Time |
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00:07 |
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* Sokomine |
tries to pacify Fixers doom bosses |
01:03 |
Fixer |
Sokomine: fail, brutality intensifies* (*tom(m)or(r)ow) |
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Fixer |
did not think doom can be that much fun in brutal doom |
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05:04 |
Megaf |
https://xkcd.com/1692/ |
05:10 |
Megaf |
Im impressed https://www.youtube.com/watch?v=bl7WljhLa7Y |
05:10 |
Megaf |
!title |
05:10 |
MinetestBot |
Megaf: Einstein the bird - YouTube |
06:28 |
benrob0329 |
(off) Space cadet keyboard! https://www.youtube.com/watch?v=oDozftThFMw |
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12:54 |
Krock |
"template < parameter-list > requires constraint function-declaration (2) (since C++20)" |
12:54 |
Krock |
> since C++20 |
12:55 |
Krock |
duh.. if they already have that ready for the next standard, the better :) |
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14:44 |
Megaf |
Morning |
14:45 |
twoelk |
o/ |
14:47 |
Megaf |
ok, I just updated my Debian Jessie for the first time in 3 years |
14:47 |
Megaf |
reboot time |
14:47 |
Megaf |
hopefully it will boot |
14:47 |
Megaf |
That Jessie instalation is so old that it was a Jessie/Sid |
14:49 |
Megaf |
megafBigSam:~$ uname -a |
14:49 |
Megaf |
Linux BigSam 3.16.0-4-amd64 #1 SMP Debian 3.16.51-3 (2017-12-13) x86_64 GNU/Linux |
14:49 |
Megaf |
quite recent build of the kernel |
16:25 |
Krock |
Calinou, smooth yaw: http://krock-works.16mb.com/u/rotation-2017-12-23_17.21.58.mp4 |
16:25 |
Krock |
(not done with a low server step - using the SmoothTranslator) |
16:36 |
Megaf |
Random people poping in and out of my servers channel... Some saying topic doesnt contain enoug information... |
16:36 |
Megaf |
How dare them criticize my topic?! |
16:36 |
Megaf |
(That was irony) |
16:53 |
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16:54 |
Krock |
Megaf [...] Some saying topic doesnt contain enoug information... |
16:54 |
Krock |
perhaps only one. me :3 |
16:54 |
Megaf |
:) |
16:57 |
Calinou |
Krock: yay for 60 FPS video |
16:57 |
Calinou |
(what hardware do you have now?) |
16:57 |
Calinou |
anyway, this is pretty nice |
16:58 |
Calinou |
it could be even better if linear/angular velocity was computed and sent, so you could make use of Hermite interpolation (instead of linear) |
16:58 |
Krock |
Quadro FX 4600 / Core2 Quad CPU Q6700 running with low-res texture pack and no shaders |
16:58 |
Calinou |
but that's much more complex |
16:58 |
Calinou |
so linear is fine for now |
16:58 |
Krock |
yes, everything can be overengineered :P |
16:59 |
Krock |
the reason for the 30 FPS videos most of the time is basically because my internet isn't too fast and the benefits are only there if it's about eyecandy |
17:02 |
Krock |
next step will be extending set_look_horizontal and the camera with cinematic mode so it doesn't rotate from 359° all the way down to 0° |
17:02 |
Krock |
these wrapped numbers really cause more work than they should -.- |
17:04 |
Megaf |
I like when devs use old hardware |
17:04 |
Megaf |
it teaches them how to code |
17:04 |
rubenwardy |
lol |
17:04 |
Megaf |
too easy coding for newer hardware, you just dont care |
17:04 |
rubenwardy |
* teaches them to learn non-framework things |
17:05 |
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17:05 |
Megaf |
a you want to get me impressed. Show me MT running on Windows 2000 on an AMD K6-2 around 300MHz with 128 MB of RAM |
17:06 |
Megaf |
that would show some skill |
17:06 |
Megaf |
and it is very doable because irrlicht, it just demands skill |
