Time |
Nick |
Message |
00:11 |
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02:01 |
AliasStillTaken |
Since use_texture_alpha = true is deprecated anyways, we could do that in a search and replace |
02:01 |
Sokomine |
sorry, yes. better place here. you're right. still, i hope the core devs are intrested. after all such hanging of the client is problematic |
02:02 |
Pexin |
AliasStillTaken Sokomine fluxionary: were you previously aware of 11696 |
02:02 |
fluxionary |
alias: across thousands of files, with dozens of differences in whitespace standards? |
02:03 |
fluxionary |
no, but i personally think that while the glass may be an issue, it's mostly due to entities and nodebox/mesh drawtypes |
02:03 |
Sokomine |
use_texture_alpha scrolls me almost to death when joining (after having changed my client to show warnings) |
02:04 |
AliasStillTaken |
fluxionary: at least the use_texture_alpha is unique? Looks like we "only" have 200 instances over 53 files in the code base :D |
02:04 |
fluxionary |
alias: still, why not just hack the fix into one file for the moment? |
02:05 |
Sokomine |
pexin: i've been aware that there might be a problem and that it has been discussed - but my knowledge of graphics is too limited to contribute |
02:05 |
AliasStillTaken |
That might be abetter option. I'm searching through the register node lua already. |
02:05 |
fluxionary |
^fix^alternation |
02:06 |
AliasStillTaken |
Can't find a use_texture_alpha in that register_node thingy? |
02:07 |
fluxionary |
no, you override the definition there |
02:07 |
fluxionary |
you just add `nodedef.use_texture_alpha = opaque` |
02:08 |
fluxionary |
well, with quotes |
02:09 |
AliasStillTaken |
Somewhere in function core.register_node(name, nodedef) I guess? |
02:10 |
fluxionary |
it's currently 2 lines long. make that the 1st or 2nd line |
02:10 |
Sokomine |
huge amounts of shops have existed on other servers before...can't imagine that it's only that |
02:10 |
AliasStillTaken |
I only want to make sure I foudn the right place :D |
02:11 |
fluxionary |
Sokomine: oh, trust me, the shops are a huge part of it, it's part of why i wrote my own smartshop fork |
02:12 |
Sokomine |
they're certainly not innocent. just can't imagine that they're the main reason |
02:12 |
fluxionary |
just changing the drawtype of the entities from "wielditem" to "sprite" can halve their contribution to lowered FPS |
02:13 |
fluxionary |
(and in the in-development version, creating only a single entity for all 4 items when possible |
02:13 |
AliasStillTaken |
testserver is up and by miracle I found the right place. The glass now is pretty opaque |
02:14 |
fluxionary |
Sokomine: it depends on whether we're talking about consistent FPS drops, or the single 1-2 second lag spike if you load into the center of the shopping district in haven |
02:15 |
fluxionary |
alias: rejoining, i'm quite curious to see what things look like =D |
02:15 |
AliasStillTaken |
Not SO much different, but ... see for yourself :P |
02:20 |
AliasStillTaken |
Testserver is on the same address, but port 30001 |
02:21 |
paradust |
(119,1,71) seems to be something big too. Some kind of fireplace particle effect? |
02:21 |
paradust |
*something expensive |
02:22 |
AliasStillTaken |
There are a couple of armor stands in there and a fire |
02:32 |
paradust |
this may be more representative: https://minetest.dustlabs.io/blocktimes2.txt |
02:33 |
paradust |
in the first sample, I stayed in the center. So of course the glass building was visible most of the time. but transparencies don't render at high distance |
02:33 |
paradust |
Second sample, I ran all over the place |
02:36 |
Sokomine |
which block is the one with the huge spike? |
02:37 |
Sokomine |
alias changed all(?) glass to opaque. it didn't help that much with fps, and the lag spikes are still there - even after a clearallobjects |
02:37 |
fluxionary |
i dunno, the first few ones all contained signs_lib signs with lots of multi-colored text |
02:39 |
paradust |
Sokomine: What's your render distance? |
02:39 |
fluxionary |
oh there's a 2nd blocktimes, let me look @ that |
02:39 |
fluxionary |
