Time Nick Message 00:04 benrob0329 how can I set the entity light level/glow? 00:24 Jordach https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4388 00:25 Jordach set:properties({glow = }) 00:26 benrob0329 Jordach: but if I add glow = 14 to the entity def, it doesnt work. Do I need to add it after the fact? 00:26 Jordach use set properties 00:26 Jordach it should do 00:31 benrob0329 set_properties({glow = 14}) right after the thing is spawned and attached doesnt work 00:31 benrob0329 does attaching an entity override glow? 00:31 Jordach probably 00:31 Jordach it does some weird shit as usual 00:31 Jordach set glow first then attach 00:32 * benrob0329 swears 00:32 Jordach welcome to minetest, shitlord 00:32 Jordach on_step object ref is different to add_entity object ref 00:32 Jordach say local ent = minetest.add_entity() 00:33 Jordach set properties can be applied directly to the object ref 00:33 Jordach while using things like custom fields for entities 00:33 Jordach you need to do local ent_data = entity:get_luaentity() 00:34 Jordach so you can do, ent_data.value = "whatever" 00:34 Jordach while in on_step, this is handled automatically 00:34 Jordach simply: self.value = "this" 00:34 Jordach and self:set_properties({}) works 00:35 benrob0329 nope, setting before attachment doesnt work 00:35 benrob0329 nor does setting the parent glow 00:35 Jordach benrob0329: try self.glow = 00:36 Jordach start with glow = 0 inside the local entity reference 00:36 Jordach then use self.glow = 00:38 Jordach that might work 00:38 Jordach no expectations 00:39 benrob0329 Jordach: attempt to index userdata 00:39 Jordach benrob0329: inside on_step or not 00:39 Jordach because that's the big question 00:39 Jordach if it's outside 00:39 Jordach you need to do 00:39 benrob0329 from add_entity 00:39 Jordach local ent_data = entity:get_luaentity() 00:39 Jordach ent_data.glow = 00:40 Jordach that's stupid, but minetest is special 00:41 Jordach on_step can handle that stuff as self.glow = 00:41 Jordach but elsewhere needs get_luaentity() first 00:41 Jordach to access those fields inside the table 00:42 benrob0329 nope 03:27 Megaf Heya 03:33 Megaf cya 10:07 celeron55 i'd like to mention that anyone who is not happy with the recent server list whitelists can freely make a PR to the master server and minetest implementing a proper system 10:08 celeron55 it's not useful to complain about a necessity or the fact that people don't feel like making something fancier 10:12 celeron55 admins don't like to be very public about these targeted attacks because it seems to be the goal of the attacker to get attention 10:13 celeron55 so... just assume it's the same old thing when something like that is done 10:14 celeron55 personally i think sfan5 is doing a way better job than can be expected from him 10:16 celeron55 running the server list is not the most glorious thing to do 10:33 shivajiva ^ well said celeron55 :) 12:09 MinetestBot Krock: Dec-29 23:24 UTC lool 12:19 aerozoic Anybody know why rollback of only a few seconds would cause the server to freeze for several minutes? 12:33 aerozoic error msg: 2017-12-30 11:25:53: ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "wool:orange" at (-23361,175,-27649) (block (-1461,10,-1729)) 12:38 sfan5 rollback huh 12:38 sfan5 it was added at some point and not touched afterwards 12:38 sfan5 it wouldn't really expect it to work without bugs 14:27 tenplus1 hi folks 14:30 Jordach can we as a community come to an agreement? 14:31 Jordach stop using fucking pngcrush 14:32 tenplus1 hi Jordach, what happened with pngcrush ? 