17:06 |
Krock |
the main reason for my old/low-end hardware is re-using from other people it as long it works. Production and recycling takes way more energy than use afterwards |
17:06 |
Krock |
it don't run on 2000 due zlib 1.2.8 |
17:07 |
Megaf |
so just dont use that lib |
17:07 |
Megaf |
or use older version |
17:07 |
Megaf |
for example, no need for freetype and gettext |
17:07 |
Megaf |
theres libpng and libjpg, drop support for one of the formats |
17:07 |
Megaf |
Id say drop png and use just jpg |
17:08 |
Megaf |
again, find solutions, show me your skill and cleverness |
17:08 |
Megaf |
if you think development has became boring is because you are not after challenges |
17:12 |
Megaf |
and for the K6, I said Windows 2000 because I don't think you can run Linux there |
17:12 |
IhrFussel |
Last-minute Christmas shopping, see ya later^^ |
17:12 |
* twoelk |
runs mt on vista - sometimes |
17:12 |
Megaf |
maybe if you have a AGP motehrboard and use a Radeon 9xxx or nvidia 6xxx |
17:13 |
Megaf |
3 years ago I was running MT on Windows XP with integrated Intel GPU and Pentium 4 in the office |
17:14 |
Calinou |
<Megaf> Id say drop png and use just jpg |
17:14 |
Calinou |
JPEG for pixel art is a recipe for disaster :P |
17:15 |
Calinou |
by the way, the proprietary NVIDIA driver is dropping 32-bit support next year |
17:15 |
Calinou |
(on Windows and Linux, starting from 390.xx) |
17:15 |
Megaf |
Calinou: why you say that? |
17:15 |
Megaf |
about jpg |
17:15 |
Megaf |
jpg files are smaller |
17:15 |
Megaf |
maybe we should just use jpeg2000 |
17:16 |
twoelk |
being small is the only interesting feature of jpg |
17:16 |
twoelk |
else they are crap |
17:20 |
Megaf |
lets just use uncompressed bitmap files |
17:21 |
Krock |
Megaf, you can run Linux pretty much everywhere. Just the 32-bit builds are slowly disappearing |
17:24 |
rubenwardy |
loooool |
17:25 |
Megaf |
"Now, the VRAM consumed by your images will roughly be width * height * bitdepth for each image loaded in VRAM. There are a couple of things to notice here:" |
17:25 |
Megaf |
"The width and height in which your images are stored in VRAM will not necessarily match the ones of your original image. Some GPUs can only handle textures with sizes in powers of 2, so your 320x240 image may actually be stored in a 512x256 space in VRAM, with the unused memory effectively wasted. Some times you're not even allowed to load textures with sizes that are not powers of 2 (like in GLES 1.1)." |
17:25 |
Megaf |
That ^ |
17:25 |
Megaf |
-> https://gamedev.stackexchange.com/questions/48304/which-image-format-is-more-memory-efficient-png-jpeg-or-gif |
17:25 |
Megaf |
!title |
17:25 |
MinetestBot |
Megaf: graphics - Which image format is more memory-efficient: PNG, JPEG, or GIF? - Game Development Stack Exchange |
17:25 |
rubenwardy |
err |
17:26 |
Calinou |
Megaf: old GPUs don't support NPOT textures indeed |
17:26 |
Calinou |
(< 2007 or so on desktops) |
17:26 |
rubenwardy |
because JPEG is lossful, and you don't want to losing quality on single pixels is bad |
17:26 |
rubenwardy |
also |
17:27 |
rubenwardy |
there's a difference between an over reliance on VMs like JVM and the Node ones |
17:27 |
rubenwardy |
and supporting ridiculously old hardware |
17:27 |
rubenwardy |
which Minetest shouldn't do |
17:30 |
Megaf |
so, should we drop support to JPG? |
17:31 |
Megaf |
Perhaps we should make PNG, 32x32, 16 bit the default and enforce mods to use that |
17:31 |
Megaf |
also |
17:31 |
Megaf |
