Time |
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09:08 |
Megaf_ |
New record of stability for a minetestserver! three days! |
09:08 |
Megaf_ |
and then crash |
09:08 |
Megaf_ |
https://github.com/minetest/minetest/issues/1733 |
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09:47 |
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09:49 |
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09:50 |
paramat |
cubic world mapgen https://cdn.mediacru.sh/aTtcx2hlc9a2.png |
09:50 |
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09:51 |
Zeno` |
for 1733, a possible solution: https://gist.github.com/Zeno-/16a64bfc8eae435c5840 |
09:51 |
Zeno` |
I haven't checked it beyond compiling |
09:51 |
Zeno` |
using exceptions for recoverable errors is... odd |
10:11 |
RealBadAngel |
it looks like im done with converting nodeboxes into meshes on startup |
10:12 |
RealBadAngel |
converting all the aviable nodeboxes (including their rotations) for technic_game takes a few seconds |
10:16 |
TriBlade9 |
Wow |
10:16 |
TriBlade9 |
Nice |
10:16 |
TriBlade9 |
So would nodeboxes no longer be a thing? |
10:16 |
RealBadAngel |
one can use them still |
10:17 |
TriBlade9 |
But they get converted? |
10:17 |
RealBadAngel |
but internally they will be converted into meshes anyway |
10:17 |
TriBlade9 |
Hmm |
10:17 |
TriBlade9 |
How hard is it to specify a mesh? |
10:17 |
TriBlade9 |
And... can it be animated? xD |
10:17 |
RealBadAngel |
yes it can, but not yet (i mean in mt) |
10:18 |
RealBadAngel |
look at entities, theyre animated |
10:18 |
TriBlade9 |
Aye |
10:18 |
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10:18 |
TriBlade9 |
Sounds awesome |
10:18 |
TriBlade9 |
I can't wait :D |
10:18 |
RealBadAngel |
im implementing now static meshes (because they can be merged as meshbuffers into mapblock mesh) |
10:19 |
RealBadAngel |
for a mesh to be animated it has to be separate scene node |
10:19 |
TriBlade9 |
Ah, I see. |
10:19 |
TriBlade9 |
Btw, have you ever worked on player collision? |
10:19 |
TriBlade9 |
I'm writing my own voxel game, and have the worlds worst collision system ever implemented in it |
10:20 |
RealBadAngel |
i dont remember touching collision code |
10:20 |
RealBadAngel |
so rather not ;) |
10:21 |
TriBlade9 |
It's a hell of a pain when working with raw coordinates and OpenGL |
10:21 |
TriBlade9 |
Right now I can test for the block position relative to the player, but things like sliding along blocks and such always cause the player to noclip through the block once reaching about a 45* angle |
10:26 |
Zeno` |
bresenham |
10:31 |
RealBadAngel |
http://i.imgur.com/fQeMN8o.png |
10:32 |
RealBadAngel |
i applied scale two times by accident and got quite a big tree ;) |
10:32 |
TriBlade9 |
Wooaah |
10:32 |
TriBlade9 |
Nice xD |
10:32 |
Zeno` |
nice tree! |
10:32 |
TriBlade9 |
Huh, how do textures and selectionboxes work on those? |
10:35 |
RealBadAngel |
textures work the same way as for models |
10:35 |
RealBadAngel |
because theyre models ;) |
10:36 |
TriBlade9 |
Rite |
10:36 |
TriBlade9 |
I gnu that |
10:36 |
RealBadAngel |
and selection boxes have to be defined by modder |
10:36 |
TriBlade9 |
:/ |
10:41 |
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11:38 |
Krock |
RealBadAngel, looks - very - minetesty |
12:38 |
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12:48 |
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13:10 |
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13:14 |
OldCoder |
RealBadAngel, Sokomine, VanessaE I'd suggest adjusting the joins per second number for the minetest channels |
13:14 |
OldCoder |
Pass this on to C55 though he is presumably aware of it |
13:14 |
OldCoder |
pitriss, celeron55 ^ |
13:18 |
pitriss |
OldCoder: yeah there is too much script kiddies who are trying to do join floods. |
13:20 |
OldCoder |
Actually, just two of them, I think |
13:21 |
Zeno` |
huh? |
13:51 |
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14:09 |
OldCoder |
Zeno`, PM |
14:13 |
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14:35 |
Krock |
Are there already some devs which would agree to merge the map saving pull? |
14:36 |
proller |
тщищвн Ñфкуы |
14:36 |
proller |
nobody cares |
14:42 |
kilbith |
proller: you're not tired to repeat that ? |
14:42 |
proller |
i have shortcut |
14:43 |
Krock |
... |
14:45 |
