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[MTMatrix] |
<MisterE> It does |
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[MTMatrix] |
<Blockhead256> *taps mic* is this thing on? |
03:12 |
[MTMatrix] |
<Blockhead256> Aw man, demoted to [MTMatrix] on the same level as the [MTDiscord] users |
03:13 |
muurkha |
you can promote yourself to IRC. irc.libera.net |
03:13 |
muurkha |
uh, irc.libera.chat |
03:13 |
muurkha |
sorry |
03:14 |
[MTMatrix] |
<Blockhead256> it's true, I have an IRC account |
03:14 |
[MTMatrix] |
<Blockhead256> I just can't be bothered jumping through the hoops to open it when I'm going to open Element as well |
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[MTMatrix] |
<Parnikkapore 😁> in my case, I don't have the resources to run a bouncer as well |
05:47 |
hare_hare_yukai |
you could run a bouncer on an old phone if you tried |
05:48 |
hare_hare_yukai |
or some old device |
05:55 |
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06:19 |
erle |
zmv7 cora has fixed the unicode signs mod it seems https://codeberg.org/cora/uc_signs |
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07:03 |
[MTMatrix] |
<Blockhead256> you can always read the logs on irc.minetest.net instead of a bouncer |
07:03 |
[MTMatrix] |
<Blockhead256> But matrix makes it even easier to catch up on |
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07:24 |
MTDiscord |
<zmv7> erle: Will test at the evening |
07:25 |
erle |
zmv7 it will not work if the first character of a sign is a number, but that's a bug i made when implementing bidi rendering. i will have to fix it in unicode_text. |
07:25 |
erle |
zmv7 please report back! |
07:26 |
MTDiscord |
<zmv7> Ok |
07:26 |
erle |
lol uc_signs stands for ultra cool signs mod |
07:26 |
erle |
:D |
07:26 |
erle |
zmv7 are you a server admin or just use it in singleplayer? |
07:27 |
MTDiscord |
<zmv7> I'm admin on couple edgynet servers, but I test ucsigns in singleplayer |
07:28 |
MTDiscord |
<zmv7> Though the color of the signs is acid green, hurts an eye a bit |
07:29 |
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07:31 |
erle |
zmv7 complain here i guess https://codeberg.org/cora/uc_signs/issues |
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10:49 |
erle |
MisterE123 i have added a paragraph about coras uc_signs mod and a sentence that you can use unicode_text to also render tengwar and klingon and so on https://github.com/minetest/blog/issues/129 |
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13:09 |
MTDiscord |
<zmv7> erle: I tested, now it works |
13:09 |
MTDiscord |
<zmv7> https://cdn.discordapp.com/attachments/749727888659447960/1152229759435161680/image.png |
13:09 |
MTDiscord |
<zmv7> https://media.discordapp.net/attachments/749727888659447960/1152229759435161680/image.png |
13:11 |
MTDiscord |
<zmv7> And the sign is rotated on place, like in minecraft. It uses param2 I see |
13:12 |
MTDiscord |
<zmv7> Though the feature to edit placed sign is missing... |
13:49 |
erle |
zmv7 you can probably modify an existing signs lib that has that, with two caveats: it will not work for minetest clients pre-[png (i believe that means pre-5.5) and you should probably not use zstd compression for such small inputs (zstd authors say to use a dictionary if you really want to, but the minetest API does not provide that) |
13:50 |
erle |
zmv7 alternatively, send cora a patch or open an issue? |
14:04 |
MTDiscord |
<zmv7> Issue about color or about editing feature? |
14:04 |
erle |
about both |
14:05 |
MTDiscord |
<zmv7> hmm if you want. I don't registered in codeberg though |
14:12 |
erle |
i just tested this with a 24k bytes input texture that is very regular (large checkerboard): zstd on highest compression level (-19 here) makes it 80 bytes, but takes a third of a second for it on my machine. gzip on highest compression level (-9 here) makes it 143 bytes, but is instantaneously. for the purpose of a mod, you don't want to give users the option to stall your server. |
14:13 |
erle |
with the default compression level zstd takes still longer than gzip, but also produces a larger file. |
