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IRC log for #luanti, 2025-05-25

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All times shown according to UTC.

Time Nick Message
00:04 ireallyhateirc luatic told me that irrlicht has a limit of 64K triangles for a model, any plans to change that?
00:05 cheapie ireallyhateirc: ...are you turning into VanessaE?
00:05 ireallyhateirc I'm trying not to but mu character turned from low-poly into mid-poly
00:06 ireallyhateirc doing good-looking low-poly is hard
00:06 ireallyhateirc currently I'm at 25K
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00:15 ireallyhateirc would be funny if the character I'm working on since september turns out to clash with Luanti's low-poly world
00:27 ireallyhateirc My question is rather: is the 64K triangle limit a thing because irrlicht is ancient or because 64K is something that'd actually slow down Luanti
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01:06 cheapie Something came up elsewhere that reminded me of some silly mesecons stuff I did a while back: https://cheapiesystems.com/media/images/screenshot_20231010_131238.png
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01:07 cheapie 1/sqrt(X) approximator for 32-bit floats, input is on the row of switches near the camera with the LSB on the left, output is on the red lightstone on the right with the LSB on the far side, the other switches inside it are set to a constant value which is of course 0x5f3759df
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02:26 MTDiscord <wsor4035> with dig particles being removed as a setting (cool whatever), is there an option in the lua api to disable them? not seeing this
02:26 MTDiscord <wsor4035> but i might be blind and missing that
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03:43 [MatrxMT] <Blockhead256> ireallyhateirc: are you in need of a bump map or something? 64k is crazy
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06:21 SFENCE_arch Hmm... can somebody provide me more information why content db says; Game support conflict, unable to install package on any games, for https://content.luanti.org/threads/7864/ ? I am able to normaly load it into Luanti on my computer.
06:22 [MatrxMT] <Blockhead256> that link is 404, maybe it's a package that isn't published?
06:23 SFENCE_arch https://content.luanti.org/packages/SFENCE/hades_extensionmods/ is published.
06:24 MTDiscord <sfence> But maybe thread is visible only for pelople with some privilegies.
06:24 [MatrxMT] <Blockhead256> then it's not a thread  that's visible to the public, only maintainers and approvers
06:27 [MatrxMT] <Blockhead256> https://github.com/luanti-org/contentdb/blob/master/app/logic/game_support.py#L170
06:28 [MatrxMT] <Blockhead256> it seems from the source code that you should be able to get more detailed error info than the one line you gave?
06:29 SFENCE_arch This is all I get:
06:29 SFENCE_arch Task Failed
06:29 SFENCE_arch Error validating game support:
06:29 SFENCE_arch - Game support conflict, unable to install package on any games
06:33 [MatrxMT] <Blockhead256> The algorithm seems to go through all dependency mods of your modpack and check what games it supports. Apparently one or more dependencies do not supported hades revisited
06:33 [MatrxMT] <Blockhead256> even though basic materials DOES work on HR, it doesn't appear in the list of games on https://content.luanti.org/modnames/basic_materials/
06:34 [MatrxMT] <Blockhead256> that might be the reason why, I'm not sure
06:36 SFENCE_arch Maybe... But probably comes from different mod. But is little compilaced if it does not reports mod or mods, where conflicts has been found.
06:36 [MatrxMT] <Blockhead256> yes, that sounds like an un-fun guessing game
06:41 SFENCE_arch Ok. Thanks for help. It move to right way. moretools mod was a reason. I have to update it before hades_extensionsmod mod pack.
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08:29 repetitivestrain Why is it not possible to overwrite the storage in a VoxelManip with contents from a different region of the map?
