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11:56 |
* mtvisitor |
will review some document of "farming redo" mod later (if possible). |
11:57 |
mtvisitor |
#14865 |
11:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/14865 -- Remove mod_translation_updater.py and move it to minetest/modtools by Zughy |
12:01 |
mtvisitor |
do you know what is a good practice to change the username locally in singleplayer mode or multiplayer mode for minetest game? |
12:04 |
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12:05 |
Krock |
mtvisitor: singleplayer is hardcoded and cannot be changed |
12:05 |
Krock |
and names cannot be changed in general due to meta field references |
12:06 |
mtvisitor |
ok, thank you very much for your answer and help. |
12:06 |
Krock |
chest "owner" fields do "hardcode" your username into it, thus it's impossible to rename them all |
12:07 |
Krock |
(same logic applies to almost all player-specific protections or other configuration with usernames) |
12:07 |
mtvisitor |
Krock: sorry for 1 more question. |
12:08 |
Krock |
mtvisitor: do not be sorry. do ask. |
12:08 |
mtvisitor |
do you know how to disable pvp on multiplayer mode locally ? |
12:08 |
Krock |
main menu settings (checkbox) to save the setting into the world's configuration file OR |
12:09 |
Krock |
you edit "world.mt" with "enable_damage = false" |
12:09 |
Krock |
hmm.. looking what's about "enable_pvp" |
12:10 |
Krock |
"enable_pvp" is a global setting and cannot be changed on a per-world basis |
12:10 |
mtvisitor |
ok, i will check these configuration(s) later (SCM). thank you very much for your help. |
12:11 |
Krock |
PlayerSAO::punch for reference |
12:12 |
mtvisitor |
i will get offline.thanks. |
12:12 |
mtvisitor |
good night. |
12:14 |
Krock |
good afternoon |
13:04 |
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18:23 |
MTDiscord |
<exon_yt> Good afternoon too |
18:42 |
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21:01 |
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21:11 |
sfan5 |
PSA: https://content.minetest.net/packages/sfan5/minetest_classic/ |
21:15 |
ireallyhateirc |
minetest classic(TM) |
21:15 |
ireallyhateirc |
are rats included? I love rats |
21:15 |
ireallyhateirc |
oooh there's a rat in the screenshot |
21:16 |
sfan5 |
it wouldn't be a real port without rats, oerkkis, dungeon masters and the fourth mob I forgot |
21:19 |
celeron55 |
love it. "my painstaking recreation of... well i don't remember anymore" |
21:23 |
celeron55 |
comparing that to the original in terms of the engine would be brutal. not giving video ideas, but that's definitely a video idea |
21:24 |
ireallyhateirc |
btw I have a question. why did you add the xyz -32 grid offset instead of just spawning sam at xyz +32 ? |
21:25 |
ireallyhateirc |
would be much easier if mapchunks started at xyz 0 |
21:27 |
celeron55 |
i don't remember. i agree it seems weird |
21:28 |
celeron55 |
i think the idea probably was that chunks wouldn't really matter and they might as well not exist as their size and position could be anything |
21:28 |
celeron55 |
to the extent that moving the spawn would matter more |
21:29 |
ireallyhateirc |
doing the grid trick makes Sam spawn in the middle of a mapchunk, but otherwise it's pretty useless |
21:29 |
ireallyhateirc |
and gave me funny moments when I started my mapgen adventure |
21:30 |
celeron55 |
it was important to make the spawn happen in the middle of a chunk, as back then generating a chunk took considerable amount of time. it made for a terrible spawning experience if 4 had to be generated |
21:30 |
ireallyhateirc |
though can't blame you, I also wrote weird code I regret now in my Minetest mods :D |
21:30 |
ireallyhateirc |
makes sense |
21:30 |
celeron55 |
Minetest is old. incredibly old :D |
21:30 |
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21:32 |
celeron55 |
hardware has gotten tens of times faster since then. maybe even 100 times |
21:32 |
celeron55 |
a common smartphone today is way faster than the laptop i originally developed MT on |
21:33 |
ireallyhateirc |
and yet Windows 11 still loads 15 minutes on a HDD, some things don't change |
21:38 |
celeron55 |
people don't realize it, but the reason why Minecraft came about in 2009 was because computers literally weren't capable of running something like that before. in that day's standards, a big dynamic block world like such requires a lot of memory and a lot of processing, much more than is obvious. today, it's trivial to make, but you still can't leave something like it unoptimized, because people |