oh yikes those numbers are way bigger O_O |
02:40 |
paradust |
because I spent more time in game |
02:40 |
paradust |
milliseconds total |
02:41 |
paradust |
but something expensive is happening at (119, 1, 71). I wonder if it has to do with the smoke effect nodes |
02:41 |
AliasStillTaken |
Looks like either clear_meta or clearobjects causes the testserver now to act up when we load some mapblock |
02:41 |
Sokomine |
paradust: 20. the absolute minimum. and even that creates lag spikes in spawn city and low fps. on most other places of the map 60-80 are no problem. i still have that celeron g1610 with its igp - so bad gpu, not fast cpu, slow connection |
02:42 |
AliasStillTaken |
I put the error message in https://gitea.your-land.de/your-land/bugtracker/issues/2005 |
02:43 |
AliasStillTaken |
Odd - that hints at a filter injector, which are not allowed in the city |
02:43 |
Sokomine |
ah yes. wouldn't see that as an issue. a tube that lost its data - no wonder it's confused. not a real problem |
02:43 |
Sokomine |
side-effect of our test. can be ignored for now |
02:44 |
paradust |
Sokomine: hm. is your FPS high looking straight up and straight down? |
02:44 |
fluxionary |
Alias: you should probably re-initialize the map for the test server, very few mods can handle their metadata being taken out from under them |
02:45 |
Sokomine |
paradust: usually better - but not well |
02:46 |
fluxionary |
Alias: we need a "//grep_blocks" command |
02:46 |
Sokomine |
the lag spikes seemed gone with the metadata gone |
02:46 |
fluxionary |
i didn't get around to testing the lag spikes, but the FPS drop still seemed to be present |
02:47 |
fluxionary |
turning everything opaque didn't seem to change much |
02:48 |
AliasStillTaken |
fluxionary: What would a "grep blocks" command do? |
02:48 |
AliasStillTaken |
give us positions of nearby blocks of certain nodename? |
02:48 |
fluxionary |
alias: `//grep_blocks mesecons.*` -> list of name/position pairs |
02:48 |
Sokomine |
paradust: looking straight down, with more or less just a few waving farming plants below me: 28 fps at view range 20. ah. now it went up to 40 fps. still - that is very little, especially for that view range |
02:49 |
fluxionary |
(this would clearly need a limit so as not to flood you w/ chat messages, which would be the 2nd parameter) |
02:49 |
AliasStillTaken |
Or maybe only work in an area |
02:50 |
AliasStillTaken |
worldedit has a //count command, but this doesn't reveal the pos |
02:50 |
fluxionary |
Alias: exactly, i'm thinking about //count |
02:50 |
fluxionary |
searching a defined area is also plausible, but WE regions are more general |
02:51 |
AliasStillTaken |
on YL there's a /area2we command :P |
02:52 |
Sokomine |
paradust: looking up is in a similar range (about 43 fps). and that's a clear sky, with (apart from hud and such) only part of the sun showing |
02:52 |
paradust |
is there any way to test disabling rotating entities ? |
02:52 |
paradust |
also the smoke animation |
02:54 |
AliasStillTaken |
we could temporarily remove the mods that bring them |
02:54 |
Sokomine |
if it's in one particular place we might just remove it there on the test server |
02:54 |
Sokomine |
just removing the node is probably easier for testing? |
02:55 |
paradust |
Sokomine: Could you build your own minetest with this patch to show block times? There might be something specifically causing bad behavior with your video card, and that would show up more clearly from your machine |
02:55 |
Sokomine |
can you point me to the patch? |
02:57 |
paradust |
https://minetest.dustlabs.io/blocktimes.patch |
02:57 |
fluxionary |
(sorry, had to AFK for a bit, and still AFK for a while) |
02:57 |
fluxionary |
alias: WE boundaries are not more "general", but instead more ad-hoc. i'll make a note to make a command that works w/ either approach |
02:58 |
AliasStillTaken |
+1 |
02:58 |
AliasStillTaken |
testserver is up again, I disabled pipeworks |
04:00 |
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04:20 |
ball |
So I made a world and I've been exploring it, building "lighthouses" on promontories and striped paths between them. |
04:20 |
ball |
