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05:24 |
hmmmm |
I wonder if it's plausible to regenerate a lightmap of a mapblock each time a light source is placed |
05:24 |
hmmmm |
instead of dynamic lights |
05:25 |
VanessaE |
what would be the advantage, and would that advantage persist when you consider that one placed light might affect up to four mapblocks? |
05:25 |
VanessaE |
er eight mapblocks rather |
05:25 |
hmmmm |
dynamic lights are an extremely scarce resource |
05:26 |
hmmmm |
anyway I don't see how it would be any different from how lighting is already calculated, except it works at the mesh level instead of the mapnode |
05:27 |
hmmmm |
so yes it'd propagate beyond a single mapblock of course |
05:27 |
hmmmm |
but now you'd be able to have a much larger light range and a variable shade ramp, in addition to *gasp* colors |
05:28 |
VanessaE |
hm |
05:28 |
VanessaE |
how's that mesh (ahem..) with the shader-based hardware lighting that RBA's been thinkign about doing? |
05:28 |
VanessaE |
thinking* |
05:30 |
hmmmm |
i don't know because i am unaware of what strategy he's using |
05:31 |
VanessaE |
neither am I at present |
05:31 |
hmmmm |
http://joshbeam.com/articles/dynamic_lightmaps_in_opengl/ |
05:31 |
VanessaE |
*looks at clock* he should be around just about any time now |
05:31 |
hmmmm |
I dunno, I've gotta ask him |
05:31 |
* VanessaE |
pokes RealBadAngel |
05:33 |
VanessaE |
reading... |
05:34 |
VanessaE |
(as if I'll understand more than half of it :P ) |
05:37 |
VanessaE |
hm, seems reasonable enough |
05:38 |
VanessaE |
those "lightmaps" would just be flat, or derived from normalmaps if present, but that's not hard. |
05:41 |
hmmmm |
what? how do normalmaps have anything to do with this |
05:41 |
VanessaE |
nevermind, I'm misreading it. |
05:42 |
VanessaE |
I was thinking of a different form of lighting. actually yeah, I think this idea would do well for systems that couldn't do lighting in a shader. |
05:44 |
VanessaE |
(normalmaps use hardware lighting in shaders, but it's faked) |
05:44 |
VanessaE |
how much memory do you figure this would take in practice? |
05:45 |
hmmmm |
I don't know |
05:46 |
hmmmm |
I'd say the worst case would be somebody building a diamond shaped cavity with a single light source in the middle |
05:46 |
hmmmm |
that shape would expose the most surfaces |
05:46 |
hmmmm |
and then how many surfaces are actually exposed would depend on the light source range which would be variable and potentially huge with this form of lighting |
05:47 |
VanessaE |
hm.worst case would be 8*n! faces for a lighting distance of n |
05:48 |
VanessaE |
I think. |
05:48 |
VanessaE |
no wait, wrong function |
05:48 |
VanessaE |
damn it I suck at math |
05:49 |
VanessaE |
8*sum(1+2+...+n) |
05:50 |
hmmmm |
sum(i=1..n) = n * (n + 1) / 2 |
05:50 |
VanessaE |
yep already got it over here. |
05:50 |
VanessaE |
multiply that by 256 for the default texture rez |
05:50 |
VanessaE |
(16*16) |
05:50 |
hmmmm |
each exposed face would be a surface |
05:50 |
hmmmm |
that structure isn't per pixel |
05:50 |
hmmmm |
I honestly think the memory usage won't be that much of a deal |
05:52 |
VanessaE |
just thinking of low-end devices |
05:53 |
VanessaE |
ok well if it'll work I guess give it a shot with some little bit of test code maybe |
05:54 |
VanessaE |
it's fitting you should suggest pyramid shapes with lighting at the apex as a worst-case... that's exactly how I light my houses in-game (the attic/loft floor, I hate to waste space) |
05:55 |
VanessaE |
meanwhile, I'm gonna go shower and hit the sheets. |
05:55 |
VanessaE |
night. |
05:59 |
hmmmm |
http://dev.minetest.net/TODO#Big.2C_long_term_goals_.28Client.29 |
05:59 |
hmmmm |
I figured I'd update this dumb page :\ |
05:59 |
hmmmm |
should get to bed too |
06:36 |
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07:25 |
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07:35 |
sfan5 |
when was mapgen v5 replaced with v6? |
07:43 |
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07:45 |
nore |
sfan5, somewhere between 1 and 2 years ago |
07:45 |
sfan5 |
