Time |
Nick |
Message |
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11:43 |
clavi |
Hey, is there any kind of automated benchmark for Minetest to test server performance? |
11:45 |
IhrFussel |
clavi, no benchmark but builtin mod profiler (add to minetest.conf profiler.load = true) |
11:46 |
IhrFussel |
Then after restart you can send /profiler save which will generate a .txt file in your world folder |
11:47 |
IhrFussel |
There you can see min/avg/max execution time for (almost) every callback of a mod |
11:47 |
rubenwardy |
The creation of a benchmark would be very wcome |
11:48 |
rubenwardy |
Maybe something that could be nicked from freeminer |
11:53 |
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11:57 |
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tenplus1 joined #minetest-hub |
11:57 |
tenplus1 |
hi folks |
11:57 |
tenplus1 |
Xanadu has been updated with a 500gb SSD, Xubuntu 18.04 and Minetest 0.4.17-1 and so far it's all running smoooooooth |
12:08 |
ChimneySwift |
oooh nice |
12:09 |
tenplus1 |
hi chimney |
12:14 |
longerstaff13-m |
Heooer |
12:14 |
longerstaff13-m |
Helleor* |
12:15 |
longerstaff13-m |
That failed miserably :P |
12:15 |
tenplus1 |
hi longer :P |
12:15 |
longerstaff13-m |
Hi 10 plus 1 |
12:32 |
CBugDCoder |
hi ten |
12:33 |
tenplus1 |
hi CBugDCoder :P |
12:34 |
CBugDCoder |
ten I am working on finishing my mob_ai mod and am trying to decide how to do spawning. should I use ABM's or an on_globalstep function? |
12:35 |
tenplus1 |
I've tested both with mobs redo api and found abm faster |
12:36 |
tenplus1 |
if you check latest redo you'll see api_testspawn.lua file to see how it works with globalstepo :) |
12:40 |
tenplus1 |
minetest needs a local pos, levels = minetest.find_light_levels_in_area(pos1, pos2, min, max) that returns a table |
12:40 |
CBugDCoder |
ok thx |
13:29 |
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CWz joined #minetest-hub |
13:29 |
tenplus1 |
hi CWz |
13:41 |
CWz |
yoy |
13:51 |
rdococ |
yay |
13:54 |
tenplus1 |
hi rdococ |
15:07 |
tenplus1 |
hi mister :P |
15:09 |
A-Hamilton |
hi |
15:14 |
rdococ |
tenplus2 + tenplus3 = twentyplus5 |
15:14 |
tenplus1 |
use ALL the numbers :))) |
15:15 |
A-Hamilton |
7 |
15:15 |
rdococ |
(tenplus2 + tenplus4) / 2 = tenplus3 and half-life 3 confirmed |
15:16 |
tenplus1 |
w00t |
15:18 |
* rubenwardy |
is getting sick of Atom |
15:18 |
tenplus1 |
that's cause atom sucks... |
15:18 |
* tenplus1 |
uses Mousepad :PPPP |
15:18 |
rubenwardy |
:'( |
15:18 |
tenplus1 |
o/ |
15:19 |
rubenwardy |
lol |
15:19 |
rubenwardy |
nooooo |
15:19 |
rubenwardy |
I would try code, but my Node version is too knew |
15:19 |
rubenwardy |
*new |
15:19 |
tenplus1 |
try mousepad, worth a shot |
15:19 |
rubenwardy |
haven't found a PKGBUILD that uses n yet |
15:19 |
rubenwardy |
no |
15:19 |
tenplus1 |
lol |
15:20 |
tenplus1 |
brb |
15:20 |
tenplus1 |
btw, we need a minetest.get_node_light_in_area(pos1,pos2,min_light,max_light) feature |
15:23 |
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BillyS joined #minetest-hub |
15:29 |
tenplus1 |
o/ billy |
15:30 |
A-Hamilton |
out of coffee? |
15:30 |
tenplus1 |
(_)P |
16:14 |
BillyS |
o/ |
16:14 |
BillyS |
Sorry, I've got bad reflexes™ |
16:14 |
tenplus1 |
ehe, no worries :) |
16:15 |
BillyS |
Hmm |
16:15 |
BillyS |
I edited the mtg door mod so that one can register protected doors too |
16:15 |
BillyS |
Should I send a PR for that? |
16:15 |
BillyS |
or just keep it local? |
16:15 |
tenplus1 |
Doors Redo already does that :D |
16:15 |
tenplus1 |
has the key tool to switch doors between open, locked and protected |
16:16 |
tenplus1 |
we use it on Xanadu if you wanna checkit out :D |
16:16 |
BillyS |
Ah |
16:16 |
BillyS |
Hmmm |
16:17 |
rdococ |
HillyS™ |
16:20 |
IhrFussel |
tenplus1, melons giving 9 slices is way too much and each time I update the farming version I have to adjust that ... think about it: With 1 single melon block you can make NINE new ones |
16:20 |
IhrFussel |
It is by FAR the cheapest crop of all |
16:20 |
tenplus1 |
