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IRC log for #minetest, 2017-06-05

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All times shown according to UTC.

Time Nick Message
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00:04 Devy I'm sure you know this, but just in case, here's the code that I copied for re-registering all of the default biomes: https://github.com/minetest/minetest_game/bl​ob/master/mods/default/mapgen.lua#L536-L1174
00:04 Devy Thanks for any help you can give me paramat.
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00:26 redblade7 lol
00:26 redblade7 "IRC Technologies Inc Sales" what is that
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00:28 Devy I googled it. It's either a roofing company or a construction company. Haha
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00:32 paramat sorry was busy ..
00:32 Fatar I'm not sure if it's a troll or if he's getting ripped off lol
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00:32 paramat will look at it
00:33 Devy paramat, no problem, give it a look if you can whenever you can. Thanks.
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00:37 paramat your issue is familiar so a solution is likely
00:37 red-001 imr, you should really get an IRC license
00:38 imr red-001, yes, I know :P
00:38 Devy Great. If you have a forums post or something I can read I could go from there. Less work for you!
00:39 paramat ~tell sfan5 is grandolf still banned here? if so should they also be banned in -dev? they are present there now
00:39 ShadowBot paramat: O.K.
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00:51 swift110 hooray I have 4.16
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00:52 red-001 ahh cross compiling takes ages
00:52 swift110 red-001: what do you mean?
00:53 red-001 I'm cross compiling for windows on arch
00:53 red-001 having some issues with the windows 32-bit build
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00:59 bigfoot547 Windows anything is painful.
01:00 redblade7 Minetest is like the only game ever that is better on Linux than Windows
01:00 redblade7 although 0.4.16 has a lot of improvements for both
01:00 jcalve try compiling it in an openbsd vps where you're not even the admin
01:01 bigfoot547 You just need git, cmake, and make. Don't even "make install"
01:02 jcalve except it has dependencies and they have dependencies so you spend a couple of days trying to compile them all then you realise make wasn't working because it's a crappy bsd make and you wanted gmake
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01:15 rdococ windows wandows
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03:19 redblade7 hey does having an fps too high affect lag with minetest?
03:19 redblade7 i know it does with openarena and games like that
03:19 redblade7 and lag for other playesr too?
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04:22 bigfoot547 Bye guys!
04:49 * cheapie waves to ThomasJaguar1212 over here
04:49 ThomasJaguar1212 ohhai :D
04:50 cheapie It's always kind of funny spotting the same person on multiple networks :P
04:54 tiwake cheapie: IRC like its supposed to be
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05:18 redblade7 that reminds me i forgot to sign on to rizon today
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06:04 derr I noticed Fozland is down, does anyone know if this is temporary?
06:07 derr dang I miss my fozland, now what I am suppose to do
06:10 derr stonecraft is a nice client
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06:32 AlexYst I have a directory of configuration files. Is there a way to find out what files are in the directory without knowing their names?
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06:38 cheapie AlexYst: "ls" outside of the game, or minetest.get_dir_list() from in-game.
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07:15 AlexYst cheapie: Sweet, thank you! I knew of ls, but I can't do that from within a mod on other people's machines. minetest.get_dir_list() is perfect!
07:16 AlexYst The next step is to remove those files after I've read them. (I'm updating to a new, single-file format.) Is there a way to delete old files and directories?
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07:38 MinetestBot [git] nerzhul -> minetest/minetest: Remove SharedPtr, it's not used and will be never used, we use C++11 718121d https://git.io/vHa98 (2017-06-05T07:36:13Z)
07:43 MinetestBot [git] Dumbeldor -> minetest/minetest: Fixed #5907 Documentation for screen_h and screen_w (#5909) dfd79c0 https://git.io/vHa9p (2017-06-05T07:43:21Z)
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10:36 DS-minetest is it possible to set the meat of ignore?