14:32 Jordach >so you'd like to edit this texture 14:32 Jordach from indexed to RGBA is a massive pain in the arse 14:34 tenplus1 does optipng make them indexed and not rgba ? 14:34 Jordach no idea 14:35 Jordach and rarely, it'll complain about incorrect iCCP values 14:35 tenplus1 cause I use that and never had an error using them sof ar 14:36 sfan5 Jordach: it's two clicks in gimp 14:36 Jordach sfan5: and when there's 100 textures to fucking do 14:36 Jordach that's autistic 14:37 Jordach saving a few bytes isn;t worth it these days 14:37 sfan5 then use a script? 14:37 Jordach its not 1985 14:37 Jordach >not everyone runs Linux 14:37 Krock > implying scripts don't work on Windows 14:38 tenplus1 o/ sfan, krock 14:38 Krock o/ tenplus1 14:38 Krock aww. didn't see that greeting coming 14:39 tenplus1 I has issue with entity collision 14:40 tenplus1 if stepheight is set to 1.1 and it's a 2 high stone wall around entity, it can still glitch UP onto top of wall 14:41 tenplus1 seems entities can glitch up onto a block even if the one above is solid and many a mob user is complaining about this one 15:05 Megaf Hi tenplus1 15:05 tenplus1 hi Megaf 15:07 Shara Hi all :) 15:07 tenplus1 hi Shara :) 15:08 tenplus1 k, Mobs_Animal updated, animals now have 0.6 stepheight to stop glitching... Mobs Redo API updated, added mob fence (looks like normal fence but collision is 2x high) 15:12 tenplus1 wb Evergreen 16:23 aerozoic tenplus1, are you referring to the glitch that causes them to kill themselves? 16:23 aerozoic btw hi 16:24 tenplus1 hi aerozoic 16:24 tenplus1 I disabled suffocation for mobs in last update... for some reason stepheight and entities in general can easily glitch inside a wall 16:25 tenplus1 tested this with many things, but it's only damage control I can add like lowering stepheight for mobs themselves and 2 high fences 16:25 aerozoic I haven't grabbed an update for a few months but many of my players have complained about mob animals killing themselves. 16:27 tenplus1 that'll be the api with mob suffocation active by default 16:27 tenplus1 today's upload has many things fixed 16:27 tenplus1 for mobs redo api and mobs animals 16:27 aerozoic ok :) I should go get the update! 16:28 tenplus1 yeah :) it will help.... updating Xanadu shortly with it also 16:29 aerozoic I still wish there was a single setting to control all spawn rates XD My map is covered with mobs. :P 16:31 tenplus1 like 'mob_spawn_amend = 0.5' to half all the rates or 2.0 to double them ? 16:31 aerozoic precisely 16:32 aerozoic If i installed all the mob mobs, i'd have to adjust like a billion spawn rates XD 16:32 tenplus1 very true, hold on, lemmie add just now 16:42 tenplus1 aerozoic: Mobs Redo API updated with 'mob_spawn_amend' variable added to minetest.conf 16:42 aerozoic :D 16:42 aerozoic Thanks so much! 16:42 tenplus1 no probs, was an easy addition 16:45 tenplus1 hi fixer 16:45 Fixer hi 16:56 aerozoic tenplus1, just lookin at the change. The new setting could accept any number between 0 and infinity? 16:57 * RoaryTiger roars at Shara 16:57 tenplus1 pretty much, no restrictions yet, but defaults to 1.0 16:57 aerozoic Excellent, i'm gonna try setting it to 20 XD 16:57 aerozoic and then -20 16:58 Shara Hi Tiger 16:58 RoaryTiger Folks, any recommendation of a collocation service in Europe? 16:59 RoaryTiger or you know any of the guys in this list? http://www.datacentermap.com/ireland/dublin/ 17:00 RoaryTiger This looks good. Thou it must be expensive http://www.datacentermap.com/ireland/dublin/servecentric-dublin.html 17:01 tenplus1 hi roary 17:01 tenplus1 hi srifqi 17:02 srifqi hi tenplus1 17:02 tenplus1 o/ 17:02 IhrFussel Hello people 17:02 srifqi o/ 17:03 tenplus1 hi fussel 17:03 srifqi Hi IhrFussel 17:03 srifqi It's already Sunday here. ._. 