Time Nick Message 00:59 VanessaE about the fps problem: is there some kind of "cache" or "buffer" that is used during rendering? 01:00 VanessaE I'm wondering if there is such a thing, and it's just sorta getting "full" and has to be "emptied" before a frame is drawn 01:00 VanessaE seeing as how FPS drops gradually, then suddenly after a certain point 01:01 VanessaE restarting the client works nearly every time to restore the lost fps 05:23 sfan5 Exio4: it is transparent (a=18) 05:24 sfan5 128* 05:44 celeron55 is there a better implementation of something like this hanging around? https://github.com/celeron55/minetest/commit/038d8011ce2d021ba261a67317934d6c94fe3b49 05:44 VanessaE you're bringing back skybox? 05:45 celeron55 i'm making a server(mod)-defined skybox an alternative to the current sky 05:45 VanessaE ah 05:46 celeron55 that's a very old patch, but it seems it would be very appropriate, considering this discussion: https://forum.minetest.net/viewtopic.php?pid=114632 05:46 VanessaE I don't think anyone else has proposed such a thing, but bear in mind RBA is working on a skydome feature 05:46 celeron55 i guess skydome could be just built on that 05:46 VanessaE yeah 05:46 celeron55 as a third alternative 05:46 VanessaE afaik he's not that close to having it working yet 05:48 VanessaE but sure 06:55 celeron55 http://anonmgur.com/up/ed1895787fdce677f21c5ed513c7ebb0.png 06:55 celeron55 8D 06:56 celeron55 this is completely ridiculous (=good) 06:56 VanessaE is that...cactus? :) 06:57 celeron55 it's, in fact, the cactus texture 07:01 celeron55 directly setting a plain white background makes an interesting result: http://anonmgur.com/up/eb1b33b203f396c95b027b9c85563e6b.png 07:15 celeron55 rebased and improved a bit: https://github.com/celeron55/minetest/commit/fdad718b976bc343768b65acfeea31fe31ef1767 07:23 celeron55 https://github.com/celeron55/minetest/commit/9323008c2bd703bcd82dc4f5dc47f97dcfac0ce4 07:23 celeron55 now it's good enough for me 07:24 celeron55 the day/night cycle becomes a problem in many special skies, but i'm not sure how to handle that 07:24 celeron55 hmm, i guess the server could force a sun brightness per client if it wants 07:24 celeron55 well i'll do that too 8) 07:42 VanessaE don't forget to allow for disabling the moon imae 07:42 VanessaE image* 07:42 VanessaE (I didn't notice if you did) 07:43 celeron55 the whole sky gets disabled 07:44 VanessaE oh ok 07:44 celeron55 if you set it plain black, there won't be any other pixels on the sky than (0,0,0)s 07:44 VanessaE gotchya 08:33 VanessaE celeron55: is it just me or does that skybox image (the cactus) also alter the fog color? :) 08:43 celeron55 VanessaE: well i obviously had to implement fog color changing along with the skybox 08:43 celeron55 otherwise it looks horrible almost always 08:43 VanessaE of course. 08:43 VanessaE just making sure it's intentional :) 08:43 * VanessaE imagines black fog against a starry sky... 08:55 celeron55 https://github.com/celeron55/minetest/commits/set_sky <- another commit 08:57 VanessaE nice 08:59 celeron55 throw this in a mod to test it: https://gist.github.com/celeron55/7038664 09:03 celeron55 looks like some kind of poison gas disaster site: http://anonmgur.com/up/5c510395eed13ea59296fa59f0b4a1b4.png 09:04 VanessaE oh my 09:04 VanessaE goes well with that UFO 09:05 VanessaE atmosphere of some alien world, etc 09:05 celeron55 it's half-life 3 09:05 celeron55 8D 09:05 VanessaE haha 09:05 celeron55 valve confirmed to use minetest engine 09:35 adityarajbhatt Where should I mention issues with the game? My first time playing just leaving this here - water is *too* viscous. It takes forever to sink down a lake unless you actively swim downwards. Now, I do not know if there is a salt water/fresh water differentiation in the game, but if there is not, please make the water less dense. 09:38 kaeza first, make sure you are using the latest version 09:39 adityarajbhatt I have 0.4.7. 09:39 kaeza issues are reported on the project's github page 09:40 kaeza BTW, that's not a bug; it's a feature! 