Time |
Nick |
Message |
02:25 |
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02:43 |
cheapie |
Well, I decided to try 0.4.15 (the most promising-looking version I had sitting around) on an old XP box with a Transmeta Efficeon and Radeon VE - it actually runs kinda playably if I turn the settings _way_ down, about 10 FPS. |
02:44 |
erle |
cheapie why would you have to set it *that* low |
02:45 |
cheapie |
It's not real happy (lots of warnings in the logs, seeing as how the card only supports OpenGL 1.3) but I haven't actually seen any incorrect rendering. |
02:45 |
erle |
how old is the computer anyway |
02:45 |
cheapie |
Those are parts from about 2002. |
02:45 |
cheapie |
And not even good ones for the time either :P |
02:45 |
erle |
try the irrlicht demos on that hardware please |
02:45 |
erle |
i wonder if it is because minetest renders shit or because old hw |
02:46 |
cheapie |
Do you have a link to the demos you want me to try? |
02:46 |
erle |
cheapie the one with the dwarf and the dynamic shadows and the particle system, wait i look for it |
02:46 |
cheapie |
(and note that The Sims 2 runs at about 2 FPS on it in 800x600, so the old hardware is almost certainly most of it) |
02:47 |
cheapie |
Just looked up the dates - CPU is from 2003, GPU is from 2001. |
02:48 |
erle |
cheapie, this one https://github.com/zaki/irrlicht/blob/master/examples/08.SpecialFX/main.cpp |
02:48 |
erle |
are you sure you are using openGL and not software rendering? |
02:49 |
cheapie |
It is using hardware OpenGL. This performance is expected for hardware like this. |
02:50 |
erle |
i have played earth 2150 on a system from 1999 |
02:50 |
erle |
i think it can be done better |
02:50 |
cheapie |
As far as the demo goes... I don't see a precompiled version on there, and compiling anything on a CPU like this would be... painful, not to mention that it's currently running Windows XP and I would have to get the development environment working on that if I wanted to do so. |
02:50 |
erle |
maybe it is windows? fleckenstein once tried minetest on the same hardware i use (thinkpad T60) on windows and found it was unplayable |
02:51 |
erle |
of course you have to compile the irrlicht sdk |
02:51 |
erle |
it will not take more than an hour i think |
02:51 |
erle |
faster with -Ofast or so but then you get a slower binary |
02:51 |
cheapie |
...keep in mind what CPU this is. |
02:52 |
erle |
well, i have no idea where there are precompiled versions of those things |
02:56 |
cheapie |
I'll probably be trying Linux on it at some point eventually to see how that runs - if I do, I'll try out MT on there as well and see what happens, but don't expect much :P |
03:24 |
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03:51 |
muurkha |
oh hi cheapie, nice to see you. xentrac here |
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09:11 |
bingfengzs |
hi |
09:12 |
ROllerozxa |
hello |
09:26 |
MarquisDeCate` |
howdy |
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09:41 |
sfan5 |
erle: -Ofast is for making the binary fast (incl. things like unsafe math optimizations), for fast compile times use -O0 |
09:45 |
sfan5 |
turning warnings off also speeds up compilation |
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11:56 |
mazes_83 |
erle: 5.5.0 is in testing, I just backported |
12:00 |
mazes_83 |
erle: I'm a bit involved in gentoo packaging, and sincerelly do not feel ease with debian packaging, don't know nothing about their integration process, that's why I ask about file hosting minetest side |
12:07 |
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12:57 |
CowboyLv |
Added screenshots for Extra Biomes |
13:22 |
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15:02 |
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15:02 |
independent56 |
Why does minetest hold so much in memeory after leaving a Multiplayer server? |
15:03 |
independent56 |
https://i.imgur.com/6kocfII.png |
15:03 |
independent56 |
The first drop is me leaving the server, the second me closing the client |