14:14 |
erle |
basically, if your input is small, use zlib/gzip or zstd with a pre-supplied dictionary (e.g. for http headers or so) |
14:14 |
erle |
but if it's large, zstd can easily flex it's advantages (e.g. larger window size) |
14:40 |
lissobone |
What is a window? |
14:41 |
rubenwardy |
an opening in the wall or roof of a building or vehicle, fitted with glass in a frame to admit light or air and allow people to see out. |
14:42 |
lissobone |
But what is out? |
14:43 |
lissobone |
If we focus on the window solely, we might forget what's on each side of it. |
14:44 |
celeron55 |
i'm pretty sure a window doesn't have to have glass or be see-through |
14:45 |
celeron55 |
before glass was a thing windows were just holes in the wall with a wooden thing to block them. a bit like doors you couldn't fit through |
14:46 |
celeron55 |
or i guess a fabric could be used to close them as well |
14:46 |
celeron55 |
that way you got some light in when it was closed |
14:47 |
celeron55 |
wikipedia tells me parchment was used also |
14:49 |
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14:51 |
celeron55 |
(then, of course in algorithms a window is, well, kind of like a window to a stream of samples, so that you see a finite continuous set of samples. if someone actually needed that definition) |
14:52 |
erle |
lissobone in this context it is on how much of the data the algorithm can “look” for redundancies. i believe for zlib this can be up to 32k. |
14:53 |
celeron55 |
(often it's a bit like the working memory of an algorithm) |
14:54 |
erle |
basically, if you have two very similar things that are >32768 bytes apart, zlib will not utilize that for compression |
14:54 |
erle |
hmm |
14:54 |
erle |
not sure if that is correct actually |
14:55 |
erle |
you can't specify *distances* larger than 32k |
15:00 |
celeron55 |
deflate sure is lovely in its speed and simplicity. it barely does anything, but still you barely can hope for much better in most cases |
15:00 |
erle |
in any case, my general advice is: don't compress stuff with zstd for small user-supplied inputs in synchronous code. |
15:00 |
erle |
because either you'll outperform zlib on size and your users can stall your server or you don't outperform it at all. |
15:01 |
erle |
bad space-time tradeoff |
15:02 |
erle |
celeron55 i'm pretty sure that there are a number of clever pre-filters that don't do very much, but all of those depend on the “shape” of your data unfortunately. |
15:04 |
erle |
burrows-wheeler transform is funny though |
15:04 |
erle |
as is paeth |
15:05 |
erle |
uh, for some reason i have a *shell script* named bwt and one named unbwt |
15:05 |
erle |
why did i ever |
15:12 |
erle |
i am not convinced |
15:12 |
erle |
; printf 'BANANAANNABANABANABANANABAANANBAAANNANANBA' |zlib-flate -compress |wc -c |
15:12 |
erle |
28 |
15:12 |
erle |
; printf 'BANANAANNABANABANABANANABAANANBAAANNANANBA' |bwt |zlib-flate -compress |wc -c |
15:12 |
erle |
100% (43/43) |
15:12 |
erle |
33 |
15:13 |
s20 |
What |
15:13 |
s20 |
That thing has gone cuckoo bananas. |
15:13 |
erle |
s20 apparently, past me thought that this algorithm is so cool that i had to have it implemented in bourne shell https://en.wikipedia.org/wiki/Burrows%E2%80%93Wheeler_transform |
15:14 |
s20 |
Ah |
15:14 |
erle |
the output of btw looks like BBNANNNNNNBBBBANNNAABNAAA^?ANAANAAAANAAAAAAA when fed through cat -v |
15:14 |
erle |
i wonder if i have mis-implemented it somewhere, but i don't care |
15:14 |
erle |
i have to go |
15:16 |
celeron55 |
your banana does look like fairly representative data of a tga compressed map |
15:16 |
celeron55 |
i must say |
15:16 |
celeron55 |
eh |
15:16 |
celeron55 |
tga encoded |
15:16 |
erle |
lol |
15:25 |
muurkha |
erle: I did a DHTML implementation of the BWT at http://canonical.org/~kragen/sw/bwt |
15:26 |
muurkha |
for BANANAANNABANABANABANANABAANANBAAANNANANBA it gets BBNANNNBNNNBBBBANNNAANANAAAAAANAAAANAAAAAA |
15:26 |
erle |
i guess mine is wrong then |
15:27 |
muurkha |
hilariously, I've seen Paeth's predictor used in PDF files to compress the file offsets where objects are to be found |