"But no matter what you do, the most important factor when considering the amount of VRAM your game uses, is the amount of images you have in VRAM at a given time. This is the number you most likely want to keep as low as possible if you want a good performing game. Loading and unloading textures into VRAM is expensive, so you can't just load each image whenever you're going to use it. You must find a balance between preloading the images you will |
17:31 |
Megaf |
most likely use, and unload them when you're sure you're not going to use them anymore. Doing this right is not trivial, and you have to think of your own strategy for your particular game." |
17:31 |
Calinou |
not gonna happen |
17:33 |
Megaf |
Cool. Now I will write a list of changes I believe would be good to Minetest and for sure will be ignored. |
17:38 |
Megaf |
I wonder if Writer supports md |
17:41 |
Megaf |
will give a try to retext and formiko |
17:45 |
Krock |
rubenwardy, by supporting old hardware and trying to make it fast as possible opens the possibility to add more eyecandy for those who want it |
17:45 |
Megaf |
ReText is quite cool for writing markdown |
17:46 |
rubenwardy |
Krock, so slow hardware |
17:46 |
rubenwardy |
not old hardware |
17:48 |
Krock |
oh I see |
17:48 |
Megaf |
http://git.megaf.info/Megaf/TODO/src/master/TODO.md |
17:52 |
rubenwardy |
"Drop support to anything but sqlite3" |
17:52 |
rubenwardy |
loool |
17:53 |
Megaf |
Ive done it in two forks I made in the past already, totally worth it |
17:54 |
Megaf |
Formiko editor is the best in GTK and ReText in Qt |
17:55 |
Krock |
Megaf, a few server owners wouldn't like that at all |
17:56 |
rubenwardy |
yeah, that's not being merged XD |
17:56 |
rubenwardy |
no real benefits at all |
17:56 |
Megaf |
That's what I said possible fork. It's mostly for my server really |
17:56 |
rubenwardy |
just don't compile the files using a CMake option |
17:56 |
Megaf |
rubenwardy: what's the point in maintaining code and checking for thins you dont use? |
17:57 |
Megaf |
And whats the point in just leaving dead code behind? |
17:57 |
rubenwardy |
<rubenwardy> just don't compile the files using a CMake option |
17:57 |
Krock |
"Gogs Version: 0.11.34.1122 Page: 0ms Template: 0ms" Hats off! That's very fast :) |
17:57 |
rubenwardy |
and the code is used |
17:57 |
Megaf |
Go language is very fast :) |
17:58 |
Megaf |
Gogs is written in Go. No credits to me on that. Just using pre built version from Gogs and Go from Debian repos |
17:58 |
Megaf |
Tho I started using Gogs in my Raspberry Pi first gen, then everyting built by me an it was just as fast |
17:59 |
Megaf |
Thou here... "© 2017 Gogs Version: 0.11.34.1122 Page: 34ms Template: 4ms" |
18:00 |
Megaf |
Krock: thats a good browser benchmark :P |
18:01 |
Megaf |
Chromium -> Page: 22ms Template: 1ms |
18:02 |
* Megaf |
sips his wine |
18:04 |
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18:06 |
Megaf |
do we support wav files? |
18:07 |
rubenwardy |
yes |
18:07 |
rubenwardy |
also, to unsupport a file format completely you'd need to fork Irrlicht |
18:08 |
Megaf |
not messing with that |
18:08 |
Megaf |
what about compressed files? What do we use zlib and bz2 for? |
18:08 |
twoelk |
map blobs? |
18:09 |
twoelk |
zlib that is |
18:09 |
Megaf |
bz2 is a requirement too |
18:09 |
Megaf |
what for? |
18:11 |
Megaf |
http://git.megaf.info/Megaf/TODO/src/master/TODO.md |
18:11 |
Megaf |
no reference to audio files |
18:11 |
Megaf |
We could drop OGG support, but I dont thing there would be any benefit at all |
18:11 |
Megaf |
well, we would have less dependencies |
18:12 |
rubenwardy |
Irrlicht again |
18:12 |
Megaf |
Does irrlicht depends on OGG? |
18:13 |
twoelk |
why drop ogg? |
18:14 |
twoelk |
don't most mods use it? |
18:14 |
Megaf |
Actually I thinking more in shipping ogg libs |
18:15 |
Megaf |
