applied to a single dev snapshot. the other one applies to the release and is closed as a duplicate of an already closed issue. |
14:33 |
MTDiscord |
<Warr1024> haha |
14:33 |
MTDiscord |
<luatic> glorious |
14:33 |
MTDiscord |
<luatic> did you perhaps consider that they wanted an obscure reason to close these unwanted issues :-) |
14:33 |
settl3r[m] |
Can that Finder by sorcerykid locate, how far away a certain type of block is in the map? |
14:33 |
MTDiscord |
<luatic> nope |
14:33 |
MTDiscord |
<luatic> it's for entities |
14:33 |
MTDiscord |
<Warr1024> I wanted to have telemetry in early nodecore, but it wasn't feasible. Without it, though, I actually have no idea how much of the info I have about how people play the game is self-selection-biased. |
14:34 |
erle |
Warr1024 also they have a bot that autocloses issues based on comments. i have seen issues where users say stuff like “i think this maybe works as intended” and the bot closes the issue with WORKS AS INTENDED |
14:34 |
erle |
luatic, no i think it is a total communications fuckup |
14:34 |
settl3r[m] |
Does WorldEdit enable such a function? |
14:34 |
erle |
in particular because they sometimes realize this and fix these things |
14:35 |
erle |
some mods for minecraft actually fix issues |
14:35 |
erle |
like |
14:35 |
erle |
how can you make a release of a game with that few models … with z-fighting in the cat model? |
14:35 |
erle |
(a mod fixed that) |
14:36 |
MTDiscord |
<Warr1024> settler: worldedit will allow you to anything lua can, such as find_nodes_in_area. |
14:36 |
MTDiscord |
<Warr1024> I wish there were a fix for z-fighting in MT |
14:36 |
MTDiscord |
<luatic> Which Z-fighting |
14:37 |
MTDiscord |
<luatic> Randomizing entity sizes does a pretty decent job |
14:37 |
MTDiscord |
<luatic> Nodes can be trickier in some cases |
14:37 |
MTDiscord |
<Warr1024> node-node is the only one I've seen so far. |
14:38 |
MTDiscord |
<Warr1024> liquids are a huge problem. Either you cull the inside faces of liquids to avoid z-fighting, but then have "can't see the surface of the liquid while swimming" problems, or you don't and there's z-fighting everywhere. |
15:08 |
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15:10 |
settl3r[m] |
Warr1024, which worldEdit command is it? |
15:10 |
settl3r[m] |
"highlight" ? |
15:10 |
settl3r[m] |
or "inspect" or a different one? (sorry i'm a WE-noob) |
15:11 |
settl3r[m] |
(i dont want to damage my map, with any WE command :/ ) |
15:11 |
MTDiscord |
<Warr1024> As I understand it, luatic's point was that with //lua you can do anything, so theoretically that one feature contains EVERY possible functionality. |
15:11 |
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15:11 |
settl3r[m] |
i can't lua.. isnt there a convenient way to locate blocks? |
15:11 |
MTDiscord |
<Warr1024> I don't know if there's a more specifically useful thing in there for it though |
15:12 |
settl3r[m] |
aren't there mods which can find blocks? |
15:12 |
MTDiscord |
<Jonathon> here is a hack i use sometimes, maptools has a lightbulb node, so for testing, ill change it to night, and then //r nodeiwwant lightbulb and then look around to see whats glowing, and then //r it back |
15:13 |
MTDiscord |
<Jonathon> (if doing ores, will need to noclip into the ground) |
15:13 |
MTDiscord |
<Warr1024> I've done stuff likeminetest.register_abm(nodenames={"stuff:i_want"},interval=1,chance=1,action=function(pos)minetest.chat_send_all(minetest.pos_to_string(pos))end}) but that only works if it's within the active block range, not necessarily everything loaded and displayed. |
15:14 |
settl3r[m] |
oh.. that "r" command places a lightbulb? but how do i know where to place it? i dont yet know, where my searched-for block is.. |
15:14 |
MTDiscord |
<Warr1024> The ABM hack, for example, was a thing I used to find every itemstack node on my server to build a survey of what items players actually collected, when designing the probability tables for dungeon loot. |
