Time |
Nick |
Message |
00:12 |
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00:42 |
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01:27 |
tumeninodes |
world aligned textures is such a beautiful thing... |
01:28 |
entuland |
world aligned textures? what's that? |
01:29 |
rdococ |
What website allows you to create text-only pages? it was txt.something |
01:29 |
entuland |
text only in what sense? |
01:29 |
rdococ |
Markdown. |
01:29 |
entuland |
you guys are making me feel ignorant :P |
01:29 |
entuland |
ah |
01:29 |
entuland |
well, I use Atom locally for that |
01:30 |
tumeninodes |
entuland https://github.com/minetest/minetest/pull/6105 |
01:30 |
entuland |
it gives you a rendering like the one github gives on the site |
01:30 |
rdococ |
entuland: I meant online, though. |
01:31 |
entuland |
try this one rdococ: https://dillinger.io |
01:31 |
tumeninodes |
and https://github.com/minetest/minetest_game/issues/1931 |
01:31 |
entuland |
there are more around for "online markdown editor with preview" |
01:32 |
rdococ |
Ah, how I love noscript |
01:33 |
entuland |
those textures are pretty cool |
01:34 |
rdococ |
Hm, idea: Modified version of markdown that adds a substitution system for URL variables |
01:35 |
entuland |
would be cool although I'm not sure I can imagine the use cases that triggered that idea for you, rdococ |
01:36 |
entuland |
stuff like a base url or the alike? |
01:38 |
rdococ |
well, imagine a choose your own adventure game made entirely in interactive markdown |
01:42 |
entuland |
uhm |
01:42 |
entuland |
I see your point but I suck at those things, so I'm not sure how one would implement them at all |
01:43 |
entuland |
let alone doing that relying on dynamic links |
01:48 |
rdococ |
yesn't should mean "maybe not", and non't should mean "maybe" |
01:48 |
rdococ |
"yesn't" is "not yes", which suggest that it's either "unsure or no". "non't" is similar. |
01:49 |
entuland |
O_o |
02:02 |
rdococ |
http://www.dhmo.org/facts.html |
02:09 |
entuland |
ahahahah |
02:12 |
entuland |
the "Monoxide" word in there, combined to the actual dangers of Carbon Monoxide, may very well lead people to trust that page |
02:13 |
entuland |
and, it must be said, there are lots of truths in there :) |
02:14 |
entuland |
ahahah the funniest thing of that page is the footer ahahahah |
02:16 |
entuland |
s/page/site's home/ |
02:36 |
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02:53 |
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03:08 |
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04:00 |
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04:09 |
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04:26 |
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08:34 |
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08:35 |
IhrFussel |
Lol MT 0.4.17.1 Android got actually shipped with MTG 0.5.0 ... |
08:36 |
IhrFussel |
I gotta say this (re-)release is not so clean as the last one |
08:39 |
IhrFussel |
compared to the last one* |
08:42 |
nerzhul |
IhrFussel it's 0.4.17 :o |
08:42 |
nerzhul |
i have checkout explicitely the tag |
08:42 |
nerzhul |
(anyway i'm not at home i cannot re-verify it) |
08:45 |
IhrFussel |
It is not, you cannot start local SP game |
08:46 |
IhrFussel |
nerzhul, https://github.com/minetest/minetest_game/issues/2144 |
08:47 |
rubenwardy |
0.4.17.2, here we come! |
08:47 |
rubenwardy |
jesus christ guys |
08:47 |
ANAND |
Oh well... |
08:48 |
sfan5 |
this is why you test your builds |
08:48 |
rubenwardy |
^ |
08:48 |
nerzhul |
rubenwardy: no |
08:48 |
nerzhul |
i tested only but not singleplayer, my bad |
08:49 |
nerzhul |
rubenwardy, it will be 0. |
08:49 |
nerzhul |
0.4.17.19 |
08:49 |
nerzhul |
(for android) |
08:49 |
nerzhul |
i was sure the MTG was checkout with 0.4.17 tag, i never run master MTG on my machine... |
08:50 |
nerzhul |
i will stop the deployment on the play store |
08:52 |
nerzhul |
it seems i cannot when it's a full deploy erf. Then i package and fix it this evening |
08:53 |
nerzhul |
interesting comment on the play store: "ГоÑподи, большего дерьма Ñ Ð² жизни не видел." |