I fell down a couple of times and my health isn't great. Is there anything to eat? |
04:20 |
ball |
...do I lose all my work when I die? |
04:25 |
luk3yx |
If you're just playing the default game then there are apples that grow on some trees |
04:26 |
ball |
Thanks, I'm on an island with trees now but I think they're spruce. I'll keep looking though. |
04:27 |
luk3yx |
And you don't lose progress when you die, anything you had in your inventory gets put into bones at your death position (which are kind-of like chests but you can only take items out of them). |
04:31 |
ball |
Oh great, thanks! |
04:31 |
Pexin |
bbbbbones!! |
04:32 |
ball |
I see there's a "server mode". I'll have to let my children run riot on this world, too. |
04:32 |
Pexin |
are wild blueberry bushes not in the stock game? |
04:33 |
luk3yx |
Oh right they are, I forgot about those |
04:34 |
Pexin |
2 years ago I started playing on a public server. made a whole bunch of blueberry pies. I still have almost 3 stacks remaining |
04:35 |
Pexin |
..not sure if the server has slowed hunger possibly |
04:35 |
Pexin |
also sometimes when my satiation is really low, I just put everything into backpacks and jump off a cliff to respawn |
05:12 |
ball |
Thanks |
05:12 |
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06:21 |
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06:36 |
Pexin |
FatalError: you in here? (can't see discordians) what flavor of linux did you try, and how long ago? |
06:37 |
MTDiscord |
<FatalError> i tried kubuntu and I didn't know how to use it, and I don't intend to |
06:37 |
MTDiscord |
<LinoTastic> k-ku-kubuntu??? |
06:37 |
MTDiscord |
<ROllerozxa> >ubuntu |
06:37 |
MTDiscord |
<LinoTastic> i use arch |
06:37 |
MTDiscord |
<ROllerozxa> yeah I can see why |
06:37 |
MTDiscord |
<LinoTastic> @FatalError freaking cringe |
06:37 |
MTDiscord |
<LinoTastic> don’t come near me |
06:37 |
MTDiscord |
<FatalError> why'd you ping me you fuck head |
06:37 |
MTDiscord |
<FatalError> im literally typing right here |
06:38 |
MTDiscord |
<FatalError> either way |
06:38 |
Pexin |
I use xubuntu. lighterweight and simpler |
06:38 |
MTDiscord |
<LinoTastic> AAAAAA |
06:38 |
Pexin |
kubuntu is.. kinda bloated |
06:38 |
MTDiscord |
<LinoTastic> why everyone use ubunto |
06:38 |
Pexin |
because easy |
06:38 |
MTDiscord |
<ROllerozxa> xubuntu and kubuntu is just the same shit with a different GUI |
06:39 |
MTDiscord |
<LinoTastic> easy doesn’t matter |
06:39 |
Pexin |
kubuntu relies on a hella set of its own libs |
06:39 |
MTDiscord |
<FatalError> I don't see the reason in going through the hastle of installing a new OS, just so I get to figure out how to use it for absolutely no benefit |
06:39 |
MTDiscord |
<FatalError> that's why I stick with windows |
06:39 |
MTDiscord |
<FatalError> It works for me, and I'm happy |
06:39 |
MTDiscord |
<FatalError> you stick with your linux |
06:39 |
MTDiscord |
<FatalError> ill stick with my windows. |
06:39 |
MTDiscord |
<ROllerozxa> FatalError: but what if you want to do engine development? |
06:40 |
MTDiscord |
<FatalError> I feel like having linux definitely isnt needed to compile |
06:40 |
Pexin |
FatalError: the reason it was brought up is because linux variants tend to be already set up from the ground up for development |
06:40 |
MTDiscord |
<FatalError> but im not there |
06:40 |
MTDiscord |
<FatalError> I dont think ill ever be there. |
06:40 |
MTDiscord |
<ROllerozxa> virtual machines exist |
06:41 |
MTDiscord |
<ROllerozxa> or even WsL |
06:41 |
Pexin |
dev on windows is messy X( |
06:41 |
MTDiscord |
<ROllerozxa> just get some sort of Linux environment, and set up minetest for compilation |
06:42 |
MTDiscord |
<ROllerozxa> and then you could begin working at applying the old PR onto the latest source code, and then you can commit that into a fork and open a new PR |
06:42 |
Pexin |
dev on windows is "standardized" I guess if you're using .NET |
07:15 |
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13:11 |
MTDiscord |
<MisterE> I just installed manjaro linux a few days ago. LOVE it... for the simple reason it doesnt have the performace problems all my other os s do XD |
