Time |
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02:01 |
MTDiscord |
<jordan4ibanez> Big endian or little endian? |
02:01 |
MTDiscord |
<jordan4ibanez> Ahem |
02:02 |
MTDiscord |
<jordan4ibanez> May I make a minor suggestion: If you are worried about losing float precision on the conversion perhaps you could cast it to an integer and then store it? Heck you could get a string of the bytes using a lua library then store it and recover it so it does not change |
02:03 |
MTDiscord |
<jordan4ibanez> Perhaps you could just use integers? If we had access to the c api we could utilize a ulong but that is another can of worms |
02:03 |
MTDiscord |
<Warr1024> Medium endian |
02:04 |
MTDiscord |
<jordan4ibanez> If you use the floats as int then you could just roll over when the data overflows the float buffer bloop blop and pause whatever you're doing for that one tick |
02:04 |
MTDiscord |
<Warr1024> IIRC doesn't MT's serialize handle high precision number formatting? |
02:04 |
MTDiscord |
<jordan4ibanez> If you're feeling absolutely out of your mind, you can use strings to store huge numbers as chars |
02:04 |
MTDiscord |
<Warr1024> I think it uses like 18 decimal digits or something to achieve that though |
02:06 |
MTDiscord |
<jordan4ibanez> Hmm, uhhh, maybe a library that uses a comparitor alphabet stored as enums and enumerate the string to get mathmatical output? Like ba + ba = ca 10+10 = 20 |
02:07 |
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02:07 |
MTDiscord |
<jordan4ibanez> I think I am losing the plot here though, convert that stuff to integer and then utilize a secondary float to carry over it's tail then add them back together on reload of data |
02:07 |
muurkha |
currently popular computers store everything as chars |
02:08 |
muurkha |
for like the last 40 years |
02:08 |
FavoritoHJS |
oh no, not imex dneidna |
02:08 |
MTDiscord |
<jordan4ibanez> chars are secretly integers but don't tell anyone that I told you that or M* * * * * will come after me |
02:08 |
muurkha |
in the sense that all their memory is byte-addressable |
02:09 |
FavoritoHJS |
what m? |
02:09 |
MTDiscord |
<jordan4ibanez> 🥸 |
02:09 |
MTDiscord |
<jordan4ibanez> No idea what you're talkin about bub |
02:10 |
FavoritoHJS |
you say chars are integers... but what if i told you everything is an integer |
02:11 |
muurkha |
your mom's an integer |
02:11 |
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02:11 |
FavoritoHJS |
even pointers, to the horror of those looking to avoid tripmines |
02:11 |
FavoritoHJS |
"Hello, I would like the value 3 above this pointer" |
02:12 |
FavoritoHJS |
they have played us for absolute fools |
02:20 |
MTDiscord |
<jordan4ibanez> Everything isn't an integer, everything is whatever arch your pc is at and it pretends it's not 1 0 |
02:21 |
MTDiscord |
<jordan4ibanez> https://tenor.com/view/angry-mad-crazy-rage-finn-gif-14171670 |
02:22 |
FavoritoHJS |
(laughs in assembly, then modifies this sentence to start with cries) |
02:30 |
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02:39 |
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04:51 |
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05:00 |
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05:01 |
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05:42 |
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05:42 |
lissobone |
Hello everybody. |
06:00 |
MTDiscord |
<jordan4ibanez> Hello |
06:00 |
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06:02 |
lissobone |
Greetings. |
06:02 |
lissobone |
I have a feeling that the name "test royale" is kind of lame. |
06:03 |
lissobone |
NucleoTest? |
06:08 |
lissobone |
I'll go with that name. |
06:08 |
lissobone |
OK, maybe now. |
06:08 |
lissobone |
Not*. |
06:10 |
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06:13 |
MTDiscord |
<jordan4ibanez> The Dome Of Doom |
06:14 |
lissobone |
Sounds attractive, but the battlefield is not a dome. |
06:14 |
lissobone |
It's a cylinder. |
06:24 |
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06:43 |
MTDiscord |
<jordan4ibanez> Cylindrical Slaughter Scope? |
06:44 |
lissobone |
Probably. |
06:44 |
MTDiscord |
<jordan4ibanez> Coil Of Cacophonous Catastrophe |
06:53 |
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06:58 |
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07:05 |
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07:22 |
MTDiscord |
Command sent from Discord by LMD: |
07:22 |
MTDiscord |