I think we could built in the most elementary libs, we already do with jsoncpp, gmp and lua |
18:15 |
Megaf |
I think sqite3, zip and ogg should be there too |
18:15 |
twoelk |
i'd rather bloat it a bit more and add a nice midi support :P |
18:15 |
Megaf |
+1 |
18:16 |
Megaf |
It would be awesome a FPS subgame with weapons runnning in CSM |
18:16 |
Megaf |
and a nice DOOM/Duke3D inspired midi soundtrack |
18:16 |
Megaf |
^^** Super idea for subgame ** ^^ |
18:17 |
* twoelk |
admires the tree that stands straight at last |
18:18 |
twoelk |
now where did I leave the lights? |
18:20 |
Megaf |
define lights |
18:21 |
Megaf |
I wonder if I should change to 16x16 pixels textures |
18:21 |
Megaf |
that would be very good for Android phones |
18:21 |
twoelk |
putting up the xmas tree :-D |
18:21 |
Megaf |
we should make Minetest with a 32 bit CPU at 800 MHz, 512 MB of RAM and 32 MB for video in mind. That should be our target. |
18:22 |
Megaf |
And that's totally fine for something based on Irrlicht |
18:25 |
benrob0329 |
Megaf: then it would look worse, because the shader renderer would still be unoptimized |
18:26 |
Megaf |
I'm not using the current shaders either |
18:26 |
Megaf |
hate them |
18:26 |
Megaf |
I mean |
18:26 |
Megaf |
I believe they are not ideal |
18:26 |
benrob0329 |
Waving water sucks |
18:27 |
rubenwardy |
I'd rather have a larger draw distance |
18:27 |
benrob0329 |
Waving leaves is fine (mostly) and waving plants |
18:27 |
rubenwardy |
which could require more caching so more memory |
18:27 |
benrob0329 |
Shaders != slow |
18:27 |
rubenwardy |
shaders should be faster than doing everything in CPU |
18:27 |
benrob0329 |
^^ |
18:27 |
rubenwardy |
but our shaders suck |
18:27 |
benrob0329 |
Exactly |
18:28 |
Krock |
Megaf, look at other software - many of them have more dependencies than Minetest |
18:28 |
benrob0329 |
IMO we should drop the fixed renderer and fix the shader renderer |
18:28 |
rubenwardy |
Do LVMs no longer generate the map? |
18:29 |
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18:29 |
* twoelk |
wonders where to get a shaders expert |
18:30 |
ThomasMonroe |
LMD on the forums is pretty good with them |
18:30 |
benrob0329 |
Godot dev team :P |
18:30 |
benrob0329 |
Calinou: who can we hire? :D |
18:30 |
Megaf |
Krock: I know, I think MT is amazing regarding that already. That doesn't mean we can't make it even better |
18:31 |
ThomasMonroe |
Blender dev team is pretty good with shaders too |
18:31 |
benrob0329 |
I'd honestly put money towards fixing one renderer, and dropping the other. Along with adding some useful effects |
18:33 |
Megaf |
we just need ONE mapgen, ONE db, ONE renderer |
18:33 |
Megaf |
why have many broken things instead of ONE working thing? |
18:33 |
Megaf |
v5 was broken, then made v6, it was broken, no mountains, they made v7 |
18:34 |
Megaf |
That's alright! Just drop the old ones! |
18:34 |
Megaf |
and just call the mapgen, wait for it... mapgen! |
18:35 |
Krock |
Megaf, and one setting with one node per world |
18:36 |
Krock |
v7 wasn't good enough, thus valleys and carpathian |
18:36 |
Megaf |
IMHO v6 would be the perfect mapgen if it had mountains |
18:36 |
Megaf |
the other mapgens you can clearly see the noise functions |
18:36 |
Megaf |
and sine waves and stuff |
18:36 |
Megaf |
its depressing |
18:37 |
Megaf |
v6 is the most organic |
18:37 |
benrob0329 |
I quite like Valleys |
18:37 |
Megaf |
valleys is too mathematical |
18:37 |
benrob0329 |
The river system makes boat travel possible |
18:37 |
Megaf |
benrob0329: well, in my server I created/dug several miles of canals and rivers interconnecting things |
18:38 |
Megaf |
but I agree, rivers are god |
18:38 |
Megaf |
good |
18:39 |
Megaf |