13:17 |
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13:21 |
MTDiscord |
<ROllerozxa> based |
13:21 |
MTDiscord |
<ROllerozxa> welcome to the world of up to date and functioning software |
13:34 |
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13:54 |
sfan5 |
also welcome to the world where software is sometimes broken because it is up-to-date |
13:56 |
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15:02 |
comrad |
and then you realize that the linux distros are just a combination of the ever same software |
15:10 |
MisterE[m] |
well, I had to install the LTS version of blender to get b3d support |
15:10 |
MisterE[m] |
. Manjaro had both |
15:11 |
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16:23 |
settl3r[m] |
Guys, i witnessed a really strange effect - i suffered damage while going down a normal stairway, i'm neither hungry, nor are there any mobs which could hurt me (all is well lit and there are no holes into caves etc.), and i searched for any nearby uranium but couldn't find any.. i now wonder, could it be a rare bug? |
16:23 |
rubenwardy |
suffication mod? |
16:23 |
settl3r[m] |
the damage only happens occasionally |
16:23 |
settl3r[m] |
no, there is no suffocation either |
16:23 |
settl3r[m] |
no water nearby either |
16:24 |
settl3r[m] |
how far away does uranium cause damage to a player? |
16:24 |
settl3r[m] |
and is there any other ore which could induce damage over a further distance? |
16:24 |
settl3r[m] |
rockweed? |
16:24 |
settl3r[m] |
but i'm not that far down either |
16:25 |
settl3r[m] |
maybe around ~ -100m below the sea level |
16:25 |
settl3r[m] |
i mean, it is not a real threat, as i have tons of food with me to heal myself, but i wonder what could cause this.. |
16:27 |
settl3r[m] |
(the server i'm on uses technic, more_ores, cave_realms mod among others) |
16:27 |
settl3r[m] |
(and gloop-ores) |
16:28 |
settl3r[m] |
* (and gloop-ores, and more_mobs, more_npc, animals) |
16:29 |
settl3r[m] |
are there mods, where the player could get damaged, if he eats not varied enough food? |
16:30 |
settl3r[m] |
are there any mobs which could damage a player through stone? |
16:30 |
settl3r[m] |
(but i couldn't hear any monster while going down, either) |
16:31 |
settl3r[m] |
* down, either, so it would have to be a very sneaky monster :/ ) |
16:32 |
settl3r[m] |
are there invisible mobs which can't be heard either, which can attack the player even in a ok lit area? |
16:32 |
MTDiscord |
<SX> uranium ore |
16:32 |
settl3r[m] |
yeah, i already searched for that, i dug out the stone near the stairway |
16:32 |
settl3r[m] |
but uranium has only a short damage-distance, right? |
16:33 |
settl3r[m] |
about 1-1.5 meters maximum for uranium ore (?) |
16:33 |
MTDiscord |
<SX> yeah, to make it safe you have to put in your pocket or backpack :p |
16:33 |
settl3r[m] |
(pure uranium blocks have a further damage-distance) |
16:33 |
settl3r[m] |
* further damage-distance, but they don't occur naturally[?]) |
16:34 |
settl3r[m] |
could pure uranium-blocks hurt the player through multiple layers of stone? |
16:34 |
settl3r[m] |
i mean these green blocks |
16:34 |
settl3r[m] |
but i wonder how these could be generated.. |
16:34 |
MTDiscord |
<SX> yes, stone wont help much and wont really reduce radiation signifcantly |
16:35 |
settl3r[m] |
how far away does pure uranium (0.7% fissile, so natural state), hurt players? |
16:35 |
MTDiscord |
<SX> and only uranium ore is added by technic worldgen |
16:36 |
settl3r[m] |
no radon gas? |
16:36 |
settl3r[m] |
hm, ok so i have to dig out the whole area around the staircase.. |
16:36 |
MTDiscord |
<SX> uranium ore I think some about 3m maybe, should be fairly easy to test... |
16:37 |
settl3r[m] |
some? are there differently strong ores of uranium? |
16:37 |
MTDiscord |
<SX> well when careful mtg default pickaxe can just reach ore before it starts damaging player |
16:38 |
MTDiscord |
<SX> and no different types, just single ore (again assuming just technic) |
16:38 |
settl3r[m] |
(luckily, this server is not in ultra-hardcore) |
16:39 |
settl3r[m] |
* in ultra-hardcore, else i would have to carry tons of kalite with me, to periodically heal myself) |
