Time Nick Message 09:00 sapier hmmm I've got some ideas to get mobf even faster but as there's conflict about movement mechanism to use I'm not sure if they ever will be added. Basicaly there are two ways to do movement 09:00 sapier 1) velocity/path based (with optional client side smoothing in path mode) --> simple mobs uses velocity 09:00 sapier 2) acceleration based (client already does prediction) --> mobf 09:00 sapier both have advantages and dissadvantages 09:01 Jordach disadvantages for 1 09:01 sapier first one for example is more usefull if a mob tries to get to a special location while second one is very good to get a random movement 09:01 sapier disadvatages for one is you can't get smooth movement if you don't use paths while you will get outdated movement if you use paths 09:04 sapier you should consider most mobs beeing in random move mode almost 100% of time 09:06 sapier and of course you could combine acceleration with paths too ... it'd just get even more complex ;-) 09:07 Jordach minecraft uses a acceleration system 09:07 Jordach as if youre running from a creeper, they have smooth turns like a vector 09:08 sapier jordach I already added a pull request that'd make same in minetest ... its about half a year old 09:09 sapier but as long as pilzadam and me didn't agree for a movement mechanism patches improoving acceleration based movement aren't added that fast ;-) 09:09 sapier -didn't + don't 09:43 proller sapier, add players number to serverlist please! 09:49 sapier vanessae already complained about the flags so I don't think it'll get better if I add playernumber too ... we need to find a better way to show that information 09:59 proller players number is most important 09:59 proller it was before formspec without problem 09:59 proller FLAGS 5/100 server namee e e ee ee 10:07 Taoki sapier: I support the movement wat which allows for least lag and most normal movement. Since currently that's what I found to be the biggest issue with mobs in Simple Mobs at least 10:07 Taoki I don't use mobf cuz the default animals don't have such nice models. simplemobs has artistically accurate animals 10:07 Taoki I should try the other one too though 10:08 Taoki Acceleration based sounds a bit better though. Should be more realistic movenent 10:16 Taoki I also think mobf has excessive items and such. Like vombie trap, net, etc. Those would be too much for default IMO 10:23 sapier mobf is a framework, any mob is a single mod 10:23 sapier so by default mobf has not any item ... except of path marker 10:24 sapier and lag is an issue for all movement styles ... depends on current situation which one will "hide" the effects of lag better ... I don't think either one is better in general 10:25 sapier proller indention issue is even worse for player numbers as they don't even have a fixed digit count 10:26 sapier maybe font used before is different than now 10:26 proller but server list without players - its stupid and useless 10:26 proller add witout identation, then think how to fix 10:28 sapier already did that for flags and got complains, until this is fixed I won't make it worse by a single request ... I always have to add additional features to fix issues added by a request of a single person ... if you manage to gett supporters I gladly add it but as long as its 1:1 I don't add it 10:29 proller it was before your changes 10:29 proller you broke it 10:29 sapier and now it isn't. 10:29 proller then add it now 10:29 sapier I never intended to create a 100% identical replacement but provide a base for custom changes 10:30 sapier and I told that from begining if you want this feature then add it and fix all issues resulting from your changes 10:30 Taoki Trying mobf now. Focusing on the system though 10:30 Calinou inb4 crash 10:30 Taoki The most huge issue of mobs imo is the lack of angle smoothing. Which is also an issue for players and of course all lua entities 10:30 Taoki Why do we have movement smoothing but no angle smoothing yet? 10:31 sapier taoki there's a pull request 10:31 Taoki What's the link? And why isn't it in yet? 10:31 proller sapier, identation - its not issue 10:31 sapier proller it is ask vanessae 10:31 proller VanessaE, !!! 10:33 sapier taoki https://github.com/minetest/minetest/pull/418 10:33 Taoki thanks 10:33 Calinou Taoki: I tried doing angle smoothing once, and epicly failed 8) 10:33 * Calinou would like to see entity pitch too 10:33 sapier but I don't know if it aplies cleanly I last rebased it in may 10:33 Calinou and a visual representation of pitch 10:33 Calinou (rotate model by 25% of pitch?) 10:33 Taoki Angle smoothing is needed for players too a lot 10:33 Calinou yes 10:34 Calinou try coding it, you're probably better at C++ than me :P 10:36 Taoki It will probably be put on hold for months like my fog color is, so I feel a bit less motivated to work on code now 10:36 Calinou le "just now" comment 10:38 sapier taoki I'm not sure if current mobf version uses the automatic rotating completely as the lua style rotation needs to be disabled to get full benefit of automation 10:38 sapier and I can't diable lua rotation while the patch isn't added 10:38 Taoki sapier: The code isn't in so it can't use it 10:39 Taoki Even Lua rotation would look good however, if only there was angle smoothing in >.< 10:39 Calinou it's probably easy to do 10:39 Taoki And no one did it for years :P I need to do other things since I'll be away soon, so can't really look into it now 10:39 sapier in most cases you don't need smooting a cow for example looks into their movement direction 99% of time ;-) 10:40 Calinou Taoki: this is FOSS 8) 10:40 Calinou noone does anything for years 10:40 Taoki heh 10:40 Calinou sapier: you do 10:40 sapier what shall I do? 10:44 Taoki Uh... even vombies lag all over the place in singleplayer :( 10:44 sapier vombies are agressive animals those require a lot of cpu power 10:45 sapier did you try with current git or 0.4.7? 10:45 Taoki I wonder if for movement we could add a direct data stream system. And only leave tcp packets for one-time things 10:45 Taoki That would be of most help 10:46 sapier mobf is only tested against 0.4.7 don't know if git added regressions 10:47 Taoki le server crash in singleplaer (prolly vombies, everything just stopped working) 10:47 Taoki yah, can't even shut it down, prolly gotta kill the process 10:47 sapier yes I know there's a bug in 0.4.7 stopping agressive animals from work at all 10:48 Taoki And minetest is stuck at 13% CPU usage 10:48 Calinou Taoki: tip: hyperthreading fakes CPU usage 10:48 Taoki And about 800 MB of ram 10:48 Calinou you should double it to get "actual" CPU usage 10:48 Calinou if you use HT 10:48 Taoki ok, then 26% :P 10:48 Calinou you use HT? 10:48 sapier doesn't change situation ;-) 10:48 Taoki yeah, had to kill minetest 10:48 Taoki mob framework is not even SAFE >.< 10:49 sapier no it's as safe as it can be with core bugs causing a crash ;-P 10:49 sapier I already workaround lots of core bugs sorry for missing one 10:49 Calinou for work 10:50 Calinou ITT: mobf is NSFW 10:50 sapier guys stop complaining and report errors 10:51 sapier and by reporting errors I don't speak about "it's slow" and "it doesn't" work .... especialy if after days of investigation result is that some other mod you happened to install same time skrewed up 10:53 sapier mobf has lot's of features I ain't capable of achieving 100% feature test on my own anymore if there won't be help it's most likely gonna die some time in future 10:53 sapier at least if I have to fight against mobf haters same time :-P 10:56 Taoki Yeah. I can quickly tell Simple Mobs is SO much more consistent and even realistic (only except movement) 10:56 Taoki And way less intensive 10:56 sapier ok so simplemobs is consistend except of MAIN feature? 