!tell fluxionary I've documented this thoroughly in https://github.com/minetest/minetest_docs/blob/master/doc/classes/MetaData.adoc#set_intkey-value and https://github.com/minetest/minetest_docs/blob/master/doc/classes/MetaData.adoc#set_floatkey-value: Minetest coerces Lua numbers (64-bit doubles) to 32-bit integers or 32-bit floats depending on the method you use, thus often losing precision. If you want to reliably store Lua numbers, you can do |
07:22 |
MinetestBot |
MTDiscord: I'll pass that on when fluxionary is around |
07:22 |
MTDiscord |
that using `tonumber` and `("%g.17"):format(num)` (not `tostring`!). |
07:23 |
MTDiscord |
<luatic> Oh and BTW it's very well possible that Minetest formats floats as %f.6 in the metadata, which would cause slight precision loss even for 32-bit floats. |
08:13 |
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08:59 |
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09:12 |
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09:13 |
lissobone |
So, the API is almost finished. |
09:14 |
lissobone |
It has almost all functions needed to build a basic game. |
09:15 |
lissobone |
The loot, I think, should be kept as a separate mod, since players might want to not rely on any extra loot at all or program something on their own. |
09:16 |
lissobone |
That way, the API can be used in a full game. |
09:31 |
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10:08 |
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10:47 |
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10:54 |
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10:57 |
lissobone |
Currently testing it with 2 players. Works fine so far. |
10:59 |
lissobone |
There's a single problem, though. |
11:00 |
lissobone |
If there's a dungeon above sea level, a player might get teleported into it. |
11:08 |
lissobone |
I'll deal with this later. It's time to implement radiation damage. |
11:23 |
calcul0n_ |
you might have a look at how technic handles it, it's pretty good |
11:23 |
calcul0n_ |
(and not too complicated iirc) |
11:24 |
lissobone |
I want to make a table that would contain "effect" values for each competing player. |
11:24 |
lissobone |
This same value is used to calculate the probability of the geiger counter beeping. |
11:25 |
lissobone |
Well, not the same, actually. |
11:25 |
lissobone |
The effect value that's used for the counter isn't accumulative. |
11:26 |
lissobone |
Each global step the effect value would be added to each respective player's accumulative effect value, and if it exceeds a certain amount, a proportional amount of damage will be dealt. |
11:27 |
lissobone |
Slightly more realistic. |
11:28 |
lissobone |
And this is the time I'll need Octave once again to more effectively visualize my calculations. |
11:29 |
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12:16 |
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12:29 |
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12:50 |
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13:01 |
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13:04 |
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13:12 |
lissobone |
I have got an idea. |
13:13 |
lissobone |
What about playing sounds to each player separately depending on the velocity of the sound-emitting object? This would supposedly affect the pitch. |
13:13 |
lissobone |
But you can't change the pitch while the sound is playing, as far as I know. |
13:13 |
lissobone |
Bad idea. |
13:26 |
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13:53 |
rubenwardy |
lissobone: that's called the Doppler effect |
13:54 |
rubenwardy |
There's a PR that adds it #12764 |
13:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/12764 -- Sound refactor and improvements by Desour |
14:00 |
lissobone |
I have read it. |
14:02 |
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14:20 |
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14:24 |
lissobone |
I have finished the damage algorithm. |
14:24 |
lissobone |
Time to test it (and experience lung failure). |
14:27 |
lissobone |
It works. |
14:27 |
lissobone |
The damage value is rising consistently. |
14:28 |
lissobone |
Works exactly as intended. |
14:28 |
lissobone |
The damage is 1 each time, but it speeds up. |
14:29 |
lissobone |
It's too realistic. |
14:39 |
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14:46 |
lissobone |
I am perfecting the algorithm. |
14:57 |