so we should just add rivers and mountains to v6 |
18:39 |
benrob0329 |
Add mountains, cliffs, plateaus, and rivers to v6 |
18:40 |
benrob0329 |
And the extra books from v5 and v7 |
18:40 |
benrob0329 |
*bioms |
18:41 |
Krock |
sine waves? are you talking about the "eased" cosine interpolation? |
18:41 |
Krock |
raw perlin noise doesn't have any sine waves, Megaf |
18:42 |
Megaf |
Krock: I think v5 has sine waves |
18:42 |
Megaf |
anyway, I can see waves |
18:42 |
Megaf |
and math functions on all mapgens but v6 |
18:42 |
Krock |
yeah, most likely due that interpolation |
18:43 |
Krock |
it makes the terrain smoother |
18:43 |
rubenwardy |
v5 isn't broken |
18:43 |
rubenwardy |
well |
18:44 |
rubenwardy |
the version of v5 we have isn't |
18:44 |
rubenwardy |
it's more CPU intensive due to use of 3d noise |
18:44 |
Krock |
eeks. Apparently I've now got a greenish name on the forums. Thanks, I guess. |
18:44 |
rubenwardy |
adding more renderers doesn't change anything |
18:44 |
rubenwardy |
err |
18:44 |
rubenwardy |
the additional renderers doesn't change anything |
18:44 |
rubenwardy |
Irrlicht handles that |
18:45 |
rubenwardy |
different world formats are needed for different reasons |
18:50 |
Megaf |
yep, I'm sure irrlicht already have a nice rendered that we are just not using |
19:01 |
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19:01 |
benrob0329 |
Does anyone know how I could generate a dithered pattern? Like draw every other pixel type thing |
19:15 |
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19:19 |
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19:25 |
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19:26 |
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19:27 |
IhrFussel |
Was someone else able to confirm that loading an *unloaded area that has been generated before* takes up to 1+ secs? Or is my dedi HDD defective? |
19:28 |
paramat |
by teleporting? and do you mean the server stalls for that time? |
19:28 |
IhrFussel |
By area I mean: Player teleports to the middle of an unloaded area and it takes up to 1.5 secs for the chunks to display correctly |
19:29 |
paramat |
ah, chunks displaying is not server lag |
19:29 |
paramat |
yes it takes a while for all the meshes to be generated |
19:29 |
IhrFussel |
It actually does lag the server as long as not all mapblocks are displayed client side |
19:30 |
paramat |
hmm |
19:30 |
IhrFussel |
Only generation is its own thread, loading/unloading happens in the main thread no? |
19:30 |
paramat |
that surprises me, i would have thought meshgen was separate or at least done in small batches |
19:31 |
paramat |
someone else will know |
19:32 |
IhrFussel |
My server has 30+ cities that players can *freely* teleport to at any given time... and I get the feeling that the server lags wayy more when more player hop between cities |
19:34 |
IhrFussel |
Another problem is that more advanced nodes take more resources to load compared to default ones or water |
19:37 |
paramat |
'feeling' isn't proof, you need to test to be sure |
19:38 |
IhrFussel |
paramat, I tested it in 0.5.0-dev SP with mapblock_limit set to 50, generated some small area, then tp far away, generated another 50 blocks to make sure the first area gets unloaded from RAM and tp back to that first area and it took 1.2 secs |
19:39 |
IhrFussel |
And /status showed max_lag=1.2 |
19:40 |
IhrFussel |
Since the default mapblock_limit is 5,000 I think it's not really possible to test it wothout setting that to something low |
19:41 |
IhrFussel |
In SP* |
19:48 |
IhrFussel |
No wait, mapblock_limit applies on servers as well I think so it should be the same as SP |
19:49 |
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19:52 |
