Time Nick Message 00:09 sapier https://github.com/minetest/minetest/pull/1078 TCP/UDP mixed mode support please review until I have enet variant ready for testing 00:09 sapier btw I still don't really know how to compare those variants any ideas are welcome 06:51 xyz cool in the end hmmmm just fucking disappeared 06:57 xyz well I guess no one else is interested 07:01 kahrl guess that means more time to write the changelog 07:02 kahrl ah, you already did that 07:04 hmmmm ??? 07:04 hmmmm I am here 07:04 hmmmm I thought the release was done 07:07 RealBadAngel hi folks 07:07 kahrl did the clientmedia fix for webservers that can't deal with POST go in? 07:08 kahrl hrm, apparently not. oh well 07:08 kahrl I kind of forgot about that one 07:08 RealBadAngel i was readin lately the chan 07:09 RealBadAngel do we have a deal who is responsible for specific parts of code? 07:10 kahrl RealBadAngel: yeah, subsystem maintainers similar to how the linux kernel is maintained 07:10 RealBadAngel because i would like to sign specific seat 07:11 RealBadAngel thats in general good idea imho 07:11 RealBadAngel since we accomodated a few coders, workin in specific areas 07:12 kahrl right 07:13 RealBadAngel i would like to be responsible for shaders 07:13 kahrl here is the current list of subsystems: https://gist.github.com/celeron55/8189279 07:13 kahrl shaders would be subsumed under client/audiovisuals 07:14 RealBadAngel i can see 07:14 RealBadAngel so i should be with c55 in a team? 07:14 us_0gb Testing ... 07:14 RealBadAngel disease 07:15 kahrl no, the idea was to have only one maintainer per subsystem 07:15 RealBadAngel minimalistic theory vs eyecandies? 07:15 RealBadAngel thats not gonna work ;) 07:15 kahrl but c55 wanted to give the subsystem to someone else soonish, you should talk to him 07:15 RealBadAngel not in audiovisuals 07:16 RealBadAngel c55 way was pc at (<-ideal) 07:17 RealBadAngel my way is as much eyecandies as it is possible 07:17 RealBadAngel and targeting new GPU's 07:19 RealBadAngel btw im suprised he had chosen that area 07:19 kahrl http://irc.minetest.ru/minetest-dev/2013-12-30#i_3522914 07:23 RealBadAngel controversial 07:24 RealBadAngel i was learning GLSL for months 07:24 RealBadAngel i made working shaders 07:24 kahrl he means from the artistic point of view 07:24 kahrl the code is fine 07:25 RealBadAngel because im the only one texture pack maker that made a pack? 07:25 RealBadAngel fuck i even added auto generation 07:25 RealBadAngel i hate c55 attidude 07:26 RealBadAngel it is not acceptable 07:26 RealBadAngel i wont be crawling on the floor for ages 07:26 kahrl as I have zero artistic clue, you'll have to work this out with c55 yourself :/ 07:27 RealBadAngel i do have next part of code, tested for months 07:27 RealBadAngel ready to merge 07:27 RealBadAngel but i wont pull it 07:28 RealBadAngel that what i have read was enough for me 07:28 RealBadAngel please sign me outta this organisation 07:28 RealBadAngel im going back to modding only 07:28 kahrl ... 07:29 RealBadAngel im done with core development 07:29 kahrl I see no problem with adding "controversial" shaders as long as they can be disabled 07:29 RealBadAngel say it to c55 07:29 RealBadAngel im off that business 07:34 nore so, 0.4.9 was released? 07:40 RealBadAngel back for just one thing 07:41 RealBadAngel c55 taking care of audiovisuals. things that require new hardware and power. what a joke. 07:41 RealBadAngel ^for the record 07:47 xyz eh 07:48 xyz overreacting over those simple things is no good 07:49 hmmmm erm 07:50 hmmmm I don't know if I like that division of subsystems and having "exactly" one person for each 07:50 hmmmm for example you can't put sapier on the server and client, many people have and do modify it 07:51 hmmmm I can't put sapier on any single one subsystem 07:51 hmmmm and the scriptapi, everybody modifies that when they add new api of their own 07:51 hmmmm nobody should be able to (or should I say can) own scriptapi 07:51 xyz okay, I've published github release and posted forum entry 07:52 hmmmm not to mention that this adds a