with each melon irl you get 100's of seeds which can easily make 100's of melons |
16:20 |
tenplus1 |
how about I make it random, 3-7 slices per drop |
16:23 |
IhrFussel |
I appreciate that you try to make the crop "simulation" as realistic as possible but giving that many "crops" out of 1 full grown one makes growing any other crop obsolete |
16:23 |
Mr_Pardison |
more reasonable. |
16:25 |
tenplus1 |
currently you dig melon and use cutting board in crafting to return 9 slices, how about I revert that change and make it drop 3 to 7 slices only and need 9x slices to make block again ? |
16:26 |
tenplus1 |
or... each block gives 4 slices only and a 2x2 slice recipe returns block... easier |
16:27 |
Mr_Pardison |
the later seems better. |
16:27 |
tenplus1 |
that way it gives a normal amount and still works with cutting board |
16:32 |
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16:41 |
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Krock joined #minetest-hub |
16:41 |
Krock |
o/ tenplus1 |
16:42 |
VanessaE |
sofar: thanks for the merges. |
16:43 |
tenplus1 |
hi Krock |
16:44 |
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Jordach joined #minetest-hub |
16:45 |
tenplus1 |
Farming Redo updated with new melon/pumpkin crafts |
16:46 |
rdococ |
tasty |
16:47 |
tenplus1 |
:P |
16:50 |
Krock |
nom, |
16:50 |
* Mr_Pardison |
munches on some melon and pumpkin slices |
16:54 |
tenplus1 |
the recipes are a bit more fair giving 4x slices per melon/pumpkin and a 2x2 recipe makes them back into block |
16:54 |
tenplus1 |
no more Op crops |
16:55 |
IhrFussel |
tenplus1, also any special reason why the mobs "remove if lifetimer up" code runs each step? Wouldn't once per second be enough? |
16:57 |
tenplus1 |
it's a simple counter, doesnt really affect performance |
16:57 |
tenplus1 |
I could move it to the per second section of the loop tho |
16:57 |
IhrFussel |
I mean if there are 20+ mobs loaded and each mob runs the check multiples times per second then I suspect there might be a slight performance hit |
16:57 |
tenplus1 |
not really, a simple counter... self.timer = self.timer + dtime |
16:58 |
IhrFussel |
Did you try it with lots of mobs at once? |
16:58 |
tenplus1 |
yup |
16:58 |
tenplus1 |
I've spawned 110 mobs and my wee pc handled it well |
16:58 |
tenplus1 |
1.8ghz dual core |
16:58 |
IhrFussel |
Depending on the server step setting this means up to 10 runs per mob per second...so 200-300 is possible |
17:00 |
IhrFussel |
OKay then...but I'm all for "give the CPU some rest where possible" |
17:01 |
IhrFussel |
You most likely just tested the mobs mod alone correct? Maybe there could be performance hits when mashed together with 100 other mods |
17:01 |
tenplus1 |
tested on singleplayer xanadu clone with all the other mods active :) |
17:01 |
tenplus1 |
checking api now |
17:02 |
IhrFussel |
Hm...your choice then but I don't see why the timer needs to be updated multiple times per second |
17:09 |
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Jordach_ joined #minetest-hub |
17:22 |
tenplus1 |
fussel, lifetimer check every 0.25 seconds... updated... |
17:51 |
VanessaE |
folks, assuming I haven't left any major bugs, can I get some help with my minislots mod? |
17:51 |
tenplus1 |
o/ Vanessa |
17:51 |
VanessaE |
I need contributions - new machine defs/graphics :) |
17:51 |
VanessaE |
hi |
17:53 |
Krock |
"I need contributions" oh nice, what's to do? "graphics" not me this time :3 |
17:54 |
VanessaE |
heh |
17:54 |
VanessaE |
well, take a look at, https://gitlab.com/VanessaE/minislots |
17:56 |
VanessaE |
still WIP but it's good enough for basic usage (more than 3 reels is untested, still need to work up a "wild does not match {list}" feature, and the demo machine's bonus round just pays out a fixed amount, without any fanfare, and there's no sound) |
18:06 |
Mr_Pardison |
no confetti? |
18:06 |
Mr_Pardison |
or maybe butterflies. |
18:13 |
VanessaE |
heh |
18:14 |
VanessaE |
I was lazy and just wanted to make sure the feature could trigger :) |
18:18 |
xerox123 |