15:14 |
settl3r[m] |
ah.. the lightbulb gets placed at the next block-type i specify to it? |
15:17 |
MTDiscord |
<luatic> A decent solution I hacked together a while ago is to look for the nodes using find_nodes_in_area, then place waypoints |
15:17 |
MTDiscord |
<luatic> I haven't released this though |
15:17 |
MTDiscord |
<Jonathon> anyways, tldr this sounds like a good mod idea for someone to make merged with a game mechanic of some sort |
15:17 |
MTDiscord |
<Warr1024> It's not already part of modlib? ? |
15:18 |
MTDiscord |
<luatic> nonono warr! |
15:18 |
MTDiscord |
<luatic> modlib is a lib |
15:18 |
MTDiscord |
<Jonathon> *bloatlib |
15:18 |
MTDiscord |
<luatic> it may not implement gameplay |
15:18 |
MTDiscord |
<luatic> it should be a no-op if not invoked |
15:18 |
MTDiscord |
<Warr1024> This is really a "debugging feature", not "gameplay" |
15:18 |
MTDiscord |
<luatic> still out of scope for modlib |
15:18 |
MTDiscord |
<luatic> that said, I do have an arc_debug mod |
15:18 |
MTDiscord |
<luatic> it does probably indeed belong there |
15:19 |
MTDiscord |
<luatic> (currently that mod is mostly my own implementation of //lua) |
15:22 |
settl3r[m] |
By the way, the block i look for is <(living) rubber tree log>, is there a even a non-cheating way to find it in survival mode? |
15:22 |
settl3r[m] |
* By the way, the block i look for is \<(living) rubber tree log>, is there a even a non-cheating way to find it in survival mode? [i need to get saplings of it] |
15:23 |
settl3r[m] |
Is that type of tree still only growing at y=0 ? |
15:23 |
MTDiscord |
<Warr1024> presumably if you have a mod installed that requires you to use rubber trees, you should also have a mod installed that creates them |
15:23 |
settl3r[m] |
yeah, it is more_trees mod |
15:24 |
settl3r[m] |
* yeah, it is more_trees mod (plus technic mod) |
15:24 |
settl3r[m] |
but.. rubber trees were also part of default MT in the past, right? |
15:24 |
calcul0n |
the rubber tree is just extremely rare, the non-cheating way to find it is walk a million miles :) |
15:25 |
MTDiscord |
<Warr1024> I couldn't say, but that sounds unlikely |
15:25 |
calcul0n |
yeah, don't think it has ever been in mtg |
15:25 |
MTDiscord |
<Warr1024> unless they just used jungle trees in the past |
15:25 |
settl3r[m] |
btw. i found a fallen log, is there a way to revive it? |
15:26 |
settl3r[m] |
(it has parameter2=2 shown, unfortunately) |
15:26 |
calcul0n |
nope, you need saplings or leaves to make some |
15:26 |
settl3r[m] |
how many rubber trees can i expect in a 62x62 km map? |
15:27 |
settl3r[m] |
1? |
15:27 |
calcul0n |
no idea but more than one :) |
15:27 |
calcul0n |
they generally spawn alone |
15:27 |
MTDiscord |
<luatic> about as many as nyan cats :) |
15:28 |
MTDiscord |
<luatic> (jk) |
15:28 |
settl3r[m] |
and they only spawn near y=0? |
15:29 |
settl3r[m] |
is there a rubber tree locator mod somewhere? |
15:29 |
calcul0n |
not sure about the height, they spawn in grasslands and forests (not pine forests) |
15:29 |
MTDiscord |
<luatic> can't you just directly /giveme what you need? |
15:29 |
settl3r[m] |
..where one has to craft an item, with which one could better find it, for instance. |
15:29 |
MTDiscord |
<luatic> give yourself a sapling |
15:29 |
MTDiscord |
<luatic> anyways |
15:29 |
settl3r[m] |
i play it in survival |
15:30 |
MTDiscord |
<luatic> there's https://content.minetest.net/packages/Wuzzy/findbiome/, you could use it to find the biomes in which rubbertrees appear (it teleports you though) |
15:30 |
settl3r[m] |
i only ever used creative, to explore the map. it is my chosen home/house-rule. |
15:30 |
calcul0n |
a locator would be a terrible thing i guess as it would have to generate huge portions of the map |
15:30 |
MTDiscord |
<luatic> depends on the search radius |
15:31 |
MTDiscord |
<luatic> settl3r: how large do you want the radius to be? |
15:31 |
settl3r[m] |
thanks for the link |
15:31 |
