| Time |
Nick |
Message |
| 00:28 |
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lisac joined #minetest-hub |
| 00:32 |
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paramat joined #minetest-hub |
| 00:47 |
rdococ |
Hm. |
| 00:48 |
rdococ |
lua_api.txt, line 2968: * Convert a string returned by `minetest.deserialize` into a table |
| 00:48 |
rdococ |
Didn't know deserialize returned a string. :P |
| 00:48 |
sofar |
it doesn't |
| 00:48 |
rdococ |
I know, it's a joke about a typo in lua_api.txt. |
| 00:49 |
sofar |
it's not a typo |
| 00:49 |
rdococ |
? |
| 00:49 |
rdococ |
Either that, or it's a confusing method of wording things. |
| 01:16 |
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| 01:24 |
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| 01:41 |
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| 01:59 |
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| 06:10 |
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| 07:02 |
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CWz joined #minetest-hub |
| 08:33 |
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tenplus1 joined #minetest-hub |
| 08:33 |
tenplus1 |
hi folks |
| 08:38 |
Dumbeldor |
Hi |
| 08:38 |
tenplus1 |
hi Dumbeldor |
| 08:44 |
tenplus1 |
what's new in the world or minetest ? |
| 08:46 |
Dumbeldor |
I don't know xD |
| 08:46 |
tenplus1 |
ehehe |
| 08:47 |
Dumbeldor |
15 september i come again to develop minetest :P |
| 08:48 |
tenplus1 |
I did see that torches now drop near water using on_flood, although I wont update real_torch mod until 0.4.17 is actually out and I migrate all my mods across at the same time :D |
| 08:50 |
Dumbeldor |
Good luck :D |
| 08:50 |
Dumbeldor |
You want learn C++ ? Or you prefer develop only mods in lua ? |
| 08:50 |
tenplus1 |
heh... I really want out players to all update at the same time so save issues playing game |
| 08:50 |
tenplus1 |
I do mods in lua |
| 08:51 |
tenplus1 |
I know little c++ and only have 1 pull which has kinda gone stale |
| 08:51 |
Dumbeldor |
Haha ok |
| 08:53 |
tenplus1 |
you work with c++ ??? |
| 08:54 |
Dumbeldor |
Yeah |
| 08:54 |
tenplus1 |
sweet :P |
| 08:54 |
Dumbeldor |
nerzhul is my Sensei ! :D |
| 08:54 |
tenplus1 |
I gotta learn more at some point, just lack of time :P |
| 08:54 |
Dumbeldor |
I'm french, i learn english xD |
| 08:54 |
Dumbeldor |
haha |
| 08:56 |
tenplus1 |
I learned french in school years ago but since forgotten anything useful :D |
| 08:56 |
Dumbeldor |
Bonjour tenplus1 :D |
| 08:56 |
Dumbeldor |
Comment vas tu ? :P |
| 08:56 |
Dumbeldor |
Yeah, french is very hard ^^ |
| 08:56 |
tenplus1 |
it's the whole masculine feminine thing |
| 08:56 |
tenplus1 |
am okie btw |
| 08:58 |
Dumbeldor |
Yes, but if you wrong masculine / feminine it's minor ^^ |
| 08:58 |
tenplus1 |
heh |
| 08:59 |
Shara |
Morning all |
| 08:59 |
tenplus1 |
hi Shara |
| 08:59 |
tenplus1 |
how do/ |
| 09:00 |
Shara |
Not bad thanks. |
| 09:00 |
Shara |
You? |
| 09:00 |
tenplus1 |
:P |
| 09:02 |
tenplus1 |
seen your abriglass being reviewed by nathan on youtube |
| 09:02 |
Shara |
Hehe, that was quite a while back |
| 09:02 |
tenplus1 |
somehow was shown on my new videos list :P |
| 09:02 |
Shara |
I've had to complete redo the colours due to 0.4.16 changes |
| 09:02 |
tenplus1 |
also ambience review but his sound was soo low |
| 09:03 |
Shara |
And found out they are still not right, since apparently white glass no longer has an inventory image :( |
| 09:03 |
tenplus1 |
eek |
| 09:03 |
Shara |
Here's the new colours though |
| 09:03 |
Shara |
http://gingercat.tk/mt/abriglass.png |
| 09:03 |
tenplus1 |
nice |