21:38 |
celeron55 |
demand so much more from it - more rendering range, shorter loading times, more content. many of the optimizations from back then keep MT relatively competitive |
21:38 |
ireallyhateirc |
yeah voxels are hard for what they deliver |
21:38 |
ireallyhateirc |
GPUs love triangles and hate cubes |
21:39 |
celeron55 |
yes and while you have lots of RAM today, processing through a lot of it is still slow |
21:39 |
sfan5 |
in an alternate reality GPUs became great at rendering quads and we moved away from triangles |
21:40 |
ireallyhateirc |
there's an iteresting wip game where the guy made voxels tiny, though don't know technical details |
21:41 |
ireallyhateirc |
https://www.youtube.com/@johnlin9665 |
21:41 |
ireallyhateirc |
something something OpenCl? don't remember |
21:41 |
ireallyhateirc |
probably proprietary though |
21:42 |
celeron55 |
well, i'm going to be the guy who asks: is that a good game? probably not. a nice tech demo though |
21:43 |
ireallyhateirc |
not saying it's good, but small voxels are impressive |
21:45 |
celeron55 |
the vibe you always get, though, is "i wonder how loud the GPU fans are while doing that" |
21:46 |
ireallyhateirc |
yeah also until it's released, it could be simply a Blender render lol |
21:47 |
ireallyhateirc |
also there was no activity on youtube or twitter since 2020 |
21:52 |
ireallyhateirc |
found something from 2021, the guy himself on his blog talking about voxels: https://voxely.net/blog/the-perfect-voxel-engine/ |
22:08 |
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22:25 |
ireallyhateirc |
found a talk that explains the optimisations, but my 3D programming knowledge is nil so idk if it's right or how much of that is already in Minetest https://www.youtube.com/watch?v=4xs66m1Of4A |
22:32 |
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22:39 |
MTDiscord |
<luatic> btw sfan5 isn't it a bit risky in terms of setting name collisions to not namespace the "modernize" setting as "mtc_modernize" or similar? |
22:40 |
MTDiscord |
<luatic> ireallyhateirc: yeah, minetest already does that, to an extent. you can see how it looks in wireframe mode. fun fact, i made the same suggestion some years ago, and was then pointed (by sfan i think) to the wireframe mode which demonstrated that it was already implemented. |
22:42 |
ireallyhateirc |
did you fully watch the video? it doesn't stop ad greedy meshing |
22:42 |
ireallyhateirc |
at* |
22:42 |
MTDiscord |
<luatic> ireallyhateirc: no, i only read the title |
22:51 |
ireallyhateirc |
it does a thing called "binary greedy meshing" and it seems there are some powerful tricks employed there |
22:51 |
ireallyhateirc |
here the weird stuff starts: https://youtu.be/4xs66m1Of4A?feature=shared&t=754 |
22:53 |
ireallyhateirc |
and after binary greedy meshing he explains even more weird stuff: https://youtu.be/4xs66m1Of4A?feature=shared&t=1276 |
23:04 |
MTDiscord |
<luatic> ireallyhateirc: alright, i have watched the entire video now |
23:04 |
ireallyhateirc |
promising or full of holes? |
23:05 |
MTDiscord |
<luatic> it is certainly interesting. though i see two issues with applying this to minetest. |
23:05 |
MTDiscord |
<luatic> first, his voxel engine is "pure", i.e. he doesn't have the entire drawtype mess we have. |
23:05 |
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23:06 |
MTDiscord |
<luatic> second, he seems to be pushing a lot of work to the gpu. he's minimizing the amount of faces with his global lattice for example, but maximizing the amount of fragments. i would be worried about how this performs on lower-end gpus - he mentioned a pretty beef gpu. |
23:06 |
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23:07 |
MTDiscord |
<luatic> and matters like translucent nodes further complicate things. |
23:08 |
ireallyhateirc |
well, hope that this was at least an inspiration rather than 30 minutes of wasted lifetime :D |
23:09 |
MTDiscord |
<luatic> ireallyhateirc: it certainly was inspirational :D |
23:11 |
MTDiscord |
<luatic> though i think this is the "work on a cool pure project" kind of inspiration (i kind of feel like writing my own voxel engine now) and not the minetest kind of inspiration. pure problems are a lot more beautiful... |
23:19 |
ireallyhateirc |
gotta find a "filthy voxels" playlist next time... |
23:23 |
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