Time |
Nick |
Message |
01:04 |
hmmmm |
why was 0.05 chosen for the default dedicated_server_step? |
01:11 |
hmmmm |
what are the packets with lengths 42 and 61? |
01:30 |
hmmmm |
nevermind that... my minetest experience is immensely better with dedicated_server_step increased to 0.35... there are still lots of problems with sluggishness |
01:30 |
hmmmm |
celeron, i think that you underestimate how much overhead network traffic has |
01:31 |
hmmmm |
i think that each message should be more of an event |
01:31 |
hmmmm |
and the method to transfer that event is chosen based on the location of the client in relation to the server |
01:32 |
hmmmm |
that is, if it's localhost, bypass the network layer completely |
01:32 |
hmmmm |
this is how starcraft works pretty much anyway :-) |
05:06 |
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06:26 |
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06:31 |
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08:57 |
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10:14 |
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11:47 |
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13:33 |
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13:33 |
cornernote |
hey, i am trying to use minetest.set_player_privs(), but it doesnt seem to save |
13:34 |
cornernote |
i checked all the other mods i could see, and none use that |
13:34 |
cornernote |
think its a bug ? |
13:35 |
cornernote |
do i need to call auth_reload() after ? |
13:50 |
cornernote |
yep ,that worked ! =) |
14:19 |
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14:21 |
ArcticCoolMan |
Minetest is cool but i think making mobs three-dimensional models with hitbox shouldn't take much time. By the way block textures in inventory are misplaced eg. mese looks like leaves. |
14:21 |
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14:54 |
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16:09 |
VanessaE_ |
celeron55: you around? |
16:10 |
celeron55 |
kinda |
16:10 |
VanessaE_ |
I'm about to file an issue, but I wanted to ask you about it first. |
16:11 |
VanessaE_ |
recall our discussion about image formats and what irrlicht/game can load.. and in the API where it says how this works (line 142) |
16:12 |
VanessaE_ |
Is there a known situation, i.e. some corner case, where this is not supposed to work? |
16:12 |
celeron55 |
in terms of what you can do from the lua side of things? |
16:12 |
VanessaE_ |
yeah |
16:13 |
celeron55 |
not that i am aware of |
16:13 |
VanessaE_ |
ok |
16:13 |
celeron55 |
i don't probably remember everything though; could be |
16:15 |
VanessaE_ |
well the short version: if you don't give a filename extension in your mod's tiles={} declaration (or others probably), or the extension is wrong, the game doesn't load the image. |
16:16 |
celeron55 |
where DOES it work then? |
16:16 |
VanessaE_ |
so tiles={"mymod_somefile.jpg"} works, but tiles={"mymod_somefile"} does not |
16:16 |
VanessaE_ |
but, in a texture pack it *does* work |
16:16 |
VanessaE_ |
if the mod specifies "mymod_somefile.png" and I provide "mymod_somefile.jpg" in the texture pack, the game *does* load the jpg. |
16:17 |
celeron55 |
i know that to work always |
16:17 |
VanessaE_ |
yes, that's what I though. |
16:17 |
VanessaE_ |
thought. |
16:17 |
VanessaE_ |
but within the confines of the mod itself, if you specify a wrong filename, even if the API says you're right, you're still wrong :D |
16:19 |
celeron55 |
is there a place where it works without an extension? |
16:19 |
VanessaE_ |
I haven't tried it out extensively yet |
16:19 |
celeron55 |
it kind of should, but i have never tested it |
16:19 |
VanessaE_ |
just some initial fiddling to try to fix a bug in the mod |
16:20 |
celeron55 |
but as it tends to be, nothing works if it isn't tested 8) |
16:21 |
VanessaE_ |
of course |
16:21 |
VanessaE_ |
but then again, I'm not sure what else there is to test outside of images specified in the tiles, wield_image, and inventory_image lines |
16:22 |
VanessaE_ |
(and the aforementioned texture pack of course) |
16:22 |
PilzAdam |
it dont work for inventory_image and textures of tiles |
16:22 |
celeron55 |
then there is the question why not |
16:22 |
PilzAdam |
*entities |
16:24 |
VanessaE_ |
shall I go ahead and file this issue for later reference? |
16:27 |
celeron55 |
i am actually investigating this now |
16:27 |
VanessaE_ |
ok |
16:28 |
celeron55 |
this is one of those things that appear to work even with some debugging, but at the end it just doesn't end up like it should |
16:29 |
VanessaE_ |
like lua with it's fucking commas ;) |
16:30 |
VanessaE_ |
"strange, this should work. the code at line 3846 is right.. OH, missed a comma on line 345." |
16:30 |
celeron55 |
that's how you pay for flexibility and dynamism! |
16:30 |
VanessaE_ |
haha |
16:31 |
celeron55 |
if you just replaced code at 3846, it could end up as completely valid but doing something different 8) |
16:33 |
VanessaE_ |
[offtopic]you seen my latest abuse of nodeboxes by the way? :-)[/offtopic] |
16:35 |
celeron55 |
[offtopic]no, and i don't care for now[/offtopic] |
16:35 |
VanessaE_ |
heh ok |
16:36 |
celeron55 |
i found the problem, and it is kind of odd |
16:36 |
VanessaE_ |
maybe something to leave for later then |
16:36 |
celeron55 |
the checking of different file extensions is done at the filesystem level, not at cache level (in which the stuff from the server ends up) |
16:37 |
VanessaE_ |
ahhh |
17:30 |
celeron55 |
VanessaE_: file the issue, i'm not going to fix it now |
17:30 |
VanessaE_ |
ok |
17:30 |
VanessaE_ |
filed. |
17:30 |
celeron55 |
put that last line i said there |
17:31 |
VanessaE_ |
done :-) |
17:32 |
VanessaE_ |
I had a feeling it would be a bit non-trivial, but since there's a workaround, it doesn't need addressed now |
18:23 |
VanessaE_ |
celeron55: I suppose issue #207 can be closed now btw. |
18:24 |
VanessaE_ |
or not; that patch you had us try isn't in upstream yet :-) |
18:38 |
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18:47 |
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18:55 |
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18:58 |
sapier |
Hello, is minetest supposed to handle 39+ active objects at once at a (single core) 3.2GHz Phenom II? I ask because I seem to be in a situation where emerge thread is locked out by onStep throwing lots of exceptions because of unloaded blocks. If I understand emerge threads purpose it shall load those blocks that cause the exceptions. |
19:07 |
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19:36 |
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19:51 |
ironzorg |
gravity should really apply to apples as well |
19:51 |
ironzorg |
I don't like the way they float in the air once leaf decay did its job |
20:51 |
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21:06 |
sapier |
ok if someone is interested I've an answer to my question. Minetest ain't capable of handle collisions of 39 active objects moving around in unloaded areas. The exception handling triggered is far to expensive. |
21:06 |
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21:12 |
celeron55 |
ehm |
21:18 |
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21:34 |
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21:42 |
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22:13 |
hmmmmmm |
celeron? |
22:13 |
hmmmmmm |
you never answered my question from yesterday, why is the default server step time so low? |
22:32 |
saschaheylik |
hmmmmmm: why do you think it should be higher? |
22:59 |
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23:24 |
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23:37 |
hmmmmmm |
because at 50 milliseconds, it consumes too much cpu time |
23:37 |
hmmmmmm |
in fact, there's a constant 35-40% cpu time being eaten up in kernel mode |
23:38 |
hmmmmmm |
which is reduced to more like 2-3% if the server step time is increased to 350ms |
23:38 |
hmmmmmm |
but the choice of 50ms seems arbitrary and pointless, unless there was a specific reason for such a low value... |