settl3r[m] |
at least 100 blocks wide |
15:31 |
settl3r[m] |
to shorten search duration |
15:31 |
settl3r[m] |
100 blocks radius, i mean |
15:32 |
MTDiscord |
<luatic> more than 100 blocks would be tricky |
15:32 |
settl3r[m] |
(so it would have at least 200 blocks diameter, but 100 would also be better than nothing i guess) |
15:32 |
settl3r[m] |
ok 50 block radius would also still be useful |
15:32 |
settl3r[m] |
does such a thing exist? |
15:33 |
settl3r[m] |
a tool which searches through a 100x100x100 area? |
15:33 |
MTDiscord |
<luatic> best I can do with a single call to find_nodes_in_area is a 160^3 area |
15:33 |
settl3r[m] |
..for a certain block type. |
15:33 |
MTDiscord |
<luatic> meaning 80 blocks radius |
15:33 |
settl3r[m] |
ok |
15:33 |
settl3r[m] |
any size is good |
15:33 |
settl3r[m] |
cool. |
15:34 |
settl3r[m] |
how do i invoke that command exactly? |
15:34 |
MTDiscord |
<luatic> do you want it to run continuously or would you prefer to invoke it? |
15:34 |
settl3r[m] |
manually would be enough |
15:34 |
calcul0n |
hmm, moretrees has a rubber_tree biome with min/max elevation set to -5/+5 |
15:34 |
settl3r[m] |
(else it could hog my cpu i guess |
15:34 |
calcul0n |
so maybe findbiome can help in fact |
15:34 |
settl3r[m] |
* i guess) |
15:34 |
MTDiscord |
<luatic> ^ use findbiome |
15:34 |
settl3r[m] |
cool |
15:34 |
MTDiscord |
<luatic> calcul0n found what you need |
15:34 |
settl3r[m] |
which mod was it? |
15:35 |
settl3r[m] |
ok |
15:35 |
settl3r[m] |
will try out now, thank you! |
15:36 |
erle |
settl3r[m] the cheat client waspsalive has so called “tracers” which point from the middle of the screen towards any node or entity or player fulfilling specific criteria. you can probably easily make a tracer for the nodes you want by adjusting its config. |
15:37 |
settl3r[m] |
ah ok. thanks for the tip. |
15:37 |
settl3r[m] |
i now tried FindBiome, but it says "Biome not found!" |
15:37 |
settl3r[m] |
i put "/Findbiome rubber tree" |
15:37 |
MTDiscord |
<Warr1024> Is that the correct name? |
15:37 |
settl3r[m] |
oh i dont know :/ |
15:38 |
calcul0n |
it's rubber_tree_biome |
15:38 |
MTDiscord |
<Warr1024> you should generally try to find out what you're doing before you do it, if you want things to work. |
15:38 |
settl3r[m] |
(it said "Biome does not exist!") |
15:38 |
settl3r[m] |
yeah |
15:39 |
erle |
settl3r[m] https://repo.or.cz/waspsaliva.git |
15:39 |
settl3r[m] |
hm.. i now tried with "jungle" and "savannah" but it says the same error message |
15:39 |
erle |
settl3r[m] it's basically slightly outdated minetest with more lua APIs and a bunch of CSMs |
15:40 |
calcul0n |
well it might just be a variable named biome, not sure it is registered as such |
15:40 |
settl3r[m] |
ok, next test worked.. i used "/findbiome desert" and it teleported me there! .. now i only have to make more tests.. |
15:41 |
settl3r[m] |
does it teleport to the closest biome of that type? |
15:41 |
settl3r[m] |
* it teleport me to the |
15:42 |
settl3r[m] |
oh.. how far does it search for biomes? |
15:44 |
settl3r[m] |
hm.. "/findbiome grassland" teleported me to the coast of a semi-arid area.. |
15:45 |
settl3r[m] |
ok tundra worked, too |
15:45 |
settl3r[m] |
* ok tundra and taiga worked, too |
15:45 |
settl3r[m] |
so now it finds: desert, grassland, tundra, taiga |
15:46 |
settl3r[m] |
ah.. rainforest it founds.. |
15:50 |
calcul0n |
you probably want grassland then |
15:55 |
ghoti |
I seem to recall reading about a mod that could report on which blocks were incurring more CPU load in the server than others. Does that ring a bell for anyone? I'm trying to track down performance problems on a server with pipeworks, basic_machines and basic_robot. :/ |
15:55 |
ghoti |
Any strategies would be welcome... |
15:56 |
sfan5 |
dunno if that's it but https://forum.minetest.net/viewtopic.php?f=14&t=22473 looks very comprehensive |
15:57 |
erle |
in my experience, it does not help very much to figure out what causes lag |
