Time |
Nick |
Message |
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07:57 |
tenplus1 |
hi folks |
07:57 |
tenplus1 |
Q. is max_drop_level taken into account when digging anything ??? |
08:02 |
tenplus1 |
going by mt code it's never used, unless I'm missing something |
08:19 |
shivajiva |
morning tenplus |
08:19 |
tenplus1 |
hi shiva :) how's you ? |
08:20 |
shivajiva |
good thanks n u? |
08:20 |
tenplus1 |
not bad :) working on mob damage |
08:45 |
ANAND |
Looks like items aren't dropped before their on_drop callbacks are invoked |
08:46 |
tenplus1 |
hi ANAND |
08:46 |
ANAND |
Hi :) |
08:46 |
tenplus1 |
was hoping the max_drop_level was some sort of tool enchant to drop more of the item, but not in use |
08:58 |
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09:20 |
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09:37 |
tenplus1 |
Mobs Redo API updated, knockback and fire damage groups checked, dropped items cooked if fire group found |
09:46 |
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09:46 |
tenplus1 |
hi fixer |
10:12 |
tenplus1 |
laters all |
10:17 |
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14:01 |
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14:01 |
tenplus1 |
hi folks :) |
14:17 |
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14:17 |
tenplus1 |
o/ paramat |
14:18 |
xerox123 |
hello :D |
14:18 |
tenplus1 |
hi xerox |
14:23 |
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14:23 |
tenplus1 |
o/ Gael-de-Sailly |
14:23 |
Gael-de-Sailly |
Hi tenplis1 |
14:24 |
Gael-de-Sailly |
*tenplus1 |
14:47 |
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14:47 |
tenplus1 |
hi Jordach |
14:56 |
tenplus1 |
spkit ? |
14:56 |
tenplus1 |
*split ? |
15:02 |
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15:02 |
tenplus1 |
wb |
15:02 |
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15:02 |
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15:05 |
ANAND |
I'm using minetest.item_drop within an on_drop callback. But it looks like the stack is intact, even after dropping o_O |
15:06 |
tenplus1 |
so not working like you hoped ? |
15:06 |
ANAND |
yes |
15:08 |
ANAND |
What's strange is that item_drop already does the following: itemstack:take_item(itemstack:get_count()) |
15:08 |
tenplus1 |
unless on_drop is used in which case you gotta do that yourself (i think) |
15:09 |
tenplus1 |
https://dev.minetest.net/minetest.register_node#on_drop |
15:09 |
ANAND |
I am using on_drop, but within on_drop, I call minetest.item_drop too |
15:09 |
tenplus1 |
prolly confusing it :D |
15:10 |
tenplus1 |
what you trying to do anyhow ? |
15:16 |
rubenwardy |
It would be better to take the medpack away |
15:16 |
rubenwardy |
Then maybe give it back later |
15:16 |
tenplus1 |
? |
15:16 |
rubenwardy |
Less likely to have an exploit |
15:24 |
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15:25 |
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15:48 |
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15:49 |
tenplus1 |
hi fussel |
15:49 |
IhrFussel |
MT probably just segfaulted 15 times in a row |
15:49 |
IhrFussel |
[172473.951593] show_signal_msg: 15 callbacks suppressed |
15:49 |
IhrFussel |
[172473.951603] Server[13827]: segfault at 150 ip 000000000074d012 sp 00007f8cf5fe4050 error 4 in minetestserver[400000+491000] |
15:49 |
tenplus1 |
ouch, what were ya doing ? |
15:49 |
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15:50 |
IhrFussel |
Absolutely nothing really...I already have those random segfaults sometimes but I never had that "callbacks suppressed" info in dmesg |
15:51 |
tenplus1 |
is this in 0.4.17 ? |
15:51 |
IhrFussel |
0.4.17.1 |
15:52 |
tenplus1 |
damn, we were gonna update to that for server |
15:52 |
tenplus1 |
still having issues then |
15:52 |
IhrFussel |
It was actually 16 segfaults cause 15 got suppressed |
15:53 |
IhrFussel |
It could be about caverealms_lite which I added yesterday |
15:53 |
tenplus1 |
we use that mod on server, never had issues ?!?!?! |
15:54 |
IhrFussel |
I will have to see if it happens again...if it does then the mod is highly suspect cause I didn't have multiple segfaults in 2.5 years before |
15:55 |
IhrFussel |
If it was a OOM-killer thing then it would display that in dmesg correct? |
15:55 |
tenplus1 |
yeh |
15:55 |
timdorohin |
Hi |
15:55 |
IhrFussel |
dmesg is almost empty |
15:56 |
tenplus1 |
hi |
15:56 |