dependency on talking to these specific people in order to modify something if this plan is to really come to fruition 07:52 hmmmm the bus factor becomes an issue 07:54 xyz and the website is updated too 07:55 xyz Zeitgeist_: please update gentoo ebuild for Minetest, 0.4.9 is released now 08:00 Zeitgeist_ xyz: kk gonna update the ebuild s fast as possible 08:00 Zeitgeist_ as* 10:21 celeron55 eh what 10:22 celeron55 it's not about who can modify something; it's about who is responsible for making sure pull requests get handled and fixing the sybsystem if it doesn't work 10:24 celeron55 wtf is this thing with rba 10:26 celeron55 he just suddenly pissed himself off 10:28 celeron55 apparently he thinks i am going to suddenly stop anything made by him getting into upstream or something 10:28 celeron55 while i wasn't even around to be commenting anything 10:28 celeron55 that's fair 10:33 celeron55 also i already previously said that the "allocated" persons can simply give the same permission to someone else too if they see fit; but it's up to the one persons to handle that, not me or someone else 10:34 celeron55 apparently people are too used to the current organization to be able to think individually like that 10:34 celeron55 john_minetest: no, but there should be 10:35 celeron55 it should be a page which also overally describes the idea 10:35 celeron55 "Organization" or something 10:36 celeron55 i think dev wiki is best 10:41 BlockMen is there a special reason that 0.4.9 is released already? 10:42 nore BlockMen, yes: we got back to normal release time... not that very long time before 0.4.8 10:44 BlockMen ic 10:48 celeron55 https://gist.github.com/celeron55/8189279 11:10 sfan5 what the heck? ndk debugging is broken on 4.3... now I need to buy another device to debug minetest or what? -.- 11:11 sfan5 ( https://code.google.com/p/android/issues/detail?id=58373 ) 11:19 RealBadAngel celeron55, sorry, i just got upset because you were always the one blocking most of eyecandies i was working on 11:39 celeron55 i updated the text on http://dev.minetest.net/Organisation 11:40 celeron55 if anything is unclear to anyone, ask me and i will answer on that page 11:41 celeron55 i guess we should define how the maintainers are selected and when they change 11:43 celeron55 or i should 11:44 RealBadAngel celeron55, so... https://github.com/RealBadAngel/minetest/commit/a48d0e9bed5d478e1b9c468484eb81420ffed28b 11:45 RealBadAngel this is waiting for review i think... 11:51 celeron55 does someone use this? 11:52 RealBadAngel i was asking many times for testing... 11:52 RealBadAngel this change alone makes this: http://i.imgur.com/Jh13V2j.png 11:53 RealBadAngel without any extra files needed 11:54 RealBadAngel it was intended for 16x textues, but works suprisngly well for any 11:56 RealBadAngel it uses Sobel's 3x3 operator for normals and for each texel 3x3 gausian blur 11:58 RealBadAngel 256x sphax: withou: http://i.imgur.com/LEzebiX.png and with: http://i.imgur.com/RX2BUjh.png 11:58 pitriss RealBadAngel: maybe you should fix your shaders to not break look of framed glass.. With shaders are large glass places just ugly.. It is weird to see sides of nodes inside glass.. 12:00 RealBadAngel i havent got such issue report 12:04 RealBadAngel sorry. power was down here for a short while 12:05 RealBadAngel pitriss, please open an issue with screenshots how it looks like for you, your os, GPU used, drivers, and log for this session 12:06 pitriss ok i will do that later.. 12:07 RealBadAngel GLSL is very hard to maintain since same code works different for each version and if that was not enough for different GPUs (ie AMD or NVIDIA) 12:10 RealBadAngel without feedback i cant do nothing, because i do own only AMD GPU 12:11 celeron55 http://dev.minetest.net/Organisation#proposed:_releases 12:11 celeron55 i (and many others) would be glad if we could get someone on that 12:12 RealBadAngel celeron55, any comments on screenshots? 