Time Nick Message 00:17 doserj would something like this be welcome? https://github.com/doserj/minetest/commit/ce706caac7d0a35090a519d688c39545cc74b0bf 00:17 VanessaE I'd welcome it. 00:18 VanessaE there are a couple of instances I've seen that would have looked better with that - however, 00:18 VanessaE that can also be done with nodeboxes. 00:19 doserj 4 nodeboxes with 0 thickness? 00:19 VanessaE yup 00:56 hmmmm ah, like wheat in minecraft 00:56 VanessaE similar yeah 00:57 VanessaE indeed I think the farming mod might look better with a drawtype like that (or the nodebox-based equivalent) 00:57 hmmmm definitely a welcome addition 02:13 SitDogDev i ran a code profiler on minetest today. here are the top five issues (33% of runtime): irr::core::vector3d::vector3d(), std::_Iterator_base12::_Orphan_me, irr::core::vector3d::operator+, VoxelArea::getExtent(), VoxelArea::index 02:26 hmmmm well what do you expect!? 02:26 hmmmm those aren't issues, they're just the hottest functions 02:35 SitDogDev i was just looking at the numbers :D 02:54 SitDogDev i think i want to fix this first only because i am on a verrrrrrrrrrrrrrrry low end laptop. 04:50 SitDog celeron56? a year older? 04:51 VanessaE nope, just one nick collision later ;) 10:41 Calinou http://minetest.net/forum/viewtopic.php?id=3956 < why not make one of these official 10:45 celeron56 i guess we should have some official "mac builds" forum thread 10:46 Calinou why not a download link in the download section of minetest.net :P 10:46 celeron56 as it appears no one guy will come and stick around but rather multiple people randomly work on it 10:47 Calinou better than nothing 18:18 dannydark Hi all, would someone be kind enough to merge my fullscreen_bpp fix? that sets the bit rate for fullscreen to its correct bit rate value which in turn fixes fullscreen mode. 18:20 dannydark The Irrlicht documentation/code states that 16 and 32 are the only valid values for this, I know putting a different value to 16/32 makes the game window less which some people like on some linux desktops, but... 18:20 dannydark I feel that it should be set at its correct value so that fullscreen works correctly and then people who want to get this "window less mode" can just change it to a invalid value 18:22 dannydark windowless* 18:22 PilzAdam can you link this Irrlicht documentation? 18:22 dannydark Yeah one sec 18:23 dannydark ok the first mention is here: http://irrlicht.sourceforge.net/docu/example001.html in the tutorial ("bits: Amount of color bits per pixel. This should be 16 or 32. The parameter is often ignored when running in windowed mode.") 18:23 dannydark I will find the other references 18:25 felix20 Wow cool, I just compiled minetest from Code::Blocks 18:27 dannydark PilzAdam: Sorry struggling to find the other links, give me a minute or two 18:28 PilzAdam sure 18:39 dannydark hmm nope can't seem to find them now, changing the bit rate to 32 or 16 though also fixes "Switch to fullscreen: The graphics mode is not supported." error as well as "Depth stencil buffer is not compatibile with video format." which I was getting while playing around with shadows 18:45 dannydark PilzAdam: Also seperate to this, will your controls branch be getting merged anytime soon? (even if it is after 0.4.4 just curious if it will get merged ^_^) 18:46 PilzAdam dunno, it depends on what others think about it 18:47 dannydark I personally think all the tweaks and changes you have made are a good move, also the fly/noclip thing we was talking about the other day are obviously something I would like to see merged 18:48 celeron55 i don't like sprinting 18:49 celeron55 could somebody possibly explain to me what is the point of it? 18:50 dannydark I quite like the sprinting idea, although I didn't test that does it also increase the head bobbing speed? (while sprinting) 18:50 PilzAdam celeron55, i just added it to test it 18:50 dannydark Well sprinting will be useful for when/if aggressive mobs are added 18:50 PilzAdam and i agree that it doesnt make any sense 18:51 dannydark If your being chased by a mob in a cave while you have a lot of mined mese it gives the player a bit more of a chance to escape 18:51 Calinou sprinting + stamina would be ok 18:52 Calinou but please no hunger :facepalm: 18:52 dannydark although at the moment you don't drop/loose your inventory 18:52 celeron55 i have sprinting and stamina in games 18:52 celeron55 ... 