15:27 |
muurkha |
celeron55: I think LZ4 beats deflate in speed and simplicity |
15:29 |
muurkha |
well, you seem to have stuck a ^? in there |
15:29 |
muurkha |
maybe as an EOF or start marker or something |
15:30 |
celeron55 |
but the compression ratio suffers in lz4 considerably |
15:30 |
muurkha |
the BWT as described in the original paper requires a piece of auxiliary information: the starting point |
15:30 |
celeron55 |
of course, not always that much |
15:31 |
muurkha |
yes, LZ4 definitely is often a lot worse than deflate in compression ratio. and I think that'll be true of all purely-byte-based compression schemes |
15:31 |
celeron55 |
but generally deflate is worth it |
15:31 |
muurkha |
I mean, schemes that can't use fractional output bytes |
15:35 |
celeron55 |
and, of course, the most important part of a compression algorithm is the branding. the name "deflate" implies your data is inflated. who would be so crazy as to store and transfer *inflated* data |
15:36 |
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15:38 |
muurkha |
I think that comes from PKZIP; ZIP inherited from its predecessor ARC a practice of giving each new compression algorithm a name short enough to comfortably fit into file listings |
15:39 |
muurkha |
because in ARC and ZIP (and IIRC contemporary alternatives like LZH) each file in the archive is compressed independently |
15:40 |
muurkha |
IIRC the original PKZIP only had Store and Shrink, the latter being LZW |
15:41 |
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15:41 |
muurkha |
later versions added Reduce (with four levels) and Implode, which last suggests that either Phil Katz was already having alcohol problems or rather desperate for names already |
15:42 |
muurkha |
and finally, after a lacuna of some years (again, possibly due to alcoholism) the glorious PKZ204G.EXE appeared, with Deflate, precisely as we know it today |
15:43 |
muurkha |
someone apparently went through and did the archaeology: https://entropymine.wordpress.com/2019/08/09/survey-of-pkzip-versions-for-ms-dos/ |
15:44 |
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15:44 |
muurkha |
it seems like maybe it was only a year and a half between 1.10 and 1.93α, which was really the alpha of PKZip version 2 |
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18:10 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: New physics overrides (#11465) 8ebaf75 https://github.com/minetest/minetest/commit/8ebaf753d3c6b50028d097db924a887d98602c18 (2023-09-15T18:10:08Z) |
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19:41 |
erle |
muurkha i'm pretty sure ^? is either the start or the end marker or both. unsure. i have to understand that script. |
19:42 |
erle |
in any case, my bwt and unbwt scripts are actually the inverse of each other |
19:42 |
erle |
but do not exactly produce what i want it seems |
19:46 |
erle |
https://www.youtube.com/watch?v=VtllSYsYoIc |
19:46 |
erle |
Block League tournament on YouTube |
19:47 |
muurkha |
I am confident that you can understand my script easily :) |
19:47 |
erle |
muurkha no, i have to understand my old bwt script |
19:47 |
muurkha |
that might be harder |
19:48 |
erle |
well here is it https://mister-muffin.de/p/x593 |
19:50 |
muurkha |
it's not even in rc! |
19:50 |
erle |
for some reason i chose \177 as the end marker and handled newlines specially. why? |
19:50 |
muurkha |
looks like ^? is the end marker (line 4) |
19:51 |
erle |
yeah but why would i |
19:51 |
muurkha |
misguided respect for the FS/US/RS/GS/QS delimiter set? |
19:51 |
erle |
could be lol |
19:52 |
erle |
hehe, that reminds me of item stack meta injection |
19:52 |
erle |
i think that was done by using \2 and \3? |
19:52 |
muurkha |
haha |
19:52 |
erle |
minetest 5.3, source of many illegal items |
19:52 |
muurkha |
a start or end delimiter is needed if you want to avoid the auxiliary variable I used in my implementation |
19:53 |
erle |
well for some reason my thing does not produce what expected |
19:53 |
muurkha |
I wonder if this script works properly if the input contains globs that match files in the current directory |
