Time |
Nick |
Message |
00:42 |
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01:40 |
rubenwardy |
wooow |
01:40 |
rubenwardy |
Github now allows you to post status updates https://i.rubenwardy.com/asa3x.png |
01:41 |
rubenwardy |
apparently I'm a pro now too |
01:42 |
rubenwardy |
does this: https://i.rubenwardy.com/zi4mp.png |
01:43 |
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12:53 |
rubenwardy |
CDB now has 400 packages ???? |
13:00 |
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13:07 |
Fixer |
???? |
13:09 |
Fixer |
one sad thing, it does not support autodownloading/installing depends yet, i hope it is in high priority |
13:10 |
rubenwardy |
yeah |
13:10 |
rubenwardy |
I'm not sure how to implement that |
13:11 |
nerzhul |
rubewardy gg |
13:12 |
rubenwardy |
I think, in the end, it'll be a POST request with a list of mods. The request would then respond with a list of options to fulfill the dep |
13:12 |
nerzhul |
rubenwardy i suggest to look at current package manager to have idea about solvers |
13:12 |
rubenwardy |
yeah |
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15:58 |
IhrFussel |
Hello guys |
16:10 |
Fixer |
hello IhrFussel |
16:21 |
nerzhul |
Hi |
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17:37 |
Krock |
o/ |
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18:15 |
Fixer |
\\o |
18:15 |
jas_ |
HELLO |
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19:32 |
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20:18 |
ircSparky |
is there any way to keep objects with looped audio connected them from going locationless once the object is unloaded by the player? |
20:18 |
jas_ |
probably not |
20:18 |
jas_ |
what do you mean unloaded by the player? |
20:18 |
jas_ |
audio connected to objects is a pita from my experience |
20:19 |
ircSparky |
well in my case, when player's drove away in their car, the audio follows the car until the car gets farther than the object load distance |
20:20 |
ircSparky |
drives* |
20:20 |
ircSparky |
then it seems to become locationless |
20:20 |
jas_ |
i suggest making a github issue |
20:20 |
jas_ |
audio connected to objects losing its connection and becoming unmanageable |
20:20 |
jas_ |
that has also been my experience |
20:21 |
ircSparky |
ok |
20:25 |
ircSparky |
also does pitch actually work? https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L820 |
20:25 |
jas_ |
yes |
20:25 |
jas_ |
it suggests using it in the SimpleSoundSpec |
20:25 |
jas_ |
this is generally incorrect |
20:25 |
jas_ |
it works sometimes, perhaps not for positional audio |
20:25 |
jas_ |
i suggest putting it in SoundParameterTable |
20:26 |
jas_ |
https://github.com/jastevenson303/loss/blob/master/mods/main/functions.lua#L52 |
20:26 |
ircSparky |
thats just minetest.sound_player isnt it? |
20:26 |
jas_ |
minetest.sound_play |
20:26 |
jas_ |
correct |
20:27 |
jas_ |
SoundParameterTable is arg#2 to minetest.sound_play |
20:27 |
jas_ |
docs are super confusing |
20:35 |
ircSparky |
what range is the pitch value supposed to be in? i dont seem to be able to get it to work |
20:35 |
jas_ |
it will report an error to log if you use pitch less than 0 |
20:36 |
jas_ |
so i guess it's 0.01 (or something, maybe zero itself) all the way up to........ i dunno, i've gone as high as two maybe three |
20:36 |
jas_ |
it works for me |
20:36 |
jas_ |
this is the sound connected to an object? |
20:36 |
ircSparky |
ah in your example the pitch is in the first arg |
20:36 |
ircSparky |
not atm |
20:36 |
jas_ |
no it's in both |
20:37 |
jas_ |
it mirrors arg2 |
20:37 |
jas_ |
arg1 pitch = arg2.pitch |
20:37 |
ircSparky |
ah |
20:37 |
jas_ |
i think pitch doesn't work in soundspec at all, regardless of what doc says |
20:38 |
jas_ |
i think pitch only ways in arg2, soundparametertable |
20:38 |
jas_ |
and so there's PlaySound, and PlaySoundAt, some sounds are position, and some are not |
