Time |
Nick |
Message |
00:29 |
benrob0329 |
do we have a setting for nametag distance |
00:29 |
benrob0329 |
? |
00:32 |
benrob0329 |
nvm, found it |
00:55 |
Fixer |
oh boy https://www.youtube.com/watch?v=9kc7OfjdEJ4 |
01:26 |
red-001 |
can we just lock https://forum.minetest.net/viewtopic.php?f=3&t=18946 if we are going to keep deleting posts? |
02:10 |
benrob0329 |
Anyone know of any good subgames? |
02:10 |
benrob0329 |
(Other than SP and MC2) |
02:11 |
VanessaE |
mt_game + dreambuilder :P |
02:19 |
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02:33 |
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02:42 |
benrob0329 |
VanessaE: mtg is not a good game :-) |
02:42 |
ThomasMonroe |
lol |
02:43 |
VanessaE |
it is if you add DB to it :) |
02:52 |
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03:10 |
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04:23 |
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04:49 |
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05:48 |
jas_ |
https://github.com/minetest/minetest/issues/4203#issuecomment-352332034 |
05:49 |
jas_ |
!title |
05:49 |
MinetestBot |
jas_: Can't loop a sound connected to player · Issue #4203 · minetest/minetest · GitHub |
05:49 |
jas_ |
hehehe |
05:49 |
jas_ |
(it's not true) |
06:16 |
jas_ |
sofar: i cited my s sub-game and that was a mistake, the broken version is currently broken but the origin versions aren't. it's even more broken behind me now where it's running now. but yes, looping sounds on objects (player, or entity), has always worked for me. that's why i was surprised to see that issue. |
06:16 |
jas_ |
i was a little hesitant to make an issue for fade not working on positional sounds, for various reasons (like not enough confirmation) but i looked in .cpp yesterday and i believe it is so |
06:17 |
jas_ |
soundplay has fade stuff, and soundplayAt does not. anyways, thanks for positive input on sound offect |
06:17 |
jas_ |
offset* |
06:22 |
jas_ |
... unless #4203 is heard looping locally on the client, but not for another client X distance away. i should try that with two players. |
06:27 |
jas_ |
(so far, the truth is hurting) |
06:28 |
jas_ |
either i'm mocking this up wrong, it i cannot hear the sound attached to the player at a distance, looping (..this is shocking..) so i hope i'm coding wrong (likely)... lol |
06:32 |
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06:40 |
jas_ |
so far it looks like he's right for multiplayer, it's playing one time and not looping. https://gist.github.com/jastevenson303/13b742e650892c4418bbd04463ecaf25 |
06:52 |
jas_ |
updated my comment and am taking a big break: https://github.com/minetest/minetest/issues/4203#issuecomment-352340451 |
07:10 |
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07:45 |
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08:02 |
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08:15 |
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08:16 |
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08:44 |
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08:50 |
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09:00 |
jas_ |
and then i test again, because it turns out my poor programming got in that way again, and things start working. *breaks* |
09:42 |
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09:48 |
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09:59 |
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10:02 |
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10:02 |
tenplus1 |
hi folks |
10:11 |
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10:11 |
tenplus1 |
hi lisac |
10:12 |
lisac |
hey tenplus1! |
10:26 |
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10:26 |
tenplus1 |
hi fussel |
10:26 |
IhrFussel |
Hey there ... I tried to make my server website HTTPS but this error occurs in certbot :: DNS problem: NXDOMAIN looking up A |
10:27 |
sfan5 |
did you misspell your domain? |
10:27 |
tenplus1 |
o/ sfan |
10:27 |
sfan5 |
or rather does your domain have a www. subdomain too? |
10:28 |
