Time Nick Message 02:46 hmmmm you know i was just thinking, it makes more sense to have the flag be BLOCK_EMERGE_FLAG_GENERATE instead of not-generate 02:47 hmmmm you can update the flags by ORing them together.. if peer #1 OR peer #2 OR ... OR peer #n wants it as BLOCK_EMERGE_FLAG_GENERATE, it'll be set 03:15 hmmmm I think I should try making conlock smaller... it nearly _always_ takes ~35ms to acquire which is ridiculous 03:44 hmmmm phooooooooooooey https://github.com/kwolekr/minetest/commit/f7f3c5f4b9ef79b53f511b067d0b06bd003a0358 03:45 hmmmm at this point in time, it won't be usable for multiplayer, and it definitely seems slower in general (but it's not) since it doesn't drop any blocks it was asked to generate (at this point) 03:51 VanessaE nice 05:10 hmmmm you know.. a lot of the data structures used in minetest aren't as appropriate as they could be 05:11 VanessaE uh oh 05:11 VanessaE Screw it. I'm rewriting the whole engine in Ruby. 05:11 VanessaE :-) 05:11 hmmmm e.g. a "queue" is actually a list with work you duplicated to "push" and "pop" things, std::map is used absolutely everywhere when it's really not necessary at all 05:11 hmmmm Ruby, great choice, good luck too 05:11 VanessaE sorry, just trying to be funny 05:12 hmmmm so I encourage all core developers to PLEASE USE UNORDERED_MAP WHEN YOU DON'T NEED THE MAP TO BE ORDERED, PLEASE USE SET AND UNORDERED_SET WHEN YOU DON'T ACTUALLY NEED TO ASSOCIATE ANOTHER VALUE, AND PLEASE, FFS, STOP USING IRRLICHT CONTAINERS 05:12 hmmmm holy shit 05:13 VanessaE heh 11:25 Taoki Looking into learning Inskape a bit. This made me curious: Is there any chance that support for svg textures could be added to MineTest? Considering the blocky and simple design, this sounds like something that would fit and be useful 12:49 celeron55 it's not MineTest 12:49 celeron55 it's Minetest 12:49 Kray CamelCase 12:49 celeron55 MineTest is just god-awful 12:49 celeron55 GodAwful 12:49 celeron55 8D 13:10 dzho you can call it MineTest so that you can use CamelCase in a DesertBiome 13:11 darkrose MINETEST, because uppercase is more awesome... and also what menulogo.png uses 13:17 Kray iTest 13:17 Kray iMine 13:27 * celeron55 grins in amusement to hmmm's latest rant 13:31 celeron55 how stable is the new movement code? 13:33 celeron55 i promised to whack up a release this week and as upstream appears to have mostly followed the feature freeze (either accidentally or on purpose), i'll make that happen 13:39 darkrose there was a feature freeze? 13:39 celeron55 this could be a suitable time to roll out the 0.3 security fix too, assuming someone is interested in doing the little extra communication about it (which is, shout at the debian and ubuntu package maintainers) 13:39 celeron55 darkrose: yes, mentioned only on this channel 13:41 celeron55 about a week ago i guess 13:42 darkrose movement code seems pretty good, works for those who've tried it anyway 13:49 celeron55 if somebody wants to, they could try doing http://dev.minetest.net/Releasing_Minetest 13:51 celeron55 or, well, not try, but do it 14:06 darkrose I can bump the version and tag it, can't do a windows build, or your blog post though 14:16 celeron55 i won't probably do a windows build either; too lazy to cobble up curl and possibly gettext for it 14:20 darkrose hmmmm: able to do a windows build at all? 14:20 hmmmm no 14:20 hmmmm i stopped doing windows builds a while ago 14:20 hmmmm but the good news is that i installed mac os x 10.8 the other day, i intend to get a build and testing environment on that perhaps 14:21 celeron55 = too lazy, never 14:21 celeron55 8) 14:22 darkrose I don't have access to windows 14:23 darkrose should I push the tags, and then we just have to volounteer someone for the windows build? 14:24 hmmmm thexyz and plizadam are able to do windows builds 14:24 hmmmm i'd rather wait for them to come on 14:25 celeron55 maybe i'll just post that we're too lazy to do releases, download your stuff from these forum threads when you feel like it" 14:25 celeron55 -" 14:25 celeron55 8D 14:26 celeron55 i guess linux distros like releases 14:26 celeron55 and server operators 14:30 darkrose it's not laziness, it's a "rolling release" 14:32 celeron55 we'd still need to set a different version number when the protocol has an incompatible change, but it wouldn't really require anything else 14:33 celeron55 still there should be a more official "builds" page with some kind of a way for multiple people to update it 14:37 RealBadAngel hi 14:37 RealBadAngel i made 6 directional + rotations facedir 14:38 RealBadAngel now the question: enhance old one and keep the facedir name 14:38 RealBadAngel or introduce new one 14:39 RealBadAngel please note when im using old one and the name all old code and mods is working 14:41 RealBadAngel just the definition changes: facedir means the direction top of the node is facing 14:42 RealBadAngel old facedir is 1/6 cases of rotations over y+ 14:42 RealBadAngel celeron55, any comments? 15:45 celeron55 RealBadAngel: that didn't really explain what you have done 15:46 RealBadAngel old facedir is only rotation over Y+ 15:46 RealBadAngel top facing Y+ direction, and four rotations 15:46 RealBadAngel got it? 15:47 celeron55 what if you want an upside-down node pointing to X- 15:47 celeron55 8) 15:47 RealBadAngel ive added y-, x+, x-, z+, z- 15:47 VanessaE in short, he's added the ability to rotate around all three axes. 15:47 RealBadAngel facedir is now a value in range 0-23 15:47 RealBadAngel divide it by 4 to get direction 15:48 celeron55 is the code fast? 15:48 RealBadAngel module is the rotatation 15:48 RealBadAngel same as yours 15:48 RealBadAngel only not ifs just switch case 15:48 RealBadAngel to define textures roatations 15:49 RealBadAngel *modulo 15:49 RealBadAngel lemme show you core code 15:49 celeron55 by the way, are you not able to construct proper sentences on a single line? 15:49 celeron55 because 15:49 celeron55 reading this 15:49 celeron55 is 15:49 celeron55 fucking painful 15:50 celeron55 in any case, there are, i think, exactly two things i am concerned about 15:50 RealBadAngel http://pastebin.com/Kib3HkzT 15:51 celeron55 1) the original facedir was intended to be used so that it can exist with other data in the parameter, consuming only few bits 15:51 celeron55 s/the original/originally/ 15:51 celeron55 2) if it is modified or a new thing is added, it should be made sure it really does do everything that is needed in the future 15:51 RealBadAngel