| 09:04 |
Shara |
at least black looks black and red looks red now.... after 0.4.16 they started looking pale grey and pink |
| 09:04 |
Shara |
Just really don't know how to make white look right again. but no time this morning :P |
| 09:05 |
tenplus1 |
I kinda wish the dev versions were minetest-next so we could test them alongside stable |
| 09:06 |
Shara |
Given the compatibility breaks... ekk. |
| 09:06 |
tenplus1 |
exactly that... I refuse to move past the dev release on the 19th July |
| 09:07 |
tenplus1 |
cause from that point player model has been messed with |
| 09:08 |
Shara |
I'm just worried how much it's going to mess with players when the time comes |
| 09:09 |
tenplus1 |
when 0.4.17 is released I will post signs for players to update on (win/linux/android) |
| 09:09 |
tenplus1 |
I want everyone using that version from then on so I can update all of my mods at once to newer functions |
| 09:09 |
Shara |
Signs often don't do much good from my experience. |
| 09:09 |
tenplus1 |
or a log in message when they join :) |
| 09:09 |
Shara |
And will old/new clients/servers be able to work together at that point? |
| 09:10 |
Shara |
(I have no idea just how much compatibility is breaking...) |
| 09:10 |
tenplus1 |
they can still connect but players will be stuck in the floors when using old versions/model |
| 09:10 |
Shara |
Yea, but there may well be other changes before then too |
| 09:11 |
tenplus1 |
am sure they will force some new changes since compatibility is already broken |
| 09:11 |
Shara |
Yup |
| 09:12 |
Shara |
I mean, if breaking compatibility, may as well do as much big stuff that comes under that heading in one go as possible |
| 09:12 |
Shara |
Otherwise, sooner or later it needs to get broken again, and it's important to minimise how often that happens |
| 09:13 |
tenplus1 |
yeah... with 0.4.17 they could remove all of the older compatibility functions, deprecation crap, alias' etc since players will need to use the new one anyhow |
| 09:13 |
Shara |
But I worry about a situation where before I update the servers, I'll have people on new clients who can't connect, then after I update, people on old who can't. |
| 09:13 |
tenplus1 |
it'll force a major update so they could possible fix csm and have the new version working on servers properly (disable switches) |
| 09:13 |
Shara |
why would aliases get removed? |
| 09:13 |
Shara |
That's something for mods surely |
| 09:14 |
Shara |
If there is no way to preserve my existing maps, I simply won't ever be updating. |
| 09:14 |
Shara |
Which long term will mean I'll be done with MT |
| 09:15 |
tenplus1 |
if there is map breakage then we need a tool to convert them over to the new format |
| 09:15 |
Shara |
And my maps use a load of aliases by this point :P |
| 09:15 |
tenplus1 |
same here |
| 09:15 |
Shara |
I already have nightmares about how to make sure I update about 200 mods correctly :P |
| 09:15 |
tenplus1 |
am talking alias' such as screwdriver_1 _2 _3 _4 from the OOOOOOOLD screwdriver mod |
| 09:16 |
Shara |
Well, I manually removed most MTG aliases on my own server |
| 09:16 |
Shara |
I've started slowly reviewing my mods against the current MTG ones and updating as I wish :P |
| 09:18 |
tenplus1 |
I kinda figure if I'm going to move over to the newer functions I want players on that version 1st then a huge move to keep them there (hopefully) |
| 09:19 |
Shara |
Getting players to change client = herding cats |
| 09:19 |
Shara |
Most of them using android have no idea how to change |
| 09:19 |
tenplus1 |
yeah, it'll be hard... but... if we offer a ton of new features to lure them in and mod changes then it'll be easier |