tenplus1 |
https://medium.com/@caityjohnstone/three-unelected-men-just-overrode-the-will-of-83-of-the-us-population-5c7ddeb78541 |
10:28 |
lisac |
sfan5: is www a subdomain? |
10:29 |
sfan5 |
yes? |
10:29 |
IhrFussel |
sfan5, that was the problem... my domain only works without www it seems ... now it says it worked but when I open my site in the browser I see no HTTPS still...what else do I need to do (lighttpd) ? |
10:29 |
lisac |
wow I just googled it |
10:29 |
lisac |
never thought of it that way |
10:30 |
lisac |
people actually used internet before WWW existed |
10:30 |
sfan5 |
IhrFussel: try explicitly putting https:// in front |
10:30 |
sfan5 |
also you can set up a redirect from HTTP -> HTTPS |
10:31 |
IhrFussel |
sfan5, website error...do I need to enable HTTPS in lighttpd first? |
10:31 |
sfan5 |
yes |
10:53 |
IhrFussel |
I had to copy some files from /etc/letsencrypt and add some lines to the lighttpd conf but it seems to work now |
10:53 |
IhrFussel |
https://ihrfussels-server.tk << Could anyone check? |
10:55 |
IhrFussel |
Redirection seems to work now too |
10:59 |
tenplus1 |
works fine dude :P |
11:01 |
IhrFussel |
Thanks^^ I really needed to get rid of that "website is not secure" window modern browsers show when entering a password |
11:20 |
IhrFussel |
My site has rating B here https://www.ssllabs.com/ssltest/index.html |
11:22 |
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11:24 |
tenplus1 |
hi nerzhul |
11:56 |
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11:56 |
tenplus1 |
hi fixer |
12:00 |
Raven262 |
Hi ten |
12:01 |
tenplus1 |
hey raven :P |
12:06 |
Fixer |
ohi |
12:12 |
tenplus1 |
back laters... off to see new star wars... w000t! |
12:12 |
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12:22 |
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12:36 |
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12:49 |
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12:55 |
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12:59 |
Megaf |
Home sweet home :D |
12:59 |
* Megaf |
has arrived back in Brazil |
13:00 |
Megaf |
Calinou: Ireland -> Brazil |
13:08 |
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13:25 |
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13:45 |
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13:46 |
IhrFussel |
Does this mean only use the below method for emerge_threads when the default setting cannot be found? if (!g_settings->getS16NoEx("num_emerge_threads", nthreads)) nthreads = Thread::getNumberOfProcessors() - 2; |
13:51 |
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13:52 |
sfan5 |
IhrFussel: yes |
14:29 |
Sokomine |
question regarding settingtypes.txt in a mod folder: where can the actual settings be found in the game? i can only locate the ones from builtin and from subgames - not from any mods |
14:30 |
Sokomine |
lisac: irony? :-) |
14:31 |
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14:31 |
Sokomine |
ah. greeter is back? so no need to manually say hi again? :) |
14:33 |
Mr-Pardison |
perhaps there might still be if they don't do it for us. |
14:43 |
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14:48 |
Calinou |
Megaf: ah, you're from Brazil? |
14:48 |
Calinou |
I thought you were from Germany |
15:56 |
Megaf |
Calinou: :S |
15:57 |
Megaf |
Yep, I was born in Brazil and lived here until 3 years ago |
15:59 |
ThomasMonroe |
huh, interesting |
16:00 |
ThomasMonroe |
o/ Megaf |
16:00 |
Megaf |
I arived in Ireland August first, 2014 |
16:01 |
Megaf |
And everytime I come to Brazil, I see how amazing my house here is, and how way more advanced Brazil is comprating to old conservative Europe |
16:03 |
benrob0329 |
(Kinda off, kinda on for free software in general) https://youtu.be/qMALm1VthGY |
16:04 |
Megaf |
I never liked Mozilla |
16:05 |
benrob0329 |
Tl;dw: Mozilla screwed up, multiple times and lost a lot of people's trust and respect. |
16:05 |
Megaf |
even I was an Open Source kind of guy, I, in the past, rather use Opera (Preto based, up to 12.x) than using Firefox |
16:05 |
Megaf |
