Time |
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Message |
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06:22 |
redfish |
I'm having trouble with the "digiscreen" mod. I tried drawing an image directly or using digistuff's gpu, but it never displays anything |
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11:11 |
giov4[m] |
does anyone know if there's a way of obtaining the dtime outside of the functions (more specifically, in a minetest.after) that pass it as a parameter? |
11:14 |
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11:21 |
sfan5 |
question is, between which times do you want the difference? |
11:21 |
kilbith |
these functions are all running inside a server loop |
11:36 |
rubenwardy |
that's only relevant if the callback is running once per frame |
11:36 |
rubenwardy |
need more information about what they're trying to do |
11:38 |
kilbith |
frame != server step |
11:38 |
kilbith |
this isn't a client-side thing |
11:38 |
rubenwardy |
I meant frame as in physics frame |
11:39 |
rubenwardy |
the actual term is server or global step, yes |
11:40 |
rubenwardy |
ok that's not a term at all, it's just step |
11:40 |
rubenwardy |
that being physics frame |
11:48 |
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11:56 |
kilbith |
https://www.youtube.com/watch?v=a0u0QXPfKsQ |
12:01 |
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12:08 |
giov4[m] |
<rubenwardy> "need more information about what..." <- I have a system that allows to declare some functions that will be called every x seconds and I use a "recursive" after to do it; I could also register a global step and accumulate time to then call the functions after x seconds have passed, but it is more unpractical and I'd rather keep the code as it is |
12:09 |
rubenwardy |
what dtime are you expecting though? The time between invocations? |
12:09 |
giov4[m] |
yes |
12:09 |
rubenwardy |
using a global step would be the easiest approach |
12:10 |
rubenwardy |
otherwise, you'd need to keep track of time and handle the game pausing |
12:10 |
rubenwardy |
shame gametime isn't a floating point number |
12:10 |
rubenwardy |
You could also just use the x seconds as the dtime, assuming you're ok with +/- 200ms of inaccuracy on laggy servers |
12:13 |
giov4[m] |
nope, I want to accumulate time so 200ms is too much, I will use the global step then; thanks everyone |
12:13 |
kilbith |
uptime is using porting::getTimeS() instead of porting::getTimeMS(), which is bad for realtime analysis |
12:13 |
kilbith |
changed that in our fork |
12:20 |
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12:27 |
kilbith |
camera rolling + pseudo-1st view: https://www.youtube.com/watch?v=AxOqDFpJXsg |
12:27 |
kilbith |
MisterE[m] ^ |
12:28 |
kilbith |
cam1:set_rotation(vec(0, 0, rot.z + 720), true) |
12:59 |
rubenwardy |
Feels like I was being hypnotized |
13:05 |
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13:31 |
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13:51 |
MTDiscord |
<Jordach> please tell me that camera is interpolated clientside |
13:52 |
MTDiscord |
<Jordach> also this means we can finally enjoy aircraft with pitch yaw and roll or even |
13:52 |
MTDiscord |
<Jordach> https://tenor.com/view/spaceship-lego-space-astronaut-excited-gif-15000835 |
13:54 |
kilbith |
"please tell me that camera is interpolated clientside" of course it is |
13:54 |
MTDiscord |
<Jordach> thank fuck for that |
13:55 |
MTDiscord |
<Jordach> second |
13:55 |
MTDiscord |
<Jordach> does it use frames or dtime to measure defined interpolation time |
14:19 |
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14:25 |
kilbith |
it uses the dtime of the OnAnimate loop of the camera scene node |
14:27 |
kilbith |
so even if the server is laggy, the camera will continue to interpolate smoothly |
14:29 |
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14:32 |
MTDiscord |
<Jordach> perfect |
14:32 |
MTDiscord |
<Jordach> there are certain API calls in engine that use FPS rather than dtime for calculation |
14:36 |
kilbith |
OnAnimate() is called just before rendering the whole scene |
14:37 |
kilbith |
so it's rather the frames than the dtime |
14:38 |
kilbith |
but bear in mind that it's completely decorrelated from the server |
14:38 |
kilbith |
I mean the whole API |
14:39 |
kilbith |
there are server-side callbacks which control it, but what's happening internally then is executed on the client |
16:09 |
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16:19 |
Krock |
is there a script or mod to find unused textures? |
16:36 |
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17:03 |
MTDiscord |
<FatalError> Haha, yeah, only it breaks like everything |
17:16 |
ROllerozxa |
FatalError: friendly reminder that replies don't reflect over on the IRC side |
17:22 |
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17:30 |
MTDiscord |
<FatalError> That |
17:30 |
MTDiscord |
<FatalError> Is fair |
17:33 |
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17:56 |
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18:06 |
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18:09 |
muurkha |
it is discordant |
18:13 |
fluxionary |
was searching for a mod, instead i found https://minetest.cn/ . does anyone know what that is? seems to be an out-of-date clone of the web site... |
18:14 |
fluxionary |
traceroute leads to cloudflare |
18:16 |
sfan5 |
https://forum.minetest.net/viewtopic.php?t=20615 maybe |
18:17 |
fluxionary |
whois points to something called "qcminecraft" |
18:18 |
fluxionary |
yeah seems to be what sfan found |
18:26 |