10:57 Taoki It seems to be less intensive and even locally, less laggy 10:57 sapier it IS less intensive as working around that glitches sm has requires cpu power 10:57 sapier this is wash me but don't get me wet argument taoki 10:58 Taoki hmm? 10:58 sapier mobf checks for all that invalid movement states that occur in sm ... checking can't be done without using cpu 10:59 sapier therefore mobf does require more cpu power 10:59 Taoki ok 11:00 Taoki I still tend to like it more currently. Just think movement and collision detection needs some improving though 11:00 sapier if you improove simple mobs in that areas you end up at mobf 11:00 sapier because that are the main (performance) differences 11:01 Taoki hmm... 11:01 sapier second main difference is sm requries any mob to implement same functions over and over again while mobf already contains it 11:01 sapier so if I fix a bug it's fixed for ALL mobs 11:01 Taoki prolly some architecture difference too. Mob defnitions seem a little easier to understand in simple mobs. Not saying mobf is bad though... surely both are good 11:01 * Taoki nods 11:02 sapier yes they are more easy as things you have to implement in sm can just be enabled by definition in mobf 11:02 Taoki Ah, and I forgot you're the owner of mobf >.< Yeah, I'm not saying yours is bad that's for sure. Just thinking which seems to be most usable at this point 11:03 sapier it's like deciding between a prototype not implementing challanging features to a full blown implementation needing bugfixing 11:03 Taoki Sadly, I have to admit that mobf just crashed minetest earlier (had to kill the process) and got it stuck at 13% CPU usage + 600 MB of RAM. Which of course happens... nothing can be fully stable nd all, but just reporting it 11:04 sapier mobf is in no state to be merged to core of course 11:04 Taoki With simple mobs I seem to be at 11% CPU too, but (not sure if related) about 200MB of ram only 11:04 sapier how much mobs are implemented in sm and mobf? 11:04 sapier you need to compare same things taoki 11:05 Taoki SM has fewer mobs, MOBF more. I do compare at the same quantity of existing surrounding mobs though 11:05 proller meeelting https://github.com/proller/minetest/compare/master...weather 11:06 sapier which isn't very accurate as it depends on what type of mob is around too 11:07 sapier 50 sheep for example are way less cpu consuming than 25 vombies wolfs or archers 11:07 Taoki yeah 11:07 sapier this results primary by sheep don't attack player thus don't need to look for players around them 11:08 Taoki sapier: BTW. Are you considering making a version of MOBF with the mobs in SM? Mostly the same models and perhpas different functionality. 11:08 Taoki True too yes 11:08 Taoki I need to test the aggressibe mobs in SM 11:08 Taoki But can't find any 11:08 sapier call mobf_settings you can disable them by checkbox 11:08 Taoki There are some sand monsters but they're being nice >.< 11:08 sapier I don't see any benefit of removing mobs if it's that easy to disable ... the model thing is on my list yes 11:09 Taoki ok. Will mob definitions from SM work in MOBF? 11:10 Taoki Noticed a little something else: In SM mobs can jump to bet up blocks. In MOBF they just appear a step higher (same issue in Minecraft IIRC) 11:10 sapier no they never will work 11:10 Taoki ok 11:11 sapier it's completely different 11:11 sapier mobf definition for most sm's is way more simple in mobf 11:12 Taoki Trying to get something to attack me in sm but no mobs are 11:12 sapier jumping up is difficult but possible 11:13 sapier no not difficult .. but require additional cpu power again :-) 11:13 Taoki Anyway, I hope my test pointed out one of the bugs. mobf can crash the server with latest Minetest GIT, so something goes wrong 11:13 sapier a mob needs to decide if it wil be able to reach the block above by calculating it's distance acceleration andvelocity 11:14 sapier hmm latest git you say? mobf is 0.4.7 only atm but I guess I need to fix that issue for 0.4.8 anyway :-) 11:15 sapier did you do anything special to crash it? 11:15 Taoki Also having mobf from git 11:15 Taoki sapier: No. Just walking around with 4-5 vombies around me 11:15 Taoki Then suddenly, all fell to silence 11:15 sapier hmm I wonder if that bug in 0.4.7 isn't fixed in core yet 11:16 sapier but I need to complete mainmenu first 11:19 Taoki sapier: Well a bunch of sand monsters are attacking me in sm. No intensivness however 11:19 sapier I guess pilzadam did completely different agressive handling 11:19 Taoki The way they're running after me is also very good looking 11:20 Taoki But again I'm not saying your mod is bad :( You did a nice work on mobf too 11:20 sapier did you try what happens while different player attack sandmonsters? 11:20 sapier or you have a sibling attacking sandmonsters along with you? 11:20 Taoki Trying in singleplayer now, no one else to test with 11:20 sapier I don't think sm is prepared for this 11:21 sapier I know you can do attacking very simple ... maybe mobf just checks "too much" and players are completely ok with the glitches that occur that way 11:22 sapier or maybe there are even major bugs in 11:22 Taoki Well... barely and CPU usage or memory usage or slowness with 2 sand monsters attacking me 11:23 sapier I'll have a look what pilzadam does there but fighting is quite advanced in mobf ... I guess sm does the basic thing I added first ... about a year ago 11:24 Taoki True. The intensivness in mobf is likely because it's more advanced indeed 11:24 PilzAdam sapier, it always attacks the nearest player 11:24 sapier so most simple way as I guessed 11:24 Taoki 3 sound monsters now. minetest is barely using any resources :P 11:25 sapier mobf doesn't stop attacking a player once it started attacj 11:25 sapier unless player runs away to far 11:25 Taoki But yeah... if any system is to be added to builtin, I am in favor of sm. Mobf can be very useful too for anything that needs more complexity, so it would not be useless 11:25 sapier latest version even usses aggro to decide whom to attack 11:25 * Taoki would feel bad if mobf got lost, since sapier prolly put a lot of work into it too 11:26 sapier if sm was added I'm gonna drop mobf as it'd be wasted time to continue 11:26 Taoki That would suck :< 11:26 sapier this is not a threat but just a consequence 11:27 Taoki I wonder if there's any way to slowly improve sm with code from mobf, and perhaps get to a merge between the two mobs. That results in simplest but also most complete functionality 11:27 sapier mobf never ever will have a chance against a in core mob implementation 11:27 Taoki I know, it makes sense 11:27 Jordach or: move mob ai to core 11:27 sapier it'd end up at mobf complexity 11:27 Jordach problem solved, and have extra stuff inbetween 11:27 sapier with exactly same issues 11:28 Taoki I think mobf features could slowly be moved over to sm. Testing each one for how much resource usage it adds and how well it works 11:28 sapier and of course you understand I'd not be very glad with "simple mobs by pilzadam" while all the challanging issues are taken by mobf ;-P 11:28 Taoki I am curious though: What extra feature does mobf has over sm? Without