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IRC log for #minetest-dev, 2023-05-30

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All times shown according to UTC.

Time Nick Message
04:00 MTDiscord joined #minetest-dev
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06:03 nrz we'll remove MTG from base install ? as it's the first game for young people i think, how we give end user a path to select a game ? on open if no game open CDB game menu and tell people why ?N
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08:12 rubenwardy nrz: directing users to choose a game from cdb is the aim, yes
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08:42 imi hi, my MT server just segfaulted (x64, ubuntu linux). how do I report it as a bug? as I've heard I need to attach a gdb? do I need to recompile with debug symbols? is there a readme about this somewhere? if not, walk me through the process and I'll make you a nice md file so that the next guy can do it without as little help on your side as possible. thank you in advance.
08:52 pgimeno is it reproducible, imi?
08:53 imi pgimeno: I don't know yet, but unless I'm able to reproduce I won't be able to report with a gdb attached, right?
08:54 pgimeno that's what I was thinking, yes
08:58 imi good, ok. now that we agree on this one, can you please help me?
08:59 sfan5 if you have 5.7.0 just restart the server with the --debugger option
09:17 nrz rubenwardy, cool, and rating is used to propose good default games, with maybe MTG as a promoted one ?
09:18 nrz for the MTG outside of the shipped env, is this possible currently to define it as it comes from CDB ?
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10:28 imi sfan5: thanks :) no recompilation? no debugsimbols? no gdb?
10:28 imi debugs*y*mbols sry
10:57 sfan5 it will tell you if any of those are missing
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11:40 imi ok thanks
11:45 Zughy[m] I've just realised our oldest issue is 11 year old (#247)
11:45 ShadowBot https://github.com/minetest/minetest/issues/247 -- on_walk_over() for nodes (or better, on_new_standing_node() for players)
11:45 Zughy[m] well, almost
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14:17 nrz Zughy: some of our users were not born 😄
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19:19 MTDiscord <Juri> vsync seems to be enforced in a way, even when it's disabled
19:20 MTDiscord <Juri> with vsync disabled and max_fps set to 999 i still don't get more than my screen refresh rate fps
19:21 MTDiscord <Juri> i'm too dumb to figure a way to work around that limit
19:21 MTDiscord <Juri> if someone knows how i would appreciate help in doing so
19:23 MTDiscord <Warr1024> There's an env var or something you can set.  I tried searching the discord but there's so much talk about vsync that's NOT the answer it's hard to find.
19:23 MTDiscord <Warr1024> Seems like part of the problem is that there are a lot of possible sources of vsync.
19:24 MTDiscord <Warr1024> Hmm, this is more of a #minetest kind of question than a #minetest-dev one.
19:25 rubenwardy Juri: are you using NVIDIA?
19:25 MTDiscord <ROllerozxa> vblank_mode=0 for non-nvidia
19:26 rubenwardy isn't that for nvidia
19:26 rubenwardy or may    __GL_SYNC_TO_VBLANK=0
19:27 rubenwardy this should be a faq/troubleshooting
19:27 MTDiscord <Juri> Oh thank you rubenwardy! That does the trick :D
19:27 MTDiscord <Juri> __GL_SYNC_TO_VBLANK=0
19:27 MTDiscord <Juri> and yes, i'm using novidia ..
19:28 MTDiscord <Juri> 2800 fps 0.0
19:29 rubenwardy give client chunk sizes a try as well
19:29 rubenwardy https://forum.minetest.net/viewtopic.php?f=7&amp;t=29266
19:32 MTDiscord <Juri> Still cant get past 2800 fps, but with these settings i get incredible loud coil whine from my gpu lol
19:33 MTDiscord <Juri> interesting
19:35 MTDiscord <Juri> but with these settings i still get 400+ fps on 500 view range which is crazy
19:37 MTDiscord <Juri> i know it's no news to you guys, but walking with that high fps is funny, sometimes i'm walking straight while aiming slightly off the path
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21:50 apprentice Hey!
21:50 apprentice I posted this earlier in #engine on the minetest discord, but rubenwardy recommended I ask again here:
21:50 apprentice If anyone has opinions/ideas on how voxel area entities should behave, I would love to hear them.
21:50 apprentice Things to consider:
21:50 apprentice * Without major changes, VAEs could only show entire chunks (16x16x16 nodes) at a time - they could obviously show multiple chunks, but not for example a 5x10x13 area
21:50 apprentice * should VAEs be able to show normal chunks (near the player) or only chunks outside of normal map gen (discussion: https://irc.minetest.net/minetest-dev/2013-10-21#i_3383926)
21:50 apprentice * (less relevant) if a VAE's blocks are located in the special outside-of-normal-map area, then unwanted nodes could simply be set to air by mods
21:50 apprentice * should VAEs be implemented as a different type of entity visual - like "cube", "sprite", etc or as a completely different type of entity (I prefer the first, because that seems to me like the core principle of VAEs - different visuals, but can still have all the normal functionality of an entity
21:50 apprentice * how should setting blocks on VAEs work? My ideas follow:
21:50 apprentice * from C++, an entity (ActiveObject) would have the following fields: `vector3d<s16> min_pos` and `vector3d<u16> size`
21:50 apprentice * these would be expected to be set when an entity has the "vae" visual - otherwise just rendering as an unknown texture or something
21:50 apprentice * from the Lua API perspective, methods would be exposed to get and set `min_pos` and `size`, as well as a helper method to obtain a VoxelManipulator for editing blocks within the 'bounds' of the entity
21:50 apprentice Sorry for the wall of text
21:53 apprentice (I'm Slimeist#8082 on discord)
22:15 rubenwardy (showing your prototype might establish interest)
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22:17 rubenwardy https://cdn.discordapp.com/attachments/369137254641303560/1113131542261289101/screenshot_20230530_084618.png
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