Time |
Nick |
Message |
00:10 |
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wilkgr joined #minetest |
00:35 |
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00:42 |
wilkgr |
It's pretty funny how Infiniminer and Minetest 'share' a bug |
00:45 |
AlexYst |
wilkgr: What bug is that? |
00:45 |
wilkgr |
Falling through blocks sometimes |
00:45 |
AlexYst |
Hmm. I haven't experienced that one. |
00:45 |
wilkgr |
Pretty easy to replicate once you know how |
00:45 |
AlexYst |
Maybe it's as hard for our devs to solve as their devs though. |
00:46 |
AlexYst |
Our devs are more awesome, but they still have limitations. |
00:46 |
wilkgr |
Ofc ;) |
00:47 |
wilkgr |
I was just amused that they have a completely different codebase and yet have the same bug |
00:47 |
AlexYst |
Ha ha, yeah, that is pretty strange. |
00:48 |
* AlexYst |
goes into crackpot conspiracy mode |
00:48 |
wilkgr |
xD |
00:48 |
AlexYst |
Maybe they *don't* have completely different code bases. |
00:48 |
wilkgr |
Good point |
00:48 |
AlexYst |
We can't copy their code because they keep theirs a secret. |
00:49 |
AlexYst |
That means that *they* copied *our* code. |
00:49 |
wilkgr |
Infiniminer also has two separate executables - for client and server |
00:49 |
AlexYst |
But they came first. That means ... they have *time travel technology* at their disposal. |
00:49 |
wilkgr |
This makes me question why there is no such thing as #minetest-offtopic tbh |
00:49 |
AlexYst |
wilkgr: We used to have two separate executables, one for client and one for server. |
00:49 |
wilkgr |
Linux still does |
00:50 |
AlexYst |
Really? I'm on Linux, and the compiler only spits out one executable. |
00:50 |
wilkgr |
Ohh, I was building with -DBUILD_SERVER=1 |
00:51 |
AlexYst |
Ah, so it still has an option to do that. Interesting. |
00:52 |
* AlexYst |
exits crackpot conspiracy mode |
00:52 |
wilkgr |
I found an error in your conspiracy theory FWIW |
00:52 |
wilkgr |
Infiniminer is Windows-only |
00:53 |
AlexYst |
wilkgr: They chose to build the Windows version. Without a source code release, we don't know what other systems the game could be built for. |
00:53 |
wilkgr |
Aye |
00:53 |
AlexYst |
Honestly though, I'd forgotten that trait. I forgot it was a Windows-only game. |
00:53 |
wilkgr |
But it uses a Microsoft toolkit for rendering I believe. Would you like to move this convo to a different channel so we don't get kicked for off-topic? |
00:54 |
AlexYst |
Sure. Any suggestions? |
00:54 |
wilkgr |
#AlexYstOfftopic ? |
00:54 |
wilkgr |
(temp channel :P) |
00:56 |
rubenwardy |
#minetest-offtopic is a thing |
00:56 |
wilkgr |
Hmm |
00:56 |
wilkgr |
Interesting |
00:58 |
* AlexYst |
adds that one to auto-join |
00:59 |
* wilkgr |
does too |
01:29 |
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01:34 |
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03:07 |
Hijiri |
didn't zach open source infiniminer at some point? And then write a blog post about regretting it |
03:21 |
Grandolf |
<AlexYst> But they came first. That means ... they have *time travel technology* at their disposal. lets pretend they do... y do they need our code? |
03:21 |
Grandolf |
:P |
03:34 |
Calinou |
Hijiri: the source code was leaked |
03:35 |
Calinou |
apparently, it ended up being release under MIT, in 2009, https://github.com/gibbed/Infiniminer |
03:35 |
Calinou |
the author linked here, https://github.com/krispykrem, deleted their account entirely |
03:45 |
AlexYst |
Grandolf: They have the same bug as us. It's not that they need our code, just that they must be using our code, bug and all. |
03:45 |
AlexYst |
Oh, nice. The code's available. |
03:46 |
AlexYst |
Now if we ever find the bug in the code, we can verify the bug is indeed the same code in both games. |
04:05 |
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04:06 |
wilkgr |
lol |
04:10 |
wilkgr |
I found the blog post http://thesiteformerlyknownas.zachtronicsindustries.com/apparently-im-now-in-charge-of-an-open-source-project/ |
04:13 |
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04:35 |
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05:05 |
tiwake |
what version of lua does minetest use again? |
05:32 |
Calinou |
tiwake: 5.1 |
05:33 |
Calinou |
because of LuaJIT |
05:33 |
Calinou |