12:28 celeron55 all i can see is that this patch doesn't do anything for me 12:28 celeron55 ah, now it does 12:29 celeron55 lol, this looks ridiculous 12:30 celeron55 nowadays i can test on both, a haswell and an nvidia, on thee same computer 8) 12:30 celeron55 it slows down the haswell so much that it's unplayable 12:35 Jordach celeron55, i'll give it a test - see how bad it is 12:38 celeron55 anyway i can merge this 12:38 celeron55 i guess if we don't have a good game, then we have to let people play with silly shaders 8-) 12:39 Jordach celeron55, can i finish testing under 2.1.2 OGL? 12:40 celeron55 yes 12:55 nore there is a problem with node pointing: if I point a node, and there is an entity *behind* the node, which would be pointed if the node was not there, it is the entity which is pointed and not the node 12:55 nore is that normal? 12:55 sfan5 no 12:56 nore then why does it happen? (btw, the entity is the same kind of entity as falling nodes, except that it doesn't fall) 12:57 nore i.e.: visual = "wield_item" 12:58 nore can you reproduce it? 12:59 celeron55 that has always been the case 13:00 celeron55 the pointing of things is calculated separately for nodes and objects, and objects take precedence 13:00 nore why? 13:00 celeron55 it just happens to be so 13:03 nore and couldn't be it be changed? 13:05 celeron55 probably can 13:05 celeron55 you need to combine two messy loops 13:06 nore nope: you get distance of nearest selected object 13:06 celeron55 oh whatever just fix it 8) 13:06 nore and if you find a node nearer than that distance, you have what you want 13:07 Jordach celeron55, you shouldn't merge it 13:07 Jordach it's decided to throw a shader compile error 13:11 Jordach http://i.imgur.com/RU3YJMD.png 13:11 Jordach with just the generate normalmaps enabled :P 13:18 celeron55 i guess it needs opengl 3 then 13:18 celeron55 well that doesn't matter as long as it works when the option is disabled 13:19 celeron55 but these should be documented and also possibly autodetected somehow 13:19 celeron55 RealBadAngel: what do you think 13:27 nore https://github.com/Novatux/minetest/commit/91923806a98fb5cc8e2bf6ed6a864b41337bb3e5 <-- any thoughts? 13:28 nore celeron55, ^ 13:33 RealBadAngel celeron55, i do have 1,8ghz amd 4600 series 13:33 RealBadAngel with all those options enabled im getting 40-50fps 13:33 RealBadAngel for 256x texture pack and generation enabled 13:34 celeron55 nore: test it with very large and very small objects near nodes; if it works for both, it's good 13:34 celeron55 RealBadAngel: i don't care about performance; i asked about compatibility problems 13:35 nore celeron55: the node is selected if the distance from camera to intersection with node is less than distance from camera to center of object 13:35 RealBadAngel celeron55, yes, there are problems, but in general not in shaders code 13:35 RealBadAngel but the drivers folks are using 13:36 nore and it is not possible to make better, since for objects, the one with the closest _center_ will be selected, not the closest intersection 13:36 RealBadAngel propertiary drivers are way faster 13:36 RealBadAngel thats why Thorvalds showed a finger to Nvidia 13:37 RealBadAngel also i can notice on the very same box that minetest runs way faster on windows 13:37 celeron55 nore: maybe that's good because otherwise you couldn't select small objects that are inside large ones... maybe 13:38 RealBadAngel another note: it runs WAY faster in full screen mode 13:38 celeron55 RealBadAngel: you are talking about completely random things 13:38 nore but is what I said ok about the selection objects/nodes, or do I need to change it? 13:39 celeron55 objects behind nodes are blocked while objects in front of nodes aren't; that was the idea, right? 13:39 celeron55 this means that objects inside nodes are blocked too; is that bad? 13:39 RealBadAngel celeron55, those are two issues on the very same code 13:39 celeron55 does some mod insert objects in a node and expects the player to be able to take them from there 13:40 RealBadAngel opengl is such a bitch that work different way depending on GPU 13:40 RealBadAngel and the drivers 13:40 nore yes 13:40 nore celeron55, it depends on the position of the object 13:41 BlockMen cauldrons are impossible then?! 13:41 RealBadAngel even if you restrict shaders code to a specific version, it does matter what drivers you are using 13:41 nore I don't think there are a lot of mods that do that... 13:41 RealBadAngel and then what brackets are allowed 13:41 nore BlockMen, what would you mean, cauldrons? 