08:30 repetitivestrain LVMs are userdata objects that are not garbage collected frequently enough for creating a new LVM whenever a MapBlock becomes eligible for regeneration to be feasible memory-wise
08:32 repetitivestrain but vm:read_from_map expands the area loaded into the VM, which tremendously inflates memory consumption in my map generator, which executes a separate postprocessing step in an async environment after terrain is emerged to generate features which may overlap MapChunks
08:32 repetitivestrain and i cannot reuse already allocated LVMs for this reason
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09:10 sfan5 !tell ireallyhateirc https://discussions.unity.com/t/32-bit-vs-16-bit-mesh-index-buffers-performance-info/717510/3
09:10 MinetestBot sfan5: I'll pass that on when ireallyhateirc is around
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09:12 sfan5 repetitivestrain: there's no logical reason. the API was simply never implemented that way.
09:13 repetitivestrain sfan5: https://paste.debian.net/1376472/
09:14 repetitivestrain i propose an additional l_clear method of this nature which appears to be satisfactory
09:14 repetitivestrain and also for convenience, an extra parameter to write_to_map
09:14 repetitivestrain what do you think?
09:15 sfan5 see https://github.com/luanti-org/luanti/issues/13982
09:16 sfan5 also relevant https://github.com/luanti-org/luanti/issues/15262
09:16 repetitivestrain Hmm
09:17 repetitivestrain what do you think of the additional method I'm proposing?
09:17 repetitivestrain It is really trivial
09:19 sfan5 it's literally 13982 and supported by multiple core devs
09:19 repetitivestrain So..can someone post it to GitHub or thereabouts?
09:20 repetitivestrain For myriad reasons I can't and won't sign up for GitHub, though if you want I'd be more than glad to reformat the patch to match its surroundings
09:20 repetitivestrain I am asking because I am implementing what might easily be the most sophisticated Lua mapgen as yet created for Mineclonia, and this is a fairly pressing requirement
09:25 sfan5 it's a rainy sunday so I guess I can just implement both of the feature requests
09:25 repetitivestrain Much appreciated!
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11:15 MinetestBot ireallyhateirc: May-25 09:10 UTC <sfan5> https://discussions.unity.com/t/32-bit-vs-16-bit-mesh-index-buffers-performance-info/717510/3
11:17 ireallyhateirc sfan5, thanks. So if I read correctly through the jargon at this level poly count is more of an artistic choice and not a technical limitation
11:18 sfan5 uh
11:19 sfan5 I was going more for "32-bit indices have performance implications and don't work on some embedded/mobile GPUs, so you should avoid them"
11:25 ireallyhateirc so we're currently at 16-bit and this implies 64K triangles?
11:26 ireallyhateirc either way I don't plan hitting that limit, I'm not yandere dev
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11:28 ireallyhateirc I just roughly want to know if the resource consumption is logaritmic, linear or what not with increasing triangle count
11:33 ireallyhateirc I started with low-poly and wanted it to be a ps1-like style but the problem is that requires drawing skills which I don't have. So I increased the poly count to play with the shapes instead.
11:38 MTDiscord <luatic> ireallyhateirc: you should be able to work around the limitation with multiple meshbuffers.
11:40 MTDiscord <luatic> ireallyhateirc: there is not necessarily a simple answer to that.
11:40 MTDiscord <luatic> generally every triangle you have needs to be sent to and rendered by the GPU. so you would expect rendering time to scale roughly linearly with the number of triangles you want to render.
11:41 ireallyhateirc mid/high-poly counts are reserved for special characters and monsters in my game, ordinary stuff is low-poly
11:41 ireallyhateirc so there would be total 2-4 characters like that on the map
11:41 MTDiscord <luatic> now of course, if the bottleneck is elsewhere, e.g. in the number of drawcalls, the GPU, being highly parallel, might not be the problem, so you might be able to get more triangles "for free"... until the other bottleneck is fixed
11:41 MTDiscord <luatic> ireallyhateirc: that should be fine
11:44 ireallyhateirc luatic, btw as for morph targets you will provide a demo of UV/texture space animation if/when you implement that?