18:52 celeron55 hate* 18:52 Calinou i suggest adding bones mod :P 18:52 celeron55 bones is good 18:52 PilzAdam I like the idea of the bones mod but the node looks ugly 18:52 celeron55 i like the looks of it too 18:53 dannydark but I think eventually it would be nice to see you drop your inventory or something similar when on survival...to make it a little less creative 18:53 celeron55 by the way, i won't be doing any actual stuff in a few days probably; i just don't feel like it 18:54 Calinou adding bones mod (maybe with changed texture?) in 0.4.4 would be good, imo 18:55 celeron55 (the bad thing about me being the main developer AND the producer/general do-all person is that if i get tired as a programmer, i am not around picking up the stuff that was done and polishing and packaging it for people...) 18:56 Calinou PilzAdam/darkrose/thexyz could do it :P 18:57 dannydark does anyone have a link to the bones mod? can't seem to find it using the forum search 18:57 PilzAdam im searching it too 18:58 PilzAdam got it: http://minetest.net/forum/viewtopic.php?id=2206 18:58 dannydark found it:http://minetest.net/forum/viewtopic.php?id=2206 18:58 dannydark haha ^_^ 18:58 celeron55 the forum search is kind of crappy for searching mods 8) 18:58 PilzAdam it depends on worldtime, need to fix that 18:58 dannydark I had to search by "bone" rather than "bones" :S 18:59 Calinou then include worldtime in default mod :P 18:59 dannydark ^ Yeah sounds like it could be quite useful 18:59 celeron55 google does a good job finding stuff from the minetest forum too though 18:59 PilzAdam ehm node timers? 18:59 celeron55 https://www.google.fi/search?q=minetest+bones+mod 19:00 celeron55 -> first result 19:00 Calinou google.fi, heh 19:00 dannydark Ah nice ^_^ haha will use google in the future if I have problems finding anything hehe 19:00 PilzAdam its way too many code for this little mod 19:00 celeron55 google even finds stuff from the channel los 19:00 celeron55 logs* 19:01 celeron55 like, completely random API design discussions and what ever 19:01 Calinou distro wars too 19:01 PilzAdam this mod code is completly crap 19:02 Calinou only concern is, does it use a lot of CPU? other than that I don't care 19:02 PilzAdam but I do 19:02 Calinou the end user is not going to read code, he is going to care about the speed of the game, and whether they lose their items when dying 19:03 PilzAdam it can be done without the abm 19:03 dannydark Calinou: true but it would be nice to keep anything included by default to some sort of high standard 19:03 dannydark as many people will probably use the code as starting point for there own mods 19:04 PilzAdam I can rewrite this mod 19:04 celeron55 a node timer? 19:05 PilzAdam it doesnt allow other players to take the items for some time 19:06 celeron55 hmm, oh yeah, you don't need almost anything for that 8) 19:06 PilzAdam should i keep this feature? 19:06 Calinou yeah, it's ok 19:06 dannydark +1 from me 19:06 Calinou reduce time to 1 hour maybe? 19:06 Calinou default is 2 19:07 Calinou maybe make it a minetest.conf setting (if not already, no idea) 19:07 celeron55 but it changes the infotext to "foo's old bones" when they are old enough to take from by anyone 19:07 celeron55 that should continue to happen in your improved one too 19:08 celeron55 and... the time of how long it takes should not get decided at the time the bone node is created 19:08 celeron55 if somebody sets the time to 100 years, dies, sets it to 2 hours and waits 2 hours, it should be available for picking up 19:08 PilzAdam in this case its not possible with node timers 19:09 celeron55 or does somebody have a differing opinion 19:09 dannydark yeah keeping the player name would be nice, also fun for trolling people :D if you find there bones and loot 19:09 PilzAdam IMO make the items public immediatly 19:09 Calinou lol no 19:09 celeron55 i think the feature should be kept 19:09 celeron55 most definitely 19:10 celeron55 and i wouldn't object just using it as-is... it's quite standalone anyway 19:10 celeron55 altough for example bones.replaceable_node_types is bullshit 8) 19:11 celeron55 