old 3 bits, new one 6 bits 15:51 celeron55 because it is data that is saved on disk 15:52 RealBadAngel code is propably a bit faster than original one 15:53 celeron55 why aren't you using else ifs 15:54 RealBadAngel it will speed up the code? 15:54 RealBadAngel if so, no problemo can add "else" there 15:55 RealBadAngel but im not quite sure 15:55 celeron55 ehm... the only reason for it not speeding up the code is if the compiler is perfect at optimizing; altough the string concatenation is thousands of times slower than comparing an integer six times 15:56 RealBadAngel so i will make switch inside then 15:56 celeron55 so i don't really care; this is something hmmmm would point out 8) 15:56 proller i want to use http://jsoncpp.sourceforge.net/ for anounces to new masterserver and building in game server list, is this good idea? 15:57 RealBadAngel you know its not so important 15:58 RealBadAngel moreover 15:58 RealBadAngel if textures wasnt rotated on the very start 15:58 RealBadAngel to fit just one case 15:58 RealBadAngel the whole code would be much simpler 15:59 celeron55 did you read what i said about your writing style? 15:59 celeron55 i'm not even going to answer anything written like that anymore 16:00 RealBadAngel hold on 16:00 RealBadAngel what the heck youre refering to now? if-elseif? 16:00 RealBadAngel i copied in this very routine original style 16:01 celeron55 lol 16:01 celeron55 i am talking about how you write on IRC 16:01 RealBadAngel ah 16:01 RealBadAngel sorry 16:02 RealBadAngel please forgive me 16:02 celeron55 proller: i hope somebody has some idea about this master server thing and answers you, because i don't have 16:02 RealBadAngel this time i wanted to change it and started to ask for opinions 16:02 RealBadAngel on what should i do 16:03 proller celeron55, i want to port jsoncpp into src/json 16:04 RealBadAngel celeron55, please take on account today is my birthday and give me some more credits :) 16:04 celeron55 RealBadAngel: anyway, as long as it is perfectly backwards-compatible and performs equally well in the same things that it did before; i don't care 16:05 RealBadAngel it is 16:05 RealBadAngel have you checked pastebin? 16:05 celeron55 but somebody else has to judge if it is suitable for upstream 16:06 RealBadAngel i defined rotations such way, that old facedir is one of 6 cases of new one 16:06 RealBadAngel only thing should change is the facedir definition 16:07 RealBadAngel facedir = direction in which top face of the node is pointing 16:07 celeron55 proller: i guess you can do that 16:08 proller ok, i already do 16:08 RealBadAngel facedir/4 = direction, modulo = rotation over this direction 16:08 celeron55 proller: are you working with somebody on the thing, or is it completely your own? 16:10 proller mine, idea here, http://forum.minetest.net/viewtopic.php?id=4780 , will pull when ready 16:11 celeron55 okay; i guess that was planned somewhaat at some point 8) 16:11 celeron55 -a 16:13 RealBadAngel celeron55, i will publish the code tommorow so you will be able to check it out 16:13 RealBadAngel now im goin off to get drunk. im turnin 40 today 16:13 RealBadAngel c ya all 16:14 darkrose using a simple csv format would reduce the data sent and processed, alternatively just use % encoded name/value pairs and the stored data would be exactly the same as the http post entity, either would result in less processing 16:14 celeron55 lol, i won't check it; but somebody will 16:15 RealBadAngel no problemo 16:15 F00 Erk. 16:15 F00 Mering the physics changes into master seems... premature. 16:15 RealBadAngel i could make it way faster if i could drop manner of predefined texture rotations 16:15 RealBadAngel but its not a problem 16:16 celeron55 darkrose: i don't think using other than json for text formats makes much sense these days 16:16 F00 At present if you fast move up a ladder, you shoot ten blocks off the top of it. Also, you seem to need dozens of ladders to stop a fall from being lethal from any significant height. 16:16 celeron55 doing it that way makes it well interoperable with all modern web stuff 16:16 F00 Deceleration curve is also massively different depending on whether fast move is enabled or not. 16:17 celeron55 F00: lol, i'd call that "Taoki-grade" stuff 16:18 PilzAdam F00, it works at least as good as the old system 16:18 F00 I call shooting ten blocks off of a ladder 'bad'. 16:18 RealBadAngel call it as you wish, but with her changes game plays amazing 16:18 F00 The same with not being able to stop yourself with a block or two of ladder/water. 16:19 F00 It may be unrealistic, but that change breaks pretty much every mine shaft/elevator going 16:19 darkrose they already broke doors, why not break mineshafts too? 16:19 PilzAdam F00, ehm, thats not a valid point for me 16:20 darkrose celeron55: I'm just not a fan of json for anything that isn't javascript 16:20 F00 Inertia in water and fast move for climbing/swimming is great, shooting off of ladders and not being able to stop a lethal fall easily are not. 16:20 F00 Also, try the fast move deceleration 16:20 F00 It's like slipping around wearing teflon shoes on ice 16:20 F00 Er 16:20 F00 The non-fast-move decel, I mean. 16:20 F00 (From fast move speed) 16:21 celeron55 darkrose: the alternative really is XML, and... well, that one is bad 16:21 F00 It also applies to vertical, it seems. 16:21 RealBadAngel since when irl youre movin fast, or prevent fallin down to not splash yourelf down there easily? 16:22 F00 Let's see. Ladder stops at 361 y - fast move shoots me to 372. 16:22 VanessaE F00: these features are intentional 16:22 F00 If I don't hold fast move, I slide down the ladder until 351 y 16:22 F00 If I do hold fast move, I stop decelerating at 359 y. 16:23 VanessaE except I doubt she meant for you to fly off the top of a ladder, but everything else is intentional 16:23 F00 Having a massively different decel curve is... aggravating 16:23 VanessaE trick: hold E after you let go of W. 16:23 VanessaE you'll come to a halt immediatley. 16:23 F00 Yeah, but that trick shouldn't be necessary 16:23 VanessaE immediately* 16:23 celeron55 lol 16:24 celeron55 yeah i guess i'll just leave and let you completely screw up minetest 16:24 celeron55 that's what keeps people happy and gets rid of the userbase so everything can be just shut down 16:24 RealBadAngel i can see anythin what changes former behaviour is an enemy 16:24 F00 Hitting a ladder after falling 10 blocks should not propel you down a ladder 10 blocks further. 