19:53 |
erle |
do i have unquoted variables there or what |
19:53 |
muurkha |
no |
19:54 |
muurkha |
I just don't remember what "${OUTPUT#"${PREFIX}"}" does if PREFIX=* |
19:54 |
erle |
haha, shellcheck complains that ${J} is not necessary for arithmetic |
19:55 |
muurkha |
I think you're handling newlines as RS (?) in order to be able to separate input and output records to sort(1) with them |
19:55 |
muurkha |
it's not RS, it's SUB |
19:55 |
muurkha |
^Z |
19:55 |
erle |
implicit repeated expansion is surely one of the shittiest things in shell languages, it definitely violates ”solution fits in head” |
19:57 |
muurkha |
this is as quadratically inefficient as my JS solution, but I think you've at least managed to avoid spawning one or more processes per input character |
20:02 |
erle |
i definitely tried to be clever |
20:02 |
erle |
but it is not checked in git and has no unit tests |
20:02 |
erle |
so i obviously did it as a toy thing and discarded it |
20:02 |
erle |
i wonder why though |
20:05 |
erle |
; printf 'SIX.MIXED.PIXIES.SIFT.SIXTY.PIXIE.DUST.BOXES' |bwt |
20:05 |
erle |
output is "TEXYDST.E.IXIXIXXSSMPPS.B..E..UESFXDIIOIIITS" |
20:05 |
erle |
which is indeed matching |
20:06 |
erle |
like this is the example from wikipedia |
20:06 |
erle |
but for ^BANANA| i get BNN^AAA| |
20:07 |
erle |
which is wrong |
20:07 |
erle |
it should be BNN^AA|A according to wikipedia at least |
20:07 |
erle |
muurkha and idea what i am doing wrong? |
20:08 |
erle |
hmm |
20:08 |
erle |
i think maybe the sort order is just different for me! |
20:08 |
muurkha |
does LC_ALL=C help? |
20:09 |
erle |
nope |
20:09 |
muurkha |
you could imagine that |^B might sort differently than |^?^B |
20:09 |
erle |
hmmmmmmm |
20:09 |
muurkha |
^ still comes after uppercase though |
20:10 |
erle |
i shall output all rotations |
20:10 |
erle |
i mean the script already uses LC_ALL=C sort |
20:10 |
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20:11 |
erle |
okay this is weird |
20:11 |
erle |
the sorting table just has 1 entry too much |
20:12 |
erle |
ohhh i see |
20:12 |
erle |
i add the end marker |
20:12 |
erle |
and then i have one character more |
20:13 |
erle |
hmm |
20:16 |
erle |
muurkha i got this, i obviously want to bwt the string '^BANANA' and not 'BANANA' or '^BANANA|' |
20:16 |
erle |
because i implicitly add the end marker |
20:16 |
erle |
printf '^BANANA' |bwt |cat -v |
20:17 |
erle |
BNN^AA^?A |
20:17 |
erle |
which is correct! |
20:17 |
erle |
still does not explain why i wrote it obv |
20:19 |
erle |
muurkha any idea what would be a useful in-game text rendering mod that is not just a sign? |
20:20 |
erle |
i mean, i could make a giant sign that shows some wall of text, but what is there except the in-game chat that is interesting? |
20:25 |
muurkha |
oh, I wonder why the extra character changes the order that way |
20:25 |
muurkha |
you clearly didn't intend it to be 8-bit clean so you probably weren't testing compression of tiny TGAs |
20:29 |
erle |
not realy |
20:29 |
erle |
it's not much use anyway |
20:30 |
erle |
i wonder why the texture loading in minetest is not more like browsers. celeron55 any idea? |
20:30 |
erle |
like if an unknown texture comes, why not generate a placeholder, but also ask the server for what it could be? |
20:31 |
erle |
there must be a drawback. i mean, flickering could be that drawback obviosly. |
20:31 |
rubenwardy |
lazy loading |
20:31 |
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20:31 |
rubenwardy |
is the term |
20:32 |
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20:33 |
erle |
rubenwardy yeah but there must be a reason why it does not exist in minetest. i mean … it would probably make a lot of racy code much more palatable if dynamic media arriving would *replace* the generated placeholder texture, no? |
20:33 |
rubenwardy |
the reason it doesn't exist is because it wasn't coded |
20:34 |
erle |
yeah, but something much more complex was coded |
20:34 |
rubenwardy |
much of the code relies on having a reference to a texture and doesn't support updating that later on |
20:34 |
erle |
ah, so no cache eviction possible? |