I never took Mozila seriously, never |
16:05 |
Megaf |
I don't take Debian very seriously either actually... |
16:05 |
* Mr-Pardison |
has come to prefer chrome except for playing certain games that require the unity plugin which chrome lacks |
16:06 |
benrob0329 |
Google hasn't had my respect for years |
16:06 |
benrob0329 |
Mozilla just lost it |
16:07 |
benrob0329 |
I respect Debian, and many other free culture projects |
16:07 |
benrob0329 |
Even if I don't use them. |
16:07 |
Megaf |
I don't like Bryan much... |
16:07 |
Megaf |
I respected Opera and Sun Microsystems |
16:07 |
Megaf |
and AMD |
16:08 |
benrob0329 |
A lot of people respected Sun |
16:08 |
Megaf |
was let down by Opera and Sun |
16:08 |
Mr-Pardison |
we all get let down by someone we respect. |
16:08 |
Megaf |
now a days I care by companies just as much they care about me |
16:08 |
Megaf |
that is, not at all |
16:09 |
benrob0329 |
Oracle screwed a bunch of people over when they bought Sun, and we know how that worked out for them |
16:10 |
Megaf |
a Sun workstation had been my dream machine for several years |
16:10 |
Megaf |
then one day Oracle ended everything |
16:12 |
benrob0329 |
Pale moon is the best browser alternative I've found so far, unfortunately it lacks WebRTC |
16:12 |
benrob0329 |
On purpose, for security reasons |
16:13 |
benrob0329 |
Now I'm not against native clients for things, the problem is the they are quickly disappearing |
16:17 |
Megaf |
Try this https://otter-browser.org/ |
16:17 |
Megaf |
:) |
16:27 |
IhrFussel |
Any settings here that could cause lag? https://ihrfussels-server.tk/crit_settings.txt |
16:30 |
Sokomine |
settings...still got no solution to my problem with them. any idea how settingtypes.txt might be made to actually show its settings somewhere? |
16:30 |
Sokomine |
seems to work for builtin and subgames - but not for mods. at least for me |
16:33 |
Sokomine |
as far as browsers go...i'd love to find an alternative as well. sadly, really usable web browsers are rare. it gets worse even more when trying to find one for mobile devices |
16:37 |
benrob0329 |
Megaf: is it good? I think I'll need to compile it |
16:40 |
benrob0329 |
Nvm, yay Appimages |
16:43 |
Calinou |
AppImages solve world Linux application hunger! |
16:44 |
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16:51 |
paramat |
IhrFussel the 'trees' 'caves' 'dungeons' settings have no effect like that, they have to be in 'mg_flags =', see conf.example. also 'trees' is now a mgv6 specific flag for use in 'mgv6_spflags =' |
16:52 |
paramat |
however caves and dungeons, and mgv6 trees are default on so no need |
16:53 |
paramat |
'server_unload_unused_data_timeout' looks too high, isn't the default 30? |
16:53 |
paramat |
'server_map_save_interval' is possibly too high, you're saving much larger amounts of data less often |
16:53 |
paramat |
we have discussed these before =) |
16:54 |
paramat |
i suggest using the default values for those 2 |
16:55 |
IhrFussel |
paramat, when the mg flags are remainings of the v6 mapgen I used before in the same world xP I get the feeling that the server lags more often when I reduce the save interval to 15 or so |
16:55 |
paramat |
yes 'trees' used to be in 'mg_flags =' |
16:57 |
IhrFussel |
On each save interval the server also saves the player data which includes attributes... maybe that could cause more lag when 10+ players are online which means ~ 10 attributes per player |
17:02 |
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17:07 |
paramat |
'server_unload_unused_data_timeout' default is 29s, 600s may be excessive |
17:14 |
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17:15 |
Fixer |
Megaf: wait a second |
17:16 |
Fixer |
Megaf: oh, it is Otter, here is funny thing: Opera Software Changes Name To Otello Corporation (reuters.com) |
17:17 |
Fixer |
hmmm, https://otter-browser.org/screenshots/1.png (qt site is clearly a click-bait *cough*) |
17:18 |
* Mr-Pardison |
hands Fixer a mug of mint tea with some lemon and honey |
17:18 |
Mr-Pardison |
lot of people are at school when they are sick. |
17:18 |