10:36 DS-minetest meta*
10:37 DS-minetest i mean of ignore that is outside of map boundaries
10:42 calcul0n DS-minetest, i looked for that and never found so i don't think so
10:42 calcul0n unless i missed some undocumented stuff
10:43 calcul0n i guess you'd have to force the loading of the node you want to access, maybe there's a way to do that
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10:43 DS-minetest oh, right, it has to be loaden
10:43 DS-minetest (you can load with voxelmanip)
10:44 calcul0n ho, interesting
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10:45 DS-minetest that means ignore wont work for cummunication between csm and ssm
10:45 DS-minetest communication*
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10:53 CWz minetest seems to fail compile
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11:15 DS-minetest aww, clients cant load blocks >_<
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11:35 EDAKIRI CWz: 0.4.16 works for me as long as source code directory is writable
11:35 EDAKIRI (even when it is being built outside of the source directory)
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12:27 DS-minetest is name in the ssm chatcommand definition function the name of the player?
12:28 red-NaN ssm == server-sided modding?
12:28 sfan5 .
12:29 DS-minetest y
12:29 red-NaN should be
12:29 DS-minetest ok
12:29 red-NaN however it doesn't mean the player is currently online
12:30 red-NaN just that the command is executed by them or on their behalf
12:30 DS-minetest umm, how can a player execute a chatcommand without being online¿
12:30 DS-minetest ah
12:30 DS-minetest tok
12:30 DS-minetest thy
12:30 DS-minetest thanks*
12:30 red-NaN DS-minetest, the ncurese terminal or the IRC mod
12:31 DS-minetest none of both
12:31 * DS-minetest is making a mod for server and client to communicate using the server chatcommand
12:31 DS-minetest status command*
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12:35 sfan5 !tell paramat they are still banned here yes, dunno whether that should apply to -dev too
12:35 MinetestBot sfan5: yeah, yeah
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12:45 DS-minetest umm and what's the name in minetest.register_on_receiving_chat_message in csm?
12:49 red-NaN eh that's a mistake
12:49 red-NaN it shouldn't be there
12:50 DS-minetest afair it's just additional information but im not sure >_<
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12:51 DS-minetest but looking in preview, it's really a mistake
12:51 DS-minetest but it also uses register_on_receiving_chat_messages, not register_on_receiving_chat_message…
12:52 DS-minetest and the core table
12:52 red-NaN yeah chat is sent as raw text no sender or anything fancy like that
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13:15 ThomasMonroe ok i have a compilation prob with the latest stable source from github
13:15 ThomasMonroe hi RobbieF
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13:16 ThomasMonroe nvmd i figured it out
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13:26 Elench I'm running a small server and lava doesn't seem to set stuff on fire, is that normal?
13:28 Gundul maybe fire is turned off in your world ?
13:31 Elench Hmm not that I can see, I'll try explicitly turning it on
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13:40 DS-minetest https://github.com/DS-Minetest/csm_com now i have to test it >_<
13:44 DS-minetest hmm, if only the server has the mod, it will ask a readable question
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13:45 Gundul builtin/deprecated.lua complaining about "WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object." generated a 250MB logfile in only 5 hrs :D
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15:05 GreenDimond I am trying to enable a client mod and its not working
15:06 GreenDimond I enabled it in adv. settings, I made a clientmods folder and put the mod in and made a mod.conf and put load_mod_colour_chat = true in it but it still doesnt load
15:06 ThomasMonroe what do client mods do anyway?
15:08 Calinou ThomasMonroe: they run Lua logic on the client
15:09 Calinou currently it can't access the HUD, so not a lot can be done
15:09 Calinou but once that's possible, a whole new world of possibilities will be there
15:09 Calinou like, displaying a wall clock, etc
15:09 Calinou small but useful things
15:11 GreenDimond So how do I enable one?
15:11 red-NaN GreenDimond, where did you make the /clientmods folder?
15:11 GreenDimond yes
15:11 GreenDimond oh
15:11 GreenDimond in .minetest
15:11 red-NaN and you are using a non-run-in-place build?
15:12 DS-minetest GreenDimond: the mods.conf is in /clientmods/
15:12 red-NaN oh yeah mods.conf not mod.conf
15:12 GreenDimond yes
15:12 antims Can client mods move the character and cause the character to place/dig blocks and such?
15:12 GreenDimond tried mods.conf too
15:12 red-NaN I think you have to restart minetest sometimes
15:12 GreenDimond still didnt work
15:12 GreenDimond and I did restart mt
15:12 DS-minetest antims: sadly not
15:13 red-NaN and it's a non-run-in-place build right?