16:24 F00 No, I'm not saying that. 16:24 F00 Fast move in water and for climbing is fantastic. That will please tons of people. 16:25 PilzAdam the new movement system is realistic 16:25 celeron55 "realistic" is *never* a thing i want from a game 16:25 F00 celeron55: Agreed! 16:25 celeron55 if a game says it's realistic, i'll go a different way 16:25 celeron55 such is simply not worth playing 16:25 F00 Personally I enjoy falling 25 meters and not dying 16:25 RealBadAngel semi-realistic is the right description 16:25 celeron55 of course, it could be right for minetest - but then minetest is not right for me 16:25 F00 As well as being able to carry around 3200 m^3 of goods on my person 16:26 VanessaE celeron55: how do you reconcile that with the fact that you don't play minetest anymore? 16:26 PilzAdam but realistic means that players really get what they expect when moving 16:26 VanessaE (the first part, re: "completely screwing up" the game) 16:26 celeron55 VanessaE: in such a way that i usually try to keep from interfering with you or anyone else 16:26 celeron55 or with minetest 16:27 F00 I don't think there was anything wrong with the old decel curve. Back before anti-cheat I used to fly around at 160 nodes/s and it decel'd me adequately 16:27 F00 Felt more like real air resistance than the current non-fast-move does, certainly 16:28 VanessaE celeron55: I could cite a few things where that wasn't the case, to be blunt. 16:28 RealBadAngel F00, all settings are in config 16:28 RealBadAngel feel free to define your own world 16:28 celeron55 VanessaE: i am talking about this because there is one thing that still is dependent of me: releases 16:29 celeron55 VanessaE: and this feature was added while a semi-official feature freeze was going on 16:29 F00 My feeling is that certain mechanics (like stopping a fall with a ladder/bucket of water) along with sneak elevators are physics bugs that have been adopted by the majority of the player base. 16:29 Calinou there are some physics bugs, yes 16:29 celeron55 VanessaE: so i need to determine whether this needs fixing or not 16:29 F00 And that it's bad to change that without asking the community what it wants. 16:29 Calinou and the physics tweaks made them more obvious 16:29 Calinou F00: mark shuttleworth says the same thing 16:29 VanessaE celeron55: apparently hardly anyone was aware of the feature freeze 16:30 celeron55 VanessaE: true, but quite irrelevant 16:30 F00 Since there's no ceiling on falling speed, the current physics actually make it nigh impossible to definitively stop a fall from killing a player 16:30 PilzAdam F00, actually there are some forum topics about the movement branch of Taoki and a win32 to get more people testing 16:30 PilzAdam +build 16:31 VanessaE F00: Taoki did some of her testing via my server in fact. 16:31 celeron55 VanessaE: i can list people who were talking on the channel at the time: hmmmm, thexyz, PilzAdam, Jordach, Calinou; and hmmmm agreed to it 16:31 celeron55 VanessaE: so it wasn't exactly anything that hidden 16:32 VanessaE then it was evidently forgotten. 16:32 celeron55 not really; darkrose merged the stuff and she wasn't here at that time 16:32 PilzAdam what about creating a branch for a feature-freeze? 16:33 PilzAdam so normal development can go on 16:33 celeron55 no; too much work 16:33 Jordach celeron55, agreed to what? 16:33 celeron55 Jordach: nothing significant 16:33 Jordach alrighty. 16:34 celeron55 i suggest we just whip up a release at some time 16:34 celeron55 but maybe not this time 16:34 celeron55 sometime when thexyz is around, maybe 16:35 PilzAdam I would wait until the ttf patch gets merged, its really necessary to get many languages working 16:35 RealBadAngel i thought we are waitin for some more hmmm's work to be done 16:35 RealBadAngel like emerge thread 16:35 celeron55 RealBadAngel: that's not how you do releases 16:35 celeron55 the best time to do a release is just before adding considerable things, not after it 16:35 * F00 did another test. 16:36 PilzAdam the only thing that is missing for ttf is a good font 16:36 F00 Fell 39 blocks onto ladder. Slid 36 blocks down the ladder. 16:36 RealBadAngel propably youre right, sorry 16:36 VanessaE PilzAdam: What's wrong with Liberation Sans? 16:36 PilzAdam its too big 16:36 VanessaE too big? 16:36 Calinou no need for a different font to make it smaller 16:36 * Calinou suggests: font size configurability 16:36 celeron55 RealBadAngel: it's boring for the developers, but it keeps everyone happy and non-stressed, and the releases are actually stable then 16:36 PilzAdam its a monospaced font 16:36 VanessaE um, no it isn't. 16:37 thexyz I am. 16:37 VanessaE that's Liberation Sans Mono 16:37 VanessaE there are two. 16:37 RealBadAngel celeron55, im not goin to hurry with facedirs neither, its way to big change for me alone to decide 16:37 RealBadAngel *too 16:38 celeron55 thexyz: 1) ttf?, 2) is there a problem in making a release exactly now?, 3) will you build an official windows release build if we release now? 16:38 VanessaE er, 'scuse me, I guess they call them Liberation Sans and Liberation Mono. either way. 16:38 thexyz VanessaE: my truetype branch uses Liberation Sans Mono by default 16:38 thexyz or, yes, Liberation Mono 16:39 RealBadAngel some of the developers even suggested drop the name "facedir". i defended it for sake of backwards compability 16:39 thexyz celeron55: 1) why not; 2) ttf? 3) sure 16:40 celeron55 thexyz: is ttf tested well on all OSes by now? 16:41 F00 Oh god. 16:41 F00 The deceleration isn't a curve 16:41 F00 It's linear. 16:41 F00 I just fell 81 blocks and took 78 blocks to slide to a stop. 16:41 celeron55 it was linear before too 16:41 F00 Really? 