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14:58 |
Sokomine |
i hope there will be some such devs. the map saving is important. players ought to have a right to a backup of their buildings the same way as devs have a right to do backups. at least those players who do something remotely complex and more than a 2 minute work. those who don't build anything complex will probably not care about the map saving anyway because what they're after are other things (i.e. meeting other players) |
15:01 |
kilbith |
Sokomine: why not add an option in the markers-formspec that [save] the protected building ? |
15:02 |
Krock |
kilbith, how would you do that with landrush mods? |
15:02 |
Krock |
save the whole 16x200x16 block? |
15:03 |
kilbith |
there a formspec in landrush ? |
15:04 |
kilbith |
hmm, no |
15:04 |
Sokomine |
kilbith: that might help in some situations. i've considered adding a mail option for such a mod for some time but are yet uncertain if it's a good idea. after all there's no way to verify the email address, and players might protect and mail junk areas to unsuspecting receipants |
15:04 |
Sokomine |
no, landrush works diffrently from the areas mod. it doesn't need markers at it only ever protects 16x16 blocks in a fixed grid |
15:05 |
Sokomine |
the map-saving client works excellent. it also saves the environment - which is important for some players. plus a backup of a map is sometimes needed. countless servers have come and disappeared again, their maps lost forever |
15:06 |
kilbith |
markers is good for an adaptative selection/saving |
15:07 |
kilbith |
it just needs a method in the pull-request for add this feature in a mod |
15:08 |
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15:08 |
Krock |
Also, why is a laggy client producing self connection dlays? |
15:08 |
Krock |
*delays |
15:09 |
Krock |
Sokomine, I disagree. their maps is not lost forever. The owners could share it |
15:10 |
Krock |
s/is/are/ |
15:11 |
kilbith |
that's why I only play on long-term maintened servers |
15:12 |
kilbith |
avoid the risk to lost my worktime definetely |
15:16 |
PenguinDad |
Krock: they could share the map |
15:17 |
Krock |
PenguinDad, that's what I said |
15:17 |
PenguinDad |
but they won't in most cases |
15:18 |
Sokomine |
Krock: you're thinking too much about server owners who are not daus. some have so little knowledge that they don't know how to do backups, or don't care. few people can provide a several gb file for download. it's not obvious to players how competent their server owner is |
15:18 |
Krock |
true. I needed a corruped map to learn how to backup... |
15:20 |
Sokomine |
kilbith: that's an important criteria for me as well and determines how large and complex my building will be. yet none of us can predict the future, and supposedly reliable servers may get lost. new ones did not have time enough to prove their reliability yet |
15:21 |
kilbith |
totally agree |
15:21 |
Krock |
and haxxed clients can save it anyway, as sfan 5 said |
15:22 |
Sokomine |
as far as that's concerned, redcrab's probably the most stable one. it may be down for a couple of weeks, and map corruption did partially happen in the past, but it has lasted longest. whereas e.g. the map of xanandu is so unreliable (3 map changes up until now) that i wouldn't have built there anymore without a local backup. but that's not obvious to players who join a server - they have no way of finding out. it takes months |
15:23 |
kilbith |
the linuxgaming one is pretty stable too |
15:24 |
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15:24 |
Sokomine |
kilbith: that's right. the linuxgaming server is good as well. several moderators have shell access and may act in case of problems. the server is in good hands and has lasted for a while for now |
15:25 |
Sokomine |
other very reliable servers are those of vanessae - she even copied buildings over when she changed the map (=indication of a server owner who really cares) and landrush (hosted by oldcoder now; used to be bad for some time due to the landrush mod banning players for digging flowers) |
15:26 |
kilbith |
high-demanding selection of reasonnable of mods, maintened from years... |
15:26 |
kilbith |
reasonnable amount* |
15:28 |
kilbith |
chronic maintenance though |
15:30 |
Sokomine |
