Time |
Nick |
Message |
00:40 |
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00:52 |
paramat |
now merging #3340 |
00:56 |
paramat |
done |
01:38 |
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01:45 |
paramat |
Default, fire: Disable catch-up in some ABMs. game #719 https://github.com/minetest/minetest_game/pull/719 |
01:58 |
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02:45 |
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04:14 |
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05:38 |
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06:04 |
hmmmm |
paramat: I'm not really sure how to make this more obvious |
06:04 |
hmmmm |
without making the documentation sound stupid |
06:05 |
hmmmm |
"In other words, this means that any copies of the VoxelManip buffer stored in the Lua script do not reflect the actual state of the VoxelManip object. The data must be retrieved again using VoxelManip:get_data() to reflect the current contents." ? |
06:06 |
hmmmm |
Honestly, I think it would be a lot more helpful if I wrote a paragraph or two describing how LuaVoxelManip works because a lot of modders' expectations do not line up with reality |
06:06 |
hmmmm |
they think it does a lot more stuff than it actually does |
06:06 |
hmmmm |
the whole purpose of the voxelmanipulator is to be fast, not "complete" |
06:07 |
hmmmm |
if you want something that will handle 100% of all edge cases and work in the manner you'd expect to make everything super easy for YOU, then maybe you're looking for minetest.set_node() |
06:16 |
hmmmm |
paramat, how about what I do is just push this as-is and I'll work on another follow up commit that describes how the voxelmanip works and why people are doing it the wrong way |
06:18 |
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15:40 |
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16:43 |
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16:43 |
fling |
Hello. |
16:44 |
fling |
I've just installed HEAD master version and trying to play stampy_game on my server and getting a lot of spammy messages -> 2015-11-05 23:41:56: WARNING[Server]: collisionMoveSimple: maximum step interval exceeded, lost movement details! |
16:44 |
fling |
but everything else looks good |
16:51 |
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16:55 |
hmmmm |
fling, that's normal to happen sometimes, it's just that you never saw that message until its log level verbosity was increased |
16:57 |
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16:57 |
fling |
hmmmm: how to decrease? |
16:58 |
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16:58 |
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16:59 |
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17:00 |
fling |
what is the best world backend? redis or leveldb? |
17:00 |
hmmmm |
well like I said, it's normal sometimes |
17:00 |
hmmmm |
it's probably not a good idea to mask a WARNING level message |
17:00 |
fling |
I want to increase performance… |
17:00 |
hmmmm |
I think this might be an indication that your framerate is too low |
17:01 |
fling |
I'm playing on a server |
17:01 |
hmmmm |
or maybe you're running a mod that has too many |
17:01 |
fling |
and I see it in a server log |
17:01 |
hmmmm |
particlespawners |
17:01 |
fling |
it is stampy_game , minecraft clone |
17:01 |
hmmmm |
leveldb |
17:02 |
hmmmm |
in any case, each client step is taking far too much time (over a half of a second) |
17:02 |
hmmmm |
there's too many things going on and minetest can't handle it |
17:04 |
hmmmm |
if you want to stop the spammy messages and you'd like to play as-is, set "debug_log_level = error" in the config |
17:04 |
hmmmm |
but I suspect your gameplay experience is suffering as well |
17:04 |
fling |
I have leveldb installed in the same container where I have minetest running ;> |
17:04 |
fling |
the gameplay is fine but there is a noticeable delay sometimes |
17:04 |
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17:05 |
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17:07 |
fling |
hmmmm: this page says redis is better -> http://wiki.minetest.net/Database_backends |
17:07 |
hmmmm |
well then, use redis |
17:07 |
hmmmm |
i doubt you'll see any difference |
17:08 |
rom1504 |
what about checking what's the bottleneck ? (cpu,disk,ram ?) |
17:12 |
hmmmm |
the bottleneck is almost certainly the CPU |
17:13 |
fling |
hmmmm: could you please test my server? -> mt0.dno.so:30001 |
17:13 |
hmmmm |
can't right now, sorta busy |
17:13 |
fling |
sure! the cpu is e350m1 running a butch of other things |
17:13 |
fling |
thanks for help :> |
17:19 |
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18:01 |
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18:40 |
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18:52 |
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18:59 |
Robert_Zenz |
I'd like to add the player name to dropped items, like this: https://github.com/RobertZenz/minetest/commit/ebd4cc99e85623568e7264a4010aee7b45138158 |
18:59 |
Robert_Zenz |
This would allow mods to query if an item has been dropped by a player, and yes I'm aware that these fields will vanish on restart. |
18:59 |
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18:59 |
Robert_Zenz |
The concrete usage example is an auto pickup mod, where this is needed to make sure that a player can drop an item without picking up right after dropping it. |
18:59 |
Robert_Zenz |
Is there interest in such a change? |
19:01 |
hmmmm |
might be a good idea to ask that in #minetest where there are more modders |
19:02 |
hmmmm |
i am neutral on the subject |
19:02 |
Robert_Zenz |
hmmmm, I meant if you want this in the engine, I can see why you would not want this, but I consider it a good diea (and I need it). |
19:02 |
hmmmm |
i'll let others decide |
19:02 |
hmmmm |
like i said, i don't have any opinion on the matter |
19:08 |
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19:21 |
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19:24 |
VanessaE |
Robert_Zenz: item_tweaks mod. |
19:24 |
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19:24 |
VanessaE |
it works quite well and the player who dropped doesn't instantly pick the item back up (there's a short delay) |
19:27 |
Robert_Zenz |
VanessaE, yeah, re-implementing/cloning item_drop is exactly what I would have liked to avoid with this. |
19:29 |
VanessaE |
item_drop != item_tweaks |
19:29 |
VanessaE |
though they are similar. |
19:30 |
Robert_Zenz |
VanessaE, no, I meant the minetest.item_drop function. |
19:41 |
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20:28 |
BlockMen |
would like to merge #3288 this weekend. any comments? |
20:29 |
* VanessaE |
pokes ShadowBot |
20:48 |
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