| 09:19 |
Shara |
It's not about offering them things. They just don't understand. |
| 09:20 |
tenplus1 |
f-droid will have latest 0.4.17 release when out, dunno about google app store tho |
| 09:20 |
Shara |
The number of kids I see moaning about adds and inventory problems... after we tried to explain to them so many times how to get the official version |
| 09:21 |
tenplus1 |
after the update I will no longer be supporting previous versions |
| 09:21 |
|
paramat joined #minetest-hub |
| 09:21 |
tenplus1 |
it's too much of a headache just now keeping compatibility with 0.4.14/15 |
| 09:21 |
Shara |
If adds that apparently make them die all the time, and an inability to craft or in some cases even use the inventory, isn't enough to make them change... :P |
| 09:21 |
tenplus1 |
hi paramat |
| 09:21 |
Shara |
ads* |
| 09:21 |
Shara |
Hi paramat |
| 09:21 |
paramat |
hi, don't worry, worlds are not going to be broken |
| 09:22 |
Shara |
Yup, was fairly sure :) |
| 09:22 |
tenplus1 |
*phew* |
| 09:22 |
paramat |
0.5.0 breakage is just new-old client-server compatibility stuff |
| 09:22 |
tenplus1 |
so long as worlds remain usable it's good |
| 09:22 |
Shara |
But I think there's definitiely going to be some headaches either way given how players are |
| 09:23 |
|
Krock joined #minetest-hub |
| 09:23 |
Shara |
(I know it's needed - this is discussion not complaint) |
| 09:23 |
tenplus1 |
hi Krock |
| 09:23 |
Shara |
Hi Krock |
| 09:23 |
Krock |
ugh.. wasn't prepared this time. Hi tenplus1, Shara |
| 09:23 |
paramat |
yeah, inevitable with breakage |
| 09:25 |
Shara |
paramat: turns out the current abriglass colours are causing complaints on my server :( |
| 09:25 |
Shara |
Specifically the white glass isn't white enough and has no inventory image |
| 09:25 |
Shara |
Any ideas? |
| 09:25 |
paramat |
there are even a couple of suggestions for features that would change map format, but i'm strongly opposing those as they're non-essential features |
| 09:26 |
paramat |
erm, i left a comment in the closed issue |
| 09:26 |
paramat |
about inventory images |
| 09:26 |
tenplus1 |
whas kinda of map changes ?? |
| 09:26 |
Shara |
Just saw after I hit enter sorry |
| 09:26 |
paramat |
no problem |
| 09:27 |
paramat |
clear glass needs to be more opaque? |
| 09:27 |
Shara |
paramat: thing is, the inventory images worked fine before, and all still do apart from that one |
| 09:27 |
Shara |
Well, it's not meant to be clear glass |
| 09:27 |
Shara |
It's meant to be white |
| 09:28 |
paramat |
abriglass:stained_glass_frosted? |
| 09:28 |
Shara |
Yes |
| 09:29 |
Shara |
I'm happy with the others I think, so just need to solve that |
| 09:30 |
paramat |
ok that one is registered in a different way to the others |
| 09:31 |
Shara |
Yea, because the others needed colorize |
| 09:31 |
Shara |
That's the only reason it's not in the same loop |
| 09:31 |
paramat |
maybe do 'tiles = {"abriglass_plainglass.png^[colorize:#"..colour..":122"},' for that one too, and provide a colour and tune the ratio, that'll give you more control over it |
| 09:31 |
paramat |
the colour will be white of course |
| 09:32 |
Shara |
As long as it actually shows in the inventory, it's good |
| 09:32 |
paramat |
it might if you do that |
| 09:33 |
Shara |
Thanks :) |
| 09:33 |
Shara |
Will test a bit later |
| 09:36 |
paramat |
and no we won't be removing aliases, those are long term things to support worlds |
| 09:36 |
tenplus1 |
not talking node alias' only old item one's like screwdrivers |
| 09:48 |
paramat |
ok |
| 10:05 |
tenplus1 |
brb |
| 10:05 |