20:38 |
jas_ |
it's weird because minetest only does a few things with sounds, but it's rather complicated |
20:38 |
jas_ |
and i don't pretend to understand it at all |
20:40 |
ircSparky |
yea i just cant get it to be any different pitch |
20:40 |
jas_ |
do you have code you can paste for me to see? |
20:41 |
ircSparky |
yea one minute |
20:42 |
ircSparky |
https://paste.ubuntu.com/p/zzKFn5Vr95/ |
20:43 |
rubenwardy |
don't use _ as a variable name |
20:43 |
rubenwardy |
_ means ignored |
20:43 |
ircSparky |
:P |
20:43 |
rubenwardy |
it's a notation that means that the value is never used |
20:43 |
rubenwardy |
also get_pos() |
20:43 |
ircSparky |
thats what happens when i copy and paste https://dev.minetest.net/minetest.register_chatcommand |
20:43 |
rubenwardy |
also, have you tried decimals? |
20:44 |
jas_ |
i like your variable named :D |
20:44 |
rubenwardy |
It's _ there because it's not used |
20:44 |
ircSparky |
yep |
20:44 |
rubenwardy |
also |
20:44 |
rubenwardy |
try this rather than the dev wiki: https://pauloue.github.io/lua_api/ |
20:44 |
jas_ |
well text variable isn't used? it's inside the string. i think you can omit args to func's function |
20:45 |
jas_ |
anyway, s and ss and sss and super confusing variable names and i should be ashamed but i'm not haha |
20:45 |
jas_ |
good luck to you ;'D |
20:45 |
rubenwardy |
you can only omit tailing args |
20:45 |
rubenwardy |
ie: function(name) instead of function(name, params) |
20:45 |
rubenwardy |
you can't omit name |
20:45 |
jas_ |
oh ok good to know ty rubenwardy |
20:46 |
rubenwardy |
becauses args are position-based |
20:46 |
ircSparky |
at any rate, it plays the sound |
20:46 |
jas_ |
44100? |
20:46 |
ircSparky |
but the pitch is not altered |
20:46 |
jas_ |
oh |
20:46 |
rubenwardy |
is the sound mono or stereo? |
20:46 |
ircSparky |
lemme check |
20:46 |
ircSparky |
mono |
20:46 |
rubenwardy |
are you using 5.0? |
20:46 |
ircSparky |
nope 0.4.17 |
20:47 |
ircSparky |
.1 |
20:47 |
jas_ |
i think pitch is in 0.4.16? |
20:47 |
rubenwardy |
pitch is a 5.0 feature |
20:47 |
jas_ |
oh no kidding |
20:47 |
rubenwardy |
https://github.com/minetest/minetest/pull/5960 |
20:47 |
jas_ |
maybe it's fade i'm thinking of |
20:47 |
ircSparky |
aha |
20:47 |
jas_ |
well there that explains it. |
20:48 |
ircSparky |
5.0 gunna bebomb |
20:51 |
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20:54 |
ircSparky |
yep |
20:54 |
jas_ |
hope so |
20:59 |
ircSparky |
i hear it has turnable entity collosionboxes? |
20:59 |
jas_ |
for players |
20:59 |
jas_ |
you can make a player very small and fit into small areas |
20:59 |
jas_ |
i haven't tried very large players yet :D |
20:59 |
ircSparky |
ah |
20:59 |
jas_ |
i think for other objects it was already possible? i'm unsure |
21:01 |
ircSparky |
not in 0.4.17.1 afaik |
21:04 |
ircSparky |
hm, i guess you cant change the pitch of the sound while its playing? it just does it until it ends or minetest.sound_stop? |
21:05 |
jas_ |
correct |
21:05 |
jas_ |
u cannot do much with a sound once it starts |
21:05 |
ircSparky |
ouch |
21:05 |
jas_ |
i would love: RETRIGGER, REVERSE, OFFSET, TRIM, etc |
21:06 |
jas_ |
etc, etc |
21:06 |
jas_ |
but alas, what we have needs to be exploited first methinks |
21:06 |
jas_ |
i mean, the sounds themselves aren't great, and there's not a lot of stuff done with sound in minetest afaik |
21:06 |
jas_ |
maybe it's a "chicken and egg" problem, idk |
21:06 |
jas_ |
but it's definitely worth experimenting and documenting your results. i really should try to address the documentation at least. |
21:06 |
jas_ |
boo hoo |
21:07 |
ircSparky |
yea i was hoping it would be possible to make car engines that go up in pitch according to their RPM |
21:07 |
ircSparky |
although |
21:08 |
ircSparky |
i could make the engine sound really short |
21:08 |