15:13 GreenDimond Correct.
15:13 GreenDimond Linux.
15:13 antims DS-minetest: Gotcha. Any plans to add such functionality?
15:13 DS-minetest antims: no
15:13 antims Ok. Last question. Is it specifically wanted that that functionality *not* be added?
15:14 DS-minetest normally the mods.conf file is automatically created
15:14 DS-minetest antims: yes
15:14 GreenDimond I had to make it myself.
15:14 antims :( Ok. Thanks for the info.
15:14 red-NaN could you paste the tree of .minetest?
15:14 GreenDimond /home/user/.minetest/clientmods
15:15 red-NaN huh are you sure the mod is not loaded?
15:15 GreenDimond im sure
15:15 DS-minetest so, the conf is /home/user/.minetest/clientmods/mods.conf
15:15 red-NaN colour_chat requires you to set the colour to see the effects
15:15 GreenDimond .rainbow doesnt work and no new cmds show up with .help all
15:15 red-NaN huh
15:15 red-NaN brb rebooting into linux
15:16 DS-minetest GreenDimond: have you tried deleting the file again and seeing if a new one comes?
15:16 GreenDimond which file?
15:16 DS-minetest if not, it's not the right place
15:16 DS-minetest the conf
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15:18 GreenDimond deleted it and it hasnt come back
15:18 GreenDimond it never generated in the first place
15:18 DS-minetest have you activated clientmods general?
15:18 red-NaN could you verify if csm is enabled by closing minetest and checking minetest.conf?
15:19 GreenDimond Yes I alread activated it
15:19 GreenDimond I am using 0.4.16 btw
15:19 GreenDimond stable
15:19 red-NaN it's possible I messed up my CSM enable/disable pr somehow
15:19 GreenDimond *checks mt.conf*
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15:20 GreenDimond I don't see anything
15:20 GreenDimond CSM works for other people but they dont have Linux
15:20 red-NaN it works fine in a RUN_IN_PLACE build
15:21 GreenDimond :/
15:21 GreenDimond they worked in the dev builds
15:21 GreenDimond (0.4.15-dev)
15:21 red-NaN well looking at the code it should work
15:22 GreenDimond .help all works
15:22 GreenDimond but the cmds dont show
15:22 GreenDimond and the cmds dont work
15:22 GreenDimond (from the mod)
15:22 red-NaN yeah thats because .help is part of builtin
15:22 GreenDimond ik
15:22 GreenDimond so at least we know csm is enabled
15:22 red-NaN eh no
15:22 GreenDimond oh
15:22 red-NaN .help will always work
15:22 red-NaN even if you disable csm
15:22 GreenDimond there is chat_modes.active = true in the minetest.conf
15:22 GreenDimond but other than that
15:23 red-NaN as will the builtin commands
15:23 GreenDimond that makes sense
15:23 red-NaN could you run "/set -n enable_client_modding true"?
15:24 GreenDimond in-game?
15:24 GreenDimond oki
15:24 red-NaN and then exit minetest and start it again
15:24 red-NaN I think this is an issue with advance settings being a bit buggy
15:24 GreenDimond Hey it works now :D
15:24 GreenDimond Thanks!
15:25 red-NaN np
15:26 GreenDimond y'all should add some documentation on how to enable csm mods
15:26 red-NaN yeah
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15:27 red-NaN octacian mentioned they might add enabling csm mods to the mod tab in the main menu
15:27 octacian Yup, once I finish modmgr rewrite
15:27 octacian And it's he, not they :P
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15:28 DS-minetest but the mod configuration is per world
15:28 DS-minetest i would rather like something at settings tab
15:29 red-NaN I do tend to abuse they by using it as a singular pronoun
15:29 DS-minetest ah, now i know, what you mean, ok
15:30 GreenDimond oh btw octacian ty for the rig suggestion
15:30 octacian YW :D
15:30 GreenDimond Do you like the revised renders?
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15:42 numzero Elench, fire is disabled by default in multiplayer game
15:43 Elench That'll be it
15:43 GreenDimond red-Nan, your who_plus csm mod doesnt seem to work right. when I do .who I only see 3 players in the list when there are 33 players online.
