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IRC log for #minetest-hub, 2018-09-08

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All times shown according to UTC.

Time Nick Message
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11:43 clavi Hey, is there any kind of automated benchmark for Minetest to test server performance?
11:45 IhrFussel clavi, no benchmark but builtin mod profiler (add to minetest.conf profiler.load = true)
11:46 IhrFussel Then after restart you can send /profiler save which will generate a .txt file in your world folder
11:47 IhrFussel There you can see min/avg/max execution time for (almost) every callback of a mod
11:47 rubenwardy The creation of a benchmark would be very wcome
11:48 rubenwardy Maybe something that could be nicked from freeminer
11:53 CBugDCoder joined #minetest-hub
11:57 tenplus1 joined #minetest-hub
11:57 tenplus1 hi folks
11:57 tenplus1 Xanadu has been updated with a 500gb SSD, Xubuntu 18.04 and Minetest 0.4.17-1 and so far it's all running smoooooooth
12:08 ChimneySwift oooh nice
12:09 tenplus1 hi chimney
12:14 longerstaff13-m Heooer
12:14 longerstaff13-m Helleor*
12:15 longerstaff13-m That failed miserably :P
12:15 tenplus1 hi longer :P
12:15 longerstaff13-m Hi 10 plus 1
12:32 CBugDCoder hi ten
12:33 tenplus1 hi CBugDCoder :P
12:34 CBugDCoder ten I am working on finishing my mob_ai mod and am trying to decide how to do spawning. should I use ABM's or an on_globalstep function?
12:35 tenplus1 I've tested both with mobs redo api and found abm faster
12:36 tenplus1 if you check latest redo you'll see api_testspawn.lua file to see how it works with globalstepo :)
12:40 tenplus1 minetest needs a local pos, levels = minetest.find_light_levels_in_area(pos1, pos2, min, max) that returns a table
12:40 CBugDCoder ok thx
13:29 CWz joined #minetest-hub
13:29 tenplus1 hi CWz
13:41 CWz yoy
13:51 rdococ yay
13:54 tenplus1 hi rdococ
15:07 tenplus1 hi mister :P
15:09 A-Hamilton hi
15:14 rdococ tenplus2 + tenplus3 = twentyplus5
15:14 tenplus1 use ALL the numbers :)))
15:15 A-Hamilton 7
15:15 rdococ (tenplus2 + tenplus4) / 2 = tenplus3 and half-life 3 confirmed
15:16 tenplus1 w00t
15:18 * rubenwardy is getting sick of Atom
15:18 tenplus1 that's cause atom sucks...
15:18 * tenplus1 uses Mousepad :PPPP
15:18 rubenwardy :'(
15:18 tenplus1 o/
15:19 rubenwardy lol
15:19 rubenwardy nooooo
15:19 rubenwardy I would try code, but my Node version is too knew
15:19 rubenwardy *new
15:19 tenplus1 try mousepad, worth a shot
15:19 rubenwardy haven't found a PKGBUILD that uses n yet
15:19 rubenwardy no
15:19 tenplus1 lol
15:20 tenplus1 brb
15:20 tenplus1 btw, we need a minetest.get_node_light_in_area(pos1,pos2,min_light,max_light) feature
15:23 BillyS joined #minetest-hub
15:29 tenplus1 o/ billy
15:30 A-Hamilton out of coffee?
15:30 tenplus1 (_)P
16:14 BillyS o/
16:14 BillyS Sorry, I've got bad reflexes™
16:14 tenplus1 ehe, no worries :)
16:15 BillyS Hmm
16:15 BillyS I edited the mtg door mod so that one can register protected doors too
16:15 BillyS Should I send a PR for that?
16:15 BillyS or just keep it local?
16:15 tenplus1 Doors Redo already does that :D
16:15 tenplus1 has the key tool to switch doors between open, locked and protected
16:16 tenplus1 we use it on Xanadu if you wanna checkit out :D
16:16 BillyS Ah
16:16 BillyS Hmmm
16:17 rdococ HillyS™
16:20 IhrFussel tenplus1, melons giving 9 slices is way too much and each time I update the farming version I have to adjust that ... think about it: With 1 single melon block you can make NINE new ones
16:20 IhrFussel It is by FAR the cheapest crop of all
16:20 tenplus1 with each melon irl you get 100's of seeds which can easily make 100's of melons
16:20 tenplus1 how about I make it random, 3-7 slices per drop
16:23 IhrFussel I appreciate that you try to make the crop "simulation" as realistic as possible but giving that many "crops" out of 1 full grown one makes growing any other crop obsolete
16:23 Mr_Pardison more reasonable.
16:25 tenplus1 currently you dig melon and use cutting board in crafting to return 9 slices, how about I revert that change and make it drop 3 to 7 slices only and need 9x slices to make block again ?
16:26 tenplus1 or... each block gives 4 slices only and a 2x2 slice recipe returns block... easier
16:27 Mr_Pardison the later seems better.
16:27 tenplus1 that way it gives a normal amount and still works with cutting board
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16:41 Krock o/ tenplus1
16:42 VanessaE sofar: thanks for the merges.
16:43 tenplus1 hi Krock
16:44 Jordach joined #minetest-hub
16:45 tenplus1 Farming Redo updated with new melon/pumpkin crafts
16:46 rdococ tasty
16:47 tenplus1 :P
16:50 Krock nom,
16:50 * Mr_Pardison munches on some melon and pumpkin slices
16:54 tenplus1 the recipes are a bit more fair giving 4x slices per melon/pumpkin and a 2x2 recipe makes them back into block
16:54 tenplus1 no more Op crops
16:55 IhrFussel tenplus1, also any special reason why the mobs "remove if lifetimer up" code runs each step? Wouldn't once per second be enough?