jas_ |
yes |
21:08 |
jas_ |
and not looping, or looping and quickly fading |
21:08 |
ircSparky |
and spam the crap out of it |
21:08 |
jas_ |
(minetest.sound_fade might be 0.4.17, i dunno) |
21:08 |
jas_ |
but a lot of small sounds is a good idea |
21:08 |
jas_ |
and would probably sound really cool. |
21:08 |
ircSparky |
it would fix my other issue |
21:08 |
ircSparky |
probably would sound a bit stuttery |
21:08 |
ircSparky |
but hey |
21:09 |
jas_ |
and you could manage the handles, and use minetest.sound_stop at various intervals to create a sort of .. well a nice sound |
21:09 |
jas_ |
heh |
21:09 |
jas_ |
yeah, do it to it |
21:09 |
jas_ |
vroom vroom |
21:09 |
ircSparky |
beep beep |
21:09 |
jas_ |
hahaha |
21:14 |
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21:17 |
ircSparky |
hey its actually not bad as long as i make sure the start and the end wavelengths line up |
21:18 |
ircSparky |
has a bit of a supercar sound though, a very tight sound |
21:18 |
ircSparky |
lambo |
21:18 |
ircSparky |
messa like more oomph |
21:18 |
ircSparky |
:P |
21:20 |
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21:20 |
IhrFussel |
Is anything I wrote in this post incorrect? https://forum.minetest.net/viewtopic.php?p=340622#p340622 |
21:23 |
IhrFussel |
I mean about max_lag ... but it should be the way I described, cause that is exactly how I experience it and that is also why I removed it from my /status cause it gives extremely misleading values ... I implemented my own "sliding value" which goes down quicker with low lag and slower with higher lag |
21:28 |
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21:35 |
ircSparky |
jas_, this is the engine sound i got after a bit of coding https://youtu.be/z66gzwoNfLs |
21:44 |
sofar |
IhrFussel: max_lag is entirely calculated in C++, no callbacks |
21:44 |
sofar |
ah but yes, the mod probably does use a globalstep |
21:44 |
sofar |
misread |
21:45 |
IhrFussel |
Maybe you should recode m_lag...it should decrease quicker/slower based on the current max amount...like if the lag was 10 seconds it shouldn't take 5 minutes to just go back to 5.0 and another 5 minutes to go to 2.5 minutes etc |
21:46 |
IhrFussel |
seconds* |
21:46 |
IhrFussel |
2.5 seconds* |
21:48 |
IhrFussel |
AFAIK that is the decrease algorithm... ~ half value from the last highest every 5 minutes |
21:52 |
IhrFussel |
This algorithm is completely unfair if every server step after the 10 second one is 0.1 seconds ... it is dumb to see a lag of several seconds for 10+ minutes then |
21:56 |
sofar |
it's "max" lag, not "current" lag |
21:57 |
sofar |
that's the whole discussion debate. in reality people are askign for load_1 load_5 load_15 |
21:57 |
sofar |
multiple numbers - both short and long term |
21:58 |
sofar |
changing max_lag to some different time frame doesn't help when people look for servers with "generally low lag" if the number hides severe lag spikes |
21:58 |
sofar |
but server owners want to cheat |
21:58 |
sofar |
and make their servers appear to not have lag spikes as much as possible |
21:58 |
sofar |
so they prefer shorter window lengths |
21:58 |
sofar |
literally, that is your argument. |
21:59 |
sofar |
(not that that's bad) |
22:00 |
IhrFussel |
There is nothing wrong with using a faster decreasing algorithm ... I use in my code (maxrec * 0.9997) if last dtime was less than 0.3 and (maxrec * 0.9993) if last dtime was >= 0.3 |
22:00 |
IhrFussel |
Oops other way around |
22:01 |
sofar |
there's also nothing wrong with using a slower decreasing algorithm |
22:01 |
sofar |
it's just a matter of taste/priority/bias |
22:01 |
sofar |
but now that all servers are using the *current* implementation, *changing* it isn't fair, or even needed |
22:02 |
IhrFussel |
If a server lags a lot people will see it regardless of fast/slow decreasing cause then the values will spike a lot and generally stay high |