15:04 |
independent56 |
what is it? (i know why; reduce future loading times in the same session) |
15:14 |
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15:15 |
erle |
sfan5, oops thanks. but why would i ever want unsafe math optimizations? |
15:16 |
erle |
independent56 i doubt this reduces loading times, i think it is just an artifact of not freeing memory right away. |
15:16 |
independent56 |
Hmm |
15:17 |
independent56 |
I've once left Minetest idle to watch Youtube videos and then i look and it's still the same high memory usage |
15:17 |
erle |
you can join and leave different worlds. does the memory footprint rise each time? if so, memory leak. |
15:17 |
independent56 |
Hmm, i'll try that |
15:20 |
independent56 |
Does not seem to |
15:21 |
independent56 |
But on rejoining my server, load times seem to be decreased slightly |
15:21 |
erle |
how nuch |
15:26 |
independent56 |
I'm not sure |
15:26 |
independent56 |
Maybe there wasn't a reduction |
15:27 |
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15:53 |
MTDiscord |
<SX> probably caching and fs buffers for caches affects rejoin most |
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16:24 |
independent56 |
How do i close iron doors automatically as a mesecons signal turns off? |
16:36 |
Krock |
have you tried turning it on and off again? |
16:42 |
Krock |
if you need two positive edges to trigger it, you could use a delay circuit to multiply edges |
16:45 |
independent56 |
I have, by walking on and off a presure plate |
16:52 |
sfan5 |
I'm pretty sure that is supposed to work automatically |
16:52 |
sfan5 |
update your mesecons version |
16:54 |
independent56 |
i will |
16:54 |
independent56 |
thanks |
17:06 |
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17:29 |
independent56 |
Ugh, now i broke my server. Mesecons stopped working so advtrains turned to unknown nodes so my servercleaner "cleaned" it up |
17:29 |
independent56 |
So now the BMIE has lost its trains. |
17:31 |
independent56 |
And now i have to fix this |
17:37 |
MTDiscord |
<SX> and after fixing it remove servercleaner? :p |
17:40 |
MTDiscord |
<SX> Not exactly sure what servercleaner is but sounds like something that should be manually executed when it is needed instead of being automagic... |
17:40 |
sfan5 |
agree |
17:44 |
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17:45 |
muurkha |
independent56: oh no :( |
17:45 |
independent56 |
yes, i should |
17:45 |
muurkha |
do you have backups? |
17:45 |
independent56 |
I used it to trim off unkown nodes |
17:45 |
independent56 |
Yes, i have a 02:00 one at 56i.duckdns.org/world |
17:45 |
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17:45 |
independent56 |
But it hasn't got the level crossing and factory i poured my heart over. |
17:45 |
independent56 |
So i have decided to reconstruct the mesecons and train tracks |
17:48 |
independent56 |
Server can now run |
17:48 |
independent56 |
And hopefully with mesecons enables |
17:49 |
independent56 |
Oh god no |
17:50 |
independent56 |
Trains are running on ghost tracks |
17:51 |
independent56 |
Is there a way to take two map.sqlites and then see if an air node in one of them is a solid block in another? |
17:51 |
MTDiscord |
<Jonathon> or use at_sync_ndb to get rid of the ghost tracks |
17:51 |
independent56 |
No |
17:52 |
independent56 |
Because i'm scared |
17:52 |
independent56 |
And also trains running on invisible tracks is cool |
17:52 |
sfan5 |
"is there a way" yes |
17:52 |
independent56 |
But the interlocking is going to scream at me. |
17:52 |
sfan5 |
valuable advice: there is always a way, but often enough it is not feasible |
17:52 |
independent56 |
ugh |
17:52 |
independent56 |
I guess i'll have to learn SQL |
17:53 |
sfan5 |
there's no sql to learn, minetest uses the db as a static key-value store |
17:53 |
muurkha |
yeah, you aren't going to get very far trying to figure out which nodes are present with SQL |
17:53 |
independent56 |
:-/ |
17:54 |
MTDiscord |