20:34 |
rubenwardy |
sending the media up front is less complicated than lazy loading |
20:34 |
erle |
i see |
20:35 |
muurkha |
erle: the bwt script could be pedagogically valuable, but IMHO would need some comments |
20:35 |
erle |
rubenwardy so without the inline textures, how would one actually update a sign entity if you don't want to send the text to *all* players, but just the one in range? have a fast-firing ABM and change the texture name everytime someone arrives in range? |
20:36 |
erle |
i have conversed with people privately through signs in the past (so we could not accidentally send something to everyone in the chat) |
20:37 |
erle |
muurkha yeah it's not my best work. it seems i wrote it about a year ago, deep into vit-d-deficit-induced depression. |
20:37 |
erle |
which may also explain why i have no memories of writing it or using it for anything |
20:38 |
muurkha |
I've forgotten the vast majority of the code I wrote |
20:38 |
erle |
yeah, but usually i know the *reeson* i wrote it |
20:39 |
muurkha |
I definitely don't |
20:39 |
erle |
take ipscat for example http://news.dieweltistgarnichtso.net/bin/ipscat-sh.html |
20:39 |
erle |
modifications for gameboy advance ROMs come as IPS files |
20:39 |
rubenwardy |
make the sign's texture name based on content, not the position/etc of the sign |
20:39 |
rubenwardy |
so when the content changes the texture should change too |
20:40 |
rubenwardy |
this results in a memory leak but is the only good way to doit |
20:40 |
muurkha |
rubenwardy: like a SHA-256? |
20:40 |
rubenwardy |
sure |
20:40 |
rubenwardy |
or an incrementing id |
20:40 |
erle |
rubenwardy i think that's exactly the *first* thing i thought about. but then the problem is: someone comes into range of the sign, but they were not sent the texture. so they see a placeholder texture. |
20:40 |
rubenwardy |
maybe you could generate a new texture in that case |
20:41 |
erle |
yes but two problems |
20:41 |
erle |
first, how to detect that case |
20:41 |
erle |
second, you can't have it based on the content alone, because you won't overwrite the placeholder |
20:42 |
erle |
in xmaps, the id of a map is $timestamp.$randomvalue |
20:42 |
erle |
so they sort by timestamp |
20:42 |
erle |
roughly |
20:42 |
erle |
the “how to detect that case best” is what i have not solved |
20:43 |
muurkha |
erle: I'm looking at my old scratchpad in http://canonical.org/~kragen/sw/inexorable-misc/?C=M;O=A |
20:43 |
erle |
i mean, xmaps has pretty much the same problem, but i think i send the maps to all players |
20:43 |
erle |
creating an info leak |
20:43 |
erle |
but also ensuring everyone got it when they come in range |
20:43 |
muurkha |
I don't remember writing any of this stuff |
20:43 |
erle |
for signs though … people put coordinates on signs |
20:44 |
erle |
it would be a disaster to send it to all players |
20:44 |
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20:44 |
erle |
one very successful griefer abused the fact that running in mineclone2 sent particles to all players |
20:45 |
erle |
that person griefed all bases on old clamity i think. or all but one, but that one was built the day before the server shut down. |
20:45 |
muurkha |
why did it send particles to all players? |
20:46 |
erle |
because mineclone2 is an artistic synthesis of many programming styles and differing talernts |
20:46 |
erle |
talents |
20:46 |
muurkha |
oh, it was a mistake? |
20:46 |
erle |
yes |
20:46 |
erle |
basically, it had two maintainers in the past who were cheat client devs, fleckenstein and cora. those people could catch that stuff and fix it. |
20:47 |
erle |
because, for example, dragonfire (a cheat client) has a client-side hook for particle spawners as far as i know |
20:47 |
erle |
so you can pretty much use it to debug your game |
20:47 |
erle |
this is mostly useful to make sure it does not send unnecessary network packets |
20:47 |
erle |
but also useful to cheat if you are *not* a maintainer ;) |
20:48 |
muurkha |
this inexorable-misc code is all reasonably transparent because it has comments and stuff: http://canonical.org/~kragen/sw/inexorable-misc/dependencies.lua |