15:57 |
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15:57 |
erle |
but it is useful in allowing users to assist |
15:57 |
erle |
so by all means ghoti, set it up! |
15:57 |
erle |
having users point out “i did this and there was a lag spike” is very useful |
15:58 |
erle |
for example, mcl2 village gen could hang the server for seconds because of the chunk-in-shell-grinder avoidance |
15:58 |
erle |
(each village is generated up to 8 times or so to avoid mapgen griefing) |
16:08 |
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16:09 |
ghoti |
sfan5: that's the prometheus monitoring source, it's useful, but doesn't isolate things causing performance problems in-world, like machines that might have dropped thousands of objects in one block that only gets activated when someone visits.. |
16:10 |
sfan5 |
ah, you meant that "blocks" literally |
16:10 |
ghoti |
erle: yes, I ask for reports like that all the time, but all I get is complaints in chat that look like "laaaaaaaaggg"... |
16:15 |
ghoti |
I have basic_robots that report things like CPU isage of robots, who's online and where, etc. But nothing that says, for example, "block (3,43,125) used 2345 cycles". |
16:16 |
ghoti |
Even something that lets me report which blocks are active in the server at any given time would be useful, especially if I could co-relate it with monitoring that reflects anything associated with the lag complaints. |
16:16 |
erle |
that's easy |
16:16 |
ghoti |
oooh |
16:17 |
* ghoti |
puts on his listening hat |
16:17 |
erle |
i'm sorry, i can't find the thing right now |
16:18 |
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* ghoti |
puts on his milling-about-aimlessly hat again |
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17:08 |
ghoti |
Would the API provide a way for me to add functionality to all LBMs? If I logged as blocks were loaded, that would obviously be better than snapshots of the list of loaded blocks, polled... |
17:08 |
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17:08 |
ghoti |
Also, are LBMs loaded *each* time the block is loaded? |
17:09 |
ghoti |
s/loaded/run/ |
17:10 |
MTDiscord |
<Warr1024> LBMS are actually LNMs, i.e. they are run per-node, not per-block |
17:11 |
MTDiscord |
<Warr1024> They can be run each time, or only once, depending on the configuration of the individual LBM. |
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18:06 |
MinetestBot |
[git] nixnoxus -> minetest/minetest_game: Deduplicate player action logging, silence fake player actions (#2941) 0c2ee1e https://github.com/minetest/minetest_game/commit/0c2ee1e41d71899f0d5e1da603a6d125a7cda9e9 (2022-05-06T18:04:55Z) |
18:58 |
erle |
appguru btw, do you use [png actually? |
18:59 |
erle |
appguru and if so, what size are the images? |
19:04 |
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19:18 |
rubenwardy |
Pexin erle : I enjoy programming and have slugged through periods where I've hated it |
19:18 |
rubenwardy |
With a job, it's really good when you're on a good project as time flies and it's fun |
19:19 |
rubenwardy |
But a lot of the time it's draining. I don't work on the same things in my own time as I do at work |
19:19 |
rubenwardy |
For example, when I was an Android developer I didn't do Android in my own time |
19:21 |
rubenwardy |
I disagree with "don't make your job something you enjoy", because your career is better when you enjoy it. it'll be easier to learn, progress, and get through the day |
19:21 |
rubenwardy |
But you should have other hobbies |
19:23 |
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19:33 |
appguru |
erle: I don't use [png; I just wanted to gauge whether a hacky alternative to a proper CSM drawing API was possible |
19:44 |
erle |
appguru how big are the pixels? |
19:44 |
appguru |
1x1px, duh |
19:45 |
appguru |
seriously though: I'd effectively just like to be able to properly render things using a drawing API. And no, my pixels aren't big. |
