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IRC log for #minetest-dev, 2012-11-26

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All times shown according to UTC.

Time Nick Message
00:00 hmmmm then now when i went to go git diff, it showed that all the files were completely different
00:00 hmmmm and they were, because every line had a CR added to the ending
00:00 SpeedProg you can set git to convert line endings
00:00 hmmmm so when i went to commit and push it, it'd commit absolutely everything as new and show no changes
00:00 SpeedProg through I don't actually know the name of the setting
00:00 hmmmm autocrlf
00:01 hmmmm already read about it and all
00:01 Taoki ouch... I see
00:01 SpeedProg it isn't hard to undo a commit :D
00:01 hmmmm i did undo it
00:02 hmmmm for damage control, i'm converting everything back to LF manually
00:02 SpeedProg lol
00:02 SpeedProg good luck and have fun :D
00:02 hmmmm thanks
00:02 Taoki That has to suck :/ Good luck with that
00:02 Taoki Sad some IDE's do that
00:03 SpeedProg can't you text editor search for crlf and replace it with lf?
00:03 hmmmm i'd have to have every single file in the source tree opened
00:03 Taoki hmmmm: You could try that out. There is a high amount of files, but something like notepad++ should be able to handle it
00:04 Taoki Never tried that many files... I assume it could be past 100
00:04 Taoki Yeah, 281 files in source. Dunno if that could crash it or fill up the RAM
00:04 SpeedProg it shouldn't make a difference even if they are a few thousend
00:04 Taoki hmm
00:04 SpeedProg because it does not keep them open
00:11 hmmmm haha, more like 439 according to find . | egrep '.h$|.cpp$' | wc
00:15 Taoki brb
00:35 hmmmm i deserve a raise  http://pastebin.com/a2rDu3Xv
00:35 hmmmm on that note, i hate shell scripting with a burning passion
00:40 Taoki joined #minetest-dev
00:41 Taoki Back for a few minutes till heading off to bed
00:41 Taoki hmmmm: Any news?
00:42 hmmmm nah
00:42 hmmmm oh, [19:34] <hmmmm> i deserve a raise  http://pastebin.com/a2rDu3Xv
00:57 Taoki Late, need to go now. Night everyone
00:58 Taoki Hope you can put the code in Github today or tomorrow, can't wait to see it on some server :)
02:20 hmmmm *phew*
02:20 hmmmm https://github.com/kwolekr/minetest/commit/bd674eea80d89f8cdb25479cb9414d9c4c9fc81e
02:20 hmmmm 22 modified files
02:20 hmmmm 1300 LoC changed
02:20 hmmmm and it doesn't even work yet
02:24 hmmmm actually it's 21 changed files, 1600 additions, 751 deletions
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06:07 hmmmm yeah... sorry, i haven't been keeping up with what was said in the channel lately
06:08 VanessaE shit happens.
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10:26 thexyz wtf? https://gist.github.com/4147549
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13:34 celeron55 thexyz: guess: truncated player file
13:36 celeron55 umm... no
13:36 celeron55 it
13:36 celeron55 it must be a very old version at least
13:36 celeron55 at least since 0.4.3 that error hasn't even existed in the source code
13:38 celeron55 here is some interesting stuff: https://github.com/celeron55/minetest/commits/exp
13:39 celeron55 making things use that for serialization should allow easier compatibility between versions
13:40 celeron55 and way less horrible problems in case somebody messes things up
13:54 celeron55 it does have some storage overhead (when storing many individual bytes), but it can be minimized to be reasonable
13:59 Taoki celeron55: Seen the link hmmmm posted? He managed to get the mapgen stuff on a branch.
13:59 Taoki Now I wonder when and if it will be ready for upstream too
14:01 celeron55 simple answer: not soon
14:01 Taoki ok
14:01 Taoki Was it tested and something known to be wrong?
14:04 celeron55 ...