16:41 VanessaE F00: so fix it? 16:41 F00 It must have been very steep, then. 16:41 thexyz celeron55: linux, windows, wine 16:41 thexyz don't have mac to test on 16:41 thexyz same for *bsd 16:41 PilzAdam thexyz, https://github.com/PilzAdam/minetest/commit/ttf 16:42 F00 I don't really have any opinions on fixing it, aside from 'sliding as far down a ladder as you've fallen is awful' 16:42 F00 And since that seems to go against consensus, I'm just going to revert it locally 16:42 celeron55 thexyz: i think it isn't really wise to put it now in upstream; wiser would be to release, and then put it, so it can mature for a good while 16:42 F00 *as far 16:43 thexyz celeron55: probably 16:43 celeron55 thexyz: if you think otherwise, then you're free to do otherwise 16:43 VanessaE it seems to me there are a few bugs that can at least be trivially fixed before 0.4.5 goes out the door (little stuff like disabling texture atlas by default) 16:43 PilzAdam I actually would agree to put it upstream before realesing 16:43 RealBadAngel me too 16:44 PilzAdam since we have Chinese and other languages translated already, and they will simply not work 16:44 celeron55 then we will move the feature freeze to a new point of time, and i request everyone to be damn sure to have everything in that they intend to 16:44 celeron55 VanessaE's suggestions should NOT be done at the point of release, but many days before it 16:45 celeron55 it's completely unproductive to note those at the time of release 16:45 VanessaE celeron55: this was suggested at least a couple of weeks ago, just not officially. 16:45 VanessaE and not by me initially, either 16:45 RealBadAngel this is long known bug 16:45 Calinou is there any reason not to merge this: https://github.com/celeron55/minetest/pull/409 (sorry for pointing at this 5 times or so but I'd like this to be merged in.) 16:46 VanessaE I've lost count of the number of people I've told to disable their texture atlas which fixed their problem 16:46 RealBadAngel nobody shall demand fixing it in any point of time, that just should be done asap 16:46 VanessaE (and yes, I know my grammar sucked in that sentence) 16:46 RealBadAngel no matter project timelines 16:47 celeron55 so on what day are we going to have a feature freeze for real, and when after that should a release be made? 16:47 RealBadAngel timelines are for adding new stuff, evolving. not the bugfixes. those shall be done and merged instantly 16:47 celeron55 i don't care about when, as long as it is marked down and people actually act accordingly 16:47 VanessaE ok how about this: 16:48 Jordach go on. 16:49 RealBadAngel celeron55, have you noticed logging to the disk slows down game by more than half? 16:49 * darkrose sends VanessaE a SIGCONT 16:49 VanessaE start the feature freeze on Monday. Bug freeze in two weeks - whatever is not actively being fixed and pushed by then gets left out. For the two weeks following that, fix bugs that were introduced in the previous two-three weeks during the freeze. 16:49 celeron55 RealBadAngel: why are you asking me? 16:49 VanessaE release 0.4.5 four or five weeks from today 16:49 celeron55 RealBadAngel: it's not like i play it 16:49 VanessaE then continue the usual development process after that 16:49 celeron55 VanessaE: eh weeks? it should be 0.4.6 by then 16:49 RealBadAngel because its so simple and stupid stuff not released yet that you wouldnt believe 16:50 RealBadAngel hmms got it ready 16:50 VanessaE celeron55: as a core dev, you of all people know how long it can take to hunt down and fix some random obscure bug. 16:50 VanessaE so then call it 0.4.6, I don't really care *what* you call it. 16:50 RealBadAngel folks have been reporting this issue 16:50 VanessaE 0.4.5 was just a suggestion, but releasing 0.4.5 NOW is not appropriate. 16:51 celeron55 RealBadAngel: yes, and? don't waste your time telling it to me; tell it to somebody who actually can verify it, and merge it 16:51 RealBadAngel hmmm is having this rdy 16:52 celeron55 VanessaE: 0.4.5 is the next one; if it isn't now, then that doesn't change; but my opinion is that 0.4.5 should've gone out a month ago :P 16:52 Jordach i actually agree with celeron55 16:52 VanessaE celeron55: well maybe if you put it *that* way sure 16:52 RealBadAngel https://github.com/kwolekr/minetest/commit/3ff37437463cbfb6d5413d3a23df6f9b8532638c 16:52 Jordach and we *dont* want to fragment the userbase from stable -> non-stable 16:52 VanessaE I'm just saying a version bump now might be the wrong time - i.e. it's too late 16:52 VanessaE (or too early depending on your point of view) 16:53 RealBadAngel thx to it i do have 50fps instead of 25 16:53 RealBadAngel ofc i knew how to disable it before 16:53 RealBadAngel point is that players didnt 16:54 hmmmm is the feature freeze in effect _right now_? 16:54 celeron55 but really; please somebody have enough of producer mentality to do this stuff without me shouting to everyone 16:54 celeron55 hmmmm: it was removed because apparently it isn't appropriate... 16:55 hmmmm well i didn't yet add in the debug log level setting 16:55 RealBadAngel im using it already ;) 16:55 celeron55 everyone gets only a fraction of the value out of their work if no releases are made 16:55 celeron55 so work towards that happening 16:55 hmmmm wouldn't you like to merge that in? 16:55 RealBadAngel absolutely 16:55 darkrose release now, if it's bad 0.4.6 can go out at the end of the month 16:56 celeron55 0.4.x+1 releases can be even once per half an hour if needed 16:56 hmmmm i'm sure it'd make a lot of people happy to not require a shortcut to run minetest without extra-verbose debugging logs 16:56 RealBadAngel lets make then it in cycles 16:56 * Taoki reads up part of the chat. Wonders why people are being upset about 16:57 RealBadAngel weeks 1-3 code, 4th freeze, start of next release 16:57 Taoki I'm very ha[ppy with the fact that new features and pull requests are being merged quickly now. MineTest advanced a lot recently thanks to that :) 16:58 hmmmm so what's the final verdict? 16:58 RealBadAngel and in week of freeze only bugfixes allowed 16:59 RealBadAngel no new code 16:59 celeron55 hmmmm: if you ask me, i still think a release should be made right now so people can start merging bigger things without fearing everything going bad 16:59 darkrose better to release now and have a recent stable, then to delay a few weeks and have players wonder which version of 0.4.4 a server is using 16:59 Taoki I agree with new releases being made frequently, so everyone can get the latest changes 16:59 RealBadAngel celeron55, but the question will back in some time again 16:59 celeron55 the changelog from 0.4.4 already is like multiple pages long; way longer than 0.4.3->0.4.4 16:59 hmmmm sure, that's fine by me. i really couldn't care either way, the people who wanted this feature the most already have access to it 16:59 RealBadAngel lets make schedules 17:00 hmmmm i sound bad in the changelogs because my changes aren't visible 17:00 Taoki celeron55: Not sure if you're upset about my new physics. But I recomment trying them out, I'm sure anyone has to like them. It's a lot better to dive in water as you fall, rather than simply having your velocity disappear. Also, air acceleration wasn't removed... just slowed down so it doesn't feel as ugly and like you can walk on air. 17:01 Taoki I think anyone can agree it feels a lot nicer now. IMO MineTest could never be complete without improvements like this 17:01 RealBadAngel I agree, those changes have to be "felt" and played 17:01 hmmmm are the physics like minecraft? 