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19:57 |
IhrFussel |
But I want others to test it under the exact same conditions too and report their results... I find it highly unlikely that my dedi's HDD AND my local PC HDD have the same fault but nonetheless I'd like to see other people test it |
19:58 |
paramat |
it needs to be tested in MT with no mods, to rule those out |
19:58 |
IhrFussel |
I oonly have MTG on my local PC ... do you think MTG can cause 1+ secs lag? |
19:59 |
paramat |
you can test it with mapblock limit 5000 by just exiting and re-entering a world |
20:01 |
IhrFussel |
paramat, going back to the main menu will not unload the mapblocks from RAM AFAIK |
20:02 |
* benrob0329 |
just decides to write a script using love2d for generating the textures |
20:02 |
IhrFussel |
Only re-opening the game will clear the RAM ... cause when I first load my SP world with just default nodes max_lag is 1.0-1.4 secs, after exiting to main menu and re-loaing the world without closing the client it only takes 0.4 secs |
20:04 |
IhrFussel |
But yes I can still reproduce it that way...and you have to imagine that's with DEFAULT MTG nodes...now think about what kind of lag could happen with custom nodes that may even contain meta |
20:07 |
IhrFussel |
Or like in my case a city to be loaded... a city has quite a bit more nodes inside the chunks compared to regular terrain |
20:18 |
paramat |
i might be wrong but exiting a world should clear world data from the server |
20:19 |
paramat |
all chunks have equal number of nodes |
20:22 |
IhrFussel |
paramat, you misunderstood....a city has wayy more nodes placed in the chunks compared to regular terrain... a city has lots of custom buildings PLUS the regular terrain surrounding it |
20:23 |
IhrFussel |
Another way to say it is: City map areas have less air nodes |
20:28 |
IhrFussel |
paramat, RAM usage stays the same when I exit to main menu |
20:44 |
paramat |
yes i know =) i was being pedantic, air is a node |
20:44 |
paramat |
maybe ram is only cleared when entering a new world |
20:49 |
IhrFussel |
Nope, only part of the RAM gets unloaded, I switched between 2 worlds a few times and RAM usage is now higher than when I only open 1 world |
20:50 |
IhrFussel |
Looks like MT keeps mapblocks of both maps in memory |
21:07 |
Megaf |
hi paramat |
21:08 |
Megaf |
so, v6.1 it is? |
21:08 |
Krock |
are you sure it's the mapblocks and not meshes? |
21:09 |
Megaf |
IhrFussel: loading mapblocks were always painfuly slow |
21:09 |
Megaf |
is that a bug? |
21:12 |
IhrFussel |
Krock, does MTG load any meshes in normal terrain? If no then not |
21:12 |
Krock |
IhrFussel, the player. and then there are also the textures |
21:13 |
IhrFussel |
Megaf, yes and now I'm pretty sure the slow loading of mapblocks and thus hanging the server thread is the main issue on my server and explains why it still lags even with no custom mods |
21:14 |
Megaf |
IhrFussel: I experience that since the begining |
21:14 |
IhrFussel |
My server seems to have more teleport options compared to 99% of other servers..hence why other server owners barely notice it |
21:14 |
Megaf |
when mapblocks are loading the whole server hangs |
21:14 |
Megaf |
no matter the hardware settings |
21:15 |
Megaf |
tried on Raspberry Pis, ODroid, XEONs wih SSDs, Phenom II x4 at 3,2 GHz and fast HDDs and my current dedicated |
21:15 |
Megaf |
all show the same thing. All hangs when unloaded areas are loading |
21:16 |
IhrFussel |
Megaf, so you can definitely confirm it with unloaded but generated areas too? Then it must be an engine issue |
21:16 |
Megaf |
IhrFussel: confirmed |
21:17 |
Megaf |