don't use 5.2 or 5.3-specific features, they won't work anyway I guess |
05:35 |
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05:45 |
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05:47 |
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05:48 |
EDAKIRI |
I wish to change leaves so that all detached leaves decay -- including placed ones. Where would I need to change? |
05:55 |
AlexYst |
EDAKIRI: There are a few ways. The easiest would probably be to remove the leaves' on_place method, though that won't make leaves that were placed before you removed it decay. |
05:55 |
AlexYst |
EDAKIRI: Another way would be to alter the ABM not to check the param2 of the leaves before decaying them. |
05:56 |
AlexYst |
That second way *will* cause previously-placed leaves to die. |
05:56 |
EDAKIRI |
Are each in the C++ code or Lua? |
05:57 |
AlexYst |
EDAKIRI: The Lua. THey're in the "default" mod of Minetest Game. |
06:03 |
EDAKIRI |
nodes.lua : minetest.register_node("default:leaves", |
06:03 |
EDAKIRI |
groups = {fleshy = 3, dig_immediate = 3, flammable = 2, leafdecay = 3, leafdecay_drop = 1} |
06:06 |
EDAKIRI |
The leafdecay_drop is on apple , but nothing else. |
06:07 |
EDAKIRI |
perhaps if i add it to other leaves, they decay? I don't see an on_place method for them. I am looking at the dev head version. |
06:08 |
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06:09 |
EDAKIRI |
leafdecay_drop is used in functions.lua , but i don't understand it. |
06:15 |
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06:15 |
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06:25 |
EDAKIRI |
I think it makes an apple possibly result from apple leaf decay. |
06:32 |
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06:34 |
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06:39 |
EDAKIRI |
delete: after_place_node = default.after_place_leaves, |
06:41 |
EDAKIRI |
or change default.after_place_leaves -- same thing. |
06:44 |
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07:01 |
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07:13 |
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07:16 |
EDAKIRI |
Eliminating after_place_leaves was not adequate. |
07:21 |
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07:25 |
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07:57 |
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08:05 |
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08:29 |
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09:01 |
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09:02 |
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09:13 |
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10:00 |
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10:06 |
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10:13 |
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10:25 |
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10:30 |
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10:36 |
IhrFussel |
How to check if a object is a player? does obj:is_player() work? |
11:00 |
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11:05 |
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11:09 |
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11:27 |
Krock |
IhrFussel, yes sure |
11:27 |
Krock |
works on any ObjectRef |
11:29 |
IhrFussel |
Krock, alright and obj:get_player_name() will return "" if it's not a player if I understood it correctly |
11:41 |
Krock |
from what I see in the source code, yes. |
11:52 |
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11:59 |
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12:00 |
EDAKIRI |
What is wrong with this Lua? > print(true?"A":"C") |
12:00 |
EDAKIRI |
error message: ')' expected near '?' |
12:00 |
Krock |
... that's not lua |
12:00 |
Krock |
you're using the C(++/#) conditional expression |
12:01 |
sfan5 |
that type of conditional expression can be found in a lot of languages actuallyy |
12:01 |
Krock |
instead, try > print (true and "A" or "C") |
12:01 |
sfan5 |
but lua isn't one of them |
12:01 |
EDAKIRI |
Oops. I saw it on this page and didn't read carefully. and thought it was in Lua. https://www.lua.org/pil/3.3.html |
12:01 |
EDAKIRI |
Thanks. |
12:02 |
Krock |
!next |
12:02 |
MinetestBot |
Another satisfied customer. Next! |