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| 10:18 |
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| 10:23 |
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| 10:25 |
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Fixer joined #minetest-hub |
| 10:26 |
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tenplus1 joined #minetest-hub |
| 10:26 |
tenplus1 |
back... |
| 10:29 |
DS-minetest |
wb tenplus1 |
| 10:29 |
tenplus1 |
hi DS :P |
| 10:50 |
Calinou |
hi |
| 10:50 |
tenplus1 |
hi Cal |
| 10:51 |
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Fixer_ joined #minetest-hub |
| 11:42 |
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ThomasMonroe joined #minetest-hub |
| 11:42 |
tenplus1 |
hi thomas |
| 11:43 |
ThomasMonroe |
hi |
| 11:44 |
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Jordach joined #minetest-hub |
| 11:46 |
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CalebDavis joined #minetest-hub |
| 11:47 |
tenplus1 |
hi Jordach, hi Caleb |
| 11:47 |
CalebDavis |
hi ten |
| 11:47 |
tenplus1 |
o/ |
| 11:48 |
CalebDavis |
o/ o- o\ o- o/ |
| 11:48 |
tenplus1 |
:P |
| 11:48 |
CalebDavis |
:) |
| 11:54 |
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IhrFussel joined #minetest-hub |
| 11:55 |
IhrFussel |
Hello guys, how can I recursively list table keys+values? Like table[player1] = value1; table[player2] = value2; now I want to parse through the table and put the contents in another var |
| 11:55 |
tenplus1 |
hi fussel |
| 11:56 |
tenplus1 |
what kinda values ? |
| 11:56 |
IhrFussel |
It should look like this: "player1:value1 player2:value2" ... it's just ints |
| 11:56 |
IhrFussel |
It's for a scoring board |
| 11:58 |
tenplus1 |
in that case score[playername] should suffice |
| 11:58 |
tenplus1 |
local score = scores[playername] |
| 11:58 |
tenplus1 |
it'll either be nil if not set or have a value for score |
| 11:59 |
IhrFussel |
Yes but I want to parse through the table without having to know the playername |
| 11:59 |
tenplus1 |
use ipairs to list table contents |
| 12:01 |
tenplus1 |
for _,player in ipairs(scores) do |
| 12:01 |
IhrFussel |
Is there a way to get the table key as string? |
| 12:02 |
IhrFussel |
like scores[player1] = 0; now I want to get "player1" and "0" |
| 12:03 |
IhrFussel |
scores["player1"]* |
| 12:07 |
calcul0n |
like ten said : for name, score in ipairs(scores) do value = name .. ":" .. score |
| 12:07 |
tenplus1 |
hi calcul0n |
| 12:08 |
calcul0n |
hi |
| 12:12 |
IhrFussel |
calcul0n, local scores = {}; local value = ""; scores["a"] = 0; scores["b"] = 5; for name, score in ipairs(scores) do value = value .. " " .. name .. ":" .. score; end; print(value) << prints only a newline |
| 12:12 |
CWz |
So many "Bye Bye" threads it needs it's own central thread |
| 12:12 |
tenplus1 |
hehe.. hi CWz |
| 12:15 |
calcul0n |
IhrFussel, i think it's pairs, not ipairs |
| 12:16 |
IhrFussel |
calcul0n, ah now it works...weird, mt uses ipairs a lot though |
| 12:19 |
calcul0n |
yes, pairs takes key/values in a table, ipairs takes indices/values in a list |
| 12:19 |
calcul0n |
but that lua table is weird indeed :) |
| 12:20 |
IhrFussel |
I thought lists are also a kind of table |
| 12:20 |
calcul0n |
they are the same object but they behave differently |
| 12:21 |
calcul0n |
table.insert() will create a list and t[k] a table |
| 12:21 |
Bobr2 |
hi |
| 12:21 |
tenplus1 |
hi bob |
| 12:22 |
Bobr2 |
hi ten |
| 12:23 |
Bobr2 |
what u guys talking about |
| 12:23 |
tenplus1 |
stuff :P |
| 12:23 |
Bobr2 |
if u dont mind me asking |
| 12:23 |
tenplus1 |
tables and hwo pairs/ipairs uses them |
| 12:24 |
Bobr2 |
ah ok |
| 12:24 |