17:01 RealBadAngel no 17:01 Taoki hmmmm: Possibly. I didn't compare them up close 17:01 hmmmm yeah, that would break some things... mob traps in particular 17:01 Taoki Sinking in water is in MineCraft too. But I didn't put it in MineTest because of that, but because it's normal :P 17:02 RealBadAngel hmmm, set the gravity to low 17:02 Taoki normal != realistic necessarily 17:02 hmmmm i really hope there's an option to disable this 17:02 RealBadAngel and jump on the top of big sequoia, FUN! 17:02 Taoki hmmmm: All new physics can be configured in minetest.conf. If anyone would want the old behavior they can do that with the current code 17:02 RealBadAngel set the gravity just 17:02 RealBadAngel default is 9,81 17:02 celeron55 ehm... so do the changes change the gravity to such as in MC? 17:02 RealBadAngel is this familiar value? :) 17:02 celeron55 well that is just horrible 17:03 Taoki eg: You can set movement_water_fluidity_smooth to a high number, which should disable diving in water and work similar to before. But why would anyone want that :P 17:03 hmmmm again, for resetting falls 17:03 Taoki celeron55: Default gravity hasn't been changed. Only change to gravity is that it can be configured in minetest.conf 17:04 Taoki And no, I did not open MineCraft in one window and MineTest in the other, and copy everything I saw in MC. The physics changes were done without any MineCraft reference. If MC didn't exist and only MT did, I would have done them the exact same way 17:04 RealBadAngel but when it could be changed, imagine on far y+ outer space 17:04 hmmmm nobody cares if they're the same as minecraft or not 17:04 RealBadAngel or moon biomes 17:04 hmmmm it's just be nice to know if it is or isn't 17:04 Taoki Personally I don't. But it is a legit concern that MT might become too much like MC. Not my aim though 17:05 RealBadAngel on the opposite heavy gravity close to the core 17:05 hmmmm that's not a legitimate concern 17:05 F00 I rather suspect that falling x blocks in Minecraft doesn't make you slide max(0, x-3) down a ladder. 17:05 hmmmm i hate it when people complain about that 17:05 Taoki HOWEVER: If a good feature exists in MineCraft (and other projects), I'm not going to say "never do this in MineTest cuz MineCraft has it too, so we'd be copying it" 17:05 hmmmm minetest is an open source minecraft clone 17:05 hmmmm people reasonably expect the same game mechanics 17:05 RealBadAngel and yet mc copies mt ideas 17:05 Taoki One example are mined items dropping to the ground instead of going to inventory: MC has that, but I'd like it in MT simply because it feels more right 17:06 RealBadAngel they dropped texture atlas 17:06 RealBadAngel splitted server and client 17:06 Taoki If Mc didn't have mined items falling to ground, I'd still want that in MT never the less 17:06 RealBadAngel me too 17:07 RealBadAngel because of technic tools, explosives and mining machines 17:07 hmmmm well now that torches fall when they're not attached to a block, it only feels right if you can pick them up by moving close to it 17:07 hmmmm instead of having to point and click 17:07 Taoki celeron55: But really, try out my physics changes. Nothing there copies MineCraft that I'm aware of, nor changes functionality in any bad way. Also, the new settings would allow functionality almost exactly like the physics before it, if someone wants the old ones on their server 17:07 hmmmm i feel like at least that much should be added 17:07 Taoki Except for Y smoothing which always happens now, and vertical acceleration works the same as horizontal one 17:09 celeron55 Taoki: by the way, try going up the full length of ladders fast in an open space 17:09 celeron55 upwards 17:09 celeron55 8) 17:09 celeron55 then try to not get hurt 17:09 F00 I think the speed peaks in only a few blocks. 17:09 Taoki Yes, fast climbing is possible now. But Fast itself is an exception (eg: A special permission for some players). So it's as realistic as running fast on the ground :P 17:09 Taoki Yeah, falling damage is the same. If Fast isn't used properly you can get hurt 17:10 F00 Many servers provide fast by default, if not fly (that may change with noclip) 17:10 Taoki But it's just an optional new possibility. Previously you couldn't use fast on ladders or underwater 17:10 F00 It's not really feasible to move around a 62000^3 world at 4 nodes/s 17:10 Taoki One nice thing about Fast in water: You can now jump up like a dolphin, or ride on the water's surface like a jet boat. It's very fun ^_^ 17:12 Taoki Which BTW, is not something you can do in MineCraft. 17:14 Taoki It's not perfect of course, no code is. eg: Like you said, using Fast on ladders can get you hurt due to fall damage. Then again, using Fast can easily get you hurt as well, since you have less control and can fly off a cliff before you know it (happens often to me) 17:14 RealBadAngel btw, what about fly and swim animations? 17:14 Taoki RealBadAngel: Can be done and I should look into it 17:15 Taoki BTW, something else that might be useful which my physics does: Try using Fast and Sneak at the same time. You will get the Fast velocity and acceleration, but can't fall of nodes. That's a neat little trick (I noticed it but considered it's great) 17:15 VanessaE *scrolls back* 17:15 Taoki If you need to go fast without the fear of falling 17:15 RealBadAngel and one thing i noticed lately, step sounds when flyin or swimming shall not be played 17:15 Taoki Yeah, can be fixed separately 17:16 RealBadAngel hi Jeija 17:17 Jeija Hi RealBadAngel, hi everyone 17:17 Taoki hi 17:17 RealBadAngel Jeija, im ready with nodes, now defining nodeboxes roatations 17:18 RealBadAngel so definitely will be ready very soon 17:18 Jeija Sounds good, have you published it yet? 17:18 Taoki RealBadAngel: Sounds awesome, can't wait 17:19 RealBadAngel as i promised, i will publish it today with new branch 17:19 RealBadAngel i got nodes well tested already 17:19 PilzAdam thexyz, I have added a LiberationSans.ttf and added the ability to make the size configureable 17:19 PilzAdam https://github.com/PilzAdam/minetest/commit/4a97c646fdff8a0eb4cff28c50a9164000959788 17:20 RealBadAngel but one thing shall be added to minetest game 17:20 PilzAdam but it seems like the font breaks the "TAPE AND GLUE" and "SERVER" strings at the side of the main gui 17:20 RealBadAngel screwdriver shall become default tool 17:20 Jeija I just pushed my curl for lua branch: http://bit.ly/X7CU9W ; Allows you to download stuff from within lua 17:21 RealBadAngel for those who dont know it yet, a tool to rotate nodes that use facedir 17:22 Taoki BTW: What does everyone think about adding svg texture support (if that would be possible in Irrlicht)? Vector graphics could match the simplistic theme of MT very nicely, for custom games or mods 17:22 Jordach Taoki, no, just no 17:22 Taoki Why not though? 