is it this protector mod that turns players 180 degrees when they try to dig/place in protected areas? https://github.com/Zeg9/minetest-protect |
18:18 |
VanessaE |
doubt it. |
18:19 |
xerox123 |
trying to implement that functionality into the areas mod for a server |
18:19 |
Mr_Pardison |
xerox123: the protection mod tenplus1 is running on Xanadu does that. |
18:20 |
xerox123 |
I've seen it on LoS too, so I assume it's open somewhere |
18:21 |
xerox123 |
ah, got it: https://notabug.org/TenPlus1/protector |
18:21 |
tenplus1 |
you have to enable it though |
18:22 |
xerox123 |
protector.flip I imagine? |
18:22 |
tenplus1 |
:P |
18:32 |
rdococ |
protector.yay |
18:42 |
longerstaff13-m |
protector.yeah |
18:42 |
tenplus1 |
protector.hurt is a good deterant also :) just make it low |
18:44 |
Krock |
protector.dont |
18:44 |
Krock |
^ new feature. disables protection |
18:44 |
tenplus1 |
protector.stop |
18:44 |
tenplus1 |
protector.thinking |
18:44 |
tenplus1 |
protector.about |
18:44 |
tenplus1 |
protector.tomorrow |
18:46 |
Krock |
Why tomorrow? Don't think about monday |
18:47 |
tenplus1 |
heh |
18:56 |
rdococ |
Krock: wow, you're in the future? |
18:58 |
Krock |
rdococ: no, you're in the past. |
18:59 |
rdococ |
Krock: do you have jetpacks yet? |
19:00 |
Krock |
rdococ: those already exist in your past |
19:22 |
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sys4 joined #minetest-hub |
19:36 |
IhrFussel |
Question: What happens if a sound starts playing at a certain position and a new player later reaches that position 1. The client will not hear the sound 2. The client will hear the sound ? |
19:37 |
tenplus1 |
client has to be there when sound starts playing |
19:37 |
tenplus1 |
otherwise nothing is heard |
19:43 |
Jordach_ |
bwahahaha |
19:43 |
tenplus1 |
? |
19:44 |
Jordach_ |
i has success |
19:44 |
tenplus1 |
what did you do ? |
19:46 |
Jordach_ |
http://game.jordach.net/screenshot_20180908_203855.png |
19:46 |
Jordach_ |
that XCOM prototype is coming along smoothly |
19:46 |
tenplus1 |
what's that ? |
19:46 |
Jordach_ |
something that'll replace the joke that is PvP and PvE |
19:46 |
tenplus1 |
ahhh |
19:54 |
tenplus1 |
nite folks |
19:54 |
rubenwardy |
> not https |
19:54 |
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tenplus1 left #minetest-hub |
19:54 |
rubenwardy |
:'( |
19:54 |
Jordach_ |
>literally a picture server |
20:06 |
Krock |
needs at least TLS 1.3 |
20:06 |
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20:06 |
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garywhite joined #minetest-hub |
20:12 |
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20:23 |
BillyS |
Do bones work with entities as well as players? |
20:23 |
Jordach_ |
yes |
20:23 |
Krock |
depends whether you mean the "bones" mod or "bones" of models |
20:24 |
BillyS |
bones of models |
20:24 |
BillyS |
And I'm trying to figure out how the heck I would use them |
20:24 |
BillyS |
Do I need to define the bones in the .x file, I guess? |
20:25 |
Jordach_ |
yes |
20:25 |
BillyS |
And then I use the same name I set there to reference them in the .lua file? |
20:26 |
BillyS |
Hmmm |
20:26 |
BillyS |
this sounds compilcated |
20:27 |
BillyS |
Meh, I'll start messing with it |
20:27 |
BillyS |
I wonder if the armature name matters |
20:30 |
BillyS |
And how would I define what each bone influences (using blender)? |
20:30 |
BillyS |
vertex groups, I guess |
21:00 |
BillyS |
yep, seems to be so |
21:20 |
BillyS |
Well |
21:20 |
BillyS |
Its broken |
21:20 |
BillyS |
But still kinda working ... I guess |
21:21 |
BillyS |
It just flips the model up-side down regardless of what I do to the bones |
21:27 |
BillyS |
Gah, I don't get what's going on here ... |
21:45 |
BillyS |
If I call get_bone_position I can see the values are changing |
21:46 |
BillyS |
But they aren't changing the model like they should |
21:50 |
BillyS |
Someone kill me |
21:50 |
BillyS |
Before I kill everyone else >.< |
21:51 |
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22:03 |
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