Mr-Pardison |
hate that since they get others sick. |
17:18 |
Mr-Pardison |
grrrrrrrr |
17:18 |
Fixer |
Mr-Pardison: worst part, same *s go to work and get others sick |
17:21 |
Sokomine |
Mr-Pardison: seems that way nowadays. i helped a teacher write the papers where the days the pupils where missing are counted and was surprised how many not even missed a single day |
17:32 |
Fixer |
Calinou: "AppImages solve world Linux application hunger!" time to make autogenerated AppImages for minetest stable/git *cough* |
17:56 |
Calinou |
:^) |
17:56 |
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18:01 |
Mr-Pardison |
\o Krock |
18:03 |
Krock |
\o/ |
18:04 |
Megaf |
benrob0329: Otter is highly experiental amd trully retro looking |
18:05 |
Megaf |
Fixer: they were using Qt5 wait before Qt5 was cool |
18:05 |
benrob0329 |
Pale Moon lacks bits from the API that make eg Riot not work |
18:05 |
Megaf |
not even duckduckgo works in otter :P |
18:06 |
benrob0329 |
There just isn't a very good browser that isn't from a shady company :-( |
18:06 |
Megaf |
Opera <12.x |
18:07 |
Megaf |
and now maybe, and BIG MAYBE. Vivaldi |
18:07 |
Megaf |
I'm impressed by Vivaldi |
18:07 |
Megaf |
Vivaldi is from the same guys who made Opera Browser the browser we loved |
18:07 |
Megaf |
and they work with the community |
18:07 |
Megaf |
though they are not open source |
18:08 |
Megaf |
well, WebKit/Blink is, and some of the libs/api they use are also open source |
18:08 |
benrob0329 |
Vivaldi will never be OSS, the creator is set on proprietary software for some reason |
18:09 |
Megaf |
He has his reasons, I dont blame him on that |
18:09 |
Megaf |
as long as he makes a good product, doesnt force anything on us and take our feeback |
18:09 |
benrob0329 |
No, its a choice |
18:10 |
benrob0329 |
Just like I can choose not to use it :P |
18:10 |
Megaf |
A choice of not getting you code copied, and securing your fish, in his "money"model |
18:11 |
benrob0329 |
If the software is free (as in beer) I don't see why open source is not used, it makes me pause that he is so set on it. |
18:13 |
Megaf |
man, couple of months ago a thunderstorm, big one, happened here in my house in Brazil |
18:13 |
Megaf |
the UPS was fried |
18:13 |
Megaf |
and so was my TV |
18:13 |
Megaf |
I just looked behind my TV |
18:13 |
Megaf |
all black, carbon black |
18:14 |
Megaf |
likely from huge spark, hdmi connector melted |
18:14 |
Calinou |
<Megaf> and they work with the community |
18:14 |
Calinou |
<Megaf> though they are not open source |
18:14 |
Megaf |
then I looked to the back of my workstation, also black |
18:14 |
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18:14 |
Calinou |
I don't think they are then :) |
18:14 |
Megaf |
and melted |
18:14 |
Megaf |
tho my workstation still works |
18:15 |
Megaf |
as in, powers up and boots |
18:15 |
Megaf |
but the hdmi part is toast |
18:18 |
IhrFussel |
benrob0329, my server is free but not open-source... many of my mods are unique modifications I don't want to share to prevent copy cats from using what makes my server so unique |
18:20 |
IhrFussel |
There certainly are good reasons for closed-source things ... open-source makes "stealing" your ideas easier |
18:22 |
Calinou |
to the clients, servers aren't software, they're services |
18:22 |
Calinou |
especially since all mods run server-side |
18:22 |
Calinou |
well, I don't think so :) |
18:24 |
IhrFussel |
If I would develop a mod for other servers then I'd make it open-source because it is *meant* to be open and adjustable ... but when thinking about my own content I want to keep the code mainly private |
18:24 |
benrob0329 |
IhrFussel: Servers are slightly different, that isn't code running on my machine possibly doing things to my setup |
18:25 |
Megaf |
fried PC and computer. https://imgur.com/a/0GwBF |
18:26 |
IhrFussel |
benrob0329, but CSMs sent from the server likely are |
18:27 |
IhrFussel |
When they get implemented |
18:28 |
rubenwardy |
we will add an option to disable proprietary mods, and it should be prominent in the UI before you connect to a server. A lot of our users are FOSS advocates |