should check some property 19:11 celeron55 or just place it no matter what 19:11 dannydark what if you die in lava? 19:11 Calinou "place it no matter what" > maybe, but drop the node that was replaced (like falling nodes) 19:12 dannydark although I guess if you die in lava you could always dig it out 19:12 PilzAdam it should replace everything; so polite players can go into dirt when dying so noone has to dig out the grave 19:12 Calinou maybe add PilzAdam's builtin_item mod too, it 1) destroys items in lava, 2) moves items in flowing water, 3) makes items disappear after a while (should be set to 1 hour probably, like bones) 19:13 dannydark +1 19:13 PilzAdam the water thing is hacky 19:14 Calinou gtg now 19:15 celeron55 oh also, i have thought the snow mod would really improve up the terrain... but i am not sure if it performs well enough for upstream 19:15 celeron55 as the api just sucks for what it does 19:15 VanessaE that plus jungle trees (but not bas080's code, it's too slow unmodified) 19:15 celeron55 jungle trees is slow as the most hell of hells 19:16 VanessaE I'm working on improving it. 19:16 celeron55 oh, umm... i guess that was the jungle 19:16 celeron55 you should imagine api functions that would speed up the job 19:16 celeron55 and write them down as a proposal somewhere 19:17 VanessaE meh, anything i think up, you'll call horrible :-) 19:17 celeron55 i have wanted to examine the snow mod and do that too, but i just don't have time... 19:17 celeron55 vanessa-grade horrible is slightly better than nothing 19:17 dannydark Yeah snow type biomes would be nice, although it would probably be better added via the new mapgen that hmmmm is working on? instead of just sticking a mod in that will be removed once the new mapgen is done (im guessing) 19:18 VanessaE but it seems to me we need hooks to specify the type of trunk, the trunk thickness, the types of leaves, and the pattern of those leaves (that's the hard one) 19:18 celeron55 dannydark: hmmmm's mapgen is probably going to take so long nobody'll want to wait, and also such functions are needed anyway 19:18 VanessaE maybe a few hard-coded default leaf patterns is enough for now 19:19 celeron55 i wouldn't think that would be a good way to do it 19:19 celeron55 rather just make the mapgen figure out where to put the individual trees (that is the hard part) and then feed the coordinates to lua 19:19 celeron55 which can just put them there 19:19 VanessaE normally I wouldn't either, but specifying a leaf pattern any other way basically means supplying several formulas or something 19:20 dannydark celeron55: yeah I guess :( just was hoping hmmmm to jump into the convo then and say it was nearly ready haha >_< 19:20 VanessaE if experimenting with the conifers and jungletrees mods is anything to go by, building nice trees in Lua is *dog* slow. 19:21 dannydark would jump* 19:21 celeron55 some function like "EnvRef:generate_plant_positions(minp, maxp, {some options}) -> table of positions" would probably be very useful 19:22 celeron55 VanessaE: i don't know, but i think the way slowest part is finding where to put them 19:22 VanessaE celeron55: actually the jungletrees mod uses something like that, by way of the generate ("generate ore?") function 19:22 VanessaE it places saplings, when then grow later. 19:23 VanessaE generate("jungletree:sapling", {"default:dirt_with_grass"}, minp, maxp, 0, 20, 10, 50, {"default:water_source"}, 30, {"default:desert_sand"}) 19:23 celeron55 VanessaE: ...there is no such function made in C++ 19:23 PilzAdam bones mod: should there be an inventory of the bones? or just punch it to get the items back? 19:23 VanessaE this is probably in bas080's habitat mod come to think of it. 19:23 VanessaE yup, it is. 19:24 dannydark PilzAdam: inventory would be nice, sometimes you might not want all the items back 19:25 celeron55 i guess if you dig it up you'd get everyhting, but how does one remove one without getting the items then... 19:26 celeron55 add a "remove" button to the displayed form? :---D 19:27 hmmmm it was nearly ready haha 19:27 VanessaE celeron55: at any rate, I don't think deriving the list of "grow here" positions is all that difficult, especially if you layer it on top of the existing mapgen - I mean, you already generate dirt with grass, why not just use some predictable pseudo-random function against the mapblock that was just generated? or perlin noise or something. 