looking at the code, I se ethe same detail in both. Including how mobs attack me 11:28 Taoki sapier: I know. I'd feel bad if your work got lost... I know how I'd feel if that happened to me :( 11:29 PilzAdam Jordach, ok, then please write the API (not the code, but the docs) for it 11:29 sapier collision detection, movement prediction, drop prevention 11:29 sapier siblings 11:29 sapier ridable mobs 11:29 Jordach PilzAdam, i can do that in a day 11:29 PilzAdam Jordach, go ahead 11:29 sapier guards 11:29 sapier patrol mode 11:29 Jordach sapier, scale the model down then up again 11:29 Taoki nice. Lack of collision detection is what I dislike most in smobs 11:29 sapier yes can be done in mobf too 11:29 PilzAdam sapier, movememnt prediction cant be done without client side changes 11:30 sapier it can 11:30 Taoki What's movement prediction do exactly? And what does drop prevention mean? 11:30 PilzAdam and collision detection is builtin in core.... 11:30 sapier acceleration is predicted by client 11:30 Taoki oh 11:30 sapier collision detection is done within mobf to decide where to reroute a mob too 11:30 PilzAdam no, not acceleration, velocity is predicted based on acceleration 11:31 sapier drop prevention means a mobf mob won't drop into water for example 11:31 sapier flying mobs 11:31 sapier fish 11:31 Taoki Well again, I really don't want to make you feel bad about mobf >.< But those sound like they can be added to smobs easily too. Possibly in a not so intensive way 11:31 PilzAdam acceleration always stays the same until you get a new package from the server 11:31 Taoki smobs doesn't have flying and fish? 11:31 Taoki Ah, so not falling off cliffs and stuff 11:32 Taoki PilzAdam: We really need angle smoothing, the same way we have position smoothing. For both players and mobs 11:32 sapier taoki yes once work has been done what to do some features can be added ... others won't be possible as design doesn't match 11:32 Taoki I don't get why in years it wasn't added, since it should be pretty basic :P 11:34 Taoki PilzAdam: When could collision detection be added in simple mobs? In a simple way of course (since that's the point of SIMPLE mobs) but enough to keep them from blindly going into walls. Also perhaps drop avoidance, sop they don't jump off cliffs like fools 11:34 sapier and no I won't help developing sm just because its a core developer mod 11:34 PilzAdam Taoki, the collisiondetectioin is built-in in the core 11:34 Taoki sapier: I don't like or dislike it because it was made by a core dev, that has no influence on me. I just... like the design more I guess 11:35 Taoki PilzAdam: Ah, so it already should work? Last time I saw a sheep pushing int a wall 11:35 Taoki Or maybe sm doesn't use this builtin option yet 11:35 PilzAdam they dont go through the wall, thats collission detection 11:35 sapier Taoki you like the designe because it's still simple due to lack of features 11:35 Taoki ok, maybe I saw an older version then 11:35 sapier what you're talking about Taoki is collision prediction not detection 11:36 Taoki sapier: Truth is I don't feel a lack of features in practive between mobf and smobs. Both seem to have the same features. Again, from what I can feel without knowing the code 11:36 Taoki In both mobs roam around, in both they attack, etc 11:36 sapier Yes you don't feel it because it's the minor glitches that cause 99% of work 11:37 Taoki The ONLY differences I noticed is that in mobf, mobs turn around more gradually as they walk, whereas in smobs turning is very stiff (I don't mind though). Also that in smobs mobs jump, whereas in mobf they just appear off higher blocks 11:37 sapier it's no effort to get mobs running aroud I did this in a day 11:37 * Taoki nods 11:37 Taoki Oh yes, and mobf has birds and fish. I don't know if smobs can do those yet 11:38 Taoki That is indeed a nice thing 11:38 PilzAdam sapier, I did whole simplemobs in a day 11:38 sapier I did mind about the stiff movement that's the main reason for acceleration based movement .. if you don't care about it go with sm ... but this issue can't be fixed there 11:38 sapier PilzAdam you did read mobf first 11:38 PilzAdam of course not 11:38 Taoki I meant stiff rotation. But stiff movement is true too; smobs have no acceleration 11:38 PilzAdam nobody understands your code :-p 11:39 Taoki PilzAdam: Can acceleration be added as well to smobs? 11:39 sapier Yes I know you even asked about git access to mobf code before you startet sm 11:39 PilzAdam oO 11:39 sapier so don't tell me you didn't look at it 11:39 Taoki Great... what a nice reason for a dev fight again >_> 11:39 * Taoki le sigh 11:39 sapier it's not a fight ;-) 11:39 PilzAdam I asked you to put it in a repo so its easier to keep it up to date 11:39 PilzAdam Taoki, :D 11:40 sapier no acceleration can't be added because sms design doesn't match to it 11:40 Taoki BTW: Do either of the mods allow spawning mobs with chat commands? 11:40 sapier both do 11:40 Taoki nice 11:40 Jordach /spawnentity mobs:sheep 11:40 Taoki Just got 5 sand monsters lashing after me lol 11:40 PilzAdam sapier, can you explain me how mobf uses acceleration? 11:41 sapier PilzAdam looking at how many mods you cloned you'd created a own mod either way ;-) 11:41 sapier mobf doen't set velocity but acceleration 11:41 Taoki haha, 6. Still no extra cpu usage though. I like testing this ^^ 11:42 sapier to do that in a sane way it periodicaly checks where a mob will be in and adjusts it's acceleration to avoid collisions or drops 11:42 PilzAdam sapier, and how does that add prediction for moving in a not straight way? 11:42 Taoki sapier: Truth be told, I am a bit unsure how much acceleration is needed for *mobs*. I mean in real life when you walk, you barely have any noticeable acceleration. You just get up and walk... in less than a second you're running at "chosen speed" ;) 11:42 Taoki Even if it is a nice addition sure 11:43 Taoki Acceleration woulkd be useful for large mobs like dragons however 11:43 sapier actually that "less than a second" matters it's one of those minor issues humans notice and realize as artificial 11:44 Taoki Well less than half second or so. Though it can be noticeable yeah 11:44 Taoki PilzAdam: Where could the mobement be changed to acceleration in smobs too? Doesn't what work at all for smobs? 11:44 Taoki Can't test it now thought since I'll be more busy till I head off in a week 11:45 sapier it's not enough to acceleration taoki you need to switch handling completely if you don't use velocity anymore 11:45 Taoki ah 11:46 PilzAdam sapier, are you going to answer may question? 11:46 sapier I still try to understand your question ;-) 11:46 PilzAdam bbl 11:46 sapier what do you mean wit prediction in a non straight way? 11:47 sapier if you use acceleration you always get fluent direction changes 11:48 sapier unless you use very high acceleration values but that's a problem for other reasons 11:48 sapier did that answer your question or did I misinterpret it? 11:49 Taoki sapier: Angle still can't be set fluently yet, sadly 11:50 sapier I already told an hour ago there is a pull request that will do this 11:50 sapier I can't do anything against core dev's not adding things 11:50 Taoki Right, so nothing other than that pull request. ok 11:51 sapier and maybe a small fix in mobf to disable the workaround in there 12:17 proller https://github.com/proller/minetest/compare/weather 12:18 proller PilzAdam, you must say "NOOOO" 8) 12:19 proller or maybe only 2 commits - https://github.com/proller/minetest/commit/fad2b4e589a863a82196f81ec704484e25a82dea 12:20 Exio4 can i ask why you change those NoiseParams? 