08:55 |
sfan5 |
heh |
08:56 |
rubenwardy |
que? |
08:57 |
rubenwardy |
je ne comprendre pas |
08:58 |
nerzhul |
rubenwardy: why do you talk in bad french ? :p |
08:58 |
rubenwardy |
:'( |
08:58 |
nerzhul |
in fact for me comments are translated to french then i just copied the original russian version |
08:58 |
nerzhul |
but in english user said: "what is fucking shit app" |
08:58 |
nerzhul |
globally :D |
08:58 |
ANAND |
XD |
08:58 |
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08:58 |
rubenwardy |
I'm lazy, and couldn't see the conjugations of understand in the first google search |
08:59 |
rubenwardy |
je ne comprends pas |
08:59 |
ANAND |
btw, I think 'que' is spanish :3 |
08:59 |
rubenwardy |
yeah |
08:59 |
rubenwardy |
ik |
09:40 |
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09:54 |
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10:23 |
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10:23 |
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10:24 |
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10:24 |
paramat |
erm yes the yay stuff irritates me too :} repeat anything frequently enough and it becomes irritating. so i now announce a (non-strict) channel yayban for a few weeks while we recover :D |
10:25 |
ANAND |
Yay :D |
10:25 |
Amaz |
xD |
10:25 |
ANAND |
Oops :P |
10:26 |
ANAND |
That was a genuine expression of joy |
10:26 |
Amaz |
That was my first reaction too, ANAND :P |
10:26 |
ANAND |
I too was fed of 'Yay' and its isotopes |
10:26 |
Amaz |
^ |
10:26 |
ANAND |
fed up* |
10:27 |
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10:28 |
nerzhul |
rubenwardy you last sentence sounds more correct heh |
10:29 |
ANAND |
lol |
10:29 |
rubenwardy |
well, I googled for conjugations then |
10:30 |
rubenwardy |
I know how to say it but not how to spell it |
10:31 |
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10:51 |
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Krock joined #minetest-hub |
10:51 |
Krock |
o/ hubbers |
11:01 |
ANAND |
o/ Krock! |
11:01 |
IhrFussel |
Any reason why nobody made snow throwable in MTG yet? Or is it possible in 0.5.0 ? |
11:13 |
Krock |
not yet in 0.5.0. make it possible. |
11:20 |
paramat |
we have thought about it, i want throwable snowballs too like in the 'snow' mod. but we were thinking about a proper throwing API instead of just code for snowballs |
11:23 |
Shara |
API is better, since it could be used for more than just snow, and then other mods could also utilise it |
11:24 |
Shara |
But I'd like to see a PR adding a good API |
11:27 |
Fixer |
updated my forum signature |
11:27 |
Fixer |
has contentdb and 0.4.17.1 GC64 by sfan-5 |
11:51 |
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11:55 |
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12:00 |
rubenwardy |
yeah, a good API mod is needed |
12:11 |
lisac |
Hey, new skyrim https://www.youtube.com/watch?v=FnEW6dX_BmU |
12:12 |
rubenwardy |
:D |
12:12 |
rubenwardy |
a nice surprise |
12:12 |
rubenwardy |
thought they were HL3-ing us |
12:16 |
Fixer |
not sure if troll or real |
12:18 |
lisac |
Fixer: both |
12:19 |
lisac |
https://www.youtube.com/watch?v=OkFdqqyI8y4 |
12:27 |
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12:28 |
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12:30 |
rubenwardy |
Fixer: your signature doesn't display |
12:31 |
rubenwardy |
too large |
12:31 |
Fixer |
rubenwardy: lolwhat? |
12:31 |
rubenwardy |
signatures are limited to one standard line |
12:31 |
rubenwardy |
looks like you're using [size] |
12:33 |
Fixer |
no [size] in my signature |
13:01 |
nerzhul |
Fixer nice minimap shape <3 |
13:01 |
Fixer |
nerzhul: yeah, sadly it is not minetest one |
13:02 |
nerzhul |
it can be nice to have it :p |
13:03 |
Fixer |
it is also much faster than mt minimap |
13:04 |
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13:04 |
rubenwardy |
:'( |
13:04 |
rubenwardy |
in loading? |
13:04 |
rubenwardy |
probably due to block sending sucking |
13:05 |
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13:18 |
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Fixer joined #minetest-hub |