17:04 * RoaryTiger has to check to calendar to see which day it is at his location 17:04 RoaryTiger it's Saturday here 17:05 RoaryTiger Hi gentlemen 17:05 tenplus1 lol https://www.youtube.com/watch?v=jbfMvlLodbM 17:05 RoaryTiger !title 17:05 MinetestBot RoaryTiger: LARVA - DRIVING RULES LARVA | Cartoon Movie | Cartoons For Children | Larva Cartoon | LARVA Official - YouTube 17:06 RoaryTiger is it worth watching? 17:06 RoaryTiger I'm on 1GB cap data connection 17:07 tenplus1 erk, dont wanna waste your bandwidth with cartoons, will leave that up to you :@D 17:07 RoaryTiger youtube-dl -f 133+139 https://www.youtube.com/watch?v=jbfMvlLodbM 17:07 RoaryTiger That will help ^ 17:07 RoaryTiger 426x240 video and 48K audio 17:08 RoaryTiger [download] 0.5% of 29.27MiB at 5.98KiB/s ETA 01:23:07 17:08 RoaryTiger LOL 17:08 RoaryTiger wont happen 17:08 tenplus1 eheheheh 17:10 RoaryTiger !server Megaf 17:10 MinetestBot RoaryTiger: Megaf Server V4.17 | mt.megaf.info:30003 | Clients: 0/10, 0/0 | Version: 0.4.17-Megaf / MegafXploreNext | Ping: 12ms 17:13 aerozoic Shara, since you responded to my question yesterday, i just thought i'd mention worldedit does have //cube and //hollowcube as of August, i just needed to update. LOL 17:14 Shara Ahh, nice 17:33 tenplus1 hi nerzhul 17:38 nerzhul hi tenplus1 18:20 aerozoic Anybody know why rollback of only a few seconds would cause the server to freeze for several minutes? 18:20 aerozoic error msg: 2017-12-30 11:25:53: ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "wool:orange" at (-23361,175,-27649) (block (-1461,10,-1729)) 18:22 rubenwardy have you removed any nodes? 18:23 rubenwardy ie: uninstalled mods 18:32 tenplus1 o/ ruben 18:33 aerozoic rubenwardy, not in the last few months. 18:33 tenplus1 any idea which mod the error is coming from ? 18:33 aerozoic That is the only error msg so i have no clue. 18:34 aerozoic The only thing i removed on my server was several months ago i replaced farming with farming redo. But rollback has been working fine until just the last week or two. 18:34 tenplus1 farming redo wouldnt cause that error 18:35 tenplus1 I wonder what's trying to replace orange wool? 18:36 aerozoic I was using maptools at the time. Hmm i wonder if that mod was involved in the other rollback fails. 18:37 tenplus1 what were maptools used for ? 18:38 aerozoic All the special nodes it creates. 18:40 tenplus1 it makes a lot of special nodes that are already in-game... wonder why ?!?! 18:40 srifqi Too late for me, see you! :) 18:41 Shara I've had that error with rollback as well before 18:41 Shara I don't think it's to do with removing things, though I could be wrong (I very rarely remove anything) 18:42 IhrFussel Shara, I already explained the reason for the "too many users" error: Players that are in the process of downloading media count as well AFAIK 18:43 Jordach clients in download mode do count 18:43 Jordach how do i know? 18:43 Shara Fussel: yea, that's my understanding too, which is why I don't really get what a dev replied with there 18:44 IhrFussel I mean it only makes sense that those count as "taken slots" since they will (very likely) properly join after 18:46 IhrFussel Ok well the join chance changes with the amount of data to be loaded, since many mobile phones just crash to the home menu on a very heavy server 18:54 IhrFussel This is the relevant line in the source code "if (m_clients.getClientIDs(CS_Created).size() >= g_settings->getU16("max_users")" 18:58 IhrFussel I only find "CS_CREATED" in this line: RemoteClient* client = getClient(pkt->getPeerId(), CS_Created); 19:01 IhrFussel CS_Created* 19:11 benrob0329 