IhrFussel |
5.039991] ip_tables: (C) 2000-2006 Netfilter Core Team |
15:56 |
IhrFussel |
[172473.951593] show_signal_msg: 15 callbacks suppressed |
15:56 |
timdorohin |
does caverealms use voxelmanipulator? |
15:56 |
IhrFussel |
Yes it does |
15:56 |
timdorohin |
does you use luajit? |
15:57 |
IhrFussel |
And I may have the server unload unused data timeout too high |
15:57 |
timdorohin |
Saw this issue on old luajit |
15:57 |
timdorohin |
s/on/with/ |
15:57 |
IhrFussel |
I use luaJIT...so you think OOM can also happen as segfaults? |
15:58 |
tenplus1 |
and only that one mod added recently ??? |
15:59 |
timdorohin |
saw this thing few times with old luajit, this can be distro-specific issue |
15:59 |
timdorohin |
maybe broken shared lib |
16:00 |
IhrFussel |
It's the only mod that is complex enough to cause this I think...I added seafood and sandwiches before |
16:00 |
timdorohin |
what HW are you using? & what OS? |
16:01 |
IhrFussel |
model name: Intel(R) Xeon(R) CPU E5-2680 v4 @ 2.40GHz, 12 GB DDR4 RAM, Ubuntu 16.04.5 |
16:02 |
timdorohin |
WOW |
16:03 |
IhrFussel |
It's a dedicated VPS not home PC |
16:03 |
timdorohin |
>ubuntu 16.04.5 |
16:03 |
timdorohin |
2.0.4+dfsg-1 |
16:03 |
timdorohin |
^ luajit version |
16:04 |
IhrFussel |
How do I check my exact version? |
16:04 |
timdorohin |
run luajit from console |
16:04 |
tenplus1 |
doesntwork tim |
16:05 |
timdorohin |
??? |
16:05 |
tenplus1 |
mt uses the library, not the command |
16:05 |
tenplus1 |
has to be instaslled seperately |
16:05 |
timdorohin |
ah, im running arch on my server? sorry |
16:06 |
timdorohin |
dpkg -S libluajit |
16:07 |
tenplus1 |
using 5.1 |
16:07 |
IhrFussel |
libluajit-5.1-dev |
16:07 |
tenplus1 |
laters all o/ |
16:07 |
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16:10 |
timdorohin |
this meant that you use minetest from minetest ppa |
16:12 |
IhrFussel |
Nope, compiled |
16:13 |
timdorohin |
O_o |
16:13 |
IhrFussel |
I use this to compile https://forum.minetest.net/viewtopic.php?f=3&t=3837 |
16:14 |
timdorohin |
okay |
16:15 |
timdorohin |
since this one-liner seems not installs and builds new luajit we can guess that luajit installed from ubuntu repository |
16:19 |
timdorohin |
...and it is old http://luajit.org/changes.html |
16:20 |
timdorohin |
fun thing: your cpu is newer than your luajit |
16:33 |
IhrFussel |
MT uses lots of deprecated libs/versions |
16:34 |
IhrFussel |
I didn't update my luaJIT version though, so the segfaults seem to be unrelated to it |
16:37 |
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16:41 |
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16:43 |
rubenwardy |
MT doesn't use any deprecated libs/versions |
16:43 |
rubenwardy |
except for plain Lua due to the requirement of 5.1 |
16:44 |
Krock |
which is not necessary deprecated because it's the newest what LuaJIT supports |
16:44 |
rubenwardy |
you're mixing up standards and implementations there |
16:45 |
rubenwardy |
I'm talking about the implementation being 5.1 - ie plain puc lua 5.1 |
16:45 |
rubenwardy |
well |
16:45 |
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16:45 |
rubenwardy |
except for plain [puc] Lua [implementation being at 5.1.x] due to the requirement of [Lua standard] 5.1 |
16:46 |
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16:46 |
rubenwardy |
deprecated literally just meants non-advised |
16:46 |
rubenwardy |
I guess this is pedantic \o/ |
16:46 |
Krock |
for me it feels like a warning that stuff breaks when you don't expect it |
16:46 |
IhrFussel |
I mean MT code itself is not the newest |
16:47 |
Krock |
please elaborate |
16:47 |
Krock |
Not the newest of what? |
16:47 |
IhrFussel |
MT doesn't use C++14 or higher if it exists for example |
16:47 |
rubenwardy |
that would be stupid |
16:48 |
rubenwardy |
C++14 isn't a version of a compiler or something |
16:48 |
rubenwardy |
it's the version of a standard |
16:48 |
rubenwardy |
so a compiler could support up to C++17 |
16:48 |
rubenwardy |
but it would compile Minetest with features up to C++11, as we say we only know about up to C++11 |
16:49 |
rubenwardy |
there's very little point in optionally using a higher standard |
16:49 |
IhrFussel |
But usually higher versions of a programming language also contain new features that improve performance |
16:49 |
rubenwardy |
no |
16:49 |
IhrFussel |
Or is that not the case with c++? |
16:49 |