13:18 |
Fixer |
back |
13:19 |
Fixer |
rubenwardy: our one just suck a lot |
13:19 |
rubenwardy |
:'( |
13:19 |
rubenwardy |
need more devs! |
13:23 |
Fixer |
here is cropped gif of that minimap abilities https://i.imgur.com/GxtqSrl.gif |
13:24 |
rubenwardy |
nice |
13:24 |
rubenwardy |
I do wonder how we can encourage people to work on optimisations |
13:24 |
Fixer |
and that is fucking year 2011 |
13:24 |
Amaz |
It would be nice if the minimap supported waypoints :) |
13:24 |
Krock |
that's capitalism |
13:24 |
rubenwardy |
^ |
13:24 |
rubenwardy |
devs like money |
13:24 |
Krock |
glad to have a similar feature here at all |
13:25 |
* rubenwardy |
likes money |
13:25 |
rubenwardy |
specifically I like food and coffee |
13:26 |
Fixer |
waypoints is fucking win |
13:27 |
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13:28 |
Fixer |
this map has only one bug, seems like memory leak when that very big map view is enabled for long time, apart from that it is flawless and proven |
14:05 |
nerzhul |
Fixer because it's precalculated i think |
14:05 |
nerzhul |
MT minimap is calculated on rendering |
14:05 |
nerzhul |
our minimap is too trivial |
14:21 |
IhrFussel |
Can someone explain the gain to me when defining a sound that plays at a certain position? For example gain 8.0 and hear distance 20 ... does this mean the sound will almost alwys have the same volume (80%) no matter if close or 19 nodes away? |
14:23 |
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14:24 |
Krock |
80% would be 0.8 |
14:24 |
Krock |
and no, it decreases in volume by distance |
14:29 |
IhrFussel |
So if I barely hear any volume difference I need to lower the gain right? |
14:30 |
Krock |
no, then it's a volume calculation error which was probably fixed in 0.5.0-dev. at least I remember a PR about limiting too loud gains at the origin |
14:31 |
IhrFussel |
Yes but I have the gain @ 8.0 right now which should mean 800% ... yet it is not 8 times as loud as the original sound so there seems to be some limiting...I'll change it to 0.8 and see if volume decreases |
14:57 |
IhrFussel |
"For positional playing of sounds, only single-channel (mono) files are |
14:57 |
IhrFussel |
supported. Otherwise OpenAL will play them non-positionally." "positional" does not refer to "if you set a pos as target" correct? |
14:58 |
IhrFussel |
I mean the decreasing of volume should also work with stereo files |
14:58 |
Krock |
"positional" = at a position. seems clear to me |
14:58 |
IhrFussel |
Positional to me could also mean "plays left or right depending on how you face it" |
14:59 |
Krock |
huh? that's the same |
14:59 |
IhrFussel |
AFAIK no...if I set a mono file and turn around I barely hear the sound anymore |
15:00 |
IhrFussel |
Has nothing to do with hear distance |
15:00 |
IhrFussel |
I don't see why MT would require mono files for simply adjusting volume |
15:02 |
Calinou |
only mono sounds can be positional in Minetest |
15:02 |
Calinou |
oh, you said it above |
15:02 |
IhrFussel |
What o you mean by "positional"? I thought it is when you want 3D sound |
15:03 |
IhrFussel |
Decreasing volume at a certain distance is not about 3D |
15:04 |
Calinou |
that is positional |
15:04 |
IhrFussel |
Maybe MT got coded that way but it's bad then... you don't need mono to set the volume when you simply check "if playerdistance < maxdistance then" |
15:04 |
Calinou |
positional sound is done client-side, not server-side |
15:04 |
Calinou |
and it fades progressively |
15:06 |
IhrFussel |
Mono should only be required for 3D sound because you need to have 1 muted speaker to simulate the perspective of the sound |
15:10 |
Calinou |
it's an engine limitation /shrug |
15:11 |
Calinou |
positional stereo sounds don't sound very useful to me anyway |
15:11 |
benrob0329 |
Calinou: simulate a radio perhaps? |
15:11 |
Calinou |
yeah |
15:11 |
Calinou |
but you can just convert it to mono |
15:12 |
Calinou |
most people won't even notice :P |
15:12 |
Krock |
also saves some media loading time |
15:12 |
Calinou |
that too ^ |
15:12 |
benrob0329 |