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19:26 |
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20:12 |
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20:46 |
FavoritoHJS |
Here's a stupid idea: I've heard that the Alder Lake microcode key got leaked. I wonder if you can use that to implement some extra instructions... maybe even bring back AVX-512 WHILE keeping E-Cores enabled! |
21:00 |
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21:02 |
FavoritoHJS |
nevermind, it's just the BIOS key... |
21:13 |
MTDiscord |
<Vagankovo> Microcode key? |
21:17 |
diceLibrarian |
how would I configure a server to send fewer requests to server announce? |
21:18 |
sfan5 |
that's not configurable |
21:18 |
sfan5 |
in fact if you sent fewer requests than the default your server would constantly expire from the list |
21:18 |
diceLibrarian |
so then, I just have to live with the server getting a 429 error? |
21:19 |
sfan5 |
how many servers are you running? |
21:19 |
diceLibrarian |
we've got uhhh |
21:19 |
diceLibrarian |
8 on daconcepts |
21:19 |
diceLibrarian |
8-ish |
21:19 |
diceLibrarian |
three running from my ssh folder |
21:21 |
sfan5 |
looking at my current config you should be able to announce 10+ servers from a single IP fine before running into limits |
21:21 |
diceLibrarian |
huh... |
21:21 |
diceLibrarian |
wonder what's going on then |
21:22 |
sfan5 |
okay I can tell you why: multicraft has an increased announce frequency (for no good reason IMO) so that runs into ratelimits much faster |
21:22 |
diceLibrarian |
... |
21:22 |
diceLibrarian |
where do I turn that down |
21:23 |
sfan5 |
src/server.cpp near ServerList::sendAnnounce |
21:23 |
sfan5 |
default is 300.0 |
21:24 |
diceLibrarian |
is 60.0 too fast? |
21:25 |
diceLibrarian |
guessing it is |
21:26 |
diceLibrarian |
okay, so another problem: the server is actively running, will this break anything? |
21:29 |
diceLibrarian |
I'm not editing the file until I know it's okay to do so while the server is running |
21:33 |
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22:37 |
MTDiscord |
<SX> no, editing src/server.cpp while server is running wont break anything :) |
22:41 |
MTDiscord |
<SX> ... but because it wont affect server in any way. Then next things like compiling and installing might possibly break s/w maintenance process, depends ... |
22:43 |
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22:44 |
MTDiscord |
<SX> Should be possible to even replace binaries while server is running unless mc does some weird lib unloading |
22:44 |
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22:44 |
MTDiscord |
<Warr1024> Replacing binaries is possible on Linux, but generally not on Windows. |
22:45 |
MTDiscord |
<SX> Because of locks, no matter what if s/w does unload and reload things it might not be possible even on Linux. |
22:47 |
MTDiscord |
<SX> Well, possible of course but note was more about doing it without crashing running software. Very rare anyway... and when done often it is done in a more controlled manner. |
22:50 |
MTDiscord |
<SX> But mostly done with some plugin systems where you can add/remove code at will. |
22:51 |
FavoritoHJS |
> <Warr1024> Replacing binaries is possible on Linux, but generally not on Windows. |
22:51 |
FavoritoHJS |
How is that even possible? I imagine that the memory addresses for state or functions would change after compilation |
22:51 |
MTDiscord |
<SX> Binaries are loaded into memory, if needed swapped out to disk separately. |
22:52 |
FavoritoHJS |
oh, so it's not replacing the actual running binary |
22:52 |
MTDiscord |
<SX> (swap file / partition) |
22:52 |
MTDiscord |
<Warr1024> Linux also allows you to replace a file while it's being read elsewhere. The file is just marked for later GC once all handles for it are actually closed. One kinda ugly trick used to make temp files is to open a file, delete it, and then read and write to it. |
22:53 |
MTDiscord |
<SX> Yeah, that's also why you do not need to restart computer with most upgrades. Just software itself. |
22:53 |
MTDiscord |
<Warr1024> It's not so much a Linux thing as I think it's fairly universal amongst unix-likes. It's just Windows that I know of that does the locking thing. |
22:56 |
MTDiscord |
<SX> You can still replace on Windows too, it is just easier with Linux. Process is kinda similar. On Windows you rename old then add new. |
22:56 |
FavoritoHJS |
I don't think you can rename files being accessed... |
22:57 |
diceLibrarian |
I've done it |
22:57 |
MTDiscord |
<SX> You can. |
22:57 |
diceLibrarian |
it causes issues with VLC actually |
22:57 |
MTDiscord |
<SX> Was one simple way to remove simple malware. |
23:01 |
fluxionary |
there's no way to change the default volume or sound-carry-distance for footsteps, is there? |
23:01 |
rubenwardy |
You can hot update C++ without restarting the program using some machine code black magic |
23:02 |
fluxionary |
rubenwardy: =D |
23:02 |
FavoritoHJS |
a jit with extra steps? |
23:02 |
FavoritoHJS |
(well, actually less steps since you won't need code parsing and generation, only loading) |
23:03 |
fluxionary |
i suppose i could just override the definition of every node and adjust the footstep soundspec |
23:04 |
MTDiscord |
<SX> And many plugin systems are basically hot update.. |
23:19 |
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23:48 |
MTDiscord |
<Scout> The feature isn't half baked if its half broken :D |
23:51 |
muurkha |
it's burned |
23:52 |
MTDiscord |
<Scout> I think you meant charred :p |
23:54 |
muurkha |
did you hear the Branch Davidians were fashionable? they wore charred-ash jeans |