rubenwardy |
mixing up the standard and toolsets again |
16:49 |
rubenwardy |
you can use C++98 and still benefit from performance improvements |
16:49 |
rubenwardy |
as your compiler could be from 2018 |
16:50 |
rubenwardy |
there are improvements to the standard which allow the compiler to know more about what you're doing, so optimise more |
16:50 |
IhrFussel |
Then c++ has no versions |
16:50 |
rubenwardy |
but it's not a cause of upping the version |
16:50 |
rubenwardy |
it does |
16:50 |
rubenwardy |
there's the standard version, where the language changes |
16:51 |
rubenwardy |
and then theres the version of tools like GCC and CLANG |
16:51 |
rubenwardy |
so you can have the same standard version, but an improved compiler |
16:51 |
rubenwardy |
thus better optimisations |
16:52 |
IhrFussel |
Then that's special about compiled languages... PHP doesn't have such a thing AFAIK cause it's just interpretet and each new version has optimizations and added functionality |
16:52 |
rubenwardy |
C/C++ compilers are overly clever, although not quite haskell level |
16:52 |
rubenwardy |
Python does |
16:52 |
rubenwardy |
CPython |
16:52 |
rubenwardy |
PyPy |
16:53 |
rubenwardy |
it's nothing special about the compiled language, just the standard/toolset separation |
16:53 |
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16:53 |
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16:53 |
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16:55 |
IhrFussel |
So is there a MIN version MT requires for luajit? I mean what if I'm on a distro that only has luajit 1.5 or something like that |
16:56 |
sofar |
I think it needs to be 2.1, but, not sure :) |
16:57 |
Krock |
easy to compile it on your machine, but 1.5 might work when it supports all API features |
16:57 |
Krock |
whereas "all" = the stuff defined in the Lua 5.1 reference manual |
16:58 |
IhrFussel |
I think you guys recently bumped the luajit version to 2.1 but is that really the MIN version or just recommended? |
16:59 |
Krock |
if it was bumped, then it was most likely the "MIN version" |
17:01 |
IhrFussel |
Ubuntu 16.04 uses 2.0.4 so the only 2 options are use PPA (if one exists for libluajit) or compile yourself if you want 5.0.0 |
17:08 |
Mr_Pardison |
what causes dtime_jitter to spike to upwards of 500%? |
17:09 |
nerzhul |
luajit powa haha |
17:09 |
IhrFussel |
I think it's just client side so rendering issues? |
17:10 |
sofar |
Mr_Pardison: dtime can be anything, even issue outside MT |
17:10 |
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17:12 |
Mr_Pardison |
sofar: the only problem the person is having is for damage and opening things like their inventory or bags. |
17:13 |
Mr_Pardison |
so, a delay in actions with a dtime_jitter spiking upwards of 500%. |
17:14 |
Mr_Pardison |
I'm in the same area as them rn to see what it is like and it easily goes upward of 250% on a regular basis. |
17:17 |
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17:20 |
IhrFussel |
Mr_Pardison, I teleported to the server mall on my server with LOTS of smartshop nodes in the area and it spiked to 600% |
17:20 |
Mr_Pardison |
not any smartshops here. |
17:20 |
Mr_Pardison |
there are a couple of digtrons that have been digging a vertical shaft but those are not moving rn. |
17:20 |
IhrFussel |
No but the more complex the rendering is the higher the jitter |
17:21 |
IhrFussel |
Just had a 1500% spike...but it goes down to ~ 50% after again |
17:35 |
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17:52 |
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17:55 |
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17:56 |
Andrey01 |
hi. devs, how many features do you want to release still for 5.0.0? |
18:01 |
rubenwardy |
lol |
18:09 |
longerstaff13 |
doesn't that also go for kiwi? |
18:11 |
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18:12 |
IhrFussel |
Tersting dfcaverns on my server...max_lag went instantly to 3 seconds... |
18:12 |
IhrFussel |
Testing* |
18:18 |
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18:24 |
timdorohin |
Mr_Pardison: get used to the power of IRC logs) |
18:24 |
Mr_Pardison |
timdorohin: I know of them and have used them before to look at things that I missed. |
18:27 |
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18:29 |
Andrey01 |