you can, but then you loose the effect of having a "real" stereo system in game |
15:12 |
Calinou |
it nearly halves the size of sounds :) |
15:12 |
Calinou |
stereo in games is useful for position's sake |
15:14 |
rdococ |
surround sound ;) |
15:14 |
xerox123 |
wait, the shutdown fix isn't for stable-0.4? aw |
15:14 |
IhrFussel |
The 3D audio system in MT is flawed because if you turn around you barely hear the sound anymore...that's why I decided to make it stereo but I expected that MT can still handle the volume based on sole distance |
15:14 |
IhrFussel |
Instead of perspective + distance (mono) |
15:16 |
IhrFussel |
But it's no big deal...then the players just hear the same volume inside that radius |
15:22 |
Krock |
I'm pretty sure that's an OpenAL limitation, not a Minetest one |
15:31 |
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15:36 |
Fixer |
seems like OpenAL one |
15:46 |
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15:46 |
paramat |
gain is limited yes, to 1.0 i think |
15:49 |
IhrFussel |
And gain is completely useless and can be omitted if you play stereo sounds |
15:49 |
IhrFussel |
Or maybe not |
15:49 |
IhrFussel |
Maybe it still affects the master volume inside the radius but there is no decrease |
15:50 |
IhrFussel |
gain can probably be removed if you use max_hear_distance with a stereo file |
15:51 |
paramat |
"if you turn around you barely hear the sound anymore" positional sound seems to work ok, there would have been bug reports otherwise |
15:51 |
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15:53 |
IhrFussel |
It's difficult to explain...the sound gets louder or quieter based on how you look at it and sometimes at a certain angle it's almost gone even though you are near the source |
15:54 |
xerox123 |
keep getting drain failed when using skinsdb from minetest-mods |
15:55 |
paramat |
openAL doesn't do volume decrease with distance for stereo files because that would be positional, but stereo is somewhat incompatible with positional. however a possible feature would be playing a stereo sound as 2 synced positional mono sounds, but that is so rarely needed openAL left that out |
15:55 |
rubenwardy |
isn't gain only for positional? |
15:55 |
paramat |
not sure |
15:56 |
Krock |
gain is for all sounds, but decreasing over distance ofc requires a position |
15:56 |
BillyS |
Hmm, I am thinking about adding a skyox with more realistic clouds, but I would have to get rid of minetest clouds. Can those be disabled server-side |
15:56 |
BillyS |
? |
15:56 |
Krock |
skybox* |
15:56 |
BillyS |
yes, thx |
15:56 |
Krock |
BillyS, yes. https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4203 |
15:56 |
BillyS |
Ah, yes, Minetest's Holy Book. :P |
15:56 |
BillyS |
thx |
15:57 |
Krock |
!next |
15:57 |
MinetestBot |
Another satisfied customer. Next! |
15:57 |
xerox123 |
why do I keep seeing drainfailed?! |
15:57 |
Krock |
the cloud API below was added somewhen in 0.4.15 or .16 |
15:57 |
paramat |
Ihr it sounds like you may have your speakers/headphones set to mono? |
15:58 |
xerox123 |
https://pastebin.com/0RGnVFqk |
15:58 |
BillyS |
xerox123: I got that too, and used the bash script instead |
15:58 |
BillyS |
It worked |
16:00 |
xerox123 |
but the bash script is so slow |
16:00 |
xerox123 |
at least on a Pi |
16:00 |
paramat |
btw the PR you remember was my commit to stop sound getting excessively loud when you are within 1 node of it, not related :) |
16:02 |
Krock |
yes, meanwhile I also found it |
16:07 |
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16:08 |
IhrFussel |
But wouldn't it be pretty simple to just code it like "volume = maxdist/distnow*10" or some similar formular? |
16:10 |
Krock |
that's already what OpenAL does. at least using a similar method which is either squared or cubed proportional |
16:10 |
IhrFussel |
Then I don't get why OpenAL only supports mono there...setting the volume is the exact same with a stereo file... or am I missing something? |
16:17 |
rubenwardy |
it shouldn't support mono |
16:17 |
rubenwardy |
err |
16:17 |
rubenwardy |
"stereo |
16:18 |
rubenwardy |
it's wasteful |
16:18 |