IhrFussel: we can test on my server right now |
21:17 |
Megaf |
!up 5.196.88.227 30003 |
21:17 |
MinetestBot |
5.196.88.227:30003 is up (10ms) |
21:18 |
IhrFussel |
Of course you will NEVER see that lag if your server doesn't have travelnets/teleport potions/pads/other random teleport commands ... the server doesn't lag when you just walk with regular walking speed of 4 in 1 direction cause it only needs to load mapblocks for a few rows |
21:19 |
IhrFussel |
But if the server has to load several rows 360° around the player it's overkill |
21:23 |
paramat |
hm i can understand it may be seen as the priority. MT was probably designed not thinking about teleportation |
21:24 |
IhrFussel |
Megaf, I just joined...did your server spike to 1.9 secs cause of that? |
21:27 |
IhrFussel |
Megaf, maybe it helps your server to set the block_send_distance lower? |
21:28 |
Megaf |
it is set to 4 already |
21:28 |
Megaf |
and |
21:28 |
Megaf |
Floating point exception |
21:28 |
Megaf |
reglnxAluminium:~$ |
21:28 |
Megaf |
I just got that in the client ^ |
21:28 |
Megaf |
and client eats up 2.1+ GB of RAM |
21:29 |
Megaf |
I miss the time when Zeno was hunting memory leaks |
21:29 |
Megaf |
now a days people just want to add more stuff and leave the leaks behind |
21:34 |
IhrFussel |
Well I am thinking about how I can make my server "servicable" again... players right now use teleportation methods extensively ... I could try block_send_distance of 2 |
21:34 |
Megaf |
say sorry and tell them to have patience, thats how Minetest it is |
21:34 |
IhrFussel |
Not sure how much it would help though when the whole area around the player is unloaded |
21:37 |
VanessaE |
IhrFussel: add maptools if you haven't already and put admin world anchors next to all of the most common destinations |
21:37 |
Megaf |
I set my server to keep items loaded for 24 hours |
21:49 |
Megaf |
<ERROR> 2017-12-23 21:49:28: [Server] Item "darkage:sandstone_cobble" not defined at position (-106,30,-38) |
21:50 |
Megaf |
I will never ever update my server again once I get it fixed |
21:50 |
Megaf |
everything breaks |
21:50 |
Megaf |
ALWAYS |
21:52 |
Megaf |
wand we need to make boats turn faster |
21:52 |
Megaf |
they accelerate way quicker than they turn |
21:52 |
Calinou |
turn it up to 11… |
21:52 |
Calinou |
…degrees per second |
21:58 |
twoelk |
how much meta info does normal terrain contain? I would imagine all the nodes with extra info in params would make settlements somewhat heavier than normal terrain |
22:12 |
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paramat joined #minetest-hub |
22:18 |
paramat |
fresh terrain has no metadata |
22:21 |
IhrFussel |
VanessaE, how is that supposed to help? |
22:22 |
VanessaE |
IhrFussel: I assumed much of your lag problem is from the map taking forever to loadd |
22:23 |
VanessaE |
anchors would ensure the surrounding land is kept loaded at all times |
22:30 |
IhrFussel |
VanessaE, that could work for the larger cities yeah...but there are lots of travelnet stations per player and I can't mark all of those areas :/ |
22:31 |
IhrFussel |
Maybe I should just set the unload_unused_data_timeout to something very high so that the chance is greater that a player visits a standby-area from RAM |
22:33 |
IhrFussel |
I set it to 1800 which is 30 minutes ... maybe that improves the loading |
22:44 |
IhrFussel |
Maybe I need to set max_simultaneous_block_sends_per_client higher too? |
23:34 |
rubenwardy |
<_< https://i.rubenwardy.com/FjCLcdLmMI.png |
23:44 |
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paramat joined #minetest-hub |
23:45 |
IhrFussel |
max_simultaneous_block_sends_per_client << does "simultaneous" in this context mean "per step" ? |