zsh 2090 (git)-[master]-% git log | grep -i "the new mapgen" |
07:45 |
sfan5 |
The new mapgen, noise functions, et al. |
07:45 |
sfan5 |
now I only need to find the commit id |
07:47 |
nore |
https://github.com/minetest/minetest/commit/11afcbff69c95915e5142bc4b55636ff6358ece9 |
07:51 |
sfan5 |
https://github.com/minetest/minetest/blob/736b386554a6b385a34f40c0411c6e466ebec30a/src/mapgen.cpp seems to be v5 |
07:54 |
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09:20 |
kaeza |
sfan5, grep (...) -B 4 |
09:21 |
sfan5 |
yes I can google too |
09:22 |
sfan5 |
BTW: here's a screenshot of mgv5 https://cdn.mediacru.sh/HI0g4cNuczbI.png |
09:22 |
sfan5 |
and here's the code: https://github.com/sfan5/minetest/tree/mapgenv5 |
09:31 |
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11:34 |
Exio4 |
kaeza: -B4 -A4 ftw |
11:35 |
sfan5 |
Exio4: -C4 does the same as -B4 -A4 |
11:36 |
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11:40 |
Exio4 |
i tend to use -B16 or some high-big number and a small -A when i'm looking @ logs |
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16:11 |
Calinou |
[low priority] https://github.com/minetest/ could have Minetest logo as organization avatar |
16:11 |
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16:12 |
Calinou |
http://translate.minetest.ru/ 502 :( |
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18:57 |
Guest76845 |
sapier: "On the other hand, some operations are as much as 50 or more times faster with synchronous OFF." |
18:57 |
Megaf_ |
http://www.sqlite.org/pragma.html#pragma_synchronous |
18:58 |
sapier |
of course because "synchronous" causes each io operation to be as fast as storage device |
18:58 |
sapier |
if you disable synchronous it's (most of time) as fast as system ram |
18:59 |
sapier |
but in case of power fail you can't tell for sure what is on your disk if you don't do synchronous operations |
19:02 |
PenguinDad |
maybe we should set the default value to 1 :/ |
19:05 |
sapier |
RealBadAngel can you help me find out why selection box is waving like water in 3d mode? ;-) |
19:25 |
celeron55 |
PenguinDad: that doesn't help the performance at all |
19:25 |
celeron55 |
keep in mind that nobody probably expects minetest to have the reliability that sqlite has in synchronous mode |
19:26 |
celeron55 |
synchronous=0 is very likely roughly equivalent to leveldb's way of operation |
19:28 |
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19:29 |
celeron55 |
sapier: why does proller's thing not matter? |
19:31 |
sapier |
I didn't say it doesn't matter, I only said I can't do anything if he doesn't provide information about it |
19:31 |
celeron55 |
what information do you need then? |
19:31 |
sapier |
e.g. what he's doing |
19:31 |
celeron55 |
it seems like people do expect minetest to be able to ramp up it's transfer window to localhost speeds in a very small time in addition in being able to serve through ADSL connections |
19:32 |
celeron55 |
or whatever the bottleneck is |
19:32 |
celeron55 |
can there be so much overhead that it takes 100% CPU at that speed? |
19:33 |
celeron55 |
maybe there should be some kind of good logging mode for the purpose of figuring out what the network stack is doing performance-wise |
19:33 |
proller |
celeron55, look in connection.cpp |
19:34 |
sapier |
I added download speed display to media progress bar in order to get those values but I didn't get any information what's shown there by now |
19:34 |
celeron55 |
proller: you tell me to look there all the time, it's not helping |
19:34 |
proller |
two threads, lot of locks, lot of asserts, lot of wtf code - how it can run fast? |
19:34 |
proller |
it was much better before sapier |
19:34 |
celeron55 |
sapier: specifically ask all the information that you need to tell where the problem is; proller: give that information |
19:35 |
proller |
old connection was adjustable to 2-5mbps |
19:35 |
sapier |
that's what I'm trying to do for months not celeron55, but everytime I get only told "it's slow" |
19:35 |
celeron55 |
