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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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16:30 |
BlockMen |
any comments on #1114? |
16:30 |
ShadowBot |
BlockMen: Error: Delemiter not found. |
16:32 |
VanessaE |
#1114 |
16:32 |
ShadowBot |
VanessaE: Error: Delemiter not found. |
16:32 |
VanessaE |
meh. |
16:34 |
VanessaE |
some people have been asking for that mode, seems nice |
16:34 |
VanessaE |
might be a good idea to make the head able to pitch/yaw properly first though |
16:34 |
VanessaE |
it'll look strange if you don't, I think |
16:42 |
ShadowNinja |
Hmmm, has GitHub changes their issue format?... |
16:42 |
ShadowNinja |
+Ttitle |
16:42 |
CiaranG |
Why would the head pitch and yaw? |
16:43 |
VanessaE |
CiaranG: watch any Minecraft video where third-person mode is in use and you'll see what I mean by that |
16:43 |
ShadowNinja |
Oh, ,,(title <issue 1114>) |
16:43 |
ShadowBot |
ShadowNinja: Page is too big. |
16:44 |
BlockMen |
VanessaE, i think its a nice feature in the future, but it is not necessary for 3rd person view |
16:44 |
VanessaE |
the head should react to the movements of the camera, just as players see each other turn side-to-side when they move around, so should their heads turn, because it looks better |
16:44 |
VanessaE |
BlockMen: oh, no it isn't strictly necessary, just thinking of aesthetics. |
16:47 |
CiaranG |
Hmm, see what you mean. Looks kind of weird to me though. |
16:47 |
CiaranG |
In any case, I'm pretty sure it's not a reason to block a perfectly good feature that could have been merged 3 months ago. |
16:48 |
VanessaE |
nope, no reason to block. just saying. |
16:49 |
ShadowNinja |
!issue 1114 |
16:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/1114 |
16:50 |
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16:51 |
ShadowNinja |
Seems good. I agree with the head pitch+yaw thing. |
16:52 |
BlockMen |
I guess we all do :P But agree and implementing are two different pair of shoe |
16:53 |
Calinou |
head only is not simple to do |
16:53 |
Calinou |
pitching whole model by 25% is easier |
16:53 |
Calinou |
but, we need to at least have entity pitch for that |
16:54 |
BlockMen |
if we would want such a feature we should drop the multiple model support for player IMO |
16:55 |
Calinou |
why? |
16:58 |
ShadowNinja |
We can have support for other models, we just might require that you define the head region and the like. |
16:59 |
BlockMen |
because you need many information for the head entity to then, or can a part of an entity moved? |
16:59 |
BlockMen |
then it would not be necessary ofc |
16:59 |
ShadowNinja |
That should be done already actually, and the engine should move the parts. |
16:59 |
Calinou |
multipart models are obsolete and scary for artists |
17:00 |
VanessaE |
there was a mod some time back that could move the head separately. |
17:00 |
VanessaE |
I think kaeza made it |
17:00 |
ShadowNinja |
Eg, you define a arm, name it "larm" and define a path for it to follow when it moved to dig. |
17:00 |
VanessaE |
it used a fuckload of network traffic to do it, but it DID work |
17:00 |
VanessaE |
it didn't do anything special, it manually moved the head in the model |
17:00 |
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17:02 |
kaeza |
https://www.youtube.com/watch?v=edzDAH6-WQU |
17:02 |
VanessaE |
speak of the devil |
17:02 |
kaeza |
:) |
17:03 |
kaeza |
but as noted by Taoki, there are some issues with irrlicht (not being able to animate *and* manually place bones at the same time) |
17:04 |
kaeza |
so I just manually placed every bone in the animation, resulting in this "fuckload of network traffic" due to set bone messages :) |
17:08 |
BlockMen |
it should be localy handled like the animations for local player model in 3rd person view. but then just the own player would be able to move the head (without great lags) =\ |
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17:25 |
sapier |
#1143 another request for comment ... I'm gonna merge it in a couple of hours |
17:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/1143 -- Protocol version <= 22 compatibility mode + clean new client init by sapier |
17:37 |
proller |
+ 1dfa415...9224f2a desertcobble -> sfan5/desertcobble (forced update) fuck push-f ! |
17:37 |
sfan5 |
lel |
17:49 |
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19:17 |
sapier |