09:40 adityarajbhatt Okay, thank you. Just wanted to mentioen this. 09:40 adityarajbhatt :) How is it a feature? 09:40 kaeza tip: hold shift to descend faster 09:40 adityarajbhatt I mean, it just slows the game down... 09:40 adityarajbhatt Making sinking faster is much more natural. Emulate the real world as much as possible and all. 09:41 adityarajbhatt I thought shift was for actively swimming downwards. 09:42 VanessaE it is. swim down == descend 09:42 kaeza anyway, we should take this to #minetest I think 09:42 adityarajbhatt Okay sorry, going now. 09:45 proller celeron55, did you plan make custom gravity center ? 09:54 celeron55 proller: hmm... it would be good if the game could set such individually for each player if it wants 09:54 celeron55 but there are problems in that that aren't immediately obvious 09:54 celeron55 but i'll make one of them obvious: the client doesn't have any functionality to orient the player so that it's feet would be towards "ground" 09:55 celeron55 experimenting with that is welcome 09:56 proller it needs one point of move physic calculation for entities and players 09:57 celeron55 there's no built-in gravity for any other entities than players though 09:58 celeron55 so doing such for anything else than players should be of lesser priority, or even not wanted 10:02 celeron55 orienting any entity in any rotation angle should probably be made possible anyway 10:03 celeron55 (but it will come quite naturally if players are made that way, because the client doesn't differentiate between players and other objects) 10:03 celeron55 (except the local player) 12:01 kahrl the collision code only supports axis aligned collision boxes so one would have to extend the collision system somehow or live with wildly inaccurate collision boxes 16:02 VanessaE 12:04:00: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...st/.minetest/games/vanessae_game/mods/default/player.lua:125: attempt to index local 'anim' (a nil value) 16:02 VanessaE this has happened before, and one of users says he's had this happen in singleplayer for him (so it ain't my server :P ) 16:02 VanessaE I may have reported this before. 16:03 VanessaE pilzadam may have had be make some changes to the player_get_animations() function at line 20 16:04 VanessaE I think he'd had me add an 'else' clause that returns all of those vars = 0. 16:04 VanessaE but that clause is not in this code. 16:22 VanessaE celeron55: potential connection? the worse players' fps complaints get, the more often that ^^^^ bug happens. 16:22 VanessaE Also I have noticed that all player models' animations are REALLY slow 16:22 VanessaE as if everyone's always sneaking around 16:23 VanessaE meanwhile, one of my players is having this crash: 16:23 VanessaE http://pastebin.com/frgcnLP6 16:23 VanessaE (he uses a middle-of-the-road netbook) 18:33 celeron55 waiting for someone to review a bit: https://github.com/minetest/minetest/pull/960 19:39 proller https://github.com/proller/minetest/commit/88522cae8fbbcb150e02ad515331a4548aae55c9 - trivial fix 19:39 proller 5 minutes to commit... 19:43 sfan5 proller: don't forget to remote the dbg out on line 273 19:43 proller its okay, if $config{debug}; 19:45 sfan5 ah 22:55 kahrl VanessaE: is that crash the same as #831? 22:56 VanessaE nope 22:56 VanessaE as far as I know anyway 22:56 VanessaE #831 is when you open the inventory too quickly after sign-on. 22:57 VanessaE this (if you mean the player.lua bug) happens kinda intermittently. 22:57 kahrl I meant http://pastebin.com/frgcnLP6 22:58 VanessaE oh that 22:58 VanessaE I have no clue 22:58 kahrl it's the same assertion so it might be 22:58 VanessaE that's some crash tht dan reported after really REALLY bad fps problems 22:59 VanessaE so at least it ain't limited to just me :) 23:00 VanessaE *looks at #831 again, looks at paste* 23:00 VanessaE huh, I'm surprised I didn't catch that. 23:03 VanessaE well I guess it can be unmarked from "unconfirmed" now :) 23:08 kahrl I'm unsure what unconfirmed means exactly, not confirmed by a dev? 23:08 VanessaE dunno 23:08 VanessaE I always assumed it meant a dev has not experienced the error