proller: stop right now and give what sapier wants; it isn't going to be reverted to old code for the sake of the old version having one desired feature |
19:35 |
sapier |
old connection did stall for me everytime when trying to transfere 150mb on localhost so how can "stall" be fast? |
19:36 |
celeron55 |
proller: and the only way to fix it is to let sapier fix it, because nobody else is going to try to understand it |
19:36 |
celeron55 |
proller: you're just a crying baby right now |
19:36 |
proller |
old was very slow by default, but tunable |
19:36 |
proller |
also new very log noisy |
19:36 |
sapier |
old wasn't reliable |
19:37 |
sapier |
if you feel it's logging to much tell me what you want to be removed, that's not an issue |
19:38 |
proller |
sapier, only one way to do something - you must host public server and optimize it |
19:38 |
proller |
and play on this server |
19:38 |
celeron55 |
how do you expect sapier to optimize localhost download speed by tuning a public server? |
19:39 |
proller |
having server show all problems |
19:39 |
sapier |
proller it's absolutely working for me I do have my own server I even tried with different bandwith levels by using bandwidth limitiation your issue doesn't occur for me so I can't find it without your help |
19:39 |
celeron55 |
those connections have infinitely different characteristics |
19:39 |
proller |
celeron55, i must tell sapier how to login in singleplayer game??? |
19:40 |
celeron55 |
it seems sapier doesn't have the same issue on localhost that you have (based on some discussion many days back) |
19:40 |
sapier |
I get about 2mb download on localhost singleplayer, so I don't have your 100kb issue |
19:41 |
proller |
2mb - its 10x slower than it must be |
19:41 |
proller |
or more |
19:41 |
celeron55 |
by the way |
19:41 |
sapier |
no it isn't as 2mb is reached after about 10 seconds and whole download is finished after 20 |
19:41 |
celeron55 |
for anyone thinking about lighting changes, keep in mind that many game mechanics depend on some characteristics of the current lighting |
19:42 |
celeron55 |
most importantly being able to query quickly on the server a light level at a position |
19:42 |
celeron55 |
don't break that, because people like it |
19:42 |
proller |
because here is no other ways to detect open space |
19:42 |
celeron55 |
^ hmmmm, RealBadAngel |
19:43 |
sapier |
and proller I can't compare to a version pre my fixes because I never managed to finish downloading that amount of textures at that version |
19:44 |
celeron55 |
i don't think anyone can argue that 2mb isn't slow in localhost |
19:44 |
sapier |
true it's not perfectly fast but you have to consider that there may be io limitation issues for this too |
19:44 |
sapier |
it's reading and writing from same disk at same time |
19:45 |
proller |
oh |
19:45 |
sapier |
that could be checked by running mintest from ramdisk |
19:45 |
proller |
again: enet in this place give 20+mbps |
19:45 |
celeron55 |
well an SSD will work fine i guess |
19:45 |
sapier |
and tcp results in 50mb |
19:45 |
proller |
only connection changed, same hardware |
19:46 |
proller |
same udp |
19:46 |
celeron55 |
i think the enet test shows that it's not an i/o limitation |
19:46 |
celeron55 |
so that argument is invalid |
19:46 |
proller |
issue ONLY in connection.cpp |
19:46 |
sapier |
btw 2mb/s are 16mbps too without breaking compatibility |
19:46 |
celeron55 |
sapier: can you tell proller how to force the transfer speed to 20MB/s |
19:46 |
proller |
20megabytes per second |
19:46 |
celeron55 |
without actually making it be able to determine if it's safe |
19:47 |
proller |
= 160+megabits |
19:47 |
celeron55 |
that way you will know whether the issue is it not being able to transfer so fast, or it just throttling it to be slow |
19:47 |
sapier |
20MB/s ? use large textures |
19:48 |
sapier |
minetest protocols limitation is 16bit sequence number |
19:48 |
Calinou |
https://github.com/minetest/minetest/issues/826 → apparently fixed. re-open if you can reproduce |
19:48 |
Calinou |
(tried with and without noclip, with and without fast mode) |
19:49 |
sapier |
celeron55 proller told some days ago he's got only kb on localhost |