12:04 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Time: Change old `u32` timestamps to 64-bit (#5818) d99b6fe https://git.io/vHG73 (2017-05-26T12:03:36Z) |
12:09 |
EDAKIRI |
Krock: must one remove the minetest_game carts to use yours? should one? |
12:10 |
Krock |
EDAKIRI, no. boost_cart overwrites the MTG carts |
12:10 |
EDAKIRI |
does boost_cart require any part of MTG carts? |
12:10 |
Krock |
none |
12:11 |
Krock |
heck, the MTG carts are basically just a modified non-mesecons version of boost_cart :P |
12:14 |
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12:22 |
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12:31 |
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12:37 |
EDAKIRI |
It appears that Lua needs special 'glue' written in C in order to call a C function. It is not possible to call a plain normal (unprepared) C function from Lua. Correct? |
12:37 |
EDAKIRI |
-- because I wish to call a function in game.cpp |
12:40 |
Krock |
yes, because a Lua function must have the arument 1 being lua_State *) |
12:50 |
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12:59 |
EDAKIRI |
Is function name(parameter) body end -- the same as -- name = function (parameter) body end ? |
13:00 |
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13:01 |
Krock |
yes |
13:01 |
Krock |
hello kaeza |
13:02 |
kaeza |
greetings, Krock |
13:08 |
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14:06 |
EDAKIRI |
I thought that if i install LuaCmd , i could change a non-local variable, but it seems to not. |
14:08 |
Krock |
strange. is it sandboxed? |
14:09 |
IhrFussel |
Is the quickest way to check whether or not players are nearby "local pfound = 0 for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 10)) do if obj:is_player() then pfound = pfound + 1 end end ? |
14:12 |
Krock |
yes. |
14:13 |
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14:16 |
EDAKIRI |
Krock: probably. i must add it to secure.trusted_mods . |
14:17 |
Krock |
only to change global variables this shouldn't be required |
14:28 |
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14:47 |
EDAKIRI |
LuaCmd can not set a global variable in another mod, even if both are listed in secure.trusted_mods . (current Dev HEAD) |
14:49 |
kaeza |
maybe it sets its global environment to a temporary one? |
14:49 |
kaeza |
while it runs code, that is |
15:13 |
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16:22 |
Gambit |
Hey guys. So a dumbass spammer told me that the freenode staff killed your project dead forever. I'm really sorry to hear that. |
16:23 |
sfan5 |
:thinking: |
16:23 |
red-002 |
the old spammer? |
16:23 |
Gambit |
I dunno he pinged everyone in #minecraft and shouted that staffers killed Minetest. lol |
16:23 |
red-002 |
oh whats his nick? |
16:24 |
red-002 |
he might be k-line evading again |
16:24 |
Gambit |
tilugo; just got k-lined |
16:24 |
sfan5 |
red-002: it's probably you-know-who |
16:24 |
sfan5 |
but ¯\_(ツ)_/¯ |
16:24 |
Gambit |
idiot even pinged ChanServ |
16:24 |
red-002 |
lol |
16:24 |
red-002 |
I think this might be the same person |
16:25 |
Gambit |
I think, what Freenode really should be focusing on, is killing Minetest PvP |
16:26 |
red-002 |
if minetest got decent PvP we could do that |
16:26 |
Gambit |
lol |
16:27 |
Gambit |
You too could enjoy endless reddit threads about how your game is Ruined Foreverâ„¢ |
16:27 |
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16:28 |
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16:30 |
Gambit |
Well you all seem lovely and not at all destroyed as was reported to us repeatedly in all caps, and as a lover of FOSS I hope you stay that way. Good luck with the continued development of the project. Sorry to have bothered you. I just came over to see wtf was up with that guy. ♥ |
16:30 |
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16:32 |
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16:32 |
Krock |
>somehow< I've a particular person in mind |
16:33 |
EDAKIRI |
Krock: I have some wishes for boost_carts . Interested? |
16:33 |
red-002 |
well it could just be another unrelated person that uses a digital ocean ip and hates the project |
16:33 |
Krock |
EDAKIRI, -> https://github.com/SmallJoker/boost_cart/issues |
16:33 |
EDAKIRI |