19:27 dannydark Ah good point >_< 19:27 hmmmm i've got projects and crap this week and then finals next week 19:27 dannydark hmmmm: .....was? 19:27 dannydark ah fair enough ^_^ 19:27 hmmmm well i just said exactly what you wanted to say 19:28 VanessaE celeron55: here's how it's done in the jungletrees mod, in Lua of course: http://pastebin.com/BH5Y9JZ5 19:28 hmmmm yeah the mapgen stuff is done but i have a small problem where the generated blocks don't line up, that's going to be somewhat difficult to debug 19:29 dannydark hmmmm: is it up on your github? 19:29 hmmmm to work on the new noise functions in the first place and compare parameters i made a separate gtk application that'll generate a perlin noise map of your choosing 19:29 hmmmm no i didn't commit the latest changes 19:29 hmmmm the one on the github right now either crashes or doesn't generate anything 19:29 hmmmm and is totally unlit 19:30 hmmmm hrm 19:32 dannydark oh haha, well if you could commit your latest changes if you get a chance maybe someone might spot the issue? or at least we would be able to try and help ^_^ 19:32 hmmmm it's the 5th, that paper is due on the 8th, the big paper is due by the 14th, the homework can wait, i need to do some emailing, so i guess that's okay 19:32 hmmmm i'll take a nap and then finish this up today 19:33 hmmmm hopefully 19:33 hmmmm i need to go to my newphews' birthday party and that's going to suck up like 4 hours 19:33 hmmmm s/newphews/nephews/ 19:33 celeron55 newbie's 19:34 dannydark lol 19:34 VanessaE celeron55, speaking of mapgen, can you explain this? 19:34 VanessaE celeron55: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/mapgenbug.png 19:34 hmmmm what's the bug there? 19:34 VanessaE note the RTT at the top, and the CPU usage of the server in the terminal at the lower left. 19:34 celeron55 how many MBs is that 19:34 hmmmm less than 1 19:35 celeron55 i'm on the sucky cellphone once again 19:35 VanessaE I teleported back to spawn, the map simply did not load. 19:35 VanessaE celeron55: 324 kB 19:35 VanessaE the map tool forever and a day to load (it has since done so) 19:35 hmmmm RTT means round time trip 19:35 VanessaE took* 19:35 hmmmm that's related to network 19:36 hmmmm not really related to cpu usage 19:36 VanessaE hmmmm: yes I know - my point of mentioning that is that I'm running a client on the same machine the server's running on, so the network can't possibly be at fault 19:36 celeron55 RTT is just how long it takes for a packet to get through network, times two 19:37 VanessaE and the mention of CPU load to show the server is neither crashed nor spinning out of control 19:37 celeron55 and now that the base protocol is handled in a thread, the server will usually answer to pings even if it is completely utterly stuck 8) 19:37 hmmmm oh 19:37 hmmmm so you're wondering why nothing up to where your position is was generated? 19:37 hmmmm even though the cpu is working hard? 19:37 hmmmm that's just how slow the current mapgen is 19:38 VanessaE hmmmm: correct. I waited for almost a minute for the map to regenerate there, after waiting a few 10's of seconds at the spot in the distance before teleporting back. 19:38 hmmmm haha it takes way more than a minute 19:38 celeron55 looking at the "received packets" graph of F5 gives a good idea if the server is alive 19:38 hmmmm what cpu are you on 19:38 hmmmm you using 19:38 VanessaE hmmmm: AMD Phenom II X6 1055T 19:38 hmmmm well 19:38 VanessaE (2.6 GHz) 19:38 celeron55 ehm 19:38 hmmmm it's single threaded so don't expect much 19:39 VanessaE Oh I know that. 19:39 celeron55 on this 3.1GHz i3 the mapgen is very responsive 19:39 hmmmm besides, those thuban cores are pretty weak individually 19:39 hmmmm oh 19:39 VanessaE but spinning at 40+ percent CPU but doing apparently nothing? :-) 19:39 celeron55 doesn't take more than 5 seconds to get a generated area to wherever one goes 19:39 hmmmm really? 19:39 dannydark is that cpu usage for the minetestserver, or the client? 