13:42 BlockMen nvm, i forgot that there is sth like nodeboxes^^ 13:42 BlockMen ^nore 13:42 celeron55 what happens with nodeboxes that have a hole into them and there is an object inside? 13:43 nore celeron55: if the object is at the center of the node, and if you point the hole so that the intersection with the node is further than the center (that should be the case), then the object gets selected 13:43 celeron55 RealBadAngel: that doesn't mean we should simply disregard the user's problems 13:43 RealBadAngel no, ofc 13:44 RealBadAngel but i need feedback 13:44 RealBadAngel that means users tryin to run it 13:44 RealBadAngel and their error reports 13:44 celeron55 i would like it to be so that if shaders don't work, it asks the user whether he wants to disable shader features that don't work for him 13:45 celeron55 opengl's versioning is based on features, and the supported ones can be queried from the driver 13:45 celeron55 so minetest can disable what isn't supported 13:45 RealBadAngel atm shaders are compiled depending on chosen options 13:46 celeron55 nore: it's good then 13:47 RealBadAngel i am targeting glsl 1.20 13:47 celeron55 nore: i guess i'm responsible for this "pull request" so i can say that you can push it4 13:47 celeron55 -44 13:47 nore ok... 13:48 RealBadAngel celeron55, all the code named "shaders rework" was published way before i made a pull out of it 13:49 RealBadAngel and thx to feedback i have fixed many compability issues 13:49 RealBadAngel also old ones 13:52 RealBadAngel and about the features, as i said, i decided to target 1.20 13:52 RealBadAngel that means even opensource drivers should work with it 13:53 RealBadAngel but opensource Nvidia refuses lighting for some unknown reason ;) 14:02 celeron55 RealBadAngel: should i push this? 14:05 VanessaE I need some help: what would cause the server to create tons and tons and tons of players/xxxxxxxx.~mt ? 14:05 VanessaE for each player on every world I run, all of a sudden, bam there they are 14:06 celeron55 it creates those for saving player files in a crash-resistant way 14:06 VanessaE doing so causes crashes. :P 14:06 VanessaE the server apparently can't tolerate the existence of those files. 14:07 celeron55 there shouldn't exist tons of them 14:07 VanessaE the whole dir was filled - every player had one on every single world 14:07 celeron55 only one for each crash where it has crashed in the middle of writing a player file 14:08 celeron55 then it's broken 14:08 celeron55 do you have a long path or some non-ascii characters in the path? 14:08 xyz sfan5: I told you, remember? 14:08 VanessaE http://pastebin.ubuntu.com/6678666/ 14:08 VanessaE celeron55: nope, see above 14:09 VanessaE I came home from shopping to find that ^^^^^^^ 14:09 xyz sfan5: you just need to root your device and then there's a workaround 14:09 xyz sfan5: and it's run-as that is broken afaik, not ndk-gdb 14:09 VanessaE the server was complaining of the old PlayerArgsEnd not found error, I investigated, found that ^^^^ 14:10 VanessaE in fact all five were complaining, hence the use of find. 14:12 celeron55 how about if some logging of errors was added to filesys.cpp:707 so that we could have some idea why it fails in that case 14:12 VanessaE oh wait, I think I know what happened. 14:13 VanessaE looks like I may have ran out of space during the backup task 14:14 VanessaE still, 14:14 VanessaE looks like it revealed a corner case you might want to control for :) 14:14 celeron55 wtf 14:14 celeron55 oh 14:14 VanessaE "the backup task" == a script I run, not to the engine. 14:14 celeron55 so those .~mt files are empty? 