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11:23 |
whosit |
there's no way to get the final texture with all the combinators applied and save it to a file, for example, right? |
11:23 |
sfan5 |
no |
11:24 |
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11:27 |
whosit |
could be useful to have server "cache" the more expensive ones... |
11:27 |
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11:29 |
sfan5 |
the server does not have any of the graphical libs, and this won't work with texture packs |
11:30 |
sfan5 |
in general I'd say if you have textures modifiers that are expensive to compute you are doing it wrong |
11:30 |
sfan5 |
(or it's the engine's fault for being slow) |
11:30 |
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11:32 |
whosit |
part of it is the engine's fault for not having sane way to write text on textures... |
11:34 |
whosit |
but also, I'm just trying to find a simple way to render a "live" map in a formspec - wanted to quickly map node to colors somehow :p |
11:38 |
sfan5 |
if I had to i'd use write_png and remote media (or the [png modifier) |
11:38 |
sfan5 |
but there's fundamentally no solution that won't fill up the client's media cache |
11:41 |
whosit |
there's dynamic_add_media with ephemeral=true... but it's semi broken (I've promised to file a bug about it...) |
11:41 |
whosit |
can't send same texture to different people at different times with ephemeral=true |
11:43 |
whosit |
unless long enough time is passed and it's cleared from... somewhere on the server too |
11:46 |
sfan5 |
you know as a developer it's kind of disappointing to hear that people aren't using a feature because it's broken, yet nobody has told you about it |
11:48 |
whosit |
we may have discussed it some time ago, I think I wanted to craft a minimal mod to repro it before I got distracted |
11:49 |
whosit |
what I was trying to do is to create in-game "screen" node/entity that shows images served by an external server |
11:49 |
whosit |
it works, just not the ephemeral part |
11:51 |
sfan5 |
it should work tho |
11:52 |
sfan5 |
hm well the docs are not exact on this, but I agree it should work |
11:53 |
whosit |
it errors if I try to send same texture again.. I may have to dig up logs to rememeber what it complains about or poke at my mod again.. |
11:55 |
whosit |
so, my idea is: |
11:55 |
whosit |
a node showing a texture, but only to people who can see it (who are nearby) |
11:56 |
whosit |
when someone comes near (I was using AreaStore for it), it's using dynamic_add_media to load the texture. When it's loaded, I show the entity to the player with :set_observers() |
11:57 |
whosit |
this works fine, only texture is dynamic - it's served over HTTP from a python server that renders it |
11:57 |
whosit |
so I don't want to fill up the client cache with them |
11:58 |
whosit |
I set ephemeral=true, but this make dynamic_add_media to error when another person comes near the "screen" withing 3 seconds of the first one |
11:59 |
whosit |
as this mod has many extra parts, I wanted to make a minimal repro for the issue, which should not be hard actually X) |
11:59 |
whosit |
but it's not obvious why I do it this way, I guess |
12:08 |
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12:10 |
sfan5 |
what is the error? |
12:12 |
whosit |
I'm running the mod... and cannot reproduce it XD |
12:12 |
whosit |
maybe something changed in 9 months... |
12:14 |
whosit |
I'll try writing a minimal thing to repro it as I remember, to be sure, sorry :p |
12:16 |
whosit |
would be awesome if my mod got fixed by itself ;D |
12:34 |
whosit |
ERROR[Server]: Server::dynamicAddMedia(): file "whatever.png" already exists in media cache |
12:34 |
whosit |
idk what I did with my mod that it does not trigger it... |
12:35 |
whosit |
this is on 5.14 |
12:35 |
sfan5 |
ok yeah I can see it in the code why it doesn't work |
12:36 |
sfan5 |
problem: for ephemeral media the server makes a copy of your file, so it's immediately obvious that it's still the same file |
12:36 |
sfan5 |
however in the non-ephemeral the server also just trusts the mod to keep the file intact |
12:37 |
whosit |
https://paste.debian.net/1393491/ |
12:38 |
whosit |
yeah, but it's send to different players, for this use case... |
12:38 |
sfan5 |
however I think the server hashed it anyway(?) |
12:38 |
sfan5 |
I'll check if this can be trivially fixed |
12:38 |
whosit |
I also can't make it texture_1.png and texture_2.png, since they should see same entity... |
12:38 |
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12:43 |
whosit |
I have no idea about internals, but it's a bit strange that it complains about cache when I'm just trying to send a copy to another player... if it's critical, then maybe there needs to be a per-player map of sent media files, or something... which is ugh |
12:46 |
sfan5 |
the server has a global list of available media, and stuff needs to go in there or it can't be transferred |
12:48 |
sfan5 |
ok no this is hard to fix |
12:54 |
sfan5 |
probably the "client should cache" should be disconnected from ephemeral |
13:02 |
luatic |