18:28 |
rubenwardy |
there's no reason you can't open source your client-side scripts, and keep mods to yourself |
18:29 |
IhrFussel |
rubenwardy, how does that work? You will only allow "approved" CSMs with that option enabled? How would the mods get your approval? By verifying in the forum? |
18:30 |
rubenwardy |
not talking about that |
18:30 |
rubenwardy |
"disable proprietary mods" -> the client would just need to know the license of each mod |
18:31 |
benrob0329 |
IhrFussel: I would hope that would be open source :-) |
18:31 |
benrob0329 |
I should know what gets run on my machine |
18:32 |
benrob0329 |
Also, I find it sad that wanting code improvements now counts as "stealing" |
18:33 |
rubenwardy |
IhrFussel: I highly suggest you contribute back fixes to the mods you use, as thanks to the mod author |
18:33 |
benrob0329 |
Its not like there are licenses which require credit to be given to the author or anything *cough* BSD *cough* |
18:33 |
rubenwardy |
however, unique features and mods you can keep private |
18:33 |
rubenwardy |
for example, adding XP to simple mobs which links into your custom XP system |
18:33 |
IhrFussel |
Servers should be unique and stay unique IMO ... to not share every bit of functions the server uses is totally fine and forces difference between servers |
18:34 |
IhrFussel |
I agree that clients should know which functions are running on their end |
18:35 |
IhrFussel |
Although the sandbox should block any kind of malicious code |
18:37 |
benrob0329 |
I am of the belief that free culture is beneficial to the faming market |
18:37 |
Sokomine |
IhrFussel: it might get bad when a server eventually shuts down. some parts might then get lost forever. other than that...there will always be some custom things where sharing with all others does not make much sense as other servers have other setups and details |
18:37 |
IhrFussel |
rubenwardy, it's not really "fixes" it is changes that specifically suit my desired gameplay |
18:37 |
benrob0329 |
I mean, look how long modable games last, or how many platforms Doom is been ported to |
18:37 |
rubenwardy |
that's fine. I was talking specifically about bug fixes and generic improvements |
18:37 |
benrob0329 |
*gaming market |
18:54 |
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19:25 |
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19:52 |
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20:13 |
IhrFussel |
The majority of lags on my server seems to be caused by teleporting... teleport pads, travelnet, teleport requests via command ... there are several ways to teleport on my server and players heavily use them ... when they arrive at the other point the server has to load quite a few mapblocks at once |
20:16 |
benrob0329 |
So teleporting causes more lag than conventional travel, but conventional travel is more painful than teleporting |
20:16 |
benrob0329 |
Got it |
20:16 |
Mr-Pardison |
traveling by conventional means is way more fun. |
20:17 |
Mr-Pardison |
yo uget to see stuff. |
20:17 |
Mr-Pardison |
*you get |
20:17 |
IhrFussel |
But is it normal for a server to lag 0.5 - 1 sec when teleporting to unloaded area? |
20:17 |
benrob0329 |
But we need a good (non lag inducing) travel method |
20:18 |
benrob0329 |
Both boats and carts are way too laggy tbh |
20:20 |
Jordach |
carts can be non-laggy |
20:20 |
Jordach |
just has to be done right |
20:22 |
benrob0329 |
Jordach: I mean in MTG |
20:23 |
benrob0329 |
Stu's railnet is the best cart mod I've seen |
20:23 |
benrob0329 |
But it still suffers just as much when lag gets bad |
20:23 |
Jordach |
then use dtime detection |
20:24 |
Jordach |
or even lag detection to slow it down |
20:30 |
Sokomine |
IhrFussel: i heard on a server that my travelnet mod would cause lag. that seems highly suspicious to me; it does not have anything built-in that could cause lag. but teleporting around frequently may of course have an effect - no matter how it is achieved |
20:31 |
* Sokomine |
hits Mr-Pardison with some chests filled with stacks of cobble for that comment about travelling |
