Time |
Nick |
Message |
04:00 |
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05:54 |
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05:57 |
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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 |
06:17 |
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08:12 |
rubenwardy |
nrz: directing users to choose a game from cdb is the aim, yes |
08:13 |
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08:38 |
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imi joined #minetest-dev |
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 ? |
09:47 |
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10:05 |
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10:24 |
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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 |
11:26 |
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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 |
12:14 |
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14:17 |
nrz |
Zughy: some of our users were not born 😄 |
15:00 |
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15:43 |
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15:55 |
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17:23 |
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19:15 |
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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. Â 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&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 |
20:46 |
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20:59 |
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21:07 |
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21:07 |
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21:08 |
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21:08 |
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21:08 |
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21:09 |
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21:10 |
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21:47 |
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21:48 |
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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) |
22:16 |
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22:17 |
rubenwardy |
https://cdn.discordapp.com/attachments/369137254641303560/1113131542261289101/screenshot_20230530_084618.png |
22:31 |
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22:35 |
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23:04 |
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23:06 |
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