14:04 celeron55 04:21:54 < hmmmm> and it doesn't even work yet
14:04 celeron55 i suggest reading
14:04 celeron55 it isn't even *supposed* to work yet
14:05 celeron55 22:36:32 < hmmmm> it's in my experience that if something isn't 100% when it's released to the public, people will try to use it and people will complain that  it doesn't work
14:05 celeron55 22:36:44 < hmmmm> and i'd get 1000 messages "hey your thing crashed when i did blah blah blah"
14:05 celeron55 8)
14:05 Taoki Sorry, missed some of his lines
14:06 Taoki If it's not intended to work yet then sure, no one can expect it to work. Wasn't sure if it was only... no rush in finishing it then
14:10 Taoki In other news: I'm close to implementing parallax mapping for tiles. Normal maps will be specified as a property of the tile, just like textures and material options are (from mua). Trying to debug why setting the material to EMT_PARALLAX_MAP_SOLID causes eveything to go black, whereas EMT_SOLID works
14:10 Taoki It's not lighting either, I tried enabling ambient light and same story
14:11 Taoki **from lua
14:13 celeron55 probably because here is no lighting
14:14 hmmmm joined #minetest-dev
14:14 Taoki Don't see why that should require lighting in a different way. I tried setting ambient lighting to it and same
14:14 Taoki WB hmmmm :)
14:14 hmmmm hi
14:14 Taoki Nice work on that code. Haven't tried it yet but I'm glad it's on GIT, and I see a lot of changes
14:14 hmmmm are you guys talking about shaders
14:14 hmmmm dude
14:14 hmmmm don't try it
14:15 hmmmm it doesn't work
14:15 hmmmm at all
14:15 Taoki hmmmm: ok. And we're talking about me implementing parallax mapping. But for some reason it causes surfaces to go black
14:15 hmmmm is that already a feature in irrlicht?
14:17 Taoki Sure. Found two examples of how to use it and for everyone else it works
14:17 Taoki Here's one: http://irrlicht.sourceforge.net/forum/viewtopic.php?t=42716 See the code sectin at the bottom of the first post
14:17 Taoki I'm adding the same lines where material texture is set
14:18 Taoki And I tried ambient light and diffuse on the material, same story
14:18 Taoki So I don't think it's the lighting either
14:18 hmmmm could it have something to do with the alpha channel?
14:18 hmmmm most likely it's a bug with irrlicht itself
14:19 hmmmm just make sure makeNormalMapTexture isn't being called twice (as the problem is stated in that forum you linked)
14:19 Taoki I'm trying a temporary test that applies it to all textures. Most have no alpha channel
14:20 Taoki hmmmm: Currently I'm trying even without the normal texture. Simply setting the material type to EMT_PARALLAX_MAP_SOLID breaks it
14:22 * Taoki will also want to implement envmap or cubemap reflections... hopefully these go well
14:26 Taoki celeron55: Where exactly is that one line of code that applies the lighting system in MineTest to the material of nodes? Might help to take a look at it
14:29 Taoki http://pastebin.com/raw.php?i=y9UKjFbb And to make sure it's not the lighting, I also smashed in the lines http://pastebin.com/raw.php?i=JpKrJw31
14:30 Taoki (and yes unknown_block.png is used in a temporary test circumstance, it's in the bin folder next to the minetest binary till I get the atlas working with it)
15:12 celeron55 most things that seem like bugs in irrlicht actually aren't so 8)
15:12 celeron55 irrlicht is such a thin wrapper for most parts that many bugs don't fit there
15:15 Taoki Clearly what's happening isn't right. Since like I said I set some Irrlicht lighting too to test and same problem
15:17 celeron55 maybe you have to explicitly enable lighting
15:17 Taoki I set the lighting flag to 1 as well, same thing
15:17 Taoki erm, to true
15:17 Taoki like material.setFlag(video::EMF_LIGHTING, true);
15:18 Taoki But parallax shouldn't use lighting different than existing materials, so it should work with the current light system
15:18 celeron55 maybe mapblock_mesh.cpp:1069
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15:24 Taoki doesn't change anything either
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15:57 Taoki damn. It seems I have to add an irrlicht light entity before parallax mapping works. It needs new lighting... no idea why
15:58 Taoki Problem is however, that during my test I'm among the first to see a MineTest scene with dynamic lighting :) I got that working without even intending to, and it looks pretty fine
15:58 Taoki Maiybe I can post a screenshot. I'm so tempted to work on implementing this now, but I don't know how sunlight can be kept from shining in caves :(
15:59 Taoki I'm also getting an envmap reflection for an unknown reason
16:02 Taoki I'll try to see if I can somehow get textures to make a screenshot, just so everyone can see the MT world with dynamic Irrlicht lighting
16:06 Taoki Damn this looks good :)
16:07 Taoki OMG, I got it working with good textures! Not parallax (that's still buggy) but dynamic lighting
16:08 Taoki Guess what: It doesn't reduce any performance either
16:09 Taoki http://i46.tinypic.com/j5fd35.png That's with one static light entity added to the world
16:12 celeron55 it looks like generic basic 3d stuff, not interesting at all
16:15 Taoki celeron55: It looks a lot like the current lighting, but it's directional. So eg: surfaces facing the sun will be lit, and everything else only affected by ambiental lighting.