rubenwardy |
it should throw a warning though |
16:18 |
IhrFussel |
You seem to focus too much on the idea of positional being 3D |
16:18 |
IhrFussel |
That is not what I mean though...I want a sound that doesn't care about angle/perspective it simply checks how far the player is away from x,y,z and calculates the volume from that |
16:19 |
Krock |
you cannot simply hear a stereo sound played from - so to say - a single speaker (one position) |
16:19 |
Krock |
well you can, but the audio channels will overlap and combine |
16:20 |
Krock |
which is again what you get with mono |
16:21 |
IhrFussel |
I don't get why it's so hard to adjust the volume on the fy based on a position distance calculation... for example if player is 5 nodes away volume is 90%, 10+ 50% etc |
16:21 |
IhrFussel |
fly* |
16:21 |
Krock |
what you're requesting is stereo volume depending on distance. seems weird |
16:21 |
IhrFussel |
It makes sense if you don't need the fading of the sound for 3D |
16:22 |
rubenwardy |
it's weird |
16:23 |
IhrFussel |
But that is how reality works! If I stand in front of a speaker I hear 100% volume, if I walk away a few meters I only hear it at 80% or so |
16:23 |
rubenwardy |
but you also hear it coming from a direction |
16:24 |
IhrFussel |
OpenAL should still at least provide the option to ingore the "ear sim" |
16:25 |
IhrFussel |
ignore* |
16:34 |
* rdococ |
simulates a third ear to hear surround sound better |
16:39 |
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17:00 |
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17:14 |
garywhite |
looks like 0.4.17.1 is much more stable than the original 0.4.17 release |
17:16 |
nerzhul |
garywhite, i hope yes as it's the goal haha |
17:16 |
nerzhul |
android APK is rebuild with the proper MTG and i will test both single & multi :) |
17:16 |
nerzhul |
i found why we got this error, assets are not removed when cleaning our assets in the build process... |
17:19 |
Krock |
garywhite, because we removed one line and added two new ones |
17:19 |
Krock |
that's stability |
17:23 |
garywhite |
nerzhul: If you shoot me the APK I can test it too |
17:24 |
nerzhul |
HEAD SHOT |
17:25 |
nerzhul |
i will lunch while it's building... it takes mor etime to download irrlicht than build the whole code lol |
17:25 |
Krock |
nerzhul, git blame is what numberZero used |
17:25 |
Krock |
faster than bisect when you see which like is actually the bad one |
17:26 |
nerzhul |
Krock i know but i thought it can be a very good joke to use bisect to find a 2012 commit heh |
17:26 |
Krock |
oh. the joke notation is clearly missing in that comment then |
17:26 |
nerzhul |
:D |
17:27 |
Krock |
moreover, I wonder why this line was commented out. Maybe for testing? Absolutely no idea |
17:27 |
nerzhul |
so 2012 idea |
17:40 |
xerox123 |
finally... someone locked the KGM/LMD threads on the forums |
17:42 |
Krock |
snow from yesterday |
17:42 |
IhrFussel |
Look how many mobs spawn on my map even AFTER I restricted each mob type to only spawn once every 60 secs https://pastebin.com/FvzJzVBf |
17:46 |
sofar |
spawning is a very difficult problem to solve :) |
17:47 |
Krock |
seems to work? |
17:48 |
IhrFussel |
The mobs spawning is the only thing in the mod profiler report that lags the server |
17:48 |
IhrFussel |
Depending on the mob it takes 50 - 800ms for the ABM to execute |
17:51 |
sofar |
well, the act of spawning is easy |
17:51 |
sofar |
making a balanced spawner that doesn't flood the map with entities and makes for a fun game is hard |
17:52 |
sofar |
especially if you avoid performance problems like ABMs |
17:54 |
IhrFussel |
There is not much in the ABM...just a few checks (protection? height OK? light OK? found air?) and then minetest.add_entity() |
17:55 |
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17:55 |
sofar |
every ABM is expensive |
17:55 |
IhrFussel |
Maybe it's minetest.add_entity() that actually takes so long...cause of model size probably? |
17:55 |
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17:56 |
sofar |
making entities is cheap, they do consume some server memory but it's not terrible at all |