22:02 |
sofar |
adding more numbers seems a good solution |
22:02 |
IhrFussel |
A lag of 10+ seconds is no regular mod lag...only very few mods/machines manage to cause such lag |
22:02 |
sofar |
$ cat /proc/loadavg |
22:02 |
IhrFussel |
Mostly World Edit actions |
22:03 |
sofar |
the linux kernel even reports 3 numbers for load |
22:03 |
IhrFussel |
Well then the current max_lag should be the longterm value |
22:04 |
IhrFussel |
But I think adding one short-term value is enough |
22:04 |
sofar |
but you want spikes to be attenuated much faster |
22:04 |
IhrFussel |
I don't see the point in showing that my server lagged ONE TIME 0.5 seconds when it ran like butter after |
22:04 |
sofar |
I do |
22:04 |
sofar |
we can disagree about it, too |
22:05 |
sofar |
like I said, everyone has different priorities |
22:05 |
sofar |
but changing a long established standard shouldn't be done |
22:05 |
IhrFussel |
There is no point in seeing how much the server lagged 20 minutes ago...what is your reason for that? |
22:05 |
sofar |
just add another number |
22:05 |
Fixer |
you can have three values |
22:05 |
Fixer |
1m 5m 15m |
22:05 |
sofar |
you don't see the point, I do |
22:05 |
IhrFussel |
The only point I see is "dumb" users thinking that would be the ACTUAL lag right now |
22:06 |
sofar |
now you're becoming hostile and initiating an ad hominem attack vector |
22:06 |
IhrFussel |
And I had enough of those people shouting LAAAAAAAAAAAG!!! |
22:06 |
sofar |
look, I'm willing to have a constructive discussion, but not a shitflamefest |
22:07 |
IhrFussel |
English is not my native language which is why I put dumb inside "" |
22:07 |
sofar |
english is not my native language either |
22:07 |
sofar |
not an excuse |
22:07 |
IhrFussel |
I didn't find a better word for it...uneducated maybe |
22:07 |
sofar |
3 |
22:07 |
Fixer |
IhrFussel: you can add custom /lag command that shows lag values for 1, 5, 15minutes... |
22:07 |
sofar |
stop talking because you're just making it worse |
22:08 |
IhrFussel |
You can see my custom implementation here and it doesn't go down that fast... if my server lags for 1 second you can still see clues of it a bit later https://ihrfussels-server.tk/index.php |
22:09 |
sofar |
post a patch, mod, whatever. I'll review it. |
22:17 |
IhrFussel |
My implementation pretty much uses the same method as m_lag just with other decreasing values ... the engine uses something like 0.99999999999... something while I use 0.9997 or 0.9993 ... when the server lag is rather low the value goes down slower compared to a very high spike |
22:19 |
sofar |
$! |
22:20 |
IhrFussel |
m_lag += (m_lag > dtime ? -1 : 1) * dtime/100; |
22:20 |
IhrFussel |
This is what m_lag uses |
22:20 |
sofar |
you know |
22:20 |
sofar |
some people were complaining the channel was awfully quiet |
22:21 |
sofar |
I don't think this is what they wanted |
22:22 |
IhrFussel |
It is absolutely not my fault if people feel attacked by my messages...NONE of them contain any insults or threats ... I only discuss personal feedback about how MT works |
22:23 |
IhrFussel |
You can either react to what I say or ignore it |
22:23 |
sofar |
DO YOU EVEN READ |
22:23 |
sofar |
WHAT YOU WRITE |
22:23 |
IhrFussel |
Yeah...like I said no insults and no threats |
22:24 |
sofar |
just uneducated/dumb players |
22:25 |
IhrFussel |
Uneducated is no insult... and dumb was inside "" showing that I didn't actually mean the exact word |
22:26 |
IhrFussel |
Uneducated refers to people that don't know much about the stuff I talk about... that such people is a fact, not every person is tech savvy |
22:26 |
IhrFussel |
people exist* |
22:26 |
sofar |
you're just digging a deeper hole at this point |
22:27 |
IhrFussel |
How am I SUPPOSED to refer to people that don't know ANYTHING about coding MT and just connect to my server and shout something they don't even know?? |