16:15 celeron55 yeah; go in a cave
16:15 celeron55 or under a tree
16:15 Taoki Thing is, the Irrlicht lighting system is needed for many other features to work (in terms of visual improvements). I have toa bandon parallax mapping till then for instance
16:15 Taoki I know, I know
16:16 Taoki That's why I'm pissed this is so hard to implement :P
16:16 Taoki Also note: If this could be used instead, there would no longer be a need to generate lighting with the mapgen. Will be MUCH faster
16:17 celeron55 that is never going to be plausible on old hardware
16:17 Taoki Thing is that in the test I jsut did, tynamic light didn't decrease performance the slightest little bit.
16:17 Taoki **dynamic
16:17 celeron55 i've tested that multiple times myself already
16:18 Taoki So that's another interesting point. Obviously I've no idea how it will be with a lot of torches
16:18 Taoki hmm... ok
16:18 celeron55 the thing is, hardware lighting is horrible without shaders
16:18 Taoki Obviously both the old and new systems will be in place at best. And the client will be able to decide which to use
16:19 Taoki I think I'll make a branch to play with this a little. Just see what I get for now... won't pretend I can suddenly get any of it working properly
16:19 celeron55 yeah, it needs some experimentation
16:19 Taoki Idea: We could use the current lighting system in MineTest, but instead of brightening the area "lit" by this system, use that as a mask for other lights
16:20 Taoki But again, might need a shader
16:20 Taoki I'll see what I can get, at least to get a taste of what it might be like
16:20 Taoki For now I need to go, so BRB
16:20 celeron55 the most interesting outcome would be to feed the voxel lighting data into a shader and use it there
16:20 celeron55 (in addition to other stuff)
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18:44 Taoki Back. Going to look into those lights some more
18:56 Calinou Taoki: https://github.com/celeron55/minetest/pull/304 opinions?
18:57 Taoki Calinou: Yes. Make that a server setting in minetest.conf instead if possible. And default it to that then I guess. Might be better to have a way to set it I think
18:57 celeron55 Calinou: have you really tested it to look better or do you just imagine it to do that?
18:58 Calinou yes, i tested it locally
18:58 celeron55 because i don't know
18:58 Calinou it does look better. by far
18:58 Calinou celeron55: maybe host a server with that patch :) and se
18:58 Calinou see*
18:58 Taoki I say default it to that, but please make it a minetest.conf setting. Might be best if it can be tweaked... if other devs agree too
18:58 Calinou serverside minetest.conf setting would be ok too
18:59 celeron55 it shouldn't make much difference unless there is some other problem somewhere
18:59 Calinou people see other people turning more fluidly
18:59 Calinou also, jumping
19:01 Taoki It surely will be a lot better. But again, please do make it a minetest.conf setting
19:01 Calinou Taoki: /msg Taoki 80.118.209.33 port 30000
19:01 Calinou fail
19:01 Calinou I tried to pm... lol
19:01 Taoki hehe, it's ok
19:01 Calinou well then, feel free to connect
19:01 Taoki I'll join
19:01 Calinou (use my patch!!)
19:01 Calinou you have to use my patch and recompile of course
19:01 Taoki Do I need to? I thought the server sends it
19:01 Calinou since the timer is client side
19:01 Calinou nope
19:01 Taoki ahhh, weird. Ok then
19:02 Calinou (also, this is a nice security bug... set it to 100, overflow ;))
19:02 Taoki It's one line of code so I'll do it manually
19:02 Calinou works too
19:02 Taoki I'm trying toa dd dynamic lighting some, damn hard tho
19:02 darkrose it can have a min/max in client side config
19:03 Taoki Yeah. So trolls won't use it to lag a server
19:03 Calinou making the setting clientside is another option, maybe, force minimum to 5, maximum to 20
19:03 Calinou and default 10
19:03 Calinou (20 would be useful for specific cases, eg. videos)
19:03 Calinou where you need high accuracy :)
19:03 celeron55 Calinou: i ask you to try what changing the value in environment.h:209 to 0.2 does, when the client sends 5 times a second
19:04 Taoki Calinou: Is your server up? Won't connect here
19:04 celeron55 because it could be just a problem of the sends being not in sync, rather than not being frequent enough
19:04 Calinou nope, not frequent enough, definitely. the difference is big between 5 and 10, 10 feels much more smooth
19:05 Calinou i tried changing the amount of smoothing, but it didn't really look good (forgot where)
19:05 celeron55 you didn't try what i asked
19:05 Taoki Server's down, let me know when it will be up
19:05 Calinou celeron55: do i do that while keeping player position frequency to 0.2? or set it to 0.1 like in my patch?