19:49 |
sapier |
I didn't get an answer if this is true or not by now |
19:49 |
celeron55 |
http://enet.bespin.org/protocol_8h_source.html |
19:49 |
celeron55 |
it looks like enet's sequence numbers are 16bit too |
19:50 |
proller |
NeuromancerGame - largest what i can find |
19:50 |
sapier |
that's interesting |
19:50 |
proller |
2 seconds join on enet, 15+ on your connectio |
19:50 |
sapier |
1s on tcp |
19:51 |
proller |
okay, merge tcp, mt players must suffer@ |
19:51 |
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19:51 |
celeron55 |
about 4.5 seconds to join NeuromancerGame (maybe a bit old version, dunno) from pressing enter in menu to seeing game world |
19:51 |
proller |
delete cache dir before join |
19:51 |
celeron55 |
of course i did |
19:52 |
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19:52 |
celeron55 |
$ ls cache/media/* | wc -l |
19:52 |
celeron55 |
864 |
19:52 |
celeron55 |
after doing that |
19:52 |
sapier |
I wont mix up discussion about a protocol switch with discussions about (possible) regressions of my fixes those are not related |
19:53 |
proller |
du -h |
19:54 |
celeron55 |
22M cache/media |
19:57 |
celeron55 |
sapier's connection connects slowly though; it waits for like 2.5 seconds before doing much anything |
19:57 |
celeron55 |
so the download time of that 22M is actually 2 seconds |
19:58 |
celeron55 |
i think that is a clear issue |
19:58 |
sapier |
ok so probably finding out what causes those 2.5 seconds would fix the issue |
19:58 |
sapier |
that's something I can work with too |
19:59 |
celeron55 |
what are the equivalent numbers on your computer? |
20:01 |
sapier |
I don't have neuromacers game here but I'm gonna fetch it, usually I test with vanessae's hdx pack |
20:02 |
sapier |
about 160mb of textures |
20:03 |
sapier |
for those I've got a connect time of 113 seconds ... not very fast I know ... but compared to infinite on 0.4.6 that's very fast |
20:03 |
sapier |
doing the test right now ... 3 minutes 2% ... I'm gonna abort the test at 5min |
20:05 |
proller |
its over light speed comparing to 2400 modem |
20:05 |
sapier |
proller I didn't intend to create a file transfer protocol but a working stable actually usable protocol compatible to old one |
20:06 |
sapier |
5min 4% |
20:07 |
sapier |
related to the 16bit issue I limited minetests window size to half of 16 bit range for reliability reasons, that's a guessed value only, increasing it would result in improved transmission rate, at cost of protocol stability |
20:09 |
celeron55 |
i don't think increasing it from that would make sense |
20:09 |
celeron55 |
some kind of packet size negotiation would make sense though |
20:09 |
sapier |
that'd help for sure the less packets we need to send the less sequence numbers are in use |
20:10 |
celeron55 |
it's only some crappy home routers and network that limit us to 500 bytes; most (or like at least half of the) networks can use a few times larger ones |
20:10 |
celeron55 |
and localhost can usually use very large ones |
20:10 |
sapier |
yes |
20:11 |
sapier |
the 2.5 second delay might be "slow start" behaviour, windowsize starts from minimum value and increases gradually |
20:11 |
sapier |
starting at max and reducing in case of overload would speedup small transfers |
20:12 |
sapier |
neuromancergame is "eden"? |
20:12 |
celeron55 |
the slow start is fast enough; i mean it stays at "connecting to server" for that long |
20:12 |
celeron55 |
yes, it's eden |
20:13 |
celeron55 |
after that it does the slow start but that happens quickly enough to get 22 megabytes transferred in two seconds |
20:14 |
sapier |
ok so I need to find out what's causing the 2s connect delay |
20:14 |
celeron55 |
does it not happen for you? |
20:14 |
celeron55 |
are you testing this at all |
20:14 |
sapier |
btw 13.5 minutes and 16% on 0.4.6 |
20:14 |
proller |
what you want from 0.4.6? it have 30kbps transfer |
20:15 |
sapier |
30kbps localhost proller? |
20:15 |
proller |
yes |
20:15 |
sapier |
with current version? |
20:15 |
proller |
0.4.6 with 0.4.6 |
20:16 |
sapier |
??? |
20:17 |