22:29 |
IhrFussel |
Do you even play enough on your own server to know what kind of people connect to servers? |
22:29 |
IhrFussel |
KIDS |
22:29 |
IhrFussel |
YOUNG KIDS |
22:30 |
sofar |
ITB attracts a different player type, mostly older kids and adults |
22:30 |
IhrFussel |
And rarely adults that see more than just a free MC clone in MT |
22:31 |
sofar |
how about just saying "normal users" or "typical users"??? |
22:32 |
IhrFussel |
Your server is no standard server ... I think it requires some intelligence ... but most young kids/some older people don't understand the simplest things you try to explain to them |
22:33 |
IhrFussel |
And you waste lots of time repeating and hoping that they will finally get it ... but often you just give up after a while |
22:34 |
IhrFussel |
And you get mad when people just leave after you put so much effort into helping them |
22:34 |
IhrFussel |
I sometimes get REALLY mad then |
22:34 |
sofar |
that's ... obvious |
22:35 |
sofar |
you are consumed by it |
22:35 |
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22:35 |
IhrFussel |
I think it's perfectly fine to get mad at those people...they indirectly wasted my time |
22:35 |
IhrFussel |
My freetime |
22:36 |
sofar |
nobody forces you to spend time on making things easier for players |
22:36 |
sofar |
you did that yourself |
22:36 |
sofar |
self-inflicted wound |
22:37 |
sofar |
if you don't understand that, you shouldn't be using and promoting open source software |
22:37 |
sofar |
either that or you write the code to change it |
22:38 |
sofar |
I've gotten mad about stuff before, but usually that energy turns into patches |
22:38 |
sofar |
or I just walk away |
22:38 |
sofar |
take a break |
22:38 |
sofar |
look outside at the view (gorgeous snowy volcano view day here) |
22:39 |
IhrFussel |
Do you know how often I sat at my PC thinking about how I could make certain server features/actions even MORE accessible? I went so far and made a tp command for example that isn't an actual command JUST because people couldn't understand /tp ... some seriously didn't find the '/' on their virtual keyboards |
22:41 |
IhrFussel |
And I bet most server owner would just drop those users (not claiming anything just thinking logically) |
22:41 |
IhrFussel |
owners* |
22:42 |
IhrFussel |
I have no job currently...but I can well imagine that someone who runs a server, got a job (and possibly family) has not the patience/time to spend hours on their server just cause some don't understand commands |
22:46 |
Fixer |
damn |
22:46 |
Fixer |
I kek every time when MC adds shit-tons of new blocks |
22:46 |
Fixer |
yet they look so good ingame |
22:54 |
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22:59 |
sofar |
OH lawd working with glib is a pain |
22:59 |
sofar |
searching for "compare gstring to cstring" reveals all sorts of fun results |
22:59 |
* sofar |
glad WFH today |
23:01 |
srifqi |
work from home? |
23:01 |
sofar |
aye |
23:06 |
IhrFussel |
Lol... look at that...I looked at the wroing c++ var to check the decrease of the lag |
23:06 |
IhrFussel |
/ Figure out and report maximum lag to environment |
23:06 |
IhrFussel |
float max_lag = m_env->getMaxLagEstimate(); |
23:06 |
IhrFussel |
max_lag *= 0.9998; // Decrease slowly (about half per 5 minutes) |
23:07 |
IhrFussel |
It's actually just 0.9998 instead of my 0.9997 |
23:09 |
sofar |
https://www.youtube.com/watch?v=L0MK7qz13bU |
23:09 |
IhrFussel |
m_lag is only the value that gets reported to the server list ... which is in my case mostly '148' and likely refers to avg 148ms lag |
23:11 |
IhrFussel |
And I set my server step to 0.15 seconds so it cannot get lower than that ... this is the compromise I had to make to offer a pretty snappy server that reacts fast enough for most people |
23:45 |
* sofar |
gives up looking at glib code |