ThomasMonroe |
hi Bobr |
| 12:24 |
Bobr2 |
hi Thoamas |
| 12:24 |
Bobr2 |
ThomasMoroe |
| 12:24 |
ThomasMonroe |
XD |
| 12:25 |
ThomasMonroe |
Monroe |
| 12:25 |
Bobr2 |
oh well |
| 12:36 |
tenplus1 |
??????? |
| 12:39 |
shivajiva |
LOL |
| 12:39 |
shivajiva |
Hi ten, Krock, Bobr |
| 12:39 |
Krock |
hi shivajiva |
| 12:39 |
tenplus1 |
hi shiva |
| 12:39 |
tenplus1 |
hi fuchs |
| 12:40 |
Fuchs |
ello! |
| 12:40 |
shivajiva |
Hi fuchs o/ |
| 12:40 |
Fuchs |
yes, hi! |
| 12:40 |
Krock |
o/ Fuchs |
| 13:01 |
rdococ |
heh. Fuchs. |
| 13:06 |
|
Fixer joined #minetest-hub |
| 13:08 |
tenplus1 |
wb |
| 13:15 |
rdococ |
nineplus2 |
| 13:15 |
CWz |
one-hundredplus10 |
| 13:16 |
tenplus1 |
too high |
| 13:16 |
tenplus1 |
w00t |
| 13:17 |
rdococ |
I'd change my nickname but I'm literally on a billion channels - and that's /almost/ an exaggeration. :P |
| 13:18 |
tenplus1 |
ehehe, time to whittle down channels :D |
| 13:18 |
rdococ |
no, they carry too much sentimental value :P |
| 13:18 |
tenplus1 |
lol |
| 13:19 |
|
Krock joined #minetest-hub |
| 13:20 |
tenplus1 |
wb Krock |
| 13:23 |
Krock |
ty |
| 13:29 |
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ThomasMonroe joined #minetest-hub |
| 13:36 |
rdococ |
is there a %q reverse formatting option? |
| 13:37 |
rdococ |
e.g. string.format(string.format("%q", "yay text"), "anti-%q") ==> yay text |
| 13:37 |
rdococ |
oops, mixed up the parameters but you get the point |
| 13:37 |
Krock |
are you looking for string.match ? |
| 13:38 |
rdococ |
maybe? |
| 13:38 |
Krock |
that's some kind of regex which allows you to read out particular parts of texts |
| 13:38 |
rdococ |
ik |
| 13:39 |
rdococ |
I was just using it |
| 13:44 |
IhrFussel |
I don't get why my code runs even though the player used a pickaxe: local win = wi:get_name() if string.find(win,"crossbow") ~= nil or string.find(win,"sword") ~= nil then --do stuff end |
| 13:45 |
IhrFussel |
Oh and local wi = hitter:get_wielded_item() |
| 14:08 |
IhrFussel |
Nevermind another register code continued to run and dealt damage |
| 14:35 |
Calinou |
wi is literally hitter |
| 14:35 |
Calinou |
(:D) |
| 14:37 |
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soupfly joined #minetest-hub |
| 14:40 |
rdococ |
heh |
| 14:50 |
rdococ |
Interesting how Lua has a C(++) API, and Minetest (written C++) has a Lua API. |
| 14:52 |
tenplus1 |
API'ception |
| 14:54 |
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Raven262 joined #minetest-hub |
| 14:54 |
tenplus1 |
hi raven |
| 14:55 |
Raven262 |
hi tenplus1 |
| 14:55 |
Raven262 |
Damn |
| 14:55 |
Raven262 |
You managed to greet me first |
| 14:55 |
* Raven262 |
has failed. |
| 14:55 |
tenplus1 |
lol |
| 14:55 |
Raven262 |
There will be another time! |
| 14:56 |
Calinou |
Minetest AppImage running in a Fedora 26 VM: https://lut.im/lPGd5LqUxV/KfDVJ23R75HyKX7q.png |
| 14:56 |
Calinou |
and Debian 9: https://lut.im/jnbZmUV1Ui/Y2GPXvE82LDAAva6.png |
| 14:56 |
Calinou |
it was built from Ubuntu 14.04 using Clang |
| 14:56 |
Calinou |
(and the AppImage was created using linuxdeployqt) |
| 14:58 |
Calinou |
and the build script is pretty simple too: https://hastebin.com/toreculome.bash |
| 15:20 |
rdococ |
ugh |
| 15:20 |
rdococ |
now according to lua, 3 % 3 = 2 |
| 15:21 |
rdococ |
really though I've just created a super complicated stack-based language |
| 15:23 |
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soupfly joined #minetest-hub |
| 15:26 |
rdococ |
I kinda want to start over and create a purely stack-based system |
| 15:27 |
tenplus1 |
can but try |
| 15:28 |
tenplus1 |
what's it for tho ? |
| 15:28 |
ThomasMonroe |
