Time Nick Message 00:42 rubenwardy New blog post! A system to calculate the workload for employees based on their assignment to tasks and appointments. http://rubenwardy.com/blog/2015/12/10/etms/ 00:57 Glorfindel rubenwardy: no, where? 00:57 rubenwardy I think I meant I don't know, heh 00:59 Glorfindel oh lol 01:05 rubenwardy oh 01:05 rubenwardy You meant the second thing I said 01:06 rubenwardy the origin of "core dumped" 01:06 rubenwardy it comes from magnetic cores in the olden days, purported ly 01:06 rubenwardy core as in magnetic core 01:06 rubenwardy https://en.wikipedia.org/wiki/Magnetic-core_memory 01:06 rubenwardy Glorfindel, 01:06 rubenwardy ^ 01:08 Glorfindel ah, cool 02:51 sofar why do people insist on making mods gplv3, if they're clearly building on top of minetest_game and don't add any new concepts? 02:51 sofar I guess I'll reimplement it from scratch and release as lgpl2.1..... sigh 08:27 dadix hello 08:27 dadix I can't go with a mapgen6 with snowbiome and flat, nocaves 08:28 dadix I did the setings in config file 08:28 dadix like this: 08:28 dadix mg_name = v6 08:28 dadix mgv6_spflags = flat,jungles,biomeblend,mudflow,snowbiomes,trees,nocaves 08:30 dadix what is wrong? 10:03 JamesTait Good morning all; happy Thursday, and happy Nobel Prize Day! 😃 12:28 Fixer ._. 15:02 Fixer sfan5, do you have windows binaries with new RBA shaders? 16:26 Calinou https://www.youtube.com/watch?v=_sxSkiC8EEY 16:26 Calinou wow 16:44 sfan5 Fixer: no 17:24 Krock hi 17:25 Ingar Plop 17:25 Krock Plop? 17:26 Ingar Plop! 17:27 MinetestBot 02[git] 04RealBadAngel -> 03minetest/minetest: Speed up and make more accurate relief mapping 13a64d78a http://git.io/v0vNQ (152015-12-10T18:24:11+01:00) 17:28 Krock Plop. Plop! Prop? Plop? Plop. 17:29 LazyJ RealBadAngel, I (and others) have noticed that nodes that use the colorize feature in their code appear blackened when normalmaps are used. Is this fixable? 17:31 LazyJ And thanks for the tip about AwesomeBump. That does do a much better job than GIMP. 17:46 LazyJ Any ideas what increasing the dedicated_server_step would have? How much is too much? 17:48 Calinou LazyJ, the more you increase it, the less smooth player movement will appear. 17:49 Calinou 0.1 is a decent value, but use 0.05 if you can… 17:49 Krock It means there will be less packets flying to to the clients 17:49 Calinou (my hunger games server uses 0.05) 17:49 Calinou many servers can handle that value fine 17:50 LazyJ Hmm... Does the 3rd person view give a reasonable depiction of the more smooth/less smooth effects of the dss? 17:59 Obani rubenwardy, we can also continue the conversation here :p 18:07 Calinou LazyJ, no, it does not since the third person view's position and animations are entirely client-side 18:07 Calinou use another client to see how smooth movement is 18:07 Calinou also movement would look smoother if yaw changes were interpolated… it's 2015 and they still aren't :( 18:09 LazyJ Given how rigid the avatars are at present, they aren't capable of much motion to be fluid about. Will do some tinkering to try to strike a balance. Thanks ;) 18:14 Calinou the ideal would be 0.025 18:14 Calinou (40 FPS) 18:14 Calinou but it's probably too taxing on many servers and networks 18:14 Krock 0.02 (50 FPS) 18:14 Calinou (40 FPS networking is what many modern games use) 18:14 Ingar 4D interpolation is hard 18:14 Calinou Krock, 50/60 is definitely too much… for instance, a Warsow server with that framerate (on server) will drop packets like crazy 18:14 Calinou default is 20, I bumped it to 40 on my Warsow server :p 18:15 Krock Ingar, no, it's just eating damn much CPU when you want to interpolarize it correctly 18:15 Krock Calinou, yeah.. Always depends on the amount of the data which is sent every step 18:15 Ingar the biggest problem imho is, you're not interpolating 18:15 est31 wtf 18:15 Ingar you';re extrapolating 18:15 Ingar because the next frame is still on the server 18:15 est31 why not linear interpolation 18:15 est31 done 18:15 Calinou Ingar, we need to interpolate position and yaw, that's all 18:15 Ingar est31: fail 18:16 Calinou our interpolation is not entirely linear btw 18:16 Calinou (which is probably a bad thing, it tends to create stuttering) 18:16 est31 Ingar, why fail 18:16 est31 also, why interpolation at all 18:16 Ingar wehave fun doing standard interpolation on rotations 18:16 est31 it introduces lag 18:16 Ingar *standard linear 18:16 Ingar interpolation does not cause lag, by definition 18:17 est31 Ingar, you need to know the next value in advance in order to interpolate. 