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IRC log for #minetest, 2020-11-15

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All times shown according to UTC.

Time Nick Message
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00:22 perrier Can I telnet or ssh in to my server?
00:22 perrier Or is there a remote admin tool?
00:25 perrier I saw some things involving irc commands but havn't tried it yet.
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07:16 Derek88 hi
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13:13 tango_ I was wondering: how good is the UI code separation in the client? as in: if someone wanted to write a different “frontend” for (a subset of features of) the client, using e.g. a different toolkit or even a completely different way to represent data (rogue-style 2D overhead or whatever)
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13:13 tango_ how much code could they share? is there a clear separation, some kind of MVC or similar pattern, or is it more of a mishmash?
13:14 tango_ or maybe I should ask the question in the forum
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15:55 heavygale in which case is player:get_velocity() = nil? my server is running 5.3.0 and bed kills the server https://github.com/minetest/minetest_game/blob/master/mods/beds/functions.lua#L94
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16:17 specing tango_: it's formspecs all the way down
16:17 specing Any tips on how to implement movement in CSMs? I guess setPlayerControl would be overriden fast through input processing, perhaps I should fake key presses? (and trap relevant ones while CSM is doing its thing?)
16:17 tango_ specing: even the 3D scene rendering? 8-D
16:18 tango_ I should really read up on formspecs, see if they can be made mobile-friendly
16:25 specing tango_: doc/lua_api.txt  has a lengthy description
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16:32 Krock heavygale: when the player left
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16:33 pallsld Good morning
16:33 pallsld I have been playing for awhile and complie the most recent version as I play
16:34 Krock good evening
16:34 pallsld I just upgraded my computer and was wondering if there are optimized flags I should know about to take advantage of my hardware
16:34 heavygale Krock: i left because server crashed^^
16:34 heavygale in laying down
16:34 pallsld Im reading trhrough the documentation but though somebody here might have some tips
16:34 Krock heavygale: update minetest_game, perhaps?
16:34 heavygale is latest git version
16:34 Krock pallsld: the compiler should do the necessary optimizations
16:35 Krock heavygale: if it's MTG, please report it to the git repo
16:35 Krock otherwise to the affected mod
16:35 pallsld Bummer
16:35 heavygale ok, i'll keep an eye on it
16:35 pallsld I was hoping to get an increase on render distance
16:35 Krock pallsld: well sure, you can tweak the compiler options but that won't make much of a difference
16:36 pallsld I see
16:36 pallsld thanks
16:36 Krock !next
16:36 MinetestBot Another satisfied customer. Next!
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16:37 tango_ are there profiler runs of the minetest client to see where the bottleneck for the rendering is?
16:37 MinetestBot [git] Wuzzy2 -> minetest/minetest: Fix falling image of torchlike if paramtype2="none" (#10612) ee1853e https://git.io/JkZcz (2020-11-15T16:37:09Z)
16:37 tango_ or is it somewhere deep inside irrlicht?
16:39 MinetestBot [git] Lejo1 -> minetest/minetest: Auto build client appimage (#10561) a16e412 https://git.io/JkZcA (2020-11-15T16:38:04Z)
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16:41 Krock F5 and F6
16:42 pallsld oh nice
16:43 Krock the rendering bottleneck are batch-drawn images (e.g. fonts) and how Minetest feeds the GPU with data. Minetest does too much work on PU
16:43 Krock *CPU
16:43 pallsld Ive noticed taht. I run it with top open sometimes and have seen mintest hit 200%
16:43 Krock perhaps also an Irrlicht limitation because OpenGL 1.4 is already enough to play the game. I don't think it makes use of newer features
16:44 pallsld thats when Im speeding through the air though loading the map as fast as i can
16:44 Krock luckily for you, map loading and generating is a separate thread, hence not influencing rendering a lot
16:45 pallsld interesting
16:46 Krock tango_: if you want to check whether the GPU is your bottleneck, place a few of homedecor's bathtubs in your world. those contain a few hundred vertices
16:47 pallsld I will def do taht. I am doinga pull and recompile right now. I just realized I was using the binary from my last PC
16:47 pallsld just moved the drive yesterday
16:47 pallsld its much faster but I want to see how far i can push it
16:48 tango_ Krock: the problem I'm seeing is very odd. I'm getting periodic lag spikes that make the game momentarily unplayable (single-digit FPS if not even SPF) and then drops back to normal
16:48 Krock pallsld: are you a low-spec gamer or just trying to maximise it due to genral interest?
16:49 tango_ I've been trying to understand better when/where it happens, without much luck
16:49 pallsld no the opposite. I overbuilt a PC bc it was time for an upgrade and I do them scarcely so I want to see how far it can go
16:49 Krock for former I could provide you some links to trim Minetest for gaining a few extra fps on 2008 integrated graphics
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16:49 pallsld but it is due to interest and like of the game
16:49 pallsld been playing mineteest since 4.15
16:50 tango_ Krock: so now I'm actually pondering about trying to go through some callgrind to find where these spikes are happening
16:50 tango_ but maybe callgrind would be too much
