Minetest logo

IRC log for #minetest-dev, 2015-11-05

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:40 sloantothebone joined #minetest-dev
00:52 paramat now merging #3340
00:56 paramat done
01:38 jin_xi joined #minetest-dev
01:45 paramat Default, fire: Disable catch-up in some ABMs. game #719 https://github.com/minetest/minetest_game/pull/719
01:58 sloantothebone joined #minetest-dev
02:16 paramat left #minetest-dev
02:45 johnnyjoy joined #minetest-dev
03:01 JohnnyComeL8ly joined #minetest-dev
04:14 sloantothebone joined #minetest-dev
05:38 Miner_48er joined #minetest-dev
06:04 hmmmm paramat:  I'm not really sure how to make this more obvious
06:04 hmmmm without making the documentation sound stupid
06:05 hmmmm "In other words, this means that any copies of the VoxelManip buffer stored in the Lua script do not reflect the actual state of the VoxelManip object.  The data must be retrieved again using VoxelManip:get_data() to reflect the current contents." ?
06:06 hmmmm Honestly, I think it would be a lot more helpful if I wrote a paragraph or two describing how LuaVoxelManip works because a lot of modders' expectations do not line up with reality
06:06 hmmmm they think it does a lot more stuff than it actually does
06:06 hmmmm the whole purpose of the voxelmanipulator is to be fast, not "complete"
06:07 hmmmm if you want something that will handle 100% of all edge cases and work in the manner you'd expect to make everything super easy for YOU, then maybe you're looking for minetest.set_node()
06:16 hmmmm paramat, how about what I do is just push this as-is and I'll work on another follow up commit that describes how the voxelmanip works and why people are doing it the wrong way
06:18 Calinou joined #minetest-dev
06:38 darkrose_ joined #minetest-dev
06:38 darkrose_ left #minetest-dev
06:53 Hunterz joined #minetest-dev
08:37 nrzkt joined #minetest-dev
08:38 Amaz joined #minetest-dev
09:28 Megaf joined #minetest-dev
09:56 blaze joined #minetest-dev
10:35 jin_xi joined #minetest-dev
10:37 deltib joined #minetest-dev
11:09 proller joined #minetest-dev
11:13 sloantothebone joined #minetest-dev
11:23 proller joined #minetest-dev
11:45 proller joined #minetest-dev
11:51 proller joined #minetest-dev
12:14 proller joined #minetest-dev
12:26 kaeza joined #minetest-dev
13:00 PilzAdam joined #minetest-dev
13:09 Player2 joined #minetest-dev
13:39 zat joined #minetest-dev
14:20 Taoki[mobile] joined #minetest-dev
14:31 luizrpgluiz joined #minetest-dev
14:45 JohnnyComeL8ly joined #minetest-dev
14:47 est31 joined #minetest-dev
14:48 ekem joined #minetest-dev
15:16 kaeza joined #minetest-dev
15:21 Issue3069 joined #minetest-dev
15:26 CraigyDavi joined #minetest-dev
15:26 CraigyDavi joined #minetest-dev
15:27 celeron55 joined #minetest-dev
15:35 jin_xi joined #minetest-dev
15:40 hmmmm joined #minetest-dev
16:43 fling joined #minetest-dev
16:43 fling Hello.
16:44 fling I've just installed HEAD master version and trying to play stampy_game on my server and getting a lot of spammy messages -> 2015-11-05 23:41:56: WARNING[Server]: collisionMoveSimple: maximum step interval exceeded, lost movement details!
16:44 fling but everything else looks good
16:51 Eivel_ joined #minetest-dev
16:52 VirusJon1s joined #minetest-dev
16:55 hmmmm fling, that's normal to happen sometimes, it's just that you never saw that message until its log level verbosity was increased
16:57 cheapie_ joined #minetest-dev
16:57 fling hmmmm: how to decrease?
16:58 thatgraemeguy_ joined #minetest-dev
16:58 thatgraemeguy_ joined #minetest-dev
16:59 Hunterz joined #minetest-dev
17:00 fling what is the best world backend? redis or leveldb?
17:00 hmmmm well like I said, it's normal sometimes
17:00 hmmmm it's probably not a good idea to mask a WARNING level message
17:00 fling I want to increase performance…
17:00 hmmmm I think this might be an indication that your framerate is too low
17:01 fling I'm playing on a server
17:01 hmmmm or maybe you're running a mod that has too many
17:01 fling and I see it in a server log