15:43 Elench I did "/set -n disable_fire false" but no change
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15:44 red-NaN GreenDimond, it's a minetest bug I keep forgetting to fix
15:44 GreenDimond ah
15:44 red-NaN well let me fix it now
15:45 GreenDimond Your chatlog mod will be usefull
15:45 GreenDimond maybe you can make it into a formspec
15:48 numzero well, the proper setting is called enable_fire
15:48 numzero although disable_fire is read as well
15:48 numzero but these are read at load time
15:49 numzero not sure if /set updates the config or runtime settings only
15:50 Elench OK thanks I'll try next reboot
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15:51 GreenDimond octacian could you send me a copy of your skin? I need it for the staff render :)
15:52 octacian Sure. Give me a moment
15:52 octacian Speaking of which, I too would like a copy of staff skins at some point, wanna try a render myself
15:52 GreenDimond Alright I can send you that
15:52 GreenDimond I wonder
15:52 GreenDimond Is IMS out?
15:52 octacian Yes
15:52 GreenDimond oki
15:52 octacian He has had his privileges revoked, though I expect that he'll possibly be back
15:52 GreenDimond He needs to be removed from staff list at spawn and you need to be added
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15:53 octacian All of the signs at spawn need to be updated
15:53 GreenDimond Also should I include guardians in the render?
15:53 octacian ExeterDad needs to get a better mod for protecting spawn, one where he doesn't have to manually add people to every protector
15:53 octacian Yeah, I think so. They're still staff
15:53 GreenDimond Or just give mods prot_bypass
15:53 octacian Ah, true
15:54 octacian Though just having better protection to give some mods access to spawn might be best
15:54 octacian Though prot_bypass would remove a lot of a work for ExeterDad is other areas
15:55 GreenDimond Prot_bypass prob wont happen though. The big man takes thing into consideration VERY seriously. I doubt he will do it.
15:55 GreenDimond And I ain't gonna ask him xD
15:55 octacian heh, Me neither
15:56 GreenDimond Being a new moderator, it would be even more dangerous for you :P
15:56 GreenDimond xD
16:06 GreenDimond Having to append rigs is annoying
16:16 octacian GreenDimond: Yeah, for me to ask that would be incredibly dangerous :rofl:
16:17 octacian So, that's how you use multiple rigs in one scene?
16:17 octacian hmmm, will have to keep that in mind lol
16:17 GreenDimond not that simple
16:18 octacian heh, Well then, when I need to do it I'll come ask you :P
16:19 * octacian is gonna be away for several hours
16:20 GreenDimond did you send the skin?
16:20 GreenDimond (octacian)
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16:50 red-NaN DS-minetest, thats a brilliant way to abuse the chat protocol
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16:50 DS-minetest :D
16:50 red-NaN but I think I know of a way to make the inital handshake invisible to non-csm clients
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16:50 red-NaN did you try and abuse the colour code system?
16:50 DS-minetest ah, not yet
16:50 DS-minetest good idea
16:51 DS-minetest but there will be an empty line
16:51 red-NaN can you not embedded it into the status display?
16:52 DS-minetest i have thought of it
16:53 DS-minetest but players would see that too
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16:53 red-NaN dammit too bad my pr for custom join messages didn't get merged
16:53 DS-minetest what if i add characters that let minetest shut down when they are seen?
16:54 red-NaN I don't think minetest will display anything inside a colour code, even if the colour code is invalid
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16:54 red-NaN so you could use an invaild colour code like "HAZ_CSM!"
16:54 DS-minetest ahh
16:54 DS-minetest i'll try that
16:57 red-NaN hey considering there is a moral panic over csm, maybe you make is an optinal dependency for oredected and allow servers to request oredetect to be disabled
16:58 red-NaN it would be as secure as any of the solutions people came up with
16:58 DS-minetest :/
16:58 DS-minetest then players wont use the mod
16:59 DS-minetest hm, but more servers would
16:59 DS-minetest good idea
16:59 red-NaN lol
17:00 DS-minetest minetest.colorize("HAZ_CSM!", "Do you have csm?")
17:00 DS-minetest doesn't work
17:01 red-NaN in what way do it not work?