12:20 proller https://github.com/proller/minetest/commit/6d7daf9b4202d26e88e9bb4b0236911e08541a27 12:21 Exio4 and.. other thing 12:22 Exio4 are you using the C API to wrap back to lua code? 12:23 Exio4 https://github.com/proller/minetest/commit/6d7daf9b4202d26e88e9bb4b0236911e08541a27#L3R236 12:24 proller because heat not used now 12:25 proller yes, it for dropping torch when ice below melt 12:25 Exio4 if i understand correctly the code, that can be done inside lua 12:26 Exio4 https://github.com/proller/minetest/commit/77f7c824025201d811dc923eb8cf03d973f5aba5#L4R306 12:26 Exio4 you don't just move a variable from private to public 12:28 proller Exio4, done what? slow abm? 12:28 Exio4 is it used directly in the ABM? 12:28 proller yes, abm must call nodeupdate when melt 12:29 proller Exio4, why not move? 12:30 Exio4 well, you are wrapping to lua anyway, i don't think that would matter.. 12:30 proller but ok. will make get* 12:30 Exio4 proller: the notation 12:31 Exio4 proller: something "good" would be changing the code that uses the m_ though 12:32 Exio4 as that would be a "small" cleanup :P 12:40 Taoki https://github.com/proller/minetest/commit/77f7c824025201d811dc923eb8cf03d973f5aba5#L4R306 Why would antone HARD-CODE weather types >___< 12:41 Taoki + u8 getRain(ServerEnvironment *env, v3s16 p); 12:41 Taoki + u8 getSnow(ServerEnvironment *env, v3s16 p); 12:41 Taoki Totally against if any words like "rain" or "snow" are added to the code. weather should only be defined in Lua IMHO 12:41 Taoki Only thing I agree should be added for weather to the code is support for sky particles and fog color changes. 12:41 Exio4 + n.setContent(n.getContent() == c_water_source ? ndef->getId("default:ice") : ndef->getId("default:snow")); 12:42 Exio4 + map->addNodeWithEvent(p, n); 12:42 Exio4 are you hardcoding ice and snow name 12:42 Exio4 +s 12:42 Taoki Even worse IMO 12:44 Exio4 if the ABM needs to "know that much" about lua, it should be defined in lua, not C++ 12:44 Exio4 neighbors.insert("default:furnace_active"); 12:44 Exio4 you are hardcoding a hell lot of nodes 12:47 Taoki proller: The idea itself is good. But it's very very wrong to hard code nodes at this day when we have the Lua API. Code is aimed at containing mechanics for defining things in Lua. Nodes, weather types (in this case), etc. must be defined in Lua only 12:48 Taoki So the only thing that IMO should be coded is support for sky particles. And Lua-side fog colors, though those are part of another plan of mine to allow custom skies 12:48 proller its version 0.001 12:48 proller in first i want to make something working 12:49 proller in second - make some on uglua 12:49 Taoki Oh, ok. If that's not intended to be final then sure 12:50 Taoki Idea is, please don't hard code any nodes nor weather types. Just the system to allow weather., Types of weather, their sounds, their particles, their fog color, and all that should be in Lua scripts 13:04 PilzAdam sapier, I want to compare your system to the one where you send the target pos to the client 13:06 PilzAdam you get really smooth curves in the target system, while the accelration one will always delay 13:13 PilzAdam proller, NOOOO! 13:13 PilzAdam :-p 13:13 PilzAdam why do you do that in core? 13:13 PilzAdam it would work perfectly fine in lua with this slow interval and low chance 13:22 proller PilzAdam, its faster 13:23 PilzAdam it doesnt need to be fast with this low chance and slow interval 13:28 proller its must analyze blocks around 13:28 proller and it must freeze big oceans 13:29 PilzAdam and you hardcode nodenames? oO 13:29 PilzAdam bbl (sry) 13:32 proller harcode for melting 13:33 proller for preserve level 13:33 proller _flowing-> snow 13:33 proller _source->ice 13:33 proller or maybe add melt definition 13:33 proller and freeze 13:40 proller is any objections about first two commits? 13:48 proller okay, willl commit 13:48 Exio4 ehm 13:49 Exio4 that is not 13:49 Exio4 good 13:49 Exio4 the idea of asking for other core dev is waiting for *him* to accept, not "objections" 13:50 Exio4 silence doesn't mean "everyone is ok and happy with it in the actual form" 13:51 proller but it works 13:52 proller ok, accept it please! 13:52 Exio4 http://dev.minetest.net/Git_Guidelines 13:52 Exio4 You can push something to upstream [1] only if some other member of the core development team agrees on it [2] 13:52 Exio4 *only* agrees, not nobody *disagrees* 13:53 proller even if PilzAdam disagrees and somebody agrees? 13:53 Exio4 in that case you'll need to hear to PilzAdam and try to see, maybe it is something trivial? but the change can be completly wrong or breaking other thing or so 14:01 proller its 51% joke 14:02 proller m_game_time returned 14:03 Taoki http://forum.minetest.net/viewtopic.php?pid=99636#p99636 Might be an interesting improvement to consider 14:06 Taoki PilzAdam: ^ Also related to mob movement, which IMO this could improve a lot 14:19 PilzAdam Taoki, even the first sentence is wrong 14:19 PilzAdam we use UDP 14:19 Taoki PilzAdam: Oh, sorry about that. I remembered TCP for some reason 14:20 Taoki Corrected 14:20 PilzAdam proller, hardcoding node names is a complete nogo 14:21 PilzAdam this neighbor thingy can be done in Lua too without any major performance regressions 14:21 PilzAdam hardcoding these ABMs is just plain wrong 14:22 PilzAdam and how is melting related to "weather"? 14:22 proller its first step 14:23 PilzAdam move these ABMs to minetest_game and add API calls for get_heat() etc. 14:23 proller falling snow will fill all around without melting 14:24 proller now minetest use 100-200% i5 cpu 14:24 proller with this abm near ocean it will be 300+ 14:24 Exio4 200%? how are you doing that black magic 14:24 Exio4 proller: 100%, singlethread 14:25 proller 23:30 126.17% minetest 14:25 proller now 4 threads 14:27 PilzAdam your performance argument is wrong; Lua wont decrease the performance that much 14:27 Exio4 yes, 126%, you can't make lua multithreaded 14:27 Exio4 and with luajit, it can even be faster 14:27 PilzAdam maybe the ABM itself is the problem, but hardocing wont help then 14:30 PilzAdam !join #wolfgame 14:30 PilzAdam oops 14:36 proller PilzAdam, i make .frozemelt property for snow and waters 15:04 Taoki What's wolfgame even? I hear a lot about it here :) 15:04 Taoki a minetest game? 15:04 PilzAdam -> #minetest 15:54 kahrl Any news on #822/#827? I think it's quite an important issue because it prevents servers from running 16:01 proller removed hardcode https://github.com/proller/minetest/compare/weather 16:04 proller and support for it in game: https://github.com/proller/minetest_game/compare/weather 16:04 proller accept someone 8) 16:04 proller its not final and disabled by default 17:06 Jordach hmmmm, do you have your custom MGV7 lua settings? 