<luatic> independent56: You better learn C++ |
17:54 |
independent56 |
yeah |
17:54 |
MTDiscord |
<luatic> Minetest stores mapblock blobs in the database |
17:54 |
independent56 |
I guess it's not fasible |
17:54 |
sfan5 |
it's feasible |
17:54 |
MTDiscord |
<luatic> It isn't. Unless there are some good libraries for dealing with MT's map format. |
17:55 |
definitelya |
Just make backups next time, fam. It's always worth it. |
17:55 |
sfan5 |
there might be one in go |
17:55 |
independent56 |
definitelya, i have, but they're approaching 12 hours age |
17:55 |
sfan5 |
but changing the minetestmapper source to do what you want wouldn't be that hard |
17:55 |
independent56 |
acc no passed it |
17:56 |
independent56 |
Hmm, seems smart until you realise i make maps at 04:00 in the morning, way before i spilt my heart into a factory and level crossings |
17:56 |
independent56 |
I'll just reconstruct i guess |
17:57 |
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17:57 |
MTDiscord |
<Jonathon> save the build as schemes/worldedit files, restore backup, paste them back in |
17:57 |
sfan5 |
^ this is much easier |
17:57 |
independent56 |
Ah, thanks |
17:57 |
MTDiscord |
<Jonathon> if there big, use one of the mapsizing alternatives since worldedit is bloated |
17:57 |
MTDiscord |
<Jonathon> *mapsaving mod alternatives |
18:05 |
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18:06 |
independent56 |
But now the doors close properly! |
18:06 |
independent56 |
Thank u'all |
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18:50 |
independent56 |
BREAKING: Super glow glass found to contain "copious" amounts of Uranium according to scientists |
18:54 |
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18:58 |
MTDiscord |
<luatic> Doesn't Uranium usually glow green (i.e. a single wavelength or a couple discrete wavelenghts)? The yellow light super glow glass seems to emit on the other hand is a continuous spectrum like that of a light bulb, containing pretty much all wavelengths. This doesn't necessarily exclude Uranium as an ingredient, but Uranium decay as the only source of the spectrum is next to impossible (unless the glowing comes from the glow glass being |
18:58 |
MTDiscord |
heated as the Uranium decays). |
18:59 |
sfan5 |
does uranium glow at all? |
19:07 |
independent56 |
Hmm |
19:07 |
independent56 |
Maybe the world is constantly struck by UV from the sun |
19:08 |
independent56 |
uranium glass glows green on UV |
19:08 |
independent56 |
Still, i'd be careful |
19:09 |
independent56 |
How do torches burn forever? |
19:09 |
independent56 |
Voodo, i say. Who's to say glow glass isn't bringing black magic into our homes? |
19:09 |
sfan5 |
mese channels its energy to torches |
19:09 |
independent56 |
We must all bow down to our overlords, mese |
19:09 |
independent56 |
We must thank it for providing eternal light |
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19:30 |
muurkha |
luatic: uranium oxide is fluorescent in green but I don't think it's a single wavelength |
19:30 |
definitelya |
independent56: Satanic mod idea: you get banned on the server, you get banned from real life, and sent into a Minetest mod soup world. |
19:31 |
sfan5 |
mmm soup |
19:31 |
definitelya |
:P |
19:31 |
muurkha |
also in general solid-state things and glasses tend to have much wider spectral line widths than gases |
19:32 |
muurkha |
are you looking at a spectogram of this super glow glass? because you can't really tell by looking at a glow whether it's a continuous spectrum or just two or three wavelengths |
19:32 |
muurkha |
if you have uranium in something then after a few million years you'll have the whole uranium decay chain, and some of the decay chain elements are a lot more active at stimulating phosphors (such as uranium oxide) than uranium itself is |
19:33 |
muurkha |
uranium metal doesn't glow at all (unless it's incandescent, of course) |
19:39 |
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19:44 |
MTDiscord |
<luatic> muurkha: White light always is a continuous spectrum |
