Time Nick Message 08:32 erle rubenwardy contentdb claims you can login by email adddress, but “content.minetest.net@dieweltistgarnichtso.net” is not usable for a login, only my username. did i do something stupid maybe? 08:36 MTDiscord <ROllerozxa> logging in with my email address works for me, just tried 08:50 erle pls review https://content.minetest.net/packages/erlehmann/studs/ 08:50 erle :D 09:25 MTDiscord <Bla> erle just a noob idea but if you use type = "connected" and connects_to = {"air", "group:liquid"} to hide/show the studs shouldnt that reduce the needed faces? 09:26 erle Bla the problem is that nodeboxes are always fully drawn 09:26 erle Bla wait, hmmm 09:27 MTDiscord <Bla> sure but if there is a full block above you could skip the studs and use a simple cube for example 09:27 erle Bla you mean like what if i don't draw anything when not exposed to air? do you have a demo for that? 09:28 MTDiscord <Bla> Im not even totally sure I understand "connected" completly especially the disconnected part lol so no I dont have a demo ? 09:30 erle try making something, it seems interesting. though i think due to issue #10315 there might be a bunch of difficulties ahead 09:30 ShadowBot https://github.com/minetest/minetest/issues/10315 -- Nodeboxes with type=connected don't connect properly with the selflike 09:30 erle Bla it is definitely an interesting idea! 09:33 erle Bla the thing is though, i do want the studs to show up when someone puts, for example, a banner on top of it 09:58 MTDiscord <Bla> mh studs as default nodebox and add the group:nostuds to every node you dont want to show them if connected, if connected dont show the studs and if disconnected show studs. 10:00 erle Bla send me a patch ig 10:02 rubenwardy erle: have you confirmed the email? 10:02 erle rubenwardy i thought i did. maybe i did not, can you see that? 10:16 MTDiscord <Bla> erle not gonna make a patch because Im a Lua and minetest mods noob, it was just an idea I thought could help. 10:20 rubenwardy You didn't 10:20 rubenwardy I'll send a new conf email 10:21 erle thx 10:56 rubenwardy erle: done 10:56 rubenwardy You have either 6 or 12 hours, I forget 12:09 erle 12 i think 13:03 settl3r[m] Is there a mod which doubles the max. (horizontal) size from 62k to 124k ? 13:03 settl3r[m] Or a fork of Minetest engine which does that? 13:03 MTDiscord <ROllerozxa> there were a set of pull requests which increased the world size to 32-bit integer limits but I think it was abandoned after they were closed 13:04 settl3r[m] Is it infeasible to code it? 13:06 settl3r[m] Would it introduce hard to fix bugs? 13:10 MTDiscord <ROllerozxa> well "infeasible" depends on how you see it, as I said it already exists but it's incompatible with the regular server protocol 13:10 MTDiscord <ROllerozxa> it seems to be more or less a case of switching types around and testing until it doesn't blow up in your face during gameplay 13:11 MTDiscord <ROllerozxa> be more... have been more, as in what the PRs did. see https://github.com/minetest/minetest/pull/11843 for part one of it 13:14 MTDiscord <Warr1024> "testing until it stops blowing up" sounds like about what you'd have to do to make something like this work. 13:14 MTDiscord <Warr1024> Feels like it could be a 6.0 thing someday ... and since there is no 6.0 on the horizon yet... 13:15 settl3r[m] Thank you for answering. (and i found https://forum.minetest.net/viewtopic.php?t=25899 , meanwhile), so it seems to be a huge effort to shift "everything" from 16bit to 32bit.. 13:17 settl3r[m] humm.. can Minecraft be modded such, that it had Y=62 km ? 13:17 MTDiscord <ROllerozxa> I think so, it's called cubic chunks 13:17 settl3r[m] (and unfortunately, Vintage Story is not open-source) 13:17 settl3r[m] cool 13:20 MTDiscord <Warr1024> Haha, pretty sure Minecraft isn't open source either 13:20 MTDiscord <Warr1024> so ... good luck 13:23 MTDiscord <ROllerozxa> people like to call minecraft source available rather... because you can trivially decompile the java bytecode and there also exists source mappings (both legally encumbered official mappings and CC0 mappings) 13:24 MTDiscord <ROllerozxa> redistributing the minecraft source code unmodified or fully is illegal though so it's far from open source 13:25 MTDiscord <Warr1024> It's really only approximately source-available though, since that's not quite the real source. It's close, but there is surely a little nuance (and potentially a lot of documentation) absent. 13:26 settl3r[m] hm.. could we mod VS to be like MT, but combining the strengths of both? 13:28 MTDiscord <ROllerozxa> oh yeah, yeah, it's not 1-by-1 the code that exists in mojang's git repository, comments are of course gone and the java compiler also does optimisations (...as any compiler does with the proper configurations) which can make the decompiled code end up looking dramatically different or even unrecompileable 13:29 MTDiscord <Warr1024> Mods that change the behavior of the code are generally possible, but not always easy. Mods that change the license are pretty much impossible. 