17:22 Jordach because .svg can contain viruses 17:23 Jordach (and has been known to) 17:23 Taoki lol 17:23 VanessaE if you have a problem with viruses in svg, I blame your SVG library 17:23 Taoki That is kind of a silly reason. Any file can contain viruses 17:23 RealBadAngel lua mods too ;) 17:23 Jeija SVG support sounds good to me if it is not too much work and too much code. 17:24 thexyz hm.. PilzAdam, any idea why? 17:24 RealBadAngel even well written LOGO treegen axiom could hang your PC ;) 17:24 PilzAdam thexyz, I tried different text aligns but it doesnt help, only the first char is printed 17:29 VanessaE I'm sure Gambit would love SVG support. Seems his minetoon texture pack would be well-suited to that format 17:34 PilzAdam thexyz, it works with wordWrap enabled 17:35 PilzAdam this works now: https://github.com/PilzAdam/minetest/commit/926b3caa639fd331cd7c1717aec7fca21dfd8d42 17:40 thexyz PilzAdam: great 17:40 thexyz can you merge it (with all your fixes)? 17:40 PilzAdam sure 17:47 PilzAdam done 17:50 thexyz great 18:07 PilzAdam well, fuck 18:07 PilzAdam win32 build is broken 18:08 PilzAdam the unittest fail (they also did before, but now other unittest fail) and with --disable-unittests builtin throws some errors 18:10 thexyz are you sure you're building "release" version? 18:11 PilzAdam oh..... 18:11 PilzAdam I had this setting set for some testing.... 18:12 thexyz well, that should be obvious, "release" doesn't run any unit tests by default 18:12 thexyz anyway, care to pastebin that error? 18:13 PilzAdam https://gist.github.com/PilzAdam/4954879 18:14 hmmmm i should put some time into finding out why that unit test fails and probably fix it someday 18:15 thexyz odd 18:15 hmmmm so can anybody explain http://pastebin.com/Kib3HkzT to me? 18:19 celeron55 it is an extension of this https://github.com/celeron55/minetest/blob/master/src/mapblock_mesh.cpp#L587 18:20 celeron55 it's a relatively horrible hack from the ground up 18:20 hmmmm that code is quite a bit more reasonable though 18:20 hmmmm i don't mean to be elitist, but minetest code should meet or exceed commercial quality 18:20 celeron55 the original content of that function ends at "If not rotated or is side tile, we're done" 18:21 celeron55 then i once hackily extended it with that texture modifier crap to rotate the top and bottom of a node when the node is rotated with facedir 18:22 celeron55 it should really be done at the vertex level in... somewhere else 18:22 celeron55 and RBA's stuff implements an extended facedir with the same thing (altough he replaces the few tricks in that with even more texture modifiers) 18:24 celeron55 i am not sure if i need to say this, but the texture modifiers in that is... well, it's not really a thing to allow anyone to extend in any way, now that i think of it 18:25 hmmmm so what do the (0,0,0) directions do exactly? 18:25 hmmmm is that just nothing? 18:26 celeron55 it's kahrl's code 18:26 celeron55 i'm not... exactly sure 18:26 hmmmm his code is kind of... interesting to say the least. 18:27 celeron55 i think it like hashes the integer unit direction 18:27 celeron55 for the table lookup, like it says 18:27 celeron55 so it's the kind of performance stuff you should actually like 18:27 hmmmm i just wonder if it could be done a better way 18:28 hmmmm getTileInfo() sucks too 18:28 hmmmm if you need over 5 arguments, that's a hint you should pass a structure instead 18:30 celeron55 the whole cubic mesh generation code should probably be redone 18:30 celeron55 it's really aged 18:30 celeron55 again one of the few things that existed in the first minetest, and just extended from there 18:32 hmmmm what's transformR90 and transformFXR90? 18:33 celeron55 a texture modifier 18:33 hmmmm what's the difference between* 18:33 hmmmm R obviously rotates, but not sure about FXR 18:33 celeron55 well that is a good question 18:33 PilzAdam FX = flip X 18:33 hmmmm i see 18:33 celeron55 https://github.com/celeron55/minetest/blob/master/src/tile.cpp#L1485 18:33 PilzAdam https://github.com/celeron55/minetest/blob/master/src/tile.cpp#L1495 18:34 hmmmm i figured someone knew off the top of their heads.. 18:34 celeron55 it's all workarounds for inflexible vertex generation code 18:34 celeron55 (in that usage) 18:34 hmmmm i'm all for making minetest better, but this latest facedir hack is a bit too much to chew 18:35 PilzAdam RBA will rage if he hears that... 18:35 celeron55 it's really a thing makeFastFace should do 18:35 celeron55 but it doesn't have access to facedir as it is and so on 18:35 celeron55 it wasn't designed for this kind of stuff 8) 18:36 celeron55 (that is, rotatable nodes) 18:37 grondilu Hello, after compiling the latest version on github, I crashed when trying to play on either single or multiplayer. I tried creating a brand new world, and now evrything works fine (including connecting to a server or to my local world that I couldn't play before). 18:37 celeron55 (hmm... i guess maybe it could be made to work with just adding more parameters and moving stuff around...) 18:37 hmmmm grondilu, that's a shame.. 18:40 hmmmm so let me understand this... the direction input is how the node was placed, the facedir is up, down, left, right of the individual tile, and the tileindex is which of the 6 sides of the cube we're talking about 18:41 celeron55 umm no 18:41 celeron55 facedir is 0, 1, 2 or 3 18:41 celeron55 being the directions you can place eg. a furnace in 18:41 hmmmm ah 18:42 celeron55 tileindex is 0...5, being the faces of a cube 18:42 hmmmm so the idea is to extend facedir to all 6 directions 18:42 hmmmm this is nuts 18:42 celeron55 no, the idea is to extend it to like million directions... being something 18:42 celeron55 +like 20+ 18:43 hmmmm erm.. w/e 18:43 celeron55 apparently 24 18:43 hmmmm what is the purpose of this even 18:43 hmmmm are they trying to rotate it in such a way that it's not in a grid or something..? 