17:01 DS-minetest btw it would still be nice to have a function to get the modpath
17:01 DS-minetest the string is shown white
17:01 DS-minetest so, normal
17:02 red-NaN but it should contain the colour code
17:02 red-NaN colourize an empty string
17:03 red-NaN minetest.colorize("HAZ_CSM!", "")
17:04 DS-minetest doesnt help, i could use minetest.get_color_escape_sequence(color)
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17:06 DS-minetest lol, with alpha 0 only the shadows are visible
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17:11 red-NaN minetest.chat_send_all( minetest.get_color_escape_sequence("HAZ_CSM!", "")) is basicly invisible
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17:32 Demosthenex hey folks, interested in minetest and had a question! are there any monsters? any challenge? or is it just building atm?
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17:33 DS-minetest Demosthenex: minetest is an engine, you can install mods and subgames
17:33 red-NaN Demosthenex, there are multiple mods that add mobs
17:34 DS-minetest MTG is mostly sandbox
17:35 Demosthenex that's fair. i've looked at it a few times and i downloaded a copy when i saw the latest update
17:36 VanessaE Demosthenex: car analogy:  Minetest is the frame, engine, and wheels of a project car.  you turn it into a workable daily driver by adding minetest_game.  you turn it into a hotrod by adding mods on top of that.
17:36 Demosthenex i'm a veteran minecrafter who specialized in ultra-hard servers. every see WWZ where the multi-story wave of zombies crashed into the wall? that happened on one of our servers... i was curious if there were hard mobs for minetest as a result
17:36 Demosthenex VanessaE: and i like that it's got lua and modding built in!
17:36 VanessaE yep :)
17:37 cheapie VanessaE: Yeah, except said car has a lawnmower engine... which is fine for moving just the frame, but try turning it into a luxury car or something and it won't go very fast :P
17:37 VanessaE heh
17:38 Demosthenex so are there any hard mob mods anyone recommends?
17:38 VanessaE mobs_redo has lots of monsters
17:39 Demosthenex variety != difficulty
17:39 VanessaE I get the impression some are quite hard to deal with
17:39 VanessaE I know dungeon masters are.
17:39 VanessaE as an aside, most mod authors in minetest are happy to take pull requests/contributions if you can code
17:39 VanessaE 99% of mods for minetest are open source, with permissive licenses like GPL or CC-By-SA
17:40 Fatar what's the 1%
17:40 VanessaE (many are effectively public domain w.g. WTFPL or CC0)
17:40 VanessaE Fatar: there are some mods that are all-rights-reserved for whatever stupid reason
17:40 VanessaE and there are a couple of closed-source mods that don't work anymore (not permitted by the engine)
17:41 Demosthenex oddly enough yes i do code ;]
17:42 Fatar I don't understand why people close source the mods of an open source game.
17:42 Demosthenex i even host a development server for a popular minecraft modder
17:42 red-NaN you forgot MIT
17:42 yusf[m] I'm want to do override_item but on whole groups, how can I do that?
17:43 VanessaE MIT, BSD, etc all fall under "permissive" in my book
17:43 VanessaE Fatar: because they're stingy.
17:44 VanessaE (stinjy?)
17:44 red-NaN I don't think the forum allows closed souce mods
17:44 VanessaE not in Mod Releases, no
17:44 VanessaE but the engine won't run them anyway
17:44 VanessaE binary Lua is disabled by default I believe
17:44 red-NaN so we ended up with the strange case of a GPL mod that used bytecode
17:44 VanessaE precompiled, whatever you wanna call it
17:45 VanessaE I think that one was all rights reserved
17:45 VanessaE free-as-in-beer, only.
17:45 VanessaE some shit mauvebic made I think it was
17:45 ThomasMonroe why arent there closed source mods?
17:46 Demosthenex so often they ship them closed because they are afraid of ripoffs
17:46 red-NaN there are a few with no license
17:46 VanessaE ThomasMonroe: there were.  the engine doesn't permit it now.