20:48 |
muurkha |
interestingly it seems like I used to write a lot more Lua than I do now |
20:48 |
erle |
nice |
20:48 |
erle |
muurkha i'd love to see what you could to in minetest mods |
20:48 |
erle |
you have done a lot of weird things so far |
20:49 |
erle |
also, do YOU have any idea how to solve the signs problem i presented? |
20:49 |
muurkha |
the minetest mods I've written so far are extremely basic |
20:49 |
muurkha |
no, no idea |
20:50 |
erle |
probably everyone has written basic mods |
20:50 |
erle |
one of my first mods was a sponge mod |
20:50 |
erle |
it replaced the air around itself with “sponge air” which rendered like air, but was not a thing water could flow into |
20:50 |
erle |
and i think sponge air had an abm or so that replaced it with air when no sponge was nearby? |
20:51 |
erle |
something like that |
20:51 |
muurkha |
my wife was writing an Italian food mod earlier today. she's taking a nap now |
20:52 |
erle |
does it have a satiation model |
20:52 |
erle |
or what does food do |
20:53 |
muurkha |
I don't think she was planning on writing her own satiation model, if that's what you mean |
20:53 |
muurkha |
she likes using a particular satiation/stamina mod, I forget which one |
20:54 |
muurkha |
where running saps your stamina and satiation, and you only heal if your satiation is high enough |
20:54 |
erle |
muurkha in case you have not seen it, this is one of the most interesting mods i know so far: https://content.minetest.net/packages/Noodlemire/voxelmodel/ |
20:54 |
erle |
> This mod provides a new method to making 3D models. It comes with voxelmodel.obj, a model consisting of a 17x17x17 grid of overlapping squares. Thus, by simply making different textures for this model, you can make a wide variety of voxelated shapes. |
20:55 |
erle |
rubenwardy can one suggest tags for other mods? because voxelmodel is definitely one-of-a-kind |
20:56 |
muurkha |
oh, I do remember why I wrote http://canonical.org/~kragen/sw/inexorable-misc/dumpdb.php |
20:57 |
muurkha |
my ex-wife was working on a newspaper that got locked out of its hosting |
20:57 |
muurkha |
they could still update the site via FTP but didn't have a way to get a backup of the database to switch to new hosting |
20:59 |
muurkha |
you could say it was a cheat client for their database |
20:59 |
rubenwardy |
erle: that tag is for games |
21:00 |
muurkha |
haha, the docstring of http://canonical.org/~kragen/sw/inexorable-misc/fix-ftp-argentimes.py explains the situation in more detail |
21:00 |
erle |
rubenwardy i guess then a bunch of stuff should be un-tagged and some other stuff should be tagged? |
21:00 |
rubenwardy |
probably |
21:01 |
rubenwardy |
the fact so many misuse it shows it's not a good tag |
21:01 |
muurkha |
folksonomies always require a certain amount of janitorial work |
21:01 |
rubenwardy |
lol, this mod had the tag https://content.minetest.net/packages/zaners123/computertest/ |
21:02 |
erle |
like i tagged unicode_text one-of-a-kind because no other mod renders unicode and proof-of-concept mods like minetest 2d and text text also used it. |
21:02 |
rubenwardy |
the fact it's inspired by a MC mod means it's not original |
21:02 |
erle |
i mean no other mod renders *full* unicode ;) |
21:02 |
rubenwardy |
lots render text though |
21:02 |
erle |
indeed |
21:02 |
erle |
i should untag it |
21:03 |
rubenwardy |
also this take is probably better replaced with collections |
21:03 |
rubenwardy |
*tag |
21:03 |
rubenwardy |
ie: https://content.minetest.net/collections/rubenwardy/cool_original_games/ |
21:04 |
muurkha |
I feel like tags work better as quasi-collections |
21:04 |
erle |
so if it's only for unique games, the following also seem in need of a tag-updating: prang, woolen mesh creator, infinite warehouse (inspired by IKEA SCP), minetest 2d (tech demo), text text, railbuilder, sudoku |
21:05 |
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21:05 |
erle |
rubenwardy can there be a tech demo tag please? or is there some other tag that is appropriate |
21:05 |
erle |
like stuff where minetest 2d and the hexagonal nodes can go in |