19:55 |
muurkha |
luatic: you can define "white light" to mean "a continuous spectrum", but there are lots of spectra that are very far from continuous that look white to eyes and RGB cameras |
19:56 |
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19:56 |
muurkha |
take a look at spectra of "white" fluorescent lights and LED bulbs online, for example |
19:58 |
muurkha |
they're not "white" in the sense of being a continuous spectrum but you can't tell by looking at the light |
19:58 |
muurkha |
sometimes you can tell by looking at things illuminated by them because they look the wrong color |
19:58 |
muurkha |
this is low "CRI", "color rendering index" |
20:12 |
independent56 |
BREAKING: Spectral lines of all glowing Minetest nodes seem to exactly be Red, Green, and Blue, indicating a single radioactive element in all bright objects |
20:25 |
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20:27 |
MinetestBot |
[git] x2048 -> minetest/minetest: Release shadow mapping resources when not needed (#12497) 7c26111 https://github.com/minetest/minetest/commit/7c261118e06c630ea9ad00f20d7005b8edc108dd (2022-07-09T20:26:39Z) |
20:30 |
muurkha |
heh |
20:32 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Enforce limits of settings that could cause buggy behaviour (#12450) 051181f https://github.com/minetest/minetest/commit/051181fa6ee00d8379e8a7dc7442b58342d4352b (2022-07-09T20:32:08Z) |
20:34 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Sounds: Various little improvements (#12486) e51f474 https://github.com/minetest/minetest/commit/e51f474613c5d4bd53a8d213785bcb51f5cf447f (2022-07-09T20:32:24Z) |
20:34 |
MinetestBot |
[git] AFCMS -> minetest/minetest: Make `VoxelArea:position()` return a vector with metatable (#12521) fae8726 https://github.com/minetest/minetest/commit/fae8726a769f9ad3bb81bf3e364265662d333dd0 (2022-07-09T20:32:33Z) |
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21:36 |
MTDiscord |
<luatic> yay! |
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21:58 |
independent56 |
If you fell and somehow landed in a boat, sitting and ready to control, would you sustain fall damage? |
22:01 |
MTDiscord |
<luatic> independent56: If you mean right-clicking the boat and receiving the attachment command before you hit the boat: Yes. Since there is no proper clientside prediction though, there's a decent chance that you die attached to the boat. |
22:01 |
sfan5 |
attaching somewhere erases velocity |
22:01 |
independent56 |
hmm |
22:01 |
independent56 |
Thats why boarding a train at full speed doesn't kill me |
22:01 |
MTDiscord |
<luatic> BTW sfan5: Why are only a select few player properties serialized? I find it out that current velocity isn't serialized. This allows evading death simply by rejoining. |
22:01 |
sfan5 |
not sure I get luatic's comment about clientside prediction, fall damage is entirely client-side |
22:02 |
sfan5 |
dunno |
22:02 |
MTDiscord |
<luatic> find it odd* |
22:02 |
sfan5 |
oh actually here's the reason: there's no way to give the client its velocity back |
22:02 |
MTDiscord |
<luatic> But there is with add_velocity |
22:02 |
sfan5 |
that's recent |
22:02 |
sfan5 |
relatively |
22:02 |
MTDiscord |
<luatic> Modding time :) |
22:03 |
MTDiscord |
<luatic> Or engine time? |
22:03 |
sfan5 |
hm |
22:03 |
MTDiscord |
<luatic> sfan5: Yes, that's the point - there's no proper clientside prediction for the attaching to the boat, so the server sends the attach command, you die of fall damage, you receive the attach command. |
22:04 |
sfan5 |
oh, that |
22:04 |
sfan5 |
yes |
22:04 |
MTDiscord |
<luatic> sfan5: I'll open an issue |
22:08 |
MTDiscord |
<luatic> #12525 |
22:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/12525 -- Preserve player velocity |
22:08 |
MTDiscord |
<luatic> that's a nice number |
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colbydray |
e |
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MTDiscord |
<Jonathon> f |
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