17:46 ThomasMonroe thats what im asking, why
17:46 red-NaN which basiclly means no-one can legally refuse thier code
17:46 VanessaE ThomasMonroe: because it's selfish and doesn't flow well with the philosphy of Minetest
17:46 VanessaE philosophy*
17:46 red-NaN plus pointless
17:46 nore ThomasMonroe: because lua bytecode is insecure
17:46 VanessaE those, too
17:47 Demosthenex closed source mods were always a problem in minecraft
17:47 ThomasMonroe ok nore
17:47 ThomasMonroe ust wondering
17:47 Demosthenex its smart to try and define some parameters at the ending
17:47 Demosthenex s/ending/engine/
17:47 VanessaE Demosthenex: mods in general kinda are, aren't they?
17:47 red-NaN lua bytecode is fairly easy to decomplie, breaks between lua versions and is a major security risk
17:48 ThomasMonroe ah, ok
17:49 ThomasMonroe question: does the lua bytecode run faster than the uncomiled?
17:49 Demosthenex so i saw a mention of modpacks, are there any difficulty oriented ones atm?
17:49 ThomasMonroe uncompiled*
17:49 red-NaN ThomasMonroe, not really
17:49 VanessaE ThomasMonroe: no, quite a lot slower in fact
17:49 ThomasMonroe ok
17:49 VanessaE because precompiled lua isn't run through luajit
17:50 red-NaN well it's faster if you use non-jit lua
17:50 ThomasMonroe they should make the bytcode run faster
17:50 red-NaN but it's not a large diffrence
17:50 VanessaE red-NaN: right, but few people do
17:51 red-NaN plus if it's embedded code it **might** make the overall file size small since you could modify your lua to only run bytecode
17:51 red-NaN smaller*
17:51 mmuller I don't expect there's much of a gain, compile to byte-code is really not very expensive.
17:51 mmuller (generally)
17:53 ThomasMonroe this is probly a stupid question, but how is a JIT faster than pre-compiled?
17:53 VanessaE ThomasMonroe: because "precompiled" isn't really compiled
17:53 VanessaE it's more like "pre-tokenized"
17:54 mmuller ThomasMonroe: precompiled = compiled to bytecode, which is then interpreted.  JITted = compiled to machine code.
17:54 ThomasMonroe ah ok
17:54 ThomasMonroe ok
17:54 VanessaE ThomasMonroe: think of old 8-bitter computers
17:54 ThomasMonroe kind of like java's .jar is "pre-compiled"
17:55 VanessaE when you type in a BASIC program, it gets stored in an abbreviated, tokenized format, which is what is also saved out to disk
17:55 ThomasMonroe right
17:55 VanessaE "precompiled" lua is basically the same idea
17:56 ThomasMonroe just wondering how hard is it to create bindings to other languages?
17:57 VanessaE probably easy enough if you can code C++ :)
17:58 Demosthenex VanessaE: i see your name on many servers, and some say "survival"
17:58 VanessaE mmhmm
17:58 VanessaE not hardcore though
18:00 Demosthenex just poking around ;]
18:00 Demosthenex my extended family and gaming group was asking me to setup another hardcore MC server, but nothing new is out
18:01 VanessaE give mine a try sometime.  the element of survival on the daconcepts.com:30001 is, if your computer doesn't melt down, you survived ;)
18:01 ThomasMonroe lol
18:01 ThomasMonroe mine would definetely melt
18:02 An0n3m0us lol
18:02 An0n3m0us mine got 984MB
18:02 ThomasMonroe HexChat: 2.10.2 ** OS: Linux 4.4.0-36-generic i686 ** Distro: Ubuntu¼iner "xenialÀ" 16.04[»4]  ** CPU: 1 x Intel(R) Pentium(R) M processor 1.60GHz (GenuineIntel) @ 1.20GHz ** RAM: Physical: 1.5GiB, 42.5% free ** Disk: Total: 71.8GiB, 40.4% free ** VGA: Intel Corporation Mobile 915GM/GMS/910GML Express Graphics Controller ** Sound: ICH4 - Intel ICH6 ** Ethernet: Marvell Technology Group Lt
18:02 ThomasMonroe d. 88E8053 PCI-E Gigabit Ethernet Controller ** Uptime: 6h 23m 29s **
18:02 ThomasMonroe sry wrong channel
18:02 An0n3m0us My PC dies 100 times when I play minetest
18:02 ThomasMonroe lol
18:03 Fatar that's not a lot of hard drive space
18:03 An0n3m0us RAM
18:03 Demosthenex VanessaE: that the one with the public reactor?