17:56 |
* tumeninodes |
wants Genshin's player model |
17:56 |
sofar |
ABM's are far more impactful to performance |
18:00 |
xerox123 |
!tell VanessaE there's still set_int errors, like the one in my issue: https://pastebin.com/CT5ER7Ax |
18:00 |
MinetestBot |
xerox123: I'll pass that on when VanessaE is around |
18:01 |
IhrFussel |
I will time the actual add_entity() duration now |
18:01 |
sofar |
you don't understand |
18:02 |
sofar |
the impact of ABM's is not something you can time from lua |
18:02 |
sofar |
the impact is entirely in C++ |
18:02 |
sofar |
so you can't compare 'the lua time for an ABM' with 'the lua time for add_entity' and assume it's a fair comparison |
18:02 |
sofar |
95% of cpu time in the server is due to abm's |
18:03 |
sofar |
more on servers with lots of mods |
18:03 |
IhrFussel |
sofar, but it must be something in the mobs ABMs that makes them take so extremely long to executes |
18:03 |
sofar |
possible, but it's likely irrelevant |
18:03 |
IhrFussel |
Compared to other ABMs mobs is extreme |
18:03 |
sofar |
since much more time is spent in C++ processing the ABM's than in lua |
18:04 |
sofar |
the only solution is to stop using ABMs, really |
18:04 |
IhrFussel |
Looks like you're right...minetest.add_entity() takes LESS than 1 millisecond |
18:05 |
nerzhul |
mobs ABM are very slow yes, the code is not very optimized |
18:06 |
IhrFussel |
Then it must be all those checks before the spawning |
18:06 |
IhrFussel |
Height, light, daytime, existing mobs in area etc |
18:06 |
sofar |
nerzhul: we could prune lots of ABM work if we had a 'dirty' block indicator in a mapblock |
18:06 |
VanessaE |
xerox123: fixed. |
18:06 |
MinetestBot |
VanessaE: Jun-11 18:00 UTC <xerox123> there's still set_int errors, like the one in my issue: https://pastebin.com/CT5ER7Ax |
18:06 |
VanessaE |
^ |
18:07 |
xerox123 |
yay |
18:07 |
nerzhul |
sofar, where is the patch then ? |
18:07 |
sofar |
on my list of 20 other things to fix in engine |
18:07 |
sofar |
right underneath real life |
18:07 |
sofar |
and kids |
18:07 |
sofar |
and work :/ |
18:08 |
Krock |
so real life, kids and work are all something different? |
18:08 |
IhrFussel |
^ can those checks cause 100+ms lag when checked inside ABMs? |
18:08 |
sofar |
Krock: absolutely |
18:09 |
Krock |
imaginary kids :^( |
18:09 |
Krock |
IhrFussel, yes, because it's 1) an ABM and 2) an ABM which might be triggered for like each node in the mapblock |
18:09 |
sofar |
as long as they treat me as an imaginary parent, yes |
18:09 |
sofar |
lol |
18:10 |
IhrFussel |
Krock, but the ABM only executes everything inside action() when the chance (which is pretty high, most mobs 10,000 or more) matches the random number the engine generates? |
18:13 |
IhrFussel |
Here, it's crazy how fast MT spawns an entity https://pastebin.com/z2igwGBT |
18:13 |
sofar |
spawning on the server side is nothing more than allocating some memory |
18:13 |
sofar |
and adding it to a list |
18:14 |
Krock |
IhrFussel, it's not about the "action" function. The issue is that the ABM must be triggered - and for that, the chance is evaluated for each node which is in the "nodenames" table |
18:15 |
Krock |
it will also need to check the surrounding nodes whether they match the neighbour nodes, given by the definition |
18:15 |
Krock |
the code executed in Lua is quite fast, but the mechanism behind is slow. |
18:16 |
Krock |
I hope that explained it well enough :/ |
18:16 |
IhrFussel |
So the only way to reduce ABM time is to define less nodes as suitable |
18:18 |
sofar |
or not use them at all if a different mechanism is possible |
18:19 |
sofar |
hence the transition to node timers in mtg |
18:20 |
IhrFussel |
But that wouldn't work for mobs right? Would maybe a globalstep be more lightweight? For example check every 15 seconds around each player (radius 10 or 20) and count suitable nodes then spawn |
18:39 |
Fixer |
if you gonna optifimize abm, don't do it in gameplay-shit-way |
18:40 |
Fixer |
sofar: use kids as a programming-slaves to do minetest development |
18:41 |
Fixer |
eh |
18:41 |
Fixer |