19:06 Calinou Taoki: weird, it is up here..
19:06 celeron55 Calinou: the smoothing code probably gets screwed up as the server sends two same positions and then two same positions and so; there are two ways to fix that: either raise the client send frequency to 10, or lower the server send frequency to 5
19:06 celeron55 Calinou: both to 0.2
19:06 Taoki You probably mentioned a bad ip or port then\
19:07 Calinou done, recompiling
19:07 Calinou ERM
19:07 Taoki Calinou: Do I keep the change client-side?
19:07 Calinou the internal IP I forwarded is my printer's O_o
19:07 Taoki lol
19:07 Calinou :p
19:07 Calinou fixing it
19:08 Taoki The first user to run minetest on their printer :3
19:08 Calinou try again Taoki
19:08 Taoki works now
19:08 Calinou celeron55: i bet this won't fully fix the issue (this doesn't fix turning not being smooth enough)
19:08 Taoki someone else join so we can compare
19:08 Calinou if someone spins rapidly in one direction then another, other players might see nothing
19:09 celeron55 if it fixes moving, then the right fix to turning is to smooth turning
19:09 celeron55 it's not like 10 sends per second would fix turning, it just improves it a bit
19:09 celeron55 for smooth turning, smooth turning must be implemented rather than flooding packets
19:10 Calinou it's not really flooding, some games send position 20-30 times a second ;) (like sauerbraten)
19:10 Calinou sends 30fps in best conditions
19:10 Calinou iirc
19:10 Calinou but the more you lag the less you send, of course
19:11 celeron55 well, 10 isn't too much, but i don't want to raise it unnecessarily
19:11 Taoki BTW, a way to reduce bandwidth usage: When a player is staying still and hasn't moved, is its position still being sent? Both by server and clients
19:11 Calinou it is iirc
19:11 Taoki It should't IMO since there's no reason to
19:11 Calinou methinks "turning" and "moving" should be separate packets
19:11 Calinou like in minecraft
19:11 celeron55 it's beneficial to have small bandwidth consumption, because it makes huge servers and crappy connections more viable
19:12 celeron55 Calinou: minecraft does not have packets; it uses tcp which is a stream protocol
19:12 celeron55 Calinou: you can't compare it
19:12 Calinou I spawned a random input player, it doesn't look any better than if I didn't use your change..