whosit: there technically is a way to do texmods on the server and i have invested an in hindsight regrettable amount of time into it (though writing a PNG reader and a parser for texmods was fun). |
13:02 |
luatic |
it's a bit outdated by now, but supports most texmods: https://github.com/appgurueu/modlib/tree/master/minetest/texmod. |
13:02 |
whosit |
luatic: sounds awesomely horrible :p I'll look at it... |
13:05 |
ireallyhateirc |
does luanti do ambient occlusion? |
13:05 |
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13:05 |
whosit |
decode_png() is a nother missing piece that could be added for completeness... |
13:07 |
luatic |
whosit: indeed, would require making the server depend on libpng though. encode_png is different in that because it is so stupidly simple, it is actually just a few lines of C++ (or Lua, if you wish). |
13:07 |
luatic |
ireallyhateirc: it does some kind of budget ambient occlusion for nodes as far as i know |
13:09 |
ireallyhateirc |
this will be me and my wishlist again but I'd like to have more control over light and shading |
13:09 |
whosit |
server-side image manipulation could make dynamic media more powerful though... or I guess having an external server doing it works too (that's what I did - use python+PIL to render a texture... |
13:09 |
ireallyhateirc |
I want to replicate this style for characters https://p.mort.coffee/3y7.png |
13:10 |
ireallyhateirc |
and to achieve this I'd need a 100% emissive material |
13:11 |
ireallyhateirc |
so AO could get in my way |
13:16 |
whosit |
sfan5: should I create the issue describing the use case and the error with ephemeral? |
13:29 |
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13:37 |
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13:38 |
MTDiscord |
<greenxenith> ireallyhateirc: glow = -1 |
13:38 |
ireallyhateirc |
wow so hacky, thanks |
13:41 |
sfan5 |
whosit: maybe |
13:48 |
whosit |
ok... |
13:49 |
sfan5 |
even if the dynamic media worked perfectly as intended there's still https://github.com/luanti-org/luanti/issues/11531 which will ruin your use case |
13:52 |
sfan5 |
at the very least ephemeral could be split into "client should cache" and "server should delete media after transfer" |
13:56 |
sfan5 |
so yes please do |
14:01 |
whosit |
maybe could get away with it if it's just for rendering semi-static signs, but yeah :/ |
14:05 |
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14:14 |
repetitivestrain |
rubenwardy: regarding https://github.com/luanti-org/luanti/issues/16240#issuecomment-3163942268, games will absolutely ship optional mapgen mods, as mineclonia intends to very soon |
14:14 |
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14:15 |
repetitivestrain |
and the mod where the mapgen is implemented also provides facilities which must be enabled even in absence of the map generation itself |
14:16 |
repetitivestrain |
so what would really benefit mineclonia (at least) would be a means of renaming singlenode in the Create World wizard and providing a settings dialog for options (such as preset type and large biomes) when singlenode is selected |
14:18 |
Oblomov |
ah, caching, one of the famously essy problems of CS |
14:18 |
Oblomov |
(sorry for the OT) |
14:42 |
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14:46 |
sfan5 |
whosit: ok no need now I added the feature I was thinking of in https://github.com/luanti-org/luanti/pull/16445 |
14:49 |
whosit |
just submitted my issue X) |
14:52 |
whosit |
I should try this with my snippet... |
14:52 |
sfan5 |
it doesn't fix the issue |
14:52 |
sfan5 |
it just allows you to work around it |
14:52 |
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14:58 |
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14:58 |
TenPlus1 |
Hi folks |
14:58 |
whosit |
so, ephemeral=false, client_cache=false will allow to send it to players selectively, but won't litter client file cache? |
14:58 |
TenPlus1 |
is anyone having troubles connecting to certain servers at all ??? |
14:58 |
whosit |
hi TenPlus1 |
14:59 |
TenPlus1 |
o/ whosit |
14:59 |
sfan5 |
whosit: yes |
15:01 |
TenPlus1 |
Problem: I can connect to every other server just fine, but cannot log into Xanadu using client, but... if I use the web version of Minetest I can sign into Xanadu just fine ?!?! o.O |
15:03 |
luatic |
TenPlus1: sounds like some firewall rule gone wrong? the web client uses a proxy |
15:04 |
sfan5 |
the "web version of Minetest" proxies your traffic over a third-party server |
15:04 |
sfan5 |
so if anything something might be wrong with your local network |
15:04 |
TenPlus1 |
even though I can sign into every other server just fine ? |
15:05 |
TenPlus1 |
P.s. I've also tried different Os' on the same system, has the same result... |
15:07 |
whosit |
this may need clarification too: "Regardless of any use of ephemeral, adding media files with the same name twice is not possible/guaranteed to work. An exception to this is the use of to_player to send the same, already existent file to multiple chosen players." |
15:09 |
TenPlus1 |
lemmie go for a full reset, router and all to see what happens, brb |
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