Easiest is, i think the recipes and number of rails gotten in the main minetest are preferable. |
16:34 |
EDAKIRI |
If you want that as an issue, i will file it. |
16:34 |
EDAKIRI |
(let me know) |
16:35 |
EDAKIRI |
oops, i take that back. I didn't notice. default:mese_crystal is used in main default:mese_crystal_fragment in yours. |
16:36 |
Krock |
well, if you're sure that there are improvements needed or bugs around, feel free to open an issue |
16:36 |
Krock |
or a PR to fix it (preferable) |
16:39 |
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16:39 |
red-002 |
https://www.youtube.com/watch?v=jX3iLfcMDCw |
16:40 |
Krock |
wtf |
16:40 |
red-002 |
^ |
16:48 |
EDAKIRI |
The other is curves of less than 90° , such as Advanced Trains has. http://advtrains.bleipb.de/ |
16:49 |
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16:50 |
Krock |
well, the current rail type (straight and 90°) is already implemented in the core, which makes it very easy to make the railways look good, anytime |
16:51 |
Krock |
45° rails would be nice, very nice. The problem is that this will require to either extend the core feature or implement the rail rotating in the mod itself |
16:53 |
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17:12 |
red-002 |
hi nealshire |
17:13 |
nealshire |
sup |
17:13 |
nealshire |
thought this was dead |
17:13 |
red-002 |
we just got an old troll spamming people |
17:13 |
red-002 |
he is angry he got k-lined |
17:14 |
nealshire |
lol |
17:14 |
Krock |
can confirm dead but still moving |
17:14 |
Krock |
perhaps going to consider this rather as "undead" |
17:15 |
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17:15 |
red-002 |
damn it krock why can't you just stay dead? |
17:16 |
Krock |
burry me with your money |
17:16 |
Krock |
*bury, and related: http://burymewithmymoney.com/ |
17:17 |
red-002 |
ah a burial worthy of a Nigerian prince. |
17:31 |
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17:59 |
IhrFussel |
Lol...I googled "minetest on_server_step" and there was only 1 result containing this sentence "(If you think an internet server is hard, just try making a Mine test server! =: L)." |
18:01 |
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18:09 |
IhrFussel |
Is there a way to get the owner name of an animal on_step? (Mobs Redo API) |
18:10 |
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18:10 |
MinetestBot |
tenplus1: May-21 12:42 UTC <IhrFussel> Hello there, one of my players also plays on your server as "laute12" and wanted me to ask you if you could add some command aliases for easier typing like /p1 instead of /area_pos1 because he likes those quite a bit on my server but his English is not good enough to talk to you about it |
18:10 |
MinetestBot |
tenplus1: May-21 12:43 UTC <IhrFussel> The server I'm refering to is "Xanadu" in case you have more than 1 |
18:10 |
rubenwardy |
<IhrFussel> Is there a way to get the owner name of an animal on_step? (Mobs Redo API) |
18:10 |
MinetestBot |
tenplus1: May-21 13:02 UTC <IhrFussel> Ignore the previous messages by me, laute12 explained it in a confusing way but what he ACTUALLY meant was "could you ask tenplus1 to add the areas mod AND then add an alias for /area_pos1 and /area_pos2 like /p1 and /p2 for easier typing" |
18:10 |
tenplus1 |
hi folks |
18:10 |
tenplus1 |
self.owner gives the owner name |
18:11 |
tenplus1 |
on_step and many other functions provides access to self.* variables containing ALL mob information |
18:12 |
IhrFussel |
Ok will try thanks :) ... my plan is to make the owned animal teleport to the player if it's too far away (I hope it's not too heavy) |
18:12 |
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18:13 |
tenplus1 |
nah, should be easily done... a simple range check and teleport would suffice per actively owned mob |
18:14 |
rubenwardy |
checking spherical distance is cheap |
18:14 |
rubenwardy |
just multiplication - you can leave the sqrt out |
18:14 |
tenplus1 |
yeah, redo api has a quick check for distance in there :P |
18:15 |
IhrFussel |
So I shouldn't use for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 10)) do ##check if object is owner ? |
18:16 |
tenplus1 |
you can get player object from self.owner name and check distance from mob object to owner |
18:16 |
tenplus1 |
lot faster |
18:17 |
IhrFussel |