14:15 VanessaE I didn't look. deleted them and got the servers back up 14:15 celeron55 they probably were empty 14:16 celeron55 it tries to write one, and if it's empty, it just is like "oh that errored, i'll just do something else"; otherwise it moves it over the actual file (and thus never endds up with an actual file with half-written content) 14:16 celeron55 it should remove the file in the case of failing to write into it 8) 14:16 celeron55 (that it doesn't is a bug) 14:17 celeron55 wait what 14:17 celeron55 was the server trying to load a .~mt file? 14:17 celeron55 that's an another bug 14:18 sfan5 xyz: I found a workaround 14:18 VanessaE yes, it was 14:18 celeron55 i wonder if PilzAdam wants to fix these as he wrote the original 8) 14:18 VanessaE as soon as I deleted all *.~mt the servers were happy. 14:19 VanessaE the server loads *all* player files 14:19 VanessaE even if a player isn't signed on 14:19 celeron55 i know, i looked at the code 14:24 RealBadAngel celeron55, no, its not in the state for push. i was askin for testing that by devs 14:24 RealBadAngel the change only affects solids 14:25 RealBadAngel problem was nobody (of devs) wanted to try it 14:26 RealBadAngel if the generation code will work, i can make all the shaders use it 14:26 VanessaE celeron55: well that code needs fixed. thanks to that, I can't even rely on timestamps on those files to be able to clear out old, dead accounts. 14:27 RealBadAngel but for testing is better to keep the changes in one 14:28 celeron55 RealBadAngel: you should make sure that the base-level shaders work with very low-end setups 14:28 celeron55 only if special features like that are taken into use, then it can require stuff like opengl 3 14:28 RealBadAngel i can achieve that only with feedback 14:29 celeron55 then ask Jordach always to test; he apparently has something non-fancy 14:29 RealBadAngel also lotsa other folks 14:29 RealBadAngel even VanessaE 14:30 RealBadAngel she had too new hardware, and problem with lighting popped up for her 14:30 VanessaE yup, because my driver doesn't clamp lighting values, it allows them to overexpose. 14:30 nore I have only OpenGL 2.1, so I can test it 14:30 RealBadAngel believe me, GLSL is a bitch to maintain 14:31 * sfan5 has some old hardware to test on 14:31 sfan5 but it will take 1 hour to compile 14:31 RealBadAngel lol 14:31 sfan5 literally 1 hour 14:31 VanessaE what is it, a RPi? :) 14:31 sfan5 no 14:32 nore for me it only takes 5 minutes, so I can test now if you need 14:32 RealBadAngel for me its enough to see logs to know whats wrong 14:32 sfan5 VanessaE: some old computer with an AMD processor (1 core) and a pretty old nvidia card 14:32 VanessaE RealBadAngel: and then...there's the glistening water shader ;) 14:32 VanessaE sfan5: ouch, must be damned old then 14:32 RealBadAngel the water will be reworked, you know 14:32 VanessaE RealBadAngel: yep I know 14:33 RealBadAngel water need to have surface, for christ sake 14:33 sfan5 does the rpi even support glsl? 14:33 VanessaE doubt it 14:33 nore RBA: reflections too? 14:33 RealBadAngel i do have reflections, refraction and surface code rdy 14:34 nore you can see the other nodes reflected in the water??? 14:34 RealBadAngel ofc 14:34 * nore tests 14:34 RealBadAngel and the sunlight and moonlight 14:35 RealBadAngel i just need to split rendering into 2 passes 14:35 RealBadAngel up and below 14:35 RealBadAngel with result in texture shaders will do the rest 14:37 RealBadAngel http://www.youtube.com/watch?v=ax48OnXjDTE 14:37 RealBadAngel you can see water shaders here 14:38 celeron55 raspberry pi uses opengl es2 14:38 celeron55 it doesn't even display anythign without giving it shaders that emulate the fixed pipeline 14:38 celeron55 anything* 14:39 RealBadAngel quake3 works somehow on rpi 14:41 RealBadAngel http://www.youtube.com/watch?v=YDPnqkZF6hQ 14:48 nore wow... I had to make a few tweaks, it killed my FPS, but the generate_normalmaps thing works!!! I couldn't see any reflections on the water however, and it stills use the normalmaps, so with bumpmapping, it is black... 14:52 xyz RealBadAngel: are water shaders in your repo already? 14:57 Exio4 sfan5, old nvidia card? 14:58 sfan5 yes 14:58 Exio4 nvidia igp? 14:58 Exio4 sempron? 