reasonable amount? once the media data is downloaded, it's usually no matter anymore. except perhaps for mobile clients |
15:31 |
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15:31 |
kilbith |
I'm talking about that relative to the redundance in the invo and the probably that it may brings more bugs/crashes |
15:31 |
Sokomine |
for me, a good server needs to have some mods doing special tasks installed as well (protection, spawn, home, focus on builder-friendly mods instead of survival-and-annoy-the player) |
15:31 |
kilbith |
probability* |
15:32 |
kilbith |
a server actually shouldn't exceed about 80-90 mods IMO |
15:32 |
Sokomine |
ah, redundance. usually only a problem of pretty new servers. they have mods installed that basically do the same (i.e. several diffrent protection mods) |
15:33 |
Sokomine |
depends...mesecons is organized in a way that each component is its own mod. that leads to a crowded list |
15:34 |
Dragonop |
talking about that, yesterday a server take about 30 minutest to load (even with 10mb internet connection) |
15:34 |
Dragonop |
*minutes |
15:34 |
Sokomine |
admittedly, a low amount of mods installed may increase the creativity of players as they have to improvise more |
15:34 |
Dragonop |
thats true, example: ''because lol'' Krock test server |
15:35 |
Sokomine |
Dragonop: your 10 mb are not used up. did you connect with a very recent client to a very recent server? there used to be such problems in the past, but it's no longer a problem with recent versions. a lot got improved in that regard |
15:35 |
kilbith |
sometimes, even with the best improvisation, you can't have at all a better result that a dedicated nodebox mdoel |
15:35 |
kilbith |
model* |
15:35 |
Sokomine |
(hope the devs don't mind all this talk. i think it can't hurt - from time to time it may be good to remember that someone's actually using all that stuff happily :-)) |
15:36 |
Dragonop |
Sokomine: yes, i connected with a very recent client, to a very recent server |
15:36 |
Sokomine |
krocks servers are usually pretty recent and not known for having that many mods. perhaps your client is too old? if you have linux, try to compile latest git. that's usually the best |
15:38 |
kilbith |
Dragonop: disable 'items preload visuals' in your settings |
15:38 |
Dragonop |
I have it disabled |
15:39 |
Sokomine |
except that i spawned embedded in stone, connection time was well below one minute. perhaps there have been more mods installed in the past. or my cache well filled |
15:40 |
Sokomine |
it might help to ship mt with a sample game that contains many media-data heavy mods (i.e. mobf). that way, if a player already entered such a game in singleplayer, the cache will be filled, and connections to servers will be faster |
15:43 |
Krock |
The mods on my server are chosen, so I can play it with a "normal" fps count |
15:44 |
Krock |
and because I've got a low-end PC... |
15:45 |
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16:37 |
lag01 |
hello! Can you please test my world map shrinking script? https://forum.minetest.net/viewtopic.php?f=14&t=10333 |
16:38 |
VanessaE |
ooo |
16:38 |
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16:39 |
VanessaE |
THAT could be very handy, lag01 |
16:40 |
lag01 |
yes, i hope, it need improvements of course, but it is ready for testing now |
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19:23 |
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19:41 |
OldCoder |
Agree about too many mods; for a different reason. Should add them gradually to debug problems. |
19:41 |
OldCoder |
I've got random lockups in Silvercrab, 3 now, and no clue if it's the core or something like entities. |
19:42 |
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20:00 |
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20:22 |
OldCoder |
Interesting lockup log. Occurs right after world start. Comments? |
20:22 |
OldCoder |
http://minetest.org/lockup.txt |
20:22 |
OldCoder |
This lockup has been occurring about twice a day |
20:33 |
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21:17 |
OldCoder |
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21:17 |
OldCoder |
Will this patch to connection.cpp cause memory leaks? |
21:17 |
OldCoder |
k->resend_count++; |
21:17 |
OldCoder |
+ if (k->resend_count > 5) break; |
22:01 |
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