16:51 tango_ Krock: f5 and f6 do show me when this happens (as if the LAaaaaaaaaaaaAAAG wasn't enough), but not WHY
16:51 tango_ i.e. where time is being lost
16:51 tango_ ultimately it might even just be a driver issue
16:52 tango_ but I'm not even sure how to determine that
16:52 tango_ (not looking forward at a rollback of the kernel, drm and mesa)
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17:40 Splyncryth Hello
17:40 Splyncryth I installed minetest through Ubuntu repo. What is the file structure of minetest and what folder do I install mod packs?
17:40 Splyncryth ALso the mod packs downloaded from the repo, where are they located?
17:50 sfan5 from the repo probably in /usr/share/minetest
17:50 sfan5 the local data folder is ~/.minetest
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18:01 Splyncryth so if I need to modify the minetest.conf for a local game it would be in ~/.minetest ?
18:01 Splyncryth if I need to turn on mods in a local game i would modify the ~/.minetest minetest.conf file?
18:02 sfan5 better do that from the menu
18:21 FrostRanger[m] Splyncryth: you are better off installing mods either manually or from the content db
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19:16 Sires Hello
19:17 Sires I'm trying to make a decent biome
19:17 Sires but for some reason grass spawns underwater
19:17 Sires https://imgur.com/a/3y36sIl
19:17 Sires The code is:
19:18 Sires one sec..
19:18 Sires https://termbin.com/c9xe
19:18 Sires Thats the code
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19:30 Sires btw I'm using v7 mapgen
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19:47 tango_ there we go. standard drawtim <30ms, spike to 240ms
19:47 tango_ wth
19:47 tango_ without anything special going on, that I could see
19:47 tango_ home server, I'm the only client
19:48 tango_ that aside, I just found out that rails need to lie on something, they can't be freestanding
19:48 tango_ anybody wants to comment on their preferred support, when buiding bridges or something?
19:51 tango_ I mean, conceptually you'd want gravel for the ballast, wouldn't you?
19:55 Hawk777 That would be realistic on land. I don’t think gravel ballast is usually used on bridges though; aren’t the ties/sleepers usually mounted directly to the concrete bridge structure?
19:57 Hawk777 (or metal bridge structure, depending on the bridge)
19:57 tango_ Hawk777: good point
19:58 tango_ so for the bridge a slap of wood or cobblestone would be conceptually better
19:58 tango_ a slab, even
19:58 Hawk777 Yeah… of course rails have to be in their own node, so the best look might come from an upper-half slab, if you’ve got something that provides those.
19:59 Hawk777 I suppose for a higher-tech look, again if you have the items available (and resources to burn), something like the upper half of an iron storage block.
19:59 tango_ I'd rather not waste iron, but I'm drowning in cobblestone, so
20:00 Hawk777 Might want to compare the look of cobble versus stone. Cobblestone for a railway bridge sounds a bit weird to me, but smooth stone would look quite like concrete.
20:00 Hawk777 Might be OK though.
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20:33 cheapie tango_: I don't really play MT any more but was usually on more heavily-modded servers when I did, and it was pretty much universally concrete for bridges there.
20:33 cheapie (both road and rail)
20:41 Splyncryth Is there a way to enable mini map in single player mode without crafting a map?
20:44 specing give yourself the minimap priv
20:44 specing or recompile minetest
20:45 Splyncryth hwo do I give myself the minimap priv?
20:47 sfan5 I don't think minetest_game has a minimap privilege
20:47 sfan5 either way the only solution I can think of is to remove the "map" mod from games/minetest_game/mods/
20:47 sfan5 only easy solution*
20:49 Splyncryth That worked!
20:49 Splyncryth is there a way to get a bigger map?
20:49 Splyncryth like a map of everything ive discovered?
20:51 specing Splyncryth: there's a tool called minetestmapper, that generates an image
20:52 Splyncryth yeah, I was thinking of a map that I can mark
20:52 Splyncryth place marks showing unique points
20:54 Splyncryth so I can mark a dungeon in game, then go back to it latter
20:54 Splyncryth etc...
20:55 specing it's not a map, but there's a CSM that lets you place marks
20:58 Splyncryth know whats it called?
20:59 specing advmarker or something
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21:10 tango_ now this is curious, when the drawtime peaks, the CPU usages goes DOWN
21:10 tango_ so I'm guessing that the issue isn't minetest-side
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21:51 tango_ another interesting thing, although potentially not relevant: trying to run minetest under apitrace gives warnings about gl{Color,Normal,TexCoord,Vertex}Pointer needing to be faked due to them pointing to user memory
21:52 tango_ I'm guessing this might be an irrlicht limitation
21:52 tango_ (I mean that fact that it doesn't use BOs)
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22:03 specing tango_: gpu bottleneck?
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22:10 tango_ specing: no frigging idea yet
22:11 tango_ I only know that I get spikes where the drawtime is an order of magnitude higher than usual
22:11 tango_ then it drops back to normal
22:11 tango_ then after a few seconds again goes crazy high
22:12 tango_ it might just be some driver shit, but even with apitrace I can't reasonably see where the problem is
22:12 tango_ the fact that irrlicht uses old opengl doesn't help
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23:26 specing NetherEran: do you still use Notabug?
23:31 NetherEran yes why?

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