18:17 est31 so you have to wait until the server sends you the next yaw value 18:17 Ingar est31: as I said earlier 18:17 RealBadAngel LazyJ, if one of my PRs will get merge you will be able to define the normal map to use 18:17 est31 so by definition, interpolation can only be done offline 18:17 Ingar est31: in your case, the lag is casued by having to wait an extra frame, not by the interpolation itself 18:17 Calinou only hardcore QuakeWorld players complain about interpolation :P 18:18 Ingar est31: yes, that is true 18:18 RealBadAngel so it wont collide with texture compositions (read damn shitload of files) 18:18 Calinou but yeah, interpolation strength should be a minetest.conf setting 18:18 Ingar that;s why trem caleld it "client prediction" :p 18:18 Ingar called 18:18 est31 Ingar, yes of course, but the interpolation requires it, so adding interpolation introduces lag one way or another 18:18 LazyJ Ok. Thanks, RealBadAngel ;) 18:18 Calinou Ingar, we interpolate only yaw since only yaw is displayed on players 18:18 Calinou no need for pitch 18:19 Ingar Calinou: then you might be able to get away with it and extrapolate 18:19 Ingar even higher -order based on past frames 18:20 Ingar n-polys are fast to interpolate 18:20 LazyJ I know there is an Issue posted by... HybridDog? about the blackening of normalmaps but I think he closed it for some reason. Would posting an Issue, myself, with a screenshot make a difference? 18:20 Ingar can't remember the name of that algorithm 18:22 est31 there are tons of algorithms to do interpolations 18:22 Ingar you want one where you just can add a node each frame 18:22 est31 the smart ones however require that you need to set the base points irregularly 18:22 est31 regular points are bad 18:22 Ingar and keep the exponents of the interpolation polynome 18:23 Ingar est31: it has been over 15 years since I actually had to study that stuff :p 18:24 Ingar it's a bit rusty 18:24 est31 I'm doing it right now 18:24 est31 could do better though 18:25 Ingar I just had to connect to a french-speaking server (for work) 18:25 Ingar need some recovery now 18:27 sofar mais oui 18:28 LazyJ If the num_emerge_threads only deal with mapgen, why does the thread, according to htop, spike to 43% of CPU when I run through an area that has been developed and frequented by players (spawntown) for over two years? 18:28 sofar Ingar: vlaams? :^) 18:28 est31 LazyJ, I think the emerge threads also do the decompression 18:28 est31 but idk, perhaps they spend time with bureocracy 18:29 est31 you know filling some internal lists and having O(n^3) complexity or such 18:29 Ingar sofar: vollenbak 18:33 LazyJ est31, decompression of what? I thought sqlite wasn't compressed? 18:33 est31 LazyJ, it is compressed 18:33 est31 it would be totally horrible if map weren't 18:34 est31 compression could do better though 18:34 est31 16 as block size isn't really efficient 18:34 est31 but shrug, it is better than nothing 18:35 Ingar put home on NFS. load large minecraft map with lots of mods. get coffee. 18:35 LazyJ Ok, thanks. ;) 18:36 nrzkt LazyJ, i tester uncompressed mapblocks in DB 18:36 nrzkt it's 100 to 400x larger 18:36 nrzkt and the database transfer cost more than comprssing the data 18:37 LazyJ nrzkt, thanks. I've been trying out various settings over the past few weeks. One of my greatest frustrations is not understanding what affect the settings may or may not have and having no way to measure what, if anything, that they are doing. 18:38 MinetestBot 02[git] 04est31 -> 03minetest/minetest: Fix some setting documentation 138e3602f http://git.io/v0fEc (152015-12-10T19:08:03+01:00) 18:38 sofar Ingar: sorry, hollander here, no clue what "vollenbak" is 18:40 Ingar sofar: my apologies ;) it's from "volle bak", loosly translated "plankgas" in all methaphorical senses of the word 18:40 Ingar "vollenbak gaan" 18:40 Ingar dutch, it's such a wonderful language 18:40 sofar ah, that I get ;) 18:42 Ingar I should make youtube videos on flemish for beginners 19:07 luizrpgluiz hi :) 19:11 Krock Time for an image! http://weknowmemes.com/wp-content/uploads/2011/11/reasons-to-use-a-semicolon-graph.png 19:41 Calinou I will soon reach 3,000 posts 20:53 * Obani gives Calinou a cookie 20:57 Calinou I captured two flags in two rounds in CTF. AMA! 20:58 est31 with tunnels? 