18:43 celeron55 i'm not sure what they are, but RBA and VE said it gives full rotation freedom in all axis 18:44 celeron55 everything that is in a grid i guess 18:44 hmmmm full rotational freedom of individual NODES... 18:44 celeron55 i mean, all 90 degree steps 18:44 celeron55 in YZ, XZ and XY planes 18:45 celeron55 at least that was the intention i believe 18:45 hmmmm oh ah i see, 24 came from 6 faces and 4 directions for each tile 18:45 celeron55 hmm, true 18:45 hmmmm if it were up to me i would've done this in a completely different manner 18:46 PilzAdam is this used for paramtype2 = "facedir" or "wallmounted"? 18:46 celeron55 well first of all, i'm beginning to wonder how many textures get generated with that one when modders make all of their nodes use facedir 18:46 hmmmm probably too many 18:47 celeron55 the textures are gotten from a mapping from strings to cached textures 18:47 celeron55 (obviously) 18:47 celeron55 in a HD texture pack, that is going to kill just about everything 18:48 ShadowNinja if you use the extended facedirs minetest makes 4 copies of each texture? 18:49 ShadowNinja if so then that has to be possible another way 18:49 celeron55 of course there is; just apply the facedir at the vertex generation level 18:50 hmmmm i vote for: dump this code and apply it at the vertex level 18:50 ShadowNinja aye 18:50 celeron55 it requires modifying multiple functions but is the absolute right way 18:51 PilzAdam doesnt it make even 8 copies? 18:51 celeron55 PilzAdam: my internal sorting algorithm doesn't work for that long a list, but 8 sounds about right 18:52 celeron55 of course it does them on-demand only when actually needed though 18:52 celeron55 so probably closer to 0 than 8 18:52 celeron55 but anyway, worst case is pretty bad 18:53 * celeron55 thinks it will be a good idea to not be around when RBA discovers this decision 18:53 celeron55 8D 18:53 PilzAdam yep 18:53 hmmmm no doubt vanessa is going to complain about how it's so slow with the HD texture pack 18:54 hmmmm i think this is a problem that'll fix itself 18:55 celeron55 what does that even mean 18:56 celeron55 i believe we haven't yet reached singularity, altough the complexity is clearly getting there 18:56 celeron55 8D 18:57 celeron55 bad joke, but worth it 18:57 hmmmm when i say 'fix itself' i mean that part of the problem is the person who wrote it thinking that this was a good idea 18:59 hmmmm aghk. looks like i was wrong, and QueuedBlockEmerge is going to have to return.. in a form however 19:01 hmmmm instead of attaching it to the actual queue, i have it attached to the map that's used to check for existence, and instead of the peer ids being a map, i have it be a list, so it shouldn't be as horrible. 19:02 doserj btw, are there plans to look at (and merge) https://github.com/celeron55/minetest/pull/439 and https://github.com/celeron55/minetest/pull/426? 19:02 hmmmm shrug. 19:04 PilzAdam the backface_culling serialization is useful 19:04 celeron55 oh no no no no 19:05 doserj ? 19:05 celeron55 don't in the name of god and other scary things change the version of TileDef 19:05 celeron55 you'll be doomed 19:06 celeron55 21:07:44 < celeron55> oh no no no no 19:06 celeron55 21:08:20 < celeron55> don't in the name of god and other scary things change the version of TileDef 19:06 celeron55 21:08:29 < celeron55> you'll be doomed 19:06 doserj why? 19:07 celeron55 or... wtf 19:07 celeron55 if you connect an old client to a new server, what happens? 19:08 doserj it throws an exception 19:08 celeron55 it shouldn't 19:08 celeron55 there is no real reason for it not to work 19:08 PilzAdam it doesnt 19:08 doserj how should old code be able to parse a new format? 19:08 PilzAdam +throw an exception 19:09 PilzAdam both versions are supported (0 and 1) and backface_culling is only read if version is >= 1 19:09 doserj PilzAdam: old clients only parse version 0 19:10 doserj and new servers only send version 1 19:10 PilzAdam oh, right 19:11 celeron55 doserj: the versions in classes like that are silly because they are nearly useless in practice, because we want to maintain compatibility to both directions between versions (because that is... well, *very* useful and *very* doable if you know what you are doing) 19:12 celeron55 the way it can be done is to just add it to the end of the parameters, and ignore the SerializationError (or whatever it is called) when deserializing 19:12 celeron55 it's hacky but it keeps many people happy 19:13 doserj that works as long as serialzation is not nested in something else's serialization 19:13 celeron55 ...true; is this such a case? 19:14 doserj I don't know :) 19:14 celeron55 aaaah, this one is, but! 19:15 celeron55 (hell this serialization stuff is inconsistent) 19:15 celeron55 ContentFeatures::serialize gets the protocol version the client is using as a parameter 19:15 celeron55 (which should really happen everywhere, but it hasn't been applied to everywhere) 19:16 celeron55 if you bump the protocol version and make it serialize/deserialize the version of TileDef with the value if protocol_version >= whatever_the_new_version_is, everything will magically work 19:16 celeron55 because the server and client will negotiate a protocol version that both understand 19:18 celeron55 just change TileDef::serialize(std::ostream &os) to be TileDef::serialize(std::ostream &os, u16 protocol_version) 19:18 celeron55 and write the version 1 of TileDef if protocol_version is >= the bumped up one 19:19 celeron55 i'd be happy if someone turned everything to work like that that doesn't yet do so 19:19 celeron55 (beware of things that are written on disk though; this applies only to network-only data...) 19:21 celeron55 (and to complicate things even more (i shouldn't do this), ContentFeatures will probably be changed to be writable on disk sometime in the future, because of things) 19:21 doserj a change to the disk-format is in the other pull request :) 19:21 doserj (for liquid updates) 19:22 * celeron55 flees because of too much stuff -> 19:26 celeron55 i apologize the bad management here; i know it sucks to have pull requests hanging like that 19:26 celeron55 but i can't do anything to it without killing myself with too much thinking 19:50 doserj like this? https://github.com/doserj/minetest/commit/75fe6d3e0c7d81405b833a476ca196e2c24eb8ab 20:19 doserj (pushed to https://github.com/celeron55/minetest/pull/439) 20:59 F00 celeron55: Any idea as to what you're doing with physics for the next release? 