21:06 |
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21:06 |
erle |
and voxelmodel |
21:06 |
muurkha |
it'd be nice if, when browsing a page on the contentdb, you had options like "bookmark as survival | bookmark as education | bookmark as inventory | bookmark as [enter tag here]" |
21:06 |
rubenwardy |
add to collection |
21:06 |
muurkha |
yes, but |
21:06 |
rubenwardy |
at some point, i'll replace that with a js pop up |
21:06 |
rubenwardy |
to make it quicker |
21:06 |
rubenwardy |
when you have js enabled |
21:07 |
muurkha |
with the suggestion that you should name the collection the same thing other people have tagged that mod as |
21:07 |
muurkha |
and using the popular collection-names under which people have bookmarked mods as the tags that get displayed |
21:07 |
muurkha |
instead of relying on the mod author to pick tags |
21:07 |
erle |
at least it's collections and not favourites – in the REWE web shop interface (german supermarket) they only have favourites. so i have a list of favourites called ”bad shit” as a reminder to never buy that stuff again. |
21:07 |
erle |
oh no, i think the list is just called ”shit” actually |
21:08 |
rubenwardy |
yeah, ContentDB has favourites - but it's just a fancy UI to make a collection called "favorites" |
21:09 |
muurkha |
like some epochs of del.icio.us |
21:09 |
erle |
rubenwardy is there a way to see recent helpful reviews? |
21:09 |
erle |
i mean positive reviews are mostly boring |
21:09 |
erle |
maybe even recent positive helpful reviews |
21:10 |
rubenwardy |
how are you defining that |
21:10 |
rubenwardy |
most recent list of helpful - unhelpful > 3 ? |
21:10 |
erle |
i'd just take helpful |
21:10 |
erle |
take this comment https://content.minetest.net/threads/4617/ |
21:10 |
erle |
it's not just positive, it contains very useful information |
21:11 |
erle |
namely that mineclonia does not have the performance problems of mineclone 2 |
21:11 |
erle |
which probably means ancientmariner should just diff a bit to figure out what can be cherry-picked |
21:13 |
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21:13 |
erle |
then again … i take that back: this comment is positive and 2 people found it helpful lol https://content.minetest.net/threads/1473/ |
21:13 |
erle |
“Exellent minecraft like exprience in minetest!” is pretty poor on actual info, given you can already get that from the game description |
21:14 |
erle |
IMO very funny is a ”Good job Wuzzy!” from last month |
21:15 |
erle |
rubenwardy what's the reason actually that mineclone2 is still mineclone2 by wuzzy? would it break something to re-assign it or so? |
21:24 |
rubenwardy |
No, Minetest supports changing the author since 5.5.0 |
21:24 |
rubenwardy |
they just need to make an account and ask me to do transfer the package |
21:26 |
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22:00 |
erle |
rubenwardy would it also redirect the permalink for the contentdb page? |
22:00 |
rubenwardy |
yes |
22:00 |
erle |
hey hey ancientmariner note what rubenwardy said |
22:01 |
erle |
then again |
22:01 |
erle |
maybe wuzzy wants to reserve the right to veto the next maintainer? no idea |
22:01 |
rubenwardy |
it handles both client side migration and website redirects |
22:11 |
erle |
rubenwardy consider the following video evidence of something very weird happening if i don't move my mouse fast enough on the cdb web interface: http://daten.dieweltistgarnichtso.net/video/screencasts/contentdb-dropdown-fail.webm |
22:12 |
rubenwardy |
can't reproduce, which browser? |
22:12 |
erle |
firefox. and i *think* it only happens if you clicked the name once before. |
22:12 |
rubenwardy |
the dropdown box is higher up for me |
22:13 |
rubenwardy |
aha |
22:13 |
rubenwardy |
looks like the focus style moves the dropdown downwards |
22:13 |
erle |
for you too? |
22:13 |
rubenwardy |
yeah |
22:13 |
MTDiscord |
<warr1024> Doesn't do it for me anymore on FF or Chrome. Used do, but doesn't anymore |
22:14 |
rubenwardy |
https://github.com/minetest/contentdb/issues/471 |
22:32 |
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