20:31 |
* Mr-Pardison |
takes the cobble and uses it to expand his crystal farm |
20:31 |
rubenwardy |
IhrFussel, it'll be due to map loading |
20:32 |
Mr-Pardison |
you should see the things I saw on DL while travelign to the western edge. |
20:32 |
Sokomine |
the land will have to be loaded anyway once the player arrives there by foot. it may just be distributed over a longer time |
20:32 |
rubenwardy |
when you teleport to an entirely unloaded area, it needs to load all blocks around you |
20:32 |
rubenwardy |
to fix, improve your map I/O |
20:32 |
rubenwardy |
by, eg: using postgresql |
20:32 |
rubenwardy |
or a RAM disk |
20:32 |
Sokomine |
Mr-Pardison: ah, good. crystals look nice |
20:32 |
rubenwardy |
or going from HDD to SSD or Raid |
20:32 |
Mr-Pardison |
produces about 25-30 crystals per harvest. |
20:33 |
Mr-Pardison |
when I let it grow them. |
20:33 |
benrob0329 |
I'll have to look into using Postgres |
20:34 |
rubenwardy |
Postgresql is good because it 1) has an in memory cache and 2) is a separate process, so non-blocking I/O |
20:34 |
rubenwardy |
and maybe improved indexing generall |
20:34 |
Sokomine |
Mr-Pardison: there are good builds distributed all over the map. but: most houses are not. for me, there's a cost-effect tied in. anything easy to reach may be ok if it's just halfway acceptable and not too ugly. but if the player/server makes me to walk ten minutes to it it'd better be something extremly awe-inspiring that did take an excellent builder days to build |
20:34 |
rubenwardy |
generally* |
20:35 |
Sokomine |
rubenwardy: i wonder what effect map-changing mods have on all that. many abms or lbms that actually do find any blocks to change might also lead to a huge amount of blocks that will be written back |
20:37 |
IhrFussel |
rubenwardy, creating a ramdisk seems to be very complicated :/ And I couldn't get postgresql to run when I tried... Redis worked but took way too long to convert my DB |
20:52 |
paramat |
"But is it normal for a server to lag 0.5 - 1 sec when teleporting to unloaded area?" no, maybe it's due to a mod though? |
20:58 |
IhrFussel |
paramat, no, it also happens with a fresh map DB and no mods except MTG I already tried that |
20:59 |
IhrFussel |
Moving fast already causes some lag after sometime cause at some point the server seems to struggle loading the mapblocks in time |
21:02 |
paramat |
weird, that amount of lag seems very excessive for just loading a few blocks, your send range is low after all |
21:03 |
Mr-Pardison |
l8r peeps. |
21:03 |
Mr-Pardison |
cya after the break. |
21:03 |
Mr-Pardison |
oh wait. |
21:03 |
Mr-Pardison |
still have school tomorrow. |
21:03 |
Mr-Pardison |
well, cya |
21:16 |
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21:20 |
Aerozoic |
Anybody know what causes carts to get so jumpy? |
21:25 |
greeter |
as in they appear to fly off the tracks occasionally? |
21:29 |
Aerozoic |
greeter, yes especially when the track changes directions |
21:30 |
Aerozoic |
It has gotten much worse recently. |
21:30 |
greeter |
i think it's caused by lag. i've only seen it when block lag is occurring. i could be wrong though, and i can't really be more precise than that i'm afraid |
21:36 |
Fixer |
!tell paramat during exploration server lag easily exeeds 1 or even 2 in singleplayer |
21:36 |
MinetestBot |
Fixer: I'll pass that on when paramat is around |
21:47 |
IhrFussel |
Fixer, did you test the lag when tp to unloaded area (not ungenerated) |
21:50 |
IhrFussel |
I can confirm that max_lag goes to 1.2 secs after a few secs of aggressive fast flying into ungenerated areas |
21:58 |
IhrFussel |
Okay same regarding unloaded mapblocks (already generated) it seems... I set client_mapblock_limit to 50 for testing (I hope it affects singleplayer) and tp to 300,10,500, loaded some mapblocks and tp to 500,10,500 ... max_lag jumped to 1.1 |
21:58 |
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21:58 |
MinetestBot |
paramat: Dec-18 21:36 UTC <Fixer> during exploration server lag easily exeeds 1 or even 2 in singleplayer |