rdococ try looking at the language for a HP48 |
| 15:28 |
ThomasMonroe |
its purely stack based |
| 15:28 |
benrob0329 |
(Offtopic) https://github.com/saitoha/PySixel/blob/master/README.rst |
| 15:29 |
KaadmY |
rdococ: by Lua having a C++ API, doesn't that mean the language bindings to implement Lua in a program...? |
| 15:29 |
benrob0329 |
(Also see) https://github.com/saitoha/libsixel/blob/master/README.md |
| 15:34 |
rdococ |
Lua has a C++ API for implementing a Lua API in C++. |
| 15:35 |
rdococ |
Someone needs to create a Lua API for implementing another C++ API in Lua. |
| 15:43 |
|
soupfly joined #minetest-hub |
| 15:49 |
Krock |
APIception |
| 15:50 |
tenplus1 |
lol |
| 15:55 |
rdococ |
Ugh, I'm trying to combat the ABM's tendency to start south-west but it doesn't seem to be working. |
| 15:57 |
tenplus1 |
heh, didn't think it mattered where it started but so long as it does :D |
| 15:57 |
rdococ |
It does, because if you want to move a node to a different position, the ABM might act on it /again/ within the same cycle. |
| 15:58 |
rdococ |
This keeps happening to me, and even when I add a queue system to prevent it, the ABM doesn't listen. |
| 15:58 |
tenplus1 |
hrm |
| 15:58 |
rdococ |
I even tried keeping track of the positions in the queue with a 3D array rather than using tables as indices! |
| 15:58 |
rdococ |
heh, tables as indices... |
| 16:00 |
tenplus1 |
what you trying to do with the nodes ? |
| 16:08 |
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| 16:09 |
tenplus1 |
hi Megaf |
| 16:09 |
Megaf |
Hello Twelveminus1 |
| 16:10 |
tenplus1 |
:P |
| 16:12 |
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| 16:14 |
tenplus1 |
hi DI3HARD139 |
| 16:14 |
DI3HARD139 |
Hello tenplus1 |
| 16:15 |
tenplus1 |
o/ |
| 16:23 |
IhrFussel |
How heavy is it to run get_objects_inside_radius(pos,30) every sec? |
| 16:26 |
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| 16:26 |
tenplus1 |
hi ruben |
| 16:26 |
tenplus1 |
fussel: do a for/loop with a timer , will show how heavy it can be |
| 16:31 |
tenplus1 |
local x = os.clock() |
| 16:31 |
tenplus1 |
for n = 1, 1000 do |
| 16:31 |
tenplus1 |
local o = minetest.get_objects_inside_radius(pos, 30) |
| 16:31 |
tenplus1 |
end |
| 16:31 |
tenplus1 |
print(string.format("elapsed time: %.4f\n", os.clock() - x), #o) |
| 16:35 |
tenplus1 |
whoops, define local outside that loop, but on my slow system I get 0.0098 for 1000 object gets |
| 16:38 |
tenplus1 |
hardly an impact at all if you're doing it every second |
| 16:39 |
IhrFussel |
tenplus1, alright cool...and instead of modname = {} modname.tablename = {} I can simply do modname_tablename = {} right? |
| 16:41 |
tenplus1 |
yeh |
| 16:49 |
tenplus1 |
o.O |
| 17:00 |
KaadmY |
Krock: :O |
| 17:00 |
KaadmY |
:OOOOOO |
| 17:00 |
KaadmY |
._O |
| 17:00 |
tenplus1 |
hi KaadmY |
| 17:00 |
KaadmY |
Hi tenplus1 |
| 17:03 |
* tenplus1 |
watched Labyrinth |
| 17:03 |
tenplus1 |
*s |
| 17:52 |
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| 17:52 |
tenplus1 |
hi behalebabo |
| 18:03 |
Fixer |
*,.,,,,* |
| 18:03 |
tenplus1 |
hi fixer |
| 18:04 |
Fixer |
hio |
| 18:08 |
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| 18:16 |
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| 18:47 |
rubenwardy |
IhrFussel, as a mod the only global you make should share the name of the mod |
| 18:47 |
rubenwardy |
But you can make a local called that |
| 18:47 |
rubenwardy |
You may have meant that, thought I'd clarify anyway |
| 18:48 |
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| 18:57 |
IhrFussel |
rubenwardy, I chose set/get_attribute now instead...are extended atrributes much slower than tables in Lua? |