Can you tell me how to get the distance between owner and animal? |
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19:28 |
soupfly_ |
Hello, I'm having the hardest time trying to configure my Minetest server to give creative mode to the players. I've purged the cofigure files and Minetest server side and started fresh. I've edited the world.mt file to enable creative mode "creative = true". Nothing seems to work. It used to work and I can't figure out what to do. |
19:28 |
Krock |
"creative" mod missing? |
19:29 |
Krock |
are you sure that any instance of minetestserver was DOWN when you changed that file? |
19:29 |
soupfly_ |
I didn't think about that. I was not aware creative mode was a mod outside of the default mod. |
19:30 |
Krock |
btw, it's "creative_mode = true" |
19:31 |
Krock |
the server already should have put this setting into the file, so simply change the value |
19:31 |
soupfly_ |
Oh yes I'll try that |
19:32 |
soupfly_ |
I'm going to take the server down, remove the file, then restart to create a new one. |
19:32 |
Krock |
if you want creative mode for specific players only, you'll have to patch your minetest_game version with this one: https://github.com/minetest/minetest_game/pull/1543.patch |
19:32 |
Krock |
no need to remove the file. you can simply change the values without troubles |
19:33 |
Krock |
or as an alternative to patch: get unified_inventory |
19:33 |
Krock |
players will most likely have to rejoin after they got the "creative" priv |
19:36 |
soupfly_ |
No luck on enabling creative mode. I'll try that patch |
19:38 |
soupfly_ |
thank you for your help |
19:48 |
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19:50 |
MinetestBot |
[git] paramat -> minetest/minetest: Mapgen files: Update and correct copyright credits 210a339 https://git.io/vHZSM (2017-05-26T19:46:03Z) |
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VaultyTowers |
OldCoders threats are being dealt with authorities |
21:26 |
VaultyTowers |
any questions PM me |
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21:43 |
sfan5 |
uh huh |
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22:18 |
jin_xi |
hi guise |
22:18 |
VanessaE |
hey |
22:19 |
jin_xi |
Hi VanessaE what's up? It's been a while since i checked on MT |
22:19 |
VanessaE |
not much here |
22:20 |
VanessaE |
we just entered feature freeze for 0.4.16 release, which is in less than 2 weeks |
22:20 |
VanessaE |
folks have been missing you :) |
22:20 |
VanessaE |
you may wish to join #minetest-hub |
22:20 |
jin_xi |
i noticed a lot of new channels |
22:21 |
VanessaE |
that's sort of a half-way point between here and #minetest-dev |
22:21 |
VanessaE |
for users/admins to talk to core devs in a relaxed way (in theory :P )) |
22:22 |
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22:22 |
yumbox |
how acn I throw a snowball in someones face? |
22:22 |
VanessaE |
I don't think you can, at least not by default |
22:23 |
VanessaE |
maybe the old throwing mod can do that? |
22:23 |
yumbox |
is this game intentionally bad? |
22:23 |
VanessaE |
(weapons, whatever it's called not) |
22:23 |
VanessaE |
(now*) |
22:23 |
VanessaE |
er no, pretty sure it isn't. |
22:23 |
VanessaE |
it's a free game with volunteers doing the work |
22:23 |
yumbox |
ah, so it's a bug |
22:23 |
VanessaE |
it isn't like it's some paid-for professional setup or something |
22:24 |
VanessaE |
I don't know if I'd call it a bug. file an issue against minetest/minetest_game on github |
22:24 |
yumbox |
no thanks |
22:24 |
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22:27 |
VanessaE |
suit yourself. |
22:28 |
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22:38 |
DI3HARD139 |
Not gonna ask what that was about.... |
22:38 |
DI3HARD139 |
Let alone if the response from yumbox was necessary, |
22:42 |
VanessaE |
is it ever? |
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23:04 |
Inocudom |
Minetest is capable of freezing computers, just like GZDoom, when it runs out of RAM, even when swap is enabled. |
23:08 |
VanessaE |
blame the OS then |
23:09 |
VanessaE |
any program will do that if you fill up all available RAM and push it too far into swap |
23:10 |
Inocudom |
Seems like every program needs at least 16GB these days. |
23:11 |
Inocudom |
Even Team Fortress 2 has better RAM management, and it is 18GB in size. |