22:01 |
IhrFussel |
paramat, did you even check the max_lag after tp to an already generated but unloaded area? They seem to take ~ 1 sec regularly |
22:32 |
Aerozoic |
Is "max_block_generate_distance = 6" controlled by the client or server? |
22:34 |
IhrFussel |
Aerozoic, that's the max distance the clients receive, regardless of their own settings AFAIK |
22:35 |
Aerozoic |
You're not thinking of "max_block_send_distance = 8" are you? |
22:36 |
IhrFussel |
Ohh sorry...generate distance is also dicated by the server, that's the amount of mapblocks the server generates max for a player |
22:36 |
IhrFussel |
dictated* |
22:37 |
Aerozoic |
Ok thanks :) |
22:37 |
IhrFussel |
Not 100% sure but from what I experienced on my own server with different values it seems to be what I think |
22:38 |
Aerozoic |
So why is the generate setting less than the send setting? |
22:38 |
IhrFussel |
Generating map is much more resource hungry |
22:38 |
Aerozoic |
IN other words, why would you send 8 but only generate 6? |
22:39 |
Aerozoic |
What good does it do to send those extra 2? |
22:39 |
IhrFussel |
Cause generate means the map part needs to be created first vs sending which means the map part already exists in the DB |
22:40 |
IhrFussel |
It's best to just try out some large values and then some tiny ones and decide on a good value to use |
22:44 |
Aerozoic |
I wonder if those extra 2 act like a buffer in case the client generates faster than i can receive. |
22:44 |
Aerozoic |
it* |
22:50 |
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23:09 |
paramat |
no i haven't checked max lag after tp, i could be wrong but that seems too long somehow |
23:11 |
sofar |
Hijiri: https://github.com/minetest/minetest/issues/6802 something for you to do during the holidays? seems right up your alley |
23:11 |
sofar |
:) |
23:11 |
paramat |
the 2 setting defaults are different because generating world is more intensive than loading world |
23:11 |
IhrFussel |
Walking doesn't lag the server/singleplayer, cause the engine only needs to generate/load a few mapblocks at a time...but if you are in the middle of nowhere and there are 0 mapblocks loaded the engine has some work to do |
23:13 |
IhrFussel |
Water areas generate/load much faster compared to mountain terrain...so it definitely depends on the nodes to load |
23:15 |
IhrFussel |
Someone here mentioned generating 1 mapblock takes ~ 0.1 sec ... that seems right |
23:16 |
Calinou |
that's quite a lot |
23:16 |
paramat |
1 mapchunk |
23:16 |
Calinou |
try increasing num_emerge_threads |
23:17 |
paramat |
takes around 100ms on my machine for mgv7 |
23:17 |
IhrFussel |
Chunk then... and how many chunks are loaded when there are 0 around the player? |
23:18 |
paramat |
but remember core mapgen is in a different thread |
23:18 |
paramat |
so doesn't cause server lag |
23:19 |
IhrFussel |
But loading the chunks seems to be as slow or almost as slow |
23:19 |
IhrFussel |
I tp a few times between unloaded areas with 0 mapblocks in RAM and it took 0.5 - 1.3 secs |
23:21 |
IhrFussel |
That was in 0.5.0-dev singleplayer |
23:22 |
Fixer |
just by walking i can bump my max_lag to 3 sometimes |
23:22 |
Fixer |
rarely |
23:22 |
Fixer |
it is mostly 1.5-2 |
23:22 |
Fixer |
for new blocks |
23:23 |
IhrFussel |
But I want someone else to time the "already generated but unloaed mapblocks" |
23:24 |
IhrFussel |
unloaded* |
23:25 |
IhrFussel |
For that you need to set the mapblock_limit in advanced settings to something low like 50 ... and then fly around a specific area...then fly a little further and after ~ 50 blocks generated in that direction tp back to the alreay generated but unloaded area |
23:26 |
IhrFussel |
An you will see that it takes almost as much time as generating the chunks...at least in my case |
23:27 |
IhrFussel |
And chunk loading happens in the main thread which means causes server lag and can lag all mods |
23:29 |
IhrFussel |
Now I'm off for the night...if you have any times tested let me know via !tell =) See ya |
23:33 |
paramat |
chunks aren't loaded, only blocks are loaded |