14:58 Exio4 model name: AMD Sempron(tm) Processor LE-1200 14:58 Exio4 my actual cpu ;P 14:58 sfan5 not igp 14:58 sfan5 the mainboard has no vga output 14:58 Exio4 ah 14:58 sfan5 s/vga/video/ 15:13 RealBadAngel xyz, no, water shaders are wip 15:15 RealBadAngel nore, the patch is about generate normal maps on the fly (or use overriding one) 15:15 nore yes, it works... (but not for liquids) 15:16 RealBadAngel yes, because only solids shader is modified to use it 15:16 RealBadAngel but you can try out one trick 15:16 RealBadAngel please create empy texture pack folder 15:16 RealBadAngel and copy there this image: 15:17 RealBadAngel http://i.imgur.com/epKsbgF.png 15:18 RealBadAngel rename it to: override_normal.png 15:18 RealBadAngel also i suggest turning off filtering 15:19 RealBadAngel this thingy will work for all the shaders actually 17:20 celeron55 xyz: are you interested in unifying this touch control stuff somehow sanely 17:21 xyz what do you mean? 17:22 celeron55 i'm not sure actually 17:22 celeron55 i 17:23 celeron55 i'm now using irrlicht's sdl2 backend quite succesfully in this 17:23 celeron55 or, well, one that i made... 17:25 celeron55 but basically i want to get as much of this upstream as possible 17:25 celeron55 upstream minetest (obviously) 17:25 xyz of what? 17:26 celeron55 code that allows one to actually play using touchscreen input 17:29 xyz well my code isn't android-dependent 17:29 xyz though at some places it is, but this can easily be changed 17:29 xyz you just need to send EET_MULTI_TOUCH_EVENT to it, and that's all 17:30 celeron55 you've mixed android-specific and other stuff in commits 17:30 celeron55 and the code is freeminer's so i can't copy files either 17:31 celeron55 i guess i'll try the commits 17:31 celeron55 i hate you for not committing to minetest though 17:32 xyz <3 17:33 celeron55 it's a serious pain and nothing progresses because freeminer isn't any better suited for continued development 17:33 xyz yeah sure 17:34 celeron55 well what 17:34 celeron55 do you suggest i close down minetest and start developing freeminer instead? 17:34 celeron55 yeah sure 17:35 xyz no, I didn't suggest that 18:41 RealBadAngel celeron55, a few days ago i have bought new tablet, so i can test stuff 19:00 sapier anyone another protocol to evaluate except udp tcp enet? 19:02 xyz don't think so 19:02 xyz how will we "evaluate" those? 19:04 sapier that's the open issue ;-) I have no real idea how to test, of course there are some numbers, e.g. cpu load, max download rate, rtt ... but none of them on its own is even close to a good indicator (at least if they're not extremely wrong) 19:05 celeron55 well, there's only one real test: set up an identical server for both and play on them from everywhere in the world 19:06 celeron55 or, really, many servers with different connections... 19:06 sapier while this is best suggestion by now I don't really think this is a reliable test ;-) 19:07 sapier my current expectation is old udp support will loose any test (except of compatibility ;-) ) 19:08 sapier tcp will win max bandwidth tests 19:08 sapier and enet hmm guess something in between 19:08 celeron55 enet could work best for crappy connections 19:09 celeron55 (overloaded crappy connections) 19:10 sapier you could be right about that 19:10 sapier oh I have to remove the useless connection lock prior starting tests 19:11 sapier enet might suffer off lack of send/receive separation ... but there could be other limitations for this too 19:12 sfan5 sapier: how about max. download speed when sending all media? 19:12 sapier guess it's hard to compete with tcp in this discipline 19:12 xyz honestly 19:13 xyz oh wait a moment 19:13 sapier and while that one is "first impression" it doesn't matter really much in game 19:14 xyz sapier: so is it fair enough to already compare your tcp_implementation_2 branch to minetest master? 