we will need to wait like 10 years just to rise programming slaves, i mean developers |
18:46 |
nerzhul |
garywhite: https://github.com/minetest/minetest/releases/tag/0.4.17.1 here is the new working APK |
18:46 |
nerzhul |
it seems you must destroy minetest folder on your sdcard if you want to make it working properly |
18:47 |
nerzhul |
else the firefly mod remains here |
19:28 |
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19:30 |
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19:32 |
Fixer |
sofar alt found https://github.com/minetest/minetest_game/issues/2143 |
19:36 |
Fixer |
ah, crash on shutdown of 0.5.0git |
19:37 |
sofar |
ha |
19:42 |
tumeninodes |
meh, maybe I'll change my name to tumenibiomes |
19:43 |
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19:44 |
tumeninodes |
if things keep going in this direction, one might be able to build one house per biome. Of course this is the opinion of a user who's main focus is on building :P |
19:45 |
tumeninodes |
this is one of the reasons I would love to see the ability to do biomes on a per-world-folder basis, and to be able to teleport between them |
19:48 |
tumeninodes |
would add more interesting gameplay. the player would need to finish certain tasks in the first world, to be able to get into the next world to obtain resources they need to complete more tasks in the first world, and so on, etc. |
19:49 |
tumeninodes |
and each new world/environment has specific tasks related to progression in itself, while also tasks set so they can move into another new world/environment |
19:50 |
tumeninodes |
but I digress... |
19:50 |
tumeninodes |
woops, nvm... it was just gas |
19:50 |
longerstaff13 |
o.O |
19:50 |
longerstaff13 |
what a time for me to walk in lol |
19:51 |
tumeninodes |
most walk out when I start to ramble... X) |
19:51 |
longerstaff13 |
sounds like me |
19:51 |
tumeninodes |
ha |
19:51 |
longerstaff13 |
sorry, hexchat crashed again |
19:52 |
tumeninodes |
hexchat has never crashed on me... (knocks on laminated, looking wood) |
19:53 |
longerstaff13 |
this is probably the 5th time hexchat has crashed on me since I installed this Ubuntu install |
19:53 |
tumeninodes |
should switch to mint haha more stable than Ubuntu |
19:54 |
tumeninodes |
well, you could be on a cutting edge build to though ? |
19:54 |
longerstaff13 |
Client: HexChat 2.14.1 • OS: Ubuntu "bionic" 18.04 • CPU: Intel(R) Core(TM) i3 CPU M 330 @ 2.13GHz (931MHz) • Memory: Physical: 3.6 GiB Total (2.2 GiB Free) Swap: 2.0 GiB Total (2.0 GiB Free) • Storage: 35.9 GB / 486.3 GB (450.4 GB Free) • VGA: Advanced Micro Devices, Inc. [AMD/ATI] Radeon HD 5670 @ Intel Corporation Core Processor QuickPath Architecture System Address De |
19:54 |
longerstaff13 |
coder • Uptime: 4h 42m 8s |
19:54 |
tumeninodes |
"Ubuntu"... "cutting edge"... (laughs) |
19:55 |
tumeninodes |
ram could use some giddyup |
19:55 |
longerstaff13 |
yeah if I ever get any money I'll buy 2x 4GB DDR3 RAM cards |
19:56 |
tumeninodes |
: ) |
19:56 |
longerstaff13 |
sick to death of running into swap on this thing :P |
19:56 |
tumeninodes |
not sure if the machine will know what to do with all that? |
19:56 |
longerstaff13 |
this laptop model can have up to 8GB in it |
19:57 |
* longerstaff13 |
realises this is offtopic talk and points at #minetest-chat |
19:57 |
tumeninodes |
"it can have upt to" never means it will always utilize it |
19:57 |
tumeninodes |
don;t worry, I use a clicker to keep track of the lines :D |
19:57 |
longerstaff13 |
what's th elimit? |
19:58 |
longerstaff13 |
the limit* |
19:58 |
tumeninodes |
up to just about 50 haha |
19:58 |
tumeninodes |
we're safe... for now |
19:58 |
longerstaff13 |
lol |
19:59 |
tumeninodes |
I have to afk for a moment anyway... feel free to talk amongst yourselves |
19:59 |
longerstaff13 |
ok |
19:59 |
* longerstaff13 |
watches a tumbleweed tumble by :P |
19:59 |
tumeninodes |
I have to go digress :P |
19:59 |
longerstaff13 |
ok |
20:01 |
longerstaff13 |
it crashed again |
20:02 |
longerstaff13 |
I wasn't even doing anything, just watching it and it closed itself |
20:03 |
Krock |
gdb minetest |
20:04 |