11:45 MTDiscord <luatic> UV animation is already implemented, i'm just too lazy to make a demo for it
11:45 MTDiscord <luatic> what isn't implemented is colors because we currently abuse colors for lighting
11:46 ireallyhateirc do you use blender? if so I guess the blender workflow would be just simply keyframing the UV movement
11:47 ireallyhateirc I'll try that out if that's the case, maybe the mouth rig is unnecessary and I can indeed just use flat textures
11:47 MTDiscord <luatic> note that by "already implemented" i mean my WIP PR, just so we are clear
11:49 ireallyhateirc yeah I'm aware
11:50 MTDiscord <luatic> good
11:50 MTDiscord <luatic> then yeah, that should work, i'd appreciate it if you gave it a try, i'm working on something else in the moment
11:51 MTDiscord <luatic> we need more cool demo videos for PRs ;-)
12:12 ireallyhateirc well then I'll try animating an UV of a cube first
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13:17 Krock hmm.. does the cow want a joyride? https://i.postimg.cc/B6gbYzHG/grafik.png
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13:59 ireallyhateirc it looks as if it was to say "please, not this again"
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14:32 ireallyhateirc @luatic, I'll try making a demo animated cube with blender workflow once I'm done with exams
14:32 ireallyhateirc though I guess you won't have the PR finished by then anyway so there's no rush
14:32 ireallyhateirc I mean animated UV
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14:57 MTDiscord <luatic> yeah no rush
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17:36 sfan5 repetitivestrain: if you want to test, a PR is open now
17:41 MTDiscord <nathan4220776> I get the feeling that the cow is on its way to the cow incinerator.
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19:55 MTDiscord <redundantcc> Is there a patch for overlapping text boxes on startup?
19:55 MTDiscord <redundantcc> https://cdn.discordapp.com/attachments/749727888659447960/1376287661798723696/2025-05-25_15_55_20-Luanti_5.12.0_Main_Menu_OpenGL_4.6.0.png?ex=6834c744&amp;is=683375c4&amp;hm=7df7c962ed59c338559c588db41224435573f5df6617d7eb382afd25146591e4&amp;
19:58 sfan5 hah
19:59 MTDiscord <redundantcc> um, is this expected behavior?
19:59 MTDiscord <redundantcc> or like a bug?
19:59 sfan5 no it's obviously a bug
19:59 sfan5 which luanti version did you have installed previously?
20:01 MTDiscord <redundantcc> > scoop update luanti  luanti: 5.11.0 -> 5.12.0 Updating one outdated app: Updating 'luanti' (5.11.0 -> 5.12.0) Downloading new version luanti-5.12.0-win64.zip (15.9 MB) [===========================================================================================================================] 100% Checking hash of luanti-5.12.0-win64.zip ... ok. Uninstalling 'luanti' (5.11.0) Unlinking C:\Scoop\apps\luanti\current Installing 'luanti'
20:01 MTDiscord (5.12.0) [64bit] from 'games' bucket Loading luanti-5.12.0-win64.zip from cache Extracting luanti-5.12.0-win64.zip ... done. Linking C:\Scoop\apps\luanti\current => C:\Scoop\apps\luanti\5.12.0 Creating shortcut for Luanti (luanti.exe) Persisting config Persisting mods Persisting screenshots Persisting worlds Running post_install script...done. 'luanti' (5.12.0) was installed successfully!
20:02 MTDiscord <redundantcc> (5.11.0 -> 5.12.0)
20:02 MTDiscord <the4spaceconstants2181> lol
20:02 MTDiscord <the4spaceconstants2181> https://cdn.discordapp.com/attachments/749727888659447960/1376289265675141130/image.png?ex=6834c8c3&amp;is=68337743&amp;hm=7a7c3dc95a2b2888b5f761426204057f23b5e77334e81bf0272eae5b9ad7fa1e&amp;
20:02 sfan5 how does scoop handle copying the user data?