https://github.com/minetest/minetest/pull/6857 19:11 * benrob0329 is happy 19:11 tenplus1 ehehe, hi benrob 19:11 benrob0329 Hi tenplus1 19:12 benrob0329 That PR would make a lot of pain go away :P 19:12 Jordach i love pain 19:16 Krock Jordach, me too. https://www.frenchspanishonline.com/magazine/wp-content/uploads/2016/11/pains.jpg 19:23 benrob0329 tenplus1: I have a fairly smooth fading effect though, and a fog glow around the light 19:23 tenplus1 yeah, working well with what we currently have :))) 19:23 benrob0329 Need to improve the glow texture and do some vmanip magic to manipulate lighting 19:24 tenplus1 how many node changes are you donig with the lighting ? 19:24 benrob0329 None, entities :P 19:25 tenplus1 ahh :P 19:25 aerozoic tenplus1, is reducing mob chance supposed to actually reduce the number of mobs i see in game? 19:25 benrob0329 Sprites are very useful for lighting effects :P 19:26 tenplus1 a chance of 7000 is 1 in 7000 nodes, reduce that to 1 in 3500 and you get more mobs appearing, double to 1 in 14000 reduces 19:28 aerozoic sorry i should have specified, i was referring to the new setting you just introduced. 19:28 tenplus1 if you put say 'mob_spawn_amend = 0.5' it halves the chance meaning MORE mobs... is 2.0 then it double chance and lowers mobs 19:28 aerozoic mob_spawn_amend = .01 should reduce the number of mobs i actualy see to almost nothing right? 19:29 aerozoic Ohhhh 19:29 benrob0329 You'd have to do a /clearobjects 19:29 tenplus1 :) 19:29 tenplus1 if you wanna reduce the mobs then maybe set to 5.0 instead 19:29 tenplus1 5x the chance values meaning they hardly appear 19:30 aerozoic benrob0329, everytime i ever tried that command, the server freezes and shutsdown. 19:30 tenplus1 instead use: /clearobjects quick 19:30 tenplus1 only works on areas loaded with players in them 19:30 aerozoic ok, what does that do anyway? 19:31 aerozoic the /help doesn't really explain it 19:31 tenplus1 clears ALL entities in a loaded area (mobs, itemframes, signs, dropped items etc) 19:31 benrob0329 I feel like mob_spawn_multiplier would be a better name 19:32 benrob0329 Sign text, if you have signs_lib 19:32 benrob0329 Not the signs themselves 19:32 tenplus1 heh yeah, text only 19:32 aerozoic I was hoping for a more self explanitory setting... .5 cuts the number of mobs i see in half, etc... 19:32 tenplus1 it multiplies the chance, higher the chance the lower they appear 19:33 aerozoic I'm sure i won't be the last to make that mistake :) 19:33 tenplus1 benrob is right though, that is a better setting name... 19:33 tenplus1 lemmie change and put better documentation on it's use 19:34 benrob0329 or mob_chance_multiplier 19:34 benrob0329 tenplus1: ^^ 19:34 aerozoic yeah that's better 19:34 tenplus1 +1 19:35 benrob0329 1 in __*mob_chance_multiplier 19:36 aerozoic Or you could leave it as spawn_multiplier and change the function to divide instead of multiply XD 19:36 benrob0329 (A higher setting will reduce the chance of mobs spawning) 19:37 aerozoic Better to call it chance though since that's what it's modifying. 19:40 tenplus1 git updated with new setting and explanation 19:40 tenplus1 also error check for below 1 chance 19:41 aerozoic hehe, i was just about to test negative numbers XD 19:43 tenplus1 lolol, min value of 1 for chance, no less 19:44 tenplus1 https://forum.minetest.net/viewtopic.php?f=11&t=9917&p=306231#p306231 19:49 tenplus1 I kept meaning to change animal spawning so it only happens if grass blocks are near actual grass, that way cleared lands for building dont spawn animals 19:52 aerozoic Good idea 19:54 tenplus1 would definitely make animals a lot rarer and more difficult to obtain... you would really need to tame and breed them 19:56 Shara The number of players who cry about leather would just increase more 19:56 tenplus1 so very true :) aahaha 19:56 tenplus1 although cows AND horses give leather now 19:57 Shara Why do bags need to be leather anyway? 