17:01 hmmmm particlespawners
17:01 fling it is stampy_game , minecraft clone
17:01 hmmmm leveldb
17:02 hmmmm in any case, each client step is taking far too much time (over a half of a second)
17:02 hmmmm there's too many things going on and minetest can't handle it
17:04 hmmmm if you want to stop the spammy messages and you'd like to play as-is, set "debug_log_level = error" in the config
17:04 hmmmm but I suspect your gameplay experience is suffering as well
17:04 fling I have leveldb installed in the same container where I have minetest running ;>
17:04 fling the gameplay is fine but there is a noticeable delay sometimes
17:04 friti joined #minetest-dev
17:05 Krock joined #minetest-dev
17:07 fling hmmmm: this page says redis is better -> http://wiki.minetest.net/Database_backends
17:07 hmmmm well then, use redis
17:07 hmmmm i doubt you'll see any difference
17:08 rom1504 what about checking what's the bottleneck ? (cpu,disk,ram ?)
17:12 hmmmm the bottleneck is almost certainly the CPU
17:13 fling hmmmm: could you please test my server? -> mt0.dno.so:30001
17:13 hmmmm can't right now, sorta busy
17:13 fling sure! the cpu is e350m1 running a butch of other things
17:13 fling thanks for help :>
17:19 JohnnyComeL8ly joined #minetest-dev
17:33 Issue3069 joined #minetest-dev
17:38 PilzAdam joined #minetest-dev
17:58 diemartin joined #minetest-dev
17:58 nrzkt joined #minetest-dev
18:01 Darcidride joined #minetest-dev
18:02 zupoman joined #minetest-dev
18:23 Robert_Zenz joined #minetest-dev
18:39 ElectronLibre joined #minetest-dev
18:40 DFeniks joined #minetest-dev
18:52 Supertan1er2 joined #minetest-dev
18:59 Robert_Zenz I'd like to add the player name to dropped items, like this: https://github.com/RobertZenz/minetest/comm​it/ebd4cc99e85623568e7264a4010aee7b45138158
18:59 Robert_Zenz This would allow mods to query if an item has been dropped by a player, and yes I'm aware that these fields will vanish on restart.
18:59 proller joined #minetest-dev
18:59 Robert_Zenz The concrete usage example is an auto pickup mod, where this is needed to make sure that a player can drop an item without picking up right after dropping it.
18:59 Robert_Zenz Is there interest in such a change?
19:01 hmmmm might be a good idea to ask that in #minetest where there are more modders
19:02 hmmmm i am neutral on the subject
19:02 Robert_Zenz hmmmm, I meant if you want this in the engine, I can see why you would not want this, but I consider it a good diea (and I need it).
19:02 hmmmm i'll let others decide
19:02 hmmmm like i said, i don't have any opinion on the matter
19:08 rubenwardy joined #minetest-dev
19:21 CraigyDavi joined #minetest-dev
19:24 VanessaE Robert_Zenz: item_tweaks mod.
19:24 VargaD joined #minetest-dev
19:24 VanessaE it works quite well and the player who dropped doesn't instantly pick the item back up (there's a short delay)
19:27 Robert_Zenz VanessaE, yeah, re-implementing/cloning item_drop is exactly what I would have liked to avoid with this.
19:29 VanessaE item_drop != item_tweaks
19:29 VanessaE though they are similar.
19:30 Robert_Zenz VanessaE, no, I meant the minetest.item_drop function.
19:41 CraigyDavi joined #minetest-dev
20:07 proller joined #minetest-dev
20:11 proller joined #minetest-dev
20:12 proller joined #minetest-dev
20:26 Amaz joined #minetest-dev
20:27 BlockMen joined #minetest-dev
20:28 BlockMen would like to merge #3288 this weekend. any comments?
20:29 * VanessaE pokes ShadowBot
20:48 sloantothebone joined #minetest-dev
21:01 AnotherBrick joined #minetest-dev
21:04 Taoki joined #minetest-dev
21:24 sloantothebone joined #minetest-dev
21:54 zat joined #minetest-dev
21:59 zat joined #minetest-dev
22:24 cib0 joined #minetest-dev
22:26 JohnnyComeL8ly joined #minetest-dev
22:36 proller joined #minetest-dev
22:48 Miner_48er joined #minetest-dev
22:50 troller joined #minetest-dev
22:59 poo joined #minetest-dev
22:59 proller joined #minetest-dev
23:39 Taoki joined #minetest-dev

| Channels | #minetest-dev index | Today | | Google Search | Plaintext