19:13 Calinou it did look better when I used 10fps
19:13 Taoki lol, didn't know about thsse :P Is it a mod
19:13 celeron55 in minetest, sending a packet actually sends a single packet; in minecraft using TCP, sending a virtual packet either sends it or waits for a bit for more data to put into the packet, and then sends it
19:13 celeron55 so it makes sense to put many things in a packet
19:13 Calinou Taoki: random_input = true in minetest.conf
19:14 Taoki fun fun
19:14 Calinou celeron55: well I think it should be set to 10fps, and disable sending positions when you don't move :) would compensate somewhat
19:14 celeron55 that makes sense
19:15 Calinou i suggested this yesterday, since pitch is sent, why not make the player model pitch when looking up/down? not very realistic (since the whole model will pitch) but better than nothing
19:15 Taoki turning should also be transitioned client-side, like movement is
19:15 Calinou probably easy to do
19:16 Taoki So it doesn't snap but turn smoothly
19:16 Calinou yeah
19:16 Calinou i suck at c++ so i didn't tyr
19:16 Calinou try*
19:16 celeron55 i don't want player model pitching, it's not better, just odd
19:16 Taoki it's ok, I do too and not sure how, but someone who knows should be able to do it easily
19:17 Calinou celeron55: when you're looking up/down, mining stuff but looking "normal" to other players, it does feel odd
19:17 Taoki Calinou: Anyway, I don't see a big improvement on your server really. Player seems to be pretty much as smooth
19:17 hmmmm what
19:17 Calinou Taoki: i send 5fps + celeron55's improvement
19:17 Calinou let me come back with 10fps
19:17 Taoki sure, lets try that
19:17 celeron55 by the way, "some players will set it very high (eg. 50 per second), using lots of bandwidth for the server and other clients..." is completely wrong
19:17 Taoki send 10fps from the server so we can see if that makes a difference
19:17 hmmmm even if we used shaders, it turns out to be ~3x slower
19:18 celeron55 the server sends the positions at a static interval, when it sends
19:18 hmmmm which is the reason why it was abandonded in the first place
19:18 Taoki hmmmm: Shaders? Where where where :D
19:18 hmmmm Kahrl's repository
19:18 celeron55 did you try it
19:18 hmmmm i don't have a link handy though
19:18 Calinou Taoki: come back and see
19:18 Taoki Do those still work with latest master? Would be nice if they do
19:18 Taoki Ok, logging back in
19:19 Taoki Ahh yes, now I can feel a difference. It's smoother a bit
19:20 Taoki the 10 fps instead of 5fps on ths server helps. The client update interval, not sure if that too
19:20 Taoki Maybe only when both are done
19:21 Taoki My suggestion is pussing it for both the server and client in minetest.conf
19:21 Taoki *putting
19:21 celeron55 the server already sends 10
19:21 Calinou but it looks like 5 since clients send 5
19:21 celeron55 it sends object messages (position and whatever) in the same packet
19:21 celeron55 (it doesn't send anything if nothing moves)
19:22 celeron55 so... actually it probably sends 5 per second if clients send 5 per second, if there are no other moving entities
19:22 Taoki BTW. At the current moment (with and without the change) how much bandwidth does MineTest use? Both server and client. I'm curious
19:22 Taoki In kbps
19:23 celeron55 in what situation
19:23 Taoki Well, idly for instance. When there are an average number of players on a server, some moving, some standing
19:23 Calinou one player on my server, 1-3kbyte/sec outgoing
19:23 Calinou better than MC which uses 20-40kbyte/sec outgoing
19:23 Calinou -for one player-
19:24 hmmmm oh, on that note, what does everybody say about increasing the server tick default to .25?
19:24 Calinou (with the 10fps patch)
19:24 Calinou default tick is 0.05, no?
19:24 hmmmm it is, but that's really low
19:24 Calinou "0.10 ought to be enough for everybody" --RMS
19:24 Calinou fits 99% of uses
19:24 celeron55 0.10 would be a good default
19:24 Taoki yeah
19:24 celeron55 0.25 is very slow, it already kills gameplay much
19:24 Calinou (like player pos FPS ;))
19:25 hmmmm I had it up to as high as .35 and it seems fine (for me)
19:25 Taoki Anyway, a more important change about player position sending, if you can add it: Don't send either from client to server or server to clients if the position and rotation of an object haven't changed. There's no need to waste bandwidth for players who are standing and doing nothing
19:25 Taoki And it's easy to check. Just store an old_position and old_rotation vector, and check them if updated
19:26 celeron55 hmmmm: it doesn't matter as long as you don't have moving animals or anything like that, and also it will limit the send interval that we were talking about
19:26 Taoki On both client and server
19:26 Taoki Same for lua entities, not just players. This will be important when mods will add a lot
19:26 celeron55 if clients send position every 0.1s by default, then the server should tick at at least 0.1s as default
19:27 Taoki Agreed
19:27 Taoki Server tick is another thing I'd recomment making a setting in minetest.conf
19:27 celeron55 0.05 is excessive though, this is not an FPS or something...
19:27 celeron55 Taoki: it is
19:28 Taoki ah good
19:28 celeron55 i recommend reading through the example config
19:28 Taoki Ies 0.05 sounds like more than needed to me too
19:28 celeron55 the things aren't there for no reason
19:28 Taoki 0.1 shouldn't make any visible difference compared to that
19:29 hmmmm on my old machine, Minetest took up a consistent 30-50% cpu in system time
19:29 hmmmm which was ridiculous imo
19:29 celeron55 the server?