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15:12 |
lissobone |
Any suggestions? |
15:30 |
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16:04 |
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16:25 |
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16:25 |
MinetestBot |
fluxionary: Jan-09 07:22 UTC <MTDiscord> I've documented this thoroughly in https://github.com/minetest/minetest_docs/blob/master/doc/classes/MetaData.adoc#set_intkey-value and https://github.com/minetest/minetest_docs/blob/master/doc/classes/MetaData.adoc#set_floatkey-value: Minetest coerces Lua numbers (64-bit doubles) to 32-bit integers or 32-bit floats depending on the method you use, thus often losing precision. If you want to reli |
16:31 |
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16:34 |
MTDiscord |
<luatic> If you want to reliably store Lua numbers, you can do that using tonumber and ("%g.17"):format(num) (not tostring!). |
16:42 |
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16:45 |
MTDiscord |
<Warr1024> Yeah, it just sorta sucks that you have to expand an 8-byte double into like a 20-byte decimal-in-ascii string instead of doing the sane thing and keeping it 8 bytes. |
16:59 |
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17:10 |
MTDiscord |
<luatic> Taking into account the exponent and sign it may even be longer than 20 bytes ;) |
17:11 |
MTDiscord |
<luatic> You can keep it somewhat shorter using hex, but hex exponents aren't supported on Lua 5.1. |
17:11 |
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17:11 |
MTDiscord |
<luatic> Even using base 16, you're bound to be twice as large as base 256 ;) |
17:18 |
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17:34 |
lissobone |
Question. |
17:35 |
lissobone |
Has anyone here ever heard of Ruben Vardanyan? |
17:41 |
lissobone |
https://en.wikipedia.org/wiki/Ruben_Vardanyan_(politician) |
17:43 |
ROllerozxa |
isn't he the creator of minecraft |
17:44 |
MTDiscord |
<Warr1024> I'm not sure if we endorse any non-wardy rubens here. |
18:03 |
rubenwardy |
the real ruben ward is remaking Simpson's Hit and Run: https://www.youtube.com/@reubs |
18:04 |
rubenwardy |
I'm just a tribute |
18:04 |
rubenwardy |
oh, they're reuben ward |
18:05 |
rubenwardy |
I probably should have spelt it reuben as that's more common in the UK |
18:08 |
MTDiscord |
<Warr1024> compromise: rüben |
18:09 |
rubenwardy |
no idea how you'd pronounce that |
18:09 |
rubenwardy |
please remember that I'm English and thus uncultured |
18:15 |
lissobone |
German umlauts are pronounced like this: |
18:15 |
lissobone |
First, pronounce the original unumlauted sound. |
18:15 |
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18:15 |
MTDiscord |
<luatic> you could even anglicize it as rueben |
18:15 |
lissobone |
Done pronouncing? |
18:16 |
lissobone |
Now, place your tongue so it touches your lower jaw teeth. |
18:16 |
lissobone |
Say those very sounds. |
18:16 |
lissobone |
Congrats, you have successfully learned how to pronounce umlauts. |
18:16 |
lissobone |
This is a hack I accidentally invented myself. |
18:17 |
lissobone |
All German umlauts (ä, ü, ö) follow this rule. |
18:18 |
lissobone |
Note: the unumlauted vowels are pronounced differently in German. |
18:20 |
lissobone |
A like O in mOuse, U as in lUbe, O as in bOre. |
18:55 |
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19:34 |
MinetestBot |
[git] rollerozxa -> minetest/minetest: Add option to exclude Development Test from release packages (#13081) d0b6f21 https://github.com/minetest/minetest/commit/d0b6f217ae4743ee0caa44b90c53e0e8ae2d1e31 (2023-01-09T19:34:13Z) |
19:41 |
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20:01 |
MinetestBot |
[git] TurkeyMcMac -> minetest/minetest: Always set globals in __newindex (#13131) d69cb4f https://github.com/minetest/minetest/commit/d69cb4fb5d74753b06cc9c42e2a221e82506705a (2023-01-09T20:00:49Z) |
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20:40 |
MinetestBot |
[git] x2048 -> minetest/minetest: Remove mapblock cache for mesh generation. (#13124) 139db66 https://github.com/minetest/minetest/commit/139db66901a76dc95747335145606839aae746bb (2023-01-09T20:40:08Z) |
20:40 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: DevTest: `chest_of_everything` mod: Add search, bag, improve formspec… a3177b8 https://github.com/minetest/minetest/commit/a3177b89d8e68d39b8e2ad24e88cd87820d1135a (2023-01-09T20:40:41Z) |
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