20:03 MTDiscord <redundantcc> symlink to a folder, updates the link as part of the post install to point to the old  (maybe stale) data
20:04 sfan5 well, not sure if that violates any engine expectations
20:05 MTDiscord <redundantcc> by the screen shot I'd say at least one (two menus will never need to be shown at the same time)
20:05 MTDiscord <redundantcc> wait you can see it on irc right?
20:07 sfan5 sure
20:07 rubenwardy that's multiple dialogs being shown at once, fstk is a bit stupid and doesn't have any guarantees against this - if you :show() multiple, multiple will show
20:09 MTDiscord <redundantcc> so uh breaking news, not the only case of the bug?
20:09 MTDiscord <redundantcc> https://cdn.discordapp.com/attachments/749727888659447960/1376291065723617430/2025-05-25_16_08_39-Luanti_5.12.0_Main_Menu_OpenGL_4.6.0.png?ex=6834ca70&amp;is=683378f0&amp;hm=1e442b014e457223d0fd1caa8bbfe1050010f1ebd2844df3731cbef027cffe5b&amp;
20:09 MTDiscord <redundantcc> in this case it breaks the setings menu.
20:10 MTDiscord <redundantcc> can I restart my client or do you need more data?
20:11 Krock put a salt circle around your PC
20:11 Krock and burn some weed to get rid of the spooky ghosts
20:11 MTDiscord <nathan4220776> Good idea.
20:11 MTDiscord <redundantcc> I'm a coding vampire, how the hell would I use it if I did?
20:12 MTDiscord <nathan4220776> With a hazmat suit.
20:12 MTDiscord <nathan4220776> ( ͡° ͜ʖ ͡°)
20:12 MTDiscord <redundantcc> Whatever, restarting!
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20:19 MTDiscord <redundantcc> Well ESC crashed the client, and after restarting the world files have come to balance.
20:19 MTDiscord <redundantcc> https://cdn.discordapp.com/attachments/749727888659447960/1376293662450913290/2025-05-25_16_19_14-Luanti_5.12.0_Main_Menu_OpenGL_4.6.0.png?ex=6834ccdb&amp;is=68337b5b&amp;hm=2ff38a34b22dad4d483c018e0b60dca55fa7a45f4b22581483268e7d1713bdb5&amp;
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20:20 sfan5 it sounds like scoop may be discarding the cache folder on upgrades
20:22 MTDiscord <redundantcc> looks like it only persists wait... my client mods!!!!  Persisting config Persisting mods Persisting screenshots Persisting worlds
20:22 MTDiscord <redundantcc> noo!
20:45 MTDiscord <redundantcc> hey, how do I bypass this "feature"  Refusing to unregister item default:grass_1 after load time
20:46 MTDiscord <warr1024> Stop and restart the server, so it's no longer after load time anymore.
20:46 cheapie You fix the bug in the mod triggering it
20:47 MTDiscord <redundantcc> I'm writing the bug, I wish do modify node/texture info after [ServerStart]
20:47 MTDiscord <redundantcc> *to
20:48 MTDiscord <warr1024> Then you fix the bug in your brain that's causing you to want that 😏
20:48 MTDiscord <warr1024> You can override_item to modify stuff after load time, but I don't think there are any guarantees whether visuals like textures can be changed that way.
20:48 [MatrxMT] <Bracket> 🤔
20:48 sfan5 the last moment when you can modify these is in a core.register_on_mods_loaded callback
20:48 MTDiscord <warr1024> er no, after loading SOME things but not after the end of mod load time, right
20:49 MTDiscord <warr1024> so you depend on default so the def already exists, then modify it at load time.
20:49 MTDiscord <redundantcc> So I can't live reload? Not even if I build it myself? That sucks...
20:50 MTDiscord <warr1024> You can "live" reload if your definition of "live" allows for a ~5 second server restart.
20:51 MTDiscord <warr1024> If you want to be able to change the appearance of a node at runtime, your options are IIRC (1) a handful of things involving param2 types, and (2) making it not a node.