Krock |
r |
20:04 |
Krock |
bt |
20:05 |
* longerstaff13 |
is installing QuasselIRC |
20:07 |
Fixer |
Krock: added debug.txt errors |
20:08 |
Fixer |
Krock: delete that message |
20:16 |
longerstaff13 |
hello from Konversation (the client that works :P) |
20:40 |
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20:43 |
rubenwardy |
longerstaff13: yay |
20:43 |
rubenwardy |
get quassel-client and install quassel-core on a server |
20:43 |
rubenwardy |
1337 syncing |
20:57 |
Fuchs |
replace quassel-core with znc and get whatever client you like best |
21:02 |
sfan5 |
heh |
21:03 |
sfan5 |
i've already tried to convince people of that |
21:06 |
rubenwardy |
Fuchs: znc sucks |
21:06 |
rubenwardy |
doesn't sync well |
21:13 |
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21:15 |
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21:19 |
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21:30 |
tumeninodes |
yeh, /giveme base:smoke_stone_stair/s <any #> is not working either... sigh, why do I keep forgetting the simplest things |
21:32 |
Shara |
tumeninodes: wrong channel? :P |
21:33 |
Shara |
But I guess because stone stairs aren't registered. Brick ones are |
21:33 |
Shara |
base:smoke_stone_brick_stairs :P |
21:34 |
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21:34 |
tumeninodes |
haha, woops :P I'm having an awesome day |
21:51 |
rubenwardy |
:O |
21:52 |
rubenwardy |
violating the NDA you signed with Shara Ltd(R)[tm] could lead to legal action |
21:54 |
tumeninodes |
0-0 oh nooooooo |
21:57 |
tumeninodes |
wait..., are cuffs involved?? :D |
21:58 |
Shara |
There could be. |
21:58 |
tumeninodes |
woohoo |
21:59 |
tumeninodes |
er, I mean... Oh no... not that |
21:59 |
* Shara |
takes some notes |
22:00 |
* tumeninodes |
reads some weinstein headlines and stop... |
22:00 |
tumeninodes |
*s |
22:01 |
tumeninodes |
<----- I'm heading over there to register some more stair nodes |
22:13 |
rubenwardy |
https://i.rubenwardy.com/MT0wl.png |
22:17 |
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22:19 |
tumeninodes |
"you should add at least one screenshot but, this isn't required" ??!! |
22:20 |
tumeninodes |
should be mandatory |
22:20 |
rubenwardy |
not all mods can have screenshots |
22:20 |
tumeninodes |
of course they can |
22:20 |
rubenwardy |
it is mandatory for ones that can |
22:21 |
tumeninodes |
if air sword can have screenshots... then they all can ; ) |
22:22 |
tumeninodes |
name a mod that can't have a screenshot, and I will create one for it |
22:23 |
tumeninodes |
remember, a screenshot can be of text, such as a kick/ban mod..., the text of it in action can be used |
22:27 |
Shara |
tumeninodes: awesome, from now on, you get to do all my mod screenshots :D |
22:29 |
rubenwardy |
omg, look at that URL |
22:29 |
rubenwardy |
MT Owl |
22:33 |
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22:39 |
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22:45 |
tumeninodes |
Shara, ok |
22:46 |
rubenwardy |
and deployed! |
22:46 |
rubenwardy |
this code will be reused in the future when I get around to adding reviewing |
22:46 |
tumeninodes |
what url? what owl?? where are my glasses??? |
22:47 |
tumeninodes |
wait, ... nvm... again |
22:48 |
Shara |
The MT owl, obviously. |
22:48 |
tumeninodes |
I wonder if anyone else tried clicking on the tabs? :P |
22:49 |
* tumeninodes |
is so easily fooled |
22:49 |
tumeninodes |
my mind does not register ".png" in url links |
23:00 |
longerstaff13 |
happy birthday to me |
23:01 |
rubenwardy |
lol |
23:01 |
davisonio |
Happy birthday @longerstaff13 |
23:01 |
rubenwardy |
happy birthday |
23:01 |
tumeninodes |
cool, that saved us the trouble |
23:01 |
longerstaff13 |
thanks :) |
23:02 |
srifqi |
woah, somebody just add one to his age |
23:02 |
* longerstaff13 |
is now 16 years old o/ |
23:02 |
tumeninodes |
:D happy day of your birth |
23:02 |
longerstaff13 |
:D |
23:02 |
tumeninodes |
I was 16 once.... |
23:02 |
tumeninodes |
once |
23:02 |
longerstaff13 |
lol |
23:03 |
tumeninodes |
I am now more than triple that |
23:24 |
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