19:29 hmmmm well, singleplayer
19:29 hmmmm so yes
19:29 celeron55 the client uses practically all of available CPU for rendering
19:29 celeron55 don't blame the server
19:30 hmmmm no, no, i had fps_max set.
19:30 hmmmm to 30
19:30 Taoki Isn't GPU used for rendering, and CPU for calculating other things?
19:30 hmmmm the cpu will spin around and keep rendering
19:30 celeron55 the way minetest draws things makes a lot of CPU usage
19:31 celeron55 (that is, in small pieces)
19:31 Calinou setting FPS to 10 also allows seeing players punching, when they hold mouse for less than 0.2 sec :(
19:31 Taoki ok. That's ok, good CPU here so I don't mind
19:31 Calinou :)*
19:31 Taoki Just wish FPS was higher when "full view range" is enabled
19:31 Taoki BRB
19:31 celeron55 not like "world mesh + players" but like "mapblock + mapblock + mapblock + mapblock + mapblock + mapblock + mapblock with another rendering material + ..."
19:31 Calinou it's impossible unless you have a NASA mainframe, full view range draws a lot of triangles...
19:31 Calinou 1 million+ easily
19:32 hmmmm yeah, but the problem with saying that is you're giving it the "Works on my machine" seal of approval
19:32 celeron55 minetest really struggles on my machine
19:32 celeron55 this is an intel GMA950 with a 1600x1200 display
19:32 hmmmm but you have a stronger cpu, no?
19:32 Calinou my shit connection manages to host 6-8 players with no lag, even with the patch
19:32 celeron55 centrino duo @ 1.6GHz
19:32 celeron55 throttles down due to heat though
19:33 hmmmm ouch
19:33 Calinou how many RAM?
19:33 hmmmm i wonder how it'd stack up against an athlon 64 3500+
19:33 celeron55 Calinou: 2
19:33 celeron55 hmmmm: that sounds similar to my server, a 3GHz P4
19:33 hmmmm and 1gb ram
19:33 celeron55 it's quite similar
19:33 Calinou a raspi is still slower, wait a few years and they'll be better :P
19:33 celeron55 in performance
19:34 celeron55 well, mobile phones are still a tiny bit slower than this laptop 8)
19:34 hmmmm you see, even though now i have a cpu equivalent to an ivy bridgde i7, i still am going to test my stuff on the athlon 64
19:34 celeron55 except that they have more GPU power
19:34 celeron55 maybe
19:34 celeron55 at least shader power
19:34 hmmmm right
19:35 hmmmm so back on topic, change the default server step to .1
19:35 celeron55 i have a 3.4 or so GHz i3 with 4GB of RAM, but it's boring; i don't generally use it, and also the sandy bridge GPU sucks balls with minecraft and minetest because it is so slow at taking new vertex data into use
19:36 celeron55 works fine for normal games that just load everything and then play, but for these... no way
19:36 hmmmm and i wasn't aware that the position packet send was a separate setting from the server step
19:36 celeron55 that makes the choppy FPS that is known within MC players 8)
19:36 hmmmm what if they were always the same, the clients can negotiate with the server for the interval
19:37 hmmmm and instead of it being the "server step" and the "client step" it can be just the "step"
19:37 celeron55 ehm
19:37 celeron55 are you seriously suggesting running the client at a lower rate than the FPS is?
19:37 celeron55 that'll make some really choppy stuff
19:37 hmmmm no, just the send interval
19:38 hmmmm you don't need to seriously send a packet *every* single frame, do you?
19:38 celeron55 i didn't say that
19:39 celeron55 anyway...
19:39 celeron55 it might be a good idea to make client use the same interval as the server does
19:39 celeron55 based on server configuration
19:39 celeron55 same send interval, that is
19:39 celeron55 ...and that would be the same as the server step interval
19:40 celeron55 hmm, i'll do those now
19:41 Calinou letting clients choose their own rates is bad for fairness (especially for pvp)
19:41 hmmmm yeah, the client will set the interval in TOCLIENT_INIT
19:42 hmmmm when parsing*
19:42 Calinou will the server step/player position rates be changed?
19:43 celeron55 i'll make it stick to the server step interval
19:44 Calinou ah, ok, good then :)
19:44 Calinou gtg
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20:55 celeron55 by the way, was this approved by, like, anyone? https://github.com/celeron55/minetest/commit/ffad18e42442fed10c312adc989fc62b74e05896
20:56 celeron55 it has the known issue of being heavy to render for HD texture packs due to the huge per-pixel generated meshes
20:56 celeron55 it's not an issue for me, but surely for HD texture users
20:58 celeron55 oh umm...