21:00 Obani ctf is easy :) 21:04 est31 most of the players are noobs 21:05 dadix hello ,I can't connect to the server with client 21:06 Obani yes, has on every popular server 21:06 dadix the error : Connection time out 21:06 Calinou dadix, which server? 21:06 dadix my server 21:07 dadix and I can.t see it in the public server list 21:07 Obani dadix, is the port opened ? 21:07 dadix yes 21:08 Obani Is the master server registration on ? 21:08 dadix I don't know 21:08 Obani Well so it might be a no 21:08 dadix where is that option? 21:09 Obani https://github.com/minetest/minetest/blob/master/minetest.conf.example#L714 21:09 Obani minetest.conf 21:09 dadix serverlist_url = servers.minetest.net ? 21:09 dadix this one? 21:09 Obani yes 21:09 Obani server_announce = true 21:10 dadix I have that last one 21:10 Obani server_name = Dadix's server 21:11 Obani Try to take a deeper look inside this file, it could show you what you can do with minetest.conf (client/side and server/side) 21:12 dadix I put the server name now 21:12 dadix let;s see 21:12 dadix no, not working 21:12 dadix the same error 21:13 Obani What error ? 21:13 dadix Connection time out 21:15 Obani Calinou, https://github.com/minetest/minetest/issues/3429 21:15 Obani I hacked my client for that case :x 21:15 Calinou yeah, used to but since I use Git it breaks all the time 21:18 est31 well its unfair 21:18 est31 if you get red screen you cant see 21:18 est31 if you disable client side you have an advantage against players with a screen 21:19 Calinou it should be configurable anyway 21:25 Calinou btw, Rust 1.5.0 was released, there now is a "cargo install" command to install packages 21:28 dadix now I have another error 21:28 dadix wrong passord 21:29 dadix it's strange because with the same password I can connect from the GUI server 21:30 dadix but wen I open the server from terminal and i want to open the game with my client I have this error 21:30 dadix with : wrong password 21:34 Out`Of`Control dadix: your terminal server uses differend world/user data? 21:34 Jordach (。◕‿‿◕。) 21:34 dadix I don't know 21:37 dadix I have just 1 world 21:39 est31 oh nice 21:40 est31 Rust is a nice thing 21:40 est31 only bigger problem I have with it is that Cargo and all this stuff doesnt have debian packages 21:40 est31 and one has to trust the rust team to have built trustable compiler 21:41 est31 as the rust compiler is written in rust, you can't bootstrap 21:42 est31 if you really wanted to rebuild the rust compiler you would have to roll back the git to the ocaml days 21:42 est31 back then it was programmed in ocaml so you can use the ocaml compiler to compile it 21:42 est31 then you have to continuously rebuild the compiler, with increasing git tags 21:43 est31 I think the chain is around 200-400 rebuilds 21:43 est31 to comparison: gcc is written in c++ (most parts are still c) and llvm is written in c++ as well 21:44 est31 but there are many many c compilers 21:44 est31 and there is an old version of gcc which can be used to build newer versions of it 21:44 est31 so 3 steps maximum to get gcc / llvm from a c compiler 21:45 est31 but I do think that the rust project is one into the right direction. 21:49 * edj doesn't think Rust will ever gain significant traction because the syntax is too different. 21:50 kahrl hrm, how hard would it be to build a barebones rust compiler, written in C or similar, that perhaps doesn't optimize much and perhaps doesn't fully check type correctness? 21:51 kahrl but that is enough to compile the actual rust compiler? 21:51 est31 kahrl, idk, rust the compiler has around 200k lines 21:51 est31 but yeah, in fact if I had tons of time I would even start such a project. 21:51 est31 it would be himmelfahrtskommando i know 21:54 dadix who knows where is installed minetest-server? 21:54 dadix which folder? 21:55 est31 dadix, dpkg -L minetest-server 21:57 kahrl or if it wasn't installed through dpkg, you could try "which minetest-server" or "locate minetest-server" 21:57 dadix i installed from ppa 21:58 kahrl then the dpkg command should work 21:59 dadix thanks 23:29 rubenwardy Damn, Ludum Dare is this weekend but no team :'( 23:29 rubenwardy Will have to solo 23:29 rubenwardy Will probably use godot 23:50 rubenwardy wait, I misunderstood. I'll probably do the compo.