19:57 Shara I made elephants give it on DL :P 19:57 tenplus1 could make rabbits drop pelts and 4x4 pelt = 1x leather 20:12 benrob0329 tenplus1: spawning only on newly generated land :^) 20:13 benrob0329 Force people to be smart with how many they kill 20:13 tenplus1 I thought of that but LBM's dont have neighbor setting 20:13 tenplus1 so cant do grass near air, woudl check ALL grass blocks 20:14 benrob0329 It would be in on_generate 20:14 tenplus1 so instead of checking top layer of sand for instance it would count each and every sand block generated 20:14 benrob0329 Possibly use an LVM to check the nodes 20:14 benrob0329 Hmm 20:15 tenplus1 if I change anything I'll have animals spawn on grass blocks near grass plants... that'll lower chances :P 20:16 benrob0329 I might experiment with on_generate checks 20:16 benrob0329 Maybe we should ask for neighbors in LVMs 20:17 benrob0329 I mean, you could reduce the amount of block to check with short circuit logic 20:17 tenplus1 short circuit logic ? 20:18 benrob0329 Aka check if its a grass block, then check if above is air or grass, then do chances 20:18 Jordach doing the MC method? 20:18 Jordach risky business 20:18 tenplus1 that means more checks, laggy business 20:18 Jordach tenplus1: animals spawned once per area generated doesn't as much 20:19 benrob0329 tenplus1: probably not with an LVM 20:19 benrob0329 Those are pretty fast 20:20 benrob0329 It would never get past the first or second check, both of which are very fast 20:20 Sokomine tenplus1: no animal that is on my kill list gives leather. only the peacefuls do. and there's no reason to kill them. so the only way for me to obtain leather is either to get it from other players or wait for the mobs to die of other causes 20:21 benrob0329 LVMs grab an area of the map to manipulate, and use block IDs for name checking 20:21 Sokomine Shara: elephants aren't any better. they're friendly animals as well. on dl, foxes ought to give pelts 20:21 tenplus1 hi Sokomine... we dont have a monster that gives leather yet, but if you have an idea :) 20:21 benrob0329 DMs? 20:22 benrob0329 They seem pretty tough, might have a nice fur coat :-P 20:22 tenplus1 ehehe 20:22 Wayward_One hi all :) 20:22 Sokomine benrob0329: could help them against the cold, yes... 20:23 benrob0329 Hi Wayward_One 20:23 tenplus1 hi wayward 20:23 benrob0329 Then again, fur on something that breaths fire... 20:23 Sokomine tenplus1: just take hostile animals that attack the player and have to get killed anyway. less meat, more bag-material 20:23 tenplus1 hehehehehe 20:24 Sokomine benrob0329: individual checks may be fast. trouble is that if there are too many of them they still do sum up. people tend to install quite a lot of mods 20:26 tenplus1 o/ paramat 20:26 tenplus1 how about I add baby seals to frozen wastelands that shoot lazers, that way you gotta get them before they get you :P 20:28 tenplus1 wb evergreen 20:28 Wayward_One lol xD 20:28 IhrFussel tenplus1, the way I understand it /clearobjects quick will also clear all objects, but only those in loaded mapblocks immediately...the engine then will clear objects of an unloaded mapblock as soon as it gets loaded 20:28 Sokomine hmm. more life is always good, but...shooting lasers is nothing animals have been heard of doing 20:28 tenplus1 nope 20:28 benrob0329 Sokomine: you also have to remember that this would only be done for new terrain, so a speedup overall for a little lag on new bits of the map 20:29 tenplus1 clearobjects quick only works on loaded areas that one time... if anything else is loaded after objects are safe 20:30 IhrFussel No, mode = `"quick"`: Clear objects immediately in loaded mapblocks; 20:30 IhrFussel clear objects in unloaded mapblocks only when the mapblocks are next activated. 