Is "ItemStack" userdata? for example, rubenwardy`s manual nothing says about it when making an example with inv:get_list(): https://rubenwardy.com/minetest_modding_book/en/inventories/inventories.html |
18:29 |
rubenwardy |
it doesn't matter |
18:29 |
Andrey01 |
but what is "ItemStack"? |
18:29 |
rubenwardy |
it doesn't effect the API |
18:30 |
rubenwardy |
ItemStack is a function which returns an ItemStack type, which happens to be userdata |
18:30 |
rubenwardy |
neither the book nor the api mention user data because the API tries to be opaque as to it's design |
18:32 |
Andrey01 |
and what would to get item string, do i need stack:get_name()? |
18:33 |
Andrey01 |
yes? |
18:33 |
rubenwardy |
that's the node name |
18:33 |
rubenwardy |
get_string or to_string |
18:34 |
rubenwardy |
*item name |
18:34 |
rubenwardy |
the item name of the stack is something like default:dirt |
18:34 |
rubenwardy |
it doesn't have any counts or meta |
18:34 |
rubenwardy |
the item string is a string which represents the stack fully |
18:34 |
rubenwardy |
so it includes the name, the count, and the metadata |
18:34 |
rubenwardy |
the metadata will be an unreadable string |
18:35 |
Andrey01 |
ok |
19:02 |
Andrey01 |
why does it return nil: inv_item:get_name() if "inv_item" is userdata and it contains get_name() function? |
19:06 |
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19:15 |
IhrFussel |
Andrey01, show us the line where you define inv_item |
19:17 |
Andrey01 |
now it works for me already |
19:26 |
rdococ |
can minetest.serialize serialize recursive tables? |
19:27 |
Andrey01 |
how to export a blender model into .b3d format? |
19:32 |
Andrey01 |
i don`t see b3d format exporting suggestion when i open "Export" label |
19:35 |
Andrey01 |
does anybody know what is ".b3d" format? I even can not find in Internet it |
19:41 |
rubenwardy |
yes, rdococ |
19:45 |
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19:55 |
Andrey01 |
here this is file: http://www.imageup.ru/img133/3162966/screenshot_20180905_224531.png |
19:55 |
Andrey01 |
what is this file? |
19:59 |
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20:02 |
Andrey01 |
so what`s a .b3d file? It`s also used in Mob Redo mod |
20:03 |
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20:06 |
A-Hamilton |
Andrey01: there is this thing called a search engine. |
20:09 |
Andrey01 |
does it export automatically or what? |
20:19 |
Andrey01 |
is it possible and needed to export .blend format to .b3d one? |
20:25 |
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20:26 |
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20:26 |
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20:32 |
timdorohin |
anybody has mod that show server statistic via http? |
20:34 |
Andrey01 |
do i need to export to .b3d?? |
20:35 |
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20:44 |
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21:06 |
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21:13 |
rubenwardy |
!mod prometheus |
21:13 |
MinetestBot |
rubenwardy: Prometheus [prometheus] - Metric uploader by rubenwardy - https://forum.minetest.net/viewtopic.php?t=18767 |
21:13 |
rubenwardy |
timdorohin ^ |
21:13 |
rubenwardy |
Someone else made a better mod, but they haven't released it |
21:14 |
rubenwardy |
Mine works well enough |
21:14 |
rubenwardy |
It's just not as clean as it could be |
21:19 |
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21:33 |
A-Hamilton |
so, I just tried to rotate a default wooden chest with a screwdriver and it wouldn't let me. It does have stuff in it and when I tried on another chest that is empty it allowed me to move it. This suppsed to be something or is it a bug? |
22:20 |
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22:59 |
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23:51 |
paramat |
A-Hamilton it looks intentional and due to not being able to 'dig' the node |
23:51 |
A-Hamilton |
paramat: I was just trying to rotate it so it would face the same direction as other ones next to it. |
23:52 |
paramat |
it seems to depend on the 'can dig' property, which is false if chest has items |
23:52 |
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23:53 |
A-Hamilton |
interesting. |
23:54 |
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23:55 |
rdococ |
hmm |
23:55 |
rdococ |
I saw an idea originally meant for Minecraft which would have villagers and villages with different economic systems |