20:58 celeron55 what does that even do
20:59 VanessaE celeron55: one thing I've noticed, at least with HD textures, if the image has lots of holes (say, a checkerboard of white-hole/hole-white) it slows the extrude-for-wield down horribly
20:59 celeron55 wtf does that do
20:59 VanessaE like one 512px image takes *minutes* on a fast box.
21:00 celeron55 it forces node items to look like nodes even if they have an inventory image
21:00 celeron55 why was that put in
21:00 VanessaE dunno, I didn't even get a chance to ask pilz about it
21:00 VanessaE maybe related to RBA's new unified inventory mod.
21:01 VanessaE he said he needs a hook to get the wielded appearance of every node/item registered by the game/engine.
21:01 celeron55 i do not approve this
21:02 VanessaE well, the build I have in place now has that commit.
21:02 VanessaE is there something I can look for to say "it's broken"?
21:02 celeron55 it's a change for no reason
21:02 celeron55 that is the problem
21:03 celeron55 the only thing it can do is break things
21:03 celeron55 PilzAdam shall explain it tomorrow
21:03 celeron55 (he should have explained it in the commit message)
21:04 VanessaE RBA says it is *not* related to the inventory mod.
21:22 Taoki back
21:24 VanessaE wb
21:29 Taoki Thanks. Thinking of the next changes to try working on now :)
21:29 Taoki Pretty determined to get a WIP of dynamic lighting working to some extent. Undoubtfully a dead end till someone digufes out good shaders, but I so wanna see that a bit :)
22:16 Taoki WTF?
22:16 Taoki mesh.cpp line 465: smgr->addLightSceneNode(0, light_position, light_color, light_radius); There already is Irrlicht lighting in MineTest?
22:17 Taoki An addLightSceneNode is the correct way to setup Irrlicht lighting, and what I tested with today. But in its case it's not directional. I wonder what use that line has... it exists in upstream, together with an ambient light
22:20 Taoki Well it's part of GenerateTextureFromMesh lol... probably unused in any actual circumstance :P
22:22 celeron55 ehm
22:22 celeron55 it is used for making images from nodes to inventory and so
22:23 Taoki oh, right then :P
22:49 SpeedProg joined #minetest-dev
23:40 Taoki VanessaE: I got the changes you wanted on a GIT branch. Hats work now. However, I forgot to set some material flags... a code change must also be merged
23:41 VanessaE wonderful!
23:41 Taoki celeron55, thexyz, darkrose: Can any of you please merge those two branches upstream? https://github.com/MirceaKitsune/minetest/tree/models_flags ---- and ---- https://github.com/MirceaKitsune/minetest_game/tree/player_extras
23:41 Taoki The first one is of highest importance since I forgot some material flags for meshes, and they didn't allow transparency and weren't affected by fog
23:42 Taoki The second adds hat support to fix some skins, and also a sit animation to be used by mods (like the carts or chairs)
23:44 Taoki VanessaE: http://i50.tinypic.com/2ynroxs.png With hats working
23:45 VanessaE perfect
23:45 VanessaE you are a goddess, Taoki  :-)
23:45 Taoki awww
23:45 Taoki Still around for 15 or so minutes, if anyone with upstream access can check this
23:46 Taoki VanessaE: Don't use the new player update yet however. The code is needed to fix alpha channel, otherwise the head / hat will apperar black
23:46 Taoki Clients need the code patch
23:47 VanessaE I will wait until you and c55 are happy with it and merge it to git master.
23:47 VanessaE make sure it is backwards compatible with the pre-hats code ;-)
23:48 Taoki yes, it will be
23:53 Taoki Just added a fix for the sit animation positioning, please use latest rev
23:57 Taoki Also, to be clear: You can't animate the player sitting and mining at the same time. Please don't ask me to add that, it would be a waste of animation space. I already do a combined walk + mine animation since there's no other choice
23:58 VanessaE oh that's more than fair - who sits and mines at the same time? :-)
23:58 Taoki exactly :)
23:59 Taoki BTW: I made the sit animation so that the player sits on the bottom of his origin / bounding box. This can already be used to sit on the ground even, and it looks great for that
23:59 Taoki Will post a shottie

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