20:31 tenplus1 yay, mob fences work, they cant glitch through :D 20:31 IhrFussel It will run once for each loaded mapblock no matter if the blocks are loaded now or later 20:32 benrob0329 Can we have clearobjects work like deleteblocks? 20:32 benrob0329 clearobjects here 10 20:33 benrob0329 Or have it be a mapblock radius 20:33 tenplus1 but it'll do single checks for every block the LBM looks at instead of when the ABM checks the same block near it's neighbor which is a lot less 20:33 benrob0329 tenplus1: but a very fast check, and only once rather than every step 20:34 benrob0329 The ABM still has to check for neighbors 20:34 tenplus1 will look into a working lbm though... 20:34 tenplus1 would be handy 20:36 benrob0329 Grass is only on the surface most of the time anyways, so most block checks wouldn't get past the first ID check 20:36 tenplus1 depending on the mob it can be sand(s), stone, desertsand, sandstone etc... many MANY blocks to check 20:40 tenplus1 I also want a mob height clearance check :) from single node chickens up to multiple node high nssm mobs 20:40 benrob0329 tenplus1: but most of those wouldn't get past the second, also very fast ID check 20:41 tenplus1 will do time checks for a test lbm :P 20:41 benrob0329 Well then you'd want to add more air checks above a surface node 20:42 benrob0329 AFAIK ABMs probably have to check every node for neighbors anyways 20:42 tenplus1 yes but engine does that already, not lua 20:43 benrob0329 This is a boolean check, ID1 == ID2 20:43 tenplus1 will need to test each side by side and see which is better/smoother/laggier :) wow, almost a daft punk song there 20:43 benrob0329 If its horridly slow, then maybe we ask for neighbors in VoxelManip :-) 20:44 tenplus1 I'd like neighbor in lbm :D 20:53 paramat tenplus1 "if stepheight is set to 1.1 and it's a 2 high stone wall around entity, it can still glitch UP onto top of wall" issue please 20:54 tenplus1 am sure I've added one, lemmie check 20:55 tenplus1 https://github.com/minetest/minetest/issues/5966 20:55 tenplus1 and it's a dupe at that :P 20:56 tenplus1 and yes, stepheight is 1.1 but shouldnt be able to walk up onto a node if there's one above it... 20:56 aerozoic https://www.youtube.com/watch?v=Ee3TDO9fEqY 20:57 aerozoic Lazers! 20:57 tenplus1 lolol 20:59 tenplus1 loved that movie 21:03 paramat tenplus1 5966 doesn't mention the stepheight issue 21:03 tenplus1 checking 21:03 paramat please can you add that to the description? 21:03 paramat or open a new issue 21:04 tenplus1 desc updated 21:05 paramat might be related to https://github.com/minetest/minetest/issues/6807 21:06 paramat 'inside walls' seems different to 'glitch UP onto top of wall' 21:06 tenplus1 could be, if it glitches into a solid wall it'll stop moving 21:06 tenplus1 soccer mod had ball shoot into solid walls and you couldnt get it back without digging 21:06 tenplus1 same with tnt explosions 21:06 tenplus1 it's a weird glitch 21:06 IhrFussel https://github.com/minetest/minetest/issues/6862#issuecomment-354568360 ... can a core dev confirm or deny this? 21:09 IhrFussel Or debunk* 21:22 tenplus1 nite folks o/ 21:22 sfan5 IhrFussel: i remember looking at this issue with nrz 21:22 sfan5 not sure if it was ever solved 21:22 sfan5 but the described issue exists yes 21:23 IhrFussel sfan5, but it only makes sense that the engine counts connecting users as "slot taken" or else they would get the "too many users" *after* loading everything 21:31 nerzhul sfan5, it's solved yes 21:31 nerzhul in master branch 21:31 nerzhul the calculation was wrong 21:31 nerzhul (in 0.4.16) 21:31 nerzhul we moved from Session created to Session inited to reduce that cap 21:31 nerzhul limit* 21:31 sfan5 hm did i backport this= 21:31 sfan5 s/=/?