20:51 MTDiscord <redundantcc> At this point it looks to be easier to recreate the engine than to work within its constrains...
20:52 MTDiscord <warr1024> In theory you could swap out different node definitions entirely, but those are rather limited ... but it works in cases where you only have a few different needs.
20:52 MTDiscord <warr1024> Yeah, that's probably the best approach if you've got a few years of free time to throw at the problem.
20:53 MTDiscord <redundantcc> Maybe... next time...
20:53 MTDiscord <warr1024> Obviously if it were easy to live reload node defintion data, then the engine would already do it.  At best, it's moderately difficult and only hasn't been done because nobody has bothered yet (you could be the first).  At worst it's a huge pain in the ass and you'll run into unexpected pitfalls all along the way until you start to doubt whether the goal is reachable at all.
20:56 MTDiscord <redundantcc> Maybe, but maybe I don't need to work alone... more for the list I guess //todo
20:57 sfan5 live reloading stuff while there are no players on the server is probably not that hard, but I doubt this is the kind of "live reloading" most people are interested in
20:58 * cheapie briefly imagines a whole world made out of only entities
20:59 MTDiscord <redundantcc> I literally wrote a new modloader to do this exact thing, I would call that interest
20:59 MTDiscord <redundantcc> https://cdn.discordapp.com/attachments/749727888659447960/1376303595611226254/2025-05-25_16_58_45-Luanti_5.12.0_Main_Menu_OpenGL_4.6.0.png?ex=6834d61b&amp;is=6833849b&amp;hm=366dd9095b6342e7fb6dfcfb883c5a9d78ac15be884dec41db01ab78ff28403d&amp;
20:59 MTDiscord <redundantcc> cheapie: the hero we needed.
21:00 cheapie D:
21:01 MTDiscord <redundantcc> Oh it wasn't that hard, took a bit but it works```
21:01 MTDiscord <redundantcc>   local function main() --returns null     --c127:log("\r\n\r\n\r\n\r\n",modname, modpath)     minetest.chat_send_all(minetest.colorize("#ffffff", "Reloading."))     io.flush()     local modnames = c127:getDirList(table.concat({modpath,"mods"},DIR_DELIM), true)     visited, stack={},{}     for _, modname in ipairs(modnames) do         loadmod(modname, true)         --[[         local backup_G = c127:deepCopy(_G)         local isSuccess,
21:01 MTDiscord errorStr = {true, nil}         isSuccess, errorStr = pcall(loadmod, )         c127:log(">>                            <<"..type(isSuccess).."    ".. tostring(isSuccess))         c127:deepRestore(_G, backup_G)         if not isSuccess then             c127:log("Loading was interrupted with error:\r\n".. errorStr)         end         --]]     end     --if not setfenv then c127:log("true") end     minetest.chat_send_all(minetest.colorize("#ffffff",
21:01 MTDiscord "Loading Done.")) end    main()
21:01 MTDiscord <redundantcc> ++ abit
21:02 MTDiscord <redundantcc> thats the main loaderer loader tho
21:02 MTDiscord <nathan4220776> You can grep for that string and modify the necessary file to make it not do this.
21:03 MTDiscord <redundantcc> nathan422: I have no idea how that fixes anything... thanks I guess?
21:03 MTDiscord <nathan4220776> You're welcome. ;)
21:08 MTDiscord <redundantcc> still need to figure out how to get the life cycle stage tho...
21:08 MTDiscord <redundantcc> https://cdn.discordapp.com/attachments/749727888659447960/1376305907969036338/2025-05-25_17_08_05-Luanti_5.12.0_Singleplayer_OpenGL_4.6.0.png?ex=6834d842&amp;is=683386c2&amp;hm=cde802849f18ebf15a62d0bcca51f060da6f6ae1013ef600874b1774d3b0b8df&amp;
21:08 MTDiscord <redundantcc> But look it works
21:08 MTDiscord <redundantcc> ☺️
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