17:06 Jordach please pastebin me a copy, i could do with one atm 17:07 PilzAdam Jordach, Pilztest uses v7 17:07 Jordach PilzAdam, i want to use minetest_game with MGV7 17:07 Jordach not your game 17:07 Jordach so snow biomes, desert etc 17:07 PilzAdam you can create them yourself 17:08 Jordach logs it is then 17:27 Jordach PilzAdam, found it: http://pastebin.com/1kjU5tN7 17:49 proller Jordach, is this definitions in git? 17:50 Jordach nope. 17:50 Jordach no MGV7 defines in git# 18:10 celeron55 kahrl: if it works and doesn't do anything that potentially breaks something, i'm okay with it 18:17 kahrl well, considering there are some bad pointer accesses in minetest that can in theory overwrite anything with anything, any change can potentially break something 18:18 kahrl if we assume those don't happen I'm quite certain my patch is safe 18:18 kahrl though I neither proved it nor tested it exhaustively 18:20 Jordach can we fix MGV7 so that trees grow out of the ground as they do in MGV6 18:20 Jordach without the need for a schematic 18:21 VanessaE if 827 goes in, I'd suggest fixing the whole nodeid limit entirely as soon as practical 18:21 VanessaE or at least, in the news post, make a mention that the "C++ exception" isn't so much a bug as an error message 18:23 kahrl VanessaE: you mean the message old clients get on your server? 18:24 VanessaE kahrl: I mean the news post you proposed 18:24 kahrl well, to be frank, the C++ exception message is a bug 18:24 VanessaE though if that's fixable too, you might want to at least catch it and...oh 18:25 kahrl it's the serialization bug I explained yesterday or some time 18:25 VanessaE right, I know 18:26 VanessaE but it's only as much a bug as your willingness to allow > 4069 node ids :-) 18:26 kahrl hmm? how would that change anything? 18:26 kahrl the limit's there in old clients, can't change it now 18:26 whirm Hi all 18:26 VanessaE oh nevermind, I was trying to make a small joke :) 18:27 kahrl sorry for not getting it :P 18:29 whirm I'm having a very weird error, I have whole areas of my maps which are completely dark 18:30 whirm torches work, but its just as if I was underground, the sky is dark, no stars or moon whatsoever 18:31 kahrl whirm, I think that's more suited for #minetest 18:33 kahrl once it's known that it's caused by the core and not by some malfunctioning mod, it can be discussed here of course 18:34 whirm kahrl: I've tried creating a new map with the minimal game and its even worse 18:34 whirm the whole map is dark 18:35 kahrl very strange then, I've never seen this happen with just the standard mods 18:35 whirm with technic_game there are both dark and normal parts 18:35 kahrl whirm: and you're not using bumpmapping? 18:35 whirm I've tried with irrlich 1.7 and 1.8 with the same results 18:36 kahrl try enable_shaders = 0, enable_bumpmapping = 0 18:36 whirm kahrl: shaders are disabled 18:36 whirm let me check bumpmapping 18:36 kahrl shouldn't have any effect if shaders are already disabled 18:36 * whirm tries just in case 18:37 whirm nope, exactly the same 18:37 whirm can a texture pack influence this? 18:38 kahrl not really unless the textures are all dark... but you said there are lit parts too 18:38 whirm yes, the textures are ok 18:39 kahrl does this happen with all mapgens? 18:40 whirm I had an old map that was OK, but I deleted it and any new I create its like this 18:40 whirm kahrl: I think so, let me try 18:41 kahrl on my end, I see lighting glitches like that with the math mapgen but not the others 18:42 PilzAdam kahrl, I think the mapgen outputs pure dark areas, and plantlife in techinc forces recalc where trees grow 18:42 whirm v6, v7, indev are completely dark 18:43 whirm the math one is mostly OK above 0, but dark under water 18:45 kahrl PilzAdam: this is without mods 18:45 PilzAdam with technic_game there are both dark and normal parts 18:45 kahrl oh, you mean that 18:45 PilzAdam just a guess 18:45 kahrl that would explain it, right 18:46 VanessaE I would think any of the objects routed through plants_lib would do that, really 18:47 whirm VanessaE: yes, it looks like its not dark in areas where moretrees trees spawn 18:54 whirm is there anything else I can do to help debug the thing 18:54 whirm ? 18:54 kahrl whirm: I'm a bit stumped, sorry 18:55 kahrl does this happen with a clean minetest.conf too? 18:55 whirm kahrl: let me see 18:56 whirm kahrl: yes, I deleted minetest.conf and its the same 18:56 kahrl very weird 18:57 kahrl if you have lots of time, you could try bisecting to find out when this started 18:57 whirm indeed 18:58 whirm kahrl: Ill try for a while 18:58 whirm any point in particular you think I should start from? 18:58 kahrl not really, but you could try the releases 18:58 whirm ok 18:59 kahrl start with 0.4.7 and go backwards 18:59 whirm I think it was OK at 0.4.7 18:59 kahrl if it is, bisect between 0.4.7 and now 19:00 kahrl there were lots of mapgen related commits since then so I can't point at a single one 19:00 whirm kahrl: ok, I'm on it 19:02 whirm 0.4.7 is fine 19:04 hmmmm do you think it could be your configuration file 19:05 kahrl hmmmm: already eliminated that possibility 19:05 hmmmm it could also be a mod, because mods can set mapgen flags now too 19:06 proller hmmmm, why NoiseParams nparams_biome_def_heat {50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70}; 19:06 proller 50,50 ?? 19:06 proller average 50c ? 19:06 hmmmm proller, that's my half-assed attempt to get it ranging from 0-100 with an average of 50 19:06 hmmmm but it's wrong 19:06 proller why 0-100 19:06 hmmmm good question 19:06 proller -70..60 on earth 19:06 VanessaE hmmmm: the ramp is, as far as I could tell, something more like -25 to +150C 19:07 kahrl proller: where is it s stated that it's celsius 19:07 VanessaE (as defined by snow mod and plants_lib) 19:07 hmmmm proller, vanessae, like i said it's wrong 19:07 kahrl -s 19:07 proller 15, 60 - now works good 19:07 VanessaE hmmmm: I know, just in case you feel like changing it I mean 19:08 hmmmm i would fix them to have a sane range when i go to actually add in all the biomes 19:09 proller https://github.com/minetest/minetest/pull/830/files want to commit 19:09 hmmmm proller, i'd really appreciate it if you didn't go and change the noise params 19:10 proller no problem 19:11 hmmmm when you change that, everybody's biome definitions are completely wrong 19:11 hmmmm that's a great way to break things 19:12 proller but now no biome defs in git 19:12 hmmmm that doesn't matter 19:13 hmmmm there are quite a few mods i can think of that already use it 19:13 hmmmm even though it's completely undocumented and i never said anybody could... 19:14 proller then you must change it to more correct 19:14 proller it will be harder after, when more mods would use it 19:14 hmmmm erm 19:15 hmmmm i'm really not sure if weather should be something in the core 19:15 VanessaE hmmmm: only if it doesn't rain/snow inside a building :) 19:16 proller its long way to make complete weather 19:16 hmmmm what's wrong with the weather mod? 19:16 proller its first small steps 19:17 proller and in pull- only freeze-melting 19:17 whirm 2e292b67a0a02b045969034c06aaf92b42a83a81 is the first bad commit 19:17 whirm Add Lua on_mapgen_init callback, and minetest.set_mapgen_params API 19:17 hmmmm proller, env->getMap().transforming_liquid_add(p0); 19:18 hmmmm what happens if the server map is NULL? 19:18 proller coredump? 19:18 hmmmm or what if the environment doesn't exist yet? 19:18 proller but how it can happens? 19:18 hmmmm this would've been okay if env was still its own object 19:19 whirm kahrl: ^^ 19:19 kahrl proller: why is minetest.transforming_liquid_add even needed? 19:19 kahrl it's not used anywhere as far as i can see 19:19 hmmmm I suppose he wants to use it for the lua portion of his own weather mod 19:20 proller now - not, can remove for now 19:20 proller but it can be useful for something related to liquid 19:20 hmmmm i don't really think these ABMs and what not should be in the core 19:21 hmmmm something like liquid flowing, sure okay, i can see that 19:21 hmmmm but where does it end? 19:21 kahrl hmmmm: agreed 19:21 hmmmm next someone's going to want to move lava cooling into the core 19:21 hmmmm and then every time someone wants to add an ABM, where does it go? 19:21 hmmmm if you start hardcoding things like this, hell, why not hard code door prediction into the client .... 