/ 21:32 IhrFussel That sounds bad, so now clients that have loaded everything can be denied just when they are ready to join? 21:32 nerzhul sfan5, https://github.com/minetest/minetest/commit/1d8d01074fdb52946f81110bebf1d001185b394b#diff-ac9ac0a3a5e432320dd8784aaeeef672 21:32 nerzhul + https://github.com/minetest/minetest/commit/8432efa308e0d6c56ad61df189981ed03b0af463#diff-ac9ac0a3a5e432320dd8784aaeeef672 21:32 Shara Fussel, you have to check it at one point or the other 21:33 IhrFussel IMO you should keep it the other way so that the connecting client sees if they'll be able to properly join 21:33 Shara What, and be stuck on 15/30? No thanks 21:33 sfan5 ok i don't think i've backported these 21:34 IhrFussel Then change the message at least and tell the user "please try again later" ... some (very stupid) players might think something is wrong with their client/the server 21:35 Shara FUssel, why not make a PR for the message then? 21:36 IhrFussel It will be very confusing in 0.5.0 ... cause usually when you connect to a server it's SAFE that you'll join successfully ... now it isn't anymore 21:36 rubenwardy how about not giving a player a slot when loading media. Then when media is loaded, it joins a queue. So the client sees "Waiting for free slots - 3rd in queue" 21:36 rubenwardy that why clients that take a while to load won't take up slots 21:37 Shara That would be nice if someone is able and willing to do it 21:37 rubenwardy whilst not completely rejecting clients after loading 21:37 IhrFussel A queue would be very nice 21:37 Shara Though keep in mind that there are very few servers busy enough to trigger it very often 21:38 rubenwardy then add IAPs on the server for a guaranteed server 21:38 rubenwardy *slot 21:38 Shara It would mostly help CTF :P 21:38 rubenwardy lol 21:38 IhrFussel Not sure how complicated it is to implement...I imagine not that hard (maybe some loop that checks every X secs if a slot is free) 21:39 IhrFussel Or maybe more efficient would be to check for waiting players as soon as someone disconnects 21:39 rubenwardy the issue is more client side 21:41 IhrFussel You think the check should be client side? No no no o.o easily hackable 21:42 rubenwardy the check isn't the problem 22:25 IhrFussel By the way the response regarding the VPS lags was "it looks like the cluster you're part of experienced an attack. We fixed it now and your server should operate normally again" 22:26 IhrFussel I still see hourly high lags in the logs but at least they are "only" ~ 20 secs now 22:50 IhrFussel Will 0.4.17 be a full release? By that I mean play store + binaries/apk on website 22:54 benrob0329 I think play store will get 0.5.0 22:55 benrob0329 part of the point of 0.5 is to improve the android app 22:55 Jordach "improve" 22:57 benrob0329 Jordach: its gotta happen somehow 22:57 Jordach >improving a turd 22:57 benrob0329 you can polish a turd, in fact 23:05 IhrFussel 2017-12-31 00:04:00: ACTION[Server]: AVG LAG: 2.515 ... MAX LAG: 222.447 23:05 IhrFussel Worse than anything before 23:16 IhrFussel Sent another email with the new lag times ... Let's see what they say this time 23:55 paramat no need for so much running commentary, please could you restrain it?