19:15 sapier comparing to master isn't an option as master is utterly broken 19:16 xyz well I only did a small simple test 19:16 xyz just created a singleplayer game and placed some cobble blocks randomly 19:16 xyz and master won and tcp_implementation_2 sucked 19:16 xyz but if it's broken then I guess it's a bit unfair to compare, even if broken implementation wins 19:16 sapier can you be a little bit more precise? 19:17 xyz sapier: they disappear and reappear like on laggy servers 19:17 xyz I can record a video 19:19 sapier I believe you why would you lie about it ;-) question now is it is a silly bug in my implementation or a principle problem 19:19 sapier guess if you try to connect to a server with 200mb textures result will be different ;-) 19:20 sapier thats's why we need some more then a single test 19:24 sapier I'm not even sure flickering is indicator for low performance it might be result of asynchornous sending too 19:27 sapier old code handles sending and receiving in same thread so it's gonna process all currently received messages prior sending anything, this may result in queuing multiple map changes and processing them at once ... same way modifications to map are sent back to client in a single shot too 19:28 sapier you could verify this by using my fixed udp version, if it isn't limited by beeing to slow you should recognize same effect 19:28 xyz here's the video anyway http://a.pomf.se/cywoca.mkv 19:29 sapier how long do you have to wait for map to appear? 19:29 xyz the server_improvement one? 19:29 xyz just check the video 19:30 sapier ok I guess I need to download it instead of streaming 19:31 xyz can't reproduce this behavior in server_improvement branch 19:31 xyz works fine ther 19:32 sapier interesting 19:33 sapier is there a way to tell os to flush tcp buffers to network? 19:33 sapier thinking about a buffering issue 19:34 ShadowNinja TCP doesn't concentrate on latency, it concentrates on fast reliable delivery of bulk data. Is it sent through TCP? 19:35 sapier that's why it's called tcp client ;) 19:38 sapier ok :-) I made the tcp client do the full buffering thing 19:40 sapier not even samba does it this way :-) 19:41 xyz so is it fixed now? 19:41 sapier not pushed yet 19:41 sapier I'm fixing the last bugs in enet right now give me a minute ... or two ;-) 19:43 xyz enet? you have this branch too? 19:44 sapier not yet pushed 19:56 kaeza it seems that `on_chat_message' calls all the registered callbacks regardless of what previous ones return. Is there a problem if such callbacks stop processing as soon as one of them returns some value? 19:57 sapier "some"? wasn't return value of various other callbacks bool? not quite sure about that either 19:59 kaeza as an example, I coded an "antiflood" mod, that disallows sending the same message twice in a row, by returning false from the callback, but the IRC mod is still getting passed the text, thus still flooding the channel 20:02 kaeza any insight on how to avoid this, without resorting to a heap of hackwork? 20:02 sapier flooding from minetest to irc? :-) quite ironic ;-) 20:02 sapier but anyhow how do you ensure your protection mod is first one to get the data? 20:03 sapier hmm "but anyhow" is german english ... just forget about that phrase 20:03 kaeza because antiflood (opt)depends on irc 20:03 kaeza I believe on_chat_message is FIFO, right? 20:03 sapier might be ... but there's no guarantee for it 20:19 kaeza oh derp 22:21 PilzAdam did someone fell asleep while releasing? half of http://dev.minetest.net/Releasing_Minetest isnt done 22:22 PilzAdam nobody pushed to stable-0.4 branch, mt_game isnt taged 22:22 PilzAdam the -dev suffix isnt enabled either 22:23 PilzAdam this is the second release that is only done half 22:58 celeron55 http://c55.me/random/2014-01/tscrot-2014-01-03_00-57-27.png 22:58 celeron55 so yeah, apparently ogles2 is broken in either minetest or irrlicht 22:59 celeron55 hard to tell 22:59 celeron55 it looks the same on the actual device 23:02 celeron55 it's like it drew only the first texture of a mesh or something 23:02 sfan5 i guess that is a bug in irrlicht 23:08 ShadowNinja And the serverlist is broken!!! 23:09 ShadowNinja The only usefull information that I got was that it got a error code of 0.