19:21 hmmmm then it'll be back to the way it was in 0.3.x 19:22 proller its faster than lua 19:22 hmmmm yeah... but.. 19:22 kahrl whirm: only way I can see that commit introducing the bug would be if something sets the nolight mapgen flag 19:22 hmmmm and these are such mundane ABMs, all they do is set a certain node to another node 19:22 whirm maybe it gets set by default somehow? 19:22 proller these abms must work with huge amount of blocks 19:23 VanessaE proller: if something's just too slow but unsuitable for the core, there IS a way to do C++ mods now, kinda-sorta that is (in the form of loadable binary libs, ask RBA, he knows more about that) 19:23 kahrl whirm: perhaps try grep -Ri nolight . 19:23 kahrl in the minetest directory 19:25 kahrl when I execute that it finds matches in minetest.conf.example, src/mapgen_* and some binary files 19:26 whirm let me rebuild the bad commit 19:26 kahrl I'm mostly interested in whether there's any lua files that contain nolight 19:26 proller 100000+ blocks of water and ice around me 19:27 hmmmm proller, it's just that i don't want people to add ABMs as a knee-jerk reaction to a new feature 19:27 hmmmm like here i guess it's fine because you need to do a lot of setting, but it's just that i don't really like how the core is becoming more... specific 19:28 hmmmm and you have specific values set for fog/melting temp/freezing temp 19:28 whirm kahrl: http://paste.debian.net/16061/ 19:29 proller no problem to make adjustable this values, and make lavacooling on it 19:29 proller but on next steps 19:29 kahrl whirm: so nolight is enabled in the world "bad" 19:30 kahrl don't know why but it is 19:30 whirm kahrl: yes, this is a world created from the first bad commit 19:31 proller hmmmm, about env->getMap(). - its used in 10+ places in api 19:31 hmmmm proller, yeah, that's something that should probably be fixed, but we should ask sapier first 19:31 hmmmm (well, or test it) 19:32 hmmmm couldn't be arsed to do minetest related things aside from chatting right now, sorry 19:33 hmmmm whirm, i suppose you *tried out* a mod that turns off lighting and then it got written to map_meta.txt, and you removed the mod but the setting still stayed there 19:33 hmmmm that could be the problem 19:33 hmmmm do you guys see now why I didn't want lua to have control over mapgen settings? :( 19:38 whirm hmmmm when bisecting I created a new world every step using the minimal game with no mods enabled 19:39 celeron55 to me this sounds like an uninitialized variable 19:39 kahrl celeron55: my thoughts, but I can't find that variable 19:39 celeron55 (well, sounds until proven otherwise) 19:42 hmmmm well, it's lua -> map_meta.txt -> world specific config -> global config -> config defaults -> constructor defaults in terms of precedence 19:42 hmmmm and it's definitely not an uninitialized variable, that's basically impossible 19:44 celeron55 it's valgrind time! 19:45 celeron55 i have no idea what it could tell, but that's why one needs to try it 19:46 hmmmm erm, a bunch of well-placed printfs would work way better than valgrind ever could 19:46 hmmmm for this situation in particular 19:46 celeron55 of course; my order of preference starts with valgrind though if i haven't been working on given code in a long time 8) 19:48 celeron55 especially as such random behavior screams to me "memory corruption" 19:51 whirm it doesnt look random to me, before that commit the maps are ok, after it completely dark, its not random 19:52 hmmmm keep in mind this is *only* you having the problem 19:52 hmmmm i'm going to say that it's due to some stealthy mod or an errant setting in the config 19:53 whirm oh 19:54 hmmmm "before/after that commit" isn't really significant, we know it's working like it should because you clearly have nolight in your map_meta.txt. the question right now is how it got there 19:54 kahrl checked out 2e292b67a0, compiled with -O0, started valgrind, selected minimal, made new world, opened world, waited until I saw some generated blocks, closed game 19:54 kahrl nothing that stands out in the valgrind log 19:55 kahrl I mean, there are lots of uninitialized value warnings, but nothing mapgen related 19:55 celeron55 whirm: so is the case that any new world started with a version before that commit does not have the problem, and any world started after it has? 19:56 whirm celeron55: exactly 19:56 celeron55 also i must say that these new minetest_game sounds are ridiculously bad 19:56 hmmmm i personally think they're better than cracking eggshells 19:56 celeron55 (i just compiled a new version since... a lot ago) 19:56 hmmmm but it is still bad 19:57 hmmmm it's hilarious, we have so many non-technical people interested in contributing to minetest but our sounds and textures suck really hard 19:57 hmmmm whirm: did you check any other possible places where mapgen settings might be set? 19:58 whirm hmmmm: for instance? 19:58 celeron55 sand sounds like you're wealking in some kind of mud, and grass sounds like... nothing from real life 19:58 hmmmm the gravel step sounds good at least 19:58 hmmmm whirm, [03:42 PM] well, it's lua -> map_meta.txt -> world specific config -> global config -> config defaults -> constructor defaults in terms of precedence 19:58 celeron55 also on proper speakers grass actually is so loud on high frequencies that it's completely unenjoyable 20:00 Jordach uhoh -- all formspecs in master are literally broken 20:01 Jordach literal clean server running master + master of minetest_game: http://i.imgur.com/5SSt7wJ.png 20:02 Jordach i'll try a more recent client, see if it fixes it 20:02 whirm hmmmm: I have no minetest.conf, no mods enabled, using minimal_game and the world is new at each bisect iteration 20:02 hmmmm what does that last clause of your sentence mean exactly...? 20:03 hmmmm "at each bisect iteration" ?????? 20:03 whirm hmmmm: I did a git bisect to find out which was the bad commit 20:03 Exio4 proller: u32 get_game_time() { return m_game_time; } 20:04 Exio4 should that function be called getGameTime or something like that? 20:04 hmmmm whirm, the problem isn't finding the commit "that broke it" 20:04 hmmmm the cause of this is exactly known 20:04 proller Exio4, maybe yes, but its ugy make onemore name for var 20:05 Exio4 what? 20:05 proller game_time GameTime gameTime 20:05 hmmmm just use the current master, start a new world without any mods that change mapgen flags, making sure your game-specific conf (if one exists) and global conf doesn't have nolight in mgflags 20:05 proller camel sux 20:05 Exio4 i don't like it but it is a guideline 20:05 hmmmm proller, we do have code guidelines you know, right? 20:06 proller ok 20:06 hmmmm for like a half year it seems 20:06 hmmmm http://dev.minetest.net/Code_style_guidelines 20:08 proller fixed 20:11 proller PascalCase, method names are camelCase., unix_lowercase_underscore_style(). -- 3 types in one gudeline 20:11 whirm hmmmm: I compiled master, created a new world with no mods loaded, started it once, nolight was set, exited, removed the flag from the config file, deleted map.sqlite, started again, everything is fine. 20:12 whirm I guess mods can't modify those flags even if I don't specifically enable them, right? 