13:31 MTDiscord <Warr1024> Well, other than "this mod removes all licensing from the code, rendering you no longer allowed to possess it." That one is actually pretty easy. 13:33 MTDiscord <ROllerozxa> how about a mod that removes all code? then whatever license the code goes under is therefore gone as well right? :P 13:52 MTDiscord <Warr1024> Nope, I think you can have licensing terms for an empty project :-D 13:52 MTDiscord <Warr1024> I mean, it'd be easy to just clean-room it at that point though, so your license terms don't mean much. 13:55 erle settl3r[m] a big issue with just increasing the world coordinates is float accuracy at the borders btw 13:56 erle settl3r[m] at some point you run into minecraft farlands problems. i don't think doubling it would do it. but you can't just increase the size. 13:56 erle settl3r[m] also, look at the data types for coordinates internally. 13:57 settl3r[m] So the last digits would have to be discarded. Then it could not use 2 billion sized maps, but "only" ~1-2 million blocks large maps? 13:58 settl3r[m] * large maps? (1000x1000km large maps would be enough for anybody, i guess) 13:58 settl3r[m] * So the last digits would have to be discarded. Then it could not use 2 billion sized maps, but "only" ~1-2 million blocks large maps? 13:58 settl3r[m] (1000x1000km large maps would be enough for anybody, i guess) 13:58 settl3r[m] * So the last digits would have to be discarded. Then it could not use 2 billion sized maps, but "only" ~1-2 million blocks large maps? 13:58 settl3r[m] (1000x1000x62km large maps would be enough for anybody, i guess) 13:58 erle settl3r[m] just forget about it. 13:59 erle as i unnderstand it, map enlargement is not really on a near-term roadmap. 13:59 erle settl3r[m] you can look at prollers map enlargement PR that got closed. 13:59 settl3r[m] yeah (or using VS) ^^ 14:01 settl3r[m] i guess we need better AI to fork the code to use 32bit coordinates.. 14:01 erle lol 14:01 erle settl3r[m], are you another GPT3-bot? 14:01 settl3r[m] lmao 14:03 settl3r[m] AI dungeon and Replica AI aren't that bad, though ^^ 14:16 MTDiscord <ROllerozxa> textsynth is also fun, you can make it generate anything from recipes to made up #minetest IRC logs 14:17 MTDiscord <ROllerozxa> latter always tends to gravitate towards turning it into #ubuntu though... >.> 14:20 MTDiscord <luatic> Have you tried generating #minetest-dev logs yet? 14:46 MTDiscord <ROllerozxa> mostly ends up the same... except everyone calls it minetest-dev instead of just minetest 17:09 settl3r[m] How long should a password for a normal player-account for a public MT server be? And how complex should it be? 17:10 settl3r[m] And how can i change it, on servers which don't support the standard command for changing user-pws? 17:10 MTDiscord <Warr1024> Same as any other password: make it as long and complex as you think you can tolerate for the level of security you want. 17:10 MTDiscord <Warr1024> The correct way to change your password is using the in-game menus, I think you do NOT want to use a /command type interface for it. 18:19 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix broken FPS/dtime counters in debug info 1371a56c3 https://github.com/minetest/minetest/commit/71a56c355223aa45a980c16329c88ba9ec8b3354 (152022-05-03T18:17:43Z) 19:03 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: ContentDB: Fix ungraceful crash on aliases when list download fails 13e9e6710 https://github.com/minetest/minetest/commit/e9e671078c8ddfcaac30e8f04976a8c69031a9b9 (152022-05-03T19:00:29Z) 22:30 erle wsor is mod reviewing like PR reviews for minetest? like can i make it go faster by doing some stuff or begging every few days that someone takes a look? or is it just “we are 3 people and have very little time”? 22:32 wsor well, you asked me, so ill go take a look 22:34 oiioiiio >Execution of async base environment failed 22:34 oiioiiio any ideas? 22:35 oiioiiio debian stable amd64 22:37 oiioiiio compiled on i386 just a couple weeks ago, running fine on the home server. 22:41 wsor erle: done 22:42 rubenwardy oiioiiio: there should be an error traceback in the logs 22:42 rubenwardy giving more detail 22:42 oiioiiio yup 22:42 rubenwardy logs or terminal 22:42 oiioiiio it goes to game.lua in /usr/local/share 22:43 oiioiiio in my previous install that directory only contains an init.lua 22:43 rubenwardy have you updated minetest without building and reinstalling? 22:45 oiioiiio I built it a second time just today, since I noticed changes in git- is there a way to update without a build? 22:51 rubenwardy building is required when you update 22:51 rubenwardy but you also need to either use RUN_IN_PLACE=1 or update the files in /usr/local/share 22:52 rubenwardy that error is because the binary is newer than the files in /usr/local/share 23:14 erle wsor, thx 23:15 erle wsor if you have ideas how to improve it, tell. i mainly made it as a joke, but now i want it to exercize the engine so x2048 can improve the nodebox face merging/culling thing 23:15 wsor do what everyone else does, make meshes if you want better perf :P