16:40 |
settl3r[m] |
(..but it is in ('normal') hardcore mode, so dying is permanent) |
16:40 |
settl3r[m] |
and also luckily that uranium ore is relatively mild in its damage |
16:41 |
settl3r[m] |
* its damage (1 hp/hit) |
16:41 |
settl3r[m] |
and hits happen not too fast |
16:41 |
settl3r[m] |
returns to mining |
16:51 |
* settl3r[m] |
uploaded an image: (531KiB) < https://libera.ems.host/_matrix/media/r0/download/matrix.org/SOGvKfgISbDUTrRKTgwQdRpN/screenshot_20220530_124918.png > |
16:51 |
settl3r[m] |
Heureka! |
16:52 |
settl3r[m] |
(i didn't know that it could hurt so far away) |
16:55 |
settl3r[m] |
my hunch is, that it has a maximum radiation radius of 2.5m |
16:55 |
settl3r[m] |
(from the center of the U-238 block) |
16:55 |
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16:56 |
settl3r[m] |
..because it happened very rarely |
16:56 |
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16:56 |
settl3r[m] |
or you have right, and it rarely hits at 3m |
16:57 |
settl3r[m] |
i guess the rapidity of hits diminish with range |
16:57 |
settl3r[m] |
s/range/distance/ |
16:57 |
settl3r[m] |
* i guess the rapidity(rapidness?) of hits diminish with distance |
17:00 |
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17:05 |
* settl3r[m] |
uploaded an image: (504KiB) < https://libera.ems.host/_matrix/media/r0/download/matrix.org/ehqSmIBRtfkXzURDhLUFvABA/screenshot_20220530_130344.png > |
17:05 |
settl3r[m] |
wow i discovered a second deposit |
17:06 |
MTDiscord |
<SX> radiation (damage) accumulates and also has lingering effect, distance (and any shielding) affects accumulation and damage directly |
17:07 |
definitelya |
Yay spicy stone- ouchie! |
17:08 |
settl3r[m] |
MTDiscord: wow, sounds rather complex |
17:08 |
settl3r[m] |
* rather complex, for a ingame effect |
17:08 |
settl3r[m] |
but cool! |
17:09 |
settl3r[m] |
ty for the infos |
17:11 |
settl3r[m] |
i cant find a better smiley ^^ |
17:14 |
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17:15 |
* settl3r[m] |
uploaded an image: (538KiB) < https://libera.ems.host/_matrix/media/r0/download/matrix.org/tRcwtmcbTHiyCLcDVkmByYcN/screenshot_20220530_131355.png > |
17:15 |
settl3r[m] |
..and a third. |
17:16 |
settl3r[m] |
i heard, that uranium can be made renewable, with a reactor, is that true? |
17:18 |
definitelya |
settl3r[m]: I think it involves one or more reactor meltdowns, have at it. :) |
17:18 |
definitelya |
I never tried it though. |
17:20 |
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17:32 |
calcul0n |
the idea is flowing corium turns into chernobylite which can be centrifuged to make uranium |
17:33 |
calcul0n |
i wouldn't recommend that on an hardcore server :) |
17:37 |
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17:48 |
settl3r[m] |
lol ok |
17:48 |
settl3r[m] |
but.. with a hazmat suit on? |
17:49 |
calcul0n |
it doesn't help much with corium |
17:49 |
settl3r[m] |
ouch corium, which behaves like alien blood? |
17:50 |
calcul0n |
yeah, you get the idea :) |
17:50 |
settl3r[m] |
(the first movie/book was the best, btw ^^) |
17:51 |
settl3r[m] |
(i wonder if they got inspired by the "reacting blood" of the movie *The thing*, in antarctican base) |
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sfan5 |
just set some stuff on fire in nodecore and I like how it burns |
20:20 |
sfan5 |
i guess fuzz testing isn't that useful but at least fun https://0x0.st/oBpd.png |
20:24 |
MTDiscord |
<luatic> lol |
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20:48 |
runs |
hi |
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Oblomov |
sfan5: wth |
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21:28 |
troika |
yup |
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22:50 |
MTDiscord |
<FatalError> why is runs here |
22:50 |
MTDiscord |
<FatalError> fucking ew |
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23:49 |
MTDiscord |
<Warr1024> He wasn't bothering you, y'know. ? |
23:50 |
MTDiscord |
<Warr1024> Is that an army of bots playing NodeCore and trashing the terrain? |
23:51 |
MTDiscord |
<Warr1024> What are those opaque blue tiles? |