20:12 hmmmm no, mods are able to explicitly modify any mapgen flags at creation time as they'd like 20:13 whirm so I should delete the mods folder then I guess 20:14 hmmmm I thought you said you weren't using any mods... 20:14 whirm I wasnt using them, but I had them on the mods folder 20:14 hmmmm try removing them and seeing if that helps 20:20 whirm empty mods/ dir, only minetest_game on games/, still nolight set when creating a new world 20:21 hmmmm and you're absolutely sure nolight isn't in a global config file, or something like that? 20:22 hmmmm by the way, which mapgen are you using? 20:22 kahrl I think at this point we should try the printf debugging framework 20:23 hmmmm kahrl, right. whirm, you don't mind modifying source code, right? 20:24 hmmmm in server.cpp:811, add printf("=== flags: 0x%08x", mgparams->flags); and add the same thing on line 816, after m_emerge->initMapgens() 20:25 whirm hmmmm: there's no minetest.conf, where can it be if it's not there? 20:25 hmmmm it could be in your home directory, hidden maybe, if it's not compiled with run_in_place 20:26 Exio4 ~/.minetest/minetest.conf 20:26 whirm hmmmm: └──> find ~ -iname "*minetest.conf*" 20:26 whirm gives no results 20:26 whirm and its compiled with run_in_place 20:27 whirm let me modify the shource 20:27 kahrl it should at least print minetest.conf.example 20:27 hmmmm maybe he doesn't have the source in his home directory 20:27 whirm kahrl: its not in my home 20:28 kahrl ah, okay 20:28 hmmmm i don't think the install script installs the example 20:28 kahrl what are the results when you run that find command on the source directory? 20:31 whirm kahrl: ./minetest.conf.example 20:31 whirm hmmmm: I'm not installing anything by the way 20:32 celeron55 have you ever played around with the nolight flag anywhere? 20:32 hmmmm he is indicating that he did not, i'm telling him to just add those printfs so we can see where it is being set exactly 20:33 * whirm building 20:33 celeron55 well it seems printfs would be the way to go in any case 20:33 kahrl the game looks for $path_user/minetest.conf, $path_user/../minetest.conf, $path_user/../../minetest.conf 20:34 whirm celeron55: I did some time ago, but nothing remains from then 20:34 kahrl path_user is the minetest directory (that contains bin, src, ...) 20:34 celeron55 whirm: as kahrl said, minetest has some sneaky (somewhat legacy) load paths for minetest.conf 8) 20:35 whirm === flags: 0x0000005f=== flags: 0x0000005f22:35:00: ACTION[main]: .__ __ __ 20:35 hmmmm whoops, forgot \n 20:35 hmmmm but whatever 20:36 hmmmm so anyway it's being set in one of the config files 20:36 hmmmm oh hey whirm, copy minetest.conf.example to minetest.conf in the directory and try that 20:36 celeron55 whirm: when you start minetest with a deleted minetest.conf, it creates it to where you suppose it'd be, right? 20:37 celeron55 if that is the case, then you don't have any sneaky config anywhere 20:37 celeron55 if not, then you *have* 20:37 hmmmm 0x5f = 0x40 (nolight) | 0x1f (trees, caves, dungeons, jungles, biome blend) <-- these are the default flags 20:38 hmmmm so you can see it's clearly not an uninitialized variable 20:43 whirm so, it looks for the file on the parent dir of the source? 20:43 kahrl that and the parent of that 20:44 whirm fuck, this is where I had backed up the config file 20:44 kahrl (the latter on in RUN_IN_PLACE builds) 20:44 VanessaE isn't that a little...well...weird? 20:44 kahrl only* 20:44 Exio4 i don't use RUN_IN_PLACE builds because i like having ALL the configs in a single place, am i weird? :P 20:45 hmmmm erm... why would anybody set nolight manually in the config 20:45 VanessaE hmmmm: a moon map maybe? 20:45 hmmmm the mod should do that then 20:45 Exio4 nop 20:45 Exio4 +e 20:45 Exio4 nolight should be used only and only, and ONLY for mods 20:45 Exio4 no? :D 20:46 hmmmm you know something 20:46 hmmmm it may be handy to include some sort of "spit out config" option to prevent future cases of this 20:46 Exio4 "spit out" what would it do? 20:47 hmmmm it'd output what the current settings are and what config file it was set in 20:47 Exio4 ah 20:48 hmmmm for example you'd have: CONFIG: mg_flags = "blahblah" - set by "../minetest.conf", and then CONFIG: something_other = "whatever" - set by "default setting" 20:48 kahrl postfix has this and it can be really useful 20:48 VanessaE hmmmm: absolute paths 20:48 hmmmm ofcourse absolute paths 20:48 VanessaE good idea at any rate 20:49 VanessaE useful for bug reports in general, or if we get some kind of automated bug reporting tool some day like what ff has 20:50 whirm anyways, looking for a config file in so many places is unexpected, at least minetest should print which config file is it reading the config from, it would saved a lot of time 20:50 hmmmm whirm, I definitely agree 20:50 hmmmm also eduke32 could use the same 20:52 hmmmm thus ends another case of "i told you so" 20:52 VanessaE at this point, is there any real reason to read it from anywhere except minetest top level, ~/.minetest, or maybe some file in /etc ? 20:52 hmmmm lol, minetest in /etc 20:53 VanessaE hmmmm: I've seen stranger stuff placed there :) 20:53 hmmmm if it were up to me it'd look in ~/.minetest, the current working directory, and that's it - absolutely nowhere else 20:53 VanessaE yes. 20:53 hmmmm but this is already an established thing and we need to work with what we're given 20:54 VanessaE well, current working directory is iffy.. 20:54 kahrl I disagree with current working directory 20:54 VanessaE cwd might be minetestdir/bin 20:54 VanessaE or just minetestdir 20:54 hmmmm yeah, i don't like putting things in bin though 20:54 hmmmm i mean, come on, it's two files 20:54 hmmmm it'd make sense if there were 50000 DLLs and what not 20:54 VanessaE true 20:54 kahrl someone could place a specially crafted minetest.conf and mod directory in the current working directory that executes some malware lua code 20:55 hmmmm such is the case for games in windows 20:55 kahrl don't remember off the top of my head if minetest.conf can modify mod paths 20:56 hmmmm sapier already had a lot to say about this and attempted to fix the problem but it never took off because it'd break backwards compatibility 21:01 kahrl I'm going to push #727 now if no one objects 21:01 VanessaE 827* 21:02 kahrl oops 21:02 sfan5 kahrl: thats not how the "core dev must agree" thing is supposed to work 21:03 sfan5 but #872 sems fine to merge 21:03 Exio4 pilzadam tried and 'agreed' to it 21:04 kahrl sfan5: celeron55 agreed to it 21:04 sfan5 ah, ok 21:04 sfan5 IIRC there were cases where someone just said "if nobody disagrees [...]" 21:05 Exio4 proller' 21:05 kahrl sfan5: yeah, without explicit agreement that should only be done for reasonably trivial commits 21:05 sfan5 Exio4: thats what I wanted to avoid saying 21:05 Exio4 or for things that are .. like v7 21:05 Exio4 in that case hmmmm has the right to do it without asking ;P 21:07 Exio4 kahrl, sfan5, hmmmm, shouldn't that be "explicit"? for fixing documentation, trivial-and-simple changes and so on, that "rule" can be avoided? 