19:40 hmmmm vanessa, it could be that the emerge queue is stuck 19:40 hmmmm i've seen it happen from time to time 19:40 VanessaE dannydark: well I just now saw that the server got bumped out of the screenshot just a split second before I took it, but it was riding at about 45% for the server and the usual near-100% for the client. 19:40 PilzAdam bones mod: should the crafting grid be placed into the bones? or lost? or stay in the player? 19:40 hmmmm i want to redo that entire thing after i'm done with this so that problem might disappear 19:40 PilzAdam IMO it should be lost 19:41 dannydark I agree it should be lost 19:41 VanessaE PilzAdam: into the bones. 19:41 celeron55 it is more likely that the combination of the block sending system and the map generation/fetching system is stuck, rather than either or 19:41 VanessaE it's still inventory. 19:41 VanessaE celeron55: that's what I was thinking. I'd blame my mods if the server were stuck at 100% :-) 19:43 VanessaE celeron55: in fact, if I didn't know better I'd swear it looks like the result of lost packets without retransmits 19:43 celeron55 PilzAdam: maybe the reasonable thing would be to try to put the items from it to the main inventory, and if they don't fit, just discard 19:43 VanessaE (but that's probably wrong) 19:48 VanessaE oh something I noticed: when the mapgen (or whatever) does this? The server also seems to forget where I am. if I were to have signed out at the moment of that screenshot, I would have spawned in the area in the distance on sign-in 19:49 VanessaE sokomine had that happen with his 0.4.3 client on my 0.4.4 server as well, though more severely. 19:50 hmmmm alright well i committed the latest changes to the mapgen 19:51 hmmmm i really doubt anybody but me is going to be the one to figure out what's wrong 19:51 hmmmm as you can see the source is pretty hackish looking as of right now 19:51 hmmmm i'll do cleaning when it's 100% 20:13 PilzAdam what should be the name of the setting in minetest.conf? 20:13 PilzAdam publish_bones? 20:16 VanessaE share_bones 20:17 VanessaE or wait, we're talking about being able to loot someone's bones right away? 20:17 PilzAdam and the default value? 1 hour? 20:17 VanessaE well the default is 2 hours isn't it? 20:17 PilzAdam VanessaE, yes 20:17 PilzAdam (to the loot thing) 20:18 VanessaE then share_bones_time = 1200 20:18 VanessaE assuming you wanna specify it as in-game time. 20:18 PilzAdam i will use seconds 20:19 VanessaE ok. 20:19 PilzAdam so 3600 will be default for me 20:19 VanessaE share_bones_time = 7200 20:19 PilzAdam why so long? 20:19 VanessaE because that's the default from the original mod as I recall? 20:20 VanessaE "They stay fresh for a short period of time (by default, 2 hours)." 20:20 PilzAdam why keep this? 20:20 VanessaE I see no reason to shorten that time. 20:20 PilzAdam people have to hurry a bit to get their items back 20:21 celeron55 let's make it dynamically two times the time that it takes to directly run from the spawning place to there 8D 20:21 VanessaE hm 20:21 celeron55 (no) 20:22 PilzAdam IMO 10 mins. 20:22 VanessaE well I was gonna say, if you can find a decent way to calculate running distance back to the spawn..... ;-) 20:23 celeron55 let's set it to 20 minutes 20:23 celeron55 because that is 24 hours in the day cycle 20:23 celeron55 by default 20:23 celeron55 ...iirc 20:26 PilzAdam https://github.com/PilzAdam/minetest_game/commits/bones 20:31 celeron55 pretty straightforward 20:33 PilzAdam gtg now; feel free to merge it 20:33 PilzAdam bye 20:34 celeron55 it should have a configuration option for disable/enable too i guess 20:34 celeron55 altough dunno how we're going to manage all these different things 20:34 celeron55 gameplay thins 20:34 celeron55 things* 20:35 dannydark or maybe just have it disabled for creative and always enabled for survival? 20:39 celeron55 i think we could just throw it in like that and see what users generally think 20:39 celeron55 i mean, disabled in creative mode 21:53 Taoki http://minetest.net/forum/viewtopic.php?pid=55209 I posted about a feature suggestion I had, which I think would be really interesting to consider (the post is a bit larger). In short, I'm thinking of a feature to allow realtime scripting from the minetest client while the server is running, so any player can create custom items on servers with this feature enabled (similar to Second Life).