I'm quite sure someone will complain within the next 24 hours but I'm gonna merge #1143 in 10 minutes anyway |
19:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/1143 -- Protocol version <= 22 compatibility mode + clean new client init by sapier |
19:18 |
proller |
who test it ? |
19:19 |
sapier |
vanessaE is running this for about 2 months now on all of her servers |
19:20 |
sapier |
guess there aren't many pull requests tested this intense |
19:20 |
VanessaE |
the only caveat is that players using non-official tablet clients often can't see players that were already online when they joined a server. |
19:20 |
VanessaE |
because those unofficial clients are busted. |
19:21 |
VanessaE |
all official clients, old or current, seem to work fine after the first or second try. |
19:21 |
VanessaE |
(all current ones work fine on the first try, every time) |
19:21 |
sapier |
that's why I made the android port ... of course I have to update it to this changes to to gain full media fetch performance |
19:21 |
VanessaE |
right |
19:22 |
VanessaE |
someone buy sapier the appropriate hardware so he can make an iOS port also :) |
19:23 |
sapier |
no way I won't do any work for apple devices ;-) |
19:24 |
sapier |
and I have to do some work for mobf once the android things are merged ;-) |
19:24 |
sapier |
lots of good ideas are waiting ;) |
19:25 |
VanessaE |
well okay, if you wanna field all 2 support requests ;) |
19:25 |
VanessaE |
('cuz I'm forwarding all unofficial clients here :D ) |
19:26 |
proller |
"seem to work fine after the first or second try" - good quality |
19:26 |
sapier |
no problem I'm targeting full master merge till end of month as of that time improvements can be done step by step |
19:27 |
sapier |
proller it's a race condition not fixable server side |
19:27 |
proller |
when you make downloadind speed more 300kbps ? |
19:28 |
sapier |
old version did run in it every now and then, old <-> inofficial combination causes it once , new <-> new never |
19:28 |
proller |
old connection with 3 lines tune transfer 1-1.5mbps.. |
19:29 |
sapier |
once someone is willing to support protocol testing |
19:29 |
VanessaE |
current connection with current code I can tune the transfer to ONE HUNDRED MEGABITS. |
19:29 |
VanessaE |
now shaddup proller |
19:29 |
proller |
wat? |
19:29 |
VanessaE |
yeah. |
19:29 |
VanessaE |
I can push about 12-15 Mbps to any one user over that pipe |
19:30 |
VanessaE |
that's the average speed over http and about...what was it sapier? 9? over udp |
19:30 |
proller |
im about udp |
19:30 |
proller |
http have nothing with connection |
19:30 |
VanessaE |
but because most of my players already have all the media and I don't constantly add stuff, they don't need to transfer most of it anymore |
19:30 |
* proller |
faceplam |
19:31 |
sapier |
sorry to much time but I remember you thougt someone downloading http and have been surprised it beeing udp instead |
19:31 |
VanessaE |
but if you would read the second part, I said 9. |
19:31 |
VanessaE |
as in 9 Mbps over UDP |
19:31 |
proller |
why i have 300-400k when joining to LOCAL game ?? |
19:31 |
VanessaE |
proller: no idea. I blame your hardware |
19:32 |
proller |
i have 50+mbps with enet on this hardware |
19:32 |
VanessaE |
when I play a local game, it's going to/from a good SSD |
19:32 |
VanessaE |
so bandwidth is never an issue |
19:33 |
sapier |
proller I said multiple times I need help to benchmark enet but none of you enet supporting guys ever did do a single piece to gain any progress at this task |
19:34 |
sapier |
proller those 300 kbit happen for you on current master too correct? |
19:36 |
VanessaE |
and I wonder if proller bothered to try out those settings at all |
19:36 |
VanessaE |
e.g. max_simultaneous_block_sends_server_total |
19:38 |
VanessaE |
better than two orders of magnitude speed boost from your code alone, then another order of magnitude by changing just that one setting to a value appropriate to my pipe |
19:40 |
sapier |
proller are you testing right now or did you just leave? |
19:41 |
sfan5 |
<random> https://github.com/sfan5/minetest/tree/redis-db redis database backend </random> |
19:41 |
sapier |
benchmarks? |
19:41 |
sfan5 |
none yet |
19:41 |
sapier |
or some other benefit over our current variants? |
19:41 |
sfan5 |
you can have the db on a remote server |
19:42 |
sfan5 |
performance also depends on the redis config |
19:42 |
sapier |