18:03 VanessaE Demosthenex: the only major flaw Minetest has really, is that it gives the CPU too much work to do that ought be done by the GPU instead.
18:03 VanessaE Demosthenex: the same.
18:03 VanessaE there's almost 9 MEU of power on the public grid ;)
18:03 Demosthenex ha
18:03 Wuzzy What do drawtime and dtime_jitter in the debug screen mean?
18:03 Demosthenex ever try ReactorCraft, the second tier of Rotarycraft?
18:04 VanessaE Demosthenex: never played MC at all.
18:04 ThomasMonroe how do you not figure that out Wuzzy?
18:04 Demosthenex VanessaE: righto!
18:04 VanessaE Wuzzy: dtime is draw time, directly related to FPS.  jitter is how much variance there is in it over some period of time
18:04 Demosthenex hrm, a world border.
18:04 VanessaE (idk what the measurement interval is)
18:04 Wuzzy and draw time is in ... what unit?
18:04 ThomasMonroe milliseconds
18:04 VanessaE milli
18:04 VanessaE ...seconds.
18:05 VanessaE ninja'd again :-/
18:05 Wuzzy and jitter?
18:05 VanessaE Wuzzy: percent ;)
18:05 ThomasMonroe hundreths technichally
18:05 Wuzzy so a drawtime of 14 means it took 14 ms to draw the previous frame?
18:05 VanessaE I would assume percent of change in a short time, over some average ms.
18:05 VanessaE Wuzzy: yeah
18:06 Wuzzy so what does dtime_jitter of 29% mean?
18:06 VanessaE Wuzzy: I would assume 29% variance over some average?  not sure.
18:06 Demosthenex means more coffee is needed to increase your jitter
18:06 ThomasMonroe lol
18:06 VanessaE Wuzzy: ask in -dev :)
18:08 ThomasMonroe 29% is good
18:08 ThomasMonroe i have average 100%
18:08 ThomasMonroe or more
18:08 Wuzzy huh? you can have more than 100% dtime_jitter?
18:08 Wuzzy what does THAT mean?
18:09 ThomasMonroe idk
18:09 ThomasMonroe id have to look at the src
18:09 VanessaE Wuzzy: if you have an average dtime of 15 and it jitters between say 14 and 16, that would be around 7 percent
18:09 VanessaE if I am guessing right
18:10 VanessaE so 100% would be if average is 15 but it occasionally shoots up past say 309
18:10 VanessaE 30*
18:11 VanessaE at least, that's how I would define it
18:13 Demosthenex thanks for letting me look around =]
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18:40 Fixer situation with stutter improved recently
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20:05 EDAKIRI Do things in Pipeworks pipes only get transported when you are near?
20:05 EDAKIRI So, if you put something in one end and teleport to the other, nothing happens?
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20:06 EDAKIRI (on the out end , where you are)
20:07 calcul0n EDAKIRI, probably, if the other end is not loaded
20:08 EDAKIRI If you put something in the 'input' end, teleport to the 'output' end, does it come out at the output?
20:18 calcul0n i never tried, but that's what it's supposed to be
20:19 calcul0n but if the end is very far it probably won't work i guess
20:19 calcul0n because the map won't be loaded there
20:20 nore what happens is:
20:20 nore the item gets teleported
20:20 nore and continues to move
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21:39 octacian The octacian is finally the back. :rofl:
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21:46 EDAKIRI If all the flowers in an area are plucked, do more grow there? -- or only if some are plucked and there exists a flower still.
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21:49 MinetestBot paramat: Jun-05 12:35 UTC <sfan5> they are still banned here yes, dunno whether that should apply to -dev too
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21:50 paramat you need at least one flower to seed more around it
21:50 calcul0n EDAKIRI, no, they will only appear if there are some around
21:50 EDAKIRI Can one place a flower from another area and it shall grow?
21:50 EDAKIRI propogate?
21:50 calcul0n yes
21:51 calcul0n but only if it's placed in dirt iirc
21:51 calcul0n i have a nice flower farm here :)
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22:09 paramat dirt, grass, rainforest litter, anything with group 'soil = 1'
22:10 paramat and plenty of light
22:12 paramat not dirt with snow (frozen ground)
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