sapier |
celeron55 I test with vanessae's texture pack at 112seconds a 2 second delay isn't very obvious |
20:18 |
sapier |
at least for downloading vanessae's texture pack new version is way better form me then the old version you want to have back proller |
20:19 |
* proller |
facepalm |
20:20 |
sapier |
celeron55 no I don't have a 2s delay for neuromancers game on "connection to server" |
20:21 |
sapier |
but I don't get 20mb download as you do too |
20:21 |
sapier |
sorry 10mb |
20:22 |
sapier |
proller I'm confused, what's the download rate for neuromancers game you get with current master? is it 30kb/s 2mb/s or something completely different? |
20:23 |
sapier |
on localhost of course |
20:23 |
proller |
1.0-1.5 |
20:24 |
proller |
i post here links to speed every second |
20:24 |
sapier |
ok those are the numbers shown true? |
20:27 |
sapier |
proller I can't read your mind you have to write the answer |
21:29 |
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21:42 |
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21:44 |
Taoki |
Something seems to be broken with player and lua entities. If I set a mob as the player mesh, it is one block higher... with the exact same visual size and drawtype and all else |
21:44 |
Taoki |
Anyone know what causes this error? |
21:48 |
sapier |
nope but I'm not sure if this can be fixed even if it is a error |
21:49 |
Taoki |
Try wearing something from simple mobs... mesh + texture + visual_size. The mesh is offset upward |
21:49 |
Taoki |
Prolly a big error. Since the way models are handled around bounding boxes should be the same for both players and entities |
21:49 |
Taoki |
I wrote them like that myself |
21:49 |
sapier |
simplemobs models are messed up anyway |
21:49 |
Taoki |
The problem is why it's offsetting it |
21:50 |
Taoki |
Also, what is the default player bounding box? |
21:50 |
sapier |
I agree taoki, but even if it's not this way right now fixing it means either break all mods using entities and meshes or player |
21:51 |
Taoki |
Is it at least known what's happening? |
21:51 |
Taoki |
Also, we could add an object setting to fix it, that can be enabled on both entities and players |
21:53 |
sapier |
adding a setting to additionaly change behaviour sounds to me like making it even more complex |
21:56 |
Taoki |
sapier: Apparently it happens when collisionbox is set. When I don't set it on mobs, the collision box itself is the same, but the positioning of the mesh is different |
21:56 |
sapier |
that's strange |
21:57 |
sapier |
may this be related to colliding entities or not? |
21:57 |
Taoki |
I... think it might not be a bug in the engine actually. For example, a bounding box might seem the same height to another, but it could be starting at -1 and ending at 0 rather than starting ad 0 and ending at 1 |
21:57 |
Taoki |
And the mesh is centered at 0 0 0 |
21:58 |
Taoki |
don't think so. It's how the mesh is positioned inside the bounding box |
22:00 |
Taoki |
sapier: This probably wouldn't be a problem if collisionbox could be set for players. It seems it can't however... I really don't get why such a simple thing wasn't added |
22:00 |
Taoki |
How hard would it be for someone to add it actually? Don't think I looked at that part of code myself, but I assume it's simply missing some piping |
22:00 |
sapier |
because often people are to lazy to cleanup existin code to use new more generic mechanisms ... see hud code |
22:02 |
Taoki |
Yeah, I see what the problem is. For the player, the bounding box height seems to range between -1 and 1. For mobs, it ranges between 0 and 2. |
22:02 |
sapier |
true that's exactly your 1 node difference |
22:02 |
Taoki |
A way to avoid the problem is to change mob bounding boxes to be -1 to 1 too, and re-export the model files in Blender so they are centered differently |
22:03 |
Taoki |
yes |
22:03 |
Taoki |
I didn't realize because bounding box was the same size at a first glance. But same size is -1 -> 0 and 0 -> 1 too |
22:03 |
sapier |
you're kidding ... I'm gonna kick your ass if I have to change all models ;-) |
22:03 |
Taoki |
Nooo |