| 18:57 |
rubenwardy |
Yeah |
| 18:58 |
rubenwardy |
As it's a context switch |
| 18:58 |
rubenwardy |
Attributes are in c++ |
| 18:58 |
IhrFussel |
But not as slow as files |
| 18:58 |
rubenwardy |
No, they're not |
| 20:21 |
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Topic for #minetest-hub is now http://hub.minetest.net/info | http://hub.minetest.net/regulars | Logs: http://irc.minetest.net/minetest-hub/ |
| 20:21 |
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| 20:21 |
sfan5 |
rubenwardy: next time loggingbot_ breaks please tell me |
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| 21:40 |
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| 21:55 |
Fixer |
as usual https://www.youtube.com/watch?v=ZjJzO2bgoZQ |
| 22:06 |
Sokomine |
what's there to see? |
| 22:07 |
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| 22:27 |
Megaf |
!title |
| 22:27 |
ShadowBot |
Megaf: Error: That URL appears to have no HTML title within the first 4KB. |
| 22:27 |
Megaf |
Fixer_, what is the video about? |
| 22:27 |
sofar |
if fixer_posts_url then assume("it's a music video that he is listening to") end |
| 22:44 |
Megaf |
aaahhhh! https://www.youtube.com/watch?v=vqGPq1zrD5E |
| 22:46 |
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| 22:55 |
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| 22:56 |
Sokomine |
sofar: ah, thanks *ignoring the video* |
| 22:57 |
Megaf |
I'm too ignoring do video until he tells me what it is about |
| 23:03 |
Fixer |
Megaf: time is running out |
| 23:03 |
Fixer |
GC64 actually helps |
| 23:04 |
Fixer |
no crashes when doing large worldedit edit |
| 23:04 |
Fixer |
s |
| 23:09 |
lisac |
hey why not place some other subgame screenshots in the screenshot subsection on the website? |
| 23:09 |
lisac |
it is the part most people will see |
| 23:09 |
lisac |
maybe place some mobs mods? |
| 23:09 |
lisac |
maybe screenshots from popular servers? |
| 23:09 |
lisac |
maybe moreblocks' slopes? |
| 23:09 |
Fixer |
57 million nodes was too much |
| 23:09 |
Fixer |
worldedit gave me error |
| 23:09 |
Fixer |
but not OOM |
| 23:09 |
Fixer |
which is good |
| 23:13 |
Fixer |
32 000 000 nodes... |
| 23:13 |
Fixer |
no crash |
| 23:19 |
Megaf |
nite folks |
| 23:21 |
Fixer |
i'm experimenting with WE |
| 23:22 |
Fixer |
no |
| 23:22 |
Fixer |
well, once |
| 23:22 |
Fixer |
BSOD |
| 23:22 |
Fixer |
ATI drivers... |
| 23:22 |
Fixer |
.png |
| 23:23 |
Fixer |
load up a world with lots of cobble houses, replace cobble with air -> amaze |
| 23:25 |
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| 23:27 |
Fixer |
peak mem usage by minetest was near 4.5 gb |
| 23:27 |
Fixer |
and my lua mem calc had 1028 mem of usage |
| 23:28 |
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| 23:29 |
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| 23:29 |
Fixer |
65 million nodes processed |
| 23:33 |
Fixer |
WE working area was 800x800x100 |
| 23:37 |
Fixer |
replaced most of water on JT world save with dirt, removed most of cobble above ground, 95% of garbage went away |
| 23:38 |
Fixer |
performance boost after water removal was impressive |
| 23:38 |
Fixer |
in terms of fps |
| 23:41 |
Fixer |
GC64 is doing, it seems |
| 23:41 |
Fixer |
luajit was 1 ofc |
| 23:42 |
Fixer |
good news everyone |
| 23:42 |
Fixer |
dreambuilder tests later |
| 23:46 |
Sokomine |
fixer: that notion about water removal sounds intresting. it seemed to me that removing the spots of water every 2-3 blocks below the fields in my mg_villages also helped client-side. maybe it wasn't just the reduction of abms |