21:07 sfan5 yeah, probably 21:09 kahrl yeah, that stuff can be pushed without asking, but sometimes you want to ask regardless 21:10 Exio4 i think for fixing documentation, or cosmetic fixes (like changing comments, small "cleanup" like adding tabs, or so) should be explicited "noted" 21:10 Exio4 i mean, just for noting it in a "paper", it won't hurt anyone 21:11 kahrl yeah, it can be noted in http://dev.minetest.net/Git_Guidelines 21:16 Exio4 yep :P 21:20 hmmmm if a change might screw something up or you're changing other peoples' code, really 21:20 hmmmm like if I'm going to modify the way scriptapi works for example, i'd ask sapier first because he'd know if it breaks anything 21:21 whirm off to bed now, thanks for the help 21:21 hmmmm if i were to modify the way the emerge manager works, i wouldn't necessarily ask anybody because i know that code best 21:21 Exio4 the emergemanager guy ;P 21:21 hmmmm the whole "ask another core dev" "rule" is misguided 21:22 Exio4 yeah 21:23 hmmmm for neutral code such as mapnode.cpp, a general consensus is needed more or less 21:24 VanessaE yay! my server works again :) 21:24 Exio4 haha 21:24 VanessaE er, wrong channel 21:28 sapier Taoki I investigated mobf slowness for vombies in current git ... for my system cpu usage drops drasticaly if pathfinding is disabled 21:29 Exio4 if they are dumb they are fast8 21:29 Exio4 s/8/*/ 21:29 kahrl making a News post, does this look fine? http://paste.dy.fi/ko6 21:32 sfan5 kahrl: looks fine to me 21:32 VanessaE kahrl: I'm a little dubious about my server being singled out :P but seems okay otherwise :) 21:32 kahrl VanessaE: well, how'd you phrase it? :P 21:33 VanessaE you had to ask. :) 21:35 VanessaE just leave those parts out entirely, since you already have a good explanation of what happens anyway 21:35 VanessaE I already posted an update to my server thread......and ShadowNinja already signed on :D 21:35 sapier PilzAdam if you want to re mobs in simplemobs while using your core dev privileges to add those features you need to do what mobf worked around due to not having chance to get fixes in quick do it... but don't expect me to do a lot of work in this area. I will maintain and improove mobf as long as there is any chance for it to be usefull ... if there's another implementation of mobs added to core I'll drop mobf ... this is same as micro 21:36 kahrl VanessaE: well, not every player might look into your server topic 21:36 kahrl especially if they found your server via the in game menu 21:36 VanessaE true 21:37 sapier VanessaE you can but the note in server description 21:37 VanessaE there are a disturbing number of users who find it that way, even with the server thread link mentioned in the motd. 21:37 sapier as the desscription is new atm users might tend to look at it for some days 21:42 Exio4 does anyone know an easy way to add a 250ms "forced" latency? 21:43 VanessaE Exio4: downgrade to 33.6k dial-up? :D 21:43 kahrl Exio4: loopback or other interface? 21:43 Exio4 kahrl: loopback, yes 21:43 Exio4 VanessaE: my nether already has a 250ms latency to anywhere outside my lan 21:43 Exio4 nether.. i mean network 21:43 kahrl not easy in general, minetest has an INTERNET_SIMULATOR that could be extended like that 21:44 Exio4 hm 21:44 kahrl VanessaE: so, should I post my version or without mentioning your server? 21:45 Exio4 i'll just run it on this server and a super-reduced game 21:45 Exio4 (minimal's default only) 21:45 VanessaE kahrl: it's up to you 21:46 kahrl Exio4: try this: tc qdisc add dev lo root netem delay 50ms 21:46 kahrl 250ms* 21:46 Exio4 kahrl: iirc it drops packets for adding delay 21:46 kahrl Exio4: yeah, INTERNET_SIMULATOR only drops packets 21:47 Exio4 is that desired? 21:47 kahrl VanessaE: it's your server, so your choice 21:47 kahrl Exio4: dunno, never used it 21:47 Exio4 :P 21:47 sapier it should be quite easy to add a random nanosleep to receive 21:47 Exio4 i'll just run the server here (a "shell provider" of friend) 21:48 kahrl sapier: that's not the same, is it? 21:48 sapier if we use receive in blocking way this should be almost same (at least for a single client) 21:48 kahrl you want to only increase latency, your solution would increase latency and decrease bandwidth 21:48 sapier not for multiple clients of course 21:49 kahrl it would decrease bandwidth even for a single client 21:49 kahrl unless I'm misunderstanding 21:49 Exio4 that is why adding client-side prediction is hard! :P 21:49 Exio4 we need more lag! 21:49 sapier it does but as far as I know we use synchronized client server communication not parallelizing requests 21:51 sapier but maybe I'm wrong with that synchronized thing 21:51 proller https://github.com/proller/minetest-mod-weather/tree/weather - now dynamic 21:52 proller but needs my core and _game patches 21:52 kahrl sapier: kind of right what you're saying, but every player movement packet would cause a random nanosleep 21:52 sapier btw I guess those predicion things fail on a simple issue ... pathfinding is expensive ... too expensive 21:52 kahrl this would add up quickly 21:53 sapier but isn't that exactly what happens? 21:53 kahrl a normal network doesn't increase its latency like that 21:54 sapier if you use synchronized packed handling it does 21:54 kahrl movement packets are not synchronized afaik 21:54 sapier if we send multiple packets at once too the sleep should be done where decision to send multiple packets is done 21:54 Exio4 well, other question, where is the chat predicted? 21:55 sapier ok if there are different cases it's not that simple of course 21:55 kahrl Exio4: Client::typeChatMessage 21:55 Exio4 where is the "chat_backend->addmsg(" message")" :P 21:55 Exio4 kahrl: k, thanks! 21:55 Exio4 was searching in the wrong file 21:57 sapier guy last call for decision if noone decides what to do about background/overlay thing I'm gonna implement it the way I think it's correct tomorrow 21:58 Exio4 hmm, the client doesn't know anything about the commands managed by the server? 21:59 sapier and I think celeron55's description of how it should be is more consistent 22:04 kahrl Exio4: correct 22:33 VanessaE another issue I'm seeing is the client crashing if you open the inventory while there's too much of the map being received all at once 22:33 VanessaE probably requires "preload visuals" to be turned off. May require technic/unified inventory, but it's a client crash, not server. 22:36 sapier VanessaE I'll implement overlay/background as celeron suggested ... as I wont start until tomorrow evening you may have a last chance to get a consens for your flavor to do it 22:36 VanessaE if you wait several seconds after connecting before requesting the inventory, it does not crash. 22:36 VanessaE sapier: eh? 22:36 VanessaE oh the load order of the menu images? 22:37 sapier yes I asked for comments 2 days ago I didn't get any celeron wants this you want that and pilzadam wants something similar to what you want 22:37 sapier that's not anything I can rely on 22:37 VanessaE well just go with whatever everyone else agrees on. 22:38 sapier exactly that wont happen I'll do it a last time any further changes wont be my issue anymore 22:38 PilzAdam sapier, I guess everybody agrees that singleplayer tab shouldnt fall back to default ones 22:38 sapier exactly you "guess" 22:39 PilzAdam well, I said so last time and celeron didnt complain about that 22:39 sapier but only 3 ppl did even comment ant those don't really have a consens 22:39 PilzAdam he only complained about overlay, and I dont care about that 22:40 sapier I agree with not falling back to default too that was already in first of celerons suggestion 22:44 sapier there are only 3 issues on my todo list for formspec menu all others are either major feature enhancements to formspec or things I can't fix ... after those are done I consider formspec menu finished