22:03 |
Taoki |
I'll change the simple mobs models for my own fork :P |
22:04 |
Taoki |
The only problem right now which I consider an engine fault, is collisionbox not working for players |
22:04 |
Taoki |
sapier: So I won't ask changing all models. But can I please ask about taking a look at how collisionbox can be made to work for players, just like for Lua entities? |
22:05 |
sapier |
I'd prefere not to have an additional controversial task right now taoki |
22:06 |
Taoki |
ok |
22:06 |
Taoki |
Doesn't sound controversial, but if it's too much that is ok |
22:06 |
Taoki |
PilzAdam: Since you're experienced with mobs, do you have any ideas too? Is there a reason why collisionbox wasn't added for players yet? Would it be difficult for someone who knows the entities to add it? |
22:07 |
sapier |
celeron55 that 2s delay is result of client and server startup not beeing synchronized, the initial connect request is lost and reconnect timeout is 2s |
22:07 |
sapier |
delaying initial connect by 100ms works for me but that's a really ugly solution |
22:08 |
CiaranG |
The player's bounding box is offset from all other entities bounding boxes because of this line of code... https://github.com/CiaranG/minetest/commit/a7c667a0acd2aeda9e7ed2af199854ac741e4a76 |
22:09 |
CiaranG |
well, not the line, just the addition |
22:09 |
Taoki |
CiaranG: Ahhh, I see. That explains it then |
22:10 |
Taoki |
At least I can make the mobs and player be at the same height by giving mobs a negative collision box |
22:10 |
Taoki |
Hopefully that ability and behavior will never change... I assume it won't |
22:10 |
Taoki |
So I can at least get away by centering the mob models like the player and using the nodebox setting |
22:11 |
CiaranG |
Hmm, I think that's the wrong way round. Mobs are effectively positioned from their base (lowest Y) - so a 2 node high mob (like a player) would have a box from Y=0 to Y=2 |
22:12 |
Taoki |
CiaranG: Only way to get both mobs and players to work with the same model sadly |
22:12 |
CiaranG |
Well, depends on your models I suppose. But if you want the coordinates to match up. |
22:12 |
Taoki |
Unless collisionbox is implemented for players, and that ugly offset can be reversed in it |
22:13 |
CiaranG |
Yeah, I have a mod that users player-like models. But I have a different (shifted in the Y) copy of the player model, for the mobs |
22:13 |
CiaranG |
Because I want the coordinates be sensible. i.e. a NPC standing at 0,0,0 is in the same place as a player standing at 0,0,0 |
22:14 |
CiaranG |
Ideally it would be better to remove that addition I was talking about above, but that would break a lot of stuff, so it's virtually impossible to change it now |
22:14 |
Taoki |
The way mobs are positioned is good. The way players are offset is bad. |
22:14 |
Taoki |
But for my idea to work, I need to make mobs bad like players too, since the other way around isn't possible |
22:20 |
sapier |
can someone test #1267 if it does same as it does for me? |
22:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/1267 -- Add hack to avoid 2s startup delay on local games by sapier |
22:21 |
Taoki |
Modified my version of SimpleMobs to decrease minY and maxY by 1. Better than nothing I suppose |
22:23 |
sapier |
can someone check #1241? I'd like to merge it soon |
22:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/1241 -- Add formspec toolkit and refactor mainmenu to use it by sapier |
22:23 |
Taoki |
Really though, why is the player offset by one unit? What was that ever needed for |
22:24 |
sapier |
and I'd prefere "soon" not to be duke soon |
22:24 |
Taoki |
Can't test now sadly. But they sound good, hope they are merged :) |
22:26 |
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OldCoder joined #minetest-dev |
22:35 |
celeron55 |
sapier: so this is the exact thing that was talked about previously too... just put the 100ms delay there and everyone will be much happier |
22:35 |
celeron55 |
(for singleplayer) |
22:36 |
sapier |
delay is happening on singleplayer as well as on local server, fixing it for sp only wont catch later case |