19:47 |
erle |
restrictions breed creativity |
19:47 |
appguru |
indeed |
19:47 |
erle |
also i hate <canvas> etc. |
19:47 |
erle |
it leads only to stupid pixel pushing |
19:47 |
erle |
drawing-wise, i'd be interested in how to draw a leash |
19:47 |
erle |
any ideas? |
19:49 |
appguru |
a leash? 2d or 3d? |
19:49 |
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19:50 |
erle |
appguru a line in 3d space between two points |
19:50 |
CoolJar10 |
Hello, um does anyone know how to install lua socket on windows?? |
19:55 |
appguru |
erle: do the points move? |
19:55 |
appguru |
if both points are static I have a solution |
19:57 |
erle |
obviously they do move, but tell |
19:57 |
erle |
is it hud pixels? |
19:57 |
appguru |
haha no |
19:57 |
appguru |
it's actually quite efficient |
19:57 |
appguru |
but it can't possibly look smooth as it's serverside |
19:57 |
erle |
wait but i *could* do this using hud pixels could i? |
19:57 |
erle |
tell |
19:58 |
erle |
i mean for fishing a line would be cute |
19:58 |
appguru |
do both points move? |
19:58 |
appguru |
can one of the two movements be done using an animation? |
19:58 |
erle |
wdym |
19:58 |
erle |
just look at the mcl fishing rod |
19:58 |
appguru |
fishing line f.E. goes from player to swimmer |
19:58 |
erle |
or any mob that you want to have on a leash |
19:58 |
erle |
or hmm |
19:58 |
erle |
what about a tripwire |
19:59 |
appguru |
mobs are trickier because both the mob and the player move |
19:59 |
erle |
i can probably make a tripwire |
19:59 |
erle |
as a nodebox |
19:59 |
erle |
well the swimmer does not move except a bit up and down when you have some fish |
19:59 |
appguru |
anyways, my solution for two static points basically uses an entity with scale and rotation (and the texture) cleverly set |
19:59 |
appguru |
You can see it in action in the adv_weapons screenshot: https://content.minetest.net/uploads/AyrO5ll77Q.png |
19:59 |
erle |
why wouldn't that work for moving points? |
20:00 |
appguru |
It would work, but it'd look bad |
20:00 |
appguru |
Because it would have 10 FPS (server step) |
20:00 |
erle |
was this person shot with a boat anchor? o.0 |
20:00 |
erle |
for fishing it would work then |
20:00 |
erle |
you stand still while fishing most of the time |
20:00 |
appguru |
I suppose it'd be somewhat fine |
20:00 |
appguru |
And no, this is supposed to be a force field of a scifi grappling hook |
20:00 |
erle |
i mean now i wonder |
20:01 |
erle |
what happens if you go away |
20:01 |
erle |
does the swimmer get despawned lol |
20:02 |
appguru |
anyways erle, back to the issue of moving points |
20:02 |
appguru |
I think the optimal solution might be a rope-ish B3D model with two bones, one for the swimmer and the other one for the holding bone |
20:03 |
appguru |
NVM second thing has to be the origin |
20:03 |
appguru |
You could then attach to the player hand |
20:03 |
appguru |
But it'd be a lot of work to get this right I suppose |
20:03 |
appguru |
NVM it can't work properly |
20:03 |
erle |
nothing works properly lol |
20:03 |
appguru |
use the static point solution and update in a globalstep, best you can do |
20:03 |
erle |
when daddy during gave us the thinking rocks, he did not ask if he should, only if he could |
20:04 |
erle |
turing |
20:04 |
erle |
(the keys are right next to each other) |
20:04 |
erle |
(on neo2 layout) |
20:08 |
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20:16 |
MinetestBot |
[git] Froggo8311 -> minetest/minetest: Enable chat clickable weblinks by default (#12115) 45d318a https://github.com/minetest/minetest/commit/45d318a77300b014b13366ee9fa4cfc69e08f360 (2022-05-06T20:15:16Z) |
20:18 |
MinetestBot |
[git] paradust7 -> minetest/minetest: Add benchmarks for json string serialize/deserialize (#12258) 8747215 https://github.com/minetest/minetest/commit/87472150bcb83e9cbad2f567ac536de0456ceb70 (2022-05-06T20:17:16Z) |
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