21:00 F00 I feel like the greatly reduced air control and the inability to safely stop after a long fall are quite antagonist to people who build/use tall structures, particularly on servers without fast move 21:05 F00 Also, I realized why the current deceleration feels so glacial. 21:05 F00 The old walk_acceleration was 4.0 * BS, which was then multiplied by BS again. So accel/decel was 40/s (and I actually quite like it - feels responsive) 21:07 F00 Looks like 52122c34 is responsible. 21:07 F00 I think 40/s is good, anyhow. Otherwise it would take a full five seconds to get to 20/s fast move speed. 21:24 proller_ again ready 8-) https://github.com/celeron55/minetest/pull/482 21:25 RealBadAngel wb, ive read all the discussion ;) 21:26 RealBadAngel i agree it should be done better and i think i do know how to do that 21:26 RealBadAngel same way as nodeboxes are rotated 21:27 RealBadAngel to make my way (looks like it was kahrl's original idea) i had some hard time 21:28 RealBadAngel to make this lookup table i was sitting there with wooden cube in hand, number of faces writen on it and rotated it 21:30 RealBadAngel two pros of this way, its fully compatible with old code and adding all missing facedirs doesnt break any old code, core or mods 21:30 RealBadAngel 2nd is that i learned everything bout minetest facedirs, rotations 21:31 RealBadAngel facedir applied to the nodeboxes is the way it should be done 21:53 hmmmm i've been seeing much opposition to the new physics.. haven't tried it myself but if a noticable amount of people hate it, probably should get rid of it 21:55 F00 I don't hate it as such, but I really dislike certain elements of it 21:55 F00 I wish the fast move affecting climbing/water had been a separate commit 21:55 F00 That's universally good in my eyes. 21:58 F00 The lack of air control makes it quite hard to not fall to your death, sometimes. 21:59 F00 Particularly if you're working on a sloping roof made out of whole blocks or some such 22:03 RealBadAngel hmmmm, so try it first 22:03 hmmmm yeah, that's what i'm doing. i just cloned the current upstream repository. 22:04 RealBadAngel btw anythin new has always decent ammount of change haters 22:04 hmmmm yeah but there are valid reasons to not like the new physics... 22:04 hmmmm not really just a matter of taste 22:04 RealBadAngel same was with new trees "omg i will have to work harder to chop a tree" 22:04 hmmmm i don't know about you, but i'd rather err on the side of caution and be conservative 22:05 ShadowNinja I like fast on water and ladders but shooting 10m in the air is a bit ridiculous 22:05 RealBadAngel so maybe it shall be fixed 22:07 RealBadAngel its a complex change to the players physics and can be tweaked 22:07 hmmmm i feel like a motorboat 22:07 F00 The decel rate varying basd on whether you have fast move pressed or not is... wonky 22:07 ShadowNinja lol 22:07 RealBadAngel its realistic 22:07 F00 A lot of long mine shafts/towers just put a ladder at important stuff so people can AFK and arrive at the proper spot 22:08 F00 Yes, but digging a one metre cube of stone out in half a second isn't, so I think realism isn't Minetest's goal 22:08 ShadowNinja that is why there is a cushion in the jumping mod 22:10 hmmmm i feel like i'm on the moon 22:10 RealBadAngel set gravity to 0.2 22:13 RealBadAngel F00, so what is the goal? 22:15 F00 Fun! 22:16 hmmmm i'm gonna just say right now that i don't like the new physics 22:18 F00 I'm attached to the older, accidental 40/s decel. 22:18 RealBadAngel just because you used to it 22:18 hmmmm OTOH i found a really nice seed 22:19 F00 Eh, no. 22:19 F00 With the new physics, if you fast move and hit the ground without holding it still, it's like you're on a slip-n-slide 22:19 RealBadAngel i agree that ladders issue shall be tweaked, but sayin because of it whole idea is wrong is 22:20 F00 I'm content with gravity-affected movement and free move having the only two different accel/decel sets 22:20 RealBadAngel as you said ... wonky 22:21 F00 I really like fast move in water and on ladders, I substantially dislike the much lower decel rate, and I loathe that a bit of water/ladder/rope/etc. is no longer good for stopping players that aren't holding down fast move. 22:29 RealBadAngel imho just the ladder stuff needs to be tweaked 23:31 VanessaE agreed. 23:31 VanessaE after playing with it for a while, everything seems good except the ladders. 23:34 hmmmm vanessa, you're just the guy i'm lookin' for 23:34 hmmmm https://github.com/kwolekr/minetest/commits/new_emerge 23:34 VanessaE guy? er 23:34 hmmmm it's just a saying 23:34 * VanessaE looks 23:35 hmmmm at this point, the queue limits are readded, and it's usable in a multiplayer environment 23:35 hmmmm you shouldn't experience any emerge freezing problems with this 23:35 VanessaE nice 23:36 hmmmm next up, i'll make the queue limits configurable, then i'm going to add in some debugging infrastructure so you can see how many entries the emergethread has, how much it's working, etc. 23:38 VanessaE lets' see... /teleport 1000,1000,1000... //pos1 ... /teleport -1000,-1000,-1000.... //pos2 ... //set cobble 23:38 VanessaE ;-) 23:38 hmmmm that has nothing to do with emerging honestly 23:38 hmmmm aside from the teleportation 23:38 VanessaE I was joking :-) 23:40 VanessaE large 5000+ node operations are a good way to choke the old code though - even long after worldedit is done, the engine is chewing on the results minutes later. 23:40 VanessaE or was. 23:42 VanessaE ok, your new_emerge branch is up and running. 23:43 VanessaE yep, this is definitely faster as well 23:43 hmmmm faster!? 23:43 VanessaE well lemme rephrase that 23:43 VanessaE more responsive 23:43 hmmmm the code is certainly cleaner, in theory it shouldn't be faster 23:43 hmmmm more responsive, i can see that 23:43 VanessaE it seems to be a tad harder to "outrun" the map loader 23:44 VanessaE anyhow we'll see how it performs in practice 23:44 hmmmm tell me if anything comes up 23:44 VanessaE willdo 23:46 VanessaE yep by now what I'm doing should have already made it choke. ain't happening now. 23:46 VanessaE this is a definite improvement 23:48 VanessaE at worst I'm seeing a few seconds of latency every so often, followed by sudden bursts of map chunks loading up 23:48 VanessaE (as seen from the client I mean)