well that's true for all databases ... why redis and not something more standard like mysql? |
19:42 |
sapier |
never heared about "redis" |
19:42 |
sfan5 |
redis is a key-value db |
19:43 |
sfan5 |
heavily optimized for that |
19:43 |
sfan5 |
s/that/such stuff/ |
19:43 |
sfan5 |
Redis is an open source, BSD licensed, advanced key-value store. http://redis.io/ |
19:43 |
celeron55 |
does it have better support than leveldb? |
19:43 |
sfan5 |
what is "better support"? |
19:44 |
celeron55 |
from, say, python and other linux packages |
19:44 |
celeron55 |
and windows |
19:44 |
sapier |
as our database interface is quite modular I guess it won't be a issue |
19:44 |
sfan5 |
IIRC redis has more support than LevelDB |
19:44 |
celeron55 |
with leveldb you can't just make a python script that does something with minetest's data |
19:45 |
sfan5 |
redis-cli would be enough to delete some mapblocks |
19:45 |
sfan5 |
(from an sysadmin perspective) |
19:45 |
sfan5 |
windows & python should work with redis |
19:45 |
celeron55 |
(or can you?) |
19:45 |
celeron55 |
well whatever |
19:45 |
celeron55 |
redis-cli sounds good |
19:45 |
sapier |
celeron55 do you have a problem with version reading in debug builds? from mods supposed to be debug mods only |
19:45 |
sfan5 |
http://redis.io/clients |
19:46 |
celeron55 |
does leveldb have a similar one? |
19:46 |
sfan5 |
you can use it from practically everywhere |
19:46 |
sfan5 |
I don't think so |
19:47 |
celeron55 |
sapier: i don't care (i don't have time or motivation for caring at the moment) |
19:49 |
celeron55 |
it looks like leveldb bindings *are* widely available for python |
19:49 |
sapier |
ok in this case I'm gonna merge it this was and fight against anyone trying to enable it in release builds too |
19:49 |
celeron55 |
but i can't quickly find a proper list of for what they actually are available |
19:50 |
sapier |
"redis crashes without /dev/urandom" ... does this issue mean it's linux only? |
19:51 |
sfan5 |
if you don't have /dev/urandom you have a problem anyway |
19:51 |
celeron55 |
https://github.com/mythz/redis-windows |
19:51 |
celeron55 |
looks like a windows port is maintained by... microsoft 8) |
19:52 |
sfan5 |
don't forget that redis is not directly usable as a normal backend as you need to start the redis server manually and set redis_address (and optionally redis_port) in world.mt |
19:53 |
celeron55 |
actually this https://github.com/MSOpenTech/redis |
19:53 |
celeron55 |
yes, it's not actually usable as an embedded thing like leveldb and sqlite |
19:54 |
sfan5 |
but it may still be very useful for (bigger) servers |
19:54 |
sapier |
sfan5 we've got 2014 ;-) |
19:56 |
sfan5 |
should I create a pull or are we still waiting for libmtmap (which doesn't seem to be happening soon)? |
19:58 |
sapier |
I suggest creating a pull and doing some benchmarks .. in best case create a pull for those benchmarks too |
19:58 |
sapier |
ok I'm merging #1143 now |
19:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/1143 -- Protocol version <= 22 compatibility mode + clean new client init by sapier |
20:00 |
sfan5 |
https://github.com/minetest/minetest/pull/1210 |
20:00 |
sfan5 |
~title |
20:00 |
ShadowBot |
sfan5: Add redis database backend by sfan5 · Pull Request #1210 · minetest/minetest · GitHub |
20:01 |
sfan5 |
sapier: does the server now receive the info from porting::get_sysinfo() ? |
20:02 |
sapier |
no |
20:02 |
sapier |
unchanged to the pull request standing there for 2 monthe ... which I asked for final comments for about 2 days now |
20:02 |
sfan5 |
add it please |
20:02 |
sapier |
nope |
20:02 |
sfan5 |
:-( |
20:03 |
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20:03 |
sapier |
I removed the version infor for release clients too ... they're not meant to be used for anything else then debugging |
20:04 |
sapier |
but you're free to add that information and create a pull request of course |
20:04 |
sapier |
except the version things, I'll not support adding it to release versions |
20:04 |
sfan5 |
I do not intend to do that |
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22:40 |
PilzAdam |
lighting seems to have no effect on water |
22:40 |
PilzAdam |
might be another bug of RBAs shaders |
22:43 |
PilzAdam |
reverting 0dc1aec50940140e28f434c524296e284e73d623 fixes it |
22:48 |
VanessaE |
or someone could just find the glitch and fix it..... |
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