23:13 |
Inocudom |
Well, me and my computer are just getting too old. |
23:13 |
Fixer |
wat? TF2 is 18GB? |
23:14 |
Inocudom |
I bet the Nintendo Switch could run GZDoom and Minetest just fine, and probably any Source engine game as well. |
23:14 |
Inocudom |
Far as I can tell, but half of it could be the Source engine itself. |
23:17 |
Inocudom |
Of course, it would be an extremely bad idea to use a Nintendo Switch for that, as you're not supposed to. |
23:17 |
paramat |
lol yumbox =/ |
23:18 |
Inocudom |
Being an international corporation of unimaginable wealth and power, Nintendo would obviously hate any and all mods, fan projects, and open-source projects. |
23:18 |
paramat |
nah |
23:18 |
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23:22 |
Inocudom |
My operating system is Linux Mint, of course. 64-bit version of it too. |
23:23 |
Inocudom |
I don't know about Minetest, but Source engine and GZDoom are 32-bit. At least, GZDoom does not support more than one cpu thread at a time. |
23:26 |
Inocudom |
That proves to be a huge problem for GZDoom, one that, hopefully, an individual known as Eiion_ceo is attempting to tackle by making his own source port. |
23:27 |
Inocudom |
But what about Minetest? Does it and lua have the ability to use more than one thread at a time? If not, then there is a serious power bottleneck. |
23:30 |
Wayward_One |
No, Minetest is currently not multithreaded |
23:31 |
rubenwardy |
Minetest is multithreaded |
23:31 |
rubenwardy |
Mesh generation runs on a separate thread on the client side |
23:31 |
rubenwardy |
however the rendering is single threaded |
23:32 |
Wayward_One |
Ah, that's what I meant |
23:32 |
Wayward_One |
Pardon my lack of clarity |
23:33 |
Inocudom |
That would explain the framerate slowdowns then. |
23:34 |
Inocudom |
In a sense, Minetest suffers from the same issue that GZDoom does in terms of performance. |
23:35 |
rubenwardy |
concurrency is hard to get right |
23:35 |
Inocudom |
If Minetest was multithreaded then my framerate would probably be twice what it is now. My CPU has 4 cores. |
23:35 |
rubenwardy |
heh |
23:36 |
rubenwardy |
what's your GPU like? |
23:37 |
Inocudom |
Well, rubenwardy, GeForce GT 610 with 2GB, though a faster CPU is said to be helpful to graphics cards,at least in GZDoom's case. |
23:38 |
Inocudom |
Though I also heard that Minetest doesn't use GPUs as much as it could. Paramat himself opted for a computer with a powerful CPU instead of a powerful GPU. |
23:38 |
Inocudom |
GZDoom doesn't use GPUs as much as it could, either. |
23:40 |
Inocudom |
But, someone by the name of Eiiot_ceo, as he claims, is attempting to make a source port like GZDoom that is multithreaded. You see, mods need that feature. |
23:46 |
rubenwardy |
that won't be possible without ditching Lua |
23:46 |
rubenwardy |
well, not true multithreading |
23:47 |
rubenwardy |
also, mods aren't designed for such |
23:47 |
rubenwardy |
as in, the whole API of sharing a global environment |
23:48 |
rubenwardy |
the sims has a nice way of doing it |
23:48 |
rubenwardy |
each object in the sims is its own "thread" |
23:49 |
Inocudom |
And Eiiot_ceo stated that programs need to actually be updated to use superior hardware in order to do so in the following video on YouTube: https://youtu.be/URgVFoDbAMw |
23:49 |
rubenwardy |
this doesn't mean they're all actually threads, they could all be ran in one thread with time slicing |
23:50 |
Inocudom |
Around the 3:30 mark is where Eiiot_ceo speaks on the matter. |
23:55 |
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23:56 |
VanessaE |
rubenwardy: technically speaking, wouldn't those time slices still BE threads? |
23:56 |
VanessaE |
just not handled directly by the CPU |
23:56 |
VanessaE |
I mean, that's how we did preemptive multitasking in the old days - interrupt-driven time-slicing. |
23:58 |
Inocudom |
Still single core, however. What's the point of getting a multicore cpu if very few things actually use its potential? |
23:59 |
VanessaE |
browser on one thread, MT on another sound driver on another, video driver on another, network on another, etc etc etc etc |
23:59 |
VanessaE |
a good OS will delegate cores to tasks according to load |
23:59 |
VanessaE |
so that each task gets what it needs, if possible |