16:57 tenplus1 it's a simple counter, doesnt really affect performance
16:57 tenplus1 I could move it to the per second section of the loop tho
16:57 IhrFussel I mean if there are 20+ mobs loaded and each mob runs the check multiples times per second then I suspect there might be a slight performance hit
16:57 tenplus1 not really, a simple counter...  self.timer = self.timer + dtime
16:58 IhrFussel Did you try it with lots of mobs at once?
16:58 tenplus1 yup
16:58 tenplus1 I've spawned 110 mobs and my wee pc handled it well
16:58 tenplus1 1.8ghz dual core
16:58 IhrFussel Depending on the server step setting this means up to 10 runs per mob per second...so 200-300 is possible
17:00 IhrFussel OKay then...but I'm all for "give the CPU some rest where possible"
17:01 IhrFussel You most likely just tested the mobs mod alone correct? Maybe there could be performance hits when mashed together with 100 other mods
17:01 tenplus1 tested on singleplayer xanadu clone with all the other mods active :)
17:01 tenplus1 checking api now
17:02 IhrFussel Hm...your choice then but I don't see why the timer needs to be updated multiple times per second
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17:22 tenplus1 fussel, lifetimer check every 0.25 seconds... updated...
17:51 VanessaE folks, assuming I haven't left any major bugs, can I get some help with my minislots mod?
17:51 tenplus1 o/ Vanessa
17:51 VanessaE I need contributions - new machine defs/graphics :)
17:51 VanessaE hi
17:53 Krock "I need contributions" oh nice, what's to do?     "graphics" not me this time :3
17:54 VanessaE heh
17:54 VanessaE well, take a look at, https://gitlab.com/VanessaE/minislots
17:56 VanessaE still WIP but it's good enough for basic usage (more than 3 reels is untested, still need to work up a "wild does not match {list}" feature, and the demo machine's bonus round just pays out a fixed amount, without any fanfare, and there's no sound)
18:06 Mr_Pardison no confetti?
18:06 Mr_Pardison or maybe butterflies.
18:13 VanessaE heh
18:14 VanessaE I was lazy and just wanted to make sure the feature could trigger :)
18:18 xerox123 is it this protector mod that turns players 180 degrees when they try to dig/place in protected areas? https://github.com/Zeg9/minetest-protect
18:18 VanessaE doubt it.
18:19 xerox123 trying to implement that functionality into the areas mod for a server
18:19 Mr_Pardison xerox123: the protection mod tenplus1 is running on Xanadu does that.
18:20 xerox123 I've seen it on LoS too, so I assume it's open somewhere
18:21 xerox123 ah, got it: https://notabug.org/TenPlus1/protector
18:21 tenplus1 you have to enable it though
18:22 xerox123 protector.flip I imagine?
18:22 tenplus1 :P
18:32 rdococ protector.yay
18:42 longerstaff13-m protector.yeah
18:42 tenplus1 protector.hurt is a good deterant also :) just make it low
18:44 Krock protector.dont
18:44 Krock ^ new feature. disables protection
18:44 tenplus1 protector.stop
18:44 tenplus1 protector.thinking
18:44 tenplus1 protector.about
18:44 tenplus1 protector.tomorrow
18:46 Krock Why tomorrow? Don't think about monday
18:47 tenplus1 heh
18:56 rdococ Krock: wow, you're in the future?
18:58 Krock rdococ: no, you're in the past.
18:59 rdococ Krock: do you have jetpacks yet?
19:00 Krock rdococ: those already exist in your past
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19:36 IhrFussel Question: What happens if a sound starts playing at a certain position and a new player later reaches that position 1. The client will not hear the sound 2. The client will hear the sound ?
19:37 tenplus1 client has to be there when sound starts playing
19:37 tenplus1 otherwise nothing is heard
19:43 Jordach_ bwahahaha
19:43 tenplus1 ?
19:44 Jordach_ i has success
19:44 tenplus1 what did you do ?
19:46 Jordach_ http://game.jordach.net/screenshot_20180908_203855.png
19:46 Jordach_ that XCOM prototype is coming along smoothly
19:46 tenplus1 what's that ?
19:46 Jordach_ something that'll replace the joke that is PvP and PvE
19:46 tenplus1 ahhh
19:54 tenplus1 nite folks
19:54 rubenwardy > not https
19:54 tenplus1 left #minetest-hub
19:54 rubenwardy :'(
19:54 Jordach_ >literally a picture server
20:06 Krock needs at least TLS 1.3
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20:23 BillyS Do bones work with entities as well as players?
20:23 Jordach_ yes
20:23 Krock depends whether you mean the "bones" mod or "bones" of models
20:24 BillyS bones of models
20:24 BillyS And I'm trying to figure out how the heck I would use them
20:24 BillyS Do I need to define the bones in the .x file, I guess?
20:25 Jordach_ yes
20:25 BillyS And then I use the same name I set there to reference them in the .lua file?
20:26 BillyS Hmmm
20:26 BillyS this sounds compilcated
20:27 BillyS Meh, I'll start messing with it
20:27 BillyS I wonder if the armature name matters
20:30 BillyS And how would I define what each bone influences (using blender)?
20:30 BillyS vertex groups, I guess
21:00 BillyS yep, seems to be so
21:20 BillyS Well
21:20 BillyS Its broken
21:20 BillyS But still kinda working ... I guess
21:21 BillyS It just flips the model up-side down regardless of what I do to the bones
21:27 BillyS Gah, I don't get what's going on here ...
21:45 BillyS If I call get_bone_position I can see the values are changing
21:46 BillyS But they aren't changing the model like they should
21:50 BillyS Someone kill me
21:50 BillyS Before I kill everyone else >.<
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